/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik Strfeldt, 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                       *
 ***************************************************************************/

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

/* system calls */
//int unlink(const char *);
//int system(const char *);



/*
 * 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;
#endif

/* ea */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
#define	ANSI_KEY        '{'
#define	ANSI_CUSTOM     '\x11'
#define ANSI_END	    '\x12'
#define ALIGN_NONE   0
#define ALIGN_LEFT   1
#define ALIGN_CENTER 2
#define ALIGN_RIGHT  3

#define MOB 1  //I like to cheat. JH 3/17/2004 12:23AM
#define OBJ 2
#define ROOM 3
#define PROG 4

/*
 * 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    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    prog_list        PROG_LIST;
typedef struct    prog_code        PROG_CODE;
typedef struct    colour_data      COLOUR_DATA;

typedef struct    menu_data        MENU_DATA;
typedef struct    option_data      OPTION_DATA;
typedef struct    variable_data    VARIABLE_DATA;
typedef struct    event            EVENT;


/*
 * Function types.
 */
//changed the below because I want menus in functions, goddamnit.
//changed back because I realized it wouldn't work.  Oh well.
typedef void DO_FUN    args( ( CHAR_DATA *ch, char *argument ) );
//typedef void DO_FUN    args( ( CHAR_DATA *ch, char *argument, MENU_DATA *menu = NULL ) );
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 OBJ_FUN	args( ( OBJ_DATA *obj, char *argument ) );
typedef void ROOM_FUN	args( ( ROOM_INDEX_DATA *room, char *argument ) );



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

/* I am lazy :) */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH


/* Datatype that flag is. This is mainly here for readability */
typedef int		FLAG;
#define	FLAG_BITSIZE	16	/* Bitsize of FLAG. 16 bits in a int. */

/* Flag string sizes */
#define AFF_FLAGS		2	/* Max amount of flags = FLAG_BITSIZE * AFF_FLAGS */

/* Max amount of bit flags */
#define MAX_FLAGS 		2	/* This must ALWAYS be equal to, or higher than ANY
							 * of the current ***_FLAGS. If you encounter mem
							 * overflows, suspect this is too low, or one of your
							 * ***_FLAGS is set too low. */


/*
 * 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_IN_GROUP        15
extern int MAX_SKILL;
extern const int COMPILED_MAX_SKILL;
//#define MAX_SKILL           2
#define MAX_ALIAS           50
#define REAL_MAX_MAGIC_TYPE 4 //4, 5, and 6 aren't 'real'.
#define MAX_MAGIC_TYPE      6 //chi, fae, elem, ley, combat, adv
#define MAX_PC_RACE         7
#define MAX_CLAN            6
#define MAX_DAMAGE_MESSAGE  41
#define MAX_LEVEL           60
#define LEVEL_HERO          (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL      (MAX_LEVEL - 8)
#define L_IMM               LEVEL_IMMORTAL

/*Magic defines.*/
#define MAG_CHI           0 
#define MAG_ELE     1
#define MAG_FAE           2
#define MAG_LEY           3
#define MAG_COMBAT        4
#define MAG_ADVENTURING   5
#define MAG_CROSSLINKED   6 //not "really" a magic type
#define MAG_UNDEFINED     -1

#define TARGET_IGNORE    0
#define TARGET_SELF      1
#define TARGET_GROUP     2
#define TARGET_FRIENDLY  3
#define TARGET_ENEMY     4
#define TARGET_OBJECT    5
#define TARGET_ROOM      6
 
#define SKILL_COMBAT    (A) //1
#define SKILL_NOCOMBAT  (B) //2
#define SKILL_RECAST    (C) //4

/*Straight exp. per level.*/
#define EXP_PER_LEVEL 10000

/* Added this for "orphaned help" code. Check do_oldhelp() -- JR */
#define MAX_CMD_LEN			50

#define PULSE_PER_SECOND    4
#define PULSE_EVENT         (PULSE_PER_SECOND)
#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

/*
 * ColoUr stuff v2.0, by Lope.
 */
#define CLEAR       "\e[0m"        /* Resets Colour    */
#define C_RED       "\e[0;31m"    /* Normal Colours    */
#define C_GREEN     "\e[0;32m"
#define C_YELLOW    "\e[0;33m"
#define C_BLUE      "\e[0;34m"
#define C_MAGENTA   "\e[0;35m"
#define C_CYAN      "\e[0;36m"
#define C_WHITE     "\e[0;37m"
#define C_D_GREY    "\e[1;30m"      /* Light Colors        */
#define C_B_RED     "\e[1;31m"
#define C_B_GREEN   "\e[1;32m"
#define C_B_YELLOW  "\e[1;33m"
#define C_B_BLUE    "\e[1;34m"
#define C_B_MAGENTA "\e[1;35m"
#define C_B_CYAN    "\e[1;36m"
#define C_B_WHITE   "\e[1;37m"

#define COLOUR_NONE 7        /* White, hmm...    */
#define RED         1        /* Normal Colours    */
#define GREEN       2
#define YELLOW      3
#define BLUE        4
#define MAGENTA     5
#define CYAN        6
#define WHITE       7
#define BLACK       0

