distorted/
distorted/area/
distorted/data/CLN/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/

//#include "port_include"

/*
 * 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();

/* mccp : support bits */
#include <zlib.h>
//#include <../../../home/bree3693/rot/src/zlib.h>
#define TELOPT_COMPRESS 85
#define COMPRESS_BUF_SIZE 16384

/* SQL
#include <mysql.h>
*/

// #define SKYN_DEBUG

/*
 * 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 int                             sh_int;
/* typedef short   int			sh_int; */
typedef unsigned char			bool;
#endif

#define WWW_WHO		"????"
#define pktimer 75  /* Default one easier to change in future */

/*
 * Colour stuff by Lope of Loping Through The MUD
 */
#define CLEAR           ""		/* Resets Colour        */
#define FAINT		""
#define ITALIC		""
#define UNDERLINE	""		/* Underline		*/
#define BLINK           ""		/* Blink                */
#define NEGATIVE	""
#define B_BLACK         ""	/* Background Colors - Tas */
#define B_RED           ""
#define B_GREEN         ""
#define B_YELLOW        ""
#define B_BLUE          ""
#define B_MAGENTA       ""
#define B_CYAN          ""
#define B_WHITE         ""
#define B_D_GREY        ""	/* Bright Background Colors - Tas */
#define B_B_RED         ""
#define B_B_GREEN       ""
#define B_B_YELLOW      ""
#define B_B_BLUE        ""
#define B_B_MAGENTA     ""
#define B_B_CYAN        ""
#define B_B_WHITE       ""
#define C_BLACK		""	/* Normal Colours       */
#define C_RED           ""
#define C_GREEN         ""
#define C_YELLOW        ""
#define C_BLUE          ""
#define C_MAGENTA       ""
#define C_CYAN          ""
#define C_WHITE         ""
#define C_D_GREY        ""	/* Light Colors         */
#define C_B_RED         ""
#define C_B_GREEN       ""
#define C_B_YELLOW      ""
#define C_B_BLUE        ""
#define C_B_MAGENTA     ""
#define C_B_CYAN        ""
#define C_B_WHITE       ""
#define R_BLACK		""	/* Reset Colours       */
#define R_RED           ""
#define R_GREEN         ""
#define R_YELLOW        ""
#define R_BLUE          ""
#define R_MAGENTA       ""
#define R_CYAN          ""
#define R_WHITE         ""
#define R_D_GREY        ""	/* Reset Light         */
#define R_B_RED         ""
#define R_B_GREEN       ""
#define R_B_YELLOW      ""
#define R_B_BLUE        ""
#define R_B_MAGENTA     ""
#define R_B_CYAN        ""
#define R_B_WHITE       ""
#define BACKSPACE       ""
#define BACKSPACEB      ""
#define BACKSPACEC      ""
#define BACKSPACED      ""
#define BACKSPACEE      ""
#define BACKSPACEF      ""
#define BACKSPACEG      ""
#define BACKSPACEH      ""
#define BACKSPACEI      ""
#define BACKSPACEJ      ""

/*
 * Structure types.
 */
typedef struct	affect_data		AFFECT_DATA;
typedef struct	cooldown_data	COOLDOWN_DATA;
typedef struct	area_data		AREA_DATA;
typedef struct    disabled_data	DISABLED_DATA;
typedef struct	ban_data		BAN_DATA;
typedef struct	wiz_data		WIZ_DATA;
typedef struct new_clan_data  NEW_CLAN_DATA;
typedef struct	bank_data		BANK_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  arank_data		ARANK_DATA;
typedef struct  prank_data		PRANK_DATA;

/* New Definitions */
typedef struct	cln_data		CLN_DATA;
typedef struct	mbr_data		MBR_DATA;

typedef struct    grant_data      	GRANT_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		 1024
#define MAX_STRING_LENGTH	 9216
#define MSL	MAX_STRING_LENGTH
#define MAX_INPUT_LENGTH	  256
#define MIL	MAX_INPUT_LENGTH
#define MAX_CHANNEL_LENGTH	 9216 /* added to support
					Long-discussion in 1 message 
						-Tas */
#define PAGELEN			   22
#define STRING( string )     char string[MSL/4];



/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_VNUM                  max_int
#define MAX_SOCIALS                255
#define MAX_SKILL                  454
#define MAX_GROUP                  90
#define MAX_IN_GROUP		   20
#define MAX_TRACK		   20
#define MAX_LIQUID		   36
#define MAX_DAMAGE_MESSAGE         47   // 6 New added
#define MAX_ALIAS		   25
#define MAX_FORGET		   15
#define MAX_DUPES		   20
#define MAX_CLASS                  35
#define MAX_PC_RACE                66
#define MAX_CLAN                   25
#define MAX_RANK                   8
#define MAX_LEVEL                  110
#define MAX_GRANT		   110
#define MAX_STAT		   31
#define MAX_STAT_NEW		   51
#define MAX_GOD                    23     /* Max GODS + 2 */
#define MAX_RARES                  7
#define LEVEL_HERO		   (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 8)
#define ED_CLASS                   9

#define PULSE_PER_SECOND	    4
#define PULSE_VIOLENCE		  ( 4 * PULSE_PER_SECOND)
#define PULSE_MOBILE		  ( 6 * PULSE_PER_SECOND)
#define PULSE_MUSIC		  (15 * PULSE_PER_SECOND)
#define PULSE_TICK		  (30 * PULSE_PER_SECOND)
#define PULSE_AREA		  (45 * PULSE_PER_SECOND)
#define PULSE_QUEST               (30 * PULSE_PER_SECOND)
#define PULSE_MARKET              (500 * PULSE_PER_SECOND) //Bree
#define PULSE_TELEPORT		  (20 * PULSE_PER_SECOND) /* Froth */

#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 KNIGHT			(MAX_LEVEL - 7)
#define SQUIRE			(MAX_LEVEL - 8)
#define HERO			LEVEL_HERO

#define VALUE_SILVER		0
#define VALUE_GOLD		1
#define VALUE_PLATINUM		2
#define VALUE_AQUEST_POINT	3
#define VALUE_IQUEST_POINT	4
#define MAX_AUCTION_PAYMENT	5

/*
 * 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

//#define AFFECT_NONE         0
//#define AFFECT_SHOCK        1
//#define AFFECT_TELE         1
//#define AFFECT_SLOW         2
//#define AFFECT_POISON       3
//#define AFFECT_SLEEP        4
//#define AFFECT_CURSE        5
//#define AFFECT_BLIND        6
//#define AFFECT_PLAGUE       7
//#define AFFECT_WEAKEN       8
//#define AFFECT_BERSERK      9

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

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

struct	wiz_data
{
    WIZ_DATA *	next;
    bool	valid;
    sh_int	level;
    char *	name;
};

// Basically a Member Data
struct new_clan_data
{
    int  rank;
    bool       valid;
    char       * name;
    NEW_CLAN_DATA * next;
};


struct	cln_data
{
    CLN_DATA *	next;
    bool	valid;
    int         position;     // For compatibility w/ old clans
    int		members;
    MBR_DATA  * member_first;
    MBR_DATA  * member_list;
    char      * name;
    sh_int      kills;
    sh_int      deaths;
    int         atwar;   // flags
    /* Now for the Old things */
    char *  who_name;       /* who entry            */ 
    char *  god;            /* sacrifice god        */ 
    sh_int  deathroom;      /* death-transfer room  */ 
    sh_int  recall;         /* recall room          */ 
    bool    independent;    /* true for loners      */ 
    bool    pkill;          /* true for pkill clans */
    /* Add new things here */
};

struct	mbr_data
{
    MBR_DATA *	next;
    bool	valid;
    char *	name;
    sh_int      rank;
};

struct bank_data
{
    BANK_DATA *	next;
    bool	valid;
    sh_int	bank;
    char *	name;
    sh_int	amount;
    sh_int	type;
    sh_int	passwd;
    time_t	date;
};

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;
};


/*
 * Structure for a command in the command lookup table.
 */
struct  cmd_type
{
    char * const        name;
    DO_FUN *            do_fun;
    sh_int              position;
    sh_int              level;
    sh_int              tier;
    sh_int              log;
    sh_int              show;
};



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

/*
 * Descriptor (channel) structure.
 */
struct	descriptor_data
{
    DESCRIPTOR_DATA *	next;
    DESCRIPTOR_DATA *	snoop_by;
    CHAR_DATA *		character;
    CHAR_DATA *		original;
    bool 		valid;
    char *		host;
    sh_int		descriptor;
    sh_int		connected;
    bool		fcommand;
    char		inbuf		[4 * MAX_INPUT_LENGTH];
    char		incomm		[MAX_INPUT_LENGTH];
    char		inlast		[MAX_INPUT_LENGTH];
    int			repeat;
    char *		outbuf;
    int			outsize;
    int			outtop;
    char *		showstr_head;
    char *		showstr_point;
    z_stream *		out_compress;	/* mccp : support data */
    unsigned char *	out_compress_buf;
    void *              pEdit; /* OLC */
    char **             pString; /* OLC */
    int                 editor; /* OLC */
    char *              clanEdit;
    char *              hostip;
};



/*
 * 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;
};


// Add tododge and to counterdodge
struct	dex_app_type
{
    sh_int	defensive;
//    sh_int      tospeed;
};

struct	con_app_type
{
    sh_int	hitp;
    sh_int	shock;
};

struct grant_data
{
    GRANT_DATA *        next;   
    DO_FUN *            do_fun;
    char *              name;
    int                 duration;
    int                 level;
};

/*
 * Drunk struct
 */
struct struckdrunk
{
        int     min_drunk_level;
        int     number_of_rep;
        char    *replacement[11];
};



/*
 * TO types for act.
 */
#define TO_ROOM		    0
#define TO_NOTVICT	    1
#define TO_VICT		    2
#define TO_CHAR		    3
#define TO_ALL		    4
#define TO_WORLD            5
#define TO_NONSHORT	    6

/*
 *  Types of Magic
 */
#define MAGIC_NONE  -1
#define MAGIC_WHITE  0   // Healing/Protection
#define MAGIC_RED    1   // Combat
#define MAGIC_BLUE   2   // Detection/Transportation/Creation
#define MAGIC_GREEN  3   // Enhance/Enchant
#define MAGIC_BLACK  4   // Evil--Take a guess
#define MAGIC_ORANGE 5   // Illusion/Benediction/Miscellaneous

#define IS_SPELL_WHITE(sn) (magic_table[sn] == MAGIC_WHITE) ? TRUE : FALSE
#define IS_SPELL_RED(sn) (magic_table[sn] == MAGIC_RED) ? TRUE : FALSE
#define IS_SPELL_BLUE(sn) (magic_table[sn] == MAGIC_BLUE) ? TRUE : FALSE
#define IS_SPELL_BLACK(sn) (magic_table[sn] == MAGIC_BLACK) ? TRUE : FALSE
#define IS_SPELL_GREEN(sn) (magic_table[sn] == MAGIC_GREEN) ? TRUE : FALSE
#define IS_SPELL_ORANGE(sn) (magic_table[sn] == MAGIC_ORANGE) ? TRUE : FALSE

