GmudV33/
GmudV33/player/
GmudV33/public_html/
GmudV33/public_html/IMAGES/_VTI_CNF/
GmudV33/src_linux/Debug/
GmudV33/text/clans/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

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

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <time.h>
#include "merc.h"
#include "tables.h"

/* for clans */
const struct clan_type clan_table[MAX_CLAN] =
{
    /*  name,		who entry,	death-transfer room,	independent */
    /* independent should be FALSE if is a real clan */
    {	"",			"",				&ROOM_CLAN_HALL,	TRUE	},
    {	"loner",	"[ Loner ] ",	&ROOM_CLAN_HALL,	TRUE	},
    {	"rom",		"[  ROM  ] ",	&ROOM_CLAN_HALL,	FALSE	}
};

/* for position */
const struct position_type position_table[] =
{
    {	"dead",			"dead"	},
    {	"mortally wounded",	"mort"	},
    {	"incapacitated",	"incap"	},
    {	"stunned",		"stun"	},
    {	"sleeping",		"sleep"	},
    {	"resting",		"rest"	},
    {   "sitting",		"sit"   },
    {	"fighting",		"fight"	},
    {	"standing",		"stand"	},
    {	NULL,			NULL	}
};

/* for sex */
const struct sex_type sex_table[] =
{
   {	"none"		},
   {	"male"		},
   {	"female"	},
   {	"either"	},
   {	NULL		}
};

/* for sizes */
const struct size_type size_table[] =
{
    {	"tiny"		},
    {	"small" 	},
    {	"medium"	},
    {	"large"		},
    {	"huge", 	},
    {	"giant" 	},
    {	NULL		}
};

/* various flag tables */
const struct flag_type act_flags[] =
{
    {	"npc",				A,	FALSE	},
    {	"sentinel",			B,	TRUE	},
    {	"scavenger",		C,	TRUE	},
    {	"aggressive",		F,	TRUE	},
    {	"stay_area",		G,	TRUE	},
    {	"wimpy",			H,	TRUE	},
    {	"pet",				I,	TRUE	},
    {	"train",			J,	TRUE	},
    {	"practice",			K,	TRUE	},
	{   "wizi",				L,	TRUE	},
    {	"undead",			O,	TRUE	},
    {	"cleric",			Q,	TRUE	},
    {	"mage",				R,	TRUE	},
    {	"thief",			S,	TRUE	},
    {	"warrior",			T,	TRUE	},
    {	"noalign",			U,	TRUE	},
    {	"nopurge",			V,	TRUE	},
    {	"outdoors",			W,	TRUE	},
    {	"indoors",			Y,	TRUE	},
	{	"holylight",		Z,	TRUE	},
    {	"healer",			aa,	TRUE	},
    {	"gain",				bb,	TRUE	},
    {	"update_always",	cc,	TRUE	},
    {	"changer",			dd,	TRUE	},
    {	NULL,				0,	FALSE	}
};

const struct flag_type plr_flags[] =
{
    {	"npc",				A,	FALSE	},
    {	"autoassist",		C,	FALSE	},
	{   "autodamage",       D,    FALSE },
    {	"autoexit",			E,	FALSE	},
    {	"autoloot",			F,	FALSE	},
    {	"autosac",			G,	FALSE	},
    {	"autogold",			H,	FALSE	},
    {	"autosplit",		I,	FALSE	},
    {	"holylight",		N,	FALSE	},
    {	"can_loot",			P,	FALSE	},
    {	"nosummon",			Q,	FALSE	},
    {	"nofollow",			R,	FALSE	},
    {	"colour",			T,	FALSE	},
    {	"permit",			U,	TRUE	},
    {	"log",				W,	FALSE	},
    {	"deny",				X,	FALSE	},
    {	"freeze",			Y,	FALSE	},
    {	"thief",			Z,	FALSE	},
    {	"killer",			aa,	FALSE	},
    {	NULL,				0,	0	}
};

const struct flag_type affect_flags[] =
{
    {	"blind",			A,	TRUE	},
    {	"invisible",		B,	TRUE	},
    {	"detect_evil",		C,	TRUE	},
    {	"detect_invis",		D,	TRUE	},
    {	"detect_magic",		E,	TRUE	},
    {	"detect_hidden",	F,	TRUE	},
    {	"detect_good",		G,	TRUE	},
    {	"sanctuary",		H,	TRUE	},
    {	"faerie_fire",		I,	TRUE	},
    {	"infrared",			J,	TRUE	},
    {	"curse",			K,	TRUE	},
	{	"in_vehicle",		L,	TRUE	},
    {	"poison",			M,	TRUE	},
    {	"protect_evil",		N,	TRUE	},
    {	"protect_good",		O,	TRUE	},
    {	"sneak",			P,	TRUE	},
    {	"hide",				Q,	TRUE	},
    {	"sleep",			R,	TRUE	},
    {	"charm",			S,	TRUE	},
    {	"flying",			T,	TRUE	},
    {	"pass_door",		U,	TRUE	},
    {	"haste",			V,	TRUE	},
    {	"calm",				W,	TRUE	},
    {	"plague",			X,	TRUE	},
    {	"weaken",			Y,	TRUE	},
    {	"dark_vision",		Z,	TRUE	},
    {	"berserk",			aa,	TRUE	},
    {	"swim",				bb,	TRUE	},
    {	"regeneration",		cc,	TRUE	},
    {	"slow",				dd,	TRUE	},
    {	NULL,				0,	0	}
};

