/
rogue24b3/
rogue24b3/data/
/***************************************************************************\
[*]    ___    ____   ____   __   __  ____ [*]   ROGUE: ROM With Attitude  [*]
[*]   /#/ )  /#/  ) /#/  ) /#/  /#/ /#/   [*]    All rights reserved      [*]
[*]  /#/ <  /#/  / /#/ _  /#/  /#/ /#/--  [*]   Copyright(C) 2000-2001    [*]
[*] /#/   \(#(__/ (#(__/ (#(__/#/ (#(___  [*] Kenneth Conley (Mendanbar)  [*]
[*]  Expression of Digital Creativity..   [*]  scmud@mad.scientist.com    [*]
[-]---------------------------------------+-+-----------------------------[-]
[*] File: merc.h                         				  [*]
[*] Usage: The mother load! Main Utility file.				  [*]
\***************************************************************************/

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

#include "types.h"

/*
 * 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( )
#define DECLARE_SONG_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
#define DECLARE_SONG_FUN( fun )         SONG_FUN  fun
#endif

/* system calls */

int touch(char *path);
extern int colorcount(char *string);
extern int rstrlen(char *string);

/*
 * 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;
#define unix
#else
typedef short   int			sh_int;
#endif



/*
 * Structure types.
 */
typedef struct	affect_data		AFFECT_DATA;
typedef struct	area_data		AREA_DATA;
typedef struct	ban_data		BAN_DATA;
typedef struct 	buf_type	 	BUFFER;
typedef struct	char_data		CHAR_DATA;
typedef struct	descriptor_data		DESCRIPTOR_DATA;
typedef struct	exit_data		EXIT_DATA;
typedef struct	extra_descr_data	EXTRA_DESCR_DATA;
typedef struct	help_data		HELP_DATA;
typedef struct	help_area_data		HELP_AREA;
typedef struct	kill_data		KILL_DATA;
typedef struct	mem_data		MEM_DATA;
typedef struct	mob_index_data		MOB_INDEX_DATA;
typedef struct	note_data		NOTE_DATA;
typedef struct	obj_data		OBJ_DATA;
typedef struct	obj_index_data		OBJ_INDEX_DATA;
typedef struct	pc_data			PC_DATA;
typedef struct  gen_data		GEN_DATA;
typedef struct	reset_data		RESET_DATA;
typedef struct	room_index_data		ROOM_INDEX_DATA;
typedef struct	shop_data		SHOP_DATA;
typedef struct	time_info_data		TIME_INFO_DATA;
typedef struct	weather_data		WEATHER_DATA;
typedef struct  mprog_list		MPROG_LIST;
typedef struct  mprog_code		MPROG_CODE;
typedef struct  clan_type               CLAN_DATA;
typedef struct	social_type		SOCIAL_DATA;
typedef struct	wizlist_data		WIZLIST_DATA;
typedef struct	race_type		RACE_DATA;

/*
 * Function types.
 */
typedef	void DO_FUN	args( ( CHAR_DATA *ch, char *argument, SInt32 subcmd ) );
typedef bool SPEC_FUN	args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN	args( ( int sn, int level, CHAR_DATA *ch, void *vo,
				int target ) );
typedef void SONG_FUN   args( ( int songnum, int level, int worth, CHAR_DATA *ch, OBJ_DATA *inst ) );

/*
 * String and memory management parameters.
 */
#define	MAX_KEY_HASH		 1024
#define MAX_STRING_LENGTH	 4608
#define MAX_INPUT_LENGTH	  256
#define PAGELEN			   22

/* I am lazy :) */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH 

#define FIND_INDIV	0
#define FIND_ALL	1
#define FIND_ALLDOT	2

int	find_all_dots(char *arg);
int	generic_find(char *arg, int bitvector, CHAR_DATA *ch, CHAR_DATA **tar_ch, OBJ_DATA **tar_obj);

#define FIND_CHAR_ROOM	1
#define FIND_CHAR_WORLD	2
#define FIND_OBJ_INV	4
#define FIND_OBJ_ROOM	8
#define FIND_OBJ_WORLD	16
#define FIND_OBJ_EQ	32

// ONOFF for toggle
#define ONOFF(a) ((a) ? "ON" : "OFF")
#define YESNO(a) ((a) ? "YES" : "NO")

#define PLR_FLAGS(ch)		((ch)->act)
#define MOB_FLAGS(ch)		((ch)->act)
#define CHN_FLAGS(ch)		((ch)->comm)
#define STF_FLAGS(ch)		((ch)->staff)
#define AFF_FLAGS(ch)		((ch)->affected_by)
#define AFF2_FLAGS(ch)		((ch)->affected2_by)
#define OBJ_FLAGS(obj)		((obj)->extra_flags)
#define ROOM_FLAGS(loc)		((loc)->room_flags)
#define AREA_FLAGS(loc)		((loc)->area_flags)

#define PLR_FLAGGED(ch, flag)	(!IS_NPC(ch) && IS_SET((ch)->act, (flag)))
#define MOB_FLAGGED(ch, flag)	(IS_NPC(ch) && IS_SET((ch)->act, (flag)))
#define COMM_FLAGGED(ch, flag)	(!IS_NPC(ch) && IS_SET((ch)->comm, (flag)))
#define STF_FLAGGED(ch, flag)	(!IS_NPC(ch) && IS_SET((ch)->staff, (flag)))
#define AFF_FLAGGED(ch, flag)	(IS_SET((ch)->affected_by, (flag)))
#define AFF2_FLAGGED(ch, flag)	(IS_SET((ch)->affected2_by, (flag)))
#define OBJ_FLAGGED(obj, flag)	(IS_SET((obj)->extra_flags, (flag)))
#define ROOM_FLAGGED(loc, flag)	(IS_SET(ROOM_FLAGS(loc), (flag)))
#define EXIT_FLAGGED(ex, flag)	(IS_SET((ex)->exit_info, (flag)))
#define AREA_FLAGGED(loc, flag)	(IS_SET(AREA_FLAGS(loc), (flag)))

/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_SONGS		5
#define MAX_SKILL		205
#define MAX_GROUP		35
#define MAX_IN_GROUP		15
#define MAX_ALIAS		25
#define MAX_CLASS		8
#define MAX_PC_RACE		5
#define MAX_CLAN		20
#define MAX_RANK		6
#define MAX_DAMAGE_MESSAGE	41
#define MAX_LEVEL		110
#define MAX_HERO_LEVEL		999
#define LEVEL_HERO		(MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		(MAX_LEVEL - 8)
#define PFILE_VERSION		1 // For making changes to pfiles

/*
 * Game Pulses
 */
#define PULSE_PER_SECOND	4
#define PULSE_VIOLENCE		(3 * PULSE_PER_SECOND)
#define PULSE_MOBILE		(4 * PULSE_PER_SECOND)
#define PULSE_MUSIC		(6 * PULSE_PER_SECOND)
#define PULSE_TICK		(60 * PULSE_PER_SECOND)
#define PULSE_AREA		(120 * PULSE_PER_SECOND)
#define PULSE_POINTS		(25 * PULSE_PER_SECOND)

#define IMP_NAME		"Immortal"

#define IMPLEMENTOR		MAX_LEVEL
#define	CREATOR			(MAX_LEVEL - 1)
#define SUPREME			(MAX_LEVEL - 2)
#define DEITY			(MAX_LEVEL - 3)
#define GOD			(MAX_LEVEL - 4)
#define IMMORTAL		(MAX_LEVEL - 5)
#define DEMI			(MAX_LEVEL - 6)
#define ANGEL			(MAX_LEVEL - 7)
#define AVATAR			(MAX_LEVEL - 8)
#define HERO			LEVEL_HERO

#define LVL_STAFF		AVATAR
#define LVL_SRSTAFF		GOD
#define LVL_ADMIN		CREATOR
#define LVL_CODER		MAX_LEVEL

/*
 * Colour stuff by Lope of Loping Through The MUD
 */
#define CLEAR		"\e[0;0m"		/* Resets Colour	*/
#define C_RED		"\e[0;31m"	/* Normal Colours	*/
#define C_GREEN		"\e[0;32m"
#define C_YELLOW	"\e[0;33m"
#define C_BLUE		"\e[0;34m"
#define C_MAGENTA	"\e[0;35m"
#define C_CYAN		"\e[0;36m"
#define C_WHITE		"\e[0;37m"
#define C_BLACK		"\e[0;30m"
#define C_B_GREY	"\e[1;30m"  	/* Light Colors		*/
#define C_B_RED		"\e[1;31m"
#define C_B_GREEN	"\e[1;32m"
#define C_B_YELLOW	"\e[1;33m"
#define C_B_BLUE	"\e[1;34m"
#define C_B_MAGENTA	"\e[1;35m"
#define C_B_CYAN	"\e[1;36m"
#define C_B_WHITE	"\e[1;37m"
#define FLASHING	"\e[5m"
#define INVERSE		"\e[7m"
#define BKBLK		"\e[40m"		// BG Colors.
#define BKRED		"\e[41m"
#define BKGRN		"\e[42m"
#define BKYEL		"\e[43m"
#define BKBLU		"\e[44m"
#define BKMAG		"\e[45m"
#define BKCYN		"\e[46m"
#define BKWHT		"\e[47m"


#define GUILD_DELETED		(1 << 0)
#define GUILD_CHANGED		(1 << 1)
#define GUILD_INDEPENDENT	(1 << 2)
#define GUILD_IMMORTAL		(1 << 3)

/*
 * Site ban structure.
 */

#define BAN_SUFFIX		A
#define BAN_PREFIX		B
#define BAN_NEWBIES		C
#define BAN_ALL			D	
#define BAN_PERMIT		E
#define BAN_PERMANENT		F

struct	ban_data
{
    BAN_DATA *	next;
    bool	valid;
    sh_int	ban_flags;
    UInt16	level;
    char *	name;
};

struct wizlist_data
{
    WIZLIST_DATA *	next;
    bool		valid;
    sh_int		level;
    char *		name;
};

