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)$/ zone_update db.c /^void zone_update(void)$/