/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/function/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
^#^
i^#^
SUBTOPIC-player^#^
                    -=[ Help ]=-

       command: inventory
        Usuage: inventory
                i
   Description: This gives an inventory of all visible items 
                the character is carrying.  Invisible items
                are the realms of creators.

Related topics: none.
 
^#^
inventory^#^
SUBTOPIC-player^#^
                    -=[ Help ]=-

       command: inventory
        Usuage: inventory
                i
   Description: This gives an inventory of all visible items 
                the character is carrying.  Invisible items
                are the realms of creators.

Related topics: none.
 
^#^
inner^#^
SUBTOPIC-creator^#^
                    -=[ Help ]=-

       command: inner
        Usuage: inner

   Description: Moves you to the default creator enter room.  Usually,
                adv_inner.c

Related topics: guild, post, church, home, pub.
 
^#^
invis^#^
SUBTOPIC-creator^#^
                    -=[ Help ]=-

       command: invis
        Usuage: invis
                vis

   Description: This command allows the creator to become effectively
                invisible to other players in the same room.  

Related topics: minvis.
 
^#^
ice storm^#^
SUBTOPIC-mage^#^
     ______________________________  ______________________________
  __/                              \/                              \__
 | /|                              |:                              |:||
 ||:| Spell:  Ice Storm            |:  Description:                |:||
 ||:| School: Evocation            |:                              |:||
 ||:| Cost:   15                   |:  This spell causes a storm   |:||
 ||:| Level:  17                   |:  of ice to pound the area.   |:||
 ||:| Usage:  ice storm            |:  Everyone, except the caster |:||
 ||:|                              |:  is effected by the spell.   |:||
 ||:| Related Spells:              |:                              |:||  
 ||:| None.                        |:                              |:||
 ||:|                              |:                              |:||
 ||:|_____________________________ |: _____________________________|:||
 ||/______________________________\|:/______________________________\||
 |_______________________________      _______________________________|
                                 '----`
^#^
identify^#^
SUBTOPIC-mage^#^
     ______________________________  ______________________________
  __/                              \/                              \__
 | /|                              |:                              |:||
 ||:| Spell:  Identify             |:  Description:                |:||
 ||:| School: Divination           |:                              |:||
 ||:| Cost:   5                    |:  An identify spell is able   |:||
 ||:| Level:  5                    |:  to give information on the  |:||   
 ||:| Usage:  identify <item>      |:  ability, of a person or     |:||
 ||:|                              |:  an item.                    |:||
 ||:| Related Spells:              |:                              |:||  
 ||:| None.                        |:                              |:||
 ||:|                              |:                              |:||
 ||:|_____________________________ |: _____________________________|:||
 ||/______________________________\|:/______________________________\||
 |_______________________________      _______________________________|
                                 '----`
^#^
illusion^#^
SUBTOPIC-mage^#^

