# # ScryMUD Server Code # Copyright (C) 1998-1999 Ben Greear # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # To contact the Author, Ben Greear: greear@cyberhighway.net, (preferred) # greearb@agcs.com # # This file contains the command definitions for ScryMUD. # If you wish to add more, feel free. However, the order # is somewhat important: The entries will be searched from # bottom of this file to the top. This allows you to specify # how the commands are matched, ie put south at the bottom of # all commands starting with 's', so that if the player enters # 's', then she will go south, instead of, say, sitting. # # This file does not gracefully handle comments yet, so DO NOT # intersperse comments between command definitions # # The format is as follows: # [cmd_name] <cmd_name ...> <*>[help_key] ~ # [actual code to call] # # The entries below should make it more clear. Deviate at your # own peril!! # # NOTE 1: a * in front of a help key means that the entry is ONLY # for help. You must still put in something for the command, # but it will not be put into the code anywhere (I usually # just use NOP. # # NOTE 2: the code for a given command must return an integer. The # normal syntax is: 0 means everything is OK, < 0 means # an error. # # NOTE 3: The commands/help keys must be terminated with a tilde (~). # It should be possible for them to span multiple lines. # At this time, multi-word commands are not supported. # # NOTE 4: If there is only one command followed by a tilde, then the # command is treated both as a command AND the help key for # that command. Nice little short-hand... # NOTE on HELP ONLY entries: Please put them at the end so they won't # interfere with other commands. # case A abilities ~ return abilities(pc); ack socials ~ ack(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; add_kname ~ return add_kname(i, &(cooked_strs[1]), pc); adjust_register ~ return adjust_register(i, &(cooked_strs[1]), j, pc); add_keyword ~ return add_keyword(pc); add_mname ~ return add_mname(i, &(cooked_strs[1]), pc); add_mob_script ~ return add_mob_script(pc, i, (cooked_strs[1]), j, (cooked_strs[2]), k, l); add_obj_script add_mob_script ~ return add_obj_script(pc, i, (cooked_strs[1]), j, (cooked_strs[2]), k, l); add_room_script add_mob_script ~ return add_room_script(pc, i, (cooked_strs[1]), j, (cooked_strs[2]), k, l); add_oname ~ return add_oname(i, &(cooked_strs[1]), pc); add_stat_affect ~ return add_stat_affect(i, j, k, pc); add_casts_spell ~ return add_casts_spell(i, j, k, pc); add_zone ~ return addZone(i, pc); adlist ~ return adlist(i, pc); affect_hp ~ return affect_crit_stat(STAT_HP, cooked_strs[2], i, &(cooked_strs[1]), j, k, pc.getCurRoom(), &pc); affect_mana ~ return affect_crit_stat(STAT_MANA, cooked_strs[2], i, &(cooked_strs[1]), j, k, pc.getCurRoom(), &pc); affect_mov ~ return affect_crit_stat(STAT_MOV, cooked_strs[2], i, &(cooked_strs[1]), j, k, pc.getCurRoom(), &pc); afk socials ~ afk(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; agree socials ~ agree(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; announce socials ~ announce(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; add_perm_inv ~ return add_perm_inv(i, j, &(cooked_strs[1]), pc); assist ~ return assist(i, &(cooked_strs[1]), pc); # These are found in the 'w' section now. --BEN # asave write_zone write_zone ~ # return write_zone(i, pc); alias ~ return add_crit_alias(i, &(cooked_strs[1]), &(cooked_strs[2]), pc); alist zlist zlist ~ return zlist(i, j, pc); amlist ~ return amlist(i, j, pc); add_proc ~ return add_proc(i, pc); add_path ~ return add_path(i, j, pc); amsave ~ return amsave(i, pc); aolist ~ return aolist(i, j, pc); aosave ~ return aosave(i, pc); adsave ~ return adsave(i, pc); arlist ~ return arlist(i, j, pc); auction yell *channels ~ NOP avintre *avintre ~ NOP anitre *anitre ~ NOP # case B bounce socials ~ bounce(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; bah socials ~ bah(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; bug typo *bug ~ NOP buglist ~ return buglist(BT_BUGS, i, cooked_strs[1], j, cooked_strs[2], cooked_strs[3], pc); balance ~ return balance(i, &(cooked_strs[1]), pc); backstab bs ~ return backstab(i, &(cooked_strs[1]), pc); bash ~ return bash(i, &cooked_strs[1], pc); beep ~ return beep(i, &(cooked_strs[1]), pc); beckon socials ~ beckon(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; berserk ~ return berserk(pc); block ~ return block(i, &(cooked_strs[1]), pc); blush socials ~ blush(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; blend ~ return blend(pc); bonk socials ~ bonk(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; body_slam bodyslam bodyslam ~ return body_slam(i, &(cooked_strs[1]), pc, was_ordered); bow socials ~ bow(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; burp socials ~ burp(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; butcher ~ return butcher(i, &(cooked_strs[1]), pc); buy ~ return buy(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); brief ~ return brief(pc); # case C cast ~ return cast(&(cooked_strs[1]), j, &(cooked_strs[2]), pc, was_ordered); cackle socials ~ cackle(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; circle ~ return circle(i, &(cooked_strs[1]), pc); clap socials ~ clap(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; claw ~ return claw(i, &(cooked_strs[1]), pc); clear_keryword ~ return clear_keyword(i, pc); clear_mnames ~ return clear_mnames(i, pc); clear_onames ~ return clear_onames(i, pc); close ~ return close(i, &(cooked_strs[1]), pc); client ~ client_command( &(cooked_strs[1]), pc); return 0; color ansi color ~ return color((cooked_strs[1]), (cooked_strs[2]), pc); comparators *comparitors ~ NOP consider ~ return consider(i, &(cooked_strs[1]), pc); concoct brew concoct ~ return concoct(pc, !was_ordered); cough socials ~ cough(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; cheer socials ~ cheer(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; chuckle socials ~ chuckle(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; chance ~ return (chance( i, j, k)); ch_mdesc ~ return ch_mdesc(i, pc); ch_msdesc ~ return ch_msdesc(i, &(cooked_strs[1]), pc); ch_mndesc ~ return ch_mndesc(i, &(cooked_strs[1]), pc); ch_odesc ~ return ch_odesc(i, pc); ch_ondesc ~ return ch_ondesc(i, &(cooked_strs[1]), pc); ch_osdesc ~ return ch_osdesc(i, &(cooked_strs[1]), pc); ch_path_desc ~ return ch_path_desc(i, j, pc); ch_rdesc ~ return ch_rdesc(pc); ch_kdesc ~ return ch_kdesc(i, pc); ch_ddesc ~ return ch_ddesc(i, pc); ch_rname ~ return ch_rname(&(cooked_strs[1]), pc); ch_zname ~ return ch_zname(i, &(cooked_strs[1]), pc); construct ~ return construct(pc, !was_ordered); create_concoction create_conct ~ return create_concoction(i, j, k, l, m, n, pc); create_construction create_constrct ~ return create_construction(i, j, k, l, m, n, pc); curse ~ curse(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; curtsey socials ~ curtsey(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; credits *credits ~ NOP commands *commands ~ NOP classes *classes ~ NOP channels tell ask gt gc *channels ~ NOP # case D down ~ return down(pc, *(pc.getCurRoom()), is_dead); date ~ return date(pc); dance socials ~ dance(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; deposit ~ return deposit(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); describe ~ return describe(pc); delete_door ~ return delete_door(i, &(cooked_strs[1]), pc); deals *deals ~ NOP derelicts *derelicts ~ NOP discuss ~ return discuss(&(cooked_strs[1]), j, &(cooked_strs[2]), pc); disco socials ~ disco(j, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; disdain socials ~ disdain(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; disarm ~ return disarm(i, &(cooked_strs[1]), pc); doze socials ~ doze(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; does_own comparators ~ return does_own(pc, i, j, k, l, m, n); donate ~ return donate(i, &(cooked_strs[1]), &(cooked_strs[2]), pc); drop ~ return drop(i, &(cooked_strs[1]), &(cooked_strs[2]), pc); drink ~ return drink(i, &(cooked_strs[1]), pc); dset ~ return dset(i, &(cooked_strs[1]), &(cooked_strs[2]), k, pc); door_to ~ return door_to(i, j, &(cooked_strs[1]), pc); dstat ~ return dstat(i, &(cooked_strs[1]), pc); dsys ~ return dsys(i, cooked_strs[1], cooked_strs[2], pc); dclear ~ return dclear(i, pc); dlist ~ return dlist(i, j, pc); dvnum ~ return dvnum(i, &(cooked_strs[1]), pc); drow *drow ~ NOP dwarves dwarf *dwarf ~ NOP dragons *dragon ~ NOP darklings *darkling ~ NOP # case E east ~ return east(pc, *(pc.getCurRoom()), is_dead); eat ~ return eat(i, &(cooked_strs[1]), pc); earthmeld ~ return earthmeld(pc); equipment eq ~ return show_eq(pc); empty ~ return empty(i, &(cooked_strs[1]), pc); enslave ~ return enslave(i, &(cooked_strs[1]), pc); exits ~ return exit(pc); examine ~ return examine(i, &(cooked_strs[1]), pc); exact_damage ~ return exact_damage(i, j, cooked_strs[2], pc); elf *elf ~ NOP elves *elves ~ NOP emote *emote ~ NOP entity *entity ~ NOP # case F fill ~ return fill(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); follow ~ return follow(i, &(cooked_strs[1]), pc); flee ~ return flee(pc, is_dead); flex socials ~ flex(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; flip_door ~ return flip_door(i, &(cooked_strs[1]), pc); freeze ~ return freeze(i, &(cooked_strs[1]), pc); force *force ~ NOP force_all *force_all ~ NOP faerie *faerie ~ NOP #case G gemote *emote ~ NOP get take get ~ return get(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); gag ~ return gag(i, &(cooked_strs[1]), pc); giggle socials ~ giggle(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; give ~ return give(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); groan socials ~ groan(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; greet socials ~ greet(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; group ~ return group(i, &(cooked_strs[1]), pc); grin socials ~ grin(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; growl socials ~ growl(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; grumble socials ~ grumble(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; grunt socials ~ grunt(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; guard ~ return guard(i, &(cooked_strs[1]), pc); go enter go ~ is_dead = FALSE; return go(i, &(cooked_strs[1]), pc, is_dead); goto ~ return _goto(i, &(cooked_strs[1]), pc); gossip *channels ~ NOP gt *channels ~ NOP gs *channels ~ NOP # case H help man help ~ return help(i, &(cooked_strs[1]), &(cooked_strs[2]), pc); hide ~ return hide(pc); hit kill attack murder hit ~ return hit(i, &(cooked_strs[1]), pc); hehe socials ~ hehe(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; hold grab hold ~ return hold(i, &(cooked_strs[1]), pc); hop socials ~ hop(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; hmm socials ~ hmm(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; hug socials ~ hug(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; hum socials ~ hum(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; hurl ~ return hurl(i, &(cooked_strs[1]), pc, was_ordered); humans *human ~ NOP houses *houses ~ NOP # case I inventory ~ return inventory(pc); idea *idea ~ NOP idealist buglist ~ return buglist(BT_IDEAS, i, cooked_strs[1], j, cooked_strs[2], cooked_strs[3], pc); insane socials ~ insane(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; is_equal_to comparators ~ return is_equal_to(i, cooked_strs[1], cooked_strs[2], pc); is_greater_than comparators ~ return is_greater_than(i, cooked_strs[1], cooked_strs[2], pc); is_in_posn comparators ~ return is_in_posn(cooked_strs[1], pc); is_less_than comparators ~ return is_less_than(i, cooked_strs[1], cooked_strs[2], pc); itch socials ~ itch(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; itrans ~ return itrans(i, &(cooked_strs[1]), j, pc); ironclads *ironclad ~ NOP immrules *immrules ~ NOP # case J jump socials ~ social_jump(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; junk ~ return junk(i, &(cooked_strs[1]), &(cooked_strs[2]), pc); #case K kiss socials ~ kiss(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; kick ~ return kick(i, &(cooked_strs[1]), pc); keywords *keyword ~ NOP #case L look ls look ~ return look(i, &(cooked_strs[1]), pc, TRUE); /* ignore brief */ lag socials ~ lag(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; laugh lol socials ~ laugh(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; label_dummy label: add_mob_script ~ return -1; //should never get here language languages ~ return language(cooked_strs[1], pc); light wear ~ return light(i, &(cooked_strs[1]), pc); lick socials ~ lick(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; list ~ return list_merchandise(i, &(cooked_strs[1]), pc); list_obj_scripts ~ return list_obj_scripts(i, pc); list_paths ~ return list_paths(i, pc); list_scripts ~ return list_scripts(i, pc); list_room_scripts ~ return list_room_scripts(i, pc); list_site_bans ~ return list_site_bans(pc); list_zones ~ return showZones(pc); listen socials ~ listen(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; lock ~ return lock(i, &(cooked_strs[1]), pc); lore ~ return lore(i, &(cooked_strs[1]), pc); log_level ~ return log_level(i, pc); ldwho ~ return ldwho(pc); # case M make_builder ~ return make_builder(i, &(cooked_strs[1]), pc); make_pso ~ return make_pso(i, &(cooked_strs[1]), pc); megawibble socials ~ megawibble(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; meditate ~ return meditate(pc); mstat ~ return mstat(i, &(cooked_strs[1]), pc); mclone ~ return mclone(i, &(cooked_strs[1]), pc); mclear ~ return mclear(i, pc); mreload ~ return mreload(pc); mlist ~ return mlist(i, j, pc); mload ~ return mload(i, &(cooked_strs[1]), pc); mset ~ return mset(i, &(cooked_strs[1]), &(cooked_strs[2]), k, &(cooked_strs[3]), pc); muahaha socials ~ muahaha(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; mutter socials ~ mutter(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; mvnum ~ return mvnum(i, &(cooked_strs[1]), pc); move *move ~ NOP # case N north ~ return north(pc, *(pc.getCurRoom()), is_dead); northeast ne northeast ~ return northeast(pc, *(pc.getCurRoom()), is_dead); northwest nw northwest ~ return northwest(pc, *(pc.getCurRoom()), is_dead); nog socials ~ nog(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; nogossip ~ return nogossip(pc); nod socials ~ nod(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; neighbor_echo other_room_echo rm_comm *rm_comm ~ NOP # case O offer ~ return offer(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); open ~ return open(i, &(cooked_strs[1]), pc); opurge ~ return opurge(i, &(cooked_strs[1]), pc); ostat ~ return ostat(i, &(cooked_strs[1]), pc); oclone ~ return oclone(i, &(cooked_strs[1]), pc); oclear ~ return oclear(i, pc); olist ~ return olist(i, j, pc); oload ~ return oload(i, &(cooked_strs[1]), pc); oreload ~ return oreload(pc); oset ~ return oset(i, &(cooked_strs[1]), &(cooked_strs[2]), k, &(cooked_strs[3]), pc); ovnum ~ return ovnum(i, &(cooked_strs[1]), pc); olc ~ return handle_olc(pc, do_sub); order *order ~ NOP ogrue *ogrue ~ NOP # case P pat socials ~ pat(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; panic socials ~ panic(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; passwd ~ return passwd(&(cooked_strs[1]), &(cooked_strs[2]), &(cooked_strs[3]), pc); page_break ~ return page_break(i, pc); practice ~ return practice(&(cooked_strs[1]), j, &(cooked_strs[2]), pc); pay ~ return pay(i, j, &(cooked_strs[1]), pc); pause add_mob_script ~ return pause(i, pc); pinch socials ~ pinch(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; possess ~ return possess(i, &(cooked_strs[1]), pc); prompt ~ return prompt(&(cooked_strs[1]), pc); pft socials ~ pft(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; picklock ~ return picklock(i, &(cooked_strs[1]), pc); point socials ~ point(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; poke socials ~ poke(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; ponder socials ~ ponder(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; post ~ return post(&(cooked_strs[1]), pc); prone ~ return prone(pc); puke socials ~ puke(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; punt socials ~ punt(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; put ~ return put(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); pemote *pemote ~ NOP poofin *poofin ~ NOP poofout *poofout ~ NOP pecho *add_mob_script ~ NOP pout socials ~ pout(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; # case Q quaff ~ return quaff(i, &(cooked_strs[1]), pc); quit logout log_out quit ~ return log_out(pc); # case R remove ~ return remove(i, &(cooked_strs[1]), pc); reset_olc ~ return reset_olc(pc); remort ~ return remort(i, &(cooked_strs[1]), &(cooked_strs[2]), &(cooked_strs[3]), pc); rest ~ return rest(pc); recite ~ return recite(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); read ~ return read(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); rem_name rm_name rem_name ~ return rem_mname(i, &(cooked_strs[1]), pc); rem_oname rm_oname rem_oname ~ return rem_oname(i, &(cooked_strs[1]), pc); rem_zone rm_zone rem_zone ~ return remZone(i, pc); rem_path rm_path rem_path ~ return rem_path(i, j, pc); rem_keyword rm_keyword rm_keyword ~ return rm_keyword(i, pc); rem_perm_inv rm_perm_inv rem_perm_inv ~ return rem_perm_inv(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); rescue ~ return rescue(i, &(cooked_strs[1]), pc); rezone ~ return rezone(pc); replace_door ~ return replace_door(i, &(cooked_strs[1]), pc); rofl socials ~ rofl(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; rinit ~ return rinit(i, j, pc); roll ~ if ((i != 1) || (j != 1)) roll(i, j, pc); else roll(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; rstat ~ return rstat(i, pc); rset ~ return rset(&(cooked_strs[1]), j, pc); rm_give_proc ~ return rm_give_proc(i, pc); rm_discuss_proc ~ return rm_discuss_proc(i, pc); rm_bow_proc ~ return rm_bow_proc(i, pc); rm_curse_proc ~ return rm_curse_proc(i, pc); rm_obj_script rem_obj_script rm_obj_script ~ return rem_obj_script(i, cooked_strs[1], j, pc); rm_room_script rem_room_script rm_room_script ~ return rem_room_script(i, cooked_strs[1], j, pc); rm_script rem_script rm_script ~ return rem_script(i, (cooked_strs[1]), j, pc); rm_stat_affect rem_stat_affect rm_stat_affect ~ return rm_stat_affect(i, j, pc); rm_casts_spell rem_casts_spell rm_casts_spell ~ return rm_casts_spell(i, j, pc); rclone ~ return rclone(i, &(cooked_strs[1]), j, pc); rlist ~ return rlist(i, j, pc); rclear ~ return rclear(i, pc); reply *reply ~ NOP rocktrolls *rocktroll ~ NOP races *races ~ NOP regeneration *regeneration ~ NOP rm_omove rm_otransport *rm_omove ~ NOP rm_omove_all rm_otransport_all *rm_omove_all ~ NOP rm_move rm_transport *rm_move ~ NOP rm_move_all rm_transport_all *rm_move_all ~ NOP rules *rules ~ NOP # case S south ~ return south(pc, *(pc.getCurRoom()), is_dead); southeast se southeast ~ return southeast(pc, *(pc.getCurRoom()), is_dead); southwest sw southwest ~ return southwest(pc, *(pc.getCurRoom()), is_dead); save ~ return ::save(pc); sacrifice ~ return sacrifice(&(cooked_strs[1]), pc); scan ~ return scan(pc); set_path_dir ~ return set_path_dir(i, j, k, &(cooked_strs[1]), pc); set_ven_stop ~ return set_veh_stop(i, j, &(cooked_strs[1]), pc); set_path_pointer ~ return set_path_pointer(i, j, pc); set_zflag ~ return set_zflag(i, &(cooked_strs[1]), pc); save_mob ~ return save_mob(i, &(cooked_strs[1]), pc); save_obj ~ return save_obj(i, &(cooked_strs[1]), pc); score ~ return score(&(cooked_strs[1]), pc); scold socials ~ scold(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; script_jump_true add_mob_proc ~ return script_jump_true(cooked_strs, cooked_ints, pc, c_script_owner, r_script_owner, sanity); script_jump_false add_mob_script ~ return script_jump_false(cooked_strs, cooked_ints, pc, c_script_owner, r_script_owner, sanity); scream socials ~ scream(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; scratch socials ~ scratch(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; scribe ~ return scribe(&(cooked_strs[1]), pc); see_all ~ return see_all(pc); shield ~ return shield(i, &(cooked_strs[1]), pc, was_ordered); shrug socials ~ shrug(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; shake socials ~ shake(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; shoot ~ return shoot(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); show_zones ~ return showZones(pc); sigh socials ~ sigh(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; silly socials ~ silly(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; silent_junk add_mob_script ~ return silent_junk(i, &(cooked_strs[1]), &(cooked_strs[2]), pc); sit ~ return sit(pc); siteban ~ return siteban(&(cooked_strs[1]), pc); sell ~ return sell(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); skin ~ return skin(i, &(cooked_strs[1]), pc); sleep ~ return sleep(pc); slay ~ return slay(i, &(cooked_strs[1]), pc); slist ~ return slist(i, cooked_strs[1], j, pc); smirk socials ~ smirk(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; snap socials ~ snap(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; snicker socials ~ snicker(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; sneak ~ return sneak(pc); snoop ~ return snoop(i, &(cooked_strs[1]), pc); sob socials ~ sob(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; stat_script ~ return stat_script(i, j, pc); splash socials ~ splash(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; stand ~ return stand(pc); stat_keyword ~ return stat_keyword(i, pc); stat_obj_script ~ return stat_obj_script(i, j, pc); stat_path ~ return stat_path(i, j, pc); stat_room_script ~ return stat_room_script(i, j, pc); steal ~ return