rm6/
rm6/clans/
rm6/councils/
rm6/deity/
rm6/doc/mudprogs/
rm6/exchange/
rm6/gods/
rm6/homes/
rm6/nations/
rm6/player/
rm6/player/a/
rm6/src/RCS/
rm6/src/dmalloc/
rm6/src/dmalloc/bin/
rm6/src/dmalloc/include/
rm6/src/dmalloc/lib/
rm6/src/scripts/
rm6/src/utils/
act_info.c:    &&   victim->pcdata->clan->badge )
act_info.c:        ch_printf_color( ch, "%s ", victim->pcdata->clan->badge );
act_info.c:	     !(wch->pcdata->clan && ((wch->pcdata->clan->deity &&
act_info.c:	     !str_cmp(wch->pcdata->clan->deity,wch->name) )
act_info.c:	     || (wch->pcdata->clan->leader
act_info.c:	     && !str_cmp(wch->pcdata->clan->leader, wch->name ) )
act_info.c:	     || (wch->pcdata->clan->number1
act_info.c:	     && !str_cmp(wch->pcdata->clan->number1, wch->name ) )
act_info.c:	     || (wch->pcdata->clan->number2 
act_info.c:	     && !str_cmp(wch->pcdata->clan->number2, wch->name )))))
act_info.c:            if ( pclan->clan_type == CLAN_GUILD )
act_info.c:            else if ( pclan->clan_type == CLAN_ORDER )
act_info.c:            if ( pclan->clan_type == CLAN_ORDER )
act_info.c:                if ( !str_cmp( wch->name, pclan->deity ) )
act_info.c:                else if ( !str_cmp( wch->name, pclan->leader ) )
act_info.c:                else if ( !str_cmp( wch->name, pclan->number1 ) )
act_info.c:                else if ( !str_cmp( wch->name, pclan->number2 ) )
act_info.c:            else if ( pclan->clan_type == CLAN_GUILD )
act_info.c:                if ( !str_cmp( wch->name, pclan->leader ) )
act_info.c:                if ( !str_cmp( wch->name, pclan->number1 ) )
act_info.c:                if ( !str_cmp( wch->name, pclan->number2 ) )
act_info.c:                if ( !str_cmp( wch->name, pclan->deity ) )
act_info.c:                else if ( !str_cmp( wch->name, pclan->leader ) )
act_info.c:                else if ( !str_cmp( wch->name, pclan->number1 ) )
act_info.c:                else if ( !str_cmp( wch->name, pclan->number2 ) )
act_info.c:            strcat( clan_name, pclan->name );
act_info.c:            if ( pclan->clan_type == CLAN_GUILD )
act_info.c:            else if ( pclan->clan_type == CLAN_ORDER )
act_info.c:		  pager_printf_color( ch, "%-18s\t", victim->pcdata->clan->badge );
act_info.c:	    || (ch->pcdata->clan->class != skill_table[sn]->guild) ) ) )
act_info.c:	     && ch->pcdata->clan->class != skill_table[sn]->guild )
act_info.c:        if ( pclan->clan_type == CLAN_ORDER )
act_info.c:            if ( !str_cmp( victim->name, pclan->deity ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->leader ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->number1 ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->number2 ) )
act_info.c:        else if ( pclan->clan_type == CLAN_GUILD )
act_info.c:            if ( !str_cmp( victim->name, pclan->deity ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->leader ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->number1 ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->number2 ) )
act_info.c:            if ( !str_cmp( victim->name, pclan->deity ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->leader ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->number1 ) )
act_info.c:            else if ( !str_cmp( victim->name, pclan->number2 ) )
act_info.c:        send_to_pager( victim->pcdata->clan->name, ch );
act_obj.c:	for ( clan = first_clan; clan; clan = clan->next )
act_obj.c:	  if ( clan->storeroom == ch->in_room->vnum )
act_obj.c:	   for ( clan = first_clan; clan; clan = clan->next )
act_obj.c:	      if ( clan->storeroom == ch->in_room->vnum )
act_obj.c:	  for ( clan = first_clan; clan; clan = clan->next )
act_obj.c:	     if ( clan->storeroom == ch->in_room->vnum )
act_obj.c:	   for ( clan = first_clan; clan; clan = clan->next )
act_obj.c: 	      if ( clan->storeroom == ch->in_room->vnum )
act_obj.c:    else if ( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' )
act_obj.c:	strcpy( name, ch->pcdata->clan->deity );
act_obj.c:    sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename );
act_obj.c:	for ( clan = first_clan; clan; clan = clan->next )
act_obj.c:	    if ( clan->storeroom == ch->in_room->vnum )
