/
area/city/
area/crypts/
area/guilds/
area/psuedowild/
area/religion/
data/documents/MPDocs/
data/html/
data/mobprogs/
data/quest/
data/world/
data/world/_utilities/
data/world/images/
design/html/
notes/
player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe.    *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
 *    ROM 2.4 is copyright 1993-1998 Russ Taylor                           *
 *    ROM has been brought to you by the ROM consortium                    *
 *        Russ Taylor (rtaylor@hypercube.org)                              *
 *        Gabrielle Taylor (gtaylor@hypercube.org)                         *
 *        Brian Moore (zump@rom.org)                                       *
 *    By using this code, you have agreed to follow the terms of the       *
 *    ROM license, in the file Rom24/doc/rom.license                       *
 ***************************************************************************/


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

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



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

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

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

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


#define D_MOBILE CHAR_DATA
#define D_M CHAR_DATA

#define MAX_BUFFER 2048

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

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



/*
 * String and memory management parameters.
 */
#define MAX_KEY_HASH          4096
#define MAX_STRING_LENGTH     32768
#define MAX_INPUT_LENGTH       1024
#define PAGELEN                 120

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



/*
 * 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          399
#define MAX_GROUP          MAX_SKILL
#define MAX_IN_GROUP       MAX_SKILL
#define MAX_ALIAS          5
#define MAX_CLASS          4
#define MAX_PC_RACE        9
#define MAX_CLAN           3
#define MAX_DAMAGE_MESSAGE 41
#define MAX_LEVEL          125
#define LEVEL_HERO         105
#define LEVEL_IMMORTAL     106
#define L_IMM LEVEL_IMMORTAL

#define MAX_X   25
#define MAX_Y   15

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

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

#define IMPLEMENTOR MAX_LEVEL
#define CREATOR     (MAX_LEVEL - 1)
#define SUPREME     (MAX_LEVEL - 2)
#define DEITY       (MAX_LEVEL - 3)
#define GOD         (MAX_LEVEL - 4)
#define IMMORTAL    (MAX_LEVEL - 5)
#define DEMI        (MAX_LEVEL - 6)
#define ANGEL       (MAX_LEVEL - 7)
#define AVATAR      (MAX_LEVEL - 8)
#define HERO        105

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

#define CB_RED          "\e[0;41m"    /* Normal Colours (Background) */
#define CB_GREEN        "\e[0;42m"
#define CB_YELLOW       "\e[0;43m"
#define CB_BLUE         "\e[0;44m"
#define CB_MAGENTA      "\e[0;45m"
#define CB_CYAN         "\e[0;46m"
#define CB_WHITE        "\e[0;47m"

#define CB_D_GREY       "\e[1;40m"     /* Light Colors (Background) */
#define CB_B_RED        "\e[1;41m"
#define CB_B_GREEN      "\e[1;42m"
#define CB_B_YELLOW     "\e[1;43m"
#define CB_B_BLUE       "\e[1;44m"
#define CB_B_MAGENTA    "\e[1;45m"
#define CB_B_CYAN       "\e[1;46m"
#define CB_B_WHITE      "\e[1;47m"
#define C_BLINKING      "\e[5m"
#define C_UNDERSCORE    "\e[4m"
#define C_REVERSE       "\e[7m"
#define CLEAR_SCR       "\e[2J"        /* Clear Screen */
#define CLEAR_HOME      "\e[1;1H"      /* cursor home  */
#define WORD_WRAP_ON    "\e[7H"        /* Word Wrap on */
#define WORD_WRAP_OFF   "\e[71"        /* Word Wrap off*/


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

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

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

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

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

#include "merc2.h"
#include "mxp.h"

/*
 * Site ban structure.
 */

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

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

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



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

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

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


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



/*
 * Connected state for a channel.
 */
#define CON_NEW_GET_RACE            -50
#define CON_NEW_CONFIRM_RACE        -49
#define CON_STATS_ROLL              -48
#define CON_STATS_CONFIRM           -47
#define CON_DISPLAY_CLASS           -46
#define CON_CONFIRM_CLASS           -45
#define CON_GET_SEX                 -44
#define CON_GET_HEIGHT              -43
#define CON_GET_WEIGH               -42
#define CON_GET_EYE                 -41
#define CON_GET_HAIR                -40
#define CON_GET_SKIN                -39
#define CON_GET_VOICE               -38
#define CON_GET_ARCHTYPE            -37
#define CON_GET_CONCEPT             -36
#define CON_GET_ESSENCE             -35
#define CON_GET_HERRITAGE           -34
#define CON_CONFIRM_CHAR            -33




#define STATE_NEW_BASE          -100
#define STATE_NEW_RACE          -50
#define STATE_NEW_GENDER        -49
#define STATE_NEW_CLASS         -48
#define STATE_NEW_HEIGHT        -47
#define STATE_NEW_WEIGHT        -46
#define STATE_NEW_HAIR          -45
#define STATE_NEW_EYE           -44
#define STATE_NEW_VOICE         -43
#define STATE_NEW_BIRTHSIGN     -42
#define STATE_NEW_LASTNAME      -41
#define STATE_NEW_ALIGN         -40


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


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



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

struct    int_app_type
{
    sh_int    learn;
};

struct    wis_app_type
{
    sh_int    practice;
};

struct    dex_app_type
{
    sh_int    defensive;
};

struct    con_app_type
{
    sh_int    hitp;
    sh_int    shock;
};



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



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

void print_all_helps();
void print_help(HELP_DATA *p);

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


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

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



/*
 * Per-class stuff.
 */

#define MAX_GUILD  2
#define STAT_STR   0
#define STAT_INT   1
#define STAT_WIS   2
#define STAT_DEX   3
#define STAT_CON   4
#define STAT_CHA   5
#define MAX_STATS  6

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   */
    bool    fMana;             /* Class gains mana on level   */
    char *  base_group;        /* base skills gained          */
    char *  default_group;     /* default skills gained       */
};

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

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

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

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

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


struct pc_race_type                 /* additional data for pc races    */
{
    char *  name;                   /* MUST be in race_type            */
    char    who_name[12];
    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           */
};


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



/*
 * Data structure for notes.
 */

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



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

/* Resistance locations:
bitvector    = Type
Modifyer    = How much


 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
#define TO_AFFECTS3  7
#define TO_RESI_NEW  8


