clan/
class/
data/
doc/ideas/
doc/mobprogs/
gods/
log/
player/
time/
/*
 *  The unique portions of SunderMud code as well as the integration efforts
 *  for code from other sources is based on the efforts of:
 *
 *  Lotherius (elfren@aros.net)
 *
 *  This code can only be used under the terms of the DikuMud, Merc,
 *  and ROM licenses. The same requirements apply to the changes that
 *  have been made.
 *
 * All other copyrights remain in place and in force.
*/


/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

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

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



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

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

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





/*
 * Structure types.
 */
typedef struct	affect_data		AFFECT_DATA;
typedef struct	area_data		AREA_DATA;
typedef struct	ban_data		BAN_DATA;
typedef struct	char_data		CHAR_DATA;
typedef struct	descriptor_data		DESCRIPTOR_DATA;
typedef struct	exit_data		EXIT_DATA;
typedef struct	extra_descr_data	EXTRA_DESCR_DATA;
typedef struct	help_data		HELP_DATA;
typedef struct	kill_data		KILL_DATA;
typedef struct	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;


/*
 * 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 ) );



/*
 * String and memory management parameters.
 */
#define	MAX_KEY_HASH		 1024
#define MAX_STRING_LENGTH	 4096
#define MAX_INPUT_LENGTH	  256
#define PAGELEN			   20
/* pagelen lowered to lessen msgs from scrolling off unread data */



/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_QUOTES		    7 /* for random quoting */
#define MAX_SOCIALS		  256
#define MAX_SKILL		  165 /* these limits MUST be updated */
#define MAX_CLASS		    7
#define MAX_PC_RACE		   10 
#define MAX_LEVEL		   60
#define LEVEL_HERO		   (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 8)
#define LEVEL_ADMIN 		   (MAX_LEVEL - 4)


#define PULSE_PER_SECOND	    4
#define PULSE_VIOLENCE		  ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE		  ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK		  (30 * PULSE_PER_SECOND)
#define PULSE_TICKSHORT		  ( 5 * PULSE_PER_SECOND)
#define PULSE_AREA		  (60 * PULSE_PER_SECOND)

#define IMPLEMENTOR		MAX_LEVEL
#define	CREATOR			(MAX_LEVEL - 1) /* 59 */
#define SUPREME			(MAX_LEVEL - 2) /* 58 */
#define DEITY			(MAX_LEVEL - 3) /* 57 */
#define GOD			(MAX_LEVEL - 4) /* 56 */
#define IMMORTAL		(MAX_LEVEL - 5) /* 55 */
#define DEMI			(MAX_LEVEL - 6) /* 54 */
#define ANGEL			(MAX_LEVEL - 7) /* 53 */
#define AVATAR			(MAX_LEVEL - 8) /* 52 */
#define HERO			LEVEL_HERO

#define COMPRESS_PFILES   /* gzip pfiles upon do_quit */
#define TIME_FILE "../time/mudtime"
#define CLAN_FILE "../clan/clans.txt"
#define CLASS_DIR "../class/"
#define DATA_DIR "../data/"
#define DISABLE_FILE "disable.txt"
#define MAX_DIR 6
#define NO_FLAG -99     /* Must not be used in flags or stats. */
#define MAX_ADMIN 5
#define MAX_ZONE 4

/* define DEBUGINFO for debugging features. Use only when other methods fail,
                    because all new code will be writting to send extra info when
		    this is on! */
/* #define DEBUGINFO */

/*
 * Colour stuff by Lope of Loping Through The MUD
 */

#define CLEAR		""		/* Resets Colour	*/
#define FG_BLACK         "\033[0;30m"
#define C_RED		""	/* Normal Colours	*/
#define C_GREEN		""      /* Green */
#define C_YELLOW	""	/* Yellow/brown */
#define C_BLUE		""      /* Blue */
#define C_MAGENTA	""      /* Magenta */
#define C_CYAN		""      /* Cyan */
#define C_WHITE		""	/* White */
#define C_D_GREY	""  	/* Light Colors		*/
#define C_B_RED		""	/* Red */
#define C_B_GREEN	""	/* Green */
#define C_B_YELLOW	""
#define C_B_BLUE	""
#define C_B_MAGENTA	""
#define C_B_CYAN	""
#define C_B_WHITE	""

/* additional ansi control by elfren */
#define MOD_UNDERLINE "\033[4m"  /* Underline */
#define MOD_BLINK     "\033[5m"  /* Blink */
#define MOD_REVERSE   "\033[7m"  /* Reverse */

/* These defines will not be auto-interpreted. elfren. */
#define VT_CLS	      "\033[2J"  /* Clear Screen */
#define VT_SAVEC      "\033[s"   /* Save Cursor Pos. */
#define VT_RESTOREC   "\033[u"   /* Restore Cursor Pos. */
#define VT_CLINE      "\033[K"   /* Clear to EOL */

#include "board.h"


/*
 * Site ban structure.
 */
struct	ban_data
{
    BAN_DATA *	next;
    char *	name;
};

/*
 * 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;
};

struct alias_data
{
	char *name;
	char *command_string;
};

#define MAX_ALIAS 20
#define MAX_ALIAS_LENGTH 80 
#define MAX_ALIAS_PARMS 10

struct material_data
{
	char *name;
	sh_int type;
	long vuln_flag;     /* set if applicable, otherwise 0 */
};

struct wizcommand_type
{
	char *name;
	struct wizcommand_type *next;
};
 
struct  disable_cmd_type
{
    char * name;
    int    level;
    struct disable_cmd_type * next;
	DO_FUN *disable_fcn;
};

extern  struct disable_cmd_type  * disable_cmd_list;

/* Zeran - moved the cmd_table definition here, to simplify things...not
	the best place to put it though. */

/*
 * 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      log;
    bool              show;
    bool        disabled;
    int         disabled_level;
};


/*
 * 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_ROLL_STATS   		10
#define CON_CHOOSE_TERM			11
#define CON_PICK_WEAPON			12
#define CON_READ_IMOTD			13
#define CON_READ_MOTD			14
#define CON_BREAK_CONNECT		15
#define CON_NOTE_TO                     16
#define CON_NOTE_SUBJECT                17
#define CON_NOTE_EXPIRE                 18
#define CON_NOTE_TEXT                   19
#define CON_NOTE_FINISH                 20


/*
 * Descriptor (channel) structure.
 */
struct	descriptor_data
{
    DESCRIPTOR_DATA *	next;
    DESCRIPTOR_DATA *	snoop_by;
    CHAR_DATA *		character;
    CHAR_DATA *		original;
    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;
    int			outsize;
    int			outtop;
    char *		outbuf;
    char *		afk_outbuf;
    bool		multi_comm;
    char *		showstr_head;
    char *		showstr_point;
    void *              pEdit;          /* OLC */
    char **             pString;        /* OLC */
    int                 editor;         /* OLC */
    bool		pueblo;	        /* Pueblo enabled client? */
    bool		ansi;           /* Ansi enabled client? */
};



