/
Debug/
area/
data/
gods/
player/
player/skill/
/****************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,			*
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.	*
 *																			*
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael			*
 *  Chastain, Michael Quan, and Mitchell Tse.								*
 *																			*
 *  In order to use any part of this Merc Diku Mud, you must comply with	*
 *  both the original Diku license in 'license.doc' as well the Merc		*
 *  license in 'license.txt'.  In particular, you may not remove either of	*
 *  these copyright notices.												*
 *																			*
 *  Much time and thought has gone into this software and you are			*
 *  benefitting.  We hope that you share your changes too.  What goes		*
 *  around, comes around.													*
 ***************************************************************************/
 
/****************************************************************************
*	ROM 2.4 is copyright 1993-1998 Russ Taylor								*
*	ROM has been brought to you by the ROM consortium						*
*	    Russ Taylor (rtaylor@hypercube.org)									*
*	    Gabrielle Taylor (gtaylor@hypercube.org)							*
*	    Brian Moore (zump@rom.org)											*
*	By using this code, you have agreed to follow the terms of the			*
*	ROM license, in the file Rom24/doc/rom.license							*
***************************************************************************/
/****************************************************************************
*	Demon's Dance MUD, and source code are property of Eric Goetschalckx	*
*	By compiling this code, you agree to include the following in your		*
*	login screen:															*
*	    Derivative of Demon's Dance, by Enzo/Stan							*
***************************************************************************/

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

/* system calls */
int unlink();
int system();
#define _CRTDBG_MAP_ALLOC
#define _crtBreakAllow 160
#include <crtdbg.h>



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

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

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



/*
 * Structure types.
 */
typedef struct	affect_data		AFFECT_DATA;
typedef struct	area_data		AREA_DATA;
typedef struct	ban_data		BAN_DATA;
typedef struct 	buf_type	 	BUFFER;
typedef struct	char_data		CHAR_DATA;
typedef struct	descriptor_data		DESCRIPTOR_DATA;
typedef struct	exit_data		EXIT_DATA;
typedef struct	extra_descr_data	EXTRA_DESCR_DATA;
typedef struct	help_data		HELP_DATA;
typedef struct	help_area_data		HELP_AREA;
typedef struct	kill_data		KILL_DATA;
typedef struct	mem_data		MEM_DATA;
typedef struct	mob_index_data		MOB_INDEX_DATA;
typedef struct	note_data		NOTE_DATA;
typedef struct	obj_data		OBJ_DATA;
typedef struct	obj_index_data		OBJ_INDEX_DATA;
typedef struct	pc_data			PC_DATA;
typedef struct  gen_data		GEN_DATA;
typedef struct	reset_data		RESET_DATA;
typedef struct	room_index_data		ROOM_INDEX_DATA;
typedef struct	shop_data		SHOP_DATA;
typedef struct	time_info_data		TIME_INFO_DATA;
typedef struct	weather_data		WEATHER_DATA;
typedef struct  prog_list               	PROG_LIST;
typedef struct  prog_code               PROG_CODE;
typedef struct	auction_data		AUCTION_DATA;
typedef struct  disabled_data			DISABLED_DATA;
typedef struct  clan_type               CLAN_DATA;
typedef struct  smith_data			SMITH_DATA;
typedef struct  raid_data			RAID_DATA;
typedef struct	slay_message		SLAY_MESSAGE; /*01/05/01 */
typedef struct	guild_member		MEMBER_DATA; /*Enzo 5/19/2002*/
typedef struct	stat_data			STAT_DATA; /*Enzo 6/20/2002*/
typedef struct  skill_data			SKILL_DATA; /*Enzo 8/28/2002*/
typedef struct  key_data			KEY_DATA;	/* keyring*/
typedef struct	sleep_data			SLEEP_DATA; /* mpsleep*/
typedef struct	smith_items_type		SMITH_ITEM;
typedef struct	smith_ores_type		SMITH_ORE;


/*
 * Function types.
 */
typedef	void DO_FUN	args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN	args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN	args( ( int sn, int level, CHAR_DATA *ch, void *vo,
				int target ) );
typedef void FORM_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	MAX_MEM_LIST		11
#define PAGELEN				22


#define CREATE(result, type, number)				\
do								\
{								\
   if (!((result) = (type *) calloc ((number), sizeof(type))))	\
	{ perror("malloc failure"); abort(); }			\
} while(0)


/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_SOCIALS			256
#define MAX_SKILL			213
#define MAX_FORM			100
#define MAX_GROUP			46
#define MAX_IN_GROUP		15
#define MAX_ALIAS		    5
#define	MAX_SEVER			40
#define	MAX_FATALITY		40
#define MAX_CLASS		    11
#define MAX_PC_RACE		    14
#define MAX_CLAN			10
#define MAX_RANK			6 /* guild.c */
#define MAX_DAMAGE_MESSAGE	51
#define MAX_LEVEL			110
#define MAX_SLAY_TYPES		10
#define LEVEL_HERO			(MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		(MAX_LEVEL - 8)
#define MAX_SMITH_ITEMS		31
#define MAX_ORE_ITEMS		30
#define MAX_FLESH_TYPES		30
#define MAX_MULTI_CAST		29
#define MAX_TEACH_TYPE		17
#define SKILL_GROUPS 		5

#define PULSE_PER_SECOND	4
#define PULSE_VIOLENCE		( 4 * 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 PULSE_WAR			(30 * PULSE_PER_SECOND)
#define PULSE_AUCTION		(20 * PULSE_PER_SECOND)
#define PULSE_REBOOT		(16 * PULSE_PER_SECOND)
#define PULSE_DAGASHI		(12 * PULSE_PER_SECOND)
#define PULSE_HONOR			( 30 * PULSE_PER_SECOND )
#define PULSE_SMITH			( 4 * 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

#define SINGLE_WAR_WAITING_ROOM (12000)

#define MINIMUM_BID			10
#define AUCTION_LENGTH			  4

 
 /*
 * Colour stuff by Lope of Loping Through The MUD
 */
#define CLEAR		""		/* Resets Colour	*/
#define C_RED		""	/* Normal Colours	*/
#define C_GREEN		""
#define C_YELLOW	""
#define C_BLUE		""
#define C_MAGENTA	""
#define C_CYAN		""
#define C_WHITE		""
#define C_D_GREY	""  	/* Light Colors		*/
#define C_B_RED		""
#define C_B_GREEN	""
#define C_B_YELLOW	""
#define C_B_BLUE	""
#define C_B_MAGENTA	""
#define C_B_CYAN	""
#define C_B_WHITE	""

/* These are the ANSI codes for blinking foreground text colors */
#define BLINK_BLACK		""
#define BLINK_DRED		""
#define BLINK_DGREEN	""
#define BLINK_ORANGE	""
#define BLINK_DBLUE		""
#define BLINK_PURPLE	""
#define BLINK_CYAN		""
#define BLINK_GREY		""
#define BLINK_DGREY		""
#define BLINK_RED		""
#define BLINK_GREEN		""
#define BLINK_YELLOW	""
#define BLINK_BLUE		""
#define BLINK_PINK		""
#define BLINK_LBLUE		""
#define BLINK_WHITE		""

/* These are the ANSI codes for background colors */
#define BACK_BLACK 	""
#define BACK_DRED  	""
#define BACK_DGREEN	""
#define BACK_ORANGE	""
#define BACK_DBLUE	""
#define BACK_PURPLE	""
#define BACK_CYAN	""
#define BACK_GREY	""

/* Other miscelaneous ANSI tags that can be used */
#define ANSI_UNDERLINE	"" /* Underline text */
#define ANSI_ITALIC		"" /* Italic text */
#define ANSI_REVERSE	"" /* Reverse colors */

/*Skill Groups*/
#define SKILL_COMBAT	0
#define SKILL_COVERT	1
#define SKILL_SORCERY	2
#define SKILL_ARCANE	3
#define SKILL_WORSHIP	4

/*New Channels*/
#define CHAN_GOSSIP		0
#define CHAN_QUOTE		1
#define CHAN_MUSIC		2
#define CHAN_QA			3
#define CHAN_AUCT		4
#define CHAN_GRATS		5
#define CHAN_IMM		6
#define CHAN_CLAN		7


/*
 * 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;
    char *      reason;
    char *      banner;
};

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 */
};

