/*
 * RAM $Id: merc.h 13 2008-10-19 22:07:48Z ram $
 */

/***************************************************************************
 *  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 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@hypercube.org)			   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/


/*
 * LEGACY:
 * These things are here to make snippet integration easier.
 * Please try to make them go away in new code!
 */
#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

typedef short   int			sh_int;


/*
 * Accomodate both gcc and g++
 */
#if !defined __cplusplus

typedef unsigned char	bool;
#if	!defined TRUE
#define TRUE	 1
#endif
#if !defined true
#define true	TRUE
#endif
#if	!defined FALSE
#define FALSE	 0
#endif
#if !defined false
#define false	FALSE
#endif

#else

#if	!defined TRUE
#define TRUE	 true
#endif
#if	!defined FALSE
#define FALSE	 false
#endif

#endif


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



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



/*
 * String and memory management parameters.
 */
#define	MAX_KEY_HASH		 1024
#define MAX_STRING_LENGTH	 4608
#define MAX_INPUT_LENGTH	  256
#define PAGELEN			   22



/*
 * 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		  150
#define MAX_GROUP		   30
#define MAX_IN_GROUP		   15
#define MAX_ALIAS		    5
#define MAX_CLASS		    4
#define MAX_PC_RACE		    5
#define MAX_CLAN		    3
#define MAX_DAMAGE_MESSAGE	   41
#define MAX_LEVEL		   60
#define LEVEL_HERO		   (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 8)

#define PULSE_PER_SECOND	    4
#define PULSE_VIOLENCE		  ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE		  ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC		  ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK		  (60 * PULSE_PER_SECOND)
#define PULSE_AREA		  (120 * PULSE_PER_SECOND)

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



/*
 * Site ban structure.
 */

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

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

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



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

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

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

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



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



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



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

struct	int_app_type
{
    int	learn;
};

struct	wis_app_type
{
    int	practice;
};

struct	dex_app_type
{
    int	defensive;
};

struct	con_app_type
{
    int	hitp;
    int	shock;
};



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



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



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

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



/*
 * Per-class stuff.
 */

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

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

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

struct weapon_type
{
    const char *	name;
    int	vnum;
    int	type;
    int	*gsn;
};

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

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

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


struct pc_race_type  /* additional data for pc races */
{
    const char * name;			/* MUST be in race_type */
    const char 	who_name[6];
    int	points;			/* cost in points of the race */
    int	class_mult[MAX_CLASS];	/* exp multiplier for class, * 100 */
    const char * skills[5];		/* bonus skills for the race */
    int 	stats[MAX_STATS];	/* starting stats */
    int	max_stats[MAX_STATS];	/* maximum stats */
    int	size;			/* aff bits for the race */
};


/*
 * 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;
    int	type;
    char *	sender;
    char *	date;
    char *	to_list;
    char *	subject;
    char *	text;
    time_t  	date_stamp;
};



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

/* where 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


/*
 * A kill structure (indexed by level).
 */
struct	kill_data
{
    int		number;
    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

#define MOB_VNUM_PATROLMAN	   2106
#define GROUP_VNUM_TROLLS	   2100
#define GROUP_VNUM_OGRES	   2101


/* 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

/*
 * 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_AGGRESSIVE		(F)    		/* Attacks PC's		*/
#define ACT_STAY_AREA		(G)		/* Won't leave area	*/
#define ACT_WIMPY		(H)
#define ACT_PET			(I)		/* Auto set for pets	*/
#define ACT_TRAIN		(J)		/* Can train PC's	*/
#define ACT_PRACTICE		(K)		/* Can practice PC's	*/
#define ACT_UNDEAD		(O)	
#define ACT_CLERIC		(Q)
#define ACT_MAGE		(R)
#define ACT_THIEF		(S)
#define ACT_WARRIOR		(T)
#define ACT_NOALIGN		(U)
#define ACT_NOPURGE		(V)
#define ACT_OUTDOORS		(W)
#define ACT_INDOORS		(Y)
#define ACT_IS_HEALER		(aa)
#define ACT_GAIN		(bb)
#define ACT_UPDATE_ALWAYS	(cc)
#define ACT_IS_CHANGER		(dd)