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

/*
 * New Help_Data for OLC
 */
struct	help_data
{
	 HELP_DATA *	next;
	 HELP_DATA * next_area;
	 sh_int	level;
	 char *	keyword;
	 char *	text;
};

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

struct	class_type
{
    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	*/
    sh_int      finished;               /* Finished Coding? */
};

/* For Class Finished */
#define NOT_STARTED   (A)
#define BASIC_START   (B)
#define SEMI_FINISHED (C)
#define FINISHED      (D)
#define REVAMPING     (E)

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

struct bank_type
{
    char *	name;
    sh_int	vnum;
    sh_int	open;
    sh_int	close;
};

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	shd;			/* shd bits for the race */
    long	form;			/* default form flag for the race */
    long	parts;			/* default parts for the race */
    sh_int      mod_true_stats[11];     /* Stat Add/Subt */
};


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


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



/*
 * Data structure for notes.
 */

#define NOTE_NOTE	0
#define NOTE_IDEA	1
#define NOTE_PENALTY	2
#define NOTE_NEWS	3
#define NOTE_CHANGES	4
#define NOTE_SIGN	5
#define NOTE_WEDDINGS	6
#define NOTE_QUOTES	7

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



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

/*
 * A cooldown.
 */
struct	cooldown_data
{
    COOLDOWN_DATA *	next;
    bool		valid;
    sh_int		type;
    sh_int		duration;
    int		bitvector;
};

/* where definitions */
#define TO_AFFECTS	0
#define TO_OBJECT	1
#define TO_IMMUNE	2
#define TO_RESIST	3
#define TO_VULN		4
#define TO_WEAPON	5
#define TO_SHIELDS	6
#define TO_ROOM_AFF     7
#define TO_AFFECTS2   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_SAGE              3188
#define MOB_VNUM_FALCON		   3192
#define MOB_VNUM_FIDO		   3090
#define MOB_VNUM_CITYGUARD	   3060
#define MOB_VNUM_VAMPIRE	   3404
#define MOB_VNUM_GUARDIAN          3060

#define MOB_VNUM_PATROLMAN	   2106
#define MOB_VNUM_CORPSE		   3174
#define MOB_VNUM_ANIMATE	   3175
#define MOB_VNUM_FGOLEM            3193
#define MOB_VNUM_IGOLEM            3194
#define MOB_VNUM_DEMON		   3181
#define MOB_VNUM_CLAYTON	   10009
#define GROUP_VNUM_TROLLS	   2100
#define GROUP_VNUM_OGRES	   2101


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

#define A		  	0x0001
#define B			0x0002
#define C			0x0004
#define D			0x0008
#define E			0x0010
#define F			0x0020
#define G			0x0040
#define H			0x0080

#define I			0x0100
#define J			0x0200
#define K			0x0400
#define L		 	0x0800
#define M			0x1000
#define N		 	0x2000
#define O			0x4000
#define P			0x8000

#define Q			0x00010000
#define R			0x00020000
#define S			0x00040000
#define T			0x00080000
#define U			0x00100000
#define V			0x00200000
#define W			0x00400000
#define X			0x00800000

#define Y			0x01000000
#define Z			0x02000000
#define aa			0x04000000
#define bb			0x08000000
#define cc			0x10000000
#define dd			0x20000000
#define ee             0x40000000
#define ff             0x80000000
#define gg             0x100000000



/* Stance defines */

#define STANCE_NONE            -1
#define STANCE_NORMAL           0
#define STANCE_VIPER            1
#define STANCE_CRANE            2
#define STANCE_CRAB             3
#define STANCE_MONGOOSE         4
#define STANCE_BULL             5
#define STANCE_MANTIS           6
#define STANCE_DRAGON           7
#define STANCE_TIGER            8
#define STANCE_MONKEY           9
#define STANCE_SWALLOW          10

/* Stance Flags */

#define STANCE_AFF_SPEED            (A)
#define STANCE_AFF_IMPROVED_BLOCK   (B)
#define STANCE_AFF_ENHANCED_BLOCK   (C)
#define STANCE_AFF_IMPROVED_DODGE   (D)
#define STANCE_AFF_ROLL             (E)
#define STANCE_AFF_IMPROVED_DEFENSE (F)
#define STANCE_AFF_ACROBATICS       (G)
#define STANCE_AFF_AGGRESSIVE       (H)
#define STANCE_AFF_COUNTER          (I)
#define STANCE_AFF_BYPASS           (J)
#define STANCE_AFF_BLOCK            (K)
#define STANCE_AFF_DOUBLE           (M)
#define STANCE_AFF_DOUBLE_SPEED     (N)
#define STANCE_AFF_DOUBLE_POWER     (O)

/*
 * 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_KEY			(D)
#define ACT_RANGER		(E)
#define ACT_AGGRESSIVE		(F)    		/* Attacks PC's		*/
#define ACT_STAY_AREA		(G)		/* Won't leave area	*/
#define ACT_WIMPY		(H)
#define ACT_PET			(I)		/* Auto set for pets	*/
#define ACT_TRAIN		(J)		/* Can train PC's	*/
#define ACT_PRACTICE		(K)		/* Can practice PC's	*/
#define ACT_DRUID		(L)
#define ACT_NO_BODY		(M)		/* Will not leave a corpse */
#define ACT_NB_DROP		(N)		/* Corpseless will drop all */
#define ACT_UNDEAD		(O)	
#define ACT_VAMPIRE		(P)
#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_IS_SATAN		(X)
#define ACT_INDOORS		(Y)
#define ACT_IS_PRIEST		(Z)
#define ACT_IS_HEALER		(aa)
#define ACT_GAIN		(bb)
#define ACT_UPDATE_ALWAYS	(cc)
#define ACT_IS_BANKER		(dd)
#define ACT_CHALLENGER          (ee)
#define ACT_CHALLENGED          (ff)

/* 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 DAM_ELEMENTAL           20 //new elemental dam type for shamans = pious
/* damage() function flags */
#define DF_NOREDUCE		0x0001
#define DF_NODODGE		0x0002
#define DF_NOPARRY		0x0004
#define DF_NOBLOCK		0x0008

/* dam_message_new() function flags -- Skyntil */
#define DMF_NONE     (A)
#define DMF_WHIP     (B)
#define DMF_DECAP    (C)

/* 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)
#define OFF_FEED		(V)
#define OFF_CLAN_GUARD		(W)
#define OFF_PHASE               (X)

/* 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_DETECT_LOCATION	(B)
#define AFF_DETECT_EVIL		(C)
#define AFF_DETECT_INVIS	(D)
#define AFF_DETECT_MAGIC	(E)
#define AFF_DETECT_MOTION	(F)
#define AFF_DETECT_GOOD		(G)
#define AFF_DISPLACE		(H)
#define AFF_FAERIE_FIRE		(I)
#define AFF_INFRARED		(J)
#define AFF_CURSE		(K)
#define AFF_FARSIGHT		(L)
#define AFF_POISON		(M)
#define AFF_DEAF		(N)
#define AFF_SNEAK		(P)
#define AFF_HIDE		(Q)
#define AFF_SLEEP		(R)
#define AFF_CHARM		(S)
#define AFF_FLYING		(T)
#define AFF_PASS_DOOR		(U)
#define AFF_HASTE		(V)
#define AFF_CALM		(W)
#define AFF_PLAGUE		(X)
#define AFF_WEAKEN		(Y)
#define AFF_DARK_VISION		(Z)
#define AFF_BERSERK		(aa)
#define AFF_SWIM		(bb)
#define AFF_REGENERATION        (cc)
#define AFF_SLOW		(dd)
#define AFF_REMORT              (ee)
#define AFF_FEAR		(ff)
//#define AFF_INSOMNIA            (gg)
/*
  *affects2 for additional affects
  */
#define AFF2_GARROTE (A) 
  

/*
 * More Bits for 'shielded_by'.
 * Used in #MOBILES.
 */
#define SHD_PROTECT_VOODOO	(A)
#define SHD_INVISIBLE		(B)
#define SHD_ICE			(C)
#define SHD_FIRE		(D)
#define SHD_SHOCK		(E)
#define SHD_DEATH		(F)
#define SHD_SANCTUARY		(H)
#define SHD_NOPRAY              (K)
#define SHD_PROTECT_EVIL	(N)
#define SHD_PROTECT_GOOD	(O)
#define SHD_PROTECT_AURA        (P)
#define SHD_STONE               (Q)
#define SHD_STEEL               (R)
#define SHD_INSOMNIA            (S)
/*
 * 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_PLATINUM_ONE	      6
#define OBJ_VNUM_PLATINUM_SOME	      7

#define OBJ_VNUM_CORPSE_NPC	     10
#define OBJ_VNUM_CORPSE_PC	     11

/* Body Parts */
#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_BLOOD		     18
#define OBJ_VNUM_EYEBALL             30

#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_VOODOO		     51
#define OBJ_VNUM_EXIT		     52
#define OBJ_VNUM_CHAIN		     53
#define OBJ_VNUM_BAG		     54
#define OBJ_VNUM_PASSBOOK	     55
#define OBJ_VNUM_STEAK		     56
#define OBJ_VNUM_GENERIC             67
#define OBJ_VNUM_ROSE		   1001

#define OBJ_VNUM_PIT		   3010

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

#define OBJ_VNUM_SCHOOL_VEST	   3703
#define OBJ_VNUM_SCHOOL_SHIELD	   3704
#define OBJ_VNUM_SCHOOL_BANNER     3716
#define OBJ_VNUM_MAP		   3162
#define OBJ_VNUM_WMAP		   3163
#define OBJ_VNUM_EMAP		   3169

#define OBJ_VNUM_WHISTLE	   2116

#define OBJ_VNUM_QUEST_SIGN	   1118
#define	OBJ_VNUM_POTION		   3384
#define	OBJ_VNUM_SCROLL		   3385

#define	OBJ_VNUM_QDIAMOND	   3388
#define	OBJ_VNUM_CUBIC		   3386
#define	OBJ_VNUM_DPOUCH		   3383
#define	OBJ_VNUM_CPOUCH		   3387
#define OBJ_VNUM_DIAMOND	   3377

