kbk/kbk3/
kbk/kbk3/area/
kbk/kbk3/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( )
#define DECLARE_SONG_FUN( fun )         void fun( )
#define DECLARE_AFF_FUN( fun )		void fun( )
#define DECLARE_RAFF_FUN( fun )		void fun( )
DECLARE_DO_FUN( do_prep );
DECLARE_DO_FUN( do_weaponbreak );
DECLARE_DO_FUN( do_unread );

#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
#define DECLARE_SONG_FUN( fun )         SONG_FUN  fun
#define DECLARE_AFF_FUN( fun )		AFF_FUN  fun
#define DECLARE_RAFF_FUN( fun )		RAFF_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

/* ea */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH

/*
 * 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	help_area_data		HELP_AREA;
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;
typedef struct  room_affect_data        ROOM_AFFECT_DATA;
typedef struct  old_char		OLD_CHAR;


/*
 * 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 ) );
typedef void SONG_FUN   args( ( int songnum, int level, CHAR_DATA *ch ) );
typedef void RAFF_FUN	args( ( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *af ) );
typedef void AFF_FUN	args( ( CHAR_DATA *ch, AFFECT_DATA *af ) );


/*
 * String and memory management parameters.
 */
#define	MAX_KEY_HASH		 1024
#define MAX_STRING_LENGTH	 4608
#define MAX_INPUT_LENGTH	  256
#define PAGELEN			   20


/*
 * 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                 779 // was 769
#define MAX_GROUP		   50
#define MAX_IN_GROUP              500
#define MAX_ALIAS		   10
#define MAX_CLASS                  13
#define MAX_PC_RACE                16 /* was 18 and was 24 */
#define MAX_CABAL                  7
#define MAX_DAMAGE_MESSAGE	   60
#define MAX_LEVEL		   60
#define MAX_SONGS		   8
#define LEVEL_HERO		   (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 8)
#define MAX_WEAPON                 10
#define MAX_VNUM		99999
#define MAX_FORM		11

#define PULSE_PER_SECOND	    4
#define PULSE_VIOLENCE		  ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE		  ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK		  (30 * PULSE_PER_SECOND)
#define PULSE_AREA		  (60 * PULSE_PER_SECOND)
#define PULSE_TRACK		  (20 * PULSE_PER_SECOND)
#define PULSE_RIOT		  ( 2 * PULSE_PER_SECOND)
#define PULSE_RAFFECT             ( 3 * PULSE_MOBILE)

#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

#define	CON_DIE_BOUND	3

#define CLEAR		""		/* Resets Colour	*/
#define C_RED		""	/* Normal Colours	*/
#define C_GREEN		""
#define C_YELLOW	""
#define C_BLUE		""
#define C_MAGENTA	""
#define C_CYAN		""
#define C_WHITE		""
#define C_D_GREY        ""	/* Light Colors	*/
#define C_B_RED		""
#define C_B_GREEN	""
#define C_B_YELLOW	""
#define C_B_BLUE	""
#define C_B_MAGENTA	""
#define C_B_CYAN	""
#define C_B_WHITE	""
#define BG_BLUE		"\e[1;44m"
#define MAX_COLORS	17
#define MAX_EVENTS	10

/*
 * 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;
};

struct song_type
{
    char *      name;                   /* Name of song */
    char *      listname;               /* name that shows on do_songs */
    sh_int      level;                  /* Average of player vs instrument */
    SONG_FUN *  song_fun;               /* function called for song */
    sh_int      minimum_position;       /* min position to play song */
    sh_int      min_mana;               /* min mana song takes */
    sh_int      beats;                  /* Waiting time after use */
};



/*
 * 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_GET_CABAL                   12
#define CON_DEFAULT_CHOICE              13
#define CON_GEN_GROUPS                  14
#define CON_NEW_CHAR                    15
#define CON_READ_IMOTD                  16
#define CON_READ_MOTD                   17
#define CON_BREAK_CONNECT               18
#define CON_COPYOVER_RECOVER			19




/*
 * 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;
    void *		pEdit;		/* OLC */
    char **		pString;	/* OLC */
    int			editor;		/* OLC */
};



/*
 * 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;
    sh_int	tohit;
    sh_int	armor;
};

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
#define TO_IMMINROOM        5


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

struct help_area_data
{
	HELP_AREA *	next;
	HELP_DATA *	first;
	HELP_DATA *	last;
	AREA_DATA *	area;
	char *		filename;
	bool		changed;
};

/*
 * 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 	6
#define STAT_STR 	0
#define STAT_INT	1
#define STAT_WIS	2
#define STAT_DEX	3
#define STAT_CON	4
#define STAT_CHR	5
#define MAX_SPECS       8
#define MAX_SPEC_SKILLS 1

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	*/
    sh_int	ctype;
};

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[13]; 		/* 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;
    CHAR_DATA *	        owner;
    char *              name;
    bool		valid;
	sh_int		wait;
    sh_int		where;
    sh_int		type;
    sh_int		level;
    sh_int		duration;
    sh_int		location;
    sh_int		modifier;
    int			bitvector;
    int			aftype;
    AFF_FUN *           end_fun;
};

/*
 * A room affect.
 */
struct	room_affect_data
{
    ROOM_AFFECT_DATA *	next;
    CHAR_DATA *		owner;
    char *		name;
    bool		valid;
    sh_int		where;
    sh_int		type;
    sh_int		level;
    sh_int		duration;
    sh_int		location;
    sh_int		modifier;
    int			bitvector;
    int			aftype;
    RAFF_FUN *		tick_fun;
    RAFF_FUN *		end_fun;
};

