ability.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
ability.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
ability.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
ability.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
ability.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
ability.c:    if (ch->ability_cur[CUR] == 0 && ch->ability[0] < 100)
ability.c:        ch->ability_exp[0] += gain;
ability.c:        if (ch->ability_exp[0] > (21000000 * ch->ability[0]))
ability.c:            ch->ability_exp[0] -= 21000000 * ch->ability[0];
ability.c:            ch->ability[0]++;
ability.c:    if (ch->ability_cur[CUR] == 1 && ch->ability[1] < 100)
ability.c:        ch->ability_exp[1] += gain;
ability.c:        if (ch->ability_exp[1] > (21000000 * ch->ability[1]))
ability.c:            ch->ability_exp[1] -= 21000000 * ch->ability[1];
ability.c:            ch->ability[1]++;
ability.c:    if (ch->ability_cur[CUR] == 2 && ch->ability[2] < 100)
ability.c:        ch->ability_exp[2] += gain;
ability.c:        if (ch->ability_exp[2] > (21000000 * ch->ability[2]))
ability.c:            ch->ability_exp[2] -= 21000000 * ch->ability[2];
ability.c:            ch->ability[2]++;
ability.c:    if (ch->ability_cur[CUR] == 3 && ch->ability[3] < 100)
ability.c:        ch->ability_exp[3] += gain;
ability.c:        if (ch->ability_exp[3] > (21000000 * ch->ability[3]))
ability.c:            ch->ability_exp[3] -= 21000000 * ch->ability[3];
ability.c:            ch->ability[3]++;
ability.c:    if (ch->ability_cur[CUR] == 4 && ch->ability[4] < 100)
ability.c:        ch->ability_exp[4] += gain;
ability.c:        if (ch->ability_exp[4] > (21000000 * ch->ability[4]))
ability.c:            ch->ability_exp[4] -= 21000000 * ch->ability[4];
ability.c:            ch->ability[4]++;
ability.c:    if (ch->ability[0] < 1) ch->ability[0] = 1;
ability.c:    if (ch->ability[1] < 1) ch->ability[1] = 1;
ability.c:    if (ch->ability[2] < 1) ch->ability[2] = 1;
ability.c:    if (ch->ability[3] < 1) ch->ability[3] = 1;
ability.c:    if (ch->ability[4] < 1) ch->ability[4] = 1;
ability.c:    if (ch->ability_exp[0] < 0) ch->ability_exp[0] = 21000000 * ch->ability[0];
ability.c:    if (ch->ability_exp[1] < 0) ch->ability_exp[1] = 21000000 * ch->ability[1];
ability.c:    if (ch->ability_exp[2] < 0) ch->ability_exp[2] = 21000000 * ch->ability[2];
ability.c:    if (ch->ability_exp[3] < 0) ch->ability_exp[3] = 21000000 * ch->ability[3];
ability.c:    if (ch->ability_exp[4] < 0) ch->ability_exp[4] = 21000000 * ch->ability[4];
ability.c:    if (ch->ability[0] > 1)
ability.c:        resist += ch->ability[0] / 40;
ability.c:        hp += ch->ability[0] * 100;
ability.c:    if (ch->ability[1] > 1)
ability.c:        damage += ch->ability[1] * 4;
ability.c:        dr += ch->ability[1] * 10;
ability.c:    if (ch->ability[2] > 1)
ability.c:        attack += ch->ability[2] / 20;
ability.c:        hr += ch->ability[2] * 10;
ability.c:    if (ch->ability[3] > 1)
ability.c:        ac -= ch->ability[3] - (ch->ability[3] * 10);
ability.c:        parry += ch->ability[3] / 10;
ability.c:    if (ch->ability[4] > 1)
ability.c:        attack += ch->ability[4] / 20;
ability.c:        dodge += ch->ability[4] / 10;
ability.c:        sprintf(buf, " Combat Toughness   %-3d    %-10lli   %-10lli   Resist: %d/HP: %d\n\r",
ability.c:                ch->ability[0], ch->ability_exp[0],
ability.c:                (21000000 * ch->ability[0] - ch->ability_exp[0]),
ability.c:        sprintf(buf, " Combat Power       %-3d    %-10lli   %-10lli   Damage: %d/DR: %d\n\r",
ability.c:                ch->ability[1], ch->ability_exp[1],
ability.c:                ((21000000 * ch->ability[1]) - ch->ability_exp[1]),
ability.c:        sprintf(buf, " Combat Skill       %-3d    %-10lli   %-10lli   Attacks: %d/HR: %d\n\r",
ability.c:                ch->ability[2], ch->ability_exp[2],
ability.c:                ((21000000 * ch->ability[2]) - ch->ability_exp[2]),
ability.c:        sprintf(buf, " Combat Prowess     %-3d    %-10lli   %-10lli   AC: %d/Parry: %d\n\r",
ability.c:                ch->ability[3], ch->ability_exp[3],
ability.c:                ((21000000 * ch->ability[3]) - ch->ability_exp[3]),
ability.c:        sprintf(buf, " Combat Agility     %-3d    %-10lli   %-10lli   Attack: %d/Dodge %d\n\r",
ability.c:                ch->ability[4], ch->ability_exp[4],
ability.c:                ((21000000 * ch->ability[4]) - ch->ability_exp[4]),
ability.c:        if (ch->ability_cur[CUR] == 0) ability = "Combat Toughness";
ability.c:        else if (ch->ability_cur[CUR] == 1) ability = "Combat Power";
ability.c:        else if (ch->ability_cur[CUR] == 2) ability = "Combat Skill";
ability.c:        else if (ch->ability_cur[CUR] == 3) ability = "Combat Prowess";
ability.c:        else if (ch->ability_cur[CUR] == 4) ability = "Combat Ability";
ability.c:        ch->ability_cur[CUR] = 0;
ability.c:        ch->ability_cur[CUR] = 1;
ability.c:        ch->ability_cur[CUR] = 2;
ability.c:        ch->ability_cur[CUR] = 3;
ability.c:        ch->ability_cur[CUR] = 4;
abjurer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
abjurer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
abjurer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
abjurer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
abjurer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
abjurer.c:        SET_BIT(ch->immune, IMM_SHIELDED);
abjurer.c:    REMOVE_BIT(ch->immune, IMM_SHIELDED);
abjurer.c:    if (!IS_SPHERE(ch, SPHERE_ABJURER) && ch->profession != PROF_TEMPLAR)
abjurer.c:    if (ch->mana < mcost)
abjurer.c:    ch->mana -= mcost;
abjurer.c:    if (IS_SET(ch->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE))
abjurer.c:        REMOVE_BIT(ch->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE);
abjurer.c:    SET_BIT(ch->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE);
act_comm.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
act_comm.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
act_comm.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
act_comm.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
act_comm.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
act_comm.c:    if (victim->level >= 7)
act_comm.c:        if (ch->pcdata->quest < amount)
act_comm.c:        ch->pcdata->quest -= amount;
act_comm.c:        victim->pcdata->bounty += amount;
act_comm.c:        sprintf(buf, "%s puts %d qps on %s's head, who now have a %d qps bounty.", ch->name, amount, victim->name, victim->pcdata->bounty);
act_comm.c:    if ((rch = room->people) == NULL)
act_comm.c:    if (IS_NPC(ch) || IS_SET(ch->deaf, CHANNEL_NEWBIE))
act_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
act_comm.c:    endbit[0] = argument[strlen(argument) - 1];
act_comm.c:        secbit[0] = argument[strlen(argument) - 2];
act_comm.c:    else if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_comm.c://    if (ch->currentform != FORM_NONE)
act_comm.c://      sprintf(poly,"%s %s, '#y$T#n'", ch->morph, speaks);
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
act_comm.c:    if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
act_comm.c:    to = ch->in_room->people;
act_comm.c:    for (; to != NULL; to = to->next_in_room)
act_comm.c:        if (to->desc == NULL || !IS_AWAKE(to))
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_room != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_room != NULL && 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 && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_obj != NULL && ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
act_comm.c:            sprintf(name,"%s", ch->short_descr);
act_comm.c:            sprintf(name,"%s", ch->morph);
act_comm.c:            sprintf(name,"%s", ch->name);
act_comm.c:    for (rt = ch->in_room->roomtext; rt != NULL; rt = rt->next)
act_comm.c:        if (!strcmp(argument, rt->input) || is_in(argument, rt->input) || all_in(argument, rt->input))
act_comm.c:            if (rt->name != NULL && rt->name[0] != '\0' && str_cmp(rt->name, "all") && str_cmp(rt->name, "|all*"))
act_comm.c:                if (!is_in(ch->name, rt->name))
act_comm.c:            if (rt->mob != 0)
act_comm.c:                    vch_next = vch->next;
act_comm.c:                    if (vch->in_room == NULL)
act_comm.c:                    if (vch->in_room == ch->in_room && vch->pIndexData->vnum == rt->mob)
act_comm.c:            switch (rt->type % RT_RETURN)
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:                if (get_obj_index(rt->power) == NULL)
act_comm.c:                obj = create_object(get_obj_index(rt->power), ch->level);
act_comm.c:                if (IS_SET(rt->type, RT_TIMER))
act_comm.c:                    obj->timer = 1;
act_comm.c:                    obj_to_room(obj, ch->in_room);
act_comm.c:                if (!str_cmp(rt->choutput, "copy"))
act_comm.c:                    act(rt->output, ch, obj, NULL, TO_CHAR);
act_comm.c:                    act(rt->choutput, ch, obj, NULL, TO_CHAR);
act_comm.c:                if (!IS_SET(rt->type, RT_PERSONAL))
act_comm.c:                    act(rt->output, ch, obj, NULL, TO_ROOM);
act_comm.c:                if (get_mob_index(rt->power) == NULL)
act_comm.c:                mob = create_mobile(get_mob_index(rt->power));
act_comm.c:                char_to_room(mob, ch->in_room);
act_comm.c:                if (!str_cmp(rt->choutput, "copy"))
act_comm.c:                    act(rt->output, ch, NULL, mob, TO_CHAR);
act_comm.c:                    act(rt->choutput, ch, NULL, mob, TO_CHAR);
act_comm.c:                if (!IS_SET(rt->type, RT_PERSONAL))
act_comm.c:                    act(rt->output, ch, NULL, mob, TO_ROOM);
act_comm.c:                (*skill_table[rt->power].spell_fun) (rt->power, number_range(40, 50), ch, ch);
act_comm.c:                obj->timer = 1;
act_comm.c:                obj->value[0] = rt->power;
act_comm.c:                obj->value[1] = 1;
act_comm.c:                obj_to_room(obj, ch->in_room);
act_comm.c:                if (get_room_index(rt->power) == NULL)
act_comm.c:                if (!str_cmp(rt->choutput, "copy"))
act_comm.c:                    act(rt->output, ch, NULL, NULL, TO_CHAR);
act_comm.c:                    act(rt->choutput, ch, NULL, NULL, TO_CHAR);
act_comm.c:                if (!IS_SET(rt->type, RT_PERSONAL))
act_comm.c:                    act(rt->output, ch, NULL, NULL, TO_ROOM);
act_comm.c:                char_to_room(ch, get_room_index(rt->power));
act_comm.c:                for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
act_comm.c:                    if (is_contained("%s", rt->output))
act_comm.c:                        sprintf(xbuf, rt->output, ch->name);
act_comm.c:                        strcpy(xbuf, rt->output);
act_comm.c:                    if (mob->pIndexData->vnum == rt->mob)
act_comm.c:                send_to_char(rt->output, ch);
act_comm.c:                move_lift(ch, rt->power);
act_comm.c:            if (hop && IS_SET(rt->type, RT_RETURN))
act_comm.c:            if (!str_cmp(rt->choutput, "copy") && !IS_SET(rt->type, RT_ACTION))
act_comm.c:                act(rt->output, ch, NULL, NULL, TO_CHAR);
act_comm.c:            else if (!IS_SET(rt->type, RT_ACTION))
act_comm.c:                act(rt->choutput, ch, NULL, NULL, TO_CHAR);
act_comm.c:            if (!IS_SET(rt->type, RT_PERSONAL) && !IS_SET(rt->type, RT_ACTION))
act_comm.c:                act(rt->output, ch, NULL, NULL, TO_ROOM);
act_comm.c:            if (IS_SET(rt->type, RT_RETURN))
act_comm.c:    for (pos = 0; pos < (MAX_INPUT_LENGTH - 1) && ip[pos] != '\0'; pos++)
act_comm.c:     * -- Furey
act_comm.c:    if ((victim = get_char_world(ch, arg)) == NULL || (IS_NPC(victim) && victim->in_room != ch->in_room))
act_comm.c:    if (!IS_NPC(victim) && victim->desc == NULL)
act_comm.c:    if (IS_SET(victim->deaf, CHANNEL_TELL) && !IS_IMMORTAL(ch))
act_comm.c:        if (IS_NPC(victim) || IS_NPC(ch) || strlen(victim->pcdata->marriage) < 2 || str_cmp(ch->name, victim->pcdata->marriage))
act_comm.c:            if (victim->pcdata->ignore[i] == ch->pcdata->playerid)
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
act_comm.c:    position = victim->position;
act_comm.c:    victim->position = POS_STANDING;
act_comm.c:    victim->position = position;
act_comm.c:    victim->reply = ch;
act_comm.c:    if ((victim = get_char_world(ch, arg)) == NULL || (victim->in_room != ch->in_room))
act_comm.c:    if (!IS_NPC(victim) && victim->desc == NULL)
act_comm.c:    if ((victim = ch->reply) == NULL)
act_comm.c:    if (!IS_NPC(victim) && victim->desc == NULL)
act_comm.c:            if (victim->pcdata->ignore[i] == ch->pcdata->playerid)
act_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE))
act_comm.c:    position = victim->position;
act_comm.c:    victim->position = POS_STANDING;
act_comm.c:    victim->position = position;
act_comm.c:    victim->reply = ch;
act_comm.c:    if (isalpha(plast[-1]))
act_comm.c:    if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
act_comm.c:    to = ch->in_room->people;
act_comm.c:    for (; to != NULL; to = to->next_in_room)
act_comm.c:        if (to->desc == NULL || !IS_AWAKE(to))
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_room != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_room != NULL && 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 && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_obj != NULL && ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
act_comm.c:            strcpy(name, ch->short_descr);
act_comm.c:            strcpy(name, ch->morph);
act_comm.c:            strcpy(name, ch->name);
act_comm.c:        if (ch->short_descr != NULL)
act_comm.c:            strcpy(you, ch->short_descr);
act_comm.c:        if (ch->name != NULL)
act_comm.c:            strcpy(you, ch->name);
act_comm.c:        if (victim->short_descr != NULL)
act_comm.c:            strcpy(you, victim->short_descr);
act_comm.c:        if (victim->name != NULL)
act_comm.c:            strcpy(you, victim->name);
act_comm.c:    if (isalpha(plast[-1]))
act_comm.c:    if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
act_comm.c:        if (isalpha(plast[-1]))
act_comm.c:        if (isalpha(plast[-1]))
act_comm.c:    to = ch->in_room->people;
act_comm.c:    for (; to != NULL; to = to->next_in_room)
act_comm.c:        if (to->desc == NULL || !IS_AWAKE(to))
act_comm.c:        if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_room != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_room != NULL && 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 && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_obj != NULL && ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
act_comm.c:            strcpy(name, ch->short_descr);
act_comm.c:            strcpy(name, ch->morph);
act_comm.c:            strcpy(name, ch->name);
act_comm.c:    if (ch->position == POS_FIGHTING)
act_comm.c:    if (ch->position != POS_STANDING)
act_comm.c:        ch->position = POS_STANDING;
act_comm.c:    if (ch->fight_timer > 0)
act_comm.c:    if (ch->in_room != NULL)
act_comm.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
act_comm.c:    call_all(ch);                 // wippy-doodle-doo
act_comm.c:    for (gch = char_list; gch; gch = gch->next)
act_comm.c:        if (gch->desc)
act_comm.c:            if (gch->desc->connected != CON_PLAYING && !(gch->desc->connected >= CON_NOTE_TO && gch->desc->connected <= CON_NOTE_FINISH))
act_comm.c:        if (gch->challenger == ch)
act_comm.c:            gch->challenger = NULL;
act_comm.c:            if (IS_SET(obj->quest, QUEST_ARTIFACT))
act_comm.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT))
act_comm.c:    else if (ch->pcdata->obj_vnum == 0)
act_comm.c:        if (ch->level < 2 && ch->pcremort < 1)
act_comm.c:            sprintf(buf, "#W%s #nhas left #C::#yAge of Heroes#C::#n (Not Saved)", ch->pcdata->switchname);
act_comm.c:            sprintf(buf, "#W%s #nhas left #C::#yAge of Heroes#C::#n", ch->pcdata->switchname);
act_comm.c:    if (ch->challenger != NULL)
act_comm.c:        ch->challenger = NULL;
act_comm.c:    if ((mount = ch->mount) != NULL)
act_comm.c:        send_to_char("      Trans corpus meum mortuum. - Over my dead body?\n\r", ch);
act_comm.c:        send_to_char("Ruby Friedman - Hunt You Down (Bloodborne)\n\r", ch);
act_comm.c:        send_to_char("      C.O.B.O.L - Completely Obsolete Boring Old Language?\n\r", 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:    if (ch->pcdata->obj_vnum != 0)
act_comm.c:    if (ch->in_room != NULL)
act_comm.c:    sprintf(log_buf, "%s has quit.", ch->name);
act_comm.c:    if (ch->pcdata->chobj != NULL)
act_comm.c:        extract_obj(ch->pcdata->chobj);
act_comm.c:    /*    if (ch->level < 2 && ch->pcremort < 1)
act_comm.c:    if (ch->level < 2 && ch->pcremort < 1)
act_comm.c:    if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL)
act_comm.c:        act("But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR);
act_comm.c:        if (ch->master == NULL)
act_comm.c:    if (ch->master != NULL)
act_comm.c:    if (ch->master != NULL)
act_comm.c:        bug("Add_follower: non-null master.", 0);
act_comm.c:    ch->master = master;
act_comm.c:    ch->leader = NULL;
act_comm.c:    if (ch->master == NULL)
act_comm.c:        REMOVE_BIT(ch->affected_by, AFF_CHARM);
act_comm.c:    if (can_see(ch->master, ch))
act_comm.c:        act("$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:        fch_next = fch->next;
act_comm.c:        if (fch->leader == ch)
act_comm.c:            fch->leader = fch;
act_comm.c:        if (fch->master == ch)
act_comm.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ORDER) || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_comm.c:        if ((!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch))
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:        if ((IS_AFFECTED(och, AFF_CHARM) && och->master == ch && (fAll || och == victim)))
act_comm.c:            ch->wait = victim->wait;
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:                sprintf(buf, "[%-16s] %lli/%lli hp %lli/%lli mana %lli/%lli mv %lli xp\n\r",
act_comm.c:                        capitalize(PERS(gch, ch)), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp);
act_comm.c:    if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch))
act_comm.c:    if (victim->master != ch && ch != victim)
act_comm.c:        victim->leader = NULL;
act_comm.c:    victim->leader = ch;
act_comm.c:    sprintf(buf, "#G%s tells the group #R'#G%s#R'\n\r#n", ch->name, argument);
act_comm.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_comm.c:        if (d->character != NULL)
act_comm.c:            gch = d->character;
act_comm.c:    if (ach->leader != NULL)
act_comm.c:        ach = ach->leader;
act_comm.c:    if (bch->leader != NULL)
act_comm.c:        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:        obj_next = obj->next_content;
act_comm.c:        if (obj->item_type != ITEM_PORTAL)
act_comm.c:        if (obj->pIndexData->vnum == 30001)
act_comm.c:        if (obj->value[0] == cmp_room)
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:        obj_next = obj->next_content;
act_comm.c:        if (obj->item_type != ITEM_PORTAL)
act_comm.c:        if (obj->pIndexData->vnum == 30001)
act_comm.c:        if (obj->value[2] == 0)
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:        obj_next = obj->next_content;
act_comm.c:        if (obj->item_type != ITEM_PORTAL)
act_comm.c:        if (obj->pIndexData->vnum == 30001)
act_comm.c:        pRoomIndex = get_room_index(obj->value[0]);
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:        obj_next = obj->next_content;
act_comm.c:        if (obj->item_type != ITEM_PORTAL)
act_comm.c:        if (obj->pIndexData->vnum == 30001)
act_comm.c:        obj->value[0] = doorexit;
act_comm.c:    for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_comm.c:        obj_next = obj->next_content;
act_comm.c:        if (obj->item_type != ITEM_PORTAL)
act_comm.c:        if (obj->pIndexData->vnum == 30001)
act_comm.c:        if (obj->value[2] == 0 && !be_open)
act_comm.c:            obj->value[2] = 3;
act_comm.c:        else if (obj->value[2] == 3 && be_open)
act_comm.c:            obj->value[2] = 0;
act_comm.c:        {")", ")"}, {"-", "-"}, {"!", "!"}, {"?", "?"},
act_comm.c:        {")", ")"}, {"-", "-"}, {"!", "!"}, {"?", "?"},
act_comm.c:        {")", ")"}, {"-", "-"}, {"!", "!"}, {"?", "?"},
act_comm.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_comm.c:        victim = d->original ? d->original : d->character;
act_comm.c:        if (d->connected == CON_PLAYING &&
act_comm.c:                !IS_SET(victim->deaf, CHANNEL_HINT))
act_info.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
act_info.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
act_info.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
act_info.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
act_info.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
act_info.c:    if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC &&
act_info.c:            (obj->pIndexData->vnum != OBJ_VNUM_SLICED_LEG) && (obj->pIndexData->vnum != OBJ_VNUM_SLICED_EAR)
act_info.c:            && (obj->pIndexData->vnum != OBJ_VNUM_SLICED_NOSE))
act_info.c:        if (obj->condition == 100)
act_info.c:        else if (obj->condition >= 80)
act_info.c:        else if (obj->condition >= 60)
act_info.c:        else if (obj->condition >= 40)
act_info.c:        else if (obj->condition >= 20)
act_info.c:    material = obj->material;
act_info.c:    component = obj->c_material;
act_info.c://    if (IS_SET(obj->quest, QUEST_RELIC))
act_info.c://    if (IS_SET(obj->extra_flags, ITEM_LOYAL))
act_info.c:    if (IS_SET(obj->spectype, SITEM_RARE))
act_info.c:    if (IS_SET(obj->spectype, SITEM_RAREWEAP))
act_info.c:    if (obj->item_type == ITEM_WEAPON || obj->item_type == ITEM_ARMOR)
act_info.c:        sprintf(lvl, "#B[#WLvl:%d#B]#n ", obj->weapon_level);
act_info.c:{    if (obj1->pIndexData->vnum == 2072)
act_info.c:     if (obj2->pIndexData->vnum == 2102)
act_info.c:     if (obj3->pIndexData->vnum == 2103)
act_info.c:     if (obj->pIndexData->vnum == 2072 || obj->pIndexData->vnum == 2102 || obj->pIndexData->vnum == 2103)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 82211)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 82212)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 82201)
act_info.c: if (obj->pIndexData->vnum == 82211 || obj->pIndexData->vnum == 82212 || obj->pIndexData->vnum == 82201)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 2162)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 10503)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 10509)
act_info.c: if (obj->pIndexData->vnum == 2162 || obj->pIndexData->vnum == 10503 || obj->pIndexData->vnum == 10509)
act_info.c:    if (IS_SET(obj->quest,QUEST_BREATH))
act_info.c:    if (IS_SET(obj->quest, QUEST_PALADINBLESS))
act_info.c:	if (obj->item_type == ITEM_DRINK_CON)
act_info.c:        if (obj->value[1] <= 0)
act_info.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT))
act_info.c:    else if (IS_SET(obj->quest, QUEST_PRIZE))
act_info.c:    else if (obj->points < 750 && obj->points != 0)
act_info.c:    else if (obj->points < 1250 && obj->points != 0)
act_info.c:    else if (obj->points != 0)
act_info.c:        strcat(buf, "#R(#yAnti-Paladin#R)#n ");
act_info.c:    if (IS_OBJ_STAT(obj, ITEM_SHADOWPLANE) && obj->in_room != NULL && !IS_AFFECTED(ch, AFF_SHADOWPLANE))
act_info.c:    if (!IS_OBJ_STAT(obj, ITEM_SHADOWPLANE) && obj->in_room != NULL && IS_AFFECTED(ch, AFF_SHADOWPLANE))
act_info.c:    if (obj->item_type == ITEM_WEAPON && obj->value[3] != WPN_GUN)
act_info.c:        if (IS_SET (obj->specaff, WPN_FLAMING))
act_info.c:        if (IS_SET (obj->specaff, WPN_DRAIN))
act_info.c:        if (IS_SET (obj->specaff, WPN_FROST))
act_info.c:        if (IS_SET (obj->specaff, WPN_SHOCK))
act_info.c:        if (IS_SET (obj->specaff, WPN_VORPAL))
act_info.c:        if (IS_SET (obj->specaff, WPN_POISONED))
act_info.c:        if (obj->short_descr != NULL)
act_info.c:            strcat(buf, obj->short_descr);
act_info.c://    if (obj->condition < 100)
act_info.c:        if (obj->description != NULL)
act_info.c:            strcat(buf, obj->description);
act_info.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_MAG))
act_info.c:     && ch->generation > 2)
act_info.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_CLE))
act_info.c:     && ch->generation > 2)
act_info.c:    if (IS_DROW(ch) && ch->generation < 3)
act_info.c:     sn = ch->spl[dtype] + bmax;
act_info.c://    if (ch->spl[dtype] >= cmax) return;
act_info.c://    sprintf(skill,"#n#RRed #nMagic    #w[%-3d#w] ",ch->spl[RED_MAGIC]);
act_info.c://    if (ch->spl[dtype] > (200 + get_curr_int(ch)) && !IS_MAGE(ch) && !IS_DROW(ch))
act_info.c://    ch->spl[dtype] = sn;// ch->spl[dtype] + get_curr_int(ch);
act_info.c:    if (ch->spl[dtype] > cmax)
act_info.c:    ch->spl[dtype] = cmax;// + get_curr_int(ch);
act_info.c://    if (ch->spl[dtype] > (cmax + get_curr_int(ch)))
act_info.c://    ch->spl[dtype] = sn; //cmax + get_curr_int(ch);
act_info.c:    value += ch->damroll;
act_info.c://    if (ch->ability_cur[CUR] == 1)  value += ch->ability[1] * 10;
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:	if (ch->symbiotedr >= 10000) value += 10000;
act_info.c:	else if (ch->symbiotedr < 10000) value += ch->symbiotedr;
act_info.c:    if (ch->agitated > 0)
act_info.c:     if (obj1->pIndexData->vnum == 2072)
act_info.c:     if (obj2->pIndexData->vnum == 2102)
act_info.c:     if (obj3->pIndexData->vnum == 2103)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 82211)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 82212)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 82201)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 2162)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 10503)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 10509)
act_info.c:        value += (ch->pRank * 2);
act_info.c:        value += ch->pLegend * 2;
act_info.c:        value += ch->pcdata->powers3[KAHN_RANKS] * 250;
act_info.c:    if (IS_RACE(ch, RACE_TITAN) && IS_SET(ch->morebits, MORE_TITANMIGHT))
act_info.c:	  if (ch->pcdata->powers[NINJA_RAGE] > 0)
act_info.c:	    value += ch->pcdata->powers[NINJA_RAGE];
act_info.c:	  if (ch->pcdata->powers[NPOWER_CHIKYU] >= 6
act_info.c:	      && ch->pcdata->powers[HARA_KIRI] > 0)
act_info.c:	  if (ch->pcdata->powers[NPOWER_NINGENNO] == 7)
act_info.c:        value += ch->pcdata->powers[DARKARTS] * 20;
act_info.c:    if (IS_DEATHKNIGHT(ch) && IS_SET(ch->pcdata->powers4[AURAS], MIGHT_AURA))
act_info.c:    if (IS_TANARRI(ch) && IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_MIGHT))
act_info.c://    if (ch->level < LEVEL_AVATAR)
act_info.c://    if ( ch-> level < LEVEL_AVATAR ) return value;
act_info.c:      if (IS_SET(ch->special,SPC_WOLFMAN) && ch->rage > 99)
act_info.c:        value += ch->rage;
act_info.c:      else if (IS_VAMPIRE(ch) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:      if (IS_DEMON(ch) && ch->rage > 0)
act_info.c:        value += ch->rage;
act_info.c:        value += ch->pcdata->powers[PALADIN_POWER]*2;
act_info.c:        value += ch->pcdata->powers[PALADIN_PRACTICE]*2;
act_info.c:        if (IS_SET(ch->newbits, NEW2_EAGLES))
act_info.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 3)
act_info.c:            else if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
act_info.c:        if (IS_SET(ch->newbits, NEW_CLOUDBLESS))
act_info.c:        value += ch->pcdata->powers[SPIRIT] * 2;
act_info.c:        value += ch->pcdata->powers[WEAPONSKILL] * 200;
act_info.c:        if (IS_SET(ch->pcdata->powers4[AURAS], DEATH_AURA))
act_info.c:    if (IS_ANTIPALADIN(ch) && IS_SET(ch->pcdata->powers[15], APOWER_MIGHT)) value += 500;
act_info.c:    value += ch->hitroll;
act_info.c:    if (ch->agitated > 0)
act_info.c://    if (ch->ability_cur[CUR] == 2)  value += ch->ability[1] * 10;
act_info.c:    value += (ch->pRank * 2);
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:        if (ch->symbiotehr >= 10000) value += 10000;
act_info.c:        else if (ch->symbiotehr < 10000) value += ch->symbiotehr;
act_info.c:     if (obj1->pIndexData->vnum == 2072)
act_info.c:     if (obj2->pIndexData->vnum == 2102)
act_info.c:     if (obj3->pIndexData->vnum == 2103)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 82211)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 82212)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 82201)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 2162)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 10503)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 10509)
act_info.c:        value += (ch->pcLegacy * 5);
act_info.c:        value += ch->pLegend * 5;
act_info.c:	value += ch->pcdata->powers3[KAHN_RANKS] * 250;
act_info.c:    if (IS_RACE(ch, RACE_TITAN) && IS_SET(ch->morebits, MORE_TITANMIGHT))
act_info.c:	  if (ch->pcdata->powers[NINJA_RAGE] > 0)
act_info.c:	    value += ch->pcdata->powers[NINJA_RAGE];
act_info.c:	  if (ch->pcdata->powers[NPOWER_NINGENNO] == 7)
act_info.c:	  if (ch->pcdata->powers[NPOWER_CHIKYU] >= 6
act_info.c:	      && ch->pcdata->powers[HARA_KIRI] > 0)
act_info.c:            value += ch->pcdata->powers[DARKARTS] * 20;
act_info.c:            value += ch->pcdata->rank * 100;
act_info.c:        if (IS_TANARRI(ch) && IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_MIGHT))
act_info.c:        if (IS_ANTIPALADIN(ch) && IS_SET(ch->pcdata->powers[15], APOWER_MIGHT))
act_info.c:            value += ch->pcdata->powers[SPIRIT] * 2;
act_info.c:            value += ch->pcdata->powers[WEAPONSKILL] * 200;
act_info.c:            if (IS_SET(ch->pcdata->powers4[AURAS], DEATH_AURA))
act_info.c:	if (IS_DEATHKNIGHT(ch) && IS_SET(ch->pcdata->powers4[AURAS], MIGHT_AURA))
act_info.c:    value -= ch->defense;
act_info.c:    if (ch->agitated > 0)
act_info.c://    if (ch->ability_cur[CUR] == 3)  value -= ch->ability[3] * 10;
act_info.c:     if (obj1->pIndexData->vnum == 2072)
act_info.c:     if (obj2->pIndexData->vnum == 2102)
act_info.c:     if (obj3->pIndexData->vnum == 2103)
act_info.c:value -= 1000;
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 82211)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 82212)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 82201)
act_info.c:value -= 1000;
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 2162)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 10503)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 10509)
act_info.c:if (all3 == 3) value -= 1000;
act_info.c:        value -= get_curr_con(ch) * 2;
act_info.c:        value -= get_curr_dex(ch) * 2;
act_info.c:        value -= get_curr_agi(ch) * 2;
act_info.c:        value -= get_curr_vit(ch) * 2;
act_info.c:        value -= ch->pLegend * 2;
act_info.c:        value -= (ch->pResist * 10);
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:        if (ch->symbioteac >= 10000) value -= 10000;
act_info.c:        else if (ch->symbioteac < 10000) value -= ch->symbioteac;
act_info.c:            value -=2500;
act_info.c:            value -= ch->pcdata->powers[SPIRIT] * 2;
act_info.c:            value -= ch->pcdata->powers[WEAPONSKILL] * 200;
act_info.c:    if (ch->pcdata->powers[NPATH_DARK] >= 6)
act_info.c:    value -= 500;
act_info.c:    value -= 300;
act_info.c:  if (IS_VAMPIRE(ch) && IS_SET(ch->newbits, NEW_SKIN)) value -= 200;
act_info.c://    if (value < -2500) value = -2500;
act_info.c:    value += ch->resistance;
act_info.c:    if (ch->symbiotetype != 0)
act_info.c:        if (ch->symbiotedc >= 10000) value -= 10000;
act_info.c:        else if (ch->symbiotedc < 10000) value -= ch->symbiotedc;
act_info.c:if (!IS_NPC(ch) && IS_NINJA(ch) && ch->pcdata->powers[NPOWER_CHIKYU] > 0)
act_info.c:if (IS_VAMPIRE(ch) && IS_SET(ch->newbits, NEW_SKIN))
act_info.c:     if (obj1->pIndexData->vnum == 2072)
act_info.c:     if (obj2->pIndexData->vnum == 2102)
act_info.c:     if (obj3->pIndexData->vnum == 2103)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 82211)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 82212)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 82201)
act_info.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 2162)
act_info.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 10503)
act_info.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 10509)
act_info.c:    if (IS_SET(ch->warp, WARP_CBODY )) // Demon 'body is protected by a indestructable crystal shell' Warp
act_info.c:    if (IS_SET(ch->warp, WARP_SBODY )) // Demon 'Your skin is as hard as steel' Warp
act_info.c:        if (ch->symbiotetype != 0)
act_info.c:            value -= ch->symbioteac;
act_info.c:        value -= get_curr_dex(ch) * 5;
act_info.c:        value -= get_curr_agi(ch) * 5;
act_info.c:        value -= ch->pLegend * 2;
act_info.c:        value -= (ch->pcLegacy * 15);
act_info.c:    if (ch->desc == NULL)
act_info.c:    for (obj = list; obj != NULL; obj = obj->next_content)
act_info.c:    for (obj = list; 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:        if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj))
act_info.c:            for (iShow = nShow - 1; iShow >= 0; iShow--)
act_info.c:    if (!IS_NPC (victim) && victim->pcdata->chobj != NULL)
act_info.c:    if ((mount = victim->mount) != NULL && IS_SET (victim->mounted, IS_MOUNT))
act_info.c:        if (!IS_NPC (victim) && victim->desc)
act_info.c:            if (victim->desc->pString)
act_info.c:            if (victim->desc->connected < 0)
act_info.c:    for (keeper = victim->in_room->people; keeper; keeper = keeper->next_in_room)
act_info.c:      if (!keeper->shop_fun) continue;
act_info.c://        (*keeper->shop_fun)(keeper, victim, "list");
act_info.c:    if (keeper->shop_fun != 0)
act_info.c://      if (keeper->shop_fun == shopspec_generic)
act_info.c:            if (!IS_NPC (victim) && victim->desc == NULL)
act_info.c:                strcat (aff, "#C(Link-Dead)#n ");
act_info.c:            if (!IS_NPC (victim) && victim->desc)
act_info.c:                if (victim->desc->pString)
act_info.c:                if (victim->desc->connected < 0)
act_info.c:            if (IS_SET (victim->flag2, EXTRA_AFK))
act_info.c:                strcat (aff, "(#r->AFK<-#n) ");
act_info.c:    if (victim->position == POS_STANDING
act_info.c:            && victim->short_descr[0] != '\0'
act_info.c:            && strlen (victim->short_descr) > 60
act_info.c:            && !(mount = victim->mount) && victim->stance[0] < 1)
act_info.c:        strcpy (name, victim->short_descr);
act_info.c:        name[strlen (name) - 2] = '\0';
act_info.c:        strcat (name, victim->morph);
act_info.c:    if ((mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
act_info.c:        if (victim->position == POS_FIGHTING)
act_info.c:            if (victim->fighting == NULL)
act_info.c:            else if (victim->fighting == ch)
act_info.c:            else if (victim->in_room == victim->fighting->in_room)
act_info.c:                strcat (buf, PERS (victim->fighting, ch));
act_info.c:        switch (victim->position)
act_info.c:            if (victim->position == POS_STANDING && !IS_IMMORTAL (victim)
act_info.c:            else if (victim->position == POS_STANDING
act_info.c:            else if (victim->stance[0] != -1)
act_info.c:                if      ( victim->stance[0] == STANCE_NORMAL)
act_info.c:                else if ( victim->stance[0] == STANCE_VIPER)
act_info.c:                else if (victim->stance[0] == STANCE_CRANE)
act_info.c:                else if (victim->stance[0] == STANCE_CRAB)
act_info.c:                else if (victim->stance[0] == STANCE_MONGOOSE)
act_info.c:                else if (victim->stance[0] == STANCE_BULL)
act_info.c:                else if (victim->stance[0] == STANCE_MANTIS)
act_info.c:                else if (victim->stance[0] == STANCE_DRAGON)
act_info.c:                else if (victim->stance[0] == STANCE_TIGER)
act_info.c:                else if (victim->stance[0] == STANCE_MONKEY)
act_info.c:                else if (victim->stance[0] == STANCE_SWALLOW)
act_info.c:            if (victim->fighting == NULL)
act_info.c:            else if (victim->fighting == ch)
act_info.c:            else if (victim->in_room == victim->fighting->in_room)
act_info.c:                strcat (buf, PERS (victim->fighting, ch));
act_info.c:    totalarmy = victim->militia;
act_info.c:    totalarmy += victim->skirmishers;
act_info.c:    totalarmy += victim->pikemen;
act_info.c:    totalarmy += victim->swordsmen;
act_info.c:    totalarmy += victim->heavy_infantry;
act_info.c:    totalarmy += victim->axemen;
act_info.c:    totalarmy += victim->archers;
act_info.c:    totalarmy += victim->archerinfantry;
act_info.c:    totalarmy += victim->chariots;
act_info.c:    totalarmy += victim->light_cavalry;
act_info.c:    totalarmy += victim->medium_cavalry;
act_info.c:    totalarmy += victim->heavy_cavalry;
act_info.c:    totalarmy += victim->knights;
act_info.c:    totalarmy += victim->ballistas;
act_info.c:    totalarmy += victim->catapults;
act_info.c:    totalarmy += victim->rams;
act_info.c:    totalarmy += victim->scorpions;
act_info.c:    totalarmy += victim->trebuchets;
act_info.c:        if (totalarmy >= 80 && totalarmy < 300 ) // 2-8 platoons
act_info.c:        if (totalarmy >= 300 && totalarmy < 1000) // 2-6 companies
act_info.c:        if (totalarmy >= 3000 && totalarmy < 5000 ) // brigade 3-5K
act_info.c:        if (totalarmy >= 5000 && totalarmy < 20000) // legion 6-20K 2-4brigades or regiments
act_info.c:        if (totalarmy >= 100000 && totalarmy < 400000) //2-4 corps
act_info.c:          sprintf(buf2,"\n\r...%s is coated with a layer of rotten skin!",victim->short_descr);
act_info.c:           sprintf(buf2,"\n\r...%s is coated with a layer of rotten skin!",victim->morph);
act_info.c:           sprintf(buf2,"\n\r...%s is coated with a layer of rotten skin!",victim->name);
act_info.c:    if (victim->description[0] != '\0')
act_info.c:        send_to_char(victim->description, ch);
act_info.c:    if (!IS_NPC(victim) && victim->pcRace != 0)
act_info.c:        eyes = pc_eye_table[victim->pcdata->pc_eyes].pc_eyes;
act_info.c:        build = pc_build_table[victim->pcdata->pc_build].pc_build;
act_info.c:        looks = pc_looks_table[victim->pcdata->pc_looks].pc_looks;
act_info.c:        hair = pc_hair_table[victim->pcdata->pc_hair].pc_hair;
act_info.c:        sprintf(buf, "%s has %s eyes, is %s, \n\r", victim->name, eyes, build);
act_info.c:        if (victim->sex == SEX_FEMALE) send_to_char("She",ch);
act_info.c:        if (victim->sex == SEX_MALE) send_to_char("He",ch);
act_info.c:        if (victim->sex == SEX_FEMALE)
act_info.c:            sprintf(buf,"She is level %d and ",victim->level);
act_info.c:        if (victim->sex == SEX_MALE)
act_info.c:            sprintf(buf,"He is level %d and ",victim->level);
act_info.c:        if (victim->hit > ch->hit)
act_info.c:        if (victim->hit < ch->hit)
act_info.c:        if (victim->defense > ch->defense)
act_info.c:        if (victim->defense < ch->defense)
act_info.c:        if (victim->damroll > ch->damroll)
act_info.c:        if (victim->damroll < ch->damroll)
act_info.c:        if (victim->hitroll > ch->hitroll)
act_info.c:        if (victim->hitroll < ch->hitroll)
act_info.c:        sprintf(buf,"They weigh %d lbs and are %d feet tall.\n\r",victim->weight, victim->height / 12);
act_info.c:    if (victim->max_hit > 0)
act_info.c:        percent = (100 * victim->hit) / victim->max_hit;
act_info.c:        percent = -1;
act_info.c:        if (IS_VAMPIRE(victim) && IS_SET(victim->newbits, NEW_SKIN))
act_info.c:        if (IS_NINJA(victim) && victim->pcdata->powers[NPATH_DARK] > 9)
act_info.c:	if (IS_SET(victim->act, PLR_HOLYLIGHT))
act_info.c:	if (IS_SET(ch->warp, WARP_CBODY ))
act_info.c:	if (IS_SET(ch->warp, WARP_SBODY ))
act_info.c:        if (IS_SET(ch->warp, WARP_STRONGARMS ))
act_info.c:        if (IS_SET(ch->warp, WARP_STRONGLEGS ))
act_info.c:        if (IS_SET(ch->warp, WARP_VENOMTONG ))
act_info.c:	if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FIERY))
act_info.c:	if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_HEAD))
act_info.c:	if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TENDRILS))
act_info.c:	if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_SPEED))
act_info.c:            if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj != obj)
act_info.c:    if (victim != ch && !IS_NPC(ch) && !IS_HEAD(victim, LOST_HEAD) && number_percent() < ch->pcdata->learned[gsn_peek])
act_info.c:        show_list_to_char(victim->carrying, ch, TRUE, TRUE);
act_info.c:    if (ch->desc == NULL)
act_info.c:    for (rch = list; rch; rch = rch->next_in_room)
act_info.c:    for (rch = list; rch != NULL; rch = rch->next_in_room)
act_info.c:            if (!IS_NPC (rch) && IS_SET (rch->act, PLR_WIZINVIS)
act_info.c:                    && get_trust (ch) < rch->level && ch->level < LEVEL_IMMORTAL && ch->trust < LEVEL_IMMORTAL)
act_info.c:                    && (IS_SET (rch->act, PLR_WIZINVIS)
act_info.c:                    && !IS_SET (ch->act, PLR_HOLYLIGHT)
act_info.c:                //&& !IS_SET (rch->tag_flags, TAG_PLAYING))
act_info.c:        if (IS_SET (rch->mounted, IS_MOUNT))
act_info.c://	 if (IS_NPC (ch) || IS_SET (ch->act, PLR_COMBINE))
act_info.c:                for (iShow = nShow - 1; iShow >= 0; iShow--)
act_info.c:                    //  if ((mount = rch->mount) != NULL && IS_SET (rch->mounted, IS_MOUNT))
act_info.c:        //if (IS_NPC (ch) || IS_SET (ch->act, PLR_COMBINE))
act_info.c:    for (rch = list; rch != NULL; rch = rch->next_in_room)
act_info.c:        if ((mount = rch->mount) != NULL && IS_SET (rch->mounted, IS_MOUNT))
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:            if (room_is_dark (rch->in_room))
act_info.c:// || IS_SET (ch->act, PLR_COMBINE))
act_info.c:    if (ch->desc == NULL)
act_info.c:    for (rch = list; rch; rch = rch->next_in_room)
act_info.c:    for (rch = list; rch != NULL; rch = rch->next_in_room)
act_info.c:            if (!IS_NPC (rch) && IS_SET (rch->act, PLR_WIZINVIS)
act_info.c:                    && ch->level < LEVEL_IMMORTAL && ch->trust < LEVEL_IMMORTAL)
act_info.c:                    && (IS_SET (rch->act, PLR_WIZINVIS)
act_info.c:                    && !IS_SET (ch->act, PLR_HOLYLIGHT)
act_info.c://           && !IS_SET (rch->tag_flags, TAG_PLAYING))
act_info.c:        if (IS_SET (rch->mounted, IS_MOUNT))
act_info.c:            for (iShow = nShow - 1; iShow >= 0; iShow--)
act_info.c:                //  if ((mount = rch->mount) != NULL && IS_SET (rch->mounted, IS_MOUNT))
act_info.c:    for (rch = list; rch != NULL; rch = rch->next_in_room)
act_info.c:        if ((mount = rch->mount) != NULL && IS_SET (rch->mounted, IS_MOUNT))
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:            if (room_is_dark (rch->in_room))
act_info.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT))
act_info.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
act_info.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
act_info.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
act_info.c:    if (ch->desc == NULL) // && (wizard = ch->wizard) == NULL)
act_info.c:    if (ch->in_room == NULL)
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) && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_IMMORTAL(ch))
act_info.c:            && !IS_SET(ch->act, PLR_HOLYLIGHT)
act_info.c:            && !(ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) && room_is_dark(ch->in_room))
act_info.c:        show_char_to_char(ch->in_room->people, ch);
act_info.c:            if (ch->home_x == ch->x && ch->home_y == ch->y)
act_info.c:                    ch->x, ch->y);
act_info.c://                     room_bit_name (ch->in_room->room_flags),
act_info.c://                     sector_name (ch->in_room->sector_type));
act_info.c:            if (IS_SET(ch->act, PLR_AUTOEXIT))  // the autoexits
act_info.c://		ch->in_room->building);
act_info.c:            //if (!IS_SET(ch->act, PLR_SCREENREADER))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GEM))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_SILVER))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GOLD))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_STONE))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_IRON))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_METAL))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_ORE))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_FOREST))
act_info.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_COAL))
act_info.c:        if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !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:        else if (!IS_SET(ch->act, PLR_MAP))
act_info.c:            if (!IS_NPC(ch) && ch->level >=LEVEL_IMMORTAL)
act_info.c:                            ch->in_room->name, ch->in_room->vnum,
act_info.c:                            ch->in_room->curr_vegetation,
act_info.c:                            room_bit_name (ch->in_room->room_flags),
act_info.c:                            sector_name (ch->in_room->sector_type));
act_info.c:                            ch->in_room->curr_vegetation,
act_info.c:                            room_bit_name (ch->in_room->room_flags),
act_info.c:                            sector_name (ch->in_room->sector_type));
act_info.c:                    sprintf(buf, "%s #D[Vegetation %d#D]#n\n\r", ch->in_room->name, ch->in_room->curr_vegetation);
act_info.c:                    sprintf(buf, "#D[Vegetation %d#D]#n\n\r", ch->in_room->curr_vegetation);
act_info.c:        if (!IS_NPC (ch) && IS_SET (ch->act, PLR_AUTOEXIT)
act_info.c:                && !IS_SET (ch->act, PLR_MAP))
act_info.c:        if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !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:            if (IS_SET(ch->act, PLR_MAP) && !CHAR_IN_WILDERNESS(ch))
act_info.c://             sprintf(buf, "%s #c[Current Veg #W%d#c]#n\n\r", ch->in_room->name,
act_info.c://                     ch->in_room->curr_vegetation);
act_info.c://                     room_bit_name (ch->in_room->room_flags),
act_info.c://                     sector_name (ch->in_room->sector_type));
act_info.c://	if (!IS_SET(ch->act, PLR_SCREENREADER))
act_info.c:                if (ch->pcdata->maptype == 1 && !CHAR_IN_WILDERNESS(ch)) draw_map(ch, roomdesc );
act_info.c:                if (ch->pcdata->maptype == 2 && !CHAR_IN_WILDERNESS(ch)) display_map (ch);
act_info.c:                if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch))
act_info.c://	    send_to_char( ch->in_room->description , ch );
act_info.c:                if ( ( !IS_NPC( ch ) && !IS_SET( ch->act, PLR_BRIEF1 )
act_info.c:            /*      if (IS_SET(ch->act, PLR_MAP))
act_info.c:                    draw_map(ch, ch->in_room->description);
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)
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)
act_info.c:            if (ch->in_room->exit[door] == NULL)
act_info.c:            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_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_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:        switch (obj->item_type)
act_info.c:            pRoomIndex = get_room_index(obj->value[0]);
act_info.c:            location = ch->in_room;
act_info.c:            if (obj->value[2] == 1)
act_info.c:            if (IS_SET(obj->value[1], CONT_CLOSED))
act_info.c:            show_list_to_char(obj->contains, ch, TRUE, TRUE);
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:            send_to_char(obj->description, ch);
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:            pdesc = get_extra_descr(arg1, obj->extra_descr);
act_info.c:            pdesc = get_extra_descr(arg1, obj->pIndexData->extra_descr);
act_info.c:        if (is_name(arg1, obj->name))
act_info.c:            send_to_char(obj->description, 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, obj->extra_descr);
act_info.c:            pdesc = get_extra_descr(arg1, obj->pIndexData->extra_descr);
act_info.c:        if (is_name(arg1, obj->name))
act_info.c:            send_to_char(obj->description, 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->description != NULL && pexit->description[0] != '\0' )
act_info.c:    	send_to_char( pexit->description, ch );
act_info.c:    if (pexit->keyword != NULL && pexit->keyword[0] != '\0' && pexit->keyword[0] != ' ')
act_info.c:        if (IS_SET(pexit->exit_info, EX_CLOSED))
act_info.c:            act("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
act_info.c:        else if (IS_SET(pexit->exit_info, EX_ISDOOR))
act_info.c:            act("The $d is open.", ch, NULL, pexit->keyword, TO_CHAR);
act_info.c:            if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:            if ((pRoomIndex = pexit->to_room) == NULL)
act_info.c:            location = ch->in_room;
act_info.c:            if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:            if ((pRoomIndex = pexit->to_room) == NULL)
act_info.c:            location = ch->in_room;
act_info.c:        if ((pexit = ch->in_room->exit[door]) == NULL)
act_info.c:        if ((pRoomIndex = pexit->to_room) == NULL)
act_info.c:        location = ch->in_room;
act_info.c:        if (obj->condition >= 100)
act_info.c:            sprintf(buf, "You notice that %s is in perfect condition.\n\r", obj->short_descr);
act_info.c:        else if (obj->condition >= 75)
act_info.c:            sprintf(buf, "You notice that %s is in good condition.\n\r", obj->short_descr);
act_info.c:        else if (obj->condition >= 50)
act_info.c:            sprintf(buf, "You notice that %s is in average condition.\n\r", obj->short_descr);
act_info.c:        else if (obj->condition >= 25)
act_info.c:            sprintf(buf, "You notice that %s is in poor condition.\n\r", obj->short_descr);
act_info.c:            sprintf(buf, "You notice that %s is in awful condition.\n\r", obj->short_descr);
act_info.c:        switch (obj->item_type)
act_info.c: * Thanks to Zrin for auto-exit part.
act_info.c:        if ((pexit = ch->in_room->exit[door]) != NULL && pexit->to_room != NULL)
act_info.c:                if (IS_SET(pexit->exit_info, EX_CLOSED))
act_info.c:                    sprintf(buf +strlen(buf),  "%-5s - The Wilderness\n\r", capitalize(dir_name[door]));
act_info.c:                    sprintf(buf + strlen(buf), "%-5s - %s\n\r", capitalize(dir_name[door]), room_is_dark(pexit->to_room) ? "Too dark to tell" : pexit->to_room->name);
act_info.c:    sprintf(skill, "#r|#w   Saber   #W: %-4d", ch->wpn[1]);   // slice
act_info.c:    sprintf(skill, "#w  Shiv   #W: %-4d", ch->wpn[2]);  // stab
act_info.c:    sprintf(skill, "#w Longsword #W: %-4d     ", ch->wpn[3]);  // slash
act_info.c:    sprintf(skill, "#wWhip #W: %-4d     #r|#n\n\r", ch->wpn[4]); // whip
act_info.c:    sprintf(skill, "#r|#w   Claw    #W: %-4d", ch->wpn[5]);  // claw
act_info.c:    sprintf(skill, "#w  Blast  #W: %-4d", ch->wpn[6]);  // blast
act_info.c:    sprintf(skill, "#w WarHammer  #W: %-4d", ch->wpn[7]); // pound
act_info.c:    sprintf(skill, "#w    Mace #W: %-4d     #r|#n\n\r", ch->wpn[8]); // crush
act_info.c:    sprintf(skill, "#r|#w   Grep    #W: %-4d", ch->wpn[9]);  // grep
act_info.c:    sprintf(skill, "#w  Fang   #W: %-4d", ch->wpn[10]);  // bite
act_info.c:    sprintf(skill, "#w Dagger #W: %-4d", ch->wpn[11]); // pierce
act_info.c:    sprintf(skill, "#w        Vampiric #W:%-4d  #r|#n\n\r", ch->wpn[12]); // suck
act_info.c:    sprintf(skill, "#r|#w   Hand-to-Hand #W: %-4d                                                       #r|#n\n\r", ch->wpn[0]);
act_info.c:    sprintf(skill,"#r|#w   Viper  #W:%-4d  #wCrane  #W:%-4d   #wCrab  :#W%-4d  #wMongoose #W:%-4d  #wBull    #W:%-4d#r   |\n\r",ch->stance[STANCE_VIPER],ch->stance[STANCE_CRANE],ch->stance[STANCE_CRAB],ch->stance[STANCE_MONGOOSE],ch->stance[STANCE_BULL]);
act_info.c:    sprintf(skill,"#r|#w   Mantis #W:%-4d  #wDragon #W:%-4d   #wTiger :#W%-4d  #wMonkey   #W:%-4d  #wSwallow #W:%-4d   #r|\n\r",ch->stance[STANCE_MANTIS],ch->stance[STANCE_DRAGON],ch->stance[STANCE_TIGER],ch->stance[STANCE_MONKEY],ch->stance[STANCE_SWALLOW]);
act_info.c:    /*	sprintf(skill,"#r|#w    Viper  #W%-4d   #wCrane  #W%-4d    #wCrab   #W%-4d  #wMongoose #W%-4d  #wBull   #W%-4d#r  |\n\r",ch->stance[1],ch->stance[2],ch->stance[3],ch->stance[4],ch->stance[5]);
act_info.c:    	sprintf(skill,"#r|#w    Mantis #W%-4d   #wDragon #W%-4d    #wTiger  #W%-4d  #wMonkey   #W%-4d  #wWolverine #W%-4d#r|\n\r",ch->stance[6],ch->stance[7],ch->stance[8],ch->stance[10],ch->stance[9]);
act_info.c:    sprintf(skill,"#n#r| #rR#Red Magic    #w[#R%-3d#w] ",get_spell(ch,RED_MAGIC, sn));
act_info.c:    sprintf(skill,"#LB#llue Magic   #w[#R%-3d#w] ",get_spell(ch,BLUE_MAGIC, sn));
act_info.c:    sprintf(skill,"#lG#Lreen Magic  #w[#R%-3d#w] ",get_spell(ch,GREEN_MAGIC, sn));
act_info.c:    sprintf(skill,"#PP#purple Magic #w[#R%-3d#w] #r|\n\r",get_spell(ch,PURPLE_MAGIC, sn));
act_info.c:    sprintf(skill,"#r| #yY#Yellow Magic #w[#R%-3d#w] ",get_spell(ch,YELLOW_MAGIC, sn));
act_info.c:    sprintf(skill,"#wB#clack Magic  #w[#R%-3d#w] ",get_spell(ch,BLACK_MAGIC, sn));
act_info.c:    sprintf(skill,"#WW#white Magic  #w[#R%-3d#w] ",get_spell(ch,WHITE_MAGIC, sn));
act_info.c:    sprintf(skill,"#OO#orange Magic #w[#R%-3d#w] #r|\n\r",get_spell(ch,ORANGE_MAGIC, sn));
act_info.c:    stc("#wx#r----#R=====#r----#R=====#r----#R=====#r----#wx#n\n\r",ch);
act_info.c:    sprintf(buf, "#wYou are currently generation #W%d#n\n\r", ch->generation);
act_info.c:    chgenexp = ch->genexp;
act_info.c:    if (ch->generation >= 10)
act_info.c:    else if (ch->generation == 9)
act_info.c:    else if (ch->generation == 8)
act_info.c:    else if (ch->generation == 7)
act_info.c:    else if (ch->generation == 6)
act_info.c:    else if (ch->generation == 5)
act_info.c:    else if (ch->generation == 4)
act_info.c:    else if (ch->generation == 3)
act_info.c:    else if (ch->generation == 2)
act_info.c:    nextgen = (ch->generation - 1);
act_info.c:    if (ch->generation > 1 && ch->level > 2)
act_info.c:    stc("#wx#r----#R=====#r----#R=====#r----#R=====#r----#wx#n\n\r",ch);
act_info.c:    if ( ch->stance[12] == 1 )
act_info.c:    else if ( ch->stance[12] == 2 )
act_info.c:    else if ( ch->stance[12] == 3 )
act_info.c:    else if ( ch->stance[12] == 4 )
act_info.c:    else if ( ch->stance[12] == 5 )
act_info.c:    else if ( ch->stance[12] == 6 )
act_info.c:    else if ( ch->stance[12] == 7 )
act_info.c:    else if ( ch->stance[12] == 8 )
act_info.c:    else if ( ch->stance[12] == 9 )
act_info.c:    else if ( ch->stance[12] == 10 )
act_info.c:    else if ( ch->stance[12] == 11 )
act_info.c:    if (IS_SET(ch->act, PLR_RIGHTHAND))
act_info.c:    else if (IS_SET(ch->act, PLR_LEFTHAND))
act_info.c:    stc("#wx#r----#R=====#r----#R=====#r----#R=====#r----#wx#n\n\r",ch);
act_info.c:                            if (ch->pcdata->rank == TANARRI_FODDER)
act_info.c:                            if (ch->pcdata->rank == TANARRI_FIGHTER)
act_info.c:                            if (ch->pcdata->rank == TANARRI_ELITE)
act_info.c:                            if (ch->pcdata->rank == TANARRI_CAPTAIN)
act_info.c:                            if (ch->pcdata->rank == TANARRI_WARLORD)
act_info.c:                            if (ch->pcdata->rank == TANARRI_BALOR)
act_info.c:                            if (ch->pcdata->rank == AGE_TRUEBLOOD)
act_info.c:                            else if (ch->pcdata->rank == AGE_LA_MAGRA)
act_info.c:                            else if (ch->pcdata->rank == AGE_METHUSELAH)
act_info.c:                            else if (ch->pcdata->rank == AGE_ELDER)
act_info.c:                            else if (ch->pcdata->rank == AGE_ANCILLA)
act_info.c:                            else if (ch->pcdata->rank == AGE_NEONATE)
act_info.c:    room = get_room_index( ch->home );
act_info.c:    sprintf(skill, "#wRecall Room#R : #Y%s#n\n\r", room->name);
act_info.c:    stc("#wx#r----#R=====#r----#R=====#r----#R=====#r----#wx#n\n\r",ch);
act_info.c:    hour = (int) localtime(&current_time)->tm_hour;
act_info.c:    if ( IS_NPC(ch) || ch->desc == NULL )
act_info.c:    for ( d = descriptor_list; d != NULL; d = d->next )
act_info.c:        if ( d->connected == CON_PLAYING && can_see( ch, d->character ) )
act_info.c:    char buf8[MAX_STRING_LENGTH]; // avatars : buf2 - buf16
act_info.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_info.c:        if (d->lookup_status != STATUS_DONE)
act_info.c:        if ((gch = d->character) == NULL) continue;
act_info.c:        //if (gch->desc->connected  CON_PLAYING);
act_info.c://        if (d->character != NULL && can_see(ch, d->character))
act_info.c:        if (d->connected != CON_PLAYING) continue;
act_info.c:        if (gch->level < 215) nPlayerAll++;
act_info.c:         * Visibility :-)
act_info.c:        if (gch->level < 215) nPlayerVis++;
act_info.c:        if (!str_cmp(ch->pcdata->last_decap[0], gch->name)) canDecap = FALSE;
act_info.c:        if (!str_cmp(gch->pcdata->last_decap[0], ch->name)) canKillYou = FALSE;
act_info.c:        if (gch->pkill > 0)
act_info.c:            if (100 * gch->pkill/(gch->pkill + gch->pdeath) < 100 && 100 * gch->pkill/(gch->pkill + gch->pdeath) > 9)
act_info.c:                if (canDecap && canKillYou) sprintf(pkratio,"#R[#G0.%-2d#R]#n", (100 * gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:                else if (canKillYou) sprintf(pkratio,"#w[#G0.%-2d#w]#n", (100 * gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:                else if (canDecap) sprintf(pkratio,"#y[#G0.%-2d#y]#n", (100 * gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:                else sprintf(pkratio,"#L[#G0.%-2d#L]#n", (100 * gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:            else if (100*gch->pkill/(gch->pkill + gch->pdeath) < 10)
act_info.c:                if (canDecap && canKillYou) sprintf(pkratio,"#R[#G0.0%-1d#R]#n", (100*gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:                else if (canKillYou) sprintf(pkratio,"#w[#G0.0%-1d#w]#n", (100*gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:                else if (canDecap) sprintf(pkratio,"#y[#G0.0%-1d#y]#n", (100*gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:                else sprintf(pkratio,"#L[#G0.0%-1d#L]#n", (100*gch->pkill/(gch->pkill + gch->pdeath)));
act_info.c:        if ((IS_HEAD(gch,LOST_HEAD) || IS_EXTRA(gch,EXTRA_OSWITCH)) && gch->pcdata->chobj != NULL)
act_info.c:            if (gch->pcdata->chobj->pIndexData->vnum == 12) title = " #CA Head#n     #n ";
act_info.c:            else if (gch->pcdata->chobj->pIndexData->vnum == 30005) title = " #CA Brain#n     ";
act_info.c:            switch (gch->level )
act_info.c:                if (strlen(gch->prefix) > 1) title = gch->prefix;
act_info.c:                if (strlen(gch->prefix) > 1) title = gch->prefix;
act_info.c:            case MAX_LEVEL - 1:
act_info.c:            case MAX_LEVEL - 2:
act_info.c:            case MAX_LEVEL - 3:
act_info.c:            case MAX_LEVEL - 4:
act_info.c:            case MAX_LEVEL - 5:
act_info.c:                if (strlen(gch->prefix) > 1) title = gch->prefix;
act_info.c:            case MAX_LEVEL - 6:
act_info.c:            case MAX_LEVEL - 7:
act_info.c:            case MAX_LEVEL - 8:
act_info.c:            case MAX_LEVEL - 9:
act_info.c:            case MAX_LEVEL - 10:
act_info.c:            case MAX_LEVEL - 11:
act_info.c:                if (strlen(gch->prefix) > 1) title = gch->prefix;
act_info.c:            case MAX_LEVEL - 12:
act_info.c:                if (strlen(gch->prefix) > 1) title = gch->prefix;
act_info.c:                sprintf(kav, "#CHalf-Elf#n");
act_info.c:                sprintf(kav, "#CHalf-Ogre#n");
act_info.c:                sprintf(kav, "#CHalf-Orc#n");
act_info.c:                sprintf(kav, "#COgre-Mage#n");
act_info.c:                sprintf(kav, "#CArch-Demon#n");
act_info.c:                sprintf(kav, "#CArch-Angel#n");
act_info.c:                sprintf(kav, "#CDark Arch-Angel#n");
act_info.c:        if (gch->profession == PROF_MERCENARY)
act_info.c:        else if (gch->profession == PROF_SOLDIER)
act_info.c:        else if (gch->profession == PROF_CLERIC)
act_info.c:        else if (gch->profession == PROF_MONK)
act_info.c:        else if (gch->profession == PROF_THIEF)
act_info.c:        else if (gch->profession == PROF_ASSASSIN)
act_info.c:        else if (gch->profession == PROF_KNIGHT)
act_info.c:        else if (gch->profession == PROF_BARBARIAN)
act_info.c:        else if (gch->profession == PROF_TEMPLAR)
act_info.c:        else if (gch->profession == PROF_HOPLITE)
act_info.c:        else if (gch->profession == PROF_SAMURAI)
act_info.c:            sprintf(class,"#yAnti-Paladin#n");
act_info.c:        if (gch->pcremort == 0)
act_info.c:        else if (gch->pcremort == 1)
act_info.c:        else if (gch->pcremort == 2)
act_info.c:        else if (gch->pcremort == 3)
act_info.c:        else if (gch->pcremort >= 4)
act_info.c:        if (gch->level == 210) sprintf(level, "%sANC", remo);
act_info.c:        else if (gch->level == 209) sprintf(level, "%sDEM#n", remo);
act_info.c:        else if (gch->level == 208) sprintf(level, "%sMYT#n", remo);
act_info.c:        else if (gch->level == 207) sprintf(level, "%sSER#n", remo);
act_info.c:        else if (gch->level == 206) sprintf(level, "%sWAR#n", remo);
act_info.c:        else if (gch->level == 205) sprintf(level, "%sMAS#n", remo);
act_info.c:        else if (gch->level == 204) sprintf(level, "%sCHO#n", remo);
act_info.c:        else if (gch->level == 203) sprintf(level, "%sLND#n", remo);
act_info.c:        else if (gch->level == 202) sprintf(level, "%sCHA#n", remo);
act_info.c:        else if (gch->level == 201) sprintf(level, "%sVET#n", remo);
act_info.c:        else if (gch->level == 200) sprintf(level, "%sHRO#n", remo);
act_info.c:            if (gch->level == MAX_LEVEL)
act_info.c:            else if  (gch->level == MAX_LEVEL-1)
act_info.c:            else if  (gch->level == MAX_LEVEL-2)
act_info.c:            else if  (gch->level == MAX_LEVEL-3)
act_info.c:            else if  (gch->level == MAX_LEVEL-4)
act_info.c:            else if  (gch->level == MAX_LEVEL-5)
act_info.c:            else if  (gch->level == MAX_LEVEL-6)
act_info.c:            else if  (gch->level == MAX_LEVEL-7)
act_info.c:            else if  (gch->level == MAX_LEVEL-8)
act_info.c:            else if  (gch->level == MAX_LEVEL-9)
act_info.c:        else sprintf(level, "%s%3d#n", remo, gch->level);
act_info.c:        if (IS_SET( gch->extra, EXTRA_AFK )) sprintf(level, "#MAFK#n");
act_info.c:        if (IS_SET( gch->extra, EXTRA_AFK )) sprintf(afk, "#W(#MAFK#W)#n ");
act_info.c:        if (IS_SET( gch->act, PLR_WIZINVIS )) sprintf(invis, "#W(#CINVIS#W)#n");
act_info.c://	sprintf(pStatus, "%d", gch->pStatus);
act_info.c:        if (gch->guild == GUILD_DARK_HAND)
act_info.c:        else if (gch->guild == GUILD_GUARDIAN)
act_info.c:        else if (gch->guild == GUILD_SYNDICATE)
act_info.c:        else if (gch->guild == GUILD_DAMNED)
act_info.c:        else if (gch->guild == GUILD_CRUSADERS)
act_info.c:        else if (gch->guild == GUILD_DRUID)
act_info.c:            sprintf(godbuf,"#W%s#D, the %s %s#n %s%s", gch->pcdata->switchname, kav, title, afk, invis);
act_info.c:       if (!IS_SET(gch->special, SPC_HAS_CHOSEN_RELIGION))
act_info.c:             sprintf(wbuf, "#W(%3s#W)%s #W%13s#D, the %s #D%s #D%s#Dof %s %s#n\n\r", level, pkratio, gch->pcdata->switchname,
act_info.c:             sprintf(wbuf, "#W(%3s#W)%s #W%13s#D, the %s %s #D%s#Dof %s %s %s#n\n\r", level, pkratio, gch->pcdata->switchname, kav,
act_info.c:                religion_table[gch->pcdata->religion].rankname[0],religion_table[gch->pcdata->religion].name);
act_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
act_info.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
act_info.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
act_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
act_info.c:       c = a - b * 24;
act_info.c:        if (!IS_NPC(ch) && (obj = ch->pcdata->chobj) == NULL)
act_info.c:        switch (obj->item_type)
act_info.c:            pRoomIndex = get_room_index(obj->value[0]);
act_info.c:            location = ch->in_room;
act_info.c:            for (portal = ch->in_room->contents; portal != NULL; portal = portal_next)
act_info.c:                portal_next = portal->next_content;
act_info.c:                if ((obj->value[0] == portal->value[3]) && (obj->value[3] == portal->value[0]))
act_info.c:                    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(portal->extra_flags, ITEM_SHADOWPLANE))
act_info.c:                        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:                        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:                    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(portal->extra_flags, ITEM_SHADOWPLANE))
act_info.c:                        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:                        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:            if (obj->value[3] == 1)
act_info.c:                    obj->value[2], obj->value[0], obj->value[1],
act_info.c:            if (obj->value[1] <= 0)
act_info.c:            if (obj->value[1] < obj->value[0] / 5)
act_info.c:                sprintf(buf, "There is a little %s liquid left in you.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:            else if (obj->value[1] < obj->value[0] / 4)
act_info.c:                sprintf(buf, "You contain a small about of %s liquid.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:            else if (obj->value[1] < obj->value[0] / 3)
act_info.c:                sprintf(buf, "You're about a third full of %s liquid.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:            else if (obj->value[1] < obj->value[0] / 2)
act_info.c:                sprintf(buf, "You're about half full of %s liquid.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:            else if (obj->value[1] < obj->value[0])
act_info.c:                sprintf(buf, "You are almost full of %s liquid.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:            else if (obj->value[1] == obj->value[0])
act_info.c:                sprintf(buf, "You're completely full of %s liquid.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:                sprintf(buf, "Somehow you are MORE than full of %s liquid.\n\r", liq_table[obj->value[2]].liq_color);
act_info.c:            show_list_to_char(obj->contains, ch, TRUE, TRUE);
act_info.c:    sprintf(buf, "Ammunition: .45 ACP[#C%d#n] .40 S&W[#C%d#n] 9mm[#C%d#n] 10mm[#C%d#n]\n\r", ch->ammo[1], ch->ammo[2], ch->ammo[3], ch->ammo[4]);
act_info.c:    sprintf(buf, ".357 Magnum[#C%d#n] .44 Magnum[#C%d#n] 12 Gauge Shotshell[#C%d#n]\n\r", ch->ammo[5], ch->ammo[6], ch->ammo[7]);
act_info.c:    sprintf(buf, "7.62x39mm[#C%d#n] .223[#C%d#n] .30-30[#C%d#n] .30-06[#C%d#n]\n\r\n\r", ch->ammo[8], ch->ammo[9],ch->ammo[10], ch->ammo[11]);
act_info.c:    show_list_to_char(ch->carrying, ch, TRUE, FALSE);
act_info.c:        printf_to_char(ch, "#CArea   :#n       %s\n\r", ch->in_room->area->name);
act_info.c:        printf_to_char(ch, "#CRoom   :#n       %s\n\n\r", ch->in_room->name);
act_info.c:        for (d = descriptor_list; d != NULL; d = d->next)
act_info.c:            if ((d->connected == CON_PLAYING
act_info.c:                    || d->connected == CON_EDITING)
act_info.c:                    && (victim = d->character) != NULL && !IS_NPC(victim) && victim->in_room != NULL && victim->in_room->area == ch->in_room->area && victim->pcdata->chobj == NULL && can_see(ch, victim))
act_info.c:                sprintf(buf, "%-28s %s\n\r", victim->name, victim->in_room->name);
act_info.c:        for (victim = char_list; victim != NULL; victim = victim->next)
act_info.c:            if (victim->in_room != NULL
act_info.c:                    && victim->in_room->area == ch->in_room->area && !IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(victim, AFF_SNEAK) && can_see(ch, victim) && is_name(arg, victim->name))
act_info.c:                sprintf(buf, "%-28s %s\n\r", PERS(victim, ch), victim->in_room->name);
act_info.c:        if (victim->level < 100)
act_info.c:        else if (victim->level < 300)
act_info.c:        else if (victim->level < 1000)
act_info.c:        else if (victim->level < 2000)
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 (ch->fight_timer > 0)
act_info.c:    if (IS_SET(ch->extra, EXTRA_AFK))
act_info.c:        sprintf(buf, "%s is no longer AFK!", ch->name);
act_info.c:        REMOVE_BIT(ch->extra, EXTRA_AFK);
act_info.c:      if ((ch->in_room == NULL || !IS_SET(ch->in_room->room_flags, ROOM_SAFE)) && ch->level < 6)
act_info.c:    if (!IS_SET(ch->extra, EXTRA_AFK))
act_info.c:        /*  if (IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT))
act_info.c:        if (ch->master)
act_info.c:        sprintf(buf, "%s is now AFK!", ch->name);
act_info.c:        SET_BIT(ch->extra, EXTRA_AFK);
act_info.c:            if (ch->description != NULL)
act_info.c:                strcat(buf, ch->description);
act_info.c:        if (strlen2(buf) + strlen2(argument) >= MAX_INPUT_LENGTH - 2)
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, "%lli", ch->hit);
act_info.c:    COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
act_info.c:    sprintf(mana_str, "%lli", ch->mana);
act_info.c:    COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
act_info.c:    sprintf(move_str, "%lli", ch->move);
act_info.c:    COL_SCALE(move_str, ch, ch->move, ch->max_move);
act_info.c:    sprintf(exp_str, "%lli", ch->exp);
act_info.c:    COL_SCALE(exp_str, ch, ch->exp, 1000);
act_info.c:    sprintf(mhit_str, "%lli", ch->max_hit);
act_info.c:    sprintf(mmana_str, "%lli", ch->max_mana);
act_info.c:    sprintf(mmove_str, "%lli", ch->max_move);
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:        sprintf(hit_str, "%lli", ch->hit);
act_info.c:        COL_SCALE(hit_str, vch, ch->hit, ch->max_hit);
act_info.c:        sprintf(mana_str, "%lli", ch->mana);
act_info.c:        COL_SCALE(mana_str, vch, ch->mana, ch->max_mana);
act_info.c:        sprintf(move_str, "%lli", ch->move);
act_info.c:        COL_SCALE(move_str, vch, ch->move, ch->max_move);
act_info.c:        sprintf(exp_str, "%lli", ch->exp);
act_info.c:        COL_SCALE(exp_str, vch, ch->exp, 1000);
act_info.c:        sprintf(mhit_str, "%lli", ch->max_hit);
act_info.c:        sprintf(mmana_str, "%lli", ch->max_mana);
act_info.c:        sprintf(mmove_str, "%lli", ch->max_move);
act_info.c:            sprintf(buf, "%s reports: %s/%s hitpoints %s/%s magics %s/%s stamina %s exp.\n\r", ch->morph, hit_str, mhit_str, mana_str, mmana_str, move_str, mmove_str, exp_str);
act_info.c:            sprintf(buf, "%s reports: %s/%s hitpoints %s/%s magics %s/%s stamina %s exp.\n\r", IS_NPC(ch) ? capitalize(ch->short_descr) : ch->name, hit_str, mhit_str, mana_str, mmana_str, move_str, mmove_str, exp_str);
act_info.c:                if (ch->level < skill_table[sn].skill_level)
act_info.c:                    sprintf(buf, "#M%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#R%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#B%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#G%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#y%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#c%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#W%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#O%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                if (ch->level < skill_table[sn].skill_level)
act_info.c:                    sprintf(buf, "#M%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#R%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#B%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#G%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#y%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#O%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#c%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                    sprintf(buf, "#W%20s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
act_info.c:                 ch->exp);
act_info.c:            if (ch->exp < 5000)
act_info.c:                    (ch->level >= skill_table[sn].skill_level) && ch->pcdata->learned[sn] < 55)
act_info.c:                if (ch->pcdata->learned[sn] < 55)
act_info.c:                    ch->pcdata->learned[sn] = 55;
act_info.c:                ch->exp -= 5000;
act_info.c:        if (ch->exp <= 0)
act_info.c:        if ((sn = skill_lookup(argument)) < 0 || (!IS_NPC(ch) && 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 && 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] += 55;
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:    if (strcmp(arg1, ch->pcdata->pwd) && 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:        SET_BIT(ch->extra, EXTRA_NEWPASS);
act_info.c:    if (ch->desc != NULL && ch->desc->connected == CON_PLAYING)
act_info.c:        sprintf (buf, "#D[#W%-14s#D]", (char *)get_item( pList, iSocial)->pData);
act_info.c:        sprintf(buf, "%-12s", skill_table[sn].name);
act_info.c:    /* new commands display - Squiggle */
act_info.c:        if (ch->level > cmd_table[cmd].level && cmd_table[cmd].level <
act_info.c:    for (pItem = pList; pItem; pItem = pItem->pNext)
act_info.c:        sprintf( buf, "#D[#W%-14s#D]", cmd_table[(intptr_t)pItem->pData].name );
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_CHAT) ?  "[+CHAT     ] You will see the Chat Channel.\n\r" :
act_info.c:                     "[-chat     ] You will NOT see the Chat Channel.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_FLAME) ? "[+FLAME    ] You will see the Flame Channel.\n\r" :
act_info.c:                     "[-flame    ] You will NOT see the Flame Channel.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_NEWBIE) ?
act_info.c:                     "[-newbie   ] You will NOT see the Newbie Channel.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_ROLEPLAY) ?
act_info.c:                     "[-roleplay ] You will NOT see the Roleplay Channel.\n\r", ch);
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_IMMTALK) ?
act_info.c:                         "[-immtalk  ] You will NOT see the Immtalk Channel.\n\r", ch);
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_LOG) ?
act_info.c:                         "[-log      ] You will NOT see the LOg Channel.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_MUSIC) ? "[+MUSIC    ] You will see the Music Channel.\n\r" :
act_info.c:                     "[-music    ] You will NOT see the Music Channel.\n\r", ch);
act_info.c:        if (ch->class != 0 || IS_IMMORTAL(ch))
act_info.c:            send_to_char(!IS_SET(ch->deaf, CHANNEL_CLASS) ?
act_info.c:                         :  "[-class    ] You will not see the Class Channel.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_INFO) ?  "[+INFO     ] You will see the Info Channel.\n\r"
act_info.c:                     :  "[-info     ] You will NOT see the Info Channel.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_TELL) ?  "[+TELL     ] You will receive tells.\n\r"
act_info.c:                     :  "[-tell     ] YOu will NOT receive tells.\n\r", ch);
act_info.c:        send_to_char(!IS_SET(ch->deaf, CHANNEL_HINT)  ? "[+HINT     ] You will see Newbie Hints.\n\r"
act_info.c:                     :                                   "[-hint     ] You will NOT see Newbie Hints.\n\r", ch);
act_info.c:        else if (arg[0] == '-')
act_info.c:            send_to_char("Channels -channel or +channel?\n\r", ch);
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:                             : "[-ansi     ] You have ansi colour off.\n\r", ch);*/
act_info.c:        send_to_char(IS_SET(ch->act, PLR_AUTOEXIT)
act_info.c:                     : "[-autoexit ] You don't automatically see exits.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_AUTOLOOT)
act_info.c:                     : "[-autoloot ] You don't automatically loot corpses.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_AUTOSAC)
act_info.c:                     : "[-autosac  ] You don't automatically sacrifice corpses.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF1)
act_info.c:                     : "[-brief1   ] You see long descriptions.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF2)
act_info.c:                     : "[-brief2   ] You won't see hits, misses, weaponburn/freeze in combat..\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF3)
act_info.c:                     : "[-brief3   ] You won't see dodge/parry/shieldblock/phase in combat.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF4)
act_info.c:                     : "[-brief4   ] You won't see exp modifiers, discipline point and coin gains.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF5)
act_info.c:                     : "[-brief5   ] You won't see condensed combat.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF6)
act_info.c:                     : "[-brief6   ] You won't see thirdparty battle spam.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF7)
act_info.c:                     : "[-brief7   ] You won't see global levelling messages.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_BRIEF8)
act_info.c:                     : "[-brief8   ] You won't see army combat messages.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_MAP)
act_info.c:                     : "[-map      ] You don't see the automapper.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_SCREENREADER)
act_info.c:                     : "[-SCREEN   ] You disabled the screenreader setting.\n\r", ch);
act_info.c:        send_to_char(IS_SET(ch->act, PLR_WEATHER)
act_info.c:                     : "[-WEATHER  ] You disabled the weather messages.\n\r", ch);
act_info.c:        else if (arg[0] == '-')
act_info.c:            send_to_char("Config -option or +option?\n\r", ch);
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))
act_info.c:        do_config(ch, "-ansi");
act_info.c:    if (IS_SET(ch->act, PLR_AUTOEXIT))
act_info.c:        do_config(ch, "-autoexit");
act_info.c:    if (IS_SET(ch->act, PLR_AUTOLOOT))
act_info.c:        do_config(ch, "-autoloot");
act_info.c:    if (IS_SET(ch->act, PLR_AUTOSAC))
act_info.c:        do_config(ch, "-autosac");
act_info.c:    if (IS_SET(ch->act, PLR_MAP))
act_info.c:        do_config(ch, "-map");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF1))
act_info.c:        do_config(ch, "-brief1");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF2))
act_info.c:        do_config(ch, "-brief2");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF3))
act_info.c:        do_config(ch, "-brief3");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF4))
act_info.c:        do_config(ch, "-brief4");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF5))
act_info.c:        do_config(ch, "-brief5");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF6))
act_info.c:        do_config(ch, "-brief6");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF7))
act_info.c:        do_config(ch, "-brief7");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF8))
act_info.c:        do_config(ch, "-brief8");
act_info.c:    send_to_char("----------------------------------------------------------------------------\n\r", ch);
act_info.c:    if ((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5] + victim->loc_hp[6]) == 0)
act_info.c:        send_to_char("----------------------------------------------------------------------------\n\r", ch);
act_info.c:        send_to_char("----------------------------------------------------------------------------\n\r", ch);
act_info.c:    send_to_char("----------------------------------------------------------------------------\n\r", ch);
act_info.c:    if (!obj->short_descr)
act_info.c:    sprintf(buf, "You are %s.\n\r", obj->short_descr);
act_info.c:    sprintf(buf, "Type %s, Extra flags %s.\n\r", item_type_name(obj), extra_bit_name(obj->extra_flags));
act_info.c:    sprintf(buf, "You weigh %d pounds and are worth %d gold coins.\n\r", obj->weight, obj->cost);
act_info.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 && obj->questowner != NULL && strlen(obj->questowner) > 1)
act_info.c:        sprintf(buf, "You were created by %s, and are owned by %s.\n\r", obj->questmaker, obj->questowner);
act_info.c:    else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
act_info.c:        sprintf(buf, "You were created by %s.\n\r", obj->questmaker);
act_info.c:    else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
act_info.c:        sprintf(buf, "You are owned by %s.\n\r", obj->questowner);
act_info.c:    switch (obj->item_type)
act_info.c:        sprintf(buf, "You contain level %d spells of:", obj->value[0]);
act_info.c:        if (obj->value[1] >= 0 && obj->value[1] < MAX_SKILL)
act_info.c:            send_to_char(skill_table[obj->value[1]].name, ch);
act_info.c:        if (obj->value[2] >= 0 && obj->value[2] < MAX_SKILL)
act_info.c:            send_to_char(skill_table[obj->value[2]].name, ch);
act_info.c:        if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL)
act_info.c:            send_to_char(skill_table[obj->value[3]].name, ch);
act_info.c:        sprintf(buf, "Your quest point value is %d.\n\r", obj->value[0]);
act_info.c:        sprintf(buf, "You have %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0]);
act_info.c:        if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL)
act_info.c:            send_to_char(skill_table[obj->value[3]].name, ch);
act_info.c:        sprintf(buf, "You inflict %d to %d damage in combat (average %d).\n\r", obj->value[1], obj->value[2], (obj->value[1] + obj->value[2]) / 2);
act_info.c:        if (obj->value[0] >= 1000)
act_info.c:            itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
act_info.c:            itemtype = obj->value[0];
act_info.c:            if (obj->level < 10)
act_info.c:            else if (obj->level < 20)
act_info.c:            else if (obj->level < 30)
act_info.c:            else if (obj->level < 40)
act_info.c:            else if (obj->level < 50)
act_info.c:        if (obj->value[0] >= 1000)
act_info.c:            itemtype = obj->value[0] / 1000;
act_info.c:            sprintf(buf, "You make your wielder fleet-footed.\n\r");
act_info.c:        sprintf(buf, "Your armor class is %d.\n\r", obj->value[0]);
act_info.c:        if (obj->value[3] < 1)
act_info.c:        if (obj->value[3] == 4 || obj->value[3] == 1)
act_info.c:        else if (obj->value[3] == 27 || obj->value[3] == 2)
act_info.c:        else if (obj->value[3] == 39 || obj->value[3] == 3)
act_info.c:        else if (obj->value[3] == 45 || obj->value[3] == 4)
act_info.c:        else if (obj->value[3] == 46 || obj->value[3] == 5)
act_info.c:        else if (obj->value[3] == 52 || obj->value[3] == 6)
act_info.c:        else if (obj->value[3] == 54 || obj->value[3] == 7)
act_info.c:        else if (obj->value[3] == 57 || obj->value[3] == 8)
act_info.c:        else if (obj->value[3] == 9)
act_info.c:        else if (obj->value[3] == 10)
act_info.c:        else if (obj->value[3] == 11)
act_info.c:        else if (obj->value[3] == 12)
act_info.c:        else if (obj->value[3] == 13)
act_info.c:        else if (obj->value[3] == 14)
act_info.c:        else if (obj->value[3] == 15)
act_info.c:        else if (obj->value[3] == 16)
act_info.c:        else if (obj->value[3] == 17)
act_info.c:        else if (obj->value[3] == 18)
act_info.c:        else if (obj->value[3] == 19)
act_info.c:        else if (obj->value[3] == 20)
act_info.c:        else if (obj->value[3] == 21)
act_info.c:        else if (obj->value[3] == 22)
act_info.c:        else if (obj->value[3] == 23)
act_info.c:            sprintf(buf, "You make your wearer fleet-footed.\n\r");
act_info.c:        else if (obj->value[3] == 24)
act_info.c:        else if (obj->value[3] == 25)
act_info.c:        if (obj->value[3] > 0)
act_info.c:    for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
act_info.c:        if (paf->location != APPLY_NONE && paf->modifier != 0)
act_info.c:            sprintf(buf, "You affect %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier);
act_info.c:    for (paf = obj->affected; paf != NULL; paf = paf->next)
act_info.c:        if (paf->location != APPLY_NONE && paf->modifier != 0)
act_info.c:            sprintf(buf, "You affect %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier);
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("");
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: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
act_move.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
act_move.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
act_move.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
act_move.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
act_move.c:        SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_SOUTH, timer);
act_move.c:        SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_WEST, timer);
act_move.c:        SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_NORTH, timer);
act_move.c:        SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_EAST, timer);
act_move.c:        SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_DOWN, timer);
act_move.c:        SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_UP, timer);
act_move.c:    room->exit[dir]->exit_info = wall;
act_move.c:    int xx = ch->x;
act_move.c:    int yy = ch->y;
act_move.c:    int getroom = ch->room;
act_move.c:    in_room = ch->in_room;
act_move.c:    pexit = in_room->exit[door];
act_move.c:        if ( ( to_room = pexit->to_room ) == NULL )
act_move.c:    if ( pexit && IS_SET(pexit->exit_info, EX_TO_WILDERNESS) )
act_move.c:                if (pZTW->vnum == ch->in_room->vnum && pZTW->zone_to_wild_exit_dir == door)
act_move.c:                    xx = pZTW->map_x;
act_move.c:                    yy = pZTW->map_y;
act_move.c:                pZTW = pZTW->next;
act_move.c:            ch->x = xx;
act_move.c:            ch->y = yy;
act_move.c:    if ( IN_WILDERNESS(in_room->vnum) )
act_move.c:        // check for area-link
act_move.c:        switch ( map_data(ch->x,ch->y) )
act_move.c:            ch->room = 0;
act_move.c:            if (ch->room != 0 || door == DIR_NORTH)
act_move.c:                if ( --yy <  0 )
act_move.c:                    yy = WILDERNESS_SIZE-1;
act_move.c:                if ( --xx < 0 )
act_move.c:                    xx = WILDERNESS_SIZE-1;
act_move.c:                if (ch->home_x != xx || ch->home_y != yy)
act_move.c:                if (pZTW->map_x == xx && pZTW->map_y == yy && pZTW->zone_to_wild_exit_dir == revdoor)
act_move.c:                        to_room = get_room_index(pZTW->vnum);
act_move.c:                        getroom = pZTW->vnum;
act_move.c:                pZTW = pZTW->next;
act_move.c:            if ( --yy < 0 )
act_move.c:                yy = WILDERNESS_SIZE-1;
act_move.c:            if ( --xx < 0 )
act_move.c:                xx = WILDERNESS_SIZE-1;
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 -1)
act_move.c:        if ( in_room->sector_type == SECT_AIR
act_move.c:                ||   to_room->sector_type == SECT_AIR )
act_move.c:                // against it here -xrak
act_move.c:        if ( in_room->sector_type == SECT_WATER_NOSWIM
act_move.c:                ||   to_room->sector_type == SECT_WATER_NOSWIM )
act_move.c:                else if ((mount=ch->mount) != NULL && IS_SET(ch->mounted, IS_RIDING)
act_move.c:                for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
act_move.c:                    if ( obj->item_type == ITEM_BOAT )
act_move.c:            if ( in_room->sector_type == SECT_WATER_NOSWIM ) from_ok = TRUE;
act_move.c:            if ( in_room->sector_type == SECT_WATER_SWIM   ) from_ok = TRUE;
act_move.c:            if ( to_room->sector_type == SECT_WATER_NOSWIM ) to_ok   = TRUE;
act_move.c:            if ( to_room->sector_type == SECT_WATER_SWIM   ) to_ok   = TRUE;
act_move.c:        move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)]
act_move.c:               + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)]
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:        if (!IS_SET(ch->mounted, IS_RIDING)) ch->move -= move;
act_move.c:    /* Check for mount message - KaVir */
act_move.c:    if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
act_move.c:            sprintf(mount2," on %s.",mount->short_descr);
act_move.c:            sprintf(mount2," on %s.",mount->name);
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 (ch->stance[0] != -1) do_stance(ch,"");
act_move.c:    for ( d = descriptor_list; d != NULL; d = d->next )
act_move.c:        if ( ( victim = d->character ) == NULL )
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:        /*        if ( !IS_NPC(ch) && IS_SET(ch->affected_by2, AFF_ENGULF))
act_move.c:        if ( d->connected != CON_PLAYING || !can_see( ch, victim ) )
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:        else if ( IS_AFFECTED(ch, AFF_SNEAK) && !IS_SET(victim->newbits, NEW_PERCEPTION)
act_move.c:                  && !IS_NPC(ch) && !IS_SET(ch->act,PLR_WIZINVIS))
act_move.c:            sprintf(poly,"You sense the presence of %s leaving the room.\n\r",ch->pcdata->switchname);
act_move.c:    ch->x = xx;
act_move.c:    ch->y = yy;
act_move.c:    ch->room = getroom;
act_move.c:    for ( d = descriptor_list; d != NULL; d = d->next )
act_move.c:        if ( ( victim = d->character ) == NULL )
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:        if ( d->connected != CON_PLAYING || !can_see( ch, victim ) )
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:    for ( fch = in_room->people; fch != NULL; fch = fch_next )
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:        REMOVE_BIT(ch->extra, TIED_UP);
act_move.c: 		    if ( --yy <  0 )
act_move.c: 			yy = WILDERNESS_SIZE-1;
act_move.c: 		    if ( --xx < 0 )
act_move.c: 			xx = WILDERNESS_SIZE-1;
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:    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:    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:    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:    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:    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 ((pexit = ch->in_room->exit[door]) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name(arg, pexit->keyword))
act_move.c:        return -1;
act_move.c:    if ((pexit = ch->in_room->exit[door]) == NULL)
act_move.c:        return -1;
act_move.c:    if (!IS_SET(pexit->exit_info, EX_ISDOOR))
act_move.c:        return -1;
act_move.c:            if (!IS_SET(room->room_flags, ROOM_PRIVATE) && !IS_SET(room->room_flags, ROOM_ASTRAL) &&
act_move.c:                    !IS_SET(room->room_flags, ROOM_SAFE))
act_move.c:    if (ch->in_room != NULL)
act_move.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
act_move.c:    obj = get_obj_list(ch, arg, ch->in_room->contents);
act_move.c:    if (obj->item_type != ITEM_PORTAL)
act_move.c:    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
act_move.c:    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
act_move.c:    if (obj->item_type == ITEM_PORTAL)
act_move.c:        if (obj->value[2] != 0)
act_move.c:        pRoomIndex = get_room_index(obj->value[0]);
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 $p.", ch->morph);
act_move.c:        for (portal = ch->in_room->contents; portal != NULL; portal = portal_next)
act_move.c:            portal_next = portal->next_content;
act_move.c:            if ((obj->value[0] == portal->value[3]) && (obj->value[3] == portal->value[0]))
act_move.c:                if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(portal->extra_flags, ITEM_SHADOWPLANE))
act_move.c:                    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_move.c:                else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(portal->extra_flags, ITEM_SHADOWPLANE))
act_move.c:                    SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_move.c:        if ((mount = ch->mount) != NULL)
act_move.c:            char_to_room(mount, ch->in_room);
act_move.c:        for (gch = location->people; gch; gch = gch_next)
act_move.c:            gch_next = gch->next_in_room;
act_move.c:            if (gch->master == ch && gch->position == POS_STANDING && gch->in_room != ch->in_room)
act_move.c:    inroom = ch->in_room;
act_move.c:    if (arg[0] == '\0' && !IS_SET(inroom->room_flags, ROOM_FLAMING))
act_move.c:    if (number_percent() > (ch->level * 10))
act_move.c:            SET_BIT(ch->affected_by, AFF_FLAMING);
act_move.c:    REMOVE_BIT(victim->affected_by, AFF_FLAMING);
act_move.c:        if (obj->item_type != ITEM_CONTAINER)
act_move.c:        if (!IS_SET(obj->value[1], CONT_CLOSED))
act_move.c:        if (!IS_SET(obj->value[1], CONT_CLOSEABLE))
act_move.c:        if (IS_SET(obj->value[1], CONT_LOCKED))
act_move.c:        REMOVE_BIT(obj->value[1], CONT_CLOSED);
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:        if (!IS_SET(pexit->exit_info, EX_CLOSED))
act_move.c:        if (IS_SET(pexit->exit_info, EX_LOCKED))
act_move.c:        REMOVE_BIT(pexit->exit_info, EX_CLOSED);
act_move.c:        act("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM);
act_move.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room)
act_move.c:            REMOVE_BIT(pexit_rev->exit_info, EX_CLOSED);
act_move.c:            for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
act_move.c:                act("The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR);
act_move.c:        if (obj->item_type != ITEM_CONTAINER)
act_move.c:        if (IS_SET(obj->value[1], CONT_CLOSED))
act_move.c:        if (!IS_SET(obj->value[1], CONT_CLOSEABLE))
act_move.c:        SET_BIT(obj->value[1], CONT_CLOSED);
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:        if (IS_SET(pexit->exit_info, EX_CLOSED))
act_move.c:        SET_BIT(pexit->exit_info, EX_CLOSED);
act_move.c:        act("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM);
act_move.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room == ch->in_room)
act_move.c:            SET_BIT(pexit_rev->exit_info, EX_CLOSED);
act_move.c:            for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
act_move.c:                act("The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR);
act_move.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
act_move.c:        if (obj->pIndexData->vnum == key)
act_move.c:        if (obj->item_type != ITEM_CONTAINER)
act_move.c:        if (!IS_SET(obj->value[1], CONT_CLOSED))
act_move.c:        if (obj->value[2] < 0)
act_move.c:        if (!has_key(ch, obj->value[2]))
act_move.c:        if (IS_SET(obj->value[1], CONT_LOCKED))
act_move.c:        SET_BIT(obj->value[1], CONT_LOCKED);
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:        if (!IS_SET(pexit->exit_info, EX_CLOSED))
act_move.c:        if (pexit->key < 0)
act_move.c:        if (!has_key(ch, pexit->key))
act_move.c:        if (IS_SET(pexit->exit_info, EX_LOCKED))
act_move.c:        SET_BIT(pexit->exit_info, EX_LOCKED);
act_move.c:        act("$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
act_move.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room == ch->in_room)
act_move.c:            SET_BIT(pexit_rev->exit_info, EX_LOCKED);
act_move.c:        if (obj->item_type != ITEM_CONTAINER)
act_move.c:        if (!IS_SET(obj->value[1], CONT_CLOSED))
act_move.c:        if (obj->value[2] < 0)
act_move.c:        if (!has_key(ch, obj->value[2]))
act_move.c:        if (!IS_SET(obj->value[1], CONT_LOCKED))
act_move.c:        REMOVE_BIT(obj->value[1], CONT_LOCKED);
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:        if (!IS_SET(pexit->exit_info, EX_CLOSED))
act_move.c:        if (pexit->key < 0)
act_move.c:        if (!has_key(ch, pexit->key))
act_move.c:        if (!IS_SET(pexit->exit_info, EX_LOCKED))
act_move.c:        REMOVE_BIT(pexit->exit_info, EX_LOCKED);
act_move.c:        act("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
act_move.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room)
act_move.c:            REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
act_move.c:    for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
act_move.c:        if (IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level)
act_move.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_pick_lock])
act_move.c:        if (obj->item_type != ITEM_CONTAINER)
act_move.c:        if (!IS_SET(obj->value[1], CONT_CLOSED))
act_move.c:        if (obj->value[2] < 0)
act_move.c:        if (!IS_SET(obj->value[1], CONT_LOCKED))
act_move.c:        if (IS_SET(obj->value[1], CONT_PICKPROOF))
act_move.c:        REMOVE_BIT(obj->value[1], CONT_LOCKED);
act_move.c:        pexit = ch->in_room->exit[door];
act_move.c:        if (!IS_SET(pexit->exit_info, EX_CLOSED))
act_move.c:        if (pexit->key < 0)
act_move.c:        if (!IS_SET(pexit->exit_info, EX_LOCKED))
act_move.c:        if (IS_SET(pexit->exit_info, EX_PICKPROOF))
act_move.c:        REMOVE_BIT(pexit->exit_info, EX_LOCKED);
act_move.c:        act("$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
act_move.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room)
act_move.c:            REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
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_MEDITATING;
act_move.c:        ch->position = POS_MEDITATING;
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_SLEEPING;
act_move.c:    if (victim->position < POS_SLEEPING)
act_move.c:    victim->position = POS_STANDING;
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:    if (ch->in_room == location)
act_move.c:      if (IS_SET(location->room_flags, ROOM_ASTRAL))
act_move.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE))
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)
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_ASTRAL) || IS_SET(ch->in_room->area->areabits, AREA_BIT_NOHOME) || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_move.c:    if (ch->in_room->vnum == 3001)
act_move.c:    ch->home = ch->in_room->vnum;
act_move.c:    if (ch->position >= POS_SLEEPING)
act_move.c:    if ((location = get_room_index(ch->home)) == NULL)
act_move.c:    if (ch->in_room != NULL)
act_move.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
act_move.c:    if (ch->in_room == location)
act_move.c:    ch->move = 0;
act_move.c:    ch->mana = 0;
act_move.c:    sprintf(buf, "%s has escaped #Gdefenceless#n, easy kill for the quick.", ch->pcdata->switchname);
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:            REMOVE_BIT(ch->immune, IMM_SLASH);
act_move.c:            REMOVE_BIT(ch->immune, IMM_STAB);
act_move.c:            REMOVE_BIT(ch->immune, IMM_SMASH);
act_move.c:            REMOVE_BIT(ch->immune, IMM_ANIMAL);
act_move.c:            REMOVE_BIT(ch->immune, IMM_MISC);
act_move.c:            REMOVE_BIT(ch->immune, IMM_CHARM);
act_move.c:            REMOVE_BIT(ch->immune, IMM_HEAT);
act_move.c:            REMOVE_BIT(ch->immune, IMM_COLD);
act_move.c:            REMOVE_BIT(ch->immune, IMM_LIGHTNING);
act_move.c:            REMOVE_BIT(ch->immune, IMM_ACID);
act_move.c:            REMOVE_BIT(ch->immune, IMM_COLD);
act_move.c:            REMOVE_BIT(ch->immune, IMM_DRAIN);
act_move.c:            REMOVE_BIT(ch->immune, IMM_HURL);
act_move.c:            REMOVE_BIT(ch->immune, IMM_BACKSTAB);
act_move.c:            REMOVE_BIT(ch->immune, IMM_KICK);
act_move.c:            REMOVE_BIT(ch->immune, IMM_DISARM);
act_move.c:            REMOVE_BIT(ch->immune, IMM_STEAL);
act_move.c:    int magic = ( 1 + ch->pcdata->powers2[DROW_MAGIC]) * 100;
act_move.c:    long long int rank_xp = 500 * ch->pRank;
act_move.c:    long long int rank_qp = 5000 * ch->pRank;
act_move.c:    long long int resist_xp = 500 * ch->pResist;
act_move.c:    long long int resist_qp = 5000 * ch->pResist;
act_move.c:    long long int legend_xp = 500 * ch->pLegend;
act_move.c:    long long int legend_qp = 5000 * ch->pLegend;
act_move.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_MAG))
act_move.c:     && ch->generation > 2)
act_move.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_CLE))
act_move.c:     && ch->generation > 2)
act_move.c:    if (IS_DROW(ch) && ch->generation < 3)
act_move.c:        if ( ch->pRank >= MAX_RANKING ) {
act_move.c:        if ( ch->exp < rank_xp ) {
act_move.c:            sprintf( buf, "Not enough Experience points, you need %lli more.\n\r", ( rank_xp - ch->exp ) );
act_move.c:        if ( ch->gold < rank_qp ) {
act_move.c:            sprintf( buf, "Not enough Gold coins, you need %lli more.\n\r", ( rank_qp - ch->pcdata->quest ) );
act_move.c:        ch->gold -= rank_qp;
act_move.c:        ch->exp -= rank_xp;
act_move.c:        ch->pRank++;
act_move.c://      sprintf( buf, "%s is now known as %s %s", ch->pcdata->switchname, getCurrRanking( ch, ch->pRank ),
act_move.c:// ch->pcdata->switchname );
act_move.c:        if ( ch->pResist >= MAX_RESIST ) {
act_move.c:        if ( ch->exp < resist_xp ) {
act_move.c:            sprintf( buf, "Not enough Experience points, you need %lli more.\n\r", ( resist_xp - ch->exp ) );
act_move.c:        if ( ch->gold < resist_qp ) {
act_move.c:            sprintf( buf, "Not enough Gold coins, you need %lli more.\n\r", ( resist_qp - ch->pcdata->quest ) );
act_move.c:        ch->gold -= resist_qp;
act_move.c:        ch->exp -= resist_xp;
act_move.c:        ch->pResist++;
act_move.c:        if ( ch->pLegend >= 20 ) {
act_move.c:        if ( ch->exp < legend_xp ) {
act_move.c:            sprintf( buf, "Not enough Experience points, you need %lli more.\n\r", ( resist_xp - ch->exp ) );
act_move.c:        if ( ch->gold < legend_qp ) {
act_move.c:            sprintf( buf, "Not enough Gold coins, you need %lli more.\n\r", ( resist_qp - ch->pcdata->quest ) );
act_move.c:        ch->gold -= legend_qp;
act_move.c:        ch->exp -= legend_xp;
act_move.c:        ch->pLegend++;
act_move.c:            if (ch->pcdata->powers3[CON_LORE] > 4)
act_move.c:            if (ch->exp < 10000000 * ch->pcdata->powers3[CON_LORE])
act_move.c:            ch->pcdata->powers3[CON_LORE] += 1;
act_move.c:            ch->exp -= 10000000 * ch->pcdata->powers3[CON_LORE];
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] > 4)
act_move.c:            if (ch->exp < 10000000 * (ch->pcdata->powers3[DEATH_LORE] + 1))
act_move.c:            ch->pcdata->powers3[DEATH_LORE] += 1;
act_move.c:            ch->exp -= 10000000 * ch->pcdata->powers3[DEATH_LORE];
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] > 4)
act_move.c:            if (ch->exp < 10000000 * (ch->pcdata->powers3[LIFE_LORE] + 1))
act_move.c:            ch->pcdata->powers3[LIFE_LORE] += 1;
act_move.c:            ch->exp -= 10000000 * ch->pcdata->powers3[LIFE_LORE];
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] > 4)
act_move.c:            if (ch->exp < 10000000 * (ch->pcdata->powers3[NECROMANTIC] + 1))
act_move.c:            ch->pcdata->powers3[NECROMANTIC] += 1;
act_move.c:            ch->exp -= 10000000 * ch->pcdata->powers3[NECROMANTIC];
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] > 4)
act_move.c:            if (ch->exp < 10000000 * (ch->pcdata->powers3[CHAOS_MAGIC] + 1))
act_move.c:            ch->pcdata->powers3[CHAOS_MAGIC] += 1;
act_move.c:            ch->exp -= 10000000 * ch->pcdata->powers3[CHAOS_MAGIC];
act_move.c:        if (!str_cmp(arg1,"fodder") && ch->pcdata->tanrank == 0)
act_move.c:            if (ch->exp < 10000000)
act_move.c:            ch->exp -= 10000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:            sprintf( buf, "%s is now fodder in the Blood Wars!",ch->pcdata->switchname );
act_move.c:        if (!str_cmp(arg1,"fighter") && ch->pcdata->tanrank == 1)
act_move.c:            if (ch->exp < 20000000)
act_move.c:            ch->exp -= 20000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:            sprintf( buf, "%s is now a fighter in the Blood Wars!",ch->pcdata->switchname );
act_move.c:        if (!str_cmp(arg1,"elite") && ch->pcdata->tanrank == 2)
act_move.c:            if (ch->exp < 40000000)
act_move.c:            ch->exp -= 40000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:            sprintf( buf, "%s is now an elite warrior in the Blood Wars!",ch->pcdata->switchname );
act_move.c:        if (!str_cmp(arg1,"captain") && ch->pcdata->tanrank == 3)
act_move.c:            if (ch->exp < 80000000)
act_move.c:            ch->exp -= 80000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:            sprintf( buf, "%s is now a captain in the Blood Wars!",ch->pcdata->switchname );
act_move.c:        if (!str_cmp(arg1,"warlord") && ch->pcdata->tanrank == 4)
act_move.c:            if (ch->exp < 160000000)
act_move.c:            ch->exp -= 160000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:            sprintf( buf, "%s is now a warlord in the Blood Wars!",ch->pcdata->switchname );
act_move.c:        if (!str_cmp(arg1,"balor") && ch->pcdata->tanrank == 5)
act_move.c:            if (ch->exp < 320000000)
act_move.c:            ch->exp -= 320000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:            sprintf( buf, "%s is now a Tanar'ri Balor!",ch->pcdata->switchname );
act_move.c:            if (ch->pcdata->powers4[NECROMANCY]>9)
act_move.c:            else if (ch->exp < ch->pcdata->powers4[NECROMANCY] * 60 + 60)
act_move.c:                ch->exp -= ch->pcdata->powers4[NECROMANCY] * 60 + 60;
act_move.c:                ch->pcdata->powers4[NECROMANCY] += 1;
act_move.c:            if (ch->pcdata->powers4[INVOCATION]>4)
act_move.c:            else if (ch->exp < ch->pcdata->powers4[INVOCATION] * 60 + 60)
act_move.c:                ch->exp -= ch->pcdata->powers4[INVOCATION] * 60 + 60;
act_move.c:                ch->pcdata->powers4[INVOCATION] += 1;
act_move.c:            if (ch->pcdata->powers4[UNDEAD_SPIRIT] > 9)
act_move.c:            if (ch->exp < ch->pcdata->powers4[UNDEAD_SPIRIT] * 60 + 60)
act_move.c:                ch->exp -= ch->pcdata->powers4[UNDEAD_SPIRIT] * 60 + 60;
act_move.c:                ch->pcdata->powers4[UNDEAD_SPIRIT] += 1;
act_move.c:                                 ch->pcdata->powers[NPOWER_SORA],
act_move.c:                                 ch->pcdata->powers[NPOWER_CHIKYU],
act_move.c:                                 ch->pcdata->powers[NPOWER_NINGENNO],
act_move.c:                                 ch->pcdata->powers[NPOWER_TENGU],
act_move.c:                                 ch->pcdata->powers[NPOWER_ASHIKO],
act_move.c:                                 ch->pcdata->powers[NPOWER_BUSHIDO]);
act_move.c:                ("#o----------------------------------------------------------------#n\n\r",
act_move.c:                ("#y     Bushido #o-#y The Way of the Warrior.\n\r", ch);
act_move.c:                ("#o----------------------------------------------------------------#n\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] < 1)
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 0)
act_move.c:                    ("#yFudotai    #o-#y The immovable body, you can not be hurled.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 1)
act_move.c:                    ("#yGowaza     #o-#y Intercept and defeat punches thrown at you.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 2)
act_move.c:                    ("#yGisojutsu  #o-#y Disguise your self as your enemies.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 3)
act_move.c:                    send_to_char ("#yIttaken    #o-#y Flat throwing blade.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 4)
act_move.c:                    ("#yKenjutsu   #o-#y Increased parry from mastering the art of fencing.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 5)
act_move.c:                    send_to_char ("#yTetsubishi #o-#y Exploding caltrops.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_BUSHIDO] > 6)
act_move.c:                    ("#yKuki Tobi  #o-#y Leap over your enemy and stab them in the back.\n\r",
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                send_to_char("Tengu - The weapons and gadget mastery principle.\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_TENGU] < 1)
act_move.c:                if (ch->pcdata->powers[NPOWER_TENGU] > 0)
act_move.c:                    stc ("Kunoichi - Stun Bomb - Paralyze everyone in room.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_TENGU] > 1)
act_move.c:                    stc ("Shurijitsu - Dart Shiroken - Another Shiroken Attack\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_TENGU] > 2)
act_move.c:                    stc ("Hankyu - Double Shiroken - Double Dart Attack.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_TENGU] > 3)
act_move.c:                    stc ("Trulkor - Caltrops - Drops caltrops to poison and wither limbs.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_TENGU] > 4)
act_move.c:                    stc ("Tetsu-bishi - Cures - Creates cure concoctions.\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                stc ("Ashiko - The Unarmed Combat principle.\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_ASHIKO] < 1)
act_move.c:                if (ch->pcdata->powers[NPOWER_ASHIKO] > 0)
act_move.c:                    stc ("Doka - Incapacitate - Renders a limb useless.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_ASHIKO] > 1)
act_move.c:                    stc ("Ngazumo - Iron Fist - Toughens the hands that they feel like steal.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_ASHIKO] > 2)
act_move.c:                    stc ("Nekade - Pain Touch - Sets victim ablaze.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_ASHIKO] > 3)
act_move.c:                    stc ("Ippon-sugi - Stunning touch - Stuns and dazes opponent.\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                ("Sora - The finding, observing, and locating principle.\n\r",
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] < 1)
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 0)
act_move.c:                    ("Mitsukeru -Locate- The scrying power to find enemies.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 1)
act_move.c:                    ("Koryou -Consider- The read aura power, learn about your enemies.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 2)
act_move.c:                    ("Kakusu -Hidden- Enhanced Hide.  Only other ninjas can see you.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 3)
act_move.c:                    ("Uro-Uro -Silent Walk- You leave no footprints behind.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 4)
act_move.c:                    send_to_char ("Kanzuite -Aware- The truesight power.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 5)
act_move.c:                    ("Bomuzite -Sleep Gas- By mixing an potion, you can put everyone in a room to sleep.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_SORA] > 6)
act_move.c:                    ("Mizotamouyo  -Gate-      Gate to mobs or characters.\n\r",
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                send_to_char ("Chikyu - Preperation for battle.\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] < 1)
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 0)
act_move.c:                    send_to_char ("Tsuyoku -Strength- Toughness.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 1)
act_move.c:                    send_to_char ("Songai -Damage- Enhanced damage.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 2)
act_move.c:                    send_to_char ("Isogu -Haste- Adds two extra attacks.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 3)
act_move.c:                    send_to_char ("Tsuiseki -Hunt- Fast hunting.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 4)
act_move.c:                    send_to_char ("Sakeru -Sonic Speed- Dodge more attacks.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 5)
act_move.c:                    ("HaraKiri -Blood Power- Hurt yourself to gain  power.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 6)
act_move.c:                    ("Orimasu -Mending- Regenerate your being through willpower alone.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_CHIKYU] > 7)
act_move.c:                    ("Gunaya - Entrap your foes with a spiritual net.\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                ("Ningenno - The battle, attacking and getting away.\n\r",
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] < 1)
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] > 0)
act_move.c:                    ("Tsume -Claw- IronClaw always worn on wrist to aid in hand-to-hand.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] > 1)
act_move.c:                    ("Hakunetsu -First Strike- You get super backstabs.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] > 2)
act_move.c:                    send_to_char ("Mienaku -Vanish- Never fail flee.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] > 3)
act_move.c:                    ("Shiroken -Throwing Star- Added attack per round, like headbutt for demons.\n\r",
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] > 4)
act_move.c:                    ("Dokuyaku -Poison- Adds poisons to the Shiroken\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPOWER_NINGENNO] > 5)
act_move.c:                    ("Circle - circle behind your opponent and hit him during battle\n\r",
act_move.c:                send_to_char("#o----------------------------------------------------------------\n\r", ch);
act_move.c:                ("#o----------------------------------------------------------------\n\r",
act_move.c:                ("#y            Yin #o-#y the Path of Light, Good and Life.\n\r",
act_move.c:                ("#o----------------------------------------------------------------\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] < 1)
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 0)
act_move.c:                    ("#yDagger     #o-#y Create the Dagger of Life (dagger).\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 1)
act_move.c:                    ("#ySword      #o-#y Create the Yin Sword (sword).\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 2)
act_move.c:                    ("#yYin Aura   #o-#y Aura of Good helping you in the fight against evil (aura).\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 3)
act_move.c:                    ("#yFury       #o-#y Rightous Fury, higher Michi (auto).\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 4)
act_move.c:                    ("#yYin Heal   #o-#y Heal your wounds or the wounds of your allies.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 5)
act_move.c:                    ("#yYin Speed  #o-#y Holy speed, a gift from your benevolent patron spirits.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 6)
act_move.c:                    ("#yYin Force  #o-#y Summon a wall of force to surround you and protect you from damage.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 7)
act_move.c:                    ("#yHeavenBless#o-#y The Celestials grants you a Heavenly Bless.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 8)
act_move.c:                    ("#yPlanetouch #o-#y Touch your equipment and imbue it with Celestial power.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_LIGHT] > 9)
act_move.c:                    ("#yPlanarwrath#o-#y Destroy your enemy's with the Wrath of the Celestials.\n\r",
act_move.c:                ("#o----------------------------------------------------------------\n\r",
act_move.c:                ("#o----------------------------------------------------------------\n\r",
act_move.c:                ("#y           Yang #o-#y the Path of Dark, Evil and Death.\n\r",
act_move.c:                ("#o----------------------------------------------------------------\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 0)
act_move.c:                    ("#yDagger     #o-#y Create the Dagger of Death.\n\r", ch);
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 1)
act_move.c:                    send_to_char ("#ySword      #o-#y Create the Yang Sword.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 2)
act_move.c:                    ("#yYang Aura  #o-#y Aura of Evil, helping you destroy the innocent (aura).\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 3)
act_move.c:                    ("#yYang Glaive#o-#y Strike down your enemys with this deadly boomerang.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 4)
act_move.c:                    ("#yDecay      #o-#y You can cause all things to rot and die.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 5)
act_move.c:                    ("#yYang Might #o-#y Unholy strength, granted by your malignous spirit patron.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 6)
act_move.c:                    ("#yYang Shield#o-#y A shield of death, that drains the life from your enemies.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 7)
act_move.c:                    ("#yYang Decoy #o-#y Combined with Mienaku will create an exploding decoy.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 8)
act_move.c:                    ("#yYang Shield#o-#y Increased power to the Yang Shield.\n\r",
act_move.c:                if (ch->pcdata->powers[NPATH_DARK] > 9)
act_move.c:                    ("#yScythes    #o-#y Scythes attached to your overarms for better fighting provess.\n\r",
act_move.c:                ("#o----------------------------------------------------------------\n\r",
act_move.c:                             ch->pcdata->powers[NPOWER_SORA],
act_move.c:                             ch->pcdata->powers[NPOWER_CHIKYU],
act_move.c:                             ch->pcdata->powers[NPOWER_NINGENNO],
act_move.c:                             ch->pcdata->powers[NPOWER_TENGU],
act_move.c:                             ch->pcdata->powers[NPOWER_ASHIKO],
act_move.c:                             ch->pcdata->powers[NPOWER_BUSHIDO]);
act_move.c:                if (ch->class == CLASS_NINJA)
act_move.c:            cost = (ch->pcdata->powers[improve] + 1) * 5000;
act_move.c:            if (ch->pcdata->powers[improve] >= max)
act_move.c:            if (cost > ch->exp)
act_move.c:                        || ch->pcdata->powers[NPATH_DARK] > 0)
act_move.c:                        SET_BIT (ch->xbits, X_LIGHTPATH);
act_move.c:                                 ch->name);
act_move.c:                        || ch->pcdata->powers[NPATH_LIGHT] > 0)
act_move.c:                        SET_BIT (ch->xbits, X_DARKPATH);
act_move.c:                                 ch->name);
act_move.c:            ch->pcdata->powers[improve] += 1;
act_move.c:            ch->exp -= cost;
act_move.c:        if (!str_cmp(arg1, "fodder") && ch->pcdata->tanrank == 0)
act_move.c:            if (ch->exp < 10000000)
act_move.c:            ch->exp -= 10000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "fighter") && ch->pcdata->tanrank == 1)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 3)
act_move.c:            if (ch->exp < 20000000)
act_move.c:            ch->exp -= 20000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "elite") && ch->pcdata->tanrank == 2)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 6)
act_move.c:            if (ch->exp < 40000000)
act_move.c:            ch->exp -= 40000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "captain") && ch->pcdata->tanrank == 3)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 9)
act_move.c:            if (ch->exp < 80000000)
act_move.c:            ch->exp -= 80000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "warlord") && ch->pcdata->tanrank == 4)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 12)
act_move.c:            if (ch->exp < 160000000)
act_move.c:            ch->exp -= 160000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (!str_cmp(arg1, "balor") && ch->pcdata->tanrank == 5)
act_move.c:            if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 15)
act_move.c:            if (ch->exp < 320000000)
act_move.c:            ch->exp -= 320000000;
act_move.c:            ch->pcdata->tanrank++;
act_move.c:                    ch->pcdata->switchname);
act_move.c:        if (IS_ANGEL(ch) && ch->pcdata->powers[ANGEL_JUSTICE] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_JUSTICE]+1)*10000)
act_move.c:        ch->pcdata->powers[ANGEL_JUSTICE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_JUSTICE]*10000;
act_move.c:        if (IS_ANGEL(ch) && !IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_LOVE] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_LOVE]+1)*10000)
act_move.c:        ch->pcdata->powers[ANGEL_LOVE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_LOVE]*10000;
act_move.c:        if (IS_ANGEL(ch) && !IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_HARMONY] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_HARMONY]+1)*10000)
act_move.c:        ch->pcdata->powers[ANGEL_HARMONY]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_HARMONY]*10000;
act_move.c:        if (IS_ANGEL(ch) && !IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_PEACE] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_PEACE]+1)* 10000)
act_move.c:        ch->pcdata->powers[ANGEL_PEACE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_PEACE]*10000;
act_move.c:        if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_HATE] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_HATE]+1)*10000)
act_move.c:        ch->pcdata->powers[ANGEL_HATE]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_HATE]*10000;
act_move.c:        if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_DISCORD] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_DISCORD]+1)*10000)
act_move.c:        ch->pcdata->powers[ANGEL_DISCORD]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_DISCORD]*10000;
act_move.c:        if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_WRATH] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_WRATH]+1)*10000)
act_move.c:        ch->pcdata->powers[ANGEL_WRATH]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_WRATH]*10000;
act_move.c:        if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_WAR] > 4)
act_move.c:        if (ch->exp < (ch->pcdata->powers[ANGEL_WAR]+1)* 10000)
act_move.c:        ch->pcdata->powers[ANGEL_WAR]++;
act_move.c:        ch->exp -= ch->pcdata->powers[ANGEL_WAR]*10000;
act_move.c:        if (ch->pcdata->damreduct < 50 || (ch->pcdata->damreduct == 50 && ch->pcdata->damreductdec <= 0))
act_move.c:        if (ch->exp < 2000000000)
act_move.c:        ch->exp -= 2000000000;
act_move.c:        ch->pcdata->damreductdec -= 1;
act_move.c:        if (ch->pcdata->damreductdec < 0)
act_move.c:            ch->pcdata->damreductdec = 9;
act_move.c:            ch->pcdata->damreduct -= 1;
act_move.c:        if (ch->spl[PURPLE_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[PURPLE_MAGIC]))
act_move.c:                        cmax - ch->spl[PURPLE_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[PURPLE_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[PURPLE_MAGIC] < cmax)
act_move.c:                ch->spl[PURPLE_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[PURPLE_MAGIC] * 2;
act_move.c:        if (ch->spl[BLUE_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[BLUE_MAGIC]))
act_move.c:                        cmax - ch->spl[BLUE_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[BLUE_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[BLUE_MAGIC] < cmax)
act_move.c:                ch->spl[BLUE_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[BLUE_MAGIC] * 2;
act_move.c:        if (ch->spl[RED_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[RED_MAGIC]))
act_move.c:                        cmax - ch->spl[RED_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[RED_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[RED_MAGIC] < cmax)
act_move.c:                ch->spl[RED_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[RED_MAGIC] * 2;
act_move.c:        if (ch->spl[GREEN_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[GREEN_MAGIC]))
act_move.c:                        cmax - ch->spl[GREEN_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[GREEN_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[GREEN_MAGIC] < cmax)
act_move.c:                ch->spl[GREEN_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[GREEN_MAGIC] * 2;
act_move.c:        if (ch->spl[YELLOW_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[YELLOW_MAGIC]))
act_move.c:                        cmax - ch->spl[YELLOW_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[YELLOW_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[YELLOW_MAGIC] < cmax)
act_move.c:                ch->spl[YELLOW_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[YELLOW_MAGIC] * 2;
act_move.c:        if (ch->spl[BLACK_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[BLACK_MAGIC]))
act_move.c:                        cmax - ch->spl[BLACK_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[BLACK_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[BLACK_MAGIC] < cmax)
act_move.c:                ch->spl[BLACK_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[BLACK_MAGIC] * 2;
act_move.c:        if (ch->spl[WHITE_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[WHITE_MAGIC]))
act_move.c:                        cmax - ch->spl[WHITE_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[WHITE_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[WHITE_MAGIC] < cmax)
act_move.c:                ch->spl[WHITE_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[WHITE_MAGIC] * 2;
act_move.c:        if (ch->spl[ORANGE_MAGIC] >= cmax)
act_move.c:            if (amount < 1 || amount > (cmax - ch->spl[ORANGE_MAGIC]))
act_move.c:                        cmax - ch->spl[ORANGE_MAGIC]);
act_move.c:            if (ch->gold >= UMAX((ch->spl[ORANGE_MAGIC] * 2), 1)
act_move.c:                    && ch->spl[ORANGE_MAGIC] < cmax)
act_move.c:                ch->spl[ORANGE_MAGIC]++;
act_move.c:                ch->gold -= ch->spl[ORANGE_MAGIC] * 2;
act_move.c:            && !IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
act_move.c:        if (ch->exp < 10000000)
act_move.c:        ch->exp = ch->exp - 10000000;
act_move.c:        SET_BIT(ch->pcdata->jflags, JFLAG_KNOWS_FORGING);
act_move.c:    if ( !str_cmp( arg1, "ancilla") && IS_VAMPIRE(ch) && ((ch->pcdata->vamprank ==AGE_NEONATE) || (ch->pcdata->vamprank == AGE_CHILDE)))
act_move.c:        if (ch->exp < ancilla)
act_move.c:        ch->exp -= 1500000;
act_move.c:        ch->pcdata->vamprank = AGE_ANCILLA;
act_move.c:        sprintf(buf,"%s is now an Ancilla!", ch->name);
act_move.c:    if ( !str_cmp( arg1, "elder") && IS_VAMPIRE(ch) && ch->pcdata->vamprank == AGE_ANCILLA)
act_move.c:        if (ch->exp < elder)
act_move.c:        ch->exp -= 7500000;
act_move.c:        ch->pcdata->vamprank = AGE_ELDER;
act_move.c:        sprintf(buf,"%s is now an Elder!", ch->name);
act_move.c:    if ( !str_cmp( arg1, "methuselah") && IS_VAMPIRE(ch) && ch->pcdata->vamprank == AGE_ELDER)
act_move.c:        if (ch->exp < methuselah)
act_move.c:        ch->exp -= 15000000;
act_move.c:        ch->pcdata->vamprank = AGE_METHUSELAH;
act_move.c:        sprintf(buf,"%s is now a Methuselah!", ch->name);
act_move.c:    if ( !str_cmp( arg1, "lamagra") && IS_VAMPIRE(ch) && ch->pcdata->vamprank == AGE_METHUSELAH)
act_move.c:        if (ch->exp < lamagra)
act_move.c:        ch->exp -= 30000000;
act_move.c:        ch->pcdata->vamprank = AGE_LA_MAGRA;
act_move.c:        sprintf(buf,"%s is now a La Magra!", ch->name);
act_move.c:    if ( !str_cmp( arg1, "trueblood") && IS_VAMPIRE(ch) && ch->pcdata->vamprank == AGE_LA_MAGRA)
act_move.c:        if (ch->exp < trueblood)
act_move.c:        ch->exp -= 60000000;
act_move.c:        ch->pcdata->vamprank = AGE_TRUEBLOOD;
act_move.c:        sprintf(buf,"%s is now a TrueBlood!", 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:            && (ch->pcdata->belt < BELT_ONE))
act_move.c:        if (ch->exp < belt1)
act_move.c:        ch->exp -= 5000000;
act_move.c:        ch->pcdata->belt = BELT_ONE;
act_move.c:        sprintf(buf,"%s has started martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_ONE))
act_move.c:        if (ch->exp < belt2)
act_move.c:        ch->exp -= 10000000;
act_move.c:        ch->pcdata->belt = BELT_TWO;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_TWO))
act_move.c:        if (ch->exp < belt3)
act_move.c:        ch->exp -= 15000000;
act_move.c:        ch->pcdata->belt = BELT_THREE;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_THREE))
act_move.c:        if (ch->exp < belt4)
act_move.c:        ch->exp -= 20000000;
act_move.c:        ch->pcdata->belt = BELT_FOUR;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_FOUR))
act_move.c:        if (ch->exp < belt5)
act_move.c:        ch->exp -= 25000000;
act_move.c:        ch->pcdata->belt = BELT_FIVE;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_FIVE))
act_move.c:        if (ch->exp < belt6)
act_move.c:        ch->exp -= 30000000;
act_move.c:        ch->pcdata->belt = BELT_SIX;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_SIX))
act_move.c:        if (ch->exp < belt7)
act_move.c:        ch->exp -= 35000000;
act_move.c:        ch->pcdata->belt = BELT_SEVEN;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_SEVEN))
act_move.c:        if (ch->exp < belt8)
act_move.c:        ch->exp -= 40000000;
act_move.c:        ch->pcdata->belt = BELT_EIGHT;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_EIGHT))
act_move.c:        if (ch->exp < belt9)
act_move.c:        ch->exp -= 45000000;
act_move.c:        ch->pcdata->belt = BELT_NINE;
act_move.c:        sprintf(buf,"%s advances in their martial arts studies!", ch->name);
act_move.c:            && (ch->pcdata->belt == BELT_NINE))
act_move.c:        if (ch->exp < belt10)
act_move.c:        ch->exp -= 50000000;
act_move.c:        ch->pcdata->belt = BELT_TEN;
act_move.c:        sprintf(buf,"%s has completed their martial arts studies!", ch->name);
act_move.c:    int primal = (1+ch->practice)*500;
act_move.c:    magic = (1+ch->pcdata->powers2[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:    else if (!str_cmp(arg1,"ancilla") && IS_VAMPIRE(ch) && ch->pcdata->rank == AGE_NEONATE)
act_move.c:    else if (!str_cmp(arg1,"ancilla") && IS_VAMPIRE(ch) && ch->pcdata->rank == AGE_CHILDE)
act_move.c:    else if (!str_cmp(arg1,"control") && IS_VAMPIRE(ch) && ch->beast > 0 )
act_move.c:            (ch->pcdata->rank == AGE_ANCILLA))
act_move.c:            (ch->pcdata->rank == AGE_ELDER))
act_move.c:            (ch->pcdata->rank == AGE_METHUSELAH))
act_move.c:            (ch->pcdata->rank == AGE_LA_MAGRA))
act_move.c:    else if (!str_cmp(arg1,"control") && IS_VAMPIRE(ch) && ch->beast > 0 )
act_move.c:	  sh_int quiet_pointer=ch->pcdata->powers2[DROW_MAGIC];
act_move.c:	sh_int quiet_pointer=ch->siltol; /* dirrent type of int*/
act_move.c:	sh_int quiet_pointer = ch->gnosis[GMAXIMUM];
act_move.c:	sh_int quiet_pointer = ch->beast;
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 (!IS_SET(ch->act, PLR_SCREENREADER))
act_move.c:        if (!IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
act_move.c:            stc("#yForge Skill #R- #y10,000,000 #gexperience.#n\n\r", ch);
act_move.c:        if (IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
act_move.c:            if  ( ch->pcdata->vamprank == AGE_CHILDE)
act_move.c:            else if (ch->pcdata->vamprank == AGE_NEONATE)
act_move.c:            else if (ch->pcdata->vamprank == AGE_ANCILLA)
act_move.c:            else if (ch->pcdata->vamprank == AGE_ELDER)
act_move.c:            else if (ch->pcdata->vamprank == AGE_METHUSELAH)
act_move.c:            else if (ch->pcdata->vamprank == AGE_LA_MAGRA)
act_move.c:            if (ch->pcdata->powers4[INVOCATION] == 0)
act_move.c:            if (ch->pcdata->powers4[INVOCATION] == 1)
act_move.c:            if (ch->pcdata->powers4[INVOCATION] == 2)
act_move.c:            if (ch->pcdata->powers4[INVOCATION] == 3)
act_move.c:            if (ch->pcdata->powers4[INVOCATION] == 4)
act_move.c:            if (ch->pcdata->powers4[INVOCATION] == 5)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 0)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 1)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 2)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 3)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 4)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 5)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 6)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 7)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 8)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 9)
act_move.c:            if (ch->pcdata->powers4[NECROMANCY] == 10)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 0)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 1)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 2)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 3)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 4)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 5)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 6)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 7)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 8)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 9)
act_move.c:            if (ch->pcdata->powers4[SPIRIT] == 10)
act_move.c:            if (ch->pcdata->powers3[CON_LORE] == 0)
act_move.c:            if (ch->pcdata->powers3[CON_LORE] == 1)
act_move.c:            if (ch->pcdata->powers3[CON_LORE] == 2)
act_move.c:            if (ch->pcdata->powers3[CON_LORE] == 3)
act_move.c:            if (ch->pcdata->powers3[CON_LORE] == 4)
act_move.c:            if (ch->pcdata->powers3[CON_LORE] == 5)
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] == 0)
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] == 1)
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] == 2)
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] == 3)
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] == 4)
act_move.c:            if (ch->pcdata->powers3[DEATH_LORE] == 5)
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] == 0)
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] == 1)
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] == 2)
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] == 3)
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] == 4)
act_move.c:            if (ch->pcdata->powers3[LIFE_LORE] == 5)
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] == 0)
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] == 1)
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] == 2)
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] == 3)
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] == 4)
act_move.c:            if (ch->pcdata->powers3[NECROMANTIC] == 5)
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] == 0)
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] == 1)
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] == 2)
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] == 3)
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] == 4)
act_move.c:            if (ch->pcdata->powers3[CHAOS_MAGIC] == 5)
act_move.c:                                 ch->pcdata->powers[NPOWER_SORA],
act_move.c:                                 ch->pcdata->powers[NPOWER_CHIKYU],
act_move.c:                                 ch->pcdata->powers[NPOWER_NINGENNO],
act_move.c:                                 ch->pcdata->powers[NPOWER_TENGU],
act_move.c:                                 ch->pcdata->powers[NPOWER_ASHIKO],
act_move.c:                                 ch->pcdata->powers[NPOWER_BUSHIDO]);
act_move.c:		ch->pcdata->powers[NPATH_LIGHT],ch->pcdata->powers[NPATH_DARK]);
act_move.c:                     ch->pcdata->powers[NPOWER_SORA],
act_move.c:                     ch->pcdata->powers[NPOWER_CHIKYU],
act_move.c:                     ch->pcdata->powers[NPOWER_NINGENNO],
act_move.c:                     ch->pcdata->powers[NPOWER_TENGU],
act_move.c:                     ch->pcdata->powers[NPOWER_ASHIKO],
act_move.c:                     ch->pcdata->powers[NPOWER_BUSHIDO]);
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 0
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 0)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 0
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 2
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 3
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 4
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 5
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 6
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 7
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 8
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] > 9
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] < 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 0)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 1)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 2)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 3)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 4)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 5)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 6)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 7)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 8)
act_move.c:            if (ch->pcdata->powers[NPATH_LIGHT] < 1
act_move.c:                    && ch->pcdata->powers[NPATH_DARK] > 9)
act_move.c:            if (ch->pcdata->tanrank < TANARRI_FODDER)
act_move.c:                ("#RStatus#W-> #wFodder    #R: #w10 mill exp#n\n\r",
act_move.c:            else if (ch->pcdata->tanrank == TANARRI_FODDER)
act_move.c:                ("#RStatus#W-> #w Fighter   #R: #w20 mill exp#n\n\r",
act_move.c:            else if (ch->pcdata->tanrank == TANARRI_FIGHTER)
act_move.c:                ("#RStatus#W-> #w Elite     #R: #w40 mill exp#n\n\r",
act_move.c:            else if (ch->pcdata->tanrank == TANARRI_ELITE)
act_move.c:                ("#RStatus#W-> #w Captain   #R: #w80 mill exp#n\n\r",
act_move.c:            else if (ch->pcdata->tanrank == TANARRI_CAPTAIN)
act_move.c:                ("#RStatus#W-> #w Warlord   #R: #w160 mill exp#n\n\r",
act_move.c:            else if (ch->pcdata->tanrank == TANARRI_WARLORD)
act_move.c:                ("#RStatus#W-> #w Balor     #R: #w320 mill exp#n\n\r",
act_move.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] < 5)
act_move.c:                sprintf(buf,"#WA#cngel #WJ#custice#n [#R%d#n]   - %d Power Points\n\r", ch->pcdata->powers[ANGEL_JUSTICE],
act_move.c:                        (ch->pcdata->powers[ANGEL_JUSTICE]+1)*10000);
act_move.c:                sprintf(buf,"#WA#cngel #WJ#custice#n [#G%d#n]\n\r", ch->pcdata->powers[ANGEL_JUSTICE]);
act_move.c:            if (ch->pcdata->powers[ANGEL_HARMONY] < 5)
act_move.c:                sprintf(buf,"#WA#cngel #WH#carmony#n [#R%d#n]   - %d Power Points\n\r", ch->pcdata->powers[ANGEL_HARMONY],
act_move.c:                        (ch->pcdata->powers[ANGEL_HARMONY]+1)*1000);
act_move.c:                sprintf(buf,"#WA#cngel #WH#carmony#n [#G%d#n] \n\r", ch->pcdata->powers[ANGEL_HARMONY]);
act_move.c:            if (ch->pcdata->powers[ANGEL_PEACE] < 5)
act_move.c:                sprintf(buf,"#WA#cngel #WP#ceace#n [#R%d#n]     - %d Power Points\n\r",ch->pcdata->powers[ANGEL_PEACE],
act_move.c:                        (ch->pcdata->powers[ANGEL_PEACE]+1)*10000);
act_move.c:                sprintf(buf,"#WA#cngel #WP#ceace#n [#G%d#n]\n\r", ch->pcdata->powers[ANGEL_PEACE]);
act_move.c:            if (ch->pcdata->powers[ANGEL_LOVE] < 5)
act_move.c:                sprintf(buf,"#WA#cngel #WL#cove#n [#R%d#n]      - %d Power Points\n\r", ch->pcdata->powers[ANGEL_LOVE],
act_move.c:                        (ch->pcdata->powers[ANGEL_LOVE]+1)*10000);
act_move.c:                sprintf(buf,"#WA#cngel #WL#cove#n [#G%d#n]\n\r", ch->pcdata->powers[ANGEL_LOVE]);
act_move.c:            sprintf(buf,"#WA#cngel #WW#crath#n [#R%d#n]   - %d\n\r", ch->pcdata->powers[ANGEL_WRATH],
act_move.c:                    (ch->pcdata->powers[ANGEL_WRATH]+1)*10000);
act_move.c:            sprintf(buf,"#WA#cngel #WD#ciscord#n [#R%d#n]   - %d\n\r", ch->pcdata->powers[ANGEL_DISCORD],
act_move.c:                    (ch->pcdata->powers[ANGEL_DISCORD]+1)*1000);
act_move.c:            sprintf(buf,"#WA#cngel #WW#car#n [#R%d#n]     - %d\n\r",ch->pcdata->powers[ANGEL_WAR],
act_move.c:                    (ch->pcdata->powers[ANGEL_WAR]+1)*10000);
act_move.c:            sprintf(buf,"#WA#cngel #WH#cate#n [#R%d#n]      - %d\n\r", ch->pcdata->powers[ANGEL_HATE],
act_move.c:                    (ch->pcdata->powers[ANGEL_HATE]+1)*10000);
act_move.c:            if  ( ch->pcdata->belt < BELT_ONE)
act_move.c:            else if  ( ch->pcdata->belt == BELT_ONE)
act_move.c:            else if  ( ch->pcdata->belt == BELT_TWO)
act_move.c:            else if  ( ch->pcdata->belt == BELT_THREE)
act_move.c:            else if  ( ch->pcdata->belt == BELT_FOUR)
act_move.c:            else if  ( ch->pcdata->belt == BELT_FIVE)
act_move.c:            else if  ( ch->pcdata->belt == BELT_SIX)
act_move.c:            else if  ( ch->pcdata->belt == BELT_SEVEN)
act_move.c:            else if  ( ch->pcdata->belt == BELT_EIGHT)
act_move.c:            else if  ( ch->pcdata->belt == BELT_NINE)
act_move.c:        if ( ch->pRank < MAX_RANKING )
act_move.c:            sprintf( buf, "#WR#cank#n [#R%d#n]        - %lli exp and %lli Gold coins.\n\r",
act_move.c:                     ch->pRank, rank_xp, rank_qp );
act_move.c:            sprintf( buf, "#WR#cank#n [#G%d#n] ", ch->pRank );
act_move.c:        if ( ch->pResist < MAX_RESIST )
act_move.c:            sprintf( buf, "#WR#cesist#n - %lli exp and %lli Gold coins.\n\r", resist_xp, resist_qp );
act_move.c:        if ( ch->pLegend < 20 )
act_move.c:            sprintf( buf, "#WL#cegend#n - %lli exp and %lli Gold coins.\n\r", legend_xp, legend_qp );
act_move.c:        if (ch->spl[PURPLE_MAGIC] < cmax)
act_move.c:        if (ch->spl[BLUE_MAGIC] < cmax)
act_move.c:        if (ch->spl[RED_MAGIC] < cmax)
act_move.c:        if (ch->spl[GREEN_MAGIC] < cmax)
act_move.c:        if (ch->spl[YELLOW_MAGIC] < cmax)
act_move.c:        if (ch->spl[BLACK_MAGIC] < cmax)
act_move.c:        if (ch->spl[WHITE_MAGIC] < cmax)
act_move.c:        if (ch->spl[ORANGE_MAGIC] < cmax)
act_move.c:        if ((ch->spl[PURPLE_MAGIC] >= cmax)
act_move.c:                && (ch->spl[RED_MAGIC] >= cmax)
act_move.c:                && (ch->spl[BLUE_MAGIC] >= cmax)
act_move.c:                && (ch->spl[GREEN_MAGIC] >= cmax)
act_move.c:                && (ch->spl[YELLOW_MAGIC] >= cmax)
act_move.c:                && (ch->spl[BLACK_MAGIC] >= cmax)
act_move.c:                && (ch->spl[WHITE_MAGIC] >= cmax)
act_move.c:                && (ch->spl[ORANGE_MAGIC] >= cmax))
act_move.c:        sprintf( buf, "\n\rNatural resistances and immunities - 1,000,000 exp each.\n\r" );
act_move.c:            stc("Immunity to Sunlight - 1,000,000 experience.\n\r",ch);
act_move.c:       if ( ch->siltol < 100 && IS_WEREWOLF(ch))
act_move.c:           sprintf( buf, "Silver tolerance - %d exp per point of tolerance.\n\r", silver );
act_move.c:       if ( ch->gnosis[GMAXIMUM] < 20 && IS_WEREWOLF(ch))
act_move.c:           sprintf( buf, "Gnosis Points - %d exp per point of Gnosis.\n\r", gnosis );
act_move.c:       if ( ch->beast > 0 && IS_VAMPIRE(ch) )
act_move.c:           sprintf( buf, "Beast Control- %d primal per point of Beast.\n\r", beast );
act_move.c:        if (ch->pcdata->powers2[DROW_MAGIC] < 100 && IS_DROW(ch))
act_move.c:	   sprintf( buf, "Magic resistance - %d drow points per point of magic.\n\r", magic );
act_move.c://        if (!IS_SET(ch->act, PLR_SCREENREADER))
act_move.c:            if (ch->pcdata->damreduct > 50 || (ch->pcdata->damreduct == 50 && ch->pcdata->damreductdec > 0))
act_move.c:                sprintf(buf, "\n\rToughness - 2 billion exp to lower your damage taken to %d.%d%%.\n\r", ch->pcdata->damreductdec == 0 ? ch->pcdata->damreduct - 1 : ch->pcdata->damreduct, ch->pcdata->damreductdec == 0 ? 9 : ch->pcdata->damreductdec - 1);
act_move.c:        sprintf(buf, "You have %lli experience points.\n\r", ch->exp);
act_move.c:    if ( cost > ch->exp )
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->beast--;
act_move.c:	  if( ch->beast < 0 ) ch->beast = 0;
act_move.c:		ch->pcdata->powers2[DROW_MAGIC] += 1;
act_move.c:    if ( cost > ch->exp && !str_cmp(arg1, "magic"))
act_move.c:    if (!str_cmp(arg1, "magic")) ch->exp -= cost;
act_move.c:        if (!str_cmp( arg1, "silver")) ch->siltol += 1;
act_move.c:           ch->gnosis[GCURRENT]++;
act_move.c:           ch->gnosis[GMAXIMUM]++;
act_move.c:          ch->beast--;
act_move.c:        if( ch->beast < 0 ) ch->beast = 0;
act_move.c:                ch->pcdata->powers2[DROW_MAGIC] += 1;
act_move.c:        if (cost > ch->exp)
act_move.c:        ch->exp -= cost;
act_move.c:    if (ch->mounted > 0)
act_move.c:    if (victim->mounted > 0)
act_move.c:    if (IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) && !IS_IMMORTAL(ch))
act_move.c:    if (victim->position < POS_STANDING)
act_move.c:        if (victim->position < POS_SLEEPING)
act_move.c:        else if (victim->position == POS_SLEEPING)
act_move.c:        else if (victim->position == POS_RESTING)
act_move.c:        else if (victim->position == POS_MEDITATING)
act_move.c:        else if (victim->position == POS_SITTING)
act_move.c:        else if (victim->position == POS_SLEEPING)
act_move.c:        else if (victim->position == POS_FIGHTING)
act_move.c:    if (!IS_NPC(ch) && ch->stance[0] != -1)
act_move.c:    ch->mounted = IS_RIDING;
act_move.c:    victim->mounted = IS_MOUNT;
act_move.c:    ch->mount = victim;
act_move.c:    victim->mount = ch;
act_move.c:    if (IS_SET(ch->mounted, IS_RIDING))
act_move.c:        if ((victim = ch->mount) == NULL)
act_move.c:            ch->mounted = 0;
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:    victim->mounted = IS_ON_FOOT;
act_move.c:    ch->mount = NULL;
act_move.c:    victim->mount = NULL;
act_move.c:    if (victim->position > POS_STUNNED || victim->hit > 0)
act_move.c:    if (victim->in_room != NULL)
act_move.c:        if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
act_move.c:            sprintf(buf, "#C%s #ohas been vanquished from the #Rarena#o by #C%s#n", victim->name, ch->name);
act_move.c:            victim->pcdata->alosses++;
act_move.c:            victim->fight_timer = 0;
act_move.c:            for (victim = char_list; victim != NULL; victim = victim->next)
act_move.c:                if (victim->in_room != NULL && victim->in_room->area == ch->in_room->area && victim->pcdata->chobj == NULL && victim != ch)
act_move.c:                sprintf(buf, "#C%s #oemerges victorious from the #Rarena#n", ch->name);
act_move.c:                ch->pcdata->awins++;
act_move.c:                ch->fight_timer = 0;
act_move.c:    SET_BIT(victim->extra, TIED_UP);
act_move.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SETTIE))
act_move.c:        sprintf(buf, "#P%s #yhas been tied up by #R%s#n", victim->name, ch->name);
act_move.c:    REMOVE_BIT(victim->extra, TIED_UP);
act_move.c:        SET_BIT(victim->extra, GAGGED);
act_move.c:        REMOVE_BIT(victim->extra, GAGGED);
act_move.c:    REMOVE_BIT(victim->extra, GAGGED);
act_move.c:        SET_BIT(victim->extra, BLINDFOLDED);
act_move.c:        REMOVE_BIT(victim->extra, BLINDFOLDED);
act_move.c:    REMOVE_BIT(victim->extra, BLINDFOLDED);
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:    free_string(ch->hunting);
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:        direction = ch->in_room->track_dir[0];
act_move.c:        direction = ch->in_room->track_dir[1];
act_move.c:        direction = ch->in_room->track_dir[2];
act_move.c:        direction = ch->in_room->track_dir[3];
act_move.c:        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)
act_move.c:    if ((victim = get_char_room(ch, ch->hunting)) != NULL)
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 (ch->in_room != NULL && ch->in_room->vnum == 20000) return;
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 (ch->in_room->track[0] != NULL && 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 (ch->in_room->track[1] != NULL && 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 (ch->in_room->track[2] != NULL && 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 (ch->in_room->track[3] != NULL && 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 (ch->in_room->track[4] != NULL && 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:    if (ch->hunting != NULL)
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)
act_move.c:    if (!str_cmp(ch->in_room->track[direction], ch->name))
act_move.c:    if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction], ch->hunting))
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_obj.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
act_obj.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
act_obj.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
act_obj.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
act_obj.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
act_obj.c:    for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room)
act_obj.c:      if (!keeper->shop_fun) continue;
act_obj.c://        (*keeper->shop_fun)(keeper, victim, "list");
act_obj.c:    if (keeper->shop_fun != 0) continue;
act_obj.c://      if (keeper->shop_fun == shopspec_generic)
act_obj.c:/*    for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room)
act_obj.c:        if (IS_NPC (keeper) && (pShop = keeper->pIndexData->pShop) != NULL)
act_obj.c:     if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
act_obj.c:     sprintf(buf, "%s the KILLER is over here!\n\r", ch->name);
act_obj.c:     if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
act_obj.c:     sprintf(buf, "%s the THIEF is over here!\n\r", ch->name);
act_obj.c:    if (time_info.hour < pShop->open_hour)
act_obj.c:    if (time_info.hour > pShop->close_hour)
act_obj.c:    for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
act_obj.c:        t_obj_next = t_obj->next_content;
act_obj.c:        if (obj->pIndexData == t_obj->pIndexData
act_obj.c:            && !str_cmp (obj->short_descr, t_obj->short_descr))
act_obj.c:            obj->cost = t_obj->cost;    /* keep it standard */
act_obj.c:        obj->next_content = ch->carrying;
act_obj.c:        ch->carrying = obj;
act_obj.c:        obj->next_content = t_obj->next_content;
act_obj.c:        t_obj->next_content = obj;
act_obj.c:    obj->carried_by = ch;
act_obj.c:    obj->in_room = NULL;
act_obj.c:    obj->in_obj = NULL;
act_obj.c:    ch->carry_number += get_obj_number (obj);
act_obj.c:    ch->carry_weight += get_obj_weight (obj);
act_obj.c:    for (obj = keeper->carrying; obj != NULL; obj = obj->next_content)
act_obj.c:        if (obj->wear_loc == WEAR_NONE && can_see_obj (keeper, obj)
act_obj.c:            && can_see_obj (ch, obj) && is_name (arg, obj->name))
act_obj.c:            while (obj->next_content != NULL
act_obj.c:                   && obj->pIndexData == obj->next_content->pIndexData
act_obj.c:                   && !str_cmp (obj->short_descr,
act_obj.c:                                obj->next_content->short_descr)) obj =
act_obj.c:                    obj->next_content;
act_obj.c:    if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL)
act_obj.c:        cost = obj->cost * pShop->profit_buy / 100;
act_obj.c:            if (obj->item_type == pShop->buy_type[itype])
act_obj.c:                cost = obj->cost * pShop->profit_sell / 100;
act_obj.c:            for (obj2 = keeper->carrying; obj2; obj2 = obj2->next_content)
act_obj.c:                if (obj->pIndexData == obj2->pIndexData
act_obj.c:                    && !str_cmp (obj->short_descr, obj2->short_descr))
act_obj.c:    if (obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND)
act_obj.c:        if (obj->value[1] == 0)
act_obj.c:            cost = cost * obj->value[2] / obj->value[1];
act_obj.c:    if (obj->carried_by == ch)
act_obj.c:        if (obj->ownerid == ch->pcdata->playerid)
act_obj.c:            obj->ownerid = 0;
act_obj.c:        if (IS_SET(obj->quest, QUEST_RELIC))
act_obj.c:            REMOVE_BIT(obj->quest, QUEST_RELIC);
act_obj.c:        if (IS_SET(obj->extra_flags, ITEM_LOYAL))
act_obj.c:            REMOVE_BIT (obj->extra_flags, ITEM_LOYAL);
act_obj.c:        if (obj->questowner != NULL) obj->questowner = NULL;
act_obj.c:    if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
act_obj.c:    for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
act_obj.c:    if (in_obj->carried_by != NULL)
act_obj.c:        if (in_obj->carried_by == ch)
act_obj.c:        if ((gch = in_obj->carried_by) != NULL)
act_obj.c:            if (gch->desc && gch->desc->connected != CON_PLAYING)
act_obj.c:    if (obj->carried_by != NULL && obj->carried_by != ch)
act_obj.c:        victim = obj->carried_by;
act_obj.c:        if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING)
act_obj.c:    else if (obj->in_room != NULL)
act_obj.c:        chroom = ch->in_room;
act_obj.c:        objroom = obj->in_room;
act_obj.c:    else if (obj->in_obj != NULL)
act_obj.c:    if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
act_obj.c:        REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act_obj.c:    for (obj = object_list; obj != NULL; obj = obj->next)
act_obj.c:        if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
act_obj.c:        for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
act_obj.c:        if (in_obj->carried_by != NULL)
act_obj.c:            if (in_obj->carried_by == ch)
act_obj.c:            if ((gch = in_obj->carried_by) != NULL)
act_obj.c:                if (gch->desc && gch->desc->connected != CON_PLAYING)
act_obj.c:        if (obj->carried_by != NULL && obj->carried_by != ch)
act_obj.c:            if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING)
act_obj.c:                if (!IS_NPC(obj->carried_by))
act_obj.c:            act("$p suddenly vanishes from your hands!", obj->carried_by, obj, NULL, TO_CHAR);
act_obj.c:            act("$p suddenly vanishes from $n's hands!", obj->carried_by, obj, NULL, TO_ROOM);
act_obj.c:            SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);
act_obj.c:        else if (obj->in_room != NULL)
act_obj.c:            chroom = ch->in_room;
act_obj.c:            objroom = obj->in_room;
act_obj.c:        else if (obj->in_obj != NULL)
act_obj.c:        if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
act_obj.c:            REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act_obj.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_obj.c:        if (d->connected != CON_PLAYING)
act_obj.c:        if ((victim = d->character) == NULL)
act_obj.c:        REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
act_obj.c:    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
act_obj.c:    if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
act_obj.c:    if (ch->carry_number + 1 > can_carry_n(ch))
act_obj.c:        act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR);
act_obj.c:    if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch))
act_obj.c:        act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR);
act_obj.c:        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch))
act_obj.c:        if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch))
act_obj.c:        for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next)
act_obj.c:            obj_next = obj2->next_content;
act_obj.c:            if (obj2->chobj != NULL)
act_obj.c:                act("A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR);
act_obj.c:    if (obj->item_type == ITEM_MONEY)
act_obj.c:        if (move_ch && obj->chobj != NULL)
act_obj.c:            if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
act_obj.c:                objroom = get_room_index(obj->carried_by->in_room->vnum);
act_obj.c:            if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
act_obj.c:                char_from_room(obj->chobj);
act_obj.c:                char_to_room(obj->chobj, objroom);
act_obj.c:                do_look(obj->chobj, "auto");
act_obj.c:        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
act_obj.c:            REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act_obj.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
act_obj.c:        sprintf(buf, "%s has discovered %s", ch->pcdata->switchname,
act_obj.c:                obj->short_descr);
act_obj.c:            obj = get_obj_list(ch, arg1, ch->in_room->contents);
act_obj.c:            if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT))
act_obj.c:            for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_obj.c:                obj_next = obj->next_content;
act_obj.c:                if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj))
act_obj.c:        switch (container->item_type)
act_obj.c:        if (IS_SET(container->value[1], CONT_CLOSED))
act_obj.c:            act("The $d is closed.", ch, NULL, container->name, TO_CHAR);
act_obj.c:            obj = get_obj_list(ch, arg1, container->contains);
act_obj.c:            for (obj = container->contains; obj != NULL; obj = obj_next)
act_obj.c:                obj_next = obj->next_content;
act_obj.c:                if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj))
act_obj.c:    if (container->item_type != ITEM_CONTAINER)
act_obj.c:    if (IS_SET(container->value[1], CONT_CLOSED))
act_obj.c:        act("The $d is closed.", ch, NULL, container->name, TO_CHAR);
act_obj.c:        if (IS_SET(obj->quest, QUEST_ARTIFACT))
act_obj.c:        if (get_obj_weight(obj) + get_obj_weight(container) > container->value[0])
act_obj.c:        for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2)
act_obj.c:            obj_next2 = obj2->next_content;
act_obj.c:            if (obj2->chobj != NULL && obj != obj2)
act_obj.c:                act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR);
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:            obj_next = obj->next_content;
act_obj.c:            if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name))
act_obj.c:                    && obj->wear_loc == WEAR_NONE
act_obj.c:                    && !IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_OBJ_STAT(obj, ITEM_NOCLAIM) && can_drop_obj(ch, obj) && get_obj_weight(obj) + get_obj_weight(container) <= container->value[0])
act_obj.c:                for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2)
act_obj.c:                    obj_next2 = obj2->next_content;
act_obj.c:                    if (obj2->chobj != NULL && obj2->chobj->in_room != NULL)
act_obj.c:                        if (objroom != get_room_index(obj2->chobj->in_room->vnum))
act_obj.c:                            char_from_room(obj2->chobj);
act_obj.c:                            char_to_room(obj2->chobj, objroom);
act_obj.c:                            do_look(obj2->chobj, "auto");
act_obj.c:                            act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR);
act_obj.c:        obj_to_room(obj, ch->in_room);
act_obj.c:        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
act_obj.c:            SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:            obj_next = obj->next_content;
act_obj.c:            if ((arg[3] == '\0' || is_name(&arg[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj))
act_obj.c:                obj_to_room(obj, ch->in_room);
act_obj.c:                if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
act_obj.c:                    SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act_obj.c:        if (ch->gold < amount)
act_obj.c:        ch->gold -= amount;
act_obj.c:        victim->gold += amount;
act_obj.c:        if (ch->pcsilver < amount)
act_obj.c:        ch->pcsilver -= amount;
act_obj.c:        victim->pcsilver += amount;
act_obj.c:        if (ch->pccopper < amount)
act_obj.c:        ch->pccopper -= amount;
act_obj.c:        victim->pccopper += amount;
act_obj.c:    if (obj->wear_loc != WEAR_NONE)
act_obj.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_NPC(victim))
act_obj.c:    if (victim->carry_number + 1 > can_carry_n(victim))
act_obj.c:    if (victim->shop_fun)
act_obj.c:    if (victim->carry_weight + get_obj_weight(obj) > can_carry_w(victim))
act_obj.c:    for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content)
act_obj.c:        if (fountain->item_type == ITEM_FOUNTAIN)
act_obj.c:        if (fountain->item_type == ITEM_DRINK_CON)
act_obj.c:    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && !IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE))
act_obj.c:    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE))
act_obj.c:    if (obj->item_type != ITEM_DRINK_CON)
act_obj.c:    if (obj->value[1] >= obj->value[0])
act_obj.c:    if ((obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
act_obj.c:    obj->value[2] = fountain->value[2];
act_obj.c:    obj->value[1] = obj->value[0];
act_obj.c:    liquid = obj->value[2];
act_obj.c:        for (obj = ch->in_room->contents; obj; obj = obj->next_content)
act_obj.c:            if (obj->item_type == ITEM_FOUNTAIN)
act_obj.c:    if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_obj.c:    switch (obj->item_type)
act_obj.c:        do_quaff(ch, obj->name);
act_obj.c:        if ((liquid = obj->value[2]) >= LIQ_MAX)
act_obj.c:            liquid = obj->value[2] = 0;
act_obj.c:        if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
act_obj.c:        else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
act_obj.c:	if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 47)
act_obj.c:	ch->pcdata->condition[COND_THIRST] += number_range(10,18);
act_obj.c:        if (ch->pcdata->condition[COND_THIRST] < 50 && ch->morale < 1500)
act_obj.c:        ch->morale += number_range(1,3);
act_obj.c:        amount = UMIN(amount, obj->value[1]);
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50)
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50)
act_obj.c:                ch->pcdata->condition[COND_THIRST] >=
act_obj.c:                20000 / ch->generation && ch->generation < 4)
act_obj.c:                 ch->pcdata->condition[COND_THIRST] >=
act_obj.c:                 5000 / ch->generation)
act_obj.c:        if (obj->value[3] != 0 && !IS_NPC(ch)&& !IS_VAMPIRE(ch))
act_obj.c:        if (obj->value[1] <= 0)
act_obj.c:        if ((liquid = obj->value[2]) >= LIQ_MAX)
act_obj.c:            liquid = obj->value[2] = 0;
act_obj.c:	if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 47)
act_obj.c:            ch->pcdata->condition[COND_THIRST] +=
act_obj.c:        if (ch->pcdata->condition[COND_THIRST] < 50 && ch->morale < 1500)
act_obj.c:        ch->morale += number_range(1,3);
act_obj.c:        amount = UMIN(amount, obj->value[1]);
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50)
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50)
act_obj.c:                ch->pcdata->condition[COND_THIRST] >=
act_obj.c:                20000 / ch->generation)
act_obj.c:        if (obj->value[3] != 0 && !IS_NPC(ch))
act_obj.c:        obj->value[1] -= amount;
act_obj.c:        if (obj->value[1] <= 0)
act_obj.c:            obj->value[1] = 0;
act_obj.c:    switch (obj->item_type)
act_obj.c:        if (obj->value[1] <= 0)
act_obj.c:        if ((liquid = obj->value[2]) >= LIQ_MAX)
act_obj.c:            liquid = obj->value[2] = 0;
act_obj.c:        obj->value[1] = 0;
act_obj.c:    if (obj->item_type == ITEM_FOOD)
act_obj.c:    if (obj->item_type == ITEM_PILL)
act_obj.c:    if (obj->item_type == ITEM_POTION)
act_obj.c:      do_quaff(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_STAFF)
act_obj.c:      do_brandish(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_WAND)
act_obj.c:      do_zap(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_FOUNTAIN)
act_obj.c:      do_drink(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_DRINK_CON)
act_obj.c:      do_drink(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_SCROLL)
act_obj.c:      do_recite(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_WEAPON)
act_obj.c:      do_wear(ch, obj->name);
act_obj.c:    if (obj->item_type == ITEM_ARMOR)
act_obj.c:      do_wear(ch, obj->name);
act_obj.c:        if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_QUEST)
act_obj.c:        if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH 
act_obj.c:	&& obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL)
act_obj.c:        if (!IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FOOD)
act_obj.c:    if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 47) 
act_obj.c:    if (obj->pIndexData->vnum == 2955) //Xanax
act_obj.c:	if (ch->morale > 1500)
act_obj.c:        sprintf(buf,"%s has Overdosed on Xanax!.",ch->pcdata->switchname);
act_obj.c:	ch->morale = 0;
act_obj.c:	ch->hit = 0;
act_obj.c:	ch->mana = 0;
act_obj.c:	ch->move = 0;
act_obj.c://        do_decapitate(ch,victim->name);
act_obj.c:	ch->morale +=1500;
act_obj.c:	if (obj->item_type != ITEM_PILL)
act_obj.c:    if (obj->pIndexData->vnum == 2970) //Opium
act_obj.c:	if (ch->hit < (ch->max_hit / 2) 
act_obj.c:        if (ch->morale > 1500)
act_obj.c:        sprintf(buf,"%s has Overdosed on Xanax!.",ch->pcdata->switchname);
act_obj.c:        ch->morale = 0;
act_obj.c:        ch->hit = 0;
act_obj.c:        ch->morale +=1500;
act_obj.c:    switch (obj->item_type)
act_obj.c:            condition = ch->pcdata->condition[COND_FULL];
act_obj.c:            gain_condition(ch, COND_FULL, obj->value[0]);
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->pcdata->condition[COND_FULL] < 50 && ch->morale < 1500)
act_obj.c:        ch->morale += number_range(1,3);
act_obj.c:        if (obj->value[3] != 0)
act_obj.c:            af.duration = 2 * obj->value[0];
act_obj.c:            ch->morale = 0;
act_obj.c:            af.modifier = -10;
act_obj.c:        level = obj->value[0];
act_obj.c:        obj_cast_spell(obj->value[1], level, ch, ch, NULL);
act_obj.c:        obj_cast_spell(obj->value[2], level, ch, ch, NULL);
act_obj.c:        obj_cast_spell(obj->value[3], level, ch, ch, NULL);
act_obj.c:        if (ch->position == POS_FIGHTING)
act_obj.c:            ch->pcdata->quest += obj->value[0];
act_obj.c:    if (IS_SET(obj->extra_flags, ITEM_NOREMOVE))
act_obj.c:    if (CAN_WEAR(obj, ITEM_WIELD) || CAN_WEAR(obj, ITEM_HOLD) || obj->item_type == ITEM_LIGHT)
act_obj.c:            if (obj->item_type == ITEM_LIGHT)
act_obj.c:            do_skill(ch, ch->name);
act_obj.c:            if (obj->item_type == ITEM_LIGHT)
act_obj.c:            if (obj->item_type == ITEM_WEAPON)
act_obj.c:                if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL)))
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:                do_skill(ch, ch->name);
act_obj.c:            do_skill(ch, ch->name);
act_obj.c:            if (obj->item_type == ITEM_LIGHT)
act_obj.c:            do_skill(ch, ch->name);
act_obj.c:            if (obj->item_type == ITEM_LIGHT)
act_obj.c:            if (obj->item_type == ITEM_WEAPON)
act_obj.c:                if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL)))
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:                do_skill(ch, ch->name);
act_obj.c:            do_skill(ch, ch->name);
act_obj.c:    if (obj->item_type == ITEM_LIGHT)
act_obj.c:        if (!IS_NPC(ch) && chance <= ch->pcdata->learned[gsn_shield_levitation])
act_obj.c:        /*levitate = (( ( ch->pcdata->learned[gsn_shield_levitation]) != 0)
act_obj.c:        && (weapon != NULL) && (weapon->item_type == ITEM_WEAPON)
act_obj.c:        && (weapon2 != NULL) && (weapon2->item_type == ITEM_WEAPON));
act_obj.c:            if (chance < ch->pcdata->learned[gsn_shield_levitation])
act_obj.c:            if ((weapon != NULL) && (weapon->item_type == ITEM_WEAPON)
act_obj.c:                    && (weapon2 != NULL) && (weapon2->item_type == ITEM_WEAPON)
act_obj.c:                    && (chance < ch->pcdata->learned[gsn_shield_levitation]))
act_obj.c:        if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL)))
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:            do_skill(ch, ch->name);
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:            obj_next = obj->next_content;
act_obj.c:            if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj))
act_obj.c:{    if (obj1->pIndexData->vnum == 2072)
act_obj.c:     if (obj2->pIndexData->vnum == 2102)
act_obj.c:     if (obj3->pIndexData->vnum == 2103)
act_obj.c:	if (obj->pIndexData->vnum == 2072 || obj->pIndexData->vnum == 2102 || obj->pIndexData->vnum == 2103)
act_obj.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 82211)
act_obj.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 82212)
act_obj.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 82201)
act_obj.c:	if (obj->pIndexData->vnum == 82211 || obj->pIndexData->vnum == 82212 || obj->pIndexData->vnum == 82201)
act_obj.c:     if (obj1 != NULL && obj1->pIndexData->vnum == 2162)
act_obj.c:     if (obj2 != NULL && obj2->pIndexData->vnum == 10503)
act_obj.c:     if (obj3 != NULL && obj3->pIndexData->vnum == 10509)
act_obj.c: if (obj->pIndexData->vnum == 2162 || obj->pIndexData->vnum == 10503 || obj->pIndexData->vnum == 10509)
act_obj.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_obj.c:            obj_next = obj->next_content;
act_obj.c:            if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj))
act_obj.c:                remove_obj(ch, obj->wear_loc, TRUE);
act_obj.c:    remove_obj(ch, obj->wear_loc, TRUE);
act_obj.c:        next_obj = ch->in_room->contents;
act_obj.c:        for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj)
act_obj.c:            next_obj = obj->next_content;
act_obj.c:            if (arg[3] != '\0' && !is_name(&arg[4], obj->name))
act_obj.c:            if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST
act_obj.c:                    || IS_SET(obj->quest, QUEST_ARTIFACT) || obj->ownerid != 0
act_obj.c:                    || IS_SET(obj->quest, QUEST_RELIC)
act_obj.c:                    || (obj->questowner != NULL && strlen(obj->questowner) > 1
act_obj.c:                        && str_cmp(ch->name, obj->questowner)))
act_obj.c:            else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
act_obj.c:            if (IS_SET(obj->quest, QUEST_RELIC) || obj->ownerid != 0)
act_obj.c:            if (obj->points > 0 && !IS_NPC(ch))
act_obj.c:                sprintf(buf, "You receive a refund of %d quest points from $p.", obj->points);
act_obj.c:                ch->pcdata->quest += obj->points;
act_obj.c:            if (!IS_SET(ch->act, PLR_BRIEF5))
act_obj.c:    obj = get_obj_list(ch, arg, ch->in_room->contents);
act_obj.c:    if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
act_obj.c:            obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
act_obj.c:            IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner)))
act_obj.c:    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
act_obj.c:    if (obj->ownerid != 0)
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:        if (ch->alignment > 900)
act_obj.c:        ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            if (ch->alignment <= -250 && IS_SPHERE(ch, SPHERE_NECROMANCER))
act_obj.c:                ch->exp += 5000000;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:                "#0Kiri-Jolith appreciates your sacrifice of #w$p#n");
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                send_to_char("#0Kiri-Jolith looks kindly upon you.\n\r", ch);
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            ch->exp += 5000000;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            if (ch->sex == SEX_FEMALE)
act_obj.c:                ch->hit = ch->max_hit;
act_obj.c:                ch->mana = ch->max_mana;
act_obj.c:                ch->move = ch->max_move;
act_obj.c:                ch->loc_hp[0] = 0;
act_obj.c:                ch->loc_hp[1] = 0;
act_obj.c:                ch->loc_hp[2] = 0;
act_obj.c:                ch->loc_hp[3] = 0;
act_obj.c:                ch->loc_hp[4] = 0;
act_obj.c:                ch->loc_hp[5] = 0;
act_obj.c:                ch->loc_hp[6] = 0;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            if (ch->alignment > 700)
act_obj.c:                ch->hit = ch->max_hit;
act_obj.c:                ch->mana = ch->max_mana;
act_obj.c:                ch->move = ch->max_move;
act_obj.c:                ch->loc_hp[0] = 0;
act_obj.c:                ch->loc_hp[1] = 0;
act_obj.c:                ch->loc_hp[2] = 0;
act_obj.c:                ch->loc_hp[3] = 0;
act_obj.c:                ch->loc_hp[4] = 0;
act_obj.c:                ch->loc_hp[5] = 0;
act_obj.c:                ch->loc_hp[6] = 0;
act_obj.c:            if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->hit = ch->max_hit;
act_obj.c:                ch->mana = ch->max_mana;
act_obj.c:                ch->move = ch->max_move;
act_obj.c:                ch->loc_hp[0] = 0;
act_obj.c:                ch->loc_hp[1] = 0;
act_obj.c:                ch->loc_hp[2] = 0;
act_obj.c:                ch->loc_hp[3] = 0;
act_obj.c:                ch->loc_hp[4] = 0;
act_obj.c:                ch->loc_hp[5] = 0;
act_obj.c:                ch->loc_hp[6] = 0;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            if (ch->alignment == 0)
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            ch->pcsilver += 500;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 500;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:                ch->pcsilver += 250;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            if (ch->alignment <= -250)
act_obj.c:                ch->pcsilver += 2500;
act_obj.c:        if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act_obj.c:            if (ch->alignment > 900)
act_obj.c:                ch->pcsilver += 25000;
act_obj.c:    if (!IS_SET(ch->act, PLR_BRIEF5))
act_obj.c:    if (obj->points > 0 && !IS_NPC(ch))
act_obj.c:        sprintf(buf, "You receive a refund of %d quest points from $p.", obj->points);
act_obj.c:        ch->pcdata->quest += obj->points;
act_obj.c:    if (obj->item_type != ITEM_POTION)
act_obj.c:    level = obj->value[0];
act_obj.c:    obj_cast_spell(obj->value[1], level, ch, ch, NULL);
act_obj.c:    obj_cast_spell(obj->value[2], level, ch, ch, NULL);
act_obj.c:    obj_cast_spell(obj->value[3], level, ch, ch, NULL);
act_obj.c:    if (ch->position == POS_FIGHTING)
act_obj.c:    if (scroll->item_type != ITEM_SCROLL)
act_obj.c:    level = scroll->value[0];
act_obj.c:    obj_cast_spell(scroll->value[1], level, ch, victim, obj);
act_obj.c:    obj_cast_spell(scroll->value[2], level, ch, victim, obj);
act_obj.c:    obj_cast_spell(scroll->value[3], level, ch, victim, obj);
act_obj.c:    if (ch->position == POS_FIGHTING)
act_obj.c:    if (staff->item_type != ITEM_STAFF)
act_obj.c:    if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0)
act_obj.c:        bug("Do_brandish: Bad Staff [obj vnum %d].", staff->pIndexData->vnum);
act_obj.c:    if (staff->value[2] > 0)
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:                bug("Do_brandish: bad spelltype for vnum %d.", staff->pIndexData->vnum);
act_obj.c:            level = staff->value[0];
act_obj.c:            obj_cast_spell(staff->value[3], level, ch, vch, NULL);
act_obj.c:    if (--staff->value[2] <= 0)
act_obj.c:    if (wand->item_type != ITEM_WAND)
act_obj.c:    if (wand->value[2] > 0)
act_obj.c:        level = wand->value[0];
act_obj.c:        obj_cast_spell(wand->value[3], level, ch, victim, obj);
act_obj.c:    if (--wand->value[2] <= 0)
act_obj.c:    percent = number_percent() + (IS_AWAKE(victim) ? 10 : -50);
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) && !IS_NPC(victim) && victim->level < 3)
act_obj.c:            || (victim->position == POS_FIGHTING)
act_obj.c:            || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || (!IS_NPC(victim) && IS_IMMORTAL(victim)) || (!IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal]))
act_obj.c:        sprintf(buf, "%s is a bloody thief!", ch->name);
act_obj.c:    if (!can_drop_obj(ch, obj) || IS_SET(obj->extra_flags, ITEM_LOYAL) || IS_SET(obj->extra_flags, ITEM_INVENTORY))
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:        if (!IS_SET(ch->newbits, THIRD_HAND))
act_obj.c:        if (!IS_SET(ch->newbits, FOURTH_HAND))
act_obj.c:    if (obj->item_type != ITEM_WEAPON)
act_obj.c:    obj->wear_loc = scabbard;
act_obj.c:    obj->wear_loc = -1;
act_wiz.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
act_wiz.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
act_wiz.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
act_wiz.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
act_wiz.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
act_wiz.c:/* show linkdeads - code by Marlow */
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:        if (IS_NPC(gch) || gch->desc)
act_wiz.c:        sprintf(buf, "Name: %12s. (Room: %5d)\n\r", gch->name, gch->in_room == NULL ? 0 : gch->in_room->vnum);
act_wiz.c:        send_to_char("  #yquest quest+ quest- weapon immune beast\n\r", ch);
act_wiz.c:    value = is_number(arg3) ? atoi(arg3) : -1;
act_wiz.c:        victim->stance[STANCE_VIPER]  = value;
act_wiz.c:        victim->stance[STANCE_CRANE]  = value;
act_wiz.c:        victim->stance[STANCE_CRAB]  = value;
act_wiz.c:        victim->stance[STANCE_MONGOOSE]  = value;
act_wiz.c:        victim->stance[STANCE_BULL]  = value;
act_wiz.c:        victim->stance[STANCE_MANTIS]  = value;
act_wiz.c:        victim->stance[STANCE_DRAGON]  = value;
act_wiz.c:        victim->stance[STANCE_TIGER]  = value;
act_wiz.c:        victim->stance[STANCE_MONKEY]  = value;
act_wiz.c:        victim->stance[STANCE_SWALLOW]  = value;
act_wiz.c:        victim->spl[PURPLE_MAGIC] = value;
act_wiz.c:        victim->spl[RED_MAGIC] = value;
act_wiz.c:        victim->spl[BLUE_MAGIC] = value;
act_wiz.c:        victim->spl[GREEN_MAGIC] = value;
act_wiz.c:        victim->spl[YELLOW_MAGIC] = value;
act_wiz.c:        victim->spl[BLACK_MAGIC] = value;
act_wiz.c:        victim->spl[WHITE_MAGIC] = value;
act_wiz.c:        victim->spl[ORANGE_MAGIC] = value;
act_wiz.c:        victim->wpn[0] = value;
act_wiz.c:        victim->wpn[1] = value;
act_wiz.c:        victim->wpn[2] = value;
act_wiz.c:        victim->wpn[3] = value;
act_wiz.c:        victim->wpn[4] = value;
act_wiz.c:        victim->wpn[5] = value;
act_wiz.c:        victim->wpn[6] = value;
act_wiz.c:        victim->wpn[7] = value;
act_wiz.c:        victim->wpn[8] = value;
act_wiz.c:        victim->wpn[9] = value;
act_wiz.c:        victim->wpn[10] = value;
act_wiz.c:        victim->wpn[11] = value;
act_wiz.c:        victim->wpn[12] = value;
act_wiz.c:        victim->wpn[13] = value;
act_wiz.c:        victim->wpn[14] = value;
act_wiz.c:        victim->wpn[15] = value;
act_wiz.c:        victim->wpn[16] = value;
act_wiz.c:        victim->wpn[17] = value;
act_wiz.c:        victim->wpn[18] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_BEAR] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_LYNX] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_BOAR] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_OWL] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_SPID] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_WOLF] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_HAWK] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_MANT] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_RAPT] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_LUNA] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_PAIN] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_WERE_CONG] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_QUIE] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_OBTE] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_AUSP] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_DOMI] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_OBFU] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_SERP] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_VICI] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_DAIM] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_ANIM] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_CELE] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_FORT] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_PRES] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_THAU] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_POTE] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_PROT] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_CHIM] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_THAN] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_OBEA] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_NECR] = value;
act_wiz.c:        victim->pcdata->powers5[DISC_VAMP_MELP] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_HELL] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_ATTA] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_TEMP] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_MORP] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_CORR] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_GELU] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_DISC] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_NETH] = value;
act_wiz.c:	ch->pcdata->powers[DISC_DAEM_IMMU] = value;
act_wiz.c:            victim->symbiotepoints = value;
act_wiz.c:            victim->pcdata->power[POWER_CURRENT] = value;
act_wiz.c:            victim->pcdata->power[POWER_TOTAL] = value;
act_wiz.c:            victim->gold = value;
act_wiz.c:          victim->platinum = value;
act_wiz.c:            victim->pcdata->quest = value;
act_wiz.c:            victim->pcsphereammount= value;
act_wiz.c:            victim->level = value;
act_wiz.c:            victim->pcremort = value;
act_wiz.c:        if (value < 1 || value + victim->pcdata->quest > 99999)
act_wiz.c:            victim->pcdata->quest += value;
act_wiz.c:    if (!str_cmp(arg2, "quest-"))
act_wiz.c:        if (victim->pcdata->quest - value < 1 || value > 99999)
act_wiz.c:            victim->pcdata->quest -= value;
act_wiz.c:            victim->spl[PURPLE_MAGIC] = value;
act_wiz.c:            victim->stance[i] = value;
act_wiz.c:        if (value > 32000 || value < -32000)
act_wiz.c:        victim->spl[RED_MAGIC] = value;
act_wiz.c:        victim->spl[PURPLE_MAGIC] = value;
act_wiz.c:        victim->spl[GREEN_MAGIC] = value;
act_wiz.c:        victim->spl[BLUE_MAGIC] = value;
act_wiz.c:        victim->spl[YELLOW_MAGIC] = value;
act_wiz.c:            victim->spl[RED_MAGIC] = value;
act_wiz.c:            victim->spl[BLUE_MAGIC] = value;
act_wiz.c:            victim->spl[GREEN_MAGIC] = value;
act_wiz.c:            victim->spl[YELLOW_MAGIC] = value;
act_wiz.c:                if (IS_SET(victim->immune, IMM_SLASH))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_SLASH);
act_wiz.c:                    SET_BIT(victim->immune, IMM_SLASH);
act_wiz.c:                if (IS_SET(victim->immune, IMM_STAB))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_STAB);
act_wiz.c:                    SET_BIT(victim->immune, IMM_STAB);
act_wiz.c:                if (IS_SET(victim->immune, IMM_SMASH))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_SMASH);
act_wiz.c:                    SET_BIT(victim->immune, IMM_SMASH);
act_wiz.c:                if (IS_SET(victim->immune, IMM_ANIMAL))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_ANIMAL);
act_wiz.c:                    SET_BIT(victim->immune, IMM_ANIMAL);
act_wiz.c:                if (IS_SET(victim->immune, IMM_MISC))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_MISC);
act_wiz.c:                    SET_BIT(victim->immune, IMM_MISC);
act_wiz.c:                if (IS_SET(victim->immune, IMM_CHARM))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_CHARM);
act_wiz.c:                    SET_BIT(victim->immune, IMM_CHARM);
act_wiz.c:                if (IS_SET(victim->immune, IMM_HEAT))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_HEAT);
act_wiz.c:                    SET_BIT(victim->immune, IMM_HEAT);
act_wiz.c:                if (IS_SET(victim->immune, IMM_COLD))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_COLD);
act_wiz.c:                    SET_BIT(victim->immune, IMM_COLD);
act_wiz.c:                if (IS_SET(victim->immune, IMM_LIGHTNING))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_LIGHTNING);
act_wiz.c:                    SET_BIT(victim->immune, IMM_LIGHTNING);
act_wiz.c:                if (IS_SET(victim->immune, IMM_ACID))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_ACID);
act_wiz.c:                    SET_BIT(victim->immune, IMM_ACID);
act_wiz.c:                if (IS_SET(victim->immune, IMM_SHIELDED))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_SHIELDED);
act_wiz.c:                    SET_BIT(victim->immune, IMM_SHIELDED);
act_wiz.c:                if (IS_SET(victim->immune, IMM_HURL))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_HURL);
act_wiz.c:                    SET_BIT(victim->immune, IMM_HURL);
act_wiz.c:                if (IS_SET(victim->immune, IMM_BACKSTAB))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_BACKSTAB);
act_wiz.c:                    SET_BIT(victim->immune, IMM_BACKSTAB);
act_wiz.c:                if (IS_SET(victim->immune, IMM_KICK))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_KICK);
act_wiz.c:                    SET_BIT(victim->immune, IMM_KICK);
act_wiz.c:                if (IS_SET(victim->immune, IMM_DISARM))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_DISARM);
act_wiz.c:                    SET_BIT(victim->immune, IMM_DISARM);
act_wiz.c:                if (IS_SET(victim->immune, IMM_STEAL))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_STEAL);
act_wiz.c:                    SET_BIT(victim->immune, IMM_STEAL);
act_wiz.c:                if (IS_SET(victim->immune, IMM_SLEEP))
act_wiz.c:                    REMOVE_BIT(victim->immune, IMM_SLEEP);
act_wiz.c:                    SET_BIT(victim->immune, IMM_SLEEP);
act_wiz.c:                SET_BIT(victim->immune, IMM_DRAIN);
act_wiz.c:                SET_BIT(victim->immune, IMM_SLASH);
act_wiz.c:                SET_BIT(victim->immune, IMM_STAB);
act_wiz.c:                SET_BIT(victim->immune, IMM_SMASH);
act_wiz.c:                SET_BIT(victim->immune, IMM_ANIMAL);
act_wiz.c:                SET_BIT(victim->immune, IMM_MISC);
act_wiz.c:                SET_BIT(victim->immune, IMM_CHARM);
act_wiz.c:                SET_BIT(victim->immune, IMM_HEAT);
act_wiz.c:                SET_BIT(victim->immune, IMM_COLD);
act_wiz.c:                SET_BIT(victim->immune, IMM_LIGHTNING);
act_wiz.c:                SET_BIT(victim->immune, IMM_ACID);
act_wiz.c:                SET_BIT(victim->immune, IMM_HURL);
act_wiz.c:                SET_BIT(victim->immune, IMM_BACKSTAB);
act_wiz.c:                SET_BIT(victim->immune, IMM_KICK);
act_wiz.c:                SET_BIT(victim->immune, IMM_DISARM);
act_wiz.c:                SET_BIT(victim->immune, IMM_STEAL);
act_wiz.c:                SET_BIT(victim->immune, IMM_SLEEP);
act_wiz.c:        value = is_number(arg4) ? atoi(arg4) : -1;
act_wiz.c:                victim->wpn[0] = value;
act_wiz.c:                victim->wpn[1] = value;
act_wiz.c:                victim->wpn[2] = value;
act_wiz.c:                victim->wpn[3] = value;
act_wiz.c:                victim->wpn[4] = value;
act_wiz.c:                victim->wpn[5] = value;
act_wiz.c:                victim->wpn[6] = value;
act_wiz.c:                victim->wpn[7] = value;
act_wiz.c:                victim->wpn[8] = value;
act_wiz.c:                victim->wpn[9] = value;
act_wiz.c:                victim->wpn[10] = value;
act_wiz.c:                victim->wpn[11] = value;
act_wiz.c:                victim->wpn[12] = value;
act_wiz.c:                victim->wpn[0] = value;
act_wiz.c:                victim->wpn[1] = value;
act_wiz.c:                victim->wpn[2] = value;
act_wiz.c:                victim->wpn[3] = value;
act_wiz.c:                victim->wpn[4] = value;
act_wiz.c:                victim->wpn[5] = value;
act_wiz.c:                victim->wpn[6] = value;
act_wiz.c:                victim->wpn[7] = value;
act_wiz.c:                victim->wpn[8] = value;
act_wiz.c:                victim->wpn[8] = value;
act_wiz.c:                victim->wpn[9] = value;
act_wiz.c:                victim->wpn[10] = value;
act_wiz.c:                victim->wpn[11] = value;
act_wiz.c:                victim->wpn[12] = value;
act_wiz.c:    if (ch->sex == SEX_MALE)
act_wiz.c:        sprintf(buf, "#C%s #pscreams in agony as the #RP#Ga#RR#Ga#RD#Go#RX#p wrecks his puny mortal body#n", ch->name);
act_wiz.c:        sprintf(buf, "#C%s #pscreams in agony as the #RP#Ga#RR#Ga#RD#Go#RX#p wrecks her puny mortal body#n", ch->name);
act_wiz.c:    ch->hit = -10;
act_wiz.c:    ch->max_move = (ch->max_move * 90) / 100;
act_wiz.c:    ch->max_mana = (ch->max_mana * 90) / 100;
act_wiz.c:    SET_BIT(ch->extra, TIED_UP);
act_wiz.c:    SET_BIT(ch->extra, GAGGED);
act_wiz.c:    SET_BIT(ch->extra, BLINDFOLDED);
act_wiz.c:        if (cmd_table[idx1].name[i]  < cmd_table[idx2].name[i]) return -1;
act_wiz.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
act_wiz.c:                sprintf( buf, "#D[#W%-14s#D]", cmd_table[cmd].name );
act_wiz.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
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:        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:    SET_BIT(victim->act, PLR_DENY);
act_wiz.c:    victim->pcdata->denied = current_time + (days * 24L * 3600L);
act_wiz.c:    victim->fight_timer = 0;
act_wiz.c:    victim->position = POS_STANDING;
act_wiz.c:    if (victim->desc == NULL)
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if (d == victim->desc)
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if (d->connected == CON_PLAYING && d->character != NULL && !IS_SET(d->character->deaf, CHANNEL_INFO))
act_wiz.c:            ch_printf(d->character, "[%s] ", timebuf+11 );
act_wiz.c:            send_to_char( "^b#W[INFO]#n ",d->character );
act_wiz.c:            send_to_char(buf, d->character);
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if ((ch = d->character) == NULL)
act_wiz.c:        if ((d->connected == CON_PLAYING) && IS_JUDGE(ch) && !IS_SET(ch->deaf, CHANNEL_LOG))
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if (d->connected == CON_PLAYING)
act_wiz.c:            send_to_char(argument, d->character);
act_wiz.c:            send_to_char("\n\r", d->character);
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if (d->connected == CON_PLAYING && d->character->in_room == ch->in_room)
act_wiz.c:            send_to_char(argument, d->character);
act_wiz.c:            send_to_char("\n\r", d->character);
act_wiz.c:            return victim->in_room;
act_wiz.c:    if ((obj = get_obj_world(ch, arg)) != NULL && obj->in_room != NULL)
act_wiz.c:        return obj->in_room;
act_wiz.c:    if (obj != NULL && obj->carried_by != NULL && obj->carried_by->in_room != NULL)
act_wiz.c:        return obj->carried_by->in_room;
act_wiz.c:    if (obj != NULL && obj->in_obj != NULL && obj->in_obj->in_room != NULL)
act_wiz.c:        return obj->in_obj->in_room;
act_wiz.c:    if (obj != NULL && obj->in_obj != NULL && obj->in_obj->carried_by && obj->in_obj->carried_by->in_room != NULL)
act_wiz.c:        return obj->in_obj->carried_by->in_room;
act_wiz.c:    *xx = -1;
act_wiz.c:    *yy = -1;
act_wiz.c:    *room = -1;
act_wiz.c:        *xx = victim->x;
act_wiz.c:        *yy = victim->y;
act_wiz.c:        *room = victim->room;
act_wiz.c:        return victim->in_room;
act_wiz.c:    if ( ( obj = get_obj_world( ch, arg ) ) != NULL && obj->in_room != NULL)
act_wiz.c:        return obj->in_room;
act_wiz.c:    if ( obj != NULL && obj->carried_by != NULL && obj->carried_by->in_room != NULL)
act_wiz.c:        *xx = obj->carried_by->x;
act_wiz.c:        *yy = obj->carried_by->y;
act_wiz.c:        *room = obj->carried_by->room;
act_wiz.c:        return obj->carried_by->in_room;
act_wiz.c:    if ( obj != NULL && obj->in_obj != NULL && obj->in_obj->in_room != NULL)
act_wiz.c:        return obj->in_obj->in_room;
act_wiz.c:    if ( obj != NULL && obj->in_obj != NULL && obj->in_obj->carried_by && obj->in_obj->carried_by->in_room != NULL)
act_wiz.c:        *xx = obj->in_obj->carried_by->x;
act_wiz.c:        *yy = obj->in_obj->carried_by->y;
act_wiz.c:        *room = obj->in_obj->carried_by->room;
act_wiz.c:        return obj->in_obj->carried_by->in_room;
act_wiz.c:        for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:            if (d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && can_see(ch, d->character))
act_wiz.c:                sprintf(buf, "%s %s", d->character->name, arg2);
act_wiz.c:        location = ch->in_room;
act_wiz.c:    if (victim->in_room == NULL)
act_wiz.c:    if (victim->fighting != NULL)
act_wiz.c:    victim->x = ch->x;
act_wiz.c:    victim->y = ch->y;
act_wiz.c:    victim->room = ch->room;
act_wiz.c:    if ((mount = victim->mount) == NULL)
act_wiz.c:    char_to_room(mount, get_room_index(victim->in_room->vnum));
act_wiz.c:    original = ch->in_room;
act_wiz.c:    orig_x = ch->x;
act_wiz.c:    orig_y = ch->y;
act_wiz.c:    orig_room = ch->room;
act_wiz.c:    ch->x = xx;
act_wiz.c:    ch->y = yy;
act_wiz.c:    ch->room = room;
act_wiz.c:    for ( wch = char_list; wch != NULL; wch = wch->next )
act_wiz.c:            ch->x = orig_x;
act_wiz.c:            ch->y = orig_y;
act_wiz.c:            ch->room = orig_room;
act_wiz.c:    int xx = -1;
act_wiz.c:    int yy = -1;
act_wiz.c:            send_to_char ("Goto 'x' coordinate must be in the range 0-999.\n\r",
act_wiz.c:            send_to_char ("Goto 'y' coordinate must be in the range 0-999.\n\r",
act_wiz.c:        ch->x = xx;
act_wiz.c:        ch->y = yy;
act_wiz.c:        ch->room = 0;
act_wiz.c:    if (ch->fighting != NULL)
act_wiz.c:    if ( !IS_SET(ch->act, PLR_WIZINVIS) )
act_wiz.c:             (ch->pcdata != NULL && ch->pcdata->bamfout[0] != '\0')
act_wiz.c:             ? ch->pcdata->bamfout : "leaves in a swirling mist",  TO_ROOM );
act_wiz.c:    if (!IN_WILDERNESS (location->vnum))
act_wiz.c:        if (location->people == NULL)
act_wiz.c:            ch->x = xx;
act_wiz.c:            ch->y = yy;
act_wiz.c:            for (victim=location->people; victim != NULL;
act_wiz.c:                    victim = victim->next_in_room)
act_wiz.c:                ch->x = victim->x;
act_wiz.c:                ch->y = victim->y;
act_wiz.c:                ch->room = victim->room; //wild room
act_wiz.c:    if ( !IS_SET(ch->act, PLR_WIZINVIS) )
act_wiz.c:             (ch->pcdata != NULL && ch->pcdata->bamfin[0] != '\0')
act_wiz.c:             ? ch->pcdata->bamfin : "appears in a swirling mist", TO_ROOM );
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:        act("$n $T", ch, NULL, (ch->pcdata && ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "leaves in a swirling mist.", TO_ROOM);
act_wiz.c:    if (!IS_SET(ch->act, PLR_WIZINVIS))
act_wiz.c:        act("$n $T", ch, NULL, (ch->pcdata && ch->pcdata->bamfin[0] != '\0') ? 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:    sprintf(buf, "Name: '%s.'\n\rArea: '%s'.\n\r", location->name, location->area->name);
act_wiz.c:    sprintf(buf, "Vnum: %d.  Sector: %d.  Light: %d.\n\r", location->vnum, location->sector_type, location->light);
act_wiz.c:    sprintf(buf, "Room flags: %d.\n\rDescription:\n\r%s", location->room_flags, location->description);
act_wiz.c:    if (location->extra_descr != NULL)
act_wiz.c:        for (ed = location->extra_descr; ed; ed = ed->next)
act_wiz.c:            send_to_char(ed->keyword, ch);
act_wiz.c:            if (ed->next != NULL)
act_wiz.c:    for (rch = location->people; rch; rch = rch->next_in_room)
act_wiz.c:        one_argument(rch->name, buf);
act_wiz.c:    for (obj = location->contents; obj; obj = obj->next_content)
act_wiz.c:        one_argument(obj->name, buf);
act_wiz.c:        if ((pexit = location->exit[door]) != NULL)
act_wiz.c:                    door, pexit->to_room != NULL ? pexit->to_room->vnum : 0, pexit->key, pexit->exit_info, pexit->keyword, pexit->description[0] != '\0' ? pexit->description : "(none).\n\r");
act_wiz.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
act_wiz.c:        strcpy(nm1, obj->questmaker);
act_wiz.c:    if (obj->questowner != NULL && strlen(obj->questowner) > 1)
act_wiz.c:        strcpy(nm2, obj->questowner);
act_wiz.c:    sprintf(buf, "Name: %s.\n\r", obj->name);
act_wiz.c:    sprintf(buf, "Vnum: %d.  Type: %s.\n\r", obj->pIndexData->vnum, item_type_name(obj));
act_wiz.c:    sprintf(buf, "Short description: %s.\n\rLong description: %s\n\r", obj->short_descr, obj->description);
act_wiz.c:    sprintf(buf, "Object creator: %s.  Object owner: %s.  Quest points: %d.\n\r", nm1, nm2, obj->points);
act_wiz.c:    if (obj->quest != 0)
act_wiz.c:        if (IS_SET(obj->quest, QUEST_STR))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_DEX))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_INT))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_WIS))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_CON))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_HIT))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_MANA))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_MOVE))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_HITROLL))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_DAMROLL))
act_wiz.c:        if (IS_SET(obj->quest, QUEST_AC))
act_wiz.c:    sprintf(buf, "Wear bits: %d.  Extra bits: %s.\n\r", obj->wear_flags, extra_bit_name(obj->extra_flags));
act_wiz.c:    sprintf(buf, "Weight: %d/%d.  OwnerID : %d.\n\r", obj->weight, get_obj_weight(obj), obj->ownerid);
act_wiz.c:    sprintf(buf, "Cost: %d.  Timer: %d.  Level: %d. Type: %d\n\r", obj->cost, obj->timer, obj->level, obj->item_type);
act_wiz.c:            obj->in_room == NULL ? 0 : obj->in_room->vnum, obj->in_obj == NULL ? "(none)" : obj->in_obj->short_descr, obj->carried_by == NULL ? "(none)" : obj->carried_by->name, obj->wear_loc);
act_wiz.c:    sprintf(buf, "Values: %d %d %d %d.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3]);
act_wiz.c:    if (obj->extra_descr != NULL || obj->pIndexData->extra_descr != NULL)
act_wiz.c:        for (ed = obj->extra_descr; ed != NULL; ed = ed->next)
act_wiz.c:            send_to_char(ed->keyword, ch);
act_wiz.c:            if (ed->next != NULL)
act_wiz.c:        for (ed = obj->pIndexData->extra_descr; ed != NULL; ed = ed->next)
act_wiz.c:            send_to_char(ed->keyword, ch);
act_wiz.c:            if (ed->next != NULL)
act_wiz.c:    for (paf = obj->affected; paf != NULL; paf = paf->next)
act_wiz.c:        sprintf(buf, "Affects %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier);
act_wiz.c:    for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
act_wiz.c:        sprintf(buf, "Affects %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier);
act_wiz.c:    sprintf(buf, "Name: %s.\n\r", victim->name);
act_wiz.c:    sprintf(buf, "Co-ords x: %d. y: %d.\n\r", victim->x, victim->y);
act_wiz.c:            IS_NPC(victim) ? victim->pIndexData->vnum : 0, victim->sex == SEX_MALE ? "male" : victim->sex == SEX_FEMALE ? "female" : "neutral", victim->in_room == NULL ? 0 : victim->in_room->vnum);
act_wiz.c:    sprintf(buf, "Hp: %lli/%lli.  Mana: %lli/%lli.  Move: %lli/%lli.  Primal: %d.\n\r", victim->hit, victim->max_hit, victim->mana, victim->max_mana, victim->move, victim->max_move, victim->practice);
act_wiz.c:    sprintf(buf, "Lv: %d.  Align: %d.  AC: %d.  Exp: %lli.\n\r", victim->level, victim->alignment, victim->defense, victim->exp);
act_wiz.c:    sprintf(buf, "Hitroll: %d.  Damroll: %d.  Position: %d.\n\r", char_hitroll(victim), char_damroll(victim), victim->position);
act_wiz.c:    sprintf(buf, "Fighting: %s.\n\r", victim->fighting ? victim->fighting->name : "(none)");
act_wiz.c:                victim->pcdata->condition[COND_THIRST], victim->pcdata->condition[COND_FULL], victim->pcdata->condition[COND_DRUNK], victim->saving_throw);
act_wiz.c:    sprintf(buf, "Carry number: %d.  Carry weight: %d.\n\r", victim->carry_number, victim->carry_weight);
act_wiz.c:    sprintf(buf, "Age: %d.  Played: %d.  Timer: %d.  Act: %d.\n\r", get_age(victim), (int) victim->played, victim->timer, victim->act);
act_wiz.c:            victim->master ? victim->master->name : "(none)", victim->leader ? victim->leader->name : "(none)", affect_bit_name(victim->affected_by));
act_wiz.c:        sprintf(buf, "Security: %d.\n\r", victim->pcdata->security);
act_wiz.c:    sprintf(buf, "Short description: %s.\n\rLong  description: %s", victim->short_descr, victim->long_descr[0] != '\0' ? victim->long_descr : "(none).\n\r");
act_wiz.c:    if (IS_NPC(victim) && victim->spec_fun != 0)
act_wiz.c:    for (paf = victim->affected; paf != NULL; paf = paf->next)
act_wiz.c:                skill_table[(int) paf->type].name, affect_loc_name(paf->location), paf->modifier, paf->duration, affect_bit_name(paf->bitvector));
act_wiz.c:     * -- Furey
act_wiz.c:            if (fAll || is_name(arg, pMobIndex->player_name))
act_wiz.c:                sprintf(buf, "[%5d] %s\n\r", pMobIndex->vnum, capitalize(pMobIndex->short_descr));
act_wiz.c:     * -- Furey
act_wiz.c:            if (fAll || is_name(arg, pObjIndex->name))
act_wiz.c:                sprintf(buf, "[%5d] %s\n\r", pObjIndex->vnum, capitalize(pObjIndex->short_descr));
act_wiz.c:    for (victim = char_list; victim != NULL; victim = victim->next)
act_wiz.c:        if (IS_NPC(victim) && victim->in_room != NULL && is_name(arg, victim->name))
act_wiz.c:            sprintf(buf, "[%5d] %-28s [%5d] %s\n\r", victim->pIndexData->vnum, victim->short_descr, victim->in_room->vnum, victim->in_room->name);
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:        if (IS_HEAD(gch, LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH))
act_wiz.c:            REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
act_wiz.c:            REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
act_wiz.c:            REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
act_wiz.c:            gch->morph = str_dup("");
act_wiz.c:            gch->pcdata->chobj = NULL;
act_wiz.c:            gch->pcdata->obj_vnum = 0;
act_wiz.c:                if (IS_SET(obj->quest, QUEST_ARTIFACT))
act_wiz.c:    sprintf(buf, "Shutdown by %s.", ch->name);
act_wiz.c:    if (victim->desc == NULL)
act_wiz.c:        for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:            if (d->snoop_by == ch->desc)
act_wiz.c:                d->snoop_by = NULL;
act_wiz.c:    if (victim->desc->snoop_by != NULL)
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:            if (d->character == victim)
act_wiz.c:    victim->desc->snoop_by = ch->desc;
act_wiz.c:    char_to_room(victim, ch->in_room);
act_wiz.c:    if (IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL)
act_wiz.c:    strcpy (buf, ch->name);
act_wiz.c:    d = ch->desc;
act_wiz.c:    in_room = ch->in_room;
act_wiz.c:    d->character = NULL;
act_wiz.c:    ch = d->character;
act_wiz.c:    ch->next = char_list;
act_wiz.c:    char_to_room(ch, d->character->in_room);
act_wiz.c:    free_string (ch->pload);
act_wiz.c:    ch->pload = str_dup (buf);
act_wiz.c:    if (ch->pload == NULL || strlen (ch->pload) < 3)
act_wiz.c:    if (!check_parse_name (ch->pload))
act_wiz.c:    if (!char_exists (FALSE, ch->pload))
act_wiz.c:    if (get_char_world(ch, ch->pload) != NULL) {
act_wiz.c:    sprintf (buf, "%s: Preturn %s", ch->name, ch->pload);
act_wiz.c:    strcpy (arg, ch->pload);
act_wiz.c:    d = ch->desc;
act_wiz.c:    free_string (ch->pload);
act_wiz.c:    ch->pload = str_dup ("");
act_wiz.c:    d->character = NULL;
act_wiz.c:    ch = d->character;
act_wiz.c:    ch   = d->character;
act_wiz.c:    ch->next = char_list;
act_wiz.c:    char_to_room (ch, d->character->in_room);
act_wiz.c:        obj_to_room(obj, ch->in_room);
act_wiz.c:    if (obj->questmaker != NULL)
act_wiz.c:        free_string(obj->questmaker);
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:            vnext = victim->next_in_room;
act_wiz.c:            if (IS_NPC(victim) && victim->desc == NULL && (mount = victim->mount) == NULL)
act_wiz.c:    if (victim->desc != NULL)
act_wiz.c:    victim->trust = atoi(arg2);
act_wiz.c:    if (get_trust(ch) >= MAX_LEVEL - 2 && !str_cmp(arg, "all"))
act_wiz.c:        for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:            victim = d->character;
act_wiz.c:                if (IS_SET(victim->extra, TIED_UP))
act_wiz.c:                    REMOVE_BIT(victim->extra, TIED_UP);
act_wiz.c:                victim->loc_hp[0] = 0;
act_wiz.c:                victim->loc_hp[1] = 0;
act_wiz.c:                victim->loc_hp[2] = 0;
act_wiz.c:                victim->loc_hp[3] = 0;
act_wiz.c:                victim->loc_hp[4] = 0;
act_wiz.c:                victim->loc_hp[5] = 0;
act_wiz.c:                victim->loc_hp[6] = 0;
act_wiz.c:                victim->hit = victim->max_hit;
act_wiz.c:                victim->mana = victim->max_mana;
act_wiz.c:                victim->move = victim->max_move;
act_wiz.c:                if (victim->in_room != NULL)
act_wiz.c:    victim->hit = victim->max_hit;
act_wiz.c:    victim->mana = victim->max_mana;
act_wiz.c:    victim->move = victim->max_move;
act_wiz.c:    victim->loc_hp[0] = 0;
act_wiz.c:    victim->loc_hp[1] = 0;
act_wiz.c:    victim->loc_hp[2] = 0;
act_wiz.c:    victim->loc_hp[3] = 0;
act_wiz.c:    victim->loc_hp[4] = 0;
act_wiz.c:    victim->loc_hp[5] = 0;
act_wiz.c:    victim->loc_hp[6] = 0;
act_wiz.c:    if (IS_SET(victim->act, PLR_FREEZE))
act_wiz.c:        REMOVE_BIT(victim->act, PLR_FREEZE);
act_wiz.c:        SET_BIT(victim->act, PLR_FREEZE);
act_wiz.c:    if (IS_SET(victim->act, PLR_LOG))
act_wiz.c:        REMOVE_BIT(victim->act, PLR_LOG);
act_wiz.c:        SET_BIT(victim->act, PLR_LOG);
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:    d->character = NULL;
act_wiz.c:    ch = d->character;
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:    d->character = NULL;
act_wiz.c:    ch = d->character;
act_wiz.c:    ch->next = char_list;
act_wiz.c:    if (IS_SET(victim->act, PLR_SILENCE))
act_wiz.c:        REMOVE_BIT(victim->act, PLR_SILENCE);
act_wiz.c:        SET_BIT(victim->act, PLR_SILENCE);
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:        for (pban = ban_list; pban != NULL; pban = pban->next)
act_wiz.c:            strcat(buf, pban->name);
act_wiz.c:            strcat(buf, pban->reason);
act_wiz.c:    for (pban = ban_list; pban != NULL; pban = pban->next)
act_wiz.c:        if (!str_cmp(arg, pban->name))
act_wiz.c:        ban_free = ban_free->next;
act_wiz.c:    pban->name = str_dup(arg);
act_wiz.c:        pban->reason = str_dup("no reason given");
act_wiz.c:        pban->reason = str_dup(argument);
act_wiz.c:    pban->next = ban_list;
act_wiz.c:    for (curr = ban_list; curr != NULL; prev = curr, curr = curr->next)
act_wiz.c:        if (!str_cmp(arg, curr->name))
act_wiz.c:                ban_list = ban_list->next;
act_wiz.c:                prev->next = curr->next;
act_wiz.c:            free_string(curr->name);
act_wiz.c:            free_string(curr->reason);
act_wiz.c:            curr->next = ban_free;
act_wiz.c:        send_to_char("Game un-wizlocked.\n\r", ch);
act_wiz.c:        send_to_char("Game un-wizlocked.\n\r", ch);
act_wiz.c:                victim->pcdata->learned[sn] = value;
act_wiz.c:        victim->pcdata->learned[sn] = value;
act_wiz.c:    value = is_number(arg3) ? atoi(arg3) : -1;
act_wiz.c:                REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
act_wiz.c:                SET_BIT(victim->extra, EXTRA_PREGNANT);
act_wiz.c:            if (IS_SET(victim->affected_by, AFF_POLYMORPH))
act_wiz.c:                REMOVE_BIT(victim->affected_by, AFF_POLYMORPH);
act_wiz.c:                SET_BIT(victim->affected_by, AFF_POLYMORPH);
act_wiz.c:            if (IS_SET(victim->polyaff, POLY_ZULOFORM))
act_wiz.c:                REMOVE_BIT(victim->polyaff, POLY_ZULOFORM);
act_wiz.c:                SET_BIT(victim->polyaff, POLY_ZULOFORM);
act_wiz.c:        victim->pcdata->bounty = value;
act_wiz.c:        sprintf(buf, "%s bounty is now at %d.\n\r", victim->name, victim->pcdata->bounty);
act_wiz.c:        victim->played = value;
act_wiz.c:            victim->pcdata->perm_str = value;
act_wiz.c:            victim->pcdata->perm_int = value;
act_wiz.c:            victim->pcdata->perm_wis = value;
act_wiz.c:            victim->pcdata->perm_dex = value;
act_wiz.c:            victim->pcdata->perm_con = value;
act_wiz.c:        victim->sex = value;
act_wiz.c:        if (value >= ch->level && !IS_NPC(victim))
act_wiz.c:            victim->level = value;
act_wiz.c:            victim->trust = value;
act_wiz.c:            if (victim->level == 11)
act_wiz.c:                victim->pcdata->security = 9;
act_wiz.c:        victim->hitroll = value;
act_wiz.c:        victim->damroll = value;
act_wiz.c:        if (!IS_NPC(victim) && (value < -200 || value > 200))
act_wiz.c:            send_to_char("Armor class range is -200 to 200.\n\r", ch);
act_wiz.c:        victim->armor = value;
act_wiz.c:            victim->exp = value;
act_wiz.c:            victim->max_hit = value;
act_wiz.c:            victim->max_mana = value;
act_wiz.c:            victim->max_move = value;
act_wiz.c:            victim->practice = value;
act_wiz.c:        if (value < -1000 || value > 1000)
act_wiz.c:            send_to_char("Alignment range is -1000 to 1000.\n\r", ch);
act_wiz.c:        victim->alignment = value;
act_wiz.c:        victim->pcdata->condition[COND_THIRST] = value;
act_wiz.c:        victim->pcdata->condition[COND_DRUNK] = value;
act_wiz.c:        victim->pcdata->condition[COND_FULL] = value;
act_wiz.c:        free_string(victim->name);
act_wiz.c:        victim->name = str_dup(arg3);
act_wiz.c:        free_string(victim->short_descr);
act_wiz.c:        victim->short_descr = str_dup(arg3);
act_wiz.c:        free_string(victim->long_descr);
act_wiz.c:        victim->long_descr = str_dup(arg3);
act_wiz.c:        free_string(victim->lastname);
act_wiz.c:        victim->lastname = str_dup(capitalize(arg3));
act_wiz.c:        if ((victim->spec_fun = spec_lookup(arg3)) == 0)
act_wiz.c:        if (value > ch->pcdata->security || value < 0)
act_wiz.c:            if (ch->pcdata->security != 0)
act_wiz.c:                sprintf(buf, "Valid security is 0-%d.\n\r", ch->pcdata->security);
act_wiz.c:        victim->pcdata->security = value;
act_wiz.c:    if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker)))
act_wiz.c:        if (obj->item_type == ITEM_WEAPON && !IS_JUDGE(ch))
act_wiz.c:        /*	else if (obj->item_type == ITEM_QUEST) {
act_wiz.c:        	else if (obj->item_type == ITEM_ARMOR && value > 15)
act_wiz.c:        		obj->value[0] = 15;*/
act_wiz.c:            obj->value[0] = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        /*	if (obj->item_type == ITEM_WEAPON && value > 10)
act_wiz.c:        		obj->value[1] = 10;
act_wiz.c:        obj->value[1] = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        /*	if (obj->item_type == ITEM_WEAPON && value > 20)
act_wiz.c:        		obj->value[2] = 20;
act_wiz.c:        obj->value[2] = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        if (obj->item_type == ITEM_ARMOR && !IS_JUDGE(ch))
act_wiz.c:            obj->value[3] = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        else if (!str_cmp(arg3, "anti-good"))
act_wiz.c:        else if (!str_cmp(arg3, "anti-evil"))
act_wiz.c:        else if (!str_cmp(arg3, "anti-neutral"))
act_wiz.c:            send_to_char("Extra flag can be from the following: Glow, Hum, Thrown, Vanish, Invis, Magic, Nodrop, Bless, Anti-Good, Anti-Evil, Anti-Neutral, Noremove, Inventory, Loyal.\n\r", ch);
act_wiz.c:        if (IS_SET(obj->extra_flags, value) && value == ITEM_MAGIC && !IS_JUDGE(ch))
act_wiz.c:        if (IS_SET(obj->extra_flags, value))
act_wiz.c:            REMOVE_BIT(obj->extra_flags, value);
act_wiz.c:            SET_BIT(obj->extra_flags, value);
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->wear_flags = 0;
act_wiz.c:            if (obj->questmaker != NULL)
act_wiz.c:                free_string(obj->questmaker);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:            if (IS_SET(obj->wear_flags, ITEM_TAKE))
act_wiz.c:                REMOVE_BIT(obj->wear_flags, ITEM_TAKE);
act_wiz.c:                SET_BIT(obj->wear_flags, ITEM_TAKE);
act_wiz.c:            if (obj->questmaker != NULL)
act_wiz.c:                free_string(obj->questmaker);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:        if (IS_SET(obj->wear_flags, ITEM_TAKE))
act_wiz.c:        obj->wear_flags = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->level = value;
act_wiz.c:            if (obj->questmaker != NULL)
act_wiz.c:                free_string(obj->questmaker);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->weight = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->cost = value;
act_wiz.c:            if (obj->questmaker != NULL)
act_wiz.c:                free_string(obj->questmaker);
act_wiz.c:            obj->questmaker = str_dup(ch->name);
act_wiz.c:        obj->timer = value;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            obj->item_type = 1;
act_wiz.c:            obj->item_type = 2;
act_wiz.c:            obj->item_type = 3;
act_wiz.c:            obj->item_type = 4;
act_wiz.c:            obj->item_type = 5;
act_wiz.c:            obj->item_type = 8;
act_wiz.c:            obj->item_type = 9;
act_wiz.c:            obj->item_type = 9;
act_wiz.c:            obj->item_type = 10;
act_wiz.c:            obj->item_type = 12;
act_wiz.c:            obj->item_type = 13;
act_wiz.c:            obj->item_type = 15;
act_wiz.c:            obj->item_type = 17;
act_wiz.c:            obj->item_type = 18;
act_wiz.c:            obj->item_type = 19;
act_wiz.c:            obj->item_type = 20;
act_wiz.c:            obj->item_type = 22;
act_wiz.c:            obj->item_type = 23;
act_wiz.c:            obj->item_type = 25;
act_wiz.c:            obj->item_type = 26;
act_wiz.c:            obj->item_type = ITEM_GRENADE;
act_wiz.c:            obj->item_type = 27;
act_wiz.c:            obj->item_type = 30;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
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:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        if (obj->questowner != NULL)
act_wiz.c:            free_string(obj->questowner);
act_wiz.c:        obj->questowner = str_dup(victim->name);
act_wiz.c:        free_string(obj->name);
act_wiz.c:        obj->name = str_dup(arg3);
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        free_string(obj->short_descr);
act_wiz.c:        obj->short_descr = str_dup(arg3);
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        free_string(obj->description);
act_wiz.c:        obj->description = str_dup(arg3);
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:            extra_descr_free = extra_descr_free->next;
act_wiz.c:        ed->keyword = str_dup(arg3);
act_wiz.c:        ed->description = str_dup(argument);
act_wiz.c:        ed->next = obj->extra_descr;
act_wiz.c:        obj->extra_descr = ed;
act_wiz.c:        if (obj->questmaker != NULL)
act_wiz.c:            free_string(obj->questmaker);
act_wiz.c:        obj->questmaker = str_dup(ch->name);
act_wiz.c:        location->room_flags = value;
act_wiz.c:        location->sector_type = value;
act_wiz.c:    sprintf(buf, "#D--------------|-----|-----|---|-------|-------|-------|------|------|-------|--------------#n\n\r");
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if (d->connected != CON_PLAYING)
act_wiz.c:        wch = d->character;
act_wiz.c:        sprintf(buf, "%-14s#D|#n%5d#D|#n%5d#D|#n%3d#D|#n%7lli#D|#n%7lli#D|#n%7lli#D|#n%6d#D|#n%6d#D|#n%7d#D|#n%14lli\n\r",
act_wiz.c:                wch->pcdata->switchname, wch->level, wch->trust, wch->generation, wch->max_hit, wch->max_mana,
act_wiz.c:                wch->max_move, char_hitroll(wch), char_damroll(wch), get_defense(wch), wch->gold);
act_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
act_wiz.c:        if (d->lookup_status != STATUS_DONE)
act_wiz.c:        if (d->character != NULL && can_see(ch, d->character))
act_wiz.c:            switch (d->connected)
act_wiz.c:            if (strlen(d->character->lasthost) < 2)
act_wiz.c:                        d->descriptor, st, d->character ? d->character->pcdata->switchname : "(none)", d->host);
act_wiz.c:                        d->descriptor, st, d->character ? d->character->pcdata->switchname : "(none)", d->character->lasthost);
act_wiz.c:        sprintf(buf, "%s force all : %s\n\r", ch->name, argument);
act_wiz.c:        if (get_trust(ch) < MAX_LEVEL - 3)
act_wiz.c:            vch_next = vch->next;
act_wiz.c:            if (!IS_NPC(vch) && vch->level < ch->level)
act_wiz.c:                if (IS_SET(vch->extra, EXTRA_AFK))
act_wiz.c:                    SET_BIT(vch->extra, EXTRA_AFK);
act_wiz.c:        if (!IS_NPC(victim) && victim->level >= ch->level)
act_wiz.c:        if ((get_trust(victim) >= get_trust(ch)) && (ch->level < MAX_LEVEL))
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_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 (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker) || strlen(obj->questmaker) < 2))
act_wiz.c:    pObjIndex = get_obj_index(obj->pIndexData->vnum);
act_wiz.c:    obj2 = create_object(pObjIndex, obj->level);
act_wiz.c:    free_string(obj2->name);
act_wiz.c:    obj2->name = str_dup(obj->name);
act_wiz.c:    free_string(obj2->short_descr);
act_wiz.c:    obj2->short_descr = str_dup(obj->short_descr);
act_wiz.c:    free_string(obj2->description);
act_wiz.c:    obj2->description = str_dup(obj->description);
act_wiz.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
act_wiz.c:        free_string(obj2->questmaker);
act_wiz.c:        obj2->questmaker = str_dup(obj->questmaker);
act_wiz.c:    obj2->item_type = obj->item_type;
act_wiz.c:    obj2->extra_flags = obj->extra_flags;
act_wiz.c:    obj2->wear_flags = obj->wear_flags;
act_wiz.c:    obj2->weight = obj->weight;
act_wiz.c:    obj2->condition = obj->condition;
act_wiz.c:    obj2->toughness = obj->toughness;
act_wiz.c:    obj2->resistance = obj->resistance;
act_wiz.c:    obj2->quest = obj->quest;
act_wiz.c:    obj2->points = obj->points;
act_wiz.c:    obj2->cost = obj->cost;
act_wiz.c:    obj2->value[0] = obj->value[0];
act_wiz.c:    obj2->value[1] = obj->value[1];
act_wiz.c:    obj2->value[2] = obj->value[2];
act_wiz.c:    obj2->value[3] = obj->value[3];
act_wiz.c:    if (obj->affected != NULL)
act_wiz.c:        for (paf = obj->affected; paf != NULL; paf = paf->next)
act_wiz.c:                affect_free = affect_free->next;
act_wiz.c:            paf2->type = 0;
act_wiz.c:            paf2->duration = paf->duration;
act_wiz.c:            paf2->location = paf->location;
act_wiz.c:            paf2->modifier = paf->modifier;
act_wiz.c:            paf2->bitvector = 0;
act_wiz.c:            paf2->next = obj2->affected;
act_wiz.c:            obj2->affected = paf2;
act_wiz.c:    for (obj = object_list; obj != NULL; obj = obj->next)
act_wiz.c:        if (!IS_SET(obj->quest, QUEST_ARTIFACT))
act_wiz.c:        for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj)
act_wiz.c:        if (in_obj->carried_by != NULL)
act_wiz.c:            sprintf(buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch));
act_wiz.c:            sprintf(buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
act_wiz.c:    for (obj = object_list; obj != NULL; obj = obj->next)
act_wiz.c:        if (!can_see_obj(ch, obj) || obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp(ch->pcdata->switchname, obj->questowner))
act_wiz.c:        for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj)
act_wiz.c:        if (in_obj->carried_by != NULL)
act_wiz.c:            sprintf(buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch));
act_wiz.c:            sprintf(buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
act_wiz.c:    if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_MONEY
act_wiz.c:            || obj->item_type == ITEM_TREASURE || IS_SET(obj->quest, QUEST_ARTIFACT))
act_wiz.c:    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
act_wiz.c:    if (obj->ownerid != 0)
act_wiz.c:        if (obj->ownerid == ch->pcdata->playerid)
act_wiz.c:    if (obj->questowner != NULL && strlen(obj->questowner) > 1)
act_wiz.c:        if (!str_cmp(ch->pcdata->switchname, obj->questowner))
act_wiz.c:            if (obj->ownerid != 0)
act_wiz.c:                obj->ownerid = ch->pcdata->playerid;
act_wiz.c:    if (obj->questowner != NULL)
act_wiz.c:        free_string(obj->questowner);
act_wiz.c:    obj->questowner = str_dup(ch->pcdata->switchname);
act_wiz.c:    obj->ownerid = ch->pcdata->playerid;
act_wiz.c:    SET_BIT(obj->quest, QUEST_RELIC);
act_wiz.c:    SET_BIT (obj->extra_flags, ITEM_LOYAL);
act_wiz.c:    if (obj->ownerid != 0)
act_wiz.c:        if (obj->ownerid == ch->pcdata->playerid)
act_wiz.c:            obj->ownerid = 0;
act_wiz.c:            REMOVE_BIT(obj->quest, QUEST_RELIC);
act_wiz.c:	    REMOVE_BIT(obj->extra_flags, ITEM_LOYAL);
act_wiz.c:            if (obj->questowner != NULL) obj->questowner = NULL;
act_wiz.c:            sprintf(buf, "You Forsake claim of %s.\n\r", obj->short_descr);
act_wiz.c:    if (ch->exp < 500)
act_wiz.c:    if (obj->ownerid == 0)
act_wiz.c:    if (obj->ownerid != ch->pcdata->playerid && ch->level < 7)
act_wiz.c:    if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
act_wiz.c:    ch->exp -= 500;
act_wiz.c:    if (obj->questowner != NULL)
act_wiz.c:        free_string(obj->questowner);
act_wiz.c:    obj->questowner = str_dup(victim->pcdata->switchname);
act_wiz.c:    obj->ownerid = victim->pcdata->playerid;
act_wiz.c:    obj->level = level;
act_wiz.c:    obj->item_type = itemtype;
act_wiz.c:    if (obj->questmaker != NULL)
act_wiz.c:        free_string(obj->questmaker);
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)
act_wiz.c:        ch->pcdata->quest = 0;
act_wiz.c:    obj->value[0] = value;
act_wiz.c:    obj->level = 1;
act_wiz.c:    obj->cost = value * 1000;
act_wiz.c:    obj->item_type = ITEM_QUEST;
act_wiz.c:    if (obj->questmaker != NULL)
act_wiz.c:        free_string(obj->questmaker);
act_wiz.c:    obj->questmaker = str_dup(ch->name);
act_wiz.c:    free_string(obj->name);
act_wiz.c:    obj->name = str_dup("quest token");
act_wiz.c:    free_string(obj->short_descr);
act_wiz.c:    obj->short_descr = str_dup(buf);
act_wiz.c:    free_string(obj->description);
act_wiz.c:    obj->description = str_dup(buf);
act_wiz.c:    if ((ch->in_room == NULL || ch->in_room->vnum != 2001))
act_wiz.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
act_wiz.c:        obj_next = obj->next_content;
act_wiz.c:        if (obj->wear_loc != WEAR_NONE)
act_wiz.c:    while (ch->affected)
act_wiz.c:        affect_remove(ch, ch->affected);
act_wiz.c:// this remo poly isnt good -xrak
act_wiz.c://    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
act_wiz.c://        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:        if ((IS_SET(ch->affected_by, AFF_POLYMORPH)) &&
act_wiz.c:                (IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], FIRE_FORM)
act_wiz.c:                 || IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], AIR_FORM)
act_wiz.c:                 || IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], WATER_FORM)
act_wiz.c:                 || IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], EARTH_FORM)))
act_wiz.c:            ch->pcdata->powers[ELEMENTAL_FORMS]=0;
act_wiz.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    if (IS_POLYAFF(ch, POLY_ZULOFORM) || IS_SET(ch->affected_by, AFF_POLYMORPH))
act_wiz.c:    if (IS_SET(ch->affected_by, AFF_ETHEREAL))
act_wiz.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
act_wiz.c:        REMOVE_BIT(ch->extra, EXTRA_DRAGON);
act_wiz.c:        REMOVE_BIT(ch->affected_by, AFF_PEACE);
act_wiz.c:        REMOVE_BIT(ch->affected_by, AFF_CURSE);
act_wiz.c:        REMOVE_BIT(ch->affected_by, AFF_BLIND);
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:    ch->pcdata->mod_dis = 0;
act_wiz.c:    ch->pcdata->mod_vit = 0;
act_wiz.c:    ch->pcdata->mod_agi = 0;
act_wiz.c:    ch->pcdata->mod_luc = 0;
act_wiz.c:    ch->pcdata->mod_cha = 0;
act_wiz.c:    ch->pcdata->followers = 0;
act_wiz.c:    ch->form = 1048575;
act_wiz.c:    if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker) || strlen(obj->questmaker) < 2))
act_wiz.c:    if (obj->carried_by != NULL)
act_wiz.c:        act("$p vanishes from your hands in an explosion of energy.", obj->carried_by, obj, NULL, TO_CHAR);
act_wiz.c:        act("$p vanishes from $n's hands in an explosion of energy.", obj->carried_by, obj, NULL, TO_ROOM);
act_wiz.c:    else if (obj->in_obj != NULL)
act_wiz.c:    else if (obj->in_room != NULL)
act_wiz.c:        chroom = ch->in_room;
act_wiz.c:        objroom = obj->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:        location = ch->in_room;
act_wiz.c:    obj->chobj = 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:    if (obj->chobj != NULL)
act_wiz.c:    victim->pcdata->obj_vnum = obj->pIndexData->vnum;
act_wiz.c:    obj->chobj = victim;
act_wiz.c:    victim->pcdata->chobj = obj;
act_wiz.c:    SET_BIT(victim->affected_by, AFF_POLYMORPH);
act_wiz.c:    SET_BIT(victim->extra, EXTRA_OSWITCH);
act_wiz.c:    free_string(victim->morph);
act_wiz.c:    victim->morph = str_dup(obj->short_descr);
act_wiz.c:    if ((victim = obj->chobj) == NULL)
act_wiz.c:    victim->pcdata->obj_vnum = 0;
act_wiz.c:    obj->chobj = NULL;
act_wiz.c:    victim->pcdata->chobj = NULL;
act_wiz.c:    REMOVE_BIT(victim->affected_by, AFF_POLYMORPH);
act_wiz.c:    REMOVE_BIT(victim->extra, EXTRA_OSWITCH);
act_wiz.c:    free_string(victim->morph);
act_wiz.c:    victim->morph = str_dup("");
act_wiz.c:    if ((ch->pcdata->pwd[0] != '\0') && (arg1[0] == '\0' || arg2[0] == '\0'))
act_wiz.c:    if ((victim->level > LEVEL_IMMORTAL) || (get_trust(victim) > LEVEL_IMMORTAL))
act_wiz.c:    pwdnew = crypt(arg2, victim->name);
act_wiz.c:    free_string(victim->pcdata->pwd);
act_wiz.c:    victim->pcdata->pwd = str_dup(pwdnew);
act_wiz.c:#define CH(descriptor) ((descriptor)->character)
act_wiz.c:    for ( d = descriptor_list; d != NULL; d = d->next )
act_wiz.c:        if ( d->connected == CON_PLAYING )
act_wiz.c:            send_to_char( "#D[#WSYSTEM:#n ",d->character );
act_wiz.c:            send_to_char( argument, d->character );
act_wiz.c:            send_to_char( "#D]#n\n\r",   d->character );
act_wiz.c://            ch->name, build[0].build + 1);
act_wiz.c:    for (gch = char_list; gch != NULL; gch = gch->next)
act_wiz.c:        if (IS_HEAD(gch, LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH))
act_wiz.c:            REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
act_wiz.c:            REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
act_wiz.c:            REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
act_wiz.c:            gch->morph = str_dup("");
act_wiz.c:            gch->pcdata->chobj = NULL;
act_wiz.c:            gch->pcdata->obj_vnum = 0;
act_wiz.c:                if (IS_SET(obj->quest, QUEST_ARTIFACT))
act_wiz.c:        if (IS_SET(gch->extra, EXTRA_AFK))
act_wiz.c:            SET_BIT(gch->extra, EXTRA_AFK);
act_wiz.c:    for (d = descriptor_list; d; d = d->next)
act_wiz.c:        if (d->lookup_status != STATUS_DONE)
act_wiz.c:        if (d->character != NULL)
act_wiz.c:            gch = d->character;
act_wiz.c:        if (gch->desc->out_compress)
act_wiz.c:            if (!compressEnd(gch->desc))
act_wiz.c:        d_next = d->next;
act_wiz.c:        if (!d->character || d->connected != CON_PLAYING)
act_wiz.c:            fprintf(fp, "%d %s %s %s\n", d->descriptor, och->name, d->host,CopyoverGet(d));
act_wiz.c:            if (och->level == 1  && och->pcremort == 1)
act_wiz.c:                och->level++;
act_wiz.c:            if (!CHAR_IN_WILDERNESS (d->character))
act_wiz.c:                d->character->x = -1;
act_wiz.c:                d->character->y = -1;
act_wiz.c:            write_to_descriptor (d, d->outbuf, d->outtop);
act_wiz.c:    fprintf(fp, "-1\n");
act_wiz.c:    /* Close reserve and other always-open files and release other resources */
act_wiz.c:    /* exec - descriptors are inherited */
act_wiz.c:    /* Failed - sucessful exec will not return */
act_wiz.c:/* Recover from a copyover - load players */
act_wiz.c:    unlink(COPYOVER_FILE);        /* In case something crashes - doesn't prevent reading  */
act_wiz.c:        if (desc == -1)
act_wiz.c:        /* Write something, and check if it goes error-free */
act_wiz.c:        d->host = str_dup(host);
act_wiz.c:        d->next = descriptor_list;
act_wiz.c:        d->connected = CON_COPYOVER_RECOVER;  /* -15, so close_socket frees the char */
act_wiz.c:            if (!d->character->in_room)
act_wiz.c:                d->character->in_room = get_room_index(ROOM_VNUM_TEMPLE);
act_wiz.c:            d->character->next = char_list;
act_wiz.c:            char_list = d->character;
act_wiz.c:            if (d->character->x >= 0 && d->character->y >= 0 && CHAR_IN_WILDERNESS(d->character))
act_wiz.c:                            next_room (d->character->x, d->character->y,
act_wiz.c:                                       d->character->room)) != NULL)
act_wiz.c:                    char_to_room (d->character, location);
act_wiz.c:                char_to_room (d->character, d->character->in_room);
act_wiz.c:            do_look(d->character, "");
act_wiz.c:            act("$n materializes!", d->character, NULL, NULL, TO_ROOM);
act_wiz.c:            d->connected = CON_PLAYING;
act_wiz.c:            d->lookup_status = STATUS_DONE;
act_wiz.c:    gen = is_number(arg2) ? atoi(arg2) : -1;
act_wiz.c:    victim->generation = gen;
aeromancer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
aeromancer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
aeromancer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
aeromancer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
aeromancer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
aeromancer.c:    if (ch->move < 1000)
aeromancer.c:    if (ch->fight_timer >0)
aeromancer.c:    if (!IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], WATER_FORM))
aeromancer.c:    if ( IS_SET(ch->act, AFF_HIDE) )
aeromancer.c:        REMOVE_BIT(ch->act, AFF_HIDE);
aeromancer.c:        ch->move -= 1000;
aeromancer.c:        SET_BIT(ch->act, AFF_HIDE);
aeromancer.c:    if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD))
aeromancer.c:        REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD);
aeromancer.c:        SET_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD);
aeromancer.c:    if (ch->move < 250)
aeromancer.c:    if ( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
aeromancer.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
aeromancer.c:    if ( room_is_private(victim->in_room ) )
aeromancer.c:    if (victim->in_room->vnum == ch->in_room->vnum)
aeromancer.c:    char_to_room(ch,victim->in_room);
aeromancer.c:        sprintf(buf,"You Disperce into particles to travel to %s!\n\r",victim->short_descr);
aeromancer.c:        sprintf(buf,"Disperces into particles to travel to %s!\n\r",victim->name);
aeromancer.c:    ch->move -= 250;
akurei.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
akurei.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
akurei.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
akurei.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
akurei.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
akurei.c:    sprintf(mobshort, "%s", mob->short_descr);
akurei.c:    mact = mob->act;
akurei.c:    sprintf(buf, "[%-6d] [%s] [%-4d] [%-30s]\n\r", lnum, mobshort, mob->level, act);
akurei.c:    sprintf(objshort, "%s", obj->short_descr);
akurei.c:	obj->item_type == ITEM_LIGHT		? "light"		:
akurei.c:	obj->item_type == ITEM_SCROLL		? "scroll"		:
akurei.c:	obj->item_type == ITEM_WAND		? "wand"		:
akurei.c:	obj->item_type == ITEM_STAFF		? "staff"		:
akurei.c:	obj->item_type == ITEM_WEAPON		? "weapon"		:
akurei.c:	obj->item_type == ITEM_TREASURE		? "treasure"		:
akurei.c:	obj->item_type == ITEM_ARMOR		? "armor"		:
akurei.c:	obj->item_type == ITEM_POTION		? "potion"		:
akurei.c:	obj->item_type == ITEM_FURNITURE	? "furniture"		:
akurei.c:	obj->item_type == ITEM_TRASH		? "trash"		:
akurei.c:	obj->item_type == ITEM_CONTAINER	? "container"		:
akurei.c:	obj->item_type == ITEM_DRINK_CON	? "drink container"	:
akurei.c:	obj->item_type == ITEM_KEY		? "key"			:
akurei.c:	obj->item_type == ITEM_FOOD		? "food"		:
akurei.c:	obj->item_type == ITEM_MONEY		? "money"		:
akurei.c:	obj->item_type == ITEM_BOAT		? "boat"		:
akurei.c:	obj->item_type == ITEM_CORPSE_NPC	? "npc corpse"		:
akurei.c:	obj->item_type == ITEM_CORPSE_PC	? "pc corpse"		:
akurei.c:	obj->item_type == ITEM_FOUNTAIN		? "fountain"		:
akurei.c:	obj->item_type == ITEM_PILL		? "pill"		:
akurei.c:	obj->item_type == ITEM_PORTAL		? "portal"		:
akurei.c://	obj->item_type == ITEM_EGG		? "egg"			:
akurei.c://	obj->item_type == ITEM_VOODOO		? "voodoo"		:
akurei.c://	obj->item_type == ITEM_STAKE		? "stake"		:
akurei.c://	obj->item_type == ITEM_MISSILE		? "missile"		:
akurei.c://	obj->item_type == ITEM_AMMO		? "ammo"		:
akurei.c://	obj->item_type == ITEM_QUEST		? "qp token"		:
akurei.c://	obj->item_type == ITEM_QUESTCARD	? "quest card"		:
akurei.c://	obj->item_type == ITEM_QUESTMACHINE	? "quest machine"	:
akurei.c://	obj->item_type == ITEM_SYMBOL		? "symbol"		:
akurei.c://	obj->item_type == ITEM_BOOK		? "book"		:
akurei.c://	obj->item_type == ITEM_PAGE		? "page"		:
akurei.c://	obj->item_type == ITEM_TOOL		? "tool"		:
akurei.c://	obj->item_type == ITEM_WALL		? "wall"		:
akurei.c://	obj->item_type == ITEM_COPPER		? "copper"		:
akurei.c://	obj->item_type == ITEM_IRON		? "iron"		:
akurei.c://	obj->item_type == ITEM_STEEL		? "steel"		:
akurei.c://	obj->item_type == ITEM_ADAMANTITE	? "adamantite"		:
akurei.c://	obj->item_type == ITEM_GEMSTONE		? "gem"			:
akurei.c://	obj->item_type == ITEM_HILT		? "hilt"		:
akurei.c://	obj->item_type == ITEM_DTOKEN		? "dtoken"		:
akurei.c://	obj->item_type == ITEM_HEAD		? "head"		:
akurei.c://	obj->item_type == ITEM_COOKINGPOT	? "cooking pot"		:
akurei.c://	obj->item_type == ITEM_DRAGONGEM	? "dragon gem"		:
akurei.c://	obj->item_type == ITEM_WGATE		? "wgate"		:
akurei.c://	obj->item_type == ITEM_INSTRUMENT	? "instrument"		:
akurei.c://	obj->item_type == ITEM_POKERTABLE	? "poker table"		:
akurei.c://	obj->item_type == ITEM_FISHINGROD	? "fishing rod"		:
akurei.c://	obj->item_type == ITEM_FISH		? "fish"		:
akurei.c://	obj->item_type == ITEM_BLACKJACKTABLE	? "blackjack table"	:
akurei.c://	obj->item_type == ITEM_TTTTABLE		? "tic-tac-toe table"	:
akurei.c://	obj->item_type == ITEM_MINESWEEPER	? "minesweeper game"	:
akurei.c://	obj->item_type == ITEM_MAZEMACHINE	? "maze machine"	:
akurei.c://	obj->item_type == ITEM_AINGIEPRIZE	? "quest prize"		:
akurei.c://	obj->item_type == ITEM_HEALMETICKET	? "healme ticket"	:
akurei.c://	obj->item_type == ITEM_HANGMAN		? "hangman game"	:
akurei.c:    sprintf(wear, "%s", flag_string(wear_flags, obj->wear_flags) );
akurei.c:    sprintf(buf, "[%-6d] [%s] [%-15s] [%-20s]\n\r", lnum, objshort, type, wear);
angel.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
angel.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
angel.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
angel.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
angel.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 2)
angel.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
angel.c:    SET_BIT(ch->affected_by, AFF_ETHEREAL);
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 1)
angel.c:        REMOVE_BIT(ch->affected_by, AFF_PEACE);
angel.c:    SET_BIT(ch->affected_by, AFF_PEACE);
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 1)
angel.c:        REMOVE_BIT(ch->affected_by, AFF_PEACE);
angel.c:    SET_BIT(ch->affected_by, AFF_PEACE);
angel.c:    if (IS_ANGEL(ch) && ch->pcdata->powers[ANGEL_PEACE] < 3)
angel.c:    if (ch->mana < 1500)
angel.c:    ch->mana -= 1500;
angel.c:    ch->hit += ch->pcdata->powers[ANGEL_PEACE]*500;
angel.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE] < 5)
angel.c:    if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0)
angel.c:    ch->pcdata->powers[ANGEL_PEACE_COUNTER] = 50;
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 2 && ch->pcdata->powers[ANGEL_DISCORD] < 2)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA);
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_RETAURA))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_RETAURA);
angel.c:        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA);
angel.c:        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_RETAURA);
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 3)
angel.c:    if (victim->alignment > 500)
angel.c:    if (victim->alignment > 0) dam = 500;
angel.c:    else if (victim->alignment > - 500) dam = 1000;
angel.c:        if ((mount = victim->mount) == NULL) return;
angel.c:        char_to_room(mount, victim->in_room);
angel.c:    if (victim->position > POS_STUNNED)
angel.c:        if (victim->fighting == NULL) set_fighting(victim, ch);
angel.c:        if (ch->fighting == NULL) set_fighting(ch, victim);
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 5)
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 1)
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 3)
angel.c:    if (victim->alignment < 0)
angel.c:    if (victim->hit >= victim->max_hit)
angel.c:    victim->hit += number_range(10000,15000);
angel.c:    if (ch->pcdata->powers[ANGEL_HATE] < 3)
angel.c:    if (victim->alignment > 0)
angel.c:    if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
angel.c: * Seems a bit overpowered and condemnation does something similar - Enkidu
angel.c:    if (ch->pcdata->powers[ANGEL_HATE] < 3)
angel.c:    if (victim->alignment < 0)
angel.c:    victim->hit -= number_range(10000,15000);
angel.c:    if (ch->pcdata->powers[ANGEL_LOVE] < 5 && ch->pcdata->powers[ANGEL_HATE] < 5)
angel.c:    if (ch->hit < ch->max_hit)
angel.c:        for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
angel.c:            if (!IS_NPC(ich)) do_restore(ch,ich->pcdata->switchname);
angel.c:        ch->hit = 1;
angel.c:        ch->move = 1;
angel.c:        ch->mana = 1;
angel.c:    ch->hit -= ch->hit / 4;
angel.c:    victim->hit -= victim->hit / 3;
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 1 && ch->pcdata->powers[ANGEL_WRATH] < 1)
angel.c:    if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS) && IS_ANGEL(ch))
angel.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
angel.c:    if ( IS_IMMUNE(victim, IMM_TRAVEL ) && victim->fight_timer == 0) {
angel.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
angel.c:    location = victim->in_room;
angel.c:    if (ch->move < 1000)
angel.c:    ch->move -= 1000;
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 4)
angel.c:        if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
angel.c:        victim->position = POS_STUNNED;
angel.c:    if (IS_ANGEL(ch) && ch->pcdata->powers[ANGEL_JUSTICE] < 1)
angel.c:    if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_WRATH] < 1)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
angel.c:        REMOVE_BIT(ch->affected_by,AFF_FLYING);
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DWINGS))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DWINGS);
angel.c:        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DWINGS);
angel.c:        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
angel.c:        SET_BIT(ch->affected_by,AFF_FLYING);
angel.c:    if (IS_ANGEL(ch) && ch->pcdata->powers[ANGEL_JUSTICE] < 2)
angel.c:    if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_WRATH] < 2)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
angel.c:        REMOVE_BIT(ch->affected_by, AFF_PROTECT);
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO);
angel.c:        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
angel.c:        SET_BIT(ch->affected_by, AFF_PROTECT);
angel.c:        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO);
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 3)
angel.c:    if (!IS_AFFECTED(victim, AFF_FLAMING)) SET_BIT(victim->affected_by, AFF_FLAMING);
angel.c:    if (!IS_AFFECTED(victim, AFF_POISON)) SET_BIT(victim->affected_by, AFF_POISON);
angel.c:    if (ch->pcdata->powers[ANGEL_JUSTICE] < 5)
angel.c:    if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE))
angel.c:        REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
angel.c:    SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
angel.c:    if ( ch->practice < 150 )
angel.c:    obj->questowner = str_dup(ch->pcdata->switchname);
angel.c:    ch->practice -= 150;
angel.c:    if (ch->pcdata->powers[ANGEL_HARMONY] < 2)
angel.c:      if (!IS_SET (ch->apowers, APOWER_SWORDFORM))
angel.c:    if (ch->fight_timer > 0)
angel.c:    obj_to_room (obj, ch->in_room);
angel.c:    ch->pcdata->obj_vnum = OBJ_VNUM_ANGELICSWORD;
angel.c:    obj->chobj = ch;
angel.c:    ch->pcdata->chobj = obj;
angel.c:    SET_BIT (ch->affected_by, AFF_POLYMORPH);
angel.c:    SET_BIT (ch->extra, EXTRA_OSWITCH);
angel.c:    free_string (ch->morph);
angel.c:    ch->morph = str_dup (obj->short_descr);
angel.c:    if (IS_ANGEL(ch) && ch->pcdata->powers[ANGEL_JUSTICE] < 5)
angel.c:    if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_WRATH] < 5)
angel.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
angel.c:    if ( IS_IMMUNE(victim, IMM_TRAVEL ) && victim->fight_timer == 0) {
angel.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
angel.c:    location = victim->in_room;
angel.c:    if (ch->move < 500)
angel.c:    ch->move -= 500;
angel.c://    if (victim->fight_timer > 0)
angel.c:    if (IS_CLASS(ch,CLASS_ANTIPALADIN) && !IS_SET(ch->pcdata->powers[15], APOWER_LAYONHANDS))
angel.c:    if ( ( victim = ch->fighting ) == NULL )
angel.c:    ch->hit += dam;
angel.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
angel.c:    dam = victim->hit / 25;
angel.c:    dam += ch->damroll / 2;
angel.c:    dam += ch->hit / 20;
animal.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
animal.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
animal.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
animal.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
animal.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
animal.c:    if (!IS_SET(ch->newbits, NEW_SKIN))
animal.c:        ch->armor -= 100 ;
animal.c:        SET_BIT(ch->newbits, NEW_SKIN);
animal.c:    else if (IS_SET(ch->newbits, NEW_SKIN))
animal.c:        ch->armor += 100;
animal.c:        REMOVE_BIT(ch->newbits,NEW_SKIN);
animal.c:    if (!IS_SET(ch->newbits, NEW_SCLAWS))
animal.c:        SET_BIT(ch->newbits, NEW_SCLAWS);
animal.c:    if (IS_SET(ch->newbits, NEW_SCLAWS))
animal.c:        REMOVE_BIT(ch->newbits, NEW_SCLAWS);
animal.c:    if (IS_DEMON(ch) && !IS_SET(ch->pcdata->powers[DPOWER_FLAGS],DEM_CLAWS ))
animal.c:    if (IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
animal.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
animal.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
animal.c:        if (ch->pcdata->powers2[DISC_WERE_WOLF] < 2)
animal.c:  //  else if (IS_TANARRIIS_SET (ch->pcdata->disc[C_POWERS], DEM_FANGS) 
animal.c:    if (IS_SET(ch->pcdata->stats[UNI_AFF], VAM_FANGS))
animal.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
animal.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
animal.c:    if (IS_SET(ch->newbits, NEW_MONKFLAME))
animal.c:        REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
animal.c:    if (!IS_SET(ch->newbits, NEW_MONKFLAME))
animal.c:        SET_BIT(ch->newbits, NEW_MONKFLAME);
animal.c:    if (!IS_SET(ch->newbits, NEW_REND))
animal.c:        SET_BIT(ch->newbits, NEW_REND);
animal.c:    else if (IS_SET(ch->newbits, NEW_REND))
animal.c:        REMOVE_BIT(ch->newbits, NEW_REND);
animal.c:    if ((victim = ch->fighting) == NULL)
animal.c:               ch->name, victim->name);
animal.c:               victim->name);
animal.c:    if ((victim = ch->fighting) == NULL)
animal.c:        dam = ch->damroll * 2;
animal.c:        dam = ch->damroll;
animal.c:  && ch->pcdata->powers5[DISC_WERE_BEAR] < 5)
animal.c:    if (IS_SET(ch->newbits, NEW_QUILLS))
animal.c:        REMOVE_BIT(ch->newbits, NEW_QUILLS);
animal.c:    if (!IS_SET(ch->newbits, NEW_QUILLS))
animal.c:        SET_BIT(ch->newbits, NEW_QUILLS);
animal.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
animal.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
animal.c:    if (victim->in_room == NULL)
animal.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
animal.c:    char_to_room(ch, victim->in_room);
antipaladin.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
antipaladin.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
antipaladin.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
antipaladin.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
antipaladin.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
antipaladin.c:// Anti-Paladin Class by Xrakisis
antipaladin.c:    if (!IS_SET(ch->pcdata->powers[15], APOWER_RAISE))
antipaladin.c:    if (ch->pcdata->powers[RAISETIMER] > 0)
antipaladin.c:    if (corpse->item_type != ITEM_CORPSE_NPC)
antipaladin.c:    free_string(victim->short_descr);
antipaladin.c:    free_string(victim->name);
antipaladin.c:    free_string(victim->long_descr);
antipaladin.c:    victim->name = str_dup( corpse->name);
antipaladin.c:    victim->short_descr = str_dup(corpse->short_descr);
antipaladin.c:    victim->long_descr = str_dup(corpse->description);
antipaladin.c:    victim->level = get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->hit = 200 * get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->max_hit = 200 * get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->hitroll =  get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->damroll =  get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    char_to_room( victim, ch->in_room );
antipaladin.c:    SET_BIT(victim->act,ACT_NOEXP);
antipaladin.c:    SET_BIT(victim->act,PLR_HOLYLIGHT);
antipaladin.c:    do_group(ch,victim->name);
antipaladin.c:    ch->pcdata->powers[RAISETIMER] += 20;
antipaladin.c:    if (ch->alignment != -1000) ch->alignment = -1000;
antipaladin.c:    if (ch->pcdata->powers[DARKARTS] > 20)
antipaladin.c:    if (ch->exp < ch->pcdata->powers[DARKARTS]*50 + 50)
antipaladin.c:        ch->exp -= ch->pcdata->powers[DARKARTS]*50 + 50;
antipaladin.c:        ch->pcdata->powers[DARKARTS] += 1;
antipaladin.c:    if (IS_SET(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE))
antipaladin.c:    free_string(victim->short_descr);
antipaladin.c:    free_string(victim->name);
antipaladin.c:    free_string(victim->long_descr);
antipaladin.c:    victim->name=str_dup("nightmare");
antipaladin.c:    victim->short_descr=str_dup("#RA Demonic Nightmare#n");
antipaladin.c:    victim->long_descr=str_dup("#Ra Demonic Nightmare here.#n\n\r");
antipaladin.c:    victim->level = get_spell(ch,RED_MAGIC, sn) / 2;
antipaladin.c:    victim->hit = 100 * get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->max_hit = 100 * get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->hitroll =  get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    victim->damroll =  get_spell(ch,RED_MAGIC, sn);
antipaladin.c:    char_to_room( victim, ch->in_room );
antipaladin.c:    SET_BIT(victim->act,ACT_NOEXP);
antipaladin.c:    SET_BIT(victim->act,PLR_HOLYLIGHT);
antipaladin.c:    do_group(ch,victim->name);
antipaladin.c:    SET_BIT(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE);
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_LAYONHANDS))
antipaladin.c:        send_to_char("#0This is an Anti-Paladin Ability#n\n\r",ch);
antipaladin.c:    if ( ( victim = ch->fighting ) == NULL )
antipaladin.c:    dam += (ch->pPotentia * 2);
antipaladin.c:    ch->hit += dam;
antipaladin.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
antipaladin.c:    if (ch->pPotentia > 50) ch->pPotentia -= 50;
antipaladin.c:// Anti-paladin class By Xrakisis
antipaladin.c:// Battlerage = WW Rage Like Ability - xrak
antipaladin.c:        send_to_char("Only on Anti-Paladins.\n\r", ch );
antipaladin.c:    if (IS_SET(victim->pcdata->powers[15], inpart))
antipaladin.c:    if  (ch->exp < cost)
antipaladin.c:    SET_BIT(victim->pcdata->powers[15], inpart);
antipaladin.c:    ch->exp -= cost;
antipaladin.c:    if (ch->profession != PROF_MONK && !IS_CLASS(ch, CLASS_ANTIPALADIN))
antipaladin.c:    if (!IS_SET(ch->pcdata->powers[15], APOWER_FLAMESTRIKE) && IS_CLASS(ch,CLASS_ANTIPALADIN))
antipaladin.c:    dam += (ch->pPotentia * 2);
antipaladin.c:    fire_effect(victim,ch->level,dam,TARGET_CHAR);
antipaladin.c:    if (ch->pPotentia > 50) ch->pPotentia -= 50;
antipaladin.c:        if (IS_SET(victim->act,PLR_HOLYLIGHT)) REMOVE_BIT(victim->act,PLR_HOLYLIGHT);
antipaladin.c:        if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
antipaladin.c:            REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
antipaladin.c:        if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
antipaladin.c:            REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
antipaladin.c:        af.modifier  = -4;
antipaladin.c:    if ( victim->fighting == NULL ) set_fighting( victim, ch );
antipaladin.c:    victim->position = POS_FIGHTING;
antipaladin.c:    if (victim->position > POS_STUNNED)
antipaladin.c:        if (ch->fighting == NULL) set_fighting(ch, victim );
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_GRAPPLE))
antipaladin.c:        send_to_char("#0This is an Anti-Paladin Ability#n\n\r",ch);
antipaladin.c:    if ( victim->fighting == NULL ) set_fighting( victim, ch );
antipaladin.c:    victim->position = POS_FIGHTING;
antipaladin.c:    if (victim->position > POS_STUNNED)
antipaladin.c:        if (ch->fighting == NULL) set_fighting(ch, victim );
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_DIRTKICK))
antipaladin.c:        send_to_char("#0This is an Anti-Paladin Ability#n\n\r",ch);
antipaladin.c:    if (IS_SET(victim->act,PLR_HOLYLIGHT)) REMOVE_BIT(victim->act,PLR_HOLYLIGHT);
antipaladin.c:    if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
antipaladin.c:        REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
antipaladin.c:    if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
antipaladin.c:        REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
antipaladin.c:    af.modifier  = -4;
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) || !IS_SET(ch->pcdata->powers[15], APOWER_SLEEP))
antipaladin.c:        send_to_char("#0This is an Anti-Paladin Ability#n\n\r",ch);
antipaladin.c:    if (ch->in_room != NULL)
antipaladin.c:        if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
antipaladin.c:    if ( ch->position == POS_FIGHTING )
antipaladin.c:    if (ch->move < 500)
antipaladin.c:    if ( victim->in_room == ch->in_room )
antipaladin.c:        victim->position = POS_SLEEPING;
antipaladin.c:        ch->move -= 500;
antipaladin.c:    if (!IS_CLASS(ch,CLASS_ANTIPALADIN) && !IS_SET(ch->pcdata->powerssphere[1], APOWER_BATTLERAGE))
antipaladin.c:        send_to_char("#0This is an Anti-Paladin Ability#n\n\r",ch);
antipaladin.c:    if (ch->pcdata->powers[APTICK] > 1)
antipaladin.c:        vch_next	= vch->next;
antipaladin.c:        if ( vch->in_room == NULL )
antipaladin.c:        if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
antipaladin.c:            if (vch->in_room == ch->in_room)
antipaladin.c:            else if (vch->in_room->area == ch->in_room->area)
antipaladin.c:        if ( vch->in_room == ch->in_room && can_see( ch, vch) )
antipaladin.c:            if (vch == NULL || vch->position <= POS_STUNNED) continue;
antipaladin.c:    ch->pcdata->powers[APTICK] = 10;
arena.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
arena.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
arena.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
arena.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
arena.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
arena.c:    if (ch->in_room != NULL)
arena.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
arena.c:    send_to_char("#0----------------------------------------------#n\n\r",ch);
arena.c:    for ( d = descriptor_list; d != NULL; d = d->next )
arena.c:        if (d->character != NULL)
arena.c:            if (d->character->in_room != NULL)
arena.c:                if (!IS_SET(d->character->in_room->room_flags, ROOM_ARENA)) continue;
arena.c:                if (d->character->max_hit > 0)  hp_stats   = 100 * d->character->hit / d->character->max_hit;
arena.c:                if (d->character->max_move > 0) move_stats = 100 * d->character->move / d->character->max_move;
arena.c:                if (d->character->max_mana > 0) mana_stats = 100 * d->character->mana / d->character->max_mana;
arena.c:                sprintf(buf,"%-15s    %3d/100   %3d/100   %3d/100\n\r", d->character->name, hp_stats, move_stats, mana_stats);
arena.c:    for (vch=char_list; vch!=NULL; vch=vch->next)
arena.c:        if (vch->in_room != NULL)
arena.c:            if (IS_SET (vch->in_room->room_flags, ROOM_ARENA))
arena.c:                REMOVE_BIT(vch->act, PLR_FREEZE);
arena.c:    if (ch->fight_timer > 0)
arena.c:    if (ch->in_room != NULL)
arena.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
arena.c:    for ( d = descriptor_list; d != NULL; d = d->next )
arena.c:        if ( d->character != NULL )
arena.c:            if (!d->connected == CON_PLAYING) continue;
arena.c:            if (d->character->in_room != NULL)
arena.c:                if (IS_SET (d->character->in_room->room_flags, ROOM_ARENA)) arenapeople++;
arena.c:    next_arena_room += (ARENA_HVNUM - ARENA_LVNUM) / ARENA_PLAYERS;
arena.c:    sprintf(buf,"#W%s #Whas joined the arena!#n",ch->name);
arena.c:    SET_BIT(ch->act, PLR_FREEZE);
arena.c:    if (ch->in_room != NULL)
arena.c:        if (!IS_SET(ch->in_room->room_flags, ROOM_ARENA))
arena.c:    sprintf(buf,"#W%s #Wresigns from the arena.#n",ch->name);
arena.c:    ch->fight_timer = 0;
arena.c:    ch->pcdata->alosses++;
arena.c:    for (victim = char_list; victim != NULL; victim = victim->next)
arena.c:        if (victim->in_room != NULL && IS_SET(victim->in_room->room_flags, ROOM_ARENA) && victim->pcdata->chobj == NULL)
arena.c:        sprintf(buf,"#C%s #oemerges victorious from the #Rarena#n",gch->name);
arena.c:        gch->pcdata->awins++;
arena.c:        gch->fight_timer = 0;
arena.c:    if (victim == ch->challenger)
arena.c:    if (!str_cmp(arg2, "death")) ch->deathmatch = TRUE;
arena.c:    else if (!str_cmp(arg2, "spar")) ch->deathmatch = FALSE;
arena.c:    if (ch->deathmatch)
arena.c:        if (!str_cmp(ch->pcdata->last_decap[0], victim->name)) canDecap = FALSE;
arena.c:        if (!str_cmp(victim->pcdata->last_decap[0], ch->name)) canKillYou = FALSE;
arena.c:    ch->challenger = victim;
arena.c:    if (ch->deathmatch) sprintf(buf, "#WYou have been challenged to a #Gdeathmatch#W by %s#W. Type agree #W%s#W to start the fight.#n\n\r", ch->name, ch->name);
arena.c:    else sprintf(buf, "#WYou have been challenged to a #Gspar#W by %sW#. Type agree %s#W to start the fight.Wn\n\r", ch->name, ch->name);
arena.c:    if (victim->challenger != ch)
arena.c:    victim->challenger = NULL;
arena.c:    if (victim->challenger != ch)
arena.c:    if (victim->level != 3)
arena.c:    if (victim->fight_timer > 0)
arena.c:    if (ch->fight_timer > 0)
arena.c:    if (IS_SET(victim->extra,EXTRA_AFK))
arena.c:    if (victim->position != POS_STANDING)
arena.c:    if (ch->in_room != NULL)
arena.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
arena.c:    if (victim->in_room != NULL)
arena.c:        if (IS_SET (victim->in_room->room_flags, ROOM_ARENA) || IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
arena.c:    if (victim->deathmatch)
arena.c:        if (!str_cmp(ch->pcdata->last_decap[0], victim->name)) canDecap = FALSE;
arena.c:        if (!str_cmp(victim->pcdata->last_decap[0], ch->name)) canKillYou = FALSE;
arena.c:    do_restore(victim, victim->name);
arena.c:    do_restore(ch, ch->name);
arena.c:    if (!victim->deathmatch)
arena.c:        sprintf(buf, "#W%s#W and %s#W enter #CThe Forbidden Fortress#W to test their skills.#n", ch->name, victim->name);
arena.c:        sprintf(buf, "#W%s#W and %s#W enter #CThe Forbidden Fortress#n to duel for their lives", ch->name, victim->name);
arena.c:    if (victim->deathmatch) arena2death = TRUE;
arena.c:    victim->challenger = NULL;
arena.c:    send_to_char("#0----------------------------------------------#n\n\r",ch);
arena.c:    for ( d = descriptor_list; d != NULL; d = d->next )
arena.c:        if (d->character != NULL)
arena.c:            if (d->character->in_room != NULL)
arena.c:                if (!in_fortress(d->character)) continue;
arena.c:                if (d->character->max_hit > 0)  hp_stats   = 100 * d->character->hit / d->character->max_hit;
arena.c:                if (d->character->max_move > 0) move_stats = 100 * d->character->move / d->character->max_move;
arena.c:                if (d->character->max_mana > 0) mana_stats = 100 * d->character->mana / d->character->max_mana;
arena.c:                sprintf(buf,"%-15s    %3d/100   %3d/100   %3d/100\n\r", d->character->name, hp_stats, move_stats, mana_stats);
arena.c:    if (ch->pcdata->betting_char > 0)
arena.c:    if (ch->pcdata->quest < amount)
arena.c:    for (vch = char_list; vch; vch = vch->next)
arena.c:        if (vch->hit < vch->max_hit * 0.75)
arena.c:    ch->pcdata->quest -= amount;
arena.c:    ch->pcdata->betting_amount = amount;
arena.c:    ch->pcdata->betting_char = gch->pcdata->playerid;
arena.c:            ch->name, amount, gch->name);
arena.c:    for (gch = char_list; gch; gch = gch->next)
arena.c:        if (payoff && gch->pcdata->betting_char == ch->pcdata->playerid)
arena.c:            sprintf(buf, "Congratulations, you win %d quest points.\n\r", gch->pcdata->betting_amount*2);
arena.c:            gch->pcdata->quest += gch->pcdata->betting_amount*2;
arena.c:                    gch->name, gch->pcdata->betting_amount*2, ch->name);
arena.c:        else if (!payoff && gch->pcdata->betting_char == ch->pcdata->playerid)
arena.c:            gch->pcdata->quest += gch->pcdata->betting_amount;
arena.c:        gch->pcdata->betting_amount = 0;
arena.c:        gch->pcdata->betting_char = 0;
asciimap.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
asciimap.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
asciimap.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
asciimap.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
asciimap.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
asciimap.c: *  ---------------------------------------------------------------------  *
asciimap.c: *  ---------------------------------------------------------------------  *
asciimap.c: *                                         -- Midboss (sfritzjr@gmail.com) *
asciimap.c:        show_list_to_char (ch->in_room->contents, ch, FALSE, FALSE);
asciimap.c:        show_char_to_char (ch->in_room->people, ch);
asciimap.c:----------
asciimap.c:----------
asciimap.c:----------
asciimap.c:in load_resets, in the 'D' case, within the switch for pReset->arg3:
asciimap.c:                        SET_BIT (pexit->rs_flags, EX_HIDDEN);
asciimap.c:                        SET_BIT (pexit->exit_info, EX_HIDDEN);
asciimap.c:                        pexit->exit_info = EX_HIDDEN;
asciimap.c:                        pexit->rs_flags = EX_HIDDEN;
asciimap.c:----------
asciimap.c:                             pRoomIndex->vnum,
asciimap.c:                             pExit->orig_door,
asciimap.c:                             IS_SET (pExit->rs_flags, EX_LOCKED) ? 2 : 1);
asciimap.c:                             pRoomIndex->vnum,
asciimap.c:                             pExit->orig_door,
asciimap.c:                             IS_SET (pExit->rs_flags, EX_LOCKED) ? 2 : IS_SET (pExit->rs_flags, EX_HIDDEN) ? 5 :1);
asciimap.c:                        if (IS_SET (pExit->rs_flags, EX_ISDOOR)
asciimap.c:                            && (IS_SET (pExit->rs_flags, EX_PICKPROOF))
asciimap.c:                            && (IS_SET (pExit->rs_flags, EX_NOPASS)))
asciimap.c:                        if (IS_SET (pExit->rs_flags, EX_HIDDEN))
asciimap.c:int rev_dirs[4][2] = {{ 0,-1},
asciimap.c:    {-1, 0}
asciimap.c:        switch (pRoom->sector_type)
asciimap.c:        switch (pRoom->sector_type)
asciimap.c:        if ((pExit = pRoom->exit[DIR_UP]) != NULL && pExit->to_room != NULL
asciimap.c:                && !IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:            pExit = pRoom->exit[DIR_UP];
asciimap.c:            if (!IS_SET (pExit->exit_info, EX_CLOSED))
asciimap.c:            else if (IS_SET (pExit->exit_info, EX_LOCKED))
asciimap.c:        else if ((pExit = pRoom->exit[DIR_WEST]) == NULL
asciimap.c:                 || (xRoom = pExit->to_room) == NULL
asciimap.c:                 || IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                 || (pExit = pRoom->exit[DIR_NORTH]) == NULL
asciimap.c:                 || (yRoom = pExit->to_room) == NULL
asciimap.c:                 || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = pRoom->exit[DIR_WEST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_SOUTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_WEST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        if ((pExit = pRoom->exit[DIR_NORTH]) == NULL
asciimap.c:                || (yRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && (pExit = yRoom->exit[DIR_SOUTH]) != NULL)
asciimap.c:            pExit = pRoom->exit[DIR_NORTH];
asciimap.c:            if (!IS_SET (pExit->exit_info, EX_CLOSED))
asciimap.c:            else if (IS_SET (pExit->exit_info, EX_LOCKED))
asciimap.c:                return "#y-";
asciimap.c:                return "#o-";
asciimap.c:        if ((pExit = pRoom->exit[DIR_EAST]) == NULL
asciimap.c:                || (xRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                || (pExit = pRoom->exit[DIR_NORTH]) == NULL
asciimap.c:                || (yRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = pRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_WEST]) != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_SOUTH]) != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        if ((pExit = pRoom->exit[DIR_WEST]) == NULL
asciimap.c:                || (xRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_WEST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && (pExit = xRoom->exit[DIR_EAST]) != NULL)
asciimap.c:            pExit = pRoom->exit[DIR_WEST];
asciimap.c:            if (!IS_SET (pExit->exit_info, EX_CLOSED))
asciimap.c:            else if (IS_SET (pExit->exit_info, EX_LOCKED))
asciimap.c:        for (och = pRoom->people; och; och = och->next_in_room)
asciimap.c:            if (och->fighting != NULL)
asciimap.c:        if ((pExit = pRoom->exit[DIR_EAST]) == NULL
asciimap.c:                || (xRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && (pExit = xRoom->exit[DIR_WEST]) != NULL)
asciimap.c:            pExit = pRoom->exit[DIR_EAST];
asciimap.c:            if (!IS_SET (pExit->exit_info, EX_CLOSED))
asciimap.c:            else if (IS_SET (pExit->exit_info, EX_LOCKED))
asciimap.c:        if ((pExit = pRoom->exit[DIR_WEST]) == NULL
asciimap.c:                || (xRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                || (pExit = pRoom->exit[DIR_SOUTH]) == NULL
asciimap.c:                || (yRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_SOUTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = pRoom->exit[DIR_WEST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_SOUTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_WEST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        if ((pExit = pRoom->exit[DIR_SOUTH]) == NULL
asciimap.c:                || (yRoom = pExit->to_room) == NULL
asciimap.c:                || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_SOUTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && (pExit = yRoom->exit[DIR_NORTH]) != NULL)
asciimap.c:            pExit = pRoom->exit[DIR_SOUTH];
asciimap.c:            if (!IS_SET (pExit->exit_info, EX_CLOSED))
asciimap.c:            else if (IS_SET (pExit->exit_info, EX_LOCKED))
asciimap.c:                return "#y-";
asciimap.c:                return "#o-";
asciimap.c:        if ((pExit = pRoom->exit[DIR_DOWN]) != NULL && pExit->to_room != NULL
asciimap.c:                && !IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:            pExit = pRoom->exit[DIR_DOWN];
asciimap.c:            if (!IS_SET (pExit->exit_info, EX_CLOSED))
asciimap.c:            else if (IS_SET (pExit->exit_info, EX_LOCKED))
asciimap.c:        else if ((pExit = pRoom->exit[DIR_EAST]) == NULL
asciimap.c:                 || (xRoom = pExit->to_room) == NULL
asciimap.c:                 || IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                 || (pExit = pRoom->exit[DIR_SOUTH]) == NULL
asciimap.c:                 || (yRoom = pExit->to_room) == NULL
asciimap.c:                 || IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:        else if (  (pExit = pRoom->exit[DIR_SOUTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = pRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_WEST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = xRoom->exit[DIR_SOUTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_NORTH]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN)
asciimap.c:                   && (pExit = yRoom->exit[DIR_EAST]) != NULL && pExit->to_room != NULL
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_ISDOOR)
asciimap.c:                   && !IS_SET (pExit->exit_info, EX_HIDDEN))
asciimap.c:    g_list[0][0] = ch->in_room->vnum;
asciimap.c:            if ((pexit = pRoom->exit[door]) != NULL
asciimap.c:                    &&   pexit->to_room != NULL
asciimap.c:                    &&   !IS_SET (pexit->exit_info, EX_CLOSED)
asciimap.c:                    &&   !IS_SET (pexit->exit_info, EX_HIDDEN))
asciimap.c:                    if (g_list[i][0] == pexit->to_room->vnum)
asciimap.c:                        if (c_list[i][0] == pexit->to_room->vnum)
asciimap.c:                g_list[free_g][0] = pexit->to_room->vnum;
asciimap.c:        free_g--;
asciimap.c:    strcpy (desc, format_map_desc (ch->in_room->description));
asciimap.c:    /* --------------- */
asciimap.c:        sprintf (buf, "%5d", ch->in_room->vnum);
asciimap.c:        strcat (map_buf, "\n\r#W+#D-------------------- #W");
asciimap.c:        strcat (map_buf, "#D -#W+#n\n\r");
asciimap.c:        strcat (map_buf, "\n\r#W+#D----------------------------#W+#n\n\r");
asciimap.c:                sprintf (buf, "#D| #C %s",  ch->in_room->name);
asciimap.c:                        line[str_pos-start]='\0';
asciimap.c:                        line[str_pos-start]='\0';
asciimap.c:                        line[str_pos-start]=desc[desc_pos];
asciimap.c:                line[str_pos-start]='\0';
asciimap.c:    strcat (map_buf, "#W+#D----------------------------#W+#n");
asciimap.c:                line[str_pos-start]='\0';
asciimap.c:                line[str_pos-start]='\0';
asciimap.c:                line[str_pos-start]=desc[desc_pos];
asciimap.c:        line[str_pos-start]='\0';
asciimap.c: *  and has been used here for OLC - OLC would not be what it is without   *
asciimap.c: ---------------------------------------------------------------------------
asciimap.c:            if (xbuf[i - 1] != ' ')
asciimap.c:            if (xbuf[i - 1] != ' ')
asciimap.c:            if (xbuf[i - 1] == ' ' && xbuf[i - 2] == ' ' &&
asciimap.c:                    (xbuf[i - 3] == '.' || xbuf[i - 3] == '?'