#define OBJ_VNUM_SURVIVAL_PACK	   1203
#define OBJ_VNUM_SURVIVAL_A	   1304
#define OBJ_VNUM_SURVIVAL_B	   1507
#define OBJ_VNUM_SURVIVAL_C	   3023
#define OBJ_VNUM_SURVIVAL_D	   3072
#define OBJ_VNUM_SURVIVAL_E	   3076
#define OBJ_VNUM_SURVIVAL_F	   3077
#define OBJ_VNUM_SURVIVAL_G	   3097
#define OBJ_VNUM_SURVIVAL_H	   3111
#define OBJ_VNUM_SURVIVAL_I	   3112
#define OBJ_VNUM_SURVIVAL_J	   3113
#define OBJ_VNUM_SURVIVAL_K	   3162
#define OBJ_VNUM_SURVIVAL_L	   3351
#define OBJ_VNUM_SURVIVAL_M	   3357
#define OBJ_VNUM_SURVIVAL_N	   3362
#define OBJ_VNUM_SURVIVAL_O	   3504
#define OBJ_VNUM_SURVIVAL_P	   5232
#define OBJ_VNUM_SURVIVAL_Q	   5318
#define OBJ_VNUM_SURVIVAL_R	   6601
#define OBJ_VNUM_SURVIVAL_S	   7800
#define OBJ_VNUM_SURVIVAL_T	   7801
#define OBJ_VNUM_SURVIVAL_U	   7802
#define OBJ_VNUM_SURVIVAL_V	   7803
#define OBJ_VNUM_SURVIVAL_W	   9222
#define OBJ_VNUM_SURVIVAL_X	   9224
/*Stock Certificates -Bree */
#define OBJ_VNUM_STOCK_A           47501 //Bree Inc.
#define OBJ_VNUM_STOCK_B           47502 //Fesdor Unlimited
#define OBJ_VNUM_STOCK_C           47504 //Grandiuer
#define OBJ_VNUM_STOCK_D           47503 //Asgard Pharmy
#define OBJ_VNUM_STOCK_E           47505 //bob's babbles
#define OBJ_VNUM_STOCK_F           47506 //aesir
#define OBJ_VNUM_STOCK_G           47507 //conquest
#define OBJ_VNUM_STOCK_H           47508 //kyuubi
#define OBJ_VNUM_STOCK_I           47509 //Enforcer
#define OBJ_VNUM_STOCK_J           47510 //aduentia
/*
 * 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_DEMON_STONE	     35
#define ITEM_EXIT		     36
#define ITEM_PIT		     37
#define ITEM_PASSBOOK		     38
#define ITEM_SKELETON                39 /* for necros */
#define ITEM_SLOT_MACHINE	     40


/*
 * Extra flags.
 * Used in #OBJECTS.
 */
#define ITEM_GLOW		(A)
#define ITEM_HUM		(B)
#define ITEM_DARK		(C)
#define ITEM_LOCK		(D)
#define ITEM_EVIL		(E)
#define ITEM_INVIS		(F)
#define ITEM_MAGIC		(G)
#define ITEM_NODROP		(H)
#define ITEM_BLESS		(I)
#define ITEM_ANTI_GOOD		(J)
#define ITEM_ANTI_EVIL		(K)
#define ITEM_ANTI_NEUTRAL	(L)
#define ITEM_NOREMOVE		(M)
#define ITEM_INVENTORY		(N)
#define ITEM_NOPURGE		(O)
#define ITEM_ROT_DEATH		(P)
#define ITEM_VIS_DEATH		(Q)
#define ITEM_NOSAC		(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_BURN_PROOF		(Y)
#define ITEM_NOUNCURSE		(Z)
#define ITEM_QUEST		(aa)
#define ITEM_FORCED		(bb)
#define ITEM_QUESTPOINT		(cc)
#define ITEM_NORESTRING		(dd)
#define ITEM_CLAN               (ee) /* Remort Items */
#define ITEM_NOENCHANT          (ff) /* no enchant */
/*
 * 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_RESERVED		(P)
#define ITEM_WEAR_FLOAT		(Q)
#define ITEM_WEAR_FACE		(R)
#define ITEM_WEAR_EAR           (S)
#define ITEM_WEAR_ANKLE         (T)
#define ITEM_WEAR_CLAN          (U)
#define ITEM_WEAR_RELIG         (V)
#define ITEM_WEAR_PATCH         (W)
#define ITEM_WEAR_BACK          (X)
#define ITEM_WEAR_RNOSE          (Y) \\new right nose ring item Pious
#define ITEM_WEAR_LNOSE          (Z) \\new left nose ring item  Pious
/* weapon class */
#define WEAPON_EXOTIC		0
#define WEAPON_SWORD		1
#define WEAPON_DAGGER		2
#define WEAPON_SPEAR		3
#define WEAPON_MACE		4
#define WEAPON_AXE		5
#define WEAPON_FLAIL		6
#define WEAPON_WHIP		7	
#define WEAPON_POLEARM		8

#define MAX_WEAPON              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_ACIDIC           (I)
#define WEAPON_OSMOSIS          (J)
#define WEAPON_LEGENDARY        (k) //Weapon type legendary Pious @ new lgdary gear
#define WEAPON_MYTHIC           (l)
#define WEAPON_ELEMENTAL        (m) // shit here
#define WEAPON_ENERGYDRAIN      (N) 

/* 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_REGEN                  26
#define APPLY_MORPH_FORM             27
#define APPLY_MANA_REGEN	     28
#define APPLY_CRIPPLE_HEAD           29
#define APPLY_CRIPPLE_ARM            30
#define APPLY_CRIPPLE_LEG            31
#define APPLY_MYTHIC                 32
//#define APPLY_INSOMNIA               33
/*
 * 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_CORNER	      3
#define ROOM_VNUM_CHAT		   1200
#define ROOM_VNUM_TEMPLE	   3001
#define ROOM_VNUM_TEMPLEB	   3365
#define ROOM_VNUM_PIT		   3367
#define ROOM_VNUM_ALTAR		   3054
#define ROOM_VNUM_ALTARB	   3366
#define ROOM_VNUM_SCHOOL	   3700
#define ROOM_VNUM_BALANCE	   4500
#define ROOM_VNUM_CIRCLE	   4400
#define ROOM_VNUM_DEMISE	   4201
#define ROOM_VNUM_HONOR		   4300
#define ROOM_VNUM_CHAIN		   7914
#define ROOM_VNUM_AWINNER          109
#define ROOM_VNUM_ALOSER           110
#define ROOM_VNUM_CLANS		  20000
#define ROOM_VNUM_MORGUE         30201
#define ROOM_VNUM_GODROOM        9804
#define SINGLE_WAR_WAITING_ROOM  9804
#define ROOM_ARENA_LO		100
#define ROOM_ARENA_HI	 	129	
#define ROOM_ARENA_MORGUE 	131	
#define ROOM_ARENA_LOUNGE 	130	

/*
 * Clan Rooms
 */
#define ROOM_VNUM_GUARDIANS	   20050
#define ROOM_VNUM_UNFORGIV	   20100
#define ROOM_VNUM_DARKMIST	   20150
#define ROOM_VNUM_KANE		   20200
#define ROOM_VNUM_JEDI		   20250
#define ROOM_VNUM_MIDNIGHT	   20300
#define ROOM_VNUM_JUDGES	   20350
#define ROOM_VNUM_ARCANES	   20400
#define ROOM_VNUM_ANGELS	   20450
#define ROOM_VNUM_KINDRED	   20500
#define ROOM_VNUM_HAWX		   20550
#define ROOM_MORGUE                30201

/*
 * Clan Room Entrances
 */
#define ENT_VNUM_GUARDIANS	   20051
#define ENT_VNUM_UNFORGIV	   20101
#define ENT_VNUM_DARKMIST	   20151
#define ENT_VNUM_KANE		   20201
#define ENT_VNUM_JEDI		   20251
#define ENT_VNUM_MIDNIGHT	   20301
#define ENT_VNUM_JUDGES		   20351
#define ENT_VNUM_ARCANES	   20401
#define ENT_VNUM_ANGELS		   20451
#define ENT_VNUM_KINDRED	   20501
#define ENT_VNUM_HAWX		   20551

/*
 * Clan Pits
 */
#define OBJ_PIT_GUARDIANS	   20099
#define OBJ_PIT_UNFORGIV	   20149
#define OBJ_PIT_DARKMIST	   20199
#define OBJ_PIT_KANE		   20249
#define OBJ_PIT_JEDI		   20299
#define OBJ_PIT_MIDNIGHT	   20349
#define OBJ_PIT_JUDGES		   20399
#define OBJ_PIT_ARCANES		   20449
#define OBJ_PIT_ANGELS		   20499
#define OBJ_PIT_KINDRED		   20549
#define OBJ_PIT_HAWX		   20599


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

#define ROOM_TELEPORT   (G)

#define ROOM_SHOP               (H)
#define ROOM_NO_MAGIC           (I)
#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_CLAN_ENT		(U)
#define ROOM_LOCKED		(X)
#define ROOM_TRAP               (Y)
#define ROOM_ARENA              (Z)
#define ROOM_REMORT             (aa)
#define ROOM_SILENCED           (bb)
#define ROOM_ON_FIRE		(cc)

/*
 * Room Affected_By Flags  -- New -- Skyntil
 */ 
#define ROOM_AFF_SAFE           (A)  /* For the Sanctuary Spell */
/* Below this line not coded */
#define ROOM_AFF_DARKNESS       (B)  /* Gotta have this */
#define ROOM_AFF_PROTECT        (C)  /* Globe for all? */
#define ROOM_AFF_SLOW           (D)  /* Lethargy */
#define ROOM_AFF_SPEED          (E)  /* Haste */
#define ROOM_AFF_DAMAGE         (F)  /* Goes by Room Skill */
#define ROOM_AFF_FAERIE         (G)  /* Faerie Fog */
#define ROOM_AFF_SMOKE          (H)  /* Smokebomb */
#define ROOM_AFF_FIRES          (I)  /* Fires - Torment */
#define ROOM_AFF_OVERGROWN		(J)	 /* Overgrowth - Fesdor */
/* Length of wait for fear -- Sorn */
#define DEF_FEAR_WAIT		5

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



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



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



/*
 * Equpiment wear locations.
 * Used in #RESETS.
 */
#define WEAR_NONE		     -1
#define WEAR_LIGHT		      0
#define WEAR_FINGER_L		      1
#define WEAR_FINGER_R		      2
#define WEAR_NECK_1		      3
#define WEAR_NECK_2		      4
#define WEAR_BODY		      5
#define WEAR_HEAD		      6
#define WEAR_LEGS		      7
#define WEAR_FEET		      8
#define WEAR_HANDS		      9
#define WEAR_ARMS		     10
#define WEAR_SHIELD		     11
#define WEAR_ABOUT		     12
#define WEAR_WAIST		     13
#define WEAR_WRIST_L		     14
#define WEAR_WRIST_R		     15
#define WEAR_WIELD		     16
#define WEAR_HOLD		     17
#define WEAR_FLOAT		     18
#define WEAR_SECONDARY		     19
#define WEAR_FACE		     20
#define WEAR_EAR                     21
#define WEAR_RESERVED                22
#define WEAR_ANKLE_L                 23
#define WEAR_ANKLE_R                 24
#define WEAR_CLAN                    25
#define WEAR_RELIG                   26
#define WEAR_PATCH                   27
#define WEAR_BACK                    28
#define MAX_WEAR		     29
#define WEAR_NOSE_R                  30
#define WEAR_NOSE_L                  31
#define WEAR_CURSED                  32


