#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