#define NORMAL      0        /* Bright/Normal colours */
#define BRIGHT      1

#define ALTER_COLOUR( type )    if( !str_prefix( argument, "red" ) )        \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = RED;            \
                }                        \
                else if( !str_prefix( argument, "hi-red" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = RED;            \
                }                        \
                else if( !str_prefix( argument, "green" ) )    \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = GREEN;        \
                }                        \
                else if( !str_prefix( argument, "hi-green" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = GREEN;        \
                }                        \
                else if( !str_prefix( argument, "yellow" ) )    \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = YELLOW;        \
                }                        \
                else if( !str_prefix( argument, "hi-yellow" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = YELLOW;        \
                }                        \
                else if( !str_prefix( argument, "blue" ) )    \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = BLUE;        \
                }                        \
                else if( !str_prefix( argument, "hi-blue" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = BLUE;        \
                }                        \
                else if( !str_prefix( argument, "magenta" ) )    \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = MAGENTA;        \
                }                        \
                else if( !str_prefix( argument, "hi-magenta" ) ) \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = MAGENTA;        \
                }                        \
                else if( !str_prefix( argument, "cyan" ) )    \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = CYAN;            \
                }                        \
                else if( !str_prefix( argument, "hi-cyan" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = CYAN;            \
                }                        \
                else if( !str_prefix( argument, "white" ) )    \
                {                        \
                    ch->pcdata->type[0] = NORMAL;        \
                    ch->pcdata->type[1] = WHITE;        \
                }                        \
                else if( !str_prefix( argument, "hi-white" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = WHITE;        \
                }                        \
                else if( !str_prefix( argument, "grey" ) )    \
                {                        \
                    ch->pcdata->type[0] = BRIGHT;        \
                    ch->pcdata->type[1] = BLACK;        \
                }                        \
                else if( !str_prefix( argument, "beep" ) )    \
                {                        \
                    ch->pcdata->type[2] = 1;            \
                }                        \
                else if( !str_prefix( argument, "nobeep" ) )    \
                {                        \
                    ch->pcdata->type[2] = 0;            \
                }                        \
                else                        \
                {                        \
        send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch );    \
                    return;                    \
                }

#define LOAD_COLOUR( field )    ch->pcdata->field[1] = fread_number( fp );    \
                if( ch->pcdata->field[1] > 100 )        \
                {                        \
                    ch->pcdata->field[1] -= 100;        \
                    ch->pcdata->field[2] = 1;            \
                }                        \
                else                        \
                {                        \
                    ch->pcdata->field[2] = 0;            \
                }                        \
                if( ch->pcdata->field[1] > 10 )            \
                {                        \
                    ch->pcdata->field[1] -= 10;            \
                    ch->pcdata->field[0] = 1;            \
                }                        \
                else                        \
                {                        \
                    ch->pcdata->field[0] = 0;            \
                }

/*
 * Thanks Dingo for making life a bit easier ;)
 */
#define CH(d)                   ((d)->original ? (d)->original : (d)->character)

/*menu.c*/
/*Notes:

maybe menu can have a big string field to actually be the menu.
Update: options 'are' the menu

That way people can do '?' to know what the menu is incase they forgot it.

Also, have calling function (for hardcoded menus).
Update: OK

Even though menus should close when they leave rooms, etc, I think it is
a good idea to have them loaded up and killed as events so they will expire incase
somehow a menu is left on a player when it was supposed to be closed. (prevent
menu buildup)
*/

/*What function the menu execs when a ch has the menu and enters a menu command*/
MENU_DATA	*new_menu		args ( ( void ) );
MENU_DATA	*new_menu		args ( ( const char *) ); //overloaded
void		free_menu		args ( ( MENU_DATA *menu ) );
void        menu_to_global        args ( (MENU_DATA * menu) ); /*Global list*/
void        menu_from_global     args ( (MENU_DATA *menu) ); /*Global list*/
void exec_menu (CHAR_DATA *, MENU_DATA *, int = -1, char * = "");
void        menu_from_char  args( (CHAR_DATA * ch, MENU_DATA * menu) );
void        option_from_menu args( (MENU_DATA * menu, OPTION_DATA *option) );
void        show_menu       args ( (CHAR_DATA *ch, MENU_DATA *menu, bool ShowKey = true) );
MENU_DATA   *find_menu_char args ( (CHAR_DATA *ch, const char *argument) );
void        menu_to_char    args ( (CHAR_DATA *ch, MENU_DATA * menu) );
void        menu_ch_to_world args ((CHAR_DATA * ch, MENU_DATA * menu));
bool        menu_lock(CHAR_DATA *, MENU_DATA *);


OPTION_DATA	*new_option		args ( ( void ) );
void		free_option		args ( ( OPTION_DATA *option ) );
void        append_option   args ( (MENU_DATA * menu, OPTION_DATA * option, int = -1) );

void fiddlesticks	args( (void) ); /*Make hardcoded menus :)*/

#define MENU_NOLOCK    (A)
#define MENU_HARDCODED (B) //depreciated, use C
#define MENU_NOFREE    (C) //do not explicitly free the menu (i.e. it's hardcoded)
#define MENU_PHOENIX   (D) //menu is reborn when destroyed
#define MENU_NOEXIT    (E) //no 'X' or 'Q' allowed to exit out of the menu.
//
//
//
//I HEREBY DECLARE THAT ALL FUNCTIONS THAT BEGIN WITH 'mf_' CAN ONLY
//BE CALLED BY MENUS AND MUST ABIDE BY ROM's DO_FUN DEFINITION.
// JH 6/3/2004 4:38PM
//
//
struct menu_data
{
    MENU_DATA   *next;
    bool         valid;
    char        *name;
    int         id; 
    int         argi; //new, for int
    int         menu_flags;
    EVENT       *ev; //used for termination
    DO_FUN      *fun_from; /*What function called the menu*/
    DO_FUN      *fun_call; /*Options call functions, but menus can too*/
    OPTION_DATA *option;
    char        *text; //General text
    char        *opening; //If new menu is displayed for char, display/use this message (useful for acts)
    char        *closing; //If menu is closed/quit from, display/use this message (useful for acts)
};

struct option_data
{
    OPTION_DATA *next;
    bool        valid;
    int         key;
    int         argi; //new, for int
    char        *args[5]; //blah
    DO_FUN      *fun_call; /*Note to self: remember for option_call to call fun_call, with player's argument! (exec_menu)*/
    MENU_DATA   *menu_call; //Call a menu. (for display, change ch's lock, etc):)
    /*Later: add event_call or mprog_call*/
};