/* one disabled command */
struct disabled_data
{
	DISABLED_DATA *next; /* pointer to next node */
	struct cmd_type const *command; /* pointer to the command struct*/
	char *disabled_by; /* name of disabler */
	sh_int level; /* level of disabler */
};

extern SLEEP_DATA *first_sleep;
/*
*  Sleeping prog data
*/
struct sleep_data
{
	SLEEP_DATA *next;
	SLEEP_DATA *prev;
	CHAR_DATA *ch;
	CHAR_DATA *mob;
	PROG_CODE *prog;
	int valid;
	int vnum;
	int line;
	int timer;
};


/*
 * 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
#define SKY_SNOWING                 4
#define SKY_BLIZZARD                5
#define SKY_FOGGY                   6
#define SKY_HAILSTORM               7
#define SKY_THUNDERSTORM            8
#define SKY_ICESTORM                9

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

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



/*
 * Connected state for a channel.
 */
#define CON_PLAYING			 0
#define CON_GET_NAME			 1
#define CON_GET_OLD_PASSWORD		 2
#define CON_CONFIRM_NEW_NAME		 3
#define CON_GET_NEW_PASSWORD		 4
#define CON_CONFIRM_NEW_PASSWORD	 5
#define CON_GET_NEW_RACE		 6
#define CON_GET_NEW_SEX			 7
#define CON_GET_NEW_CLASS		 8
#define CON_GET_ALIGNMENT		 9
#define CON_DEFAULT_CHOICE		10 
#define CON_GEN_GROUPS			11 
#define CON_PICK_WEAPON			12
#define CON_READ_IMOTD			13
#define CON_READ_MOTD			14
#define CON_BREAK_CONNECT		15
#define	CON_COPYOVER_RECOVER	16
#define CON_BEGIN_REMORT		17
#define CON_ANSI                18



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



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

struct	int_app_type
{
    long	learn;
};

struct	wis_app_type
{
    long	practice;
};

struct	dex_app_type
{
    long	defensive;
};

struct	con_app_type
{
    long	hitp;
    long	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;
    HELP_DATA * next_area;
    sh_int	level;
    char *	keyword;
    char *	text;
	bool delete; 
};

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


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

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



/*
 * Per-class stuff.
 */

#define MAX_GUILD 	2
#define MAX_STATS 	5
#define STAT_STR 	0
#define STAT_INT	1
#define STAT_WIS	2
#define STAT_DEX	3
#define STAT_CON	4
#define MAX_STAT_VALUE 51

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

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

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

struct golem_type
{
    char *	name;
    int		vnum;
    sh_int	type;
};

struct make_golem_type
{
	int		race_to_get;
	int		part_to_get;
	long	vnum;
};

struct smith_items_type
{
    char *	name;
	char *	prefix;
	char *	display;
	int		min_level;
	int		item_type;
	int		wear_flags;
    sh_int	difficulty;
    sh_int	weight;
    sh_int	beats;
	int		quantity;
	int		base_v0;
	int		base_v1;
	int		base_v2;
	char *	dam_noun;
	int		base_pierce;
	int		base_bash;
	int		base_slash;
	int		base_exotic;
	int		hands;
};

struct title_type
{
	int		class_num;
	int		level;
	char *	title_male;
	char *	title_female;
};

struct multi_cast_type
{
	char * spell_name;
};

struct teach_type
{
	char *	teach_type;
	int		teach_bit;
};


struct smith_ores_type
{
    char *	name;
	char *	display;
	char *  color;
	int		armor_mod;
	int		workability;
	int		hit_mod;
	int		dam_mod;
	int		arrow_mod;
	long	arrow_vnum;
};

struct golem_flesh_type
{
    char *	name;
	char *	flesh_type;
	int		armor_mod;
	int		hit_mod;
	long	hp_mod;
};

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

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

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

};


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


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



/*
 * Data structure for notes.
 */

#define NOTE_NOTE	0
#define NOTE_IDEA	1
#define NOTE_PENALTY	2
#define NOTE_NEWS	3
#define NOTE_CHANGES	4
struct	note_data
{
    NOTE_DATA *	next;
    bool 	valid;
    sh_int	type;
    char *	sender;
    char *	date;
    char *	to_list;
    char *	subject;
    char *	text;
    time_t  	date_stamp;
};



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

/* 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
#define TO_AFFECTS2     6 


/*
 * A kill structure (indexed by level).
 */
struct	kill_data
{
    sh_int		number;
    sh_int		killed;
	sh_int		kills;
};

/*
 * Custom Slay messages
 * (c) Taka 2001
 * 010501
 */
struct    slay_message
{
    SLAY_MESSAGE *    SMnext;
    SLAY_MESSAGE *    SMprev;
    int					Slay_Number;
	char *				Slay_Name;
	char *				Char_Name;
	char *				Show_Vict;
	char *				Show_Char;
	char *				Show_Room;
};

SLAY_MESSAGE *SMHead, *SMTail, *SMptr;
/* 010501 - end */

struct auction_data
{
	OBJ_DATA *	item;
	CHAR_DATA *	owner;
	CHAR_DATA *	high_bidder;
	sh_int		status;
	long		current_bid;
	long		silver_held;
	long		gold_held;
};



/***************************************************************************
 *                                                                         *
 *                   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
#define MOB_VNUM_DRAGON			1/*draconian find dragon mob*/
#define MOB_VNUM_GOLEM			2/*golem summoninng mob*/


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

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

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

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

#define Y			16777216
#define Z			33554432
#define aa			67108864 	/* doubled due to conflicts */
#define bb			134217728
#define cc			268435456    
#define dd			536870912
#define ee			1073741824
#define ff			2147483648
#define gg			4294967296
#define hh			8589934592
#define ii			17179869184
#define jj			34359738368
#define kk			68719476736

/*
 * 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_MULTI_HIT		(D)
#define	ACT_QUESTMASTER		(E)
#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)
#define ACT_NO_QUEST	(P)

/*act2*/

/* 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)

/*TEACH bits for mobiles*/
#define TEACH_NONE			(A)
#define TEACH_MULTI_HIT		(B)
#define TEACH_LEGIONARE_1	(C)
#define	TEACH_LEGIONARE_2	(D)
#define TEACH_SENSEI_1		(E)
#define TEACH_SENSEI_2		(F)
#define	TEACH_DRACONIAN_1	(G)
#define TEACH_DRACONIAN_2	(H)
#define TEACH_TAO_1			(I)
#define TEACH_TAO_2			(J)
#define TEACH_ZEALOT_1		(K)
#define	TEACH_ZEALOT_2		(L)
#define TEACH_DAGASHI_1		(M)
#define TEACH_DAGASHI_2		(N)
#define TEACH_MULTI_CAST	(O)

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

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


/*
 * 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_DAGASHI		(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)



/*
 * Bits for 'affected2_by'.
 */
#define AFF_FIRESHIELD		(A)
#define AFF_PHALANX			(B)
#define AFF_SHIELD_WALL		(C)
#define	AFF_FORTIFY			(D)
#define AFF_SEVERED			(F)
#define AFF_SHADOW_SLIP		(G)
#define AFF_HOLY_ARMOR		(H)
#define AFF_DIVINE_RIGHT	(I)
#define AFF_VISE_GRIP		(J)
#define AFF_ELEMENT			(K)
#define AFF_HOLD_PERSON		(L)
#define	AFF_BURST_OF_SPEED	(M)
#define AFF_REPULSAR		(N)
#define AFF_MYSTIC_SIGHT	(O)
#define AFF_GOUGE			(P)
#define AFF_INSANITY		(Q)

/*
 * 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_LEGS			 46
#define OBJ_VNUM_GUTS		     16
#define OBJ_VNUM_BRAINS		     17
#define OBJ_VNUM_SPINE			 18
#define OBJ_VNUM_FRAGMENTS		 19
#define OBJ_VNUM_THROAT			 26


#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_TOKEN			 27

#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_GRAVESTONE				12050
#define OBJ_VNUM_WHISTLE	   2116
#define OBJ_VNUM_ARROW			   1208
#define OBJ_VNUM_FORT				11055
#define	LOCKER_VNUM					3034
#define	LOCKER_ROOM					3054	/*Set this to your temple pit or whatever*/
#define SMITH_PRODUCT				3049

/*Golem Parts*/
#define	GOLEM_VNUM_HEART			50
#define GOLEM_VNUM_HEAD				51
#define GOLEM_VNUM_ARM				52
#define GOLEM_VNUM_LEG				53