/* affect types */
#define AFT_SPELL			0
#define AFT_SKILL			1
#define AFT_POWER			2
#define AFT_MALADY 			3
#define AFT_COMMUNE			4
#define AFT_INVIS			5
#define AFT_SONG			6
#define AFT_HIDDEN			7

/* class types */
#define CLASS_CASTER	0
#define CLASS_COMMUNER	1
#define CLASS_SING	2

/* const.c skill table types */
#define CMD_NONE 	0
#define CMD_SPELL 	1
#define CMD_COMMUNE 	2
#define CMD_POWER 	3
#define CMD_BOTH 	4
#define CMD_SONG	5

/* 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

/* where definitions for room */
#define TO_ROOM_AFFECTS 0
#define TO_ROOM_CONST   1
#define TO_ROOM_FLAGS   2

/* room applies */
#define APPLY_ROOM_NONE 0
#define APPLY_ROOM_HEAL 1
#define APPLY_ROOM_MANA 2

/* Cabal definitions */
#define CABAL_ACADIAN     1
#define CABAL_PROTECTOR   2
#define CABAL_COVEN       3
#define CABAL_RAVAGER     4
#define CABAL_VIGILANTE   5
#define CABAL_BRIAR       6

#define CABAL_OUTLAW   1
#define CABAL_EMPIRE   2
/* Empire definitions */
#define EMPIRE_ANATH	-1
#define EMPIRE_NONE	0
#define EMPIRE_PBLOOD	1
#define EMPIRE_BLOOD	2
#define EMPIRE_CITIZEN	3
#define EMPIRE_SLEADER	4
#define EMPIRE_EMPEROR	5
#define EMPIRE_IMM	6

#define MAX_EMPIRE	8
#define CABAL_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_APRAT		   2949
#define MOB_VNUM_MUMMY		   2922
#define MOB_VNUM_NIGHTFALL	   2923
#define MOB_VNUM_SLAVE             2924
#define MOB_VNUM_STALKER           2925
#define MOB_VNUM_BEAST             2926
#define MOB_VNUM_PHANTOM	   2929
#define MOB_VNUM_PROTECTOR	   23600
#define MOB_VNUM_ENFORCER_STATUE   23602

#define MOB_VNUM_COVEN	   	   5800
#define MOB_VNUM_ACADIAN	   3800
//#define MOB_VNUM_PROTECTOR	   4501
#define MOB_VNUM_RAVAGER   	   5700
#define MOB_VNUM_BRIAR         8800
#define MOB_VNUM_VIGILANTE	   23600
#define MOB_VNUM_TEMPLAR	   4505

#define MOB_VNUM_SYLVAN	       20202020
#define MOB_VNUM_OUTLAW			28282


#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
#define MOB_VNUM_PLRMOB 1201
#define MOB_VNUM_CENTURION      8102

#define MOB_VNUM_POINTMASTER    3802
#define MOB_VNUM_BLUE_STEED 	3803
#define MOB_VNUM_RED_STEED  	3804
#define MOB_VNUM_BLACK_STEED	3805
#define MOB_VNUM_GREEN_STEED    3806

// For new animal call

#define MOB_VNUM_RRATTLESNAKE   2930
#define MOB_VNUM_RSPRITE		   2931
#define MOB_VNUM_RLYNX		   2932
#define MOB_VNUM_RLEECH		   2933
#define MOB_VNUM_RMOUND         2934
#define MOB_VNUM_RVINE		    2935
#define MOB_VNUM_RALLIGATOR     2936
#define MOB_VNUM_RBAT			2937
#define MOB_VNUM_RGRIFFIN       2938
#define MOB_VNUM_RBEAR			2939
#define MOB_VNUM_RWOLF          2940
#define MOB_VNUM_RWOLVERINE     2941
#define MOB_VNUM_RWITCH         2942
#define MOB_VNUM_RJAGUAR        2943
#define MOB_VNUM_RWSNAKE        2944
#define MOB_VNUM_RFISH          2945
#define MOB_VNUM_RNAGA          2946
#define MOB_VNUM_RLION			2947
#define MOB_VNUM_RFALCON		2948




/* 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
#define gg 			4294967296
#define hh			8589934592
#define ii			17179869184
/*
 * 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_CABAL_MOB             (D)             /* Attacks non-cabal  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_NO_TRACK		(L)
#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
#define DAM_TRUESTRIKE  20
#define DAM_EARTH		21
#define DAM_WIND		22

/* 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 STATIC_TRACKING		(W)
#define SPAM_MURDER		(X)
#define OFF_INTIMIDATED		(Y)
#define OFF_UNDEAD_DRAIN	(Z)	/* True undead drain, very powerful */

#define OFF_CHEAPSHOT		(A)
#define OFF_PARTING_BLOW	(B)
#define OFF_ASSASSIN		(C)
#define OFF_SWORD_SPEC		(D)
#define OFF_AXE_SPEC		(E)
#define OFF_HTH_SPEC		(F)
#define OFF_DAGGER_SPEC		(G)
#define OFF_SPEAR_SPEC		(H)
#define OFF_MACE_SPEC		(I)
#define OFF_WHIP_SPEC		(J)
#define OFF_POLEARM_SPEC	(K)

#define GROUP_SWORD		21
#define GROUP_AXE		22
#define GROUP_HTH		23
#define GROUP_DAGGER		24
#define GROUP_SPEAR		25
#define GROUP_MACE		26
#define GROUP_WHIP		27
#define GROUP_POLEARM		28