/**************************************Event stuff**********************************/
#define EVENT_PRINT 1
#define EVENT_WAIT  2
#define EVENT_SAVE  3
#define EVENT_POLL  4
#define EVENT_PROG  5
#define EVENT_PROG_COOLDOWN  6
#define EVENT_AFFHANDLE 7
#define EVENT_MENU  8

struct print_event_args
{
    CHAR_DATA * ch;
    char * message;
};

struct wait_event_args
{
    CHAR_DATA * ch;
    sh_int     seconds;
};

struct save_event_args
{
    bool   active;
};

struct poll_event_args
{
    MENU_DATA *menu;
    CHAR_DATA *voted;
};

struct prog_event_args
{
    CHAR_DATA *ch;  //actor
    //I could have a union for the below 3, but..sigh.
    CHAR_DATA *mob;
    OBJ_DATA *obj;
    ROOM_INDEX_DATA *room;

    PROG_CODE *prog_code;
    sh_int type;
    int line;
};

struct prog_cooldown_event_args
{
        PROG_LIST *prog_list;
        char *message; // optional
};

struct affhandle_event_args
{
    CHAR_DATA *caster; //who cast
    CHAR_DATA *victim; //who's affected    
    AFFECT_DATA *paf; //affect du jour
    int upkeep_timer; //every SkillTable...upkeep seconds, player has to pay some upkeep.
};

struct menu_event_args
{
    CHAR_DATA *ch; //who has the menu
    MENU_DATA *menu; //what is the menu
};

struct event
{
   struct event * next;
   union
   {
      struct print_event_args print;
      struct wait_event_args  wait;
      struct save_event_args  save;
      struct poll_event_args  poll;
      struct prog_event_args  prog;
      struct prog_cooldown_event_args  prog_cooldown;
      struct affhandle_event_args  affhandle;
      struct menu_event_args  menu;
      /* etc.... */
   } event_args;

   int delay;
   sh_int type; //grumble
   bool kill_event;   
   char *comments;
   void (*fire)(struct event  *);
   void (*destroy)(struct event *);
   bool valid;
};

extern EVENT *events;

/* timer.c */
EVENT   *new_event  args( (char *comments) );
void    free_event  args( (EVENT *ev) );

void print_event args((CHAR_DATA *ch, int delay, char * fmt, ...));
void wait_event args((CHAR_DATA *ch, int delay, sh_int wait));
void save_event args((time_t delay));
void poll_event args((MENU_DATA *menu, int delay));
void prog_event args((CHAR_DATA *ch, void *vpr, int type, PROG_CODE *prog_code, int line, int delay));
void prog_cooldown_event args((PROG_LIST *prog_list, int delay, char *msg));
void affhandle_event args((CHAR_DATA *victim, AFFECT_DATA *paf, CHAR_DATA *caster = NULL));
void menu_event args((CHAR_DATA *ch, MENU_DATA *menu));

struct mud_type {
    bool debug;
    bool dev;
    bool helps_changed;
    bool ispoll;
};

extern struct mud_type mud;

/*Done with events********************************************************/


/**************************Variables*************************************/

struct variable_data
{
    VARIABLE_DATA * next;
    VARIABLE_DATA * prev;

    bool valid;
    
    char *name;
    
    int attach_type;
    union 
    {
        PROG_CODE       *prog;
        CHAR_DATA       *ch;
        OBJ_DATA        *obj;
        ROOM_INDEX_DATA *room;        
    } attached;

    char *  var_string;
    float   var_float;
};

extern VARIABLE_DATA *global_vars;

void ch_printf args((CHAR_DATA *ch, char *fmt, ...));
void  printf_to_world(char *, ...);
void  printf_to_room    args( (ROOM_INDEX_DATA *, char *, ...) );
char *   nsprintf       args( (char *, char *, ...) );

/*
 * Site ban structure.
 */

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

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

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



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

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

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

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



/*
 * Connected state for a channel.
 */
#define CON_GET_NAME			-14
#define CON_GET_OLD_PASSWORD		-13
#define CON_CONFIRM_NEW_NAME		-12
#define CON_GET_NEW_PASSWORD		-11
#define CON_CONFIRM_NEW_PASSWORD	-10
#define CON_ANSI			-9
#define CON_GET_TELNETGA		-8
#define CON_GET_NEW_RACE		-7
#define CON_GET_NEW_SEX			-6
#define CON_GET_NEW_CLASS		-5
#define CON_GET_ALIGNMENT		-4 //unused
#define CON_DEFAULT_CHOICE		-3 //unused
#define CON_GEN_GROUPS			-2 //unused
#define CON_PICK_WEAPON			-1
#define CON_PLAYING			0
#define CON_READ_IMOTD			1
#define CON_READ_MOTD			2
#define CON_BREAK_CONNECT		3
#define CON_COPYOVER_RECOVER		4
#define CON_NOTE_TO			5
#define CON_NOTE_SUBJECT		6
#define CON_NOTE_EXPIRE			7
#define CON_NOTE_TEXT			8
#define CON_NOTE_FINISH			9


