// --- /std/room ---
#define P_COMMANDS "Commands"
#define P_DOORS "Doors"
#define P_EXIT_STRINGS "ExitStrings"
#define P_EXITS "Exits"
#define P_EXITS_DEST "ExitsDest"
#define P_EXITS_DATA "ExitsData"
#define P_ITEMS "Items"
#define P_ITEMS_REFRESH "ItemsRefresh"
#define P_MONEY "Money"
// --- /std/container ---
#define P_TRANSPARENCY "Transparency"
#define P_TRANSPARENT P_TRANSPARENCY
#define P_WEIGHT_CHG "WeightChg"
// --- /std/door, /obj/door ---
#ifndef P_DIRECTION
#define P_CHECKDOOR "CheckDoor"
#define P_DIRECTION "Direction"
#define P_DOORCODE "DoorCode"
#define P_DOORROOM "DoorRoom"
#define P_OTHERROOM "OtherRoom"
#define P_HIDEDOOR "HideDoor"
#define P_HIDEEXIT "HideExit"
#define P_CHECKOBJ "CheckObj" // /obj/door
#define P_CHECKNOTIFY "CheckNotify" // /obj/door
#endif
// --- /std/equipment ---
#define P_EQUIP_OBJ "EquipObj"
#define P_USAGE_MODE "UsageMode"
#define P_NUMBER_HANDS "NumberHands"
#define P_QUALITY "Quality"
#define P_QUALITY_MSG "QualityMsg"
#define P_RESET_QUALITY "ResetQuality"
#define P_USAGE "Usage"
#define P_WIELDED "Wielded"
#define P_WIELD_DATA "WieldData"
#define P_WEAR_DATA "WearData"
#define P_WORN "Worn"
// Not builtin in /std/equipment
#define P_NOWEAR "NoWear"
#define P_NOWIELD "NoWield"
// --- /std/living ---
// See also /sys/attributes.h
// not builtin in /std/living
#define P_FLYING "Flying"
#define P_WATERBREATHING "WaterBreathing"
// -- /std/living/attributes --
#define P_ATTRIBUTES "Attributes"
#define P_ATTRS "Attrs"
#define P_BONI "Boni"
#define P_STATS "Stats"
// -- /std/living/body --
#define P_CORPSE "Corpse"
#define P_DEG_POISON "DegPoison"
#define P_HP "HP"
#define P_KILL_XP "KillXP"
#define P_MAX_HP "MaxHP"
#define P_MAX_POISON "MaxPoison"
#define P_MAX_SP "MaxSP"
#define P_POISON "Poison"
#define P_RATE_HP "RateHP"
#define P_RATE_POISON "RatePoison"
#define P_RATE_SP "RateSP"
#define P_REG_HP "RegHP"
#define P_REG_SP "RegSP"
#define P_SP "SP"
#define P_XP "XP"
#define P_WHIMPY "Whimpy"
// Not builtin in /std/living/body:
#define P_HEALTH "Health"
#define P_HEALTH_MSG "HealthMsg"
#define P_RESISTANCE "Resistance"
// -- /std/living/chat --
#define P_ACHAT_CHANCE "AChatChance"
#define P_ACHATS "AChats"
#define P_CHAT_CHANCE "ChatChance"
#define P_CHATS "Chats"
#define P_QUESTIONS "Questions"
#define P_SHRUG_MSG "ShrugMsg"
#define P_TALK_DELAY "TalkDelay"
#define P_TALK_FUN "TalkFun"
#define P_TALK_MATCH "TalkMatch"
#define P_TALK_OBJ "TalkObj"
#define P_TALK_TYPE "TalkType"
// -- /std/living/description --
#define P_ACTIONS "Actions"
#define P_ALIGN "Align"
#define P_FROG "Frog"
#define P_GENDER "Gender"
#define P_GHOST "Ghost"
#define P_INVIS "Invis"
#define P_IS_LIVING "IsLiving"
#define P_IS_NPC "IsNPC"
#define P_IS_PLAYER "IsPlayer"
#define P_IVISION "IVision"
