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			     P O W W O W

			doc for version 1.2.16
		     last modified Oct 09, 2007

INTRODUCTION

	powwow is a client program, which replaces telnet for the lazy
	mudder who wants some (only some?) extra features. 
	It is primarily designed for DikuMUDs, but nothing prevents its use
	for other types of muds.  powwow is based on another client, cancan,
	and cancan was originally inspired by tintin (yet another client)
	by Peter Unold (pjunold@daimi.aau.dk), but is entirely re-written.
	powwow also implements the MUME remote editing protocol, which
	enables you to edit texts on the mud using your own favourite
	editor, several texts at once if you have a windowing terminal.

STARTING POWWOW

	Powwow maintains definition files where aliases, actions and
	mud addresses are saved. Powwow is then called by:

	$ powwow definition-file
	
	(the $ above stands for your prompt, do NOT type it)

	If the definition file doesn't exist (as the first time you
	use powwow) you are asked for a host name and port number.
	This will then be stored in the file. The file will be updated
	every time you type '#save' or when powwow terminates.
	The file is in plain text, so you can edit it if you want.
	It makes sense to have one file for each mud you play, or for
	each set of definitions you use in the same mud.

	If the environment variable POWWOWDIR exists, that directory
	is first searched for definition files and new files are
	created there rather than in the current directory, unless
	definition-file contains a slash ("/").
	
	The file 'Config.demo' is a demonstrative definition file provided
	together with powwow to help you building your own configuration.
	Look at it: there are many useful examples and non-trivial code
	to fully use powwow.

	You may also start powwow with:

	$ powwow netaddress portnumber

	but nothing will then be saved.

	In alternative you can simply type:

	$ powwow

	and you will enter test-mode: you will be able to use internal commands
	but you will need to start a session manually
	(#connect main <address> <port>) if you want to connect to a MUD.

	To solve the problem met in MUME, where you may have to try many
	different servers to connect to the game, a fourth syntax has been 
	added:

	$ powwow definition-file netaddress portnumber

	With this syntax powwow reads settings from definition file,
	but overwrites the old address with the newly specified one.

	Note: If you have several sessions (different invokations)
	with the same definition file active simultaneously, the
	settings changed in one session can be overwritten by a change
	in another session.

QUITTING POWWOW

	At any time, you can type #quit to exit from powwow. Be
	careful, as #quit brutally closes the connection to the mud,
	without renting your character. Normally, you want to log out
	gracefully from the mud before doing that. If you wish to cut
	your link manually, you can also press the break key on your
	system twice (usually Control-C or DEL) (You must hit it twice
	because hitting only once is used to stop command parsing -
	see the bottom of this file).

POWWOW TEST MODE

	There are various ways to enter powwow test mode:

	1) typing `powwow' from you command shell
	   (You will have to load your definition file manually if you need it,
	    using the following command: #load <save-file> )

	2) starting powwow with a definition file that does not contain
	   a '#host' line or contains a '#host' alone, without any address

	3) starting powwow opening one or more MUD connections,
	   then closing them all. (You'll need to have #option quit
	   disabled or powwow will exit when closing the last connection)
	   
	Remember that to connect to a MUD from test mode you must use:
	#connect main <address> <port>

COMMAND CHAINING

	Powwow allows you to type several commands on one line
	separated by the ; character. If you want to use a semicolon
	literally, prefix it by a backslash (\). (Backslashes must of
	course be escaped too if used literally.)

	Examples:
	> n;get coins;s			rapidly rescue some money
	> say No beer? \;)		semicolon must be escaped

	In addition, you must also surround every list of commands by braces:
	'{' and '}'. The only exception (as you can see from the example above)
	is when you type multiple commands from keyboard: in that case,
	and only in that, braces are not needed.
	Also, if you want to use a { or } literally, prefix it with a backslash
	as you do with semicolons.

	Another use of semicolons is to send a <new-line> character to the MUD
	you are connected to. Infact powwow sends a <new-line> every time it
	meets a null command (0 chars) followed by a semicolon.

	Examples:
	>				press <return> only: send a <new-line>
	> ;				press ; and then <return>: same effect
	> ;;				send two <new-line>
	> ;;;				three <new-line> ...

	Of course multiple <new-line> are considered as multiple commands,
	so you usually have to surrond them with braces. If directly typed
	from keyboard, the braces are optional.
	
	> {}				do nothing
	> {;}				send a <new-line>
	> {;;}				send two <new-line>
	> {;;;}				and so on...
	
	The verbatim mode disables this special meaning of semicolons and
	braces, and the #quote command lets you switch between verbatim and
	normal mode.

COMMAND CONTINUATION

	Long lines can be continued by ending each intermediate line with a 
	backslash (\).  This way long and complicated aliases can be written 
	a somewhat readable format.  For example:

	#al drau={#send ("get tail "+$hcon);#send ("get fur "+$hcon);#send ("get vial "+$hcon);#send ("get tarragon "+$hcon);put tail kit;put fur kit;put vial kit;put tarragon kit}

	Could be written (somewhat) more legibly as:

	#al drau={\
		#send ("get tail "+$hcon);\
		#send ("get fur "+$hcon);\
		#send ("get vial "+$hcon);\
		#send ("get tarragon "+$hcon);\
		put tail kit;\
		put fur kit;\
		put vial kit;\
		put tarragon kit\
	}

	Note that when powwow saves your aliases (e.g. you leave #file defined)
	that it will not preserve this formatting, so it is most useful if
	you use a file that is not saved over on exit.  For example, if
	you use a single configuration file that calls several smaller 
	configuration files that are grouped by similar intent, like having
	an xp counter script, a prompt script, etc.

SPECIAL COMMANDS: ALIASES AND ACTIONS

	Powwow parses all lines beginning with the character '#' as
	special commands. To send a line that begins with '#' itself, precede
	it with a backslash. The commands are case-sensitive.
	Commands can be abbreviated as much as you want.
	-----------------------------------------------------------
	Alias definition
	#alias [name[=[command]]]

	Aliases are abbreviations for longer, frequently used commands.
	As all powwow commands, they are only recognized at the beginning
	of a line or directly after a semicolon, an open or closed brace.
	When an alias is used, the first word following the alias name
	is placed in the variable $1, the second in $2, etc... up to $9.
	also, the whole string following alias name is placed in $0.

	Then, before executing <command>, every $n in <command> is replaced 
	by its contents.
	
	Example:
	#alias summ=cast 'summon' $0	(then "summ thor" is replaced by
					 "cast 'summon' thor")
	#alias cs=cast '$1' $2		("cs summon thor" is expanded to
					 "cast 'summon' thor")
	#alias summ			(lets you edit the definition of summ)
	#alias summ=			(removes the alias summ)
	#alias				(display all defined aliases)
	#alias ws={wake;stand}		(note that you must use braces)

	As noted above, aliases are saved automatically if you started powwow
	with a file name as argument.
	Aliases can contain other aliases, and an alias can also contain itself
	(be careful, or powwow will enter a long - but not infinite - loop)
	Aliases are not expanded in verbatim mode.

	Where aliases contain other aliases, one or more '\' can be prepended
	to $n to delay text substition or to use the symbol $n literally.

	Example:
	#alias ac=#alias $1=cast '$2' \$0
		(then "ac sm summon" will give you a new alias
		 "#alias sm=cast 'summon' $0")

	#alias \==score
		(this defines = as an alias for 'score', Note that you must
		 escape the first = to force powwow to consider it literally)

	#alias \`=#history $0
		(this defines \ as an alias for '#history'. Note that you must
		 use ` to escape the \ . Just doing \= would escape the = )

	Aliases starting with `#' are allowed and do work,
	but cannot override any special command.
	-----------------------------------------------------------
	Automatic command execution triggered on output
	#action [[<|=|>|%][+|-]label] [{pattern | (expression)}=[command]]

	When 'pattern' is found in a line from the remote host, the
	'command' is automatically executed. If the pattern contains $n,
	powwow matches one word of the remote line and puts it in the
	variable $n. If the pattern contains &n, powwow matches a string
	(possibly more than one word) of the shortest possible length
	from the remote line and puts it in the variable $n.

	As in aliases, $n can be from $1 to $9. NOTE: $0 is a variable as well,
	but #action automatically places in it the whole line from remote host.
	As well, &n can be from &1 to &9.

	Warning: powwow does NOT print on screen lines from MUD that are
	intercepted with an #action. So if you want to print them, you
	must explicitly use a #print or set the #option +autoprint
	(the help on #print and #option is below in this text)
	If you want to intercept a prompt, use #prompt instead of #action.
	(the help on #prompt is near the end of this file)

	If the first character of the pattern is ^ (caret), the match
	will only be possible at the beginning of a line.
	The match is case-sensitive.
	If 'label' is specified, the action is labeled; otherwise it is
	numbered.
	
	If an <expression surrounded by parentheses> is used insted of pattern,
	powwow evaluates the expression with the inline calculator (see below)
	and then uses the result as pattern.