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

struct	int_app_type
{
    sh_int	learn;
};

struct	wis_app_type
{
    sh_int	practice;
};

struct	dex_app_type
{
    sh_int	defensive;
};

struct	con_app_type
{
    sh_int	hitp;
    sh_int	shock;
};

typedef struct  mob_prog_data           MPROG_DATA;
typedef struct  mob_prog_act_list       MPROG_ACT_LIST;


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



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



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

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



/*
 * Per-class stuff.
 */

#define CLASS_MAGE	0
#define CLASS_AVENGER	1
#define CLASS_THIEF	2
#define CLASS_WARRIOR 	3
#define CLASS_CHAOSMAGE 4
#define CLASS_MONK	5
#define	CLASS_DEFILER	6

#define MAX_GUILD 	2
#define MAX_STATS 	5

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

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];	/* No Longer Used		*/
    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	*/
};

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

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


struct pc_race_type  /* additional data for pc races */
{
    char *	name;			/* MUST be in race_type */
    char 	who_name[6];
    sh_int	points;			/* cost in points of the race */
    sh_int	class_mult[MAX_CLASS];	/* exp multiplier for class, * 100 */
    char *	skills[5];		/* bonus skills for the race */
    sh_int	recall;			/* room # of this race's recall */
    sh_int	healer;			/* room # of this race's healer */
    sh_int 	stats[MAX_STATS];	/* starting stats */
    sh_int	max_stats[MAX_STATS];	/* maximum stats */
    sh_int	size;			/* aff bits for the race */
};

/*
 * Data structure for notes.
 */
struct	note_data
{
    NOTE_DATA *	next;
    char *	sender;
    char *	date;
    char *	to_list;
    char *	subject;
    char *	text;
    time_t  	date_stamp;
    time_t	expire;
};



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



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


struct  mob_prog_act_list
{
    MPROG_ACT_LIST * next;
    char *           buf;
    CHAR_DATA *      ch;
    OBJ_DATA *       obj;
    void *           vo;
};

struct  mob_prog_data
{
    MPROG_DATA *next;
    int         type;
    char *      arglist;
    char *      comlist;
};

bool    MOBtrigger;

#define ERROR_PROG        -1
#define IN_FILE_PROG       0
#define ACT_PROG           1
#define SPEECH_PROG        2
#define RAND_PROG          4
#define FIGHT_PROG         8
#define DEATH_PROG        16
#define HITPRCNT_PROG     32
#define ENTRY_PROG        64
#define GREET_PROG       128
#define ALL_GREET_PROG   256
#define GIVE_PROG        512
#define BRIBE_PROG      1024
 


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

/*
 * Well known mob virtual numbers.
 * Defined in #MOBILES.
 */
#define MOB_VNUM_CITYGUARD	   2 /* change later */
#define MOB_VNUM_ZOMBIE            2

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

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

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

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

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

/* Zeran - Material types */
#define MATERIAL_WOOD  			1
#define MATERIAL_IRON                   2
#define MATERIAL_SILVER                 3
#define MATERIAL_GOLD                   4
#define MATERIAL_ADAMANTITE             5
#define MATERIAL_CLOTH  		6	
#define MATERIAL_GLASS  		7		
#define MATERIAL_LIQUID  		8
#define MATERIAL_FOOD  			9	
#define MATERIAL_STEEL  		10		
#define MATERIAL_MITHRIL  		11	
#define MATERIAL_PAPER  		12		
#define MATERIAL_MEAT  			13	
#define MATERIAL_FLESH  		14		
#define MATERIAL_LEATHER  		15		
#define MATERIAL_PILL  			16	
#define MATERIAL_VELLUM  		17		
#define MATERIAL_BRONZE  		18	
#define MATERIAL_BRASS  		19
#define MATERIAL_STONE  		20
#define MATERIAL_BONE	  		21
#define MATERIAL_UNIQUE  		22	
#define MATERIAL_CRYSTAL		23
#define MATERIAL_DIAMOND		24
#define MAX_MATERIAL			24	

/*
 * ACT bits for mobs.
 * Used in #MOBILES.
 */
#define ACT_IS_NPC		(A)		/* Auto set for mobs	*/
#define ACT_SENTINEL	    	(B)		/* Stays in one room	*/
#define ACT_SCAVENGER	      	(C)		/* Picks up objects	*/
#define ACT_AGGRESSIVE		(F)    		/* Attacks PC's		*/
#define ACT_STAY_AREA		(G)		/* Won't leave area	*/
#define ACT_WIMPY		(H)
#define ACT_PET			(I)		/* Auto set for pets	*/
#define ACT_FOLLOWER		(J)             /* Following A PC 	*/
#define ACT_PRACTICE		(K)		/* Can practice PC's	*/
#define ACT_UNDEAD		(O)	
#define ACT_CLERIC		(Q)
#define ACT_MAGE		(R)
#define ACT_THIEF		(S)
#define ACT_WARRIOR		(T)
#define ACT_NOALIGN		(U)
#define ACT_NOPURGE		(V)
#define ACT_IS_HEALER		(aa)
#define ACT_TELEPOP		(bb) /* teleports on pop */
#define ACT_UPDATE_ALWAYS	(cc)

/* 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

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

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

/* IMM bits for mobs */
#define IMM_SUMMON              (A)
#define IMM_CHARM               (B)
#define IMM_MAGIC               (C)
#define IMM_WEAPON              (D)
#define IMM_BASH                (E)
#define IMM_PIERCE              (F)
#define IMM_SLASH               (G)
#define IMM_FIRE                (H)
#define IMM_COLD                (I)
#define IMM_LIGHTNING           (J)
#define IMM_ACID                (K)
#define IMM_POISON              (L)
#define IMM_NEGATIVE            (M)
#define IMM_HOLY                (N)
#define IMM_ENERGY              (O)
#define IMM_MENTAL              (P)
#define IMM_DISEASE             (Q)
#define IMM_DROWNING            (R)
#define IMM_LIGHT		(S)
 
/* RES bits for mobs */
#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)
 
/* VULN bits for mobs */
#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_WOOD               (X)
#define VULN_SILVER             (Y)
#define VULN_IRON		(Z)
#define VULN_MITHRIL	(aa)
#define VULN_ADAMANTITE (bb)
#define VULN_STEEL		(cc)
 