act_wiz.c:	    victim->pcdata->clan->clan_type == CLAN_ORDER ? "Order" :
act_wiz.c:	    victim->pcdata->clan->clan_type == CLAN_GUILD ? "Guild" : "Clan",
act_wiz.c:	    victim->pcdata->clan->name );
act_wiz.c:        if ( victim->pcdata->clan->clan_type == CLAN_GUILD)
act_wiz.c:            if (skill_table[sn]->guild == victim->pcdata->clan->class
act_wiz.c:        --victim->pcdata->clan->num_members;
act_wiz.c:        if (!str_cmp (victim->name, victim->pcdata->clan->leader) )
act_wiz.c:           STRFREE (victim->pcdata->clan->leader);
act_wiz.c:           victim->pcdata->clan->leader = STRALLOC ("");
act_wiz.c:        if (!str_cmp (victim->name, victim->pcdata->clan->number1))
act_wiz.c:           STRFREE (victim->pcdata->clan->number1);
act_wiz.c:           victim->pcdata->clan->number1 = STRALLOC ("");
act_wiz.c:        if (!str_cmp (victim->name, victim->pcdata->clan->number2))
act_wiz.c:           STRFREE (victim->pcdata->clan->number2);
act_wiz.c:           victim->pcdata->clan->number2 = STRALLOC ("");
act_wiz.c:        ch->pcdata->clan->num_members--;
act_wiz.c:    location = get_room_index(victim->pcdata->clan->recall);
act_wiz.c:	    if ( clan->clan_type == CLAN_GUILD )
act_wiz.c:		    if ( skill_table[sn]->guild == victim->pcdata->clan->class
act_wiz.c:	    --clan->members;
act_wiz.c:	    if ( !str_cmp(victim->name, clan->deity) )
act_wiz.c:		STRFREE( clan->deity );
act_wiz.c:		clan->deity = STRALLOC( "" );
act_wiz.c:	    if ( !str_cmp(victim->name, clan->leader) )
act_wiz.c:		STRFREE( clan->leader );
act_wiz.c:		clan->leader = STRALLOC( "" );
act_wiz.c:	    if ( !str_cmp(victim->name, clan->number1) )
act_wiz.c:		STRFREE( clan->number1 );
act_wiz.c:		clan->number1 = STRALLOC( "" );
act_wiz.c:	    if ( !str_cmp(victim->name, clan->number2) )
act_wiz.c:		STRFREE( clan->number2 );
act_wiz.c:		clan->number2 = STRALLOC( "" );
act_wiz.c:	    act( AT_MAGIC, "You remove $N from $t", ch, clan->name, victim, TO_CHAR );
act_wiz.c:	    act( AT_MAGIC, "$n totally removes $N from $t", ch, clan->name, victim, TO_ROOM );
act_wiz.c:	    act( AT_MAGIC, "$n totally removes you from $t", ch, clan->name, victim, TO_VICT );
act_wiz.c:	    if ( clan->clan_type == CLAN_GUILD )
act_wiz.c:		if ( victim->class != clan->class)
act_wiz.c:	    ++clan->members;
act_wiz.c:	    if ( clan->clan_type != CLAN_ORDER && clan->clan_type != CLAN_GUILD )
act_wiz.c:	    if ( clan->clan_type != CLAN_NOKILL && clan->clan_type != CLAN_ORDER
act_wiz.c:	    &&   clan->clan_type != CLAN_GUILD )
act_wiz.c:	    if ( clan->clan_type == CLAN_GUILD )
act_wiz.c:		    if ( skill_table[sn]->guild == clan->class
act_wiz.c:	    victim->pcdata->clan_name = QUICKLINK( clan->name );
act_wiz.c:	    act( AT_MAGIC, "You induct $N into $t", ch, clan->name, victim, TO_CHAR );
act_wiz.c:	    act( AT_MAGIC, "$n inducts $N into $t", ch, clan->name, victim, TO_ROOM );
act_wiz.c:	    act( AT_MAGIC, "$n adds you into $t", ch, clan->name, victim, TO_VICT );
boards.c:    if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->read_group ) ) 
boards.c:    if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->post_group ) ) 
build.c:  	        --victim->pcdata->clan->num_members;
build.c:		--victim->pcdata->clan->num_members;
build.c:	victim->pcdata->clan_name = QUICKLINK( clan->name );
build.c:	   ++victim->pcdata->clan->num_members;
build.c:		if ( victim->pcdata->clan->clan_type == CLAN_GUILD)
build.c:                    if (skill_table[sn]->guild == victim->pcdata->clan->class
build.c:  		--victim->pcdata->clan->num_members;
build.c:		if (!str_cmp (victim->name, victim->pcdata->clan->leader) )
build.c:		   STRFREE (victim->pcdata->clan->leader);
build.c:		   victim->pcdata->clan->leader = STRALLOC ("");
build.c:  		if (!str_cmp (victim->name, victim->pcdata->clan->number1))
build.c:      		   STRFREE (victim->pcdata->clan->number1);
build.c:      		   victim->pcdata->clan->number1 = STRALLOC ("");
build.c:  		if (!str_cmp (victim->name, victim->pcdata->clan->number2))
build.c:      		   STRFREE (victim->pcdata->clan->number2);
build.c:      		   victim->pcdata->clan->number2 = STRALLOC ("");
clans.c:    for ( clan = first_clan; clan; clan = clan->next )