	Examples:
	#action ^You are hungry=eat bread
	#action ^You are hungry=	   		(removes the action)
	#action ^$1 hugs you={#print;kiss $1}
	#action ^$1 says &2=say $1 said $2      (note you must use $, not &
						 after the =)
	#action Jehova={#print;say Who said that? Stone him!}

	Labeled actions:
	> means define, < means delete, = is edit, + is turn on, - is turn off.
	Also, >- means define and turn off, while >+ means define and turn on
	( > alone is the same as >+ )

	#action >fount ^There is a fountain here={#print;drink water}
							(named action)
	#action -fount					(turns off action)
	#action +fount					(turns it back on)
	#action =fount					(lets you edit it)
	#action <fount					(removes action)

	#action >-loot is dead! R.I.P.={#print;get all from corpse}
					(define and turn off the action)

	#action >joke ("^$1 says '&2;)'")= wink $1
				(you must either use this syntax or escape the
				 ; to force it to be considered literally)

	#action >argh ^$1 tells you 'hello \`=tell $1 I heard you
				(as in #alias, \ must be followed by ` when you
				 need the \ to be followed by a special char
				 and you do not want this char to be escaped)

	If you have compiled powwow with -DUSE_REGEXP and use % instead of >
	you define an action that uses an Extended POSIX regexp to match
	instead of the standard matcher.

	#action %first ^([[:alpha:]]+) ([[:digit:]]+)=#print $2 counted $3.
							(matches abc 123)

	Note that if the pattern starts with '(', it is evaluated, which means
	that a regexp that starts with '(' has either to be surrounded by
	("...") or to be prepended by a backslash.
	Also note that powwow requires parentheses to be balanced:
	for example, \(.+|) would be a valid regexp pattern as the backslash
	gets removed by the unescaping, but powwow will choke on it
	as the first parenthesis is escaped while the second is not.

	#action %second ("(..+)-\\1")=#print Double $1
						(matches xyz-xyz)
	#action %third \(..+\)-\\1=#print Double $1
						(same as above)
	For regexp actions, $0 = the line, $1 = the whole match and $2...
	contain the submatches.

	Actions and aliases can run other powwow commands, including
	#action and #alias.
	Example:
	#alias calc=#! echo '$0' | bc -l
	#alias hungryon=#action ^You are hungry=eat bread

	As with aliases, additional \'s can be prepended to $n to
	delay text substitution in actions.
	Example:
	#action >reply ^$1 tells you={#print; #alias reply=tell $1 \$0}
	-----------------------------------------------------------

ACTION GROUPS

	Groups allow related triggers to be enabled and disabled together
	using a single command, instead of toggling them all on or off 
	individually.  To put actions in to a group specify the group name
	after an '@' when the action is defined.  For example:

	#action >+auto-ride@non-pk ZBLAM! A &1 doesn't want you={#print;stand;ride}

	Would create the action auto-ride in the non-pk group.  Then if you
	wanted to toggle off all non-pk actions, you could do it using:

	#group non-pk off

	And then later to turn them back on, use:

	#group non-pk on

MISSING: #PROMPT

	There is another special command quite similar to #action:
	#prompt [[<|=|>|%][+|-]label] [{pattern | (expression)}=[command]]

	You will need to use it only if you want to mess with the prompt
	that your MUD sends, which is often not needed. Also, to use it
	you need to understand exactly how powwow recognizes prompts,
	so the description is considered an advanced topic and is placed
	near the end of this file, in the "ADVANCED TOPIC: #PROMPT" section.

MISSING: SUBSTITUTION AND UNESCAPING

	Also, only intuitive definitions of substitution, delayed substition
	and escaping/unescaping have been given so far. If you want the real,
	rigorous thing, read the "ADVANCED TOPIC: SUBSTITUTIONS AND UNESCAPING"
	section near the end of this file. That section also explains
	`just in time' substitution, not yet introduced.
	-----------------------------------------------------------
	
SPECIAL COMMANDS: ALL OTHERS
	
	This is the rest of #commands recognized by powwow.
	-----------------------------------------------------------
	Toggle verbatim mode
	#quote [on | off]

	In verbatim mode, no alias expansion takes place and
	semicolons, escapes, braces and `  are sent as typed,
	unless the command line begins with a #, so you can still issue
	powwow - specific commands.
	This is useful if you want to paste a text from an editor into
	a powwow session.
	Type #quote to turn on the verbatim mode, and type #quote again
	to turn it off.
	-----------------------------------------------------------
	Show/execute commands in history
	#history [number]

	#history alone shows you the last commands in history, up to the number
		of lines in your screen.
	#history -n shows the last n commands in history, and
	#history n  executes the n-th command of the history.

	Recursive #history commands (i.e. an #history <n> calling itself or
	another #history <n>) are allowed only up to levels of 128 recursions.
	
	Example:
	
	#history 1				(repeat last command)
	-----------------------------------------------------------
	Add a text or expression to word completion list (not to history)
	#add {text | (expression)}

	#add puts the text or result of expression (calculator is used to
	evaluate the expression) in the word completion list.
	Useful if used together with #action. 
	Example:

	#action >reply ^$1 tells you={#print;#add $1}
			(from now on, you can use TAB to complete that name)
	-----------------------------------------------------------
	Put a text or expression into history (and to word completion list)
	#put {text | (expression)}

	#put puts the text or result of expression (uses calculator) in the
	history, so that you can use cursor-up key to recall the text as if
	typed from keyboard.
	Also, you can execute the text using the #history command.
	Example:

	#action >safeflee ^You flee head over heels.=
		{#print;#put #print You have already fled away!}

	(If you type 'flee' from keyboard, you can keep trying to flee using
	 cursor-up (which gets the last command in history) and <RETURN> key.
	 When you finally manage to flee, the message above is put in history,
	 so that further attempts to flee do not lead you again in danger)
	-----------------------------------------------------------
	Bind keys to enter commands
	#bind [edit | name [sequence][=[command]]]

	You can bind most function keys and control keys to enter a command
	for you when the key is pressed. Also, you can redefine a key already
	used for an editing function (such as the arrow keys).
	'name' is the label of the key you want to define; you can just use
	what is written upon it. When defining a new key binding, you will
	be asked to press it so powwow can record the control sequence
	your terminal sends.
	If you want, you can specify the control sequence directly in the #bind
	command instead of having to press the key on your keyboard.

	Examples:

	#bind				(lists all user key bindings)
	#bind edit			(lists all line editing keys)
	#bind f1=recite scroll		(you'll have to press f1 then)
	#bind f1=cast 'sanctuary'	(change existing definition)
	#bind f1			(lets you edit the definition)
	#bind f1=			(removes the key)
	#bind f1 [[A=cast 'heal'	(also tell powwow that f1 on your
					 keyboard sends ESC [ [ A, so you
					 do not have to press it)

	NOTE: if there is already something on your input line, powwow
	does not ruin it when you press f1 (or any other #bind), but executes
	the command you want and then shows you again the input line.

	#bind f5=&prev-line	(&prev-line is one of the reserved commands for
				 line-editing functions, see bottom
				 of this file)
	#bind Up=u		(Up is an editing key, but can be redefined)

	By default, the vt100 numeric keypad is partially used to walk around
	with:
		Key	string sent
		2	s
		3	d
		4	w
		5	exits
		6	e
		7	look
		8	n
		9	u

	The reserved names that powwow identifies as line-editing functions
	are at the end of this file, together with the default keys used for
	them.

	Remember that ALL keys can be redefined...
	-----------------------------------------------------------
	Change the keyboard sequence associated to an existing key binding
	#rebind name [sequence]
	
	If you just want to change the control sequence of a binding, but not
	its name or its effect, you can just tell powwow to 'rebind' it.
	If #rebind is invoked with only the name of a binding, you are asked
	to press the key you want to rebind.
	Of course, you will not be asked to press the key if you specify
	its control codes in the #rebind command.
	Examples:
	
	#rebind f1 ^[OP		(tell powwow that your f1 key sends ESC O P
				 and not ESC [ [ A)
	#rebind f1		(you are asked to press again f1, useful if you
				 changed terminal in the meanwhile)
        -----------------------------------------------------------
	Change the keyboard sequence of all existing key bindings
	#rebindall
	#rebindALL

	#rebindall runs #rebind on most key bindings (skips trivial ones like
	^A, ^B, etc.), asking you to press each corresponding key.

	#rebindALL does the same, but for really every key binding.
	-----------------------------------------------------------
	Execute a key as if pressed on keyboard
	#key name

	If 'name' is the label of one of the key defined with #bind, 
	(see above) #key executes the corresponding command.

	Example:
	If you have already typed
	  #bind f1=cast 'heal'

	At any time, then, you can either:
	- Press your f1 key on you keyboard
	- Execute the command "#key f1"
	and powwow will execute the command "cast 'heal'" for you.
	
	Using #key, for example, can be useful from inside an 
	#alias or #action, since powwow cannot press f1 for you.

	Since 1.1.5, powwow allows #key also for editing functions.
	If you have already
	  #bind Up=&prev-line
	and you execute
	  #key Up
	powwow will do what you expect: step to the previous line in history.
	
	Warning: powwow does not distinguish at all between a real key pressed
	on the keyboard and one faked with #key, so commands executed with #key
	will also be written in the #record file.

	-----------------------------------------------------------
	Execute an editing function as if pressed on keyboard
	#keyedit function

	If 'function' is the name of one of the reserved commands
	for line-editing functions, #keyedit function will run it.
	
