/* * commands.h * Various command prototypes * ____ _ * | _ \ ___ __ _| |_ __ ___ ___ * | |_) / _ \/ _` | | '_ ` _ \/ __| * | _ < __/ (_| | | | | | | \__ \ * |_| \_\___|\__,_|_|_| |_| |_|___/ * * Permission to use, modify and distribute is granted via the * Creative Commons - Attribution - Non Commercial - Share Alike 3.0 License * http://creativecommons.org/licenses/by-nc-sa/3.0/ * * Copyright (C) 2007-2009 Jason Mitchell, Randi Mitchell * Contributions by Tim Callahan, Jonathan Hseu * Based on Mordor (C) Brooke Paul, Brett J. Vickers, John P. Freeman * */ #ifndef COMMANDS_H_ #define COMMANDS_H_ // alchemy.cpp int cmdBrew(Player* player, cmd* cmnd); int cmdWeapons(Player* player, cmd* cmnd); // action.c int plyAction(Player* player, cmd* cmnd); int action(Creature* player, cmd* cmnd); // attack.c int cmdAttack(Creature* player, cmd* cmnd); // bank.c int cmdBalance(Player* player, cmd* cmnd); int cmdDeposit(Player* player, cmd* cmnd); int cmdWithdraw(Player* player, cmd* cmnd); int cmdTransfer(Player* player, cmd* cmnd); int cmdStatement(Player* player, cmd* cmnd); int cmdDeleteStatement(Player* player, cmd* cmnd); // color.c int cmdColors(Player* player, cmd* cmnd); // command2.c int cmdLook(Player* player, cmd* cmnd); int cmdKnock(Creature* player, cmd* cmnd); int cmdThrow(Creature* creature, cmd* cmnd); // command1.c int cmdNoExist(Player* player, cmd* cmnd); int cmdNoAuth(Player* player); void command(Socket* sock, char *str); void parse(char *str, cmd* cmnd); void checkdouble(int fd, int i); int pushObj(Player* player, cmd* cmnd); // command4.c int cmdScore(Player* player, cmd* cmnd); int cmdDaily(Player* player, cmd* cmnd); int cmdHelp(Player* player, cmd* cmnd); int cmdWiki(Player* player, cmd* cmnd); int cmdWelcome(Player* player, cmd* cmnd); int cmdAge(Player* player, cmd* cmnd); int cmdVersion(Player* player, cmd* cmnd); int cmdStatistics(Player* player, cmd* cmnd); int cmdInfo(Player* player, cmd* cmnd); int cmdSpells(Creature* player, cmd* cmnd); void spellsUnder(const Player* viewer, Creature* target, bool notSelf); // command5.c int cmdWho(Player* player, cmd* cmnd); int cmdClasswho(Player* player, cmd* cmnd); int cmdWhois(Player* player, cmd* cmnd); int cmdSuicide(Player* player, cmd* cmnd); void deletePlayer(Player* player); int cmdConvert(Player* player, cmd* cmnd); int flag_list(Creature* player, cmd* cmnd); int cmdPrefs(Player* player, cmd* cmnd); int cmdQuit(Player* player, cmd* cmnd); int cmdChangeStats(Player* player, cmd* cmnd); void changingStats(Socket* sock, char *str ); // command7.c int cmdTrain(Player* player, cmd* cmnd); // command8.c char *timestr(long t); int cmdTime(Player* player, cmd* cmnd); int cmdSave(Player* player, cmd* cmnd); // command10.c void lose_all(Player* player, bool destroyAll=true); int cmdBreak(Player* player, cmd* cmnd); // command11.c bstring doFinger(const Player* player, bstring name, unsigned short cls); int cmdFinger(Player* player, cmd* cmnd); int cmdPayToll(Player* player, cmd* cmnd); unsigned long tollcost(const Player* player, const Exit *exit, Monster* keeper); int infoGamestat(Player* player, cmd* cmnd); int cmdDescription(Player* player, cmd* cmnd); int hire(Player* player, cmd* cmnd); // communication.c bstring getFullstrText(bstring