/* 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)

/*
 * 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_LOOKING_GLASS	(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_BLOODTHIRST         (ff)
/* #define AFF_SOFTEN		4294967296 (gg) */
#define AFF_DETECT_ILLUSION	(hh)
#define AFF_SPEECH_IMPAIR       (gg)




/*
 * *AFF* bits for rooms
 */
#define AFF_ROOM_RANDOMIZER             (A)
#define AFF_ROOM_CURSE                  (K)
#define AFF_ROOM_POISON                 (M)
#define AFF_ROOM_SLEEP                  (R)
#define AFF_ROOM_PLAGUE                 (X)
#define AFF_ROOM_SLOW                   (dd)
#define AFF_ROOM_BLIZZARD				(C)
#define AFF_ROOM_ELECTRIC_STORM			(D)
#define AFF_ROOM_ICE_SLICK				(E)
#define AFF_ROOM_VACUME					(F)
#define AFF_ROOM_WALL_THORNS			(G)
#define AFF_ROOM_FOG					(H)

/*
 * 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_VIGILANTE	    23601
#define OBJ_VNUM_RAVAGER	            5701
#define OBJ_VNUM_COVEN	  	    5801
#define OBJ_VNUM_ACADIAN	    3801
#define OBJ_VNUM_BRIAR             8800
#define OBJ_VNUM_PROTECTOR		    4502


#define KEY_ACADIAN		3800
#define KEY_COVEN		5802
#define KEY_RAVAGER		5700
#define KEY_PROTECTOR	4500
#define KEY_VIGILANTE   23602
#define KEY_BRIAR       8800

#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_RANGER_MAPLE         2963
#define OBJ_VNUM_RANGER_MAGIC         2964
#define OBJ_VNUM_RANGER_OAK           2965

#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_UNHOLY_SWORD	      2951
#define OBJ_VNUM_UNHOLY_DAGGER	      2952
#define OBJ_VNUM_UNHOLY_SPEAR         2953
#define OBJ_VNUM_UNHOLY_MACE	      2954
#define OBJ_VNUM_UNHOLY_AXE	      2955
#define OBJ_VNUM_UNHOLY_FLAIL	      2956
#define OBJ_VNUM_UNHOLY_WHIP	      2957
#define OBJ_VNUM_UNHOLY_POLEARM	      2958
#define OBJ_VNUM_CLOWN_MALLET         2959
#define OBJ_VNUM_CHAOS_BLADE          9903
#define OBJ_VNUM_ANCIENT_WHIP		  3810
#define OBJ_VNUM_ANCIENT_SWORD		  3811
#define OBJ_VNUM_ANCIENT_DAGGER		  3812
#define OBJ_VNUM_WOOD_MAPLE           2960
#define OBJ_VNUM_WOOD_MAGIC			  2961
#define OBJ_VNUM_WOOD_OAK			  2962

#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_SIPHON_CORPSE   28

#define OBJ_VNUM_ROSE		   1001
#define OBJ_VNUM_ARENA_TROPHY     26010
#define OBJ_VNUM_ANCIENT_SCALP	45

#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

/* TATTOOS */
#define OBJ_VNUM_TATTOO_ASS	49
#define OBJ_VNUM_TATTOO_DET	57
#define OBJ_VNUM_TATTOO_DEO     58
#define OBJ_VNUM_TATTOO_KRA     59
#define OBJ_VNUM_TATTOO_RHIA	60
#define OBJ_VNUM_TATTOO_VAS     64
#define OBJ_VNUM_TATTOO_JERLE   65
#define OBJ_VNUM_TATTOO_ORDUNO  66
#define OBJ_VNUM_TATTOO_DHAYTON 67
#define OBJ_VNUM_TATTOO_MERTH   71

#define OBJ_VNUM_DRAGONSWORD  4503
#define OBJ_VNUM_DRAGONPLATE  4506
#define OBJ_VNUM_DRAGON_WEAPON 9
#define OBJ_VNUM_EMPERORTHRONE 8102

#define OBJ_VNUM_CLAYMORE 5752

/*
 * 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_CABAL_ITEM              35
#define ITEM_SKELETON	             36
#define ITEM_INSTRUMENT              37
#define ITEM_ARROW		     38
#define ITEM_BOW		     39

/*
 * 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_FIXED              (R)
#define ITEM_NODISARM		(S)
#define ITEM_NOLOCATE		(T)
#define ITEM_MELT_DROP		(U)
#define ITEM_HAD_TIMER		(V)
#define ITEM_SELL_EXTRACT	(W)
#define ITEM_METAL		(X)
#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)
#define ITEM_WEAR_KNOCK		(T)
#define ITEM_WEAR_BOUND		(U)

/* object restrict_flags */
#define HUMAN_ONLY		(A)
#define DWARF_ONLY		(B)
#define ELF_ONLY		(C)
#define BARD_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 PRIEST_ONLY		(M)
#define PALADIN_ONLY		(N)
#define ANTI_PALADIN_ONLY	(O)
#define RANGER_ONLY		(P)
#define MONK_ONLY		(Q)
#define TRANSMUTER_ONLY		(R)
#define ASSASSIN_ONLY	        (S)
#define NECROMANCER_ONLY	(T)
#define ELEMENTALIST_ONLY	(U)
#define HEALER_ONLY		(V)

#define ACADIAN_ONLY		(V)
#define COVEN_ONLY		(W)
#define RAVAGER_ONLY		(X)
#define PROTECTOR_ONLY		(Y)
#define VIGILANTE_ONLY		(Z)
#define MAGE_ONLY		(aa)
#define NEWBIE_ONLY		(bb)
#define BRIAR_ONLY           	(cc)