clans.c:       if ( !str_cmp( name, clan->name ) )
clans.c:    for ( tclan = first_clan; tclan; tclan = tclan->next )
clans.c:	fprintf( fpout, "%s\n", tclan->filename );
clans.c:    if ( !clan->filename || clan->filename[0] == '\0' )
clans.c:	sprintf( buf, "save_clan: %s has no filename", clan->name );
clans.c:    sprintf( filename, "%s%s", CLAN_DIR, clan->filename );
clans.c:        if (clan->name && clan->name[0] != '\0')
clans.c:	    fprintf( fp, "Name         %s~\n", clan->name);
clans.c:	if (clan->filename && clan->filename[0] != '\0')    
clans.c:            fprintf( fp, "Filename     %s~\n", clan->filename);
clans.c:        if (clan->motto && clan->motto[0] != '\0')
clans.c:	    fprintf( fp, "Motto        %s~\n", clan->motto);
clans.c:        if (clan->description && clan->description[0] != '\0')
clans.c:	    fprintf( fp, "Description  %s~\n", clan->description);
clans.c:        if (clan->deity && clan->deity[0] != '\0')
clans.c:	    fprintf( fp, "Deity        %s~\n", clan->deity);
clans.c:        if (clan->leader && clan->leader[0] != '\0')
clans.c:	    fprintf( fp, "Leader       %s~\n", clan->leader);
clans.c:        if (clan->number1 && clan->number1[0] != '\0')
clans.c:	    fprintf( fp, "NumberOne    %s~\n", clan->number1);
clans.c:        if (clan->number2 && clan->number2[0] != '\0')
clans.c:	    fprintf( fp, "NumberTwo    %s~\n", clan->number2);
clans.c:        if (clan->badge && clan->badge[0] != '\0')
clans.c:	    fprintf( fp, "Badge        %s~\n", clan->badge);
clans.c:		clan->pkills[0], clan->pkills[1], clan->pkills[2],
clans.c:		clan->pkills[3], clan->pkills[4], clan->pkills[5],
clans.c:		clan->pkills[6]);
clans.c:		clan->pdeaths[0], clan->pdeaths[1], clan->pdeaths[2],
clans.c:		clan->pdeaths[3], clan->pdeaths[4], clan->pdeaths[5],
clans.c:		clan->pdeaths[6]);
clans.c:	fprintf( fp, "MKills       %d\n",	clan->mkills		);
clans.c:	fprintf( fp, "MDeaths      %d\n",	clan->mdeaths		);
clans.c:	fprintf( fp, "IllegalPK    %d\n",	clan->illegal_pk	);
clans.c:	fprintf( fp, "Score        %d\n",	clan->score		);
clans.c:	fprintf( fp, "Type         %d\n",	clan->clan_type		);
clans.c:	fprintf( fp, "Class        %d\n",	clan->class		);
clans.c:	fprintf( fp, "Favour       %d\n",	clan->favour		);
clans.c:	fprintf( fp, "Strikes      %d\n",	clan->strikes		);
clans.c:	fprintf( fp, "Members      %d\n",   	clan->num_members      	);
clans.c:        if (clan->members && clan->members[0] != '\0')
clans.c:            fprintf( fp, "NameMembers  %s~\n", clan->members);
clans.c:        fprintf( fp, "MemLimit     %d\n",	clan->mem_limit		);
clans.c:	fprintf( fp, "Alignment    %d\n",	clan->alignment		);
clans.c:	fprintf( fp, "Board        %d\n",	clan->board		);
clans.c:	fprintf( fp, "ClanObjOne   %d\n",	clan->clanobj1		);
clans.c:	fprintf( fp, "ClanObjTwo   %d\n",	clan->clanobj2		);
clans.c:	fprintf( fp, "ClanObjThree %d\n",	clan->clanobj3		);
clans.c:        fprintf( fp, "ClanObjFour  %d\n",	clan->clanobj4		);
clans.c:	fprintf( fp, "ClanObjFive  %d\n", 	clan->clanobj5		);
clans.c:	fprintf( fp, "Recall       %d\n",	clan->recall		);
clans.c:	fprintf( fp, "Storeroom    %d\n",	clan->storeroom		);
clans.c:	fprintf( fp, "GuardOne     %d\n",	clan->guard1		);
clans.c:	fprintf( fp, "GuardTwo     %d\n",	clan->guard2		);
clans.c:    if( (endstr = strstr( clan->members, name ) ) == NULL )
clans.c:    length = strlen( clan->members );
clans.c:    memcpy( newstring, clan->members, length );
clans.c:    if( (strlen( endstr ) + strlen( name ) + 1) >= strlen( clan->members ) )
clans.c:    DISPOSE( clan->members );
clans.c:    clan->members = str_dup( finishedstring );
clans.c:    sprintf( buf, "%s %s", clan->members, name );
clans.c:    DISPOSE( clan->members );
clans.c:    clan->members = str_dup( buf );
clans.c:    clan->mem_limit = 0;  /* Set up defaults */
clans.c:	    KEY( "Alignment",	clan->alignment,	fread_number( fp ) );
clans.c:            KEY( "Badge",       clan->badge,            fread_string( fp ) );
clans.c:	    KEY( "Board",	clan->board,		fread_number( fp ) );
clans.c:	    KEY( "ClanObjOne",	clan->clanobj1,		fread_number( fp ) );
clans.c:	    KEY( "ClanObjTwo",	clan->clanobj2,		fread_number( fp ) );
