/
Tartarus/
Tartarus/gods/
Tartarus/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1996 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/***************************************************************************
*       Tartarus code is copyright (C) 1997-1998 by Daniel Graham          *
*	In using this code you agree to comply with the Tartarus license   *
*       found in the file /Tartarus/doc/tartarus.doc                       *
***************************************************************************/

/*
 * Accommodate old non-Ansi compilers.
 */
#if defined(TRADITIONAL)
#define const
#define args( list )			( )
#define DECLARE_DO_FUN( fun )		void fun( )
#define DECLARE_SPEC_FUN( fun )		bool fun( )
#define DECLARE_SPELL_FUN( fun )	void fun( )
#else
#define args( list )			list
#define DECLARE_DO_FUN( fun )		DO_FUN    fun
#define DECLARE_SPEC_FUN( fun )		SPEC_FUN  fun
#define DECLARE_SPELL_FUN( fun )	SPELL_FUN fun
#endif

/* system calls */
int remove();
int system();



/*
 * Short scalar types.
 * Diavolo reports AIX compiler has bugs with short types.
 */
#if	!defined(FALSE)
#define FALSE	 0
#endif

#if	!defined(TRUE)
#define TRUE	 1
#endif

#if	defined(_AIX)
#if	!defined(const)
#define const
#endif
typedef int				sh_int;
typedef int				bool;
#define unix
#else
typedef short   int			sh_int;
typedef unsigned char			bool;
#endif



/*
 * Structure types.
 */
typedef struct	affect_data		AFFECT_DATA;
typedef struct	area_data		AREA_DATA;
typedef struct	ban_data		BAN_DATA;
typedef struct 	buf_type	 	BUFFER;
typedef struct	char_data		CHAR_DATA;
typedef struct	descriptor_data		DESCRIPTOR_DATA;
typedef struct	exit_data		EXIT_DATA;
typedef struct	extra_descr_data	EXTRA_DESCR_DATA;
typedef struct	help_data		HELP_DATA;
typedef struct	kill_data		KILL_DATA;
typedef struct	mem_data		MEM_DATA;
typedef struct	mob_index_data		MOB_INDEX_DATA;
typedef struct	note_data		NOTE_DATA;
typedef struct	obj_data		OBJ_DATA;
typedef struct	obj_index_data		OBJ_INDEX_DATA;
typedef struct	pc_data			PC_DATA;
typedef struct  gen_data		GEN_DATA;
typedef struct	reset_data		RESET_DATA;
typedef struct	room_index_data		ROOM_INDEX_DATA;
typedef struct	shop_data		SHOP_DATA;
typedef struct	time_info_data		TIME_INFO_DATA;
typedef struct	weather_data		WEATHER_DATA;
typedef struct  mprog_list              MPROG_LIST;
typedef struct  mprog_code              MPROG_CODE;



/*
 * Function types.
 */
typedef	void DO_FUN	args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN	args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN	args( ( int sn, int level, CHAR_DATA *ch, void *vo,
				int target ) );



/*
 * String and memory management parameters.
 */
#define	MAX_KEY_HASH		 1024
#define MAX_STRING_LENGTH	 4608
#define MAX_INPUT_LENGTH	  256
#define PAGELEN			   23



/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_SOCIALS		  256
#define MAX_SKILL                 342
#define MAX_GROUP		   40
#define MAX_IN_GROUP              354
#define MAX_ALIAS		    5
#define MAX_CLASS                  11
#define MAX_PC_RACE                13
#define MAX_CLAN                    7
#define MAX_DAMAGE_MESSAGE	   43
#define MAX_LEVEL		   60
#define LEVEL_HERO		   (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 8)

#define PULSE_PER_SECOND	    4
#define PULSE_VIOLENCE		  ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE		  ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK		  (40 * PULSE_PER_SECOND)
#define PULSE_AREA		  (120 * PULSE_PER_SECOND)
#define PULSE_TRACK		  ( 20 * PULSE_PER_SECOND)
#define PULSE_RIOT		  ( 2 * PULSE_PER_SECOND)

#define IMPLEMENTOR		MAX_LEVEL
#define	CREATOR			(MAX_LEVEL - 1)
#define SUPREME			(MAX_LEVEL - 2)
#define DEITY			(MAX_LEVEL - 3)
#define GOD			(MAX_LEVEL - 4)
#define IMMORTAL		(MAX_LEVEL - 5)
#define DEMI			(MAX_LEVEL - 6)
#define ANGEL			(MAX_LEVEL - 7)
#define AVATAR			(MAX_LEVEL - 8)
#define HERO			LEVEL_HERO



/*
 * Site ban structure.
 */

#define BAN_SUFFIX		A
#define BAN_PREFIX		B
#define BAN_NEWBIES		C
#define BAN_ALL			D	
#define BAN_PERMIT		E
#define BAN_PERMANENT		F

struct	ban_data
{
    BAN_DATA *	next;
    bool	valid;
    sh_int	ban_flags;
    sh_int	level;
    char *	name;
};

struct buf_type
{
    BUFFER *    next;
    bool        valid;
    sh_int      state;  /* error state of the buffer */
    sh_int      size;   /* size in k */
    char *      string; /* buffer's string */
};



/*
 * Time and weather stuff.
 */
#define SUN_DARK		    0
#define SUN_RISE		    1
#define SUN_LIGHT		    2
#define SUN_SET			    3

#define SKY_CLOUDLESS		    0
#define SKY_CLOUDY		    1
#define SKY_RAINING		    2
#define SKY_LIGHTNING		    3

struct	time_info_data
{
    int		hour;
    int		day;
    int		month;
    int		year;
};

struct	weather_data
{
    int		mmhg;
    int		change;
    int		sky;
    int		sunlight;
};



/*
 * Connected state for a channel.
 */
#define CON_PLAYING			 0
#define CON_GET_NAME			 1
#define CON_GET_OLD_PASSWORD		 2
#define CON_CONFIRM_NEW_NAME		 3
#define CON_GET_NEW_PASSWORD		 4
#define CON_CONFIRM_NEW_PASSWORD	 5
#define CON_GET_NEW_RACE		 6
#define CON_GET_NEW_SEX			 7
#define CON_GET_NEW_CLASS		 8
#define CON_ROLLING_STATS                9
#define CON_GET_ALIGNMENT               10
#define CON_GET_ETHOS                   11
#define CON_DEFAULT_CHOICE              12 
#define CON_GEN_GROUPS                  13 
#define CON_NEW_CHAR                    14
#define CON_READ_IMOTD                  15
#define CON_READ_MOTD                   16
#define CON_BREAK_CONNECT               17



/*
 * Descriptor (channel) structure.
 */
struct	descriptor_data
{
    DESCRIPTOR_DATA *	next;
    DESCRIPTOR_DATA *	snoop_by;
    CHAR_DATA *		character;
    CHAR_DATA *		original;
    bool		valid;
    char *		host;
    sh_int		descriptor;
    sh_int		connected;
    bool		fcommand;
    char		inbuf		[4 * MAX_INPUT_LENGTH];
    char		incomm		[MAX_INPUT_LENGTH];
    char		inlast		[MAX_INPUT_LENGTH];
    int			repeat;
    char *		outbuf;
    int			outsize;
    int			outtop;
    char *		showstr_head;
    char *		showstr_point;
};



/*
 * Attribute bonus structures.
 */
struct	str_app_type
{
    sh_int	tohit;
    sh_int	todam;
    sh_int	carry;
    sh_int	wield;
};

struct	int_app_type
{
    sh_int	learn;
};

struct	wis_app_type
{
    sh_int	practice;
};

struct	dex_app_type
{
    sh_int	defensive;
    sh_int	carry;
};

struct	con_app_type
{
    sh_int	hitp;
    sh_int	shock;
};



/*
 * TO types for act.
 */
#define TO_ROOM		    0
#define TO_NOTVICT	    1
#define TO_VICT		    2
#define TO_CHAR		    3
#define TO_ALL		    4



/*
 * Help table types.
 */
struct	help_data
{
    HELP_DATA *	next;
    sh_int	level;
    char *	keyword;
    char *	text;
};



/*
 * Shop types.
 */
#define MAX_TRADE	 5

struct	shop_data
{
    SHOP_DATA *	next;			/* Next shop in list		*/
    sh_int	keeper;			/* Vnum of shop keeper mob	*/
    sh_int	buy_type [MAX_TRADE];	/* Item types shop will buy	*/
    sh_int	profit_buy;		/* Cost multiplier for buying	*/
    sh_int	profit_sell;		/* Cost multiplier for selling	*/
    sh_int	open_hour;		/* First opening hour		*/
    sh_int	close_hour;		/* First closing hour		*/
};



/*
 * Per-class stuff.
 */

#define MAX_GUILD 	8
#define MAX_STATS 	5
#define STAT_STR 	0
#define STAT_INT	1
#define STAT_WIS	2
#define STAT_DEX	3
#define STAT_CON	4

struct	class_type
{
    char *	name;			/* the full name of the class */
    char 	who_name	[4];	/* Three-letter name for 'who'	*/
   /* sh_int      attr_prime;              Prime attribute              */
    sh_int      align;                  /* see pc_race_type */
    sh_int      xpadd;                  /* see pc_race_type */
    sh_int	weapon;			/* First weapon			*/
    sh_int	guild[MAX_GUILD];	/* Vnum of guild rooms		*/
    sh_int	skill_adept;		/* Maximum skill level		*/
    sh_int	thac0_00;		/* Thac0 for level  0		*/
    sh_int	thac0_32;		/* Thac0 for level 32		*/
    sh_int	hp_min;			/* Min hp gained on leveling	*/
    sh_int	hp_max;			/* Max hp gained on leveling	*/
    bool	fMana;			/* Class gains mana on level	*/
    char *	base_group;		/* base skills gained		*/
    char *	default_group;		/* default skills gained	*/
};

struct item_type
{
    int		type;
    char *	name;
};

struct weapon_type
{
    char *	name;
    sh_int	vnum;
    sh_int	type;
    sh_int	*gsn;
};

struct wiznet_type
{
    char *	name;
    long 	flag;
    int		level;
};

struct attack_type
{
    char *	name;			/* name */
    char *	noun;			/* message */
    int   	damage;			/* damage class */
};

struct race_type
{
    char *	name;			/* call name of the race */
    bool	pc_race;		/* can be chosen by pcs */
    long	act;			/* act bits for the race */
    long	aff;			/* aff bits for the race */
    long	off;			/* off bits for the race */
    long	imm;			/* imm bits for the race */
    long        res;			/* res bits for the race */
    long	vuln;			/* vuln bits for the race */
    long	form;			/* default form flag for the race */
    long	parts;			/* default parts for the race */
};


struct pc_race_type  /* additional data for pc races */
{
    char *	name;			/* MUST be in race_type */
    char 	who_name[6];
    sh_int      align;                  /* alignments race can have: 0=gne 1=gn 2=ne 3=g 4=n 5=e */
    sh_int      xpadd;                  /* extra xp per lvl needed */
    char *	skills[5];		/* bonus skills for the race */
    sh_int 	classes[11]; 		/* class restricts for races */
    sh_int 	stats[MAX_STATS];	/* starting stat modifiers */
    sh_int	max_stats[MAX_STATS];	/* maximum stats */
    sh_int	size;			/* aff bits for the race */
};


struct spec_type
{
    char * 	name;			/* special function name */
    SPEC_FUN *	function;		/* the function */
};



/*
 * Data structure for notes.
 */

#define NOTE_NOTE	0
#define NOTE_IDEA	1
#define NOTE_PENALTY	2
#define NOTE_NEWS	3
#define NOTE_CHANGES	4

struct	note_data
{
    NOTE_DATA *	next;
    bool 	valid;
    sh_int	type;
    char *	sender;
    char *	date;
    char *	to_list;
    char *	subject;
    char *	text;
    time_t      date_stamp;
};



/*
 * An affect.
 */
struct	affect_data
{
    AFFECT_DATA *	next;
    bool		valid;
    sh_int		where;
    sh_int		type;
    sh_int		level;
    sh_int		duration;
    sh_int		location;
    sh_int		modifier;
    int			bitvector;
};