/*Human Parts*/
#define HUMAN_HEART					10108
#define HUMAN_HEAD					10109
#define HUMAN_LEG					10111
#define HUMAN_ARM					10110
/*Goblin Parts*/
#define GOBLIN_HEART				10120
#define GOBLIN_HEAD					10121
#define GOBLIN_LEG					10122
#define GOBLIN_ARM					10123
/*Knight Parts*/
#define KNIGHT_HEART				10104
#define KNIGHT_HEAD					10105
#define KNIGHT_LEG					10106
#define KNIGHT_ARM					10107
/*Harpy Parts*/
#define HARPY_HEART					10112
#define HARPY_HEAD					10113
#define HARPY_LEG					10114
#define HARPY_ARM					10115
/*Demon Parts*/
#define DEMON_HEART					10100
#define DEMON_HEAD					10101
#define DEMON_LEG					10102
#define DEMON_ARM					10103
/*Dragon Parts*/
#define DRAGON_HEART				10116
#define DRAGON_HEAD					10117
#define DRAGON_LEG					10118
#define DRAGON_ARM					10119



/*
 * 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_QUIVER			 	35
#define ITEM_ARROW				36
#define ITEM_FORT				37
#define ITEM_TOKEN				38
#define ITEM_GOLEM_BAG			39
#define	ITEM_GOLEM_PART			40
#define	ITEM_SMITH_FURNACE		41
#define ITEM_SMITH_ANVIL		42
#define ITEM_SMITH_HAMMER		43
#define ITEM_SMITH_BARREL		44
#define ITEM_SMITH_GRINDER		45
#define ITEM_SMITH_ORE			46
#define	ITEM_SHEATH				47



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


/*
 * Wear flags.
 * Used in #OBJECTS.
 */
#define ITEM_TAKE		(A)
#define ITEM_WEAR_FINGER	(B)
#define ITEM_WEAR_NECK		(C)
#define ITEM_WEAR_BODY		(D)
#define ITEM_WEAR_HEAD		(E)
#define ITEM_WEAR_LEGS		(F)
#define ITEM_WEAR_FEET		(G)
#define ITEM_WEAR_HANDS		(H)
#define ITEM_WEAR_ARMS		(I)
#define ITEM_WEAR_SHIELD	(J)
#define ITEM_WEAR_ABOUT		(K)
#define ITEM_WEAR_WAIST		(L)
#define ITEM_WEAR_WRIST		(M)
#define ITEM_WIELD		(N)
#define ITEM_HOLD		(O)
#define ITEM_NO_SAC		(P)
#define ITEM_WEAR_FLOAT		(Q)
#define ITEM_LODGE_LEG	 (T)
#define ITEM_LODGE_ARM	 (U)
#define ITEM_LODGE_RIB	 (V)
#define ITEM_WEAR_FACE	 (W)
#define	ITEM_WEAR_NOCKED	(X)



/* golem_parts*/
#define GOLEM_HEART		0
#define	GOLEM_HEAD		1
#define	GOLEM_ARM		2
#define	GOLEM_LEG		3


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

/* weapon types */
#define WEAPON_FLAMING			(A)
#define WEAPON_FROST			(B)
#define WEAPON_VAMPIRIC			(C)
#define WEAPON_SHARP			(D)
#define WEAPON_VORPAL			(E)
#define WEAPON_TWO_HANDS		(F)
#define WEAPON_SHOCKING			(G)
#define WEAPON_POISON			(H)
#define WEAPON_DAGASHI			(I)
#define WEAPON_DOMINANT_HAND	(J)
#define WEAPON_OFF_HAND			(K)
#define WEAPON_ENCHANTED		(L)

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

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




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


/*
 * Variable Resistances
 */

#define VRES_COLD			101
#define VRES_FIRE			102
#define VRES_ACID			103
#define VRES_NEGATIVE		104
#define VRES_HOLY			105
#define VRES_LIGHTNING		106
#define VRES_PIERCE			107
#define VRES_SLASH			108
#define VRES_BASH			109
#define VRES_POISON			110
#define VRES_ENERGY			111
#define VRES_DISEASE		112
#define VRES_MAGIC			113
#define VRES_WEAPON			114
#define VRES_MENTAL			115
#define VRES_LIGHT			116
#define VRES_SOUND			117



/*
 * 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_BANK			3334
#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
#define ROOM_VNUM_ARENA			12045



/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK			(A)
#define ROOM_LEADER			(B)
#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_ARENA			(U)
#define ROOM_HONCIRC		(V)
#define ROOM_VIEW_WAR		(W)
#define ROOM_VIEW_HONOR		(X)
#define ROOM_CLAN			(E)
#define ROOM_BANK			(F)
#define ROOM_MORGUE			(G)
#define ROOM_NOMAGIC		(I)





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



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



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



/*
 * Equpiment wear locations.
 * Used in #RESETS.
 */
#define WEAR_NONE		     -1
#define WEAR_LIGHT		      0
#define WEAR_FINGER_L		      1
#define WEAR_FINGER_R		      2
#define WEAR_NECK_1		      3
#define WEAR_NECK_2		      4
#define WEAR_BODY		      5
#define WEAR_HEAD		      6
#define WEAR_LEGS		      7
#define WEAR_FEET		      8
#define WEAR_HANDS		      9
#define WEAR_ARMS		     10
#define WEAR_SHIELD		     11
#define WEAR_ABOUT		     12
#define WEAR_WAIST		     13
#define WEAR_WRIST_L		     14
#define WEAR_WRIST_R		     15
#define WEAR_WIELD		     16
#define WEAR_SECONDARY		 17
#define WEAR_HOLD		     18
#define WEAR_FLOAT		     19
#define WEAR_FACE			 20
#define WEAR_LODGE_LEG		 21
#define WEAR_LODGE_ARM		 22
#define WEAR_LODGE_RIB		 23
#define WEAR_NOCKED			 24
#define MAX_WEAR		     25







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

/*Skill Stuff*/
#define SKILL_LVL			0
#define SKILL_BONUS			1
#define MAX_SKILL_PARAM		2
#define MAX_TREE_SKILLS		82


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


/** Clan flags
 */
#define GUILD_DELETED		A
#define GUILD_CHANGED		B
#define GUILD_INDEPENDENT 	C /* a "loner" guild */
#define GUILD_IMMORTAL		E /* immortal only clan */



/*
 * ACT bits for players.
 */
#define PLR_IS_NPC		(A)		/* Don't EVER set.	*/
/* RT auto flags */
#define PLR_AUTOGOLEM		(B)
#define PLR_AUTOASSIST		(C)
#define PLR_AUTOEXIT		(D)
#define PLR_AUTOLOOT		(E)
#define PLR_AUTOSAC         (F)
#define PLR_AUTOGOLD		(G)
#define PLR_AUTOSPLIT		(H)
#define PLR_LEADER			(I)
/* RT personal flags */
#define PLR_HOLYLIGHT		(N)
#define PLR_MORTAL_LEADER	(O)
#define PLR_CANLOOT			(P)
#define PLR_NOSUMMON		(Q)
#define PLR_NOFOLLOW		(R)
#define PLR_COLOUR			(T)    /* Colour Flag By Lope */
#define PLR_PERMIT			(U)
#define PLR_LOG				(W)
#define PLR_DENY			(X)
#define PLR_FREEZE			(Y)
#define PLR_THIEF			(Z)
#define PLR_KILLER			(aa)
#define PLR_REMORT			(bb)
#define PLR_QUESTOR			(cc)
#define PLR_ARENA			(dd)
#define PLR_PROKILLER		(ee)
#define PLR_CODING			(ff)

/*PLR2*/
#define PLR2_ARENA			(A)
#define PLR2_RED_LEADER		(B)
#define PLR2_BLUE_LEADER	(C)
#define PLR2_BLUE_TEAM		(D)
#define PLR2_RED_TEAM		(E)
#define PLR2_NO_TEAM		(F)
#define PLR2_SINGLE_WAR		(G)
#define PLR2_MUD_SOUND		(H)
#define PLR2_CHALLENGED		(I)
#define PLR2_CHALLENGER		(J)
#define PLR2_PRE_CHALLENGED	(K)
#define PLR2_RAIDER			(L)
#define	PLR2_RAIDED			(M)
#define PLR2_NO_TITLE		(N)