/* body form */
#define FORM_EDIBLE             (A)
#define FORM_POISON             (B)
#define FORM_MAGICAL            (C)
#define FORM_INSTANT_DECAY      (D)
#define FORM_OTHER              (E)  /* defined by material bit */
 
/* actual form */
#define FORM_ANIMAL             (G)
#define FORM_SENTIENT           (H)
#define FORM_UNDEAD             (I)
#define FORM_CONSTRUCT          (J)
#define FORM_MIST               (K)
#define FORM_INTANGIBLE         (L)
 
#define FORM_BIPED              (M)
#define FORM_CENTAUR            (N)
#define FORM_INSECT             (O)
#define FORM_SPIDER             (P)
#define FORM_CRUSTACEAN         (Q)
#define FORM_WORM               (R)
#define FORM_BLOB		(S)
 
#define FORM_MAMMAL             (V)
#define FORM_BIRD               (W)
#define FORM_REPTILE            (X)
#define FORM_SNAKE              (Y)
#define FORM_DRAGON             (Z)
#define FORM_AMPHIBIAN          (aa)
#define FORM_FISH               (bb)
#define FORM_COLD_BLOOD		(cc)	
 
/* body parts */
#define PART_HEAD               (A)
#define PART_ARMS               (B)
#define PART_LEGS               (C)
#define PART_HEART              (D)
#define PART_BRAINS             (E)
#define PART_GUTS               (F)
#define PART_HANDS              (G)
#define PART_FEET               (H)
#define PART_FINGERS            (I)
#define PART_EAR                (J)
#define PART_EYE		(K)
#define PART_LONG_TONGUE        (L)
#define PART_EYESTALKS          (M)
#define PART_TENTACLES          (N)
#define PART_FINS               (O)
#define PART_WINGS              (P)
#define PART_TAIL               (Q)
/* for combat */
#define PART_CLAWS              (U)
#define PART_FANGS              (V)
#define PART_HORNS              (W)
#define PART_SCALES             (X)
#define PART_TUSKS		(Y)
#define PART_HOOFS		(Z)


/*
 * Bits for 'affected_by'.
 * Used in #MOBILES.
 */
#define AFF_BLIND		(A)
#define AFF_INVISIBLE		(B)
#define AFF_DETECT_EVIL		(C)
#define AFF_DETECT_INVIS	(D)
#define AFF_DETECT_MAGIC	(E)
#define AFF_DETECT_HIDDEN	(F)
#define AFF_MELD		(G)		/* Mind Meld	*/
#define AFF_SANCTUARY		(H)

#define AFF_FAERIE_FIRE		(I)
#define AFF_INFRARED		(J)
#define AFF_CURSE		(K)
#define AFF_FEAR		(L)		/* Fear spell	*/
#define AFF_POISON		(M)
#define AFF_PROTECTG		(N) /* Zeran - split prot into prot evil and good */
#define AFF_PROTECTE		(O) 		
#define AFF_SNEAK		(P)

#define AFF_HIDE		(Q)
#define AFF_SLEEP		(R)
#define AFF_CHARM		(S)
#define AFF_FLYING		(T)
#define AFF_PASS_DOOR		(U)
#define AFF_HASTE		(V)
#define AFF_CALM		(W)
#define AFF_PLAGUE		(X)
#define AFF_WEAKEN		(Y)
#define AFF_DARK_VISION		(Z)
#define AFF_BERSERK		(aa)
#define AFF_SWIM		(bb)
#define AFF_REGENERATION        (cc)
#define AFF_POLY		(dd)
#define AFF_ABSORB      (ee)  /*last possible AFF, have to reassign
								unused AFF's for new things*/


/*
 * 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
#define SIZE_UNKNOWN        6  /* Zeran - added at Lotherius request */

/*
 * Well known object virtual numbers.
 * Defined in #OBJECTS.
 */
#define OBJ_VNUM_MONEY_ONE	      2
#define OBJ_VNUM_MONEY_SOME	      3
#define OBJ_VNUM_DUMMY  	      1 /* ROM OLC */
#define OBJ_VNUM_CORPSE_NPC	     10
#define OBJ_VNUM_CORPSE_PC	     11
#define OBJ_VNUM_SEVERED_HEAD	     12
#define OBJ_VNUM_TORN_HEART	     13
#define OBJ_VNUM_SLICED_ARM	     14
#define OBJ_VNUM_SLICED_LEG	     15
#define OBJ_VNUM_GUTS		     16
#define OBJ_VNUM_BRAINS		     17
#define OBJ_VNUM_SOULBLADE           18

#define OBJ_VNUM_MUSHROOM	     20
#define OBJ_VNUM_LIGHT_BALL	     21
#define OBJ_VNUM_SPRING		     22
#define OBJ_POTION				 23
#define OBJ_SCROLL				 24

#define OBJ_VNUM_ICE_DAGGER	   54
#define OBJ_VNUM_PORTAL		   55

#define OBJ_VNUM_SCHOOL_MACE	   56
#define OBJ_VNUM_SCHOOL_DAGGER	   57
#define OBJ_VNUM_SCHOOL_SWORD	   58
#define OBJ_VNUM_SCHOOL_VEST	   59
#define OBJ_VNUM_SCHOOL_SHIELD	   60
#define OBJ_VNUM_SCHOOL_BANNER     61
#define OBJ_VNUM_MAP		   62
#define OBJ_VNUM_BOAT		   63 /* added for minor creation */
#define OBJ_VNUM_BAG		   64 /* minor creation */
#define OBJ_VNUM_PIT		   65



/*
 * 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_PRIDE                   29
#define ITEM_COMPONENT	             30
#define ITEM_PORTAL		     31



/*
 * 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_NO_SAC			(R)
#define ITEM_CONCEALED		(S)
#define ITEM_NO_COND		(T)



/*
 * 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_TWO_HANDS		(P)
#define ITEM_WEAR_PRIDE			(Q)
#define ITEM_WEAR_FACE			(R)
#define ITEM_WEAR_EARS			(S)
#define ITEM_WEAR_FLOAT			(T)

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

/* weapon types */
#define MAX_BRAND			(I)
#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_ACID		(G)
#define WEAPON_LIGHTNING	(H) 
#define WEAPON_POISON           (I)



/*
 * 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_SAVING_PARA	     20
#define APPLY_SAVING_ROD	     21
#define APPLY_SAVING_PETRI	     22
#define APPLY_SAVING_BREATH	     23
#define APPLY_SAVING_SPELL	     24


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



/*
 * 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 */


/*
 * Well known room virtual numbers.
 * Defined in #ROOMS.
 */
#define ROOM_VNUM_LIMBO		      2
#define ROOM_VNUM_CHAT		   1300
#define ROOM_VNUM_TEMPLE	   2093 /* recall */
#define ROOM_VNUM_ALTAR		   2096 /* healer */
					/* soon to be not used */


