Index of p
letters can change the world, remove the l from world and you have word
- P1_WON; /include/board_master.h
- P2_WON; /include/board_master.h
- P_BOT; /include/parse_command.h
- P_CUR_NUM; /include/parse_command.h
- P_DEFAULT; /include/peopler.h
The default set of of tags for the people command.
- p_library.c.
Library inherit.
- P_MAX_NUM; /include/parse_command.h
- P_STR; /include/parse_command.h
- P_THING; /include/parse_command.h
- P_TOP; /include/parse_command.h
- PACKAGE; /include/forn.h
- package.c.
Basic inheritable for a package.
- PAGES; /include/wizard.h
The pages for each of the wizards books.
- PAID; /include/player_shop.h
Paid action
- PALE; /include/colour.h
- PALLANT; /include/morpork.h
- panic.c.
This is the effect skelton docs.
- panic.h.
The include file for the panic handler.
- PANIC_HANDLER; /include/panic.h
The location of the panic handler.
- PANIC_NOT_OK; /include/panic.h
The did not panic successfuly.
- PANIC_OK; /include/panic.h
They paniced successful.
- PANT_Y_GIRDLE; /include/forn.h
- paper(published_editions, published_editions, published_editions, published_editions); /obj/handlers/newspaper.c
- paperperson.c.
This is an inheritable to use to make paper people in various places.
- paperperson.c~.
- PARADE; /include/morpork.h
- PARADISE; /include/morpork.h
- PARADISE_CRESCENT; /include/forn.h
- paralysis.c.
This is the effect skelton docs.
- paralysis.c.
This is the effect skelton docs.
- paralysis_effect.c.
This is the effect skelton docs.
- parcel(from, from); /obj/handlers/parcel.c
Parcels is a mapping with player names as keys, and arrays of class parcel
as values
- parcel.c.
Post Office Delivery Handler
- parcel_inherit.c.
Post Office Delivery Inheritable
- PARK; /include/morpork.h
- PARRY; /include/combat.h
Standard skills for attacks and defenses
- parse_args(string, string); /global/parser.c
- parse_boolean_string(string); /std/basic/expressions.c
A very small recursive decent parser which must return a boolean
value.
- parse_command.h.
- parse_command_adjectiv_id_list(); /obj/container.c
- parse_command_adjectiv_id_list(); /obj/mineral.c
- parse_command_adjectiv_id_list(); /std/mineral.c
- parse_command_adjectiv_id_list(); /std/room/basic/door.c
- parse_command_id_list(); /obj/container.c
- parse_command_id_list(); /std/room/basic/door.c
- parse_command_plural_id_list(); /std/room/basic/door.c
- parse_details(class project); /obj/handlers/project_management.c
Return a brief summary of the pertinent details of a particular project.
- parse_file(string, string, string); /obj/handlers/autodoc/autodoc_file.c
Parses the input file figuring out all the documentation bits of it.
- parse_frogs(string); /global/parser.c
- parse_headers(string); /obj/handlers/mime.c
This method parses an RFC 822 compliant message and extracts all
the headers into a class mime_header.
- parse_integer_string(string); /std/basic/expressions.c
A very small recursive decent parser which must return a integer
value.
- parse_match_but_remove_from(object *, object *); /obj/proxy.c
THis code controls how the 'but' handling works in the parser when
a proxy object is in the first group to be removed from.
- parse_match_but_remove_with(object *, object *); /obj/proxy.c
THis code controls how the 'but' handleing works in the parser when the
proxy object is in the group that is being removed from the first group.
- parse_match_handle_but(); /obj/proxy.c
This allows the proxy object to handle 'but' syntaxes itself.
- parse_match_handle_or(); /obj/proxy.c
This allows the proxty object to handle the various types of 'or' syntax.
- parse_match_object(string *, string *, string *); /std/basic/id_match.c
This code is for the new parser.
- parse_match_object(string *, string *, string *); /std/room/basic/door.c
- parse_match_or(object *); /obj/proxy.c
This allows the proxy object to insert itself, or not, in the output
list of the object array.
- parse_message(string, string, string); /obj/crafts/workbench_inherit.c
- parse_money(string, string, string); /obj/handlers/money_handler.c
This method determines all the money from the player object and moves
it into a container.
- parse_money_string(string); /std/basic/expressions.c
A very small recursive decent parser which must return a money
value.
- parse_node(type, type); /include/expressions.h
The class used to hold information about both expression nodes and
evaluated data.
- parse_user_expression(string, string); /std/basic/expressions.c
This method attempts to parse a user expression.