	For example, if you already have
	  #bind Up=&prev-line
	the following are all equivalent:
	  * pressing the key Up on your keyboard
	  * executing #key Up
	  * executing #keyedit &prev-line

	Anyway, if you type #key or #keyedit directly from the keyboard
	the effect is slightly different, as you have to press ENTER
	to run them and the function &enter-line (which is executed by ENTER)
	has a few side effects.
	-----------------------------------------------------------
	Clear aliases, actions or what you specify
	#reset {all | name of a list}

	Argument:	Effect:
	all		clear everything (apply all lines below)
	alias		clear all aliases
	action		clear all actions
	bind		clear all key bindings and restart with default
			settings. Note that also editing keys are resetted
			to default function.
	at		clear all delayed commands
	in		(same thing)
	mark		clear all markers
	prompt		clear all prompts
	var		clear all variables
	-----------------------------------------------------------
	Mark certain output
	#mark [pattern[=[attribute]]]

	This command highlights a part of a line in your output in the way you
	choose (if your terminal supports it).
	See the section "ATTRIBUTES: COLORS AND OTHER HILIGHTINGS"
	about the syntax of attributes.

	Wildcards are allowed in the pattern, and syntax is very similar to
	#action: $ matches a single word, & matches any string.

	Examples:
	#mark Sizzler=bold		(mark `Sizzler' in bold)
	#mark Sizzler			(lets you edit the above definition)
	#mark Sizzler=			(Sizzler is no longer put in bold)
	#mark				(lists all markers)
	#mark {&}=inverse		(mark in reverse any string in { }
					 note that also the { } are highlited)
	#mark ^You=yellow		(mark `You' in yellow only if it appears
					 at the beginning of a line)
	#mark \^=on blue		(mark a literal ^ )
	-----------------------------------------------------------
	#module [module name]

	This loads a shared library module by name, if supported by your system.  The
	name of the module should be included in the documentation that came with the
	powwow extension, for example to load the perl module you would use:

	#module perl

	Which gives you the perl command that can be used like:

	#perl powwow::exec( "say it is " . scalar(localtime()) )

	The commands added and their syntax varies depending on the module.
	-----------------------------------------------------------
	Set/show priority for new actions/marks
	#nice [{number | (expression)} [command]]

	When #nice is 0 (default) powwow puts new actions at the bottom of the
	action list (and same thing for marks). If you want to put new
	actions/marks in another point of the list, just set #nice to the
	corresponding value:

	If you specify a command after 'number', the new #nice value is used
	only for that command, then the old value is restored.

	Examples:

	#nice 12 	(tells powwow to put new actions/marks in the 12th
			(place of the list)

	#nice 4 #mark Grizzly=red on blue  (put the mark in the 4th place of
					    the list)

	Note that #nice works only for new actions/marks: if an action/mark
	is already defined, you cannot change its place in the list.
	-----------------------------------------------------------
	Input highlighting
	#hilite [attribute]

	This sets the attribute of your entered text to the given attribute.
	Just #hilite turns it off.
	See "ATTRIBUTES: COLORS AND OTHER HILIGHTINGS" below for more syntax.
	-----------------------------------------------------------
	Set standard colours
	#color [attrib]

	(This command exists only if BUG_TELNET is defined, to cope with
	 deficiencies of NCSA telnet 2.2)
	Set your standard foreground and background to the colours you specify.
	#color			returns to the default colors for your screen
	-----------------------------------------------------------
	Capture output to file	
	#capture [[>]filename]

	This captures all output from the main MUD connection and your typed
	commands to a local disk file. To close the file and end the
	capturing, type #capture without argument.
	If the filename starts with a '>', new text will be appended to the 
	end of the file instead of overwriting it.
	You can only capture output to one file at a time.
	Example:
	> #capture message
	> look at board
	> #capture
	
	It is possible to capture in the #capture file even text that you have
	_already_ received: see #setvar buffer.
	-----------------------------------------------------------
	Record typed commands to file	
	#record [filename]

	This records all text typed from keyboard to a local disk file.
	(output from remote host is not recorded)
	To close the file and end the recording, type #record without argument.
	You can only record typed text to one file at a time, but #capture and
	#record can be active at the same time on different files.
	Example:
	> #record walk-home
	> n;e;e;u;n;w;s
	> open door
	> s
	> close door
	> sleep
	> #record
	-----------------------------------------------------------
	Capture output to file, with timestamps
	#movie [filename]

	This is similar to #capture, but adds timestamps to each line
	received from the main MUD connection or typed from the keyboard,
	to allow replay at correct speed.
	The program `powwow-movieplay' for replay is included with powwow sources.
	Usage: `powwow-movieplay <filename>'
	To convert a movie to plain ASCII, the program `powwow-movie2ascii'
	is included too.
	Usage: `powwow-movie2ascii <infile> <outfile>'.

	It is possible to capture in the #movie file even text that you have
	_already_ received: see #setvar buffer.
	-----------------------------------------------------------
	Execute a shell command
	#! command

	Executes a command using /bin/sh. Powwow waits until your shell
	finishes, but you can put jobs in the background with & as usual.
	Example:
	> #! who | sort | less
	> #! nethack
	> #! xbiff &

	Note that semicolons, escapes and braces need to be escaped if they
	are to be sent to the shell.
	If your shell has job control, you can also suspend powwow
	with ^Z as usual.
	-----------------------------------------------------------
	Put a string in the edit buffer automatically
	#prefix [string]

	Each new line you type will automatically begin with the prefix string.
	You can of course edit or delete the inserted string as usual. To
	remove the prefix, just issue a #prefix command without arguments.
	This is handy when you are talking to someone, for example.
	> #prefix tell arthur 
	-----------------------------------------------------------
	Help
	#help [keys | math | command]

	Shows a list of powwow's commands. 
	'#help keys' shows the editing keys.
	'#help math' show help on inline calculator.
	You can also have help on specific commands, using for example
	'#help alias' or in general '#help <command-name>'.
	A help file is needed and provided for this last feature of #help,
	and powwow will look for the file "powwow_help" in the directory
	specified by the environment variable POWWOWHELP. If this variable
	does not exist, powwow looks in current directory.	
	-----------------------------------------------------------
	Command repetition
	#n command

	This repeats the command n times. Example:
	> #5 buy bread				(buy five breads)


	Alternatively, you can use this syntax to repeat a command n times:
	#do (expr) command

	In this case, powwow evaluates the expression, and uses the result
	as counter.
	Example:
	> #do (3*8) north			(go north 24 times)
	-----------------------------------------------------------
	Iterate a command
	#while (expression) command

	This syntax repeats a command while expression (evaluated with
	calculator) keeps true. (see below for help about calculator)
	As with #alias and #action, the $n and @n in command are
	replaced by their values. (Even if you can, using @n after the =
	in #action and #alias is useless, because you have no way to
	assign them a non-zero value. This is the reason why we did not talk
	about them in the #alias and #action section)

	Example:

	#while (@0<13) {read @0;#(\@0++)}	  read messages 0-12
	As you can see, the last @0 is escaped to avoid it to be
	substituted with its value. (We want to increase the variable!)
	-----------------------------------------------------------
	Iterate a command
	#for ([init];check;[loop]) command

	Directly copied from C language, this command evaluates 'init'
	with calculator (if specified), then repeats the following cycle:
		1) evaluate 'check', if result is 0 (false) stop repetition
		2) execute 'command'
		3) evaluate 'loop' (if specified)
		4) restart from 1)

	As with #while, #for performs the parameter substitution in 'command',
	so the only significative difference between #while and #for is that
	#for allows you to execute an initialization before the repeat cycle.

	Example:

	#for (@1=32; @1<=47; @1++) read @0	(read messages 32-47)
	-----------------------------------------------------------
	Branch execution command
	#if (expression) command1 [; #else command2]

	Evaluate the expression: if result is 'true' execute command1,
	otherwise (if there is an #else) execute command2.
	If expression is false and there is no #else, execute nothing.
	remember that you must use braces {} if command1 or command2
	contain more than one instruction.

	Note that nested #if-#else are allowed, and that #if-#else itself
	is not a multiple command.

	WARNING: using an alias for #if is very dangerous and will cause
	powwow to make confusion when the full #if-#else syntax is used.
	-----------------------------------------------------------
	Automapping control
	#map [-[number] | walksequence]

	With no argument, "#map" shows the map of the directions you
	travelled up to now.  "#map -" clears the last number of steps
	from the map.

	Example:
	#map		(displays "#current map: e3su" after above walk)
	#map -1		(leaves the map as "esss")
	#map -		(clears the whole map and starts fresh)
	#map nsssue	(add the list of directions to map)
	-----------------------------------------------------------
	Retrace steps
	#retrace [number]

	This command walks you in the reverse direction of the last
	number of steps.  If number is 0 or left blank, you walk all
	the way back to where automapping started.
	-----------------------------------------------------------
	Explicitly execute a speedwalk
	#speedwalk [walksequence]

    This command can be used to execute a speedwalk sequence even
    if you have the speedwalk option disabled.  This is useful if you
    do not like to have typos evaluated as speedwalk commands but still
    want to be able to easily execute a speedwalk.
	-----------------------------------------------------------
	Connect initialization string
	#init [=[command]]

	This command sets up the initialization string to send to
	the host on establishing a connection.

	Example:
	#init				(shows the string)
	#init ={#identify;#speedwalk}	(sets the string)
	#init =				(clears the whole string)
	-----------------------------------------------------------
	Identify as an editing client
	#identify [startedit [endedit]]

	This command sends an identification string to the server, to
	indicate that the client supports editing functions. It is
	best attached to an action trigged by a string in the login
	screen, but can also be entered by hand.
	This command must be issued for the cooperative editing to work
	on servers that support it (currently only MUME).
	The startedit/endedit parameters are commands issued when an editing
	session starts/ends (for changing your title, emoting etc).