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

struct buf_type
{
    BUFFER *    next;
    bool        valid;
    sh_int      state;  /* error state of the buffer */
    sh_int      size;   /* size in k */
    char *      string; /* buffer's string */
};



/*
 * Time and weather stuff.
 */
#define SUN_DARK		    0
#define SUN_RISE		    1
#define SUN_LIGHT		    2
#define SUN_SET			    3

#define SKY_CLOUDLESS		    0
#define SKY_CLOUDY		    1
#define SKY_RAINING		    2
#define SKY_LIGHTNING		    3

struct	time_info_data
{
    int		hour;
    int		day;
    int		month;
    int		year;
};

struct	weather_data
{
    int		mmhg;
    int		change;
    int		sky;
    int		sunlight;
};



/*
 * 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_LAST_NAME		 6
#define CON_GET_NEW_RACE		 7
#define CON_GET_NEW_SEX			 8
#define CON_GET_NEW_CLASS		 9
#define CON_GET_ALIGNMENT		10
#define CON_CHOOSE_TERM			11
#define CON_DEFAULT_CHOICE		12 
#define CON_GEN_GROUPS			13 
#define CON_PICK_WEAPON			14
#define CON_READ_IMOTD			15
#define CON_READ_MOTD			16
#define CON_BREAK_CONNECT		17
#define CON_COPYOVER_RECOVER		18
#define CON_NOTE_TO			19
#define CON_NOTE_SUBJECT		20
#define CON_NOTE_EXPIRE			21
#define CON_NOTE_TEXT			22
#define CON_NOTE_FINISH         	23
#define CON_DISCONNECT			24
// Menu Items (Delete/Password)
#define CON_MENU			25
#define CON_CHPWD_GETOLD		26
#define CON_CHPWD_GETNEW		27
#define CON_CHPWD_VERIFY		28
#define CON_DELETE_CONF1		29
#define CON_DELETE_CONF2		30
#define CON_EXDESC			31
#define CON_CLOSE			32
#define CON_CHANGE_LNAME		33

/*
 * Descriptor (channel) structure.
 */
struct	descriptor_data
{
    DESCRIPTOR_DATA *	next;
    DESCRIPTOR_DATA *	snoop_by;
    CHAR_DATA *		character;
    CHAR_DATA *		original;
    bool		valid;
    char *		host;
    sh_int		descriptor;
    sh_int		connected;
    bool		fcommand;
    char		inbuf		[4 * MAX_INPUT_LENGTH];
    char		incomm		[MAX_INPUT_LENGTH];
    char		inlast		[MAX_INPUT_LENGTH];
    int			repeat;
    char *		outbuf;
    int			outsize;
    int			outtop;
    char *		showstr_head;
    char *		showstr_point;
    void *              pEdit;		/* OLC */
    char **             pString;	/* OLC */
    int			editor;		/* OLC */
    bool		pueblo;		/* Pueblo Client */
    bool		ansi;		/* CON_CHOOSE_TERM */
};


/*
 * 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;
};



/*
 * TO types for act.
 */
#define TO_ROOM		(1 << 0)
#define TO_NOTVICT	(1 << 1)
#define TO_VICT		(1 << 2)
#define TO_CHAR		(1 << 3)
#define TO_ALL		(1 << 4)
#define TO_ZONE		(1 << 5)
#define TO_ALLNOTVICT	(1 << 6)
#define TO_ALLROOM	(1 << 7)

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

struct help_area_data
{
	HELP_AREA *	next;
	HELP_DATA *	first;
	HELP_DATA *	last;
	AREA_DATA *	area;
	char *		filename;
};


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

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



/*
 * Per-class stuff.
 */

#define MAX_GUILD 	2
#define MAX_STATS 	6
#define STAT_STR 	0
#define STAT_INT	1
#define STAT_WIS	2
#define STAT_DEX	3
#define STAT_CON	4
#define STAT_CHA	5

struct	class_type
{
    char *	name;			/* the full name of the class */
    char 	who_name	[4];	/* Three-letter name for 'who'	*/
    sh_int	attr_prime;		/* Prime attribute		*/
    sh_int	weapon;			/* First weapon			*/
    sh_int	guild[MAX_GUILD];	/* Vnum of guild rooms		*/
    sh_int	skill_adept;		/* Maximum skill level		*/
    sh_int	thac0_00;		/* Thac0 for level  0		*/
    sh_int	thac0_32;		/* Thac0 for level 32		*/
    sh_int	hp_min;			/* Min hp gained on leveling	*/
    sh_int	hp_max;			/* Max hp gained on leveling	*/
    bool	fMana;			/* Class gains mana on level	*/
    char *	base_group;		/* base skills gained		*/
    char *	default_group;		/* default skills gained	*/
};

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

struct weapon_type
{
    char *	name;
    sh_int	vnum;
    sh_int	type;
    sh_int	*gsn;
};

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

struct race_type
{
    char *	name;			/* call name of the race */
    bool	pc_race;		/* can be chosen by pcs */
    long	act;			/* act bits for the race */
    long	aff;			/* aff bits for the race */
    long	aff2;			/* aff2 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;
    sh_int      points;                 /* cost in points of the race */
    sh_int      class_mult[MAX_CLASS];  /* exp multiplier for class, * 100 */
    char *      skills[5];              /* bonus skills for the race */
    sh_int      stats[MAX_STATS];       /* starting stats */
    sh_int      max_stats[MAX_STATS];   /* maximum stats */
    sh_int      size;                   /* aff bits for the race */
};

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



/*
 * Data structure for notes.
 */

#define NOTE_NOTE	0
#define NOTE_IDEA	1
#define NOTE_PENALTY	2
#define NOTE_NEWS	3
#define NOTE_CHANGES	4

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

#include "board.h"

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

/* where definitions */
#define TO_AFFECTS	0
#define TO_OBJECT	1
#define TO_IMMUNE	2
#define TO_RESIST	3
#define TO_VULN		4
#define TO_WEAPON	5
#define TO_AFFECTS2	6

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



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

/*
 * Well known mob virtual numbers.
 * Defined in #MOBILES.
 */
#define MOB_VNUM_FIDO		   2
#define MOB_VNUM_CITYGUARD	   2
#define MOB_VNUM_VAMPIRE	   2

#define MOB_VNUM_PATROLMAN	   2
#define GROUP_VNUM_TROLLS	   2
#define GROUP_VNUM_OGRES	   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

/*
 * ACT bits for mobs.
 * Used in #MOBILES.
 */
#define ACT_IS_NPC		(1 << 0)	/* Auto set for mobs	*/
#define ACT_SENTINEL	    	(1 << 1)	/* Stays in one room	*/
#define ACT_SCAVENGER	      	(1 << 2)	/* Picks up objects	*/
#define ACT_UNUSED3		(1 << 3)
#define ACT_UNUSED4		(1 << 4)
#define ACT_AGGRESSIVE		(1 << 5)    	/* Attacks PC's		*/
#define ACT_STAY_AREA		(1 << 6)	/* Won't leave area	*/
#define ACT_WIMPY		(1 << 7)
#define ACT_PET			(1 << 8)	/* Auto set for pets	*/
#define ACT_TRAIN		(1 << 9)	/* Can train PC's	*/
#define ACT_PRACTICE		(1 << 10)	/* Can practice PC's	*/
#define ACT_UNUSED11		(1 << 11)
#define ACT_UNUSED12		(1 << 12)
#define ACT_UNUSED13		(1 << 13)
#define ACT_UNDEAD		(1 << 14)
#define ACT_UNUSED15		(1 << 15)
#define ACT_CLERIC		(1 << 16)
#define ACT_MAGE		(1 << 17)
#define ACT_THIEF		(1 << 18)
#define ACT_WARRIOR		(1 << 19)
#define ACT_NOALIGN		(1 << 20)
#define ACT_NOPURGE		(1 << 21)
#define ACT_OUTDOORS		(1 << 22)
#define ACT_UNUSED23		(1 << 23)
#define ACT_INDOORS		(1 << 24)
#define ACT_UNUSED25		(1 << 25)
#define ACT_IS_HEALER		(1 << 26)
#define ACT_GAIN		(1 << 27)
#define ACT_UPDATE_ALWAYS	(1 << 28)
#define ACT_IS_CHANGER		(1 << 29)
#define MOB_DELETED		(1 << 31)

/* damage classes */
#define DAM_NONE                0
#define DAM_BASH                1
#define DAM_PIERCE              2
#define DAM_SLASH               3
#define DAM_FIRE                4
#define DAM_COLD                5
#define DAM_LIGHTNING           6
#define DAM_ACID                7
#define DAM_POISON              8
#define DAM_NEGATIVE            9
#define DAM_HOLY                10
#define DAM_ENERGY              11
#define DAM_MENTAL              12
#define DAM_DISEASE             13
#define DAM_DROWNING            14
#define DAM_LIGHT		15
#define DAM_OTHER               16
#define DAM_HARM		17
#define DAM_CHARM		18
#define DAM_SOUND		19

/* 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)
#define IMM_SOUND		(T)
#define IMM_WOOD                (X)
#define IMM_SILVER              (Y)
#define IMM_IRON                (Z)
 
/* RES bits for mobs */
#define RES_SUMMON		(A)
#define RES_CHARM		(B)
#define RES_MAGIC               (C)
#define RES_WEAPON              (D)
#define RES_BASH                (E)
#define RES_PIERCE              (F)
#define RES_SLASH               (G)
#define RES_FIRE                (H)
#define RES_COLD                (I)
#define RES_LIGHTNING           (J)
#define RES_ACID                (K)
#define RES_POISON              (L)
#define RES_NEGATIVE            (M)
#define RES_HOLY                (N)
#define RES_ENERGY              (O)
#define RES_MENTAL              (P)
#define RES_DISEASE             (Q)
#define RES_DROWNING            (R)
#define RES_LIGHT		(S)
#define RES_SOUND		(T)
#define RES_WOOD                (X)
#define RES_SILVER              (Y)
#define RES_IRON                (Z)
 