asciimap.c:                     || xbuf[i - 3] == '!'))
asciimap.c:                xbuf[i - 2] = *rdesc;
asciimap.c:                xbuf[i - 1] = ' ';
asciimap.c:            if (xbuf[i - 1] == ' ' && xbuf[i - 2] == ' ' &&
asciimap.c:                    (xbuf[i - 3] == '.' || xbuf[i - 3] == '?'
asciimap.c:                     || xbuf[i - 3] == '!'))
asciimap.c:                xbuf[i - 2] = *rdesc;
asciimap.c:                    xbuf[i - 1] = ' ';
asciimap.c:                    xbuf[i - 1] = '\"';
asciimap.c:        for (i = (xbuf[0] ? 46 : 42); i; i--)
asciimap.c:            strcat (xbuf, "-\n\r");
asciimap.c:        i--;
asciimap.c:    if (xbuf[strlen (xbuf) - 2] != '\n')
ashur.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
ashur.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
ashur.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
ashur.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
ashur.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
ashur.c:        if ((victim = ch->fighting) == NULL)
ashur.c:        sprintf(buf, "%s falls out of their stance as you tremble the earth.\n\r",victim->name);
ashur.c:        sprintf(buf, "You fall from your stance as %s trembles the earth.\n\r",ch->name);
ashur.c:        sprintf(buf, "%s slips and falls from their stance as %s trembles the earth.\n\r",ch->name, ch->name);
ashur.c:        if (ch->level < 25)
ashur.c:        if ((victim = ch->fighting) == NULL)
assassin.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
assassin.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
assassin.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
assassin.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
assassin.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
assassin.c:    /*  	if (ch->pcdata->powers[ASSASSIN_KNOWLEDGE] < 3)
assassin.c:    if (ch->fight_timer > 0)
assassin.c:    if (!IS_SET(ch->act, AFF_HIDE))
assassin.c:        SET_BIT(ch->act, AFF_HIDE);
assassin.c:        REMOVE_BIT(ch->act, AFF_HIDE);
auction.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
auction.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
auction.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
auction.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
auction.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
auction.c:*       ROM 2.4 is copyright 1993-1995 Russ Taylor                         *
auction.c:    for ( d = descriptor_list; d != NULL; d = d->next )
auction.c:        if ( d->connected == CON_PLAYING &&
auction.c:                !IS_SET(d->character->deaf, CHANNEL_AUCTION) )
auction.c:            send_to_char( buf,d->character );
auction.c:            send_to_char( argument, d->character );
auction.c:            send_to_char( "#n\n\r", d->character );
auction.c:        sprintf(buf, "#R%s stops the auction. %s is confiscated.#n\n\r", ch->pcdata->switchname,
auction.c:                auction_info.item->short_descr);
auction.c:                auction_info.item->short_descr );
auction.c:        auction_info.item->ownerid = ch->pcdata->playerid;
auction.c:        auction_info.item->questowner = str_dup(ch->pcdata->switchname);
auction.c:        if (auction_info.high_bidder != NULL) auction_info.high_bidder->gold += auction_info.current_bid;
auction.c:        auction_info.item->questowner = str_dup(ch->pcdata->switchname);
auction.c:                     obj->short_descr );
auction.c:        if (ch->gold < bid )
auction.c:        sprintf(buf, "#G%s #wjust bid #G%d #yGold#n for#n %s.#n\n\r", ch->pcdata->switchname,
auction.c:                bid, auction_info.item->short_descr);
auction.c:            auction_info.high_bidder->gold += auction_info.bones_held;
auction.c:        cp = UMIN( ch->gold, bid );
auction.c:        ch->gold -= cp;
auction.c://     if (obj->ownerid == ch->pcdata->playerid)
auction.c:         if(obj->questowner == NULL || str_cmp(ch->pcdata->switchname,obj->questowner))
auction.c:    obj->ownerid = 0; //Ianmod
auction.c:    obj->questowner = NULL;
auction.c:    sprintf(buf,"#G%s #Dhas put up#n %s #Dfor auction. #y[#CMinimum Bid: #R%lld #yGold#y]#n\n\r", ch->pcdata->switchname, obj->short_descr, auction_info.minbid);
auction.c:                auction_info.item->short_descr,
auction.c:                auction_info.high_bidder->name,
auction.c:        auction_info.owner->gold += auction_info.bones_held;
auction.c:        auction_info.item->questowner = str_dup(auction_info.high_bidder->pcdata->switchname);
auction.c:        sprintf(buf, "%s appears in your hands.\n\r",auction_info.item->short_descr );
auction.c:    if ( auction_info.status == AUCTION_LENGTH - 1 )
auction.c:        sprintf(buf, "%s #D- going #GTWICE#D at #R%lld #yGold#n Pieces.\n\r",
auction.c:                auction_info.item->short_descr,
auction.c:    if ( auction_info.status == AUCTION_LENGTH - 2 )
auction.c:            sprintf(buf, "#DNo bids on #n%s #D- item sent back to Auctioner.#n\n\r",
auction.c:                    auction_info.item->short_descr);
auction.c:                    auction_info.item->short_descr );
auction.c:            auction_info.item->questowner = str_dup(auction_info.owner->pcdata->switchname);
auction.c:        sprintf(buf, "%s #D- going #GONCE#D at #R%lld#y Gold#n Pieces.#n\n\r",
auction.c:                auction_info.item->short_descr,
auction.c: * Show_obj_stats: code taken from stock identify spell (-Brian)
auction.c:    sprintf(buf,"%s.\n\r",obj->short_descr);
auction.c:             obj->name,
auction.c:             extra_bit_name( obj->extra_flags ),
auction.c:             obj->weight,
auction.c:             obj->cost
auction.c:    if (obj->points > 0)
auction.c:        sprintf( buf, "Gold piece value is %d.\n\r", obj->points );
auction.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
auction.c:            obj->questowner != NULL && strlen(obj->questowner) > 1)
auction.c:        sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
auction.c:    else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
auction.c:        sprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
auction.c:    else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
auction.c:        sprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
auction.c:    if (IS_SET(obj->quest, QUEST_ENCHANTED))
auction.c:    if (IS_SET(obj->quest, QUEST_SPELLPROOF))
auction.c:    switch ( obj->item_type )
auction.c:        sprintf( buf, "Level %d spells of:", obj->value[0] );
auction.c:        if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
auction.c:            send_to_char( skill_table[obj->value[1]].name, ch );
auction.c:        if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
auction.c:            send_to_char( skill_table[obj->value[2]].name, ch );
auction.c:        if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
auction.c:            send_to_char( skill_table[obj->value[3]].name, ch );
auction.c:        sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
auction.c:                 obj->value[1], obj->value[2], obj->value[0] );
auction.c:        if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
auction.c:            send_to_char( skill_table[obj->value[3]].name, ch );
auction.c:                 obj->weapon_level, obj->weapon_points);
auction.c:        sprintf( buf, " [Souls %d] \n\r",obj->soul_level );
auction.c:                obj->value2[0],obj->value2[1]);
auction.c:                obj->value2[2],obj->value2[3]);
auction.c:                 obj->value[1], obj->value[2],
auction.c:                 ( obj->value[1] + obj->value[2] ) / 2 );
auction.c:        if (obj->value[0] >= 1000)
auction.c:            itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
auction.c:            itemtype = obj->value[0];
auction.c:            if (obj->level < 10)
auction.c:                sprintf(buf,"%s is a minor spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:            else if (obj->level < 20)
auction.c:                sprintf(buf,"%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:            else if (obj->level < 30)
auction.c:                sprintf(buf,"%s is an average spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:            else if (obj->level < 40)
auction.c:                sprintf(buf,"%s is a greater spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:            else if (obj->level < 50)
auction.c:                sprintf(buf,"%s is a major spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:            else if (obj->level > 50)
auction.c:                sprintf(buf,"%s is an ultimate spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:                sprintf(buf,"%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr));
auction.c:        if (obj->value[0] >= 1000)
auction.c:            itemtype = obj->value[0] / 1000;
auction.c:                 obj->weapon_level, obj->weapon_points);
auction.c:        sprintf( buf, " [Souls %d] \n\r",obj->soul_level );
auction.c:                obj->value2[0],obj->value2[1]);
auction.c:                obj->value2[2],obj->value2[3]);
auction.c:        sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
auction.c:        if (obj->value[3] < 1)
auction.c:        if (obj->value[3] == 4)
auction.c:        else if (obj->value[3] == 27 || obj->value[3] == 2)
auction.c:        else if (obj->value[3] == 39 || obj->value[3] == 3)
auction.c:        else if (obj->value[3] == 45 || obj->value[3] == 1)
auction.c:        else if (obj->value[3] == 46 || obj->value[3] == 5)
auction.c:        else if (obj->value[3] == 52 || obj->value[3] == 6)
auction.c:        else if (obj->value[3] == 54 || obj->value[3] == 7)
auction.c:        else if (obj->value[3] == 139)
auction.c:        else if (obj->value[3] == 57 || obj->value[3] == 8)
auction.c:        else if (obj->value[3] == 9)
auction.c:        else if (obj->value[3] == 10)
auction.c:        else if (obj->value[3] == 11)
auction.c:        else if (obj->value[3] == 12)
auction.c:        else if (obj->value[3] == 13)
auction.c:        else if (obj->value[3] == 14)
auction.c:        else if (obj->value[3] == 15)
auction.c:        else if (obj->value[3] == 16)
auction.c:        else if (obj->value[3] == 17)
auction.c:        else if (obj->value[3] == 18)
auction.c:        else if (obj->value[3] == 19)
auction.c:        else if (obj->value[3] == 20)
auction.c:        else if (obj->value[3] == 21)
auction.c:        else if (obj->value[3] == 22)
auction.c:        else if (obj->value[3] == 23)
auction.c:        else if (obj->value[3] == 24)
auction.c:        else if (obj->value[3] == 25)
auction.c:        else if (obj->value[3] == 28)
auction.c:        else if (obj->value[3] == 29)
auction.c:        else if (obj->value[3] == 30)
auction.c:        if (obj->value[3] > 0)
auction.c:    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
auction.c:        if ( paf->location != APPLY_NONE && paf->modifier != 0 )
auction.c:                     affect_loc_name( paf->location ), paf->modifier );
auction.c:    for ( paf = obj->affected; paf != NULL; paf = paf->next )
auction.c:        if ( paf->location != APPLY_NONE && paf->modifier != 0 )
auction.c:                     affect_loc_name( paf->location ), paf->modifier );
bit.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
bit.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
bit.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
bit.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
bit.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
bit.c: *  and has been used here for OLC - OLC would not be what it is without   *
bit.c: implementing a system like below with such functions. -Jason Dinkel
bit.c: Purpose:	Returns the value of the flags entered.  Multi-flags accepted.
bit.c:    {	"drink-container",	ITEM_DRINK_CON,		TRUE	},
bit.c:    {	"anti-good",		ITEM_ANTI_GOOD,		TRUE	},
bit.c:    {	"anti-evil",		ITEM_ANTI_EVIL,		TRUE	},
bit.c:    {	"anti-neutral",		ITEM_ANTI_NEUTRAL,	TRUE	},
bit.c:    {	"detect-evil",		AFF_DETECT_EVIL,	TRUE	},
bit.c:    {	"detect-invis",		AFF_DETECT_INVIS,	TRUE	},
bit.c:    {	"detect-magic",		AFF_DETECT_MAGIC,	TRUE	},
bit.c:    {	"detect-hidden",	AFF_DETECT_HIDDEN,	TRUE	},
bit.c:    {	"faerie-fire",		AFF_FAERIE_FIRE,	TRUE	},
bit.c:    {	"pass-door",		AFF_PASS_DOOR,		TRUE	},
bit.c:    {	"saving-para",		APPLY_SAVING_PARA,	TRUE	},
bit.c:    {	"saving-rod",		APPLY_SAVING_ROD,	TRUE	},
bit.c:    {	"saving-petri",		APPLY_SAVING_PETRI,	TRUE	},
bit.c:    {	"saving-breath",	APPLY_SAVING_BREATH,	TRUE	},
bit.c:    {	"saving-spell",		APPLY_SAVING_SPELL,	TRUE	},
bit.c:    {   "Sub-Machinegun", 	GUN_SUBMACHINE, TRUE },
bit.c:OLD, wrong numbers -xrak
bit.c:    {   "two-handed longsword",	8,     TRUE    },
bit.c:    {	"dark-ale",		4,	TRUE	},
bit.c:    {	"local-specialty",	8,	TRUE	},
bit.c:    {	"slime-mold-juice",	9,	TRUE	},
bit.c:    {	"salt-water",		14,	TRUE	},
bit.c:    {	"cunt-juice",		17,	TRUE	},
blade.c:*                      o---o        o          o  o                        *
blade.c:*                      o     o--o o-o-o o---o  o--o                        *
blade.c:*                      o---o o--o   o   o   o     o                        *
blade.c:*        COTN 4.4 is copyright (c) 2006 - 2019 by Ian Shirm. (Xrakisis)    *
blade.c:     if (ch->pcdata->powers3[BLADE_MELEE] < 5)
blade.c:    if ( ( victim = ch->fighting ) == NULL )
blade.c:    if (ch->pcdata->powers3[BLADE_MELEE] < 2)
blade.c:        if (ch->fighting == NULL)
blade.c:        else victim = ch->fighting;
blade.c:            if (wield1 != NULL && wield1->item_type == ITEM_WEAPON)
blade.c:                one_hit(ch,victim,-1,1);
blade.c:            if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
blade.c:                one_hit(ch,victim,-1,2);
blade.c:            if (wield3 != NULL && wield3->item_type == ITEM_WEAPON)
blade.c:                one_hit(ch,victim,-1,3);
blade.c:            if (wield4 != NULL && wield4->item_type == ITEM_WEAPON)
blade.c:                one_hit(ch,victim,-1,4);
blade.c:   if (wield1 == NULL) one_hit(ch,victim,-1,1);
blade.c:   if (wield2 == NULL) one_hit(ch,victim,-1,2);
blade.c:   if (wield3 == NULL) one_hit(ch,victim,-1,3);
blade.c:   if (wield4 == NULL) one_hit(ch,victim,-1,4);
blade.c:    if (ch->pcdata->powers3[BLADE_MELEE] < 3)
blade.c:        if (ch->fighting == NULL)
blade.c:        else victim = ch->fighting;
blade.c:    if (ch->pcdata->powers3[BLADE_SKILL] < 5)
blade.c:    if (IS_SET(ch->pcdata->powers3[BM_BITS], BLADE_RETORT))
blade.c:        REMOVE_BIT(ch->pcdata->powers3[BM_BITS], BLADE_RETORT);
blade.c:    SET_BIT(ch->pcdata->powers3[BM_BITS], BLADE_RETORT);
blade.c:                ch->pcdata->powers3[BLADE_SKILL]);
blade.c:        if (ch->pcdata->powers3[BLADE_SKILL] > 2)
blade.c:        if (ch->pcdata->powers3[BLADE_SKILL] > 3)
blade.c:        if (ch->pcdata->powers3[BLADE_SKILL] > 4)
blade.c:                ch->pcdata->powers3[BLADE_PROWESS]);
blade.c:        if (ch->pcdata->powers3[BLADE_PROWESS] > 0)
blade.c:        if (ch->pcdata->powers3[BLADE_PROWESS] > 1)
blade.c:        if (ch->pcdata->powers3[BLADE_PROWESS] > 2)
blade.c:        if (ch->pcdata->powers3[BLADE_PROWESS] > 3)
blade.c:        if (ch->pcdata->powers3[BLADE_PROWESS] > 4)
blade.c:                ch->pcdata->powers3[BLADE_MELEE]);
blade.c:	if (ch->pcdata->powers3[BLADE_MELEE] > 0)
blade.c:        if (ch->pcdata->powers3[BLADE_MELEE] > 1)
blade.c:        if (ch->pcdata->powers3[BLADE_MELEE] > 2)
blade.c:        if (ch->pcdata->powers3[BLADE_MELEE] > 3)
blade.c:        if (ch->pcdata->powers3[BLADE_MELEE] > 4)
blade.c:		if (ch->exp < 1000000)
blade.c:		if (ch->pcdata->powers3[BLADE_SKILL] > 4)
blade.c:		ch->pcdata->powers3[BLADE_SKILL]++;
blade.c:		ch->exp -= 1000000;
blade.c:		if (ch->exp < 1000000)
blade.c:		if (ch->pcdata->powers3[BLADE_PROWESS] > 4)
blade.c:		ch->pcdata->powers3[BLADE_PROWESS]++;
blade.c:		ch->exp -= 1000000;
blade.c:		if (ch->exp < 1000000)
blade.c:		if (ch->pcdata->powers3[BLADE_MELEE] > 4)
blade.c:		ch->pcdata->powers3[BLADE_MELEE]++;
blade.c:		ch->exp -= 1000000;
blade.c:        if (ch->pcdata->powers3[BLADE_SKILL] < 15)
blade.c:        if (IS_SET(ch->newbits2, NEW2_DEFENSE)) {
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_DEFENSE);
blade.c:            SET_BIT(ch->newbits2, NEW2_DEFENSE);
blade.c:        if (ch->pcdata->powers3[BLADE_MELEE] < 6)
blade.c:        if (IS_SET(ch->newbits2, NEW2_OFFENCE)) {
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_OFFENCE);
blade.c:            SET_BIT(ch->newbits2, NEW2_OFFENCE);
blade.c:        if (ch->pcdata->powers3[BLADE_PROWESS] < 8)
blade.c:/*        if (IS_SET(ch->newbits2, NEW2_DAMCAP))
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_DAMCAP);
blade.c:            SET_BIT(ch->newbits2, NEW2_DAMCAP);
blade.c:        if (ch->pcdata->powers3[BLADE_SKILL] < 9)
blade.c:        if (IS_SET(ch->newbits2, NEW2_AUTOATTACK))
blade.c:            REMOVE_BIT(ch->newbits2, NEW2_AUTOATTACK);
blade.c:            SET_BIT(ch->newbits2, NEW2_AUTOATTACK);
blade.c:    if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
blade.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
blade.c:    location = victim->in_room;
blade.c:    if (ch->move < 250)
blade.c:    ch->move -= 250;
board.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
board.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
board.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
board.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
board.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
board.c: Note Board system, (c) 1995-96 Erwin S. Andreasen, erwin@pip.dknet.dk
board.c:#define L_SUP (MAX_LEVEL - 1)   /* if not already defined */
board.c:#define BOARD_NOACCESS -1
board.c:#define BOARD_NOTFOUND -1
board.c:    if (note->sender)
board.c:        free_string(note->sender);
board.c:    if (note->to_list)
board.c:        free_string(note->to_list);
board.c:    if (note->subject)
board.c:        free_string(note->subject);
board.c:    if (note->date)               /* was note->datestamp for some reason */
board.c:        free_string(note->date);
board.c:    if (note->text)
board.c:        free_string(note->text);
board.c:    note->next = note_free;
board.c:        note_free = note_free->next;
board.c:    /* Zero all the field - Envy does not gurantee zeroed memory */
board.c:    note->next = NULL;
board.c:    note->sender = NULL;
board.c:    note->expire = 0;
board.c:    note->to_list = NULL;
board.c:    note->subject = NULL;
board.c:    note->date = NULL;
board.c:    note->date_stamp = 0;
board.c:    note->text = NULL;
board.c:    fprintf(fp, "Sender  %s~\n", note->sender);
board.c:    fprintf(fp, "Date    %s~\n", note->date);
board.c:    fprintf(fp, "Stamp   %ld\n", note->date_stamp);
board.c:    fprintf(fp, "Expire  %ld\n", note->expire);
board.c:    fprintf(fp, "To      %s~\n", note->to_list);
board.c:    fprintf(fp, "Subject %s~\n", note->subject);
board.c:    fprintf(fp, "Text\n%s~\n\n", note->text);
board.c:        note->date_stamp = ++last_note_stamp;
board.c:        note->date_stamp = current_time;
board.c:    if (board->note_first)        /* are there any notes in there now? */
board.c:        for (p = board->note_first; p->next; p = p->next)
board.c:        p->next = note;
board.c:        board->note_first = note;
board.c:    sprintf(filename, "%s%s", NOTE_DIR, board->short_name);
board.c:        board->changed = TRUE;      /* set it to TRUE hope it will be OK later? */
board.c:    return -1;
board.c:    return -1;
board.c:    if (board->note_first == note)
board.c:        board->note_first = note->next;
board.c:        for (p = board->note_first; p && p->next != note; p = p->next);
board.c:            p->next = note->next;
board.c:    for (p = board->note_first; p; p = p->next)
board.c:    sprintf(filename, "%s%s", NOTE_DIR, board->short_name);
board.c:        for (note = board->note_first; note; note = note->next)
board.c:            GREEN "===========================================================================" NO_COLOR "\n\r" "%s\n\r", num, note->sender, note->subject, note->date, note->to_list, note->text);
board.c:    sprintf(filename, "%s%s", NOTE_DIR, board->short_name);
board.c:        pnote->sender = fread_string(fp);
board.c:        pnote->date = fread_string(fp);
board.c:        pnote->date_stamp = fread_number(fp);
board.c:        pnote->expire = fread_number(fp);
board.c:        pnote->to_list = fread_string(fp);
board.c:        pnote->subject = fread_string(fp);
board.c:        pnote->text = fread_string(fp);
board.c:        pnote->next = NULL;         /* jic */
board.c:        if (pnote->expire < current_time)
board.c:            sprintf(archive_name, "%s%s.old", NOTE_DIR, board->short_name);
board.c:            board->changed = TRUE;
board.c:        if (board->note_first == NULL)
board.c:            board->note_first = pnote;
board.c:            last_note->next = pnote;
board.c:    if (!str_cmp(ch->pcdata->switchname, note->sender))
board.c:    if (is_full_name("all", note->to_list))
board.c:    if (is_full_name(ch->pcdata->switchname, note->to_list))
board.c:    if ((get_trust(ch) == MAX_LEVEL) && (is_full_name("imp", note->to_list) ||
board.c:                                         is_full_name("imps", note->to_list) || is_full_name("implementor", note->to_list) ||
board.c:                                         is_full_name("implementors", note->to_list)))
board.c:    if (board->read_level > get_trust(ch))
board.c:    last_read = ch->pcdata->last_note[board_number(board)];
board.c:    for (note = board->note_first; note; note = note->next)
board.c:        if (is_note_to(ch, note) && ((long) last_read < (long) note->date_stamp))
board.c:    for (note = board->note_first; note; note = note->next)
board.c:    if (getMight(ch) < 150 && ch->level < 7)
board.c:    if (IS_SET(ch->act, PLR_SILENCE))
board.c:    if (ch->pcdata->board == NULL)
board.c:    if (get_trust(ch) < ch->pcdata->board->write_level)
board.c:    if (ch->position != POS_STANDING)
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:        strtime[strlen(strtime) - 1] = '\0';
board.c:        ch->pcdata->in_progress->date = str_dup(strtime);
board.c://    SET_BIT(ch->extra, EXTRA_AFK);
board.c:    if (ch->master)
board.c:    sprintf(buf, "You are now %s a new note on the " BOLD "%s" NO_COLOR " board.\n\r", ch->pcdata->in_progress->text ? "continuing" : "posting", 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:            sprintf(buf, "If you press Return, default recipient \"" BOLD "%s" NO_COLOR "\" will be chosen.\n\r", ch->pcdata->board->names);
board.c:            sprintf(buf, "The recipient list MUST include \"" BOLD "%s" NO_COLOR "\". If not, it will be added automatically.\n\r", ch->pcdata->board->names);
board.c:            sprintf(buf, "The recipient of this note must NOT include: \"" BOLD "%s" NO_COLOR "\".", ch->pcdata->board->names);
board.c:        ch->desc->connected = CON_NOTE_TO;
board.c:                BOLD YELLOW "Subject" NO_COLOR ": %s\n\r", ch->pcdata->in_progress->to_list, ctime(&ch->pcdata->in_progress->expire), 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:        &ch->pcdata->last_note[board_number (ch->pcdata->board)];
board.c:        for (p = ch->pcdata->board->note_first; p; p = p->next)
board.c:            *last_note = UMAX (*last_note, p->date_stamp);
board.c:        for (p = ch->pcdata->board->note_first; p; p = p->next, count++)
board.c:            if ((p->date_stamp > *last_note) && is_note_to (ch, p))
board.c:                *last_note = UMAX (*last_note, p->date_stamp);
board.c:                     ch->pcdata->board->short_name);
board.c:            ch->pcdata->board = &boards[DEFAULT_BOARD];
board.c:                     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) && ch->trust < 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:            if (!show || ((count - show) < has_shown))
board.c:                sprintf(buf, BOLD "%3d" NO_COLOR ">" BLUE BOLD "%c" NO_COLOR YELLOW BOLD "%-13s" NO_COLOR YELLOW " %s" NO_COLOR " \n\r", num, last_note < p->date_stamp ? '*' : ' ', p->sender, p->subject);
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:        ("#W   -#D=========================================================================#7-#n\n\r",
board.c:        ("#W   -#D=========================================================================#7-#n\n\r",
board.c:            if (unread == -1)
board.c:                     "   #D= #W%s%2d    #W%s%-11s #R[%s%3d#D/#G%3d#R]#7 #R[   #y%s#R   ]#W  #D%-29s#n #D=\n\r",
board.c:                      (ch->pcdata->board->short_name,
board.c:                      (ch->pcdata->board->short_name,
board.c:                       boards[i].short_name)) ? "#R->^r#W" : "  #W",
board.c:                ("#R   -#D=========================================================================#R-#n\n\r",
board.c:                sprintf(buf, "   You current board is #9%s#n.\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:        ("#W   -#D=========================================================================#W-#n\n\r",
board.c:    i = atoi (argument) - 1;
board.c:        if ((i = board_lookup (argument)) == -1)
board.c:    if (unread_notes (ch, &boards[i]) == -1)
board.c:    ch->pcdata->board = &boards[i];
board.c:    note->sender = str_dup(sender);
board.c:    note->to_list = str_dup(to);
board.c:    note->subject = str_dup(subject);
board.c:    note->expire = current_time + expire_days * 60 * 60 * 24;
board.c:    note->text = str_dup(text);
board.c:    strtime[strlen(strtime) - 1] = '\0';
board.c:    note->date = str_dup(strtime);
board.c:    int i = board_number(ch->pcdata->board) + 1;
board.c:        ch->pcdata->board = &boards[i];
board.c:    CHAR_DATA *ch = d->character;
board.c:    if (!ch->pcdata->in_progress)
board.c:        d->connected = CON_PLAYING;
board.c:    smash_tilde(buf);             /* change ~ to - as we save this field as a string later */
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:                    BOLD YELLOW "New To" NO_COLOR " :  %s\n\r", 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:            sprintf(buf, "You are not allowed to send notes to %s on this board. Try again.\n\r" BOLD YELLOW "To" NO_COLOR ":      ", ch->pcdata->board->names);
board.c:            ch->pcdata->in_progress->to_list = str_dup(buf);
board.c:    d->connected = CON_NOTE_SUBJECT;
board.c:    CHAR_DATA *ch = d->character;
board.c:    if (!ch->pcdata->in_progress)
board.c:        d->connected = CON_PLAYING;
board.c:    smash_tilde(buf);             /* change ~ to - as we save this field as a string later */
board.c:        ch->pcdata->in_progress->subject = str_dup(buf);
board.c:                    "Press Enter for default value for this board, " BOLD "%d" NO_COLOR " days.\n\r" BOLD YELLOW "Expire" NO_COLOR ":  ", ch->pcdata->board->purge_days);
board.c:            d->connected = CON_NOTE_EXPIRE;
board.c:            ch->pcdata->in_progress->expire = 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:            d->connected = CON_NOTE_TEXT;
board.c:    CHAR_DATA *ch = d->character;
board.c:    if (!ch->pcdata->in_progress)
board.c:        d->connected = CON_PLAYING;
board.c:        days = ch->pcdata->board->purge_days;
board.c:    ch->pcdata->in_progress->expire = expire;
board.c:    d->connected = CON_NOTE_TEXT;
board.c:    CHAR_DATA *ch = d->character;
board.c:    if (!ch->pcdata->in_progress)
board.c:        d->connected = CON_PLAYING;
board.c:        d->connected = CON_NOTE_FINISH;
board.c:    if (ch->pcdata->in_progress->text != NULL)
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:        d->connected = CON_PLAYING;
board.c:    ch->pcdata->in_progress->text = str_dup(letter);
board.c:    CHAR_DATA *ch = d->character;
board.c:    if (!ch->pcdata->in_progress)
board.c:        d->connected = CON_PLAYING;
board.c:        d->connected = CON_NOTE_TEXT;
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:        d->connected = CON_PLAYING;
board.c:        sprintf (buf2,"#C<- #RInfo #C-> #7%s #nhas posted a note on the '#R%s#n' board, titled '#y%s#n'\n\r",
board.c:                 ch->name, ch->pcdata->board->short_name,
board.c:                 ch->pcdata->in_progress->subject);
board.c:        for ( d = descriptor_list; d; d = d->next )
board.c:            if ( d->connected == CON_PLAYING &&
board.c:                    is_note_to ( d->character, ch->pcdata->in_progress ) )
board.c:                send_to_char ( buf2, d->character );
board.c:        //REMOVE_BIT(ch->extra, EXTRA_AFK);
board.c:        ch->pcdata->in_progress = NULL;
board.c:        free_note(ch->pcdata->in_progress);
board.c:        ch->pcdata->in_progress = NULL;
board.c:        d->connected = CON_PLAYING;
build.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
build.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
build.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
build.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
build.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
build.c:    for ( ed = room->first_extradesc; ed; ed = ed->next )
build.c:        if ( is_name( keywords, ed->keyword ) )
build.c:        LINK( ed, room->first_extradesc, room->last_extradesc, next, prev);
build.c:        ed->keyword	= STRALLOC( keywords );
build.c:        ed->description	= STRALLOC( "" );
build.c:    for ( rmed = room->first_extradesc; rmed; rmed = rmed->next )
build.c:        if ( is_name( keywords, rmed->keyword ) )
build.c:    UNLINK( rmed, room->first_extradesc, room->last_extradesc, next, prev);
build.c:    STRFREE( rmed->keyword );
build.c:    STRFREE( rmed->description );
build.c:    top_ed--;
build.c:    for ( ed = obj->first_extradesc; ed; ed = ed->next )
build.c:        if ( is_name( keywords, ed->keyword ) )
build.c:        LINK( ed, obj->first_extradesc, obj->last_extradesc, next, prev );
build.c:        ed->keyword	= STRALLOC( keywords );
build.c:        ed->description	= STRALLOC( "" );
build.c:    for ( rmed = obj->first_extradesc; rmed; rmed = rmed->next )
build.c:        if ( is_name( keywords, rmed->keyword ) )
build.c:    UNLINK( rmed, obj->first_extradesc, obj->last_extradesc, next, prev );
build.c:    STRFREE( rmed->keyword );
build.c:    STRFREE( rmed->description );
build.c:    top_ed--;
build.c:    for ( ed = obj->first_extradesc; ed; ed = ed->next )
build.c:        if ( is_name( keywords, ed->keyword ) )
build.c:        LINK( ed, obj->first_extradesc, obj->last_extradesc, next, prev );
build.c:        ed->keyword	= STRALLOC( keywords );
build.c:        ed->description	= STRALLOC( "" );
build.c:    for ( rmed = obj->first_extradesc; rmed; rmed = rmed->next )
build.c:        if ( is_name( keywords, rmed->keyword ) )
build.c:    UNLINK( rmed, obj->first_extradesc, obj->last_extradesc, next, prev );
build.c:    STRFREE( rmed->keyword );
build.c:    STRFREE( rmed->description );
build.c:    top_ed--;
build.c: * Function to get the equivelant exit of DIR 0-MAXDIR out of linked list.
build.c: * Made to allow old-style diku-merc exit functions to work.	-Thoric
build.c:    for (xit = room->first_exit; xit; xit = xit->next )
build.c:        if ( xit->vdir == dir )
build.c:    for (xit = room->first_exit; xit; xit = xit->next )
build.c:        if ( xit->vdir == dir && xit->vnum == vnum )
build.c: * Function to get the nth exit of a room			-Thoric
build.c:    for (cnt = 0, xit = room->first_exit; xit; xit = xit->next )
build.c: * Returns value 0 - 9 based on directional text.
build.c:    if ( get_trust( ch ) >= MAX_LEVEL - 1 )
build.c:    if ( !IS_SET( room->room_flags, ROOM_PROTOTYPE) )
build.c:    if ( get_trust( ch ) >= MAX_LEVEL - 1 )
build.c:        if ( get_trust( ch ) >= MAX_LEVEL - 1 && get_trust(ch) >
build.c:    if ( get_trust( ch ) >= MAX_LEVEL - 1 )
build.c:    if ( !IS_SET( mob->act, ACT_PROTOTYPE) )
build.c:    if ( get_trust( ch ) >= MAX_LEVEL - 1 )
build.c:    if ( !IS_SET( mob->act, ACT_PROTOTYPE) )
build.c:    return -1;
build.c:    return -1;
build.c:    return -1;
build.c:    return -1;
build.c:    return -1;
build.c: * Simple but nice and handle line editor.			-Thoric
build.c:    if ( (d = ch->desc) == NULL )
build.c:    if ( d->connected != CON_EDITING )
build.c:        bug( "Edit_buffer: d->connected != CON_EDITING", 0 );
build.c:    if ( ch->substate <= SUB_PAUSE )
build.c:        sprintf(buf,"Edit_buffer: illegal ch->substate (%d)", ch->substate);
build.c:        d->connected = CON_PLAYING;
build.c:    if ( !ch->editor )
build.c:        d->connected = CON_PLAYING;
build.c:    edit = ch->editor;
build.c:    if ( ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT )
build.c:            send_to_char( "Editing commands\n\r---------------------------------\n\r", ch );
build.c:            if ( get_trust(ch) > MAX_LEVEL - 4 )
build.c:            edit->numlines = 0;
build.c:            edit->on_line   = 0;
build.c:            for ( x = edit->on_line; x < edit->numlines; x++ )
build.c:                lwptr = edit->line[x];
build.c:                    lineln = wptr - edit->line[x] - wordln;
build.c:                        lineln = UMAX(0, (79 - strlen(buf)));
build.c:            if ( edit->numlines >= max_buf_lines )
build.c:                    line = atoi( argument + 2 ) - 1;
build.c:                    line = edit->on_line;
build.c:                    line = edit->on_line;
build.c:                if ( line < 0 || line > edit->numlines )
build.c:                    for ( x = ++edit->numlines; x > line; x-- )
build.c:                        strcpy( edit->line[x], edit->line[x-1] );
build.c:                    strcpy( edit->line[line], "" );
build.c:            if ( edit->numlines == 0 )
build.c:                    line = atoi( argument + 2 ) - 1;
build.c:                    line = edit->on_line;
build.c:                    line = edit->on_line;
build.c:                if ( line < 0 || line > edit->numlines )
build.c:                    if ( line == 0 && edit->numlines == 1 )
build.c:                        edit->numlines = 0;
build.c:                        edit->on_line   = 0;
build.c:                    for ( x = line; x < (edit->numlines - 1); x++ )
build.c:                        strcpy( edit->line[x], edit->line[x+1] );
build.c:                    strcpy( edit->line[edit->numlines--], "" );
build.c:                    if ( edit->on_line > edit->numlines )
build.c:                        edit->on_line = edit->numlines;
build.c:            if ( edit->numlines == 0 )
build.c:                    line = atoi( argument + 2 ) - 1;
build.c:                    line = edit->on_line;
build.c:                if ( line < 0 || line > edit->numlines )
build.c:                    edit->on_line = line;
build.c:            if ( edit->numlines == 0 )
build.c:                send_to_char( "------------------\n\r", ch );
build.c:                for ( x = 0; x < edit->numlines; x++ )
build.c:                    sprintf( buf, "%2d> %s\n\r", x+1, edit->line[x] );
build.c:                send_to_char( "------------------\n\r> ", ch );
build.c:            int substate = ch->substate;
build.c:            ch->substate = SUB_RESTRICTED;
build.c:            ch->substate = substate;
build.c:    if ( edit->size + strlen(argument) + 1 >= MAX_STRING_LENGTH - 1 )
build.c:        strcpy( edit->line[edit->on_line++], buf );
build.c:        if ( edit->on_line > edit->numlines )
build.c:            edit->numlines++;
build.c:        if ( edit->numlines > max_buf_lines )
build.c:            edit->numlines = max_buf_lines;
build.c:        d->connected = CON_PLAYING;
build.c:        if ( !ch->last_cmd )
build.c:        (*ch->last_cmd) ( ch, "" );
build.c:        last = strptr[len-1];
build.c:            *str = '-';
build.c:        strptr[len-1] = last;
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:    send_to_char( "-----------------------------------------------------------------------\n\r> ", ch );
build.c:    if ( ch->editor )
build.c:    edit->numlines = 0;
build.c:    edit->on_line  = 0;
build.c:    edit->size     = 0;
build.c:                edit->line[lines][lpos] = '\0';
build.c:                edit->line[lines][lpos] = '\0';
build.c:                edit->line[lines][lpos++] = c;
build.c:                edit->line[lines][lpos] = '\0';
build.c:    edit->numlines = lines;
build.c:    edit->size = size;
build.c:    edit->on_line = lines;
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:        if ( tmp[0] && tmp[len-1] == '~' )
build.c:            tmp[len-1] = '\0';
build.c:    DISPOSE( ch->editor );
build.c:    ch->editor = NULL;
build.c:    ch->dest_buf  = NULL;
build.c:    ch->substate  = SUB_NONE;
build.c:    if ( !ch->desc )
build.c:    ch->desc->connected = CON_PLAYING;
build.c: * ie: online help editing				-Thoric
build.c:        lev = -2;
build.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
build.c://            if (pHelp->level > LEVEL_AVATAR)
build.c:        else if (pHelp->level > get_trust (ch))
build.c:        if (lev != -2 && pHelp->level != lev)
build.c:        if (is_name (argall, pHelp->keyword))
build.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
build.c:               if (pHelp->level > LEVEL_AVATAR)
build.c:        if (pHelp->level > get_trust (ch))
build.c:        if (lev != -2 && pHelp->level != lev)
build.c:        if (is_name (argall, pHelp->keyword))
build.c:        if ((get_age(ch) - 17) < 4)
build.c:            sprintf(buf, "Do_help: %s tried '%s'", ch->name, argument);
build.c:    sprintf(kbuf, "#y-= #W%s #y=-", UPPER_TEXT);
build.c:    if ( pHelp->level >= 0 && str_cmp( argument, "motd" )  )
build.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c://        stc( pHelp->keyword, ch );
build.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:        if ( pHelp->level >= 0 && str_cmp( argument, "motd" )  )
build.c:    if ( pHelp->text[0] == '.' )
build.c:        stc( pHelp->text+1, ch );
build.c:        stc( pHelp->text, ch );
build.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:        if ( pHelp->level >= 0 && str_cmp( argument, "motd" )  )
build.c:        if ((get_age(ch) - 17) < 2)
build.c:            sprintf(buf, "Do_help: %s tried '%s'", ch->name, argument);
build.c:    if (pHelp->level >= 0 && str_cmp(argument, "motd"))
build.c:        stc(pHelp->keyword, ch);
build.c:    if (pHelp->text[0] == '.')
build.c:        stc(pHelp->text + 1, ch);
build.c:        stc(pHelp->text, ch);
build.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:        if ((get_age (ch) - 17) < 2)
build.c:            sprintf (log_buf, "%s : could not find HELP on : %s", ch->name, argument);
build.c:    if (pHelp->level >= 0 && str_cmp (argument, "imotd"))
build.c://   if (pHelp->level >= 0)
build.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:    if (pHelp->text[0] == '.')
build.c:        send_to_char (pHelp->text + 1, ch);
build.c:        send_to_char (pHelp->text, ch);
build.c:    if (pHelp->level >= 0 && str_cmp (argument, "imotd"))
build.c://   if (pHelp->level >= 0)
build.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
build.c:        str = pHelp->keyword;
build.c:        if (pHelp->level > ch->level)
build.c:            sprintf (buf + strlen (buf), "  %-22.22s%s", keyword,
build.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
build.c: * Help editor							-Thoric
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:	  STRFREE( pHelp->text );
build.c:	  pHelp->text = copy_buffer( ch );
build.c:	pHelp->keyword = STRALLOC( strupper(argument) );
build.c:	pHelp->text    = STRALLOC( "" );
build.c:	pHelp->level   = lev;
build.c:    ch->substate = SUB_HELP_EDIT;
build.c:    ch->dest_buf = pHelp;
build.c:    start_editing( ch, pHelp->text );
build.c: * Stupid leading space muncher fix				-Thoric
build.c: * Show help topics in a level range				-Thoric
build.c:    minlimit = maxlimit >= (MAX_LEVEL - 3) ? -1 : 0;
build.c:    for ( cnt = 0, help = first_help; help; help = help->next )
build.c:        if ( help->level >= min && help->level <= max )
build.c:            sprintf( buf, "  %3d %s\n\r", help->level, help->keyword );
changes.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
changes.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
changes.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
changes.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
changes.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
changes.c:        log_string("Non-fatal error: changes.txt not found!");
changes.c:    // Would realloc, but the MUD doesn't seem to like that. -Akurei
changes.c:    for ( i = 0; i < max_change - 1; i++ )
changes.c:    change_table[max_change - 1].imm = str_dup(ch->name);
changes.c://  change_table[max_change - 1].date = str_dup(buf);
changes.c:    change_table[max_change - 1].date = str_dup(current_date());
changes.c:    change_table[max_change - 1].text = str_dup(wordwrapchange(argument));
changes.c://  sprintf(buf, "#R-#w= #AInfo #w=#R-#n #wCode change #R##%d #wadded, type '#Rchanges#w' to see the details.#D\n\r", max_change);
changes.c:           if (!IS_SET(ch->act, PLR_SCREENREADER))
changes.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
changes.c:                sprintf(buf, "#c[#W%4d#c] #G%-10s  #W%-12s #D- #c%s#n\n\r",
changes.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
changes.c:        for ( i = (v-1)*10; i < (v*10); i++ )
changes.c:            sprintf(buf, "#c[#W%4d#c] #G%-10s  #W%-12s #D- #c%s#n\n\r",
changes.c:        for ( i = max_change-10 < 0 ? 0 : max_change-10; i < max_change; i++ )
changes.c:            sprintf(buf, "#c[#W%4d#c] #G%-10s  #W%-12s #D- #c%s#n\n\r",
changes.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
changes.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
changes.c:        if ( i-1 != x ) continue;
changes.c:        max_change--;
chaos.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
chaos.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
chaos.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
chaos.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
chaos.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
chaos.c:    if (victim->alignment < -500)
chaos.c:    if (victim->alignment > 500)
chaos.c:    else if (victim->alignment > 0)
chaos.c:    dam += ch->damroll;
chaos.c:    sprintf(buf, "You let chaos envelope %s is hurt [%d]", victim->name, dam);
chaos.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
chaos.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
chaos.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
chaos.c:    if (ch->move < 1000)
chaos.c:        location = victim->in_room;
chaos.c:                        (location->room_flags, ROOM_PRIVATE)
chaos.c://                                    !IS_SET(location->room_flags,
chaos.c:                        && !IS_SET(location->room_flags,
chaos.c:    ch->move -= 1000;
chaos.c:    if (ch->mana < 1500)
chaos.c:    if (ch->in_room != NULL)
chaos.c:        if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
chaos.c:    if (arg[0] == '\0' && ch->fighting != NULL)
chaos.c:        victim = ch->fighting;
chaos.c:    ch->mana -= 1500;
chaos.c:    if (ch->mana < 5000)
chaos.c:        af.modifier = 0 - number_range(3, 8);
chaos.c:            af.modifier = -750;
chaos.c:        SET_BIT(victim->affected_by, AFF_FLAMING);
chaos.c:    ch->mana -= 5000;
chaos.c:    if (victim->hit < -10)
chaos.c:        victim->hit = -10;
clan.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
clan.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
clan.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
clan.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
clan.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
clan.c:sprintf( lin,"---------------------------------------------------------------------------\n\r");
clan.c:ch->pcdata->powers[DISC_DAEM_HELL], ch->pcdata->powers[DISC_DAEM_ATTA], ch->pcdata->powers[DISC_DAEM_TEMP]);
clan.c:ch->pcdata->powers[DISC_DAEM_MORP], ch->pcdata->powers[DISC_DAEM_CORR], ch->pcdata->powers[DISC_DAEM_GELU]);
clan.c:ch->pcdata->powers[DISC_DAEM_DISC], ch->pcdata->powers[DISC_DAEM_NETH], ch->pcdata->powers[DISC_DAEM_IMMU]);
clan.c:if (ch->pcdata->rank == AGE_ANCILLA)         sprintf( age, "Ancilla");
clan.c:else if (ch->pcdata->rank == AGE_CHILDE)     sprintf( age, "Childe");
clan.c:else if (ch->pcdata->rank == AGE_NEONATE)    sprintf( age, "Neonate");
clan.c:else if (ch->pcdata->rank == AGE_ELDER)      sprintf( age, "Elder");
clan.c:else if (ch->pcdata->rank == AGE_METHUSELAH) sprintf( age, "Methuselah");
clan.c:else if (ch->pcdata->rank == AGE_LA_MAGRA)   sprintf( age, "La Magra");
clan.c:else if (ch->pcdata->rank == AGE_TRUEBLOOD)  sprintf( age, "TrueBlood");
clan.c:sprintf( lin,"---------------------------------------------------------------------------\n\r");
clan.c:ch->generation,ch->pcdata->condition[COND_THIRST],
clan.c:ch->pcdata->powers5[DISC_VAMP_ANIM],
clan.c:ch->pcdata->powers5[DISC_VAMP_CELE],
clan.c:ch->pcdata->powers5[DISC_VAMP_FORT]);
clan.c:ch->pcdata->powers5[DISC_VAMP_OBTE],
clan.c:ch->pcdata->powers5[DISC_VAMP_PRES],
clan.c:ch->pcdata->powers5[DISC_VAMP_QUIE]);
clan.c:ch->pcdata->powers5[DISC_VAMP_THAU],
clan.c:ch->pcdata->powers5[DISC_VAMP_AUSP],
clan.c:ch->pcdata->powers5[DISC_VAMP_DOMI]);
clan.c:ch->pcdata->powers5[DISC_VAMP_OBFU],
clan.c:ch->pcdata->powers5[DISC_VAMP_POTE],
clan.c:ch->pcdata->powers5[DISC_VAMP_PROT]);
clan.c:ch->pcdata->powers5[DISC_VAMP_SERP],
clan.c:ch->pcdata->powers5[DISC_VAMP_VICI],
clan.c:ch->pcdata->powers5[DISC_VAMP_DAIM]);
clan.c:    if (ch->pcdata->powers5[DISC_VAMP_THAU] < 1)
clan.c:if (victim->pcdata->rank == AGE_ANCILLA)         sprintf( age, "Ancilla");
clan.c:else if (victim->pcdata->rank == AGE_CHILDE)     sprintf( age, "Childe");
clan.c:else if (victim->pcdata->rank == AGE_NEONATE)    sprintf( age, "Neonate");
clan.c:else if (victim->pcdata->rank == AGE_ELDER)      sprintf( age, "Elder");
clan.c:else if (victim->pcdata->rank == AGE_METHUSELAH) sprintf( age, "Methuselah");
clan.c:else if (victim->pcdata->rank == AGE_LA_MAGRA)   sprintf( age, "La Magra");
clan.c:else if (victim->pcdata->rank == AGE_TRUEBLOOD)  sprintf( age, "TrueBlood");
clan.c:"---------------------------------------------------------------------------\n\r");
clan.c:victim->generation,victim->pcdata->condition[COND_THIRST],
clan.c:victim->pcdata->powers5[DISC_VAMP_ANIM],
clan.c:victim->pcdata->powers5[DISC_VAMP_CELE],
clan.c:victim->pcdata->powers5[DISC_VAMP_FORT]);
clan.c:victim->pcdata->powers5[DISC_VAMP_OBTE],
clan.c:victim->pcdata->powers5[DISC_VAMP_PRES],
clan.c:victim->pcdata->powers5[DISC_VAMP_QUIE]);
clan.c:victim->pcdata->powers5[DISC_VAMP_THAU],
clan.c:victim->pcdata->powers5[DISC_VAMP_AUSP],
clan.c:victim->pcdata->powers5[DISC_VAMP_DOMI]);
clan.c:victim->pcdata->powers5[DISC_VAMP_OBFU],
clan.c:victim->pcdata->powers5[DISC_VAMP_POTE],
clan.c:victim->pcdata->powers5[DISC_VAMP_PROT]);
clan.c:victim->pcdata->powers5[DISC_VAMP_SERP],
clan.c:victim->pcdata->powers5[DISC_VAMP_VICI],
clan.c:victim->pcdata->powers5[DISC_VAMP_DAIM]);
clan.c:    if (ch->pcdata->powers5[DISC_VAMP_PROT] < 4)
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:            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->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:    sprintf(buf, "%s sinks into the ground.",ch->name);
clan.c:    if (ch->pcdata->powers5[DISC_VAMP_ANIM] < 2)
clan.c:    if (IS_VAMPIRE(ch) && ch->beast < 1)
clan.c:	if ( ch->rage < 1 )
clan.c:	ch->rage = 0;
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_ANIM] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_ANIM] > 0) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_AUSP] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_AUSP] > 0) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_AUSP] > 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_AUSP] > 2) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_DAIM] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_DOMI] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_DOMI] > 0) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_DOMI] > 1) 
clan.c:                send_to_char("Shield: You are able to shield your mind from scrying and aura-reading.\n\r",ch);
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_DOMI] > 3) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_FORT] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_OBFU] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_OBTE] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_PRES] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_PROT] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_QUIE] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_QUIE] > 3)
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_SERP] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_THAU] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_THAU] > 0) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_VICI] < 1) 
clan.c:            if (ch->pcdata->powers5[DISC_VAMP_VICI] > 3) 
clan.c:        cost = (ch->pcdata->powers5[improve]+1) * 1000000;
clan.c:	if ( ch->pcdata->powers5[improve] >= max && ch->pcdata->vamprank ==AGE_METHUSELAH)
clan.c:        if (ch->pcdata->powers5[improve] >= max)
clan.c:	if ( cost > ch->exp )
clan.c:	ch->pcdata->powers5[improve] += 1;
clan.c:	ch->exp -= cost;
clan.c:        cost = (ch->pcdata->powers[improve]+1) * 1000000;
clan.c:        if (ch->pcdata->powers[improve] >= max)
clan.c:	if ( cost > ch->exp )
clan.c:	ch->pcdata->powers[improve] += 1;
clan.c:	ch->exp -= cost;
clan.c:ch->pcdata->powers5[DISC_WERE_BEAR],
clan.c:ch->pcdata->powers5[DISC_WERE_LYNX],
clan.c:ch->pcdata->powers5[DISC_WERE_BOAR]);
clan.c:ch->pcdata->powers5[DISC_WERE_OWL],
clan.c:ch->pcdata->powers5[DISC_WERE_SPID],
clan.c:ch->pcdata->powers5[DISC_WERE_WOLF]);
clan.c:ch->pcdata->powers5[DISC_WERE_HAWK],
clan.c:ch->pcdata->powers5[DISC_WERE_MANT],
clan.c:ch->pcdata->powers5[DISC_WERE_RAPT]);
clan.c:ch->pcdata->powers5[DISC_WERE_LUNA],
clan.c:ch->pcdata->powers5[DISC_WERE_PAIN],
clan.c:ch->pcdata->powers5[DISC_WERE_CONG]);
clan.c:        cost = (ch->pcdata->powers5[improve]+1) * 1000000;
clan.c:	if ( ch->pcdata->powers5[improve] >= max)
clan.c:        if (ch->pcdata->powers5[improve] >= max)
clan.c:	if ( cost > ch->exp )
clan.c:	ch->pcdata->powers5[improve] += 1;
clan.c:	ch->exp -= cost;
combat.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
combat.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
combat.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
combat.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
combat.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
combat.c:    if (!IS_TANARRI(ch) && ch->profession != PROF_MERCENARY
combat.c:    if (IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_SKILL] < 3)
combat.c:    if (IS_SET(ch->newbits, NEW_FIGHTDANCE)) {
combat.c:        REMOVE_BIT(ch->newbits, NEW_FIGHTDANCE);
combat.c:        SET_BIT(ch->newbits, NEW_FIGHTDANCE);
combat.c:        stc("#R+#Y------#G------#g---#G------#Y------#R+#n\n\r", ch);
combat.c:                ch->pcdata->stats[DRACONIAN_SPIKES]);
combat.c:        stc("#R+#Y------#G------#g---#G------#Y------#R+#n\n\r", ch);
combat.c:        if (ch->fighting == NULL)
combat.c:        if (ch->pcdata->stats[DRACONIAN_SPIKES] < 1)
combat.c:        victim = ch->fighting;
combat.c:        dam = number_range(ch->pcdata->stats[DRACONIAN_SPIKES] * 20,
combat.c:                           ch->pcdata->stats[DRACONIAN_SPIKES] * 40);
combat.c:        ch->pcdata->stats[DRACONIAN_SPIKES] = 0;
combat.c:        if (ch->position <= POS_FIGHTING)
combat.c:        if (ch->fight_timer > 0)
combat.c:        if (ch->pcdata->stats[DRACONIAN_SPIKES] >= 200)
combat.c:                if (ch->exp >= 10000
combat.c:                        && ch->pcdata->stats[DRACONIAN_SPIKES] <
combat.c:                    ch->exp -= 10000;
combat.c:                    ch->pcdata->stats[DRACONIAN_SPIKES]++;
combat.c:            && ch->profession != PROF_SOLDIER  && ch->profession != PROF_HOPLITE)
combat.c:    if (ch->fighting == NULL || IS_NPC ((victim = ch->fighting)))
combat.c://             ch->pcdata->switchname, damage);
combat.c:             ch->short_descr, damage);
combat.c:        victim->hit = UMAX(1, victim->hit - damage);
combat.c:    ch->hit -= damage;
combat.c:    ch->position = POS_STANDING;
combat.c:    victim->position = POS_STANDING;
combat.c:    if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
combat.c:                SET_BIT(victim->loc_hp[4], LOST_LEG);
combat.c:                if ( IS_BLEEDING(victim, BLEEDING_LEG_L) ) REMOVE_BIT(victim->loc_hp[6], BLEEDING_LEG_L);
combat.c:                if ( IS_BLEEDING(victim, BLEEDING_FOOT_L) ) REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_L);
combat.c:                SET_BIT(victim->loc_hp[5], LOST_LEG);
combat.c:                if ( IS_BLEEDING(victim, BLEEDING_LEG_R) ) REMOVE_BIT(victim->loc_hp[6], BLEEDING_LEG_R);
combat.c:                if ( IS_BLEEDING(victim, BLEEDING_FOOT_R) ) REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_R);
combat.c:    if (!IS_BLADEMASTER(ch) && !IS_DEATHKNIGHT(ch) && ch->profession != PROF_SOLDIER)
combat.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
combat.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
combat.c:    if (!IS_BALROG(ch) && !IS_BLADEMASTER(ch) && ch->level < 25)
combat.c:    if ( ch->level < skill_table[gsn_berserk].skill_level)
combat.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
combat.c:        vch_next = vch->next;
combat.c:        if (vch->in_room == NULL)
combat.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
combat.c://                        if (vch->in_room == ch->in_room)
combat.c:            if (vch->in_room->area == ch->in_room->area)
combat.c:        if (vch->in_room == ch->in_room && can_see(ch, vch))
combat.c:            if (vch->hit <= 1) continue;
combat.c:            if (vch == NULL || vch->position <= POS_STUNNED)
combat.c:            if (vch->hit <= 1) continue;
comm.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
comm.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
comm.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
comm.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
comm.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
comm.c: * This file contains all of the OS-dependent stuff:
comm.c: *    Game_loop ---> Read_from_descriptor ---> Read
comm.c: *    Game_loop ---> Read_from_buffer
comm.c: *    Game_loop ---> Process_Output ---> Write_to_descriptor -> Write
comm.c: * The OS-dependent functions are Read_from_descriptor and Write_to_descriptor.
comm.c: * -- Furey  26 Jan 1993
comm.c: * OS-dependent declarations.
comm.c:/* Colour scale char list - Calamar */
comm.c: * OS-dependent local functions.
comm.c: * Other local functions (OS-independent).
comm.c:            d_next	= d->next;
comm.c:            d->fcommand	= FALSE;
comm.c:                if ( d->character != NULL )
comm.c:                    d->character->timer = 0;
comm.c:                    if ( d->character != NULL )
comm.c:                        save_char_obj( d->character );
comm.c:                    d->outtop	= 0;
comm.c:            if ( d->character != NULL && d->character->wait > 0 )
comm.c:                --d->character->wait;
comm.c:            if ( d->incomm[0] != '\0' )
comm.c:                d->fcommand	= TRUE;
comm.c:                if ( d->pProtocol != NULL )
comm.c:                    d->pProtocol->WriteOOB = 0;
comm.c:                stop_idling( d->character );
comm.c:                if ( d->showstr_point )
comm.c:                    show_string( d, d->incomm );
comm.c:                else if ( d->pString )
comm.c:                    string_add( d->character, d->incomm );
comm.c:                    switch ( d->connected )
comm.c:                        nanny( d, d->incomm );
comm.c:                            interpret( d->character, d->incomm );
comm.c:                        edit_buffer( d->character, d->incomm );
comm.c:                d->incomm[0]	= '\0';
comm.c:            d_next = d->next;
comm.c:            if ( ( d->fcommand || d->outtop > 0 || d->out_compress )
comm.c:                    &&   FD_ISSET(d->descriptor, &out_set)
comm.c:                if ( d->fcommand || d->outtop > 0 )
comm.c:                    if (ok && d->out_compress)
comm.c:                        if ( d->character != NULL )
comm.c:                            save_char_obj( d->character );
comm.c:                        d->outtop	= 0;
comm.c:                    dcon.character->timer = 0;
comm.c:                        save_char_obj( d->character );
comm.c:            delta = ( now_time.tv_sec  - last_time.tv_sec  ) * 1000 * 1000
comm.c:                    + ( now_time.tv_usec - last_time.tv_usec );
comm.c:        vch_next = vch->next;
comm.c:        for ( d = descriptor_list; d != NULL; d = d->next )
comm.c:            maxdesc = UMAX( maxdesc, d->descriptor );
comm.c:            FD_SET( d->descriptor, &in_set  );
comm.c:            FD_SET( d->descriptor, &out_set );
comm.c:            FD_SET( d->descriptor, &exc_set );
comm.c:            d_next = d->next;
comm.c:            secDelta = ( (time_t) current_time - d->protocol_tv_sec );
comm.c:            if (d->connected == CON_NEGOTIATE_PROTOCOL2 && secDelta > 5)
comm.c:            if (d->connected == CON_NEGOTIATE_PROTOCOL1 && secDelta > 1)
comm.c:            d_next = d->next;
comm.c:            if ( FD_ISSET( d->descriptor, &exc_set ) )
comm.c:                FD_CLR( d->descriptor, &in_set  );
comm.c:                FD_CLR( d->descriptor, &out_set );
comm.c:                if ( d->character )
comm.c:                    save_char_obj( d->character );
comm.c:                d->outtop	= 0;
comm.c:            d_next	= d->next;
comm.c:            d->fcommand	= FALSE;
comm.c:            if ( FD_ISSET( d->descriptor, &in_set ) )
comm.c:                if ( d->character != NULL )
comm.c:                    d->character->timer = 0;
comm.c:                    FD_CLR( d->descriptor, &out_set );
comm.c:                    if ( d->character != NULL )
comm.c:                        save_char_obj( d->character );
comm.c:                    d->outtop	= 0;
comm.c:            if ( d->character != NULL && d->character->wait > 0 )
comm.c:                --d->character->wait;
comm.c:            if ( d->incomm[0] != '\0' )
comm.c:                d->fcommand	= TRUE;
comm.c:                if ( d->pProtocol != NULL )
comm.c:                    d->pProtocol->WriteOOB = 0;
comm.c:                stop_idling( d->character );
comm.c:                if ( d->showstr_point )
comm.c:                    show_string( d, d->incomm );
comm.c:                else if ( d->pString )
comm.c:                    string_add( d->character, d->incomm );
comm.c:                    switch ( d->connected )
comm.c:                        nanny( d, d->incomm );
comm.c:                            interpret( d->character, d->incomm );
comm.c:                        edit_buffer( d->character, d->incomm );
comm.c:                d->incomm[0]	= '\0';
comm.c:            d_next = d->next;
comm.c:            if ( ( d->fcommand || d->outtop > 0 )
comm.c:                    &&   FD_ISSET(d->descriptor, &out_set) )
comm.c:                    if ( d->character != NULL )
comm.c:                        save_char_obj( d->character );
comm.c:                    d->outtop	= 0;
comm.c:         * Sleep( last_time + 1/PULSE_PER_SECOND - now ).
comm.c:            usecDelta	= ((int) last_time.tv_usec) - ((int) now_time.tv_usec)
comm.c:            secDelta	= ((int) last_time.tv_sec ) - ((int) now_time.tv_sec );
comm.c:                secDelta  -= 1;
comm.c:                usecDelta -= 1000000;
comm.c:                                    (double) ( ( end_time.time - start_time.time ) +
comm.c:                                               ( (double) ( end_time.millitm -
comm.c:                    Sleep( (int) ( (double) ( 1000 / PULSE_PER_SECOND ) -
comm.c:    dnew->descriptor = desc;
comm.c:    dnew->character = NULL;
comm.c:    dnew->connected =  CON_NEGOTIATE_PROTOCOL1;
comm.c:    dnew->lookup_status = STATUS_LOOKUP;
comm.c:    dnew->showstr_head = str_dup ("");
comm.c:    dnew->showstr_point = 0;
comm.c:    dnew->pEdit = NULL;			/* OLC */
comm.c:    dnew->pString = NULL;		/* OLC */
comm.c:    dnew->editor = 0;			/* OLC */
comm.c:    dnew->outsize = 2000;
comm.c:    dnew->outbuf = alloc_mem (dnew->outsize);
comm.c:    dnew->pProtocol     = ProtocolCreate(); /* <--- Add this line */
comm.c:    dnew->protocol_tv_sec  = (time_t) negotiate_time.tv_sec;
comm.c:        dummy_free = dummy_free->next;
comm.c:    dummyarg->status = 1;
comm.c:    dummyarg->next = dummy_list;
comm.c:    if ( fcntl( desc, F_SETFL, FNDELAY ) == -1 )
comm.c:        descriptor_free = descriptor_free->next;
comm.c:        dnew->host = str_dup( "(unknown)" );
comm.c:        dnew->host = str_dup(buf);      // set the temporary ip as the host.
comm.c:        if (str_cmp(dnew->host, "127.0.0.1"))
comm.c:            dummyarg->buf      = str_dup((char *) &sock.sin_addr);
comm.c:            dummyarg->d        = dnew;
comm.c:        else dnew->lookup_status++;
comm.c:    dnew->next                  = descriptor_list;
comm.c:    dnew->connected = CON_NEGOTIATE_PROTOCOL2;
comm.c:    dnew->connected = CON_GET_NAME;
comm.c:    gethostbyaddr_r( darg->buf, sizeof(darg->buf), AF_INET, &ent, buf, 16384, &from, &err);
comm.c:    if (from && from->h_name)
comm.c:        free_string(darg->d->host);
comm.c:        darg->d->host = str_dup(from->h_name);
comm.c:    darg->d->lookup_status++;
comm.c:    free_string(darg->buf);
comm.c:    darg->status = 0;
comm.c:    thread_count--;
comm.c:    for (pban = ban_list; pban != NULL; pban = pban->next)
comm.c:        if (!str_suffix(pban->name, dnew->host)) return TRUE;
comm.c:    for (pban = newbieban_list; pban != NULL; pban = pban->next)
comm.c:        if (!str_suffix(pban->name, dnew->host)) return TRUE;
comm.c:    if (dclose->lookup_status > STATUS_DONE) return;
comm.c:    dclose->lookup_status += 2;
comm.c:    if (dclose->outtop > 0) process_output( dclose, FALSE );
comm.c:    if ( dclose->snoop_by != NULL )
comm.c:        write_to_buffer( dclose->snoop_by, "Your victim has left the game.\n\r", 0 );
comm.c:        for ( d = descriptor_list; d != NULL; d = d->next )
comm.c:            if (d->snoop_by == dclose) d->snoop_by = NULL;
comm.c:    if ((ch = dclose->character) != NULL)
comm.c:        sprintf( log_buf, "Closing link to %s.", ch->name );
comm.c:        if ((dclose->connected == CON_PLAYING) || ((dclose->connected >= CON_NOTE_TO) &&
comm.c:                (dclose->connected <= CON_NOTE_FINISH)))
comm.c:            if (IS_SET(ch->extra, EXTRA_AFK)) REMOVE_BIT(ch->extra,EXTRA_AFK);
comm.c:            sprintf(log_buf,"#W%s #chas gone link-dead.#n",ch->name);
comm.c:            ch->desc = NULL;
comm.c:            free_char( dclose->character );
comm.c:    ProtocolDestroy( dclose->pProtocol ); /* <--- Add this line */
comm.c:    if (d_next == dclose) d_next = d_next->next;
comm.c:    dclose->connected = CON_NOT_PLAYING;
comm.c:    if (dclose->lookup_status > STATUS_DONE) return;
comm.c:    dclose->lookup_status += 2;
comm.c:    if (dclose->outtop > 0) process_output( dclose, FALSE );
comm.c:    if ( dclose->snoop_by != NULL )
comm.c:        write_to_buffer( dclose->snoop_by, "Your victim has left the game.\n\r", 0 );
comm.c:        for ( d = descriptor_list; d != NULL; d = d->next )
comm.c:            if (d->snoop_by == dclose) d->snoop_by = NULL;
comm.c:    if ((ch = dclose->character) != NULL)
comm.c:        if (dclose->connected == CON_PLAYING || dclose->connected == CON_EDITING)
comm.c://sprintf(log_buf,"#W%s #chas gone link-dead.#n",ch->name);
comm.c:            ch->desc = NULL;
comm.c:            free_char( dclose->character );
comm.c:    ProtocolDestroy( dclose->pProtocol ); /* <--- Add this line */
comm.c:    if (d_next == dclose) d_next = d_next->next;
comm.c:    dclose->connected = CON_NOT_PLAYING;
comm.c:    static char read_buf[MAX_PROTOCOL_BUFFER]; /* <--- Add this line */
comm.c:    read_buf[0] = '\0';                        /* <--- Add this line */
comm.c:    if ( d->incomm[0] != '\0' )
comm.c:    if (d->connected == CON_NOT_PLAYING)
comm.c:    if ( strlen(d->inbuf) >= sizeof(d->inbuf) - 10 )
comm.c:        if (d != NULL && d->character != NULL) {
comm.c:            sprintf( log_buf, "%s input overflow!", d->character->lasthost );
comm.c:        else if (d->lookup_status != STATUS_LOOKUP) {
comm.c:            sprintf( log_buf, "%s input overflow!", d->host );
comm.c:        if ( iStart > sizeof(d->inbuf) - 10 )
comm.c:        nRead = read( d->descriptor, read_buf + iStart,
comm.c:                      sizeof(read_buf) - 10 - iStart );
comm.c:        nRead = recv( d->descriptor, d->inbuf + iStart,
comm.c:                      sizeof( d->inbuf ) - 10 - iStart, 0 );
comm.c:            if ( read_buf[iStart-1] == '\n' || read_buf[iStart-1] == '\r' )
comm.c:    ProtocolInput( d, read_buf, iStart, d->inbuf );
comm.c:    if ( d->incomm[0] != '\0' )
comm.c:    for ( i = 0; d->inbuf[i] != '\n' && d->inbuf[i] != '\r'; i++ )
comm.c:        if ( d->inbuf[i] == '\0' )
comm.c:    for ( i = 0, k = 0; d->inbuf[i] != '\n' && d->inbuf[i] != '\r'; i++ )
comm.c:        if ( k >= MAX_INPUT_LENGTH - 2 )
comm.c:            for ( ; d->inbuf[i] != '\0'; i++ )
comm.c:                if ( d->inbuf[i] == '\n' || d->inbuf[i] == '\r' )
comm.c:            d->inbuf[i]   = '\n';
comm.c:            d->inbuf[i+1] = '\0';
comm.c:        if ( d->inbuf[i] == '\b' && k > 0 )
comm.c:            --k;
comm.c:        else if ( isascii(d->inbuf[i]) && isprint(d->inbuf[i]) )
comm.c:            d->incomm[k++] = d->inbuf[i];
comm.c:        else if (d->inbuf[i] == '\e')
comm.c:            while (d->inbuf[i+xk] != 'R' && xk < 10) xk++;
comm.c:                while (d->inbuf[i] != ';' && d->inbuf[i] != '\0' && ++xk < 30)
comm.c:                    *xptr = d->inbuf[i];
comm.c:        d->incomm[k++] = ' ';
comm.c:    d->incomm[k] = '\0';
comm.c:    if ( k > 1 || d->incomm[0] == '!' )
comm.c:        if ( d->incomm[0] != '!' && strcmp( d->incomm, d->inlast ) )
comm.c:            d->repeat = 0;
comm.c:            if ( ++d->repeat >= 40 )
comm.c:                if (d != NULL && d->character != NULL) {
comm.c:                    sprintf( log_buf, "%s input overflow!", d->character->lasthost );
comm.c:                else if (d->lookup_status != STATUS_LOOKUP) {
comm.c:                    sprintf( log_buf, "%s input overflow!", d->host );
comm.c:                sprintf( d->incomm, "quit" );
comm.c:    if ( d->incomm[0] == '!' )
comm.c:        strcpy( d->incomm, d->inlast );
comm.c:        strcpy( d->inlast, d->incomm );
comm.c:    while ( d->inbuf[i] == '\n' || d->inbuf[i] == '\r' )
comm.c:    for ( j = 0; ( d->inbuf[j] = d->inbuf[i+j] ) != '\0'; j++ )
comm.c:    for (d = descriptor_list; d; d = d->next)
comm.c:        if ((gch = d->character) == NULL) continue;
comm.c:    /* shutdown file - probably not needed, but hey */
comm.c:                    buf[j-k] = tString[i][j];
comm.c:                buf[j-k] = '\0';
comm.c:    for (gch = char_list; gch != NULL; gch = gch->next)
comm.c:        if (IS_HEAD(gch,LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH))
comm.c:            REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
comm.c:            REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
comm.c:            REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
comm.c:            gch->morph = str_dup("");
comm.c:            gch->pcdata->chobj = NULL;
comm.c:            gch->pcdata->obj_vnum = 0;
comm.c:                if (IS_SET(obj->quest, QUEST_ARTIFACT))
comm.c://        gch->hit = gch->max_hit;
comm.c://        gch->position = POS_STANDING;
comm.c:// pfile in the event of a crash -Xrakisis 11/12/2017
comm.c:        CHAR_DATA * och = d->character;
comm.c:        d_next = d->next; /* We delete from the list , so need to save this */
comm.c:        if (!d->character || d->connected != 0) /* drop those logging on */
comm.c:            fprintf (fp, "%d %s %s %s\n", d->descriptor, och->name, d->host, CopyoverGet(d));
comm.c:            write_to_descriptor (d, d->outbuf, d->outtop);
comm.c:    fprintf (fp, "-1\n");
comm.c:    /* Close reserve and other always-open files and release other resources */
comm.c:    /* exec - descriptors are inherited */
comm.c:    /* Failed - sucessful exec will not return */
comm.c:    for (x = (strlen(thing) - 1), y = 0; x >= 0; x--)
comm.c:        if (str_cmp(negative, "-"))
comm.c:    for (x = (strlen(thing) - 1); x >= 0; x--)
comm.c:            if ((z % 3 == 0) && (y != strlen (argument) - 1))
comm.c:    if ( d->pProtocol->WriteOOB ) /* <-- Add this, and the ";" and "else" */
comm.c:    else if ( fPrompt && !merc_down && d->connected == CON_PLAYING)
comm.c:        ch = d->character;
comm.c:        if (IS_SET(ch->act, PLR_BRIEF5))
comm.c:            if (ch->amount_attacks_dealt > 0)
comm.c:                        ch->amount_attacks_dealt, ch->amount_damage_dealt,
comm.c:                        ch->amount_damage_dealt/ch->amount_attacks_dealt);
comm.c:            if (ch->amount_attacks_recieved > 0)
comm.c:                        ch->amount_attacks_recieved, ch->amount_damage_recieved,
comm.c:                        ch->amount_damage_recieved/ch->amount_attacks_recieved);
comm.c:            ch->amount_damage_dealt = 0;
comm.c:            ch->amount_damage_recieved = 0;
comm.c:            ch->amount_attacks_dealt = 0;
comm.c:            ch->amount_attacks_recieved = 0;
comm.c:        if (!IS_NPC(ch) && IS_SET(ch->pcdata->tempflag, TEMP_VT100))
comm.c:            sprintf(buf, "%s\e[%d;1H", VT_SAVECURSOR, ch->pcdata->vt100_size);
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:            ch = d->character;
comm.c:                sprintf(exp_str, "%s", set_comma(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:                else if ((victim->hit*100/victim->max_hit) < 25)
comm.c:                else if ((victim->hit*100/victim->max_hit) < 50)
comm.c:                else if ((victim->hit*100/victim->max_hit) < 75)
comm.c:                else if ((victim->hit*100/victim->max_hit) < 100)
comm.c:                else if ((victim->hit*100/victim->max_hit) >= 100)
comm.c:                damaged = (victim->hit * 100) / (victim->max_hit);
comm.c:                sprintf(hit_str, "%s", set_comma(ch->hit));
comm.c:                COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:                sprintf(mana_str, "%s", set_comma(ch->mana));
comm.c:                COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:                sprintf(move_str, "%s", set_comma(ch->move));
comm.c:                COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:                sprintf(exp_str, "%s", set_comma(ch->exp));
comm.c:                COL_SCALE(exp_str, ch, ch->exp, 1000);
comm.c:                int percent = (ch->hit * 100) / (ch->max_hit);
comm.c:                sprintf(hit_str, "%s", set_comma(ch->hit));
comm.c:                COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:                sprintf(mana_str, "%s", set_comma(ch->mana));
comm.c:                COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:                sprintf(move_str, "%s", set_comma(ch->move));
comm.c:                COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:                sprintf(exp_str, "%s", set_comma(ch->exp));
comm.c:                COL_SCALE(exp_str, ch, ch->exp, 100000);
comm.c:                int percent = (ch->hit * 100) / (ch->max_hit);
comm.c:     * Short-circuit if nothing to write.
comm.c:    if ( d->outtop == 0 )
comm.c:     * Snoop-o-rama.
comm.c:    if ( d->snoop_by != NULL )
comm.c:        write_to_buffer( d->snoop_by, "% ", 2 );
comm.c:        write_to_buffer( d->snoop_by, d->outbuf, d->outtop );
comm.c:     * OS-dependent output.
comm.c:    if ( !write_to_descriptor( d, d->outbuf, d->outtop ) )
comm.c:        d->outtop = 0;
comm.c:        d->outtop = 0;
comm.c:#define  ANSI_STRING            "0123456789bBcCdDefFgGiIlLnNopPrRsuvVwWyYxXz()@/.-+"
comm.c:#define  REPLACE_STRING         "#^-+"
comm.c:                p--, txt--;
comm.c:    txt = ProtocolOutput( d, txt, &length );  /* <--- Add this line */
comm.c:    if ( d->pProtocol->WriteOOB > 0 )         /* <--- Add this line */
comm.c:        --d->pProtocol->WriteOOB;             /* <--- Add this line */
comm.c:    if (d->character == NULL)
comm.c:    else if (d->connected != CON_PLAYING)
comm.c:        ansi = (IS_SET (d->character->act, PLR_ANSI)) ? TRUE : FALSE;
comm.c:    if ( d->outtop == 0 && !d->fcommand && !d->pProtocol->WriteOOB )
comm.c:        d->outbuf[0] = '\n';
comm.c:        d->outbuf[1] = '\r';
comm.c:        d->outtop = 2;
comm.c:            case '-':
comm.c:    if ((d->outtop + length) >= 32000)
comm.c:        write_to_descriptor (d, d->outbuf, d->outtop);
comm.c:        d->connected = CON_PLAYING;
comm.c:        d->outtop = 0;
comm.c:    while (d->outtop + length >= d->outsize)
comm.c:        outbuf = alloc_mem (2 * d->outsize);
comm.c:        strncpy (outbuf, d->outbuf, d->outtop);
comm.c:        free_mem (d->outbuf, d->outsize);
comm.c:        d->outbuf = outbuf;
comm.c:        d->outsize *= 2;
comm.c:    strncpy (d->outbuf + d->outtop, tb, length);
comm.c:    d->outtop += length;
comm.c:    int control = d->descriptor;
comm.c:    if (d && d->out_compress)
comm.c:        d->out_compress->next_in = (unsigned char *) txt;
comm.c:        d->out_compress->avail_in = length;
comm.c:        while (d->out_compress->avail_in)
comm.c:            d->out_compress->avail_out =
comm.c:                COMPRESS_BUF_SIZE - (d->out_compress->next_out -
comm.c:                                     d->out_compress_buf);
comm.c:            if (d->out_compress->avail_out)
comm.c:                if (deflate (d->out_compress, Z_SYNC_FLUSH) != Z_OK)
comm.c:            length = d->out_compress->next_out - d->out_compress_buf;
comm.c:                    iBlck = UMIN (length - iPtr, 4096);
comm.c:                    if ((iWrt = write (control, d->out_compress_buf + iPtr, iBlck))
comm.c:                        memmove (d->out_compress_buf, d->out_compress_buf + iPtr,
comm.c:                                 length - iPtr);
comm.c:                    d->out_compress->next_out =
comm.c:                        d->out_compress_buf + length - iPtr;
comm.c:        nBlock = UMIN (length - iStart, 4096);
comm.c:    sprintf(buf, "#WAge of Heroes copyright (c) 2006 - %s by Ian Shirm", year(current_time));
comm.c:                    pMobIndex  = pMobIndex->next )
comm.c:                if ( is_name( name, pMobIndex->player_name ))
comm.c: * Look for link-dead player to reconnect.
comm.c:    for ( ch = char_list; ch != NULL; ch = ch->next )
comm.c:        if ( !IS_NPC(ch) && ( !fConn || ch->desc == NULL )
comm.c:                &&   !str_cmp( GET_PC_NAME(d->character), GET_PC_NAME(ch) ) )
comm.c:                free_string( d->character->pcdata->pwd );
comm.c:                d->character->pcdata->pwd = str_dup( ch->pcdata->pwd );
comm.c:                if (ch->desc != NULL)
comm.c:                    close_socket2(ch->desc, TRUE);
comm.c:                free_char( d->character );
comm.c:                d->character = ch;
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:                //MXPSendTag( d, "<VERSION>" );  /* <--- Add this line */
comm.c:                d->connected = CON_PLAYING;
comm.c:                if (ch->pcdata->in_progress)
comm.c:                sprintf(log_buf,"#W%s #chas reconnected.#n",ch->name);
comm.c:    for ( ch = char_list; ch != NULL; ch = ch->next )
comm.c:                && ( !fConn || ch->desc == NULL )
comm.c:                &&   !str_cmp( GET_PC_NAME(d->character),GET_PC_NAME(ch) ) )
comm.c:                free_string( d->character->pcdata->pwd );
comm.c:                d->character->pcdata->pwd = str_dup( ch->pcdata->pwd );
comm.c:                free_char( d->character );
comm.c:                d->character = ch;
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:                //MXPSendTag( d, "<VERSION>" );  /* <--- Add this line */
comm.c:                d->connected = CON_PLAYING;
comm.c: * Check if already playing - KaVir.
comm.c:    for ( dold = descriptor_list; dold != NULL; dold = dold->next )
comm.c:                &&   dold->character != NULL
comm.c:                &&   dold->connected != CON_GET_NAME
comm.c:                &&   dold->connected != CON_GET_OLD_PASSWORD
comm.c:                &&   !str_cmp(name, GET_PC_NAME(dold->character)))
comm.c:            if ( d->character != NULL )
comm.c:                free_char( d->character );
comm.c:                d->character = NULL;
comm.c:            send_to_char("This body has been taken over!\n\r",dold->character);
comm.c:            //MXPSendTag( d, "<VERSION>" );  /* <--- Add this line */
comm.c:            d->connected = CON_PLAYING;
comm.c:            d->character = dold->character;
comm.c:            d->character->desc = d;
comm.c:            send_to_char( "You take over your body, which was already in use.\n\r", d->character );
comm.c:            act( "$n doubles over in agony and $s eyes roll up into $s head.", d->character, NULL, NULL, TO_ROOM );
comm.c:            act( "...$n's body has been taken over by another spirit!", d->character, NULL, NULL, TO_ROOM );
comm.c:            dold->character=NULL;
comm.c:            sprintf(buf,"Kicking off old connection %s@%s",d->character->name,d->host);
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 (txt[pos] == '#' || txt[pos] == '-') len++;
comm.c:    if (txt != NULL && ch->desc != NULL)
comm.c:        write_to_buffer( ch->desc, txt, 0);
comm.c:     * Discard null and zero-length messages.
comm.c:    if ( ch == NULL || ch->in_room == NULL)
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:    for ( ; to != NULL; to = to->next_in_room )
comm.c:        	if ( to->desc == NULL && IS_NPC(to) && (wizard = to->wizard) != NULL )
comm.c:        	    if (!IS_NPC(wizard) && ((familiar=wizard->pcdata->familiar) != NULL)
comm.c:        		if (to->in_room == ch->in_room &&
comm.c:        		    wizard->in_room != to->in_room)
comm.c:        if ( to->desc == NULL || !IS_AWAKE(to) )
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:                    !IS_NPC(to) && to->pcdata->chobj != NULL &&
comm.c:                    to->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:                    !IS_NPC(to) && to->pcdata->chobj != NULL &&
comm.c:                    to->pcdata->chobj->in_obj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
comm.c:                    i = he_she  [URANGE(0, ch  ->sex, 2)];
comm.c:                    i = he_she  [URANGE(0, vch ->sex, 2)];
comm.c:                    i = him_her [URANGE(0, ch  ->sex, 2)];
comm.c:                    i = him_her [URANGE(0, vch ->sex, 2)];
comm.c:                    i = his_her [URANGE(0, ch  ->sex, 2)];
comm.c:                    i = his_her [URANGE(0, vch ->sex, 2)];
comm.c:                        ? ( (obj1->chobj != NULL && obj1->chobj == to)
comm.c:                            ? "you" : obj1->short_descr)
comm.c:                        ? ( (obj2->chobj != NULL && obj2->chobj == to)
comm.c:                            ? "you" : obj2->short_descr)
comm.c:            if (to->in_room != ch->in_room && familiar != NULL &&
comm.c:                    familiar->in_room == ch->in_room)
comm.c:        if (to->desc && (to->desc->connected == CON_PLAYING))
comm.c:            write_to_buffer( to->desc, buf, point - buf );
comm.c:     * Discard null and zero-length messages.
comm.c:    if ( ch == NULL || ch->in_room == NULL) return;
comm.c:    to = ch->in_room->people;
comm.c:        if ( vch == NULL || vch->in_room == NULL) return;
comm.c:        to = vch->in_room->people;
comm.c:    for ( ; to != NULL; to = to->next_in_room )
comm.c:                if ( to->desc == NULL && IS_NPC(to) && (wizard = to->wizard) != NULL )
comm.c:                    if (!IS_NPC(wizard) && ((familiar=wizard->pcdata->familiar) != NULL)
comm.c:                        if (to->in_room == ch->in_room &&
comm.c:                            wizard->in_room != to->in_room)
comm.c:        if ( to->desc == NULL || !IS_AWAKE(to) )
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:                    !IS_NPC(to) && to->pcdata->chobj != NULL &&
comm.c:                    to->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:                    !IS_NPC(to) && to->pcdata->chobj != NULL &&
comm.c:                    to->pcdata->chobj->in_obj != NULL &&
comm.c:                    ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
comm.c:        if (!IS_NPC(to) && IS_SET(to->act, iBrief)) continue;
comm.c:                    i = he_she  [URANGE(0, ch  ->sex, 2)];
comm.c:                    i = he_she  [URANGE(0, vch ->sex, 2)];
comm.c:                    i = him_her [URANGE(0, ch  ->sex, 2)];
comm.c:                    i = him_her [URANGE(0, vch ->sex, 2)];
comm.c:                    i = his_her [URANGE(0, ch  ->sex, 2)];
comm.c:                    i = his_her [URANGE(0, vch ->sex, 2)];
comm.c:                        ? ( (obj1->chobj != NULL && obj1->chobj == to)
comm.c:                            ? "you" : obj1->short_descr)
comm.c:                        ? ( (obj2->chobj != NULL && obj2->chobj == to)
comm.c:                            ? "you" : obj2->short_descr)
comm.c:            if (to->in_room != ch->in_room && familiar != NULL &&
comm.c:                    familiar->in_room == ch->in_room)
comm.c:        if (to->desc && (to->desc->connected == CON_PLAYING))
comm.c:            write_to_buffer( to->desc, buf, point - buf );
comm.c:    if ((ch = d->character ) == NULL) return;
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:        str = d->character->cprompt;
comm.c:        str = d->character->prompt;
comm.c:            sprintf( buf2, "%lli", ch->hit );
comm.c:            COL_SCALE(buf2, ch, ch->hit, ch->max_hit);
comm.c:            sprintf( buf2, "%lli", ch->max_hit );
comm.c:            sprintf( buf2, "%lli", ch->mana                              );
comm.c:            COL_SCALE(buf2, ch, ch->mana, ch->max_mana);
comm.c:            sprintf( buf2, "%lli", ch->max_mana                          );
comm.c:            sprintf( buf2, "%lli", ch->move                              );
comm.c:            COL_SCALE(buf2, ch, ch->move, ch->max_move);
comm.c:            sprintf( buf2, "%lli", ch->max_move                          );
comm.c:            sprintf( buf2, "%s", set_comma(ch->exp)                               );
comm.c:            COL_SCALE(buf2, ch, ch->exp, 1000);
comm.c:            sprintf( buf2, "%d", ch->pcdata->quest                     );
comm.c:            if ( ( victim = ch->fighting ) == NULL )
comm.c:                if ((victim->hit*100/victim->max_hit) < 25)
comm.c:                else if ((victim->hit*100/victim->max_hit) < 50)
comm.c:                else if ((victim->hit*100/victim->max_hit) < 75)
comm.c:                else if ((victim->hit*100/victim->max_hit) < 100)
comm.c:                else if ((victim->hit*100/victim->max_hit) >= 100)
comm.c:            if ( ( victim = ch->fighting ) == NULL )
comm.c:            else if ( ( tank = victim->fighting ) == NULL )
comm.c:                if ((tank->hit*100/tank->max_hit) < 25)
comm.c:                else if ((tank->hit*100/tank->max_hit) < 50)
comm.c:                else if ((tank->hit*100/tank->max_hit) < 75)
comm.c:                else if ((tank->hit*100/tank->max_hit) < 100)
comm.c:                else if ((tank->hit*100/tank->max_hit) >= 100)
comm.c:            if ( ( victim = ch->fighting ) == NULL )
comm.c:                    strcpy(buf2, victim->morph);
comm.c:                    strcpy(buf2, victim->short_descr);
comm.c:                    strcpy(buf2, victim->name);
comm.c:            if ( ( victim = ch->fighting ) == NULL )
comm.c:            else if ( ( tank = victim->fighting ) == NULL )
comm.c:                    strcpy(buf2, tank->morph);
comm.c:                    strcpy(buf2, tank->short_descr);
comm.c:                    strcpy(buf2, tank->name);
comm.c:            sprintf(buf2, "%d", ch->fight_timer			  );
comm.c:            if (!ch->fighting) sprintf(buf2, "N/A");
comm.c:                if (ch->fighting->max_hit != 0)
comm.c:                    CHAR_DATA *och = ch->fighting;
comm.c:                        if (och->hit > (och->max_hit * k / 10))
comm.c:            if (!ch->fighting) sprintf(buf2, "N/A");
comm.c:                if ((ch->fighting->hit*100/ch->fighting->max_hit) < 25)
comm.c:                else if ((ch->fighting->hit*100/ch->fighting->max_hit) < 50)
comm.c:                else if ((ch->fighting->hit*100/ch->fighting->max_hit) < 75)
comm.c:                else if ((ch->fighting->hit*100/ch->fighting->max_hit) < 100)
comm.c:                if (ch->fighting->max_hit != 0)
comm.c:                    CHAR_DATA *och = ch->fighting;
comm.c:                        if (och->hit > (och->max_hit * k / 10))
comm.c:            int percent = (ch->hit * 100) / (ch->max_hit);
comm.c:    write_to_buffer( d, buf, point - buf );
comm.c:    tp->tv_sec  = time( NULL );
comm.c:    tp->tv_usec = 0;
comm.c:/* - The heart of the pager.  Thanks to N'Atas-Ha, ThePrincedom for porting  */
comm.c:/* - Thanks to Blackstar, hopper.cs.uiowa.edu 4000 for which the improvements*/
comm.c:/*   to the pager was modeled from.  - Kahn                                  */
comm.c:/* - Safer, allows very large pagelen now, and allows to page while switched */
comm.c:    /* ------------------- */
comm.c:    pagelen = d->character->pcdata->pagelen;
comm.c:    /* ----------------------------- */
comm.c:        lines = -2 * pagelen;
comm.c:        write_to_buffer( d, "B     - Scroll back one page.\n\r", 0 );
comm.c:        write_to_buffer( d, "C     - Continue scrolling.\n\r", 0 );
comm.c:        write_to_buffer( d, "H     - This help menu.\n\r", 0 );
comm.c:        write_to_buffer( d, "R     - Refresh the current page.\n\r",
comm.c:        write_to_buffer( d, "Enter - Continue Scrolling.\n\r", 0 );
comm.c:        lines = -1 - pagelen;
comm.c:        free_string( d->showstr_head );
comm.c:        d->showstr_head  = NULL;
comm.c:        d->showstr_point = NULL;
comm.c:    /* ------------------------------------------------------ */
comm.c:        for ( start= d->showstr_point; start > d->showstr_head && lines < 0;
comm.c:                start-- )
comm.c:        start = d->showstr_point;
comm.c:    /* ---------------------------------------------- */
comm.c:    d->showstr_point = end;
comm.c:    if ( end - start )
comm.c:        write_to_buffer( d, start, end - start );
comm.c:    /* ------------------------------------------------------ */
comm.c:        free_string( d->showstr_head );
comm.c:        d->showstr_head  = NULL;
comm.c:        d->showstr_point = NULL;
comm.c:    tp->tv_sec  = time( NULL );
comm.c:    tp->tv_usec = 0;
conjurer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
conjurer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
conjurer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
conjurer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
conjurer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
conjurer.c:    for (gch = char_list; gch; gch = gch->next)
conjurer.c:        if (gch->pIndexData->vnum < MOB_VNUM_FIRE
conjurer.c:                || gch->pIndexData->vnum > MOB_VNUM_CLAY)
conjurer.c:        if (gch->master != ch)
conjurer.c:                        (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE))
conjurer.c:        free_string(victim->short_descr);
conjurer.c:        free_string(victim->name);
conjurer.c:        free_string(victim->long_descr);
conjurer.c:        victim->name = str_dup("fire golem");
conjurer.c:        victim->short_descr = str_dup("#Ra deadly fire golem#n");
conjurer.c:        victim->long_descr =
conjurer.c:        victim->level = ch->spl[RED_MAGIC] / 2;
conjurer.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->hitroll = ch->spl[RED_MAGIC];
conjurer.c:        victim->damroll = ch->spl[RED_MAGIC];
conjurer.c:        char_to_room(victim, ch->in_room);
conjurer.c:        SET_BIT(victim->act, ACT_NOEXP);
conjurer.c:        SET_BIT(victim->act, PLR_HOLYLIGHT);
conjurer.c:        do_group(ch, victim->name);
conjurer.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE);
conjurer.c:                        (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY))
conjurer.c:        free_string(victim->short_descr);
conjurer.c:        free_string(victim->name);
conjurer.c:        free_string(victim->long_descr);
conjurer.c:        victim->name = str_dup("clay golem");
conjurer.c:        victim->short_descr = str_dup("#ya huge clay golem#n");
conjurer.c:        victim->long_descr =
conjurer.c:        victim->level = ch->spl[YELLOW_MAGIC] / 2;
conjurer.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->hitroll = ch->spl[YELLOW_MAGIC];
conjurer.c:        victim->damroll = ch->spl[YELLOW_MAGIC];
conjurer.c:        char_to_room(victim, ch->in_room);
conjurer.c:        SET_BIT(victim->act, ACT_NOEXP);
conjurer.c:        SET_BIT(victim->act, PLR_HOLYLIGHT);
conjurer.c:        do_group(ch, victim->name);
conjurer.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY);
conjurer.c:                      (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE))
conjurer.c:        free_string(victim->short_descr);
conjurer.c:        free_string(victim->name);
conjurer.c:        free_string(victim->long_descr);
conjurer.c:        victim->name = str_dup("stone golem");
conjurer.c:        victim->short_descr = str_dup("#Ba huge stone golem#n");
conjurer.c:        victim->long_descr =
conjurer.c:        victim->level = ch->spl[GREEN_MAGIC] / 2;
conjurer.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->hitroll = ch->spl[GREEN_MAGIC];
conjurer.c:        victim->damroll = ch->spl[GREEN_MAGIC];
conjurer.c:        char_to_room(victim, ch->in_room);
conjurer.c:        SET_BIT(victim->act, ACT_NOEXP);
conjurer.c:        SET_BIT(victim->act, PLR_HOLYLIGHT);
conjurer.c:        do_group(ch, victim->name);
conjurer.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
conjurer.c:                        (ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON))
conjurer.c:        free_string(victim->short_descr);
conjurer.c:        free_string(victim->name);
conjurer.c:        free_string(victim->long_descr);
conjurer.c:        victim->name = str_dup("iron golem");
conjurer.c:        victim->short_descr = str_dup("#Ca huge iron golem#n");
conjurer.c:        victim->long_descr =
conjurer.c:        victim->level = ch->spl[BLUE_MAGIC] / 2;
conjurer.c:        victim->hit = ch->hit; //100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->max_hit = ch->max_hit; // 100 * ch->spl[RED_MAGIC];
conjurer.c:        victim->hitroll = ch->spl[BLUE_MAGIC];
conjurer.c:        victim->damroll = ch->spl[BLUE_MAGIC];
conjurer.c:        char_to_room(victim, ch->in_room);
conjurer.c:        SET_BIT(victim->act, ACT_NOEXP);
conjurer.c:        SET_BIT(victim->act, PLR_HOLYLIGHT);
conjurer.c:        do_group(ch, victim->name);
conjurer.c:        SET_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON);
conjurer.c:    if ((location = ch->in_room) == NULL)
conjurer.c:    if (ch->mana < 5000)
conjurer.c:    ch->mana -= 5000;
conjurer.c:    for (gch = char_list; gch; gch = gch->next)
conjurer.c:        if (gch->pIndexData->vnum < MOB_VNUM_FIRE
conjurer.c:                || gch->pIndexData->vnum > MOB_VNUM_CLAY)
conjurer.c:        if (gch->master != ch)
const.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
const.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
const.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
const.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
const.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
const.c:    {"blue-green"},
const.c:    {"Alexandrite", {M_ALEXANDRITE, ROOM_MINE_GEM}, 0}, // semi-precious
const.c:    {"dark-blue"},
const.c:    {"light-blue"},
const.c:    {"blue-green"},
const.c:    {"light-green"},
const.c:    {"dark-green"}
const.c:        "wild-elf",          "Wild-Elf",        5,      { 100, 125,  100, 120 },
const.c:        "aghar-dwarf",        "Aghar-Dwarf",        8,      { 150, 100, 125, 100 },
const.c:        "flame-draconian",        "Flame-Draconian",        0,      { 100, 100, 100, 100 },
const.c:        "frost-draconian",        "Frost-Draconian",        0,      { 100, 100, 100, 100 },
const.c:        "noble-draconian",        "Noble-Draconian",        0,      { 100, 100, 100, 100 },
const.c:        "ogre-magi",        "Ogre-Magi",        0,      { 100, 100, 100, 100 },
const.c:        "silvak-draconian",        "Silvak-Draconian",        0,      { 100, 100, 100, 100 },
const.c:        "ogre-magi",		TRUE,
const.c:    { - 10 },   /* 15 */
const.c:    { - 15 },
const.c:    { - 20 },
const.c:    { - 30 },
const.c:    { - 40 },
const.c:    { - 50 },   /* 20 */
const.c:    { - 60 },
const.c:    { - 75 },
const.c:    { - 90 },
const.c:    { -105 },
const.c:    { -120 },    /* 25 */
const.c:    { -135 },
const.c:    { -150 },
const.c:    { -165 },
const.c:    { -180 },
const.c:    { -195 },	/* 30 */
const.c:    { -210 },
const.c:    { -225 },
const.c:    { -240 },
const.c:    { -255 },
const.c:    { -270 }	/* 35 */
const.c:    { -4, 20 },   /*  0 */
const.c:    { -3, 25 },   /*  1 */
const.c:    { -2, 30 },
const.c:    { -2, 35 },	  /*  3 */
const.c:    { -1, 40 },
const.c:    { -1, 45 },   /*  5 */
const.c:    { -1, 50 },
const.c:    { "slime mold juice",	"green",	{  0, 4, -8 }	},
const.c:    { "salt water",		"clear",	{  0, 1, -2 }	},
const.c:        "charm person",		"You feel more self-confident."
const.c:        "two-handed longsword",     1,
cprintf.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
cprintf.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
cprintf.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
cprintf.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
cprintf.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
cprintf.c: * ----------------------------
cprintf.c:#define  _NO_STRING_LIMIT_      -1
cprintf.c: * for all the valid uses. Now, do you have certain non-ansi
cprintf.c: * some muds like to use '#-' as a replacement for '~', others,
cprintf.c:#define  SPECIAL_STRING         "-+(?fFvVe/)"
cprintf.c:#define  REPLACE_STRING         "-#+^@"
cprintf.c: * copying the entire string, in which case it will return -1.
cprintf.c:            if (*(ptr + 1) == '-')
cprintf.c:                size += *(++ptr) - '0';
cprintf.c:                    max_size += *(++ptr) - '0';
cprintf.c:                size -= collen(s);
cprintf.c:                    while (size-- > 0)
cprintf.c:                    while (size-- > 0)
cprintf.c:                size -= strlen(dirty);
cprintf.c:                    while (size-- > 0)
cprintf.c:                    while (size-- > 0)
cprintf.c:    /* if the output was truncated, we return -1 */
cprintf.c:        copied = -1;
daemon.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
daemon.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
daemon.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
daemon.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
daemon.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
daemon.c:    if (ch->pcdata->powers[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->pcdata->powers[DISC_DAEM_NETH] < 4)
daemon.c:      if (victim->hit >= 1000)
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 (!IS_DEMPOWER(ch, DEM_ENTOMB) && ch->pcdata->powers[DISC_DAEM_GELU] < 6)
daemon.c:    if (ch->in_room->sector_type == SECT_AIR)
daemon.c:	&& ch->level < 12)
daemon.c:    if ((objc = get_obj_list(ch,"walln",ch->in_room->contents)) != NULL) objc=NULL;
daemon.c:      free_string(obj->description);
daemon.c:      obj->description = str_dup(buf);
daemon.c:      obj_to_room(obj,ch->in_room);
daemon.c:      obj->timer=5;
daemon.c:      obj->item_type = ITEM_WALL;   
daemon.c:    if ((objc = get_obj_list(ch,"walls",ch->in_room->contents)) != NULL) objc=NULL;
daemon.c:      free_string(obj->description);
daemon.c:      obj->description = str_dup(buf);
daemon.c:      obj_to_room(obj,ch->in_room);
daemon.c:      obj->timer=5;    
daemon.c:      obj->item_type = ITEM_WALL;
daemon.c:    if ((objc = get_obj_list(ch,"walle",ch->in_room->contents)) != NULL) objc=NULL;
daemon.c:      free_string(obj->description);
daemon.c:      obj->description = str_dup(buf);
daemon.c:      obj_to_room(obj,ch->in_room);
daemon.c:      obj->timer=5;    
daemon.c:      obj->item_type = ITEM_WALL;
daemon.c:    if ((objc = get_obj_list(ch,"wallw",ch->in_room->contents)) != NULL) objc=NULL;
daemon.c:      free_string(obj->description);
daemon.c:      obj->description = str_dup(buf);
daemon.c:      obj_to_room(obj,ch->in_room);
daemon.c:      obj->timer=5;    
daemon.c:      obj->item_type = ITEM_WALL;
daemon.c:    ch->hit += ch->max_hit * 0.1;
daemon.c:       if (ch->hit > ch->max_hit)
daemon.c:		ch->hit = ch->max_hit;
daemon.c:    if (ch->pcdata->powers[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->pcdata->powers[DISC_DAEM_GELU] + ch->generation)
daemon.c:    if (( pexit = ch->in_room->exit[door]) == NULL)
daemon.c:	dam = dice(victim->size*3+1, ch->pcdata->powers[DISC_DAEM_GELU] * 3);
daemon.c:    pexit = victim->in_room->exit[door];
daemon.c:    if (IS_SET(pexit->exit_info, EX_CLOSED) )
daemon.c:	if (IS_SET(pexit->exit_info, EX_LOCKED))
daemon.c:	    REMOVE_BIT(pexit->exit_info, EX_LOCKED);
daemon.c:	if (IS_SET(pexit->exit_info, EX_CLOSED))
daemon.c:	    REMOVE_BIT(pexit->exit_info, EX_CLOSED);
daemon.c:	act(buf,victim,NULL,pexit->keyword,TO_ROOM);
daemon.c:	if ( ( to_room   = pexit->to_room               ) != NULL
daemon.c:	&&   ( pexit_rev = to_room->exit[rev_dir] ) != NULL
daemon.c:	&&   pexit_rev->to_room == ch->in_room
daemon.c:	&&   pexit_rev->keyword != NULL )
daemon.c:	    if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
daemon.c:		REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
daemon.c:	    if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
daemon.c:		REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
daemon.c:	    act(buf,victim,NULL,pexit->keyword,TO_ROOM);
daemon.c:	    dam = dice(victim->size*3+1, ch->pcdata->powers[DISC_DAEM_GELU] * 7);
daemon.c:	char_to_room(victim,pexit->to_room);
daemon.c:	dam = dice(victim->size*3+1, ch->pcdata->powers[DISC_DAEM_GELU] * 5);
daemon.c:    if (IS_DEMON(ch) && !IS_DEMPOWER(ch, DEM_CAUST) && ch->pcdata->powers[DISC_DAEM_CORR] < 4)
daemon.c:    if (obj->item_type != ITEM_WEAPON)
daemon.c:    SET_BIT(obj->weapflags, WEAPON_POISON);
daemon.c:    obj->value[1] += 10 - ch->generation;
daemon.c:    obj->value[2] += 10 - ch->generation;
daemon.c: /*if (!victim = ch->fighting)
daemon.c:    if (ch->pcdata->powers[DISC_DAEM_DISC] < 4)
daemon.c:  if (ch->in_room != NULL)
daemon.c:    if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
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 (!IS_DEMPOWER(ch, DEM_UNNERVE) && ch->pcdata->powers[DISC_DAEM_DISC] < 1)
daemon.c:    if (!IS_DEMPOWER(ch, DEM_FREEZEWEAPON) && ch->pcdata->powers[DISC_DAEM_GELU] < 1)
daemon.c:    if (obj->item_type != ITEM_WEAPON)
daemon.c:    SET_BIT(obj->weapflags, WEAPON_FROST);
daemon.c:    if (ch->class == CLASS_DEMON)
daemon.c:	return ch->pcdata->powers[DISC_DAEM_MORP] - 1;
daemon.c:    if (ch->level == 12)
daemon.c:    if (ch->pcdata->powers[DISC_DAEM_HELL] < 8)
daemon.c:    if (ch->in_room->sector_type == SECT_AIR)
daemon.c:    if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
daemon.c:	if (ch->in_room->exit[door] != NULL)
daemon.c:	    make_wall(ch->in_room, door, EX_FIRE_WALL);
daemon.c:	    SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_SOUTH, timer);
daemon.c:	    SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_WEST, timer);
daemon.c:	    SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_NORTH, timer);
daemon.c:	    SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_EAST, timer);
daemon.c:	    SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_DOWN, timer);
daemon.c:	    SET_RTIMER(room->exit[dir]->to_room, RTIMER_WALL_UP, timer);
daemon.c:    room->exit[dir]->exit_info = wall;
daemon.c:    if (room->exit[dir] == NULL)
daemon.c:    was = room->exit[dir]->exit_info;
daemon.c:	room_message(room->exit[dir]->to_room, "The wall of ice bursts into flames.");
daemon.c:	room_message(room->exit[dir]->to_room, "The wall of flames flickers blue for a second.");
daemon.c:    if (room->exit[dir]->to_room == NULL)
daemon.c:    if (room->exit[dir]->to_room->exit[revdir[dir]] == NULL)
daemon.c:    if (makewall) put_wall(room->exit[dir]->to_room, revdir[dir], wall);
daemon.c:    if (obj->in_obj != NULL)
daemon.c:	return locate_obj(obj->in_obj);
daemon.c:    if (obj->carried_by != NULL)
daemon.c:	return obj->carried_by->in_room;
daemon.c:    return obj->in_room;
daemon.c:    if (ch->pcdata->powers[DISC_DAEM_HELL] < 7)
daemon.c:    if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
daemon.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT)
daemon.c:	|| IS_SET(obj->quest, QUEST_RELIC) )
daemon.c:    SET_BIT(obj->extra_flags2, ITEM_DAEMONSEED);
daemon.c:    obj->timer = ch->generation / 2 + dice(1,3);
daemon.c:    if( ch->pcdata->powers[DISC_DAEM_HELL] < 2 )
daemon.c:    if (obj->item_type != ITEM_WEAPON)
daemon.c:    SET_BIT(obj->weapflags, WEAPON_FLAMING);
daemon.c:    if (!IS_DEMPOWER(ch, DEM_INFERNO) && ch->pcdata->powers[DISC_DAEM_HELL] < 3 )
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:	for (obj = room->contents; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	for (obj = victim->carrying; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	    chance = (chance - 25) / 2 + 25;
daemon.c:	    chance = (chance - 50) / 2 + 50;
daemon.c:	    chance -= 5;
daemon.c:	chance -= obj->level * 2;
daemon.c:	switch (obj->item_type)
daemon.c:		chance -= 10;
daemon.c:	if (IS_SET(obj->quest, QUEST_SPELLPROOF))
daemon.c:	if (obj->carried_by != NULL)
daemon.c:	    act(msg,obj->carried_by,obj,NULL,TO_ALL);
daemon.c:	else if (obj->in_room != NULL && obj->in_room->people != NULL)
daemon.c:	    act(msg,obj->in_room->people,obj,NULL,TO_ALL);
daemon.c:	if (obj->contains)  /* dump contents */
daemon.c:	    for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj)
daemon.c:		n_obj = t_obj->next_content;
daemon.c:		if (obj->in_room != NULL)
daemon.c:		    obj_to_room(t_obj,obj->in_room);
daemon.c:		else if (obj->carried_by != NULL)
daemon.c:		    obj_to_room(t_obj,obj->carried_by->in_room);
daemon.c:	for (obj = room->contents; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	for (obj = victim->carrying; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	    chance = (chance - 25) / 2 + 25;
daemon.c:	    chance = (chance - 50) /2 + 50;
daemon.c:	    chance -= 5;
daemon.c:	chance -= obj->level * 2;
daemon.c:	switch(obj->item_type)
daemon.c:	if (IS_SET(obj->quest, QUEST_SPELLPROOF))
daemon.c:	if (obj->carried_by != NULL)
daemon.c:	    act(msg,obj->carried_by,obj,NULL,TO_ALL);
daemon.c:	else if (obj->in_room != NULL && obj->in_room->people != NULL)
daemon.c:	    act(msg,obj->in_room->people,obj,NULL,TO_ALL);
daemon.c:	for (obj = room->contents; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	    af.modifier     = -20;
daemon.c:	for (obj = victim->carrying; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	    chance = (chance - 25) / 2 + 25;
daemon.c:	    chance = (chance - 50) / 2 + 50;
daemon.c:	    chance -= 5;
daemon.c:	chance -= obj->level * 2;
daemon.c:	switch ( obj->item_type )
daemon.c:	if (IS_SET(obj->quest, QUEST_SPELLPROOF))
daemon.c:	if (obj->carried_by != NULL)
daemon.c:	    act( msg, obj->carried_by, obj, NULL, TO_ALL );
daemon.c:	else if (obj->in_room != NULL && obj->in_room->people != NULL)
daemon.c:	    act(msg,obj->in_room->people,obj,NULL,TO_ALL);
daemon.c:	if (obj->contains)
daemon.c:	    for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj)
daemon.c:		n_obj = t_obj->next_content;
daemon.c:		if (obj->in_room != NULL)
daemon.c:		    obj_to_room(t_obj,obj->in_room);
daemon.c:		else if (obj->carried_by != NULL)
daemon.c:		    obj_to_room(t_obj,obj->carried_by->in_room);
daemon.c:    if (!IS_CLASS(ch, CLASS_DEMON) && ch->profession != PROF_SOLDIER && !IS_RACE(ch, RACE_SPECTRE))
daemon.c:    if (IS_DEMON(ch) && ch->pcdata->powers[DISC_DAEM_ATTA] < 7)
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:        SET_BIT(ch->affected_by2,EXTRA_BLINKY);
daemon.c:    victim = ch->fighting;
daemon.c:    SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD);
daemon.c:    ch->blinkykill = victim;
daemon.c:    if (IS_DEMON(ch) && ch->pcdata->powers[DISC_DAEM_ATTA] < 5)
daemon.c:    if (!IS_SET(obj->extra_flags2, ITEM_ARM))
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->generation > 2 )
daemon.c:		for ( d = descriptor_list; d != NULL; d = d->next )
daemon.c:		    if ( d->connected == CON_PLAYING
daemon.c:		    &&   d->character != ch
daemon.c:		    &&   d->character->in_room != NULL
daemon.c:		    &&   can_see( ch, d->character ) 
daemon.c:		    &&   d->character->generation > ch->generation
daemon.c:		    &&   d->character->class == CLASS_DEMON)
daemon.c:			if ( d->character->fighting != NULL ) stop_fighting( d->character, TRUE );
daemon.c:			    act( "A scaly hand reaches down and drags $n away.", d->character, NULL, NULL, TO_ROOM );
daemon.c:			    char_from_room( d->character );
daemon.c:			    char_to_room( d->character, ch->in_room );
daemon.c:			    act( "You have successfully gated $N.", ch, NULL, d->character, TO_CHAR );
daemon.c:			    act( "$n has successfully gated $N.", ch, NULL, d->character, TO_NOTVICT );
daemon.c:			    if ( ch != d->character )
daemon.c:				act( "$n has pulled you through the demonic void.", ch, NULL, d->character, TO_VICT );
daemon.c:			    do_look( d->character, "auto" );
daemon.c:    if ( victim->class != CLASS_DEMON )
daemon.c:    if ( victim->in_room == NULL )
daemon.c:    if ( victim->generation <= ch->generation )
daemon.c:    if ( number_range(1, 10 - ch->generation) == 1 )
daemon.c:    if ( victim->fighting != NULL ) stop_fighting( victim, TRUE );
daemon.c:    char_to_room( victim, ch->in_room);
daemon.c:    if (ch->pcdata->powers[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:	for (obj = room->contents; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	    af.modifier  = -3;
daemon.c:	for (obj = victim->carrying; obj != NULL; obj = obj_next)
daemon.c:	    obj_next = obj->next_content;
daemon.c:	    chance = (chance - 25) / 2 + 25;
daemon.c:	    chance = (chance - 50) / 2 + 50;
daemon.c:	    chance -= 5;
daemon.c:	chance -= obj->level * 2;
daemon.c:	switch(obj->item_type)
daemon.c:	if (IS_SET(obj->quest, QUEST_SPELLPROOF))
daemon.c:	if (obj->carried_by != NULL)
daemon.c:	    act(msg,obj->carried_by,obj,NULL,TO_ALL);
daemon.c:	else if (obj->in_room != NULL && obj->in_room->people != NULL)
daemon.c:	    act(msg,obj->in_room->people,obj,NULL,TO_ALL);
daemon.c:    if (IS_CLASS(ch, CLASS_DEMON)) power = ch->pcdata->powers[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 = ((10 - ch->generation +3) * power+3) * 20;
daemon.c:    cold_effect(victim,ch->explevel,dam,TARGET_CHAR);
db.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
db.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
db.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
db.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
db.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
db.c: * Old Db gsns moved to db_gsn.c -Xrakisis
db.c:    16, 32, 64, 128, 256, 1024, 2048, 4096, 8192, 16384, 32768 - 64
db.c: * Semi-locals.
db.c:        lhour = (current_time - 650336715) / (PULSE_TICK / PULSE_PER_SECOND);
db.c:            if (strArea[0] == '-')
db.c:    pArea->age        = 4;
db.c:    pArea->filename   = str_dup(strArea);
db.c:    pArea->vnum       = top_area;
db.c:    pArea->name       = str_dup("New Area");
db.c:    pArea->builders   = str_dup("");
db.c:    pArea->music      = str_dup("default.mid");
db.c:    pArea->areabits   = 0;
db.c:    pArea->security   = 3;
db.c:    pArea->lvnum      = 0;
db.c:    pArea->uvnum      = 0;
db.c:    pArea->cvnum      = 0;
db.c:    pArea->area_flags = 0;
db.c:    pArea->x	= -1;
db.c:    pArea->y	= -1;
db.c:    pArea->start  = 0;
db.c:            SKEY("Name", pArea->name);
db.c:            KEY("Areabits", pArea->areabits, fread_number(fp));
db.c:            KEY("Security", pArea->security, fread_number(fp));
db.c:            KEY("Cvnum", pArea->cvnum, fread_number(fp));
db.c:                pArea->lvnum = fread_number(fp);
db.c:                pArea->uvnum = fread_number(fp);
db.c:                    area_last->next = pArea;
db.c:                pArea->next = NULL;
db.c:            SKEY("Builders", pArea->builders);
db.c:            SKEY("Music", pArea->music);
db.c:    log_string(pArea->name);
db.c:    if (area_last->lvnum == 0 || area_last->uvnum == 0)
db.c:        area_last->lvnum = area_last->uvnum = vnum;
db.c:    if (vnum != URANGE(area_last->lvnum, vnum, area_last->uvnum))
db.c:        if (vnum < area_last->lvnum)
db.c:            area_last->lvnum = vnum;
db.c:            area_last->uvnum = vnum;
db.c: * Page is insert-sorted by keyword.			-Thoric
db.c:    for (tHelp = first_help; tHelp; tHelp = tHelp->next)
db.c:        if ((match = strcmp(pHelp->keyword[0] == '\'' ? pHelp->keyword + 1 : pHelp->keyword,
db.c:                            tHelp->keyword[0] == '\'' ? tHelp->keyword + 1 : tHelp->keyword)) < 0 || (match == 0 && pHelp->level > tHelp->level))
db.c:            if (!tHelp->prev)
db.c:                tHelp->prev->next = pHelp;
db.c:            pHelp->prev = tHelp->prev;
db.c:            pHelp->next = tHelp;
db.c:            tHelp->prev = pHelp;
db.c:        pHelp->level = fread_number(fp);
db.c:        pHelp->keyword = fread_string(fp);
db.c:        if (pHelp->keyword[0] == '$')
db.c:        pHelp->text = fread_string(fp);
db.c:        if (pHelp->keyword[0] == '\0')
db.c:            STRFREE(pHelp->text);
db.c:            STRFREE(pHelp->keyword);
db.c:        if (!str_cmp(pHelp->keyword, "greeting"))
db.c:            help_greeting = pHelp->text;
db.c:                if (fortress[1].guard < pReset->arg2)
db.c:        pMobIndex->vnum             = vnum;
db.c:        pMobIndex->area             = area_last;  /* OLC */
db.c:        pMobIndex->player_name      = fread_string(fp);
db.c:        pMobIndex->short_descr      = fread_string(fp);
db.c:        pMobIndex->long_descr       = fread_string(fp);
db.c:        pMobIndex->description      = fread_string(fp);
db.c:        pMobIndex->long_descr[0]    = UPPER(pMobIndex->long_descr[0]);
db.c:        pMobIndex->description[0]   = UPPER(pMobIndex->description[0]);
db.c:        pMobIndex->act              = fread_number(fp) | ACT_IS_NPC;
db.c:        pMobIndex->affected_by      = fread_number(fp);
db.c:        pMobIndex->alignment        = fread_number(fp);
db.c:        pMobIndex->level            = number_fuzzy(fread_number(fp));
db.c:        pMobIndex->toughness        = fread_number(fp);
db.c:        if (pMobIndex->level < 1000) pMobIndex->toughness = 25;
db.c:        if (pMobIndex->level >= 1000)  pMobIndex->toughness = 50;
db.c:        pMobIndex->extra_attack     = fread_number(fp);
db.c:        pMobIndex->dam_modifier     = fread_number(fp);
db.c:        pMobIndex->sex              = fread_number(fp);
db.c:        pMobIndex->natural_attack   = fread_number(fp);
db.c:            bug( "Load_mobiles: vnum %d non-S.", vnum );
db.c:        pMobIndex->next             = mob_index_hash[iHash];
db.c:        kill_table[URANGE(0, pMobIndex->level, MAX_LEVEL - 1)].number++;
db.c:        pObjIndex->vnum           = vnum;
db.c:        pObjIndex->area           = area_last;
db.c:        pObjIndex->affected       = NULL;
db.c:        pObjIndex->extra_descr    = NULL;
db.c:        pObjIndex->name           = fread_string(fp);
db.c:        pObjIndex->short_descr    = fread_string(fp);
db.c:        pObjIndex->description    = fread_string(fp);
db.c://    if (pObjIndex->material != NULL && strlen(pObjIndex->material) > 1 )
db.c://    if (obj->questowner != NULL && strlen(obj->questowner) > 1)
db.c://    pObjIndex->material = fread_string ( fp );
db.c:        pObjIndex->material       = fread_number(fp);
db.c:        pObjIndex->item_type      = fread_number(fp);
db.c:        pObjIndex->extra_flags    = fread_number(fp);
db.c:        pObjIndex->wear_flags     = fread_number(fp);
db.c:        pObjIndex->value[0]       = fread_number(fp);
db.c:        pObjIndex->value[1]       = fread_number(fp);
db.c:        pObjIndex->value[2]       = fread_number(fp);
db.c:        pObjIndex->value[3]       = fread_number(fp);
db.c:        pObjIndex->value2[0]       = fread_number(fp); // damroll
db.c:        pObjIndex->value2[1]       = fread_number(fp); // hitroll
db.c:        pObjIndex->value2[2]       = fread_number(fp); // damcap
db.c:        pObjIndex->value2[3]       = fread_number(fp); // defense
db.c:        pObjIndex->value2g[0]       = fread_number(fp);
db.c:        pObjIndex->value2g[1]       = fread_number(fp);
db.c:        pObjIndex->value2g[2]       = fread_number(fp);
db.c:        pObjIndex->value2g[3]       = fread_number(fp);
db.c:        pObjIndex->weight         = fread_number(fp);
db.c:        pObjIndex->cost           = fread_number(fp);
db.c:        pObjIndex->weapontype     = fread_number(fp);
db.c:        pObjIndex->guntype        = fread_number(fp);
db.c:        pObjIndex->guncapacity    = fread_number(fp);
db.c:        pObjIndex->ammo           = fread_number(fp);
db.c:        pObjIndex->armortype = fread_number(fp);      // plate chianmail leather etc
db.c://	pObjIndex->specaff	  = fread_number(fp);
db.c:        pObjIndex->short_descr[0] = LOWER(pObjIndex->short_descr[0]);
db.c:        pObjIndex->description[0] = UPPER(pObjIndex->description[0]);
db.c:                paf->type = -1;
db.c:                paf->duration = -1;
db.c:                paf->location = fread_number(fp);
db.c:                paf->modifier = fread_number(fp);
db.c:                paf->bitvector = 0;
db.c:                paf->next = pObjIndex->affected;
db.c:                pObjIndex->affected = paf;
db.c:                ed->keyword = fread_string(fp);
db.c:                ed->description = fread_string(fp);
db.c:                ed->buffer1 = fread_string(fp);
db.c:                ed->buffer2 = fread_string(fp);
db.c:                ed->type = fread_number(fp);
db.c:                ed->vnum = fread_number(fp);
db.c:                ed->action = fread_number(fp);
db.c:                ed->next = pObjIndex->extra_descr;
db.c:                pObjIndex->extra_descr = ed;
db.c:        pObjIndex->next        = obj_index_hash[iHash];
db.c:    pr = pR->reset_last;
db.c:        pR->reset_first = pReset;
db.c:        pR->reset_last = pReset;
db.c:        pR->reset_last->next = pReset;
db.c:        pR->reset_last = pReset;
db.c:        pR->reset_last->next = NULL;
db.c:        pReset->command = letter;
db.c:        pReset->arg1 = fread_number(fp);
db.c:        pReset->arg2 = fread_number(fp);
db.c:        pReset->arg3 = (letter == 'G' || letter == 'R') ? 0 : fread_number(fp);
db.c:            get_mob_index(pReset->arg1);
db.c:            if ((pRoomIndex = get_room_index(pReset->arg3)))
db.c:                iLastRoom = pReset->arg3;
db.c:            get_obj_index(pReset->arg1);
db.c:            if ((pRoomIndex = get_room_index(pReset->arg3)))
db.c:                iLastObj = pReset->arg3;
db.c:            get_obj_index(pReset->arg1);
db.c:            get_obj_index(pReset->arg1);
db.c:            pRoomIndex = get_room_index(pReset->arg1);
db.c:            if (pReset->arg2 < 0 || pReset->arg2 > 5 || !pRoomIndex || !(pexit = pRoomIndex->exit[pReset->arg2]) || !IS_SET(pexit->rs_flags, EX_ISDOOR))
db.c:                bug("Load_resets: 'D': exit %d not door.", pReset->arg2);
db.c:            switch (pReset->arg3)   /* OLC 1.1b */
db.c:                bug("Load_resets: 'D': bad 'locks': %d.", pReset->arg3);
db.c:                SET_BIT(pexit->rs_flags, EX_CLOSED);
db.c:                SET_BIT(pexit->rs_flags, EX_CLOSED | EX_LOCKED);
db.c:                             SET_BIT (pexit->rs_flags, EX_HIDDEN);
db.c:                             SET_BIT (pexit->exit_info, EX_HIDDEN);
db.c:            if (pReset->arg2 < 0 || pReset->arg2 > 6) /* Last Door. */
db.c:                bug("Load_resets: 'R': bad exit %d.", pReset->arg2);
db.c:            if ((pRoomIndex = get_room_index(pReset->arg1)))
db.c:        static int prev_top_area = -1;
db.c:            area_last->start = vnum;
db.c:        pRoomIndex->people         =  NULL;
db.c:        pRoomIndex->contents       =  NULL;
db.c:        pRoomIndex->extra_descr    =  NULL;
db.c:        pRoomIndex->area           =  area_last;
db.c:        pRoomIndex->vnum           =  vnum;
db.c:        pRoomIndex->name           =  fread_string(fp);
db.c:        pRoomIndex->description    =  fread_string(fp);
db.c:        pRoomIndex->room_flags     =  fread_number(fp);
db.c:        pRoomIndex->sector_type    =  fread_number(fp);
db.c:        pRoomIndex->light          =  0;
db.c:        pRoomIndex->blood          =  0;
db.c:        pRoomIndex->roomtext       =  NULL;
db.c:        pRoomIndex->curr_vegetation = vegpercent;
db.c:        pRoomIndex->vegetation      = vegpercent;
db.c:        pRoomIndex->wood		= 0;
db.c:        pRoomIndex->build		= 0;
db.c:        pRoomIndex->ground		= 0;
db.c:        pRoomIndex->x			= -1;
db.c:        pRoomIndex->y			= -1;
db.c:        pRoomIndex->room		= 0;
db.c:        pRoomIndex->building		= 0;
db.c:        pRoomIndex->lotowner		= NULL;
db.c:            pRoomIndex->track[door]     = str_dup("");
db.c:            pRoomIndex->track_dir[door] = 0;
db.c:            pRoomIndex->exit[door] = NULL;
db.c:                pexit->description   =  fread_string(fp);
db.c:                pexit->keyword       =  fread_string(fp);
db.c:                pexit->exit_info     =  locks;
db.c:                pexit->rs_flags      =  locks;
db.c:                pexit->key           =  fread_number(fp);
db.c:                pexit->vnum          =  fread_number(fp);
db.c:                pRoomIndex->exit[door] = pexit;
db.c:                ed->keyword        =  fread_string(fp);
db.c:                ed->description    =  fread_string(fp);
db.c:                ed->buffer1        =  fread_string(fp);
db.c:                ed->buffer2        =  fread_string(fp);
db.c:                ed->type           =  fread_number(fp);
db.c:                ed->vnum           =  fread_number(fp);
db.c:                ed->action         =  fread_number(fp);
db.c:                ed->next           =  pRoomIndex->extra_descr;
db.c:                pRoomIndex->extra_descr = ed;
db.c:                rt->input       =  fread_string(fp);
db.c:                rt->output      =  fread_string(fp);
db.c:                rt->choutput    =  fread_string(fp);
db.c:                rt->name        =  fread_string(fp);
db.c:                rt->type        =  fread_number(fp);
db.c:                rt->power       =  fread_number(fp);
db.c:                rt->mob         =  fread_number(fp);
db.c:                rt->next        =  pRoomIndex->roomtext;
db.c:                pRoomIndex->roomtext = rt;
db.c:                pRoomIndex->x		= fread_number( fp );
db.c:                pRoomIndex->y		= fread_number( fp );
db.c:                area_last->x		= pRoomIndex->x;
db.c:                area_last->y		= pRoomIndex->y;
db.c:        pRoomIndex->next = room_index_hash[iHash];
db.c:        pRoomIndex->next_room   = room_list;
db.c:            pMobIndex->spec_fun = spec_lookup(fread_word(fp));
db.c:            if (pMobIndex->spec_fun == 0)
db.c:                bug("Load_specials: 'M': vnum %d.", pMobIndex->vnum);
db.c:            pMobIndex->quest_fun = quest_lookup(fread_word(fp));
db.c:            if (pMobIndex->quest_fun == 0)
db.c:                bug("Load_specials: 'Q': vnum %d.", pMobIndex->vnum);
db.c:            pMobIndex->shop_fun = shop_lookup(fread_word(fp));
db.c:            if (pMobIndex->shop_fun == 0)
db.c:                bug("Load_specials: 'Z': vnum %d.", pMobIndex->vnum);
db.c:        for (pRoomIndex = room_index_hash[iHash]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next)
db.c:                if ((pexit = pRoomIndex->exit[door]) != NULL)
db.c:                    if (pexit->vnum <= 0)
db.c:                        pexit->to_room = NULL;
db.c:                        pexit->to_room = get_room_index(pexit->vnum);
db.c:                SET_BIT(pRoomIndex->room_flags, ROOM_NO_MOB);
db.c:        for (pRoomIndex = room_index_hash[iHash]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next)
db.c:                if ((pexit = pRoomIndex->exit[door]) != NULL && (to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room != pRoomIndex)
db.c:                    sprintf(buf, "Fix_exits: %d:%d -> %d:%d -> %d.", pRoomIndex->vnum, door, to_room->vnum, rev_dir[door], (pexit_rev->to_room == NULL) ? 0 : pexit_rev->to_room->vnum);
db.c:    for (pArea = area_first; pArea != NULL; pArea = pArea->next)
db.c:        if (++pArea->age < 3)
db.c:        switch (pArea->sector)
db.c:        if (pArea->age >= 4)
db.c:            pArea->age = number_range(0, 1);
db.c:            if (pRoomIndex != NULL && pArea == pRoomIndex->area)
db.c:                pArea->age = 2;
db.c:    for (pArea = area_first; pArea != NULL; pArea = pArea->next)
db.c:         * Update Area Affects - Jobo
db.c:        for (paf = pArea->affects; paf; paf = paf_next)
db.c:            paf_next = paf->next;
db.c:            if (paf->duration > 0)
db.c:                paf->duration--;
db.c:        if (++pArea->age < 3)
db.c:        switch (pArea->sector)
db.c:/*                if ((!pArea->empty
db.c:                     && (pArea->nplayer == 0 || pArea->age >= 6))
db.c:                    || pArea->age >= 15)
db.c:                        sprintf(buf, "%s has just been reset.", pArea->name);
db.c:                        pArea->age = number_range(0, 3);
db.c:                        if (pRoomIndex != NULL && pArea == pRoomIndex->area)
db.c:                                pArea->age = 6 - 3;
db.c:                        else if (pArea->nplayer == 0)
db.c:                                pArea->empty = TRUE;
db.c:                for (room = room_index_hash[hash]; room; room = room->next)
db.c:                        if (room->area->empty)
db.c:                            && room->rprog_delay > 0)
db.c:                                if (--room->rprog_delay <= 0)
db.c:        if ((pExit = pRoom->exit[iExit]))
db.c:            pExit->exit_info = pExit->rs_flags;
db.c:            if ((pExit->to_room != NULL) && ((pExit = pExit->to_room->exit[rev_dir[iExit]])))
db.c:                pExit->exit_info = pExit->rs_flags;
db.c:    for (pReset = pRoom->reset_first; pReset != NULL; pReset = pReset->next)
db.c:        switch (pReset->command)
db.c:            bug("Reset_room: bad command %c.", pReset->command);
db.c:            if (!(pMobIndex = get_mob_index(pReset->arg1)))
db.c:                bug("Reset_room: 'M': bad vnum %d.", pReset->arg1);
db.c:            /*        if (pMobIndex->count >= pReset->arg2)
db.c:                    if (fortress[1].guard < pReset->arg2)
db.c:            if (pReset->arg1 == 5101) // Is this a guardian guard?
db.c:                if (pMobIndex->count >= fortress[1].guard)
db.c:            else if (pReset->arg1 == 5102) // Is this a guardian soldier?
db.c:                if (pMobIndex->count >= fortress[1].soldier)
db.c:            else if (pReset->arg1 == 5200) // Is this a dark hand guard?
db.c:                if (pMobIndex->count >= fortress[0].guard)
db.c:            else if (pReset->arg1 == 5201) // Is this a dark hand soldier?
db.c:                if (pMobIndex->count >= fortress[0].soldier)
db.c:            else if (pReset->arg1 == 202101) // Is this a damned guard?
db.c:                if (pMobIndex->count >= fortress[3].guard)
db.c:            else if (pReset->arg1 == 202102) // Is this a damned soldier?
db.c:                if (pMobIndex->count >= fortress[3].soldier)
db.c:            else if (pReset->arg1 == 202201) // Is this a crusaders guard?
db.c:                if (pMobIndex->count >= fortress[4].guard)
db.c:            else if (pReset->arg1 == 202202) // Is this a crusaders soldier?
db.c:                if (pMobIndex->count >= fortress[4].soldier)
db.c:            else if (pReset->arg1 == 202301) // Is this a druid guard?
db.c:                if (pMobIndex->count >= fortress[5].guard)
db.c:            else if (pReset->arg1 == 202302) // Is this a druid soldier?
db.c:                if (pMobIndex->count >= fortress[5].soldier)
db.c:            else if (pMobIndex->count >= pReset->arg2) // No it isn't! So have we reached the reset's limit for this mob?
db.c:                SET_BIT(pMob->affected_by, AFF_INFRARED);
db.c:            level = URANGE(0, pMob->level - 2, LEVEL_HERO);
db.c:            if (!(pObjIndex = get_obj_index(pReset->arg1)))
db.c:                bug("Reset_room: 'O': bad vnum %d.", pReset->arg1);
db.c:            if (!(pRoomIndex = get_room_index(pReset->arg3)))
db.c:                bug("Reset_room: 'O': bad vnum %d.", pReset->arg3);
db.c:            if (count_obj_list(pObjIndex, pRoom->contents) > 0)
db.c:            pObj->cost = 0;
db.c:            if (!(pObjIndex = get_obj_index(pReset->arg1)))
db.c:                bug("Reset_room: 'P': bad vnum %d.", pReset->arg1);
db.c:            if (!(pObjToIndex = get_obj_index(pReset->arg3)))
db.c:                bug("Reset_room: 'P': bad vnum %d.", pReset->arg3);
db.c:            if (!(LastObj = get_obj_type(pObjToIndex)) || count_obj_list(pObjIndex, LastObj->contains) > 0)
db.c:            if (LastObj->item_type == ITEM_CONTAINER)
db.c:                LastObj->value[1] = LastObj->pIndexData->value[1];
db.c:            if (!(pObjIndex = get_obj_index(pReset->arg1)))
db.c:                bug("Reset_room: 'E' or 'G': bad vnum %d.", pReset->arg1);
db.c:                bug("Reset_room: 'E' or 'G': null mob for vnum %d.", pReset->arg1);
db.c:            if (pReset->command == 'E')
db.c:                equip_char(LastMob, pObj, pReset->arg3);
db.c:                        if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) )
db.c:                            bug( "Reset_room: 'R': bad vnum %d.", pReset->arg1 );
db.c:                            for ( d0 = 0; d0 < pReset->arg2 - 1; d0++ )
db.c:                                d1                   = number_range( d0, pReset->arg2-1 );
db.c:                                pExit                = pRoomIndex->exit[d0];
db.c:                                pRoomIndex->exit[d0] = pRoomIndex->exit[d1];
db.c:                                pRoomIndex->exit[d1] = pExit;
db.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
db.c:        char_free = char_free->next;
db.c:    mob->pIndexData = pMobIndex;
db.c:    mob->name = str_dup(pMobIndex->player_name);  /* OLC */
db.c:    mob->short_descr = str_dup(pMobIndex->short_descr); /* OLC */
db.c:    mob->long_descr = str_dup(pMobIndex->long_descr); /* OLC */
db.c:    mob->description = str_dup(pMobIndex->description); /* OLC */
db.c:    mob->spec_fun = pMobIndex->spec_fun;
db.c:    mob->quest_fun = pMobIndex->quest_fun;
db.c:    mob->shop_fun = pMobIndex->shop_fun;
db.c:    mob->home = 2002;
db.c:    mob->form = 32767;
db.c:    mob->level = number_fuzzy(pMobIndex->level);
db.c:    mob->act = pMobIndex->act;
db.c:    mob->affected_by = pMobIndex->affected_by;
db.c:    mob->alignment = pMobIndex->alignment;
db.c:    mob->sex = pMobIndex->sex;
db.c:    mob->decay_pulse    = -1;
db.c:    mob->defense -= mob->level / 4;
db.c:    mob->armor -= mob->level / 4;
db.c://    if (mob->level > 2500)
db.c://        tempvalue = mob->level * 2 + number_range(mob->level * mob->level / 2, mob->level * mob->level);
db.c:    tempvalue = (mob->level);
db.c:    if (mob->level >= 8500)
db.c:        //     mob->max_hit += 3500000;
db.c:        mob->militia += number_range(50000,100000);
db.c:        mob->pikemen += number_range(5000,10000);
db.c:        mob->swordsmen += number_range(500,1000);
db.c:        mob->heavy_infantry += number_range(500,1000);
db.c:        mob->axemen += number_range(500,1000);
db.c:        mob->archers += number_range(5000,10000);
db.c:        mob->archerinfantry += number_range(5000,10000);
db.c:        mob->chariots += number_range(500,1000);
db.c:        mob->light_cavalry += number_range(3000,4000);
db.c:        mob->medium_cavalry += number_range(2000,3000);
db.c:        mob->heavy_cavalry += number_range(1000,2000);
db.c:        mob->knights += number_range(100,500);
db.c:        mob->ballistas += number_range(100,1000);
db.c:        mob->catapults += number_range(100,1000);
db.c:        mob->rams += number_range(100,1000);
db.c:        mob->scorpions += number_range(100,1000);
db.c:        mob->trebuchets += number_range(100,1000);
db.c:    if (mob->level >= 9000)
db.c://        mob->max_hit += 3500000;
db.c:        mob->militia += number_range(500000,1000000);
db.c:        mob->pikemen += number_range(50000,100000);
db.c:        mob->swordsmen += number_range(50000,100000);
db.c:        mob->heavy_infantry += number_range(50000,100000);
db.c:        mob->axemen += number_range(50000,100000);
db.c:        mob->archers += number_range(50000,100000);
db.c:        mob->archerinfantry += number_range(50000,100000);
db.c:        mob->chariots += number_range(50000,100000);
db.c:        mob->light_cavalry += number_range(300000,400000);
db.c:        mob->medium_cavalry += number_range(200000,300000);
db.c:        mob->heavy_cavalry += number_range(100000,200000);
db.c:        mob->knights += number_range(100000,500000);
db.c:        mob->ballistas += number_range(10000,100000);
db.c:        mob->catapults += number_range(10000,100000);
db.c:        mob->rams += number_range(10000,100000);
db.c:        mob->scorpions += number_range(100000,1000000);
db.c:        mob->trebuchets += number_range(10000,100000);
db.c:    if (mob->level >= 11500)
db.c://        mob->max_hit += 4500000;
db.c:        mob->militia += number_range(500000,1000000);
db.c:        mob->pikemen += number_range(50000,100000);
db.c:        mob->swordsmen += number_range(5000,10000);
db.c:        mob->heavy_infantry += number_range(5000,10000);
db.c:        mob->axemen += number_range(5000,10000);
db.c:        mob->archers += number_range(50000,100000);
db.c:        mob->archerinfantry += number_range(50000,100000);
db.c:        mob->chariots += number_range(5000,10000);
db.c:        mob->light_cavalry += number_range(30000,40000);
db.c:        mob->medium_cavalry += number_range(20000,30000);
db.c:        mob->heavy_cavalry += number_range(10000,20000);
db.c:        mob->knights += number_range(10000,50000);
db.c:        mob->ballistas += number_range(10000,100000);
db.c:        mob->catapults += number_range(10000,100000);
db.c:        mob->rams += number_range(10000,100000);
db.c:        mob->scorpions += number_range(10000,100000);
db.c:        mob->trebuchets += number_range(10000,100000);
db.c:        mob->max_hit = number_range(mob->level * 75, mob->level * 125);
db.c:    if (mob->level > 50)
db.c:        mob->max_hit += number_range(mob->level * 230, mob->level * 250);
db.c:    if (mob->level > 100)
db.c:        mob->max_hit = number_range(mob->level * 130, mob->level * 150);
db.c:    if (mob->level > 300)
db.c:        mob->max_hit += number_range(mob->level * 175, mob->level * 200);
db.c:    if (mob->level > 500)
db.c:        mob->max_hit += number_range(mob->level * 175, mob->level * 200);
db.c:    if (mob->level > 1300)
db.c:        mob->max_hit += number_range(mob->level * 275, mob->level * 300);
db.c:    if (mob->level > 2300)
db.c:        mob->max_hit += number_range(mob->level * 175, mob->level * 200);
db.c:        if (mob->level > 500)
db.c:            mob->max_hit += number_range(mob->level * 475, mob->level * 500);
db.c:     	if (mob->level > 3500)
db.c:     	mob->max_hit += number_range(mob->level * 150, mob->level * 200);
db.c:     	if (mob->level > 4500)
db.c:     	mob->max_hit += number_range(mob->level * 150, mob->level * 200);
db.c:    mob->max_move = mob->level * 750;
db.c:    mob->max_mana = mob->level * 750;
db.c:    mob->hit = mob->max_hit;
db.c:    mob->move = mob->max_move;
db.c:    mob->mana = mob->max_mana;
db.c:    mob->hitroll = mob->level * 12;
db.c: if (mob->level > 500)
db.c: mob->hitroll += mob->level * 2;
db.c: if (mob->level > 1000)
db.c: mob->hitroll += mob->level * 6;
db.c: if (mob->level > 2000)
db.c: mob->hitroll += mob->level * 8;
db.c: if (mob->level > 3000)
db.c: mob->hitroll += mob->level * 10;
db.c:    mob->damroll = mob->level * 8;
db.c: if (mob->level > 50)
db.c: mob->damroll += mob->level;
db.c: if (mob->level > 100)
db.c: mob->damroll += mob->level / 2;
db.c: if (mob->level > 450)
db.c: mob->damroll += mob->level / 2;
db.c: if (mob->level > 500)
db.c: mob->damroll += mob->level;
db.c: if (mob->level > 750)
db.c: mob->damroll += mob->level;
db.c: if (mob->level > 1000)
db.c: mob->damroll += mob->level;
db.c: if (mob->level > 2000)
db.c: mob->damroll += mob->level;
db.c: if (mob->level > 3000)
db.c: mob->damroll += mob->level;
db.c:    if (mob->spec_fun == spec_lookup("spec_warlord"))
db.c:        mob->max_hit += 500000;
db.c:        mob->hitroll = 2000;
db.c:        mob->damroll = 2000;
db.c:        mob->militia += number_range(50000,100000);
db.c:        mob->pikemen += number_range(5000,10000);
db.c:        mob->swordsmen += number_range(500,1000);
db.c:        mob->heavy_infantry += number_range(500,1000);
db.c:        mob->axemen += number_range(500,1000);
db.c:        mob->archers += number_range(5000,10000);
db.c:        mob->archerinfantry += number_range(5000,10000);
db.c:        mob->chariots += number_range(500,1000);
db.c:        mob->light_cavalry += number_range(3000,4000);
db.c:        mob->medium_cavalry += number_range(2000,3000);
db.c:        mob->heavy_cavalry += number_range(1000,2000);
db.c:        mob->knights += number_range(100,500);
db.c:        mob->ballistas += number_range(100,1000);
db.c:        mob->catapults += number_range(100,1000);
db.c:        mob->rams += number_range(100,1000);
db.c:        mob->scorpions += number_range(100,1000);
db.c:        mob->trebuchets += number_range(100,1000);
db.c:    mob->practice = mob->level * (number_range(10, 20) / 5);
db.c:    mob->stance[0] = -1;
db.c:    if (mob->level > 74)
db.c:        int mobstance = number_fuzzy( mob->level );
db.c:            mob->stance[tempvalue] = mobstance;
db.c:            mob->wpn[tempvalue] = mobstance;
db.c:    mob->next = char_list;
db.c:    pMobIndex->count++;
db.c:        obj_free = obj_free->next;
db.c:    obj->pIndexData = pObjIndex;
db.c:    obj->in_room = NULL;
db.c:    obj->level = level;
db.c:    obj->wear_loc = -1;
db.c:    obj->name = str_dup(pObjIndex->name); /* OLC */
db.c:    obj->short_descr = str_dup(pObjIndex->short_descr); /* OLC */
db.c:    obj->description = str_dup(pObjIndex->description); /* OLC */
db.c://  if (obj->material != NULL)
db.c://  if (obj->material != NULL && strlen(obj->material) > 1 )
db.c://  obj->material = str_dup ( pObjIndex->material );
db.c:    obj->material = pObjIndex->material;
db.c:    obj->questmaker = str_dup("");
db.c:    obj->questowner = str_dup("");
db.c:    obj->chobj = NULL;
db.c:    obj->quest = 0;
db.c:    obj->points = 0;
db.c:    obj->item_type = pObjIndex->item_type;
db.c:    obj->extra_flags = pObjIndex->extra_flags;
db.c:    obj->wear_flags = pObjIndex->wear_flags;
db.c:    obj->value[0] = pObjIndex->value[0];
db.c:    obj->value[1] = pObjIndex->value[1];
db.c:    obj->value[2] = pObjIndex->value[2];
db.c:    obj->value[3] = pObjIndex->value[3];
db.c:    obj->weight = pObjIndex->weight;
db.c:    obj->cost = pObjIndex->cost;
db.c:    obj->weapontype = pObjIndex->weapontype;
db.c:    obj->guntype = pObjIndex->guntype;
db.c:    obj->guncapacity = pObjIndex->guncapacity;
db.c:    obj->ammo = pObjIndex->ammo;
db.c:    obj->armortype = pObjIndex->armortype;
db.c://    obj->specaff = pObjIndex->specaff;
db.c:    if (obj->pIndexData->vnum == 30039) /* Questcards */
db.c:        obj->condition = 100;
db.c:        obj->toughness = 100;
db.c:        obj->resistance = 1;
db.c:        SET_BIT(obj->quest, QUEST_RELIC);
db.c:    else if (obj->pIndexData->vnum >= 81231  && obj->pIndexData->vnum <= 81240)  /* artifacts */
db.c:        SET_BIT(obj->quest, QUEST_ARTIFACT);
db.c:        obj->condition = 100;
db.c:        obj->toughness = 100;
db.c:        obj->resistance = 1;
db.c:        obj->level = 60;
db.c:        obj->cost = 1000000;
db.c:    else if (obj->pIndexData->vnum >= 221 && obj->pIndexData->vnum <= 300)  /* Prizes */
db.c:        SET_BIT(obj->quest, QUEST_PRIZE);
db.c:        obj->condition = 100;
db.c:        obj->toughness = 100;
db.c:        obj->resistance = 1;
db.c:        obj->level = 60;
db.c:        obj->cost = 1000000;
db.c:    else if (obj->pIndexData->vnum >= 301 && obj->pIndexData->vnum <= 700) /* relics */
db.c:        obj->condition = 100;
db.c:        obj->toughness = 100;
db.c:        obj->resistance = 1;
db.c:        SET_BIT(obj->quest, QUEST_RELIC);
db.c:        obj->condition = 100;
db.c://    obj->toughness = 100;
db.c:        obj->resistance = 25;
db.c:    switch (obj->item_type)
db.c:        bug("Read_object: vnum %d bad type.", pObjIndex->vnum);
db.c:        if (!IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_SET(obj->quest, QUEST_RELIC) && !IS_SET(obj->quest, QUEST_PRIZE))
db.c:            obj->value[1] = number_range(obj->value[1], obj->value[2]);
db.c:            obj->value[2] = number_range((obj->value[1] + 1), (obj->value[1] * 2));
db.c:        if (obj->value[2] > 5)
db.c:            obj->value[2] = 5;
db.c:        else if (obj->value[2] < 3)
db.c:            obj->value[2] = 3;
db.c:        if (!IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_SET(obj->quest, QUEST_RELIC) && !IS_SET(obj->quest, QUEST_PRIZE))
db.c:            obj->value[0] = number_range(10, obj->value[0]);
db.c:        obj->value[0] = number_fuzzy(number_fuzzy(obj->value[0]));
db.c:        obj->value[0] = obj->cost;
db.c:    obj->next = object_list;
db.c:    pObjIndex->count++;
db.c:    ch->name = &str_empty[0];
db.c:    ch->lastname = &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->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->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->tracking = FALSE;
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 = 2000;
db.c:    ch->max_hit = 2000;
db.c:    ch->mana = 2000;
db.c:    ch->max_mana = 2000;
db.c:    ch->move = 2000;
db.c:    ch->max_move = 2000;
db.c:    ch->next_wilderness = NULL;
db.c:    ch->prev_wilderness = NULL;
db.c:    ch->master = NULL;
db.c:    ch->leader = NULL;
db.c:    ch->fighting = NULL;
db.c:    ch->mount = NULL;
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:        obj_next = obj->next_content;
db.c:    for (paf = ch->affected; paf != NULL; paf = paf_next)
db.c:        paf_next = paf->next;
db.c:    free_string(ch->name);
db.c:    free_string(ch->lastname);
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->morph);
db.c:    free_string(ch->createtime);
db.c:    free_string(ch->lasttime);
db.c:    free_string(ch->lasthost);
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:        for (ali = ch->pcdata->alias; ali; ali = ali_next)
db.c:            ali_next = ali->next;
db.c:        for (quest = ch->pcdata->quests; quest; quest = quest_next)
db.c:            quest_next = quest->next;
db.c:        free_string(ch->pcdata->retaliation);
db.c:        free_string(ch->pcdata->switchname);
db.c:        free_string(ch->pcdata->last_decap[0]);
db.c:        free_string(ch->pcdata->last_decap[1]);
db.c:        free_string(ch->pcdata->logoutmessage);
db.c:        free_string(ch->pcdata->avatarmessage);
db.c:        free_string(ch->pcdata->loginmessage);
db.c:        free_string(ch->pcdata->decapmessage);
db.c:        free_string(ch->pcdata->tiemessage);
db.c:        free_string(ch->pcdata->last_global);
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:        ch->pcdata->next = pcdata_free;
db.c:        pcdata_free = ch->pcdata;
db.c:    ch->next = char_free;
db.c:    for (; ed != NULL; ed = ed->next)
db.c:        if (is_name(name, ed->keyword))
db.c:            return ed->description;
db.c:    for (pMobIndex = mob_index_hash[vnum % MAX_KEY_HASH]; pMobIndex != NULL; pMobIndex = pMobIndex->next)
db.c:        if (pMobIndex->vnum == vnum)
db.c:    for (pObjIndex = obj_index_hash[vnum % MAX_KEY_HASH]; pObjIndex != NULL; pObjIndex = pObjIndex->next)
db.c:        if (pObjIndex->vnum == vnum)
db.c:    for (pRoomIndex = room_index_hash[vnum % MAX_KEY_HASH]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next)
db.c:        if (pRoomIndex->vnum == vnum)
db.c:    else if (c == '-')
db.c:        number = number * 10 + c - '0';
db.c:        number = 0 - number;
db.c:    else if (c == '-')
db.c:        number = number * 10 + c - '0';
db.c:        number = 0 - number;
db.c:  * These strings are read-only and shared.
db.c: * This function takes 40% to 50% of boot-up time.
db.c:    if (plast > &string_space[MAX_STRING - MAX_STRING_LENGTH])
db.c:         *   -- Furey
db.c:                plast[-1] = '\0';
db.c:                iHash = UMIN(MAX_KEY_HASH - 1, plast - 1 - top_string);
db.c:                    sAllocString += top_string - pString;
db.c:    for ( ichar = 0; ichar <= sstr2 - sstr1; ichar++ )
db.c:    for ( ichar = 0; ichar <= sstr1 - sstr2; ichar++ )
db.c:    for ( ichar = 0; ichar <= sstr1 - sstr2; ichar++ )
db.c: * Fread_strings are read-only and shared.
db.c: * Read-only shared strings are not touched.
db.c:        pArea2 = pArea2->next;
db.c:        cprintf(buf, "%-39s%-39s\n\r", pArea1->name, (pArea2 != NULL) ? pArea2->name : "");
db.c:        pArea1 = pArea1->next;
db.c:            pArea2 = pArea2->next;
db.c:        number -= 1;
db.c:    if ((to = to - from + 1) <= 1)
db.c:    while ((number = number_mm() & (power - 1)) >= to)
db.c:    while ((percent = number_mm() & (128 - 1)) > 99)
db.c:    while ((door = number_mm() & (8 - 1)) > 5)
db.c:    return number_mm() & ((1 << width) - 1);
db.c: * I've gotten too many bad reports on OS-supplied random number generators.
db.c: * This is the Mitchell-Moore algorithm from Knuth Volume II.
db.c: * -- Furey
db.c:    piState[-2] = 55 - 55;
db.c:    piState[-1] = 55 - 24;
db.c:    piState[0] = ((int) current_time) & ((1 << 30) - 1);
db.c:        piState[iState] = (piState[iState - 1] + piState[iState - 2]) & ((1 << 30) - 1);
db.c:    iState1 = piState[-2];
db.c:    iState2 = piState[-1];
db.c:    iRand = (piState[iState1] + piState[iState2]) & ((1 << 30) - 1);
db.c:    piState[-2] = iState1;
db.c:    piState[-1] = iState2;
db.c:    return value_00 + level * (value_32 - value_00) / 32;
db.c: * Used for player-entered strings that go into disk files.
db.c:            *str = '-';
db.c:    for (ichar = 0; ichar <= sstr2 - sstr1; ichar++)
db.c:    if (sstr1 <= sstr2 && !str_cmp(astr, bstr + sstr2 - sstr1))
db.c: * Returns an initial-capped string.
db.c:        fprintf(fp, "[%5d] %s: %s\n", ch->in_room ? ch->in_room->vnum : 0, ch->name, str);
db.c:    strftime (buf, 100, "%d-%b-%Y", t);
db.c: * -- Furey
db.c:    for ( pArea = area_first; pArea != NULL; pArea = pArea->next )
db.c:        if (pArea->linked) continue;
db.c:        for ( vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++ )
db.c:            if (pArea->linked) break;
db.c:                if (pArea->linked) break;
db.c:                    if (pArea->linked) break;
db.c:                    if ( ( pexit = pRoom->exit[door] ) != NULL
db.c:                            && pexit->to_room->area != pArea)
db.c:                        pArea->linked = TRUE;
db.c:                              && IS_SET(pexit->exit_info, EX_TO_WILDERNESS) )
db.c:                        pArea->linked = TRUE;
db_gsns.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
db_gsns.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
db_gsns.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
db_gsns.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
db_gsns.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
death_knight.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
death_knight.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
death_knight.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
death_knight.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
death_knight.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
death_knight.c:    if (ch->mana < 500)
death_knight.c:    if (ch->hit < ch->max_hit)
death_knight.c:        ch->hit += number_range(500,1000);
death_knight.c:    if (ch->hit > ch->max_hit) ch->hit=ch->max_hit;
death_knight.c:    ch->mana -= 500;
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] < 6)
death_knight.c:        if (IS_SET(ch->pcdata->powers4[AURAS], BOG_AURA))
death_knight.c:            REMOVE_BIT(ch->pcdata->powers4[AURAS], BOG_AURA);
death_knight.c:            SET_BIT(ch->pcdata->powers4[AURAS], BOG_AURA);
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] < 4)
death_knight.c:        if (IS_SET(ch->pcdata->powers4[AURAS], MIGHT_AURA))
death_knight.c:            REMOVE_BIT(ch->pcdata->powers4[AURAS], MIGHT_AURA);
death_knight.c:            ch->damroll -= 300;
death_knight.c:            ch->hitroll -= 300;
death_knight.c:            SET_BIT(ch->pcdata->powers4[AURAS], MIGHT_AURA);
death_knight.c:            ch->damroll += 300;
death_knight.c:            ch->hitroll += 300;
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] < 2)
death_knight.c:        if (IS_SET(ch->pcdata->powers4[AURAS], DEATH_AURA))
death_knight.c:            REMOVE_BIT(ch->pcdata->powers4[AURAS], DEATH_AURA);
death_knight.c:            SET_BIT(ch->pcdata->powers4[AURAS], DEATH_AURA);
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] < 9)
death_knight.c:        if (IS_SET(ch->pcdata->powers4[AURAS], FEAR_AURA))
death_knight.c:            REMOVE_BIT(ch->pcdata->powers4[AURAS], FEAR_AURA);
death_knight.c:            SET_BIT(ch->pcdata->powers4[AURAS], FEAR_AURA);
death_knight.c:        if (ch->pcdata->powers4[INVOCATION] == 0)
death_knight.c:        if (ch->pcdata->powers4[INVOCATION] == 1)
death_knight.c:        if (ch->pcdata->powers4[INVOCATION] == 2)
death_knight.c:        if (ch->pcdata->powers4[INVOCATION] == 3)
death_knight.c:        if (ch->pcdata->powers4[INVOCATION] == 4)
death_knight.c:        if (ch->pcdata->powers4[INVOCATION] == 5)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 0)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 1)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 2)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 3)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 4)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 5)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 6)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 7)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 8)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 9)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY] == 10)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 0)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 1)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 2)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 3)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 4)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 5)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 6)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 7)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 8)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 9)
death_knight.c:        if (ch->pcdata->powers4[SPIRIT] == 10)
death_knight.c:        if (ch->pcdata->powers4[NECROMANCY]>9)
death_knight.c:        else if (ch->exp < ch->pcdata->powers4[NECROMANCY] * 60 + 60)
death_knight.c:            ch->exp -= ch->pcdata->powers4[NECROMANCY] * 60 + 60;
death_knight.c:            ch->pcdata->powers4[NECROMANCY] += 1;
death_knight.c:        if (ch->pcdata->powers4[INVOCATION]>4)
death_knight.c:        else if (ch->exp < ch->pcdata->powers4[INVOCATION] * 60 + 60)
death_knight.c:            ch->exp -= ch->pcdata->powers4[INVOCATION] * 60 + 60;
death_knight.c:            ch->pcdata->powers4[INVOCATION] += 1;
death_knight.c:        if (ch->pcdata->powers4[UNDEAD_SPIRIT] > 9)
death_knight.c:        if (ch->exp < ch->pcdata->powers4[UNDEAD_SPIRIT] * 60 + 60)
death_knight.c:            ch->exp -= ch->pcdata->powers4[UNDEAD_SPIRIT] * 60 + 60;
death_knight.c:            ch->pcdata->powers4[UNDEAD_SPIRIT] += 1;
death_knight.c:    if (IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_PROWESS] < 5)
death_knight.c:    if (IS_BLADEMASTER(ch) && ch->pcdata->powers3[WEAPONSKILL] > 9)
death_knight.c:    if (IS_DEATHKNIGHT(ch) && ch->pcdata->powers4[WEAPONSKILL] > 9)
death_knight.c:    if (ch->exp < ch->pcdata->powers4[WEAPONSKILL]*60 + 60)
death_knight.c:        ch->exp -= ch->pcdata->powers4[WEAPONSKILL]*60 + 60;
death_knight.c:        ch->hit = 1;
death_knight.c:        ch->mana = 1;
death_knight.c:        ch->move = 1;
death_knight.c:        ch->pcdata->powers4[WEAPONSKILL] += 1;
death_knight.c:	ch->pcdata->powers3[WEAPONSKILL]++;
death_knight.c:    if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers4[NECROMANTIC] < 3)
death_knight.c:    if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && ch->pcdata->powers4[SPIRIT] < 4)
death_knight.c:    if (ch->alignment > 0)
death_knight.c:    ch->hit += dam;
death_knight.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
death_knight.c:    if (victim->position > POS_STUNNED)
death_knight.c:        if (victim->fighting == NULL) set_fighting(victim, ch);
death_knight.c:        if (ch->fighting == NULL) set_fighting(ch, victim);
death_knight.c:        if (!(arg2[0] == '\0') || ch->fighting != NULL)
death_knight.c:                victim = ch->fighting;
death_knight.c:            if (ch->pcdata->powers4[POWER_TICK] > 0)
death_knight.c:            ch->pcdata->powers4[POWER_TICK] = 4;
death_knight.c:        if (!(arg2[0] == '\0') || ch->fighting != NULL)
death_knight.c:                victim = ch->fighting;
death_knight.c:            if (ch->pcdata->powers4[POWER_TICK] > 0)
death_knight.c:            if (IS_SET(victim->act, PLR_HOLYLIGHT))
death_knight.c:                REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
death_knight.c:            if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
death_knight.c:                REMOVE_BIT(victim->affected_by,
death_knight.c:            if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
death_knight.c:                REMOVE_BIT(victim->affected_by,
death_knight.c:            af.modifier = -4;
death_knight.c:            ch->pcdata->powers4[POWER_TICK] = 3;
death_knight.c:            if (ch->pcdata->powers4[POWER_TICK] > 0)
death_knight.c:            if (victim->position > POS_STUNNED)
death_knight.c:                if (ch->fighting == NULL)
death_knight.c:                if (victim->fighting == NULL)
death_knight.c:            if (!IS_NPC(victim) || victim->level > 100)
death_knight.c:                int       dam = victim->hit * .4;
death_knight.c:                ch->pcdata->powers4[POWER_TICK] = 5;
death_knight.c:            ch->pcdata->powers4[POWER_TICK] = 2;
death_knight.c:        if (ch->pcdata->powers4[POWER_TICK] > 2)
death_knight.c:        ich_next = ch->in_room->people;
death_knight.c:            ich_next = ich->next_in_room;
death_knight.c:        ch->pcdata->powers4[POWER_TICK] += 1;
demon.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
demon.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
demon.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
demon.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
demon.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
demon.c:	REMOVE_BIT(ch->immune, IMM_TRAVEL);
demon.c:	SET_BIT(ch->immune, IMM_TRAVEL);
demon.c:"-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-\n\r");
demon.c:"                      -=(**)=- Attained Warps -=(**)=-\n\r",ch);
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] < 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->exp -= 15000;
demon.c:    ch->warpcount += 1;
demon.c:	victim->pcdata->powers[DPOWER_OBJ_VNUM] = OBJ_VNUM_DEMONLONGSWORD;
demon.c:    if (ch->pcdata->stats[DEMON_TOTAL] < cost || 
demon.c:	ch->pcdata->stats[DEMON_CURRENT] < cost)
demon.c:    if(!IS_DEMON(victim) && victim->exp < 1000 )
demon.c:    SET_BIT(victim->pcdata->powers[DPOWER_FLAGS], inpart);
demon.c:    ch->exp -= cost;
demon.c:    if (IS_DEMON(victim)) ch->exp -= 100;
demon.c:    if (ch->practice < 60)
demon.c:    ch->practice -= 60;
demon.c:    obj->questowner = str_dup(ch->pcdata->switchname);
demon.c:    obj->ownerid = ch->pcdata->playerid;
demon.c:                && obj->pIndexData->vnum == vnum)
demon.c:        obj->condition = 100;
demon.c:        obj->toughness = 100;
demon.c:        obj->resistance = 1;
demon.c:        free_string (obj->questowner);
demon.c:        obj->questowner = str_dup (ch->name);
demon.c:        free_string (obj->questmaker);
demon.c:        obj->questmaker = str_dup (ch->name);
demon.c:        SET_BIT (obj->quest, QUEST_RELIC);
demon.c:        SET_BIT (obj->spectype, SITEM_DEMONIC);
demon.c:        SET_BIT (obj->spectype, SITEM_SILVER);
demon.c:        SET_BIT (obj->extra_flags, ITEM_VANISH);
demon.c:                && obj->pIndexData->vnum == vnum)
demon.c:        obj->condition = 100;
demon.c:        obj->toughness = 100;
demon.c:        obj->resistance = 1;
demon.c:        free_string (obj->questowner);
demon.c:        obj->questowner = str_dup (ch->name);
demon.c:        free_string (obj->questmaker);
demon.c:        obj->questmaker = str_dup (ch->name);
demon.c:        SET_BIT (obj->quest, QUEST_RELIC);
demon.c:        SET_BIT (obj->spectype, SITEM_DEMONIC);
demon.c:        SET_BIT (obj->spectype, SITEM_SILVER);
demon.c:        SET_BIT (obj->extra_flags, ITEM_VANISH);
demon.c:                && obj->pIndexData->vnum == vnum)
demon.c:                && obj->pIndexData->vnum == vnum)
demon.c:        obj->condition = 100;
demon.c:        obj->toughness = 100;
demon.c:        obj->resistance = 1;
demon.c:        obj2->condition = 100;
demon.c:        obj2->toughness = 100;
demon.c:        obj2->resistance = 1;
demon.c:        free_string (obj->questowner);
demon.c:        obj->questowner = str_dup (ch->name);
demon.c:        free_string (obj->questmaker);
demon.c:        obj->questmaker = str_dup (ch->name);
demon.c:        free_string (obj2->questowner);
demon.c:        obj2->questowner = str_dup (ch->name);
demon.c:        free_string (obj2->questmaker);
demon.c:        obj2->questmaker = str_dup (ch->name);
demon.c:        SET_BIT (obj->quest, QUEST_RELIC);
demon.c:        SET_BIT (obj->spectype, SITEM_DEMONIC);
demon.c:        SET_BIT (obj->spectype, SITEM_SILVER);
demon.c:        SET_BIT (obj->extra_flags, ITEM_VANISH);
demon.c:        SET_BIT (obj2->quest, QUEST_RELIC);
demon.c:        SET_BIT (obj2->spectype, SITEM_DEMONIC);
demon.c:        SET_BIT (obj2->spectype, SITEM_SILVER);
demon.c:        SET_BIT (obj2->extra_flags, ITEM_VANISH);
demon.c:    if( IS_DEMON(ch) && ch->pcdata->powers[DISC_DAEM_ATTA] < 4 )
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_DEMPOWER( ch, DEM_WINGS) && ch->pcdata->powers[DISC_DAEM_ATTA] < 5 && IS_DEMON(ch))
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 (ch->pcdata->powers[DTICK] > 1)
demon.c:        stc ("Bug - Please inform Xrakisis.\n\r", ch);
demon.c:    if (ch->hit >= 0 || ch->position > POS_STUNNED)
demon.c:    if (ch->mana < 1000)
demon.c:    ch->mana -= 1000;
demon.c:    hit = ch->damroll / 4;
demon.c:    hittwo = ch->damroll / 6;
demon.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
demon.c:        vch_next = vch->next_in_room;
demon.c:        damage (ch, vch, ch->max_hit,sn );
demon.c:    ch->hit += number_range (hit, hittwo);
demon.c:    if (ch->hit > ch->max_hit)
demon.c:        ch->hit = ch->max_hit;
demon.c:    ch->pcdata->powers[DTICK] = 40;
demon.c:    if ( ( obj = ch->pcdata->chobj ) == NULL )
demon.c:    if ( obj->chobj == NULL || obj->chobj != ch )
demon.c:         if (!str_cmp(arg,"l") || !str_cmp(arg,"long" )) obj->timer = 0;
demon.c:    else if (!str_cmp(arg,"s") || !str_cmp(arg,"short")) obj->timer = 1;
demon.c:    if (ch->pcdata->powers[DPOWER_OBJ_VNUM] < 1)
demon.c:    if (ch->fight_timer>0)
demon.c:    obj_to_room(obj,ch->in_room);
demon.c:    ch->pcdata->obj_vnum = 33120;
demon.c:    obj->chobj = ch;
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:    obj->chobj = NULL;
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:    for ( gch = char_list; gch != NULL; gch = gch->next )
demon.c:	    "[%-16s] [%-6lli] [%-6lli] [%-6lli] \n\r",
demon.c:		capitalize( gch->name ),
demon.c:		gch->hit,gch->mana,gch->move);
demon.c:    if ( ( familiar = ch->pcdata->familiar ) != NULL ) 
demon.c:    SET_BIT(victim->act, ACT_NOEXP);
demon.c:    {send_to_char("Error - please inform KaVir.\n\r",ch); return;}
demon.c:    char_to_room( victim, ch->in_room );
demon.c:    ch->pcdata->familiar = victim;
demon.c:    victim->wizard = ch;
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->exp)
demon.c:ch->practice   -= 60;
demon.c:if (IS_SET(obj->quest, QUEST_ARTIFACT))
demon.c:REMOVE_BIT(obj->quest, QUEST_ARTIFACT);
desc_map.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
desc_map.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
desc_map.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
desc_map.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
desc_map.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
desc_map.c:        *y = yorig - 1;
desc_map.c:        *x = xorig - 1;
desc_map.c:        *x = -1;
desc_map.c:        *y = -1;
desc_map.c:    static char map_chars [4] = "|-|-";
desc_map.c:    switch (pRoom->sector_type)
desc_map.c:                pRoom->sector_type, pRoom->vnum);
desc_map.c:    map[x][y].vnum = pRoom->vnum;
desc_map.c:    map[x][y].info = pRoom->room_flags;
desc_map.c:        if ( ( pExit = pRoom->exit[door] ) == NULL ) continue;
desc_map.c:        if ( pExit->to_room == NULL ) continue;
desc_map.c:                ( map[roomx][roomy].vnum != pExit->to_room->vnum ))
desc_map.c:        map[exitx][exity].vnum = pExit->to_room->vnum;
desc_map.c:        map[exitx][exity].info = pExit->exit_info;
desc_map.c:                ( ( map[roomx][roomy].vnum == pExit->to_room->vnum ) ||
desc_map.c:            map_exits( ch, pExit->to_room, roomx, roomy, depth + 1 );
desc_map.c:    for ( j = i; j > 0; j-- )
desc_map.c:/*    if (ch->level >= LEVEL_IMMORTAL)
desc_map.c:                ch->in_room->curr_vegetation,
desc_map.c:                room_bit_name (ch->in_room->room_flags),
desc_map.c:                sector_name (ch->in_room->sector_type));
desc_map.c:        sprintf( buf, "#D+-----------+#n %s #D[#W%d#D] #n\n\r",
desc_map.c:                 ch->in_room->name, ch->in_room->vnum);
desc_map.c:        sprintf( buf, "#D+-----------+#n %s\n\r", ch->in_room->name);
desc_map.c:            case '-':
desc_map.c:        if (y == 0 && IS_SET(ch->act, PLR_AUTOEXIT))  // the autoexits
desc_map.c:    strcat( buf, "#D+-----------+#n " );
desc_map.c:            /* Note the number - no map to detract from width */
desc_map.c:    map[x][y].vnum = ch->in_room->vnum;
desc_map.c:    map_exits( ch, ch->in_room, x, y, 0 );
diviner.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
diviner.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
diviner.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
diviner.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
diviner.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
diviner.c:    if (ch->mana < 5000)
diviner.c:    for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
diviner.c:        if (ich==ch || ich->trust > 6) continue;
diviner.c:        if (IS_SET(ich->affected_by, AFF_HIDE))      REMOVE_BIT(ich->affected_by, AFF_HIDE);
diviner.c:        if (IS_SET(ich->affected_by, AFF_INVISIBLE)) REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
diviner.c:        if (IS_SET(ich->affected_by, AFF_SNEAK))     REMOVE_BIT(ich->affected_by, AFF_SNEAK);
diviner.c:        if (IS_SET(ich->act, PLR_WIZINVIS))          REMOVE_BIT(ich->act, PLR_WIZINVIS);
diviner.c:        if (IS_SET(ich->act, AFF_HIDE))              REMOVE_BIT(ich->act, AFF_HIDE);
diviner.c://    if (IS_SET(ich->affected_by, AFF_SHIFT))     REMOVE_BIT(ich->affected_by, AFF_SHIFT);
diviner.c://    if (IS_SET(ich->extra, EXTRA_EARTHMELD))     REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
diviner.c:        if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
diviner.c:        if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
diviner.c:        if (IS_AFFECTED(ch,AFF_ETHEREAL)) REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
diviner.c:            if (IS_DROW(ch) && IS_SET(ich->newbits, NEW_DARKNESS))
diviner.c:              REMOVE_BIT(ich->newbits, NEW_DARKNESS);
diviner.c:              REMOVE_BIT(ich->in_room->room_flags, ROOM_TOTAL_DARKNESS);
diviner.c:    ch->mana -= 5000;
diviner.c:        if (IS_DEMON(ch) && !IS_SET(ch->pcdata->disc[C_POWERS], DEM_SCRY))
diviner.c:            if (!IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY ))
diviner.c:    if (victim->level > 210)
diviner.c:    chroom = ch->in_room;
diviner.c:    victimroom = victim->in_room;
diviner.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
diviner.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
diviner.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
diviner.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
diviner.c:    if (!IS_NPC(victim)) ch->fight_timer += 5;
diviner.c:        spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
diviner.c:    if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
diviner.c:        if      (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
diviner.c:        else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
diviner.c:        else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
diviner.c:        else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
diviner.c:        else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
diviner.c:        else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
diviner.c:        else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
diviner.c:        else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
diviner.c:        sprintf(buf,"Hp:%lli/%lli, Mana:%lli/%lli, Move:%lli/%lli.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,victim->move,victim->max_move);
diviner.c:        if (chaosvalue) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r", number_range(500,2500), number_range(500,2500), number_range(-2000,0));
diviner.c:    else sprintf(buf,"Defense:%d.\n\r",victim->defense);
diviner.c:    sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
draconian.c:|		 -Trent, God of PaiN!   (ASDF!)											 |
draconian.c:X--------------------------------------------------------------------------------X
draconian.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                 *
draconian.c:    if (ch->move < 1000)
draconian.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
draconian.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
draconian.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
draconian.c:    if (room_is_private(victim->in_room))
draconian.c:    if (victim->in_room == ch->in_room)
draconian.c:    char_to_room(ch, victim->in_room);
draconian.c:    ch->move -= 1000;
draconian.c:        stc("#G  \\       #Y\\\\#g_)  #R`#g-\\#Y   |      /\n\r", ch);
draconian.c:                ch->pcdata->powers4[ORB_YELLOW]);
draconian.c:                "#G /   `\\  #g|  \\  #G|#y-- #p|     #P| #Y---        #gG#Green: #R+#Y(#G%d#Y)#R+\n\r",
draconian.c:                ch->pcdata->powers4[ORB_GREEN]);
draconian.c:        stc("#G       |   #g\\   \\----#G---/'  #Y\\\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_YELLOW] >= 1)
draconian.c:                stc("Fiery Eyes   -  Truesight.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_YELLOW] >= 2)
draconian.c:                stc("Claws        -  Gain razor sharp claws.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_YELLOW] >= 3)
draconian.c:                stc("Headbash     -  A ramming headbutt.\n\r",
draconian.c:            if (ch->pcdata->powers4[ORB_YELLOW] >= 4)
draconian.c:                stc("Alacrity     -  Increases speed.\n\r",
draconian.c:            if (ch->pcdata->powers4[ORB_YELLOW] >= 5)
draconian.c:                stc("Acid Blood   -  Turn your blood to acid!\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_YELLOW] >= 6)
draconian.c:                stc("Lizardform   -  Shift into draconian form!\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_GREEN] >= 1)
draconian.c:                stc("Tail Lash    -  A dextrous tail attack.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_GREEN] >= 2)
draconian.c:                stc("Venomspit    -  Spit venom into your opponent's eyes.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_GREEN] >= 3)
draconian.c:                stc("Dragonmight  -  Embody a sliver of power of the true dragon.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_GREEN] >= 4)
draconian.c:                stc("Scales       -  Grow hard, reflective scales onto your body.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_GREEN] >= 5)
draconian.c:                stc("Gasbreath    -  A draconian breath weapon.\n\r", ch);
draconian.c:            if (ch->pcdata->powers4[ORB_GREEN] >= 6)
draconian.c:                stc("Firebreath   -  A red dragon breath weapon.\n\r", ch);
draconian.c:        cost = (ch->pcdata->powers4[improve] + 1) * 1000000;
draconian.c:        if (ch->pcdata->powers4[improve] >= max)
draconian.c:        if (cost > ch->exp)
draconian.c:        ch->pcdata->powers4[improve] += 1;
draconian.c:        ch->exp -= cost;
draconian.c:        stc("#R+#Y------#G------#g---#G------#Y------#R+#n\n\r", ch);
draconian.c:                ch->pcdata->stats[DRACONIAN_SPIKES]);
draconian.c:        stc("#R+#Y------#G------#g---#G------#Y------#R+#n\n\r", ch);
draconian.c:        if (ch->fighting == NULL)
draconian.c:        if (ch->pcdata->stats[DRACONIAN_SPIKES] < 1)
draconian.c:        victim = ch->fighting;
draconian.c:        dam = number_range(ch->pcdata->stats[DRACONIAN_SPIKES] * 20,
draconian.c:                           ch->pcdata->stats[DRACONIAN_SPIKES] * 40);
draconian.c:        ch->pcdata->stats[DRACONIAN_SPIKES] = 0;
draconian.c:        if (ch->position <= POS_FIGHTING)
draconian.c:        if (ch->fight_timer > 0)
draconian.c:        if (ch->pcdata->stats[DRACONIAN_SPIKES] >= 200)
draconian.c:                if (ch->exp >= 10000
draconian.c:                        && ch->pcdata->stats[DRACONIAN_SPIKES] <
draconian.c:                    ch->exp -= 10000;
draconian.c:                    ch->pcdata->stats[DRACONIAN_SPIKES]++;
draconian.c:    if (ch->pcdata->powers4[ORB_YELLOW] < 1)
draconian.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
draconian.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
draconian.c:        send_to_char("Your vision re-adjusts to normal.\n\r", ch);
draconian.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
draconian.c:    if (ch->pcdata->powers4[ORB_YELLOW] < 2)
draconian.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
draconian.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
draconian.c:    if (ch->pcdata->powers4[ORB_YELLOW] < 3)
draconian.c:    if (ch->fighting == NULL)
draconian.c:    if (ch->move < 500)
draconian.c:        victim->position = POS_STUNNED;
draconian.c:    ch->move -= 500;
draconian.c:    if (ch->pcdata->powers4[ORB_YELLOW] < 5)
draconian.c:    if (IS_SET(ch->newbits2, NEW2_ACIDBLOOD))
draconian.c:        REMOVE_BIT(ch->newbits2, NEW2_ACIDBLOOD);
draconian.c:    SET_BIT(ch->newbits2, NEW2_ACIDBLOOD);
draconian.c:    if (ch->pcdata->powers4[ORB_YELLOW] < 6)
draconian.c:    if (ch->move < 5000)
draconian.c:    if (ch->mana < 5000)
draconian.c:        REMOVE_BIT(ch->polyaff, POLY_LIZARDFORM);
draconian.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
draconian.c:        ch->hitroll -= 900;
draconian.c:        ch->damroll -= 900;
draconian.c:        ch->armor += 950;
draconian.c:        free_string(ch->morph);
draconian.c:        ch->morph = str_dup("");
draconian.c:    ch->move -= 5000;
draconian.c:    ch->mana -= 5000;
draconian.c:    ch->hitroll += 900;
draconian.c:    ch->damroll += 900;
draconian.c:    ch->armor -= 950;
draconian.c:    SET_BIT(ch->polyaff, POLY_LIZARDFORM);
draconian.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
draconian.c:    if (ch->generation == 6)
draconian.c:                ch->pcdata->switchname);
draconian.c:    else if (ch->generation == 5)
draconian.c:                ch->pcdata->switchname);
draconian.c:    else if (ch->generation == 4)
draconian.c:                ch->pcdata->switchname);
draconian.c:    else if (ch->generation == 3)
draconian.c:                ch->pcdata->switchname);
draconian.c:                ch->pcdata->switchname);
draconian.c:    free_string(ch->morph);
draconian.c:    ch->morph = str_dup(buf);
draconian.c:    if (ch->pcdata->powers4[ORB_GREEN] < 1)
draconian.c:    if (ch->fighting == NULL)
draconian.c:    if (ch->move < 500)
draconian.c:    ch->move -= 500;
draconian.c:    if (ch->pcdata->powers4[ORB_GREEN] < 2)
draconian.c:    if (ch->move < 1000)
draconian.c:    dam = number_range(ch->pcdata->powers4[ORB_GREEN] * 200,
draconian.c:                       ch->pcdata->powers4[ORB_GREEN] * 600);
draconian.c:                        ch->generation * 10, ch, victim);
draconian.c:        af.duration = ch->generation * 10;
draconian.c:        af.modifier = 0 - number_range(1, 3);
draconian.c:                    victim->name);
draconian.c:                    victim->short_descr);
draconian.c:    if (ch->fighting != victim)
draconian.c:        ch->fighting = victim;
draconian.c:    ch->move -= 1000;
draconian.c:    if (ch->pcdata->powers4[ORB_GREEN] < 4)
draconian.c:    if (IS_SET(ch->newbits2, NEW2_SCALES))
draconian.c:        REMOVE_BIT(ch->newbits2, NEW2_SCALES);
draconian.c:        ch->armor += 650;
draconian.c:    SET_BIT(ch->newbits2, NEW2_SCALES);
draconian.c:    ch->armor -= 650;
draconian.c:    if (IS_DRACONIAN(ch) && ch->pcdata->powers4[ORB_GREEN] < 5)
draconian.c:    if (ch->move < 500)
draconian.c:    dam = (ch->pcdata->powers4[ORB_GREEN] * 300) +
draconian.c:          (ch->pcdata->powers4[ORB_YELLOW] * 300) + number_range(100,
draconian.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
draconian.c:        vch_next = vch->next_in_room;
draconian.c://                dam = ((ch->pcdata->powers4[ORB_GREEN] * 300) +
draconian.c://                       (ch->pcdata->powers4[ORB_YELLOW] *
draconian.c://                        300) + number_range(-500, 100));
draconian.c:                        vch->short_descr, dam);
draconian.c:                if (vch->fighting != ch)
draconian.c:    ch->move -= 250;
draconian.c:    if (ch->pcdata->powers4[ORB_GREEN] < 6)
draconian.c:    if (ch->move < 5000)
draconian.c:    if (ch->mana < 5000)
draconian.c:    dam = number_range(ch->pcdata->powers4[ORB_GREEN] * 500,
draconian.c:                       ch->pcdata->powers4[ORB_GREEN] * 1200);
draconian.c:        SET_BIT(victim->affected_by, AFF_FLAMING);
draconian.c:    if (ch->fighting != victim)
draconian.c:    ch->move -= 5000;
draconian.c:    ch->mana -= 5000;
draconian.c:    if (ch->exp < 500000)
draconian.c:        stc("#R+#y------#G------#g---#G------#y------#R+#n\n\r", ch);
draconian.c:        if (IS_SET(ch->pcdata->stats[1], DRACONIAN_PETRIFY))
draconian.c:        else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_ACIDBATH))
draconian.c:        else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_FLAMEDEATH))
draconian.c:        else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_CHLOROFORM))
draconian.c:        stc("#R+#y------#G------#g---#G------#y------#R+#n\n\r", ch);
draconian.c:    if (IS_SET(ch->pcdata->stats[1], DRACONIAN_PETRIFY))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_PETRIFY);
draconian.c:    else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_ACIDBATH))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_ACIDBATH);
draconian.c:    else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_FLAMEDEATH))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_FLAMEDEATH);
draconian.c:    else if (IS_SET(ch->pcdata->stats[1], DRACONIAN_CHLOROFORM))
draconian.c:        REMOVE_BIT(ch->pcdata->stats[1], DRACONIAN_CHLOROFORM);
draconian.c:    SET_BIT(ch->pcdata->stats[1], state);
draconian.c:    ch->exp -= 500000;
draconian.c:    //Acid Bath - hurts player and dmgs their eq.