	Example:

	#action >mume ***  MUME=#identify
	#identify foo bar
	(where foo and bar are aliases that do something useful)
	-----------------------------------------------------------
	Identify as a IAC GA compliant client
	#request prompt

	This command sends an identification string to the server, to
	indicate that the client supports (and wants) the special sequence
	IAC GA at the end of each prompt. This helps the client
	to automatically detect the prompt, and can be used as alternative
	to #prompt / #isprompt if all you want with the prompt is detecting
	it (and not altering it)

	BIG WARNING:
		this is experimental and not tested!

	Example:

	#action >mume ***  MUME={#print;#identify;#request prompt}
	#request prompt
	-----------------------------------------------------------
	List all editing sessions
	#edit

	This command shows your active editing sessions, with a brief
	description and their number.
	-----------------------------------------------------------
	Cancel an editing session
	#cancel [number]

	Without an argument, all editing sessions are cancelled;
	otherwise, only the given session is cancelled. The corresponding
	editor processes are brutally killed.
	-----------------------------------------------------------
	List/turn various options on/off
	#option [[+|-|=]option-name]
	
	Currently available option names are:
		exit, history, wrap, compact, debug, echo, info, keyecho,
		speedwalk, wrap, autoprint, buffer, reprint, sendsize,
		autoclear

	#option +name		turns an option on
	#option -name		turns it off
	#option  name		toggles it
	#option =name		reports its status
	
	-------------
	#option exit
	
	If the `exit' option is on, powwow automatically quits when the last
	connection is closed. Otherwise, to quit powwow you need to manually
	type `#quit'
	-------------
	#option history
	
	With `history' option on, powwow writes into your savefile also
	all your commands in history
	-------------
	#option words
	
	With `words' option on, powwow writes into your savefile also
	your word completion list
	-------------
	#option compact

	Normally, powwow does not touch the prompts on screen while you play.
	In `compact' mode, instead, lines containing only a prompt are deleted
	when further messages arrive from the remote host.

	WARNING: this command works correctly only if you have #prompts which
		 correctly run #isprompt. Otherwise it may occasionally erase
		 some lines from the screen.
	-------------
	#option debug

	Normally, powwow does not print on screen the command lines it
	executes. When `debug' is on, every line executed by powwow is also
	echoed on screen, so that you can check if your code works correctly
	(warning: this prints LOTS of lines on your screen)
	-------------
	#option echo

	Normally, powwow echoes on your screen each command sent to remote
	host but not directly typed (example: aliases and actions sending text
	to the MUD). When `echo' is off, such commands are still sent to host,
	but not echoed on screen.
	-------------
	#option info

	Normally, powwow prints on screen some messages each time you
	define/edit/delete an #alias, #action, #bind and similar.
	When `info' is off, those messages are not typed at all.
	(But errors are still printed on screen)
	-------------
	#option keyecho

	Normally, powwow echoes on your screen the commands sent to remote host
	when you hit a key associated to a #bind. When `keyecho' is off, such
	commands are still sent to host, but not echoed on screen.
	-------------
	#option speedwalk

	With `speedwalk' on, a command consisting of only lowercase
	n, e, s, w, u, d and numeric digits is considered to be a
	walk sequence.  The numeric digits specify the number of
	times to repeat the direction immediately following.

	Example:
	esssu		(walk east, 3 south, up)
	e3su		(same as above)
	-------------
	#option wrap

	Normally, powwow wraps words that would have been cut by the right
	margin to the next line. This command lets you turn it off and on.
	-------------
	#option autoprint

	If `autoprint' is on, powwow prints lines matched by an #action
	even without an explicit #print.	
	-------------
	#option sendsize

	Usually powwow does not send the window size to the MUD unless asked.
	If you want to send the window size automatically upon connecting,
	you may enable this option.
	-------------
	#option autoclear
	
	Powwow normally erases the input line before executing commands
	from spawned programs, but that is slow and causes flicker.
	If autoclear is disabled flicker reduces to minimum,
	on the other hand spawned programs must then execute #clear
	before sending anything to screen.
	-------------
	#option reprint

	If `reprint' is on (off by default), powwow prints again commands
	sent to the mud but not yet executed.
	WARNING: it works only if you use #prompts which correctly run
		 #isprompt.

	++++ example: ++++
	*>look
	south
	down
	
	The High Path

	*>Path Climbing a Hill
	
	*>
	Alas, you cannot go that way.
	
	*>
	++++ becomes: ++++
	*>look
	south
	down
	
	The High Path
	
	*>(south)
	Path Climbing a Hill
	
	*>(down)
	Alas, you cannot go that way.
	
	*>
	-----------------------------------------------------------
	Show current version
	#ver

	Displays the current version, some compile options and (if
	your compiler supports it) when powwow was compiled.
	-----------------------------------------------------------
	Multiple connections handling commands
	#connect [session-id [initstr] [host port]]
				connect a new session / list sessions
	#snoop session-id	toggle output display for session
	#zap session-id		disconnect a session
	##<session-id>		set <session-id> as default session
	##<session-id> command	execute command on <session-id> session

	No docs here. If multiplaying is allowed on you MUD (and many
	do NOT allow) you can experiment a little to find how they work.
	Or you can open two connections to two different MUDs :)
	-----------------------------------------------------------
	Spawn an external program
	#spawn session-id command
	
	Creates a new session, connected to a shell command instead of a MUD.
	Writing to ##<session-id> sends data to the command's standard input,
	while the command's standard output is executed as if typed
	from keyboard. Useful if you are a programmer and you want to create
	very complex filters or robots, for which #actions are too limited.
	Command's standard output *MUST* terminate with a newline ('\n') in
	order for powwow to execute it.
	You can send multiple commands at once terminating each of them
	by either a semi-colon ';' or a newline '\n', except for the last one
	which (I repeat) *MUST* terminate with a newline.
	
	You can close these sessions with #zap and list them with #connect
	as usual.
	
	Depending on how lazy you are, you can choose two different ways
	to have spawned programs print to screen:
	
	The first is automatic, but slow: with `#option +autoclear'
	powwow clears the input line before executing every line received
	from the program. This is of course slow and causes flickering.
	
	The second is more complex, but faster and reduces flickering to the
	minimum: set `#option -autoclear' from the beginning, then have
	the program execute `#clear' before printing.
	-----------------------------------------------------------
	Exit from powwow
	#quit

	Very little to say here. Just remember that #quit brutally
	closes all mud connections that are still open, without
	renting your characters. Quite likely, you want to rent them all
	before quitting.
	-----------------------------------------------------------
	Set definition-file and save settings to it.
	#save [definition-file]

	Useful after you write large chunks of code.
	Remember anyway that powwow automatically saves the settings
	before exiting.
	
	#save actually writes settings to a temporary file and overwrites
	the definition file only if write succeeds. This is to avoid wiping out
	definition file in case of `disk full' or other errors.
	-----------------------------------------------------------
	Set definition-file and load settings from it.
	#load [definition-file]

	Useful if you want to undo the changes in your settings.
	
	NOTE: current settings are completely erased before actually loading
	from file. In case of errors, powwow reloads the default editing keys.

	If you just want to add the contents of a file to your current settings
	use #exe <filename instead of #load.
	-----------------------------------------------------------
	Set/show/clear definition-file name
	#file [=[definition-file]]

	As default, the definition-file is the one loaded when you start
	powwow. Remember that powwow automatically saves your settings to it
	before exiting. If you want to disable this autosave, use #file =
	-----------------------------------------------------------
	Various commands:
	#net		show amount of data transmitted to and received from
			the remote host.
	#cpu		show the CPU time used by powwow.
			(if powwow does not find the symbol CLOCKS_PER_SEC
			 defined at compile time, the result may not be in
			 seconds...)
	#time		show current time/date. Useful if you want to use #at.

	#beep		ring your terminal's bell (like #print (*7))
	-----------------------------------------------------------
	List/delete/define/edit delayed commands
	#at [label [(time-expression) [command]]]
	or
	#in [label [(delay in millisec.) [command]]]

	If you want to tell powwow to execute the command 'kill wolf'
	2 seconds after you type it, use this command:
	#in attack (2000) kill wolf
	Let's explain the command:
	'attack' is a label, exactly as in #actions, and is used only to have
	a quick reference to the delayed command; 
	(2000) means wait 2000 millisec., i.e. 2 seconds;
	'kill wolf' simply executes kill wolf, as if typed from keyboard.

	Of course, you can use an expression (as complex as you like)
	instead of the number in parentheses,
	and the command can also be an alias, internal command or even
	another #at or #in. (of course you can use multiple commands by
	placing them in { } )

	If you do not specify the command, powwow assumes the label is already
	defined, and changes its delay. 
	A delay less than zero means the delayed label is disabled,
	but still in powwow's memory, similar to what happems when you
	turn off an #action.
	A delay of zero deletes the delayed label.

	If you specify only a label, powwow lists it.
	If you specify nothing, all delayed labels are listed.

	The #at command is nearly equal to #in, but assumes the expression
	in ( ) is a time. For example (114520) means 11:45:20 , 
	and ("114520") is the same.
	After evaluating the time, powwow converts it into a delay,
	and places the delayed label in the same list of #in.
	NOTE: it is not possible to delete a delayed label using #at,
	since (0) means midnight.
	One more thing: it is not possible do define disabled labels using #at,
	because a time < 0 is an error, and a time < current-time is assumed
	to be refering to the following day.
	