/* VULN bits for mobs */
#define VULN_SUMMON		(A)
#define VULN_CHARM		(B)
#define VULN_MAGIC              (C)
#define VULN_WEAPON             (D)
#define VULN_BASH               (E)
#define VULN_PIERCE             (F)
#define VULN_SLASH              (G)
#define VULN_FIRE               (H)
#define VULN_COLD               (I)
#define VULN_LIGHTNING          (J)
#define VULN_ACID               (K)
#define VULN_POISON             (L)
#define VULN_NEGATIVE           (M)
#define VULN_HOLY               (N)
#define VULN_ENERGY             (O)
#define VULN_MENTAL             (P)
#define VULN_DISEASE            (Q)
#define VULN_DROWNING           (R)
#define VULN_LIGHT		(S)
#define VULN_SOUND		(T)
#define VULN_WOOD               (X)
#define VULN_SILVER             (Y)
#define VULN_IRON		(Z)
 
/* body form */
#define FORM_EDIBLE             (A)
#define FORM_POISON             (B)
#define FORM_MAGICAL            (C)
#define FORM_INSTANT_DECAY      (D)
#define FORM_OTHER              (E)  /* defined by material bit */
 
/* actual form */
#define FORM_ANIMAL             (G)
#define FORM_SENTIENT           (H)
#define FORM_UNDEAD             (I)
#define FORM_CONSTRUCT          (J)
#define FORM_MIST               (K)
#define FORM_INTANGIBLE         (L)
 
#define FORM_BIPED              (M)
#define FORM_CENTAUR            (N)
#define FORM_INSECT             (O)
#define FORM_SPIDER             (P)
#define FORM_CRUSTACEAN         (Q)
#define FORM_WORM               (R)
#define FORM_BLOB		(S)
 
#define FORM_MAMMAL             (V)
#define FORM_BIRD               (W)
#define FORM_REPTILE            (X)
#define FORM_SNAKE              (Y)
#define FORM_DRAGON             (Z)
#define FORM_AMPHIBIAN          (aa)
#define FORM_FISH               (bb)
#define FORM_COLD_BLOOD		(cc)	
 
/* body parts */
#define PART_HEAD               (A)
#define PART_ARMS               (B)
#define PART_LEGS               (C)
#define PART_HEART              (D)
#define PART_BRAINS             (E)
#define PART_GUTS               (F)
#define PART_HANDS              (G)
#define PART_FEET               (H)
#define PART_FINGERS            (I)
#define PART_EAR                (J)
#define PART_EYE		(K)
#define PART_LONG_TONGUE        (L)
#define PART_EYESTALKS          (M)
#define PART_TENTACLES          (N)
#define PART_FINS               (O)
#define PART_WINGS              (P)
#define PART_TAIL               (Q)
/* for combat */
#define PART_CLAWS              (U)
#define PART_FANGS              (V)
#define PART_HORNS              (W)
#define PART_SCALES             (X)
#define PART_TUSKS		(Y)


/*
 * Bits for 'affected_by'.
 * Used in #MOBILES.
 */
#define AFF_BLIND		(1 << 0)
#define AFF_INVISIBLE		(1 << 1)
#define AFF_DETECT_EVIL		(1 << 2)
#define AFF_DETECT_INVIS	(1 << 3)
#define AFF_DETECT_MAGIC	(1 << 4)
#define AFF_DETECT_HIDDEN	(1 << 5)
#define AFF_DETECT_GOOD		(1 << 6)
#define AFF_SANCTUARY		(1 << 7)
#define AFF_FAERIE_FIRE		(1 << 8)
#define AFF_INFRARED		(1 << 9)
#define AFF_SHAPESHIFT		(1 << 10)
#define AFF_CURSE		(1 << 11)
#define AFF_POISON		(1 << 12)
#define AFF_PROTECT_EVIL	(1 << 13)
#define AFF_PROTECT_GOOD	(1 << 14)
#define AFF_SNEAK		(1 << 15)
#define AFF_HIDE		(1 << 16)
#define AFF_SLEEP		(1 << 17)
#define AFF_CHARM		(1 << 18)
#define AFF_FLYING		(1 << 19)
#define AFF_PASS_DOOR		(1 << 20)
#define AFF_HASTE		(1 << 21)
#define AFF_CALM		(1 << 22)
#define AFF_PLAGUE		(1 << 23)
#define AFF_WEAKEN		(1 << 24)
#define AFF_DARK_VISION		(1 << 25)
#define AFF_BERSERK		(1 << 26)
#define AFF_SWIM		(1 << 27)
#define AFF_REGENERATION        (1 << 28)
#define AFF_SLOW		(1 << 29)
#define AFF_MOTIONTRACKING	(1 << 30)
#define AFF_VACUUMSAFE		(1 << 31)

/*
 * Bits for 'affected2_by'.
 * Used in #MOBILES.
 */
#define AFF_SPELLBANE	(1 << 0)
#define AFF_DRUNK	(1 << 1)	// Fool is seriously intoxicated!

enum Relation {
	RELATION_NONE = -1,
	RELATION_FRIEND,
	RELATION_NEUTRAL,
	RELATION_ENEMY
};

enum CatLevel {
	CAT_NONE = 0,
	CAT_CODER,
	CAT_ADMIN,
	CAT_SECPR,
	CAT_TERRA,
	CAT_TRAIN,
	CAT_ASSOC,
	CAT_QUALT,
	CAT_MISSI,
	CAT_HOUSE,
	CAT_CLANS,
	CAT_MEQRE,
	CAT_RELAT,
	CAT_OLCTR,
	CAT_SECTR,
	CAT_HELPE,
	CAT_STFAD
};

/*
 * Sex.
 * Used in #MOBILES.
 */
#define SEX_NEUTRAL		      0
#define SEX_MALE		      1
#define SEX_FEMALE		      2

/* AC types */
#define AC_PIERCE			0
#define AC_BASH				1
#define AC_SLASH			2
#define AC_EXOTIC			3

/* dice */
#define DICE_NUMBER			0
#define DICE_TYPE			1
#define DICE_BONUS			2

/* size */
#define SIZE_TINY			0
#define SIZE_SMALL			1
#define SIZE_MEDIUM			2
#define SIZE_LARGE			3
#define SIZE_HUGE			4
#define SIZE_GIANT			5



/*
 * Well known object virtual numbers.
 * Defined in #OBJECTS.
 */
#define OBJ_VNUM_SILVER_ONE	1
#define OBJ_VNUM_GOLD_ONE	2
#define OBJ_VNUM_GOLD_SOME	3
#define OBJ_VNUM_SILVER_SOME	4
#define OBJ_VNUM_COINS		5
#define OBJ_VNUM_TOKEN		6
#define OBJ_VNUM_PROTOPLASM	7

#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_MUSHROOM	20
#define OBJ_VNUM_LIGHT_BALL	21
#define OBJ_VNUM_SPRING		22
#define OBJ_VNUM_DISC		23
#define OBJ_VNUM_PORTAL		25
#define OBJ_VNUM_ROSE		1001
#define OBJ_VNUM_PIT		3010

#define OBJ_VNUM_SCHOOL_MACE	3700
#define OBJ_VNUM_SCHOOL_DAGGER	3701
#define OBJ_VNUM_SCHOOL_SWORD	3702
#define OBJ_VNUM_SCHOOL_SPEAR	3717
#define OBJ_VNUM_SCHOOL_STAFF	3718
#define OBJ_VNUM_SCHOOL_AXE	3719
#define OBJ_VNUM_SCHOOL_FLAIL	3720
#define OBJ_VNUM_SCHOOL_WHIP	3721
#define OBJ_VNUM_SCHOOL_POLEARM	3722
#define OBJ_VNUM_SCHOOL_QSTAFF	3722
#define OBJ_VNUM_SCHOOL_VEST	3703
#define OBJ_VNUM_SCHOOL_SHIELD	3704
#define OBJ_VNUM_SCHOOL_BANNER	3716
#define OBJ_VNUM_MAP		3162

#define OBJ_VNUM_WHISTLE	2116



/*
 * 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_INSTRUMENT		6
#define ITEM_BODYPART		7
#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_QUEST		14
#define ITEM_CONTAINER		15
#define ITEM_BOARD		16
#define ITEM_DRINK_CON		17
#define ITEM_KEY		18
#define ITEM_FOOD		19
#define ITEM_MONEY		20
#define ITEM_UNUSED_21		21
#define ITEM_BOAT		22
#define ITEM_CORPSE_NPC		23
#define ITEM_CORPSE_PC		24
#define ITEM_FOUNTAIN		25
#define ITEM_PILL		26
#define ITEM_PROTECT		27
#define ITEM_MAP		28
#define ITEM_PORTAL		29
#define ITEM_WARP_STONE		30
#define ITEM_ROOM_KEY		31
#define ITEM_GEM		32
#define ITEM_JEWELRY		33
#define ITEM_JUKEBOX		34
#define ITEM_NOTE		35
#define ITEM_VEHICLE		36
#define ITEM_V_HATCH		37
#define ITEM_V_CONTROLS		38
#define ITEM_V_WINDOW		39