- parse_user_expression_definition(string); /std/basic/expressions.c
This will pass the arguments to a user defined function and return
an array of three elements.
- PARSER; /include/parser.h
- parser.c.
- parser.h.
- parser_error.h.
- PARTIAL_CONTENT; /include/http.h
The response number for a partial content message.
- PARTIAL_REFRESH; /include/refresh.h
The flag to the method that tells us that the refresh is a partial
one.
- PASSAGE_INHERIT; /include/ritual_system.h
- PASSED_OUT; /include/living.h
The property used to determing if someone is passed out.
- PASSED_OUT_PROP; /include/player.h
The property that is defined on a person when they pass out.
- PASSWORD; /include/virtual_spell.h
- PATH; /include/gag.h
- PATH; /include/morpork.h
- path.c.
This method expands the specified path to get a nice new path
based on the home directory or expanding the ~ stuff.
- PATRICIAN; /include/morpork.h
- PATTERN; /include/user_parser.h
- pattern_book_inherit.c.
An inherit for pattern books.
- pattern_compiler.c.
Compiles up the patterns for use by the add_command system.
- pattern_match(string *, string *); /global/new_parse.c
- PATTERN_OB; /include/user_parser.h
- PATTERN_STRING; /include/user_parser.h
- PATTERN_WEIGHT; /include/user_parser.h
- PATTERNS; /include/soul.h
- pay_amount_from(int, int, int); /obj/handlers/money_handler.c
This method makes a payment from a specified money object.
- pay_fine(string, string); /std/room/punishments/fine.c
This method pays a fine.
- pay_for_contract(string, string); /obj/handlers/secure_handlers/inhume.c
Setup a validated contract.
- pay_money(mixed, mixed); /std/living/money.c
This method makes the player make a payment.
- pay_out_royalty(string, string, string); /std/shops/controllers/craft_shop_controller.c
This method pays out the royalties owed to the specified player.
- pay_protection_money(object, object); /obj/handlers/secure_handlers/inhume.c
This function interfaces directly with the secretaries, like
pay_for_contract and new_contract.
- PAY_RATES; /include/shop.h
- pay_royalties(string, string); /d/am/buildings/dysk_dev/inherits/theatre_control.c
This method pays royalties to the author of a play.
- pay_thief_fines(string, string); /obj/handlers/guild_things/quota/thief_quota.c
This method is used to pay a given amount in fines to the Guild.
- pay_thief_quota(string, string); /obj/handlers/guild_things/quota/thief_quota.c
This method is used when a thief pays the Guild.
- payee_data(paid); /std/room/inherit/newspaper_office.c
- payment_table(string); /obj/handlers/secure_handlers/inhume.c
Return a list of payments awaiting the given player.
- PEACHPIE; /include/morpork.h
- peasant.c.
The Agatean Empire Peasant Inheritable, comes with suitable equipment(TM).
- PEBBLE; /include/mineral.h
- peddler.c.
This is the peddler object, it acts as a walking talking item
shop.
- PEER_REVIEW; /include/forn.h
- PEKAN_FORD; /include/sur.h
- penance.c.
This is the effect skelton docs.
- PEOPLER; /include/creator.h
- peopler.c.
This prints out nicely formated lists of information.
- peopler.h.
This is the support stuff for the peopler command.
- PERCENT_M; /include/player_shop.h
Percentage of employees that can be managers
- PERCENT_S; /include/player_shop.h
Percentage of employees that can be supervisors
- perception.c.
This is the effect skelton docs.
- perception_check(object); /std/basic/hide_invis.c
This does a perception check to see if the person can be seen.
- PERCEPTION_TM; /include/tasks.h
- perform_container_merge(object, object); /d/am/inherit/am_prison.c
- perform_line(string, string); /obj/handlers/script_processor.c
- perform_movement(class attack); /std/living/combat.c
This function is called as part of the post attack processing and performs
the checks to see if someone can move closer or further away from their
opponent.
- perform_ritual(object, object, object, object, object); /std/effects/faith/basic_ritual.c
This is called by the perform command, it replaces cast_spell.
- perform_script(string, string); /obj/handlers/script_processor.c
- perform_task(object, object, object, object, object); /obj/handlers/taskmaster.c
This function will perform a task.
- perfume.c.
This is the effect skelton docs.
- PERM_NAMES; /include/access.h
- permissions.h.
File Permissions
- PERS_DELAY; /include/player_shop.h
Call-out delay for saving personnel data
- person_dead(object, object); /obj/shut.c
- person_died(string, string); /obj/shut.c
- person_expressions.c.