#define P_LEVEL "Level"
#define P_LSTATE "LState"
// Don't use DEFENSE - it is compat only. Use DEFENCE instead
#define P_MAGIC_DEFENSE "MagicDefence"
#define P_MAGIC_DEFENCE "MagicDefence"
#define P_MSGIN "MsgIn"
#define P_MSGOUT "MsgOut"
#define P_MMSGIN "MMsgIn"
#define P_MMSGOUT "MMsgOut"
#define P_NAME "Name"
#define P_RACE "Race"
#define P_RACE_OBJ "RaceObj"
#define P_REALNAME "RealName"
#define P_UVISION "UVision"
// Not builtin in /std/living/description:
#define P_BLIND "Blind"
#define P_DESCRIPTION "Description"
// Values of P_GENDER
#ifndef GENDER_OTHER
#define GENDER_OTHER 0
#define GENDER_NEUTER GENDER_OTHER
#define GENDER_MALE 1
#define GENDER_FEMALE 2
#endif
// Values of P_LSTATE
#ifndef LSTATE_NORMAL
#define LSTATE_NORMAL 0
#define LSTATE_GHOST 1
#define LSTATE_FROG 2
#endif
// -- /std/living/heart --
#define P_HEART "Heart"
#define P_HEART_USER "HeartUser"
#define P_HBHOOK "HBHook"
#define P_HB_OBJ "HbObj"
#define P_HB_FUN "HbFun"
#define P_HB_INTERVAL "HbInterval"
// -- /std/living/moving --
#define P_GO_CHANCE "GoChance"
// -- /std/living/stats --
#define P_CON "Con"
#define P_DEX "Dex"
#define P_INT "Int"
#define P_STR "Str"
// #define P_CHA "Cha"
// #define P_GNO "Gno"
// -- /std/living/restrictions --
#define P_LOAD "Load"
#define P_MAX_CONTENT "MaxContent"
// -- forward --
#define P_COMBAT_STYLE "CombatStyle"
#define P_FREE_HANDS "FreeHands"
#define P_BRIEF "Brief"
#define P_OBVIOUS "Obvious"
// -- this too? --
#define P_DEFENSE "Defense"
// --- /std/lock ---
#ifndef P_KEYCODE
#define P_KEYCODE "KeyCode"
#define P_KEYIDS "KeyIds"
#define P_LOCKSTATE "LockState"
#define P_PICK_CHANCE "PickChance"
#define P_NOLOCK "NoLock"
#define P_NOUNLOCK "NoUnlock"
#endif
// --- /std/npc ---
// See also <attributes.h>
// --- /std/npc/body
#define P_ALCOHOL "Alcohol"
#define P_DEG_ALCOHOL "DegAlcohol"
#define P_DEG_DRINK "DegDrink"
#define P_DEG_FOOD "DegFood"
#define P_DRINK "Drink"
#define P_FOOD "Food"
#define P_MAX_ALCOHOL "MaxAlcohol"
#define P_MAX_DRINK "MaxDrink"
#define P_MAX_FOOD "MaxFood"
#define P_RATE_ALCOHOL "RateAlcohol"
// --- /std/player/skills ---
#define P_SKILLSERVER "SkillServer"
#define P_STAT_DATA "StatData"
#define P_SKILL_DATA "SkillData"
// -- /obj/mazemaster and /obj/mazedoor
#define P_MASTER "Master"
#define P_LABEL "Label" // soft prop
#define P_COOR "Coordinates" // soft prop
// -- /obj/lib/ship
#define P_HARBOUR "Harbour" // soft prop for the deck of ship
#define P_PORTS "Ports"
#define P_SHIP_ENTER_MSGS "ShipEnterMsgs"
#define P_SHIP_LEAVE_MSGS "ShipLeaveMsgs"
#define P_ROOMS "Rooms"
#define P_DECKS "Decks"
#define P_MOVE_SCENES "MoveScenes"
#define P_MOVE_MSGS "MoveMsgs"
#define P_ENTER_MSGS "EnterMsgs"
#define P_LEAVE_MSGS "LeaveMsgs"
// -- /room/port