/* wear definitions */
#define TO_AFFECTS	0
#define TO_OBJECT	1
#define TO_IMMUNE	2
#define TO_RESIST	3
#define TO_VULN		4
#define TO_WEAPON	5

/* Clan definitions */
#define CLAN_ANCIENT	1
#define CLAN_LIFE	2
#define CLAN_ARCANA	3
#define CLAN_CRUSADER	4
#define CLAN_ENFORCER	5
#define CLAN_OUTLAW	6


#define CLAN_LEADER 	5
/*
 * A kill structure (indexed by level).
 */
struct	kill_data
{
    sh_int		number;
    sh_int		killed;
};



/***************************************************************************
 *                                                                         *
 *                   VALUES OF INTEREST TO AREA BUILDERS                   *
 *                   (Start of section ... start here)                     *
 *                                                                         *
 ***************************************************************************/

/*
 * Well known mob virtual numbers.
 * Defined in #MOBILES.
 */
#define MOB_VNUM_FIDO		   3090
#define MOB_VNUM_CITYGUARD	   3060
#define MOB_VNUM_VAMPIRE	   3404

/* skills.are mobs */
#define MOB_VNUM_ZOMBIE		   2901
#define MOB_VNUM_FIRE_ELEMENTAL	   2902
#define MOB_VNUM_WATER_ELEMENTAL   2903
#define MOB_VNUM_AIR_ELEMENTAL	   2904
#define MOB_VNUM_EARTH_ELEMENTAL   2905
#define MOB_VNUM_FALCON		   2906
#define MOB_VNUM_WOLF		   2907
#define MOB_VNUM_BEAR		   2908
#define MOB_VNUM_LION		   2909
#define MOB_VNUM_ENFORCER	   2910		
#define MOB_VNUM_L_GOLEM	   2911
#define MOB_VNUM_UNICORN	   2912
#define MOB_VNUM_DRAGON	   	   2913
#define MOB_VNUM_SHADOW		   2914
#define MOB_VNUM_G_GOLEM	   2915
#define MOB_VNUM_DECOY		   2916
#define MOB_VNUM_ARMOR		   2917
#define MOB_VNUM_WEAPON		   2918
#define MOB_VNUM_KEY		   2919
#define MOB_VNUM_SLAYER		   2920
#define MOB_VNUM_SKELETON	    2921
#define MOB_VNUM_MUMMY		    2922
#define MOB_VNUM_NIGHTFALL	     2923

#define MOB_VNUM_PROTECTOR	   23600
#define MOB_VNUM_ENFORCER_STATUE   23602

#define MOB_VNUM_ARCANA	   	   4401
#define MOB_VNUM_ANCIENT	   3801
#define MOB_VNUM_LIFE		   4500
#define MOB_VNUM_CRUSADER 	   5701
#define MOB_VNUM_OUTLAW		   9900
#define MOB_VNUM_ENFORCER_G	   23600

#define MOB_VNUM_PATROLMAN	   2106
#define GROUP_VNUM_TROLLS	   2100
#define GROUP_VNUM_OGRES	   2101
#define MOB_VNUM_HYDRA 		13724
#define MOB_VNUM_BONES		13725
#define MOB_VNUM_DRANNOR_LADY	13726
#define MOB_VNUM_DRANNOR_KNIGHT 13730


/* RT ASCII conversions -- used so we can have letters in this file */

#define A		  	1
#define B			2
#define C			4
#define D			8
#define E			16
#define F			32
#define G			64
#define H			128

#define I			256
#define J			512
#define K		        1024
#define L		 	2048
#define M			4096
#define N		 	8192
#define O			16384
#define P			32768

#define Q			65536
#define R			131072
#define S			262144
#define T			524288
#define U			1048576
#define V			2097152
#define W			4194304
#define X			8388608

#define Y			16777216
#define Z			33554432
#define aa			67108864 	/* doubled due to conflicts */
#define bb			134217728
#define cc			268435456    
#define dd			536870912
#define ee			1073741824
#define ff 			2147483648


/*
 * ACT bits for mobs.
 * Used in #MOBILES.
 */
#define ACT_IS_NPC              (A)             /* Auto set for mobs     */
#define ACT_SENTINEL            (B)             /* Stays in one room     */
#define ACT_SCAVENGER           (C)             /* Picks up objects      */
#define ACT_CLAN_MOB             (D)             /* Attacks non-clan  PC's*/
#define ACT_AGGRESSIVE          (F)             /* Attacks PC's          */
#define ACT_STAY_AREA           (G)             /* Won't leave area      */
#define ACT_WIMPY		(H)
#define ACT_PET                 (I)             /* Auto set for pets     */
#define ACT_TRAIN               (J)             /* Can train PC's        */
#define ACT_PRACTICE            (K)             /* Can practice PC's     */
#define ACT_UNDEAD		(O)	
#define ACT_CLERIC		(Q)
#define ACT_MAGE		(R)
#define ACT_THIEF		(S)
#define ACT_WARRIOR		(T)
#define ACT_NOALIGN		(U)
#define ACT_NOPURGE		(V)
#define ACT_OUTDOORS		(W)
#define ACT_INDOORS		(Y)
#define ACT_QUESTOR		(Z)
#define ACT_IS_HEALER		(aa)
#define ACT_GAIN		(bb)
#define ACT_UPDATE_ALWAYS	(cc)
#define ACT_IS_CHANGER		(dd)
#define ACT_BANKER		(ee)

/* damage classes */
#define DAM_NONE                0
#define DAM_BASH                1
#define DAM_PIERCE              2
#define DAM_SLASH               3
#define DAM_FIRE                4
#define DAM_COLD                5
#define DAM_LIGHTNING           6
#define DAM_ACID                7
#define DAM_POISON              8
#define DAM_NEGATIVE            9
#define DAM_HOLY                10
#define DAM_ENERGY              11
#define DAM_MENTAL              12
#define DAM_DISEASE             13
#define DAM_DROWNING            14
#define DAM_LIGHT		15
#define DAM_OTHER               16
#define DAM_HARM		17
#define DAM_CHARM		18
#define DAM_SOUND		19

/* OFF bits for mobiles */
#define OFF_AREA_ATTACK         (A)
#define OFF_BACKSTAB            (B)
#define OFF_BASH                (C)
#define OFF_BERSERK             (D)
#define OFF_DISARM              (E)
#define OFF_DODGE               (F)
#define OFF_FADE                (G)
#define OFF_FAST                (H)
#define OFF_KICK                (I)
#define OFF_KICK_DIRT           (J)
#define OFF_PARRY               (K)
#define OFF_RESCUE              (L)
#define OFF_TAIL                (M)
#define OFF_TRIP                (N)
#define OFF_CRUSH		(O)
#define ASSIST_ALL       	(P)
#define ASSIST_ALIGN	        (Q)
#define ASSIST_RACE    	     	(R)
#define ASSIST_PLAYERS      	(S)
#define ASSIST_GUARD        	(T)
#define ASSIST_VNUM		(U)
#define NO_TRACK		(V)
#define STATIC_TRACKING		(W)
#define SPAM_MURDER		(X)
#define OFF_INTIMIDATED		(Y)
#define OFF_UNDEAD_DRAIN	(Z)	/* True undead drain, very powerful */


/* return values for check_imm */
#define IS_NORMAL		0
#define IS_IMMUNE		1
#define IS_RESISTANT		2
#define IS_VULNERABLE		3

/* IMM bits for mobs */
#define IMM_SUMMON              (A)
#define IMM_CHARM               (B)
#define IMM_MAGIC               (C)
#define IMM_WEAPON              (D)
#define IMM_BASH                (E)
#define IMM_PIERCE              (F)
#define IMM_SLASH               (G)
#define IMM_FIRE                (H)
#define IMM_COLD                (I)
#define IMM_LIGHTNING           (J)
#define IMM_ACID                (K)
#define IMM_POISON              (L)
#define IMM_NEGATIVE            (M)
#define IMM_HOLY                (N)
#define IMM_ENERGY              (O)
#define IMM_MENTAL              (P)
#define IMM_DISEASE             (Q)
#define IMM_DROWNING            (R)
#define IMM_LIGHT		(S)
#define IMM_SOUND		(T)
#define IMM_WOOD                (X)
#define IMM_SILVER              (Y)
#define IMM_IRON                (Z)
 
/* RES bits for mobs */
#define RES_SUMMON		(A)
#define RES_CHARM		(B)
#define RES_MAGIC               (C)
#define RES_WEAPON              (D)
#define RES_BASH                (E)
#define RES_PIERCE              (F)
#define RES_SLASH               (G)
#define RES_FIRE                (H)
#define RES_COLD                (I)
#define RES_LIGHTNING           (J)
#define RES_ACID                (K)
#define RES_POISON              (L)
#define RES_NEGATIVE            (M)
#define RES_HOLY                (N)
#define RES_ENERGY              (O)
#define RES_MENTAL              (P)
#define RES_DISEASE             (Q)
#define RES_DROWNING            (R)
#define RES_LIGHT		(S)
#define RES_SOUND		(T)
#define RES_WOOD                (X)
#define RES_SILVER              (Y)
#define RES_IRON                (Z)
 
/* VULN bits for mobs */
#define VULN_SUMMON		(A)
#define VULN_CHARM		(B)
#define VULN_MAGIC              (C)
#define VULN_WEAPON             (D)
#define VULN_BASH               (E)
#define VULN_PIERCE             (F)
#define VULN_SLASH              (G)
#define VULN_FIRE               (H)
#define VULN_COLD               (I)
#define VULN_LIGHTNING          (J)
#define VULN_ACID               (K)
#define VULN_POISON             (L)
#define VULN_NEGATIVE           (M)
#define VULN_HOLY               (N)
#define VULN_ENERGY             (O)
#define VULN_MENTAL             (P)
#define VULN_DISEASE            (Q)
#define VULN_DROWNING           (R)
#define VULN_LIGHT		(S)
#define VULN_SOUND		(T)
#define VULN_WOOD               (X)
#define VULN_SILVER             (Y)
#define VULN_IRON		(Z)
 
/* body form */
#define FORM_EDIBLE             (A)
#define FORM_POISON             (B)
#define FORM_MAGICAL            (C)
#define FORM_INSTANT_DECAY      (D)
#define FORM_OTHER              (E)  /* defined by material bit */
 
/* actual form */
#define FORM_ANIMAL             (G)
#define FORM_SENTIENT           (H)
#define FORM_UNDEAD             (I)
#define FORM_CONSTRUCT          (J)
#define FORM_MIST               (K)
#define FORM_INTANGIBLE         (L)
 
#define FORM_BIPED              (M)
#define FORM_CENTAUR            (N)
#define FORM_INSECT             (O)
#define FORM_SPIDER             (P)
#define FORM_CRUSTACEAN         (Q)
#define FORM_WORM               (R)
#define FORM_BLOB		(S)
 
#define FORM_MAMMAL             (V)
#define FORM_BIRD               (W)
#define FORM_REPTILE            (X)
#define FORM_SNAKE              (Y)
#define FORM_DRAGON             (Z)
#define FORM_AMPHIBIAN          (aa)
#define FORM_FISH               (bb)
#define FORM_COLD_BLOOD		(cc)	
 
/* body parts */
#define PART_HEAD               (A)
#define PART_ARMS               (B)
#define PART_LEGS               (C)
#define PART_HEART              (D)
#define PART_BRAINS             (E)
#define PART_GUTS               (F)
#define PART_HANDS              (G)
#define PART_FEET               (H)
#define PART_FINGERS            (I)
#define PART_EAR                (J)
#define PART_EYE		(K)
#define PART_LONG_TONGUE        (L)
#define PART_EYESTALKS          (M)
#define PART_TENTACLES          (N)
#define PART_FINS               (O)
#define PART_WINGS              (P)
#define PART_TAIL               (Q)
/* for combat */
#define PART_CLAWS              (U)
#define PART_FANGS              (V)
#define PART_HORNS              (W)
#define PART_SCALES             (X)
#define PART_TUSKS		(Y)

