#ifndef _INCL_VAR_H typedef struct { char *vnam; /* actual attribute name */ char *vlong; /* long "readable" name */ char *deftyp; /* default type (unless specified) */ int flg; /* various flags */ char *desc; /* description of attribute */ } VarTab; extern VarTab vtab[]; typedef struct { char *tnam; } TypTab; extern TypTab ttab[]; /* variable flags */ #define VAR_PRIV 001 /* wiz-only can set */ #define VAR_MTYP 002 /* can be more than one type */ #define VAR_PRIVPLY 004 /* only wizzes can set this for players */ #define VAR_PUBLIC 010 /* can be seen with $thing.attrib */ #define VAR_LOC_PUBLIC 020 /* can be seen with $thing.attrib, if it's nearby */ #define LOC_PUB_COOKIE '+' /* Attributes starting with this char are automagically LOC_PUBLIC */ /* extern declarations of data types */ extern char typ_cmd[]; /* UnterMUD command */ extern char typ_str[]; /* string data */ extern char typ_int[]; /* integer */ extern char typ_list[]; /* semicolon separated object ID list */ extern char typ_bool[]; /* boolean string */ extern char typ_obj[]; /* single object ID */ extern char typ_flag[]; /* true/false flag */ extern char typ_u[]; /* U-code */ /* extern declarations of attribute names */ extern char var_loc[]; /* location */ extern char var_cont[]; /* contents */ extern char var_using[]; /* object is using something */ extern char var_ply[]; /* players */ extern char var_xit[]; /* exits */ extern char var_dest[]; /* destination of exit */ extern char var_dropto[]; /* dropto destination on a room */ extern char var_lock[]; /* boolean lock */ extern char var_jump[]; /* boolean JUMPOK */ extern char var_link[]; /* boolean LINKOK for rooms */ extern char var_nam[]; /* name */ extern char var_desc[]; /* description */ extern char var_text[]; /* text (written on thing) */ extern char var_pass[]; /* password */ extern char var_wiz[]; /* wizard bit */ extern char var_fail[]; /* fail string/command */ extern char var_ofail[]; /* ofail string/command */ extern char var_succ[]; /* success string/command */ extern char var_osucc[]; /* osuccess string/command */ extern char var_drop[]; /* drop string/command */ extern char var_odrop[]; /* odrop string/command */ extern char var_owner[]; /* object's owner (if owned) */ extern char var_isplay[]; /* object is actually a player */ extern char var_isroom[]; /* object is a room */ extern char var_islocal[]; /* object cannot move between muds */ extern char var_isdark[]; /* dark flag */ extern char var_newsart[]; /* currently-read news article */ extern char var_subive[]; /* subjective pronoun */ extern char var_Subve[]; /* subjective pronoun (capitalized) */ extern char var_objive[]; /* objective pronoun */ extern char var_Objve[]; /* objective pronoun (capitalized) */ extern char var_posive[]; /* possessive pronoun */ extern char var_Posve[]; /* possessive pronoun (capitalized) */ extern char var_home[]; /* "home" for the object */ extern char var_linkmsg[]; /* portal message for a moved player */ extern char var_wearing[]; /* clothes */ #ifdef COMBAT extern char var_strength[]; /* physical strength */ extern char var_Strength[]; /* MAX strength */ extern char var_endurance[]; /* resistance to punishment */ extern char var_Endurance[]; /* MAX resistance to punishment */ extern char var_willpower[]; /* mental strength */ extern char var_Willpower[]; /* MAX mental strength */ extern char var_agility[]; /* quickness */ extern char var_Agility[]; /* MAX quickness */ extern char var_magic[]; /* magical strength */ extern char var_Magic[]; /* MAX magical strength */ extern char var_action[]; /* action points */ extern char var_Action[]; /* MAX action points */ extern char var_power[]; /* unassigned power */ extern char var_counters[]; /* counterattack list */ extern char var_lastupd[]; /* last time state was updated */ extern char var_lasthit[]; /* obj that last hit this obj */ extern char var_lastatt[]; /* obj that last attacked this obj */ extern char var_weapon[]; /* offensive object (one) */ extern char var_isweapon[]; /* flagged as weapon */ extern char var_isarmor[]; /* flagged as armor */ extern char var_isdead[]; /* player killed by something */ #endif /* VITALLY important system object definitions */ extern char system_object[]; /* name of the system object */ extern char var_objcnt[]; /* highest existing local obj # */ extern char var_syslimbo[]; /* where lost toys go */ extern char var_wizs[]; /* list of legit wizards */ extern char var_bsequence[]; /* backup sequence number */ extern char newusers; /* Allow newusers on? */ #define _INCL_VAR_H #endif