	Last note: after executing a delayed command, powwow does not delete
	it, but simply disables it.
	-----------------------------------------------------------
	Disable all delayed commands
	#stop

	All active delayed commands are set to 'disabled', but are not deleted
	from memory. Useful to stop infinite loops due to self-reactivating
	delayed commands.
	-----------------------------------------------------------
	Set save file options
	#option [none]|[words][history]
	
	Controls wether command history and completion words shall be saved
	in the save file.

	Without arguments, #option displays the current settings.
	To turn off both words and history, use #option none; otherwise
	use #option followed by words and/or history.

	-----------------------------------------------------------
	Evaluate expression with calculator, and trash result.
	# (expression)	  or	#(expression)

	-----------------------------------------------------------
	Print a text or result of an expression on screen.
	(does NOT send it to the MUD)
	#print [< | !][text | (expression)]

	If a string is specified, powwow simply prints it on screen.
	If an expression is specified, powwow uses the inline calculator
	to evaluate it, and then prints the result.

	If a #print without arguments is found, powwow prints the value
	of the variable $0 (this is a special feature of #print, and is not
	present in #exe, #send, #emulate or #var).
	This is usually used to print a line from remote host that was
	intercepted by an #action, in fact #action places the whole line in $0

	If < precedes the text or expression, #print assumes text (or result
	of expression) to be name of a file, and displays the contents of
	that file.

	Instead if ! precedes the text or expression, #print assumes text (or
	result of expression) to be a Bourne shell command, whose output is
	displayed.

	Example:

	#action >disint ^&1 disintegrates &2=#print $1 DISINTEGRATES $2
					put the text in upper case
	#action >disint ^&1 disintegrates &2=#print ($(1)+" DISINTEGRATES "+$(2))
					same thing, but using calculator

	#print <mytext			display a text on screen
	#print !("more mytext")		same thing, but uses 'more'
					as text viewer and alternate syntax
	#print (@-7)			print value of variable on screen
	#print <($2)			display the contents of file whose
					name is in variable $2

	Further feature:

	If < is specified, and you use an expression after it, you can also
	specify starting and ending line of the file that you want to use,
	in this way:

	#print <(string-expr;[start];[end])

	Note: if you use a plain text as file name (like in #print <myfile )
	you cannot specify starting and ending line.

	If starting line is not specified, powwow begins from the first line,
	if ending line is not specified, powwow stops at the end of the file:

	#print <("myfile";3;42)		print lines from 3 to 42 of myfile

	#print <("myfile";;57)		print lines from start of file to 57

	#print <("myfile";;)		print whole file

	Note that you can use expressions instead of filename, starting line
	and ending line:

	#print <($5;4;3+@0)		print file whose name is in variable $5
					from line 4 to line 3+@0

	Of course, you can still use the whole file in the old way:
	#print <("myfile")	or 	#print <myfile


	Further feature (another):

	The starting and ending line can be specified ALSO when you use a !
	before an expression:

	#print !(string-expr;[start];[end])

	In this case, powwow executes the Bourne shell command contained in
	the string, and prints ONLY lines from <start> to <end> of its output.

	Also here, you can use expressions instead of Bourne shell command,
	start and end, and powwow still begins from first line if <start>
	is not specified and/or stops at the end of the output if <end>
	is not specified.

	Both these special features are supported ALSO in #send, #exe,
	#emulate and #var.
	-----------------------------------------------------------
	Send text or result of an expression to MUD
	#send [< | !]{text | (expression)}

	The simplest use of #send is to evaluate an expression and to send
	the result to the MUD. More generally, #send is very similar to #print,
	with the only difference that the final text is sent to the MUD rather
	than displayed on screen.
	The meaning of < and ! is the same, and #send does the expected things
	when they are used.

	Example:

	#send <mytext				stuff a text into the mud
	#send !awk ' {print "tell arthur " $0} ' file
						say a file to your friend
	#send ("say I have been playing for " + %(timer/86400000) + " hours")
			timer is a variable holding the number of millisec
			elapsed since last timer reset, and the big number
			after it converts the elapsed time in hours.
	-----------------------------------------------------------
	Execute text or result of an expression
	#exe [< | !]{text | (expression)}

	Evaluate the expression and get result,
	then execute result as if typed from keyboard.
	If < or ! is specified, #exe behaves exactly like #print,
	but executes the final text as if typed.

	Example:
	#exe ("sigh")       is the same as typing sigh from keyboard.

	#bind control_s=#exe ("#capture emergency" + %(@-7++))
			(control_s must be a user defined key)
			safe capture to file: each time you press control_s,
			a different file is opened as capture.

	#exe <mytext	read the file mytext and execute all the
			commands in it, one line at time.
			Very useful to read a set of #alias for example
	-----------------------------------------------------------
	Process a text/expression/file as if received from remote host
	#emulate [< | !]{text | expression}

	Evaluate expression and get result, then process result as if received
	from remote host
	If < or ! is specified, #emulate behaves exactly like #print,
	but processes the final text as if received from remote host
	(check for matching #actions, extract prompt, etc.)

	This command is particularly useful to test and debug #actions.
	Example:

	#emulate The assassin is dead! R.I.P.
	#emulate <myfile
	-----------------------------------------------------------
	Put a text or expression in a variable / delete a variable
	#var variable[=[[< | !]{text | (expression)}]]
	
	Evaluate expression and get result, then put result
	in the specified variable.
	If < or ! is specified, #var behaves exactly like #print,
	but puts the final text into the specified variable.
	If you specify no right-hand expression, powwow puts the current value
	of the variable on input line, to allow you edit it.
	If you specify no right-hand expression, BUT YOU USE the =, powwow
	deletes the variable and frees memory used by it.

	Note: If you use a numbered variable rather than a named one,
	instead of a number you can place an expression after the $ or @
	and before the =
	Example:

	#var @7=22			(same as #(@7=22) )
	#var $-4 = hello		(note that you do not need quotes
					 since you are using a plain text)
	#var $-4 = ("hello")		(if you use parenthesis, you must also
					 use quotes)
	#var $test=    long sentence	(all the spaces but the first following
					 the = are placed in the variable)
	#var $(2+4) = <myfile		(put the whole file in $6. Remember
					 that string variables cannot be longer
					 than 1024 characters...)
	#alias calc=#var @-1 = !echo '$0' | bc -l
			(place result from bc calculator into @-1)

	#var $target			(put current value on input line)

	#var $my_variable=		(delete $my_variable and free memory)
	-----------------------------------------------------------
	Write text to a file
	#write [> | !](expression ; file)
	
	Evaluate expression and get result, then write result into file.
	By default, text is appended at the end of the file.

	If > is specified, #write deletes the contents of the file before
	actually writing the text.

	If ! is specified, #write assumes second parameter to be
	a Bourne shell command (instead of a file name) that is executed
	using the text as its input.

	Example:

	#write ($test; "myfile")	(append contents of $test to myfile)

	#write !("55+12";"bc -l")	(execute 'bc -l' writing text to its
					 standard input)

	Advanced `#write' usage:
	
	If you are using a terminal allowing multiple windows (an X11 graphic
	terminal for example) it is possible to duplicate/split powwow output
	to multiple windows using #write. This is more a UNIX topic rather
	than a powwow-specific one, but that's it. Here is a brief summary:
	
	First, compile the `catrw' mini-program i.e. type
	$ make_it catrw
	if the above worked, type
	$ mkfifo fifo
	This will create a special file named `fifo' in the directory
	(any other name would do, of course)
	Then you have to open another window. This depends on the terminal
	you're using, but for X11 terminals the following works:
	$ xterm &
	On the second window, type
	$ exec catrw fifo
	(in case this gives you an error, try just `catrw fifo')
	Now return to the first window and start powwow normally.
	To send text to the second window from within powwow, type:
	#write ("some text"; "fifo")
	You should see `some text' (without the quotes) immediately
	appear in the second window.
	
	Of course you may now want to send text automatically
	to the second window: just use #write ( <your-text> ; "fifo")
	from within an #alias, #action or whatever you like.
	
	P.S.:
	for experienced users: if you are using the `bash' shell,
	you don't need `catrw' as you can use
	$ exec cat <> fifo
	instead of the above
	$ exec catrw fifo
	-----------------------------------------------------------
	Set/show internal variables
	#setvar name[={number|(expr)}]

	Evaluate the expression and get result, then set the internal
	variable `name' to that value.
	
	Known internal variables are:

	buffer	with `buffer' different from zero, powwow saves
		the most recent text from the MUD in a circular list
		(which is `buffer' bytes long) and writes it
		at the beginning of #capture and #movie files when
		you open them. This is useful if something important
		happens suddenly and you want to log it somewhere:
		you can start #capture and/or #movie even _after_ the event
		has happened and it will still get written to the file.

		if `buffer' is zero (default), powwow starts logging
		text from the MUD only at the moment you activate
		#capture or #movie.
	
		To discard the text stored in memory by `buffer',
		change its value (for example, set it to zero
		and then back to a non-zero value).

	lines	the number of lines your terminal has. Powwow usually
		autodetects it correctly, but on few terminals you may
		have to set it manually.
	
	mem	the maximum length of a text or string, in bytes.
		The default is 0 (zero) which means no limit.
		I added it only to prevent bringing down the whole system
		with things like
		#while (1) #($foo += $foo + "x")
		Consider it an emergency setting, as powwow _discards_ text
		and strings longer than the limit.
		The failsafe limit set when loading a savefile from an older
		version is 1Megabyte, which won't give any problem
		(like increased memory usage) as powwow	allocates memory
		only when it *has* to.
		
	timer	the number of milliseconds since program start.
		It can be changed to synchronize with an external clock
		like MUD ticks.
			