/*
 * Descriptor (channel) structure.
 */
struct    descriptor_data
{
    DESCRIPTOR_DATA *  next;
    DESCRIPTOR_DATA *  snoop_by;
    CHAR_DATA *        character;
    CHAR_DATA *        original;
    bool        valid;
	bool        ansi;
    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    will;
};

struct    cha_app_type
{
    sh_int    persuasion;
};

struct    dex_app_type
{
    sh_int    reflex;
};

struct    con_app_type
{
    sh_int    hitp;
    sh_int    shock;
};



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



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


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

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

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


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


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

struct weapon_type
{
    char *    name;
    sh_int    vnum;
    sh_int    type;
    sh_int    *gsn;
    int      dice_start;
    int      sides_start;
    float    dice_modifier;
    float    sides_modifier;
};

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          */
    FLAG	aff[AFF_FLAGS];      /* 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  magic_affinity[MAX_MAGIC_TYPE];  /* Affinity for type of magic, basically the starting level */    
    sh_int  stats[MAX_STATS];       /* starting stats                  */    
    sh_int  size;                   /* Size of 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
#define NOTE_COMMITS    5
#define NOTE_BUGS	    6

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;
	time_t		 expire;
};

/*
 * An affect.
 */
struct    affect_data
{
    AFFECT_DATA *  next;
    bool           valid;
    sh_int         where; //aff, imm, res, etc
    sh_int         type; //gsn (if applicable)
    sh_int         level;
    sh_int         duration;  //unused, really
    sh_int         location; //dex, int, wis, etc
    sh_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
{
    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

#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)
#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_BLIND			(1)	 //bit 1, 2
#define	AFF_INVISIBLE		(2)	 //bit 1, 4
#define	AFF_DETECT_EVIL		(3)	 //bit 1, 8
#define	AFF_DETECT_INVIS	(4)	 //bit 1, 16
#define	AFF_DETECT_MAGIC	(5)	 //bit 1, 32
#define	AFF_DETECT_HIDDEN	(6)	 //bit 1, 64
#define	AFF_DETECT_GOOD		(7)	 //bit 1, 128
#define	AFF_SANCTUARY		(8)	 //bit 1, 256
#define	AFF_FAERIE_FIRE		(9)	 //bit 1, 512
#define	AFF_INFRARED		(10) //bit 1, 1024
#define	AFF_CURSE			(11) //bit 1, 2048
#define	AFF_UNUSED_FLAG		(12) //bit 1, 4096	 /*	unused */
#define	AFF_POISON			(13) //bit 1, 8192
#define	AFF_PROTECT_EVIL	(14) //bit 1, 16384
#define	AFF_PROTECT_GOOD	(15) //bit 1, 32768
#define	AFF_SNEAK			(16) //bit 2, 2
#define	AFF_HIDE			(17) //bit 2, 4
#define	AFF_SLEEP			(18) //bit 2, 8
#define	AFF_CHARM			(19) //bit 2, 16
#define	AFF_FLYING			(20) //bit 2, 32
#define	AFF_PASS_DOOR		(21) //bit 2, 64
#define	AFF_HASTE			(22) //bit 2, 128
#define	AFF_CALM			(23) //bit 2, 256
#define	AFF_PLAGUE			(24) //bit 2, 512
#define	AFF_WEAKEN			(25) //bit 2, 1024
#define	AFF_DARK_VISION		(26) //bit 2, 2048
#define	AFF_BERSERK			(27) //bit 2, 4096
#define	AFF_SWIM			(28) //bit 2, 8192
#define	AFF_REGENERATION	(29) //bit 2, 16384
#define	AFF_SLOW			(30) //bit 2, 32768



/*
 * 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
#define ITEM_BOOK        35



/*
 * 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_EXCEPTIONAL   (J)
#define ITEM_UNUSED1       (K)
#define ITEM_UNUSED2       (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_CHA             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_CHI            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)
#define ROOM_NOFORMATTING     (U)



/*
 * 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_SECRET       (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_UNDERGROUND   11
#define SECT_STREET        12
#define SECT_JUNGLE        13
#define SECT_UNDERWATER    14
#define SECT_PATH          15
#define SECT_MAX           16



/*
 * 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_ENSCONCED  6
/***************************/
/*    What type of ensconcement? :) */
#define POS_EN_SIT    0
#define POS_EN_KNEEL    1
#define POS_EN_SQUAT    2
/*
JH 5/23/2004 12:42AM: sitting is now more; commands
such as kneel, etc use POS_ENSCONCE now.

#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)
#define PLR_COLOUR        (T)
/* 1 bit reserved, S */

/* 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)
#define WIZ_DEBUG               (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;
    PROG_LIST *      mprogs;
    AREA_DATA *       area;        /* OLC */
    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;
    FLAG			affected_by[AFF_FLAGS];
    sh_int            alignment;
    sh_int            level;
    sh_int            hitroll;
    int            hit[3];
    //JH New stuff 2/16/2004 3:51AM
    //Mana is depreciated: remove later
    sh_int            mana[3];

    int            chi[3];
    int            elemental[3];
    int            fae[3];
    int            ley[3];
    int            damage[3];
    sh_int            ac[4];
    sh_int            dam_type;
    long              off_flags;
    long              imm_flags;
    long              res_flags;
    long              vuln_flags;
    sh_int            start_pos;
    sh_int            default_pos;
    sh_int            sex;
    sh_int            race;
    long              wealth;
    long              form;
    long              parts;
    sh_int            size;
    char *            material;
    long              mprog_flags;
};