/*
 * Extra flags.
 * Used in #OBJECTS.
 */
#define ITEM_GLOW		(1 << 0)
#define ITEM_HUM		(1 << 1)
#define ITEM_DARK		(1 << 2)
#define ITEM_LOCK		(1 << 3)
#define ITEM_EVIL		(1 << 4)
#define ITEM_INVIS		(1 << 5)
#define ITEM_MAGIC		(1 << 6)
#define ITEM_NODROP		(1 << 7)
#define ITEM_BLESS		(1 << 8)
#define ITEM_ANTI_GOOD		(1 << 9)
#define ITEM_ANTI_EVIL		(1 << 10)
#define ITEM_ANTI_NEUTRAL	(1 << 11)
#define ITEM_NOREMOVE		(1 << 12)
#define ITEM_INVENTORY		(1 << 13)
#define ITEM_NOPURGE		(1 << 14)
#define ITEM_ROT_DEATH		(1 << 15)
#define ITEM_VIS_DEATH		(1 << 16)
#define ITEM_NO_LOSE		(1 << 17)
#define ITEM_NONMETAL		(1 << 18)
#define ITEM_NOLOCATE		(1 << 19)
#define ITEM_MELT_DROP		(1 << 20)
#define ITEM_HAD_TIMER		(1 << 21)
#define ITEM_SELL_EXTRACT	(1 << 22)
#define ITEM_MUSIC		(1 << 23)
#define ITEM_BURN_PROOF		(1 << 24)
#define ITEM_NOUNCURSE		(1 << 25)
#define ITEM_ANTI_HUMAN		(1 << 26)
#define ITEM_ANTI_ELF		(1 << 27)
#define ITEM_ANTI_DWARF		(1 << 28)
#define ITEM_ANTI_GIANT		(1 << 29)
#define ITEM_UNUSED_30		(1 << 30)
#define ITEM_DELETED		(1 << 31) // Item set for deletion

/*
 * Wear flags.
 * Used in #OBJECTS.
 */
#define ITEM_TAKE		(1 << 0)
#define ITEM_WEAR_FINGER	(1 << 1)
#define ITEM_WEAR_NECK		(1 << 2)
#define ITEM_WEAR_BODY		(1 << 3)
#define ITEM_WEAR_HEAD		(1 << 4)
#define ITEM_WEAR_LEGS		(1 << 5)
#define ITEM_WEAR_FEET		(1 << 6)
#define ITEM_WEAR_HANDS		(1 << 7)
#define ITEM_WEAR_ARMS		(1 << 8)
#define ITEM_WEAR_SHIELD	(1 << 9)
#define ITEM_WEAR_ABOUT		(1 << 10)
#define ITEM_WEAR_WAIST		(1 << 11)
#define ITEM_WEAR_WRIST		(1 << 12)
#define ITEM_WIELD		(1 << 13)
#define ITEM_HOLD		(1 << 14)
#define ITEM_NO_SAC		(1 << 15)
#define ITEM_WEAR_FLOAT		(1 << 16)
#define ITEM_WEAR_FACE		(1 << 17)
#define ITEM_WEAR_BACK		(1 << 18)
#define ITEM_WEAR_EYES		(1 << 19)
#define ITEM_WEAR_EARS		(1 << 20)
#define ITEM_WEAR_ANKLE		(1 << 21)

/* weapon class */
#define WEAPON_EXOTIC		0
#define WEAPON_SWORD		1
#define WEAPON_DAGGER		2
#define WEAPON_SPEAR		3
#define WEAPON_MACE		4
#define WEAPON_AXE		5
#define WEAPON_FLAIL		6
#define WEAPON_WHIP		7	
#define WEAPON_POLEARM		8
#define WEAPON_QUARTERSTAFF	9

/* weapon types */
#define WEAPON_FLAMING		(1 << 0)
#define WEAPON_FROST		(1 << 1)
#define WEAPON_VAMPIRIC		(1 << 2)
#define WEAPON_SHARP		(1 << 3)
#define WEAPON_VORPAL		(1 << 4)
#define WEAPON_TWO_HANDS	(1 << 5)
#define WEAPON_SHOCKING		(1 << 6)
#define WEAPON_POISON		(1 << 7)
#define WEAPON_HOLY		(1 << 8)
#define WEAPON_NEGATIVE		(1 << 9)

/* gate flags */
#define GATE_NORMAL_EXIT	(1 << 0)
#define GATE_NOCURSE		(1 << 1)
#define GATE_GOWITH		(1 << 2)
#define GATE_BUGGY		(1 << 3)
#define GATE_RANDOM		(1 << 4)

/* vehicle flags */
#define VEHICLE_GROUND		(1 << 0)
#define VEHICLE_AIR		(1 << 1)
#define VEHICLE_SPACE		(1 << 2)
#define VEHICLE_WATER		(1 << 3)
#define VEHICLE_SUBMERGE	(1 << 4)

/* furniture flags */
#define STAND_AT		(1 << 0)
#define STAND_ON		(1 << 1)
#define STAND_IN		(1 << 2)
#define SIT_AT			(1 << 3)
#define SIT_ON			(1 << 4)
#define SIT_IN			(1 << 5)
#define REST_AT			(1 << 6)
#define REST_ON			(1 << 7)
#define REST_IN			(1 << 8)
#define SLEEP_AT		(1 << 9)
#define SLEEP_ON		(1 << 10)
#define SLEEP_IN		(1 << 11)
#define PUT_AT			(1 << 12)
#define PUT_ON			(1 << 13)
#define PUT_IN			(1 << 14)
#define PUT_INSIDE		(1 << 15)


/*
 * Apply types (for affects).
 * Used in #OBJECTS.
 */
#define APPLY_NONE		      0
#define APPLY_STR		      1
#define APPLY_DEX		      2
#define APPLY_INT		      3
#define APPLY_WIS		      4
#define APPLY_CON		      5
#define APPLY_SEX		      6
#define APPLY_CLASS		      7
#define APPLY_LEVEL		      8
#define APPLY_AGE		      9
#define APPLY_HEIGHT		     10
#define APPLY_WEIGHT		     11
#define APPLY_MANA		     12
#define APPLY_HIT		     13
#define APPLY_MOVE		     14
#define APPLY_GOLD		     15
#define APPLY_EXP		     16
#define APPLY_AC		     17
#define APPLY_HITROLL		     18
#define APPLY_DAMROLL		     19
#define APPLY_SAVES		     20
#define APPLY_SAVING_PARA	     20
#define APPLY_SAVING_ROD	     21
#define APPLY_SAVING_PETRI	     22
#define APPLY_SAVING_BREATH	     23
#define APPLY_SAVING_SPELL	     24
#define APPLY_SPELL_AFFECT	     25
#define APPLY_CHA		     26

/*
 * Values for containers (value[1]).
 * Used in #OBJECTS.
 */
#define CONT_CLOSEABLE		      1
#define CONT_PICKPROOF		      2
#define CONT_CLOSED		      4
#define CONT_LOCKED		      8
#define CONT_PUT_ON		     16



/*
 * Well known room virtual numbers.
 * Defined in #ROOMS.
 */
#define ROOM_VNUM_VOID		1
#define ROOM_VNUM_LIMBO		2
#define ROOM_VNUM_RECALL	3
#define ROOM_VNUM_FROZEN	4
#define ROOM_VNUM_STAFF		1216
#define ROOM_VNUM_TEMPLE	3001
#define ROOM_VNUM_ALTAR		3054
#define ROOM_VNUM_SCHOOL	3700



/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK		(1 << 0)
#define ROOM_VEHICLE		(1 << 1)
#define ROOM_NO_MOB		(1 << 2)
#define ROOM_INDOORS		(1 << 3)
#define ROOM_VACUUM		(1 << 4)
#define ROOM_UNUSED5		(1 << 5)
#define ROOM_UNUSED6		(1 << 6)
#define ROOM_UNUSED7		(1 << 7)
#define ROOM_UNUSED8		(1 << 8)
#define ROOM_PRIVATE		(1 << 9)
#define ROOM_SAFE		(1 << 10)
#define ROOM_SOLITARY		(1 << 11)
#define ROOM_PET_SHOP		(1 << 12)
#define ROOM_NO_RECALL		(1 << 13)
#define ROOM_IMP_ONLY		(1 << 14)
#define ROOM_GODS_ONLY		(1 << 15)
#define ROOM_HEROES_ONLY	(1 << 16)
#define ROOM_NEWBIES_ONLY	(1 << 17)
#define ROOM_LAW		(1 << 18)
#define ROOM_NOWHERE		(1 << 19)
#define ROOM_DELETED		(1 << 31)


/*
 * 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		(1 << 0)
#define EX_CLOSED		(1 << 1)
#define EX_LOCKED		(1 << 2)
#define EX_HIDDEN		(1 << 3)
#define EX_NOVEHICLES		(1 << 4)
#define EX_PICKPROOF		(1 << 5)
#define EX_NOPASS		(1 << 6)
#define EX_EASY			(1 << 7)
#define EX_HARD			(1 << 8)
#define EX_INFURIATING		(1 << 9)
#define EX_NOCLOSE		(1 << 10)
#define EX_NOLOCK		(1 << 11)


/*
 * Sector types.
 * Used in #ROOMS.
 */
#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_UNDERWATER		8
#define SECT_AIR		9
#define SECT_DESERT		10
#define SECT_INSIDE		11
#define SECT_SPACE		12
#define SECT_MAX		13



/*
 * Equpiment wear locations.
 * Used in #RESETS.
 */
#define WEAR_NONE		     -1
#define WEAR_LIGHT		      0
#define WEAR_FINGER_L		      1
#define WEAR_FINGER_R		      2
#define WEAR_NECK_1		      3
#define WEAR_NECK_2		      4
#define WEAR_BODY		      5
#define WEAR_HEAD		      6
#define WEAR_LEGS		      7
#define WEAR_FEET		      8
#define WEAR_HANDS		      9
#define WEAR_ARMS		     10
#define WEAR_SHIELD		     11
#define WEAR_ABOUT		     12
#define WEAR_WAIST		     13
#define WEAR_WRIST_L		     14
#define WEAR_WRIST_R		     15
#define WEAR_WIELD		     16
#define WEAR_HOLD		     17
#define WEAR_FLOAT		     18
#define WEAR_FACE          19
#define WEAR_BACK          20
#define WEAR_EYES          21
#define WEAR_EARS          22
#define WEAR_ANKLE_L       23
#define WEAR_ANKLE_R       24
#define MAX_WEAR	25



/***************************************************************************
 *                                                                         *
 *                   VALUES OF INTEREST TO AREA BUILDERS                   *
 *                   (End of this section ... stop here)                   *
 *                                                                         *
 ***************************************************************************/

enum Condition {
	COND_DRUNK = 0,
	COND_FULL,
	COND_THIRST,
	COND_HUNGER,
	COND_HANGOVER
};

enum Position {
	POS_DEAD = 0,
	POS_MORTAL,
	POS_INCAP,
	POS_STUNNED,
	POS_SLEEPING,
	POS_RESTING,
	POS_SITTING,
	POS_FIGHTING,
	POS_STANDING
};