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



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

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

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


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

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

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

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

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

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

/* damage classes */
#define DAM_NONE            0
#define DAM_BASH            1
#define DAM_PIERCE          2
#define DAM_SLASH           3
#define DAM_FIRE            4
#define DAM_COLD            5
#define DAM_LIGHTNING       6
#define DAM_ACID            7
#define DAM_POISON          8
#define DAM_NEGATIVE        9
#define DAM_HOLY           10
#define DAM_ENERGY         11
#define DAM_MENTAL         12
#define DAM_DISEASE        13
#define DAM_DROWNING       14
#define DAM_LIGHT          15
#define DAM_OTHER          16
#define DAM_HARM           17
#define DAM_CHARM          18
#define DAM_SOUND          19
#define MAX_DAM            20   /* Used for resistances */

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

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

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


/*
 * Bits for 'affected_by'.
 * Used in #MOBILES.
 */
#define AFF_BLIND           (A)
#define AFF_INVISIBLE       (B)
#define AFF_DETECT_EVIL     (C)
#define AFF_DETECT_INVIS    (D)
#define AFF_DETECT_MAGIC    (E)
#define AFF_DETECT_HIDDEN   (F)
#define AFF_DETECT_GOOD     (G)
#define AFF_SANCTUARY       (H)
#define AFF_FAERIE_FIRE     (I)
#define AFF_INFRARED        (J)
#define AFF_CURSE           (K)
#define AFF_SANCTIFY        (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)

/*
 * affect2's
 */
#define AFF2_ADEPT          (A)
#define AFF2_HOLY_SIGHT     (B)
#define AFF2_REJUVINATION   (C)
#define AFF2_SUPPRESSION    (D)
#define AFF2_WALL_OF_ICE    (E)
#define AFF2_REPLENISH      (F)
#define AFF2_BARK_SKIN      (G)
#define AFF2_SUN_RITUAL     (H)
#define AFF2_MALADY         (I)
#define AFF2_SHADOWFORM     (J)
#define AFF2_SHADOWSIGHT    (K)
/* Bad stuff */
#define AFF2_DIEASE         (L)
#define AFF2_LEPROSY        (M)
#define AFF2_KNOCKOUT       (O)

#define AFF2_PLAYER_INVIS   (aa)


/*
 * affect3's
 */
#define AFF3_MALADY         (A)

/*
 * New Configuration Defines
 */
#define CONFIG_PARRY        (A)
#define CONFIG_DODGE        (B)
#define CONFIG_SHIELDBLOCK  (C)
#define CONFIG_ROLL         (D)
#define CONFIG_LEAP         (E)

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

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

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

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



/*
 * Well known object virtual numbers.
 * Defined in #OBJECTS.
 */
#define OBJ_VNUM_SILVER_ONE         1
#define OBJ_VNUM_GOLD_ONE           2
#define OBJ_VNUM_GOLD_SOME          3
#define OBJ_VNUM_SILVER_SOME        4
#define OBJ_VNUM_COINS              5

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

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

#define OBJ_VNUM_ROSE              1001

#define OBJ_VNUM_PIT               3010

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

#define OBJ_VNUM_SCHOOL_VEST       132
#define OBJ_VNUM_SCHOOL_SHIELD     131
#define OBJ_VNUM_SCHOOL_BANNER     130
#define OBJ_VNUM_MAP               3162

#define OBJ_VNUM_WHISTLE           2116



/*
 * Item types.
 * Used in #OBJECTS.
 */
#define ITEM_LIGHT       1
#define ITEM_SCROLL      2
#define ITEM_WAND        3
#define ITEM_STAFF       4
#define ITEM_WEAPON      5
#define ITEM_TREASURE    8
#define ITEM_ARMOR       9
#define ITEM_POTION      10
#define ITEM_CLOTHING    11
#define ITEM_FURNITURE   12
#define ITEM_TRASH       13
#define ITEM_CONTAINER   15
#define ITEM_DRINK_CON   17
#define ITEM_KEY         18
#define ITEM_FOOD        19
#define ITEM_MONEY       20
#define ITEM_BOAT        22
#define ITEM_CORPSE_NPC  23
#define ITEM_CORPSE_PC   24
#define ITEM_FOUNTAIN    25
#define ITEM_PILL        26
#define ITEM_PROTECT     27
#define ITEM_MAP         28
#define ITEM_PORTAL      29
#define ITEM_WARP_STONE  30
#define ITEM_ROOM_KEY    31
#define ITEM_GEM         32
#define ITEM_JEWELRY     33
#define ITEM_JUKEBOX     34
#define ITEM_HERB        35
#define ITEM_RING        36
#define ITEM_AMULET      37
#define ITEM_SKULL       38
#define ITEM_BOUNTY      39
#define ITEM_BOW         40
#define ITEM_ARROW       41
#define ITEM_WINDGATE    42
#define ITEM_PULLY       43
#define ITEM_WIZ_SCROLL  44
#define ITEM_PRI_SCROLL  45
#define ITEM_FGT_SCROLL  46
#define ITEM_THI_SCROLL  47
#define MAX_ITEM         47


/*
 Pully:
 
 V0 = Statistic to use
 V1 = Minimum requirement
 V2 = Action (open, close, create)
 V3 = Vnum of room to do this in
 V4 = Direction/Item vnum/Mob vnum
 */

/*
 * 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_RARE          (Q)
#define ITEM_QUEST         (R)
#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_CONCEALED     (X)
#define ITEM_BURN_PROOF    (Y)
#define ITEM_NOUNCURSE     (Z)
#define ITEM_LOYAL         (aa)
#define ITEM_NOAUCTION     (bb)
#define ITEM_NODONATE      (cc)

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

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

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

/* Armor flags  */
#define ARMOR_FLAMING       (A)
#define ARMOR_FROST         (B)

/* Bow flags */
#define BOW_FLAMING         (A)
#define BOW_FROST           (B)
#define BOW_VAMPIRIC        (C)
#define BOW_SHARP           (D)
#define BOW_HOLY            (E)
#define BOW_EVIL            (F)
#define BOW_AIM             (G)
#define BOW_SLOW            (H)

void check_thief_disarm(CHAR_DATA * ch, CHAR_DATA * victim);