/* 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)
#define COMM_NOWAR		(aa)
#define COMM_QPROMPT	(bb)
#define COMM_CPROMPT (S)
#define	COMM_NOINFO		(X)
#define COMM_SHORT_FIGHTS	(cc)



/* 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)



/*stat data*/ /*Enzo 6/20/2002*/
#define PK_KILLS			0
#define MOB_KILLS			1
#define PK_DEATHS			2
#define MOB_DEATHS			3
#define QUESTS_COMPLETE		4
#define QUESTS_FAIL			5
#define QUEST_POINTS		6
#define ARENA_WINS			7
#define ARENA_LOSSES		8
#define HC_WINS				9
#define HC_LOSSES			10
#define GOLD				11
#define MAX_GAMESTAT		12

struct stat_data 
{
	STAT_DATA *next;
	bool valid;
	char *name;                     // name of character
	long gamestat[MAX_GAMESTAT];    // stat data
};

extern	long		TopGameStat[MAX_GAMESTAT];

/*Keyring Struct*/
struct key_data
{
    KEY_DATA *		next;
    bool		valid;
    OBJ_INDEX_DATA *	index;
};

/* Prototypes for clan data */

typedef struct guild_rank       rankdata;

struct guild_rank
{
  char *rankname;               /* name of rank                         */
  char *skillname;              /* name of skill earned at this rank    */
};

struct guild_member
{
	MEMBER_DATA * next;			/* linked list		*/
	char	*name;				/* name of member	*/
	int		rank;				/* rank of member	*/
	int		level;				/* level of member	*/
	bool	valid;				/* member is valid? */
	bool	is_ldr;				/* is the member a ML */
};

/* mortal leader rights are as follows;
 ml[0] = can_guild
 ml[1] = can_deguild
 ml[2] = can_promote
 ml[3] = can_demote
*/

struct clan_type
{
	CLAN_DATA * next;
	long flags;                   /* flags for guild                      */
	char *name;					/* name of guild                        */
	char *who_name;				/* name sent for "who" command		*/
	MEMBER_DATA * member;			/*member data*/
	int room[3];                  /* hall/morgue/temple rooms             */
	int threshold;				/*threshold room*/
	int prep_room;				/*preperation room for raids*/
	int maze_begin;				/*maze rooms begin*/
	int maze_mid;				/*middle of the maze*/
	int maze_end;				/*maze rooms end*/
	rankdata rank[MAX_RANK];		/* guilds rank system                   */
	int ml[4];					/* mortal leader rights 		*/
	long	gold;					/*clans gold*/
	long	qp;						/*clans qp*/
	long	clan_points;			/*clans cp's*/
	char * file_name;				/*clan's file name*/
};

/*
 * 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;
    long		affected_by;
    sh_int		alignment;
    sh_int		level;
    sh_int		hitroll;
    long		hit[3];
    long		mana[3];
    sh_int		damage[3];
    sh_int		ac[4];
    sh_int 		dam_type;
    long		off_flags;
	long		teach_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;
    sh_int		clan;  /* Feydrex - clan guards */
    long		mprog_flags;
	long		affected2_by;
	sh_int		kills;
};



/* 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;
    MEM_DATA *		memory;
    SPEC_FUN *		spec_fun;
    MOB_INDEX_DATA *	pIndexData;
    DESCRIPTOR_DATA *	desc;
    AFFECT_DATA *	affected;
    NOTE_DATA *		pnote;
    OBJ_DATA *		carrying;
    OBJ_DATA *		on;
    ROOM_INDEX_DATA *	in_room;
    ROOM_INDEX_DATA *	was_in_room;
    AREA_DATA *		zone;
    PC_DATA *		pcdata;
    GEN_DATA *		gen_data;
    bool		valid;
    char *		name;
    long		id;
    sh_int		version;
    char *		short_descr;
    char *		long_descr;
    char *		description;
	char *		immtitle;
    char *		prompt;
    char *		prefix;
	char *		slain_by;
    sh_int		group;
    sh_int		clan;
	sh_int              rank;   /* clan rank/status */
	sh_int		sex;
    sh_int		class;
    sh_int		race;
    sh_int		level;
    sh_int		trust;
    int			played;
    int			lines;  /* for the pager */
    time_t		logon;
    sh_int		timer;
    sh_int		wait;
    sh_int		daze;
    long		hit;
    long		max_hit;
    sh_int		mana;
    sh_int		max_mana;
    sh_int		move;
    sh_int		max_move;
    long		gold;
    long		silver;
	long		balance;
    int			exp;
    long		act;
	long		act2;
	long		plr2;
    long		comm;   /* RT added to pad the vector */
    long		wiznet; /* wiz stuff */
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    sh_int		invis_level;
    sh_int		incog_level;
    long			affected_by;
    sh_int		position;
    sh_int		practice;
    sh_int		train;
    sh_int		carry_weight;
    sh_int		carry_number;
    sh_int		saving_throw;
    sh_int		alignment;
    sh_int		hitroll;
    sh_int		damroll;
    sh_int		armor[4];
    sh_int		wimpy;
    /* stats */
    sh_int		perm_stat[MAX_STATS];
    sh_int		mod_stat[MAX_STATS];
    /* parts stuff */
    long		form;
    long		parts;
    sh_int		size;
    char*		material;
    /* mobile stuff */
    long		off_flags;
	long		teach_flags;
    sh_int		damage[3];
    sh_int		dam_type;
    sh_int		start_pos;
    sh_int		default_pos;
    sh_int		mprog_delay;
    CHAR_DATA *         questgiver; /* Vassago */
    int                 questpoints;  /* Vassago */
    sh_int              nextquest; /* Vassago */
    sh_int              countdown; /* Vassago */
    sh_int              questobj; /* Vassago */
    sh_int              questmob; /* Vassago */
	long affected2_by;
	/*vres stuff*/
	sh_int		vres_cold;
	sh_int		vres_fire;
	sh_int		vres_acid;
	sh_int		vres_negative;
	sh_int		vres_holy;
	sh_int		vres_lightning;
	sh_int		vres_pierce;
	sh_int		vres_slash;
	sh_int		vres_bash;
	sh_int		vres_poison;
	sh_int		vres_energy;
	sh_int		vres_disease;
	sh_int		vres_magic;
	sh_int		vres_weapon;
	sh_int		vres_mental;
	sh_int		vres_light;
	sh_int		vres_sound;
	bool		thermo_death;
};



/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    BUFFER * 		buffer;
	SKILL_DATA *	skills;
    bool		valid;
    char *		pwd;
    char *		bamfin;
    char *		bamfout;
    char *		title;
    time_t              last_note;
    time_t              last_idea;
    time_t              last_penalty;
    time_t              last_news;
    time_t              last_changes;
    sh_int		perm_hit;
    sh_int		perm_mana;
    sh_int		perm_move;
    sh_int		true_sex;
    int			last_level;
    sh_int		condition	[4];
    sh_int		learned		[MAX_SKILL];
	sh_int		forms		[MAX_FORM];
    bool		group_known	[MAX_GROUP];
	sh_int		points;
    bool        confirm_delete;
	bool		confirm_pk;
    char *		alias[MAX_ALIAS];
    char * 		alias_sub[MAX_ALIAS];
    int 		security;	/* OLC */ /* Builder security */
	bool		confirm_remort;
	sh_int		incarnations;
	sh_int		clan_rank;  /* 0 for unguilded and loner 1-6 otherwise */
	int         akills;
	int         adeaths;
	int			arena_wins;
	int			arena_losses;
	int			hc_wins;
	int			hc_losses;
	char *		severings[MAX_SEVER];
	char *		fatalities[MAX_FATALITY];
	long		hero_exp;
	int			pk_deaths;
	int			pk_kills;
	int			slay_cnt;
	OBJ_DATA *	restring_obj;
	char *		restring_name;
	char *		restring_short;
	char *		restring_long;
	long		gamestat[MAX_GAMESTAT]; /*Enzo 6/20/2002*/
	long		sp;
	long		skills_array[MAX_TREE_SKILLS];
	long		bonus_array[MAX_TREE_SKILLS];
};

