ANA utils.h /^#define ANA(obj) (index("aeiouyAEIOUY", *(obj)->na/
AWAKE utils.h /^#define AWAKE(ch) (GET_POS(ch) > POSITION_SLEEPING/
CAN_CARRY_N utils.h /^#define CAN_CARRY_N(ch) (5+GET_DEX(ch)\/2+GET_LEVEL/
CAN_CARRY_OBJ utils.h /^#define CAN_CARRY_OBJ(ch,obj) \\$/
CAN_CARRY_W utils.h /^#define CAN_CARRY_W(ch) (str_app[STRENGTH_APPLY_IN/
CAN_GET_OBJ utils.h /^#define CAN_GET_OBJ(ch, obj) \\$/
CAN_GO utils.h /^#define CAN_GO(ch, door) (EXIT(ch,door) \\$/
CAN_SEE changes.c /^bool CAN_SEE( struct char_data *sub, struct char_d/
CAN_SEE_OBJ changes.c /^bool CAN_SEE_OBJ( struct char_data *sub, struct ob/
CAN_WEAR utils.h /^#define CAN_WEAR(obj, part) (IS_SET((obj)->obj_fla/
CAP utils.h /^#define CAP(st) (*(st) = UPPER(*(st)), st)$/
CREATE utils.h /^#define CREATE(result, type, number) do {\\$/
EXIT utils.h /^#define EXIT(ch, door) (world[(ch)->in_room].dir_/
Executioner spec_pro.c /^int Executioner(struct char_data *ch, int cmd, cha/
FOUNTAINisPresent fount.c /^int FOUNTAINisPresent (struct char_data *ch)$/
FREE utils.h /^#define FREE(p) do { if ( (p) != NULL ) free((p));/
Fanatic_Hector spec_pro.c /^int Fanatic_Hector(struct char_data *ch, int cmd, /
GET_AC utils.h /^#define GET_AC(ch) ((ch)->points.armor)$/
GET_AGE utils.h /^#define GET_AGE(ch) (age(ch).year)$/
GET_ALIGNMENT utils.h /^#define GET_ALIGNMENT(ch) ((ch)->specials.alignmen/
GET_CLASS utils.h /^#define GET_CLASS(ch) ((ch)->player.class)$/
GET_CON utils.h /^#define GET_CON(ch) ((ch)->tmpabilities.con)$/
GET_COND utils.h /^#define GET_COND(ch, i) ((ch)->specials.conditions/
GET_DAMROLL utils.h /^#define GET_DAMROLL(ch) ((ch)->points.damroll)$/
GET_DEX utils.h /^#define GET_DEX(ch) ((ch)->tmpabilities.dex)$/
GET_EXP utils.h /^#define GET_EXP(ch) ((ch)->points.exp)$/
GET_GOLD utils.h /^#define GET_GOLD(ch) ((ch)->points.gold)$/
GET_HEIGHT utils.h /^#define GET_HEIGHT(ch) ((ch)->player.height)$/
GET_HIT utils.h /^#define GET_HIT(ch) ((ch)->points.hit)$/
GET_HITROLL utils.h /^#define GET_HITROLL(ch) ((ch)->points.hitroll)$/
GET_HOME utils.h /^#define GET_HOME(ch) ((ch)->player.hometown)$/
GET_INT utils.h /^#define GET_INT(ch) ((ch)->tmpabilities.intel)/
GET_ITEM_TYPE utils.h /^#define GET_ITEM_TYPE(obj) ((obj)->obj_flags.type_/
GET_LEVEL utils.h /^#define GET_LEVEL(ch) ((ch)->player.level)$/
GET_MANA utils.h /^#define GET_MANA(ch) ((ch)->points.mana)$/
GET_MAX_HIT utils.h /^#define GET_MAX_HIT(ch) (hit_limit(ch))$/
GET_MAX_MANA utils.h /^#define GET_MAX_MANA(ch) (mana_limit(ch))$/
GET_MAX_MOVE utils.h /^#define GET_MAX_MOVE(ch) (move_limit(ch))$/
GET_MOVE utils.h /^#define GET_MOVE(ch) ((ch)->points.move)$/
GET_NAME utils.h /^#define GET_NAME(ch) ((ch)->player.name)$/
GET_OBJ_WEIGHT utils.h /^#define GET_OBJ_WEIGHT(obj) ((obj)->obj_flags.weig/
GET_POS utils.h /^#define GET_POS(ch) ((ch)->specials.position)$/
GET_REQ utils.h /^#define GET_REQ(i) (i<2 ? "Awful" :(i<4 ? "Bad" /
GET_SEX utils.h /^#define GET_SEX(ch) ((ch)->player.sex)$/
GET_STR utils.h /^#define GET_STR(ch) ((ch)->tmpabilities.str)$/
GET_TITLE utils.h /^#define GET_TITLE(ch) ((ch)->player.title)$/
GET_WEIGHT utils.h /^#define GET_WEIGHT(ch) ((ch)->player.weight)$/
GET_WIS utils.h /^#define GET_WIS(ch) ((ch)->tmpabilities.wis)$/
GODboard board.c /^int GODboard(struct char_data *ch), int cmd, char */
HMHR utils.h /^#define HMHR(ch) ((ch)->player.sex ? /
HSHR utils.h /^#define HSHR(ch) ((ch)->player.sex ? /
HSSH utils.h /^#define HSSH(ch) ((ch)->player.sex ? /
ISNEWL utils.h /^#define ISNEWL(ch) ((ch) == '\\n' || (ch) == '\\r') /
IS_AFFECTED utils.h /^#define IS_AFFECTED(ch,skill) ( IS_SET((ch)->speci/
IS_CARRYING_N utils.h /^#define IS_CARRYING_N(ch) ((ch)->specials.carry_it/
IS_CARRYING_W utils.h /^#define IS_CARRYING_W(ch) ((ch)->specials.carry_we/
IS_DARK utils.h /^#define IS_DARK(room) (!world[room].light && \\$/
IS_EVIL utils.h /^#define IS_EVIL(ch) (GET_ALIGNMENT(ch) <= -350)/
IS_GOOD utils.h /^#define IS_GOOD(ch) (GET_ALIGNMENT(ch) >= 350)$/
IS_KILLER utils.h /^#define IS_KILLER(ch) (IS_SET((ch)->specials.act,/
IS_LIGHT utils.h /^#define IS_LIGHT(room) \\$/
IS_MOB utils.h /^#define IS_MOB(ch) (IS_SET((ch)->specials.act, AC/
IS_NEUTRAL utils.h /^#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(c/
IS_NPC utils.h /^#define IS_NPC(ch) (IS_SET((ch)->specials.act, AC/
IS_OBJ_STAT utils.h /^#define IS_OBJ_STAT(obj,stat) (IS_SET((obj)->obj_f/
IS_SET utils.h /^#define IS_SET(flag,bit) ((flag) & (bit))$/
IS_THIEF utils.h /^#define IS_THIEF(ch) (IS_SET((ch)->specials.act,/
LOWER utils.h /^#define LOWER(c) (((c)>='A' && (c) <= 'Z') ? ((c)/
MAX utils.h /^#define MAX(a,b) ((a) > (b) ? (a) : (b))$/
MERCling spec_pro.c /^int MERCling(struct char_data *ch, int cmd, char */
MIN utils.h /^#define MIN(a,b) ((a) < (b) ? (a) : (b))$/
Mcomm comm.c /^int main( int argc, char *argv[] )$/
OBJN utils.h /^#define OBJN(obj, vict) (CAN_SEE_OBJ((vict), (obj)/
OBJS utils.h /^#define OBJS(obj, vict) (CAN_SEE_OBJ((vict), (obj)/
OUTSIDE utils.h /^#define OUTSIDE(ch) (!IS_SET(world[(ch)->in_room]./
PERS utils.h /^#define PERS(ch, vict) ( /
REMOVE_BIT utils.h /^#define REMOVE_BIT(var,bit) ((var) = (var) & ~(bi/
SANA utils.h /^#define SANA(obj) (index("aeiouyAEIOUY", *(obj)->n/
SET_BIT utils.h /^#define SET_BIT(var,bit) ((var) = (var) | (bit))$/
SPELLO spells.c /^#define SPELLO(nr, beat, pos, mlev, clev, mana, ta/
STATE nanny.c /^#define STATE(d) ((d)->connected)$/
STRENGTH_APPLY_INDEX utils.h /^#define STRENGTH_APPLY_INDEX(ch) \\$/
