crodo_mud/cnf/
crodo_mud/lib/
crodo_mud/lib/house/
crodo_mud/lib/misc/
crodo_mud/lib/plralias/F-J/
crodo_mud/lib/plralias/U-Z/
crodo_mud/lib/plrobjs/
crodo_mud/lib/plrvars/A-E/
crodo_mud/lib/plrvars/F-J/
crodo_mud/lib/plrvars/K-O/
crodo_mud/lib/plrvars/P-T/
crodo_mud/lib/plrvars/U-Z/
crodo_mud/lib/text/
crodo_mud/lib/text/help/
crodo_mud/lib/world/
crodo_mud/src/
act.build.c:      obj->name = str_dup(OBJ_NEW(ch)->name);
act.build.c:     obj->short_description = str_dup(OBJ_NEW(ch)->short_description);
act.build.c:      obj->description = str_dup(OBJ_NEW(ch)->description);
act.build.c:      obj->action_description = str_dup(OBJ_NEW(ch)->action_description);
act.build.c:    obj->obj_flags.type_flag = OBJ_NEW(ch)->obj_flags.type_flag;
act.build.c:    obj->obj_flags.extra_flags = OBJ_NEW(ch)->obj_flags.extra_flags;
act.build.c:    obj->obj_flags.wear_flags = OBJ_NEW(ch)->obj_flags.wear_flags;
act.build.c:    obj->obj_flags.value[0] = OBJ_NEW(ch)->obj_flags.value[0];
act.build.c:    obj->obj_flags.value[1] = OBJ_NEW(ch)->obj_flags.value[1];
act.build.c:    obj->obj_flags.value[2] = OBJ_NEW(ch)->obj_flags.value[2];
act.build.c:    obj->obj_flags.value[3] = OBJ_NEW(ch)->obj_flags.value[3];
act.build.c:    obj->obj_flags.weight = OBJ_NEW(ch)->obj_flags.weight;
act.build.c:    obj->obj_flags.cost = OBJ_NEW(ch)->obj_flags.cost;
act.build.c:    obj->obj_flags.cost_per_day = OBJ_NEW(ch)->obj_flags.cost_per_day;
act.build.c:    obj->ex_description = NULL;
act.build.c:	desc2->next = obj->ex_description;
act.build.c:	obj->ex_description = desc2;
act.build.c:      obj->affected[i].location = OBJ_NEW(ch)->affected[i].location;
act.build.c:      obj->affected[i].modifier = OBJ_NEW(ch)->affected[i].modifier;
act.build.c:  sprintf(buf, "Poof!  You create %s.\r\n", obj->short_description);
act.informative.c:    for (tmp_obj = i->carrying; tmp_obj; tmp_obj = tmp_obj->next_content) {
act.informative.c:	send_to_char(fname(obj->name), ch);
act.informative.c:	list_obj_to_char(obj->contains, ch, 2, TRUE);
act.informative.c:  for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
act.informative.c:      if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) {
act.informative.c:  for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content)
act.informative.c:      if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) {
act.informative.c:    sprintf(buf, "O%3d. %-25s - ", num, obj->short_description);
act.informative.c:  if (obj->in_room > NOWHERE) {
act.informative.c:	    GET_ROOM_VNUM(IN_ROOM(obj)), world[obj->in_room].name);
act.informative.c:  } else if (obj->carried_by) {
act.informative.c:	    PERS(obj->carried_by, ch));
act.informative.c:  } else if (obj->worn_by) {
act.informative.c:	    PERS(obj->worn_by, ch));
act.informative.c:  } else if (obj->in_obj) {
act.informative.c:	    obj->in_obj->short_description, (recur ? ", which is" : " "));
act.informative.c:      print_object_location(0, obj->in_obj, ch, recur);
act.item.c:	    next_obj = obj->next_content;
act.item.c:	  next_obj = obj->next_content;
act.item.c:	      (obj_dotmode == FIND_ALL || isname(theobj, obj->name))) {
act.item.c:        obj_next = obj->next_content;
act.item.c:      next_obj = obj->next_content;
act.item.c:	  (obj_dotmode == FIND_ALL || isname(arg, obj->name))) {
act.item.c:	obj_next = obj->next_content;
act.item.c:      next_obj = obj->next_content;
act.item.c:	  (dotmode == FIND_ALL || isname(arg, obj->name))) {
act.item.c:    SET_BIT(obj->obj_flags.extra_flags, ITEM_NOSELL);