#define P_SHIPS "Ships"
#define P_AUTOCALL "Autocall"
// --- /std/shop
#define P_VALUTA "Valuta"
#define P_SECURITY "Security"
#define P_SIGN_DESC "SignDesc"
#define P_MARKET "Market"
#define P_ARTICLES "Articles"
#define P_ARTICLES_REFRESH "ArticlesRefresh"
#define P_BUY_FACTOR "BuyFactor"
#define P_DYNAMIC "Dynamic"
#define P_MIN_CASH "MinCash"
#define P_LIST "List"
#define P_IDENTIFY "Identify"
#define P_APPRAISE "Appraise"
#define P_SHOW "Show"
#define P_SELL "Sell"
#define P_BUY "Buy"
#define P_LIVING_TRADE "LivingTrade"
// --- /std/weather
#define P_CLIENTS "Clients"
#define P_CHANGEDESC "ChangeDesc"
#define P_STATELENGTH "StateLength"
#define P_SUNLIGHT "SunLight"
#define P_STATEDATA "StateData"
#define P_STATEDESC "StateDesc"
// --- /std/weather with numberable set of states
#define P_STATE "State"
#define P_STATES "States"
// --- /std/unit
#define P_AMOUNT "Amount"
#define P_VALUE_PER_UNIT "ValuePerUnit"
#define P_BRIGHT_PER_UNIT "BrightPerUnit"
#define P_WEIGHT_PER_UNIT "WeightPerUnit"
#define P_PLURAL_IDS "PluralIds"
#define P_PLURAL_SHORT "PluralShort"
#define P_PLURAL_LONG "PluralLong"
#define P_LAST_AMOUNT "LastAmount"
// --- /obj/inroom
#define P_USE_LOCK "UseLock"
//====================================================
// Old properties following
/*
* some predefined properties
*/
/* Builtins of livings (NOT /std/living!) */
#define P_AGGRESSIVE "Aggressive"
#define P_ARMOURS "Armours"
#define P_ATTACK_CHANCE "AttackChance"
#define P_CAST_OBJ "CastObj"
#define P_COMBAT_DELAY "CombatDelay"
#define P_COMBAT_DELAY_MSG "CombatDelayMsg"
#define P_DEFENCES "Defences"
#define P_ENEMIES "Enemies"
#define P_FRIEND_OBJ "FriendObj"
#define P_HANDS "Hands"
#define P_HUNTERS "Hunters"
#define P_PRESAY "Presay"
#define P_TITLE "Title"
#define P_TOTAL_AC "TotalAC"
#define P_TOTAL_WC "TotalWC"
#define P_WEAPONS "Weapons"
/* Builtins of /std/npc: */
// --- /obj/spellmonster ---
#define P_SPELLS "Spells"
#define P_SPELL_CHANCE "SpellChance"
/* Builtins of /std/player: */
#define P_ALIASES "Aliases"
#define P_AWAY "Away"
#define P_BONI "Boni"
#define P_CHANNELS "Channels"
#define P_CITIZEN "Citizen"
#define P_CURRENTDIR "CurrentDir"
#define P_FACTIVE "FActive"
#define P_FALIASES "FAliases"
#define P_GUILD "Guild"
#define P_HOME "Home"
#define P_INVIS "Invis"
#define P_LAST_SAVE "LastSave"
#define P_PAGESIZE "PageSize"
#define P_REAL_LEVEL "RealLevel"
#define P_QUESTS "Quests"
#define P_SEER_QP "SeerQP"
#define P_TTY "TTY"
#define P_WIZ_QP "WizQP"
/* Not builtin of /std/player */
#define P_WEAR_OBJ "WearObj"
#define P_WIELD_OBJ "WieldObj"
#define P_NOWIZ "NoWiz"
/* Builtins of /std/weapon: */
#define P_DAM_TYPE "DamType"
#define P_WC "WC"
#define P_WEAPON_HANDS "WeaponHands"
#define P_WEAPON_TYPE "WeaponType"