const struct flag_type off_flags[] =
{
    {	"area_attack",		A,	TRUE	},
    {	"backstab",			B,	TRUE	},
    {	"bash",				C,	TRUE	},
    {	"berserk",			D,	TRUE	},
    {	"disarm",			E,	TRUE	},
    {	"dodge",			F,	TRUE	},
    {	"fade",				G,	TRUE	},
    {	"fast",				H,	TRUE	},
    {	"kick",				I,	TRUE	},
    {	"dirt_kick",		J,	TRUE	},
    {	"parry",			K,	TRUE	},
    {	"rescue",			L,	TRUE	},
    {	"tail",				M,	TRUE	},
    {	"trip",				N,	TRUE	},
    {	"crush",			O,	TRUE	},
    {	"assist_all",		P,	TRUE	},
    {	"assist_align",		Q,	TRUE	},
    {	"assist_race",		R,	TRUE	},
    {	"assist_players",	S,	TRUE	},
    {	"assist_guard",		T,	TRUE	},
    {	"assist_vnum",		U,	TRUE	},
    {	NULL,				0,	0	}
};

const struct flag_type imm_flags[] =
{
    {	"summon",		A,	TRUE	},
    {	"charm",		B,	TRUE	},
    {	"magic",		C,	TRUE	},
    {	"weapon",		D,	TRUE	},
    {	"bash",			E,	TRUE	},
    {	"pierce",		F,	TRUE	},
    {	"slash",		G,	TRUE	},
    {	"fire",			H,	TRUE	},
    {	"cold",			I,	TRUE	},
    {	"lightning",	J,	TRUE	},
    {	"acid",			K,	TRUE	},
    {	"poison",		L,	TRUE	},
    {	"negative",		M,	TRUE	},
    {	"holy",			N,	TRUE	},
    {	"energy",		O,	TRUE	},
    {	"mental",		P,	TRUE	},
    {	"disease",		Q,	TRUE	},
    {	"drowning",		R,	TRUE	},
    {	"light",		S,	TRUE	},
    {	"sound",		T,	TRUE	},
    {	"wood",			X,	TRUE	},
    {	"silver",		Y,	TRUE	},
    {	"iron",			Z,	TRUE	},
    {	NULL,			0,	0	}
};

const struct flag_type form_flags[] =
{
    {	"edible",			FORM_EDIBLE,		TRUE	},
    {	"poison",			FORM_POISON,		TRUE	},
    {	"magical",			FORM_MAGICAL,		TRUE	},
    {	"instant_decay",	FORM_INSTANT_DECAY,	TRUE	},
    {	"other",			FORM_OTHER,			TRUE	},
    {	"animal",			FORM_ANIMAL,		TRUE	},
    {	"sentient",			FORM_SENTIENT,		TRUE	},
    {	"undead",			FORM_UNDEAD,		TRUE	},
    {	"construct",		FORM_CONSTRUCT,		TRUE	},
    {	"mist",				FORM_MIST,			TRUE	},
    {	"intangible",		FORM_INTANGIBLE,	TRUE	},
    {	"biped",			FORM_BIPED,			TRUE	},
    {	"centaur",			FORM_CENTAUR,		TRUE	},
    {	"insect",			FORM_INSECT,		TRUE	},
    {	"spider",			FORM_SPIDER,		TRUE	},
    {	"crustacean",		FORM_CRUSTACEAN,	TRUE	},
    {	"worm",				FORM_WORM,			TRUE	},
    {	"blob",				FORM_BLOB,			TRUE	},
    {	"mammal",			FORM_MAMMAL,		TRUE	},
    {	"bird",				FORM_BIRD,			TRUE	},
    {	"reptile",			FORM_REPTILE,		TRUE	},
    {	"snake",			FORM_SNAKE,			TRUE	},
    {	"dragon",			FORM_DRAGON,		TRUE	},
    {	"amphibian",		FORM_AMPHIBIAN,		TRUE	},
    {	"fish",				FORM_FISH ,			TRUE	},
    {	"cold_blood",		FORM_COLD_BLOOD,	TRUE	},
    {	NULL,				0,					0		}
};

const struct flag_type part_flags[] =
{
    {	"head",			PART_HEAD,			TRUE	},
    {	"arms",			PART_ARMS,			TRUE	},
    {	"legs",			PART_LEGS,			TRUE	},
    {	"heart",		PART_HEART,			TRUE	},
    {	"brains",		PART_BRAINS,		TRUE	},
    {	"guts",			PART_GUTS,			TRUE	},
    {	"hands",		PART_HANDS,			TRUE	},
    {	"feet",			PART_FEET,			TRUE	},
    {	"fingers",		PART_FINGERS,		TRUE	},
    {	"ear",			PART_EAR,			TRUE	},
    {	"eye",			PART_EYE,			TRUE	},
    {	"long_tongue",	PART_LONG_TONGUE,	TRUE	},
    {	"eyestalks",	PART_EYESTALKS,		TRUE	},
    {	"tentacles",	PART_TENTACLES,		TRUE	},
    {	"fins",			PART_FINS,			TRUE	},
    {	"wings",		PART_WINGS,			TRUE	},
    {	"tail",			PART_TAIL,			TRUE	},
    {	"claws",		PART_CLAWS,			TRUE	},
    {	"fangs",		PART_FANGS,			TRUE	},
    {	"horns",		PART_HORNS,			TRUE	},
    {	"scales",		PART_SCALES,		TRUE	},
    {	"tusks",		PART_TUSKS,			TRUE	},
    {	NULL,			0,					0		}
};