/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK		(A)
#define ROOM_NO_MOB		(C)
#define ROOM_INDOORS		(D)
#define ROOM_FASTHEAL		(E) /* elfren room fastheal */
#define ROOM_PKILL		(F)
#define ROOM_RENT		(G) /* Room can be rented */
#define ROOM_TRANSIT		(H) /* Room is a transit room */
#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)



/*
 * 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_HIDDEN				(G)
#define EX_NO_PASS				(H)

/*
 * 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_AIR		      9
#define SECT_DESERT		     10
#define SECT_UNDERGROUND	     11
#define SECT_MAX		     12



/*
 * 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_WIELD2          18
#define WEAR_PRIDE			 19
#define WEAR_FACE			 20
#define WEAR_EARS			 21
#define WEAR_FLOAT			 22
#define MAX_WEAR		     23



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



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



/*
 * ACT bits for players.
 */
#define PLR_IS_NPC		(A)		/* Don't EVER set.	*/
#define PLR_BOUGHT_PET		(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)
/* 5 bits reserved, I-M */
/* RT personal flags */
#define PLR_HOLYLIGHT		(N)
#define PLR_WIZINVIS		(O)
#define PLR_CANLOOT		(P)
#define PLR_NOSUMMON		(Q)
#define PLR_NOFOLLOW		(R)
#define PLR_XINFO		(S)
#define PLR_COLOUR		(T)    /* Colour Flag By Lope */
#define PLR_CURSOR		(U)    /* Cursor Control by Elfren */
#define PLR_PUEBLO		(V)    /* Pueblo Client Support */
/* penalty flags */
#define PLR_LOG			(W)
#define PLR_DENY		(X)
#define PLR_FREEZE		(Y)
#define PLR_THIEF		(Z)
#define PLR_KILLER		(aa)
#define PLR_AFK                 (bb)
#define PLR_AUTOTITLE		(cc)
#define PLR_AUTOSAVE		(dd)
#define PLR_CLOAK			(ee)


/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET              (A)
#define COMM_DEAF               (B)
#define COMM_NOWIZ              (C)
#define COMM_NOAUCTION          (D)
#define COMM_NOGOSSIP           (E)
#define COMM_NOQUESTION         (F)
#define COMM_NOMUSIC            (G)
#define COMM_NOCLANTELL			(L)

/* 4 channels reserved, H-K */

/* display flags */
#define COMM_COMPACT		(L)
#define COMM_BRIEF		(M)
#define COMM_PROMPT		(N)
#define COMM_COMBINE		(O)
#define COMM_TELNET_GA		(P)
#define COMM_FULLFIGHT		(Q)
/* 3 flags reserved, Q-S */

/* penalties */
#define COMM_NOEMOTE		(T)
#define COMM_NOSHOUT		(U)
#define COMM_NOTELL		(V)
#define COMM_NOCHANNELS		(W) 
/* Elfren Added this for BEEP */

#define COMM_BEEP             (U)

/* Zeran - character notify flags */
#define NOTIFY_LEVEL			(A)
#define NOTIFY_DEATH			(B)
#define NOTIFY_DELETE			(C)
#define NOTIFY_LOGIN			(D)
#define NOTIFY_QUITGAME			(E)
#define NOTIFY_LOSTLINK			(F)
#define NOTIFY_CLANPROMOTE		(G)
#define NOTIFY_UNUSED1			(H) /* unused */
#define NOTIFY_CLANACCEPT		(I)
#define NOTIFY_UNUSED2			(J) /* unused */
#define NOTIFY_CLANQUIT			(K)
#define NOTIFY_UNUSED3                  (L) /* unused */
#define NOTIFY_UNUSED4   		(M) /* unused */	
#define NOTIFY_NEWNOTE			(N)
#define NOTIFY_RECONNECT		(O)
#define NOTIFY_REPOP			(P)
#define NOTIFY_WEATHER			(Q)
#define NOTIFY_TICK			(R)
#define NOTIFY_ALL			(S-1) /*flags all lower bits*/

/* Zeran - notify TO's */
#define TO_ALL 					1
#define TO_CLAN					2 
#define TO_PERS					3

/* anything above 52 will be interpeted as a wiznet message */
#define TO_WIZNET				52
#define TO_IMM					52 /* level 52+ */
#define TO_IMM_ADMIN	              		56 /* level 56+ */
#define TO_IMP					60 /* level 60 */

/* Zeran - wiznet additions */
#define WIZNET_SITES			(A)
#define WIZNET_NEWBIE			(B)
#define WIZNET_SPAM			(C)
#define WIZNET_DEATH			(D)
#define WIZNET_RESET			(E)
#define WIZNET_MOBDEATH			(F)
#define WIZNET_BUG			(G)
#define WIZNET_SWITCH			(H)
#define WIZNET_LINK			(I)

/* remainder are administrative level (56+) only */
#define WIZNET_LOAD			(M)
#define WIZNET_RESTORE			(N)
#define WIZNET_SNOOP			(O)
#define WIZNET_SECURE			(P)


/*
 * Prototype for a mob.
 * This is the in-memory version of #MOBILES.
 */
struct	mob_index_data
{
    AREA_DATA *         area;           /* OLC */
    MOB_INDEX_DATA *	next;
    SPEC_FUN *		spec_fun;
    SHOP_DATA *		pShop;
    sh_int		vnum;
    bool		new_format;
    sh_int		count;
    sh_int		killed;
    char *		player_name;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    long		act;
    long		affected_by;
    sh_int		alignment;
    sh_int		level;
    sh_int		hitroll;
    sh_int		hit[3];
    sh_int		mana[3];
    sh_int		damage[3];
    sh_int		ac[4];
    sh_int 		dam_type;
    long		off_flags;
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    sh_int		start_pos;
    sh_int		default_pos;
    sh_int		sex;
    sh_int		race;
    long		gold;
    long		form;
    long		parts;
    sh_int		size;
    sh_int		material;
    MPROG_DATA *        mobprogs;
    int         progtypes;
};


