/***************************************************************************
 *  Original Diku Mud copyright ((FLAG) 1 <<  2) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright ((FLAG) 1 <<  2) 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(MERC_H)
#define MERC_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( )
#else
#define args( list )			list
#define DECLARE_DO_FUN( fun )		DO_FUN    fun
#define DECLARE_SPEC_FUN( fun )		SPEC_FUN  fun
#define DECLARE_SPELL_FUN( fun )	SPELL_FUN fun
#endif

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

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

#if	defined(_AIX)
#if	!defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
#if !defined(__cplusplus)
typedef unsigned char bool;
#else
#include <crypt.h>
#endif
#endif

#if defined(WIN32)
typedef __int64 FLAG;           /* For MSVC4.2/5.0 - flags */
typedef __int32 SFLAG;          /* short flags (less memory usage) */
typedef unsigned long ulong;
typedef unsigned int uint;
#pragma warning( disable: 4018 4244 4305 4761 4800 4309)
#define __attribute__(x)
#if !defined(NOCRYPT)
#define NOCRYPT
#endif
#else
typedef int64_t FLAG;
typedef int32_t SFLAG;
#endif

typedef long VNUM;

/* ea */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH

#include "ansi.h"

/*
 * 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 disabled_data DISABLED_DATA;
typedef struct stat_data STAT_DATA;

/*
 * Function types.
 */
typedef void DO_FUN args ( ( CHAR_DATA * ch, char *argument ) );
typedef bool SPEC_FUN args ( ( CHAR_DATA * ch ) );
typedef void SPELL_FUN
args ( ( int sn, int level, CHAR_DATA * ch, void *vo, int target ) );

#define	CH_CMD(name) void name(CHAR_DATA * ch, char *argument)

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

//#define CONST_SOCIAL

/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_SKILL		  150
#define MAX_GROUP		   30
#define MAX_IN_GROUP		   15
#if defined(CONST_SOCIAL)
#define MAX_SOCIALS             256
#endif
#define MAX_ALIAS		    5
#define MAX_CLASS		    4
#define MAX_PC_RACE		    5
#define MAX_CLAN		    3
#define MAX_DAMAGE_MESSAGE	   41
#define MAX_LEVEL		   209
#define LEVEL_HERO		   (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 8)

#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 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

/*
 * Site ban structure.
 */

#define BAN_SUFFIX		((FLAG) 1 <<  0)
#define BAN_PREFIX		((FLAG) 1 <<  1)
#define BAN_NEWBIES		((FLAG) 1 <<  2)
#define BAN_ALL			((FLAG) 1 <<  3)
#define BAN_PERMIT		((FLAG) 1 <<  4)
#define BAN_PERMANENT   ((FLAG) 1 <<  5)

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

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_NEW_RACE		 6
#define CON_GET_NEW_SEX			 7
#define CON_GET_NEW_CLASS		 8
#define CON_GET_ALIGNMENT		 9
#define CON_DEFAULT_CHOICE		10
#define CON_GEN_GROUPS			11
#define CON_PICK_WEAPON			12
#define CON_READ_IMOTD			13
#define CON_READ_MOTD			14
#define CON_BREAK_CONNECT		15
#define CON_GET_TERM	        16
#define CON_COPYOVER_RECOVER    17
#define CON_NOTE_TO				18
#define CON_NOTE_SUBJECT		19
#define CON_NOTE_EXPIRE			20
#define CON_NOTE_TEXT			21
#define CON_NOTE_FINISH			22

/*
 * 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 */
    SFLAG desc_flags;
};

/* 
 * Descriptor Flags.
 */

#define DESC_COLOUR		((FLAG) 1 <<  0)

/*
 * 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		    0
#define TO_NOTVICT	    1
#define TO_VICT		    2
#define TO_CHAR		    3
#define TO_ALL		    4

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

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

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

struct shop_data
{
    SHOP_DATA *next;            /* Next shop in list        */
    VNUM 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 	5
#define STAT_STR 	0
#define STAT_INT	1
#define STAT_WIS	2
#define STAT_DEX	3
#define STAT_CON	4

struct class_type
{
    char *name;                 /* the full name of the class */
    char who_name[4];           /* Three-letter name for 'who'  */
    sh_int attr_prime;          /* Prime attribute      */
    sh_int weapon;              /* First weapon         */
    VNUM 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;
    VNUM vnum;
    sh_int type;
    sh_int *gsn;
};

struct wiznet_type
{
    char *name;
    FLAG flag;
    int level;
};

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

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

struct pc_race_type             /* additional data for pc races */
{
    char *name;                 /* MUST be in race_type */
    char who_name[6];
    sh_int points;              /* cost in points of the race */
    sh_int class_mult[MAX_CLASS];   /* exp multiplier for class, * 100 */
    char *skills[5];            /* bonus skills for the race */
    sh_int 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.
 */
struct note_data
{
    NOTE_DATA *next;
    bool valid;
    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;
    FLAG 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