const struct flag_type comm_flags[] =
{
    {	"quiet",		COMM_QUIET,			TRUE	},
    {   "deaf",			COMM_DEAF,			TRUE	},
    {   "nowiz",		COMM_NOWIZ,			TRUE	},
    {   "noclangossip",	COMM_NOAUCTION,		TRUE	},
    {   "nogossip",		COMM_NOGOSSIP,		TRUE	},
    {   "noquestion",	COMM_NOQUESTION,	TRUE	},
    {   "nomusic",		COMM_NOMUSIC,		TRUE	},
    {   "noclan",		COMM_NOCLAN,		TRUE	},
    {   "noquote",		COMM_NOQUOTE,		TRUE	},
    {   "shoutsoff",	COMM_SHOUTSOFF,		TRUE	},
    {   "compact",		COMM_COMPACT,		TRUE	},
    {   "brief",		COMM_BRIEF,			TRUE	},
    {   "prompt",		COMM_PROMPT,		TRUE	},
    {   "combine",		COMM_COMBINE,		TRUE	},
    {   "telnet_ga",	COMM_TELNET_GA,		TRUE	},
    {   "show_affects",	COMM_SHOW_AFFECTS,	TRUE	},
    {   "nograts",		COMM_NOGRATS,		TRUE	},
    {   "noemote",		COMM_NOEMOTE,		FALSE	},
    {   "noshout",		COMM_NOSHOUT,		FALSE	},
    {   "notell",		COMM_NOTELL,		FALSE	},
    {   "nochannels",	COMM_NOCHANNELS,	FALSE	},
    {   "snoop_proof",	COMM_SNOOP_PROOF,	FALSE	},
    {   "afk",			COMM_AFK,			TRUE	},
    {	NULL,			0,					0	}
};

const struct flag_type mprog_flags[] =
{
    {	"act",			TRIG_ACT,		TRUE	},
    {	"bribe",		TRIG_BRIBE,		TRUE 	},
    {	"death",		TRIG_DEATH,		TRUE    },
    {	"entry",		TRIG_ENTRY,		TRUE	},
    {	"fight",		TRIG_FIGHT,		TRUE	},
    {	"give",			TRIG_GIVE,		TRUE	},
    {	"greet",		TRIG_GREET,		TRUE    },
    {	"grall",		TRIG_GRALL,		TRUE	},
    {	"kill",			TRIG_KILL,		TRUE	},
    {	"hpcnt",		TRIG_HPCNT,		TRUE    },
    {	"random",		TRIG_RANDOM,	TRUE	},
    {	"speech",		TRIG_SPEECH,	TRUE	},
    {	"exit",			TRIG_EXIT,		TRUE    },
    {	"exall",		TRIG_EXALL,		TRUE    },
    {	"delay",		TRIG_DELAY,		TRUE    },
    {	"surr",			TRIG_SURR,		TRUE    },
    {	NULL,			0,				TRUE	}
};

const struct flag_type area_flags[] =
{
    {	"none",			AREA_NONE,		FALSE	},
    {	"changed",		AREA_CHANGED,	TRUE	},
    {	"added",		AREA_ADDED,		TRUE	},
    {	"loading",		AREA_LOADING,	FALSE	},
    {	NULL,			0,				0		}
};



const struct flag_type sex_flags[] =
{
    {	"male",			SEX_MALE,		TRUE	},
    {	"female",		SEX_FEMALE,		TRUE	},
    {	"neutral",		SEX_NEUTRAL,	TRUE	},
    {   "random",       3,              TRUE    },   /* ROM */
    {	"none",			SEX_NEUTRAL,	TRUE	},
    {	NULL,			0,				0		}
};



const struct flag_type exit_flags[] =
{
    {   "door",			EX_ISDOOR,		TRUE    },
    {	"closed",		EX_CLOSED,		TRUE	},
    {	"locked",		EX_LOCKED,		TRUE	},
    {	"pickproof",	EX_PICKPROOF,	TRUE	},
    {   "nopass",		EX_NOPASS,		TRUE	},
    {   "easy",			EX_EASY,		TRUE	},
    {   "hard",			EX_HARD,		TRUE	},
    {	"infuriating",	EX_INFURIATING,	TRUE	},
    {	"noclose",		EX_NOCLOSE,		TRUE	},
    {	"nolock",		EX_NOLOCK,		TRUE	},
    {	NULL,			0,				0		}
};



const struct flag_type door_resets[] =
{
    {	"open and unlocked",	0,		TRUE	},
    {	"closed and unlocked",	1,		TRUE	},
    {	"closed and locked",	2,		TRUE	},
    {	NULL,					0,		0		}
};