draconian.c:    if (IS_SET(victim->pcdata->stats[1], DRACONIAN_ACIDBATH))
draconian.c:                ch->pcdata->switchname, dam2);
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:                && damaged->toughness > 0)
draconian.c:            damaged->condition -= dam;
draconian.c:            if (damaged->condition < 1)
draconian.c:    else if (IS_SET(victim->pcdata->stats[1], DRACONIAN_FLAMEDEATH))    //Flaming Death : Good dmg, fire affect.
draconian.c:            SET_BIT(ch->affected_by, AFF_FLAMING);
draconian.c:                    ch->pcdata->switchname);
draconian.c:    else if (IS_SET(victim->pcdata->stats[1], DRACONIAN_PETRIFY))   //Petrify: ch loses wielded wpn, and is 'stunned'
draconian.c:                ch->pcdata->switchname);
draconian.c:                    ch->pcdata->switchname);
draconian.c:    else if (IS_SET(victim->pcdata->stats[1], DRACONIAN_CHLOROFORM))    //Chloroform Effusion: gasses room and chance to stun/poison
draconian.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
draconian.c:            vch_next = vch->next_in_room;
draconian.c:                        vch->pcdata->switchname, dam);
draconian.c:                        victim->pcdata->switchname, dam);
draconian.c:                    af.duration = victim->generation * 10;
draconian.c:                    af.modifier = 0 - number_range(1, 3);
draconian.c:                                vch->pcdata->
draconian.c:                                vch->short_descr);
draconian.c:                if (vch->position != POS_STUNNED
draconian.c:                    vch->position = POS_STUNNED;
dragon.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
dragon.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
dragon.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
dragon.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
dragon.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
dragon.c: * (copyrighted 1998-1999)                              *
dragon.c: * Re-done by GryphonHawk for DarkSkies                  *
dragon.c:        REMOVE_BIT(ch->polyaff, POLY_DRAGON);
dragon.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
dragon.c:        ch->max_hit -= 2000; //ch->pcdata->powers4[dragonage] * 550;
dragon.c:        ch->hit     -= 2000; //ch->pcdata->powers4[dragonage] * 550;
dragon.c:        if (ch->hit < 1) ch->hit = 1;
dragon.c://                  ch->pcdata->powers4[10] = ch->pcdata->powers4[DRAGON_COLOR];
dragon.c:        ch->damroll -= 1000;
dragon.c:        ch->hitroll -= 1000;
dragon.c:        ch->armor   += 2000;
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( "" );
dragon.c:    if (ch->pcdata->powers4[dragonage] == 1  ) sprintf(AGE_STRING,"Hatchling");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 2  ) sprintf(AGE_STRING,"Very Young");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 3  ) sprintf(AGE_STRING,"Young");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 4  ) sprintf(AGE_STRING,"Juvenile");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 5  ) sprintf(AGE_STRING,"Young Adult");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 6  ) sprintf(AGE_STRING,"Adult");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 7  ) sprintf(AGE_STRING,"Mature Adult");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 8  ) sprintf(AGE_STRING,"Old");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 9  ) sprintf(AGE_STRING,"Very Old");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 10 ) sprintf(AGE_STRING,"Elder");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 11 ) sprintf(AGE_STRING,"Venerable");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 12 ) sprintf(AGE_STRING,"Ancient");
dragon.c:    else if (ch->pcdata->powers4[dragonage] == 13 ) sprintf(AGE_STRING,"Immortal");
dragon.c://	sprintf(buf2,"%d",ch->pcdata->powers4[DRAGON_COLOR]);
dragon.c:    switch (ch->pcdata->powers4[DRAGON_COLOR])
dragon.c:        if (ch->pcdata->powers4[DRAGON_COLOR] == 0)
dragon.c:        ch->pcdata->powers4[DRAGON_COLOR] = number_range(1,16);
dragon.c:        sprintf(buf, "%s the %s #RRed#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #GGreen#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #LBlue#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #oBronze#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #oO#ypa#ol#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #7White#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #0Black#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #cG#nre#cy#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #0Obs#7id#0ian#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #pP#Pur#ppl#Pe#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #rC#0h#ra#0o#rs#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #LS#la#Lp#lp#Lh#li#Lr#le#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #GE#gm#Ge#gr#Ga#gl#Gd#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #RR#ru#Rb#ry#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #yT#oo#yp#oa#yz#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:        sprintf(buf, "%s the %s #7D#Ci#7a#Cm#7o#Cn#7d#n Dragon", ch->name,AGE_STRING);
dragon.c:        free_string( ch->morph );
dragon.c:        ch->morph = str_dup( buf );
dragon.c:                                sprintf(buf, "%s the %s invalid color Dragon", ch->name,AGE_STRING);
dragon.c:                                free_string( ch->morph );
dragon.c:                                ch->morph = str_dup( buf );
dragon.c://	 ch->pcdata->mod_str = 15;
dragon.c://	 ch->pcdata->mod_dex = 15;
dragon.c:    SET_BIT(ch->polyaff, POLY_DRAGON);
dragon.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
dragon.c:    ch->max_hit += 2000; //ch->pcdata->powers4[dragonage] * 550;
dragon.c:    ch->hit     += 2000; //ch->pcdata->powers4[dragonage] * 550;
dragon.c:    ch->damroll += 1000;
dragon.c:    ch->hitroll += 1000;
dragon.c:    ch->armor   -= 2000;
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_ADULT)
dragon.c:        if ( ch->pcdata->powers4[hatch] >= 3)
dragon.c:    if (ch->exp < 50000000)
dragon.c:    if (victim->exp < 5000000)
dragon.c:    victim->class=0;
dragon.c:    victim->class=CLASS_DRAGON;
dragon.c:    victim->pcdata->powers4[dragonage] = 1;
dragon.c:    victim->pcdata->powers4[DRAGON_COLOR] = ch->pcdata->powers4[DRAGON_COLOR];
dragon.c:    if ( ch->pcdata->powers4[DRAGON_COLOR] == 0 )
dragon.c:        victim->pcdata->powers4[DRAGON_COLOR] = number_range (1, 15);
dragon.c:    victim->special=0;
dragon.c:    victim->class = CLASS_DRAGON;
dragon.c:    ch->pcdata->powers4[hatch] += 1;
dragon.c:    ch->exp -= 50000000;
dragon.c:    victim->exp -= 5000000;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_WINGS )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_GAS_BREATH )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TAIL )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TERROR )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MASK )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MAGIC )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_POLYMORPH )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LUCK )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER )) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS)) count += 1;
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS)) count += 1;
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_WINGS ) && ch->pcdata->powers4[dragonage] >= D_ADULT)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH ) && ch->pcdata->powers4[dragonage] >= D_MATURE)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH ) && ch->pcdata->powers4[dragonage] >= D_JUVENILE)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ) && ch->pcdata->powers4[dragonage] >= D_YADULT )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH ) && ch->pcdata->powers4[dragonage] >= D_VENERABLE )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_GAS_BREATH ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TAIL ) && ch->pcdata->powers4[dragonage] >= D_YOUNG )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TERROR ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MASK ) && ch->pcdata->powers4[dragonage] >= D_OLD )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MAGIC ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_POLYMORPH ) && ch->pcdata->powers4[dragonage] >= D_IMMORTAL )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LUCK ) && ch->pcdata->powers4[dragonage] >= D_ADULT )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY	) && ch->pcdata->powers4[dragonage] >= D_ADULT )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS) && ch->pcdata->powers4[dragonage] >= D_ANCIENT)
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_WINGS ))
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS	) )
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY	) )
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER ) )
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS ))
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY ) )
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_GAS_BREATH ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TAIL ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TERROR ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MASK ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MAGIC ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_POLYMORPH ))
dragon.c:        if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LUCK ))
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS))
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_WINGS ) )
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_ADULT )
dragon.c:        ch->exp -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_WINGS );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS ))
dragon.c:        if (ch->exp < (count * 1000) )
dragon.c:        ch->exp -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS ))
dragon.c:        if (ch->exp < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK ))
dragon.c:        if (ch->exp < (count * 1000) )
dragon.c:        ch->exp -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_MATURE )
dragon.c:        if ( ch->exp  < (count * 1000) )
dragon.c:        ch->exp -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_JUVENILE )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_YADULT )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_VENERABLE )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_GAS_BREATH ))
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_GAS_BREATH );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TAIL ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_VYOUNG )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_TAIL );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TERROR ))
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_TERROR );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE ))
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MASK ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_OLD )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_MASK );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY))
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_POLYMORPH ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_IMMORTAL )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_POLYMORPH );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LUCK ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_ADULT )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_LUCK );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_ADULT )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS ))
dragon.c:        if ( ch->pcdata->powers4[dragonage] < D_ANCIENT )
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS );
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER	))
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER);
dragon.c:        if ( IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MAGIC ))
dragon.c:        if (ch->exp  < (count * 1000) )
dragon.c:        ch->exp  -= (count * 1000);
dragon.c:        SET_BIT( ch->pcdata->powers4[DPOWER_FLAGS], DRA_MAGIC);
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_WINGS ) && ch->pcdata->powers4[dragonage] >= D_ADULT)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY	) && ch->pcdata->powers4[dragonage] >= D_ADULT )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_SCRY ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH ) && ch->pcdata->powers4[dragonage] >= D_MATURE)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH ) && ch->pcdata->powers4[dragonage] >= D_JUVENILE)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ) && ch->pcdata->powers4[dragonage] >= D_YADULT)
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH ) && ch->pcdata->powers4[dragonage] >= D_VENERABLE )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_GAS_BREATH ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TAIL ) && ch->pcdata->powers4[dragonage] >= D_YOUNG )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TERROR ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MASK ) && ch->pcdata->powers4[dragonage] >= D_OLD )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_MAGIC ) )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_POLYMORPH ) && ch->pcdata->powers4[dragonage] >= D_IMMORTAL )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LUCK ) && ch->pcdata->powers4[dragonage] >= D_ADULT )
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS) && ch->pcdata->powers4[dragonage] >= D_ANCIENT)
dragon.c:    ch->exp  += obj->value[0];
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LICK) )
dragon.c:        if (ch->hit <= 0) return;
dragon.c:        if ( (victim->position == POS_FIGHTING) && (victim != ch))
dragon.c:    if (victim->loc_hp[6] > 0)
dragon.c:        victim->loc_hp[6] = 0;
dragon.c:    if ((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] +
dragon.c:            victim->loc_hp[5]) != 0)
dragon.c:        victim->loc_hp[0] = 0;
dragon.c:        victim->loc_hp[1] = 0;
dragon.c:        victim->loc_hp[2] = 0;
dragon.c:        victim->loc_hp[3] = 0;
dragon.c:        victim->loc_hp[4] = 0;
dragon.c:        victim->loc_hp[5] = 0;
dragon.c:    victim->hit += 250 * ch->pcdata->powers4[dragonage];
dragon.c:    victim->move += 250 * ch->pcdata->powers4[dragonage];
dragon.c:    victim->mana += 250 * ch->pcdata->powers4[dragonage];
dragon.c:    if ( victim->hit > victim->max_hit )
dragon.c:        victim->hit = victim->max_hit;
dragon.c:    if ( victim->move > victim->max_move )
dragon.c:        victim->move = victim->max_move;
dragon.c:    if ( victim->mana > victim->max_mana )
dragon.c:        victim->mana = victim->max_mana;
dragon.c:    gain_condition( ch, COND_FULL, -(number_range(10,30)));
dragon.c:        if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CONFUSE) )
dragon.c:    af.modifier  = -2000;
dragon.c:    af.modifier  = -2000;
dragon.c:    gain_condition( ch, COND_FULL, -(number_range(50,100)));
dragon.c:        if (!IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_PEER))
dragon.c://	 spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
dragon.c:    if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
dragon.c:        if      (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
dragon.c:        else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
dragon.c:        else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
dragon.c:        else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
dragon.c:        else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
dragon.c:        else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
dragon.c:        else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
dragon.c:        else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
dragon.c:        sprintf(buf,"Status:%d, ",victim->pStatus);
dragon.c:            sprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]);
dragon.c:    sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
dragon.c:    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && victim->sex == SEX_FEMALE)
dragon.c:    for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
dragon.c:        c_next = corpse->next_content;
dragon.c:        if ( corpse->item_type != ITEM_CORPSE_NPC && corpse->item_type != ITEM_CORPSE_PC)
dragon.c:            points = number_range( 280, 350 * (ch->pcdata->powers4[dragonage]) );
dragon.c:            points = number_range( 400, 650 * (ch->pcdata->powers4[dragonage]) );
dragon.c:        ch->exp  += points;
dragon.c://	ch->pcdata->stats[DEMON_TOTAL] += points;
dragon.c:        /*	for ( obj = corpse->contains; obj; obj = obj_next )
dragon.c:        		 obj_next = obj->next_content;
dragon.c:        		 obj_to_room( obj, ch->in_room );
dragon.c:	 if ( IS_NPC(ch) || (ch->exp  < 1 ) )
dragon.c:	else if ( value >ch->exp  )
dragon.c:		 sprintf(buf,"You only have %d dragon points left to put into gems.\n\r",ch->exp );
dragon.c:	ch->exp  -= value;
dragon.c:	 ch->pcdata->stats[DEMON_TOTAL]	 -= value;
dragon.c:	 if (ch->exp   < 0)ch->exp  = 0;
dragon.c:    obj->value[0] = value;
dragon.c:    obj->level = 1;
dragon.c:    obj->cost = value*1000;
dragon.c:	 obj->item_type = ITEM_DRAGONGEM;
dragon.c:	 if (obj->questmaker != NULL) free_string(obj->questmaker);
dragon.c:    obj->questmaker = str_dup(ch->name);
dragon.c:    free_string( obj->name );
dragon.c:	 obj->name = str_dup( "dragon gem" );
dragon.c:    free_string( obj->short_descr );
dragon.c:    obj->short_descr = str_dup( buf );
dragon.c:    free_string( obj->description );
dragon.c:    obj->description = str_dup( buf );
dragon.c:    if (ch->exp  < (ch->pcdata->powers4[dragonage] * 30000))
dragon.c:        sprintf( buf, "You need %d dragon points to age \n\r", (ch->pcdata->powers4[dragonage] * 30000));
dragon.c:    if (ch->pcdata->powers4[dragonage] >= 12)
dragon.c:    ch->exp  -= (ch->pcdata->powers4[dragonage] * 30000);
dragon.c:    ch->pcdata->powers4[dragonage] +=1;
dragon.c:    if (!IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FIRE_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if (ch->mana < 100 )
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c:    ch->mana -= 100;
dragon.c:    chance = number_range (1, (100 + ch->pcdata->powers4[dragonage]+ch->pRank));
dragon.c:    for (i=i; i>0; i--)
dragon.c:        dam = number_range(2000,3500); // 880 * (ch->pRank+ch->pcdata->powers4[dragonage]));
dragon.c:        sprintf(buf, "%s's blast of #rf#Rl#ra#Rm#re #Rimmolates#n you [#r%d#n]\n\r", ch->name, dam);
dragon.c:        sprintf(buf2, "Your blast of #rf#Rl#ra#Rm#re #Rimmolates#n %s [#r%d#n]\n\r",victim->name, dam);
dragon.c:        fire_effect(victim,ch->level,dam,TARGET_CHAR);
dragon.c:        if (victim->hit < 1) break;
dragon.c:        SET_BIT(victim->affected_by, AFF_FLAMING);
dragon.c:    if (!IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_LIGHTNING_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if  (ch->mana < 100 )
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c:    ch->mana -= 100;
dragon.c:    chance = number_range (1, (100 + ch->pcdata->powers4[dragonage]+ch->pRank));
dragon.c:    for (i=i; i>0; i--)
dragon.c:        dam = 4000 + (225 * (ch->pRank));
dragon.c:        sprintf(buf, "%s's blast of #yl#oi#yg#oh#yt#on#yi#on#yg #yelectrifies#n you [#y%d#n]\n\r", ch->name, dam);
dragon.c:        sprintf(buf2,"Your blast of #yl#oi#yg#oh#yt#on#yi#on#yg #yelectrifes#n %s [#y%d#n]\n\r",victim->name, dam);
dragon.c:        if (victim->hit < 1) break;
dragon.c:        shock_effect(victim,ch->level,dam,TARGET_CHAR);
dragon.c:    if (ch->pcdata->powers4[DRAGON_COLOR] == 3) chance += 1;
dragon.c:    if (ch->pcdata->powers4[DRAGON_COLOR] ==12) chance += 1;
dragon.c:        victim->position = POS_STUNNED;
dragon.c:    if (ch->mana < 100)
dragon.c:    chance = (number_range (1, (100+ch->pRank+ch->pcdata->powers4[dragonage])));
dragon.c:    for (i=i; i>0; i--)
dragon.c:        for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
dragon.c:            if (ch->mana <= 100)
dragon.c:            vch_next = vch->next_in_room;
dragon.c:                    dam = number_range((ch->damcap[DAM_CAP] - 500), (ch->damcap[DAM_CAP]+(ch->pRank*125)));
dragon.c:                    sprintf(buf, "%s's #sblast of gas#n chokes you [#G%d#n]\n\r", ch->name, dam);
dragon.c:                    if (!IS_SET(ch->act, PLR_BRIEF5)) {
dragon.c:                        sprintf(buf2, "Your #sblast of gas#n chokes %s [#G%d#n]\n\r",vch->name, dam);
dragon.c:                    spell_poison(gsn_poison,(ch->level*number_range(100,120)),ch,victim);
dragon.c:                    ch->mana -= 100;
dragon.c:    if (IS_SET(ch->act, PLR_BRIEF5)) {
dragon.c:    if (!IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_ACID_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if   (ch->mana < 100 )
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c://  ch->mana -= 100;
dragon.c:    dam = number_range(ch->damroll + 2000, ch->damroll + 3500); // (5000+(ch->pRank*100)));
dragon.c:    sprintf(buf, "%s's blast of acid covers you [#C%d#n]\n\r", ch->name, dam);
dragon.c:    sprintf(buf2, "Your blast of acid covers %s [#C%d#n]\n\r",victim->name, dam);
dragon.c:    acid_effect(victim,ch->level,dam,TARGET_CHAR);
dragon.c:    vorpchance += (2 * ch->pcdata->powers4[dragonage]);
dragon.c:    if ( ch->pcdata->powers4[DRAGON_COLOR] == 7 ) vorpchance += 35;   // Black Dragon Acid Bonus
dragon.c:    if ( ch->pcdata->powers4[DRAGON_COLOR] == 15 ) vorpchance += 25;  // Topaz Dragon Acid Bonus
dragon.c://    ch->mana-=9000;
dragon.c:                SET_BIT(victim->loc_hp[2],LOST_ARM);
dragon.c:                if (!IS_BLEEDING(victim,BLEEDING_ARM_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
dragon.c:                if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
dragon.c:                SET_BIT(victim->loc_hp[3],LOST_ARM);
dragon.c:                if (!IS_BLEEDING(victim,BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
dragon.c:                if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
dragon.c:                SET_BIT(victim->loc_hp[4],LOST_LEG);
dragon.c:                if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
dragon.c:                if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
dragon.c:                SET_BIT(victim->loc_hp[5],LOST_LEG);
dragon.c:                if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
dragon.c:                if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
dragon.c:        SET_BIT(victim->affected_by, AFF_FLAMING);
dragon.c:    if (!IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FROST_BREATH ))
dragon.c:        if (ch->fighting == NULL)
dragon.c:        else victim = ch->fighting;
dragon.c:    if ((victim = ch->fighting) == NULL)
dragon.c:    if (ch->mana < 100)
dragon.c:    chance = number_range (1, (100 + ch->pcdata->powers4[dragonage]+ch->pRank));
dragon.c:    for (i=i; i>0; i--)
dragon.c:        dam = ch->damroll;
dragon.c:        sprintf(buf, "%s's cone of #Cf#7r#Co#7s#Ct#n freezes you [#C%d#n]\n\r", ch->name, dam);
dragon.c:        sprintf(buf2, "Your cone of #Cf#7r#Co#7s#Ct#n freezes %s [#C%d#n]\n\r",victim->name, dam);
dragon.c:        if (victim->hit < 1) break;
dragon.c:        cold_effect(victim,ch->level,dam,TARGET_CHAR);
dragon.c:    ch->mana = ch->mana - 100;
dragon.c:    for ( gch = char_list; gch != NULL; gch = gch->next )
dragon.c://	if ( gch->level >= 7) continue;
dragon.c:        sprintf( buf,"#0[#R%-16s#0] [#r%-9lld#0] [#r%-9lld#0] [#r%-9lld#0] [   #r%-2d  #0]\n\r",
dragon.c:                 capitalize( gch->name ),
dragon.c:                 gch->hit,gch->mana,gch->move,
dragon.c:                 gch->pcdata->powers4[dragonage]);
dragon.c:    if ( !IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FLY) )
dragon.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
dragon.c:    if ( IS_IMMUNE(victim, IMM_TRAVEL ) && victim->fight_timer == 0) {
dragon.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
dragon.c:    location = victim->in_room;
dragon.c:    if (ch->move < 500)
dragon.c:    ch->move -= 500;
dragon.c:    if (victim->fight_timer > 0) WAIT_STATE(ch,4);
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS) ) one_hit( ch, victim, gsn_claws,8);
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_CLAWS) ) one_hit( ch, victim, gsn_claws,8);
dragon.c:    if (IS_SET(ch->pcdata->powers4[DPOWER_FLAGS], DRA_FANGS) ) one_hit( ch, victim, gsn_fangs,8);
dragon.c:    if (ch->pcdata->powers4[dragonage] < 12 && !IS_IMMORTAL(ch))
dragon.c:    if (IS_SET(obj->quest,QUEST_BREATH))
dragon.c:    if (obj->item_type == ITEM_WEAPON)
dragon.c:        obj->value[1] += 5;
dragon.c:        obj->value[2] += 5;
dragon.c:        obj->level     =  50;
dragon.c:        SET_BIT(obj->quest,QUEST_BREATH);
dragon.c:        obj->condition = 100;
dragon.c:        obj->toughness = 100;
dragon.c:        obj->resistance = 1;
dragon.c:    if (obj->item_type == ITEM_ARMOR)
dragon.c:        armor = -50;
dragon.c:        SET_BIT(obj->quest,QUEST_BREATH);
dragon.c:        obj->condition = 100;
dragon.c:        obj->toughness = 100;
dragon.c:        obj->resistance = 1;
drexx.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
drexx.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
drexx.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
drexx.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
drexx.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
drexx.c:        affect_free = affect_free->next;
drexx.c:    paf->type      = 0;
drexx.c:    paf->duration  = -1;
drexx.c:    paf->location  = apply;
drexx.c:    paf->modifier  = value;
drexx.c:    paf->bitvector = 0;
drexx.c:    paf->next      = obj->affected;
drexx.c:    obj->affected  = paf;
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 21;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 18;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 15;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 82;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 12;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 25;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 20;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 68;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:            obj->material = M_OAK;
drexx.c:            obj->material = M_MAPLE;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = number_range(79,199);
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = 40;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_LIMESTONE;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_TIGER_IRON;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_BONE;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_FIRE;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_BONE;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_COBALT;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_IMPERIAL_STEEL;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -300, -200 );
drexx.c:        obj->value[0] = 30;
drexx.c:        obj->material = M_SHADOW;
drexx.c:        SET_BIT( obj->spectype, SITEM_RARE );
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_ARMOR;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 7;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:        armor   = number_range( -500, -1 );
drexx.c:        obj->value[1] = number_range (10,20);
drexx.c:        obj->value[2] = number_range (20,30);
drexx.c:        SET_BIT( obj->spectype, SITEM_RAREWEAP );
drexx.c:        obj->material = 4;
drexx.c:        SET_BIT( obj->wear_flags, ITEM_TAKE );
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_LONGSWORD;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SPEAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BROADSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_STAFF;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_KNIFE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WARHAMMER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_MACE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_AXE;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_EXOTIC;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_FLAIL;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_MORNINGSTAR;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_CLUB;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_SICKLE;
drexx.c:            obj->value[0] = 18000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_POLEARM;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_BASTARDSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_WHIP;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_DAGGER;
drexx.c:            obj->value[0] = 17000;
drexx.c:            obj->value[3] = WPN_SHORTSWORD;
drexx.c:            obj->value[0] = 17000;
drexx.c:        SET_BIT( obj->wear_flags, wear );
drexx.c:        obj->item_type = ITEM_WEAPON;
drexx.c:        free_string( obj->short_descr );
drexx.c:        obj->short_descr = str_dup( ooga );
drexx.c:        free_string( obj->description );
drexx.c:        obj->description = str_dup( ooga );
drexx.c:        free_string( obj->name );
drexx.c:        obj->name = str_dup( ooga );
drexx.c:  	if (ch->in_room != NULL)
drexx.c:    	if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
drexx.c:/*  	if (ch->hitfirst == FALSE)
drexx.c:  	if ( victim->position > 1 )
drexx.c:  	if((get_age(ch)-17)<2)
drexx.c:  	if((get_age(victim)-17)<2)
drexx.c:  	sprintf(buf, "#P%s #chas been left for dead by #C%s#n.",victim->pcdata->switchname,ch->pcdata->switchname);
drexx.c:  	sprintf(log_buf, "%s shown mercy by %s at %d.",victim->pcdata->switchname,ch->pcdata->switchname);
drexx.c:  	victim->fight_timer += 10;
drexx.c:  	if (ch->fight_timer > 10)
drexx.c:  	ch->fight_timer = 10;
drexx.c:  	sprintf(buf, "Your life is spared by the mercy of %s!\n\r", ch->pcdata->switchname);
drexx.c:  	if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit;
drexx.c:  	if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana;
drexx.c:  	if ( ch->move < ch->max_move ) ch->move = ch->max_move;
drexx.c:  	ch->fighting = NULL;
drexx.c:  	victim->fighting = NULL;
drexx.c:  	ch->hitfirst = FALSE;
drexx.c:  	victim->hitfirst = FALSE;
drow.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
drow.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
drow.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
drow.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
drow.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
drow.c:    if (!IS_SET(ch->special, SPC_DROW_MAG) && ch->generation > 2)
drow.c:        if ((victim = ch->fighting) == NULL)
drow.c:    if (ch->mana < 750)
drow.c:    level = ch->spl[spelltype]/3;
drow.c:        ch->mana = ch->mana - 750;
drow.c:    send_to_char("#p          -*-  The Church of Lloth  -*-#n\n\r", ch);
drow.c:    for (gch = char_list; gch != NULL; gch = gch->next)
drow.c:        sprintf(buf, "#7[%-20s] [%-7lli] [%-7lli] [%-7lli] [%-7d]#n\n\r",
drow.c:                capitalize(gch->name), gch->hit, gch->mana, gch->move,
drow.c:                gch->generation);
drow.c:        if ((IS_SET(victim->special, SPC_DROW_WAR) ||
drow.c:                IS_SET(victim->special, SPC_DROW_MAG) ||
drow.c:                IS_SET(victim->special, SPC_DROW_CLE)) 
drow.c:                && ch->generation > 2)
drow.c:            SET_BIT(victim->special, SPC_DROW_MAG);
drow.c:            SET_BIT(victim->special, SPC_DROW_CLE);
drow.c:            SET_BIT(victim->special, SPC_DROW_WAR);
drow.c:    if (IS_SET(victim->pcdata->powers2[1], inpart))
drow.c:    if (ch->exp < cost)
drow.c:        SET_BIT(ch->newbits, THIRD_HAND);
drow.c:        SET_BIT(ch->newbits, FOURTH_HAND);
drow.c:    SET_BIT(victim->pcdata->powers2[1], inpart);
drow.c:    ch->exp -= cost;
drow.c:    send_to_char("#B-----------------------------------------#n\n\r", ch);
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_SPEED))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_TOUGHSKIN))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DROWFIRE))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DARKNESS))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DROWSIGHT))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_LEVITATION))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DROWSHIELD))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DROWPOISON))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_SHADOWWALK))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_GAROTTE))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DGAROTTE))
drow.c:        send_to_char("You have dark-enhanced garotte.\n\r", ch);
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_ARMS))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DROWHATE))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_SPIDERFORM))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_WEB))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_GLAMOUR))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_CONFUSE))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_EARTHSHATTER))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DARKTENDRILS))
drow.c:    if (IS_SET(ch->pcdata->powers2[1], DPOWER_FIGHTDANCE))
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->powers2[DROW_MAGIC]);
drow.c:  if (!IS_DROW(ch) || !IS_SET(ch->pcdata->powers2[1], DPOWER_GAROTTE)) 
drow.c:  if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != WPN_WHIP) 
drow.c:    && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL|| obj->value[3] != WPN_WHIP))
drow.c:      victim->hit = 1;
drow.c:  if (ch->in_room != NULL)
drow.c:    if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
drow.c:  if (!IS_DROW(ch) || !IS_SET(ch->pcdata->powers2[1], DPOWER_GAROTTE)
drow.c:    || !IS_SET(ch->pcdata->powers2[1], DPOWER_DGAROTTE)) 
drow.c:  if (!IS_SET(ch->newbits, NEW_DARKNESS)) 
drow.c:/*  if (IS_NPC(victim) && victim->level>2000)
drow.c:  if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != WPN_WHIP)
drow.c:    && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != WPN_WHIP))
drow.c:  if ( victim->fighting != NULL )
drow.c:  if (victim->hit < victim->max_hit) 
drow.c:  REMOVE_BIT(ch->newbits, NEW_DARKNESS);  
drow.c:  REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
drow.c:  if (IS_SET(ch->pcdata->powers2[1], DPOWER_WEB))
drow.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
drow.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
drow.c://  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
drow.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
drow.c:    location = victim->in_room;
drow.c:    if (ch->move < 250)
drow.c:    	if (!IS_SET(victim->in_room->room_flags, ROOM_DARK)) {
drow.c:    ch->move -= 250;
drow.c:    if (!IS_SET(ch->pcdata->powers2[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_DROW(ch) && !IS_SET(ch->newbits, NEW_DROWHATE))
drow.c:            vch_next = vch->next;
drow.c:            if (vch->in_room == NULL)
drow.c:            if (vch->in_room == ch->in_room)
drow.c:                SET_BIT(ch->pcdata->tempflag,
drow.c:                do_kill(ch, vch->name);
drow.c:                REMOVE_BIT(ch->pcdata->tempflag,
elemental.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
elemental.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
elemental.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
elemental.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
elemental.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
elemental.c:    if ((victim = ch->fighting) == NULL)
elemental.c:        victim->position = POS_STUNNED;
elemental.c:    if (ch->pcdata->powers[ELEMENTAL_FIRE] < 5)
elemental.c:    if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME))
elemental.c:        REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME);
elemental.c:    SET_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME);
enchanter.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
enchanter.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
enchanter.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
enchanter.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
enchanter.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
enchanter.c:    if ( ch->mana < 1500)
enchanter.c:    if (IS_SET(obj->quest,QUEST_RITUAL))
enchanter.c:    if (obj->item_type == ITEM_WEAPON || obj->item_type == ITEM_ARMOR)
enchanter.c:        obj->value2[0] += 25;
enchanter.c:        obj->value2[1] += 25;
enchanter.c:        obj->value2[2] += 25;
enchanter.c:        obj->value2[3] += 25;
enchanter.c:        obj->level     =  100;
enchanter.c:        obj->condition = 100;
enchanter.c:        obj->toughness = 100;
enchanter.c:        obj->resistance = 1;
enchanter.c:        SET_BIT(obj->quest,QUEST_RELIC);
enchanter.c:        SET_BIT(obj->quest,QUEST_RITUAL);
enchanter.c:        if (!IS_SET(obj->weapflags, WEAPON_FLAMING)) SET_BIT(obj->weapflags, WEAPON_FLAMING);
enchanter.c:        ch->mana -= 1500;
enchanter.c:    if ( ch->mana < 1500)
enchanter.c:    if (IS_SET(obj->quest,QUEST_RITUAL))
enchanter.c:    obj->value2[0] += 25;
enchanter.c:    obj->value2[1] += 25;
enchanter.c:    obj->value2[2] += 25;
enchanter.c:    obj->value2[3] += 25;
enchanter.c:    obj->condition = 100;
enchanter.c:    obj->toughness = 100;
enchanter.c:    SET_BIT (obj->extra_flags, ITEM_LOYAL);
enchanter.c:    obj->resistance = 1;
enchanter.c:    obj->value[0] += 50;
enchanter.c:    SET_BIT(obj->quest,QUEST_RELIC);
enchanter.c:    SET_BIT(obj->quest,QUEST_RITUAL);
enchanter.c:    obj->condition = 100;
enchanter.c:    obj->toughness = 100;
enchanter.c:    obj->resistance = 1;
enchanter.c:    ch->mana -= 1500;
enchanter.c:    if (obj->value[3] == WPN_GUN)
enchanter.c:    if (obj->item_type != ITEM_WEAPON)
enchanter.c:    SET_BIT(obj->weapflags, WEAPON_POISON);
enchanter.c:    obj->value[1] += 2;
enchanter.c:    obj->value[2] += 2;
enhancement.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
enhancement.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
enhancement.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
enhancement.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
enhancement.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
enhancement.c:    if (IS_SET(ch->newbits, NEW_DARKTENDRILS)) {
enhancement.c:        REMOVE_BIT(ch->newbits, NEW_DARKTENDRILS);
enhancement.c:        SET_BIT(ch->newbits, NEW_DARKTENDRILS);
enhancement.c:    if (IS_CLASS(ch, CLASS_DEMON) && !IS_SET (ch->pcdata->disc[C_POWERS], DEM_FIREBOLT)
enhancement.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
enhancement.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
enhancement.c:    if (!IS_SET(obj->extra_flags2, ITEM_ARM))
enhancement.c:    if (IS_SET(ch->newbits, THIRD_HAND) && IS_SET(ch->newbits, FOURTH_HAND))
enhancement.c:    if (!IS_SET(ch->newbits, FOURTH_HAND))
enhancement.c:        SET_BIT(ch->newbits, FOURTH_HAND);
enhancement.c:        SET_TIMER(ch, TIMER_FOURTH_ARM_GOING, dice(ch->generation, 6) );
enhancement.c:    if (!IS_SET(ch->newbits, THIRD_HAND))
enhancement.c:        SET_BIT(ch->newbits, THIRD_HAND);
enhancement.c:        SET_TIMER(ch, TIMER_THIRD_ARM_GOING, dice(ch->generation, 6) );
fight.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
fight.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
fight.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
fight.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
fight.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
fight.c:   if (caliber == 45 && ch->ammo[1] < 30)
fight.c:   if (caliber == 357 && ch->ammo[5] < 6)
fight.c:   if (caliber == 44 && ch->ammo[6] < 6)
fight.c:   if (caliber == 12 && ch->ammo[7] < 8)
fight.c:   if (caliber == 9 && ch->ammo[3] < 15)
fight.c:   if (caliber == 223 && ch->ammo[9] < 30)
fight.c:   if (caliber == 76239 && ch->ammo[8] < 30)
fight.c:        ch_next = ch->next;
fight.c:        if ( ch->spellaction[0] == ACTION_CASTING )
fight.c:            if (ch->fight_timer > 0) ch->fight_timer--;
fight.c:            if (ch->fighting != NULL) ch->agitated = 24;
fight.c:        victim = ch->blinkykill;
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 (victim->in_room != ch->in_room)
fight.c:                    SET_BIT(ch->affected_by2, EXTRA_BLINKY);
fight.c:                SET_BIT(ch->affected_by2, EXTRA_BLINKY);
fight.c:                    if (ch->hit > 0)
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:        if ((victim = ch->fighting) == NULL || ch->in_room == NULL)
fight.c:            if (ch->fight_timer < 9) ch->fight_timer = 10;
fight.c:            else if (ch->fight_timer < 25) ch->fight_timer += 3;
fight.c:        if (IS_NPC(victim) && victim->hit <= 0) continue;
fight.c:        if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room)
fight.c:        if ((victim = ch->fighting) == NULL)
fight.c:        if (victim == NULL || victim->position != POS_FIGHTING)
fight.c:	ch->position = POS_STANDING;
fight.c:        if (ch->fighting != NULL)
fight.c:            if (!IS_NPC(victim)) ch->exp += number_range(1000,3000);
fight.c:            if  (IS_NPC(victim)) ch->exp += number_range(victim->level+100,victim->level+300);
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:                 * Mount's auto-assist their riders and vice versa.
fight.c:                if ((mount = rch->mount) != NULL)
fight.c:                 * PC's auto-assist others in their group.
fight.c:                    if (rch->pIndexData == ch->pIndexData || number_bits(3) == 0)
fight.c:                        for (vch = ch->in_room->people; vch; vch = vch_next)
fight.c:                            vch_next = vch->next_in_room;
fight.c:    int       sn, level, chance, unarmed, maxcount, countup = -1, x = 0, wieldie, i;
fight.c:    if (ch->position < POS_SLEEPING)
fight.c:            if (dtype == WPN_BROADSWORD)   chance = ch->wpn[3] / 50;
fight.c:            if (dtype == WPN_LONGSWORD)    chance = ch->wpn[2] / 50;
fight.c:            if (dtype == WPN_BASTARDSWORD) chance = ch->wpn[12] / 50;
fight.c:            chance + (100 * char_hitroll(ch)) / (100 * victim->defense);
fight.c:    if (victim->hit <= 0) return;
fight.c:    if (IS_DEMON(ch) && IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1, 3) == 1)
fight.c:     if (IS_SET(ch->warp, WARP_SHARDS) && number_range(1, 3) == 1)
fight.c:     if (IS_SET(ch->warp, WARP_MAGMA) && number_range(1, 3) == 1)
fight.c:                if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FANGS)
fight.c:                if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_HEAD)
fight.c:                if (IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FIERY)
fight.c:    if (!IS_NPC(ch) && IS_TANARRI(ch) && IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FLAMES)
fight.c:                if (ch->pcdata->powers3[CON_LORE] > 4 && number_range(1,3) == 1)
fight.c:                if (ch->pcdata->powers3[NECROMANTIC] > 4 && number_range(1,3) == 1)
fight.c:                if (ch->pcdata->powers3[DEATH_LORE] > 4 && number_range(1,3) == 1)
fight.c:        && !IS_SET(ch->newbits, NEW_MONKFLAME)
fight.c:        && IS_SET(ch->newbits, NEW_MONKFLAME)
fight.c:    if (!IS_NPC(ch) && IS_NINJA(ch) && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS)
fight.c:    if (!IS_NPC(ch) && IS_NINJA(ch) && IS_SET(ch->pcdata->powers[20], MORE_STEELFISTS)
fight.c:    if (!IS_NPC (ch) && IS_NINJA(ch) && ch->pcdata->powers[NPATH_DARK] > 9
fight.c:  if (!IS_NPC(ch) && IS_NINJA (ch) && ch->pcdata->powers[NPOWER_NINGENNO] > 0
fight.c:  if (!IS_NPC(ch) && IS_NINJA(ch) && ch->pcdata->powers[NPOWER_NINGENNO] > 3
fight.c:  if (!IS_NPC(ch) && IS_NINJA(ch) && ch->pcdata->powers[NPOWER_NINBUKI] > 1
fight.c:  if (!IS_NPC(ch) && IS_NINJA (ch) && ch->pcdata->powers[NPOWER_NINBUKI] > 3
fight.c:  if (!IS_NPC (ch) && IS_NINJA (ch) && ch->pcdata->powers[NPOWER_BUSHIDO] > 3
fight.c:    if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS)
fight.c:    if (!IS_NPC(ch) && ch->profession == PROF_SOLDIER
fight.c:        && !IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:        && IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:        && !IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:        && IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:        && !IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:        && IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:	&& !IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:	&& IS_SET(ch->newbits, NEW_MONKFLAME) && number_range(1,3) == 1)
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->pcdata->powers4[AURAS], DEATH_AURA)
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TENDRILS)
fight.c://    if (IS_SET(ch->newbits, NEW_DARKTENDRILS) && number_range(1,3) == 1)
fight.c:    if (!IS_NPC(ch) && IS_VAMPIRE(ch) && IS_SET(ch->newbits, NEW_DARKTENDRILS)
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->pcdata->powers2[1], DPOWER_DARKTENDRILS)
fight.c:	&& IS_SET(ch->newbits, NEW_DARKTENDRILS) && IS_DROW(ch))
fight.c:	if (ch->currentform == FORM_HYDRA)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 0 && number_range(1,3) == 1)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 1 && number_range(1,3) == 1)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 3 && number_range(1,3) == 1)
fight.c:            if (ch->pcdata->powers[HYDRA_LEVEL] > 4 && number_range(1,3) == 1)
fight.c:	if (ch->currentform == FORM_TIGER)
fight.c:            if (ch->pcdata->powers[TIGER_LEVEL] > 0 && number_range(1,3) == 1)
fight.c:            if (ch->pcdata->powers[TIGER_LEVEL] > 1 && number_range(1,3) == 1)
fight.c:	if (ch->currentform == FORM_BULL)
fight.c:            if (ch->pcdata->powers[BULL_LEVEL] > 0 && number_range(1,3) == 1)
fight.c:            if (ch->pcdata->powers[BULL_LEVEL] > 1 && number_range(1,3) == 1)
fight.c:	if (ch->currentform == FORM_FAERIE)
fight.c:            if (ch->pcdata->powers[FAERIE_LEVEL] > 1 && number_range(1,3) == 1)
fight.c:            victim->position = POS_STUNNED;
fight.c:            victim->position = POS_STUNNED;
fight.c:            victim->position = POS_STUNNED;
fight.c:  if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_PROWESS] > 3)
fight.c:            victim->position = POS_STUNNED;
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_QUILLS) && !IS_WEREWOLF(ch))
fight.c:    if (!IS_NPC(ch) && IS_WEREWOLF(ch) && IS_SET(ch->newbits,NEW_QUILLS))
fight.c:    if (ch->pcdata->powers5[DISC_WERE_PAIN] > 9)
fight.c:        && IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA)
fight.c:	&& IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_RETAURA)
fight.c:	&& IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1,3) == 1)
fight.c:        IS_SET(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA)
fight.c:    if (!IS_NPC(ch) && ch->symbiotetype == 1 && number_range(1,3) == 1)
fight.c:    if (!IS_NPC(ch) && ch->symbiotetype == 2 && number_range(1,3) == 1)
fight.c:    if (!IS_NPC(ch) && number_range(1,3) == 1 && ch->profession == PROF_HOPLITE)
fight.c:    if (!IS_NPC(ch) && number_range(1,3) == 1 && ch->profession == PROF_HOPLITE
fight.c:	&& IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_SKILL] > 3
fight.c:    if (!IS_NPC(ch) && IS_DARK_ANGEL(ch) && IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DWINGS)
fight.c:    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL) && IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS)
fight.c:    if (!IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->warp, WARP_WINGS) && number_range(1,3) == 1)
fight.c:// !IS_SET (ch->pcdata->disc[C_POWERS], DEM_WINGS))
fight.c:    if (!IS_NPC(ch) && ch->profession == PROF_SAMURAI && number_range(1,3) == 1)
fight.c:            && ch->pcdata->powers[PALADIN_PRACTICE] > 4 && number_range(1,3) == 1)
fight.c:    if (!IS_NPC(ch) && IS_DEATHKNIGHT(ch) && ch->pcdata->powers4[WEAPONSKILL] > 9
fight.c:    if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers4[WEAPONSKILL] > 9
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:    if (wield1 != NULL && wield1->item_type == ITEM_WEAPON)
fight.c:    if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
fight.c:    if (wield3 != NULL && wield3->item_type == ITEM_WEAPON)
fight.c:    if (wield4 != NULL && wield4->item_type == ITEM_WEAPON)
fight.c:   if (wield1 == NULL) one_hit(ch,victim,-1,1);
fight.c:   if (wield2 == NULL) one_hit(ch,victim,-1,2);
fight.c:   if (wield3 == NULL) one_hit(ch,victim,-1,3);
fight.c:   if (wield4 == NULL) one_hit(ch,victim,-1,4);
fight.c:        one_hit(ch,victim,-1,2);
fight.c:        one_hit(ch,victim,-1,3);
fight.c:        one_hit(ch,victim,-1,4);
fight.c: if (IS_NPC(ch) && ch->spec_fun)
fight.c:        (*ch->spec_fun) (ch, "midround");
fight.c:        if (wield1 == NULL || wield1->pIndexData->vnum == 2100)
fight.c:        if (wield2 == NULL || wield2->pIndexData->vnum == 2100)
fight.c:        if (IS_SET(ch->newbits, THIRD_HAND) && (wield3 == NULL || wield3->pIndexData->vnum == 2100))
fight.c:        if (IS_SET(ch->newbits, FOURTH_HAND) && (wield4 == NULL || wield4->pIndexData->vnum == 2100))
fight.c:     if (wield != NULL && wield->item_type == ITEM_WEAPON)
fight.c:     int       tempnum = wield->value[3];
fight.c:     chance = (ch->wpn[tempnum]) * 0.5;
fight.c:     else chance = (ch->wpn[0]) * 0.5;
fight.c:    one_hit(ch, victim, -1, number_range(1,4));    
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 3);
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 3);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 3);    
fight.c:    one_hit(ch, victim, -1, 4);
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 2);    
fight.c:    one_hit(ch, victim, -1, 4);
fight.c:    one_hit(ch, victim, -1, 1);    
fight.c:    one_hit(ch, victim, -1, 4);
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 2);    
fight.c:    one_hit(ch, victim, -1, 3);
fight.c:    one_hit(ch, victim, -1, 3);    
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 1);    
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 2);    
fight.c:    one_hit(ch, victim, -1, 1);    
fight.c:    one_hit(ch, victim, -1, wieldie);
fight.c:    if (victim == NULL || victim->position != POS_FIGHTING) return;
fight.c:    if (ch->fighting != victim) return;
fight.c:    if (ch->pcdata->learned[gsn_second_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, 2);
fight.c:    if (ch->pcdata->learned[gsn_third_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, 3);
fight.c:    if (ch->pcdata->learned[gsn_fourth_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, 4);
fight.c:    if (ch->pcdata->learned[gsn_fifth_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, 1);
fight.c:    if (ch->pcdata->learned[gsn_sixth_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, 2);
fight.c:    if (ch->pcdata->learned[gsn_seventh_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, 3);
fight.c:        if (victim == NULL || victim->position != POS_FIGHTING)
fight.c:        if (ch->fighting != victim)
fight.c:    if (victim->hit <=0) return;
fight.c:    if (ch->currentform == FORM_WATER)
fight.c:            victim->position = POS_STUNNED;
fight.c:    if (wield1 != NULL && wield1->pIndexData->vnum == 81231) stun += 4;
fight.c:    if (wield2 != NULL && wield2->pIndexData->vnum == 81231) stun += 4;
fight.c:    if (wield3 != NULL && wield3->pIndexData->vnum == 81231) stun += 4;
fight.c:    if (wield4 != NULL && wield4->pIndexData->vnum == 81231) stun += 4;
fight.c:            victim->position = POS_STUNNED;
fight.c:    if (!IS_NPC(ch) && (ch->pcdata->learned[gsn_jiujitsu] >= number_percent() ))
fight.c:        if (victim->hit < 1) return;
fight.c:        if (ch->move > 5)
fight.c:                ch->move -= 5;
fight.c:    if (!IS_NPC(ch) && (ch->pcdata->learned[gsn_aikido] >= number_percent() ))
fight.c:        if (victim->hit < 1) return;
fight.c:        if (ch->move > 5)
fight.c:                ch->move -= 5;
fight.c:    if (!IS_NPC(ch) && ch->pcdata->learned[gsn_kendo] >= number_percent() )
fight.c:        if (victim->hit < 1) return;
fight.c:        if (ch->move > 5)
fight.c:                ch->move -= 5;
fight.c:    if (!IS_NPC(ch) && ch->pcdata->learned[gsn_bite] >= number_percent())
fight.c:        if (victim->hit < 1) return;
fight.c:        if (ch->move > 5)
fight.c:        chance + (100 * char_hitroll(ch)) / (100 * victim->defense);
fight.c:                ch->move -= 5;
fight.c:    if (!IS_NPC(ch) && ch->pcdata->learned[gsn_wrestling] >= number_percent())
fight.c:        if (victim->hit < 1) return;
fight.c:        if (ch->move > 5)
fight.c:                ch->move -= 5;
fight.c:    if (!IS_NPC(ch) && ch->pcdata->learned[gsn_striker] >= number_percent())
fight.c:        if (victim->hit < 1) return;
fight.c:        if (ch->move > 5)
fight.c:                ch->move -= 5;
fight.c:      && ch->pcdata->powers[NPOWER_NINGENNO] > 4 && dt == gsn_shiroken
fight.c:    spell_poison (gsn_poison, (ch->level * number_range (5, 10)), ch, victim);
fight.c:      && ch->pcdata->powers[NPOWER_NINGENNO] > 4 && dt == gsn_marukugi
fight.c:    spell_poison (gsn_poison, (ch->level * number_range (5, 10)), ch, victim);
fight.c:  if (!IS_NPC(ch) && IS_DROW(ch) && IS_SET(ch->pcdata->powers2[1], DPOWER_DROWPOISON))
fight.c:    spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim);
fight.c:        if (ch->pIndexData->vnum == MOB_VNUM_FIRE)
fight.c:        if (ch->pIndexData->vnum == MOB_VNUM_STONE)
fight.c:            af.modifier  = -50;
fight.c:            af.modifier  = -50;
fight.c:        if (ch->pIndexData->vnum == MOB_VNUM_CLAY)
fight.c:        if (ch->pIndexData->vnum == MOB_VNUM_IRON)
fight.c:  if (!IS_NPC(victim) && IS_XBITS(victim, X_DEATH_SHIELD) && ch->position == POS_FIGHTING
fight.c:	  if (victim->pcdata->powers[NPATH_DARK] > 8)
fight.c:    if (!IS_NPC(ch) && IS_XBITS(ch, X_DEATH_SHIELD) && victim->position == POS_FIGHTING && number_range(1,3) == 1)
fight.c:	 if (ch->pcdata->npowers[NPATH_DARK] > 8) level *= 2;
fight.c:            && IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
fight.c:    if (victim->in_room != ch->in_room) return;
fight.c:    if (wield1 != NULL && wield1->pIndexData->vnum == 81231) macelevel++;
fight.c:    if (wield2 != NULL && wield2->pIndexData->vnum == 81231) macelevel++;
fight.c:    if (wield3 != NULL && wield3->pIndexData->vnum == 81231) macelevel++;
fight.c:    if (wield4 != NULL && wield4->pIndexData->vnum == 81231) macelevel++;
fight.c:    if (wield1 != NULL && wield1->pIndexData->vnum == 81234) clanlevel++;
fight.c:    if (wield2 != NULL && wield2->pIndexData->vnum == 81234) clanlevel++;
fight.c:    if (wield3 != NULL && wield3->pIndexData->vnum == 81234) clanlevel++;
fight.c:    if (wield4 != NULL && wield4->pIndexData->vnum == 81234) clanlevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->quest, QUEST_VINEFORGE)) vinelevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->quest, QUEST_VINEFORGE)) vinelevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->quest, QUEST_VINEFORGE)) vinelevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->quest, QUEST_VINEFORGE)) vinelevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->specaff, WPN_FLAMING)) firelevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->specaff, WPN_FLAMING)) firelevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->specaff, WPN_FLAMING)) firelevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->specaff, WPN_FLAMING)) firelevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->specaff, WPN_POISONED)) poisonlevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->specaff, WPN_POISONED)) poisonlevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->specaff, WPN_POISONED)) poisonlevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->specaff, WPN_POISONED)) poisonlevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->specaff, WPN_SHOCK)) shocklevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->specaff, WPN_SHOCK)) shocklevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->specaff, WPN_SHOCK)) shocklevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->specaff, WPN_SHOCK)) shocklevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->specaff, WPN_DRAIN)) drainlevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->specaff, WPN_DRAIN)) drainlevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->specaff, WPN_DRAIN)) drainlevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->specaff, WPN_DRAIN)) drainlevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->specaff, WPN_FROST)) frostlevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->specaff, WPN_FROST)) frostlevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->specaff, WPN_FROST)) frostlevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->specaff, WPN_FROST)) frostlevel++;
fight.c:    if (wield1 != NULL && IS_SET(wield1->specaff, WPN_VORPAL)) vorpallevel++;
fight.c:    if (wield2 != NULL && IS_SET(wield2->specaff, WPN_VORPAL)) vorpallevel++;
fight.c:    if (wield3 != NULL && IS_SET(wield3->specaff, WPN_VORPAL)) vorpallevel++;
fight.c:    if (wield4 != NULL && IS_SET(wield4->specaff, WPN_VORPAL)) vorpallevel++;
fight.c:		if (wield1 != NULL && wield1->pIndexData->vnum == 81231)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield1->short_descr, dam);
fight.c:		dam_percent,wield1->short_descr, dam);
fight.c:	    if (wield2 != NULL && wield2->pIndexData->vnum == 81231)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield2->short_descr, dam);
fight.c:		dam_percent,wield2->short_descr, dam);
fight.c:	    if (wield3 != NULL && wield3->pIndexData->vnum == 81231)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield3->short_descr, dam);
fight.c:		dam_percent,wield3->short_descr, dam);
fight.c:	    if (wield4 != NULL && wield4->pIndexData->vnum == 81231)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield4->short_descr, dam);
fight.c:		dam_percent,wield4->short_descr, dam);
fight.c:	    if (wield1 != NULL && wield1->pIndexData->vnum == 81234)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield1->short_descr, dam);
fight.c:		dam_percent,wield1->short_descr, dam);
fight.c:	    if (wield2 != NULL && wield2->pIndexData->vnum == 81234)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield2->short_descr, dam);
fight.c:		dam_percent,wield2->short_descr, dam);
fight.c:	    if (wield3 != NULL && wield3->pIndexData->vnum == 81234)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield3->short_descr, dam);
fight.c:		dam_percent,wield3->short_descr, dam);
fight.c:	    if (wield4 != NULL && wield4->pIndexData->vnum == 81234)
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:		dam_percent, wield4->short_descr, dam);
fight.c:		dam_percent,wield4->short_descr, dam);
fight.c:                if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:            if (IS_SET(wield->specaff, WPN_POISONED))
fight.c:                af.modifier = 0 - number_range(3, 8);
fight.c:        if (victim->hit < 1) return;
fight.c:                if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (ch->hit < ch->max_hit)
fight.c:                    ch->hit += dam / 2;
fight.c:                    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
fight.c:                if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (victim->hit < 1) return;
fight.c:                if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                dam_percent = ((100 * dam) / victim->max_hit);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                    sprintf(buf1, "{%d #cYour #PVORPAL #cweapon #r-#RSTRIKES#r-#c #R$N #cfor #g>#G>#W%d#G<#g<#n damage#n", dam_percent, dam);
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                    sprintf(buf2, "{%d #c$n's #PVORPAL #cweapon #r-#RSTRIKES#r-#c you for #W>>#R%d#W<<#n damage", dam_percent, dam);
fight.c:                if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:                if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (victim->hit < 1) return;
fight.c://    if (victim == NULL || victim->position != POS_FIGHTING)
fight.c:        if (victim->hit < 1) return;
fight.c:        chance = ch->pcdata->learned[gsn_secondary_attack] / 8;
fight.c:            if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON )
fight.c:	        one_hit(ch, victim, -1, 2);
fight.c:                if (victim->hit <= 0 )
fight.c:            chance = ch->pcdata->learned[gsn_tertiary_attack] / 8;
fight.c:                if (victim->hit <= 0 )
fight.c:                if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON )
fight.c:                    one_hit(ch, victim, -1, 3);
fight.c:            chance = ch->pcdata->learned[gsn_quaternary_attack] / 8;
fight.c:                if (victim->hit <= 0 )
fight.c:                if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON )
fight.c:                    one_hit(ch, victim, -1, 4);
fight.c:	   if (wield1 == NULL) one_hit(ch,victim,-1,1);
fight.c:	   if (wield2 == NULL) one_hit(ch,victim,-1,2);
fight.c:	   if (wield3 == NULL) one_hit(ch,victim,-1,3);
fight.c:	   if (wield4 == NULL) one_hit(ch,victim,-1,4);
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_PISTOL)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_PISTOL)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_PISTOL)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_PISTOL)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_REVOLVER)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_REVOLVER)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_REVOLVER)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_REVOLVER)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_RIFLE
fight.c:	&& wield1->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_RIFLE
fight.c:	&& wield2->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_RIFLE
fight.c:	&& wield3->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_RIFLE
fight.c:	&& wield4->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_RIFLE
fight.c:	&& wield1->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_RIFLE
fight.c:	&& wield2->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_RIFLE
fight.c:	&& wield3->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_RIFLE
fight.c:	&& wield4->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_SUBMACHINE
fight.c:	&& wield1->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_SUBMACHINE
fight.c:	&& wield2->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_SUBMACHINE
fight.c:	&& wield3->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_SUBMACHINE
fight.c:	&& wield4->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_SUBMACHINE
fight.c:	&& wield1->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_SUBMACHINE
fight.c:	&& wield2->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_SUBMACHINE
fight.c:	&& wield3->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_SUBMACHINE
fight.c:	&& wield4->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_MACHINE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_MACHINE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_MACHINE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_MACHINE)
fight.c:                if (wield != NULL && wield->item_type == ITEM_WEAPON)
fight.c:                        dt += wield->value[3];
fight.c:                        if (wield->value[0] >= 1)
fight.c:                                if (wield->value[0] >= 1000)
fight.c:                                        sn = wield->value[0] -
fight.c:                                                ((wield->value[0] / 1000) *
fight.c:                                        sn = wield->value[0];
fight.c:                                        if (victim->position == POS_FIGHTING)
fight.c:                                        (*skill_table[sn].spell_fun) (sn, wield->level, ch, victim);
fight.c:        if (ch->fighting == victim)
fight.c:                dam += ((get_curr_str(ch) * 1000) - (get_curr_con(victim) * 1000));
fight.c:                dam -= (get_curr_con(victim) * 10);
fight.c:                dam -= (get_curr_vit(victim) * 10);
fight.c:                victim->position = POS_RESTING;
fight.c:                victim->position = POS_STUNNED;
fight.c:                  SET_BIT(victim->affected_by, AFF_FLAMING);
fight.c:    if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:    if (IS_ITEMAFF(victim, ITEMA_FIRE_SHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        if (IS_SET(ch->vuln, VULN_FIRE))
fight.c:        if (IS_SET(ch->immune, IMM_HEAT))
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:        fire_effect(ch,victim->level,dam,TARGET_CHAR);
fight.c:    if (IS_ITEMAFF(victim, ITEMA_ICE_SHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:    if (IS_ITEMAFF(victim, ITEMA_SHOCK_SHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:    if (IS_ITEMAFF(victim, ITEMA_DEATH_SHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:    if (IS_ITEMAFF(victim, ITEMA_ACID_SHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:    if (IS_ITEMAFF(victim, ITEMA_BLADE_SHIELD) && ch->position == POS_FIGHTING)
fight.c:        if (ch->hit < 1 || victim->hit < 1) return;
fight.c:        dam_percent = ((100 * dam) / ch->max_hit);
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF2))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:        if (ch->ability_cur[CUR] == 2)  count += ch->ability[2] / 20;
fight.c:        if (ch->ability_cur[CUR] == 4)  count += ch->ability[4] / 20;
fight.c:    if (wield1 != NULL && wield1->item_type == ITEM_WEAPON)
fight.c:    if (wield1->value[3] == WPN_DAGGER || wield1->value[3] == WPN_KNIFE || wield1->value[3] == WPN_SHORTSWORD)
fight.c:    if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
fight.c:    if (wield2->value[3] == WPN_DAGGER || wield2->value[3] == WPN_KNIFE || wield2->value[3] == WPN_SHORTSWORD)
fight.c:    if (wield3 != NULL && wield3->item_type == ITEM_WEAPON)
fight.c:    if (wield3->value[3] == WPN_DAGGER || wield3->value[3] == WPN_KNIFE || wield3->value[3] == WPN_SHORTSWORD)
fight.c:    if (wield4 != NULL && wield4->item_type == ITEM_WEAPON)
fight.c:    if (wield4->value[3] == WPN_DAGGER || wield4->value[3] == WPN_KNIFE || wield4->value[3] == WPN_SHORTSWORD)
fight.c:    if (ch->pcdata->learned[gsn_second_attack] > 1) count += 1;
fight.c:    if (ch->pcdata->learned[gsn_third_attack] > 1) count += 1;
fight.c:    if (ch->pcdata->learned[gsn_fourth_attack] > 1) count += 1;
fight.c:    if (ch->pcdata->learned[gsn_fifth_attack] > 1) count += 1;
fight.c:    if (ch->pcdata->learned[gsn_sixth_attack] > 1) count += 1;
fight.c:    if (ch->pcdata->learned[gsn_seventh_attack] > 1) count += 1;
fight.c:    if (wield1 != NULL && wield1->pIndexData->vnum == 81234) count += 2;
fight.c:    if (wield2 != NULL && wield2->pIndexData->vnum == 81234) count += 2;
fight.c:    if (wield3 != NULL && wield3->pIndexData->vnum == 81234) count += 2;
fight.c:    if (wield4 != NULL && wield4->pIndexData->vnum == 81234) count += 2;
fight.c:        if (ch->level >= 50) count += 2;
fight.c:        if (ch->level >= 100) count += 2;
fight.c:        if (ch->level >= 250) count += 2;
fight.c:        if (ch->level >= 500) count += 2;
fight.c:        if (ch->level >= 750) count += 4;
fight.c:        if (ch->level >= 1000) count +=4;
fight.c:        if (ch->level >= 1250) count += 4;
fight.c:        if (ch->level >= 1500) count +=4;
fight.c:        if (ch->level >= 2000) count +=4;
fight.c:        if (ch->level >= 2500) count += 4;
fight.c:        if (ch->level >= 3500) count += 4;
fight.c:        if (ch->level >= 4500) count += 5;
fight.c:        if ( ch->pIndexData->extra_attack > 20) count += 20;
fight.c:        else count += ch->pIndexData->extra_attack;
fight.c:    if (IS_SET(ch->newbits3, NEW3_OFFENCE)) count += 3;
fight.c:    if (IS_NINJA(ch) && ch->pcdata->powers[NPOWER_CHIKYU] >= 3) count += 2;
fight.c:    if (ch->pcdata->relrank > 0 ) count += ch->pcdata->relrank;
fight.c:        count += ch->pcdata->powers3[WEAPONSKILL]/2;
fight.c:    if (IS_DROW(ch) && IS_SET(ch->pcdata->powers2[1], DPOWER_SPEED))
fight.c:    if (IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_WAR))
fight.c:    else if (IS_DROW(ch) && ch->generation < 3)
fight.c:      if (IS_ANGEL(ch)) count += ch->pcdata->powers[ANGEL_JUSTICE];
fight.c:      if (IS_DARK_ANGEL(ch)) count += ch->pcdata->powers[ANGEL_WRATH];
fight.c:      if (IS_VAMPIRE(ch) && ch->pcdata->powers5[DISC_VAMP_CELE] > 0)
fight.c:        if (ch->pcdata->powers5[DISC_VAMP_CELE] > 5)
fight.c:          if ( ch->pcdata->powers5[DISC_VAMP_CELE] > 7)
fight.c:            if ( ch->pcdata->powers5[DISC_VAMP_CELE] > 9)
fight.c:        if (ch->pcdata->powers2[SHAPE_FORM] == BULL_FORM) count += ch->pcdata->powers2[BULL_LEVEL]/2;
fight.c:        if (ch->pcdata->powers2[SHAPE_FORM] == TIGER_FORM) count += ch->pcdata->powers2[TIGER_LEVEL];
fight.c:        if (ch->pcdata->powers2[SHAPE_FORM] == FAERIE_FORM) count += ch->pcdata->powers2[FAERIE_LEVEL];
fight.c:        if (ch->pcdata->powers2[SHAPE_FORM] == HYDRA_FORM) count += ch->pcdata->powers2[HYDRA_LEVEL]/2;
fight.c:      if (IS_TANARRI(ch)) count += ch->pcdata->tanrank;
fight.c:        count += ch->pcdata->powers4[WEAPONSKILL]/2;
fight.c:        if (ch->pcdata->powers5[DISC_WERE_LYNX] > 2) count += 2;
fight.c:        if (ch->pcdata->powers5[DISC_WERE_BOAR] > 6)
fight.c:          if( ch->move > 20000 ) count += 5;
fight.c://          else count += ch->move/4000;
fight.c:        if (IS_SET(ch->warp, WARP_QUICKNESS)) count += 3;
fight.c:	count += ch->pcdata->powers[DISC_DAEM_ATTA] / 2;
fight.c:	&& IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_SPEED)) count +2;
fight.c:    if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() <  ch->stance[STANCE_VIPER] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_DRAGON) && number_percent() < ch->stance[STANCE_DRAGON] * 0.5) count += 1;
fight.c:            if (ch->in_room)
fight.c:                if (has_area_affect(ch->in_room->area, AREA_AFF_GZONE, ch->pcdata->religion)) count++;
fight.c://            count -= 1;
fight.c:     * Guard against weird room-leavings.
fight.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
fight.c:    if (wchance < 25 && wield1 != NULL && wield1->item_type == ITEM_WEAPON)
fight.c:    if (wchance > 24 && wchance < 50 && wield2 != NULL && wield2->item_type == ITEM_WEAPON)
fight.c:    if (wchance > 49 && wchance < 75 && wield3 != NULL && wield3->item_type == ITEM_WEAPON)
fight.c:    if (wchance > 74 && wield4 != NULL && wield4->item_type == ITEM_WEAPON)
fight.c:        if (IS_SET(ch->act, PLR_RIGHTHAND))
fight.c:        else if (IS_SET(ch->act, PLR_LEFTHAND))
fight.c:        if ( wield != NULL && wield->item_type == ITEM_WEAPON )
fight.c:            dt += wield->value[3];
fight.c:    if (ch->wpn[dt] > 5) level = (ch->wpn[dt] / 5);
fight.c:     * Calculate to-hit-armor-class-0 versus armor.
fight.c:    thac0     = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch);
fight.c:    victim_ac = UMAX( -100, get_defense(victim) / 10 );
fight.c:        victim_ac -= 4;
fight.c:    if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3))
fight.c:    if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2))
fight.c:    if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1))
fight.c:    if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
fight.c:        dam = number_range( ch->level / 2, ch->level * 3 / 2 );
fight.c:        else if (wield != NULL && wield->item_type == ITEM_WEAPON)
fight.c:            dam = dice( 2, 5 ); //( wield->value[1], wield->value[2] );
fight.c://    if (!IS_NPC(ch) && !IS_NPC(victim) && ch->pcdata->mod_str >= victim->pcdata->mod_str)
fight.c://       dam += ch->pcdata->mod_str * 12;
fight.c://    if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350,(ch->wpn[dt-1000]+1)) / 60));
fight.c:        if((ch->hit <= ch->max_hit / 3) && IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_RETAURA))
fight.c:        if ((victim->pcdata->powers[SHAPE_FORM] == FAERIE_FORM &&
fight.c:                victim->pcdata->powers[FAERIE_LEVEL]>0))
fight.c:            if (!IS_SET(victim->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_DARKTENDRILS))
fight.c:            if (!IS_SET(victim->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(victim->act, PLR_BRIEF3))
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if (ch->pcdata->powers[PINVOKE] > 6) dam *=1.4;
fight.c:        if (ch->pcdata->powers[PINVOKE] > 9) dam *=1.4;
fight.c:    if ( dt == gsn_fireball && IS_SET(victim->vuln, VULN_FIRE ))
fight.c:    These are modifying damage way to much -xrak
fight.c:        if (dt == gsn_booming && !IS_NPC(ch))                      dam *= ch->pcdata->rank/2;
fight.c:        if (dt == gsn_circle && ch->pcdata->rank == BELT_EIGHT)    dam *= 2;
fight.c:        if (dt == gsn_circle && ch->pcdata->rank == BELT_NINE)     dam *= 2.5;
fight.c:        if (dt == gsn_circle && ch->pcdata->rank == BELT_TEN)      dam *= 3.0;
fight.c:    if ( IS_NPC(ch) && ch->pIndexData->dam_modifier > 3) dam *=3;
fight.c:    else if ( IS_NPC(ch) && ch->pIndexData->dam_modifier > 0 ) dam *= ch->pIndexData->dam_modifier;
fight.c:        if ( victim->pIndexData->toughness > 100 ) victim->pIndexData->toughness = 99;
fight.c:        dam = dam * (100 - victim->pIndexData->toughness) / 100;
fight.c:    if (dt == gsn_deathaura && dam >= victim->hit && IS_NPC(victim)) dam = victim->hit-1; /* trust me, Jobo */
fight.c:    if (victim->position == POS_DEAD)
fight.c:    /*    if (ch->damcap[DAM_CHANGE] == 1)
fight.c:        if (dam > ch->damcap[0])
fight.c:            dam = ch->damcap[0];
fight.c:        if (victim->position > POS_STUNNED)
fight.c:            if ( victim->fighting == NULL ) set_fighting( victim, ch );
fight.c:            victim->position = POS_FIGHTING;
fight.c:        if (victim->position > POS_STUNNED)
fight.c:            if (ch->fighting == NULL)
fight.c:	&& victim->master != NULL && victim->master->in_room == ch->in_room && number_bits(3) == 0)
fight.c:                multi_hit(ch, victim->master, TYPE_UNDEFINED);
fight.c:        if (victim->master == ch)
fight.c:            if ( edamage > ch->pcdata->learned[gsn_enhanced_damage] )
fight.c:            if (edamage < ch->pcdata->learned[gsn_enhanced_damage])
fight.c:            REMOVE_BIT(ch->affected_by, AFF_HIDE);
fight.c:	    REMOVE_BIT( ch->xbits, X_NINJA_HIDE );
fight.c:	    REMOVE_BIT( ch->vampaff, VAM_OBFUSCATE );
fight.c://        if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_WOLFMAN))
fight.c:        dam -= (get_curr_con(victim) * 15);
fight.c:        dam -= (get_curr_vit(victim) * 15);
fight.c:            dam -= get_resistance(victim);
fight.c:                && IS_SET(victim->pcdata->powers4[DPOWER_FLAGS], DRA_TOUGHNESS ))
fight.c:            dam -= dam / 10;
fight.c:        /*	if (!IS_NPC(ch) && IS_WEREWOLF(ch) && IS_SET(ch->pcdata->powers5[WOLFPOWERS], WOLF_RAZORCLAWS))
fight.c:            if (IS_NPC(ch) && number_percent() < ch->level * 0.5)
fight.c:                    && ch->level < skill_table[gsn_disarm].skill_level
fight.c:                    && ch->pcdata->learned[gsn_disarm] < victim->pcdata->learned[gsn_grip]
fight.c:                    && number_percent() < ch->level * 0.5)
fight.c:            if (IS_NPC(ch) && number_percent() < ch->level * 0.005)
fight.c:	 && victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
fight.c:	 && victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
fight.c:	&& victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
fight.c:	 && victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
fight.c:            if (wield1 != NULL && wield1->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:  	    		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:            if (wield2 != NULL && wield2->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:   		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:            if (wield3 != NULL && wield3->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:   		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:            if (wield4 != NULL && wield4->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:    		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 44)
fight.c:                    if (ch->ammo[6] < 1)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:         * Brief 5 System - Jobo
fight.c:        if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
fight.c:            ch->amount_damage_dealt += dam;
fight.c:            ch->amount_attacks_dealt++;
fight.c:        if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5))
fight.c:            victim->amount_damage_recieved += dam;
fight.c:            victim->amount_attacks_recieved++;
fight.c:                if (ch->pcdata->learned[gsn_critical] <= number_percent())
fight.c:		crit += ch->symbiotecrit;
fight.c:                if (obj != NULL && (obj->value[3] == WPN_GUN 
fight.c:		|| obj->value[3] == WPN_UNARM))
fight.c:                if (obj != NULL && obj->value[3] == WPN_AXE)
fight.c:	if (wield1 != NULL && wield1->item_type == ITEM_WEAPON 
fight.c:	&& (wield1->value[3] == WPN_GUN || wield1->value[3] == WPN_UNARM)) crit1 += 5;
fight.c:	if (wield1 != NULL && wield1->item_type == ITEM_WEAPON 
fight.c:	&& wield1->value[3] == WPN_AXE) crit1 += 2;
fight.c:	if (wield2 != NULL && wield2->item_type == ITEM_WEAPON 
fight.c:	&& (wield2->value[3] == WPN_GUN || wield2->value[3] == WPN_UNARM)) crit2 += 5;
fight.c:	if (wield2 != NULL && wield2->item_type == ITEM_WEAPON 
fight.c:	&& wield2->value[3] == WPN_AXE) crit2 += 2;
fight.c:	if (wield3 != NULL && wield3->item_type == ITEM_WEAPON 
fight.c:	&& (wield3->value[3] == WPN_GUN || wield3->value[3] == WPN_UNARM)) crit3 += 5;
fight.c:	if (wield3 != NULL && wield3->item_type == ITEM_WEAPON 
fight.c:	&& wield3->value[3] == WPN_AXE) crit3 += 2;
fight.c:	if (wield4 != NULL && wield4->item_type == ITEM_WEAPON 
fight.c:	&& (wield4->value[3] == WPN_GUN || wield4->value[3] == WPN_UNARM)) crit4 += 5;
fight.c:	if (wield4 != NULL && wield4->item_type == ITEM_WEAPON 
fight.c:	&& wield4->value[3] == WPN_AXE) crit4 += 2;
fight.c:		if (ch->profession == PROF_SOLDIER)
fight.c:		if (IS_SET(ch->special, SPC_DROW_WAR))
fight.c:		if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_MELEE] > 3)
fight.c:                    if (ch->hit < 1 || victim->hit < 1) return;
fight.c:                    if (victim->hit / 10 > (char_damroll(ch) *4))
fight.c:		    dam = victim->hit / 10;
fight.c:                    dam_percent = ((100 * dam) / victim->max_hit);
fight.c:			dam_percent, victim->name, dam);
fight.c:		 	 dam_percent, ch->name, dam );
fight.c:            if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO))
fight.c:	        if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:	        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        	if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:        	if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if (!IS_NPC(victim) && IS_SET(victim->pcdata->powers[ELEMENTAL_FORMS], EARTH_FORM))
fight.c:        	if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:	        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (IS_SET(victim->newbits, NEW_IRONMIND))
fight.c:        REMOVE_BIT(victim->newbits, NEW_IRONMIND);
fight.c:                if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:                if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:        victim->hit += dam;
fight.c:            if (victim->pcdata->damreduct == 100)
fight.c:                dam -= 0;
fight.c:            else if (victim->pcdata->damreductdec > 0)
fight.c:                       (victim->pcdata->damreduct + 1)) / 100;
fight.c:                dam = (dam * victim->pcdata->damreduct) / 100;
fight.c:        if (!IS_NPC(victim) && IS_SET(victim->pcdata->powers[ELEMENTAL_FORMS], EARTH_FORM))
fight.c:    && IS_SET(victim->pcdata->powers2[1], DPOWER_TOUGHSKIN))
fight.c:    dammod += victim->pcdata->powers[ANGEL_JUSTICE];
fight.c:    dammod += victim->pcdata->powers[ANGEL_WAR];
fight.c:    dammod += victim->pcdata->powers[PALADIN_TOUGHNESS];
fight.c:    if (IS_ANTIPALADIN(victim) && IS_SET(victim->pcdata->powers[15], APOWER_TOUGHNESS))
fight.c:    if (victim->pcdata->powers[ELEMENTAL_EARTH] > 0)
fight.c:    dammod += victim->pcdata->powers[ELEMENTAL_EARTH];
fight.c:    if (IS_SET(victim->pcdata->powers[ELEMENTAL_FORMS], EARTH_FORM))
fight.c:    && IS_SET(victim->newbits2, NEW2_SCALES))
fight.c:    if (IS_NPC(victim) && IS_BLADEMASTER(victim) && victim->pcdata->powers3[BLADE_PROWESS] > 1)
fight.c:    dammod += victim->pcdata->powers3[BLADE_PROWESS];
fight.c:    if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_PROWESS] > 2)
fight.c:    dammod -= 3;
fight.c:    && IS_SET(victim->pcdata->powers[TANARRI_POWER], TANARRI_EXOSKELETON)) dammod++;
fight.c:     if (IS_WEREWOLF(victim) && IS_SET(victim->pcdata->powers5[WOLFPOWERS], WOLF_COCOON)
fight.c:    dammod += victim->pcdata->powers5[DISC_VAMP_PROT] / 2;
fight.c:    dammod += victim->pcdata->powers5[DISC_VAMP_FORT] / 2;
fight.c:    && victim->pcdata->powers[NPOWER_CHIKYU] >= 1)
fight.c:	dammod += victim->pcdata->powers[NPOWER_CHIKYU];
fight.c:    dammod += (victim->pcdata->powers[DISC_DAEM_IMMU] / 2);
fight.c:    if (IS_SET(victim->warp, WARP_STAMINA))  dammod++;
fight.c:    if (IS_SET(victim->warp, WARP_SBODY))  dammod++;
fight.c:    if (IS_SET(victim->warp, WARP_CBODY))  dammod++;
fight.c:    && victim->pcdata->powers[UNDEAD_SPIRIT]>0)
fight.c:	dammod += victim->pcdata->powers[UNDEAD_SPIRIT] / 2;
fight.c:    if (IS_RACE(ch, RACE_TITAN) && IS_SET(ch->morebits, MORE_TITANMIGHT))
fight.c:    if (!IS_NPC(victim) && victim->ability_cur[CUR] == 0 && dam > 0)
fight.c://        if (victim->ability[0] > 0)
fight.c://                 dam /= (victim->ability[0]*4);
fight.c://            dam -= (victim->ability[0]*4);
fight.c://    if (ch->ability_cur[CUR] == 0) dam += ch->ability[0] * 4;
fight.c://    if (ch->ability_cur[CUR] == 1) dam += ch->ability[1] * 4;
fight.c:    if (!IS_NPC(ch) && IS_NINJA(ch) && ch->pcdata->powers[NPOWER_CHIKYU] >= 2)
fight.c:	dam -= dammod * 125;
fight.c:    else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_BYPASS))
fight.c:        if (ch->generation == 1)
fight.c:        if (ch->generation == 2)
fight.c:        if (ch->generation == 3)
fight.c:        if (ch->generation == 4)
fight.c:        if (ch->generation == 5)
fight.c:        if (ch->level > 49)
fight.c:        if (ch->level > 99)
fight.c:        if (ch->level > 149)
fight.c:        if (ch->level > 199)
fight.c:        if (ch->level > 300) max_dam += 250;
fight.c:        if (ch->level > 500) max_dam += 250;
fight.c:        if (ch->level > 1000) max_dam += 250;
fight.c:        if (ch->level > 1500) max_dam += 250;
fight.c:        if (ch->level > 2000) max_dam += 1250;
fight.c:        if (ch->level > 3000) max_dam += 2500;
fight.c:    if (ch->pLegend > 0) max_dam += ch->pLegend * 15;
fight.c:    if (ch->symbiotetype != 0)  max_dam += ch->symbiotedc;
fight.c:        max_dam += ch->pcdata->powers[DARKARTS] * 100;
fight.c:    if (IS_SET(ch->newbits3, NEW3_DAMCAP)) max_dam += 1000;
fight.c://        max_dam += ch->pcdata->rank * 10;
fight.c:    if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY)
fight.c:        if (ch->stance[0] == STANCE_BULL)
fight.c:        else if (ch->stance[0] == STANCE_DRAGON)
fight.c:        else if (ch->stance[0] == STANCE_WOLF)
fight.c:        else if (ch->stance[0] == STANCE_TIGER)
fight.c:        else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_3))
fight.c:        else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_2))
fight.c:        else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_1))
fight.c:    if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY)
fight.c:        if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_REV_DAMCAP_3))
fight.c:            max_dam -= 550;
fight.c:        else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_REV_DAMCAP_2))
fight.c:            max_dam -= 400;
fight.c:        else if (victim->stance[0] > 12 && IS_SET(victim->stance[(victim->stance[0] + 6)], STANCEPOWER_REV_DAMCAP_1))
fight.c:            max_dam -= 250;
fight.c:        if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY)
fight.c:            if (victim->stance[0] == STANCE_CRAB)
fight.c:                max_dam -= 250;
fight.c:            else if (victim->stance[0] == STANCE_DRAGON)
fight.c:                max_dam -= 250;
fight.c:            else if (victim->stance[0] == STANCE_SWALLOW)
fight.c:                max_dam -= 250;
fight.c:        if (ch->level >= LEVEL_BUILDER && !IS_NPC(ch))
fight.c:            max_dam = ch->damroll * 2.5;
fight.c:            max_dam += ch->damroll / 2;
fight.c://    if (!IS_NPC(ch) && max_dam > (ch->damroll * 2.1))
fight.c://        max_dam = ch->damroll * 2;
fight.c:    ch->damcap[DAM_CAP] = max_dam;
fight.c:    ch->damcap[DAM_CHANGE] = 0;
fight.c:    if (IS_SET(victim->pcdata->powers[ANGEL_POWERS], ANGEL_EYE)
fight.c:        if (new_dam >= victim->hit)
fight.c:            new_dam = victim->hit - 1;
fight.c:         * Brief 5 System - Jobo
fight.c:        if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5))
fight.c:            victim->amount_damage_dealt += new_dam;
fight.c:            victim->amount_attacks_dealt++;
fight.c:        if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
fight.c:            ch->amount_damage_recieved += dam;
fight.c:            ch->amount_attacks_recieved++;
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF3))
fight.c:    if (IS_SET(victim->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME) && dam > 100)
fight.c:        if (new_dam >= victim->hit) new_dam = victim->hit -1;
fight.c:	if (!IS_SET(victim->act, PLR_BRIEF3))
fight.c:	if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:    victim->hit -= dam;
fight.c:    if (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1)
fight.c:        victim->hit = 1;
fight.c:    switch (victim->position)
fight.c:	    sprintf(buf, "%s has been killed by %s.", victim->pcdata->switchname,  ch->short_descr);
fight.c:            victim->mdeath++;
fight.c:	    sprintf(buf, "#W[#RKILL#W]#n You take %s down to the ground and Kill them!\n\r", victim->pcdata->switchname);
fight.c:            sprintf(buf, "%s has been executed by %s.", victim->pcdata->switchname,  ch->pcdata->switchname);
fight.c:            victim->pdeath++;
fight.c:            ch->pkill++;
fight.c:            do_sacrifice(ch,victim->name);
fight.c:	    victim->position = POS_SITTING;
fight.c:        if (dam > victim->max_hit / 4)
fight.c:        if (victim->hit < victim->max_hit / 4 && dam > 0)
fight.c:        if (victim->hit < victim->max_hit / 4 && dam > 0)
fight.c:           && number_percent() < victim->beast)
fight.c://    if (victim->hit <= 0 && POSITION
fight.c:    if (victim->hit <= 0) // && IS_NPC(victim))
fight.c:        victim->position = POS_DEAD;
fight.c:            for (quest = ch->pcdata->quests; quest && !found; quest = quest->next)
fight.c:                if (quest->type == QT_MOB || quest->type == QT_MOB_AND_OBJ)
fight.c:                    if (quest->vnums[0] == victim->pIndexData->vnum)
fight.c:                        quest->vnums[0] = -1;
fight.c:                else if (quest->type == QT_MASS_KILL)
fight.c:                    if (victim->pIndexData->vnum >= quest->vnums[0] && victim->pIndexData->vnum <= quest->vnums[1])
fight.c:                        quest->vnums[3]++;
fight.c:                        if (quest->vnums[3] == quest->vnums[2])
fight.c:    if (victim->position == POS_DEAD)
fight.c:            ch->mkill += 1;
fight.c:            if (victim->pIndexData->vnum >= 8100 &&
fight.c:                    victim->pIndexData->vnum <= 8118)
fight.c:                if (butcher_chance > ch->pcdata->learned[gsn_butcher] )
fight.c:                    ch->rawmaterial[M_FISH] += fish;
fight.c:                    sprintf(buf, "You butcher %s for %d fish.\n\r", victim->short_descr, fish);
fight.c:            if (victim->pIndexData->vnum >= 20000 &&
fight.c:                    victim->pIndexData->vnum < 20012)
fight.c:                if (butcher_chance > ch->pcdata->learned[gsn_butcher] )
fight.c:                    ch->rawmaterial[M_MEAT] += meat;
fight.c:                    sprintf(buf, "You butcher %s for %d meat.\n\r", victim->short_descr, meat);
fight.c:            if (ch->symbiotetype != 0)
fight.c:                if (ch->symbiotemkills < 0) ch->symbiotemkills = 1;
fight.c:                ch->symbiotemkills += 1;
fight.c:                if (ch->symbiotemkills >= 1000)
fight.c:                    ch->symbiotepoints++;
fight.c:                    ch->symbiotemkills = 0;
fight.c://	if (IS_SET(victim->act, ACT_EDIBLE))
fight.c://	ch->M_MEAT += victim->weight;
fight.c:        if (!IS_SET(ch->act, PLR_AUTOLOOT))
fight.c:                	obj->questowner = str_dup(ch->pcdata->switchname);
fight.c:        	obj->questowner = str_dup(ch->pcdata->switchname);
fight.c:        if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0)
fight.c:            sprintf(buf, "You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name);
fight.c:            ch->pcdata->quest += victim->pcdata->bounty;
fight.c:            victim->pcdata->bounty = 0;
fight.c:        if (IS_SET(ch->act, PLR_AUTOLOOT))
fight.c:            if (IS_SET(ch->act, PLR_AUTOSAC))
fight.c:        if (victim->spec_fun == spec_lookup("spec_warlord"))
fight.c:    if (!IS_NPC(ch) && ch->pcdata->religion != 0)
fight.c:        int faith = number_range(1,3); //victim->max_hit / 2500;
fight.c:        ch->pcdata->faith += faith;
fight.c:        ch->pcdata->current_faith += faith;
fight.c:            ch->towns++;
fight.c:            set_map_data(ch->x, ch->y, WILD_CITY);
fight.c:            ch->mines += value;
fight.c:            ch->pcdata->citybuildings[B_GEMMINE]++;
fight.c:            ch->quarries += value;
fight.c:            ch->lumbercamps += value;
fight.c:            ch->pcdata->citybuildings[B_GRANARY]++;
fight.c:            ch->pcdata->citybuildings[B_WAREHOUSE]++;
fight.c:            ch->rawmaterial[M_IRON] += value;
fight.c:            ch->rawmaterial[M_TIN] += value;
fight.c:            ch->rawmaterial[M_STEEL] += value;
fight.c:                ch->rawmaterial[M_LIMESTONE] += var;
fight.c:                ch->rawmaterial[M_MARBLE] += var;
fight.c:                ch->rawmaterial[M_ROCK_SALT] += var;
fight.c:                ch->rawmaterial[M_SAND_STONE] += var;
fight.c:                ch->rawmaterial[M_SHALE] += var;
fight.c:                ch->rawmaterial[M_DIORITE] += var;
fight.c:                ch->rawmaterial[M_GABBRO] += var;
fight.c:                ch->rawmaterial[M_GRANITE] += var;
fight.c:                ch->rawmaterial[M_ANDESITE] += var;
fight.c:                ch->rawmaterial[M_BASALT] += var;
fight.c:                ch->rawmaterial[M_DACITE] += var;
fight.c:                ch->rawmaterial[M_OBSIDIAN] += var;
fight.c:                ch->rawmaterial[M_RHYOLITE] += var;
fight.c:                ch->rawmaterial[M_GNEISS] += var;
fight.c:                ch->rawmaterial[M_PHYLLITE] += var;
fight.c:                ch->rawmaterial[M_QUARTZITE] += var;
fight.c:                ch->rawmaterial[M_SCHIST] += var;
fight.c:                ch->rawmaterial[M_SLATE] += var;
fight.c:            ch->gold += value;
fight.c:    if (!ch->in_room)
fight.c:    if (!victim->in_room)
fight.c:            if (ch->trust > LEVEL_BUILDER && !IS_NPC(victim) && ch != victim)
fight.c:            if (victim->trust > LEVEL_BUILDER && !IS_NPC(ch) && ch != victim)
fight.c:/*        if (ch->pcdata->safe_counter > 0)
fight.c:            stc("You still have a few safe-ticks left.\n\r", ch);
fight.c:        if (victim->pcdata->safe_counter > 0)
fight.c:            stc("They still have a few safe-ticks left.\n\r", ch);
fight.c:    if (victim->shop_fun || victim->quest_fun)
fight.c:        if (victim->shop_fun)
fight.c:    if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_AFK))
fight.c:    if (!IS_NPC(victim) && victim->desc == NULL)
fight.c:    if (!IS_NPC(victim) && victim->desc == NULL && victim->timer > 1 && victim->fight_timer == 0 && !in_fortress(ch))
fight.c:    if (victim->fight_timer > 0)
fight.c:        if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL)
fight.c:            REMOVE_BIT(ch->affected_by, AFF_PEACE);
fight.c:        if (IS_AFFECTED(victim, AFF_PEACE) && victim->fighting != NULL)
fight.c:            REMOVE_BIT(victim->affected_by, AFF_PEACE);
fight.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !ragnarok)
fight.c:      if (victim->fighting == ch) return FALSE;
fight.c:    if (victim == NULL || victim->position != POS_FIGHTING)
fight.c:    if (!IS_NPC(victim) && victim->pcdata->learned[gsn_parry] <= number_range(1,100))
fight.c:    if (obj != NULL && obj->value[3] == WPN_GUN) return FALSE;
fight.c:    if (!IS_NPC(victim) && IS_NINJA(victim) && victim->pcdata->powers[NPOWER_BUSHIDO] > 4
fight.c:    if (!IS_NPC(victim) && IS_NINJA(victim) && IS_SET(victim->pcdata->powers[20], MORE_STEELFISTS))
fight.c:    if (wield1 == NULL || wield1->pIndexData->vnum == 2100)
fight.c:    if (wield2 == NULL || wield2->pIndexData->vnum == 2100)
fight.c:    if (wield3 == NULL || wield3->pIndexData->vnum == 2100)
fight.c:    if (wield4 == NULL || wield4->pIndexData->vnum == 2100)
fight.c:      if (!IS_NPC (ch) && ch != NULL && !IS_SET (ch->act, PLR_BRIEF3))
fight.c:      if (ch != NULL && victim != NULL && !IS_SET (victim->act, PLR_BRIEF3))
fight.c:            chance -= (ch->wpn[dt - 1000] * 0.1);
fight.c:            chance -= (ch->level * 0.2);
fight.c:            chance += (victim->wpn[dt - 1000] * 0.5);
fight.c:            chance += victim->level;
fight.c:            chance -= (ch->wpn[0] * 0.1);
fight.c:            chance -= (ch->level * 0.2);
fight.c:            chance += (victim->wpn[0] * 0.5);
fight.c:            chance += victim->level;
fight.c:	if (IS_NPC(ch)) chance -= 10;
fight.c:    if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) && !can_bypass(ch, victim))
fight.c:        chance += (victim->stance[STANCE_CRANE] * 0.25);
fight.c:    else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) && !can_bypass(ch, victim))
fight.c:        chance += (victim->stance[STANCE_MANTIS] * 0.25);
fight.c://        if (victim->ability_cur[CUR] == 3)  chance += victim->ability[3]  / 10;
fight.c:    if (ch->symbiotetype != 0 && ch->symbioteparry > 0) chance -= ch->symbioteparry;
fight.c:    if (victim->symbiotetype != 0 && victim->symbioteparry > 0) chance += victim->symbioteparry;
fight.c:    if (!IS_NPC(victim) && IS_NINJA(victim) && victim->pcdata->powers[NPOWER_BUSHIDO] > 4)
fight.c:  if (!IS_NPC(ch) && IS_NINJA(ch) && ch->pcdata->powers[NPOWER_CHIKYU] > 2)
fight.c:    chance -= 4;
fight.c:  if (!IS_NPC(victim) && IS_NINJA(victim) && victim->pcdata->powers[NPOWER_CHIKYU] > 2)
fight.c:  if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_PROWESS] > 0)
fight.c:    chance -= 5;
fight.c:  if (!IS_NPC(victim) && IS_BLADEMASTER(victim) && victim->pcdata->powers3[BLADE_PROWESS] > 0)
fight.c:            && IS_SET(ch->newbits, NEW_FIGHTDANCE)
fight.c:		( obj->value[3] == WPN_LONGSWORD || obj->value[3] == WPN_BROADSWORD || obj->value[3] == WPN_BASTARDSWORD))
fight.c:		( obj->value[3] == WPN_LONGSWORD || obj->value[3] == WPN_BROADSWORD || obj->value[3] == WPN_BASTARDSWORD))))
fight.c:    if (IS_SET(ch->newbits3, NEW3_DEFENSE)) chance += 5;
fight.c:    if (whichone == 1 && wield1 != NULL && (wield1->item_type == ITEM_WEAPON)
fight.c:    if (whichone == 2 && wield2 != NULL && (wield2->item_type == ITEM_WEAPON)
fight.c:    if (whichone == 3 && wield3 != NULL && (wield3->item_type == ITEM_WEAPON)
fight.c:    if (whichone == 4 && wield4 != NULL && (wield4->item_type == ITEM_WEAPON)
fight.c:        if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY) && number_range(1, 3) != 2)
fight.c:    if (wield1 != NULL && (wield1->value[3] == WPN_GUN || wield1->pIndexData->vnum == 2100))
fight.c:        if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (wield2 != NULL && (wield2->value[3] == WPN_GUN || wield2->pIndexData->vnum == 2100))
fight.c:        if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (wield3 != NULL && (wield3->value[3] == WPN_GUN || wield3->pIndexData->vnum == 2100))
fight.c:        if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (wield4 != NULL && (wield4->value[3] == WPN_GUN || wield4->pIndexData->vnum == 2100))
fight.c:        if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF3))
fight.c:        if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:        chance = ch->wpn[4] / 400;
fight.c:    if (!IS_NPC(victim) && victim->pcdata->learned[gsn_dodge] <= number_range(1,100))
fight.c:    if (!IS_SET(ch->newbits, THIRD_HAND)
fight.c:    && !IS_SET(ch->newbits, FOURTH_HAND)
fight.c:    && wield1 != NULL && wield1->value[3] == WPN_GUN
fight.c:    && wield2 != NULL && wield2->value[3] == WPN_GUN)
fight.c:    if (wield1 != NULL && wield1->value[3] == WPN_GUN
fight.c:    && wield2 != NULL && wield2->value[3] == WPN_GUN
fight.c:    && wield3 != NULL && wield3->value[3] == WPN_GUN
fight.c:    && wield4 != NULL && wield4->value[3] == WPN_GUN)
fight.c:    if (whichone == 1 && wield1 != NULL && (wield1->item_type == ITEM_WEAPON)
fight.c:    if (whichone == 2 && wield2 != NULL && (wield2->item_type == ITEM_WEAPON)
fight.c:    if (whichone == 3 && wield3 != NULL && (wield3->item_type == ITEM_WEAPON)
fight.c:    if (whichone == 4 && wield4 != NULL && (wield4->item_type == ITEM_WEAPON)
fight.c:        chance -= (ch->wpn[dt - 1000] * 0.1);
fight.c:        chance -= (ch->level * 0.2);
fight.c:	if (IS_NPC(ch)) chance -= 2;
fight.c:        if (victim->symbiotetype != 0 && victim->symbiotedodge > 0) chance += victim->symbiotedodge;
fight.c:        if (ch->symbiotetype != 0 && ch->symbiotedodge > 0) chance -= ch->symbiotedodge;
fight.c:        chance -= (get_curr_agi(ch) / 40);
fight.c:    if (IS_NINJA(victim) && victim->pcdata->powers[NPOWER_CHIKYU] >= 5) chance += 4;
fight.c://        chance += (victim->wpn[0] * 0.5);
fight.c://        if (victim->ability_cur[CUR] == 4)  chance += victim->ability[4]  / 10;
fight.c://        chance += victim->level;
fight.c:    if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) && !can_bypass(ch, victim))
fight.c:        chance += victim->stance[STANCE_MONGOOSE] * 0.25;
fight.c:    if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) && !can_bypass(ch, victim))
fight.c:        chance += victim->stance[STANCE_SWALLOW] * 0.25;
fight.c:    if (IS_SET(ch->newbits3, NEW3_DEFENSE)) chance += 2;
fight.c:      if (!IS_NPC (ch) && ch != NULL && !IS_SET (ch->act, PLR_BRIEF3))
fight.c:      if (ch != NULL && victim != NULL && !IS_SET (victim->act, PLR_BRIEF3))
fight.c:    if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
fight.c:    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if ((obj = get_eq_char(victim, WEAR_SHIELD)) == NULL) // || obj->item_type != ITEM_WEAR_SHIELD)
fight.c://    if (ch->move > victim->move)
fight.c://        chance -= ((100  * ch->move) / (100 * victim->move));
fight.c://        chance += ((100  * victim->move) / (100 * ch->move));
fight.c:	if (IS_NPC(ch)) chance -= 10;
fight.c:    if (IS_SET(ch->newbits3, NEW3_DEFENSE)) chance += 5;
fight.c:    if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
fight.c:    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c://    if (ch->mana > victim->mana)
fight.c://        chance -= ((100  * ch->mana) / (100 * victim->mana));
fight.c://        chance += ((100  * victim->mana) / (100 * ch->mana));
fight.c:	if (IS_NPC(ch)) chance -= 10;
fight.c:    if (IS_SET(victim->newbits3, NEW3_DEFENSE)) chance += 5;
fight.c:    if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF3))
fight.c:    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (victim->hit > 0)
fight.c:        if (victim->position <= POS_STUNNED)
fight.c:            victim->position = POS_STANDING;
fight.c:            if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit)
fight.c:    else if ((mount = victim->mount) != NULL)
fight.c:        if (victim->mounted == IS_MOUNT)
fight.c:        else if (victim->mounted == IS_RIDING)
fight.c:        mount->mount = NULL;
fight.c:        victim->mount = NULL;
fight.c:        mount->mounted = IS_ON_FOOT;
fight.c:        victim->mounted = IS_ON_FOOT;
fight.c:    if (!IS_NPC(victim) && victim->hit <=-11 && (victim->level > 1))
fight.c:        victim->hit = -10;
fight.c:        if (victim->position == POS_FIGHTING)
fight.c:    if (!IS_NPC(victim) && victim->hit < -9 && victim->pcRace == 0)
fight.c:        victim->hit = 1;
fight.c:    if (IS_NPC(victim) && victim->hit < -6)
fight.c:        victim->position = POS_DEAD;
fight.c:    if (victim->hit <= -6)
fight.c:        victim->position = POS_MORTAL;
fight.c:    else if (victim->hit <= -3)
fight.c:        victim->position = POS_INCAP;
fight.c:        victim->position = POS_STUNNED;
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->agitated = 12;
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:    if (ch->in_room == NULL)
fight.c:        name = ch->short_descr;
fight.c:        corpse->timer = number_range(4, 8);
fight.c:        corpse->value[2] = ch->pIndexData->vnum;
fight.c:        name = ch->name;
fight.c:        corpse->timer = number_range(25, 40);
fight.c:    sprintf(buf, corpse->short_descr, name);
fight.c:    free_string(corpse->short_descr);
fight.c:    corpse->short_descr = str_dup(buf);
fight.c:    sprintf(buf, corpse->description, name);
fight.c:    free_string(corpse->description);
fight.c:    corpse->description = str_dup(buf);
fight.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
fight.c:        obj_next = obj->next_content;
fight.c:        if (IS_SET(obj->extra_flags, ITEM_VANISH))
fight.c:            if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
fight.c:                SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
fight.c:        SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
fight.c:    obj_to_room(corpse, ch->in_room);
fight.c:    if (ch->in_room == NULL)
fight.c:        name = IS_NPC(ch) ? ch->short_descr : ch->name;
fight.c:        obj->timer = number_range(4, 7);
fight.c:            obj->value[1] = ch->pIndexData->vnum;
fight.c:            ch->pcdata->chobj = obj;
fight.c:            obj->chobj = ch;
fight.c:            obj->timer = number_range(1, 2);
fight.c:            obj->item_type = ITEM_HEAD;
fight.c:            SET_BIT(obj->extra_flags2, ITEM_ARM);
fight.c:            if (ch->pcdata->chobj != NULL)
fight.c:                ch->pcdata->chobj->chobj = NULL;
fight.c:            ch->pcdata->chobj = obj;
fight.c:            obj->chobj = ch;
fight.c:            obj->timer = number_range(1, 2);
fight.c:            obj->item_type = ITEM_HEAD;
fight.c:            obj->timer = 2;
fight.c:            sprintf(buf, obj->name, name);
fight.c:            free_string(obj->name);
fight.c:            obj->name = str_dup(buf);
fight.c:            sprintf(buf, obj->name, "mob");
fight.c:            free_string(obj->name);
fight.c:            obj->name = str_dup(buf);
fight.c:        sprintf(buf, obj->short_descr, name);
fight.c:        free_string(obj->short_descr);
fight.c:        obj->short_descr = str_dup(buf);
fight.c:        sprintf(buf, obj->description, name);
fight.c:        free_string(obj->description);
fight.c:        obj->description = str_dup(buf);
fight.c:            SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
fight.c:        obj_to_room(obj, ch->in_room);
fight.c:    if ((mount = victim->mount) != NULL)
fight.c:        if (victim->mounted == IS_MOUNT)
fight.c:        else if (victim->mounted == IS_RIDING)
fight.c:        mount->mount = NULL;
fight.c:        victim->mount = NULL;
fight.c:        mount->mounted = IS_ON_FOOT;
fight.c:        victim->mounted = IS_ON_FOOT;
fight.c:        victim->pIndexData->killed++;
fight.c:        kill_table[URANGE(0, victim->level, MAX_LEVEL - 1)].killed++;
fight.c:    while (victim->affected)
fight.c:        affect_remove(victim, victim->affected);
fight.c:        victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
fight.c:        victim->affected_by = AFF_POLYMORPH;
fight.c:        victim->affected_by = AFF_ETHEREAL;
fight.c:        victim->affected_by = 0;
fight.c:    REMOVE_BIT(victim->extra, TIED_UP);
fight.c:    REMOVE_BIT(victim->extra, GAGGED);
fight.c:    REMOVE_BIT(victim->extra, BLINDFOLDED);
fight.c:    victim->itemaffect = 0;
fight.c:    victim->loc_hp[0] = 0;
fight.c:    victim->loc_hp[1] = 0;
fight.c:    victim->loc_hp[2] = 0;
fight.c:    victim->loc_hp[3] = 0;
fight.c:    victim->loc_hp[4] = 0;
fight.c:    victim->loc_hp[5] = 0;
fight.c:    victim->loc_hp[6] = 0;
fight.c:    victim->defense = 100;
fight.c:    victim->position = POS_RESTING;
fight.c:    victim->hit = UMAX(1, victim->hit);
fight.c:    victim->mana = UMAX(1, victim->mana);
fight.c:    victim->move = UMAX(1, victim->move);
fight.c:    victim->hitroll = 0;
fight.c:    victim->damroll = 0;
fight.c:    victim->saving_throw = 0;
fight.c:    victim->carry_weight = 0;
fight.c:    victim->carry_number = 0;
fight.c:    location = victim->in_room;
fight.c:    while (victim->affected)
fight.c:        affect_remove(victim, victim->affected);
fight.c:    victim->affected_by = 0;
fight.c:    REMOVE_BIT(victim->extra, TIED_UP);
fight.c:    REMOVE_BIT(victim->extra, GAGGED);
fight.c:    REMOVE_BIT(victim->extra, BLINDFOLDED);
fight.c:    REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
fight.c:    REMOVE_BIT(victim->extra, EXTRA_LABOUR);
fight.c:    victim->itemaffect = 0;
fight.c:    victim->loc_hp[0] = 0;
fight.c:    victim->loc_hp[1] = 0;
fight.c:    victim->loc_hp[2] = 0;
fight.c:    victim->loc_hp[3] = 0;
fight.c:    victim->loc_hp[4] = 0;
fight.c:    victim->loc_hp[5] = 0;
fight.c:    victim->loc_hp[6] = 0;
fight.c:    victim->affected_by = 0;
fight.c:    victim->defense = 100;
fight.c:    victim->position = POS_STANDING;
fight.c:    victim->hit = 1;
fight.c:    victim->mana = UMAX(1, victim->mana);
fight.c:    victim->move = UMAX(1, victim->move);
fight.c:    victim->hitroll = 0;
fight.c:    victim->damroll = 0;
fight.c:    victim->saving_throw = 0;
fight.c:    victim->carry_weight = 0;
fight.c:    victim->carry_number = 0;
fight.c:    victim->pcdata->sit_safe = 0;
fight.c:    victim->fight_timer = 0;
fight.c:    SET_BIT(victim->loc_hp[0], LOST_HEAD);
fight.c:    SET_BIT(victim->affected_by, AFF_POLYMORPH);
fight.c:    sprintf(buf, "the severed head of %s", victim->name);
fight.c:    free_string(victim->morph);
fight.c:    victim->morph = str_dup(buf);
fight.c:     * P-killing doesn't help either.
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:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
fight.c:        sprintf(buf2,"#D-=-=-= #WExp modifiers  #G:");
fight.c:            xp_modifier -= 25;
fight.c:        if (gch != NULL && gch->desc != NULL)
fight.c:            if (gch->desc->out_compress)
fight.c:            /*            else if ((get_age(gch) - 17) >= 2)
fight.c:                            xp_modifier -= 5;
fight.c:        if ((get_age(gch) - 17) < 2)  /* 4 hours worth of newbie exp. */
fight.c:        if (!IS_NPC(gch) && gch->pcdata->time_tick > 49)
fight.c:            xp_modifier += gch->pcdata->time_tick / 5;
fight.c:        if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE))
fight.c:        strcat(buf2," #D=-=-=-#n\n\r");
fight.c:        if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2,gch);
fight.c:        sprintf(buf2,"#RTotal modifier #G:#n %d percent bonus\n\r",xp_modifier - 100);
fight.c:        if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2,gch);
fight.c:            if ((get_age(gch) - 17) >= 2 && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY))
fight.c:        sprintf( buf, "#R-->#gYou receive #W%s #gexperience points.#n\n\r", set_comma(xp) );
fight.c:            if (!IS_NPC(gch) && IS_NPC(victim) && gch->class != 0 && global_cp == FALSE)
fight.c:                gain = victim->level / 4;
fight.c:        	gch->cp += gain;
fight.c:                sprintf (buf, "#R-->#gYou gained #W%lli#y %s #gPower Points!#n\n\r", gain, get_class (gch));
fight.c:            if (!IS_NPC(gch) && IS_NPC(victim) && gch->class != 0 && global_cp == TRUE)
fight.c:                gain2 = victim->level / 4;
fight.c:        	gch->cp += gain2;
fight.c:                sprintf (buf, "#R-->#gYou gained #W%lli#y %s #gPower Points #R(#CDOUBLE#R)#n\n\r", gain2, get_class (gch));
fight.c:        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:/*        if (IS_NPC(victim) && (victim->pIndexData->vnum >=  20000 &&
fight.c:                victim->pIndexData->vnum < 20012) ||
fight.c:                (victim->pIndexData->vnum >= 8100 &&
fight.c:                 victim->pIndexData->vnum <= 8118))
fight.c:            platinum = number_fuzzy(victim->level) / number_range(80,100);
fight.c:            gold = number_fuzzy(victim->level) / number_range(25,50);
fight.c:            silver = number_fuzzy(victim->level) / number_range(25,35);
fight.c:            copper = number_fuzzy(victim->level) / number_range(35,40);
fight.c:            platinum = number_fuzzy(victim->level) / number_range(160,200);
fight.c:            gold = number_fuzzy(victim->level) / number_range(50,100);
fight.c:            silver = number_fuzzy(victim->level) / number_range(50,70);
fight.c:            copper = number_fuzzy(victim->level) * number_range(70,80);
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF4) && !is_food)
fight.c:            gch->platinum += platinum;
fight.c:            gch->gold += gold;
fight.c:            gch->silver += silver;
fight.c:            gch->copper += copper;
fight.c:        if (IS_SET(ch->act, PLR_BRIEF4) && !is_food)
fight.c:            gch->platinum += platinum;
fight.c:            gch->gold += gold;
fight.c:            gch->silver += silver;
fight.c:            gch->copper += copper;
fight.c:        if ((mount = gch->mount) != NULL)
fight.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
fight.c:            obj_next = obj->next_content;
fight.c:            if (obj->wear_loc == WEAR_NONE)
fight.c:                arti_needed = ((obj->weapon_level * 10000000) + 5000);
fight.c:                xp -= (armorxp);
fight.c:                if (obj->item_type == ITEM_ARMOR)
fight.c:                    obj->weapon_currentxp += arti_exp;
fight.c:                    if (obj->weapon_currentxp >= arti_needed )
fight.c:                        obj->weapon_level++;
fight.c:                        if (randomval == 1) obj->value2[0]++;
fight.c:                        if (randomval == 2) obj->value2[1]++;
fight.c:                        if (randomval == 3) obj->value2[2]++;
fight.c:                        if (randomval == 4) obj->value2[3]++;
fight.c:                        if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:                        obj->weapon_currentxp -= arti_needed;
fight.c:                        obj->weapon_points++;
fight.c:            livingweap_needed = ((wield->weapon_level * 10000000) + 5000);
fight.c:            xp -= (livingweap_exp);
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:            if (wield->weapon_currentxp < 1) wield->weapon_currentxp = 0;
fight.c:            wield->weapon_currentxp += livingweap_exp;
fight.c:            if (wield->weapon_currentxp >= livingweap_needed )
fight.c:                wield->weapon_level++;
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:                wield->weapon_currentxp -= livingweap_needed;
fight.c:                wield->value2[0]++;
fight.c:                wield->value2[1]++;
fight.c:                /*		    if (wield->value2g[0] >= 5){ wield->value2g[0] = 1;
fight.c:                                    wield->value2[0]++;}
fight.c:                                    if (wield->value2g[1] >= 5){ wield->value2g[1] = 1;
fight.c:                                    wield->value2[1]++;}
fight.c:                wield->weapon_points++;
fight.c:            livingweap_needed = ((wield2->weapon_level * 10000000) + 5000);
fight.c:            xp -= (livingweap_exp);
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:            if (wield2->weapon_currentxp < 1) wield2->weapon_currentxp = 0;
fight.c:            wield2->weapon_currentxp += livingweap_exp;
fight.c:            if (wield2->weapon_currentxp >= livingweap_needed )
fight.c:                wield2->weapon_level++;
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:                wield2->weapon_currentxp -= livingweap_needed;
fight.c:                wield2->value2[0]++;
fight.c:                wield2->value2[1]++;
fight.c:                /*                    if (wield2->value2g[0] >= 5){ wield2->value2g[0] = 1;
fight.c:                                    wield2->value2[0]++;}
fight.c:                                    if (wield2->value2g[1] >= 5){ wield2->value2g[1] = 1;
fight.c:                                    wield2->value2[1]++;}
fight.c:                                    wield2->weapon_points++;
fight.c:            livingweap_needed = ((wield3->weapon_level * 10000000) + 5000);
fight.c:            xp -= (livingweap_exp);
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:            if (wield3->weapon_currentxp < 1) wield3->weapon_currentxp = 0;
fight.c:            wield3->weapon_currentxp += livingweap_exp;
fight.c:            if (wield3->weapon_currentxp >= livingweap_needed )
fight.c:                wield3->weapon_level++;
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:                wield3->weapon_currentxp -= livingweap_needed;
fight.c:                wield3->value2[0]++;
fight.c:                wield3->value2[1]++;
fight.c:                /*                    if (wield3->value2g[0] >= 5){ wield3->value2g[0] = 1;
fight.c:                                    wield3->value2[0]++;}
fight.c:                                    if (wield3->value2g[1] >= 5){ wield3->value2g[1] = 1;
fight.c:                                    wield3->value2[1]++;}
fight.c:                wield3->weapon_points++;
fight.c:            livingweap_needed = ((wield4->weapon_level * 10000000) + 5000);
fight.c:            xp -= (livingweap_exp);
fight.c:            if (!IS_SET(ch->act, PLR_BRIEF3)) stc(buf, gch);
fight.c:            if (wield4->weapon_currentxp < 1) wield4->weapon_currentxp = 0;
fight.c:            wield4->weapon_currentxp += livingweap_exp;
fight.c:            if (wield4->weapon_currentxp >= livingweap_needed )
fight.c:                wield4->weapon_level++;
fight.c:                if (!IS_SET(gch->act, PLR_BRIEF3))
fight.c:                wield4->weapon_currentxp -= livingweap_needed;
fight.c:                wield4->value2[0]++;
fight.c:                wield4->value2[1]++;
fight.c:                /*                    if (wield4->value2g[0] >= 5){ wield4->value2g[0] = 1;
fight.c:                                    wield4->value2[0]++;}
fight.c:                                    if (wield4->value2g[1] >= 5){ wield4->value2g[1] = 1;
fight.c:                                    wield4->value2[1]++;}
fight.c:                wield4->weapon_points++;
fight.c:        if (!IS_NPC(ch) &&  ch->generation > 1)
fight.c:            ch->genexp += number_range((xp / 10), (xp / 2));
fight.c:            if (ch->genexp >= expneeded)
fight.c:                ch->genexp = 0;
fight.c:                ch->generation -= 1;
fight.c:                sprintf(buf,"#B%s #chas advanced a #GGeneration!#n",ch->name);
fight.c:            exp_legacy_needed = ch->pcLegacy * 2500000000;
fight.c:            if (ch->exp > exp_legacy_needed)
fight.c:                ch->pcLegacy++;
fight.c:                ch->exp -= exp_legacy_needed;
fight.c:                sprintf(buf,"#A%s ^c#Whas advanced in Empire Legacy!#n",ch->name);
fight.c:        if ((gch->level >= 200 && gch->pcremort > 3)
fight.c:                && ((ch->pcdata->damreduct < 50 || ch->pcdata->damreduct == 50) && ch->pcdata->damreductdec <= 0))
fight.c:    if  (victim->level < 100)
fight.c:        xp = number_range(victim->level *650,victim->level*800);
fight.c:    if  (victim->level >= 100 && victim->level < 200)
fight.c:        xp = number_range(victim->level *550,victim->level*650);
fight.c:    if  (victim->level >= 200 && victim->level < 500)
fight.c:        xp = number_range(victim->level *400,victim->level*650);
fight.c:    if  (victim->level >= 500 && victim->level < 1000)
fight.c:        xp = number_range(victim->level *400,victim->level*650);
fight.c:    if  (victim->level >= 1000 && victim->level < 2000)
fight.c:        xp = number_range(victim->level *620,victim->level*800);
fight.c:    if  (victim->level >= 2000)
fight.c:        xp = number_range(victim->level *1500,victim->level*1850);
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 (gch->exp < 0) gch->exp = 0;
fight.c:    if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP)))
fight.c:    if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_REND) && dam > 0
fight.c:        dam_percent = (1*(100 * dam) / (victim->max_hit));
fight.c:        damp = -10;
fight.c:    if ((victim->hit - dam > damp) || (dt >= 0 && dt < MAX_SKILL) ||
fight.c:            (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)))
fight.c:                && !IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:        		if (!IS_NPC(ch) && number_range(1,250) < ch->pcdata->learned[gsn_critical])
fight.c:                && IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:            if (!IS_NPC(ch) && !IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c:            if (!IS_NPC(ch) && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c:                     && IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_CLAWS))
fight.c:                 && IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS))
fight.c:            if (!IS_NPC(ch) && number_range(1,250) < ch->pcdata->learned[gsn_critical])
fight.c:            if (!IS_NPC(ch) && number_range(1,250) < ch->pcdata->learned[gsn_critical])
fight.c:                attack = attack_table[dt - TYPE_HIT + 5];
fight.c:                attack2 = attack_table2[dt - TYPE_HIT + 5];
fight.c:                attack = attack_table[dt - TYPE_HIT];
fight.c:                attack2 = attack_table2[dt - TYPE_HIT];
fight.c:            if (dam == 0 && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:            else if (IS_SET(ch->newbits, NEW_MONKFLAME)
fight.c:                     && (dam == 0) && !IS_SET(ch->act, PLR_BRIEF3))
fight.c:                    if (obj->value[3] == WPN_GUN && wield1->value[3] == WPN_GUN)
fight.c:                        if (obj->ammo == 45)
fight.c:                            if (ch->ammo[1] <= 0)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:				if (obj->weapontype == GUN_SUBMACHINE){				
fight.c:                                ch->ammo[1] -= 30;
fight.c:                                obj->guncapacity = 30;}
fight.c:				if (obj->weapontype == GUN_PISTOL){				
fight.c:                                ch->ammo[1] -= 8;
fight.c:                                obj->guncapacity = 8;}
fight.c:				if (obj->guntype == GUN_PISTOL){
fight.c:                                ch->ammo[1] -= 8;
fight.c:                                obj->guncapacity = 8;
fight.c:				if (obj->guntype == GUN_SUBMACHINE){
fight.c:                                ch->ammo[1] -= 30;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 357)
fight.c:                            if (ch->ammo[5] < 6 && ch->ammo[5] == 0)
fight.c:                            if (ch->ammo[5] < 6 && ch->ammo[5] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[5];
fight.c:                                ch->ammo[5] = 0;
fight.c:                            if (ch->ammo[5] >= 6 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[5] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 12)
fight.c:                            if (ch->ammo[7] < 8 && ch->ammo[7] == 0)
fight.c:                            if (ch->ammo[7] < 8 && ch->ammo[7] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[7];
fight.c:                                ch->ammo[7] = 0;
fight.c:                            if (ch->ammo[7] >= 8 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[7] -= 8;
fight.c:                                obj->guncapacity = 8;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 9)
fight.c:                            if (ch->ammo[3] < 15 && ch->ammo[3] == 0)
fight.c:                            if (ch->ammo[3] < 15 && ch->ammo[3] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[3];
fight.c:                                ch->ammo[3] = 0;
fight.c:                            if (ch->ammo[3] >= 15 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 15;
fight.c:                                obj->guncapacity = 15;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 44)
fight.c:                            if (ch->ammo[6] < 1)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 76239)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] == 0)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[8];
fight.c:                                ch->ammo[8] = 0;
fight.c:                            if (ch->ammo[8] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[8] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                      if (obj->ammo == 223)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] == 0)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[9];
fight.c:                                ch->ammo[9] = 0;
fight.c:                            if (ch->ammo[9] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[9] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 45)
fight.c:                            if (ch->ammo[1] <= 0)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:				if (obj->guntype == GUN_PISTOL){
fight.c:                                ch->ammo[1] -= 8;
fight.c:                                obj->guncapacity = 8;}
fight.c:				if (obj->guntype == GUN_SUBMACHINE){
fight.c:                                ch->ammo[1] -= 30;
fight.c:                                obj->guncapacity = 30;}
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 357)
fight.c:                            if (ch->ammo[5] < 6 && ch->ammo[5] == 0)
fight.c:                            if (ch->ammo[5] < 6 && ch->ammo[5] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[5];
fight.c:                                ch->ammo[5] = 0;
fight.c:                            if (ch->ammo[5] >= 6 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[5] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 12)
fight.c:                            if (ch->ammo[7] < 8 && ch->ammo[7] == 0)
fight.c:                            if (ch->ammo[7] < 8 && ch->ammo[7] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[7];
fight.c:                                ch->ammo[7] = 0;
fight.c:                            if (ch->ammo[7] >= 8 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[7] -= 8;
fight.c:                                obj->guncapacity = 8;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 9)
fight.c:                            if (ch->ammo[3] < 15 && ch->ammo[3] == 0)
fight.c:                            if (ch->ammo[3] < 15 && ch->ammo[3] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[3];
fight.c:                                ch->ammo[3] = 0;
fight.c:                            if (ch->ammo[3] >= 15 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 15;
fight.c:                                obj->guncapacity = 15;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 44)
fight.c:                            if (ch->ammo[6] < 1)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 76239)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] == 0)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[8];
fight.c:                                ch->ammo[8] = 0;
fight.c:                            if (ch->ammo[8] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[8] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                      if (obj->ammo == 223)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] == 0)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[9];
fight.c:                                ch->ammo[9] = 0;
fight.c:                            if (ch->ammo[9] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[9] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 45)
fight.c:                            if (ch->ammo[1] <= 0)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:				if (obj->guntype == GUN_PISTOL){
fight.c:                                ch->ammo[1] -= 8;
fight.c:                                obj->guncapacity = 8;}
fight.c:				if (obj->guntype == GUN_SUBMACHINE){
fight.c:                                ch->ammo[1] -= 30;
fight.c:                                obj->guncapacity = 30;}
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 357)
fight.c:                            if (ch->ammo[5] < 6 && ch->ammo[5] == 0)
fight.c:                            if (ch->ammo[5] < 6 && ch->ammo[5] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[5];
fight.c:                                ch->ammo[5] = 0;
fight.c:                            if (ch->ammo[5] >= 6 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[5] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 12)
fight.c:                            if (ch->ammo[7] < 8 && ch->ammo[7] == 0)
fight.c:                            if (ch->ammo[7] < 8 && ch->ammo[7] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[7];
fight.c:                                ch->ammo[7] = 0;
fight.c:                            if (ch->ammo[7] >= 8 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[7] -= 8;
fight.c:                                obj->guncapacity = 8;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 9)
fight.c:                            if (ch->ammo[3] < 15 && ch->ammo[3] == 0)
fight.c:                            if (ch->ammo[3] < 15 && ch->ammo[3] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[3];
fight.c:                                ch->ammo[3] = 0;
fight.c:                            if (ch->ammo[3] >= 15 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 15;
fight.c:                                obj->guncapacity = 15;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 44)
fight.c:                            if (ch->ammo[6] < 1)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 76239)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] == 0)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[8];
fight.c:                                ch->ammo[8] = 0;
fight.c:                            if (ch->ammo[8] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[8] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                      if (obj->ammo == 223)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] == 0)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[9];
fight.c:                                ch->ammo[9] = 0;
fight.c:                            if (ch->ammo[9] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[9] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 45)
fight.c:                            if (ch->ammo[1] <= 0)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:				if (obj->guntype == GUN_PISTOL){
fight.c:                                ch->ammo[1] -= 8;
fight.c:                                obj->guncapacity = 8;}
fight.c:				if (obj->guntype == GUN_SUBMACHINE){
fight.c:                                ch->ammo[1] -= 30;
fight.c:                                obj->guncapacity = 30;}
fight.c:                            obj->guncapacity--;
fight.c:                            if (obj->ammo == 357)
fight.c:                                if (ch->ammo[5] < 6 && ch->ammo[5] == 0)
fight.c:                                if (ch->ammo[5] < 6 && ch->ammo[5] > 0)
fight.c:                                    sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                    obj->guncapacity += ch->ammo[5];
fight.c:                                    ch->ammo[5] = 0;
fight.c:                                if (ch->ammo[5] >= 6 && obj->guncapacity < 1)
fight.c:                                    sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                    ch->ammo[5] -= 6;
fight.c:                                    obj->guncapacity = 6;
fight.c:                                obj->guncapacity--;
fight.c:                            if (obj->ammo == 12)
fight.c:                                if (ch->ammo[7] < 8 && ch->ammo[7] == 0)
fight.c:                                if (ch->ammo[7] < 8 && ch->ammo[7] > 0)
fight.c:                                    sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                    obj->guncapacity += ch->ammo[7];
fight.c:                                    ch->ammo[7] = 0;
fight.c:                                if (ch->ammo[7] >= 8 && obj->guncapacity < 1)
fight.c:                                    sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                    ch->ammo[7] -= 8;
fight.c:                                    obj->guncapacity = 8;
fight.c:                                obj->guncapacity--;
fight.c:                            if (obj->ammo == 9)
fight.c:                                if (ch->ammo[3] < 15 && ch->ammo[3] == 0)
fight.c:                                if (ch->ammo[3] < 15 && ch->ammo[3] > 0)
fight.c:                                    sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                    obj->guncapacity += ch->ammo[3];
fight.c:                                    ch->ammo[3] = 0;
fight.c:                                if (ch->ammo[3] >= 15 && obj->guncapacity < 1)
fight.c:                                    sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                    ch->ammo[3] -= 15;
fight.c:                                    obj->guncapacity = 15;
fight.c:                                obj->guncapacity--;
fight.c:                        if (obj->ammo == 44)
fight.c:                            if (ch->ammo[6] < 1)
fight.c:                            if (obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[3] -= 6;
fight.c:                                obj->guncapacity = 6;
fight.c:                            obj->guncapacity--;
fight.c:                        if (obj->ammo == 76239)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] == 0)
fight.c:                            if (ch->ammo[8] < 30 && ch->ammo[8] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[8];
fight.c:                                ch->ammo[8] = 0;
fight.c:                            if (ch->ammo[8] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[8] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:                      if (obj->ammo == 223)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] == 0)
fight.c:                            if (ch->ammo[9] < 30 && ch->ammo[9] > 0)
fight.c:                                sprintf( buf1, "Partial Reload %s\n\r", obj->short_descr );
fight.c:                                obj->guncapacity += ch->ammo[9];
fight.c:                                ch->ammo[9] = 0;
fight.c:                            if (ch->ammo[9] >= 30 && obj->guncapacity < 1)
fight.c:                                sprintf( buf1, "Reloading %s\n\r", obj->short_descr );
fight.c:                                ch->ammo[9] -= 15;
fight.c:                                obj->guncapacity = 30;
fight.c:                            obj->guncapacity--;
fight.c:/*            else if (IS_SET(ch->newbits, NEW_MONKFLAME))
fight.c:            else if (dt == WPN_GUN && !IS_NPC(ch))// && obj->value[3] == WPN_GUN)
fight.c:                if (!IS_NPC(ch) && number_range(1,250) < ch->pcdata->learned[gsn_critical])
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF5))
fight.c:            if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
fight.c:                    SET_BIT(victim->loc_hp[1], BROKEN_SPINE);
fight.c:                    SET_BIT(victim->loc_hp[1], BROKEN_NECK);
fight.c:            attack = attack_table[dt - TYPE_HIT];
fight.c://	if (victim->hit <= 1)
fight.c:                    SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                    SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                    SET_BIT(victim->loc_hp[0], BROKEN_SKULL);
fight.c:                    SET_BIT(victim->loc_hp[2], LOST_ARM);
fight.c:                        SET_BIT(victim->loc_hp[6],
fight.c:                        REMOVE_BIT(victim->loc_hp[6],
fight.c:                    SET_BIT(victim->loc_hp[3], LOST_ARM);
fight.c:                        SET_BIT(victim->loc_hp[6],
fight.c:                        REMOVE_BIT(victim->loc_hp[6],
fight.c:                    SET_BIT(victim->loc_hp[4], LOST_LEG);
fight.c:                        SET_BIT(victim->loc_hp[6],
fight.c:                        REMOVE_BIT(victim->loc_hp[6],
fight.c:                    SET_BIT(victim->loc_hp[5], LOST_LEG);
fight.c:                        SET_BIT(victim->loc_hp[6],
fight.c:                        REMOVE_BIT(victim->loc_hp[6],
fight.c:            /*   Work In Progress -TR 12/02/2017
fight.c:            //		obj->weapontype == WPN_GUN
fight.c:                        SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                        SET_BIT(victim->loc_hp[0], LOST_EYE_R);
fight.c:                        SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                        REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
fight.c:                        REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
fight.c:                        REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
fight.c:                        REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
fight.c:                        REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
fight.c:                        bodyloc -= 16;
fight.c:                        SET_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
fight.c:                        bodyloc -= 8;
fight.c:                        SET_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
fight.c:                        bodyloc -= 4;
fight.c:                        SET_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
fight.c:                        bodyloc -= 2;
fight.c:                        SET_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
fight.c:                        bodyloc -= 1;
fight.c:                        SET_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
fight.c:                        SET_BIT(victim->loc_hp[1], BROKEN_SPINE);
fight.c:                        SET_BIT(victim->loc_hp[0], BROKEN_SKULL);
fight.c:                    SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                        SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                        SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                        SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                        SET_BIT(victim->loc_hp[0], LOST_EYE_R);
fight.c:                        SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                    SET_BIT(victim->loc_hp[1], BROKEN_NECK);
fight.c:    int dam_percent = ((100 * dam) / victim->max_hit);
fight.c:        damp = -10;
fight.c:    if ((victim->hit - dam > damp)
fight.c:            || (dt < MAX_SKILL) || (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)))
fight.c:         * Some failsafes for the damage percent -Xrakisis
fight.c:        if (dam_percent > victim->hit)
fight.c:            dam_percent = ((100 * dam) / victim->hit);
fight.c://                sprintf ( buf1, - EOTC
fight.c:                attack = attack_table[dt - TYPE_HIT];
fight.c:                attack2 = attack_table2[dt - TYPE_HIT];
fight.c:                		if (ch->pcdata->learned[gsn_critical] >= number_percent() > 90;
fight.c:                                && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12)
fight.c:                        if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF2))
fight.c:                        if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3))
fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
fight.c:        if (!IS_SET(victim->act, PLR_BRIEF5))
fight.c:            if (!(IS_SET(victim->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") ||
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_SPINE);
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_NECK);
fight.c:        attack = attack_table[dt - TYPE_HIT];
fight.c:                SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                SET_BIT(victim->loc_hp[0], BROKEN_SKULL);
fight.c:            if (!IS_ARM_L(victim, LOST_ARM) && !IS_SET(ch->newbits, NEW_TOUGHSKIN))
fight.c:                SET_BIT(victim->loc_hp[2], LOST_ARM);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_ARM_L);
fight.c:                    REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_L);
fight.c:            else if (!IS_ARM_R(victim, LOST_ARM) && !IS_SET(ch->newbits, NEW_TOUGHSKIN))
fight.c:                SET_BIT(victim->loc_hp[3], LOST_ARM);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_ARM_R);
fight.c:                    REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_R);
fight.c:                SET_BIT(victim->loc_hp[4], LOST_LEG);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_LEG_L);
fight.c:                    REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_L);
fight.c:                SET_BIT(victim->loc_hp[5], LOST_LEG);
fight.c:                    SET_BIT(victim->loc_hp[6], BLEEDING_LEG_R);
fight.c:                    REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_R);
fight.c:                            SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                            SET_BIT(victim->loc_hp[0], LOST_EYE_R);
fight.c:                            SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
fight.c:                REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
fight.c:                REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
fight.c:                REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
fight.c:                REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
fight.c:                bodyloc -= 16;
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
fight.c:                bodyloc -= 8;
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
fight.c:                bodyloc -= 4;
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
fight.c:                bodyloc -= 2;
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
fight.c:                bodyloc -= 1;
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
fight.c:                SET_BIT(victim->loc_hp[1], BROKEN_SPINE);
fight.c:                SET_BIT(victim->loc_hp[0], BROKEN_SKULL);
fight.c:            SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                SET_BIT(victim->loc_hp[1], CUT_THROAT);
fight.c:                SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
fight.c:                            SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:                            SET_BIT(victim->loc_hp[0], LOST_EYE_R);
fight.c:                            SET_BIT(victim->loc_hp[0], LOST_EYE_L);
fight.c:            SET_BIT(victim->loc_hp[1], BROKEN_NECK);
fight.c:    if (IS_NPC(ch) && victim->level > 2 && number_percent() > 10)
fight.c:    if (((obj = get_eq_char(victim, WEAR_WIELD)) == NULL) || obj->item_type != ITEM_WEAPON)
fight.c:        if (((obj = get_eq_char(victim, WEAR_HOLD)) == NULL) || obj->item_type != ITEM_WEAPON)
fight.c:            ch->pcdata->learned[gsn_disarm] < victim->pcdata->learned[gsn_grip])
fight.c:    if (IS_SET(obj->extra_flags, ITEM_LOYAL) && (!IS_NPC(victim)))
fight.c:        do_wear(victim, obj->name);
fight.c:        obj_to_room(obj, victim->in_room);
fight.c:    if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5)
fight.c:    if (victim->wait == 0)
fight.c:        victim->position = POS_RESTING;
fight.c:    if (IS_NPC(ch) && ch->desc == NULL)
fight.c:    if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
fight.c:    if (ch->position == POS_FIGHTING)
fight.c:        ch->fight_timer += 3;
fight.c:        victim->fight_timer += 3;
fight.c:    /*    if (((obj = get_eq_char(ch, WEAR_WIELD)) == NULL || obj->value[3] != 11) && ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL || obj->value[3] != 11))
fight.c:          if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
fight.c:            && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11)
fight.c:            && ((obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 3)
fight.c:            && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 3)
fight.c:            && (((obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 1)
fight.c:            && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 1)))
fight.c:    /*    if (victim->hit < victim->max_hit)
fight.c:    if (number_percent() > ch->pcdata->learned[gsn_backstab])
fight.c:    dam = ch->damroll;
fight.c:    if (dam < victim->max_hit / 10) dam = victim->max_hit / 10;
fight.c:        dam = ch->damroll;
fight.c:    /*    if(!IS_NPC(victim) && IS_SET(victim->pcdata->powers2[ANGEL_POWERS], ANGEL_RETAURA))
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_VAMPIRE(victim) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 20)
fight.c:    sprintf(buf,"Not with %s coiled around you!\n\r",victim->name);
fight.c:    if (IS_WEREWOLF(victim) && IS_SET(victim->newbits,NEW_JAWLOCK) && number_percent( ) > 20)
fight.c:        sprintf(buf,"Not with %s's jaws clamped on your neck!",victim->name);
fight.c:    if (IS_TANARRI(victim) && IS_SET(victim->pcdata->powers2[TANARRI_POWER],TANARRI_TENDRILS) && number_percent( ) > 20)
fight.c:      sprintf(buf,"%s spews a shower of tendrils at you, preventing your escape!\n\r",victim->name);
fight.c:    sprintf(buf,"Theres to many of %s to escape!\n\r",victim->name);
fight.c:  if (IS_DEATHKNIGHT(victim) && IS_SET(victim->pcdata->powers4[AURAS], BOG_AURA) && number_percent() > 20)
fight.c:    sprintf(buf,"Your stuck in the swamp surrounding %s!\n\r",victim->name);
fight.c:    was_in = ch->in_room;
fight.c:        if ((pexit = was_in->exit[door]) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED))
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 ((fch = victim->fighting) == NULL)
fight.c:    if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_rescue])
fight.c:    if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level)
fight.c:    if ((victim = ch->fighting) == NULL)
fight.c:    if ((IS_NPC(ch) && ch->level < 1800))
fight.c:    if ((IS_NPC(ch)) || number_percent() < ch->pcdata->learned[gsn_kick])
fight.c:        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_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 (IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100)
fight.c:            dam /= victim->stance[STANCE_CRAB] / 100;
fight.c:        else if (IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100)
fight.c:            dam /= victim->stance[STANCE_DRAGON] / 100;
fight.c:        else if (IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100)
fight.c:            dam /= victim->stance[STANCE_DRAGON] / 100;
fight.c:        else if (IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100)
fight.c:            dam /= victim->stance[STANCE_SWALLOW] / 100;
fight.c:/*    if (ch->level < skill_table[gsn_punch].skill_level)
fight.c:    if (victim->hit < victim->max_hit)
fight.c:    if (victim->position < POS_FIGHTING)
fight.c:    if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_punch])
fight.c:        dam = dam + (dam * (ch->wpn[0] / 100));
fight.c:    if (victim == NULL || victim->position == POS_DEAD || dam < 1)
fight.c:    if (victim->position == POS_FIGHTING)
fight.c:        SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_NOSE);
fight.c:        SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW);
fight.c:    victim->position = POS_STUNNED;
fight.c:    if ( ch->level < skill_table[gsn_berserk].skill_level)
fight.c:    if ( number_percent() > ch->pcdata->learned[gsn_berserk] )
fight.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
fight.c:        vch_next= vch->next_in_room;
fight.c:        if (vch->master==ch)
fight.c:        if ( vch->in_room == NULL )
fight.c:        if ( ch->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 ) {
fight.c:                if (number_percent() < ch->pcdata->learned[gsn_dual_berserk])
fight.c:            if (wield1 != NULL && wield1->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:  	    		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:            if (wield2 != NULL && wield2->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:   		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:            if (wield3 != NULL && wield3->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:   		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:            if (wield4 != NULL && wield4->value[3] == WPN_GUN)
fight.c:                if (obj->ammo == 45)
fight.c:    		    if (ch->ammo[1] == 0)
fight.c:                if (obj->ammo == 357)
fight.c:                    if (ch->ammo[5] < 6)
fight.c:                if (obj->ammo == 12)
fight.c:                    if (ch->ammo[7] < 8)
fight.c:                if (obj->ammo == 9)
fight.c:                    if (ch->ammo[3] < 15)
fight.c:                if (obj->ammo == 44)
fight.c:                    if (ch->ammo[6] < 1)
fight.c:                if (obj->ammo == 76239)
fight.c:  	    		    if (ch->ammo[8] == 0)
fight.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
fight.c:        vch_next= vch->next_in_room;
fight.c:        if (vch->master==ch)
fight.c:        if ( vch->in_room == NULL )
fight.c:        if ( ch->in_room == NULL )
fight.c:        if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
fight.c:        if ( vch->fighting != ch )
fight.c:        if ( vch->in_room == ch->in_room )
fight.c:            if ( ( mount = ch->mount ) != NULL )
fight.c:	    if (wield1 != NULL && wield1->item_type == ITEM_WEAPON)
fight.c:		one_hit(ch,vch,-1,1);
fight.c:	    if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
fight.c:		one_hit(ch,vch,-1,2);
fight.c:	    if (wield3 != NULL && wield3->item_type == ITEM_WEAPON)
fight.c:		one_hit(ch,vch,-1,3);
fight.c:	    if (wield4 != NULL && wield4->item_type == ITEM_WEAPON)
fight.c:		one_hit(ch,vch,-1,4);
fight.c:   if (wield1 == NULL) one_hit(ch,vch,-1,1);
fight.c:   if (wield2 == NULL) one_hit(ch,vch,-1,2);
fight.c:   if (wield3 == NULL) one_hit(ch,vch,-1,3);
fight.c:   if (wield4 == NULL) one_hit(ch,vch,-1,4);
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_PISTOL)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_PISTOL)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_PISTOL)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_PISTOL)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_REVOLVER)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_REVOLVER)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_REVOLVER)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_REVOLVER)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_RIFLE
fight.c:	&& wield1->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_RIFLE
fight.c:	&& wield2->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_RIFLE
fight.c:	&& wield3->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_RIFLE
fight.c:	&& wield4->ammo == 223 && hasammo(ch,223) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_RIFLE
fight.c:	&& wield1->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_RIFLE
fight.c:	&& wield2->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_RIFLE
fight.c:	&& wield3->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_RIFLE
fight.c:	&& wield4->ammo == 76239 && hasammo(ch,76239) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_SUBMACHINE
fight.c:	&& wield1->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_SUBMACHINE
fight.c:	&& wield2->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_SUBMACHINE
fight.c:	&& wield3->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_SUBMACHINE
fight.c:	&& wield4->ammo == 45 && hasammo(ch,45) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_SUBMACHINE
fight.c:	&& wield1->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_SUBMACHINE
fight.c:	&& wield2->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_SUBMACHINE
fight.c:	&& wield3->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_SUBMACHINE
fight.c:	&& wield4->ammo == 9 && hasammo(ch,9) == TRUE)
fight.c:	if (wield1 != NULL && wield1->value[3] == WPN_GUN && wield1->guntype == GUN_MACHINE)
fight.c:	if (wield2 != NULL && wield2->value[3] == WPN_GUN && wield2->guntype == GUN_MACHINE)
fight.c:	if (wield3 != NULL && wield3->value[3] == WPN_GUN && wield3->guntype == GUN_MACHINE)
fight.c:	if (wield4 != NULL && wield4->value[3] == WPN_GUN && wield4->guntype == GUN_MACHINE)
fight.c:    if (wield1 != NULL && wield1->value[3] == WPN_LONGSWORD)
fight.c:    if (wield2 != NULL && wield2->value[3] == WPN_LONGSWORD)
fight.c:    if (wield3 != NULL && wield3->value[3] == WPN_LONGSWORD)
fight.c:    if (wield4 != NULL && wield4->value[3] == WPN_LONGSWORD)
fight.c:    if (wield1 != NULL && wield1->value[3] == WPN_BROADSWORD)
fight.c:    if (wield2 != NULL && wield2->value[3] == WPN_BROADSWORD)
fight.c:    if (wield3 != NULL && wield3->value[3] == WPN_BROADSWORD)
fight.c:    if (wield4 != NULL && wield4->value[3] == WPN_BROADSWORD)
fight.c:    if (wield1 != NULL && wield1->value[3] == WPN_BASTARDSWORD)
fight.c:    if (wield2 != NULL && wield2->value[3] == WPN_BASTARDSWORD)
fight.c:    if (wield3 != NULL && wield3->value[3] == WPN_BASTARDSWORD)
fight.c:    if (wield4 != NULL && wield4->value[3] == WPN_BASTARDSWORD)
fight.c:        one_hit(ch,victim,-1,2);
fight.c:        one_hit(ch,victim,-1,3);
fight.c:        one_hit(ch,victim,-1,4);
fight.c:	one_hit(ch,vch,-1,1);
fight.c:	one_hit(ch,vch,-1,2);
fight.c:    if (!IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1)
fight.c:    if ((mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
fight.c:    else if ((mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
fight.c:    if (IS_NPC(victim) && victim->level > 900)
fight.c:    if ((victim->hit < victim->max_hit) || (victim->position == POS_FIGHTING && victim->fighting != ch))
fight.c:    if (!IS_NPC(victim) && IS_NINJA(victim) && victim->pcdata->powers[NPOWER_BUSHIDO] > 0)
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:        victim->hit = victim->hit - dam;
fight.c:            ch->mkill = ch->mkill + 1;
fight.c:            victim->mdeath = victim->mdeath + 1;
fight.c:        if (victim->position == POS_DEAD)
fight.c:    pexit = victim->in_room->exit[door];
fight.c:    if (IS_SET(pexit->exit_info, EX_PRISMATIC_WALL))
fight.c:        dam = number_range(ch->level, (ch->level * 4));
fight.c:        victim->hit = victim->hit - dam;
fight.c:            ch->mkill = ch->mkill + 1;
fight.c:            victim->mdeath = victim->mdeath + 1;
fight.c:        if (victim->position == POS_DEAD)
fight.c:    if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim, AFF_PASS_DOOR) && !IS_AFFECTED(victim, AFF_ETHEREAL))
fight.c:        if (IS_SET(pexit->exit_info, EX_LOCKED))
fight.c:            REMOVE_BIT(pexit->exit_info, EX_LOCKED);
fight.c:        if (IS_SET(pexit->exit_info, EX_CLOSED))
fight.c:            REMOVE_BIT(pexit->exit_info, EX_CLOSED);
fight.c:        sprintf(buf, "$n hurls you %s, smashing you through the %s.", direction, pexit->keyword);
fight.c:        act(buf, victim, NULL, pexit->keyword, TO_ROOM);
fight.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL)
fight.c:            if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
fight.c:                REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
fight.c:            if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
fight.c:                REMOVE_BIT(pexit_rev->exit_info, EX_CLOSED);
fight.c:            act(buf, victim, NULL, pexit->keyword, TO_ROOM);
fight.c:            dam = number_range(ch->level, (ch->level * 6));
fight.c:            victim->hit = victim->hit - dam;
fight.c:                ch->mkill = ch->mkill + 1;
fight.c:                victim->mdeath = victim->mdeath + 1;
fight.c:            if (victim->position == POS_DEAD)
fight.c:        dam = number_range(ch->level, (ch->level * 2));
fight.c:        victim->hit = victim->hit - dam;
fight.c:            ch->mkill = ch->mkill + 1;
fight.c:            victim->mdeath = victim->mdeath + 1;
fight.c:        if (victim->position == POS_DEAD)
fight.c:    if (!IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level)
fight.c:    if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_MELEE] < 1)
fight.c:    if ((victim = ch->fighting) == NULL)
fight.c:            ch->pcdata->learned[gsn_disarm] < victim->pcdata->learned[gsn_grip])
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 (victim->level < 2)
fight.c:        sprintf(buf, "%s dies a horrible death and leaves Dystopia", victim->name);
fight.c:        if ((d = victim->desc) != NULL)
fight.c:    victim->mdeath++;
fight.c:/* For decapitating players - KaVir */
fight.c:    if (ch->in_room != NULL)
fight.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
fight.c:    if (victim->position > 1)
fight.c:        ch->fight_timer = 0;
fight.c:        stc("If you wish to pk, then you should move into the pk-range.\n\r", ch);
fight.c:        if (!str_cmp(ch->pcdata->last_decap[0], victim->name) &&
fight.c:    str_cmp(ch->pcdata->retaliation, victim->name))
fight.c:    if (ch->level > 6 && can_decap == FALSE)
fight.c:        if (ch->pStatus > 0 && victim->pStatus == 0)
fight.c:            ch->pcdata->mean_paradox_counter++;
fight.c:            ch->pcdata->bounty += number_range(60, 120);
fight.c:            sprintf(buf, "#P%s #owas torn to pieces by #R%s #c(#cParadox Counter#c)#n", victim->name, ch->name);
fight.c:            if (ch->pcdata->mean_paradox_counter > 2)
fight.c:                ch->pcdata->mean_paradox_counter = 0;
fight.c:    if (victim->pcdata->bounty > 0)
fight.c:        sprintf(buf, "You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name);
fight.c:        ch->pcdata->quest += victim->pcdata->bounty;
fight.c:        victim->pcdata->bounty = 0;
fight.c:    ch->pStatus +=1;
fight.c:    if (victim->pStatus > 0) victim->pStatus--;
fight.c:        for (quest = ch->pcdata->quests; quest && !found; quest = quest->next)
fight.c:            if (quest->type == QT_PK)
fight.c:                if (quest->vnums[0] == victim->pcdata->playerid)
fight.c:                    quest->vnums[0] = -1;
fight.c:    ch->exp += victim->exp / 2;
fight.c:    victim->exp -= victim->exp / 2;
fight.c:    ch->hit += victim->max_hit * 0.1;
fight.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
fight.c:    free_string(ch->pcdata->last_decap[1]);
fight.c:    ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]);
fight.c:    free_string(ch->pcdata->last_decap[0]);
fight.c:    ch->pcdata->last_decap[0] = str_dup(victim->name);
fight.c:    free_string(victim->pcdata->retaliation);
fight.c:    victim->pcdata->retaliation = str_dup(ch->name);
fight.c:    if (!str_cmp(ch->pcdata->retaliation, victim->name))
fight.c:        free_string(ch->pcdata->retaliation);
fight.c:        ch->pcdata->retaliation = str_dup("Noone");
fight.c:        ch->fight_timer += 10;
fight.c://    if (ch->pcdata->mean_paradox_counter > 0)
fight.c://        ch->pcdata->mean_paradox_counter--;
fight.c:    ch->pkill = ch->pkill + 1;
fight.c:    victim->pdeath = victim->pdeath + 1;}
fight.c:    victim->pcdata->safe_counter = 60;
fight.c:    //victim->level = 2;
fight.c:    sprintf(log_buf, "%s decapitated by %s at %d.", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum);
fight.c:    ch->pcdata->bounty += number_range(30, 80);
fight.c:    ch->hit = ch->max_hit;
fight.c:    ch->mana = ch->max_mana;
fight.c:    ch->move = ch->max_move;
fight.c:    ch->loc_hp[0] = 0;
fight.c:    ch->loc_hp[1] = 0;
fight.c:    ch->loc_hp[2] = 0;
fight.c:    ch->loc_hp[3] = 0;
fight.c:    ch->loc_hp[4] = 0;
fight.c:    ch->loc_hp[5] = 0;
fight.c:    ch->loc_hp[6] = 0;
fight.c:    var += ch->pcdata->townslot[10] * 10000;
fight.c:    ch->militia += var;
fight.c:    var += ch->pcdata->townslot[10] * 10000;
fight.c:    ch->skirmishers += var;
fight.c:    var += ch->pcdata->townslot[10] * 9000;
fight.c:    ch->pikemen += var;
fight.c:    var += ch->pcdata->townslot[10] * 1000;
fight.c:    ch->swordsmen += var;
fight.c:    var += ch->pcdata->townslot[10] * 1000;
fight.c:    ch->heavy_infantry += var;
fight.c:    var += ch->pcdata->townslot[10] * 1000;
fight.c:    sprintf(buf, "You gain %d Axe-Men, ",var);
fight.c:    ch->axemen += var;
fight.c:    var += ch->pcdata->townslot[10] * 1000;
fight.c:    ch->archers += var;
fight.c:    var += ch->pcdata->townslot[10] * 2000;
fight.c:    ch->archerinfantry += var;
fight.c:    var += ch->pcdata->townslot[10] * 800;
fight.c:    ch->chariots += var;
fight.c:    var += ch->pcdata->townslot[10] * 950;
fight.c:    ch->light_cavalry += var;
fight.c:    var += ch->pcdata->townslot[10] * 900;
fight.c:    ch->medium_cavalry += var;
fight.c:    var += ch->pcdata->townslot[10] * 800;
fight.c:    ch->heavy_cavalry += var;
fight.c:    var += ch->pcdata->townslot[10] * 700;
fight.c:    ch->knights += var;
fight.c:    var += ch->pcdata->townslot[10] * 750;
fight.c:    ch->ballistas += var;
fight.c:    var += ch->pcdata->townslot[10] * 700;
fight.c:    ch->catapults += var;
fight.c:    var += ch->pcdata->townslot[10] * 3000;
fight.c:    ch->rams += var;
fight.c:    var += ch->pcdata->townslot[10] * 600;
fight.c:    ch->scorpions += var;
fight.c:    var += ch->pcdata->townslot[10] * 500;
fight.c:    ch->trebuchets += var;
fight.c:    if (wield1 != NULL && wield1->item_type == ITEM_WEAPON)
fight.c:    if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
fight.c:    if (wield3 != NULL && wield3->item_type == ITEM_WEAPON)
fight.c:    if (wield4 != NULL && wield4->item_type == ITEM_WEAPON)
fight.c:    one_hit(ch, victim, -1, number_range(1,4));    
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 3);
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 3);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 3);    
fight.c:    one_hit(ch, victim, -1, 4);
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 2);    
fight.c:    one_hit(ch, victim, -1, 4);
fight.c:    one_hit(ch, victim, -1, 1);    
fight.c:    one_hit(ch, victim, -1, 4);
fight.c:    one_hit(ch, victim, -1, 4);    
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 2);    
fight.c:    one_hit(ch, victim, -1, 3);
fight.c:    one_hit(ch, victim, -1, 3);    
fight.c:    one_hit(ch, victim, -1, 1);
fight.c:    one_hit(ch, victim, -1, 1);    
fight.c:    one_hit(ch, victim, -1, 2);
fight.c:    one_hit(ch, victim, -1, 2);    
fight.c:    one_hit(ch, victim, -1, 1);    
fight.c:    one_hit(ch, victim, -1, wieldtype);
fight.c:    if (ch->pcdata->learned[gsn_second_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, wieldtype);
fight.c:    if (ch->pcdata->learned[gsn_third_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, wieldtype);
fight.c:    if (ch->pcdata->learned[gsn_fourth_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, wieldtype);
fight.c:    if (ch->pcdata->learned[gsn_fifth_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, wieldtype);
fight.c:    if (ch->pcdata->learned[gsn_sixth_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, wieldtype);
fight.c:    if (ch->pcdata->learned[gsn_seventh_attack] <= number_percent())
fight.c:	one_hit(ch, victim, -1, wieldtype);
fight.c:    if ((obj != NULL && obj->item_type != ITEM_WEAPON))
fight.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP))
fight.c:        if (victim->sex == SEX_MALE)
fight.c:            sprintf(buf, "#P%s #ygot his head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:        else if (victim->sex == SEX_FEMALE)
fight.c:            sprintf(buf, "#P%s #ygot her head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:            sprintf(buf, "#P%s #ygot its head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 1)
fight.c:        if (victim->sex == SEX_MALE)
fight.c:            sprintf(buf, "#P%s #ygot his head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:        else if (victim->sex == SEX_FEMALE)
fight.c:            sprintf(buf, "#P%s #ygot her head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:            sprintf(buf, "#P%s #ygot its head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 2)
fight.c:        if (victim->sex == SEX_MALE)
fight.c:            sprintf(buf, "#P%s #ygot his heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:        else if (victim->sex == SEX_FEMALE)
fight.c:            sprintf(buf, "#P%s #ygot her heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:            sprintf(buf, "#P%s #ygot its heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 3)
fight.c:        if (victim->sex == SEX_MALE)
fight.c:            sprintf(buf, "#P%s #ygot his head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:        else if (victim->sex == SEX_FEMALE)
fight.c:            sprintf(buf, "#P%s #ygot her head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:            sprintf(buf, "#P%s #ygot its head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 4)
fight.c:        sprintf(buf, "#P%s #ygot strangled by #R%s", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 5)
fight.c:        sprintf(buf, "#R%s #yruns a clawed hand through #P%s #yand pulls out the heart#n", ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:    else if (obj->value[3] == 6)
fight.c:        sprintf(buf, "#R%s #yshoots #P%s #yseveral times and spits on the corpse#n", ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:    else if (obj->value[3] == 7)
fight.c:        sprintf(buf, "#R%s #ypounds #P%s #yon the head and the skull caves in#n", ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:    else if (obj->value[3] == 8)
fight.c:        sprintf(buf, "#R%s #ycrushes #P%s #yto a bloody pulp#n", ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:    else if (obj->value[3] == 9)
fight.c:        sprintf(buf, "#P%s #yhas been grepped by #R%s#y, that's just mean!#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 10)
fight.c:        sprintf(buf, "#P%s #ywas bitten to death by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    else if (obj->value[3] == 11)
fight.c:        sprintf(buf, "#R%s #yhas punctured the lungs of #P%s#y, what a meanie!#n", ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:    else if (obj->value[3] == 12)
fight.c:        sprintf(buf, "#R%s #ygrabs #P%s #yby the head and sucks the brain out#n", ch->pcdata->switchname, victim->pcdata->switchname);
fight.c:        if (victim->sex == SEX_MALE)
fight.c:            sprintf(buf, "#P%s #ygot his head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:        else if (victim->sex == SEX_FEMALE)
fight.c:            sprintf(buf, "#P%s #ygot her head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:            sprintf(buf, "#P%s #ygot its head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:    if (right != NULL && right->pIndexData->vnum == 12)
fight.c:    else if (left != NULL && left->pIndexData->vnum == 12)
fight.c:    if (obj->chobj != NULL)
fight.c:        act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
fight.c:        act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);
fight.c:    crack_head(ch, obj, obj->name);
fight.c:    if (str_cmp(arg2, "mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj, AFF_POLYMORPH))
fight.c:        victim = obj->chobj;
fight.c:        sprintf(buf, "the quivering brain of %s", victim->name);
fight.c:        free_string(victim->morph);
fight.c:        victim->morph = str_dup(buf);
fight.c:        if ((pMobIndex = get_mob_index(obj->value[1])) == NULL)
fight.c:        char_to_room(victim, ch->in_room);
fight.c:    if (ch->fight_timer > 0 && !IS_NPC(ch))
fight.c:        sprintf(buf, "#R[#cAikido#R]#c circular flowing movements, attempts to avoid full-body grappling whenever possible#n\n\r");
fight.c:        ch->pcstyle[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_NONE;
fight.c:        if ( ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_AIKIDO)
fight.c:        ch->pcstyle[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_AIKIDO;
fight.c:        if ( ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_JIUJITSU)
fight.c:        ch->pcstyle[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_JIUJITSU;
fight.c:        if ( ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_KENDO)
fight.c:        ch->pcstyle[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_KENDO;
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:    else if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_MANTIS;
fight.c:    else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_MONKEY;
fight.c:    else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_SWALLOW;
fight.c:    else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_TIGER;
fight.c:    else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_BULL] >= 200)
fight.c:        ch->stance[MONK_AUTODROP] = STANCE_DRAGON;
fight.c:    if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_NONE)
fight.c:    if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_AIKIDO)
fight.c:    else if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_JIUJITSU)
fight.c:    else if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_KENDO)
fight.c:    if (ch->pcstyle[0] < 1)
fight.c:        ch->pcstyle[0] = ch->pcstyle[FIGHTSTYLE_AUTODROP];;
fight.c:    if (ch->stance[MONK_AUTODROP] == STANCE_NONE)
fight.c:    if (ch->stance[MONK_AUTODROP] == STANCE_VIPER)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_CRANE)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_CRAB)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_MONGOOSE)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_BULL)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_MANTIS)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_DRAGON)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_TIGER)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_MONKEY)
fight.c:    else if (ch->stance[MONK_AUTODROP] == STANCE_SWALLOW)
fight.c:    if (ch->stance[0] < 1)
fight.c:        ch->stance[0] = ch->stance[MONK_AUTODROP];;
fight.c:    if (ch->level < LEVEL_IMMORTAL && IS_SET(ch->act, AFF_HIDE))
fight.c:        REMOVE_BIT(ch->act, AFF_HIDE);
fight.c:    if (ch->level <LEVEL_IMMORTAL && IS_SET(ch->act, PLR_WIZINVIS))
fight.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
fight.c:    chance = ch->wpn[15] / 400;
fight.c:    chance = ch->wpn[9] / 400;
geomancer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
geomancer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
geomancer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
geomancer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
geomancer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
geomancer.c:    if (IS_DROW(ch) && !IS_SET(ch->pcdata->powers2[1], DPOWER_EARTHSHATTER))
geomancer.c:    if (ch->mana < 1150) {
geomancer.c:    level = ch->spl[PURPLE_MAGIC];
geomancer.c:    ch->mana -= 1150;
geomancer.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
geomancer.c:        vch_next = vch->next_in_room;
geomancer.c:        if (vch->trust>6) continue;
geomancer.c:    if (!IS_SET(ch->newbits, NEW_SKIN))
geomancer.c:        ch->armor -= 100 ;
geomancer.c:        SET_BIT(ch->newbits, NEW_SKIN);
geomancer.c:    else if (IS_SET(ch->newbits, NEW_SKIN))
geomancer.c:        ch->armor += 100;
geomancer.c:        REMOVE_BIT(ch->newbits,NEW_SKIN);
geomancer.c:    if ( ( victim = ch->fighting ) == NULL )
grd-xrak.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
grd-xrak.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
grd-xrak.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
grd-xrak.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
grd-xrak.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
grd-xrak.c:    strcpy(buf, ch->in_room->description);
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GEM))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_SILVER))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GOLD))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_STONE))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_IRON))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_METAL))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_ORE))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_FOREST))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_MINE_COAL))
grd-xrak.c:                if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch))
grd-xrak.c:        	if(ch->in_room->curr_vegetation <= 0)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 0 && ch->in_room->curr_vegetation < 11)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 10 && ch->in_room->curr_vegetation < 21)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 20 && ch->in_room->curr_vegetation < 31)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 30 && ch->in_room->curr_vegetation < 41)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 40 && ch->in_room->curr_vegetation < 51)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 50 && ch->in_room->curr_vegetation < 61)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 60 && ch->in_room->curr_vegetation < 71)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 70 && ch->in_room->curr_vegetation < 81)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 80 && ch->in_room->curr_vegetation < 91)
grd-xrak.c:        	if(ch->in_room->curr_vegetation > 90)
grd-xrak.c:    if (ch->in_room->sector_type == SECT_INSIDE) strcat(message, "You are inside. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_CITY) strcat(message, "You are in a city. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_FIELD) strcat(message, "You are on a field. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_FOREST) strcat(message, "There are several types of tree and plant in this Forest. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_HILLS) strcat(message, "There is uneven terrain on this hill. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_MOUNTAIN) strcat(message, "Rocky, steep terrain leads up into these mountain peaks.. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_WATER_SWIM) strcat(message, "Water swirls all around. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_WATER_NOSWIM) strcat(message, "The solid ice shows no trace of life. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_AIR) strcat(message, "The thin air swirls past, barely making even its presence known. ");
grd-xrak.c:    if (ch->in_room->sector_type == SECT_DESERT) strcat(message, "There are Desert sands under-foot. ");
grd-xrak.c:                if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_SNOWING))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_CLOUDLESS))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_CLOUDY))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_RAINING))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_LIGHTNING))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_BLIZZARD))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_FOGGY))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_HAILSTORM))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_THUNDERSTORM))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_ICESTORM))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_SUNNY))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_TORNADO))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_EARTHQUAKE))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_HURRICANE))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_HEAT))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_WINDY))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_FREEZING))
grd-xrak.c:    if (IS_SET(ch->in_room->area->a_weather, SKY_AVALANCHE))
grd-xrak.c:    if (ch->in_room->blood >= 1000)
grd-xrak.c:    else if (ch->in_room->blood > 750)
grd-xrak.c:    else if (ch->in_room->blood > 500)
grd-xrak.c:    else if (ch->in_room->blood > 250)
grd-xrak.c:    else if (ch->in_room->blood > 100)
grd-xrak.c:    else if (ch->in_room->blood > 50)
grd-xrak.c:    else if (ch->in_room->blood > 25)
grd-xrak.c:    else if (ch->in_room->blood > 0)
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_DARK))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_PRIVATE))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_MOB))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_BLADE_BARRIER))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_LIGHT))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
grd-xrak.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT))
grd-xrak.c:        if ((pexit = ch->in_room->exit[door]) != NULL && pexit->to_room != NULL)
grd-xrak.c:        if (ch->in_room == NULL)
grd-xrak.c:        if (ch->in_room->exit[door] == NULL)
grd-xrak.c:        if (IS_SET(ch->in_room->exit[door]->exit_info, EX_PRISMATIC_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ICE_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_CALTROP_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_FIRE_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_SWORD_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_MUSHROOM_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_IRON_WALL))
grd-xrak.c:        else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ASH_WALL))
grd-xrak.c:    for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
grd-xrak.c:        if (pexit->to_room)
grd-xrak.c://			if (IS_SET(pexit->exit_info, EX_HIDDEN) ||
grd-xrak.c://				IS_SET(pexit->exit_info, EX_SECRET))
grd-xrak.c:            if (IS_SET(pexit->exit_info, EX_ISDOOR))
grd-xrak.c://				if (IS_SET(pexit->exit_info, EX_BASHED))
grd-xrak.c://					if (IS_SET(pexit->exit_info, EX_NOPASSDOOR) ||
grd-xrak.c://						IS_SET(pexit->exit_info, EX_BASHPROOF))
grd-xrak.c:                if (IS_SET(pexit->exit_info, EX_CLOSED))
grd-xrak.c:                if (strcmp(pexit->keyword, ""))
grd-xrak.c:                    strcat(message, pexit->keyword);
grd-xrak.c:                strcat(message, dir_name[pexit->vdir]);
grd-xrak.c:                if (pexit->to_room->sector_type != ch->in_room->sector_type)
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_INSIDE) strcat(temp, "A building lies %s from here. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_CITY) strcat(temp, "A well worn road leads %s from here. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_FIELD) strcat(temp, "Fields lie to the %s. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_FOREST) strcat(temp, "Tall trees obscure the horizon to the %s. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_HILLS) strcat(temp, "Rough, hilly terrain lies %s from here. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_MOUNTAIN) strcat(temp, "Steep mountains loom to the %s. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_WATER_SWIM) strcat(temp, "Fairly shallow water is visible to the %s. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_WATER_NOSWIM) strcat(temp, "Murky water swirls endlessly %s of here. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_AIR) strcat(temp, "There is nothing but open air %s from here. ");
grd-xrak.c:                    if (pexit->to_room->sector_type == SECT_DESERT) strcat(temp, "Desert sands reach %s into the distance. ");
grd-xrak.c:                    sprintf(message, temp, dir_name[pexit->vdir]);
guild.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
guild.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
guild.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
guild.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
guild.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
guild.c:    if (IS_SET(obj->quest,QUEST_VINEFORGE))
guild.c:    if (obj->item_type == ITEM_WEAPON)
guild.c:        SET_BIT(obj->quest,QUEST_VINEFORGE);
guild.c:        obj->condition = 100;
guild.c:        obj->toughness = 100;
guild.c:        obj->resistance = 1;
guild.c:        ch->practice -= 1500;
guild.c:    int hps = ch->max_hit / 4;
guild.c:    if (ch->fight_timer > 0)
guild.c:    if (ch->move < 5000)
guild.c:    ch->move -= 5000;
guild.c:    ch->hit += hps;
guild.c:    if (ch->hit > ch->max_hit)
guild.c:        ch->hit = ch->max_hit;
guild.c:    if (ch->mana < 1000 || ch->move < 500)
guild.c:    ch->mana -= 1000;
guild.c:    ch->move -= 500;
guild.c:            && ch->profession != PROF_CLERIC)
guild.c:    if (IS_ANTIPALADIN(ch) && !IS_SET(ch->pcdata->powers[15], APOWER_RAISE))
guild.c:        stc ("Anti-Paladins need to Delve raise dead.\n\r", ch);
guild.c:    if (corpse->item_type != ITEM_CORPSE_NPC)
guild.c:    free_string(victim->short_descr);
guild.c:    free_string(victim->name);
guild.c:    free_string(victim->long_descr);
guild.c:    victim->name = str_dup( corpse->name);
guild.c:    victim->short_descr = str_dup(corpse->short_descr);
guild.c:    victim->long_descr = str_dup(corpse->description);
guild.c:    victim->level = 100 * get_spell(ch,RED_MAGIC, sn);
guild.c:    victim->hit = 1500 * get_spell(ch,RED_MAGIC, sn);
guild.c:    victim->hit += 1500 * get_spell(ch,BLACK_MAGIC, sn);
guild.c:    victim->hit += ch->level * 500;
guild.c:    victim->max_hit = 1500 * get_spell(ch,RED_MAGIC, sn);
guild.c:    victim->max_hit += 1500 * get_spell(ch,BLACK_MAGIC, sn);
guild.c:    victim->max_hit += ch->level * 500;
guild.c:    victim->hitroll =  1000 + get_spell(ch,RED_MAGIC, sn) + get_spell(ch,BLACK_MAGIC, sn);
guild.c:    victim->damroll =  1000 + get_spell(ch,RED_MAGIC, sn) + get_spell(ch,BLACK_MAGIC, sn);
guild.c:    char_to_room( victim, ch->in_room );
guild.c:    SET_BIT(victim->act,ACT_NOEXP);
guild.c:    SET_BIT(victim->act,PLR_HOLYLIGHT);
guild.c:    do_group(ch,victim->name);
guild.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
guild.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
guild.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
guild.c:    if (!IS_GUILD(ch, GUILD_CRUSADERS) && ch->profession != PROF_KNIGHT && ch->profession != PROF_TEMPLAR)
guild.c:    if ( ch->gold < 10000 )
guild.c:    obj->questowner = str_dup(ch->pcdata->switchname);
guild.c:    x = ch->guild - 1;
guild.c:        if (ch->gold < 100000 )
guild.c:        ch->gold -= 100000;
guild.c:        if (ch->gold < 100000 )
guild.c:        ch->gold -= 100000;
guild.c:    if (ch->guild == 0)
guild.c:    if ( IN_WILDERNESS(ch->in_room->vnum) )
guild.c:    if (ch->in_room == location)
guild.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
guild.c:    if ((victim = ch->fighting) != NULL)
guild.c:    if ((mount = ch->mount) == NULL)
guild.c:    char_to_room(mount, ch->in_room);
handler.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
handler.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
handler.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
handler.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
handler.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
handler.c:    if (ch->trust != 0)
handler.c:        return ch->trust;
handler.c:    if (IS_NPC(ch) && ch->level >= LEVEL_HERO)
handler.c:        return LEVEL_HERO - 1;
handler.c:        return ch->level;
handler.c:    if (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY)
handler.c:    for (obj = obj->contains; obj != NULL; obj = obj->next_content)
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:    return URANGE(3, ch->pcdata->perm_vit + ch->pcdata->mod_vit, max);
handler.c:    return URANGE(3, ch->pcdata->perm_dis + ch->pcdata->mod_dis, max);
handler.c:    return URANGE(3, ch->pcdata->perm_agi + ch->pcdata->mod_agi, max);
handler.c:    if (!IS_NPC(ch) && IS_ANTIPALADIN(ch) && IS_SET(ch->pcdata->powers[15], APOWER_CHARISMA))
handler.c:    return URANGE(3, ch->pcdata->perm_cha + ch->pcdata->mod_cha, max);
handler.c:    return URANGE(3, ch->pcdata->perm_luc + ch->pcdata->mod_luc, max);
handler.c:    if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL)
handler.c:    if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL)
handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
handler.c://      else if (!is_abbr (arg, wch->name)
handler.c://	       && (IS_NPC (wch) || !is_abbr (arg, wch->morph)))
handler.c:        if (wch->in_room->area != ch->in_room->area)
handler.c://      && (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_abbr (arg, rch->name) &&
handler.c://				       || !is_abbr (arg, rch->morph))))
handler.c:    mod = paf->modifier;
handler.c:        SET_BIT(ch->affected_by, paf->bitvector);
handler.c:        REMOVE_BIT(ch->affected_by, paf->bitvector);
handler.c:        mod = 0 - mod;
handler.c:        switch (paf->location)
handler.c:            ch->max_mana += mod;
handler.c:            ch->max_hit += mod;
handler.c:            ch->max_move += mod;
handler.c:            ch->defense -= mod;
handler.c:            ch->hitroll += mod;
handler.c:            ch->damroll += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->saving_throw += mod;
handler.c:            ch->polyaff += mod;
handler.c:    switch (paf->location)
handler.c:        bug("Affect_modify: unknown location %d.", paf->location);
handler.c:        ch->pcdata->mod_str += mod;
handler.c:        ch->pcdata->mod_dex += mod;
handler.c:        ch->pcdata->mod_int += mod;
handler.c:        ch->pcdata->mod_wis += mod;
handler.c:        ch->pcdata->mod_con += mod;
handler.c:        ch->pcdata->mod_dis += mod;
handler.c:        ch->pcdata->mod_agi += mod;
handler.c:        ch->pcdata->mod_vit += mod;
handler.c:        ch->pcdata->mod_cha += mod;
handler.c:        ch->pcdata->mod_luc += mod;
handler.c:        ch->max_mana += mod;
handler.c:        ch->max_hit += mod;
handler.c:        ch->max_move += mod;
handler.c:        ch->defense -= mod;
handler.c:        ch->hitroll += mod;
handler.c:        ch->damroll += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->saving_throw += mod;
handler.c:        ch->polyaff += mod;
handler.c:        ch->resistance += mod;
handler.c:    if ((wield = get_eq_char(ch, WEAR_WIELD)) != NULL && wield->item_type == ITEM_WEAPON && get_obj_weight(wield) > get_curr_str(ch))
handler.c:            obj_to_room(wield, ch->in_room);
handler.c:            depth--;
handler.c:    mod = paf->modifier;
handler.c:        SET_BIT( ch->affected_by2, paf->bitvector );
handler.c:        REMOVE_BIT( ch->affected_by2, paf->bitvector );
handler.c:        mod = 0 - mod;
handler.c:        switch ( paf->location )
handler.c:            ch->max_mana		+= mod;
handler.c:            ch->max_hit		+= mod;
handler.c:            ch->max_move		+= mod;
handler.c:            ch->defense		-= mod;
handler.c:            ch->hitroll		+= mod;
handler.c:            ch->damroll		+= mod;
handler.c:            ch->saving_throw		+= mod;
handler.c:            ch->saving_throw		+= mod;
handler.c:            ch->saving_throw		+= mod;
handler.c:            ch->saving_throw		+= mod;
handler.c:            ch->saving_throw		+= mod;
handler.c:            ch->polyaff		+= mod;
handler.c:    /*    if( !IS_NPC(ch) && obj != NULL && IS_CLASS(ch, CLASS_SAMURAI) && obj->pIndexData->vnum == 33177 )
handler.c:        switch ( paf->location )
handler.c:    	bug( "Affect_modify: unknown location %d.", paf->location );
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_DIS:		  ch->pcdata->mod_dis   += mod; break;
handler.c:    case APPLY_AGI:           ch->pcdata->mod_agi   += mod; break;
handler.c:    case APPLY_VIT:           ch->pcdata->mod_vit   += mod; break;
handler.c:    case APPLY_CHA:           ch->pcdata->mod_cha   += mod; break;
handler.c:    case APPLY_LUC:           ch->pcdata->mod_luc   += 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->defense		-= 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:        	switch ( paf->location )
handler.c:    switch ( paf->location )
handler.c:        bug( "Affect_modify: unknown location %d.", paf->location );
handler.c:        ch->pcdata->mod_str	+= mod;
handler.c:        ch->pcdata->mod_dex	+= mod;
handler.c:        ch->pcdata->mod_int	+= mod;
handler.c:        ch->pcdata->mod_wis	+= mod;
handler.c:        ch->pcdata->mod_con	+= mod;
handler.c:        ch->pcdata->mod_dis += mod;
handler.c:        ch->pcdata->mod_agi += mod;
handler.c:        ch->pcdata->mod_vit += mod;
handler.c:        ch->pcdata->mod_cha += mod;
handler.c:        ch->pcdata->mod_luc += mod;
handler.c:        case APPLY_SEX:           ch->sex			+= mod;	break;
handler.c:        ch->max_mana		+= mod;
handler.c:        ch->max_hit		+= mod;
handler.c:        ch->max_move		+= mod;
handler.c:        ch->defense		-= mod;
handler.c:        ch->hitroll		+= mod;
handler.c:        ch->damroll		+= mod;
handler.c:        ch->saving_throw		+= mod;
handler.c:        ch->saving_throw		+= mod;
handler.c:        ch->saving_throw		+= mod;
handler.c:        ch->saving_throw		+= mod;
handler.c:        ch->saving_throw		+= mod;
handler.c:        ch->polyaff		+= mod;
handler.c:        ch->resistance += mod;
handler.c:            &&   wield->item_type == ITEM_WEAPON
handler.c:            obj_to_room( wield, ch->in_room );
handler.c:            depth--;
handler.c: * Remove an exit from a room					-Thoric
handler.c:    UNLINK(pexit, room->first_exit, room->last_exit, next, prev);
handler.c:    if (pexit->rexit)
handler.c:        pexit->rexit->rexit = NULL;
handler.c:    STRFREE(pexit->keyword);
handler.c:    STRFREE(pexit->description);
handler.c:        affect_free = affect_free->next;
handler.c:    paf_new->next = obj->affected;
handler.c:    obj->affected = paf_new;
handler.c:        affect_free = affect_free->next;
handler.c:    paf_new->next = ch->affected;
handler.c:    ch->affected = paf_new;
handler.c:        affect2_free	= affect2_free->next;
handler.c:    paf_new->next	= ch->affected2;
handler.c:    ch->affected2	= paf_new;
handler.c:    if (ch->pcdata->alias == NULL)
handler.c:    if (ali == ch->pcdata->alias)
handler.c:        ch->pcdata->alias = ali->next;
handler.c:        for (prev = ch->pcdata->alias; prev; prev = prev->next)
handler.c:            if (prev->next == ali)
handler.c:                prev->next = ali->next;
handler.c:    ali->next = alias_free;
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:            if (prev->next == paf)
handler.c:                prev->next = paf->next;
handler.c:    paf->next = affect_free;
handler.c:    for (paf = ch->affected; paf != NULL; paf = paf_next)
handler.c:        paf_next = paf->next;
handler.c:        if (paf->type == sn)
handler.c:    for (paf = ch->affected; paf != NULL; paf = paf->next)
handler.c:        if (paf->type == sn)
handler.c:    for (paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next)
handler.c:        if (paf_old->type == paf->type)
handler.c:            paf->duration += paf_old->duration;
handler.c:            paf->modifier += paf_old->modifier;
handler.c:    if (ch->in_room == NULL)
handler.c:    if ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0)
handler.c:        --ch->in_room->light;
handler.c:    else if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && 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:            if (prev->next_in_room == ch)
handler.c:                prev->next_in_room = ch->next_in_room;
handler.c:    if ( IN_WILDERNESS(ch->in_room->vnum) )
handler.c:    ch->in_room = NULL;
handler.c:    ch->next_in_room = NULL;
handler.c:    if ( IN_WILDERNESS( pRoomIndex->vnum ) )
handler.c:    ch->in_room = pRoomIndex;
handler.c:    ch->next_in_room = pRoomIndex->people;
handler.c:    pRoomIndex->people = ch;
handler.c:    if ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
handler.c:        ++ch->in_room->light;
handler.c:    else if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
handler.c:        ++ch->in_room->light;
handler.c:    if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000)
handler.c:        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:    ch->army_distance = 600;
handler.c:    obj->next_content = ch->carrying;
handler.c:    ch->carrying = obj;
handler.c:    obj->carried_by = ch;
handler.c:    obj->in_room = NULL;
handler.c:    obj->in_obj = NULL;
handler.c:    ch->carry_number += 1;
handler.c:    ch->carry_weight += get_obj_weight(obj);
handler.c:    if (!IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT))
handler.c:        if (IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT) || ch->level < 3 || getMight(ch) < 150)
handler.c:            bool flag = IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT);
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:                SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); // got removed under obj_from_char()
handler.c://            SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT);
handler.c:    if ((ch = obj->carried_by) == NULL)
handler.c:    if (obj->wear_loc != WEAR_NONE)
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:            if (prev->next_content == obj)
handler.c:                prev->next_content = obj->next_content;
handler.c:    obj->carried_by = NULL;
handler.c:    obj->next_content = NULL;
handler.c:    ch->carry_number -= 1;
handler.c:    ch->carry_weight -= get_obj_weight(obj);
handler.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
handler.c:        REMOVE_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT);
handler.c:    if (obj->item_type != ITEM_ARMOR)
handler.c:        return 3 * obj->value[0];
handler.c:        return 2 * obj->value[0];
handler.c:        return 2 * obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return 2 * obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:        return obj->value[0];
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
handler.c:        if (obj->wear_loc == iWear)
handler.c:    if (obj->item_type == ITEM_ARMOR)
handler.c:        sn = obj->value[3];
handler.c:        sn = obj->value[0] / 1000;
handler.c:    if (obj->pIndexData->vnum == 2220) /* holy symbol */
handler.c:      else if (ch->pcdata->religion != obj->value[0]) zap = TRUE;
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:        if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1)
handler.c:            obj_to_room(obj, ch->in_room);
handler.c:        obj_to_room(obj, ch->in_room);
handler.c:    if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_RELIC))
handler.c:        obj_to_room(obj, ch->in_room);
handler.c:        obj->wear_loc = iWear;
handler.c:    ch->armor -= apply_ac(obj, iWear);
handler.c:    obj->wear_loc = iWear;
handler.c:    if (obj->item_type == ITEM_WEAPON || obj->item_type == ITEM_ARMOR)
handler.c:        if (obj->value2[0] > 0) ch->damroll += obj->value2[0];
handler.c:        if (obj->value2[1] > 0) ch->hitroll += obj->value2[1];
handler.c:        if (obj->value2[2] > 0) ch->damcap[DAM_CAP] += obj->value2[2];
handler.c:        if (obj->value2[3] > 0) ch->defense -= obj->value2[3];
handler.c:    for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
handler.c:    for (paf = obj->affected; paf != NULL; paf = paf->next)
handler.c:    if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL)
handler.c:        ++ch->in_room->light;
handler.c:    if (obj->wear_loc == WEAR_NONE)
handler.c:    if (((obj->item_type == ITEM_ARMOR) && (obj->value[3] >= 1))
handler.c:            || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
handler.c:            || IS_SET(obj->quest, QUEST_ARTIFACT))
handler.c:        if (IS_SET(obj->quest, QUEST_ARTIFACT))
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
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_PROTECT);
handler.c:            SET_BIT(ch->affected_by, AFF_PROTECT_GOOD);
handler.c:            SET_BIT(ch->affected_by, AFF_SANCTUARY);
handler.c:            SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
handler.c:            SET_BIT(ch->affected_by, AFF_SNEAK);
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_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_FIRE_SHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ICE_SHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_SHOCK_SHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_DEATH_SHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_REFLECT_SHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_ACID_SHIELD);
handler.c:            SET_BIT(ch->itemaffect, ITEMA_BLADE_SHIELD);
handler.c:    if (obj->wear_loc == WEAR_NONE)
handler.c:    if (obj->wear_loc == WEAR_SCABBARD_L || obj->wear_loc == WEAR_SCABBARD_R)
handler.c:        obj->wear_loc = -1;
handler.c:    ch->armor += apply_ac(obj, obj->wear_loc);
handler.c:    obj->wear_loc = -1;
handler.c:    if (obj->item_type == ITEM_WEAPON || obj->item_type == ITEM_ARMOR)
handler.c:        if (obj->value2[0] > 0) ch->damroll -= obj->value2[0];
handler.c:        if (obj->value2[1] > 0) ch->hitroll -= obj->value2[1];
handler.c:        if (obj->value2[2] > 0) ch->damcap[DAM_CAP] -= obj->value2[2];
handler.c:        if (obj->value2[3] > 0) ch->defense += obj->value2[3];
handler.c:    for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
handler.c:    for (paf = obj->affected; paf != NULL; paf = paf->next)
handler.c:    if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL && ch->in_room->light > 0)
handler.c:        --ch->in_room->light;
handler.c:    if ((chch = get_char_world(ch, ch->name)) == NULL)
handler.c:    if (chch->desc != ch->desc)
handler.c:    if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING))
handler.c:    if (((obj->item_type == ITEM_ARMOR) && (obj->value[3] >= 1))
handler.c:            || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
handler.c:            || IS_SET(obj->quest, QUEST_ARTIFACT))
handler.c:        if (IS_SET(obj->quest, QUEST_ARTIFACT))
handler.c:            REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
handler.c:        if (obj->item_type == ITEM_ARMOR)
handler.c:            sn = obj->value[3];
handler.c:            sn = obj->value[0] / 1000;
handler.c:                if (cObj->item_type == ITEM_ARMOR)
handler.c:                    sn2 = cObj->value[3];
handler.c:                else sn2 = cObj->value[0] / 1000;
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_PROTECT_GOOD);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
handler.c:                REMOVE_BIT(ch->affected_by, AFF_SNEAK);
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_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:    for (obj = list; obj != NULL; obj = obj->next_content)
handler.c:        if (obj->pIndexData == pObjIndex)
handler.c:    if ((in_room = obj->in_room) == NULL)
handler.c:    if (obj == in_room->contents)
handler.c:        in_room->contents = obj->next_content;
handler.c:        for (prev = in_room->contents; prev; prev = prev->next_content)
handler.c:            if (prev->next_content == obj)
handler.c:                prev->next_content = obj->next_content;
handler.c:    obj->in_room = NULL;
handler.c:    obj->next_content = NULL;
handler.c:    if (obj->item_type == ITEM_CREATURE)
handler.c:        if ( ( mob_index = get_mob_index( obj->pIndexData->vnum ) ) != NULL )
handler.c:            if ( IN_WILDERNESS( pRoomIndex->vnum ) )
handler.c:                ch->x = pRoomIndex->x;
handler.c:                ch->y = pRoomIndex->y;
handler.c:                ch->room = pRoomIndex->room;
handler.c:            obj->timer = 1;
handler.c:    obj->next_content = pRoomIndex->contents;
handler.c:    pRoomIndex->contents = obj;
handler.c:    obj->in_room = pRoomIndex;
handler.c:    obj->carried_by = NULL;
handler.c:    obj->in_obj = NULL;
handler.c:    obj->next_content = obj_to->contains;
handler.c:    obj_to->contains = obj;
handler.c:    obj->in_obj = obj_to;
handler.c:    obj->in_room = NULL;
handler.c:    obj->carried_by = NULL;
handler.c:    for (; obj_to != NULL; obj_to = obj_to->in_obj)
handler.c:        if (obj_to->carried_by != NULL)
handler.c:            obj_to->carried_by->carry_weight += get_obj_weight(obj);
handler.c:    if ((obj_from = obj->in_obj) == NULL)
handler.c:    if (obj == obj_from->contains)
handler.c:        obj_from->contains = obj->next_content;
handler.c:        for (prev = obj_from->contains; prev; prev = prev->next_content)
handler.c:            if (prev->next_content == obj)
handler.c:                prev->next_content = obj->next_content;
handler.c:    obj->next_content = NULL;
handler.c:    obj->in_obj = NULL;
handler.c:    for (; obj_from != NULL; obj_from = obj_from->in_obj)
handler.c:        if (obj_from->carried_by != NULL)
handler.c:            obj_from->carried_by->carry_weight -= get_obj_weight(obj);
handler.c:    if (obj->item_type == ITEM_CORPSE_PC && obj->contains)
handler.c:        for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
handler.c:            next_obj = t_obj->next_content;
handler.c:            if (obj->in_obj)          /* in another object */
handler.c:                obj_to_obj(t_obj, obj->in_obj);
handler.c:            else if (obj->carried_by) /* carried */
handler.c:                obj_to_char(t_obj, obj->carried_by);
handler.c:            else if (obj->in_room == NULL)  /* destroy it */
handler.c:                obj_to_room(t_obj, obj->in_room);
handler.c:    if (obj->in_room != NULL)
handler.c:    else if (obj->carried_by != NULL)
handler.c:    else if (obj->in_obj != NULL)
handler.c:    if ((ch = obj->chobj) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && IS_HEAD(ch, LOST_HEAD))
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:        obj->chobj = NULL;
handler.c:        ch->position = POS_RESTING;
handler.c:    else if ((ch = obj->chobj) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && (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:            obj->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:            obj->chobj = NULL;
handler.c:    else if (obj->chobj != NULL)
handler.c:        if (!IS_NPC(obj->chobj))
handler.c:            obj->chobj->pcdata->chobj = NULL;
handler.c:        obj->chobj = NULL;
handler.c:        bug("Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum);
handler.c:    for (obj_content = obj->contains; obj_content; obj_content = obj_next)
handler.c:        obj_next = obj_content->next_content;
handler.c:        if (obj->contains != NULL)
handler.c:            extract_obj(obj->contains);
handler.c:        object_list = obj->next;
handler.c:        for (prev = object_list; prev != NULL; prev = prev->next)
handler.c:            if (prev->next == obj)
handler.c:                prev->next = obj->next;
handler.c:            bug("Extract_obj: obj %d not found.", obj->pIndexData->vnum);
handler.c:        for (paf = obj->affected; paf != NULL; paf = paf_next)
handler.c:            paf_next = paf->next;
handler.c:            paf->next = affect_free;
handler.c:        for (ed = obj->extra_descr; ed != NULL; ed = ed_next)
handler.c:            ed_next = ed->next;
handler.c:            free_string(ed->description);
handler.c:            free_string(ed->keyword);
handler.c:            ed->next = extra_descr_free;
handler.c:    free_string(obj->name);
handler.c:    free_string(obj->description);
handler.c:    free_string(obj->short_descr);
handler.c:    if (obj->questmaker != NULL)
handler.c:        free_string(obj->questmaker);
handler.c:    if (obj->questowner != NULL)
handler.c:        free_string(obj->questowner);
handler.c:    --obj->pIndexData->count;
handler.c:    obj->next = obj_free;
handler.c:    if (ch->in_room == NULL)
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
handler.c:        obj_next = obj->next_content;
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:    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:        for (prev = char_list; prev != NULL; prev = prev->next)
handler.c:            if (prev->next == ch)
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:          wizard->pcdata->familiar = NULL;
handler.c:        ch->wizard = NULL;
handler.c:        if ((familiar = ch->pcdata->familiar) != NULL)
handler.c://      familiar->wizard = 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:        for (familiar = char_list; familiar != NULL; familiar = familiar->next)
handler.c:            if (!IS_NPC(familiar) && familiar->pcdata->propose != NULL && familiar->pcdata->propose == ch)
handler.c:                familiar->pcdata->propose = NULL;
handler.c:            if (!IS_NPC(familiar) && familiar->pcdata->partner != NULL && familiar->pcdata->partner == ch)
handler.c:                familiar->pcdata->partner = NULL;
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) && (IS_NPC(rch) || !is_name(arg, rch->pcdata->switchname)) && (IS_NPC(rch) || !is_name(arg, rch->morph))))
handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
handler.c:        if (wch->in_room == NULL)
handler.c:        else if (!can_see(ch, wch) || (!is_name(arg, wch->name) && (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) && (IS_NPC(wch) || !is_name(arg, wch->morph))))
handler.c:    if (!ch->in_room) return NULL;
handler.c:    for (wch = char_list; wch; wch = wch->next)
handler.c:        if (wch->in_room == NULL) continue; // wonder if this ever happens.
handler.c:        if (wch->in_room->area != ch->in_room->area) continue;
handler.c:        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)))) continue;
handler.c: * Used by area-reset 'P' command.
handler.c:    for (obj = object_list; obj != NULL; obj = obj->next)
handler.c:        if (obj->pIndexData == pObjIndex)
handler.c:    for (obj = list; obj != NULL; obj = obj->next_content)
handler.c:        if (can_see_obj(ch, obj) && is_name(arg, obj->name))
handler.c:    if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL)
handler.c:    obj = ch->pcdata->chobj;
handler.c:    if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC && obj->in_obj->item_type != ITEM_CORPSE_PC)
handler.c:    for (obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content)
handler.c:        if (obj != obj2 && is_name(arg, obj2->name))
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
handler.c:        if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj) && is_name(arg, obj->name))
handler.c:    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
handler.c:        if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj) && is_name(arg, obj->name))
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 (obj = object_list; obj != NULL; obj = obj->next)
handler.c:        if (can_see_obj(ch, obj) && is_name(arg, obj->name))
handler.c:    weight = obj->weight;
handler.c:    for (obj = obj->contains; obj != NULL; obj = obj->next_content)
handler.c:    if (pRoomIndex->light > 0)
handler.c:    if (IS_SET(pRoomIndex->room_flags, ROOM_LIGHT))
handler.c:    if (IS_SET(pRoomIndex->room_flags, ROOM_DARK))
handler.c:    if (pRoomIndex->sector_type == SECT_INSIDE || pRoomIndex->sector_type == SECT_CITY)
handler.c:    for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room)
handler.c:    if (IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2)
handler.c:    if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && victim->level > 215)
handler.c:    if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS))
handler.c:    if (!IS_NPC(victim) && IS_SET(victim->act, AFF_HIDE))
handler.c:    if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_DARKNESS))
handler.c:    if (ch->in_room != NULL)
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:    if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:    if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:    if ((gch = obj->carried_by) != NULL)
handler.c:        if (gch->desc != NULL)
handler.c:            if (gch->desc->connected != CON_PLAYING)
handler.c:        if (ch->pcdata->playerid != obj->ownerid)
handler.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT))
handler.c:    if ((IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) && obj->carried_by == NULL) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) && !IS_AFFECTED(ch, AFF_SHADOWPLANE))
handler.c:    if ((!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) && obj->carried_by == NULL) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) && IS_AFFECTED(ch, AFF_SHADOWPLANE))
handler.c:    if (obj->item_type == ITEM_POTION)
handler.c:    if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
handler.c:    if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED))
handler.c:    if (IS_SET(obj->extra_flags, ITEM_INVIS) && !IS_AFFECTED(ch, AFF_DETECT_INVIS))
handler.c:    if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:    if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:    if (!IS_SET(obj->extra_flags, ITEM_NODROP))
handler.c:    if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL)
handler.c:    switch (obj->item_type)
handler.c:    bug("Item_type_name: unknown type %d.", obj->item_type);
handler.c:        strcat(buf, " anti-good");
handler.c:        strcat(buf, " anti-evil");
handler.c:        strcat(buf, " anti-neutral");
handler.c:    for (obj = object_list; obj != NULL; obj = obj->next)
handler.c:        if (!str_cmp(argument, obj->short_descr))
handler.c:            if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041)
healing.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
healing.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
healing.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
healing.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
healing.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
healing.c:    if (IS_DROW(ch) && !IS_SET(ch->special, SPC_DROW_CLE)
healing.c:	&& ch->generation > 2)
healing.c:    if (ch->mana < 750)
healing.c:    ch->mana -= 750;
healing.c:    ch->hit += 16000 + (ch->spl[BLUE_MAGIC] * 10);
healing.c:    if (ch->hit > ch->max_hit)
healing.c:        ch->hit = ch->max_hit;
healing.c:    if (ch->mana < 1750)
healing.c:    ch->mana -= 1750;
healing.c:    ch->hit += 32000 + (ch->spl[BLUE_MAGIC] * 10);
healing.c:    if (ch->hit > ch->max_hit)
healing.c:        ch->hit = ch->max_hit;
healing.c:    ch->loc_hp[0] = 0;
healing.c:    ch->loc_hp[1] = 0;
healing.c:    ch->loc_hp[2] = 0;
healing.c:    ch->loc_hp[3] = 0;
healing.c:    ch->loc_hp[4] = 0;
healing.c:    ch->loc_hp[5] = 0;
healing.c:    ch->loc_hp[6] = 0;
healing.c:    if (ch->position == POS_FIGHTING)
healing.c:    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
healing.c:            && ch->move >= ch->max_move)
healing.c:    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
healing.c:            && ch->move >= ch->max_move)
healing.c:    if (ch->hit < 1)
healing.c:        ch->hit = ch->hit + 1;
healing.c:        ch->hit = UMIN(ch->hit + 1500, ch->max_hit);
healing.c:        ch->mana = UMIN(ch->mana + 1500, ch->max_mana);
healing.c:        ch->move = UMIN(ch->move + 1500, ch->max_move);
hydromancer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
hydromancer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
hydromancer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
hydromancer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
hydromancer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
hydromancer.c:    if (IS_SET(ch->newbits, NEW_MONKADAM))
hydromancer.c:        REMOVE_BIT(ch->newbits, NEW_MONKADAM);
hydromancer.c:    if (!IS_SET(ch->newbits, NEW_MONKADAM))
hydromancer.c:        SET_BIT(ch->newbits, NEW_MONKADAM);
hydromancer.c:        if (ch->fighting == NULL)
hydromancer.c:        else victim = ch->fighting;
hydromancer.c:    if ((victim = ch->fighting) == NULL)
hydromancer.c:    if (ch->mana < 100)
hydromancer.c:    for (i=i; i>0; i--)
hydromancer.c:        sprintf(buf, "%s's cone of #Cf#7r#Co#7s#Ct#n freezes you [#C%d#n]\n\r", ch->name, dam);
hydromancer.c:        sprintf(buf2, "Your cone of #Cf#7r#Co#7s#Ct#n freezes %s [#C%d#n]\n\r",victim->name, dam);
hydromancer.c:        if (victim->hit < 1) break;
hydromancer.c://		cold_effect(victim,ch->explevel,dam,TARGET_CHAR);
hydromancer.c:    ch->mana = ch->mana - 100;
illusionist.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
illusionist.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
illusionist.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
illusionist.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
illusionist.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
illusionist.c:    if ( victim->fighting != NULL )
illusionist.c:    if ( victim->hit < victim->max_hit )
illusionist.c:    if (ch->in_room != NULL)
illusionist.c:        if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
illusionist.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
illusionist.c:            "%s pulls %s into the Shadowplane.",ch->name,victim->name);
illusionist.c:            "You pull %s into the Shadowplane!\n\r",victim->name);
illusionist.c:            "%s pulls you into the Shadowplane!\n\r",ch->name);
illusionist.c:    SET_BIT(victim->affected_by, AFF_SHADOWPLANE);
illusionist.c:    if (IS_DEMON(ch) && !IS_SET (ch->pcdata->disc[C_POWERS], DEM_SHADOWSIGHT))
illusionist.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
illusionist.c:    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
illusionist.c:            SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
illusionist.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
illusionist.c:    if (ch->pcdata->followers > 4)
illusionist.c:    ch->pcdata->followers++;
illusionist.c:    victim->short_descr = str_dup(ch->name);
illusionist.c:    printf(buf, "%s is hovering here.\n\r", ch->name);
illusionist.c:    victim->long_descr = str_dup(buf);
illusionist.c:    victim->name = str_dup(ch->name);
illusionist.c:    victim->level = 200;
illusionist.c:    victim->max_hit = ch->max_hit;
illusionist.c:    victim->hit = victim->max_hit;
illusionist.c:    victim->max_mana = ch->max_mana;
illusionist.c:    victim->mana = victim->max_mana;
illusionist.c:    victim->max_move = ch->max_move;
illusionist.c:    victim->move = victim->max_move;
illusionist.c:    victim->hitroll = ch->hitroll;
illusionist.c:    victim->damroll = ch->damroll;
illusionist.c:    SET_BIT(victim->flag2, VAMP_CLONE);
illusionist.c:    SET_BIT(victim->act, ACT_NOEXP);
illusionist.c:    char_to_room(victim, ch->in_room);
illusionist.c:    ch->pcdata->condition[COND_THIRST] -= 30;
illusionist.c://            && ch->practice >= illusioncost)
illusionist.c:        SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
illusionist.c://        ch->practice -= illusioncost;
imperium.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
imperium.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
imperium.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
imperium.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
imperium.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
interp.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
interp.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
interp.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
interp.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
interp.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
interp.c:*    ROM 2.4 is copyright 1993-1998 Russ Taylor                             *
interp.c:    if (ch->level == MAX_LEVEL) return 1;
interp.c:    if (cmd_table[cmd].race > 0 && cmd_table[cmd].powertype == 0 && ch->class == cmd_table[cmd].race)
interp.c:        if (cmd_table[cmd].powertype > 0 && ch->pcdata->powers[cmd_table[cmd].powertype] < cmd_table[cmd].powerlevel)
interp.c:    if (ch->position < cmd_table[cmd].position) return -1;
interp.c:    if (ch->class == 0 || IS_NPC(ch))
interp.c:        if (cmd_table[cmd].powertype > 0 && ch->pcdata->powers[cmd_table[cmd].powertype] < cmd_table[cmd].powerlevel)
interp.c:            switch (ch->class)
interp.c: * Log-all switch.