     ______________________________  ______________________________
  __/                              \/                              \__
 | /|      Illusion Spells         |:      Illusion Spells         |:||
 ||:|                              |:                              |:||
 ||:|   Ventriloquism              |:   Visual Illusion            |:||
 ||:|   Phantasm                   |:   Permanent Illusion         |:||
 ||:|   Phantasmal Force           |:   Improved Phantasm          |:||
 ||:|   Invisibility               |:                              |:||
 ||:|   Shadow Door                |:                              |:||
 ||:|   Phantom Armour             |:                              |:||
 ||:|   Alter Reality              |:                              |:||
 ||:|   Shadow Monster             |:                              |:||
 ||:|_____________________________ |: _____________________________|:||
 ||/______________________________\|:/______________________________\||
 |_______________________________      _______________________________|
                                 '----`
^#^
improved phantasm^#^
SUBTOPIC-mage^#^
     ______________________________  ______________________________
  __/                              \/                              \__
 | /|                              |:                              |:||
 ||:| Spell:  Improved Phantasm    |:  Description:                |:||
 ||:| School: Illusion             |:                              |:||
 ||:| Cost:   3                    |:  This causes a small illusion|:||
 ||:| Level:  10                   |:  that fools all in the room. |:||
 ||:| Usage:  improved phantasm msg|:                              |:||
 ||:|                              |:                              |:||
 ||:| Related Spells:              |:                              |:||
 ||:| Ventriloquism, Phantasm.     |:                              |:||
 ||:|                              |:                              |:||
 ||:|_____________________________ |: _____________________________|:||
 ||/______________________________\|:/______________________________\||
 |_______________________________      _______________________________|
                                 '----`
^#^
invisibility^#^
SUBTOPIC-mage^#^
     ______________________________  ______________________________
  __/                              \/                              \__
 | /|                              |:                              |:||
 ||:| Spell:     Invisibility      |:  Description:                |:||
 ||:| School:    Illusion          |:                              |:||
 ||:| Cost:      8                 |:  This spell makes the        |:||
 ||:| Level:     8                 |:  caster turn invisible.      |:||
 ||:| Component: gem or rock       |:  Invisibility ceases when    |:||
 ||:| Usage:     invisibility      |:  you begin battle.           |:||
 ||:| Related Spells: None.        |:                              |:||
 ||:|                              |:                              |:||
 ||:|                              |:                              |:||
 ||:|_____________________________ |: _____________________________|:||
 ||/______________________________\|:/______________________________\||
 |_______________________________      _______________________________|
                                 '----`
^#^
implode^#^
SUBTOPIC-efun^#^
EFUN implode()

SYNOPSIS
     string implode(mixed *arr, string del)

DESCRIPTION
     Concatenate all strings  found  in  array  `arr',  with  the
     string  `del'  between  each  element. Only strings are used
     from the array.

EXAMPLE

string simple_make_path(string file) {
  string *path;
  int i;

  path = explode(file,"/");
  while((i = member_array("..",path)) != -1) {
    path = path[0..(i-2)] + path[(i+1)..(sizeof(path)-1)];
  }
  return implode(path,"/");
}
     
SEE ALSO
     explode()

^#^
input_to^#^
SUBTOPIC-efun^#^
EFUN input_to()

SYNOPSIS
     varargs void input_to(string fun, int flag);

DESCRIPTION
     Enable next line of user input to be sent to the local func-
     tion `fun' as an argument. The input line will not be parsed
     by the driver.

     Note that input_to is  non-blocking  which  means  that  the
     object  calling  input_to  does not pause waiting for input.
     Instead the object continues to execute any statements  fol-
     lowing  the input_to.  The specified function (fun) will not
     be called until the user input has been collected.

     If "input_to()" is called more than once in the same  execu-
     tion, only the first call has any effect.

     If optional argument `flag' is non-zero, the line  given  by
     the  player  will  not be echoed, and is not seen if snooped
     (this is useful for collecting passwords).

     The function will be called with the user input as its first
     argument  (a  string).

NOTES
     Some driver accept additional arguments supplied to
     input_to will be passed on to  as  arguments  following  the
     user input.

EXAMPLE

int txt_line;
string txt;

void edit_txt() {
  txt_line = 0;
  txt = "";
  write("Enter Text. ~q quit, ** save and quit.\n");
  input_to("create_txt");
}

void create_txt(string answer) {
  if(answer == "**") {
    write("Saving.\n");
    save_txt(txt);
    return;
  }
  if(answer == "~q") {
    return;
  }
  txt += answer +"\n";
  write((++txt_line)+ "] ");
  input_to("create_txt");
}

SEE ALSO
^#^
interactive^#^
SUBTOPIC-efun^#^
EFUN interactive()

SYNOPSIS
     int interactive(object ob);

DESCRIPTION
     Return non-zero if `ob' is an interactive player. 0 will  be
     returned if he is link dead.

SEE ALSO
     query_ip_number, query_ip_name.

^#^
intp^#^
SUBTOPIC-efun^#^
EFUN intp()

SYNOPSIS
     int intp(mixed arg)

DESCRIPTION
     If 'arg' is of type int, the intp() returns 1.