/*
 * 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		   3090
#define MOB_VNUM_CITYGUARD	   3060
#define MOB_VNUM_VAMPIRE	   3404

#define MOB_VNUM_PATROLMAN	   2106
#define GROUP_VNUM_TROLLS	   2100
#define GROUP_VNUM_OGRES	   2101

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

/* 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         ((FLAG) 1 <<  0)
#define OFF_BACKSTAB            ((FLAG) 1 <<  1)
#define OFF_BASH                ((FLAG) 1 <<  2)
#define OFF_BERSERK             ((FLAG) 1 <<  3)
#define OFF_DISARM              ((FLAG) 1 <<  4)
#define OFF_DODGE               ((FLAG) 1 <<  5)
#define OFF_FADE                ((FLAG) 1 <<  6)
#define OFF_FAST                ((FLAG) 1 <<  7)
#define OFF_KICK                ((FLAG) 1 <<  8)
#define OFF_KICK_DIRT           ((FLAG) 1 <<  9)
#define OFF_PARRY               ((FLAG) 1 << 10)
#define OFF_RESCUE              ((FLAG) 1 << 11)
#define OFF_TAIL                ((FLAG) 1 << 12)
#define OFF_TRIP                ((FLAG) 1 << 13)
#define OFF_CRUSH		((FLAG) 1 << 14)
#define ASSIST_ALL       	((FLAG) 1 << 15)
#define ASSIST_ALIGN	        ((FLAG) 1 << 16)
#define ASSIST_RACE    	     	((FLAG) 1 << 17)
#define ASSIST_PLAYERS      	((FLAG) 1 << 18)
#define ASSIST_GUARD        	((FLAG) 1 << 19)
#define ASSIST_VNUM		((FLAG) 1 << 20)

/* 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              ((FLAG) 1 <<  0)
#define IMM_CHARM               ((FLAG) 1 <<  1)
#define IMM_MAGIC               ((FLAG) 1 <<  2)
#define IMM_WEAPON              ((FLAG) 1 <<  3)
#define IMM_BASH                ((FLAG) 1 <<  4)
#define IMM_PIERCE              ((FLAG) 1 <<  5)
#define IMM_SLASH               ((FLAG) 1 <<  6)
#define IMM_FIRE                ((FLAG) 1 <<  7)
#define IMM_COLD                ((FLAG) 1 <<  8)
#define IMM_LIGHTNING           ((FLAG) 1 <<  9)
#define IMM_ACID                ((FLAG) 1 << 10)
#define IMM_POISON              ((FLAG) 1 << 11)
#define IMM_NEGATIVE            ((FLAG) 1 << 12)
#define IMM_HOLY                ((FLAG) 1 << 13)
#define IMM_ENERGY              ((FLAG) 1 << 14)
#define IMM_MENTAL              ((FLAG) 1 << 15)
#define IMM_DISEASE             ((FLAG) 1 << 16)
#define IMM_DROWNING            ((FLAG) 1 << 17)
#define IMM_LIGHT		((FLAG) 1 << 18)
#define IMM_SOUND		((FLAG) 1 << 19)
#define IMM_WOOD                ((FLAG) 1 << 23)
#define IMM_SILVER              ((FLAG) 1 << 24)
#define IMM_IRON                ((FLAG) 1 << 25)

/* RES bits for mobs */
#define RES_SUMMON		((FLAG) 1 <<  0)
#define RES_CHARM		((FLAG) 1 <<  1)
#define RES_MAGIC               ((FLAG) 1 <<  2)
#define RES_WEAPON              ((FLAG) 1 <<  3)
#define RES_BASH                ((FLAG) 1 <<  4)
#define RES_PIERCE              ((FLAG) 1 <<  5)
#define RES_SLASH               ((FLAG) 1 <<  6)
#define RES_FIRE                ((FLAG) 1 <<  7)
#define RES_COLD                ((FLAG) 1 <<  8)
#define RES_LIGHTNING           ((FLAG) 1 <<  9)
#define RES_ACID                ((FLAG) 1 << 10)
#define RES_POISON              ((FLAG) 1 << 11)
#define RES_NEGATIVE            ((FLAG) 1 << 12)
#define RES_HOLY                ((FLAG) 1 << 13)
#define RES_ENERGY              ((FLAG) 1 << 14)
#define RES_MENTAL              ((FLAG) 1 << 15)
#define RES_DISEASE             ((FLAG) 1 << 16)
#define RES_DROWNING            ((FLAG) 1 << 17)
#define RES_LIGHT		((FLAG) 1 << 18)
#define RES_SOUND		((FLAG) 1 << 19)
#define RES_WOOD                ((FLAG) 1 << 23)
#define RES_SILVER              ((FLAG) 1 << 24)
#define RES_IRON                ((FLAG) 1 << 25)