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


#define FIGHT_OPEN                    0
#define FIGHT_START                   1
#define FIGHT_BUSY                    2
#define FIGHT_LOCK                    3


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


/*
 * Colour stuff by Lope of Loping Through The MUD
 */
#define PLR_COLOUR		(B)

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

/* RT personal flags */
#define PLR_NOTRAN		(I)
#define PLR_AUTOPEEK		(J)
#define PLR_NOCANCEL		(K)
#define PLR_NORESTORE		(L)
#define PLR_NOTITLE		(M)
#define PLR_HOLYLIGHT		(N)
#define PLR_BRIEF_COMBAT        (O)
#define PLR_CANLOOT		(P)
#define PLR_NOSUMMON		(Q)
#define PLR_NOFOLLOW		(R)
#define PLR_QUESTOR             (S)
#define PLR_NOVIOLATE           (T)
#define PLR_NOEVOLVE		(V)
/* penalty flags */
#define PLR_PERMIT		(U)
#define PLR_LOG			(W)
#define PLR_DENY		(X)
#define PLR_FREEZE		(Y)
#define PLR_TWIT		(Z)
#define PLR_SHORT_COMBAT	(aa)
#define PLR_KEY			(bb)
#define PLR_NOCLAN		(cc)
#define PLR_REROLL		(dd)

#define PLR_NOCGOSSIP		(ee)
#define PLR_ARENA		(ff)
#define PLR_NOGOTO              (ff)
#define PLR_IS_BUILDER          (gg)

/* PLAYER flags - Skyntil */
#define PLAYER_GHOST            (A)    /* After a PKILL */
#define PLAYER_REMORT           (B)    /* During REMORT */
#define PLAYER_LOG_WATCH        (C)    /* See DEBUG and LOG messages */
#define PLAYER_RUNNING          (D)    /* During Run */
#define PLAYER_MORPHED          (E)    /* When Morphed */
#define PLAYER_ANCIENT_ENEMY    (F)
#define PLAYER_WARRIOR          (G)
#define PLAYER_THIEF            (H)
#define PLAYER_SUBDUE           (I)    /* This for Subdue Code */
#define PLAYER_STAT_FOCUS_FIXED (J)    /* After fixed focus    */
#define PLAYER_NEWBIE		(K)
#define PLAYER_NOFALCON		(L)


#define ABILITY_CRUSADER_SUNDER   (A)

#define ABILITY_LICH_NIGHTSTALKER  (A)
/* 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_NOPUBCHAN          (E)
#define COMM_NOASK              (F)
#define COMM_NOMUSIC            (G)
#define COMM_NOCLAN		(H)
#define COMM_NOQUOTE		(I)
#define COMM_SHOUTSOFF		(J)
/* NO PRAY IS IN SHD, NOCGOSSIP IS IN PLR */
/* display flags */
#define COMM_TRUE_TRUST		(K)
#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)
#define COMM_WIPED		(S)

/* penalties */
#define COMM_NOEMOTE		(T)
#define COMM_NOSHOUT		(U)
#define COMM_NOTELL		(V)
#define COMM_NOCHANNELS		(W) 
#define COMM_NO_CLAN          (X)
#define COMM_SNOOP_PROOF	(Y)
#define COMM_AFK		(Z)
#define COMM_LONG		(aa)
#define COMM_STORE		(bb)
#define COMM_NOQGOSSIP		(cc)
#define COMM_NOSOCIAL           (dd)                                 
#define COMM_NOCHAT             (ee)
#define COMM_NOARENA            (ff)
/*#define COMM_SILENCE			(gg)*/

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

/* Highlander Quickening */
#define POWER_KILLS  0
#define POWER_POINTS 1
#define POWER_LEVEL  2

#define COMBAT_POWER		0
#define COMBAT_DEFENSE		1
#define COMBAT_AGILITY		2
#define COMBAT_TOUGHNESS	3
#define MAGIC_POWER		4
#define MAGIC_ABILITY		5
#define MAGIC_DEFENSE		6
#define CURRENT_FOCUS		7

/* power settings -- Set for each class
#define POWER_1      0
#define POWER_2      1
#define POWER_3      2
*/

/*
 * 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;
    unsigned long	act;
    long		affected_by;
    long		affected2_by;
    long		shielded_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;
    sh_int		clan;
    char                *cln; // New clan -- just the name
    long		wealth;
    long		form;
    long		parts;
    sh_int		size;
    char *		material;
    long                mprog_flags;
    char *		die_descr;
    char *		say_descr;
    int                 round_dam;
};



/* 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;
};

/* arena and pk rank data */
struct arank_data
{
    int num;
    char * name;
    int rank;
};
struct prank_data
{
    int num;
    char * name;
    int rank;
};

/*
 * 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;
    CHAR_DATA *         challenger; /* person who challenged you */
    CHAR_DATA *         challenged; /* person who you challenged */
    CHAR_DATA *         gladiator;  /* ARENA player wagered on */
    MEM_DATA *		memory;
    SPEC_FUN *		spec_fun;
    MOB_INDEX_DATA *	pIndexData;
    DESCRIPTOR_DATA *	desc;
    AFFECT_DATA *	affected;
    COOLDOWN_DATA * cooldowns;
    NOTE_DATA *		pnote;
    OBJ_DATA *		carrying;
    OBJ_DATA *		on;
    ROOM_INDEX_DATA *	in_room;
    ROOM_INDEX_DATA *	was_in_room;
    AREA_DATA *		zone;
    PC_DATA *		pcdata;
    GEN_DATA *		gen_data;
    CHAR_DATA *         questgiver;
    int                 questpoints;
    sh_int              nextquest;
    sh_int              countdown;
    sh_int              questobj;
    sh_int              questmob;
    sh_int              questroom;
    sh_int              followers;
    sh_int              stance  [11];
  sh_int		eq_age;
    bool		valid;
    bool		hastimer;
    bool		attacker;
    bool		on_quest;
    bool		wedpost;
    char *		name;
    long		id;
    sh_int		version;
    char *		short_descr;
    char *		long_descr;
    char *		die_descr;
    char *		say_descr;
    char *		description;
    char *		prompt;
    char *		prefix;
    sh_int		group;
    /* Clan Stuff */
    sh_int		clan;
    sh_int		rank;   /* clan rank/status */
    sh_int		petition;    
    sh_int		clead;
    sh_int		invited;

    char                *cln; // New clan -- just the name
    char                *npetition;
    char                *ninvited;

    sh_int		sex;
    sh_int		class;
    sh_int		race;
    sh_int		level;
    sh_int		trust;
    int			color;
    int			color_auc;
    int			color_cgo;
    int			color_cla;
    int			color_con;
    int			color_dis;
    int			color_fig;
    int			color_gos;
    int			color_gra;
    int                 color_chat;
    int			color_gte;
    int			color_imm;
    int			color_mob;
    int			color_mus;
    int			color_opp;
    int			color_qgo;
    int			color_que;
    int			color_quo;
    int			color_roo;
    int			color_say;
    int			color_sho;
    int			color_tel;
    int			color_wit;
    int			color_wiz;
    int			played;
    int			lines;  /* for the pager */
    int			stunned;
    time_t		llogoff;
    time_t		logon;
    sh_int		timer;
    sh_int		wait;
    sh_int		daze;
    int 		hit;
    int 		max_hit;
    int 		mana;
    int 		max_mana;
    int 		move;
    int 		max_move;
    long		platinum;
    long		gold;
    long		silver;
    long		balance[4];
    long		exp;
    int			qps;
    int			tells;
    long                ability_crusader;  
    long                ability_lich;     
    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;
    sh_int		ghost_level;
    long		affected_by;
    long		affected2_by;
    long		shielded_by;
    sh_int		position;
    sh_int		practice;
    sh_int		train;
    sh_int		carry_weight;
    sh_int		carry_number;
    sh_int		saving_throw; 
    sh_int		alignment;
    sh_int		hitroll;
    sh_int		damroll;
    sh_int		armor[4];
    sh_int		wimpy;
    /* tracking */
    sh_int		track_to[MAX_TRACK];
    sh_int		track_from[MAX_TRACK];
    /* stats */
    sh_int		perm_stat[MAX_STATS];
    sh_int		mod_stat[MAX_STATS];
    sh_int              true_stat[11];
    sh_int              mod_true_stat[11];
    /* 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;
    sh_int              god;
    char                *pload;

    int                 plyr;      /* PLAYER FLAGS */
    char                *ghost;    /* Ghost Desc */
    int                 ghost_timer;  /* 5 Min to re-equip */
    int                 regen_rate;
    int			mana_regen_rate;
    sh_int              magic[6]; /* New Magic System */
    int                 fight_timer;
    int                 shd_aura_timer;

    OBJ_DATA            *morphobj;   // Object Morphs into
    char                *morph;      // The name that is seen
    int                 morph_form[3]; /* form, sn, charges */

    int                 stance_aff;
    sh_int              toughness;   // Sanc Replace for Warriors
    //int					assisting;	//For fixing autoassist problem
    int                 special_skill[6]; /* For Future Development */
};



/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    BUFFER * 		buffer;
    bool		valid;
    char *		pwd;
    char *		bamfin;
    char *		bamfout;
    char *		identity;
    char *              immskll;
    char *		title;
    bool                usr_ttl;
    char *		who_descr;
    char *		socket;
    time_t              last_note;
    time_t              last_idea;
    time_t              last_penalty;
    time_t              last_quotes;
    time_t              last_news;
    time_t              last_changes;
    time_t		last_weddings;
    int 		perm_hit;
    int 		perm_mana;
    int 		perm_move;
    sh_int		true_sex;
    sh_int		pkills;
    sh_int		pdeath;
    sh_int		prank;
    sh_int		arank;
    sh_int		aflee;
    sh_int		dflee;
    int			last_level;
    int			recall;
    int			tier;
    sh_int              fake_stance;
    sh_int		condition	[4];
    sh_int		learned		[MAX_SKILL];
    sh_int              learnlvl        [MAX_SKILL];
    bool		group_known	[MAX_GROUP];
    sh_int		points;
    bool              	confirm_delete;
    bool              	confirm_reroll;
    char *		forget[MAX_FORGET];
    char *		dupes[MAX_DUPES];
    char *		alias[MAX_ALIAS];
    char * 		alias_sub[MAX_ALIAS];
    int                 security; /* OLC builder security */
    int                 plr_wager;  /* ARENA amount wagered */
    int                 awins;      /* ARENA number of wins */
    int                 alosses;    /* ARENA number of losses */
    sh_int    	clan_rank;/* 0 for unguilded and loner 1-10 otherwise */
    sh_int        confirm_loner;
    char *		pretit;
    char *        colour_name;
    sh_int      round_dam;    /* Short combat */
    int        power[3]; /* kills,points,level */
    long	focus[8]; /* ComStren, ComDef, ComAgil, ComTough, MagPow, MagAbil, MagDef */
    int                 status;   
    long                bounty;
    char *              target;
    float                 edam;
    /* Grant */
    GRANT_DATA *        	granted;
};