#define MORPH_RED		1
#define MORPH_BLACK		2
#define MORPH_BLUE		3
#define MORPH_WHITE		4
#define MORPH_GREEN		5
#define MORPH_CLOAK		9
#define MORPH_ARM		10
#define MORPH_BAT		11
#define MORPH_WOLF		12
#define MORPH_BEAR		13
#define MORPH_GASEOUS		14
/*
 * Bits for 'affected_by'.
 * Used in #MOBILES.
 */
#define AFF_BLIND		(A)
#define AFF_INVISIBLE		(B)
#define AFF_DETECT_EVIL		(C)
#define AFF_DETECT_INVIS	(D)
#define AFF_DETECT_MAGIC	(E)
#define AFF_DETECT_HIDDEN	(F)
#define AFF_DETECT_GOOD		(G)
#define AFF_SANCTUARY		(H)
#define AFF_FAERIE_FIRE		(I)
#define AFF_INFRARED		(J)
#define AFF_CURSE		(K)
#define AFF_SHADOWSTRIKE	(L)
#define AFF_POISON		(M)
#define AFF_PROTECT_EVIL	(N)
#define AFF_PROTECT_GOOD	(O)
#define AFF_SNEAK		(P)
#define AFF_HIDE		(Q)
#define AFF_SLEEP		(R)
#define AFF_CHARM		(S)
#define AFF_FLYING		(T)
#define AFF_PASS_DOOR		(U)
#define AFF_HASTE		(V)
#define AFF_CALM		(W)
#define AFF_PLAGUE		(X)
#define AFF_WEAKEN		(Y)
#define AFF_DARK_VISION		(Z)
#define AFF_BERSERK		(aa)
#define AFF_SWIM		(bb)
#define AFF_REGENERATION        (cc)
#define AFF_SLOW		(dd)
#define AFF_CAMOUFLAGE		(ee)
#define AFF_ACUTE_VISION	(ff)




/*
 * Sex.
 * Used in #MOBILES.
 */
#define SEX_NEUTRAL		      0
#define SEX_MALE		      1
#define SEX_FEMALE		      2

/* AC types */
#define AC_PIERCE			0
#define AC_BASH				1
#define AC_SLASH			2
#define AC_EXOTIC			3

/* dice */
#define DICE_NUMBER			0
#define DICE_TYPE			1
#define DICE_BONUS			2

/* size */
#define SIZE_TINY			0
#define SIZE_SMALL			1
#define SIZE_MEDIUM			2
#define SIZE_LARGE			3
#define SIZE_HUGE			4
#define SIZE_GIANT			5



/*
 * Well known object virtual numbers.
 * Defined in #OBJECTS.
 */

#define OBJ_VNUM_OUTLAW		    9900
#define OBJ_VNUM_ENFORCER	    23600
#define OBJ_VNUM_ENFORCER_KEY	    23601
#define OBJ_VNUM_CRUSADER	    5703
#define OBJ_VNUM_ARCANA	  	    4403
#define OBJ_VNUM_ANCIENT	    3803
#define OBJ_VNUM_LIFE		    4501



#define KEY_ANCIENT		3802
#define KEY_ARCANA		4402
#define KEY_CRUSADER		5702
#define KEY_LIFE		4500
#define KEY_ENFORCER		23601
#define KEY_OUTLAW		9901

#define OBJ_VNUM_SILVER_ONE	      1
#define OBJ_VNUM_GOLD_ONE	      2
#define OBJ_VNUM_GOLD_SOME	      3
#define OBJ_VNUM_SILVER_SOME	      4
#define OBJ_VNUM_COINS		      5
#define OBJ_VNUM_SACK		      2901
#define OBJ_VNUM_STEAK		      2902
#define OBJ_VNUM_POTION		      2903
#define OBJ_VNUM_BATTLESHIELD	      2904
#define OBJ_VNUM_RANGER_STAFF	      2905
#define OBJ_VNUM_AVENGER	      2906
#define OBJ_VNUM_PONCHO		      2907
#define OBJ_VNUM_PROTECTORATE	     2912
#define OBJ_VNUM_BADGE		      2913
#define OBJ_VNUM_SKELETON	      2925

#define OBJ_VNUM_CORPSE_NPC	     10
#define OBJ_VNUM_CORPSE_PC	     11
#define OBJ_VNUM_SEVERED_HEAD	     12
#define OBJ_VNUM_TORN_HEART	     13
#define OBJ_VNUM_SLICED_ARM	     14
#define OBJ_VNUM_SLICED_LEG	     15
#define OBJ_VNUM_GUTS		     16
#define OBJ_VNUM_BRAINS		     17

#define OBJ_VNUM_MUSHROOM	     20
#define OBJ_VNUM_LIGHT_BALL	     21
#define OBJ_VNUM_SPRING		     22
#define OBJ_VNUM_DISC		     23
#define OBJ_VNUM_PORTAL		     25

#define OBJ_VNUM_ROSE		   1001

#define OBJ_VNUM_PIT		   3010
#define PIT_NEWTHALOS		   9603
#define PIT_OFCOL		   671
#define PIT_ARKHAM		   765

#define PIT_DEFAULT		   3010


#define OBJ_VNUM_SCHOOL_MACE	   3700
#define OBJ_VNUM_SCHOOL_DAGGER	   3701
#define OBJ_VNUM_SCHOOL_SWORD	   3702
#define OBJ_VNUM_SCHOOL_SPEAR	   3717
#define OBJ_VNUM_SCHOOL_STAFF	   3718
#define OBJ_VNUM_SCHOOL_AXE	   3719
#define OBJ_VNUM_SCHOOL_FLAIL	   3720
#define OBJ_VNUM_SCHOOL_WHIP	   3721
#define OBJ_VNUM_SCHOOL_POLEARM    3722

#define OBJ_VNUM_SCHOOL_VEST	   3703
#define OBJ_VNUM_SCHOOL_SHIELD	   3704
#define OBJ_VNUM_SCHOOL_BANNER     3716
#define OBJ_VNUM_MAP		   3162
#define OBJ_VNUM_MAP_THERA	   3163
#define OBJ_VNUM_WHISTLE	   2116

#define OBJ_VNUM_RING_EMPOWER 	   3810
#define OBJ_VNUM_ARCPOTION	    2920
#define OBJ_VNUM_ARCSCROLL	    2921
#define OBJ_VNUM_ARCWAND	    2922
#define OBJ_VNUM_ARCSTAFF	    2923
#define OBJ_VNUM_BERRY		   2924

#define OBJ_VNUM_HAIR_BRACELET	13725
#define OBJ_VNUM_BLOOD_BRACELET	13720
#define OBJ_VNUM_TIARA		23231
#define OBJ_VNUM_WIZARDRY_1	23236
#define OBJ_VNUM_WIZARDRY_2	23238
#define OBJ_VNUM_SWORD_PLANES	13714
#define OBJ_VNUM_HEAVENLY_SCEPTRE	23263
#define OBJ_VNUM_MACE_DISRUPTION	23261
#define OBJ_VNUM_TORQUE	13715
#define OBJ_VNUM_ROD_LORDLY	13717
#define OBJ_VNUM_CROWN_BLOOD	13716
#define OBJ_VNUM_RED_IOUN		1
#define OBJ_VNUM_BLUE_IOUN		1
#define OBJ_VNUM_GREEN_IOUN		1
#define OBJ_VNUM_WINGS		13711
#define OBJ_VNUM_HYDRA_SLAYER	13738
#define OBJ_VNUM_HYDRA_HEAD	13737
#define OBJ_VNUM_BLACK_KEY	13736
#define OBJ_VNUM_HORN_VALERE	13739


/*
 * Item types.
 * Used in #OBJECTS.
 */
#define ITEM_LIGHT		      1
#define ITEM_SCROLL		      2
#define ITEM_WAND		      3
#define ITEM_STAFF		      4
#define ITEM_WEAPON		      5
#define ITEM_NULL6                    6
#define ITEM_NULL7                    7
#define ITEM_TREASURE		      8
#define ITEM_ARMOR		      9
#define ITEM_POTION		     10
#define ITEM_CLOTHING		     11
#define ITEM_FURNITURE		     12
#define ITEM_TRASH		     13
#define ITEM_CONTAINER		     15
#define ITEM_DRINK_CON		     17
#define ITEM_KEY		     18
#define ITEM_FOOD		     19
#define ITEM_MONEY		     20
#define ITEM_BOAT		     22
#define ITEM_CORPSE_NPC		     23
#define ITEM_CORPSE_PC		     24
#define ITEM_FOUNTAIN		     25
#define ITEM_PILL		     26
#define ITEM_PROTECT		     27
#define ITEM_MAP		     28
#define ITEM_PORTAL		     29
#define ITEM_WARP_STONE		     30
#define ITEM_ROOM_KEY		     31
#define ITEM_GEM		     32
#define ITEM_JEWELRY		     33
#define ITEM_JUKEBOX		     34
#define ITEM_CLAN_ITEM               35
#define ITEM_SKELETON	   36



/*
 * Extra flags.
 * Used in #OBJECTS.
 */
#define ITEM_GLOW		(A)
#define ITEM_HUM		(B)
#define ITEM_DARK		(C)
#define ITEM_LOCK		(D)
#define ITEM_EVIL		(E)
#define ITEM_INVIS		(F)
#define ITEM_MAGIC		(G)
#define ITEM_NODROP		(H)
#define ITEM_BLESS		(I)
#define ITEM_ANTI_GOOD		(J)
#define ITEM_ANTI_EVIL		(K)
#define ITEM_ANTI_NEUTRAL	(L)
#define ITEM_NOREMOVE		(M)
#define ITEM_INVENTORY		(N)
#define ITEM_NOPURGE		(O)
#define ITEM_ROT_DEATH		(P)
#define ITEM_VIS_DEATH		(Q)
#define ITEM_NONMETAL		(S)
#define ITEM_NOLOCATE		(T)
#define ITEM_MELT_DROP		(U)
#define ITEM_HAD_TIMER		(V)
#define ITEM_SELL_EXTRACT	(W)
#define ITEM_BURN_PROOF		(Y)
#define ITEM_NOUNCURSE		(Z)
#define ITEM_BRAND              (aa)
#define CORPSE_NO_ANIMATE	(bb)
#define ITEM_ANTI_LAWFUL	(cc)
#define ITEM_ANTI_NEUT		(dd)
#define ITEM_ANTI_CHAOTIC	(ee)

/*
 * Wear flags.
 * Used in #OBJECTS.
 */
#define ITEM_TAKE		(A)
#define ITEM_WEAR_FINGER	(B)
#define ITEM_WEAR_NECK		(C)
#define ITEM_WEAR_BODY		(D)
#define ITEM_WEAR_HEAD		(E)
#define ITEM_WEAR_LEGS		(F)
#define ITEM_WEAR_FEET		(G)
#define ITEM_WEAR_HANDS		(H)
#define ITEM_WEAR_ARMS		(I)
#define ITEM_WEAR_SHIELD	(J)
#define ITEM_WEAR_ABOUT		(K)
#define ITEM_WEAR_WAIST		(L)
#define ITEM_WEAR_WRIST		(M)
#define ITEM_WIELD		(N)
#define ITEM_HOLD		(O)
#define ITEM_NO_SAC		(P)
#define ITEM_WEAR_FLOAT		(Q)
#define ITEM_WEAR_BRAND         (R)

/* object restrict_flags */
#define HUMAN_ONLY		(A)
#define DWARF_ONLY		(B)
#define ELF_ONLY		(C)
#define GREY_ONLY		(D)
#define DARK_ONLY		(E)
#define GIANT_ONLY		(F)
#define CENTAUR_ONLY		(G)
#define TROLL_ONLY		(H)
#define DRACONIAN_ONLY		(I)
#define GNOME_ONLY		(J)
#define WARRIOR_ONLY		(K)
#define THIEF_ONLY		(L)
#define CLERIC_ONLY		(M)
#define PALADIN_ONLY		(N)
#define ANTI_PALADIN_ONLY	(O)
#define RANGER_ONLY		(P)
#define MONK_ONLY		(Q)
#define CHANNELER_ONLY		(R)
#define ASSASSIN_ONLY	(S)
#define NECROMANCER_ONLY	(T)
#define ELEMENTALIST_ONLY	(U)