Thalos_citizen spec_pro.c /^int Thalos_citizen(struct char_data *ch, int cmd, /
UPPER utils.h /^#define UPPER(c) (((c)>='a' && (c) <= 'z') ? ((c)/
WAIT_STATE utils.h /^#define WAIT_STATE(ch, cycle) (((ch)->desc) ? (ch/
_parse_name nanny.c /^int _parse_name(char *arg, char *name)$/
act comm.c /^void act(char *str, int hide_invisible, struct cha/
add_follower spells.c /^void add_follower(struct char_data *ch, struct cha/
adept spec_pro.c /^int adept(struct char_data *ch, int cmd, char *arg/
advance_level limits.c /^void advance_level(struct char_data *ch)$/
affect_from_char handler.c /^void affect_from_char( struct char_data *ch, byte /
affect_join handler.c /^void affect_join( struct char_data *ch, struct aff/
affect_modify handler.c /^void affect_modify(struct char_data *ch, byte loc,/
affect_remove handler.c /^void affect_remove( struct char_data *ch, struct a/
affect_to_char handler.c /^void affect_to_char( struct char_data *ch, struct /
affect_total handler.c /^void affect_total(struct char_data *ch)$/
affect_update spells.c /^void affect_update( void )$/
affected_by_spell handler.c /^bool affected_by_spell( struct char_data *ch, byte/
age utility.c /^struct time_info_data age(struct char_data *ch)$/
another_hour weather.c /^void another_hour(int mode)$/
apply_ac handler.c /^int apply_ac(struct char_data *ch, int eq_pos)$/
argument_interpreter interp.c /^void argument_interpreter(char *argument,char *fir/
argument_split_2 act_info.c /^void argument_split_2(char *argument, char *first_/
assign_mobiles spec_ass.c /^void assign_mobiles(void)$/
assign_objects spec_ass.c /^void assign_objects(void)$/
assign_rooms spec_ass.c /^void assign_rooms(void)$/
assign_spell_pointers spells.c /^void assign_spell_pointers(void)$/
assign_the_shopkeepers shop.c /^void assign_the_shopkeepers( )$/
baby_troll spec_pro.c /^int baby_troll(struct char_data *ch, int cmd, char/
black_dragon spec_pro.c /^int black_dragon(struct char_data *ch, int cmd, ch/
blue_dragon spec_pro.c /^int blue_dragon(struct char_data *ch, int cmd, cha/
board board.c /^int board(struct char_data *ch, int cmd, char *arg/
board_display_msg board.c /^int board_display_msg(struct char_data *ch, char */
board_fix_long_desc board.c /^void board_fix_long_desc(int num, char *headers[MA/
board_load_board board.c /^void board_load_board(char *file, char **head, cha/
board_remove_msg board.c /^int board_remove_msg(struct char_data *ch, char *a/
board_reset_board board.c /^void board_reset_board(char **head, char **msgs, i/
board_save_board board.c /^void board_save_board(char *file, char **head, cha/
board_show_board board.c /^int board_show_board(struct char_data *ch, char *a/
board_write_msg board.c /^void board_write_msg(struct char_data *ch, char *a/
boot_db db.c /^void boot_db(void)$/
boot_pose_messages act_soc.c /^void boot_pose_messages(void)$/
boot_social_messages act_soc.c /^void boot_social_messages(void)$/
boot_the_shops shop.c /^void boot_the_shops()$/
boot_world db.c /^void boot_world(void)$/
boot_zones db.c /^void boot_zones(void)$/
brass_dragon spec_pro.c /^int brass_dragon(struct char_data *ch, int cmd, ch/
build_help_index modify.c /^struct help_index_element *build_help_index(FILE */
cast_acid_blast magic.c /^void cast_acid_blast( byte level, struct char_data/
cast_acid_breath magic.c /^void cast_acid_breath( byte level, struct char_dat/
cast_animate_dead magic.c /^void cast_animate_dead( byte level, struct char_da/
cast_armor magic.c /^void cast_armor( byte level, struct char_data *ch,/
cast_bless magic.c /^void cast_bless( byte level, struct char_data *ch,/
cast_blindness magic.c /^void cast_blindness( byte level, struct char_data /
cast_burning_hands magic.c /^void cast_burning_hands( byte level, struct char_d/
cast_call_lightning magic.c /^void cast_call_lightning( byte level, struct char_/
cast_cause_critical magic.c /^void cast_cause_critical( byte level, struct char_/
cast_cause_light magic.c /^void cast_cause_light( byte level, struct char_dat/
cast_cause_serious magic.c /^void cast_cause_serious( byte level, struct char_d/
cast_charm_person magic.c /^void cast_charm_person( byte level, struct char_da/
cast_chill_touch magic.c /^void cast_chill_touch( byte level, struct char_dat/
cast_colour_spray magic.c /^void cast_colour_spray( byte level, struct char_da/
cast_conjure_elemental magic.c /^void cast_conjure_elemental( byte level, struct ch/
cast_cont_light magic.c /^void cast_cont_light( byte level, struct char_data/
cast_control_weather magic.c /^void cast_control_weather( byte level, struct char/
cast_create_food magic.c /^void cast_create_food( byte level, struct char_dat/
cast_create_water magic.c /^void cast_create_water( byte level, struct char_da/
cast_cure_blind magic.c /^void cast_cure_blind( byte level, struct char_data/
cast_cure_critic magic.c /^void cast_cure_critic( byte level, struct char_dat/
cast_cure_light magic.c /^void cast_cure_light( byte level, struct char_data/
cast_cure_serious magic.c /^void cast_cure_serious( byte level, struct char_da/
cast_curse magic.c /^void cast_curse( byte level, struct char_data *ch,/
cast_demonfire magic.c /^void cast_demonfire( byte level, struct char_data /
cast_detect_evil magic.c /^void cast_detect_evil( byte level, struct char_dat/
cast_detect_invisibility magic.c /^void cast_detect_invisibility( byte level, struct /
cast_detect_magic magic.c /^void cast_detect_magic( byte level, struct char_da/