/*
 * One character (PC or NPC).  Be sure to add fields here always!
 */

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;
    SPEC_FUN *		spec_fun;
    MOB_INDEX_DATA *	pIndexData;
	RESET_DATA *	reset;
    DESCRIPTOR_DATA *	desc;
    AFFECT_DATA *	affected;
    OBJ_DATA *		carrying;
    ROOM_INDEX_DATA *	in_room;
    ROOM_INDEX_DATA *	was_in_room;
    PC_DATA *		pcdata;
    GEN_DATA *		gen_data;
    char *		name;
    sh_int		version;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    sh_int		startyear; /* beginning of age code */
    sh_int		startmonth;
    sh_int		startday;
/* Zeran - orig fields are for polyself spell handling */
	char *		poly_name;
	char *		short_descr_orig;
	char *		long_descr_orig;
	char *		description_orig;
        sh_int		sex;
        sh_int		class;
        sh_int		race;
        sh_int		level;
        sh_int		trust;
        sh_int		recall_perm; /*vnum of permanent recall room*/
        sh_int		recall_temp; /*vnum of temp recall room, ie, psychic anchor*/
        int	   	played;
        int		lines;  /* for the pager */
        time_t		logon;
        time_t		last_note;
	sh_int		note_type;
    sh_int		timer;
    sh_int		wait;
    sh_int		hit;
    sh_int		max_hit;
    sh_int		mana;
    sh_int		max_mana;
    sh_int		move;
    sh_int		max_move;
    long		gold;
    int			exp;
    long		act;
    long		comm;   /* RT added to pad the vector */
	long		notify;
	long		wiznet;
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    sh_int		invis_level;
	sh_int		cloak_level;
    int			affected_by;
    sh_int		position;
    sh_int		practice;
    sh_int		train;
    sh_int		carry_weight;
    sh_int		carry_number;
    sh_int		saving_throw;
    sh_int		alignment;
    sh_int		hitroll;
    sh_int		damroll;
    sh_int		armor[4];
    sh_int		wimpy;
    /* stats */
    sh_int		perm_stat[MAX_STATS];
    sh_int		mod_stat[MAX_STATS];
    /* parts stuff */
    long		form;
    long		parts;
    sh_int		size;
    sh_int		material;
    /* mobile stuff */
    long		off_flags;
    sh_int		damage[3];
    sh_int		dam_type;
    sh_int		start_pos;
    sh_int		default_pos;
    MPROG_ACT_LIST *    mpact;
    int                 mpactnum;
	bool		searching;
	bool		quitting;
};



/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    char *		pwd;
	int			pwd_tries;
    char *		bamfin;
    char *		bamfout;
    char *		title;
    char *              email;
    char *              immtitle;
    struct alias_data	*aliases[MAX_ALIAS];
    bool		has_alias;
    sh_int              startyear;
    sh_int              startmonth;
    sh_int              startday; /* beginings of age code */
    int			age_mod; /* for youth spells, etc */
    sh_int		perm_hit;
    sh_int		perm_mana;
    sh_int		perm_move;
    sh_int		true_sex;
    int			last_level;
    int                 security;       /* OLC */ /* Builder security */

    sh_int		condition	[3];
	char *		prompt;
    sh_int		learned		[MAX_SKILL];
    sh_int		points;
    bool              	confirm_delete;
	int		battle_rating;
	int		pkill_wins;
	int		pkill_losses;
	int		home_room;  /*for immortals*/
    char		clan_name[40];
    bool		clan_quit;
    sh_int		clan_num;  
    sh_int		clan_rank;
    struct clan_proto   *clan;
    BOARD_DATA *    	board; /* The current board */
    time_t          	last_note[MAX_BOARD]; /* last note for the boards */
    NOTE_DATA *     	in_progress;
};

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

/* Zeran:  clan prototype structure */
#define MAX_LEADER 5
#define MAX_CLANS  10
#define MAX_RANK   5
#define MIN_ACCEPT_RANK  (MAX_RANK - 2) 
#define MIN_ADVANCE_RANK (MAX_RANK - 1) 

struct clan_proto
{
	char name[40];
	sh_int number; 
	sh_int num_leaders;
	struct leader *chiefs;
	int num_members;
	int bank;
};	

struct leader 
{
	char name[40];
	struct leader *next;
};

/*
 * Liquids.
 */
#define LIQ_WATER        0
#define LIQ_MAX		16

struct	liq_type
{
    char *	liq_name;
    char *	liq_color;
    sh_int	liq_affect[3];
};



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



/*
 * Prototype for an object.
 */
struct	obj_index_data
{
    AREA_DATA *         area;           /* OLC */
    OBJ_INDEX_DATA *	next;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    bool		new_format;
    char *		name;
    char *		short_descr;
    char *		description;
    sh_int	vnum;
	sh_int 	repop;	
    sh_int		reset_num;
    sh_int		material;
    sh_int		item_type;
    int			extra_flags;
    int		wear_flags;
    sh_int		level;
    sh_int 		condition;
    sh_int		count;
    sh_int		weight;
	sh_int		size;
    int			cost;
    int			value[5];
};



/*
 * One object.
 */
struct	obj_data
{
    OBJ_DATA *		next;
    OBJ_DATA *		next_content;
    OBJ_DATA *		contains;
    OBJ_DATA *		in_obj;
    CHAR_DATA *		carried_by;
	RESET_DATA *	reset;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    OBJ_INDEX_DATA *	pIndexData;
    ROOM_INDEX_DATA *	in_room;
    bool		enchanted;
    char *	        owner;
    char *		name;
    char *		short_descr;
    char *		description;
    sh_int		item_type;
    int			extra_flags;
    int			wear_flags;
    sh_int		wear_loc;
    sh_int		weight;
    int			cost;
    sh_int		level;
    sh_int 		condition;
    sh_int		material;
	sh_int		size;  /* Zeran - added for equipment size restrictions */
    sh_int		timer;
    int			value	[5];
	int 		valueorig [5];  /* Zeran - added for condition changes */ 
};



/*
 * 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.
 */
/* Zeran - modified for better functionality */
struct	reset_data
{
    RESET_DATA *	next;
    char		command;
    sh_int		arg1;
    sh_int		arg2;
    sh_int		arg3;
	int			count;
};



/*
 * Area definition.
 */

struct  area_data
{
    AREA_DATA *         next;           /*
    RESET_DATA *        reset_first;     *  Removed for OLC reset system.
    RESET_DATA *        reset_last;      */
    char *              name;
	int					zone;
/*  int                 recall;            Removed for ROM OLC */
    int                 age;
    int                 nplayer;
    bool                empty;          /* ROM OLC */
    char *              filename;       /* OLC */
    char *              builders;       /* OLC */ /* Listing of */
    int                 security;       /* OLC */ /* Value 1-9  */
    int                 lvnum;          /* OLC */ /* Lower vnum */
    int                 uvnum;          /* OLC */ /* Upper vnum */
    int                 vnum;           /* OLC */ /* Area vnum  */
    int                 area_flags;     /* OLC */
};