#define ANCIENT_ONLY		(V)
#define ARCANA_ONLY		(W)
#define CRUSADER_ONLY		(X)
#define LIFE_ONLY		(Y)
#define ENFORCER_ONLY		(Z)
#define OUTLAW_ONLY		(aa)
#define MAGE_ONLY		(bb)

/* weapon class */
#define WEAPON_EXOTIC		0
#define WEAPON_SWORD		1
#define WEAPON_DAGGER		2
#define WEAPON_SPEAR		3
#define WEAPON_MACE		4
#define WEAPON_AXE		5
#define WEAPON_FLAIL		6
#define WEAPON_WHIP		7	
#define WEAPON_POLEARM		8
#define WEAPON_STAFF		9

/* weapon types */
#define WEAPON_FLAMING		(A)
#define WEAPON_FROST		(B)
#define WEAPON_VAMPIRIC		(C)
#define WEAPON_SHARP		(D)
#define WEAPON_VORPAL		(E)
#define WEAPON_TWO_HANDS	(F)
#define WEAPON_SHOCKING		(G)
#define WEAPON_POISON		(H)
#define WEAPON_AVENGER		(I)
#define WEAPON_SHADOWBANE	(J)
#define WEAPON_LIGHTBRINGER	(K)

/* gate flags */
#define GATE_NORMAL_EXIT	(A)
#define GATE_NOCURSE		(B)
#define GATE_GOWITH		(C)
#define GATE_BUGGY		(D)
#define GATE_RANDOM		(E)

/* furniture flags */
#define STAND_AT		(A)
#define STAND_ON		(B)
#define STAND_IN		(C)
#define SIT_AT			(D)
#define SIT_ON			(E)
#define SIT_IN			(F)
#define REST_AT			(G)
#define REST_ON			(H)
#define REST_IN			(I)
#define SLEEP_AT		(J)
#define SLEEP_ON		(K)
#define SLEEP_IN		(L)
#define PUT_AT			(M)
#define PUT_ON			(N)
#define PUT_IN			(O)
#define PUT_INSIDE		(P)




/*
 * Apply types (for affects).
 * Used in #OBJECTS.
 */
#define APPLY_NONE		      0
#define APPLY_STR		      1
#define APPLY_DEX		      2
#define APPLY_INT		      3
#define APPLY_WIS		      4
#define APPLY_CON		      5
#define APPLY_SEX		      6
#define APPLY_CLASS		      7
#define APPLY_LEVEL		      8
#define APPLY_AGE		      9
#define APPLY_HEIGHT		     10
#define APPLY_WEIGHT		     11
#define APPLY_MANA		     12
#define APPLY_HIT		     13
#define APPLY_MOVE		     14
#define APPLY_GOLD		     15
#define APPLY_EXP		     16
#define APPLY_AC		     17
#define APPLY_HITROLL		     18
#define APPLY_DAMROLL		     19
#define APPLY_SAVES		     20
#define APPLY_SAVING_PARA	     20
#define APPLY_SAVING_ROD	     21
#define APPLY_SAVING_PETRI	     22
#define APPLY_SAVING_BREATH	     23
#define APPLY_SAVING_SPELL	     24
#define APPLY_SPELL_AFFECT	     25
#define APPLY_MORPH_FORM	     26
#define APPLY_REGENERATION		27

/*
 * Values for containers (value[1]).
 * Used in #OBJECTS.
 */
#define CONT_CLOSEABLE		      1
#define CONT_PICKPROOF		      2
#define CONT_CLOSED		      4
#define CONT_LOCKED		      8
#define CONT_PUT_ON		     16


#define HAS_DIED	8

/*
 * Well known room virtual numbers.
 * Defined in #ROOMS.
 */
#define ROOM_VNUM_DEATH_GOOD		1212
#define ROOM_VNUM_DEATH_NEUTRAL		1212
#define ROOM_VNUM_DEATH_EVIL		1212

/* These are the clan rooms where if you put another Clan's item down
that clan will lose it's powers. Tailor these for you clans then make
clan items for the clan (these are made by setting the object with the
clan item setting).
*/
#define ROOM_VNUM_OUTLAW	    9906
#define ROOM_VNUM_ENFORCER	    23609
#define ROOM_VNUM_CRUSADER	    5708
#define ROOM_VNUM_ARCANA	    4406
#define ROOM_VNUM_ANCIENT	    3808
#define ROOM_VNUM_LIFE		    4512


#define ROOM_VNUM_NIGHTWALK	    2900
#define ROOM_VNUM_LIMBO		      2
#define ROOM_VNUM_CHAT		   1200
#define ROOM_VNUM_TEMPLE	   3001
#define ROOM_VNUM_ALTAR		   3054
#define ROOM_VNUM_SCHOOL	   3700
#define ROOM_VNUM_VENUEPORT	   9302

/* temple vnums for hometowns */
#define TEMPLE_MIDGAARD		3054
#define TEMPLE_NEW_THALOS	9609
#define TEMPLE_OFCOL		699
#define TEMPLE_ARKHAM		768

/* Set HOMETOWNS as the room in which you want the 'hometown' command to
function. This will be the only room in the game where players can change
their hometown after choosing it at creation.
*/
#define ROOM_VNUM_HOMETOWNS	3008

/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK		(A)
#define ROOM_NO_MOB		(C)
#define ROOM_INDOORS		(D)
#define ROOM_CLAN               (E)
#define ROOM_PRIVATE		(J)
#define ROOM_SAFE		(K)
#define ROOM_SOLITARY		(L)
#define ROOM_PET_SHOP		(M)
#define ROOM_NO_RECALL		(N)
#define ROOM_IMP_ONLY		(O)
#define ROOM_GODS_ONLY		(P)
#define ROOM_HEROES_ONLY	(Q)
#define ROOM_NEWBIES_ONLY	(R)
#define ROOM_LAW		(S)
#define ROOM_NOWHERE		(T)
#define ROOM_NO_GATE		(U)
#define ROOM_CONSECRATED	(V)
#define ROOM_NO_SUMMON	(W)
#define ROOM_NO_CONSECRATE	(X)
#define ROOM_NO_ALARM		(Z)
#define ROOM_LOW_ONLY		(bb)
#define ROOM_NO_MAGIC		(cc)


/* Room extra_room_flags */
#define ROOM_GLOBE_DARKNESS	(A)

/*
 * Directions.
 * Used in #ROOMS.
 */
#define DIR_NORTH		      0
#define DIR_EAST		      1
#define DIR_SOUTH		      2
#define DIR_WEST		      3
#define DIR_UP			      4
#define DIR_DOWN		      5



/*
 * Exit flags.
 * Used in #ROOMS.
 */
#define EX_ISDOOR		      (A)
#define EX_CLOSED		      (B)
#define EX_LOCKED		      (C)
#define EX_PICKPROOF		      (F)
#define EX_NOPASS		      (G)
#define EX_EASY			      (H)
#define EX_HARD			      (I)
#define EX_INFURIATING		      (J)
#define EX_NOCLOSE		      (K)
#define EX_NOLOCK		      (L)
#define EX_NOBASH		      (M)


/*
 * Sector types.
 * Used in #ROOMS.
 */
#define SECT_INSIDE		      0
#define SECT_CITY		      1
#define SECT_FIELD		      2
#define SECT_FOREST		      3
#define SECT_HILLS		      4
#define SECT_MOUNTAIN		      5
#define SECT_WATER_SWIM		      6
#define SECT_WATER_NOSWIM	      7
#define SECT_UNUSED		      8
#define SECT_AIR		      9
#define SECT_DESERT		     10
#define SECT_MAX		     11

/* Alignment selections */
#define ALIGN_ANY	0
#define ALIGN_GN	1
#define ALIGN_NE	2
#define ALIGN_G		3
#define ALIGN_N		4
#define ALIGN_E		5


/* Class guild used in the room 'G'  flags */
#define GUILD_WARRIOR		1
#define GUILD_THIEF		2
#define GUILD_CLERIC		3
#define GUILD_PALADIN		4
#define GUILD_ANTI_PALADIN	5
#define GUILD_RANGER		6
#define GUILD_MONK		7
#define GUILD_CHANNELER		8
#define GUILD_ASSASSIN		9
#define GUILD_NECROMANCER	10
#define GUILD_ELEMENTALIST	11

#define CLASS_WARRIOR 0
#define CLASS_THIEF 1
#define CLASS_CLERIC 2
#define CLASS_PALADIN 3
#define CLASS_ANTI_PALADIN 4
#define CLASS_RANGER 5
#define CLASS_MONK 6  
#define CLASS_CHANNELER 7
#define CLASS_ASSASSIN 8  
#define CLASS_NECROMANCER 9  
#define CLASS_ELEMENTALIST 10

/* Specialization types */
#define SPEC_NONE	0
#define SPEC_BARBARIAN	1
#define SPEC_PALADIN_AVENGER	2
#define SPEC_PALADIN_HUNTER	3
#define SPEC_KNIGHT_DEATH	4
#define SPEC_KNIGHT_FAMINE	5
#define SPEC_KNIGHT_PESTILENCE	6
#define SPEC_NECRO_ANATOMIST	7
#define SPEC_NECRO_CORRUPTOR	8

/*
 * Equpiment wear locations.
 * Used in #RESETS.
 */
#define WEAR_NONE		     -1
#define WEAR_LIGHT		      0
#define WEAR_FINGER_L		      1
#define WEAR_FINGER_R		      2
#define WEAR_NECK_1		      3
#define WEAR_NECK_2		      4
#define WEAR_BODY		      5
#define WEAR_HEAD		      6
#define WEAR_LEGS		      7
#define WEAR_FEET		      8
#define WEAR_HANDS		      9
#define WEAR_ARMS		     10
#define WEAR_SHIELD		     11
#define WEAR_ABOUT		     12
#define WEAR_WAIST		     13
#define WEAR_WRIST_L		     14
#define WEAR_WRIST_R		     15
#define WEAR_WIELD		     16
#define WEAR_HOLD		     17
#define WEAR_DUAL_WIELD		    18
#define WEAR_FLOAT		     18
#define WEAR_TERTIARY_WIELD	     19
#define WEAR_BRAND                   20
#define MAX_WEAR                     21



/***************************************************************************
 *                                                                         *
 *                   VALUES OF INTEREST TO AREA BUILDERS                   *
 *                   (End of this section ... stop here)                   *
 *                                                                         *
 ***************************************************************************/

/*
 * Conditions.
 */
#define COND_DRUNK		      0
#define COND_FULL		      1
#define COND_THIRST		      2
#define COND_HUNGER		      3
#define COND_STARVING		      4
#define COND_DEHYDRATED		      5

/*
 * Positions.
 */
#define POS_DEAD		      0
#define POS_MORTAL		      1
#define POS_INCAP		      2
#define POS_STUNNED		      3
#define POS_SLEEPING		      4
#define POS_RESTING		      5
#define POS_SITTING		      6
#define POS_FIGHTING		      7
#define POS_STANDING		      8

#define MIN_PK_XP		9999 /* min xp players need to start PKing */
#define MIN_LEVEL_TO_PK		10 /* Minimum level for players to pk */

#define PK_KILLS		0
#define PK_LEVELS		1
#define MOB_KILLS       	2
#define MOB_LEVELS		3

#define PK_KILLED		0
#define MOB_KILLED		1

/*
 * ACT bits for players.
 */
#define PLR_IS_NPC		(A)		/* Don't EVER set.	*/

/* RT auto flags */
#define PLR_AUTOASSIST		(C)
#define PLR_AUTOEXIT		(D)
#define PLR_AUTOLOOT		(E)
#define PLR_AUTOSAC             (F)
#define PLR_AUTOGOLD		(G)
#define PLR_AUTOSPLIT		(H)
#define PLR_COLOR               (I)
#define PLR_EVALUATION		(J)

/* RT personal flags */
#define PLR_HOLYLIGHT		(N)
#define PLR_CANLOOT		(P)
#define PLR_NOSUMMON		(Q)
#define PLR_NOFOLLOW		(R)
/* 2 bits reserved, S-T */

#define PLR_NO_TRANSFER		(T)