interp.c:     * Anti-Paladin
interp.c:    { "evolve",        do_evolve,      POS_RESTING,     MAX_LEVEL -2,  LOG_NORMAL, 0, 0, 0},
interp.c:    { "landscape",     do_landscape,   POS_RESTING,     MAX_LEVEL -2,  LOG_NORMAL, 0, 0, 0},
interp.c:    { "wsave",         do_wsave,       POS_RESTING,     MAX_LEVEL-2,  LOG_NORMAL, 0, 0, 0},
interp.c:// Race Powers -Xrakisis
interp.c:// Race Powers - Titan
interp.c:// Race Powers - Cerberus
interp.c:// Race Powers - Cyclops
interp.c:// Race Powers -Xrakisis
interp.c:    { "resetarea",	do_resetarea,   POS_DEAD,       MAX_LEVEL-2,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "transfer",       do_transfer,    POS_DEAD,       MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "hedit",		do_hedit,	POS_STANDING,   MAX_LEVEL-2,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "freeze",		do_freeze,      POS_DEAD,       MAX_LEVEL-3,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "bitchslap", 	do_freeze,      POS_DEAD,       MAX_LEVEL-3,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "rlist",       do_rlist,       POS_DEAD,        MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "mlist",       do_mlist,       POS_DEAD,        MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "olist",       do_olist,       POS_DEAD,        MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "pathfind",       do_pathfind,     POS_DEAD,        MAX_LEVEL -1,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "advance",        do_advance,      POS_STANDING,    MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "trust",		do_trust,	 POS_DEAD,	  MAX_LEVEL-1,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "allow",		do_allow,	 POS_DEAD,	  MAX_LEVEL-1,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "bind",		do_bind,	 POS_DEAD,	  MAX_LEVEL-2,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "create",		do_create,	 POS_STANDING,	  MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "deny",		do_deny,	 POS_DEAD,	  MAX_LEVEL-2,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "disable",	do_disable,	 POS_DEAD,	  MAX_LEVEL-1,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "disconnect",	do_disconnect,	 POS_DEAD,	  MAX_LEVEL-2,  LOG_NEVER,  0, 0, 0 },
interp.c:    { "divorce",	do_divorce,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "freeze",		do_freeze,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "marry",		do_marry,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "globalpeace",    do_globalpeace,  POS_DEAD,        MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "users",		do_users,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "omni",		do_omni,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "wizlock",	do_wizlock,	 POS_DEAD,	  MAX_LEVEL-1,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "force",		do_force,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "exlist",		do_exlist,	 POS_DEAD,	  MAX_LEVEL-0,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "mload",		do_mload,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "mset",		do_xset,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "xset",           do_xset,         POS_DEAD,        MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "multicheck",	do_multicheck,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "oclone",		do_oclone,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "oload",		do_oload,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "oset",		do_oset,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "otransfer",	do_otransfer,    POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "pset",		do_pset,	 POS_DEAD,	  MAX_LEVEL-2,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "pstat",          do_pstat,        POS_DEAD,        MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "purge",		do_purge,	 POS_DEAD,	  MAX_LEVEL-3,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "release",	do_release,	 POS_DEAD,	  MAX_LEVEL-3,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "restore",	do_restore,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "rset",		do_rset,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "silence",	do_silence,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "sla",		do_sla,		 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "slay",		do_slay,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "sset",		do_sset,	 POS_DEAD,	  MAX_LEVEL-2,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "transfer",	do_transfer,     POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "at",		do_at,	         POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "bamfin",		do_bamfin,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "bamfout",	do_bamfout,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "echo",		do_echo,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "goto",		do_goto,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "holylight",	do_holylight,    POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "invis",		do_invis,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "memusage",	do_memory, 	 POS_DEAD,	  MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "mfind",		do_mfind,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "mstat",		do_mstat,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "mwhere",		do_mwhere,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "ofind",		do_ofind,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "ostat",		do_ostat,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "peace",		do_peace,	 POS_DEAD,	  MAX_LEVEL-1,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "recho",		do_recho,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_ALWAYS, 0, 0, 0 },
interp.c:    { "rstat",		do_rstat,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "slookup",	do_slookup,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "snoop",		do_snoop,	 POS_DEAD,	  MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "immtalk",	do_immtalk,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { ":",		do_immtalk,	 POS_DEAD,	  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "wildlink",       do_wildlink,    POS_RESTING,      MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "remlink",        do_remlink,     POS_RESTING,      MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "showwildlinks",  do_show_wild_links, POS_RESTING,  MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0},
interp.c:    { "leaderclear",    do_leaderclear,   POS_DEAD,       MAX_LEVEL-2,  LOG_NORMAL, 0, 0, 0 },
interp.c:    /* Arena stuff - Jobo */
interp.c:    { "aedit",          do_aedit,       POS_DEAD,   MAX_LEVEL-1,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "redit",          do_redit,       POS_DEAD,   MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "oedit",          do_oedit,       POS_DEAD,   MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "asave",          do_asave,       POS_DEAD,    MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "alist",          do_alist,       POS_DEAD,    MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "resets",         do_resets,      POS_DEAD,    MAX_LEVEL-5,  LOG_NORMAL, 0, 0, 0 },
interp.c:    { "sedit",          do_sedit,       POS_DEAD,    MAX_LEVEL-4,  LOG_NORMAL, 0, 0, 0 },
interp.c:    if (!ch->in_room)
interp.c:        sprintf(buf, "Interpret: %s not in any room.", ch->name);
interp.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE))
interp.c:    if ( !IS_IMMORTAL(ch) && !IS_NPC(ch) && IS_SET(ch->extra, EXTRA_AFK) && str_cmp(argument, "afk"))
interp.c:    if (command[strlen(command) - 1] == '*')
interp.c:        command[strlen(command) - 1] = '\0';
interp.c:                sprintf( buf, "%-15s", cmd_table[cmd].name );
interp.c:        for (ali = ch->pcdata->alias; ali; ali = ali->next)
interp.c:            if (!str_prefix(command, ali->short_n))
interp.c:                sprintf(buf, "%s %s", ali->long_n, argument);
interp.c:                else if (!str_cmp( cmd_table[cmd].name, "quit" ) && !IS_NPC(ch) && ch->pcdata->obj_vnum != 0) found = TRUE;
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->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:    sprintf(log_buf, "%s %s BY %s", cmd_table[cmd].name,argument,ch->name);
interp.c:/* function to keep argument safe in all commands -- no static strings */
interp.c:    switch ( ch->position )
interp.c:         * But two players asked for it already!  -- Furey
interp.c:disable - shows disabled commands
interp.c:disable <command> - toggles disable status of command
interp.c:        for (p = disabled_first; p; p = p->next)
interp.c:            sprintf (buf, "%-12s %5d   %-12s\n\r",p->command->name, p->level, p->disabled_by);
interp.c:    for (p = disabled_first; p ; p = p->next)
interp.c:        if (!str_cmp(argument, p->command->name))
interp.c:        if (get_trust(ch) < p->level)
interp.c:            disabled_first = p->next;
interp.c:            for (q = disabled_first; q->next != p; q = q->next); /* empty for */
interp.c:            q->next = p->next;
interp.c:        free_string (p->disabled_by); /* free name of disabler */
interp.c:        p->command = &cmd_table[i];
interp.c:        p->disabled_by = str_dup (ch->pcdata->switchname); /* save name of disabler */
interp.c:        p->level = get_trust(ch); /* save trust */
interp.c:        p->next = disabled_first;
interp.c:    for (p = disabled_first; p ; p = p->next)
interp.c:        if (p->command->do_fun == command->do_fun)
interp.c:            p->command = &cmd_table[i];
interp.c:            p->level = fread_number(fp);
interp.c:            p->disabled_by = str_dup(fread_word(fp));
interp.c:            p->next = disabled_first;
interp.c:    for (p = disabled_first; p ; p = p->next)
interp.c:        fprintf (fp, "%s %d %s\n", p->command->name, p->level, p->disabled_by);
jobo_act.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_act.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_act.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_act.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_act.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_act.c:    for ( d = descriptor_list; d != NULL; d = d->next )
jobo_act.c:        if ( d->character != NULL )
jobo_act.c:            if (!d->connected == CON_PLAYING) continue;
jobo_act.c:            if (d->character->level > 6) continue;
jobo_act.c:            if (!can_see(ch, d->character)) continue;
jobo_act.c:            sprintf(buf, "  #G%-15s#n    %5d       %5d           %d\n\r",
jobo_act.c:                    d->character->name, d->character->pcdata->bounty,
jobo_act.c:                    get_ratio(d->character), d->character->generation);
jobo_act.c:    for (paf = ch->in_room->area->affects; paf; paf = paf->next)
jobo_act.c:        if (paf->type == AREA_AFF_GZONE)            sprintf(buf, "  God's Zone");
jobo_act.c:        else if (paf->type == AREA_AFF_THORNS)      sprintf(buf, "  Thorns and Brambles");
jobo_act.c:        else if (paf->type == AREA_AFF_PESTILENCE)  sprintf(buf, "  Pestilence");
jobo_act.c:        else if (paf->type == AREA_AFF_BADMOON)     sprintf(buf, "  Bad Moon");
jobo_act.c:        else if (paf->type == AREA_AFF_GAIA)        sprintf(buf, "  Gaia's Blessing");
jobo_act.c:        else if (paf->type == AREA_AFF_CHAOS)       sprintf(buf, "  Chaotic Landscape");
jobo_act.c:                buf, religion_table[paf->religion].truename, paf->duration);
jobo_act.c:    if (obj->item_type != ITEM_GRENADE)
jobo_act.c:    if (obj->timer > 0)
jobo_act.c:    obj->timer = tick;
jobo_act.c:    if (stat(EXE_FILE, &fst) == -1)
jobo_act.c:             (version - ((10000 * (version / 10000)))) / 100);//, version % 100);
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    sprintf(buf, "#WAge of Heroes is copyright (c) 2006 - %s by Ian Shirm. (Xrakisis)", year(current_time));
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    stcf (ch, "^r#D|^r%78s#D|#n\n\r", middle_text("#WDystopia is copyright (C) 1999 - 2000 by the following:", 78));
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    stcf (ch, "^r#D|^r%78s#D|#n\n\r", middle_text("#WGodWars is copyright (C) 1995 - 1996 by the following:", 78));
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    stcf (ch, "^r#D|^r%78s#D|#n\n\r", middle_text("#WMerc Mud is copyright (C) 1992 - 1993 by the following:", 78));
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    stcf (ch, "^r#D|^r%78s#D|#n\n\r", middle_text("#WDiku Mud is copyright (C) 1990 - 1991 by the following:", 78));
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    printf_to_char(ch, "#0|#W Age of Heroes is copyright (C) 2001-%s by Xrakisis(TroubleRazor), #0|#n\n\r", year(current_time));
jobo_act.c:    if (IS_SET(ch->act, AFF_HIDE))          send_to_char("* You cannot be seen by other players.\n\r",ch);
jobo_act.c:    if (IS_SET(ch->act, PLR_WIZINVIS))      send_to_char("* You cannot be seen by other players.\n\r",ch);
jobo_act.c:    if (IS_SET(ch->newbits, NEW_DARKNESS))  send_to_char("* You are shrouded in a globe of darkness.\n\r",ch);
jobo_act.c:    if (IS_SET(ch->act,PLR_HOLYLIGHT))      send_to_char("* You have superior vision.\n\r",ch);
jobo_act.c:    if (ch->in_room != NULL && ch->in_room->vnum != ROOM_VNUM_ALTAR1
jobo_act.c:            && ch->in_room->vnum != ROOM_VNUM_ALTAR2 && ch->in_room->vnum != ROOM_VNUM_ALTAR3
jobo_act.c:            && ch->in_room->vnum != 5525)
jobo_act.c:    if (ch->fight_timer > 0)
jobo_act.c:    value = (ch->max_hit - ch->hit) / 50;
jobo_act.c:    if ( (ch->silver < value) && (ch->gold < goldvalue) && (ch->platinum < platvalue))
jobo_act.c:    ch->hit  = ch->max_hit;
jobo_act.c:    ch->mana = ch->max_mana;
jobo_act.c:    ch->move = ch->max_move;
jobo_act.c:    ch->loc_hp[0] = 0;
jobo_act.c:    ch->loc_hp[1] = 0;
jobo_act.c:    ch->loc_hp[2] = 0;
jobo_act.c:    ch->loc_hp[3] = 0;
jobo_act.c:    ch->loc_hp[4] = 0;
jobo_act.c:    ch->loc_hp[5] = 0;
jobo_act.c:    ch->loc_hp[6] = 0;
jobo_act.c:    if (ch->silver > value)
jobo_act.c:        ch->silver -= value;
jobo_act.c:    else if (ch->gold > goldvalue)
jobo_act.c:        ch->gold -= goldvalue;
jobo_act.c:    else if (ch->platinum > platvalue)
jobo_act.c:        ch->platinum -= platvalue;
jobo_act.c:    if (victim->trust > 6)
jobo_act.c:    chroom = ch->in_room;
jobo_act.c:    victimroom = victim->in_room;
jobo_act.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo_act.c:    if (ch->level < 7) ch->fight_timer += 3;
jobo_act.c:    if ((gch = obj->carried_by) != NULL)
jobo_act.c:        if (gch->in_room == NULL)
jobo_act.c:        tmp = gch->desc;
jobo_act.c:        gch->desc = ch->desc;
jobo_act.c:        sprintf(buf,"A pair of eyes grows on %s's %s.\n\rThe eyes blink once, then disappear.\n\r", gch->name, obj->short_descr);
jobo_act.c:        for (victim = gch->in_room->people; victim != NULL; victim = victim->next_in_room)
jobo_act.c:        if (IS_SET(gch->extra, EXTRA_AFK))
jobo_act.c:            REMOVE_BIT(gch->extra, EXTRA_AFK);
jobo_act.c:        gch->desc = tmp;
jobo_act.c:        if (afk) SET_BIT(gch->extra, EXTRA_AFK);
jobo_act.c:    else if ((location = obj->in_room) != NULL)
jobo_act.c:        sprintf(buf,"A pair of eyes grows on %s.\n\rThe eyes blink once, then disappear.\n\r", obj->short_descr);
jobo_act.c:        for (victim = location->people; victim != NULL; victim = victim->next_in_room)
jobo_act.c:        from = ch->in_room;
jobo_act.c:    if (victim->trust > 6)
jobo_act.c:            victim->hit,victim->max_hit,victim->mana,victim->max_mana,victim->move,victim->max_move);
jobo_act.c:    if (ch->trust < 7) send_to_char("You are being examined.\n\r",victim);
jobo_act.c:    sprintf(buf,"Hitroll:%d, Damroll:%d, Defense:%d.\n\r",char_hitroll(victim),char_damroll(victim),victim->defense);
jobo_act.c:    sprintf(buf,"Generation:%d\n\r",victim->generation);
jobo_act.c:    if (ch->level < 7) ch->fight_timer += 3;
jobo_act.c:    if (ch->fight_timer > 0)
jobo_act.c:    ch->hit += UMIN(get_ratio(ch), 2500);
jobo_act.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
jobo_act.c:        send_to_char("* Sanctum      - Concentrate on your inner peace.\n\r",ch);
jobo_act.c:        send_to_char("* Eaglesight   - Scry on players even through shield.\n\r",ch);
jobo_act.c:        send_to_char("* Lifesense    - Global readaura.\n\r",ch);
jobo_act.c:        send_to_char("* Calltoarms   - Call for help during battle.\n\r",ch);
jobo_act.c:        send_to_char("* Objectscry   - See through the 'eyes' of an item.\n\r",ch);
jobo_act.c:        send_to_char("* Ironmind     - Prepare yourself mentally for battle.\n\r",ch);
jobo_act.c:        send_to_char("* Crystalsight - Gain superior sight for a short while.\n\r",ch);
jobo_act.c:        send_to_char("* Darkhunter   - The ability to summon The Dark Hunter.\n\r",ch);
jobo_act.c:    if (IS_SET(ch->newbits, NEW_MASTERY))
jobo_act.c:    if (ch->wpn[0] < 200 || ch->wpn[1] < 200 || ch->wpn[2] < 200 || ch->wpn[3] < 200 || ch->wpn[4] < 200
jobo_act.c:            || ch->wpn[5] < 200 || ch->wpn[6] < 200 || ch->wpn[7] < 200 || ch->wpn[8] < 200
jobo_act.c:            || ch->wpn[9] < 200 || ch->wpn[10] < 200 || ch->wpn[11] < 200 || ch->wpn[12] < 200 )
jobo_act.c:    if (ch->spl[0] < 200 || ch->spl[1] < 200 || ch->spl[2] < 200 || ch->spl[3] < 200 || ch->spl[4] < 200 )
jobo_act.c:    /*  if (ch->stance[1] < 200 || ch->stance[2] < 200 || ch->stance[3] < 200 || ch->stance[4] < 200
jobo_act.c:       || ch->stance[5] < 200 || ch->stance[6] < 200 || ch->stance[7] < 200 || ch->stance[8] < 200
jobo_act.c:       || ch->stance[9] < 200 || ch->stance[10] < 200 )
jobo_act.c:    obj->questowner = str_dup(ch->pcdata->switchname);
jobo_act.c:    obj->ownerid = ch->pcdata->playerid;
jobo_act.c:    sprintf(buf,"%s has achieved mastery.",ch->name);
jobo_act.c:    SET_BIT(ch->newbits, NEW_MASTERY);
jobo_act.c:    if (ch->pcdata->quest < amount)
jobo_act.c:    ch->pcdata->quest -= amount;
jobo_act.c:    ragnarok_cost -= amount;
jobo_act.c:    else arenatime = (PULSE_ARENA - 45 * PULSE_PER_SECOND - pulse_arena);
jobo_act.c:    else ragnaroktime = (120 * PULSE_AREA - ragnarok_timer);
jobo_act.c:    if ((to > 50000 && to - from > 20000) || (to > 100000 && to - from > 10000) || (to - from > 50000))
jobo_act.c:    cost = (from + to) * (to - from + 1) / 2 - from;
jobo_act.c:    if (IS_SET(ch->act, PLR_RIGHTHAND) || IS_SET(ch->act, PLR_LEFTHAND) || IS_SET(ch->act, PLR_AMBI))
jobo_act.c:        SET_BIT(ch->act, PLR_LEFTHAND);
jobo_act.c:        SET_BIT(ch->act, PLR_RIGHTHAND);
jobo_act.c:        SET_BIT(ch->act, PLR_AMBI);
jobo_act.c:        if ((ch->in_room == NULL || ch->in_room->vnum != 2001))
jobo_act.c:    if (ch->pcdata->alias_count >= MAX_ALIAS)
jobo_act.c:    for (ali = ch->pcdata->alias; ali; ali = ali->next)
jobo_act.c:        if (!str_cmp(arg1, ali->short_n))
jobo_act.c:        if (!str_cmp(arg1, ali->long_n) || !str_cmp(argument, ali->short_n) || !str_cmp(argument, ali->long_n))
jobo_act.c:        alias_free = alias_free->next;
jobo_act.c:    ali->short_n = str_dup(arg1);
jobo_act.c:    ali->long_n = str_dup(argument);
jobo_act.c:    ali->next = ch->pcdata->alias;
jobo_act.c:    ch->pcdata->alias = ali;
jobo_act.c:    ch->pcdata->alias_count++;
jobo_act.c:    for (ali = ch->pcdata->alias; ali; ali = ali->next)
jobo_act.c:        sprintf(buf, "%s '%s'\n\r", ali->short_n, ali->long_n);
jobo_act.c:    for (ali = ch->pcdata->alias; ali; ali = ali->next)
jobo_act.c:        if (!str_cmp(arg, ali->short_n))
jobo_act.c:            ch->pcdata->alias_count--;
jobo_act.c:    if (ch->sex != SEX_FEMALE)
jobo_act.c:        if (ch->pcdata->genes[4] == SEX_MALE)
jobo_act.c:        else if (ch->pcdata->genes[4] == SEX_FEMALE)
jobo_act.c:        descriptor_free = descriptor_free->next;
jobo_act.c:    victim = dummy->character;
jobo_act.c:    victim->pcdata->perm_str = 18;
jobo_act.c:    victim->pcdata->perm_int = 18;
jobo_act.c:    victim->pcdata->perm_wis = 18;
jobo_act.c:    victim->pcdata->perm_dex = 18;
jobo_act.c:    victim->pcdata->perm_con = 18;
jobo_act.c:    victim->stance[19] = -1;
jobo_act.c:    victim->stance[20] = -1;
jobo_act.c:    victim->stance[21] = -1;
jobo_act.c:    victim->stance[22] = -1;
jobo_act.c:    victim->stance[23] = -1;
jobo_act.c:    victim->class = 0;
jobo_act.c:    victim->max_hit = 5000;
jobo_act.c:    victim->hit = 5000;
jobo_act.c:    victim->max_mana = 5000;
jobo_act.c:    victim->mana = 5000;
jobo_act.c:    victim->max_move = 5000;
jobo_act.c:    victim->move = 5000;
jobo_act.c:    victim->sex = ch->pcdata->genes[4];
jobo_act.c:    victim->level = 2;
jobo_act.c:    victim->generation = 6;
jobo_act.c:    victim->in_room = ch->in_room;
jobo_act.c:    dummy->next     = descriptor_free;
jobo_act.c:    ch->pcdata->genes[9] += 1;
jobo_act.c:    REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
jobo_act.c:    REMOVE_BIT(ch->extra, EXTRA_LABOUR);
jobo_act.c:    if (ch->pcdata->genes[4] == SEX_MALE)
jobo_act.c:        sprintf(buf, "%s gives birth to %s's son, named %s!", ch->name, ch->pcdata->cparents, arg);
jobo_act.c:        sprintf(buf, "%s gives birth to %s's daughter, named %s!", ch->name, ch->pcdata->cparents, arg);
jobo_act.c:        sprintf (buf, "%s is contemplating deletion.", ch->name);
jobo_act.c:    if (strcmp (crypt (arg, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:        sprintf (buf, "%s tried to delete with the wrong pwd.", ch->name);
jobo_act.c:    sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->pcdata->switchname));
jobo_act.c:    sprintf (buf, "%s turns themself into line noise.", ch->pcdata->switchname);
jobo_act.c:    sprintf (buf, "#R%s #7has fled from #RA#rge #Ro#rf #RH#reroes#n (Self-Deleted)",
jobo_act.c:             ch->pcdata->switchname);
jobo_act.c:    d = ch->desc;
jobo_act.c:    if (ch->pcdata->chobj != NULL)
jobo_act.c:        extract_obj (ch->pcdata->chobj);
jobo_act.c:    if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:    sprintf(buf, "%s has selfdeleted, what a fool.", ch->name);
jobo_act.c:    sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname));
jobo_act.c:    ch->fight_timer = 0;
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    if (IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    send_to_char("   #oMost Player Kills  #C--->   ", ch);
jobo_act.c:    sprintf(buf, "#G%-13s", leader_board.pk_name);
jobo_act.c:    send_to_char("   #oMost Hours Played  #C--->   ", ch);
jobo_act.c:    sprintf(buf, "#G%-13s", leader_board.time_name);
jobo_act.c:    send_to_char("   #oMost Gold Earned   #C--->   ", ch);
jobo_act.c:    sprintf(buf, "#G%-13s", leader_board.quest_name);
jobo_act.c:    send_to_char("   #oMost Mobs Killed   #C--->   ", ch);
jobo_act.c:    sprintf(buf, "#G%-13s", leader_board.mobkills_name);
jobo_act.c:    send_to_char("   #oHighest PK score   #C--->   ", ch);
jobo_act.c:    sprintf(buf, "#G%-13s", leader_board.pkscore_name);
jobo_act.c:    send_to_char("   #oMost Arena Wins    #C--->   ", ch);
jobo_act.c:    sprintf(buf, "#G%-13s", leader_board.arena_name);
jobo_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_POLICY))
jobo_act.c:        if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:        SET_BIT(ch->pcdata->jflags, JFLAG_POLICY);
jobo_act.c:        sprintf(buf, "%s has accepted the player policy.", ch->name);
jobo_act.c:        if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
jobo_act.c:        sprintf(buf, "%s has declined the player policy.", ch->name);
jobo_act.c:        sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname));
jobo_act.c:        ch->fight_timer = 0;
jobo_act.c:        for (poll = poll_list; poll; poll = poll->next)
jobo_act.c:            strtime = ctime(&poll->expire);
jobo_act.c:                    poll->name, buf2);
jobo_act.c:                if (!str_cmp("<null>", poll->options[i])) continue;
jobo_act.c:                sprintf(buf, " #0[#R%2d#0] #y%s\n\r", i+1, poll->options[i]);
jobo_act.c:    if ((get_age(ch) - 17) < 5 || ch->mkill < 1000)
jobo_act.c:    for (poll = poll_list; poll; poll = poll->next)
jobo_act.c:        if (str_cmp(arg1, poll->name)) continue;
jobo_act.c:    for (vote = poll->votes; vote; vote = vote->next)
jobo_act.c:        if (str_cmp(ch->name, vote->pname)) continue;
jobo_act.c:        if (str_cmp(poll->options[i], "<null>")) continue;
jobo_act.c:    if (!ch->desc) return;
jobo_act.c:    if (!ch->desc->host) return;
jobo_act.c:    poll->vcount[choice-1]++;
jobo_act.c:    vote->pname = str_dup(ch->name);
jobo_act.c:    vote->phost = str_dup(ch->desc->host);
jobo_act.c:    vote->choice = choice;
jobo_act.c:    vote->next = poll->votes;
jobo_act.c:    poll->votes = vote;
jobo_act.c:    for (ed = ch->in_room->extra_descr; ed; ed = ed->next)
jobo_act.c:        if (is_full_name(arg, ed->keyword))
jobo_act.c:            if (ed->type == type)
jobo_act.c:                    sprintf(buf1, "You pull %s.\n\r", ed->keyword);
jobo_act.c:                    sprintf(buf2, "$n pulls %s.", ed->keyword);
jobo_act.c:                    sprintf(buf1, "You press %s.\n\r", ed->keyword);
jobo_act.c:                    sprintf(buf2, "$n presses %s.", ed->keyword);
jobo_act.c:                    sprintf(buf1, "You push %s.\n\r", ed->keyword);
jobo_act.c:                    sprintf(buf2, "$n pushes %s.", ed->keyword);
jobo_act.c:                    sprintf(buf1, "You touch %s.\n\r", ed->keyword);
jobo_act.c:                    sprintf(buf2, "$n touches %s.", ed->keyword);
jobo_act.c:            switch (ed->action)
jobo_act.c:                if ((location = get_room_index(ed->vnum)) == NULL)
jobo_act.c:                act(ed->buffer1, ch, NULL, NULL, TO_CHAR);
jobo_act.c:                act(ed->buffer2, ch, NULL, NULL, TO_ROOM);
jobo_act.c:                if ((pObjIndex = get_obj_index(ed->vnum)) == NULL)
jobo_act.c:                else obj_to_room(obj, ch->in_room);
jobo_act.c:                act(ed->buffer1, ch, NULL, NULL, TO_CHAR);
jobo_act.c:                act(ed->buffer2, ch, NULL, NULL, TO_ROOM);
jobo_act.c:                if ((sn = skill_lookup(ed->buffer1)) < 0)
jobo_act.c:                if ((location = get_room_index(ed->vnum)) == NULL)
jobo_act.c:                if (location->people)
jobo_act.c:                    act(ed->buffer2, ch, NULL, NULL, TO_ALL);
jobo_act.c:                for (gch = ch->in_room->people; gch; gch = gch_next)
jobo_act.c:                    gch_next = gch->next_in_room;
jobo_act.c:                    act(ed->buffer1, gch, NULL, NULL, TO_CHAR);
jobo_act.c:        for (d = descriptor_list; d; d = d->next)
jobo_act.c:            if (d->connected != CON_PLAYING) continue;
jobo_act.c:            if ((victim = d->character) == NULL) continue;
jobo_act.c:                if (ch->pcdata->ignore[i] == victim->pcdata->playerid)
jobo_act.c:                    strcat(buf, victim->name);
jobo_act.c:            ch->pcdata->ignore[i] = -1;
jobo_act.c:    for (victim = char_list; victim; victim = victim->next)
jobo_act.c:        if (!str_prefix(victim->name, arg))
jobo_act.c:                if (ch->pcdata->ignore[i] == victim->pcdata->playerid)
jobo_act.c:                    ch->pcdata->ignore[i] = -1;
jobo_act.c:                    sprintf(buf, "You stop ignoring %s.\n\r", victim->name);
jobo_act.c:                if (ch->pcdata->ignore[i] == -1)
jobo_act.c:                    ch->pcdata->ignore[i] = victim->pcdata->playerid;
jobo_act.c:                    sprintf(buf, "You now ignore %s.\n\r", victim->name);
jobo_act.c:    if (IS_SET(ch->pcdata->tempflag, TEMP_VT100))
jobo_act.c:        REMOVE_BIT(ch->pcdata->tempflag, TEMP_VT100);
jobo_act.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_SAFE))
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
jobo_act.c:    if (ch->pcdata->quest < cost)
jobo_act.c:        sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest);
jobo_act.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP)) SET_BIT(ch->pcdata->jflags, JFLAG_SETDECAP);
jobo_act.c:    free_string(ch->pcdata->decapmessage);
jobo_act.c:    ch->pcdata->decapmessage = str_dup(argument);
jobo_act.c:    ch->pcdata->quest -= cost;
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
jobo_act.c:    if (ch->pcdata->quest < cost)
jobo_act.c:        sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest);
jobo_act.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETTIE)) SET_BIT(ch->pcdata->jflags, JFLAG_SETTIE);
jobo_act.c:    free_string(ch->pcdata->tiemessage);
jobo_act.c:    ch->pcdata->tiemessage = str_dup(argument);
jobo_act.c:    ch->pcdata->quest -= cost;
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
jobo_act.c:    if (ch->pcdata->quest < cost)
jobo_act.c:        sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest);
jobo_act.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT)) SET_BIT(ch->pcdata->jflags, JFLAG_SETLOGOUT);
jobo_act.c:    free_string(ch->pcdata->logoutmessage);
jobo_act.c:    ch->pcdata->logoutmessage = str_dup(argument);
jobo_act.c:    ch->pcdata->quest -= cost;
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
jobo_act.c:    if (ch->pcdata->quest < cost)
jobo_act.c:        sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest);
jobo_act.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN)) SET_BIT(ch->pcdata->jflags, JFLAG_SETLOGIN);
jobo_act.c:    free_string(ch->pcdata->loginmessage);
jobo_act.c:    ch->pcdata->loginmessage = str_dup(argument);
jobo_act.c:    ch->pcdata->quest -= cost;
jobo_act.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET))
jobo_act.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR)) SET_BIT(ch->pcdata->jflags, JFLAG_SETAVATAR);
jobo_act.c:    free_string(ch->pcdata->avatarmessage);
jobo_act.c:    ch->pcdata->avatarmessage = str_dup(argument);
jobo_act.c:    ch->pcdata->quest -= cost;
jobo_comm.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_comm.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_comm.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_comm.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_comm.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_comm.c:            history_free = history_free->next;
jobo_comm.c:        history_new->message = str_dup("");
jobo_comm.c:        history_new->next = history_prev;
jobo_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
jobo_comm.c:    REMOVE_BIT(ch->deaf, channel);
jobo_comm.c:            sprintf( buf, "[#RFLAME#n] %s: #R$t#n",ch->name );
jobo_comm.c:        sprintf( buf, "#W[#cIMMTALK#W] #C%s#W: #c$t#n",ch->name);
jobo_comm.c:        sprintf( buf, "[#GNEWBIE#n] %s: #G$t#7#n",ch->name);
jobo_comm.c:        sprintf( buf, "#R*#7*#R* #7%s #R*#7*#R*#7 '$t'.#n",ch->name);
jobo_comm.c:        sprintf( buf, "[#yIC#n] %s: #y$t#n", ch->name);
jobo_comm.c:    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE)) return;
jobo_comm.c:        if (!str_cmp(ch->pcdata->last_global, argument)) return;
jobo_comm.c:        free_string(ch->pcdata->last_global);
jobo_comm.c:        ch->pcdata->last_global = str_dup(argument);
jobo_comm.c:    for ( d = descriptor_list; d != NULL; d = d->next )
jobo_comm.c:        if (d->connected != CON_PLAYING) continue;
jobo_comm.c:        if ((gch = d->character) == NULL) continue;
jobo_comm.c:        if (IS_SET(gch->deaf, channel)) continue;
jobo_comm.c:        if (channel == CHANNEL_CLASS && !IS_IMMORTAL(gch) && (gch->class != ch->class ))
jobo_comm.c:        if (channel == CHANNEL_YELL && gch->in_room && gch->in_room->area != ch->in_room->area)
jobo_comm.c:                if (gch->pcdata->ignore[i] == ch->pcdata->playerid) ignore = TRUE;
jobo_comm.c:            history_free = history_free->next;
jobo_comm.c:        history_new->message = str_dup("");
jobo_comm.c:        history_new->next = history_prev;
jobo_comm.c:    for (pHistory = ch->pcdata->history; pHistory; pHistory = pHistory_next)
jobo_comm.c:        pHistory_next = pHistory->next;
jobo_comm.c:        free_string(pHistory->message);
jobo_comm.c:        pHistory->next = history_free;
jobo_comm.c:    for (history = ch->pcdata->history; history; history = history->next)
jobo_comm.c:        if (strlen(history->message) > 3)
jobo_comm.c:            sprintf(buf, " %s\n\r", history->message);
jobo_comm.c:        sprintf(message, "#C%-6s #C%-14s #0: #R%-s#n", tbuf,talker->name, xbuf);
jobo_comm.c:        sprintf(message, "#0[#GT#0] #C%-14s #0: #R%-s#n", talker->name, xbuf);
jobo_comm.c:        history_free = history_free->next;
jobo_comm.c:    history->message = str_dup(message);
jobo_comm.c:    history->next = ch->pcdata->history;
jobo_comm.c:    ch->pcdata->history = history;
jobo_comm.c:    for (history = ch->pcdata->history; history; history = history->next)
jobo_comm.c:    history_prev2->next = NULL;
jobo_comm.c:    free_string(history_prev1->message);
jobo_comm.c:    history_prev1->next = history_free;
jobo_comm.c:    if (ch->pcdata->in_progress->text == NULL)
jobo_comm.c:    if (strlen(ch->pcdata->in_progress->text) < 1)
jobo_comm.c:    strcpy(buf, ch->pcdata->in_progress->text);
jobo_comm.c:        free_string(ch->pcdata->in_progress->text);
jobo_comm.c:        ch->pcdata->in_progress->text = NULL;
jobo_comm.c:            ptr--;
jobo_comm.c:    free_string(ch->pcdata->in_progress->text);
jobo_comm.c:    ch->pcdata->in_progress->text = str_dup(buf);
jobo_fight.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_fight.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_fight.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_fight.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_fight.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_fight.c:    if ((victim = ch->fighting) == NULL)
jobo_fight.c:    for (gch=ch->in_room->people; gch!=NULL; gch = gch->next_in_room)
jobo_fight.c:        if (gch->master) continue; // not on charmies
jobo_fight.c:        if (gch == ch->fighting) continue;
jobo_fight.c:        if (gch->fighting != NULL) continue;
jobo_fight.c:        if (gch->level > get_ratio(ch)/2 || gch->level > 2500)
jobo_fight.c:        if (ch->fighting == NULL) return;
jobo_fight.c:            multi_hit(gch,ch->fighting,TYPE_UNDEFINED);
jobo_fight.c:    if (IS_SET(ch->newbits, NEW_IRONMIND))
jobo_fight.c:    SET_BIT(ch->newbits, NEW_IRONMIND);
jobo_fight.c:    if (ch->in_room != NULL)
jobo_fight.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
jobo_fight.c:    if (victim->position > 1)
jobo_fight.c:    if (ch->generation < victim->generation)
jobo_fight.c:    if (victim->generation > 7)
jobo_fight.c:    if (ch->generation == 1)
jobo_fight.c:    sprintf(buf, "#G%s #ohas beaten #L%s #oin combat, and has stolen their generation!#n",ch->pcdata->switchname,
jobo_fight.c:            victim->pcdata->switchname);
jobo_fight.c:    ch->generation -= 1;
jobo_fight.c:    victim->generation += 1;
jobo_fight.c:    ch->fight_timer +=5;
jobo_fight.c:    victim->hit = 1;
jobo_fight.c:    victim->fight_timer = 0;
jobo_fight.c:    sprintf(buf, "%s was genstolen by %s", victim->name, ch->name);
jobo_fight.c:    if (ch->fighting == NULL)
jobo_fight.c:    if (ch->fighting == victim)
jobo_fight.c:    if (victim->fighting == NULL || victim->fighting != ch)
jobo_fight.c:    ch->fighting = victim;
jobo_fight.c:    if (victim->position != POS_MORTAL)
jobo_fight.c:    if (!IS_SET(victim->pcdata->tempflag, TEMP_ARTIFACT))
jobo_fight.c:            if (IS_SET(obj->quest, QUEST_ARTIFACT))
jobo_fight.c:    for (obj = victim->carrying; obj; obj = obj->next_content)
jobo_fight.c:        if (IS_SET(obj->quest, QUEST_ARTIFACT))
jobo_fight.c:    send_to_char("Malfunction - please report this.\n\r", ch);
jobo_fight.c:    victim->level = 2;
jobo_fight.c:    sprintf(buf,"%s was beheaded by %s, the ragnarok continues",victim->name, ch->name);
jobo_fight.c:    ch->fight_timer = 0;
jobo_fight.c:    victim->fight_timer = 0;
jobo_fight.c:    free_string(victim->morph);
jobo_fight.c:    victim->morph = str_dup("");
jobo_fight.c:    do_restore(ch, ch->name);
jobo_fight.c:    do_restore(ch, victim->name);
jobo_fight.c:    REMOVE_BIT(victim->extra, TIED_UP);
jobo_fight.c:    REMOVE_BIT(victim->extra, GAGGED);
jobo_fight.c:    REMOVE_BIT(victim->extra, BLINDFOLDED);
jobo_fight.c:    ch->pcdata->awins++;
jobo_fight.c:    victim->pcdata->alosses++;
jobo_fight.c:    sprintf(buf, "%s was beaten in The Forbidden Fortress by %s.", victim->name, ch->name);
jobo_fight.c:    victim->level = 2;
jobo_king.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_king.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_king.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_king.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_king.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_king.c:    send_to_char("#C------------------------------------------------------------------------------------------#n\n\r",ch);
jobo_king.c:    sprintf(buf, "#C| #L%-14s #C| #L%7s #C| #L%7s #C| #L%12s #C| #L%6s #C| #L%6s #C| #L%6s #C| #L%7s #C|\n\r",
jobo_king.c:                sprintf(pkratio, "0.%-2d",
jobo_king.c:        send_to_char("#C------------------------------------------------------------------------------------------#n\n\r",ch);
jobo_king.c:                "#C| #W%-14s #C| #W%7d #C| #W%7d #C| #W%12s #C| #W%6d #C| #W%6d #C| #W%6d #C| #W%7d #C|#n\n",
jobo_king.c:    send_to_char("#C------------------------------------------------------------------------------------------#n\n\r",ch);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name) &&
jobo_king.c:            str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if ( victim->pcdata->KdefectTimer > current_time && !IS_IMMORTAL(victim) )
jobo_king.c:    if (victim->pcdata->kingdom != 0)
jobo_king.c:    if (victim->max_hit < kingdom_table[ch->pcdata->kingdom].req_hit ||
jobo_king.c:            victim->max_move < kingdom_table[ch->pcdata->kingdom].req_move ||
jobo_king.c:            victim->gold < kingdom_table[ch->pcdata->kingdom].req_qps ||
jobo_king.c:            victim->max_mana < kingdom_table[ch->pcdata->kingdom].req_mana)
jobo_king.c:    if (!IS_SET(victim->pcdata->jflags, JFLAG_WANT_KINGDOM))
jobo_king.c:    victim->pcdata->kingdom = ch->pcdata->kingdom;
jobo_king.c:    victim->gold -= kingdom_table[ch->pcdata->kingdom].req_qps;
jobo_king.c:    kingdom_table[ch->pcdata->kingdom].qps +=
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_qps;
jobo_king.c:            victim->name, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name) &&
jobo_king.c:            str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if (victim->pcdata->kingdom != ch->pcdata->kingdom)
jobo_king.c:    victim->pcdata->kingrank = atoi(arg2);
jobo_king.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_WANT_KINGDOM))
jobo_king.c:        REMOVE_BIT(ch->pcdata->jflags, JFLAG_WANT_KINGDOM);
jobo_king.c:    SET_BIT(ch->pcdata->jflags, JFLAG_WANT_KINGDOM);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (amt > ch->gold)
jobo_king.c:            ch->name, amt);
jobo_king.c:              kingdom_table[ch->pcdata->kingdom].name, "Treasury Grows",
jobo_king.c:    ch->gold -= amt;
jobo_king.c:    kingdom_table[ch->pcdata->kingdom].qps += amt;
jobo_king.c:    if (ch->level > 6)
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name))
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_mana = atoi(argument);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_qps = atoi(argument);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_hit = atoi(argument);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].req_move = atoi(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].general);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].general = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rankl);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rankl = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rankp);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rankp = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank1m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank1m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank2m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank2m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank3m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank3m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank4m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank4m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank5m);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank5m = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank1f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank1f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank2f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank2f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank3f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank3f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank4f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank4f = str_dup(argument);
jobo_king.c:        free_string(kingdom_table[ch->pcdata->kingdom].rank5f);
jobo_king.c:        kingdom_table[ch->pcdata->kingdom].rank5f = str_dup(argument);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name) &&
jobo_king.c:            str_cmp(kingdom_table[ch->pcdata->kingdom].general, ch->name))
jobo_king.c:    if (victim->pcdata->kingdom != ch->pcdata->kingdom)
jobo_king.c:    if (!str_cmp(victim->name, kingdom_table[ch->pcdata->kingdom].leader))
jobo_king.c:    victim->pcdata->kingdom = 0;
jobo_king.c:    victim->pcdata->kingrank = 0;
jobo_king.c:    sprintf(buf, "#W%s #nhas been outcasted from %s#n\n\r", victim->name, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:    if ((i = ch->pcdata->kingdom) == 0)
jobo_king.c:    if (IS_NPC(ch) || ch->level < 7)
jobo_king.c:    victim->pcdata->kingdom = i;
jobo_king.c:    victim->pcdata->kingrank = 0;
jobo_king.c:    stc("#B--==== #RThe WARLIST!!! #B====--#n\n\r\n\r", ch);
jobo_king.c:    int       target = 0, slot = -1;
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:            (ch->pcdata->switchname,
jobo_king.c:             kingdom_table[ch->pcdata->kingdom].leader))
jobo_king.c:        if ((war_table[i].one == ch->pcdata->kingdom
jobo_king.c:                || (war_table[i].two == ch->pcdata->kingdom
jobo_king.c:    war_table[slot].one = ch->pcdata->kingdom;
jobo_king.c:    int       target = 0, slot = -1;
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:            (ch->pcdata->switchname,
jobo_king.c:             kingdom_table[ch->pcdata->kingdom].leader))
jobo_king.c:        if ((war_table[i].one == ch->pcdata->kingdom
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:    if (ch->fight_timer > 0)
jobo_king.c:                get_room_index(kingdom_table[ch->pcdata->kingdom].recall)) ==
jobo_king.c:    if (ch->in_room == location)
jobo_king.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
jobo_king.c:    if ((victim = ch->fighting) != NULL)
jobo_king.c:    if ((mount = ch->mount) == NULL)
jobo_king.c:    char_to_room(mount, ch->in_room);
jobo_king.c:    if (IS_NPC(ch) || ch->level < 1)
jobo_king.c:    if (str_cmp(kingdom_table[ch->pcdata->kingdom].leader, ch->name))
jobo_king.c:    if ( i > kingdom_table[ch->pcdata->kingdom].qps )
jobo_king.c:    kingdom_table[ch->pcdata->kingdom].qps -= i;
jobo_king.c:    ch->gold += i;
jobo_king.c:    sprintf(buf,"You have withdrawn %d gold from %s's Treasury.\n\r", i, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:            ch->name, i, kingdom_table[ch->pcdata->kingdom].whoname, kingdom_table[ch->pcdata->kingdom].qps);
jobo_king.c:    if (ch->pcdata->kingdom == 0)
jobo_king.c:        ch->pcdata->KdefectTimer = current_time + (2 * 24L * 3600L);
jobo_king.c:        sprintf(buf, "#W%s #nhas defected from %s#n\n\r", ch->name, kingdom_table[ch->pcdata->kingdom].whoname);
jobo_king.c:        ch->pcdata->kingdom = 0;
jobo_king.c:        ch->pcdata->kingrank = 0;
jobo_quest.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_quest.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_quest.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_quest.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_quest.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_quest.c:    for (quest = ch->pcdata->quests; quest; quest = quest->next)
jobo_quest.c:        switch (quest->type)
jobo_quest.c:            if (victim->pIndexData->vnum == quest->vnums[0])
jobo_quest.c:            if (victim->pIndexData->vnum == quest->vnums[0])
jobo_quest.c:            if (victim->pIndexData->vnum >= quest->vnums[0] &&
jobo_quest.c:                    victim->pIndexData->vnum <= quest->vnums[1])
jobo_quest.c: * while the mud is operationel - it takes quite a while
jobo_quest.c:    if ((d = ch->desc) == NULL)
jobo_quest.c:        send_to_char("Unable to create questlist.txt - terminating attempt\n\r", ch);
jobo_quest.c:    for (area = area_first; area && !found; area = area->next)
jobo_quest.c:        sprintf(buf, "Processing %s....", area->name);
jobo_quest.c:        fprintf(fp, "/* %s */\n", area->name);
jobo_quest.c:        for (vnum = area->lvnum; vnum <= area->uvnum; vnum++)
jobo_quest.c:                if (pMobIndex->level < iMin || pMobIndex->level > iMax) continue;
jobo_quest.c:                for (vnum2 = area->lvnum; vnum2 <= area->uvnum; vnum2++)
jobo_quest.c:                        for (pReset = pRoom->reset_first; pReset; pReset = pReset->next)
jobo_quest.c:                            switch (pReset->command)
jobo_quest.c:                                if ((pMobIndex = get_mob_index(pReset->arg1)) != NULL)
jobo_quest.c:                                    if (pMobIndex->vnum == vnum) found = TRUE;
jobo_quest.c:        if (area->next) write_to_descriptor(d, "Ok!\n\r", 0);
jobo_quest.c:        -1
jobo_quest.c:    for (count = 0; mob_table[count] != -1; count++) ;
jobo_quest.c:    vnum = number_range(0, count-1);
jobo_quest.c:            if (pObjIndex->item_type == ITEM_MONEY) continue;
jobo_quest.c:            if ((area = pObjIndex->area) != NULL)
jobo_quest.c:                for (i = area->lvnum; i <= area->uvnum; i++)
jobo_quest.c:                        for (pReset = pRoom->reset_first; pReset; pReset = pReset->next)
jobo_quest.c:                            switch (pReset->command)
jobo_quest.c:                                if ((pObjIndex = get_obj_index(pReset->arg1)) != NULL)
jobo_quest.c:                                    if (pObjIndex->vnum == vnum) found = TRUE;
jobo_quest.c:    obj->ownerid = ch->pcdata->playerid;
jobo_quest.c:    SET_BIT(obj->extra_flags, ITEM_NOLOCATE);
jobo_quest.c:    obj->timer = 25; // so it will eventually decay...
jobo_quest.c:        -1
jobo_quest.c:    for (count = 0; questmob_table[count] != -1; count++) ;
jobo_quest.c:    vnum = number_range(0, count-1);
jobo_quest.c:        -1
jobo_quest.c:    for (count = 0; questmob_table[count] != -1; count++) ;
jobo_quest.c:    vnum = number_range(0, count-1);
jobo_quest.c:    for (quest = ch->pcdata->quests; quest; quest = quest->next)
jobo_quest.c:        switch (quest->type)
jobo_quest.c:            sprintf(buf, "Do_showquests: %s has bad quest type %d.", ch->name, quest->type);
jobo_quest.c:            if ((pMobIndex1 = get_mob_index(quest->vnums[0])) == NULL && quest->vnums[0] != -1)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[0]);
jobo_quest.c:            if ((pMobIndex2 = get_mob_index(quest->giver)) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver);
jobo_quest.c:                    pMobIndex2->short_descr);
jobo_quest.c:            if (quest->vnums[0] != -1)
jobo_quest.c:                sprintf(buf, " * Find and slay #R%s#n.\n\r", pMobIndex1->short_descr);
jobo_quest.c:                sprintf(buf, " * You have #C%d#n hours to complete the quest.\n\r", quest->time);
jobo_quest.c:                sprintf(buf, " * You have #C%d#n hours to return to the questgiver.\n\r", quest->time);
jobo_quest.c:            if ((pMobIndex2 = get_mob_index(quest->giver)) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver);
jobo_quest.c:            for (gch = char_list; gch && !found2; gch = gch->next)
jobo_quest.c:                if (gch->pcdata->playerid == quest->vnums[0])
jobo_quest.c:                    pMobIndex2->short_descr);
jobo_quest.c:            if (quest->vnums[0] != -1)
jobo_quest.c:                        found2 ? ich->name : "someone");
jobo_quest.c:                sprintf(buf, " * You have #C%d#n hours to complete the quest.\n\r", quest->time);
jobo_quest.c:                sprintf(buf, " * You have #C%d#n hours to return to the questgiver.\n\r", quest->time);
jobo_quest.c:            if ((pObjIndex = get_obj_index(quest->vnums[0])) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest item %d.", ch->name, quest->vnums[0]);
jobo_quest.c:            if ((pMobIndex2 = get_mob_index(quest->giver)) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver);
jobo_quest.c:                    pMobIndex2->short_descr);
jobo_quest.c:            sprintf(buf, " * Find and return #R%s#n.\n\r", pObjIndex->short_descr);
jobo_quest.c:            sprintf(buf, " * You have #C%d#n hours to complete the quest.\n\r", quest->time);
jobo_quest.c:            if ((pMobIndex1 = get_mob_index(quest->vnums[0])) == NULL && quest->vnums[0] != -1)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[0]);
jobo_quest.c:            if ((pObjIndex = get_obj_index(quest->vnums[1])) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest item %d.", ch->name, quest->vnums[1]);
jobo_quest.c:            if ((pMobIndex2 = get_mob_index(quest->giver)) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver);
jobo_quest.c:                    pMobIndex2->short_descr);
jobo_quest.c:            if (quest->vnums[0] != -1)
jobo_quest.c:                sprintf(buf, " * Find and slay #R%s#n.\n\r", pMobIndex1->short_descr);
jobo_quest.c:            sprintf(buf, " * Find and return #R%s#n.\n\r", pObjIndex->short_descr);
jobo_quest.c:            sprintf(buf, " * You have #C%d#n hours to complete the quest.\n\r", quest->time);
jobo_quest.c:            if ((pMobIndex1 = get_mob_index(quest->vnums[0])) == NULL && quest->vnums[0] != -1)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[0]);
jobo_quest.c:            if ((pMobIndex3 = get_mob_index(quest->vnums[1])) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[1]);
jobo_quest.c:            if ((pMobIndex2 = get_mob_index(quest->giver)) == NULL)
jobo_quest.c:                sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver);
jobo_quest.c:                    pMobIndex2->short_descr);
jobo_quest.c:            if (quest->vnums[3] >= quest->vnums[2])
jobo_quest.c:                sprintf(buf, " * You have #C%d#n hours to return to the questgiver.\n\r", quest->time);
jobo_quest.c:                sprintf(buf, " * Find and slay #C%d#n monsters ranging from\n\r", quest->vnums[2] - quest->vnums[3]);
jobo_quest.c:                sprintf(buf, "   #R%s#n to #R%s#n.\n\r", pMobIndex1->short_descr, pMobIndex3->short_descr);
jobo_quest.c:                sprintf(buf, " * You have #C%d#n hours to complete the quest.\n\r", quest->time);
jobo_quest.c:        quest_free = quest_free->next;
jobo_quest.c:    quest_new->next    = ch->pcdata->quests;
jobo_quest.c:    ch->pcdata->quests = quest_new;
jobo_quest.c:    if (ch->pcdata->quests == NULL)
jobo_quest.c:    if (quest == ch->pcdata->quests)
jobo_quest.c:        ch->pcdata->quests = quest->next;
jobo_quest.c:        for (prev = ch->pcdata->quests; prev; prev = prev->next)
jobo_quest.c:            if (prev->next == quest)
jobo_quest.c:                prev->next = quest->next;
jobo_quest.c:    quest->next = quest_free;
jobo_quest.c:    if (IS_SET(ch->pcdata->tempflag, TEMP_EDGE)) value *= 1.1;
jobo_quest.c:    if (ch->pcdata->time_tick > 49)
jobo_quest.c:        value *= 100 + ch->pcdata->time_tick/10;
jobo_quest.c:    obj->value[0] = value;
jobo_quest.c:    obj->level = value;
jobo_quest.c:    obj->cost = 1000;
jobo_quest.c:    obj->item_type = ITEM_QUEST;
jobo_quest.c:    free_string(obj->name);
jobo_quest.c:    obj->name = str_dup("quest token");
jobo_quest.c:    free_string(obj->short_descr);
jobo_quest.c:    obj->short_descr = str_dup(buf);
jobo_quest.c:    free_string(obj->description);
jobo_quest.c:    obj->description = str_dup(buf);
jobo_quest.c:    ch->pcdata->questsrun++;
jobo_quest.c:    ch->pcdata->questtotal += value;
jobo_quest.c:    if (questmaster->quest_fun != 0)
jobo_quest.c:        for (quest = ch->pcdata->quests; quest && !found; quest = quest->next)
jobo_quest.c:            if (quest->giver != questmaster->pIndexData->vnum) continue;
jobo_quest.c:            switch (quest->type)
jobo_quest.c:                if (quest->vnums[0] != -1)
jobo_quest.c:                if (quest->vnums[0] != -1)
jobo_quest.c:                if (obj->pIndexData->vnum != quest->vnums[0])
jobo_quest.c:                if (quest->vnums[0] != -1)
jobo_quest.c:                if (obj->pIndexData->vnum != quest->vnums[1])
jobo_quest.c:                if (quest->vnums[2] > quest->vnums[3])
jobo_quest.c:            (*questmaster->quest_fun)(questmaster, ch, "complete");
jobo_quest.c:    if (questmaster->quest_fun != 0)
jobo_quest.c:        for (quest = ch->pcdata->quests; quest; quest = quest->next)
jobo_quest.c:            if (quest->giver == questmaster->pIndexData->vnum)
jobo_quest.c:        (*questmaster->quest_fun)(questmaster, ch, "gain");
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        for (d = descriptor_list; d && !found; d = d->next)
jobo_quest.c:            if (d->connected == CON_PLAYING && d->lookup_status == STATUS_DONE)
jobo_quest.c:                if ((gch = d->character) == NULL) continue;
jobo_quest.c:        new_quest.giver     = questmaster->pIndexData->vnum;
jobo_quest.c:        new_quest.vnums[0]  = gch->pcdata->playerid;
jobo_save.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_save.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_save.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_save.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_save.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_save.c:    if (ch->level >=LEVEL_IMMORTAL) return;
jobo_save.c:    if (get_ratio(ch) > leader_board.pkscore_number || !str_cmp(leader_board.pkscore_name, ch->name))
jobo_save.c:        leader_board.pkscore_name = str_dup(ch->name);
jobo_save.c:    if (ch->mkill > leader_board.mobkills_number)
jobo_save.c:        leader_board.mobkills_number = ch->mkill;
jobo_save.c:        leader_board.mobkills_name = str_dup(ch->name);
jobo_save.c:    if (ch->pkill > leader_board.pk_number)
jobo_save.c:        leader_board.pk_number = ch->pkill;
jobo_save.c:        leader_board.pk_name = str_dup(ch->name);
jobo_save.c:    if (ch->gold > leader_board.quest_number)
jobo_save.c:        leader_board.quest_number = ch->gold;
jobo_save.c:        leader_board.quest_name = str_dup(ch->name);
jobo_save.c:    if ((get_age(ch)-17) * 2 > leader_board.time_number)
jobo_save.c:        leader_board.time_number = (get_age(ch) - 17) * 2;
jobo_save.c:        leader_board.time_name = str_dup(ch->name);
jobo_save.c:    if (ch->pcdata->awins > leader_board.arena_number)
jobo_save.c:        leader_board.arena_number = ch->pcdata->awins;
jobo_save.c:        leader_board.arena_name = str_dup(ch->name);
jobo_save.c:    for (i = 0; i < (MUDINFO_MAX - 2); i++)
jobo_save.c:    mudinfo[MUDINFO_MAX - 2] = 0;
jobo_save.c:    mudinfo[MUDINFO_MAX - 1] = 0;
jobo_save.c:    c = b - c;
jobo_save.c:    c = b - c;
jobo_save.c:    for (i = 0; i < (MUDINFO_MAX - 2); i++)
jobo_save.c:        p->name = str_dup(name);
jobo_save.c:        p->reason = fread_string(fp);
jobo_save.c:        p->next = newbieban_list;
jobo_save.c:    for (p = newbieban_list; p; p = p->next)
jobo_save.c:        fprintf(fp, "%s\n", p->name);
jobo_save.c:        fprintf(fp, "%s~\n", p->reason);
jobo_save.c:        log_string("Non-fatal error: votes.txt not found!");
jobo_save.c:        poll->name   = str_dup(name);
jobo_save.c:        poll->expire = fread_number(fp);
jobo_save.c:            poll->options[i] = fread_string(fp);
jobo_save.c:            poll->vcount[i]  = fread_number(fp);
jobo_save.c:        poll->next = poll_list;
jobo_save.c:    sprintf(strsave, "../votes/%s", poll->name);
jobo_save.c:        vote->pname = str_dup(name);
jobo_save.c:        vote->phost = fread_string(fp);
jobo_save.c:        vote->choice = fread_number(fp);
jobo_save.c:        vote->next = poll->votes;
jobo_save.c:        poll->votes = vote;
jobo_save.c:        log_string("Non-fatal error: could not save votes.txt!");
jobo_save.c:    for (poll = poll_list; poll; poll = poll->next)
jobo_save.c:        fprintf(fp, "%s\n", poll->name);
jobo_save.c:        fprintf(fp, "%ld\n", poll->expire);
jobo_save.c:            fprintf(fp, "%s~\n", poll->options[i]);
jobo_save.c:            fprintf(fp, "%d\n", poll->vcount[i]);
jobo_save.c:    sprintf(strsave, "../votes/%s", poll->name);
jobo_save.c:        log_string("Non-fatal error: could not save vote file!");
jobo_save.c:    for (vote = poll->votes; vote; vote = vote->next)
jobo_save.c:        fprintf(fp, "%-12s %-40s~ %2d\n", vote->pname, vote->phost, vote->choice);
jobo_save.c:        p->name = str_dup(name);
jobo_save.c:        p->reason = fread_string(fp);
jobo_save.c:        p->next = ban_list;
jobo_save.c:    for (p = ban_list; p; p = p->next)
jobo_save.c:        fprintf(fp, "%s\n", p->name);
jobo_save.c:        fprintf(fp, "%s~\n", p->reason);
jobo_save.c:        log_string("Non-fatal error: changes.txt not found!");
jobo_save.c:        change->imm  = str_dup(name);
jobo_save.c:        change->date = fread_string(fp);
jobo_save.c:        change->text = fread_string(fp);
jobo_save.c:            change_list->prev = change;
jobo_save.c:        change->next = change_list;
jobo_save.c:    for (change = change_last; change; change = change->prev)
jobo_save.c:        fprintf(fp, "%s\n", change->imm);
jobo_save.c:        fprintf(fp, "%s~\n", change->date);
jobo_save.c:        fprintf(fp, "%s~\n", change->text);
jobo_shop.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_shop.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_shop.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_shop.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_shop.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_shop.c:    for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room)
jobo_shop.c:        if (!keeper->shop_fun) continue;
jobo_shop.c:        (*keeper->shop_fun)(keeper, ch, buf);
jobo_shop.c:    for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room)
jobo_shop.c:        if (!keeper->shop_fun) continue;
jobo_shop.c:        (*keeper->shop_fun)(keeper, ch, "list");
jobo_shop.c:    if (keeper->shop_fun != 0)
jobo_shop.c:        (*keeper->shop_fun)(keeper, ch, argument);
jobo_shop.c:        if (!keeper->carrying)
jobo_shop.c:            for (obj = keeper->carrying; obj; obj = obj->next_content)
jobo_shop.c:                sprintf(buf, " * %-32s   %4d\n\r", obj->short_descr, obj->cost);
jobo_shop.c:        if (!keeper->carrying)
jobo_shop.c:            for (obj = keeper->carrying; obj; obj = obj->next_content)
jobo_shop.c:                if (is_full_name(item, obj->name))
jobo_shop.c:                    if (ch->gold < obj->cost 
jobo_shop.c:			&& ch->silver < obj->cost * 10
jobo_shop.c:			&& ch->copper < obj->cost * 100)
jobo_shop.c:		    if (ch->copper >= obj->cost * 100)
jobo_shop.c:			ch->copper -= obj->cost * 100;
jobo_shop.c:                        sprintf(buf, "You spend %lli Copper and ", obj->cost * 100);
jobo_shop.c:		else if (ch->silver >= obj->cost * 10)
jobo_shop.c:			ch->silver -= obj->cost * 10;
jobo_shop.c:                        sprintf(buf, "You spend %lli Silver and ", obj->cost * 10);
jobo_shop.c:		else if (ch->gold >= obj->cost)
jobo_shop.c:			ch->gold -= obj->cost;
jobo_shop.c:                        sprintf(buf, "You spend %lli Gold and ", obj->cost);
jobo_shop.c:		else if (ch->platinum >= obj->cost / 10)
jobo_shop.c:			ch->platinum -= obj->cost / 10;
jobo_shop.c:                        sprintf(buf, "You spend %lli Platinum and ", obj->cost * 10);
jobo_shop.c:                    if (obj->item_type == ITEM_TREASURE && obj->ammo !=0 && obj->guncapacity > 0)
jobo_shop.c:                        if (obj->ammo == 45) ch->ammo[1] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 40) ch->ammo[2] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 10) ch->ammo[4] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 357) ch->ammo[5] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 12) ch->ammo[7] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 9) ch->ammo[3] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 44) ch->ammo[6] += obj->guncapacity;
jobo_shop.c:			if (obj->ammo == 76239) ch->ammo[8] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 223) ch->ammo[9] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 3030) ch->ammo[10] += obj->guncapacity;
jobo_shop.c:                        if (obj->ammo == 3006) ch->ammo[11] += obj->guncapacity;
jobo_shop.c:                        sprintf(buf, "%s\n\r",obj->short_descr);
jobo_shop.c://                    if (obj->item_type != ITEM_TREASURE && obj->ammo == 0)
jobo_shop.c:                    obj = create_object(get_obj_index(obj->pIndexData->vnum), 50);
jobo_shop.c://                    obj->ownerid = ch->pcdata->playerid;
jobo_shop.c:        if (!ch->carrying)
jobo_shop.c:            for (obj = ch->carrying; obj; obj = obj->next_content)
jobo_shop.c:                if (is_full_name(item, obj->name))
jobo_shop.c:                    ch->gold += obj->cost;
jobo_shop.c://          obj = create_object(get_obj_index(obj->pIndexData->vnum), 50);
jobo_shop.c:                    if (obj->questowner != NULL)
jobo_shop.c:                        free_string(obj->questowner);
jobo_shop.c:                keeper->short_descr);
jobo_shop.c:            if (ch->gold < cost)
jobo_shop.c:            ch->hit += number_range(1000, 2000);
jobo_shop.c:            if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
jobo_shop.c:            ch->mana += number_range(1000, 2000);
jobo_shop.c:            if (ch->mana > ch->max_mana) ch->mana = ch->max_mana;
jobo_shop.c:            ch->move += number_range(1000, 2000);
jobo_shop.c:            if (ch->move > ch->max_move) ch->move = ch->max_move;
jobo_shop.c:            ch->gold -= cost;
jobo_shop.c:            if (ch->gold < cost)
jobo_shop.c:            af.modifier  = keeper->level/10;
jobo_shop.c:            af.modifier  = keeper->level/10;
jobo_shop.c:            ch->gold -= cost;
jobo_update.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_update.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_update.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_update.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_update.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_update.c:    for (ch = char_list; ch; ch = ch->next)
jobo_update.c:        if (!ch->tracking) continue;
jobo_update.c:        if (ch->hunting == NULL)
jobo_update.c:            ch->hunting = str_dup("");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:            sprintf(buf, "Update_trackers: %s NULL hunter.", ch->name);
jobo_update.c:        if (strlen(ch->hunting) < ch->hunt_pointer)
jobo_update.c:            sprintf(buf, "%s %d", ch->hunting, ch->hunt_pointer);
jobo_update.c:            replace_string(ch->hunting, "");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:            sprintf(buf, "Update_trackers: %s out of bound.", ch->name);
jobo_update.c:        switch (ch->hunting[ch->hunt_pointer])
jobo_update.c:            replace_string(ch->hunting, "");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:            sprintf(buf, "Update_trackers: %s bad direction.", ch->name);
jobo_update.c:            for (victim = ch->in_room->people; victim && !found; victim = victim->next_in_room)
jobo_update.c:                if (victim->pcdata->playerid != ch->hunt_playerid) continue;
jobo_update.c:                replace_string(ch->hunting, "");
jobo_update.c:                ch->hunt_pointer = 0;
jobo_update.c:                ch->hunt_playerid = 0;
jobo_update.c:                ch->tracking = FALSE;
jobo_update.c:            for (victim = char_list; victim && !found; victim = victim->next)
jobo_update.c:                if (victim->pcdata->playerid != ch->hunt_playerid) continue;
jobo_update.c:                if (!victim->in_room || !ch->in_room) continue;
jobo_update.c:                if (victim->in_room->area != ch->in_room->area) continue;
jobo_update.c:                replace_string(ch->hunting, path);
jobo_update.c:                ch->hunt_pointer = 0;
jobo_update.c:            replace_string(ch->hunting, "");
jobo_update.c:            ch->hunt_pointer = 0;
jobo_update.c:            ch->hunt_playerid = 0;
jobo_update.c:            ch->tracking = FALSE;
jobo_update.c:        ch->hunt_pointer++;
jobo_update.c:    for (ch = char_list; ch; ch = ch->next)
jobo_update.c:        if (!IS_SET(ch->act, PLR_MUSIC)) continue;
jobo_update.c:        if (ch->pcdata->prev_area && ch->in_room)
jobo_update.c:            if (ch->pcdata->prev_area != ch->in_room->area)
jobo_update.c:                ch->pcdata->prev_area = ch->in_room->area;
jobo_update.c:        else if (ch->in_room)
jobo_update.c:            ch->pcdata->prev_area = ch->in_room->area;
jobo_update.c:    for (gch = char_list; gch; gch = gch->next)
jobo_update.c:        REMOVE_BIT(gch->pcdata->tempflag, TEMP_EDGE);
jobo_update.c:    SET_BIT(ch->pcdata->tempflag, TEMP_EDGE);
jobo_util.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_util.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_util.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_util.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_util.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_util.c: * Knuth-Morris-Pratt Pattern Matching Algorithm (sensitive)
jobo_util.c:            else if (j > 0) j = f[j - 1];
jobo_util.c:                j = f[j-1];
jobo_util.c: * Knuth-Morris-Pratt Pattern Matching Algorithm (insensitive)
jobo_util.c:            else if (j > 0) j = f[j - 1];
jobo_util.c:                j = f[j-1];
jobo_util.c:        obj->level = 1;
jobo_util.c:        free_string(obj->short_descr);
jobo_util.c:        free_string(obj->name);
jobo_util.c:        free_string(obj->description);
jobo_util.c:        obj->short_descr = str_dup("A prize token");
jobo_util.c:        obj->description = str_dup("A token lies on the floor");
jobo_util.c:        obj->name = str_dup("prize token");
jobo_util.c:        obj->value[0] = number_range(100,300);
jobo_util.c:        obj->item_type = ITEM_QUEST;
jobo_util.c:    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
jobo_util.c:        obj_next = obj->next_content;
jobo_util.c:        if ( obj->wear_loc != WEAR_NONE )
jobo_util.c:    while ( ch->affected )
jobo_util.c:        affect_remove( ch, ch->affected );
jobo_util.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo_util.c:    REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
jobo_util.c:    ch->affected_by      = 0;
jobo_util.c:    ch->armor            = 100;
jobo_util.c:    ch->hit              = UMAX( 1, ch->hit  );
jobo_util.c:    ch->mana             = UMAX( 1, ch->mana );
jobo_util.c:    ch->move             = UMAX( 1, ch->move );
jobo_util.c:    ch->hitroll          = 0;
jobo_util.c:    ch->damroll          = 0;
jobo_util.c:    ch->saving_throw     = 0;
jobo_util.c:    ch->pcdata->mod_str  = 0;
jobo_util.c:    ch->pcdata->mod_int  = 0;
jobo_util.c:    ch->pcdata->mod_wis  = 0;
jobo_util.c:    ch->pcdata->mod_dex  = 0;
jobo_util.c:    ch->pcdata->mod_con  = 0;
jobo_util.c:    ch->pcdata->followers = 0;
jobo_util.c:    if (IS_POLYAFF(ch, POLY_ZULOFORM)) REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
jobo_util.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_util.c:        if (d->character && d->connected == CON_PLAYING)
jobo_util.c:            d->character->fight_timer = 0;
jobo_util.c:            d->character->pcdata->safe_counter = 5;
jobo_util.c:            do_call(d->character,"all");
jobo_util.c:            do_restore(d->character,"self");
jobo_util.c:    size = strlen2(ch->pcdata->logoutmessage);
jobo_util.c:    ptr2  = "#G+#g-#G+ #WLeaves #G+#g-#G+#n ";
jobo_util.c:    dmess = ch->pcdata->logoutmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she  [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her [URANGE(1, ch->sex, 2)];
jobo_util.c:    for (d = descriptor_list; d; d = d->next)
jobo_util.c:        if (d->lookup_status != STATUS_DONE) continue;
jobo_util.c:        if (d->connected != CON_PLAYING ) continue;
jobo_util.c:        write_to_buffer( d, buf, ptr - buf );
jobo_util.c:    size = strlen2(ch->pcdata->tiemessage);
jobo_util.c:    ptr2  = "#C<- #RTie #C->#n ";
jobo_util.c:    dmess = ch->pcdata->tiemessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she  [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = victim->name;
jobo_util.c:            i = his_her [URANGE(1, victim->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, victim->sex, 2)];
jobo_util.c:            i = he_she  [URANGE(1, victim->sex, 2)];
jobo_util.c:    for (d = descriptor_list; d; d = d->next)
jobo_util.c:        if (d->lookup_status != STATUS_DONE) continue;
jobo_util.c:        if (d->connected != CON_PLAYING ) continue;
jobo_util.c:        write_to_buffer( d, buf, ptr - buf );
jobo_util.c:    size = strlen2(ch->pcdata->loginmessage);
jobo_util.c:    ptr2  = "#W=#B-#W= #GEnters #W=#B-#W=#n ";
jobo_util.c:    dmess = ch->pcdata->loginmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she  [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her [URANGE(1, ch->sex, 2)];
jobo_util.c:    for (d = descriptor_list; d; d = d->next)
jobo_util.c:        if (d->lookup_status != STATUS_DONE) continue;
jobo_util.c:        if (d->connected != CON_PLAYING ) continue;
jobo_util.c:        write_to_buffer( d, buf, ptr - buf );
jobo_util.c:    size = strlen2(ch->pcdata->avatarmessage);
jobo_util.c:    ptr2  = "#C<- #RAvatar #C->#n ";
jobo_util.c:    dmess = ch->pcdata->avatarmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she  [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her [URANGE(1, ch->sex, 2)];
jobo_util.c:    for (d = descriptor_list; d; d = d->next)
jobo_util.c:        if (d->lookup_status != STATUS_DONE) continue;
jobo_util.c:        if (d->connected != CON_PLAYING ) continue;
jobo_util.c:        write_to_buffer( d, buf, ptr - buf );
jobo_util.c:    if ((ch->pkill + ch->pdeath) == 0) ratio = 0; // to avoid divide by zero.
jobo_util.c:    else if (ch->pkill > ch->pdeath)
jobo_util.c:        ratio = ch->pkill * 100 * ((ch->pkill * ch->pkill) - (ch->pdeath * ch->pdeath))/((ch->pkill + ch->pdeath) * (ch->pkill + ch->pdeath));
jobo_util.c:    else if (ch->pkill > 0)
jobo_util.c:        ratio = (-100) * (ch->pdeath - ch->pkill) / ch->pkill;
jobo_util.c:        ratio = (-100) * ch->pdeath;
jobo_util.c:    if (ch->level > 6) return FALSE;
jobo_util.c:    for (gch = char_list; gch; gch = gch->next)
jobo_util.c:        if (gch->level > 6) continue;
jobo_util.c:        if (strlen(gch->lasthost) > 2)
jobo_util.c:            if (gch->desc)
jobo_util.c:                if (!str_cmp(gch->desc->host, ch->desc->host))
jobo_util.c:                    sprintf(buf,"%s has connected from the same IP as %s", ch->name, gch->name);
jobo_util.c:            else if (!str_cmp(gch->lasthost, ch->desc->host))
jobo_util.c:                sprintf(buf,"%s has connected from the same IP as %s", ch->name, gch->name);
jobo_util.c:    if (ch->level > 6) return FALSE;
jobo_util.c:        for (paf = obj->pIndexData->affected; paf; paf = paf->next)
jobo_util.c:            if (paf->location == APPLY_HIT)
jobo_util.c:                objhps += paf->modifier;
jobo_util.c:        for (paf = obj->affected; paf; paf = paf->next)
jobo_util.c:            if (paf->location == APPLY_HIT)
jobo_util.c:                objhps += paf->modifier;
jobo_util.c:    hps = (ch->max_hit - (spellhps + objhps));
jobo_util.c:    if ((hps -= 10000) > 10000) limit += 20;
jobo_util.c:    if ((hps -= 10000) > 10000) limit += 30;
jobo_util.c:    if ((hps -= 10000) > 10000) limit += 40;
jobo_util.c:    if ((hps -= 10000) > 10000) limit += 50;
jobo_util.c:    if ((hps -= 10000) > 10000) limit += 60;
jobo_util.c:    limit += ch->pdeath;
jobo_util.c:    if (limit > ch->pkill) return FALSE;
jobo_util.c:    sprintf(buf, "#C<- #RDeath #C->#n %s\n\r", str);
jobo_util.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_util.c:        if (d->connected == CON_PLAYING && d->character != NULL)
jobo_util.c:            send_to_char(buf, d->character);
jobo_util.c:    sprintf(buf, "#C<- #RAvatar #C->#n %s\n\r", str);
jobo_util.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_util.c:        if (d->connected == CON_PLAYING && d->character != NULL)
jobo_util.c:            send_to_char(buf, d->character);
jobo_util.c:    sprintf(buf, "#G+#g-#G+ #WLeaves #G+#g-#G+#n %s\n\r", str);
jobo_util.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_util.c:        if (d->connected == CON_PLAYING && d->character != NULL)
jobo_util.c:            send_to_char(buf, d->character);
jobo_util.c:    sprintf(buf, "#W=#B-#W= #GEnters #W=#B-#W=#n %s\n\r", str);
jobo_util.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_util.c:        if (d->connected == CON_PLAYING && d->character != NULL)
jobo_util.c:            send_to_char(buf, d->character);
jobo_util.c:        send_to_char(buf, d->character);
jobo_util.c:        for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
jobo_util.c:            if (paf->location == APPLY_HIT)
jobo_util.c:                objhps += paf->modifier;
jobo_util.c:        for (paf = obj->affected; paf; paf = paf->next)
jobo_util.c:            if (paf->location == APPLY_HIT)
jobo_util.c:                objhps += paf->modifier;
jobo_util.c:    might = (ch->max_hit - (spellhps + objhps))/100;
jobo_util.c:    for (i = 0; i < 5; i++)  might += UMIN(2, ch->spl[i]/100);
jobo_util.c:    for (i = 0; i < 13; i++) might += UMIN(4, ch->wpn[i]/50);
jobo_util.c:    for (i = 1; i < 11; i++) might += UMIN(4, ch->stance[i]/50);
jobo_util.c:    if (IS_SET(ch->newbits, NEW_MASTERY)) might += 2;
jobo_util.c:    if (ch->pcLegacy > 0)
jobo_util.c:        might += ch->pcLegacy * 50;
jobo_util.c:    if (ch->pcstyle[1] == 200) might += 150;
jobo_util.c:    if (ch->pcstyle[2] == 200) might += 150;
jobo_util.c:    if (ch->pcstyle[3] == 200) might += 150;
jobo_util.c:    if (IS_SET(ch->pcdata->jflags, JFLAG_SS5)) might += 250;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS4)) might += 200;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS3)) might += 150;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS2)) might += 100;
jobo_util.c:    else if (IS_SET(ch->pcdata->jflags, JFLAG_SS1)) might += 50;
jobo_util.c:    paf.duration       = -1;
jobo_util.c:    paf.duration       = -1;
jobo_util.c:    if (ch->pcdata->revision == CURRENT_REVISION) return;
jobo_util.c:    switch (ch->pcdata->revision)
jobo_util.c:            ch->pcdata->revision++;
jobo_util.c:    if (!ch->in_room) return FALSE;
jobo_util.c:    if (ch->in_room->vnum >= 151 && ch->in_room->vnum <= 170) return TRUE;
jobo_util.c:    if (!ch->in_room) return FALSE;
jobo_util.c:    if (ch->in_room->vnum >= 101 && ch->in_room->vnum <= 150) return TRUE;
jobo_util.c:        for (i = 0; i < (MUDINFO_MAX - 2); i++)
jobo_util.c:        mudinfo[MUDINFO_BYTE] -= 1048576;
jobo_util.c:        mudinfo[MUDINFO_BYTE_S] -= 1048576;
jobo_util.c:    for (d = descriptor_list; d; d = d->next)
jobo_util.c:        if (d->connected == CON_PLAYING && d->lookup_status == STATUS_DONE)
jobo_util.c:            if (d->character)
jobo_util.c://                if (d->character->level < 7)
jobo_util.c:                if (d->out_compress) mudinfo[MUDINFO_MCCP_USERS]++;
jobo_util.c:                if (IS_SET(d->character->act, PLR_SOUND)) mudinfo[MUDINFO_MSP_USERS]++;
jobo_util.c:        dclose_next = dclose->next;
jobo_util.c:        if (dclose->lookup_status != STATUS_CLOSED) continue;
jobo_util.c:            descriptor_list = descriptor_list->next;
jobo_util.c:            for (d = descriptor_list; d && d->next != dclose; d = d->next)
jobo_util.c:            if (d->connected == CON_NEGOTIATE_PROTOCOL1 || d->connected == CON_NEGOTIATE_PROTOCOL1)
jobo_util.c:                d->next = dclose->next;
jobo_util.c:        free_string( dclose->host );
jobo_util.c:        free_mem( dclose->outbuf, dclose->outsize );
jobo_util.c:        if (dclose->out_compress)
jobo_util.c:            deflateEnd(dclose->out_compress);
jobo_util.c:            free_mem(dclose->out_compress_buf, COMPRESS_BUF_SIZE);
jobo_util.c:            free_mem(dclose->out_compress, sizeof(z_stream));
jobo_util.c:        close( dclose->descriptor );
jobo_util.c:        dclose->next        = descriptor_free;
jobo_util.c:        area_affect_free = area_affect_free->next;
jobo_util.c:    paf_new->next   = pArea->affects;
jobo_util.c:    pArea->affects  = paf_new;
jobo_util.c:    if (pArea->affects == NULL)
jobo_util.c:    if (paf == pArea->affects)
jobo_util.c:        pArea->affects = paf->next;
jobo_util.c:        for (prev = pArea->affects; prev; prev = prev->next)
jobo_util.c:            if (prev->next == paf)
jobo_util.c:                prev->next = paf->next;
jobo_util.c:    paf->next        = area_affect_free;
jobo_util.c:    for (paf = pArea->affects; paf; paf = paf->next)
jobo_util.c:        if (paf->type == affect)
jobo_util.c:            if (religion != 0 && paf->religion != religion) continue;
jobo_util.c:    strtime[strlen(strtime)-1] = '\0';
jobo_util.c:        dummy_next = dummy->next;
jobo_util.c:        if (dummy->status == 1) continue;  // being used
jobo_util.c:            dummy_list = dummy_list->next;
jobo_util.c:            for (prev = dummy_list; prev && prev->next != dummy; prev = prev->next)
jobo_util.c:                prev->next = dummy->next;
jobo_util.c:            dummy->next = dummy_free;
jobo_util.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_util.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
jobo_util.c:        str = pHelp->keyword;
jobo_util.c:        if (pHelp->level > ch->level)
jobo_util.c:            sprintf (buf + strlen (buf), "  %-22.22s%s", keyword,
jobo_util.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
jobo_util.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
jobo_util.c:        if (pHelp->level > ch->level) continue;
jobo_util.c:        str = pHelp->keyword;
jobo_util.c:    if (ch->level != 3 || victim->level != 3) return FALSE;
jobo_util.c:    if (!str_cmp(ch->pcdata->retaliation, victim->name)) return TRUE;
jobo_util.c:    if (!str_cmp(ch->pcdata->last_decap[0], victim->name)) return FALSE;
jobo_util.c:    if (iAggr >= 150) iAggr += ch->pcdata->mean_paradox_counter * 20;
jobo_util.c:    if (iDef >= 150) iDef += victim->pcdata->mean_paradox_counter * 20;
jobo_util.c:    size = strlen2(ch->pcdata->decapmessage);
jobo_util.c:    ptr2  = "#C<- #RDeath #C->#n ";
jobo_util.c:    dmess = ch->pcdata->decapmessage;
jobo_util.c:            i = ch->name;
jobo_util.c:            i = he_she  [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = his_her [URANGE(1, ch->sex, 2)];
jobo_util.c:            i = victim->name;
jobo_util.c:            i = his_her [URANGE(1, victim->sex, 2)];
jobo_util.c:            i = him_her [URANGE(1, victim->sex, 2)];
jobo_util.c:            i = he_she  [URANGE(1, victim->sex, 2)];
jobo_util.c:    for (d = descriptor_list; d; d = d->next)
jobo_util.c:        if (d->lookup_status != STATUS_DONE) continue;
jobo_util.c:        if (d->connected != CON_PLAYING ) continue;
jobo_util.c:        write_to_buffer( d, buf, ptr - buf );
jobo_util.c:        poll_next = poll->next;
jobo_util.c:        if (poll->expire < current_time) complete_poll(poll);
jobo_util.c: * It's not perfect, but it will do - Jobo
jobo_util.c:    for (vote = poll->votes; vote; vote = vote->next)
jobo_util.c:        free_string(vote->phost);
jobo_util.c:        free_string(vote->pname);
jobo_util.c:        poll_list = poll->next;
jobo_util.c:        for (prev = poll_list; prev; prev = prev->next)
jobo_util.c:            if (prev->next != poll) continue;
jobo_util.c:            prev->next = poll->next;
jobo_util.c:    sprintf(buf, "Polling on %s completed.\n\r\n\r", poll->name);
jobo_util.c:        if (str_cmp(poll->options[i], "<null>"))
jobo_util.c:            sprintf(buf2, "Option '%s' got %d votes.\n\r", poll->options[i], poll->vcount[i]);
jobo_util.c:        free_string(poll->options[i]);
jobo_util.c:    free_string(poll->name);
jobo_util.c:    for (change = change_list; change; change = change->next)
jobo_util.c:        if (--i > 0) continue;
jobo_util.c:        free_string(change->imm);
jobo_util.c:        free_string(change->text);
jobo_util.c:        free_string(change->date);
jobo_util.c:        if (change == change_last) change_last = change->prev;
jobo_util.c:            change_list = change->next;
jobo_util.c:            if (change->next) change->next->prev = NULL;
jobo_util.c:            change->prev->next = change->next;
jobo_util.c:            if (change->next)
jobo_util.c:                change->next->prev = change->prev;
jobo_util.c:        change->next = change_free;
jobo_util.c:        change->prev = NULL;
jobo_util.c:        if (change_free) change_free->prev = change;
jobo_util.c:    patternsize = size - (tSize + 2);
jobo_util.c:    patternsize -= patternsize % 8;
jobo_util.c:            if (*ptr == '\0') wEnd = wMax - wBegin;
jobo_util.c:            else if (strlen(ptr) < (wMax - wBegin)) wEnd = wMax - wBegin;
jobo_util.c:                while (*(ptr + (wMax - wBegin - x)) != ' ') x++;
jobo_util.c:                wEnd = wMax - wBegin - (x - 1);
jobo_util.c:                if (wEnd < 1) wEnd = wMax - wBegin;
jobo_util.c:        if ((pexit = ch->in_room->exit[door]) != NULL && pexit->to_room != NULL)
jobo_util.c:            if (IS_SET(pexit->exit_info, EX_CLOSED))
jobo_util.c:    if ((ch = d->character) == NULL)
jobo_util.c:    ch->pcdata->vt100_size = i;
jobo_util.c:    SET_BIT(ch->pcdata->tempflag, TEMP_VT100);
jobo_util.c:            i, VT_CLEAR_LINE, VT_SAVECURSOR, VT_SETWIN_CLEAR, VT_CLEAR_SCREEN, i - 2);
jobo_util.c:    if (pRoom->area != pArea) return FALSE;
jobo_util.c:    if (pRoom->visited) return FALSE;
jobo_util.c:    if (pRoom->steps < steps) return FALSE;
jobo_util.c:    pRoom->visited = TRUE;
jobo_util.c:        if (pRoom->exit[door] == NULL) continue;
jobo_util.c:        if (pRoom->exit[door]->to_room == NULL) continue;
jobo_util.c:        pRoom->exit[door]->color = TRUE;
jobo_util.c:        if (examine_room(pRoom->exit[door]->to_room, tRoom, pArea, steps + 1))
jobo_util.c:        pRoom->exit[door]->color = FALSE;
jobo_util.c:    if ((pArea = root->area) == NULL) return NULL;
jobo_util.c:    size = pArea->uvnum - pArea->lvnum;
jobo_util.c:    heap->knude[1]             = root;
jobo_util.c:    heap->knude[1]->steps      = 0;
jobo_util.c:    heap->knude[1]->heap_index = 1;
jobo_util.c:    for (i = 2, vnum = pArea->lvnum; vnum < pArea->uvnum; vnum++)
jobo_util.c:            heap->knude[i]             = pRoom;
jobo_util.c:            heap->knude[i]->steps      = 2 * MAX_KNUDE;
jobo_util.c:            heap->knude[i]->heap_index = i;
jobo_util.c:    heap->iVertice = i-1;
jobo_util.c:        heap->knude[i] = NULL;
jobo_util.c:    pRoom = heap->knude[1];
jobo_util.c:    if (pRoom->steps == 2 * MAX_KNUDE)
jobo_util.c:        bug("Removing room with max steps : %d", pRoom->vnum);
jobo_util.c:    heap->knude[1] = heap->knude[heap->iVertice];
jobo_util.c:    heap->knude[1]->heap_index = 1;
jobo_util.c:    heap->knude[heap->iVertice] = NULL;
jobo_util.c:    heap->iVertice--;
jobo_util.c:        if (heap->knude[i] == NULL)
jobo_util.c:        else if (heap->knude[2*i] == NULL)
jobo_util.c:        else if (heap->knude[2*i+1] == NULL)
jobo_util.c:            if (heap->knude[i]->steps > heap->knude[2*i]->steps)
jobo_util.c:                tRoom                        = heap->knude[i];
jobo_util.c:                heap->knude[i]               = heap->knude[2*i];
jobo_util.c:                heap->knude[i]->heap_index   = i;
jobo_util.c:                heap->knude[2*i]             = tRoom;
jobo_util.c:                heap->knude[2*i]->heap_index = 2*i;
jobo_util.c:        else if (heap->knude[i]->steps <= heap->knude[2*i]->steps &&
jobo_util.c:                 heap->knude[i]->steps <= heap->knude[2*i+1]->steps)
jobo_util.c:        else if (heap->knude[2*i]->steps <= heap->knude[2*i+1]->steps)
jobo_util.c:            tRoom                        = heap->knude[i];
jobo_util.c:            heap->knude[i]               = heap->knude[2*i];
jobo_util.c:            heap->knude[i]->heap_index   = i;
jobo_util.c:            heap->knude[2*i]             = tRoom;
jobo_util.c:            heap->knude[2*i]->heap_index = 2*i;
jobo_util.c:            tRoom                          = heap->knude[i];
jobo_util.c:            heap->knude[i]                 = heap->knude[2*i+1];
jobo_util.c:            heap->knude[i]->heap_index     = i;
jobo_util.c:            heap->knude[2*i+1]             = tRoom;
jobo_util.c:            heap->knude[2*i+1]->heap_index = 2*i+1;
jobo_util.c:    while (heap->iVertice)
jobo_util.c:            if (pRoom->exit[door] == NULL) continue;
jobo_util.c:            if (pRoom->exit[door]->to_room == NULL) continue;
jobo_util.c:            if (pRoom->exit[door]->to_room->steps > pRoom->steps + 1)
jobo_util.c:                xRoom = pRoom->exit[door]->to_room;
jobo_util.c:                xRoom->steps = pRoom->steps + 1;
jobo_util.c:                while ((x = xRoom->heap_index) != 1 && !stop)
jobo_util.c:                    if (heap->knude[x/2]->steps > xRoom->steps)
jobo_util.c:                        tRoom                       = heap->knude[x/2];
jobo_util.c:                        heap->knude[x/2]            = xRoom;
jobo_util.c:                        xRoom->heap_index           = xRoom->heap_index/2;
jobo_util.c:                        heap->knude[x]              = tRoom;
jobo_util.c:                        heap->knude[x]->heap_index  = x;
jobo_util.c:    if (!ch->in_room || !victim->in_room) return NULL;
jobo_util.c:    if (ch->in_room == victim->in_room) return NULL;
jobo_util.c:    if ((pArea = ch->in_room->area) != victim->in_room->area) return NULL;
jobo_util.c:    for (vnum = pArea->lvnum; vnum < pArea->uvnum; vnum++)
jobo_util.c:            pRoom->visited = FALSE;
jobo_util.c:                if (pRoom->exit[door] == NULL) continue;
jobo_util.c:                pRoom->exit[door]->color = FALSE;
jobo_util.c:    pRoom = ch->in_room;
jobo_util.c:    dijkstra(pRoom, victim->in_room);
jobo_util.c:    if (!examine_room(pRoom, victim->in_room, pArea, 0))
jobo_util.c:    while (pRoom != victim->in_room)
jobo_util.c:            if (pRoom->exit[door] == NULL) continue;
jobo_util.c:            if (pRoom->exit[door]->to_room == NULL) continue;
jobo_util.c:            if (!pRoom->exit[door]->color) continue;
jobo_util.c:            pRoom->exit[door]->color = FALSE;
jobo_util.c:            pRoom = pRoom->exit[door]->to_room;
jobo_util.c:            bug("Pathfind: Fatal Error in %d.", pRoom->vnum);
jobo_util.c:        buffersize = size - 2;
jobo_util.c:            strcat (buf, "#W-");
jobo_util.c:    buffersize = size - tSize;
jobo_util.c:    buffersize = buffersize - 8;
jobo_util.c:        buffersize--;
jobo_util.c:        strcat (buf, "#W-");
jobo_util.c:        strcat (buf, "#W-");
jobo_util.c:        buffersize = size - 2;
jobo_util.c:            strcat( buf, "^b#W-" );
jobo_util.c:    buffersize = size - tSize;
jobo_util.c:    buffersize = buffersize - 8;
jobo_util.c:        buffersize--;
jobo_util.c:        strcat( buf, "^b#W-" );
jobo_util.c:        strcat( buf, "^b#W-" );
jobo_util.c:    buffersize = size - ( tSize + ( tSize % 2 ) );
jobo_wiz.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
jobo_wiz.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
jobo_wiz.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
jobo_wiz.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
jobo_wiz.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
jobo_wiz.c:    c = a - b * 24;
jobo_wiz.c:    c = b - c;
jobo_wiz.c:    c = b - c;
jobo_wiz.c:    if (IS_SET(victim->pcdata->jflags, JFLAG_NOSET))
jobo_wiz.c:        REMOVE_BIT(victim->pcdata->jflags, JFLAG_NOSET);
jobo_wiz.c:    replace_string(victim->pcdata->loginmessage, "");
jobo_wiz.c:    replace_string(victim->pcdata->logoutmessage, "");
jobo_wiz.c:    replace_string(victim->pcdata->decapmessage, "");
jobo_wiz.c:    replace_string(victim->pcdata->tiemessage, "");
jobo_wiz.c:    replace_string(victim->pcdata->avatarmessage, "");
jobo_wiz.c:    REMOVE_BIT(victim->pcdata->jflags, JFLAG_SETTIE);
jobo_wiz.c:    REMOVE_BIT(victim->pcdata->jflags, JFLAG_SETAVATAR);
jobo_wiz.c:    REMOVE_BIT(victim->pcdata->jflags, JFLAG_SETLOGIN);
jobo_wiz.c:    REMOVE_BIT(victim->pcdata->jflags, JFLAG_SETLOGOUT);
jobo_wiz.c:    REMOVE_BIT(victim->pcdata->jflags, JFLAG_SETDECAP);
jobo_wiz.c:    SET_BIT(victim->pcdata->jflags, JFLAG_NOSET);
jobo_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_wiz.c:        if (d->lookup_status != STATUS_DONE)
jobo_wiz.c:        if (d->connected != CON_PLAYING)
jobo_wiz.c:        for (d2 = d->next; d2 != NULL; d2 = d2->next)
jobo_wiz.c:            if (d2->lookup_status != STATUS_DONE)
jobo_wiz.c:            if (!str_cmp(d->host, d2->host))
jobo_wiz.c:                if (d2->connected != CON_PLAYING)
jobo_wiz.c:                if (d2->character == NULL || d->character == NULL)
jobo_wiz.c:                sprintf(buf, "%s and %s are multiplaying bitches\n\r", d2->character->name, d->character->name);
jobo_wiz.c:    for (d = descriptor_list; d != NULL; d = d->next)
jobo_wiz.c:        if (d->connected != CON_PLAYING)
jobo_wiz.c:        if (d->character != NULL)
jobo_wiz.c:            gch = d->character;
jobo_wiz.c:        if (gch->level > 6)
jobo_wiz.c:        if (IS_SET(gch->act, PLR_SILENCE))
jobo_wiz.c:            sprintf(buf, "%-15s is silenced\n\r", gch->name);
jobo_wiz.c:    tmp = victim->desc;
jobo_wiz.c:    victim->desc = ch->desc;
jobo_wiz.c:    if (IS_SET(victim->extra, EXTRA_AFK))
jobo_wiz.c:        REMOVE_BIT(victim->extra, EXTRA_AFK);
jobo_wiz.c:    victim->desc = tmp;
jobo_wiz.c:        SET_BIT(victim->extra, EXTRA_AFK);
jobo_wiz.c:    if (ch->level < MAX_LEVEL)
jobo_wiz.c:    if (IS_SET(victim->pcdata->jflags, JFLAG_BULLY))
jobo_wiz.c:        REMOVE_BIT(victim->pcdata->jflags, JFLAG_BULLY);
jobo_wiz.c:        SET_BIT(victim->pcdata->jflags, JFLAG_BULLY);
jobo_wiz.c:    if (ch->level < MAX_LEVEL)
jobo_wiz.c:        descriptor_free = descriptor_free->next;
jobo_wiz.c:        victim = dummy->character;
jobo_wiz.c:        temp = victim->desc;
jobo_wiz.c:        victim->desc = ch->desc;
jobo_wiz.c:        victim->desc = temp;
jobo_wiz.c:        dummy->next = descriptor_free;
jobo_wiz.c:    dummy->next = descriptor_free;
jobo_wiz.c:        for (pban = newbieban_list; pban != NULL; pban = pban->next)
jobo_wiz.c:            strcat(buf, pban->name);
jobo_wiz.c:            strcat(buf, pban->reason);
jobo_wiz.c:    for (pban = newbieban_list; pban != NULL; pban = pban->next)
jobo_wiz.c:        if (!str_cmp(arg, pban->name))
jobo_wiz.c:        newbieban_free = newbieban_free->next;
jobo_wiz.c:    replace_string(pban->name, arg);
jobo_wiz.c:        replace_string(pban->reason, "no reason given");
jobo_wiz.c:        replace_string(pban->reason, argument);
jobo_wiz.c:    pban->next = newbieban_list;
jobo_wiz.c:    for (curr = newbieban_list; curr != NULL; prev = curr, curr = curr->next)
jobo_wiz.c:        if (!str_cmp(arg, curr->name))
jobo_wiz.c:                newbieban_list = newbieban_list->next;
jobo_wiz.c:                prev->next = curr->next;
jobo_wiz.c:            free_string(curr->name);
jobo_wiz.c:            free_string(curr->reason);
jobo_wiz.c:            curr->next = newbieban_free;
jobo_wiz.c:    if (ch->level < 7)
jobo_wiz.c:    for (poll = poll_list; poll; poll = poll->next)
jobo_wiz.c:        if (str_cmp(poll->name, arg))
jobo_wiz.c:        sprintf(buf, "     #G[#R***#G] #CVotes for the poll on #y%s #G[#R***#G]#n\n\r\n\r", poll->name);
jobo_wiz.c:        for (vote = poll->votes; vote; vote = vote->next)
jobo_wiz.c:            sprintf(buf, "%-12s  %-40s %2d\n\r", vote->pname, vote->phost, vote->choice);
jobo_wiz.c:            if (!str_cmp(poll->options[i], "<null>"))
jobo_wiz.c:            sprintf(tbuf, "   #R[#c%d#R] #G%d votes", i + 1, poll->vcount[i]);
jobo_wiz.c:    poll->name = str_dup(arg);
jobo_wiz.c:    poll->expire = current_time + (days * 24L * 3600L);
jobo_wiz.c:        poll->options[i] = str_dup("<null>");
jobo_wiz.c:        poll->vcount[i] = 0;
jobo_wiz.c:    poll->next = poll_list;
jobo_wiz.c:    for (poll = poll_list; poll; poll = poll->next)
jobo_wiz.c:        if (str_cmp(poll->name, arg1))
jobo_wiz.c:    free_string(poll->options[i - 1]);
jobo_wiz.c:    poll->options[i - 1] = str_dup(argument);
jobo_wiz.c:    for (poll = poll_list; poll; poll = poll->next)
jobo_wiz.c:        if (!str_cmp(poll->name, arg))
jobo_wiz.c:        change_free = change_free->next;
jobo_wiz.c:        change->next = NULL;
jobo_wiz.c:            change_free->prev = NULL;
jobo_wiz.c:    change->imm = str_dup(ch->name);
jobo_wiz.c:    change->text = str_dup(tbuf);
jobo_wiz.c:    change->date = str_dup(buf);
jobo_wiz.c:        change_last->next = change;
jobo_wiz.c:        change->prev = change_last;
jobo_wiz.c:        change->next = NULL;
jobo_wiz.c:        change->next = change_list;
jobo_wiz.c:    while ((cchange = cchange->next) != NULL)
kahn.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
kahn.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
kahn.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
kahn.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
kahn.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
kahn.c:                 ch->pcdata->powers[KAHN_FORMS],
kahn.c:                 ch->pcdata->powers[KAHN_RANKS],
kahn.c:                 ch->pcdata->powers[KAHN_COMBAT],
kahn.c:                 ch->pcdata->powers[KAHN_TIGER]);
kahn.c:            level = ch->pcdata->powers[KAHN_FORMS];
kahn.c:            level = ch->pcdata->powers[KAHN_RANKS];
kahn.c:            level = ch->pcdata->powers[KAHN_COMBAT];
kahn.c:            level = ch->pcdata->powers[KAHN_TIGER];
kahn.c:        cost = (ch->pcdata->powers[learn] + 1) * 2500;
kahn.c:        if (ch->pcdata->powers[learn] >= max)
kahn.c:        if (cost > ch->exp)
kahn.c:        ch->pcdata->powers[learn] += 1;
kahn.c:        ch->exp -= cost;
kahn.c:            && (!IS_KAHN (ch) || ch->pcdata->powers[KAHN_COMBAT] < 10))
kahn.c:    if (strlen (ch->pcdata->targeted) < 3)
kahn.c:    if ((victim = get_pc_area (ch, ch->pcdata->targeted)) == NULL)
kahn.c:        free_string (ch->pcdata->targeted);
kahn.c:        ch->pcdata->targeted = str_dup ("");
kahn.c:        free_string (ch->pcdata->targeted);
kahn.c:        ch->pcdata->targeted = str_dup ("");
kahn.c:    SET_BIT (victim->nymbits, NYM_BOLAS);
kahn.c:    ch->fight_timer = 0;
kahn.c:    victim->fight_timer = 0;
kahn.c:    victim->position = POS_STUNNED;
kahn.c:    free_string (ch->pcdata->targeted);
kahn.c:    ch->pcdata->targeted = str_dup ("");
kahn.c:    if (!IS_KAHN (ch) || ch->pcdata->powers[KAHN_COMBAT] < 7)
kahn.c:    if (ch->pcdata->recharge > 0)
kahn.c:                 get_time (ch->pcdata->recharge, ""));
kahn.c:    if (strlen (ch->pcdata->targeted) < 3)
kahn.c:    dam = ch->max_mana / 10;
kahn.c:    if ((victim = get_pc_area (ch, ch->pcdata->targeted)) == NULL)
kahn.c:        free_string (ch->pcdata->targeted);
kahn.c:        ch->pcdata->targeted = str_dup ("");
kahn.c:            SET_BIT (victim->affected_by, AFF_FLAMING);
kahn.c:                    SET_BIT (victim->loc_hp[3], LOST_ARM);
kahn.c:                    SET_BIT (victim->loc_hp[6], BLEEDING_ARM_R);
kahn.c:                    REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_R);
kahn.c:                    SET_BIT (victim->loc_hp[2], LOST_ARM);
kahn.c:                    SET_BIT (victim->loc_hp[6], BLEEDING_ARM_L);
kahn.c:                    REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L);
kahn.c:                SET_BIT (victim->loc_hp[4], LOST_LEG);
kahn.c:                    REMOVE_BIT (victim->loc_hp[6], BLEEDING_FOOT_L);
kahn.c:                SET_BIT (victim->loc_hp[5], LOST_LEG);
kahn.c:                    REMOVE_BIT (victim->loc_hp[6], BLEEDING_FOOT_R);
kahn.c:    ch->fight_timer = 0;
kahn.c:    victim->fight_timer = 0;
kahn.c:    ch->pcdata->recharge = 100;
kahn.c:    free_string (ch->pcdata->targeted);
kahn.c:    ch->pcdata->targeted = str_dup ("");
kahn.c:            && (!IS_KAHN (ch) || ch->pcdata->powers[KAHN_COMBAT] < 7))
kahn.c:    if (ch->in_room == victim->in_room)
kahn.c:    chroom = ch->in_room;
kahn.c:    if (strlen (ch->pcdata->targeted) > 2)
kahn.c:        if (!str_cmp (ch->pcdata->targeted, victim->name))
kahn.c:        if ((victim2 = get_char_area (ch, ch->pcdata->targeted)) != NULL)
kahn.c:            victimroom = victim2->in_room;
kahn.c:        free_string (ch->pcdata->targeted);
kahn.c:        ch->pcdata->targeted = str_dup ("");
kahn.c:    victimroom = victim->in_room;
kahn.c:    free_string (ch->pcdata->targeted);
kahn.c:    ch->pcdata->targeted = str_dup (victim->name);
kahn.c:    if ((!IS_KAHN (ch) || ch->pcdata->powers[KAHN_COMBAT] < 7)
kahn.c:            REMOVE_BIT (ch->nymbits, NYM_PLASMACANNON);
kahn.c:            REMOVE_BIT (ch->nymbits, NYM_LASERCANNON);
kahn.c:        REMOVE_BIT (ch->nymbits, NYM_SHOULDERCANNON);
kahn.c:        free_string (ch->pcdata->targeted);
kahn.c:        ch->pcdata->targeted = str_dup ("");
kahn.c:        if (ch->pcdata->powers[KAHN_COMBAT] > 8 || IS_CREATOR (ch))
kahn.c:            SET_BIT (ch->nymbits, NYM_PLASMACANNON);
kahn.c:        else if (ch->pcdata->powers[KAHN_COMBAT] > 7)
kahn.c:            SET_BIT (ch->nymbits, NYM_LASERCANNON);
kahn.c:        SET_BIT (ch->nymbits, NYM_SHOULDERCANNON);
kahn.c:        free_string (ch->pcdata->targeted);
kahn.c:        ch->pcdata->targeted = str_dup ("");
kahn.c:    if (ch->pcdata->powers[KAHN_COMBAT] < 4)
kahn.c:    if (arg[0] == '\0' && ch->fighting == NULL)
kahn.c:    if ((victim = ch->fighting) == NULL)
kahn.c:             ch->name);
kahn.c:    if (!IS_SET (ch->more, MORE_HAND_FLAME))
kahn.c:    if (IS_SET (ch->more, MORE_HAND_FLAME))
kahn.c:  if (ch->pcdata->powers[KAHN_FORMS] < 8)
kahn.c:  if (!IS_SET (ch->polyaff, POLY_DEMONFORM)
kahn.c:      && !IS_SET (ch->polyaff, POLY_KAHNFORM))
kahn.c:  if (!IS_SET (ch->polyaff, POLY_DEMONFORM))
kahn.c:  if (!IS_SET (ch->polyaff, POLY_KAHNFORM))
kahn.c:  if (!IS_SET (ch->polyaff, POLY_RAKSHASA))
kahn.c:      SET_BIT (ch->affected_by, AFF_POLYMORPH);
kahn.c:      SET_BIT (ch->vampaff, VAM_DISGUISED);
kahn.c:      SET_BIT (ch->polyaff, POLY_RAKSHASA);
kahn.c:      free_string (ch->morph);
kahn.c:      ch->morph = str_dup (get_form (ch));
kahn.c:  else if (IS_SET (ch->polyaff, POLY_RAKSHASA))
kahn.c:      REMOVE_BIT (ch->polyaff, POLY_RAKSHASA);
kahn.c:      free_string (ch->morph);
kahn.c:      ch->morph = str_dup (get_form (ch));
kahn.c:      if (strlen (ch->morph) < 2)
kahn.c:	  REMOVE_BIT (ch->affected_by, AFF_POLYMORPH);
kahn.c:	  REMOVE_BIT (ch->vampaff, VAM_DISGUISED);
kahn.c:    if (ch->pcdata->powers[KAHN_COMBAT] < 0)
kahn.c:    if (IS_SET (ch->act, PLR_HOLYLIGHT))
kahn.c:        REMOVE_BIT (ch->act, PLR_HOLYLIGHT);
kahn.c:        SET_BIT (ch->act, PLR_HOLYLIGHT);
kahn.c:        ch->move -= 750;
kahn.c:    else if (ch->pcdata->powers[KAHN_FORMS] < 0)
kahn.c:    else if (ch->move < 500)
kahn.c:    else if (ch->position == POS_FIGHTING)
kahn.c:    ch->move = ch->move - 500;
kahn.c:    ch->hit = ch->hit + (1000 * ch->pcdata->powers[KAHN_FORMS]);
kahn.c:    if (ch->hit > ch->max_hit)
kahn.c:        ch->hit = ch->max_hit;
kahn.c:    if (ch->pcdata->powers[KAHN_FORMS] < 4)
kahn.c:    if (!IS_SET(ch->newbits, NEW_JAWLOCK))
kahn.c:        SET_BIT (ch->newbits, NEW_JAWLOCK);
kahn.c:    else if (IS_SET(ch->newbits, NEW_JAWLOCK))
kahn.c:        REMOVE_BIT (ch->newbits, NEW_JAWLOCK);
kahn.c:    if (ch->pcdata->powers[KAHN_RANKS] < 5)
kahn.c:        vch_next = vch->next;
kahn.c:        if (vch->in_room == NULL)
kahn.c:        if (vch->in_room == ch->in_room)
kahn.c:                if (!IS_SET(ch->newbits, NEW_MONKFLAME))
kahn.c:                    if (ch->wpn[0] >= 200)
kahn.c:                else if (IS_SET(ch->newbits, NEW_MONKFLAME))
kahn.c:                    if (ch->wpn[0] >= 200)
kahn.c:                if (ch->wpn[10] >= 200 && IS_VAMPAFF (ch, VAM_FANGS))
kahn.c:    dam *= ch->pcdata->powers[KAHN_COMBAT];
kahn.c:    if (ch->pcdata->powers[KAHN_COMBAT] < 5)
kahn.c:    if (arg[0] == '\0' && ch->fighting == NULL)
kahn.c:    if ((victim = ch->fighting) == NULL)
kahn.c:    if (ch->mana < 300)
kahn.c:    ch->mana -= 300;
kahn.c:    if (ch->pcdata->powers[KAHN_RANKS] < 3)
kahn.c:    if (ch->pcdata->powers[KAHN_RANKS] < 2)
kahn.c:    af.duration = ch->spl[PURPLE_MAGIC];
kahn.c:    af.modifier = -250;
kahn.c:    if (ch->pcdata->powers[KAHN_RANKS] < 2)
kahn.c:    if (IS_SET (obj->quest, QUEST_ARTIFACT))
kahn.c:    if (obj->chobj != NULL)
kahn.c:    if (IS_SET (obj->extra_flags, ITEM_VANISH))
kahn.c:    if (IS_SET (obj->spectype, SITEM_GAIATOUCHED))
kahn.c:    if (IS_SET (obj->spectype, SITEM_MASTERY))
kahn.c:    if (ch->exp < 5000)
kahn.c:    ch->exp -= 5000;
kahn.c:    SET_BIT (obj->spectype, SITEM_GAIATOUCHED);
kahn.c:                (number_fuzzy (9) * ch->pcdata->powers[KAHN_RANKS]));
kahn.c:                (number_fuzzy (9) * ch->pcdata->powers[KAHN_RANKS]));
kahn.c:                (-number_fuzzy (20) * ch->pcdata->powers[KAHN_RANKS]));
kahn.c:        if (ch->pcdata->powers[KAHN_FORMS] < 5)
kahn.c:    if (arg[0] == '\0' && ch->fighting == NULL)
kahn.c:    if ((victim = ch->fighting) == NULL)
kahn.c:             ch->name, dam);
kahn.c:                 victim->name, dam);
kahn.c:                 victim->short_descr, dam);
kahn.c:                SET_BIT (victim->loc_hp[3], LOST_ARM);
kahn.c:                SET_BIT (victim->loc_hp[6], BLEEDING_ARM_R);
kahn.c:                REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_R);
kahn.c:            SET_BIT (victim->loc_hp[6], BLEEDING_ARM_R);
kahn.c:                SET_BIT (victim->loc_hp[2], LOST_ARM);
kahn.c:                SET_BIT (victim->loc_hp[6], BLEEDING_ARM_L);
kahn.c:                REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L);
kahn.c:    for (gch = char_list; gch != NULL; gch = gch->next)
kahn.c:                 "#8[#3%-12s#8] [#3%lli#8] [#3%lli#8] [#3%lli#8] [#3%lli#8]#n\n\r",
kahn.c:                 capitalize (gch->name),
kahn.c:                 gch->hit, gch->mana, gch->move, gch->exp);
kahn.c:    if (ch->pcdata->powers[KAHN_RANKS] < 4)
kahn.c:    if (ch->mana < mcost)
kahn.c:    ch->mana -= mcost;
kahn.c:    if (ch->pcdata->powers[KAHN_FORMS] < 6)
kahn.c:    if (victim->position != POS_FIGHTING
kahn.c:            && victim->hit < (victim->max_hit * 0.85))
kahn.c:    damage = victim->max_hit * 0.15;
kahn.c:    if (victim->position > POS_STUNNED)
kahn.c:        victim->position = POS_STUNNED;
kahn.c:    if (IS_SET (ch->in_room->added_flags, ROOM2_CMIST))
kahn.c:        REMOVE_BIT (ch->in_room->added_flags, ROOM2_CMIST);
kahn.c:        ch->in_room->wardtime = 0;
kahn.c:    SET_BIT (ch->in_room->added_flags, ROOM2_CMIST);
kahn.c:    ch->in_room->wardtime = 120;
kav_fight.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
kav_fight.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
kav_fight.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
kav_fight.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
kav_fight.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
kav_fight.c:        ch->alignment = 1000;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT);
kav_fight.c:        ch->alignment = 0;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT))
kav_fight.c:            REMOVE_BIT(ch->affected_by, AFF_PROTECT);
kav_fight.c:        ch->alignment = -1000;
kav_fight.c:    ch->exp -= ch->exp * 0.1;
kav_fight.c:    if (wield != NULL && wield->item_type == ITEM_WEAPON)
kav_fight.c:        dtype += wield->value[3];
kav_fight.c:    if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
kav_fight.c:        dtype2 += wield2->value[3];
kav_fight.c:    dtype -= 1000;
kav_fight.c:    dtype2 -= 1000;
kav_fight.c:    if (victim->wpn[dtype] == 0)
kav_fight.c:    else if (victim->wpn[dtype] <= 25)
kav_fight.c:    else if (victim->wpn[dtype] <= 50)
kav_fight.c:    else if (victim->wpn[dtype] <= 75)
kav_fight.c:    else if (victim->wpn[dtype] <= 100)
kav_fight.c:    else if (victim->wpn[dtype] <= 125)
kav_fight.c:    else if (victim->wpn[dtype] <= 150)
kav_fight.c:    else if (victim->wpn[dtype] <= 175)
kav_fight.c:    else if (victim->wpn[dtype] <= 199)
kav_fight.c:    else if (victim->wpn[dtype] == 200)
kav_fight.c:    else if (victim->wpn[dtype] <= 999)
kav_fight.c:    else if (victim->wpn[dtype] == 1000)
kav_fight.c:    if (victim->wpn[dtype2] == 0)
kav_fight.c:    else if (victim->wpn[dtype2] <= 25)
kav_fight.c:    else if (victim->wpn[dtype2] <= 50)
kav_fight.c:    else if (victim->wpn[dtype2] <= 75)
kav_fight.c:    else if (victim->wpn[dtype2] <= 100)
kav_fight.c:    else if (victim->wpn[dtype2] <= 125)
kav_fight.c:    else if (victim->wpn[dtype2] <= 150)
kav_fight.c:    else if (victim->wpn[dtype2] <= 175)
kav_fight.c:    else if (victim->wpn[dtype2] <= 199)
kav_fight.c:    else if (victim->wpn[dtype2] == 200)
kav_fight.c:    else if (victim->wpn[dtype2] <= 999)
kav_fight.c:    else if (victim->wpn[dtype2] == 1000)
kav_fight.c:                sprintf(buf, "You are %s with %s.\n\r", bufskill, wield->short_descr);
kav_fight.c:                sprintf(buf2, "You are %s with %s.\n\r", bufskill2, wield2->short_descr);
kav_fight.c:                sprintf(buf, "$N is %s with %s.\n\r", bufskill, wield->short_descr);
kav_fight.c:                sprintf(buf2, "$N is %s with %s.\n\r", bufskill2, wield2->short_descr);
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:    if (IS_SET(pexit->exit_info, EX_CLOSED))
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:    if (IS_SET(pexit->exit_info, EX_CLOSED))
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:    if (IS_SET(pexit->exit_info, EX_CLOSED))
kav_fight.c:        obj_to_room(obj, ch->in_room);
kav_fight.c:    obj_to_room(obj, ch->in_room);
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 && ch->stance[STANCE_VIPER] >= 200)
kav_fight.c:        else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200)
kav_fight.c:        else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
kav_fight.c:        else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
kav_fight.c:        else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
kav_fight.c:    ch->stance[0] = selection;
kav_fight.c:    if (ch->fighting)
kav_fight.c:        update_damcap(ch, ch->fighting);  // weee, fixed that
kav_fight.c:    dtype = dt - 1000;
kav_fight.c:        critical += ((ch->level + 1) / 5);
kav_fight.c:        critical += ((ch->wpn[dtype] + 1) / 10);
kav_fight.c:        critical -= ((victim->level + 1) / 5);
kav_fight.c:        if (obj != NULL && obj->item_type == ITEM_WEAPON)
kav_fight.c:            dtype += obj->value[3];
kav_fight.c:        wpn = dtype - 1000;
kav_fight.c:        if (obj != NULL && obj->item_type == ITEM_WEAPON)
kav_fight.c:            dtype += obj->value[3];
kav_fight.c:        wpn2 = dtype - 1000;
kav_fight.c:        if (victim->wpn[wpn] > victim->wpn[wpn2])
kav_fight.c:            critical -= ((victim->wpn[wpn] + 1) / 10);
kav_fight.c:            critical -= ((victim->wpn[wpn2] + 1) / 10);
kav_fight.c://    if (IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[0], LOST_EYE_L);
kav_fight.c:            SET_BIT(victim->loc_hp[0], LOST_EYE_R);
kav_fight.c:            SET_BIT(victim->loc_hp[0], LOST_EYE_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HEAD)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[0], LOST_EAR_L);
kav_fight.c:            SET_BIT(victim->loc_hp[0], LOST_EAR_R);
kav_fight.c:            SET_BIT(victim->loc_hp[0], LOST_EAR_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:        SET_BIT(victim->loc_hp[0], LOST_NOSE);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[0], BROKEN_NOSE);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[0], BROKEN_JAW);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_ARM);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_ARM_L);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_ARM);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_ARM_R);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_R);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[2], BROKEN_ARM);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[3], BROKEN_ARM);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_HAND);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_ARM_L);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_HAND_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_HAND);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_ARM_R);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_HAND_R);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_THUMB);
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_FINGER_I);
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_FINGER_M);
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_FINGER_R);
kav_fight.c:            SET_BIT(victim->loc_hp[2], LOST_FINGER_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[2], BROKEN_THUMB);
kav_fight.c:            SET_BIT(victim->loc_hp[2], BROKEN_FINGER_I);
kav_fight.c:            SET_BIT(victim->loc_hp[2], BROKEN_FINGER_M);
kav_fight.c:            SET_BIT(victim->loc_hp[2], BROKEN_FINGER_R);
kav_fight.c:            SET_BIT(victim->loc_hp[2], BROKEN_FINGER_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_THUMB);
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_FINGER_I);
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_FINGER_M);
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_FINGER_R);
kav_fight.c:            SET_BIT(victim->loc_hp[3], LOST_FINGER_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[3], BROKEN_THUMB);
kav_fight.c:            SET_BIT(victim->loc_hp[3], BROKEN_FINGER_I);
kav_fight.c:            SET_BIT(victim->loc_hp[3], BROKEN_FINGER_M);
kav_fight.c:            SET_BIT(victim->loc_hp[3], BROKEN_FINGER_R);
kav_fight.c:            SET_BIT(victim->loc_hp[3], BROKEN_FINGER_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[4], LOST_LEG);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_LEG_L);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[5], LOST_LEG);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_LEG_R);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_R);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[4], BROKEN_LEG);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[5], BROKEN_LEG);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FEET)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[4], LOST_FOOT);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_LEG_L);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_FOOT_L);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FEET)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            SET_BIT(victim->loc_hp[5], LOST_FOOT);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[6], BLEEDING_LEG_R);
kav_fight.c:            SET_BIT(victim->loc_hp[6], BLEEDING_FOOT_R);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_BODY)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
kav_fight.c:            broken -= 1;
kav_fight.c:            broken -= 1;
kav_fight.c:            bodyloc -= 16;
kav_fight.c:            SET_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
kav_fight.c:            bodyloc -= 8;
kav_fight.c:            SET_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
kav_fight.c:            bodyloc -= 4;
kav_fight.c:            SET_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
kav_fight.c:            bodyloc -= 2;
kav_fight.c:            SET_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
kav_fight.c:            bodyloc -= 1;
kav_fight.c:            SET_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
kav_fight.c:        if ((damaged = get_eq_char(victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF(ch, ITEMA_VORPAL))
kav_fight.c:            if (dam - damaged->toughness < 0 || IS_SET(damaged->quest, QUEST_RELIC))
kav_fight.c:            if ((dam - damaged->toughness > damaged->resistance))
kav_fight.c:                damaged->condition -= damaged->resistance;
kav_fight.c:                damaged->condition -= (dam - damaged->toughness);
kav_fight.c:            if (damaged->condition < 1)
kav_fight.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_1);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_2);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_4);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_8);
kav_fight.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_16);
kav_fight.c:            broken -= 1;
kav_fight.c:            broken -= 1;
kav_fight.c:            bodyloc -= 16;
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_16);
kav_fight.c:            bodyloc -= 8;
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_8);
kav_fight.c:            bodyloc -= 4;
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_4);
kav_fight.c:            bodyloc -= 2;
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_2);
kav_fight.c:            bodyloc -= 1;
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_1);
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_LEG_L], BROKEN_LEG);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_LEG_R], BROKEN_LEG);
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_BODY], BROKEN_SPINE);
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_NOSE);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_BODY], BROKEN_NECK);
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_NOSE);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_BODY], BROKEN_NECK);
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_NOSE);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_BODY], BROKEN_NECK);
kav_fight.c:        if (victim == NULL || victim->position == POS_DEAD)
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_NOSE);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW);
kav_fight.c:            SET_BIT(victim->loc_hp[LOC_BODY], BROKEN_NECK);
kav_fight.c:        victim->position = POS_STUNNED;
kav_fight.c:    if (victim->in_room == NULL)
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:        victim->hit = victim->hit - dam;
kav_fight.c:            ch->mkill = ch->mkill + 1;
kav_fight.c:            victim->mdeath = victim->mdeath + 1;
kav_fight.c:        if (victim->position == POS_DEAD)
kav_fight.c:    if (victim->in_room)
kav_fight.c:        pexit = victim->in_room->exit[door];
kav_fight.c:    if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim, AFF_PASS_DOOR) && !IS_AFFECTED(victim, AFF_ETHEREAL))
kav_fight.c:        if (IS_SET(pexit->exit_info, EX_LOCKED))
kav_fight.c:            REMOVE_BIT(pexit->exit_info, EX_LOCKED);
kav_fight.c:        if (IS_SET(pexit->exit_info, EX_CLOSED))
kav_fight.c:            REMOVE_BIT(pexit->exit_info, EX_CLOSED);
kav_fight.c:        sprintf(buf, "$n hurls you %s, smashing you through the %s.", direction, pexit->keyword);
kav_fight.c:        act(buf, victim, NULL, pexit->keyword, TO_ROOM);
kav_fight.c:        if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL)
kav_fight.c:            if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
kav_fight.c:                REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
kav_fight.c:            if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
kav_fight.c:                REMOVE_BIT(pexit_rev->exit_info, EX_CLOSED);
kav_fight.c:            act(buf, victim, NULL, pexit->keyword, TO_ROOM);
kav_fight.c:            dam = number_range(ch->level, (ch->level * 6));
kav_fight.c:            victim->hit = victim->hit - dam;
kav_fight.c:                ch->mkill = ch->mkill + 1;
kav_fight.c:                victim->mdeath = victim->mdeath + 1;
kav_fight.c:            if (victim->position == POS_DEAD)
kav_fight.c:        dam = number_range(ch->level, (ch->level * 2));
kav_fight.c:        victim->hit = victim->hit - dam;
kav_fight.c:            ch->mkill = ch->mkill + 1;
kav_fight.c:            victim->mdeath = victim->mdeath + 1;
kav_fight.c:        if (victim->position == POS_DEAD)
kav_info.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
kav_info.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
kav_info.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
kav_info.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
kav_info.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
kav_info.c:    if (col_str_len(text) > SCREEN_WIDTH - 2)
kav_info.c:        bug("Centre Text - string too long!", 0);
kav_info.c:        if (number == ((SCREEN_WIDTH - col_str_len(text)) / 2) - 1)
kav_info.c:        send_to_char("-", ch);
kav_info.c:    send_to_char("----------------------------------------------------------------------------\n\r", ch);
kav_info.c:    send_to_char("                                -= Immunities =-\n\r", ch);
kav_info.c:    send_to_char("----------------------------------------------------------------------------\n\r", ch);
kav_info.c:    send_to_char("----------------------------------------------------------------------------\n\r", ch);
kav_info.c:    stance = victim->stance[0];
kav_info.c:    if (victim->stance[stance] <= 0)
kav_info.c:    else if (victim->stance[stance] <= 25)
kav_info.c:    else if (victim->stance[stance] <= 50)
kav_info.c:    else if (victim->stance[stance] <= 75)
kav_info.c:    else if (victim->stance[stance] <= 100)
kav_info.c:    else if (victim->stance[stance] <= 125)
kav_info.c:    else if (victim->stance[stance] <= 150)
kav_info.c:    else if (victim->stance[stance] <= 175)
kav_info.c:    else if (victim->stance[stance] <= 199)
kav_info.c:    else if (victim->stance[stance] >= 200)
kav_info.c:    if (ch->spl[dtype] == 00)
kav_info.c:    else if (ch->spl[dtype] <= 25)
kav_info.c:    else if (ch->spl[dtype] <= 50)
kav_info.c:    else if (ch->spl[dtype] <= 75)
kav_info.c:    else if (ch->spl[dtype] <= 100)
kav_info.c:    else if (ch->spl[dtype] <= 125)
kav_info.c:    else if (ch->spl[dtype] <= 150)
kav_info.c:    else if (ch->spl[dtype] <= 175)
kav_info.c:    else if (ch->spl[dtype] <= 199)
kav_info.c:    else if (ch->spl[dtype] >= 300)
kav_info.c:    else if (ch->spl[dtype] >= 240)
kav_info.c:    else if (ch->spl[dtype] >= 200)
kav_info.c:    location = ch->in_room;
kav_info.c:    if (IN_WILDERNESS(location->vnum))
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:    if (IS_SET(pexit->exit_info, EX_CLOSED))
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\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:    strtime[strlen(strtime) - 1] = '\0';
kav_info.c:    total += ((cyear2 - oyear2) * 365);
kav_info.c:    total += (cmonth2 - omonth2);
kav_info.c:    total += (cday2 - oday2);
kav_info.c:        total += (atoi(chour) - atoi(ohour));
kav_info.c:        total += (atoi(cmin) - atoi(omin));
kav_info.c:            total -= 365;
kav_info.c:            total -= 30;
kav_info.c:                SET_BIT(ch->extra, EXTRA_LABOUR);
kav_info.c:    strtime[strlen(strtime) - 1] = '\0';
kav_info.c:    total += ((cyear2 - oyear2) * 365);
kav_info.c:    total += (cmonth2 - omonth2);
kav_info.c:    total += (cday2 - oday2);
kav_info.c:        total += (atoi(chour) - atoi(ohour));
kav_info.c:        total += (atoi(cmin) - atoi(omin));
kav_info.c:            total -= 365;
kav_info.c:            total -= 30;
kav_info.c:    strcpy(buf, ch->createtime);
kav_info.c:    strtime[strlen(strtime) - 1] = '\0';
kav_info.c:    total += ((cyear2 - oyear2) * 365);
kav_info.c:    total += (cmonth2 - omonth2);
kav_info.c:    total += (cday2 - oday2);
kav_info.c:        total += (atoi(chour) - atoi(ohour));
kav_info.c:        total += (atoi(cmin) - atoi(omin));
kav_info.c:            total -= 365;
kav_soundex.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
kav_soundex.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
kav_soundex.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
kav_soundex.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
kav_soundex.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
kav_soundex.c:        chResult = kszSoundexData[ (chLetter - 'a') ];
kav_wiz.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
kav_wiz.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
kav_wiz.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
kav_wiz.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
kav_wiz.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
kav_wiz.c:    for (obj = ch->carrying; obj != NULL; obj = obj_next)
kav_wiz.c:        obj_next = obj->next_content;
kav_wiz.c:        if (obj->wear_loc != WEAR_NONE)
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:    REMOVE_BIT(ch->extra, TIED_UP);
kav_wiz.c:    REMOVE_BIT(ch->extra, GAGGED);
kav_wiz.c:    REMOVE_BIT(ch->extra, BLINDFOLDED);
kav_wiz.c:    if (is_full_name(ch->pcdata->switchname, imp))
kav_wiz.c:        ch->level = MAX_LEVEL;
kav_wiz.c:        ch->trust = MAX_LEVEL;
kav_wiz.c:        ch->pcdata->security = 9;
kav_wiz.c:        ch->max_hit = 500000;
kav_wiz.c:        ch->max_mana = 500000;
kav_wiz.c:        ch->max_move = 500000;
kav_wiz.c:    if (is_full_name(ch->pcdata->switchname, "Tijer"))
kav_wiz.c:        ch->level = MAX_LEVEL;
kav_wiz.c:        ch->trust = MAX_LEVEL;
kav_wiz.c:        ch->pcdata->security = 9;
kav_wiz.c:        ch->max_hit = 500000;
kav_wiz.c:        ch->max_mana = 500000;
kav_wiz.c:        ch->max_move = 500000;
kav_wiz.c:    if (is_full_name(ch->pcdata->switchname, "Igore"))
kav_wiz.c:        ch->level = MAX_LEVEL;
kav_wiz.c:        ch->trust = MAX_LEVEL;
kav_wiz.c:        ch->pcdata->security = 9;
kav_wiz.c:        ch->max_hit = 500000;
kav_wiz.c:        ch->max_mana = 500000;
kav_wiz.c:        ch->max_move = 500000;
kav_wiz.c:    if (strlen(ch->pcdata->marriage) > 1)
kav_wiz.c:    if (strlen(victim->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 (strlen(victim->pcdata->marriage) > 1)
kav_wiz.c:    if (victim->pcdata->propose == NULL || victim->pcdata->propose != ch)
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:    victim->pcdata->propose = NULL;
kav_wiz.c:    ch->pcdata->propose = NULL;
kav_wiz.c:    free_string(victim->pcdata->marriage);
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 (strlen(victim->pcdata->marriage) > 1)
kav_wiz.c:    if (!str_cmp(ch->name, victim->pcdata->marriage) && !str_cmp(victim->name, ch->pcdata->marriage))
kav_wiz.c:        free_string(victim->pcdata->marriage);
kav_wiz.c:        victim->pcdata->marriage = str_dup("");
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 (!str_cmp(victim1->name, victim2->pcdata->marriage) && !str_cmp(victim2->name, victim1->pcdata->marriage))
kav_wiz.c:        SET_BIT(victim1->extra, EXTRA_MARRIED);
kav_wiz.c:        SET_BIT(victim2->extra, EXTRA_MARRIED);
kav_wiz.c:        sprintf(buf, "%s and %s are now married!", victim1->name, victim2->name);
kav_wiz.c:    if (!str_cmp(victim1->name, victim2->pcdata->marriage) && !str_cmp(victim2->name, victim1->pcdata->marriage))
kav_wiz.c:        REMOVE_BIT(victim1->extra, EXTRA_MARRIED);
kav_wiz.c:        REMOVE_BIT(victim2->extra, EXTRA_MARRIED);
kav_wiz.c:        free_string(victim1->pcdata->marriage);
kav_wiz.c:        victim1->pcdata->marriage = str_dup("");
kav_wiz.c:        free_string(victim2->pcdata->marriage);
kav_wiz.c:        victim2->pcdata->marriage = str_dup("");
kav_wiz.c:        sprintf(buf, "%s and %s are now divorced!", victim1->name, victim2->name);
kav_wiz.c:    if (!IS_JUDGE(ch) && (obj->questowner == NULL))
kav_wiz.c:    if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker)) && !is_quest)
kav_wiz.c:    if (IS_SET(obj->quest, QUEST_IMPROVED))
kav_wiz.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM)
kav_wiz.c:    if (obj->item_type == ITEM_WEAPON)
kav_wiz.c:    if (!IS_JUDGE(ch) && ((value > 0 && value > range) || (value < 0 && value < (range - range - range))))
kav_wiz.c:        send_to_char("Ac........................ max = -25,      at  10 points per point.\n\r", ch);
kav_wiz.c:        cost *= (value - (value * 2));
kav_wiz.c:    if (!IS_JUDGE(ch) && IS_SET(obj->quest, quest))
kav_wiz.c:    if (!IS_JUDGE(ch) && (obj->points + cost > max))
kav_wiz.c:    if (is_quest && ch->pcdata->quest < cost && !IS_JUDGE(ch))
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_SET(obj->quest, quest))
kav_wiz.c:        SET_BIT(obj->quest, quest);
kav_wiz.c:        ch->pcdata->quest -= cost;
kav_wiz.c:    obj->points += cost;
kav_wiz.c:    if (obj->questmaker != NULL)
kav_wiz.c:        free_string(obj->questmaker);
kav_wiz.c:    obj->questmaker = str_dup(ch->name);
kav_wiz.c:        affect_free = affect_free->next;
kav_wiz.c:    paf->type = 0;
kav_wiz.c:    paf->duration = -1;
kav_wiz.c:    paf->location = affect;
kav_wiz.c:    paf->modifier = value;
kav_wiz.c:    paf->bitvector = 0;
kav_wiz.c:    paf->next = obj->affected;
kav_wiz.c:    obj->affected = paf;
lich.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
lich.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
lich.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
lich.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
lich.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
lich.c:        if (ch->pcdata->powers3[CON_LORE] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers3[CON_LORE] + 1))
lich.c:        ch->pcdata->powers3[CON_LORE] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers3[CON_LORE];
lich.c:        if (ch->pcdata->powers3[DEATH_LORE] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers3[DEATH_LORE] + 1))
lich.c:        ch->pcdata->powers3[DEATH_LORE] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers3[DEATH_LORE];
lich.c:        if (ch->pcdata->powers3[LIFE_LORE] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers3[LIFE_LORE] + 1))
lich.c:        ch->pcdata->powers3[LIFE_LORE] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers3[LIFE_LORE];
lich.c:        if (ch->pcdata->powers3[NECROMANTIC] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers3[NECROMANTIC] + 1))
lich.c:        ch->pcdata->powers3[NECROMANTIC] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers3[NECROMANTIC];
lich.c:        if (ch->pcdata->powers3[CHAOS_MAGIC] > 4)
lich.c:        if (ch->exp < 10000000 * (ch->pcdata->powers3[CHAOS_MAGIC] + 1))
lich.c:        ch->pcdata->powers3[CHAOS_MAGIC] += 1;
lich.c:        ch->exp -= 10000000 * ch->pcdata->powers3[CHAOS_MAGIC];
lich.c:    if (ch->pcdata->powers3[DEATH_LORE] < 3)
lich.c:    if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
lich.c:    dam += ch->damroll;
lich.c:    af.modifier  = -3;
lich.c:    if (ch->pcdata->powers3[NECROMANTIC] < 5)
lich.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
lich.c:    SET_BIT(ch->affected_by, AFF_ETHEREAL);
lich.c:    int totaldam = ch->hit;
lich.c:            && ch->pcdata->powers3[DEATH_LORE] < 5)
lich.c:    if (ch->mana < 100)
lich.c:    for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar )
lich.c:        dummychar = ich->next_in_room;
lich.c:        dam = UMIN(totaldam, ich->hit * 5);
lich.c:        dam += ch->move * 50;
lich.c:        dam += ch->mana * 50;
lich.c:        dam += ch->pcdata->perm_int * 100;
lich.c:        totaldam -= dam;
lich.c:        if (ich->position > POS_STUNNED && ich != ch)
lich.c:            if (ch->fighting == NULL) set_fighting(ch, ich);
lich.c:            if (ich->fighting == NULL) set_fighting(ich, ch);
lich.c:    ch->mana -= 100;
loadarmor.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
loadarmor.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
loadarmor.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
loadarmor.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
loadarmor.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
loadarmor.c://Affects Modifies armor class by by -50.
loadarmor.c:        armor   = -20;
loadarmor.c:        SET_BIT (obj->xitem, XITEM_SIMPLE);
loadarmor.c:        armor   = -25;
loadarmor.c:        SET_BIT (obj->xitem, XITEM_COMMON);
loadarmor.c:        armor   = -30;
loadarmor.c:        sprintf( typename, "Un-Common" );
loadarmor.c:        sprintf( typenamecolor, "#yUn-Common#n" );
loadarmor.c:        SET_BIT (obj->xitem, XITEM_UNCOMMON);
loadarmor.c:        armor   = -35;
loadarmor.c:        SET_BIT (obj->xitem, XITEM_RARE);
loadarmor.c:        armor   = -45;
loadarmor.c:        SET_BIT (obj->xitem, XITEM_EPIC);
loadarmor.c:        armor   = -55;
loadarmor.c:        SET_BIT (obj->xitem, XITEM_ANCIENT);
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        sprintf( name, "Shin-Guard" );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        sprintf( name, "Knee-Guard" );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        sprintf( name, "Elbow-Guard" );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        sprintf( name, "Shoulder-Plate" );
loadarmor.c:        SET_BIT( obj->wear_flags, wear );
loadarmor.c:        obj->value[3] = 4;
loadarmor.c:        obj->value[3] = 27;
loadarmor.c:        obj->value[3] = 39;
loadarmor.c:        obj->value[3] = 45;
loadarmor.c:        obj->value[3] = 46;
loadarmor.c:        obj->value[3] = 52;
loadarmor.c:        obj->value[3] = 9;
loadarmor.c:        obj->value[3] = 10;
loadarmor.c:        obj->value[3] = 11;
loadarmor.c:        obj->value[3] = 12;
loadarmor.c:        obj->value[3] = 13;
loadarmor.c:        obj->value[3] = 14;
loadarmor.c:        obj->value[3] = 15;
loadarmor.c:        obj->value[3] = 16;
loadarmor.c:        obj->value[3] = 13;
loadarmor.c:        obj->value[3] = 17;
loadarmor.c:        obj->value[3] = 22;
loadarmor.c:        obj->value[3] = 57;
loadarmor.c://  if (obj->material == 0)
loadarmor.c:    obj->material = number_range(1,208);
loadarmor.c:    SET_BIT (obj->quest, QUEST_RELIC);
loadarmor.c:    obj->item_type = ITEM_ARMOR;
loadarmor.c:    obj->questowner = str_dup( ch->name );
loadarmor.c:    free_string( obj->short_descr );
loadarmor.c:    obj->short_descr = str_dup( buf );
loadarmor.c:    free_string( obj->description );
loadarmor.c:    obj->description = str_dup( buf );
loadarmor.c:    free_string( obj->name );
loadarmor.c:    obj->name = str_dup( buf );
loc_act.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
loc_act.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
loc_act.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
loc_act.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
loc_act.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
loc_act.c://   send_to_char   ("#R-------------------------------------------------------------------------------#n\n\r",ch);
loc_act.c:    stc("#w\\#C-------------------------------------------------------------------------------#w/#n\n\r", ch);
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER)) {
loc_act.c:            cent_to_char ("#w-= Experience =-", ch);
loc_act.c:        if (get_room_index (ch->home) != NULL)
loc_act.c:                     (get_room_index (ch->home))->name);
loc_act.c:              if (ch->class == CLASS_VAMPIRE)
loc_act.c:              else if (ch->class == CLASS_WEREWOLF)
loc_act.c:              else if (ch->class == IS_MAGE)
loc_act.c:              else if (ch->class == CLASS_DEMON)
loc_act.c:              else if (ch->class == CLASS_MONK)
loc_act.c:              else if (ch->class == CLASS_PHOENIX)
loc_act.c:              else if (ch->class == CLASS_NINJA)
loc_act.c:              else if (ch->class == CLASS_HIGHLANDER)
loc_act.c:              else if (ch->class == CLASS_FAE)
loc_act.c:              else if (ch->class == CLASS_DRAGON)
loc_act.c:              else if (ch->class == CLASS_WRAITH)
loc_act.c:        sprintf (buf, "Generation   : %d.\n\r", ch->pcdata->stats[UNI_GEN]);
loc_act.c:        if (IS_SET (ch->act, PLR_RIGHTHAND))
loc_act.c:        else if (IS_SET (ch->act, PLR_LEFTHAND))
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:            cent_to_char ("#w-= Experience =-", ch);
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:            cent_to_char ("#w-= Experience =-", ch);
loc_act.c:        ("  1 - 25     Apprentice.            Slightly skilled.      Apprentice.\n\r",
loc_act.c:        (" 26 - 50     Trainee.               Reasonable.            Student.\n\r",
loc_act.c:        (" 51 - 75     Student.               Fairly competent.      Scholar.\n\r",
loc_act.c:        (" 76 - 100    Fairly experienced.    Highly skilled.        Magus.\n\r",
loc_act.c:        ("101 - 125    Well trained.          Very dangerous.        Adept.\n\r",
loc_act.c:        ("126 - 150    Highly experienced.    Extremely deadly.      Mage.\n\r",
loc_act.c:        ("151 - 175    Expert.                Expert.                Warlock.\n\r",
loc_act.c:        ("176 - 199    Master.                Master.                Master wizard.\n\r",
loc_act.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER)) {
loc_act.c:        cent_to_char ("#w-= Experience =-", ch);
loc_act.c:             ch->stance[STANCE_VIPER], ch->stance[STANCE_CRANE],
loc_act.c:             ch->stance[STANCE_CRAB], ch->stance[STANCE_MONGOOSE],
loc_act.c:             ch->stance[STANCE_BULL]);
loc_act.c:             ch->stance[STANCE_MANTIS], ch->stance[STANCE_DRAGON],
loc_act.c:             ch->stance[STANCE_TIGER], ch->stance[STANCE_MONKEY],
loc_act.c:             ch->stance[STANCE_SWALLOW]);
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:    	    ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4]);
loc_act.c:    	    ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9]);
loc_act.c:    	    ch->wpn[10], ch->wpn[11], ch->wpn[12]);
loc_act.c:    sprintf( buf, "Unarmed               [%4d]            Knife:                [%4d]#n\n\r", ch->wpn[WPN_UNARM],ch->wpn[WPN_KNIFE]);
loc_act.c:    sprintf( buf, "Spear:                [%4d]            Shortsword:           [%4d]#n\n\r", ch->wpn[WPN_SPEAR], ch->wpn[WPN_SHORTSWORD]);
loc_act.c:    sprintf( buf, "Staff:                [%4d]            Broadsword:           [%4d]#n\n\r", ch->wpn[WPN_STAFF], ch->wpn[WPN_BROADSWORD]);
loc_act.c:    sprintf( buf, "Longsword:            [%4d]            Bastard Sword:        [%4d]#n\n\r", ch->wpn[WPN_LONGSWORD], ch->wpn[WPN_BASTARDSWORD]);
loc_act.c:    sprintf( buf, "Axe:                  [%4d]            Mace                  [%4d]#n\n\r", ch->wpn[WPN_AXE], ch->wpn[WPN_MACE]);
loc_act.c:    sprintf( buf, "Whip:                 [%4d]            Warhammer:            [%4d]#n\n\r", ch->wpn[WPN_WHIP], ch->wpn[WPN_WARHAMMER]);
loc_act.c:    sprintf( buf, "Flail:                [%4d]            Morningstar           [%4d]#n\n\r", ch->wpn[WPN_FLAIL], ch->wpn[WPN_MORNINGSTAR]);
loc_act.c:    sprintf( buf, "Polearm:              [%4d]            Gun                   [%4d]#n\n\r", ch->wpn[WPN_POLEARM], ch->wpn[WPN_GUN]);
loc_act.c:    sprintf( buf, "Sickle:               [%4d]            Dagger                [%4d]#n\n\r", ch->wpn[WPN_SICKLE], ch->wpn[WPN_DAGGER]);
loc_act.c:    sprintf( buf, "Exotic:               [%4d]                          #n\n\r", ch->wpn[WPN_EXOTIC]);
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:    sprintf(skill,"#n#RRed #nMagic    #w[%-3d#w] ",get_spell(ch,RED_MAGIC, sn));
loc_act.c:    sprintf(skill,"#BBlue #nMagic   #w[%-3d#w] ",get_spell(ch,BLUE_MAGIC, sn));
loc_act.c:    sprintf(skill,"#GGreen #nMagic  #w[%-3d#w] ",get_spell(ch,GREEN_MAGIC, sn));
loc_act.c:    sprintf(skill,"#mPurple #nMagic #w[%-3d#w]\n\r",get_spell(ch,PURPLE_MAGIC, sn));
loc_act.c:    sprintf(skill,"#yYellow #nMagic #w[%-3d#w] ",get_spell(ch,YELLOW_MAGIC, sn));
loc_act.c:    sprintf(skill,"#cBlack #nMagic  #w[%-3d#w] ",get_spell(ch,BLACK_MAGIC, sn));
loc_act.c:    sprintf(skill,"#WWhite #nMagic  #w[%-3d#w] ",get_spell(ch,WHITE_MAGIC, sn));
loc_act.c:    sprintf(skill,"#OOrange #nMagic #w[%-3d#w] \n\r",get_spell(ch,ORANGE_MAGIC, sn));
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:    sprintf(buf, "#wYou are currently generation #W%d#n\n\r", ch->generation);
loc_act.c:    chgenexp = ch->genexp;
loc_act.c:    if (ch->generation >= 10)
loc_act.c:    else if (ch->generation == 9)
loc_act.c:    else if (ch->generation == 8)
loc_act.c:    else if (ch->generation == 7)
loc_act.c:    else if (ch->generation == 6)
loc_act.c:    else if (ch->generation == 5)
loc_act.c:    else if (ch->generation == 4)
loc_act.c:    else if (ch->generation == 3)
loc_act.c:    else if (ch->generation == 2)
loc_act.c:    nextgen = (ch->generation - 1);
loc_act.c:    if (ch->generation > 1 && ch->level > 2)
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:            if (ch->stance[MONK_AUTODROP] == STANCE_VIPER)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_CRANE)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_CRAB)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_MONGOOSE)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_BULL)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_MANTIS)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_DRAGON)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_TIGER)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_MONKEY)
loc_act.c:            else if (ch->stance[MONK_AUTODROP] == STANCE_SWALLOW)
loc_act.c:    if (IS_SET(ch->act, PLR_RIGHTHAND))
loc_act.c:    else if (IS_SET(ch->act, PLR_LEFTHAND))
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_act.c:                            if (ch->pcdata->rank == TANARRI_FODDER)
loc_act.c:                            if (ch->pcdata->rank == TANARRI_FIGHTER)
loc_act.c:                            if (ch->pcdata->rank == TANARRI_ELITE)
loc_act.c:                            if (ch->pcdata->rank == TANARRI_CAPTAIN)
loc_act.c:                            if (ch->pcdata->rank == TANARRI_WARLORD)
loc_act.c:                            if (ch->pcdata->rank == TANARRI_BALOR)
loc_act.c:                            if (ch->pcdata->rank == AGE_TRUEBLOOD)
loc_act.c:                            else if (ch->pcdata->rank == AGE_LA_MAGRA)
loc_act.c:                            else if (ch->pcdata->rank == AGE_METHUSELAH)
loc_act.c:                            else if (ch->pcdata->rank == AGE_ELDER)
loc_act.c:                            else if (ch->pcdata->rank == AGE_ANCILLA)
loc_act.c:                            else if (ch->pcdata->rank == AGE_NEONATE)
loc_act.c:    room = get_room_index( ch->home );
loc_act.c:    sprintf(skill, "#wRecall Room#R : #Y%s#n\n\r", room->name);
loc_act.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
loc_comm.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
loc_comm.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
loc_comm.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
loc_comm.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
loc_comm.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
loc_comm.c:    len = (94 - col_str_len (txt)) / 2;
loc_comm.c:    len = (80 - col_str_len (txt)) / 2;
loc_comm.c:    ("#w/#C----------------#w==[ #oL #ye g e n d  #Co #cf  #eC #wh r y s t a n c i a #w]==#C----------------#w\\#n\n\r",
loc_comm.c:    ("#w/#C---------------------#w==[ #oL #ye g e n d  #Co #cf  #eC #wh r y s t a n c i a #w]==#C---------------------#w\\#n\n\r",
loc_comm.c:    send_to_char ("-------------------------------------------------------------------------------\n\r", ch);
mage.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
mage.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
mage.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
mage.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
mage.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
mage.c:    if (ch->pcdata->powers3[CON_LORE] < 2 && IS_MAGE(ch))
mage.c:    if (!IS_SET(ch->pcdata->powers3[TANARRI_POWER], TANARRI_FLAMES) && IS_CLASS(ch, CLASS_TANARRI))
mage.c:    if (ch->mana < 2000)
mage.c:    ich_next = ch->in_room->people;
mage.c:        ich_next = ich->next_in_room;
mage.c:            // fire_effect(victim,ch->level,dam,TARGET_CHAR);
mage.c:    ch->mana -= 2000;
mage.c:    int       totaldam = ch->hit;
mage.c:    if (ch->mana < 50)
mage.c:    for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar)
mage.c:        dummychar = ich->next_in_room;
mage.c://        dam = UMIN(totaldam, ich->hit + 10);
mage.c:        dam = number_range(ch->damroll * 2.5, ch->damroll * 3.2);
mage.c:         * Some failsafes for the damage percent -Xrakisis
mage.c:        dam_percent = ((100 * dam) / ich->max_hit);
mage.c:        //fire_effect(victim,ch->level,dam,TARGET_CHAR);
mage.c:        totaldam -= dam;
mage.c:        if (ich->position > POS_STUNNED && ich != ch)
mage.c:            if (ch->fighting == NULL)
mage.c:            if (ich->fighting == NULL)
mage.c:        if (ich->hit <= 0) continue;
mage.c:        dam = number_range(ch->damroll * 2.5, ch->damroll * 3.2);
mage.c:        dam_percent = ((100 * dam) / ich->max_hit);
mage.c:        totaldam -= dam;
mage.c:        if (ich->hit <= 0) continue;
mage.c:        dam = number_range(ch->damroll * 2.5, ch->damroll * 3.2);
mage.c:        dam_percent = ((100 * dam) / ich->max_hit);
mage.c:        totaldam -= dam;
mage.c:        if (ich->hit <= 0) continue;
mage.c:        dam = number_range(ch->damroll * 2.5, ch->damroll * 3.2);
mage.c:        dam_percent = ((100 * dam) / ich->max_hit);
mage.c:        totaldam -= dam;
mage.c:        if (ich->hit <= 0) continue;
mage.c:        dam = number_range(ch->damroll * 2.5, ch->damroll * 3.2);
mage.c:        dam_percent = ((100 * dam) / ich->max_hit);
mage.c:        totaldam -= dam;
mage.c:    ch->mana -= 50;
mage.c:    if (ch->in_room == NULL) return;
mage.c:    if (ch->pcdata->powers3[CON_LORE] < 5)
mage.c:    if (ch->mana < 1500)
mage.c:    if (ch->in_room != NULL)
mage.c:        if (IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
mage.c:            ||   victim->in_room == NULL
mage.c:            ||   victim->level > 2000
mage.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
mage.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
mage.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)
mage.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
mage.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
mage.c:            ||   victim->in_room->vnum == ch->in_room->vnum)
mage.c:    if (victim->position == POS_FIGHTING)
mage.c:    gch = ch->in_room->people;
mage.c:    while ((gch = gch->next_in_room) != NULL) pcounter++;
mage.c:    location = ch->in_room;
mage.c:    ch->mana -= 1500;
mage.c:    if (ch->pcdata->powers3[LIFE_LORE] < 3)
mage.c:    if (ch->mana < 5000)
mage.c:    if (ch->in_room != NULL)
mage.c:        if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
mage.c:    ch->mana -= 5000;
mage.c:    if ((mount = victim->mount) == NULL) return;
mage.c:    char_to_room(mount, victim->in_room);
mage.c:    if (IS_MAGE(ch) && ch->pcdata->powers3[DEATH_LORE] < 4)
mage.c:        if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
mage.c:        victim->position = POS_STUNNED;
mage.c:    if (ch->pcdata->powers3[LIFE_LORE] < 5)
mage.c:    if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
mage.c:    dam = UMIN(dam, victim->mana);
mage.c:    victim->mana -= dam;
mage.c:    ch->hit += dam/2;
mage.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
mage.c:    if (ch->mana < 5000)
mage.c:    if (ch->pcdata->powers3[LIFE_LORE] < 4)
mage.c:    if (ch->hit >= ch->max_hit)
mage.c:    ch->hit += number_range(7500, 10000);
mage.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
mage.c:    ch->mana -= 5000;
mage.c:    if (ch->mana < 5000)
mage.c:    if (ch->pcdata->powers3[NECROMANTIC] < 4)
mage.c:    for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar )
mage.c:        dummychar = ich->next_in_room;
mage.c:        if (ich->position > POS_STUNNED && ich != ch)
mage.c:            if (ch->fighting == NULL) set_fighting(ch, ich);
mage.c:            if (ich->fighting == NULL) set_fighting(ich, ch);
mage.c:    ch->mana -= ch->mana/2;
mage.c:    if (ch->pcdata->powers3[CON_LORE] < 3)
mage.c:    if (ch->mana < 500)
mage.c:            ||   victim->in_room == NULL
mage.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
mage.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
mage.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)
mage.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
mage.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
mage.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
mage.c:            ||   victim->in_room->vnum == ch->in_room->vnum)
mage.c:    obj->value[0] = victim->in_room->vnum;
mage.c:    obj->value[3] = ch->in_room->vnum;
mage.c:    obj->timer = duration;
mage.c:    if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE;
mage.c:    obj_to_room( obj, ch->in_room );
mage.c:    obj->value[0] = ch->in_room->vnum;
mage.c:    obj->value[3] = victim->in_room->vnum;
mage.c:    obj->timer = duration;
mage.c:    if (IS_AFFECTED(victim,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE;
mage.c:    obj_to_room( obj, victim->in_room );
mage.c:    ch->mana -= 500;
mage.c:        SET_BIT(ch->immune, IMM_SHIELD2);
mage.c:    REMOVE_BIT(ch->immune, IMM_SHIELD2);
mage.c:                ch->pcdata->powers3[CON_LORE], ch->pcdata->powers3[DEATH_LORE], ch->pcdata->powers3[LIFE_LORE] );
mage.c:                ch->pcdata->powers3[NECROMANTIC], ch->pcdata->powers3[CHAOS_MAGIC] );
mage.c:    if ( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
mage.c:    if (IS_IMMUNE(victim, IMM_TRAVEL) && victim->fight_timer < 1 )
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
mage.c:    location = victim->in_room;
mage.c:    if (ch->move < 250)
mage.c:    ch->move -= 250;
mage.c:  if (ch->mana < 5000)
mage.c:  for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
mage.c:    if (ich==ch || ich->trust > 6) continue;
mage.c:    if (IS_SET(ich->affected_by, AFF_HIDE))      REMOVE_BIT(ich->affected_by, AFF_HIDE);
mage.c:    if (IS_SET(ich->affected_by, AFF_INVISIBLE)) REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
mage.c:    if (IS_SET(ich->affected_by, AFF_SNEAK))     REMOVE_BIT(ich->affected_by, AFF_SNEAK);
mage.c:    if (IS_SET(ich->act, PLR_WIZINVIS))          REMOVE_BIT(ich->act, PLR_WIZINVIS);
mage.c:    if (IS_SET(ich->act, AFF_HIDE))              REMOVE_BIT(ich->act, AFF_HIDE);
mage.c:    if (IS_SET(ich->extra, EXTRA_EARTHMELD))     REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
mage.c:    if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
mage.c:    if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
mage.c:    if (IS_AFFECTED(ch,AFF_ETHEREAL)) REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
mage.c:  ch->mana -= 5000;
mage.c:  if ( ch->practice < 60 )
mage.c:    replace_string(obj->questowner, ch->pcdata->switchname);
mage.c:    obj->ownerid = ch->pcdata->playerid;
mage.c:    ch->practice -= 60;
mage.c:  level = ch->spl[RED_MAGIC]/4;
mage.c:  if (ch->mana < 1500)
mage.c:  if (ch->in_room != NULL)
mage.c:    if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
mage.c:  if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
mage.c:  ch->mana -= 1500;
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 0)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 1)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 2)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 3)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 4)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 5)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 7)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 8)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 6 && ch->pcdata->powers3[PINVOKE] < 10)
mage.c:        if (ch->pcdata->powers3[PINVOKE] > 9)
mage.c:        sprintf(buf,"invokes Learned (%d).\n\r", ch->pcdata->powers3[PINVOKE]);
mage.c:        int cost = (ch->pcdata->powers3[PINVOKE]+1) * 20;
mage.c:        if ( ch->pcdata->powers3[PINVOKE] >= 10 )
mage.c:        else if (cost > ch->exp)
mage.c:            ch->pcdata->powers3[PINVOKE] +=1;
mage.c:            ch->exp -= cost;
mage.c:        if (ch->pcdata->powers3[PINVOKE] < 6)
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD) && ch->exp >= steelshieldcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
mage.c:            ch->exp -= steelshieldcost;
mage.c:        if (ch->pcdata->powers3[PINVOKE] < 9)
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_BEAST) && ch->exp >= beastcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_BEAST);
mage.c:            ch->exp -= beastcost;
mage.c:        if (ch->pcdata->powers3[PINVOKE] < 8)
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS) && ch->exp >= illusioncost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
mage.c:            ch->exp -= illusioncost;
mage.c:        if (ch->pcdata->powers3[PINVOKE] < 5)
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR) && ch->exp >= defshieldcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR);
mage.c:            ch->exp -= defshieldcost;
mage.c:        if (ch->pcdata->powers3[PINVOKE] < 2)
mage.c:        if (!IS_SET(ch->newbits, NEW_MULTIARMS))
mage.c:            SET_BIT(ch->newbits, NEW_MULTIARMS);
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD) && ch->exp >= shieldcost)
mage.c:            SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
mage.c:            ch->exp -= shieldcost;
mage.c:        if (ch->pcdata->powers3[PINVOKE] < 9)
mage.c:        if (ch->exp < totalcost)
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_MAGESHIELD)) SET_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_DEFLECTOR)) SET_BIT(ch->itemaffect, ITEMA_DEFLECTOR);
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_ILLUSIONS)) SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS);
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_BEAST)) SET_BIT(ch->itemaffect, ITEMA_BEAST);
mage.c:        if (!IS_ITEMAFF(ch, ITEMA_STEELSHIELD)) SET_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
mage.c:        ch->exp -= totalcost;
mage.c:    int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + ch->spl[YELLOW_MAGIC];
mage.c://    if (ch->pcdata->powers3[PINVOKE] < 4) /* 4 is just a test */
mage.c:        REMOVE_BIT(ch->itemaffect, ITEMA_MAGESHIELD);
mage.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
mage.c:            vch_next = vch->next_in_room;
mage.c:                if ((mount = ch->mount) != NULL)
mage.c:                dam = number_range(magic_power*7, magic_power*9) + ch->damroll;
mage.c:                dam += ch->pcdata->mod_int * 1000;
mage.c:                if (vch->position > POS_STUNNED)
mage.c:                    if (ch->fighting == NULL) set_fighting(ch, vch);
mage.c:                    if (vch->fighting == NULL) set_fighting(vch, ch);
mage.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_RELIC))
mage.c:    if (obj->carried_by != NULL)
mage.c:    if (obj->in_room == NULL)
mage.c:    if (!IS_SET(obj->wear_flags, ITEM_TAKE))
mage.c:    if ( IS_SET(obj->in_room->room_flags, ROOM_ASTRAL))
mage.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
mage.c:    char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ),	ch->in_room );
magic2.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
magic2.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
magic2.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
magic2.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
magic2.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    if ( victim->level <= 2 )
magic2.c:        dam		 = ch->hit + 1;
magic2.c:        dam *= (ch->spellpower * 4);
magic2.c:        victim->mana	/= 2;
magic2.c:        victim->move	/= 2;
magic2.c:        ch->hit		+= dam / 2;
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:    free_string(item->name);
magic2.c:    sprintf(buf,"Templar Shield of %s",god_table[ch->god].name);
magic2.c:    item->name = str_dup(buf);
magic2.c:    free_string(item->short_descr);
magic2.c:    sprintf(buf,"Templar Shield of %s",god_table[ch->god].name);
magic2.c:    item->short_descr = str_dup(buf);
magic2.c:    free_string(item->description);
magic2.c:    sprintf(buf,"Templar Shield of %s",god_table[ch->god].name);
magic2.c:    item->description = str_dup(buf);
magic2.c:    SET_BIT( item->item_type, ITEM_ARMOR );
magic2.c:    item->item_type = ITEM_ARMOR;
magic2.c:    SET_BIT( item->wear_flags, ITEM_TAKE );
magic2.c:    SET_BIT( item->wear_flags, ITEM_WEAR_SHIELD );
magic2.c:    SET_BIT( item->extra_flags, ITEM_MAGIC);
magic2.c:    SET_BIT( item->extra_flags, ITEM_GLOW);
magic2.c:    item->value[0] = 200;  // pierce
magic2.c:    item->value[1] = 200;  // bash
magic2.c:    item->value[2] = 200;  // slash
magic2.c:    item->value[3] = 200;  // magic
magic2.c:    item->level = ch->level;
magic2.c:    item->condition = 100;
magic2.c:    item->weight = 10;
magic2.c:    if (ch->level <= 50) hitroll = 50;
magic2.c:    else hitroll = ch->level;
magic2.c:    if (ch->level <= 50) damroll = 50;
magic2.c:    else damroll = ch->level;
magic2.c:    armor = number_range(-200,-300);
magic2.c:    free_string(item->name);
magic2.c:    sprintf(buf,"Templar Broad-Sword of %s",god_table[ch->god].name);
magic2.c:    item->name = str_dup(buf);
magic2.c:    free_string(item->short_descr);
magic2.c:    sprintf(buf,"Templar Broad-Sword of %s",god_table[ch->god].name);
magic2.c:    item->short_descr = str_dup(buf);
magic2.c:    free_string(item->description);
magic2.c:    sprintf(buf,"Templar Broad-Sword of %s",god_table[ch->god].name);
magic2.c:    item->description = str_dup(buf);
magic2.c:    item->item_type = ITEM_WEAPON;
magic2.c:    SET_BIT( item->wear_flags, ITEM_TAKE );
magic2.c:    SET_BIT( item->wear_flags, ITEM_WIELD );
magic2.c:    SET_BIT( item->extra_flags, ITEM_MAGIC);
magic2.c:    SET_BIT( item->extra_flags, ITEM_GLOW);
magic2.c:    item->value[1] = 20;  // bash
magic2.c:    item->value[2] = 20;  // slash
magic2.c:    item->value[3] = WPN_LONGSWORD;
magic2.c:    SET_BIT(item->value[4], WEAPON_FLAMING);
magic2.c:    item->level = ch->level;
magic2.c:    item->condition = 100;
magic2.c:    item->weight = 10;
magic2.c:    if (ch->level <= 50) hitroll = 50;
magic2.c:    else hitroll = ch->level;
magic2.c:    if (ch->level <= 50) damroll = 50;
magic2.c:    else damroll = ch->level;
magic2.c:    armor = number_range(-200,-300);
magic2.c://    if ( ( ch->fighting == NULL )
magic2.c:    /*Focus Level version is hella bugged! -Fesdor
magic2.c:    pbonus = ( !IS_NPC( ch ) && !IS_NPC( victim ) ? focus_level(ch->pcdata->focus[MAGIC_POWER]) -
magic2.c:    focus_level(victim->pcdata->focus[MAGIC_POWER]) : 0 );
magic2.c:    fbonus = ( !IS_NPC( ch ) ? ch->pcdata->focus[MAGIC_ABILITY] : 0 );
magic2.c:    dbonus = ( !IS_NPC( victim ) ? victim->pcdata->focus[MAGIC_DEFENSE] : 0 );
magic2.c:    fbonus = ( ( fbonus - dbonus < 0 ) ? 0 : fbonus );
magic2.c:    pbonus =  ( pbonus < 0 ? -1 : pbonus / 2 );
magic2.c:    mod = ( ( ch->level + get_curr_stat( ch , STAT_INT ) + fbonus ) - ( victim->saving_throw * -1 + get_curr_stat(
magic2.c:    mod = number_range(get_curr_wis(ch)*4,get_curr_wis(ch)*5)-(ch->saving_throw -
magic2.c:            victim->saving_throw);
magic2.c:    dam = ch->level + get_curr_int( ch ) * 8 - victim->saving_throw * -1;
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:        victim->hit -= dam;
magic2.c:        ch->hit += dam;
magic2.c:        af.modifier         = mod * -1;
magic2.c://    if ( ( ch->fighting == NULL )
magic2.c:    /*Same problem as siphon life -Fesdor
magic2.c:    pbonus = ( !IS_NPC( ch ) && !IS_NPC( victim ) ? focus_level(ch->pcdata->focus[MAGIC_POWER]) -
magic2.c:    focus_level(victim->pcdata->focus[MAGIC_POWER]) : 0 );
magic2.c:    fbonus = ( !IS_NPC( ch ) ? ch->pcdata->focus[MAGIC_ABILITY] : 0 );
magic2.c:    dbonus = ( !IS_NPC( victim ) ? victim->pcdata->focus[MAGIC_DEFENSE] : 0 );
magic2.c:    fbonus = ( ( fbonus - dbonus < 0 ) ? 0 : fbonus );
magic2.c:    pbonus =  ( pbonus < 0 ? -1 : pbonus / 2 );
magic2.c:    mod = number_range(get_curr_wis(ch)*4,get_curr_wis(ch)*5)-(ch->saving_throw - victim->saving_throw);
magic2.c:    mod = ( ( ch->level + get_curr_stat( ch , STAT_INT ) + fbonus )	- ( victim->saving_throw * -1 + get_curr_stat(
magic2.c:    dam = ch->level + get_curr_int( ch ) * 8 - victim->saving_throw * -1;
magic2.c:    dam *= (ch->spellpower * 4);
magic2.c:        victim->mana -= dam;
magic2.c:        if ( victim-> mana < 0 )
magic2.c:            victim->mana = 0;
magic2.c:            ch->mana += dam;
magic2.c:        af.modifier         = mod * -1;
magic.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
magic.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
magic.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
magic.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
magic.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
magic.c://    if (ch->spl[dtype] >= 200 && !IS_MAGE(ch) && !IS_DROW(ch))
magic.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_MAG))
magic.c:     && ch->generation > 2)
magic.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_CLE))
magic.c:     && ch->generation > 2)
magic.c:    if (IS_DROW(ch) && ch->generation < 3)
magic.c:    if (ch->spl[dtype] > cmax ) ch->spl[dtype] = cmax;
magic.c:    if (ch->spl[dtype] >= cmax) return;
magic.c:    if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1>=90 || dice2>=85))
magic.c:    if (!IS_SET(ch->act, PLR_BRIEF5))
magic.c:        if ((amount > 0) && (ch->spl[dtype] < cmax))
magic.c:	ch->spl[dtype] += amount;
magic.c:    if (ch->spl[dtype] == 1  ) sprintf(bufskill,"an apprentice of");
magic.c:    else if (ch->spl[dtype] == 50 ) sprintf(bufskill,"a student at");
magic.c:    else if (ch->spl[dtype] == 100 ) sprintf(bufskill,"a scholar at");
magic.c:    else if (ch->spl[dtype] == 150 ) sprintf(bufskill,"a magus at");
magic.c:    else if (ch->spl[dtype] == 200) sprintf(bufskill,"an adept at");
magic.c:    else if (ch->spl[dtype] == 225) sprintf(bufskill,"a mage at");
magic.c:    else if (ch->spl[dtype] == 250) sprintf(bufskill,"a warlock at");
magic.c:    else if (ch->spl[dtype] == 300) sprintf(bufskill,"a master wizard at");
magic.c:    else if (ch->spl[dtype] == 400) sprintf(bufskill,"a grand sorcerer at");
magic.c:    if ( ( obj = ch->pcdata->chobj ) == NULL )
magic.c:    if ( obj->chobj == NULL || obj->chobj != ch )
magic.c:    return -1;
magic.c:        return -1;
magic.c:    return -1;
magic.c:        tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+
magic.c:                  victim->spl[3]+victim->spl[4] ) * 0.05;
magic.c:        save = 50 + ( tsave - level - victim->saving_throw ) * 5;
magic.c:        save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
magic.c:    if (IS_NPC (ch) && ch->desc == NULL)
magic.c:            || (!IS_NPC (ch) && (ch->level <  skill_table[sn].skill_level
magic.c:                                 || ch->pcdata->learned[sn] == 0)))
magic.c:    if (ch->position < skill_table[sn].minimum_position)
magic.c:    if (ch->level + 2 == skill_table[sn].skill_level)
magic.c:        mana = UMAX (skill_table[sn].min_mana, 100 / (2 + ch->level - skill_table[sn].skill_level));
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 (target_name, ch->name))
magic.c:            if ((victim = ch->fighting) == NULL)
magic.c:            if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
magic.c:            if ((victim = ch->fighting) == NULL)
magic.c:        if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
magic.c:    if (!IS_NPC (ch) && ch->mana < mana)
magic.c:    ch->spell_vars[0] = sn;
magic.c:    ch->spell_vars[1] = ch->level;
magic.c:    ch->spell_vars[2] = target;
magic.c:    ch->spell_vars[4] = mana;
magic.c:    ch->vo = vo;
magic.c:    ch->spell_vars[3] = skill_table[sn].beats / 6;
magic.c:    ch->spellaction[0] = ACTION_CASTING;
magic.c:        if (victim == NULL || victim->in_room != ch->in_room)
magic.c:                   if ( obj == NULL || (obj->in_room != ch->in_room && !has_object(ch, obj)))
magic.c:    if (number_percent() > ch->pcdata->learned[sn])
magic.c:        ch->mana -= ch->spell_vars[4] / 2;
magic.c:        ch->mana -= ch->spell_vars[4];
magic.c:    ch->spellaction[0] = ACTION_NONE;
magic.c:            && victim->master != ch)
magic.c:        for (vch = ch->in_room->people; vch; vch = vch_next)
magic.c:            vch_next = vch->next_in_room;
magic.c:            if (victim == vch && victim->fighting == NULL)
magic.c:    if (ch->spellaction[0] != ACTION_CASTING)
magic.c:    ch->spell_vars[0] = 0;
magic.c:    ch->spell_vars[1] = 0;
magic.c:    ch->spell_vars[2] = 0;
magic.c:    ch->vo            = NULL;
magic.c:    ch->mana -= ch->spell_vars[4] / 4;
magic.c:    ch->spellaction[0] = ACTION_NONE;
magic.c:    if ( --ch->spell_vars[3] <= 0)
magic.c:        release_spell( ch->spell_vars[0], ch->spell_vars[1], ch, ch->vo, ch->spell_vars[2]);
magic.c:            victim = ch->fighting;
magic.c:            &&   victim->master != ch )
magic.c:        for ( vch = ch->in_room->people; vch; vch = vch_next )
magic.c:            vch_next = vch->next_in_room;
magic.c:            if ( victim == vch && victim->fighting == NULL )
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.modifier  = -20 - ch->level / 25;;
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.modifier = ch->hitroll / 50;
magic.c:    af.modifier = ch->damroll / 50;
magic.c:    af.modifier = -500;
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.modifier  = 0 - 150;
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.modifier  = 0 - level / 25;
magic.c:    value -= GET_AC(ch);
magic.c:    value -= ch->defense;
magic.c:    af.duration  = ch->level * 4;
magic.c:    if (ch->morale < 2000){
magic.c:    ch->morale += 75;
magic.c:    af.duration  = ch->level * 4;
magic.c:    if (ch->morale < 2000)
magic.c:    ch->morale += 75;
magic.c:    af.duration  = ch->level * 4;
magic.c:    if (ch->morale < 2000)
magic.c:    ch->morale += 50;
magic.c:    af.duration  = ch->level * 4;
magic.c:    af2.modifier	= -2;
magic.c:    af3.modifier	= -10;
magic.c:    af.modifier  = -4;
magic.c:        sprintf(buf,"%s is blinded!\n\r",victim->name);
magic.c:        sprintf(buf,"%s is blinded!\n\r",victim->short_descr);
magic.c:    /* I don't want people charming ghosts and stuff - KaVir */
magic.c:            ||   level < victim->level
magic.c:    if ( victim->master )
magic.c:    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
magic.c:        af.modifier  = -1;
magic.c:    if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
magic.c:    hp = victim->hit;
magic.c:    if (no_dam) victim->hit = hp;
magic.c:    af.modifier  = -1;
magic.c:  af.modifier = -1000;
magic.c:    if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
magic.c:        if ( obj->value[3] != 0 )
magic.c:            (saves_spell( level, victim ) || level < victim->level) )
magic.c:    if ( !(victim->affected) && !IS_SET(victim->flag2, AFF_TOTALBLIND))
magic.c:    while (victim->affected)
magic.c:        affect_remove(victim,victim->affected);
magic.c:    if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
magic.c:        if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
magic.c:            REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
magic.c:        if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
magic.c:            REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
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:    if ( obj->item_type != ITEM_WEAPON
magic.c:            ||   IS_SET(obj->quest, QUEST_ENCHANTED)
magic.c:            ||   IS_SET(obj->quest, QUEST_ARTIFACT)
magic.c:            ||   obj->chobj != NULL )
magic.c:        affect_free	= affect_free->next;
magic.c:    paf->type		= sn;
magic.c:    paf->duration	= -1;
magic.c:    paf->location	= APPLY_HITROLL;
magic.c:    paf->modifier	= level / 5;
magic.c:    paf->bitvector	= 0;
magic.c:    paf->next		= obj->affected;
magic.c:    obj->affected	= paf;
magic.c:        affect_free	= affect_free->next;
magic.c:    paf->type		= sn;
magic.c:    paf->duration	= -1;
magic.c:    paf->location	= APPLY_DAMROLL;
magic.c:    paf->modifier	= level / 10;
magic.c:    paf->bitvector	= 0;
magic.c:    paf->next		= obj->affected;
magic.c:    obj->affected	= paf;
magic.c:        SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
magic.c:        SET_BIT(obj->quest, QUEST_ENCHANTED);
magic.c:        SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
magic.c:        SET_BIT(obj->quest, QUEST_ENCHANTED);
magic.c:        SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
magic.c:        SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
magic.c:        SET_BIT(obj->quest, QUEST_ENCHANTED);
magic.c:        ch->alignment = UMAX(-1000, ch->alignment - 200);
magic.c:    if ( victim->level <= 2 )
magic.c:        dam		 = ch->hit + 1;
magic.c:            victim->mana	/= 2;
magic.c:            victim->move	/= 2;
magic.c:            ch->hit		+= dam;
magic.c:            if (ch->hit > (2*ch->max_hit))
magic.c:                ch->hit = (2 * ch->max_hit);
magic.c:    hp = victim->hit;
magic.c:        victim->hit = hp;
magic.c:    if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
magic.c:    victim->hit = UMIN( victim->hit + random, victim->max_hit );
magic.c:    if ( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
magic.c:    if ((saves_spell( level, victim ) && number_range(1,3)!=1) && victim->position >= POS_FIGHTING )
magic.c:    af.modifier  = -level;
magic.c:    if ( victim->in_room == NULL
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
magic.c:            if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
magic.c:                    &&   !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
magic.c:    if ( (mount = ch->mount) == NULL ) return;
magic.c:    char_to_room( mount, ch->in_room );
magic.c:    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
magic.c:    if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
magic.c:    for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
magic.c:        if (ich==ch || ich->trust > 6) continue;
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:        REMOVE_BIT(ich->act, PLR_WIZINVIS);
magic.c:        REMOVE_BIT(ich->act, AFF_HIDE);
magic.c:        REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
magic.c:        REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);
magic.c:    REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.duration  = ch->level / 25;
magic.c:    dam = UMAX(  20, victim->hit - dice(1,4) );
magic.c:    for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
magic.c:            ich->hit += number_range(150,250);
magic.c:            if (ich->hit > ich->max_hit) ich->hit=ich->max_hit;
magic.c:    if (!ch->in_room)
magic.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
magic.c:    if (ch->pcdata->quest < 50)
magic.c:    ch->pcdata->quest -= 50;
magic.c:    obj->weight    = 1;
magic.c:    obj->cost      = 1000;
magic.c:    obj->item_type = ITEM_PORTAL;
magic.c:    obj->value[0]  = ch->in_room->vnum;
magic.c:    replace_string(obj->questmaker, ch->pcdata->switchname);
magic.c:    replace_string(obj->questowner, ch->pcdata->switchname);
magic.c:    replace_string(obj->short_descr, "A shimmering gateway");
magic.c:    replace_string(obj->description, "A shimmering gateway stands here.");
magic.c:    replace_string(obj->name, "gateway shimmering");
magic.c:    obj->ownerid = ch->pcdata->playerid;
magic.c:    victim->hit = UMIN( victim->hit + 1000, victim->max_hit );
magic.c:    if ( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-1000;
magic.c:    victim->hit = UMIN( victim->hit + number_range(1000, 3000), victim->max_hit );
magic.c:             obj->name,
magic.c:             extra_bit_name( obj->extra_flags ),
magic.c:             obj->weight,
magic.c:             obj->cost );
magic.c:    if (obj->points > 0 && obj->item_type != ITEM_QUEST)
magic.c:        sprintf( buf, "Quest point value is %d.\n\r", obj->points );
magic.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
magic.c:            obj->questowner != NULL && strlen(obj->questowner) > 1)
magic.c:        sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
magic.c:    else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
magic.c:        sprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
magic.c:    else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
magic.c:        sprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
magic.c:    if (IS_SET(obj->quest, QUEST_ENCHANTED))
magic.c:    if (IS_SET(obj->quest, QUEST_SPELLPROOF))
magic.c:    switch ( obj->item_type )
magic.c:        sprintf( buf, "Level %d spells of:", obj->value[0] );
magic.c:        if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
magic.c:            send_to_char( skill_table[obj->value[1]].name, ch );
magic.c:        if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
magic.c:            send_to_char( skill_table[obj->value[2]].name, ch );
magic.c:        if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
magic.c:            send_to_char( skill_table[obj->value[3]].name, ch );
magic.c:        sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
magic.c:        if (obj->value[2] < 2) sprintf(buf, "This is a minor explosive device.\n\r");
magic.c:        else if (obj->value[2] < 5) sprintf(buf, "This is an explosive device.\n\r");
magic.c:                 obj->value[1], obj->value[2], obj->value[0] );
magic.c:        if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
magic.c:            send_to_char( skill_table[obj->value[3]].name, ch );
magic.c:        sprintf(buf, "Weapon: [%s]\n\r", flag_string(weapon_flags, obj->value[3]));
magic.c:        if (obj->value[3] == WPN_GUN)
magic.c:            sprintf(buf, "Gun type: [%s]\n\r", flag_string(guntype_flags, obj->guntype));
magic.c:            sprintf(buf, "Gun Ammunition loaded: [%d]\n\r", obj->guncapacity);
magic.c:            sprintf(buf, "Gun Ammunition Caliber: [.%d]\n\r", obj->ammo);
magic.c:                 obj->weapon_level, obj->weapon_points);
magic.c:        sprintf( buf, " Souls %d \n\r",obj->soul_level );
magic.c:                obj->value2[0],obj->value2[1]);
magic.c:                obj->value2[3]);
magic.c:                 obj->value[1], obj->value[2],(obj->value[1] * (obj->value[2]) / 2));
magic.c:            if (obj->level < 10)
magic.c:                sprintf(buf,"%s is a minor spell weapon.\n\r",obj->short_descr);
magic.c:            else if (obj->level < 20)
magic.c:                sprintf(buf,"%s is a lesser spell weapon.\n\r",obj->short_descr);
magic.c:            else if (obj->level < 30)
magic.c:                sprintf(buf,"%s is an average spell weapon.\n\r",obj->short_descr);
magic.c:            else if (obj->level < 40)
magic.c:                sprintf(buf,"%s is a greater spell weapon.\n\r",obj->short_descr);
magic.c:            else if (obj->level < 50)
magic.c:                sprintf(buf,"%s is a major spell weapon.\n\r",obj->short_descr);
magic.c:            else if (obj->level > 50)
magic.c:                sprintf(buf,"%s is an ultimate spell weapon.\n\r",obj->short_descr);
magic.c:                sprintf(buf,"%s is a supreme spell weapon.\n\r",obj->short_descr);
magic.c:        if (obj->value[0] >= 1000)
magic.c:            itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
magic.c:            itemtype = obj->value[0];
magic.c:        if (obj->value[0] >= 1000)
magic.c:            itemtype = obj->value[0] / 1000;
magic.c:            sprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r");
magic.c:        sprintf( buf, "[Defense Mod -%d] [Souls %d]\n\r", obj->value[0], obj->soul_level );
magic.c:        sprintf( buf, "[Condition %d] [Toughness %d]\n\r", obj->condition, obj->toughness );
magic.c:                obj->value2[0],obj->value2[1]);
magic.c:                obj->value2[3]);
magic.c:        sprintf(buf, "[Armor Type: %s]\n\r", flag_string(armortype_flags, obj->armortype));
magic.c:        if (obj->value[3] < 1)
magic.c:        if (obj->value[3] == 1)
magic.c:        else if (obj->value[3] == 2)
magic.c:        else if (obj->value[3] == 3)
magic.c:        else if (obj->value[3] == 4)
magic.c:        else if (obj->value[3] == 5)
magic.c:        else if (obj->value[3] == 6)
magic.c:        else if (obj->value[3] == 7)
magic.c:        else if (obj->value[3] == 8)
magic.c:        else if (obj->value[3] == 9)
magic.c:        else if (obj->value[3] == 10)
magic.c:        else if (obj->value[3] == 11)
magic.c:        else if (obj->value[3] == 12)
magic.c:        else if (obj->value[3] == 13)
magic.c:        else if (obj->value[3] == 14)
magic.c:        else if (obj->value[3] == 15)
magic.c:        else if (obj->value[3] == 16)
magic.c:        else if (obj->value[3] == 17)
magic.c:        else if (obj->value[3] == 18)
magic.c:            sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r");
magic.c:        else if (obj->value[3] == 19)
magic.c:	if (obj->value[3] == 20) 
magic.c:	if (obj->value[3] == 21) 
magic.c:	if (obj->value[3] == 22) 
magic.c:	if (obj->value[3] == 23) 
magic.c:	if (obj->value[3] == 24) 
magic.c:	if (obj->value[3] == 25) 
magic.c:	if (obj->value[3] == 26) 
magic.c:        if (obj->value[3] > 0)
magic.c:    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
magic.c:        if ( paf->location != APPLY_NONE && paf->modifier != 0 )
magic.c:                     affect_loc_name( paf->location ), paf->modifier );
magic.c:    for ( paf = obj->affected; paf != NULL; paf = paf->next )
magic.c:        if ( paf->location != APPLY_NONE && paf->modifier != 0 )
magic.c:                     affect_loc_name( paf->location ), paf->modifier );
magic.c:    ap = victim->alignment;
magic.c:    else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
magic.c:    else if ( ap > -350 ) msg = "$N lies to $S friends.";
magic.c:    else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!";
magic.c:    for ( obj = object_list; obj != NULL; obj = obj->next )
magic.c:        if (!can_see_obj( ch, obj ) || !is_name(arg1, obj->name)) continue;
magic.c:        for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj );
magic.c:        if ( in_obj->carried_by != NULL )
magic.c:                    count, obj->short_descr, PERS(in_obj->carried_by, ch) );
magic.c:                    count, obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
magic.c:        if (count - start_number > 42) break;
magic.c:    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
magic.c:    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
magic.c:    af.duration  = ch->level / 25;
magic.c:    /* Ghosts cannot be poisoned - KaVir */
magic.c:    af.modifier  = 0 - number_range(1,3);
magic.c:        sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->name);
magic.c:        sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->short_descr);
magic.c:    /* Ghosts cannot be poisoned - KaVir */
magic.c:    af.modifier  = -2;
magic.c:        sprintf(buf,"%s looks very sick as food poisoning takes affect.\n\r",victim->name);
magic.c:        sprintf(buf,"%s looks very sick as food poisoning takes affect.\n\r",victim->short_descr);
magic.c:    if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
magic.c:        if      (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
magic.c:        else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
magic.c:        else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
magic.c:        else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
magic.c:        else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
magic.c:        else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
magic.c:        else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
magic.c:        else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
magic.c:    sprintf(buf,"Hp:%lli/%lli, Mana:%lli/%lli, Move:%lli/%lli.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,
magic.c:            victim->move,victim->max_move);
magic.c:    if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, Defense:%d.\n\r",char_hitroll(victim),char_damroll(victim), victim->defense);
magic.c:    else sprintf(buf,"Defense:%d.\n\r", victim->defense);
magic.c:    sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
magic.c:    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE)
magic.c:    victim->move = UMIN( victim->move + level * 3, victim->max_move );
magic.c:    if (!IS_NPC(victim) && victim->sex == SEX_MALE &&
magic.c:            victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0)
magic.c:        victim->pcdata->stage[2] = 0;
magic.c:                REMOVE_BIT(victim->affected_by, AFF_CURSE);
magic.c:        if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
magic.c:            REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
magic.c:        else if ( IS_SET(obj->extra_flags, ITEM_NODROP) )
magic.c:            REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.duration  = ch->level / 25;
magic.c:    af.modifier  = -20 - (level / 25);
magic.c:    af.modifier  = -50 - (level / 25);
magic.c:    af.modifier  = -50 - (level / 25);
magic.c:            ||   victim->in_room == NULL
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
magic.c:            ||   victim->level >= level + 3
magic.c:            ||   victim->fighting != NULL
magic.c:            ||   victim->in_room->area != ch->in_room->area
magic.c:    char_to_room( victim, ch->in_room );
magic.c:    if ( (mount = victim->mount) == NULL ) return;
magic.c:    char_to_room( mount, get_room_index(victim->in_room->vnum) );
magic.c:    if ( victim->in_room == NULL
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
magic.c:            || ( !IS_NPC(ch) && victim->fighting != NULL )
magic.c:            if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
magic.c:                    &&   !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT))
magic.c:    if ( (mount = ch->mount) == NULL ) return;
magic.c:    char_to_room( mount, ch->in_room );
magic.c:    af.modifier  = -2;
magic.c:    hpch = UMAX( 10, ch->hit );
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:    replace_string(obj->name, buf);
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:    replace_string(obj->short_descr, buf);
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:    replace_string(obj->description, buf);
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:    else obj->level = 1;
magic.c:    if (obj->level > 60) obj->level = 60;
magic.c:    obj->value[0] = 13034;
magic.c:    obj->value[1] = 10;
magic.c:    obj->value[2] = 20;
magic.c:    obj->value[3] = weapontype;
magic.c:    replace_string(obj->questmaker, ch->name);
magic.c:        replace_string(obj->questowner, ch->pcdata->switchname);
magic.c:    obj->ownerid = ch->pcdata->playerid;
magic.c:    if ( ch->move < 50 )
magic.c:    ch->move = ch->move - 50;
magic.c:    victim->mana = UMIN( victim->mana + level + 10, victim->max_mana);
magic.c:    af.duration  = ch->level / 25;
magic.c:            ||   victim->in_room == NULL
magic.c:            ||   (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && victim->fight_timer == 0)
magic.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
magic.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
magic.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
magic.c:            ||   victim->in_room->vnum == ch->in_room->vnum)
magic.c:    if ( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
magic.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
magic.c:    obj->value[0] = victim->in_room->vnum;
magic.c:    obj->value[3] = ch->in_room->vnum;
magic.c:    obj->timer = duration;
magic.c:        obj->extra_flags = ITEM_SHADOWPLANE;
magic.c:    obj_to_room( obj, ch->in_room );
magic.c:    obj->value[0] = ch->in_room->vnum;
magic.c:    obj->value[3] = victim->in_room->vnum;
magic.c:    obj->timer = duration;
magic.c:        obj->extra_flags = ITEM_SHADOWPLANE;
magic.c:    obj_to_room( obj, victim->in_room );
magic.c:    victim->mana = UMIN( victim->mana + 50, victim->max_mana);
magic.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT)) {
magic.c:    if (victim->shop_fun)
magic.c:    if ( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
magic.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
magic.c:    if (victim->loc_hp[6] > 0)
magic.c:    if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_ARM);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_ARM);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_LEG);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_LEG);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_L);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_R);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_L);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_R);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_NOSE);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_HAND);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_HAND);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_FOOT);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_FOOT);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_THUMB);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_THUMB);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_I);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_I);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_M);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_M);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_R);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_R);
magic.c:    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_L);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_L);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
magic.c:            REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
magic.c:        teeth -= 1;
magic.c:            teeth -= 16;
magic.c:            SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
magic.c:            teeth -= 8;
magic.c:            SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
magic.c:            teeth -= 4;
magic.c:            SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
magic.c:            teeth -= 2;
magic.c:            SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
magic.c:            teeth -= 1;
magic.c:            SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
magic.c:        REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
magic.c:            REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
magic.c:            REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
magic.c:            REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
magic.c:            REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
magic.c:            REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
magic.c:        ribs -= 1;
magic.c:            ribs -= 16;
magic.c:            SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
magic.c:            ribs -= 8;
magic.c:            SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
magic.c:            ribs -= 4;
magic.c:            SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
magic.c:            ribs -= 2;
magic.c:            SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
magic.c:            ribs -= 1;
magic.c:            SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
magic.c:        if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
magic.c:        REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
magic.c:    if (ch->carry_weight >= can_carry_w( ch ) )
magic.c:    obj->item_type = itemtype;
magic.c:    sprintf(buf,"%s %s",ch->name,itemkind);
magic.c:    replace_string(obj->name, buf);
magic.c:    sprintf(buf,"%s's %s",ch->name, itemkind);
magic.c:    replace_string(obj->short_descr, buf);
magic.c:    sprintf(buf,"%s's %s lies here.",ch->name,itemkind);
magic.c:    replace_string(obj->description, buf );
magic.c:    obj->weight = 10;
magic.c:    replace_string(obj->questmaker, ch->name);
magic.c:            || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
magic.c:    if ( ch->pcdata->learned[sn] < 100 )
magic.c:    if ( obj->item_type != ITEM_POTION )
magic.c:    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
magic.c:            obj->value[2] != 0 || obj->value[3] != 0 )
magic.c:        obj->value[0] = ch->spl[0]/4;
magic.c:        obj->value[0] = ch->spl[1]/4;
magic.c:        obj->value[0] = ch->spl[2]/4;
magic.c:        obj->value[0] = ch->spl[3]/4;
magic.c:        obj->value[0] = ch->spl[4]/4;
magic.c:    obj->value[1] = sn;
magic.c:    if (obj->value[0] >= 25) obj->value[2] = sn;
magic.c:    else obj->value[2] = -1;
magic.c:    if (obj->value[0] >= 50) obj->value[3] = sn;
magic.c:    else obj->value[3] = -1;
magic.c:    sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->name, buf);
magic.c:    sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->short_descr, buf);
magic.c:    replace_string(obj->description, buf);
magic.c:            || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
magic.c:    if ( ch->pcdata->learned[sn] < 100 )
magic.c:    if ( obj->item_type != ITEM_SCROLL )
magic.c:    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
magic.c:            obj->value[2] != 0 || obj->value[3] != 0 )
magic.c:        obj->value[0] = ch->spl[0]/4;
magic.c:        obj->value[0] = ch->spl[1]/4;
magic.c:        obj->value[0] = ch->spl[2]/4;
magic.c:        obj->value[0] = ch->spl[3]/4;
magic.c:        obj->value[0] = ch->spl[4]/4;
magic.c:    obj->value[1] = sn;
magic.c:    if (obj->value[0] >= 25) obj->value[2] = sn;
magic.c:    else obj->value[2] = -1;
magic.c:    if (obj->value[0] >= 50) obj->value[3] = sn;
magic.c:    else obj->value[3] = -1;
magic.c:    sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->name, buf);
magic.c:    sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->short_descr, buf);
magic.c:    replace_string(obj->description, buf);
magic.c:            || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
magic.c:    if ( ch->pcdata->learned[sn] < 100 )
magic.c:    if ( obj->item_type != ITEM_WAND )
magic.c:    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
magic.c:            obj->value[2] != 0 || obj->value[3] != 0 )
magic.c:        obj->value[0] = ch->spl[0]/4;
magic.c:        obj->value[0] = ch->spl[1]/4;
magic.c:        obj->value[0] = ch->spl[2]/4;
magic.c:        obj->value[0] = ch->spl[3]/4;
magic.c:        obj->value[0] = ch->spl[4]/4;
magic.c:    obj->value[1] = (obj->value[0] / 5) + 1;
magic.c:    obj->value[2] = (obj->value[0] / 5) + 1;
magic.c:    obj->value[3] = sn;
magic.c:    sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->name, buf);
magic.c:    sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->short_descr, buf);
magic.c:    replace_string(obj->description, buf);
magic.c:    obj->wear_flags = ITEM_TAKE | ITEM_HOLD;
magic.c:            || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
magic.c:    if ( ch->pcdata->learned[sn] < 100 )
magic.c:    if ( obj->item_type != ITEM_STAFF )
magic.c:    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
magic.c:            obj->value[2] != 0 || obj->value[3] != 0 )
magic.c:        obj->value[0] = (ch->spl[1]+1)/4;
magic.c:        obj->value[0] = (ch->spl[2]+1)/4;
magic.c:    obj->value[1] = (obj->value[0] / 10) + 1;
magic.c:    obj->value[2] = (obj->value[0] / 10) + 1;
magic.c:    obj->value[3] = sn;
magic.c:    sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->name, buf);
magic.c:    sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->short_descr, buf);
magic.c:    replace_string(obj->description, buf);
magic.c:    obj->wear_flags = ITEM_TAKE | ITEM_HOLD;
magic.c:            || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
magic.c:    if ( ch->pcdata->learned[sn] < 100 )
magic.c:    if ( obj->item_type != ITEM_PILL )
magic.c:    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
magic.c:            obj->value[2] != 0 || obj->value[3] != 0 )
magic.c:        obj->value[0] = ch->spl[0]/4;
magic.c:        obj->value[0] = ch->spl[1]/4;
magic.c:        obj->value[0] = ch->spl[2]/4;
magic.c:        obj->value[0] = ch->spl[3]/4;
magic.c:        obj->value[0] = ch->spl[4]/4;
magic.c:    obj->value[1] = sn;
magic.c:    if (obj->value[0] >= 25) obj->value[2] = sn;
magic.c:    else obj->value[2] = -1;
magic.c:    if (obj->value[0] >= 50) obj->value[3] = sn;
magic.c:    else obj->value[3] = -1;
magic.c:    sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->name, buf);
magic.c:    sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name);
magic.c:    replace_string(obj->short_descr, buf);
magic.c:    replace_string(obj->description, buf);
magic.c:    if (ch->pcdata->followers > 4)
magic.c:    ch->pcdata->followers++;
magic.c:    victim->level = level;
magic.c:    victim->armor = 0 - (2*level);
magic.c:    victim->hitroll = level;
magic.c:    victim->damroll = level;
magic.c:    victim->hit = 100*level;
magic.c:    victim->max_hit = 100*level;
magic.c:    SET_BIT(victim->affected_by,AFF_FLYING);
magic.c:    SET_BIT(victim->act, ACT_NOEXP);
magic.c:        replace_string(victim->name, "mount white horse pegasus");
magic.c:        sprintf(buf,"%s's white pegasus",ch->name);
magic.c:        replace_string(victim->short_descr, buf);
magic.c:        replace_string(victim->long_descr, "A beautiful white pegasus stands here.\n\r");
magic.c:        replace_string(victim->name, "mount griffin");
magic.c:        sprintf(buf,"%s's griffin",ch->name);
magic.c:        replace_string(victim->short_descr, buf);
magic.c:        replace_string(victim->long_descr, "A vicious looking griffin stands here.\n\r");
magic.c:        replace_string(victim->name, "mount black horse nightmare");
magic.c:        sprintf(buf,"%s's black nightmare",ch->name);
magic.c:        replace_string(victim->short_descr, buf);
magic.c:        replace_string(victim->long_descr, "A large black demonic horse stands here.\n\r");
magic.c:    char_to_room( victim, ch->in_room );
magic.c:    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
magic.c:        obj_next = obj->next_content;
magic.c:        if ( obj->condition < 100 && can_see_obj( ch, obj ) )
magic.c:    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
magic.c:        obj_next = obj->next_content;
magic.c:        if ( obj->condition < 100 && can_see_obj( ch, obj ) )
magic.c:            obj->condition = 100;
magic.c:    if ( obj->chobj != NULL )
magic.c:    if ( IS_SET(obj->quest, QUEST_SPELLPROOF) )
magic.c:    SET_BIT(obj->quest, QUEST_SPELLPROOF);
magic.c:    if ( obj->timer < 1 )
magic.c:    if ( obj->chobj != NULL )
magic.c:    obj->timer = -1;
magic.c:    if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
magic.c:    if ( obj->chobj != NULL )
magic.c:    if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
magic.c:    if ( obj->resistance <= 10 )
magic.c:    obj->resistance = 10;
magic.c:    obj->toughness = 100;
magic.c:    af.modifier  = 0 - level / 8;
materials.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
materials.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
materials.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
materials.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
materials.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
materials.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
materials.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_mint] )
materials.c:    value = is_number( arg2 ) ? atoi( arg2 ) : -1;
materials.c:        if (value > ch->copper)
materials.c:        if (value > ch->rawmaterial[M_COPPER])
materials.c:        ch->copper += value;
materials.c:        ch->rawmaterial[M_COPPER] -= value;
materials.c:        if (value > ch->silver)
materials.c:        if (value > ch->rawmaterial[M_SILVER])
materials.c:        ch->silver += value;
materials.c:        ch->rawmaterial[M_SILVER] -= value;
materials.c:        if (value > ch->gold)
materials.c:        if (value > ch->rawmaterial[M_GOLD])
materials.c:        ch->gold += value;
materials.c:        ch->rawmaterial[M_GOLD] -= value;
materials.c:        if (value > ch->platinum)
materials.c:        if (value > ch->rawmaterial[M_PLATINUM])
materials.c:        ch->platinum += value;
materials.c:        ch->rawmaterial[M_PLATINUM] -= value;
materials.c:        stc("#W-= #yAOH Marketplace#W =-#n\n\r\n\r",ch);
materials.c:        stc("(6) #ySemi-Precious Gems    #n                           \n\r", ch);
materials.c:    material = is_number( arg2 ) ? atoi( arg2 ) : -1;
materials.c:    value = is_number( arg3 ) ? atoi( arg3 ) : -1;
materials.c:        if ((balance[material].value * value) > ch->gold)
materials.c:	balance[material].amount -= value;
materials.c:	ch->gold -= balance[material].value * value;
materials.c:        if (ch->rawmaterial[material] < value)
materials.c:            sprintf(buf, "You dont have enough %d to sell.\n\r",ch->rawmaterial[material]);
materials.c:	ch->gold += balance[material].value * value;
materials.c:	ch->rawmaterial[material] -= value;
materials.c:        stc("#W-= #yAOH Marketplace [Ores]#W =-#n\n\r",ch);
materials.c:        stc("Name - Value - Price - Buyprice - Sellprice\n\r", ch);
materials.c:        stc("#W-= #yAOH Marketplace [Metals]#W =-#n\n\r",ch);
materials.c:        stc("Name - Amount - Value - Price - Buyprice - Sellprice\n\r", ch);
materials.c:        sprintf(buf, "[Quartz]:              %-10d\n\r", ch->rawmaterial[M_QUARTZ]);
materials.c:        sprintf(buf, "[Jade]:                %-10d\n\r", ch->rawmaterial[M_JADE]);
materials.c:        sprintf(buf, "[Onyx]:                %-10d\n\r", ch->rawmaterial[M_ONYX]);
materials.c:        sprintf(buf, "[Amber Opal]:          %-10d\n\r",ch->rawmaterial[M_AMBER_OPAL]);
materials.c:        sprintf(buf, "[Aventurine]:          %-10d\n\r",ch->rawmaterial[M_AVENTURINE]);
materials.c:        sprintf(buf, "[Banded Agate]:        %-10d\n\r",ch->rawmaterial[M_BANDED_AGATE]);
materials.c:        sprintf(buf, "[Blood Stone]:         %-10d\n\r",ch->rawmaterial[M_BLOOD_STONE]);
materials.c:        sprintf(buf, "[Blue Jade]:           %-10d\n\r",ch->rawmaterial[M_BLUE_JADE]);
materials.c:        sprintf(buf, "[Bone Opal]:           %-10d\n\r",ch->rawmaterial[M_BONE_OPAL]);
materials.c:        sprintf(buf, "[Brown Jasper]:        %-10d\n\r",ch->rawmaterial[M_BROWN_JASPER]);
materials.c:        sprintf(buf, "[Carnelian]:           %-10d\n\r",ch->rawmaterial[M_CARNELIAN]);
materials.c:        sprintf(buf, "[Cherry Opal]:         %-10d\n\r",ch->rawmaterial[M_CHERRY_OPAL]);
materials.c:        sprintf(buf, "[Chrysocolla]:         %-10d\n\r",ch->rawmaterial[M_CHRYSOCOLLA]);
materials.c:        sprintf(buf, "[Chrysoprase]:         %-10d\n\r",ch->rawmaterial[M_CHRYSOPRASE]);
materials.c:        sprintf(buf, "[Citrine]:             %-10d\n\r",ch->rawmaterial[M_CITRINE]);
materials.c:        sprintf(buf, "[Clear Tourmaline]:    %-10d\n\r",ch->rawmaterial[M_CLEAR_TOURMALINE]);
materials.c:        sprintf(buf, "[Dendritic Agate]:     %-10d\n\r",ch->rawmaterial[M_DENDRITIC_AGATE]);
materials.c:        sprintf(buf, "[Fire Agate]:          %-10d\n\r",ch->rawmaterial[M_FIRE_AGATE]);
materials.c:        sprintf(buf, "[Fortification Agate]: %-10d\n\r",ch->rawmaterial[M_FORTIFICATION_AGATE]);
materials.c:        sprintf(buf, "[Gold Opal]:           %-10d\n\r",ch->rawmaterial[M_GOLD_OPAL]);
materials.c:        sprintf(buf, "[Gray Chalcedony]:     %-10d\n\r",ch->rawmaterial[M_GRAY_CHALCEDONY]);
materials.c:        sprintf(buf, "[Jasper Opal]:         %-10d\n\r",ch->rawmaterial[M_JASPER_OPAL]);
materials.c:        sprintf(buf, "[Lace Agate]:          %-10d\n\r",ch->rawmaterial[M_LACE_AGATE]);
materials.c:        sprintf(buf, "[Lapis Lazuli]:        %-10d\n\r",ch->rawmaterial[M_LAPIS_LAZULI]);
materials.c:        sprintf(buf, "[Lavender Jade]:       %-10d\n\r",ch->rawmaterial[M_LAVENDER_JADE]);
materials.c:        sprintf(buf, "[Milk Opal]:        %-10d\n\r",ch->rawmaterial[M_MILK_OPAL]);
materials.c:        sprintf(buf, "[Milk Quartz]:      %-10d\n\r",ch->rawmaterial[M_MILK_QUARTZ]);
materials.c:        sprintf(buf, "[Moon Stone]:       %-10d\n\r",ch->rawmaterial[M_MOON_STONE]);
materials.c:        sprintf(buf, "[Morion]:           %-10d\n\r",ch->rawmaterial[M_MORION]);
materials.c:        sprintf(buf, "[Moss Agate]:       %-10d\n\r",ch->rawmaterial[M_MOSS_AGATE]);
materials.c:        sprintf(buf, "[Moss Opal]:        %-10d\n\r",ch->rawmaterial[M_MOSS_OPAL]);
materials.c:        sprintf(buf, "[Onyx Opal]:        %-10d\n\r",ch->rawmaterial[M_ONYX_OPAL]);
materials.c:        sprintf(buf, "[Onyx]:             %-10d\n\r",ch->rawmaterial[M_ONYX]);
materials.c:        sprintf(buf, "[Picture Jasper]:   %-10d\n\r",ch->rawmaterial[M_PICTURE_JASPER]);
materials.c:        sprintf(buf, "[Pineapple Opal]:   %-10d\n\r",ch->rawmaterial[M_PINEAPPLE_OPAL]);
materials.c:        sprintf(buf, "[Pink Jade]:        %-10d\n\r",ch->rawmaterial[M_PINK_JADE]);
materials.c:        sprintf(buf, "[Pipe Opal]:        %-10d\n\r",ch->rawmaterial[M_PIPE_OPAL]);
materials.c:        sprintf(buf, "[Plume Agate]:      %-10d\n\r",ch->rawmaterial[M_PLUME_AGATE]);
materials.c:        sprintf(buf, "[Prase Opal]:       %-10d\n\r",ch->rawmaterial[M_PRASE_OPAL]);
materials.c:        sprintf(buf, "[Prase]:            %-10d\n\r",ch->rawmaterial[M_PRASE]);
materials.c:        sprintf(buf, "[Pyrite]:           %-10d\n\r",ch->rawmaterial[M_PYRITE]);
materials.c:        sprintf(buf, "[Resin Opal]:       %-10d\n\r",ch->rawmaterial[M_RESIN_OPAL]);
materials.c:        sprintf(buf, "[Rock Crystal]:     %-10d\n\r",ch->rawmaterial[M_ROCK_CRYSTAL]);
materials.c:        sprintf(buf, "[Rose Quartz]:      %-10d\n\r",ch->rawmaterial[M_ROSE_QUARTZ]);
materials.c:        sprintf(buf, "[Sardonyx]:           %-10d\n\r",ch->rawmaterial[M_SARDONYX]);
materials.c:        sprintf(buf, "[Sard]:               %-10d\n\r",ch->rawmaterial[M_SARD]);
materials.c:        sprintf(buf, "[Schorl]:             %-10d\n\r",ch->rawmaterial[M_SCHORL]);
materials.c:        sprintf(buf, "[Shell Opal]:         %-10d\n\r",ch->rawmaterial[M_SHELL_OPAL]);
materials.c:        sprintf(buf, "[Smoky Quartz]:       %-10d\n\r",ch->rawmaterial[M_SMOKY_QUARTZ]);
materials.c:        sprintf(buf, "[Sunstone]:           %-10d\n\r",ch->rawmaterial[M_SUNSTONE]);
materials.c:        sprintf(buf, "[Tiger Iron]:         %-10d\n\r",ch->rawmaterial[M_TIGER_IRON]);
materials.c:        sprintf(buf, "[Tigereye]:           %-10d\n\r",ch->rawmaterial[M_TIGEREYE]);
materials.c:        sprintf(buf, "[Tube Agate]:         %-10d\n\r",ch->rawmaterial[M_TUBE_AGATE]);
materials.c:        sprintf(buf, "[Turquoise]:          %-10d\n\r",ch->rawmaterial[M_TURQUOISE]);
materials.c:        sprintf(buf, "[Variscite]:          %-10d\n\r",ch->rawmaterial[M_VARISCITE]);
materials.c:        sprintf(buf, "[Wax Opal]:           %-10d\n\r",ch->rawmaterial[M_WAX_OPAL]);
materials.c:        sprintf(buf, "[White Chalcedony]:   %-10d\n\r",ch->rawmaterial[M_WHITE_CHALCEDONY]);
materials.c:        sprintf(buf, "[Wood Opal]:          %-10d\n\r",ch->rawmaterial[M_WOOD_OPAL]);
materials.c:        sprintf(buf, "[Yellow Jasper]:      %-10d\n\r",ch->rawmaterial[M_YELLOW_JASPER]);
materials.c:        stc( "#B[#WSemi-Precious#B]      [#WAmount#B]\n\r",ch);
materials.c:        sprintf(buf, "[Amethyst]:             %-10d\n\r", ch->rawmaterial[M_AMETHYST]);
materials.c:        sprintf(buf, "[Opal]:                 %-10d\n\r", ch->rawmaterial[M_OPAL]);
materials.c:        sprintf(buf, "[Topaz]:                %-10d\n\r", ch->rawmaterial[M_TOPAZ]);
materials.c:        sprintf(buf, "[Alexandrite]:          %-10d \n\r", ch->rawmaterial[M_ALEXANDRITE]);
materials.c:        sprintf(buf, "[Almandine]:            %-10d \n\r", ch->rawmaterial[M_ALMANDINE]);
materials.c:        sprintf(buf, "[Bandfire Opal]:        %-10d \n\r", ch->rawmaterial[M_BANDFIRE_OPAL]);
materials.c:        sprintf(buf, "[Black Opal]:           %-10d \n\r", ch->rawmaterial[M_BLACK_OPAL]);
materials.c:        sprintf(buf, "[Black Pyrope]:         %-10d \n\r", ch->rawmaterial[M_BLACK_PYROPE]);
materials.c:        sprintf(buf, "[Black Zircon]:         %-10d \n\r", ch->rawmaterial[M_BLACK_ZIRCON]);
materials.c:        sprintf(buf, "[Blue Garnet]:          %-10d \n\r", ch->rawmaterial[M_BLUE_GARNET]);
materials.c:        sprintf(buf, "[Brown Zircon]:         %-10d \n\r", ch->rawmaterial[M_BROWN_ZIRCON]);
materials.c:        sprintf(buf, "[Cats Eye]:             %-10d \n\r", ch->rawmaterial[M_CATS_EYE]);
materials.c:        sprintf(buf, "[Chrysoberyl]:          %-10d \n\r", ch->rawmaterial[M_CHRYSOBERYL]);
materials.c:        sprintf(buf, "[Cinnamon Grossular]:   %-10d \n\r", ch->rawmaterial[M_CINNAMON_GROSSULAR]);
materials.c:        sprintf(buf, "[Claro Opal]:           %-10d \n\r", ch->rawmaterial[M_CLARO_OPAL]);
materials.c:        sprintf(buf, "[Clear Garnet]:         %-10d \n\r", ch->rawmaterial[M_CLEAR_GARNET]);
materials.c:        sprintf(buf, "[Clear Zircon]          %-10d \n\r", ch->rawmaterial[M_CLEAR_ZIRCON]);
materials.c:        sprintf(buf, "[Crystal Opal]:         %-10d \n\r", ch->rawmaterial[M_CRYSTAL_OPAL]);
materials.c:        sprintf(buf, "[Demantoid]:            %-10d \n\r", ch->rawmaterial[M_DEMANTOID]);
materials.c:        sprintf(buf, "[Fire Opal]:            %-10d \n\r", ch->rawmaterial[M_FIRE_OPAL]);
materials.c:        sprintf(buf, "[Golden Beryl]:         %-10d \n\r", ch->rawmaterial[M_GOLDEN_BERYL]);
materials.c:        sprintf(buf, "[Goshinite]:            %-10d \n\r", ch->rawmaterial[M_GOSHINITE]);
materials.c:        sprintf(buf, "[Green Jade]:           %-10d \n\r", ch->rawmaterial[M_GREEN_JADE]);
materials.c:        sprintf(buf, "[Green Tourmaline]:     %-10d \n\r", ch->rawmaterial[M_GREEN_TOURMALINE]);
materials.c:        sprintf(buf, "[Green Zircon]:         %-10d \n\r", ch->rawmaterial[M_GREEN_ZIRCON]);
materials.c:        sprintf(buf, "[Harlequin Opal]:       %-10d \n\r", ch->rawmaterial[M_HARLEQUIN_OPAL]);
materials.c:        sprintf(buf, "[Heliodor]:             %-10d \n\r", ch->rawmaterial[M_HELIODOR]);
materials.c:        sprintf(buf, "[Honey Yellow Beryl]:   %-10d \n\r", ch->rawmaterial[M_HONEY_YELLOW_BERYL]);
materials.c:        sprintf(buf, "[Indigo Tournaline]:    %-10d \n\r", ch->rawmaterial[M_INDIGO_TOURNALINE]);
materials.c:        sprintf(buf, "[Jelly Opal]:           %-10d \n\r", ch->rawmaterial[M_JELLY_OPAL]);
materials.c:        sprintf(buf, "[Kunzite]:              %-10d \n\r", ch->rawmaterial[M_KUNZITE]);
materials.c:        sprintf(buf, "[Levin Opal]:           %-10d \n\r", ch->rawmaterial[M_LEVIN_OPAL]);
materials.c:        sprintf(buf, "[Light yellow Diamond]: %-10d \n\r", ch->rawmaterial[M_TOPAZ]);
materials.c:        sprintf(buf, "[Melanite]:             %-10d \n\r", ch->rawmaterial[M_MELANITE]);
materials.c:        sprintf(buf, "[Morganite]:            %-10d \n\r", ch->rawmaterial[M_MORGANITE]);
materials.c:        sprintf(buf, "[Peridot]:              %-10d \n\r", ch->rawmaterial[M_PERIDOT]);
materials.c:        sprintf(buf, "[Pinfire Opal]:         %-10d \n\r", ch->rawmaterial[M_PINFIRE_OPAL]);
materials.c:        sprintf(buf, "[Pink Garnet]:          %-10d \n\r", ch->rawmaterial[M_PINK_GARNET]);
materials.c:        sprintf(buf, "[Pink Tourmaline]:      %-10d \n\r", ch->rawmaterial[M_PINK_TOURMALINE]);
materials.c:        sprintf(buf, "[Precious Fire Opal]:   %-10d \n\r", ch->rawmaterial[M_PRECIOUS_FIRE_OPAL]);
materials.c:        sprintf(buf, "[Emerald]:                %-10d\n\r", ch->rawmaterial[M_EMERALD]);
materials.c:        sprintf(buf, "[Ruby]:                   %-10d\n\r", ch->rawmaterial[M_RUBY]);
materials.c:        sprintf(buf, "[Sapphire]:               %-10d\n\r", ch->rawmaterial[M_SAPPHIRE]);
materials.c:        sprintf(buf, "[Faint Yellow Diamond]:   %-10d\n\r", ch->rawmaterial[M_FAINT_YELLOW_DIAMOND]);
materials.c:        sprintf(buf, "[Diamond]:                %-10d\n\r", ch->rawmaterial[M_DIAMOND]);
materials.c:        sprintf(buf, "[Black Diamond]:          %-10d\n\r", ch->rawmaterial[M_BLACK_DIAMOND]);
materials.c:        sprintf(buf, "[Blue Diamond]:           %-10d\n\r", ch->rawmaterial[M_BLUE_DIAMOND]);
materials.c:        sprintf(buf, "[Green Diamond]:          %-10d\n\r", ch->rawmaterial[M_GREEN_DIAMOND]);
materials.c:        sprintf(buf, "[Yellow Diamond]:         %-10d\n\r", ch->rawmaterial[M_DIAMOND]);
materials.c:        sprintf(buf, "[Clear Diamond]:          %-10d\n\r", ch->rawmaterial[M_DIAMOND]);
materials.c:        sprintf(buf, "[Red Diamond]:            %-10d\n\r", ch->rawmaterial[M_RED_DIAMOND]);
materials.c:        sprintf(buf, "[Star Ruby]:              %-10d\n\r", ch->rawmaterial[M_STAR_RUBY]);
materials.c:        sprintf(buf, "[Star Sapphire]:          %-10d\n\r", ch->rawmaterial[M_STAR_SAPPHIRE]);
materials.c:        sprintf(buf, "[Limestone]:       %-10d \n\r",
materials.c:                ch->rawmaterial[M_LIMESTONE]);
materials.c:        sprintf(buf, "[Marble]:          %-10d \n\r",
materials.c:                ch->rawmaterial[M_MARBLE]);
materials.c:        sprintf(buf, "[Rock Salt]:       %-10d  \n\r",
materials.c:                ch->rawmaterial[M_ROCK_SALT]);
materials.c:        sprintf(buf, "[Sand Stone]:      %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SAND_STONE]);
materials.c:        sprintf(buf, "[Shale]:           %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SHALE]);
materials.c:        sprintf(buf, "[Diorite]:         %-10d  \n\r",
materials.c:                ch->rawmaterial[M_DIORITE]);
materials.c:        sprintf(buf, "[Gabbro]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_GABBRO]);
materials.c:        sprintf(buf, "[Granite]:         %-10d  \n\r",
materials.c:                ch->rawmaterial[M_GRANITE]);
materials.c:        sprintf(buf, "[Andesite]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_ANDESITE]);
materials.c:        sprintf(buf, "[Basalt]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_BASALT]);
materials.c:        sprintf(buf, "[Dacite]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_DACITE]);
materials.c:        sprintf(buf, "[Obsidian]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_OBSIDIAN]);
materials.c:        sprintf(buf, "[Rhyolite]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_RHYOLITE]);
materials.c:        sprintf(buf, "[Gneiss]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_GNEISS]);
materials.c:        sprintf(buf, "[Phyllite]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_PHYLLITE]);
materials.c:        sprintf(buf, "[Quartzite]:       %-10d  \n\r",
materials.c:                ch->rawmaterial[M_QUARTZITE]);
materials.c:        sprintf(buf, "[Schist]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SCHIST]);
materials.c:        sprintf(buf, "[Slate]:           %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SLATE]);
materials.c:        sprintf(buf, "[Pearl]:          %-10d [%d] [%d] Invis\n\r", ch->rawmaterial[M_PEARL], LB_GEM, T_PEARL);
materials.c:        sprintf(buf, "[Organic]:        %-10d [%d] [%d] Regeneration\n\r",
materials.c:                ch->rawmaterial[M_ORGANIC], LB_OTHER, T_ORGANIC);
materials.c:        sprintf(buf, "[Bone]:           %-10d [%d] \n\r",
materials.c:                ch->rawmaterial[M_BONE], LB_OTHER);
materials.c:        sprintf(buf, "[Ivory]:          %-10d [%d] [%d] \n\r", ch->rawmaterial[M_IVORY], LB_OTHER, T_IVORY);
materials.c:        sprintf(buf, "[Wood]:           %-10d [%d] [%d] \n\r",ch->rawmaterial[M_WOOD], LB_METAL, T_WOOD);
materials.c:        sprintf(buf, "[Ebony]:          %-10d [%d] [%d] \n\r", ch->rawmaterial[M_EBONY], LB_OTHER,
materials.c:        sprintf(buf, "[Leather]:        %-10d [%d] [%d] \n\r", ch->rawmaterial[M_LEATHER],
materials.c:        sprintf(buf, "[Wool]:           %-10d [%d] [%d] \n\r", ch->rawmaterial[M_WOOL],
materials.c:        sprintf(buf, "[Cloth]:          %-10d [%d] [%d] \n\r", ch->rawmaterial[M_CLOTH],
materials.c:        sprintf(buf, "[Crystal Glass]:  %-10d [%d] [%d]\n\r", ch->rawmaterial[M_CRYSTAL_GLASS],
materials.c:        sprintf(buf, "[Clear Class]:    %-10d [%d] [%d]\n\r", ch->rawmaterial[M_CLEAR_GLASS],
materials.c:        sprintf(buf, "[Green Glass]:    %-10d [%d] [%d]\n\r",
materials.c:                ch->rawmaterial[M_GREEN_GLASS], LB_OTHER, 10);
materials.c:        sprintf(buf, "[Flesh]:          %-10d \n\r", ch->rawmaterial[M_FLESH]);
materials.c:        sprintf(buf, "[Magnesium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_MAGNESIUM],
materials.c:        sprintf(buf, "[Mercury]:        %-10d [%d] [%d] \n\r", ch->rawmaterial[M_MERCURY],
materials.c:        sprintf(buf, "[Potassium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_POTASSIUM],
materials.c:        sprintf(buf, "[Uranium]:        %-10d [%d] [%d] \n\r", ch->rawmaterial[M_URANIUM],
materials.c:        sprintf(buf, "[Zirconium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_ZIRCONIUM],
materials.c:        sprintf(buf, "[Carbon]:         %-10d [%d] [%d] \n\r",
materials.c:                ch->rawmaterial[M_CARBON],
materials.c:        sprintf(buf, "[Palladium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_PALLADIUM],
materials.c:        sprintf(buf, "#0[#7Steel#0]#n:              %-10d \n\r",
materials.c:                ch->rawmaterial[M_STEEL]);
materials.c:        sprintf(buf, "#0[#7Brass#0]#n:              %-10d \n\r",
materials.c:                ch->rawmaterial[M_BRASS]);
materials.c:        sprintf(buf, "#0[#7Bronze#0]#n:             %-10d \n\r",
materials.c:                ch->rawmaterial[M_BRONZE]);
materials.c:        sprintf(buf, "#0[#7Duralumin#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_DURALUMIN]);
materials.c:        sprintf(buf, "#0[#7Rose Metal#0]#n:         %-10d  \n\r",
materials.c:                ch->alloy[A_ROSE_METAL]);
materials.c:        sprintf(buf, "#0[#7Galfenol#0]#n:           %-10d  \n\r",
materials.c:                ch->alloy[A_GALFENOL]);
materials.c:        sprintf(buf, "#0[#7Galinstan#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_GALINSTAN]);
materials.c:        sprintf(buf, "#0[#7Rose Gold#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_ROSE_GOLD]);
materials.c:        sprintf(buf, "#0[#7White Gold#0]#n:         %-10d  \n\r",
materials.c:                ch->alloy[A_WHITE_GOLD]);
materials.c:        sprintf(buf, "#0[#7Fields Metal#0]#n:       %-10d  \n\r",
materials.c:                ch->alloy[A_FIELDS_METAL]);
materials.c:        sprintf(buf, "#0[#7Kovar#0]#n:              %-10d  \n\r",
materials.c:                ch->alloy[A_KOVAR]);
materials.c:        sprintf(buf, "#0[#7Solder#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_SOLDER]);
materials.c:        sprintf(buf, "#0[#7Magnox#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_MAGNOX]);
materials.c:        sprintf(buf, "#0[#7Silver Amalgam#0]#n:     %-10d  \n\r",
materials.c:                ch->alloy[A_SILVER_AMALGAM]);
materials.c:        sprintf(buf, "#0[#7Gold Amalgam#0]#n:       %-10d  \n\r",
materials.c:                ch->alloy[A_GOLD_AMALGAM]);
materials.c:        sprintf(buf, "#0[#7Alnico#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_ALNICO]);
materials.c:        sprintf(buf, "#0[#7Platinum Sterling#0]#n:  %-10d  \n\r",
materials.c:                ch->alloy[A_PLATINUM_STERLING]);
materials.c:        sprintf(buf, "#0[#7Sterling Silver#0]#n:    %-10d  \n\r",
materials.c:                ch->alloy[A_STERLING_SILVER]);
materials.c:        sprintf(buf, "#0[#7Pewter#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_PEWTER]);
materials.c:        sprintf(buf, "#0[#7Staballoy#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_STABALLOY]);
materials.c:        sprintf(buf, "#0[#7Zircaloy#0]#n:           %-10d \n\r",
materials.c:                ch->alloy[A_ZIRCALOY]);