/*
 * ACT bits for players.
 */
#define PLR_IS_NPC		(1 << 0) /* Don't EVER set. */
#define PLR_AUTODAMAGE		(1 << 1)
#define PLR_AUTOASSIST		(1 << 2)
#define PLR_AUTOEXIT		(1 << 3)
#define PLR_AUTOLOOT		(1 << 4)
#define PLR_AUTOSAC             (1 << 5)
#define PLR_AUTOGOLD		(1 << 6)
#define PLR_AUTOSPLIT		(1 << 7)
#define PLR_QUESTOR		(1 << 8)
#define PLR_MORTAL_LEADER	(1 << 9)
#define PLR_LOADROOM		(1 << 10)
#define PLR_HOLYLIGHT		(1 << 11)
#define PLR_CANLOOT		(1 << 12)
#define PLR_NOSUMMON		(1 << 13)
#define PLR_NOFOLLOW		(1 << 14)
#define PLR_COLOUR		(1 << 15)
#define PLR_AUTOMAP		(1 << 16)
#define PLR_PUEBLO		(1 << 17)
#define PLR_MSP			(1 << 18)
#define PLR_PERMIT		(1 << 19)
#define PLR_LOG			(1 << 20)
#define PLR_NEWBIE		(1 << 21)
#define PLR_FREEZE		(1 << 22)
#define PLR_THIEF		(1 << 23)
#define PLR_KILLER		(1 << 24)
#define PLR_NOHASSLE		(1 << 25)
#define PLR_LOG1		(1 << 26)
#define PLR_LOG2		(1 << 27)
#define PLR_WRITING		(1 << 28)

/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET		(1 << 0)
#define COMM_NOTELL		(1 << 1)
#define COMM_NOWIZ		(1 << 2)
#define COMM_UNUSED03		(1 << 3)
#define COMM_NOGOSSIP		(1 << 4)
#define COMM_NOQUESTION		(1 << 5)
#define COMM_NOMUSIC		(1 << 6)
#define COMM_NOCLAN		(1 << 7)
#define COMM_NOQUEST		(1 << 8)
#define COMM_NOSHOUT		(1 << 9)
#define COMM_NOINFO		(1 << 10)
#define COMM_COMPACT		(1 << 11)
#define COMM_BRIEF		(1 << 12)
#define COMM_PROMPT		(1 << 13)
#define COMM_COMBINE		(1 << 14)
#define COMM_TELNET_GA		(1 << 15)
#define COMM_SHOW_AFFECTS	(1 << 16)
#define COMM_NOGRATS		(1 << 17)
#define COMM_NOPUEBLO		(1 << 18)
#define COMM_MUTED		(1 << 19)
#define COMM_SNOOP_PROOF	(1 << 20)
#define COMM_AFK		(1 << 21)

typedef struct guild_rank       rankdata;

struct guild_rank
{
  char *rankname;               /* name of rank                         */
};

/* mortal leader rights are as follows;
 ml[0] = can_guild
 ml[1] = can_deguild
 ml[2] = can_promote
 ml[3] = can_demote
*/

struct clan_type
{
  sh_int	vnum;		/* vnum of guild			*/
  long		flags;		/* flags for guild                      */
  char		*name;		/* name of guild                        */
  char		*who_name;	/* name sent for "who" command		*/
  int		room[2];	/* hall/morgue rooms			*/
  rankdata	rank[MAX_RANK];	/* guilds rank system                   */
  int 		ml[4];		/* mortal leader rights 		*/
};

#define CLAN_RECALL(ch)		(clan_table[GET_CLAN(ch)].room[0])
#define CLAN_MORGUE(ch)		(clan_table[GET_CLAN(ch)].room[1])

/*
 * Prototype for a mob.
 * This is the in-memory version of #MOBILES.
 */
struct	mob_index_data
{
    MOB_INDEX_DATA *	next;
    SPEC_FUN *		spec_fun;
    SHOP_DATA *		pShop;
    MPROG_LIST *        mprogs;
    AREA_DATA *		area;		/* OLC */
    sh_int		vnum;
    sh_int		group;
    bool		new_format;
    sh_int		count;
    sh_int		killed;
    char *		player_name;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    long		act;
    long		affected_by;
    long		affected2_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		wealth;
    long		form;
    long		parts;
    sh_int		size;
    char *		material;
    long		mprog_flags;
};


/* memory settings */
#define MEM_CUSTOMER	(1 << 0)
#define MEM_SELLER	(1 << 1)
#define MEM_HOSTILE	(1 << 2)
#define MEM_AFRAID	(1 << 3)

/* memory for mobs */
struct mem_data
{
    MEM_DATA 	*next;
    bool	valid;
    int		id; 	
    int 	reaction;
    time_t 	when;
};

/*
 * One character (PC or NPC).
 */
struct char_data {
    CHAR_DATA *		next;
    CHAR_DATA *		next_in_room;
    CHAR_DATA *		master;
    CHAR_DATA *		leader;
    CHAR_DATA *		fighting;
    CHAR_DATA *		reply;
    CHAR_DATA *		pet;
    CHAR_DATA *		mprog_target;
    MEM_DATA *		memory;
    SPEC_FUN *		spec_fun;
    MOB_INDEX_DATA *	pIndexData;
    DESCRIPTOR_DATA *	desc;
    AFFECT_DATA *	affected;
    OBJ_DATA *		carrying;
    OBJ_DATA *		on;
    ROOM_INDEX_DATA *	in_room;
    ROOM_INDEX_DATA *	was_in_room;
    AREA_DATA *		zone;
    PC_DATA *		pcdata;
    GEN_DATA *		gen_data;
    bool		valid;
    char *		name;
    char *		cname;
    char *		lname;
    long		id;
    sh_int		version;
    char *		short_descr;
    char *		long_descr;
    char *		description;
    char *		morph;
    char *		prompt;
    char *		prefix;
    char *		lasttime;
    char *		lasthost;
    char *		createtime;
    sh_int		group;
    sh_int		clan;
    sh_int		rank;
    sh_int		sex;
    sh_int		Class;
    sh_int		race;
    sh_int		level;
    sh_int		hero_level;
    SInt32		staff_level;
    SInt16		trust;
    UInt32		played;
    SInt32		lines;  /* for the pager */
    time_t		logon;
    time_t		login;
    SInt32		timer;
    SInt32		wait;
    SInt32		daze;
    UInt32		pkill;
    UInt32		pdeath;
    UInt32		mkill;
    UInt32		mdeath;
    SInt32		hit;
    SInt32		max_hit;
    SInt32		mana;
    SInt32		max_mana;
    SInt32		move;
    SInt32		max_move;
    long		gold;
    long		silver;
    SInt32		exp;
    long		act;
    long		comm;
    long		staff;
    long		imm_flags;
    long		res_flags;
    long		vuln_flags;
    UInt16		invis_level;
    UInt16		incog_level;
    long		affected_by;
    long		affected2_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];
    SInt16		wimpy;
    sh_int		perm_stat[MAX_STATS];
    sh_int		mod_stat[MAX_STATS];
    long		form;
    long		parts;
    sh_int		size;
    char *		material;
    long		off_flags;
    sh_int		damage[3];
    sh_int		dam_type;
    sh_int		start_pos;
    sh_int		default_pos;
    sh_int		mprog_delay;
    CHAR_DATA *         questgiver;
    SInt32		questpoints;
    sh_int              nextquest;
    sh_int              countdown;
    sh_int              questobj;
    sh_int              questmob;
    SInt32		watching;
//  Utilities, former Macros
    SInt32		Send(const char *messg, ...);
    Relation		GetRelation(CHAR_DATA *target);
    bool		CanUse(OBJ_DATA *obj);
};


/*
 * Data which only PC's have.
 */
struct	pc_data
{
    PC_DATA *		next;
    BUFFER * 		buffer;
    bool		valid;
    char *		pwd;
    char *		bamfin;
    char *		bamfout;
    char *		r_msg;
    char *		title;
    char *		immtitle;
    char *		afk;
    SInt32		perm_hit;
    SInt32		perm_mana;
    SInt32		perm_move;
    sh_int		true_sex;
    int			last_level;
    sh_int		condition	[5];
    sh_int		learned		[MAX_SKILL];
    bool		group_known	[MAX_GROUP];
    sh_int		points;
    bool              	confirm_delete;
    char *		alias[MAX_ALIAS];
    char * 		alias_sub[MAX_ALIAS];
    SInt16		security;	/* OLC */ /* Builder security */
    SInt16		volume;		// Pueblo Volume
    SInt32		load_room;
    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	valid;
    bool	skill_chosen[MAX_SKILL];
    bool	group_chosen[MAX_GROUP];
    int		points_chosen;
};



/*
 * Liquids.
 */
#define LIQ_WATER        0

struct	liq_type
{
    char *	liq_name;
    char *	liq_color;
    sh_int	liq_affect[5];
};



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



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



/*
 * One object.
 */
struct	obj_data
{
    OBJ_DATA *		next;
    OBJ_DATA *		next_content;
    OBJ_DATA *		contains;
    OBJ_DATA *		in_obj;
    OBJ_DATA *		on;
    CHAR_DATA *		carried_by;
    EXTRA_DESCR_DATA *	extra_descr;
    AFFECT_DATA *	affected;
    OBJ_INDEX_DATA *	pIndexData;
    ROOM_INDEX_DATA *	in_room;
    bool		valid;
    bool		enchanted;
    char *	        owner;
    char *		name;
    char *		short_descr;
    char *		description;
    char *		note_descr;
    sh_int		item_type;
    int			extra_flags;
    int			wear_flags;
    sh_int		wear_loc;
    sh_int		weight;
    int			cost;
    sh_int		level;
    sh_int 		condition;
    char *		material;
    sh_int		timer;
    int			value	[5];
};