	Example:

	#setvar timer=0			(reset internal timer to 0)
	#setvar timer=20000		(make internal timer restart from
					 20000 milliseconds)
	#setvar timer			(show timer and let you edit it)
	
	#setvar mem=1048576		(max strings length is now 1Megabyte)
	-----------------------------------------------------------
	Send raw data to MUD
	#rawsend {text | (expression)}

	This is mostly a MUD debugging tool, but it can be useful in some cases.
	Like its cousin #send, #rawsend evaluates the expression (or unescapes
	the text) and sends the result to the MUD. The difference is that
	#rawsend does NOT add a final newline, nor does IAC escaping to protect
	ASCII 255 characters. On the other hand, #rawsend can handle ASCII 0
	characters, while plain #send can't.
	-----------------------------------------------------------
	Send raw data to screen
	#rawprint {text | (expression)}

	Like its cousin #print, #rawprint evaluates the expression (or
	unescapes the text) and sends the result to the screen. The difference
	is that #rawprint does NOT add a final newline. On the other hand,
	#rawprint can handle ASCII 0 characters, while plain #print can't.
	-----------------------------------------------------------

INLINE CALCULATOR:

	The inline calculator is used to evaluate expressions inside
	#(), #print (), #exe (), #send (), #if (), #while(), #for (), #do (),
	expressions in pattern of #actions and in other commands allowing ()

	The inline calculator recognizes the following objects:

	numbers (only integers are supported)
	  decimal numbers:
	    simply write them.

	  hexadecimal numbers:
	    use '#' as prefix: #F is 15, #a0 is 160, and so on.

	  numbers in any other base:
	    use base# as prefix: 2#101 means 101 in base 2 (that gives 5)
	    7#14 gives 11, etc...

	  if you use negative non-decimal numbers, you must put '-'
	  before the base: - 2#101 is -5, 2#-101 causes an error.

	  it is possible to chain more than one '#':
	    3#12#100 = (3#12)#100 = 5#100 = 25

	  both base and argument must be numbers, not variables:
	    things like 7#@count or @count#7 are not allowed, you will
	    have to use an #exe for that.

	quoted-strings (i.e.: strings in " ")

	  NOTE:
	  since version 0.6d, powwow performs unescaping on quoted strings
	  when they are evaluated. For example "\"" is the string that contains
	  the character " only.

	timer (number of milliseconds since last timer reset)

	map   (string containing the last 999 steps you walked,
		as the #map command)

	variables:
	  @n with n within -50 and 9, are numeric-variables
	  $n with n within -50 and 9, are string-variables

	  Since version 0.8, also named variables are supported:

	  @any_name1
	  $any_name2

	    The name following @ or $ can contain any of these chars:
	      uppercase or lowercase letters ('A'...'Z' and 'a'...'z')
	      underscore ('_')
	      numbers ('0'...'9')
	    Anyway, the first char of the name must NOT be a number.

	    Remember that powwow is case sensitive:
	      $test and $Test are NOT the same variable

	    Named variables are created the first time you use them
	      and can be deleted only using the #var command
	    
	    A special named variable is $prompt, which contains
	      the current prompt. It cannot be deleted.
	    Another special variable is $last_line, which contains
	      the last non-empty line received from the MUD. Again,
	      it cannot be deleted.

	  Difference between the various kind of variables:

	    Numbered variables with negative counter (@-50..@-1 and $-50..$-1)
	    and named variables are global:
	      They can be accessed at any time, but cannot be used for the
	      substitution performed by #alias, #action, #while and #for.

	    Instead, numbered variables with positive counter (@0..@9 and
	    $0..$9) are local:
	      A new set is created (and initialized to zero) every time powwow
	      executes an #alias, #action, #while or #for, and the old set
	      is made invisible. After the #alias (or #action, #while, #for)
	      is executed, the old set is restored.
	      Note that also @0..@9 can be used for parameter substitution,
	      and not only $0..$9.
	      
	  Variable names as expressions:
	  
	    The symbols $ and @ are implemented as normal operators,
	    which means that variable names can be arbitrary expressions.
	    For example,
	      $(1-3)		is the numbered variable $-2
	      @("foo"+"bar")	is the named variable @foobar
	      $$1		is the variable whose name is in $1
	      
	operators between numbers:
	  ++ --  +  -
	   *  /  %
	   +  -
	  << >>
	   < <=  > >= == !=
	   &  |  ^
	  && || ^^
	   = *= /= %= += -= <<= >>= &= ^= |= &&= ^^= ||=
	   ,
	   (  )
	(% and %= always return non-negative values)
	(no help on these operators, see a C-language manual)
	(note: unlike C, operators &&, ^^ and || always eval both arguments)

	random number generator:

	  rand positive-number	(return a random number between 0 and n-1)

	operators between strings:
	   + chain two strings
	   = assign a string to a string-variable
	  += append a string to a string-variable
	   - compare two strings: result -1 if s1<s2, +1 if s1>s2, 
	      0 if s1==s2
	   < <=  > >= == != compare two strings
	  .? number of chars in a string
	  :? number of words in a string
	   ? position of first occurrence of second string in the first
	   * convert first char of a string into its ASCII code or vice versa
	   % convert string into its numeric value or vice versa
	
	operators between a string and a number:
		 (string is first argument)
	  : n-th word of a string
	  . n-th char of a string
	  :< :> <: >: .< .> <. >. return part of a string, in this way:
	     : before > or < means 'mark the n-th word from the left'
	     . before > or < means 'mark the n-th char from the left'
	     :  after > or < means 'mark the n-th word from the right'
	     .  after > or < means 'mark the n-th char from the right'
	     > means: return from marked word/char to end
	     < means: return from start to marked word/char
	     
	     so we get:
	     :< n     first n words
	     :> n     from the n-th word (include) to the end
	     <: n     from the begin to the n-th word (included)
	     >: n     last n words
	     
	     and similarly for .< .> <. >.
	     
	  *  repeat a string n times: "ab" * 3 gives "ababab"
	  *= usual shortcut: `$x *= n' is the same as `$x = $x * n'
	
	functions for low-level color handling: 

	  noattr      (string containing the escape sequence to reset terminal
		      colors and attributes -- bold, underline, inverse)

	  attr "quoted-string"
		      (return the escape sequence needed to turn on
		       the attributes and colors in the string.
		       Syntax of the string is the same as #mark, #hilite, etc)


	Examples:

	#print ($5="Hello, world")	(assign "Hello, world" to $5
					 and print it)
	#print ("This is a test">:3)	(print from the 3rd word from the right
					 till the end of the string)
	  Result: "is a test" is printed on screen

	#action >+exp ^You have scored $1 exp={#print;#print ("You gained " + 
		( $1 - @-5) + " exp. points since last score"); #(@-5 = $1)}

		(when you type 'info' in MUME, one of the lines you get is:
		 You have scored xxx exp. points ... 
		 The #action above intercepts this line, prints it, prints the
		 difference between your current score and the contents of
		 variable @-5, then copies your current score in @-5)

	#print ($5 = (attr "bold green") + "Hello, world!" + noattr)

		(same as first example, but with colors/attributes.
		 Rememeber to print noattr at the end of every colored line,
		 or everything appearing on the screen after your line
		 will be colored as well)
	-----------------------------------------------------------

HOW INLINE CALCULATOR IS IMPLEMENTED

	Info and hints to get the most out of calculator and/or hack it.
	
	The structure `op_list[]' defined in xeval.c contains definitions for
	all the implemented operators, one for each line. Have a look at it
	to find things like:

	precedence (first number in each line)
	associativity (LEFT or RIGHT)
	    LEFT  means that 1+2+3 actually is (1+2)+3
	    RIGHT means that 1+2+3 actually is 1+(2+3)
	    (replace numbers and operators with what you are actually using)
	if it is unary, i.e. needs ONE argument
	    PRE_UNARY means that the operator comes before its argument,
	    POST_UNARY is the opposite
	or binary i.e. needs TWO arguments
	
	Note that stuff like `attr', `rand', `@' and `$' are actually
	implemented as PRE_UNARY operators (named variables are treated as an
	exception to this), thus `$(1+5)' and `attr ("bold"+" "+"inverse")'
	are fully allowed. Also note that using `$(5)' is a good way to avoid
	the parameter substitution performed by aliases, #action, #for, #while
	and use instead the actual variables.
	
	`timer', `map', `noattr' are implemented as read-only values:
	the calculator simply substitutes them with their value
	
	Remember that there is a , (comma) operator:
	Instead of `#(foo);#(bar)' you can use `#(foo, bar)'
	Using comma operator is easier for both you and powwow, since it uses
	a single command instead of two.
	-----------------------------------------------------------

ATTRIBUTES: COLORS AND OTHER HILIGHTINGS

	Some commands use attributes to specify the visual appearance of text.
	The following attributes are available:
		bold, blink, underline, inverse
					-- the obvious effects
		reverse			-- same as inverse
		[color] [on color]	-- foreground and/or background
	    Colors are:
		black, red, green, yellow, blue, magenta, cyan, white and
		BLACK, RED, GREEN, YELLOW, BLUE, MAGENTA, CYAN, WHITE, none
		('none' means to use default and is implemented as a color)

	Examples: The following are all valid attributes:
		none			-- no attribute, use default
		green			-- only foreground
		on white		-- only background
		yellow on cyan		-- foreground and background
		inverse bold		-- 
		blink red on blue	-- you can use multiple attributes,
					   but you must put 'bold' 'inverse'
					   and/or 'underline' BEFORE colors

	Observe that bold, blink, underline and reverse work with all terminals
	that support these attributes, but colors only on terminals that
	support	ANSI color escape sequences.