act.item.c:        next_obj = get_obj_in_list_vis(ch, arg, obj->next_content);
act.item.c:	  next_obj = obj->next_content;
act.item.c:	next_obj = get_obj_in_list_vis(ch, arg, obj->next_content);
act.item.c:	next_obj = get_obj_in_list_vis(ch, arg, obj->next_content);
act.item.c:	  next_obj = obj->next_content;
act.item.c:	      ((dotmode == FIND_ALL || isname(arg, obj->name))))
act.item.c:  if (obj->in_room != NOWHERE) {
act.item.c:  } else if ((tmp_ch = obj->carried_by)) {
act.item.c:  } else if ((tmp_obj = obj->in_obj)) {
act.item.c:  for (i = 0; (*((obj->name) + i) != ' ') && (*((obj->name) + i) != '\0'); i++);
act.item.c:  if (*((obj->name) + i) == ' ') {
act.item.c:    new_name = str_dup((obj->name) + i + 1);
act.item.c:    if (GET_OBJ_RNUM(obj) < 0 || obj->name != obj_proto[GET_OBJ_RNUM(obj)].name)
act.item.c:      free(obj->name);
act.item.c:    obj->name = new_name;
act.item.c:  CREATE(new_name, char, strlen(obj->name) + strlen(drinknames[type]) + 2);
act.item.c:  sprintf(new_name, "%s %s", drinknames[type], obj->name);
act.item.c:  if (GET_OBJ_RNUM(obj) < 0 || obj->name != obj_proto[GET_OBJ_RNUM(obj)].name)
act.item.c:    free(obj->name);
act.item.c:  obj->name = new_name;
act.item.c:      next_obj = obj->next_content;
act.item.c:	next_obj = get_obj_in_list_vis(ch, arg1, obj->next_content);
act.movement.c:  for (obj = ch->carrying; obj; obj = obj->next_content)
act.movement.c:  if (!(obj) || (obj->in_room != NOWHERE))
act.wizard.c:    if (target_obj->in_room != NOWHERE)
act.wizard.c:      location = target_obj->in_room;
act.wizard.c:  strcat(buf, j->in_obj ? j->in_obj->short_description : "None");
act.wizard.c:      next_o = obj->next_content;
act.wizard.c:    for (obj = object_list; obj; obj = obj->next)
boards.c:  for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
comm.c:  else if (obj && obj->in_room != NOWHERE)
comm.c:    to = world[obj->in_room].people;
db.c:  obj->next = object_list;
db.c:  obj->next = object_list;
db.c:	  obj->in_room = NOWHERE;
db.c:  obj->item_number = NOTHING;
db.c:  obj->in_room = NOWHERE;
db.c:  obj->worn_on = NOWHERE;
db.c:  /* perform binary search on obj-table */
db.c:	GET_OBJ_VNUM(obj), obj->short_description, GET_OBJ_WEIGHT(obj));
db.c:	GET_OBJ_VNUM(obj), obj->short_description, GET_OBJ_RENT(obj));
db.c:	GET_OBJ_VNUM(obj), obj->short_description);
db.c:	GET_OBJ_VNUM(obj), obj->short_description);
db.c:  sprintbit(obj->obj_flags.bitvector, affected_bits, buf);
db.c:	GET_OBJ_VNUM(obj), obj->short_description);
db.c:    char onealias[MAX_INPUT_LENGTH], *space = strchr(obj->name, ' ');
db.c:    int offset = space ? space - obj->name : strlen(obj->name);
db.c:    strncpy(onealias, obj->name, offset);
db.c:		GET_OBJ_VNUM(obj), obj->short_description, obj->name);
db.c:		GET_OBJ_VNUM(obj), obj->short_description,
db.c:		GET_OBJ_VNUM(obj), obj->short_description,
db.c:	GET_OBJ_VNUM(obj), obj->short_description, GET_OBJ_VAL(obj, val));
db.c:	obj->short_description,	GET_OBJ_VNUM(obj),
db.c:		GET_OBJ_VNUM(obj), obj->short_description, spellname,
db.c:	GET_OBJ_VNUM(obj), obj->short_description, GET_OBJ_VAL(obj, val));
dg_db_scripts.c:  trg_proto = obj->proto_script;
dg_db_scripts.c:    obj->proto_script = trg_proto = new_trg;
dg_db_scripts.c:      trg_proto = obj->proto_script;
dg_db_scripts.c:            trg_proto->vnum, obj_index[obj->item_number].vnum);
dg_mobcmd.c:            obj_next = obj->next_content;
dg_mobcmd.c:            if (arg[3] == '\0' || isname(arg+4, obj->name)) {
dg_mobcmd.c:	    obj_next = obj->next_content;