cast_detect_poison magic.c /^void cast_detect_poison( byte level, struct char_d/
cast_dispel_evil magic.c /^void cast_dispel_evil( byte level, struct char_dat/
cast_dispel_magic magic.c /^void cast_dispel_magic( byte level, struct char_da/
cast_drown magic.c /^void cast_drown( byte level, struct char_data *ch,/
cast_earthquake magic.c /^void cast_earthquake( byte level, struct char_data/
cast_enchant_weapon magic.c /^void cast_enchant_weapon( byte level, struct char_/
cast_energy_drain magic.c /^void cast_energy_drain( byte level, struct char_da/
cast_faerie_fire magic.c /^void cast_faerie_fire( byte level, struct char_dat/
cast_faerie_fog magic.c /^void cast_faerie_fog( byte level, struct char_data/
cast_fear magic.c /^void cast_fear( byte level, struct char_data *ch, /
cast_fire_breath magic.c /^void cast_fire_breath( byte level, struct char_dat/
cast_fireball magic.c /^void cast_fireball( byte level, struct char_data */
cast_flamestrike magic.c /^void cast_flamestrike( byte level, struct char_dat/
cast_fly magic.c /^void cast_fly( byte level, struct char_data *ch, c/
cast_frost_breath magic.c /^void cast_frost_breath( byte level, struct char_da/
cast_gas_breath magic.c /^void cast_gas_breath( byte level, struct char_data/
cast_gate magic.c /^void cast_gate( byte level, struct char_data *ch, /
cast_hands_of_wind magic.c /^void cast_hands_of_wind( byte level, struct char_d/
cast_harm magic.c /^void cast_harm( byte level, struct char_data *ch, /
cast_heal magic.c /^void cast_heal( byte level, struct char_data *ch, /
cast_identify magic.c /^void cast_identify( byte level, struct char_data */
cast_infravision magic.c /^void cast_infravision( byte level, struct char_dat/
cast_invisibility magic.c /^void cast_invisibility( byte level, struct char_da/
cast_know_alignment magic.c /^void cast_know_alignment(byte level, struct char_d/
cast_lightning_bolt magic.c /^void cast_lightning_bolt( byte level, struct char_/
cast_lightning_breath magic.c /^void cast_lightning_breath( byte level, struct cha/
cast_locate_object magic.c /^void cast_locate_object( byte level, struct char_d/
cast_magic_missile magic.c /^void cast_magic_missile( byte level, struct char_d/
cast_mass_invis magic.c /^void cast_mass_invis( byte level, struct char_data/
cast_plague magic.c /^void cast_plague( byte level, struct char_data *ch/
cast_poison magic.c /^void cast_poison( byte level, struct char_data *ch/
cast_protection_from_evil magic.c /^void cast_protection_from_evil( byte level, struct/
cast_refresh magic.c /^void cast_refresh( byte level, struct char_data *c/
cast_remove_curse magic.c /^void cast_remove_curse( byte level, struct char_da/
cast_remove_poison magic.c /^void cast_remove_poison( byte level, struct char_d/
cast_sanctuary magic.c /^void cast_sanctuary( byte level, struct char_data /
cast_sandstorm magic.c /^void cast_sandstorm( byte level, struct char_data /
cast_sense_life magic.c /^void cast_sense_life( byte level, struct char_data/
cast_shield magic.c /^void cast_shield( byte level, struct char_data *ch/
cast_shocking_grasp magic.c /^void cast_shocking_grasp( byte level, struct char_/
cast_sleep magic.c /^void cast_sleep( byte level, struct char_data *ch,/
cast_stone_skin magic.c /^void cast_stone_skin( byte level, struct char_data/
cast_strength magic.c /^void cast_strength( byte level, struct char_data */
cast_summon magic.c /^void cast_summon( byte level, struct char_data *ch/
cast_teleport magic.c /^void cast_teleport( byte level, struct char_data */
cast_turn_undead magic.c /^void cast_turn_undead( byte level, struct char_dat/
cast_ventriloquate magic.c /^void cast_ventriloquate( byte level, struct char_d/
cast_weaken magic.c /^void cast_weaken( byte level, struct char_data *ch/
cast_word_of_recall magic.c /^void cast_word_of_recall( byte level, struct char_/
change_alignment fight.c /^void change_alignment(struct char_data *ch, struct/
char_from_room handler.c /^void char_from_room(struct char_data *ch)$/
char_to_room handler.c /^void char_to_room(struct char_data *ch, int room)$/
char_to_store save.c /^void char_to_store(struct char_data *ch, struct ch/
check_blind changes.c /^bool check_blind( struct char_data *ch )$/
check_deny nanny.c /^bool check_deny( struct descriptor_data *d, char */
check_dodge fight.c /^bool check_dodge( struct char_data *ch, struct cha/
check_idling nanny.c /^void check_idling( struct char_data *ch )$/
check_killer fight.c /^void check_killer( struct char_data *ch, struct ch/
check_parry fight.c /^bool check_parry( struct char_data *ch, struct cha/
check_playing nanny.c /^bool check_playing( struct descriptor_data *d, cha/
check_reconnect nanny.c /^bool check_reconnect( struct descriptor_data *d, c/
check_social act_soc.c /^bool check_social( struct char_data *ch, char *pco/
circle_follow spells.c /^bool circle_follow(struct char_data *ch, struct ch/
cityguard spec_pro.c /^int cityguard(struct char_data *ch, int cmd, char /
clear_char db.c /^void clear_char(struct char_data *ch)$/
clear_object db.c /^void clear_object(struct obj_data *obj)$/
close_socket comm.c /^void close_socket(struct descriptor_data *d)$/
command_interpreter interp.c /^void command_interpreter( struct char_data *ch, ch/
create_money handler.c /^struct obj_data *create_money( int amount )$/
dam_message fight.c /^void dam_message( int dam, struct char_data *ch, s/
damage fight.c /^void damage( struct char_data *ch, struct char_dat/