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

/* OFF bits for mobiles */
#define OFF_AREA_ATTACK         (A)
#define OFF_BACKSTAB            (B)
#define OFF_BASH                (C)
#define OFF_BERSERK             (D)
#define OFF_DISARM              (E)
#define OFF_DODGE               (F)
#define OFF_FADE                (G)
#define OFF_FAST                (H)
#define OFF_KICK                (I)
#define OFF_KICK_DIRT           (J)
#define OFF_PARRY               (K)
#define OFF_RESCUE              (L)
#define OFF_TAIL                (M)
#define OFF_TRIP                (N)
#define OFF_CRUSH		(O)
#define ASSIST_ALL       	(P)
#define ASSIST_ALIGN	        (Q)
#define ASSIST_RACE    	     	(R)
#define ASSIST_PLAYERS      	(S)
#define ASSIST_GUARD        	(T)
#define ASSIST_VNUM		(U)

/* 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_UNUSED_FLAG		(L)	/* unused */
#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)




/*
 * 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_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_CORPSE_NPC	     10
#define OBJ_VNUM_CORPSE_PC	     11
#define OBJ_VNUM_SEVERED_HEAD	     12
#define OBJ_VNUM_TORN_HEART	     13
#define OBJ_VNUM_SLICED_ARM	     14
#define OBJ_VNUM_SLICED_LEG	     15
#define OBJ_VNUM_GUTS		     16
#define OBJ_VNUM_BRAINS		     17

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

#define OBJ_VNUM_ROSE		   1001

#define OBJ_VNUM_PIT		   3010

#define 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_WHISTLE	   2116



/*
 * 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_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



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


/*
 * 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)

/* 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

/* 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)

/* 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

/*
 * 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



/*
 * Well known room virtual numbers.
 * Defined in #ROOMS.
 */
#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_BALANCE	   4500
#define ROOM_VNUM_CIRCLE	   4400
#define ROOM_VNUM_DEMISE	   4201
#define ROOM_VNUM_HONOR		   4300



/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK		(A)
#define ROOM_NO_MOB		(C)
#define ROOM_INDOORS		(D)

#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)



/*
 * 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)



/*
 * 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



/*
 * 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_FLOAT		     18
#define MAX_WEAR		     19



/***************************************************************************
 *                                                                         *
 *                   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



/*
 * 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



/*
 * 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)

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


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

/* 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_NOGRATS		(R)

/* penalties */
#define COMM_NOEMOTE		(T)
#define COMM_NOSHOUT		(U)
#define COMM_NOTELL		(V)
#define COMM_NOCHANNELS		(W) 
#define COMM_SNOOP_PROOF	(Y)
#define COMM_AFK		(Z)

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

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



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

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


/*
 * One character (PC or NPC).
 */
struct	char_data
{
    CHAR_DATA *		next;
    CHAR_DATA *		next_in_room;
    CHAR_DATA *		master;
    CHAR_DATA *		leader;
    CHAR_DATA *		fighting;
    CHAR_DATA *		reply;
    CHAR_DATA *		pet;
    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;
    int		id;
    int		version;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    char *		prompt;
    char *		prefix;
    int		group;
    int		clan;
    int		sex;
    int		iclass;
    int		race;
    int		level;
    int		trust;
    int			played;
    int			lines;  /* for the pager */
    time_t		logon;
    int		timer;
    int		wait;
    int		daze;
    int		hit;
    int		max_hit;
    int		mana;
    int		max_mana;
    int		move;
    int		max_move;
    int		gold;
    int		silver;
    int			exp;
    int		act;
    int		comm;   /* RT added to pad the vector */
    int		wiznet; /* wiz stuff */
    int		imm_flags;
    int		res_flags;
    int		vuln_flags;
    int		invis_level;
    int		incog_level;
    int			affected_by;
    int		position;
    int		practice;
    int		train;
    int		carry_weight;
    int		carry_number;
    int		saving_throw;
    int		alignment;
    int		hitroll;
    int		damroll;
    int		armor[4];
    int		wimpy;
    /* stats */
    int		perm_stat[MAX_STATS];
    int		mod_stat[MAX_STATS];
    /* parts stuff */
    int		form;
    int		parts;
    int		size;
    char*		material;
    /* mobile stuff */
    int		off_flags;
    int		damage[3];
    int		dam_type;
    int		start_pos;
    int		default_pos;
};