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

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




/*
 * Apply types (for affects).
 * Used in #OBJECTS.
 */
#define APPLY_NONE              0
#define APPLY_STR               1
#define APPLY_DEX               2
#define APPLY_INT               3
#define APPLY_WIS               4
#define APPLY_CON               5
#define APPLY_SEX               6
#define APPLY_CLASS             7
#define APPLY_LEVEL             8
#define APPLY_AGE               9
#define APPLY_HEIGHT            10
#define APPLY_WEIGHT            11
#define APPLY_MANA              12
#define APPLY_HIT               13
#define APPLY_MOVE              14
#define APPLY_GOLD              15
#define APPLY_EXP               16
#define APPLY_AC                17
#define APPLY_HITROLL           18
#define APPLY_DAMROLL           19
#define APPLY_SAVES             20
#define APPLY_SAVING_PARA       20
#define APPLY_SAVING_ROD        21
#define APPLY_SAVING_PETRI      22
#define APPLY_SAVING_BREATH     23
#define APPLY_SAVING_SPELL      24
#define APPLY_SPELL_AFFECT      25
#define APPLY_HEALTH            26
#define APPLY_FOCUS             27
#define APPLY_ENDURANCE         28

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



/*
 * Well known room virtual numbers.
 * Defined in #ROOMS.
 */
#define ROOM_VNUM_LIMBO       2
#define ROOM_VNUM_CHAT     1
#define ROOM_VNUM_TEMPLE   117
#define ROOM_VNUM_ALTAR    117
#define ROOM_VNUM_SCHOOL   1000
#define ROOM_VNUM_BALANCE  117
#define ROOM_VNUM_CIRCLE   117
#define ROOM_VNUM_DEMISE   117
#define ROOM_VNUM_HONOR    117



/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK               (A)
#define ROOM_WILDERNESS         (B)
#define ROOM_NO_MOB             (C)
#define ROOM_INDOORS            (D)
#define ROOM_DUNGEON            (E)
#define ROOM_SPELL_SHOP         (F)

#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_BANK               (U)



/*
 * Directions.
 * Used in #ROOMS.
 */
#define DIR_NONE        -1
#define DIR_NORTH       0
#define DIR_EAST        1
#define DIR_SOUTH       2
#define DIR_WEST        3
#define DIR_UP          4
#define DIR_DOWN        5
/* Wild directions */
#define DIR_NORTHWEST   10
#define DIR_NORTHEAST   11
#define DIR_SOUTHWEST   12
#define DIR_SOUTHEAST   13



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



/*
 * 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_VOID               11
#define SECT_ROCK_MOUNTAIN      12
#define SECT_SNOW_MOUNTAIN      13
#define SECT_ENTER              14
#define SECT_ROAD               15
#define SECT_SWAMP              16
#define SECT_JUNGLE             17
#define SECT_RUINS              18
#define SECT_OCEAN_DEEP         19
#define SECT_OCEAN_SHALLOW      20
#define SECT_OCEAN_BEACH        21
#define SECT_RIVER              22
#define SECT_CANYON             23
#define SECT_FIELD_DRY          24
#define SECT_TROPICAL_JUNGLE    25
#define SECT_WASTELAND          26
#define SECT_NON_EXISTANT       27
#define SECT_LIMBO              28
#define SE_ENCHANTED_FOREST     30
#define SE_ENCHANTED_FIELD      31
#define SE_ENCHANTED_DESERT     32
#define SE_ENCHANATED_MOUNT     33
#define SE_DESCRATED_FOREST     34
#define SE_DESCRATED_FIELD      35
#define SE_DESCRATED_DESERT     36
#define SE_DESCRATED_MOUNT      37
#define SECTOR_FOREST_ENTER     38
#define SECTOR_DESERT_ENTER     39
#define SECTOR_MOUNT_ENTER      40
#define SECTOR_FIELD_ENTER      41
#define SECTOR_CITY_ENTER       42
#define SECT_GATE               43
#define SECT_CITY_ENTER         44
#define SECT_RUIN_ENTER         45
#define SECT_SWIM_ENTER         46
#define SECT_NSWIM_ENTER        47
#define SECT_VOLCANO            48
#define SECT_DEEP_FOREST        49
#define SECT_DARK_FOREST        50
#define SECT_DRY_DESERT         51
#define SECT_CAVE               52
#define SECT_MAX                53



/*
 * 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_L     8
#define WEAR_FEET_R     9
#define WEAR_HANDS_L    10
#define WEAR_HANDS_R    11
#define WEAR_ARMS_L     12
#define WEAR_ARMS_R     13
#define WEAR_SHIELD     14
#define WEAR_ABOUT      15
#define WEAR_WAIST      16
#define WEAR_WRIST_L    17
#define WEAR_WRIST_R    18
#define WEAR_WIELD      19
#define WEAR_SECONDARY  20
#define WEAR_SHEATH1    21
#define WEAR_SHEATH2    22
#define WEAR_HOLD       22
#define WEAR_FLOAT      23
#define WEAR_TATTOO     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



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



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

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

/* RT personal flags */
#define PLR_QUESTING            (M)
#define PLR_HOLYLIGHT           (N)
#define PLR_CANLOOT             (P)
#define PLR_NOSUMMON            (Q)
#define PLR_NOFOLLOW            (R)
#define PLR_COLOUR              (T)
/* 1 bit reserved, S */

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


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

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



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

/*
 * Prototype for a mob.
 * This is the in-memory version of #MOBILES.
 */
struct    mob_index_data
{
    MOB_INDEX_DATA *  next;
    SPEC_FUN *        spec_fun;
    SHOP_DATA *       pShop;
    MPROG_LIST *      mprogs;
    AREA_DATA *       area;        /* 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;
    char *            start_equip;      /* By Thri! */
    long              act;
    long              affected_by;
    long              affected2_by;
    long              affected3_by;
    sh_int            alignment;
    sh_int            level;
    sh_int            hitroll;
    sh_int            hit[3];
    sh_int            mana[3];
    sh_int            damage[3];
    sh_int            ac[4];
    sh_int            dam_type;
    long              off_flags;
    long              imm_flags;
    long              res_flags;
    long              vuln_flags;
    sh_int            start_pos;
    sh_int            default_pos;
    sh_int            sex;
    sh_int            race;
    long              wealth;
    long              form;
    long              parts;
    sh_int            size;
    char *            material;
    long              mprog_flags;
    sh_int            default_map_x;
    sh_int            default_map_y;
    char              * symbol;
    char              * color;
};



/* 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;
};

/* For Erwin's Noteboard
 * -- JR 09/25/00
 */

#include "board.h"

