/***************************************************************************
 *  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 flag_type guild_flags[] = {
  {"Independent", GUILD_INDEPENDENT, TRUE},
  {"Modified", GUILD_CHANGED, FALSE},
  {"Delete", GUILD_DELETED, TRUE},
  {"Immortal", GUILD_IMMORTAL, TRUE},
  {NULL, 0, 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},
  {"mount", E, TRUE},
  {"stay_area", G, TRUE},
  {"wimpy", H, TRUE},
  {"pet", I, TRUE},
  {"train", J, TRUE},
  {"practice", K, 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},
  {"surgeon", X, TRUE},
  {"indoors", Y, TRUE},
  {"healer", aa, TRUE},
  {"gain", bb, TRUE},
  {"update_always", cc, TRUE},
  {"changer", dd, TRUE},
  {"drunk", ee, 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},
  {"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 cyber_flags[] = {

  {"internal comm unit", CYBER_COMM, TRUE},
  {"mirror eyes", CYBER_EYES, TRUE},
  {"leg replacements", CYBER_LEGS, TRUE},
  {"chest plating", CYBER_CHEST, TRUE},
  {"argumented reflexes", CYBER_REFLEXES, TRUE},
  {"internal computer", CYBER_MIND, TRUE},
  {"argumented muscles", CYBER_STRENGTH, 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},
  {"command", TRIG_COMMAND, 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},
  {"novehicle", ROOM_NOVEHICLE, 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},
  {"quiver", ITEM_QUIVER, TRUE},
  {"arrow", ITEM_ARROW, TRUE},
  {"socket", ITEM_SOCKET, TRUE},
  {"controls", ITEM_CONTROLS, TRUE},
  {"vehicle", ITEM_VEHICLE, TRUE},
  {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},
  {"lodged", ITEM_LODGED, 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},

/*    {   "twohands",            ITEM_TWO_HANDS,         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},
  {"spirituality", APPLY_SPI, TRUE},
  {"presence", APPLY_PRE, TRUE},
  {"agility", APPLY_AGI, 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},
  {"lodge_leg", WEAR_LODGE_LEG, TRUE},
  {"lodge_arm", WEAR_LODGE_ARM, TRUE},
  {"lodge_rib", WEAR_LODGE_RIB, 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},
  {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}
};

/*****************************************************************************
                      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},
  {"absorb", AC_ARMOR_ABSORB, 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},
  {"dart", WEAPON_DART, TRUE},
  {"bow", WEAPON_BOW, 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},
  {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 vehicle_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 vehicle_entrance_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 controls_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"}
};

const struct flag_type oprog_flags[] = {
  {"act", TRIG_ACT, TRUE},
  {"fight", TRIG_FIGHT, TRUE},
  {"give", TRIG_GIVE, TRUE},
  {"grall", 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},
  {"wear", TRIG_WEAR, TRUE},
  {"wearing", TRIG_WEARING, TRUE},
  {"command", TRIG_COMMAND, TRUE},
  {NULL, 0, TRUE},
};


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