dg_objcmd.c:	    obj->short_description, GET_OBJ_VNUM(obj), msg);
dg_objcmd.c:    if (obj->in_room != NOWHERE)
dg_objcmd.c:	return obj->in_room;
dg_objcmd.c:    else if (obj->carried_by)
dg_objcmd.c:	return IN_ROOM(obj->carried_by);
dg_objcmd.c:    else if (obj->worn_by)
dg_objcmd.c:	return IN_ROOM(obj->worn_by);
dg_objcmd.c:    else if (obj->in_obj)
dg_objcmd.c:	return obj_room(obj->in_obj);
dg_objcmd.c:	if (target_obj->in_room != NOWHERE)
dg_objcmd.c:	    location = target_obj->in_room;
dg_objcmd.c:    if (obj->worn_by) {
dg_objcmd.c:      pos = obj->worn_on;
dg_objcmd.c:      wearer = obj->worn_by;
dg_objcmd.c:      unequip_char(obj->worn_by, pos);
dg_objcmd.c:    tmpobj.in_room = obj->in_room;
dg_objcmd.c:    tmpobj.carried_by = obj->carried_by;
dg_objcmd.c:    tmpobj.worn_by = obj->worn_by;
dg_objcmd.c:    tmpobj.worn_on = obj->worn_on;
dg_objcmd.c:    tmpobj.in_obj = obj->in_obj;
dg_objcmd.c:    tmpobj.contains = obj->contains;
dg_objcmd.c:    tmpobj.id = obj->id;
dg_objcmd.c:    tmpobj.proto_script = obj->proto_script;
dg_objcmd.c:    tmpobj.script = obj->script;
dg_objcmd.c:    tmpobj.next_content = obj->next_content;
dg_objcmd.c:    tmpobj.next = obj->next;
dg_scripts.c:                if (isname(tmp, obj->name))
dg_scripts.c:        for (obj = object_list; obj; obj = obj->next)
dg_scripts.c:        for (obj = object_list; obj; obj = obj->next)
dg_scripts.c:            if (isname(name, obj->name))
dg_scripts.c:        if (obj->carried_by &&
dg_scripts.c:            isname(name, obj->carried_by->player.name) &&
dg_scripts.c:            (IS_NPC(obj->carried_by) || !GET_INVIS_LEV(obj->carried_by)))
dg_scripts.c:            return obj->carried_by;
dg_scripts.c:        if (obj->worn_by &&
dg_scripts.c:            isname(name, obj->worn_by->player.name) &&
dg_scripts.c:            (IS_NPC(obj->worn_by) || !GET_INVIS_LEV(obj->worn_by)))
dg_scripts.c:            return obj->worn_by;
dg_scripts.c:    if (obj->contains && (i = get_obj_in_list(name, obj->contains)))
dg_scripts.c:    if (obj->in_obj)
dg_scripts.c:            if (id == GET_ID(obj->in_obj))
dg_scripts.c:                return obj->in_obj;
dg_scripts.c:        else if (isname(name, obj->in_obj->name))
dg_scripts.c:            return obj->in_obj;
dg_scripts.c:    else if (obj->worn_by && (i = get_object_in_equip(obj->worn_by, name)))
dg_scripts.c:    else if (obj->carried_by &&
dg_scripts.c:             (i = get_obj_in_list(name, obj->carried_by->carrying)))
dg_scripts.c:        for (obj = room->contents; obj; obj = obj->next_content)
dg_scripts.c:        for (obj = object_list; obj; obj = obj->next)
dg_scripts.c:        for (obj = room->contents; obj; obj = obj->next_content)
dg_scripts.c:            if (isname(name, obj->name))
dg_scripts.c:        for (obj = object_list; obj; obj = obj->next)
dg_scripts.c:            if (isname(name, obj->name))
dg_scripts.c:  for (obj = object_list; obj; obj = obj->next) {
dg_scripts.c:  trig = wait_event_obj->trigger;
dg_scripts.c:  go = wait_event_obj->go;
dg_scripts.c:  type = wait_event_obj->type;
dg_scripts.c:    strcpy(name, obj->name);
dg_scripts.c:  wait_event_obj->trigger = trig;
dg_scripts.c:  wait_event_obj->go = go;
dg_scripts.c:  wait_event_obj->type = type;
dg_scripts.c:  if (obj->in_room > NOWHERE) return &world[obj->in_room];
dg_scripts.c:  if (obj->carried_by)        return &world[obj->carried_by->in_room];
dg_scripts.c:  if (obj->worn_by)           return &world[obj->worn_by->in_room];
dg_scripts.c:  if (obj->in_obj)            return (dg_room_of_obj(obj->in_obj));
