TODO

prop
// --- /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