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

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

/*
 * One character (PC or NPC).
 */
struct char_data
{
    CHAR_DATA *        next;
    CHAR_DATA *        next_in_room;
    CHAR_DATA *        master;
    CHAR_DATA *        leader;
    CHAR_DATA *        fighting;
    CHAR_DATA *        reply;
    CHAR_DATA *        pet;
    CHAR_DATA *        mprog_target;
    NOTE_DATA *		   pnote;
    MEM_DATA *         memory;
    SPEC_FUN *         spec_fun;
    MOB_INDEX_DATA *   pIndexData;
    DESCRIPTOR_DATA *  desc;
    AFFECT_DATA *      affected;
    OBJ_DATA *         carrying;
    OBJ_DATA *         on;
    ROOM_INDEX_DATA *  in_room;
    ROOM_INDEX_DATA *  was_in_room;
    AREA_DATA *        zone;
    PC_DATA *          pcdata;
    bool               valid;
    char *             name;
    long               id;
    sh_int             version;
    char *             short_descr;
    char *             long_descr;
    char *             description;
    char *             prompt;
    char *             prefix;
    sh_int             group;
    sh_int             clan;
    sh_int             sex;
    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;
    //JH: Silly, this, but neat, kind of. 5/23/2004 12:54AM
    int                ensconce_type;
    int                hit;
    int                max_hit;
    int                move;
    int                max_move;
    //JH new new
    int             magic_points[MAX_MAGIC_TYPE];
    int             max_magic_points[MAX_MAGIC_TYPE];
    int             magic_levels[MAX_MAGIC_TYPE];
    
    int                fatigue; //JH used for replacing the mana paradigm
    sh_int             perception;
    sh_int             will;
    sh_int             reflex;

    long               gold;
    long               silver;
    int                exp;
    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;
    FLAG			affected_by[AFF_FLAGS];
    sh_int             position;
    sh_int             carry_weight;
    sh_int             carry_number;
    sh_int             saving_throw;
    sh_int             alignment;
    sh_int             hitroll;
    sh_int             damroll;
    sh_int             armor[4];
    sh_int             wimpy;
    /* stats */
    sh_int             perm_stat[MAX_STATS];
    sh_int             mod_stat[MAX_STATS];
    /* parts stuff */
    long               form;
    long               parts;
    sh_int             size;
    char*              material;
    /* mobile stuff */
    long               off_flags;
    sh_int             damage[3];
    sh_int             dam_type;
    sh_int             start_pos;
    sh_int             default_pos;

    sh_int             mprog_delay;
};

/*
 * Data which only PC's have.
 */
struct    pc_data
{
    PC_DATA *	   next;
    BUFFER *	   buffer;
    COLOUR_DATA *  code;        /* Data for color configuration    */
    bool		   valid;
    char *			pwd;
    char *			bamfin;
    char *			bamfout;
    char *			title;
    char *			quest_data; //Mmm, important. JH 3/17/2004 12:16AM
    VARIABLE_DATA   *var;
    MENU_DATA       *menu;     /*New stuff to work menus out*/
    MENU_DATA       *menu_locked; //kind of like being in an OLC editor
    time_t              last_note;
    time_t              last_idea;
    time_t              last_penalty;
    time_t              last_news;
    time_t              last_changes;
    time_t              last_commits;
    time_t              last_bugs;
    //Skills a player knows.
    //int         learned[MAX_SKILL];
    int         perm_magic_points[MAX_MAGIC_TYPE];
    int			perm_hit;
    int			perm_move;
    int         perm_perception;
    int         perm_will;  
    int         perm_reflex;
    sh_int			true_sex;
    int				last_level;
    sh_int			condition[4];
    sh_int			points;
    bool			confirm_delete;
    bool            confirm_pickup;
    char *			alias[MAX_ALIAS];
    char *			alias_sub[MAX_ALIAS];
    int				security;               /* OLC */ /* Builder security */
    int				text[3];                /* {t */
    int				auction[3];             /* {a */
    int				auction_text[3];        /* {A */
    int				gossip[3];              /* {d */
    int				gossip_text[3];         /* {9 */
    int				music[3];               /* {e */
    int				music_text[3];          /* {E */
    int				question[3];            /* {q */
    int				question_text[3];       /* {Q */
    int				answer[3];              /* {f */
    int				answer_text[3];         /* {F */
    int				quote[3];               /* {h */
    int				quote_text[3];          /* {H */
    int				immtalk_text[3];        /* {i */
    int				immtalk_type[3];        /* {I */
    int				info[3];                /* {j */
    int				say[3];                 /* {6 */
    int				say_text[3];            /* {7 */
    int				tell[3];                /* {k */
    int				tell_text[3];           /* {K */
    int				reply[3];               /* {l */
    int				reply_text[3];          /* {L */
    int				gtell_text[3];          /* {n */
    int				gtell_type[3];          /* {N */
    int				wiznet[3];              /* {B */
    int				room_title[3];          /* {s */
    int				room_text[3];           /* {S */
    int				room_exits[3];          /* {o */
    int				room_things[3];         /* {O */
    int				prompt[3];              /* {p */
    int				fight_death[3];         /* {1 */
    int				fight_yhit[3];          /* {2 */
    int				fight_ohit[3];          /* {3 */
    int				fight_thit[3];          /* {4 */
    int				fight_skill[3];         /* {5 */

};