/*
 * 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 */
    const	char *	GetDesc(const char *def = NULL) const;
};



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

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



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



/*
 * Room type.
 */
struct room_index_data
{
    ROOM_INDEX_DATA *	next;
    CHAR_DATA *		people;
    CHAR_DATA *		first_person;
    OBJ_DATA *		contents;
    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;
    char *		owner;
    char *		p_image;	/* Pueblo Image */
    sh_int		vnum;
    int			room_flags;
    sh_int		light;
    sh_int		sector_type;
    sh_int		heal_rate;
    sh_int 		mana_rate;
    sh_int		clan;
    int			distance_from_source;
    ROOM_INDEX_DATA *	shortest_from_room;
    ROOM_INDEX_DATA *	shortest_next_room;
    SInt32		Send(const char *messg, ...);
};



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



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

#define TARGET_CHAR		    0
#define TARGET_OBJ		    1
#define TARGET_ROOM		    2
#define TARGET_NONE		    3


struct song_type
{
	char *      name;                   /* Name of song */
	char *      listname;               /* name that shows on do_songs */
	sh_int      level;                  /* Average of player vs instrument */
	SONG_FUN *  song_fun;               /* function called for song */
	sh_int      minimum_position;       /* min position to play song */
	sh_int      min_mana;               /* min mana song takes */
	sh_int      beats;                  /* Waiting time after use */
};

/*
 * Skills include spells as a particular case.
 */
struct	skill_type
{
    char *	name;			/* Name of skill		*/
    sh_int	skill_level[MAX_CLASS];	/* Level needed by class	*/
    sh_int	rating[MAX_CLASS];	/* How hard it is to learn	*/	
    SPELL_FUN *	spell_fun;		/* Spell pointer (for spells)	*/
    sh_int	target;			/* Legal targets		*/
    sh_int	minimum_position;	/* Position for caster / user	*/
    sh_int *	pgsn;			/* Pointer to associated gsn	*/
    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 *	msg_obj;		/* Wear off message for obects	*/
};

struct  group_type
{
    char *	name;
    sh_int	rating[MAX_CLASS];
    char *	spells[MAX_IN_GROUP];
};

/*
 * MOBprog definitions
 */
#define TRIG_ACT	(1 << 0)
#define TRIG_BRIBE	(1 << 1)
#define TRIG_DEATH	(1 << 2)
#define TRIG_ENTRY	(1 << 3)
#define TRIG_FIGHT	(1 << 4)
#define TRIG_GIVE	(1 << 5)
#define TRIG_GREET	(1 << 6)
#define TRIG_GRALL	(1 << 7)
#define TRIG_KILL	(1 << 8)
#define TRIG_HPCNT	(1 << 9)
#define TRIG_RANDOM	(1 << 10)
#define TRIG_SPEECH	(1 << 11)
#define TRIG_EXIT	(1 << 12)
#define TRIG_EXALL	(1 << 13)
#define TRIG_DELAY	(1 << 14)
#define TRIG_SURR	(1 << 15)
#define TRIG_DELETED	(1 << 31)

struct mprog_list
{
    int			trig_type;
    char *		trig_phrase;
    sh_int		vnum;
    char *  		code;
    MPROG_LIST * 	next;
    bool		valid;
};

struct mprog_code
{
    char *		name;
    sh_int		vnum;
    char *		code;
    MPROG_CODE *	next;
};

/*
 * These are skill_lookup return values for common skills and spells.
 */
extern  sh_int  gsn_music;
extern	sh_int	gsn_backstab;
extern	sh_int	gsn_dodge;
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_sneak;
extern	sh_int	gsn_steal;

extern	sh_int	gsn_disarm;
extern	sh_int	gsn_enhanced_damage;
extern	sh_int	gsn_kick;
extern	sh_int	gsn_parry;
extern	sh_int	gsn_rescue;
extern	sh_int	gsn_second_attack;
extern	sh_int	gsn_third_attack;

extern	sh_int	gsn_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;
extern  sh_int  gsn_fly;
extern  sh_int  gsn_sanctuary;

/* 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_quarterstaff;
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_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;
extern sh_int  gsn_shapeshift;
extern sh_int  gsn_timeshift;
extern sh_int  gsn_spellbane;
extern sh_int  gsn_intoxication;
extern sh_int  gsn_watch;

/*
 * Utility macros.
 */
#define IS_VALID(data)		((data) != NULL && (data)->valid)
#define VALIDATE(data)		((data)->valid = TRUE)
#define INVALIDATE(data)	((data)->valid = FALSE)
#define UMIN(a, b)		((a) < (b) ? (a) : (b))
#define UMAX(a, b)		((a) > (b) ? (a) : (b))
#define URANGE(a, b, c)		((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define IS_UPPER(c)		((c) >= 'A' && (c) <= 'Z')
#define IS_LOWER(c)		((c) >= 'a' && (c) <= 'z')
#define LOWER(c)		(IS_UPPER(c) ? ((c)+('a'-'A')) : (c))
#define UPPER(c)		(IS_LOWER(c) ? ((c)+('A'-'a')) : (c))
#define AN(string)		(strchr("aeiouAEIOU", *string) ? "an" : "a")
#define IS_SET(flag, bit)	((flag) & (bit))
#define SET_BIT(var, bit)	((var) |= (bit))
#define REMOVE_BIT(var, bit)	((var) &= ~(bit))
#define TOGGLE_BIT(var, bit)	((var) = (var) ^ (bit))
#define IS_NULLSTR(str)		((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max)	( ((min) < (num)) && ((num) < (max)) )
#define CHECK_POS(a, b, c)	{							\
					(a) = (b);					\
					if ( (a) < 0 )					\
					bug( "CHECK_POS : " c " == %d < 0", a );	\
				}							\

/*
 * Character macros.
 */
#define IN_ROOM(ch)		((ch)->in_room)
#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_STAFF(ch)		(!IS_NPC(ch) && ((ch)->level >= LEVEL_IMMORTAL))
#define IS_HERO(ch)		(get_trust(ch) >= LEVEL_HERO)
#define IS_REAL_HERO(ch)	(!IS_NPC(ch) && (ch)->level == LEVEL_HERO)
#define IS_TRUSTED(ch,level)	(get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn)	(IS_SET((ch)->affected_by, (sn)))
#define IS_AFF2(ch, sn)		(IS_SET((ch)->affected2_by, (sn)))
#define IS_TRAITOR(ch)		(IS_SET((ch)->act, PLR_THIEF) || IS_SET((ch)->act, PLR_KILLER))
#define IS_DRUNK(ch)		(!IS_NPC(ch) && (ch)->pcdata->condition[COND_DRUNK] > 10)

#define GET_POS(ch)		((ch)->position)
#define GET_COND(ch, type)	(!IS_NPC(ch) ?	\
				(ch)->pcdata->condition[type] : -1)
#define GET_CNAME(ch)		((ch)->cname[0] == '\0' ? (ch)->name : (ch)->cname)
#define GET_MORPH(ch)		((ch)->morph)
#define GET_LOADROOM(ch)	((ch)->pcdata->load_room)
#define GET_AFK(ch)		((ch)->pcdata->afk)
#define GET_CATEGORY(ch)	((ch)->staff_level)
#define GET_RACE(ch)		((ch)->race)
#define GET_CLAN(ch)		((ch)->clan)
#define GET_AGE(ch)		((int) (17 + ((ch)->played \
				    + current_time - (ch)->logon )/72000))

#define IS_HUMAN(ch)		((ch)->race == race_lookup("human"))
#define IS_ELF(ch)		((ch)->race == race_lookup("elf"))
#define IS_DWARF(ch)		((ch)->race == race_lookup("dwarf"))
#define IS_GIANT(ch)		((ch)->race == race_lookup("giant"))

#define IS_MAGE(ch)		((ch)->Class == class_lookup("mage"))
#define IS_CLERIC(ch)		((ch)->Class == class_lookup("cleric"))
#define IS_THIEF(ch)		((ch)->Class == class_lookup("thief"))
#define IS_WARRIOR(ch)		((ch)->Class == class_lookup("warrior"))
#define IS_RANGER(ch)		((ch)->Class == class_lookup("ranger"))
#define IS_DRUID(ch)		((ch)->Class == class_lookup("druid"))
#define IS_PSIONIC(ch)		((ch)->Class == class_lookup("psionic"))
#define IS_BARD(ch)		((ch)->Class == class_lookup("bard"))

#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)

#define IS_OUTSIDE(ch)		(!IS_SET(				    \
				    (ch)->in_room->room_flags, ROOM_INDOORS))
#define IS_MOUNTABLE(obj)	(((obj)->item_type == ITEM_VEHICLE) && ((obj)->value[0] == -1))

#define NO_STAFF_HASSLE(ch)	(IS_STAFF(ch) && PLR_FLAGGED(ch, PLR_NOHASSLE))
#define STATE(d)		((d)->connected)
#define WAIT_STATE(ch, npulse)	((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse)  ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch)	((ch)->carry_weight + (ch)->silver/10 +  \
						      (ch)->gold * 2 / 5)
#define HAS_TRIGGER(ch,trig)	(IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define IS_SWITCHED( ch )       (ch->desc && ch->desc->original)
#define EXIT(ch, door)		(IN_ROOM(ch)->exit[door])
#define EXIT2(room, door)	((room)->exit[door])
#define CAN_GO(ch, door)	((IN_ROOM(ch) != NULL) && \
				(IN_ROOM(ch)->exit[door] != NULL) && \
				(IN_ROOM(ch)->exit[door]->u1.to_room != NULL) && \
				!IS_SET(IN_ROOM(ch)->exit[door]->exit_info, EX_CLOSED))

#define CAN_GO2(room, door)	(((room)->exit[door] != NULL) && \
				((room)->exit[door]->u1.to_room != NULL) && \
				!IS_SET((room)->exit[door]->exit_info, EX_CLOSED))
#define IS_BUILDER(ch, Area)	(!IS_NPC(ch) && !IS_SWITCHED(ch) && \
				((ch)->pcdata->security >= Area->security \
				|| STF_FLAGGED(ch, STAFF_OLCADMIN) \
				|| strstr(Area->builders, (ch)->name) \
				|| strstr(Area->builders, "All")))