materials.c:        sprintf(buf, "#0[#7Electrum#0]#n:           %-10d \n\r",
materials.c:                ch->rawmaterial[M_ELECTRUM]);
materials.c:        sprintf(buf, "#0[#oPine#0]#n:             %-10d \n\r",  ch->rawmaterial[M_PINE]);
materials.c:        sprintf(buf, "#0[#oOak#0]#n:              %-10d \n\r",  ch->rawmaterial[M_OAK]);
materials.c:        sprintf(buf, "#0[#oBirch#0]#n:            %-10d \n\r",  ch->rawmaterial[M_BIRCH]);
materials.c:        sprintf(buf, "#0[#oWillow#0]#n:           %-10d \n\r",  ch->rawmaterial[M_WILLOW]);
materials.c:        sprintf(buf, "#0[#oSycamore#0]#n:         %-10d \n\r",  ch->rawmaterial[M_SYCAMORE]);
materials.c:        sprintf(buf, "#0[#oSpruce#0]#n:           %-10d \n\r",  ch->rawmaterial[M_SPRUCE]);
materials.c:        sprintf(buf, "#0[#oMaple#0]#n:            %-10d \n\r",  ch->rawmaterial[M_MAPLE]);
materials.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_masonry] )
materials.c:    if (ch->in_room->curr_vegetation <= 0)
materials.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_harvest] )
materials.c:    for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
materials.c://	if (obj->material != NULL)  material = pObjIndex->material;
materials.c:        if (obj->material == M_TOMATO_PLANT)
materials.c:            if ( ch->in_room->curr_vegetation  > 0)
materials.c:                ch->in_room->curr_vegetation -= 1;
materials.c:        if (obj->material == M_BLUEBERRY_BUSH)
materials.c:            if ( ch->in_room->curr_vegetation  > 0)
materials.c:                ch->in_room->curr_vegetation -= 1;
materials.c:        if (obj->material == M_STRAWBERRY_PLANT)
materials.c:            if ( ch->in_room->curr_vegetation  > 0)
materials.c:                ch->in_room->curr_vegetation -= 1;
materials.c:        if (obj->material == M_APPLE_TREE)
materials.c:            if ( ch->in_room->curr_vegetation  > 0)
materials.c:                ch->in_room->curr_vegetation -= 1;
materials.c:        if (obj->material == M_POISON_IVY)
materials.c:            if ( ch->in_room->curr_vegetation  > 0)
materials.c:                ch->in_room->curr_vegetation -= 1;
materials.c:	spell_poison(gsn_poison,(ch->level*number_range(50,60)),ch,ch);
materials.c:    for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
materials.c:        range += ch->pcdata->learned[gsn_wood_choping];
materials.c:        if (obj->material == M_OAK)
materials.c:            ch->rawmaterial[M_OAK] += amount;
materials.c:        if (obj->material == M_PINE)
materials.c:            ch->rawmaterial[M_PINE] += amount;
materials.c:        if (obj->material == M_MAPLE)
materials.c:            ch->rawmaterial[M_MAPLE] += amount;
materials.c:        if (obj->material == M_BIRCH)
materials.c:            ch->rawmaterial[M_BIRCH] += amount;
materials.c:        if (obj->material == M_OAK)
materials.c:            ch->rawmaterial[M_WILLOW] += amount;
materials.c:    for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
materials.c:        if ( obj->material == M_GEM_MINE ) range += ch->pcdata->learned[gsn_gem_mining];
materials.c:        if ( obj->material == M_STONE_MINE )range += ch->pcdata->learned[gsn_stone_mining];
materials.c:        if ( obj->material == M_ORE_MINE ) range += ch->pcdata->learned[gsn_ore_mining];
materials.c:        if ( obj->material == M_IRON_MINE ) range += ch->pcdata->learned[gsn_iron_mining];
materials.c:        if ( obj->material == M_GOLD_MINE ) range += ch->pcdata->learned[gsn_gold_mining];
materials.c:        if ( obj->material == M_SILVER_MINE )range += ch->pcdata->learned[gsn_silver_mining];
materials.c:        if ( obj->material == M_GOLD_MINE )
materials.c:            ch->rawmaterial[M_GOLD] += amount;
materials.c:        if ( obj->material == M_SILVER_MINE )
materials.c:            ch->rawmaterial[M_SILVER] += amount;
materials.c:        if ( obj->material == M_STONE_MINE )
materials.c:                ch->rawmaterial[M_LIMESTONE] += amount;
materials.c:                ch->rawmaterial[M_ROCK_SALT] += amount;
materials.c:                ch->rawmaterial[M_SAND_STONE] += amount;
materials.c:                ch->rawmaterial[M_SHALE] += amount;
materials.c:                ch->rawmaterial[M_DIORITE] += amount;
materials.c:                ch->rawmaterial[M_GABBRO] += amount;
materials.c:                ch->rawmaterial[M_GRANITE] += amount;
materials.c:                ch->rawmaterial[M_ANDESITE] += amount;
materials.c:                ch->rawmaterial[M_BASALT] += amount;
materials.c:                ch->rawmaterial[M_DACITE] += amount;
materials.c:                ch->rawmaterial[M_OBSIDIAN] += amount;
materials.c:                ch->rawmaterial[M_RHYOLITE] += amount;
materials.c:                ch->rawmaterial[M_GNEISS] += amount;
materials.c:                ch->rawmaterial[M_PHYLLITE] += amount;
materials.c:                ch->rawmaterial[M_QUARTZITE] += amount;
materials.c:                ch->rawmaterial[M_SCHIST] += amount;
materials.c:                ch->rawmaterial[M_SLATE] += amount;
materials.c:        if ( obj->material == M_IRON_MINE )
materials.c:            ch->rawmaterial[M_IRON] += amount;
materials.c:        if ( obj->material == M_ORE_MINE )
materials.c:                ch->rawmaterial[M_BISMUTHINITE] += amount;
materials.c:                ch->rawmaterial[M_CASSITERITE] += amount;
materials.c:                ch->rawmaterial[M_GALENA] += amount;
materials.c:                ch->rawmaterial[M_GARNIERITE] += amount;
materials.c:                ch->rawmaterial[M_HEMATITE] += amount;
materials.c:                ch->rawmaterial[M_HORN_SILVER] += amount;
materials.c:                ch->rawmaterial[M_LIMONITE] += amount;
materials.c:                ch->rawmaterial[M_MAGNETITE] += amount;
materials.c:                ch->rawmaterial[M_MALACHITE] += amount;
materials.c:                ch->rawmaterial[M_SPHALERITE] += amount;
materials.c:                ch->rawmaterial[M_TETRAHEDRITE] += amount;
materials.c:        if ( obj->material == M_GEM_MINE )
materials.c:                ch->rawmaterial[M_DIAMOND] += amount;
materials.c:                ch->rawmaterial[M_RUBY] += amount;
materials.c:                ch->rawmaterial[M_TOPAZ] += amount;
materials.c:                ch->rawmaterial[M_AMETHYST] += amount;
materials.c:                ch->rawmaterial[M_EMERALD] += amount;
materials.c:                ch->rawmaterial[M_SAPPHIRE] += amount;
materials.c:                ch->rawmaterial[M_QUARTZ] += amount;
materials.c:                ch->rawmaterial[M_OPAL] += amount;
materials.c:                ch->rawmaterial[M_AMBER_OPAL] += amount;
materials.c:                ch->rawmaterial[M_AVENTURINE] += amount;
materials.c:                ch->rawmaterial[M_BANDED_AGATE] += amount;
materials.c:                ch->rawmaterial[M_BLOOD_STONE] += amount;
materials.c:                ch->rawmaterial[M_BLUE_JADE] += amount;
materials.c:                ch->rawmaterial[M_BONE_OPAL] += amount;
materials.c:                ch->rawmaterial[M_BROWN_JASPER] += amount;
materials.c:                ch->rawmaterial[M_CARNELIAN] += amount;
materials.c:                ch->rawmaterial[M_CHERRY_OPAL] += amount;
materials.c:                ch->rawmaterial[M_CHRYSOCOLLA] += amount;
materials.c:                ch->rawmaterial[M_CHRYSOPRASE] += amount;
materials.c:                ch->rawmaterial[M_CITRINE] += amount;
materials.c:                ch->rawmaterial[M_CLEAR_TOURMALINE] += amount;
materials.c:                ch->rawmaterial[M_DENDRITIC_AGATE] += amount;
materials.c:                ch->rawmaterial[M_FIRE_AGATE] += amount;
materials.c:                ch->rawmaterial[M_FORTIFICATION_AGATE] += amount;
materials.c:                ch->rawmaterial[M_GOLD_OPAL] += amount;
materials.c:                ch->rawmaterial[M_GRAY_CHALCEDONY] += amount;
materials.c:                ch->rawmaterial[M_JASPER_OPAL] += amount;
materials.c:                ch->rawmaterial[M_LACE_AGATE] += amount;
materials.c:                ch->rawmaterial[M_LAPIS_LAZULI] += amount;
materials.c:                ch->rawmaterial[M_LAVENDER_JADE] += amount;
materials.c:                ch->rawmaterial[M_MILK_OPAL] += amount;
materials.c:                ch->rawmaterial[M_MILK_QUARTZ] += amount;
materials.c:                ch->rawmaterial[M_MOON_STONE] += amount;
materials.c:                ch->rawmaterial[M_MORION] += amount;
materials.c:                ch->rawmaterial[M_MOSS_OPAL] += amount;
materials.c:                ch->rawmaterial[M_ONYX_OPAL] += amount;
materials.c:                ch->rawmaterial[M_ONYX] += amount;
materials.c:                ch->rawmaterial[M_PICTURE_JASPER] += amount;
materials.c:                ch->rawmaterial[M_PINEAPPLE_OPAL] += amount;
materials.c:                ch->rawmaterial[M_PINK_JADE] += amount;
materials.c:                ch->rawmaterial[M_PIPE_OPAL] += amount;
materials.c:                ch->rawmaterial[M_PRASE_OPAL] += amount;
materials.c:                ch->rawmaterial[M_PRASE] += amount;
materials.c:                ch->rawmaterial[M_PYRITE] += amount;
materials.c:                ch->rawmaterial[M_RESIN_OPAL] += amount;
materials.c:                ch->rawmaterial[M_ROCK_CRYSTAL] += amount;
materials.c:                ch->rawmaterial[M_ROSE_QUARTZ] += amount;
materials.c:                ch->rawmaterial[M_SARDONYX] += amount;
materials.c:                ch->rawmaterial[M_SARD] += amount;
materials.c:                ch->rawmaterial[M_SCHORL] += amount;
materials.c:                ch->rawmaterial[M_SHELL_OPAL] += amount;
materials.c:                ch->rawmaterial[M_SMOKY_QUARTZ] += amount;
materials.c:                ch->rawmaterial[M_SUNSTONE] += amount;
materials.c:                ch->rawmaterial[M_TIGER_IRON] += amount;
materials.c:                ch->rawmaterial[M_TIGEREYE] += amount;
materials.c:                ch->rawmaterial[M_TURQUOISE] += amount;
materials.c:                ch->rawmaterial[M_VARISCITE] += amount;
materials.c:                ch->rawmaterial[M_WAX_OPAL] += amount;
materials.c:                ch->rawmaterial[M_WHITE_CHALCEDONY] += amount;
materials.c:                ch->rawmaterial[M_WHITE_JADE] += amount;
materials.c:                ch->rawmaterial[M_WOOD_OPAL] += amount;
materials.c:                ch->rawmaterial[M_YELLOW_JASPER] += amount;
materials.c:// jinpoint - finish cleaning this up
materials.c:    for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
materials.c:        if ( obj->material == M_GEM_MINE ) range += ch->pcdata->learned[gsn_gem_mining];
materials.c:        if ( obj->material == M_STONE_MINE )range += ch->pcdata->learned[gsn_stone_mining];
materials.c:        if ( obj->material == M_ORE_MINE ) range += ch->pcdata->learned[gsn_ore_mining];
materials.c:        if ( obj->material == M_IRON_MINE ) range += ch->pcdata->learned[gsn_iron_mining];
materials.c:        if ( obj->material == M_GOLD_MINE ) range += ch->pcdata->learned[gsn_gold_mining];
materials.c:        if ( obj->material == M_SILVER_MINE )range += ch->pcdata->learned[gsn_silver_mining];
materials.c:        if ( obj->material == M_GEM_MINE )range += ch->pcdata->learned[gsn_gem_mining];
materials.c:        switch (obj->material)
materials.c:        ch->rawmaterial[material] += amount;
materials.c:        stc("+------------------------------------------------------+\n\r", ch);
materials.c:        stc("+(6): Semi-Precious Gems                               +\n\r", ch);
materials.c:        stc("+------------------------------------------------------+\n\r", ch);
materials.c:        sprintf(buf, "#0[#7Bismuthinite#0]#n:     %-10d Bismuth\n\r",
materials.c:                ch->rawmaterial[M_BISMUTHINITE]);
materials.c:        sprintf(buf, "#0[#7Cassiterite#0]#n:      %-10d Tin\n\r",
materials.c:                ch->rawmaterial[M_CASSITERITE]);
materials.c:        sprintf(buf, "#0[#7Galena#0]#n:           %-10d Lead, Silver 50 percent\n\r",
materials.c:                ch->rawmaterial[M_GALENA]);
materials.c:        sprintf(buf, "#0[#7Garnierite#0]#n:       %-10d Nickel\n\r",
materials.c:                ch->rawmaterial[M_GARNIERITE]);
materials.c:        sprintf(buf, "#0[#7Hematite#0]#n:         %-10d Iron\n\r",
materials.c:                ch->rawmaterial[M_HEMATITE]);
materials.c:        sprintf(buf, "#0[#7Horn Silver#0]#n:      %-10d Silver\n\r",
materials.c:                ch->rawmaterial[M_HORN_SILVER]);
materials.c:        sprintf(buf, "#0[#7Limonite#0]#n:         %-10d Iron\n\r",
materials.c:                ch->rawmaterial[M_LIMONITE]);
materials.c:        sprintf(buf, "#0[#7Magnetite#0]#n:        %-10d Iron\n\r",
materials.c:                ch->rawmaterial[M_MAGNETITE]);
materials.c:        sprintf(buf, "#0[#7Malachite#0]#n:        %-10d Copper\n\r",
materials.c:                ch->rawmaterial[M_MALACHITE]);
materials.c:        sprintf(buf, "#0[#7Sphalerite#0]#n:       %-10d Zinc\n\r",
materials.c:                ch->rawmaterial[M_SPHALERITE]);
materials.c:        sprintf(buf, "#0[#7Tetrahedrite#0]#n:     %-10d Copper, Silver 20 percent\n\r",
materials.c:                ch->rawmaterial[M_TETRAHEDRITE]);
materials.c:        sprintf(buf, "#0[#oCopper#0]#n:     %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_COPPER], LB_METAL, T_COPPER);
materials.c:        sprintf(buf, "#7[#0Steel#7]#n:      %-10d#n\n\r", ch->rawmaterial[M_STEEL]);
materials.c:        sprintf(buf, "#0[#YGold#0]#n:       %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_GOLD], LB_METAL, T_GOLD);
materials.c:        sprintf(buf, "#0[#7Platinum#0]#n:   %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_PLATINUM], LB_METAL, T_PLATINUM);
materials.c:        sprintf(buf, "#0[#CAdamantite#0]#n: %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_ADAMANTITE], LB_METAL, T_ADAMANTITE);
materials.c:        sprintf(buf, "#0[Tin#0]#n:        %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_TIN], LB_METAL, T_TIN);
materials.c:        sprintf(buf, "#0[#cM#Ci#ct#Ch#cr#Ci#cl#0]#n:    %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_MITHRIL], LB_METAL, T_MITHRIL);
materials.c:        sprintf(buf, "#0[#0Iron#0]#n:       %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_IRON], LB_METAL,
materials.c:        sprintf(buf, ":#0[#0Silver#0]#n     %-10d #L[#7%d#L] #L[#7%d#L]\n\r",
materials.c:                ch->rawmaterial[M_SILVER],
materials.c:        sprintf(buf, "#0[#cAluminium#0]#n:  %-10d #L[#7%d#L] #L[#7%d#L] \n\r", ch->rawmaterial[M_ALUMINIUM],
materials.c:        sprintf(buf, "#0[#PBismuth#0]#n:    %-10d #L[#7%d#L] #L[#7%d#L] \n\r", ch->rawmaterial[M_BISMUTH],
materials.c:        sprintf(buf, "#0[#0Nickel#0]#n:     %-10d #L[#7%d#L] #L[#7%d#L] \n\r", ch->rawmaterial[M_NICKEL],
materials.c:        sprintf(buf, "#0[#cTitanium#0]#n:   %-10d #L[#7%d#L] #L[#7%d#L] \n\r", ch->rawmaterial[M_TITANIUM],
materials.c:        sprintf(buf, "#0[#PZinc#0]#n:       %-10d #L[#7%d#L] #L[#7%d#L] \n\r",
materials.c:                ch->rawmaterial[M_ZINC],
materials.c:        sprintf(buf, "#0[#0Cobalt#0]#n:     %-10d #L[#7%d#L] #L[#7%d#L] \n\r",
materials.c:                ch->rawmaterial[M_COBALT],
materials.c:        sprintf(buf, "#0[#PGallium#0]#n:    %-10d #L[#7%d#L] #L[#7%d#L] \n\r", ch->rawmaterial[M_GALLIUM],
materials.c:        sprintf(buf, "#0[#PIndium#0]#n:     %-10d #L[#7%d#L] #L[#7%d#L] \n\r", ch->rawmaterial[M_INDIUM],
materials.c:        sprintf(buf, "#0[#0Lead#0]#n:       %-10d #L[#7%d#L] #L[#7%d#L] \n\r",
materials.c:                ch->rawmaterial[M_LEAD],
materials.c:        sprintf(buf, "[Quartz]:              %-10d\n\r", ch->rawmaterial[M_QUARTZ]);
materials.c:        sprintf(buf, "[Jade]:                %-10d\n\r", ch->rawmaterial[M_JADE]);
materials.c:        sprintf(buf, "[Onyx]:                %-10d\n\r", ch->rawmaterial[M_ONYX]);
materials.c:        sprintf(buf, "[Amber Opal]:          %-10d\n\r",ch->rawmaterial[M_AMBER_OPAL]);
materials.c:        sprintf(buf, "[Aventurine]:          %-10d\n\r",ch->rawmaterial[M_AVENTURINE]);
materials.c:        sprintf(buf, "[Banded Agate]:        %-10d\n\r",ch->rawmaterial[M_BANDED_AGATE]);
materials.c:        sprintf(buf, "[Blood Stone]:         %-10d\n\r",ch->rawmaterial[M_BLOOD_STONE]);
materials.c:        sprintf(buf, "[Blue Jade]:           %-10d\n\r",ch->rawmaterial[M_BLUE_JADE]);
materials.c:        sprintf(buf, "[Bone Opal]:           %-10d\n\r",ch->rawmaterial[M_BONE_OPAL]);
materials.c:        sprintf(buf, "[Brown Jasper]:        %-10d\n\r",ch->rawmaterial[M_BROWN_JASPER]);
materials.c:        sprintf(buf, "[Carnelian]:           %-10d\n\r",ch->rawmaterial[M_CARNELIAN]);
materials.c:        sprintf(buf, "[Cherry Opal]:         %-10d\n\r",ch->rawmaterial[M_CHERRY_OPAL]);
materials.c:        sprintf(buf, "[Chrysocolla]:         %-10d\n\r",ch->rawmaterial[M_CHRYSOCOLLA]);
materials.c:        sprintf(buf, "[Chrysoprase]:         %-10d\n\r",ch->rawmaterial[M_CHRYSOPRASE]);
materials.c:        sprintf(buf, "[Citrine]:             %-10d\n\r",ch->rawmaterial[M_CITRINE]);
materials.c:        sprintf(buf, "[Clear Tourmaline]:    %-10d\n\r",ch->rawmaterial[M_CLEAR_TOURMALINE]);
materials.c:        sprintf(buf, "[Dendritic Agate]:     %-10d\n\r",ch->rawmaterial[M_DENDRITIC_AGATE]);
materials.c:        sprintf(buf, "[Fire Agate]:          %-10d\n\r",ch->rawmaterial[M_FIRE_AGATE]);
materials.c:        sprintf(buf, "[Fortification Agate]: %-10d\n\r",ch->rawmaterial[M_FORTIFICATION_AGATE]);
materials.c:        sprintf(buf, "[Gold Opal]:           %-10d\n\r",ch->rawmaterial[M_GOLD_OPAL]);
materials.c:        sprintf(buf, "[Gray Chalcedony]:     %-10d\n\r",ch->rawmaterial[M_GRAY_CHALCEDONY]);
materials.c:        sprintf(buf, "[Jasper Opal]:         %-10d\n\r",ch->rawmaterial[M_JASPER_OPAL]);
materials.c:        sprintf(buf, "[Lace Agate]:          %-10d\n\r",ch->rawmaterial[M_LACE_AGATE]);
materials.c:        sprintf(buf, "[Lapis Lazuli]:        %-10d\n\r",ch->rawmaterial[M_LAPIS_LAZULI]);
materials.c:        sprintf(buf, "[Lavender Jade]:       %-10d\n\r",ch->rawmaterial[M_LAVENDER_JADE]);
materials.c:        sprintf(buf, "[Milk Opal]:        %-10d\n\r",ch->rawmaterial[M_MILK_OPAL]);
materials.c:        sprintf(buf, "[Milk Quartz]:      %-10d\n\r",ch->rawmaterial[M_MILK_QUARTZ]);
materials.c:        sprintf(buf, "[Moon Stone]:       %-10d\n\r",ch->rawmaterial[M_MOON_STONE]);
materials.c:        sprintf(buf, "[Morion]:           %-10d\n\r",ch->rawmaterial[M_MORION]);
materials.c:        sprintf(buf, "[Moss Agate]:       %-10d\n\r",ch->rawmaterial[M_MOSS_AGATE]);
materials.c:        sprintf(buf, "[Moss Opal]:        %-10d\n\r",ch->rawmaterial[M_MOSS_OPAL]);
materials.c:        sprintf(buf, "[Onyx Opal]:        %-10d\n\r",ch->rawmaterial[M_ONYX_OPAL]);
materials.c:        sprintf(buf, "[Onyx]:             %-10d\n\r",ch->rawmaterial[M_ONYX]);
materials.c:        sprintf(buf, "[Picture Jasper]:   %-10d\n\r",ch->rawmaterial[M_PICTURE_JASPER]);
materials.c:        sprintf(buf, "[Pineapple Opal]:   %-10d\n\r",ch->rawmaterial[M_PINEAPPLE_OPAL]);
materials.c:        sprintf(buf, "[Pink Jade]:        %-10d\n\r",ch->rawmaterial[M_PINK_JADE]);
materials.c:        sprintf(buf, "[Pipe Opal]:        %-10d\n\r",ch->rawmaterial[M_PIPE_OPAL]);
materials.c:        sprintf(buf, "[Plume Agate]:      %-10d\n\r",ch->rawmaterial[M_PLUME_AGATE]);
materials.c:        sprintf(buf, "[Prase Opal]:       %-10d\n\r",ch->rawmaterial[M_PRASE_OPAL]);
materials.c:        sprintf(buf, "[Prase]:            %-10d\n\r",ch->rawmaterial[M_PRASE]);
materials.c:        sprintf(buf, "[Pyrite]:           %-10d\n\r",ch->rawmaterial[M_PYRITE]);
materials.c:        sprintf(buf, "[Resin Opal]:       %-10d\n\r",ch->rawmaterial[M_RESIN_OPAL]);
materials.c:        sprintf(buf, "[Rock Crystal]:     %-10d\n\r",ch->rawmaterial[M_ROCK_CRYSTAL]);
materials.c:        sprintf(buf, "[Rose Quartz]:      %-10d\n\r",ch->rawmaterial[M_ROSE_QUARTZ]);
materials.c:        sprintf(buf, "[Sardonyx]:           %-10d\n\r",ch->rawmaterial[M_SARDONYX]);
materials.c:        sprintf(buf, "[Sard]:               %-10d\n\r",ch->rawmaterial[M_SARD]);
materials.c:        sprintf(buf, "[Schorl]:             %-10d\n\r",ch->rawmaterial[M_SCHORL]);
materials.c:        sprintf(buf, "[Shell Opal]:         %-10d\n\r",ch->rawmaterial[M_SHELL_OPAL]);
materials.c:        sprintf(buf, "[Smoky Quartz]:       %-10d\n\r",ch->rawmaterial[M_SMOKY_QUARTZ]);
materials.c:        sprintf(buf, "[Sunstone]:           %-10d\n\r",ch->rawmaterial[M_SUNSTONE]);
materials.c:        sprintf(buf, "[Tiger Iron]:         %-10d\n\r",ch->rawmaterial[M_TIGER_IRON]);
materials.c:        sprintf(buf, "[Tigereye]:           %-10d\n\r",ch->rawmaterial[M_TIGEREYE]);
materials.c:        sprintf(buf, "[Tube Agate]:         %-10d\n\r",ch->rawmaterial[M_TUBE_AGATE]);
materials.c:        sprintf(buf, "[Turquoise]:          %-10d\n\r",ch->rawmaterial[M_TURQUOISE]);
materials.c:        sprintf(buf, "[Variscite]:          %-10d\n\r",ch->rawmaterial[M_VARISCITE]);
materials.c:        sprintf(buf, "[Wax Opal]:           %-10d\n\r",ch->rawmaterial[M_WAX_OPAL]);
materials.c:        sprintf(buf, "[White Chalcedony]:   %-10d\n\r",ch->rawmaterial[M_WHITE_CHALCEDONY]);
materials.c:        sprintf(buf, "[Wood Opal]:          %-10d\n\r",ch->rawmaterial[M_WOOD_OPAL]);
materials.c:        sprintf(buf, "[Yellow Jasper]:      %-10d\n\r",ch->rawmaterial[M_YELLOW_JASPER]);
materials.c:        stc( "#B[#WSemi-Precious#B]      [#WAmount#B]\n\r",ch);
materials.c:        sprintf(buf, "[Amethyst]:             %-10d\n\r", ch->rawmaterial[M_AMETHYST]);
materials.c:        sprintf(buf, "[Opal]:                 %-10d\n\r", ch->rawmaterial[M_OPAL]);
materials.c:        sprintf(buf, "[Topaz]:                %-10d\n\r", ch->rawmaterial[M_TOPAZ]);
materials.c:        sprintf(buf, "[Alexandrite]:          %-10d \n\r", ch->rawmaterial[M_ALEXANDRITE]);
materials.c:        sprintf(buf, "[Almandine]:            %-10d \n\r", ch->rawmaterial[M_ALMANDINE]);
materials.c:        sprintf(buf, "[Bandfire Opal]:        %-10d \n\r", ch->rawmaterial[M_BANDFIRE_OPAL]);
materials.c:        sprintf(buf, "[Black Opal]:           %-10d \n\r", ch->rawmaterial[M_BLACK_OPAL]);
materials.c:        sprintf(buf, "[Black Pyrope]:         %-10d \n\r", ch->rawmaterial[M_BLACK_PYROPE]);
materials.c:        sprintf(buf, "[Black Zircon]:         %-10d \n\r", ch->rawmaterial[M_BLACK_ZIRCON]);
materials.c:        sprintf(buf, "[Blue Garnet]:          %-10d \n\r", ch->rawmaterial[M_BLUE_GARNET]);
materials.c:        sprintf(buf, "[Brown Zircon]:         %-10d \n\r", ch->rawmaterial[M_BROWN_ZIRCON]);
materials.c:        sprintf(buf, "[Cats Eye]:             %-10d \n\r", ch->rawmaterial[M_CATS_EYE]);
materials.c:        sprintf(buf, "[Chrysoberyl]:          %-10d \n\r", ch->rawmaterial[M_CHRYSOBERYL]);
materials.c:        sprintf(buf, "[Cinnamon Grossular]:   %-10d \n\r", ch->rawmaterial[M_CINNAMON_GROSSULAR]);
materials.c:        sprintf(buf, "[Claro Opal]:           %-10d \n\r", ch->rawmaterial[M_CLARO_OPAL]);
materials.c:        sprintf(buf, "[Clear Garnet]:         %-10d \n\r", ch->rawmaterial[M_CLEAR_GARNET]);
materials.c:        sprintf(buf, "[Clear Zircon]          %-10d \n\r", ch->rawmaterial[M_CLEAR_ZIRCON]);
materials.c:        sprintf(buf, "[Crystal Opal]:         %-10d \n\r", ch->rawmaterial[M_CRYSTAL_OPAL]);
materials.c:        sprintf(buf, "[Demantoid]:            %-10d \n\r", ch->rawmaterial[M_DEMANTOID]);
materials.c:        sprintf(buf, "[Fire Opal]:            %-10d \n\r", ch->rawmaterial[M_FIRE_OPAL]);
materials.c:        sprintf(buf, "[Golden Beryl]:         %-10d \n\r", ch->rawmaterial[M_GOLDEN_BERYL]);
materials.c:        sprintf(buf, "[Goshinite]:            %-10d \n\r", ch->rawmaterial[M_GOSHINITE]);
materials.c:        sprintf(buf, "[Green Jade]:           %-10d \n\r", ch->rawmaterial[M_GREEN_JADE]);
materials.c:        sprintf(buf, "[Green Tourmaline]:     %-10d \n\r", ch->rawmaterial[M_GREEN_TOURMALINE]);
materials.c:        sprintf(buf, "[Green Zircon]:         %-10d \n\r", ch->rawmaterial[M_GREEN_ZIRCON]);
materials.c:        sprintf(buf, "[Harlequin Opal]:       %-10d \n\r", ch->rawmaterial[M_HARLEQUIN_OPAL]);
materials.c:        sprintf(buf, "[Heliodor]:             %-10d \n\r", ch->rawmaterial[M_HELIODOR]);
materials.c:        sprintf(buf, "[Honey Yellow Beryl]:   %-10d \n\r", ch->rawmaterial[M_HONEY_YELLOW_BERYL]);
materials.c:        sprintf(buf, "[Indigo Tournaline]:    %-10d \n\r", ch->rawmaterial[M_INDIGO_TOURNALINE]);
materials.c:        sprintf(buf, "[Jelly Opal]:           %-10d \n\r", ch->rawmaterial[M_JELLY_OPAL]);
materials.c:        sprintf(buf, "[Kunzite]:              %-10d \n\r", ch->rawmaterial[M_KUNZITE]);
materials.c:        sprintf(buf, "[Levin Opal]:           %-10d \n\r", ch->rawmaterial[M_LEVIN_OPAL]);
materials.c:        sprintf(buf, "[Light yellow Diamond]: %-10d \n\r", ch->rawmaterial[M_TOPAZ]);
materials.c:        sprintf(buf, "[Melanite]:             %-10d \n\r", ch->rawmaterial[M_MELANITE]);
materials.c:        sprintf(buf, "[Morganite]:            %-10d \n\r", ch->rawmaterial[M_MORGANITE]);
materials.c:        sprintf(buf, "[Peridot]:              %-10d \n\r", ch->rawmaterial[M_PERIDOT]);
materials.c:        sprintf(buf, "[Pinfire Opal]:         %-10d \n\r", ch->rawmaterial[M_PINFIRE_OPAL]);
materials.c:        sprintf(buf, "[Pink Garnet]:          %-10d \n\r", ch->rawmaterial[M_PINK_GARNET]);
materials.c:        sprintf(buf, "[Pink Tourmaline]:      %-10d \n\r", ch->rawmaterial[M_PINK_TOURMALINE]);
materials.c:        sprintf(buf, "[Precious Fire Opal]:   %-10d \n\r", ch->rawmaterial[M_PRECIOUS_FIRE_OPAL]);
materials.c:        sprintf(buf, "[Emerald]:                %-10d\n\r", ch->rawmaterial[M_EMERALD]);
materials.c:        sprintf(buf, "[Ruby]:                   %-10d\n\r", ch->rawmaterial[M_RUBY]);
materials.c:        sprintf(buf, "[Sapphire]:               %-10d\n\r", ch->rawmaterial[M_SAPPHIRE]);
materials.c:        sprintf(buf, "[Faint Yellow Diamond]:   %-10d\n\r", ch->rawmaterial[M_FAINT_YELLOW_DIAMOND]);
materials.c:        sprintf(buf, "[Diamond]:                %-10d\n\r", ch->rawmaterial[M_DIAMOND]);
materials.c:        sprintf(buf, "[Black Diamond]:          %-10d\n\r", ch->rawmaterial[M_BLACK_DIAMOND]);
materials.c:        sprintf(buf, "[Blue Diamond]:           %-10d\n\r", ch->rawmaterial[M_BLUE_DIAMOND]);
materials.c:        sprintf(buf, "[Green Diamond]:          %-10d\n\r", ch->rawmaterial[M_GREEN_DIAMOND]);
materials.c:        sprintf(buf, "[Yellow Diamond]:         %-10d\n\r", ch->rawmaterial[M_DIAMOND]);
materials.c:        sprintf(buf, "[Clear Diamond]:          %-10d\n\r", ch->rawmaterial[M_DIAMOND]);
materials.c:        sprintf(buf, "[Red Diamond]:            %-10d\n\r", ch->rawmaterial[M_RED_DIAMOND]);
materials.c:        sprintf(buf, "[Star Ruby]:              %-10d\n\r", ch->rawmaterial[M_STAR_RUBY]);
materials.c:        sprintf(buf, "[Star Sapphire]:          %-10d\n\r", ch->rawmaterial[M_STAR_SAPPHIRE]);
materials.c:        sprintf(buf, "[Limestone]:       %-10d \n\r",
materials.c:                ch->rawmaterial[M_LIMESTONE]);
materials.c:        sprintf(buf, "[Marble]:          %-10d \n\r",
materials.c:                ch->rawmaterial[M_MARBLE]);
materials.c:        sprintf(buf, "[Rock Salt]:       %-10d  \n\r",
materials.c:                ch->rawmaterial[M_ROCK_SALT]);
materials.c:        sprintf(buf, "[Sand Stone]:      %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SAND_STONE]);
materials.c:        sprintf(buf, "[Shale]:           %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SHALE]);
materials.c:        sprintf(buf, "[Diorite]:         %-10d  \n\r",
materials.c:                ch->rawmaterial[M_DIORITE]);
materials.c:        sprintf(buf, "[Gabbro]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_GABBRO]);
materials.c:        sprintf(buf, "[Granite]:         %-10d  \n\r",
materials.c:                ch->rawmaterial[M_GRANITE]);
materials.c:        sprintf(buf, "[Andesite]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_ANDESITE]);
materials.c:        sprintf(buf, "[Basalt]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_BASALT]);
materials.c:        sprintf(buf, "[Dacite]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_DACITE]);
materials.c:        sprintf(buf, "[Obsidian]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_OBSIDIAN]);
materials.c:        sprintf(buf, "[Rhyolite]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_RHYOLITE]);
materials.c:        sprintf(buf, "[Gneiss]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_GNEISS]);
materials.c:        sprintf(buf, "[Phyllite]:        %-10d  \n\r",
materials.c:                ch->rawmaterial[M_PHYLLITE]);
materials.c:        sprintf(buf, "[Quartzite]:       %-10d  \n\r",
materials.c:                ch->rawmaterial[M_QUARTZITE]);
materials.c:        sprintf(buf, "[Schist]:          %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SCHIST]);
materials.c:        sprintf(buf, "[Slate]:           %-10d  \n\r",
materials.c:                ch->rawmaterial[M_SLATE]);
materials.c:        sprintf(buf, "[Pearl]:          %-10d [%d] [%d] Invis\n\r", ch->rawmaterial[M_PEARL], LB_GEM, T_PEARL);
materials.c:        sprintf(buf, "[Organic]:        %-10d [%d] [%d] Regeneration\n\r",
materials.c:                ch->rawmaterial[M_ORGANIC], LB_OTHER, T_ORGANIC);
materials.c:        sprintf(buf, "[Bone]:           %-10d [%d] \n\r",
materials.c:                ch->rawmaterial[M_BONE], LB_OTHER);
materials.c:        sprintf(buf, "[Ivory]:          %-10d [%d] [%d] \n\r", ch->rawmaterial[M_IVORY], LB_OTHER, T_IVORY);
materials.c:        sprintf(buf, "[Wood]:           %-10d [%d] [%d] \n\r",ch->rawmaterial[M_WOOD], LB_METAL, T_WOOD);
materials.c:        sprintf(buf, "[Ebony]:          %-10d [%d] [%d] \n\r", ch->rawmaterial[M_EBONY], LB_OTHER,
materials.c:        sprintf(buf, "[Leather]:        %-10d [%d] [%d] \n\r", ch->rawmaterial[M_LEATHER],
materials.c:        sprintf(buf, "[Wool]:           %-10d [%d] [%d] \n\r", ch->rawmaterial[M_WOOL],
materials.c:        sprintf(buf, "[Cloth]:          %-10d [%d] [%d] \n\r", ch->rawmaterial[M_CLOTH],
materials.c:        sprintf(buf, "[Crystal Glass]:  %-10d [%d] [%d]\n\r", ch->rawmaterial[M_CRYSTAL_GLASS],
materials.c:        sprintf(buf, "[Clear Class]:    %-10d [%d] [%d]\n\r", ch->rawmaterial[M_CLEAR_GLASS],
materials.c:        sprintf(buf, "[Green Glass]:    %-10d [%d] [%d]\n\r",
materials.c:                ch->rawmaterial[M_GREEN_GLASS], LB_OTHER, 10);
materials.c:        sprintf(buf, "[Flesh]:          %-10d \n\r", ch->rawmaterial[M_FLESH]);
materials.c:        sprintf(buf, "[Magnesium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_MAGNESIUM],
materials.c:        sprintf(buf, "[Mercury]:        %-10d [%d] [%d] \n\r", ch->rawmaterial[M_MERCURY],
materials.c:        sprintf(buf, "[Potassium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_POTASSIUM],
materials.c:        sprintf(buf, "[Uranium]:        %-10d [%d] [%d] \n\r", ch->rawmaterial[M_URANIUM],
materials.c:        sprintf(buf, "[Zirconium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_ZIRCONIUM],
materials.c:        sprintf(buf, "[Carbon]:         %-10d [%d] [%d] \n\r",
materials.c:                ch->rawmaterial[M_CARBON],
materials.c:        sprintf(buf, "[Palladium]:      %-10d [%d] [%d] \n\r", ch->rawmaterial[M_PALLADIUM],
materials.c:        sprintf(buf, "#0[#7Steel#0]#n:              %-10d \n\r",
materials.c:                ch->rawmaterial[M_STEEL]);
materials.c:        sprintf(buf, "#0[#7Brass#0]#n:              %-10d \n\r",
materials.c:                ch->rawmaterial[M_BRASS]);
materials.c:        sprintf(buf, "#0[#7Bronze#0]#n:             %-10d \n\r",
materials.c:                ch->rawmaterial[M_BRONZE]);
materials.c:        sprintf(buf, "#0[#7Duralumin#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_DURALUMIN]);
materials.c:        sprintf(buf, "#0[#7Rose Metal#0]#n:         %-10d  \n\r",
materials.c:                ch->alloy[A_ROSE_METAL]);
materials.c:        sprintf(buf, "#0[#7Galfenol#0]#n:           %-10d  \n\r",
materials.c:                ch->alloy[A_GALFENOL]);
materials.c:        sprintf(buf, "#0[#7Galinstan#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_GALINSTAN]);
materials.c:        sprintf(buf, "#0[#7Rose Gold#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_ROSE_GOLD]);
materials.c:        sprintf(buf, "#0[#7White Gold#0]#n:         %-10d  \n\r",
materials.c:                ch->alloy[A_WHITE_GOLD]);
materials.c:        sprintf(buf, "#0[#7Fields Metal#0]#n:       %-10d  \n\r",
materials.c:                ch->alloy[A_FIELDS_METAL]);
materials.c:        sprintf(buf, "#0[#7Kovar#0]#n:              %-10d  \n\r",
materials.c:                ch->alloy[A_KOVAR]);
materials.c:        sprintf(buf, "#0[#7Solder#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_SOLDER]);
materials.c:        sprintf(buf, "#0[#7Magnox#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_MAGNOX]);
materials.c:        sprintf(buf, "#0[#7Silver Amalgam#0]#n:     %-10d  \n\r",
materials.c:                ch->alloy[A_SILVER_AMALGAM]);
materials.c:        sprintf(buf, "#0[#7Gold Amalgam#0]#n:       %-10d  \n\r",
materials.c:                ch->alloy[A_GOLD_AMALGAM]);
materials.c:        sprintf(buf, "#0[#7Alnico#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_ALNICO]);
materials.c:        sprintf(buf, "#0[#7Platinum Sterling#0]#n:  %-10d  \n\r",
materials.c:                ch->alloy[A_PLATINUM_STERLING]);
materials.c:        sprintf(buf, "#0[#7Sterling Silver#0]#n:    %-10d  \n\r",
materials.c:                ch->alloy[A_STERLING_SILVER]);
materials.c:        sprintf(buf, "#0[#7Pewter#0]#n:             %-10d  \n\r",
materials.c:                ch->alloy[A_PEWTER]);
materials.c:        sprintf(buf, "#0[#7Staballoy#0]#n:          %-10d  \n\r",
materials.c:                ch->alloy[A_STABALLOY]);
materials.c:        sprintf(buf, "#0[#7Zircaloy#0]#n:           %-10d \n\r",
materials.c:                ch->alloy[A_ZIRCALOY]);
materials.c:        sprintf(buf, "#0[#7Electrum#0]#n:           %-10d \n\r",
materials.c:                ch->rawmaterial[M_ELECTRUM]);
materials.c:        sprintf(buf, "#0[#oPine#0]#n:             %-10d \n\r",  ch->rawmaterial[M_PINE]);
materials.c:        sprintf(buf, "#0[#oOak#0]#n:              %-10d \n\r",  ch->rawmaterial[M_OAK]);
materials.c:        sprintf(buf, "#0[#oBirch#0]#n:            %-10d \n\r",  ch->rawmaterial[M_BIRCH]);
materials.c:        sprintf(buf, "#0[#oWillow#0]#n:           %-10d \n\r",  ch->rawmaterial[M_WILLOW]);
materials.c:        sprintf(buf, "#0[#oSycamore#0]#n:         %-10d \n\r",  ch->rawmaterial[M_SYCAMORE]);
materials.c:        sprintf(buf, "#0[#oSpruce#0]#n:           %-10d \n\r",  ch->rawmaterial[M_SPRUCE]);
materials.c:        sprintf(buf, "#0[#oMaple#0]#n:            %-10d \n\r",  ch->rawmaterial[M_MAPLE]);
materials.c:    if (obj->ownerid != 0)
materials.c:    if (ch->level > 300 && ch->pcdata->citybuildings[B_WAREHOUSE] == 0)
materials.c:    long long int available_storage = 250000 + (ch->pcdata->citybuildings[B_WAREHOUSE] * 25000);
materials.c:    if (ch->level > 200 && available_storage < totalmaterial(ch))
materials.c:    amount = obj->weight;
materials.c:    material = obj->pIndexData->material;
materials.c:    alloys   = obj->pIndexData->alloy;
materials.c:    if (obj->item_type == ITEM_TREASURE && obj->ammo !=0 && obj->guncapacity > 0)
materials.c:        if (obj->ammo == 45) ch->ammo[1] += obj->guncapacity;
materials.c:        if (obj->ammo == 357) ch->ammo[5] += obj->guncapacity;
materials.c:        if (obj->ammo == 12) ch->ammo[7] += obj->guncapacity;
materials.c:        sprintf(buf, "You store %s for future use.#n\n\r",obj->short_descr);
materials.c:    if (material >= 1 && material <= 250) ch->rawmaterial[material] += amount;
materials.c:    if (alloys >= 1 &&  alloys <= 26) ch->alloy[alloys] += amount;
materials.c:        if (obj->item_type == ITEM_ARMOR)
materials.c:            sprintf(buf, "You send the %s to your Armor Stockpile Warehouse.#n\n\r",obj->short_descr);
materials.c:        if (obj->item_type == ITEM_WEAPON)
materials.c:            sprintf(buf, "You send the %s to your Weapons Stockpile Warehouse.#n\n\r",obj->short_descr);
materials.c://    if (obj->item_type != ITEM_ARMOR && obj->item_type != ITEM_WEAPON)
materials.c:    sprintf(buf, "You send %s to your storage warehouse.\n\r",obj->short_descr);
materials.c://    if (obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON)
materials.c:    /*    sprintf(message, "You have %d units of %s.#n",ch->rawmaterial[material], material_table[material].name);
materials.c:    /*    if (obj->ownerid != 0)
materials.c:        if (IS_SET(obj->spectype, SITEM_RARE) || IS_SET(obj->spectype, SITEM_RAREWEAP))
materials.c:    if (ch->warehouses == 0)
materials.c:    if (obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR)
materials.c:    if (obj->item_type == ITEM_WEAPON)
materials.c:        if (obj->value[3] == WPN_LONGSWORD) ch->empireitems[1]++;
materials.c:        if (obj->value[3] == WPN_BROADSWORD) ch->empireitems[4]++;
materials.c:        if (obj->value[3] == WPN_BASTARDSWORD) ch->empireitems[7]++;
materials.c:        if (obj->value[3] == WPN_SPEAR) ch->empireitems[10]++;
materials.c:        if (obj->value[3] == WPN_SHORTSWORD) ch->empireitems[11]++;
materials.c:        if (obj->value[3] == WPN_MACE) ch->empireitems[13]++;
materials.c:        if (obj->value[3] == WPN_KNIFE) ch->empireitems[14]++;
materials.c:        if (obj->value[3] == WPN_WARHAMMER) ch->empireitems[16]++;
materials.c:        if (obj->value[3] == WPN_DAGGER) ch->empireitems[17]++;
materials.c:        if (obj->value[3] == WPN_POLEARM) ch->empireitems[19]++;
materials.c:        if (obj->value[3] == WPN_AXE) ch->empireitems[20]++;
materials.c:        if (obj->value[3] == WPN_WHIP) ch->empireitems[22]++;
materials.c:        sprintf(buf, "You send the %s to your Weapons Stockpile Warehouse.#n\n\r",obj->short_descr);
materials.c:    if (obj->item_type == ITEM_ARMOR)
materials.c:        if (IS_SET(obj->wear_flags, ITEM_WEAR_FEET)) ch->empireitems[23]++;
materials.c:        if (IS_SET(obj->wear_flags, ITEM_WEAR_HEAD)) ch->empireitems[15]++;
materials.c:        sprintf(buf, "You send the %s to your Armor Stockpile Warehouse.#n\n\r",obj->short_descr);
materials.c:    	    if (obj->armortype == SHIELD_CRUSADER)
materials.c:    	    ch->shield_crusader++;
materials.c:    	    if (obj->armortype == ARMOR_LEATHER)
materials.c:    	    ch->armor_leather++;
materials.c:        if (obj->item_type != ITEM_ARMOR && obj->item_type != ITEM_WEAPON)
materials.c:          sprintf(buf, "You send the %s to your Storage Warehouse, to be\n\r",obj->short_descr);
materials.c:    amount = obj->weight;
materials.c:    material2 = obj->material;
materials.c:    if (obj->weight <= 1) amount += 1;
materials.c:    if (material2 >= 1 && material2 <= MAX_MATERIAL) ch->rawmaterial[material2] += amount;
materials.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_alchemy] )
materials.c:        if (ch->rawmaterial[M_ZIRCONIUM] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_TIN] < LB_METAL)
materials.c:        ch->alloy[A_ZIRCALOY] += 8;
materials.c:        if (ch->rawmaterial[M_URANIUM] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_TITANIUM] < LB_METAL)
materials.c:        ch->alloy[A_STABALLOY] += 8;
materials.c:        if (ch->rawmaterial[M_LEAD] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_TIN] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_SILVER] < LB_METAL)
materials.c:        ch->alloy[A_STERLING_SILVER] += 15;
materials.c:        if (ch->rawmaterial[M_SILVER] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_COPPER] < LB_METAL)
materials.c:        ch->alloy[A_STERLING_SILVER] += 10;
materials.c:        if (ch->rawmaterial[M_SILVER] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_PLATINUM] < LB_METAL)
materials.c:        ch->alloy[A_PLATINUM_STERLING] += 10;
materials.c:        if (ch->rawmaterial[M_COBALT] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_ALUMINIUM] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_NICKEL] < LB_METAL)
materials.c:        ch->alloy[A_ALNICO] += 15;
materials.c:        if (ch->rawmaterial[M_GOLD] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_MERCURY] < LB_OTHER)
materials.c:        ch->alloy[A_GOLD_AMALGAM] += 8;
materials.c:        if (ch->rawmaterial[M_SILVER] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_MERCURY] < LB_OTHER)
materials.c:        ch->alloy[A_SILVER_AMALGAM] += 8;
materials.c:        if (ch->rawmaterial[M_ALUMINIUM] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_MAGNESIUM] < LB_OTHER)
materials.c:        ch->alloy[A_MAGNOX] += 8;
materials.c:        if (ch->rawmaterial[M_LEAD] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_TIN] < LB_METAL)
materials.c:        ch->alloy[A_SOLDER] += 8;
materials.c:        if (ch->rawmaterial[M_NICKEL] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_COBALT] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_IRON] < LB_METAL)
materials.c:        ch->alloy[A_KOVAR] += 15;
materials.c:        if (ch->rawmaterial[M_IRON] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_CARBON] < LB_OTHER)
materials.c:        ch->rawmaterial[M_STEEL] += 8;
materials.c:        if (ch->rawmaterial[M_TIN] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_BISMUTH] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_INDIUM] < LB_OTHER)
materials.c:        ch->alloy[A_FIELDS_METAL] += 11;
materials.c:        if (ch->rawmaterial[M_GOLD] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_PALLADIUM] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_NICKEL] < LB_METAL)
materials.c:        ch->alloy[A_WHITE_GOLD] += 13;
materials.c:        if (ch->rawmaterial[M_GOLD] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_COPPER] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_GALLIUM] < LB_OTHER)
materials.c:        ch->alloy[A_ROSE_GOLD] += 13;
materials.c:        if (ch->rawmaterial[M_GOLD] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_SILVER] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_COPPER] < LB_METAL)
materials.c:        ch->alloy[A_ELECTRUM] += 15;
materials.c:        if (ch->rawmaterial[M_TIN] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_INDIUM] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_GALLIUM] < LB_OTHER)
materials.c:        ch->alloy[A_GALINSTAN] += 11;
materials.c:        if (ch->rawmaterial[M_TIN] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_ALUMINIUM] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_COPPER] < LB_METAL)
materials.c:        ch->rawmaterial[M_BRONZE] += 15;
materials.c:        if (ch->rawmaterial[M_ZINC] < LB_OTHER)
materials.c:        if (ch->rawmaterial[M_COPPER] < LB_METAL)
materials.c:        ch->rawmaterial[M_BRASS] += (LB_OTHER + LB_METAL);
materials.c:        if (ch->rawmaterial[M_COPPER] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_ALUMINIUM] < LB_METAL)
materials.c:        ch->alloy[A_DURALUMIN] += 10;
materials.c:        if (ch->rawmaterial[M_TIN] < 5)
materials.c:        if (ch->rawmaterial[M_LEAD] < 5)
materials.c:        if (ch->rawmaterial[M_BISMUTH] < 5)
materials.c:        ch->alloy[A_ROSE_METAL] += 15;
materials.c:        if (ch->rawmaterial[M_IRON] < LB_METAL)
materials.c:        if (ch->rawmaterial[M_GALLIUM] < LB_METAL)
materials.c:        ch->alloy[A_GALFENOL] += 10;
materials.c:    if (obj->alloy A_DURALUMIN)) ch->rawmaterial[A_DURALUMIN] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_ROSE_METAL)) ch->rawmaterial[A_ROSE_METAL] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_GALFENOL)) ch->rawmaterial[A_GALFENOL] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_GALINSTAN)) ch->rawmaterial[A_GALINSTAN] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_ELECTRUM)) ch->rawmaterial[A_ELECTRUM] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_ROSE_GOLD)) ch->rawmaterial[A_ROSE_GOLD] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_WHITE_GOLD)) ch->rawmaterial[A_WHITE_GOLD] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_FIELDS_METAL)) ch->rawmaterial[A_FIELDS_METAL] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_KOVAR)) ch->rawmaterial[A_KOVAR] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_SOLDER)) ch->rawmaterial[A_SOLDER] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_MAGNOX)) ch->rawmaterial[A_MAGNOX] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_SILVER_AMALGAM)) ch->rawmaterial[A_SILVER_AMALGAM] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_GOLD_AMALGAM)) ch->rawmaterial[A_GOLD_AMALGAM] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_ALNICO)) ch->rawmaterial[A_ALNICO] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_PLATINUM_STERLING)) ch->rawmaterial[A_PLATINUM_STERLING] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_STERLING_SILVER)) ch->rawmaterial[A_STERLING_SILVER] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_PEWTER)) ch->rawmaterial[A_PEWTER] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_STABALLOY)) ch->rawmaterial[A_STABALLOY] += LB_OTHER;
materials.c:    if (IS_SET(obj->alloy, A_ZIRCALOY)) ch->rawmaterial[A_ZIRCALOY] += LB_OTHER;
materials.c:    if ( number_percent( ) > ch->pcdata->learned[gsn_smelt] )
materials.c:        if (ch->rawmaterial[M_BISMUTHINITE] < 10)
materials.c:        ch->rawmaterial[M_BISMUTHINITE] -= 10;
materials.c:        ch->rawmaterial[M_BISMUTH] += 8;
materials.c:        if (ch->rawmaterial[M_CASSITERITE] < 10)
materials.c:        ch->rawmaterial[M_TIN] += 8;
materials.c:        ch->rawmaterial[M_CASSITERITE] -= 10;
materials.c:        if (ch->rawmaterial[M_GALENA] < 10)
materials.c:        ch->rawmaterial[M_LEAD] += 4;
materials.c:        ch->rawmaterial[M_SILVER] += 4;
materials.c:        ch->rawmaterial[M_GALENA] -= 10;
materials.c:        if (ch->rawmaterial[M_GARNIERITE] < 10)
materials.c:        ch->rawmaterial[M_NICKEL] += 8;
materials.c:        ch->rawmaterial[M_GARNIERITE] -= 10;
materials.c:        if (ch->rawmaterial[M_HEMATITE] < 10)
materials.c:        ch->rawmaterial[M_IRON] += 8;
materials.c:        ch->rawmaterial[M_HEMATITE] -= 10;
materials.c:        if (ch->rawmaterial[M_HORN_SILVER] < 10)
materials.c:        ch->rawmaterial[M_SILVER] += 8;
materials.c:        ch->rawmaterial[M_HORN_SILVER] -= 10;
materials.c:        if (ch->rawmaterial[M_LIMONITE] < 10)
materials.c:        ch->rawmaterial[M_IRON] += 8;
materials.c:        ch->rawmaterial[M_LIMONITE] -= 10;
materials.c:        if (ch->rawmaterial[M_MAGNETITE] < 10)
materials.c:        ch->rawmaterial[M_IRON] += 8;
materials.c:        ch->rawmaterial[M_MAGNETITE] -= 10;
materials.c:        if (ch->rawmaterial[M_MALACHITE] < 10)
materials.c:        ch->rawmaterial[M_COPPER] += 8;
materials.c:        ch->rawmaterial[M_MALACHITE] -= 10;
materials.c:        if (ch->rawmaterial[M_SPHALERITE] < 10)
materials.c:        ch->rawmaterial[M_ZINC] += 8;
materials.c:        ch->rawmaterial[M_SPHALERITE] -= 10;
materials.c:        if (ch->rawmaterial[M_TETRAHEDRITE] < 10)
materials.c:        ch->rawmaterial[M_COPPER] += 6;
materials.c:        ch->rawmaterial[M_SILVER] += 2;
materials.c:        ch->rawmaterial[M_TETRAHEDRITE] -= 10;
materials.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
materials.c:    obj->item_type = ITEM_WEAPON;
materials.c:        obj->value[3] = WPN_DAGGER;
materials.c:        obj->value[3] = WPN_KNIFE;
materials.c:        obj->value[3] = WPN_SPEAR;
materials.c:        obj->value[3] = WPN_SHORTSWORD;
materials.c:        obj->value[3] = WPN_STAFF;
materials.c:        obj->value[3] = WPN_BROADSWORD;
materials.c:        obj->value[3] = WPN_LONGSWORD;
materials.c:        obj->value[3] = WPN_BASTARDSWORD;
materials.c:        obj->value[3] = WPN_EXOTIC;
materials.c:        obj->value[3] = WPN_AXE;
materials.c:        obj->value[3] = WPN_MACE;
materials.c:        obj->value[3] = WPN_WHIP;
materials.c:        obj->value[3] = WPN_WARHAMMER;
materials.c:        obj->value[3] = WPN_FLAIL;
materials.c:        obj->value[3] = WPN_MORNINGSTAR;
materials.c:        obj->value[3] = WPN_POLEARM;
materials.c:        obj->value[3] = WPN_GUN;
materials.c:        obj->value[3] = WPN_SICKLE;
materials.c:        if (ch->rawmaterial[M_COPPER] < 5)
materials.c:        SET_BIT(obj->c_material, C_COPPER);
materials.c:        if (ch->rawmaterial[M_GOLD] < 5)
materials.c:        SET_BIT(obj->c_material, C_GOLD);
materials.c:        if (ch->rawmaterial[M_NICKEL] < 5)
materials.c:        SET_BIT(obj->c_material, C_NICKEL);
materials.c:        if (ch->rawmaterial[M_IVORY] < 2)
materials.c:        SET_BIT(obj->c_material, C_IVORY);
materials.c:        if (ch->rawmaterial[M_STEEL] < 5)
materials.c:        SET_BIT(obj->c_material, C_STEEL);
materials.c:        if (ch->rawmaterial[M_MITHRIL] < 5)
materials.c:        SET_BIT(obj->c_material, C_MITHRIL);
materials.c:        if (ch->rawmaterial[M_WOOD] < 5)
materials.c:        SET_BIT(obj->c_material, C_WOOD);
materials.c:        if (ch->rawmaterial[M_PLATINUM] < 2)
materials.c:        SET_BIT(obj->c_material, C_PLATINUM);
materials.c:        if (ch->rawmaterial[M_ADAMANTITE] < 5)
materials.c:        SET_BIT(obj->c_material, C_ADAMANTITE);
materials.c:        if (ch->rawmaterial[M_BRASS] < 5)
materials.c:        SET_BIT(obj->c_material, C_BRASS);
materials.c:        if (ch->rawmaterial[M_BRONZE] < 5)
materials.c:        SET_BIT(obj->c_material, C_BRONZE);
materials.c:        if (ch->rawmaterial[M_LIMESTONE] < 2)
materials.c:        SET_BIT(obj->c_material, C_LIMESTONE);
materials.c:        if (ch->rawmaterial[M_IRON] < 5)
materials.c:        SET_BIT(obj->c_material, C_IRON);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_QUARTZ] < 2)
materials.c:        SET_BIT(obj->c_material, C_QUARTZ);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_MARBLE] < 2)
materials.c:        SET_BIT(obj->c_material, C_MARBLE);
materials.c:        if (ch->rawmaterial[M_SILVER] < 5)
materials.c:        SET_BIT(obj->c_material, C_SILVER);
materials.c:        armor   = -100;
materials.c:// ------------------ ARG3 -------------------
materials.c:        if (ch->rawmaterial[M_COPPER] < 5)
materials.c:        SET_BIT(obj->c_material, C_COPPER);
materials.c:        if (ch->rawmaterial[M_GOLD] < 5)
materials.c:        SET_BIT(obj->c_material, C_GOLD);
materials.c:        if (ch->rawmaterial[M_IVORY] < 2)
materials.c:        SET_BIT(obj->c_material, C_IVORY);
materials.c:        if (ch->rawmaterial[M_STEEL] < 5)
materials.c:        SET_BIT(obj->c_material, C_STEEL);
materials.c:        if (ch->rawmaterial[M_MITHRIL] < 5)
materials.c:        SET_BIT(obj->c_material, C_MITHRIL);
materials.c:        if (ch->rawmaterial[M_NICKEL] < 5)
materials.c:        SET_BIT(obj->c_material, C_NICKEL);
materials.c:        if (ch->rawmaterial[M_WOOD] < 5)
materials.c:        SET_BIT(obj->c_material, C_WOOD);
materials.c:        if (ch->rawmaterial[M_PLATINUM] < 2)
materials.c:        SET_BIT(obj->c_material, C_PLATINUM);
materials.c:        if (ch->rawmaterial[M_ADAMANTITE] < 5)
materials.c:        SET_BIT(obj->c_material, C_ADAMANTITE);
materials.c:        if (ch->rawmaterial[M_BRASS] < 5)
materials.c:        SET_BIT(obj->c_material, C_BRASS);
materials.c:        if (ch->rawmaterial[M_BRONZE] < 5)
materials.c:        SET_BIT(obj->c_material, C_BRONZE);
materials.c:        if (ch->rawmaterial[M_LIMESTONE] < 2)
materials.c:        SET_BIT(obj->c_material, C_LIMESTONE);
materials.c:        if (ch->rawmaterial[M_IRON] < 5)
materials.c:        SET_BIT(obj->c_material, C_IRON);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_QUARTZ] < 2)
materials.c:        SET_BIT(obj->c_material, C_QUARTZ);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_MARBLE] < 2)
materials.c:        SET_BIT(obj->c_material, C_MARBLE);
materials.c:        if (ch->rawmaterial[M_SILVER] < 5)
materials.c:        SET_BIT(obj->c_material, C_SILVER);
materials.c:        armor   = -100;
materials.c:    if (IS_SET(obj->c_material, C_COPPER))
materials.c:        ch->rawmaterial[M_COPPER] -= LB_METAL;
materials.c:        obj->toughness += T_COPPER;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_GOLD))
materials.c:        ch->rawmaterial[M_GOLD] -= LB_METAL;
materials.c:        obj->toughness += T_GOLD;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_IVORY))
materials.c:        ch->rawmaterial[M_IVORY] -= LB_OTHER;
materials.c:        obj->toughness += T_IVORY;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_STEEL))
materials.c:        ch->rawmaterial[M_STEEL] -= LB_METAL;
materials.c:        obj->toughness += T_STEEL;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_MITHRIL))
materials.c:        ch->rawmaterial[M_MITHRIL] -= LB_METAL;
materials.c:        obj->toughness += T_MITHRIL;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_NICKEL))
materials.c:        ch->rawmaterial[M_NICKEL] -= LB_METAL;
materials.c:        obj->toughness += T_NICKEL;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_WOOD))
materials.c:        ch->rawmaterial[M_WOOD] -= LB_METAL;
materials.c:        obj->toughness += T_WOOD;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_PLATINUM))
materials.c:        ch->rawmaterial[M_PLATINUM] -= LB_METAL;
materials.c:        obj->toughness += T_PLATINUM;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_ADAMANTITE))
materials.c:        ch->rawmaterial[M_ADAMANTITE] -= LB_METAL;
materials.c:        obj->toughness += T_ADAMANTITE;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_BRASS))
materials.c:        ch->rawmaterial[M_BRASS] -= LB_METAL;
materials.c:        obj->toughness += T_BRASS;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_BRONZE))
materials.c:        ch->rawmaterial[M_BRONZE] -= LB_METAL;
materials.c:        obj->toughness += T_BRONZE;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_LIMESTONE))
materials.c:        ch->rawmaterial[M_LIMESTONE] -= LB_OTHER;
materials.c:        obj->toughness += T_LIMESTONE;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_IRON))
materials.c:        ch->rawmaterial[M_IRON] -= LB_METAL;
materials.c:        obj->toughness += T_IRON;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_QUARTZ))
materials.c:        ch->rawmaterial[M_QUARTZ] -= LB_OTHER;
materials.c:        obj->toughness += T_QUARTZ;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_MARBLE))
materials.c:        ch->rawmaterial[M_MARBLE] -= LB_OTHER;
materials.c:        obj->toughness += T_MARBLE;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_SILVER))
materials.c:        ch->rawmaterial[M_SILVER] -= LB_METAL;
materials.c:        obj->toughness += T_SILVER;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (obj->toughness > 100) obj->toughness = 100;
materials.c:    obj->value[0] = 14000;
materials.c:    obj->value[1] = number_range (20,100);
materials.c:    obj->value[2] = number_range (20,100);
materials.c:    obj->level = 100;
materials.c:    sprintf( buf,"#cThe #7%s #yForged %s#n", ch->name, name );
materials.c:    replace_string(obj->short_descr, buf);
materials.c:    sprintf( buf,"#7A #7%s #yForged %s lies on the ground.#n", ch->name, name );
materials.c:    replace_string(obj->description, buf);
materials.c:    sprintf( buf, "%s %s ", ch->name, name );
materials.c:    replace_string(obj->name, buf);
materials.c://    replace_string(obj->questowner, ch->pcdata->switchname);
materials.c:    if (!IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
materials.c:        stc( "#A           Organic +regeneration  | Silver -100AC\n\r", ch );
materials.c:        stc( "#A           Leather -100AC         | Iron +150DR -100AC\n\r", ch );
materials.c:    SET_BIT( obj->wear_flags, ITEM_TAKE );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        sprintf( name, "Knee-Plate" );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        sprintf( name, "Elbow-Plate" );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        sprintf( name, "Shoulder-Plate" );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        SET_BIT( obj->wear_flags, wear );
materials.c:        if (ch->rawmaterial[M_COPPER] < 5)
materials.c:        SET_BIT(obj->c_material, C_COPPER);
materials.c:        if (ch->rawmaterial[M_GOLD] < 5)
materials.c:        SET_BIT(obj->c_material, C_GOLD);
materials.c:        if (ch->rawmaterial[M_NICKEL] < 5)
materials.c:        SET_BIT(obj->c_material, C_NICKEL);
materials.c:        if (ch->rawmaterial[M_IVORY] < 2)
materials.c:        SET_BIT(obj->c_material, C_IVORY);
materials.c:        if (ch->rawmaterial[M_STEEL] < 5)
materials.c:        SET_BIT(obj->c_material, C_STEEL);
materials.c:        if (ch->rawmaterial[M_MITHRIL] < 5)
materials.c:        SET_BIT(obj->c_material, C_MITHRIL);
materials.c:        if (ch->rawmaterial[M_WOOD] < 5)
materials.c:        SET_BIT(obj->c_material, C_WOOD);
materials.c:        if (ch->rawmaterial[M_ORGANIC] < 5)
materials.c:        SET_BIT(obj->c_material, C_ORGANIC);
materials.c:        obj->value[3] = 14; // Regen
materials.c:        if (ch->rawmaterial[M_DIAMOND] < 1)
materials.c:        SET_BIT(obj->c_material, C_DIAMOND);
materials.c:        obj->value[3] = 9; // Sanc
materials.c:        if (ch->rawmaterial[M_PLATINUM] < 2)
materials.c:        SET_BIT(obj->c_material, C_PLATINUM);
materials.c:        if (ch->rawmaterial[M_ADAMANTITE] < 5)
materials.c:        SET_BIT(obj->c_material, C_ADAMANTITE);
materials.c:        if (ch->rawmaterial[M_BRASS] < 5)
materials.c:        SET_BIT(obj->c_material, C_BRASS);
materials.c:        if (ch->rawmaterial[M_BRONZE] < 5)
materials.c:        SET_BIT(obj->c_material, C_BRONZE);
materials.c:        if (ch->rawmaterial[M_TIN] < 5)
materials.c:        SET_BIT(obj->c_material, C_TIN);
materials.c:        if (ch->rawmaterial[M_RUBY] < 1)
materials.c:        SET_BIT(obj->c_material, C_RUBY);
materials.c:        obj->value[3] = 14; // haste
materials.c:        if (ch->rawmaterial[M_LIMESTONE] < 2)
materials.c:        SET_BIT(obj->c_material, C_LIMESTONE);
materials.c:        if (ch->rawmaterial[M_TOPAZ] < 1)
materials.c:        SET_BIT(obj->c_material, C_TOPAZ);
materials.c:        obj->value[3] = 10; // Detect hidden
materials.c:        if (ch->rawmaterial[M_AMETHYST] < 1)
materials.c:        SET_BIT(obj->c_material, C_AMETHYST);
materials.c:        obj->value[3] = 3; // Fly
materials.c:        if (ch->rawmaterial[M_JADE] < 1)
materials.c:        SET_BIT(obj->c_material, C_JADE);
materials.c:        obj->value[3] = 4; // Infra
materials.c:        if (ch->rawmaterial[M_ONYX] < 1)
materials.c:        SET_BIT(obj->c_material, C_ONYX);
materials.c:        obj->value[3] = 18; // Sneak
materials.c:        if (ch->rawmaterial[M_EMERALD] < 1)
materials.c:        SET_BIT(obj->c_material, C_EMERALD);
materials.c:        obj->value[3] = 15; // sup cut
materials.c:        if (ch->rawmaterial[M_PEARL] < 1)
materials.c:        SET_BIT(obj->c_material, C_PEARL);
materials.c:        obj->value[3] = 5; // invis
materials.c:        if (ch->rawmaterial[M_OPAL] < 1)
materials.c:        SET_BIT(obj->c_material, C_OPAL);
materials.c:        obj->value[3] = 6; // pass door
materials.c:        if (ch->rawmaterial[M_SAPPHIRE] < 1)
materials.c:        SET_BIT(obj->c_material, C_SAPPHIRE);
materials.c:        obj->value[3] = 12; // chaos shield
materials.c:        if (ch->rawmaterial[M_LEATHER] < 5)
materials.c:        SET_BIT(obj->c_material, C_LEATHER);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_IRON] < 5)
materials.c:        SET_BIT(obj->c_material, C_IRON);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_QUARTZ] < 2)
materials.c:        SET_BIT(obj->c_material, C_QUARTZ);
materials.c:        armor   = -100;
materials.c:        obj->value[3] == 13;
materials.c:        if (ch->rawmaterial[M_MARBLE] < 2)
materials.c:        SET_BIT(obj->c_material, C_MARBLE);
materials.c:        if (ch->rawmaterial[M_SILVER] < 5)
materials.c:        SET_BIT(obj->c_material, C_SILVER);
materials.c:        armor   = -100;
materials.c:        if (ch->rawmaterial[M_WOOL] < 5)
materials.c:        SET_BIT(obj->c_material, C_WOOL);
materials.c:        if (ch->rawmaterial[M_CLOTH] < 5)
materials.c:        SET_BIT(obj->c_material, C_CLOTH);
materials.c:    if (IS_SET(obj->c_material, C_COPPER))
materials.c:        ch->rawmaterial[M_COPPER] -= LB_METAL;
materials.c:        obj->toughness += T_COPPER;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_GOLD))
materials.c:        ch->rawmaterial[M_GOLD] -= LB_METAL;
materials.c:        obj->toughness += T_GOLD;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_IVORY))
materials.c:        ch->rawmaterial[M_IVORY] -= LB_OTHER;
materials.c:        obj->toughness += T_IVORY;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_STEEL))
materials.c:        ch->rawmaterial[M_STEEL] -= LB_METAL;
materials.c:        obj->toughness += T_STEEL;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_MITHRIL))
materials.c:        ch->rawmaterial[M_MITHRIL] -= LB_METAL;
materials.c:        obj->toughness += T_MITHRIL;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_NICKEL))
materials.c:        ch->rawmaterial[M_NICKEL] -= LB_METAL;
materials.c:        obj->toughness += T_NICKEL;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_WOOD))
materials.c:        ch->rawmaterial[M_WOOD] -= LB_METAL;
materials.c:        obj->toughness += T_WOOD;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_ORGANIC))
materials.c:        ch->rawmaterial[M_ORGANIC] -= LB_METAL;
materials.c:        obj->toughness += T_ORGANIC;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_DIAMOND))
materials.c:        ch->rawmaterial[M_DIAMOND] -= LB_OTHER;
materials.c:        obj->toughness += T_DIAMOND;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_PLATINUM))
materials.c:        ch->rawmaterial[M_PLATINUM] -= LB_METAL;
materials.c:        obj->toughness += T_PLATINUM;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_ADAMANTITE))
materials.c:        ch->rawmaterial[M_ADAMANTITE] -= LB_METAL;
materials.c:        obj->toughness += T_ADAMANTITE;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_BRASS))
materials.c:        ch->rawmaterial[M_BRASS] -= LB_METAL;
materials.c:        obj->toughness += T_BRASS;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_BRONZE))
materials.c:        ch->rawmaterial[M_BRONZE] -= LB_METAL;
materials.c:        obj->toughness += T_BRONZE;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_TIN))
materials.c:        ch->rawmaterial[M_TIN] -= LB_METAL;
materials.c:        obj->toughness += T_TIN;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_RUBY))
materials.c:        ch->rawmaterial[M_RUBY] -= LB_GEM;
materials.c:        obj->toughness += T_RUBY;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_LIMESTONE))
materials.c:        ch->rawmaterial[M_LIMESTONE] -= LB_OTHER;
materials.c:        obj->toughness += T_LIMESTONE;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_TOPAZ))
materials.c:        ch->rawmaterial[M_TOPAZ] -= LB_GEM;
materials.c:        obj->toughness += T_TOPAZ;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_AMETHYST))
materials.c:        ch->rawmaterial[M_AMETHYST] -= LB_GEM;
materials.c:        obj->toughness += T_AMETHYST;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_JADE))
materials.c:        ch->rawmaterial[M_JADE] -= LB_GEM;
materials.c:        obj->toughness += T_JADE;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_ONYX))
materials.c:        ch->rawmaterial[M_ONYX] -= LB_GEM;
materials.c:        obj->toughness += T_ONYX;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_EMERALD))
materials.c:        ch->rawmaterial[M_EMERALD] -= LB_GEM;
materials.c:        obj->toughness += T_EMERALD;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_PEARL))
materials.c:        ch->rawmaterial[M_PEARL] -= LB_GEM;
materials.c:        obj->toughness += T_PEARL;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_OPAL))
materials.c:        ch->rawmaterial[M_OPAL] -= LB_GEM;
materials.c:        obj->toughness += T_OPAL;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_SAPPHIRE))
materials.c:        ch->rawmaterial[M_SAPPHIRE] -= LB_GEM;
materials.c:        obj->toughness += T_SAPPHIRE;
materials.c:        obj->weight += LB_GEM;
materials.c:    if (IS_SET(obj->c_material, C_LEATHER))
materials.c:        ch->rawmaterial[M_LEATHER] -= LB_OTHER;
materials.c:        obj->toughness += T_LEATHER;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_IRON))
materials.c:        ch->rawmaterial[M_IRON] -= LB_METAL;
materials.c:        obj->toughness += T_IRON;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_QUARTZ))
materials.c:        ch->rawmaterial[M_QUARTZ] -= LB_OTHER;
materials.c:        obj->toughness += T_QUARTZ;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_MARBLE))
materials.c:        ch->rawmaterial[M_MARBLE] -= LB_OTHER;
materials.c:        obj->toughness += T_MARBLE;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_SILVER))
materials.c:        ch->rawmaterial[M_SILVER] -= LB_METAL;
materials.c:        obj->toughness += T_SILVER;
materials.c:        obj->weight += LB_METAL;
materials.c:    if (IS_SET(obj->c_material, C_WOOL))
materials.c:        ch->rawmaterial[M_WOOL] -= LB_OTHER;
materials.c:        obj->toughness += T_WOOL;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (IS_SET(obj->c_material, C_CLOTH))
materials.c:        ch->rawmaterial[M_CLOTH] -= LB_OTHER;
materials.c:        obj->toughness += T_CLOTH;
materials.c:        obj->weight += LB_OTHER;
materials.c:    if (obj->toughness > 100) obj->toughness = 100;
materials.c:    armor   = number_range( -200, -350 );
materials.c:    obj->value[0] = 30;
materials.c:    SET_BIT( obj->wear_flags, ITEM_TAKE );
materials.c:    obj->material = 0;
materials.c:    obj->item_type = ITEM_ARMOR;
materials.c://    replace_string(obj->questowner, ch->name);
materials.c:    sprintf( buf,"#cThe #7%s #yForged %s#n", ch->name, name );
materials.c:    replace_string(obj->short_descr, buf);
materials.c:    sprintf( buf,"#7A #7%s #yForged %s lies on the ground.#n", ch->name, name );
materials.c:    replace_string(obj->description, buf);
materials.c:    sprintf( buf, "%s %s",ch->name, name );
materials.c:    replace_string(obj->name, buf);
mccp.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
mccp.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
mccp.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
mccp.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
mccp.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
mccp.c: * mccp.c - support functions for the Mud Client Compression Protocol
mccp.c: * Memory management - zlib uses these hooks to allocate and free memory
mccp.c:    if (dsock->compressing == TELOPT_MCCP)
mccp.c:    dsock->out_compress_buf = (unsigned char *) malloc (COMPRESS_BUF_SIZE);
mccp.c:    s->next_in = NULL;
mccp.c:    s->avail_in = 0;
mccp.c:    s->next_out = dsock->out_compress_buf;
mccp.c:    s->avail_out = COMPRESS_BUF_SIZE;
mccp.c:    s->zalloc = zlib_alloc;
mccp.c:    s->zfree = zlib_free;
mccp.c:    s->opaque = NULL;
mccp.c:        free (dsock->out_compress_buf);
mccp.c:        free (dsock->out_compress_buf);
mccp.c:    dsock->compressing = teleopt;
mccp.c:    dsock->out_compress = s;
mccp.c:    if ( desc->out_compress ) /* already compressing */
mccp.c:    desc->out_compress_buf = ( unsigned char * )malloc( COMPRESS_BUF_SIZE );
mccp.c:    s->next_in = NULL;
mccp.c:    s->avail_in = 0;
mccp.c:    s->next_out = desc->out_compress_buf;
mccp.c:    s->avail_out = COMPRESS_BUF_SIZE;
mccp.c:    s->zalloc = zlib_alloc;
mccp.c:    s->zfree  = zlib_free;
mccp.c:    s->opaque = NULL;
mccp.c:        free_mem( desc->out_compress_buf, COMPRESS_BUF_SIZE );
mccp.c:    desc->out_compress = s;
mccp.c:    if ( !desc->out_compress )
mccp.c:    desc->out_compress->avail_in = 0;
mccp.c:    desc->out_compress->next_in = dummy;
mccp.c:    /* No terminating signature is needed - receiver will get Z_STREAM_END */
mccp.c:    if ( deflate( desc->out_compress, Z_FINISH ) != Z_STREAM_END )
mccp.c:    deflateEnd( desc->out_compress );
mccp.c:    free_mem( desc->out_compress_buf, COMPRESS_BUF_SIZE );
mccp.c:    free_mem( desc->out_compress, sizeof( z_stream ) );
mccp.c:    desc->out_compress = NULL;
mccp.c:    desc->out_compress_buf = NULL;
mccp.c:    if (!dsock->out_compress)
mccp.c:    if (dsock->compressing != teleopt)
mccp.c:    dsock->out_compress->avail_in = 0;
mccp.c:    dsock->out_compress->next_in = dummy;
mccp.c:    /* No terminating signature is needed - receiver will get Z_STREAM_END */
mccp.c:    if (deflate (dsock->out_compress, Z_FINISH) != Z_STREAM_END && !forced)
mccp.c:    deflateEnd (dsock->out_compress);
mccp.c:    free (dsock->out_compress_buf);
mccp.c:    free (dsock->out_compress);
mccp.c:    dsock->compressing = 0;
mccp.c:    dsock->out_compress = NULL;
mccp.c:    dsock->out_compress_buf = NULL;
mccp.c:/* Try to send any pending compressed-but-not-sent data in `desc' */
mccp.c:    if (!dsock->out_compress)
mccp.c:    len = dsock->out_compress->next_out - dsock->out_compress_buf;
mccp.c:            nBlock = UMIN (len - iStart, 4096);
mccp.c:                        write (dsock->descriptor, dsock->out_compress_buf + iStart,
mccp.c:                memmove (dsock->out_compress_buf,
mccp.c:                         dsock->out_compress_buf + iStart, len - iStart);
mccp.c:            dsock->out_compress->next_out =
mccp.c:                dsock->out_compress_buf + len - iStart;
mccp.c:    for (d = descriptor_list; d != NULL; d = d->next)
mccp.c:        if (d->connected != CON_PLAYING)
mccp.c:        if (d->character != NULL)
mccp.c:            gch = d->character;
mccp.c:        if (gch->desc->out_compress)
mccp.c:            sprintf (buf, "%-15s uses mccp\n\r", gch->name);
mccp.c:            sprintf (buf, "%-15s Does not use mccp.\n\r", gch->name);
mccp.c:    if (!ch->desc)
mccp.c:    if (!ch->desc->out_compress)
mccp.c:        if (!compressStart(ch->desc))
mccp.c:        if (!compressEnd(ch->desc))
mem.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
mem.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
mem.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
mem.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
mem.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
mem.c: *  and has been used here for OLC - OLC would not be what it is without   *
mem.c:        reset_free	= reset_free->next;
mem.c:    pReset->next	= NULL;
mem.c:    pReset->command	= 'X';
mem.c:    pReset->arg1	= 0;
mem.c:    pReset->arg2	= 0;
mem.c:    pReset->arg3	= 0;
mem.c:    pReset->next            = reset_free;
mem.c:        area_free	= area_free->next;
mem.c:    pArea->next		= NULL;
mem.c:    pArea->name		= str_dup( "New area" );
mem.c:    pArea->music        = str_dup( "default.mid" );
mem.c:    pArea->area_flags	= AREA_ADDED;
mem.c:    pArea->security	= 1;
mem.c:    pArea->builders	= str_dup( "None" );
mem.c:    pArea->lvnum	= 0;
mem.c:    pArea->uvnum	= 0;
mem.c:    pArea->age		= 0;
mem.c:    pArea->vnum		= top_area-1;		/* OLC 1.1b */
mem.c:    sprintf( buf, "area%d.are", pArea->vnum );
mem.c:    pArea->filename	= str_dup( buf );
mem.c:    free_string( pArea->name );
mem.c:    free_string( pArea->filename );
mem.c:    free_string( pArea->builders );
mem.c:    pArea->next		=   area_free->next;
mem.c:        exit_free       =   exit_free->next;
mem.c:    pExit->to_room      =   NULL;
mem.c:    pExit->next         =   NULL;
mem.c:    pExit->vnum         =   0;
mem.c:    pExit->exit_info    =   0;
mem.c:    pExit->key          =   0;
mem.c:    pExit->keyword      =   &str_empty[0];;
mem.c:    pExit->description  =   &str_empty[0];;
mem.c:    pExit->rs_flags     =   0;
mem.c:    free_string( pExit->keyword );
mem.c:    free_string( pExit->description );
mem.c:    pExit->next         =   exit_free;
mem.c:        extra_descr_free    =   extra_descr_free->next;
mem.c:    pExtra->keyword         =   NULL;
mem.c:    pExtra->description     =   NULL;
mem.c:    pExtra->next            =   NULL;
mem.c:    free_string( pExtra->keyword );
mem.c:    free_string( pExtra->description );
mem.c:    free_string( pExtra->buffer1);
mem.c:    free_string( pExtra->buffer2);
mem.c:    pExtra->type = ED_TYPE_NONE;
mem.c:    pExtra->next        =   extra_descr_free;
mem.c:        room_index_free =   room_index_free->next;
mem.c:    pRoom->next             =   NULL;
mem.c:    pRoom->people           =   NULL;
mem.c:    pRoom->contents         =   NULL;
mem.c:    pRoom->extra_descr      =   NULL;
mem.c:    pRoom->area             =   NULL;
mem.c:        pRoom->exit[door]   =   NULL;
mem.c:    pRoom->name             =   &str_empty[0];
mem.c:    pRoom->description      =   &str_empty[0];
mem.c:    pRoom->vnum             =   0;
mem.c:    pRoom->room_flags       =   0;
mem.c:    pRoom->light            =   0;
mem.c:    pRoom->sector_type      =   0;
mem.c:    free_string( pRoom->name );
mem.c:    free_string( pRoom->description );
mem.c:        if ( pRoom->exit[door] )
mem.c:            free_exit( pRoom->exit[door] );
mem.c:    for ( pExtra = pRoom->extra_descr; pExtra; pExtra = pExtra->next )
mem.c:    for ( pReset = pRoom->reset_first; pReset; pReset = pReset->next )
mem.c:    pRoom->next     =   room_index_free;
mem.c:        affect_free     =   affect_free->next;
mem.c:    pAf->next       =   NULL;
mem.c:    pAf->location   =   0;
mem.c:    pAf->modifier   =   0;
mem.c:    pAf->type       =   0;
mem.c:    pAf->duration   =   0;
mem.c:    pAf->bitvector  =   0;
mem.c:    pAf->next           = affect_free;
mem.c:        obj_index_free  =   obj_index_free->next;
mem.c:    pObj->next          =   NULL;
mem.c:    pObj->extra_descr   =   NULL;
mem.c:    pObj->affected      =   NULL;
mem.c:    pObj->area          =   NULL;
mem.c:    pObj->name          =   str_dup( "no name" );
mem.c:    pObj->short_descr   =   str_dup( "(no short description)" );
mem.c:    pObj->description   =   str_dup( "(no description)" );
mem.c:    pObj->vnum          =   0;
mem.c:    pObj->item_type     =   ITEM_TRASH;
mem.c:    pObj->extra_flags   =   0;
mem.c:    pObj->wear_flags    =   0;
mem.c:    pObj->count         =   0;
mem.c:    pObj->weight        =   1;
mem.c:    pObj->cost          =   0;
mem.c:        pObj->value[value]  =   0;
mem.c:    free_string( pObj->name );
mem.c:    free_string( pObj->short_descr );
mem.c:    free_string( pObj->description );
mem.c:    for ( pAf = pObj->affected; pAf; pAf = pAf->next )
mem.c:    for ( pExtra = pObj->extra_descr; pExtra; pExtra = pExtra->next )
mem.c:    pObj->next              = obj_index_free;
mem.c:        mob_index_free  =   mob_index_free->next;
mem.c:    pMob->next          =   NULL;
mem.c:    pMob->spec_fun      =   NULL;
mem.c:    pMob->quest_fun     =   NULL;
mem.c:    pMob->shop_fun      =   NULL;
mem.c:    pMob->area          =   NULL;
mem.c:    pMob->player_name   =   str_dup( "no name" );
mem.c:    pMob->short_descr   =   str_dup( "(no short description)" );
mem.c:    pMob->long_descr    =   str_dup( "(no long description)\n\r" );
mem.c:    pMob->description   =   &str_empty[0];
mem.c:    pMob->vnum          =   0;
mem.c:    pMob->count         =   0;
mem.c:    pMob->killed        =   0;
mem.c:    pMob->sex           =   0;
mem.c:    pMob->level         =   0;
mem.c:    pMob->act           =   ACT_IS_NPC;
mem.c:    pMob->affected_by   =   0;
mem.c:    pMob->alignment     =   0;
mem.c:    pMob->toughness	=   0;
mem.c:    pMob->extra_attack	=   0;
mem.c:    pMob->dam_modifier	=   0;
mem.c:    free_string( pMob->player_name );
mem.c:    free_string( pMob->short_descr );
mem.c:    free_string( pMob->long_descr );
mem.c:    free_string( pMob->description );
mem.c:    pMob->next              = mob_index_free;
moon.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
moon.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
moon.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
moon.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
moon.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
moon.c:    if (ch->mana < 500)
moon.c:    if (ch->fighting == NULL)
moon.c:    ch->mana -= 500;
moon.c:    if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
moon.c:    if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
moon.c:            ||   victim->in_room == NULL
moon.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
moon.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
moon.c:            ||   IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
moon.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
moon.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
moon.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
moon.c:            ||   victim->in_room->vnum == ch->in_room->vnum)
moon.c:    obj->value[0] = victim->in_room->vnum;
moon.c:    obj->value[3] = ch->in_room->vnum;
moon.c:    obj->timer = 5;
moon.c:        obj->extra_flags = ITEM_SHADOWPLANE;
moon.c:    obj_to_room( obj, ch->in_room );
moon.c:    obj->value[0] = ch->in_room->vnum;
moon.c:    obj->value[3] = victim->in_room->vnum;
moon.c:    obj->timer = 5;
moon.c:        obj->extra_flags = ITEM_SHADOWPLANE;
moon.c:    obj_to_room( obj, victim->in_room );
msp.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
msp.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
msp.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
msp.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
msp.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
msp.c:    if (IS_SET(ch->act, PLR_MUSIC))
msp.c:        REMOVE_BIT(ch->act, PLR_MUSIC);
msp.c:        SET_BIT(ch->act, PLR_MUSIC);
msp.c:    if (IS_SET(ch->act, PLR_SOUND))
msp.c:        REMOVE_BIT(ch->act, PLR_SOUND);
msp.c:        SET_BIT(ch->act, PLR_SOUND);
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!IS_SET(ch->act, PLR_SOUND)) return;
msp.c:    if (!ch->in_room || !ch->in_room->area) return;
msp.c:    if (!IS_SET(ch->act, PLR_MUSIC)) return;
msp.c:    sprintf(buf, "!!MUSIC(%s L=-1 U=%s)",
msp.c:            ch->in_room->area->music, SOUND_URL);
nanny.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
nanny.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
nanny.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
nanny.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
nanny.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
nanny.c: * This file contains all of the OS-dependent stuff:
nanny.c: *    Game_loop ---> Read_from_descriptor ---> Read
nanny.c: *    Game_loop ---> Read_from_buffer
nanny.c: *    Game_loop ---> Process_Output ---> Write_to_descriptor -> Write
nanny.c: * The OS-dependent functions are Read_from_descriptor and Write_to_descriptor.
nanny.c: * -- Furey  26 Jan 1993
nanny.c: * Other local functions (OS-independent).
nanny.c:    if (d->connected != CON_NOTE_TEXT)
nanny.c:    ch = d->character;
nanny.c:    switch ( d->connected )
nanny.c:        bug( "Nanny: bad d->connected %d.", d->connected );
nanny.c:        if (d->lookup_status != STATUS_DONE)
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B[#W*#B]#WMaking a dns lookup, please have patience. (this could take 10-15 seconds)#B[#W*#B]#n\n\r #WWhat be thy name?#n\n\r", 0 );
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:        ch   = d->character;
nanny.c:        if ( IS_SET(ch->act, PLR_DENY))
nanny.c:            if (ch->pcdata->denied > current_time)
nanny.c:                sprintf( log_buf, "#BDenying access to #W%s@%s.#n", argument, ch->lasthost );
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                        (15 - years_old(ch)) );
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            /* Check max number of players - KaVir */
nanny.c:                dcheck_next = dcheck->next;
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            d->connected = CON_GET_OLD_PASSWORD;
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            d->connected = CON_CONFIRM_NEW_NAME;
nanny.c:                            strcmp( argument, ch->pcdata->pwd ) &&
nanny.c:                            strcmp( crypt ( argument, ch->pcdata->pwd ),ch->pcdata->pwd )))
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:                                 strcmp( crypt ( argument, ch->pcdata->pwd ), ch->pcdata->pwd )))
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W***#B[#WNotice#B]#W***#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:            write_to_buffer( d, "#B<#W----------#W==========#B[#W**************#B]#W==========#W----------#B>#n\n\r", 0);
nanny.c:        if (ch->level > 1)
nanny.c:            strcpy(kav,ch->pcdata->switchname);
nanny.c:            free_char(d->character);
nanny.c:            d->character = NULL;
nanny.c:            ch   = d->character;
nanny.c:            if (IS_SET(ch->act, PLR_DENY))
nanny.c:                if (ch->pcdata->denied < current_time)
nanny.c:                    REMOVE_BIT(ch->act, PLR_DENY);
nanny.c:                    sprintf(log_buf, "Removing deny flag on %s.", ch->name);
nanny.c:        if (ch->lasthost != NULL) free_string(ch->lasthost);
nanny.c:        if (ch->desc != NULL && ch->desc->host != NULL)
nanny.c:            ch->lasthost = str_dup(ch->desc->host);
nanny.c:            ch->lasthost = str_dup("(unknown)");
nanny.c:        strtime[strlen(strtime)-1] = '\0';
nanny.c:        free_string(ch->lasttime);
nanny.c:        ch->lasttime = str_dup( strtime );
nanny.c:        sprintf( log_buf, "%s@%s has connected.",ch->name, ch->lasthost );
nanny.c:            if ( ch->level > MAX_LEVEL )
nanny.c:                ch->level = MAX_LEVEL;
nanny.c:            if ( ch->trust > MAX_LEVEL)
nanny.c:                ch->trust = MAX_LEVEL;
nanny.c:        d->connected = CON_READ_MOTD;
nanny.c:            d->connected = CON_GET_LASTNAME;
nanny.c:            free_char( d->character );
nanny.c:            d->character = NULL;
nanny.c:            d->connected = CON_GET_NAME;
nanny.c:                         ch->name );
nanny.c:                d->connected = CON_GET_NEW_PASSWORD;
nanny.c:                free_char( d->character );
nanny.c:                d->character = NULL;
nanny.c:                d->connected = CON_GET_NAME;
nanny.c:        pwdnew = crypt ( argument, ch->name );
nanny.c:        free_string( ch->pcdata->pwd );
nanny.c:        ch->pcdata->pwd	= str_dup( pwdnew );
nanny.c:        d->connected = CON_CONFIRM_NEW_PASSWORD;
nanny.c:        if ( strcmp( crypt ( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) )
nanny.c:            d->connected = CON_GET_NEW_PASSWORD;
nanny.c:        d->connected = CON_GET_ALIGN;
nanny.c:        ch->lastname = str_dup (argument);
nanny.c:        sprintf (buf, "#B[#W*#B] You want to be known as #w%s %s(Y/N)?#n ", d->character->name,
nanny.c:        d->connected = CON_CONFIRM_LASTNAME;
nanny.c:            free_string( ch->lastname );
nanny.c:            ch->lastname = str_dup( capitalize(argument) );
nanny.c:            sprintf( buf, "#B[#W*#B] #Wyour last name is #R%s#n\n\r", ch->lastname );
nanny.c:            d->connected = CON_GET_ALIGN;
nanny.c:            sprintf (buf, "\n\r#B[#W*#B]#W Give me a password for %s:#n ", ch->name
nanny.c:            d->connected = CON_GET_NEW_PASSWORD;
nanny.c:            free_string (ch->lastname);
nanny.c:            ch->lastname = str_dup ("");
nanny.c:            d->connected = CON_GET_LASTNAME;
nanny.c:            align -= 1000;
nanny.c:        ch->alignment = align;
nanny.c:    d->connected = CON_GET_NEW_SEX;
nanny.c:            ch->sex = SEX_MALE;
nanny.c:            ch->sex = SEX_FEMALE;
nanny.c:        write_to_buffer(d,  "\n\r#B[#W--------------------------#B[#WRaces#B]#W----------------------------#B]#n\n\r", 0);
nanny.c:                write_to_buffer(d,      "#B[#W----------------------#B[#WAdvanced Races#B]#W-----------------------#B]#n\n\r", 0);
nanny.c:        write_to_buffer(d,  "\n\r#B[#W--------------------------#B[#WRaces#B]#W----------------------------#B]#n\n\r", 0);
nanny.c:        d->connected = CON_GET_NEW_RACE;
nanny.c:            ch->pcRace = RACE_CHIMERA;
nanny.c:            ch->height = 170;
nanny.c:            ch->weight = 140;
nanny.c:            ch->pcRace = RACE_CERBERUS;
nanny.c:            ch->height = 170;
nanny.c:            ch->weight = 130;
nanny.c:            ch->pcRace = RACE_CYCLOPS;
nanny.c:            ch->height = 550;
nanny.c:            ch->weight = 520;
nanny.c:            ch->pcRace = RACE_GRIFFIN;
nanny.c:            ch->height = 145;
nanny.c:            ch->weight = 375;
nanny.c:            ch->pcRace = RACE_HARPY;
nanny.c:            ch->height = 150;
nanny.c:            ch->weight = 210;
nanny.c:            ch->pcRace = RACE_PHOENIX;
nanny.c:            ch->height = 550;
nanny.c:            ch->weight = 900;
nanny.c:            ch->pcRace = RACE_SATYR;
nanny.c:            ch->height = 150;
nanny.c:            ch->weight = 170;
nanny.c:            ch->pcRace = RACE_MEDUSA;
nanny.c:            ch->height = 170;
nanny.c:            ch->weight = 140;
nanny.c:            ch->pcRace = RACE_TITAN;
nanny.c:            ch->height = 290;
nanny.c:            ch->weight = 270;
nanny.c:            ch->pcRace = RACE_FENRIS;
nanny.c:            ch->height = 180;
nanny.c:            ch->weight = 220;
nanny.c:            ch->pcRace = RACE_MINOTAUR;
nanny.c:            ch->height = 175;
nanny.c:            ch->weight = 190;
nanny.c:            ch->pcRace = RACE_CENTAUR;
nanny.c:            ch->height = 180;
nanny.c:            ch->weight = 140;
nanny.c:            ch->pcRace = RACE_NYMPH;
nanny.c:            ch->height = 153;
nanny.c:            ch->weight = 130;
nanny.c:            ch->pcRace = RACE_SPECTRE;
nanny.c:            ch->height = 160;
nanny.c:            ch->weight = 140;
nanny.c:            ch->pcRace = RACE_VALKYRIE;
nanny.c:            ch->height = 150;
nanny.c:            ch->weight = 210;
nanny.c:            ch->pcRace = RACE_SAIYAN;
nanny.c:            ch->height = 150;
nanny.c:            ch->weight = 210;
nanny.c:            ch->pcRace = RACE_MANTICORE;
nanny.c:            ch->height = 150;
nanny.c:            ch->weight = 210;
nanny.c:            write_to_buffer(d,  "\n\r#B[#W--------------------------#B[#WRaces#B]#W----------------------------#B]#n\n\r", 0);
nanny.c:                    write_to_buffer(d,      "#B[#W----------------------#B[#WAdvanced Races#B]#W-----------------------#B]#n\n\r", 0);
nanny.c:            write_to_buffer(d,  "\n\r#B[#W--------------------------#B[#WRaces#B]#W----------------------------#B]#n\n\r", 0);
nanny.c:            d->connected = CON_GET_NEW_RACE;
nanny.c:        write_to_buffer(d,  "\n\r#B[#W-------#B[#WProfession#B]#W-------#B]\n\r", 0);
nanny.c:        write_to_buffer(d, "#B--#CMercenary     #B--#CSoldier\n\r", 0);
nanny.c:        write_to_buffer(d, "#B--#CCleric        #B--#CMonk\n\r",0);
nanny.c:        write_to_buffer(d, "#B--#CKnight        #B--#CBarbarian\n\r",0);
nanny.c:        write_to_buffer(d, "#B--#CTemplar       #B--#CHoplite\n\r",0);
nanny.c:        write_to_buffer(d, "#B--#CSamurai\n\r",0);
nanny.c:        write_to_buffer(d, "#B[#W--------------------------#B]\n\r#n", 0);
nanny.c:        d->connected = CON_GET_NEW_PROF;
nanny.c:            ch->profession = PROF_MERCENARY;
nanny.c:            ch->profession = PROF_SOLDIER;
nanny.c:            ch->profession = PROF_CLERIC;
nanny.c:            ch->profession = PROF_MONK;
nanny.c:            ch->profession = PROF_KNIGHT;
nanny.c:            ch->profession = PROF_BARBARIAN;
nanny.c:            ch->profession = PROF_TEMPLAR;
nanny.c:            ch->profession = PROF_HOPLITE;
nanny.c:            ch->profession = PROF_SAMURAI;
nanny.c:            write_to_buffer(d,  "\n\r#B[#W-------#B[#WProfession#B]#W-------#B]\n\r", 0);
nanny.c:            write_to_buffer(d, "#B--#CMercenary     #B--#CSoldier\n\r", 0);
nanny.c:            write_to_buffer(d, "#B--#CCleric        #B--#CMonk\n\r",0);
nanny.c:            write_to_buffer(d, "#B--#CThief         #B--#CAssassin\n\r",0);
nanny.c:            write_to_buffer(d, "#B--#CKnight        #B--#CBarbarian\n\r",0);
nanny.c:            write_to_buffer(d, "#B[#W--------------------------#B]\n\r#n", 0);
nanny.c:            d->connected = CON_GET_NEW_PROF;
nanny.c:        write_to_buffer(d, "\n\r#B[#W-------#B[#WGuild#B]#W-------#B]\n\r", 0);
nanny.c:        write_to_buffer(d, "#B--#CDarkHand      #B--#CGuardian\n\r", 0);
nanny.c:        write_to_buffer(d, "#B--#CSyndicate     #B--#CDamned\n\r",0);
nanny.c:        write_to_buffer(d, "#B--#CCrusaders     #B--#CDruid\n\r",0);
nanny.c:        write_to_buffer(d, "#B[#W---------------------#B]\n\r#n", 0);
nanny.c:        d->connected = CON_GET_NEW_GUILD;
nanny.c:            ch->guild = GUILD_DARK_HAND;
nanny.c:            ch->guild = GUILD_GUARDIAN;
nanny.c:            ch->guild = GUILD_SYNDICATE;
nanny.c:            ch->guild = GUILD_DAMNED;
nanny.c:            ch->guild = GUILD_CRUSADERS;
nanny.c:            ch->guild = GUILD_DRUID;
nanny.c:            write_to_buffer(d, "\n\r#B[#W-------#B[#WGuild#B]#W-------#B]\n\r", 0);
nanny.c:            write_to_buffer(d, "#B--#CDarkHand      #B--#CGuardian\n\r", 0);
nanny.c:            write_to_buffer(d, "#B--#CBeast         #B--#CDamned\n\r",0);
nanny.c:            write_to_buffer(d, "#B--#CCrusaders     #B--#CDruid\n\r",0);
nanny.c:            write_to_buffer(d, "#B[#W--------------------#B]\n\r#n", 0);
nanny.c:            d->connected = CON_GET_NEW_GUILD;
nanny.c:        write_to_buffer(d, "#B[15] #Cpink                #B[16] #Cpurple              #B[17] #Cdark-blue           \n\r#n", 0);
nanny.c:        write_to_buffer(d, "#B[18] #Cblue                #B[19] #Clight-blue          #B[20] #Cblue-green          \n\r#n", 0);
nanny.c:        write_to_buffer(d, "#B[21] #Clight-green         #B[22] #Cgreen               #B[23] #Cdark-green          \n\r#n", 0);
nanny.c:        d->connected = CON_GET_HAIRCOLOR;
nanny.c:            write_to_buffer( d, "Please enter a number 0-23.\n\r",0 );
nanny.c:            write_to_buffer(d, "[15] pink                [16] purple              [17] dark-blue           \n\r#n", 0);
nanny.c:            write_to_buffer(d, "[18] blue                [19] light-blue          [20] blue-green          \n\r#n", 0);
nanny.c:            write_to_buffer(d, "[21] light-green         [22] green               [23] dark-green          \n\r#n", 0);
nanny.c:            d->connected = CON_GET_HAIRCOLOR;
nanny.c:        ch->pcdata->pc_hair = hair;
nanny.c:        d->connected = CON_GET_NEW_ANSI;
nanny.c:            SET_BIT(ch->act,PLR_ANSI);
nanny.c:        ch->pcdata->perm_str=number_range(10,16);
nanny.c:        ch->pcdata->perm_int=number_range(10,16);
nanny.c:        ch->pcdata->perm_wis=number_range(10,16);
nanny.c:        ch->pcdata->perm_dex=number_range(10,16);
nanny.c:        ch->pcdata->perm_con=number_range(10,16);
nanny.c:        ch->pcdata->perm_agi=number_range(10,16);
nanny.c:        ch->pcdata->perm_luc=number_range(10,16);
nanny.c:        ch->pcdata->perm_dis=number_range(10,16);
nanny.c:        ch->pcdata->perm_vit=number_range(10,16);
nanny.c:        ch->pcdata->perm_cha=number_range(10,16);
nanny.c:        ch->class = 0;
nanny.c:        ch->ammo[1] = 5000;
nanny.c:        SET_BIT(ch->act, PLR_AUTOSAC);
nanny.c:        SET_BIT(ch->act, PLR_AUTOLOOT);
nanny.c:	SET_BIT(ch->immune, IMM_VAMPIRE);
nanny.c:        SET_BIT(ch->immune, IMM_WEREWOLF);
nanny.c:        sprintf( log_buf, "%s@%s new player.",ch->name, d->host );
nanny.c:        d->connected = CON_READ_MOTD;
nanny.c:        ch->next	= char_list;
nanny.c:        d->connected	= CON_PLAYING;
nanny.c:        if (ch->mounted == IS_RIDING) do_dismount(ch,"");
nanny.c:        if ( ch->level == 0 )
nanny.c:            ch->pcdata->awins        = 0;
nanny.c:            ch->pcdata->alosses      = 0;
nanny.c:            ch->pcdata->board = &boards[0];
nanny.c:            ch->challenger = NULL;
nanny.c:            ch->level	= 1;
nanny.c:            ch->exp	= 0;
nanny.c:            ch->hit	= ch->max_hit;
nanny.c:            ch->mana	= ch->max_mana;
nanny.c:            ch->move	= ch->max_move;
nanny.c:            ch->special = 0;
nanny.c:            set_switchname(ch, ch->name);
nanny.c:// Todays Changes -Xrak 3/30/2018
nanny.c:        else if (ch->x >= 0 && ch->y >= 0 && IN_WILDERNESS(ch->in_room->vnum))
nanny.c:            if ( ( pRoomIndex = next_room( ch->x, ch->y, ch->room ) ) != NULL )
nanny.c:        else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
nanny.c:            if (ch->in_room != NULL) char_to_room( ch, ch->in_room );
nanny.c:        else if ( ch->in_room != NULL )
nanny.c:            char_to_room( ch, ch->in_room );
nanny.c:        ch->pcdata->time_tick = 0; // resets on a _true_ login
nanny.c:        ch->pcdata->safe_counter = 5; // a few good ticks.
nanny.c:        if (strlen(ch->pcdata->title) < 2 )
nanny.c:        if (ch->pcdata == NULL || ch->pcdata->pwd[0] == '\0')
nanny.c:            sprintf(log_buf, "%s has a NULL password", ch->name);
nanny.c://        if (ch->level > 6) ; //no info
nanny.c:        if (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN)) login_message(ch);
nanny.c:            if (ch->level < 2)
nanny.c:                sprintf(buf, "#W%s #nhas joined #C::#yAge of Heroes#C::#n (New Player)", ch->name);
nanny.c:                if (!ragnarok) sprintf(buf,"#W%s #nhas returned to #C::#yAge of Heroes#C::#n", ch->name );
nanny.c:                else sprintf(buf,"#W%s #nhas returned #C::#yAge of Heroes#C::#n #B(#WRagnarok#B).#n", ch->name );
nanny.c:                    log_string("Non-fatal error: changes.txt not found!");
nanny.c:        ch->fight_timer = 0;
nanny.c:        ch->home = 2002;
nanny.c:        if (ch->pcdata->pc_eyes == 0)
nanny.c:            ch->pcdata->pc_eyes = number_range(1,10);
nanny.c:        if (ch->pcdata->pc_looks == 0)
nanny.c:            ch->pcdata->pc_looks = number_range(1,4);
nanny.c://        if (ch->pcdata->pc_hair == 0)
nanny.c://            ch->pcdata->pc_hair = number_range(1,11);
nanny.c:        if (ch->pcdata->pc_build == 0)
nanny.c:            ch->pcdata->pc_build = number_range(1,4);
nanny.c:	ch->home_x = number_range (1,999);
nanny.c:        ch->home_y = number_range (1,999);
nanny.c:            if (ch->wpn[i] > max_wpn(ch))
nanny.c:                ch->wpn[i] = max_wpn(ch);
nanny.c:        //MXPSendTag( d, "<VERSION>" );  //<--- Add this line
nanny.c:            for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
nanny.c:                if ( obj->item_type == ITEM_WEAPON )
nanny.c:                    value = obj->value[0];
nanny.c:                        value -= temp;
nanny.c:                        do_remove(ch,obj->name);
nanny.c:    /* states for new note system, (c)1995-96 erwin@pip.dknet.dk */
necromancer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
necromancer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
necromancer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
necromancer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
necromancer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
necromancer.c:    location = ch->in_room;
necromancer.c:    if ( victim->fighting != NULL )
necromancer.c:    if (IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
necromancer.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
necromancer.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE))
necromancer.c:    if (IS_SET (victim->in_room->room_flags, ROOM_ARENA))
necromancer.c:    if (ch->practice < 1000)
necromancer.c:    if (ch->in_room->vnum >= 79000 && ch->in_room->vnum <= 80000)
necromancer.c:    if (victim->fight_timer == 0)
necromancer.c:    ch->practice -= 1000;
necromancer.c:    int       totaldam = ch->hit;
necromancer.c:            && ch->pcdata->powers[DEATH_LORE] < 5)
necromancer.c:    if (ch->mana < 50)
necromancer.c:    for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar)
necromancer.c:        dummychar = ich->next_in_room;
necromancer.c:        dam = UMIN(totaldam, ich->hit + 10);
necromancer.c:         * Some failsafes for the damage percent -Xrakisis
necromancer.c:        dam_percent = ((100 * dam) / ich->max_hit);
necromancer.c:        totaldam -= dam;
necromancer.c:        if (ich->position > POS_STUNNED && ich != ch)
necromancer.c:            if (ch->fighting == NULL)
necromancer.c:            if (ich->fighting == NULL)
necromancer.c:    ch->mana -= 50; // ch->mana / 2;
necromancer.c:    if (IS_SET (victim->in_room->room_flags, ROOM_ASTRAL))
necromancer.c:    if ( IS_IMMUNE(victim, IMM_TRAVEL ) && !ragnarok && victim->fight_timer == 0) {
necromancer.c:    if (IS_SET (ch->in_room->room_flags, ROOM_ASTRAL))
necromancer.c:    location = victim->in_room;
necromancer.c:    if (ch->move < 500)
necromancer.c:    if (victim->fight_timer > 0)
ninja.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
ninja.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
ninja.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
ninja.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
ninja.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
ninja.c:  if (ch->pcdata->powers[NPATH_LIGHT] < 9)
ninja.c:  if (obj->chobj != NULL)
ninja.c:  if (IS_SET (obj->extra_flags, ITEM_VANISH))
ninja.c:  if (IS_SET (obj->spectype, SITEM_PLANARTOUCHED))
ninja.c:  if (IS_SET (obj->spectype, SITEM_MASTERY))
ninja.c:  if (ch->exp < 20000)
ninja.c:/*  if (ch->pcdata->crystal < 10)
ninja.c:  ch->exp -= 20000;
ninja.c://  ch->pcdata->crystal -= 10;
ninja.c:  SET_BIT (obj->spectype, SITEM_PLANARTOUCHED);
ninja.c:  if (ch->pcdata->powers[NPATH_LIGHT] < 8)
ninja.c:  if (ch->mana < mcost)
ninja.c:  ch->mana -= mcost;
ninja.c:  if (ch->pcdata->powers[NPATH_LIGHT] < 10)
ninja.c:  if (ch->mana < 500)
ninja.c:  if ((victim = ch->fighting) == NULL)
ninja.c:  if (victim->alignment == -1000)
ninja.c:  ch->mana -= 500;
ninja.c:    if ((ch->pcdata->powers[NPATH_LIGHT] < 5) &&
ninja.c:            (ch->pcdata->powers[NPATH_DARK] < 5))
ninja.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
ninja.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
ninja.c:        ch->damroll -= 4500;
ninja.c:        ch->hitroll -= 4500;
ninja.c:        ch->armor   += 300;
ninja.c:        replace_string(ch->morph, "");
ninja.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
ninja.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] >= 5)
ninja.c:        sprintf(buf, "#W(%s) A #WS#Ct#cealthed #yG#Olowing #WS#chadow#n", ch->name);
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] >= 5)
ninja.c:        sprintf(buf, "#W(%s) #cA #wD#cark #WH#corned #WL#cethal #WS#chadow#n", ch->name);
ninja.c:    replace_string(ch->morph, buf);
ninja.c:    ch->damroll += 4500;
ninja.c:    ch->hitroll += 4500;
ninja.c:    ch->armor   -= 300;
ninja.c:    if (IS_NINJA(ch) && ch->pcdata->powers[NPOWER_NINGENNO] < 2)
ninja.c:    if (victim->hit < victim->max_hit && !IS_SET (ch->xbits, X_NINJA_HIDE))
ninja.c:    dam += ch->damroll;
ninja.c:    dam += ch->hit / 20;
ninja.c:    if (victim->hit <= 0 && IS_NPC(victim)) raw_kill(victim);
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] < 3)
ninja.c:        sprintf (buf, "$n's form shifts into an image of %s.", ch->name);
ninja.c:        REMOVE_BIT (ch->affected_by, AFF_POLYMORPH);
ninja.c:        REMOVE_BIT (ch->vampaff, VAM_DISGUISED);
ninja.c:        REMOVE_BIT (ch->polyaff, POLY_TRUE);
ninja.c:        replace_string(ch->morph, "");
ninja.c:        replace_string(ch->long_descr, "");
ninja.c:            replace_string(ch->morph, victim->short_descr);
ninja.c:            replace_string(ch->long_descr, victim->long_descr);
ninja.c:        else if (victim->morph != NULL && strlen (victim->morph) > 3)
ninja.c:            replace_string(ch->morph, victim->morph);
ninja.c:            replace_string(ch->long_descr, "");
ninja.c:            replace_string(ch->morph, victim->name);
ninja.c:            replace_string(ch->long_descr, "");
ninja.c:    SET_BIT (ch->affected_by, AFF_POLYMORPH);
ninja.c:    SET_BIT (ch->vampaff, VAM_DISGUISED);
ninja.c:    SET_BIT (ch->polyaff, POLY_TRUE);
ninja.c:        replace_string(ch->morph, victim->short_descr);
ninja.c:        replace_string(ch->long_descr, victim->long_descr);
ninja.c:    else if (victim->morph != NULL && strlen (victim->morph) > 3)
ninja.c:        replace_string(ch->morph, victim->morph);
ninja.c:        replace_string(ch->long_descr, "");
ninja.c:        replace_string(ch->morph, victim->name);
ninja.c:        replace_string(ch->long_descr, "");
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] < 3)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:    if (victim->pcdata->hamstrung > 0)
ninja.c:    victim->pcdata->hamstrung = 90;
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] < 5)
ninja.c:    if (obj->chobj != NULL)
ninja.c:    if (IS_SET (obj->extra_flags, ITEM_VANISH))
ninja.c:    if (!IS_SET (obj->spectype, SITEM_NINJA) || obj->item_type != ITEM_WEAPON)
ninja.c:    if (ch->pcdata->quest < 5)
ninja.c:        if (obj->value[0] >= 1000)
ninja.c:            obj->value[0] = ((obj->value[0] / 1000) * 1000);
ninja.c:            obj->value[0] = 0;
ninja.c:        obj->value[0] += 70;
ninja.c:        ch->pcdata->quest -= 5;
ninja.c:        if (obj->value[0] >= 1000)
ninja.c:            obj->value[0] = ((obj->value[0] / 1000) * 1000);
ninja.c:            obj->value[0] = 0;
ninja.c:        obj->value[0] += 24;
ninja.c:        ch->pcdata->quest -= 5;
ninja.c:    if (!IS_NINJA(ch) && ch->pcdata->powers[NPOWER_CHIKYU] < 10)
ninja.c:    if (ch->exp < 100)
ninja.c:    obj->weight = 1;
ninja.c:    obj->cost = 1000;
ninja.c:    obj->item_type = ITEM_ARMOR;
ninja.c:    SET_BIT (obj->wear_flags, ITEM_WEAR_HEAD);
ninja.c:    SET_BIT (obj->wear_flags, ITEM_TAKE);
ninja.c:    obj->value[0] = 15;
ninja.c:    ch->exp -= 100;
ninja.c:    obj->value[0] = 250;
ninja.c:    obj->value[3] = 15;
ninja.c:    obj->material = 4;
ninja.c:    replace_string(obj->name, "helmet glory shinobi");
ninja.c:    add_affect (obj, APPLY_AC, -1000);
ninja.c:    replace_string(obj->short_descr, buf);
ninja.c:    replace_string(obj->description, buf2);
ninja.c:    SET_BIT (obj->quest, QUEST_RELIC);
ninja.c:    SET_BIT (obj->spectype, SITEM_NINJA);
ninja.c:    SET_BIT (obj->spectype, SITEM_SILVER);
ninja.c:    replace_string(obj->questmaker, ch->name);
ninja.c:    replace_string(obj->questowner, ch->name);
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] > 1)
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] > 1)
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] >= 2)
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] >= 2)
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] < 1)
ninja.c:    if (IS_SET (obj->extra_flags, ITEM_VANISH))
ninja.c:    if (obj->item_type != ITEM_WEAPON)
ninja.c:    if (IS_SET (obj->weapflags, WEAPON_POISON))
ninja.c:    if ((IS_SET (obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL))
ninja.c:    SET_BIT (obj->weapflags, WEAPON_POISON);
ninja.c:    obj->value[1] *= 1.25;
ninja.c:    obj->value[2] *= 1.5;
ninja.c:    if (!IS_NINJA (ch) || ch->pcdata->powers[NPOWER_CHIKYU] < 9)
ninja.c:    if (ch->fight_timer > 0)
ninja.c:            || victim == ch || victim->in_room == NULL || ch->in_room == NULL)
ninja.c:    if (victim->in_room == ch->in_room)
ninja.c:        sprintf (buf, "%s just tried to step to you.\n\r", ch->name);
ninja.c:    if (IS_SET (victim->evenmore, EM_JAILED))
ninja.c:    if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)
ninja.c:            || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
ninja.c:            || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
ninja.c:            || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
ninja.c:    char_to_room (ch, victim->in_room);
ninja.c:            do_stridebackstab (ch, victim->name);
ninja.c:                    || bvictim->in_room == NULL || ch->in_room == NULL)
ninja.c:                do_stridebackstab (ch, bvictim->name);
ninja.c:      if (ch->alignment > -1000)
ninja.c:      if (ch->pcdata->npowers[NPATH_DARK] < 4)
ninja.c:  if (ch->pcdata->glaive > 0)
ninja.c:      send_to_char ("No-one in range fitting that description.\n\r", ch);
ninja.c:  if (victim->in_room->area != ch->in_room->area)
ninja.c:      send_to_char ("No-one in range fitting that description.\n\r", ch);
ninja.c:  if (victim->in_room == ch->in_room)
ninja.c:  chroom = ch->in_room;
ninja.c:  victimroom = victim->in_room;
ninja.c:  if (victim->pcdata->glaivethrow)
ninja.c:  sprintf (buf, "You hurl your Yang Glaive at %s.\n\r", victim->name);
ninja.c:  free_string (victim->pcdata->glaivethrower);
ninja.c:  victim->pcdata->glaivethrower = str_dup (ch->name);
ninja.c:  victim->pcdata->glaivethrow = 4;
ninja.c:  ch->pcdata->glaive = 8;
ninja.c:  for (gch = char_list; gch != NULL; gch = gch->next)
ninja.c:      if (str_cmp (ch->pcdata->glaivethrower, gch->name))
ninja.c:      if (gch->in_room->area != ch->in_room->area)
ninja.c:	  free_string (ch->pcdata->glaivethrower);
ninja.c:	  ch->pcdata->glaivethrower = str_dup ("");
ninja.c:		   gch->name, dam);
ninja.c:	  af.modifier = -1;
ninja.c:	  if (ch->sex == 2)
ninja.c:	  else if (ch->sex == 1)
ninja.c:		       ch->name, dam, sex);
ninja.c:		       ch->name, dam);
ninja.c:	  free_string (ch->pcdata->glaivethrower);
ninja.c:	  ch->pcdata->glaivethrower = str_dup ("");
ninja.c:	  ch->hit -= dam;
ninja.c:	    ch->position = POS_STUNNED;
ninja.c:	  ch->pcdata->glaivethrow = 0;
ninja.c:    if (ch->alignment != 1000)
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] < 2)
ninja.c:    if (ch->exp < 100)
ninja.c:    obj->value[0] = 14000;
ninja.c:    obj->value[1] = 160;
ninja.c:    obj->value[2] = 280;
ninja.c:    obj->condition = 100;
ninja.c:    obj->toughness = 100;
ninja.c:    obj->resistance = 1;
ninja.c:    replace_string(obj->short_descr, "A #CYin#n Katana");
ninja.c:    replace_string(obj->description, "A sparkling Yin Katana is here.");
ninja.c:    SET_BIT (obj->quest, QUEST_RELIC);
ninja.c:    SET_BIT (obj->spectype, SITEM_NINJA);
ninja.c:    SET_BIT (obj->spectype, SITEM_SILVER);
ninja.c:    ch->exp -= 100;
ninja.c:    replace_string(obj->questmaker, ch->name);
ninja.c:    replace_string(obj->questowner, ch->name);
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] < 1)
ninja.c:    if (ch->alignment != -1000)
ninja.c:    if (ch->exp < 100)
ninja.c:    obj->value[0] = 17024;
ninja.c:    obj->value[1] = 100;
ninja.c:    obj->value[2] = 200;
ninja.c:    obj->condition = 100;
ninja.c:    obj->toughness = 100;
ninja.c:    obj->resistance = 1;
ninja.c:    replace_string(obj->short_descr, "A #cYang#n Dagger");
ninja.c:    replace_string(obj->description, "A razor sharp Yang dagger is here.");
ninja.c:    SET_BIT (obj->quest, QUEST_RELIC);
ninja.c:    SET_BIT (obj->spectype, SITEM_NINJA);
ninja.c:    SET_BIT (obj->spectype, SITEM_SILVER);
ninja.c:    ch->exp -= 100;
ninja.c:    replace_string(obj->questmaker, ch->name);
ninja.c:    replace_string(obj->questowner, ch->name);
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] < 1)
ninja.c:    if (ch->alignment != 1000)
ninja.c:    if (ch->exp < 100)
ninja.c://   obj->value[0] = 17024;
ninja.c:    obj->value[1] = 100;
ninja.c:    obj->value[2] = 200;
ninja.c:    obj->condition = 100;
ninja.c:    obj->toughness = 100;
ninja.c:    obj->resistance = 1;
ninja.c:    replace_string(obj->short_descr, "A #CYin#n Dagger");
ninja.c:    replace_string(obj->description, "A razor sharp Yin dagger is here.");
ninja.c:    SET_BIT (obj->quest, QUEST_RELIC);
ninja.c:    SET_BIT (obj->spectype, SITEM_NINJA);
ninja.c:    SET_BIT (obj->spectype, SITEM_SILVER);
ninja.c:    ch->exp -= 100;
ninja.c:    replace_string(obj->questmaker, ch->name);
ninja.c:    replace_string(obj->questowner, ch->name);
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] < 2)
ninja.c:    if (ch->alignment != -1000)
ninja.c:    if (ch->exp < 100)
ninja.c:    obj->value[0] = 14000;
ninja.c:    obj->value[1] = 160;
ninja.c:    obj->value[2] = 280;
ninja.c:    obj->condition = 100;
ninja.c:    obj->toughness = 100;
ninja.c:    obj->resistance = 1;
ninja.c:    replace_string(obj->short_descr, "A #cYang#n Katana");
ninja.c:    replace_string(obj->description, "A wicked Yang Katana is here.");
ninja.c:    SET_BIT (obj->quest, QUEST_RELIC);
ninja.c:    SET_BIT (obj->spectype, SITEM_NINJA);
ninja.c:    SET_BIT (obj->spectype, SITEM_SILVER);
ninja.c:    ch->exp -= 100;
ninja.c:    replace_string(obj->questmaker, ch->name);
ninja.c:    replace_string(obj->questowner, ch->name);
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] < 3)
ninja.c:        REMOVE_BIT (ch->xbits, X_YANG_AURA);
ninja.c:    if (ch->alignment != -1000)
ninja.c:    SET_BIT (ch->xbits, X_YANG_AURA);
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] < 3)
ninja.c:        REMOVE_BIT (ch->xbits, X_YING_AURA);
ninja.c:    if (ch->alignment != 1000)
ninja.c:    SET_BIT (ch->xbits, X_YING_AURA);
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] < 7)
ninja.c:        REMOVE_BIT (ch->xbits, X_FAE_FORCEWALL);
ninja.c:    if (ch->alignment != 1000)
ninja.c:    SET_BIT (ch->xbits, X_FAE_FORCEWALL);
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] < 5)
ninja.c:    if (ch->alignment != 1000)
ninja.c:    if (victim->hit >= victim->max_hit)
ninja.c:    cost = ch->max_mana / 2;
ninja.c:    heal = ch->max_mana * 2;
ninja.c:        cost = ch->max_mana / 4;
ninja.c:    if (ch->mana < cost)
ninja.c:    victim->hit += heal;
ninja.c:    ch->mana -= cost;
ninja.c:    if (victim->hit > victim->max_hit)
ninja.c:        victim->hit = victim->max_hit;
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] < 7)
ninja.c:        REMOVE_BIT (ch->xbits, X_DEATH_SHIELD);
ninja.c:    if (ch->alignment != -1000)
ninja.c:    SET_BIT (ch->xbits, X_DEATH_SHIELD);
ninja.c:    if (ch->pcdata->powers[NPATH_LIGHT] < 6)
ninja.c:        REMOVE_BIT (ch->xbits, X_YING_SPEED);
ninja.c:    if (ch->alignment != 1000)
ninja.c:    SET_BIT (ch->xbits, X_YING_SPEED);
ninja.c:    if (ch->pcdata->powers[NPATH_DARK] < 6) 
ninja.c:        REMOVE_BIT (ch->xbits, X_YANG_MIGHT);
ninja.c:        replace_string(ch->morph, get_form(ch));
ninja.c:    if (ch->alignment != -1000)
ninja.c:    SET_BIT (ch->xbits, X_YANG_MIGHT);
ninja.c:    replace_string(ch->morph, get_form(ch));
ninja.c:            if (ch->pcdata->powers[NPOWER_BUSHIDO] < 7)
ninja.c:        /*        if (ch->pcdata->powers[NINJAKI] < 30)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:            || obj->value[3] != 11)
ninja.c:            && ((obj = get_eq_char (ch, WEAR_HOLD)) == NULL || obj->value[3] != 11))
ninja.c:    if (!IS_SET (ch->xbits, X_NINJA_HIDE))
ninja.c:        SET_BIT (ch->xbits, X_NINJA_HIDE);
ninja.c:    replace_string(ch->kukivict, victim->name);
ninja.c:    ch->kukitobi = number_range (2, 3);
ninja.c:    ch->pcdata->powers[NINJAKI] -= 30;
ninja.c:            || obj->value[3] != 11)
ninja.c:            && ((obj = get_eq_char (ch, WEAR_HOLD)) == NULL || obj->value[3] != 11))
ninja.c:    if (!IS_NINJA (ch) || ch->pcdata->powers[NPOWER_NINGENNO] < 7)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:                 victim->name);
ninja.c:                 ch->name);
ninja.c:                 ch->name);
ninja.c:    if (!IS_NINJA (ch) || ch->pcdata->powers[NPOWER_SORA] < 1)
ninja.c:        for (d = descriptor_list; d != NULL; d = d->next)
ninja.c:            if (d->connected != CON_PLAYING)
ninja.c:            if ((victim = d->character) == NULL)
ninja.c:            if (IS_NPC (victim) || victim->in_room == NULL)
ninja.c:                sprintf (buf, "(%s) %s: ", victim->name, victim->morph);
ninja.c:                sprintf (buf, "%s: ", victim->name);
ninja.c:            sprintf (buf, "%s.\n\r", victim->in_room->name);
ninja.c:    chroom = ch->in_room;
ninja.c:    victimroom = victim->in_room;
ninja.c:        REMOVE_BIT (ch->affected_by, AFF_SHADOWPLANE);
ninja.c:        SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
ninja.c:        SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
ninja.c:        REMOVE_BIT (ch->affected_by, AFF_SHADOWPLANE);
ninja.c:    if (!IS_NINJA(ch) || ch->pcdata->powers[NPOWER_SORA] < 7)
ninja.c:    if (ch->fight_timer > 0)
ninja.c:            || victim == ch || victim->in_room == NULL || ch->in_room == NULL)
ninja.c:    if (victim->in_room == ch->in_room)
ninja.c:        sprintf (buf, "%s just tried to step to you.\n\r", ch->name);
ninja.c:    if (IS_SET (victim->evenmore, EM_JAILED))
ninja.c:    if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)
ninja.c:            || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
ninja.c:            || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
ninja.c:            || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
ninja.c:    char_to_room (ch, victim->in_room);
ninja.c:    if (!IS_NINJA (ch) || ch->pcdata->powers[NPOWER_SORA] < 2)
ninja.c:        spell_identify (skill_lookup ("identify"), ch->level, ch, obj);
ninja.c:        sprintf (buf, "%s is an NPC.\n\r", victim->short_descr);
ninja.c:        if (victim->level == 12)
ninja.c:            sprintf (buf, "%s is an Implementor.\n\r", victim->name);
ninja.c:        else if (victim->level == 11)
ninja.c:            sprintf (buf, "%s is a High Judge.\n\r", victim->name);
ninja.c:        else if (victim->level == 10)
ninja.c:            sprintf (buf, "%s is a Judge.\n\r", victim->name);
ninja.c:        else if (victim->level == 9)
ninja.c:            sprintf (buf, "%s is an Enforcer.\n\r", victim->name);
ninja.c:        else if (victim->level == 8)
ninja.c:            sprintf (buf, "%s is a Quest Maker.\n\r", victim->name);
ninja.c:        else if (victim->level == 7)
ninja.c:            sprintf (buf, "%s is a Builder.\n\r", victim->name);
ninja.c:            sprintf (buf, "%s is a Mortal.\n\r", victim->name);
ninja.c:    sprintf (buf, "Life:%lli/%lli, Mp:%lli/%lli, Vital:%lli/%lli.\n\r", victim->hit,
ninja.c:             victim->max_hit, victim->mana, victim->max_mana, victim->move,
ninja.c:             victim->max_move);
ninja.c:             char_damroll (victim), victim->defense);
ninja.c:        sprintf (buf, "Status:%d, ", victim->race);
ninja.c:    sprintf (buf, "Alignment:%d.\n\r", victim->alignment);
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] < 7)
ninja.c:    if (arg[0] == '\0' && ch->fighting == NULL)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:    level = ch->spl[spelltype] * 0.25;
ninja.c:    if (ch->pcdata->powers[NPOWER_SORA] < 6)
ninja.c:    location = victim->in_room;
ninja.c:    if (ch->move < 650)
ninja.c:    if (!IS_NPC (victim) && IS_SET (victim->immune, IMM_SUMMON))
ninja.c:    ch->move -= 650;
ninja.c:    victim->pcdata->advpoison = 8000;
ninja.c:        SET_BIT (victim->xxbits, XX_ADVPOISON);
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] >= 5)
ninja.c:    if (ch->pcdata->powers[NPOWER_SORA] >= 6)
ninja.c:    if (ch->pcdata->powers[NPOWER_SORA] >= 7)
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] <= 5)
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] >= 6)
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] >= 7)
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] >= 8)
ninja.c:    if (ch->pcdata->powers[NPOWER_CHIKYU] >= 9)
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] >= 6)
ninja.c:    if (ch->pcdata->powers[NPOWER_NINGENNO] >= 7)
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] == 0)
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] >= 1)
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] >= 4)
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] >= 5)
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] == 0)
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] >= 1)
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] >= 2)
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] >= 3)
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] >= 4)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] == 0)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 1)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 2)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 3)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 4)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 5)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 6)
ninja.c:    if (ch->pcdata->powers[NPOWER_BUSHIDO] >= 7)
ninja.c:    stc ("#W-[ Ninja Principles ]-#n\n\r", ch);
ninja.c:    if (ch->practice < 60)
ninja.c:    ch->practice -= 60;
ninja.c:    SET_BIT (obj->extra_flags, ITEM_LOYAL);
ninja.c:    FILL_STRING (obj->questowner, ch->name);
ninja.c:  if (ch->pcdata->powers[NINJA_RAGE] >= 50)
ninja.c:  if (ch->pcdata->powers[NINJAKI] < 100)
ninja.c:  if (ch->pcdata->powers[NPATH_LIGHT] > 3 && ch->alignment == 1000)
ninja.c:      ch->pcdata->powers[NINJA_RAGE] += 500;
ninja.c:      ch->pcdata->powers[NINJA_RAGE] += 250;
ninja.c:  ch->pcdata->powers[NINJAKI] -= 100;
ninja.c:        if (ch->pcdata->stats[UNI_RAGE] >= 50)
ninja.c:        ch->pcdata->stats[UNI_RAGE] += 500;
ninja.c:    if (ch->pcdata->stats[UNI_GEN] > 2)
ninja.c:    if (victim->max_hit < 3000)
ninja.c:    if (victim->level != LEVEL_AVATAR && !IS_IMMORTAL (victim))
ninja.c:    if (victim->class != 0)
ninja.c:    if (ch->exp < 100000)
ninja.c:    if (victim->exp < 100000)
ninja.c:    ch->exp -= 100000;
ninja.c:    victim->exp -= 100000;
ninja.c:    victim->class = CLASS_NINJA;
ninja.c:    replace_string(victim->lord, ch->name);
ninja.c:    victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
ninja.c:    if (IS_NINJA(ch) && ch->pcdata->powers[NPOWER_SORA] < 3)
ninja.c:    if (ch->fight_timer > 0)
ninja.c:    if (IS_SET (ch->xbits, X_NINJA_HIDE))
ninja.c:        REMOVE_BIT(ch->xbits, X_NINJA_HIDE);
ninja.c:        SET_BIT(ch->xbits, X_NINJA_HIDE);
ninja.c:    if (!IS_CLASS (ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_CHIKYU] < 7)
ninja.c:    /*      else if( ch->pcdata->powers[NINJAKI] < 15 )
ninja.c:    else if (ch->position == POS_FIGHTING)
ninja.c:    if (ch->fight_timer > 0)
ninja.c:        ch->hit +=
ninja.c:            (int) (ch->max_hit *
ninja.c:        ch->mana +=
ninja.c:            (int) (ch->max_mana *
ninja.c:        if (!IS_SET(ch->affected_by, AFF_HIDE)) {
ninja.c:            ch->move +=
ninja.c:                (int) (ch->max_move *
ninja.c:        if (ch->hit > ch->max_hit)
ninja.c:            ch->hit = ch->max_hit;
ninja.c:        if (ch->mana > ch->max_mana)
ninja.c:            ch->mana = ch->max_mana;
ninja.c:        if (ch->move > ch->max_move)
ninja.c:            ch->move = ch->max_move;
ninja.c:        /*              ch->pcdata->powers[NINJAKI] -= 15;*/
ninja.c:        /*              ch->pcdata->powers[NINJAKI] -= 5;*/
ninja.c:    if (IS_CLASS (ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 5)
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:  if (IS_NINJA (ch) && 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->pcdata->powers[NINJAKI] < 20)
ninja.c:  if (IS_SET (victim->evenmore, EM_JAWLOCK))
ninja.c:  if (!IS_NPC (ch) && (ch->pcdata->wolf >= 0 || ch->pcdata->vamprage >= 0))
ninja.c:      if (IS_VAMPIRE (ch) && ((number_percent () * 2) <= ch->beast))
ninja.c:	       && ((number_percent () * 2) <= ch->pcdata->wolf * 0.3))
ninja.c:  was_in = ch->in_room;
ninja.c:	if ((pexit = was_in->exit[door]) == 0
ninja.c:	    || pexit->to_room == NULL
ninja.c:	    || IS_SET (pexit->exit_info, EX_CLOSED)
ninja.c:		&& IS_SET (pexit->to_room->room_flags, ROOM_NO_MOB)))
ninja.c:	if ((now_in = ch->in_room) == was_in)
ninja.c:	ch->in_room = was_in;
ninja.c:	if (ch->pcdata->powers[NPATH_DARK] < 8)
ninja.c:	ch->in_room = now_in;
ninja.c:	if (ch->pcdata->powers[NPATH_DARK] > 7 && sucess)
ninja.c:	    free_string (decoy->lord);
ninja.c:	    decoy->lord = str_dup (ch->name);
ninja.c:	    free_string (decoy->name);
ninja.c:	    decoy->name = str_dup (ch->name);
ninja.c:	    free_string (decoy->short_descr);
ninja.c:	    if (strlen (ch->morph) > 2)
ninja.c:	      decoy->short_descr = str_dup (ch->morph);
ninja.c:	      decoy->short_descr = str_dup (ch->name);
ninja.c:	    free_string (decoy->long_descr);
ninja.c:	    if (strlen (ch->morph) > 2)
ninja.c:	      decoy->long_descr = str_dup (ch->morph);
ninja.c:	      decoy->long_descr = str_dup (ch->name);
ninja.c:	    decoy->alignment = ch->alignment;
ninja.c:	    if (strlen (ch->description) > 2)
ninja.c:		free_string (decoy->description);
ninja.c:		decoy->description = str_dup (ch->description);
ninja.c:	    SET_BIT (decoy->act, ACT_NOPARTS);
ninja.c:	    SET_BIT (decoy->extra, EXTRA_EXPLODE);
ninja.c:	    decoy->level = 1500;
ninja.c:	    decoy->hit = ch->hit;
ninja.c:	    decoy->max_hit = ch->max_hit;
ninja.c:	    decoy->mana = ch->mana;
ninja.c:	    decoy->max_mana = ch->max_mana;
ninja.c:	    decoy->move = ch->move;
ninja.c:	    decoy->max_move = ch->max_move;
ninja.c:	    decoy->hitroll = char_hitroll (ch);
ninja.c:	    decoy->damroll = char_damroll (ch);
ninja.c:	    decoy->armor = get_defense(ch);
ninja.c:	    char_to_room (decoy, victim->in_room);
ninja.c:	ch->pcdata->powers[NINJAKI] -= 20;
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:    was_in = ch->in_room;
ninja.c:        /*   if (IS_SET (ch->affected_by, AFF_ENTRAILS))
ninja.c:            if ((pexit = was_in->exit[door]) == 0 || pexit->to_room == NULL
ninja.c:                    || IS_SET (pexit->exit_info, EX_CLOSED) || (IS_NPC (ch)
ninja.c:                            && IS_SET (pexit->
ninja.c:                                       to_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:                	SET_BIT(victim->extra,BLINDFOLDED);
ninja.c:    else if (ch->pcdata->powers[NPOWER_SORA] < 6)
ninja.c:    if (ch->position == POS_FIGHTING)
ninja.c:    if (victim->in_room == ch->in_room)
ninja.c:        victim->position = POS_SLEEPING;
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;
ninja.c:    if (!IS_CLASS (ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_NINGENNO] < 7)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:                 victim->name);
ninja.c:                 ch->name);
ninja.c:                 ch->name);
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] < 4)
ninja.c:        send_to_char ("Bug - please inform a coder.\n\r", ch);
ninja.c:    af.modifier = -50;
ninja.c:    af.modifier = 0 - number_range (1, 3);
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] < 5)
ninja.c:        stc ("You haven't learned Tetsu-bishi yet\n\r", ch);
ninja.c:    if (ch->mana < 500)
ninja.c:    if (ch->position == POS_FIGHTING)
ninja.c:        if (victim->loc_hp[i] > 0)
ninja.c:    if (victim->hit == victim->max_hit && victim->mana == victim->max_mana
ninja.c:            && victim->move == victim->max_move && test == 0)
ninja.c:    if (victim->loc_hp[6] > 0)
ninja.c:        victim->loc_hp[6] = 0;
ninja.c:    if ((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] +
ninja.c:            victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5]) != 0)
ninja.c:        victim->loc_hp[0] = 0;
ninja.c:        victim->loc_hp[1] = 0;
ninja.c:        victim->loc_hp[2] = 0;
ninja.c:        victim->loc_hp[3] = 0;
ninja.c:        victim->loc_hp[4] = 0;
ninja.c:        victim->loc_hp[5] = 0;
ninja.c:    victim->hit += number_range(500,2500);
ninja.c:    victim->mana -= 500;
ninja.c:    if (victim->hit > victim->max_hit)
ninja.c:        victim->hit = victim->max_hit;
ninja.c:    if (ch->pcdata->powers[NPOWER_TENGU] < 5)
ninja.c:        stc ("You haven't learned Tetsu-bishi yet\n\r", ch);
ninja.c:    if (ch->mana < 500)
ninja.c:    if (ch->position == POS_FIGHTING)
ninja.c:    if (ch->hit >= ch->max_hit)
ninja.c:    ch->mana = ch->mana - 500;
ninja.c:    ch->hit = ch->hit + 500;
ninja.c:    if (ch->hit > ch->max_hit)
ninja.c:        ch->hit = ch->max_hit;
ninja.c:    if (!IS_CLASS (ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] < 7)
ninja.c:    if (ch->fight_timer > 0)
ninja.c:            || victim->in_room == NULL || ch->in_room == NULL || (IS_NPC (victim)
ninja.c:                    && victim->
ninja.c:    if (victim->in_room == ch->in_room)
ninja.c:    /*   if (IS_NPC (victim) && IS_SET (victim->in_room->area->aflags, AFLAG_HQ))
ninja.c:    if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)
ninja.c://    ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
ninja.c://    ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
ninja.c://    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
ninja.c:    char_to_room (ch, victim->in_room);
ninja.c:/* Level 1 - Kunoichi - a Stunning power*/
ninja.c:    if (!IS_CLASS (ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_TENGU] < 1)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:                 victim->name);
ninja.c:                 ch->name);
ninja.c:        victim->position = POS_STUNNED;
ninja.c:        sprintf (buf, "%s attempts to stun bomb you fail!\n\r", ch->name);
ninja.c:// Ashiko - Principle of Unarmed Combat
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] < 1)
ninja.c:                SET_BIT (victim->loc_hp[3], LOST_ARM);
ninja.c:                SET_BIT (victim->loc_hp[6], BLEEDING_ARM_R);
ninja.c:                REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_R);
ninja.c:                SET_BIT (victim->loc_hp[2], LOST_ARM);
ninja.c:                SET_BIT (victim->loc_hp[6], BLEEDING_ARM_L);
ninja.c:                REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L);
ninja.c:                SET_BIT (victim->loc_hp[3], LOST_ARM);
ninja.c:                SET_BIT (victim->loc_hp[6], BLEEDING_ARM_R);
ninja.c:                REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_R);
ninja.c:                SET_BIT (victim->loc_hp[2], LOST_ARM);
ninja.c:                SET_BIT (victim->loc_hp[6], BLEEDING_ARM_L);
ninja.c:                REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L);
ninja.c:// LVL 2 - Ngazumo
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] < 2)
ninja.c:     if (IS_SET(ch->pcdata->powers[20], MORE_STEELFISTS))
ninja.c:          REMOVE_BIT(ch->pcdata->powers[20], MORE_STEELFISTS);
ninja.c:       if (!IS_SET (ch->more, MORE_STEELFISTS))
ninja.c:          SET_BIT(ch->pcdata->powers[20], MORE_STEELFISTS);
ninja.c:// LVL 3 - Nekade
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] < 3)
ninja.c:    if (arg[0] == '\0' && ch->fighting == NULL)
ninja.c:    if ((victim = ch->fighting) == NULL)
ninja.c:    victim->hit -= damage;
ninja.c:    if ((IS_NPC (victim) && victim->hit < 1))
ninja.c:// LVL 4 - Ippon Sugi
ninja.c:    if (ch->pcdata->powers[NPOWER_ASHIKO] < 4)
ninja.c:    if (victim->position != POS_FIGHTING && victim->hit < victim->max_hit)
ninja.c:    if (victim->position > POS_STUNNED)
ninja.c:        victim->position = POS_STUNNED;
olc_act.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
olc_act.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
olc_act.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
olc_act.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
olc_act.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
olc_act.c: *  and has been used here for OLC - OLC would not be what it is without   *
olc_act.c:    pHelp->level = 0;
olc_act.c: * ------------------------------------------------------------------
olc_act.c:    { "wear-loc",  wear_loc_flags,   "Where mobile wears object."	},
olc_act.c:            sprintf(buf, "%-19.18s", flag_table[flag].name);
olc_act.c:        if (tar == -1 || skill_table[sn].target == tar)
olc_act.c:            sprintf(buf, "%-19.18s", skill_table[sn].name);
olc_act.c:        sprintf(buf, "%-19.18s", &spec_table[spec].spec_name[5]);
olc_act.c:        sprintf(buf2, "%-26s", quest_table[quest].quest_name);
olc_act.c:        sprintf(buf2, "%-26s", shop_table[shop].shop_name);
olc_act.c:            sprintf(buf, "%-10.10s -%s\n\r", capitalize(help_table[cnt].command), help_table[cnt].desc);
olc_act.c:     * ---------------------------------------
olc_act.c:                    show_skill_cmds(ch, -1);
olc_act.c:    sprintf(buf, "[%-6d] [%-32s]\n\r", lnum, room->name);
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_act.c:            sprintf(buf, "[%6d] %-40s [%-10s]", vnum, pRoom->name, flag_string(sector_flags, pRoom->sector_type));
olc_act.c:            sprintf(buf, " [%s]\n\r", flag_string(room_flags, pRoom->room_flags));
olc_act.c://                sprintf(buf, "[%5d] %-17.16s", pObjIndex->vnum, capitalize(pObjIndex->short_descr));
olc_act.c:            sprintf(buf, "[%6d] %-40s [%-10s]", vnum, pRoom->name, flag_string(sector_flags, pRoom->sector_type));
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        free_string(rt->input);
olc_act.c:        free_string(rt->output);
olc_act.c:        free_string(rt->choutput);
olc_act.c:        free_string(rt->name);
olc_act.c:        if (rt == pRoom->roomtext)
olc_act.c:            pRoom->roomtext = rt->next;
olc_act.c:            for (rt_next = pRoom->roomtext; rt_next; rt_next = rt_next->next)
olc_act.c:                if (rt_next->next == rt)
olc_act.c:                    rt_next->next = rt->next;
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        rt->input = str_dup(command);
olc_act.c:        rt->output = &str_empty[0];
olc_act.c:        rt->choutput = &str_empty[0];
olc_act.c:        rt->name = str_dup("all");
olc_act.c:        rt->type = RT_SPELL;
olc_act.c:        rt->power = 40;             /* shield spell */
olc_act.c:        rt->mob = 0;                /* Not needed   */
olc_act.c:        rt->next = pRoom->roomtext;
olc_act.c:        pRoom->roomtext = rt;
olc_act.c:        rt->power = skill_lookup(argument);
olc_act.c:        if (rt->power < 0)
olc_act.c:            rt->power = 40;
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        free_string(rt->input);
olc_act.c:        free_string(rt->output);
olc_act.c:        free_string(rt->choutput);
olc_act.c:        free_string(rt->name);
olc_act.c:        if (rt == pRoom->roomtext)
olc_act.c:            pRoom->roomtext = rt->next;
olc_act.c:            for (rt_next = pRoom->roomtext; rt_next; rt_next = rt_next->next)
olc_act.c:                if (rt_next->next == rt)
olc_act.c:                    rt_next->next = rt->next;
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        rt->input = str_dup(command);
olc_act.c:        rt->output = str_dup("say hello");
olc_act.c:        rt->choutput = str_dup("");
olc_act.c:        rt->name = str_dup("all");
olc_act.c:        rt->type = RT_ACTION;
olc_act.c:        rt->power = 0;              /* Not set yet */
olc_act.c:        rt->mob = 0;                /* Not set yet */
olc_act.c:        rt->next = pRoom->roomtext;
olc_act.c:        pRoom->roomtext = rt;
olc_act.c:        replace_string(rt->output, argument);
olc_act.c:        rt->mob = atoi(argument);
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        free_string(rt->input);
olc_act.c:        free_string(rt->output);
olc_act.c:        free_string(rt->choutput);
olc_act.c:        free_string(rt->name);
olc_act.c:        if (rt == pRoom->roomtext)
olc_act.c:            pRoom->roomtext = rt->next;
olc_act.c:            for (rt_next = pRoom->roomtext; rt_next; rt_next = rt_next->next)
olc_act.c:                if (rt_next->next == rt)
olc_act.c:                    rt_next->next = rt->next;
olc_act.c:        rt->input = str_dup(command);
olc_act.c:        rt->output = str_dup("\n");
olc_act.c:        rt->choutput = str_dup("");
olc_act.c:        rt->name = str_dup("all");
olc_act.c:        rt->type = RT_TEXT;
olc_act.c:        rt->power = 0;              /* Not needed */
olc_act.c:        rt->mob = 0;                /* Not needed */
olc_act.c:        rt->next = pRoom->roomtext;
olc_act.c:        pRoom->roomtext = rt;
olc_act.c:        replace_string(rt->output, "\n");
olc_act.c:        sprintf(buf, "%s%s\n", rt->output, argument);
olc_act.c:        replace_string(rt->output, buf);
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        free_string(rt->input);
olc_act.c:        free_string(rt->output);
olc_act.c:        free_string(rt->choutput);
olc_act.c:        free_string(rt->name);
olc_act.c:        if (rt == pRoom->roomtext)
olc_act.c:            pRoom->roomtext = rt->next;
olc_act.c:            for (rt_next = pRoom->roomtext; rt_next; rt_next = rt_next->next)
olc_act.c:                if (rt_next->next == rt)
olc_act.c:                    rt_next->next = rt->next;
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        rt->input = str_dup(command);
olc_act.c:        rt->output = str_dup("");
olc_act.c:        rt->choutput = str_dup("");
olc_act.c:        rt->name = str_dup("all");
olc_act.c:        rt->type = 0;
olc_act.c:        rt->power = 0;
olc_act.c:        rt->mob = 0;
olc_act.c:        rt->next = pRoom->roomtext;
olc_act.c:        pRoom->roomtext = rt;
olc_act.c:        replace_string(rt->output, argument);
olc_act.c:        replace_string(rt->choutput, argument);
olc_act.c:        rt->mob = atoi(argument);
olc_act.c:        rt->power = atoi(argument);
olc_act.c:        replace_string(rt->name, argument);
olc_act.c:        rt->type = atoi(argument);
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        free_string(rt->input);
olc_act.c:        free_string(rt->output);
olc_act.c:        free_string(rt->choutput);
olc_act.c:        free_string(rt->name);
olc_act.c:        if (rt == pRoom->roomtext)
olc_act.c:            pRoom->roomtext = rt->next;
olc_act.c:            for (rt_next = pRoom->roomtext; rt_next; rt_next = rt_next->next)
olc_act.c:                if (rt_next->next == rt)
olc_act.c:                    rt_next->next = rt->next;
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        rt->input = str_dup(command);
olc_act.c:        rt->output = str_dup("A shimmering portal appears in front of $n.");
olc_act.c:        rt->choutput = str_dup("A shimmering portal appears in front of you.");
olc_act.c:        rt->name = str_dup("all");
olc_act.c:        rt->type = RT_PORTAL;
olc_act.c:        rt->power = 0;              /* Not set yet */
olc_act.c:        rt->mob = 0;                /* doesn't need a mob present to work */
olc_act.c:        rt->next = pRoom->roomtext;
olc_act.c:        pRoom->roomtext = rt;
olc_act.c:        replace_string(rt->output, argument);
olc_act.c:        replace_string(rt->choutput, argument);
olc_act.c:        rt->power = atoi(argument);
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        free_string(rt->input);
olc_act.c:        free_string(rt->output);
olc_act.c:        free_string(rt->choutput);
olc_act.c:        free_string(rt->name);
olc_act.c:        if (rt == pRoom->roomtext)
olc_act.c:            pRoom->roomtext = rt->next;
olc_act.c:            for (rt_next = pRoom->roomtext; rt_next; rt_next = rt_next->next)
olc_act.c:                if (rt_next->next == rt)
olc_act.c:                    rt_next->next = rt->next;
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (!str_cmp(command, rt->input))
olc_act.c:        rt->input = str_dup(command);
olc_act.c:        rt->output = str_dup("$n vanishes.");
olc_act.c:        rt->choutput = str_dup("You are transported somewhere else.");
olc_act.c:        rt->name = str_dup("all");
olc_act.c:        rt->type = RT_TELEPORT;
olc_act.c:        rt->power = 0;              /* Not set yet */
olc_act.c:        rt->mob = 0;                /* doesn't need a mob present to work */
olc_act.c:        rt->next = pRoom->roomtext;
olc_act.c:        pRoom->roomtext = rt;
olc_act.c:        replace_string(rt->output, argument);
olc_act.c:        replace_string(rt->choutput, argument);
olc_act.c:        rt->power = atoi(argument);
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_act.c:            if (fAll || is_name(arg, pMobIndex->player_name))
olc_act.c:                sprintf(buf, "[%5d] %-17.16s", pMobIndex->vnum, capitalize(pMobIndex->short_descr));
olc_act.c:    pArea = ch->in_room->area;
olc_act.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_act.c:            if (fAll || is_name(arg, pObjIndex->name) || flag_value(type_flags, arg) == pObjIndex->item_type)
olc_act.c:                sprintf(buf, "[%5d] %-17.16s", pObjIndex->vnum, capitalize(pObjIndex->short_descr));
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:    for (pArea = area_first; pArea; pArea = pArea->next)
olc_act.c:        if ((lower <= pArea->lvnum && upper >= pArea->lvnum) || (upper >= pArea->uvnum && lower <= pArea->uvnum))
olc_act.c:    for (pArea = area_first; pArea; pArea = pArea->next)
olc_act.c:        if (vnum >= pArea->lvnum && vnum <= pArea->uvnum)
olc_act.c:    sprintf(buf, "Name:     [%5d] %s\n\r", pArea->vnum, pArea->name);
olc_act.c:    sprintf(buf, "File:     %s\n\r", pArea->filename);
olc_act.c:    sprintf(buf, "Vnums:    [%d-%d]\n\r", pArea->lvnum, pArea->uvnum);
olc_act.c:    sprintf(buf, "Cvnum:    [%d]\n\r", pArea->cvnum);
olc_act.c:    sprintf(buf, "Age:      [%d]\n\r", pArea->age);
olc_act.c:    sprintf(buf, "Security: [%d]\n\r", pArea->security);
olc_act.c:    sprintf(buf, "Builders: [%s]\n\r", pArea->builders);
olc_act.c:    sprintf(buf, "Music   : [%s]\n\r", pArea->music);
olc_act.c:    sprintf(buf, "Flags:    [%s]\n\r", flag_string(area_flags, pArea->area_flags));
olc_act.c:    sprintf(buf, "Bits:     [%s]\n\r", flag_string(area_bits, pArea->areabits));
olc_act.c:    sprintf(buf, "#wSector:   #0[#W%s#0]#n\n\r", flag_string(asector_flags, pArea->sector));
olc_act.c:	 flag_string(aweather_flags, pArea->a_weather), pArea->a_weather);
olc_act.c:                flag_string(weather_flags, pArea->sky));
olc_act.c:    area_last->next = pArea;
olc_act.c:    ch->desc->pEdit = (void *) pArea;
olc_act.c:    SET_BIT(pArea->area_flags, AREA_ADDED);
olc_act.c:    replace_string(pArea->name, argument);
olc_act.c:    replace_string(pArea->music, file);
olc_act.c:    replace_string(pArea->filename, file);
olc_act.c:    pArea->age = atoi(age);
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:    pArea->security = value;
olc_act.c:        send_to_char("Syntax:  builder [$name]  -toggles builder\n\r", ch);
olc_act.c:        send_to_char("Syntax:  builder All      -allows everyone\n\r", ch);
olc_act.c:    if (strstr(pArea->builders, name) != NULL)
olc_act.c:        pArea->builders = string_replace(pArea->builders, name, "\0");
olc_act.c:        pArea->builders = string_unpad(pArea->builders);
olc_act.c:        if (pArea->builders[0] == '\0')
olc_act.c:            replace_string(pArea->builders, "None");
olc_act.c:        if (strstr(pArea->builders, "None") != NULL)
olc_act.c:            pArea->builders = string_replace(pArea->builders, "None", "\0");
olc_act.c:            pArea->builders = string_unpad(pArea->builders);
olc_act.c:        if (pArea->builders[0] != '\0')
olc_act.c:            strcat(buf, pArea->builders);
olc_act.c:        replace_string(pArea->builders, string_proper(str_dup(buf)));
olc_act.c:    if ((i = atoi(arg)) > pArea->uvnum || i < pArea->lvnum)
olc_act.c:    pArea->cvnum = i;
olc_act.c:    pArea->lvnum = ilower;
olc_act.c:    pArea->uvnum = iupper;
olc_act.c:    if ((ilower = atoi(lower)) > (iupper = pArea->uvnum))
olc_act.c:    pArea->lvnum = ilower;
olc_act.c:    if ((ilower = pArea->lvnum) > (iupper = atoi(upper)))
olc_act.c:    pArea->uvnum = iupper;
olc_act.c:    sprintf(buf, "Description:\n\r%s", pRoom->description);
olc_act.c:    sprintf(buf, "Name:       [%s]\n\rArea:       [%5d] %s\n\r", pRoom->name, pRoom->area->vnum, pRoom->area->name);
olc_act.c:    sprintf(buf, "Vnum:       [%5d]\n\rSector:     [%s]\n\r", pRoom->vnum, flag_string(sector_flags, pRoom->sector_type));
olc_act.c:    sprintf(buf, "Room flags: [%s]\n\r", flag_string(room_flags, pRoom->room_flags));
olc_act.c:    if (pRoom->extra_descr)
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (ed->type == ED_TYPE_NONE)
olc_act.c:                strcat(buf1, ed->keyword);
olc_act.c:            else if (ed->type == ED_TYPE_PULL || ed->type == ED_TYPE_PRESS || ed->type == ED_TYPE_PUSH)
olc_act.c:                switch (ed->type)
olc_act.c:                strcat(buf1, ed->keyword);
olc_act.c:                switch (ed->action)
olc_act.c:                    sprintf(buf, " (Teleport to %d)]\n\r  [", ed->vnum);
olc_act.c:                    sprintf(buf, " (Load object %d)]\n\r  [", ed->vnum);
olc_act.c:                    sprintf(buf, " (Elevate to %d)]\n\r  [", ed->vnum);
olc_act.c:                    sprintf(buf, " (Cast spell %s)]\n\r  [", skill_table[ed->vnum].name);
olc_act.c:                strcat(buf1, ed->buffer1);
olc_act.c:                strcat(buf1, ed->buffer2);
olc_act.c:    if (pRoom->roomtext)
olc_act.c:        for (rt = pRoom->roomtext; rt; rt = rt->next)
olc_act.c:            if (rt->type == RT_TELEPORT)
olc_act.c:                strcat(buf1, rt->input);
olc_act.c:                sprintf(buf2, "%d", rt->power);
olc_act.c:                strcat(buf1, rt->output);
olc_act.c:                strcat(buf1, rt->choutput);
olc_act.c:            else if (rt->type == RT_PORTAL)
olc_act.c:                strcat(buf1, rt->input);
olc_act.c:                sprintf(buf2, "%d", rt->power);
olc_act.c:                strcat(buf1, rt->output);
olc_act.c:                strcat(buf1, rt->choutput);
olc_act.c:            else if (rt->type == RT_ACTION)
olc_act.c:                strcat(buf1, rt->input);
olc_act.c:                sprintf(buf2, "%d", rt->mob);
olc_act.c:                strcat(buf1, rt->output);
olc_act.c:            else if (rt->type == RT_SPELL)
olc_act.c:                strcat(buf1, rt->input);
olc_act.c:                sprintf(buf2, "%s", skill_table[rt->power].name);
olc_act.c:            else if (rt->type == RT_TEXT)
olc_act.c:                strcat(buf1, rt->input);
olc_act.c:                strcat(buf1, rt->output);
olc_act.c:                        rt->input, rt->type, rt->name);
olc_act.c:                        rt->power, rt->mob);
olc_act.c:                        rt->output, rt->choutput);
olc_act.c:    for (rch = pRoom->people; rch; rch = rch->next_in_room)
olc_act.c:        one_argument(rch->name, buf);
olc_act.c:        end = strlen(buf1) - 1;
olc_act.c:    for (obj = pRoom->contents; obj; obj = obj->next_content)
olc_act.c:        one_argument(obj->name, buf);
olc_act.c:        end = strlen(buf1) - 1;
olc_act.c:        if ((pexit = pRoom->exit[door]))
olc_act.c:            sprintf(buf, "-%-5s to [%5d] Key: [%5d]", capitalize(dir_name[door]), pexit->to_room ? pexit->to_room->vnum : 0, pexit->key);
olc_act.c:            strcpy(reset_state, flag_string(exit_flags, pexit->rs_flags));
olc_act.c:            state = flag_string(exit_flags, pexit->exit_info);
olc_act.c:                    end = strlen(buf1) - 1;
olc_act.c:            if (pexit->keyword && pexit->keyword[0] != '\0')
olc_act.c:                sprintf(buf, "Kwds: [%s]\n\r", pexit->keyword);
olc_act.c:            if (pexit->description && pexit->description[0] != '\0')
olc_act.c:                sprintf(buf, "%s", pexit->description);
olc_act.c:        if (!pRoom->exit[door])
olc_act.c:        if (pRoom->exit[door]->to_room && pRoom->exit[door]->to_room->exit[rev])
olc_act.c:            free_exit(pRoom->exit[door]->to_room->exit[rev]);
olc_act.c:            pRoom->exit[door]->to_room->exit[rev] = NULL;
olc_act.c:        free_exit(pRoom->exit[door]);
olc_act.c:        pRoom->exit[door] = NULL;
olc_act.c:     * Create a two-way exit.
olc_act.c:            send_to_char("REdit:  Non-existant room.\n\r", ch);
olc_act.c:        if (!IS_BUILDER(ch, pLinkRoom->area))
olc_act.c:        if (pLinkRoom->exit[rev])
olc_act.c:        if (!pRoom->exit[door])     /* No exit.   */
olc_act.c:            pRoom->exit[door] = new_exit();
olc_act.c:        pRoom->exit[door]->to_room = pLinkRoom; /* Assign data.   */
olc_act.c:        pRoom->exit[door]->vnum = value;
olc_act.c:        pExit->to_room = ch->in_room; /* Assign data.   */
olc_act.c:        pExit->vnum = ch->in_room->vnum;
olc_act.c:        pLinkRoom->exit[rev] = pExit; /* Link exit to room. */
olc_act.c:        send_to_char("Two-way link established.\n\r", ch);
olc_act.c:     * Create room and make two-way exit.
olc_act.c:     * Create one-way exit.
olc_act.c:            send_to_char("REdit:  Non-existant room.\n\r", ch);
olc_act.c:        if (!pRoom->exit[door])
olc_act.c:            pRoom->exit[door] = new_exit();
olc_act.c:        pRoom->exit[door]->to_room = pLinkRoom;
olc_act.c:        pRoom->exit[door]->vnum = value;
olc_act.c:        send_to_char("One-way link established.\n\r", ch);
olc_act.c:        if (!pRoom->exit[door])
olc_act.c:            pRoom->exit[door]->key = 0;
olc_act.c:            free_string(pRoom->exit[door]->keyword);
olc_act.c:            pRoom->exit[door]->keyword = &str_empty[0];
olc_act.c:            free_string(pRoom->exit[door]->description);
olc_act.c:            pRoom->exit[door]->description = &str_empty[0];
olc_act.c:        if (pObjIndex->item_type != ITEM_KEY)
olc_act.c:        if (!pRoom->exit[door])
olc_act.c:            pRoom->exit[door] = new_exit();
olc_act.c:        pRoom->exit[door]->key = pObjIndex->vnum;
olc_act.c:        if (!pRoom->exit[door])
olc_act.c:            pRoom->exit[door] = new_exit();
olc_act.c:        replace_string(pRoom->exit[door]->keyword, argument);
olc_act.c:            if (!pRoom->exit[door])
olc_act.c:                pRoom->exit[door] = new_exit();
olc_act.c:            string_append(ch, &pRoom->exit[door]->description);
olc_act.c:     * ----------------------------------------
olc_act.c:        if (!pRoom->exit[door])
olc_act.c:            pRoom->exit[door] = new_exit();
olc_act.c:        TOGGLE_BIT(pRoom->exit[door]->rs_flags, value);
olc_act.c:        pRoom->exit[door]->exit_info = pRoom->exit[door]->rs_flags;
olc_act.c:         * Skip one-way exits and non-existant rooms.
olc_act.c:        if ((pToRoom = pRoom->exit[door]->to_room) && pToRoom->exit[rev])
olc_act.c:            TOGGLE_BIT(pToRoom->exit[rev]->rs_flags, value);
olc_act.c:            pToRoom->exit[rev]->exit_info = pToRoom->exit[rev]->rs_flags;
olc_act.c:        ed->keyword = str_dup(keyword);
olc_act.c:        ed->description = &str_empty[0];
olc_act.c:        ed->buffer1 = &str_empty[0];
olc_act.c:        ed->buffer2 = &str_empty[0];
olc_act.c:        ed->type = ED_TYPE_NONE;
olc_act.c:        ed->action = ED_ACTION_NONE;
olc_act.c:        ed->vnum = 0;
olc_act.c:        ed->next = pRoom->extra_descr;
olc_act.c:        pRoom->extra_descr = ed;
olc_act.c:        string_append(ch, &ed->description);
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        string_append(ch, &ed->description);
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:            pRoom->extra_descr = ed->next;
olc_act.c:            ped->next = ed->next;
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        if (strlen(ed->description) >= (MAX_STRING_LENGTH - 4))
olc_act.c:        ed->description = format_string(ed->description);
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        ed->vnum = atoi(xarg);
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:            ed->type = ED_TYPE_PULL;
olc_act.c:            ed->type = ED_TYPE_PRESS;
olc_act.c:            ed->type = ED_TYPE_PUSH;
olc_act.c:            replace_string(ed->buffer1, "");
olc_act.c:            replace_string(ed->buffer2, "");
olc_act.c:            ed->type = ED_TYPE_NONE;
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:            ed->action = ED_ACTION_TELEPORT;
olc_act.c:            ed->action = ED_ACTION_OBJECT;
olc_act.c:            ed->action = ED_ACTION_SPELL;
olc_act.c:            ed->action = ED_ACTION_ELEVATOR;
olc_act.c:            replace_string(ed->buffer1, "");
olc_act.c:            replace_string(ed->buffer2, "");
olc_act.c:            ed->action = ED_ACTION_NONE;
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        replace_string(ed->buffer1, argument);
olc_act.c:        for (ed = pRoom->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        replace_string(ed->buffer2, argument);
olc_act.c:    pRoom->area = pArea;
olc_act.c:    pRoom->vnum = value;
olc_act.c:    pRoom->next = room_index_hash[iHash];
olc_act.c:    ch->desc->pEdit = (void *) pRoom;
olc_act.c:        pRoom->track[door] = &str_empty[0];
olc_act.c:        pRoom->track_dir[door] = 0;
olc_act.c:        pRoom->exit[door] = NULL;
olc_act.c:    replace_string(pRoom->name, argument);
olc_act.c:        string_append(ch, &pRoom->description);
olc_act.c:    if (strlen(pRoom->description) >= (MAX_STRING_LENGTH - 4))
olc_act.c:    pRoom->description = format_string(pRoom->description);
olc_act.c:    if (pMobIndex->area != pRoom->area)
olc_act.c:    pReset->command = 'M';
olc_act.c:    pReset->arg1 = pMobIndex->vnum;
olc_act.c:    pReset->arg2 = is_number(argument) ? atoi(argument) : MAX_MOB;
olc_act.c:    pReset->arg3 = pRoom->vnum;
olc_act.c:    sprintf(output, "%s (%d) has been loaded and added to resets.\n\r" "There will be a maximum of %d loaded to this room.\n\r", capitalize(pMobIndex->short_descr), pMobIndex->vnum, pReset->arg2);
olc_act.c:        if (IS_SET(bits, wear_table[flag].wear_bit) && --count < 1)
olc_act.c:        send_to_char("        -no_args               = into room\n\r", ch);
olc_act.c:        send_to_char("        -<obj_name>            = into obj\n\r", ch);
olc_act.c:        send_to_char("        -<mob_name> <wear_loc> = into mob\n\r", ch);
olc_act.c:    if (pObjIndex->area != pRoom->area)
olc_act.c:        pReset->command = 'O';
olc_act.c:        pReset->arg1 = pObjIndex->vnum;
olc_act.c:        pReset->arg2 = 0;
olc_act.c:        pReset->arg3 = pRoom->vnum;
olc_act.c:        sprintf(output, "%s (%d) has been loaded and added to resets.\n\r", capitalize(pObjIndex->short_descr), pObjIndex->vnum);
olc_act.c:        if (argument[0] == '\0' && ((to_obj = get_obj_list(ch, arg2, pRoom->contents)) != NULL))
olc_act.c:            pReset->command = 'P';
olc_act.c:            pReset->arg1 = pObjIndex->vnum;
olc_act.c:            pReset->arg2 = 0;
olc_act.c:            pReset->arg3 = to_obj->pIndexData->vnum;
olc_act.c:            newobj->cost = 0;
olc_act.c:            sprintf(output, "%s (%d) has been loaded into " "%s (%d) and added to resets.\n\r", capitalize(newobj->short_descr), newobj->pIndexData->vnum, to_obj->short_descr, to_obj->pIndexData->vnum);
olc_act.c:                    send_to_char("REdit: Invalid wear_loc.  '? wear-loc'\n\r", ch);
olc_act.c:                if (!IS_SET(pObjIndex->wear_flags, wear_bit(wear_loc)))
olc_act.c:                    sprintf(output, "%s (%d) has wear flags: [%s]\n\r", capitalize(pObjIndex->short_descr), pObjIndex->vnum, flag_string(wear_flags, pObjIndex->wear_flags));
olc_act.c:                pReset->arg1 = pObjIndex->vnum;
olc_act.c:                pReset->arg2 = wear_loc;
olc_act.c:                if (pReset->arg2 == WEAR_NONE)
olc_act.c:                    pReset->command = 'G';
olc_act.c:                    pReset->command = 'E';
olc_act.c:                pReset->arg3 = wear_loc;
olc_act.c:                olevel = URANGE(0, to_mob->level - 2, LEVEL_HERO);
olc_act.c:                if (pReset->command == 'E')
olc_act.c:                    equip_char(to_mob, newobj, pReset->arg3);
olc_act.c:                        "%s of %s (%d) and added to resets.\n\r", capitalize(pObjIndex->short_descr), pObjIndex->vnum, flag_string(wear_loc_strings, pReset->arg3), to_mob->short_descr, to_mob->pIndexData->vnum);
olc_act.c:    switch (obj->item_type)
olc_act.c:        if (obj->value[2] == -1)
olc_act.c:            sprintf(buf, "[v2] Light:  Infinite[-1]\n\r");
olc_act.c:            sprintf(buf, "[v2] Light:  [%d]\n\r", obj->value[2]);
olc_act.c:        sprintf(buf, "[v2] Explosive Power :   %d\n\r", obj->value[2]);
olc_act.c:                "[v2] Charges Left:   [%d]\n\r" "[v3] Spell:          %s\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] != -1 ? skill_table[obj->value[3]].name : "none");
olc_act.c:        sprintf(buf, "[v0] Points:  [%d]\n\r", obj->value[0]);
olc_act.c:                obj->value[0],
olc_act.c:                obj->value[1] != -1 ? skill_table[obj->value[1]].name
olc_act.c:                : "none", obj->value[2] != -1 ? skill_table[obj->value[2]].name : "none", obj->value[3] != -1 ? skill_table[obj->value[3]].name : "none");
olc_act.c:                obj->value[0], obj->value[1], obj->value[2], flag_string(weapon_flags, obj->value[3]));
olc_act.c:        if (obj->value[3] == WPN_GUN)
olc_act.c:            sprintf(buf,"Gun Type %s\n\r", flag_string(guntype_flags, obj->guntype));
olc_act.c:            sprintf(buf,"Magazine Capacity %d\n\r", obj->guncapacity);
olc_act.c:            sprintf(buf,"Ammo %d\n\r", obj->ammo);
olc_act.c:        sprintf(buf, "[v0] Target Room:   %d\n\r", obj->value[0]);
olc_act.c:        sprintf(buf, "[v0] Armor Class:  %d\n\r" "[v3] ItemAffects:  %d\n\r", obj->value[0], obj->value[3]);
olc_act.c:        sprintf(buf, "Armor Type: %s\n\r", flag_string(armortype_flags, obj->armortype));
olc_act.c:                "[v2] Key:    %s [%d]\n\r", obj->value[0], flag_string(container_flags, obj->value[1]), get_obj_index(obj->value[2]) ? get_obj_index(obj->value[2])->short_descr : "none", obj->value[2]);
olc_act.c:                "[v2] Liquid:       %s\n\r" "[v3] Poisoned:     %s\n\r", obj->value[0], obj->value[1],
olc_act.c:                flag_string(liquid_flags, obj->value[2]), obj->value[3] != 0 ? "Yes" : "No");
olc_act.c:                "[v3] Partial Jackpot: [%d]\n\r", obj->value[0],
olc_act.c:                obj->value[1], obj->value[2], obj->value[3]);
olc_act.c:        sprintf(buf, "[v0] Food hours: [%d]\n\r" "[v3] Poisoned:   %s\n\r", obj->value[0], obj->value[3] != 0 ? "Yes" : "No");
olc_act.c:        sprintf(buf, "[v0] Gold:   [%d]\n\r", obj->value[0]);
olc_act.c:        sprintf(buf,"(guncapacity) Amount of rounds %d\n\r", obj->guncapacity);
olc_act.c:        sprintf(buf,"Ammo caliber %d\n\r", obj->ammo);
olc_act.c:    switch (pObj->item_type)
olc_act.c:            pObj->value[2] = atoi(argument);
olc_act.c:            pObj->value[2] = atoi(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[1] = atoi(argument);
olc_act.c:            pObj->value[2] = atoi(argument);
olc_act.c:            pObj->value[3] = skill_lookup(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[1] = atoi(argument);
olc_act.c:            pObj->value[2] = atoi(argument);
olc_act.c:            pObj->value[3] = atoi(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[1] = skill_lookup(argument);
olc_act.c:            pObj->value[2] = skill_lookup(argument);
olc_act.c:            pObj->value[3] = skill_lookup(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[3] = atoi(argument);
olc_act.c:            pObj->armortype = flag_value(armortype_flags, argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[1] = atoi(argument);
olc_act.c:            pObj->value[2] = atoi(argument);
olc_act.c:            pObj->value[3] = flag_value(weapon_flags, argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:                TOGGLE_BIT(pObj->value[1], value);
olc_act.c:                if (get_obj_index(atoi(argument))->item_type != ITEM_KEY)
olc_act.c:            pObj->value[2] = atoi(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[1] = atoi(argument);
olc_act.c:            pObj->value[2] = flag_value(liquid_flags, argument);
olc_act.c:            pObj->value[3] = (pObj->value[3] == 0) ? 1 : 0;
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[3] = (pObj->value[3] == 0) ? 1 : 0;
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:            pObj->value[0] = atoi(argument);
olc_act.c:    sprintf(buf, "Name:        [%s]\n\rArea:        [%5d] %s\n\r", pObj->name, !pObj->area ? -1 : pObj->area->vnum, !pObj->area ? "No Area" : pObj->area->name);
olc_act.c:    sprintf(buf, "Vnum:        [%5d]\n\rType:        [%s]\n\r", pObj->vnum, flag_string(type_flags, pObj->item_type));
olc_act.c:    sprintf(buf, "Wear flags:  [%s]\n\r", flag_string(wear_flags, pObj->wear_flags));
olc_act.c:    sprintf(buf, "Extra flags: [%s]\n\r", flag_string(extra_flags, pObj->extra_flags));
olc_act.c:              pObj->material );
olc_act.c:    sprintf(buf, "Weight:      [%d]\n\rCost:        [%d]\n\r", pObj->weight, pObj->cost);
olc_act.c:    sprintf(buf, "[Damroll (%d) Hitroll (%d)]\n\r", pObj->value2[0], pObj->value2[1]);
olc_act.c:    sprintf(buf, "[Damcap (%d) Defense (%d)]\n\r", pObj->value2[2], pObj->value2[3]);
olc_act.c:    sprintf(buf, "[Armor Type: %s)]\n\r", flag_string(armortype_flags, pObj->armortype));
olc_act.c:    if (pObj->extra_descr)
olc_act.c:        for (ed = pObj->extra_descr; ed; ed = ed->next)
olc_act.c:            send_to_char(ed->keyword, ch);
olc_act.c:    sprintf(buf, "Short desc:  %s\n\rLong desc:\n\r     %s\n\r", pObj->short_descr, pObj->description);
olc_act.c:    for (cnt = 0, paf = pObj->affected; paf; paf = paf->next)
olc_act.c:            send_to_char("------ -------- -------\n\r", ch);
olc_act.c:        sprintf(buf, "[%4d] %-8d %s\n\r", cnt, paf->modifier, flag_string(apply_flags, paf->location));
olc_act.c:    pObj->material = atoi(argument);
olc_act.c:    pAf->location = flag_value(apply_flags, loc);
olc_act.c:    pAf->modifier = atoi(mod);
olc_act.c:    pAf->type = -1;
olc_act.c:    pAf->duration = -1;
olc_act.c:    pAf->bitvector = 0;
olc_act.c:    pAf->next = pObj->affected;
olc_act.c:    pObj->affected = pAf;
olc_act.c:        send_to_char("Only non-negative affect-numbers allowed.\n\r", ch);
olc_act.c:    if (!(pAf = pObj->affected))
olc_act.c:        send_to_char("OEdit:  Non-existant affect.\n\r", ch);
olc_act.c:        pAf = pObj->affected;
olc_act.c:        pObj->affected = pAf->next;
olc_act.c:        while ((pAf_next = pAf->next) && (++cnt < value))
olc_act.c:            pAf->next = pAf_next->next;
olc_act.c:    replace_string(pObj->name, argument);
olc_act.c:    replace_string(pObj->short_descr, argument);
olc_act.c:    pObj->short_descr[0] = LOWER(pObj->short_descr[0]);
olc_act.c:    replace_string(pObj->description, argument);
olc_act.c:    pObj->description[0] = UPPER(pObj->description[0]);
olc_act.c:        set_obj_values(ch, pObj, -1, '\0');
olc_act.c:    pObj->guntype = atoi(argument);
olc_act.c:    pObj->guncapacity = atoi(argument);
olc_act.c:    pObj->ammo = atoi(argument);
olc_act.c:    pObj->armortype = atoi(argument);
olc_act.c:    pObj->weight = UMAX(1, atoi(argument));
olc_act.c:    pObj->cost = atoi(argument);
olc_act.c:    if (!IS_BUILDER(ch, pArea) && ch->level < 12)
olc_act.c:    pObj->vnum = value;
olc_act.c:    pObj->area = pArea;
olc_act.c:    pObj->next = obj_index_hash[iHash];
olc_act.c:    ch->desc->pEdit = (void *) pObj;
olc_act.c:        ed->keyword = str_dup(keyword);
olc_act.c:        ed->buffer1 = &str_empty[0];
olc_act.c:        ed->buffer2 = &str_empty[0];
olc_act.c:        ed->type = ED_TYPE_NONE;
olc_act.c:        ed->action = ED_ACTION_NONE;
olc_act.c:        ed->vnum = 0;
olc_act.c:        ed->next = pObj->extra_descr;
olc_act.c:        pObj->extra_descr = ed;
olc_act.c:        string_append(ch, &ed->description);
olc_act.c:        for (ed = pObj->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        string_append(ch, &ed->description);
olc_act.c:        for (ed = pObj->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:            pObj->extra_descr = ed->next;
olc_act.c:            ped->next = ed->next;
olc_act.c:        for (ed = pObj->extra_descr; ed; ed = ed->next)
olc_act.c:            if (is_name(keyword, ed->keyword))
olc_act.c:        if (strlen(ed->description) >= (MAX_STRING_LENGTH - 4))
olc_act.c:        ed->description = format_string(ed->description);
olc_act.c:    sprintf(buf, "Name:        [%s]\n\rArea:        [%5d] %s\n\r", pMob->player_name, !pMob->area ? -1 : pMob->area->vnum, !pMob->area ? "No Area" : pMob->area->name);
olc_act.c:    sprintf(buf, "Act:         [%s]\n\r", flag_string(act_flags, pMob->act));
olc_act.c:    sprintf(buf, "Vnum:        [%5d]\n\rSex:         [%s]\n\r", pMob->vnum, pMob->sex == SEX_MALE ? "male" : pMob->sex == SEX_FEMALE ? "female" : "neutral");
olc_act.c:    sprintf(buf, "Race:        [%d]\n\r", pMob->race);
olc_act.c:    sprintf(buf, "Level:       [%2d]\n\rAlign:       [%4d]\n\r", pMob->level, pMob->alignment);
olc_act.c:    if (pMob->level < 1000) pMob->toughness = 25;
olc_act.c:    if (pMob->level >= 1000)  pMob->toughness = 50;
olc_act.c:    sprintf(buf, "Toughness    [%4d]\n\r", pMob->toughness);
olc_act.c:    sprintf(buf, "Affected by: [%s]\n\r", flag_string(affect_flags, pMob->affected_by));
olc_act.c:    sprintf(buf, "v1: Damage Modifier   [%4d]\n\r", pMob->dam_modifier);
olc_act.c:    sprintf(buf, "v2: Extra Attacks     [%4d]\n\r", pMob->extra_attack);
olc_act.c:    switch (pMob->natural_attack)
olc_act.c:    if (pMob->spec_fun)
olc_act.c:        sprintf(buf, "Spec fun:    [%s]\n\r", spec_string(pMob->spec_fun));
olc_act.c:    if (pMob->quest_fun)
olc_act.c:        sprintf(buf, "Quest fun:    [%s]\n\r", quest_string(pMob->quest_fun));
olc_act.c:    if (pMob->shop_fun)
olc_act.c:        sprintf(buf, "Shop fun:    [%s]\n\r", shop_string(pMob->shop_fun));
olc_act.c:    sprintf(buf, "Short descr: %s\n\rLong descr:\n\r%s", pMob->short_descr, pMob->long_descr);
olc_act.c:    sprintf(buf, "Description:\n\r%s", pMob->description);
olc_act.c:    pMob->vnum = value;
olc_act.c:    pMob->area = pArea;
olc_act.c:    pMob->act = ACT_IS_NPC;
olc_act.c:    pMob->next = mob_index_hash[iHash];
olc_act.c:    ch->desc->pEdit = (void *) pMob;
olc_act.c:        pMob->quest_fun = NULL;
olc_act.c:        pMob->quest_fun = quest_lookup(argument);
olc_act.c:        pMob->shop_fun = NULL;
olc_act.c:        pMob->shop_fun = shop_lookup(argument);
olc_act.c:        pMob->spec_fun = NULL;
olc_act.c:        pMob->spec_fun = spec_lookup(argument);
olc_act.c:    pMob->alignment = atoi(argument);
olc_act.c:    pMob->race = race_lookup(argument);
olc_act.c:        pMob->natural_attack = 1;
olc_act.c:        pMob->natural_attack = 2;
olc_act.c:        pMob->natural_attack = 3;
olc_act.c:        pMob->natural_attack = 4;
olc_act.c:        pMob->natural_attack = 5;
olc_act.c:        pMob->natural_attack = 6;
olc_act.c:        pMob->natural_attack = 7;
olc_act.c:        pMob->natural_attack = 8;
olc_act.c:        pMob->natural_attack = 9;
olc_act.c:        pMob->natural_attack = 10;
olc_act.c:        pMob->natural_attack = 11;
olc_act.c:        pMob->natural_attack = 12;
olc_act.c:    if (atoi(argument) < -100 || atoi(argument) > 100)
olc_act.c:        stc("Range is from -100 to 100.\n\r", ch);
olc_act.c://    pMob->toughness = atoi(argument);
olc_act.c:    pMob->dam_modifier = atoi(argument);
olc_act.c:    pMob->extra_attack = atoi(argument);
olc_act.c:    pMob->level = atoi(argument);
olc_act.c:        string_append(ch, &pMob->description);
olc_act.c:    send_to_char("Syntax:  desc    - line edit\n\r", ch);
olc_act.c:    replace_string(pMob->long_descr, argument);
olc_act.c:    pMob->long_descr[0] = UPPER(pMob->long_descr[0]);
olc_act.c:    replace_string(pMob->short_descr, argument);
olc_act.c:    replace_string(pMob->player_name, argument);
olc_act.c:    pHelp->level = atoi(argument);
olc_act.c:        for (tHelp = first_help; tHelp != NULL; tHelp = tHelp->next)
olc_act.c:            if (is_name(argument, tHelp->keyword))
olc_act.c:        replace_string(pHelp->keyword, argument);
olc_act.c:        string_append(ch, &pHelp->text);
olc_act.c:    for (target = first_help; target != NULL; target = target->next)
olc_act.c:        if (is_name(argument, target->keyword))
olc_act.c:                previous = target->next;
olc_act.c:                top_help--;
olc_act.c:                previous->next = target->next;
olc_act.c:                top_help--;
olc_act.c:/* mod an existing help - throw into text editor */
olc_act.c:    for (tHelp = first_help; tHelp != NULL; tHelp = tHelp->next)
olc_act.c:        if (is_name(argument, tHelp->keyword))
olc_act.c:            ch->desc->pEdit = (void *) tHelp;
olc_act.c:            send_to_char(tHelp->keyword, ch);
olc_act.c:            string_append(ch, &tHelp->text);
olc_act.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
olc_act.c:        level = (pHelp->level < 0) ? -1 * pHelp->level - 1 : pHelp->level;
olc_act.c:        sprintf(buf, "%-17.16s  ", pHelp->keyword);
olc_act.c:    for (tHelp = first_help; tHelp != NULL; tHelp = tHelp->next)
olc_act.c:        if (is_name(argument, tHelp->keyword))
olc_act.c:    pHelp->level = 0;
olc_act.c:    pHelp->keyword = str_dup(argument);
olc_act.c:    pHelp->text = &str_empty[0];
olc_act.c:    pHelp->next = first_help;
olc_act.c:    ch->desc->pEdit = (void *) pHelp;
olc_act.c:    send_to_char(pHelp->keyword, ch);
olc_act.c:    string_append(ch, &pHelp->text);
olc.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
olc.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
olc.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
olc.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
olc.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
olc.c: *  and has been used here for OLC - OLC would not be what it is without   *
olc.c:    switch (d->editor)
olc.c:        hedit(d->character, d->incomm);
olc.c:        aedit(d->character, d->incomm);
olc.c:        redit(d->character, d->incomm);
olc.c:        oedit(d->character, d->incomm);
olc.c:        medit(d->character, d->incomm);
olc.c:    switch (ch->desc->editor)
olc.c:    switch (ch->desc->editor)
olc.c:        pArea = (AREA_DATA *) ch->desc->pEdit;
olc.c:        sprintf(buf, "%d", pArea ? pArea->vnum : 0);
olc.c:        pRoom = ch->in_room;
olc.c:        sprintf(buf, "%d", pRoom ? pRoom->vnum : 0);
olc.c:        pObj = (OBJ_INDEX_DATA *) ch->desc->pEdit;
olc.c:        sprintf(buf, "%d", pObj ? pObj->vnum : 0);
olc.c:        pMob = (MOB_INDEX_DATA *) ch->desc->pEdit;
olc.c:        sprintf(buf, "%d", pMob ? pMob->vnum : 0);
olc.c:        sprintf(buf, "%-15.15s", olc_table[cmd].name);
olc.c:    switch (ch->desc->editor)
olc.c:    for (pArea = area_first; pArea; pArea = pArea->next)
olc.c:        if (pArea->vnum == vnum)
olc.c:    ch->desc->pEdit = NULL;
olc.c:    ch->desc->editor = 0;
olc.c:                SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        TOGGLE_BIT(pArea->area_flags, value);
olc.c:        TOGGLE_BIT(pArea->areabits, value);
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:                pArea->sector = value;
olc.c:                SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:                TOGGLE_BIT(pArea->a_weather, value);
olc.c:                SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:    pArea = pRoom->area;
olc.c:                SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        TOGGLE_BIT(pRoom->room_flags, value);
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        pRoom->sector_type = value;
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:    pArea = pObj->area;
olc.c:                SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        pObj->item_type = value;
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        pObj->value[0]   = 0;
olc.c:        pObj->value[1]   = 0;
olc.c:        pObj->value[2]   = 0;
olc.c:        pObj->value[3]   = 0;
olc.c:        pObj->value2[0]  = 0;
olc.c:        pObj->value2[1]  = 0;
olc.c:        pObj->value2[2]  = 0;
olc.c:        pObj->value2[3]  = 0;
olc.c:        pObj->value2g[0] = 0;
olc.c:        pObj->value2g[1] = 0;
olc.c:        pObj->value2g[2] = 0;
olc.c:        pObj->value2g[3] = 0;
olc.c:        TOGGLE_BIT(pObj->extra_flags, value);
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        TOGGLE_BIT(pObj->wear_flags, value);
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:    pArea = pMob->area;
olc.c:                SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        pMob->sex = value;
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        TOGGLE_BIT(pMob->act, value);
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:        TOGGLE_BIT(pMob->affected_by, value);
olc.c:        SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:    pArea = ch->in_room->area;
olc.c:    if (ch->trust < MAX_LEVEL)
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:            SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:    ch->desc->pEdit = (void *) pArea;
olc.c:    ch->desc->editor = ED_AREA;
olc.c:    pRoom = ch->in_room;
olc.c:    if (ch->trust < MAX_LEVEL)
olc.c:        if (!IS_BUILDER(ch, pRoom->area))
olc.c:            char_to_room(ch, ch->desc->pEdit);
olc.c:            SET_BIT(pRoom->area->area_flags, AREA_CHANGED);
olc.c:    ch->desc->editor = ED_ROOM;
olc.c:        if (ch->trust < MAX_LEVEL)
olc.c:            if (!IS_BUILDER(ch, pObj->area))
olc.c:        ch->desc->pEdit = (void *) pObj;
olc.c:        ch->desc->editor = ED_OBJECT;
olc.c:            SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:            ch->desc->editor = ED_OBJECT;
olc.c:        if (ch->trust < MAX_LEVEL)
olc.c:            if (!IS_BUILDER(ch, pMob->area))
olc.c:        ch->desc->pEdit = (void *) pMob;
olc.c:        ch->desc->editor = ED_MOBILE;
olc.c:            SET_BIT(pArea->area_flags, AREA_CHANGED);
olc.c:            ch->desc->editor = ED_MOBILE;
olc.c:    for (pReset = pRoom->reset_first; pReset; pReset = pReset->next)
olc.c:        switch (pReset->command)
olc.c:            sprintf(buf, "Bad reset command: %c.", pReset->command);
olc.c:            if (!(pMobIndex = get_mob_index(pReset->arg1)))
olc.c:                sprintf(buf, "Load Mobile - Bad Mob %d\n\r", pReset->arg1);
olc.c:            if (!(pRoomIndex = get_room_index(pReset->arg3)))
olc.c:                sprintf(buf, "Load Mobile - Bad Room %d\n\r", pReset->arg3);
olc.c:            sprintf(buf, "M[%5d] %-13.13s in room             R[%5d] [%3d] %-15.15s\n\r", pReset->arg1, pMob->short_descr, pReset->arg3, pReset->arg2, pRoomIndex->name);
olc.c:            if (!(pObjIndex = get_obj_index(pReset->arg1)))
olc.c:                sprintf(buf, "Load Object - Bad Object %d\n\r", pReset->arg1);
olc.c:            if (!(pRoomIndex = get_room_index(pReset->arg3)))
olc.c:                sprintf(buf, "Load Object - Bad Room %d\n\r", pReset->arg3);
olc.c:            sprintf(buf, "O[%5d] %-13.13s in room             " "R[%5d]       %-15.15s\n\r", pReset->arg1, pObj->short_descr, pReset->arg3, pRoomIndex->name);
olc.c:            if (!(pObjIndex = get_obj_index(pReset->arg1)))
olc.c:                sprintf(buf, "Put Object - Bad Object %d\n\r", pReset->arg1);
olc.c:            if (!(pObjToIndex = get_obj_index(pReset->arg3)))
olc.c:                sprintf(buf, "Put Object - Bad To Object %d\n\r", pReset->arg3);
olc.c:            sprintf(buf, "O[%5d] %-13.13s inside              O[%5d]       %-15.15s\n\r", pReset->arg1, pObj->short_descr, pReset->arg3, pObjToIndex->short_descr);
olc.c:            if (!(pObjIndex = get_obj_index(pReset->arg1)))
olc.c:                sprintf(buf, "Give/Equip Object - Bad Object %d\n\r", pReset->arg1);
olc.c:                sprintf(buf, "Give/Equip Object - No Previous Mobile\n\r");
olc.c:                    "O[%5d] %-13.13s %-19.19s M[%5d]       %-15.15s\n\r",
olc.c:                    pReset->arg1, pObj->short_descr, (pReset->command == 'G') ? flag_string(wear_loc_strings, WEAR_NONE) : flag_string(wear_loc_strings, pReset->arg3), pMob->vnum, pMob->short_descr);
olc.c:         pRoomIndex = get_room_index( pReset->arg1 );
olc.c:         sprintf( buf, "R[%5d] %s door of %-19.19s reset to %s\n\r",
olc.c:         pReset->arg1,
olc.c:         capitalize( dir_name[ pReset->arg2 ] ),
olc.c:         pRoomIndex->name,
olc.c:         flag_string( door_resets, pReset->arg3 ) );
olc.c:            if (!(pRoomIndex = get_room_index(pReset->arg1)))
olc.c:                sprintf(buf, "Randomize Exits - Bad Room %d\n\r", pReset->arg1);
olc.c:            sprintf(buf, "R[%5d] Exits are randomized in %s\n\r", pReset->arg1, pRoomIndex->name);
olc.c:    if (!room->reset_first)
olc.c:        room->reset_first = pReset;
olc.c:        room->reset_last = pReset;
olc.c:        pReset->next = NULL;
olc.c:    index--;
olc.c:        pReset->next = room->reset_first;
olc.c:        room->reset_first = pReset;
olc.c:    for (reset = room->reset_first; reset->next; reset = reset->next)
olc.c:    pReset->next = reset->next;
olc.c:    reset->next = pReset;
olc.c:    if (!pReset->next)
olc.c:        room->reset_last = pReset;
olc.c:     * -------------------------------
olc.c:    if (!IS_BUILDER(ch, ch->in_room->area))
olc.c:        if (ch->in_room->reset_first)
olc.c:     * ------------------------------------------
olc.c:        ROOM_INDEX_DATA *pRoom = ch->in_room;
olc.c:         * ---------------
olc.c:            if (!ch->in_room->reset_first)
olc.c:            if (insert_loc - 1 <= 0)
olc.c:                pReset = pRoom->reset_first;
olc.c:                pRoom->reset_first = pRoom->reset_first->next;
olc.c:                if (!pRoom->reset_first)
olc.c:                    pRoom->reset_last = NULL;
olc.c:                for (pReset = pRoom->reset_first; pReset; pReset = pReset->next)
olc.c:                    prev->next = prev->next->next;
olc.c:                    pRoom->reset_first = pRoom->reset_first->next;
olc.c:                for (pRoom->reset_last = pRoom->reset_first; pRoom->reset_last->next; pRoom->reset_last = pRoom->reset_last->next);
olc.c:             * ------------
olc.c:                 * -----------------------
olc.c:                    pReset->command = 'M';
olc.c:                    pReset->arg1 = atol(arg3);
olc.c:                    pReset->arg2 = is_number(arg4) ? atol(arg4) : 1;  /* Max # */
olc.c:                    pReset->arg3 = ch->in_room->vnum;
olc.c:                     * -----------------------
olc.c:                        pReset->arg1 = atol(arg3);
olc.c:                         * ----------------------
olc.c:                            pReset->command = 'P';
olc.c:                            pReset->arg2 = 0;
olc.c:                            pReset->arg3 = is_number(arg5) ? atol(arg5) : 1;
olc.c:                             * ----------------
olc.c:                                pReset->command = 'O';
olc.c:                                pReset->arg1 = atol(arg3);
olc.c:                                pReset->arg2 = 0;
olc.c:                                pReset->arg3 = ch->in_room->vnum;
olc.c:                                 * --------------------------
olc.c:                                    send_to_char("Resets: '? wear-loc'\n\r", ch);
olc.c:                                pReset->arg1 = atol(arg3);
olc.c:                                pReset->arg3 = flag_value(wear_loc_flags, arg4);
olc.c:                                if (pReset->arg2 == WEAR_NONE)
olc.c:                                    pReset->command = 'G';
olc.c:                                    pReset->command = 'E';
olc.c:                add_reset(ch->in_room, pReset, atol(arg1));
olc.c:    if (ch->pcdata->security < 2)
olc.c:    cprintf(buf, "[%3s] [%-27s] (%-5s-%5s) [%-10s] %3s [%-10s]\n\r", "Num", "Area Name", "lvnum", "uvnum", "Filename", "Sec", "Builders");
olc.c:    for (pArea = area_first; pArea; pArea = pArea->next)
olc.c:        cprintf(buf, "[%3d] %-29.29s (%-5d-%5d) %-12.12s [%d] [%-10.10s]\n\r", pArea->vnum, pArea->name, pArea->lvnum, pArea->uvnum, pArea->filename, pArea->security, pArea->builders);
olc.c:    sprintf( buf, "[%3s] %-20s (%-7s-%7s) %-15s [%-12s] %-6s [%4s %4s %4s]\n\r",
olc.c:    for ( pArea = area_first; pArea != NULL; pArea = pArea->next )
olc.c:        for ( obj = pArea->lvnum; obj <= pArea->uvnum; obj++ )
olc.c:        for ( mob = pArea->lvnum; mob <= pArea->uvnum; mob++ )
olc.c:        for ( room = pArea->lvnum; room <= pArea->uvnum; room++ )
olc.c:        cprintf( buf, "[%3d] %-20.20s#n (%-7d-%7d) %-15.15s [%-12.12s] %-6s [%4d %4d %4d]\n\r",
olc.c:                 pArea->vnum,
olc.c:                 pArea->name,
olc.c:                 pArea->lvnum,
olc.c:                 pArea->uvnum,
olc.c:                 pArea->filename,
olc.c:                 pArea->builders,
olc.c:                 found ? "USED" : "UN-USED",
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_save.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
olc_save.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
olc_save.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
olc_save.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
olc_save.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
olc_save.c: *  and has been used here for OLC - OLC would not be what it is without   *
olc_save.c: * -If a good syntax checker is used for setting vnum ranges of areas
olc_save.c: * doubles %%'s - a must for saving helps.
olc_save.c:        for (pArea = area_first; pArea; pArea = pArea->next)
olc_save.c:            fprintf(fp, "%s\n", pArea->filename);
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pMobIndex->area == pArea)
olc_save.c:                fprintf(fp, "#%d\n", pMobIndex->vnum);
olc_save.c:                fprintf(fp, "%s~\n", pMobIndex->player_name);
olc_save.c:                fprintf(fp, "%s~\n", pMobIndex->short_descr);
olc_save.c:                fprintf(fp, "%s~\n", fix_string(pMobIndex->long_descr));
olc_save.c:                fprintf(fp, "%s~\n", fix_string(pMobIndex->description));
olc_save.c:                fprintf(fp, "%d ", pMobIndex->act);
olc_save.c:                fprintf(fp, "%d ", pMobIndex->affected_by);
olc_save.c:                fprintf(fp, "%d\n", pMobIndex->alignment);
olc_save.c:                fprintf(fp, "%d ", pMobIndex->level);
olc_save.c:                fprintf(fp, "%d %d %d\n", pMobIndex->toughness, pMobIndex->extra_attack, pMobIndex->dam_modifier);
olc_save.c:                fprintf(fp, "%d %d\n", pMobIndex->sex, pMobIndex->natural_attack);
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pObjIndex->area == pArea)
olc_save.c:                fprintf(fp, "#%d\n", pObjIndex->vnum);
olc_save.c:                fprintf(fp, "%s~\n", pObjIndex->name);
olc_save.c:                fprintf(fp, "%s~\n", pObjIndex->short_descr);
olc_save.c:                fprintf(fp, "%s~\n", fix_string(pObjIndex->description));
olc_save.c:                fprintf ( fp, "%d\n", pObjIndex->material );
olc_save.c:                fprintf(fp, "%d ", pObjIndex->item_type);
olc_save.c:                fprintf(fp, "%d ", pObjIndex->extra_flags);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->wear_flags);
olc_save.c:                fprintf(fp, "%d %d %d %d\n", pObjIndex->value[0], pObjIndex->value[1], pObjIndex->value[2],
olc_save.c:                        pObjIndex->value[3]);
olc_save.c:                fprintf(fp, "%d %d %d %d\n", pObjIndex->value2[0], pObjIndex->value2[1],
olc_save.c:                        pObjIndex->value2[2], pObjIndex->value2[3]);
olc_save.c:                fprintf(fp, "%d %d %d %d\n", pObjIndex->value2g[0], pObjIndex->value2g[1],
olc_save.c:                        pObjIndex->value2g[2], pObjIndex->value2g[3]);
olc_save.c:                fprintf(fp, "%d ", pObjIndex->weight);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->cost);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->weapontype);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->guntype);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->guncapacity);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->ammo);
olc_save.c:                fprintf(fp, "%d\n", pObjIndex->armortype); // hopefully it works better right here, not highter TR 11/30/17
olc_save.c:                            pObjIndex->value[0],
olc_save.c:                            pObjIndex->value[1],
olc_save.c:                            pObjIndex->value[2],
olc_save.c:                            pObjIndex->value[3]);
olc_save.c:                switch (pObjIndex->item_type)
olc_save.c:                            pObjIndex->value[0],
olc_save.c:                            pObjIndex->value[1],
olc_save.c:                            pObjIndex->value[2],
olc_save.c:                            pObjIndex->value[3]);
olc_save.c:                            pObjIndex->value[0],
olc_save.c:                            pObjIndex->value[1],
olc_save.c:                            pObjIndex->value[2],
olc_save.c:                            pObjIndex->value[3]);
olc_save.c:                for (pAf = pObjIndex->affected; pAf; pAf = pAf->next)
olc_save.c:                    fprintf(fp, "A\n%d %d\n", pAf->location, pAf->modifier);
olc_save.c:                for (pEd = pObjIndex->extra_descr; pEd; pEd = pEd->next)
olc_save.c:                    fprintf(fp, "E\n%s~\n%s~\n%s~\n%s~\n%d %d %d\n", pEd->keyword, fix_string(pEd->description), pEd->buffer1, pEd->buffer2, pEd->type, pEd->vnum, pEd->action);
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pRoomIndex->area == pArea)
olc_save.c:                fprintf(fp, "#%d\n", pRoomIndex->vnum);
olc_save.c:                fprintf(fp, "%s~\n", pRoomIndex->name);
olc_save.c:                fprintf(fp, "%s~\n", fix_string(pRoomIndex->description));
olc_save.c:                fprintf(fp, "%d ", pRoomIndex->room_flags);
olc_save.c:                fprintf(fp, "%d\n", pRoomIndex->sector_type);
olc_save.c:                for (pEd = pRoomIndex->extra_descr; pEd; pEd = pEd->next)
olc_save.c:                    fprintf(fp, "E\n%s~\n%s~\n%s~\n%s~\n%d %d %d\n", pEd->keyword, fix_string(pEd->description), pEd->buffer1, pEd->buffer2, pEd->type, pEd->vnum, pEd->action);
olc_save.c:                for (prt = pRoomIndex->roomtext; prt; prt = prt->next)
olc_save.c:                    fprintf(fp, "T\n%s~\n%s~\n%s~\n%s~\n%d %d %d\n", prt->input, prt->output, prt->choutput, prt->name, prt->type, prt->power, prt->mob);
olc_save.c:                    if ((pExit = pRoomIndex->exit[door]))
olc_save.c:                        fprintf(fp, "%s~\n", fix_string(pExit->description));
olc_save.c:                        fprintf(fp, "%s~\n", pExit->keyword);
olc_save.c:                        fprintf(fp, "%d %d %d\n", pExit->rs_flags, pExit->key, pExit->to_room ? pExit->to_room->vnum : 0);
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pMobIndex->area == pArea && pMobIndex->spec_fun)
olc_save.c:                fprintf(fp, "M %d %s\n", pMobIndex->vnum, spec_string(pMobIndex->spec_fun));
olc_save.c:            if (pMobIndex->area == pArea && pMobIndex->quest_fun)
olc_save.c:                fprintf(fp, "Q %d %s\n", pMobIndex->vnum, quest_string(pMobIndex->quest_fun));
olc_save.c:            if (pMobIndex->area == pArea && pMobIndex->shop_fun)
olc_save.c:                fprintf(fp, "Z %d %s\n", pMobIndex->vnum, shop_string(pMobIndex->shop_fun));
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pMobIndex->area == pArea && pMobIndex->spec_fun)
olc_save.c:                fprintf(fp, "M %d %s \t; %s\n", pMobIndex->vnum, spec_string(pMobIndex->spec_fun), pMobIndex->short_descr);
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pRoomIndex->area == pArea)
olc_save.c:                for (pReset = pRoomIndex->reset_first; pReset; pReset = pReset->next)
olc_save.c:                    switch (pReset->command)
olc_save.c:                        bug("Save_resets: bad command %c.", pReset->command);
olc_save.c:                        pLastMob = get_mob_index(pReset->arg1);
olc_save.c:                        if (pReset->arg2 > 15) pReset->arg2 = 15; // Xrak no more than 10 mobs per room
olc_save.c:                        fprintf(fp, "M 0 %d %d %d\n", pReset->arg1, pReset->arg2, pReset->arg3);
olc_save.c:                        pLastObj = get_obj_index(pReset->arg1);
olc_save.c:                        fprintf(fp, "O 0 %d 0 %d\n", pReset->arg1, pReset->arg3);
olc_save.c:                        pLastObj = get_obj_index(pReset->arg1);
olc_save.c:                        fprintf(fp, "P 0 %d 0 %d\n", pReset->arg1, pReset->arg3);
olc_save.c:                        fprintf(fp, "G 0 %d 0\n", pReset->arg1);
olc_save.c:                            sprintf(buf, "Save_resets: !NO_MOB! in [%s]", pArea->filename);
olc_save.c:                        fprintf(fp, "E 0 %d 0 %d\n", pReset->arg1, pReset->arg3);
olc_save.c:                            sprintf(buf, "Save_resets: !NO_MOB! in [%s]", pArea->filename);
olc_save.c:                        fprintf(fp, "R 0 %d %d\n", pReset->arg1, pReset->arg2);
olc_save.c:    for (vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++)
olc_save.c:            if (pRoomIndex->area == pArea)
olc_save.c:                for (pReset = pRoomIndex->reset_first; pReset; pReset = pReset->next)
olc_save.c:                    switch (pReset->command)
olc_save.c:                        bug("Save_resets: bad command %c.", pReset->command);
olc_save.c:                        pLastMob = get_mob_index(pReset->arg1);
olc_save.c:                        fprintf(fp, "M 0 %d %2d %-5d \t; %s to %s\n", pReset->arg1, pReset->arg2, pReset->arg3, pLastMob->short_descr, pRoomIndex->name);
olc_save.c:                        pLastObj = get_obj_index(pReset->arg1);
olc_save.c:                        fprintf(fp, "O 0 %d  0 %-5d \t; %s to %s\n", pReset->arg1, pReset->arg3, capitalize(pLastObj->short_descr), pRoomIndex->name);
olc_save.c:                        pLastObj = get_obj_index(pReset->arg1);
olc_save.c:                        fprintf(fp, "P 0 %d  0 %-5d \t; %s inside %s\n", pReset->arg1, pReset->arg3, capitalize(get_obj_index(pReset->arg1)->short_descr), pLastObj ? pLastObj->short_descr : "!NO_OBJ!");
olc_save.c:                            sprintf(buf, "Save_resets: P with !NO_OBJ! in [%s]", pArea->filename);
olc_save.c:                        pLastObj = get_obj_index(pReset->arg1);
olc_save.c:                        fprintf(fp, "G 0 %d  0      \t;   %s\n", pReset->arg1, capitalize(pLastObj->short_descr));
olc_save.c:                            sprintf(buf, "Save_resets: !NO_MOB! in [%s]", pArea->filename);
olc_save.c:                        fprintf(fp, "E 0 %d  0 %-5d \t;   %s %s\n", pReset->arg1, pReset->arg3, capitalize(get_obj_index(pReset->arg1)->short_descr), flag_string(wear_loc_strings, pReset->arg3));
olc_save.c:                            sprintf(buf, "Save_resets: !NO_MOB! in [%s]", pArea->filename);
olc_save.c:                        fprintf(fp, "R 0 %d %2d      \t; Randomize %s\n", pReset->arg1, pReset->arg2, pRoomIndex->name);
olc_save.c:    for (pHelp = first_help; pHelp != NULL; pHelp = pHelp->next)
olc_save.c:        fprintf(fp, "%d ", pHelp->level);
olc_save.c:        fprintf(fp,"%s", pHelp->keyword);
olc_save.c:        fprintf(fp, "%s", fix_string2(fix_string(pHelp->text)));
olc_save.c:    for (pHelp = first_help; pHelp; pHelp = pHelp->next)
olc_save.c:        if (pHelp->area && pHelp->area == pArea)
olc_save.c:            fprintf(fp, "%d %s~\n%s~\n", pHelp->level, all_capitalize(pHelp->keyword), fix_string(pHelp->text));
olc_save.c:    if (!(fp = fopen(pArea->filename, "w")))
olc_save.c:        perror(pArea->filename);
olc_save.c:    fprintf(fp, "Name        %s~\n", pArea->name);
olc_save.c:    fprintf(fp, "Builders    %s~\n", fix_string(pArea->builders));
olc_save.c:    fprintf(fp, "Music       %s~\n", pArea->music);
olc_save.c:    fprintf(fp, "VNUMs       %d %d\n", pArea->lvnum, pArea->uvnum);
olc_save.c:    fprintf(fp, "Cvnum       %d\n", pArea->cvnum);
olc_save.c:    fprintf(fp, "Security    %d\n", pArea->security);
olc_save.c:    fprintf(fp, "Areabits    %d\n", pArea->areabits);
olc_save.c:    if (IS_SET(pArea->area_flags, AREA_VERBOSE))  /* OLC 1.1b */
olc_save.c:        for (pArea = area_first; pArea; pArea = pArea->next)
olc_save.c:            if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT2))
olc_save.c:            if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT))
olc_save.c:                SET_BIT(pArea->areabits, AREA_BIT_NOEDIT2);
olc_save.c:                REMOVE_BIT(pArea->areabits, AREA_BIT_NOEDIT);
olc_save.c:            if (!IN_WILDERNESS(pArea->lvnum))
olc_save.c:            REMOVE_BIT(pArea->area_flags, AREA_CHANGED | AREA_ADDED);
olc_save.c:    if (ch->pcdata->security < 2)
olc_save.c:        send_to_char("  asave <vnum>    - saves a particular area\n\r", ch);
olc_save.c:        send_to_char("  asave list      - saves the area.lst file\n\r", ch);
olc_save.c:        send_to_char("  asave helps    - saves the help file\n\r", ch);
olc_save.c:        send_to_char("  asave area      - saves the area being edited\n\r", ch);
olc_save.c:        send_to_char("  asave changed   - saves all changed zones\n\r", ch);
olc_save.c:        send_to_char("  asave world     - saves the world! (db dump)\n\r", ch);
olc_save.c:        send_to_char("  asave ^ verbose - saves in verbose mode\n\r", ch);
olc_save.c:    /* ---------------------------- */
olc_save.c:            SET_BIT(pArea->area_flags, AREA_VERBOSE);
olc_save.c:        if (!IN_WILDERNESS(pArea->lvnum))
olc_save.c:        REMOVE_BIT(pArea->area_flags, AREA_VERBOSE);
olc_save.c:    /* -------------------------------------- */
olc_save.c:        for (pArea = area_first; pArea; pArea = pArea->next)
olc_save.c:            if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT2))
olc_save.c:            if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT))
olc_save.c:                SET_BIT(pArea->areabits, AREA_BIT_NOEDIT2);
olc_save.c:                REMOVE_BIT(pArea->areabits, AREA_BIT_NOEDIT);
olc_save.c:                SET_BIT(pArea->area_flags, AREA_VERBOSE);
olc_save.c://            if (!IN_WILDERNESS(pArea->lvnum))
olc_save.c:            REMOVE_BIT(pArea->area_flags, AREA_CHANGED | AREA_ADDED | AREA_VERBOSE);
olc_save.c:        if (ch->level > 6)
olc_save.c:    /* ------------------------------------------ */
olc_save.c:        for (pArea = area_first; pArea; pArea = pArea->next)
olc_save.c:            if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT2))
olc_save.c:            if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT))
olc_save.c:                SET_BIT(pArea->areabits, AREA_BIT_NOEDIT2);
olc_save.c:                REMOVE_BIT(pArea->areabits, AREA_BIT_NOEDIT);
olc_save.c:            if (IS_SET(pArea->area_flags, AREA_CHANGED) || IS_SET(pArea->area_flags, AREA_ADDED))
olc_save.c:                    SET_BIT(pArea->area_flags, AREA_VERBOSE);
olc_save.c:                if (!IN_WILDERNESS(pArea->lvnum))
olc_save.c:                REMOVE_BIT(pArea->area_flags, AREA_CHANGED | AREA_ADDED | AREA_VERBOSE);
olc_save.c:                sprintf(buf, "%24s - '%s'\n\r", pArea->name, pArea->filename);
olc_save.c:    /* ----------------------- */
olc_save.c:    /* -------------------------------------- */
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;
olc_save.c:        if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT2))
olc_save.c:        if (IS_SET(pArea->areabits, AREA_BIT_NOEDIT))
olc_save.c:            SET_BIT(pArea->areabits, AREA_BIT_NOEDIT2);
olc_save.c:            REMOVE_BIT(pArea->areabits, AREA_BIT_NOEDIT);
olc_save.c:            SET_BIT(pArea->area_flags, AREA_VERBOSE);
olc_save.c:        if (!IN_WILDERNESS(pArea->lvnum))
olc_save.c:        REMOVE_BIT(pArea->area_flags, AREA_CHANGED | AREA_ADDED | AREA_VERBOSE);
olc_save.c:    /* -------------------- */
paladin.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
paladin.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
paladin.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
paladin.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
paladin.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
paladin.c:                ch->pcdata->powers[PALADIN_COMBAT], ch->pcdata->powers[PALADIN_SPEED],
paladin.c:                ch->pcdata->powers[PALADIN_POWER], ch->pcdata->powers[PALADIN_TOUGHNESS]);
paladin.c:        cost = (ch->pcdata->powers[PALADIN_COMBAT]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_COMBAT] > 4)
paladin.c:        if (ch->exp < cost)
paladin.c:        ch->pcdata->powers[PALADIN_COMBAT]++;
paladin.c:        ch->exp -= cost;
paladin.c:        cost = (ch->pcdata->powers[PALADIN_SPEED]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_SPEED] > 4)
paladin.c:        if (ch->exp < cost)
paladin.c:        ch->pcdata->powers[PALADIN_SPEED]++;
paladin.c:        ch->exp -= cost;
paladin.c:        cost = (ch->pcdata->powers[PALADIN_TOUGHNESS]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_TOUGHNESS] > 4)
paladin.c:        if (ch->exp < cost)
paladin.c:        ch->pcdata->powers[PALADIN_TOUGHNESS]++;
paladin.c:        ch->exp -= cost;
paladin.c:        cost = (ch->pcdata->powers[PALADIN_POWER]+1)*150;
paladin.c:        if (ch->pcdata->powers[PALADIN_POWER] > 9)
paladin.c:        if (ch->exp < cost)
paladin.c:        ch->pcdata->powers[PALADIN_POWER]++;
paladin.c:        ch->exp -= cost;
paladin.c:    if (ch->pcdata->powers[PALADIN_POWER] < 5)
paladin.c:    if (IS_SET(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA))
paladin.c:        REMOVE_BIT(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA);
paladin.c:    SET_BIT(ch->pcdata->powers[PALADIN_EFFECTS], PAL_AURA);
paladin.c:    if ( ch->pcdata->powers[PALADIN_POWER] < 4 )
paladin.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM))
paladin.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
paladin.c:        ch->hitroll -= 500;
paladin.c:        ch->damroll -= 500;
paladin.c:    SET_BIT(ch->newbits, NEW_CUBEFORM);
paladin.c:    ch->hitroll += 500;
paladin.c:    ch->damroll += 500;
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 5 )
paladin.c:    if ( IS_SET(obj->quest, QUEST_PALADINBLESS) )
paladin.c:    if ( ch->exp < 1000 )
paladin.c:    SET_BIT(obj->quest, QUEST_PALADINBLESS);
paladin.c:    ch->exp -= 100;
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 5 )
paladin.c:    if ( IS_SET(obj->quest, QUEST_PALADINBLESS) )
paladin.c:    armor = -75;
paladin.c:    SET_BIT(obj->quest, QUEST_PALADINBLESS);
paladin.c:    if ( ch->pcdata->powers[PALADIN_PRACTICE] > 4 )
paladin.c:    cost = (ch->pcdata->powers[PALADIN_PRACTICE] + 1) * 100;
paladin.c:    if ( ch->exp < cost )
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] <= ch->pcdata->powers[PALADIN_PRACTICE] )
paladin.c:    ch->pcdata->powers[PALADIN_PRACTICE]++;
paladin.c:    ch->exp -= cost;
paladin.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
paladin.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
paladin.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
paladin.c:    if ( ch->pcdata->powers[PALADIN_COMBAT] < 4 )
paladin.c:        REMOVE_BIT(ch->immune, IMM_SHIELDED);
paladin.c:        SET_BIT(ch->immune, IMM_SHIELDED);
profession.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
profession.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
profession.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
profession.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
profession.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
profession.c:    if (ch->profession != PROF_SAMURAI)
profession.c:    if (25000 > ch->exp)
profession.c:    ch->exp -= 25000;
profession.c:    SET_BIT(obj->quest, QUEST_RELIC);
profession.c:    obj->condition = 100;
profession.c:    obj->toughness = 100;
profession.c:    obj->resistance = 1;
profession.c:    obj->value[1] = 25;
profession.c:    obj->value[2] = 15;
profession.c:    obj->questowner = str_dup(ch->pcdata->switchname);
profession.c:    obj->ownerid = ch->pcdata->playerid;
profession.c:    if (IS_SET(obj->quest,QUEST_SHARPEN))
profession.c:    if (obj->value[3] == WPN_GUN)
profession.c:    if (obj->item_type == ITEM_WEAPON)
profession.c:        obj->value[1] += 20;
profession.c:        obj->value[2] += 20;
profession.c:        obj->level     =  50;
profession.c:        SET_BIT(obj->quest, QUEST_SHARPEN);
profession.c:        obj->condition = 100;
profession.c:        obj->toughness = 100;
profession.c:        obj->resistance = 1;
profession.c:    if ((pArea = ch->in_room->area) == NULL)
profession.c:    if (ch->mana < cost)
profession.c:            dam *= ch->pcdata->current_faith;   // wicked :)
profession.c:            ch->hit -= dam;
profession.c:            if (ch->hit < 1)
profession.c:                ch->hit = 1;
profession.c:            ch->mana -= cost;
profession.c:    af.duration = ch->level;
profession.c:    af.level = ch->level;
profession.c:    ch->mana -= cost;
profession.c:    if ((pArea = ch->in_room->area) == NULL)
profession.c:    if (ch->mana < cost)
profession.c:    af.duration = ch->level;
profession.c:    af.level = ch->level;
profession.c:    ch->mana -= cost;
profession.c:    if (ch->fighting != NULL)
profession.c:        victim = ch->fighting;
profession.c:    if (IS_SET(victim->act, PLR_HOLYLIGHT))
profession.c:        REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
profession.c:    if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
profession.c:        REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
profession.c:    if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
profession.c:        REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
profession.c:    af.modifier = -4;
profession.c:        if (ch->fighting == NULL)
profession.c:        else victim = ch->fighting;
profession.c:        if (IS_SET(victim->loc_hp[0], LOST_EYE_L))
profession.c:        SET_BIT(victim->loc_hp[0], LOST_EYE_L);
profession.c:        if (IS_SET(victim->loc_hp[0], LOST_EYE_R))
profession.c:        SET_BIT(victim->loc_hp[0], LOST_EYE_R);
profession.c:    if ( ( victim = ch->fighting ) == NULL )
profession.c:    ch->hit += dam;
profession.c:    if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
profession.c:    if (!(arg2[0] == '\0') || ch->fighting != NULL)
profession.c:        if (arg2[0] == '\0') victim = ch->fighting;
profession.c:    if (IS_CLASS(ch,CLASS_ANTIPALADIN) && !IS_SET(ch->pcdata->powers[15], APOWER_DIRTKICK))
profession.c:    if (IS_SET(victim->act,PLR_HOLYLIGHT)) REMOVE_BIT(victim->act,PLR_HOLYLIGHT);
profession.c:    if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
profession.c:        REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
profession.c:    if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
profession.c:        REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
profession.c:    af.modifier  = -4;
profession.c:        send_to_char("#0This is an Anti-Paladin Ability#n\n\r",ch);
profession.c:    if (ch->in_room != NULL)
profession.c:        if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
profession.c:    if ( ch->position == POS_FIGHTING )
profession.c:    if (ch->move < 500)
profession.c:    if ( victim->in_room == ch->in_room )
profession.c:        victim->position = POS_SLEEPING;
profession.c:        ch->move -= 500;
profession.c:    if (((obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
profession.c:        if (((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
profession.c:    SET_BIT(victim->extra, PINNEDWALL);
protocol.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
protocol.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
protocol.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
protocol.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
protocol.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
protocol.c: modified slightly so that it runs out-of-the-box on Merc derivatives.  To use
protocol.c:    if ( apDescriptor != NULL && !apDescriptor->fcommand )
protocol.c:        if ( apDescriptor->pProtocol->WriteOOB > 0 ||
protocol.c:                apDescriptor->outtop == 0 )
protocol.c:            apDescriptor->pProtocol->WriteOOB = 2;
protocol.c:     * call whatever function normally starts compression from here - the
protocol.c:     * call whatever function normally starts compression from here - the
protocol.c: MSDP file-scope variables.
protocol.c: * intended for clients that wish to offer a generic GUI - not as nice as a
protocol.c: * These are per-player so that they can be customised for different characters
protocol.c:#define NUMBER_READ_ONLY           false, false, false, false, -1, -1,  0, NULL
protocol.c:#define NUMBER_READ_ONLY_SET_TO(x) false, false, false, false, -1, -1,  x, NULL
protocol.c:#define STRING_READ_ONLY           true,  false, false, false, -1, -1,  0, NULL
protocol.c:#define STRING_GUI(x)              true,  false, false, true,  -1, -1,  0, x
protocol.c: MSSP file-scope variables.
protocol.c:    /* Called the first time we enter - make sure the table is correct */
protocol.c:    pProtocol->WriteOOB = 0;
protocol.c:        pProtocol->Negotiated[i] = false;
protocol.c:    pProtocol->bIACMode = false;
protocol.c:    pProtocol->bNegotiated = false;
protocol.c:    pProtocol->bRenegotiate = false;
protocol.c:    pProtocol->bNeedMXPVersion = false;
protocol.c:    pProtocol->bBlockMXP = false;
protocol.c:    pProtocol->bTTYPE = false;
protocol.c:    pProtocol->bECHO = false;
protocol.c:    pProtocol->bNAWS = false;
protocol.c:    pProtocol->bCHARSET = false;
protocol.c:    pProtocol->bMSDP = false;
protocol.c:    pProtocol->bMSSP = false;
protocol.c:    pProtocol->bATCP = false;
protocol.c:    pProtocol->bMSP = false;
protocol.c:    pProtocol->bMXP = false;
protocol.c:    pProtocol->bMCCP = false;
protocol.c:    pProtocol->b256Support = eUNKNOWN;
protocol.c:    pProtocol->ScreenWidth = 0;
protocol.c:    pProtocol->ScreenHeight = 0;
protocol.c:    pProtocol->pMXPVersion = AllocString("Unknown");
protocol.c:    pProtocol->pLastTTYPE = NULL;
protocol.c:    pProtocol->pVariables = malloc(sizeof(MSDP_t*)*eMSDP_MAX);
protocol.c:        pProtocol->pVariables[i] = malloc(sizeof(MSDP_t));
protocol.c:        pProtocol->pVariables[i]->bReport = false;
protocol.c:        pProtocol->pVariables[i]->bDirty = false;
protocol.c:        pProtocol->pVariables[i]->ValueInt = 0;
protocol.c:        pProtocol->pVariables[i]->pValueString = NULL;
protocol.c:                pProtocol->pVariables[i]->pValueString = AllocString(VariableNameTable[i].pDefault);
protocol.c:                pProtocol->pVariables[i]->pValueString = AllocString("Unknown");
protocol.c:                pProtocol->pVariables[i]->pValueString = AllocString("");
protocol.c:            pProtocol->pVariables[i]->ValueInt = VariableNameTable[i].Default;
protocol.c:        free(apProtocol->pVariables[i]->pValueString);
protocol.c:        free(apProtocol->pVariables[i]);
protocol.c:    free(apProtocol->pVariables);
protocol.c:    free(apProtocol->pLastTTYPE);
protocol.c:    free(apProtocol->pMXPVersion);
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( pProtocol->bIACMode )
protocol.c:            else /* In-band command */
protocol.c:        else if ( pProtocol->bIACMode )
protocol.c:                pProtocol->bIACMode = false;
protocol.c:                    PerformSubnegotiation( apDescriptor, IacBuf[0], &IacBuf[1], IacIndex-1 );
protocol.c:                /* Overwrite the previous client name - this is harder to fake */
protocol.c:                free(pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString);
protocol.c:                pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString = AllocString(pMXPTag);
protocol.c:                const char *pClientName = pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString;
protocol.c:                free(pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString);
protocol.c:                pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString = AllocString(pMXPTag);
protocol.c:                        pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                        pProtocol->b256Support = eYES;
protocol.c:                        pProtocol->b256Support = eNO;
protocol.c:                        pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                        pProtocol->b256Support = eYES;
protocol.c:                        pProtocol->b256Support = eNO;
protocol.c:                    pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                    pProtocol->b256Support = eYES;
protocol.c:                free(pProtocol->pMXPVersion);
protocol.c:                pProtocol->pMXPVersion = AllocString(pMXPTag);
protocol.c:            if ( strcmp( pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString, "Unknown") )
protocol.c:                sprintf( MXPBuffer, "Client: %s (Version: %s). ", pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString, pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString);
protocol.c:                if ( strcmp(pProtocol->pMXPVersion, "Unknown") )
protocol.c:                            //pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString, pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString,
protocol.c:                            pProtocol->pMXPVersion );
protocol.c:            if (apDescriptor->connected == CON_PLAYING)
protocol.c:        else /* In-band command */
protocol.c:                    pProtocol->bIACMode = true;
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:    if ( pProtocol->bMSP || pProtocol->pVariables[eMSDP_SOUND]->ValueInt )
protocol.c:                if ( !pProtocol->bBlockMXP && pProtocol->pVariables[eMSDP_MXP]->ValueInt )
protocol.c:                if ( !pProtocol->bBlockMXP && pProtocol->pVariables[eMSDP_MXP]->ValueInt )
protocol.c:                pProtocol->bBlockMXP = false;
protocol.c:                if ( !pProtocol->bBlockMXP && pProtocol->pVariables[eMSDP_MXP]->ValueInt )
protocol.c:                pProtocol->bBlockMXP = false;
protocol.c:                        Number += (apData[j])-'0';
protocol.c:                    else if ( pProtocol->pVariables[eMSDP_UTF_8]->ValueInt )
protocol.c:                        else /* It's too long, so drop out - the colour code may still be valid */
protocol.c:                        sprintf( BugString, "BUG: RGB %sground colour '%s' invalid (each digit must be in the range 0-5).\n",
protocol.c:                    else if ( !strcmp(pProtocol->pMXPVersion, "Unknown") ||
protocol.c:                              strcmp(pProtocol->pMXPVersion, Buffer) < 0 )
protocol.c:                        pProtocol->bBlockMXP = true;
protocol.c:                        pProtocol->bBlockMXP = false;
protocol.c:            case '!': /* Used for in-band MSP sound triggers */
protocol.c:            case '-':
protocol.c:                        else /* It's too long, so drop out - the colour code may still be valid */
protocol.c:                        else /* It's too long, so drop out - the colour code may still be valid */
protocol.c:        else if ( bUseMSP && j > 0 && apData[j-1] == '!' && apData[j] == '!' &&
protocol.c:            /* Avoid accidental triggering of old-style MSP triggers */
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:        sprintf(Buffer, "%d/%d", pProtocol->ScreenWidth, pProtocol->ScreenHeight);
protocol.c:        if ( pProtocol->bTTYPE )
protocol.c:        if ( pProtocol->bNAWS )
protocol.c:        if ( pProtocol->bMSDP )
protocol.c:        if ( pProtocol->bATCP )
protocol.c:        if ( pProtocol->bMSP )
protocol.c:        if ( pProtocol->pVariables[eMSDP_MXP]->ValueInt )
protocol.c:        if ( pProtocol->bMCCP )
protocol.c:        if ( pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt )
protocol.c:        if ( pProtocol->bCHARSET )
protocol.c:        if ( pProtocol->pVariables[eMSDP_UTF_8]->ValueInt )
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:                pProtocol->bTTYPE = true;
protocol.c:                pProtocol->bNAWS = true;
protocol.c:                pProtocol->bMSDP = true;
protocol.c:                pProtocol->bATCP = true;
protocol.c:                pProtocol->bMSP = true;
protocol.c:                pProtocol->bMXP = true;
protocol.c:                pProtocol->pVariables[eMSDP_MXP]->ValueInt = 1;
protocol.c:                pProtocol->bMCCP = true;
protocol.c:                pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                pProtocol->bCHARSET = true;
protocol.c:                pProtocol->pVariables[eMSDP_UTF_8]->ValueInt = 1;
protocol.c:                        Height += (apData[i] - '0');
protocol.c:                        Width += (apData[i] - '0');
protocol.c:        pProtocol->ScreenWidth = Width;
protocol.c:        pProtocol->ScreenHeight = Height;
protocol.c:        if ( pProtocol->bMSDP )
protocol.c:        else if ( pProtocol->bATCP )
protocol.c:        else if ( pProtocol->bTTYPE )
protocol.c:        if ( pProtocol->bMXP )
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:        if ( pProtocol->pVariables[i]->bReport )
protocol.c:            if ( pProtocol->pVariables[i]->bDirty )
protocol.c:                pProtocol->pVariables[i]->bDirty = false;
protocol.c:        protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:        if ( pProtocol->pVariables[aMSDP]->bReport )
protocol.c:            if ( pProtocol->pVariables[aMSDP]->bDirty )
protocol.c:                pProtocol->pVariables[aMSDP]->bDirty = false;
protocol.c:        protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:                                 strlen(pProtocol->pVariables[aMSDP]->pValueString) + 12;
protocol.c:            else if ( pProtocol->bMSDP )
protocol.c:                         pProtocol->pVariables[aMSDP]->pValueString, IAC, SE );
protocol.c:            else if ( pProtocol->bATCP )
protocol.c:                         pProtocol->pVariables[aMSDP]->pValueString, IAC, SE );
protocol.c:            if ( pProtocol->bMSDP )
protocol.c:                         pProtocol->pVariables[aMSDP]->ValueInt, IAC, SE );
protocol.c:            else if ( pProtocol->bATCP )
protocol.c:                         pProtocol->pVariables[aMSDP]->ValueInt, IAC, SE );
protocol.c:        protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( RequiredBuffer - strlen(apValue) < MAX_VARIABLE_LENGTH )
protocol.c:        else if ( pProtocol->bMSDP )
protocol.c:        else if ( pProtocol->bATCP )
protocol.c:        protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( RequiredBuffer - strlen(apValue) < MAX_VARIABLE_LENGTH )
protocol.c:        else if ( pProtocol->bMSDP )
protocol.c:        else if ( pProtocol->bATCP )
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( pProtocol->pVariables[aMSDP]->ValueInt != aValue )
protocol.c:                pProtocol->pVariables[aMSDP]->ValueInt = aValue;
protocol.c:                pProtocol->pVariables[aMSDP]->bDirty = true;
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( strcmp(pProtocol->pVariables[aMSDP]->pValueString, apValue) )
protocol.c:                free(pProtocol->pVariables[aMSDP]->pValueString);
protocol.c:                pProtocol->pVariables[aMSDP]->pValueString = AllocString(apValue);
protocol.c:                pProtocol->pVariables[aMSDP]->bDirty = true;
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( strcmp(pProtocol->pVariables[aMSDP]->pValueString, pTable) )
protocol.c:                free(pProtocol->pVariables[aMSDP]->pValueString);
protocol.c:                pProtocol->pVariables[aMSDP]->pValueString = pTable;
protocol.c:                pProtocol->pVariables[aMSDP]->bDirty = true;
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( strcmp(pProtocol->pVariables[aMSDP]->pValueString, pArray) )
protocol.c:                free(pProtocol->pVariables[aMSDP]->pValueString);
protocol.c:                pProtocol->pVariables[aMSDP]->pValueString = pArray;
protocol.c:                pProtocol->pVariables[aMSDP]->bDirty = true;
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:    if ( pProtocol != NULL && pProtocol->pVariables[eMSDP_MXP]->ValueInt &&
protocol.c:    else /* Leave the tag as-is, don't try to MXPify it */
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:        if ( pProtocol->pVariables[eMSDP_MXP]->ValueInt )
protocol.c:        else if ( pProtocol->bRenegotiate )
protocol.c:                pProtocol->Negotiated[i] = false;
protocol.c:            pProtocol->bRenegotiate = false;
protocol.c:            pProtocol->bNeedMXPVersion = true;
protocol.c:        protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:        if ( pProtocol != NULL && pProtocol->pVariables[eMSDP_SOUND]->ValueInt )
protocol.c:            if ( pProtocol->bMSDP || pProtocol->bATCP )
protocol.c:                /* Use an old MSP-style trigger */
protocol.c:    protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:    if ( pProtocol && pProtocol->pVariables[eMSDP_ANSI_COLORS]->ValueInt )
protocol.c:            int Red = apRGB[1] - '0';
protocol.c:            int Green = apRGB[2] - '0';
protocol.c:            int Blue = apRGB[3] - '0';
protocol.c:            if ( pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt )
protocol.c:        else /* Invalid colour - use this to clear any existing colour. */
protocol.c: UTF-8 global functions.