clans.c:	    KEY( "ClanObjThree",clan->clanobj3,		fread_number( fp ) );
clans.c:            KEY( "ClanObjFour", clan->clanobj4,         fread_number( fp ) );
clans.c:            KEY( "ClanObjFive", clan->clanobj5,         fread_number( fp ) );
clans.c:	    KEY( "Class",	clan->class,		fread_number( fp ) );
clans.c:	    KEY( "Deity",	clan->deity,		fread_string( fp ) );
clans.c:	    KEY( "Description",	clan->description,	fread_string( fp ) );
clans.c:		if (!clan->name)
clans.c:                    clan->name		= STRALLOC( "" );
clans.c:                if (!clan->leader)
clans.c:                    clan->leader       	= STRALLOC( "" );
clans.c:                if (!clan->description)
clans.c:                    clan->description 	= STRALLOC( "" );
clans.c:                if (!clan->motto)
clans.c:                    clan->motto		= STRALLOC( "" );
clans.c:                if (!clan->number1)
clans.c:                    clan->number1      	= STRALLOC( "" );
clans.c:                if (!clan->number2)
clans.c:                    clan->number2      	= STRALLOC( "" );
clans.c:                if (!clan->deity)
clans.c:                    clan->deity		= STRALLOC( "" );
clans.c:                if (!clan->badge)
clans.c:                    clan->badge		= STRALLOC( "" );
clans.c:                if( !clan->members )
clans.c:                    clan->members       = str_dup( "" );
clans.c:	    KEY( "Favour",	clan->favour,		fread_number( fp ) );
clans.c:	    KEY( "Filename",	clan->filename,		fread_string_nohash( fp ) );
clans.c:	    KEY( "GuardOne",	clan->guard1,		fread_number( fp ) );
clans.c:	    KEY( "GuardTwo",	clan->guard2,		fread_number( fp ) );
clans.c:	    KEY( "IllegalPK",	clan->illegal_pk,	fread_number( fp ) );
clans.c:	    KEY( "Leader",	clan->leader,		fread_string( fp ) );
clans.c:	    KEY( "MDeaths",	clan->mdeaths,		fread_number( fp ) );
clans.c:            KEY( "Members",	clan->num_members,     	fread_number( fp ) );
clans.c:	    KEY( "MemLimit",	clan->mem_limit,	fread_number( fp ) );
clans.c:	    KEY( "MKills",	clan->mkills,		fread_number( fp ) );
clans.c:	    KEY( "Motto",	clan->motto,		fread_string( fp ) );
clans.c:	    KEY( "Name",	clan->name,		fread_string( fp ) );
clans.c:            KEY( "NameMembers", clan->members,          fread_string_nohash( fp ) );
clans.c:            KEY( "NumberOne",	clan->number1,		fread_string( fp ) );
clans.c:	    KEY( "NumberTwo",	clan->number2,		fread_string( fp ) );
clans.c:	    KEY( "PDeaths",	clan->pdeaths[6],	fread_number( fp ) );
clans.c:	    KEY( "PKills",	clan->pkills[6],	fread_number( fp ) );
clans.c:		clan->pdeaths[0] = fread_number( fp );
clans.c:		clan->pdeaths[1] = fread_number( fp );
clans.c:		clan->pdeaths[2] = fread_number( fp );
clans.c:		clan->pdeaths[3] = fread_number( fp );
clans.c:		clan->pdeaths[4] = fread_number( fp );
clans.c:		clan->pdeaths[5] = fread_number( fp );
clans.c:		clan->pdeaths[6] = fread_number( fp );
clans.c:		clan->pkills[0] = fread_number( fp );
clans.c:		clan->pkills[1] = fread_number( fp );
clans.c:		clan->pkills[2] = fread_number( fp );
clans.c:		clan->pkills[3] = fread_number( fp );
clans.c:		clan->pkills[4] = fread_number( fp );
clans.c:		clan->pkills[5] = fread_number( fp );
clans.c:		clan->pkills[6] = fread_number( fp );
clans.c:	    KEY( "Recall",	clan->recall,		fread_number( fp ) );
clans.c:	    KEY( "Score",	clan->score,		fread_number( fp ) );
clans.c:	    KEY( "Strikes",	clan->strikes,		fread_number( fp ) );
clans.c:	    KEY( "Storeroom",	clan->storeroom,	fread_number( fp ) );
clans.c:	    KEY( "Type",	clan->clan_type,	fread_number( fp ) );
clans.c:    clan->pkills[0] = 0;
clans.c:    clan->pkills[1] = 0;
clans.c:    clan->pkills[2] = 0;
clans.c:    clan->pkills[3] = 0;
clans.c:    clan->pkills[4] = 0;
clans.c:    clan->pkills[5] = 0;
clans.c:    clan->pkills[6] = 0;
clans.c:    clan->pdeaths[0]= 0;
clans.c:    clan->pdeaths[1]= 0;
clans.c:    clan->pdeaths[2]= 0;
clans.c:    clan->pdeaths[3]= 0;
clans.c:    clan->pdeaths[4]= 0;
clans.c:    clan->pdeaths[5]= 0;
clans.c:    clan->pdeaths[6]= 0;
clans.c:	if ( clan->storeroom == 0
clans.c:	|| (storeroom = get_room_index( clan->storeroom )) == NULL )