const struct flag_type room_flags[] =
{
    {	"dark",			ROOM_DARK,			TRUE	},
    {	"no_mob",		ROOM_NO_MOB,		TRUE	},
    {	"indoors",		ROOM_INDOORS,		TRUE	},
    {	"private",		ROOM_PRIVATE,		TRUE    },
    {	"safe",			ROOM_SAFE,			TRUE	},
    {	"solitary",		ROOM_SOLITARY,		TRUE	},
    {	"pet_shop",		ROOM_PET_SHOP,		TRUE	},
    {	"no_recall",	ROOM_NO_RECALL,		TRUE	},
    {	"imp_only",		ROOM_IMP_ONLY,		TRUE    },
    {	"gods_only",	ROOM_GODS_ONLY,		TRUE    },
    {	"heroes_only",	ROOM_HEROES_ONLY,	TRUE	},
    {	"newbies_only",	ROOM_NEWBIES_ONLY,	TRUE	},
    {	"law",			ROOM_LAW,			TRUE	},
    {   "nowhere",		ROOM_NOWHERE,		TRUE	},
    {	NULL,			0,					0		}
};



const struct flag_type sector_flags[] =
{
    {	"inside",	SECT_INSIDE,		TRUE	},
    {	"city",		SECT_CITY,			TRUE	},
    {	"field",	SECT_FIELD,			TRUE	},
    {	"forest",	SECT_FOREST,		TRUE	},
    {	"hills",	SECT_HILLS,			TRUE	},
    {	"mountain",	SECT_MOUNTAIN,		TRUE	},
    {	"swim",		SECT_WATER_SWIM,	TRUE	},
    {	"noswim",	SECT_WATER_NOSWIM,	TRUE	},
    {   "unused",	SECT_UNUSED,		TRUE	},
    {	"air",		SECT_AIR,			TRUE	},
    {	"desert",	SECT_DESERT,		TRUE	},
    {	NULL,		0,					0		}
};



const struct flag_type type_flags[] =
{
    {	"light",			ITEM_LIGHT,			TRUE	},
    {	"scroll",			ITEM_SCROLL,		TRUE	},
    {	"wand",				ITEM_WAND,			TRUE	},
    {	"staff",			ITEM_STAFF,			TRUE	},
    {	"weapon",			ITEM_WEAPON,		TRUE	},
    {	"treasure",			ITEM_TREASURE,		TRUE	},
    {	"armor",			ITEM_ARMOR,			TRUE	},
    {	"potion",			ITEM_POTION,		TRUE	},
    {	"furniture",		ITEM_FURNITURE,		TRUE	},
    {	"trash",			ITEM_TRASH,			TRUE	},
    {	"container",		ITEM_CONTAINER,		TRUE	},
    {	"drinkcontainer",	ITEM_DRINK_CON,		TRUE	},
    {	"key",				ITEM_KEY,			TRUE	},
    {	"food",				ITEM_FOOD,			TRUE	},
    {	"money",			ITEM_MONEY,			TRUE	},
    {	"boat",				ITEM_BOAT,			TRUE	},
    {	"npccorpse",		ITEM_CORPSE_NPC,	TRUE	},
    {	"pc corpse",		ITEM_CORPSE_PC,		FALSE	},
    {	"fountain",			ITEM_FOUNTAIN,		TRUE	},
    {	"pill",				ITEM_PILL,			TRUE	},
    {	"protect",			ITEM_PROTECT,		TRUE	},
    {	"map",				ITEM_MAP,			TRUE	},
    {   "portal",			ITEM_PORTAL,		TRUE	},
    {   "warpstone",		ITEM_WARP_STONE,	TRUE	},
    {	"roomkey",			ITEM_ROOM_KEY,		TRUE	},
    { 	"gem",				ITEM_GEM,			TRUE	},
    {	"jewelry",			ITEM_JEWELRY,		TRUE	},
    {	"jukebox",			ITEM_JUKEBOX,		TRUE	},
	{   "window",			ITEM_WINDOW,        TRUE    }, /* 1201A */
	{   "vehicle",		    ITEM_VEHICLE,       TRUE    }, /* 061801 */
    {	NULL,				0,					0		}
};


const struct flag_type extra_flags[] =
{
    {	"glow",			ITEM_GLOW,			TRUE	},
    {	"hum",			ITEM_HUM,			TRUE	},
    {	"dark",			ITEM_DARK,			TRUE	},
    {	"lock",			ITEM_LOCK,			TRUE	},
    {	"evil",			ITEM_EVIL,			TRUE	},
    {	"invis",		ITEM_INVIS,			TRUE	},
    {	"magic",		ITEM_MAGIC,			TRUE	},
    {	"nodrop",		ITEM_NODROP,		TRUE	},
    {	"bless",		ITEM_BLESS,			TRUE	},
    {	"antigood",		ITEM_ANTI_GOOD,		TRUE	},
    {	"antievil",		ITEM_ANTI_EVIL,		TRUE	},
    {	"antineutral",	ITEM_ANTI_NEUTRAL,	TRUE	},
    {	"noremove",		ITEM_NOREMOVE,		TRUE	},
    {	"inventory",	ITEM_INVENTORY,		TRUE	},
    {	"nopurge",		ITEM_NOPURGE,		TRUE	},
    {	"rotdeath",		ITEM_ROT_DEATH,		TRUE	},
    {	"visdeath",		ITEM_VIS_DEATH,		TRUE	},
    {   "nonmetal",		ITEM_NONMETAL,		TRUE	},
    {	"meltdrop",		ITEM_MELT_DROP,		TRUE	},
    {	"hadtimer",		ITEM_HAD_TIMER,		TRUE	},
    {	"sellextract",	ITEM_SELL_EXTRACT,	TRUE	},
    {	"burnproof",	ITEM_BURN_PROOF,	TRUE	},
    {	"nouncurse",	ITEM_NOUNCURSE,		TRUE	},
    {	NULL,			0,					0		}
};