/* 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];
    sh_int		clan;
    sh_int		class;
    sh_int              timer;
    int                 class_restrict_flags;
};



/*
 * One object.
 */
struct	obj_data
{
    OBJ_DATA *		next;
    OBJ_DATA *		next_content;
    OBJ_DATA *		contains;
    OBJ_DATA *		in_obj;
    OBJ_DATA *		on;
    CHAR_DATA *		carried_by;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    OBJ_INDEX_DATA *	pIndexData;
    ROOM_INDEX_DATA *	in_room;
    bool		valid;
    bool		enchanted;
    char *	        owner;
    char *		killer;
    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		clan;
    sh_int		class;
    sh_int              odds;
    CHAR_DATA           *charobject;
    int                 class_restrict_flags;
    char *              maker;
    char *              made;
    char *		bond;
    char *              prev_owner[5];
};



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

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

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



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

/*
 * Room type.
 */ 
// bree_room
struct	room_index_data
{
    sh_int      affect_room_type;
    ROOM_INDEX_DATA *	next;
    ROOM_INDEX_DATA *   next_track; /* new track code by bree */
    ROOM_INDEX_DATA *   track_came_from;
    CHAR_DATA *		people;
    OBJ_DATA *		contents;
    EXTRA_DESCR_DATA *	extra_descr;
    AREA_DATA *		area;
    EXIT_DATA *		exit	[12];
    EXIT_DATA * 	old_exit[12];
    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 tele_dest;
    AFFECT_DATA *       affected;
    int                 affected_by;
};

/*
 * 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)

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;
};


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



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

#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	*/
    bool	socket;			/* Allow same socket use?	*/
    sh_int	slot;			/* Slot for #OBJECT loading	*/
    sh_int	min_mana;		/* Minimum mana used		*/
    sh_int	beats;			/* Waiting time after use	*/
    sh_int      cooldown;		/* Skill cooldown  */
    char *	noun_damage;		/* Damage message		*/
    char *	msg_off;		/* Wear off message		*/
    char *	msg_obj;		/* Wear off message for obects	*/
    sh_int *    sgsn;                   /* Second Gsn */ 
    sh_int *    tgsn;                   /* Third Gsn */
};


extern	int	chain;
extern           int                     maxSocial;

/*
 * These are skill_lookup return values for common skills and spells.
 */
extern	sh_int	gsn_backstab;
extern	sh_int	gsn_circle;
extern	sh_int	gsn_dodge;
extern  sh_int  gsn_phase;
extern  sh_int  gsn_blood_phase;
extern  sh_int  gsn_envenom;
extern	sh_int	gsn_feed;
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_assassinate;
extern	sh_int	gsn_strangle;
extern	sh_int	gsn_smokebomb;
extern	sh_int	gsn_layhands;
extern  sh_int  gsn_lead;
extern  sh_int  gsn_riposte;
extern  sh_int  gsn_coup_de_coup;

extern	sh_int	gsn_disarm;
extern	sh_int	gsn_dual_wield;
extern	sh_int	gsn_enhanced_damage;
extern	sh_int	gsn_kick;
extern	sh_int	gsn_acute_vision;
extern  sh_int  gsn_acute_hearing;
extern	sh_int	gsn_skin;
extern	sh_int	gsn_demand;
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_multistrike;
extern	sh_int	gsn_fourth_attack;
extern	sh_int	gsn_fifth_attack;
extern  sh_int  gsn_sixth_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_voodan_curse;
extern	sh_int	gsn_sleep;
extern  sh_int  gsn_fly;
extern  sh_int  gsn_sanctuary;
extern  sh_int  gsn_sharpen;
extern  sh_int  gsn_room_sanctuary;
extern  sh_int  gsn_darkshield;
extern  sh_int  gsn_mana_shield;
extern  sh_int  gsn_siphon;
extern  sh_int  gsn_sense;
extern  sh_int  gsn_blood_shield;
/* 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_wall;
extern sh_int  gsn_spear;
extern sh_int  gsn_sword;
extern sh_int  gsn_whip;
 
extern sh_int  gsn_bash;
extern sh_int  gsn_berserk;
extern sh_int  gsn_dirt;
extern sh_int  gsn_feed;
extern sh_int  gsn_fear;
extern sh_int  gsn_hand_to_hand;
extern sh_int  gsn_trip;
 
extern sh_int  gsn_fast_healing;
extern sh_int  gsn_haggle;
extern sh_int  gsn_lore;
extern sh_int  gsn_meditation;
 
extern sh_int  gsn_scrolls;
extern sh_int  gsn_staves;
extern sh_int  gsn_wands;
extern sh_int  gsn_recall;
extern sh_int  gsn_stun;
extern sh_int  gsn_track;
extern sh_int  gsn_gouge;
extern sh_int  gsn_grip;
extern sh_int  gsn_blind_fighting;
extern sh_int  gsn_ambush;
extern sh_int  gsn_butcher;
extern sh_int  gsn_chameleon;
extern sh_int  gsn_domination;
extern sh_int  gsn_heighten;
extern sh_int  gsn_shadow;
extern sh_int  gsn_greed;

extern sh_int  gsn_faerie_fire;
extern sh_int  gsn_divine_protection;
extern sh_int  gsn_protective_aura;
extern sh_int  gsn_turn_undead;
extern sh_int  gsn_hold_align;
extern sh_int  gsn_wrath_of_god;

extern sh_int  gsn_quickening;   
extern sh_int  gsn_decapitate;
extern sh_int  gsn_blademastery;

extern sh_int  gsn_shriek;
extern sh_int  gsn_on_fire;
extern sh_int  gsn_twirl;
extern sh_int  gsn_god_favor;
extern sh_int gsn_garrote;

/* Ranger/Strider/Hunter */
extern sh_int      gsn_herb;
extern sh_int      gsn_entangle;
extern sh_int      gsn_crevice;
extern sh_int      gsn_barkskin;
extern sh_int      gsn_forest_blend;
extern sh_int      gsn_detect_terrain;

/* Druid/Sage */
extern sh_int      gsn_magma_stream;
extern sh_int      gsn_steam_blast;
extern sh_int      gsn_detect_efade;
extern sh_int      gsn_fist_earth;
extern sh_int      gsn_monsoon;
extern sh_int      gsn_earthmeld;

/* Warlock */
extern sh_int      gsn_channel;
extern sh_int      gsn_headache;
extern sh_int      gsn_domineer;
extern sh_int      gsn_soulbind;
extern sh_int      gsn_wither;


/*spartan skills */
extern sh_int      gsn_spartan_bash;
extern sh_int      gsn_spear_jab;
extern sh_int      gsn_spirit_sparta;
extern sh_int      gsn_rally;

/* blade dancer */
extern sh_int      gsn_grenado;
extern sh_int      gsn_blood_dance;
extern sh_int      gsn_bladedance;

/* Monk */
extern sh_int      gsn_palm;
extern sh_int      gsn_martial_arts;

extern sh_int      gsn_blindness_dust;
extern sh_int      gsn_solar_flare;
extern sh_int      gsn_ground_stomp;
extern sh_int	   gsn_healing_trance;
extern sh_int      gsn_meditation;
extern sh_int      gsn_purify_body;
extern sh_int      gsn_will_of_iron;
extern sh_int	   gsn_sidekick;
extern sh_int      gsn_spin_kick;
extern sh_int      gsn_vital_hit;
extern sh_int      gsn_follow_through;
extern sh_int      gsn_quick_step;

extern sh_int      gsn_throw;
extern sh_int      gsn_prayer;
extern sh_int      gsn_lunge;
extern sh_int      gsn_nerve;
extern sh_int      gsn_roll;
extern sh_int      gsn_chop;
extern sh_int      gsn_head_cut;

extern sh_int      gsn_punch;
extern sh_int      gsn_elbow;
extern sh_int      gsn_knee;
extern sh_int      gsn_headbutt;
extern sh_int      gsn_gut;
extern sh_int      gsn_shoulder;
extern sh_int      gsn_spinkick;

extern sh_int      gsn_weaponbash;
extern sh_int      gsn_hurl;
extern sh_int      gsn_hara_kiri;
extern sh_int      gsn_hari;
extern sh_int      gsn_conceal;
extern sh_int      gsn_shadow_dance;
extern sh_int      gsn_snattack;
extern sh_int      gsn_snattacktwo;
extern sh_int      gsn_divide;
extern sh_int      gsn_bloodlust;
extern sh_int      gsn_vmight;
extern sh_int      gsn_phsyco;
extern sh_int      gsn_conceal2;
extern sh_int      gsn_shadow_form;
extern sh_int      gsn_target;
extern sh_int      gsn_battle_fury;
extern sh_int      gsn_shapeshift;
extern sh_int      gsn_cripple;
extern sh_int      gsn_cripple_head;
extern sh_int      gsn_cripple_leg;
extern sh_int	   gsn_blind_faith;
extern sh_int	   gsn_fires;
extern sh_int                  gsn_axe2;
extern sh_int                  gsn_dagger2;
extern sh_int                  gsn_flail2;
extern sh_int                  gsn_mace2;
extern sh_int                  gsn_polearm2;
extern sh_int                  gsn_spear2;
extern sh_int                  gsn_sword2;
extern sh_int                  gsn_whip2;
extern sh_int                  gsn_hand2;

extern sh_int                  gsn_fists_fury;       /* Monk */
extern sh_int                  gsn_fists_flame;      /* Monk */
extern sh_int                  gsn_fists_ice;        /* Monk */
extern sh_int                  gsn_fists_darkness;   /* Ninja/Voodan */
extern sh_int                  gsn_fists_acid;       /* Ninja */
extern sh_int                  gsn_fists_liquid;     /* Monk */
extern sh_int                  gsn_fists_fang;       /* Bard */
extern sh_int                  gsn_fists_claw;       /* Bard */
extern sh_int                  gsn_fists_divinity;   /* Monk */
extern sh_int                  gsn_adamantium_palm;  /* Monk */
extern sh_int                  gsn_deflect;          /* Monk */
extern sh_int                  gsn_counter_defense;  /* Not set yet */
extern sh_int                  gsn_roundhouse;       /* Monk */
extern sh_int                  gsn_spinkick;         /* Ninja */
extern sh_int                  gsn_harmony;          /* Monk */
extern sh_int                  gsn_chi;              /* Monk */
extern sh_int                  gsn_michi;            /* Ninja */
extern sh_int                  gsn_inner_str;        /* ninja */