/* Specialization Warrior Skills swarrior */
#define STYLE_NONE              0
#define WSHAND           (A)
#define WSSWORD          (B)
#define WSDAGGER         (C)
#define WSSPEAR          (D)
#define WSMACE           (E)
#define WSAXE            (F)
#define WSFLAIL          (G)
#define WSWHIP           (H)
#define WSPOLEARM        (I)
#define WSSTAFF          (J)
#define MAX_STYLE               11

/* 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
#define WEAPON_HAND            10

/* 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)
#define WEAPON_UNHOLY		(L)
#define WEAPON_LEADER		(M)


/* 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_REGENERATION	     27
#define APPLY_CHR		     28

/*
 * 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 WIELD_ONE                     1
#define WIELD_TWO                     2
#define WIELD_PRIMARY                 3

#define HAS_DIED	8

/* * Speech Impairment modifiers */
#define MOD_NONE		0
#define MOD_SPEECH_REVERSE	1
#define MOD_SPEECH_GARBLE	2

/*
 * 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 cabal rooms where if you put another Cabal's item down
that cabal will lose it's powers. Tailor these for you cabals then make
cabal items for the cabal (these are made by setting the object with the
cabal item setting).
*/
#define ROOM_VNUM_VIGILANTE	    23602
#define ROOM_VNUM_RAVAGER	    5706
#define ROOM_VNUM_COVEN 	    5800
#define ROOM_VNUM_ACADIAN	    3804
#define ROOM_VNUM_PROTECTOR	    4500
#define ROOM_VNUM_BRIAR         8805

#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
#define ROOM_FORCE_DUEL 	   4510
/* temple vnums for hometowns */
#define TEMPLE_MIDGAARD		3054
#define TEMPLE_NEW_THALOS	9609
#define TEMPLE_OFCOL		699
#define TEMPLE_ARKHAM		768
#define TEMPLE_NEWBIE		3058
/* recall vnums for cabal recalls */
#define ROOM_VNUM_RAVAGERT	    5706




/* 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_CABAL              (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_NONE	0
#define ALIGN_G		1
#define ALIGN_N		2
#define ALIGN_GN	3
#define ALIGN_E		4
#define ALIGN_GE        5
#define ALIGN_NE	6
#define ALIGN_ANY       7

/* Ethos selections */
#define ETHOS_NONE	0
#define ETHOS_L		1
#define ETHOS_N		2
#define ETHOS_LN	3
#define ETHOS_C		4
#define ETHOS_LC        5
#define ETHOS_NC	6
#define ETHOS_ANY	7

/* 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_TRANSMUTER	8
#define GUILD_ASSASSIN		9
#define GUILD_NECROMANCER	10
#define GUILD_ELEMENTALIST	11

#define CLASS_WARRIOR 0
#define CLASS_THIEF 1
#define CLASS_PRIEST 2
#define CLASS_PALADIN 3
#define CLASS_ANTI_PALADIN 4
#define CLASS_RANGER 5
#define CLASS_MONK 6
#define CLASS_TRANSMUTER 7
#define CLASS_ASSASSIN 8
#define CLASS_NECROMANCER 9
#define CLASS_ELEMENTALIST 10
#define CLASS_BARD 11
#define CLASS_HEALER 12

/* 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 WEAR_BOUND			 21
#define WEAR_KNOCK		     22
#define MAX_WEAR                     23

/* Imperial */
#define	IMPERIAL_OFFENSE	1
#define	IMPERIAL_NONE		0
#define IMPERIAL_DEFENSE	-1

/***************************************************************************
 *                                                                         *
 *                   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_GOOD			1
#define PK_NEUTRAL       	2
#define PK_EVIL			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)
#define PLR_BETRAYER		(K)

/* RT personal flags */
#define PLR_HEROIMM		(M)
#define PLR_HOLYLIGHT		(N)
#define PLR_EMPOWERED		(O)
#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)
#define PLR_AUTODAMAGE	(cc)


/* 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_NOQUESTION         (F)
#define COMM_NOCABAL            (H)
#define COMM_NOQUOTE		(I)
#define COMM_SHOUTSOFF		(J)
#define COMM_ANSI               (K)
#define COMM_NO_OOC_TELL        (L)

/* 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_CABALS         (aa)
#define COMM_NOCAST		(bb)
#define COMM_OLCEDIT		(cc)
#define COMM_MOUNTED	 (dd)

/* 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)
#define WIZ_CABAL		(U)

/*
 * 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;
    AREA_DATA *		area;
    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                extended_flags;
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    long                mprog_flags;
    sh_int		dam_mod;
    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 *         owner;
    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;
    time_t		last_fight_time;
    char *		last_fight_name;
    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;
    char *		unholy_name;
    long		id;
    sh_int		version;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    char *		prompt;
    char *		prefix;
    int			temple;
    sh_int		group;
    sh_int              cabal;
    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;
    long                extended_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;
    int                 status;
    int			dam_reduc;
 };