const struct flag_type wear_flags[] =
{
    {	"take",			ITEM_TAKE,				TRUE	},
    {	"finger",		ITEM_WEAR_FINGER,		TRUE	},
    {	"neck",			ITEM_WEAR_NECK,			TRUE	},
    {	"body",			ITEM_WEAR_BODY,			TRUE	},
    {	"head",			ITEM_WEAR_HEAD,			TRUE	},
    {	"legs",			ITEM_WEAR_LEGS,			TRUE	},
    {	"feet",			ITEM_WEAR_FEET,			TRUE	},
    {	"hands",		ITEM_WEAR_HANDS,		TRUE	},
    {	"arms",			ITEM_WEAR_ARMS,			TRUE	},
    {	"shield",		ITEM_WEAR_SHIELD,		TRUE	},
    {	"about",		ITEM_WEAR_ABOUT,		TRUE	},
    {	"waist",		ITEM_WEAR_WAIST,		TRUE	},
    {	"wrist",		ITEM_WEAR_WRIST,		TRUE	},
    {	"wield",		ITEM_WIELD,				TRUE	},
    {	"hold",			ITEM_HOLD,				TRUE	},
    {   "nosac",		ITEM_NO_SAC,			TRUE	},
    {	"wearfloat",	ITEM_WEAR_FLOAT,		TRUE	},
	{	"face",			ITEM_WEAR_FACE,			TRUE	},
	{	"shoulders",	ITEM_WEAR_SHOULDERS,	TRUE	},
	{	"knees",		ITEM_WEAR_KNEES,		TRUE	},
	{	"eyes",			ITEM_WEAR_EYES,			TRUE	},
	{	"ears",			ITEM_WEAR_EARS,			TRUE	},
    {	"back",			ITEM_WEAR_BACK,			TRUE	},
	{	"secondary",	ITEM_WEAR_SECONDARY,	TRUE	},
	{	"tail",			ITEM_WEAR_TAIL,			TRUE	},
	{	"ankle",		ITEM_WEAR_ANKLE,		TRUE	},
	{	"underwear",	ITEM_WEAR_UNDERWEAR,	TRUE	},
	{	"belly",		ITEM_WEAR_BELLY,		TRUE	},
    {	NULL,			0,						0		}
};

/*
 * Used when adding an affect to tell where it goes.
 * See addaffect and delaffect in act_olc.c
 */
const struct flag_type apply_flags[] =
{
    {	"none",				APPLY_NONE,				TRUE	},
    {	"strength",			APPLY_STR,				TRUE	},
    {	"dexterity",		APPLY_DEX,				TRUE	},
    {	"intelligence",		APPLY_INT,				TRUE	},
    {	"wisdom",			APPLY_WIS,				TRUE	},
    {	"constitution",		APPLY_CON,				TRUE	},
    {	"sex",				APPLY_SEX,				TRUE	},
    {	"class",			APPLY_CLASS,			TRUE	},
    {	"level",			APPLY_LEVEL,			TRUE	},
    {	"age",				APPLY_AGE,				TRUE	},
    {	"height",			APPLY_HEIGHT,			TRUE	},
    {	"weight",			APPLY_WEIGHT,			TRUE	},
    {	"mana",				APPLY_MANA,				TRUE	},
    {	"hp",				APPLY_HIT,				TRUE	},
    {	"move",				APPLY_MOVE,				TRUE	},
    {	"gold",				APPLY_GOLD,				TRUE	},
    {	"experience",		APPLY_EXP,				TRUE	},
    {	"ac",				APPLY_AC,				TRUE	},
    {	"hitroll",			APPLY_HITROLL,			TRUE	},
    {	"damroll",			APPLY_DAMROLL,			TRUE	},
    {	"saves",			APPLY_SAVES,			TRUE	},
    {	"savingpara",		APPLY_SAVING_PARA,		TRUE	},
    {	"savingrod",		APPLY_SAVING_ROD,		TRUE	},
    {	"savingpetri",		APPLY_SAVING_PETRI,		TRUE	},
    {	"savingbreath",		APPLY_SAVING_BREATH,	TRUE	},
    {	"savingspell",		APPLY_SAVING_SPELL,		TRUE	},
    {	"spellaffect",		APPLY_SPELL_AFFECT,		FALSE	},
    {	NULL,				0,						0		}
};