/* Necromancers */
extern sh_int		        gsn_animate_skeleton;
extern sh_int			gsn_animate_dead;
extern sh_int			gsn_mummify;
extern sh_int			gsn_embalm;
extern sh_int			gsn_lesser_golem;
extern sh_int			gsn_greater_golem;
extern sh_int			gsn_preserve_limb;
extern sh_int			gsn_cremate;
extern sh_int  			gsn_fear_word;

/* New Stuff -- Paladin/DP/Warrior Classes */
extern sh_int                  gsn_shield_bash;
extern sh_int                  gsn_cleave;
extern sh_int                  gsn_dual_wield2;
extern sh_int	   	       gsn_imbue_weapon;
extern sh_int		       gsn_restore;

extern sh_int                  gsn_sunder;


/* Renshai */
extern sh_int                  gsn_modis_anger;
extern sh_int                  gsn_nightwish;
extern sh_int                  gsn_concentration;
extern sh_int                  gsn_crit_strike;
extern sh_int                  gsn_vengeance;

/* Gypsy */
extern sh_int gsn_vanish;
extern sh_int gsn_wander;


/*
 * 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 IN_ARENA(ch)		( IS_NPC(ch) ? FALSE : \
			IS_SET(ch->in_room->room_flags,ROOM_ARENA))




/*
 * Character macros.
 */
#define IS_NPC(ch)		(IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch)		((ch)->level >= LEVEL_IMMORTAL)
#define IS_HERO(ch)		((ch)->level >= 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_SHIELDED(ch, sn)	(IS_SET((ch)->shielded_by, (sn)))
#define IS_QUESTOR(ch)          (IS_SET((ch)->act, PLR_QUESTOR))
#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 IS_CRUSADER(ch)		(ch->class == 25)
#define GET_AC(ch,type)		((ch)->armor[type] \
			+ (focus_ac(ch)) \
		        + ( IS_AWAKE(ch) \
			? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ) \
			)
#define GET_HITROLL(ch) ( \
		((ch)->hitroll) \
		+ (str_app[get_curr_stat(ch,STAT_STR)].tohit) \
		+ (focus_hit(ch)) \
		+ (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \
		)
#define GET_TRUHITROLL(ch) ( \
		((ch)->hitroll) \
		+ (str_app[get_curr_stat(ch,STAT_STR)].tohit) \
		+ (focus_hit(ch)) \
		+ (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \
		)		
#define GET_DAMROLL(ch) ( \
		((ch)->damroll) \
		+ (str_app[get_curr_stat(ch,STAT_STR)].todam) \
		+ (focus_dam(ch)) \
		+ (ch->class == CLASS_HIGHLANDER \
		? ((ch)->hitroll/6) : 0) \
		+ (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \
		+ (ch->class == CLASS_MONK \
		? (ch->pcdata->power[0]/10+ch->pcdata->power[1]/10) : 0) \
		) 
#define GET_MOD_DAMROLL(ch) ( \
		((ch)->damroll < 1450) ? \
		( \
		(((ch)->damroll)-((ch)->damroll*(ch)->damroll*2.0)/12100.0) \
		+ (str_app[get_curr_stat(ch,STAT_STR)].todam) \
		+ (focus_dam(ch)) \
		+ (ch->class == CLASS_HIGHLANDER \
		? ((ch)->hitroll/6) : 0) \
		+ (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \
		+ (ch->class == CLASS_MONK \
		? (ch->pcdata->power[0]/10+ch->pcdata->power[1]/10) : 0) \
		) : \
		( \
		((((ch)->damroll)*1.004)-426) \
		+ (str_app[get_curr_stat(ch,STAT_STR)].todam) \
		+ (focus_dam(ch)) \
		+ (ch->class == CLASS_HIGHLANDER \
		? ((ch)->hitroll/6) : 0) \
		+ (IS_CRUSADER(ch) ? ((ch->alignment*ch->level)/2000) : 0 ) \
		+ (ch->class == CLASS_MONK \
		? (ch->pcdata->power[0]/10+ch->pcdata->power[1]/10) : 0) \
		) \
		) 

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

#define WAIT_STATE(ch, npulse)	if (IS_IMMORTAL(ch))  ch->wait = 0;	    \
				else					    \
				((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse)  ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch)	((ch)->carry_weight + ((ch)->silver/10) +  \
				((ch)->gold * 2 / 5) + ((ch)->platinum * 3 / 5))
#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" ) ) )

#define IS_STANCE(ch, sn)       (ch->stance[0] == sn)


/*
 * 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)
#define IS_MORPHED( ch )        (IS_SET((ch)->plyr, PLAYER_MORPHED))


/*
 * Description macros.
 */

/* Handler.C -- Important that this is here  
--- Eternal being crap, replaced with identity code

#define PERS(ch, looker)        ( get_pers((ch),(looker)) )

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

/* #define PERS(ch, looker)        ( can_see( looker, (ch) ) ?             \
                                ( IS_NPC(ch) ? (ch)->short_descr        \
                                : (ch)->name ) :                        \
                                ( IS_NPC(ch) ? "someone" :              \
                                ( IS_IMMORTAL(ch) ?                     \
                                ( (ch)->pcdata->identity[0] == '\0' ?   \
                                "someone" : (ch)->pcdata->identity )    \
                                : "someone" ))) */

/* #define PERS(ch, looker)        ( can_see( looker, (ch) ) ?             \
				( IS_NPC(ch) ? (ch)->short_descr	\
                                : get_pers(ch,looker) ) :               \
                                ( IS_IMMORTAL(ch) && !IS_NPC(ch) ?      \
                                ( (ch)->pcdata->identity[0] == '\0' ?   \
                                "someone" : (ch)->pcdata->identity )    \
                                : "someone" ) : "someone" ) */

#define PERS(ch,looker)         show_pers(ch,looker)

/* Handler.C -- Pers for UnSeen Mortals */
char *get_pers args((CHAR_DATA *ch, CHAR_DATA *looker));
char *get_name args((CHAR_DATA *ch, CHAR_DATA *victim, char buf[]));
char *show_pers args((CHAR_DATA *ch, CHAR_DATA *looker));
/*
 * Structure for a social in the socials table.
 */
struct	social_type
{
    char      name[20];
    char *    char_no_arg;
    char *    others_no_arg;
    char *    char_found;
    char *    others_found;
    char *    vict_found;
    char *    char_not_found;
    char *      char_auto;
    char *      others_auto;
};



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

extern	const	struct	class_type	class_table	[MAX_CLASS];
extern	const	struct	weapon_type	weapon_table	[];
extern	const	struct	bank_type	bank_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  flag_type       affect_room_flags[];
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          struct social_type      social_table	[MAX_SOCIALS];
extern	char *	const			title_table	[MAX_CLASS]
							[MAX_LEVEL+1]
							[2];
extern  char *	const			dir_name	[];
extern	const	sh_int			rev_dir		[];
extern	const	sh_int			movement_loss	[SECT_MAX];
extern          struct  struckdrunk     drunk           [];
extern  const   struct  cmd_type        cmd_table       [];
extern CLN_DATA *cln_list;   // The Clan List
extern CLN_DATA *cln_first;  // First Clan


/*
 * Global variables.
 */
extern		HELP_DATA	  *	help_first;
extern		SHOP_DATA	  *	shop_first;
extern		DISABLED_DATA *	disabled_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		KILL_DATA		kill_table	[];
extern		char			log_buf		[];
extern		TIME_INFO_DATA		time_info;
extern		WEATHER_DATA		weather_info;
extern          char                    last_command[MAX_STRING_LENGTH]; //Last command
extern		bool			MOBtrigger;

extern		AREA_DATA	*	area_first;
extern		AREA_DATA	*	area_last;
extern		int			top_area;

extern          bool                    dbl_exp_lvl;
extern		bool			global_quest;
extern          bool                    dbl_exp;
extern          bool                    timed_dbl_exp;
extern          bool                    global_quest_closed;
extern          int                     arena;
extern          int                     reboot_counter;
extern          int                     shutdown_counter;
extern		int			auction_ticket;

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

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

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

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

#if	defined(macintosh)
#define NOCRYPT
#if	defined(unix)
#undef	unix
#endif
#endif

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

#if	defined(MSDOS)
#define NOCRYPT
#if	defined(unix)
#undef	unix
#endif
#endif

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

#if	defined(sequent)
char *	crypt		args( ( const char *key, const char *salt ) );
int	fclose		args( ( FILE *stream ) );
int	fprintf		args( ( FILE *stream, const char *format, ... ) );
int	fread		args( ( void *ptr, int size, int n, FILE *stream ) );
int	fseek		args( ( FILE *stream, long offset, int ptrname ) );
void	perror		args( ( const char *s ) );
int	ungetc		args( ( int c, FILE *stream ) );
#endif

#if	defined(sun)
char *	crypt		args( ( const char *key, const char *salt ) );
int	fclose		args( ( FILE *stream ) );
int	fprintf		args( ( FILE *stream, const char *format, ... ) );
#if	defined(SYSV)
siz_t	fread		args( ( void *ptr, size_t size, size_t n, 
			    FILE *stream) );
#else
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, clanlist) are append-only.
 *
 * The NULL_FILE is held open so that we have a stream handle in reserve,
 *   so players can go ahead and telnet to all the other descriptors.
 * Then we close it whenever we need to open a file (e.g. a save file).
 */
#if defined(macintosh)
#define PLAYER_DIR	""			/* Player files	*/
#define TEMP_FILE	"romtmp"
#define NULL_FILE	"proto.are"		/* To reserve one stream */
#endif

#if defined(MSDOS)
#define PLAYER_DIR	""			/* Player files */
#define TEMP_FILE	"romtmp"
#define NULL_FILE	"nul"			/* To reserve one stream */
#endif