	Capitalized colors (BLACK..WHITE) are non-ANSI high intensity colors,
	and will not work on all terminals (They work on the 'aixterm' terminal
	emulator under AIX, but they may work on other terminals as well.
	Let me know if you find other terminals that support them).

	Notes for IBM PC and compatibles with VGA or SVGA cards in text mode:
	    -- yellow is actually brown
	    -- bold is usually represented as high intensity
	    -- blink can be represented either with actual blink or
	       high intensity background - depends from card configuration
	       (it is possible to reprogram it - I can send details if asked)
	-----------------------------------------------------------

HISTORY

	Powwow keeps in memory the last 127 lines you typed from keyboard.
	If you want to recall one of them (to correct a mistake for example)
	you just need to press your arrow-up key or control-p to scroll through
	the whole history, one step at time (see COMMAND LINE EDITING below
	in the text for details about editing keys).

	Another way to find a certain line in the history is to type the first
	few chars of it, and then press M-TAB to tell powwow to complete the
	line for you. If you hit M-TAB repeatedly, powwow will cycle
	through all the possible completions.

	Also, you can use the '#put' command to add a line to history
	as if you typed it (see above for help on #put).
	-----------------------------------------------------------

WORD COMPLETION LIST

	Powwow also remembers the last 512 words you typed from keyboard.
	This list of words is named `word completion list'. If you have already
	typed a long or difficult word, you can type the first few chars of it
	and then press TAB key to ask powwow to complete it for you.
	Again, if you hit TAB repeatedly powwow will cycle through
	all the possible completions.

	Powwow can also complete the name of any built-in command even if
	not present in the word completion list.

	Also, you can use the '#add' command to add a word to word completion
	list (see above for help on #add).
	-----------------------------------------------------------

COMMAND LINE EDITING

	The default key bindings for line editing follow quite closely Emacs:
	These are all the keys, together with the reserved names that identify
	their function (they can be listed typing '#bind edit'):

	Key:	Function name:	Description:

	^A	&begin-of-line	beginning of line
	^E	&end-of-line	end of line
	^B	&prev-char	backward one character
	^F	&next-char	forward one character
	^P	&prev-line	use previous line in history (step backward)
	^N	&next-line	use next line in history (step forward)
	^D	&del-char-right	delete character under cursor
	BS	&del-char-left	delete character left of cursor
	^K	&kill-to-eol	kill to end of line
	^T	&transpose	transpose previous character with next
				(if at the end of the line, the two last)
	^L	&redraw-line	redraw your command line.
				This is useful if something garbles your input
				line.
	^Q	&clear-line	clear input line.
	^W	&to-history	put current line in history and clear input
				line. This is useful when you are typing a long
				line and need to send another urgent command
				first.
	^Z	&suspend	suspend powwow in the background
	Tab	&complete-word	complete the word being typed to the last
				matching word in the history (or added with an
				#add command; see above).
				Hit multiple times to browse the possible
				completions.
				This is similar to the GNU Emacs M-/ command.
	M-Tab	&complete-line	complete the line being typed to the last
				matching line in the history.
				Hit multiple times to browse the possible
				completions.
	M-f	&next-word	forward one word
	M-k	&redraw-line-noprompt
				redraw command line, discarding prompt 
	M-b	&prev-word	backward one word
	M-d	&del-word-right	delete word right of cursor
	M-BS	&del-word-left	delete word left of cursor
	M-l	&downcase-word	turn word to lowercase
	M-t	&transpose-words transpose previous word with next
	M-u	&upcase-word	turn word to uppercase
	Ret	&enter-line	the most obvious: execute the typed line
	LF      &enter-line     same thing, but for ^J key (some terminals
				send this when you hit return)
	(none)  &insert-string 	insert on command line the specified chars

	M-x means pressing the META or Alt key at the same time as x,
	or pressing and releasing the escape key, then typing x. The former
	way doesn't work on all terminals.

	^x  means pressing the Control key at the same time as x.

	If your terminal has arrow keys, they can be used to move the
	cursor and step around in history. In addition, you can define your
	own key bindings for sending quick commands (see the #bind command).
	If you have a vt100-compatible terminal, the numeric keypad is
	predefined for movement (keys 2, 3, 4, 5, 6, 7, 8 and 9).

	Remember that ALL keys can be redefined...


	A brief note about &insert-string:

	By default no key is bound to this function, and it works somewhat
	differently than other editing functions.

	For example, say you don't have `{' and `}' on you keyboard
	(it happens on all italian keyboards -- like mine -- and other ones).
	Obviously, typing { or } gets quite difficult. A solution is:
	
	#bind F11=&insert-string \173
	#bind F12=&insert-string \175
	
	where \173 and \175 are typed normally: a backslash and three digits.
	Once you defined these two bindings, hitting F11 will be exactly like
	typing { and hitting F12 will be exactly like typing } .
	
	Another possible use is to enter strange characters or strings:
	
	#bind F10=&insert-string Ro\353ntgen
	does exactly what you expect: insert "Rontgen" on the input line
	(  is the ASCII char (octal)353 or (decimal)234 )
	as if you typed it (of course you could also type the first few chars
	of the name then hit TAB if that name is already in the word completion
	list...).
	-----------------------------------------------------------

SECURITY

	When you define an #action that automatically sends something back to
	the MUD you are connected to, you must be VERY careful since you may
	allow other players to force you to execute commands.
	Let's explain better: Suppose you define the following #action:

	#action >+autogroup ^&1 starts following you.={#print;group $1}

	Even though this may look harmless, such an action is potentially
	lethal, for the following reason:
	If you receive a text from the MUD containing something like

	Cauldron ;remove all;drop all;kill dragon starts following you.
	(for example it may be an emote, many MUDs allow it)

	powwow will realize that the line matches with the action you defined
	(remember that &n can match text of every length, even if containing
	spaces or ; ) and will execute this:

	{#print;group Cauldron ;remove all;drop all;kill dragon}

	The consequences of such a command can be easily imagined...
	There are two strategies to avoid such embarassing situations:
	1) Use #send and calculator. In fact this is NOT dangerous:

	   #action >+autogroup ^&1 starts following you.=
		{#print;#send ("group "+$(1))}

	   (in the worst case you will send some semicolon-separated commands
	   to the MUD, but I saw no MUDs accepting multiple commands as clients
	   do...):

	2) Try to use $n instead of &n, so that semicolons and spaces
	   are skipped.

	   #action >+autogroup ^$1 starts following you.=
		{#print;group $1}

	   WARNING:
	   versions older than 0.7a were bugged and they did NOT skip
	   semicolons (but they skipped spaces), so also using $n was
	   dangerous!

	   If you really need to use a &n, check you are not losing security,
	   and if you cannot write safe code, use calculator as in point 1).
	   Note that this is NOT dangerous too:

	   #action >+autogroup ^&1 starts following you.=group $1

	   since if someone tries to force you as explained above
	   it will not work, because #action allows only ONE command to follow
	   the pattern and you did not place braces around "group $1",
	   so only the first command (in this case "group <name>")
	   will be executed.

	In every case, remember the best strategy is: check what you are doing,
	and do not lose control. If you are not sure a command is safe, better
	not to use it.
	-----------------------------------------------------------

LIMITS

	Powwow has the following limitations:

	Numeric variables are defined as 'long', that means 32-bit integers
	  on most systems.
	  
	String variables, text lines and commands by default have no length
	  limits. If you want, you _can_ set a max limit with `#setvar mem'.
	  Powwow discards text and strings longer than such a limit.

	  Exceptions: the labels/patterns of #aliases, #actions, #prompts,
	  #marks, #in/#at etc. cannot be longer than 4095 chars.
	  The same limit (4095 chars) applies for the input line.
	  (the number can be changed by modifying the symbol BUFSIZE)
	  
	Unnamed ('numbered') variables must have indexes from -50 to 9.
	  (the 50 can be changed modifying the symbol NUMVAR, the 9 cannot
	   be increased due to hardcoded limits)

	Inline calculator can hold up to 100 suspended operations, due to
	  parentheses and/or inverted priority of operators.
	  (the number can be changed by modifying the symbol MAX_STACK)

	The depth of nested/recursive aliases, actions, prompts, #while and
	#for commands is limited to 100 nested calls.
	  (the number can be changed by modifying the symbol MAX_STACK)

	The number of loops of a #while or #for is limited to 10000.
	  (the number can be changed by modifying the symbol MAX_LOOP)
	  
	Automap can be at most 999 steps.
	  (the number can be changed by modifying the symbol MAX_MAPLEN)
	
	History can contain at most 127 lines.
	  (the number can be changed by modifying the symbol MAX_HIST)
	  #history commands can execute other #history commands, up to
	  MAX_HIST levels of recursion.
	  
        Word completion list can contain at most 512 words.
	  (the number can be changed by modifying the symbol MAX_WORDS)

        Up to 32 MUD (or spawned) connections can be open simultaneously.
	  (the number can be changed by modifying the symbol MAX_FDSCAN)

	For all other resources, the only limit is the available memory.
	-----------------------------------------------------------

THE BREAK KEY

	It is usually Control-C or DEL (it depends from the terminal you use).