/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    BUFFER * 		buffer;
    bool		valid;
    bool                newbie;
    char *		pwd;
    char *		bamfin;
    char *		bamfout;
    char *		title;
    char * 	        extitle;
    char *		imm_death;
    char *		smite;
    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              oalign;
    sh_int              oethos;
    sh_int		sp;
    sh_int		special;
    sh_int		wanteds;
    sh_int		quest;
    sh_int		death_count;
    sh_int              induct;
    sh_int              empire;
    sh_int              lich;
    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];
    sh_int		old_room;
    int			last_level;
    sh_int		condition	[6];
    sh_int		learned		[MAX_SKILL];
    bool		group_known	[MAX_GROUP];
    bool              	confirm_delete;
    char *		alias[MAX_ALIAS];
    char * 		alias_sub[MAX_ALIAS];
    sh_int              num_zombies;
    sh_int              zombie_level[4];
    char *		zombie_one;
    char *		zombie_two;
    char *		zombie_three;
    char *		zombie_four;
    char *		zombie_five;
    sh_int              style;
    long                styles;
    char *              temp_history_buffer;
    char *              history_buffer;
    char *              logon_time;
    char *		sitetrack;
    bool                entering_text;
    char *              entered_text;
    DO_FUN *            end_fun;
    sh_int		warrior_specs[MAX_SPECS];
    sh_int              empire_pay;
    sh_int              empire_prev;
    int			security;
    int			bounty; //Bounty for Ancient. -- Ceial
    int			bkills; // Points of Ancients -- Ceial
    CHAR_DATA *		old;	/* shapeshift */
    int			shifted;
    sh_int		forms[MAX_FORM];
    int			element; // Elementalists specs
    char *		god;
    char *		target;

};

/* 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;
    AREA_DATA *		area;
    bool		new_format;
    char *		name;
    char *		short_descr;
    char *		description;
    sh_int		vnum;
    sh_int		reset_num;
    sh_int              cabal;
    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;
    bool		unholy;
    char *		talked;
    char *		targeted_by;
    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];
    long		restrict_flags;
};



/*
 * 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;
    EXIT_DATA *		next;
    int			rs_flags;
    int			orig_door;
};



/*
 * 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;
    HELP_AREA *		helps;
    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;
    char *		builders;	/* OLC */ /* Listing of */
    int			vnum;		/* OLC */ /* Area vnum  */
    int			area_flags;	/* OLC */
    int			security;	/* OLC */ /* Value 1-9  */

};



/*
 * Room type.
 */
struct	room_index_data
{
    ROOM_INDEX_DATA *	next;
    ROOM_INDEX_DATA *   aff_next;
    CHAR_DATA *		people;
    OBJ_DATA *		contents;
    EXTRA_DESCR_DATA *	extra_descr;
    AREA_DATA *		area;
    EXIT_DATA *		exit	[6];
    EXIT_DATA * 	old_exit[6];
    RESET_DATA *	reset_first;
    RESET_DATA *	reset_last;
    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              cabal;
    sh_int		guild;
    ROOM_AFFECT_DATA *       affected;
    long                affected_by;
};


/*
 * 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;
    bool	      valid;
};

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	*/
    sh_int	ctype;
};

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_ressist;
extern 	sh_int  gsn_battlepaint;
extern  sh_int	gsn_trek;
extern 	sh_int	gsn_firstaid;
extern	sh_int	gsn_claymore;
extern  sh_int  gsn_swing;

extern	sh_int	gsn_rift;
extern  sh_int	gsn_mana_rip;
extern  sh_int	gsn_transcendence;
extern  sh_int  gsn_shifting_colors;
extern  sh_int	gsn_spellcraftII;

extern  sh_int  gsn_track;
extern  sh_int  gsn_siphon;
extern  sh_int  gsn_steed;
extern  sh_int	gsn_target;
extern  sh_int  gsn_swoop;


extern  sh_int  gsn_music;
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_forge;
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_crescent_kick;
extern	sh_int	gsn_axe_kick;
extern	sh_int	gsn_jujitsu;
extern	sh_int	gsn_heightened_awareness;
extern	sh_int	gsn_backfist;
extern	sh_int	gsn_unarmed_defense;
extern	sh_int	gsn_bindwounds;
extern	sh_int	gsn_tigerclaw;
extern	sh_int	gsn_scissor_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 gsn's */
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_bearcharge;
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_vermin;

extern sh_int gsn_mimic;
extern sh_int gsn_liquify;