/* penalty flags */
#define PLR_PERMIT		(U)
#define PLR_LOG			(W)
#define PLR_DENY		(X)
#define PLR_FREEZE		(Y)
#define PLR_THIEF		(Z)
#define PLR_KILLER		(aa)
#define PLR_CRIMINAL            (bb)


/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET              (A)
#define COMM_DEAF            	(B)
#define COMM_NOWIZ              (C)
#define COMM_NOAUCTION          (D)
#define COMM_NOGOSSIP           (E)
#define COMM_NOQUESTION         (F)
#define COMM_NOCLAN             (H)
#define COMM_NOQUOTE		(I)
#define COMM_SHOUTSOFF		(J)
#define COMM_ANSI               (K)

/* display flags */
#define COMM_COMPACT		(L)
#define COMM_BRIEF		(M)
#define COMM_PROMPT		(N)
#define COMM_COMBINE		(O)
#define COMM_TELNET_GA		(P)
#define COMM_SHOW_AFFECTS	(Q)
#define COMM_IMMORTAL		(S)

/* penalties */

#define COMM_NOEMOTE		(T)
#define COMM_NOSHOUT		(U)
#define COMM_NOTELL		(V)
#define COMM_NOCHANNELS		(W) 
#define COMM_BUILDER		(X)
#define COMM_SNOOP_PROOF	(Y)
#define COMM_AFK		(Z)
#define COMM_ALL_CLANS		(aa)

/* WIZnet flags */
#define WIZ_ON			(A)
#define WIZ_TICKS		(B)
#define WIZ_LOGINS		(C)
#define WIZ_SITES		(D)
#define WIZ_LINKS		(E)
#define WIZ_DEATHS		(F)
#define WIZ_RESETS		(G)
#define WIZ_MOBDEATHS		(H)
#define WIZ_FLAGS		(I)
#define WIZ_PENALTIES		(J)
#define WIZ_SACCING		(K)
#define WIZ_LEVELS		(L)
#define WIZ_SECURE		(M)
#define WIZ_SWITCHES		(N)
#define WIZ_SNOOPS		(O)
#define WIZ_RESTORE		(P)
#define WIZ_LOAD		(Q)
#define WIZ_NEWBIE		(R)
#define WIZ_PREFIX		(S)
#define WIZ_SPAM		(T)

/*
 * Prototype for a mob.
 * This is the in-memory version of #MOBILES.
 */
struct	mob_index_data
{
    MOB_INDEX_DATA *	next;
    SPEC_FUN *		spec_fun;
    SHOP_DATA *		pShop;
    MPROG_LIST *        mprogs;
    sh_int		vnum;
    sh_int		group;
    bool		new_format;
    sh_int		count;
    sh_int		killed;
    char *		player_name;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    long		act;
    long		affected_by;
    sh_int		alignment;
    sh_int		level;
    sh_int		hitroll;
    sh_int		hit[3];
    sh_int		mana[3];
    sh_int		damage[3];
    sh_int		ac[4];
    sh_int 		dam_type;
    long		off_flags;
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    long                mprog_flags;
    sh_int		start_pos;
    sh_int		default_pos;
    sh_int		sex;
    sh_int		race;
    long		wealth;
    long		form;
    long		parts;
    sh_int		size;
    char *		material;
};

/*
 * Color codes
 */
#define ANSI_NORMAL			"\x01B[m"
#define ANSI_BOLD			"\x01B[1m"
#define ANSI_BLINK			"\x01B[5m"
#define ANSI_REVERSE			"\x01B[7m"

/* memory settings */
#define MEM_CUSTOMER	A	
#define MEM_SELLER	B
#define MEM_HOSTILE	C
#define MEM_AFRAID	D

/* memory for mobs */
struct mem_data
{
    MEM_DATA 	*next;
    bool	valid;
    int		id; 	
    int 	reaction;
    time_t 	when;
};


/*
 * One character (PC or NPC).
 */
struct	char_data
{
    CHAR_DATA *		next;
    CHAR_DATA *		next_in_room;
    CHAR_DATA *		master;
    CHAR_DATA *		leader;
    CHAR_DATA *		fighting;
    CHAR_DATA *		reply;
    CHAR_DATA *		pet;
    CHAR_DATA *         mprog_target;
    CHAR_DATA *		last_fought;
    ROOM_INDEX_DATA *   dream; /* For dream stuff */
    CHAR_DATA *		nightfall;
    CHAR_DATA *		defending;
    CHAR_DATA *		life_lined;
    ROOM_INDEX_DATA *   alarm;
    MEM_DATA *		memory;
    SPEC_FUN *		spec_fun;
    MOB_INDEX_DATA *	pIndexData;
    DESCRIPTOR_DATA *	desc;
    AFFECT_DATA *	affected;
    NOTE_DATA *		pnote;
    OBJ_DATA *		carrying;
    OBJ_DATA *		on;
    ROOM_INDEX_DATA *	in_room;
    ROOM_INDEX_DATA *	was_in_room;
    AREA_DATA *		zone;
    PC_DATA *		pcdata;
    GEN_DATA *		gen_data;
    bool		valid;
    char *		name;
    char *		original_name;
    long		id;
    sh_int		version;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    char *		prompt;
    char *		prefix;
    int			temple;
    sh_int		morph_form[3]; /* form,sn,charges */
    sh_int		group;
    sh_int              clan;
    sh_int		sex;
    sh_int		class;
    sh_int		race;
    sh_int		level;
    sh_int		trust;
    int			played;
    int			lines;  /* for the pager */
    time_t		logon;
    sh_int		timer;
    sh_int		wait;
    sh_int		daze;
    sh_int		noregen_dam;	/* For troll regen...Ceran */
    sh_int		regen_rate;	/* For imbue regeneration spell */
    sh_int		drain_level;
    sh_int		hit;
    sh_int		max_hit;
    sh_int		mana;
    sh_int		max_mana;
    sh_int		move;
    sh_int		max_move;
    long		gold;
    long                silver;
    long		gold_bank;
    long		silver_bank;
    int			exp;
    int 		exp_total;
    long		act;
    long		comm;   /* RT added to pad the vector */
    long		wiznet; /* wiz stuff */
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    sh_int		invis_level;
    sh_int		incog_level;
    long			affected_by;
    sh_int		position;
    sh_int		practice;
    sh_int		train;
    sh_int		carry_weight;
    sh_int		carry_number;
    sh_int		saving_throw;
    sh_int		alignment;
    sh_int		hitroll;
    sh_int		damroll;
    sh_int		armor[4];
    sh_int		wimpy;
    /* stats */
    sh_int		perm_stat[MAX_STATS];
    sh_int		mod_stat[MAX_STATS];
    /* parts stuff */
    long		form;
    long		parts;
    sh_int		size;
    char*		material;
    /* mobile stuff */
    long		off_flags;
    sh_int		damage[3];
    sh_int		dam_type;
    sh_int		start_pos;
    sh_int		default_pos;
    sh_int              mprog_delay;
    sh_int		pause;
    sh_int		ghost;
};



/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    BUFFER * 		buffer;
    bool		valid;
    char *		pwd;
    char *		bamfin;
    char *		bamfout;
    char *		title;
    char * 	        extitle;
    char *		imm_death;
    time_t              last_note;
    time_t              last_idea;
    time_t              last_penalty;
    time_t              last_news;
    time_t              last_changes;
    sh_int		perm_hit;
    sh_int		perm_mana;
    sh_int		perm_move;
    sh_int		true_sex;
    sh_int		age_mod;
    sh_int		death_timer;
    sh_int		death_status;
    sh_int              ethos;
    sh_int		sp;
    sh_int		special;
    sh_int		wanteds;
    sh_int		quest;
    sh_int		death_count;
    sh_int              induct;
    sh_int		killed[2]; /* 0 = PK_KILLED, 1 = MOB_KILLED */
    sh_int              kills[3];  /* 0,1 = PKs_KILL, 2,3 = MOB_KILL */
    sh_int		track_dir[30000];
    int			last_level;
    sh_int		condition	[6];
    sh_int		learned		[MAX_SKILL];
    bool		group_known	[MAX_GROUP];
    /*sh_int              points; */
    bool              	confirm_delete;
    char *		alias[MAX_ALIAS];
    char * 		alias_sub[MAX_ALIAS];
};

/* Data for generating characters -- only used during generation */
struct gen_data
{
    GEN_DATA	*next;
    bool	valid;
    bool	skill_chosen[MAX_SKILL];
    bool	group_chosen[MAX_GROUP];
    int		points_chosen;
};



/*
 * Liquids.
 */
#define LIQ_WATER        0

struct	liq_type
{
    char *	liq_name;
    char *	liq_color;
    sh_int	liq_affect[5];
};



/*
 * Extra description data for a room or object.
 */
struct	extra_descr_data
{
    EXTRA_DESCR_DATA *next;	/* Next in list                     */
    bool valid;
    char *keyword;              /* Keyword in look/examine          */
    char *description;          /* What to see                      */
};



/*
 * Prototype for an object.
 */
struct	obj_index_data
{
    OBJ_INDEX_DATA *	next;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    bool		new_format;
    char *		name;
    char *		short_descr;
    char *		description;
    sh_int		vnum;
    sh_int		reset_num;
    sh_int		clan;
    char *		material;
    sh_int		item_type;
    int			extra_flags;
    int			wear_flags;
    long		restrict_flags;
    sh_int		level;
    sh_int 		condition;
    sh_int		limtotal;
    sh_int		limcount;
    sh_int		count;
    sh_int		weight;
    int			cost;
    int			value[5];
};



/*
 * One object.
 */
struct	obj_data
{
    OBJ_DATA *		next;
    OBJ_DATA *		next_content;
    OBJ_DATA *		contains;
    OBJ_DATA *		in_obj;
    OBJ_DATA *		on;
    CHAR_DATA *		carried_by;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    OBJ_INDEX_DATA *	pIndexData;
    ROOM_INDEX_DATA *	in_room;
    bool		valid;
    bool		enchanted;
    char *		talked;
    char *	        owner;
    char *		name;
    char *		short_descr;
    char *		description;
    sh_int		item_type;
    int			extra_flags;
    int			wear_flags;
    sh_int		wear_loc;
    sh_int		weight;
    int			cost;
    sh_int		level;
    sh_int 		condition;
    char *		material;
    sh_int		timer;
    int			value	[5];
};



/*
 * Exit data.
 */
struct	exit_data
{
    union
    {
	ROOM_INDEX_DATA *	to_room;
	sh_int			vnum;
    } u1;
    sh_int		exit_info;
    sh_int		key;
    char *		keyword;
    char *		description;
};



/*
 * Reset commands:
 *   '*': comment
 *   'M': read a mobile 
 *   'O': read an object
 *   'P': put object in object
 *   'G': give object to mobile
 *   'E': equip object to mobile
 *   'D': set state of door
 *   'R': randomize room exits
 *   'S': stop (end of list)
 */

/*
 * Area-reset definition.
 */
struct	reset_data
{
    RESET_DATA *	next;
    char		command;
    sh_int		arg1;
    sh_int		arg2;
    sh_int		arg3;
    sh_int		arg4;
};



/*
 * Area definition.
 */
struct	area_data
{
    AREA_DATA *		next;
    RESET_DATA *	reset_first;
    RESET_DATA *	reset_last;
    char *		file_name;
    char *		name;
    char *		credits;
    sh_int		age;
    sh_int		nplayer;
    sh_int		low_range;
    sh_int		high_range;
    sh_int 		min_vnum;
    sh_int		max_vnum;
    bool		empty;
};



/*
 * Room type.
 */
struct	room_index_data
{
    ROOM_INDEX_DATA *	next;
    CHAR_DATA *		people;
    OBJ_DATA *		contents;
    EXTRA_DESCR_DATA *	extra_descr;
    AREA_DATA *		area;
    EXIT_DATA *		exit	[6];
    EXIT_DATA * 	old_exit[6];
    char *		name;
    char *		description;
    char *		owner;
    sh_int		vnum;
    int			room_flags;
    int			extra_room_flags;
    sh_int		light;
    sh_int		sector_type;
    sh_int		heal_rate;
    sh_int 		mana_rate;
    sh_int              clan;
    sh_int		guild;
};