steal(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); sockets ~ return sockets(pc); suicide ~ return suicide(&(cooked_strs[1]), pc); shutdown ~ return shutdown(&(cooked_strs[1]), pc); slap socials ~ slap(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; smile socials ~ smile(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; strut socials ~ strut(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; smob *smob ~ NOP sombre sombri *sombre ~ NOP socials *socials ~ NOP shout *shout ~ NOP self *possess ~ NOP say talk *say ~ NOP skills *skills ~ NOP shops *shops ~ NOP # case T tail ~ return tail(i, &(cooked_strs[1]), pc); teach ~ return teach(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); throw ~ return _throw(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); thank socials ~ thank(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; thpppt socials ~ thpppt(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; time ~ return time(pc); track ~ return track(i, &(cooked_strs[1]), pc); trip ~ return trip(i, &(cooked_strs[1]), pc); twiddle socials ~ twiddle(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; toggle ~ return toggle_prompt(&(cooked_strs[1]), pc); tog_veh_stop ~ return tog_veh_stop(i, j, pc); tog_vflag ~ return tog_vflag(i, pc); total_rezone ~ return total_rezone(pc); tog_mflag ~ return tog_mflag(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); tog_oflag ~ return tog_oflag(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); tog_rflag ~ return tog_rflag(i, pc); thaw ~ return thaw(i, &(cooked_strs[1]), pc); topics *topics ~ NOP title *title ~ NOP theme *theme ~ NOP # case U up ~ return up(pc, *(pc.getCurRoom()), is_dead); unwield remove ~ return remove(i, &(cooked_strs[1]), pc); unlock ~ return unlock(i, &(cooked_strs[1]), pc); unsiteban ~ return unsiteban(&(cooked_strs[1]), pc); unpost ~ return unpost(i, &(cooked_strs[1]), pc); ungag ~ return ungag(i, &(cooked_strs[1]), pc); ungroup ~ return pc.doUngroup(i, &(cooked_strs[1])); unsnoop ~ return unsnoop(pc); uptime ~ return uptime(pc); update_cig update_cur_in_game update_cig ~ return update_cur_in_game(pc); use ~ return use(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); using_client ~ return using_client(pc); unpossess *unpossess ~ NOP # case V value_add ~ return value_add(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); value_list ~ return value_list(i, &(cooked_strs[1]), pc); value_set ~ return value_set(i, &(cooked_strs[1]), j, k, l, pc); value_rem ~ return value_rem(i, &(cooked_strs[1]), j, pc); visible ~ return visible(pc); # case W west ~ return west(pc, *(pc.getCurRoom()), is_dead); wear ~ return wear(i, &(cooked_strs[1]), j, &(cooked_strs[2]), pc); weep socials ~ weep(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; wake ~ return wake(pc); wave socials ~ wave(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; wink socials ~ wink(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; wiggle socials ~ wiggle(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; whistle socials ~ whistle(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; whine socials ~ whine(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; where ~ return where(i, &(cooked_strs[1]), pc); who ~ return who(pc); withdraw ~ return withdraw(i, cooked_strs[1], j, cooked_strs[2], pc); wield ~ return wield(i, &(cooked_strs[1]), pc); wibble socials ~ wibble(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; wimpy ~ return wimpy(i, pc); asave write_zone write_zone ~ return write_zone(i, pc); wizchat *channels ~ NOP wizhelp *wizhelp ~ NOP wc *channels ~ NOP wizinvis ~ return wizinvis(pc); write_world ~ return write_world(pc); # case X # case Y yell *yell ~ NOP yawn socials ~ yawn(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; yuck socials ~ yuck(i, &(cooked_strs[1]), pc, (*(pc.getCurRoom()))); return 0; # case Z zlock ~ return zlock(i, pc); zlist ~ return zlist(i, j, pc); zcreate ~ return zcreate(i, &(cooked_strs[1]), j, pc); zenable ~ return zenable(i, &(cooked_strs[1]), pc); zdisable ~ return zdisable(i, &(cooked_strs[1]), pc); zgoto ~ return zgoto(i, pc); zunlock ~ return zunlock(i, pc); zones *zones ~ NOP # Help Only, these mess up the parser if they # are higher... classes warrior sage wizard ranger thief alchemist cleric bard *classes ~ NOP script_cmds push pull *script_cmds ~ NOP recho gecho zecho *gecho ~ NOP ~