death_cry fight.c /^void death_cry(struct char_data *ch)$/
dice utility.c /^int dice( int number, int size )$/
die_follower spells.c /^void die_follower(struct char_data *ch)$/
disarm fight.c /^void disarm( struct char_data *ch, struct char_dat/
do_advance act_wiz.c /^void do_advance(struct char_data *ch, char *argume/
do_allow act_wiz.c /^void do_allow(struct char_data *ch, char *argument/
do_ask act_comm.c /^void do_ask(struct char_data *ch, char *argument, /
do_at act_wiz.c /^void do_at(struct char_data *ch, char *argument, i/
do_backstab act_off.c /^void do_backstab(struct char_data *ch, char *argum/
do_ban act_wiz.c /^void do_ban(struct char_data *ch, char *argument, /
do_bash act_off.c /^void do_bash(struct char_data *ch, char *argument,/
do_brief act_oth.c /^void do_brief(struct char_data *ch, char *argument/
do_bug act_oth.c /^void do_bug(struct char_data *ch, char *argument, /
do_cast spells.c /^void do_cast(struct char_data *ch, char *argument,/
do_close act_move.c /^void do_close(struct char_data *ch, char *argument/
do_compact act_oth.c /^void do_compact(struct char_data *ch, char *argume/
do_consider act_info.c /^void do_consider(struct char_data *ch, char *argum/
do_credits act_info.c /^void do_credits(struct char_data *ch, char *argume/
do_disarm changes.c /^void do_disarm( struct char_data *ch, char *argume/
do_disconnect act_wiz.c /^void do_disconnect(struct char_data *ch, char *ar/
do_drink act_o2.c /^void do_drink(struct char_data *ch, char *argument/
do_drop act_o1.c /^void do_drop(struct char_data *ch, char *argument,/
do_eat act_o2.c /^void do_eat(struct char_data *ch, char *argument, /
do_echo act_wiz.c /^void do_echo(struct char_data *ch, char *argument,/
do_emote act_wiz.c /^void do_emote(struct char_data *ch, char *argument/
do_enter act_move.c /^void do_enter(struct char_data *ch, char *argument/
do_equipment act_info.c /^void do_equipment(struct char_data *ch, char *argu/
do_examine act_info.c /^void do_examine(struct char_data *ch, char *argume/
do_exits act_info.c /^void do_exits(struct char_data *ch, char *argument/
do_fill fount.c /^void do_fill(struct char_data *ch, char *argument,/
do_flee act_off.c /^void do_flee(struct char_data *ch, char *argument,/
do_follow act_move.c /^void do_follow(struct char_data *ch, char *argumen/
do_force act_wiz.c /^void do_force(struct char_data *ch, char *argument/
do_freeze changes.c /^void do_freeze(struct char_data *ch, char *argumen/
do_get act_o1.c /^void do_get(struct char_data *ch, char *argument, /
do_give act_o1.c /^void do_give(struct char_data *ch, char *argument,/
do_goto act_wiz.c /^void do_goto(struct char_data *ch, char *argument,/
do_grab act_o2.c /^void do_grab(struct char_data *ch, char *argument,/
do_group act_oth.c /^void do_group(struct char_data *ch, char *argument/
do_grouptell changes.c /^void do_grouptell(struct char_data *ch, char *argu/
do_help act_info.c /^void do_help(struct char_data *ch, char *argument,/
do_hide act_oth.c /^void do_hide(struct char_data *ch, char *argument,/
do_hit act_off.c /^void do_hit(struct char_data *ch, char *argument, /
do_holylite act_wiz.c /^void do_holylite(struct char_data *ch, char *argum/
do_idea act_oth.c /^void do_idea(struct char_data *ch, char *argument,/
do_info act_info.c /^void do_info(struct char_data *ch, char *argument,/
do_insult act_soc.c /^void do_insult(struct char_data *ch, char *argumen/
do_inventory act_info.c /^void do_inventory(struct char_data *ch, char *argu/
do_kick act_off.c /^void do_kick(struct char_data *ch, char *argument,/
do_kill act_off.c /^void do_kill(struct char_data *ch, char *argument,/
do_leave act_move.c /^void do_leave(struct char_data *ch, char *argument/
do_levels act_info.c /^void do_levels(struct char_data *ch, char *argumen/
do_load act_wiz.c /^void do_load(struct char_data *ch, char *argument,/
do_lock act_move.c /^void do_lock(struct char_data *ch, char *argument,/
do_log changes.c /^void do_log(struct char_data *ch, char *argument, /
do_look act_info.c /^void do_look(struct char_data *ch, char *argument,/
do_move act_move.c /^void do_move(struct char_data *ch, char *argument,/
do_murder act_off.c /^void do_murder(struct char_data *ch, char *argumen/
do_news act_info.c /^void do_news(struct char_data *ch, char *argument,/
do_noemote changes.c /^void do_noemote(struct char_data *ch, char *argume/
do_noshout act_wiz.c /^void do_noshout(struct char_data *ch, char *argume/
do_not_here act_oth.c /^void do_not_here(struct char_data *ch, char *argum/
do_notell changes.c /^void do_notell(struct char_data *ch, char *argumen/
do_open act_move.c /^void do_open(struct char_data *ch, char *argument,/
do_order act_off.c /^void do_order(struct char_data *ch, char *argument/
do_pardon act_wiz.c /^void do_pardon(struct char_data *ch, char *argumen/
do_pick act_move.c /^void do_pick(struct char_data *ch, char *argument,/
do_pose act_soc.c /^void do_pose(struct char_data *ch, char *argument,/
do_pour act_o2.c /^void do_pour(struct char_data *ch, char *argument,/
do_practice act_oth.c /^void do_practice(struct char_data *ch, char *arg, /
do_purge act_wiz.c /^void do_purge(struct char_data *ch, char *argument/
do_put act_o1.c /^void do_put(struct char_data *ch, char *argument, /
do_putalldot act_o1.c /^void do_putalldot(struct char_data *ch, char *name/
do_quaff act_oth.c /^void do_quaff(struct char_data *ch, char *argument/
do_qui act_oth.c /^void do_qui(struct char_data *ch, char *argument, /