/*
 * Room type.
 */
struct	room_index_data
{ 
    ROOM_INDEX_DATA *	next;
    CHAR_DATA *		people;
    OBJ_DATA *		contents;
	AFFECT_DATA *	affected;
    EXTRA_DESCR_DATA *	extra_descr;
    AREA_DATA *		area;
    EXIT_DATA *		exit	[6];
    RESET_DATA *        reset_first;    /* OLC */
    RESET_DATA *        reset_last;     /* OLC */
    char *		name;
    char *		description;
    sh_int		vnum;
    int			room_flags;
    sh_int		light;
    sh_int		sector_type;
	/* begin room rent data. This is loaded seperately from other room data. */
    long		room_rent;
    char *		rented_by;
    int 		paid_month;
    int 		paid_day;
    int 		paid_year;
};


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

/*
 * This structure is used in special.c to lookup spec funcs and
 * also in olc_act.c to display listings of spec funcs.
 */
struct spec_type
{
    char *      spec_name;
    SPEC_FUN *  spec_fun;
};



/*
 * This structure is used in bit.c to lookup flags and stats.
 */
struct flag_type
{
    char * name;
    int  bit;
    bool settable;
};


/*
 * 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



/*
 * 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	*/
    const sh_int	rating[MAX_CLASS]; /* How hard it is to learn	*/	
/*  sh_int  race_allow[MAX_RACE]; */
    SPELL_FUN *	spell_fun;		/* Spell pointer (for spells)	*/
    sh_int	target;			/* Legal targets		*/
    sh_int	minimum_position;	/* Position for caster / user	*/
    sh_int *	pgsn;			/* Pointer to associated gsn	*/
    sh_int	slot;			/* Slot for #OBJECT loading	*/
    sh_int	min_mana;		/* Minimum mana used		*/
    sh_int	beats;			/* Waiting time after use	*/
    char *	noun_damage;		/* Damage message		*/
    char *	msg_off;		/* Wear off message		*/
    char * 	component;		/* component			*/
};

/*
 * These are skill_lookup return values for common skills and spells.
 */
extern	sh_int	gsn_backstab;
extern	sh_int	gsn_dodge;
extern  sh_int  gsn_circle;
extern  sh_int  gsn_envenom;
extern	sh_int	gsn_hide;
extern	sh_int	gsn_peek;
extern	sh_int	gsn_pick_lock;
extern  sh_int  gsn_recruit;
extern	sh_int	gsn_sneak;
extern	sh_int	gsn_steal;

extern	sh_int	gsn_disarm;
extern	sh_int	gsn_enhanced_damage;
extern  sh_int  gsn_ultra_damage;
extern	sh_int	gsn_kick;
extern	sh_int	gsn_parry;
extern	sh_int	gsn_rescue;
extern	sh_int	gsn_rotate;
extern	sh_int	gsn_second_attack;
extern	sh_int  gsn_sharpen;
extern	sh_int	gsn_third_attack;

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

/* new gsns */
extern sh_int  gsn_axe;
extern sh_int  gsn_dagger;
extern sh_int  gsn_flail;
extern sh_int  gsn_mace;
extern sh_int  gsn_polearm;
extern sh_int  gsn_shield_block;
extern sh_int  gsn_spear;
extern sh_int  gsn_sword;
extern sh_int  gsn_whip;
 
extern sh_int  gsn_bash;
extern sh_int  gsn_berserk;
extern sh_int  gsn_dual;
extern sh_int  gsn_dirt;
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;



/*
 * Utility macros.
 */
#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))



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

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

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

#define IS_AWAKE(ch)		(ch->position > POS_SLEEPING)
#define GET_AC(ch,type)		((ch)->armor[type]			    \
		        + ( IS_AWAKE(ch)			    \
			? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))  
#define GET_HITROLL(ch)	\
		((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
		((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)

/* Zeran - this IS_OUTSIDE doesn't check sector type 
 #define IS_OUTSIDE(ch)		(!IS_SET(				    \
				    (ch)->in_room->room_flags,		    \
				    ROOM_INDOORS))
*/

#define IS_OUTSIDE(ch)	( !IS_SET( (ch)->in_room->room_flags, ROOM_INDOORS) \
			&& ( (ch)->in_room->sector_type != SECT_INSIDE ) \
			&& ( (ch)->in_room->sector_type != SECT_UNDERGROUND ) )

#define WAIT_STATE(ch, npulse)	((ch)->wait = UMAX((ch)->wait, (npulse)))



/*
 * 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)))



/*
 * Description macros.
 */
/* Zeran - modifed PERS to account for masked player */      
#define PERSMASK(ch, looker)	( can_see( looker, (ch) ) ?		\
				 IS_AFFECTED((ch),AFF_POLY) ?  \
				(ch)->short_descr  \
				: IS_NPC(ch) ? (ch)->short_descr	\
				: (ch)->name : "someone" )

#define PERS(ch, looker)	( can_see( looker, (ch) ) ?		\
				 IS_AFFECTED((ch),AFF_POLY) ? IS_NPC(ch) ?  \
				(ch)->short_descr :  (ch)->poly_name   \
				: IS_NPC(ch) ? (ch)->short_descr	\
				: (ch)->name : "someone" )

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



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

extern	const	struct	class_type	class_table	[MAX_CLASS];
extern	const	struct	attack_type	attack_table	[];
extern  const	struct  race_type	race_table	[];
extern	const	struct	pc_race_type	pc_race_table	[];
extern	const	struct	liq_type	liq_table	[LIQ_MAX];
extern		struct	skill_type	skill_table	[MAX_SKILL];
extern          struct social_type      social_table    [MAX_SOCIALS];
extern	const	char   *admin_table [];
extern  const 	char   *size_table [];
extern 	const	char   *cond_table [];
extern	const	struct material_data 			material_table [];
extern	char *	const			title_table	[MAX_CLASS]
							[MAX_LEVEL+1]
							[2];
extern  char *  const   dir_name        [];
extern  const   sh_int  rev_dir         [];          /* sh_int - ROM OLC */
extern  const   struct  spec_type       spec_table      [];
/*
 * Global variables.
 */
extern		HELP_DATA	  *	help_first;
extern		SHOP_DATA	  *	shop_first;

extern		BAN_DATA	  *	ban_list;
extern		CHAR_DATA	  *	char_list;
extern		DESCRIPTOR_DATA   *	descriptor_list;
extern		NOTE_DATA	  *	note_list;
extern		OBJ_DATA	  *	object_list;

extern		AFFECT_DATA	  *	affect_free;
extern		BAN_DATA	  *	ban_free;
extern		CHAR_DATA	  *	char_free;
extern		DESCRIPTOR_DATA	  *	descriptor_free;
extern		EXTRA_DESCR_DATA  *	extra_descr_free;
extern		NOTE_DATA	  *	note_free;
extern		OBJ_DATA	  *	obj_free;
extern		PC_DATA		  *	pcdata_free;

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

extern          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];