struct	skill_data
{
	SKILL_DATA *next;
	bool		valid;
	int com[MAX_SKILL_PARAM];
		int	com_o[MAX_SKILL_PARAM];
			int	com_o_s[MAX_SKILL_PARAM];
				int	com_o_s_s[MAX_SKILL_PARAM];
				int	com_o_s_a[MAX_SKILL_PARAM];
				int	com_o_s_p[MAX_SKILL_PARAM];
			int	com_o_b[MAX_SKILL_PARAM];
				int	com_o_b_m[MAX_SKILL_PARAM];
				int	com_o_b_f[MAX_SKILL_PARAM];
				int	com_o_b_s[MAX_SKILL_PARAM];
			int	com_o_p[MAX_SKILL_PARAM];
				int	com_o_p_d[MAX_SKILL_PARAM];
				int	com_o_p_s[MAX_SKILL_PARAM];
				int	com_o_p_m[MAX_SKILL_PARAM];
		int	com_d[MAX_SKILL_PARAM];
			int	com_d_p[MAX_SKILL_PARAM];
			int	com_d_d[MAX_SKILL_PARAM];
			int	com_d_c[MAX_SKILL_PARAM];
		int	com_s[MAX_SKILL_PARAM];
			int	com_s_mu[MAX_SKILL_PARAM];
			int	com_s_b[MAX_SKILL_PARAM];
			int	com_s_ma[MAX_SKILL_PARAM];
	int cov[MAX_SKILL_PARAM];
		int cov_s[MAX_SKILL_PARAM];
			int cov_s_st[MAX_SKILL_PARAM];
			int cov_s_h[MAX_SKILL_PARAM];
			int cov_s_sn[MAX_SKILL_PARAM];
			int cov_s_a[MAX_SKILL_PARAM];
		int cov_m[MAX_SKILL_PARAM];
			int cov_m_s[MAX_SKILL_PARAM];
				int cov_m_s_c[MAX_SKILL_PARAM];
				int cov_m_s_i[MAX_SKILL_PARAM];
				int cov_m_s_e[MAX_SKILL_PARAM];
			int cov_m_l[MAX_SKILL_PARAM];
			int cov_m_p[MAX_SKILL_PARAM];
	int arc[MAX_SKILL_PARAM];
		int arc_n[MAX_SKILL_PARAM];
			int arc_n_s[MAX_SKILL_PARAM];
			int arc_n_r[MAX_SKILL_PARAM];
		int arc_g[MAX_SKILL_PARAM];
			int arc_g_f[MAX_SKILL_PARAM];
			int arc_g_wi[MAX_SKILL_PARAM];
			int arc_g_wa[MAX_SKILL_PARAM];
			int arc_g_ea[MAX_SKILL_PARAM];
			int arc_g_et[MAX_SKILL_PARAM];
		int arc_a[MAX_SKILL_PARAM];
			int arc_a_it[MAX_SKILL_PARAM];
			int arc_a_p[MAX_SKILL_PARAM];
			int arc_a_im[MAX_SKILL_PARAM];
		int arc_p[MAX_SKILL_PARAM];
			int arc_p_m[MAX_SKILL_PARAM];
			int arc_p_p[MAX_SKILL_PARAM];
	int wor[MAX_SKILL_PARAM];
		int wor_b[MAX_SKILL_PARAM];
			int wor_b_p[MAX_SKILL_PARAM];
				int wor_b_p_p[MAX_SKILL_PARAM];
				int wor_b_p_m[MAX_SKILL_PARAM];
				int wor_b_p_s[MAX_SKILL_PARAM];
			int wor_b_h[MAX_SKILL_PARAM];
				int wor_b_h_r[MAX_SKILL_PARAM];
				int wor_b_h_c[MAX_SKILL_PARAM];
			int wor_b_e[MAX_SKILL_PARAM];
				int wor_b_m[MAX_SKILL_PARAM];
				int wor_b_b[MAX_SKILL_PARAM];
		int wor_m[MAX_SKILL_PARAM];
			int wor_m_a[MAX_SKILL_PARAM];
			int wor_m_o[MAX_SKILL_PARAM];
	int sor[MAX_SKILL_PARAM];
		int sor_h[MAX_SKILL_PARAM];
			int sor_h_d[MAX_SKILL_PARAM];
			int sor_h_i[MAX_SKILL_PARAM];
			int sor_h_c[MAX_SKILL_PARAM];
			int sor_h_t[MAX_SKILL_PARAM];
			int sor_h_e[MAX_SKILL_PARAM];
				int sor_h_e_p[MAX_SKILL_PARAM];
				int sor_h_e_o[MAX_SKILL_PARAM];
		int sor_w[MAX_SKILL_PARAM];
			int sor_w_e[MAX_SKILL_PARAM];
			int sor_w_w[MAX_SKILL_PARAM];
			int sor_w_p[MAX_SKILL_PARAM];
};

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



/*
 * Liquids.
 */
#define LIQ_WATER        0

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


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

struct	smith_data
{
	CHAR_DATA	*smith;
	OBJ_DATA	*item;
    char *		name;
    char *		short_descr;
    char *		description;
    sh_int		item_type;
    int			wear_flags;
    sh_int		level;
};

/*
 * raid_info.status integers
 */
#define RAID_NONE			0
#define RAID_START			1
#define RAID_PREP			2
#define RAID_ATTACK			3
#define RAID_IN_THRESHOLD	4
#define RAID_COMPLETED		5

/*
 * raid_info structure
 */
struct raid_data
{
	sh_int		raiding;
	sh_int		clan_raider;
	sh_int		clan_defender;
	int			raiders;
	int			defenders;
	sh_int		status;
	sh_int		time_before_raid;
	sh_int		prep_time;
};

/*
 * Prototype for an object.
 */
struct	obj_index_data
{
    OBJ_INDEX_DATA *	next;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    AREA_DATA *		area;		/* OLC */
    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;
    sh_int		weight;
    int			cost;
    int			value	[5];
	int			weapon_spell;
	char *		orig_short;
	PROG_LIST *		oprogs;
	long		oprog_flags;
};



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



/*
 * 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 */
	char *		exit_string;
};



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

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



/*
 * Area definition.
 */
struct	area_data
{
    AREA_DATA *		next;
    RESET_DATA *	reset_first;
    RESET_DATA *	reset_last;
    HELP_AREA *		helps;
    char *		file_name;
    char *		name;
    char *		credits;
    sh_int		age;
    sh_int		nplayer;
    sh_int		low_range;
    sh_int		high_range;
    sh_int 		min_vnum;
    sh_int		max_vnum;
    bool		empty;
    char *		builders;	/* OLC */ /* Listing of */
    int			vnum;		/* OLC */ /* Area vnum  */
    int			area_flags;	/* OLC */
    int			security;	/* OLC */ /* Value 1-9  */
};



/*
 * Room type.
 */
struct	room_index_data
{
    ROOM_INDEX_DATA *	next;
    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 */
    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 		mana_rate;
    sh_int		clan;
	char *		enter_string;
    PROG_LIST *		rprogs;
    CHAR_DATA *		rprog_target;
    long		rprog_flags;
    sh_int		rprog_delay;
};



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



/*
 *  Target types.
 */
#define TAR_IGNORE		    0
#define TAR_CHAR_OFFENSIVE	    1
#define TAR_CHAR_DEFENSIVE	    2
#define TAR_CHAR_SELF		    3
#define TAR_OBJ_INV				4
#define TAR_OBJ_CHAR_DEF	    5
#define TAR_OBJ_CHAR_OFF	    6
#define TAR_ONE_HIT				7
#define TAR_MUTLI_HIT			8

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



/*
 * Skills include spells as a particular case.
 */
struct	skill_type
{
    char *	name;			/* Name of skill		*/
    sh_int	skill_level[MAX_CLASS];	/* Level needed by class	*/
    sh_int	rating[MAX_CLASS];	/* How hard it is to learn	*/	
    SPELL_FUN *	spell_fun;		/* Spell pointer (for spells)	*/
	FORM_FUN  * form_fun;		/* Form pointer (for forms)		*/
    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	*/
	char *	teach_required;	/*Tells which teach flag needed to learn this skill*/
};

struct	form_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	*/	
    FORM_FUN *	form_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	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	*/
	char *	msg_begin_char;		/* Begin form message (TAR_CHAR) */
	char *	msg_begin_vict;		/* Begin form message (TAR_VICT) */
	char *	msg_begin_room;		/* Begin form message (TAR_ROOM) */
	char *	teach_required;	/*Tells which teach flag needed to learn this skill*/
};

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

/*
 * 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_REGEX	(T)

/*
 * 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;
    PROG_LIST *         next;
    bool                valid;
};