/*
 * What is seen.
 */
const struct flag_type wear_loc_strings[] =
{
    {	"in the inventory",		WEAR_NONE,		TRUE	},
    {	"as a light",			WEAR_LIGHT,		TRUE	},
    {	"on the left finger",	WEAR_FINGER_L,	TRUE	},
    {	"on the right finger",	WEAR_FINGER_R,	TRUE	},
    {	"around the neck (1)",	WEAR_NECK_1,	TRUE	},
    {	"around the neck (2)",	WEAR_NECK_2,	TRUE	},
    {	"on the body",			WEAR_BODY,		TRUE	},
    {	"over the head",		WEAR_HEAD,		TRUE	},
    {	"on the legs",			WEAR_LEGS,		TRUE	},
    {	"on the feet",			WEAR_FEET,		TRUE	},
    {	"on the hands",			WEAR_HANDS,		TRUE	},
    {	"on the arms",			WEAR_ARMS,		TRUE	},
    {	"as a shield",			WEAR_SHIELD,	TRUE	},
    {	"about the shoulders",	WEAR_ABOUT,		TRUE	},
    {	"around the waist",		WEAR_WAIST,		TRUE	},
    {	"on the left wrist",	WEAR_WRIST_L,	TRUE	},
    {	"on the right wrist",	WEAR_WRIST_R,	TRUE	},
    {	"wielded",				WEAR_WIELD,		TRUE	},
    {	"held in the hands",	WEAR_HOLD,		TRUE	},
    {	"floating nearby",		WEAR_FLOAT,		TRUE	},
    {	"on the ears",			WEAR_EARS,		TRUE	},
    {	"on belly",				WEAR_BELLY,		TRUE	},
    {	"on back",				WEAR_BACK,		TRUE	},
    {	NULL,					0	      ,		0		}
};


const struct flag_type wear_loc_flags[] =
{
    {	"none",		 WEAR_NONE,		 TRUE	},
    {	"light",	 WEAR_LIGHT,	 TRUE	},
    {	"lfinger",	 WEAR_FINGER_L,	 TRUE	},
    {	"rfinger",	 WEAR_FINGER_R,	 TRUE	},
    {	"neck1",	 WEAR_NECK_1,	 TRUE	},
    {	"neck2",	 WEAR_NECK_2,	 TRUE	},
    {	"body",		 WEAR_BODY,		 TRUE	},
    {	"head",		 WEAR_HEAD,		 TRUE	},
    {	"legs",		 WEAR_LEGS,		 TRUE	},
    {	"feet",		 WEAR_FEET,		 TRUE	},
    {	"hands",	 WEAR_HANDS,	 TRUE	},
    {	"arms",		 WEAR_ARMS,		 TRUE	},
    {	"shield",	 WEAR_SHIELD,	 TRUE	},
    {	"about",	 WEAR_ABOUT,	 TRUE	},
    {	"waist",	 WEAR_WAIST,	 TRUE	},
    {	"lwrist",	 WEAR_WRIST_L,	 TRUE	},
    {	"rwrist",	 WEAR_WRIST_R,	 TRUE	},
    {	"wielded",	 WEAR_WIELD,	 TRUE	},
    {	"hold",		 WEAR_HOLD,		 TRUE	},
    {	"floating",	 WEAR_FLOAT,	 TRUE	},
    {	"tail",		 WEAR_TAIL,		 TRUE	},
    {	"face",		 WEAR_FACE,		 TRUE	},
    {	"eyes",		 WEAR_EYES,		 TRUE	},
    {	"ears",		 WEAR_EARS,		 TRUE	},
    {	"lankle",	 WEAR_ANKLE_L,	 TRUE	},
    {	"rankle",	 WEAR_ANKLE_R,	 TRUE	},
    {	"cup",		 WEAR_UNDERWEAR, TRUE	},
    {	"belly",	 WEAR_BELLY,	 TRUE	},
    {	"knees",	 WEAR_KNEES,	 TRUE	},
    {	"back",		 WEAR_BACK,		 TRUE	},
    {	"shoulders", WEAR_SHOULDERS, TRUE	},
    {	NULL,		 0,				 0		}
};

const struct flag_type container_flags[] =
{
    {	"closeable",		1,		TRUE	},
    {	"pickproof",		2,		TRUE	},
    {	"closed",			4,		TRUE	},
    {	"locked",			8,		TRUE	},
    {	"puton",			16,		TRUE	},
    {	NULL,				0,		0		}
};

/*June 2002*/
const struct flag_type xcode_flags[] =
{
    {	"Class_Mage",		1,		TRUE	},
    {	"Class_Cleric",		2,		TRUE	},
    {	NULL,				0,		0		}
};