#define act(format,ch,arg1,arg2,type)\
	act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING, TRUE, FALSE)

#define act2(format,ch,arg1,arg2,type,pos)\
	act_new((format),(ch),(arg1),(arg2),(type),(pos), TRUE, TRUE)

#define act_social(format,ch,arg1,arg2,type,pos)\
	act_new((format),(ch),(arg1),(arg2),(type),(pos), FALSE, FALSE)

/*
 * Object macros.
 */
#define CAN_WEAR(obj, part)	(IS_SET((obj)->wear_flags,  (part)))
#define IS_OBJ_STAT(obj, stat)	(IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj)	((obj)->item_type == ITEM_CONTAINER ? \
				(obj)->value[4] : 100)



/*
 * Description macros.
 */
#define PERS(ch, looker)	(can_see(looker, (ch)) ?		\
				(IS_NPC(ch) ? (ch)->short_descr		\
				: AFF_FLAGGED((ch), AFF_SHAPESHIFT) ?	\
				(ch)->morph : GET_CNAME(ch)) : "someone")

#define PERS2(ch, looker)	(can_see(looker, (ch)) ?	\
				(IS_NPC(ch) ? (ch)->short_descr	\
				: GET_CNAME(ch)) : "someone")

#define GetName(ch)		(IS_NPC(ch) ? (ch)->short_descr : GET_CNAME(ch))
#define RealName(ch)		(IS_NPC(ch) ? (ch)->short_descr : (ch)->name)
#define Original(ch)		((ch)->original ? (ch)->original : (ch)->character)
#define CHAR_WATCHING(ch)	((ch)->watching)

/*
 * Structure for a social in the socials table.
 */
struct	social_type
{
    char	name[20];
    sh_int	min_pos;
    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;
    char *	char_obj_found;
    char *	others_obj_found;
};



/*
 * 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	weapon_type	weapon_table	[];
extern  const   struct  item_type	item_table	[];
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	spec_type	spec_table	[];
extern	const	struct	liq_type	liq_table	[];
extern	const	struct	skill_type	skill_table	[MAX_SKILL];
extern  const   struct  song_type       song_table      [MAX_SONGS];
extern  const   struct  group_type      group_table	[MAX_GROUP];
extern          struct  social_type 	*social_table;
extern		struct	clan_type	clan_table	[MAX_CLAN];
extern	char *	const			title_table	[MAX_CLASS]
							[MAX_LEVEL+1]
							[2];



/*
 * Global variables.
 */
extern		HELP_DATA	  *	help_first;
extern		SHOP_DATA	  *	shop_first;

extern		CHAR_DATA	  *	char_list;
extern		DESCRIPTOR_DATA   *	descriptor_list;
extern		OBJ_DATA	  *	object_list;

extern		MPROG_CODE	  *	mprog_list;

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

// Rogue Declarations
void info		args( (CHAR_DATA *ch, int level, char *message, ...) );
void send_to_desc	args( ( const char *txt, DESCRIPTOR_DATA *d ) );

/*
 * 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) );
#elif !defined(__SVR4)
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 TEMP_FILE	"romtmp"
#define NULL_FILE	"proto.are"		/* To reserve one stream */
#endif

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

#if defined(unix)
#define PLAYER_DIR      "../player/"        	/* Player files */
#define GOD_DIR         "../gods/"  		/* list of gods */
#define TEMP_FILE	"../player/romtmp"
#define NULL_FILE	"/dev/null"		/* To reserve one stream */
#endif

#define DATA_DIR	"../data/"
#define AREA_LIST	"area.lst"		/* List of areas */
#define IDEA_FILE	"../log/ideas.txt"	/* idea logs */
#define BUG_FILE	"../log/bugs.txt"	/* For 'bug' and bug() */
#define TYPO_FILE	"../log/typos.txt"	/* For 'typo' */
#define SHUTDOWN_FILE	"shutdown.txt"		/* For 'shutdown'*/
#define BAN_FILE	DATA_DIR "ban.txt"
#define MUSIC_FILE	DATA_DIR "music.txt"
#define SOCIAL_FILE	DATA_DIR "social.txt"
#define WIZ_FILE	DATA_DIR "wizlist.txt"
#define RACE_FILE	DATA_DIR "races.txt"

/*
 * Our function prototypes.
 * One big lump ... this is every function in Merc.
 */
#define SD	SOCIAL_DATA
#define CD	CHAR_DATA
#define MID	MOB_INDEX_DATA
#define OD	OBJ_DATA
#define OID	OBJ_INDEX_DATA
#define RID	ROOM_INDEX_DATA
#define SF	SPEC_FUN
#define AD	AFFECT_DATA
#define MPC	MPROG_CODE

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

/* act_info.c */
void	set_title	args( (CHAR_DATA *ch, char *title) );
void	look_at_rnum	args( (CHAR_DATA *ch, ROOM_INDEX_DATA *room, int ignore_brief) );
void	look_at_room	args( (CHAR_DATA *ch, int ignore_brief) );
RID	*StartRoom	args( (CHAR_DATA *ch) );

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

/* act_obj.c */
void	check_color_string	args( (char *string) );
bool	can_loot	args( (CHAR_DATA *ch, OBJ_DATA *obj) );
bool	wear_obj	args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) );
void    get_obj         args( (CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container));

/* act_wiz.c */
void	copyover_recover	args( ( void ) );

/* alias.c */
void 	substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );
#define ALIAS_SIMPLE    0
#define ALIAS_COMPLEX   1

#define ALIAS_SEP_CHAR  ';'
#define ALIAS_VAR_CHAR  '$'
#define ALIAS_GLOB_CHAR '*'

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


/* comm.c */
#define OFF	0	// Defines for mudlogf()
#define BRF	1
#define NRM	2
#define CMP	3

void	log		args( ( const char *format, ... ) );
void	mudlogf		args( ( SInt8 type, UInt32 level, bool file, const char *format, ... ) );
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_all	args( ( const char *txt ) );
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	act2		args( ( const char *format, CHAR_DATA *ch,
			const void *arg1, const void *arg2, int type,
			int min_pos ) );
void	act_social	args( ( const char *format, CHAR_DATA *ch,
			const void *arg1, const void *arg2, int type,
			int min_pos ) );
void	act_new		args( ( const char *format, CHAR_DATA *ch, 
			    const void *arg1, const void *arg2, int type,
			    int min_pos, bool Rel, bool RName) );

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

/* db.c */
void	reset_area      args( ( AREA_DATA * pArea ) );		/* OLC */
void	reset_room	args( ( ROOM_INDEX_DATA *pRoom ) );	/* OLC */
char *	print_flags	args( ( int flag ));
void	boot_db		args( ( void ) );
void	area_update	args( ( void ) );
CD *	create_mobile	args( ( MOB_INDEX_DATA *pMobIndex ) );
void	clone_mobile	args( ( CHAR_DATA *parent, CHAR_DATA *clone) );
OD *	create_object	args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void	clone_object	args( ( OBJ_DATA *parent, OBJ_DATA *clone ) );
void	clear_char	args( ( CHAR_DATA *ch ) );
char *	get_extra_descr	args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID *	get_mob_index	args( ( int vnum ) );
OID *	get_obj_index	args( ( int vnum ) );
RID *	get_room_index	args( ( int vnum ) );
MPC *	get_mprog_index args( ( int vnum ) );
char	fread_letter	args( ( FILE *fp ) );
int	fread_number	args( ( FILE *fp ) );
long 	fread_flag	args( ( FILE *fp ) );
char *	fread_string	args( ( FILE *fp ) );
char *  fread_string_eol args(( FILE *fp ) );
void	fread_to_eol	args( ( FILE *fp ) );
char *	fread_word	args( ( FILE *fp ) );
long	flag_convert	args( ( char letter) );

//void *alloc_mem	args( ( int sMem ) );
//void 	free_mem	args( ( void *pMem, int sMem ) );

// C++ memory allocation
#define alloc_mem(result, type, number) do {\
	if ((number * sizeof(type)) <= 0) {\
		mudlogf(BRF, 101, TRUE, "CODEERR: Attempt to alloc 0 at %s:%d", __FUNCTION__, __LINE__);\
	}\
	if (!((result) = (type *)calloc((number ? number : 1), sizeof(type))))\
		{ perror("malloc failure"); abort(); } } while(0)

// nil placed in there for reverse compatability..
// C++ memory stuff is still in alpha stages, don't know if it'll work.
#define free_mem(var, nil)	free(var);

// More function declarations
void *	alloc_perm	args( ( int sMem ) );
char *	str_dup		args( ( const char *str ) );
void	free_string	args( ( char *pstr ) );
int	number_fuzzy	args( ( int number ) );
int	number_range	args( ( int from, int to ) );
int	number_percent	args( ( void ) );
int	number_door	args( ( void ) );
int	number_bits	args( ( int width ) );
long	number_mm	args( ( void ) );
int	dice		args( ( int number, int size ) );
int	interpolate	args( ( int level, int value_00, int value_32 ) );
void	smash_tilde	args( ( char *str ) );
bool	str_cmp		args( ( const char *astr, const char *bstr ) );
bool	str_prefix	args( ( const char *astr, const char *bstr ) );
bool	str_infix	args( ( const char *astr, const char *bstr ) );
bool	str_suffix	args( ( const char *astr, const char *bstr ) );
char *	capitalize	args( ( const char *str ) );
char *	strip_color	args( ( const char *stxt ) );
char *	get_cat		args( ( int cat ) );
char *	get_sh_cat	args( ( int cat ) );
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 ) );

/* effect.c */
void	acid_effect	args( (void *vo, int level, int dam, int target) );
void	cold_effect	args( (void *vo, int level, int dam, int target) );
void	fire_effect	args( (void *vo, int level, int dam, int target) );
void	poison_effect	args( (void *vo, int level, int dam, int target) );
void	shock_effect	args( (void *vo, int level, int dam, int target) );