	Powwow cannot redefine it, but you need to hit it twice in a row
	to actually stop powwow.
	This is because hitting it only once is used to stop command parsing:
	if you enter a long loop using internal commands
	(for example: #while (1) drop 1 coin)
	you can simply press your break key and powwow will immediatly exit
	from the loop with this message: `#interrupted. Press again to quit.'

	If you press the break key again, you will exit powwow.
	Otherwise, if you first type something, then you press break key once
	more, you will get again: `#interrupted. Press again to quit.'
	-----------------------------------------------------------
	
ADVANCED TOPIC: SUBSTITUTIONS AND UNESCAPING

	WARNING:
	this is a bit complicated and not recommended for beginners,
	as the explanation given at the beginning about $n and \'s might
	suffice	in many cases. So you might skip this paragraph if you want.
	
	Still reading? Ok, this is it:
	
	We described in the beginning that adding \'s to $n delays text
	substitution in aliases and actions. Actually, every time powwow
	is asked to execute a command, it can make one or more of the
	following operations on the command itself before executing it:

	Step (a) : `PARAMETER SUBSTITUTION' or simply `substitution'

	(a1) place in $1..$9 the correct words

	(a2) replace every occurrence of $1..$9 with the contents of the
	     corresponding variable. Also replace every occurrence of @1..@9
	     with the contents of the corresponding variable.
	     Note that if one or more \ are preceding a $n or @n,
	     it will be NOT substituted.

	Step (b) : `JUST IN TIME SUBSTITUTION' or `jit' in short

	(b1) replace every occurence of #{expression} with the value of the
	     expression. Also replace every occurrence of ${name} and @{name}
	     with the contents of the corresponding variable. Again,
	     if one or more \ are preceding a #{expr}, ${name} or @{name},
	     it will NOT be substituted. This substitution works also
	     for numbered variables ${number} and @{number}.

	Step (c) : `UNESCAPING'
	
	(c1) Remove ONE \ from every list of consecutive escapes,
	     unless they are followed by one or more ` (i.e. reverse-escaped)
	     For example, \\\$1 is replaced with \\$1

	(c2) Remove ONE ` from every list of consecutive escapes immediately
	     followed by a list of consecutive `
	     For example, @``` is not modified,
		while \\` is replaced with \\
		and   \\``` is replaced with \\``
	
	The steps actually executed vary from command to command,
	but are always ran in order:
	if both present, (a) always precedes (b)
	if both present, (a) always precedes (c)
	if both present, (b) always precedes (c).

	-----------------------------------------------------------

	When each step is performed/not performed:
	
	Step (a) (substitution) is performed when executing one of the
	  following:
	  aliases, actions, prompts, #for or #while
	
	Step (b) (jit) is performed when executing _any_ command that allows
	  a single instruction, and is executed on that instruction before
	  running it. The list is:
	  #alias, #action, #prompt, #at, #bind, #connect, #do, #for, #identify,
	  #if-#else, #in, #init, #nice, #while.

	  Also performed on normal (not yet implemented for regexp) patterns
	  of #actions before matching them. On regexp patterns, step (c)
	  is made instead.

	Step (c) (unescaping) is performed any time that step (a)
	  and/or step (b) are performed.

	  In addition, unescaping is also performed on text
	  (not on expressions) following all #commands that allow plain text:
	  #add, #emulate, #exe, #mark, #print, #put, #send, #var
	
	  on labels of all #commands that allow labels:
	  #alias, #action, #prompt, #at, #in
	
	  and last, on text that is not a #command nor an alias
	  before sending it to the MUD, unless the last operation on the
	  text was _already_ an unescaping.
	
	Examples:
	
	#alias fb=cast 'fireball' ${target}
	#var $target=troll
	fb				(effect: cast 'fireball' troll)
	#var $target=dragon
	fb				(effect: cast 'fireball' dragon)
	
	#action >chase ^${target} leaves $1={#print; #alias f=$1}
					(whenever `dragon' leaves the room,
					 the alias 'f' is set to follow it)

	#action >chase2 ^\${target} leaves $1={#print; #alias f=$1}
					(the text `${target}' will be matched
					 literally)
	WARNINGS:
	
	Step (b) is NOT automatically performed on text typed from the keyboard
	  so for example `#print ${target}' just prints literally `${target}'
	  and not the contents of the variable.
	  If you need step (b) on text you type, you can do something like:
	  #alias /=$0
	  and then prepend all commands with `/ ' :
	  / #print ${target}
	
	Step (b) is not yet implemented for regexp actions/prompt due to
	  internal difficulties. As a workaround, step (c) (unescaping)
	  is instead performed on regexp patterns.

	Since powwow 1.1.3, unescaping is performed also on the text coming
	  from substition and jit. This causes subtle incompatibilities with
	  previous versions in case $n contains any \ or \` .
	  I tried to avoid this incompatibility, but it is really complicated
	  to do since I want the text coming from substitution to be subject
	  to jit as well. So you (and me) will have to live with it :-(
	-----------------------------------------------------------

ADVANCED TOPIC: SPECIAL COMMAND #PROMPT

	Automatic command execution triggered on prompts
	#prompt [[<|=|>|%][+|-]label] [{pattern | (expression)}=[command]]
	
	WARNING:
	this is quite a complicated topic too. You will only need to read this
	paragraph if you want to mess with prompts in strange ways, as powwow
	usually handles prompts correctly.
	
	Second warning:
	#prompt works only on the main MUD connection.
	
	O.K, since you are still reading, let's get a bit technical about
	powwow internals:
	
	(WARNING: this changed since powwow 1.1.7:)

	Unless you use #actions, powwow sends immediately to the screen
	whatever text it receives from the MUD. It sends to screen both
	newline-ended lines (we'll name these `full lines')
	and lines not ended with a newline (`incomplete lines').
	Now, there are two problems:
	1) there's no way to know whether an incomplete line is actually
	   finished or there is a continuation we still have to receive.
	2) powwow cannot know if the line, or an initial part of it,
	   is a prompt.
	
	When powwow receives a line (either full or incomplete),
	its beginning part may be a prompt, so it matches #prompts on the line.
	If the beginning part is _actually_ a prompt, #prompt should
	execute #isprompt on it, to let powwow recognize the prompt as such.

	To be exact #isprompt must also specify how long the initial prompt is,
	so that powwow can split it from the rest of the line.
	For this reason, #isprompt is invoked with a numerical argument:
	#isprompt <number>
	or
	#isprompt (expression)
	
	a)If the number (or the result of the expression) is positive
	  and equals to (n), #isprompt declares that the initial prompt
	  is (n) characters long.
	b)If the number is negative and equals to (-n), #isprompt declares
	  that the initial prompt is the same length as the parameter $n.
	c)If the number is 0 (or is missing), #isprompt declares
	  the whole line as a prompt.

	Also, if a #prompt does not run #isprompt, it is interpreted as
	'this text is not a prompt'

	Putting #isprompt in a #prompt inhibits further attempts to match
	that part of the line against both #prompts and #actions
	(so should be used only on a complete prompt, not on a part of it)
	
	NOTE: Since a prompt may be followed by other text, when using
	  regexp patterns in #prompt it is important not to end the pattern
	  with $ (which matches the 'end of line')
	
	Examples:
	
	On MUME the prompt starts with either `o' or `*' and finishes with `>'
	So the regexp pattern ^[o\*].*> will match all prompts and nothing else
	To do the same using normal patterns, one should use two patterns
	(and two #prompts): ^o&1> and ^*&1>
	
	On other MUDs of course the possible prompts will vary, so one must
	find which pattern (or patterns) will match all the possible prompts.
	If it also matches strings that are not prompts, care is required
	_not_ to run #isprompt in such cases.
	
	Let's continue with the MUME example: using regexp patterns,
	a correct #prompt is:
	
	#prompt %default ^[o\\*][^>]*>=
	    {#isprompt -1; #($prompt = "xyz " + attr "bold" + $prompt + noattr)}
	    
	Note that the pattern contains _two_ backslashes instead of one,
	as powwow unescapes regexp patterns.
	Also, [^>]*> is used instead of .*> to stop matching at the _first_ `>'
	(regexp by default would match the longest text possible,
	 stopping at the _last_ `>' in the line)

	The #prompt above correctly matches every MUME prompt,
	runs #isprompt -1 on it
	  (which declares that the prompt is as long as $1
	   since in regexp patterns $1 is the whole match, it is a good choice)
	then modifies the prompt in a custom way
	  (puts it in bold then appends it to "xyz ")

	Of course #prompts may do whatever one wants, but with a limitation:
	they must run #isprompt _before_ modifying the prompt, or unpredictable
	things could happen.
	
	To have the same effect with normal patterns, the following
	would be needed:
	
	#prompt >default1 ^o&1>=
	    {#isprompt (2+.?$(1)); #($prompt = "xyz " + attr "bold" + $prompt + noattr)}

	#prompt >default2 ^*&1>=
	    {#isprompt (2+.?$(1)); #($prompt = "xyz " + attr "bold" + $prompt + noattr)}

	The expression after #isprompt meanxs "2 plus the length of $1"
	which is obviously the correct length, as $1 does not contain
	`o' (or `*') and `>'.
	
	Final note:
	If the prompt is longer than a whole line, it may be drawn incorrectly
	and may	interfere with the input line (yep, it's a bug).
	
	MUME players who happen to own a Valar+ character will find this
	useful too:
	#prompt >default3 ^+&1>={#isprompt (2+.?$(1))}
	or, to use regexp patterns:
	#prompt %default ^[o\\*\\+][^>]*>={#isprompt -1}
	
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