This is a set of functions to be used for people controlling things
in rooms and shops.
- person_in_control(object); /std/basic/club_listing.c
This method returns the player in control of the item.
- person_removing_item(object, object); /std/effects/attached/iron_grip.c
This is called when the gloves are removed.
- person_removing_item(object, object); /std/effects/attached/monkey_fingers.c
This is called when the gloves are removed.
- personal_info(); /obj/handlers/inherit/club_personal.c
This is for a personal club, a personal club will be removed when
the founder disappears.
- PERSONNEL; /include/player_shop.h
Log entries - personnel issues (hire, fire, promote, demote,
warnings, retire, resign, on leave etc)
- PF; /include/thief.h
- PF_CHARS; /include/thief.h
- PF_ITEMS; /include/thief.h
- PF_ROOMS; /include/thief.h
- PHEDRE; /include/morpork.h
- PHILOSOPHERS; /include/morpork.h
- philosophies.c.
This handler contains all the information on the philosophies used
in philosphical debates.
- philosophies.h.
This file defines all the paths needed for the philosophies handler.
- PHILOSOPHY_HANDLER; /include/philosophies.h
The path to the philosophies handler.
- photo_direc(string); /obj/misc/cameras/camera_inherit.c
- pick_al(int, int); /obj/handlers/hospital.c
This function produces a random alignment for an npc, based on a
normal distribution around a supplied average, with a maximum and
minimum limit provided by a requested range.
- pick_lock(object); /std/room/basic/door.c
- pick_unlock(object); /std/basic/close_lock.c
This is called when someone successfully unlocks the object.
- pick_unlock(object); /std/room/basic/door.c
- PICTSIE; /include/ramtops.h
- PIGSTY; /include/morpork.h
- pile_size(int); /obj/cont_medium.c
This method returns a string describing how big the pile is.
- PING_A; /include/udp.h
- PING_Q; /include/udp.h
- PINK_BOW_DAY; /include/special_day.h
The identifier for pink bow day.
- PINKISH; /include/colour.h
- PIRATE_AVENUE; /include/forn.h
- PISHE; /include/ramtops.h
- pishe_cloud.c.
This is the effect skelton docs.
- PITTS; /include/morpork.h
- pk_allowed(); /obj/longshot.c
This function checks things like both people are PK, the target isn't sanc'ed, etc.
- pk_allowed(object, object); /std/shadows/fighting/guard.c
- pk_assist(mixed, mixed, mixed); /secure/simul_efun/pk_check.c
This method checks to see if both of the objects are able to assist each
other.
- pk_check(mixed, mixed, mixed); /secure/simul_efun/pk_check.c
This method checks to see if both of the objects are able to do a
pk action on each other.
- pk_check(object, object); /w/terano/lib/secure/simul_efun/pk_check.c
- pk_check.c.
Contains some simul_efuns.
- pk_check.c.
This method is obsolete and is only here for backwards compatibility,
attack_allowed should be used instead.
- PK_MULT; /include/inhume.h
- PKER; /include/player.h
The property to be used for defining a player killer.
- PKER_MINIMUM_AGE; /include/player.h
The age you need to be to become a player killer.
- PKER_MISSPELL; /include/player.h
The misspelt property to be used for defining a player killer.
- PKER_NOT_ALLOWED; /include/player.h
This property (if set on a player) means that they cannot become a
player killer.
- pl_to_ob.c.
Cotains some simul_efuns.
- place_ring.c.
This is the effect skelton docs.
- placement.c.
This inherit handles all the placement code and description stuff for
player housing.
- PLANES; /include/underworld.h
- plant.c.
- plants;
Keeps track of all the standard armours, weapons and clothing.
- plate.c.
This is an inheritable for a plate, including cutlery.
- PLAY_LOG; /include/inhume.h
- player.c.
The main player object.
- player.h.
This file conatins all the defintions and stuff to handle the player
object.
- PLAYER_ALLOW_COLOURED_SOULS; /include/player.h
This property is set on the player if they wish to allow
coloured souls to be received.
- PLAYER_ALLOW_FRIENDS_EARMUFF; /include/player.h
The value to the earmuff that allows friends through
- player_connected(); /global/telnet.c
- player_council.c.
This handler is for the control of player houses.
- player_council.c.
- player_craft_shop.c.
This is the file containing extra controls for the player run
craft shop.
- player_craft_shop.c.
This is just like a normal craft shop, except it to be used by players.