/*
 * 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;
    OBJ_DATA *          carrying;
    OBJ_DATA *          on;
    ROOM_INDEX_DATA  *  in_room;
    ROOM_INDEX_DATA  *  was_in_room;
    AREA_DATA *         zone;
    PC_DATA *           pcdata;
    GEN_DATA *          gen_data;
    bool                valid;
    char *              name;
    char *              last_name;
    long                id;
    sh_int              version;
    char *              short_descr;
    char *              long_descr;
    char *              description;
    char *              prompt;
    char *              prefix;
    char *              quest_number_mp;    /* Hack */
    sh_int              group;
    sh_int              clan;
    sh_int              sex;
    sh_int              class;
    sh_int              race;
    sh_int              level;
    sh_int              trust;
    int                 played;
    int                 lines;  /* for the pager */
    time_t              logon;
    sh_int              timer;
    sh_int              wait;
    sh_int              daze;
    sh_int              round;
    sh_int              round2;
    sh_int              hit;
    sh_int              max_hit;
    sh_int              mana;
    sh_int              max_mana;
    sh_int              move;
    sh_int              max_move;
    long                gold;
    long                silver;
    int                 exp;
    long                act;
    long                comm;   /* RT added to pad the vector */
    long                wiznet; /* wiz stuff */
    long                imm_flags;
    long                res_flags;
    long                vuln_flags;
    sh_int              invis_level;
    sh_int              incog_level;
    long                affected_by;
    long                affected2_by;
    long                affected3_by;
    long                new_config;
    sh_int              position;
    sh_int              action[2];
    sh_int              spell_vars[5];
    void *              vo;
    sh_int              cast_count;
    /* stats */
    sh_int              perm_stat[MAX_STATS];
    sh_int              mod_stat[MAX_STATS];
    /* parts stuff */
    long                form;
    long                parts;
    sh_int              size;
    char*               material;
    /* mobile stuff */
    long                off_flags;
    sh_int              damage[3];
    sh_int              dam_type;
    sh_int              start_pos;
    sh_int              default_pos;
    sh_int              mprog_delay;
    int                 gquest[100];
    
    /* wilderness stuff */
    sh_int              x;
    sh_int              y;
    bool                on_wild;
    
    sh_int              traits[12];
    sh_int              religion;
    sh_int              rank;
    sh_int              faction[50];
    
    sh_int              voice;          /* Voice style              */
    sh_int              eye;            /* Eye color                */
    sh_int              hair;           /* Hair color               */
    sh_int              height;         /* Height in inches         */
    sh_int              weight;         /* Weight in british pounds */
    sh_int              birthsign;      /* What's your sign baby?   */
    sh_int              align_ge;       /* Good/evil                */
    sh_int              align_lc;       /* Law/Chaos                */
    sh_int              concept;
    sh_int              essence;
    /* Combat */
    CHAR_DATA           * ch_grapple;           /* Who are we grappling     */
    CHAR_DATA           * vc_grapple;           /* Whos grappling me?       */


    /* Need to be removed, or re-worked */
   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              base_attack;
    sh_int              armor_class;
    sh_int              wimpy;
    int                 questmob;
    CHAR_DATA         * questgiver;
    int                 questobj;
    int                 nextquest;
    int                 countdown;
    int                 quest_curr;
    int                 quest_accum;
    int                 bountypnts;
    int                 bountypnts_accum;
    
    int                 multis[6];
    int                 regen[3];
    long                bank;
    sh_int              warcombo[10];
    int                 resistance[MAX_DAM];
    
    long                quest_1;
    long                quest_temp;
    long                quest_current;
    long                quest_temp_flags;

};



/*
 * Data which only PC's have.
 */
struct    pc_data
{
    PC_DATA *       next;
    BUFFER *        buffer;
    COLOUR_DATA *   code;        /* Data for color configuration    */
    bool            valid;
    char *          pwd;
    char *          bamfin;
    char *          bamfout;
    char *          title;
    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];
    bool            group_known[MAX_GROUP];
    sh_int          points;
    bool            confirm_delete;
    char *          alias[MAX_ALIAS];
    char *          alias_sub[MAX_ALIAS];
    BOARD_DATA *    board;                  /* The current board        */
    time_t          last_note[MAX_BOARD];   /* last note for the boards */
    NOTE_DATA *     in_progress;
    int             security;               /* OLC */ /* Builder security */
    int             text[3];                /* {t */
    int             auction[3];             /* {a */
    int             auction_text[3];        /* {A */
    int             gossip[3];              /* {d */
    int                gossip_text[3];         /* {9 */
    int                music[3];               /* {e */
    int                music_text[3];          /* {E */
    int                question[3];            /* {q */
    int                question_text[3];       /* {Q */
    int                answer[3];              /* {f */
    int                answer_text[3];         /* {F */
    int                quote[3];               /* {h */
    int                quote_text[3];          /* {H */
    int                immtalk_text[3];        /* {i */
    int                immtalk_type[3];        /* {I */
    int                info[3];                /* {j */
    int                say[3];                 /* {6 */
    int                say_text[3];            /* {7 */
    int                tell[3];                /* {k */
    int                tell_text[3];           /* {K */
    int                reply[3];               /* {l */
    int                reply_text[3];          /* {L */
    int                gtell_text[3];          /* {n */
    int                gtell_type[3];          /* {N */
    int                wiznet[3];              /* {B */
    int                room_title[3];          /* {s */
    int                room_text[3];           /* {S */   
    int                room_exits[3];          /* {o */
    int                room_things[3];         /* {O */
    int                prompt[3];              /* {p */
    int                fight_death[3];         /* {1 */
    int                fight_yhit[3];          /* {2 */
    int                fight_ohit[3];          /* {3 */
    int                fight_thit[3];          /* {4 */
    int                fight_skill[3];         /* {5 */
    
    char            * msg_buffer_0;
    char            * msg_buffer_1;
    char            * msg_buffer_2;
    char            * msg_buffer_3;
    char            * msg_buffer_4;
    char            * msg_buffer_5;
    char            * msg_buffer_6;
    char            * msg_buffer_7;
    char            * msg_buffer_8;
    char            * msg_buffer_9;
     
};

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



/*
 * Liquids.
 */
#define LIQ_WATER        0

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



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



/*
 * Prototype for an object.
 */
struct    obj_index_data
{
    OBJ_INDEX_DATA *    next;
    EXTRA_DESCR_DATA *  extra_descr;
    AFFECT_DATA *       affected;
    AREA_DATA *         area;        /* 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                 armor_type;
    sh_int              default_map_x;
    sh_int              default_map_y;
    char              * symbol;
    char              * color;
};