EXAMPLE

void query_type(mixed arg) {
  if(intp(arg)) write("Type Integer.\n");
}

SEE ALSO
     stringp(), pointerp(), objectp()

^#^
inherit_list^#^
SUBTOPIC-amylaar^#^
SYNOPSIS
	string *inherit_list(object ob)

DESCRIPTION
	Returns the names of all files inherited by ob, or this_object
	if ob is omitted, including the objects origin.

SEE ALSO
	debug_info(E)
^#^
insert_alist^#^
SUBTOPIC-amylaar^#^
SYNOPSIS
	mixed *insert_alist(mixed key, mixed da,ta ... , mixed *alist)

DESCRIPTION
	Inserts an entry into an alist, or shows the place where this
	is to be done.

	When called with the last argument being an alist:
	  The first argument is a key to be inserted, the second and
	  all the following but the last are data to associate it
	  with. The last has to be an array with as much elements as
	  key and data arguments are given, the matching key and data
	  arrays; this should be already an alist, or the return value
	  will neither be an alist. Return value is the enlarged assoc
	  list ( array of two arrays ). If the key is already in the
	  list, the data is simply replaced in the returned list.

	When called with the last argument beinig a list of non-lists:
	  The call has to be done with exactly two arguments.
	  The first argument is a key to be inserted in the presorted
	  key list ( first element of an array that is an alist ) that
	  has to be given as second argument. Return value is the
	  index where the key has to be inserted to preserve the
	  structure of a presorted alist, or the index where the key
	  has been found.
	  Return value is an int.
	  CEVEATS: when called with certain string keys, the correct
	  place might change after another call to insert_alist in
	  this	mode, so use the index while it is fresh...

	Complexity O( lg(n) + a*n )
	Where n is the number of keys and s is a very small constant (
	for block move ).

SEE ALSO
	alists (LPC), order_alist(E), assoc(E)

^#^
id^#^
SUBTOPIC-compatfn/driverfn^#^
SYNOPSIS
	int id(string str)

DESCRIPTION
	Let the object identify itself. If str matches an id of the
	current object then return a none zero value.
	This lfun is applied for the efun present().

EXAMPLE
	int id(string str) {
	   return "sword" == str" || "sword of fire" == str;
	}
	
SEE ALSO
	present(E)
^#^
init^#^
SUBTOPIC-compatfn/driverfn^#^
SYNOPSIS
	void init()

DESCRIPTION
	The main purpose of this function is to set up the
	add_actions() of an object. Therefore init() will always be
	called when an object moves near another object and one or
	both of them are marked as living.
	
	The way init() will be invoked is determined in the following
	manner:
	
	If the object O that moves is marked as living then first call
	init() of the destination object D with this_player() set to O.
	
	Then apply the two following rules for each object C inside D:
	
		If C is marked as living then call O->init() with
		this_player() set to C.
	
		If O is marked as living then call C->init() with
		this_player() set to O.
	
	Finally, if O is marked as living then call O->init(), with
	this_player() set to D.

EXAMPLE
	Lets say we have a object structure of living (l1 and l2) and
	non living objects (n1 and n2) as the following:
	
	l1
	   n1
	   l2
	   n2
	
	If we now move another living object l3 into l1, the call
	suequence of the init() functions looks like this:
	
	l1->init()  first init() of the destination will be called
	n1->init()  now iterate throw the inventory of the destination
	l3->init()
	l2->init()
	n2->init()
	l3->init()  and finally call init() of the object that has
		    been moved 

SEE ALSO
	add_action(E), environment(E), move_object(E)
^#^
inaugurate_master^#^
SUBTOPIC-amylaar^#^
SYNOPSIS
	void inaugurate_master(void)

DESCRIPTION
	This function is called in the master object after it has been
	created and is fully functional. Note that the create()
	function is of little use in the master object, because at the
	time it is called there is no simul_efun object yet, and the
	interpreter does not know anything about the user-ids and
	access permissions.

	When the master object is destructed and a new one loaded,
	this function is applied to the new one as well.

	Also, this function is also applied, after
	reactivate_destructed_master(), when a destructed master
	object is re-used because no new master object could be loaded.

SEE ALSO
	create(A), simul_efun(C), get_bb_id(M), get_root_id(M),
	flag(M), reactivate_destructed_master(M)