- player_data_exists(string); /d/cwc/factions/faction.c
- player_delete(string, string); /d/am/handlers/crime_handler.c
This is the function called by the login-handler when a player is deleted
so that a potential criminal-record can be erased as well.
- PLAYER_DELETED; /include/refresh.h
The flag to the method that tells us that the refresh is actually
the player being deleted.
- player_deleted(string); /obj/handlers/refresh.c
This, like player_refreshed(), goes through and calls all the
registered deletion callbacks.
- player_deleted(mixed, mixed); /obj/handlers/secure_handlers/inhume.c
This is called by the refresh handler when a player deletes.
- player_drowning(object); /std/uwater.c
This method forces the player up if they start to drown.
- PLAYER_DRUNK_EFFECT; /include/player.h
THis is the path to the drunk effect.
- PLAYER_EARMUFF_OFF; /include/player.h
The value to the earmuff that turns on earmuffs normally.
- PLAYER_EARMUFF_ON; /include/player.h
The value to the earmuff that turns on earmuffs normally.
- PLAYER_EARMUFF_PROP; /include/player.h
The property for earmuffs.
- PLAYER_GUILDS; /include/guilds.h
- PLAYER_GUILDS; /include/morpork.h
- PLAYER_HANDLER; /include/assassin.h
- PLAYER_HANDLER; /include/player_handler.h
The define for the location of the player handler.
- PLAYER_HANDLER; /include/player_shop.h
Path to the player handler
- player_handler.c.
A hander to allow the testing of values on players when they aren't logged
in.
- player_handler.h.
The main include file for the player handler.
- PLAYER_HOUSE; /include/morpork.h
- PLAYER_HOUSE_OUTSIDE; /include/morpork.h
- player_housing.c.
This is an inheritable for player-owned housing.
- player_housing.c.
This is the standard inheritable for a player-owned house room.
- player_housing_outside.c.
This is the standard inheritable for a player-owned house outside room,
like for gardens and things.
- player_info(hb_num, hb_num, hb_num, hb_num); /global/player.c
- player_info(number, number); /std/room/furniture/games/multiplayer_base.c
- player_killed_npc(object, object); /d/cwc/handlers/cwc_politics_handler.c
- PLAYER_KILLER_FLAG; /include/player.h
This is the flag to use in the flags variable to test for pk status.
- player_login(string, string); /d/am/handlers/crime_handler.c
This is the function called by the login-handler when a player logs in
so that a potential criminal-record can be loaded.
- player_loses(object, object, object); /std/effects/religious/theological_debate.c
- PLAYER_MAX_FRIEND_TAG_LEN; /include/player.h
This it the maximum length that a friend tag can be.
- PLAYER_MORGUE; /include/player.h
This is where the bodies of dead players are sent.
- PLAYER_MULTIPLAYER_HANDLER; /include/player.h
This is the path to the multiplayer handler.
- player_netdead(string, string); /d/am/handlers/crime_handler.c
- PLAYER_OB; /include/player.h
The path to the player file.
- player_options_control(follow_friends, follow_friends, follow_friends); /include/player.h
The options control class.
- PLAYER_OPTIONS_CONTROL_PROP; /include/player.h
This property to control how follow is responded to.
- PLAYER_PLAIN_MAPS; /include/player.h
This property is set on the player if they wish to see terrain
maps without colour
- player_quit(string); /obj/handlers/guild_things/quota/thief_quota.c
This method is called to log players off the quota system.
- PLAYER_RAM_DIR; /include/player_handler.h
- PLAYER_RECEIPT; /include/player.h
The missing item receipt path.
- player_reconnect(string, string); /d/am/handlers/crime_handler.c
- player_record(cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached, cached); /obj/handlers/player_handler.c
- player_refresh(object, object); /d/am/handlers/crime_handler.c
This is the function called by the login-handler when a player refreshes
so that a potential criminal-record can be cleared.
- player_refreshed(mixed, mixed); /d/am/handlers/bernita_handler.c
- player_refreshed(mixed, mixed); /obj/handlers/parcel.c
Called when a player deletes
Deletes all their parcels
- player_refreshed(object, object); /obj/handlers/refresh.c
This function gets called by the player object whenever
a player refreshes, or by any of the various objects that delete
players when they get deleted.
- player_refreshed(mixed, mixed, mixed); /obj/handlers/secure_handlers/inhume.c
This is called by the refresh handler when a player refreshes.
- player_relationships_string(string); /std/basic/club_listing.c
This method returns the relations that the specified player
has as a string.
- player_remove(string); /obj/handlers/playerinfo.c
Remove the player's data file.