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



/*
 * 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 */
    bool         wilderness;    /* Wilderness, true is goes to wild */
    int          x;             /* Required X cords of exit         */
    int          y;             /* Required Y cords of exit         */
};



/*
 * 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;
    sh_int      x;      /* new reset data, x/y location */
    sh_int      y;
};



/*
 * Area definition.
 */
struct    area_data
{
    AREA_DATA       * next;
    AREA_DATA       * next_sort;
    HELP_AREA       * helps;
    char            * file_name;        /* File name            */
    char            * name;             /* Name of the Area     */
    char            * credits;          /* Who made the area    */
    sh_int            age;
    sh_int            nplayer;
    sh_int            level_min;        /* Low level of area    */
    sh_int            level_max;        /* High level of area   */
    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;
    int                 ecosystem;         /* Type of herbs this room has   */
    int                 herb_life[3];      /* Life of the herbs in location */
    sh_int              ore_type;
};

void display_map    args ((CHAR_DATA * ch));

void cmd_look (CHAR_DATA * ch, char *arg);


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



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

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



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

#define CIRCLE_NONE     0
#define CIRCLE_1        1
#define CIRCLE_2        2
#define CIRCLE_3        3
#define CIRCLE_4        4
#define CIRCLE_5        5
#define CIRCLE_6        6
#define CIRCLE_7        7
#define CIRCLE_8        8
#define CIRCLE_9        9

struct  group_type
{
    char *    name;
    sh_int    cost;
    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_CREATE     (Q)     /* On Creation */

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

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

/*
 * These are skill_lookup return values for common skills and spells.
 */
extern    sh_int    gsn_backstab;
extern    sh_int    gsn_jugular_slice;
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_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;
extern    sh_int    gsn_incressed_speed;
extern    sh_int    gsn_somersault;
extern    sh_int    gsn_reverse_spin;
extern    sh_int    gsn_kneel;
extern    sh_int    gsn_stab;
extern    sh_int    gsn_high_strike;
extern    sh_int    gsn_upper_cut;
extern    sh_int    gsn_butterfly_cut;
extern    sh_int    gsn_cross_cut;
extern    sh_int    gsn_slash_cut;
extern    sh_int    gsn_sword_circle;
extern    sh_int    gsn_decapitation;
extern    sh_int    gsn_knight_revenge;
extern    sh_int    gsn_reversal;
extern    sh_int    gsn_counter_reversal;
extern    sh_int    gsn_call_of_furies;
extern    sh_int    gsn_rush;
extern    sh_int    gsn_flurry;
/* 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_shield_bash;
extern sh_int  gsn_spear;
extern sh_int  gsn_sword;
extern sh_int  gsn_whip;
extern sh_int  gsn_circle;
extern sh_int  gsn_counterattack;
extern sh_int  gsn_bash;
extern sh_int  gsn_berserk;
extern sh_int  gsn_blindfighting;
extern sh_int  gsn_dirt;
extern sh_int  gsn_dual;
extern sh_int  gsn_hand_to_hand;
extern sh_int  gsn_trip;
extern sh_int  gsn_snare;
extern sh_int  gsn_untangle;
extern sh_int  gsn_hunt;
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_foraging;
extern sh_int  gsn_prospect;
extern sh_int  gsn_scrolls;
extern sh_int  gsn_staves;
extern sh_int  gsn_wands;
extern sh_int  gsn_recall;
extern sh_int  gsn_long_blades;
extern sh_int  gsn_short_blades;
extern sh_int  gsn_blunt_weapons;
extern sh_int  gsn_two_handed_blade;
extern sh_int  gsn_skill_tree_spears;
extern sh_int  gsn_light_armor;
extern sh_int  gsn_medium_armor;
extern sh_int  gsn_heavy_armor;
extern sh_int  gsn_alteration;
extern sh_int  gsn_conjuration;
extern sh_int  gsn_black_magic;
extern sh_int  gsn_white_magic;
extern sh_int  gsn_grey_magic;
extern sh_int  gsn_enchantment;
extern sh_int  gsn_ele_fire;
extern sh_int  gsn_ele_wind;
extern sh_int  gsn_ele_earth;
extern sh_int  gsn_ele_water;
extern sh_int  gsn_illusion;
extern sh_int  gsn_destruction;
extern sh_int  gsn_restoration;
extern sh_int  gsn_necromancy;
extern sh_int  gsn_demonology;
extern sh_int  gsn_herbology;
extern sh_int  gsn_security;
extern sh_int  gsn_merchantile;
extern sh_int  gsn_disguise;
extern sh_int  gsn_dirty_fight;
extern sh_int  gsn_human_body;
extern sh_int  gsn_forging;
extern sh_int  gsn_nature;
extern sh_int  gsn_small_shields;
extern sh_int  gsn_large_shields;
extern sh_int  gsn_st_hand2hand;
extern sh_int  gsn_blocking;
extern sh_int  gsn_stealth_movement;
extern sh_int  gsn_brewing;
extern sh_int  gsn_writing;
extern sh_int  gsn_carving;
extern sh_int  gsn_spellcraft;
extern sh_int  gsn_religion;
extern sh_int  gsn_astrology;
extern sh_int  gsn_armorer;
extern sh_int  gsn_fletcher;
extern sh_int  gsn_navigation;
extern sh_int  gsn_survival;
extern sh_int  gsn_forgery;
extern sh_int  gsn_jewelry;
extern sh_int  gsn_acrobatics;
extern sh_int  gsn_swimming;
extern sh_int  gsn_masonry;
extern sh_int  gsn_pottery;
extern sh_int  gsn_leatherworking;
extern sh_int  gsn_fishing;
extern sh_int  gsn_carpentry;
extern sh_int  gsn_animal_training;
extern sh_int  gsn_agriculture;
extern sh_int  gsn_seamanship;
extern sh_int  gsn_roll;
extern sh_int  gsn_leap;
extern sh_int  gsn_weaponsmith;
extern sh_int  gsn_sow_seeds;
extern sh_int  gsn_split_seeds;
extern sh_int  gsn_find_seed;
extern sh_int  gsn_ride;
extern sh_int  gsn_track_animal;
extern sh_int  gsn_forge;
extern sh_int  gsn_sharpen;
extern sh_int  gsn_grind;
extern sh_int  gsn_mining;
extern sh_int  gsn_forge_coin;
extern sh_int  gsn_forge_gem;
extern sh_int  gsn_forge_documents;
extern sh_int  gsn_fourth_attack;
extern sh_int  gsn_fifth_attack;
extern sh_int  gsn_craft_disguise;