dg_triggers.c:  for (obj = actor->carrying; obj; obj = obj->next_content)
dg_triggers.c:  for (obj = world[IN_ROOM(actor)].contents; obj; obj = obj->next_content)
dg_wldcmd.c:	    next_obj = obj->next_content;
genobj.c:  if ((newobj->item_number = real_object(ovnum)) != NOTHING) {
genobj.c:    copy_object(&obj_proto[newobj->item_number], newobj);
genobj.c:    update_objects(&obj_proto[newobj->item_number]);
genobj.c:    return newobj->item_number;
genobj.c:  for (obj = object_list; obj; obj = obj->next) {
genobj.c:    if (obj->item_number != refobj->item_number)
genobj.c:    obj->in_room = swap.in_room;
genobj.c:    obj->carried_by = swap.carried_by;
genobj.c:    obj->worn_by = swap.worn_by;
genobj.c:    obj->worn_on = swap.worn_on;
genobj.c:    obj->in_obj = swap.in_obj;
genobj.c:    obj->contains = swap.contains;
genobj.c:    obj->next_content = swap.next_content;
genobj.c:    obj->next = swap.next;
genobj.c:  for (obj = object_list; obj; obj = obj->next)
genobj.c:  obj->item_number = ornum;
genobj.c:	strncpy(buf1, obj->action_description, MAX_STRING_LENGTH - 1);
genobj.c:	      (obj->name && *obj->name) ? obj->name : "undefined",
genobj.c:	      (obj->short_description && *obj->short_description) ? obj->short_description : "undefined",
genobj.c:	      (obj->description && *obj->description) ?	obj->description : "undefined",
genobj.c:      if (obj->ex_description) {	/* Yes, save them too. */
genobj.c:	for (ex_desc = obj->ex_description; ex_desc; ex_desc = ex_desc->next) {
genobj.c:	if (obj->affected[counter2].modifier)
genobj.c:		  "%d %d\n", obj->affected[counter2].location,
genobj.c:		  obj->affected[counter2].modifier);
genobj.c:    assert(obj->name != t->name);
genobj.c:    assert(obj->description != t->description);
genobj.c:    assert(obj->short_description != t->short_description);
genobj.c:    assert(obj->action_description != t->action_description);
genobj.c:    assert(obj->ex_description != t->ex_description);
genobj.c:  if (obj->name)
genobj.c:    free(obj->name);
genobj.c:  if (obj->description)
genobj.c:    free(obj->description);
genobj.c:  if (obj->short_description)
genobj.c:    free(obj->short_description);
genobj.c:  if (obj->action_description)
genobj.c:    free(obj->action_description);
genobj.c:  if (obj->ex_description)
genobj.c:    free_ex_descriptions(obj->ex_description);
genobj.c:  if (obj->name && obj->name != obj_proto[robj_num].name)
genobj.c:    free(obj->name);
genobj.c:  if (obj->description && obj->description != obj_proto[robj_num].description)
genobj.c:    free(obj->description);
genobj.c:  if (obj->short_description && obj->short_description != obj_proto[robj_num].short_description)
genobj.c:    free(obj->short_description);
genobj.c:  if (obj->action_description && obj->action_description != obj_proto[robj_num].action_description)
genobj.c:    free(obj->action_description);
genobj.c:  if (obj->ex_description) {
genobj.c:    for (thised = obj->ex_description; thised; thised = next_one) {
genwld.c:      for (tobj = world[i].contents; tobj; tobj = tobj->next_content)
genwld.c:    next_obj = obj->next_content;
genwld.c:    for (obj = world[i].contents; obj; obj = obj->next_content)
handler.c:	    obj->short_description);
handler.c:  if (obj->carried_by) {
handler.c:  if (obj->in_room != NOWHERE) {
handler.c:  obj->worn_by = ch;
handler.c:  obj->worn_on = pos;
handler.c:    affect_modify(ch, obj->affected[j].location,
handler.c:		  obj->affected[j].modifier,
handler.c:		  obj->obj_flags.bitvector, TRUE);
handler.c:  obj->worn_by = NULL;