clans.c:	sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename );
clans.c:		    bug( clan->name, 0 );
clans.c:		    bug( clan->name, 0 );
clans.c:    if ( str_cmp( ch->name, clan->leader )
clans.c:    &&   str_cmp( ch->name, clan->deity )
clans.c:/*    &&  (clan->clan_type != CLAN_GUILD
clans.c:    ||   (str_cmp( ch->name, clan->number1 )
clans.c:    || str_cmp( ch->name, clan->number2 ))) ) */
clans.c:    && str_cmp( ch->name, clan->number1 )
clans.c:    && str_cmp( ch->name, clan->number2 ) )
clans.c:        pObjIndex = get_obj_index( clan->clanobj1 );
clans.c:        pObjIndex = get_obj_index( clan->clanobj2 );
clans.c:        pObjIndex = get_obj_index( clan->clanobj3 );
clans.c:        pObjIndex = get_obj_index( clan->clanobj4 );
clans.c:        pObjIndex = get_obj_index( clan->clanobj5 );
clans.c:    pObjIndex = get_obj_index( clan->clanobj1 );
clans.c:      pObjIndex = get_obj_index( clan->clanobj2 );
clans.c:      pObjIndex = get_obj_index( clan->clanobj3 );
clans.c:      pObjIndex = get_obj_index( clan->clanobj4 );
clans.c:      pObjIndex = get_obj_index( clan->clanobj5 );
clans.c:    ||   !str_cmp( ch->name, clan->deity   )
clans.c:    ||   !str_cmp( ch->name, clan->leader  )
clans.c:    ||   !str_cmp( ch->name, clan->number1 )
clans.c:    ||   !str_cmp( ch->name, clan->number2 ) 
clans.c:    if ( clan->clan_type == CLAN_GUILD )
clans.c:	if ( is_class( victim, clan->class))
clans.c:        if ( victim->pcdata->clan->clan_type == CLAN_ORDER )
clans.c:        else if ( victim->pcdata->clan->clan_type == CLAN_GUILD )
clans.c:    if ( clan->mem_limit && clan->num_members >= clan->mem_limit )
clans.c:    clan->num_members++;
clans.c:    if ( clan->clan_type != CLAN_ORDER && clan->clan_type != CLAN_GUILD )
clans.c:/*    if ( clan->clan_type != CLAN_NOKILL && clan->clan_type != CLAN_ORDER
clans.c:    &&   clan->clan_type != CLAN_GUILD )
clans.c:    if ( clan->clan_type != CLAN_GUILD && clan->clan_type != CLAN_ORDER
clans.c:    &&   clan->clan_type != CLAN_NOKILL )
clans.c:	    if (skill_table[sn]->guild == clan->class &&
clans.c:    victim->pcdata->clan_name = QUICKLINK( clan->name );
clans.c:    act( AT_MAGIC, "You induct $N into $t", ch, clan->name, victim, TO_CHAR );
clans.c:    act( AT_MAGIC, "$n inducts $N into $t", ch, clan->name, victim, TO_NOTVICT );
clans.c:    act( AT_MAGIC, "$n inducts you into $t", ch, clan->name, victim, TO_VICT );
clans.c:    sprintf(buf, "%s has been inducted into %s!", victim->name, clan->name);
clans.c:    if ( !str_cmp( ch->name, ch->pcdata->clan->leader ) )    
clans.c:	ch_printf( ch, "Your status within %s has saved you from being outcast.\n\r", ch->pcdata->clan->name );
clans.c:    if ( clan->clan_type != CLAN_GUILD && clan->clan_type != CLAN_ORDER
clans.c:    &&   clan->clan_type != CLAN_NOKILL )
clans.c:            if ( skill_table[sn]->guild == ch->pcdata->clan->class
clans.c:    --clan->num_members;
clans.c:    if ( !str_cmp( ch->name, ch->pcdata->clan->number1 ) )
clans.c:        STRFREE( ch->pcdata->clan->number1 );
clans.c:        ch->pcdata->clan->number1 = STRALLOC( "" );
clans.c:    if ( !str_cmp( ch->name, ch->pcdata->clan->number2 ) )
clans.c:        STRFREE( ch->pcdata->clan->number2 );
clans.c:        ch->pcdata->clan->number2 = STRALLOC( "" );
clans.c:    if ( clan->clan_type != CLAN_GUILD )
clans.c:        sprintf(buf, "%s has been outcasted from %s!", ch->name, clan->name);
clans.c:    ||   !str_cmp( ch->name, clan->deity   )
clans.c:    ||   !str_cmp( ch->name, clan->leader  )
clans.c:    ||   !str_cmp( ch->name, clan->number1 )
clans.c:    ||   !str_cmp( ch->name, clan->number2 ) 
clans.c:	if ( ch->pcdata->clan->clan_type == CLAN_ORDER )
clans.c:	if ( ch->pcdata->clan->clan_type == CLAN_GUILD )
clans.c:	if ( ch->pcdata->clan->clan_type == CLAN_ORDER )
clans.c:	if ( ch->pcdata->clan->clan_type == CLAN_GUILD )
clans.c:    if ( clan->clan_type != CLAN_GUILD && clan->clan_type != CLAN_ORDER
clans.c:    &&   clan->clan_type != CLAN_NOKILL )
clans.c:	    if ( skill_table[sn]->guild == victim->pcdata->clan->class
clans.c:    --clan->num_members;
clans.c:    if ( !str_cmp( victim->name, ch->pcdata->clan->number1 ) )
clans.c:	STRFREE( ch->pcdata->clan->number1 );