protocol.c:    protocol_t *pProtocol = apDescriptor->pProtocol;
protocol.c:    if ( pProtocol->bNegotiated )
protocol.c:        if ( pProtocol->bTTYPE )
protocol.c:    protocol_t *pProtocol = apDescriptor->pProtocol;
protocol.c:            pProtocol->bTTYPE = true;
protocol.c:            if ( !pProtocol->bNegotiated )
protocol.c:                pProtocol->bNegotiated = true;
protocol.c:                pProtocol->bRenegotiate = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_TTYPE, false, pProtocol->bTTYPE);
protocol.c:            pProtocol->bTTYPE = false;
protocol.c:            if ( !pProtocol->bNegotiated )
protocol.c:                 * correctly respond to negotiation attempts - but we don't
protocol.c:                pProtocol->bNegotiated = true;
protocol.c:                pProtocol->bRenegotiate = true;
protocol.c:            pProtocol->bECHO = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_ECHO, false, pProtocol->bECHO);
protocol.c:            pProtocol->bECHO = false;
protocol.c:            pProtocol->bNAWS = true;
protocol.c:            pProtocol->bRenegotiate = false;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_NAWS, false, pProtocol->bNAWS);
protocol.c:            pProtocol->bNAWS = false;
protocol.c:            pProtocol->bRenegotiate = false;
protocol.c:            if ( !pProtocol->bCHARSET )
protocol.c:                const char charset_utf8 [] = { (char)IAC, (char)SB, TELOPT_CHARSET, 1, ' ', 'U', 'T', 'F', '-', '8', (char)IAC, (char)SE, '\0' };
protocol.c:                pProtocol->bCHARSET = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_CHARSET, false, pProtocol->bCHARSET);
protocol.c:            pProtocol->bCHARSET = false;
protocol.c:            if ( !pProtocol->bMSDP )
protocol.c:                pProtocol->bMSDP = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_MSDP, false, pProtocol->bMSDP);
protocol.c:            pProtocol->bMSDP = false;
protocol.c:            if ( !pProtocol->bMSSP )
protocol.c:                pProtocol->bMSSP = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_MSSP, false, pProtocol->bMSSP);
protocol.c:            pProtocol->bMSSP = false;
protocol.c:            if ( !pProtocol->bMCCP )
protocol.c:                pProtocol->bMCCP = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_MCCP, false, pProtocol->bMCCP);
protocol.c:            if ( pProtocol->bMCCP )
protocol.c:                pProtocol->bMCCP = false;
protocol.c:            pProtocol->bMSP = true;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_MSP, false, pProtocol->bMSP);
protocol.c:            pProtocol->bMSP = false;
protocol.c:            if ( !pProtocol->bMXP )
protocol.c:                pProtocol->bMXP = true;
protocol.c:                pProtocol->pVariables[eMSDP_MXP]->ValueInt = 1;
protocol.c:                if ( pProtocol->bNeedMXPVersion )
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_MXP, false, pProtocol->bMXP);
protocol.c:            if ( !pProtocol->bMXP )
protocol.c:                pProtocol->bMXP = false;
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_MXP2, false, pProtocol->bMXP);
protocol.c:            pProtocol->bMXP = false;
protocol.c:            if ( !pProtocol->bMSDP && !pProtocol->bATCP )
protocol.c:                pProtocol->bATCP = true;
protocol.c:                                  pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString ) )
protocol.c:            ConfirmNegotiation(apDescriptor, eNEGOTIATED_ATCP, false, pProtocol->bATCP);
protocol.c:            pProtocol->bATCP = false;
protocol.c:    protocol_t *pProtocol = apDescriptor->pProtocol;
protocol.c:        if ( pProtocol->bTTYPE )
protocol.c:            if ( !strcmp(pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString, "Unknown") )
protocol.c:                free(pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString);
protocol.c:                pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString = AllocString(pClientName);
protocol.c:                 * escape codes are technically in-band, even though they'll be
protocol.c:            if ( pProtocol->pLastTTYPE == NULL ||
protocol.c:                    (strcmp(pProtocol->pLastTTYPE, pClientName) &&
protocol.c:                     strcmp(pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString, pClientName)) )
protocol.c:                const char *pStartPos = strstr( pClientName, "-" );
protocol.c:                free(pProtocol->pLastTTYPE);
protocol.c:                pProtocol->pLastTTYPE = AllocString(pClientName);
protocol.c:                if ( pStartPos != NULL && MatchString(pStartPos, "-256color") )
protocol.c:                    pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                    pProtocol->b256Support = eYES;
protocol.c:                 * identify it from the mud - everything prior to 1.1 claims
protocol.c:                pProtocol->b256Support = eSOMETIMES;
protocol.c:                    free(pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString);
protocol.c:                    pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString = AllocString(pClientName);
protocol.c:                    free(pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString);
protocol.c:                    pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString = AllocString(pClientName+7);
protocol.c:                    if ( strcmp(pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString, "1.1") >= 0 )
protocol.c:                        pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                        pProtocol->b256Support = eYES;
protocol.c:            else if ( MatchString(pClientName, "EMACS-RINZAI") )
protocol.c:                pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                pProtocol->b256Support = eYES;
protocol.c:                pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
protocol.c:                pProtocol->b256Support = eYES;
protocol.c:                    free(pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString);
protocol.c:                    pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString = AllocString(pClientName);
protocol.c:                    free(pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString);
protocol.c:                    pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString = AllocString(pClientName+9);
protocol.c:                pProtocol->b256Support = eSOMETIMES;
protocol.c:                pProtocol->b256Support = eNO;
protocol.c:        if ( pProtocol->bNAWS )
protocol.c:            pProtocol->ScreenWidth = (unsigned char)apData[0];
protocol.c:            pProtocol->ScreenWidth <<= 8;
protocol.c:            pProtocol->ScreenWidth += (unsigned char)apData[1];
protocol.c:            pProtocol->ScreenHeight = (unsigned char)apData[2];
protocol.c:            pProtocol->ScreenHeight <<= 8;
protocol.c:            pProtocol->ScreenHeight += (unsigned char)apData[3];
protocol.c:        if ( pProtocol->bCHARSET )
protocol.c:            /* Because we're only asking about UTF-8, we can just check the
protocol.c:                pProtocol->pVariables[eMSDP_UTF_8]->ValueInt = 1;
protocol.c:        if ( pProtocol->bMSDP )
protocol.c:        if ( pProtocol->bATCP )
protocol.c:        if ( apDescriptor->pProtocol->Negotiated[aProtocol] != abWillDo )
protocol.c:            apDescriptor->pProtocol->Negotiated[aProtocol] = abWillDo;
protocol.c:            pPos = pStart = Variable[*apData++-1];
protocol.c:            if ( pPos && pPos-pStart < MAX_MSDP_SIZE )
protocol.c:        ExecuteMSDPPair( apDescriptor, Variable[MSDP_VAR-1], Variable[MSDP_VAL-1] );
protocol.c:        Variable[MSDP_VAL-1][0] = '\0';
protocol.c:                    apDescriptor->pProtocol->pVariables[i]->bReport = true;
protocol.c:                    apDescriptor->pProtocol->pVariables[i]->bDirty = true;
protocol.c:                    if ( apDescriptor->pProtocol->pVariables[i]->bReport )
protocol.c:                        apDescriptor->pProtocol->pVariables[i]->bReport = false;
protocol.c:                        apDescriptor->pProtocol->pVariables[i]->bDirty = false;
protocol.c:                    apDescriptor->pProtocol->pVariables[i]->bReport = false;
protocol.c:                    apDescriptor->pProtocol->pVariables[i]->bDirty = false;
protocol.c:                    if ( apDescriptor->pProtocol->pVariables[i]->bReport )
protocol.c:                            /* A write-once variable can only be set if the value
protocol.c:                             * proper client name with junk - but on the other hand,
protocol.c:                                    !strcmp(apDescriptor->pProtocol->pVariables[i]->pValueString, "Unknown") )
protocol.c:                                    free(apDescriptor->pProtocol->pVariables[i]->pValueString);
protocol.c:                                    apDescriptor->pProtocol->pVariables[i]->pValueString = AllocString(pBuffer);
protocol.c:                                    apDescriptor->pProtocol->pVariables[i]->ValueInt = Value;
protocol.c:            if ( pPos && pPos-pStart < MAX_MSDP_SIZE )
protocol.c:        ExecuteMSDPPair( apDescriptor, Variable[MSDP_VAR-1], Variable[MSDP_VAL-1] );
protocol.c:        Variable[MSDP_VAL-1][0] = '\0';
protocol.c:        protocol_t *pProtocol = apDescriptor ? apDescriptor->pProtocol : NULL;
protocol.c:            if ( RequiredBuffer - strlen(apValue) < MAX_VARIABLE_LENGTH )
protocol.c:        else if ( pProtocol->bATCP )
protocol.c:        { "CRAWL DELAY",        "-1",				NULL	},
protocol.c://	{ "UTF-8",              "1" },
protocol.c:        if ( SizePair+SizeBuffer < MAX_MSSP_BUFFER-4 )
pyromancer.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
pyromancer.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
pyromancer.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
pyromancer.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
pyromancer.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
pyromancer.c:        if (ch->fighting == NULL)
pyromancer.c:        else victim = ch->fighting;
pyromancer.c:    if (ch->mana < 100 )
pyromancer.c:    if ((victim = ch->fighting) == NULL)
pyromancer.c:    ch->mana -= 100;
pyromancer.c:    for (i=i; i>0; i--)
pyromancer.c:        sprintf(buf, "%s's blast of #rf#Rl#ra#Rm#re #Rimmolates#n you [#r%d#n]\n\r", ch->name, dam);
pyromancer.c:        sprintf(buf2, "Your blast of #rf#Rl#ra#Rm#re #Rimmolates#n %s [#r%d#n]\n\r",victim->name, dam);
pyromancer.c:        fire_effect(victim,ch->level,dam,TARGET_CHAR);
pyromancer.c:        if (victim->hit < 1) break;
pyromancer.c:        SET_BIT(victim->affected_by, AFF_FLAMING);
pyromancer.c:        if (ch->fighting == NULL)
pyromancer.c:        else victim = ch->fighting;
races2.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
races2.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
races2.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
races2.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
races2.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
races2.c:    if (IS_SET(ch->affected_by2, AFF2_ETERNAL))
races2.c:        REMOVE_BIT(ch->affected_by2, AFF2_ETERNAL);
races2.c:    else if (!IS_SET(ch->affected_by2, AFF2_ETERNAL))
races2.c:        SET_BIT(ch->affected_by2, AFF2_ETERNAL);
races2.c:    for (d = descriptor_list; d != NULL; d = d->next)
races2.c:        if (d->connected != CON_PLAYING) continue;
races2.c:        if ((victim = d->character) == NULL) continue;
races2.c:        if (IS_NPC(victim) || victim->in_room == NULL) continue;
races2.c:        if (victim->level > 210) continue;
races2.c:        sprintf(buf,"#n%-14s - %s\n\r", victim->name, victim->in_room->name);
races2.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:        ch->damroll -= 500;
races2.c:        ch->hitroll -= 500;
races2.c:        ch->armor   += 300;
races2.c:        free_string( ch->morph );
races2.c:        ch->morph = str_dup( "" );
races2.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races2.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races2.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:    sprintf(buf, "%s the Griffin", ch->name);
races2.c:    free_string( ch->morph );
races2.c:    ch->morph = str_dup( buf );
races2.c:    ch->damroll += 500;
races2.c:    ch->hitroll += 500;
races2.c:    ch->armor   -= 300;
races2.c:        if (ch->pcdata->powers[PHASE_COUNTER] > 0)
races2.c:        ch->pcdata->powers[PHASE_COUNTER] = 10;
races2.c:    if (ch->mana < 2500)
races2.c:    if ((victim = ch->fighting) == NULL)
races2.c:    ch->mana -= 2500;
races2.c:    if (ch->mana < 2500)
races2.c:    if ((victim = ch->fighting) == NULL)
races2.c:    ch->mana -= 2500;
races2.c:    level = ch->spl[spelltype] * 1.00;
races2.c:    if ( victim->hit < victim->max_hit )
races2.c:    if (!IS_SET(ch->affected_by, AFF_ETHEREAL))
races2.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:        ch->damroll -= 500;
races2.c:        ch->hitroll -= 500;
races2.c:        ch->armor   += 300;
races2.c:        free_string( ch->morph );
races2.c:        ch->morph = str_dup( "" );
races2.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races2.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races2.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:    sprintf(buf, "%s the Chimera", ch->name);
races2.c:    free_string( ch->morph );
races2.c:    ch->morph = str_dup( buf );
races2.c:    ch->damroll += 500;
races2.c:    ch->hitroll += 500;
races2.c:    ch->armor   -= 300;
races2.c:    if (ch->level < 100)
races2.c:    if (ch->move < 4000)
races2.c:    if ((victim = ch->fighting) == NULL)
races2.c:    ch->move -= 4000;
races2.c:    if (ch->move < 2000)
races2.c:        if (ch->fighting == NULL)
races2.c:            victim = ch->fighting;
races2.c:    ch->move -= 2500;
races2.c:        victim->position = POS_STUNNED;
races2.c:        ch->position = POS_STANDING;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:    if ((victim=ch->fighting) == NULL)
races2.c:                ch->name,victim->name);
races2.c:                victim->name);
races2.c:    if (ch->mana < 1000)
races2.c:    gch_next = ch->in_room->people;
races2.c:    gch = ch->in_room->people;
races2.c:        gch_next = gch->next_in_room;
races2.c:    ch->mana -= 2000;
races2.c:    if (ch->mana < 1000 || ch->move < 500)
races2.c:    ch->mana -= 1000;
races2.c:    ch->move -= 500;
races2.c:    if (ch->mana < 1000 || ch->move < 500)
races2.c:    victim->position == POS_SLEEPING;
races2.c:    ch->mana -= 1000;
races2.c:    ch->move -= 500;
races2.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:        ch->damroll -= 500;
races2.c:        ch->hitroll -= 500;
races2.c:        ch->armor   += 300;
races2.c:        free_string( ch->morph );
races2.c:        ch->morph = str_dup( "" );
races2.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races2.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races2.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:    sprintf(buf, "%s the huge white wolf", ch->name);
races2.c:    free_string( ch->morph );
races2.c:    ch->morph = str_dup( buf );
races2.c:    ch->damroll += 500;
races2.c:    ch->hitroll += 500;
races2.c:    ch->armor   -= 300;
races2.c:        if (ch->fighting == NULL)
races2.c:        else victim = ch->fighting;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:    if ( ch->position == POS_FIGHTING )
races2.c:    if (IS_IMMUNE(victim, IMM_TRAVEL) && victim->fight_timer < 1 )
races2.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
races2.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
races2.c:    char_to_room( ch, get_room_index(victim->in_room->vnum) );
races2.c:    if (ch->fighting == NULL && argument[0] == '\0')
races2.c:    if (victim->hit < 1) return;
races2.c:    for(i=i; i>0; i--)
races2.c:        for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
races2.c:            if(ch->mana <= 100)
races2.c:            vch_next = vch->next_in_room;
races2.c:                    dam = number_range((ch->damcap[DAM_CAP] - 500),
races2.c:                                       (ch->damcap[DAM_CAP]+(ch->pRank*125)));
races2.c:                    sprintf(buf, "%s's HARPY SCREAMS at you [#G%d#n]\n\r", ch->name, dam);
races2.c:                    if(!IS_SET(ch->act,PLR_BRIEF5)) {
races2.c:                        sprintf(buf2, "You HARPY SCREAM at %s [#G%d#n]\n\r",vch->name, dam);
races2.c:    if(IS_SET(ch->act,PLR_BRIEF5)) {
races2.c:    if ( ch->position == POS_FIGHTING )
races2.c:    if (IS_IMMUNE(victim, IMM_TRAVEL) && victim->fight_timer < 1 )
races2.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
races2.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
races2.c:    char_to_room( ch, get_room_index(victim->in_room->vnum) );
races2.c:        ch->pcRace = RACE_HUMAN;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:        ch->damroll -= 500;
races2.c:        ch->hitroll -= 500;
races2.c:        ch->armor   += 300;
races2.c:        free_string( ch->morph );
races2.c:        ch->morph = str_dup( "" );
races2.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races2.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races2.c:    act( "#0You transform into the three-headed hound Ceberus.#n", ch, NULL, NULL, TO_CHAR);
races2.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races2.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races2.c:    sprintf(buf, "%s the three headed dog", ch->name);
races2.c:    free_string( ch->morph );
races2.c:    ch->morph = str_dup( buf );
races2.c:    ch->damroll += 500;
races2.c:    ch->hitroll += 500;
races2.c:    ch->armor   -= 300;
races2.c:    if (ch->mana < 1000 || ch->move < 500)
races2.c:    ch->mana -= 1000;
races2.c:    ch->move -= 500;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:        ch->move -= 10000;
races2.c:    ch->move -= 10000;
races2.c:    if ( ch->practice < 2500)
races2.c:    ch->practice -= 2500;
races2.c:    obj->questowner = str_dup(ch->pcdata->switchname);
races2.c:        /*        if (ch->fighting == NULL)
races2.c:        victim = ch->fighting;
races2.c:  if (!IS_NPC(ch) && ch->level < 200)
races2.c:  if (ch->level < 3)
races2.c:  if (ch->pcRace == RACE_ARCHDEMON || ch->pcRace == RACE_ARCHANGEL)
races2.c:  send_to_char("Ascension  : Type Ascend (race) to choose your Demi-God Race.\n\r\n\r",ch);
races2.c:	ch->pcRace = RACE_ARCHDEMON;
races2.c:	send_to_char( "You have Become An Arch-Demon Demi-God.\n\r", ch);
races2.c:        ch->pcRace = RACE_ARCHANGEL;
races2.c:        send_to_char("#R(#0Csting#R)#0 De-Stance.#n\n\r", ch);
races2.c:        send_to_char("#R(#0Tearthquake#R)#0 De-stance.#n\n\r", ch);
races2.c:        send_to_char("#R(#0Tremble#R)#0 De-Stance.#n\n\r", ch);
races2.c:    if (ch->mana < 2500)
races2.c:    ich_next = ch->in_room->people;
races2.c:        ich_next = ich->next_in_room;
races2.c:    ch->mana -= 2500;
races2.c:    if (ch->move < 5500)
races2.c:    ich_next = ch->in_room->people;
races2.c:        ich_next = ich->next_in_room;
races2.c:    ch->move -= 5500;
races2.c:        if (ch->mana < 1150)
races2.c:        level = ch->spl[PURPLE_MAGIC];
races2.c:        ch->mana -= 1150;
races2.c:        for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
races2.c:                vch_next = vch->next_in_room;
races2.c:                if (vch->trust > 6)
races2.c:        if (victim->in_room == NULL)
races2.c:        char_to_room(ch, victim->in_room);
races2.c:    dam = ch->pRank * 865;
races2.c:    dam += ch->damroll;
races2.c:    for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
races2.c:        vch_next = vch->next_in_room;
races2.c:                sprintf(buf2, "#r%s's#0 body is struck by lightning! [#C%d#n]\n\r",vch->short_descr, dam);
races2.c:    if (ch->mana < 1500)
races2.c:    ch->mana = ch->mana - 1500;
races2.c:    ch->hit = ch->hit + ch->level * 18;
races2.c:    if (ch->hit > ch->max_hit)
races2.c:        ch->hit = ch->max_hit;
races2.c:    if (IS_SET(ch->morebits, MORE_TITANMIGHT))
races2.c:        REMOVE_BIT(ch->morebits, MORE_TITANMIGHT);
races2.c:        ch->hitroll -= 500;
races2.c:        ch->damroll -= 500;
races2.c:        ch->armor	+= 300;
races2.c:    SET_BIT(ch->morebits, MORE_TITANMIGHT);
races2.c:    ch->hitroll += 500;
races2.c:    ch->damroll += 500;
races2.c:    ch->armor	-= 300;
races.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
races.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
races.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
races.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
races.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
races.c:    dam = ch->damroll * 2;
races.c:    if (ch->fighting == NULL) set_fighting(ch, victim);
races.c:    if (victim->position > POS_STUNNED)
races.c:        if (victim->fighting == NULL) set_fighting(victim, ch);
races.c:        if (ch->fighting == NULL) set_fighting(ch, victim);
races.c:    dam = ch->damroll * 2;
races.c:    if (ch->fighting == NULL) set_fighting(ch, victim);
races.c:    if (victim->position > POS_STUNNED)
races.c:        if (victim->fighting == NULL) set_fighting(victim, ch);
races.c:        if (ch->fighting == NULL) set_fighting(ch, victim);
races.c:        ch->move -= 10000;
races.c:    ch->move -= 10000;
races.c:    if (!IS_SET(ch->newbits, NEW_JAWLOCK))
races.c:        SET_BIT(ch->newbits, NEW_JAWLOCK);
races.c:    else if (IS_SET(ch->newbits, NEW_JAWLOCK))
races.c:        REMOVE_BIT(ch->newbits,NEW_JAWLOCK);
races.c:    int red_magic = get_spell(ch,RED_MAGIC, sn); //ch->spl[RED_MAGIC];
races.c:        if (ch->mana < 1500)
races.c:        ch->mana -= 1500;
races.c:        victim->hit = UMIN(victim->hit + (magic_power * 1.5), victim->max_hit);
races.c:        if (arg2[0] == '\0' && ch->fighting != NULL) victim = ch->fighting;
races.c:        if (ch->mana <1000)
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
races.c:        if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
races.c:        if (victim->position > POS_STUNNED)
races.c:            if (victim->fighting == NULL) set_fighting(victim, ch);
races.c:            if (ch->fighting == NULL) set_fighting(ch, victim);
races.c:        ch->mana -= 1000;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
races.c:        if (ch->mana <2500)
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
races.c:            af.modifier  = -dam/2;
races.c:        ch->mana -= count * 500;
races.c:        if (ch->mana <2500)
races.c:        if (victim->level < 3)
races.c:        if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
races.c:            af.modifier  = -dam*2;
races.c:            af.modifier  = -dam*2;
races.c:            af.modifier  = -dam*2;
races.c:            af.modifier  = -dam/3;
races.c:            af.modifier  = -dam/3;
races.c:        ch->mana -= count * 500;
races.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
races.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
races.c:    if (victim->in_room == NULL)
races.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
races.c:    char_to_room(ch, victim->in_room);
races.c:    if ((obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR)
races.c:            || obj->chobj != NULL || IS_SET(obj->quest, QUEST_GIANTSTONE))
races.c:    if (ch->gold < cost)
races.c:    if (obj->item_type == ITEM_WEAPON)
races.c:        obj->value[1] += number_range(1, 8);
races.c:        obj->value[2] += number_range(3, 10);
races.c:    SET_BIT(obj->quest, QUEST_GIANTSTONE);
races.c:    ch->gold -= cost;
races.c:    for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
races.c:        if (gch->fighting != NULL)
races.c:            gch->position = POS_STUNNED;
races.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:        ch->damroll -= 200;
races.c:        ch->hitroll -= 200;
races.c:        ch->armor   += 300;
races.c:        replace_string(ch->morph, "");
races.c:    if (ch->stance[0] != -1) do_stance(ch,"");
races.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
races.c:    ch->pcdata->mod_str = 15;
races.c:    ch->pcdata->mod_dex = 15;
races.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
races.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
races.c:    sprintf(buf, "%s the huge hulking demon", ch->name);
races.c:    replace_string(ch->morph, buf);
races.c:    ch->damroll += 200;
races.c:    ch->hitroll += 200;
races.c:    ch->armor   -= 300;
races.c:    if (!IS_DROW(ch) || !IS_SET(ch->pcdata->powers2[1], DPOWER_DROWFIRE))
races.c:    if (ch->mana < 100) {
races.c:    level = ch->spl[spelltype] * 1.5;
races.c:    ch->mana = ch->mana - 100;
races.c:    if (!IS_DROW(ch) && !IS_SET(ch->pcdata->powers2[1], DPOWER_DARKNESS))
races.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
races.c:    if (ch->in_room->vnum == 2001 || ch->in_room->vnum == 6000
races.c:	|| ch->in_room->vnum == 82284)
races.c:    if (ch->fight_timer>0) {
races.c:    if (IS_SET(ch->newbits, NEW_DARKNESS)) {
races.c:        REMOVE_BIT(ch->newbits, NEW_DARKNESS);
races.c:        if (ch->in_room != NULL)
races.c:            if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
races.c:                REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
races.c:    if (ch->mana < 500) {
races.c:    ch->mana -= 500;
races.c:    if (IS_SET(ch->extra, TIED_UP)) {
races.c:        REMOVE_BIT(ch->extra, TIED_UP);
races.c:    		REMOVE_BIT(ch->affected_by, AFF_WEBBED);
races.c:    SET_BIT(ch->newbits, NEW_DARKNESS);
races.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
races.c:        SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
races.c:	if (IS_SET(ch->affected_by,AFF_FLYING))
races.c:	REMOVE_BIT(ch->affected_by,AFF_FLYING);
races.c:    SET_BIT(ch->affected_by,AFF_FLYING);
races.c:    gold_needed = ((ch->level - 199) * 1000);
races.c:    if (ch->level < 200 || ch->pcremort < 4)
races.c:    if (gold_needed > ch->gold)
races.c:        sprintf(buf, "You need %lli more gold.\n\r",(gold_needed - ch->gold));
races.c:    if (ch->level >= 210) return;
races.c:    ch->gold -= gold_needed;
races.c:        if (IS_DEMON(ch) &&  ch->pcRace != RACE_ARCHDEMON)
races.c:            ch->pcRace = RACE_ARCHDEMON;
races.c:        if (IS_ANGEL(ch) && ch->pcRace != RACE_ARCHANGEL)
races.c:            ch->pcRace = RACE_ARCHANGEL;
races.c:            ch->pcRace = RACE_DIVINE_ENTITY;
races.c:    if (ch->level == 200)
races.c:        ch->level = 201;
races.c:        sprintf( buf, "#D%s is now a #R[#DVeteren#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 201)
races.c:        ch->level = 202;
races.c:        sprintf( buf, "#D%s is now a #R[#DChampion#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 202)
races.c:        ch->level = 203;
races.c:        sprintf( buf, "#D%s is now a #R[#DLegend#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 203)
races.c:        ch->level = 204;
races.c:        sprintf( buf, "#D%s is now a #R[#DChosen#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 204)
races.c:        ch->level = 205;
races.c:        sprintf( buf, "#D%s is now a #R[#DMaster#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 205)
races.c:        ch->level = 206;
races.c:        sprintf( buf, "#D%s is now a #R[#DWarlord#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 206)
races.c:        ch->level = 207;
races.c:        sprintf( buf, "#D%s is now a #R[#DSeer#R]#n", ch->pcdata->switchname );
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 207)
races.c:        ch->level = 208;
races.c:        sprintf( buf, "#D%s is now a #R[#DMyth#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 208)
races.c:        ch->level = 209;
races.c:        sprintf( buf, "#D%s is now a #R[#DDemi-God#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level == 209)
races.c:        ch->level = 210;
races.c:        sprintf( buf, "#D%s is now an #R[#DAncient#R]#n", ch->pcdata->switchname);
races.c:        ch->max_hit += hp;
races.c:        ch->max_move += move;
races.c:        ch->max_mana += mana;
races.c:    if (ch->level >= LEVEL_ANCIENT)
races.c:    send_to_char("[--------------------[Race Powers]--------------------]\n\r", ch);
races.c:    send_to_char("[--------------------[  level 25  ]-------------------]\n\r", ch);
races.c:    send_to_char("[--------------------[  level 50  ]-------------------]\n\r", ch);
races.c:    if (ch->level >= 50)
races.c:    send_to_char("[--------------------[Race Powers]--------------------]\n\r", ch);
races.c:        send_to_char("<<--------------------------------------------------------------------------------->> \n\r",ch);
races.c:        send_to_char("<<--------------------------------------------------------------------------------->> \n\r",ch);
races.c:        ch->pcRace = RACE_ARCHANGEL;
races.c:        ch->pcsize = SIZE_LARGE;
races.c:        ch->pcRace = RACE_ARCHDEMON;
races.c:        ch->pcsize = SIZE_LARGE;
races.c:        ch->pcRace = RACE_SUPERSAIYAN;
races.c:        ch->pcsize = SIZE_LARGE;
races.c:        ch->pcRace = RACE_DIVINE_ENTITY;
races.c:        ch->pcsize = SIZE_LARGE;
races.c:    if (ch->pcdata->pc_eyes == 0)
races.c:        ch->pcdata->pc_eyes = number_range(1,10);
races.c:    if (ch->pcdata->pc_looks == 0)
races.c:        ch->pcdata->pc_looks = number_range(1,4);
races.c:    if (ch->pcdata->pc_hair == 0)
races.c:        ch->pcdata->pc_hair = number_range(1,11);
races.c:    if (ch->pcdata->pc_build == 0)
races.c:        ch->pcdata->pc_build = number_range(1,4);
races.c:    if (ch->pcRace != RACE_NONE)
races.c:        send_to_char("<<--------------------------------------------------------------------------------->> \n\r",ch);
races.c:        send_to_char("<<--------------------------------------------------------------------------------->> \n\r",ch);
races.c:        ch->pcRace = RACE_CHIMERA;
races.c:        ch->height = 170;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_CERBERUS;
races.c:        ch->height = 170;
races.c:        ch->weight = 130;
races.c:        ch->pcRace = RACE_CYCLOPS;
races.c:        ch->height = 550;
races.c:        ch->weight = 520;
races.c:        ch->pcRace = RACE_GRIFFIN;
races.c:        ch->height = 145;
races.c:        ch->weight = 375;
races.c:        ch->pcRace = RACE_SAIYAN;
races.c:        ch->height = 150;
races.c:        ch->weight = 210;
races.c:        ch->pcRace = RACE_HARPY;
races.c:        ch->height = 150;
races.c:        ch->weight = 210;
races.c:        ch->pcRace = RACE_PHOENIX;
races.c:        ch->height = 550;
races.c:        ch->weight = 900;
races.c:        ch->pcRace = RACE_SATYR;
races.c:        ch->height = 150;
races.c:        ch->weight = 170;
races.c:        ch->pcRace = RACE_MEDUSA;
races.c:        ch->height = 170;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_TITAN;
races.c:        ch->height = 290;
races.c:        ch->weight = 270;
races.c:        ch->pcRace = RACE_FENRIS;
races.c:        ch->height = 180;
races.c:        ch->weight = 220;
races.c:        ch->pcRace = RACE_MINOTAUR;
races.c:        ch->height = 175;
races.c:        ch->weight = 190;
races.c:        ch->pcRace = RACE_CENTAUR;
races.c:        ch->height = 180;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_NYMPH;
races.c:        ch->height = 153;
races.c:        ch->weight = 130;
races.c:        ch->pcRace = RACE_SPECTRE;
races.c:        ch->height = 160;
races.c:        ch->weight = 140;
races.c:        ch->pcRace = RACE_VALKYRIE;
races.c:        ch->height = 150;
races.c:        ch->weight = 210;
races.c:        ch->pcRace = RACE_MANTICORE;
races.c:        ch->height = 150;
races.c:        ch->weight = 210;
races.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
races.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
races.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
races.c:        REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
races.c:        act("$n regains $s form and re-enters their solid form.", ch, NULL,
races.c:    SET_BIT(ch->affected_by, AFF_ETHEREAL);
races.c:    if (ch->mana < 1150)
races.c:    ch->mana -= 1150;
races.c:    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
races.c:        vch_next = vch->next_in_room;
races.c:        if (vch->trust > 6)
races.c:    if (victim->in_room == NULL)
races.c:    char_to_room(ch, victim->in_room);
races.c:    for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
races.c:        vch_next = vch->next_in_room;
races.c:                sprintf(buf2, "#r%s's#0 body is struck by lightning! [#C%d#n]\n\r",vch->name, dam);
races.c:    cost = ch->pcdata->powers[BARD_LESSONS] * 100000;
races.c:    cost2 = cost - ch->exp;
races.c:        sprintf(buf, "Your skill is currently at %d.\n\r", ch->pcdata->powers[BARD_LESSONS]);
races.c:        if (ch->exp < cost)
races.c:        if (ch->pcdata->powers[BARD_LESSONS] >= 10)
races.c:        ch->exp -= cost;
races.c:        ch->pcdata->powers[BARD_LESSONS]++;
races.c:    if (!str_cmp(arg2, "self") || !str_cmp(arg2, ch->name))
races.c:    if (ch->pcdata->powers[SONG_MASTERY] < 1)
races.c:        ch->pcdata->powers[SONG_MASTERY] = 1;
races.c:    chance = number_range(1, ch->pcdata->powers[BARD_LESSONS]);
races.c:        if (ch->pcdata->powers[SONG_MASTERY] < 10)
races.c:            ch->pcdata->powers[SONG_MASTERY]++;
races.c:        if (victim->pcdata->songs[SONG_MINUET] > 0)
races.c:        sprintf(buf, "#nYou sing a wonderful #rminuet#n to %s.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s sings a wonderful #rminuet#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MINUET] += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        victim->damroll += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 1)
races.c:        if (victim->pcdata->songs[SONG_MINNE] > 0)
races.c:        sprintf(buf, "#nYou sing a wonderful #Lminne#n to %s.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s sings a wonderful #Lminne#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MINNE] += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        victim->armor -= (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 2)
races.c:        if (victim->pcdata->songs[SONG_MADRIGAL] > 0)
races.c:        sprintf(buf, "#nYou sing a wonderful #Gmadrigal#n to %s.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s sings a wonderful #Gmadrigal#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MADRIGAL] += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        victim->hitroll += (50 * ch->pcdata->powers[SONG_MASTERY]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 10)
races.c:        dam[0] = ch->pcdata->songs[0] + ch->pcdata->songs[1] + ch->pcdata->songs[2] + ch->pcdata->songs[3];
races.c:        dam[1] = ch->pcdata->songs[4] + ch->pcdata->songs[5] + ch->pcdata->songs[6] + ch->pcdata->songs[7];
races.c:                victim->name, dam[3]);
races.c:        sprintf(buf, "#C%s #ychannels every bit of their #7inspiration #yinto one powerful song, hitting you hard. [#L%d#y]#n\n\r", ch->name, dam[3]);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 7)
races.c:        if (victim->pcdata->songs[SONG_LULLABY] > 0)
races.c:        sprintf(buf, "#nYou sing a #0lullaby#n to %s, putting them to sleep.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s sings a #0lullaby#n to you, putting you to sleep.\n\r", ch->name);
races.c:        victim->position = POS_STUNNED;
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 4)
races.c:        if (victim->pcdata->songs[SONG_REQUIEM] > 0)
races.c:        sprintf(buf, "#nYou instill within %s a horrific #rrequiem#n.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s instills within you a horrific #rrequiem#n.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_REQUIEM] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 9)
races.c:        sprintf(buf, "#nThe #7intrdouction#n to your dissonant rush does #y[#L%d#y]#n damage to #C%s.#n\n\r", dam[0], victim->name);
races.c:        sprintf(buf, "#nThe #7warmup#n to your dissonant attack does #y[#L%d#y]#n damage to #C%s.#n\n\r", dam[1], victim->name);
races.c:        sprintf(buf, "#nThe #7body#n of your dissonant onslaught does #y[#L%d#y]#n damage to #C%s.#n\n\r", dam[2], victim->name);
races.c:        sprintf(buf, "#nThe #7outro#n to your dissonant song does #y[#L%d#y]#n damage to #C%s.#n\n\r", dam[3], victim->name);
races.c:        sprintf(buf, "#nThe #7aftermath#n of your attack does #y[#L%d#y]#n damage to #C%s.#n\n\r", dam[4], victim->name);
races.c:        sprintf(buf, "You take #y[#L%d#y]#n damage from %s's dissonant song #7introduction.#m\n\r", dam[0], ch->name);
races.c:        sprintf(buf, "The #7warmup#n to %s's dissonant attack does #y[#L%d#y]#n damage to you.\n\r", ch->name, dam[1]);
races.c:        sprintf(buf, "The #7body#n of %s's dissonant onslaught does #[#L%d#y]#n damage to you.\n\r", ch->name, dam[2]);
races.c:        sprintf(buf, "%s's dissonant song #7outro#n deals #y[#L%d#y]#n damage to you.\n\r", ch->name, dam[3]);
races.c:        sprintf(buf, "You take #y[#L%d#y]#n damage from %s's dissonant #7aftermath.#n\n\r", dam[4], ch->name);
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 5)
races.c:        if (victim->pcdata->songs[SONG_PAEON] > 0)
races.c:        sprintf(buf, "#nYou successfully cause %s to regenerate quickly with your #Cpaeon#n.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s successfully causes you to regenerate quickly with their #Cpaeon#n.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_PAEON] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 6)
races.c:        if (victim->pcdata->songs[SONG_BALLAD] > 0)
races.c:        sprintf(buf, "#nYou cause %s to regenerate mana fiercely with your #Pballad#n.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s causes you to regenerate mana fiercely with their #Pballad#n.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_BALLAD] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 8)
races.c:        if (victim->pcdata->songs[SONG_HYMNUS] > 0)
races.c:        sprintf(buf, "#nYou degrade %s and their ability to regenerate mana with your #7hymnus#n.\n\r", victim->name);
races.c:        sprintf(buf, "#n%s degrades your ability to regenerate mana with their #7hymnus#n.\n\r", victim->name);
races.c:        victim->pcdata->songs[SONG_HYMNUS] += ch->pcdata->powers[SONG_MASTERY];
races.c:        if (ch->pcdata->powers[BARD_LESSONS] < 3)
races.c:        if (victim->pcdata->songs[SONG_MARCH] > 0)
races.c:        sprintf(buf, "#nYou sing a wonderful #ymarch#n to %s\n\r", victim->name);
races.c:        sprintf(buf, "#n%s sings a wonderful #ymarch#n to you.\n\r", ch->name);
races.c:        victim->pcdata->songs[SONG_MARCH] += (ch->pcdata->powers[SONG_MASTERY]*50);
races.c:        sprintf(buf, "%s %d\n\r", uta, ch->pcdata->songs[song]);
races.c:    sprintf(buf, "Mastery:   %d\n", ch->pcdata->powers[SONG_MASTERY]);
races.c:    if (!IS_SET (ch->newbits, NEW_TOUGHSKIN))
races.c:        SET_BIT (ch->newbits, NEW_TOUGHSKIN);
races.c:        REMOVE_BIT (ch->newbits, NEW_TOUGHSKIN);
rand_gen.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
rand_gen.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
rand_gen.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
rand_gen.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
rand_gen.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
rand_gen.c:    namedata = random_names[number_range(0, tablelength-1)];
rand_gen.c:        namedata2 = random_names[number_range(0,tablelength-1)];
rand_gen.c:    replace_string(victim->name, pname);
rand_gen.c:    replace_string(victim->short_descr, name);
rand_gen.c:    replace_string(victim->long_descr, mobiledesc);
rand_gen.c:    victim->level = number_range(150,180);
rand_gen.c:    victim->sex = sex;
rand_gen.c:    victim->hit = hp;
rand_gen.c:    victim->max_hit = hp;
rand_gen.c:    victim->mana = mana;
rand_gen.c:    victim->max_mana= mana;
rand_gen.c:    victim->move = move;
rand_gen.c:    victim->max_move = move;
rand_gen.c:    victim->hitroll = (5 * victim->level);
rand_gen.c:    victim->damroll = (5 * victim->level);
rand_gen.c:    SET_BIT(victim->act, ACT_HERO);
rand_gen.c:    victim->spec_fun = spec_lookup("spec_dwarf");
rand_gen.c:    victim->militia += number_range(50000,100000);
rand_gen.c:    victim->pikemen += number_range(5000,10000);
rand_gen.c:    victim->swordsmen += number_range(500,1000);
rand_gen.c:    victim->heavy_infantry += number_range(500,1000);
rand_gen.c:    victim->axemen += number_range(500,1000);
rand_gen.c:    victim->archers += number_range(5000,10000);
rand_gen.c:    victim->archerinfantry += number_range(5000,10000);
rand_gen.c:    victim->chariots += number_range(500,1000);
rand_gen.c:    victim->light_cavalry += number_range(3000,4000);
rand_gen.c:    victim->medium_cavalry += number_range(2000,3000);
rand_gen.c:    victim->heavy_cavalry += number_range(1000,2000);
rand_gen.c:    victim->knights += number_range(100,500);
rand_gen.c:    victim->ballistas += number_range(100,1000);
rand_gen.c:    victim->catapults += number_range(100,1000);
rand_gen.c:    victim->rams += number_range(100,1000);
rand_gen.c:    victim->scorpions += number_range(100,1000);
rand_gen.c:    victim->trebuchets += number_range(100,1000);
religion.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
religion.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
religion.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
religion.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
religion.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
religion.c:    if (ch->hit >= ch->max_hit) strcat(buf, " perfect");
religion.c:    else if (ch->hit >= ch->max_hit * 0.75) strcat(buf, " fine");
religion.c:    else if (ch->hit >= ch->max_hit * 0.50) strcat(buf, " fair");
religion.c:    if (ch->pcdata->religion == 0)
religion.c:        REMOVE_BIT(ch->special, SPC_HAS_CHOSEN_RELIGION);
religion.c:    if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
religion.c:    if (ch->pcdata->relrank == 0)
religion.c:    if (ch->pcdata->religion == RELIGION_GAHR)
religion.c:        sprintf(buf, "%s has forsaken The Mad God", ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_WILD)
religion.c:        sprintf(buf, "%s has forsaken the Call of the Wild", ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_STARS)
religion.c:        sprintf(buf, "%s has forsaken the Path of the Stars", ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_LOA)
religion.c:        sprintf(buf, "%s has forsaken the Serpent God", ch->name);
religion.c:    else if (ch->pcdata->religion == RELIGION_ONE)
religion.c:        sprintf(buf, "%s has forsaken the crusade of The One True", ch->name);
religion.c:        sprintf(buf, "Bogus religion - forsaken");
religion.c:    REMOVE_BIT(ch->special, SPC_HAS_CHOSEN_RELIGION);
religion.c:    ch->pcdata->religion = 0;
religion.c:    ch->pcdata->faith = 0;
religion.c:    ch->pcdata->current_faith = 0;
religion.c:    ch->pcdata->rel_powers = 0;
religion.c:    if (IS_SET(ch->special, SPC_HAS_CHOSEN_RELIGION))
religion.c:        ch->pcdata->religion = i-1;
religion.c:        SET_BIT(ch->special, SPC_HAS_CHOSEN_RELIGION);
religion.c:                religion_table[ch->pcdata->religion].rankname[0],religion_table[ch->pcdata->religion].name);
religion.c:    if (ch->level < MAX_LEVEL)
religion.c:        send_to_char("#0* #RId is the number of the religion (1-5)\n\r",ch);
religion.c:    if (ch->level < MAX_LEVEL)
religion.c:    victim->pcdata->relrank = value-1;
religion.c:    if (ch->pcdata->religion == 0) return;
religion.c:    if (ch->pcdata->faith < 100)
religion.c:        if (ch->pcdata->relrank > 0)
religion.c:            ch->pcdata->relrank = 0;
religion.c:                    religion_table[ch->pcdata->religion].rankname[0],religion_table[ch->pcdata->religion].name);
religion.c:    else if (ch->pcdata->faith < 200)
religion.c:        if (ch->pcdata->relrank > 1)
religion.c:            ch->pcdata->relrank = 1;
religion.c:                    religion_table[ch->pcdata->religion].rankname[1],religion_table[ch->pcdata->religion].name);
religion.c:        else if (ch->pcdata->relrank < 1)
religion.c:            ch->pcdata->relrank = 1;
religion.c:                    religion_table[ch->pcdata->religion].rankname[1],religion_table[ch->pcdata->religion].name);
religion.c:    else if (ch->pcdata->faith < 300)
religion.c:        if (ch->pcdata->relrank > 2)
religion.c:            ch->pcdata->relrank = 2;
religion.c:                    religion_table[ch->pcdata->religion].rankname[2],religion_table[ch->pcdata->religion].name);
religion.c:        else if (ch->pcdata->relrank < 2)
religion.c:            ch->pcdata->relrank = 2;
religion.c:                    religion_table[ch->pcdata->religion].rankname[2],religion_table[ch->pcdata->religion].name);
religion.c:    else if (ch->pcdata->faith < 400)
religion.c:        if (ch->pcdata->relrank > 3)
religion.c:            ch->pcdata->relrank = 3;
religion.c:                    religion_table[ch->pcdata->religion].rankname[3],religion_table[ch->pcdata->religion].name);
religion.c:        else if (ch->pcdata->relrank < 3)
religion.c:            ch->pcdata->relrank = 3;
religion.c:                    religion_table[ch->pcdata->religion].rankname[3],religion_table[ch->pcdata->religion].name);
religion.c:        if (ch->pcdata->relrank < 4)
religion.c:            ch->pcdata->relrank = 4;
religion.c:                    religion_table[ch->pcdata->religion].rankname[4],religion_table[ch->pcdata->religion].name);
religion.c:    if (ch->pcdata->religion == 0 || victim->pcdata->religion == 0) return FALSE;
religion.c:    if (ch->pcdata->religion == 1)
religion.c:        if (victim->pcdata->religion == 2 || victim->pcdata->religion == 3) return TRUE;
religion.c:    else if (ch->pcdata->religion == 2)
religion.c:        if (victim->pcdata->religion == 1 || victim->pcdata->religion == 4) return TRUE;
religion.c:    else if (ch->pcdata->religion == 3)
religion.c:        if (victim->pcdata->religion == 1 || victim->pcdata->religion == 5) return TRUE;
religion.c:    else if (ch->pcdata->religion == 4)
religion.c:        if (victim->pcdata->religion == 2 || victim->pcdata->religion == 5) return TRUE;
religion.c:    else if (ch->pcdata->religion == 5)
religion.c:        if (victim->pcdata->religion == 3 || victim->pcdata->religion == 4) return TRUE;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DARMOR))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_HOLYWORD))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_GZONE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_GAIA))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_THORNS))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_CALLWILD))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DEJA))
religion.c:            sprintf(tempbuf, "Deja-Vu              (deja)          %3d\n\r", get_rel_price(ch, REL_DEJA));
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_PESTILENCE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_MADNESS))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_AREAHEAL))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_BANISHMENT))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_STARSIGHT))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_RPURGE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DBATTLE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_GFURY))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_BADMOON))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_HDESIRE))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_DSCRY))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_SUBVERT))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_REBIRTH))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_CHAOS))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_NOVA))
religion.c:        if (!IS_SET(ch->pcdata->rel_powers, REL_FARMOR))
religion.c:        sprintf(buf, "\n\rFaith  : %d/%d\n\r", ch->pcdata->current_faith, ch->pcdata->faith);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, power))
religion.c:    if (ch->pcdata->current_faith < cost)
religion.c:    ch->pcdata->current_faith -= cost;
religion.c:    SET_BIT(ch->pcdata->rel_powers, power);
religion.c:    switch (ch->pcdata->religion)
religion.c:    if (rank > ch->pcdata->relrank) price *= 2;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_GZONE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith; // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1) ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration  = ch->pcdata->faith/10;
religion.c:    af.level     = ch->pcdata->faith;
religion.c:    af.religion  = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DARMOR))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_HOLYWORD))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (IS_SET(ch->in_room->room_flags,ROOM_SAFE) && !ragnarok)
religion.c:    for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
religion.c:        dam = UMIN(gch->hit - 1, number_range(ch->pcdata->faith * 10, ch->pcdata->faith * 20));
religion.c:        gch->hit -= dam;
religion.c:    ch->mana -= cost;
religion.c:  if (ch->pcdata->religion == 0)
religion.c:  if (!IS_SET(ch->pcdata->rel_powers, REL_THORNS))
religion.c:  if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:  if ((pArea = ch->in_room->area) == NULL)
religion.c:  if (ch->mana < cost)
religion.c:      dam *= ch->pcdata->current_faith; // wicked :)
religion.c:      ch->hit -= dam;
religion.c:      if (ch->hit < 1) ch->hit = 1;
religion.c:      ch->mana -= cost;
religion.c:  af.duration  = ch->pcdata->faith/10;
religion.c:  af.level     = ch->pcdata->faith;
religion.c:  af.religion  = ch->pcdata->religion;
religion.c:  ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_RPURGE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    for (pArea = area_first; pArea; pArea = pArea->next)
religion.c:        for (paf = pArea->affects; paf; paf = paf_next)
religion.c:            paf_next = paf->next;
religion.c:            if ((ch->pcdata->faith > paf->level && number_percent() > 25) || number_percent() > 75)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DEJA))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    if (!victim->desc)
religion.c:    if (!victim->desc->inlast || strlen(victim->desc->inlast) < 2)
religion.c:    act("$n invokes the name of $s god, and you get a strange sense of deja-vu.", ch, NULL, victim, TO_VICT);
religion.c:    action = victim->desc->inlast;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:/*    if (ch->practice < pcost)
religion.c:    if (ch->gold < bcost)
religion.c:    replace_string(obj->questowner, ch->pcdata->switchname);
religion.c:    obj->ownerid = ch->pcdata->playerid;
religion.c:    obj->wear_flags = type + 1;
religion.c:    obj->value[0] = ch->pcdata->religion;
religion.c://    ch->practice      -= pcost;
religion.c:    ch->gold -= bcost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_AREAHEAL))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    sprintf(buf, "You feel a warm feeling run through your body, as %s fills you with healing.\n\r", religion_table[ch->pcdata->religion].truename);
religion.c:    heal = number_range(ch->pcdata->faith * 15, ch->pcdata->faith * 30);
religion.c:    for (gch = char_list; gch; gch = gch->next)
religion.c:        if (!gch->in_room) continue;                           // no room-less
religion.c:        if (gch->in_room->area != ch->in_room->area) continue; // only same area
religion.c:        gch->hit += number_range(heal / 2, 3 * heal / 2);
religion.c:        if (gch->hit > gch->max_hit) gch->hit = gch->max_hit;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_BADMOON))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith; // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1) ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration  = ch->pcdata->faith/10;
religion.c:    af.level     = ch->pcdata->faith;
religion.c:    af.religion  = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (ch->pcdata->rel_powers == 0)
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DARMOR))        send_to_char(" * Divine Armor\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_HOLYWORD))      send_to_char(" * Holyword\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_RPURGE))        send_to_char(" * Realms Purge\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_GZONE))         send_to_char(" * God's Zone\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_GAIA))          send_to_char(" * Gaia's Blessing\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DEJA))          send_to_char(" * Deja-vu\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_AREAHEAL))      send_to_char(" * Area-Heal\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_BADMOON))       send_to_char(" * Bad Moon\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_THORNS))        send_to_char(" * Thorns and Brambles\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_CALLWILD))      send_to_char(" * Call of the Wild\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_PESTILENCE))    send_to_char(" * Pestilence\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_MADNESS))       send_to_char(" * Induce Madness\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_BANISHMENT))    send_to_char(" * Banishment\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_STARSIGHT))     send_to_char(" * Starsight\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DBATTLE))       send_to_char(" * Divine Battle\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_GFURY))         send_to_char(" * Godly Fury\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_HDESIRE))       send_to_char(" * The Hearts Desire\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_DSCRY))         send_to_char(" * Divine Scry\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_SUBVERT))       send_to_char(" * Subvert\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_REBIRTH))       send_to_char(" * Rebirth\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_CHAOS))         send_to_char(" * Chaotic Landscape\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_NOVA))          send_to_char(" * Supernova\n\r", ch);
religion.c:    if (IS_SET(ch->pcdata->rel_powers, REL_FARMOR))        send_to_char(" * Armor of True Faith\n\r", ch);
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_HDESIRE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (IS_NPC(victim) || victim->level > 6)
religion.c:        ch->mana -= cost;
religion.c:    if (victim->pcdata->religion != 0)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DSCRY))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (!IS_NPC(victim) && victim->level > 6)
religion.c:        ch->mana -= cost;
religion.c:    chroom = ch->in_room;
religion.c:    victimroom = victim->in_room;
religion.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
religion.c:            victim->name, get_player_health(victim), victim->in_room->area->name);
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_PESTILENCE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith; // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1) ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration  = ch->pcdata->faith/10;
religion.c:    af.level     = ch->pcdata->faith;
religion.c:    af.religion  = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_BANISHMENT))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((pArea = victim->in_room->area) == NULL)
religion.c:    for (paf = pArea->affects; paf; paf = paf_next)
religion.c:        paf_next = paf->next;
religion.c:        if ((ch->pcdata->faith > paf->level && number_percent() > 25) || number_percent() > 75)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_STARSIGHT))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (IS_SET(ch->itemaffect, ITEMA_VISION))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    SET_BIT(ch->itemaffect, ITEMA_VISION);
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_GAIA))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:            dam *= ch->pcdata->current_faith; // wicked :)
religion.c:            ch->hit -= dam;
religion.c:            if (ch->hit < 1) ch->hit = 1;
religion.c:            ch->mana -= cost;
religion.c:    af.duration  = ch->pcdata->faith/10;
religion.c:    af.level     = ch->pcdata->faith;
religion.c:    af.religion  = ch->pcdata->religion;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_DBATTLE))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->in_room->vnum >= ROOM_VNUM_REL_HALL1 &&
religion.c:            ch->in_room->vnum <= ROOM_VNUM_REL_HALL3)
religion.c:    if (ch->in_room != NULL)
religion.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:    if (victim->pcdata->religion == 0)
religion.c:        ch->mana -= cost;
religion.c:    sprintf(buf, "I challenge you, %s, to a holy duel, on your faith.", victim->name);
religion.c:            && location->people == NULL)
religion.c:             && location->people == NULL)
religion.c:             && location->people == NULL)
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_MADNESS))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    for (gch = ch->in_room->people; gch; gch = gch->next)
religion.c:        if (!gch->fighting || gch->fighting != ch) continue;
religion.c:        if ((gch->pcdata->faith > ch->pcdata->faith) && number_range(1,3) == 2) continue;
religion.c:        sprintf(buf, "%s is struck by madness!\n\r", gch->name);
religion.c:        SET_BIT(gch->pcdata->jflags, JFLAG_MADNESS);
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_CALLWILD))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    if (!IS_SET(victim->affected_by2, AFF2_THORNS))
religion.c:        SET_BIT(victim->affected_by2, AFF2_THORNS);
religion.c:        sprintf(buf, "The will answers your prayer and roots %s to the ground.\n\r", victim->name);
religion.c:    af.modifier  = number_range(-100, -200);
religion.c:    af.modifier  = number_range(-100, -200);
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_GFURY))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    count += ch->pcdata->faith / 15;
religion.c:    count -= victim->pcdata->faith / 15;
religion.c:    while (--count >= 0) one_hit(ch, victim, gsn_faith, 1);
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_SUBVERT))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if ((pArea = ch->in_room->area) == NULL)
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_LOA) fps *= 2;
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    for (paf = pArea->affects; paf; paf = paf->next)
religion.c:        if (paf->religion == ch->pcdata->religion) continue;
religion.c:        if ((ch->pcdata->faith > paf->level && number_percent() > 25) || number_percent() > 75)
religion.c:            paf->religion = ch->pcdata->religion;
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    ch->mana -= cost;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_REBIRTH))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_WILD) fps *= 2;
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    ch->loc_hp[0] = 0;
religion.c:    ch->loc_hp[1] = 0;
religion.c:    ch->loc_hp[2] = 0;
religion.c:    ch->loc_hp[3] = 0;
religion.c:    ch->loc_hp[4] = 0;
religion.c:    ch->loc_hp[5] = 0;
religion.c:    ch->loc_hp[6] = 0;
religion.c:    ch->mana = ch->max_mana;
religion.c:    ch->move = ch->max_move;
religion.c:    ch->hit = ch->max_hit;
religion.c:    SET_BIT(ch->itemaffect, ITEMA_VISION);
religion.c:    SET_BIT(ch->newbits, NEW_VISION);
religion.c:  if (ch->pcdata->religion == 0)
religion.c:  if (!IS_SET(ch->pcdata->rel_powers, REL_CHAOS))
religion.c:  if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:  if (ch->pcdata->religion != RELIGION_GAHR) fps *= 2;
religion.c:  if (ch->pcdata->current_faith < fps)
religion.c:  if ((pArea = ch->in_room->area) == NULL)
religion.c:  if (ch->mana < cost)
religion.c:  af.duration  = ch->pcdata->faith/10;
religion.c:  af.level     = ch->pcdata->faith;
religion.c:  af.religion  = ch->pcdata->religion;
religion.c:  ch->mana -= cost;
religion.c:  ch->pcdata->current_faith -= fps;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_NOVA))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_STARS) fps *= 2;
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    if ((victim = ch->fighting) == NULL)
religion.c:        ch->mana -= cost;
religion.c:    count = URANGE(4, ch->max_hit/10000, 8);
religion.c:    ch->mana -= cost;
religion.c:    ch->pcdata->current_faith -= fps;
religion.c:    if (ch->pcdata->religion == 0)
religion.c:    if (!IS_SET(ch->pcdata->rel_powers, REL_FARMOR))
religion.c:    if (!IS_SET(ch->itemaffect, ITEMA_HOLYSYMBOL))
religion.c:    if (ch->mana < cost)
religion.c:    if (ch->pcdata->religion != RELIGION_ONE) fps *= 2;
religion.c:    if (ch->pcdata->current_faith < fps)
religion.c:    ch->mana -= cost;
religion.c:    ch->pcdata->current_faith -= fps;
resistance.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
resistance.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
resistance.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
resistance.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
resistance.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
resistance.c:            xcatf(buffer, "#r-#n");
resistance.c:    ("---------------------------=[#6Weapon Resistance#n]=--------------------------------\n\r",
resistance.c:    sprintf(skill, "Longsword     : %s", show_res(ch, ch->wpn_res[1]));
resistance.c:    sprintf(skill, "Spear         : %s", show_res(ch, ch->wpn_res[2]));
resistance.c:    sprintf(skill, "Broadsword    : %s", show_res(ch, ch->wpn_res[3]));
resistance.c:    sprintf(skill, "Whip          : %s", show_res(ch, ch->wpn_res[4]));
resistance.c:    sprintf(skill, "Staff         : %s", show_res(ch, ch->wpn_res[5]));
resistance.c:    sprintf(skill, "Knife         : %s", show_res(ch, ch->wpn_res[6]));
resistance.c:    sprintf(skill, "Warhammer     : %s", show_res(ch, ch->wpn_res[7]));
resistance.c:    sprintf(skill, "Mace          : %s", show_res(ch, ch->wpn_res[8]));
resistance.c:    sprintf(skill, "Axe           : %s", show_res(ch, ch->wpn_res[9]));
resistance.c:    sprintf(skill, "Exotic        : %s", show_res(ch, ch->wpn_res[10]));
resistance.c:    sprintf(skill, "Shortsword    : %s", show_res(ch, ch->wpn_res[11]));
resistance.c:    sprintf(skill, "Bastard Sword : %s", show_res(ch, ch->wpn_res[12]));
resistance.c:    sprintf(skill, "Flail         : %s", show_res(ch, ch->wpn_res[13]));
resistance.c:    sprintf(skill, "Morningstar   : %s", show_res(ch, ch->wpn_res[14]));
resistance.c:    sprintf(skill, "Polearm       : %s", show_res(ch, ch->wpn_res[15]));
resistance.c:    sprintf(skill, "Gun           : %s", show_res(ch, ch->wpn_res[16]));
resistance.c:    sprintf(skill, "Sickle        : %s", show_res(ch, ch->wpn_res[17]));
resistance.c:    sprintf(skill, "Dagger        : %s", show_res(ch, ch->wpn_res[18]));
resistance.c:    sprintf(skill, "Unarmed       : %s\r\n", show_res(ch, ch->wpn_res[0]));
resistance.c:    ("---------------------------=[#6Magic Resistance#n]=--------------------------------\n\r",
resistance.c:    sprintf(skill, "Mind   : %-4d", ch->magic_res[MAGIC_MIND]);
resistance.c:    sprintf(skill, " Body   : %-4d", ch->magic_res[MAGIC_BODY]);
resistance.c:    sprintf(skill, " Fire   : %-4d", ch->magic_res[MAGIC_FIRE]);
resistance.c:    sprintf(skill, " Ice    : %-4d\n", ch->magic_res[MAGIC_ICE]);
resistance.c:    sprintf(skill, "Electric: %-4d", ch->magic_res[MAGIC_ELEC]);
resistance.c:    sprintf(skill, " Voodoo : %-4d", ch->magic_res[MAGIC_VOODOO]);
resistance.c:    sprintf(skill, " Drain  : %-4d", ch->magic_res[MAGIC_DRAIN]);
resistance.c:    sprintf(skill, " Acid   : %-4d\n\r\n", ch->magic_res[MAGIC_ACID]);
resistance.c:    ("---------------------------=[#6**************#n]=--------------------------------\n\r",
resistance.c:    dtype -= 1000;
resistance.c:    if (ch->wpn_res[dtype] > max_skl)
resistance.c:        ch->wpn_res[dtype] += 1;
resistance.c:    if (ch->wpn_res[dtype] == 1)
resistance.c:    else if (ch->wpn_res[dtype] == 50)
resistance.c:    else if (ch->wpn_res[dtype] == 100)
resistance.c:    else if (ch->wpn_res[dtype] == 150)
resistance.c:    else if (ch->wpn_res[dtype] == 175)
resistance.c:    else if (ch->wpn_res[dtype] == 200)
resistance.c:    else if (ch->wpn_res[dtype] == 251)
resistance.c:    else if (ch->wpn_res[dtype] == 300)
resistance.c:    else if (ch->wpn_res[dtype] == 350)
resistance.c:    else if (ch->wpn_res[dtype] == 400)
resistance.c:    else if (ch->wpn_res[dtype] == 500)
resistance.c:    x = .0018 * ch->wpn_res[dtype];
resistance.c:    x = .0018 * ch->magic_res[mtype];
resistance.c:    if (max_skl <= ch->magic_res[mtype])
resistance.c:    if (ch->magic_res[mtype] == 1)
resistance.c:    else if (ch->magic_res[mtype] == 50)
resistance.c:    else if (ch->magic_res[mtype] == 100)
resistance.c:    else if (ch->magic_res[mtype] == 150)
resistance.c:    else if (ch->magic_res[mtype] == 175)
resistance.c:    else if (ch->magic_res[mtype] == 200)
resistance.c:    else if (ch->magic_res[mtype] == 251)
resistance.c:    else if (ch->magic_res[mtype] == 300)
resistance.c:    else if (ch->magic_res[mtype] == 350)
resistance.c:    else if (ch->magic_res[mtype] == 400)
resistance.c:    else if (ch->magic_res[mtype] == 500)
resistance.c:        ch->magic_res[mtype] += 1;
save.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
save.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
save.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
save.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
save.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
save.c: * Array of containers read for proper re-nesting of objects.
save.c:    if ( IS_NPC(ch))// || (ch->level < 2 && ch->pcremort < 2) )
save.c:    if (ch->pcdata->playerid == 0)
save.c:        ch->pcdata->playerid = get_next_playerid();
save.c:    if ( ch->desc != NULL && ch->desc->connected != CON_PLAYING )
save.c:    ch->save_time = current_time;
save.c:    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->pcdata->switchname ) );
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:    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:                 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, "Name         %s~\n",  ch->name                );
save.c:    fprintf( fp, "Switchname   %s~\n",  ch->pcdata->switchname  );
save.c:    fprintf( fp, "PlayerID     %d\n",   ch->pcdata->playerid    );
save.c:    fprintf( fp, "ShortDescr   %s~\n",  ch->short_descr         );
save.c:    fprintf( fp, "LongDescr    %s~\n",  ch->long_descr          );
save.c:    fprintf( fp, "Description  %s~\n",  ch->description         );
save.c:    fprintf( fp, "Religion     %d\n", ch->pcdata->religion      );
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, "Prompt       %s~\n",  ch->prompt              );
save.c:    fprintf( fp, "Cprompt      %s~\n",  ch->cprompt             );
save.c:    fprintf( fp, "Decapmessage  %s~\n",  ch->pcdata->decapmessage  );
save.c:    fprintf( fp, "Loginmessage  %s~\n",  ch->pcdata->loginmessage  );
save.c:    fprintf( fp, "Logoutmessage %s~\n",  ch->pcdata->logoutmessage );
save.c:    fprintf( fp, "Avatarmessage %s~\n",  ch->pcdata->avatarmessage );
save.c:    fprintf( fp, "Tiemessage    %s~\n",  ch->pcdata->tiemessage );
save.c:    fprintf( fp, "Jflags       %d\n",   ch->pcdata->jflags	);
save.c:    fprintf( fp, "Relrank      %d\n",   ch->pcdata->relrank     );
save.c:    fprintf( fp, "Sex          %d\n",   ch->sex                 );
save.c:    fprintf( fp, "Meanparadox  %d\n",   ch->pcdata->mean_paradox_counter   );
save.c:    fprintf( fp, "Timetick     %d\n",   ch->pcdata->time_tick   );
save.c:    fprintf( fp, "Revision     %d\n",   ch->pcdata->revision   );
save.c:    fprintf( fp, "Faith        %d\n",   ch->pcdata->faith     );
save.c:    fprintf( fp, "Currentfaith %d\n",   ch->pcdata->current_faith  );
save.c:    fprintf( fp, "Relpowers    %d\n",   ch->pcdata->rel_powers     );
save.c:    fprintf( fp, "Immune       %d\n",   ch->immune              );
save.c:    fprintf( fp, "Polyaff      %d\n",   ch->polyaff             );
save.c:    fprintf(fp, "PlayerRank    %d\n", ch->pRank);
save.c:    fprintf(fp, "PlayerResist  %d\n", ch->pResist);
save.c:    fprintf(fp, "PlayerLegend  %d\n", ch->pLegend);
save.c:    fprintf(fp, "Resistance    %d\n", ch->resistance);
save.c:    fprintf(fp, "PlayerRace   %d\n", ch->pcRace);
save.c:    fprintf(fp, "PcPractice   %d\n", ch->pcpractice);
save.c:    fprintf(fp, "Pcwpnprof    %d\n", ch->pcwpnprof);
save.c:    fprintf(fp, "Pcmaxwpnprof %d\n", ch->pcmaxwpnprof);
save.c:    fprintf(fp, "Pcsphereammount %d\n", ch->pcsphereammount);
save.c:    fprintf(fp, "Pcsphere %d\n", ch->pcsphere);
save.c:    fprintf(fp, "Pcplatinum %lli\n", ch->pcplatinum);
save.c:    fprintf(fp, "Pcgold %lli\n", ch->pcgold);
save.c:    fprintf(fp, "Pcsilver %lli\n", ch->pcsilver);
save.c:    fprintf(fp, "Pccopper %lli\n", ch->pccopper);
save.c:    fprintf(fp, "EmpireGold %lli\n", ch->empiregold);
save.c:    fprintf(fp, "Platinum %lli\n", ch->platinum);
save.c:    fprintf(fp, "Gold %lli\n", ch->gold);
save.c:    fprintf(fp, "Silver %lli\n", ch->silver);
save.c:    fprintf(fp, "Copper %lli\n", ch->copper);
save.c:    fprintf(fp, "Pc_build %d\n", ch->pcdata->pc_build);
save.c:    fprintf(fp, "Pc_eyes %d\n", ch->pcdata->pc_eyes);
save.c:    fprintf(fp, "Pc_hair %d\n", ch->pcdata->pc_hair);
save.c:    fprintf(fp, "Pc_looks %d\n", ch->pcdata->pc_looks);
save.c:             ch->pcstyle[0], ch->pcstyle[1], ch->pcstyle[2], ch->pcstyle[3]);
save.c:    fprintf(fp, "Height %d\n", ch->height);
save.c:    fprintf(fp, "Weight %d\n", ch->weight);
save.c:    fprintf(fp, "Pcremort %d\n", ch->pcremort);
save.c:    fprintf(fp, "PcLegacy %lld\n", ch->pcLegacy);
save.c:    fprintf(fp, "Influence %d\n", ch->influence);
save.c:    fprintf(fp, "Prof %d\n", ch->profession);
save.c:    fprintf(fp, "Guild %d\n", ch->guild);
save.c:    fprintf(fp, "Potentia %d\n", ch->pPotentia);
save.c:    fprintf(fp, "Tier %d\n", ch->tier);
save.c:    fprintf(fp, "Tier1 %d\n", ch->tier1);
save.c:    fprintf(fp, "Tier2 %d\n", ch->tier2);
save.c:    fprintf(fp, "Tier3 %d\n", ch->tier3);
save.c:    fprintf(fp, "Tier4 %d\n", ch->tier4);
save.c:    fprintf(fp, "Tier5 %d\n", ch->tier5);
save.c:             ch->gifts[0], ch->gifts[1], ch->gifts[2], ch->gifts[3],
save.c:             ch->gifts[4], ch->gifts[5], ch->gifts[6], ch->gifts[7],
save.c:             ch->gifts[8], ch->gifts[9], ch->gifts[10], ch->gifts[11],
save.c:             ch->gifts[12], ch->gifts[13], ch->gifts[14], ch->gifts[15],
save.c:             ch->gifts[16], ch->gifts[17], ch->gifts[18], ch->gifts[19],
save.c:             ch->gifts[20]);
save.c:    fprintf(fp, "RealMorale %d\n", ch->morale);
save.c:    fprintf(fp, "Warps %d\n", ch->warp);
save.c:    fprintf(fp, "WarpCount %d\n", ch->warpcount);
save.c:    fprintf(fp, "BloodType %d\n", ch->bloodtype);
save.c:    fprintf(fp, "Tanrank %d\n", ch->pcdata->tanrank);
save.c:    fprintf(fp, "Regions %d\n", ch->regions);
save.c:    fprintf(fp, "Towns %d\n", ch->towns);
save.c:    fprintf(fp, "Tax %d\n", ch->tax);
save.c:    fprintf(fp, "EmpireTimer %d\n", ch->pcdata->empiretimer);
save.c:    fprintf(fp, "Morale %d\n", ch->empire_morale);
save.c:    fprintf(fp, "Warehouses %d\n", ch->warehouses);
save.c:    fprintf(fp, "Mines %d\n", ch->mines);
save.c:    fprintf(fp, "Quarries %d\n", ch->quarries);
save.c:    fprintf(fp, "Lumbercamps %d\n", ch->lumbercamps);
save.c:    fprintf(fp, "Farms %d\n", ch->farms);
save.c:    fprintf(fp, "Plantations %d\n", ch->plantations);
save.c:    fprintf(fp, "Blacksmith %d\n", ch->blacksmith);
save.c:    fprintf(fp, "Population %lli\n", ch->population);
save.c:        fprintf(fp, "%lli ", ch->empireitems[ei]);
save.c:    fprintf( fp, "Symbioteac   %d\n",  ch->symbioteac );
save.c:    fprintf( fp, "Symbioteaff  %d\n",  ch->symbioteaff );
save.c:    fprintf( fp, "Symbiotedc   %d\n",  ch->symbiotedc );
save.c:    fprintf( fp, "Symbiotedr   %d\n",  ch->symbiotedr );
save.c:    fprintf( fp, "Symbiotehr   %d\n",  ch->symbiotehr );
save.c:    fprintf( fp, "Symbiotelvl  %d\n",  ch->symbiotelvl );
save.c:    fprintf( fp, "Symbiotepoints   %d\n",  ch->symbiotepoints );
save.c:    fprintf( fp, "Symbiotetype   %d\n",  ch->symbiotetype );
save.c:    fprintf( fp, "Symbiotemkills %d\n", ch->symbiotemkills );
save.c:    fprintf( fp, "Symbioteupgrade %d\n",  ch->symbioteupgrade );
save.c:    fprintf( fp, "Symbioteparry %d\n",  ch->symbioteparry );
save.c:    fprintf( fp, "Symbiotedodge %d\n", ch->symbiotedodge );
save.c:    fprintf( fp, "Symbiotecrit %d\n", ch->symbiotecrit );
save.c:    fprintf(fp, "Ability %d %d %d %d %d\n", ch->ability[0],
save.c:            ch->ability[1],ch->ability[2],ch->ability[3],ch->ability[4]);
save.c:    fprintf(fp, "Abilityexp %lli %lli %lli %lli %lli\n", ch->ability_exp[0],
save.c:            ch->ability_exp[1],ch->ability_exp[2],ch->ability_exp[3],ch->ability_exp[4]);
save.c:    fprintf(fp, "Abilitycur %d %d %d %d %d %d\n", ch->ability_cur[0],
save.c:            ch->ability_cur[1],ch->ability_cur[2], ch->ability_cur[3],
save.c:            ch->ability_cur[4], ch->ability_cur[5]);
save.c:    fprintf( fp, "Army_Militia %lli\n", ch->militia );
save.c:    fprintf( fp, "Army_Skirmishers %lli\n", ch->skirmishers );
save.c:    fprintf( fp, "Army_Pikemen %lli\n", ch->pikemen );
save.c:    fprintf( fp, "Army_Swordsmen %lli\n", ch->swordsmen );
save.c:    fprintf( fp, "Army_Heavy_Infantry %lli\n", ch->heavy_infantry);
save.c:    fprintf( fp, "Army_Axemen %lli\n", ch->axemen );
save.c:    fprintf( fp, "Army_Archers %lli\n", ch->archers );
save.c:    fprintf( fp, "Army_ArcherInfantry %lli\n", ch->archerinfantry );
save.c:    fprintf( fp, "Army_Chariots %lli\n", ch->chariots );
save.c:    fprintf( fp, "Army_Light_Cavalry %lli\n", ch->light_cavalry);
save.c:    fprintf( fp, "Army_Medium_Cavalry %lli\n", ch->medium_cavalry);
save.c:    fprintf( fp, "Army_Heavy_Cavalry %lli\n", ch->heavy_cavalry);
save.c:    fprintf( fp, "Army_Knights %lli\n", ch->knights);
save.c:    fprintf( fp, "Army_Ballistas %lli\n", ch->ballistas);
save.c:    fprintf( fp, "Army_Catapults %lli\n", ch->catapults);
save.c:    fprintf( fp, "Army_Rams %lli\n", ch->rams);
save.c:    fprintf( fp, "Army_Scorpions %lli\n", ch->scorpions);
save.c:    fprintf( fp, "Army_Trebuchets %lli\n", ch->trebuchets);
save.c:             ch->army_research[0], ch->army_research[1], ch->army_research[2], ch->army_research[3],
save.c:             ch->army_research[4], ch->army_research[5], ch->army_research[6], ch->army_research[7],
save.c:             ch->army_research[8], ch->army_research[9], ch->army_research[10], ch->army_research[11],
save.c:             ch->army_research[12], ch->army_research[13], ch->army_research[14], ch->army_research[15],
save.c:             ch->army_research[16], ch->army_research[17], ch->army_research[18], ch->army_research[19],
save.c:             ch->army_research[20]);
save.c:             ch->armyupgrade[0], ch->armyupgrade[1], ch->armyupgrade[2], ch->armyupgrade[3],
save.c:             ch->armyupgrade[4], ch->armyupgrade[5], ch->armyupgrade[6], ch->armyupgrade[7],
save.c:             ch->armyupgrade[8], ch->armyupgrade[9], ch->armyupgrade[10], ch->armyupgrade[11],
save.c:             ch->armyupgrade[12], ch->armyupgrade[13], ch->armyupgrade[14], ch->armyupgrade[15],
save.c:             ch->armyupgrade[16], ch->armyupgrade[17], ch->armyupgrade[18], ch->armyupgrade[19],
save.c:             ch->armyupgrade[20]);
save.c:    fprintf(fp, "Maptype %d\n", ch->pcdata->maptype);
save.c:    fprintf(fp, "Rage %d\n", ch->rage);
save.c:             ch->pcdata->disc[0],
save.c:             ch->pcdata->disc[1],
save.c:             ch->pcdata->disc[2],
save.c:             ch->pcdata->disc[3],
save.c:             ch->pcdata->disc[4],
save.c:             ch->pcdata->disc[5],
save.c:             ch->pcdata->disc[6],
save.c:             ch->pcdata->disc[7],
save.c:             ch->pcdata->disc[8],
save.c:             ch->pcdata->disc[9], ch->pcdata->disc[10]);
save.c:    fprintf (fp, "Dps        %lli %lli\n", ch->pcdata->power[0], ch->pcdata->power[1]);
save.c:             ch->pcdata->dpowers[0],
save.c:             ch->pcdata->dpowers[1],
save.c:             ch->pcdata->dpowers[2],
save.c:             ch->pcdata->dpowers[3],
save.c:             ch->pcdata->dpowers[4],
save.c:             ch->pcdata->dpowers[5],
save.c:             ch->pcdata->dpowers[6],
save.c:             ch->pcdata->dpowers[7],
save.c:             ch->pcdata->dpowers[8],
save.c:             ch->pcdata->dpowers[9], ch->pcdata->dpowers[10]);
save.c:    /*      if (ch->pcdata->dpoints > 0)
save.c:            fprintf (fp, "Dpoints      %d\n", ch->pcdata->dpoints);
save.c:          if (ch->dps > 0)
save.c:    	fprintf (fp, "Dps          %d\n", ch->dps);
save.c:          if (ch->dpwrs > 0)
save.c:    	fprintf (fp, "Dpwrs        %d\n", ch->dpwrs);
save.c:    fprintf( fp, "Shielding    %d\n",	ch->shielding		);
save.c:    fprintf( fp, "Generation   %d\n",   ch->generation          );
save.c:    fprintf( fp, "Flag2        %d\n",   ch->flag2               );
save.c:    fprintf( fp, "Itemaffect   %d\n",   ch->itemaffect          );
save.c:    fprintf( fp, "Form         %d\n",   ch->form                );
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:             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], ch->wpn[13],ch->wpn[14],
save.c:             ch->wpn[15], ch->wpn[16], ch->wpn[17], ch->wpn[18] );
save.c:             ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4],
save.c:             ch->spl[5], ch->spl[6], ch->spl[7] );
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->stance[12], ch->stance[13], ch->stance[14], ch->stance[15],
save.c:             ch->stance[16], ch->stance[17], ch->stance[18], ch->stance[19],
save.c:             ch->stance[20], ch->stance[21], ch->stance[22], ch->stance[23] );
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, "Exp          %lli\n", ch->exp                 );
save.c:    fprintf( fp, "GenExp       %lli\n", ch->genexp              );
save.c://    fprintf( fp, "Cp           %lli\n", ch->pcdata->cp              );
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, "Newbits3     %d\n",   ch->newbits3             );
save.c:    fprintf( fp, "Extra        %d\n",   ch->extra               );
save.c:    fprintf (fp, "Extra        %d\n", ch->extra);
save.c:    fprintf (fp, "More         %d\n", ch->more);
save.c:    fprintf (fp, "Xbits	       %d\n", ch->xbits);
save.c:    fprintf (fp, "Vampaff      %d\n", ch->vampaff);
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, "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, "Defense      %d\n",   ch->defense		);
save.c:    fprintf( fp, "Deaf         %d\n",   ch->deaf                );
save.c:    if (ch->pcdata->damreduct > 100 || ch->pcdata->damreduct < 50)
save.c:        ch->pcdata->damreduct = 100;
save.c:        ch->pcdata->damreductdec = 0;
save.c:    if (ch->pcdata->damreductdec != 0)
save.c:        if (ch->pcdata->damreductdec > 9 || ch->pcdata->damreductdec < 1)
save.c:            ch->pcdata->damreductdec = 0;
save.c:    fprintf(fp, "DamRed %d %d\n", ch->pcdata->damreduct, ch->pcdata->damreductdec);
save.c:        fprintf(fp, "%d ", ch->rawmaterial[l]);
save.c:        fprintf(fp, "%d ", ch->rawmaterial[l]);
save.c:        fprintf(fp, "%d ", ch->rawmaterial[l]);
save.c:        fprintf(fp, "%d ", ch->rawmaterial[l]);
save.c:        fprintf(fp, "%d ", ch->rawmaterial[l]);
save.c:        fprintf(fp, "%d ", ch->rawmaterial[l]);
save.c:            ch->rawmaterial[0], ch->rawmaterial[1], ch->rawmaterial[2], ch->rawmaterial[3],
save.c:    	ch->rawmaterial[4], ch->rawmaterial[5], ch->rawmaterial[6], ch->rawmaterial[7],
save.c:            ch->rawmaterial[8], ch->rawmaterial[9], ch->rawmaterial[10], ch->rawmaterial[11],
save.c:            ch->rawmaterial[12], ch->rawmaterial[13], ch->rawmaterial[14], ch->rawmaterial[15],
save.c:            ch->rawmaterial[16], ch->rawmaterial[17], ch->rawmaterial[18], ch->rawmaterial[19],
save.c:            ch->rawmaterial[20], ch->rawmaterial[21], ch->rawmaterial[22], ch->rawmaterial[23],
save.c:            ch->rawmaterial[24], ch->rawmaterial[25], ch->rawmaterial[26], ch->rawmaterial[27],
save.c:            ch->rawmaterial[28], ch->rawmaterial[29], ch->rawmaterial[30], ch->rawmaterial[31],
save.c:            ch->rawmaterial[32], ch->rawmaterial[33], ch->rawmaterial[34], ch->rawmaterial[35],
save.c:            ch->rawmaterial[36], ch->rawmaterial[37], ch->rawmaterial[38], ch->rawmaterial[39],
save.c:            ch->rawmaterial[40], ch->rawmaterial[41], ch->rawmaterial[42], ch->rawmaterial[43],
save.c:            ch->rawmaterial[44], ch->rawmaterial[45], ch->rawmaterial[46], ch->rawmaterial[47],
save.c:            ch->rawmaterial[48], ch->rawmaterial[49] );
save.c:             ch->alloy[0], ch->alloy[1], ch->alloy[2], ch->alloy[3], ch->alloy[4], ch->alloy[5],
save.c:             ch->alloy[6], ch->alloy[7], ch->alloy[8], ch->alloy[9], ch->alloy[10], ch->alloy[11],
save.c:             ch->alloy[12], ch->alloy[13], ch->alloy[14], ch->alloy[15], ch->alloy[16], ch->alloy[17],
save.c:             ch->alloy[18], ch->alloy[19]);
save.c:        fprintf(fp, "%d ", ch->ammo[l]);
save.c:    fprintf(fp, "LastName %s~\n", ch->lastname);
save.c:    fprintf(fp, "Currentform %d\n", ch->currentform);
save.c:    fprintf(fp, "Workercorps %lli\n", ch->workercorps);
save.c:    fprintf(fp, "Empirename %s~\n", ch->empirename );
save.c:    fprintf(fp, "Sublevel %d\n", ch->sublevel);
save.c:    fprintf( fp, "LocationXY   %d %d %d\n",     ch->x, ch->y, ch->room );
save.c:    fprintf( fp, "HomeXY       %d %d\n",        ch->home_x, ch->home_y );
save.c://    fprintf( fp, "Status       %d\n", ch->pStatus );
save.c:        fprintf(fp, "%d ", ch->wpn_res[l]);
save.c:        fprintf(fp, "%d ", ch->magic_res[l]);
save.c:    fprintf(fp, "Tcolor %d\n", ch->talkcolor);
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, "Lastdecap1      %s~\n",      ch->pcdata->last_decap[0]  );
save.c:        fprintf( fp, "Lastdecap2      %s~\n",      ch->pcdata->last_decap[1]  );
save.c:        fprintf( fp, "Retaliation     %s~\n",      ch->pcdata->retaliation    );
save.c:        fprintf( fp, "Questsrun    %d\n",	ch->pcdata->questsrun	);
save.c:        fprintf( fp, "Queststotal  %d\n",	ch->pcdata->questtotal	);
save.c:        fprintf( fp, "Title        %s~\n",      ch->pcdata->title       );
save.c:        fprintf( fp, "Prefix        %s~\n",      ch->prefix       );
save.c:        fprintf( fp, "Bounty	    %d\n",      ch->pcdata->bounty	);
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:                 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:                 ch->pcdata->perm_vit,
save.c:                 ch->pcdata->perm_dis,
save.c:                 ch->pcdata->perm_agi,
save.c:                 ch->pcdata->perm_cha,
save.c:                 ch->pcdata->perm_luc );
save.c:                 ch->pcdata->mod_vit,
save.c:                 ch->pcdata->mod_dis,
save.c:                 ch->pcdata->mod_agi,
save.c:                 ch->pcdata->mod_cha,
save.c:                 ch->pcdata->mod_luc );
save.c:        fprintf( fp, "Quest        %d\n", ch->pcdata->quest );
save.c:        fprintf( fp, "Rank         %d\n", ch->pcdata->rank );
save.c:        fprintf( fp, "VampRank     %d\n", ch->pcdata->vamprank );
save.c:        fprintf( fp, "Belt         %d\n", ch->pcdata->belt );
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->powers2[sn]);
save.c:            fprintf(fp, "%d ", ch->pcdata->powers3[sn]);
save.c:            fprintf(fp, "%d ", ch->pcdata->powers4[sn]);
save.c:            fprintf(fp, "%d ", ch->pcdata->powers5[sn]);
save.c:        fprintf( fp, "Power-Race    ");
save.c:            fprintf(fp, "%d ", ch->pcdata->powersrace[sn]);
save.c:        fprintf( fp, "Power-Class   ");
save.c:            fprintf(fp, "%d ", ch->pcdata->powersclass[sn]);
save.c:        fprintf( fp, "Power-Sphere  ");
save.c:            fprintf(fp, "%d ", ch->pcdata->powerssphere[sn]);
save.c:        fprintf( fp, "Power-Town  ");
save.c:            fprintf(fp, "%d ", ch->pcdata->powerstown[sn]);
save.c:        fprintf(fp, "PowerCurrent  %lli\n", ch->pcdata->power[POWER_CURRENT]);
save.c:        fprintf(fp, "PowerTotal    %lli\n", ch->pcdata->power[POWER_TOTAL]);
save.c://        fprintf(fp, "Pcgold %lli\n", ch->pcgold);
save.c:            fprintf(fp, "%d ", ch->pcdata->npowers[sn]);
save.c:            fprintf(fp, "%d ", ch->pcdata->townslot[x]);
save.c:        fprintf( fp, "TownPop       %d\n", ch->pcdata->townpop);
save.c:            fprintf(fp, "%d ", ch->pcdata->townslot2[x]);
save.c:            fprintf(fp, "%d ", ch->pcdata->citybuildings[x]);
save.c:        fprintf( fp, "pStatus       %d\n", ch->pStatus );
save.c:            fprintf(fp, "%d ", ch->pcdata->stats[sn]);
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:        fprintf( fp, "Denied       %ld\n", ch->pcdata->denied);
save.c:        fprintf( fp, "Banked       %lli\n", ch->bankgold);
save.c:            fprintf(fp, "%d ", ch->research[res]);
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 (ali = ch->pcdata->alias; ali; ali = ali->next)
save.c:            fprintf(fp, "Alias      %s~ %s~\n", ali->short_n, ali->long_n);
save.c:        for (quest = ch->pcdata->quests; quest; quest = quest->next)
save.c:                    quest->time, quest->type, quest->giver, quest->vnums[0],
save.c:                    quest->vnums[1], quest->vnums[2], quest->vnums[3]);
save.c:    for ( paf = ch->affected; paf != NULL; paf = paf->next )
save.c:        if ( paf->type < 0 || paf->type >= MAX_SKILL )
save.c:                 skill_table[paf->type].name,
save.c:                 paf->duration,
save.c:                 paf->modifier,
save.c:                 paf->location,
save.c:                 paf->bitvector
save.c:    if ( obj->next_content != NULL )
save.c:        fwrite_obj( ch, obj->next_content, fp, iNest );
save.c:    if ( (obj->chobj != NULL && (!IS_NPC(obj->chobj) &&
save.c:                                 obj->chobj->pcdata->obj_vnum != 0)) || obj->item_type == ITEM_KEY)
save.c:    fprintf( fp, "Name         %s~\n",  obj->name                    );
save.c:    fprintf( fp, "OwnerID      %d\n",   obj->ownerid		     );
save.c:    fprintf( fp, "ShortDescr   %s~\n",  obj->short_descr             );
save.c:    fprintf( fp, "Description  %s~\n",  obj->description             );
save.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
save.c:        fprintf( fp, "Questmaker   %s~\n",      obj->questmaker      );
save.c:    if (obj->questowner != NULL && strlen(obj->questowner) > 1)
save.c:        fprintf( fp, "Questowner   %s~\n",      obj->questowner      );
save.c:    fprintf( fp, "Vnum         %d\n",   obj->pIndexData->vnum        );
save.c:    fprintf( fp, "ExtraFlags   %d\n",   obj->extra_flags             );
save.c:    fprintf( fp, "ExtraFlags2  %d\n",   obj->extra_flags2            );
save.c:    fprintf( fp, "WeapFlags    %d\n",   obj->weapflags               );
save.c:    fprintf( fp, "WearFlags    %d\n",   obj->wear_flags              );
save.c:    fprintf( fp, "WearLoc      %d\n",   obj->wear_loc                );
save.c:    fprintf( fp, "ItemType     %d\n",   obj->item_type               );
save.c:    fprintf( fp, "Weight       %d\n",   obj->weight                  );
save.c:    fprintf( fp, "Condition    %d\n",   obj->condition               );
save.c:    fprintf( fp, "Toughness    %d\n",   obj->toughness               );
save.c:    fprintf( fp, "Resistance   %d\n",   obj->resistance              );
save.c:    if (obj->quest != 0)
save.c:        fprintf( fp, "Quest        %d\n",       obj->quest           );
save.c:    if (obj->points != 0)
save.c:        fprintf( fp, "Points       %d\n",       obj->points          );
save.c:    fprintf( fp, "Level        %d\n",   obj->level                   );
save.c:    fprintf( fp, "Timer        %d\n",   obj->timer                   );
save.c:    fprintf( fp, "Cost         %d\n",   obj->cost                    );
save.c:    fprintf( fp, "Material     %d\n",   obj->material		     );
save.c:    fprintf( fp, "CMaterial     %d\n",   obj->c_material                );
save.c:             obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
save.c:             obj->value2[0], obj->value2[1], obj->value2[2], obj->value2[3] );
save.c:             obj->value2g[0], obj->value2g[1], obj->value2g[2], obj->value2g[3] );
save.c:    fprintf( fp, "WeaponCurrentXP %d\n", obj->weapon_currentxp		);
save.c:    fprintf( fp, "WeaponLevel  %d\n",   obj->weapon_level	     );
save.c:    fprintf( fp, "WeaponPoints %d\n",   obj->weapon_points           );
save.c:    fprintf(fp, "FireLvL      %d\n", obj->fire_level);
save.c:    fprintf(fp, "WaterLvL     %d\n", obj->water_level);
save.c:    fprintf(fp, "LightningLvL %d\n", obj->lightning_level);
save.c:    fprintf(fp, "EarthLvL     %d\n", obj->earth_level);
save.c:    fprintf(fp, "SoulLvL      %d\n", obj->soul_level);
save.c:    fprintf(fp, "SpecAFF      %d\n", obj->specaff);
save.c:    fprintf(fp, "Xitem        %d\n", obj->xitem);
save.c:    fprintf(fp, "Spectype     %d\n", obj->spectype);
save.c:    fprintf(fp, "Armortype    %d\n", obj->armortype);
save.c:    fprintf(fp, "Weapontype   %d\n", obj->weapontype);
save.c:    fprintf(fp, "Guntype      %d\n", obj->guntype);
save.c:    fprintf(fp, "Guncapacity  %d\n", obj->guncapacity);
save.c:    fprintf(fp, "Ammo         %d\n", obj->ammo);
save.c:    switch ( obj->item_type )
save.c:        if ( obj->value[1] > 0 )
save.c:                     skill_table[obj->value[1]].name );
save.c:        if ( obj->value[2] > 0 )
save.c:                     skill_table[obj->value[2]].name );
save.c:        if ( obj->value[3] > 0 )
save.c:                     skill_table[obj->value[3]].name );
save.c:        if ( obj->value[1] > 0 )
save.c:                     skill_table[obj->value[1]].name );
save.c:        if ( obj->value[2] > 0 )
save.c:                     skill_table[obj->value[2]].name );
save.c:        if ( obj->value[3] > 0 )
save.c:                     skill_table[obj->value[3]].name );
save.c:        if ( obj->value[3] > 0 )
save.c:                     skill_table[obj->value[3]].name );
save.c:    for ( paf = obj->affected; paf != NULL; paf = paf->next )
save.c:                 paf->duration, paf->modifier, paf->location );
save.c:    for ( ed = obj->extra_descr; ed != NULL; ed = ed->next )
save.c:                 ed->keyword, ed->description );
save.c:    if ( obj->contains != NULL )
save.c:        fwrite_obj( ch, obj->contains, fp, iNest + 1 );
save.c:        char_free                       = char_free->next;
save.c:        ch->pcdata                      = alloc_perm( sizeof(*ch->pcdata) );
save.c:        ch->pcdata                      = pcdata_free;
save.c:        pcdata_free                     = pcdata_free->next;
save.c:    *ch->pcdata                         = pcdata_zero;
save.c:    d->character                        = ch;
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_BRIEF3
save.c:    ch->pcdata->board                   = &boards[DEFAULT_BOARD];
save.c:    ch->pcdata->history                 = generate_history();
save.c:    ch->extra                           = 0;
save.c:    ch->more				= 0;
save.c:    ch->xbits				= 0;
save.c:    ch->vampaff				= 0;
save.c:    ch->deaf                            = CHANNEL_DKTALK; /*no danish by default */
save.c:    ch->special                         = 0;
save.c:    ch->newbits                         = 0;
save.c:    ch->newbits3                        = 0;
save.c:    ch->class                           = 0;
save.c:    ch->amount_attacks_dealt		= 0;
save.c:    ch->amount_attacks_recieved         = 0;
save.c:    ch->amount_damage_dealt             = 0;
save.c:    ch->amount_damage_recieved          = 0;
save.c:    ch->pcdata->familiar                = NULL;
save.c:    ch->pcdata->pfile                   = 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->safe_counter            = 0;
save.c:    ch->pcdata->mean_paradox_counter    = 0;
save.c:    ch->pcdata->relrank                 = 0;
save.c:    ch->pcdata->time_tick               = 0;
save.c:    ch->pcdata->betting_amount          = 0;
save.c:    ch->pcdata->betting_char            = 0;
save.c:    ch->pcdata->tempflag                = 0; // always 0 at login, never saved
save.c:    ch->pcdata->denied                  = current_time;
save.c:    ch->pcdata->playerid		= 0;
save.c:    ch->pcdata->revision                = 0;
save.c:    ch->pcdata->faith                   = 0;
save.c:    ch->pcdata->current_faith           = 0;
save.c:    ch->pcdata->damreduct               = 100;
save.c:    ch->pcdata->damreductdec            = 0;
save.c:    ch->pcdata->rel_powers              = 0;
save.c:    ch->pcdata->jflags                  = 0;
save.c:    ch->pcdata->decapmessage            = &str_empty[0];
save.c:    ch->pcdata->logoutmessage           = &str_empty[0];
save.c:    ch->pcdata->avatarmessage           = &str_empty[0];
save.c:    ch->pcdata->loginmessage            = &str_empty[0];
save.c:    ch->pcdata->tiemessage              = &str_empty[0];
save.c:    ch->pcdata->last_global             = &str_empty[0];
save.c:    ch->pcdata->pwd                     = &str_empty[0];
save.c:    ch->pcdata->bamfin                  = &str_empty[0];
save.c:    ch->pcdata->last_decap[0]           = &str_empty[0];
save.c:    ch->pcdata->last_decap[1]           = &str_empty[0];
save.c:    ch->pcdata->retaliation             = &str_empty[0];
save.c:    ch->pcdata->bamfout                 = &str_empty[0];
save.c:    ch->prefix                          = &str_empty[0];
save.c:    ch->pcdata->title                   = &str_empty[0];
save.c:    ch->lastname        = &str_empty[0];
save.c:    ch->currentform = 0;
save.c:    ch->workercorps = 0;
save.c:    ch->empirename                      = &str_empty[0];
save.c:    ch->sublevel 			= 0;
save.c:    ch->pcdata->bounty                  = 0;
save.c:    ch->pcdata->conception              = &str_empty[0];
save.c:    ch->pcdata->parents                 = &str_empty[0];
save.c:    ch->pcdata->cparents                = &str_empty[0];
save.c:    ch->pcdata->marriage                = &str_empty[0];
save.c:    ch->morph                           = &str_empty[0];
save.c:    ch->pload                           = &str_empty[0];
save.c:    ch->prompt                          = &str_empty[0];
save.c:    ch->cprompt                         = &str_empty[0];
save.c:    strtime[strlen(strtime)-1] = '\0';
save.c:    free_string(ch->lasttime);
save.c:    ch->createtime                      = str_dup( strtime );
save.c:    ch->lasttime                        = &str_empty[0];
save.c:    ch->lasthost                        = &str_empty[0];
save.c:    ch->hunting                         = &str_empty[0];
save.c:    ch->pcdata->followers               = 0;
save.c:    ch->mounted                         = 0;
save.c:    ch->home                            = 2002;
save.c://    ch->pStatus				= 0;
save.c:    ch->damcap[0]                       = 1000;
save.c:    ch->damcap[1]                       = 0;
save.c:    ch->itemaffect                      = 0;
save.c:    ch->polyaff                         = 0;
save.c:    ch->immune                          = IMM_TRAVEL;
save.c:    ch->pRank = 1;
save.c:    ch->pResist = 1;
save.c:    ch->pLegend = 1;
save.c:    ch->resistance = 0;
save.c:    ch->pcRace = 0;
save.c:    ch->pcpractice = 0;
save.c:    ch->pcwpnprof = 0;
save.c:    ch->pcmaxwpnprof = 0;
save.c:    ch->pcsphereammount = 0;
save.c:    ch->pcsphere = 0;
save.c:    ch->pcplatinum = 0;
save.c:    ch->bankgold = 0;
save.c:    ch->pcgold = 0;
save.c:    ch->pcsilver = 0;
save.c:    ch->pccopper = 0;
save.c:    ch->platinum = 0;
save.c:    ch->empiregold = 0;
save.c:    ch->gold = 0;
save.c:    ch->silver = 0;
save.c:    ch->copper = 0;
save.c:    ch->pcremort = 0;
save.c:    ch->pcLegacy = 0;
save.c:    ch->influence = 0;
save.c:    ch->profession = 0;
save.c:    ch->guild = 0;
save.c:    ch->pcdata->pc_build = 0;
save.c:    ch->pcdata->pc_eyes = 0;
save.c:    ch->pcdata->pc_hair = 0;
save.c:    ch->pcdata->pc_looks = 0;
save.c:    ch->pcdata->maptype = 1;
save.c:    ch->rage = 0;
save.c:    ch->generation = 10;
save.c:    ch->pPotentia			= 0;
save.c:    ch->tier = 1;
save.c:    ch->regions		= 1;
save.c:    ch->morale		= 100;
save.c:    ch->warp		= 0;
save.c:    ch->warpcount	= 0;
save.c:    ch->bloodtype	= number_range(1,8);
save.c:    ch->pcdata->tanrank 	= 0;
save.c:    ch->towns		= 0;
save.c:    ch->tax	 	= 5;
save.c:    ch->pcdata->empiretimer = 360;
save.c:    ch->empire_morale	= 75;
save.c:    ch->warehouses	= 0;
save.c:    ch->mines		= 0;
save.c:    ch->quarries	= 0;
save.c:    ch->lumbercamps	= 0;
save.c:    ch->farms		= 0;
save.c:    ch->plantations	= 0;
save.c:    ch->blacksmith 	= 0;
save.c:    ch->population	= 1000;
save.c:        ch->empireitems[ei] = 0;
save.c://    ch->pcdata->cp 		= 0;
save.c:    ch->tier1 = 0;
save.c:    ch->tier2 = 0;
save.c:    ch->tier3 = 0;
save.c:    ch->tier4 = 0;
save.c:    ch->tier5 = 0;
save.c:    ch->symbioteac                      = 0;
save.c:    ch->symbioteaff                     = 0;
save.c:    ch->symbiotedc                      = 0;
save.c:    ch->symbiotedr                      = 0;
save.c:    ch->symbiotehr                      = 0;
save.c:    ch->symbiotelvl                     = 0;
save.c:    ch->symbiotepoints                  = 0;
save.c:    ch->symbiotetype                    = 0;
save.c:    ch->symbiotemkills                  = 0;
save.c:    ch->symbioteupgrade                 = 0;
save.c:    ch->symbioteparry                   = 0;
save.c:    ch->symbiotedodge                   = 0;
save.c:    ch->symbiotecrit			= 0;
save.c:        ch->ability[sn] = 1;
save.c:        ch->ability_exp[sn] = 0;
save.c:        ch->ability_cur[sn] = -1;
save.c:    ch->pcdata->disc[0] = 0;
save.c:    ch->pcdata->disc[1] = 0;
save.c:    ch->pcdata->disc[2] = 0;
save.c:    ch->pcdata->disc[3] = 0;
save.c:    ch->pcdata->disc[4] = 0;
save.c:    ch->pcdata->disc[5] = 0;
save.c:    ch->pcdata->disc[6] = 0;
save.c:    ch->pcdata->disc[7] = 0;
save.c:    ch->pcdata->disc[8] = 0;
save.c:    ch->pcdata->disc[9] = 0;
save.c:    ch->pcdata->disc[10] = 0;
save.c:    ch->pcdata->dpowers[0] = 0;
save.c:    ch->pcdata->dpowers[1] = 0;
save.c:    ch->pcdata->dpowers[2] = 0;
save.c:    ch->pcdata->dpowers[3] = 0;
save.c:    ch->pcdata->dpowers[4] = 0;
save.c:    ch->pcdata->dpowers[5] = 0;
save.c:    ch->pcdata->dpowers[6] = 0;
save.c:    ch->pcdata->dpowers[7] = 0;
save.c:    ch->pcdata->dpowers[8] = 0;
save.c:    ch->pcdata->dpowers[9] = 0;
save.c:    ch->pcdata->dpowers[10] = 0;
save.c:    ch->militia                     = 0;
save.c:    ch->skirmishers			= 0;
save.c:    ch->pikemen                     = 0;
save.c:    ch->swordsmen                   = 0;
save.c:    ch->heavy_infantry              = 0;
save.c:    ch->axemen 			     = 0;
save.c:    ch->archers                     = 0;
save.c:    ch->archerinfantry              = 0;
save.c:    ch->chariots                    = 0;
save.c:    ch->light_cavalry               = 0;
save.c:    ch->medium_cavalry		     = 0;
save.c:    ch->heavy_cavalry               = 0;
save.c:    ch->knights                     = 0;
save.c:    ch->ballistas                   = 0;
save.c:    ch->catapults                   = 0;
save.c:    ch->rams                        = 0;
save.c:    ch->scorpions                   = 0;
save.c:    ch->trebuchets                  = 0;
save.c:        ch->army_research[x] = 0;
save.c:        ch->research[res] = 0;
save.c:        ch->armyupgrade[au] = 0;
save.c:    ch->form                            = 1048575;
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->pcdata->ignore[sn]         = -1;
save.c:    ch->pkill                           = 0;
save.c:    ch->pdeath                          = 0;
save.c:    ch->mkill                           = 0;
save.c:    ch->mdeath                          = 0;
save.c:    ch->class                           = 0;
save.c:    ch->amount_attacks_dealt            = 0;
save.c:    ch->amount_attacks_recieved         = 0;
save.c:    ch->amount_damage_dealt             = 0;
save.c:    ch->amount_damage_recieved          = 0;
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->perm_vit                = 13;
save.c:    ch->pcdata->perm_dis                = 13;
save.c:    ch->pcdata->perm_agi                = 13;
save.c:    ch->pcdata->perm_cha                = 13;
save.c:    ch->pcdata->perm_luc                = 13;
save.c:    ch->pcdata->quest                   = 0;
save.c:    ch->pcdata->religion                = 0;
save.c:    ch->pcdata->rank                    = 0;
save.c:    ch->pcdata->vamprank		= 0;
save.c:    ch->pcdata->belt			= 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->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->genes[sn]           = 0;
save.c:        ch->pcdata->powers[sn]          = 0;
save.c:        ch->pcdata->powers2[sn]         = 0;
save.c:        ch->pcdata->powers3[sn]         = 0;
save.c:        ch->pcdata->powers4[sn]         = 0;
save.c:        ch->pcdata->powers5[sn]         = 0;
save.c:        ch->pcdata->powersrace[sn]      = 0;
save.c:        ch->pcdata->powersclass[sn]     = 0;
save.c:        ch->pcdata->powerssphere[sn]    = 0;
save.c:        ch->pcdata->powerstown[sn]      = 0;
save.c:        ch->pcdata->npowers[sn]         = 0;
save.c:        ch->pcdata->townslot[x]         = 0;
save.c:    ch->pcdata->townpop			= 0;
save.c:        ch->pcdata->townslot2[x]         = 0;
save.c:        ch->pcdata->stats[sn]           = 0;
save.c:    ch->pcdata->security                = 0;    /* OLC */
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:        char_free                       = char_free->next;
save.c:        ch->pcdata                      = alloc_perm( sizeof(*ch->pcdata) );
save.c:        ch->pcdata                      = pcdata_free;
save.c:        pcdata_free                     = pcdata_free->next;
save.c:    *ch->pcdata                         = pcdata_zero;
save.c:    d->character            = ch;
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_BRIEF3
save.c:    ch->pcdata->board                   = &boards[DEFAULT_BOARD];
save.c:    ch->pcdata->history                 = generate_history();
save.c:    ch->extra                           = 0;
save.c:    ch->more				= 0;
save.c:    ch->xbits				= 0;
save.c:    ch->vampaff				= 0;
save.c:    ch->deaf				= CHANNEL_DKTALK; /*no danish by default */
save.c:    ch->special                         = 0;
save.c:    ch->newbits                         = 0;
save.c:    ch->newbits3                        = 0;
save.c:    ch->class                           = 0;
save.c:    ch->pcdata->familiar                = NULL;
save.c:    ch->pcdata->pfile                   = 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->safe_counter		= 0;
save.c:    ch->pcdata->relrank                 = 0;
save.c:    ch->pcdata->mean_paradox_counter	= 0;
save.c:    ch->pcdata->betting_amount          = 0;
save.c:    ch->pcdata->betting_char            = 0;
save.c:    ch->pcdata->tempflag                = 0; // always 0 at login, never saved
save.c:    ch->pcdata->denied                  = current_time;
save.c:    ch->pcdata->playerid                = 0;
save.c:    ch->pcdata->time_tick               = 0;
save.c:    ch->pcdata->revision                = 0;
save.c:    ch->pcdata->faith                   = 0;
save.c:    ch->pcdata->current_faith           = 0;
save.c:    ch->pcdata->damreduct               = 100;
save.c:    ch->pcdata->damreductdec            = 0;
save.c:    ch->pcdata->rel_powers              = 0;
save.c:    ch->pcdata->jflags                  = 0;
save.c:    ch->pcdata->decapmessage            = &str_empty[0];
save.c:    ch->pcdata->avatarmessage           = &str_empty[0];
save.c:    ch->pcdata->logoutmessage           = &str_empty[0];
save.c:    ch->pcdata->loginmessage            = &str_empty[0];
save.c:    ch->pcdata->tiemessage              = &str_empty[0];
save.c:    ch->pcdata->last_global             = &str_empty[0];
save.c:    ch->pcdata->pwd                     = &str_empty[0];
save.c:    ch->pcdata->bamfin                  = &str_empty[0];
save.c:    ch->pcdata->bamfout                 = &str_empty[0];
save.c:    ch->pcdata->last_decap[0]           = &str_empty[0];
save.c:    ch->pcdata->last_decap[1]           = &str_empty[0];
save.c:    ch->pcdata->retaliation             = &str_empty[0];
save.c:    ch->pcdata->title                   = &str_empty[0];
save.c:    ch->lastname        = &str_empty[0];
save.c:    ch->currentform = 0;
save.c:    ch->workercorps = 0;
save.c:    ch->empirename                      = &str_empty[0];
save.c:    ch->sublevel 			= 0;
save.c:    ch->pcdata->bounty			= 0;
save.c:    ch->pcdata->conception              = &str_empty[0];
save.c:    ch->pcdata->parents                 = &str_empty[0];
save.c:    ch->pcdata->cparents                = &str_empty[0];
save.c:    ch->pcdata->marriage                = &str_empty[0];
save.c:    ch->morph                           = &str_empty[0];
save.c:    ch->pload                           = &str_empty[0];
save.c:    ch->prompt                          = &str_empty[0];
save.c:    ch->cprompt                         = &str_empty[0];
save.c:    strtime[strlen(strtime)-1] = '\0';
save.c:    free_string(ch->lasttime);
save.c:    ch->createtime                      = str_dup( strtime );
save.c:    ch->lasttime                        = &str_empty[0];
save.c:    ch->lasthost                        = &str_empty[0];
save.c:    ch->hunting                         = &str_empty[0];
save.c:    ch->pcdata->followers               = 0;
save.c:    ch->mounted                         = 0;
save.c:    ch->home                            = 2002;
save.c://    ch->pStatus				= 0;
save.c:    ch->damcap[0]                       = 1000;
save.c:    ch->damcap[1]                       = 0;
save.c:    ch->itemaffect                      = 0;
save.c:    ch->polyaff                         = 0;
save.c:    ch->immune                          = IMM_TRAVEL;
save.c:    ch->pRank   = 1;
save.c:    ch->pResist = 1;
save.c:    ch->pLegend = 1;
save.c:    ch->resistance = 0;
save.c:    ch->pcRace = 0;
save.c:    ch->pcpractice = 0;
save.c:    ch->pcwpnprof = 0;
save.c:    ch->pcmaxwpnprof = 0;
save.c:    ch->pcsphereammount = 0;
save.c:    ch->pcsphere = 0;
save.c:    ch->pcplatinum = 0;
save.c:    ch->pcgold = 0;
save.c:    ch->pcsilver = 0;
save.c:    ch->pccopper = 0;
save.c:    ch->platinum = 0;
save.c:    ch->empiregold = 0;
save.c:    ch->gold = 0;
save.c:    ch->silver = 0;
save.c:    ch->copper = 0;
save.c:    ch->pcremort = 0;
save.c:    ch->pcLegacy = 0;
save.c:    ch->influence = 0;
save.c:    ch->profession = 0;
save.c:    ch->guild = 0;
save.c:    ch->pcdata->pc_build = 0;
save.c:    ch->pcdata->pc_eyes = 0;
save.c:    ch->pcdata->pc_hair = 0;
save.c:    ch->pcdata->pc_looks = 0;
save.c:    ch->pcdata->maptype = 1;
save.c:    ch->rage = 0;
save.c:    ch->generation = 10;
save.c:    ch->pPotentia			= 0;
save.c:    ch->tier = 1;
save.c:    ch->regions		= 1;
save.c:    ch->morale		= 100;
save.c:    ch->towns		= 0;
save.c:    ch->tax	 	= 5;
save.c:    ch->pcdata->empiretimer = 360;
save.c:    ch->empire_morale	= 75;
save.c:    ch->warehouses	= 0;
save.c:    ch->mines		= 0;
save.c:    ch->quarries	= 0;
save.c:    ch->lumbercamps	= 0;
save.c:    ch->farms		= 0;
save.c:    ch->plantations	= 0;
save.c:    ch->blacksmith	= 0;
save.c:    ch->population      = 1000;
save.c:        ch->empireitems[ei] = 0;
save.c://    ch->pcdata->cp              = 0;
save.c:    ch->tier1 = 0;
save.c:    ch->tier2 = 0;
save.c:    ch->tier3 = 0;
save.c:    ch->tier4 = 0;
save.c:    ch->tier5 = 0;
save.c:    ch->symbioteac                      = 0;
save.c:    ch->symbioteaff                     = 0;
save.c:    ch->symbiotedc                      = 0;
save.c:    ch->symbiotedr                      = 0;
save.c:    ch->symbiotehr                      = 0;
save.c:    ch->symbiotelvl                     = 0;
save.c:    ch->symbiotepoints                  = 0;
save.c:    ch->symbiotetype                    = 0;
save.c:    ch->symbiotemkills                  = 0;
save.c:    ch->symbioteupgrade                 = 0;
save.c:    ch->symbioteparry                   = 0;
save.c:    ch->symbiotedodge                   = 0;
save.c:    ch->symbiotecrit			= 0;
save.c:        ch->ability[sn] = 1;
save.c:        ch->ability_exp[sn] = 0;
save.c:        ch->ability_cur[sn] = -1;
save.c:    ch->pcdata->disc[0] = 0;
save.c:    ch->pcdata->disc[1] = 0;
save.c:    ch->pcdata->disc[2] = 0;
save.c:    ch->pcdata->disc[3] = 0;
save.c:    ch->pcdata->disc[4] = 0;
save.c:    ch->pcdata->disc[5] = 0;
save.c:    ch->pcdata->disc[6] = 0;
save.c:    ch->pcdata->disc[7] = 0;
save.c:    ch->pcdata->disc[8] = 0;
save.c:    ch->pcdata->disc[9] = 0;
save.c:    ch->pcdata->disc[10] = 0;
save.c:    ch->pcdata->dpowers[0] = 0;
save.c:    ch->pcdata->dpowers[1] = 0;
save.c:    ch->pcdata->dpowers[2] = 0;
save.c:    ch->pcdata->dpowers[3] = 0;
save.c:    ch->pcdata->dpowers[4] = 0;
save.c:    ch->pcdata->dpowers[5] = 0;
save.c:    ch->pcdata->dpowers[6] = 0;
save.c:    ch->pcdata->dpowers[7] = 0;
save.c:    ch->pcdata->dpowers[8] = 0;
save.c:    ch->pcdata->dpowers[9] = 0;
save.c:    ch->pcdata->dpowers[10] = 0;
save.c:    /*ch->militia                     = 0;
save.c:    ch->skirmishers			= 0;
save.c:    ch->pikemen                     = 0;
save.c:    ch->swordsmen                   = 0;
save.c:    ch->heavy_infantry              = 0;
save.c:    ch->axemen 			     = 0;
save.c:    ch->archers                     = 0;
save.c:    ch->archerinfantry              = 0;
save.c:    ch->chariots                    = 0;
save.c:    ch->light_cavalry               = 0;
save.c:    ch->medium_cavalry		     = 0;
save.c:    ch->heavy_cavalry               = 0;
save.c:    ch->knights                     = 0;
save.c:    ch->ballistas                   = 0;
save.c:    ch->catapults                   = 0;
save.c:    ch->rams                        = 0;
save.c:    ch->scorpions                   = 0;
save.c:    ch->trebuchets                  = 0;
save.c:        ch->army_research[x] = 0;
save.c:        ch->research[res] = 0;
save.c:        ch->armyupgrade[au] = 0;
save.c:    ch->form                            = 1048575;
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->pcdata->ignore[sn]         = -1;
save.c:    ch->pkill                           = 0;
save.c:    ch->pdeath                          = 0;
save.c:    ch->mkill                           = 0;
save.c:    ch->mdeath                          = 0;
save.c:    ch->class                           = 0;
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->perm_vit                = 13;
save.c:    ch->pcdata->perm_dis                = 13;
save.c:    ch->pcdata->perm_agi                = 13;
save.c:    ch->pcdata->perm_cha                = 13;
save.c:    ch->pcdata->perm_luc                = 13;
save.c:    ch->pcdata->quest                   = 0;
save.c:    ch->pcdata->religion                = 0;
save.c:    ch->pcdata->rank                    = 0;
save.c:    ch->pcdata->vamprank		= 0;
save.c:    ch->pcdata->belt			= 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->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->genes[sn]           = 0;
save.c:        ch->pcdata->powers[sn]          = 0;
save.c:        ch->pcdata->powers2[sn]         = 0;
save.c:        ch->pcdata->powers3[sn]         = 0;
save.c:        ch->pcdata->powers4[sn]         = 0;
save.c:        ch->pcdata->powers5[sn]         = 0;
save.c:        ch->pcdata->powersrace[sn]      = 0;
save.c:        ch->pcdata->powersclass[sn]     = 0;
save.c:        ch->pcdata->powerssphere[sn]    = 0;
save.c:        ch->pcdata->powerstown[sn]      = 0;
save.c:        ch->pcdata->npowers[sn]         = 0;
save.c:        ch->pcdata->townslot[x]         = 0;
save.c:    ch->pcdata->townpop                 = 0;
save.c:        ch->pcdata->townslot2[x]         = 0;
save.c:        ch->pcdata->cities[x]         = 0;
save.c:        ch->pcdata->citybuildings[x]         = 0;
save.c:    ch->pcdata->security                = 0;    /* OLC */
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:        obj_free        = obj_free->next;
save.c:    obj->name           = &str_empty[0];
save.c:    obj->short_descr    = &str_empty[0];
save.c:    obj->description    = &str_empty[0];
save.c:    obj->questmaker     = &str_empty[0];
save.c:    obj->questowner     = &str_empty[0];
save.c:    obj->condition      = 100;
save.c:    obj->toughness      = 0;
save.c:    obj->resistance     = 100;
save.c:    obj->quest          = 0;
save.c:    obj->points         = 0;
save.c:    obj->ownerid        = 0;
save.c:    obj->specaff	= 0;
save.c:    obj->xitem		= 0;
save.c:    obj->spectype	= 0;
save.c:    obj->armortype	= 0;
save.c:    obj->weapontype	= 0;
save.c:    obj->guntype        = 0;
save.c:    obj->guncapacity    = 0;
save.c:    obj->ammo           = 0;
save.c:                    affect_free = affect_free->next;
save.c:                paf->type       = 0;
save.c:                paf->duration   = fread_number( fp );
save.c:                paf->modifier   = fread_number( fp );
save.c:                paf->location   = fread_number( fp );
save.c:                paf->bitvector  = 0;
save.c:                paf->next       = obj->affected;
save.c:                obj->affected   = paf;
save.c:            KEY( "Ammo",      obj->ammo,         fread_number( fp ) );
save.c:            KEY( "Armortype", obj->armortype,         fread_number( fp ) );
save.c:            KEY( "CMaterial",   obj->c_material,        fread_number( fp ) );
save.c:            KEY( "Condition",   obj->condition,         fread_number( fp ) );
save.c:            KEY( "Cost",        obj->cost,              fread_number( fp ) );
save.c:            KEY( "Description", obj->description,       fread_string( fp ) );
save.c:            KEY( "EarthLvL",    obj->earth_level,       fread_number( fp ) );
save.c:            KEY( "ExtraFlags",  obj->extra_flags,       fread_number( fp ) );
save.c:            KEY( "ExtraFlags2", obj->extra_flags2,      fread_number( fp ) );
save.c:                    extra_descr_free    = extra_descr_free->next;
save.c:                ed->keyword             = fread_string( fp );
save.c:                ed->description         = fread_string( fp );
save.c:                ed->next                = obj->extra_descr;
save.c:                obj->extra_descr        = ed;
save.c:                    free_string( obj->name        );
save.c:                    free_string( obj->description );
save.c:                    free_string( obj->short_descr );
save.c:                    obj->next = obj_free;
save.c:                    obj->next   = object_list;
save.c:                    obj->pIndexData->count++;
save.c:                        obj_to_obj( obj, rgObjNest[iNest-1] );
save.c:            KEY( "FireLvL",     obj->fire_level,        fread_number( fp ) );
save.c:            KEY( "Guncapacity", obj->guncapacity,    fread_number( fp ) );
save.c:            KEY( "Guntype",     obj->guntype,        fread_number( fp ) );
save.c:            KEY( "ItemType",    obj->item_type,         fread_number( fp ) );
save.c:            KEY( "Level",       obj->level,             fread_number( fp ) );
save.c:            KEY( "LightningLvL",obj->lightning_level,   fread_number(fp));
save.c:            KEY( "Material",    obj->material,             fread_number( fp ) );
save.c:            KEY( "Name",        obj->name,              fread_string( fp ) );
save.c:            KEY( "OwnerID",     obj->ownerid,           fread_number( fp ) );
save.c:            KEY( "Points",      obj->points,            fread_number( fp ) );
save.c:            KEY( "Quest",       obj->quest,             fread_number( fp ) );
save.c:            KEY( "Questmaker",  obj->questmaker,        fread_string( fp ) );
save.c:            KEY( "Questowner",  obj->questowner,        fread_string( fp ) );
save.c:            KEY( "Resistance",  obj->resistance,        fread_number( fp ) );
save.c:            KEY( "ShortDescr",  obj->short_descr,       fread_string( fp ) );
save.c:            KEY( "SoulLvL",     obj->soul_level,        fread_number(fp));
save.c:            KEY( "SpecAFF",     obj->specaff,           fread_number(fp) );
save.c:            KEY( "Spectype",    obj->spectype,          fread_number(fp) );
save.c:                    obj->value[iValue] = sn;
save.c:            KEY( "Timer",       obj->timer,             fread_number( fp ) );
save.c:            KEY( "Toughness",   obj->toughness,         fread_number( fp ) );
save.c:                obj->value[0]   = fread_number( fp );
save.c:                obj->value[1]   = fread_number( fp );
save.c:                obj->value[2]   = fread_number( fp );
save.c:                obj->value[3]   = fread_number( fp );
save.c:                obj->value2[0]   = fread_number( fp );
save.c:                obj->value2[1]   = fread_number( fp );
save.c:                obj->value2[2]   = fread_number( fp );
save.c:                obj->value2[3]   = fread_number( fp );
save.c:                obj->value2g[0]   = fread_number( fp );
save.c:                obj->value2g[1]   = fread_number( fp );
save.c:                obj->value2g[2]   = fread_number( fp );
save.c:                obj->value2g[3]   = fread_number( fp );
save.c:                if ( !( obj->pIndexData = get_obj_index( vnum ) ) )
save.c:                    obj->pIndexData = get_obj_index( OBJ_VNUM_DUMMY );
save.c:            KEY( "xitem",    obj->xitem,       fread_number(fp));
save.c:            KEY( "WaterLvL",    obj->water_level,       fread_number(fp));
save.c:            KEY( "WeapFlags",   obj->weapflags,         fread_number( fp ) );
save.c:            KEY( "WearFlags",   obj->wear_flags,        fread_number( fp ) );
save.c:            KEY( "WearLoc",     obj->wear_loc,          fread_number( fp ) );
save.c:            KEY( "WeaponCurrentXP", obj->weapon_currentxp, fread_number( fp ) );
save.c:            KEY( "WeaponLevel", obj->weapon_level,      fread_number( fp ) );
save.c:            KEY( "WeaponPoints",obj->weapon_points,     fread_number( fp ) );
save.c:            KEY( "Weapontype",  obj->weapontype,       fread_number( fp ) );
save.c:            KEY( "Weight",      obj->weight,            fread_number( fp ) );
save.c:                ch->ability[0] = fread_number(fp);
save.c:                ch->ability[1] = fread_number(fp);
save.c:                ch->ability[2] = fread_number(fp);
save.c:                ch->ability[3] = fread_number(fp);
save.c:                ch->ability[4] = fread_number(fp);
save.c:                ch->ability_exp[0] = fread_long(fp);
save.c:                ch->ability_exp[1] = fread_long(fp);
save.c:                ch->ability_exp[2] = fread_long(fp);
save.c:                ch->ability_exp[3] = fread_long(fp);
save.c:                ch->ability_exp[4] = fread_long(fp);
save.c:                ch->ability_cur[0] = fread_number(fp);
save.c:                ch->ability_cur[1] = fread_number(fp);
save.c:                ch->ability_cur[2] = fread_number(fp);
save.c:                ch->ability_cur[3] = fread_number(fp);
save.c:                ch->ability_cur[4] = fread_number(fp);
save.c:                ch->ability_cur[5] = 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:                    ch->alloy[x] = fread_number( fp );
save.c:                    ch->ammo[x] = fread_number( fp );
save.c:            KEY( "Armor",       ch->armor,              fread_number( fp ) );
save.c:            KEY( "Avatarmessage", ch->pcdata->avatarmessage,  fread_string( fp ) );
save.c:            KEY( "Awin",        ch->pcdata->awins,      fread_number( fp ) );
save.c:            KEY( "Alos",        ch->pcdata->alosses,    fread_number( fp ) );
save.c:                    affect_free = affect_free->next;
save.c:                    paf->type   = fread_number( fp );
save.c:                        paf->type = sn;
save.c:                paf->duration   = fread_number( fp );
save.c:                paf->modifier   = fread_number( fp );
save.c:                paf->location   = fread_number( fp );
save.c:                paf->bitvector  = fread_number( fp );
save.c:                paf->next       = ch->affected;
save.c:                ch->affected    = paf;
save.c:            KEY( "Army_Militia", ch->militia,      fread_long( fp ) );
save.c:            KEY( "Army_Skirmishers", ch->skirmishers,      fread_long( fp ) );
save.c:            KEY( "Army_Pikemen", ch->pikemen,      fread_long( fp ) );
save.c:            KEY( "Army_Swordsmen", ch->swordsmen,      fread_long( fp ) );
save.c:            KEY( "Army_Heavy_Infantry", ch->heavy_infantry,      fread_long( fp ) );
save.c:            KEY( "Army_Axemen", ch->axemen,      fread_long( fp ) );
save.c:            KEY( "Army_Archers", ch->archers,      fread_long( fp ) );
save.c:            KEY( "Army_ArcherInfantry", ch->archerinfantry,      fread_long( fp ) );
save.c:            KEY( "Army_Chariots", ch->chariots,      fread_long( fp ) );
save.c:            KEY( "Army_Light_Cavalry", ch->light_cavalry,      fread_long( fp ) );
save.c:            KEY( "Army_Medium_Cavalry", ch->medium_cavalry,      fread_long( fp ) );
save.c:            KEY( "Army_Heavy_Cavalry", ch->heavy_cavalry,      fread_long( fp ) );
save.c:            KEY( "Army_Knights", ch->knights,      fread_long( fp ) );
save.c:            KEY( "Army_Ballistas", ch->ballistas,      fread_long( fp ) );
save.c:            KEY( "Army_Catapults", ch->catapults,      fread_long( fp ) );
save.c:            KEY( "Army_Rams", ch->rams,      fread_long( fp ) );
save.c:            KEY( "Army_Scorpions", ch->scorpions,      fread_long( fp ) );
save.c:            KEY( "Army_Trebuchets", ch->trebuchets,      fread_long( fp ) );
save.c:                    ch->army_research[x] = fread_number (fp);
save.c:                    ch->army_research[au] = fread_number (fp);
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:                ch->pcdata->mod_vit  = fread_number( fp );
save.c:                ch->pcdata->mod_dis  = fread_number( fp );
save.c:                ch->pcdata->mod_agi  = fread_number( fp );
save.c:                ch->pcdata->mod_cha  = fread_number( fp );
save.c:                ch->pcdata->mod_luc  = fread_number( fp );
save.c:                ch->pcdata->perm_vit = fread_number( fp );
save.c:                ch->pcdata->perm_dis = fread_number( fp );
save.c:                ch->pcdata->perm_agi = fread_number( fp );
save.c:                ch->pcdata->perm_cha = fread_number( fp );
save.c:                ch->pcdata->perm_luc = fread_number( fp );
save.c:                    alias_free = alias_free->next;
save.c:                ali->short_n = fread_string(fp);
save.c:                ali->long_n = fread_string(fp);
save.c:                ali->next = ch->pcdata->alias;
save.c:                ch->pcdata->alias = ali;
save.c:                ch->pcdata->alias_count++;
save.c:            KEY( "Banked",      ch->bankgold,           fread_long( fp ) );
save.c:            KEY( "Bamfin",      ch->pcdata->bamfin,     fread_string( fp ) );
save.c:            KEY( "Bamfout",     ch->pcdata->bamfout,    fread_string( fp ) );
save.c:            KEY( "Belt",      ch->pcdata->belt,       fread_number( fp ) );
save.c:            KEY( "Blacksmith",  ch->blacksmith, fread_number( fp ));
save.c:            KEY( "BloodType",   ch->bloodtype,       fread_number( fp ) );
save.c:            KEY( "Bounty",  ch->pcdata->bounty, fread_number( fp ));
save.c:                for (; num ; num-- ) /* for each of the board saved */
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:                    ch->pcdata->cities[x] = fread_number( fp );
save.c:                    ch->pcdata->citybuildings[x] = fread_number( fp );
save.c:            KEY( "Class",       ch->class,              fread_number( fp ) );
save.c:            KEY( "Copper",      ch->copper,             fread_long( fp ) );
save.c:            KEY( "Currentfaith",     ch->pcdata->current_faith,   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( "Currentform",  ch->currentform, 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://            KEY( "Cp",    ch->pcdata->cp,   fread_long( 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:                ch->pcdata->damreduct = fread_number(fp);
save.c:                ch->pcdata->damreductdec = fread_number(fp);
save.c:            KEY( "Decapmessage", ch->pcdata->decapmessage,  fread_string( fp ));
save.c:            KEY( "Defense",      ch->defense,     fread_number( fp ) );
save.c:            KEY( "Denied",      ch->pcdata->denied,     fread_number( fp ) );
save.c:            KEY( "Description", ch->description,        fread_string( fp ) );
save.c:                ch->pcdata->disc[0] = fread_number (fp);
save.c:                ch->pcdata->disc[1] = fread_number (fp);
save.c:                ch->pcdata->disc[2] = fread_number (fp);
save.c:                ch->pcdata->disc[3] = fread_number (fp);
save.c:                ch->pcdata->disc[4] = fread_number (fp);
save.c:                ch->pcdata->disc[5] = fread_number (fp);
save.c:                ch->pcdata->disc[6] = fread_number (fp);
save.c:                ch->pcdata->disc[7] = fread_number (fp);
save.c:                ch->pcdata->disc[8] = fread_number (fp);
save.c:                ch->pcdata->disc[9] = fread_number (fp);
save.c:                ch->pcdata->disc[10] = fread_number (fp);
save.c:                ch->pcdata->dpowers[0] = fread_number (fp);
save.c:                ch->pcdata->dpowers[1] = fread_number (fp);
save.c:                ch->pcdata->dpowers[2] = fread_number (fp);
save.c:                ch->pcdata->dpowers[3] = fread_number (fp);
save.c:                ch->pcdata->dpowers[4] = fread_number (fp);
save.c:                ch->pcdata->dpowers[5] = fread_number (fp);
save.c:                ch->pcdata->dpowers[6] = fread_number (fp);
save.c:                ch->pcdata->dpowers[7] = fread_number (fp);
save.c:                ch->pcdata->dpowers[8] = fread_number (fp);
save.c:                ch->pcdata->dpowers[9] = fread_number (fp);
save.c:                ch->pcdata->dpowers[10] = fread_number (fp);
save.c://	  KEY ("Dpoints", ch->pcdata->dpoints, fread_number (fp));
save.c://	  KEY ("Dps", ch->dps, fread_number (fp));
save.c://	  KEY ("Dpwrs", ch->dpwrs, fread_number (fp));
save.c:                ch->pcdata->power[0] = fread_long (fp);
save.c:                ch->pcdata->power[1] = fread_long (fp);
save.c:                    ch->empireitems[ei] = fread_number( fp );
save.c:            KEY( "EmpireGold",  ch->empiregold,          fread_long( fp ) );
save.c:            KEY( "Empirename",  ch->empirename,  fread_string( fp ));
save.c:            KEY( "EmpireTimer", ch->pcdata->empiretimer, fread_number( fp ) );
save.c:            KEY( "Exp",         ch->exp,                fread_long( fp ) );
save.c:            KEY( "Extra",       ch->extra,              fread_number( fp ) );
save.c:            KEY( "Faith",        ch->pcdata->faith,       fread_number( fp ) );
save.c:            KEY( "Farms",       ch->farms,       fread_number( fp ) );
save.c:            KEY( "Flag2",  ch->flag2, 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( "GenExp", ch->genexp, fread_long( fp ) );
save.c:            KEY( "Gold", ch->gold, fread_long( fp ) );
save.c:            KEY( "Guild", ch->guild, 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( "Height",        ch->height,               fread_number( fp ) );
save.c:                ch->home_x = fread_number( fp );
save.c:                ch->home_y = 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( "Influence",     ch->influence,        fread_number( fp ) );
save.c:            KEY( "Itemaffect",    ch->itemaffect,       fread_number( fp ) );
save.c:            KEY( "Jflags",        ch->pcdata->jflags,   fread_number( fp ) );
save.c:            KEY( "Lasthost",    ch->lasthost,           fread_string( fp ) );
save.c:            KEY( "Lastdecap1",  ch->pcdata->last_decap[0],     fread_string( fp ) );
save.c:            KEY( "Lastdecap2",  ch->pcdata->last_decap[1],     fread_string( fp ) );
save.c:            KEY( "LastName",    ch->lastname,           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:                ch->x = fread_number( fp );
save.c:                ch->y = fread_number( fp );
save.c:                ch->room = fread_number( fp );
save.c:            KEY( "Loginmessage", ch->pcdata->loginmessage,  fread_string( fp ) );
save.c:            KEY( "Logoutmessage", ch->pcdata->logoutmessage,  fread_string( fp ) );
save.c:            KEY( "LongDescr",   ch->long_descr,         fread_string( fp ) );
save.c:            KEY( "Lumbercamps",     ch->lumbercamps,   fread_number( fp ) );
save.c:                    ch->magic_res[i] = fread_number( fp );
save.c:            KEY( "Maptype",     ch->pcdata->maptype,    fread_number( fp ) );
save.c:            KEY( "Meanparadox",       ch->pcdata->mean_paradox_counter, fread_number( fp ) );
save.c:            KEY( "Marriage",    ch->pcdata->marriage,   fread_string( fp ) );
save.c:            KEY( "Mines", ch->mines, fread_number( fp ));
save.c:            KEY( "Morale", ch->empire_morale, fread_number( fp ) );
save.c:            KEY( "More", ch->more, fread_number( fp ));
save.c:            KEY( "Morph",       ch->morph,              fread_string( fp ) );
save.c:            KEY( "Newbits",     ch->newbits,    fread_number( fp ) );
save.c:            KEY( "Newbits3",    ch->newbits3,    fread_number( fp ) );
save.c:                    ch->pcdata->npowers[sn] = fread_number( fp );
save.c:            KEY( "Objvnum",     ch->pcdata->obj_vnum,   fread_number( fp ) );
save.c:            KEY( "Prefix",  ch->prefix,  fread_string( fp ));
save.c:            KEY("PlayerRank", ch->pRank, fread_number( fp ) );
save.c:            KEY("PlayerResist", ch->pResist, fread_number( fp ) );
save.c:            KEY("PlayerLegend", ch->pLegend, fread_number( fp ) );
save.c:            KEY("PlayerRace", ch->pcRace, fread_number( fp ) );
save.c:            KEY("PcPractice", ch->pcpractice, fread_number( fp ) );
save.c:            KEY("Pcwpnprof", ch->pcwpnprof, fread_number( fp ) );
save.c:            KEY("Pcmaxwpnprof", ch->pcmaxwpnprof, fread_number( fp ) );
save.c:            KEY("Pcsphereammount", ch->pcsphereammount, fread_number( fp ) );
save.c:            KEY("Pcsphere", ch->pcsphere, fread_number( fp ) );
save.c:            KEY("Pcplatinum", ch->pcplatinum, fread_long( fp ) );
save.c:            KEY("Pcgold", ch->pcgold, fread_long( fp ) );
save.c:            KEY("Pcsilver", ch->pcsilver, fread_long( fp ) );
save.c:            KEY("Pccopper", ch->pccopper, fread_long( fp ) );
save.c:            KEY("Pc_build", ch->pcdata->pc_build, fread_number( fp ) );
save.c:            KEY("Pc_eyes", ch->pcdata->pc_eyes, fread_number( fp ) );
save.c:            KEY("Pc_hair", ch->pcdata->pc_hair, fread_number( fp ) );
save.c:            KEY("Pc_looks", ch->pcdata->pc_looks, fread_number( fp ) );
save.c:                ch->pcstyle[0]   = fread_number( fp );
save.c:                ch->pcstyle[1]   = fread_number( fp );
save.c:                ch->pcstyle[2]   = fread_number( fp );
save.c:                ch->pcstyle[3]   = fread_number( fp );
save.c:            KEY("Pcremort", ch->pcremort, fread_number( fp ) );
save.c:            KEY("PcLegacy", ch->pcLegacy, 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( "Plantations", ch->plantations,        fread_number( fp ) );
save.c:            KEY( "Platinum",    ch->platinum,           fread_long( fp ) );
save.c:            KEY( "Played",      ch->played,             fread_number( fp ) );
save.c:            KEY( "PlayerID",    ch->pcdata->playerid,   fread_number( fp ) );
save.c:            KEY( "Polyaff",     ch->polyaff,            fread_number( fp ) );
save.c:            KEY( "Population",  ch->population,         fread_long( fp ) );
save.c:            KEY( "Potentia",	ch->pPotentia,		fread_number( fp ) );
save.c:                    ch->pcdata->powers[sn] = fread_number( fp );
save.c:                    ch->pcdata->powers2[sn] = fread_number( fp );
save.c:                    ch->pcdata->powers3[sn] = fread_number( fp );
save.c:                    ch->pcdata->powers4[sn] = fread_number( fp );
save.c:                    ch->pcdata->powers5[sn] = fread_number( fp );
save.c:            if ( !str_cmp( word, "Power-Race" ) )
save.c:                    ch->pcdata->powersrace[sn] = fread_number( fp );
save.c:            if ( !str_cmp( word, "Power-Class" ) )
save.c:                    ch->pcdata->powersclass[sn] = fread_number( fp );
save.c:            if ( !str_cmp( word, "Power-Sphere" ) )
save.c:                    ch->pcdata->powerssphere[sn] = fread_number( fp );
save.c:            if ( !str_cmp( word, "Power-Town" ) )
save.c:                    ch->pcdata->powerstown[sn] = fread_number( fp );
save.c:            KEY( "PowerCurrent", ch->pcdata->power[POWER_CURRENT], fread_long( fp ) );
save.c:            KEY( "PowerTotal", ch->pcdata->power[POWER_TOTAL], fread_long( fp ) );
save.c:            		ch->pcdata->power[POWER_CURRENT] = fread_long( fp );
save.c:            		ch->pcdata->power[POWER_TOTAL] = fread_long(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( "Prof", ch->profession, fread_number( fp) );
save.c:            KEY( "Prompt",      ch->prompt,             fread_string( fp ) );
save.c:            KEY( "pStatus", ch->pStatus, fread_number( fp) );
save.c:            KEY( "Quarries",	ch->quarries, fread_number( fp ) );
save.c:            KEY( "Quest",        ch->pcdata->quest,     fread_number( fp ) );
save.c:            KEY( "Questsrun",	 ch->pcdata->questsrun, fread_number( fp ) );
save.c:            KEY( "Queststotal",	 ch->pcdata->questtotal, fread_number( fp ) );
save.c:                    quest_free = quest_free->next;
save.c:                quest->time     = fread_number(fp);
save.c:                quest->type     = fread_number(fp);
save.c:                quest->giver    = fread_number(fp);
save.c:                quest->vnums[0] = fread_number(fp);
save.c:                quest->vnums[1] = fread_number(fp);
save.c:                quest->vnums[2] = fread_number(fp);
save.c:                quest->vnums[3] = fread_number(fp);
save.c:                quest->next = ch->pcdata->quests;
save.c:                ch->pcdata->quests = quest;
save.c:            KEY( "Rage",        ch->rage,       fread_number( fp ) );
save.c:            KEY( "Rank",        ch->pcdata->rank,       fread_number( fp ) );
save.c:                    ch->rawmaterial[x] = fread_number( fp );
save.c:                    ch->rawmaterial[x] = fread_number( fp );
save.c:                    ch->rawmaterial[x] = fread_number( fp );
save.c:                    ch->rawmaterial[x] = fread_number( fp );
save.c:                    ch->rawmaterial[x] = fread_number( fp );
save.c:                    ch->rawmaterial[x] = fread_number( fp );
save.c:            KEY( "RealMorale",     ch->morale,              fread_number( fp ) );
save.c:            KEY( "Regions",        ch->regions,              fread_number( fp ) );
save.c:            KEY( "Religion",       ch->pcdata->religion,    fread_number(fp));
save.c:            KEY( "Relrank",        ch->pcdata->relrank,       fread_number( fp ) );
save.c:            KEY( "Relpowers",      ch->pcdata->rel_powers,    fread_number( fp ) );
save.c:                    ch->research[res] = fread_number (fp);
save.c:            KEY( "Resistance",     ch->resistance,	      fread_number( fp ) );
save.c:            KEY( "Retaliation",    ch->pcdata->retaliation,   fread_string( fp ) );
save.c:            KEY( "Revision",       ch->pcdata->revision,      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:                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( "Shielding",   ch->shielding,          fread_number( fp ) );
save.c:            KEY( "ShortDescr",  ch->short_descr,        fread_string( fp ) );
save.c:            KEY( "Silver",      ch->silver,             fread_long( fp ) );
save.c:            KEY( "Security",    ch->pcdata->security,   fread_number(fp));
save.c:                    ch->pcdata->learned[sn] = value;
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->spl[5]      = fread_number( fp );
save.c:                ch->spl[6]      = fread_number( fp );
save.c:                ch->spl[7]      = 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->stance[12] = fread_number(fp);
save.c:                ch->stance[13] = fread_number(fp);
save.c:                ch->stance[14] = fread_number(fp);
save.c:                ch->stance[15] = fread_number(fp);
save.c:                ch->stance[16] = fread_number(fp);
save.c:                ch->stance[17] = fread_number(fp);
save.c:                ch->stance[18] = fread_number(fp);
save.c:                ch->stance[19] = fread_number(fp);
save.c:                ch->stance[20] = fread_number(fp);
save.c:                ch->stance[21] = fread_number(fp);
save.c:                ch->stance[22] = fread_number(fp);
save.c:                ch->stance[23] = fread_number(fp);
save.c:                    ch->pcdata->stats[sn] = fread_number( fp );
save.c:            KEY( "Status", ch->pStatus, fread_number( fp ));
save.c:            KEY( "Sublevel", ch->sublevel, fread_number( fp ));
save.c:            KEY( "Symbioteac", ch->symbioteac,  fread_number( fp ));
save.c:            KEY( "Symbioteaff", ch->symbioteaff, fread_number( fp ));
save.c:            KEY( "Symbiotecrit", ch->symbiotecrit,   fread_number( fp ));
save.c:            KEY( "Symbiotedc", ch->symbiotedc,   fread_number( fp ));
save.c:            KEY( "Symbiotedodge", ch->symbiotedodge,   fread_number( fp ));
save.c:            KEY( "Symbiotedr", ch->symbiotedr,   fread_number( fp ));
save.c:            KEY( "Symbiotehr", ch->symbiotehr,   fread_number( fp ));
save.c:            KEY( "Symbiotelvl", ch->symbiotelvl,   fread_number( fp ));
save.c:            KEY( "Symbiotemkills", ch->symbiotemkills, fread_number( fp ));
save.c:            KEY( "Symbioteparry", ch->symbioteparry,   fread_number( fp ));
save.c:            KEY( "Symbiotepoints", ch->symbiotepoints,   fread_number( fp ));
save.c:            KEY( "Symbiotetype", ch->symbiotetype, fread_number( fp ));
save.c:            KEY( "Symbioteupgrade", ch->symbioteupgrade, fread_number( fp ));
save.c:            KEY( "Tanrank",      ch->pcdata->tanrank,          fread_number( fp ) );
save.c:            KEY( "Tax",          ch->tax,              fread_number( fp ) );
save.c:            KEY( "Tcolor",       ch->talkcolor,              fread_number( fp ) );
save.c:            KEY( "Tiemessage",   ch->pcdata->tiemessage,  fread_string( fp ));
save.c:            KEY( "Tier",         ch->tier,              fread_number( fp ) );
save.c:            KEY( "Tier1",        ch->tier1,              fread_number( fp ) );
save.c:            KEY( "Tier2",        ch->tier2,              fread_number( fp ) );
save.c:            KEY( "Tier3",        ch->tier3,              fread_number( fp ) );
save.c:            KEY( "Tier4",        ch->tier4,              fread_number( fp ) );
save.c:            KEY( "Tier5",        ch->tier5,              fread_number( fp ) );
save.c:            KEY( "Trust",       ch->trust,              fread_number( fp ) );
save.c:            KEY( "Timetick",    ch->pcdata->time_tick,    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( "TownPop",       ch->pcdata->townpop,              fread_number( fp ) );
save.c:            KEY( "Towns",       ch->towns,              fread_number( fp ) );
save.c:                    ch->pcdata->townslot[x] = fread_number( fp );
save.c:                    ch->pcdata->townslot2[x] = fread_number( fp );
save.c:            KEY( "Vampaff",      ch->vampaff,       fread_number( fp ) );
save.c:            KEY( "VampRank",      ch->pcdata->vamprank,       fread_number( fp ) );
save.c:                ch->pIndexData = get_mob_index( fread_number( fp ) );
save.c:            KEY( "Warehouses",        ch->warehouses,              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:                ch->wpn[13]     = fread_number( fp );
save.c:                ch->wpn[14]     = fread_number( fp );
save.c:                ch->wpn[15]     = fread_number( fp );
save.c:                ch->wpn[16]     = fread_number( fp );
save.c:                ch->wpn[17]     = fread_number( fp );
save.c:                ch->wpn[18]     = fread_number( fp );
save.c:            KEY( "Warps",         ch->warp,              fread_number( fp ) );
save.c:            KEY( "WarpCount",     ch->warpcount,         fread_number( fp ) );
save.c:            KEY( "Weight",        ch->weight,            fread_number( fp ) );
save.c:            KEY( "Workercorps",   ch->workercorps,       fread_long( fp ) );
save.c:                    ch->wpn_res[i] = fread_number( fp );
save.c:            KEY( "Xbits",         ch->xbits,              fread_number( fp ) );
save.c:                     ch->name ? ch->name : "UNKNOWN");
save.c:    else if (c == '-')
save.c:        number = number * 10 + c - '0';
save.c:        number = 0 - number;
save.c:    total = victim->played + (int) (onlinet = current_time - victim->logon);
save.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:        sprintf(kav, "#CHalf-Elf#n");
save.c:        sprintf(kav, "#CHalf-Ogre#n");
save.c:        sprintf(kav, "#CHalf-Orc#n");
save.c:        sprintf(kav, "#COgre-Mage#n");
save.c:        sprintf(kav, "#CArch-Demon#n");
save.c:        sprintf(kav, "#CArch-Angel#n");
save.c:    if (victim->profession == PROF_MERCENARY)
save.c:    else if (victim->profession == PROF_SOLDIER)
save.c:    else if (victim->profession == PROF_CLERIC)
save.c:    else if (victim->profession == PROF_MONK)
save.c:    else if (victim->profession == PROF_THIEF)
save.c:    else if (victim->profession == PROF_ASSASSIN)
save.c:    else if (victim->profession == PROF_KNIGHT)
save.c:    else if (victim->profession == PROF_BARBARIAN)
save.c:        sprintf(class,"#yAnti-Paladin#n");
save.c:    if (victim->guild == GUILD_DARK_HAND)
save.c:    else if (victim->guild == GUILD_GUARDIAN)
save.c:    else if (victim->guild == GUILD_SYNDICATE)
save.c:    else if (victim->guild == GUILD_DAMNED)
save.c:    else if (victim->guild == GUILD_CRUSADERS)
save.c:    else if (victim->guild == GUILD_DRUID)
save.c:    if (victim->pcremort == 0)
save.c:    else if (victim->pcremort == 1)
save.c:    else if (victim->pcremort == 2)
save.c:    else if (victim->pcremort == 3)
save.c:    else if (victim->pcremort == 4)
save.c:    else if (victim->pcremort == 5)
save.c:    if (victim->level == 210) sprintf(level, "%sAncient#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 209) sprintf(level, "%sDemi-God#n (%d)", remo, victim->level);
save.c:    else if (victim->level == 208) sprintf(level, "%sMyth#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 207) sprintf(level, "%sSeer#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 206) sprintf(level, "%sWarlord#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 205) sprintf(level, "%sMaster#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 204) sprintf(level, "%sChosen#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 203) sprintf(level, "%sLegend#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 202) sprintf(level, "%sChampion#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 201) sprintf(level, "%sVeteren#n (%d)#n", remo, victim->level);
save.c:    else if (victim->level == 200) sprintf(level, "%sHero#n (%d)#n", remo, victim->level);
save.c:        cprintf(level, "#RAdministrator#n (%d)#n", victim->level);
save.c:    else cprintf(level, "%s%16d#n", remo, victim->level);
save.c:        sprintf(buf, " #W%s#D, %s #W\n\r", victim->pcdata->switchname, victim->prefix);
save.c:            sprintf(buf, " #W%s#D, the %s #W%s#D %s#Dof %s#D\n\r", victim->pcdata->switchname, kav, class, prof, guild);
save.c:            sprintf(buf, " #W%s#D, the %s #D%s#Dof %s#D\n\r", victim->pcdata->switchname, kav, prof, guild);
save.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:        cprintf(buf," #WLast connected from:#n %s\n\r", victim->lasthost);
save.c:        if (strlen(victim->lasttime) > 0)
save.c:            cprintf(buf,"                  #Won#n: %s#n\n\r", victim->lasttime);
save.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:        if (strlen(victim->lasttime) > 0)
save.c:            cprintf(buf,"                  #Won:#n  %s#n\n\r", victim->lasttime);
save.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:    if ( victim->sex == 1 ) cprintf(sbuf,      "#BMale#n");
save.c:    else if ( victim->sex == 2 ) cprintf(sbuf, "#PFemale#n");
save.c:    other_age(ch, victim->extra, FALSE, victim->createtime);
save.c:        if (victim->pcremort > 0)
save.c:            cprintf(buf, " #WLevel:#n %17s#n #WRemort:#n %s%d#n\n\r", level, remo, victim->pcremort);
save.c:    sprintf(buf, " #WPlayer Kills:#n %9d  #WPlayer Deaths:#n %6d\n\r", victim->pkill, victim->pdeath);
save.c:    sprintf(buf, " #WMob Kills:#n    %9d  #WMob Deaths:#n    %6d\n\r", victim->mkill, victim->mdeath);
save.c:    sprintf(buf, " #WArena Wins:#n   %9d  #WArena Losses:#n  %6d\n\r", victim->pcdata->awins, victim->pcdata->alosses);
save.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
save.c:            char_free                       = char_free->next;
save.c:            victim->pcdata                      = alloc_perm( sizeof(*victim->pcdata) );
save.c:            victim->pcdata                      = pcdata_free;
save.c:            pcdata_free                     = pcdata_free->next;
save.c:        *victim->pcdata                         = pcdata_zero;
save.c:        free_string(victim->name);
save.c:        victim->name = str_dup( capitalize( arg ) );
save.c:        if ((IS_IMMORTAL(ch) || ch == victim) && victim->desc !=NULL)
save.c:            int online = (int) (current_time - victim->logon);
save.c:            sprintf(buf, " #WClient:#n %s (#WVersion:#n %s).\n\r", victim->desc->pProtocol->pVariables[eMSDP_CLIENT_ID]->pValueString, victim->desc->pProtocol->pVariables[eMSDP_CLIENT_VERSION]->pValueString);
save.c:            if (str_cmp(victim->desc->pProtocol->pVariables[eMSDP_PLUGIN_ID]->pValueString, "Unknown"))
save.c:                sprintf(buf, " #WPlugin:#n %s\n\r", victim->desc->pProtocol->pVariables[eMSDP_PLUGIN_ID]->pValueString);
save.c:            if (victim->desc->pProtocol->bNAWS )
save.c:            if (victim->desc->pProtocol->bTTYPE )
save.c:            if (victim->desc->pProtocol->bMSP )
save.c:            if (victim->desc->pProtocol->bATCP )
save.c:            if (victim->desc->pProtocol->b256Support )
save.c:            if (victim->desc->pProtocol->bMXP )
save.c:                sprintf(buf, " MXP (%s)", victim->desc->pProtocol->pMXPVersion);
save.c:            if (victim->desc->pProtocol->bMCCP)
save.c:            if (victim->desc->pProtocol->bMSDP )
save.c:            if (victim->desc->pProtocol->bNAWS )
save.c:                sprintf(buf, ".\n\r#W Screen Size:#n %d characters wide and %d characters high.\n\r", victim->desc->pProtocol->ScreenWidth, victim->desc->pProtocol->ScreenHeight );
save.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
shifter.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
shifter.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
shifter.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
shifter.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
shifter.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
shifter.c:    if (ch->pcdata->powers2[BULL_LEVEL] < 5)
shifter.c:    if (ch->currentform != FORM_BULL)
shifter.c:    if (( victim = ch->fighting ) == NULL )
shifter.c:            if (!IS_ARM_R(victim,LOST_ARM))            SET_BIT(victim->loc_hp[3],LOST_ARM);
shifter.c:            if (!IS_BLEEDING(victim,BLEEDING_ARM_R))   SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
shifter.c:            if (IS_BLEEDING(victim,BLEEDING_HAND_R))   REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
shifter.c:            if (!IS_ARM_L(victim,LOST_ARM))            SET_BIT(victim->loc_hp[2],LOST_ARM);
shifter.c:            if (!IS_BLEEDING(victim,BLEEDING_ARM_L))   SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
shifter.c:            if (IS_BLEEDING(victim,BLEEDING_HAND_L))   REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
shifter.c:    if (IS_SHAPESHIFTER(ch) && ch->pcdata->powers2[FAERIE_LEVEL] < 4)
shifter.c:    if (ch->mana < 1000 || ch->move < 500)
shifter.c:    ch->mana -= 1000;
shifter.c:    ch->move -= 500;
shifter.c:    if (ch->currentform != FORM_HYDRA)
shifter.c:    if (( victim = ch->fighting ) == NULL )
shifter.c:    if (ch->pcdata->powers2[HYDRA_LEVEL] > 0) (*skill_table[sn].spell_fun) (sn,level,ch,victim);
shifter.c:    if (ch->pcdata->powers2[HYDRA_LEVEL] > 1) (*skill_table[sn].spell_fun) (sn,level,ch,victim);
shifter.c:    if (ch->pcdata->powers2[HYDRA_LEVEL] > 3) (*skill_table[sn].spell_fun) (sn,level,ch,victim);
shifter.c:    if (ch->pcdata->powers2[HYDRA_LEVEL] > 4) (*skill_table[sn].spell_fun) (sn,level,ch,victim);
shifter.c:    if (ch->pcdata->powers2[TIGER_LEVEL] < 5)
shifter.c:    if (ch->currentform != FORM_TIGER)
shifter.c:    if (ch->pcdata->powers2[PHASE_COUNTER] > 0)
shifter.c:    ch->pcdata->powers2[PHASE_COUNTER] = 10;
shifter.c:    if (ch->pcdata->powers2[SHAPE_POWERS] < 3)
shifter.c:    if (ch->fight_timer>0)
shifter.c:    obj_to_room(obj,ch->in_room);
shifter.c:    ch->pcdata->obj_vnum = 33175;
shifter.c:    obj->chobj = ch;
shifter.c:    ch->pcdata->chobj = obj;
shifter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:    SET_BIT(ch->extra, EXTRA_OSWITCH);
shifter.c:    replace_string(ch->morph, obj->short_descr);
shifter.c:            send_to_char("#OShapeShifter #W:#n[#OTiger#W-#CHydra#W-#GFaerie#W-#RBull]\n\r",ch);
shifter.c:            send_to_char("#CWokanist #W:#n[#RFire#W-#CAir#W-#LWater#W-#oEarth#n]#n\n\r", ch);
shifter.c:            send_to_char("#CElemental #W:#n[#RFire#W-#CAir#W-#LWater#W-#oEarth#n]#n\n\r", ch);
shifter.c:        if ((IS_WEREWOLF(ch) || ch->guild == 3) && arg[0] == '\0')
shifter.c:        if (ch->pcdata->powers[SHAPE_FORM] == 0 && !IS_SET(ch->affected_by, AFF_POLYMORPH)
shifter.c:                && !IS_SET(ch->newbits, NEW_CUBEFORM) && ch->currentform == 0)
shifter.c:            if (ch->currentform == FORM_FIRE)
shifter.c:                ch->hitroll -= 400;
shifter.c:                ch->damroll -= 400;
shifter.c:                ch->armor   += 200;
shifter.c:                ch->currentform = 0;
shifter.c:            else if (ch->currentform == FORM_AIR)
shifter.c:                ch->hitroll -= 200;
shifter.c:                ch->damroll -= 200;
shifter.c:                ch->armor   += 200;
shifter.c:                ch->currentform = 0;
shifter.c:            else if (ch->currentform == FORM_WATER)
shifter.c:                ch->hitroll -= 300;
shifter.c:                ch->damroll -= 300;
shifter.c:                ch->currentform = 0;
shifter.c:            else if (ch->currentform == FORM_EARTH)
shifter.c:                ch->hitroll -= 100;
shifter.c:                ch->damroll -= 100;
shifter.c:                ch->armor   += 100;
shifter.c:                ch->currentform = 0;
shifter.c:        if (ch->currentform == FORM_NINJA)
shifter.c:            ch->damroll -= 4500;
shifter.c:            ch->hitroll -= 4500;
shifter.c:            ch->armor   -= 300;
shifter.c:            ch->currentform = 0;
shifter.c:            if (ch->currentform == FORM_TIGER)
shifter.c:                ch->damroll -= 300;
shifter.c:                ch->hitroll -= 450;
shifter.c:                ch->armor   += 200;
shifter.c:                ch->currentform = 0;
shifter.c:            else if (ch->currentform == FORM_FAERIE)
shifter.c:                ch->damroll -= 250;
shifter.c:                ch->hitroll -= 250;
shifter.c:                ch->armor   += 500;
shifter.c:                ch->currentform = 0;
shifter.c:            else if (ch->currentform == FORM_BULL)
shifter.c:                ch->damroll -= 400;
shifter.c:                ch->hitroll -= 400;
shifter.c:                ch->armor   += 50;
shifter.c:                ch->currentform = 0;
shifter.c:            else if (ch->currentform == FORM_HYDRA)
shifter.c:                ch->damroll -= 450;
shifter.c:                ch->hitroll -= 450;
shifter.c:                ch->armor   += 50;
shifter.c:                ch->currentform = 0;
shifter.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
shifter.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->damroll -=  1500;
shifter.c:            ch->hitroll -= 1500;
shifter.c:            ch->currentform = 0;
shifter.c:        if ((IS_ANGEL(ch) || IS_DARK_ANGEL(ch)) && ch->currentform == FORM_ANGEL)
shifter.c:            ch->damroll -= 2500;
shifter.c:            ch->hitroll -= 2500;
shifter.c:            ch->currentform = 0;
shifter.c:        if (IS_ANTIPALADIN(ch) && ch->currentform == FORM_ANTIPALADIN)
shifter.c:            ch->damroll -=450;
shifter.c:            ch->hitroll -=450;
shifter.c:            ch->currentform = 0;
shifter.c:        if (IS_DROW(ch) && ch->currentform == FORM_SPIDER)
shifter.c:            ch->damroll -=450;
shifter.c:            ch->hitroll -=450;
shifter.c:            ch->currentform = 0;
shifter.c:        if (IS_DRACONIAN(ch) && ch->currentform == FORM_LIZARD)
shifter.c:        ch->hitroll -= 900;
shifter.c:        ch->damroll -= 900;
shifter.c:        ch->armor += 950;
shifter.c:        ch->currentform = 0;
shifter.c:        if (!IS_NPC(ch) && IS_RACE(ch, RACE_SAIYAN) && ch->currentform == FORM_SUPERSAIYAN)
shifter.c:            ch->damroll -=2000;
shifter.c:            ch->hitroll -=2000;
shifter.c:            ch->pcdata->mod_con -= mod;
shifter.c:            ch->pcdata->mod_str -= mod;
shifter.c:            ch->pcdata->mod_dex -= mod;
shifter.c:            ch->pcdata->mod_agi -= mod;
shifter.c:            ch->currentform = 0;
shifter.c:        if (ch->currentform == FORM_DRAGON)
shifter.c:            REMOVE_BIT(ch->polyaff, POLY_DRAGON);
shifter.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->max_hit -= 2000; //ch->pcdata->powers4[dragonage] * 550;
shifter.c:            ch->hit     -= 2000; //ch->pcdata->powers4[dragonage] * 550;
shifter.c:            if (ch->hit < 1) ch->hit = 1;
shifter.c:            ch->pcdata->powers4[10] = ch->pcdata->powers4[DRAGON_COLOR];
shifter.c:            ch->damroll -= 1000;
shifter.c:            ch->hitroll -= 1000;
shifter.c:            ch->armor   += 2000;
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( "" );
shifter.c:            ch->currentform = 0;
shifter.c:        if (ch->currentform == FORM_DEMON)
shifter.c:            ch->damroll -= 2200;
shifter.c:            ch->hitroll -= 2200;
shifter.c:            ch->armor   += 300;
shifter.c:            ch->currentform = 0;
shifter.c:        if (ch->currentform == FORM_WEREWOLF)
shifter.c:            ch->damroll -= 4000;
shifter.c:            ch->hitroll -= 4000;
shifter.c:            ch->armor   += 500;
shifter.c:            ch->currentform = 0;
shifter.c:        if (ch->currentform == FORM_KAHN)
shifter.c:            ch->damroll -= 1500;
shifter.c:            ch->hitroll -= 1500;
shifter.c:            ch->currentform = 0;
shifter.c:            ch->pcdata->powers[SHAPE_FORM]=0;
shifter.c:            ch->pcdata->powers[ELEMENTAL_FORMS]=0;
shifter.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:        REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:        replace_string(ch->morph, "");
shifter.c:    /*    if (ch->pcdata->powers[SHAPE_COUNTER] > 35)
shifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:        if (!IS_SET(ch->pcdata->powers[15], APOWER_MORPH))
shifter.c:            act( "$n transforms into an Anti-Paladin.",ch,NULL,NULL,TO_ROOM);
shifter.c:            ch->currentform = FORM_ANTIPALADIN;
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            sprintf(buf,"#7(%s) an #GAn#gti#0-#7Pal#gad#Gin#n",ch->name);
shifter.c:            free_string(ch->morph);
shifter.c:            ch->morph = str_dup(buf);
shifter.c:            ch->damroll +=450;
shifter.c:            ch->hitroll +=450;
shifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:	if (!IS_SET(ch->pcdata->powers2[1], DPOWER_SPIDERFORM))
shifter.c:            ch->currentform = FORM_SPIDER;
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            sprintf(buf,"#7(%s) #Wthe #GG#giant #GS#gpider#n",ch->name);
shifter.c:            free_string(ch->morph);
shifter.c:            ch->morph = str_dup(buf);
shifter.c:            ch->damroll +=450;
shifter.c:            ch->hitroll +=450;
shifter.c:	    if (IS_SET(ch->pcdata->powers2[1], DPOWER_DARKTENDRILS) 
shifter.c:	    && !IS_SET(ch->newbits, NEW_DARKTENDRILS))
shifter.c:	    SET_BIT(ch->newbits, NEW_DARKTENDRILS);
shifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:	if (ch->pcdata->powers4[ORB_YELLOW] < 6)
shifter.c:    if (ch->generation >= 6)
shifter.c:        sprintf(buf, "#c(#R%s#c)#G t#ghe #Gs#gcrawny #GL#gizard #Gm#gan#n",ch->name);
shifter.c:    else if (ch->generation == 5)
shifter.c:        sprintf(buf, "#c(#R%s#c)#G t#ghe #Gm#guscular #GL#gizard #Gm#gan#n",ch->name);
shifter.c:    else if (ch->generation == 4)
shifter.c:        sprintf(buf, "#c(#R%s#c)#G t#ghe #Gg#giant #GL#gizard#n",ch->name);
shifter.c:    else if (ch->generation == 3)
shifter.c:        sprintf(buf, "#c(#R%s#c)#G t#ghe #Gv#gicious #GD#graconian#n",ch->name);
shifter.c:        sprintf(buf, "#c(#R%s#c)#G t#ghe #Gb#gloodthirsty #GD#graconian#n",ch->name);
shifter.c:    free_string(ch->morph);
shifter.c:    ch->morph = str_dup(buf);
shifter.c:    ch->currentform = FORM_LIZARD;
shifter.c:    SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:    ch->hitroll += 900;
shifter.c:    ch->damroll += 900;
shifter.c:    ch->armor -= 950;
shifter.c:        if (ch->currentform != 0)
shifter.c:        ch->currentform = FORM_ZULO;
shifter.c:        SET_BIT(ch->polyaff, POLY_ZULOFORM);
shifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:        sprintf(buf, "#7(%s) #DA big black monster#n", ch->name);
shifter.c:        free_string(ch->morph);
shifter.c:        ch->morph = str_dup(buf);
shifter.c:        ch->damroll += 1500;
shifter.c:        ch->hitroll += 1500;
shifter.c:        if (!IS_SET(ch->newbits, NEW_DARKTENDRILS))
shifter.c:        SET_BIT(ch->newbits, NEW_DARKTENDRILS);
shifter.c:        if (IS_VAMPIRE(ch) && !IS_SET(ch->affected_by, AFF_SHADOWSIGHT))
shifter.c:            SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
shifter.c:        if (ch->currentform != 0)
shifter.c:        if (ch->pcdata->powers4[dragonage] <= 1  ) sprintf(AGE_STRING,"Hatchling");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 2  ) sprintf(AGE_STRING,"Very Young");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 3  ) sprintf(AGE_STRING,"Young");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 4  ) sprintf(AGE_STRING,"Juvenile");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 5  ) sprintf(AGE_STRING,"Young Adult");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 6  ) sprintf(AGE_STRING,"Adult");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 7  ) sprintf(AGE_STRING,"Mature Adult");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 8  ) sprintf(AGE_STRING,"Old");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 9  ) sprintf(AGE_STRING,"Very Old");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 10 ) sprintf(AGE_STRING,"Elder");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 11 ) sprintf(AGE_STRING,"Venerable");
shifter.c:        else if (ch->pcdata->powers4[dragonage] == 12 ) sprintf(AGE_STRING,"Ancient");
shifter.c:        else if (ch->pcdata->powers4[dragonage] >= 13 ) sprintf(AGE_STRING,"Immortal");
shifter.c:        sprintf(buf2,"%d",ch->pcdata->powers4[DRAGON_COLOR]);
shifter.c:        switch (ch->pcdata->powers4[DRAGON_COLOR])
shifter.c:            if (ch->pcdata->powers4[DRAGON_COLOR] == 0)
shifter.c:            ch->pcdata->powers4[DRAGON_COLOR] = number_range(1,16);
shifter.c:            sprintf(buf, "%s the %s #RRed#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #GGreen#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #LBlue#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #oBronze#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #oO#ypa#ol#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #7White#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #0Black#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #cG#nre#cy#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #0Obs#7id#0ian#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #pP#Pur#ppl#Pe#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #rC#0h#ra#0o#rs#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #LS#la#Lp#lp#Lh#li#Lr#le#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #GE#gm#Ge#gr#Ga#gl#Gd#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #RR#ru#Rb#ry#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #yT#oo#yp#oa#yz#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            sprintf(buf, "%s the %s #7D#Ci#7a#Cm#7o#Cn#7d#n Dragon", ch->name,AGE_STRING);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:                                    sprintf(buf, "%s the %s invalid color Dragon", ch->name,AGE_STRING);
shifter.c:                                    free_string( ch->morph );
shifter.c:                                    ch->morph = str_dup( buf );
shifter.c:        SET_BIT(ch->polyaff, POLY_DRAGON);
shifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:        ch->currentform = FORM_DRAGON;
shifter.c:        ch->max_hit += 2000; //ch->pcdata->powers4[dragonage] * 550;
shifter.c:        ch->hit     += 2000; //ch->pcdata->powers4[dragonage] * 550;
shifter.c:        ch->damroll += 1000;
shifter.c:        ch->hitroll += 1000;
shifter.c:        ch->armor   -= 2000;
shifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:        if ((ch->pcdata->powers[NPATH_LIGHT] < 5) &&
shifter.c:                (ch->pcdata->powers[NPATH_DARK] < 5))
shifter.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:	    if (ch->pcdata->powers[NPATH_LIGHT] > 6) SET_BIT (ch->xbits, X_YING_SPEED);
shifter.c:	    if (ch->pcdata->powers[NPATH_LIGHT] > 7) SET_BIT (ch->xbits, X_FAE_FORCEWALL);
shifter.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 3) SET_BIT (ch->xbits, X_YING_AURA);
shifter.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 3) SET_BIT (ch->xbits, X_YANG_AURA);
shifter.c:	    if (ch->pcdata->powers[NPATH_DARK] > 6) SET_BIT (ch->xbits, X_YANG_MIGHT);
shifter.c:	    if (ch->pcdata->powers[NPATH_DARK] > 7) SET_BIT (ch->xbits, X_DEATH_SHIELD);
shifter.c:	    if (ch->pcdata->powers[NPOWER_ASHIKO] > 1) SET_BIT(ch->pcdata->powers[20], MORE_STEELFISTS);
shifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:        if (ch->pcdata->powers[NPATH_LIGHT] >= 5)
shifter.c:            sprintf(buf, "#W(%s) A #WS#Ct#cealthed #yG#Olowing #WS#chadow#n", ch->name);
shifter.c:        if (ch->pcdata->powers[NPATH_DARK] >= 5)
shifter.c:            sprintf(buf, "#W(%s) #cA #wD#cark #WH#corned #WL#cethal #WS#chadow#n", ch->name);
shifter.c:        replace_string(ch->morph, buf);
shifter.c:        ch->currentform = FORM_NINJA;
shifter.c:        ch->damroll += 4500;
shifter.c:        ch->hitroll += 4500;
shifter.c:        ch->armor   -= 300;
shifter.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:        if (IS_ANGEL(ch) && ch->pcdata->powers[ANGEL_LOVE] < 2)
shifter.c:        if (IS_DARK_ANGEL(ch) && ch->pcdata->powers[ANGEL_HATE] < 2)
shifter.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            ch->currentform = FORM_ANGEL;
shifter.c:                sprintf(buf,"#W(%s) #nA #CB#cea#Wuti#cfu#Cl #oG#yo#old#ye#on #WWarrior#n",ch->name);
shifter.c:                sprintf(buf,"#W(%s) #cThe Dark #WFallen #CAngel#n",ch->name);
shifter.c:            free_string(ch->morph);
shifter.c:            ch->morph = str_dup(buf);
shifter.c:            ch->damroll += 2500;
shifter.c:            ch->hitroll += 2500;
shifter.c:	    if (!IS_NPC(ch) && ch->pcdata->powers[ANGEL_JUSTICE] == 5)
shifter.c:	    SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE);
shifter.c:	    if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
shifter.c:	        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DWINGS);
shifter.c:                SET_BIT(ch->affected_by,AFF_FLYING);
shifter.c:	        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS);
shifter.c:	        SET_BIT(ch->affected_by,AFF_FLYING);
shifter.c:	    if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO))
shifter.c:	        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO);
shifter.c:	        SET_BIT(ch->affected_by, AFF_PROTECT);
shifter.c:	        SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO);
shifter.c:	        SET_BIT(ch->affected_by, AFF_PROTECT_GOOD);
shifter.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->currentform = FORM_SUPERSAIYAN;
shifter.c:            sprintf(buf, "#W(%s) #cThe #ySuper Saiyan#n", ch->name);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            ch->damroll += 2000;
shifter.c:            ch->hitroll += 2000;
shifter.c:            ch->pcdata->mod_con += mod;
shifter.c:            ch->pcdata->mod_str += mod;
shifter.c:            ch->pcdata->mod_dex += mod;
shifter.c:            ch->pcdata->mod_agi += mod;
shifter.c:        if (!IS_WEREWOLF(ch) && ch->guild != 3 && !IS_RACE(ch, RACE_FENRIS))
shifter.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            if (ch->stance[0] != -1) do_stance(ch,"");
shifter.c:            if (ch->mounted == IS_RIDING) do_dismount(ch,"");
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->currentform = FORM_WEREWOLF;
shifter.c:            sprintf(buf, "#W(%s) #cThe Huge #WWhite Wolf#n", ch->name);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            ch->damroll += 4000;
shifter.c:            ch->hitroll += 4000;
shifter.c:            ch->armor   -= 500;
shifter.c:        /*  if ((ch->pcdata->powers[KAHN_FORMS] < 3))
shifter.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:        SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:        ch->currentform = FORM_KAHN;
shifter.c:        sprintf(buf,"#7(%s) #nA #yFerocious #oFurry #cWere#0Tiger#n",ch->name);
shifter.c:        free_string(ch->morph);
shifter.c:        ch->morph = str_dup(buf);
shifter.c:        ch->damroll +=1500;
shifter.c:        ch->hitroll +=1500;
shifter.c:        if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:	    SET_BIT (ch->vampaff, VAM_CLAWS);
shifter.c:	    SET_BIT (ch->vampaff, VAM_NIGHTSIGHT);
shifter.c:	    SET_BIT (ch->affected_by, AFF_POLYMORPH);
shifter.c:	    SET_BIT (ch->vampaff, VAM_DISGUISED);
shifter.c:	//  SET_BIT (ch->extra, EXTRA_VICISSITUDE);
shifter.c:	    SET_BIT (ch->polyaff, POLY_DEMONFORM);
shifter.c:	if (IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SHADOWSIGHT)
shifter.c:	&& !IS_SET(ch->affected_by, AFF_SHADOWSIGHT))
shifter.c:	    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
shifter.c:            ch->currentform = FORM_DEMON;
shifter.c:            sprintf(buf, "#W(%s)#n #ca #yM#wa#ys#ws#yi#wv#ye #RD#we#Rm#wo#Rn#wi#Rc #ccreature#n", ch->name);
shifter.c:            free_string( ch->morph );
shifter.c:            ch->morph = str_dup( buf );
shifter.c:            ch->damroll += 2200;
shifter.c:            ch->hitroll += 2200;
shifter.c:            ch->armor   -= 300;
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            if (ch->mana < 1000)
shifter.c:            ch->pcdata->powers[ELEMENTAL_FORMS]=FIRE_FORM;
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->hitroll += 400;
shifter.c:            ch->damroll += 400;
shifter.c:            ch->armor   -= 200;
shifter.c:            ch->mana    -= 1000;
shifter.c:            sprintf(buf, "(%s) The #yF#Oi#yr#Oe#n #WElemental#n", ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            ch->currentform = FORM_FIRE;
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            if (ch->mana < 1000)
shifter.c:            ch->pcdata->powers[ELEMENTAL_FORMS]=WATER_FORM;
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->hitroll += 300;
shifter.c:            ch->damroll += 300;
shifter.c:            ch->mana    -= 1000;
shifter.c:            sprintf(buf, "(%s) The #lWater#n #WElemental#n", ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            ch->currentform = FORM_WATER;
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            if (ch->mana < 1000)
shifter.c:            ch->pcdata->powers[ELEMENTAL_FORMS]=AIR_FORM;
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->hitroll += 200;
shifter.c:            ch->damroll += 200;
shifter.c:            ch->armor   -= 200;
shifter.c:            ch->mana    -= 1000;
shifter.c:            sprintf(buf, "(%s) The #WAir#n #cE#Wlemental#n", ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            ch->currentform = FORM_AIR;
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            ch->pcdata->powers[ELEMENTAL_FORMS]=EARTH_FORM;
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            ch->hitroll += 100;
shifter.c:            ch->damroll += 100;
shifter.c:            ch->armor   -= 100;
shifter.c:            sprintf(buf, "(%s) The #GE#garth#n #WElemental#n", ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            ch->currentform = FORM_EARTH;
shifter.c:            if (ch->pcdata->powers[SHAPE_FORM] != 0) do_shift(ch, "human");
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH) || IS_SET(ch->newbits, NEW_CUBEFORM))
shifter.c:            ch->pcdata->powers[SHAPE_FORM]=TIGER_FORM;
shifter.c:            ch->pcdata->powers[SHAPE_COUNTER]+=10;
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            ch->currentform = FORM_TIGER;
shifter.c:            ch->damroll += 300;
shifter.c:            ch->hitroll += 450;
shifter.c:            ch->armor   -= 200;
shifter.c:            if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shifter.c:                ch->hit += UMIN(5000,ch->max_hit*0.1);
shifter.c:                if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
shifter.c:            sprintf(buf,"#W(%s) An #cImposing #yB#Oe#yn#Og#ya#Ol #yT#Oi#yg#Oe#yr#n",ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            if (ch->pcdata->powers[SHAPE_FORM] != 0) do_shift(ch, "human");
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            ch->pcdata->powers[SHAPE_FORM]=HYDRA_FORM;
shifter.c:            ch->pcdata->powers[SHAPE_COUNTER]+=10;
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            ch->currentform = FORM_HYDRA;
shifter.c:            ch->damroll += 450;
shifter.c:            ch->hitroll += 450;
shifter.c:            ch->armor   -= 50;
shifter.c:            if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shifter.c:                ch->hit += UMIN(5000,ch->max_hit*0.1);
shifter.c:                if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
shifter.c:            sprintf(buf,"#W(%s) #cThe #oHorrific #yH#Oy#yd#Or#ya#n",ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            if (ch->pcdata->powers[SHAPE_FORM] != 0) do_shift(ch, "human");
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            ch->pcdata->powers[SHAPE_FORM]=BULL_FORM;
shifter.c:            ch->pcdata->powers[SHAPE_COUNTER]+=10;
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            ch->currentform = FORM_BULL;
shifter.c:            ch->damroll += 400;
shifter.c:            ch->hitroll += 400;
shifter.c:            ch->armor   -= 50;
shifter.c:            if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shifter.c:                ch->hit += UMIN(5000,ch->max_hit*0.1);
shifter.c:                if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
shifter.c:            sprintf(buf,"#W(%s) #nThe #cBlack #yB#Ou#yl#Ol#n",ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:            if (ch->pcdata->powers[SHAPE_FORM] != 0) do_shift(ch, "human");
shifter.c:            if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:            ch->pcdata->powers[SHAPE_FORM]=FAERIE_FORM;
shifter.c:            ch->pcdata->powers[SHAPE_COUNTER]+=10;
shifter.c:            SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:            SET_BIT(ch->newbits, NEW_CUBEFORM);
shifter.c:            ch->currentform = FORM_FAERIE;
shifter.c:            ch->damroll += 250;
shifter.c:            ch->hitroll += 250;
shifter.c:            ch->armor   -= 500;
shifter.c:            if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
shifter.c:                ch->hit += UMIN(5000,ch->max_hit*0.1);
shifter.c:                if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
shifter.c:            sprintf(buf,"#W(%s) #cThe #Bsmall #yP#Oi#yx#Oi#ye#n",ch->name);
shifter.c:            replace_string(ch->morph, buf);
shifter.c:                ch->pcdata->powers2[TIGER_LEVEL], ch->pcdata->powers2[HYDRA_LEVEL],
shifter.c:                ch->pcdata->powers2[FAERIE_LEVEL], ch->pcdata->powers2[BULL_LEVEL], ch->pcdata->powers2[SHAPE_POWERS]);
shifter.c:        if (ch->pcdata->powers2[HYDRA_LEVEL] > 4)
shifter.c:        if (ch->exp < (80*ch->pcdata->powers2[HYDRA_LEVEL] + 80))
shifter.c:        if (ch->pcdata->powers2[HYDRA_LEVEL] == 0)
shifter.c:        else if (ch->pcdata->powers2[HYDRA_LEVEL] == 1)
shifter.c:        else if (ch->pcdata->powers2[HYDRA_LEVEL] == 2)
shifter.c:        else if (ch->pcdata->powers2[HYDRA_LEVEL] == 3)
shifter.c:        else if (ch->pcdata->powers2[HYDRA_LEVEL] == 4)
shifter.c:        ch->pcdata->powers2[HYDRA_LEVEL]++;
shifter.c:        ch->exp -= ch->pcdata->powers2[HYDRA_LEVEL]*80;
shifter.c:        if (ch->pcdata->powers2[TIGER_LEVEL] > 4)
shifter.c:        if (ch->exp < (80*ch->pcdata->powers2[TIGER_LEVEL] + 80))
shifter.c:        if (ch->pcdata->powers2[TIGER_LEVEL] == 0)
shifter.c:        else if (ch->pcdata->powers2[TIGER_LEVEL] == 1)
shifter.c:        else if (ch->pcdata->powers2[TIGER_LEVEL] == 2)
shifter.c:        else if (ch->pcdata->powers2[TIGER_LEVEL] == 3)
shifter.c:        else if (ch->pcdata->powers2[TIGER_LEVEL] == 4)
shifter.c:        ch->pcdata->powers2[TIGER_LEVEL]++;
shifter.c:        ch->exp -= ch->pcdata->powers2[TIGER_LEVEL]*80;
shifter.c:        if (ch->pcdata->powers2[FAERIE_LEVEL] > 4)
shifter.c:        if (ch->exp < (80*ch->pcdata->powers2[FAERIE_LEVEL] + 80))
shifter.c:        if (ch->pcdata->powers2[FAERIE_LEVEL] == 0)
shifter.c:        else if (ch->pcdata->powers2[FAERIE_LEVEL] == 1)
shifter.c:        else if (ch->pcdata->powers2[FAERIE_LEVEL] == 2)
shifter.c:        else if (ch->pcdata->powers2[FAERIE_LEVEL] == 3)
shifter.c:        else if (ch->pcdata->powers2[FAERIE_LEVEL] == 4)
shifter.c:        ch->pcdata->powers2[FAERIE_LEVEL]++;
shifter.c:        ch->exp -= ch->pcdata->powers2[FAERIE_LEVEL]*80;
shifter.c:        if (ch->pcdata->powers2[BULL_LEVEL] > 4)
shifter.c:        if (ch->exp < (80*ch->pcdata->powers2[BULL_LEVEL] + 80))
shifter.c:        if (ch->pcdata->powers2[BULL_LEVEL] == 0)
shifter.c:        else if (ch->pcdata->powers2[BULL_LEVEL] == 1)
shifter.c:        else if (ch->pcdata->powers2[BULL_LEVEL] == 2)
shifter.c:        else if (ch->pcdata->powers2[BULL_LEVEL] == 3)
shifter.c:        else if (ch->pcdata->powers2[BULL_LEVEL] == 4)
shifter.c:        ch->pcdata->powers2[BULL_LEVEL]++;
shifter.c:        ch->exp -= ch->pcdata->powers2[BULL_LEVEL]*80;
shifter.c:        if (ch->pcdata->powers2[SHAPE_POWERS] > 4)
shifter.c:        if (ch->exp < (80*ch->pcdata->powers2[SHAPE_POWERS] + 80))
shifter.c:        if (ch->pcdata->powers2[SHAPE_POWERS] == 0)
shifter.c:        else if (ch->pcdata->powers2[SHAPE_POWERS] == 1)
shifter.c:        else if (ch->pcdata->powers2[SHAPE_POWERS] == 2)
shifter.c:        else if (ch->pcdata->powers2[SHAPE_POWERS] == 3)
shifter.c:        else if (ch->pcdata->powers2[SHAPE_POWERS] == 4)
shifter.c:        ch->pcdata->powers2[SHAPE_POWERS]++;
shifter.c:        ch->exp -= ch->pcdata->powers2[SHAPE_POWERS]*80;
shifter.c:    if (ch->pcdata->powers2[FAERIE_LEVEL] < 5)
shifter.c:    if (ch->currentform != FORM_FAERIE)
shifter.c:    if (ch->mana < 2500)
shifter.c:    if ( ( victim = ch->fighting ) == NULL )
shifter.c:    ch->mana -= 2500;
shifter.c:    if (IS_SHAPESHIFTER(ch) && ch->pcdata->powers2[SHAPE_POWERS] < 1)
shifter.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_PRIZE))
shifter.c:        replace_string(obj->name, arg3);
shifter.c:        replace_string(obj->questmaker, ch->name);
shifter.c:        replace_string(obj->short_descr, arg3);
shifter.c:        replace_string(obj->questmaker, ch->name);
shifter.c:    if (ch->pcdata->powers2[SHAPE_POWERS] < 4)
shifter.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
shifter.c:    sprintf(buf, "%s's form blurs and shifts to resemble %s.",  ch->name, argument);
shifter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
shifter.c:    replace_string(ch->morph, argument);
shifter.c:    if (ch->pcdata->powers2[TIGER_LEVEL] < 3)
shifter.c:    if (ch->currentform != FORM_TIGER)
shifter.c:    if ( ch->fighting == NULL )
shifter.c:    if ( (victim = ch->fighting) == NULL ) return;
shifter.c:        act("You let out an insane BeeF-powered #RROAR!!!!!!!!!#n to scare the shit out of $N, but it doesn't work.",ch,NULL,victim,TO_CHAR);
shifter.c:        act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n, but it doesn't scare you.",ch,NULL,victim,TO_VICT);
shifter.c:        act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n",ch,NULL,victim,TO_NOTVICT);
shifter.c:    act("You let out an insane BeeF-powered #RROAR!!!!!!!!!#n and scare the shit out of $N.",ch,NULL,victim,TO_CHAR);
shifter.c:    act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n, and you are filled with terror.",ch,NULL,victim,TO_VICT);
shifter.c:    act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n",ch,NULL,victim,TO_NOTVICT);
shifter.c:    if (ch->pcdata->powers2[BULL_LEVEL] < 4)
shifter.c:    if (ch->currentform != FORM_BULL)
shifter.c:    if (ch->move < 2000)
shifter.c:    if ( ( victim = ch->fighting ) == NULL )
shifter.c:    ch->move -= 2000;
shifter.c:        victim->position = POS_STUNNED;
shifter.c:        ch->position = POS_STANDING;
shinobi.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
shinobi.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
shinobi.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
shinobi.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
shinobi.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
shinobi.c:		3	350 - Medium Level
shinobi.c:		6	1000- Master Level
shinobi.c:		10	5000 - Kage Level
shinobi.c:		Shadow- Sneaky Shit
shinobi.c:			Vensai - Travel through the shadows.
shinobi.c:			Butomi - Create illusions of yourself. 1 + Status / 10 clones.
shinobi.c:			Sami - Become Invisible.
shinobi.c:			Sau Tchen - Shadow Chains, deal damage and web.
shinobi.c:			Daemi - Infuse your soul with demon essence.
shinobi.c:			Sau Butomi - Your illusions can dodge/parry/damage.
shinobi.c:		Fire- Brute Force
shinobi.c:			Fagra - Shoot a small bolt of flame. Damage based on rank.
shinobi.c:			Torra - Create a wall of caltrops.
shinobi.c:			Bae - Blind your target with fire.
shinobi.c:			Taiegra - Create a flaming shield that acts like eye for an eye.
shinobi.c:			Ennotate - Powerful fire damage.
shinobi.c:			Lava - Fill the room with deadly lava, causing high damage each round
shinobi.c:		Earth- Powerful Defense
shinobi.c:			Eagra - Shield
shinobi.c:			Inos - Swallow any target with the earth and teleport them.
shinobi.c:			Yaoe - Slow down your opponent in battle. Counts as web.
shinobi.c:			Easpi - Earthen attack.
shinobi.c:			Eshina - Become one with the earth. Higher Stats + Immune to vorpal.
shinobi.c:			Sha - Automatic ability. Harden every pulse out of battle, weaken in battle
shinobi.c:		Wind- Bizzare shit.
shinobi.c:			Updraft - Travel command.
shinobi.c:			Aero - Area attack.
shinobi.c:			Hoana - Scry
shinobi.c:			Chagi - Player affected by this sees players randomly.
shinobi.c:			Aeblade - Powerful wind attack.
shinobi.c:			Tornado - Surround the room with a swirling vortex.
shinobi.c:		Water- Healing Restriction-
shinobi.c:			Soothe - Healing power.
shinobi.c:			Wash - Freeze your enemy, they attack slower.
shinobi.c:			Fluidity - Enhanced dodging powers + attacks per turn.
shinobi.c:			Aqua - Water blasting attack.
shinobi.c:			ViuNemTo - Turn into a puddle, specify a player. Ambush when they enter.
shinobi.c:			Storm - Increase the pk powers of water Shinobi in the room. Damage Fire Shin
shinobi.c:		Holy - Healing/Special Attacks
shinobi.c:			Shoju - Increase the average damage of a weapon. Anti-evil it.
shinobi.c:			Mian - Heal hp-mana-move+web/blindfold/tie.
shinobi.c:			GoaZenTo - No one can fight in the room you are in, you lose hp violenceupdate
shinobi.c:			Hishu - Holy Attack
shinobi.c:			Beouto - For every member you have in your group who is a shinobi,
shinobi.c:				your bless gets an additional 500 hr/dr -750 ac. All group members get 	this.
shinobi.c:			Yu - Fill the room with holy radiance, damage all evil aligned players each turn.
shinobi.c:    if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER))
shinobi.c:        ch->pcdata->powers[S_HANDFIRE] = 6;
shinobi.c:    if (IS_SET(ch->pcsphere, SPHERE_SHADOW))
shinobi.c:        ch->pcdata->powers[S_HANDSHADOW] = 6;
shinobi.c:    if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER))
shinobi.c:        ch->pcdata->powers[S_HANDWIND] = 6;
shinobi.c:    if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER))
shinobi.c:        ch->pcdata->powers[S_HANDWATER] = 6;
shinobi.c:    if (IS_SET(ch->pcsphere, SPHERE_HOLY))
shinobi.c:        ch->pcdata->powers[S_HANDHOLY] = 6;
shinobi.c:    if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER))
shinobi.c:        ch->pcdata->powers[S_HANDEARTH] = 6;
shinobi.c:    if (move[0] == '\0' && ch->fighting == NULL) {
shinobi.c:        stc(" #0|       #RFire Jutsus-                                                 #0|\n\r",ch);
shinobi.c:        if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER))
shinobi.c:            if (ch->pcdata->powers[S_HANDFIRE] >= 1)
shinobi.c:                stc(" #0|       #RFagra #r- Shoot a bolt of flame at your foe.                   #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDFIRE] >= 2)
shinobi.c:                stc(" #0|       #RTorra #r- Create a wall of shurikens.                          #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDFIRE] >= 3)
shinobi.c:                stc(" #0|       #RBae #r- You can blind your foe.                                #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDFIRE] >= 4)
shinobi.c:                stc(" #0|       #RTaiegra #r- Create a defensive shield of fire.                 #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDFIRE] >= 5)
shinobi.c:                stc(" #0|       #REnnotate #r- A powerful blade of fire.                         #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDFIRE] >= 6)
shinobi.c:                stc(" #0|       #RLava #r- Fill a room with deadly lava.                         #0|\n\r",ch);
shinobi.c:        stc(" #0|       #0Shadow Jutsus-                                               #0|\n\r",ch);
shinobi.c:        if (IS_SET(ch->pcsphere, SPHERE_SHADOW))
shinobi.c:            if (ch->pcdata->powers[S_HANDSHADOW] >= 1)
shinobi.c:                stc(" #0|       #0Vensai #0- Travel to your victim from anywhere.                #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDSHADOW] >= 2)
shinobi.c:                stc(" #0|       #0Butomi #0- Create images of yourself.                          #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDSHADOW] >= 3)
shinobi.c:                stc(" #0|       #0Sami #0- Become invisible to the world.                        #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDSHADOW] >= 4)
shinobi.c:                stc(" #0|       #0SauTchen #0- Attack with damaging shadow chains.               #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDSHADOW] >= 5)
shinobi.c:                stc(" #0|       #0Daemi #0- Infuse yourself with demon essence.                  #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDSHADOW] >= 6)
shinobi.c:                stc(" #0|       #0SauButomi #0- Create powerful clones of yourself               #0|\n\r",ch);
shinobi.c:        stc(" #0|       #CWind Jutsus-                                                 #0|\n\r",ch);
shinobi.c:        if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER))
shinobi.c:            if (ch->pcdata->powers[S_HANDWIND] >= 1)
shinobi.c:                stc(" #0|       #CUpdraft #c- Travel to your foe.                                #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWIND] >= 2)
shinobi.c:                stc(" #0|       #CAero #c- Attack everyone around you with wind.                 #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWIND] >= 3)
shinobi.c:                stc(" #0|       #CHoana #c- Locate your victim from the world.                   #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWIND] >= 4)
shinobi.c:                stc(" #0|       #CChagi #c- Make your victim hallucinate.                        #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWIND] >= 5)
shinobi.c:                stc(" #0|       #CAeblade #c- A powerful blade of wind.                          #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWIND] >= 6)
shinobi.c:                stc(" #0|       #CTornado #c- Fill the room with a mighty tornado.               #0|\n\r",ch);
shinobi.c:        stc(" #0|       #LWater Jutsus-                                                #0|\n\r",ch);
shinobi.c:        if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER))
shinobi.c:            if (ch->pcdata->powers[S_HANDWATER] >= 1)
shinobi.c:                stc(" #0|       #LSoothe #l- Heal hp.                                            #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWATER] >= 2)
shinobi.c:                stc(" #0|       #LWash #l- Your enemy loses a few hits per round.                #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWATER] >= 3)
shinobi.c:                stc(" #0|       #LFluidity #l- Increase your parry dodge, and gain attacks       #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWATER] >= 4)
shinobi.c:                stc(" #0|       #LAqua #l- A powerful blade of water.                            #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWATER] >= 5)
shinobi.c:                stc(" #0|       #LViuNemTo #l- Ambush your foe.                                  #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDWATER] >= 6)
shinobi.c:                stc(" #0|       #LStorm #l- Summon a storm of lethal strength.                   #0|\n\r",ch);
shinobi.c:        stc(" #0|       #7Holy Jutsus-                                                 #0|\n\r",ch);
shinobi.c:        if (IS_SET(ch->pcsphere, SPHERE_HOLY))
shinobi.c:            if (ch->pcdata->powers[S_HANDHOLY] >= 1)
shinobi.c:                stc(" #0|       #7Shoju #n- Infuse a weapon with shinobi strength.               #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDHOLY] >= 2)
shinobi.c:                stc(" #0|       #7Mian #n- Heal a player and their soul.                         #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDHOLY] >= 3)
shinobi.c:                stc(" #0|       #7GoaZenTo #n- Turn the room you are in, into a sanctuary.       #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDHOLY] >= 4)
shinobi.c:                stc(" #0|       #7Hishu #n- A powerful blast of holy energy.                     #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDHOLY] >= 5)
shinobi.c:                stc(" #0|       #7Beoutu #n- Bless your shinobi friends.                         #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDHOLY] >= 6)
shinobi.c:                stc(" #0|       #7Yu #n- Fill the room with holy energies.                       #0|\n\r",ch);
shinobi.c:        stc(" #0|       #yEarth Jutsus-                                                #0|\n\r",ch);
shinobi.c:        if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER))
shinobi.c:            if (ch->pcdata->powers[S_HANDEARTH] >= 1)
shinobi.c:                stc(" #0|       #yEagra #o- Shield yourself from mortal eyes.                    #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDEARTH] >= 2)
shinobi.c:                stc(" #0|       #yInos #o- Have the earth swallow your victim.                   #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDEARTH] >= 3)
shinobi.c:                stc(" #0|       #yYaoe #o- Cover your victim in a thick clay.                    #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDEARTH] >= 4)
shinobi.c:                stc(" #0|       #yEaspi #o- A powerful earthen blade.                            #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDEARTH] >= 5)
shinobi.c:                stc(" #0|       #yEshina #o- Become immune to sharp weapons.                     #0|\n\r",ch);
shinobi.c:            if (ch->pcdata->powers[S_HANDEARTH] >= 6)
shinobi.c:                stc(" #0|       #ySha #o- Turn the room to a barren waste.                       #0|\n\r",ch);
shinobi.c:        stc(" #0|       #PTri - When 3 or more people with holy, shadow, fire, water. earth. air, sheres are in the room...              #0|\n\r",ch);
shinobi.c:        if ( (tarchar = ch->fighting) == NULL) {
shinobi.c:    //dir = is_number(target) ? atoi(target) : -1;
shinobi.c:    if (!str_cmp(move,"butomi") && IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) {
shinobi.c:    if (!str_cmp(move,"fagra") && ch->pcdata->powers[S_HANDFIRE] >= 1 && notarg == FALSE && selftarg == FALSE) jutsu_fagra(ch,tarchar);
shinobi.c:    else if (!str_cmp(move,"fagra") && ch->pcdata->powers[S_HANDFIRE] >= 1 && (notarg == TRUE|| selftarg == TRUE)) JFAIL
shinobi.c:        else if (!str_cmp(move,"torra") && ch->pcdata->powers[S_HANDFIRE] >= 2 && dir > -1 && dir < 6) jutsu_torra(ch,dir);
shinobi.c:        else if (!str_cmp(move,"torra") && ch->pcdata->powers[S_HANDFIRE] >= 2 && (dir <= -1 || dir >= 6)) JFAIL
shinobi.c:            else if (!str_cmp(move,"bae") && ch->pcdata->powers[S_HANDFIRE] >= 3 && notarg == FALSE && selftarg == FALSE) jutsu_bae(ch,tarchar);
shinobi.c:            else if (!str_cmp(move,"bae") && ch->pcdata->powers[S_HANDFIRE] >= 3 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                else if (!str_cmp(move,"taiegra") && ch->pcdata->powers[S_HANDFIRE] >= 4) jutsu_taiegra(ch);
shinobi.c:                else if (!str_cmp(move,"ennotate") && ch->pcdata->powers[S_HANDFIRE] >= 5 && notarg == FALSE && selftarg == FALSE) jutsu_ennotate(ch,tarchar);
shinobi.c:                else if (!str_cmp(move,"ennotate") && ch->pcdata->powers[S_HANDFIRE] >= 5 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                    else if (!str_cmp(move,"lava") && ch->pcdata->powers[S_HANDFIRE] >= 6) jutsu_lava(ch);
shinobi.c:                    else if (!str_cmp(move,"vensai") && ch->pcdata->powers[S_HANDSHADOW] >= 1 && notarg == 3 && selftarg == FALSE) jutsu_vensai(ch,gtarchar);
shinobi.c:                    else if (!str_cmp(move,"vensai") && ch->pcdata->powers[S_HANDSHADOW] >= 1 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                        else if (!str_cmp(move,"butomi") && ch->pcdata->powers[S_HANDSHADOW] >= 2) jutsu_butomi(ch);
shinobi.c:                        else if (!str_cmp(move,"sami") && ch->pcdata->powers[S_HANDSHADOW] >= 3) jutsu_sami(ch);
shinobi.c:                        else if (!str_cmp(move,"sautchen") && ch->pcdata->powers[S_HANDSHADOW] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_sautchen(ch,tarchar);
shinobi.c:                        else if (!str_cmp(move,"sautchen") && ch->pcdata->powers[S_HANDSHADOW] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                            else if (!str_cmp(move,"daemi") && ch->pcdata->powers[S_HANDSHADOW] >= 5) jutsu_daemi(ch);
shinobi.c:                            else if (!str_cmp(move,"updraft") && ch->pcdata->powers[S_HANDWIND] >= 1 && notarg == 3 && selftarg == FALSE) jutsu_updraft(ch,gtarchar);
shinobi.c:                            else if (!str_cmp(move,"updraft") && ch->pcdata->powers[S_HANDWIND] >= 1 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                                else if (!str_cmp(move,"aero") && ch->pcdata->powers[S_HANDWIND] >= 2) jutsu_aero(ch);
shinobi.c:                                else if (!str_cmp(move,"hoana") && ch->pcdata->powers[S_HANDWIND] >= 3 && notarg == 3 && selftarg == FALSE) jutsu_hoana(ch,gtarchar);
shinobi.c:                                else if (!str_cmp(move,"hoana") && ch->pcdata->powers[S_HANDWIND] >= 3 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                                    else if (!str_cmp(move,"chagi") && ch->pcdata->powers[S_HANDWIND] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_chagi(ch,tarchar);
shinobi.c:                                    else if (!str_cmp(move,"chagi") && ch->pcdata->powers[S_HANDWIND] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                        else if (!str_cmp(move,"aeblade") && ch->pcdata->powers[S_HANDWIND] >= 5 && notarg == FALSE && selftarg == FALSE) jutsu_aeblade(ch,tarchar);
shinobi.c:                                        else if (!str_cmp(move,"aeblade") && ch->pcdata->powers[S_HANDWIND] >= 5 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                            else if (!str_cmp(move,"tornado") && ch->pcdata->powers[S_HANDWIND] >= 6) jutsu_tornado(ch);
shinobi.c:                                            else if (!str_cmp(move,"eagra") && ch->pcdata->powers[S_HANDEARTH] >= 1) jutsu_eagra(ch);
shinobi.c:                                            else if (!str_cmp(move,"inos") && ch->pcdata->powers[S_HANDEARTH] >= 2 && notarg == FALSE && selftarg == FALSE) jutsu_inos(ch,tarchar);
shinobi.c:                                            else if (!str_cmp(move,"inos") && ch->pcdata->powers[S_HANDEARTH] >= 2 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                else if (!str_cmp(move,"yaoe") && ch->pcdata->powers[S_HANDEARTH] >= 3 && notarg == FALSE && selftarg == FALSE) jutsu_yaoe(ch,tarchar);
shinobi.c:                                                else if (!str_cmp(move,"yaoe") && ch->pcdata->powers[S_HANDEARTH] >= 3 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                    else if (!str_cmp(move,"easpi") && ch->pcdata->powers[S_HANDEARTH] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_easpi(ch,tarchar);
shinobi.c:                                                    else if (!str_cmp(move,"easpi") && ch->pcdata->powers[S_HANDEARTH] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                        else if (!str_cmp(move,"eshina") && ch->pcdata->powers[S_HANDEARTH] >= 5) jutsu_eshina(ch);
shinobi.c:                                                        else if (!str_cmp(move,"sha") && ch->pcdata->powers[S_HANDEARTH] >= 6) jutsu_sha(ch);
shinobi.c:                                                        else if (!str_cmp(move,"shoju") && ch->pcdata->powers[S_HANDHOLY] >= 1) jutsu_shoju(ch,target);
shinobi.c:                                                        else if (!str_cmp(move,"mian") && ch->pcdata->powers[S_HANDHOLY] >= 2 && notarg == FALSE) jutsu_mian(ch,tarchar);
shinobi.c:                                                        else if (!str_cmp(move,"mian") && ch->pcdata->powers[S_HANDHOLY] >= 2 && notarg == TRUE) JFAIL
shinobi.c:                                                            else if (!str_cmp(move,"goazento") && ch->pcdata->powers[S_HANDHOLY] >= 3) jutsu_goazento(ch);
shinobi.c:                                                            else if (!str_cmp(move,"hishu") && ch->pcdata->powers[S_HANDHOLY] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_hishu(ch,tarchar);
shinobi.c:                                                            else if (!str_cmp(move,"hishu") && ch->pcdata->powers[S_HANDHOLY] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                                else if (!str_cmp(move,"beoutu") && ch->pcdata->powers[S_HANDHOLY] >= 5) jutsu_beoutu(ch);
shinobi.c:                                                                else if (!str_cmp(move,"yu") && ch->pcdata->powers[S_HANDHOLY] >= 6) jutsu_yu(ch);
shinobi.c:                                                                else if (!str_cmp(move,"soothe") && ch->pcdata->powers[S_HANDWATER] >= 1 && notarg == FALSE) jutsu_soothe(ch,tarchar);
shinobi.c:                                                                else if (!str_cmp(move,"soothe") && ch->pcdata->powers[S_HANDWATER] >= 1 && (notarg == TRUE)) JFAIL
shinobi.c:                                                                    else if (!str_cmp(move,"wash") && ch->pcdata->powers[S_HANDWATER] >= 2 && notarg == FALSE && selftarg == FALSE) jutsu_wash(ch,tarchar);
shinobi.c:                                                                    else if (!str_cmp(move,"wash") && ch->pcdata->powers[S_HANDWATER] >= 2 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                                        else if (!str_cmp(move,"fluidity") && ch->pcdata->powers[S_HANDWATER] >= 3) jutsu_fluidity(ch);
shinobi.c:                                                                        else if (!str_cmp(move,"aqua") && ch->pcdata->powers[S_HANDWATER] >= 4 && notarg == FALSE && selftarg == FALSE) jutsu_aqua(ch,tarchar);
shinobi.c:                                                                        else if (!str_cmp(move,"aqua") && ch->pcdata->powers[S_HANDWATER] >= 4 && (notarg == TRUE || selftarg == TRUE)) JFAIL
shinobi.c:                                                                            else if (!str_cmp(move,"viunemto") && ch->pcdata->powers[S_HANDWATER] >= 5 && notarg == 3 && selftarg == FALSE) jutsu_viunemto(ch,gtarchar);
shinobi.c:                                                                            else if (!str_cmp(move,"viunemto") && ch->pcdata->powers[S_HANDWATER] >= 5 && (notarg != 3 || selftarg == TRUE)) JFAIL
shinobi.c:                                                                                else if (!str_cmp(move,"storm") && ch->pcdata->powers[S_HANDWATER] >= 6) jutsu_storm(ch);
shinobi.c:    if (!str_cmp(arg,"blah") && ch->level > 7) {
shinobi.c:        ch->pcdata->powers[S_HANDFIRE] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDWATER] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDEARTH] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDWIND] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDHOLY] = 0;
shinobi.c:        ch->pcdata->powers[S_HANDSHADOW] = 0;
shinobi.c:    switch (ch->pcdata->powers[S_ELEMENT]) {
shinobi.c:        else if (!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 6) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 6) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 6) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 6) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 6) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"wind") && ch->pcdata->powers[S_HANDWIND] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"earth") && ch->pcdata->powers[S_HANDEARTH] >= 6) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"holy") && ch->pcdata->powers[S_HANDHOLY] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"fire") && ch->pcdata->powers[S_HANDFIRE] >= 3) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"water") && ch->pcdata->powers[S_HANDWATER] >= 1) found = FALSE;
shinobi.c:        else if (!str_cmp(arg,"shadow") && ch->pcdata->powers[S_HANDSHADOW] >= 1) found = FALSE;
shinobi.c:    if (!str_cmp(arg,"earth")) price = ch->pcdata->powers[S_HANDEARTH] * 500 + 500;
shinobi.c:    if (!str_cmp(arg,"fire")) price = ch->pcdata->powers[S_HANDFIRE] * 500 + 500;
shinobi.c:    if (!str_cmp(arg,"wind")) price = ch->pcdata->powers[S_HANDWIND] * 500 + 500;
shinobi.c:    if (!str_cmp(arg,"water")) price = ch->pcdata->powers[S_HANDWATER] * 500 + 500;
shinobi.c:    if (!str_cmp(arg,"holy")) price = ch->pcdata->powers[S_HANDHOLY] * 500 + 500;
shinobi.c:    if (!str_cmp(arg,"shadow")) price = ch->pcdata->powers[S_HANDSHADOW] * 500 + 500;
shinobi.c:    if (price > ch->practice) {
shinobi.c:    ch->practice -= price;
shinobi.c:    if (!str_cmp(arg,"shadow")) ch->pcdata->powers[S_HANDSHADOW] += 1;
shinobi.c:    if (!str_cmp(arg,"wind")) ch->pcdata->powers[S_HANDWIND] += 1;
shinobi.c:    if (!str_cmp(arg,"fire")) ch->pcdata->powers[S_HANDFIRE] += 1;
shinobi.c:    if (!str_cmp(arg,"water")) ch->pcdata->powers[S_HANDWATER] += 1;
shinobi.c:    if (!str_cmp(arg,"holy")) ch->pcdata->powers[S_HANDHOLY] += 1;
shinobi.c:    if (!str_cmp(arg,"earth")) ch->pcdata->powers[S_HANDEARTH] += 1;
shinobi.c:    dam = ch->pRank * 300;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if (ch->in_room->exit[dir] == NULL) {
shinobi.c:    make_wall(ch->in_room,dir,EX_SHIN_WALL);
shinobi.c:    if (IS_SET(tarchar->act,PLR_HOLYLIGHT)) REMOVE_BIT(tarchar->act,PLR_HOLYLIGHT);
shinobi.c:    if (IS_SET(tarchar->affected_by, AFF_DETECT_HIDDEN))
shinobi.c:        REMOVE_BIT(tarchar->affected_by, AFF_DETECT_HIDDEN);
shinobi.c:    if (IS_SET(tarchar->affected_by, AFF_DETECT_INVIS))
shinobi.c:        REMOVE_BIT(tarchar->affected_by, AFF_DETECT_INVIS);
shinobi.c:    af.modifier  = -1;
shinobi.c:    if (IS_SET(ch->pcdata->powers[S_ACTIVE], S_TAIEGRA)) {
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE], S_TAIEGRA);
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE], S_TAIEGRA);
shinobi.c:    dam = ch->pRank * 900;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:        if (tarchar->hit < 1) break;
shinobi.c:            if (3000 <= ch->in_room->vnum && ch->in_room->vnum <= 4000)
shinobi.c:    if (ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if (IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_FIRE, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_FIRE, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if (IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:    if ( room_is_private(victim->in_room ) ) {
shinobi.c:    if ( IS_SET( victim->in_room->room_flags, ROOM_ASTRAL ) ) {
shinobi.c:    if ( IS_SET( ch->in_room->room_flags, ROOM_ASTRAL) ) {
shinobi.c:    if (victim->fight_timer <= 0) {
shinobi.c:    if ( victim->in_room == ch->in_room ) {
shinobi.c:    if (ch->fighting != NULL) {
shinobi.c:    if (victim->fight_timer > 0) WAIT_STATE(ch,7);
shinobi.c:    char_to_room(ch,victim->in_room);
shinobi.c:    if (ch->pcdata->powers[S_CLONETIMER] > 0 || ch->pcdata->followers> 0) {
shinobi.c:        ch->pcdata->followers++;
shinobi.c:        if (ch->pcdata->powers[S_HANDSHADOW] < 6) victim = create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
shinobi.c:        replace_string(victim->short_descr, ch->name);
shinobi.c:        sprintf(buf, "%s is hovering here.\n\r",ch->name);
shinobi.c:        replace_string(victim->long_descr, buf);
shinobi.c:        replace_string(victim->name, ch->name);
shinobi.c:        victim->level = 200;
shinobi.c:        victim->max_hit  = ch->max_hit / 2;
shinobi.c:        if (victim->max_hit > 600000) victim->max_hit = 600000;
shinobi.c:        victim->hit      = victim->max_hit;
shinobi.c:        victim->max_mana = ch->max_mana / 2;
shinobi.c:        victim->mana     = victim->max_mana;
shinobi.c:        victim->max_move = ch->max_move / 2;
shinobi.c:        victim->move     = victim->max_move;
shinobi.c:        victim->hitroll  = ch->hitroll;
shinobi.c:        victim->damroll  = ch->damroll;
shinobi.c:        if (ch->pcdata->powers[S_HANDSHADOW] == 6) {
shinobi.c:        victim->leader = ch;
shinobi.c:        victim->master = ch;
shinobi.c:        SET_BIT(victim->act, ACT_NOEXP);
shinobi.c:        char_to_room( victim, ch->in_room );
shinobi.c:        if (ch->fighting != NULL) set_fighting(victim,ch->fighting);
shinobi.c:    if (ch->pcdata->powers[S_HANDSHADOW] == 6 && ch->fighting != NULL) stop_fighting(ch,TRUE);
shinobi.c:    ch->pcdata->powers[S_CLONETIMER] = 1;
shinobi.c:    if (ch->fight_timer > 0) {
shinobi.c:    if (!IS_SET(ch->newbits,NEW_HIDE)) {
shinobi.c:        SET_BIT(ch->newbits,NEW_HIDE);
shinobi.c:        REMOVE_BIT(ch->newbits,NEW_HIDE);
shinobi.c:    dam = ch->pRank * 900;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    if (!IS_SET(ch->pcdata->powers[S_ACTIVE],S_DAEMI)) {
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE],S_DAEMI);
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE],S_DAEMI);
shinobi.c:    if ( room_is_private(victim->in_room ) ) {
shinobi.c:    if ( IS_SET( victim->in_room->room_flags, ROOM_ASTRAL ) ) {
shinobi.c:    if ( IS_SET( ch->in_room->room_flags, ROOM_ASTRAL) ) {
shinobi.c:    if (victim->fight_timer <= 0) {
shinobi.c:        if ( !IS_NPC( victim ) && !IS_IMMUNE( victim, IMM_SUMMON ) && !ragnarok && victim->fight_timer == 0 ) {
shinobi.c:        if ( IS_IMMUNE(victim, IMM_TRAVEL ) && !ragnarok&& victim->fight_timer == 0) {
shinobi.c:    if ( victim->in_room == ch->in_room ) {
shinobi.c:    if (ch->fighting != NULL) {
shinobi.c:    char_to_room(ch,victim->in_room);
shinobi.c:    dam = ch->pRank * 865;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    for ( vch = ch->in_room->people; vch!=NULL; vch = vch_next)
shinobi.c:        vch_next = vch->next_in_room;
shinobi.c:                sprintf(buf2, "%s's body is ravaged by tornadoes! [#C%d#n]\n\r",vch->name, dam);
shinobi.c:        sprintf(buf,"%s is trying to find you!\n\r",ch->name);
shinobi.c:        ch->hit = ch->hit * .8;
shinobi.c:        ch->mana = 10;
shinobi.c:        ch->move = 10;
shinobi.c://        ch->fight_timer += 40;
shinobi.c:        chroom = ch->in_room;
shinobi.c:        victimroom = victim->in_room;
shinobi.c:    if (victim->level > 211)
shinobi.c:    chroom = ch->in_room;
shinobi.c:    victimroom = victim->in_room;
shinobi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:        SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c:        REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
shinobi.c://    if (!IS_NPC(victim)) ch->fight_timer += 5;
shinobi.c:    if (!IS_SET(victim->newbits,NEW_CHAGI)) {
shinobi.c:        SET_BIT(victim->newbits,NEW_CHAGI);
shinobi.c:        REMOVE_BIT(victim->newbits,NEW_CHAGI);
shinobi.c:    dam = ch->pRank * 1000;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:        if (tarchar->hit < 1) break;
shinobi.c:    /*        if (3000 <= ch->in_room->vnum && ch->in_room->vnum <= 4000)
shinobi.c:    if (ch->pcdata->powers[S_TIMER] > 0)
shinobi.c:    if (IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WIND, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WIND, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if (IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:        SET_BIT(ch->immune, IMM_SHIELDED);
shinobi.c:    REMOVE_BIT(ch->immune, IMM_SHIELDED);
shinobi.c:    if ( victim->in_room == NULL
shinobi.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
shinobi.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
shinobi.c:            ||   IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT))
shinobi.c:        sprintf(van,"%s failed to inos you!\n\r",ch->name); // Let em know it failed, will decrease complaints of inos.