do_quit act_oth.c /^void do_quit(struct char_data *ch, char *argument,/
do_read act_info.c /^void do_read(struct char_data *ch, char *argument,/
do_recall act_oth.c /^void do_recall( CHAR_DATA *ch, char *argument, int/
do_recite act_oth.c /^void do_recite(struct char_data *ch, char *argumen/
do_remove act_o2.c /^void do_remove(struct char_data *ch, char *argumen/
do_report changes.c /^void do_report(struct char_data *ch, char *argumen/
do_reroll act_wiz.c /^void do_reroll(struct char_data *ch, char *argumen/
do_rescue act_off.c /^void do_rescue(struct char_data *ch, char *argumen/
do_rest act_move.c /^void do_rest(struct char_data *ch, char *argument,/
do_restore act_wiz.c /^void do_restore(struct char_data *ch, char *argume/
do_return act_wiz.c /^void do_return(struct char_data *ch, char *argumen/
do_save act_oth.c /^void do_save(struct char_data *ch, char *argument,/
do_say act_comm.c /^void do_say(struct char_data *ch, char *argument, /
do_score act_info.c /^void do_score(struct char_data *ch, char *argument/
do_set changes.c /^void do_set(struct char_data *ch, char *argument, /
do_shout act_comm.c /^void do_shout(struct char_data *ch, char *argument/
do_shutdow act_wiz.c /^void do_shutdow(struct char_data *ch, char *argume/
do_shutdown act_wiz.c /^void do_shutdown(struct char_data *ch, char *argum/
do_simple_move act_move.c /^int do_simple_move(struct char_data *ch, int cmd, /
do_sip act_o2.c /^void do_sip(struct char_data *ch, char *argument, /
do_sit act_move.c /^void do_sit(struct char_data *ch, char *argument, /
do_sleep act_move.c /^void do_sleep(struct char_data *ch, char *argument/
do_sneak act_oth.c /^void do_sneak(struct char_data *ch, char *argument/
do_snoop act_wiz.c /^void do_snoop(struct char_data *ch, char *argument/
do_sockets act_info.c /^void do_sockets(struct char_data *ch, char *argume/
do_split changes.c /^void do_split(struct char_data *ch, char *argument/
do_stand act_move.c /^void do_stand(struct char_data *ch, char *argument/
do_start act_wiz.c /^void do_start(struct char_data *ch)$/
do_stat act_wiz.c /^void do_stat(struct char_data *ch, char *argument,/
do_steal act_oth.c /^void do_steal(struct char_data *ch, char *argument/
do_story act_info.c /^void do_story(struct char_data *ch, char *argument/
do_string modify.c /^void do_string(struct char_data *ch, char *arg, in/
do_switch act_wiz.c /^void do_switch(struct char_data *ch, char *argumen/
do_tap changes.c /^void do_tap(struct char_data *ch, char *argument, /
do_taste act_o2.c /^void do_taste(struct char_data *ch, char *argument/
do_teleport act_wiz.c /^void do_teleport(struct char_data *ch, char *argum/
do_tell act_comm.c /^void do_tell(struct char_data *ch, char *argument,/
do_tick changes.c /^void do_tick( struct char_data *ch, char *argument/
do_time act_info.c /^void do_time(struct char_data *ch, char *argument,/
do_title changes.c /^void do_title(struct char_data *ch, char *argument/
do_trans act_wiz.c /^void do_trans(struct char_data *ch, char *argument/
do_trip changes.c /^void do_trip(struct char_data *ch, char *argument,/
do_typo act_oth.c /^void do_typo(struct char_data *ch, char *argument,/
do_unlock act_move.c /^void do_unlock(struct char_data *ch, char *argumen/
do_use act_oth.c /^void do_use(struct char_data *ch, char *argument, /
do_wake act_move.c /^void do_wake(struct char_data *ch, char *argument,/
do_wear act_o2.c /^void do_wear(struct char_data *ch, char *argument,/
do_weather act_info.c /^void do_weather(struct char_data *ch, char *argume/
do_where act_info.c /^void do_where(struct char_data *ch, char *argument/
do_whisper act_comm.c /^void do_whisper(struct char_data *ch, char *argume/
do_who act_info.c /^void do_who(struct char_data *ch, char *argument, /
do_wield act_o2.c /^void do_wield(struct char_data *ch, char *argument/
do_wimpy act_oth.c /^void do_wimpy(struct char_data *ch, char *argument/
do_wiz changes.c /^void do_wiz(struct char_data *ch, char *argument, /
do_wizhelp interp.c /^void do_wizhelp(struct char_data *ch, char *argume/
do_wizinvis act_wiz.c /^void do_wizinvis(struct char_data *ch, char *argum/
do_wizlist act_info.c /^void do_wizlist(struct char_data *ch, char *argume/
do_wizlock changes.c /^void do_wizlock(struct char_data *ch, char *argume/
do_write act_comm.c /^void do_write(struct char_data *ch, char *argument/
equip_char handler.c /^void equip_char(struct char_data *ch, struct obj_d/
error_log board.c /^void error_log(char *str) { \/* The original error-/
exec_social spec_pro.c /^void exec_social(struct char_data *npc, char *cmd,/
extract_char handler.c /^void extract_char(struct char_data *ch, bool pull)/
extract_obj handler.c /^void extract_obj(struct obj_data *obj)$/
fido spec_pro.c /^int fido(struct char_data *ch, int cmd, char *arg)/
file_to_string db.c /^int file_to_string(char *name, char *buf)$/
fill_word interp.c /^int fill_word(char *argument)$/
find_door act_move.c /^int find_door(struct char_data *ch, char *type, ch/
find_ex_description act_info.c /^char *find_ex_description(char *word, struct extra/
flush_queues comm.c /^void flush_queues(struct descriptor_data *d)$/
fname handler.c /^char *fname(char *namelist)$/
fread_action act_soc.c /^char *fread_action(FILE *fl)$/
fread_string db.c /^char *fread_string(FILE *fl)$/
free_char db.c /^void free_char( CHAR_DATA *ch )$/
free_obj db.c /^void free_obj(struct obj_data *obj)$/