str, int skip, char toSkip = ' ', bool colorEscape=false); int communicateWith(Player* player, cmd* cmnd); int pCommunicate(Player* player, cmd* cmnd); int communicate(Creature* player, cmd* cmnd); int channel(Player* player, cmd* cmnd ); int cmdIgnore(Player* player, cmd* cmnd); int cmdSpeak(Player* player, cmd* cmnd); int cmdLanguages(Player* player, cmd* cmnd); void printForeignTongueMsg(BaseRoom *inRoom, Creature *talker); bool canCommunicate(Player* player); // commerce.c int cmdShop(Player* player, cmd* cmnd); int cmdList(Player* player, cmd* cmnd); int cmdPurchase(Player* player, cmd* cmnd); int cmdSelection(Player* player, cmd* cmnd); int cmdBuy(Player* player, cmd* cmnd); int cmdSell(Player* player, cmd* cmnd); int cmdValue(Player* player, cmd* cmnd); int cmdRefund(Player* player, cmd* cmnd); int cmdTrade(Player* player, cmd* cmnd); int cmdAuction(Player* player, cmd* cmnd); int cmdReclaim(Player* player, cmd* cmnd); // effects.cpp int cmdEffects(Creature* player, cmd* cmnd); // ------ everything below this line has not yet been ordered ------ // // property.cpp int dmProperties(Player* player, cmd* cmnd); int cmdProperties(Player* player, cmd* cmnd); int cmdHouse(Player* player, cmd* cmnd); // skills.c int dmSetSkills(Player *admin, cmd* cmnd); int cmdSkills(Player* player, cmd* cmnd); int cmdPrepareObject(Player* player, cmd* cmnd); int cmdUnprepareObject(Player* player, cmd* cmnd); int cmdCraft(Player* player, cmd* cmnd); int cmdFish(Player* player, cmd* cmnd); int doFish(Player* player); bool isPtester(const Creature* player); bool isPtester(Socket* sock); // Combine.c int sneak(Creature* player, cmd* cmnd); int cmdMove(Player* player, cmd* cmnd); int cmdInventory(Player* player, cmd* cmnd); int cmdDrop(Creature* player, cmd* cmnd); int cmdTrack(Player* player, cmd* cmnd); int cmdPeek(Player* player, cmd* cmnd); int cmdHide(Player* player, cmd* cmnd); int cmdSearch(Player* player, cmd* cmnd); int cmdOpen(Player* player, cmd* cmnd); int cmdClose(Player* player, cmd* cmnd); int cmdLock(Player* player, cmd* cmnd); int cmdPickLock(Player* player, cmd* cmnd); int cmdShoplift(Player* player, cmd* cmnd); int cmdBackstab(Player* player, cmd* cmnd); int cmdAmbush(Player* player, cmd* cmnd); int cmdGive(Creature* player, cmd* cmnd); int cmdRepair(Player* player, cmd* cmnd); int cmdCircle(Player* player, cmd* cmnd); int cmdBash(Player* player, cmd* cmnd); int cmdKick(Player* player, cmd* cmnd); int cmdMaul(Player* player, cmd* cmnd); int cmdTalk(Player* player, cmd* cmnd); int cmdBribe(Player* player, cmd* cmnd); int cmdFrenzy(Player* player, cmd* cmnd); int cmdPray(Player* player, cmd* cmnd); int cmdBerserk(Player* player, cmd* cmnd); int cmdBloodsacrifice(Player* player, cmd* cmnd); int cmdUse(Player* player, cmd* cmnd); int cmdCommune(Player* player, cmd* cmnd); int cmdBandage(Player* player, cmd* cmnd); int ply_bounty(Creature* player, cmd* cmnd); int cmdHypnotize(Player* player, cmd* cmnd); int cmdMeditate(Player* player, cmd* cmnd); int cmdTouchOfDeath(Player* player, cmd* cmnd); int cmdScout(Player* player, cmd* cmnd); int cmdBite(Player* player, cmd* cmnd); int cmdDisarm(Player* player, cmd* cmnd); int cmdEndurance(Player* player, cmd* cmnd); int cmdCharm(Player* player, cmd* cmnd); int