/*
 * MOBprog definitions
 */                   
#define TRIG_ACT      (A)
#define TRIG_BRIBE    (B)
#define TRIG_DEATH    (C)
#define TRIG_ENTRY    (D)
#define TRIG_FIGHT    (E)
#define TRIG_GIVE     (F)
#define TRIG_GREET    (G)
#define TRIG_GRALL    (H)
#define TRIG_KILL     (I)
#define TRIG_HPCNT    (J)
#define TRIG_RANDOM   (K)
#define TRIG_SPEECH   (L)
#define TRIG_EXIT     (M)
#define TRIG_EXALL    (N)
#define TRIG_DELAY    (O)
#define TRIG_SURR     (P)

struct mprog_list
{
    int               trig_type;
    char *            trig_phrase;
    sh_int            vnum;
    char *            code;
    MPROG_LIST *      next;
};

struct mprog_code
{
    sh_int            vnum;
    char *            code;
    MPROG_CODE *      next;
};

/*
 * Types of attacks.
 * Must be non-overlapping with spell/skill types,
 * but may be arbitrary beyond that.
 */
#define TYPE_UNDEFINED               -1
#define TYPE_HIT                     1000



/*
 *  Target types.
 */
#define TAR_IGNORE		    0
#define TAR_CHAR_OFFENSIVE	    1
#define TAR_CHAR_DEFENSIVE	    2
#define TAR_CHAR_SELF		    3
#define TAR_OBJ_INV		    4
#define TAR_OBJ_CHAR_DEF	    5
#define TAR_OBJ_CHAR_OFF	    6

#define TARGET_CHAR		    0
#define TARGET_OBJ		    1
#define TARGET_ROOM		    2
#define TARGET_NONE		    3



/*
 * Skills include spells as a particular case.
 */
struct	skill_type
{
    char *	name;			/* Name of skill		*/
    sh_int	skill_level[MAX_CLASS];	/* Level needed by class	*/
    sh_int	rating[MAX_CLASS];	/* How hard it is to learn	*/	
    SPELL_FUN *	spell_fun;		/* Spell pointer (for spells)	*/
    sh_int	target;			/* Legal targets		*/
    sh_int	minimum_position;	/* Position for caster / user	*/
    sh_int *	pgsn;			/* Pointer to associated gsn	*/
    sh_int	slot;			/* Slot for #OBJECT loading	*/
    sh_int	min_mana;		/* Minimum mana used		*/
    sh_int	beats;			/* Waiting time after use	*/
    char *	noun_damage;		/* Damage message		*/
    char *	msg_off;		/* Wear off message		*/
    char *	msg_obj;		/* Wear off message for obects	*/
};

struct  group_type
{
    char *	name;
    sh_int	rating[MAX_CLASS];
    char *	spells[MAX_IN_GROUP];
};



/*
 * These are skill_lookup return values for common skills and spells.
 */
extern	sh_int	gsn_backstab;
extern  sh_int  gsn_detect_hidden;
extern	sh_int	gsn_dodge;
extern  sh_int  gsn_envenom;
extern	sh_int	gsn_hide;
extern	sh_int	gsn_peek;
extern	sh_int	gsn_pick_lock;
extern	sh_int	gsn_sneak;
extern	sh_int	gsn_steal;
extern sh_int gsn_silence;
extern	sh_int	gsn_disarm;
extern	sh_int	gsn_enhanced_damage;
extern	sh_int	gsn_kick;
extern	sh_int	gsn_parry;
extern	sh_int	gsn_rescue;
extern	sh_int	gsn_second_attack;
extern	sh_int	gsn_third_attack;
extern  sh_int  gsn_fourth_attack;

extern	sh_int	gsn_blindness;
extern	sh_int	gsn_charm_person;
extern	sh_int	gsn_curse;
extern	sh_int	gsn_invis;
extern	sh_int	gsn_mass_invis;
extern  sh_int  gsn_plague;
extern	sh_int	gsn_poison;
extern	sh_int	gsn_sleep;
extern  sh_int  gsn_fly;
extern  sh_int  gsn_sanctuary;

/* new gsns */
extern sh_int  gsn_axe;
extern sh_int  gsn_dagger;
extern sh_int  gsn_flail;
extern sh_int  gsn_mace;
extern sh_int  gsn_polearm;
extern sh_int  gsn_shield_block;
extern sh_int  gsn_spear;
extern sh_int  gsn_sword;
extern sh_int  gsn_whip;
 
extern sh_int  gsn_bash;
extern sh_int  gsn_berserk;
extern sh_int  gsn_dirt;
extern sh_int  gsn_hand_to_hand;
extern sh_int  gsn_trip;
 
extern sh_int  gsn_fast_healing;
extern sh_int  gsn_haggle;
extern sh_int  gsn_lore;
extern sh_int  gsn_meditation;
 
extern sh_int  gsn_scrolls;
extern sh_int  gsn_staves;
extern sh_int  gsn_wands;
extern sh_int  gsn_recall;

extern sh_int gsn_morph_red;
extern sh_int gsn_morph_green;
extern sh_int gsn_morph_black;
extern sh_int gsn_morph_white;
extern sh_int gsn_morph_blue;

extern sh_int gsn_morph_dragon;
extern sh_int gsn_breath_morph;
extern sh_int gsn_mimic;
extern sh_int gsn_liquify;
extern sh_int gsn_morph_weapon;

extern sh_int gsn_crush;
extern sh_int gsn_ground_control;

extern sh_int gsn_absorb;
extern sh_int gsn_camouflage;
extern sh_int gsn_acute_vision;
extern sh_int gsn_ambush;
extern sh_int gsn_laying_hands;
extern sh_int gsn_battlecry;
extern sh_int gsn_circle;
extern sh_int gsn_empower;
extern sh_int gsn_dual_backstab;
extern sh_int gsn_power_word_stun;
extern sh_int gsn_power_word_fear;
extern sh_int gsn_skin;
extern sh_int gsn_camp;
extern sh_int gsn_steel_nerves;
extern sh_int gsn_animate_dead;
extern sh_int gsn_barkskin;
extern sh_int gsn_animal_call;
extern sh_int gsn_aura_of_sustenance;
extern sh_int gsn_shroud;
extern sh_int gsn_shadowgate;
extern sh_int gsn_eye_of_the_predator;
extern sh_int gsn_blackjack;
extern sh_int gsn_lunge;
extern sh_int gsn_vigilance;
extern sh_int gsn_dual_wield;
extern sh_int gsn_trance;
extern sh_int gsn_wanted;
extern sh_int gsn_cleave;
extern sh_int gsn_herb;
extern sh_int gsn_bandage;
extern sh_int gsn_deathstrike;
extern sh_int gsn_protective_shield;
extern sh_int gsn_consecrate;
extern sh_int gsn_timestop;
extern sh_int gsn_timestop_done;
extern sh_int gsn_true_sight;
extern sh_int gsn_butcher;
extern sh_int gsn_shadowstrike;
extern sh_int gsn_battleshield;
extern sh_int gsn_counter_parry;
extern sh_int gsn_fireshield;
extern sh_int gsn_iceshield;
extern sh_int gsn_vanish;
extern sh_int gsn_riot;
extern sh_int gsn_embalm;
extern sh_int gsn_dark_dream;
extern sh_int gsn_counter;
extern sh_int gsn_revolt;
extern sh_int gsn_acid_spit;
extern sh_int gsn_bear_call;
extern sh_int gsn_trophy;
extern sh_int gsn_tail;
extern sh_int gsn_spellbane;
extern sh_int gsn_request;
extern sh_int gsn_endure;
extern sh_int gsn_palm;
extern sh_int gsn_throw;
extern sh_int gsn_nerve;
extern sh_int gsn_follow_through;
extern sh_int gsn_poison_dust;
extern sh_int gsn_blindness_dust;
extern sh_int gsn_roll;
extern sh_int gsn_block;
extern sh_int gsn_strangle;
extern sh_int gsn_warcry;
extern sh_int gsn_chimera_lion;
extern sh_int gsn_chimera_goat;
extern sh_int gsn_strange_form;
extern sh_int gsn_downstrike;
extern sh_int gsn_enlist;
extern sh_int gsn_shadowplane;
extern sh_int gsn_blackjack_timer;
extern sh_int gsn_strangle_timer;
extern sh_int gsn_tame;
extern sh_int gsn_track;
extern sh_int gsn_find_water;
extern sh_int gsn_shield_cleave;
extern sh_int gsn_spellcraft;
extern sh_int gsn_cloak_form;
extern sh_int gsn_demand;
extern sh_int gsn_tertiary_wield;
extern sh_int gsn_breath_fire;
extern sh_int gsn_awareness;
extern sh_int gsn_forest_blending;
extern sh_int gsn_gaseous_form;
extern sh_int gsn_rear_kick;
extern sh_int gsn_shapeshift;
extern sh_int gsn_regeneration;
extern sh_int gsn_parrot;
extern sh_int gsn_door_bash;
extern sh_int gsn_wolverine_brand;
extern sh_int gsn_flame_scorch;
extern sh_int gsn_mutilated_left_arm;
extern sh_int gsn_mutilated_left_hand;
extern sh_int gsn_mutilated_left_leg;
extern sh_int gsn_mutilated_right_arm;
extern sh_int gsn_mutilated_right_hand;
extern sh_int gsn_mutilated_right_leg;
extern sh_int gsn_shattered_bone;
extern sh_int gsn_blood_tide;
extern sh_int gsn_flail_arms;
extern sh_int gsn_soulbind;
extern sh_int gsn_earthfade;
extern sh_int gsn_forget;
extern sh_int gsn_earthbind;
extern sh_int gsn_divine_touch;
extern sh_int gsn_grounding;
extern sh_int gsn_shock_sphere;
extern sh_int gsn_forage;
extern sh_int gsn_assassinate;
extern sh_int gsn_defend;
extern sh_int gsn_intimidate;
extern sh_int gsn_escape;
extern sh_int gsn_moving_ambush;
extern sh_int gsn_pugil;
extern sh_int gsn_staff;
extern sh_int gsn_evaluation;
extern sh_int gsn_enhanced_damage_two;
extern sh_int gsn_protection_heat_cold;
extern sh_int gsn_rally;
extern sh_int gsn_tactics;
extern sh_int gsn_lash;
extern sh_int gsn_prevent_healing;
extern sh_int gsn_regeneration;
extern sh_int gsn_undead_drain;
extern sh_int gsn_quiet_movement;
extern sh_int gsn_iron_resolve;
extern sh_int gsn_atrophy;
extern sh_int gsn_spike;
extern sh_int gsn_starvation;
extern sh_int gsn_black_death;
extern sh_int gsn_black_scythe;
extern sh_int gsn_spore;
extern sh_int gsn_barbarian_strike;
extern sh_int gsn_barbarian_bone_tear;
extern sh_int gsn_dehydrated;	/* For starve/thirst */

/*
 * Utility macros.
 */
#define IS_VALID(data)		((data) != NULL && (data)->valid)
#define VALIDATE(data)		((data)->valid = TRUE)
#define INVALIDATE(data)	((data)->valid = FALSE)
#define UMIN(a, b)		((a) < (b) ? (a) : (b))
#define UMAX(a, b)		((a) > (b) ? (a) : (b))
#define URANGE(a, b, c)		((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c)		((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c)		((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit)	((flag) & (bit))
#define SET_BIT(var, bit)	((var) |= (bit))
#define REMOVE_BIT(var, bit)	((var) &= ~(bit))



/*
 * Character macros.
 */
#define IS_NPC(ch)		(IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch)		(get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch)		(get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level)	(get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn)	(IS_SET((ch)->affected_by, (sn)))
#define IS_ANSI(ch)		(!IS_NPC( ch ) && IS_SET((ch)->comm, COMM_ANSI))

#define GET_AGE(ch)		((int) (17 + ((ch)->played \
				    + current_time - (ch)->logon )/72000))