gain_condition limits.c /^void gain_condition(struct char_data *ch,int condi/
gain_exp limits.c /^void gain_exp( CHAR_DATA *ch, int gain )$/
gain_exp_regardless limits.c /^void gain_exp_regardless( CHAR_DATA *ch, int gain /
game_loop comm.c /^void game_loop( int control )$/
generate_indices db.c /^struct index_data *generate_indices(FILE *fl, int /
generic_find handler.c /^int generic_find(char *arg, int bitvector, struct /
get act_o1.c /^void get(struct char_data *ch, struct obj_data *ob/
get_char handler.c /^struct char_data *get_char(char *name)$/
get_char_num handler.c /^struct char_data *get_char_num(int nr)$/
get_char_room handler.c /^struct char_data *get_char_room(char *name, int ro/
get_char_room_vis handler.c /^struct char_data *get_char_room_vis(struct char_da/
get_char_vis handler.c /^struct char_data *get_char_vis(struct char_data *c/
get_from_q comm.c /^char * get_from_q(struct txt_q *queue)$/
get_number handler.c /^int get_number(char **name)$/
get_obj handler.c /^struct obj_data *get_obj(char *name)$/
get_obj_in_list handler.c /^struct obj_data *get_obj_in_list(char *name, struc/
get_obj_in_list_num handler.c /^struct obj_data *get_obj_in_list_num(int num, stru/
get_obj_in_list_vis handler.c /^struct obj_data *get_obj_in_list_vis(struct char_d/
get_obj_num handler.c /^struct obj_data *get_obj_num(int nr)$/
get_obj_vis handler.c /^struct obj_data *get_obj_vis(struct char_data *ch,/
get_object_in_equip_vis act_info.c /^struct obj_data *get_object_in_equip_vis(struct ch/
graf limits.c /^int graf(int age, int p0, int p1, int p2, int p3, /
green_dragon spec_pro.c /^int green_dragon(struct char_data *ch, int cmd, ch/
group_gain fight.c /^void group_gain( struct char_data *ch, struct char/
guild spec_pro.c /^int guild(struct char_data *ch, int cmd, char *arg/
guild_guard spec_pro.c /^int guild_guard(struct char_data *ch, int cmd, cha/
half_chop interp.c /^void half_chop(char *string, char *arg1, char *arg/
has_key act_move.c /^int has_key(struct char_data *ch, int key)$/
hit fight.c /^void hit( struct char_data *ch, struct char_data */
hit_gain limits.c /^int hit_gain(struct char_data *ch)$/
hit_limit limits.c /^int hit_limit(struct char_data *ch)$/
how_good spec_pro.c /^char *how_good(int percent)$/
init_char db.c /^void init_char(struct char_data *ch)$/
init_socket comm.c /^int init_socket(int port)$/
is_abbrev interp.c /^int is_abbrev(char *arg1, char *arg2)$/
is_empty db.c /^int is_empty(int zone_nr)$/
is_first_level act_off.c /^bool is_first_level(struct char_data *ch, struct c/
is_in_safe act_off.c /^bool is_in_safe(struct char_data *ch, struct char_/
is_number interp.c /^int is_number(char *str)$/
is_ok shop.c /^int is_ok( struct char_data *keeper, struct char_d/
isname handler.c /^int isname(char *str, char *namelist)$/
janitor spec_pro.c /^int janitor(struct char_data *ch, int cmd, char *a/
keywordfind act_o2.c /^int keywordfind(struct obj_data *obj_object)$/
list_char_to_char act_info.c /^void list_char_to_char(struct char_data *list, str/
list_obj_to_char act_info.c /^void list_obj_to_char(struct obj_data *list,struct/
load_char_obj save.c /^bool load_char_obj( struct descriptor_data *d, cha/
load_messages fight.c /^void load_messages(void)$/
log utility.c /^void log( char *str )$/
magic_user spec_pro.c /^int magic_user(struct char_data *ch, int cmd, char/
make_corpse fight.c /^void make_corpse(struct char_data *ch)$/
mana_gain limits.c /^int mana_gain(struct char_data *ch)$/
mana_limit limits.c /^int mana_limit(struct char_data *ch)$/
map_eq_level changes.c /^int map_eq_level( struct char_data *mob )$/
mayor spec_pro.c /^int mayor(struct char_data *ch, int cmd, char *arg/
mobile_activity mob_act.c /^void mobile_activity(void)$/
move_gain limits.c /^int move_gain(struct char_data *ch)$/
move_limit limits.c /^int move_limit(struct char_data *ch)$/
mud_school_adept spec_pro.c /^int mud_school_adept(struct char_data *ch, int cmd/
mud_time_passed utility.c /^struct time_info_data mud_time_passed(time_t t2, t/
name_from_drinkcon act_o2.c /^void name_from_drinkcon(struct obj_data *obj)$/
name_to_drinkcon act_o2.c /^void name_to_drinkcon(struct obj_data *obj,int typ/
nanny nanny.c /^void nanny(struct descriptor_data *d, char *arg)$/
new_connection comm.c /^int new_connection(int s)$/
new_descriptor comm.c /^int new_descriptor(int s)$/
new_fido spec_pro.c /^int new_fido(struct char_data *ch, int cmd, char */
night_watchman comm.c /^void night_watchman(void)$/
nonblock comm.c /^void nonblock(int s)$/
npc_steal spec_pro.c /^void npc_steal(struct char_data *ch,struct char_da/
number utility.c /^int number( int from, int to )$/
number_playing comm.c /^int number_playing(void)$/
obj_from_char handler.c /^void obj_from_char(struct obj_data *object)$/
obj_from_obj handler.c /^void obj_from_obj(struct obj_data *obj)$/
obj_from_room handler.c /^void obj_from_room(struct obj_data *object)$/
obj_store_to_char save.c /^void obj_store_to_char(struct char_data *ch, struc/
obj_to_char handler.c /^void obj_to_char(struct obj_data *object, struct c/
obj_to_obj handler.c /^void obj_to_obj(struct obj_data *obj, struct obj_d/
obj_to_room handler.c /^void obj_to_room(struct obj_data *object, int room/
obj_to_store save.c /^bool obj_to_store( struct obj_data *obj, struct ch/
object_list_new_owner handler.c /^void object_list_new_owner(struct obj_data *list, /
old_search_block interp.c /^int old_search_block(char *argument,int begin,int /