extern sh_int   gsn_bow;
extern sh_int   gsn_critical_hit;
extern sh_int   gsn_vital_points;
extern sh_int   gsn_point_blank_shot;
extern sh_int   gsn_far_shot;
extern sh_int   gsn_called_shot;
extern sh_int   gsn_rapid_shot;
extern sh_int   gsn_moving_shot;
extern sh_int   gsn_snatch_arrow;
extern sh_int   gsn_stunning_fist;
extern sh_int   gsn_dodge2;
extern sh_int   gsn_agility;
extern sh_int   gsn_grab;
extern sh_int   gsn_thief_knee;
extern sh_int   gsn_thief_kick;
extern sh_int   gsn_thief_punch;
extern sh_int   gsn_thief_elbow;
extern sh_int   gsn_thief_pummel;
extern sh_int   gsn_eye_gouge;
extern sh_int   gsn_strangle;
extern sh_int   gsn_vein_slice;
extern sh_int   gsn_drill;
extern sh_int   gsn_duck;


/*
 * 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)        (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch)        (get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level)    (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn)    (IS_SET((ch)->affected_by, (sn)))
#define IS_AFFECTED2(ch, sn)    (IS_SET((ch)->affected2_by, (sn)))
#define IS_AFFECTED3(ch, sn)    (IS_SET((ch)->affected3_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]



int GET_HITROLL         (CHAR_DATA * ch);
int GET_DAMROLL         (CHAR_DATA * ch);

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

#define WAIT_STATE(ch, npulse)    ((ch)->wait = UMAX((ch)->wait, (IS_IMMORTAL(ch) ? 0 :(npulse))))




#define DAZE_STATE(ch, npulse)  ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define ROUND_STATE(ch, npulse)  ((ch)->round = UMAX((ch)->round, (npulse)))
#define ROUND_STATE2(ch, npulse)  ((ch)->round2 = UMAX((ch)->round2, (npulse)))
#define get_carry_weight(ch)    ((ch)->carry_weight + (ch)->silver/10 +  \
                              (ch)->gold * 2 / 5)

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

#define HAS_TRIGGER(ch,trig)    (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define IS_SWITCHED( ch )       ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area)    ( !IS_NPC(ch) && !IS_SWITCHED( ch ) &&      \
                ( ch->pcdata->security >= Area->security  \
                || strstr( Area->builders, ch->name )      \
                || strstr( Area->builders, "All" ) ) )

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



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

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

struct    socialx_type
{
    char      *name;
    char *    char_no_arg;
    char *    others_no_arg;
    char *    char_found;
    char *    others_found;
    char *    vict_found;
    char *    char_not_found;
    char *    char_auto;
    char *    others_auto;
};

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

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

extern struct ssocial_type *ssocial_table;

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

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

extern  MPROG_CODE        *    mprog_list;

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

/*
 * OS-dependent declarations.
 * These are all very standard library functions,
 *   but some systems have incomplete or non-ansi header files.
 */
#if    defined(_AIX)
char *    crypt        args( ( const char *key, const char *salt ) );
#endif

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

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

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


#if    defined(MIPS_OS)
char *    crypt        args( ( const char *key, const char *salt ) );
#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, ... ) );
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(unix)
#define PLAYER_DIR      "../player/"         /* Player files           */
#define GOD_DIR         "../gods/"           /* list of gods           */
#define TEMP_FILE       "../player/romtmp"
#define NULL_FILE       "/dev/null"          /* To reserve one stream  */
#endif

#define AREA_LIST       "area.lst"            /* List of areas         */
#define BUG_FILE        "../data/bugs.txt"            /* For 'bug' and bug()   */
#define TYPO_FILE       "../data/typos.txt"           /* For 'typo'            */
#define SHUTDOWN_FILE   "../data/shutdown.txt"        /* For 'shutdown'        */
#define BAN_FILE        "../data/ban.txt"
#define MUSIC_FILE      "../data/music.txt"
#define OHELPS_FILE     "../data/orphaned_helps.txt"  /* Unmet 'help' requests */
#define WEB_AREA        "../data/html/area.html"
#define WEB_WHO         "../data/html/who.html"
#define WEB_SPELLS      "../data/html/spells.html"


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

/* act_comm.c */
void     check_sex           args( ( CHAR_DATA *ch) );
void     add_follower        args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void     stop_follower       args( ( CHAR_DATA *ch ) );
void     nuke_pets           args( ( CHAR_DATA *ch ) );
void     die_follower        args( ( CHAR_DATA *ch ) );
bool     is_same_group       args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void     logf                args( ( char * fmt, ... ) );


void generate_crypt_loot(OBJ_DATA * chest);

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

/* act_info.c */
void    set_title           args( ( CHAR_DATA *ch, char *title ) );
int     return_distance     (CHAR_DATA * ch, CHAR_DATA * victim);
char *format_obj_to_char args ((OBJ_DATA * obj, CHAR_DATA * ch, bool fShort));
void show_list_to_char args ((OBJ_DATA * list, CHAR_DATA * ch, bool fShort, bool fShowNothing, bool wild));
void show_char_to_char_0 args ((CHAR_DATA * victim, CHAR_DATA * ch));
void show_char_to_char_1 args ((CHAR_DATA * victim, CHAR_DATA * ch));
void show_char_to_char args ((CHAR_DATA * list, CHAR_DATA * ch));
bool check_blind args ((CHAR_DATA * ch));

/*
 * webstuff.c
 */
void under_line(char *under_lined, char *spaced_out );
void who_html_update (void);
/* act_move.c */
void     move_char           args( ( CHAR_DATA *ch, int door, bool follow ) );

/*
 * skull.c
 */
void skull_heal(CHAR_DATA * ch, CHAR_DATA * mob);
OBJ_DATA * create_skull(char * name);

/* 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 ) );
bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace));
void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace));
CD *find_keeper args ((CHAR_DATA * ch));
int get_cost args ((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void obj_to_keeper args ((OBJ_DATA * obj, CHAR_DATA * ch));
OD *get_obj_keeper
args ((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument));
/* act_wiz.c */
void     wiznet              args( ( char *string, CHAR_DATA *ch, OBJ_DATA *obj,
                                     long flag, long flag_skip, int min_level ) );
void     copyover_recover    args( ( void ) );
void    qmconfig_read        args( ( void ) );
                   