/* fight.c */
bool	is_safe		args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	is_safe_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, bool show ) );
bool	damage_old      args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
                                int dt, int Class, bool show ) );
void	update_pos	args( ( CHAR_DATA *victim ) );
void	stop_fighting	args( ( CHAR_DATA *ch, bool fBoth ) );
void	check_killer	args( ( CHAR_DATA *ch, CHAR_DATA *victim) );

/* guild.c */
char *	guild_bit_name  args( (int guild_flags) );
bool	is_clan         args( (CHAR_DATA *ch) );
bool	is_same_clan    args( (CHAR_DATA *ch, CHAR_DATA *victim) );
int	clan_lookup	args( (const char *name) );
char	*player_rank	args( (CHAR_DATA *ch) );
char	*player_clan	args( (CHAR_DATA *ch) );
bool	can_guild	args( (CHAR_DATA *ch) );
bool	can_deguild     args( (CHAR_DATA *ch) );
bool	can_promote     args( (CHAR_DATA *ch) );
bool	can_demote      args( (CHAR_DATA *ch) );

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

/* handler.c */
AD  	*affect_find		args( (AFFECT_DATA *paf, int sn));
void	affect_check		args( (CHAR_DATA *ch, int where, int vector) );
int	count_users		args( (OBJ_DATA *obj) );
void 	deduct_cost		args( (CHAR_DATA *ch, int cost) );
void	affect_enchant		args( (OBJ_DATA *obj) );
int 	check_immune		args( (CHAR_DATA *ch, int dam_type) );
int 	material_lookup 	args( (const char *name) );
int	weapon_lookup		args( (const char *name) );
int	weapon_type		args( (const char *name) );
char 	*weapon_name		args( (int weapon_Type) );
char	*item_name		args( (int item_type) ); 
char	*fname			args( (const char *namelist) );
int	attack_lookup		args( (const char *name) );
int	find_class_bitvector	args( ( 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 ) );
int	get_weapon_skill	args( (CHAR_DATA *ch, int sn ) );
int     get_age         	args( (CHAR_DATA *ch ) );
char	*other_age		args( (char *argument ) ); 
void	reset_char		args( (CHAR_DATA *ch )  );
int	get_trust		args( (CHAR_DATA *ch ) );
int	get_curr_stat		args( (CHAR_DATA *ch, int stat ) );
int 	get_max_train		args( (CHAR_DATA *ch, int stat ) );
int	can_carry_n		args( (CHAR_DATA *ch ) );
int	can_carry_w		args( (CHAR_DATA *ch ) );
bool	is_name			args( (char *str, char *namelist ) );
bool	is_exact_name		args( (char *str, char *namelist ) );
void	affect_to_char		args( (CHAR_DATA *ch, AFFECT_DATA *paf ) );
void	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) );
CD *	give_find_vict		args( (CHAR_DATA *ch, char *argument) );
CD *	get_char_room		args( (CHAR_DATA *ch, char *argument) );
CD *	get_race_room		args( (CHAR_DATA *ch, char *argument) );
CD *	get_char_world		args( (CHAR_DATA *ch, char *argument) );
CD *	get_pc_world		args( (CHAR_DATA *ch, char *argument) );
SD *	get_social_data		args( (char *argument) );
OD *	get_obj_list_type	args( (int type, OBJ_DATA *list) );
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, 
				    CHAR_DATA *viewer ) );
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 gold, int silver) );
int	get_obj_number		args( (OBJ_DATA *obj) );
int	get_obj_weight		args( (OBJ_DATA *obj) );
int	get_true_weight		args( (OBJ_DATA *obj) );
bool	room_is_dark		args( (ROOM_INDEX_DATA *pRoomIndex) );
bool	is_room_owner		args( (CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool	room_is_private		args( (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_see_ex_hidden	args((CHAR_DATA *ch, EXIT_DATA *pexit));
bool	can_drop_obj		args( (CHAR_DATA *ch, OBJ_DATA *obj) );
char *	affect_loc_name		args( (int location) );
char *	affect_bit_name		args( (int vector) );
char *  affect2_bit_name	args( (int vector) );
char *	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) );
char *  staff_bit_name		args( (int staff_flags) );
char *	cont_bit_name		args( (int cont_flags) );

/* interp.c */
#define ACMD(name)	void name(CHAR_DATA *ch, char *argument, SInt32 subcmd)
void	interpret	args( ( CHAR_DATA *ch, char *argument ) );
bool	is_number	args( ( char *arg ) );
int	number_argument	args( ( char *argument, char *arg ) );
int	mult_argument	args( ( char *argument, char *arg) );
char *	one_argument	args( ( char *argument, char *arg_first ) );
char *	two_arguments	args( (char *argument, char *first_arg, char *second_arg) );

/* magic.c */
int	find_spell	args( ( CHAR_DATA *ch, const char *name) );
int 	mana_cost 	(CHAR_DATA *ch, int min_mana, int level);
int	skill_lookup	args( ( const char *name ) );
int	slot_lookup	args( ( int slot ) );
bool	saves_spell	args( ( int level, CHAR_DATA *victim, int dam_type ) );
void	obj_cast_spell	args( ( int sn, int level, CHAR_DATA *ch,
				    CHAR_DATA *victim, OBJ_DATA *obj ) );

/* mob_prog.c */
void	program_flow	args( ( sh_int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch,
				const void *arg1, const void *arg2 ) );
void	mp_act_trigger	args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch,
				const void *arg1, const void *arg2, int type ) );
bool	mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, 				
				const void *arg1, const void *arg2, int type ) );
void	mp_bribe_trigger  args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
bool	mp_exit_trigger   args( ( CHAR_DATA *ch, int dir ) );
void	mp_give_trigger   args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) );
void 	mp_greet_trigger  args( ( CHAR_DATA *ch ) );
void	mp_hprct_trigger  args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );

/* mob_cmds.c */
void	mob_interpret	args( ( CHAR_DATA *ch, char *argument ) );

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

/* skills.c */
bool 	parse_gen_groups	args( ( CHAR_DATA *ch,char *argument ) );
void 	list_group_costs	args( ( CHAR_DATA *ch ) );
void    list_group_known	args( ( CHAR_DATA *ch ) );
int 	exp_per_level		args( ( CHAR_DATA *ch, int points ) );
void 	check_improve		args( ( CHAR_DATA *ch, int sn, bool success, 
				    int multiplier ) );
int 	group_lookup		args( (const char *name) );
void	gn_add			args( ( CHAR_DATA *ch, int gn) );
void 	gn_remove		args( ( CHAR_DATA *ch, int gn) );
void 	group_add		args( ( CHAR_DATA *ch, const char *name, bool deduct) );
void	group_remove		args( ( CHAR_DATA *ch, const char *name) );

/* special.c */
SF *	spec_lookup	args( ( const char *name ) );
char *	spec_name	args( ( SPEC_FUN *function ) );

/* teleport.c */
RID *	room_by_name	args( ( char *target, int level, bool error) );

/* update.c */
void	advance_level	args( ( CHAR_DATA *ch, bool hide ) );
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 ) );

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

/* string.c */
void	string_edit	args( ( CHAR_DATA *ch, char **pString ) );
void    string_append   args( ( CHAR_DATA *ch, char **pString ) );
char *	string_replace	args( ( char * orig, char *sOld, char *sNew ) );
void    string_add      args( ( CHAR_DATA *ch, char *str ) );
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 ) );

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

/* olc.c */
bool	run_olc_editor	args( ( DESCRIPTOR_DATA *d ) );
char	*olc_ed_name	args( ( CHAR_DATA *ch ) );
char	*olc_ed_vnum	args( ( CHAR_DATA *ch ) );
char	*olc_ed_desc	args( ( CHAR_DATA *ch ) );
CLAN_DATA *get_clan_data	args( ( int clan ) );

/* olc_save.c */
char 	*fwrite_flag	args( ( long flags, char buf[] ) );

/* lookup.c */
int	find_race_bitvector	args( ( char name ) );
int	race_lookup	args( ( const char *name ) );
int	item_lookup	args( ( const char *name ) );
int	liq_lookup	args( ( const char *name ) );

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

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

/*
 * Object defined in limbo.are
 * Used in save.c to load objects that don't exist.
 */
#define OBJ_VNUM_DUMMY	30

/*
 * Area flags.
 */
#define         AREA_NONE       (1 << 0)
#define         AREA_CHANGED    (1 << 1)	/* Area has been modified. */
#define         AREA_ADDED      (1 << 2)	/* Area has been added to. */
#define         AREA_LOADING    (1 << 3)	/* Used for counting in db.c */
#define		AREA_UNLINKED	(1 << 4)	/* Area is unlinked */
#define		AREA_DELETED	(1 << 31)	/* Used for deleting area? */

#define MAX_DIR	6
#define NO_FLAG -99	/* Must not be used in flags or stats. */

/*
 * Global Constants
 */
extern		char *	dir_name        [];
extern	const	sh_int	rev_dir         [];          /* sh_int - ROM OLC */
extern	const	struct	spec_type	spec_table	[];

/*
 * Global variables
 */
extern		AREA_DATA *		area_first;
extern		AREA_DATA *		area_last;
extern		SHOP_DATA *		shop_last;

extern		int			top_affect;
extern		int			top_area;
extern		int			top_ed;
extern		int			top_exit;
extern		int			top_help;
extern		int			top_mob_index;
extern		int			top_obj_index;
extern		int			top_reset;
extern		int			top_room;
extern		int			top_shop;

extern		int			top_vnum_mob;
extern		int			top_vnum_obj;
extern		int			top_vnum_room;

extern		char			str_empty       [1];

extern		MOB_INDEX_DATA *	mob_index_hash  [MAX_KEY_HASH];
extern		OBJ_INDEX_DATA *	obj_index_hash  [MAX_KEY_HASH];
extern		ROOM_INDEX_DATA *	room_index_hash [MAX_KEY_HASH];