handler.c:  obj->worn_on = -1;
handler.c:    affect_modify(ch, obj->affected[j].location,
handler.c:		  obj->affected[j].modifier,
handler.c:		  obj->obj_flags.bitvector, FALSE);
handler.c:  obj->next_content = obj_to->contains;
handler.c:  obj->in_obj = obj_to;
handler.c:  for (tmp_obj = obj->in_obj; tmp_obj->in_obj; tmp_obj = tmp_obj->in_obj)
handler.c:  if (tmp_obj->carried_by)
handler.c:    IS_CARRYING_W(tmp_obj->carried_by) += GET_OBJ_WEIGHT(obj);
handler.c:  if (obj->in_obj == NULL) {
handler.c:  obj_from = obj->in_obj;
handler.c:  for (temp = obj->in_obj; temp->in_obj; temp = temp->in_obj)
handler.c:  obj->in_obj = NULL;
handler.c:  obj->next_content = NULL;
handler.c:  if (obj->worn_by != NULL)
handler.c:    if (unequip_char(obj->worn_by, obj->worn_on) != obj)
handler.c:  if (obj->in_room != NOWHERE)
handler.c:  else if (obj->carried_by)
handler.c:  else if (obj->in_obj)
handler.c:  while (obj->contains)
handler.c:    extract_obj(obj->contains);
handler.c:  if (obj->contains)
handler.c:    update_object(obj->contains, use);
handler.c:  if (obj->next_content)
handler.c:    update_object(obj->next_content, use);
handler.c:    obj->name = str_dup("coin gold");
handler.c:    obj->short_description = str_dup("a gold coin");
handler.c:    obj->description = str_dup("One miserable gold coin is lying here.");
handler.c:    obj->name = str_dup("coins gold");
handler.c:    obj->short_description = str_dup(money_desc(amount));
handler.c:    obj->description = str_dup(CAP(buf));
handler.c:  obj->ex_description = new_descr;
handler.c:  obj->item_number = NOTHING;
house.c:    House_save(obj->contains, fp);
house.c:    House_save(obj->next_content, fp);
house.c:    for (tmp = obj->in_obj; tmp; tmp = tmp->in_obj)
house.c:    House_restore_weight(obj->contains);
house.c:    House_restore_weight(obj->next_content);
house.c:    if (obj->in_obj)
house.c:      GET_OBJ_WEIGHT(obj->in_obj) += GET_OBJ_WEIGHT(obj);
house.c:	      obj->short_description);
magic.c:  for (tobj = ch->carrying; tobj; tobj = tobj->next_content) {
magic.c:    for (tobj = obj->contains; tobj; tobj = next_obj) {
magic.c:      next_obj = tobj->next_content;
magic.c:        SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE);
magic.c:        REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
mail.c:    obj->item_number = NOTHING;
mail.c:    obj->name = str_dup("mail paper letter");
mail.c:    obj->short_description = str_dup("a piece of mail");
mail.c:    obj->description = str_dup("Someone has left a piece of mail here.");
mail.c:    obj->action_description = read_delete(GET_IDNUM(ch));
mail.c:    if (obj->action_description == NULL)
mail.c:      obj->action_description =
mobact.c:	for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
objsave.c:    obj->obj_flags.bitvector = object.bitvector;
objsave.c:      obj->affected[j] = object.affected[j];
objsave.c:  object.bitvector = obj->obj_flags.bitvector;
objsave.c:    object.affected[j] = obj->affected[j];
objsave.c:		object.location, obj->short_description);
objsave.c:		obj->short_description);
objsave.c:          obj->contains = NULL;	/* Should be NULL anyway, but just in case. */
objsave.c:          obj->contains = NULL;
objsave.c:    Crash_save(obj->next_content, fp, location);
objsave.c:    Crash_save(obj->contains, fp, MIN(0, location) - 1);
objsave.c:    for (tmp = obj->in_obj; tmp; tmp = tmp->in_obj)
objsave.c:    Crash_restore_weight(obj->contains);
objsave.c:    Crash_restore_weight(obj->next_content);
objsave.c:    if (obj->in_obj)