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

/*
 * These are skill_lookup return values for common skills and spells.
 */

extern  sh_int  gsn_search;
extern	sh_int	gsn_backstab;
extern	sh_int	gsn_circle;
extern	sh_int	gsn_dodge;
extern  sh_int  gsn_envenom;
extern	sh_int	gsn_hide;
extern	sh_int	gsn_peek;
extern	sh_int	gsn_pick_lock;
extern	sh_int	gsn_sneak;
extern	sh_int	gsn_steal;

extern	sh_int	gsn_disarm;
extern	sh_int	gsn_enhanced_damage;
extern	sh_int	gsn_kick;
extern	sh_int	gsn_parry;
extern	sh_int	gsn_rescue;
extern	sh_int	gsn_second_attack;
extern	sh_int	gsn_third_attack;
extern	sh_int	gsn_fourth_attack;
extern	sh_int	gsn_fifth_attack;
extern  sh_int  gsn_counter;
extern	sh_int	gsn_second_cast;
extern	sh_int	gsn_third_cast;

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

/*legionare*/
extern	sh_int	gsn_strike;
extern  sh_int  gsn_shield_wall;
extern	sh_int  gsn_phalanx;
extern	sh_int	gsn_fortify;
extern	sh_int	gsn_precision;

/*draconian*/
extern sh_int	gsn_find_dragon;
extern sh_int	gsn_sever;

/*Sensei*/
extern sh_int	gsn_haduken;
extern sh_int	gsn_triple_kick;
extern sh_int	gsn_shadow_slip;
extern sh_int	gsn_fatality;
/*Zealot*/
extern sh_int	gsn_smite;
/*Dagashi*/
extern sh_int	gsn_burst_of_speed;
extern sh_int	gsn_coat;
extern sh_int	gsn_dagashi_poison;
extern sh_int	gsn_gouge;


extern sh_int	gsn_create_golem;

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



/*
 * 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 );	\
				}							\

/*
 * Character macros.
 */
#define IS_NPC(ch)		(IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch)		(ch->level >= LEVEL_IMMORTAL)
#define IS_HERO(ch)		(get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level)	(get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn)	(IS_SET((ch)->affected_by, (sn)))
#define IS_AFFECTED2(ch, sn)    (IS_SET((ch)->affected2_by, (sn)))

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

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

#define IS_AWAKE(ch)		(ch->position > POS_SLEEPING)
#define GET_AC(ch,type)		((ch)->armor[type]			    \
		        + ( IS_AWAKE(ch)			    \
			? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))  
#define GET_HITROLL(ch)	\
		((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
		((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)
#define IS_OUTSIDE(ch)		(!IS_SET(				    \
				    (ch)->in_room->room_flags,		    \
				    ROOM_INDOORS))
/*#define WAIT_STATE(ch, npulse)	((ch)->level >= LEVEL_IMMORTAL ? DO_WAIT(ch,npulse):(void))*/
#define DAZE_STATE(ch, npulse)  ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch)	((ch)->carry_weight + (ch)->silver/1000 +  \
						      (ch)->gold / 1000)
#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" ) ) )

#define EDIT_GUILD(Ch, Clan)    ( Clan = Ch->desc->pEdit )

#define act(format,ch,arg1,arg2,type)\
	act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)
#define IS_QUESTOR(ch)     (IS_SET((ch)->act, PLR_QUESTOR))

/*
 * 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)->item_type == ITEM_GOLEM_BAG) ? \
	(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		[MAX_STAT_VALUE];
extern	const	struct	int_app_type	int_app		[MAX_STAT_VALUE];
extern	const	struct	wis_app_type	wis_app		[MAX_STAT_VALUE];
extern	const	struct	dex_app_type	dex_app		[MAX_STAT_VALUE];
extern	const	struct	con_app_type	con_app		[MAX_STAT_VALUE];

extern			struct	class_type	class_table	[MAX_CLASS];
extern	const	struct	golem_type	golem_table	[];
extern	const	struct	make_golem_type make_golem_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	skill_type	skill_table	[MAX_SKILL];
extern  const   struct  group_type      group_table	[MAX_GROUP];
extern          struct social_type      social_table	[MAX_SOCIALS];
extern  const   struct slay_type	slay_table			[MAX_SLAY_TYPES];        
extern	const   struct	title_type	title_table			[MAX_CLASS * 12];
extern  const   struct  smith_items_type	smith_items_table	[MAX_SMITH_ITEMS];
extern  const   struct  smith_ores_type	smith_ores_table	[MAX_ORE_ITEMS];
extern  const   struct  golem_flesh_type	golem_flesh_table	[MAX_FLESH_TYPES];
extern  const   struct  multi_cast_type	multi_cast_table	[MAX_MULTI_CAST];
extern  const   struct  teach_type teach_table	[MAX_TEACH_TYPE];




/*
 * Global variables.
 */
extern		HELP_DATA	  *	help_first;
extern		HELP_DATA	  *	help_last;
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		bool			MOBtrigger;
extern		AUCTION_DATA            auction_info;
extern		DISABLED_DATA	  *		disabled_first; /* interp.c */
extern		RAID_DATA				raid_info;
extern		struct		system_data		sysdata;

/*
 * 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 REMORT_DIR		"../remort/"		/*remort saves*/
#define TEMP_FILE	"../player/romtmp"
#define NULL_FILE	"/dev/null"		/* To reserve one stream */
#endif

#if defined(WIN32)
#define PLAYER_DIR      "c:/progra~1/rom2/rom24/player/"        	/* Player files */
#define SKILL_DIR		"c:/progra~1/rom2/rom24/player/skill/"		/*Skill Files*/
#define GOD_DIR         "c:/progra~1/rom2/rom24/gods/"  		/* list of gods */
#define REMORT_DIR		"c:/progra~1/rom2/rom24/remort/"		/*remort saves*/
#define NEW_AREA_DIR	"c:/progra~1/rom2/rom24/new_area/"		/*new area*/
#define TEMP_FILE		"c:/progra~1/rom2/rom24/player/romtmp"
#define NULL_FILE		"c:/progra~1/rom2/rom24/area/nul"		/* To reserve one stream        */
#define STAT_FILE       "c:/progra~1/rom2/rom24/area/statlist.lst" /*Enzo 6/20/2002*/
#pragma warning( disable: 4018 4244 4761)
void gettimeofday(struct timeval *tv, struct timezone *tz);
void kill_timer();
#endif

#define AREA_LIST       "c:/progra~1/rom2/rom24/area/area.lst"  /* List of areas*/
#define BUG_FILE        "c:/progra~1/rom2/rom24/area/bugs.txt" /* For 'bug' and bug()*/
#define NEW_SAVE_TEST	"c:/progra~1/rom2/rom24/area/save_test.txt"/*testing new saves*/
#define TYPO_FILE       "c:/progra~1/rom2/rom24/area/typos.txt" /* For 'typo'*/
#define NOTE_FILE       "c:/progra~1/rom2/rom24/area/notes.not"/* For 'notes'*/
#define IDEA_FILE		"c:/progra~1/rom2/rom24/area/ideas.not"
#define PENALTY_FILE	"c:/progra~1/rom2/rom24/area/penal.not"
#define NEWS_FILE		"c:/progra~1/rom2/rom24/area/news.not"
#define CHANGES_FILE	"c:/progra~1/rom2/rom24/area/chang.not"
#define SHUTDOWN_FILE   "c:/progra~1/rom2/rom24/area/shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE		"c:/progra~1/rom2/rom24/area/ban.txt"
#define MUSIC_FILE		"c:/progra~1/rom2/rom24/area/music.txt"
#define DISABLED_FILE	"c:/progra~1/rom2/rom24/area/disabled.txt"  /* disabled commands */
#define LAST_COMMAND_FILE "c:/progra~1/rom2/rom24/area/last_command.txt"
#define DATA_DIR        "c:/progra~1/rom2/rom24/data/"
#define CLAN_DIR        "c:/progra~1/rom2/rom24/clan/"
#define CLASS_DIR		"c:/progra~1/rom2/rom24/data/class/"	/* Class files */
#define TITLE_DIR		"c:/progra~1/rom2/rom24/data/title/"	/*Title Files*/
#define COPYOVER_FILE	"c:/progra~1/rom2/rom24/data/copyover.txt" /*temporary data file used*/
#define MAX_WHO_FILE	"c:/progra~1/rom2/rom24/data/maxwho.txt" /*MaxWho*/
#define NODE_FILE		"c:/progra~1/rom2/rom24/area/nodes.lst"	/*Node File*/
#define LOG_FILE		"c:/progra~1/rom2/rom24/area/log.txt"/*New Log File*/
#define SN_FILE			"c:/progra~1/rom2/rom24/area/sn.txt" /* File for recording sn's */