/*****************************************************************************
                      ROM - specific tables:
 ****************************************************************************/




const struct flag_type ac_type[] =
{
    {   "pierce",        AC_PIERCE,            TRUE    },
    {   "bash",          AC_BASH,              TRUE    },
    {   "slash",         AC_SLASH,             TRUE    },
    {   "exotic",        AC_EXOTIC,            TRUE    },
    {   NULL,            0,                    0       }
};


const struct flag_type size_flags[] =
{
    {   "tiny",          SIZE_TINY,            TRUE    },
    {   "small",         SIZE_SMALL,           TRUE    },
    {   "medium",        SIZE_MEDIUM,          TRUE    },
    {   "large",         SIZE_LARGE,           TRUE    },
    {   "huge",          SIZE_HUGE,            TRUE    },
    {   "giant",         SIZE_GIANT,           TRUE    },
    {   NULL,            0,                    0       },
};


const struct flag_type weapon_class[] =
{
    {   "exotic",	WEAPON_EXOTIC,		TRUE    },
    {   "sword",	WEAPON_SWORD,		TRUE    },
    {   "dagger",	WEAPON_DAGGER,		TRUE    },
    {   "spear",	WEAPON_SPEAR,		TRUE    },
    {   "mace",		WEAPON_MACE,		TRUE    },
    {   "axe",		WEAPON_AXE,			TRUE    },
    {   "flail",	WEAPON_FLAIL,		TRUE    },
    {   "whip",		WEAPON_WHIP,		TRUE    },
    {   "polearm",	WEAPON_POLEARM,		TRUE    },
    {   NULL,		0,					0       }
};


const struct flag_type weapon_type2[] =
{
    {   "flaming",       WEAPON_FLAMING,       TRUE    },
    {   "frost",         WEAPON_FROST,         TRUE    },
    {   "vampiric",      WEAPON_VAMPIRIC,      TRUE    },
    {   "sharp",         WEAPON_SHARP,         TRUE    },
    {   "vorpal",        WEAPON_VORPAL,        TRUE    },
    {   "twohands",		 WEAPON_TWO_HANDS,     TRUE    },
    {	"shocking",		 WEAPON_SHOCKING,      TRUE    },
    {	"poison",		 WEAPON_POISON,		   TRUE	   },
    {	"manadrain",	 WEAPON_MANADRAIN,	   TRUE	   },
    {	"movedrain",	 WEAPON_MOVEDRAIN,	   TRUE	   },
    {	"growing",		 WEAPON_GROWING,	   TRUE	   },
    {	"gripped",		 WEAPON_GRIPPED,	   TRUE	   },
    {	"talking",		 WEAPON_TALKING,	   TRUE	   },
    {	"common",		 WEAPON_COMMON,		   TRUE	   },
    {	"uncommon",		 WEAPON_UNCOMMON,	   TRUE	   },
    {	"rare",			 WEAPON_RARE,		   TRUE	   },
    {	"veryrare",		 WEAPON_VERY_RARE,	   TRUE	   },
    {	"unique",		 WEAPON_UNIQUE,		   TRUE	   },
    {   NULL,            0,                    0       }
};

const struct flag_type res_flags[] =
{
    {	"summon",		 RES_SUMMON,		   TRUE	   },
    {   "charm",         RES_CHARM,            TRUE    },
    {   "magic",         RES_MAGIC,            TRUE    },
    {   "weapon",        RES_WEAPON,           TRUE    },
    {   "bash",          RES_BASH,             TRUE    },
    {   "pierce",        RES_PIERCE,           TRUE    },
    {   "slash",         RES_SLASH,            TRUE    },
    {   "fire",          RES_FIRE,             TRUE    },
    {   "cold",          RES_COLD,             TRUE    },
    {   "lightning",     RES_LIGHTNING,        TRUE    },
    {   "acid",          RES_ACID,             TRUE    },
    {   "poison",        RES_POISON,           TRUE    },
    {   "negative",      RES_NEGATIVE,         TRUE    },
    {   "holy",          RES_HOLY,             TRUE    },
    {   "energy",        RES_ENERGY,           TRUE    },
    {   "mental",        RES_MENTAL,           TRUE    },
    {   "disease",       RES_DISEASE,          TRUE    },
    {   "drowning",      RES_DROWNING,         TRUE    },
    {   "light",         RES_LIGHT,            TRUE    },
    {	"sound",		 RES_SOUND,			   TRUE	   },
    {	"wood",			 RES_WOOD,			   TRUE	   },
    {	"silver",		 RES_SILVER,		   TRUE	   },
    {	"iron",			 RES_IRON,			   TRUE	   },
    {   NULL,            0,					   0       }
};


const struct flag_type vuln_flags[] =
{
    {	"summon",		 VULN_SUMMON,		   TRUE	   },
    {	"charm",		 VULN_CHARM,		   TRUE	   },
    {   "magic",         VULN_MAGIC,           TRUE    },
    {   "weapon",        VULN_WEAPON,          TRUE    },
    {   "bash",          VULN_BASH,            TRUE    },
    {   "pierce",        VULN_PIERCE,          TRUE    },
    {   "slash",         VULN_SLASH,           TRUE    },
    {   "fire",          VULN_FIRE,            TRUE    },
    {   "cold",          VULN_COLD,            TRUE    },
    {   "lightning",     VULN_LIGHTNING,       TRUE    },
    {   "acid",          VULN_ACID,            TRUE    },
    {   "poison",        VULN_POISON,          TRUE    },
    {   "negative",      VULN_NEGATIVE,        TRUE    },
    {   "holy",          VULN_HOLY,            TRUE    },
    {   "energy",        VULN_ENERGY,          TRUE    },
    {   "mental",        VULN_MENTAL,          TRUE    },
    {   "disease",       VULN_DISEASE,         TRUE    },
    {   "drowning",      VULN_DROWNING,        TRUE    },
    {   "light",         VULN_LIGHT,           TRUE    },
    {	"sound",		 VULN_SOUND,		   TRUE	   },
    {   "wood",          VULN_WOOD,            TRUE    },
    {   "silver",        VULN_SILVER,          TRUE    },
    {   "iron",          VULN_IRON,            TRUE    },
    {   NULL,            0,                    0       }
};