objsave.c:      GET_OBJ_WEIGHT(obj->in_obj) += GET_OBJ_WEIGHT(obj);
objsave.c:    Crash_extract_objs(obj->contains);
objsave.c:    Crash_extract_objs(obj->next_content);
objsave.c:    Crash_extract_norents(obj->contains);
objsave.c:    Crash_extract_norents(obj->next_content);
objsave.c:  for (tobj = obj; tobj; tobj = tobj->next_content)
objsave.c:    Crash_calculate_rent(obj->contains, cost);
objsave.c:    Crash_calculate_rent(obj->next_content, cost);
objsave.c:    has_norents += Crash_report_unrentables(ch, recep, obj->contains);
objsave.c:    has_norents += Crash_report_unrentables(ch, recep, obj->next_content);
objsave.c:    Crash_report_rent(ch, recep, obj->contains, cost, nitems, display, factor);
objsave.c:    Crash_report_rent(ch, recep, obj->next_content, cost, nitems, display, factor);
oedit.c:	  grn, nrm, yel, (obj->name && *obj->name) ? obj->name : "undefined",
oedit.c:	  grn, nrm, yel, (obj->short_description && *obj->short_description) ? obj->short_description : "undefined",
oedit.c:	  grn, nrm, yel, (obj->description && *obj->description) ? obj->description : "undefined",
oedit.c:	  grn, nrm, yel, (obj->action_description && *obj->action_description) ? obj->action_description : "<not set>\r\n",
oedit.c:	  grn, nrm, cyn, obj->proto_script?"Set.":"Not Set.", 
olc.c:      olc_string(&olc_obj->short_description, MAX_OBJ_NAME, arg);
olc.c:      olc_string(&olc_obj->description, MAX_OBJ_DESC, arg);
shop.c:	  push(&vals, isname(name, obj->name));
shop.c:    strcpy(buf, obj->short_description);
shop.c:	    fname(obj->name));
shop.c:	    fname(obj->name));
shop.c:      obj->next_content = loop->next_content;
shop.c:  strcpy(buf3, obj->short_description);
shop.c:    for (obj = keeper->carrying; obj; obj = obj->next_content)
shop.c:      if (CAN_SEE_OBJ(ch, obj) && (obj->obj_flags.cost > 0)) {
shop.c:	  if (!(*name) || isname(name, last_obj->name))
shop.c:  } else if (!(*name) || isname(name, last_obj->name))
shop.c:    sprintf(buf1, "%s (#%d)", obj->short_description,
spell_parser.c:	     ((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch)))
spell_parser.c:    if (obj->action_description)
spell_parser.c:      act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM);
spell_parser.c:	if (obj->action_description)
spell_parser.c:	  act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM);
spell_parser.c:      if (obj->action_description)
spell_parser.c:	act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM);
spell_parser.c:    if (obj->action_description)
spell_parser.c:      act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
spell_parser.c:    if (obj->action_description)
spell_parser.c:      act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
spells.c:  strcpy(name, fname(obj->name));
spells.c:	      i->in_obj->short_description);
spells.c:    sprintf(buf, "Object '%s', Item type: ", obj->short_description);
spells.c:    if (obj->obj_flags.bitvector) {
spells.c:      sprintbit(obj->obj_flags.bitvector, affected_bits, buf);
spells.c:      if ((obj->affected[i].location != APPLY_NONE) &&
spells.c:	  (obj->affected[i].modifier != 0)) {
spells.c:	sprinttype(obj->affected[i].location, apply_types, buf2);
spells.c:	sprintf(buf, "   Affects: %s By %d\r\n", buf2, obj->affected[i].modifier);
spells.c:    if (obj->affected[i].location != APPLY_NONE)
spells.c:  obj->affected[0].location = APPLY_HITROLL;
spells.c:  obj->affected[0].modifier = 1 + (level >= 18);
spells.c:  obj->affected[1].location = APPLY_DAMROLL;
spells.c:  obj->affected[1].modifier = 1 + (level >= 20);