#define EXE_DEBUG		"c:/progra~1/rom2/rom24/Debug/Rom24.exe" /* debugging copyover file */

/* new EXE_FILE */
char* EXE_FILE; /*file to be exec'ed (i.e. the MUD)*/


/*
 * 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
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH

/*arena.c*/
void assign_red_team args( (CHAR_DATA *ch) );
void assign_blue_team args( (CHAR_DATA *ch) );
void remove_teams args( ( CHAR_DATA *ch ) );
void move_char_war args( ( CHAR_DATA *ch ) );
void send_to_war	args( (const char *format, CHAR_DATA *ch, const void *arg1, 
 	      const void *arg2, int type, int min_pos ) );
void send_to_honor	args( (const char *format, CHAR_DATA *ch, const void *arg1, 
 	      const void *arg2, int type, int min_pos ) );
bool	er_found	args( ( CHAR_DATA *ch ) );
bool	ed_found	args( ( CHAR_DATA *ch ) );
bool	pre_ed_found	args( ( CHAR_DATA *ch ) );
bool	is_same_team	args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
bool	in_single_war	args( ( CHAR_DATA *ch) );
bool	is_arena	args( ( CHAR_DATA *ch) );
bool	is_honor	args( ( CHAR_DATA *ch) );

/* 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 ) );
bool	is_same_team	args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
bool	in_single_war	args( ( CHAR_DATA *ch) );
bool	is_arena	args( ( CHAR_DATA *ch) );
bool	is_honor	args( ( CHAR_DATA *ch) );
void    send_to_room     args( ( const char *txt, ROOM_INDEX_DATA *room ) );
void	do_wartalk		args( ( CHAR_DATA *ch, const char *txt ) );
void	do_hctalk		args( ( CHAR_DATA *ch, const char *txt ) );
void	do_info		args( ( CHAR_DATA *ch, const char *txt, CHAR_DATA *ichar ) );
void	do_newchan	args( ( CHAR_DATA *ch, char *argument, int channel) );
bool	check_chansocial	args( ( CHAR_DATA *ch, char *command, char *argument, int channel ) );
void    free_runbuf     args( ( DESCRIPTOR_DATA *d ) );


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

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

/* 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 ) );

/*Execute.c*/
int get_skill	args( ( CHAR_DATA *ch, int sn) );
void	check_dual_form	args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt) );

/*Lockers.c*/
void	show_list_to_char	args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) );

/*golem.c*/
bool get_component	args( (CHAR_DATA *ch, char *argument, OBJ_DATA *bag) );
void golem_flesh	args( (CHAR_DATA *ch, char *argument, OBJ_DATA *bag, char *flesh_type) );
bool check_heart	args( (CHAR_DATA *ch, char *flesh_name, OBJ_DATA *component, OBJ_DATA *bag) );
bool check_head		args( (CHAR_DATA *ch, char *flesh_name, OBJ_DATA *component, OBJ_DATA *bag) );
bool check_arm		args( (CHAR_DATA *ch, char *flesh_name, OBJ_DATA *component, OBJ_DATA *bag) );
bool check_leg		args( (CHAR_DATA *ch, char *flesh_name, OBJ_DATA *component, OBJ_DATA *bag) );
bool	drop_golem		args( (CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
int	part_lookup		args( (int race_to_find, int part_to_find) );


/* act_wiz.c */
void wiznet		args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
			       long flag, long flag_skip, int min_level ) );
void do_slay args (( CHAR_DATA *ch, char *argument ));
void do_copy_area	args( (CHAR_DATA *ch, char *argument ) );
void copy_mob		args( (CHAR_DATA *ch,int pri_lower,int pri_upper,int tar_lower,int tar_upper,int on1, int on2) );
void copy_obj		args( (CHAR_DATA *ch,int pri_lower,int pri_upper,int tar_lower,int tar_upper,int on1, int on2) );
void copy_room		args( (CHAR_DATA *ch,int pri_lower,int pri_upper,int tar_lower,int tar_upper,int on1, int on2) );
void copy_resets	args( (CHAR_DATA *ch,int pri_lower,int pri_upper,int tar_lower,int tar_upper,int on1, int on2) );
void copy_special	args( (CHAR_DATA *ch,int pri_lower,int pri_upper,int tar_lower,int tar_upper,int on1, int on2) );
void copy_shops		args( (CHAR_DATA *ch,int pri_lower,int pri_upper,int tar_lower,int tar_upper,int on1, int on2) );


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

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

/* color_string.c*/
int	count_color_string   args( (char *string ) );
bool    check_color_string   args( (char *string ) );

/* comm.c */
void	show_string	args( ( struct descriptor_data *d, char *input) );
void	close_socket	args( ( DESCRIPTOR_DATA *dclose ) );
void	write_to_buffer	args( ( DESCRIPTOR_DATA *d, const char *txt,
			    int length ) );
void	send_to_char	args( ( const char *txt, CHAR_DATA *ch ) );
void	stc				args( ( const char *txt, CHAR_DATA *ch ) );
void	page_to_char	args( ( const char *txt, CHAR_DATA *ch ) );
void    send_to_desc    args( ( const char *txt, DESCRIPTOR_DATA *d ) );
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 install_other_handlers	( );
void	send_act		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 *ch, char *fmt, ...) );
void	ptc				args( (CHAR_DATA *ch, char *fmt, ...) );
void	logf			args( (char * fmt, ...) );
void	debug			args( (CHAR_DATA *ch, char *fmt, ...) );
bool	copyover;
int		port;
int		control;
void	init_signals			args( ( void ) );
void	do_auto_shutdown		args( ( void ) );
void	sig_handler				args( (int sig) );
void	WAIT_STATE				args( (CHAR_DATA *ch,int npulse) );

/*copyover.c*/
void copyover_recover args( (void) );
/*void logf args( (char * fmt, ...) );*/

/*
 * Colour stuff by Lope of Loping Through The MUD
 */
int	colour		args( ( char type, CHAR_DATA *ch, char *string ) );
int	blink		args( ( char type, CHAR_DATA *ch, char *string ) );
int	back_color		args( ( char type, CHAR_DATA *ch, char *string ) );
void strip_mortal_color(char *bufin, bool GLOBAL);
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 ) );
void	send_sound	args( ( CHAR_DATA *ch, int type , const char *sound, int volume, int priority ) );

/* 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 ) );
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 ) );

/* db2.c */
void	load_classes	args( (void) );

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


/* fight.c */
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 ) );
void    one_hit     args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary, bool form ) );
bool	damage		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
			        int dt, int class, bool show,bool form ) );
bool    damage_old      args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
                                int dt, int class, 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) );
void    make_stone      args( ( CHAR_DATA *ch ) );
void	war_prize	args( ( CHAR_DATA *ch) );
void	team_win	args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
void	check_dual_attack	args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt) );
bool 	know_skill		args( (CHAR_DATA *ch, char *argument ) );

/*flags.c
int flag_lookup args((const char *name, const struct flag_type *flag_table));*/

/* 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 	check_vres	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) );
int	golem_type args( ( const char *name) );
char 	*weapon_name	args( ( int weapon_Type) );
char 	*golem_name	args( ( int golem_Type) );
char	*item_name	args( ( int item_type) ); 
int	attack_lookup	args( ( const char *name) );
long	wiznet_lookup	args( ( const char *name) );
int	class_lookup	args( ( const char *name) );
bool	is_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_secondary_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 	get_max_train	args( ( CHAR_DATA *ch, int stat ) );
int	can_carry_n	args( ( CHAR_DATA *ch ) );
int	can_carry_w	args( ( CHAR_DATA *ch ) );
bool	is_name		args( ( char *str, char *namelist ) );
bool	is_exact_name	args( ( char *str, char *namelist ) );
void	affect_to_char	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	affect_to_obj	args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void	affect_remove	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void	affect_strip	args( ( CHAR_DATA *ch, int sn ) );
bool	is_affected	args( ( CHAR_DATA *ch, int sn ) );
void	affect_join	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	char_from_room	args( ( CHAR_DATA *ch ) );
void	char_to_room	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void	obj_to_char	args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void	locker_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 ) );
int scan_room (CHAR_DATA *ch, const ROOM_INDEX_DATA *room,char *buf);
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 *  affect2_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 *	teach_bit_name	args( ( int teach_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) );
void    reboot_update  args( ( void ) );
void    timed_reboot	args( ( void ) );
void    reboot_channel args( ( char *msg ) );
void    pk_extract_char args( ( CHAR_DATA *ch, bool fPull ) );