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_psi_blast;
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_blizzard;
extern sh_int gsn_icy_wind;
extern sh_int gsn_electric_storm;
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_legbreak;
extern sh_int gsn_armbreak;
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_cblow;
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_songsmith;
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_fwood;
extern sh_int gsn_carve;
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_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_stoneskin;
extern sh_int gsn_shield;
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 */
extern sh_int gsn_hold_person;  /* Hold person -Detlef */
extern sh_int gsn_bloodthirst;  /* Bloodthirst for Rager -Detlef */
extern sh_int gsn_manacles;  /* Manacles for Enforcer -Dioxide */
extern sh_int gsn_flurry;  /* Quest flurry -Dioxide */
extern sh_int gsn_drum;  /* Quest drum -Dioxide */
extern sh_int gsn_siton;  /* Quest siton -Dioxide */
extern sh_int gsn_knife;  /* Thief knife -Dioxide */
extern sh_int gsn_body_of_steel; /*tat affect -Orduno*/
extern sh_int gsn_body_of_iron; /*tat affect -Orduno*/
extern sh_int gsn_body_of_wood; /*tat affect -Orduno*/
extern sh_int gsn_body_of_clay; /*tat affect -Orduno*/
extern sh_int gsn_body_of_stone; /*tat affect -Orduno*/
extern sh_int gsn_body_of_diamond; /*tat affect -Orduno*/
extern sh_int gsn_dark_blessing; // Ceials real tat :P
extern sh_int gsn_rage; /*dhaytons tat -Orduno*/
extern sh_int gsn_curse_of_the_dagger; /*dhaytons tat Orduno*/
extern sh_int gsn_disperse;  /* Disperse for Outlaw -Dioxide */
extern sh_int gsn_decapitate;  /* Quest decapitate -Dioxide */
extern sh_int gsn_lightwalk;  /* Quest lightwalk -Dioxide */
extern sh_int gsn_bobbit;  /* Quest Bobbit -Dioxide */
extern sh_int gsn_kinetic_shield; /* Kinetic Shield -Dev */
extern sh_int gsn_garble;  /* Garble for Outlaw :) -Detlef */
extern sh_int gsn_armbreak; /*fun skill Deomanix*/
extern sh_int gsn_wraithform;
extern sh_int gsn_impale;  /* Quest Impale -Dioxide */
extern sh_int gsn_unholy_bless;  /* AP unholy bless -Dioxide */
extern sh_int gsn_defiance;
extern sh_int gsn_coerce;
extern sh_int gsn_haunting;
extern sh_int gsn_executioner;
extern sh_int gsn_bind;
extern sh_int gsn_confuse; /* Confuse of Outlaw */
extern sh_int gsn_kyrtat;
extern sh_int gsn_cheap_shot;
extern sh_int gsn_deafen; /* Deafen for AP -Detlef */
extern sh_int gsn_blitz;  /* Blitz for Rager -Dioxide */
extern sh_int gsn_questdodge;  /* Quest dodge -Dioxide */
extern sh_int gsn_divine_intervention;  /* divine intervention -Dioxide */
extern sh_int gsn_ranger_staff; /* ranger staff skill -Dioxide */
extern sh_int gsn_clown_mallet;
extern sh_int gsn_creep; /* creep skill -Dioxide */
extern sh_int gsn_dragonsword;
extern sh_int gsn_dragonplate;
extern sh_int gsn_unholy_timer;
extern sh_int gsn_honorable_combat;
extern sh_int gsn_chaos_blade;
extern sh_int gsn_darkforge;
extern sh_int gsn_darkforge_sword;
extern sh_int gsn_darkforge_dagger;
extern sh_int gsn_darkforge_whip;
extern sh_int gsn_aristaeia;
extern sh_int gsn_rage_of_dioxide;
extern sh_int gsn_phat_blunt;
extern sh_int gsn_merth;
extern sh_int gsn_merth2;
extern sh_int gsn_spin;
extern sh_int gsn_enhanced_damage_three;
extern sh_int gsn_stun;
extern sh_int gsn_gouge;
extern sh_int gsn_stab;
extern sh_int gsn_stalker;
extern sh_int gsn_zealotism;
extern sh_int gsn_parting_blow;
extern sh_int gsn_dream_blossom;
extern sh_int gsn_randomizer;
extern sh_int gsn_shieldbash;
extern sh_int gsn_hacksaw;
extern sh_int gsn_boneshatter;
extern sh_int gsn_pincer;
extern sh_int gsn_spiderhands;
extern sh_int gsn_chargeset;
extern sh_int gsn_shove;
extern sh_int gsn_devour;
extern sh_int gsn_strip;
extern sh_int gsn_headclap;
extern sh_int gsn_noheadclap; // Damper for headclap -- Ceial
extern sh_int gsn_choke;
extern sh_int gsn_rot;
extern sh_int gsn_rot_recovery;
extern sh_int gsn_eagle_eyes;
extern sh_int gsn_cutoff;
extern sh_int gsn_incinerate;
extern sh_int gsn_integrate;
extern sh_int gsn_chameleon;
extern sh_int gsn_insect_swarm;
extern sh_int gsn_change_sex;
extern sh_int gsn_forest_friend;
extern sh_int gsn_slaves;
extern sh_int  gsn_phase;
extern sh_int gsn_flourintine;
extern sh_int gsn_ironhands;
extern sh_int gsn_overhead;
extern sh_int gsn_archery;
/*block of new elementalist spells*/
extern sh_int gsn_self_immolation;
extern sh_int gsn_shield_of_bubbles;
extern sh_int gsn_shield_of_dust;
extern sh_int gsn_shield_of_flames;
extern sh_int gsn_shield_of_frost;
extern sh_int gsn_shield_of_lightning;
extern sh_int gsn_shield_of_wind;
extern sh_int gsn_flames;
extern sh_int gsn_static_charge;
/*illusionist type stuff*/
extern sh_int gsn_displacement;
extern sh_int gsn_nullify_sound;
extern sh_int gsn_shackles;
extern sh_int gsn_bloody_shackles;
extern sh_int gsn_divine_aura;
extern sh_int gsn_artic_fury;
/* new skills 3/08/02 */
extern sh_int gsn_snare;
extern sh_int gsn_snaretimer;
extern sh_int gsn_whirl;
extern sh_int gsn_nightfist;
extern sh_int gsn_imperial_training;
extern sh_int gsn_centurion_call;
extern sh_int gsn_incandescense;
extern sh_int gsn_scorch;
extern sh_int gsn_counter;
extern sh_int gsn_asscounter;
extern sh_int gsn_dew;
extern sh_int gsn_phantom;
extern sh_int gsn_divine_blessing;
/* Killer Clown */
extern sh_int gsn_bite;
extern sh_int gsn_abites;
extern sh_int gsn_throw_knife;
extern sh_int gsn_poison_flower;
extern sh_int gsn_pie;

extern sh_int gsn_weaponbreaker;
extern sh_int gsn_barrier;
extern sh_int gsn_crushing_blow;
extern sh_int gsn_hex;
extern sh_int gsn_maehslin;
extern sh_int gsn_volley;
extern sh_int gsn_soften;
extern sh_int gsn_duo;
extern sh_int gsn_protection;

extern sh_int gsn_wire_delay;
extern sh_int gsn_trip_wire;
extern sh_int gsn_balance;
extern sh_int gsn_gag;