/*
 * 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) 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 PLAYER_TEMP	"temp"
#define NULL_FILE	"proto.are"		/* To reserve one stream	*/
#endif

#if defined(MSDOS)
#define NULL_FILE	"nul"		/* To reserve one stream	*/
#endif

#if defined(unix)
#define PLAYER_DIR	"../player/"	/* Player files			*/
#define PLAYER_TEMP	"../player/temp"
#define GOD_DIR		"../gods/"	/* list of gods			*/
#define NULL_FILE	"/dev/null"	/* To reserve one stream	*/
#define MOB_DIR     "MOBProgs/" /* MOBProg files        */
#endif

#define AREA_LIST	"area.lst"	/* List of areas		*/

#define BUG_FILE	"bugs.txt"      /* For 'bug' and bug( )		*/
#define TYPO_FILE	"typos.txt"     /* For 'typo'			*/
#define SHUTDOWN_FILE	"shutdown.txt"	/* For 'shutdown'		*/



/*
 * 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

/* act_clan.c */
bool 	valid_clan		args ((int number));
struct clan_proto *get_clan_by_num args((int num));
void	boot_clans		args ((void));
void	set_clan_pointer args ((CHAR_DATA *ch));
void	fwrite_clans	args ((void));
void 	clan_rank_name  args ((CHAR_DATA *ch, char *buf));

/* lease.c */
void    save_leases	args ((void));

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

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

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

/* act_obj.c */
bool    can_loot	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void    get_obj         args( ( CHAR_DATA *ch, OBJ_DATA *obj,
                            OBJ_DATA *container ) );
bool	wear_obj_size args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );

/* act_skill.c */
bool    skill_available  args ( ( int sn, CHAR_DATA *ch) );

/* obj_cond.c */
void	show_obj_cond 	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void check_damage_obj 	args ( (CHAR_DATA *ch, OBJ_DATA *obj, int chance) );
void damage_obj			args ( (CHAR_DATA *ch, OBJ_DATA *obj, int damage) );
void set_obj_cond		args ( (OBJ_DATA *obj, int condition) );


/* act_wiz.c */ /* what the f? it doesn't say what to do so i'm guessing */
/* ROOM_INDEX_DATA *   find_location   args( ( CHAR_DATA *ch, char *arg ) ); */

ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* ROM OLC */

/* 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) );
int	colour		args( ( char type, CHAR_DATA *ch, char *string ) );
void	colourconv	args( ( char *buffer, const char *txt, CHAR_DATA *ch ) );
void	send_to_char_bw	args( ( const char *txt, CHAR_DATA *ch ) );
void	page_to_char_bw	args( ( const char *txt, CHAR_DATA *ch ) );
void    gotoxy          args( ( CHAR_DATA *ch, int arg1, int arg2) );

/* db.c */
void 	fwrite_disable args (( void)) ;
void	boot_db		args( ( void ) );
void	area_update	args( ( void ) );
void random_apply( OBJ_DATA *obj, CHAR_DATA *mob ); /* random obj */
int random_spell( int level, int mask, sh_int *type ); /* random obj */
void wield_random_magic( CHAR_DATA *mob ); /* random obj */
void wield_random_armor( CHAR_DATA *mob ); /* random obj */
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 ) );
void	free_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 ) );
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 ) );
int     number_mm       args( ( void ) );
int	dice		args( ( int number, int size ) );
int	interpolate	args( ( int level, int value_00, int value_32 ) );
void	smash_tilde	args( ( char *str ) );
bool	str_cmp		args( ( const char *astr, const char *bstr ) );
bool	str_prefix	args( ( const char *astr, const char *bstr ) );
bool	str_infix	args( ( const char *astr, const char *bstr ) );
bool	str_suffix	args( ( const char *astr, const char *bstr ) );
char *	capitalize	args( ( const char *str ) );
void	append_file	args( ( CHAR_DATA *ch, char *file, char *str ) );
void	bug		args( ( const char *str, int param ) );
void	log_string	args( ( const char *str ) );
void	tail_chain	args( ( void ) );
void    reset_area      args( ( AREA_DATA * pArea ) );
void    reset_room      args( ( ROOM_INDEX_DATA *pRoom ) );


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

/* olc.c */
char *  strip_cr        args( ( char *str  ) ); /* elfren added */
bool    run_olc_editor  args( ( DESCRIPTOR_DATA *d ) );
char    *olc_ed_name    args( ( CHAR_DATA *ch ) );
char    *olc_ed_vnum    args( ( CHAR_DATA *ch ) );
int flag_value                  args ( ( const struct flag_type *flag_table,
                                         char *argument) );
char *flag_string               args ( ( const struct flag_type *flag_table,
                                         int bits ) );

/* mob_commands.c */
char *	mprog_type_to_name  args ( ( int type ) );

/* fight.c */
bool 	is_safe		args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool 	is_safe_spell	args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) );
void	violence_update	args( ( void ) );
void	multi_hit	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
bool	damage		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
			    int dt, int class ) );
void	update_pos	args( ( CHAR_DATA *victim ) );
void	stop_fighting	args( ( CHAR_DATA *ch, bool fBoth ) );
void    death_cry   args( ( CHAR_DATA *ch ) );
void	drop_level  args( ( CHAR_DATA *ch ) );
bool 	can_murder   args( (CHAR_DATA *ch, CHAR_DATA *victim) );
bool check_material_vuln args ((OBJ_DATA *obj, CHAR_DATA *victim) );


/* mob_prog.c */
#ifdef DUNNO_STRSTR
char *  strstr                  args ( (const char *s1, const char *s2 ) );
#endif

void    mprog_wordlist_check    args ( ( char * arg, CHAR_DATA *mob,
                            CHAR_DATA* actor, OBJ_DATA* object,
                    void* vo, int type ) );
void    mprog_percent_check     args ( ( CHAR_DATA *mob, CHAR_DATA* actor,
                    OBJ_DATA* object, void* vo,
                    int type ) );
void    mprog_act_trigger       args ( ( char* buf, CHAR_DATA* mob,
                                CHAR_DATA* ch, OBJ_DATA* obj,
                    void* vo ) );
void    mprog_bribe_trigger     args ( ( CHAR_DATA* mob, CHAR_DATA* ch,
                                int amount ) );
void    mprog_entry_trigger     args ( ( CHAR_DATA* mob ) );
void    mprog_give_trigger      args ( ( CHAR_DATA* mob, CHAR_DATA* ch,
                                OBJ_DATA* obj ) );
void    mprog_greet_trigger     args ( ( CHAR_DATA* mob ) );
void    mprog_fight_trigger     args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) );
void    mprog_hitprcnt_trigger  args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) );
void    mprog_death_trigger     args ( ( CHAR_DATA* mob ) );
void    mprog_random_trigger    args ( ( CHAR_DATA* mob ) );
void    mprog_speech_trigger    args ( ( char* txt, CHAR_DATA* mob ) );