clans.c:	ch->pcdata->clan->number1 = STRALLOC( "" );
clans.c:    if ( !str_cmp( victim->name, ch->pcdata->clan->number2 ) )
clans.c:	STRFREE( ch->pcdata->clan->number2 );
clans.c:	ch->pcdata->clan->number2 = STRALLOC( "" );
clans.c:    act( AT_MAGIC, "You outcast $N from $t", ch, clan->name, victim, TO_CHAR );
clans.c:    act( AT_MAGIC, "$n outcasts $N from $t", ch, clan->name, victim, TO_ROOM );
clans.c:    act( AT_MAGIC, "$n outcasts you from $t", ch, clan->name, victim, TO_VICT );
clans.c:    if ( clan->clan_type != CLAN_GUILD )
clans.c:	sprintf(buf, "%s has been outcasted from %s!", victim->name, clan->name);
clans.c:/*    if ( clan->clan_type != CLAN_GUILD )
clans.c:	STRFREE( clan->deity );
clans.c:	clan->deity = STRALLOC( argument );
clans.c:	STRFREE( clan->leader );
clans.c:	clan->leader = STRALLOC( argument );
clans.c:	STRFREE( clan->number1 );
clans.c:	clan->number1 = STRALLOC( argument );
clans.c:	STRFREE( clan->number2 );
clans.c:	clan->number2 = STRALLOC( argument );
clans.c:	STRFREE( clan->badge );
clans.c:	clan->badge = STRALLOC( argument );
clans.c:	clan->board = atoi( argument );
clans.c:    	clan->mem_limit = atoi( argument );
clans.c:	clan->num_members = atoi( argument );
clans.c:	clan->recall = atoi( argument );
clans.c:	clan->storeroom = atoi( argument );
clans.c:	clan->clanobj1 = atoi( argument );
clans.c:	clan->clanobj2 = atoi( argument );
clans.c:	clan->clanobj3 = atoi( argument );
clans.c:        clan->clanobj4 = atoi( argument );
clans.c:        clan->clanobj5 = atoi( argument );
clans.c:	clan->guard1 = atoi( argument );
clans.c:	clan->guard2 = atoi( argument );
clans.c:	clan->alignment = atoi( argument );
clans.c:	  clan->clan_type = CLAN_ORDER;
clans.c:	  clan->clan_type = CLAN_GUILD;
clans.c:	  clan->clan_type = atoi( argument );
clans.c:	clan->class = atoi( argument );
clans.c:	STRFREE( clan->name );
clans.c:	clan->name = STRALLOC( argument );
clans.c:        if ( clan->filename && clan->filename[0] != '\0' )
clans.c:	   DISPOSE( clan->filename );
clans.c:	clan->filename = str_dup( argument );
clans.c:	STRFREE( clan->motto );
clans.c:	clan->motto = STRALLOC( argument );
clans.c:	STRFREE( clan->description );
clans.c:	clan->description = STRALLOC( argument );
clans.c:	clan->pkills[temp_value] = atoi( argument );
clans.c:	clan->pdeaths[temp_value] = atoi( argument );
clans.c:			clan->clan_type == CLAN_ORDER ? "Order" :
clans.c:		       (clan->clan_type == CLAN_GUILD ? "Guild" : "Clan"),
clans.c:    			clan->name,
clans.c:			clan->badge ? clan->badge : "(not set)",
clans.c:    			clan->filename,
clans.c:    			clan->motto );
clans.c:    			clan->description,
clans.c:    			clan->deity,
clans.c:    			clan->leader );
clans.c:    			clan->number1,
clans.c:    			clan->number2);
clans.c:    			clan->pkills[0], clan->pkills[1], clan->pkills[2],
clans.c:    			clan->pkills[3], clan->pkills[4], clan->pkills[5],
clans.c:			clan->pkills[6]);
clans.c:    			clan->pdeaths[0], clan->pdeaths[1], clan->pdeaths[2],
clans.c:    			clan->pdeaths[3], clan->pdeaths[4], clan->pdeaths[5],
clans.c:			clan->pdeaths[6] );
clans.c:			clan->illegal_pk );
clans.c:    			clan->mkills,
clans.c:    			clan->mdeaths );
clans.c:    			clan->score,
clans.c:    			clan->favour,
clans.c:    			clan->strikes );
clans.c:    			clan->num_members,
clans.c:    			clan->mem_limit,
clans.c:                     clan->alignment );
clans.c:    if ( clan->clan_type == CLAN_GUILD )
clans.c:			clan->class,
clans.c:			npc_class[clan->class] );
clans.c:    ch_printf_color( ch, "&wMembers  : &W%s\n\r", clan->members );
clans.c:			clan->board,
clans.c:			clan->recall,
clans.c:			clan->storeroom ); 
clans.c: 			clan->guard1,
clans.c:			clan->guard2 );
clans.c:    			clan->clanobj1,
clans.c:    			clan->clanobj2,
clans.c:    			clan->clanobj3,
clans.c:			clan->clanobj4,
clans.c:			clan->clanobj5 );
clans.c:    clan->name		= STRALLOC( argument );
clans.c:    clan->motto		= STRALLOC( "" );
clans.c:    clan->description	= STRALLOC( "" );
clans.c:    clan->deity		= STRALLOC( "" );
clans.c:    clan->leader	= STRALLOC( "" );
clans.c:    clan->number1	= STRALLOC( "" );
clans.c:    clan->number2	= STRALLOC( "" );