/* alias.c */
void     substitute_alias    args( ( DESCRIPTOR_DATA *d, char *input ) );

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


/* comm.c */
void     show_string         args( ( struct descriptor_data *d, char *input) );
void     close_socket        args( ( DESCRIPTOR_DATA *dclose ) );
void     write_to_buffer     args( ( DESCRIPTOR_DATA *d, const char *txt,
                                     int length ) );
void     send_to_desc        args( ( const char *txt, DESCRIPTOR_DATA *d ) );
void     send_to_char        args( ( const char *txt, CHAR_DATA *ch ) );
void     page_to_char        args( ( const char *txt, CHAR_DATA *ch ) );
void     act                 args( ( const char *format, CHAR_DATA *ch,
                                     const void *arg1, const void *arg2, int type ) );
void     act_new             args( ( const char *format, CHAR_DATA *ch, 
                                     const void *arg1, const void *arg2, int type,
                                     int min_pos) );
void     printf_to_char      args( ( CHAR_DATA *, char *, ... ) );
void     printf_to_desc      args( ( DESCRIPTOR_DATA *, char *, ... ) );
void     bugf                args( ( char *, ... ) );
bool     write_to_descriptor args( ( int desc, char *txt, int length ) );
char *rom_crypt     ( const char *pwd );
/* 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 ) );
MPC *    get_mprog_index     args( ( int vnum ) );
char     fread_letter        args( ( FILE *fp ) );
int      fread_number        args( ( FILE *fp ) );
long     fread_flag          args( ( FILE *fp ) );
char *   fread_string        args( ( FILE *fp ) );
char *   fread_string_eol    args( ( FILE *fp ) );
void     fread_to_eol        args( ( FILE *fp ) );
char *   fread_word          args( ( FILE *fp ) );
long     flag_convert        args( ( char letter) );
void *   alloc_mem           args( ( int sMem ) );
void *   alloc_perm          args( ( int sMem ) );
void     free_mem            args( ( void *pMem, int sMem ) );
char *   str_dup             args( ( const char *str ) );
void     free_string         args( ( char *pstr ) );
int      number_fuzzy        args( ( int number ) );
int      number_range        args( ( int from, int to ) );
int      number_percent      args( ( void ) );
int      return_percent      args( (int current,int total) );
int      number_door         args( ( void ) );
int      number_bits         args( ( int width ) );
long     number_mm           args( ( void ) );
int      dice                args( ( int number, int size ) );
int      interpolate         args( ( int level, int value_00, int value_32 ) );
void     smash_tilde         args( ( char *str ) );
void     smash_dollar        args( ( char *str ) );
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 ) );
bool     check_pet_affected  args( ( int vnum, AFFECT_DATA *paf) );
bool compares(const char *aStr, const char *bStr);

void init_mm args ((void));
void load_area args ((FILE * fp));
void new_load_area args ((FILE * fp));    /* OLC */
void load_helps args ((FILE * fp, char *fname));
void load_old_mob args ((FILE * fp));
void load_mobiles args ((FILE * fp));
void load_old_obj args ((FILE * fp));
void load_objects args ((FILE * fp));
void load_resets args ((FILE * fp));
void load_rooms args ((FILE * fp));
void load_shops args ((FILE * fp));
void load_socials args ((FILE * fp));
void load_specials args ((FILE * fp));
void load_bans args ((void));
void load_mobprogs args ((FILE * fp));
void load_stock_obj args ((FILE * fp));
void load_stock_mob args ((FILE * fp));
void load_stock_room args ((FILE * fp));
void fix_exits args ((void));
void fix_mobprogs args ((void));

void reset_area args ((AREA_DATA * pArea));

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


/* 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    melee_hit           (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary);
bool    damage              args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show, bool is_magic ) );
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    check_assist        args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool    check_dodge         args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool    check_roll          args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool    check_leap          args ((CHAR_DATA * ch, CHAR_DATA * victim));
void    check_killer        args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool    check_parry         args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool    check_shield_block  args ((CHAR_DATA * ch, CHAR_DATA * victim));
void    dam_message         args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune));
void    death_cry           args ((CHAR_DATA * ch));
void    group_gain          args ((CHAR_DATA * ch, CHAR_DATA * victim));
int     xp_compute          args ((CHAR_DATA * gch, CHAR_DATA * victim, int total_levels));
bool    is_safe             args ((CHAR_DATA * ch, CHAR_DATA * victim));
void    make_corpse         args ((CHAR_DATA * ch));
void    one_hit             args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary));
void    mob_hit             args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt));
void    raw_kill            args ((CHAR_DATA * victim));
void    set_fighting        args ((CHAR_DATA * ch, CHAR_DATA * victim));
void    disarm              args ((CHAR_DATA * ch, CHAR_DATA * victim));
/*
 * fight2.c
 */
void    thri_one_hit        (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary);
void    primary_attack      (CHAR_DATA * ch, CHAR_DATA * victim, int dt);
void    secondary_attack    (CHAR_DATA * ch, CHAR_DATA * victim, int dt);
/*
 * warrior.c
 */
void war_check_combo (CHAR_DATA * ch, CHAR_DATA * victim, int current_move);
char *war_get_move_name (int move);
void war_place_moves_in_list (CHAR_DATA * ch, int move);
void war_reset_combo (CHAR_DATA * ch);
int cal_damage (CHAR_DATA * ch, OBJ_DATA * wield, int move);
void do_stab (CHAR_DATA * ch, char *argument);