/*
 * 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;        /* OLC */
    PROG_LIST *		    oprogs;
    long		        oprog_flags;
    bool                new_format;
    char *              name;
    char *              short_descr;
    char *              description;
    sh_int              vnum;
    sh_int              reset_num;
    char *              material;
    sh_int              item_type;
    int                 extra_flags;
    int                 wear_flags;
    sh_int              level;
    sh_int              condition;
    sh_int              count;
    int              weight;
    int                 cost;
    int                 value[10]; // JH changed to 10 for future expansion
};



/*
 * 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;
    CHAR_DATA *	        oprog_target;
    sh_int			    oprog_delay;
    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;
    sh_int              item_type;
    int                 extra_flags;
    int                 wear_flags;
    sh_int              wear_loc;
    int              weight;
    int                 cost;
    sh_int              level;
    sh_int              condition;
    char *              material;
    sh_int              timer;
    int                 value [5];
};



/*
 * Exit data.
 */
struct    exit_data
{
    union
    {
    ROOM_INDEX_DATA *  to_room;
    sh_int             vnum;
    } u1;
    sh_int       exit_info;
    sh_int       key;
    char *       keyword;
    char *       description;
    EXIT_DATA *  next;        /* OLC */
    int          rs_flags;    /* OLC */
    int          orig_door;   /* OLC */
};



/*
 * 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;
    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;
    CHAR_DATA *        people;
    OBJ_DATA *        contents;
    EXTRA_DESCR_DATA *    extra_descr;
    AREA_DATA *        area;
    EXIT_DATA *        exit    [6];
    RESET_DATA *    reset_first;    /* OLC */
    RESET_DATA *    reset_last;    /* OLC */
    PROG_LIST *		rprogs;
    CHAR_DATA *		rprog_target;
    long		rprog_flags;
    sh_int		rprog_delay;
    char *        name;
    char *        description;
    char *        owner;
    sh_int        vnum;
    int            room_flags;
    sh_int        light;
    sh_int        sector_type;
    sh_int        heal_rate;
    sh_int        mregen_rate;
    sh_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


/*
 * Skills include spells as a particular case.
 */
/*
#define MAX_CLASS 4
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    
};
*/

/*
 * 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)
#define TRIG_GET		(Q)
#define TRIG_DROP	(R)
#define TRIG_SIT	(S)
#define TRIG_PUT (T)
#define TRIG_INPUT (U)

/*
 * Prog types
 */
#define PRG_MPROG	0
#define PRG_OPROG	1
#define PRG_RPROG	2

struct prog_list
{
    int                 trig_type;
    char *              trig_phrase;
    sh_int              vnum;
    char *              code;
    char *              comments;
    PROG_LIST *         next;
    bool                valid;
    int                 cooldown; //JH new 2/12/2004 12:09AM
    VARIABLE_DATA *     vars;
};

struct prog_code
{
    sh_int              vnum;
    char *              code;
    char *              comments;
    PROG_CODE *         next;    
};



extern sh_int  gsn_dummy;



/*
 * 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 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 );    \
                }                            \

/* Infinate flag macros */
#define STR_ZERO_STR(var,size)  { int i; for(i=0;i<(size);i++){(var)[i]=0;} }
#define STR_SAME_STR(a,b,size)  (memcmp((a),(b),(size))==0)
void STR_COPY_STR args( ( FLAG * a, const FLAG * b, const int size) );
#define STR_AND_STR(a,b,size) \
	{ int i;for(i=0;i<(size);i++){(a)[i]&=(b)[i];} }
#define STR_OR_STR(a,b,size) \
	{ int i;for(i=0;i<(size);i++){(a)[i]|=(b)[i];} }
#define STR_XOR_STR(a,b,size) \
	{ int i;for(i=0;i<(size);i++){(a)[i]^=(b)[i];} }
#define STR_NOT_STR(a,size) \
	{ int i;for(i=0;i<(size);i++){(a)[i]=~(a)[i];} }
#define STR_REMOVE_STR(a,b,size) \
	{ int i;for(i=0;i<(size);i++){(a)[i]&=~((b)[i]);} }
bool STR_IS_ZERO	args( ( FLAG *var, int size ) );
/* tests to see if any bits in one string is the same as in another string */
bool STR_AND		args( ( FLAG *var1, FLAG *var2, int size ) );
#define STR_IS_SET(var,bit) \
	((((FLAG *)(var))[((bit)/FLAG_BITSIZE)]) &   ((1<<((bit)%FLAG_BITSIZE))))
#define STR_SET_BIT(var,bit) \
	((((FLAG *)(var))[((bit)/FLAG_BITSIZE)]) |=  ((1<<((bit)%FLAG_BITSIZE))))
#define STR_REMOVE_BIT(var,bit) \
	((((FLAG *)(var))[((bit)/FLAG_BITSIZE)]) &= ~((1<<((bit)%FLAG_BITSIZE))))
#define STR_TOGGLE_BIT(var,bit) \
	((((FLAG *)(var))[((bit)/FLAG_BITSIZE)]) ^=  ((1<<((bit)%FLAG_BITSIZE))))


/*
 * 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)	(STR_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])
#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)

#define HAS_TRIGGER_MOB(ch,trig)    (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig)))
#define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig)))
#define IS_SWITCHED( ch )       ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area)    ( !IS_NPC(ch) && !IS_SWITCHED( ch ) &&      \
                ( ch->pcdata->security >= Area->security  \
                || strstr( Area->builders, ch->name )      \
                || strstr( Area->builders, "All" ) ) )

/*
 * 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;
};



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

extern    const    struct    magic_type       magic_table   [];
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             struct    social_type     social_table   [MAX_SOCIALS];
extern          struct social_type *social_table;