const struct flag_type position_flags[] =
{
    {   "dead",           POS_DEAD,            FALSE   },
    {   "mortal",         POS_MORTAL,          FALSE   },
    {   "incap",          POS_INCAP,           FALSE   },
    {   "stunned",        POS_STUNNED,         FALSE   },
    {   "sleeping",       POS_SLEEPING,        TRUE    },
    {   "resting",        POS_RESTING,         TRUE    },
    {   "sitting",        POS_SITTING,         TRUE    },
    {   "fighting",       POS_FIGHTING,        FALSE   },
    {   "standing",       POS_STANDING,        TRUE    },
    {   NULL,             0,                   0       }
};

const struct flag_type portal_flags[]=
{
    {   "normal_exit",	GATE_NORMAL_EXIT,	TRUE	},
    {	"no_curse",		GATE_NOCURSE,		TRUE	},
    {   "go_with",		GATE_GOWITH,		TRUE	},
    {   "buggy",		GATE_BUGGY,			TRUE	},
    {	"random",		GATE_RANDOM,		TRUE	},
    {   NULL,			0,					0		}
};

const struct flag_type furniture_flags[]=
{
    {   "stand_at",	  STAND_AT,		TRUE	},
    {	"stand_on",	  STAND_ON,		TRUE	},
    {	"stand_in",	  STAND_IN,		TRUE	},
    {	"sit_at",	  SIT_AT,		TRUE	},
    {	"sit_on",	  SIT_ON,		TRUE	},
    {	"sit_in",	  SIT_IN,		TRUE	},
    {	"rest_at",	  REST_AT,		TRUE	},
    {	"rest_on",	  REST_ON,		TRUE	},
    {	"rest_in",	  REST_IN,		TRUE	},
    {	"sleep_at",	  SLEEP_AT,		TRUE	},
    {	"sleep_on",	  SLEEP_ON,		TRUE	},
    {	"sleep_in",	  SLEEP_IN,		TRUE	},
    {	"put_at",	  PUT_AT,		TRUE	},
    {	"put_on",	  PUT_ON,		TRUE	},
    {	"put_in",	  PUT_IN,		TRUE	},
    {	"put_inside", PUT_INSIDE,	TRUE	},
    {	NULL,		  0,			0		}
};

const	struct	flag_type	apply_types	[]	=
{
	{	"affects",	TO_AFFECTS,	TRUE	},
	{	"object",	TO_OBJECT,	TRUE	},
	{	"immune",	TO_IMMUNE,	TRUE	},
	{	"resist",	TO_RESIST,	TRUE	},
	{	"vuln",		TO_VULN,	TRUE	},
	{	"weapon",	TO_WEAPON,	TRUE	},
	{	NULL,		0,			TRUE	}
};

const	struct	bit_type	bitvector_type	[]	=
{
	{	affect_flags,	"affect"	},
	{	apply_flags,	"apply"		},
	{	imm_flags,		"imm"		},
	{	res_flags,		"res"		},
	{	vuln_flags,		"vuln"		},
	{	weapon_type2,	"weapon"	}
};

/*061801*/
const	struct	flag_type	vehicle_type	[]	=
{
	{	"boat",		VEHICLE_BOAT,	 TRUE	},
	{	"non-boat", VEHICLE_NONBOAT, TRUE   },
	{	NULL,		0,				 TRUE	}
};

const struct flag_type oprog_flags[] =
{
    {	"act",			TRIG_ACT,		TRUE	},
    {	"fight",		TRIG_FIGHT,		TRUE	},
    {	"give",			TRIG_GIVE,		TRUE	},
    {   "greet",		TRIG_GRALL,		TRUE	},
    {	"random",		TRIG_RANDOM,		TRUE	},
    {   "speech",		TRIG_SPEECH,		TRUE	},
    {	"exall",		TRIG_EXALL,		TRUE	},
    {	"delay",		TRIG_DELAY,		TRUE	},
    {	"drop",		TRIG_DROP,		TRUE	},
    {	"get",		TRIG_GET,		TRUE	},
    {	"sit",		TRIG_SIT,		TRUE	},
    {	NULL,			0,			TRUE	},
};

const struct flag_type rprog_flags[] =
{
    {	"act",			TRIG_ACT,		TRUE	},
    {	"fight",		TRIG_FIGHT,		TRUE	},
    {	"drop",			TRIG_DROP,		TRUE	},
    {	"greet",		TRIG_GRALL,		TRUE	},
    {	"random",		TRIG_RANDOM,		TRUE	},
    {	"speech",		TRIG_SPEECH,		TRUE	},
    {	"exall",		TRIG_EXALL,		TRUE	},
    {	"delay",		TRIG_DELAY,		TRUE	},
    {	NULL,			0,			TRUE	},
};