/* Zeran - notify.c */
void notify_message args ( ( CHAR_DATA *ch, long type, long to, char *extra_name ) );

/* handler.c */
bool 	is_admin		args  ( (CHAR_DATA *ch) );
int 	check_immune	args( (CHAR_DATA *ch, int dam_type) );
int 	material_lookup args( ( const char *name) );
char *  material_name   args( ( sh_int num ) );
long	material_vuln	args( ( sh_int num ) );
int	race_lookup	args( ( const char *name) );
int	class_lookup	args( ( const char *name) );
bool	is_old_mob	args ( (CHAR_DATA *ch) );
int	get_skill	args( ( CHAR_DATA *ch, int sn ) );
int	get_weapon_sn	args( ( CHAR_DATA *ch, bool dual) );
int	get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int     get_age         args( ( CHAR_DATA *ch ) );
void	reset_char	args( ( CHAR_DATA *ch )  );
int	get_trust	args( ( CHAR_DATA *ch ) );
int	get_curr_stat	args( ( CHAR_DATA *ch, int stat ) );
int 	get_max_train	args( ( CHAR_DATA *ch, int stat ) );
int	can_carry_n	args( ( CHAR_DATA *ch ) );
int	can_carry_w	args( ( CHAR_DATA *ch ) );
bool	is_name		args( ( char *str, char *namelist ) );
bool    is_full_name    args( ( const char *str, char *namelist ) );
bool 	is_name_abbv args(( char *str, char *namelist ) );
void	affect_to_char	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	affect_to_obj	args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void	affect_remove	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void	affect_strip	args( ( CHAR_DATA *ch, int sn ) );
bool	is_affected	args( ( CHAR_DATA *ch, int sn ) );
void	affect_join	args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	char_from_room	args( ( CHAR_DATA *ch ) );
void	char_to_room	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void	obj_to_char	args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void	obj_from_char	args( ( OBJ_DATA *obj ) );
int	apply_ac	args( ( OBJ_DATA *obj, int iWear, int type ) );
OD *	get_eq_char	args( ( CHAR_DATA *ch, int iWear ) );
void	equip_char	args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void	unequip_char	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int	count_obj_list	args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void	obj_from_room	args( ( OBJ_DATA *obj ) );
void	obj_to_room	args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void	obj_to_obj	args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void	obj_from_obj	args( ( OBJ_DATA *obj ) );
void	extract_obj	args( ( OBJ_DATA *obj ) );
void	extract_char	args( ( CHAR_DATA *ch, bool fPull ) );
CD *	get_char_room	args( ( CHAR_DATA *ch, char *argument ) );
CD *	get_char_world	args( ( CHAR_DATA *ch, char *argument ) );
OD *	get_obj_type	args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD *	get_obj_list	args( ( CHAR_DATA *ch, char *argument,
			    OBJ_DATA *list ) );
OD *	get_obj_carry	args( ( CHAR_DATA *ch, char *argument ) );
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 amount ) );
int	get_obj_number	args( ( OBJ_DATA *obj ) );
int	get_obj_weight	args( ( OBJ_DATA *obj ) );
bool	room_is_dark	args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool	room_is_private	args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool	can_see		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	can_see_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool	can_see_room	args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool	can_drop_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char *	item_type_name	args( ( OBJ_DATA *obj ) );
char *	affect_loc_name	args( ( int location ) );
char *	affect_bit_name	args( ( int vector ) );
char *	extra_bit_name	args( ( int extra_flags ) );
char * 	wear_bit_name	args( ( int wear_flags ) );
char *	act_bit_name	args( ( int act_flags ) );
char *	off_bit_name	args( ( int off_flags ) );
char *  imm_bit_name	args( ( int imm_flags ) );
char * 	form_bit_name	args( ( int form_flags ) );
char *	part_bit_name	args( ( int part_flags ) );
char *	weapon_bit_name	args( ( int weapon_flags ) );
char *  comm_bit_name	args( ( int comm_flags ) );

/* interp.c */
extern const struct cmd_type   cmd_table [];
void	interpret	args( ( CHAR_DATA *ch, char *argument ) );
bool	is_number	args( ( char *arg ) );
int	number_argument	args( ( char *argument, char *arg ) );
/* elfren - mult_arg added */
int mult_argument   args( ( char *argument, char *arg) );
char *	one_argument	args( ( char *argument, char *arg_first ) );
void gen_wiz_table args ((void));

DECLARE_DO_FUN( do_olc          );
DECLARE_DO_FUN( do_asave        );
DECLARE_DO_FUN( do_alist        );
DECLARE_DO_FUN( do_resets       );

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

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

/* skills.c */
int 	exp_per_level	args( ( CHAR_DATA *ch, int points ) );
void 	check_improve	args( ( CHAR_DATA *ch, int sn, bool success, 
				    int multiplier ) );
/* special.c */
SF *	spec_lookup	args( ( const char *name ) );
char *  spec_string     args( ( SPEC_FUN *fun ) );      /* OLC */

/* bit.c */
extern const struct flag_type   area_flags[];
extern const struct flag_type   sex_flags[];
extern const struct flag_type   exit_flags[];
extern const struct flag_type   door_resets[];
extern const struct flag_type   room_flags[];
extern const struct flag_type   sector_flags[];
extern const struct flag_type   type_flags[];
extern const struct flag_type   extra_flags[];
extern const struct flag_type   wear_flags[];
extern const struct flag_type   act_flags[];
extern const struct flag_type   affect_flags[];
extern const struct flag_type   apply_flags[];
extern const struct flag_type   wear_loc_strings[];
extern const struct flag_type   wear_loc_flags[];
extern const struct flag_type   weapon_flags[];
extern const struct flag_type   container_flags[];
extern const struct flag_type   liquid_flags[];

/* ROM OLC: */

extern const struct flag_type   material_type[];
extern const struct flag_type   form_flags[];
extern const struct flag_type   part_flags[];
extern const struct flag_type   ac_type[];
extern const struct flag_type   size_flags[];
extern const struct flag_type   off_flags[];
extern const struct flag_type   imm_flags[];
extern const struct flag_type   res_flags[];
extern const struct flag_type   vuln_flags[];
extern const struct flag_type   position_flags[];
extern const struct flag_type   weapon_class[];
extern const struct flag_type   weapon_type[];
extern const struct flag_type	attack_type[];
extern const struct flag_type	damage_type[];
extern const struct flag_type	sector_name[];

/* update.c */
void	advance_level	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( ( void ) );
void 	undo_mask		args( ( CHAR_DATA *ch) );

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