/*
 * 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          PROG_CODE         *     mprog_list;
extern          PROG_CODE         *     rprog_list;
extern          PROG_CODE         *     oprog_list;

extern  char				bug_buf[];
extern  time_t				current_time;
extern  bool				fLogAll;
extern  FILE			*	fpReserve;
extern  KILL_DATA			kill_table[];
extern  char				log_buf[];
extern  TIME_INFO_DATA		time_info;
extern  WEATHER_DATA		weather_info;
extern	NOTE_DATA		*	note_free;
extern	OBJ_DATA		*	obj_free;
extern  bool				MOBtrigger;

/*
 * 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 ) );
#endif

#if    defined(macintosh)
#define NOCRYPT
#if    defined(unix)
#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) );
#elif !defined(__SVR4)
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 GOD_DIR         "../gods/"           /* list of gods           */
#define TEMP_FILE       "../player/romtmp"
#define NULL_FILE       "/dev/null"          /* To reserve one stream  */
#endif

#define SKILL_FILE      "../data/skills.dat"
#define SKILLINCLUDE_H_FILE      "../src/skill_h.include"
#define SKILLINCLUDE_C_FILE      "../src/skill_c.include"
#define SKILLCODE_H_FILE      "../src/skill_code.h"
#define SKILLCODE_C_FILE      "../src/skill_code.c"
#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/notes.not"/* For 'notes'*/
#define IDEA_FILE	    "../notes/ideas.not"
#define PENALTY_FILE	"../notes/penal.not"
#define NEWS_FILE	    "../notes/news.not"
#define CHANGES_FILE	"../notes/chang.not"
#define COMMITS_FILE	"../notes/commits.not"
#define BUGS_FILE	    "../notes/bugs.not"
#define SHUTDOWN_FILE   "shutdown.txt"        /* For 'shutdown'        */
#define BAN_FILE        "ban.txt"
#define MUSIC_FILE      "music.txt"
#define OHELPS_FILE	    "orphaned_helps.txt"  /* Unmet 'help' requests */
#define HELPS_FILE	    "helps.txt"  /* All helps go in here, now.*/



/*
 * 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 PC  PROG_CODE






/* act_comm.c */
void     check_sex           args( ( CHAR_DATA *ch) );
void     add_follower        args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void     stop_follower       args( ( CHAR_DATA *ch ) );
void     nuke_pets           args( ( CHAR_DATA *ch ) );
void     die_follower        args( ( CHAR_DATA *ch ) );
bool     is_same_group       args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
//JH writelogf changed to <<<<, conflicts with built-in logf with GCC/FreeBSD [exp(3)]
void     writelogf                args( ( char * fmt, ... ) );


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

/* act_info.c */
void     set_title           args( ( CHAR_DATA *ch, char *title ) );
void    server_msg           args ( (char *buffer) );
void	tagline_to_char		args( ( char *text, CHAR_DATA *ch, bool formatted ) );
char    *tagline_output		args( ( char *text, CHAR_DATA *ch, bool formatted ) );

/* act_move.c */
void     move_char           args( ( CHAR_DATA *ch, int door, bool follow ) );

/* act_obj.c */
bool     can_loot            args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void     wear_obj            args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
void     get_obj             args( ( CHAR_DATA *ch, OBJ_DATA *obj,
                                     OBJ_DATA *container ) );
//JH 2/5/2004 4:54PM
CHAR_DATA *find_container_owner args( (OBJ_DATA *obj) );
OBJ_DATA *find_container        args( (OBJ_DATA *obj) );
OBJ_DATA *find_container_or_obj args( (OBJ_DATA *obj) );


/* act_wiz.c */
void     wiznet              args( ( char *string, CHAR_DATA *ch, OBJ_DATA *obj,
                                     long flag, long flag_skip, int min_level ) );
char     *create_string      args(( char *fmt, ...));
void     copyover_recover    args( ( void ) );
void	qmconfig_read		args( ( void ) );

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

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

/* bitsys.c */
FLAG *	str_fread_flag	args( ( FILE *fp, const int size ) );
FLAG *	aff_convert_fread_flag		args( ( long bits ) );
int		aff_bit_convert_fread_flag	args( ( long bits ) );
char 	*str_print_flags args( ( FLAG *flags, const int size ) );
char	*str_fwrite_flag	args( ( FLAG *flags, const int size, char *out ) );
char *	affect_str_bit_name	args( ( FLAG *vector ) );

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

/* db.c */
void     reset_area          args( ( AREA_DATA * pArea ) );        /* OLC */
void     reset_room          args( ( ROOM_INDEX_DATA *pRoom ) );   /* OLC */
char *   print_flags         args( ( int flag ));
void     boot_db             args( ( void ) );
void     area_update         args( ( void ) );
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 ) );
PC *    get_prog_index args( ( int vnum, int type ) );
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 ) );
void     smash_dollar        args( ( char *str ) );
char    *smash_newlines      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 ) );

//JH 2/13/2004 9:27PM
char     *stristr           args((const char *haystack, const char *needle));

 /*
  * Colour stuff by Lope
  */
 int   colour          args( ( char type, CHAR_DATA *ch, char *string ) );
 void  colourconv      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 ) );


/* fight.c */
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, bool show ) );
bool    damage_old      args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
                                int dt, int, bool show ) );
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) );