/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    BUFFER * 		buffer;
    bool		valid;
    char *		pwd;
    char *		bamfin;
    char *		bamfout;
    char *		title;
    time_t              last_note;
    time_t              last_idea;
    time_t              last_penalty;
    time_t              last_news;
    time_t              last_changes;
    int		perm_hit;
    int		perm_mana;
    int		perm_move;
    int		true_sex;
    int			last_level;
    int		condition	[4];
    int		learned		[MAX_SKILL];
    bool		group_known	[MAX_GROUP];
    int		points;
    bool              	confirm_delete;
    char *		alias[MAX_ALIAS];
    char * 		alias_sub[MAX_ALIAS];
};

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



/*
 * Liquids.
 */
#define LIQ_WATER        0

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



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



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



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

#define MAX_EXIT	6

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



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

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



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



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



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

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



/*
 * These are skill_lookup return values for common skills and spells.
 */
extern	int	gsn_backstab;
extern	int	gsn_dodge;
extern  int  gsn_envenom;
extern	int	gsn_hide;
extern	int	gsn_peek;
extern	int	gsn_pick_lock;
extern	int	gsn_sneak;
extern	int	gsn_steal;

extern	int	gsn_disarm;
extern	int	gsn_enhanced_damage;
extern	int	gsn_kick;
extern	int	gsn_parry;
extern	int	gsn_rescue;
extern	int	gsn_second_attack;
extern	int	gsn_third_attack;

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

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



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



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

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

#define IS_GOOD(ch)		(ch->alignment >= 350)
#define IS_EVIL(ch)		(ch->alignment <= -350)
#define IS_NEUTRAL(ch)		(!IS_GOOD(ch) && !IS_EVIL(ch))

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

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

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

#define act(format,ch,arg1,arg2,type)\
	act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)

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



/*
 * Description macros.
 */
#define PERS(ch, looker)	( can_see( looker, (ch) ) ?		\
				( IS_NPC(ch) ? (ch)->short_descr	\
				: (ch)->name ) : "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;
};

/*
 * We've switched from crypt() to sha256_crypt() to avoid
 * issues with some systems having crypt, and others not having
 * it.  Rather than fight silly US export laws, we'll just use
 * a free and superior cryptographic function.
 *
 * However, we recognize that some of you like to use plain
 * text passwords for some reason, so defining NOCRYPT will
 * still accomplish that.
 */
#if	defined(NOCRYPT)
#define CRYPT(s)	(s)
#else
#define CRYPT(s)	sha256_crypt(s)
#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).
 */
#define PLAYER_DIR      "../player/"        	/* Player files */
#define GOD_DIR         "../gods/"  		/* list of gods */
#define TEMP_FILE	"../player/romtmp"
#define NULL_FILE	"/dev/null"		/* To reserve one stream */

#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"
#define MUSIC_FILE	"music.txt"



/*
 * Our function prototypes.
 * One big lump ... this is every function in Merc.
 */

/* alias.c */
void substitute_alias(DESCRIPTOR_DATA *d, char *argument);

/* ban.c */
extern BAN_DATA *ban_list;
void save_bans(void);
void load_bans(void);
bool check_ban(char *site,int type);
void ban_site(CHAR_DATA *ch, const char *argument, bool fPerm);

/* comm.c */
extern const	char	echo_off_str	[];
extern const	char	echo_on_str	[];
extern const	char 	go_ahead_str	[];

extern DESCRIPTOR_DATA *   descriptor_list;
extern bool		    god;
extern bool		    merc_down;
extern bool		    wizlock;
extern bool		    newlock;
extern char		    str_boot_time[MAX_INPUT_LENGTH];
extern time_t		    current_time;