one_argument interp.c /^char *one_argument(char *argument, char *first_arg/
one_hit fight.c /^void one_hit( struct char_data *ch, struct char_da/
one_word modify.c /^char *one_word(char *argument, char *first_arg )$/
page_string modify.c /^void page_string(struct descriptor_data *d, char */
perform_violence fight.c /^void perform_violence( void )$/
perform_wear act_o2.c /^void perform_wear(struct char_data *ch, struct obj/
pet_shops spec_pro.c /^int pet_shops(struct char_data *ch, int cmd, char /
point_update limits.c /^void point_update( void )$/
process_input comm.c /^int process_input(struct descriptor_data *t)$/
process_output comm.c /^int process_output(struct descriptor_data *t)$/
puff spec_pro.c /^int puff(struct char_data *ch, int cmd, char *arg)/
put_obj_in_store save.c /^bool put_obj_in_store(struct obj_data *obj, struct/
quad_arg modify.c /^void quad_arg(char *arg, int *type, char *name, in/
raw_kill fight.c /^void raw_kill( struct char_data *ch )$/
read_mobile db.c /^struct char_data *read_mobile(int nr, int type)$/
read_object db.c /^struct obj_data *read_object(int nr, int eq_level)/
real_mobile db.c /^int real_mobile(int virtual)$/
real_object db.c /^int real_object(int virtual)$/
real_room db.c /^int real_room(int virtual)$/
red_dragon spec_pro.c /^int red_dragon(struct char_data *ch, int cmd, char/
renum_world db.c /^void renum_world(void)$/
renum_zone_table db.c /^void renum_zone_table(void)$/
reset_char db.c /^void reset_char(struct char_data *ch)$/
reset_time db.c /^void reset_time(void)$/
reset_zone db.c /^void reset_zone(int zone)$/
restore_weight save.c /^void restore_weight(struct obj_data *obj)$/
roll_abilities act_wiz.c /^void roll_abilities(struct char_data *ch)$/
save_char_obj save.c /^void save_char_obj( struct char_data *ch )$/
saves_spell spells.c /^bool saves_spell(struct char_data *ch, sh_int save/
say_spell spells.c /^void say_spell( struct char_data *ch, int si )$/
search_block interp.c /^int search_block(char *arg, char **list, bool exac/
send_to_all comm.c /^void send_to_all(char *messg)$/
send_to_char comm.c /^void send_to_char(char *messg, struct char_data *c/
send_to_outdoor comm.c /^void send_to_outdoor(char *messg)$/
send_to_room comm.c /^void send_to_room(char *messg, int room)$/
set_fighting fight.c /^void set_fighting(struct char_data *ch, struct cha/
set_title limits.c /^void set_title(struct char_data *ch)$/
setup_dir db.c /^void setup_dir(FILE *fl, int room, int dir)$/
shop_keeper shop.c /^int shop_keeper( struct char_data *ch, int cmd, ch/
shopping_buy shop.c /^void shopping_buy( char *arg, struct char_data *ch/
shopping_list shop.c /^void shopping_list( char *arg, struct char_data *c/
shopping_sell shop.c /^void shopping_sell( char *arg, struct char_data *c/
shopping_value shop.c /^void shopping_value( char *arg, struct char_data */
show_char_to_char act_info.c /^void show_char_to_char(struct char_data *i, struct/
show_obj_to_char act_info.c /^void show_obj_to_char(struct obj_data *object, str/
show_string modify.c /^void show_string(struct descriptor_data *d, char */
skip_spaces spells.c /^char *skip_spaces(char *string)$/
snake spec_pro.c /^int snake(struct char_data *ch, int cmd, char *arg/
special interp.c /^int special(struct char_data *ch, int cmd, char *a/
spell_acid_blast magic.c /^void spell_acid_blast(byte level, struct char_data/
spell_acid_breath magic.c /^void spell_acid_breath(byte level, struct char_dat/
spell_animate_dead magic.c /^void spell_animate_dead(byte level, struct char_da/
spell_armor magic.c /^void spell_armor(byte level, struct char_data *ch,/
spell_bless magic.c /^void spell_bless(byte level, struct char_data *ch,/
spell_blindness magic.c /^void spell_blindness(byte level, struct char_data /
spell_burning_hands magic.c /^void spell_burning_hands(byte level, struct char_d/
spell_call_lightning magic.c /^void spell_call_lightning(byte level, struct char_/
spell_cause_critical magic.c /^void spell_cause_critical(byte level, struct char_/
spell_cause_light magic.c /^void spell_cause_light(byte level, struct char_dat/
spell_cause_serious magic.c /^void spell_cause_serious(byte level, struct char_d/
spell_charm_person magic.c /^void spell_charm_person(byte level, struct char_da/
spell_chill_touch magic.c /^void spell_chill_touch(byte level, struct char_dat/
spell_colour_spray magic.c /^void spell_colour_spray(byte level, struct char_da/
spell_conjure_elemental magic.c /^void spell_conjure_elemental(byte level, struct ch/
spell_cont_light magic.c /^void spell_cont_light(byte level, struct char_data/
spell_create_food magic.c /^void spell_create_food(byte level, struct char_dat/
spell_create_water magic.c /^void spell_create_water(byte level, struct char_da/
spell_cure_blind magic.c /^void spell_cure_blind(byte level, struct char_data/
spell_cure_critic magic.c /^void spell_cure_critic(byte level, struct char_dat/
spell_cure_light magic.c /^void spell_cure_light(byte level, struct char_data/
spell_cure_serious magic.c /^void spell_cure_serious(byte level, struct char_da/
spell_curse magic.c /^void spell_curse(byte level, struct char_data *ch,/
spell_demonfire magic.c /^void spell_demonfire(byte level, struct char_data /
spell_detect_evil magic.c /^void spell_detect_evil(byte level, struct char_dat/
spell_detect_invisibility magic.c /^void spell_detect_invisibility(byte level, struct /
spell_detect_magic magic.c /^void spell_detect_magic(byte level, struct char_da/