clans.c:    clan->badge		= STRALLOC( "" );
clans.c:    clan->members       = str_dup( "" );
clans.c:        for ( clan = first_clan; clan; clan = clan->next )
clans.c:            if ( clan->clan_type == CLAN_ORDER || clan->clan_type == CLAN_GUILD )
clans.c:            ch_printf( ch, "%-13s %-13s %-13s", clan->name, clan->deity, clan->leader );
clans.c:                        clan->pkills[6],
clans.c:                       (clan->pkills[2]+clan->pkills[3]+
clans.c:                        clan->pkills[4]+clan->pkills[5]) );
clans.c:    if ( !clan || clan->clan_type == CLAN_GUILD || clan->clan_type == CLAN_ORDER )
clans.c:    ch_printf( ch, "\n\r%s, '%s'\n\r\n\r", clan->name, clan->motto );
clans.c:                     clan->pkills[2],
clans.c:                     clan->pkills[3],
clans.c:                     clan->pkills[4],
clans.c:                     clan->pkills[5] );
clans.c:                     clan->pkills[6] );
clans.c:               clan->leader,
clans.c:               clan->number1,
clans.c:               clan->number2,
clans.c:               clan->deity );
clans.c:    if ( !str_cmp( ch->name, clan->deity   )
clans.c:    ||   !str_cmp( ch->name, clan->leader  )
clans.c:    ||   !str_cmp( ch->name, clan->number1 )
clans.c:    ||   !str_cmp( ch->name, clan->number2 ) )
clans.c:        ch_printf( ch, "# of Members:  %d\n\r", clan->num_members );
clans.c:        ch_printf( ch, "Current members: %s\n\r", clan->members );
clans.c:    ch_printf( ch, "\n\rDescription:  %s\n\r", clan->description );
clans.c:    if ( ch->pcdata->clan->clan_type != CLAN_ORDER
clans.c:    &&   ch->pcdata->clan->clan_type != CLAN_GUILD ) {
clans.c:          CLAN_DIR, ch->pcdata->clan->name );
clans.c:	if ( !str_cmp( ch->name, ch->pcdata->clan->leader )
clans.c:	if (clan->leader)
clans.c:		leader = capitalize (clan->leader);
clans.c:	if (clan->number1)
clans.c:		number1 = capitalize (clan->number1);
clans.c:	if (clan->number2)
clans.c:		number2 = capitalize (clan->number2);
clans.c:	if (clan->deity)
clans.c:		deity = capitalize (clan->deity);
clans.c:	if ( str_cmp ( ch->name, clan->leader ) )
clans.c:		STRFREE ( clan->number1 );
clans.c:			clan->number1 = STRALLOC ("");
clans.c:			clan->number1 = STRALLOC ( capitalize (arg2) );
clans.c:		STRFREE ( clan->number2 );
clans.c:			clan->number2 = STRALLOC ("");
clans.c:			clan->number2 = STRALLOC ( capitalize (arg2) );
comm.c:                ch->pcdata->memorize[0] = ch->pcdata->clan->recall;
deity.c:      	  location = get_room_index( ch->pcdata->clan->recall );
fight.c:          ( 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000 );
fight.c:	    &&   ch->pcdata->clan->clan_type != CLAN_ORDER
fight.c:            &&   ch->pcdata->clan->clan_type != CLAN_GUILD
fight.c:                sprintf( filename, "%s%s.record", CLAN_DIR, ch->pcdata->clan->name );
fight.c:		    victim->pcdata->clan ? victim->pcdata->clan->badge :
fight.c:		     victim->pcdata->clan->name == ch->pcdata->clan->name)
fight.c:	    ch->pcdata->clan->mkills++;
fight.c:	      ch->pcdata->clan->pkills[0]++;
fight.c:	      ch->pcdata->clan->pkills[1]++;
fight.c:	      ch->pcdata->clan->pkills[2]++;
fight.c:	      ch->pcdata->clan->pkills[3]++;
fight.c:	      ch->pcdata->clan->pkills[4]++;
fight.c:	      ch->pcdata->clan->pkills[5]++;
fight.c:	      ch->pcdata->clan->pkills[6]++;
fight.c:      ||   ( ch->pcdata->clan->clan_type != CLAN_NOKILL
fight.c:      &&   victim->pcdata->clan->clan_type != CLAN_NOKILL
fight.c:              ch->pcdata->clan->pkills[0]++;
fight.c:              ch->pcdata->clan->pkills[1]++;
fight.c:              ch->pcdata->clan->pkills[2]++;
fight.c:              ch->pcdata->clan->pkills[3]++;
fight.c:              ch->pcdata->clan->pkills[4]++;
fight.c:              ch->pcdata->clan->pkills[5]++;
fight.c:              ch->pcdata->clan->pkills[6]++;
fight.c:              victim->pcdata->clan->pdeaths[0]++;
fight.c:              victim->pcdata->clan->pdeaths[1]++;
fight.c:              victim->pcdata->clan->pdeaths[2]++;
fight.c:              victim->pcdata->clan->pdeaths[3]++;
fight.c:              victim->pcdata->clan->pdeaths[4]++;
fight.c:              victim->pcdata->clan->pdeaths[5]++;