#if defined(unix)
#define PLAYER_DIR      "../player/"        	/* Player files */
#define GOD_DIR         "../gods/"  		/* list of gods */
#define DATA_DIR        "../data/"              /* for dynamic data files */
#define TEMP_FILE	"../player/romtmp"
#define CLAN_DIR        "../data/clans/"           /* Clan files */
#define BACKUP_DIR     "../backup/"
#define ROT_DIR        "/home/dist/rot/"
#define LAST_COMMAND    "../last_command.txt"  /*For the signal handler.*/
#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 CHANGED_FILE	"../data/changed.txt"
#define TO_DO_FILE	"../data/todo.txt"
#define TO_CODE_FILE	"../data/tocode.txt"
#define NO_HELP_FILE	"../data/nohelp.txt"
#define CLAN_FILE       "clanlist.txt" /* For clan lists */
#define NOTE_FILE       "notes.not"/* For 'notes'*/
#define IDEA_FILE	"ideas.not"
#define PENALTY_FILE	"penal.not"
#define QUOTES_FILE	"quotes.not"
#define NEWS_FILE	"news.not"
#define CHANGES_FILE	"chang.not"
#define WEDDINGS_FILE	"wedds.not"
#define SHUTDOWN_FILE   "shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE	"ban.txt"
#define WIZ_FILE	"wizlist.txt"
#define MUSIC_FILE	"music.txt"
#define BANK_FILE	"banks.txt"
#define MOST_FILE	"most_on.txt"
#define MAX_FILE	"most_today.txt"
#define COPYOVER_FILE   "copyover.txt"
#define SLOT_FILE	"jackpot.txt"
#define EXE_FILE        "../src/rot"

/*
 * 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
#define DISABLED_FILE	"disabled.txt"
/* act_comm.c */
void  	check_sex	args( ( CHAR_DATA *ch) );
void	add_follower	args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void	force_quit	args( ( CHAR_DATA *ch, char *argument ) );
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 ) );

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

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

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

/* 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 ) );
CD *    find_keeper     args( (CHAR_DATA *ch ) );

/* act_wiz.c */
void wiznet		args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
			       long flag, long flag_skip, int min_level ) );
ROOM_INDEX_DATA *       find_location   args( ( CHAR_DATA *ch, char *arg ) );
bool	can_pack	args( (CHAR_DATA *ch ) );
void print_log_watch args( (char *argument) );
void shutdown_system args( ( void ) );
void reboot_system args( ( char *message ) );
bool is_granted_name    args( ( CHAR_DATA *ch, char *argument ) );
bool    is_granted      args( ( CHAR_DATA *ch, DO_FUN *do_fun ) );

/* Stance stuff */
void    improve_stance args( (CHAR_DATA *ch) );
void    skillstance    args( (CHAR_DATA *ch, CHAR_DATA *victim) );

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

/* arena.c */
void    do_challenge    args( (CHAR_DATA *ch, char *argument) );
void    do_accept       args( (CHAR_DATA *ch, char *argument) );
void    do_decline      args( (CHAR_DATA *ch, char *argument ) );
void    do_bet          args( (CHAR_DATA *ch, char *argument) );
int	in_current_challenge args (( char *pname ));
int	arena_can_quaff	args( (CHAR_DATA *ch ) );
int	arena_can_recite	args( (CHAR_DATA *ch ) );
int	arena_can_wimpy	args( (CHAR_DATA *ch ) );

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

/* clans.c */
void	update_clanlist	args( ( CHAR_DATA *ch, int clannum, bool add, bool clead ) );
void	modify_clanlist	args( ( CHAR_DATA *ch, int clannum, char *argument ) );
bool    is_enemy args((CHAR_DATA *ch, CHAR_DATA *victim));
int number_on args((int clan));

/* clan_list.c */
void check_new_clan      args( ( char * name, int new_clan, int rank ) );

/* class.c */
void save_classes args ( ( void ) );
void load_classes args ( ( void ) );
void do_modskill args ( ( CHAR_DATA *ch ,char * argument ) );

/* comm.c */
void	show_string	args( ( struct descriptor_data *d, char *input) );
void	close_socket	args( ( DESCRIPTOR_DATA *dclose ) );
void	write_to_buffer	args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) );
void	send_to_char	args( ( const char *txt, CHAR_DATA *ch ) );
void	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) );
char	*colour		args( ( char type, CHAR_DATA *ch ) );
char    *colour2        args( ( char type, DESCRIPTOR_DATA *d ) );
char    *colour3        args( ( char type, int desc ) );
char	*colour_clear	args( ( CHAR_DATA *ch ) );
char	*colour_channel	args( ( int colornum, CHAR_DATA *ch ) );
void	send_to_char_bw	args( ( const char *txt, CHAR_DATA *ch ) );
void	page_to_char_bw	args( ( const char *txt, CHAR_DATA *ch ) );
void	printf_to_char	args( ( CHAR_DATA *, char *, ... ) );
void	bugf		args( ( char *, ... ) );
void init_descriptor args((DESCRIPTOR_DATA *dnew, int desc));
void init_descriptor_www args((DESCRIPTOR_DATA *dnew, int desc));
void send_to_desc	args( ( const char *txt, DESCRIPTOR_DATA *d ) );
void    write_to_desc   args( ( const char *txt, int desc ) );

/* const.c */
bool is_racename args((char *name));
void do_racehelp args((CHAR_DATA *ch, char *argument));
bool is_classname args((char *name));
void do_classhelp args((CHAR_DATA *ch, char *argument));
char * attr_bit_name args((int attr));
char * start_wpn_bit_name args((int weapon_number));
char * class_fin_bit args((int bit));

/* darkside.c - Removed by Quintalis **/
int alliance_damroll args((CHAR_DATA *ch));
int alliance_hitroll args((CHAR_DATA *ch));
int alliance_ac args((CHAR_DATA *ch, int type));

/* 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    boot_db         args( ( bool fCopyover ) );
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	number_door	args( ( void ) );
int	number_bits	args( ( int width ) );
long     number_mm       args( ( void ) );
int	dice		args( ( int number, int size ) );
int	interpolate	args( ( int level, int value_00, int value_32 ) );
void	smash_tilde	args( ( char *str ) );
bool	str_cmp		args( ( const char *astr, const char *bstr ) );
bool	str_prefix	args( ( const char *astr, const char *bstr ) );
bool	str_prefix_c	args( ( const char *astr, const char *bstr ) );
bool	str_infix	args( ( const char *astr, const char *bstr ) );
bool	str_infix_c	args( ( const char *astr, const char *bstr ) );
char *	str_replace	args( ( char *astr, char *bstr, char *cstr ) );
char *	str_replace_c	args( ( char *astr, char *bstr, char *cstr ) );
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    findpos         args( ( FILE *fp, char *str) );
void	log_string	args( ( const char *str ) );
void	tail_chain	args( ( void ) );
void	randomize_entrances	args( ( int code ) );
void	load_disabled	args( ( void ) );
void	save_disabled	args( ( void ) );
void    logfi args( ( CHAR_DATA *ch, char *fmt, ... ) );

/* drunk.c */
char *  makedrunk        args( ( CHAR_DATA * ch, char *string ) );


/* 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_mock	args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	is_voodood	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    multi_kick      args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	damage		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
			        int dt, int class, bool show, int flags ) );
bool	damage_mock	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
				int dt, int class, bool show ) );
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) );
bool	find_voodoo	args( ( CHAR_DATA *ch, OBJ_DATA *object ) );

/* nclan.c */
bool is_nclan(CHAR_DATA *ch);
bool is_same_nclan(CHAR_DATA *ch, CHAR_DATA *victim);


/* handler.c */
AD  	*affect_find args( (AFFECT_DATA *paf, int sn));
void	affect_check	args( (CHAR_DATA *ch, int where, int vector) );
int	count_users	args( (OBJ_DATA *obj) );
void 	deduct_cost	args( (CHAR_DATA *ch, int cost, int value) );
void 	add_cost	args( (CHAR_DATA *ch, int cost, int value) );
void	affect_enchant	args( (OBJ_DATA *obj) );
int 	check_immune	args( (CHAR_DATA *ch, int dam_type) );
int	liq_lookup	args( ( const char *name) );
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) );
int	item_lookup	args( ( const char *name) );
char	*item_name	args( ( int item_type) ); 
int	attack_lookup	args( ( const char *name) );
int	race_lookup	args( ( const char *name) );
int     pc_race_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_clead	args( (CHAR_DATA *ch) );
bool	is_pkill	args( (CHAR_DATA *ch) );
bool    can_pkill       args( (CHAR_DATA *killer, CHAR_DATA *victim) );
bool	is_same_clan	args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool	is_clan_obj	args( (OBJ_DATA *obj) );
bool    is_clan_obj_ind args( (OBJ_INDEX_DATA *obj) );
bool	clan_can_use	args( (CHAR_DATA *ch, OBJ_DATA *obj));
bool	is_class_obj	args( (OBJ_DATA *obj) );
bool	class_can_use	args( (CHAR_DATA *ch, OBJ_DATA *obj));
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_exact_name	args( ( char *str, char *namelist ) );
void	affect_to_char	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	cooldown_on	args( ( CHAR_DATA *ch, COOLDOWN_DATA *pcd ) );
void	affect_to_obj	args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void    affect_to_room  args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) );
void	affect_remove	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	cooldown_remove	args( ( CHAR_DATA *ch, COOLDOWN_DATA *pcd ) );
void	affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void    affect_remove_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) );
void	affect_strip	args( ( CHAR_DATA *ch, int sn ) );
bool	is_affected	args( ( CHAR_DATA *ch, int sn ) );
bool	on_cooldown	args( ( CHAR_DATA *ch, int sn ) );
bool	is_obj_affected	args( ( OBJ_DATA *obj, int sn ) );
bool	is_shielded	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( ( int level, 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 ) );
CD *    get_seen_char_world  args( ( CHAR_DATA *ch, char *argument ) );
CD *	get_char_mortal	args( ( CHAR_DATA *ch, char *argument ) );
CD *	get_char_anyone	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_exit	args( ( char *argument, OBJ_DATA *list ) );
OD *	get_obj_item	args( ( char *argument, OBJ_DATA *list ) );
OD *	get_obj_carry	args( ( CHAR_DATA *ch, char *argument ) );
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 platinum, 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( ( CHAR_DATA *ch, 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 *	item_type_name	args( ( OBJ_DATA *obj ) );
char *	affect_loc_name	args( ( int location ) );
char *	affect_bit_name	args( ( int vector ) );
char *	affect2_bit_name	args( ( int vector ) );
char *	shield_loc_name	args( ( int location ) );
char *	shield_bit_name	args( ( int vector ) );
char *	extra_bit_name	args( ( int extra_flags ) );
char * 	wear_bit_name	args( ( int wear_flags ) );
char * 	room_bit_name	args( ( int room_flags ) );
char *  room_affect_name   args( ( int room_flags ) );
char *	act_bit_name	args( ( int act_flags ) );
char *  ability_crusader_bit_name args( ( int ability_crusader_flags ) );
char *  ability_lich_bit_name args( ( int ability_lich_flags ) );
char *	off_bit_name	args( ( int off_flags ) );
char *  sector_bit_name    args( ( int sect_flags ) );
char *  imm_bit_name	args( ( int imm_flags ) );
char * 	form_bit_name	args( ( int form_flags ) );
char *	part_bit_name	args( ( int part_flags ) );
char *	weapon_bit_name	args( ( int weapon_flags ) );
char *  comm_bit_name	args( ( int comm_flags ) );
char *	cont_bit_name	args( ( int cont_flags) );
bool	remove_voodoo	args( ( CHAR_DATA *ch ) );
bool    authorized      args( ( CHAR_DATA *ch, char *skllnm ) );
bool	wears_debug	args( ( CHAR_DATA *ch ) );
char *  res_bit_name    args( ( int res_flags ) );
char *  vuln_bit_name    args( ( int vuln_flags ) );
char *size_name args(( int size ));
char *dt_name args((int dt_type));