// Air Elementalists

extern sh_int gsn_mass_fly;
extern sh_int gsn_air_shield;

/*
 * 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))
#define PERCENT(cur, max)       (max==0?0:((cur)*100)/(max))

#define IS_NULLSTR(str)		((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max)	( ((min) < (num)) && ((num) < (max)) )
#define CHECK_POS(a, b, c)	{							\
					(a) = (b);					\
					if ( (a) < 0 )					\
					bug( "CHECK_POS : " c " == %d < 0", a );	\
				}

/*
 * 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_HEROIMM(ch)		(IS_SET((ch)->act,PLR_HEROIMM))
#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/1000 +   \
                                                      (ch)->gold/100)

/*
 * Room Macros
 */

#define IS_ROOM_AFFECTED(room, sn)  (IS_SET((room)->affected_by, (sn)))
#define IS_RAFFECTED(room, sn)  (IS_SET((room)->affected_by, (sn)))

/*
 * 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.
 */
extern bool isShifted(CHAR_DATA *ch);
#define PERS(ch, looker)	( can_see( looker, (ch) )?		\
				((IS_NPC(ch) || isShifted(ch)) ? (ch)->short_descr	\
				: (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  const   struct  song_type       song_table      [MAX_SONGS];
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          ROOM_INDEX_DATA   *     top_affected_room;
extern 		sh_int			count_data	[30000];
extern          int                     top_mprog_index;

/*
 * 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 */
#define TEMP_GREP_RESULTS "../temp/tempgrepresults.tmp"  /*Temporary grep results*/
#define TEMP_GREP_RESULTS_TWO "../temp/tempgrepresults2.tmp"
#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
#define RAD     ROOM_AFFECT_DATA

/* 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 */
const char *lowstring(const char *i);
void	new_yell	args( ( CHAR_DATA *ch, char *argument) );

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

/* act_info.c */
const char *upstring(const char *i);
void	set_title	args( ( CHAR_DATA *ch, char *title ) );
void	debug_string	args( ( const char *str ) );

/* 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	un_duo		args( ( CHAR_DATA *ch, char *argument) );
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));
int	room_centurions(CHAR_DATA *ch);
bool	is_centurion(CHAR_DATA *ch);
bool 	isNewbie( CHAR_DATA *ch );

/* 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  cabal_shudder      args( (int cabal) );
bool  cabal_down args( (CHAR_DATA *ch,int cabal) );
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 add_history(CHAR_DATA *ch, CHAR_DATA *victim, char *string);
void show_history(CHAR_DATA *ch, CHAR_DATA *victim);
void show_temp_history(CHAR_DATA *ch, CHAR_DATA *victim);
void wiznet		args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
			       long flag, long flag_skip, int min_level ) );
void copyover_recover args((void));
/* alias.c */
void 	substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );

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

/* comm.c */
bool auto_check_multi(DESCRIPTOR_DATA *d_check, char *host);
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    send_to_chars   args( ( const char *txt, CHAR_DATA *ch , int min , ... ) );
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) );
void	printf_to_char	args( ( CHAR_DATA *, char *, ... ) );
void	bugf		args( ( char *, ... ) );

int     color           args( ( char type, CHAR_DATA *ch, char *string ) );
void    colorconv       args( ( char *buffer, const char *txt, CHAR_DATA *ch ) );
void    send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void    page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void    reverse_txt     args( (  char *txt, int length ) );
void    do_lockstat     args( ( CHAR_DATA *ch, char *argument ) );
void    sprintf2 args( ( CHAR_DATA *ch, char *fmt, ...) ) __attribute__ ((format(printf, 2,3)));


/* commune.c */
bool check_volley args((CHAR_DATA *ch, CHAR_DATA *victim));

/* db.c */
void	reset_area	args( ( AREA_DATA * pArea ) );
void	reset_room	args( ( ROOM_INDEX_DATA *pRoom ) );
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 ) );
void	login_log	args( ( const char *str ) );

/* detextra.c */
int get_event_number args((char *name));
char * color_name_to_ascii args((char *name));
char * get_char_color args((CHAR_DATA *ch, char *event));
char * END_COLOR args((CHAR_DATA *ch));
char * get_color_name args((char *name));
bool is_wielded(CHAR_DATA *ch,int weapon,int type);
void chop(char *str);
void chomp(char *str);
void update_sitetrack(CHAR_DATA *ch, char *newsite);
char * get_where_name(int iWear);
int	count_carried(CHAR_DATA *ch, bool limited);

