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#ifndef __OLDFLAGS_H |
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#define __OLDFLAGS_H |
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#define OLD_TYPE_ROOM 0x0 |
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#define OLD_TYPE_THING 0x1 |
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#define OLD_TYPE_EXIT 0x2 |
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#define OLD_TYPE_PLAYER 0x3 |
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#define OLD_TYPE_GARBAGE 0x6 |
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#define OLD_NOTYPE 0x7 |
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#define OLD_TYPE_MASK 0x7 |
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#define WIZARD 0x10 |
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#define LINK_OK 0x20 |
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#define DARK 0x40 |
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#define VERBOSE 0x80 |
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#define STICKY 0x100 |
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#define TRANSPARENTED 0x200 |
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* or room "long exit display. |
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* We don't call it TRANSPARENT because |
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* that's a Solaris macro |
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*/ |
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#define HAVEN 0x400 |
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#define QUIET 0x800 |
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* messages.. on a player.. will not see ANY |
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* set messages |
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*/ |
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#define HALT 0x1000 |
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#define UNFIND 0x2000 |
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#define GOING 0x4000 |
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#define ACCESSED 0x8000 |
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#define MARKED 0x10000 |
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* linkages. */ |
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#define NOWARN 0x20000 |
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* If set on a player, player will not |
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* get warnings (independent of player's |
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* @warning setting |
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*/ |
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#define CHOWN_OK 0x40000 |
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#define ENTER_OK 0x80000 |
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* only one exit (leave), on players |
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* means that items can be given freely, AND |
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* taken from! |
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*/ |
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#define VISUAL 0x100000 |
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* property list of object. |
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*/ |
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#define LIGHT 0x200000 |
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#define ROYALTY 0x400000 |
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#define LOOK_OPAQUE 0x800000 |
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* seen on a look. |
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*/ |
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#define INHERIT 0x1000000 |
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* owners. Inherit players have all |
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* objects inherit. |
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*/ |
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#define DEBUGGING 0x2000000 |
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#define SAFE 0x4000000 |
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#define STARTUP 0x8000000 |
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#define AUDIBLE 0x10000000 |
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* exits. exits act like emitters, |
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* sound propagates to the exit dest. |
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*/ |
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#define NO_COMMAND 0x20000000 |
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#define GOING_TWICE 0x40000000 |
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* spared once. */ |
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#define PLAYER_TERSE 0x8 |
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#define PLAYER_MYOPIC 0x10 |
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* doesn't control it. |
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*/ |
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#define PLAYER_NOSPOOF 0x20 |
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#define PLAYER_SUSPECT 0x40 |
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* (dis)connects, and possible logs |
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* logs commands. |
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*/ |
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#define PLAYER_GAGGED 0x80 |
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#define PLAYER_MONITOR 0x100 |
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#define PLAYER_CONNECT 0x200 |
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#define PLAYER_ANSI 0x400 |
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* sequences (for examine). |
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*/ |
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#define PLAYER_ZONE 0x800 |
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#define PLAYER_JURY 0x1000 |
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#define PLAYER_JUDGE 0x2000 |
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#define PLAYER_FIXED 0x4000 |
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#define PLAYER_UNREG 0x8000 |
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#define PLAYER_VACATION 0x10000 |
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#define PLAYER_COLOR 0x80000 |
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#define PLAYER_NOACCENTS 0x100000 |
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#define PLAYER_PARANOID 0x200000 |
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#define THING_DEST_OK 0x8 |
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#define THING_PUPPET 0x10 |
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#define THING_LISTEN 0x20 |
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#define THING_NOLEAVE 0x40 |
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#define THING_INHEARIT 0x80 |
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#define THING_Z_TEL 0x100 |
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within the zone */ |
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#define ROOM_FLOATING 0x8 |
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* MUSH. Don't blather about it. |
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*/ |
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#define ROOM_ABODE 0x10 |
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#define ROOM_JUMP_OK 0x20 |
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#define ROOM_NO_TEL 0x40 |
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#define ROOM_TEMPLE 0x80 |
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* (destroyed) and player gets money. |
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* Now used only for conversion. |
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*/ |
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#define ROOM_LISTEN 0x100 |
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#define ROOM_Z_TEL 0x200 |
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* only @tel to another room in the |
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* same zone |
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*/ |
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#define ROOM_INHEARIT 0x400 |
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#define ROOM_UNINSPECT 0x1000 |
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#define EXIT_CLOUDY 0x8 |
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* exit shows the room's desc, not contents. |
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* Looking through a cloudy !trans exit, |
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* shows the room's contents, not desc |
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*/ |
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#endif |
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