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

/* keyring.c*/
KEY_DATA * new_key		args( (void				   ) );
OBJ_DATA * find_keyring		args( (CHAR_DATA * ch 			   ) );
int 	   remove_key		args( (CHAR_DATA * ch, OBJ_DATA * keyring, char * name ) );
int  	   add_key		args( (OBJ_DATA * keyring, OBJ_DATA * key  ) );
void	   free_key		args( (KEY_DATA * key			   ) );
void	   list_keys		args( (CHAR_DATA * ch, OBJ_DATA * keyring  ) );
void 	   load_keyring		args( (FILE * fp, OBJ_DATA * obj	   ) );
void 	   save_keyring		args( (FILE * fp, OBJ_DATA * obj	   ) );

/* locker.c */
OBJ_DATA *get_obj_locker_room args(( CHAR_DATA *ch, sh_int vnum ));
OBJ_DATA *get_locker args (( CHAR_DATA *ch));

/* guild.c */
struct	clan_type	clan_table[MAX_CLAN];
char *  guild_bit_name  args( ( int guild_flags ) );
bool    is_clan         args( (CHAR_DATA *ch) );
bool    is_same_clan    args( (CHAR_DATA *ch, CHAR_DATA *victim) );
int 	clan_lookup	args( (const char *name) );
void 	do_guild	args( (CHAR_DATA *ch, char *argument ) );
void	do_promote	args( (CHAR_DATA *ch, char *argument) );
char 	*player_rank	args( (CHAR_DATA *ch) );
char	*player_clan	args( (CHAR_DATA *ch) );
bool	can_guild	args( (CHAR_DATA *ch) );
bool    can_deguild     args( (CHAR_DATA *ch) );
bool    can_promote     args( (CHAR_DATA *ch) );
bool    can_demote      args( (CHAR_DATA *ch) );
bool	is_leader		args( (CHAR_DATA *ch) );
void	save_guild		args( (int i) );
void	member_to_guild	args( ( CLAN_DATA *pClan, MEMBER_DATA *pmem ) );
MEMBER_DATA *new_member	args( (void) );
void	free_member		args( (MEMBER_DATA *member) );
MEMBER_DATA  *member_find	args( (CLAN_DATA *pClan, char *name) );
void member_remove		args( ( CLAN_DATA *pclan, MEMBER_DATA *pmem ) );


/* magic.c */
int	find_spell	args( ( CHAR_DATA *ch, const char *name) );
int 	mana_cost 	(CHAR_DATA *ch, int min_mana, int level);
int	skill_lookup	args( ( const char *name ) );
int	slot_lookup	args( ( int slot ) );
bool	saves_spell	args( ( int level, CHAR_DATA *victim, int dam_type ) );
void	obj_cast_spell	args( ( int sn, int level, CHAR_DATA *ch,
				    CHAR_DATA *victim, OBJ_DATA *obj ) );
bool check_multi_cast	args( (char *spell) );
bool can_gate	args( (CHAR_DATA *ch, CHAR_DATA *victim) );

/*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 numlines) );
PROG_CODE *get_mprog_by_vnum	args( (int vnum) );

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 ) );

/* 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 ) );
void	mp_regex_trigger(char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2);

/*quest.c*/
void	add_qp			args( ( CHAR_DATA *ch, int amount) );

/*raiding.c*/
void start_raid args( ( CHAR_DATA *ch, char *argument ) );
void join_raid args( ( CHAR_DATA *ch ) );
void leave_raid args( ( CHAR_DATA *ch ) );
void defend_raid args( ( CHAR_DATA *ch ) );
void giveup_raid args( ( CHAR_DATA *ch ) );
void parley_raid args( ( CHAR_DATA *ch ) );
void raid_progress args( ( CHAR_DATA *ch ) );
void raid_channel args( ( const char *txt ) );
void raid_update	args( ( void ) );
void raid_stop		args( ( CHAR_DATA *ch ) );
void move_raiders	args( ( int room ) );
void move_defenders	args( ( int room ) );
void sprinkle_raiders	args( ( void ) );
void sprinkle_defenders	args( ( void ) );
bool is_raider			args( ( CHAR_DATA *ch ) );
bool is_raided			args( ( CHAR_DATA *ch ) );
void raiders_win			args( ( void ) );
void defenders_win			args( ( void ) );
void clear_raid_info	args( ( void ) );
void calc_win_raiders	args( ( void ) );


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

/*sensei.c*/
void	add_sever		args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
void	add_fatality	args( ( CHAR_DATA *ch, CHAR_DATA *victim) );

/*sheath.c*/
void	pull_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) );

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

/*smithing.c*/
void	create_smith	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char*	diff			args( (int x) );

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

/* stat.c */ /*Enzo 6/20/2002*/
void	show_game_stats		args( (CHAR_DATA * ch, int type) );
void	update_statlist		args( (CHAR_DATA * ch, bool delete) );

/*teach.c*/
int	teach_compare	args( ( const char *skill_name ) );
bool check_teach   args( ( CHAR_DATA *ch,char* skill, char* teach_required, CHAR_DATA *teacher ) );

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

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

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

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

/* olc_act.c*/
void unlink_reset		args( ( ROOM_INDEX_DATA *pRoom, RESET_DATA *pReset ) );
void unlink_obj_index	args( ( OBJ_INDEX_DATA *pObj ) );
void unlink_room_index	args( ( ROOM_INDEX_DATA *pRoom ) );
void unlink_mob_index	args( ( MOB_INDEX_DATA *pMob ) );

/*olc_save.c*/
void    save_guilds     args( ( void ) );
void	save_guilds_new	args( ( void ) );
char 	*fwrite_flag	args( ( long flags, char buf[] ) );
char	*fix_string		args( ( const char *str ) );
void	save_specials	args( ( FILE *fp, AREA_DATA *pArea ) );
void	save_resets		args( ( FILE *fp, AREA_DATA *pArea ) );
void	save_shops		args( ( FILE *fp, AREA_DATA *pArea ) );
void	save_mobprogs	args( ( FILE *fp, AREA_DATA *pArea ) );
void	save_objprogs	args( ( FILE *fp, AREA_DATA *pArea ) );
void	save_roomprogs	args( ( FILE *fp, AREA_DATA *pArea ) );

/*olc_save_new.c*/
void	fwrite_mobiles	args( ( FILE *fp, AREA_DATA *pArea ) );
void	fwrite_rooms	args( ( FILE *fp, AREA_DATA *pArea ) );
void	fwrite_objects	args( ( FILE *fp, AREA_DATA *pArea ) );
void	fwrite_area		args( ( AREA_DATA *pArea ) );

/*olc_load_new.c*/
void	fread_one_object		args( ( FILE *fp ) );
void	fread_affects		args( ( FILE *fp, OBJ_INDEX_DATA *pObjIndex ) );
void	append_new_save		args( ( char *file, char *str ) );
void	append_new_test		args( ( char *file, char *str ) );
void	fread_objects			args( ( FILE *fp ) );
/*olc_load_rooms.c*/
void	fread_one_room		args( ( FILE *fp ) );
void	fread_rooms			args( ( FILE *fp ) );

/*olc_load_rooms.c*/
void	fread_one_mobile		args( ( FILE *fp ) );
void	fread_mobiles			args( ( FILE *fp ) );

/*weapon_spells.c*/
void	weapon_spell			args( ( CHAR_DATA *ch, OBJ_DATA *wield, int spell ) );

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

/* auction.c */
void    auction_update  args( ( void ) );
void    auction_channel args( ( char *msg ) );

void	load_disabled	args( ( void ) );
void	save_disabled	args( ( void ) );

/*remort.c*/
void	save_remort_char	args( ( CHAR_DATA *ch ) );
void	fwrite_remort	args( ( CHAR_DATA *ch,  FILE *fp ) );

#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	[];
extern char last_command [MAX_STRING_LENGTH];

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

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		int			red_leader;
extern		int			blue_leader;

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];

#define STRLEN(x) (int)strlen(x)