int main( int argc, char **argv );
int init_socket( int port );
void game_loop( int control );
void init_descriptor( int control );
void close_socket( DESCRIPTOR_DATA *dclose );
bool read_from_descriptor( DESCRIPTOR_DATA *d );
void read_from_buffer( DESCRIPTOR_DATA *d );
bool process_output( DESCRIPTOR_DATA *d, bool fPrompt );
void bust_a_prompt( CHAR_DATA *ch );
void write_to_buffer( DESCRIPTOR_DATA *d, const char *txt, int length );
bool write_to_descriptor( int desc, const char *txt, int length );
void nanny( DESCRIPTOR_DATA *d, const char *argument );
bool check_parse_name( const char *name );
bool check_reconnect( DESCRIPTOR_DATA *d, const char *name, bool fConn );
bool check_playing( DESCRIPTOR_DATA *d, const char *name );
void stop_idling( CHAR_DATA *ch );
void send_to_char( const char *txt, CHAR_DATA *ch );
void page_to_char( const char *txt, CHAR_DATA *ch );
void show_string(struct descriptor_data *d, const char *input);
void fix_sex(CHAR_DATA *ch);
void act_new( const char *format, CHAR_DATA *ch, const void *arg1, 
	      const void *arg2, int type, int min_pos);
void proper_exit ( int code, const char *Str, ... ) __attribute__ ( ( format( printf, 2, 3 ) ) );;
void shutdown_request(int a);

/* const.c */
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	liq_type	liq_table	[];
extern	const	struct	skill_type	skill_table	[MAX_SKILL];
extern  const   struct  group_type      group_table	[MAX_GROUP];
extern	const char *			title_table	[MAX_CLASS][MAX_LEVEL+1][2];


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

/* fight.c */
void violence_update( void );
void check_assist(CHAR_DATA *ch,CHAR_DATA *victim);
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt );
void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt);
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt );
bool damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type,
	    bool show) ;
bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim);
bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area );
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim );
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim );
bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim );
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim );
void update_pos( CHAR_DATA *victim );
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim );
void stop_fighting( CHAR_DATA *ch, bool fBoth );
void make_corpse( CHAR_DATA *ch );
void death_cry( CHAR_DATA *ch );
void raw_kill( CHAR_DATA *victim );
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim );
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels );
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune );
void disarm( CHAR_DATA *ch, CHAR_DATA *victim );

/* handler.c */
bool is_friend(CHAR_DATA *ch,CHAR_DATA *victim);
int count_users(OBJ_DATA *obj);
int material_lookup (const char *name);
int race_lookup (const char *name);
int liq_lookup (const char *name);
int weapon_lookup (const char *name);
int weapon_type_lookup (const char *name);
int item_lookup(const char *name);
const char *item_name(int target_type);
const char *weapon_name( int target_type);
int attack_lookup(const char *name);
int wiznet_lookup (const char *name);
int class_lookup (const char *name);
int check_immune(CHAR_DATA *ch, int dam_type);
bool is_clan(CHAR_DATA *ch);
bool is_same_clan(CHAR_DATA *ch, CHAR_DATA *victim);
bool is_old_mob(CHAR_DATA *ch);
int get_skill( const CHAR_DATA *ch, int sn );
int get_weapon_sn(CHAR_DATA *ch);
int get_weapon_skill(CHAR_DATA *ch, int sn);
void reset_char(CHAR_DATA *ch);
int get_trust( const CHAR_DATA *ch );
int get_age( CHAR_DATA *ch );
int get_curr_stat( const CHAR_DATA *ch, int stat );
int get_max_train( CHAR_DATA *ch, int stat );
int can_carry_n( CHAR_DATA *ch );
int can_carry_w( CHAR_DATA *ch );
bool is_name ( const char *str, const char *namelist );
bool is_exact_name(const char *str, const char *namelist );
void affect_enchant(OBJ_DATA *obj);
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd );
AFFECT_DATA  *affect_find(AFFECT_DATA *paf, int sn);
void affect_check(CHAR_DATA *ch,int where,int vector);
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf );
void affect_to_obj(OBJ_DATA *obj, AFFECT_DATA *paf);
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf );
void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA *paf);
void affect_strip( CHAR_DATA *ch, int sn );
bool is_affected( CHAR_DATA *ch, int sn );
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf );
void char_from_room( CHAR_DATA *ch );
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex );
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch );
void obj_from_char( OBJ_DATA *obj );
int apply_ac( OBJ_DATA *obj, int iWear, int type );
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear );
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear );
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj );
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list );
void obj_from_room( OBJ_DATA *obj );
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex );
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to );
void obj_from_obj( OBJ_DATA *obj );
void extract_obj( OBJ_DATA *obj );
void extract_char( CHAR_DATA *ch, bool fPull );
CHAR_DATA *get_char_room( CHAR_DATA *ch, const char *argument );
CHAR_DATA *get_char_world( CHAR_DATA *ch, const char *argument );
OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex );
OBJ_DATA *get_obj_list( CHAR_DATA *ch, const char *argument, OBJ_DATA *list );
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, const char *argument, CHAR_DATA *viewer );
OBJ_DATA *get_obj_wear( CHAR_DATA *ch, const char *argument );
OBJ_DATA *get_obj_here( CHAR_DATA *ch, const char *argument );
OBJ_DATA *get_obj_world( CHAR_DATA *ch, const char *argument );
void deduct_cost(CHAR_DATA *ch, int cost);
OBJ_DATA *create_money( int gold, int silver );
int get_obj_number( OBJ_DATA *obj );
int get_obj_weight( OBJ_DATA *obj );
int get_true_weight(OBJ_DATA *obj);
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex );
bool is_room_owner(CHAR_DATA *ch, ROOM_INDEX_DATA *room);
bool room_is_private( ROOM_INDEX_DATA *pRoomIndex );
bool can_see_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex );
bool can_see( const CHAR_DATA *ch, const CHAR_DATA *victim );
bool can_see_obj( const CHAR_DATA *ch, const OBJ_DATA *obj );
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj );
const char *affect_loc_name( int location );
const char *affect_bit_name( int vector );
const char *extra_bit_name( int vector );
const char *act_bit_name( int vector );
const char *comm_bit_name(int vector);
const char *imm_bit_name(int vector);
const char *wear_bit_name(int vector);
const char *form_bit_name(int vector);
const char *part_bit_name(int vector);
const char *weapon_bit_name(int vector);
const char *cont_bit_name( int vector);
const char *off_bit_name(int vector);