fight.c:              victim->pcdata->clan->pdeaths[6]++;
fight.c:          victim->pcdata->clan->mdeaths++;
fight.c:        ch->pcdata->clan->illegal_pk++;
fight.c:              victim->pcdata->clan->pdeaths[0]++;
fight.c:              victim->pcdata->clan->pdeaths[1]++;
fight.c:              victim->pcdata->clan->pdeaths[2]++;
fight.c:              victim->pcdata->clan->pdeaths[3]++;
fight.c:              victim->pcdata->clan->pdeaths[4]++;
fight.c:              victim->pcdata->clan->pdeaths[5]++;
fight.c:              victim->pcdata->clan->pdeaths[6]++;
handler.c:	    location = get_room_index( ch->pcdata->clan->recall );
handler.c:    clan_factor = 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000; 
magic.c:	|| skill->guild != ch->pcdata->clan->class) )
medit.c:    for ( clan = first_clan; clan; clan = clan->next )
medit.c:	if ( clan->clan_type != CLAN_ORDER && clan->clan_type != CLAN_GUILD )
medit.c:	    olc_clan_list[count] = clan->name;
medit.c:    for ( clan = first_clan; clan; clan = clan->next )
medit.c:	if ( clan->clan_type == CLAN_GUILD )
medit.c:	    olc_clan_list[count] = clan->name;
medit.c:    for ( clan = first_clan; clan; clan = clan->next )
medit.c:	if ( clan->clan_type == CLAN_ORDER )
medit.c:	    olc_clan_list[count] = clan->name;
medit.c:	victim->pcdata->clan->clan_type == CLAN_ORDER ? "Order" :
medit.c:	victim->pcdata->clan->clan_type == CLAN_GUILD ? "Guild" : "Clan",
medit.c:	victim->pcdata->clan->name );
medit.c:		--victim->pcdata->clan->num_members;
medit.c:	    --victim->pcdata->clan->num_members;
medit.c:	victim->pcdata->clan_name = QUICKLINK( clan->name );
medit.c:	    ++victim->pcdata->clan->num_members;
medit.c:	olc_log( d, "Clan changed to %s", clan->name );
mud_prog.c:      return mprog_seval(chkchar->pcdata->clan->name, opr, rval, mob);
mud_prog.c:      return mprog_seval(chkchar->pcdata->clan->name, opr, rval, mob);
mud_prog.c:      return mprog_veval(chkchar->pcdata->clan->clan_type, opr, atoi(rval),
pfiles.c:  for(clan = first_clan; clan; clan = clan->next)
pfiles.c:    clan->members = 0;
player.c:    if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER  && ch->pcdata->clan->clan_type != CLAN_GUILD )
player.c:                     ch->pcdata->clan->name, ch->pcdata->clan->pkills[5],
player.c:                     (ch->pcdata->clan->pkills[0]+ch->pcdata->clan->pkills[1]+
player.c:                      ch->pcdata->clan->pkills[2]+ch->pcdata->clan->pkills[3]+
player.c:                      ch->pcdata->clan->pkills[4]) );
player.c:                     ch->pcdata->clan->pdeaths[5],
player.c:                     ( ch->pcdata->clan->pdeaths[0] + ch->pcdata->clan->pdeaths[1] +
player.c:                       ch->pcdata->clan->pdeaths[2] + ch->pcdata->clan->pdeaths[3] +
player.c:                       ch->pcdata->clan->pdeaths[4] ) );
player.c:    if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER )
player.c:		ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c:    if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_GUILD )
player.c:                     ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c:    if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER  && ch->pcdata->clan->clan_type != CLAN_GUILD )
player.c:		ch->pcdata->clan->name, ch->pcdata->clan->pkills[5],
player.c:		(ch->pcdata->clan->pkills[0]+ch->pcdata->clan->pkills[1]+
player.c:		 ch->pcdata->clan->pkills[2]+ch->pcdata->clan->pkills[3]+
player.c:		 ch->pcdata->clan->pkills[4]) );
player.c:		ch->pcdata->clan->pdeaths[5],
player.c:		( ch->pcdata->clan->pdeaths[0] + ch->pcdata->clan->pdeaths[1] +
player.c:		  ch->pcdata->clan->pdeaths[2] + ch->pcdata->clan->pdeaths[3] +
player.c:		  ch->pcdata->clan->pdeaths[4] ) );
player.c:    if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER )
player.c:		ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c:    if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_GUILD )
player.c:                ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
skills.c:      location = get_room_index( ch->pcdata->clan->recall );
update.c:          location = get_room_index( ch->pcdata->clan->recall );