/
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/
/* Structures for weapons */

/*
 * Weapons, all weapons, big and small
 */
struct rig_weapons_type
{
    char    * name;         /* Name, keywords       */
    char    * short_descr;  /* Short Descr          */
    char    * long_descr;   /* Long descr           */
    int     value[4];       /* Obj values           */
    int     cost;           /* Base cost of item    */
    int     weight;         /* Base weight of item  */
};

/*
 * Armor, just armor
 */
struct rig_armor_type
{
    char    * name;         /* Name, keywords       */
    char    * short_descr;  /* Short Descr          */
    char    * long_descr;   /* Long descr           */
    int     armor_class;    /* Armor class it provides */
    long    location;       /* Location it protects */
    long    wear_flags;     /* Wear flags           */
    int     cost;           /* Base cost of item    */
    int     weight;         /* Base weight of item  */
};

/*
 * Materials, what the stuff can be made out of
 */
struct rig_material_type
{
    char    * name;         /* Name of Material     */
    char    * prefix;       /* a/an                 */
    bool    armor_only;     /* True if only armor   */
    int     weapon_damage;  /* Bonus to hit/dam     */
    int     armor_bonus;    /* Bonus to AC          */
    int     armor_type;     /* Light/mid/heavy/none */
    int     weight_multi;   /* Weight multiplyer, 100 base  */
    int     cost_multi;     /* Cost Multipler, 100 base     */
};

/*
 * Clothing, various clothes, nothing special (most of the time)
 */
struct rig_clothing_type
{
    char    * name;         /* Generic name                 */
    long    wear_flags;     /* Wear flags                   */
    int     weight;         /* Weight                       */
    int     cost;           /* Cost                         */
    bool    female;         /* True if Female only (blouse) */
};

/*
 * Wizard Scrolls
 */
struct rig_scroll_type
{
    char    * name;
    int     cost;
    int     circle;
};

struct rig_potion_type
{
    char    * name;
    int     cost;
};

/*
 * Mobile equipment list
 *
 * Yeah the any name thing is cool, but i need
 * some standerdization here =)
 */
struct rig_mob_eq_type
{
    char    * name;
};


/* Table externs */
extern const struct rig_weapons_type rig_weapons_table[];
extern const struct rig_armor_type rig_armor_table[];
extern const struct rig_material_type rig_material_table[];
extern const struct rig_clothing_type rig_clothing_table[];
extern const struct rig_clothing_type rig_clothing_exp_table[];
extern const struct rig_scroll_type rig_wizscroll_table[];
extern const struct rig_scroll_type rig_priscroll_table[];
extern const struct rig_scroll_type rig_fighter_tome_table[];
extern const struct rig_scroll_type rig_thief_tome_table[];
extern const struct rig_potion_type rig_potion_table[];
extern const struct rig_potion_type rig_potion_heal_table[];
extern const struct rig_potion_type rig_beer_table[];
extern const struct rig_potion_type rig_food_table[];
extern const struct rig_mob_eq_type rig_mob_eq_table[];