#define P_WP_PER_QP "WPperQP"
/* Builtins of /std/armour: */
#define P_AC "AC"
#define P_AP_PER_QP "APperQP"
#define P_ARMOUR_TYPE "ArmourType"
/* Builtins of /std/food and /std/drink
* (bert nase && organimedes && pepel)
*/
#define P_FOOD_KIND "FoodKind"
#define P_FOOD_SOAK "FoodSoak"
#define P_FOOD_STUFF "FoodStuff"
#define P_FOOD_ALC "FoodAlc"
#define P_FOOD_HEAL "FoodHeal"
#define P_FOOD_MSGS "FoodMsgs"
#define P_FD_KIND P_FOOD_KIND
#define P_FD_SOAK P_FOOD_SOAK
#define P_FD_STUFF P_FOOD_STUFF
#define P_FD_ALC P_FOOD_ALC
#define P_FD_HEAL P_FOOD_HEAL
#define P_FD_MSG1 "FoodMsg1"
#define P_FD_MSG2 "FoodMsg2"
#endif
room/shutshop.c
room/agency.c
room/room.c
room/ocean.c
room/shore.c
room/newport.c
room/port.c
room/def_workroom.c
room/death_room.c
room/pub.c
room/hotelroom.c
room/restroom.c
obj/chmaster.c
obj/door.c
obj/equipment.c
obj/explorer.c
obj/lib
obj/money
obj/race
obj/racemaster.c
obj/raceobj.c
obj/skillmaster.c
obj/tool
obj/houses
obj/player_market.c
obj/room.c
obj/timetable.c
obj/healer.c
obj/testylib.list
obj/newship.c
obj/spellmaster.c
obj/explorerooms.ic
obj/gvotingbox.c
obj/money.c
obj/magic
obj/money_demon.c
obj/votingbox.c
obj/ship.c
obj/torch.c
obj/armageddon.c
obj/church_teleporter.c
obj/nightday.c
obj/quest_control.c
obj/hotelcard.c
obj/leo.c
obj/questctrl
obj/caster.c
std/armour
std/container
std/door.c
std/drink.c
std/equipment.c
std/food.c-old
std/living.c
std/living
std/lock.c
std/npc.c
std/npc
std/player
std/README
std/room
std/shop
std/skillmaster.c
std/weapon
std/store.c
std/board.c
std/food.c
std/unit.c
std/void.c
std/lamp.c
std/pub.c
std/armour.c
std/weapon.c
std/weather.c
std/guild.c
std/container.c
std/room.c
std/shop.c
std/player.c
std/guild
lib/church.c
lib/country.c
lib/money.c
lib/raceportal.c
lib/country.hash
lib/country.list
doc/lib/communication
doc/lib/country
doc/lib/fnames
doc/lib/getproperties
doc/lib/guildobj
doc/lib/number
doc/lib/qtyper
doc/lib/README
doc/lib/register
doc/lib/string
doc/lib/ship
doc/obj/bankobject
doc/obj/chest
doc/obj/disease
doc/obj/domaininfo
doc/obj/environ
doc/obj/environ.old
doc/obj/equipment
doc/obj/gameclock
doc/obj/healer
doc/obj/inroom
doc/obj/key
doc/obj/mazemaster
doc/obj/nightday
doc/obj/quest_control
doc/obj/rope
doc/obj/skillmaster
doc/obj/spellmonster
doc/obj/testylib.doc
doc/obj/timetable
doc/obj/caster
doc/obj/scroll
doc/obj/door
doc/obj/racemaster
doc/std/board
doc/std/container
doc/std/door
doc/std/drink
doc/std/equipment
doc/std/food
doc/std/food-old
doc/std/hotelroom
doc/std/lamp
doc/std/living-old
doc/std/lock
doc/std/npc
doc/std/port
doc/std/pub
doc/std/ship
doc/std/skillmaster
doc/std/unit
doc/std/weather
doc/std/shop
doc/std/guild
doc/std/money
doc/std/room
doc/std/living
doc/std/armour
doc/std/weapon