/* 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) );
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) );
bool    is_clan        args( (CHAR_DATA *ch) );
bool    is_same_clan    args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool    is_old_mob    args ( (CHAR_DATA *ch) );
int    get_skill    args( ( CHAR_DATA *ch, int sn ) );
int    get_weapon_sn    args( ( CHAR_DATA *ch ) );
int    get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int     get_age         args( ( CHAR_DATA *ch ) );
void    reset_char    args( ( CHAR_DATA *ch )  );
int    get_trust    args( ( CHAR_DATA *ch ) );
int    get_curr_stat    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_full_name	args( ( const char *str, char *namelist ) );
bool    is_exact_name    args( ( char *str, char *namelist ) );
void    affect_to_char    args( ( CHAR_DATA *ch, AFFECT_DATA *paf, CHAR_DATA *caster = NULL) );
void    affect_to_obj    args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void    affect_remove    args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void    affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void    affect_strip    args( ( CHAR_DATA *ch, int sn ) );
bool    is_affected    args( ( CHAR_DATA *ch, int sn ) );
void    affect_join    args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void    char_from_room    args( ( CHAR_DATA *ch ) );
void    char_to_room    args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void    obj_to_char    args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void    obj_from_char    args( ( OBJ_DATA *obj ) );
int    apply_ac    args( ( OBJ_DATA *obj, int iWear, int type ) );
OD *    get_eq_char    args( ( CHAR_DATA *ch, int iWear ) );
void    equip_char    args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void    unequip_char    args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int    count_obj_list    args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void    obj_from_room    args( ( OBJ_DATA *obj ) );
void    obj_to_room    args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void    obj_to_obj    args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void    obj_from_obj    args( ( OBJ_DATA *obj ) );
void    extract_obj    args( ( OBJ_DATA *obj ) );
void    extract_char    args( ( CHAR_DATA *ch, bool fPull ) );
CD *	get_char_room		args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, 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, bool character ));
OD *	get_obj_here	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) );
OD *    get_obj_world    args( ( CHAR_DATA *ch, char *argument ) );
OD *    create_money    args( ( int gold, int silver ) );
int    get_obj_number    args( ( OBJ_DATA *obj ) );
int    get_obj_weight    args( ( OBJ_DATA *obj ) );
int    get_true_weight    args( ( OBJ_DATA *obj ) );
bool    room_is_dark    args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool    is_room_owner    args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool    room_is_private    args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool    can_see        args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool    can_see_obj    args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool    can_see_room    args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool    can_drop_obj    args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char *    affect_loc_name    args( ( int location ) );
char *    affect_bit_name    args( ( int vector ) );
char *    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) );
/*
 * Colour Config
 */
void    default_colour    args( ( CHAR_DATA *ch ) );
void    all_colour    args( ( CHAR_DATA *ch, char *argument ) );

/* 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 ) );
char *    percent_argument    args( ( char *argument, char *arg_first ) );

/* magic.c */
void    obj_cast_spell    args( ( int sn, int level, CHAR_DATA *ch,
                    CHAR_DATA *victim, OBJ_DATA *obj ) );

/* mob_prog.c */
void	program_flow	args( ( sh_int vnum, char *source, CHAR_DATA *mob,
				OBJ_DATA *obj, ROOM_INDEX_DATA *room,
				CHAR_DATA *ch, const void *arg1,
				const void *arg2, int startat ) );
void	p_act_trigger	args( ( char *argument, CHAR_DATA *mob,
				OBJ_DATA *obj, ROOM_INDEX_DATA *room,
				CHAR_DATA *ch, const void *arg1,
				const void *arg2, int type ) );
bool	p_percent_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj,
				ROOM_INDEX_DATA *room, CHAR_DATA *ch,
				const void *arg1, const void *arg2, int type ) );
void	p_bribe_trigger  args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
bool	p_exit_trigger   args( ( CHAR_DATA *ch, int dir, int type ) );
void	p_give_trigger   args( ( CHAR_DATA *mob, OBJ_DATA *obj,
				ROOM_INDEX_DATA *room, CHAR_DATA *ch,
				OBJ_DATA *dropped, int type ) );
void 	p_greet_trigger  args( ( CHAR_DATA *ch, int type ) );
void	p_hprct_trigger  args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );
//JH 2/11/2004 1:24AM
bool p_input_trigger args (( CHAR_DATA *ch, char *argument,
        CHAR_DATA *mob, OBJ_DATA *obj,
	    ROOM_INDEX_DATA *room, int type));

/*new_progs.c*/
int new_eval_mob (sh_int, char *, char *, CHAR_DATA *, CHAR_DATA *);


/* mob_cmds.c */
void    mob_interpret    args( ( CHAR_DATA *ch, char *argument ) );
void	obj_interpret	args( ( OBJ_DATA *obj, char *argument ) );
void    room_interpret	args( ( ROOM_INDEX_DATA *room, char *argument ) );

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

/* string.c */
char *itoa (int);

/*skill.c*/
bool fail_upkeep_cost(CHAR_DATA *, int);


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

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

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

/* 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_str ) );
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 = false) );
char *    string_unpad    args( ( char * argument ) );
char *    string_proper    args( ( char * argument ) );
const char *draw_line args((CHAR_DATA * ch, char *fill, int len)); //from 1stMUD
unsigned int strlen_color args((const char *string));
char    *trim           args ((char *str));
char    *smash_slashr   args (( char *str ));
char    *str_wrap       args (( char *str, int width));
char    *nice_format    args ((char *str));

/* 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 ) );
void 	save_area 		args( (AREA_DATA * pArea) );

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

/* social-edit.c */
void load_social_table();
void save_social_table();

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

/*****************************************************************************
 *                                    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 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];


/*Graveyard: This stuff needs to die soon.*/
//update.c
void check_improve args((CHAR_DATA * ch, int sn, bool success, int multiplier));