cmdEnthrall(Player* player, cmd* cmnd); int cmdIdentify(Player* player, cmd* cmnd); int cmdMist(Player* player, cmd* cmnd); int cmdUnmist(Player* player, cmd* cmnd); int cmdRegenerate(Player* player, cmd* cmnd); int cmdCreepingDoom(Player* player, cmd* cmnd); int cmdPoison(Player* player, cmd* cmnd); int cmdEarthSmother(Player* player, cmd* cmnd); int cmdDrainLife(Player* player, cmd* cmnd); int cmdFocus(Player* player, cmd* cmnd); int cmdBarkskin(Player* player, cmd* cmnd); int cmdEnvenom(Player* player, cmd* cmnd); int cmdLayHands(Player* player, cmd* cmnd); int cmdHarmTouch(Player* player, cmd* cmnd); //int watcher_send(Creature* player, cmd* cmnd); int cmdGamble(Player* player, cmd* cmnd); int cmdMistbane(Player* player, cmd* cmnd); // Duel.c int cmdDuel(Player* player, cmd* cmnd); // Equipment.c int cmdGet(Creature* player, cmd* cmnd); int cmdCost(Player* player, cmd* cmnd); // Gag.c int cmdGag(Player* player, cmd* cmnd); // Group.c int cmdFollow(Player* player, cmd* cmnd); int cmdLose(Player* player, cmd* cmnd); int cmdGroup(Player* player, cmd* cmnd); // Guilds.c int cmdGuild(Player* player, cmd* cmnd); int guildCreate(Player* player, cmd* cmnd); int guildForum(Player* player, cmd* cmnd); int guildCancel(Player* player, cmd* cmnd); int guildSupport(Player* player, cmd* cmnd); int guildInvite(Player* player, cmd* cmnd); int guildAbdicate(Player* player, cmd* cmnd); int guildRemove(Player* player, cmd* cmnd); int guildJoin(Player* player, cmd *cmnd); int guildReject(Player* player, cmd* cmnd); int guildDisband(Player* player, cmd* cmnd); int guildHall(Player* player, cmd* cmnd); int guildDeposit(Player* player, cmd* cmnd); int guildWithdraw(Player* player, cmd* cmnd); int guildTransfer(Player* player, cmd* cmnd); int guildStatement(Player* player, cmd* cmnd); int guildBalance(Player* player, cmd* cmnd); int dmListGuilds(Player* player, cmd* cmnd); int guildList(Player* player, cmd* cmnd); int guildMembers(Player* player, cmd* cmnd); void doGuildSend(Guild* guild, Player* player, bstring txt); int guildSend(Player* player, cmd* cmnd); int guildPromote(Player* player, cmd* cmnd); int guildDemote(Player* player, cmd* cmnd); // Lottery.c int cmdClaim(Player* player, cmd* cmnd); int cmdLottery(Player* player, cmd* cmnd); // Magic1.c // Magic3.c int cmdTurn(Player* player, cmd* cmnd); int cmdRenounce(Player* player, cmd* cmnd); int cmdHolyword(Player* player, cmd* cmnd); // Magic6.c int conjureCmd(Player* player, cmd* cmnd); int animateDeadCmd(Player* player, cmd* cmnd); // Magic9.c int cmdEnchant(Player* player, cmd* cmnd); int cmdTransmute(Player* player, cmd* cmnd); // Mccp.c int mccp(Player* player, cmd* cmnd); // Missile.c int shoot(Creature* player, cmd* cmnd); // MudObject.cpp int cmdTarget(Player* player, cmd* cmnd); // Clans.c int cmdPledge(Player* player, cmd* cmnd); int cmdRescind(Player* player, cmd* cmnd); // cmd.c int cmdProcess(Creature *user, cmd* cmnd, bool pet=false); // specials.c int dmSpecials(Player* player, cmd* cmnd); // start.cpp int dmStartLocs(Player* player, cmd* cmnd); // quests.c int cmdTalkNew(Player* player, cmd* cmnd); int cmdQuests(Player* player, cmd* cmnd); // web.cpp int dmFifo(Player* player, cmd* cmnd); int cmdForum(Player* player, cmd* cmnd); #endif /*COMMANDS_H_*/