shinobi.c:            if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
shinobi.c:                    &&   !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
shinobi.c:    if ( (mount = ch->mount) == NULL ) return;
shinobi.c:    char_to_room( mount, ch->in_room );
shinobi.c:    ch->fight_timer += 5;
shinobi.c:    dam = ch->pRank * 900;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:            if (!IS_ARM_R(victim,LOST_ARM))            SET_BIT(victim->loc_hp[3],LOST_ARM);
shinobi.c:            if (!IS_BLEEDING(victim,BLEEDING_ARM_R))   SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
shinobi.c:            if (IS_BLEEDING(victim,BLEEDING_HAND_R))   REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
shinobi.c:            if (!IS_ARM_L(victim,LOST_ARM))            SET_BIT(victim->loc_hp[2],LOST_ARM);
shinobi.c:            if (!IS_BLEEDING(victim,BLEEDING_ARM_L))   SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
shinobi.c:            if (IS_BLEEDING(victim,BLEEDING_HAND_L))   REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
shinobi.c:        if (tarchar->hit < 1) break;
shinobi.c:    if (!IS_SET(ch->pcdata->powers[S_ACTIVE],S_ESHINA)) {
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE],S_ESHINA);
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE],S_ESHINA);
shinobi.c:    if (ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if (IS_SET(ch->in_room->shinobi, ROOM_SEARTH)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_EARTH, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SEARTH);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_EARTH, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if (IS_SET(ch->in_room->shinobi, ROOM_SWIND)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SWIND);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:    int oldlev = ch->level;
shinobi.c:    if (IS_SET(obj->quest,QUEST_SHINOBI))
shinobi.c:    if (obj->pIndexData->vnum != 33300) {
shinobi.c:    if (ch->practice < 2000) {
shinobi.c:    if (obj->item_type == ITEM_WEAPON)
shinobi.c:        obj->value[1] += 90;
shinobi.c:        obj->value[2] += 90;
shinobi.c:        obj->level     =  50;
shinobi.c:        ch->level = 12;
shinobi.c:        oset_affect(ch,obj,-200,APPLY_AC,TRUE);
shinobi.c:        obj->condition = 100;
shinobi.c:        obj->toughness = 100;
shinobi.c:        obj->resistance = 1;
shinobi.c:        if (!IS_SET(obj->weapflags, WEAPON_FLAMING)) SET_BIT(obj->weapflags, WEAPON_FLAMING);
shinobi.c:        if (!IS_SET(obj->weapflags, WEAPON_FROST)) SET_BIT(obj->weapflags, WEAPON_FROST);
shinobi.c:        if (!IS_SET(obj->weapflags, WEAPON_VAMPIRIC)) SET_BIT(obj->weapflags, WEAPON_VAMPIRIC);
shinobi.c:        if (!IS_SET(obj->weapflags, WEAPON_SHARP)) SET_BIT(obj->weapflags, WEAPON_SHARP);
shinobi.c:        if (!IS_SET(obj->weapflags, WEAPON_SHOCKING)) SET_BIT(obj->weapflags, WEAPON_SHOCKING);
shinobi.c:        if (!IS_SET(obj->weapflags, WEAPON_POISON)) SET_BIT(obj->weapflags, WEAPON_POISON);
shinobi.c:        obj->value[0] = 18000;
shinobi.c:        ch->level = oldlev;
shinobi.c:        SET_BIT(obj->quest, QUEST_SHINOBI);
shinobi.c:        ch->practice -= 2000;
shinobi.c:    if (victim->pcdata->powers[S_ELEMENT] == S_SHADOW) {
shinobi.c:    amount = ch->pRank * 250;
shinobi.c:    amount *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    victim->hit = UMIN(victim->hit + amount, victim->max_hit);
shinobi.c:    victim->mana = UMIN(victim->mana + amount, victim->max_mana);
shinobi.c:    victim->move = UMIN(victim->move + amount, victim->max_move);
shinobi.c:    if (IS_SET(victim->extra,TIED_UP)) REMOVE_BIT(victim->extra,TIED_UP);
shinobi.c:    int oldlevel = ch->level;
shinobi.c:    if (ch->in_room == NULL) return;
shinobi.c:    if (ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if (IS_SET(ch->in_room->shinobi, ROOM_SSAFE)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SSAFE);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_SAFE, 0);
shinobi.c:    SET_BIT(ch->in_room->shinobi, ROOM_SSAFE);
shinobi.c:    SET_RTIMER(ch->in_room, RTIMER_SAFE, 20);
shinobi.c:    ch->in_room->next_update = update_room_list;
shinobi.c:    update_room_list = ch->in_room;
shinobi.c:    ch->level = 12;
shinobi.c:    ch->pcdata->powers[S_TIMER] = 5;
shinobi.c:    ch->level = oldlevel;
shinobi.c:    dam = ch->pRank * 900;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:        if (tarchar->hit < 1) break;
shinobi.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) {
shinobi.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) {
shinobi.c:                af.modifier  = -300;
shinobi.c:    if (ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if (IS_SET(ch->in_room->shinobi, ROOM_SHOLY)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SHOLY);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_HOLY, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SHOLY);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_HOLY, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        ch->pcdata->powers[S_TIMER] = 10;
shinobi.c:    if (!IS_SPHERE(victim, SPHERE_PYROMANCER) || (IS_SPHERE(victim,SPHERE_PYROMANCER) && victim->pcdata->powers[S_ELEMENT] == S_FIRE)) {
shinobi.c:    amount = ch->pRank * 250;
shinobi.c:    amount *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:    victim->hit = UMIN(victim->hit + amount, victim->max_hit);
shinobi.c:    if (!IS_SET(victim->newbits,NEW_WASH)) {
shinobi.c:        SET_BIT(victim->newbits,NEW_WASH);
shinobi.c:        REMOVE_BIT(victim->newbits,NEW_WASH);
shinobi.c:    if (!IS_SET(ch->pcdata->powers[S_ACTIVE],S_FLUIDITY)) {
shinobi.c:        SET_BIT(ch->pcdata->powers[S_ACTIVE],S_FLUIDITY);
shinobi.c:        REMOVE_BIT(ch->pcdata->powers[S_ACTIVE],S_FLUIDITY);
shinobi.c:    dam = ch->pRank * 900;
shinobi.c:    dam *= ch->pcdata->powers[S_RANK] + 1;
shinobi.c:        if (tarchar->hit < 1) break;
shinobi.c:    if (victim->level > 6) {
shinobi.c:    if (ch->in_room == victim->in_room) {
shinobi.c:    if (ch->pcdata->powers[S_VTIMER] > 0) {
shinobi.c:    ch->viunemto = victim;
shinobi.c:    if (!IS_SET(ch->newbits,NEW_VIUNEMTO)) SET_BIT(ch->newbits,NEW_VIUNEMTO);
shinobi.c:    if (3054 == ch->in_room->vnum)
shinobi.c:    if (ch->pcdata->powers[S_TIMER] > 0) {
shinobi.c:    if (IS_SET(ch->in_room->shinobi, ROOM_SWATER)) {
shinobi.c:        REMOVE_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WATER, 0);
shinobi.c:        SET_BIT(ch->in_room->shinobi, ROOM_SWATER);
shinobi.c:        SET_RTIMER(ch->in_room, RTIMER_WATER, 10);
shinobi.c:        ch->in_room->next_update = update_room_list;
shinobi.c:        update_room_list = ch->in_room;
shinobi.c:        if (IS_SET(ch->in_room->shinobi, ROOM_SFIRE)) {
shinobi.c:            REMOVE_BIT(ch->in_room->shinobi, ROOM_SFIRE);
shinobi.c:        ch->pcdata->powers[S_TIMER] = 12;
skyblade.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
skyblade.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
skyblade.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
skyblade.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
skyblade.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
skyblade.c:                ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
skyblade.c:                ch->pcdata->powers[SKYBLADE_SKILLS]);
skyblade.c:            /*	    send_to_char("-=^=-=^=-=^=-=^=-=^=-   Skyblade Powers
skyblade.c:            -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
skyblade.c:               if (ch->pcdata->powers[SKYBLADE_POWER] > 0) {
skyblade.c:                   if (ch->pcdata->powers[SKYBLADE_POWER] > 0)
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 1)
skyblade.c:                   if (ch->pcdata->powers[SKYBLADE_POWER] > 2){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 3){
skyblade.c:                   if (ch->pcdata->powers[SKYBLADE_POWER] > 4){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 5){
skyblade.c:                      if (ch->pcdata->powers[SKYBLADE_POWER] > 6){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 7){
skyblade.c:                      if (ch->pcdata->powers[SKYBLADE_POWER] > 8){
skyblade.c:               else if (ch->pcdata->powers[SKYBLADE_POWER] > 9){
skyblade.c:            send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);*/
skyblade.c:            sprintf(buf, "You have %d power.\n\r", ch->pcdata->powers[SKYBLADE_POWER]);
skyblade.c:            send_to_char("-=^=-=^=-=^=-=^=-=^=-   Skyblade Magics   -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0) {
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0)
skyblade.c:            else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 1)
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] > 2){
skyblade.c:            else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 3){
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_MAGIC] > 4){
skyblade.c:            else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 5){
skyblade.c:             if (ch->pcdata->powers[SKYBLADE_MAGIC] > 6){
skyblade.c:            else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 7){
skyblade.c:             if (ch->pcdata->powers[SKYBLADE_MAGIC] > 8){
skyblade.c:            else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 9){
skyblade.c:            send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
skyblade.c:            sprintf(buf, "You have %d magic.\n\r",ch->pcdata->powers[SKYBLADE_MAGIC]);
skyblade.c:            send_to_char("-=^=-=^=-=^=-=^=-=^=-   Skyblade Skills   -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_SKILLS] > 0) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 1) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 2) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 3) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 4) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 5) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 6) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 7) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 8) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 9) {
skyblade.c:                if (ch->pcdata->powers[SKYBLADE_SKILLS] == 10) {
skyblade.c:            send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
skyblade.c:	ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
skyblade.c:	ch->pcdata->powers[SKYBLADE_SKILLS]);
skyblade.c:        cost = (ch->pcdata->powers[improve]+1) * 15;
skyblade.c:        if ( ch->pcdata->powers[improve] >= max )
skyblade.c:        if ( cost > ch->practice )
skyblade.c:        ch->pcdata->powers[improve] += 1;
skyblade.c:        ch->practice -= cost;
skyblade.c:    if ( ch->move < 1000)
skyblade.c:    if (IS_NPC (victim) && IS_SET(victim->in_room->area->areabits, AREA_BIT_NO_TRAVEL))
skyblade.c:    if ( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
skyblade.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
skyblade.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
skyblade.c:    if ( room_is_private(victim->in_room ) )
skyblade.c:    if (!IS_NPC(victim) && ch->move < victim->max_move)
skyblade.c:    if (victim->in_room == ch->in_room)
skyblade.c:    char_to_room(ch,victim->in_room);
skyblade.c:    ch->move -= 1000;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_POWER] < 3)
skyblade.c:        if ( ch->move < 1000 )
skyblade.c:        if (!IS_SET(ch->newbits2, NEW2_EAGLES))
skyblade.c:            SET_BIT(ch->newbits2, NEW2_EAGLES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 3)
skyblade.c:                ch->damroll += 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 4)
skyblade.c:                ch->damroll += 550;
skyblade.c:            ch->move -= 1000;
skyblade.c:        else if (IS_SET(ch->newbits2, NEW2_EAGLES)) {
skyblade.c:            REMOVE_BIT(ch->newbits2, NEW2_EAGLES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 3) ch->damroll -= 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) ch->damroll -= 550;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_POWER] < 5)
skyblade.c:        if ( ch->move < 1000 )
skyblade.c:        if (!IS_SET(ch->newbits2, NEW2_HAWKEYES))
skyblade.c:            SET_BIT(ch->newbits2, NEW2_HAWKEYES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 5)
skyblade.c:                ch->hitroll += 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 6)
skyblade.c:                ch->hitroll += 550;
skyblade.c:            ch->move -= 1000;
skyblade.c:        else if (IS_SET(ch->newbits2, NEW2_HAWKEYES)) {
skyblade.c:            REMOVE_BIT(ch->newbits2, NEW2_HAWKEYES);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 5) ch->hitroll -= 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) ch->hitroll -= 550;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_POWER] < 7)
skyblade.c:        if ( ch->move < 1000 )
skyblade.c:        if (!IS_SET(ch->newbits2, NEW2_VVIGOR))
skyblade.c:            SET_BIT(ch->newbits2, NEW2_VVIGOR);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 7)
skyblade.c:                ch->armor -= 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 8)
skyblade.c:                ch->armor -= 550;
skyblade.c:            ch->move -= 1000;
skyblade.c:        else if (IS_SET(ch->newbits2, NEW2_VVIGOR)) {
skyblade.c:            REMOVE_BIT(ch->newbits2, NEW2_VVIGOR);
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] <= 7) ch->armor += 75;
skyblade.c:            if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) ch->armor += 550;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_SKILLS] < 3)
skyblade.c:        if ( ch->move < 5000 )
skyblade.c:        if (!IS_SET(ch->newbits, NEW_CLOUDBLESS))
skyblade.c:            SET_BIT(ch->newbits, NEW_CLOUDBLESS);
skyblade.c:            ch->damroll += 300;
skyblade.c:            ch->hitroll += 300;
skyblade.c:            ch->armor   -= 300;
skyblade.c:            ch->move -= 5000;
skyblade.c:        else if (IS_SET(ch->newbits, NEW_CLOUDBLESS)) {
skyblade.c:            REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS);
skyblade.c:            ch->damroll -= 300;
skyblade.c:            ch->hitroll -= 300;
skyblade.c:            ch->armor   += 300;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 2)
skyblade.c:    if ((victim = ch->fighting) == NULL)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] < 1)
skyblade.c:    if ( ch->practice < 250 )
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] == 1) vnum = 33178;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 2) vnum = 33179;
skyblade.c:        ch->practice -= 250;
skyblade.c:    SET_BIT(obj->spectype, SITEM_SKYBLADE);
skyblade.c:    replace_string(obj->questowner, ch->pcdata->switchname);
skyblade.c:    obj->ownerid = ch->pcdata->playerid;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 9)
skyblade.c:        if (ch->fighting == NULL)
skyblade.c:        else victim = ch->fighting;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 10)
skyblade.c:    if (ch->move < 10000)
skyblade.c:    ch->move -= 10000;
skyblade.c:    ch->hitroll += 12000;
skyblade.c:    ch->hitroll -= 12000;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_SKILLS] < 8)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_DTIMER] != 10)
skyblade.c:        if (( victim = ch->fighting) == NULL)
skyblade.c:        else victim = ch->fighting;
skyblade.c:    if (ch->mana < 25000)
skyblade.c:    if (IS_NPC(victim) && victim->spec_fun)
skyblade.c:    dam = victim->hit/3;
skyblade.c:    if (IS_NPC(victim)) dam = victim->hit * .9;
skyblade.c:    ch->mana -= 25000;
skyblade.c:    ch->pcdata->powers[SKYBLADE_DTIMER] = 0;
skyblade.c:    sprintf(buf, "#L%s returns to the ground and the dragon fades away.#W[%d]\n\r",ch->name,dam);
skyblade.c:    if (ch->fighting == NULL) ch->fighting = victim;;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] < 3)
skyblade.c:        if (( victim = ch->fighting) == NULL)
skyblade.c:        else victim = ch->fighting;
skyblade.c:    if (ch->mana < 5000)
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4) dam = number_range(10000, 11000);
skyblade.c:    if (!IS_NPC(victim) && victim->alignment == 1000) dam *= .7;
skyblade.c:    if (IS_NPC(victim)) dam += victim->hit/10;
skyblade.c:    sprintf(buf, "#C%s calls upon a heavenly rain to harm you!#W[%d]\n\r",ch->name,dam);
skyblade.c:    ch->mana -= 5000;
skyblade.c:        if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4)
skyblade.c:            ch->hit += dam;
skyblade.c:            ch->hit += dam/2;
skyblade.c:    if (ch->fighting == NULL) ch->fighting = victim;
skyblade.c:    if (victim->hit < -10) victim->hit = -10;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] < 2)
skyblade.c:    if ( ch->practice < 100 )
skyblade.c:    ch->practice -= 100;
skyblade.c:    replace_string(obj->questowner, ch->pcdata->switchname);
skyblade.c:    obj->ownerid = ch->pcdata->playerid;
social-edit.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
social-edit.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
social-edit.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
social-edit.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
social-edit.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
social-edit.c: * See the file "License.social-edit" for important licensing information
social-edit.c:    social->name =          fread_string (fp);
social-edit.c:    social->char_no_arg =   fread_string (fp);
social-edit.c:    social->others_no_arg = fread_string (fp);
social-edit.c:    social->char_found =    fread_string (fp);
social-edit.c:    social->others_found =  fread_string (fp);
social-edit.c:    social->vict_found =    fread_string (fp);
social-edit.c:    social->char_auto =     fread_string (fp);
social-edit.c:    social->others_auto =   fread_string (fp);
social-edit.c:             s->name           ? s->name : "",
social-edit.c:             s->char_no_arg    ? s->char_no_arg   : "",
social-edit.c:             s->others_no_arg  ? s->others_no_arg : "",
social-edit.c:             s->char_found     ? s->char_found    : "",
social-edit.c:             s->others_found   ? s->others_found  : "",
social-edit.c:             s->vict_found     ? s->vict_found    : "",
social-edit.c:             s->char_auto      ? s->char_auto     : "",
social-edit.c:             s->others_auto    ? s->others_auto   : "");
social-edit.c:    return -1;
social-edit.c:    if (str_cmp(cmd,"new") && (iSocial == -1))
social-edit.c:        maxSocial--; /* Important :() */
social-edit.c:        if (iSocial != -1)
social-edit.c:        social_table[maxSocial-1].name = str_dup (social);
social-edit.c:        social_table[maxSocial-1].char_no_arg = str_dup ("");
social-edit.c:        social_table[maxSocial-1].others_no_arg = str_dup ("");
social-edit.c:        social_table[maxSocial-1].char_found = str_dup ("");
social-edit.c:        social_table[maxSocial-1].others_found = str_dup ("");
social-edit.c:        social_table[maxSocial-1].vict_found = str_dup ("");
social-edit.c:        social_table[maxSocial-1].char_auto = str_dup ("");
social-edit.c:        social_table[maxSocial-1].others_auto = str_dup ("");
sorted-list.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
sorted-list.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
sorted-list.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
sorted-list.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
sorted-list.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
sorted-list.c: * Realm of War (C) Tijer, Tracker and Squiggle 2004-2010.                 *
sorted-list.c:        while ( pLastInList->pNext != NULL)
sorted-list.c:            pLastInList = pLastInList->pNext;
sorted-list.c:    pItem->pKey = pKey;
sorted-list.c:    pItem->pData = pData;
sorted-list.c:    pItem->pPrev = pLastInList;
sorted-list.c:    pItem->pNext = NULL;
sorted-list.c:        pLastInList->pNext = pItem;
sorted-list.c:    LIST_ITEM *pNext = pList->pNext;
sorted-list.c:            pNext = pList->pNext;
sorted-list.c:    for (pTemp = pList; pTemp; pTemp = pTemp->pNext)
sorted-list.c:    for (pTemp = pList; count < index; pTemp = pTemp->pNext)
sorted-list.c:        if (!pTemp->pNext)
sorted-list.c:        strSortKey = (char *)temp->pKey;
sorted-list.c:        iSortKey = (intptr_t)temp->pKey;
sorted-list.c:            while ((strcmp((char *)get_item(pList, i)->pKey,strSortKey) < 0) && (i < right)) i++;
sorted-list.c:            while ((strcmp((char *)get_item(pList, j)->pKey,strSortKey) > 0) && (j > left)) j--;
sorted-list.c:            while (((intptr_t)get_item(pList, i)->pKey < iSortKey) && (i < right)) i++;
sorted-list.c:            while (((intptr_t)get_item(pList, j)->pKey > iSortKey) && (j > left)) j--;
sorted-list.c:            j--;
sorted-list.c:    pTemp = left->pKey;
sorted-list.c:    left->pKey = right->pKey;
sorted-list.c:    right->pKey = pTemp;
sorted-list.c:    strncpy(strTemp, (char *)left->pKey, MAX_STRING_LENGTH);
sorted-list.c:    strncpy((char *)left->pKey, (char *)right->pKey, MAX_STRING_LENGTH);
sorted-list.c:    strncpy((char *)right->pKey, strTemp, MAX_STRING_LENGTH);
sorted-list.c:    pTemp = left->pData;
sorted-list.c:    left->pData = right->pData;
sorted-list.c:    right->pData = pTemp;
special.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
special.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
special.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
special.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
special.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
special.c://    return FALSE; // no need for this spec -Akurei
special.c:    for (corpse = ch->in_room->contents; corpse != NULL; corpse = c_next)
special.c:        c_next = corpse->next_content;
special.c:        if (corpse->item_type != ITEM_CORPSE_NPC)
special.c:        for (obj = corpse->contains; obj; obj = obj_next)
special.c:            obj_next = obj->next_content;
special.c:            obj_to_room(obj, ch->in_room);
special.c://    if ( ch->position == POS_FIGHTING )
special.c:    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
special.c:        v_next = victim->next_in_room;
special.c:        if (victim->hit < 0)
special.c:            //victim->level = 2;
special.c:            sprintf(buf,"%s has been executed.",victim->pcdata->switchname);
special.c:            victim->mdeath++;
special.c:    for ( object = ch->in_room->contents; object; object = object_next )
special.c:        object_next = object->next_content;
special.c:        if ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
special.c:        if ( object->item_type == ITEM_CORPSE_NPC )
special.c:        if ( ( object->item_type != ITEM_DRINK_CON
special.c:                && object->item_type != ITEM_TRASH )
special.c:            for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content )
special.c:                if ( obj2->wear_loc != WEAR_NONE
special.c:                        && object->item_type == obj2->item_type
special.c:                        && ( object->wear_flags & obj2->wear_flags & ~ITEM_TAKE) != 0 )
special.c:                switch (object->item_type)
special.c:                    do_eat(ch,object->name);
special.c:			    obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
special.c:			    obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
special.c:			    obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
special.c:			    obj_cast_spell( object->value[1], object->level, ch, NULL, object );
special.c:			    obj_cast_spell( object->value[2], object->level, ch, NULL, object );
special.c:			    obj_cast_spell( object->value[3], object->level, ch, NULL, object );
special.c:            if ((object->level > obj2->level))
special.c:                remove_obj(ch,obj2->wear_loc,TRUE);
special.c:                do_drop(ch,object->name);
special.c:                do_sacrifice(ch,object->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 1
special.c:                || victim->spec_fun == spec_guard_dark_hand
special.c:                || victim->spec_fun == spec_soldier_dark_hand)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 2
special.c:                || victim->spec_fun == spec_guard_guardian
special.c:                || victim->spec_fun == spec_soldier_guardian)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 3
special.c:                || victim->spec_fun == spec_guard_beast
special.c:                || victim->spec_fun == spec_soldier_beast)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 4
special.c:                || victim->spec_fun == spec_guard_damned
special.c:                || victim->spec_fun == spec_soldier_damned)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 5
special.c:                || victim->spec_fun == spec_guard_crusaders
special.c:                || victim->spec_fun == spec_soldier_crusaders)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 6
special.c:                || victim->spec_fun == spec_guard_druid
special.c:                || victim->spec_fun == spec_soldier_druid)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 3
special.c:                || victim->spec_fun == spec_guard_beast
special.c:                || victim->spec_fun == spec_soldier_beast)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:        /*       sprintf( buf,"%s Is Invading The RULER CLAN HALL!\n\r",victim->name);
special.c:                sprintf( buf,"%s RULERS! CLAN RECALL AND GET EM!\n\r",victim->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 4
special.c:                || victim->spec_fun == spec_guard_damned
special.c:                || victim->spec_fun == spec_soldier_damned)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:        /*       sprintf( buf,"%s Is Invading The RULER CLAN HALL!\n\r",victim->name);
special.c:                sprintf( buf,"%s RULERS! CLAN RECALL AND GET EM!\n\r",victim->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 5
special.c:                || victim->spec_fun == spec_guard_crusaders
special.c:                || victim->spec_fun == spec_soldier_crusaders)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:        /*       sprintf( buf,"%s Is Invading The RULER CLAN HALL!\n\r",victim->name);
special.c:                sprintf( buf,"%s RULERS! CLAN RECALL AND GET EM!\n\r",victim->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 6
special.c:                || victim->spec_fun == spec_guard_druid
special.c:                || victim->spec_fun == spec_soldier_druid)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:        /*       sprintf( buf,"%s Is Invading The RULER CLAN HALL!\n\r",victim->name);
special.c:                sprintf( buf,"%s RULERS! CLAN RECALL AND GET EM!\n\r",victim->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 1
special.c:                || victim->spec_fun == spec_guard_dark_hand
special.c:                || victim->spec_fun == spec_soldier_dark_hand)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:        /*       sprintf( buf,"%s Is Invading The RULER CLAN HALL!\n\r",victim->name);
special.c:                sprintf( buf,"%s RULERS! CLAN RECALL AND GET EM!\n\r",victim->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    if (ch->in_room == NULL) return FALSE;
special.c:    if (ch->position != POS_STANDING) return FALSE;
special.c:    for (d = descriptor_list; d != NULL; d = d->next)
special.c:                || (victim = d->character) == NULL
special.c:                || victim->in_room == NULL
special.c:                || victim->pcdata->chobj != NULL
special.c:                || victim->in_room->area != ch->in_room->area
special.c:                || victim->guild == 2
special.c:                || victim->spec_fun == spec_guard_guardian
special.c:                || victim->spec_fun == spec_soldier_guardian)
special.c:        if (ch->in_room!=victim->in_room)
special.c:            char_to_room(ch, victim->in_room);
special.c:        if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
special.c:                ch->position == POS_STANDING)
special.c:        /*       sprintf( buf,"%s Is Invading The RULER CLAN HALL!\n\r",victim->name);
special.c:                sprintf( buf,"%s RULERS! CLAN RECALL AND GET EM!\n\r",victim->name);
special.c:    if (ch->fighting) return FALSE;
special.c:    // This part should contain movement, spell-casting, etc,
special.c:    if (!ch->fighting) return FALSE;
special.c:        if (ch->fighting) return FALSE;
special.c:        if (ch->position == POS_STANDING && !IS_AFFECTED(ch, AFF_HIDE))
special.c:        if ((victim = ch->fighting) == NULL)
special.c:        if ((victim = ch->fighting) == NULL)
special.c:            do_shatter(ch, victim->name);
special.c:        if (ch->fighting) return FALSE;
special.c:                do_say(ch,"Bunch a slack-jawed faggots around here. This stuff [Red Man chewing tobacco]");
special.c:                do_say(ch,"will make you a god-damned sexual tyrannosaurus -- just like me.");
special.c:        if ((victim = ch->fighting) == NULL)
special.c:            do_retribution(ch,victim->name);
special.c:            do_rampage(ch, victim->name);
special.c:        for (vch = ch->in_room->people; vch && !found; vch = vch->next_in_room)
special.c:        (*skill_table[sn].spell_fun) (sn, ch->level, ch, gch);
string.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
string.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
string.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
string.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
string.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
string.c: *  and has been used here for OLC - OLC would not be what it is without   *
string.c:    send_to_char( "#y-========- #7Entering EDIT Mode#y -=========-\n\r",
string.c:    send_to_char( "#y-=======================================-\n\r", ch );
string.c:    ch->desc->pString = pString;
string.c:    send_to_char( "#y-=======- #7Entering APPEND Mode #y-========-\n\r",
string.c:    send_to_char( "#y-=======================================-\n\r", ch );
string.c:    if ( *(*pString + strlen( *pString ) - 1) != '\r' )
string.c:    ch->desc->pString = pString;
string.c:        i = strlen( orig ) - strlen( strstr( orig, old ) );
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:            send_to_char( "/r 'old' 'new'   - replace a substring \n\r",
string.c:            send_to_char( "/h               - get help (this info)\n\r",
string.c:            send_to_char( "/s               - show string so far  \n\r",
string.c:            send_to_char( "/f               - (word wrap) string  \n\r",
string.c:            send_to_char( "/c               - clear string so far \n\r",
string.c:            send_to_char( "@                - end string          \n\r", ch );
string.c:        ch->desc->pString = NULL;
string.c:     * --------------------------------------
string.c:    if ( strlen( buf ) + strlen( argument ) >= ( MAX_STRING_LENGTH - 4 ) )
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 );
string.c: Purpose:	Special string formating and word-wrapping.
string.c:    if ( strlen(oldstring) >= (MAX_STRING_LENGTH - 4) )	/* OLC 1.1b */
string.c:            if (xbuf[i-1] != ' ')
string.c:            if (xbuf[i-1] != ' ')
string.c:            if (xbuf[i-1]==' ' && xbuf[i-2]==' ' &&
string.c:                    (xbuf[i-3]=='.' || xbuf[i-3]=='?' || xbuf[i-3]=='!'))
string.c:                xbuf[i-2]=*rdesc;
string.c:                xbuf[i-1]=' ';
string.c:            if (xbuf[i-1]==' ' && xbuf[i-2]==' ' &&
string.c:                    (xbuf[i-3]=='.' || xbuf[i-3]=='?' || xbuf[i-3]=='!'))
string.c:                xbuf[i-2]=*rdesc;
string.c:                    xbuf[i-1]=' ';
string.c:                    xbuf[i-1]='\"';
string.c:        for (i=(xbuf[0]?76:73) ; i ; i--)
string.c:            strcat(xbuf,"-\n\r");
string.c:        i--;
string.c:    if (xbuf[strlen(xbuf)-2] != '\n')
string.c:        s--;
string.c:            s--;
string.c: * Returns an all-caps string.		OLC 1.1b
tanarri.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
tanarri.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
tanarri.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
tanarri.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
tanarri.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
tanarri.c:  if (ch->alignment != -1000) ch->alignment = -1000;
tanarri.c:  if (ch->pcdata->tanrank == 0)
tanarri.c:  if (ch->pcdata->tanrank*3 <= ch->pcdata->powers2[TANARRI_POWER_COUNTER])
tanarri.c:  for (i = 1; i < ch->pcdata->tanrank;i++)
tanarri.c:  if (ch->exp < 10000 * cost)
tanarri.c:  if (ch->pcdata->tanrank == 1)
tanarri.c:    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TRUESIGHT))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TRUESIGHT);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_CLAWS))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_CLAWS);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EARTHQUAKE))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EARTHQUAKE);
tanarri.c:  else if (ch->pcdata->tanrank == 2)
tanarri.c:    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EXOSKELETON))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EXOSKELETON);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FANGS))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FANGS);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TORNADO))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TORNADO);
tanarri.c:  if (ch->pcdata->tanrank == 3)
tanarri.c:    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_SPEED))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_SPEED);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_MIGHT))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_MIGHT);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_CHAOSGATE))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_CHAOSGATE);
tanarri.c:  if (ch->pcdata->tanrank == 4)
tanarri.c:    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FIERY))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FIERY);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FURY))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FURY);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_HEAD))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_HEAD);
tanarri.c:  if (ch->pcdata->tanrank == 5)
tanarri.c:    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_BOOMING))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_BOOMING);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_ENRAGE))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_ENRAGE);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FLAMES))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_FLAMES);
tanarri.c:  if (ch->pcdata->tanrank == 6)
tanarri.c:    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TENDRILS))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_TENDRILS);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_LAVA))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_LAVA);
tanarri.c:    else if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EMNITY))
tanarri.c:      SET_BIT(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EMNITY);
tanarri.c:  ch->pcdata->powers2[TANARRI_POWER_COUNTER]++;
tanarri.c:  ch->exp -= 10000 * cost;
tanarri.c:        SET_BIT(victim1->pcdata->tempflag, TEMP_AGGRESSIVE);
tanarri.c:        do_kill(victim1, victim2->pcdata->switchname);
tanarri.c:        REMOVE_BIT(victim1->pcdata->tempflag, TEMP_AGGRESSIVE);
tanarri.c:        SET_BIT(victim2->pcdata->tempflag, TEMP_AGGRESSIVE);
tanarri.c:        do_kill(victim2, victim1->pcdata->switchname);
tanarri.c:        REMOVE_BIT(victim2->pcdata->tempflag, TEMP_AGGRESSIVE);
tanarri.c:    if ((victim = ch->fighting) == NULL)
tanarri.c:        SET_BIT(victim->affected_by, AFF_FLAMING);
tanarri.c:        if (victim->position == POS_FIGHTING && number_range(1,2)==2)
tanarri.c:            victim->position = POS_STUNNED;
tanarri.c:    if (ch->pcdata->powers2[TANARRI_FURY_ON] == 1)
tanarri.c:        ch->hitroll -= 250;
tanarri.c:        ch->damroll -= 250;
tanarri.c:        ch->pcdata->powers2[TANARRI_FURY_ON] = 0;
tanarri.c:        ch->damroll += 250;
tanarri.c:        ch->hitroll += 250;
tanarri.c:        ch->pcdata->powers2[TANARRI_FURY_ON] = 1;
tanarri.c:/*    if (!IS_SET(ch->pcdata->powers2[TANARRI_POWER], TANARRI_EARTHQUAKE))
tanarri.c:    if (ch->mana < 1000)
tanarri.c:    ich_next = ch->in_room->people;
tanarri.c:        ich_next = ich->next_in_room;
tanarri.c:    ch->mana -= 1000;
tanarri.c:    if (ch->mana < 1500)
tanarri.c:    ich_next = ch->in_room->people;
tanarri.c:        ich_next = ich->next_in_room;
tanarri.c:    ch->mana -= 1500;
thief.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
thief.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
thief.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
thief.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
thief.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
thief.c:    if ((victim = ch->fighting) == NULL) {
thief.c:    if (ch->move < 75) {
thief.c:    ch->move -=75;
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_CONCEAL))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_GLEAM))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_BACKSTAB))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_POISONBLADE))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_TDAGGER))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_TOUGHSKIN))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
thief.c:    if (IS_SET(ch->pcdata->powers[1], THIEF_DTRICK))
thief.c:    if (ch->practice < 100)
thief.c:    ch->practice -= 100;
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_GLEAM))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_GLEAM);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_CONCEAL))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_CONCEAL);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_SWIFTNESS);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_BACKSTAB))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_BACKSTAB);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_POISONBLADE))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_POISONBLADE);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_TDAGGER))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_TDAGGER);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_TOUGHSKIN))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_TOUGHSKIN);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_MIGHT);
thief.c:        if (IS_SET(ch->pcdata->powers[1], THIEF_DTRICK))
thief.c:            ch->practice += 100;
thief.c:        SET_BIT(ch->pcdata->powers[1], THIEF_DTRICK);
thief.c:    if (!IS_SET(ch->pcdata->powers[1], THIEF_CONCEAL))
thief.c:    if (ch->fight_timer > 0)
thief.c:    if (ch->move < 2500)
thief.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
thief.c:    if (IS_SET(ch->act, PLR_WIZINVIS))
thief.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:        SET_BIT(ch->act, PLR_WIZINVIS);
thief.c:    ch->move -= 2500;
thief.c:    if (!IS_THIEF(ch)) // || !IS_SET(ch->pcdata->powers[1], THIEF_GLEAM))
thief.c:    if (IS_SET(ch->act, PLR_HOLYLIGHT))
thief.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
thief.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
thief.c:    if (!IS_THIEF(ch) || !IS_SET(ch->pcdata->powers[1], THIEF_BACKSTAB))
thief.c:            || obj->value[3] != 11)
thief.c:                || obj->value[3] != 11))
thief.c:    if (victim->fighting != NULL)
thief.c:    if (!IS_SET(ch->act, PLR_WIZINVIS))
thief.c:    if (ch->move < 10000)
thief.c:    randomizer = (10000 / (ch->max_hit / ch->hit));
thief.c:    dam = number_range(victim->max_hit * .1, victim->max_hit * .25);
thief.c:    if (IS_NPC(victim) && victim->hit < (ch->max_move / 2)
thief.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:        ch->move -= randomizer;
thief.c:        ch->exp += 10000 * victim->level;
thief.c:                ch->pcdata->switchname);
thief.c:    REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:    ch->move -= 10000;
thief.c:    if (victim->hit < -10)
thief.c:        victim->hit = -10;
thief.c:    if (!IS_THIEF(ch) || !IS_SET(ch->pcdata->powers[1], THIEF_TDAGGER))
thief.c:            || obj->value[3] != 11)
thief.c:                || obj->value[3] != 11))
thief.c:    if (ch->move < 1000)
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 2.5,
thief.c:                               ch->damcap[DAM_CAP] * 3);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 1.9,
thief.c:                               ch->damcap[DAM_CAP] * 2.3);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 2,
thief.c:                               ch->damcap[DAM_CAP] * 2.5);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 1.5,
thief.c:                               ch->damcap[DAM_CAP] * 2.3);
thief.c:        SET_BIT(victim->loc_hp[6], BLEEDING_THROAT);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 1.8,
thief.c:                               ch->damcap[DAM_CAP] * 2);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] - 200,
thief.c:                               ch->damcap[DAM_CAP] + 200);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] * 0.9,
thief.c:                               ch->damcap[DAM_CAP] * 1.2);
thief.c:            dam = number_range(ch->damcap[DAM_CAP] - 200,
thief.c:                               ch->damcap[DAM_CAP] - 400);
thief.c:    else if (chance < 2 && victim->sex == 1)    //OW thats just NOT right, what the hell do they teach you thieves anyhow??
thief.c:        dam = number_range(ch->damcap[DAM_CAP] * 2,
thief.c:                           ch->damcap[DAM_CAP] * 3);
thief.c:                IS_NPC(victim) ? victim->short_descr : victim->
thief.c:                pcdata->switchname);
thief.c:    ch->move -= 1000;
thief.c:    if (victim->hit < -10)
thief.c:        victim->hit = -10;
thief.c:    if (IS_SET(ch->act, PLR_WIZINVIS) && vischance >= 65)   //The check for coming out of hiding.
thief.c:    if (IS_SET(ch->act, PLR_WIZINVIS) && vischance < 65)
thief.c:        REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:    if (ch->fighting == NULL)
thief.c:        ch->fighting = victim;
thief.c:    if (!IS_THIEF(ch) || !IS_SET(ch->pcdata->powers[1], THIEF_DTRICK))
thief.c:    if (ch->move < 2500)
thief.c:    if (randnum == 1)   //<----Disarm
thief.c:                || obj->item_type != ITEM_WEAPON)
thief.c:                    || obj->item_type != ITEM_WEAPON)
thief.c:            ch->move -= 500;
thief.c:            obj_to_room(obj, victim->in_room);
thief.c:            ch->move -= 2500;
thief.c:    else if (randnum == 2)  //<----Trip
thief.c:            ch->move -= 500;
thief.c:        if (successchance >= 50 && victim->wait == 0)
thief.c:            ch->move -= 2500;
thief.c:            victim->position = POS_RESTING;
thief.c:    else if (randnum == 3)  //<---Foot Stomp
thief.c:            ch->move -= 500;
thief.c:            ch->move -= 2500;
thief.c:    else if (randnum == 4)  //<---Hilt Bash
thief.c:                ch->move -= 500;
thief.c:                SET_BIT(victim->loc_hp[LOC_HEAD],
thief.c:                ch->move -= 2500;
thief.c:                victim->position = POS_STUNNED;
thief.c:    if (ch->move < 500)
thief.c:    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
thief.c:    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
thief.c:    if (IS_SET(victim->act, ACT_NOTRAVEL))
thief.c:    if (room_is_private(victim->in_room))
thief.c:    if (victim->in_room == ch->in_room)
thief.c:    char_to_room(ch, victim->in_room);
thief.c:    ch->move -= 500;
transmuter.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
transmuter.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
transmuter.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
transmuter.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
transmuter.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
transmuter.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
transmuter.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
transmuter.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
transmuter.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS);
transmuter.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON);
transmuter.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON);
transmuter.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
transmuter.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
transmuter.c:            SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
transmuter.c:            REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD);
transmuter.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH))
transmuter.c:    /*    if ( ch->pcdata->condition[COND_THIRST] < 40)
transmuter.c:        ch->pcdata->condition[COND_THIRST] -= number_range(30,40);
transmuter.c://	if (IS_SET(ch->affected_by, AFF_POLYMORPH))
transmuter.c:        sprintf(buf,"Your form shimmers and transforms into %s.",ch->name);
transmuter.c:        sprintf(buf,"%s's form shimmers and transforms into %s.",ch->morph,ch->name);
transmuter.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
transmuter.c:        replace_string(ch->morph, "");
transmuter.c:        sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name);
transmuter.c:        sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name);
transmuter.c:        sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->morph);
transmuter.c:        replace_string(ch->morph, victim->name);
transmuter.c:    sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name);
transmuter.c:    sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name);
transmuter.c:    sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->name);
transmuter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
transmuter.c:    replace_string(ch->morph, victim->name);
transmuter.c:        if (ch->currentform != FORM_ZULO && (IS_SET(ch->polyaff, POLY_BAT)
transmuter.c:                                             || IS_SET(ch->polyaff, POLY_WOLF) || IS_SET(ch->polyaff, POLY_MIST)))
transmuter.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
transmuter.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
transmuter.c:        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
transmuter.c:        SET_BIT(ch->polyaff, POLY_BAT);
transmuter.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
transmuter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:        sprintf(buf, "#W(%s) #cThe #RV#rampir#Re B#ra#Rt#n", ch->name);
transmuter.c:        replace_string(ch->morph, buf);
transmuter.c:        if (ch->currentform != FORM_ZULO && (IS_SET(ch->polyaff, POLY_BAT)
transmuter.c:                                             || IS_SET(ch->polyaff, POLY_WOLF) || IS_SET(ch->polyaff, POLY_MIST)))
transmuter.c:        if (ch->wpn[0] > 0)
transmuter.c:            ch->hitroll += (ch->wpn[0]);
transmuter.c:            ch->damroll += (ch->wpn[0]);
transmuter.c:            ch->armor   -= (ch->wpn[0] * 3);
transmuter.c:        ch->pcdata->mod_str = 10;
transmuter.c:        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
transmuter.c:        SET_BIT(ch->polyaff, POLY_WOLF);
transmuter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
transmuter.c:        sprintf(buf, "#W(%s) #cThe #RD#rir#Re W#rol#Rf#n", ch->name);
transmuter.c:        replace_string(ch->morph, buf);
transmuter.c:        if (ch->currentform != FORM_ZULO && (IS_SET(ch->polyaff, POLY_BAT)
transmuter.c:                                             || IS_SET(ch->polyaff, POLY_WOLF) || IS_SET(ch->polyaff, POLY_MIST)))
transmuter.c:            REMOVE_BIT(ch->extra, TIED_UP);
transmuter.c:            REMOVE_BIT(ch->extra, GAGGED);
transmuter.c:            REMOVE_BIT(ch->extra, BLINDFOLDED);
transmuter.c:        /*	SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
transmuter.c:        SET_BIT(ch->polyaff, POLY_MIST);
transmuter.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
transmuter.c:        SET_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:        SET_BIT(ch->affected_by, AFF_ETHEREAL);
transmuter.c:        sprintf(buf, "#W(%s) #cThe #WWhite Mist#n", ch->name);
transmuter.c:        replace_string(ch->morph, buf);
transmuter.c:        if (ch->currentform == FORM_ZULO && (IS_SET(ch->polyaff, POLY_BAT)
transmuter.c:                                             || IS_SET(ch->polyaff, POLY_WOLF) || IS_SET(ch->polyaff, POLY_MIST)))
transmuter.c:                REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
transmuter.c:                REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
transmuter.c:                REMOVE_BIT(ch->polyaff, POLY_BAT);
transmuter.c:                /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
transmuter.c:                /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
transmuter.c:                REMOVE_BIT(ch->polyaff, POLY_WOLF);
transmuter.c:                if (ch->hit < 1) ch->hit = 1;
transmuter.c:                /*	    REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
transmuter.c:                REMOVE_BIT(ch->polyaff, POLY_MIST);
transmuter.c:                REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
transmuter.c:                /* In case they try to change to human from a non-vamp form */
transmuter.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
transmuter.c:        replace_string(ch->morph, "");
transmuter.c:        REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
transmuter.c:        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:        if (ch->hit < 1) ch->hit = 1;
transmuter.c:        ch->damroll = ch->damroll - 150;
transmuter.c:        ch->hitroll = ch->hitroll - 150;
transmuter.c:        replace_string(ch->morph, "");
transmuter.c:    if (ch->stance[0] != -1) do_stance(ch,"");
transmuter.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
transmuter.c:    ch->pcdata->condition[COND_THIRST] -= number_range(100,200);
transmuter.c:    ch->pcdata->mod_str = 15;
transmuter.c:    ch->pcdata->mod_dex = 15;
transmuter.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
transmuter.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
transmuter.c:    sprintf(buf, "#W(%s) #cA Big #DBlack #cMonster#n", ch->name);
transmuter.c:    replace_string(ch->morph, buf);
transmuter.c:    ch->damroll = ch->damroll + 150;
transmuter.c:    ch->hitroll = ch->hitroll + 150;
transmuter.c:        REMOVE_BIT(ch->extra,EXTRA_DRAGON);
transmuter.c:        if (ch->hit < 1) ch->hit = 1;
transmuter.c:        ch->damroll = ch->damroll - 100;
transmuter.c:        ch->hitroll = ch->hitroll - 100;
transmuter.c:        replace_string(ch->morph, "A big black monster");
transmuter.c:    if (ch->mounted == IS_RIDING) do_dismount(ch,"");
transmuter.c:    ch->pcdata->condition[COND_THIRST] -= number_range(20,40);
transmuter.c:    SET_BIT(ch->extra,EXTRA_DRAGON);
transmuter.c:    sprintf(buf, "%s, the huge rabid dragon", ch->name);
transmuter.c:    replace_string(ch->morph, buf);
transmuter.c:    ch->damroll = ch->damroll + 100;
transmuter.c:    ch->hitroll = ch->hitroll + 100;
update.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
update.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
update.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
update.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
update.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
update.c:                if (rm->sector_type == SECT_INSIDE
update.c:                        || rm->sector_type == SECT_AIR
update.c:                        || rm->sector_type == SECT_WATER_SWIM
update.c:                        || rm->sector_type == SECT_WATER_NOSWIM)
update.c:    //long long int lgainexp = ((5550000 * ch->level) + 5000);
update.c:    long long int lgainexp = (5550000 * ch->level);
update.c:    ch->exp += gain;
update.c:    if (ch->exp < lgainexp || ch->level >= 200)
update.c:    if ( ch->level < 200 && ch->exp >= lgainexp)
update.c://        (ch->level % 50 == 0) (ch->level % 50 == 0)
update.c:        ch->exp -= lgainexp;
update.c:        ch->level++;
update.c:        lgainexp = ((5550000 * ch->level) + (ch->pcremort * 50000));
update.c:        if (!IS_SET(ch->act, PLR_BRIEF7) && ch->level % 50 == 0)
update.c:            sprintf( buf, "#D%s is now #RLevel #R[#D%d#R]#n", ch->pcdata->switchname, ch->level );
update.c:        ch->max_hit += hp;
update.c:        ch->max_move += move;
update.c:        ch->max_mana += mana;
update.c:        if (ch->level == 200)
update.c:    long long int tempvar = ch->sublevel;
update.c:    if (ch->pcremort < 4) return;
update.c:    ch->exp += gain;
update.c:    if (ch->exp < lgainexp || ch->sublevel >= 2000)
update.c:    if( ch->sublevel < 2000 && ch->exp >= lgainexp)
update.c://        (ch->level % 50 == 0) (ch->level % 50 == 0)
update.c:        ch->exp -= lgainexp;
update.c:        ch->sublevel++;
update.c://        lgainexp = (2000000000 * ch->sublevel);
update.c:        /*        if (!IS_SET(ch->act, PLR_BRIEF7) && ch->sublevel % 50 == 0)
update.c:                    sprintf( buf, "#D%s is now #RSubLevel #R[#D%d#R]#n", ch->pcdata->switchname, ch->sublevel );
update.c:        ch->max_hit += hp;
update.c:        ch->max_move += move;
update.c:        ch->max_mana += mana;
update.c:    if (ch->pcdata->powers[DTICK] > 3) ch->pcdata->powers[DTICK] = 3;
update.c:    if (ch->pcdata->powers[DTICK] == 1)
update.c:    if (ch->pcdata->powers[DTICK] > 0) ch->pcdata->powers[DTICK]--;
update.c:    if (ch->pPotentia < 1000) ch->pPotentia++;
update.c:    if (ch->position == POS_MEDITATING && ch->pPotentia < 1000) ch->pPotentia += 10;
update.c:    if (ch->pcdata->powers[APTICK] > 3) ch->pcdata->powers[APTICK] = 3;
update.c:    if (ch->pcdata->powers[APTICK] == 1)
update.c:    if (ch->pcdata->powers[APTICK] > 0) ch->pcdata->powers[APTICK]--;
update.c:    if (ch->pcdata->powers[RAISETIMER] == 1)
update.c:    if (ch->pcdata->powers[RAISETIMER] > 0) ch->pcdata->powers[RAISETIMER]--;
update.c:    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if (IS_SET(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE) && number_range(1,50) == 4)
update.c:        REMOVE_BIT(ch->pcdata->powers[MOUNT_SUMMON], HAS_SUMMONED_NIGHTMARE);
update.c:    if (IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount))
update.c:        if ((master = ch->master) == NULL || master != mount)
update.c:            mount->exp += gain;
update.c:        ch->exp += gain;
update.c://    if (ch->level >= 200) return;
update.c:    condition = ch->pcdata->condition[iCond];
update.c:        ch->pcdata->condition[iCond] =
update.c:        ch->pcdata->condition[iCond] =
update.c:            URANGE(0, condition + value, 20000 / ch->generation);
update.c:    if (ch->pcdata->condition[iCond] == 0)
update.c:    if (ch->level < 200) 
update.c:    if (ch->level < 200)
update.c:	    if (ch->level < 200)
update.c:            else if (ch->hit > 0)
update.c:    if (ch->level < 200)
update.c:    if (ch->level < 200)
update.c:                ch->hit = ch->hit - number_range(2, 5);
update.c://                if (number_percent() <= ch->beast
update.c://                        && ch->beast > 0)
update.c:    else if (ch->pcdata->condition[iCond] < 10)
update.c:	    if (ch->level < 200)
update.c:	    if (ch->level < 200)
update.c:	    if (ch->level < 200)
update.c:                if (number_range(1, 1000) <= ch->beast
update.c:                        && ch->beast > 0)
update.c:                        (ch->pcdata->condition[COND_THIRST] + 75)
update.c:    if (ch->level > 212)
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, 20000 / ch->generation);
update.c:    if (ch->pcdata->condition[iCond] == 0)
update.c:	    if (ch->morale > 0) 
update.c:		ch->morale--;
update.c:    else if (ch->pcdata->condition[iCond] < 10)
update.c:            if (ch->morale > 0)
update.c:                ch->morale--;
update.c: * -- Furey
update.c:        ch_next = ch->next;
update.c:        if (ch->in_room == NULL)
update.c:        if (!IS_NPC(ch) && ch->hunting != NULL && ch->hunting[0] != '\0' && strlen(ch->hunting) > 1)
update.c://	if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 1)
update.c://    ch->pcdata->condition[COND_FULL]--;
update.c:// 	if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 1)
update.c://	    ch->pcdata->condition[COND_THIRST]--;
update.c:    gain_condition( ch, COND_FULL, -(number_range(1,3)));
update.c:    gain_condition( ch, COND_THIRST, -(number_range(1,3)));
update.c:    gain_condition( ch, COND_DRUNK, -(number_range(1,3)));
update.c:                if (ch->pcdata->powers4[POWER_TICK] > 0) ch->pcdata->powers4[POWER_TICK]--;
update.c:                if (ch->pcdata->powers[RAGE_TIMER] == 1)
update.c:                    if (ch->pcdata->powers[RAGE_TIMER] > 0) ch->pcdata->powers[RAGE_TIMER]--;
update.c:            if (IS_HERO(ch) && ch->hit > 0 && !IS_SET(ch->extra, EXTRA_AFK))
update.c:                if (ch->class == 0 && IS_ITEMAFF(ch, ITEMA_REGENERATE))
update.c:                ch->hit += number_range(1, 5);
update.c:                if (ch->hit > ch->max_hit)
update.c:                    ch->hit = ch->max_hit;
update.c:                if (IS_ITEMAFF(ch, ITEMA_REGENERATE) && ch->hit > 0)
update.c:            if (ch->spec_fun != 0)
update.c:                if ((*ch->spec_fun) (ch, "update"))
update.c:            if (ch->position != POS_STANDING)
update.c:            if ( (ch->position == POS_FIGHTING
update.c:                    &&      ch->stance[0] < 1 )
update.c:                    ||      ( ch->level > 74 && number_bits( 2 ) == 0 && ch->stance[0] < 1 ))
update.c:            if (IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits(2) == 0)
update.c:                for (obj = ch->in_room->contents; obj; obj = obj->next_content)
update.c:                    if (IS_SET(obj->quest, QUEST_ARTIFACT))
update.c:                    if (CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max)
update.c:                        max = obj->cost;
update.c:            if (!IS_SET(ch->act, ACT_SENTINEL) && (door = number_bits(5)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL
update.c:                    && pexit->to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
update.c:                    && (ch->hunting == NULL || strlen(ch->hunting) < 1)
update.c:                    && !(IS_SET(ch->act, ACT_FISH) && pexit->to_room->sector_type != SECT_WATER_SWIM && pexit->to_room->sector_type != SECT_WATER_NOSWIM)
update.c:                    && !(IS_SET(ch->act, ACT_NOSWIM) && (pexit->to_room->sector_type == SECT_WATER_SWIM || pexit->to_room->sector_type == SECT_WATER_NOSWIM))
update.c:                    && ((!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) || pexit->to_room->area == ch->in_room->area))
update.c:            if (ch->hit < ch->max_hit / 2 && (door = number_bits(3)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL
update.c:                    && pexit->to_room != NULL && ch->level < 900 && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB))
update.c:                for (rch = pexit->to_room->people; rch != NULL; rch = rch->next_in_room)
update.c:        for (d = descriptor_list; d != NULL; d = d->next)
update.c:            if ((d->connected == CON_PLAYING || d->connected == CON_EDITING) && (ch = d->character) != NULL && !IS_NPC(ch))
update.c:                           REMOVE_BIT(ch->extra, EXTRA_ROT);
update.c:                   if (IS_SET(ch->extra,  EXTRA_DECAY))
update.c:                           REMOVE_BIT(ch->extra, EXTRA_DECAY);
update.c:                if (ch->pcdata->followers > 0)
update.c:                    ch->pcdata->followers = 0;
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:       for ( d = descriptor_list; d != NULL; d = d->next )
update.c:           if (( d->connected == CON_PLAYING
update.c:           ||    d->connected == CON_EDITING )
update.c:           &&   (ch = d->character) != NULL
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->extra,  EXTRA_DECAY))
update.c:                           REMOVE_BIT(ch->extra, EXTRA_DECAY);
update.c:                   if (ch->pcdata->followers > 0) ch->pcdata->followers=0;
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 (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->pcdata->condition[COND_THIRST] = 200 + 10 * (10 - ch->generation);
update.c:       diff = weather_info.mmhg >  985 ? -2 : 2;
update.c:       diff = weather_info.mmhg > 1015 ? -2 : 2;
update.c:       weather_info.change   += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
update.c:       weather_info.change    = UMAX(weather_info.change, -12);
update.c:       for ( d = descriptor_list; d != NULL; d = d->next )
update.c:           if (( d->connected == CON_PLAYING
update.c:           ||    d->connected == CON_EDITING )
update.c:           &&   IS_OUTSIDE(d->character)
update.c:           &&   IS_AWAKE(d->character) )
update.c:       	send_to_char( buf, d->character );
update.c:        diff = weather_info.mmhg > 985 ? -2 : 2;
update.c:        diff = weather_info.mmhg > 1015 ? -2 : 2;
update.c:    weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
update.c:    weather_info.change = UMAX(weather_info.change, -12);
update.c:        for (d = descriptor_list; d != NULL; d = d->next)
update.c:            if ((d->connected == CON_PLAYING || d->connected == CON_EDITING) && IS_OUTSIDE(d->character) && IS_AWAKE(d->character))
update.c:                    send_thunder(d->character);
update.c:                send_to_char(buf, d->character);
update.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
update.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
update.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
update.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
update.c:            REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
update.c:        ribs -= 1;
update.c:            ribs -= 16;
update.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_16);
update.c:            ribs -= 8;
update.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_8);
update.c:            ribs -= 4;
update.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_4);
update.c:            ribs -= 2;
update.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_2);
update.c:            ribs -= 1;
update.c:            SET_BIT(ch->loc_hp[1], BROKEN_RIBS_1);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_NOSE);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
update.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
update.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
update.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
update.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
update.c:            REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
update.c:        teeth -= 1;
update.c:            teeth -= 16;
update.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16);
update.c:            teeth -= 8;
update.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8);
update.c:            teeth -= 4;
update.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4);
update.c:            teeth -= 2;
update.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2);
update.c:            teeth -= 1;
update.c:            SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_JAW);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_SKULL);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_SPINE);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_NECK);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_ARM);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_ARM);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_LEG);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
update.c:        SET_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_LEG);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
update.c:        SET_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
update.c:        SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
update.c:        REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
update.c:        if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT))
update.c:        REMOVE_BIT(ch->loc_hp[LOC_BODY], CUT_THROAT);
update.c:    if (IS_SET(ex->exit_info, EX_ICE_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_FIRE_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_SWORD_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_PRISMATIC_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_IRON_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_MUSHROOM_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_CALTROP_WALL))
update.c:    if (IS_SET(ex->exit_info, EX_ASH_WALL))
update.c:    for (room = room_list; room != NULL; room = room->next_room)
update.c:            room->tick_timer[i] = UMAX(room->tick_timer[i], 0);
update.c:            room->tick_timer[i] = UMAX(room->tick_timer[i] - 1, 0);
update.c:    for ( d = descriptor_list; d; d = d->next )
update.c:    /* Most on ever - end */
update.c:        ch_next = ch->next;
update.c:        if (!IS_NPC(ch) && ch->desc) write_to_descriptor(ch->desc, "", 1);
update.c:        else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
update.c:            SET_BIT(ch->extra, EXTRA_OSWITCH);
update.c:            if (ch->decay_pulse > 0)
update.c:                if (--ch->decay_pulse <= 0)
update.c:            if (ch->tick_timer[TIMER_CHALLENGE] == 1)
update.c:                if (ch->tick_timer[i] > 0)
update.c:                    ch->tick_timer[i]--;
update.c:            for (quest = ch->pcdata->quests; quest; quest = quest_next)
update.c:                quest_next = quest->next;
update.c:                if (--quest->time > 0)
update.c:            do_sacrifice(ch,ch->name);
update.c:            if (ch->pccopper > 0)
update.c:                ch->copper += ch->pccopper;
update.c:                ch->pccopper = 0;
update.c:            if (ch->pcsilver > 0)
update.c:                ch->silver += ch->pcsilver;
update.c:                ch->pcsilver = 0;
update.c:            if (ch->pcgold > 0)
update.c:                ch->gold += ch->pcgold;
update.c:                ch->pcgold = 0;
update.c:            if (ch->pcplatinum > 0)
update.c:                ch->platinum += ch->pcplatinum;
update.c:                ch->pcplatinum = 0;
update.c:		if (ch->bloodtype == 0) 
update.c:		ch->bloodtype = number_range(1,8);
update.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_MAG))
update.c:     && ch->generation > 2)
update.c:    if ((IS_DROW(ch) && IS_SET(ch->special, SPC_DROW_CLE))
update.c:     && ch->generation > 2)
update.c:    if (IS_DROW(ch) && ch->generation < 3)
update.c:    if (ch->spl[dtype] < 1) ch->spl[dtype] = 1;
update.c:    if (ch->spl[dtype] > cmax ) ch->spl[dtype] = cmax;
update.c://    if (ch->spl[dtype] >= 200 + get_curr_int(ch) && !IS_MAGE(ch) && !IS_DROW(ch))
update.c://    ch->spl[sn] = ch->spl[sn] + get_curr_int(ch);
update.c://    if (ch->spl[dtype] > cmax)
update.c://    ch->spl[sn] = cmax + get_curr_int(ch);
update.c://    if (ch->spl[dtype] > (cmax + get_curr_int(ch)))
update.c://    ch->spl[sn] = cmax + ;
update.c:                    if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER))
update.c:                        ch->pcdata->powers[S_HANDFIRE] = 6;
update.c:                    if (IS_SET(ch->pcsphere, SPHERE_SHADOW))
update.c:                        ch->pcdata->powers[S_HANDSHADOW] = 6;
update.c:                    if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER))
update.c:                        ch->pcdata->powers[S_HANDWIND] = 6;
update.c:                    if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER))
update.c:                        ch->pcdata->powers[S_HANDWATER] = 6;
update.c:                    if (IS_SET(ch->pcsphere, SPHERE_HOLY))
update.c:                        ch->pcdata->powers[S_HANDHOLY] = 6;
update.c:                    if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER))
update.c:                        ch->pcdata->powers[S_HANDEARTH] = 6;
update.c:                        if (IS_DEMON(ch) &&  ch->pcRace != RACE_ARCHDEMON && ch->level > 200)
update.c:                            ch->pcRace = RACE_ARCHDEMON;
update.c:                        if ((IS_ANGEL(ch) || IS_DARK_ANGEL(ch)) && ch->pcRace != RACE_ARCHANGEL && ch->level > 200)
update.c:                            ch->pcRace = RACE_ARCHANGEL;
update.c:                                && ch->level > 200 && ch->pcRace != RACE_DIVINE_ENTITY)
update.c:                            ch->pcRace = RACE_DIVINE_ENTITY;
update.c:            if ((ch->level < LEVEL_IMMORTAL || !ch->desc) && !is_obj && !IS_SET(ch->extra, EXTRA_AFK))
update.c:                if ((ch->desc == NULL || ch->desc->connected == CON_PLAYING) && ch->level >= 2 && ch->save_time < save_time)
update.c:                    save_time = ch->save_time;
update.c:                                if (++ch->timer >= 12 && !in_fortress(ch))
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 > 20 && ch->desc != NULL)
update.c:        // Failsafes cause of Detox -Xrak 8-26-2017
update.c:            if (ch->pcdata->powers[ANGEL_WAR] > 5) ch->pcdata->powers[ANGEL_WAR] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_HATE] > 5) ch->pcdata->powers[ANGEL_HATE] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_WRATH] > 5) ch->pcdata->powers[ANGEL_WRATH] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_DISCORD] > 5) ch->pcdata->powers[ANGEL_WAR] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_PEACE] > 5) ch->pcdata->powers[ANGEL_PEACE] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_LOVE] > 5) ch->pcdata->powers[ANGEL_LOVE] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] > 5) ch->pcdata->powers[ANGEL_JUSTICE] = 5;
update.c:            if (ch->pcdata->powers[ANGEL_HARMONY] > 5) ch->pcdata->powers[ANGEL_HARMONY] = 5;
update.c:        for (paf = ch->affected; paf != NULL; paf = paf_next)
update.c:            paf_next = paf->next;
update.c:            if (paf->duration > 0)
update.c:                paf->duration--;
update.c:                if (paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0)
update.c:                    if (paf->type > 0 && paf->type < MAX_SKILL && skill_table[paf->type].msg_off && !is_obj)
update.c:                        send_to_char(skill_table[paf->type].msg_off, ch);
update.c:                        sprintf(buf, "Update Bug : Bad affect(%s) on %s.", skill_table[paf->type].name, ch->name);
update.c:        if (ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP)
update.c:        if (ch->position > POS_STUNNED && !is_obj)
update.c:            if (ch->hit < ch->max_hit)
update.c:                ch->hit = UMIN(ch->hit + number_range(5, 10), ch->max_hit);
update.c:            if (ch->mana < ch->max_mana)
update.c:                ch->mana = UMIN(ch->mana + number_range(5, 10), ch->max_mana);
update.c:            if (ch->move < ch->max_move)
update.c:                ch->move = UMIN(ch->move + number_range(5, 10), ch->max_move);
update.c:        else 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 (ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL)
update.c:            ch->hit = ch->hit - dam;
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:            ch->in_room->blood += dam;
update.c:            if (ch->in_room->blood > 1000)
update.c:                ch->in_room->blood = 1000;
update.c:            ch->hit = ch->hit - dam;
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:            ch->hit = ch->hit - number_range(1000, 2000);
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:                REMOVE_BIT(ch->affected_by, AFF_POISON);
update.c:            ch->hit = ch->hit - number_range(1000, 2000);
update.c:            if (ch->hit < 1)
update.c:                ch->hit = 1;
update.c:                REMOVE_BIT(ch->affected_by, AFF_FOODPOISON);
update.c:         * and then we do some healing - messy ?
update.c:        if (ch->position == POS_INCAP && !is_obj)
update.c:            ch->hit = ch->hit + number_range(2, 4);
update.c:            if (ch->position > POS_INCAP)
update.c:            if (ch->position > POS_STUNNED)
update.c:        else if (ch->position == POS_MORTAL && !is_obj)
update.c:            ch->hit = ch->hit + number_range(2, 4);
update.c:            if (ch->position == POS_INCAP)
update.c://   if (ch->pcdata->powers[POWER_TICK] > 0) ch->pcdata->powers[POWER_TICK]--;
update.c:            ch_next = ch->next;
update.c:        obj_next = obj->next;
update.c:        if ( obj->timer <= 0 || --obj->timer > 0 ) continue;
update.c:        if (obj->item_type == ITEM_WEAPON)
update.c://           if (obj->value[1] > 50) obj->value[1] = number_range(10,50);
update.c:            //          if (obj->value[2] > 50) obj->value[2] = number_range(10,50);
update.c:        obj_next = obj->next;
update.c:        if (obj->timer <= 0 || --obj->timer > 0)
update.c:        switch (obj->item_type)
update.c:        if (obj->carried_by != NULL)
update.c:            act(message, obj->carried_by, obj, NULL, TO_CHAR);
update.c:        else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL)
update.c:        // RELICS are now also Loyal in Claim and Enhance. Here is an update -Xrakisis 5/25/18
update.c:        if (IS_SET(obj->quest, QUEST_RELIC) && !IS_SET(obj->extra_flags, ITEM_LOYAL))
update.c:            SET_BIT(obj->extra_flags, ITEM_LOYAL);
update.c:        if (IS_SET(obj->extra_flags, ITEM_LOYAL) && !IS_SET(obj->quest, QUEST_RELIC))
update.c:            SET_BIT(obj->quest, QUEST_RELIC);
update.c:	    && obj->in_obj == NULL && (locate_obj(obj))->people )
update.c:	    sprintf(buf, "%s suddenly explodes in a ball of flame, incinerating you!\n\r",obj->short_descr);
update.c:	    if ((locate_obj(obj))->people == NULL) break;
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:	    wdam = obj->level + dice(12,50);
update.c:            damage(vch,vch,obj->level+ dice(12, 50),gsn_inferno); 
update.c:    if (obj->item_type == ITEM_GRENADE && (locate_obj(obj))->people)
update.c:      for (vch = (locate_obj(obj))->people; vch != NULL; vch = vch->next_in_room)
update.c://        wdam = number_range(100, 1000) * obj->value[2];
update.c:	wdam = obj->value[2];
update.c:        wdam = UMIN(vch->hit - 1, wdam);
update.c:        vch->hit -= wdam;
update.c:            for (bugObj = object_list; bugObj; bugObj = bugObj->next)
update.c:                if (bugObj->next == obj)
update.c:                bug("obj_update: obj %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum);
update.c:            obj_next = bugObj->next;
update.c:    for (d = descriptor_list; d != NULL; d = d->next)
update.c:        if (!IS_PLAYING(d) || (victim = d->character) == NULL || IS_NPC(victim) || IS_IMMORTAL(victim) || victim->in_room == NULL || victim->pcdata->chobj != NULL)
update.c:        if (!IS_SET(d->character->in_room->room_flags, ROOM_BLADE_BARRIER))
update.c:        act("The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR);
update.c:        act("The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM);
update.c:        act("The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR);
update.c:        act("The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM);
update.c:        dam = d->character->hit * dam;
update.c:        d->character->hit = d->character->hit - dam;
update.c:        if (d->character->hit < -10)
update.c:            d->character->hit = -10;
update.c: * Random times to defeat tick-timing clients and players.
update.c:    if (--pulse_auction <= 0)
update.c:    if (--pulse_track <= 0)
update.c:    if ( --pulse_wilderness     <= 0 )
update.c:    if (--pulse_ww <= 0)
update.c:    if (--pulse_empire <= 0)
update.c:        pulse_arena = PULSE_ARENA - (45 * PULSE_PER_SECOND + 1);
update.c:    if (++pulse_arena >= PULSE_ARENA - 45 * PULSE_PER_SECOND)
update.c:    if (--pulse_area <= 0)
update.c:    if (--pulse_mudinfo <= 0)
update.c:    if (--pulse_mobile <= 0)
update.c:    if (--pulse_combat <= 0)
update.c:    if (--pulse_violence <= 0)
update.c:    if (--pulse_hint <= 0)
update.c:    if (--pulse_event <= 0)
update.c:    if (--pulse_point <= 0)
update.c:    if (--pulse_gain_exp <= 0)
update.c:        for (d = descriptor_list; d != NULL; d = d->next)
update.c:            if (d->connected == CON_PLAYING
update.c:                    && (ch = d->character) != NULL && !IS_NPC (ch))
update.c:                if (ch->position == POS_FIGHTING && ch->move > 0
update.c:                        && !IS_HERO (ch)) ch->move--;
update.c:                if (ch->position == POS_FIGHTING && IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO)
update.c:                        && ch->move > 0) ch->move -= 5000;
update.c:                if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO)
update.c:                        && ch->move < 5000)
update.c:                    REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_DHALO);
update.c:                if (ch->agitated < 1 && ch->position == POS_AGITATED)
update.c:                    ch->position = POS_STANDING;
update.c:                    ch->agitated = 0;
update.c:                else if (ch->agitated > 0 && ch->position > POS_RESTING &&
update.c:                         ch->position != POS_FIGHTING)
update.c:                    ch->agitated--;
update.c:                    if (ch->agitated < 1)
update.c:                        ch->position = POS_STANDING;
update.c:                    if (ch->position == POS_MEDITATING)
update.c:                        if (ch->pcdata->powers[NINJAKI] < 250)
update.c:                            ch->pcdata->powers[NINJAKI] +=
update.c:                    if (ch->position != POS_FIGHTING
update.c:                            && number_range (1, 3) == 2 && ch->fight_timer < 1)
update.c:                        if (ch->pcdata->powers[NINJAKI] < 250)
update.c:                            ch->pcdata->powers[NINJAKI] +=
update.c:                    if (ch->pcdata->powers[NINJAKI] > 250)
update.c:                        ch->pcdata->powers[NINJAKI] = 250;
update.c:                    if (ch->pcdata->powers[NPATH_LIGHT] > 3)
update.c:                        if (ch->position == POS_FIGHTING
update.c:                                && ch->pcdata->powers[NINJA_RAGE] < 500)
update.c:                            ch->pcdata->powers[NINJA_RAGE] += 1;
update.c:                        if (ch->position == POS_FIGHTING
update.c:                                && ch->pcdata->powers[NINJA_RAGE] < 250)
update.c:                            ch->pcdata->powers[NINJA_RAGE] += 1;
update.c:                    if (ch->position == POS_MEDITATING
update.c:                            && ch->pcdata->powers[NINJA_RAGE] > 0
update.c:                            && ch->pcdata->powers[NINJA_RAGE] < 500
update.c:                        ch->pcdata->powers[NINJA_RAGE] -= 20;
update.c:                        if (ch->pcdata->powers[NINJA_RAGE] < 1)
update.c:                    else if (ch->position != POS_FIGHTING
update.c:                             && ch->pcdata->powers[NINJA_RAGE] > 0
update.c:                        ch->pcdata->powers[NINJA_RAGE] -= 20;
update.c:                        if (ch->pcdata->powers[NINJA_RAGE] < 1)
update.c:    if (ch->hit > 0 && ch->pcdata->mortal > 0)
update.c:        ch->pcdata->mortal = 0;
update.c:        ch->pcdata->mortal += 1;
update.c:        if (ch->pcdata->mortal > 10 && !in_fortress(ch))
update.c:            ch->hit = 100;
update.c:            ch->pcdata->mortal = 0;
update.c:            ch->fight_timer = 0;
update.c:    if (ch->pcdata->safe_counter > 0)
update.c:        ch->pcdata->safe_counter--;
update.c:        if (ch->pcdata->safe_counter == 0 && !IS_IMMORTAL(ch))
update.c:    /*  if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2 && ch->level < 7 && getMight(ch) >= 150)
update.c:        if (!IS_SET(ch->extra, EXTRA_AFK))
update.c:          ch->pcdata->sit_safe += number_range(5, 10);
update.c:        if ((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0) && !ragnarok && !ch->fighting)
update.c:        if (ch->pcdata->sit_safe > 0)
update.c:          ch->pcdata->sit_safe -= 10;
update.c:          ch->pcdata->sit_safe = 0;
update.c:    if (ch->morale > 100 && ch->pcdata->condition[COND_DRUNK] < 5)
update.c:	ch->morale--;
update.c:    if (ch->morale < 0) ch->morale = 0;
update.c:    if (ch->level >= 200)
update.c:        if (ch->pcdata->condition[COND_FULL] == 0)
update.c:	int damage = (ch->hit / 10);
update.c:	if (ch->hit > (ch->max_hit / 10))
update.c:	ch->hit -= damage;
update.c:        if (ch->pcdata->condition[COND_THIRST] == 0)
update.c:        int damage = (ch->hit / 10);
update.c:        if (ch->hit > (ch->max_hit / 10));
update.c:        ch->hit -= damage;
update.c:    if (ch->pcdata->condition[COND_FULL] > 0 && number_range(1, 25) == 5)
update.c:        ch->pcdata->condition[COND_FULL]--;
update.c:        if (ch->pcdata->condition[COND_FULL] == 0)
update.c:    if (ch->pcdata->condition[COND_THIRST] > 0)
update.c:        ch->pcdata->condition[COND_THIRST]--;
update.c:        if (ch->pcdata->condition[COND_THIRST] == 0)
update.c:    if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1, 10) == 1)
update.c:    if (ch->pcdata->condition[COND_DRUNK] > 0 && number_range(1, 10) == 5)
update.c:        ch->pcdata->condition[COND_DRUNK]--;
update.c:        if (ch->pcdata->condition[COND_DRUNK] == 0)
update.c:    if (ch->loc_hp[6] > 0)
update.c:        (*skill_table[sn].spell_fun) (sn, ch->level, ch, ch);
update.c:    else if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + 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 || ch->move < ch->max_move)
update.c:    if (ch->hit < ch->max_hit) updatehp = 1;
update.c:    if (ch->move < ch->max_move) updatemove = 1;
update.c:    if (ch->mana < ch->max_mana) updatemana = 1;
update.c:    if (ch->position == POS_SLEEPING)
update.c:    ch->hit = UMIN(ch->hit + (hit_gain * multiplier), ch->max_hit);
update.c:    ch->mana = UMIN(ch->mana + (mana_gain * multiplier), ch->max_mana);
update.c:    ch->move = UMIN(ch->move + (move_gain * multiplier), ch->max_move);
update.c://    if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move)
update.c:    if (ch->hit >= ch->max_hit && updatehp == 1)
update.c:    if (ch->move >= ch->max_move && updatemove == 1)
update.c:    if (ch->mana >= ch->max_mana && updatemana == 1)
update.c:    if (ch->timer >= 6) return;
update.c:    if (ch->pcdata->time_tick < 250) ch->pcdata->time_tick++;
update.c:        sprintf(buf, "To turn of hints type CHANNELS -HINT");
vamp.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
vamp.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
vamp.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
vamp.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
vamp.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_ANIM] < 1)
vamp.c:    if (ch->pcdata->followers > 4 )
vamp.c:        {send_to_char("Error - please inform Infidel.\n\r",ch); return;}
vamp.c:        {send_to_char("Error - please inform Infidel.\n\r",ch); return;}
vamp.c:        {send_to_char("Error - please inform Infidel.\n\r",ch); return;}
vamp.c:        {send_to_char("Error - please inform Infidel.\n\r",ch); return;}
vamp.c:    char_to_room( victim, ch->in_room );
vamp.c:    ch->pcdata->followers += 1;
vamp.c:    SET_BIT(victim->act, ACT_NOEXP);
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_ANIM] < 4)
vamp.c:    if ( ( familiar = ch->pcdata->familiar ) != NULL)
vamp.c:        sprintf(buf,"You release %s.\n\r",familiar->short_descr);
vamp.c:        familiar->wizard = NULL;
vamp.c:        ch->pcdata->familiar = NULL;
vamp.c:    if (victim->wizard != NULL)
vamp.c:    if (victim->level >  (get_spell(ch,RED_MAGIC, sn) * 0.25))
vamp.c:    if ( ch->pcdata->condition[COND_THIRST] < 25 )
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 25;
vamp.c:    ch->pcdata->familiar = victim;
vamp.c:    victim->wizard = ch; 
vamp.c:    if ( ch->pcdata->powers5[DISC_VAMP_CHIM] < 4 )
vamp.c:    if ( !IS_SET(victim->flag2, VAMP_CLONE) )
vamp.c:    if ( ( familiar = ch->pcdata->familiar ) != NULL ) 
vamp.c:	familiar->wizard = NULL;
vamp.c:    ch->pcdata->familiar = victim;
vamp.c:    victim->wizard = ch;
vamp.c:    if (ch->pcdata->powers5[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,"Your body wrinkles and reshapes as %s.",victim->name);
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,"Your body wrinkles and reshapes as %s.",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->pcdata->powers5[DISC_VAMP_NECR] < 5)
vamp.c:    victim->pcdata->condition[COND_THIRST] -= 150;
vamp.c:  if (number_range(1,4) == 2 && victim->hit > 100)
vamp.c:    if ( ch->pcdata->powers5[DISC_VAMP_NECR] < 4 )
vamp.c:    if ( !IS_SET(ch->flag2, AFF_SPIRITGUARD) )
vamp.c:      SET_BIT(ch->flag2, AFF_SPIRITGUARD);
vamp.c:      REMOVE_BIT(ch->flag2, AFF_SPIRITGUARD);
vamp.c:    if ( ch->pcdata->powers5[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->long_descr = str_dup(buf);
vamp.c:      victim->name = str_dup(ch->name);
vamp.c:      victim->level = 20;
vamp.c:      victim->max_hit = 2000;
vamp.c:      victim->hit = 2000;
vamp.c:      victim->mana = 2000;
vamp.c:      victim->max_mana = 2000;
vamp.c:      victim->max_move = 2000;
vamp.c:      victim->move = 2000;
vamp.c:      SET_BIT(victim->flag2, VAMP_CLONE);
vamp.c:	SET_BIT(victim->act, ACT_NOEXP);
vamp.c:      ch->pcdata->condition[COND_THIRST] -= 20;
vamp.c:	char_to_room( victim, ch->in_room );
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_SERP] < 8)
vamp.c:    if (!IS_SET(ch->newbits, NEW_COIL))
vamp.c:     SET_BIT(ch->newbits, NEW_COIL);
vamp.c:    else if (IS_SET(ch->newbits, NEW_COIL))
vamp.c:     REMOVE_BIT(ch->newbits, NEW_COIL);
vamp.c://  if (IS_SET(ch->extra, EXTRA_BAAL))
vamp.c:        if (ch->pcdata->condition[COND_THIRST] >= 15000)
vamp.c:        ch->pcdata->condition[COND_THIRST] += gain;
vamp.c:        if (ch->pcdata->condition[COND_THIRST] > 15000)
vamp.c:            ch->pcdata->condition[COND_THIRST] = 15000;
vamp.c:        sprintf(buf2, "#cYou #RBite #cthem for #C%d#c damage and gain #W+#C%d #rblood#c. Total #rBlood#c[#C%d#c]#n", dam, gain, ch->pcdata->condition[COND_THIRST]);
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_OBTE] < 1)
vamp.c:    if (ch->fight_timer > 0) {
vamp.c:    if ( IS_SET(ch->act, AFF_HIDE) )
vamp.c:        REMOVE_BIT(ch->act, AFF_HIDE);
vamp.c:        SET_BIT(ch->act, AFF_HIDE);
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_THAN] < 5 )
vamp.c:   if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting) == NULL)
vamp.c:   if ((ch->fighting) != NULL)
vamp.c:   victim = ch->fighting;
vamp.c:   if ( arg[0] == '\0' && (ch->fighting) == NULL)
vamp.c:    if (victim->hit < 500)
vamp.c:          dam = 10000; //ch->power[DISC_VAMP_THAN] * 10;
vamp.c:        victim->hit = (victim->hit - dam);
vamp.c:        ch->hit = (ch->hit + dam);
vamp.c:        if (ch->hit > ch->max_hit + 1000)
vamp.c:        ch->hit = ch->max_hit + 1000;
vamp.c:          dam = 5000; //ch->power[DISC_VAMP_THAN] * 50;
vamp.c:        victim->hit = (victim->hit - dam);
vamp.c:        ch->hit = (ch->hit + dam);
vamp.c:        if (ch->hit > ch->max_hit + 5000)
vamp.c:        ch->hit = ch->max_hit + 5000;
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_THAN] < 4 )
vamp.c:   if (IS_SET(victim->in_room->room_flags, ROOM_SAFE))
vamp.c:    sprintf(buf,"A look of concentration crosses over %s's face.",ch->name);
vamp.c:        SET_BIT(victim->loc_hp[3],LOST_ARM);
vamp.c:        "A supernatural force rips %s's arm off!",victim->name);
vamp.c:        SET_BIT(victim->loc_hp[2],LOST_ARM);
vamp.c:        "A supernatural force rips %s's arm off!",victim->name);
vamp.c:        SET_BIT(victim->loc_hp[5],LOST_LEG);
vamp.c:        "A supernatural force rips %s's leg off!",victim->name);
vamp.c:        SET_BIT(victim->loc_hp[4],LOST_LEG);
vamp.c:        "A supernatural force rips %s's leg off!",victim->name);
vamp.c:  if (ch->pcdata->powers5[DISC_VAMP_SERP] < 5)
vamp.c:  if (!IS_SET(ch->newbits, NEW_SKIN))
vamp.c:  SET_BIT(ch->newbits, NEW_SKIN);
vamp.c:  else if (IS_SET(ch->newbits, NEW_SKIN))
vamp.c:  REMOVE_BIT(ch->newbits,NEW_SKIN);
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_PRES] < 2)
vamp.c:    if ( victim->hit < victim->max_hit )
vamp.c:if (ch->pcdata->powers5[DISC_VAMP_SERP] < 4)
vamp.c:if ( ( victim = ch->fighting ) == NULL )
vamp.c:    if (victim->pcdata->powers5[DISC_WERE_BOAR] > 2 ) dam *= 0.5;
vamp.c:                if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:                        bloodpool = (3000 / ch->generation);
vamp.c:                        bloodpool = (2000 / ch->generation);
vamp.c:        if (ch->pcdata->powers5[DISC_VAMP_OBTE] < 5)
vamp.c:        if ((victim = ch->fighting) == NULL)
vamp.c:                dam = ch->pcdata->powers5[DISC_VAMP_OBTE] * 20;
vamp.c:                dam = ch->pcdata->powers5[DISC_VAMP_OBTE] * 100;
vamp.c:                if (victim->pcdata->powers5[DISC_WERE_BOAR] > 2)
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->pcdata->powers5[DISC_VAMP_DOMI] < 4)
vamp.c:        if (ch->pcdata->condition[COND_THIRST] < 500)
vamp.c:        if (IS_SET(ch->act, PLR_ACID))
vamp.c:                REMOVE_BIT(ch->act, PLR_ACID);
vamp.c:                SET_BIT(ch->act, PLR_ACID);
vamp.c:    if (IS_VAMPIRE(ch) && ch->pcdata->powers5[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->long_descr = str_dup(buf);
vamp.c:      victim->name = str_dup(ch->name);
vamp.c:      victim->level = 200;
vamp.c:      victim->max_hit  = ch->max_hit;
vamp.c:      victim->hit      = victim->max_hit;
vamp.c:      victim->max_mana = ch->max_mana;
vamp.c:      victim->mana     = victim->max_mana;
vamp.c:      victim->max_move = ch->max_move;
vamp.c:      victim->move     = victim->max_move;
vamp.c:      victim->hitroll  = ch->hitroll;
vamp.c:      victim->damroll  = ch->damroll;
vamp.c:      SET_BIT(victim->flag2, VAMP_CLONE);
vamp.c:	SET_BIT(victim->act, ACT_NOEXP);
vamp.c:	char_to_room( victim, ch->in_room );
vamp.c:      ch->pcdata->condition[COND_THIRST] -= 30;
vamp.c:        if (IS_VAMPIRE(ch) && ch->pcdata->powers5[DISC_VAMP_QUIE] < 4)
vamp.c:        if (ch->in_room != NULL)
vamp.c:                if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
vamp.c:        if (ch->pcdata->rank == AGE_LA_MAGRA)
vamp.c:        else if (ch->pcdata->rank == AGE_TRUEBLOOD)
vamp.c:        if (victim->position == POS_SLEEPING)
vamp.c:        if (victim->fighting != NULL)
vamp.c:        if (victim->hit < victim->max_hit)
vamp.c:                        victim->hit = 1;
vamp.c:                        ch->fighting = victim;
vamp.c:        if (dam > victim->hit)
vamp.c:                dam = victim->hit - 1;
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_PRES] < 3)
vamp.c:    level = 400; //ch->power[DISC_VAMP_PRES] * 40;
vamp.c:   if (ch->pcdata->powers5[DISC_VAMP_ANIM] < 3)
vamp.c: if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
vamp.c:  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
vamp.c:    value = is_number( arg2 ) ? atoi( arg2 ) : -1;
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_THAU] < 2)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < value )
vamp.c:        ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value;
vamp.c:        if (victim->pcdata->condition[COND_THIRST] < value)
vamp.c:        victim->pcdata->condition[COND_THIRST] = 1;
vamp.c:        victim->pcdata->condition[COND_THIRST] = victim->pcdata->condition[COND_THIRST] - value;
vamp.c:        ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value;
vamp.c:        if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:                bloodpool = (3000 / ch->generation);
vamp.c:                bloodpool = (2000 / ch->generation);
vamp.c:        if (ch->pcdata->powers5[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->pcdata->powers5[DISC_VAMP_POTE] += 2;
vamp.c:        ch->pcdata->powers5[DISC_VAMP_CELE] += 2;
vamp.c:        ch->pcdata->powers5[DISC_VAMP_FORT] += 2;
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:                        bloodpool = (2000 / ch->generation);
vamp.c:        if (ch->pcdata->powers5[DISC_VAMP_THAU] < 4)
vamp.c:        if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL))
vamp.c:        if (!IS_NPC(victim) && victim->pcdata->condition[COND_THIRST] <= 0)
vamp.c:                        victim->name);
vamp.c:                        victim->name, ch->name);
vamp.c:                        ch->name);
vamp.c:                        victim->short_descr);
vamp.c:                        victim->short_descr, ch->name);
vamp.c:                        ch->name);
vamp.c:        ch->pcdata->condition[COND_THIRST] += number_range(10, 15);
vamp.c:/* Raw-killing it from one theft is stupid. Im going to use the primal        */
vamp.c:                (victim->practice -= blpr);
vamp.c:                (ch->pcdata->condition[COND_THIRST] += blpr);
vamp.c:                if (victim->practice < 0)
vamp.c:                                victim->short_descr);
vamp.c:                if (ch->pcdata->condition[COND_THIRST] >=
vamp.c:                    bloodpool / ch->generation)
vamp.c:                        ch->pcdata->condition[COND_THIRST] =
vamp.c:                                bloodpool / ch->generation;
vamp.c:                if (ch->fighting == NULL)
vamp.c:        if (IS_SET(victim->act, PLR_ACID))
vamp.c:                victim->pcdata->condition[COND_THIRST] -= 30;
vamp.c:                victim->pcdata->condition[COND_THIRST] -=
vamp.c:        if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation)
vamp.c:                ch->pcdata->condition[COND_THIRST] =
vamp.c:                        bloodpool / ch->generation;
vamp.c:        if (victim->pcdata->condition[COND_THIRST] <= 0)
vamp.c:                victim->pcdata->condition[COND_THIRST] = 0;
vamp.c:        if (ch->fighting == NULL)
vamp.c:    if ( ch->pcdata->powers5[DISC_VAMP_NECR] < 3 )
vamp.c:    if ( ch->pcdata->condition[COND_THIRST] < 66 )
vamp.c:    if ( obj->in_room == NULL )
vamp.c:    if ( obj->carried_by != NULL )
vamp.c:    if ( obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC )
vamp.c:    if ( obj->in_room->vnum == ch->in_room->vnum )
vamp.c:    char_to_room(ch, get_room_index( obj->in_room->vnum ));
vamp.c:    ch->pcdata->condition[COND_THIRST] -= 65;
vamp.c:        if (ch->pcdata->powers5[DISC_VAMP_VICI] < 2)
vamp.c:        if (victim->hit < victim->max_hit)
vamp.c:        SET_BIT(victim->extra, EXTRA_ROT);
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_DOMI] < 1 && IS_VAMPIRE(ch))
vamp.c:    if (IS_DEATHKNIGHT(ch) && ch->pcdata->powers4[NECROMANCY] < 4)
vamp.c:    if( IS_SET(ch->in_room->room_flags, ROOM_ORDER) || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
vamp.c:  if (ch->pcdata->powers5[DISC_VAMP_DOMI] > 2)
vamp.c:  else if (ch->pcdata->powers5[DISC_VAMP_DOMI] > 3)
vamp.c:  else if (ch->pcdata->powers5[DISC_VAMP_DOMI] > 4)
vamp.c:    	sprintf( buf, "I think %s wants to %s",victim->short_descr,buffy);
vamp.c:    	sprintf( buf, "I think %s wants to %s", victim->morph,buffy);
vamp.c:    	sprintf( buf, "I think %s wants to %s", victim->name,buffy);
vamp.c:        sprintf( buf, "I think %s wants to %s", victim->short_descr, arg2 );
vamp.c:        sprintf( buf, "I think %s wants to %s", victim->morph, arg2 );
vamp.c:        sprintf( buf, "I think %s wants to %s", victim->name, arg2 );
vamp.c:    if ( IS_NPC(victim) && ( victim->level >= awe * get_spell(ch,RED_MAGIC, sn) * 2 || victim->level > 500))
vamp.c:    else if ( victim->spl[BLUE_MAGIC] >= (get_spell(ch,RED_MAGIC, sn)/2) )
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_NECR] < 5 && IS_VAMPIRE(ch))
vamp.c:    if (ch->pcdata->powers3[NECROMANTIC] < 1 && IS_MAGE(ch))
vamp.c:    if (ch->pcdata->followers > 5)
vamp.c:    if (obj->item_type != ITEM_CORPSE_NPC
vamp.c:            || IS_SET(obj->quest, QUEST_ZOMBIE))
vamp.c:    ch->pcdata->followers++;
vamp.c:    victim = create_mobile(get_mob_index(obj->value[2]));
vamp.c:    sprintf(buf, "the zombie of %s", victim->short_descr);
vamp.c:    sprintf(buf2, "the zombie of %s is here.\n\r", victim->short_descr);
vamp.c:    free_string(victim->short_descr);
vamp.c:    victim->short_descr = str_dup(buf);
vamp.c:    free_string(victim->name);
vamp.c:    SET_BIT(victim->act, ACT_NOEXP);
vamp.c:    victim->name = str_dup(buf);
vamp.c:    free_string(victim->long_descr);
vamp.c:    victim->long_descr = str_dup(buf2);
vamp.c:    SET_BIT(victim->extra, EXTRA_ZOMBIE);
vamp.c:    victim->spec_fun = NULL;
vamp.c:            obj->short_descr);
vamp.c:    char_to_room(victim, ch->in_room);
vamp.c:    if (victim->level < 100)
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_ANIM] < 5)
vamp.c:        if (ch->beast >= 200)
vamp.c:            if (ch->rage >= ch->beast)
vamp.c:        if (ch->beast <= 200)
vamp.c:            if (ch->rage >= 100)
vamp.c:        ch->rage += number_range(100, 300);
vamp.c:        if (ch->beast > 0)
vamp.c:    if (!IS_NPC(ch) && IS_VAMPIRE(ch) && ch->beast < 100
vamp.c:            && ch->beast > 0 && number_range(1, 500) <= ch->beast)
vamp.c:        if (ch->beast < 99)
vamp.c:        ch->beast += 1;
vamp.c:        blood = ch->pcdata->condition[COND_THIRST];
vamp.c:        ch->pcdata->condition[COND_THIRST] = 666;
vamp.c:        ch->pcdata->condition[COND_THIRST] = blood;
vamp.c:    if (IS_SET(ch->newbits, NEW_MONKFLAME))
vamp.c:        REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
vamp.c:    if (!IS_SET(ch->newbits, NEW_MONKFLAME))
vamp.c:        SET_BIT(ch->newbits, NEW_MONKFLAME);
vamp.c:	if (ch->pcdata->powers5[DISC_VAMP_OBFU] < 5)
vamp.c:    if (IS_SET(obj->extra_flags, ITEM_INVIS))
vamp.c:        sprintf(buf,"%s fades into existance.",obj->short_descr);
vamp.c:        REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
vamp.c:    if (!IS_SET(obj->extra_flags, ITEM_INVIS))
vamp.c:        sprintf(buf,"%s fades out of existance.",obj->short_descr);
vamp.c:        SET_BIT(obj->extra_flags, ITEM_INVIS);
vamp.c:            if (ch->pcdata->powers5[DISC_VAMP_DAIM] < 2)
vamp.c:    if (ch->fighting == NULL)
vamp.c:    if (victim->fighting == NULL)
vamp.c:                        if (ch->pcdata->powers5[DISC_VAMP_DAIM] < 5)
vamp.c:    if (IS_DROW(ch) && !IS_SET(ch->pcdata->powers2[1],DPOWER_GLAMOUR))
vamp.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_PRIZE))
vamp.c:        free_string(obj->name);
vamp.c:        obj->name = str_dup(arg3);
vamp.c:        obj->questmaker = str_dup(ch->name);
vamp.c:        free_string(obj->short_descr);
vamp.c:        obj->short_descr=str_dup(arg3);
vamp.c:        obj->questmaker = str_dup(ch->name);
vamp.c:        if ( ch->pcdata->powers5[DISC_VAMP_NECR] < 2 )
vamp.c:    if ( obj->item_type == ITEM_HEAD )
vamp.c:    if ( obj->timer <= 0 )
vamp.c:    obj->timer = -1;
vamp.c:        if (ch->pcdata->powers5[DISC_VAMP_PRES] < 1)
vamp.c:          REMOVE_BIT(ch->extra, EXTRA_AWE);
vamp.c:        SET_BIT(ch->extra, EXTRA_AWE);
vamp.c:    if (ch->pcdata->powers5[DISC_VAMP_THAU] < 5)
vamp.c:    if (IS_SET(ch->newbits, NEW_TIDE))
vamp.c:    SET_BIT(ch->newbits, NEW_TIDE);
vamp.c:            if (IS_VAMPIRE(ch) && ch->pcdata->powers5[DISC_VAMP_QUIE] < 1)
vamp.c:            if ((victim = ch->fighting) == NULL)
vamp.c:    if (ch->pcdata->condition[COND_THIRST] < 5)
vamp.c:                    dam = ch->pcdata->powers5[DISC_VAMP_QUIE] * 550;
vamp.c:                    dam = ch->pcdata->powers5[DISC_VAMP_QUIE] * 250;
vamp.c:            ch->pcdata->condition[COND_THIRST] -= 5;
vamp.c:                    if (victim->pcdata->powers5[DISC_WERE_BOAR] > 2)
vamp.c:    dam = ch->damroll * 3;
vamp.c:    if (ch->fighting == NULL) set_fighting(ch, victim);
vamp.c:    if (victim->position > POS_STUNNED)
vamp.c:        if (victim->fighting == NULL) set_fighting(victim, ch);
vamp.c:        if (ch->fighting == NULL) set_fighting(ch, victim);
vamp.c:    dam = 9000 + ch->pcdata->condition[COND_THIRST];
vamp.c:    dam += ch->damroll;
vamp.c:    dam += ch->pcdata->mod_str * 10;
vamp.c://	dam *= ch->power[DISC_VAMP_QUIE] + 1;
vamp.c:    if (victim->hit < 1) return;
vamp.c:        if (IS_SET(victim->act,PLR_HOLYLIGHT)) REMOVE_BIT(victim->act,PLR_HOLYLIGHT);
vamp.c:        if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
vamp.c:            REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
vamp.c:        if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
vamp.c:            REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
vamp.c:        af.modifier  = -4;
vamp.c:       if ( ch->pcdata->powers5[DISC_VAMP_MELP] < 1 )
vamp.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) )
vamp.c:    if ( ch->pcdata->condition[COND_THIRST] < 50 )
vamp.c:        vch_next        = vch->next;
vamp.c:        if ( vch->in_room == NULL )
vamp.c:        if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
vamp.c:        if ( vch->in_room == ch->in_room )
vamp.c:            if ( ( mount = ch->mount ) != NULL )
vamp.c:              if ( number_range( 1, (12 - ch->pcdata->powers5[DISC_VAMP_MELP])) == 2 )
vamp.c:                    act("$n lets out an ear-popping scream!",ch,NULL,vch,TO_ROOM);
vamp.c:                    vch->position = POS_STUNNED;
vamp.c:                    act("$n lets out an ear-popping scream!",ch,NULL,vch,TO_ROOM);
vamp.c:        SET_BIT (ch->immune, IMM_VAMPIRE);
vamp.c:    REMOVE_BIT (ch->immune, IMM_VAMPIRE);
vamp.c:        SET_BIT (ch->immune, IMM_WEREWOLF);
vamp.c:    REMOVE_BIT (ch->immune, IMM_WEREWOLF);
vamp.c:    sprintf(buf, "%s gazes intently at %s.", ch->name,
vamp.c:            victim->short_descr);
vamp.c:            victim->short_descr);
vamp.c:            victim->short_descr);
vamp.c:            "%s rips %s into the Shadowplane!", ch->name,
vamp.c:            victim->short_descr);
vamp.c:    SET_BIT(victim->affected_by, AFF_SHADOWPLANE);
weather.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
weather.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
weather.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
weather.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
weather.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
weather.c:/*--------------------------------------------------------------------------
weather.c:----------------------------------------------------------------------------
weather.c:---------------------------------------------------------------------------*/
weather.c:#include <unistd.h> /* OLC -- for close read write etc */
weather.c:        for (d = descriptor_list; d != NULL; d = d->next)
weather.c:            if ((d->connected == CON_PLAYING
weather.c:                    || d->connected == CON_EDITING)
weather.c:                    && (ch = d->character) != NULL && !IS_NPC(ch))
weather.c://                                if (ch->fighting == NULL
weather.c://                                    && !IS_SET(ch->newbits2, NEW_NATURAL)
weather.c://                                    && ch->monkab[SPIRIT] >= 2)
weather.c://                                        SET_BIT(ch->newbits2, NEW_NATURAL);
weather.c://                if (ch->level < 212)
weather.c:                    REMOVE_BIT(ch->extra, EXTRA_ROT);
weather.c:                        (ch->in_room->room_flags, ROOM_SILENCE))
weather.c:                    REMOVE_BIT(ch->in_room->room_flags,
weather.c:                if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING))
weather.c:                    REMOVE_BIT(ch->in_room->room_flags, ROOM_FLAMING);
weather.c:                    if (ch->hit < ch->max_hit)
weather.c:                        ch->hit = ch->max_hit;
weather.c:                    if (ch->mana < ch->max_mana)
weather.c:                        ch->mana = ch->max_mana;
weather.c:                    if (ch->move < ch->max_move)
weather.c:                        ch->move = ch->max_move;
weather.c:                    if (IS_SET(ch->newbits2, NEW_TIDE))
weather.c:                        REMOVE_BIT(ch->newbits2,
weather.c:                                                           if (IS_SET(ch->extra, EXTRA_BAAL))
weather.c:                                                                    ch->powers2[DISC_POTENCE] -=
weather.c:                                                                    ch->powers2[DISC_CELERITY] -=
weather.c:                                                                    ch->powers2[DISC_FORTITUDE] -=
weather.c:                                                                    REMOVE_BIT(ch->extra,
weather.c:                        REMOVE_BIT(ch->extra,
weather.c:        for (d = descriptor_list; d != NULL; d = d->next)
weather.c:            if (d->connected == CON_PLAYING
weather.c:                    && IS_OUTDOORS(d->character)
weather.c:                    && IS_AWAKE(d->character))
weather.c:                send_to_char(buf, d->character);
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_TORNADO;
weather.c:            pArea->sky = SKY_HEAT;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_TORNADO;
weather.c:            pArea->sky = SKY_HEAT;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_TORNADO;
weather.c:            pArea->sky = SKY_HEAT;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_TORNADO;
weather.c:            pArea->sky = SKY_HEAT;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:                pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:                pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_THUNDERSTORM;
weather.c:            pArea->sky = SKY_LIGHTNING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_BLIZZARD;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_BLIZZARD;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_ICESTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_ICESTORM;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_BLIZZARD;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_ICESTORM;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_ICESTORM;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_ICESTORM;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_HAILSTORM;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_SNOWING;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_FREEZING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:    switch (pArea->sky)
weather.c:        pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:            pArea->sky = SKY_CLOUDY;
weather.c:            pArea->sky = SKY_CLOUDLESS;
weather.c:            pArea->sky = SKY_SUNNY;
weather.c:            pArea->sky = SKY_RAINING;
weather.c:            pArea->sky = SKY_WINDY;
weather.c:            pArea->sky = SKY_FOGGY;
weather.c:    switch (pArea->sky)
weather.c:    if (!ch->in_room->area->sky)
weather.c:                if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch))
weather.c:    if (ch->in_room->area->sky == SKY_RAINING)
weather.c:    else if (ch->in_room->area->sky == SKY_CLOUDY)
weather.c:                flag_string(weather_flags, ch->in_room->area->sky));
weather.c:/*    if (IS_SET(ch->in_room->room_flags, ROOM_INDOORS))
weather.c:    if (ch->in_room->sector_type == SECT_INSIDE)
weather.c:    if (ch->in_room->area->sector == AREA_INDOORS)
weather.c:    if (ch->in_room->area->sector == AREA_CAVERN)
weather.c:    if (IS_SET(ch->act2, PLR_AUTOWEATHER))
weather.c:        REMOVE_BIT(ch->act2, PLR_AUTOWEATHER);
weather.c:        SET_BIT(ch->act2, PLR_AUTOWEATHER);
weather.c:    if (!ch->in_room->area->sky)
weather.c:    if (ch->in_room->area->sky == SKY_RAINING)
weather.c:    else if (ch->in_room->area->sky == SKY_CLOUDY)
weather.c:                flag_string(weather_flags, ch->in_room->area->sky));
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_CLOUDLESS))
weather.c:        ch->in_room->area->sky = SKY_CLOUDLESS;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_HEAT))
weather.c:        ch->in_room->area->sky = SKY_HEAT;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_FREEZING))
weather.c:        ch->in_room->area->sky = SKY_FREEZING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_WINDY))
weather.c:        ch->in_room->area->sky = SKY_WINDY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_HURRICANE))
weather.c:        ch->in_room->area->sky = SKY_HURRICANE;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_EARTHQUAKE))
weather.c:        ch->in_room->area->sky = SKY_SUNNY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_TORNADO))
weather.c:        ch->in_room->area->sky = SKY_TORNADO;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_SUNNY))
weather.c:        ch->in_room->area->sky = SKY_SUNNY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_FOGGY))
weather.c:        ch->in_room->area->sky = SKY_FOGGY;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_HAILSTORM))
weather.c:        ch->in_room->area->sky = SKY_HAILSTORM;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_ICESTORM))
weather.c:        ch->in_room->area->sky = SKY_ICESTORM;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_BLIZZARD))
weather.c:        ch->in_room->area->sky = SKY_BLIZZARD;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_SNOWING))
weather.c:        ch->in_room->area->sky = SKY_SNOWING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_RAINING))
weather.c:        ch->in_room->area->sky = SKY_RAINING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_LIGHTNING))
weather.c:        ch->in_room->area->sky = SKY_LIGHTNING;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_THUNDERSTORM))
weather.c:        ch->in_room->area->sky = SKY_THUNDERSTORM;
weather.c:        if (!IS_SET(ch->in_room->area->a_weather, SKY_CLOUDY))
weather.c:        ch->in_room->area->sky = SKY_CLOUDY;
weather.c:            flag_string(aweather_flags, ch->in_room->area->a_weather));
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 10) && pArea->sky == SKY_BLIZZARD)
weather.c:             d->character);
weather.c:            act("$n has been enveloped in snow!", d->character,
weather.c:            if (!IS_IMMUNE(d->character, IMM_COLD))
weather.c:                if (d->character->fighting)
weather.c:                    stop_fighting(d->character, TRUE);
weather.c:                d->character->hit -= d->character->hit / 30;
weather.c:                d->character->hit -= d->character->hit / 10;
weather.c:                WAIT_STATE(d->character, 40);
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 5) && pArea->sky == SKY_AVALANCHE)
weather.c:             d->character);
weather.c:            act("$n has become pulled into the oncoming avalanche. Better get help!", d->character, NULL, NULL, TO_ROOM);
weather.c:            if (!IS_IMMUNE(d->character, IMM_COLD))
weather.c:                if (d->character->fighting)
weather.c:                    stop_fighting(d->character, TRUE);
weather.c:                d->character->move -= d->character->move / 30;
weather.c:                d->character->hit -= d->character->hit / 30;
weather.c:                WAIT_STATE(d->character, 40);
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 8) && pArea->sky == SKY_FOGGY)
weather.c:             d->character);
weather.c:                d->character, NULL, NULL, TO_ROOM);
weather.c:            if (d->character->fighting)
weather.c:                stop_fighting(d->character, TRUE);
weather.c:            d->character->move -= d->character->move / 20;
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 8) && pArea->sky == SKY_ICESTORM)
weather.c:             d->character);
weather.c:            act("$n has been pelted by ice!", d->character, NULL,
weather.c:            if (d->character->fighting)
weather.c:                stop_fighting(d->character, TRUE);
weather.c:            d->character->hit -= d->character->hit / 35;
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 10) && pArea->sky == SKY_HEAT)
weather.c:             d->character);
weather.c:            act("$n passes out in front of you from heat exhaustion!", d->character, NULL, NULL, TO_ROOM);
weather.c:            if (!IS_IMMUNE(d->character, IMM_HEAT))
weather.c:                if (d->character->fighting)
weather.c:                    stop_fighting(d->character, TRUE);
weather.c:                d->character->move -= d->character->hit / 30;
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && pArea->sky == SKY_EARTHQUAKE)
weather.c:             d->character);
weather.c:                d->character, NULL, NULL, TO_ROOM);
weather.c:            if (d->character->fighting)
weather.c:                stop_fighting(d->character, TRUE);
weather.c:            d->character->hit -= d->character->hit / 30;
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 15) && pArea->sky == SKY_LIGHTNING)
weather.c:             d->character);
weather.c:            act("$n has been struck by lightning!", d->character,
weather.c:            if (d->character->fighting)
weather.c:                stop_fighting(d->character, TRUE);
weather.c:            d->character->hit -= d->character->hit / 10;
weather.c:            WAIT_STATE(d->character, 40);
weather.c:    for (d = descriptor_list; d != NULL; d = d->next)
weather.c:        if (d->connected == CON_PLAYING
weather.c:                && IS_AWAKE(d->character)
weather.c:                && d->character->in_room
weather.c:                && d->character->in_room->area == pArea
weather.c:                && (number_percent() < 6) && pArea->sky == SKY_FREEZING)
weather.c:             d->character);
weather.c:            act("$n has been frozen to the ground!", d->character,
weather.c:            if (!IS_IMMUNE(d->character, IMM_COLD))
weather.c:                if (d->character->fighting)
weather.c:                    stop_fighting(d->character, TRUE);
weather.c:                d->character->move -= d->character->move / 10;
weather.c:                WAIT_STATE(d->character, 40);
werewolf.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
werewolf.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
werewolf.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
werewolf.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
werewolf.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
werewolf.c:        if (ch->generation == 1)
werewolf.c:                    ch->name);
werewolf.c:        else if (ch->generation == 2)
werewolf.c:                    ch->name);
werewolf.c:        else if (ch->generation == 3)
werewolf.c:                    ch->name);
werewolf.c:        else if (ch->generation > 3)
werewolf.c:                    ch->name, ch->generation);
werewolf.c:        if (ch->generation == 1)
werewolf.c:                    ch->name);
werewolf.c:        else if (ch->generation > 1)
werewolf.c:                    ch->name);
werewolf.c:    if (!IS_SET(ch->newbits, NEW_SLAM))
werewolf.c:        SET_BIT(ch->newbits, NEW_SLAM);
werewolf.c:    else if (IS_SET(ch->newbits, NEW_SLAM))
werewolf.c:        REMOVE_BIT(ch->newbits, NEW_SLAM);
werewolf.c:    if (IS_SET(ch->pcdata->powers5[WOLFPOWERS], WOLF_COCOON))
werewolf.c:        REMOVE_BIT(ch->pcdata->powers5[WOLFPOWERS], WOLF_COCOON);
werewolf.c:        SET_BIT(ch->pcdata->powers5[WOLFPOWERS], WOLF_COCOON);
werewolf.c:    if (!IS_WEREWOLF(ch) && ch->profession != PROF_SAMURAI && !IS_TANARRI(ch) && !IS_DROW(ch))
werewolf.c:    level = ch->spl[spelltype] * 0.25;
werewolf.c:    if (IS_SET(ch->pcdata->powers5[WOLFPOWERS], WOLF_RAZORCLAWS))
werewolf.c:        stc("Your claws lose their razor-sharp edge.\n\r", ch);
werewolf.c:        act("$n's claws lose their razor-sharp edge.", ch, NULL, NULL, TO_ROOM);
werewolf.c:        REMOVE_BIT(ch->pcdata->powers5[WOLFPOWERS], WOLF_RAZORCLAWS);
werewolf.c:        SET_BIT(ch->pcdata->powers5[WOLFPOWERS], WOLF_RAZORCLAWS);
werewolf.c:    send_to_char("#C          -*-  The Tribe of Gaia  -*-#n\n\r",ch);
werewolf.c:    for ( gch = char_list; gch != NULL; gch = gch->next)
werewolf.c:        sprintf( buf,"#7[%-20s] [%-7lld] [%-7lld] [%-7lld]#n\n\r",
werewolf.c:                 capitalize( gch->name ), gch->hit, gch->mana, gch->move);
werewolf.c:        if (!IS_SET(ch->special, SPC_WOLFMAN))
werewolf.c:            ch->rage += number_range(150, 250);
werewolf.c:            if (ch->rage >= 100)
werewolf.c:        if (ch->beast < 1)
werewolf.c:            ch->beast = 1;
werewolf.c:        if (ch->beast > ch->rage || ch->rage < 125)
werewolf.c:            ch->rage += number_range(ch->generation, 25);
werewolf.c:            if (number_percent() < (ch->beast + 1))
werewolf.c:                ch->beast += 1;
werewolf.c:                if (ch->beast > 100)
werewolf.c:                    ch->beast = 100;
werewolf.c:        if (IS_SET(ch->special, SPC_WOLFMAN))
werewolf.c:            ch->rage -= number_range(200, 300);
werewolf.c:            if (ch->rage < 0)
werewolf.c:                ch->rage = 0;
werewolf.c:            if (ch->rage < 100)
werewolf.c:        ch->rage = 0;
werewolf.c:        if (ch->beast >= 100)
werewolf.c:            ch->beast = 100;
werewolf.c:        if (ch->beast <= 0)
werewolf.c:            ch->beast = 0;
werewolf.c:        ch->rage -= (40 - (ch->beast / 3) + dice(1, 10));
werewolf.c:        if (ch->rage <= 0)
werewolf.c:            ch->rage = 0;
werewolf.c:        if (ch->pcdata->powers[RAGE_TIMER] > 0 )
werewolf.c:        vch_next = vch->next;
werewolf.c:        if (vch->in_room == NULL)
werewolf.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
werewolf.c://                        if (vch->in_room == ch->in_room)
werewolf.c:            if (vch->in_room->area == ch->in_room->area)
werewolf.c:        if (vch->in_room == ch->in_room && can_see(ch, vch))
werewolf.c:            if (vch == NULL || vch->position <= POS_STUNNED)
werewolf.c://    ch->pcdata->powers[RAGE_TIMER] = 5;
werewolf.c:    ch->gnosis[GCURRENT] = 20;
werewolf.c:    ch->gnosis[GMAXIMUM] = 20;
werewolf.c:    if (IS_SET(ch->special, SPC_WOLFMAN))
werewolf.c:    SET_BIT(ch->special, SPC_WOLFMAN);
werewolf.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
werewolf.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
werewolf.c:        SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
werewolf.c:                && (!IS_SET(obj->spectype, SITEM_WOLFWEAPON)
werewolf.c:                    || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
werewolf.c:                && (!IS_SET(obj->spectype, SITEM_WOLFWEAPON)
werewolf.c:                    || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
werewolf.c://    SET_BIT(ch->affected_by, AFF_POLYMORPH);
werewolf.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
werewolf.c:    /*    sprintf(buf, "%s the werewolf", ch->name);
werewolf.c:        free_string(ch->morph);
werewolf.c:        ch->morph = str_dup(buf);
werewolf.c:        ch->rage += 25;
werewolf.c:        ch->hitroll += 50;
werewolf.c:        ch->damroll += 50;
werewolf.c:    ch->rage += 25;
werewolf.c:    if (!IS_SET(ch->newbits, NEW_CUBEFORM) && !IS_SET(ch->affected_by, AFF_POLYMORPH))
werewolf.c:    ch->rage += 100;
werewolf.c:    if (ch->rage > 300)
werewolf.c:        ch->rage = 300;
werewolf.c:    ch->hit += 10000;
werewolf.c:        vch_next = vch->next;
werewolf.c:        if (vch->in_room == NULL)
werewolf.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
werewolf.c:            if (vch->in_room == ch->in_room)
werewolf.c:            else if (vch->in_room->area == ch->in_room->area)
werewolf.c:        if (vch->in_room == ch->in_room && can_see(ch, vch))
werewolf.c:            if (vch == NULL || vch->position <= POS_STUNNED)
werewolf.c:    if (!IS_SET(ch->special, SPC_WOLFMAN))
werewolf.c:    REMOVE_BIT(ch->special, SPC_WOLFMAN);
werewolf.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
werewolf.c:    REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
werewolf.c:    free_string(ch->morph);
werewolf.c:    ch->morph = str_dup("");
werewolf.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
werewolf.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
werewolf.c:        REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
werewolf.c:    ch->rage -= 25;
werewolf.c:    /*    ch->hitroll -= 50;
werewolf.c:        ch->damroll -= 50;
werewolf.c:    if (ch->rage < 0)
werewolf.c:        ch->rage = 0;
werewolf.c:    if (ch->hit > 10000)
werewolf.c:        ch->hit -= 10000;
werewolf.c:                ch->gifts[HOMID], ch->gifts[METIS], ch->gifts[LUPUS] );
werewolf.c:                ch->gifts[RAGABASH], ch->gifts[THEURGE], ch->gifts[PHILODOX] );
werewolf.c:                ch->gifts[GALLIARD], ch->gifts[AHROUN] );
werewolf.c:                ch->gifts[BLACKFURIES], ch->gifts[WENDIGO], ch->gifts[CHILDREN] );
werewolf.c:                ch->gifts[SILVERFANGS], ch->gifts[UKTENA],ch->gifts[GETOFFENRIS] );
werewolf.c:                ch->gifts[REDTALONS], ch->gifts[SHADOWLORDS], ch->gifts[SILENTSTRIDERS] );
werewolf.c:                ch->gifts[FIANNA], ch->gifts[STARGAZERS]);
werewolf.c:            if ( ch->gifts[RAGABASH] == 0 )
werewolf.c:            if ( ch->gifts[RAGABASH] >= 1 )
werewolf.c:            if ( ch->gifts[RAGABASH] >= 2 )
werewolf.c:            if ( ch->gifts[RAGABASH] >= 3 )
werewolf.c:            if ( ch->gifts[RAGABASH] >= 4 )
werewolf.c:            if ( ch->gifts[RAGABASH] >= 5 )
werewolf.c:            if ( ch->gifts[LUPUS] == 0 )
werewolf.c:            if ( ch->gifts[LUPUS] >= 1 )
werewolf.c:            if ( ch->gifts[LUPUS] >= 2 )
werewolf.c:            if ( ch->gifts[LUPUS] >= 3 )
werewolf.c:            if ( ch->gifts[LUPUS] >= 4 )
werewolf.c:            if ( ch->gifts[LUPUS] >= 5 )
werewolf.c:            if ( ch->gifts[METIS] == 0 )
werewolf.c:            if ( ch->gifts[METIS] >= 1 )
werewolf.c:            if ( ch->gifts[METIS] >= 2 )
werewolf.c:            if ( ch->gifts[METIS] >= 3 )
werewolf.c:            if ( ch->gifts[METIS] >= 4 )
werewolf.c:            if ( ch->gifts[METIS] >= 5 )
werewolf.c:            if ( ch->gifts[THEURGE] == 0 )
werewolf.c:            if ( ch->gifts[HOMID] == 0 )
werewolf.c:            if ( ch->gifts[HOMID] >= 1 )
werewolf.c:            if ( ch->gifts[HOMID] >= 2 )
werewolf.c:            if ( ch->gifts[HOMID] >= 3 )
werewolf.c:            if ( ch->gifts[HOMID] >= 4 )
werewolf.c:            if ( ch->gifts[HOMID] >= 5 )
werewolf.c:        cost = (ch->gifts[improve]+1) * 10;
werewolf.c:        if ( ch->gifts[improve] >= max )
werewolf.c:        if ( cost > ch->exp )
werewolf.c:        ch->gifts[improve] += 1;
werewolf.c:        ch->exp -= cost;
werewolf.c: * Level One  - Persuasion    - Like Awe for Vampires.  Automatic
werewolf.c: * Level Two  - Staredown     - Mobs flee
werewolf.c: * Level Three- Disquiet      - Spell effect, -hit\dam in combat for opponent.
werewolf.c: * Level Four - Reshape Object- Rename objects
werewolf.c: * Level Five - Cocoon        - Damage Reduction
werewolf.c:    if ( ch->gifts[HOMID] < 2 )
werewolf.c:    if ( ch->fighting == NULL )
werewolf.c:    if ( victim->fighting == NULL )
werewolf.c:        if ( ch->gifts[HOMID] < 4 )
werewolf.c:        if ( ch->gifts[HOMID] < 5 )
werewolf.c:    if ( ch->gifts[HOMID] < 3 )
werewolf.c:    if ( ch->gnosis[GCURRENT] < 1 )
werewolf.c:        stc( "Bug - please inform a coder.\n\r", ch );
werewolf.c:    af.duration  = ch->gifts[HOMID];
werewolf.c:    af.modifier  = -( ch->gifts[HOMID] * 5 );
werewolf.c:    af.duration  = ch->gifts[HOMID];
werewolf.c:    af.modifier  = -( ch->gifts[HOMID] * 5 );
werewolf.c:    ch->gnosis[CURRENT]--;
werewolf.c:    if (ch->gifts[HOMID] < 4)
werewolf.c:    if (IS_SET(obj->quest, QUEST_RELIC))
werewolf.c:    if (IS_SET(obj->quest, QUEST_ARTIFACT))
werewolf.c:    free_string(obj->name);
werewolf.c:    obj->name = str_dup(arg2);
werewolf.c:    free_string(obj->short_descr);
werewolf.c:    obj->short_descr=str_dup(arg2);
werewolf.c:    if (obj->questmaker != NULL) free_string(obj->questmaker);
werewolf.c:    obj->questmaker = str_dup(ch->name);
werewolf.c:    obj = get_obj_list(ch, arg, ch->in_room->contents);
werewolf.c:    if (obj->item_type != ITEM_CORPSE_NPC)
werewolf.c:    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
werewolf.c:             obj->chobj->pcdata->obj_vnum != 0)
werewolf.c:    ch->hit += hpgain;
werewolf.c:    if (ch->hit > ch->max_hit)
werewolf.c:        ch->hit = ch->max_hit;
werewolf.c:    if (ch->power[DISC_WERE_LUNA] < 4 )
werewolf.c:    if (ch->mana < 100 && ch->fighting != NULL)
werewolf.c:    if (ch->fighting != NULL)
werewolf.c:	victim->hit += 200;
werewolf.c:	ch->mana -= 100;
werewolf.c:    if (ch->mana < 300 && ch->fighting == NULL)
werewolf.c:    if (ch->fighting == NULL)
werewolf.c:	victim->hit += 600;
werewolf.c:	ch->mana -= 300;
werewolf.c:    if (ch->power[DISC_WERE_LUNA] < 3 )
werewolf.c:    if (ch->mana < 50 && ch->fighting != NULL)
werewolf.c:    if (ch->fighting != NULL)
werewolf.c:        victim->hit += 100;
werewolf.c:        ch->mana -= 50;
werewolf.c:    if (ch->mana < 250 && ch->fighting == NULL)
werewolf.c:    if (ch->fighting == NULL)
werewolf.c:	victim->hit += 500;
werewolf.c:	ch->mana -= 250;
werewolf.c:    if (ch->fight_timer > 0)
werewolf.c:    if (ch->fight_timer > 0)
werewolf.c:    if (IS_SET(ch->act, AFF_HIDE))
werewolf.c:        REMOVE_BIT(ch->act, AFF_HIDE);
werewolf.c:        SET_BIT(ch->act, AFF_HIDE);
werewolf.c:    if (!IS_SET(ch->newbits, NEW_PERCEPTION))
werewolf.c:        SET_BIT(ch->newbits, NEW_PERCEPTION);
werewolf.c:    else if (IS_SET(ch->newbits, NEW_PERCEPTION))
werewolf.c:        REMOVE_BIT(ch->newbits, NEW_PERCEPTION);
werewolf.c:    if (25000 > ch->exp)
werewolf.c:    ch->exp -= 25000;
werewolf.c:    SET_BIT(obj->quest, QUEST_RELIC);
werewolf.c:    obj->condition = 100;
werewolf.c:    obj->toughness = 100;
werewolf.c:    obj->resistance = 1;
werewolf.c:    obj->value[1] = 25;
werewolf.c:    obj->value[2] = 15;
werewolf.c:    obj->questowner = str_dup(ch->pcdata->switchname);
werewolf.c:    obj->ownerid = ch->pcdata->playerid;
wild_cmd.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_cmd.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_cmd.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_cmd.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_cmd.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_cmd.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE))
wild_cmd.c:    if ((victim = ch->fighting) != NULL)
wild_cmd.c:    location = next_room (ch->home_x,ch->home_y, 0);
wild_cmd.c:    ch->x = ch->home_x;
wild_cmd.c:    ch->y = ch->home_y;
wild_cmd.c:    ch->room  = 0;
wild_cmd.c:        if (ch->x < 0 || ch->x >= WILDERNESS_SIZE ||
wild_cmd.c:                ch->y < 0 || ch->y >= WILDERNESS_SIZE)
wild_cmd.c:        x = ch->x / 100;
wild_cmd.c:        y = ch->y / 100;
wild_cmd.c:                    xxx--;
wild_cmd.c:                    yyy--;
wild_cmd.c:                    xxx--;
wild_cmd.c:                    yyy--;
wild_cmd.c:                    xxx--;
wild_cmd.c:                    yyy--;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:		for ( axe = ch->carrying; axe != NULL; axe = axe_next )
wild_cmd.c:		    axe_next = axe->next_content;
wild_cmd.c:		    if ( axe->item_type == ITEM_AXE )
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:	ch->action = 0;
wild_cmd.c:	ch->state = 0;
wild_cmd.c:	ch->quality = 0;
wild_cmd.c:    ch->action = WA_CHOPPING_SWING;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    ch->quality = number_range(25,50);
wild_cmd.c:	 if (IS_SET(ch->in_room->room_flags, ROOM_FOREST)) range += ch->pcdata->learned[gsn_wood_choping];
wild_cmd.c:	ch->rawmaterial[M_OAK] += amount;
wild_cmd.c:	ch->rawmaterial[M_PINE] += amount;
wild_cmd.c:	ch->rawmaterial[M_MAPLE] += amount;
wild_cmd.c:	ch->rawmaterial[M_BIRCH] += amount;
wild_cmd.c:	ch->rawmaterial[M_WILLOW] += amount;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if (ch->room < 3 || ch->room > 6)
wild_cmd.c:		for ( pick = ch->carrying; pick != NULL; pick = pick_next )
wild_cmd.c:		    pick_next = pick->next_content;
wild_cmd.c:		    if ( pick->item_type == ITEM_PICK )
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:	ch->action = 0;
wild_cmd.c:	ch->state = 0;
wild_cmd.c:	ch->quality = 0;
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GEM)) range += ch->pcdata->learned[gsn_gem_mining];
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_STONE)) range += ch->pcdata->learned[gsn_stone_mining];
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_ORE)) range += ch->pcdata->learned[gsn_ore_mining];
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_IRON)) range += ch->pcdata->learned[gsn_iron_mining];
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GOLD)) range += ch->pcdata->learned[gsn_gold_mining];
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_SILVER)) range += ch->pcdata->learned[gsn_silver_mining];
wild_cmd.c:    ch->action = WA_MINING_CHOP;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    ch->quality = number_range(20,60);
wild_cmd.c:	if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GOLD))
wild_cmd.c:	ch->rawmaterial[M_GOLD] += amount;
wild_cmd.c:  if (ch->pcdata->learned[gsn_gold_mining] >= 100)
wild_cmd.c:  if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_gold_mining])
wild_cmd.c:	ch->pcdata->learned[gsn_gold_mining]++;
wild_cmd.c:	sprintf(buf, "#0You #7improve #YGold #7Mining to %d\n\r",ch->pcdata->learned[gsn_gold_mining]);
wild_cmd.c:	if (IS_SET(ch->in_room->room_flags, ROOM_MINE_SILVER))
wild_cmd.c:	ch->rawmaterial[M_SILVER] += amount;
wild_cmd.c:  if (ch->pcdata->learned[gsn_silver_mining] >= 100)
wild_cmd.c:  if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_silver_mining])
wild_cmd.c:	ch->pcdata->learned[gsn_silver_mining]++;
wild_cmd.c:	sprintf(buf, "#0You #7improve #0Silver #7Mining to %d\n\r",ch->pcdata->learned[gsn_silver_mining]);
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_STONE))
wild_cmd.c:	ch->rawmaterial[M_LIMESTONE] += amount;
wild_cmd.c:	ch->rawmaterial[M_ROCK_SALT] += amount;
wild_cmd.c:	ch->rawmaterial[M_SAND_STONE] += amount;
wild_cmd.c:	ch->rawmaterial[M_SHALE] += amount;
wild_cmd.c:	ch->rawmaterial[M_DIORITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_GABBRO] += amount;
wild_cmd.c:	ch->rawmaterial[M_GRANITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_ANDESITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_BASALT] += amount;
wild_cmd.c:	ch->rawmaterial[M_DACITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_OBSIDIAN] += amount;
wild_cmd.c:	ch->rawmaterial[M_RHYOLITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_GNEISS] += amount;
wild_cmd.c:	ch->rawmaterial[M_PHYLLITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_QUARTZITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_SCHIST] += amount;
wild_cmd.c:	ch->rawmaterial[M_SLATE] += amount;
wild_cmd.c:        if (IS_SET(ch->in_room->room_flags, ROOM_MINE_IRON))
wild_cmd.c:        ch->rawmaterial[M_IRON] += amount;
wild_cmd.c:	if (IS_SET(ch->in_room->room_flags, ROOM_MINE_ORE))
wild_cmd.c:	ch->rawmaterial[M_BISMUTHINITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_CASSITERITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_GALENA] += amount;
wild_cmd.c:	ch->rawmaterial[M_GARNIERITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_HEMATITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_HORN_SILVER] += amount;
wild_cmd.c:	ch->rawmaterial[M_LIMONITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_MAGNETITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_MALACHITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_SPHALERITE] += amount;
wild_cmd.c:	ch->rawmaterial[M_TETRAHEDRITE] += amount;
wild_cmd.c:	if (IS_SET(ch->in_room->room_flags, ROOM_MINE_GEM))
wild_cmd.c:	ch->rawmaterial[M_DIAMOND] += amount;
wild_cmd.c:	ch->rawmaterial[M_RUBY] += amount;
wild_cmd.c:	ch->rawmaterial[M_TOPAZ] += amount;
wild_cmd.c:	ch->rawmaterial[M_AMETHYST] += amount;
wild_cmd.c:	ch->rawmaterial[M_EMERALD] += amount;
wild_cmd.c:	ch->rawmaterial[M_SAPPHIRE] += amount;
wild_cmd.c:	ch->rawmaterial[M_QUARTZ] += amount;
wild_cmd.c:        ch->rawmaterial[M_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_AMBER_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_AVENTURINE] += amount;
wild_cmd.c:        ch->rawmaterial[M_BANDED_AGATE] += amount;
wild_cmd.c:        ch->rawmaterial[M_BLOOD_STONE] += amount;
wild_cmd.c:        ch->rawmaterial[M_BLUE_JADE] += amount;
wild_cmd.c:        ch->rawmaterial[M_BONE_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_BROWN_JASPER] += amount;
wild_cmd.c:        ch->rawmaterial[M_CARNELIAN] += amount;
wild_cmd.c:        ch->rawmaterial[M_CHERRY_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_CHRYSOCOLLA] += amount;
wild_cmd.c:        ch->rawmaterial[M_CHRYSOPRASE] += amount;
wild_cmd.c:        ch->rawmaterial[M_CITRINE] += amount;
wild_cmd.c:        ch->rawmaterial[M_CLEAR_TOURMALINE] += amount;
wild_cmd.c:        ch->rawmaterial[M_DENDRITIC_AGATE] += amount;
wild_cmd.c:        ch->rawmaterial[M_FIRE_AGATE] += amount;
wild_cmd.c:        ch->rawmaterial[M_FORTIFICATION_AGATE] += amount;
wild_cmd.c:        ch->rawmaterial[M_GOLD_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_GRAY_CHALCEDONY] += amount;
wild_cmd.c:        ch->rawmaterial[M_JASPER_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_LACE_AGATE] += amount;
wild_cmd.c:        ch->rawmaterial[M_LAPIS_LAZULI] += amount;
wild_cmd.c:        ch->rawmaterial[M_LAVENDER_JADE] += amount;
wild_cmd.c:        ch->rawmaterial[M_MILK_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_MILK_QUARTZ] += amount;
wild_cmd.c:        ch->rawmaterial[M_MOON_STONE] += amount;
wild_cmd.c:        ch->rawmaterial[M_MORION] += amount;
wild_cmd.c:        ch->rawmaterial[M_MOSS_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_ONYX_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_ONYX] += amount;
wild_cmd.c:        ch->rawmaterial[M_PICTURE_JASPER] += amount;
wild_cmd.c:        ch->rawmaterial[M_PINEAPPLE_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_PINK_JADE] += amount;
wild_cmd.c:        ch->rawmaterial[M_PIPE_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_PRASE_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_PRASE] += amount;
wild_cmd.c:        ch->rawmaterial[M_PYRITE] += amount;
wild_cmd.c:        ch->rawmaterial[M_RESIN_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_ROCK_CRYSTAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_ROSE_QUARTZ] += amount;
wild_cmd.c:        ch->rawmaterial[M_SARDONYX] += amount;
wild_cmd.c:        ch->rawmaterial[M_SARD] += amount;
wild_cmd.c:        ch->rawmaterial[M_SCHORL] += amount;
wild_cmd.c:        ch->rawmaterial[M_SHELL_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_SMOKY_QUARTZ] += amount;
wild_cmd.c:        ch->rawmaterial[M_SUNSTONE] += amount;
wild_cmd.c:        ch->rawmaterial[M_TIGER_IRON] += amount;
wild_cmd.c:        ch->rawmaterial[M_TIGEREYE] += amount;
wild_cmd.c:        ch->rawmaterial[M_TURQUOISE] += amount;
wild_cmd.c:        ch->rawmaterial[M_VARISCITE] += amount;
wild_cmd.c:        ch->rawmaterial[M_WAX_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_WHITE_CHALCEDONY] += amount;
wild_cmd.c:        ch->rawmaterial[M_WHITE_JADE] += amount;
wild_cmd.c:        ch->rawmaterial[M_WOOD_OPAL] += amount;
wild_cmd.c:        ch->rawmaterial[M_YELLOW_JASPER] += amount;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:            if (ch->room == 1) in_mine = TRUE;
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_DIGGING_CHOP;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_HOE;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_SEED;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_SCYTHE;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    int x = ch->x;
wild_cmd.c:    int y = ch->y;
wild_cmd.c:    if (ch->level < 10)
wild_cmd.c:    int x = ch->x;
wild_cmd.c:    int y = ch->y;
wild_cmd.c:    if ( !IN_WILDERNESS(ch->in_room->vnum))
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:        if (ch->x >= 0 && ch->y >= 0)
wild_cmd.c:            map_pos = map_data(ch->x,ch->y);
wild_cmd.c:    if (ch->rawmaterial[M_IRON] < 0) ch->rawmaterial[M_IRON] = 0;
wild_cmd.c:    if (ch->rawmaterial[M_TIN] < 0) ch->rawmaterial[M_TIN] = 0;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        cost += 10000 * ch->pcdata->townslot2[0];
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from Empire treasury)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[0]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from Empiregold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->towns++;
wild_cmd.c:        ch->pcdata->citybuildings[B_FORTIFIED_CAMP]++;
wild_cmd.c:        ch->pcdata->citybuildings[B_LONGHOUSE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->mines++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c://        ch->mines++;
wild_cmd.c:        ch->pcdata->citybuildings[B_GEMMINE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->quarries++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->lumbercamps++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_WAREHOUSE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_GRANARY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_GRAIN_SILO]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_TEMPLE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_BARRACKS]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_BUTCHER]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_TAVERN_SMALL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_ARCHERY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_DISTILERY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_BREWERY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FARM_SMALL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FARM_MEDIUM]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FARM_LARGE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_PLANTATION]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_SCHOOL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_LIBRARY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_LEATHER]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_BLACKSMITH]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_ARMORY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FLETCHER]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_SORCERY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_INN]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_CASINO]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_JAIL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_PRISON]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_EXCHANGE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_REFINERY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FACTORY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_CRAFTSMAN]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_BROTHEL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_GENERAL_STORE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FOUNDRY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[1]++;
wild_cmd.c:        if (ch->pcdata->townslot2[1] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[1] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[2]++;
wild_cmd.c:        if (ch->pcdata->townslot2[2] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[2] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[3]++;
wild_cmd.c:        if (ch->pcdata->townslot2[3] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[3] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[4]++;
wild_cmd.c:        if (ch->pcdata->townslot2[4] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[4] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[5]++;
wild_cmd.c:        if (ch->pcdata->townslot2[5] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[5] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[6]++;
wild_cmd.c:        if (ch->pcdata->townslot2[6] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[6] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[7]++;
wild_cmd.c:        if (ch->pcdata->townslot2[7] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[7] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[8]++;
wild_cmd.c:        if (ch->pcdata->townslot2[8] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[8] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[9]++;
wild_cmd.c:        if (ch->pcdata->townslot2[9] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[9] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[10]++;
wild_cmd.c:        if (ch->pcdata->townslot2[10] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[10] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[11]++;
wild_cmd.c:        if (ch->pcdata->townslot2[11] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[11] > 1)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->townslot2[12]++;
wild_cmd.c:        if (ch->pcdata->townslot2[12] == 1)
wild_cmd.c:        if (ch->pcdata->townslot2[12] > 1)
wild_cmd.c:        if (ch->in_room->building > 0)
wild_cmd.c:        if (cost > ch->bankgold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more.\n\r", cost - ch->bankgold);
wild_cmd.c:    	if (ch->rawmaterial[M_IRON] < 0) ch->rawmaterial[M_IRON] = 0;
wild_cmd.c:    	if (ch->rawmaterial[M_TIN] < 0) ch->rawmaterial[M_TIN] = 0;
wild_cmd.c:    	if (ch->rawmaterial[M_IRON] < 100 || ch->rawmaterial[M_TIN] < 400)
wild_cmd.c:            if (ch->rawmaterial[M_LIMESTONE] < 100 && ch->rawmaterial[M_MARBLE] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_SAND_STONE] < 100	&& ch->rawmaterial[M_DIORITE] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_GABBRO] < 100 && ch->rawmaterial[M_GRANITE] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_ANDESITE] < 100 && ch->rawmaterial[M_BASALT] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_DACITE] < 100 && ch->rawmaterial[M_OBSIDIAN] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_RHYOLITE] < 100 && ch->rawmaterial[M_GNEISS] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_PHYLLITE] < 100 && ch->rawmaterial[M_GNEISS] < 100
wild_cmd.c:    	&& ch->rawmaterial[M_SCHIST] < 100 && ch->rawmaterial[M_SLATE] < 100)
wild_cmd.c:            if (ch->rawmaterial[M_WOOD] < 500 && ch->rawmaterial[M_OAK] < 500
wild_cmd.c:    	&& ch->rawmaterial[M_PINE] < 500 && ch->rawmaterial[M_MAPLE] < 500
wild_cmd.c:    	&& ch->rawmaterial[M_BIRCH] < 500 && ch->rawmaterial[M_SPRUCE] < 500
wild_cmd.c:    	&& ch->rawmaterial[M_SYCAMORE] < 500)
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_DWELLING]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_COTTAGE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_CABIN]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_HOUSE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        /*	if (cost > ch->empiregold)
wild_cmd.c:                sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_MANSION]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_LONGHOUSE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_BOATYARD]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FORTIFIED_CAMP]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_CASTLE_SMALL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_SAW_MILL]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_FISHERY]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_ORCHARD]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_MARKETPLACE]++;
wild_cmd.c:        if (ch->rawmaterial[M_IRON] < ironcost)
wild_cmd.c:            sprintf(buf,"You dont have enough Iron. You need %d more.\n\r", ironcost - ch->rawmaterial[M_IRON]);
wild_cmd.c:        if (ch->rawmaterial[M_TIN] < tincost)
wild_cmd.c:            sprintf(buf,"You dont have enough Tin. You need %d more.\n\r", tincost - ch->rawmaterial[M_TIN]);
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] < woodcost && ch->rawmaterial[M_OAK] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_PINE] < woodcost && ch->rawmaterial[M_MAPLE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_BIRCH] < woodcost && ch->rawmaterial[M_SPRUCE] < woodcost
wild_cmd.c:                && ch->rawmaterial[M_SYCAMORE] < woodcost)
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] < stonecost && ch->rawmaterial[M_MARBLE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SAND_STONE] < stonecost	&& ch->rawmaterial[M_DIORITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_GABBRO] < stonecost && ch->rawmaterial[M_GRANITE] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_ANDESITE] < stonecost && ch->rawmaterial[M_BASALT] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_DACITE] < stonecost && ch->rawmaterial[M_OBSIDIAN] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_RHYOLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_PHYLLITE] < stonecost && ch->rawmaterial[M_GNEISS] < stonecost
wild_cmd.c:                && ch->rawmaterial[M_SCHIST] < stonecost && ch->rawmaterial[M_SLATE] < stonecost)
wild_cmd.c:        if (cost > ch->empiregold)
wild_cmd.c:            sprintf(buf,"You do not have enough gold, you need %lli more. (Buildings draw from bankgold)\n\r", cost - ch->empiregold);
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > stonecost) ch->rawmaterial[M_LIMESTONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > stonecost) ch->rawmaterial[M_MARBLE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > stonecost) ch->rawmaterial[M_SAND_STONE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > stonecost) ch->rawmaterial[M_DIORITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > stonecost) ch->rawmaterial[M_GABBRO] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > stonecost) ch->rawmaterial[M_GRANITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > stonecost) ch->rawmaterial[M_ANDESITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > stonecost) ch->rawmaterial[M_BASALT] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > stonecost) ch->rawmaterial[M_DACITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > stonecost) ch->rawmaterial[M_OBSIDIAN] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > stonecost) ch->rawmaterial[M_RHYOLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > stonecost) ch->rawmaterial[M_GNEISS] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > stonecost) ch->rawmaterial[M_PHYLLITE] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > stonecost) ch->rawmaterial[M_SCHIST] -= stonecost;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > stonecost) ch->rawmaterial[M_SLATE] -= stonecost;
wild_cmd.c:        if (ch->rawmaterial[M_WOOD] > woodcost) ch->rawmaterial[M_WOOD] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_OAK] > woodcost) ch->rawmaterial[M_OAK] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_PINE] > woodcost) ch->rawmaterial[M_PINE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_MAPLE] > woodcost) ch->rawmaterial[M_MAPLE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_BIRCH] > woodcost) ch->rawmaterial[M_BIRCH] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SPRUCE] > woodcost) ch->rawmaterial[M_SPRUCE] -= woodcost;
wild_cmd.c:        else if (ch->rawmaterial[M_SYCAMORE] > woodcost) ch->rawmaterial[M_SYCAMORE] -= woodcost;
wild_cmd.c:        ch->rawmaterial[M_IRON] -= ironcost;
wild_cmd.c:        ch->rawmaterial[M_TIN] -= tincost;
wild_cmd.c:        ch->empiregold -= cost;
wild_cmd.c:        ch->pcdata->citybuildings[B_INN_LARGE]++;
wild_cmd.c:        if (ch->rawmaterial[M_LIMESTONE] > 100) ch->rawmaterial[M_LIMESTONE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_MARBLE] > 100) ch->rawmaterial[M_MARBLE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_SAND_STONE] > 100) ch->rawmaterial[M_SAND_STONE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_DIORITE] > 100) ch->rawmaterial[M_DIORITE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_GABBRO] > 100) ch->rawmaterial[M_GABBRO] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_GRANITE] > 100) ch->rawmaterial[M_GRANITE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_ANDESITE] > 100) ch->rawmaterial[M_ANDESITE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_BASALT] > 100) ch->rawmaterial[M_BASALT] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_DACITE] > 100) ch->rawmaterial[M_DACITE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_OBSIDIAN] > 100) ch->rawmaterial[M_OBSIDIAN] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_RHYOLITE] > 100) ch->rawmaterial[M_RHYOLITE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_GNEISS] > 100) ch->rawmaterial[M_GNEISS] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_PHYLLITE] > 100) ch->rawmaterial[M_PHYLLITE] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_SCHIST] > 100) ch->rawmaterial[M_SCHIST] -= 100;
wild_cmd.c:        else if (ch->rawmaterial[M_SLATE] > 100) ch->rawmaterial[M_SLATE] -= 100;
wild_cmd.c:        SET_BIT(ch->in_room->room_flags, ROOM_INDOORS);
wild_cmd.c:        set_owner(x, y, (atoi(ch->name)));
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if (ch->room != 0)
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:	ch->action = 0;
wild_cmd.c:	ch->state = 0;
wild_cmd.c:	ch->quality = 0;
wild_cmd.c:    if (ch->in_room->build <= 0) ch->in_room->build = 1;
wild_cmd.c:    ch->action = WA_BUILDING_FOUNDATION;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    if ( obj->item_type != ITEM_RESOURCE || obj->value[1] != RESOURCE_TREE )
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_TRIM;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    ch->quality = obj->weight;
wild_cmd.c:    if ( obj->item_type != ITEM_RESOURCE || obj->value[1] != RESOURCE_LOG )
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_SAW;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    ch->quality = obj->weight;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if ( obj->item_type != ITEM_RESOURCE || obj->value[1] != RESOURCE_ROCK )
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_ROAD;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_cmd.c:    if (ch->action != 0)
wild_cmd.c:        ch->action = 0;
wild_cmd.c:        ch->state = 0;
wild_cmd.c:        ch->quality = 0;
wild_cmd.c:    ch->action = WA_FISHING_MENDING;
wild_cmd.c:    ch->state = 0;
wild_cmd.c:    int x = ch->x;
wild_cmd.c:    int y = ch->y;
wild_cmd.c:    int x = ch->home_x;
wild_cmd.c:    int y = ch->home_y;
wild_cmd.c:    if (ch->in_room == NULL || ch->in_room->vnum < 20000 ||
wild_cmd.c:            ch->in_room->vnum >= 21000 || ch->x < 0 || ch->y < 0)
wild_cmd.c:        if ( ch->home_x != ch->x || ch->home_y != ch->y )
wild_cmd.c:        if ( ch->room != 0 )
wild_cmd.c:        switch (map_data(ch->x,ch->y))
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_HUT_LOCKED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_CABIN_LOCKED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_COTTAGE_LOCKED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_HOUSE_LOCKED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_HUT_OWNED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_CABIN_OWNED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_COTTAGE_OWNED);
wild_cmd.c:            set_map_data(ch->x, ch->y, WILD_HOUSE_OWNED);
wild_cmd.c:    if ( ch->x == ch->home_x && ch->y == ch->home_y )
wild_cmd.c:    if ( ch->home_x >= 0 && ch->x != ch->home_x && ch->y != ch->home_y )
wild_cmd.c:    switch (map_data(ch->x,ch->y))
wild_cmd.c:        set_map_data(ch->x, ch->y, WILD_HUT_LOCKED);
wild_cmd.c:        ch->home_x = ch->x;
wild_cmd.c:        ch->home_y = ch->y;
wild_cmd.c:        set_map_data(ch->x, ch->y, WILD_CABIN_LOCKED);
wild_cmd.c:        ch->home_x = ch->x;
wild_cmd.c:        ch->home_y = ch->y;
wild_cmd.c:        set_map_data(ch->x, ch->y, WILD_COTTAGE_LOCKED);
wild_cmd.c:        ch->home_x = ch->x;
wild_cmd.c:        ch->home_y = ch->y;
wild_cmd.c:        set_map_data(ch->x, ch->y, WILD_HOUSE_LOCKED);
wild_cmd.c:        ch->home_x = ch->x;
wild_cmd.c:        ch->home_y = ch->y;
wild_cmd.c:    for ( xxx = -1; xxx < 2; xxx++ )
wild_cmd.c:        for ( yyy = -1; yyy < 2; yyy++ )
wild_cmd.c:            while (xx >= 1000) xx -= 1000;
wild_cmd.c:            while (yy >= 1000) yy -= 1000;
wild_data.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_data.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_data.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_data.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_data.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_data.c:        // ch->in_room->blood = building_type;
wild_info.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_info.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_info.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_info.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_info.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_info.c:    if ( ch->x < 0 || ch->x >= WILDERNESS_SIZE ||
wild_info.c:            ch->y < 0 || ch->y >= WILDERNESS_SIZE )
wild_info.c:    switch (map_data(ch->x,ch->y))
wild_info.c:        switch (building_data(ch->x,ch->y))
wild_info.c:        send_to_char("You are standing knee-deep in water.\n\r", ch);
wild_info.c:        switch (map_data(ch->x,ch->y))
wild_info.c:            switch (ch->room)
wild_info.c:            switch (ch->room)
wild_info.c:            switch (ch->room)
wild_info.c:            switch (ch->room)
wild_info.c:            switch (ch->room)
wild_info.c:            switch (ch->room)
wild_info.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
wild_info.c:            for ( loopy = ch->y + 10; loopy >= ch->y - 10; loopy-- )
wild_info.c:                for ( loopx = ch->x - 10; loopx <= ch->x + 10; loopx++ )
wild_info.c:    while (x > 999) x -= 1000;
wild_info.c:    while (y > 999) y -= 1000;
wild_info.c:    if (ch->x == x && ch->y == y)
wild_info.c:        for (character = first_wilderness; character != NULL; character = character->next_wilderness)
wild_info.c:            if (character->x == x && character->y == y)
wild_info.c:    while (x > 999) x -= 1000;
wild_info.c:    while (y > 999) y -= 1000;
wild_info.c:    if (ch->x == x && ch->y == y)
wild_info.c:            strcpy(buf,"#0|--|#n");
wild_info.c:            strcpy(buf,"#0----#n");
wild_info.c:            strcpy(buf,"#L~-~~#n");
wild_io.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_io.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_io.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_io.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_io.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_move.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_move.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_move.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_move.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_move.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_move.c:    if ( ch->prev_wilderness != NULL && ch->next_wilderness != NULL )
wild_move.c:        ch->prev_wilderness->next_wilderness = ch->next_wilderness;
wild_move.c:        ch->next_wilderness->prev_wilderness = ch->prev_wilderness;
wild_move.c:    else if ( ch->prev_wilderness != NULL )
wild_move.c:        ch->prev_wilderness->next_wilderness = NULL;
wild_move.c:        last_wilderness = ch->prev_wilderness;
wild_move.c:    else if ( ch->next_wilderness != NULL )
wild_move.c:        ch->next_wilderness->prev_wilderness = NULL;
wild_move.c:        first_wilderness = ch->next_wilderness;
wild_move.c:    ch->prev_wilderness = NULL;
wild_move.c:    ch->next_wilderness = NULL;
wild_move.c:    if ( ch->x >= 0 && ch->y >= 0 && map_data(ch->x,ch->y) == WILD_AREA_LINK )
wild_move.c:        for ( pArea = area_first; pArea != NULL; pArea = pArea->next )
wild_move.c:            if ( pArea->x == ch->x && pArea->y == ch->y )
wild_move.c:                if ( ( pRoomIndex = get_room_index( pArea->start ) ) == NULL )
wild_move.c:        if ( ( pRoomIndex = next_room( ch->x, ch->y, ch->room ) ) == NULL )
wild_move.c:    ch->x = pRoomIndex->x;
wild_move.c:    ch->y = pRoomIndex->y;
wild_move.c:    ch->room = pRoomIndex->room;
wild_move.c:            wch_next = wch->next_wilderness;
wild_move.c:            if (wch->x < 0 || wch->y < 0) continue;
wild_move.c:            if (wch->x > 999 || wch->y > 999) continue;
wild_move.c:            if (wch->x != x || wch->y != y) continue;
wild_move.c:            if (wch->room != room) continue;
wild_move.c:            if (wch->in_room != NULL)
wild_move.c:                return ( wch->in_room );
wild_move.c:            if ( pRoom->people == NULL )
wild_move.c:                pRoom->x = x;
wild_move.c:                pRoom->y = y;
wild_move.c:                pRoom->room = room;
wild_move.c:                pRoom->ground = 0;
wild_move.c:                pRoom->build = 0;
wild_move.c:                pRoom->wood = 0;
wild_move.c:                pRoom->room_flags = 0;
wild_move.c:                if ( pRoom->contents != NULL )
wild_move.c:                    for ( obj = pRoom->contents; obj != NULL; obj = obj_next )
wild_move.c:                        obj_next = obj->next_content;
wild_move.c:                        if (obj->item_type == ITEM_CORPSE_PC)
wild_move.c:                    pRoom->sector_type = SECT_INSIDE;
wild_move.c:                    pRoom->sector_type = SECT_INSIDE;
wild_move.c:                    SET_BIT(pRoom->room_flags, ROOM_INDOORS);
wild_move.c:                    pRoom->sector_type = SECT_WATER_NOSWIM;
wild_move.c:                    pRoom->sector_type = SECT_FOREST;
wild_move.c://                    pRoom->sector_type = SECT_CITY;
wild_move.c:                    pRoom->sector_type = SECT_MOUNTAIN;
wild_move.c:                    pRoom->sector_type = SECT_FIELD;
wild_move.c:                    pRoom->sector_type = SECT_WATER_SWIM;
wild_move.c:        pRoom->area             = pArea;
wild_move.c:        pRoom->vnum             = value;
wild_move.c:        pRoom->x = x;
wild_move.c:        pRoom->y = y;
wild_move.c:        pRoom->room = room;
wild_move.c:        pRoom->ground = 0;
wild_move.c:        pRoom->build = 0;
wild_move.c:        pRoom->wood = 0;
wild_move.c:        pRoom->room_flags = 0;
wild_move.c:        pRoom->next             = room_index_hash[iHash];
wild_move.c:            pRoom->exit[door] = make_new_exit();
wild_move.c:            pRoom->exit[door]->to_room = pRoom;
wild_move.c:            pRoom->exit[door]->vnum = value;
wild_move.c:            pExit->to_room          = pRoom;
wild_move.c:            pExit->vnum             = pRoom->vnum;
wild_move.c:            pRoom->exit[door]       = pExit;
wild_move.c:            pRoom->sector_type = SECT_INSIDE;
wild_move.c:            SET_BIT(pRoom->room_flags, ROOM_INDOORS);
wild_move.c:        pRoom->sector_type      = sector_type;
wild_move.c:    int chroom = -1;
wild_move.c:    int xx = ch->x;
wild_move.c:    int yy = ch->y;
wild_move.c:        switch (ch->room)
wild_move.c:        switch (ch->room)
wild_move.c:        switch (ch->room)
wild_move.c:        switch (ch->room)
wild_move.c:        switch (ch->room)
wild_move.c:        switch (ch->room)
wild_move.c:    for ( pArea = area_first; pArea != NULL; pArea = pArea->next )
wild_move.c:        if ( WILDERNESS_LOW_VNUM == pArea->start )
wild_move.c:    pRoom->next             =   NULL;
wild_move.c:    pRoom->people           =   NULL;
wild_move.c:    pRoom->contents         =   NULL;
wild_move.c:    pRoom->extra_descr      =   NULL;
wild_move.c:    pRoom->area             =   NULL;
wild_move.c:        pRoom->exit[door]   =   NULL;
wild_move.c:    pRoom->name             =   &str_empty[0];
wild_move.c:    pRoom->description      =   &str_empty[0];
wild_move.c:    pRoom->vnum             =   0;
wild_move.c:    pRoom->room_flags       =   0;
wild_move.c:    pRoom->light            =   0;
wild_move.c:    pRoom->sector_type      =   0;
wild_move.c:    pRoom->x                =   0;
wild_move.c:    pRoom->y                =   0;
wild_move.c:    pRoom->room             =   0;
wild_move.c:    pRoom->wood             =   0;
wild_move.c:    pRoom->build            =   0;
wild_move.c:    pRoom->ground           =   0;
wild_move.c:    pExit->to_room      =   NULL;
wild_move.c:    pExit->vnum         =   0;
wild_move.c:    pExit->exit_info    =   0;
wild_move.c:    pExit->key          =   0;
wild_move.c:    pExit->keyword      =  &str_empty[0];
wild_move.c:    pExit->description  =  &str_empty[0];
wild_move.c:    if ( last_wilderness == ch || ch->prev_wilderness != NULL )
wild_move.c:        last_wilderness->next_wilderness = ch;
wild_move.c:        ch->prev_wilderness = last_wilderness;
wild_move.c:    victim->x = pRoom->x;
wild_move.c:    victim->y = pRoom->y;
wild_move.c:    victim->room = pRoom->room;
wild_move.c:    pRoom->area             = pArea;
wild_move.c:    pRoom->vnum             = WILDERNESS_PORTAL_ROOM;
wild_move.c:    pRoom->x = 0;
wild_move.c:    pRoom->y = 0;
wild_move.c:    pRoom->room = 0;
wild_move.c:    pRoom->blood = 0;
wild_move.c:    pRoom->room_flags = 0;
wild_move.c:    pRoom->sector_type = SECT_FOREST;
wild_move.c:    pRoom->next             = room_index_hash[iHash];
wild_move.c:        pRoom->exit[door] = new_exit();
wild_move.c:        pRoom->exit[door]->to_room = pRoom;
wild_move.c:        pRoom->exit[door]->vnum = WILDERNESS_PORTAL_ROOM;
wild_move.c:        pExit->to_room          = pRoom;
wild_move.c:        pExit->vnum             = pRoom->vnum;
wild_move.c:        pRoom->exit[door]       = pExit;
wild_move.c:        pZTW->next = zone_to_wild_first;
wild_move.c:        pZTW->vnum = vnum;
wild_move.c:        pZTW->map_x = fread_number( fp );
wild_move.c:        pZTW->map_y = fread_number( fp );
wild_move.c:        pZTW->zone_to_wild_exit_dir = fread_number( fp );
wild_move.c:                 pZTW->vnum,
wild_move.c:                 pZTW->map_x,
wild_move.c:                 pZTW->map_y,
wild_move.c:                 pZTW->zone_to_wild_exit_dir );
wild_move.c:        pZTW = pZTW->next;
wild_move.c:    if (!IN_WILDERNESS(ch->in_room->vnum))
wild_move.c:    if ( map_data(ch->x,ch->y) != WILD_AREA_LINK )
wild_move.c:    if ( location->exit[dir] )
wild_move.c:        if ( pZTW->vnum == vnum && pZTW->zone_to_wild_exit_dir == dir)
wild_move.c:        pZTW = pZTW->next;
wild_move.c:    pZTW->next = zone_to_wild_first;
wild_move.c:    pZTW->vnum = vnum;
wild_move.c:    pZTW->map_x = ch->x;
wild_move.c:    pZTW->map_y = ch->y;
wild_move.c:    pZTW->zone_to_wild_exit_dir = dir;
wild_move.c:        send_to_char("Usage: wildlink map-X map-Y exitdir\n\r", ch);
wild_move.c:    if ( IN_WILDERNESS( ch->in_room->vnum ) )
wild_move.c:        send_to_char("Error: map-X must be a number.\n\r", ch);
wild_move.c:        send_to_char("Error: map-Y must be a number.\n\r", ch);
wild_move.c:        send_to_char("Error: map-X is out of ranga.\n\r", ch);
wild_move.c:        send_to_char("Error: map-Y is out of range.\n\r", ch);
wild_move.c:    if ( ch->in_room->exit[dir] )
wild_move.c:        if ( pZTW->vnum == ch->in_room->vnum && pZTW->zone_to_wild_exit_dir == dir)
wild_move.c:        pZTW = pZTW->next;
wild_move.c:    pZTW->next = zone_to_wild_first;
wild_move.c:    pZTW->vnum = ch->in_room->vnum;
wild_move.c:    pZTW->map_x = intX;
wild_move.c:    pZTW->map_y = intY;
wild_move.c:    pZTW->zone_to_wild_exit_dir = dir;
wild_move.c:    send_to_char( "VNUM -> [  X,  Y] exit-dir\n\r", ch);
wild_move.c:        switch ( pZTW->zone_to_wild_exit_dir )
wild_move.c:        sprintf( buf, "%4d -> [%3d,%3d] %s\n\r",
wild_move.c:                 pZTW->vnum,
wild_move.c:                 pZTW->map_x,
wild_move.c:                 pZTW->map_y,
wild_move.c:        pZTW = pZTW->next;
wild_move.c:    room = get_room_index(pZTW->vnum);
wild_move.c:    if (room->exit[pZTW->zone_to_wild_exit_dir])
wild_move.c:        sprintf(buf,"Error: Zone to wild trying to create duplicate exit for vnum %d", pZTW->vnum);
wild_move.c:    pexit->description      = str_dup("You can see the wilderness");
wild_move.c:    pexit->keyword          = str_dup("wilderness");
wild_move.c:    pexit->exit_info        = EX_TO_WILDERNESS;
wild_move.c:    pexit->rs_flags         = EX_TO_WILDERNESS;
wild_move.c:    pexit->key              = 0;
wild_move.c:    pexit->vnum             = WILDERNESS_PORTAL_ROOM;
wild_move.c:    room->exit[pZTW->zone_to_wild_exit_dir]  = pexit;
wild_spec.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_spec.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_spec.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_spec.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_spec.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_spec.c:    if (ch->in_room == NULL)
wild_spec.c:    for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
wild_spec.c:        if (!IS_NPC(victim) || victim->pIndexData->vnum >= 20000 )
wild_spec.c:        if (ch->in_room == NULL) return FALSE;
wild_spec.c:            ch->position == POS_FIGHTING )
wild_spec.c:    switch (ch->pIndexData->vnum)
wild_spec.c:    if ( ch->in_room == NULL )
wild_spec.c:    if (ch->quality > 0)
wild_spec.c:    if (ch->home_x < 0 || ch->home_y < 0)
wild_spec.c:        for ( x = ch->x - 50; x <= ch->x + 50; x++ )
wild_spec.c:            for ( y = ch->y - 50; y <= ch->y + 50; y++ )
wild_spec.c:                    if (ch->home_x < 0 || ch->home_y < 0 || close_room(ch,x,y) <=
wild_spec.c:                            close_room(ch,ch->home_x, ch->home_y))
wild_spec.c:                        if (close_room(ch,x,y) < close_room(ch,ch->home_x, ch->home_y)
wild_spec.c:                            ch->home_x = x;
wild_spec.c:                            ch->home_y = y;
wild_spec.c:        if (ch->home_x < 0 && ch->home_y < 0)
wild_spec.c:    else if (ch->home_x == ch->x && ch->home_y == ch->y &&
wild_spec.c:             !check_forest(ch->x,ch->y))
wild_spec.c:        ch->home_x = -1;
wild_spec.c:        ch->home_y = -1;
wild_spec.c:                axe->item_type != ITEM_WEAPON || axe->value[3] != 1 )
wild_spec.c:                    axe->item_type != ITEM_WEAPON || axe->value[3] != 1 )
wild_spec.c:    if ( ch->position <= POS_RESTING )
wild_spec.c:    if (ch->x != ch->home_x || ch->y != ch->home_y)
wild_spec.c:        switch (walk_room(ch,ch->home_x,ch->home_y))
wild_spec.c:            ch->home_x = -1;
wild_spec.c:            ch->home_y = -1;
wild_spec.c:    else if (check_forest(ch->x,ch->y) && ch->quality <= 0 &&
wild_spec.c:             ch->home_x >= 0 && ch->home_y >= 0)
wild_spec.c:    while (x >= 1000) x -= 1000;
wild_spec.c:    while (y >= 1000) y -= 1000;
wild_spec.c:    x = ch->x > x ? ch->x - x : x - ch->x;
wild_spec.c:    y = ch->y > y ? ch->y - y : y - ch->y;
wild_spec.c:    if      (x >= 500) x -= 1000;
wild_spec.c:    else if (x < -500) x += 1000;
wild_spec.c:    if      (y >= 500) y -= 1000;
wild_spec.c:    else if (y < -500) y += 1000;
wild_spec.c: * If you are there already, it returns -1.
wild_spec.c:    while (x >= 1000) x -= 1000;
wild_spec.c:    while (y >= 1000) y -= 1000;
wild_spec.c:    xx = ch->x - x;
wild_spec.c:    yy = ch->y - y;
wild_spec.c:    if (xx > 500) xx -= 1000;
wild_spec.c:    else if (xx <= -500) xx += 1000;
wild_spec.c:    if (yy > 500) yy -= 1000;
wild_spec.c:    else if (yy <= -500) yy += 1000;
wild_spec.c:        return ( -1 );
wild_spec.c:    return ( -1 );
wild_spec.c:    while (x >= 1000) x -= 1000;
wild_spec.c:    while (y >= 1000) y -= 1000;
wild_update.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wild_update.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wild_update.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wild_update.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wild_update.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wild_update.c:                    if (--xx <     0) xx = 999;
wild_update.c:                    if (--yy <     0) yy = 999;
wild_update.c:        ch_next = ch->next_wilderness;
wild_update.c:        if (ch->action == WA_NONE) continue;
wild_update.c:        switch (ch->action)
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if ( obj->item_type != ITEM_RESOURCE || obj->value[1] != RESOURCE_TREE )
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            knife->item_type != ITEM_WEAPON || knife->value[3] != 3 )
wild_update.c:                knife->item_type != ITEM_WEAPON || knife->value[3] != 3 )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:        ch->state += get_curr_dex(ch);
wild_update.c:        if (ch->state >= ch->quality)
wild_update.c:            replace_string(obj->name, "log");
wild_update.c:            replace_string(obj->short_descr, "a log");
wild_update.c:            replace_string(obj->description, "A log is lying here.");
wild_update.c:            obj->weight -= 5;
wild_update.c:            obj->value[0] = obj->weight;
wild_update.c:            obj->value[1] = RESOURCE_LOG;
wild_update.c:            if (obj->weight < 20) obj->weight = 20;
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if ( obj->item_type != ITEM_RESOURCE || obj->value[1] != RESOURCE_LOG )
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            saw->item_type != ITEM_TOOL || saw->value[0] != TOOL_SAW )
wild_update.c:                saw->item_type != ITEM_TOOL || saw->value[0] != TOOL_SAW )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    ch->state += get_curr_str(ch);
wild_update.c:    if (ch->state >= ch->quality)
wild_update.c:        ch->in_room->wood += obj->weight;
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if ( obj->item_type != ITEM_RESOURCE || obj->value[1] != RESOURCE_ROCK )
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    ch->in_room->ground += obj->value[0];
wild_update.c:    if (ch->in_room->ground >= 100)
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:        set_map_data(ch->x, ch->y, WILD_ROAD);
wild_update.c:            hoe->item_type != ITEM_TOOL || hoe->value[0] != TOOL_HOE )
wild_update.c:                hoe->item_type != ITEM_TOOL || hoe->value[0] != TOOL_HOE )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    ch->in_room->ground += get_curr_str(ch);
wild_update.c:    if (ch->in_room->ground >= 100)
wild_update.c:        set_map_data(ch->x, ch->y, WILD_FIELD_HOED);
wild_update.c:        ch->in_room->ground = 0;
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            bag->item_type != ITEM_TOOL || bag->value[0] != TOOL_SEEDS )
wild_update.c:                bag->item_type != ITEM_TOOL || bag->value[0] != TOOL_SEEDS )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    ch->in_room->ground += number_range(1,3);
wild_update.c:    if (ch->in_room->ground >= 20)
wild_update.c:        set_map_data(ch->x, ch->y, WILD_FIELD_SEEDED);
wild_update.c:        ch->in_room->ground = 0;
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if (--bag->value[1] <= 0)
wild_update.c:            scythe->item_type != ITEM_TOOL || scythe->value[0] != TOOL_SCYTHE )
wild_update.c:                scythe->item_type != ITEM_TOOL || scythe->value[0] != TOOL_SCYTHE )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    ch->in_room->ground += number_range(1,3);
wild_update.c:    if (ch->in_room->ground >= 20)
wild_update.c:        set_map_data(ch->x, ch->y, WILD_PLAINS);
wild_update.c:        ch->in_room->ground = 0;
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            pick->item_type != ITEM_TOOL || pick->value[0] != TOOL_PICK )
wild_update.c:                pick->item_type != ITEM_TOOL || pick->value[0] != TOOL_PICK )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    switch (ch->action)
wild_update.c:        ch->action = WA_MINING_CHOP;
wild_update.c:        ch->state += improve_state;
wild_update.c:        if (ch->state >= ch->quality)
wild_update.c:            switch (map_data(ch->x,ch->y))
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:            if (number_range(1,10) == 1) switch (map_data(ch->x,ch->y))
wild_update.c:                    set_map_data(ch->x, ch->y, WILD_MINE_EMPTY);
wild_update.c:                    set_map_data(ch->x, ch->y, WILD_MINE_STONE_1);
wild_update.c:                    set_map_data(ch->x, ch->y, WILD_MINE_IRON_1);
wild_update.c:                    set_map_data(ch->x, ch->y, WILD_MINE_GOLD_1);
wild_update.c:                    set_map_data(ch->x, ch->y, WILD_MINE_OIL_1);
wild_update.c:        ch->action = WA_MINING_SWING;
wild_update.c:    if (ch->x >= 0 && ch->y >= 0)
wild_update.c:        map_pos = map_data(ch->x,ch->y);
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if (ch->in_room->ground > 0)
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if (ch->in_room->build <= 0)
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:    if (ch->in_room->wood <= 0)
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            hammer->item_type != ITEM_TOOL || hammer->value[0] != TOOL_HAMMER )
wild_update.c:                hammer->item_type != ITEM_TOOL || hammer->value[0] != TOOL_HAMMER )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:            obj->item_type != ITEM_TOOL || obj->value[0] != TOOL_NAILS )
wild_update.c:                obj->item_type != ITEM_TOOL || obj->value[0] != TOOL_NAILS )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    --ch->in_room->wood;
wild_update.c:    ++ch->in_room->build;
wild_update.c:    change = ch->in_room->build * 100 / resources;
wild_update.c:    switch (ch->action)
wild_update.c:            set_map_data(ch->x, ch->y, WILD_BUILDING_CONSTRUCTION);
wild_update.c:        if (change >= 10) ch->action = WA_BUILDING_FLOOR_1;
wild_update.c:        ch->action = WA_BUILDING_FLOOR_2;
wild_update.c:        ch->action = WA_BUILDING_FLOOR_3;
wild_update.c:        if (number_range(1,3) == 1) ch->action = WA_BUILDING_FLOOR_2;
wild_update.c:        if (change >= 20) ch->action = WA_BUILDING_1;
wild_update.c:        if (--obj->value[1] <= 0)
wild_update.c:        ch->action = WA_BUILDING_2;
wild_update.c:        ch->action = WA_BUILDING_3;
wild_update.c:        if (number_range(1,3) == 1) ch->action = WA_BUILDING_2;
wild_update.c:        if (change >= 90) ch->action = WA_BUILDING_ROOF_1;
wild_update.c:        if (--obj->value[1] <= 0)
wild_update.c:        ch->action = WA_BUILDING_ROOF_2;
wild_update.c:        ch->action = WA_BUILDING_ROOF_3;
wild_update.c:        if (number_range(1,3) == 1) ch->action = WA_BUILDING_ROOF_2;
wild_update.c:        if (change >= 100) ch->action = WA_BUILDING_COMPLETE;
wild_update.c:        if (--obj->value[1] <= 0)
wild_update.c:        if (--obj->value[1] <= 0)
wild_update.c:    if ( ch->action != WA_BUILDING_COMPLETE )
wild_update.c:    ch->in_room->build = 0;
wild_update.c:        set_map_data(ch->x, ch->y, WILD_HUT);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_CABIN);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_CABIN_OWNED);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_CABIN_LOCKED);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_COTTAGE);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_COTTAGE_OWNED);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_COTTAGE_LOCKED);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_HOUSE);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_HOUSE_OWNED);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_HOUSE_LOCKED);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_MINE_STRUCTURE_EMPTY);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_MINE_STRUCTURE_STONE);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_MINE_STRUCTURE_IRON);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_MINE_STRUCTURE_GOLD);
wild_update.c:        set_map_data(ch->x, ch->y, WILD_MINE_STRUCTURE_OIL);
wild_update.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            axe->item_type != ITEM_WEAPON || axe->value[3] != 1 )
wild_update.c:                axe->item_type != ITEM_WEAPON || axe->value[3] != 1 )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:    switch (ch->action)
wild_update.c:        ch->action = WA_CHOPPING_CHOP;
wild_update.c:        ch->action = WA_CHOPPING_SWING;
wild_update.c:        ch->state += improve_state;
wild_update.c:        if (ch->state >= ch->quality)
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:            switch (map_data(ch->x,ch->y))
wild_update.c:                set_map_data(ch->x, ch->y, WILD_PLAINS);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_FOREST_1);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_FOREST_2);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_FOREST_3);
wild_update.c:        else if (ch->state >= (ch->quality * 0.5))
wild_update.c:            rod->item_type != ITEM_TOOL || rod->value[0] != TOOL_FISHING_ROD )
wild_update.c:                rod->item_type != ITEM_TOOL || rod->value[0] != TOOL_FISHING_ROD )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:    if (ch->action == WA_FISHING_MENDING)
wild_update.c:        ch->action = WA_FISHING_CASTING;
wild_update.c:    if (ch->action == WA_FISHING_CASTING)
wild_update.c:        ch->action = WA_FISHING_WAITING;
wild_update.c:    if (ch->action == WA_FISHING_WAITING) switch (number_range(1,5))
wild_update.c:            ch->action = WA_FISHING_CASTING;
wild_update.c:            ch->action = WA_FISHING_REELING;
wild_update.c:            ch->quality = number_range(3,5);
wild_update.c:            ch->action = WA_FISHING_MENDING;
wild_update.c:            ch->action = WA_FISHING_CASTING;
wild_update.c:            ch->state++;
wild_update.c:            if (ch->state >= ch->quality)
wild_update.c:                ch->action = WA_NONE;
wild_update.c:                ch->state = 0;
wild_update.c:                ch->quality = 0;
wild_update.c:    if (ch->x >= 0 || ch->y >= 0) switch (map_data(ch->x,ch->y))
wild_update.c:            if (ch->room == 1) in_mine = TRUE;
wild_update.c:        ch->action = WA_NONE;
wild_update.c:        ch->state = 0;
wild_update.c:        ch->quality = 0;
wild_update.c:            shovel->item_type != ITEM_TOOL || shovel->value[0] != TOOL_SHOVEL )
wild_update.c:                shovel->item_type != ITEM_TOOL || shovel->value[0] != TOOL_SHOVEL )
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:    switch (ch->action)
wild_update.c:        ch->action = WA_DIGGING_CHOP;
wild_update.c:        ch->in_room->wood += improve_state;
wild_update.c:        if (ch->in_room->wood >= 500)
wild_update.c:            ch->in_room->wood = 0;
wild_update.c:            ch->action = WA_NONE;
wild_update.c:            ch->state = 0;
wild_update.c:            ch->quality = 0;
wild_update.c:            switch (map_data(ch->x,ch->y))
wild_update.c:                set_map_data(ch->x, ch->y, WILD_MINE_EMPTY);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_MINE_STONE_2);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_MINE_IRON_2);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_MINE_GOLD_2);
wild_update.c:                set_map_data(ch->x, ch->y, WILD_MINE_OIL_2);
wild_update.c:        ch->action = WA_DIGGING_SWING;
wild_update.c:    if ( ch->in_room == NULL )
wild_update.c:    obj->item_type = ITEM_RESOURCE;
wild_update.c:    obj->value[0] = ch->quality;
wild_update.c:    obj->value[1] = (sh_int) resource;
wild_update.c:    obj->wear_flags = ITEM_TAKE;
wild_update.c:    obj->weight = ch->quality;
wild_update.c:    replace_string(obj->name, resource_name);
wild_update.c:    replace_string(obj->short_descr, resource_short);
wild_update.c:    replace_string(obj->description, resource_long);
wild_update.c:        obj->item_type = ITEM_FOUNTAIN;
wild_update.c:        obj->value[0] = 1;
wild_update.c:        obj->value[1] = ch->quality;
wild_update.c:        obj->value[2] = 15; /* Oil */
wild_update.c:        obj->wear_flags = 0;
wild_update.c:    obj_to_room(obj, ch->in_room);
wizutil.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wizutil.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wizutil.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wizutil.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wizutil.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wizutil.c:    strncpy(buffer, pArea->filename, 64);
wizutil.c:    sprintf(buffer, "%5d %-26.26s %s%5d %-26.26s(%-8.8s)\n\r", left->vnum, left->name, sExit, right->vnum, right->name, area_name(right->area));
wizutil.c:        exit = room->exit[i];
wizutil.c:            to_room = exit->to_room;
wizutil.c:            if ((room->area == pArea) && (to_room->area != pArea))
wizutil.c:                if (to_room->exit[opposite_dir[i]] && to_room->exit[opposite_dir[i]]->to_room == room)
wizutil.c:                if ((room->area != pArea) && (exit->to_room->area == pArea))
wizutil.c:                    if (!(to_room->exit[opposite_dir[i]] && to_room->exit[opposite_dir[i]]->to_room == room))
wizutil.c:                    {   /* two-way exits are handled in the other if */
wizutil.c:                }                       /* if room->area */
wizutil.c:    pArea = ch->in_room->area;
wizutil.c:        for (room = room_index_hash[i]; room != NULL; room = room->next)
wizutil.c:    replace_string(ch->pcdata->switchname, buf);
wizutil.c:        vch->exp += v;
wizutil.c:        vch->pcdata->score[SCORE_TOTAL_XP] += v;
wizutil.c:        vch->pcdata->quest += v;
wizutil.c:        vch->pcdata->questtotal += v;
wizutil.c:        vch->gold += v;
wizutil.c:        vch->symbiotepoints += v;
wizutil.c:    if (vch->mkill < 5)
wizutil.c:        vch->mkill = 5;
wizutil.c:    sprintf(arg2, "%s reimbursed %d %s.\n\r", vch->name, v, arg);
wizutil.c:    sprintf(arg2, "%s has reimbursed you %d %s.\n\r", ch->name, v, arg);
wizutil.c://    if (ch->affected != NULL)
wizutil.c:    /*    if (ch->affected == NULL)
wizutil.c:    if (ch->affected != NULL)
wizutil.c:        for (paf = ch->affected; paf != NULL; paf = paf->next)
wizutil.c:            sprintf(buf, "Spell: '%s'", skill_table[paf->type].name);
wizutil.c:            if (ch->level >= 0)
wizutil.c:                sprintf(buf, " modifies %s by %d for %d hours with bits %s.\n\r", affect_loc_name(paf->location), paf->modifier, paf->duration, affect_bit_name(paf->bitvector));
wizutil.c:    sprintf(buf, "Name : %s.\n\r", IS_NPC(victim) ? victim->short_descr : victim->name);
wizutil.c:            victim->sex == SEX_MALE ? "Male" :
wizutil.c:            victim->sex == SEX_FEMALE ? "Female" : "None", victim->in_room == NULL ? 0 : victim->in_room->vnum, victim->alignment, victim->practice, IS_NPC(victim) ? 0 : victim->pcdata->quest);
wizutil.c:    sprintf(buf, "Level : %d. Trust : %d. Exp : %lli.", victim->level, victim->trust, victim->exp);
wizutil.c:        sprintf(buf, " PlayerID : %d.\n\r", victim->pcdata->playerid);
wizutil.c:    sprintf(buf, "Hit : %d. Dam : %d. Defense : %d. Position : %s\n\r", char_hitroll(victim), char_damroll(victim), victim->defense, capitalize(get_position_name(victim->position)));
wizutil.c:    sprintf(buf, "HP %lli/%lli. Mana %lli/%lli. Move %lli/%lli.\n\r", victim->hit, victim->max_hit, victim->mana, victim->max_mana, victim->move, victim->max_move);
wizutil.c:    sprintf(buf, "Gold : %lli Silver : %lli Copper : %lli\n\r",victim->gold, victim->silver, victim->copper);
wizutil.c:    sprintf(buf, "Fighting : %s. (%d)\n\r", victim->fighting ? victim->fighting->name : "(None)", victim->fighting ? victim->fighting->level : 0);
wizutil.c:            IS_NPC(victim) ? 0 : victim->pkill, IS_NPC(victim) ? 0 : victim->pdeath, IS_NPC(victim) ? 0 : victim->mkill, IS_NPC(victim) ? 0 : victim->mdeath);
wizutil.c:            IS_NPC(victim) ? 0 : victim->pcdata->score[SCORE_TOTAL_XP], IS_NPC(victim) ? 0 : victim->pcdata->score[SCORE_TOTAL_LEVEL], IS_NPC(victim) ? 0 : victim->pcdata->score[SCORE_QUEST]);
wizutil.c:            IS_NPC(victim) ? 0 : victim->pcdata->score[SCORE_HIGH_XP], IS_NPC(victim) ? 0 : victim->pcdata->score[SCORE_HIGH_LEVEL], IS_NPC(victim) ? 0 : victim->pcdata->score[SCORE_NUM_QUEST]);
wizutil.c:        sprintf(buf, "Unarmed : %4d.", victim->wpn[0]);
wizutil.c:        sprintf(buf, " Slice   : %4d.", victim->wpn[1]);
wizutil.c:        sprintf(buf, " Stab    : %4d.", victim->wpn[2]);
wizutil.c:        sprintf(buf, " Slash   : %4d.", victim->wpn[3]);
wizutil.c:        sprintf(buf, " Whip    : %4d.\n\r", victim->wpn[4]);
wizutil.c:        sprintf(buf, "Claw    : %4d.", victim->wpn[5]);
wizutil.c:        sprintf(buf, " Blast   : %4d.", victim->wpn[6]);
wizutil.c:        sprintf(buf, " Pound   : %4d.", victim->wpn[7]);
wizutil.c:        sprintf(buf, " Crush   : %4d.", victim->wpn[8]);
wizutil.c:        sprintf(buf, " Grep    : %4d.\n\r", victim->wpn[9]);
wizutil.c:        sprintf(buf, "Bite    : %4d.", victim->wpn[10]);
wizutil.c:        sprintf(buf, " Pierce  : %4d.", victim->wpn[11]);
wizutil.c:        sprintf(buf, " Suck    : %4d.\n\r", victim->wpn[12]);
wizutil.c:        sprintf(buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r",
wizutil.c:                "Purple", victim->spl[PURPLE_MAGIC], "Red", victim->spl[RED_MAGIC], "Blue", victim->spl[BLUE_MAGIC], "Green", victim->spl[GREEN_MAGIC], "Yellow", victim->spl[YELLOW_MAGIC]);
wizutil.c:        sprintf(buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r",
wizutil.c:                "Viper", victim->stance[STANCE_VIPER],
wizutil.c:                "Crane", victim->stance[STANCE_CRANE], "Crab", victim->stance[STANCE_CRAB], "Mongoose", victim->stance[STANCE_MONGOOSE], "Bull", victim->stance[STANCE_BULL]);
wizutil.c:        sprintf(buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r",
wizutil.c:                "Mantis", victim->stance[STANCE_MANTIS],
wizutil.c:                "Dragon", victim->stance[STANCE_DRAGON], "Tiger", victim->stance[STANCE_TIGER], "Monkey", victim->stance[STANCE_MONKEY], "Swallow", victim->stance[STANCE_SWALLOW]);
wizutil.c:        sprintf(buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r",
wizutil.c:                "ss1", victim->stance[STANCE_SS1], "ss2", victim->stance[STANCE_SS2], "ss3", victim->stance[STANCE_SS3], "ss4", victim->stance[STANCE_SS4], "ss5", victim->stance[STANCE_SS5]);
wizutil.c:        sprintf(buf, "Act         : %s\n\r", plr_bit_name(victim->act));
wizutil.c:        sprintf(buf, "Extra       : %s\n\r", victim->extra <= 0 ? "(None)" : extra_plr_bit_name(victim->extra));
wizutil.c:        sprintf(buf, "ItemAff     : %s\n\r", victim->itemaffect <= 0 ? "(None)" : itemaffect_bit_name(victim->itemaffect));
wizutil.c:        sprintf(buf, "Affected by : %s.\n\r", affect_bit_name(victim->affected_by));
wizutil.c:    if (!IS_NPC(ch) && ch->in_room != NULL && !IS_SET(ch->in_room->room_flags, ROOM_SAFE))
wizutil.c:        for (wch = ch->in_room->people; wch != NULL; wch = wch_next)
wizutil.c:            wch_next = wch->next_in_room;
wizutil.c:            if (wch->level > 210) continue;
wizutil.c:            if (!IS_NPC(wch) || !IS_SET(wch->act, ACT_AGGRESSIVE)
wizutil.c:                    || wch->fighting != NULL || IS_AFFECTED(wch, AFF_CHARM)
wizutil.c:                    || !IS_AWAKE(wch) || (IS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch))
wizutil.c:            sprintf(buf, "%s screams and attacks!\n\r", victim->name);
wokanist.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
wokanist.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
wokanist.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
wokanist.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
wokanist.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
wokanist.c:    if (ch->mana < 100)
wokanist.c:    if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE)) return;
wokanist.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
wokanist.c:        vch_next = vch->next_in_room;
wokanist.c:        if (vch->in_room == NULL)
wokanist.c:                dam += ch->damroll / 2;
wokanist.c:                if (ch->position != POS_FIGHTING) set_fighting(ch,vch);
wokanist.c:    ch->mana -= 100;
wokanist.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
wokanist.c:    if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE);
wokanist.c:    if (victim->position > POS_STUNNED)
wokanist.c:        if (victim->fighting == NULL) set_fighting(victim, ch);
wokanist.c:        if (ch->fighting == NULL) set_fighting(ch, victim);
wokanist.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
wokanist.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
wokanist.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
wokanist.c:    if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return;
xrak_army.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_army.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_army.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_army.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_army.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_army.c:        sprintf(buf,"(Lumber) Lumber Production #W%d#g/#W10#n\n\r", ch->research[15] );
xrak_army.c:        sprintf(buf,"(Quarry) Quarry Production #W%d#g/#W10#n\n\r", ch->research[16] );
xrak_army.c:        sprintf(buf,"(Mine)   Mine Production #W%d#g/#W10#n\n\r", ch->research[17] );
xrak_army.c:        sprintf(buf,"(Farm)   Farm Production #W%d#g/#W10#n\n\r\n\r", ch->research[18] );
xrak_army.c:        if (ch->research[9] == 0)
xrak_army.c:            sprintf(buf,"#W(Duelist)       #R%-2d#W Upgrades Swordsmen to Duelist\n\r", ch->research[9] );
xrak_army.c:        if (ch->research[9] == 3)
xrak_army.c:            sprintf(buf,"#W(Legionnaire)   #R%-2d#W Upgrades Duelist to Legionnaire\n\r", ch->research[9] );
xrak_army.c:        if (ch->research[10] == 0)
xrak_army.c:            sprintf(buf,"#W(Berserker)     #R%-2d#W Upgrade Axe Men to Berserkers\n\r", ch->research[10] );
xrak_army.c:        if (ch->research[10] == 3)
xrak_army.c:            sprintf(buf,"#W(Slayer)        #R%-2d#W Upgrades Berserkers to Slayers\n\r", ch->research[10] );
xrak_army.c:        if (ch->research[2] == 0)
xrak_army.c:            sprintf(buf,"#W(Phalanx)       #R%-2d#W Upgrade Spearmen to Phalanx\n\r", ch->research[2] );
xrak_army.c:        if (ch->research[2] == 3)
xrak_army.c:            sprintf(buf,"#W(Hoplite)       #R%-2d#W Upgrade Phalanx to Hoplite\n\r", ch->research[2] );
xrak_army.c:        sprintf(buf,"#W(Iron)          #R%-2d#W Iron Weapons and Armor for the infantry \n\r", ch->research[3] );
xrak_army.c:        sprintf(buf,"#W(Lances)        #R%-2d#W Bronze Lance tips, bonus for knights \n\r", ch->research[4] );
xrak_army.c://        sprintf(buf,"#W(Longbowman)    #R%-2d#W Upgrade Archers to Longbowmen, increasing their range. \n\r", ch->research[5] );
xrak_army.c:        sprintf(buf,"#W(Arrows)        #R%-2d#W Iron-Tipped arrows for Archers and Archer-Infantry \n\r", ch->research[6] );
xrak_army.c:        sprintf(buf,"#W(Hotshot)       #R%-2d#W Fire Flaming rock from your catapults \n\r", ch->research[7] );
xrak_army.c:        sprintf(buf,"#W(Tactics)       #R%-2d#W More Troops will be able to fight at one time \n\r", ch->research[8] );
xrak_army.c:        sprintf(buf,"#W(Assassination) #R%-2d#W Deal more damage to a General \n\r", ch->research[0] );
xrak_army.c:        sprintf(buf,"#W(Trebuchet)     #R%-2d#W Increase Trebuchet reload speed \n\r", ch->research[1] );
xrak_army.c:        send_to_char("#C+-------------------------------------------------#n\n\r",ch);
xrak_army.c:        sprintf(buf,"#W(AXE)           #R%-2d#W/#R5#W Axemen->Berserkers->Slayers\n\r", ch->research[10] );
xrak_army.c:        sprintf(buf,"#W(SWORD)         #R%-2d#W/#R5#W Swordsman->Duelist->Legionnaire\n\r", ch->research[9] );
xrak_army.c:        sprintf(buf,"#W(SPEAR)         #R%-2d#W/#R5#W Spearman->Phalanx->Hoplite\n\r", ch->research[2] );
xrak_army.c:        sprintf(buf,"#W(BOW)           #R%-2d#W/#R5#W Archer->Longbowman->Ranger\n\r", ch->research[5] );
xrak_army.c:        sprintf(buf,"#W(HORSE)         #R%-2d#W/#R5#W Light Cavalry->Heavy Cavalry->Knights\n\r", ch->research[9] );
xrak_army.c:        cost = 10000 * ch->research[0];
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[0] >= 10)
xrak_army.c:        ch->research[0]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = 10000 * ch->research[1];
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[1] >= 10)
xrak_army.c:        ch->research[1]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = 10000 * ch->research[10];
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[10] > 1)
xrak_army.c:        ch->research[10] = 3;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = 10000 * ch->research[10];
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[10] >= 5)
xrak_army.c:        ch->research[10] = 5;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = 10000 * ch->research[5];
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[5] == 5)
xrak_army.c:        ch->research[5] = 5;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[15] + 100) * 5);
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[15] >= 10)
xrak_army.c:        ch->research[15]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[16] + 100) * 5);
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[16] >= 10)
xrak_army.c:        ch->research[16]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[17] + 100) * 5);
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[17] >= 10)
xrak_army.c:        ch->research[17]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[18] + 100) * 5);
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[18] >= 10)
xrak_army.c:        ch->research[18]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[RES_ASSASSINATION] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 1)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[RES_ASSASSINATION] >= 10)
xrak_army.c:        ch->research[RES_ASSASSINATION]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[1] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 8)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[1] >= 10)
xrak_army.c:        ch->research[1]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[2] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 3)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        ch->research[2] = 3;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[2] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 3)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        ch->research[2] = 5;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[3] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 4)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[3] >= 10)
xrak_army.c:        ch->research[3]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[4] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 8)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[4] >= 10)
xrak_army.c:        ch->research[4]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[5] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 5)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[5] >= 10)
xrak_army.c:        ch->research[5]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[6] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 4)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[6] >= 10)
xrak_army.c:            stc("You have finished researching iron-tipped arrows.\n\r",ch);
xrak_army.c:        stc("You research iron-tipped arrows.\n\r",ch);
xrak_army.c:        ch->research[6]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[7] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 7)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[7] >= 10)
xrak_army.c:        ch->research[7]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[8] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 9)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        if (ch->research[8] >= 10)
xrak_army.c:        ch->research[8]++;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[9] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 9)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        ch->research[9] = 3;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        cost = ((ch->research[9] + 100) * 5);
xrak_army.c:        if (ch->pcdata->citybuildings[B_SORCERY] < 9)
xrak_army.c:        if (ch->gold < cost)
xrak_army.c:            sprintf(buf,"You need %lld more.\n\r", cost - ch->gold);
xrak_army.c:        ch->research[9] = 5;
xrak_army.c:        ch->gold -= cost;
xrak_army.c:        sprintf(buf,"Militia        %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[0], set_comma(ch->militia), MILITIA_ATTACK, MILITIA_HP, MILITIA_RANGE);
xrak_army.c:        sprintf(buf,"Skirmishers    %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[1], set_comma(ch->skirmishers), SKIRMISHER_ATTACK, SKIRMISHER_HP, SKIRMISHER_RANGE);
xrak_army.c:        sprintf(buf,"Heavy Infantry %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[4], set_comma(ch->heavy_infantry), HINF_ATTACK, HINF_HP,  HINF_RANGE);
xrak_army.c:        sprintf(buf,"Archers        %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[6], set_comma(ch->archers), ARCHER_ATTACK, ARCHER_HP, ARCHER_RANGE );
xrak_army.c:        sprintf(buf,"ArcherInfantry %-2d  %-14s  %-4d  %-5d  %-4d \n\r",
xrak_army.c:                ch->research[7], set_comma(ch->archerinfantry), ARCHERINF_ATTACK, ARCHERINF_HP, ARCHERINF_RANGE );
xrak_army.c:        sprintf(buf,"Chariots       %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[8], set_comma(ch->chariots), CHARIOT_ATTACK, CHARIOT_HP, CHARIOT_RANGE );
xrak_army.c:        sprintf(buf,"Shock Cavalry  %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[10], set_comma(ch->medium_cavalry), MCAV_ATTACK, MCAV_HP, MCAV_RANGE);
xrak_army.c:        sprintf(buf,"Light Cavalry  %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[9], set_comma(ch->light_cavalry), LCAV_ATTACK, LCAV_HP, LCAV_RANGE);
xrak_army.c:        sprintf(buf,"Heavy Cavalry  %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[11], set_comma(ch->heavy_cavalry), HCAV_ATTACK, HCAV_HP, HCAV_RANGE);
xrak_army.c:        sprintf(buf,"Knights        %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[12], set_comma(ch->knights), KNIGHT_ATTACK, KNIGHT_HP, KNIGHT_RANGE);
xrak_army.c:        sprintf(buf,"Ballistas      %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[13], set_comma(ch->ballistas), BALLISTA_ATTACK, BALLISTA_HP, BALLISTA_RANGE);
xrak_army.c:        sprintf(buf,"Catapults      %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[14], set_comma(ch->catapults), CATAPULT_ATTACK, CATAPULT_HP, CATAPULT_RANGE);
xrak_army.c:        sprintf(buf,"Battering Rams %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[15], set_comma(ch->rams), RAM_ATTACK, RAM_HP, RAM_RANGE);
xrak_army.c:        sprintf(buf,"Scorpions      %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[16], set_comma(ch->scorpions), SCORPION_ATTACK, SCORPION_HP, SCORPION_RANGE);
xrak_army.c:        sprintf(buf,"Trebuchets     %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[17], set_comma(ch->trebuchets), TREBUCHET_ATTACK, TREBUCHET_HP, TREBUCHET_RANGE);
xrak_army.c:        sprintf(buf,"\n\rCustom         %-2d  %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                ch->research[18], set_comma(0), 0,0,0);
xrak_army.c:        if (ch->research[5] <= 1)
xrak_army.c:            sprintf(buf,"Archers        1   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                set_comma(ch->archers), ARCHER_ATTACK, ARCHER_HP, ARCHER_RANGE );
xrak_army.c:        if (ch->research[5] == 3)
xrak_army.c:            sprintf(buf,"#YLongbowmen#n     3   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                set_comma(ch->archers), ARCHER_ATTACK, ARCHER_HP, LONGBOWMAN_RANGE );
xrak_army.c:        if (ch->research[5] >= 5)
xrak_army.c:            sprintf(buf,"#GRangers#n        5   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                set_comma(ch->archers), ARCHER_ATTACK, ARCHER_HP, RANGER_RANGE );
xrak_army.c:        if (ch->research[2] <= 1)
xrak_army.c:            sprintf(buf,"Spearman       1   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->pikemen), PIKEMAN_ATTACK, PIKEMAN_HP, PIKEMAN_RANGE);
xrak_army.c:        if (ch->research[2] == 3)
xrak_army.c:            sprintf(buf,"#YPhalanx#n       3   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->pikemen), PIKEMAN_ATTACK, PIKEMAN_HP, PIKEMAN_RANGE);
xrak_army.c:        if (ch->research[2] == 5)
xrak_army.c:            sprintf(buf,"#GHoplites#n       5   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->pikemen), PIKEMAN_ATTACK, PIKEMAN_HP, PIKEMAN_RANGE);
xrak_army.c:     if (ch->research[9] <= 1)
xrak_army.c:            sprintf(buf,"Light Cavalry  1   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                set_comma(ch->archers), ARCHER_ATTACK, ARCHER_HP, ARCHER_RANGE );
xrak_army.c:        if (ch->research[9] == 3)
xrak_army.c:            sprintf(buf,"#YHeavy Cavalry#n  3   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                set_comma(ch->heavy_cavalry), HCAV_ATTACK, HCAV_HP, HCAV_RANGE);
xrak_army.c:        if (ch->research[9] >= 5)
xrak_army.c:            sprintf(buf,"#GKnights#n        5   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                set_comma(ch->knights), KNIGHT_ATTACK, KNIGHT_HP, KNIGHT_RANGE);
xrak_army.c:        if (ch->research[9] <= 1)
xrak_army.c:            sprintf(buf,"Swordman       1   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->swordsmen), SWORDSMAN_ATTACK, SWORDSMAN_HP, SWORDSMAN_RANGE);
xrak_army.c:        if (ch->research[9] == 3)
xrak_army.c:            sprintf(buf,"#YDuelist#n        3   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->swordsmen), SWORDSMAN_ATTACK, SWORDSMAN_HP, SWORDSMAN_RANGE);
xrak_army.c:        if (ch->research[9] == 5)
xrak_army.c:            sprintf(buf,"#GLegionary#n      5   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->swordsmen), SWORDSMAN_ATTACK, SWORDSMAN_HP, SWORDSMAN_RANGE);
xrak_army.c:        if (ch->research[10] <= 1)
xrak_army.c:            sprintf(buf,"Axemen         1   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->axemen), AXEMAN_ATTACK, AXEMAN_HP, AXEMAN_RANGE );
xrak_army.c:        if (ch->research[10] == 3)
xrak_army.c:            sprintf(buf,"#YBerserker#n      3   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->axemen), AXEMAN_ATTACK, AXEMAN_HP, AXEMAN_RANGE );
xrak_army.c:        if (ch->research[10] == 5)
xrak_army.c:            sprintf(buf,"#GSlayer#n         5   %-14s  %-4d  %-5d  %-4d\n\r",
xrak_army.c:                    set_comma(ch->axemen), AXEMAN_ATTACK, AXEMAN_HP, AXEMAN_RANGE );
xrak_army.c:        popgrowth += ch->militia;
xrak_army.c:	ch->militia = 0;
xrak_army.c:        popgrowth += ch->skirmishers;
xrak_army.c:	ch->skirmishers = 0;
xrak_army.c:        popgrowth += ch->pikemen;
xrak_army.c:	ch->pikemen = 0;
xrak_army.c:        popgrowth += ch->swordsmen;
xrak_army.c:	ch->swordsmen = 0;
xrak_army.c:        popgrowth += ch->heavy_infantry;
xrak_army.c:	ch->heavy_infantry = 0;
xrak_army.c:        popgrowth += ch->axemen;
xrak_army.c:	ch->axemen = 0;
xrak_army.c:        popgrowth += ch->archers;
xrak_army.c:	ch->archers = 0;
xrak_army.c:        popgrowth += ch->archerinfantry;
xrak_army.c:	ch->archerinfantry = 0;
xrak_army.c:        popgrowth += ch->chariots;
xrak_army.c:	ch->chariots = 0;
xrak_army.c:        popgrowth += ch->light_cavalry;
xrak_army.c:	ch->light_cavalry = 0;
xrak_army.c:        popgrowth += ch->medium_cavalry;
xrak_army.c:	ch->medium_cavalry = 0;
xrak_army.c:        popgrowth += ch->heavy_cavalry;
xrak_army.c:	ch->heavy_cavalry = 0;
xrak_army.c:        popgrowth += ch->knights;
xrak_army.c:	ch->knights = 0;
xrak_army.c:        popgrowth += ch->ballistas;
xrak_army.c:	ch->ballistas = 0;
xrak_army.c:        popgrowth += ch->catapults;
xrak_army.c:	ch->catapults = 0;
xrak_army.c:        popgrowth += ch->rams;
xrak_army.c:	ch->rams = 0;
xrak_army.c:        popgrowth += ch->scorpions;
xrak_army.c:	ch->scorpions = 0;
xrak_army.c:        popgrowth += ch->trebuchets;
xrak_army.c:	ch->trebuchets = 0;
xrak_army.c:	ch->population += popgrowth;
xrak_army.c:        send_to_char("#WMILITIA 1 GP        \n\rPIKEMAN    2 GP  \n\rAXEMAN 2 GP         \n\rLEGIONARY 2 GP   \n\rH-INF. 3 GP\n\r",ch);
xrak_army.c:        send_to_char("#WARCHER 2 GP         \n\rARCHER-INF 3 GP  \n\rSKIRMISHER 2GP      \n\rSCORPION 100 GP  \n\rCHARIOT 200 GP\n\r",ch);
xrak_army.c:    value = is_number( arg2 ) ? atoi( arg2 ) : -1;
xrak_army.c:    if (value > ch->population)
xrak_army.c:    ch->population -= value;
xrak_army.c:        if (value > ch->gold)
xrak_army.c:        ch->militia += value;
xrak_army.c:        ch->gold -= value;
xrak_army.c:        if ( value > ch->gold)
xrak_army.c:        ch->skirmishers += value;
xrak_army.c:        ch->gold -= value;
xrak_army.c:        if ((2 * value) > ch->gold)
xrak_army.c:        ch->pikemen += value;
xrak_army.c:        ch->gold -= (2* value);
xrak_army.c:        if ((2 * value) > ch->gold)
xrak_army.c:        ch->axemen += value;
xrak_army.c:        ch->gold -= (2* value);
xrak_army.c:        if ((2 * value) > ch->gold)
xrak_army.c:        ch->swordsmen += value;
xrak_army.c:        ch->gold -= (2* value);
xrak_army.c:        if ((3 * value) > ch->gold)
xrak_army.c:        ch->heavy_infantry += value;
xrak_army.c:        ch->gold -= (3* value);
xrak_army.c:        if ((2 * value) > ch->gold)
xrak_army.c:        ch->archers += value;
xrak_army.c:        ch->gold -= (2* value);
xrak_army.c:        if (ch->research[10] < 5)
xrak_army.c:        if ((2 * value) > ch->gold)
xrak_army.c:        ch->axemen += value;
xrak_army.c:        ch->gold -= (2* value);
xrak_army.c:        if ((3 * value) > ch->gold)
xrak_army.c:        ch->archerinfantry += value;
xrak_army.c:        ch->gold -= (4* value);
xrak_army.c:        if ((100 * value) > ch->gold)
xrak_army.c:        ch->scorpions += value;
xrak_army.c:        ch->gold -= (100* value);
xrak_army.c:        if ((10 * value) > ch->gold)
xrak_army.c:        ch->chariots += value;
xrak_army.c:        ch->gold -= (10* value);
xrak_army.c:        if ((10 * value) > ch->gold)
xrak_army.c:        ch->light_cavalry += value;
xrak_army.c:        ch->gold -= (10* value);
xrak_army.c:        if ((10 * value) > ch->gold)
xrak_army.c:        ch->medium_cavalry += value;
xrak_army.c:        ch->gold -= (10* value);
xrak_army.c:        if ((15 * value) > ch->gold)
xrak_army.c:        ch->heavy_cavalry += value;
xrak_army.c:        ch->gold -= (15* value);
xrak_army.c:        if ((20 * value) > ch->gold)
xrak_army.c:        ch->knights += value;
xrak_army.c:        ch->gold -= (20* value);
xrak_army.c:        if ((25 * value) > ch->gold)
xrak_army.c:        ch->rams += value;
xrak_army.c:        ch->gold -= (25* value);
xrak_army.c:        if ((25 * value) > ch->gold)
xrak_army.c:        ch->ballistas += value;
xrak_army.c:        ch->gold -= (25* value);
xrak_army.c:        if ((25 * value) > ch->gold)
xrak_army.c:        ch->catapults += value;
xrak_army.c:        ch->gold -= (1000* value);
xrak_army.c:        if ((30 * value) > ch->gold)
xrak_army.c:        ch->trebuchets += value;
xrak_army.c:        ch->gold -= (30 * value);
xrak_army.c:        ch_next = ch->next;
xrak_army.c:        if ((victim = ch->fighting) == NULL || ch->in_room == NULL)
xrak_army.c:        if (victim->hit <= 1) return;
xrak_army.c:        if (victim->hit < -10)
xrak_army.c:            victim->hit = -10;
xrak_army.c:        totalfighting += ch->militia;
xrak_army.c:        totalfighting += ch->skirmishers;
xrak_army.c:        totalfighting += ch->pikemen;
xrak_army.c:        totalfighting += ch->swordsmen;
xrak_army.c:        totalfighting += ch->heavy_infantry;
xrak_army.c:        totalfighting += ch->axemen;
xrak_army.c:        totalfighting += ch->archers;
xrak_army.c:        totalfighting += ch->archerinfantry;
xrak_army.c:        totalfighting += ch->chariots;
xrak_army.c:        totalfighting += ch->light_cavalry;
xrak_army.c:        totalfighting += ch->medium_cavalry;
xrak_army.c:        totalfighting += ch->heavy_cavalry;
xrak_army.c:        totalfighting += ch->knights;
xrak_army.c:        totalfighting += ch->ballistas;
xrak_army.c:        totalfighting += ch->catapults;
xrak_army.c:        totalfighting += ch->rams;
xrak_army.c:        totalfighting += ch->scorpions;
xrak_army.c:        totalfighting += ch->trebuchets;
xrak_army.c:        vtotalfighting += victim->militia;
xrak_army.c:        vtotalfighting += victim->skirmishers;
xrak_army.c:        vtotalfighting += victim->pikemen;
xrak_army.c:        vtotalfighting += victim->swordsmen;
xrak_army.c:        vtotalfighting += victim->heavy_infantry;
xrak_army.c:        vtotalfighting += victim->axemen;
xrak_army.c:        vtotalfighting += victim->archers;
xrak_army.c:        vtotalfighting += victim->archerinfantry;
xrak_army.c:        vtotalfighting += victim->chariots;
xrak_army.c:        vtotalfighting += victim->light_cavalry;
xrak_army.c:        vtotalfighting += victim->medium_cavalry;
xrak_army.c:        vtotalfighting += victim->heavy_cavalry;
xrak_army.c:        vtotalfighting += victim->knights;
xrak_army.c:        vtotalfighting += victim->ballistas;
xrak_army.c:        vtotalfighting += victim->catapults;
xrak_army.c:        vtotalfighting += victim->rams;
xrak_army.c:        vtotalfighting += victim->scorpions;
xrak_army.c:        vtotalfighting += victim->trebuchets;
xrak_army.c:        if (ch->roundtime <= 5) ch->roundtime++;
xrak_army.c:        if (ch->army_distance >= 100) ch->army_distance -= 100;
xrak_army.c:        if (ch->army_distance < 0) ch->army_distance = 0;
xrak_army.c:        roundtime = ch->roundtime;
xrak_army.c:        distance = ch->army_distance;
xrak_army.c:	&& vtotalfighting > 0 && ch->fighting == victim)
xrak_army.c://	if (attackedby == 1 && ch != NULL && totalfighting > 0 && ch->fighting == victim)
xrak_army.c:	if (attackedby == 1 && victim != NULL && vtotalfighting > 0  && victim->fighting == ch)
xrak_army.c:        if (ch->trebuchets >= 1)
xrak_army.c:            chfighting = (ch->trebuchets - (ch->trebuchets / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:                if (ch->trebuchets >= 1 && ch->research[1] >= 10)
xrak_army.c:                    chfighting = (ch->trebuchets - (ch->trebuchets / 2));
xrak_army.c:                    chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->scorpions >= 1 && distance <= 400)
xrak_army.c:            chfighting = (ch->scorpions - (ch->scorpions / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->ballistas >= 1 && distance <= 200)
xrak_army.c:            chfighting = (ch->ballistas - (ch->ballistas / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->catapults >= 1 && distance <= 600)
xrak_army.c:            chfighting = (ch->catapults - (ch->catapults / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[7]) / 9);
xrak_army.c:                if (ch->archers >= 1 && distance <= 400 && ch->research[5] <= 1)
xrak_army.c:                    chfighting = (ch->archers - (ch->archers / 2));
xrak_army.c:                    chfighting += ch->research[8] * 100;
xrak_army.c:                    chdam += ((chfighting * ch->research[6]) / 9); // Iron tipped arrows research
xrak_army.c:                if (ch->archers >= 1 && distance <= 500 && ch->research[5] == 3)
xrak_army.c:                    chfighting = (ch->archers - (ch->archers / 2));
xrak_army.c:                    chfighting += ch->research[8] * 100;
xrak_army.c:                    chdam += ((chfighting * ch->research[6]) / 9); // Iron tipped arrows research
xrak_army.c:                if (ch->archers >= 1 && distance <= 600 && ch->research[5] >= 5)
xrak_army.c:                    chfighting = (ch->archers - (ch->archers / 2));
xrak_army.c:                    chfighting += ch->research[8] * 100;
xrak_army.c:                    chdam += ((chfighting * ch->research[6]) / 9); // Iron tipped arrows research
xrak_army.c:        if (ch->archerinfantry >= 1 && distance <= 350)
xrak_army.c:            chfighting = (ch->archerinfantry - (ch->archerinfantry / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:                chdam += ((chfighting * ch->research[6]) / 9); // Iron tipped arrows research
xrak_army.c:                chdam += ((chfighting * ch->research[3]) / 9); // Cast Iron Research
xrak_army.c:                chdam += ((chfighting * ch->research[9]) / 10); // Swordsmanship
xrak_army.c:        if (ch->chariots >= 1 && distance <= 300)
xrak_army.c:            chfighting = (ch->chariots - (ch->chariots / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->skirmishers >= 1 && distance == 150)
xrak_army.c:            chfighting = (ch->skirmishers - (ch->skirmishers / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[3]) / 9); // Cast Iron Research
xrak_army.c:        if (ch->militia >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->militia - (ch->militia / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[3]) / 9); // Cast Iron Research
xrak_army.c:            chdam += ((chfighting * ch->research[9]) / 10); // Swordsmanship
xrak_army.c:        if (ch->pikemen >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->pikemen - (ch->pikemen / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[2]) / 9); // Bronze Research
xrak_army.c:            chdam += ((chfighting * ch->research[9]) / 10); // Swordsmanship
xrak_army.c:        if (ch->swordsmen >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->swordsmen - (ch->swordsmen / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[3]) / 9); // Cast Iron Research
xrak_army.c:            chdam += ((chfighting * ch->research[9]) / 10); // Swordsmanship
xrak_army.c:        if (ch->heavy_infantry >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->heavy_infantry - (ch->heavy_infantry / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[3]) / 9); // Cast Iron Research
xrak_army.c:            chdam += ((chfighting * ch->research[9]) / 10); // Swordsmanship
xrak_army.c:        if (ch->axemen >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->axemen - (ch->axemen / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->research[10] == 0)
xrak_army.c:        if (ch->research[10] == 3)
xrak_army.c:        if (ch->research[10] == 5)
xrak_army.c:            chdam += ((chfighting * ch->research[3]) / 9); // Cast Iron Research
xrak_army.c:        if (ch->light_cavalry >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->light_cavalry - (ch->light_cavalry / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->medium_cavalry >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->medium_cavalry - (ch->medium_cavalry / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->heavy_cavalry >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->heavy_cavalry - (ch->heavy_cavalry / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        if (ch->knights >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->knights - (ch->knights / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:            chdam += ((chfighting * ch->research[4]) / 9); // Lance Research
xrak_army.c:        if (ch->rams >= 1 && distance == 0)
xrak_army.c:            chfighting = (ch->rams - (ch->rams / 2));
xrak_army.c:            chfighting += ch->research[8] * 100;
xrak_army.c:        && vtotalfighting > 0 && ch->fighting == victim)
xrak_army.c:        && vtotalfighting > 0 && ch->fighting == victim)
xrak_army.c:        if (victim == NULL || victim->hit <= 1) return;
xrak_army.c:        if (victim->hit < -10) victim->hit = -10;
xrak_army.c:        dam = ((chdam / 100) * ch->research[0]);
xrak_army.c:        if (dam > 125000) dam = 125000; // A Cap incase it needs it.. short-term TR 10-6-17
xrak_army.c:        chdam -= dam;
xrak_army.c:                if (attackedby == 1 && dam > 0) // && ch->fighting <=0)
xrak_army.c:        chdam += ch->militia * MILITIA_ATTACK;
xrak_army.c:        chdam += ch->pikemen * PIKEMAN_ATTACK;
xrak_army.c:        chdam += ch->swordsmen * SWORDSMAN_ATTACK;
xrak_army.c:        chdam += ch->heavy_infantry * HINF_ATTACK;
xrak_army.c:        chdam += ch->axemen * AXEMAN_ATTACK;
xrak_army.c:        chdam += ch->archers * ARCHER_ATTACK;
xrak_army.c:        chdam += ch->archerinfantry * ARCHERINF_ATTACK;
xrak_army.c:        chdam += ch->chariots * CHARIOT_ATTACK;
xrak_army.c:        chdam += ch->light_cavalry * LCAV_ATTACK;
xrak_army.c:        chdam += ch->medium_cavalry * MCAV_ATTACK;
xrak_army.c:        chdam += ch->heavy_cavalry * HCAV_ATTACK;
xrak_army.c:        chdam += ch->knights * KNIGHT_ATTACK;
xrak_army.c:        chdam += ch->ballistas * BALLISTA_ATTACK;
xrak_army.c:        chdam += ch->catapults * CATAPULT_ATTACK;
xrak_army.c:        chdam += ch->rams * RAM_ATTACK;
xrak_army.c:        chdam += ch->scorpions * SCORPION_ATTACK;
xrak_army.c:        chdam += ch->trebuchets * TREBUCHET_ATTACK;
xrak_army.c:        vlife += victim->militia * MILITIA_HP;
xrak_army.c:        vlife += victim->skirmishers * SKIRMISHER_HP;
xrak_army.c:        vlife += victim->pikemen * PIKEMAN_HP;
xrak_army.c:        vlife += victim->swordsmen * SWORDSMAN_HP;
xrak_army.c:        vlife += victim->heavy_infantry * HINF_HP;
xrak_army.c:        vlife += victim->axemen * AXEMAN_HP;
xrak_army.c:        vlife += victim->archers * ARCHER_HP;
xrak_army.c:        vlife += victim->archerinfantry * ARCHERINF_HP;
xrak_army.c:        vlife += victim->chariots * CHARIOT_HP;
xrak_army.c:        vlife += victim->light_cavalry * LCAV_HP;
xrak_army.c:        vlife += victim->medium_cavalry * MCAV_HP;
xrak_army.c:        vlife += victim->heavy_cavalry * HCAV_HP;
xrak_army.c:        vlife += victim->knights * KNIGHT_HP;
xrak_army.c:        vlife += victim->ballistas * BALLISTA_HP;
xrak_army.c:        vlife += victim->catapults * CATAPULT_HP;
xrak_army.c:        vlife += victim->rams * RAM_HP;
xrak_army.c:        vlife += victim->scorpions * SCORPION_HP;
xrak_army.c:        vlife += victim->trebuchets * TREBUCHET_HP;
xrak_army.c:            if (!IS_SET(ch->act, PLR_BRIEF8))
xrak_army.c:            if (!IS_SET(ch->act, PLR_BRIEF8))
xrak_army.c:            if (!IS_SET(ch->act, PLR_BRIEF8))
xrak_army.c:        if (!IS_SET(ch->act, PLR_BRIEF8))
xrak_army.c:            if (chdam > CHARIOT_HP && victim->chariots >= 1)
xrak_army.c:                victim->chariots--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= CHARIOT_HP;
xrak_army.c:            if (chdam > HCAV_HP && victim->heavy_cavalry >= 1)
xrak_army.c:                victim->heavy_cavalry--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= HCAV_HP;
xrak_army.c:            if (chdam > KNIGHT_HP && victim->knights >= 1)
xrak_army.c:                victim->knights--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= KNIGHT_HP;
xrak_army.c:            if (chdam > MCAV_HP && victim->medium_cavalry >= 1)
xrak_army.c:                victim->medium_cavalry--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= MCAV_HP;
xrak_army.c:            if (chdam > LCAV_HP && victim->light_cavalry >= 1)
xrak_army.c:                victim->light_cavalry--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= LCAV_HP;
xrak_army.c:            if (chdam > SKIRMISHER_HP && victim->skirmishers >= 1)
xrak_army.c:                victim->skirmishers--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= SKIRMISHER_HP;
xrak_army.c:                chdam -= victim->army_research[2] * 20; // Hoplite bronze armor research
xrak_army.c:            if (chdam > PIKEMAN_HP && victim->pikemen >= 1)
xrak_army.c:                victim->pikemen--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= PIKEMAN_HP;
xrak_army.c:                chdam -= victim->army_research[2] * 20; // Hoplite bronze armor research
xrak_army.c:            if (chdam > RAM_HP && victim->rams >= 1)
xrak_army.c:                victim->rams--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= RAM_HP;
xrak_army.c:            if (chdam > HINF_HP && victim->heavy_infantry >= 1)
xrak_army.c:                victim->heavy_infantry--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= HINF_HP;
xrak_army.c:            if (chdam > SWORDSMAN_HP && victim->swordsmen >= 1)
xrak_army.c:                victim->swordsmen--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= SWORDSMAN_HP;
xrak_army.c:            if (chdam > AXEMAN_HP && victim->axemen >= 1)
xrak_army.c:                victim->axemen--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= AXEMAN_HP;
xrak_army.c:            if (chdam > MILITIA_HP && victim->militia >= 1)
xrak_army.c:                victim->militia--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= MILITIA_HP;
xrak_army.c:            if (chdam > ARCHERINF_HP && victim->archerinfantry >= 1)
xrak_army.c:                victim->archerinfantry--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= ARCHERINF_HP;
xrak_army.c:            if (chdam > ARCHER_HP && victim->archers >= 1)
xrak_army.c:                victim->archers--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= ARCHER_HP;
xrak_army.c:            if (chdam > SCORPION_HP && victim->scorpions >= 1)
xrak_army.c:                victim->scorpions--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= SCORPION_HP;
xrak_army.c:            if (chdam > BALLISTA_HP && victim->ballistas >= 1)
xrak_army.c:                victim->ballistas--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= BALLISTA_HP;
xrak_army.c:            if (chdam > CATAPULT_HP && victim->catapults >= 1)
xrak_army.c:                victim->catapults--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= CATAPULT_HP;
xrak_army.c:            if (chdam > TREBUCHET_HP && victim->trebuchets >= 1)
xrak_army.c:                victim->trebuchets--;
xrak_army.c:                if (random == 1) ch->population--;
xrak_army.c:                else if (random == 2 && !IS_NPC(ch)) ch->pcdata->townpop--;
xrak_army.c:                chdam -= TREBUCHET_HP;
xrak_army.c:            if (ch->roundtime >= 5) ch->roundtime = 0;
xrak_army.c:            if (victim->hit > 1 && dam > 0)
xrak_army.c:            // jinpoint - Look at this, should be in the loop.  Crashed here during GDB
xrak_army.c:            if (victim == NULL || victim->hit <= 1) return;
xrak_army.c:            if (victim->hit < -10)
xrak_army.c:                victim->hit = -10;
xrak_army.c:    for ( d = descriptor_list; d != NULL; d = d->next )
xrak_army.c://      ch_next = ch->next_fight;
xrak_army.c:        if ( ( ch = d->character) == NULL )
xrak_army.c:        victim=ch->fighting;
xrak_army.c:        if (victim->hit <= 1) return;
xrak_army.c:        if (victim->hit < -10)
xrak_army.c:            victim->hit = -10;
xrak_army.c:            if (victim->in_room != ch->in_room)
xrak_army.c:                totalfighting += ch->militia;
xrak_army.c:                totalfighting += ch->pikemen;
xrak_army.c:                totalfighting += ch->swordsmen;
xrak_army.c:                totalfighting += ch->heavy_infantry;
xrak_army.c:                totalfighting += ch->axemen;
xrak_army.c:                totalfighting += ch->archers;
xrak_army.c:                totalfighting += ch->archerinfantry;
xrak_army.c:                totalfighting += ch->chariots;
xrak_army.c:                totalfighting += ch->light_cavalry;
xrak_army.c:                totalfighting += ch->medium_cavalry;
xrak_army.c:                totalfighting += ch->heavy_cavalry;
xrak_army.c:                totalfighting += ch->knights;
xrak_army.c:                totalfighting += ch->ballistas;
xrak_army.c:                totalfighting += ch->catapults;
xrak_army.c:                totalfighting += ch->rams;
xrak_army.c:                totalfighting += ch->scorpions;
xrak_army.c:                totalfighting += ch->trebuchets;
xrak_army.c:                vtotalfighting += victim->militia;
xrak_army.c:                vtotalfighting += victim->pikemen;
xrak_army.c:                vtotalfighting += victim->swordsmen;
xrak_army.c:                vtotalfighting += victim->heavy_infantry;
xrak_army.c:                vtotalfighting += victim->axemen;
xrak_army.c:                vtotalfighting += victim->archers;
xrak_army.c:                vtotalfighting += victim->archerinfantry;
xrak_army.c:                vtotalfighting += victim->chariots;
xrak_army.c:                vtotalfighting += victim->light_cavalry;
xrak_army.c:                vtotalfighting += victim->medium_cavalry;
xrak_army.c:                vtotalfighting += victim->heavy_cavalry;
xrak_army.c:                vtotalfighting += victim->knights;
xrak_army.c:                vtotalfighting += victim->ballistas;
xrak_army.c:                vtotalfighting += victim->catapults;
xrak_army.c:                vtotalfighting += victim->rams;
xrak_army.c:                vtotalfighting += victim->scorpions;
xrak_army.c:                vtotalfighting += victim->trebuchets;
xrak_army.c:                armymight += ch->militia;
xrak_army.c:                armymight += ch->pikemen * 1.5;
xrak_army.c:                armymight += ch->swordsmen * 1.5;
xrak_army.c:                armymight += ch->heavy_infantry * 2;
xrak_army.c:                armymight += ch->axemen * 1.5;
xrak_army.c:                armymight += ch->archers * 3;
xrak_army.c:                armymight += ch->archerinfantry * 3.25;
xrak_army.c:                armymight += ch->chariots * 5;
xrak_army.c:                armymight += ch->light_cavalry * 3;
xrak_army.c:                armymight += ch->medium_cavalry * 5;
xrak_army.c:                armymight += ch->heavy_cavalry * 7;
xrak_army.c:                armymight += ch->knights * 10;
xrak_army.c:                armymight += ch->ballistas * 20;
xrak_army.c:                armymight += ch->catapults * 25;
xrak_army.c:                armymight += ch->rams * 22;
xrak_army.c:                armymight += ch->scorpions * 8;
xrak_army.c:                armymight += ch->trebuchets * 30;
xrak_army.c:                varmymight += victim->militia;
xrak_army.c:                varmymight += victim->pikemen * 1.5;
xrak_army.c:                varmymight += victim->swordsmen * 1.5;
xrak_army.c:                varmymight += victim->heavy_infantry * 2;
xrak_army.c:                varmymight += victim->axemen * 1.5;
xrak_army.c:                varmymight += victim->archers * 3;
xrak_army.c:                varmymight += victim->archerinfantry * 3.25;
xrak_army.c:                varmymight += victim->chariots * 5;
xrak_army.c:                varmymight += victim->light_cavalry * 3;
xrak_army.c:                varmymight += victim->medium_cavalry * 5;
xrak_army.c:                varmymight += victim->heavy_cavalry * 7;
xrak_army.c:                varmymight += victim->knights * 10;
xrak_army.c:                varmymight += victim->ballistas * 20;
xrak_army.c:                varmymight += victim->catapults * 25;
xrak_army.c:                varmymight += victim->rams * 22;
xrak_army.c:                varmymight += victim->scorpions * 8;
xrak_army.c:                varmymight += victim->trebuchets * 30;
xrak_army.c:                if (ch->roundtime <= 5) ch->roundtime++;
xrak_army.c:                if (ch->army_distance > 100) ch->army_distance -= 100;
xrak_army.c:                roundtime = ch->roundtime;
xrak_army.c:                distance = ch->army_distance;
xrak_army.c:                sprintf(buf,"[#YRound: #R%d#n]\n\r",ch->roundtime);
xrak_army.c:                if (ch->trebuchets >= 1 && roundtime == 1)
xrak_army.c:                    chfighting = (ch->trebuchets - (ch->trebuchets / 2));
xrak_army.c:                if ((ch->scorpions >= 1 && distance <= 400)
xrak_army.c:                    chfighting = (ch->scorpions - (ch->scorpions / 2));
xrak_army.c:                if ( (ch->ballistas >= 1 && distance <= 20) && (roundtime == 2 || roundtime == 4))
xrak_army.c:                    chfighting = (ch->ballistas - (ch->ballistas / 2));
xrak_army.c:                if ((ch->catapults >= 1 && distance <= 600) && (roundtime == 3 || roundtime == 5))
xrak_army.c:                    chfighting = (ch->catapults - (ch->catapults / 2));
xrak_army.c:                if (ch->archers >= 1 && distance <= 400)
xrak_army.c:                    chfighting = (ch->archers - (ch->archers / 2));
xrak_army.c:                if (ch->archerinfantry >= 1 && distance <= 350)
xrak_army.c:                    chfighting = (ch->archerinfantry - (ch->archerinfantry / 2));
xrak_army.c:                if (ch->chariots >= 1 && distance <= 300)
xrak_army.c:                    chfighting = (ch->chariots - (ch->chariots / 2));
xrak_army.c:                if (ch->militia >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->militia - (ch->militia / 2));
xrak_army.c:                if (ch->pikemen >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->pikemen - (ch->pikemen / 2));
xrak_army.c:                if (ch->swordsmen >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->swordsmen - (ch->swordsmen / 2));
xrak_army.c:                if (ch->heavy_infantry >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->heavy_infantry - (ch->heavy_infantry / 2));
xrak_army.c:                if (ch->axemen >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->axemen - (ch->axemen / 2));
xrak_army.c:        if (ch->research[10] == 0)
xrak_army.c:        if (ch->research[10] == 3)
xrak_army.c:        if (ch->research[10] == 5)
xrak_army.c:                if (ch->light_cavalry >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->light_cavalry - (ch->light_cavalry / 2));
xrak_army.c:                if (ch->medium_cavalry >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->medium_cavalry - (ch->medium_cavalry / 2));
xrak_army.c:                if (ch->heavy_cavalry >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->heavy_cavalry - (ch->heavy_cavalry / 2));
xrak_army.c:                if (ch->knights >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->knights - (ch->knights / 2));
xrak_army.c:                if (ch->rams >= 1 && distance == 0)
xrak_army.c:                    chfighting = (ch->rams - (ch->rams / 2));
xrak_army.c:                chdam -= dam;
xrak_army.c://if (dam >= victim->hit)
xrak_army.c://victim->hit -= dam;
xrak_army.c:                    if (victim->light_cavalry >= 1 && (chdam > LCAV_HP))
xrak_army.c:                        x = victim->light_cavalry * LCAV_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->light_cavalry - y >= 1)
xrak_army.c:                            victim->light_cavalry -= y;
xrak_army.c:                            chdam -= LCAV_HP * y;
xrak_army.c:                    if (victim->medium_cavalry >= 1 && (chdam > MCAV_HP))
xrak_army.c:                        x = victim->medium_cavalry * MCAV_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->medium_cavalry - y >= 1)
xrak_army.c:                            victim->medium_cavalry -= y;
xrak_army.c:                            chdam -= MCAV_HP * y;
xrak_army.c:                    if (victim->heavy_cavalry >= 1 && (chdam > HCAV_HP))
xrak_army.c:                        x = victim->heavy_cavalry * HCAV_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->heavy_cavalry - y >= 1)
xrak_army.c:                            victim->heavy_cavalry -= y;
xrak_army.c:                            chdam -= HCAV_HP * y;
xrak_army.c:                    if (victim->knights >= 1 && (chdam > KNIGHT_HP))
xrak_army.c:                        x = victim->knights * KNIGHT_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->knights - y >= 1)
xrak_army.c:                            victim->knights -= y;
xrak_army.c:                            chdam -= KNIGHT_HP * y;
xrak_army.c:                    if (victim->chariots >= 1 && (chdam > CHARIOT_HP))
xrak_army.c:                        x = victim->chariots * CHARIOT_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->chariots - y >= 1)
xrak_army.c:                            victim->chariots -= y;
xrak_army.c:                            chdam -= CHARIOT_HP * y;
xrak_army.c:                    if (victim->pikemen >= 1 && (chdam > PIKEMAN_HP))
xrak_army.c:                        x = victim->pikemen * PIKEMAN_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->pikemen - y >= 1)
xrak_army.c:                            victim->pikemen -= y;
xrak_army.c:                            chdam -= PIKEMAN_HP * y;
xrak_army.c:                    if (victim->militia >= 1 && (chdam > MILITIA_HP))
xrak_army.c:                        x = victim->militia * MILITIA_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->militia - y >= 1)
xrak_army.c:                            victim->militia -= y;
xrak_army.c:                            chdam -= MILITIA_HP * y;
xrak_army.c:                    if (victim->heavy_infantry >= 1 && (chdam > HINF_HP))
xrak_army.c:                        x = victim->heavy_infantry * HINF_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->heavy_infantry - y >= 1)
xrak_army.c:                            victim->heavy_infantry -= y;
xrak_army.c:                            chdam -= HINF_HP * y;
xrak_army.c:                    if (victim->swordsmen >= 1 && (chdam > SWORDSMAN_HP))
xrak_army.c:                        x = victim->swordsmen * SWORDSMAN_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->swordsmen - y >= 1)
xrak_army.c:                            victim->swordsmen -= y;
xrak_army.c:                            chdam -= SWORDSMAN_HP * y;
xrak_army.c:                    if (victim->axemen >= 1 && (chdam > AXEMAN_HP))
xrak_army.c:                        x = victim->axemen * AXEMAN_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->axemen - y >= 1)
xrak_army.c:                            victim->axemen -= y;
xrak_army.c:                            chdam -= AXEMAN_HP * y;
xrak_army.c:                    if (victim->archerinfantry >= 1 && (chdam > ARCHERINF_HP))
xrak_army.c:                        x = victim->archerinfantry * ARCHERINF_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->archerinfantry - y >= 1)
xrak_army.c:                            sprintf(buf, "%d archer-infantry,#n ",y);
xrak_army.c:                            victim->archerinfantry -= y;
xrak_army.c:                            chdam -= ARCHERINF_HP * y;
xrak_army.c:                    if (victim->archers >= 1 && (chdam > ARCHER_HP))
xrak_army.c:                        x = victim->archers * ARCHER_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->archers - y >= 1)
xrak_army.c:                            victim->archers -= y;
xrak_army.c:                            chdam -= ARCHER_HP * y;
xrak_army.c:                    if (victim->rams >= 1 && (chdam > RAM_HP))
xrak_army.c:                        x = victim->rams * RAM_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->rams - y >= 1)
xrak_army.c:                            victim->rams -= y;
xrak_army.c:                            chdam -= RAM_HP * y;
xrak_army.c:                    if (victim->scorpions >= 1 && (chdam > SCORPION_HP))
xrak_army.c:                        x = victim->scorpions * SCORPION_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->scorpions - y >= 1)
xrak_army.c:                            victim->scorpions -= y;
xrak_army.c:                            chdam -= SCORPION_HP * y;
xrak_army.c:                    if (victim->ballistas >= 1 && (chdam > BALLISTA_HP))
xrak_army.c:                        x = victim->ballistas * BALLISTA_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->ballistas - y >= 1)
xrak_army.c:                            victim->ballistas -= y;
xrak_army.c:                            chdam -= BALLISTA_HP * y;
xrak_army.c:                    if (victim->catapults >= 1 && (chdam > CATAPULT_HP))
xrak_army.c:                        x = victim->catapults * CATAPULT_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->catapults - y >= 1)
xrak_army.c:                            victim->catapults -= y;
xrak_army.c:                            chdam -= CATAPULT_HP * y;
xrak_army.c:                    if (victim->trebuchets >= 1 && (chdam > TREBUCHET_HP))
xrak_army.c:                        x = victim->trebuchets * TREBUCHET_HP; // total hp of all this troop type.