/* note.c */
extern NOTE_DATA *note_list;
extern NOTE_DATA *idea_list;
extern NOTE_DATA *penalty_list;
extern NOTE_DATA *news_list;
extern NOTE_DATA *changes_list;
int count_spool(CHAR_DATA *ch, NOTE_DATA *spool);
void save_notes(int type);
void load_notes(void);
void load_thread(const char *name, NOTE_DATA **list, int type, time_t free_time);
void append_note(NOTE_DATA *pnote);
bool is_note_to( CHAR_DATA *ch, NOTE_DATA *pnote );
void note_attach( CHAR_DATA *ch, int type );
void note_remove( CHAR_DATA *ch, NOTE_DATA *pnote, bool idelete);
bool hide_note (CHAR_DATA *ch, NOTE_DATA *pnote);
void update_read(CHAR_DATA *ch, NOTE_DATA *pnote);
void parse_note( CHAR_DATA *ch, const char *argument, int type );

/* save.c */
char *print_flags(int flag);
void save_char_obj( CHAR_DATA *ch );
void fwrite_char( CHAR_DATA *ch, FILE *fp );
void fwrite_pet( CHAR_DATA *pet, FILE *fp);
void fwrite_obj( CHAR_DATA *ch, OBJ_DATA *obj, FILE *fp, int iNest );
bool load_char_obj( DESCRIPTOR_DATA *d, const char *name );
void fread_char( CHAR_DATA *ch, FILE *fp );
void fread_pet( CHAR_DATA *ch, FILE *fp );
void fread_obj( CHAR_DATA *ch, FILE *fp );

/* scan.c */
extern const char * distance[4];
void scan_list(ROOM_INDEX_DATA *scan_room, CHAR_DATA *ch, int depth,
               int door);
void scan_char(CHAR_DATA *victim, CHAR_DATA *ch, int depth, int door);

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

/* update.c */
extern int	save_number;

void advance_level( CHAR_DATA *ch, bool hide );
void gain_exp( CHAR_DATA *ch, int gain );
int hit_gain( CHAR_DATA *ch );
int mana_gain( CHAR_DATA *ch );
int move_gain( CHAR_DATA *ch );
void gain_condition( CHAR_DATA *ch, int iCond, int value );
void mobile_update( void );
void weather_update( void );
void char_update( void );
void obj_update( void );
void aggr_update( void );
void update_handler( void );