- PLAYER_ROOM; /include/warrior.h
- PLAYER_SAVE_DIR; /include/player_handler.h
The directory in which to put the player save files.
- PLAYER_SHOP; /include/player_shop.h
Path to the player-shop handler
- player_shop.c.
This is the handler for player-run shops.
- player_shop.h.
Header file for player-run shops.
- player_shoplifted(object, object); /d/cwc/handlers/cwc_politics_handler.c
- PLAYER_SHOW_ERRORS_PROP; /include/player.h
The property to use for testing to see what errors should be shown
to creators.
- player_skill_advance(string, string); /obj/handlers/top_ten_handler.c
Called when a player advances their skills.
- PLAYER_TITLE_HANDLER; /include/player.h
This is the path to the title handler for the player.
- player_to_object(string); /secure/simul_efun/pl_to_ob.c
This method turns a players name into an object, using nicknames.
- player_wear(); /obj/armour.c
This function is called on an object and causes it to be worn
if it can be by it's environment(), i.
- player_wield(int); /obj/implement.c
- player_wield(int); /obj/weapon.c
- playerinfo.c.
Playerinfo database handler.
- playerinfo.h.
This is the header file for the player information database handler.
- PLAYERINFO_HANDLER; /include/playerinfo.h
This is the handler for all the player information.
- playtester.c.
This is the playtester player object.
- PLAYTESTER_ARENA; /include/playtesters.h
- PLAYTESTER_ARMOURY; /include/playtesters.h
- PLAYTESTER_CHARS; /include/playtesters.h
- PLAYTESTER_COURSE; /include/playtesters.h
- playtester_data(protect, protect, protect, protect, protect); /global/playtester.c
- PLAYTESTER_DOCS; /include/playtesters.h
- PLAYTESTER_HAND; /include/playtesters.h
- PLAYTESTER_HANDLERS; /include/playtesters.h
- PLAYTESTER_HELP; /include/playtesters.h
- PLAYTESTER_INHERITS; /include/playtesters.h
- PLAYTESTER_INTERVIEW; /include/playtesters.h
- PLAYTESTER_ITEMS; /include/playtesters.h
- PLAYTESTER_PALACE; /include/playtesters.h
- PLAYTESTER_SECURE; /include/playtesters.h
- PLAYTESTERS; /include/playtesters.h
- playtesters.c.
Keeps track of all the current playtesters.
- playtesters.h.
Playtester header file
@author Drakkos
@started 23/07/2002
- PLAYTESTING; /include/project_management.h
- PLAYTESTING_ROOM; /include/forn.h
- playwright(date_hired, date_hired, date_hired); /d/am/buildings/dysk_dev/inherits/theatre_control.c
- PLAZA; /include/morpork.h
- PLEADERS; /include/morpork.h
- PLODGE; /include/wizard.h
The directory that contains the players lodge of the Unseen University.
- PLUMBERS_GUILD; /include/morpork.h
- point(x); /std/room/inherit/terrain_map/geometry.c
- poison.c.
This is the effect skelton docs.
- poison_backlash(object, object); /std/effects/ingested/strength_boost.c
- poison_effect.c.
This is the effect skelton docs.
- POLICY; /include/forn.h
- POLICY; /include/liaison.h
- POLICY_AGAINST; /include/player_shop.h
Policy mapping
- POLICY_FOR; /include/player_shop.h
Policy mapping
- POLICY_MAP; /include/player_shop.h
Policy mapping
- POLICY_MGR; /include/player_shop.h
Policy mapping
- POLICY_TEXT; /include/player_shop.h
Policy mapping
- POLICY_TIME; /include/player_shop.h
Policy mapping
- POLICY_TYPE; /include/player_shop.h
Policy type
- pop3.h.
- POP3_VERSION; /include/pop3.h
- POP_AUTH_PASS; /include/pop3.h
- POP_AUTH_USER; /include/pop3.h
- pop_from_login_queue(); /obj/handlers/login_handler.c
This method returns the top element of the login queue and removes
them from it.
- pop_session(fd, fd, fd, fd, fd, fd); /include/pop3.h
- POP_TRANSACTION; /include/pop3.h
- POP_UPDATE; /include/pop3.h
- POPULATION_UPDATE_TIME; /include/hospital.h
How often we recheck the population to make sure 0's etc have not snuck
in.
- PORT_FTP; /include/network.h
This is the port the ftp server runs on.
- PORT_FTPAUTH; /include/network.h
This is the port the authorisation stuff for the ftp server runs on.
- PORT_HTTP; /include/network.h
This is the port the http server runs on.