#define HAS_TRIGGER(ch,trig)    (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define IS_GOOD(ch)             (ch->alignment >= 1)
#define IS_EVIL(ch)             (ch->alignment <= -1)
#define IS_NEUTRAL(ch)                (!IS_GOOD(ch) && !IS_EVIL(ch))

#define IS_AWAKE(ch)		(ch->position > POS_SLEEPING)
#define GET_AC(ch,type)		((ch)->armor[type]			    \
		        + ( IS_AWAKE(ch)			    \
			? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))  
#define GET_HITROLL(ch)	\
		((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
		((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)

#define IS_OUTSIDE(ch)		(!IS_SET(				    \
				    (ch)->in_room->room_flags,		    \
				    ROOM_INDOORS))

#define WAIT_STATE(ch, npulse)	((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse)  ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch)    ((ch)->carry_weight + (ch)->silver/10 +   \
                                                      (ch)->gold * 2 / 5)



/*
 * Object macros.
 */
#define CAN_WEAR(obj, part)	(IS_SET((obj)->wear_flags,  (part)))
#define IS_OBJ_STAT(obj, stat)	(IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj)	((obj)->item_type == ITEM_CONTAINER ? \
	(obj)->value[4] : 100)



/*
 * Description macros.
 */
#define PERS(ch, looker)	( can_see( looker, (ch) ) ?		\
				( IS_NPC(ch) ? (ch)->short_descr	\
				: is_affected(ch,gsn_cloak_form) ?    \
				"a cloaked figure" : (ch)->name ) : ( IS_IMMORTAL(ch) ?    \
	             		"An Immortal" : "someone" ) )

/*
 * Structure for a social in the socials table.
 */
struct	social_type
{
    char      name[20];
    char *    char_no_arg;
    char *    others_no_arg;
    char *    char_found;
    char *    others_found;
    char *    vict_found;
    char *    char_not_found;
    char *      char_auto;
    char *      others_auto;
};



/*
 * Global constants.
 */
extern	const	struct	str_app_type	str_app		[26];
extern	const	struct	int_app_type	int_app		[26];
extern	const	struct	wis_app_type	wis_app		[26];
extern	const	struct	dex_app_type	dex_app		[26];
extern	const	struct	con_app_type	con_app		[26];

extern	const	struct	class_type	class_table	[MAX_CLASS];
extern	const	struct	weapon_type	weapon_table	[];
extern  const   struct  item_type	item_table	[];
extern	const	struct	wiznet_type	wiznet_table	[];
extern	const	struct	attack_type	attack_table	[];
extern  const	struct  race_type	race_table	[];
extern	const	struct	pc_race_type	pc_race_table	[];
extern  const	struct	spec_type	spec_table	[];
extern	const	struct	liq_type	liq_table	[];
extern	const	struct	skill_type	skill_table	[MAX_SKILL];
extern  const   struct  group_type      group_table	[MAX_GROUP];
extern          struct social_type      social_table	[MAX_SOCIALS];
extern	char *	const			title_table	[MAX_CLASS]
							[MAX_LEVEL+1]
							[2];


                                             
/*
 * Global variables.
 */
extern		HELP_DATA	  *	help_first;
extern		SHOP_DATA	  *	shop_first;

extern		CHAR_DATA	  *	char_list;
extern		DESCRIPTOR_DATA   *	descriptor_list;
extern		OBJ_DATA	  *	object_list;

extern          MPROG_CODE        *     mprog_list;

extern		char			bug_buf		[];
extern		time_t			current_time;
extern		bool			fLogAll;
extern          bool                    MOBtrigger;
extern		FILE *			fpReserve;
extern		KILL_DATA		kill_table	[];
extern		char			log_buf		[];
extern		TIME_INFO_DATA		time_info;
extern		WEATHER_DATA		weather_info;
extern 		sh_int			count_data	[30000];
/*
 * OS-dependent declarations.
 * These are all very standard library functions,
 *   but some systems have incomplete or non-ansi header files.
 */
#if	defined(_AIX)
char *	crypt		args( ( const char *key, const char *salt ) );
#endif

#if	defined(apollo)
int	atoi		args( ( const char *string ) );
void *	calloc		args( ( unsigned nelem, size_t size ) );
char *	crypt		args( ( const char *key, const char *salt ) );
#endif

#if	defined(hpux)
char *	crypt		args( ( const char *key, const char *salt ) );
#endif

#if	defined(linux)
char *	crypt		args( ( const char *key, const char *salt ) );
void *  calloc          args( ( unsigned nelem, size_t size ) );
#endif

#if	defined(macintosh)
#define NOCRYPT
#if	defined(unix)
void *  calloc          args( ( unsigned nelem, size_t size ) );
#undef	unix
#endif
#endif

#if	defined(MIPS_OS)
char *	crypt		args( ( const char *key, const char *salt ) );
#endif

#if	defined(MSDOS)
#define NOCRYPT
#if	defined(unix)
#undef	unix
#endif
#endif

#if	defined(NeXT)
char *	crypt		args( ( const char *key, const char *salt ) );
#endif

#if	defined(sequent)
char *	crypt		args( ( const char *key, const char *salt ) );
int	fclose		args( ( FILE *stream ) );
int	fprintf		args( ( FILE *stream, const char *format, ... ) );
int	fread		args( ( void *ptr, int size, int n, FILE *stream ) );
int	fseek		args( ( FILE *stream, long offset, int ptrname ) );
void	perror		args( ( const char *s ) );
int	ungetc		args( ( int c, FILE *stream ) );
#endif

#if	defined(sun)
char *	crypt		args( ( const char *key, const char *salt ) );
int	fclose		args( ( FILE *stream ) );
int	fprintf		args( ( FILE *stream, const char *format, ... ) );
#if	defined(SYSV)
siz_t	fread		args( ( void *ptr, size_t size, size_t n, 
			    FILE *stream) );
#else
int	fread		args( ( void *ptr, int size, int n, FILE *stream ) );
#endif
int	fseek		args( ( FILE *stream, long offset, int ptrname ) );
void	perror		args( ( const char *s ) );
int	ungetc		args( ( int c, FILE *stream ) );
#endif

#if	defined(ultrix)
char *	crypt		args( ( const char *key, const char *salt ) );
#endif



/*
 * The crypt(3) function is not available on some operating systems.
 * In particular, the U.S. Government prohibits its export from the
 *   United States to foreign countries.
 * Turn on NOCRYPT to keep passwords in plain text.
 */
#if	defined(NOCRYPT)
#define crypt(s1, s2)	(s1)
#endif



/*
 * Data files used by the server.
 *
 * AREA_LIST contains a list of areas to boot.
 * All files are read in completely at bootup.
 * Most output files (bug, idea, typo, shutdown) are append-only.
 *
 * The NULL_FILE is held open so that we have a stream handle in reserve,
 *   so players can go ahead and telnet to all the other descriptors.
 * Then we close it whenever we need to open a file (e.g. a save file).
 */
#if defined(macintosh)
#define PLAYER_DIR	""			/* Player files	*/
#define TEMP_FILE	"romtmp"
#define NULL_FILE	"proto.are"		/* To reserve one stream */
#endif

#if defined(MSDOS)
#define PLAYER_DIR	""			/* Player files */
#define TEMP_FILE	"romtmp"
#define NULL_FILE	"nul"			/* To reserve one stream */
#endif

#if defined(unix)
#define PLAYER_DIR      "../player/"        	/* Player files */
#define PLAYER_LIST	"../player/Player.lst"  /* Player list for limits */
#define GOD_DIR         "../gods/"  		/* list of gods */
#define TEMP_FILE	"../player/romtmp"
#define NULL_FILE	"/dev/null"		/* To reserve one stream */
#endif

#define AREA_LIST       "area.lst"  /* List of areas*/
#define BUG_FILE        "bugs.txt" /* For 'bug' and bug()*/
#define TYPO_FILE       "typos.txt" /* For 'typo'*/
#define NOTE_FILE       "notes.not"/* For 'notes'*/
#define IDEA_FILE	"ideas.not"
#define PENALTY_FILE	"penal.not"
#define NEWS_FILE	"news.not"
#define CHANGES_FILE	"chang.not"
#define SHUTDOWN_FILE   "shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE	"ban.txt"



/*
 * Our function prototypes.
 * One big lump ... this is every function in Merc.
 */
#define CD	CHAR_DATA
#define MID	MOB_INDEX_DATA
#define OD	OBJ_DATA
#define OID	OBJ_INDEX_DATA
#define RID	ROOM_INDEX_DATA
#define SF	SPEC_FUN
#define AD	AFFECT_DATA
#define MPC     MPROG_CODE

/* act_comm.c */
void  	check_sex	args( ( CHAR_DATA *ch) );
void	add_follower	args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void	stop_follower	args( ( CHAR_DATA *ch ) );
void 	nuke_pets	args( ( CHAR_DATA *ch ) );
void	die_follower	args( ( CHAR_DATA *ch ) );
bool	is_same_group	args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void	announce_logout args((CHAR_DATA *ch));
void	get_age_mod	args((CHAR_DATA *ch));	/* meant to be comm.c but accident */

/* act_enter.c */
RID  *get_random_room   args ( (CHAR_DATA *ch) );

/* act_info.c */
void	set_title	args( ( CHAR_DATA *ch, char *title ) );

/* act_move.c */
void	move_char	args( ( CHAR_DATA *ch, int door, bool follow ) );
void    un_hide         args( ( CHAR_DATA *ch, char *argument ) );
void    un_invis        args( ( CHAR_DATA *ch, char *argument ) );
void    un_earthfade       args( ( CHAR_DATA *ch, char *argument ) );
void    un_sneak        args( ( CHAR_DATA *ch, char *argument ) );
void 	un_camouflage	args( ( CHAR_DATA *ch, char *argument) );
void	un_blackjack	args( ( CHAR_DATA *ch, char *argument) );
void	un_strangle	args( ( CHAR_DATA *ch, char *argument) );
void	un_shroud	args( (CHAR_DATA *ch, char *argument) );
void	un_forest_blend args( ( CHAR_DATA *ch));
void 	un_gaseous	args( ( CHAR_DATA *ch) );
void 	track_char	args( ( CHAR_DATA *ch, CHAR_DATA *tracking, int in_room) );
void 	enforcer_key_trigger args((CHAR_DATA *ch,CHAR_DATA 
				*statue,OBJ_DATA *key));
void	outlaw_key_trigger args( (CHAR_DATA *ch,CHAR_DATA * statue,
				OBJ_DATA *obj));

/* act_obj.c */
bool cant_carry		args( (CHAR_DATA *ch, OBJ_DATA *obj) );
bool is_restricted	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
bool can_loot		args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void    get_obj         args( ( CHAR_DATA *ch, OBJ_DATA *obj,
                            OBJ_DATA *container ) );
void  wear_obj          args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) );
void  clan_shudder	args( (int clan) );
bool  clan_down	args( (CHAR_DATA *ch,int clan) );
bool  hands_full	args( (CHAR_DATA *ch ) );
void wear_obj_girdle	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void wear_obj_bracers	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void remove_obj_girdle	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void remove_obj_bracers	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void reslot_weapon	args( (CHAR_DATA *ch) );
void report_weapon_skill	args( (CHAR_DATA *ch,OBJ_DATA *obj) );
bool can_wield_tertiary	args((CHAR_DATA *ch,OBJ_DATA *obj, bool fReplace));
void    affect_modify   args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd) );

/* act_wiz.c */
void wiznet		args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
			       long flag, long flag_skip, int min_level ) );
/* alias.c */
void 	substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );

/* ban.c */
bool	check_ban	args( ( char *site, int type) );


/* comm.c */
void	show_string	args( ( struct descriptor_data *d, char *input) );
void	close_socket	args( ( DESCRIPTOR_DATA *dclose ) );
void	write_to_buffer	args( ( DESCRIPTOR_DATA *d, const char *txt,
			    int length ) );
void	send_to_char	args( ( const char *txt, CHAR_DATA *ch ) );
void	page_to_char	args( ( const char *txt, CHAR_DATA *ch ) );
void	act		args( ( const char *format, CHAR_DATA *ch,
			    const void *arg1, const void *arg2, int type ) );
void	act_new		args( ( const char *format, CHAR_DATA *ch, 
			    const void *arg1, const void *arg2, int type,
			    int min_pos) );
char *  get_descr_form	args( (CHAR_DATA *ch,CHAR_DATA *looker,bool 
			    get_long) );