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

/* magic.c */
char    *get_magtype_name args((int type));
void    improve_magic  args((int type, CHAR_DATA *ch));
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 ) );

/* mob_prog.c */
void  program_flow    args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch,
                              const void *arg1, const void *arg2 ) );
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 ) );

/* mysql.c MYSQL

MYSQL 	*sql_connect	args( ( void ) );
void	sql_disconnect	args( ( MYSQL *conn ) );
bool	sql_ping	args( ( void ) );
char	*sql_parse	args( ( char *name ) );
void	sql_update_char	args( ( char *table, char *field, char *key, 
	char *value, long id ) );
void	sql_update_int	args( ( char *table, char *field, char *key,
	int value, long id ) );
void	sql_insert_row	args( ( char *table, char *key, long id ) );
void	sql_delete_row	args( ( char *table, char *key, long id ) );
int	sql_count_table	args( ( char *table, char *key ) );
int	sql_count_search_field	args( ( char *table, char *field,
 	char *search, char *key ) );
int	sql_search_int_field	args( ( char *table, char *field,
	char *value, char *key, int place ) );
char	*sql_search_char_field	args( ( char *table, char *field,
	char *value, char *key, int place ) );
void	sql_update_char_field	args( ( char *table, char *field,
	char *value, char *key, long id ) );
void	sql_update_int_field	args( ( char *table, char *field,
	int value, char *key, long id ) );
int	sql_get_int_field	args( ( char *table, char *field,
	char *key, long id ) );
char	*sql_get_char_field	args( ( char *table, char *field,
	char *key, long id ) );
char	*sql_status	args( ( void ) );

*/

/* note.c */
void    expire_notes    args( ( void ) );

/* save.c */
char    *initial        args( ( const char *str ) );
void	save_char_obj	args( ( CHAR_DATA *ch ) );
bool	load_char_obj	args( ( DESCRIPTOR_DATA *d, char *name ) );
bool	check_char_exist	args( ( char *name ) );
bool	load_char_reroll  args( ( DESCRIPTOR_DATA *d, char *name ) );
void update_class_bits  args ( ( CHAR_DATA *ch ) );
/* 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 ) );
long 	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) );
int     spell_avail     args( ( CHAR_DATA *ch, const char *name) );
bool    class_has_skill args( (int class, int skill) );
bool    has_skill       args( (CHAR_DATA *ch,int skill) );
bool    has_learned_skill args( (CHAR_DATA *ch,int skill) );
void    gain_skill      args( (CHAR_DATA *ch, int skill) );
void    lose_skill      args( (CHAR_DATA *ch, int skill) );
void    gain_skill_gain args( (CHAR_DATA *ch, int skill) );
bool    has_gain        args( (CHAR_DATA *ch,int skill) );

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

/* 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 ) );
void	advance_level_quiet	args( ( CHAR_DATA *ch ) );
void	gain_exp	args( ( CHAR_DATA *ch, int gain ) );
void	gain_condition	args( ( CHAR_DATA *ch, int iCond, int value ) );
void	update_handler	args( ( bool forced ) );
bool    is_warrior_class args((int class));
void cooldown_update (void);

/* mccp.c */
bool	compressStart(DESCRIPTOR_DATA *desc);
bool	compressEnd(DESCRIPTOR_DATA *desc);
bool	processCompressed(DESCRIPTOR_DATA *desc);
bool	writeCompressed(DESCRIPTOR_DATA *desc, char *txt, int length);

/* wizlist.c */
void	update_wizlist	args( ( CHAR_DATA *ch, int level ) );

/* 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 ) );
int 	strlen_color	args( ( char * argument ) );
char *	end_string	args( ( const char *txt, int length ) );
char *	begin_string	args( ( const char *txt, int length ) );

/* 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 ) );



/* banks.c */
bool	is_compromised	args( ( CHAR_DATA *ch, int bank ) );
bool	is_banklist	args( ( CHAR_DATA *ch ) );
bool	is_othcomp	args( ( int bank, int pass, char *argument ) );
void	change_banklist	args( ( CHAR_DATA *ch, bool add, int bank, int amount, int pwd, char *argument ) );
void	check_robbed	args( ( CHAR_DATA *ch ) );
void	expire_banks	args( ( void ) );

/* who_list.c */
/* void get_who_data (char arg[MAX_INPUT_LENGTH], int len); */
void who_html_update (void);
void note_html_update();

#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		AREA_RESTRICTED	8	/* can't gate/portal/nexus into */

#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	[];

/*
 * class constants
 */
#define CLASS_MAGE		0
#define CLASS_CLERIC		1
#define CLASS_THIEF		2
#define CLASS_WARRIOR		3
#define CLASS_RANGER		4
#define CLASS_DRUID		5
#define CLASS_VAMPIRE		6
#define CLASS_SHADE             6
#define CLASS_WIZARD		7
#define CLASS_PRIEST		8
#define CLASS_MERCENARY		9
#define CLASS_GLADIATOR		10
#define CLASS_STRIDER		11
#define CLASS_SAGE		12
#define CLASS_LICH		13
#define CLASS_FORSAKEN          14
#define CLASS_CONJURER          15
#define CLASS_ARCHMAGE          16
#define CLASS_VOODAN            17
#define CLASS_MONK              18
#define CLASS_SAINT             19
#define CLASS_ASSASSIN          20
#define CLASS_NINJA             21
#define CLASS_BARD              22
#define CLASS_HIGHLANDER        23
#define CLASS_SWASHBUCKLER      24
#define CLASS_CRUSADER          25
#define CLASS_DARKPALADIN       26
#define CLASS_HUNTER            27
#define CLASS_PALADIN           28
#define CLASS_WARLOCK           29
#define CLASS_ALCHEMIST         30
#define CLASS_SHAMAN            31
#define CLASS_FADE              32
#define CLASS_NECROMANCER       33
#define CLASS_BANSHEE           34

/*
 * Class Restrict Flags -- Skyntil
 */
#define WIZARD_ONLY       (A) /* MAGE_ONLY also */
#define PRIEST_ONLY       (B) /* CLERIC_ONLY also */
#define MERCENARY_ONLY    (C) /* THIEF_ONLY also */
#define GLADIATOR_ONLY    (D) /* WARRIOR_ONLY also */
#define STRIDER_ONLY      (E) /* RANGER_ONLY also */
#define SAGE_ONLY         (F) /* DRUID_ONLY also */
#define LICH_ONLY         (G) /* SHADE_ONLY also */
#define FORSAKEN_ONLY     (H)
#define CONJURER_ONLY     (I)
#define ARCHMAGE_ONLY     (J)
#define VOODAN_ONLY       (K)
#define MONK_ONLY         (L)
#define SAINT_ONLY        (M)
#define ASSASSIN_ONLY     (N)
#define NINJA_ONLY        (O)
#define BARD_ONLY         (P)
#define HIGHLANDER_ONLY   (Q)
#define SWASHBUCKLER_ONLY (R)
#define CRUSADER_ONLY     (S)
#define DARKPALADIN_ONLY  (T)
#define HUNTER_ONLY       (U)
#define PALADIN_ONLY      (V)
#define WARLOCK_ONLY      (W)
#define ALCHEMIST_ONLY    (X)
#define SHAMAN_ONLY       (Y)
#define FADE_ONLY         (Z)
#define NECROMANCER_ONLY  (aa)
#define BANSHEE_ONLY      (bb)
#define NO_AESIR          (CC) //used for anti aesir effects - pious
/* Morph Forms */
#define MORPH_CONCEAL3    12
#define MORPH_CONCEAL2    11
#define MORPH_CONCEAL     1
#define MORPH_BAT         2
#define MORPH_WOLF        3
#define MORPH_BEAR        4
#define MORPH_RED         5
#define MORPH_BLACK       6
#define MORPH_GREEN       7
#define MORPH_WHITE       8
#define MORPH_GOLD        9
#define MORPH_MORPH       10
#define MORPH_MAX	  9
/*
 * 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 sh_int magic_table[MAX_SKILL]; // For Magic Types

struct god_type
 {
     char *      name;                   /* call name of the god */
     bool        pc_good;                /* can be chosen by good pcs */
     bool        pc_neutral;             /* can be chosen by neutral pcs */
     bool        pc_evil;                /* can be chosen by evil pcs */
     bool        pc_mage;                /* can be chosen by Mage pcs */
     bool        pc_cleric;               /* can be chosen by Cleric pcs */
     bool        pc_thief;             /* can be chosen by Thief pcs */
     bool        pc_warrior;              /* can be chosen by Warrior pcs */
     bool        pc_ranger;
     bool        pc_druid;
     bool        pc_vampire;
     bool        pc_wizard;
     bool        pc_priest;
     bool        pc_mercenary;
     bool        pc_gladiator;
     bool        pc_strider;
     bool        pc_sage;
     bool        pc_lich;
     bool        pc_forsaken;
     bool        pc_conjurer;
     bool        pc_archmage;
     bool        pc_voodan;
     bool        pc_monk;
     bool        pc_saint;
     bool        pc_assassin;
     bool        pc_ninja;
     bool        pc_bard;
     bool        pc_highlander;
     bool        pc_swashbuckler;
     bool        pc_crusader;
     bool        pc_darkpaladin;
     bool        pc_hunter;
     bool        pc_paladin;
     bool        pc_warlock;
     bool        pc_alchemist;
     bool        pc_shaman;
     bool        pc_fade;
     bool        pc_necromancer;
     bool        pc_banshee;
 };

extern  const   struct  god_type        god_table       [MAX_GOD];

 int     god_lookup      args( ( const char *name) );

/* OLD Auction Code

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

extern          AUCTION_DATA            auction_info; */

typedef struct	auction_data		AUCTION_DATA;
extern		AUCTION_DATA	  *	auction_list;

struct auction_data
{
    AUCTION_DATA *	next;
    OBJ_DATA *		item;
    CHAR_DATA *		owner;
    CHAR_DATA *		high_bidder;
    sh_int		status;
    sh_int		slot;
    sh_int		bid_type;
    int			bid_amount;
};

extern bool NOMONKS;
extern bool NONINJA;