/*
 * quest.c
 */
void generate_quest        args(( CHAR_DATA *ch, CHAR_DATA *questman ));
void quest_update        args(( void ));
bool quest_level_diff   args(( int clevel, int mlevel));
void load_socialx_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     material_lookup args( ( const char *name) );
int    weapon_lookup    args( ( const char *name) );
int    weapon_type    args( ( const char *name) );
char     *weapon_name    args( ( int weapon_Type) );
char    *item_name    args( ( int item_type) ); 
int    attack_lookup    args( ( const char *name) );
long    wiznet_lookup    args( ( const char *name) );
int    class_lookup    args( ( const char *name) );
bool    is_clan        args( (CHAR_DATA *ch) );
bool    is_same_clan    args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool    is_old_mob    args ( (CHAR_DATA *ch) );
int    get_skill    args( ( CHAR_DATA *ch, int sn ) );
int    get_weapon_sn    args( ( CHAR_DATA *ch ) );
int    get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int     get_age         args( ( CHAR_DATA *ch ) );
void    reset_char    args( ( CHAR_DATA *ch )  );
int    get_trust    args( ( CHAR_DATA *ch ) );
int    get_curr_stat    args( ( CHAR_DATA *ch, int stat ) );
int     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_full_name    args( ( const char *str, char *namelist ) );
bool    is_exact_name    args( ( char *str, char *namelist ) );
void    affect_to_char    args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void    affect_to_obj    args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void    affect_remove    args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void    affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void    affect_strip    args( ( CHAR_DATA *ch, int sn ) );
bool    is_affected    args( ( CHAR_DATA *ch, int sn ) );
void    affect_join    args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void    char_from_room    args( ( CHAR_DATA *ch ) );
void    char_to_room    args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void    obj_to_char    args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void    obj_from_char    args( ( OBJ_DATA *obj ) );
int    apply_ac    args( ( OBJ_DATA *obj, int iWear, int type ) );
OD *    get_eq_char    args( ( CHAR_DATA *ch, int iWear ) );
void    equip_char    args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void    unequip_char    args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int    count_obj_list    args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void    obj_from_room       args( ( OBJ_DATA *obj ) );
void    obj_to_room         args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void    obj_to_obj          args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void    obj_from_obj        args( ( OBJ_DATA *obj ) );
void    extract_obj         args( ( OBJ_DATA *obj ) );
void    extract_char        args( ( CHAR_DATA *ch, bool fPull ) );
CD *    get_char_room       args( ( CHAR_DATA *ch, char *argument ) );
CD *    get_char_world      args( ( CHAR_DATA *ch, char *argument ) );
OD *    get_obj_type        args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD *    get_obj_list        args( ( CHAR_DATA *ch, char *argument,OBJ_DATA *list ) );
OD *    get_obj_carry       args( ( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer ) );
OD *    get_obj_wear        args( ( CHAR_DATA *ch, char *argument ) );
OD *    get_obj_here        args( ( CHAR_DATA *ch, char *argument ) );
OD *    get_obj_world       args( ( CHAR_DATA *ch, char *argument ) );
OD *    create_money        args( ( int gold, int silver ) );
int    get_obj_number       args( ( OBJ_DATA *obj ) );
int    get_obj_weight       args( ( OBJ_DATA *obj ) );
int    get_true_weight      args( ( OBJ_DATA *obj ) );
bool    room_is_dark        args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool    is_room_owner       args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool    room_is_private     args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool    can_see             args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool    can_see_obj         args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool    can_see_room        args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool    can_drop_obj            args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char *      affect_loc_name     args( ( int location ) );
char *      affect2_bit_name    args( ( int vector ) );
char *      affect3_bit_name    args( ( int vector ) );
char *      affect_bit_name     args( ( int vector ) );
char *      extra_bit_name      args( ( int extra_flags ) );
char *      wear_bit_name       args( ( int wear_flags ) );
char *      act_bit_name        args( ( int act_flags ) );
char *      off_bit_name        args( ( int off_flags ) );
char *      imm_bit_name        args( ( int imm_flags ) );
char *      form_bit_name       args( ( int form_flags ) );
char *      part_bit_name       args( ( int part_flags ) );
char *      weapon_bit_name     args( ( int weapon_flags ) );
char *      armor_bit_name      (int weapon_flags);
char *  comm_bit_name           args( ( int comm_flags ) );
char *    cont_bit_name         args( ( int cont_flags) );
char *return_true_false         (int thing);
int return_damtype              (char *name);
void    tagline_to_char         args( ( const char *text, CHAR_DATA *ch ) );
/*
 * Colour Config
 */
void    default_colour    args( ( CHAR_DATA *ch ) );
void    all_colour    args( ( CHAR_DATA *ch, char *argument ) );

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

/* 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 ) );
#define ACTION_NONE        0
#define ACTION_CASTING    1
void stop_spell args ((CHAR_DATA *ch));
int find_door args ((CHAR_DATA * ch, char *arg));

void update_casting        args (( CHAR_DATA *ch ));
void release_spell        args (( int sn, int level, CHAR_DATA *ch, void *vo, int target));
void magic_update         args ((void));
void char_heal_update     args ((void));
bool saves_dispel           args ((int dis_level, int spell_level, int duration));

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

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

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

/* skills.c */
bool     parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) );
void     list_group_costs args( ( CHAR_DATA *ch ) );
void    list_group_known args( ( CHAR_DATA *ch ) );
int     exp_per_level    args( ( CHAR_DATA *ch, 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) );

/*
 * load.c
 */
void load_all   ();
#define STARTUPBUG_FILE "../data/startup_bugs_fix_me.txt"
void startup_bug (const char *str, int param);
void startup_bugf (char *fmt, ...);
void load_time();

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

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

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

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

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

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

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

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

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

/*
 * Area flags.
 */
#define         AREA_NONE       0
#define         AREA_CHANGED    1    /* Area has been modified. */
#define         AREA_ADDED      2    /* Area has been added to. */
#define         AREA_LOADING    4    /* Used for counting in db.c */

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

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

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

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

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

extern        char  str_empty [1];

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


extern          AREA_DATA *             area_first_sorted;
void     sort_areas_by_level     args (( void ));
long     get_area_level    args ((AREA_DATA *pArea));
int html_colour( char type, char *string );
void html_colourconv( char *buffer, const char *txt, CHAR_DATA *ch );
long convert_level ( char * arg );


void load_soul_room (FILE * fp);
void load_soul_obj (FILE * fp);
void load_soul_mob (FILE * fp);

void load_social (FILE *fp, struct social_type *social);

extern struct socialx_type *socialx_table;
    
void  mxp_to_char               ( CHAR_DATA *ch, char *txt, int mxp_style );
void  shutdown_mxp              ( DESCRIPTOR_DATA *d );
void  init_mxp                  ( DESCRIPTOR_DATA *d );

/* mxp macro */
#define USE_MXP(ch)             (IS_SET(ch->act, PLR_MXP) && ch->desc->mxp)

/* command to turn on mxp */
DECLARE_DO_FUN( do_mxp );

void heal_char (CHAR_DATA * ch, int ammount, bool magic);


void cmd_hunt       (CHAR_DATA * ch, char *argument);
void load_gquest_text();

/* Mobprogs */
typedef struct    sleep_data       SLEEP_DATA;

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

void    program_flow    args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int numlines ) );
MPROG_CODE *get_mprog_by_vnum args( (int vnum) );