/* db.c */
char *	print_flags	args( ( int flag ));
void	boot_db		args( ( void ) );
void	area_update	args( ( void ) );
MPC *   get_mprog_index args( ( int vnum ) );
CD *	create_mobile	args( ( MOB_INDEX_DATA *pMobIndex ) );
void	clone_mobile	args( ( CHAR_DATA *parent, CHAR_DATA *clone) );
OD *	create_object	args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void	clone_object	args( ( OBJ_DATA *parent, OBJ_DATA *clone ) );
void	clear_char	args( ( CHAR_DATA *ch ) );
char *	get_extra_descr	args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID *	get_mob_index	args( ( int vnum ) );
OID *	get_obj_index	args( ( int vnum ) );
RID *	get_room_index	args( ( int vnum ) );
char	fread_letter	args( ( FILE *fp ) );
int	fread_number	args( ( FILE *fp ) );
long 	fread_flag	args( ( FILE *fp ) );
char *	fread_string	args( ( FILE *fp ) );
char *  fread_string_eol args(( FILE *fp ) );
void	fread_to_eol	args( ( FILE *fp ) );
char *	fread_word	args( ( FILE *fp ) );
long	flag_convert	args( ( char letter) );
void *	alloc_mem	args( ( int sMem ) );
void *	alloc_perm	args( ( int sMem ) );
void	free_mem	args( ( void *pMem, int sMem ) );
char *	str_dup		args( ( const char *str ) );
void	free_string	args( ( char *pstr ) );
int	number_fuzzy	args( ( int number ) );
int	number_range	args( ( int from, int to ) );
int	number_percent	args( ( void ) );
int	number_door	args( ( void ) );
int	number_bits	args( ( int width ) );
long     number_mm       args( ( void ) );
int	dice		args( ( int number, int size ) );
int	interpolate	args( ( int level, int value_00, int value_32 ) );
void	smash_tilde	args( ( char *str ) );
bool	str_cmp		args( ( const char *astr, const char *bstr ) );
bool	str_prefix	args( ( const char *astr, const char *bstr ) );
bool	str_infix	args( ( const char *astr, const char *bstr ) );
bool	str_suffix	args( ( const char *astr, const char *bstr ) );
char *	capitalize	args( ( const char *str ) );
void	append_file	args( ( CHAR_DATA *ch, char *file, char *str ) );
void	bug		args( ( const char *str, int param ) );
void	log_string	args( ( const char *str ) );
void	tail_chain	args( ( void ) );

/* effect.c */
void	acid_effect	args( (void *vo, int level, int dam, int target) );
void	cold_effect	args( (void *vo, int level, int dam, int target) );
void	fire_effect	args( (void *vo, int level, int dam, int target) );
void	poison_effect	args( (void *vo, int level, int dam, int target) );
void	shock_effect	args( (void *vo, int level, int dam, int target) );


/* fight.c */
void raw_kill	args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
bool spellbaned 	args( (CHAR_DATA *chaster, CHAR_DATA *victim, int sn));
bool 	is_safe		args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool 	is_safe_spell	args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) );
void	violence_update	args( ( void ) );
void	multi_hit	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
bool	damage		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
			        int dt, int class, bool show ) );
bool    damage_old      args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
                                int dt, int class, bool show ) );
bool check_evaluate args((CHAR_DATA *ch,CHAR_DATA *victim));
void	update_pos	args( ( CHAR_DATA *victim ) );
void	stop_fighting	args( ( CHAR_DATA *ch, bool fBoth ) );
void	check_killer	args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
void	age_death	args((CHAR_DATA *ch));
char * check_evaluation_fight args((CHAR_DATA *ch,CHAR_DATA *victim));

/* handler.c */
AD  	*affect_find args( (AFFECT_DATA *paf, int sn));
void	affect_check	args( (CHAR_DATA *ch, int where, int vector) );
int	count_users	args( (OBJ_DATA *obj) );
void 	deduct_cost	args( (CHAR_DATA *ch, int cost) );
void	affect_enchant	args( (OBJ_DATA *obj) );
char *	color_value_string args( ( int color, bool bold, bool flash ) );
int 	strlen_color	args( ( char *argument ) );
int 	check_immune	args( (CHAR_DATA *ch, int dam_type) );
int	liq_lookup	args( ( const char *name) );
int 	material_lookup args( ( const char *name) );
int	weapon_lookup	args( ( const char *name) );
int	weapon_type	args( ( const char *name) );
char 	*weapon_name	args( ( int weapon_Type) );
int	item_lookup	args( ( const char *name) );
char	*item_name	args( ( int item_type) ); 
int	attack_lookup	args( ( const char *name) );
int	race_lookup	args( ( const char *name) );
long	wiznet_lookup	args( ( const char *name) );
int	class_lookup	args( ( const char *name) );
bool    is_clan         args( (CHAR_DATA *ch) );
bool    is_same_clan    args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool	is_old_mob	args ( (CHAR_DATA *ch) );
int	get_skill	args( ( CHAR_DATA *ch, int sn ) );
int	get_weapon_sn	args( ( CHAR_DATA *ch ) );
int	get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int     get_age         args( ( CHAR_DATA *ch ) );
void	reset_char	args( ( CHAR_DATA *ch )  );
bool    can_pk        args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int	get_trust	args( ( CHAR_DATA *ch ) );
int	get_curr_stat	args( ( CHAR_DATA *ch, int stat ) );
int 	get_max_train	args( ( CHAR_DATA *ch, int stat ) );
int	can_carry_n	args( ( CHAR_DATA *ch ) );
int	can_carry_w	args( ( CHAR_DATA *ch ) );
bool	is_name		args( ( char *str, char *namelist ) );
bool	is_exact_name	args( ( char *str, char *namelist ) );
void	affect_to_char	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	affect_to_obj	args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void	affect_remove	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void	affect_strip	args( ( CHAR_DATA *ch, int sn ) );
bool	is_affected	args( ( CHAR_DATA *ch, int sn ) );
void	affect_join	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	char_from_room	args( ( CHAR_DATA *ch ) );
void	char_to_room	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void	obj_to_char	args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void	obj_from_char	args( ( OBJ_DATA *obj ) );
int	apply_ac	args( ( OBJ_DATA *obj, int iWear, int type ) );
OD *	get_eq_char	args( ( CHAR_DATA *ch, int iWear ) );
void	equip_char	args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void	unequip_char	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int	count_obj_list	args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void	obj_from_room	args( ( OBJ_DATA *obj ) );
void	obj_to_room	args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void	obj_to_obj	args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void	obj_from_obj	args( ( OBJ_DATA *obj ) );
void	extract_obj	args( ( OBJ_DATA *obj ) );
void	extract_char	args( ( CHAR_DATA *ch, bool fPull ) );
CD *	get_char_room	args( ( CHAR_DATA *ch, char *argument ) );
CD *	get_char_world	args( ( CHAR_DATA *ch, char *argument ) );
OD *	get_obj_type	args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD *	get_obj_list	args( ( CHAR_DATA *ch, char *argument,
			    OBJ_DATA *list ) );
OD *	get_obj_carry	args( ( CHAR_DATA *ch, char *argument, 
			    CHAR_DATA *viewer ) );
OD *	get_obj_wear	args( ( CHAR_DATA *ch, char *argument ) );
OD *	get_obj_here	args( ( CHAR_DATA *ch, char *argument ) );
OD *	get_obj_world	args( ( CHAR_DATA *ch, char *argument ) );
OD *    create_money    args( ( int gold, int silver ) );
int	get_obj_number	args( ( OBJ_DATA *obj ) );
int	get_obj_weight	args( ( OBJ_DATA *obj ) );
int	get_true_weight	args( ( OBJ_DATA *obj ) );
bool	room_is_dark	args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool	is_room_owner	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool	room_is_private	args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool	can_see		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	can_see_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool	can_see_room	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool	can_drop_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char *	affect_loc_name	args( ( int location ) );
char *	affect_bit_name	args( ( int vector ) );
char * restrict_bit_name args( (int restrict_flags) );
char *	extra_bit_name	args( ( int extra_flags ) );
char * 	wear_bit_name	args( ( int wear_flags ) );
char *	act_bit_name	args( ( int act_flags ) );
char *	off_bit_name	args( ( int off_flags ) );
char *  imm_bit_name	args( ( int imm_flags ) );
char * 	form_bit_name	args( ( int form_flags ) );
char *	part_bit_name	args( ( int part_flags ) );
char *	weapon_bit_name	args( ( int weapon_flags ) );
char *  comm_bit_name	args( ( int comm_flags ) );
char *	cont_bit_name	args( ( int cont_flags) );


/* interp.c */
void	interpret	args( ( CHAR_DATA *ch, char *argument ) );
bool	is_number	args( ( char *arg ) );
int	number_argument	args( ( char *argument, char *arg ) );
int	mult_argument	args( ( char *argument, char *arg) );
char *	one_argument	args( ( char *argument, char *arg_first ) );

/* magic.c */
bool	check_absorb	args( (CHAR_DATA *ch,CHAR_DATA *victim,int dt) );
int	find_spell	args( ( CHAR_DATA *ch, const char *name) );
int 	mana_cost 	(CHAR_DATA *ch, int min_mana, int level);
int	skill_lookup	args( ( const char *name ) );
int	slot_lookup	args( ( int slot ) );
bool	saves_spell	args( ( int level, CHAR_DATA *victim, int dam_type ) );
void	obj_cast_spell	args( ( int sn, int level, CHAR_DATA *ch,
				    CHAR_DATA *victim, OBJ_DATA *obj ) );
/* save.c */
void	save_char_obj	args( ( CHAR_DATA *ch ) );
bool	load_char_obj	args( ( DESCRIPTOR_DATA *d, char *name ) );

/* skills.c */
bool 	parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) );
void 	list_group_costs args( ( CHAR_DATA *ch ) );
void    list_group_known args( ( CHAR_DATA *ch ) );
int     exp_per_level   args( ( CHAR_DATA *ch ) );
void 	check_improve	args( ( CHAR_DATA *ch, int sn, bool success, 
				    int multiplier ) );
int 	group_lookup	args( (const char *name) );
void	gn_add		args( ( CHAR_DATA *ch, int gn) );
void 	gn_remove	args( ( CHAR_DATA *ch, int gn) );
void 	group_add	args( ( CHAR_DATA *ch, const char *name, bool deduct) );
void	group_remove	args( ( CHAR_DATA *ch, const char *name) );

/* special.c */
SF *	spec_lookup	args( ( const char *name ) );
char *	spec_name	args( ( SPEC_FUN *function ) );

/* teleport.c */
RID *	room_by_name	args( ( char *target, int level, bool error) );

/* update.c */
void	advance_level	args( ( CHAR_DATA *ch, bool hide ) );
void	gain_exp	args( ( CHAR_DATA *ch, int gain ) );
void	gain_condition	args( ( CHAR_DATA *ch, int iCond, int value ) );
void	update_handler	args( ( void ) );
void    spec_update     args( ( CHAR_DATA *ch ) );
int 	get_death_age	args((CHAR_DATA *ch));
char *	get_age_name	args((CHAR_DATA *ch));

/* mob_prog.c */
void  program_flow    args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, 
                              const void *arg1, const void *arg2 ) );
void  mp_act_trigger  args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, 
                              const void *arg1, const void *arg2, int type ) );
bool  mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, 
                              const void *arg1, const void *arg2, int type ) );
void  mp_bribe_trigger  args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
bool  mp_exit_trigger   args( ( CHAR_DATA *ch, int dir ) );
void  mp_give_trigger   args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) );
void  mp_greet_trigger  args( ( CHAR_DATA *ch ) );
void  mp_hprct_trigger  args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );

/* mob_cmds.c */
void  mob_interpret   args( ( CHAR_DATA *ch, char *argument ) );

#undef	CD
#undef	MID
#undef	OD
#undef	OID
#undef	RID
#undef	SF
#undef AD