Added public files
Roughly added all public files. Probably missed some, though.
diff --git a/doc/std/living b/doc/std/living
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+++ b/doc/std/living
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+
+OBJECT:
+ living
+
+
+SYNOPSIS:
+ inherit "std/living";
+
+ #include <properties.h>
+ #include <living.h>
+
+
+DESCRIPTION:
+ This is the generic living object which 'lives', can move,
+ can fight.
+
+ It has a number of 'stats', also called 'attributes' in
+ the new system. These include the former stats
+ strength, dexterity, intelligence and constitution.
+ These attributes determine the life functions and
+ variables like hitpoints and spellpoints, but also the
+ ability to perform certain actions like spellcasting or
+ swordfighting. Attributs are implemented as a property
+ P_ATTRIBUTES. Attributes can be set by using the functions
+
+ SetAttribute(string attribute, int value)
+ Sets <attribute> to <value>. Certain restrictions might
+ exist, and the requested attribute might not be set.
+ Attributes are integer values, and are in the range
+ of 1 (very bad) to 20 (excellent and highest possible
+ for a normal human).
+
+ int QueryAttribute(string attribute)
+ Returns value of <attribute>
+
+ Abilities. A living creature may have special abilities
+ to perform certain actions. These may be very different
+ types of actions, like fighting with a sword, casting
+ a fireball or climbing up a tree. Abilities are
+ implemented as the P_ABILITIES property. An ability may
+ be accompanied by an object which may define special
+ actions and which uses the values of P_ABILITES, for
+ example a spellbook will store spell levels there or
+ a weapon uses a weapon ability (skill). The abilities
+ can be manipulated:
+
+ SetAbility(string ability, int value)
+ Sets <ability> to <value>.
+
+ int QueryAbility(string ability)
+ Ask the value of <ability>.
+
+ Equipment. Weaponclass and armourclass are defined. Unless
+ a weapon is used, the wc is 0. Unless an armour is used,
+ the ac is 0. (P_WC and P_AC)
+
+ Live variables. A living creature has several needs just
+ because it is alive. The complex life functions are
+ reducced to some crucial factors.
+
+ P_HP
+ These are mainly determined by the constitution and give
+ the ability of the body to absorb damage. If the
+ hitpoints go below zero, the creature is dead.
+
+ P_SP
+ Spellpoints (sometimes called mana) describe the magical
+ (spiritual) capability of the creature. It is mainly
+ determined by Intelligence and Wisdom. It is up to the
+ creature how good it uses the spellpoint resource.
+ Spellpoints will go down when supernatural actions are
+ performed by the creature.
+
+ P_MAX_SP, P_MAX_HP
+ Readonly variable which are computed from attributes.
+
+ P_FOOD, P_DRINK, P_ALCOHOL, (P_POISON)
+ These three variables describe hunger, thirst and
+ intoxication by alcohol. The max is dependent on the
+ constitution of the living, and of the weight.
+ These variables automatically decrease with time.
+ When food or drink goes below zero, the creature
+ suffers hunger or thirst and will lose hitpoints.
+
+ P_MAX_FOOD, P_MAX_DRINK, P_MAX_ALCOHOL
+ Readonly variables which are computed from attributes.
+
+ P_WEIGHT, P_SIZE
+ These variables describe the physical proportions of
+ the creatures body. Both variables are standard properties
+ and are also used in normal objects.
+
+ P_MAX_WEIGHT
+ This is a readonly variable which describes how much
+ a living creature may carry around.
+
+ P_GENDER
+ This is obvious. Gender may be MALE, FEMALE or NEUTER,
+ as defined in <living.h>. Player gender may be only
+ MALE or FEMALE.
+
+ P_RACE
+ A string which defines the race.
+
+ P_ALIGNMENT
+ The alignment of the living, ranging frO
+
+ P_AGE
+ The age of the living creature in seconds
+
+
+INHERITANCE TREE:
+ living
+ |-thing/moving
+ |-thing/properties
+ `-thing/description
+
+
+SEE ALSO:
+ properties(C), units(C)