xrak_army.c:                        if (victim->trebuchets - y >= 1)
xrak_army.c:                            victim->trebuchets -= y;
xrak_army.c:                            chdam -= TREBUCHET_HP * y;
xrak_army.c:                if (ch->roundtime >= 5) ch->roundtime = 0;
xrak_army.c:    if (victim->hit <= 1) return;
xrak_army.c:    if (victim->hit < -10)
xrak_army.c:        victim->hit = -10;
xrak_army.c:For Referance -Xrak
xrak_army.c:ch->militia
xrak_army.c:ch->pikemen);
xrak_army.c:ch->swordsmen);
xrak_army.c:ch->heavy_infantry);
xrak_army.c:ch->axemen );
xrak_army.c:ch->archers );
xrak_army.c:ch->archerinfantry );
xrak_army.c:ch->chariots );
xrak_army.c:ch->light_cavalry);
xrak_army.c:ch->medium_cavalry);
xrak_army.c:ch->heavy_cavalry);
xrak_army.c:ch->knights);
xrak_army.c:ch->ballistas);
xrak_army.c:ch->catapults);
xrak_army.c:ch->rams);
xrak_army.c:ch->scorpions);
xrak_army.c:ch->trebuchets);
xrak_army.c:victim->militia
xrak_army.c:victim->pikemen);
xrak_army.c:victim->swordsmen);
xrak_army.c:victim->heavy_infantry);
xrak_army.c:victim->axemen );
xrak_army.c:victim->archers );
xrak_army.c:victim->archerinfantry );
xrak_army.c:victim->chariots );
xrak_army.c:victim->light_cavalry);
xrak_army.c:victim->medium_cavalry);
xrak_army.c:victim->heavy_cavalry);
xrak_army.c:victim->knights);
xrak_army.c:victim->ballistas);
xrak_army.c:victim->catapults);
xrak_army.c:victim->rams);
xrak_army.c:victim->scorpions);
xrak_army.c:victim->trebuchets);
xrak_bank.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_bank.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_bank.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_bank.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_bank.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_bank.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
xrak_bank.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_bank.c:    sprintf(buf, " Bank Gold Balance: %lli\n\r", ch->bankgold);
xrak_bank.c:    sprintf(buf, " Empire Treasury Gold Balance: %lli\n\r\n\r", ch->empiregold);
xrak_bank.c:             ch->copper, ch->silver, ch->gold, ch->platinum);
xrak_bank.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_bank.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
xrak_bank.c:    amnt = is_number( arg1 ) ? atoi( arg1 ) : -1;
xrak_bank.c:        if (amnt > ch->gold)
xrak_bank.c:            sprintf(buf, "%s, you do not have %lli gold.\n\r",   ch->name, amnt);
xrak_bank.c:        ch->empiregold += amnt;
xrak_bank.c:        ch->gold -= amnt;
xrak_bank.c:                ch->name, ch->empiregold, amnt);
xrak_bank.c:        if (amnt > ch->copper)
xrak_bank.c:            sprintf(buf, "%s, you do not have %lli copper.\n\r",   ch->name, amnt);
xrak_bank.c:        ch->bankgold += amnt2;
xrak_bank.c:        ch->copper -= (amnt2 * 100);
xrak_bank.c:                ch->name, ch->bankgold, amnt);
xrak_bank.c:        if (amnt > ch->silver)
xrak_bank.c:            sprintf(buf, "%s, you do not have %lli silver.\n\r",   ch->name, amnt);
xrak_bank.c:        ch->bankgold += amnt2;
xrak_bank.c:        ch->silver -= (amnt2 * 10);
xrak_bank.c:                ch->name, ch->bankgold, amnt);
xrak_bank.c:        if (amnt > ch->gold)
xrak_bank.c:            sprintf(buf, "%s, you do not have %lli gold.\n\r",   ch->name, amnt);
xrak_bank.c:        ch->bankgold += amnt;
xrak_bank.c:        ch->gold -= amnt;
xrak_bank.c:                ch->name, ch->bankgold, amnt);
xrak_bank.c:        if (amnt > ch->platinum)
xrak_bank.c:            sprintf(buf, "%s, you do not have %lli platinum.\n\r",   ch->name, amnt);
xrak_bank.c:        ch->bankgold += amnt2;
xrak_bank.c:        ch->platinum -= (amnt2 / 10);
xrak_bank.c:                ch->name, ch->bankgold, amnt);
xrak_bank.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
xrak_bank.c:        amnt = ch->bankgold;
xrak_bank.c:        if (amnt > ch->empiregold)
xrak_bank.c:            sprintf(buf, "%s, you do not have %lli empire gold.\n\r",   ch->name, amnt);
xrak_bank.c:        ch->empiregold -= amnt;
xrak_bank.c:        ch->gold += amnt;
xrak_bank.c:                ch->name, ch->empiregold, amnt);
xrak_bank.c:    if (amnt >= (ch->bankgold + 1))
xrak_bank.c:                ch->name, amnt);
xrak_bank.c:    ch->gold += amnt;
xrak_bank.c:    ch->bankgold -= amnt;
xrak_bank.c:            ch->name, ch->bankgold, amnt);
xrak_combat.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_combat.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_combat.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_combat.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_combat.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_combat.c:    if (IS_SET(ch->newbits3, NEW3_DEFENSE)) REMOVE_BIT(ch->newbits3, NEW3_DEFENSE);
xrak_combat.c:    if (IS_SET(ch->newbits3, NEW3_OFFENCE)) REMOVE_BIT(ch->newbits3, NEW3_OFFENCE);
xrak_combat.c:    if (IS_SET(ch->newbits3, NEW3_DAMCAP)) REMOVE_BIT(ch->newbits3, NEW3_DAMCAP);
xrak_combat.c:    if (IS_SET(ch->newbits3, NEW3_AUTOATTACK)) REMOVE_BIT(ch->newbits3, NEW3_AUTOATTACK);
xrak_combat.c:        if (IS_SET(ch->newbits3, NEW3_DEFENSE)) {
xrak_combat.c:            REMOVE_BIT(ch->newbits3, NEW3_DEFENSE);
xrak_combat.c:            SET_BIT(ch->newbits3, NEW3_DEFENSE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_OFFENCE)) REMOVE_BIT(ch->newbits3, NEW3_OFFENCE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_DAMCAP)) REMOVE_BIT(ch->newbits3, NEW3_DAMCAP);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_AUTOATTACK)) REMOVE_BIT(ch->newbits3, NEW3_AUTOATTACK);
xrak_combat.c:        if (IS_SET(ch->newbits3, NEW3_OFFENCE)) {
xrak_combat.c:            REMOVE_BIT(ch->newbits3, NEW3_OFFENCE);
xrak_combat.c:            SET_BIT(ch->newbits3, NEW3_OFFENCE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_DEFENSE)) REMOVE_BIT(ch->newbits3, NEW3_DEFENSE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_DAMCAP)) REMOVE_BIT(ch->newbits3, NEW3_DAMCAP);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_AUTOATTACK)) REMOVE_BIT(ch->newbits3, NEW3_AUTOATTACK);
xrak_combat.c:        if (IS_SET(ch->newbits3, NEW3_DAMCAP))
xrak_combat.c:            REMOVE_BIT(ch->newbits3, NEW3_DAMCAP);
xrak_combat.c:            SET_BIT(ch->newbits3, NEW3_DAMCAP);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_DEFENSE)) REMOVE_BIT(ch->newbits3, NEW3_DEFENSE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_OFFENCE)) REMOVE_BIT(ch->newbits3, NEW3_OFFENCE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_AUTOATTACK)) REMOVE_BIT(ch->newbits3, NEW3_AUTOATTACK);
xrak_combat.c:        if (IS_SET(ch->newbits3, NEW3_AUTOATTACK))
xrak_combat.c:            REMOVE_BIT(ch->newbits3, NEW3_AUTOATTACK);
xrak_combat.c:            SET_BIT(ch->newbits3, NEW3_AUTOATTACK);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_DEFENSE)) REMOVE_BIT(ch->newbits3, NEW3_DEFENSE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_OFFENCE)) REMOVE_BIT(ch->newbits3, NEW3_OFFENCE);
xrak_combat.c:            if (IS_SET(ch->newbits3, NEW3_DAMCAP)) REMOVE_BIT(ch->newbits3, NEW3_DAMCAP);
xrak_comm.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_comm.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_comm.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_comm.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_comm.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_comm.c:    if ( !IS_NPC(ch) && IS_SET(ch->deaf, CHANNEL_SOCIAL))
xrak_comm.c:    switch (ch->position)
xrak_comm.c:        for (d = descriptor_list; d != NULL; d = d->next)
xrak_comm.c:            vch = d->original ? d->original : d->character;
xrak_comm.c:            if (d->connected == CON_PLAYING &&
xrak_comm.c:                    d->character != ch &&
xrak_comm.c:                    !IS_SET(vch->deaf,CHANNEL_SOCIAL))
xrak_comm.c:        for (d = descriptor_list; d != NULL; d = d->next)
xrak_comm.c:            vch = d->original ? d->original : d->character;
xrak_comm.c:            if (d->connected == CON_PLAYING &&
xrak_comm.c:                    d->character != ch &&
xrak_comm.c:                    !IS_SET(vch->deaf,CHANNEL_SOCIAL))
xrak_comm.c:                strcat(buf2,victim->name);
xrak_comm.c:                switch (victim->sex)
xrak_comm.c:                switch (victim->sex)
xrak_comm.c:                switch (victim->sex)
xrak_comm.c:        for (d=descriptor_list; d != NULL; d = d->next)
xrak_comm.c:            vch = d->original ? d->original : d->character;
xrak_comm.c:            if (d->connected == CON_PLAYING &&
xrak_comm.c:                    d->character != ch &&
xrak_comm.c:                    d->character != victim &&
xrak_comm.c:                    !IS_SET(vch->deaf, CHANNEL_SOCIAL))
xrak_empire.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_empire.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_empire.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_empire.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_empire.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_empire.c:    free_string(ch->empirename);
xrak_empire.c:    ch->empirename = str_dup(buf);
xrak_empire.c:    for ( d = descriptor_list; d != NULL; d = d->next )
xrak_empire.c:        if ( ( ch = d->character) == NULL )
xrak_empire.c:        if (ch->level > 210) continue;
xrak_empire.c:        if (d->connected != CON_PLAYING)
xrak_empire.c:                ch_next = ch->next;
xrak_empire.c://	deserters: armysize20000 - (10farms x 500) 5000 == 19500 hrm TR
xrak_empire.c://        if (armysize(ch) > ch->population / 5)
xrak_empire.c://            armydeserters = armysize(ch) - ch->population / 5;
xrak_empire.c://        if (ch->population > armysize(ch))
xrak_empire.c://            armydeserters += armysize(ch) * 10 - ch->population;
xrak_empire.c://           ch->population /= 10;
xrak_empire.c:            if (armydeserters > 0 && ch->pcdata->citybuildings[B_FARM_SMALL] > 0
xrak_empire.c:                    && armydeserters > ch->pcdata->citybuildings[B_FARM_SMALL] * 150)
xrak_empire.c:                armydeserters -= ch->pcdata->citybuildings[B_FARM_SMALL] * 150;
xrak_empire.c:            if (armydeserters > 0 && ch->pcdata->citybuildings[B_FARM_MEDIUM] > 0
xrak_empire.c:                    && armydeserters > ch->pcdata->citybuildings[B_FARM_MEDIUM] * 250)
xrak_empire.c:                armydeserters -= ch->pcdata->citybuildings[B_FARM_MEDIUM] * 250;
xrak_empire.c:            if (armydeserters > 0 && ch->pcdata->citybuildings[B_FARM_LARGE] > 0
xrak_empire.c:                    && armydeserters > ch->pcdata->citybuildings[B_FARM_LARGE] * 350)
xrak_empire.c:                armydeserters -= ch->pcdata->citybuildings[B_FARM_LARGE] * 350;
xrak_empire.c:            if (armydeserters > 0 && ch->pcdata->citybuildings[B_BARRACKS] > 0 && armydeserters > ch->pcdata->citybuildings[B_BARRACKS] * 200)
xrak_empire.c:                armydeserters -= ch->pcdata->citybuildings[B_BARRACKS] * 200;
xrak_empire.c:            if (armydeserters > 0 && ch->pcdata->citybuildings[B_GRANARY] > 0 && armydeserters > ch->pcdata->citybuildings[B_GRANARY] * 1200)
xrak_empire.c:                armydeserters -= ch->pcdata->citybuildings[B_GRANARY] * 1200;
xrak_empire.c:            if (armydeserters > 0 && ch->pcdata->citybuildings[B_GRAIN_SILO] > 0 && armydeserters > ch->pcdata->citybuildings[B_GRAIN_SILO] * 800)
xrak_empire.c:                armydeserters -= ch->pcdata->citybuildings[B_GRAIN_SILO] * 800;
xrak_empire.c:            if (armydeserters > 0 &&  ch->plantations > 0 && armydeserters > ch->plantations * 500)
xrak_empire.c:                armydeserters -= ch->plantations * 500;
xrak_empire.c://	for (quest = ch->pcdata->quests; quest; quest = quest_next)
xrak_empire.c:                    if (ch->rawmaterial[M_STRAWBERRY] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_STRAWBERRY] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_MEAT] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_MEAT] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_FISH] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_FISH] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_TOMATO] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_TOMATO] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_BLUEBERRY] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_BLUEBERRY] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_WATERMELLON] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_WATERMELLON] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_WHEAT] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_WHEAT] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_POTATO] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_POTATO] -= 100;
xrak_empire.c:                    else if (ch->rawmaterial[M_CORN] >= 100 && armydeserters > 100)
xrak_empire.c:                        armydeserters -= 100;
xrak_empire.c:                        ch->rawmaterial[M_CORN] -= 100;
xrak_empire.c:                if (armydeserters > 100 && ch->empiregold > payment)
xrak_empire.c:                    ch->empiregold -= payment;
xrak_empire.c:                    armydeserters -= payment;
xrak_empire.c:                armydeserters / ch->empire_morale;
xrak_empire.c:                    if (ch->empire_morale > 15) ch->empire_morale--;
xrak_empire.c:                    if (ch->militia > 100)
xrak_empire.c:                        ch->militia -= number_range(ch->militia / 4, ch->militia / 2);
xrak_empire.c:                    if (ch->skirmishers > 100)
xrak_empire.c:                        ch->skirmishers -= number_range(ch->skirmishers / 4, ch->skirmishers / 2);
xrak_empire.c:                    if (ch->pikemen > 100)
xrak_empire.c:                        ch->pikemen -= number_range(ch->pikemen / 4, ch->pikemen / 2);
xrak_empire.c:                    if (ch->swordsmen > 100)
xrak_empire.c:                        ch->swordsmen -= number_range(ch->swordsmen / 3, ch->swordsmen / 2);
xrak_empire.c:                    if (ch->heavy_infantry > 100)
xrak_empire.c:                        ch->heavy_infantry -= number_range(ch->heavy_infantry / 4, ch->heavy_infantry / 2);
xrak_empire.c:                    if (ch->axemen > 100)
xrak_empire.c:                        ch->axemen -= number_range(ch->axemen / 4, ch->axemen / 2);
xrak_empire.c:                    if (ch->archers > 100)
xrak_empire.c:                        ch->archers -= number_range(ch->archers / 4, ch->archers / 2);
xrak_empire.c:                    if (ch->archerinfantry > 100)
xrak_empire.c:                        ch->archerinfantry -= number_range(ch->archerinfantry / 4, ch->archerinfantry / 2);
xrak_empire.c:                    if (ch->chariots > 100)
xrak_empire.c:                        ch->chariots -= number_range(ch->chariots / 4, ch->chariots / 2);
xrak_empire.c:                    if (ch->light_cavalry > 100)
xrak_empire.c:                        ch->light_cavalry -= number_range(ch->light_cavalry / 4, ch->light_cavalry / 2);
xrak_empire.c:                    if (ch->medium_cavalry > 100)
xrak_empire.c:                        ch->medium_cavalry -= number_range(ch->medium_cavalry / 4, ch->medium_cavalry / 2);
xrak_empire.c:                    if (ch->heavy_cavalry > 100)
xrak_empire.c:                        ch->heavy_cavalry -= number_range(ch->heavy_cavalry / 4, ch->heavy_cavalry / 2);
xrak_empire.c:                    if (ch->knights > 100)
xrak_empire.c:                        ch->knights -= number_range(ch->knights / 4, ch->knights / 2);
xrak_empire.c:                    if (ch->ballistas > 100)
xrak_empire.c:                        ch->ballistas -= number_range(ch->ballistas / 4, ch->ballistas / 2);
xrak_empire.c:                    if (ch->catapults > 100)
xrak_empire.c:                        ch->catapults -= number_range(ch->catapults / 4, ch->catapults / 2);
xrak_empire.c:                    if (ch->rams > 100)
xrak_empire.c:                        ch->rams -= number_range(ch->rams / 4, ch->rams / 2);
xrak_empire.c:                    if (ch->scorpions > 100)
xrak_empire.c:                        ch->scorpions -= number_range(ch->scorpions / 4, ch->scorpions / 2);
xrak_empire.c:                    if (ch->trebuchets > 100)
xrak_empire.c:                        ch->trebuchets -= number_range(ch->trebuchets / 4, ch->trebuchets / 2);
xrak_empire.c:        if (ch->population < available_pop) return;
xrak_empire.c://	if (ch->population > 2500000) ch->population = 2500000;
xrak_empire.c:        if (getpopulation(ch) - employmentrate(ch) >  ch->population  / 20)
xrak_empire.c:                ch->workercorps += ch->population / 20;
xrak_empire.c:                        set_comma(ch->population / 20));
xrak_empire.c:        if (ch->workercorps < 0) ch->workercorps = 0;
xrak_empire.c:        if (ch->population < armysize(ch) + employmentrate(ch))
xrak_empire.c:            ch->workercorps = ch->population - (armysize(ch) + employmentrate(ch));
xrak_empire.c://        if ((ch->population + ch->pcdata->townpop) - (employmentrate(ch) + armysize(ch)) < 0)
xrak_empire.c:        if (armydeserters < 1 && ch->population > armysize(ch))
xrak_empire.c:                sprintf(buf, "#R[#WARMY#R]#n The Baron of your %d Region, enlisted Warriors from your %d towns\n\r", ch->regions,ch->towns);
xrak_empire.c:                sprintf(buf, "#R[#WARMY#R]#n The Barons of your %d Regions, enlisted Warriors from your %d towns\n\r", ch->regions,ch->towns);
xrak_empire.c:            sprintf(buf, "#R[#WARMY#R]#n In the %d districts, Barons send warriors down from the mountains. \n\r", ch->regions);
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->militia += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->skirmishers += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->pikemen += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->swordsmen += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->heavy_infantry += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                sprintf(buf, "%d Axe-Men, ",var);
xrak_empire.c:                ch->axemen += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->archers += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->archerinfantry += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->chariots += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->light_cavalry += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->medium_cavalry += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->heavy_cavalry += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->knights += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->ballistas += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->catapults += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->rams += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->scorpions += var;
xrak_empire.c:                if (ch->population > 100000 && ch->population > var)
xrak_empire.c:                    ch->population -= var;
xrak_empire.c:                else if (available_pop > var) ch->population -= var;
xrak_empire.c:                ch->trebuchets += var;
xrak_empire.c:/* Combined a lot of updates here.. TR 5-26-2016 */
xrak_empire.c:    for ( d = descriptor_list; d != NULL; d = d->next )
xrak_empire.c:        if ( ( ch = d->character) == NULL )
xrak_empire.c:        if (ch->level > 210) continue;
xrak_empire.c:        if (d->connected != CON_PLAYING)
xrak_empire.c:            if (randomevent == 1 && ch->lumbercamps > 0)
xrak_empire.c:                int lcamp = 5 + (ch->lumbercamps * 2);
xrak_empire.c:                    ch->rawmaterial[M_OAK] += lcamp;
xrak_empire.c:                    ch->rawmaterial[M_PINE] += lcamp;
xrak_empire.c:                    ch->rawmaterial[M_MAPLE] += lcamp;
xrak_empire.c:            if (randomevent == 2 && ch->pcdata->citybuildings[B_FORTIFIED_CAMP] > 0)
xrak_empire.c:                int mercenaries = 500 + (ch->pcdata->citybuildings[B_FORTIFIED_CAMP] * 500)
xrak_empire.c:                                  + (ch->pcdata->citybuildings[B_BARRACKS] * 50);
xrak_empire.c:                ch->heavy_infantry += mercenaries;
xrak_empire.c:                ch->pcdata->citybuildings[B_BLACKSMITH]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_BREWERY]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_DWELLING] += dwellings;
xrak_empire.c:                ch->population += people;
xrak_empire.c:                ch->pcdata->citybuildings[B_CABIN] += cabins;
xrak_empire.c:                ch->population += people;
xrak_empire.c:                ch->pcdata->citybuildings[B_HOUSE] += houses;
xrak_empire.c:                ch->population += people;
xrak_empire.c:            if (randomevent == 8 && ch->mines > 0)
xrak_empire.c:                int gold = 250 + (ch->mines * 15);
xrak_empire.c:                ch->gold += gold;
xrak_empire.c:                ch->pcdata->citybuildings[B_CRAFTSMAN]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_LIBRARY]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_SORCERY]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_COTTAGE] += cottages;
xrak_empire.c:                ch->population += people;
xrak_empire.c:                ch->pcdata->townslot2[18]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_LEATHER]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_DISTILERY]++;
xrak_empire.c:                ch->quarries++;
xrak_empire.c:                ch->mines++;
xrak_empire.c:                ch->lumbercamps++;
xrak_empire.c:                ch->pcdata->citybuildings[B_FARM_SMALL]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_FARM_MEDIUM]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_FARM_LARGE]++;
xrak_empire.c:            if (randomevent == 22 && ch->pcdata->citybuildings[B_CASTLE_SMALL] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Small Castle.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_SMALL]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_MEDIUM]++;
xrak_empire.c:            if (randomevent == 23 && ch->pcdata->citybuildings[B_CASTLE_MEDIUM] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Medium Castle.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_MEDIUM]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_LARGE]++;
xrak_empire.c:            if (randomevent == 24 && ch->pcdata->citybuildings[B_CASTLE_LARGE] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Large Castle.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_LARGE]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_HUGE]++;
xrak_empire.c:            if (randomevent == 25 && ch->pcdata->citybuildings[B_FORTIFIED_CAMP] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Fortified Camp.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTIFIED_CAMP]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTRESS_SMALL]++;
xrak_empire.c:            if (randomevent == 26 && ch->pcdata->citybuildings[B_FORTRESS_SMALL] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Small Fortress.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTRESS_SMALL]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTRESS_MEDIUM]++;
xrak_empire.c:            if (randomevent == 27 && ch->pcdata->citybuildings[B_FORTRESS_MEDIUM] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Medium Fortress.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTRESS_MEDIUM]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTRESS_LARGE]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_BROTHEL]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_FLETCHER]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_SMALL]++;
xrak_empire.c:            if (randomevent == 31 && ch->pcdata->citybuildings[B_TAVERN_SMALL] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Small Tavern.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_SMALL]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_MEDIUM]++;
xrak_empire.c:            if (randomevent == 32 && ch->pcdata->citybuildings[B_TAVERN_MEDIUM] > 0)
xrak_empire.c:                send_to_char( "#R[#WEVENT#R]#n #o-1 Medium Tavern.#n\n\r",ch);
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_MEDIUM]--;
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_LARGE]++;
xrak_empire.c:                ch->pcdata->citybuildings[B_FOUNDRY]++;
xrak_empire.c:            ch->max_hit += var;
xrak_empire.c:            ch->max_mana += var;
xrak_empire.c:            ch->max_move += var;
xrak_empire.c:        if (ch->symbiotetype == 1 || ch->symbiotetype == 2)
xrak_empire.c:                if (ch->symbiotetype == 2)
xrak_empire.c:                if (ch->symbiotetype == 1)
xrak_empire.c:                ch->symbiotepoints += var;
xrak_empire.c:    for ( d = descriptor_list; d != NULL; d = d->next )
xrak_empire.c:        if ( ( ch = d->character) == NULL )
xrak_empire.c:        if (ch->level > 210) continue;
xrak_empire.c:        int townpop = ch->population / 20;
xrak_empire.c:        townpop += (10000 * (ch->empire_morale + 1)) / 100;
xrak_empire.c://(ch->population + armysize(ch)) - employmentrate(ch);
xrak_empire.c:            if (ch->rawmaterial[M_STRAWBERRY] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_STRAWBERRY] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_MEAT] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_MEAT] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_FISH] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_FISH] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_TOMATO] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_TOMATO] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_BLUEBERRY] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_BLUEBERRY] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_WATERMELON] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_WATERMELON] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_WHEAT] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_WHEAT] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_POTATO] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_POTATO] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_CORN] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_CORN] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_APPLE] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_APPLE] -= 100;
xrak_empire.c:            else if (ch->rawmaterial[M_ORANGE] >= 100 && pop > 100)
xrak_empire.c:                pop -= 100;
xrak_empire.c:                ch->rawmaterial[M_ORANGE] -= 100;
xrak_empire.c:        -TR
xrak_empire.c:        	if (pop > ch->rawmaterial[M_STRAWBERRY])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_STRAWBERRY];
xrak_empire.c:        	ch->rawmaterial[M_STRAWBERRY] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_MEAT])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_MEAT];
xrak_empire.c:        	ch->rawmaterial[M_MEAT] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_FISH])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_FISH];
xrak_empire.c:        	ch->rawmaterial[M_FISH] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_TOMATO])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_TOMATO];
xrak_empire.c:        	ch->rawmaterial[M_TOMATO] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_BLUEBERRY])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_BLUEBERRY];
xrak_empire.c:        	ch->rawmaterial[M_BLUEBERRY] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_WATERMELLON])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_WATERMELLON];
xrak_empire.c:        	ch->rawmaterial[M_WATERMELLON] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_WHEAT])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_WHEAT];
xrak_empire.c:        	ch->rawmaterial[M_WHEAT] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_CORN])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_CORN];
xrak_empire.c:        	ch->rawmaterial[M_CORN] = 0;}
xrak_empire.c:        	if (pop > ch->rawmaterial[M_POTATO])
xrak_empire.c:        	{pop -= ch->rawmaterial[M_POTATO];
xrak_empire.c:        	ch->rawmaterial[M_POTATO] = 0;	}
xrak_empire.c:        if (ch->rawmaterial[M_STRAWBERRY] + ch->rawmaterial[M_TOMATO]
xrak_empire.c:                + ch->rawmaterial[M_BLUEBERRY] + ch->rawmaterial[M_WATERMELON]
xrak_empire.c:                + ch->rawmaterial[M_WHEAT] + ch->rawmaterial[M_POTATO]
xrak_empire.c:                + ch->rawmaterial[M_MEAT] + ch->rawmaterial[M_CORN]
xrak_empire.c:                + ch->rawmaterial[M_FISH] + ch->rawmaterial[M_APPLE]
xrak_empire.c:                + ch->rawmaterial[M_ORANGE] < pop)
xrak_empire.c:            long long int workers = ch->workercorps;
xrak_empire.c:                ch->workercorps -= pop;
xrak_empire.c:                pop -= workers;
xrak_empire.c:                ch->population -= pop;
xrak_empire.c:                if (ch->rawmaterial[M_STRAWBERRY] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_STRAWBERRY] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_MEAT] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_MEAT] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_FISH] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_FISH] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_TOMATO] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_TOMATO] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_BLUEBERRY] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_BLUEBERRY] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_WATERMELON] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_WATERMELON] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_WHEAT] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_WHEAT] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_POTATO] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_POTATO] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_CORN] >= 100 && armydeserters > 100)
xrak_empire.c:                    armydeserters -= 100;
xrak_empire.c:                    ch->rawmaterial[M_CORN] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_APPLE] >= 100 && pop > 100)
xrak_empire.c:                    pop -= 100;
xrak_empire.c:                    ch->rawmaterial[M_APPLE] -= 100;
xrak_empire.c:                else if (ch->rawmaterial[M_ORANGE] >= 100 && pop > 100)
xrak_empire.c:                    pop -= 100;
xrak_empire.c:                    ch->rawmaterial[M_ORANGE] -= 100;
xrak_empire.c:            if (armydeserters > 100 && ch->empiregold > payment)
xrak_empire.c:                ch->empiregold -= payment;
xrak_empire.c:                armydeserters -= payment;
xrak_empire.c:            armydeserters / ch->empire_morale;
xrak_empire.c:                if (ch->empire_morale > 15) ch->empire_morale--;
xrak_empire.c:                if (ch->militia > 100)
xrak_empire.c:                    ch->militia -= number_range(ch->militia / 4, ch->militia / 2);
xrak_empire.c:                if (ch->skirmishers > 100)
xrak_empire.c:                    ch->skirmishers -= number_range(ch->skirmishers / 4, ch->skirmishers / 2);
xrak_empire.c:                if (ch->pikemen > 100)
xrak_empire.c:                    ch->pikemen -= number_range(ch->pikemen / 4, ch->pikemen / 2);
xrak_empire.c:                if (ch->swordsmen > 100)
xrak_empire.c:                    ch->swordsmen -= number_range(ch->swordsmen / 3, ch->swordsmen / 2);
xrak_empire.c:                if (ch->heavy_infantry > 100)
xrak_empire.c:                    ch->heavy_infantry -= number_range(ch->heavy_infantry / 4, ch->heavy_infantry / 2);
xrak_empire.c:                if (ch->axemen > 100)
xrak_empire.c:                    ch->axemen -= number_range(ch->axemen / 4, ch->axemen / 2);
xrak_empire.c:                if (ch->archers > 100)
xrak_empire.c:                    ch->archers -= number_range(ch->archers / 4, ch->archers / 2);
xrak_empire.c:                if (ch->archerinfantry > 100)
xrak_empire.c:                    ch->archerinfantry -= number_range(ch->archerinfantry / 4, ch->archerinfantry / 2);
xrak_empire.c:                if (ch->chariots > 100)
xrak_empire.c:                    ch->chariots -= number_range(ch->chariots / 4, ch->chariots / 2);
xrak_empire.c:                if (ch->light_cavalry > 100)
xrak_empire.c:                    ch->light_cavalry -= number_range(ch->light_cavalry / 4, ch->light_cavalry / 2);
xrak_empire.c:                if (ch->medium_cavalry > 100)
xrak_empire.c:                    ch->medium_cavalry -= number_range(ch->medium_cavalry / 4, ch->medium_cavalry / 2);
xrak_empire.c:                if (ch->heavy_cavalry > 100)
xrak_empire.c:                    ch->heavy_cavalry -= number_range(ch->heavy_cavalry / 4, ch->heavy_cavalry / 2);
xrak_empire.c:                if (ch->knights > 100)
xrak_empire.c:                    ch->knights -= number_range(ch->knights / 4, ch->knights / 2);
xrak_empire.c:                if (ch->ballistas > 100)
xrak_empire.c:                    ch->ballistas -= number_range(ch->ballistas / 4, ch->ballistas / 2);
xrak_empire.c:                if (ch->catapults > 100)
xrak_empire.c:                    ch->catapults -= number_range(ch->catapults / 4, ch->catapults / 2);
xrak_empire.c:                if (ch->rams > 100)
xrak_empire.c:                    ch->rams -= number_range(ch->rams / 4, ch->rams / 2);
xrak_empire.c:                if (ch->scorpions > 100)
xrak_empire.c:                    ch->scorpions -= number_range(ch->scorpions / 4, ch->scorpions / 2);
xrak_empire.c:                if (ch->trebuchets > 100)
xrak_empire.c:                    ch->trebuchets -= number_range(ch->trebuchets / 4, ch->trebuchets / 2);
xrak_empire.c:        ch->population += townpop;
xrak_empire.c:        if (ch->empire_morale < 15) ch->empire_morale = 15;
xrak_empire.c:        if (ch->tax <= 50 && ch->empire_morale < 100) ch->empire_morale++;
xrak_empire.c:        if (ch->tax <= 40 && ch->empire_morale < 100) ch->empire_morale++;
xrak_empire.c:        if (ch->tax <= 30 && ch->empire_morale < 100) ch->empire_morale++;
xrak_empire.c:        if (ch->tax <= 20 && ch->empire_morale < 100) ch->empire_morale++;
xrak_empire.c:        if (ch->tax <= 15 && ch->empire_morale < 100) ch->empire_morale++;
xrak_empire.c:        if (ch->tax <= 10 && ch->empire_morale < 100) ch->empire_morale++;
xrak_empire.c:        if (ch->tax > 50 && ch->empire_morale > 15) ch->empire_morale--;
xrak_empire.c:        int tax;// = ch->workercorps;
xrak_empire.c://            tax = (getpopulation(ch) / 100) * (ch->tax * (ch->empire_morale + 1)) / 100;
xrak_empire.c://            tax = (employmentrate(ch) / 100) * (ch->tax * (ch->empire_morale + 1)) / 100;
xrak_empire.c:                if (ch->population > employmentrate(ch))
xrak_empire.c:                if (ch->population < employmentrate(ch))
xrak_empire.c:                    tax = ch->population / 6;
xrak_empire.c://	long long int taxgold = ch->tax * (100 / (employmentrate(ch) * 100));
xrak_empire.c:        townpop += ch->pcdata->citybuildings[B_CASTLE_SMALL] * 15;
xrak_empire.c:        townpop += ch->pcdata->citybuildings[B_CASTLE_MEDIUM] * 25;
xrak_empire.c:        townpop += ch->pcdata->citybuildings[B_CASTLE_LARGE] * 35;
xrak_empire.c:        townpop += ch->pcdata->citybuildings[B_CASTLE_HUGE] * 40;
xrak_empire.c:            ch->empiregold += taxgold;
xrak_empire.c:        if (ch->population < (25000000 + ch->towns * 500))
xrak_empire.c:            ch->population += townpop;
xrak_empire.c:        if (ch->empiregold > armysize(ch) / 10)
xrak_empire.c:            ch->empiregold -= wages;
xrak_empire.c:    for ( temp = 0; ch->rawmaterial[temp] < MAX_MATERIAL; temp++)
xrak_empire.c:        if (ch->rawmaterial[temp] > 0)
xrak_empire.c:            total += ch->rawmaterial[temp];
xrak_empire.c:    for ( d = descriptor_list; d != NULL; d = d->next )
xrak_empire.c:        if ( ( ch = d->character) == NULL )
xrak_empire.c:        if (ch->level > 210) continue;
xrak_empire.c:        if (ch->population > employmentrate(ch) + armysize(ch) 
xrak_empire.c:	&& ch->empire_morale > 16)
xrak_empire.c:            ch->empire_morale--;
xrak_empire.c:        if (ch->workercorps < 0) ch->workercorps = 0;
xrak_empire.c:        long long int available_storage = 250000 + (ch->pcdata->citybuildings[B_WAREHOUSE] * 25000);
xrak_empire.c:        if (ch->level > 200 && available_storage < totalmaterial(ch))
xrak_empire.c:        if (ch->pcdata->citybuildings[B_FOUNDRY] > 0)
xrak_empire.c:            var += ch->pcdata->citybuildings[B_FOUNDRY] * 250;
xrak_empire.c:            if (mine == 1 && ch->rawmaterial[M_BISMUTHINITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                ch->rawmaterial[M_BISMUTHINITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_BISMUTH] += var / 2;
xrak_empire.c:            if (mine == 2 && ch->rawmaterial[M_CASSITERITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_CASSITERITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_TIN] -= var / 2;
xrak_empire.c:            if (mine == 3 && ch->rawmaterial[M_GALENA] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_GALENA] -= var;
xrak_empire.c:                ch->rawmaterial[M_LEAD] += var / 4;
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var / 4;
xrak_empire.c:            if (mine == 4 && ch->rawmaterial[M_GARNIERITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_GARNIERITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_NICKEL] += var / 2;
xrak_empire.c:            if (mine == 5 && ch->rawmaterial[M_HEMATITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_HEMATITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_IRON] += var / 2;
xrak_empire.c:            if (mine == 6 && ch->rawmaterial[M_HORN_SILVER] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_HORN_SILVER] -= var;
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var / 2;
xrak_empire.c:            if (mine == 7 && ch->rawmaterial[M_LIMONITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_LIMONITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_IRON] += var / 2;
xrak_empire.c:            if (mine == 8 && ch->rawmaterial[M_MAGNETITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_MAGNETITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_IRON] += var / 2;
xrak_empire.c:            if (mine == 9 && ch->rawmaterial[M_MALACHITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_MALACHITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_COPPER] += var / 2;
xrak_empire.c:            if (mine == 10 && ch->rawmaterial[M_SPHALERITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_SPHALERITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_ZINC] += var / 2;
xrak_empire.c:            if (mine == 11 && ch->rawmaterial[M_TETRAHEDRITE] > var)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_TETRAHEDRITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_COPPER] += var / 4;
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var / 5;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_FOUNDRY] > 0 && ch->pcdata->citybuildings[B_BLACKSMITH] > 0)
xrak_empire.c:            var += ch->pcdata->citybuildings[B_BLACKSMITH] * 100;
xrak_empire.c:            if (mine == 1 && ch->rawmaterial[M_BISMUTHINITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                ch->rawmaterial[M_BISMUTHINITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_BISMUTH] += var / 2;
xrak_empire.c:            if (mine == 2 && ch->rawmaterial[M_CASSITERITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_CASSITERITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_TIN] -= var / 2;
xrak_empire.c:            if (mine == 3 && ch->rawmaterial[M_GALENA] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_GALENA] -= var;
xrak_empire.c:                ch->rawmaterial[M_LEAD] += var / 4;
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var / 4;
xrak_empire.c:            if (mine == 4 && ch->rawmaterial[M_GARNIERITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_GARNIERITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_NICKEL] += var / 2;
xrak_empire.c:            if (mine == 5 && ch->rawmaterial[M_HEMATITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_HEMATITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_IRON] += var / 2;
xrak_empire.c:            if (mine == 6 && ch->rawmaterial[M_HORN_SILVER] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_HORN_SILVER] -= var;
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var / 2;
xrak_empire.c:            if (mine == 7 && ch->rawmaterial[M_LIMONITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_LIMONITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_IRON] += var / 2;
xrak_empire.c:            if (mine == 8 && ch->rawmaterial[M_MAGNETITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_MAGNETITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_IRON] += var / 2;
xrak_empire.c:            if (mine == 9 && ch->rawmaterial[M_MALACHITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_MALACHITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_COPPER] += var / 2;
xrak_empire.c:            if (mine == 10 && ch->rawmaterial[M_SPHALERITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_SPHALERITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_ZINC] += var / 2;
xrak_empire.c:            if (mine == 11 && ch->rawmaterial[M_TETRAHEDRITE] > var)
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Blacksmiths smelt ", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:                    sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Foundries smelt ",ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                var = (number_range(ch->mines *2, ch->mines * 5));
xrak_empire.c:                ch->rawmaterial[M_TETRAHEDRITE] -= var;
xrak_empire.c:                ch->rawmaterial[M_COPPER] += var / 4;
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var / 5;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_REFINERY] > 0)
xrak_empire.c:            var += ch->pcdata->citybuildings[B_REFINERY] * 10;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_ALUMINIUM] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_COPPER] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries mint ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->empiregold += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_LEAD] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_NICKEL] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_SILVER] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_URANIUM] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_ZINC] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_MAGNESIUM] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Refineries produce ",ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:                ch->rawmaterial[M_COBALT] += var;
xrak_empire.c:        if (ch->pcdata->townslot2[14] > 0 || ch->mines > 0)
xrak_empire.c:            sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Mines uncover ",ch->mines);
xrak_empire.c:            var = (number_range(ch->mines, ch->mines * 2));
xrak_empire.c:            var += ch->workercorps / 1000;
xrak_empire.c:            var += ch->research[17] * 2;
xrak_empire.c:                ch->rawmaterial[M_BISMUTHINITE] += var;
xrak_empire.c:                ch->rawmaterial[M_CASSITERITE] += var;
xrak_empire.c:                ch->rawmaterial[M_GALENA] += var;
xrak_empire.c:                ch->rawmaterial[M_GARNIERITE] += var;
xrak_empire.c:                ch->rawmaterial[M_HEMATITE] += var;
xrak_empire.c:                ch->rawmaterial[M_HORN_SILVER] += var;
xrak_empire.c:                ch->rawmaterial[M_LIMONITE] += var;
xrak_empire.c:                ch->rawmaterial[M_MAGNETITE] += var;
xrak_empire.c:                ch->rawmaterial[M_MALACHITE] += var;
xrak_empire.c:                ch->rawmaterial[M_SPHALERITE] += var;
xrak_empire.c:                ch->rawmaterial[M_TETRAHEDRITE] += var;
xrak_empire.c:        if (ch->pcdata->townslot2[13] > 0 || ch->lumbercamps > 0)
xrak_empire.c:            sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Lumbercamps harvest ",ch->lumbercamps);
xrak_empire.c:            var = (number_range(ch->lumbercamps *2, ch->lumbercamps* 3));
xrak_empire.c:            var += ch->workercorps / 1000;
xrak_empire.c:            var += ch->research[15] * 2;
xrak_empire.c:                ch->rawmaterial[M_PINE] += var;
xrak_empire.c:                ch->rawmaterial[M_OAK] += var;
xrak_empire.c:                ch->rawmaterial[M_BIRCH] += var;
xrak_empire.c:                            var = (number_range(ch->lumbercamps *8, ch->lumbercamps* 10));
xrak_empire.c:                            ch->rawmaterial[M_WILLOW] += var;
xrak_empire.c:                ch->rawmaterial[M_SYCAMORE] += var;
xrak_empire.c:                ch->rawmaterial[M_SPRUCE] += var;
xrak_empire.c:                ch->rawmaterial[M_MAPLE] += var;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_SAW_MILL] > 0)
xrak_empire.c:            sprintf(buf, "#R[#WEMPIRE#R]#n Your %d Saw Mills process ",ch->pcdata->citybuildings[B_SAW_MILL]);
xrak_empire.c:            var = (number_range(ch->pcdata->citybuildings[B_SAW_MILL] *2, ch->pcdata->citybuildings[B_SAW_MILL]* 3));
xrak_empire.c:            var += ch->workercorps / 1000;
xrak_empire.c://            var += ch->research[15] * 2;
xrak_empire.c:                ch->rawmaterial[M_PINE] += var;
xrak_empire.c:                ch->rawmaterial[M_OAK] += var;
xrak_empire.c:                ch->rawmaterial[M_BIRCH] += var;
xrak_empire.c:                            var = (number_range(ch->lumbercamps *8, ch->lumbercamps* 10));
xrak_empire.c:                            ch->rawmaterial[M_WILLOW] += var;
xrak_empire.c:                ch->rawmaterial[M_SYCAMORE] += var;
xrak_empire.c:                ch->rawmaterial[M_SPRUCE] += var;
xrak_empire.c:                ch->rawmaterial[M_MAPLE] += var;
xrak_empire.c:        if (ch->pcdata->townslot2[15] > 0 || ch->quarries > 0)
xrak_empire.c:                    ch->quarries);
xrak_empire.c:            var = number_range(ch->quarries *2,  ch->quarries *3);
xrak_empire.c:            var += ch->workercorps / 1000;
xrak_empire.c:            var += ch->research[16] * 2;
xrak_empire.c:                ch->rawmaterial[M_LIMESTONE] += var;
xrak_empire.c:                ch->rawmaterial[M_MARBLE] += var;
xrak_empire.c:                ch->rawmaterial[M_ROCK_SALT] += var;
xrak_empire.c:                ch->rawmaterial[M_SAND_STONE] += var;
xrak_empire.c:                ch->rawmaterial[M_SHALE] += var;
xrak_empire.c:                ch->rawmaterial[M_DIORITE] += var;
xrak_empire.c:                ch->rawmaterial[M_GABBRO] += var;
xrak_empire.c:                ch->rawmaterial[M_GRANITE] += var;
xrak_empire.c:                ch->rawmaterial[M_ANDESITE] += var;
xrak_empire.c:                ch->rawmaterial[M_BASALT] += var;
xrak_empire.c:                ch->rawmaterial[M_DACITE] += var;
xrak_empire.c:                ch->rawmaterial[M_OBSIDIAN] += var;
xrak_empire.c:                ch->rawmaterial[M_RHYOLITE] += var;
xrak_empire.c:                ch->rawmaterial[M_GNEISS] += var;
xrak_empire.c:                ch->rawmaterial[M_PHYLLITE] += var;
xrak_empire.c:                ch->rawmaterial[M_QUARTZITE] += var;
xrak_empire.c:                ch->rawmaterial[M_SCHIST] += var;
xrak_empire.c:                ch->rawmaterial[M_SLATE] += var;
xrak_empire.c:        long long int foodcap = ch->pcdata->citybuildings[B_GRANARY] * 5000;
xrak_empire.c:	foodcap += ch->pcdata->citybuildings[B_GRAIN_SILO] * 2500;
xrak_empire.c:        long long int stores = ch->rawmaterial[M_STRAWBERRY] + ch->rawmaterial[M_TOMATO] + ch->rawmaterial[M_POTATO]
xrak_empire.c:                               + ch->rawmaterial[M_BLUEBERRY] + ch->rawmaterial[M_WHEAT] + ch->rawmaterial[M_WATERMELON]
xrak_empire.c:                               + ch->rawmaterial[M_CORN]  + ch->rawmaterial[M_APPLE]  + ch->rawmaterial[M_ORANGE]
xrak_empire.c:                               + ch->rawmaterial[M_GRAIN];
xrak_empire.c:        if (ch->pcdata->citybuildings[B_BUTCHER] > 0)
xrak_empire.c:            var = var2 * ch->pcdata->citybuildings[B_BUTCHER];
xrak_empire.c:            var += ch->workercorps / 32;
xrak_empire.c:            var += ch->research[18] * 100;
xrak_empire.c:            sprintf(buf, "#R[#WEMPIRE#R]#n From your %d Butcher shops comes ", ch->pcdata->citybuildings[B_BUTCHER]);
xrak_empire.c:            ch->rawmaterial[M_MEAT] += var;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_FISHERY] > 0)
xrak_empire.c:            var += var2 * ch->pcdata->citybuildings[B_FISHERY];
xrak_empire.c:            var += ch->workercorps / 32;
xrak_empire.c:            var += ch->research[18] * 100;
xrak_empire.c:            sprintf(buf, "#R[#WEMPIRE#R]#n From your %d Fisheries comes ", ch->pcdata->citybuildings[B_FISHERY]);
xrak_empire.c:            ch->rawmaterial[M_FISH] += var;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_ORCHARD] > 0)
xrak_empire.c:            var += var2 * ch->pcdata->citybuildings[B_ORCHARD];
xrak_empire.c:            var += ch->workercorps / 32;
xrak_empire.c:            var += ch->research[18] * 100;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n From your %d Orchard comes ", ch->pcdata->citybuildings[B_ORCHARD]);
xrak_empire.c:                ch->rawmaterial[M_APPLE] += var;
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n From your %d Orchard comes ", ch->pcdata->citybuildings[B_ORCHARD]);
xrak_empire.c:                ch->rawmaterial[M_ORANGE] += var;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_PLANTATION] > 0)
xrak_empire.c:            var = var2 * ch->pcdata->citybuildings[B_PLANTATION];
xrak_empire.c:            var += ch->workercorps / 16;
xrak_empire.c:            var += ch->research[18] * 100;
xrak_empire.c:            if (stores + var + (ch->plantations * 100) > foodcap)
xrak_empire.c:            if (stores + var + (ch->plantations * 100) < foodcap)
xrak_empire.c:                sprintf(buf, "#R[#WEMPIRE#R]#n From your %d Plantations comes ", ch->pcdata->citybuildings[B_PLANTATION]);
xrak_empire.c:                    ch->rawmaterial[M_STRAWBERRY] += var;
xrak_empire.c:                    ch->rawmaterial[M_TOMATO] += var;
xrak_empire.c:                    ch->rawmaterial[M_BLUEBERRY] += var;
xrak_empire.c:                    ch->rawmaterial[M_WHEAT] += var;
xrak_empire.c:                    ch->rawmaterial[M_WATERMELON] += var;
xrak_empire.c:                    ch->rawmaterial[M_POTATO] += var;
xrak_empire.c:                    ch->rawmaterial[M_CORN] += var;
xrak_empire.c:        if (ch->pcdata->citybuildings[B_FARM_SMALL] > 0
xrak_empire.c:                || ch->pcdata->citybuildings[B_FARM_MEDIUM] > 0
xrak_empire.c:                || ch->pcdata->citybuildings[B_FARM_LARGE] > 0)
xrak_empire.c:            var += ch->workercorps / 16;
xrak_empire.c:            var += ch->research[18] * 100;
xrak_empire.c:            if (ch->pcdata->citybuildings[B_FARM_SMALL] > 0)
xrak_empire.c:                var += ch->pcdata->citybuildings[B_FARM_SMALL] * 10;
xrak_empire.c:            if (ch->pcdata->citybuildings[B_FARM_MEDIUM] > 0)
xrak_empire.c:                var += ch->pcdata->citybuildings[B_FARM_MEDIUM] * 25;
xrak_empire.c:            if (ch->pcdata->citybuildings[B_FARM_LARGE] > 0)
xrak_empire.c:                var += ch->pcdata->citybuildings[B_FARM_LARGE] * 50;
xrak_empire.c:                        ch->pcdata->citybuildings[B_FARM_SMALL] +
xrak_empire.c:                        ch->pcdata->citybuildings[B_FARM_MEDIUM] +
xrak_empire.c:                        ch->pcdata->citybuildings[B_FARM_LARGE]);
xrak_empire.c:                    ch->rawmaterial[M_STRAWBERRY] += var;
xrak_empire.c:                    ch->rawmaterial[M_TOMATO] += var;
xrak_empire.c:                    ch->rawmaterial[M_BLUEBERRY] += var;
xrak_empire.c:                    ch->rawmaterial[M_WHEAT] += var;
xrak_empire.c:                    ch->rawmaterial[M_WATERMELON] += var;
xrak_empire.c:                    ch->rawmaterial[M_POTATO] += var;
xrak_empire.c:                    ch->rawmaterial[M_CORN] += var;
xrak_empire.c:ch->pcdata->townslot[n];
xrak_empire.c:ch->pcdata->townslot[slot];
xrak_empire.c:    int value = is_number( arg1 ) ? atoi( arg1 ) : -1;
xrak_empire.c:        stc("Tax rate can be 0-49.\n\r",ch);
xrak_empire.c:    ch->tax = value;
xrak_empire.c:    pop += ch->population;
xrak_empire.c:    pop += ch->workercorps;
xrak_empire.c:    armysize += ch->militia;
xrak_empire.c:    armysize += ch->skirmishers;
xrak_empire.c:    armysize += ch->pikemen;
xrak_empire.c:    armysize += ch->swordsmen;
xrak_empire.c:    armysize += ch->heavy_infantry;
xrak_empire.c:    armysize += ch->axemen;
xrak_empire.c:    armysize += ch->archers;
xrak_empire.c:    armysize += ch->archerinfantry;
xrak_empire.c:    armysize += ch->chariots;
xrak_empire.c:    armysize += ch->light_cavalry;
xrak_empire.c:    armysize += ch->medium_cavalry;
xrak_empire.c:    armysize += ch->heavy_cavalry;
xrak_empire.c:    armysize += ch->knights;
xrak_empire.c:    armysize += ch->ballistas;
xrak_empire.c:    armysize += ch->catapults;
xrak_empire.c:    armysize += ch->rams;
xrak_empire.c:    armysize += ch->scorpions;
xrak_empire.c:    armysize += ch->trebuchets;
xrak_empire.c:    if (ch->pcdata->citybuildings[B_BLACKSMITH] > 0)
xrak_empire.c:        available += ch->pcdata->citybuildings[B_BLACKSMITH];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_WAREHOUSE] > 0)
xrak_empire.c:        available += 8 * ch->pcdata->citybuildings[B_WAREHOUSE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_GRANARY] > 0)
xrak_empire.c:        available += 6 * ch->pcdata->citybuildings[B_GRANARY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_GRAIN_SILO] > 0)
xrak_empire.c:        available += 4 * ch->pcdata->citybuildings[B_GRAIN_SILO];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_PLANTATION] > 0)
xrak_empire.c:        available += 16 * ch->pcdata->citybuildings[B_PLANTATION];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FARM_SMALL] > 0)
xrak_empire.c:        available += 15 * ch->pcdata->citybuildings[B_FARM_SMALL];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FARM_MEDIUM] > 0)
xrak_empire.c:        available += 18 * ch->pcdata->citybuildings[B_FARM_MEDIUM];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FARM_LARGE] > 0)
xrak_empire.c:        available += 20 * ch->pcdata->citybuildings[B_FARM_LARGE];
xrak_empire.c:    if (ch->mines > 0) available += 25 * ch->mines;
xrak_empire.c:    if (ch->quarries > 0) available += 25 * ch->quarries;
xrak_empire.c:    if (ch->lumbercamps > 0) available += 25 * ch->lumbercamps;
xrak_empire.c:    if (ch->pcdata->citybuildings[B_EXCHANGE] > 0)
xrak_empire.c:        available += 2 * ch->pcdata->citybuildings[B_EXCHANGE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_MARKETPLACE] > 0)
xrak_empire.c:        available += 12 * ch->pcdata->citybuildings[B_MARKETPLACE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_BOATYARD] > 0)
xrak_empire.c:        available += 30 * ch->pcdata->citybuildings[B_BOATYARD];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_SAW_MILL] > 0)
xrak_empire.c:        available += 40 * ch->pcdata->citybuildings[B_SAW_MILL];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_CASINO] > 0)
xrak_empire.c:        available += 100 * ch->pcdata->citybuildings[B_CASINO];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_REFINERY] > 0)
xrak_empire.c:        available += 100 * ch->pcdata->citybuildings[B_REFINERY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FOUNDRY] > 0)
xrak_empire.c:        available += 100 * ch->pcdata->citybuildings[B_FOUNDRY];
xrak_empire.c:    if (ch->pcdata->townslot2[1] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[1];
xrak_empire.c:    if (ch->pcdata->townslot2[2] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[2];
xrak_empire.c:    if (ch->pcdata->townslot2[3] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[3];
xrak_empire.c:    if (ch->pcdata->townslot2[4] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[4];
xrak_empire.c:    if (ch->pcdata->townslot2[5] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[5];
xrak_empire.c:    if (ch->pcdata->townslot2[6] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[6];
xrak_empire.c:    if (ch->pcdata->townslot2[7] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[7];
xrak_empire.c:    if (ch->pcdata->townslot2[8] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[8];
xrak_empire.c:    if (ch->pcdata->townslot2[9] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[9];
xrak_empire.c:    if (ch->pcdata->townslot2[10] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[10];
xrak_empire.c:    if (ch->pcdata->townslot2[11] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[11];
xrak_empire.c:    if (ch->pcdata->townslot2[12] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->townslot2[12];
xrak_empire.c:    if (ch->towns > 0)
xrak_empire.c:        available += 200 * ch->towns;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_SMALL] * 15;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_MEDIUM] * 25;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_LARGE] * 35;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_HUGE] * 40;
xrak_empire.c:    if (ch->pcdata->citybuildings[B_TAVERN_SMALL] > 0)
xrak_empire.c:        available += 5 * ch->pcdata->citybuildings[B_TAVERN_SMALL];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_TAVERN_MEDIUM] > 0)
xrak_empire.c:        available += 10 * ch->pcdata->citybuildings[B_TAVERN_MEDIUM];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_TAVERN_LARGE] > 0)
xrak_empire.c:        available += 20 * ch->pcdata->citybuildings[B_TAVERN_LARGE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_DISTILERY] > 0)
xrak_empire.c:        available += 20 * ch->pcdata->citybuildings[B_DISTILERY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_BLACKSMITH] > 0)
xrak_empire.c:        available += 2 * ch->pcdata->citybuildings[B_BLACKSMITH];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_WAREHOUSE] > 0)
xrak_empire.c:        available += 18 * ch->pcdata->citybuildings[B_WAREHOUSE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_GRANARY] > 0)
xrak_empire.c:        available += 16 * ch->pcdata->citybuildings[B_GRANARY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_GRAIN_SILO] > 0)
xrak_empire.c:        available += 8 * ch->pcdata->citybuildings[B_GRAIN_SILO];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FISHERY] > 0)
xrak_empire.c:        available += 20 * ch->pcdata->citybuildings[B_FISHERY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_PLANTATION] > 0)
xrak_empire.c:        available += 150 * ch->pcdata->citybuildings[B_PLANTATION];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FARM_SMALL] > 0)
xrak_empire.c:        available += 10 * ch->pcdata->citybuildings[B_FARM_SMALL];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FARM_MEDIUM] > 0)
xrak_empire.c:        available += 25 * ch->pcdata->citybuildings[B_FARM_MEDIUM];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FARM_LARGE] > 0)
xrak_empire.c:        available += 50 * ch->pcdata->citybuildings[B_FARM_LARGE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_INN] > 0)
xrak_empire.c:        available += 7 * ch->pcdata->citybuildings[B_INN];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_INN_LARGE] > 0)
xrak_empire.c:        available += 21 * ch->pcdata->citybuildings[B_INN_LARGE];
xrak_empire.c:    if (ch->mines > 0) available += 45 * ch->mines;
xrak_empire.c:    if (ch->quarries > 0) available += 35 * ch->quarries;
xrak_empire.c:    if (ch->lumbercamps > 0) available += 45 * ch->lumbercamps;
xrak_empire.c:    if (ch->pcdata->citybuildings[B_GEMMINE] > 0)
xrak_empire.c:        available += 45 * ch->pcdata->citybuildings[B_GEMMINE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_EXCHANGE] > 0)
xrak_empire.c:        available += 2 * ch->pcdata->citybuildings[B_EXCHANGE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_MARKETPLACE] > 0)
xrak_empire.c:        available += 12 * ch->pcdata->citybuildings[B_MARKETPLACE];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_BOATYARD] > 0)
xrak_empire.c:        available += 30 * ch->pcdata->citybuildings[B_BOATYARD];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_SAW_MILL] > 0)
xrak_empire.c:        available += 40 * ch->pcdata->citybuildings[B_SAW_MILL];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_CASINO] > 0)
xrak_empire.c:        available += 100 * ch->pcdata->citybuildings[B_CASINO];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_BREWERY] > 0)
xrak_empire.c:        available += 20 * ch->pcdata->citybuildings[B_BREWERY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_BUTCHER] > 0)
xrak_empire.c:        available += 15 * ch->pcdata->citybuildings[B_BUTCHER];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FACTORY] > 0)
xrak_empire.c:        available += 200 * ch->pcdata->citybuildings[B_FACTORY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_REFINERY] > 0)
xrak_empire.c:        available += 200 * ch->pcdata->citybuildings[B_REFINERY];
xrak_empire.c:    if (ch->pcdata->citybuildings[B_FOUNDRY] > 0)
xrak_empire.c:        available += 200 * ch->pcdata->citybuildings[B_FOUNDRY];
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_SMALL] * 15;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_MEDIUM] * 25;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_LARGE] * 35;
xrak_empire.c:    available += ch->pcdata->citybuildings[B_CASTLE_HUGE] * 40;
xrak_empire.c://    if ((ch->population + ch->pcdata->townpop) - employmentrate(ch) + armysize(ch) >
xrak_empire.c://	(ch->population + ch->pcdata->townpop) / 10)
xrak_empire.c:    available += ch->workercorps;
xrak_empire.c:    // Failsafe BITCHES -TR
xrak_empire.c:    available_storage += 250000 + (ch->pcdata->citybuildings[B_WAREHOUSE] * 25000);
xrak_empire.c:    if (ch->blacksmith > 0)
xrak_empire.c:        ch->pcdata->citybuildings[B_BLACKSMITH] += ch->blacksmith;
xrak_empire.c:        ch->blacksmith = 0;
xrak_empire.c:    if (ch->plantations > 0)
xrak_empire.c:        ch->pcdata->citybuildings[B_PLANTATION] += ch->plantations;
xrak_empire.c:        ch->plantations = 0;
xrak_empire.c:    if (ch->pcdata->townslot[10] > 0)
xrak_empire.c:        ch->pcdata->citybuildings[B_BARRACKS] += ch->pcdata->townslot[10];
xrak_empire.c:        ch->pcdata->townslot[10] = 0;
xrak_empire.c:    if (ch->farms > 0)
xrak_empire.c:        ch->pcdata->citybuildings[B_FARM_MEDIUM] += ch->farms;
xrak_empire.c:        ch->farms = 0;
xrak_empire.c:    if (ch->workercorps < 0) ch->workercorps = 0;
xrak_empire.c:        stc( "[------------------------[#yEmpire#n]------------------------]#n\n\r", ch);
xrak_empire.c:        sprintf(buf, "Empire Name %s\n\r", ch->empirename);
xrak_empire.c:        sprintf(buf, "Legacy %lld, ", ch->pcLegacy);
xrak_empire.c:        sprintf( buf, "Emperor %s %s\n\r", ch->name, ch->lastname);
xrak_empire.c:        if (ch->population < 0) ch->population = 1000; // failsafe bug fix
xrak_empire.c:        sprintf(buf, "Regions(%d) Cities(%d) Towns(%d) Castles(%d) ",ch->regions,cities, ch->towns,
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_SMALL] + ch->pcdata->citybuildings[B_CASTLE_MEDIUM]
xrak_empire.c:                + ch->pcdata->citybuildings[B_CASTLE_LARGE] + ch->pcdata->citybuildings[B_CASTLE_HUGE]);
xrak_empire.c:        if (ch->empiregold < 0) ch->empiregold = 0;
xrak_empire.c:        sprintf(buf, "Treasury(%s) Tax Rate(%d%%) Morale(%d%%) Influence(%s) \n\r", set_comma(ch->empiregold), ch->tax, ch->empire_morale,
xrak_empire.c:        sprintf(buf, "Military(%s), Workers Corps(%s) ", set_comma(armysize(ch)), set_comma(ch->workercorps));
xrak_empire.c:        if (ch->population < available + armysize(ch))
xrak_empire.c:            available = ch->population;
xrak_empire.c:                if (pop - (employmentrate(ch) + armysize(ch) + ch->workercorps) > available)
xrak_empire.c:                    sprintf(buf, "Unemployed(%lli)", ch->population - (employmentrate(ch) + armysize(ch) + ch->workercorps));
xrak_empire.c:        sprintf(buf, "Warehouse(%d) (Available Resource Storage: %s) #n\n\r", ch->pcdata->citybuildings[B_WAREHOUSE],
xrak_empire.c:        sprintf(buf, " Gem Mines(%d) Mines(%d) Quarry(%d) Lumbercamp(%d) Sawmills(%d)#n\n\r", ch->pcdata->citybuildings[B_GEMMINE],
xrak_empire.c:                ch->mines, ch->quarries, ch->lumbercamps, ch->pcdata->citybuildings[B_SAW_MILL]);
xrak_empire.c:                ch->pcdata->citybuildings[B_FARM_SMALL],ch->pcdata->citybuildings[B_FARM_MEDIUM],
xrak_empire.c:                ch->pcdata->citybuildings[B_FARM_LARGE], ch->pcdata->citybuildings[B_FISHERY]);
xrak_empire.c:                ch->pcdata->citybuildings[B_PLANTATION],ch->pcdata->citybuildings[B_BUTCHER],ch->pcdata->citybuildings[B_ORCHARD]);
xrak_empire.c:        long long int afs = ch->pcdata->citybuildings[B_GRANARY] * 5000;
xrak_empire.c:        afs += ch->pcdata->citybuildings[B_GRAIN_SILO] * 2500;
xrak_empire.c:        long long int afs2 = (ch->rawmaterial[M_STRAWBERRY] + ch->rawmaterial[M_TOMATO]
xrak_empire.c:                              + ch->rawmaterial[M_BLUEBERRY] + ch->rawmaterial[M_WATERMELON]
xrak_empire.c:                              + ch->rawmaterial[M_WHEAT] + ch->rawmaterial[M_POTATO]
xrak_empire.c:                              + ch->rawmaterial[M_MEAT] + ch->rawmaterial[M_CORN]
xrak_empire.c:                              + ch->rawmaterial[M_FISH] + ch->rawmaterial[M_APPLE]
xrak_empire.c:                              + ch->rawmaterial[M_ORANGE]);
xrak_empire.c:	 ch->pcdata->citybuildings[B_GRANARY], ch->pcdata->citybuildings[B_GRAIN_SILO],
xrak_empire.c:                ch->rawmaterial[M_MEAT],
xrak_empire.c:                ch->rawmaterial[M_GRAIN],
xrak_empire.c:                ch->rawmaterial[M_POTATO],
xrak_empire.c:                ch->rawmaterial[M_CORN], ch->rawmaterial[M_WHEAT],ch->rawmaterial[M_FISH] );
xrak_empire.c:                ch->rawmaterial[M_STRAWBERRY],
xrak_empire.c:                ch->rawmaterial[M_WATERMELON],
xrak_empire.c:                ch->rawmaterial[M_TOMATO],
xrak_empire.c:                ch->rawmaterial[M_BLUEBERRY]);
xrak_empire.c:                ch->rawmaterial[M_APPLE], ch->rawmaterial[M_ORANGE]);
xrak_empire.c:                ch->pcdata->citybuildings[B_FORTIFIED_CAMP], ch->pcdata->citybuildings[B_BARRACKS],
xrak_empire.c:                ch->pcdata->citybuildings[B_ARCHERY]);
xrak_empire.c:                ch->pcdata->citybuildings[B_EXCHANGE], ch->pcdata->citybuildings[B_MARKETPLACE],
xrak_empire.c:                ch->pcdata->citybuildings[B_BOATYARD]);
xrak_empire.c:                ch->pcdata->citybuildings[B_CRAFTSMAN], ch->pcdata->citybuildings[B_BLACKSMITH],
xrak_empire.c:                ch->pcdata->citybuildings[B_LIBRARY], ch->pcdata->citybuildings[B_FACTORY]);
xrak_empire.c:                ch->pcdata->citybuildings[B_REFINERY], ch->pcdata->citybuildings[B_FLETCHER],
xrak_empire.c:                ch->pcdata->citybuildings[B_ARMORY], ch->pcdata->citybuildings[B_LEATHER]);
xrak_empire.c:                ch->pcdata->citybuildings[B_CASINO],ch->pcdata->citybuildings[B_BROTHEL],
xrak_empire.c:                ch->pcdata->citybuildings[B_JAIL],ch->pcdata->citybuildings[B_PRISON]);
xrak_empire.c:                ch->pcdata->citybuildings[B_DWELLING], ch->pcdata->citybuildings[B_COTTAGE],
xrak_empire.c:                ch->pcdata->citybuildings[B_CABIN], ch->pcdata->citybuildings[B_HOUSE]);
xrak_empire.c:                ch->pcdata->citybuildings[B_MANSION],ch->pcdata->citybuildings[B_LONGHOUSE],
xrak_empire.c:                ch->pcdata->citybuildings[B_INN],ch->pcdata->citybuildings[B_INN_LARGE]);
xrak_empire.c:                ch->pcdata->citybuildings[B_DISTILERY],ch->pcdata->citybuildings[B_BREWERY],
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_SMALL],ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:                ch->pcdata->citybuildings[B_SCHOOL],ch->pcdata->citybuildings[B_TEMPLE],
xrak_empire.c:                ch->pcdata->citybuildings[B_SORCERY],ch->pcdata->citybuildings[B_GENERAL_STORE]);
xrak_empire.c:            stc( "#G[#g------------------------#G[#WArmory#G]#g------------------------#G]#n\n\r", ch);
xrak_empire.c:            sprintf(buf, "Longswords: %-5d              Recurve Bows: %-5d  \n\r",ch->empireitems[1],ch->empireitems[2], ch->empireitems[22]);
xrak_empire.c:            sprintf(buf, "Broadswords: %-5d             Long Bows: %-5d     \n\r",ch->empireitems[4],ch->empireitems[5]);
xrak_empire.c:            sprintf(buf, "Bastardswords: %-5d           Cross Bows: %-5d    \n\r",ch->empireitems[7],ch->empireitems[8]);
xrak_empire.c:            sprintf(buf, "Spears: %-5d                  Shortswords: %-5d   \n\r",ch->empireitems[10],ch->empireitems[11], ch->empireitems[12]);
xrak_empire.c:            sprintf(buf, "Maces: %-5d                   Knives: %-5d        \n\r",ch->empireitems[13],ch->empireitems[14], ch->empireitems[15]);
xrak_empire.c:            sprintf(buf, "Warhammers: %-5d              Daggers: %-5d       \n\r",ch->empireitems[16],ch->empireitems[17]);
xrak_empire.c:            sprintf(buf, "Polearm: %-5d                 Axes: %-5d          \n\r",ch->empireitems[19],ch->empireitems[20]);
xrak_empire.c:            sprintf(buf, "Whip: %-5d               \n\r",ch->empireitems[22]);
xrak_empire.c:            sprintf(buf, "Full Body Shields: %-5d       Helms: %-5d \n\r", ch->empireitems[12],ch->empireitems[15]);
xrak_empire.c:            sprintf(buf, "Round Shields: %-5d           Boots: %-5d \n\r",ch->empireitems[6],ch->empireitems[23]);
xrak_empire.c:            sprintf(buf, "Crusader Shields: %-5d        Great Helms: %-5d \n\r", ch->empireitems[9], ch->empireitems[18]);
xrak_empire.c:            sprintf(buf, "Spiked Wooden Shields: %-5d   \n\r", ch->empireitems[21]);
xrak_empire.c:        stc( "[------------------------[#yEmpire#n]------------------------]#n\n\r", ch);
xrak_empire.c:        fprintf(fp, "Regions %d\n", ch->regions);
xrak_empire.c:        fprintf(fp, "Towns %d\n", ch->towns);
xrak_empire.c:        fprintf(fp, "Tax %d\n", ch->tax);
xrak_empire.c:        fprintf(fp, "Warehouses %d\n", ch->warehouses);
xrak_empire.c:        fprintf(fp, "Mines %d\n", ch->mines);
xrak_empire.c:        fprintf(fp, "Quarries %d\n", ch->quarries);
xrak_empire.c:        fprintf(fp, "Lumbercamps %d\n", ch->lumbercamps);
xrak_empire.c:        fprintf(fp, "Farms %d\n", ch->farms);
xrak_empire.c:    stc( "[------------------------[#pEmpire#n]------------------------]#n\n\r", ch);
xrak_empire.c:            if (ch->pcdata->citybuildings[i] >= 1)
xrak_empire.c:                b += ch->pcdata->citybuildings[i];
xrak_empire.c:            cprintf(buf," %-20s#7: #g%-5d",building,
xrak_empire.c:                    ch->pcdata->citybuildings[i]);
xrak_empire.c:        if (ch->home_x == 0 && ch->home_y == 0)
xrak_empire.c:    sprintf(buf1, "#oFletcher %-4d#n", ch->pcdata->citybuildings[B_FLETCHER]);
xrak_empire.c:    sprintf(buf2, "#oArmory  %-4d#n", ch->pcdata->citybuildings[B_ARMORY]);
xrak_empire.c:    sprintf(buf3, "#oBlacksmith %-4d#n", ch->pcdata->citybuildings[B_BLACKSMITH]);
xrak_empire.c:    sprintf(buf4, "#oLeather %-4d#n", ch->pcdata->citybuildings[B_LEATHER]);
xrak_empire.c:    sprintf(buf5, "#oDistilery %-4d#n", ch->pcdata->citybuildings[B_DISTILERY]);
xrak_empire.c:    sprintf(buf6, "#oGranary %-4d#n", ch->pcdata->citybuildings[B_GRANARY]);
xrak_empire.c:    sprintf(buf7, "#oWell   %-4d#n", ch->pcdata->citybuildings[B_WELL]);
xrak_empire.c:    sprintf(buf8, "#BHospital %-4d#n", ch->pcdata->citybuildings[B_HOSPITAL]);
xrak_empire.c:    sprintf(buf9,   "#BSorcery %-4d#n", ch->pcdata->citybuildings[B_SORCERY]);
xrak_empire.c:    sprintf( buf10, "#BArena  %-4d#n", ch->pcdata->townslot[12]);
xrak_empire.c:    sprintf(buf11,  "#BBarracks %-4d#n", ch->pcdata->citybuildings[B_BARRACKS]);
xrak_empire.c:    sprintf(buf12, "#WTemple %-4d#n", ch->pcdata->citybuildings[B_TEMPLE]);
xrak_empire.c:    sprintf(buf13,  "#oArena  %-4d#n", ch->pcdata->townslot[12]);
xrak_empire.c:    sprintf(buf14, "#BArchery  %-4d#n", ch->pcdata->citybuildings[B_ARCHERY]);
xrak_empire.c:    sprintf( buf15,"#oBrewry  %-4d#n", ch->pcdata->citybuildings[B_BREWERY]);
xrak_empire.c:    sprintf(buf16, "#oInn  %-4d#n", ch->pcdata->citybuildings[B_INN]);
xrak_empire.c:    sprintf( buf17, "#gMansion  %-5d#n", ch->pcdata->citybuildings[B_MANSION]);
xrak_empire.c:    sprintf(buf18,  "#gCottage  %-5d#n", ch->pcdata->citybuildings[B_COTTAGE]);
xrak_empire.c:    sprintf( buf19, "#gMedium Inn  %-5d#n", ch->pcdata->citybuildings[B_INN_MEDIUM]);
xrak_empire.c:    sprintf(buf1a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[1]);
xrak_empire.c:    sprintf(buf2a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[2]);
xrak_empire.c:    sprintf(buf3a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[3]);
xrak_empire.c:    sprintf(buf4a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[4]);
xrak_empire.c:    sprintf(buf5a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[5]);
xrak_empire.c:    sprintf(buf6a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[6]);
xrak_empire.c:    sprintf(buf7a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[7]);
xrak_empire.c:    sprintf(buf8a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[8]);
xrak_empire.c:    sprintf(buf9a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[9]);
xrak_empire.c:    sprintf(buf10a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[10]);
xrak_empire.c:    sprintf(buf11a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[11]);
xrak_empire.c:    sprintf(buf12a,  "#RLONGHOUSE %-5d#n", ch->pcdata->townslot2[12]);
xrak_empire.c:    sprintf(buf13a,  "#oLumber Camp %-4d#n", ch->lumbercamps);
xrak_empire.c:    sprintf(buf14a,  "#WMine %-4d#n", ch->mines);
xrak_empire.c:    sprintf(buf15a,  "#cQuarry %-4d#n", ch->quarries);
xrak_empire.c:    sprintf(buf16a,  "#gSmall Farms %-4d#n", ch->pcdata->citybuildings[B_FARM_SMALL]);
xrak_empire.c:    sprintf(buf17a,  "#gMedium Farms %-4d#n", ch->pcdata->citybuildings[B_FARM_MEDIUM]);
xrak_empire.c:    sprintf(buf18a,  "#gLarge Farms %-4d#n", ch->pcdata->citybuildings[B_FARM_LARGE]);
xrak_empire.c:    sprintf(buf19a,  "#gPlantations %-4d#n", ch->pcdata->citybuildings[B_PLANTATION]);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        sprintf(buf,"#B[#7King #y%s's #WCapitol City#B]#n\n\r",ch->name);
xrak_empire.c:        sprintf(buf,"City Coords: %dx,%dy\n\r",ch->home_x, ch->home_y);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[XXXXXXXXXXXXXXXXXXXX[^B#WOUTER^R#y]XX[X][-][X]XX[^B#WWALL^R#y]XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]#n\n\r",ch);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            sprintf(buf,"^R#y[XXXXXXXXXXXXXXXXXXXX[X][X]  ^B#WWALL Level %-4d#n^R#y [X][X]XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]#n\n\r",
xrak_empire.c:                    ch->pcdata->townslot2[0]);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n   [%s] [%s]    [%s] [%s]     ^R#y[--]#n\n\r",
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[XX]#n---------------------------------    -------------------------------------^R#y[XX]#n\n\r",ch);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[||]#n--------------------------------     -------------------------------------^R#y[||]#n\n\r",ch);
xrak_empire.c:                stc("^R#y[XX]#n--------------------------------     -----------------------------------^R#y[XX]#n\n\r",ch);
xrak_empire.c:                sprintf(buf,"^R#y[--]#n   [%s] [%s]  |  [%s]   [%s]        ^R#y[--]#n\n\r",
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n-------------------------------       ------------------------------------^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n  [%s][%s]     [%s]    [%s]   ^R#y[--]#n\n\r",
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            sprintf(buf,"^R#y[--]XXXXXXXXXXXXXXXXX[^B#WINNER^R#y]XX[X][-][X]XX[^B#WWALL %d^R#y]XXXXXXXXXXXXXXXXXXXXXXXXX][--]#n\n\r",
xrak_empire.c:                    ch->pcdata->townslot2[0]);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n [%s]  [%s] |   [%s] [%s]     ^R#y[--]#n\n\r",
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n [%s]  [%s] |   [%s] [%s]     ^R#y[--]#n\n\r",
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n [%s]  [%s] |   [%s] [%s]     ^R#y[--]#n\n\r",
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                              ^R#y[X]#n    ^R#y[X]#n                                  ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n[#RCasino#n %-4d][#RBrothel#n %-4d]              [#gDwellings#n %-4d][#gLarge Inns#n %-4d]^R#y[--]#n\n\r",
xrak_empire.c:                ch->pcdata->citybuildings[B_CASINO], ch->pcdata->citybuildings[B_BROTHEL],
xrak_empire.c:                ch->pcdata->citybuildings[B_DWELLING], ch->pcdata->citybuildings[B_INN_LARGE]);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n[#RTavern#n %-4d][#BJail#n %-4d]      [#WCourtyard#n]     [#gGeneral Store#n %-4d]        ^R#y[--]#n\n\r",
xrak_empire.c:                ch->pcdata->citybuildings[B_TAVERN_LARGE] + ch->pcdata->citybuildings[B_TAVERN_SMALL], ch->pcdata->citybuildings[B_JAIL],
xrak_empire.c:                ch->pcdata->citybuildings[B_GENERAL_STORE]);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n             [#BPrison#n %-4d]                         [#BCastles#n %-4d]         ^R#y[--]#n\n\r",
xrak_empire.c:                ch->pcdata->citybuildings[B_PRISON],
xrak_empire.c:                ch->pcdata->citybuildings[B_CASTLE_SMALL] + ch->pcdata->citybuildings[B_CASTLE_MEDIUM]
xrak_empire.c:                + ch->pcdata->citybuildings[B_CASTLE_LARGE] + ch->pcdata->citybuildings[B_CASTLE_HUGE]);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                                                                          ^R#y[--]#n\n\r",ch);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n[#oCraftsman#n %-4d][#oMarketplace#n %-4d]     [#oSawmill#n %-4d][#oRefinery#n %-4d ]     ^R#y[--]#n\n\r",
xrak_empire.c:                ch->pcdata->citybuildings[B_CRAFTSMAN], ch->pcdata->citybuildings[B_MARKETPLACE],
xrak_empire.c:                ch->pcdata->citybuildings[B_SAW_MILL], ch->pcdata->citybuildings[B_REFINERY]);
xrak_empire.c:        sprintf(buf,"^R#y[--]#n                                                     [#oFoundry#n %-4d]       ^R#y[--]#n\n\r",
xrak_empire.c:                ch->pcdata->citybuildings[B_FOUNDRY]);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:            stc("^R#y[--]#n                              ^R#y[X]#n    ^R#y[X]#n                                  ^R#y[--]#n\n\r",ch);
xrak_empire.c:        if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:        	ch->pcdata->citybuildings[B_FORTIFIED_CAMP], ch->pcdata->citybuildings[B_BARRACKS],
xrak_empire.c:        	ch->pcdata->citybuildings[B_ARCHERY]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_EXCHANGE], ch->pcdata->citybuildings[B_MARKETPLACE],
xrak_empire.c:        	ch->pcdata->citybuildings[B_BOATYARD],ch->pcdata->citybuildings[B_SAW_MILL]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_CRAFTSMAN], ch->pcdata->citybuildings[B_BLACKSMITH],
xrak_empire.c:        	ch->pcdata->citybuildings[B_LIBRARY], ch->pcdata->citybuildings[B_FACTORY]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_REFINERY], ch->pcdata->citybuildings[B_FLETCHER],
xrak_empire.c:        	ch->pcdata->citybuildings[B_ARMORY], ch->pcdata->citybuildings[B_LEATHER]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_CASINO],ch->pcdata->citybuildings[B_BROTHEL],
xrak_empire.c:        	ch->pcdata->citybuildings[B_JAIL],ch->pcdata->citybuildings[B_PRISON]);
xrak_empire.c:                ch->pcdata->citybuildings[B_DWELLING], ch->pcdata->citybuildings[B_COTTAGE],
xrak_empire.c:        	ch->pcdata->citybuildings[B_CABIN], ch->pcdata->citybuildings[B_HOUSE]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_MANSION],ch->pcdata->citybuildings[B_LONGHOUSE],
xrak_empire.c:        	ch->pcdata->citybuildings[B_INN],ch->pcdata->citybuildings[B_INN_LARGE]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_DISTILERY],ch->pcdata->citybuildings[B_BREWERY],
xrak_empire.c:        	ch->pcdata->citybuildings[B_TAVERN_SMALL]);
xrak_empire.c:        	ch->pcdata->citybuildings[B_SCHOOL],ch->pcdata->citybuildings[B_TEMPLE],
xrak_empire.c:        	ch->pcdata->citybuildings[B_SORCERY],ch->pcdata->citybuildings[B_GENERAL_STORE]);
xrak_empire.c:            sprintf(buf," [#W%s#n]       [#gGranary %-4d#n]              [%s] \n\r", buf14a,
xrak_empire.c:                    ch->pcdata->citybuildings[B_GRANARY], buf13a);
xrak_empire.c:            stc("   ^                +------------------+           ^                                      \n\r",ch);
xrak_empire.c:            stc("                  +------------------+           /   /                            \n\r",ch);
xrak_empire.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:                stc("^R#y[XXXXXXXXXXXXXXXXXXXX[ OUTER ]XX[X][-][X]XX[ WALL ]XXXXXXXXXXXXXXXXXXXX]#n\n\r",ch);
xrak_empire.c:            sprintf(buf," [#W%s#n]       [#gGranary %-4d#n]              [%s] \n\r", buf14a,
xrak_empire.c:                    ch->pcdata->citybuildings[B_GRANARY], buf13a);
xrak_empire.c:            stc("   ^                +------------------+           ^                                      \n\r",ch);
xrak_empire.c:            stc("                  +------------------+           /   /                            \n\r",ch);
xrak_empire.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:                stc("^R#y[XXXXXXXXXXXXXXXXXXXX[ OUTER ]XX[X][-][X]XX[ WALL ]XXXXXXXXXXXXXXXXXXXX]#n\n\r",ch);
xrak_empire.c:            sprintf(buf," [#W%s#n]       [#gGranary %-4d#n]              [%s] \n\r", buf14a,
xrak_empire.c:                    ch->pcdata->citybuildings[B_GRANARY], buf13a);
xrak_empire.c:            stc("   ^                +------------------+           ^                                      \n\r",ch);
xrak_empire.c:            stc("                  +------------------+           /   /                            \n\r",ch);
xrak_empire.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:                stc("^R#y[XXXXXXXXXXXXXXXXXXXX[ OUTER ]XX[X][-][X]XX[ WALL ]XXXXXXXXXXXXXXXXXXXX]#n\n\r",ch);
xrak_empire.c:            sprintf(buf," [#W%s#n]       [#gGranary %-4d#n]              [%s] \n\r", buf14a,
xrak_empire.c:                    ch->pcdata->citybuildings[B_GRANARY], buf13a);
xrak_empire.c:            stc("   ^                +------------------+           ^                                      \n\r",ch);
xrak_empire.c:            stc("                  +------------------+           /   /                            \n\r",ch);
xrak_empire.c:            if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_empire.c:                stc("^R#y[XXXXXXXXXXXXXXXXXXXX[ OUTER ]XX[X][-][X]XX[ WALL ]XXXXXXXXXXXXXXXXXXXX]#n\n\r",ch);
xrak_empire.c:    /*    if ( !IN_WILDERNESS(ch->in_room->vnum) )
xrak_empire.c:        send_to_char("House(1-8), Longhouse(1-12)\n\r",ch);
xrak_empire.c:    if (ch->regions == 0) ch->regions = 1;
xrak_empire.c:        // Region 0-19
xrak_empire.c:        // City 0-
xrak_empire.c:        if ( ch->empiregold < 100000 )
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100 || ch->rawmaterial[M_TIN] < 400)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 5000 && ch->rawmaterial[M_OAK] < 5000
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 5000 && ch->rawmaterial[M_MAPLE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 5000 && ch->rawmaterial[M_SPRUCE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 5000)
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 400;
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 5000) ch->rawmaterial[M_WOOD] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 5000) ch->rawmaterial[M_OAK] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 5000) ch->rawmaterial[M_PINE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 5000) ch->rawmaterial[M_MAPLE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 5000) ch->rawmaterial[M_BIRCH] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 5000) ch->rawmaterial[M_SPRUCE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 5000) ch->rawmaterial[M_SYCAMORE] -= 5000;
xrak_empire.c:        ch->empiregold -= 100000;
xrak_empire.c:        ch->warehouses++;
xrak_empire.c:        if ( ch->empiregold < 10000 )
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100 || ch->rawmaterial[M_TIN] < 400)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 5000 && ch->rawmaterial[M_OAK] < 5000
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 5000 && ch->rawmaterial[M_MAPLE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 5000 && ch->rawmaterial[M_SPRUCE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 5000)
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 400;
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 5000) ch->rawmaterial[M_WOOD] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 5000) ch->rawmaterial[M_OAK] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 5000) ch->rawmaterial[M_PINE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 5000) ch->rawmaterial[M_MAPLE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 5000) ch->rawmaterial[M_BIRCH] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 5000) ch->rawmaterial[M_SPRUCE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 5000) ch->rawmaterial[M_SYCAMORE] -= 5000;
xrak_empire.c:        ch->empiregold -= 10000;
xrak_empire.c:        ch->blacksmith++;
xrak_empire.c:        if ( ch->empiregold < 1000000 )
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 1000
xrak_empire.c:                || ch->rawmaterial[M_TIN] < 4000)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 5000 && ch->rawmaterial[M_OAK] < 5000
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 5000 && ch->rawmaterial[M_MAPLE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 5000 && ch->rawmaterial[M_SPRUCE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 5000)
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 1000;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 4000;
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 5000) ch->rawmaterial[M_WOOD] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 5000) ch->rawmaterial[M_OAK] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 5000) ch->rawmaterial[M_PINE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 5000) ch->rawmaterial[M_MAPLE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 5000) ch->rawmaterial[M_BIRCH] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 5000) ch->rawmaterial[M_SPRUCE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 5000) ch->rawmaterial[M_SYCAMORE] -= 5000;
xrak_empire.c://        ch->rawmaterial[M_LIMESTONE] -= 4000;
xrak_empire.c://        ch->rawmaterial[M_LIMESTONE] -= 4000;
xrak_empire.c:        ch->towns++;
xrak_empire.c:        ch->empiregold -= 1000000;
xrak_empire.c:    if (ch->rawmaterial[M_IRON] < 10)
xrak_empire.c:    if (ch->rawmaterial[M_TIN] < 40)
xrak_empire.c:    if (ch->rawmaterial[M_WOOD] < 100)
xrak_empire.c:        send_to_char("You don't have the one-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->empiregold < (10000 * ch->pcdata->townslot[0] ))
xrak_empire.c:        if ( ch->pcdata->townslot[0] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[0]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[1] ))
xrak_empire.c:        if ( ch->pcdata->townslot[1] > 1000  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[1]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[2] ))
xrak_empire.c:        if ( ch->pcdata->townslot[2] > 1000  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[2]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[3] ))
xrak_empire.c:        if ( ch->pcdata->townslot[3] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[3]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[4] ))
xrak_empire.c:        if ( ch->pcdata->townslot[4] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[4]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[5] ))
xrak_empire.c:        if ( ch->pcdata->townslot[5] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[5]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[17] ))
xrak_empire.c:        if ( ch->pcdata->townslot2[17] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot2[17]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[7] ))
xrak_empire.c:        if ( ch->pcdata->townslot[7] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[7]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[18] ))
xrak_empire.c:        if ( ch->pcdata->townslot2[18] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot2[18]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[10] ))
xrak_empire.c:        if ( ch->pcdata->townslot[10] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[10]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[11] ))
xrak_empire.c:        if ( ch->pcdata->townslot[11] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[11]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[12] ))
xrak_empire.c:        if ( ch->pcdata->townslot[12] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[12]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[9] ))
xrak_empire.c:        if ( ch->pcdata->townslot[9] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[9]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[13] ))
xrak_empire.c:        if ( ch->pcdata->townslot[13] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[13]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[14] ))
xrak_empire.c:        if ( ch->pcdata->townslot[14] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[14]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[15] ))
xrak_empire.c:        if ( ch->pcdata->townslot[15] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[15]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[16] ))
xrak_empire.c:        if ( ch->pcdata->townslot[16] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[16]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[17] ))
xrak_empire.c:        if ( ch->pcdata->townslot[17] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[17]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[18] ))
xrak_empire.c:        if ( ch->pcdata->townslot[18] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[18]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot[19] ))
xrak_empire.c:        if ( ch->pcdata->townslot[19] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 10;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 40;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 100;
xrak_empire.c:        ch->pcdata->townslot[19]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[0] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 1000)
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 400)
xrak_empire.c:            send_to_char("You don't have the four-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 1000)
xrak_empire.c:        if ( ch->pcdata->townslot2[0] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 1000;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 400;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 1000;
xrak_empire.c:        ch->pcdata->townslot2[0]++;
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[1] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[1] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[1]++;
xrak_empire.c:        if (ch->pcdata->townslot2[1] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[1] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[2] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[2] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[2]++;
xrak_empire.c:        if (ch->pcdata->townslot2[2] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[2] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[3] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[3] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[3]++;
xrak_empire.c:        if (ch->pcdata->townslot2[3] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[3] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[4] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[4] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[4]++;
xrak_empire.c:        if (ch->pcdata->townslot2[4] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[4] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[5] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[5] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[5]++;
xrak_empire.c:        if (ch->pcdata->townslot2[5] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[5] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[6] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[6] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[6]++;
xrak_empire.c:        if (ch->pcdata->townslot2[6] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[6] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[7] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[7] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[7]++;
xrak_empire.c:        if (ch->pcdata->townslot2[7] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[7] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[8] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[8] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[8]++;
xrak_empire.c:        if (ch->pcdata->townslot2[8] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[8] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[9] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[9] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[9]++;
xrak_empire.c:        if (ch->pcdata->townslot2[9] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[9] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[10] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[10] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[10]++;
xrak_empire.c:        if (ch->pcdata->townslot2[10] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[10] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[11] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[11] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[11]++;
xrak_empire.c:        if (ch->pcdata->townslot2[11] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[11] > 1)
xrak_empire.c:        if ( ch->empiregold < (100000 * ch->pcdata->townslot2[12] ))
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of iron required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 100)
xrak_empire.c:            send_to_char("You don't have the one-hundred pounds of tin required.#n\n\r",ch);
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 200)
xrak_empire.c:            send_to_char("You don't have the two-hundred boards required.#n\n\r",ch);
xrak_empire.c:        if ( ch->pcdata->townslot2[12] > 9  )
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 100;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 100;
xrak_empire.c:        ch->rawmaterial[M_WOOD] -= 200;
xrak_empire.c:        ch->pcdata->townslot2[12]++;
xrak_empire.c:        if (ch->pcdata->townslot2[12] == 1)
xrak_empire.c:        if (ch->pcdata->townslot2[12] > 1)
xrak_empire.c:        if ( ch->empiregold < 2500 )
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 500 && ch->rawmaterial[M_OAK] < 500
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 500 && ch->rawmaterial[M_MAPLE] < 500
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 500 && ch->rawmaterial[M_SPRUCE] < 500
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 500)
xrak_empire.c:        if ( ch->rawmaterial[M_IRON] < 500 )
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 500) ch->rawmaterial[M_WOOD] -= 500;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 500) ch->rawmaterial[M_OAK] -= 500;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 500) ch->rawmaterial[M_PINE] -= 500;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 500) ch->rawmaterial[M_MAPLE] -= 500;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 500) ch->rawmaterial[M_BIRCH] -= 500;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 500) ch->rawmaterial[M_SPRUCE] -= 500;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 500) ch->rawmaterial[M_SYCAMORE] -= 500;
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 500;
xrak_empire.c:        ch->empiregold -= 2500;
xrak_empire.c:        ch->pcdata->townslot2[13] = 10;
xrak_empire.c:        ch->lumbercamps++;
xrak_empire.c:        if (ch->empiregold < 100000)
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 1000)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 5000 && ch->rawmaterial[M_OAK] < 5000
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 5000 && ch->rawmaterial[M_MAPLE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 5000 && ch->rawmaterial[M_SPRUCE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 5000)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 5000) ch->rawmaterial[M_WOOD] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 5000) ch->rawmaterial[M_OAK] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 5000) ch->rawmaterial[M_PINE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 5000) ch->rawmaterial[M_MAPLE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 5000) ch->rawmaterial[M_BIRCH] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 5000) ch->rawmaterial[M_SPRUCE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 5000) ch->rawmaterial[M_SYCAMORE] -= 5000;
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 1000;
xrak_empire.c:        ch->empiregold -= 100000;
xrak_empire.c:        ch->mines++;
xrak_empire.c:        if ( ch->empiregold < 50000 )
xrak_empire.c:        ch->pcdata->townslot2[14] = 10;
xrak_empire.c:        ch->quarries++;
xrak_empire.c:        ch->empiregold -= 50000;
xrak_empire.c:        if ( ch->empiregold < 100000)
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 150)
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 400)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 5000 && ch->rawmaterial[M_OAK] < 5000
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 5000 && ch->rawmaterial[M_MAPLE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 5000 && ch->rawmaterial[M_SPRUCE] < 5000
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 5000)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 5000) ch->rawmaterial[M_WOOD] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 5000) ch->rawmaterial[M_OAK] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 5000) ch->rawmaterial[M_PINE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 5000) ch->rawmaterial[M_MAPLE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 5000) ch->rawmaterial[M_BIRCH] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 5000) ch->rawmaterial[M_SPRUCE] -= 5000;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 5000) ch->rawmaterial[M_SYCAMORE] -= 5000;
xrak_empire.c:        if (ch->pcdata->townslot2[16] != 10) ch->pcdata->townslot2[16] = 10;
xrak_empire.c:        ch->farms++;
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 150;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 400;
xrak_empire.c:        ch->pcdata->townslot2[16] = 10;
xrak_empire.c:        ch->farms++;
xrak_empire.c:        if ( ch->empiregold < 1000000)
xrak_empire.c:        if (ch->rawmaterial[M_IRON] < 150)
xrak_empire.c:        if (ch->rawmaterial[M_TIN] < 2500)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] < 15000 && ch->rawmaterial[M_OAK] < 15000
xrak_empire.c:                && ch->rawmaterial[M_PINE] < 15000 && ch->rawmaterial[M_MAPLE] < 15000
xrak_empire.c:                && ch->rawmaterial[M_BIRCH] < 15000 && ch->rawmaterial[M_SPRUCE] < 15000
xrak_empire.c:                && ch->rawmaterial[M_SYCAMORE] < 15000)
xrak_empire.c:        if (ch->rawmaterial[M_WOOD] > 15000) ch->rawmaterial[M_WOOD] -= 15000;
xrak_empire.c:        else if (ch->rawmaterial[M_OAK] > 15000) ch->rawmaterial[M_OAK] -= 15000;
xrak_empire.c:        else if (ch->rawmaterial[M_PINE] > 15000) ch->rawmaterial[M_PINE] -= 15000;
xrak_empire.c:        else if (ch->rawmaterial[M_MAPLE] > 15000) ch->rawmaterial[M_MAPLE] -= 15000;
xrak_empire.c:        else if (ch->rawmaterial[M_BIRCH] > 15000) ch->rawmaterial[M_BIRCH] -= 15000;
xrak_empire.c:        else if (ch->rawmaterial[M_SPRUCE] > 15000) ch->rawmaterial[M_SPRUCE] -= 15000;
xrak_empire.c:        else if (ch->rawmaterial[M_SYCAMORE] > 15000) ch->rawmaterial[M_SYCAMORE] -= 15000;
xrak_empire.c:        ch->plantations++;
xrak_empire.c:        ch->rawmaterial[M_IRON] -= 150;
xrak_empire.c:        ch->rawmaterial[M_TIN] -= 2500;
xrak_fight.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_fight.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_fight.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_fight.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_fight.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_fight.c:    if (victim->pcdata->powers[FAE_SHIELD] > 0)
xrak_fight.c:        if (--victim->pcdata->powers[FAE_SHIELD] == 0)
xrak_fight.c:        if (new_dam >= victim->hit)
xrak_fight.c:            new_dam = victim->hit - 1;
xrak_fight.c:         * Brief 5 System - Jobo
xrak_fight.c:        if (!IS_NPC(victim) && IS_SET(victim->act, PLR_BRIEF5))
xrak_fight.c:            victim->amount_damage_dealt += new_dam;
xrak_fight.c:            victim->amount_attacks_dealt++;
xrak_fight.c:        if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5))
xrak_fight.c:            ch->amount_damage_recieved += dam;
xrak_fight.c:            ch->amount_attacks_recieved++;
xrak_fight.c:        if (!IS_SET(ch->act, PLR_BRIEF5))
xrak_fight.c:        if (!IS_SET(victim->act, PLR_BRIEF5))
xrak_fight.c:            || obj->value[3] != 11)
xrak_fight.c:            && ((obj = get_eq_char (ch, WEAR_HOLD)) == NULL || obj->value[3] != 11))
xrak_fight.c:    if (victim->fighting != NULL)
xrak_fight.c:    if (victim->hit < victim->max_hit / 1.6)
xrak_fight.c:            || IS_NPC (ch) || number_percent () < ch->pcdata->learned[gsn_backstab])
xrak_fight.c:    if ( victim->position == POS_DEAD ) return FALSE;
xrak_fight.c:        if ( victim->position > POS_STUNNED )
xrak_fight.c:            if ( victim->fighting == NULL ) set_fighting( victim, ch );
xrak_fight.c:            victim->position = POS_FIGHTING;
xrak_fight.c:        if ( victim->position > POS_STUNNED )
xrak_fight.c:            if ( ch->fighting == NULL )
xrak_fight.c:                    &&   victim->master != NULL
xrak_fight.c:                    &&   victim->master->in_room == ch->in_room
xrak_fight.c:                multi_hit( ch, victim->master, TYPE_UNDEFINED );
xrak_fight.c:        if ( victim->master == ch ) stop_follower( victim,TRUE );
xrak_fight.c:            if ( edamage > ch->pcdata->learned[gsn_enhanced_damage] )
xrak_fight.c:            if (edamage < ch->pcdata->learned[gsn_enhanced_damage])
xrak_fight.c:            REMOVE_BIT( ch->affected_by, AFF_HIDE );
xrak_fight.c:            dam -= dam * 0.25;
xrak_fight.c:            dam -= dam * 0.25;
xrak_fight.c:            if (victim->pcdata->damreduct == 100)
xrak_fight.c:                dam -= 0;
xrak_fight.c:            else if (victim->pcdata->damreductdec > 0)
xrak_fight.c:                       (victim->pcdata->damreduct + 1)) / 100;
xrak_fight.c:                dam = (dam * victim->pcdata->damreduct) / 100;
xrak_fight.c:        if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
xrak_fight.c:        if ( dam > ch->damcap[0] ) dam = ch->damcap[0];
xrak_fight.c:            if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
xrak_fight.c:            if (IS_NPC(ch) && number_percent( ) < ch->level * 0.005)
xrak_fight.c:                    victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
xrak_fight.c:                      victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
xrak_fight.c:            /* ------------ This is the part for superstances, Jobo ------------------- */
xrak_fight.c:            /* else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:             && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
xrak_fight.c:             && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
xrak_fight.c:            else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:                     && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
xrak_fight.c:                     && victim->stance[(victim->stance[0])] > 100
xrak_fight.c:            /* ------------ This is the end for superstances, Jobo ------------------- */
xrak_fight.c:                    victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
xrak_fight.c:                     victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
xrak_fight.c:            /* ------------ This is the part for superstances, Jobo ------------------- */
xrak_fight.c:            /*   else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:               && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
xrak_fight.c:               && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
xrak_fight.c:            else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:                     && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
xrak_fight.c:                     && victim->stance[(victim->stance[0])] > 100
xrak_fight.c:            /* ------------ This is the end for superstances, Jobo ------------------- */
xrak_fight.c:     * Brief 5 System - Jobo
xrak_fight.c:    /*    if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_BRIEF5))
xrak_fight.c:          ch->amount_damage_dealt += dam;
xrak_fight.c:          ch->amount_attacks_dealt++;
xrak_fight.c:        if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_BRIEF5))
xrak_fight.c:          victim->amount_damage_recieved += dam;
xrak_fight.c:          victim->amount_attacks_recieved++;
xrak_fight.c:      if (IS_SET(victim->newbits, NEW_IRONMIND))
xrak_fight.c:    	 REMOVE_BIT(victim->newbits, NEW_IRONMIND);
xrak_fight.c:    	 victim->hit += dam;
xrak_fight.c:    if ( victim->position == POS_DEAD ) return FALSE;
xrak_fight.c:        if ( victim->position > POS_STUNNED )
xrak_fight.c:            if ( victim->fighting == NULL ) set_fighting( victim, ch );
xrak_fight.c:            victim->position = POS_FIGHTING;
xrak_fight.c:        if ( victim->position > POS_STUNNED )
xrak_fight.c:            if ( ch->fighting == NULL )
xrak_fight.c:                    &&   victim->master != NULL
xrak_fight.c:                    &&   victim->master->in_room == ch->in_room
xrak_fight.c:                multi_hit( ch, victim->master, TYPE_UNDEFINED );
xrak_fight.c:        if ( victim->master == ch ) stop_follower( victim, TRUE );
xrak_fight.c:            if ( edamage > ch->pcdata->learned[gsn_enhanced_damage] )
xrak_fight.c:            if (edamage < ch->pcdata->learned[gsn_enhanced_damage])
xrak_fight.c:            REMOVE_BIT( ch->affected_by, AFF_HIDE );
xrak_fight.c:            dam -= dam * 0.25;
xrak_fight.c:            dam -= dam * 0.25;
xrak_fight.c:            if (victim->pcdata->damreduct == 100)
xrak_fight.c:                dam -= 0;
xrak_fight.c:            else if (victim->pcdata->damreductdec > 0)
xrak_fight.c:                       (victim->pcdata->damreduct + 1)) / 100;
xrak_fight.c:                dam = (dam * victim->pcdata->damreduct) / 100;
xrak_fight.c:        if (IS_SET(obj->spectype2, XITEM_LIGHTPLATE)) dam *= 0.5;
xrak_fight.c:        if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
xrak_fight.c:        if ( dam > ch->damcap[0] ) dam = ch->damcap[0];
xrak_fight.c:            if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
xrak_fight.c:            if (IS_NPC(ch) && number_percent( ) < ch->level * 0.005)
xrak_fight.c:                    victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
xrak_fight.c:                      victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
xrak_fight.c:            /* ------------ This is the part for superstances, Jobo ------------------- */
xrak_fight.c:            /* else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:             && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
xrak_fight.c:             && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
xrak_fight.c:            else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:                     && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_DODGE)
xrak_fight.c:                     && victim->stance[(victim->stance[0])] > 100
xrak_fight.c:            /* ------------ This is the end for superstances, Jobo ------------------- */
xrak_fight.c:                    victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
xrak_fight.c:                     victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
xrak_fight.c:            /* ------------ This is the part for superstances, Jobo ------------------- */
xrak_fight.c:            /*   else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:               && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
xrak_fight.c:               && victim->stance[(victim->stance[0])] > 100 && !can_counter(ch)
xrak_fight.c:            else if (!IS_NPC(victim) && victim->stance[0] > 12
xrak_fight.c:                     && IS_SET(victim->stance[(victim->stance[0]+6)], STANCEPOWER_PARRY)
xrak_fight.c:                     && victim->stance[(victim->stance[0])] > 100
xrak_fight.c:            /* ------------ This is the end for superstances, Jobo ------------------- */
xrak_fight.c:     * Brief 5 System - Jobo
xrak_fight.c:    if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF5))
xrak_fight.c:        ch->amount_damage_dealt += dam;
xrak_fight.c:        ch->amount_attacks_dealt++;
xrak_fight.c:    if (!IS_NPC(victim) && !IS_SET(victim->act, PLR_BRIEF5))
xrak_fight.c:        victim->amount_damage_recieved += dam;
xrak_fight.c:        victim->amount_attacks_recieved++;
xrak_fight.c:    if (IS_SET(victim->newbits, NEW_IRONMIND))
xrak_fight.c:        REMOVE_BIT(victim->newbits, NEW_IRONMIND);
xrak_fight.c:        victim->hit += dam;
xrak_fight.c:    if (ch->level < skill_table[gsn_berserk].skill_level)
xrak_fight.c:    if (number_percent() > ch->pcdata->learned[gsn_berserk])
xrak_fight.c:        vch_next = vch->next;
xrak_fight.c:        if (vch->in_room == NULL)
xrak_fight.c:        if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
xrak_fight.c:        if (vch->in_room == ch->in_room)
xrak_fight.c:            if ((mount = ch->mount) != NULL)
xrak_handler.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_handler.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_handler.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_handler.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_handler.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_handler.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_handler.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_handler.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_handler.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_handler.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_handler.c: * Copy src to string dst of size siz.  At most siz-1 characters
xrak_handler.c: * Samson 10-12-03
xrak_handler.c:    if (n != 0 && --n != 0)
xrak_handler.c:        while (--n != 0);
xrak_handler.c:            *d = '\0';  /* NUL-terminate dst */
xrak_handler.c:    return (s - src - 1);   /* count does not include NUL */
xrak_handler.c: * full size of dst, not space left).  At most siz-1 characters
xrak_handler.c: * Samson 10-12-03
xrak_handler.c:    while (n-- != 0 && *d != '\0')
xrak_handler.c:    dlen = d - dst;
xrak_handler.c:    n = siz - dlen;
xrak_handler.c:            n--;
xrak_handler.c:    return (dlen + (s - src));  /* count does not include NUL */
xrak_handler.c:    if (strlen(prev) > (unsigned) size - 1)
xrak_handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
xrak_handler.c:    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
xrak_handler.c:    for (wch = char_list; wch != NULL; wch = wch->next)
xrak_handler.c:        else if (wch->in_room == NULL || ch->in_room == NULL)
xrak_improve.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_improve.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_improve.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_improve.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_improve.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_improve.c:    if (ch->pcdata->perm_str >=100) return;
xrak_improve.c:        ch->pcdata->perm_str++;
xrak_improve.c:    if (ch->pcdata->perm_vit >=100) return;
xrak_improve.c:        ch->pcdata->perm_vit++;
xrak_improve.c:    if (ch->pcdata->perm_dex >=100) return;
xrak_improve.c:        ch->pcdata->perm_dex++;
xrak_improve.c:    if (ch->pcdata->perm_con >=100) return;
xrak_improve.c:        ch->pcdata->perm_con++;
xrak_improve.c:    if (ch->pcdata->perm_int >=100) return;
xrak_improve.c:        ch->pcdata->perm_int++;
xrak_improve.c:    if (ch->pcdata->perm_wis >=100) return;
xrak_improve.c:        ch->pcdata->perm_wis++;
xrak_improve.c:    if (ch->pcdata->perm_dis >= 100) return;
xrak_improve.c:        ch->pcdata->perm_dis++;
xrak_improve.c:    if (ch->pcdata->perm_agi >= 100) return;
xrak_improve.c:        ch->pcdata->perm_agi++;
xrak_improve.c:    if (ch->pcdata->perm_cha >= 100) return;
xrak_improve.c:        ch->pcdata->perm_cha++;
xrak_improve.c:    if (ch->pcdata->perm_luc >= 100) return;
xrak_improve.c:        ch->pcdata->perm_luc++;
xrak_improve.c:	if (ch->class == 0 && ch->tier2 == 0 && ch->tier3 == 0
xrak_improve.c:	&& ch->tier4 == 0 && ch->tier5 == 0) wpn += 300;
xrak_improve.c:        if (IS_SET(ch->special, SPC_DROW_WAR)) wpn += 100;
xrak_improve.c:	else if (ch->generation < 3) wpn += 100;
xrak_improve.c:        /*        switch (ch->class)
xrak_improve.c:        if (wield != NULL && wield->item_type == ITEM_WEAPON)
xrak_improve.c:            dtype += wield->value[3];
xrak_improve.c:    dtype -= 1000;
xrak_improve.c:        if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_sword])
xrak_improve.c:        	ch->pcdata->learned[gsn_sword]++;
xrak_improve.c:        	sprintf(buf, " ^r#W You Improve #WSword to %d\n\r",ch->pcdata->learned[gsn_sword]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_bite];
xrak_improve.c:          if ((number_percent() += get_curr_int(ch)) > ch->pcdata->learned[gsn_bite])
xrak_improve.c:        	ch->pcdata->learned[gsn_bite]++;
xrak_improve.c:        	sprintf(buf, " ^r#W You Improve #WBite to %d\n\r",ch->pcdata->learned[gsn_bite]);
xrak_improve.c:          wpnskill = ch->pcdata->learned[gsn_striking];
xrak_improve.c:          if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_striking])
xrak_improve.c:        	ch->pcdata->learned[gsn_striking]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wstriking to %d\n\r",ch->pcdata->learned[gsn_striking]);
xrak_improve.c:          else if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_wrestling])
xrak_improve.c:        	ch->pcdata->learned[gsn_wrestling]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wwrestling to %d\n\r",ch->pcdata->learned[gsn_wrestling]);
xrak_improve.c:          else if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_brawling])
xrak_improve.c:        	ch->pcdata->learned[gsn_brawling]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wbrawling to %d\n\r",ch->pcdata->learned[gsn_brawling]);
xrak_improve.c:          if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_bite])
xrak_improve.c:            ch->pcdata->learned[gsn_bite]++;
xrak_improve.c:            sprintf(buf, " ^r#WYou Improve #WBite to %d\n\r",ch->pcdata->learned[gsn_bite]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_dagger];
xrak_improve.c:            if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_dagger])
xrak_improve.c:        	ch->pcdata->learned[gsn_dagger]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wdagger to %d\n\r",ch->pcdata->learned[gsn_dagger]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_longsword])
xrak_improve.c:           if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_longsword])
xrak_improve.c:        	ch->pcdata->learned[gsn_longsword]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wlongsword to %d\n\r",ch->pcdata->learned[gsn_longsword]);
xrak_improve.c:          wpnskill = ch->pcdata->learned[gsn_lashing])
xrak_improve.c:            if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_lashing])
xrak_improve.c:        	ch->pcdata->learned[gsn_lashing]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wlashing to %d\n\r",ch->pcdata->learned[gsn_lashing]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_knife])
xrak_improve.c:            if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_knife])
xrak_improve.c:        	ch->pcdata->learned[gsn_knife]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wknife to %d\n\r",ch->pcdata->learned[gsn_knife]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_mace])
xrak_improve.c:            if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_mace])
xrak_improve.c:        	ch->pcdata->learned[gsn_mace]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wmace to %d\n\r",ch->pcdata->learned[gsn_mace]);
xrak_improve.c:            else if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_flail])
xrak_improve.c:        	ch->pcdata->learned[gsn_flail]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wflail to %d\n\r",ch->pcdata->learned[gsn_flail]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_war_hammer])
xrak_improve.c:           if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_war_hammer])
xrak_improve.c:        	ch->pcdata->learned[gsn_war_hammer]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wwar hammer to %d\n\r",ch->pcdata->learned[gsn_war_hammer]);
xrak_improve.c:        wpnskill = ch->pcdata->learned[gsn_mace])
xrak_improve.c:           if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_mace])
xrak_improve.c:        	ch->pcdata->learned[gsn_mace]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wmace to %d\n\r",ch->pcdata->learned[gsn_mace]);
xrak_improve.c:            else if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_war_hammer])
xrak_improve.c:        	ch->pcdata->learned[gsn_war_hammer]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wwar hammer to %d\n\r",ch->pcdata->learned[gsn_war_hammer]);
xrak_improve.c:        	else if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_flail])
xrak_improve.c:        	ch->pcdata->learned[gsn_flail]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #Wflail to %d\n\r",ch->pcdata->learned[gsn_flail]);
xrak_improve.c:         wpnskill = ch->pcdata->learned[gsn_shortsword];
xrak_improve.c:          if ((number_percent() + get_curr_int(ch)) > ch->pcdata->learned[gsn_shortsword])
xrak_improve.c:        	ch->pcdata->learned[gsn_shortsword]++;
xrak_improve.c:        	sprintf(buf, " ^r#WYou Improve #WShortsword to %d\n\r",ch->pcdata->learned[gsn_shortsword]);
xrak_improve.c:    if (ch->wpn[dtype] >= max_skl)
xrak_improve.c:        ch->wpn[dtype] = max_skl;
xrak_improve.c:    trapper = ch->wpn[dtype];
xrak_improve.c://    if ((dice1 <= ch->wpn[dtype] || dice2 <= ch->wpn[dtype]) || (dice1 <= 100 || dice2 <= 100))
xrak_improve.c:        ch->wpn[dtype] += 1;
xrak_improve.c:        if (!IS_SET(ch->act, PLR_BRIEF5) && amount > 0  && ch->wpn[dtype] < max_skl)
xrak_improve.c:                sprintf(buf," ^r#WYour skill with#n %s ^r#Wimproves by #W%d#n\n\r", wield->short_descr, amount );
xrak_improve.c:    if (trapper == ch->wpn[dtype])
xrak_improve.c:    if (ch->wpn[dtype] == 1)
xrak_improve.c:    else if (ch->wpn[dtype] == 10)
xrak_improve.c:    else if (ch->wpn[dtype] == 20)
xrak_improve.c:    else if (ch->wpn[dtype] == 30)
xrak_improve.c:    else if (ch->wpn[dtype] == 40)
xrak_improve.c:    else if (ch->wpn[dtype] == 50)
xrak_improve.c:    else if (ch->wpn[dtype] == 60)
xrak_improve.c:    else if (ch->wpn[dtype] == 70)
xrak_improve.c:    else if (ch->wpn[dtype] == 80)
xrak_improve.c:    else if (ch->wpn[dtype] == 90)
xrak_improve.c:    else if (ch->wpn[dtype] == 100)
xrak_improve.c:        sprintf(buf, " ^r#WYou are now %s with#n %s.#n\n\r#n", bufskill, wield->short_descr);
xrak_improve.c:    stance = ch->stance[0];
xrak_improve.c:    if (ch->stance[stance] >= 200)
xrak_improve.c:        ch->stance[stance] = 200;
xrak_improve.c:    if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) || (dice1 >= 98 || dice2 >= 99))
xrak_improve.c:        ch->stance[stance] += 1;
xrak_improve.c:    if (stance == ch->stance[stance])
xrak_improve.c:    if (ch->stance[stance] == 1)
xrak_improve.c:    else if (ch->stance[stance] == 26)
xrak_improve.c:    else if (ch->stance[stance] == 51)
xrak_improve.c:    else if (ch->stance[stance] == 76)
xrak_improve.c:    else if (ch->stance[stance] == 101)
xrak_improve.c:    else if (ch->stance[stance] == 126)
xrak_improve.c:    else if (ch->stance[stance] == 151)
xrak_improve.c:    else if (ch->stance[stance] == 176)
xrak_improve.c:    else if (ch->stance[stance] == 200)
xrak_improve.c:    stance = ch->stance[0];
xrak_improve.c:    if (ch->stance[stance] >= 200)
xrak_improve.c:        ch->stance[stance] = 200;
xrak_improve.c:    if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) ||(dice1>=98 || dice2>=99))
xrak_improve.c:        ch->stance[stance] += 1;
xrak_improve.c:    if (stance == ch->stance[stance]) return;
xrak_improve.c:    if (ch->stance[stance] == 1  ) sprintf(bufskill,"an apprentice of");
xrak_improve.c:    else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of");
xrak_improve.c:    else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of");
xrak_improve.c:    else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in");
xrak_improve.c:    else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in");
xrak_improve.c:    else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in");
xrak_improve.c:    else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of");
xrak_improve.c:    else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of");
xrak_improve.c:    else if (ch->stance[stance] == 200) sprintf(bufskill,"a grand master of");
xrak_improve.c:    pcstyle = ch->pcstyle[0];
xrak_improve.c:    if (ch->pcstyle[pcstyle] >= 200)
xrak_improve.c:        ch->pcstyle[pcstyle] = 200;
xrak_improve.c:    if ((dice1 > ch->pcstyle[pcstyle] && dice2 > ch->pcstyle[pcstyle]) || (dice1 >= 98 || dice2 >= 99))
xrak_improve.c:        ch->pcstyle[pcstyle] += 1;
xrak_improve.c:    if (pcstyle == ch->pcstyle[pcstyle])
xrak_improve.c:    if (ch->pcstyle[pcstyle] == 1)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 26)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 51)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 76)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 101)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 126)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 151)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 176)
xrak_improve.c:    else if (ch->pcstyle[pcstyle] == 200)
xrak_improve.c:    if (!IS_SET(ch->act, PLR_BRIEF5) && amount > 0 && pcstyle > 0 && pcstyle < 4)
xrak_improve.c:    if (ch->magic[type] > 200)
xrak_improve.c:        ch->magic[type] = 200;
xrak_improve.c:    if (ch->magic[type] == 200)
xrak_improve.c:    dice1 = ((300 - ch->magic[type]) * 2);
xrak_improve.c:        ch->magic[type] += 1;
xrak_improve.c:    if (ch->magic[type] == 2)
xrak_improve.c:    else if (ch->magic[type] == 35)
xrak_improve.c:    else if (ch->magic[type] == 76)
xrak_improve.c:    else if (ch->magic[type] == 100)
xrak_improve.c:    else if (ch->magic[type] == 134)
xrak_improve.c:    else if (ch->magic[type] == 168)
xrak_improve.c:    else if (ch->magic[type] == 190)
xrak_improve.c:    else if (ch->magic[type] == 200)
xrak_improve.c://  chance = 10 * get_curr_int(ch) / 3; //commented out 5-7-16 TR
xrak_improve.c:    if ( ch->pcdata->learned[sn] > 100) ch->pcdata->learned[sn] = 100;
xrak_improve.c:    if ( ch->pcdata->learned[sn] == 100) return;
xrak_improve.c://      chance = URANGE (5, 100 - ch->pcdata->learned[sn], 95);
xrak_improve.c:            ch->pcdata->learned[sn]++;
xrak_improve.c:                      skill_table[sn].name, ch->pcdata->learned[sn] );
xrak_improve.c://            gain_exp (ch, 2 * skill_table[sn].rating[ch->class]);
xrak_improve.c://        chance = URANGE (5, ch->pcdata->learned[sn] / 2, 30);
xrak_improve.c:            ch->pcdata->learned[sn] += 1;
xrak_improve.c:            ch->pcdata->learned[sn] = UMIN (ch->pcdata->learned[sn], 100);
xrak_improve.c:                      skill_table[sn].name, ch->pcdata->learned[sn] );
xrak_improve.c://            gain_exp (ch, 2 * skill_table[sn].rating[ch->class]);
xrak_info.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_info.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_info.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_info.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_info.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_info.c:    if ((ch->in_room == NULL || ch->in_room->vnum != 2001))
xrak_info.c:    	ch->profession = 0;
xrak_info.c:            sprintf(buf,"%s has detoxed their profession.#n.", ch->name);
xrak_info.c:        ch->pcRace = 0;
xrak_info.c:        sprintf(buf,"%s has detoxed their race.#n", ch->name);
xrak_info.c:            ch->guild = 0;
xrak_info.c:            sprintf(buf,"%s has detoxed their guild.#n.", ch->name);
xrak_info.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
xrak_info.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
xrak_info.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
xrak_info.c:            ch->pcdata->powers[sn] = 0;
xrak_info.c:        ch->class = CLASS_BARD;
xrak_info.c:        sprintf(buf,"%s has detoxed their Tier 1 class.#n", ch->name);
xrak_info.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
xrak_info.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
xrak_info.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
xrak_info.c:            ch->pcdata->powers2[sn] = 0;
xrak_info.c:        sprintf(buf,"%s has detoxed their Tier 2 class.#n", ch->name);
xrak_info.c:        ch->tier2 = 0;
xrak_info.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
xrak_info.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
xrak_info.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
xrak_info.c:            ch->pcdata->powers3[sn] = 0;
xrak_info.c:        sprintf(buf,"%s has detoxed their Tier 3 class.#n", ch->name);
xrak_info.c:        ch->tier3 = 0;
xrak_info.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
xrak_info.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
xrak_info.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
xrak_info.c:            ch->pcdata->powers4[sn] = 0;
xrak_info.c:        sprintf(buf,"%s has detoxed their Tier 4 class.#n", ch->name);
xrak_info.c:        ch->tier4 = 0;
xrak_info.c:            REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
xrak_info.c:        if (IS_SET(ch->affected_by, AFF_POLYMORPH))
xrak_info.c:            REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
xrak_info.c:            ch->pcdata->powers5[sn] = 0;
xrak_info.c:        sprintf(buf,"%s has detoxed their Tier 5 class.#n", ch->name);
xrak_info.c:        ch->tier5 = 0;
xrak_info.c:    /*    if (IS_ANGEL(ch)) ch->tier2 = CLASS_KAHN;
xrak_info.c:        if (IS_DEMON(ch)) ch->tier2 = CLASS_TANARRI;
xrak_info.c:        if (IS_NINJA(ch)) ch->tier2 = CLASS_THIEF;
xrak_info.c:        if (IS_MAGE(ch))  ch->tier2 = CLASS_ELEMENTAL;
xrak_info.c:    	ch->tier2 = CLASS_BLADEMASTER;
xrak_info.c:    /*    if (!IS_NPC(ch) && ch->class != 0)
xrak_info.c:        stc("#c* #R--#WTIER 1: #GANGEL, DARKANGEL, DEMON, NINJA, PALADIN, ANTIPALADIN\n\r",ch);
xrak_info.c:        stc("#c* #R--#WTIER 2: #OTANAR'RI, ELEMENTAL, SHAPESHIFTER, DROW\n\r",ch);
xrak_info.c:        stc("#c* #R--#WTIER 3: #BBLADEMASTER, KAHN, MAGE\n\r",ch);
xrak_info.c:        stc("#c* #R--#WTIER 4: #yDEATHKNIGHT, ASSASSIN, DRACONIAN\n\r",ch);
xrak_info.c:        stc("#c* #R--#WTIER 5: #WVAMPIRE, WEREWOLF\n\r",ch);
xrak_info.c:        stc("#c* #R--#GUse 'detox' at Altar to clear a certain tiers class.\n\r",ch);
xrak_info.c:        stc("#c* #R--#GOne class per Tier. Tiers advance as you Remort.\n\r",ch);
xrak_info.c:    if (!str_cmp(arg1,"demon") && ch->class == 0)
xrak_info.c:        ch->class = CLASS_DEMON;
xrak_info.c:        sprintf(buf,"%s has become a #WDemon#n.", ch->name);
xrak_info.c:    if (!str_cmp(arg1,"paladin") && ch->class == 0)
xrak_info.c:        /*        if (ch->profession != PROF_KNIGHT && ch->profession != PROF_TEMPLAR && arg2[0] == '\0')
xrak_info.c:                if (ch->profession == PROF_KNIGHT || ch->profession == PROF_TEMPLAR)
xrak_info.c:        ch->class = CLASS_PALADIN;
xrak_info.c:        sprintf(buf,"%s has become a #WPaladin#n.", ch->name);
xrak_info.c:                    ch->profession = PROF_KNIGHT;
xrak_info.c:                    sprintf(buf,"%s Has become a #WKnight#n.", ch->name);
xrak_info.c:                    ch->profession = PROF_TEMPLAR;
xrak_info.c:                    sprintf(buf,"%s Has become a #WTemplar#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"angel") && ch->class == 0)
xrak_info.c:        ch->class = CLASS_ANGEL;
xrak_info.c:        sprintf(buf,"%s has become an #WAngel#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"darkangel") && ch->class == 0)
xrak_info.c:        ch->class = CLASS_DARK_ANGEL;
xrak_info.c:        sprintf(buf,"%s has become a #cDark #WAngel#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"ninja") && ch->class == 0)
xrak_info.c:        ch->class = CLASS_NINJA;
xrak_info.c:        sprintf(buf,"%s has become a #WNinja#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"antipaladin") && ch->class == 0)
xrak_info.c:        /*        if (ch->profession != PROF_KNIGHT && ch->profession != PROF_TEMPLAR && arg2[0] == '\0')
xrak_info.c:                    stc("You must be of the Knight or Templar Profession to become an Anti-Paladin\n\r",ch);
xrak_info.c:                    stc("syntax:(selfclass antipaladin knight/templar) to switch your profession\n\r to Knight and Class as an Anti-Paladin\n\r",ch);
xrak_info.c:                if (ch->profession == PROF_KNIGHT || ch->profession == PROF_TEMPLAR)
xrak_info.c:        ch->class = CLASS_ANTIPALADIN;
xrak_info.c:        ch->pcdata->powers[APTICK] = 3;
xrak_info.c:        ch->pcdata->powers[RAISETIMER] = 3;
xrak_info.c:        sprintf(buf,"%s has become an #WAnti-Paladin#n.", ch->name);
xrak_info.c:                    ch->profession = PROF_KNIGHT;
xrak_info.c:                    ch->pcdata->powers[APTICK] = 3;
xrak_info.c:                    ch->pcdata->powers[RAISETIMER] = 3;
xrak_info.c:                    sprintf(buf,"%s Has become an #WAnti-Paladin#n.", ch->name);
xrak_info.c:                    ch->profession = PROF_TEMPLAR;
xrak_info.c:                    ch->pcdata->powers[APTICK] = 3;
xrak_info.c:                    ch->pcdata->powers[RAISETIMER] = 3;
xrak_info.c:                    sprintf(buf,"%s Has become an #WAnti-Paladin#n.", ch->name);
xrak_info.c:/*    else if (!str_cmp(arg1,"thief") && ch->pcremort >= 1 && ch->tier2 == 0)
xrak_info.c:        ch->tier2 = CLASS_THIEF;
xrak_info.c:        sprintf(buf,"%s has become a #WThief#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"drow") && ch->pcremort >= 1 && ch->tier2 == 0)
xrak_info.c:        ch->tier2 = CLASS_DROW;
xrak_info.c:        sprintf(buf,"%s #chas become a #WDrow#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"elemental") && ch->pcremort >= 1 && ch->tier2 == 0)
xrak_info.c:        ch->tier2 = CLASS_ELEMENTAL;
xrak_info.c:        sprintf(buf,"%s has become an #WElemental#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"shapeshifter") && ch->pcremort >= 1 && ch->tier2 == 0)
xrak_info.c:        ch->tier2 = CLASS_SHAPESHIFTER;
xrak_info.c:        sprintf(buf,"%s has become a #WShapeshifter#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"tanarri") && ch->pcremort >= 1 && ch->tier2 == 0)
xrak_info.c:        ch->tier2 = CLASS_TANARRI;
xrak_info.c:        sprintf(buf,"%s has become #WTanar'ri#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"mage") && ch->pcremort >= 2 && ch->tier3 == 0)
xrak_info.c:        ch->tier3 = CLASS_MAGE;
xrak_info.c:        sprintf(buf,"%s has become a #WBattleMage#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"lich") && ch->pcremort >= 2 && ch->tier3 == 0)
xrak_info.c:        ch->tier3 = CLASS_LICH;
xrak_info.c:        sprintf(buf,"%s has become a #WLich#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"kahn") && ch->pcremort >= 2 && ch->tier3 == 0)
xrak_info.c:        ch->tier3 = CLASS_KAHN;
xrak_info.c:        sprintf(buf,"%s has become a #WKahn#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"blademaster") && ch->pcremort >= 2 && ch->tier3 == 0)
xrak_info.c:        ch->tier3 = CLASS_BLADEMASTER;
xrak_info.c:        sprintf(buf,"%s has become a #WBladeMaster#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"deathknight") && ch->pcremort >= 3 && ch->tier4 == 0)
xrak_info.c:        ch->tier4 = CLASS_DEATHKNIGHT;
xrak_info.c:        sprintf(buf,"%s has become a #WDeath Knight#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"draconian") && ch->pcremort >= 3 && ch->tier4 == 0)
xrak_info.c:        ch->tier4 = CLASS_DRACONIAN;
xrak_info.c:        sprintf(buf,"%s Has become a #WDraconian#n.", ch->name);
xrak_info.c:    else if ( !str_cmp( arg1, "dragon") && ch->pcremort >= 3 && ch->tier4 == 0 )
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 1;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 2;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 3;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 4;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 5;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 6;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 7;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 8;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 9;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 10;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:             ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:             ch->pcdata->powers4[DRAGON_COLOR] = 11;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:             ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 12;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 13;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 14;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 15;
xrak_info.c:            ch->tier4 = CLASS_DRAGON;
xrak_info.c:            ch->pcdata->powers4[dragonage] = 1;
xrak_info.c:            ch->pcdata->powers4[DRAGON_COLOR] = 16;
xrak_info.c:    else if (!str_cmp(arg1,"assassin") && ch->pcremort >= 3 && ch->tier4 == 0)
xrak_info.c:        ch->tier4 = CLASS_ASSASSIN;
xrak_info.c:        sprintf(buf,"%s has become an #WAssassin#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"vampire") && ch->pcremort >= 4 && ch->tier5 == 0)
xrak_info.c:        ch->tier5 = CLASS_VAMPIRE;
xrak_info.c:        sprintf(buf,"%s has become a #WVampire#n.", ch->name);
xrak_info.c:    else if (!str_cmp(arg1,"werewolf") && ch->pcremort >= 4 && ch->tier5 == 0)
xrak_info.c:        ch->tier5 = CLASS_WEREWOLF;
xrak_info.c:        sprintf(buf,"%s has become a #WLycan#n.", ch->name);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("#B--#CDarkHand      #B--#CGuardian\n\r",ch);
xrak_info.c:        stc("#B--#CSyndicate     #B--#CDamned\n\r",ch);
xrak_info.c:        stc("#B--#CCrusaders     #B--#CDruid\n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        ch->guild = GUILD_DARK_HAND;
xrak_info.c:        ch->guild = GUILD_GUARDIAN;
xrak_info.c:        ch->guild = GUILD_SYNDICATE;
xrak_info.c:        ch->guild = GUILD_DAMNED;
xrak_info.c:        ch->guild = GUILD_CRUSADERS;
xrak_info.c:        ch->guild = GUILD_DRUID;
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("^r#WMercenary - Soldier - Cleric - Monk - Knight #n \n\r",ch);
xrak_info.c:        stc("^r#WTemplar - Barbarian - Samurai - Hoplite #n \n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        ch->profession = PROF_MERCENARY;
xrak_info.c:        ch->profession = PROF_SOLDIER;
xrak_info.c:        ch->profession = PROF_CLERIC;
xrak_info.c:        ch->profession = PROF_MONK;
xrak_info.c:        ch->profession = PROF_KNIGHT;
xrak_info.c:        ch->profession = PROF_TEMPLAR;
xrak_info.c:        ch->profession = PROF_BARBARIAN;
xrak_info.c:        ch->profession = PROF_SAMURAI;
xrak_info.c:        ch->profession = PROF_HOPLITE;
xrak_info.c:        if (ch->pcremort == 0)
xrak_info.c:            sprintf(spherecount, "%d", (5-ch->pcsphereammount));
xrak_info.c:        if (ch->pcremort == 1)
xrak_info.c:            sprintf(spherecount, "%d", (6-ch->pcsphereammount));
xrak_info.c:        if (ch->pcremort == 2)
xrak_info.c:            sprintf(spherecount, "%d", (7-ch->pcsphereammount));
xrak_info.c:        if (ch->pcremort == 3)
xrak_info.c:            sprintf(spherecount, "%d", (8-ch->pcsphereammount));
xrak_info.c:        if (ch->pcremort == 4)
xrak_info.c:            sprintf(spherecount, "%d", (10-ch->pcsphereammount));
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("^r#WAnimal1 - Wokanism - Necromancy - Conjuration#n \n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("^r#WPyromancy - Healing - Divination - Transmutation - Enchantment#n\n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("^r#WIllusion - Geomancy - Holy - Shadow - Moon#n\n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("^r#WHydromancy - Enhancement - Aeromancy#n\n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:        stc("^r#WAnimal2 - Abjuration#n\n\r",ch);
xrak_info.c:        stc("^r#y[------------------------------------------------------]#n\n\r",ch);
xrak_info.c:    if (ch->pcsphereammount > 5 && ch->pcremort == 0 )    {
xrak_info.c:    else if (ch->pcsphereammount > 6 && ch->pcremort == 0)
xrak_info.c:    else if (ch->pcremort == 1 && ch->pcsphereammount > 5 )
xrak_info.c:    else if (ch->pcremort == 1 && ch->pcsphereammount > 7 )
xrak_info.c:    else if (ch->pcremort == 2 && ch->pcsphereammount > 6 )    {
xrak_info.c:    else if (ch->pcremort == 2 && ch->pcsphereammount > 8 )
xrak_info.c:    else if (ch->pcremort == 3 && ch->pcsphereammount > 7 )    {
xrak_info.c:    else if (ch->pcremort == 3 && ch->pcsphereammount > 9 )
xrak_info.c:    else if (ch->pcremort == 4 && ch->pcsphereammount > 9 )    {
xrak_info.c:    else if (ch->pcremort == 5 && ch->pcsphereammount > 9 )    {
xrak_info.c:    else if (ch->pcremort == 5 && ch->pcsphereammount > 11)
xrak_info.c:    else if (ch->pcremort == 6 && ch->pcsphereammount > 10 )    {
xrak_info.c:    else if (ch->pcremort == 6 && ch->pcsphereammount > 12 )
xrak_info.c:    else if (ch->pcremort == 7 && ch->pcsphereammount > 11 )    {
xrak_info.c:    else if (ch->pcremort == 7 && ch->pcsphereammount > 13 )
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ANIMAL))
xrak_info.c:        SET_BIT(ch->pcsphere, SPHERE_ANIMAL);
xrak_info.c:        ch->pcsphereammount++;
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_CONJURATION))
xrak_info.c:        SET_BIT(ch->pcsphere, SPHERE_CONJURATION);
xrak_info.c:        ch->pcsphereammount++;
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_WOKANIST))
xrak_info.c:        SET_BIT(ch->pcsphere, SPHERE_WOKANIST);
xrak_info.c:        ch->pcsphereammount++;
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_NECROMANCER))
xrak_info.c:        SET_BIT(ch->pcsphere, SPHERE_NECROMANCER);
xrak_info.c:        ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 50)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_PYROMANCER);
xrak_info.c:            ch->pcdata->powers[S_HANDFIRE] = 6;
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 50)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ENCHANTMENT))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_ENCHANTMENT);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 50)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HEALING))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_HEALING);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 50)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_DIVINER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_DIVINER);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 50)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_TRANSMUTER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_TRANSMUTER);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 100)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ILLUSIONIST))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_ILLUSIONIST);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 100)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_MOON))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_MOON);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 100)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_GEOMANCER);
xrak_info.c:            ch->pcdata->powers[S_HANDEARTH] = 6;
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 100)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_SHADOW))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HOLY))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_SHADOW);
xrak_info.c:            ch->pcdata->powers[S_HANDSHADOW] = 6;
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 100)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HOLY))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_SHADOW))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_HOLY);
xrak_info.c:            ch->pcdata->powers[S_HANDHOLY] = 6;
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 150)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_HYDROMANCER);
xrak_info.c:            ch->pcdata->powers[S_HANDWATER] = 6;
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 150)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ENHANCEMENT))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_ENHANCEMENT);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 150)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_AEROMANCER);
xrak_info.c:            ch->pcdata->powers[S_HANDWIND] = 6;
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 200)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ABJURER))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_ABJURER);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:        if (ch->level < 200)
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ANIMAL2))
xrak_info.c:            SET_BIT(ch->pcsphere, SPHERE_ANIMAL2);
xrak_info.c:            ch->pcsphereammount++;
xrak_info.c:    stc("#c+--------------------------------------+#n\n\r",ch);
xrak_info.c:    sprintf(skill, " #rViper#n:    %d\n\r",ch->stance[1] );
xrak_info.c:    sprintf(skill, " #rCrane#n:    %d\n\r", ch->stance[2]);
xrak_info.c:    sprintf(skill, " #rCrab#n:     %d\n\r",ch->stance[3] );
xrak_info.c:    sprintf(skill, " #rMongoose#c: %d\n\r", ch->stance[4]);
xrak_info.c:    sprintf(skill, " #rBull#c:     %d\n\r\n\r", ch->stance[5]);
xrak_info.c:    stc( "#c+--------------------------------------+#n\n\r",ch);
xrak_info.c:    sprintf(skill, " #rMantis#c:   %d\n\r",ch->stance[6] );
xrak_info.c:    sprintf(skill, " #rDragon#c:   %d\n\r", ch->stance[7]);
xrak_info.c:    sprintf(skill, " #rTiger#c:    %d\n\r",ch->stance[8] );
xrak_info.c:    sprintf(skill, " #rMonkey#c:   %d\n\r", ch->stance[9]);
xrak_info.c:    sprintf(skill, " #rSwallow#c:  %d#n\n\r", ch->stance[STANCE_SWALLOW]);
xrak_info.c:    stc( "#c+--------------------------------------+#n\n\r",ch);
xrak_info.c:    if ( ch->stance[12] == 1 )
xrak_info.c:    else if ( ch->stance[12] == 2 )
xrak_info.c:    else if ( ch->stance[12] == 3 )
xrak_info.c:    else if ( ch->stance[12] == 4 )
xrak_info.c:    else if ( ch->stance[12] == 5 )
xrak_info.c:    else if ( ch->stance[12] == 6 )
xrak_info.c:    else if ( ch->stance[12] == 7 )
xrak_info.c:    else if ( ch->stance[12] == 8 )
xrak_info.c:    else if ( ch->stance[12] == 9 )
xrak_info.c:    else if ( ch->stance[12] == 10 )
xrak_info.c:    else if ( ch->stance[12] == 11 )
xrak_info.c:    else if ( ch->stance[12] == -1 )
xrak_info.c:    stc("#C[#c--------------------#C[#WWeapon Levels#C]#c--------------------#C]#n\n\r", ch);
xrak_info.c:             ch->wpn[0], ch->wpn[WPN_WHIP], ch->wpn[WPN_SICKLE]);
xrak_info.c:             ch->wpn[WPN_AXE],ch->wpn[WPN_MACE],ch->wpn[WPN_FLAIL] );
xrak_info.c:             ch->wpn[WPN_WARHAMMER],ch->wpn[WPN_CLUB], ch->wpn[WPN_MORNINGSTAR]);
xrak_info.c:             ch->wpn[WPN_SHORTSWORD], ch->wpn[WPN_KNIFE], ch->wpn[WPN_DAGGER]);
xrak_info.c:    cprintf( buf, " #cBroadsword:  #R[#c%4d#R]  #cLongsword #R[#c%4d#R]  #cBastard-sword #R[#c%4d#R]#n\n\r",
xrak_info.c:             ch->wpn[WPN_BROADSWORD],ch->wpn[WPN_LONGSWORD], ch->wpn[WPN_BASTARDSWORD]);
xrak_info.c:             ch->wpn[WPN_SPEAR], ch->wpn[WPN_STAFF], ch->wpn[WPN_POLEARM]);
xrak_info.c:    cprintf( buf, " #cExotic:      #R[#c%4d#R]  #n\n\r ", ch->wpn[WPN_EXOTIC]);
xrak_info.c:    stc( "#C[#c--------------------#C[#WWeapon Affects#C]#c-------------------#C]#n\n\r\n\r", ch);
xrak_info.c:    stc( " #cBroadsword, Longsword, Bastard-sword: More likely to hit.#n\n\r", ch);
xrak_info.c:    stc("#C[#c--------------------#C[#W   Weapons   #C]#c--------------------#C]#n\n\r", ch);
xrak_info.c:        stc("#G+#g------------------------------------------------------#G+\n\r", ch);
xrak_info.c:        stc("#G+#g------------------------------------------------------#G+\n\r", ch);
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[ Race Powers ]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[  Level 25   ]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->level >= 25)
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[  Level 50   ]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->level >= 50)
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[  Level 100  ]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->level >= 100)
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[  Level 150  ]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->level >= 150)
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[  Level 200  ]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->level >= 200)
xrak_info.c:        stc("#B[#W--------------------#B[^B#W[Sphere Powers]#n#B]#W---------------------#B]#n\n\r", ch);
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_MOON))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ABJURER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_TRANSMUTER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ENCHANTMENT))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_DIVINER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ILLUSIONIST))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_NECROMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_WOKANIST))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ANIMAL))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ANIMAL2))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HEALING))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_ENHANCEMENT))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_CHAOS))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_SHADOW))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_HOLY))
xrak_info.c:        if (IS_SET(ch->pcsphere, SPHERE_CONJURATION))
xrak_info.c:        stc("#B[#W---------------------------#B[^B#W[Class Powers ]#n#B]#W----------------------------#B]#n\n\r", ch);
xrak_info.c:        stc("#B[#W---------------------------#B[^B#W[   Tier 1    ]#n#B]#W----------------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->class == CLASS_NINJA)
xrak_info.c:            stc("    * Train       - command to get ninja powers\n\r",ch);
xrak_info.c:            stc("    * Shift       - Ninja Nightsuit \n\r",ch);
xrak_info.c:            stc("    * Meditate    - regain health faster\n\r \n\r",ch);
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] > 0)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 1)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 2)
xrak_info.c:            if (ch->pcdata->powers[NPATH_LIGHT] >= 3)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 4)   //SET_BIT (ch->xbits, X_YING_SPEED);
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 5)   //SET_BIT (ch->xbits, X_YING_SPEED);
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 6)   //SET_BIT (ch->xbits, X_YING_SPEED);
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 7) //SET_BIT (ch->xbits, X_FAE_FORCEWALL);
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 8) 
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 9) 
xrak_info.c:	    if (ch->pcdata->powers[NPATH_LIGHT] >= 10) 
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] > 0)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 1)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 2)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 3)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 4)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 5)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 6)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 7)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 8)
xrak_info.c:	    if (ch->pcdata->powers[NPATH_DARK] >= 9) 
xrak_info.c:            if (ch->pcdata->powers[NPATH_DARK] >= 10)
xrak_info.c:        if (ch->class == CLASS_ANGEL)
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_LOVE] >= 1) stc("#nGsenses#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_LOVE] >= 2) stc("#nShift#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_LOVE] >= 3) stc("#nForgivness#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_LOVE] >= 5) stc("#nMartyr#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_HARMONY] >= 2)stc("#nSwordform#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_HARMONY] >= 2) stc("#nAngelicaura#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_HARMONY] >= 3) stc("#nGbanish#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_HARMONY] >= 5) stc("#nLayonhands#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_HARMONY] >= 5) stc("#nHarmony#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_PEACE] >= 1) stc("#nGpeace#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_PEACE] >= 2) stc("#nSpiritform#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_PEACE] >= 3) stc("#nInnerpeace#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_PEACE] >= 5) stc("#nHouse of God#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 1) stc("#nSwoop#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 1) stc("#nAwings#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 2) stc("#nHalo#n ",ch);
xrak_info.c://            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 2) stc("#nWrath#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 3) stc("#nCondemnation#n ",ch);
xrak_info.c://            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 3) stc("#nRetribution#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 4) stc("#nTouchofgod#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_JUSTICE] >= 5) stc("#nEyeforaneye#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_HATE] >= 3) stc("#nCondemnation#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_HATE] >= 5) stc("#nMartyr#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_DISCORD] >= 2)stc("#nSwordform#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_DISCORD] >= 2) stc("#nAngelicaura#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_DISCORD] >= 3) stc("#nGbanish#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_DISCORD] >= 5) stc("#nLayonhands#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_DISCORD] >= 5) stc("#nHarmony#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_WAR] >= 1) stc("#nSanctuary#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_WAR] >= 2) stc("#nSpiritform#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_WAR] >= 3) stc("#nInnerpeace#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_WAR] >= 5) stc("#nHouse of God#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 1) stc("#nSwoop#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 1) stc("#nAwings#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 2) stc("#nHalo#n ",ch);
xrak_info.c://            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 2) stc("#nWrath#n ",ch);
xrak_info.c://            if (ch->pcdata->powers2[ANGEL_JUSTICE] >= 3) stc("#nSinsofthepast#n ",ch);
xrak_info.c://            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 3) stc("#nRetribution#n ",ch);
xrak_info.c://            if (ch->pcdata->powes2[ANGEL_JUSTICE] >= 4) stc("#nTouchofgod#n ",ch);
xrak_info.c:            if (ch->pcdata->powers[ANGEL_JUSTICE] >= 5) stc("#nEyeforaneye#n ",ch);
xrak_info.c:        if (ch->class == CLASS_DEMON)
xrak_info.c:            stc("        Hellfire      - Immolate, Inferno, Demonseed, Hellfire.\n\r",ch);
xrak_info.c:            stc("        Morphosis     - Polymorphing powers.\n\r",ch);
xrak_info.c:            stc("        Discord       - Chaosportal, Unnerve, Evileye.\n\r",ch);
xrak_info.c:            stc("        Attack        - Claws, Fangs, Rage, Horns, Calm, Graft, Wings, Blink.\n\r",ch);
xrak_info.c:            stc("        Corruption    - Caust.\n\r",ch);
xrak_info.c:            stc("        Nether        - Deathsense, Leech.\n\r",ch);
xrak_info.c:            stc("        Temptation    - The power of hellish charm.\n\r",ch);
xrak_info.c:            stc("        Geluge        - Entomb, Gust, Freezeweapon, Frostbreath.\n\r",ch);
xrak_info.c:            stc("        Immunae       - Demon Toughness.\n\r",ch);
xrak_info.c:        stc("#B[#W---------------------------#B[^B#W[   Tier 2    ]#n#B]#W----------------------------#B]#n\n\r", ch);
xrak_info.c:        if (ch->tier2 != 0)
xrak_info.c:	if (ch->pcdata->tanrank >= 1)
xrak_info.c:	if (ch->pcdata->tanrank >= 2)
xrak_info.c:	if (ch->pcdata->tanrank >= 3)
xrak_info.c:	if (ch->pcdata->tanrank >= 4)
xrak_info.c:	if (ch->pcdata->tanrank >= 5)
xrak_info.c:	if (ch->pcdata->tanrank >= 6)
xrak_info.c:        stc("#B[#W---------------------------#B[^B#W[   Tier 3    ]#n#B]#W----------------------------#B]#n\n\r", ch);
xrak_info.c:        stc("#B[#W---------------------------#B[^B#W[   Tier 4    ]#n#B]#W----------------------------#B]#n\n\r", ch);
xrak_info.c:        stc("#B[#W---------------------------#B[^B#W[   Tier 5    ]#n#B]#W----------------------------#B]#n\n\r", ch);
xrak_info.c:            stc("#GLuna#n    - Flame claws, Moonarmour, Motherstouch, Grandmotherstouch, \n\r", ch);
xrak_info.c:	    stc("#GBoar#n    - Rend \n\r", ch);
xrak_info.c:            stc("#GBear#n    - Quills, Roar, Skin, Slam. \n\r", ch);
xrak_info.c:            stc("#GRaptor#n  - Run, Perception, Devour, Shred, Jawlock, Talons. \n\r", ch);
xrak_info.c:            stc("#GOwl#n     - Vanish, Shield, Shadowplane, Staredown, Disquiet, Reshape, Cocoon. \n\r", ch);
xrak_info.c:            stc("#GHawk#n    - Nightsight, Shadowsight, Truesight, Quills, Burrow, Wither. \n\r", ch);
xrak_info.c:            stc("#GWolf#n    - Calm, Razorclaws, Claws, Fangs. \n\r", ch);
xrak_info.c:            stc("#GSpider#n  - Web. \n\r", ch);
xrak_info.c:        if (ch->profession == PROF_KNIGHT)
xrak_info.c:        if (ch->profession == PROF_TEMPLAR)
xrak_info.c:        if (ch->profession == PROF_CLERIC)
xrak_info.c:        if (ch->profession == PROF_SAMURAI)
xrak_info.c:        if (ch->profession == PROF_HOPLITE)
xrak_info.c:                if (ch->level < skill_table[sn].skill_level)
xrak_info.c:                    sprintf(buf, "#p%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#R%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#L%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#G%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#o%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#y%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#l%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#P%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                if (ch->level < skill_table[sn].skill_level)
xrak_info.c:                    sprintf(buf, "#p%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#R%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#L%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#G%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#o%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#y%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#l%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#P%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:        sprintf (buf, "You have %lld exp left.\n\r", ch->exp);
xrak_info.c:        if (ch->exp <= 0)
xrak_info.c:        if ((sn = skill_lookup(argument)) < 0 || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
xrak_info.c:        if (ch->pcdata->learned[sn] >= SKILL_ADEPT)
xrak_info.c:        else if (ch->pcdata->learned[sn] >= 1 && ch->exp < 5000)
xrak_info.c:            if (ch->pcdata->learned[sn] == 0)
xrak_info.c:                ch->exp -= 5000;
xrak_info.c:                ch->pcdata->learned[sn] += 55;
xrak_info.c:                ch->exp -= (ch->pcdata->learned[sn] / 2);
xrak_info.c:                ch->pcdata->learned[sn] += get_curr_int(ch) / 5;
xrak_info.c:            if (ch->pcdata->learned[sn] < SKILL_ADEPT)
xrak_info.c:                ch->pcdata->learned[sn] = SKILL_ADEPT;
xrak_info.c:                if (ch->level < skill_table[sn].skill_level)
xrak_info.c:                    sprintf(buf, "#p%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#R%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#L%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#G%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#o%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#y%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#l%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#P%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                if (ch->level < skill_table[sn].skill_level)
xrak_info.c:                    sprintf(buf, "#p%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#R%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#L%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#G%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#o%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#y%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#l%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:                    sprintf(buf, "#P%18s #W%3d%%  ", skill_table[sn].name, ch->pcdata->learned[sn]);
xrak_info.c:        sprintf (buf, "You have %lli exp left.\n\r", ch->exp);
xrak_info.c:        if (ch->exp <= 0)
xrak_info.c:        if ((sn = skill_lookup(argument)) < 0 || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
xrak_info.c:        if (ch->pcdata->learned[sn] >= SKILL_ADEPT)
xrak_info.c:        else if (ch->pcdata->learned[sn] >= 1 && ch->exp < 5000)
xrak_info.c:            if (ch->pcdata->learned[sn] == 0)
xrak_info.c:                ch->exp -= 5000;
xrak_info.c:                ch->pcdata->learned[sn] += 55;
xrak_info.c:                ch->exp -= (ch->pcdata->learned[sn] / 2);
xrak_info.c:                ch->pcdata->learned[sn] += get_curr_int(ch) / 5;
xrak_info.c:            if (ch->pcdata->learned[sn] < SKILL_ADEPT)
xrak_info.c:                ch->pcdata->learned[sn] = SKILL_ADEPT;
xrak_info.c:    if (ch->class == CLASS_WEREWOLF
xrak_info.c:            && ch->pcdata->rank > get_disc (ch, DISC_CELERITY))
xrak_info.c:        return ch->pcdata->rank;
xrak_info.c:    if (ch->pcdata->celerity > 0 || !IS_VAMPIRE (ch) )
xrak_info.c:    if (ch->pcdata->powers_set[disc] > 0)
xrak_info.c:        min_disc = ch->pcdata->powers_set[disc];
xrak_info.c:    if (ch->pcdata->powers_set[disc] > min_disc)
xrak_info.c:        min_disc = ch->pcdata->powers_set[disc];
xrak_info.c:    if (ch->pcdata->powers_mod[disc] < 1)
xrak_info.c:        if (ch->pcdata->powers[disc] > min_disc)
xrak_info.c:            if (ch->pcdata->powers[disc] > max)
xrak_info.c:                return ch->pcdata->powers[disc];
xrak_info.c:    if (ch->pcdata->powers[disc] < 1)
xrak_info.c:        total_disc = ch->pcdata->powers[disc];
xrak_info.c:    if (ch->pcdata->powers_mod[disc] > 0)
xrak_info.c:        total_disc += ch->pcdata->powers_mod[disc];
xrak_info.c:    if (ch->pcdata->powers_set[disc] > 0)
xrak_info.c:        min_disc = ch->pcdata->powers_set[disc];
xrak_info.c:    if (ch->pcdata->powers_mod[disc] < 1)
xrak_info.c:        if (ch->pcdata->powers[disc] > min_disc)
xrak_info.c:            return ch->pcdata->powers[disc];
xrak_info.c:    if (ch->pcdata->powers[disc] < 1)
xrak_info.c:        total_disc = ch->pcdata->powers[disc];
xrak_info.c:    if (ch->pcdata->powers_mod[disc] > 0)
xrak_info.c:        total_disc += ch->pcdata->powers_mod[disc];
xrak_info.c:    if (ch->pcdata->breed[disc] > max)
xrak_info.c:    else if (ch->pcdata->breed[disc] < 0)
xrak_info.c:    return ch->pcdata->breed[disc];
xrak_info.c:    if (ch->pcdata->auspice[disc] > max)
xrak_info.c:    else if (ch->pcdata->auspice[disc] < 0)
xrak_info.c:    return ch->pcdata->auspice[disc];
xrak_info.c:    else if (ch->pcdata->tribes[disc] < 0)
xrak_info.c:    return ch->pcdata->tribes[disc];
xrak_info.c:    online = (int) (current_time - ch->logon);
xrak_info.c:    total = ch->played + online;
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:    online = (int) (current_time - ch->logon);
xrak_info.c:    total = ch->played + online;
xrak_info.c:    if (ch->class == CLASS_DEMON && !IS_RACE(ch, RACE_ARCHDEMON))        sprintf(kav,"Demon#n");
xrak_info.c:    else if (ch->class == CLASS_DEMON && IS_RACE(ch, RACE_ARCHDEMON))        sprintf(kav,"Arch-Demon#n");
xrak_info.c:    else if (ch->class == CLASS_NINJA)        sprintf(kav,"Ninja#n");
xrak_info.c:    else if (ch->class == CLASS_WEREWOLF)     sprintf(kav,"Werewolf#n");
xrak_info.c:    else if (ch->class == CLASS_VAMPIRE)      sprintf(kav,"Vampire#n");
xrak_info.c:    else if (ch->class == CLASS_ANGEL && !IS_RACE(ch, RACE_ARCHANGEL))     sprintf(kav,"Angel#n");
xrak_info.c:    else if (ch->class == CLASS_ANGEL && IS_RACE(ch, RACE_ARCHANGEL))     sprintf(kav,"Arch-Angel#n");
xrak_info.c:    else if (ch->class == CLASS_ANTIPALADIN)  sprintf(kav,"Anti-Paladin#n");
xrak_info.c:// ch->affected_by == AFF_POLYMORPH);
xrak_info.c:                 ch->morph, ch->lastname);
xrak_info.c:                 ch->name, ch->lastname);
xrak_info.c:    if (IS_SET(ch->act, PLR_AUTOEXIT)) sprintf(exit, "(#Co#n)");
xrak_info.c:    if (IS_SET(ch->act, PLR_AUTOSAC)) sprintf(sac, "(#Co#n)");
xrak_info.c:    if (IS_SET(ch->act, PLR_AUTOLOOT)) sprintf(loot, "(#Co#n)");
xrak_info.c:        if (ch->pcremort > 0)
xrak_info.c:            sprintf (buf, " You are a level #C%d#n, remort #C%d#n %s#n ",ch->level, ch->pcremort, kav);
xrak_info.c:            sprintf (buf, " You are a level #C%d %s#n ",ch->level, kav);
xrak_info.c:        sprintf (buf, " Created: #C%s#n\n\r", ch->createtime);
xrak_info.c:	if (ch->bloodtype == 0)
xrak_info.c:	if (ch->bloodtype == 1)
xrak_info.c:	sprintf(blood,"O-");
xrak_info.c:	if (ch->bloodtype == 2)
xrak_info.c:	if (ch->bloodtype == 3)
xrak_info.c:	sprintf(blood,"AB-");
xrak_info.c:	if (ch->bloodtype == 4)
xrak_info.c:	if (ch->bloodtype == 5)
xrak_info.c:	if (ch->bloodtype == 6)
xrak_info.c:	sprintf(blood,"A-");
xrak_info.c:	if (ch->bloodtype == 7)
xrak_info.c:	if (ch->bloodtype == 8)
xrak_info.c:	sprintf(blood,"B-");
xrak_info.c:	if (wield1 != NULL && wield1->item_type == ITEM_WEAPON 
xrak_info.c:	&& (wield1->value[3] == WPN_GUN || wield1->value[3] == WPN_UNARM)) crit1 += 5;
xrak_info.c:	if (wield1 != NULL && wield1->item_type == ITEM_WEAPON 
xrak_info.c:	&& wield1->value[3] == WPN_AXE) crit1 += 2;
xrak_info.c:	if (wield2 != NULL && wield2->item_type == ITEM_WEAPON 
xrak_info.c:	&& (wield2->value[3] == WPN_GUN || wield2->value[3] == WPN_UNARM)) crit2 += 5;
xrak_info.c:	if (wield2 != NULL && wield2->item_type == ITEM_WEAPON 
xrak_info.c:	&& wield2->value[3] == WPN_AXE) crit2 += 2;
xrak_info.c:	if (wield3 != NULL && wield3->item_type == ITEM_WEAPON 
xrak_info.c:	&& (wield3->value[3] == WPN_GUN || wield3->value[3] == WPN_UNARM)) crit3 += 5;
xrak_info.c:	if (wield3 != NULL && wield3->item_type == ITEM_WEAPON 
xrak_info.c:	&& wield3->value[3] == WPN_AXE) crit3 += 2;
xrak_info.c:	if (wield4 != NULL && wield4->item_type == ITEM_WEAPON 
xrak_info.c:	&& (wield4->value[3] == WPN_GUN || wield4->value[3] == WPN_UNARM)) crit4 += 5;
xrak_info.c:	if (wield4 != NULL && wield4->item_type == ITEM_WEAPON 
xrak_info.c:	&& wield4->value[3] == WPN_AXE) crit4 += 2;
xrak_info.c:	critical += ch->symbiotecrit;
xrak_info.c:	if (ch->profession == PROF_SOLDIER) critical += 2;
xrak_info.c:        if (!IS_NPC(ch) && IS_BLADEMASTER(ch) && ch->pcdata->powers3[BLADE_MELEE] > 3)
xrak_info.c:	ch->morale, ch->pcdata->quest, blood, critical, crit1, crit2, crit3, crit4);
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:    sprintf(hps, "#C%lli#n/#c%lli#n", ch->hit, ch->max_hit);
xrak_info.c:    sprintf(energy, "#C%lli#n/#c%lli#n", ch->mana, ch->max_mana);
xrak_info.c:    sprintf(stamina, "#C%lli#n/#c%lli#n", ch->move, ch->max_move);
xrak_info.c:            ch->pcdata->perm_str, get_curr_str(ch),
xrak_info.c:            ch->pcdata->perm_int, get_curr_int(ch),
xrak_info.c:            ch->pcdata->perm_wis, get_curr_wis(ch),
xrak_info.c:            ch->pcdata->perm_dex, get_curr_dex(ch),
xrak_info.c:            ch->pcdata->perm_con, get_curr_con(ch));
xrak_info.c:            ch->pcdata->perm_vit, get_curr_vit(ch),
xrak_info.c:            ch->pcdata->perm_dis, get_curr_dis(ch),
xrak_info.c:            ch->pcdata->perm_agi, get_curr_agi(ch),
xrak_info.c:            ch->pcdata->perm_cha, get_curr_cha(ch),
xrak_info.c:            ch->pcdata->perm_luc, get_curr_luc(ch));
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:    cprintf( buf, " Energy:      %13s  Damage:   #C%6d#n  Toughness:  #C%5d.%d#n\n\r", energy, char_damroll(ch), ch->pcdata->damreductdec == 0 ? ch->pcdata->damreduct  :
xrak_info.c:             ch->pcdata->damreduct,
xrak_info.c:             ch->pcdata->damreductdec == 0 ? ch->pcdata->damreductdec : ch->pcdata->damreductdec);
xrak_info.c:    cprintf( buf, " Stamina:     %13s  Defense:  #C%6d#n  Sublevel:      #C%4d#n\n\r", stamina, get_defense(ch), ch->sublevel);
xrak_info.c:    if (ch->level < 210)
xrak_info.c:        long long int lgainexp = ((5550000 * ch->level) + (ch->pcremort *50000));
xrak_info.c:        sprintf( buf, " Exp to next level: %lli/%lli\n\r",lgainexp - ch->exp, lgainexp);
xrak_info.c:                ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch));
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:             ch->platinum,
xrak_info.c:             (ch->spl[0] + ch->spl[1] + ch->spl[2] + ch->spl[3] + ch->spl[4]) / 20,
xrak_info.c:             (ch->saving_throw >= 0) ? "+" : "", ch->saving_throw);
xrak_info.c:             ch->gold, ch->alignment, ch->pcdata->quest);
xrak_info.c:    sprintf(buf, " Silver:      #C%13lli#n  Might:     #C%5d#n  Might Title:      #C%-5s#n\n\r",
xrak_info.c:            ch->silver, getMight(ch), might_title(ch));
xrak_info.c:    sprintf(buf, " Copper:      #C%13lli#n  Legacy:    #C%5lld#n  Paradox Tick: #C%5d#n\n\r", ch->copper, ch->pcLegacy, ch->pcdata->mean_paradox_counter);
xrak_info.c:    sprintf(buf, " Bankgold:    #C%13lli#n ", ch->bankgold);
xrak_info.c:    sprintf(buf, " Faith: %d/%d\n\r", ch->pcdata->current_faith, ch->pcdata->faith);
xrak_info.c:        sprintf(buf, " Ammunition: .45 ACP[#C%d#n]  .40 S&W[#C%d#n]  9mm[#C%d#n]  10mm[#C%d#n]\n\r", ch->ammo[1], ch->ammo[2], ch->ammo[3], ch->ammo[4]);
xrak_info.c:        sprintf(buf, "             .357 Magnum[#C%d#n]  .44 Magnum[#C%d#n]  12 Gauge Shotshell[#C%d#n]\n\r", ch->ammo[5], ch->ammo[6], ch->ammo[7]);
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:    sprintf(buf, " Player Kills: #C%13d#n  Player Deaths: #C%6d#n   Ratio: #C%3d%s#n\n\r", ch->pkill, ch->pdeath, calc_ratio(ch->pkill, ch->pdeath), "%");
xrak_info.c:    sprintf(buf, " Arena Kills:  #C%13d#n  Arena Deaths:  #C%6d#n   Ratio: #C%3d%s#n#n\n\r", ch->pcdata->awins, ch->pcdata->alosses, calc_ratio(ch->pcdata->awins, ch->pcdata->alosses), "%");
xrak_info.c:    sprintf(buf, " Mobile Kills: #C%13d#n  Mobile Deaths: #C%6d#n\n\r", ch->mkill, ch->mdeath);
xrak_info.c:            if ((strlen(ch->pcdata->last_decap[0]) > 0 && strlen(ch->pcdata->last_decap[1]) > 0))
xrak_info.c:                sprintf(buf," Last Two Decaps: #C%s#n, #C%s#n\n\r",ch->pcdata->last_decap[0], ch->pcdata->last_decap[1]);
xrak_info.c:    if (!IS_SET(ch->act, PLR_SCREENREADER))
xrak_info.c:       if (IS_SET(ch->special, SPC_HAS_CHOSEN_RELIGION))
xrak_info.c:                religion_table[ch->pcdata->religion].rankname[0],religion_table[ch->pcdata->religion].name);
xrak_info.c:     if (obj1->pIndexData->vnum == 2072
xrak_info.c:     && obj2->pIndexData->vnum == 2102
xrak_info.c:     && obj3->pIndexData->vnum == 2103)
xrak_info.c:     if (obj1->pIndexData->vnum == 82211
xrak_info.c:     && obj2->pIndexData->vnum == 82212
xrak_info.c:     && obj3->pIndexData->vnum == 82201)
xrak_info.c:     if (obj1->pIndexData->vnum == 2162
xrak_info.c:	&& obj2->pIndexData->vnum == 10503
xrak_info.c:	&& obj3->pIndexData->vnum == 10509)
xrak_info.c://               ch->pcdata->stats[DROW_POWER]);
xrak_info.c:               ch->pcdata->powers2[DROW_MAGIC]);
xrak_info.c:        sprintf(buf," Potentia:        #C%13d#n\n\r",ch->pPotentia);
xrak_info.c:            sprintf( buf, " Unholy Power:       #C%13lli#n\n\r", ch->cp);
xrak_info.c:            sprintf( buf," Power Points:    #C%13lli#n\n\r", ch->cp);
xrak_info.c:        sprintf(buf," Angelic Justice: #C%10d#n  Angelic Love:     #C%3d#n\n\r", ch->pcdata->powers[ANGEL_JUSTICE],
xrak_info.c:	 ch->pcdata->powers[ANGEL_LOVE]);
xrak_info.c:        sprintf(buf," Angelic Harmony: #C%10d#n  Angelic Peace     #C%3d#n\n\r", ch->pcdata->powers[ANGEL_HARMONY],
xrak_info.c:	  ch->pcdata->powers[ANGEL_PEACE]);
xrak_info.c:          sprintf(buf,"  You currently have #W%d#n out of 250 Ki stored.\n\r",ch->pcdata->powers[NINJAKI] );
xrak_info.c:          if (ch->pcdata->powers[NINJA_RAGE] > 0)
xrak_info.c:            sprintf(buf,"  Michi: Affects Hitroll and Damroll by +#W%d#n.\n\r",ch->pcdata->powers[NINJA_RAGE]);
xrak_info.c:          if (ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0)
xrak_info.c:            sprintf(buf,"  You receive the power of HaraKiri for #W%d#n more ticks.\n\r",ch->pcdata->powers[HARA_KIRI]);
xrakisis.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrakisis.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrakisis.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrakisis.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrakisis.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_move.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_move.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_move.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_move.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_move.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_move.c:    if (ch->fight_timer > 0 )
xrak_move.c:    if (ch->class == 0)
xrak_move.c:    if (ch->class == CLASS_ANGEL)
xrak_move.c:    else if (ch->class == CLASS_DARK_ANGEL)
xrak_move.c:    else if (ch->class == CLASS_DEMON)
xrak_move.c:    else if (ch->class == CLASS_NINJA)
xrak_move.c:    else if (ch->class == CLASS_KAHN)
xrak_move.c:    else if (ch->class == CLASS_ANTIPALADIN)
xrak_move.c:    if (ch->in_room == location)
xrak_move.c:    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
xrak_move.c:    if ((victim = ch->fighting) != NULL)
xrak_move.c:    if ((mount = ch->mount) == NULL)
xrak_move.c:    char_to_room(mount, ch->in_room);
xrak_move.c:    ch->pcsphere = 0;
xrak_move.c:    ch->pcsphereammount = 0;
xrak_move.c:            if ( !IS_SET(room->room_flags, ROOM_PRIVATE)
xrak_move.c:                    &&   !IS_SET(room->room_flags, ROOM_SAFE) )
xrak_move.c:    if (ch->symbiotetype < 1)
xrak_move.c://        send_to_char("#R[#c--------------------#R[#WSymbiote Screen#R]#c--------------------#R]#n\n\r", ch);
xrak_move.c:        if (ch->symbiotetype == 2) stc("#cSHADOW #BSymbiote\n\r",ch);
xrak_move.c:        if (ch->symbiotetype == 1) stc("#CH#cO#WL#cY #WSymbiote\n\r",ch);
xrak_move.c:	if (ch->symbiotedr < max) 
xrak_move.c:        sprintf(buf, "#CD#camage #W+#C%d  ",ch->symbiotedr);
xrak_move.c:	else if (ch->symbiotedr >= max)
xrak_move.c:	if (ch->symbiotehr < max) 
xrak_move.c:        sprintf(buf, "#CA#cttack #W+#C%d \n\r",ch->symbiotehr);
xrak_move.c:	else if (ch->symbiotehr >= max)
xrak_move.c:	if (ch->symbioteac < max) 
xrak_move.c:        sprintf(buf, "#CD#cefense #W+#C%d  ",ch->symbioteac);
xrak_move.c:	else if (ch->symbioteac >= max)
xrak_move.c:	if (ch->symbiotedc < max) 
xrak_move.c:        sprintf(buf, "#CR#cesistance #W+#C%d\n\r", ch->symbiotedc);
xrak_move.c:	else if (ch->symbiotedc >= max)
xrak_move.c:        sprintf(buf, "#CP#carry #W: #C%d#W/#C10  ",ch->symbioteparry);
xrak_move.c:        sprintf(buf, "#CD#codge #W: #C%d#W/#C10\n\r",ch->symbiotedodge);
xrak_move.c:        sprintf(buf, "#CC#critical #CH#cit #W+#C%d#W/#C5#n\n\r  ",ch->symbiotecrit);
xrak_move.c:        sprintf(buf, "#CS#cymbiote #CP#coints #C%d\n\r",ch->symbiotepoints);
xrak_move.c:        sprintf(buf, "#cMob kills until next point: %d/1000\n\r",(mkills - ch->symbiotemkills));
xrak_move.c:        if (ch->symbiotemkills < 0) ch->symbiotemkills = 1; // just in case
xrak_move.c:        sprintf(buf, "#cSymbiote Mob Kills: %d\n\r",ch->symbiotemkills);
xrak_move.c:        ch->pcdata->damreductdec == 0 ? ch->pcdata->damreduct - 1 : ch->pcdata->damreduct,
xrak_move.c:        ch->pcdata->damreductdec == 0 ? 9 : ch->pcdata->damreductdec - 1);
xrak_move.c:        if (ch->symbiotedr  >= upgrademax)
xrak_move.c://        cost += (ch->symbiotedr / 250);
xrak_move.c:        if (ch->symbiotepoints < cost)
xrak_move.c:        ch->symbiotedr += 10;
xrak_move.c:        ch->symbiotepoints -= cost;
xrak_move.c:        if (ch->symbiotehr >= upgrademax)
xrak_move.c://        cost += (ch->symbiotehr / 250);
xrak_move.c:        if (ch->symbiotepoints < cost)
xrak_move.c:        ch->symbiotehr += 10;
xrak_move.c:        ch->symbiotepoints -= cost;
xrak_move.c:        if (ch->symbiotepoints < 1)
xrak_move.c:        ch->symbiotedc += 10;
xrak_move.c:        ch->symbiotepoints -= 1;
xrak_move.c:        if (ch->symbioteparry >= 10)
xrak_move.c:        if (ch->symbiotepoints < 10)
xrak_move.c:        ch->symbioteparry += 1;
xrak_move.c:        ch->symbiotepoints -= 10;
xrak_move.c:        if (ch->symbiotedodge >= 10)
xrak_move.c:        if (ch->symbiotepoints < 10)
xrak_move.c:        ch->symbiotedodge += 1;
xrak_move.c:        ch->symbiotepoints -= 10;
xrak_move.c:        if (ch->symbiotecrit >= 5)
xrak_move.c:        if (ch->symbiotepoints < 10)
xrak_move.c:        ch->symbiotecrit += 1;
xrak_move.c:        ch->symbiotepoints -= 10;
xrak_move.c:        if (ch->symbioteac >= upgrademax)
xrak_move.c://        cost += (ch->symbioteac / 250);
xrak_move.c:        if (ch->symbiotepoints < cost)
xrak_move.c:        ch->symbioteac += 10;
xrak_move.c:        ch->symbiotepoints -= cost;
xrak_move.c:    if (!IS_NPC(ch) && ch->symbiotetype != 0)
xrak_move.c:        send_to_char("#Y--#CShadow Symbiote\n\r",ch);
xrak_move.c:        send_to_char("#Y--#CHoly  Symbiote\n\r",ch);
xrak_move.c:        if (ch->gold  < 200000)
xrak_move.c:            sprintf(buf,"You need %lli more.\n\r", 200000 - ch->gold);
xrak_move.c:            ch->symbiotetype = SYMBIOTE_DEATH;
xrak_move.c:            ch->gold  -= 200000;
xrak_move.c:        if (ch->gold < 200000)
xrak_move.c:            sprintf(buf,"You need %lli more.\n\r", 200000 - ch->gold);
xrak_move.c:            ch->symbiotetype = SYMBIOTE_LIFE;
xrak_move.c:            ch->gold  -= 200000;
xrak_obj.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_obj.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_obj.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_obj.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_obj.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_obj.c:    if (obj->ownerid != ch->pcdata->playerid)
xrak_obj.c:        if (obj->item_type == ITEM_WEAPON)
xrak_obj.c:            else if (!str_cmp(arg3,"knife" )) obj->value[3] = WPN_KNIFE;
xrak_obj.c:            else if (!str_cmp(arg3,"spear"  )) obj->value[3] = WPN_SPEAR;
xrak_obj.c:            else if (!str_cmp(arg3,"shortsword" )) obj->value[3] = WPN_SHORTSWORD;
xrak_obj.c:            else if (!str_cmp(arg3,"whip"  )) obj->value[3] = WPN_WHIP;
xrak_obj.c:            else if (!str_cmp(arg3,"broadsword"  )) obj->value[3] = WPN_BROADSWORD;
xrak_obj.c:            else if (!str_cmp(arg3,"longsword" )) obj->value[3] = WPN_LONGSWORD;
xrak_obj.c:            else if (!str_cmp(arg3,"bastardsword" )) obj->value[3] = WPN_BASTARDSWORD;
xrak_obj.c:            else if (!str_cmp(arg3,"exotic" )) obj->value[3] = WPN_EXOTIC;
xrak_obj.c:            else if (!str_cmp(arg3,"axe")) obj->value[3] = WPN_AXE;
xrak_obj.c:            else if (!str_cmp(arg3,"mace")) obj->value[3] = WPN_MACE;
xrak_obj.c:            else if (!str_cmp(arg3,"staff")) obj->value[3] = WPN_STAFF;
xrak_obj.c:            else if (!str_cmp(arg3,"warhammer"  )) obj->value[3] = WPN_WARHAMMER;
xrak_obj.c:            else if (!str_cmp(arg3,"flail")) obj->value[3] = WPN_FLAIL;
xrak_obj.c:            else if (!str_cmp(arg3,"morningstar")) obj->value[3] = WPN_MORNINGSTAR;
xrak_obj.c:            else if (!str_cmp(arg3,"polearm")) obj->value[3] = WPN_POLEARM;
xrak_obj.c:            else if (!str_cmp(arg3,"sickle")) obj->value[3] = WPN_SICKLE;
xrak_obj.c:            else if (!str_cmp(arg3,"dagger")) obj->value[3] = WPN_DAGGER;
xrak_obj.c:            else if (!str_cmp(arg3,"gun")) obj->value[3] = WPN_GUN;
xrak_obj.c:        obj->value[3] = WPN_GUN;
xrak_obj.c:        if (!str_cmp(arg3,"pistol" )) obj->weapontype = GUN_PISTOL;
xrak_obj.c:        else if (!str_cmp(arg3,"revolver" )) obj->weapontype = GUN_REVOLVER;
xrak_obj.c:        else if (!str_cmp(arg3,"shotgun" )) obj->weapontype = GUN_SHOTGUN;
xrak_obj.c:        replace_string(obj->name, arg3);
xrak_obj.c:        replace_string(obj->questmaker, ch->name);
xrak_obj.c:        replace_string(obj->short_descr, arg3);
xrak_obj.c:        replace_string(obj->questmaker, ch->name);
xrak_obj.c:        replace_string(obj->description, arg3);
xrak_obj.c:        replace_string(obj->questmaker, ch->name);
xrak_quest.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_quest.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_quest.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_quest.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_quest.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_quest.c:    int statcap = ch->pStatus * 50000;
xrak_quest.c:        send_to_char("#G+#g------------------------------------------------------------------------#G+\n\r", ch);
xrak_quest.c:        send_to_char("#G+#g------------------------------------------------------------------------#G+\n\r", ch);
xrak_quest.c:                if (ch->max_hit > 10000000 + statcap) {
xrak_quest.c:        if (ch->rawmaterial[M_MITHRIL] < 10) {
xrak_quest.c:        if (ch->rawmaterial[M_SILVER] < 1) {
xrak_quest.c:        if (ch->rawmaterial[M_STEEL] < 100) {
xrak_quest.c:        if (ch->rawmaterial[M_COPPER] < 10) {
xrak_quest.c:        if (ch->rawmaterial[M_DIAMOND] < 5) {
xrak_quest.c:        if (ch->rawmaterial[M_AMETHYST] < 5) {
xrak_quest.c:        if (ch->rawmaterial[M_QUARTZ] < 50) {
xrak_quest.c:        if (ch->rawmaterial[M_EMERALD] < 1) {
xrak_quest.c:        if (ch->rawmaterial[M_RUBY] < 3) {
xrak_quest.c:        ch->rawmaterial[M_MITHRIL] -= 10;
xrak_quest.c:        ch->rawmaterial[M_SILVER] -= 1;
xrak_quest.c:        ch->rawmaterial[M_STEEL] -= 100;
xrak_quest.c:        ch->rawmaterial[M_COPPER] -= 10;
xrak_quest.c:        ch->rawmaterial[M_DIAMOND] -= 5;
xrak_quest.c:        ch->rawmaterial[M_AMETHYST] -= 5;
xrak_quest.c:        ch->rawmaterial[M_QUARTZ] -= 50;
xrak_quest.c:        ch->rawmaterial[M_EMERALD] -= 1;
xrak_quest.c:        ch->rawmaterial[M_RUBY] -= 3;
xrak_quest.c:        ch->max_hit += 100;
xrak_shop.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_shop.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_shop.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_shop.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_shop.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_shop.c:    room = ch->in_room;
xrak_shop.c:    for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room)
xrak_shop.c:            if (!keeper->shop_fun) continue;
xrak_shop.c:            (*keeper->shop_fun)(keeper, ch, buf);
xrak_shop.c:        if (obj->questowner != NULL && strlen(obj->questowner) > 1
xrak_shop.c:                && str_cmp(ch->pcdata->switchname, obj->questowner))
xrak_shop.c:        /*                if (IS_SET(obj->extra_flags2, ITEM_NO_SELL))
xrak_shop.c:        if (obj->cost > 0)
xrak_shop.c:            if (obj->item_type == ITEM_TREASURE)
xrak_shop.c:                value = obj->cost;
xrak_shop.c:                //value += number_range(obj->cost * 0.1, obj->cost * 0.3);
xrak_shop.c:                value = obj->cost / 2;
xrak_shop.c:                    value -= number_range(value * 0.1,
xrak_shop.c:            ch->gold += value;
xrak_shop.c:        for (obj = ch->carrying; obj != NULL; obj = obj_next)
xrak_shop.c:            obj_next = obj->next_content;
xrak_shop.c:            if (arg[3] != '\0' && !is_name(&arg[4], obj->name))
xrak_shop.c:                    || obj->wear_loc != WEAR_NONE)
xrak_shop.c:            if (obj->questowner != NULL
xrak_shop.c:                    && strlen(obj->questowner) > 1
xrak_shop.c:                    && str_cmp(ch->pcdata->switchname,
xrak_shop.c:                               obj->questowner))
xrak_shop.c://                        if (IS_SET(obj->extra_flags2, ITEM_NO_SELL))
xrak_shop.c:            if (obj->cost < 1)
xrak_shop.c:            if (obj->item_type == ITEM_TREASURE)
xrak_shop.c:                value = obj->cost;
xrak_shop.c:                value = obj->cost / 2;
xrak_shop.c:                    value -= number_range(value * 0.1,
xrak_shop.c:                ch->gold += total;
xrak_shop.c:                ch->gold += total;
xrak_skills.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_skills.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_skills.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_skills.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_skills.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_skills.c:    if (number_percent() > ch->pcdata->learned[gsn_lore])
xrak_skills.c:    spell_identify (skill_lookup ("identify"), ch->level, ch, obj);
xrak_skills.c:             obj->name,
xrak_skills.c:             extra_bit_name( obj->extra_flags ),
xrak_skills.c:             obj->weight,
xrak_skills.c:             obj->cost );
xrak_skills.c:    if (obj->points > 0 && obj->item_type != ITEM_QUEST)
xrak_skills.c:        sprintf( buf, "Quest point value is %d.\n\r", obj->points );
xrak_skills.c:    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
xrak_skills.c:            obj->questowner != NULL && strlen(obj->questowner) > 1)
xrak_skills.c:        sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
xrak_skills.c:    else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
xrak_skills.c:        sprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
xrak_skills.c:    else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
xrak_skills.c:        sprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
xrak_skills.c:    if (IS_SET(obj->quest, QUEST_ENCHANTED))
xrak_skills.c:    if (IS_SET(obj->quest, QUEST_SPELLPROOF))
xrak_skills.c:    switch ( obj->item_type )
xrak_skills.c:        sprintf( buf, "Level %d spells of:", obj->value[0] );
xrak_skills.c:        if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
xrak_skills.c:            send_to_char( skill_table[obj->value[1]].name, ch );
xrak_skills.c:        if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
xrak_skills.c:            send_to_char( skill_table[obj->value[2]].name, ch );
xrak_skills.c:        if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
xrak_skills.c:            send_to_char( skill_table[obj->value[3]].name, ch );
xrak_skills.c:        sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
xrak_skills.c:        if (obj->value[2] < 2) sprintf(buf, "This is a minor explosive device.\n\r");
xrak_skills.c:        else if (obj->value[2] < 5) sprintf(buf, "This is an explosive device.\n\r");
xrak_skills.c:                 obj->value[1], obj->value[2], obj->value[0] );
xrak_skills.c:        if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
xrak_skills.c:            send_to_char( skill_table[obj->value[3]].name, ch );
xrak_skills.c:        sprintf(buf, "Weapon type: [%s]\n\r", flag_string(weapon_flags, obj->value[3]));
xrak_skills.c:                 obj->weapon_level, obj->weapon_points);
xrak_skills.c:        sprintf( buf, " [Souls %d] \n\r",obj->soul_level );
xrak_skills.c:                obj->value2[0],obj->value2[1]);
xrak_skills.c:                obj->value2[2],obj->value2[3]);
xrak_skills.c:                 obj->value[1], obj->value[2] ,(obj->value[1] * (obj->value[2]) / 2));
xrak_skills.c:            if (obj->level < 10)
xrak_skills.c:                sprintf(buf,"%s is a minor spell weapon.\n\r",obj->short_descr);
xrak_skills.c:            else if (obj->level < 20)
xrak_skills.c:                sprintf(buf,"%s is a lesser spell weapon.\n\r",obj->short_descr);
xrak_skills.c:            else if (obj->level < 30)
xrak_skills.c:                sprintf(buf,"%s is an average spell weapon.\n\r",obj->short_descr);
xrak_skills.c:            else if (obj->level < 40)
xrak_skills.c:                sprintf(buf,"%s is a greater spell weapon.\n\r",obj->short_descr);
xrak_skills.c:            else if (obj->level < 50)
xrak_skills.c:                sprintf(buf,"%s is a major spell weapon.\n\r",obj->short_descr);
xrak_skills.c:            else if (obj->level > 50)
xrak_skills.c:                sprintf(buf,"%s is an ultimate spell weapon.\n\r",obj->short_descr);
xrak_skills.c:                sprintf(buf,"%s is a supreme spell weapon.\n\r",obj->short_descr);
xrak_skills.c:        if (obj->value[0] >= 1000)
xrak_skills.c:            itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
xrak_skills.c:            itemtype = obj->value[0];
xrak_skills.c:            sprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r");
xrak_skills.c:        sprintf( buf, "[Defense Mod -%d] [Souls %d]\n\r", obj->value[0], obj->soul_level );
xrak_skills.c:        sprintf( buf, "[Condition %d] [Toughness %d]\n\r", obj->condition, obj->toughness );
xrak_skills.c:                obj->value2[0],obj->value2[1]);
xrak_skills.c:                obj->value2[2],obj->value2[3]);
xrak_skills.c:        if (obj->value[3] < 1)
xrak_skills.c:        if (obj->value[3] == 1)
xrak_skills.c:        else if (obj->value[3] == 2)
xrak_skills.c:        else if (obj->value[3] == 3)
xrak_skills.c:        else if (obj->value[3] == 4)
xrak_skills.c:        else if (obj->value[3] == 5)
xrak_skills.c:        else if (obj->value[3] == 6)
xrak_skills.c:        else if (obj->value[3] == 7)
xrak_skills.c:        else if (obj->value[3] == 8)
xrak_skills.c:        else if (obj->value[3] == 9)
xrak_skills.c:        else if (obj->value[3] == 10)
xrak_skills.c:        else if (obj->value[3] == 11)
xrak_skills.c:        else if (obj->value[3] == 12)
xrak_skills.c:        else if (obj->value[3] == 13)
xrak_skills.c:        else if (obj->value[3] == 14)
xrak_skills.c:        else if (obj->value[3] == 15)
xrak_skills.c:        else if (obj->value[3] == 16)
xrak_skills.c:        else if (obj->value[3] == 17)
xrak_skills.c:        else if (obj->value[3] == 18)
xrak_skills.c:            sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r");
xrak_skills.c:        else if (obj->value[3] == 19)
xrak_skills.c:        if (obj->value[3] > 0)
xrak_skills.c:    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
xrak_skills.c:        if ( paf->location != APPLY_NONE && paf->modifier != 0 )
xrak_skills.c:                     affect_loc_name( paf->location ), paf->modifier );
xrak_skills.c:    for ( paf = obj->affected; paf != NULL; paf = paf->next )
xrak_skills.c:        if ( paf->location != APPLY_NONE && paf->modifier != 0 )
xrak_skills.c:                     affect_loc_name( paf->location ), paf->modifier );
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 50)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 20)
xrak_skills.c:    obj->value[3] = 20;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 100)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 21)
xrak_skills.c:    obj->value[3] = 21;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 200)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 23)
xrak_skills.c:    obj->value[3] = 23;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 150)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 24)
xrak_skills.c:    obj->value[3] = 24;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 25)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 25)
xrak_skills.c:    obj->value[3] = 25;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 100)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 26)
xrak_skills.c:    obj->value[3] = 26;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 25)
xrak_skills.c:    if (obj->item_type != ITEM_ARMOR)
xrak_skills.c:    if (obj->value[3] == 22)
xrak_skills.c:    obj->value[3] = 22;
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 25)
xrak_skills.c:    if (obj->item_type != ITEM_WEAPON)
xrak_skills.c:    if (obj->value[3] == WPN_GUN)
xrak_skills.c:    if (IS_SET (obj->specaff, WPN_DRAIN))
xrak_skills.c:    SET_BIT(obj->specaff, WPN_DRAIN);
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 25)
xrak_skills.c:    if (obj->item_type != ITEM_WEAPON)
xrak_skills.c:    if (obj->value[3] == WPN_GUN)
xrak_skills.c:    if (IS_SET (obj->specaff, WPN_FLAMING))
xrak_skills.c:    SET_BIT(obj->specaff, WPN_FLAMING);
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 50 && !IS_DEMON(ch))
xrak_skills.c:    if (obj->item_type != ITEM_WEAPON)
xrak_skills.c:    if (obj->value[3] == WPN_GUN)
xrak_skills.c:    if (IS_SET (obj->specaff, WPN_FROST))
xrak_skills.c:    SET_BIT(obj->specaff, WPN_FROST);
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 100)
xrak_skills.c:    if (obj->item_type != ITEM_WEAPON)
xrak_skills.c:    if (obj->value[3] == WPN_GUN)
xrak_skills.c:    if (IS_SET (obj->specaff, WPN_VORPAL))
xrak_skills.c:    SET_BIT(obj->specaff, WPN_VORPAL);
xrak_skills.c:    if (!IS_NPC(ch) && ch->level < 150)    {
xrak_skills.c:    if (obj->item_type != ITEM_WEAPON)    {
xrak_skills.c:    if (obj->value[3] == WPN_GUN)
xrak_skills.c:    if (IS_SET (obj->specaff, WPN_SHOCK))    {
xrak_skills.c:    SET_BIT(obj->specaff, WPN_SHOCK);
xrak_skills.c:    if (obj->item_type != ITEM_WEAPON)    {
xrak_skills.c:    if (obj->value[3] == WPN_GUN)
xrak_skills.c:    if (IS_SET (obj->specaff, WPN_POISONED))    {
xrak_skills.c:    SET_BIT(obj->specaff, WPN_POISONED);
xrak_skills.c:    if (number_percent() > ch->pcdata->learned[gsn_bite])
xrak_skills.c:        ch->pcdata->condition[COND_THIRST] += number_range(100,500);
xrak_skills.c:        if (ch->pcdata->condition[COND_THIRST] > 15000)
xrak_skills.c:            ch->pcdata->condition[COND_THIRST] = 15000;
xrak_skills.c:        sprintf(buf2, "#WYou Bite them #R[#C%d#n Damage#R][#nBlood: #C%d#R]\n\r", dam, ch->pcdata->condition[COND_THIRST]);
xrak_skills.c:        if (!IS_NPC(victim) && victim->tier5 == 0)
xrak_skills.c:            victim->tier5 = CLASS_VAMPIRE;
xrak_skills.c:        if (victim->hit < 1) return;
xrak_skills.c:        if (!IS_NPC(victim) && victim->tier5 == 0)
xrak_skills.c:            victim->tier5 = CLASS_WEREWOLF;
xrak_skills.c:        if (victim->hit < 1) return;
xrak_skills.c:        damage ( ch, victim, number_range ( dam, ch->level * 28 ), gsn_bite);
xrak_skills.c:        if (victim->hit < 1) return;
xrak_skills.c:    if (ch->profession != PROF_BARBARIAN)
xrak_skills.c:    if (number_percent() > ch->pcdata->learned[gsn_rampage])
xrak_skills.c:    if ( ( victim = ch->fighting ) == NULL )
xrak_skills.c:    dam = ch->level * 30;
xrak_skills.c:    damage ( ch, victim, number_range ( dam, ch->level * 45 ), gsn_rampage);
xrak_skills.c:    dam = ch->level * 30;
xrak_skills.c:    damage( ch, victim, number_range ( dam, ch->level * 45 ), gsn_rampage);
xrak_skills.c:    dam = ch->level * 30;
xrak_skills.c:    damage( ch, victim, number_range ( dam, ch->level * 35 ), gsn_rampage);
xrak_skills.c:    dam = ch->level * 35;
xrak_skills.c:    damage ( ch, victim, number_range ( dam, ch->level * 28 ), gsn_rampage);
xrak_skills.c:    dam = ch->level * 25;
xrak_skills.c:    damage ( ch, victim, number_range ( dam, ch->level * 22 ), gsn_rampage);
xrak_skills.c:         if ( ch->level > skill_table[gsn_stun].skill_level[ch->class] )
xrak_skills.c:            victim->stunned = 2;
xrak_skills.c:    dam = ch->level * 20;
xrak_skills.c:    damage( ch, victim, number_range ( dam, ch->level * 16 ), gsn_rampage);
xrak_skills.c:    dam = ch->level * 15;
xrak_skills.c:    damage( ch, victim, number_range ( dam, ch->level * 16 ), gsn_rampage);
xrak_skills.c:    if (victim->in_room == NULL)
xrak_skills.c:    if (IS_IMMORTAL(victim) && !IS_NPC(victim) && victim->level > 210)
xrak_skills.c:    if (!IS_NPC(victim) && !IS_SET(victim->immune, IMM_SUMMON) && victim->fight_timer == 0)
xrak_skills.c:    if (IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT))
xrak_skills.c:        send_to_char( "You cant travel to No-Teleport Rooms.\n\r", ch );
xrak_skills.c:    char_to_room(ch,victim->in_room);
xrak_skills.c:    if (IS_NINJA(ch) && ch->pcdata->powers[NPOWER_NINGENNO] < 6)
xrak_skills.c:        if (ch->fighting == NULL)
xrak_skills.c:        else victim = ch->fighting;
xrak_skills.c:        if ((( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11)
xrak_skills.c:                && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11)
xrak_skills.c:                && ((obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 3)
xrak_skills.c:                && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 3)
xrak_skills.c:                && (((obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 1)
xrak_skills.c:                    && ((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 1)))
xrak_skills.c:    if (number_percent() <= ch->pcdata->learned[gsn_dual_circle])
xrak_skills.c:    if (number_percent() <= ch->pcdata->learned[gsn_dual_circle])
xrak_skills.c:    if (number_percent() <= ch->pcdata->learned[gsn_dual_circle])
xrak_skills.c:    if (number_percent() <= ch->pcdata->learned[gsn_dual_circle])
xrak_skills.c:    /*    dam = victim->hit / 10;
xrak_skills.c:        if (ch->fighting == NULL)
xrak_skills.c:        else victim = ch->fighting;
xrak_skills.c:    /*    dam = victim->hit / 10;
xrak_skills.c:    ch->move -= 4000;
xrak_skills.c://    victim->hit -= dam;
xrak_skills.c://    if (victim->hit <= 0)    raw_kill(victim);
xrak_skills.c:    if (!IS_NPC(ch) && ch->profession != PROF_BARBARIAN)
xrak_skills.c:        if (ch->fighting == NULL)
xrak_skills.c:        else victim = ch->fighting;
xrak_skills.c:    ch->move -= 4000;
xrak_skills.c:    if (ch->class != CLASS_DEMON)
xrak_skills.c:    if (!IS_SET (ch->pcdata->disc[C_POWERS], DEM_FIREBOLT))
xrak_skills.c:        if (ch->fighting == NULL)
xrak_skills.c:        else victim = ch->fighting;
xrak_util.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_util.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_util.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_util.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_util.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_util.c:    int sn, found = -1;
xrak_util.c:            if ( found == -1)
xrak_util.c:            if (ch->pcdata->learned[sn] > 0)
xrak_util.c:    int status = ch->race;
xrak_util.c:    cost -= bonus;
xrak_util.c:        if (ch->pcdata->maptype == 1)
xrak_util.c:        ch->pcdata->maptype = 1;
xrak_util.c:        if (ch->pcdata->maptype == 2)
xrak_util.c:        ch->pcdata->maptype = 2;
xrak_util.c:    if (sn != -1)
xrak_util.c:	if (ch->pcdata->learned[sn] == 0)
xrak_util.c:	    ch->pcdata->learned[sn] = 1;
xrak_util.c:	   	ch->pcdata->points += skill_table[sn].rating[ch->class];
xrak_util.c:        affect_free = affect_free->next;
xrak_util.c:    paf->type      = 0;
xrak_util.c:    paf->duration  = -1;
xrak_util.c:    paf->location  = apply;
xrak_util.c:    paf->modifier  = value;
xrak_util.c:    paf->bitvector = 0;
xrak_util.c:    paf->next      = obj->affected;
xrak_util.c:    obj->affected  = paf;
xrak_util.c:    value1 = is_number( arg1 ) ? atoi( arg1 ) : -1;
xrak_util.c:    value2 = is_number( arg3 ) ? atoi( arg3 ) : -1;
xrak_util.c:    else if (!str_cmp(arg2,"-")) // subtraction
xrak_util.c:        result = value1 - value2;
xrak_util.c:        sprintf(buf, "%2.0f - %2.0f = %2.0f.\n\r", value1,value2,result);
xrak_util.c:    if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
xrak_util.c:        if ( ch->silver < 100 )
xrak_util.c:        long long int x = ch->silver / 100;
xrak_util.c:        ch->gold += x;
xrak_util.c:        ch->silver -= x * 100;
xrak_util.c:        if ( ch->copper < 1000 )
xrak_util.c:        long long int x = ch->copper / 1000;
xrak_util.c:        ch->gold += x;
xrak_util.c:        ch->copper -= x * 1000;
xrak_util.c:        if ( ch->platinum < 1 )
xrak_util.c:        long long int x = ch->platinum * 10;
xrak_util.c:        ch->gold += x;
xrak_util.c:        ch->platinum -= x / 10;
xrak_util.c:    printf_to_char (ch, "You beep %s\n\r", vict->name);
xrak_util.c:    printf_to_char (vict, "%s just beeped you.\n\r", ch->name);
xrak_who.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_who.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_who.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_who.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_who.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_who.c:        strcpy(title, "#9God-Like");
xrak_who.c:            if (ch->sex == SEX_FEMALE)
xrak_who.c:            if (ch->sex == SEX_FEMALE)
xrak_who.c:            if (ch->sex == SEX_FEMALE)
xrak_who.c:            if (ch->sex == SEX_FEMALE)
xrak_who.c:            if (ch->sex == SEX_FEMALE)
xrak_wild.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_wild.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_wild.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_wild.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_wild.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_wild.c: * My Attempt at a World, Region, City, Building, Map, Empire system -Xrak
xrak_wiz.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
xrak_wiz.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
xrak_wiz.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
xrak_wiz.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
xrak_wiz.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
xrak_wiz.c:    if (stat(EXE_FILE, &fst) == -1)
xrak_wiz.c:    if (stat(EXE_FILE, &fst) == -1)
xrak_wiz.c:    c = a - b * 24;
xrak_wiz.c:    c = b - c;
xrak_wiz.c:    c = b - c;
xrak_wiz.c:    for ( vch = char_list; vch; vch = vch->next )
xrak_wiz.c:        if ( vch->fighting ) stop_fighting(vch,TRUE);
xrak_wiz.c:        vch->fight_timer = 0;
xrak_wiz.c:    sprintf(buf,"%s has declared global peace.\n\r",ch->name);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        exp_cost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, exp_cost);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        dt_cost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, dt_cost);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        coin_cost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, coin_cost);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        cp_cost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, cp_cost);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        fightstyle_cost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, fightstyle_cost);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        stance_cost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, stance_cost);
xrak_wiz.c:        if (ch->gold < amount)
xrak_wiz.c:        ch->gold -= amount;
xrak_wiz.c:        doublecost -= amount;
xrak_wiz.c:                ch->pcdata->switchname, amount, doublecost);
xrak_wiz.c:        victim->class = CLASS_DEMON;
xrak_wiz.c:        victim->class = CLASS_ANGEL;
xrak_wiz.c://        victim->tier3 = MAGE;
xrak_wiz.c:        victim->class = CLASS_BARD;
xrak_wiz.c:        victim->class = CLASS_NINJA;
xrak_wiz.c:        victim->class = CLASS_KAHN;
xrak_wiz.c:        victim->class = CLASS_WEREWOLF;
xrak_wiz.c:        victim->class = CLASS_VAMPIRE;
xrak_wiz.c:        victim->class = CLASS_ANTIPALADIN;
xrak_wiz.c:        send_to_char("You become a Anti-Paladin.\n\r",victim);
xrak_wiz.c:    switch (ch->class)
xrak_wiz.c:        if (IS_SET (ch->polyaff, POLY_NINJAFORM))
xrak_wiz.c:                if (IS_SET (ch->xbits, X_YANG_MIGHT))
xrak_wiz.c:    	  tic -= 5;
xrak_wiz.c:        tic -= 3;
xrak_wiz.c:    /*  if (IS_SET (ch->in_room->added_flags, ROOM2_TEMPEST) && !IS_WRAITH (ch))
xrak_wiz.c:      if (ch->in_room->area->plane == PLANE_LIMBO && !IS_NEUTRAL (ch))
xrak_wiz.c:      if (ch->in_room->area->plane == PLANE_HELL && !IS_EVIL (ch))
xrak_wiz.c:      if (ch->in_room->area->plane == PLANE_HEAVEN && !IS_GOOD (ch))
xrak_wiz.c:    if (ch->class == CLASS_BARD)
xrak_wiz.c:    else if (ch->tier3 == CLASS_MAGE)
xrak_wiz.c:    else if (ch->class == CLASS_DEMON)
xrak_wiz.c:    else if (ch->class == CLASS_NINJA)
xrak_wiz.c:    else if (ch->class == CLASS_KAHN)
xrak_wiz.c:    else if (ch->class == CLASS_WEREWOLF)
xrak_wiz.c:    else if (ch->class == CLASS_VAMPIRE)
xrak_wiz.c:    else if (ch->class == CLASS_ANTIPALADIN)
xrak_wiz.c:        sprintf (cls, "Anti-Paladin");
xrak_wiz.c:    else if (ch->class == CLASS_PALADIN)
xrak_wiz.c:    else if (ch->class == CLASS_ANGEL)
xrak_wiz.c:    vch->militia += v;
xrak_wiz.c:    vch->skirmishers += v;
xrak_wiz.c:    vch->pikemen += v;
xrak_wiz.c:    vch->swordsmen += v;
xrak_wiz.c:    vch->heavy_infantry += v;
xrak_wiz.c:    vch->axemen  += v;
xrak_wiz.c:    vch->archers  += v;
xrak_wiz.c:    vch->archerinfantry  += v;
xrak_wiz.c:    vch->chariots  += v;
xrak_wiz.c:    vch->light_cavalry += v;
xrak_wiz.c:    vch->medium_cavalry += v;
xrak_wiz.c:    vch->heavy_cavalry += v;
xrak_wiz.c:    vch->knights += v;
xrak_wiz.c:    vch->ballistas += v;
xrak_wiz.c:    vch->catapults += v;
xrak_wiz.c:    vch->rams += v;
xrak_wiz.c:    vch->scorpions += v;
xrak_wiz.c:    vch->trebuchets += v;
xrak_wiz.c:    if ( ch->level < 200 )
xrak_wiz.c:    if ( ch->pcremort == 4)
xrak_wiz.c:    ch->pcremort += 1;
xrak_wiz.c:    ch->level = 1;
xrak_wiz.c:    if (ch->pcremort == 1) {
xrak_wiz.c:        ch->max_hit =  20000;
xrak_wiz.c:        ch->max_move = 20000;
xrak_wiz.c:        ch->max_mana = 20000;
xrak_wiz.c:    if (ch->pcremort == 2) {
xrak_wiz.c:        ch->max_hit =  40000;
xrak_wiz.c:        ch->max_move = 40000;
xrak_wiz.c:        ch->max_mana = 40000;
xrak_wiz.c:    if (ch->pcremort == 3) {
xrak_wiz.c:        ch->max_hit =  60000;
xrak_wiz.c:        ch->max_move = 60000;
xrak_wiz.c:        ch->max_mana = 60000;
xrak_wiz.c:    if (ch->pcremort == 4) {
xrak_wiz.c:        ch->max_hit =  100000;
xrak_wiz.c:        ch->max_move = 100000;
xrak_wiz.c:        ch->max_mana = 100000;
xrak_wiz.c:    ch->exp = 0;
xrak_wiz.c:    if ( level <= victim->level )
xrak_wiz.c:        victim->level    = 1;
xrak_wiz.c:        victim->exp      -= 1550000 * ch->level;
xrak_wiz.c:        victim->max_hit  -= hp;
xrak_wiz.c:        victim->max_mana = mana;
xrak_wiz.c:        victim->max_move = move;
xrak_wiz.c:        victim->hit      = victim->max_hit;
xrak_wiz.c:        victim->mana     = victim->max_mana;
xrak_wiz.c:        victim->move     = victim->max_move;
xrak_wiz.c:    for ( iLevel = victim->level ; iLevel < level; iLevel++ )
xrak_wiz.c:        victim->level += 1;
xrak_wiz.c:        victim->max_hit += hp;
xrak_wiz.c:        victim->max_mana += mana;
xrak_wiz.c:        victim->max_move += move;
xrak_wiz.c:    sprintf(buf,"You are now level %d.\n\r",victim->level);
xrak_wiz.c:    victim->exp      += 1550000 * ch->level;
xrak_wiz.c:    int lgainexp  = 1550000 * ch->level;
xrak_wiz.c:    if ( ch->level >= 200 )
xrak_wiz.c:    if (lgainexp > ch->exp)
xrak_wiz.c:    if ( ch->exp < lgainexp )
xrak_wiz.c:        sprintf( buf, "Not enough Experience points, you need %lli more.\n\r", ( lgainexp - ch->exp ) );
xrak_wiz.c:    ch->exp -= lgainexp;
xrak_wiz.c:    ch->level++;
xrak_wiz.c:    sprintf( buf, "#0%s is now #RLevel #R[#0%d#R]#n", ch->pcdata->switchname, ch->level );
xrak_wiz.c:    ch->max_hit += hp;
xrak_wiz.c:    ch->max_move += move;
xrak_wiz.c:    ch->max_mana += mana;
xrak_wiz.c:    if (ch->level == 1 || ch->level > 6)
xrak_wiz.c:        templevel = ch->level;
xrak_wiz.c:        ch->level = 12;
xrak_wiz.c:        ch->trust = 12;
xrak_wiz.c:        ch->level = templevel;
xrak_wiz.c:        //ch->level = 1;
xrak_wiz.c:        ch->trust = 0;
xrak_wiz.c:    value = is_number(arg3) ? atoi(arg3) : -1;
xrak_wiz.c:                REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
xrak_wiz.c:                SET_BIT(victim->extra, EXTRA_PREGNANT);
xrak_wiz.c:            if (IS_SET(victim->affected_by, AFF_POLYMORPH))
xrak_wiz.c:                REMOVE_BIT(victim->affected_by, AFF_POLYMORPH);
xrak_wiz.c:                SET_BIT(victim->affected_by, AFF_POLYMORPH);
xrak_wiz.c:            if (IS_SET(victim->polyaff, POLY_ZULOFORM))
xrak_wiz.c:                REMOVE_BIT(victim->polyaff, POLY_ZULOFORM);
xrak_wiz.c:                SET_BIT(victim->polyaff, POLY_ZULOFORM);
xrak_wiz.c:        victim->pcdata->bounty = value;
xrak_wiz.c:        sprintf(buf, "%s bounty is now at %d.\n\r", victim->name, victim->pcdata->bounty);
xrak_wiz.c:        victim->ammo[1] = value;
xrak_wiz.c:        sprintf(buf, "%s .45 cal ammo is at %d.\n\r", victim->name, victim->ammo[1]);
xrak_wiz.c:        victim->played = value;
xrak_wiz.c:            victim->pcdata->perm_str = value;
xrak_wiz.c:            victim->pcdata->perm_int = value;
xrak_wiz.c:            victim->pcdata->perm_wis = value;
xrak_wiz.c:            victim->pcdata->perm_dex = value;
xrak_wiz.c:            victim->pcdata->perm_con = value;
xrak_wiz.c:            victim->pcdata->perm_dis = value;
xrak_wiz.c:            victim->pcdata->perm_agi = value;
xrak_wiz.c:            victim->pcdata->perm_cha = value;
xrak_wiz.c:            victim->pcdata->perm_vit = value;
xrak_wiz.c:            victim->pcdata->perm_luc = value;
xrak_wiz.c:        victim->sex = value;
xrak_wiz.c:        if (value >= ch->level && !IS_NPC(victim))
xrak_wiz.c:            victim->level = value;
xrak_wiz.c:            victim->trust = value;
xrak_wiz.c:            if (victim->level == 11)
xrak_wiz.c:                victim->pcdata->security = 9;
xrak_wiz.c:            victim->sublevel = value;
xrak_wiz.c:            victim->pdeath = value;
xrak_wiz.c:            victim->mdeath = value;
xrak_wiz.c:        victim->hitroll = value;
xrak_wiz.c:        victim->damroll = value;
xrak_wiz.c:        if (!IS_NPC(victim) && (value < -200 || value > 200))
xrak_wiz.c:            send_to_char("Armor class range is -200 to 200.\n\r", ch);
xrak_wiz.c:        victim->armor = value;
xrak_wiz.c:            victim->exp = value;
xrak_wiz.c:            victim->max_hit = value;
xrak_wiz.c:            victim->max_mana = value;
xrak_wiz.c:            victim->max_move = value;
xrak_wiz.c:            victim->practice = value;
xrak_wiz.c:        if (value < -1000 || value > 1000)
xrak_wiz.c:            send_to_char("Alignment range is -1000 to 1000.\n\r", ch);
xrak_wiz.c:        victim->alignment = value;
xrak_wiz.c:        victim->pcdata->condition[COND_THIRST] = value;
xrak_wiz.c:        victim->pcdata->condition[COND_DRUNK] = value;
xrak_wiz.c:        victim->pcdata->condition[COND_FULL] = value;
xrak_wiz.c:        free_string(victim->name);
xrak_wiz.c:        victim->name = str_dup(arg3);
xrak_wiz.c:        free_string(victim->short_descr);
xrak_wiz.c:        victim->short_descr = str_dup(arg3);
xrak_wiz.c:        free_string(victim->long_descr);
xrak_wiz.c:        victim->long_descr = str_dup(arg3);
xrak_wiz.c:        if ((victim->spec_fun = spec_lookup(arg3)) == 0)
xrak_wiz.c:        if (value > ch->pcdata->security || value < 0)
xrak_wiz.c:            if (ch->pcdata->security != 0)
xrak_wiz.c:                sprintf(buf, "Valid security is 0-%d.\n\r", ch->pcdata->security);
xrak_wiz.c:        victim->pcdata->security = value;
zarius.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
zarius.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
zarius.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
zarius.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
zarius.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
zarius.c:        for (victim = char_list; victim; victim = victim->next)
zarius.c:        if ((pexit = rm->exit[a]) != NULL && pexit->to_room != NULL)
zarius.c:                ch->talkcolor);
zarius.c:        if (ch->bones < cost)
zarius.c:                    cost - ch->bones);
zarius.c:        ch->talkcolor = pcolornum;
zarius.c:        //      ch->bones -= cost;
zarius.c:        ttemp = ch->talkcolor;
zarius_games.c: * |   _   .-----.-----. .-----.'  _| |   |   .-----.----.-----.-----.-----. *
zarius_games.c: * |       |  _  |  -__| |  _  |   _| |       |  -__|   _|  _  |  -__|__ --| *
zarius_games.c: * Copyright (c) 2006 - 2023 by Ian Shirm. (TroubleRazor/Xrakisis)           *
zarius_games.c: * GODWARS-TREE GODWARS-INFO GODWARS-CHANGES All Rights Reserved.            *
zarius_games.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                   *
zarius_games.c:Game Code v2 for ROM based muds. Robert Schultz, Sembiance  -  bert@ncinter.net
zarius_games.c: * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                 *
zarius_games.c:        "<------------>",
zarius_games.c:        "#P-Zarius- #0",    /* 3 */
zarius_games.c:    for (slotMachine = ch->in_room->contents; slotMachine != NULL;
zarius_games.c:            slotMachine = slotMachine->next_content)
zarius_games.c:        if ((slotMachine->item_type == ITEM_SLOT_MACHINE)
zarius_games.c:            if (is_name(arg, slotMachine->name))
zarius_games.c:    cost = slotMachine->value[0];
zarius_games.c:    if (cost > ch->gold)
zarius_games.c:    ch->gold -= cost;
zarius_games.c:    jackpot = slotMachine->value[1];
zarius_games.c:    bars = slotMachine->value[2];
zarius_games.c:    if (slotMachine->value[3] == 1)
zarius_games.c:        ("#0////------------#PSlot Machine#0------------\\\\\\\\#n\n\r",
zarius_games.c:        ("#0\\\\\\\\------------------------------------////#n\n\r",
zarius_games.c:        ("#0////-----------------------#PSlot Machine#0----------------------\\\\\\\\#n\n\r",
zarius_games.c:        ("#0\\\\\\\\---------------------------------------------------------////#n\n\r",
zarius_games.c:            slotMachine->value[1] = cost * 10;  /* put it back to something */
zarius_games.c:            slotMachine->value[1] += cost;
zarius_games.c:            slotMachine->value[1] = cost * 25;
zarius_games.c:            slotMachine->value[1] += cost;
zarius_games.c:    if (slotMachine->value[1] >= 15000000)
zarius_games.c:        slotMachine->value[1] = 15000000;
zarius_games.c:                slotMachine->value[1] += cost;
zarius_games.c:                slotMachine->value[1] -= winnings;
zarius_games.c:                slotMachine->value[1] -= (cost * 7) / 2;
zarius_games.c:                slotMachine->value[1] -= (cost * 5) / 2;
zarius_games.c:                slotMachine->value[1] += cost / 2;
zarius_games.c:                slotMachine->value[1] += cost - 1;
zarius_games.c:                slotMachine->value[1] += cost;
zarius_games.c:    ch->gold += winnings;
zarius_games.c:                winnings, slotMachine->value[1]);
zarius_games.c:                ch->pcdata->switchname, winnings);
zarius_games.c:                numberMatched, winnings, slotMachine->value[1]);
zarius_games.c:                slotMachine->value[1]);
zarius_games.c:    if (slotMachine->value[1] > 15000000)
zarius_games.c:        slotMachine->value[1] = 15000000;
zarius_games.c:    for (dealer = ch->in_room->people; dealer;
zarius_games.c:            dealer = dealer->next_in_room)
zarius_games.c:        if (IS_NPC(dealer) && IS_SET(dealer->act, ACT_DEALER)
zarius_games.c:    if (bet > ch->gold)
zarius_games.c:            dealer->short_descr, dealerDice);
zarius_games.c:                dealer->short_descr, bet);
zarius_games.c:        ch->gold -= bet;
zarius_games.c:                dealer->short_descr, bet);
zarius_games.c:        ch->gold += bet;
zarius_games.c:        ch->gold -= bet;