/* 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));
bool is_wielded(CHAR_DATA *ch,int weapon,int type);
void update_pc_last_fight(CHAR_DATA *ch, CHAR_DATA *ch2);
bool    is_area_safe    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) );
void  affect_unholy	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 	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) );
char	*item_name	args( ( int item_type) );
int	attack_lookup	args( ( const char *name) );
long	wiznet_lookup	args( ( const char *name) );
int	class_lookup	args( ( const char *name) );
bool    is_cabal        args( (CHAR_DATA *ch) );
bool    is_same_cabal   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_to_room  args( ( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf ) );
void    affect_remove_room  args( ( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf ) );
void    affect_strip_room  args( ( ROOM_INDEX_DATA *ch, int sn ) );
bool    is_affected_room args( ( ROOM_INDEX_DATA *ch, int sn ) );
void    affect_join_room args( (ROOM_INDEX_DATA *ch, ROOM_AFFECT_DATA *paf )  );
void    new_affect_to_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf );
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 *  raffect_loc_name args( ( int location ) );
char *	affect_bit_name	args( ( int vector ) );
char *  raffect_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) );
char *  mprog_type_name args( ( int mprog_flags) );
bool	isCabalItem	args( ( OBJ_DATA *obj ) );
bool    is_safe_rspell  args( ( int level, CHAR_DATA *victim) );
void	init_affect	args( ( AFFECT_DATA *paf ) );
void	init_affect_room	args( ( ROOM_AFFECT_DATA *paf ) );
ROOM_AFFECT_DATA *new_affect_room(void);
void free_affect_room(ROOM_AFFECT_DATA *af);

/* 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 ) );
int	average_ac(CHAR_DATA *ch);

/* morecabal.c */
void	set_extitle	(CHAR_DATA *ch, char *title);
void	set_fighting	(CHAR_DATA *ch, CHAR_DATA *victim);
void    check_bloodoath (CHAR_DATA *victim, char *argument);
int     empire_lookup   args( (const char *name) );

/* moremagic.c */
bool check_dispel( int dis_level, CHAR_DATA *victim, int sn);

/* save.c */
void	save_char_obj	args( ( CHAR_DATA *ch ) );
bool	load_char_obj	args( ( DESCRIPTOR_DATA *d, char *name ) );
int	form_lookup(char *argument);

/* 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 ) );

/* string.c */
void	string_edit	args( ( CHAR_DATA *ch, char **pString ) );
void    string_append   args( ( CHAR_DATA *ch, char **pString ) );
char *	string_replace	args( ( char * orig, char * old, char * new ) );
void    string_add      args( ( CHAR_DATA *ch, char *argument ) );
char *  format_string   args( ( char *oldstring /*, bool fSpace */ ) );
char *  first_arg       args( ( char *argument, char *arg_first, bool fCase ) );
char *	string_unpad	args( ( char * argument ) );
char *	string_proper	args( ( char * argument ) );

/* olc.c */
bool	run_olc_editor	args( ( DESCRIPTOR_DATA *d ) );
char	*olc_ed_name	args( ( CHAR_DATA *ch ) );
char	*olc_ed_vnum	args( ( CHAR_DATA *ch ) );

/* lookup.c */
int	race_lookup	args( ( const char *name) );
int	item_lookup	args( ( const char *name) );
int	liq_lookup	args( ( const char *name) );

/* 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));
void    room_update     args( ( void ) );
bool    IS_IMP          args( ( CHAR_DATA *ch ) );
int	get_age_new(int age, int racenumber);
char *	get_age_name_new(int age, int racenumber);
int	get_death_age_new(int racenumber, int con, int age_mod);

/* 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 ) );

// Track.c

CD *	get_char_area	args( ( CHAR_DATA *ch, char *argument ) );

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

/* swarrior */
int check_posture(CHAR_DATA *ch);

// Worship

int	god_lookup	args( (const char *god_name) );


/*****************************************************************************
 *                                    OLC                                    *
 *****************************************************************************/

/*
 * Object defined in limbo.are
 * Used in save.c to load objects that don't exist.
 */
#define OBJ_VNUM_DUMMY	30

/*
 * Area flags.
 */
#define         AREA_NONE       0
#define         AREA_CHANGED    1	/* Area has been modified. */
#define         AREA_ADDED      2	/* Area has been added to. */
#define         AREA_LOADING    4	/* Used for counting in db.c */
#define		AREA_CLOSED	5	/* No Mortals allowed into closed area */

#define MAX_DIR	6
#define NO_FLAG -99	/* Must not be used in flags or stats. */

/*
 * Global Constants
 */
extern	char *	const	dir_name        [];
extern	const	sh_int	rev_dir         [];          /* sh_int - ROM OLC */
extern	const	struct	spec_type	spec_table	[];

/*
 * Global variables
 */
extern		AREA_DATA *		area_first;
extern		AREA_DATA *		area_last;
extern		SHOP_DATA *		shop_last;

extern		int			top_affect;
extern		int			top_area;
extern		int			top_ed;
extern		int			top_exit;
extern		int			top_help;
extern		int			top_mob_index;
extern		int			top_obj_index;
extern		int			top_reset;
extern		int			top_room;
extern		int			top_shop;

extern		int			top_vnum_mob;
extern		int			top_vnum_obj;
extern		int			top_vnum_room;

extern		char			str_empty       [1];

extern		MOB_INDEX_DATA *	mob_index_hash  [MAX_KEY_HASH];
extern		OBJ_INDEX_DATA *	obj_index_hash  [MAX_KEY_HASH];
extern		ROOM_INDEX_DATA *	room_index_hash [MAX_KEY_HASH];

struct empire_type
{
	char	*name;
	char	*who_name;
};

extern	const	struct	empire_type	empire_table[MAX_EMPIRE];

struct bit_type
{
	const struct flag_type *	table;
	char *				help;
};

extern const struct bit_type bitvector_type[];
extern const struct flag_type room_flags[];
extern const struct flag_type area_flags[];
extern const struct flag_type sector_flags[];
extern const struct flag_type wear_loc_strings[];
extern const struct flag_type wear_loc_flags[];
extern const struct flag_type door_resets[];

extern 	const	struct  flag_type	mprog_flags[];

int get_spell_aftype(CHAR_DATA *ch);