spell_detect_poison magic.c /^void spell_detect_poison(byte level, struct char_d/
spell_dispel_evil magic.c /^void spell_dispel_evil(byte level, struct char_dat/
spell_dispel_magic magic.c /^void spell_dispel_magic(byte level, struct char_da/
spell_drown magic.c /^void spell_drown(byte level, struct char_data *ch,/
spell_earthquake magic.c /^void spell_earthquake(byte level, struct char_data/
spell_enchant_weapon magic.c /^void spell_enchant_weapon(byte level, struct char_/
spell_energy_drain magic.c /^void spell_energy_drain(byte level, struct char_da/
spell_faerie_fire magic.c /^void spell_faerie_fire(byte level, struct char_dat/
spell_faerie_fog magic.c /^void spell_faerie_fog(byte level, struct char_data/
spell_fear magic.c /^void spell_fear(byte level, struct char_data *ch,$/
spell_fire_breath magic.c /^void spell_fire_breath(byte level, struct char_dat/
spell_fireball magic.c /^void spell_fireball(byte level, struct char_data */
spell_flamestrike magic.c /^void spell_flamestrike(byte level, struct char_dat/
spell_fly magic.c /^void spell_fly(byte level, struct char_data *ch,$/
spell_frost_breath magic.c /^void spell_frost_breath(byte level, struct char_da/
spell_gas_breath magic.c /^void spell_gas_breath(byte level, struct char_data/
spell_gate magic.c /^void spell_gate(byte level, struct char_data *ch,$/
spell_harm magic.c /^void spell_harm(byte level, struct char_data *ch,$/
spell_heal magic.c /^void spell_heal(byte level, struct char_data *ch,$/
spell_identify magic.c /^void spell_identify(byte level, struct char_data */
spell_infravision magic.c /^void spell_infravision(byte level, struct char_dat/
spell_invisibility magic.c /^void spell_invisibility(byte level, struct char_da/
spell_know_alignment magic.c /^void spell_know_alignment(byte level, struct char_/
spell_lightning_bolt magic.c /^void spell_lightning_bolt(byte level, struct char_/
spell_lightning_breath magic.c /^void spell_lightning_breath(byte level, struct cha/
spell_locate_object magic.c /^void spell_locate_object(byte level, struct char_d/
spell_magic_missile magic.c /^void spell_magic_missile(byte level, struct char_d/
spell_mass_invis magic.c /^void spell_mass_invis(byte level, struct char_data/
spell_plague magic.c /^void spell_plague(byte level, struct char_data *ch/
spell_poison magic.c /^void spell_poison(byte level, struct char_data *ch/
spell_protection_from_evil magic.c /^void spell_protection_from_evil(byte level, struct/
spell_refresh magic.c /^void spell_refresh(byte level, struct char_data *c/
spell_remove_curse magic.c /^void spell_remove_curse(byte level, struct char_da/
spell_remove_poison magic.c /^void spell_remove_poison(byte level, struct char_d/
spell_sanctuary magic.c /^void spell_sanctuary(byte level, struct char_data /
spell_sandstorm magic.c /^void spell_sandstorm(byte level, struct char_data /
spell_sense_life magic.c /^void spell_sense_life(byte level, struct char_data/
spell_shield magic.c /^void spell_shield(byte level, struct char_data *ch/
spell_shocking_grasp magic.c /^void spell_shocking_grasp(byte level, struct char_/
spell_sleep magic.c /^void spell_sleep(byte level, struct char_data *ch,/
spell_stone_skin magic.c /^void spell_stone_skin(byte level, struct char_data/
spell_strength magic.c /^void spell_strength(byte level, struct char_data */
spell_summon magic.c /^void spell_summon(byte level, struct char_data *ch/
spell_teleport magic.c /^void spell_teleport(byte level, struct char_data */
spell_turn_undead magic.c /^void spell_turn_undead(byte level, struct char_dat/
spell_ventriloquate magic.c /^void spell_ventriloquate(byte level, struct char_d/
spell_weaken magic.c /^void spell_weaken(byte level, struct char_data *ch/
spell_word_of_recall magic.c /^void spell_word_of_recall(byte level, struct char_/
sprintbit utility.c /^void sprintbit( long vektor, char *names[], char */
sprinttype utility.c /^void sprinttype( int type, char *names[], char *re/
stop_fighting fight.c /^void stop_fighting(struct char_data *ch)$/
stop_follower spells.c /^void stop_follower(struct char_data *ch)$/
store_to_char save.c /^void store_to_char(struct char_file_u *st, struct /
str_cmp utility.c /^int str_cmp( char *arg1, char *arg2 )$/
str_dup utility.c /^char *str_dup( const char *str )$/
string_add modify.c /^void string_add(struct descriptor_data *d, char *s/
thief spec_pro.c /^int thief(struct char_data *ch, int cmd, char *arg/
trade_with shop.c /^int trade_with( struct obj_data *item, int shop_nr/
train spec_pro.c /^int train(struct char_data *ch, int cmd, char *arg/
trip fight.c /^void trip( struct char_data *ch, struct char_data /
unequip_char handler.c /^struct obj_data *unequip_char(struct char_data *ch/
update_char_objects handler.c /^void update_char_objects( struct char_data *ch )$/
update_object handler.c /^void update_object( struct obj_data *obj, int use)/
update_pos fight.c /^void update_pos( struct char_data *victim )$/
use_mana spells.c /^int use_mana( struct char_data *ch, int sn )$/
wear act_o2.c /^void wear(struct char_data *ch, struct obj_data *o/
weather_and_time weather.c /^void weather_and_time(int mode)$/
weather_change weather.c /^void weather_change(void)$/
white_dragon spec_pro.c /^int white_dragon(struct char_data *ch, int cmd, ch/
write_to_descriptor comm.c /^int write_to_descriptor(int desc, char *txt)$/
write_to_q comm.c /^void write_to_q(char *txt, struct txt_q *queue)$/
zone_update db.c /^void zone_update(void)$/