/* VULN bits for mobs */
#define VULN_SUMMON		((FLAG) 1 <<  0)
#define VULN_CHARM		((FLAG) 1 <<  1)
#define VULN_MAGIC              ((FLAG) 1 <<  2)
#define VULN_WEAPON             ((FLAG) 1 <<  3)
#define VULN_BASH               ((FLAG) 1 <<  4)
#define VULN_PIERCE             ((FLAG) 1 <<  5)
#define VULN_SLASH              ((FLAG) 1 <<  6)
#define VULN_FIRE               ((FLAG) 1 <<  7)
#define VULN_COLD               ((FLAG) 1 <<  8)
#define VULN_LIGHTNING          ((FLAG) 1 <<  9)
#define VULN_ACID               ((FLAG) 1 << 10)
#define VULN_POISON             ((FLAG) 1 << 11)
#define VULN_NEGATIVE           ((FLAG) 1 << 12)
#define VULN_HOLY               ((FLAG) 1 << 13)
#define VULN_ENERGY             ((FLAG) 1 << 14)
#define VULN_MENTAL             ((FLAG) 1 << 15)
#define VULN_DISEASE            ((FLAG) 1 << 16)
#define VULN_DROWNING           ((FLAG) 1 << 17)
#define VULN_LIGHT		((FLAG) 1 << 18)
#define VULN_SOUND		((FLAG) 1 << 19)
#define VULN_WOOD               ((FLAG) 1 << 23)
#define VULN_SILVER             ((FLAG) 1 << 24)
#define VULN_IRON		((FLAG) 1 << 25)

/* body form */
#define FORM_EDIBLE             ((FLAG) 1 <<  0)
#define FORM_POISON             ((FLAG) 1 <<  1)
#define FORM_MAGICAL            ((FLAG) 1 <<  2)
#define FORM_INSTANT_DECAY      ((FLAG) 1 <<  3)
#define FORM_OTHER              ((FLAG) 1 <<  4)    /* defined by material bit */

/* actual form */
#define FORM_ANIMAL             ((FLAG) 1 <<  6)
#define FORM_SENTIENT           ((FLAG) 1 <<  7)
#define FORM_UNDEAD             ((FLAG) 1 <<  8)
#define FORM_CONSTRUCT          ((FLAG) 1 <<  9)
#define FORM_MIST               ((FLAG) 1 << 10)
#define FORM_INTANGIBLE         ((FLAG) 1 << 11)

#define FORM_BIPED              ((FLAG) 1 << 12)
#define FORM_CENTAUR            ((FLAG) 1 << 13)
#define FORM_INSECT             ((FLAG) 1 << 14)
#define FORM_SPIDER             ((FLAG) 1 << 15)
#define FORM_CRUSTACEAN         ((FLAG) 1 << 16)
#define FORM_WORM               ((FLAG) 1 << 17)
#define FORM_BLOB		((FLAG) 1 << 18)

#define FORM_MAMMAL             ((FLAG) 1 << 21)
#define FORM_BIRD               ((FLAG) 1 << 22)
#define FORM_REPTILE            ((FLAG) 1 << 23)
#define FORM_SNAKE              ((FLAG) 1 << 24)
#define FORM_DRAGON             ((FLAG) 1 << 25)
#define FORM_AMPHIBIAN          ((FLAG) 1 << 26)
#define FORM_FISH               ((FLAG) 1 << 27)
#define FORM_COLD_BLOOD		((FLAG) 1 << 28)

/* body parts */
#define PART_HEAD               ((FLAG) 1 <<  0)
#define PART_ARMS               ((FLAG) 1 <<  1)
#define PART_LEGS               ((FLAG) 1 <<  2)
#define PART_HEART              ((FLAG) 1 <<  3)
#define PART_BRAINS             ((FLAG) 1 <<  4)
#define PART_GUTS               ((FLAG) 1 <<  5)
#define PART_HANDS              ((FLAG) 1 <<  6)
#define PART_FEET               ((FLAG) 1 <<  7)
#define PART_FINGERS            ((FLAG) 1 <<  8)
#define PART_EAR                ((FLAG) 1 <<  9)
#define PART_EYE		((FLAG) 1 << 10)
#define PART_LONG_TONGUE        ((FLAG) 1 << 11)
#define PART_EYESTALKS          ((FLAG) 1 << 12)
#define PART_TENTACLES          ((FLAG) 1 << 13)
#define PART_FINS               ((FLAG) 1 << 14)
#define PART_WINGS              ((FLAG) 1 << 15)
#define PART_TAIL               ((FLAG) 1 << 16)
/* for combat */
#define PART_CLAWS              ((FLAG) 1 << 20)
#define PART_FANGS              ((FLAG) 1 << 21)
#define PART_HORNS              ((FLAG) 1 << 22)
#define PART_SCALES             ((FLAG) 1 << 23)
#define PART_TUSKS		((FLAG) 1 << 24)

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

/*
 * 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_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_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_TREASURE		      8
#define ITEM_ARMOR		      9
#define ITEM_POTION		     10
#define ITEM_CLOTHING		     11
#define ITEM_FURNITURE		     12
#define ITEM_TRASH		     13
#define ITEM_CONTAINER		     15
#define ITEM_DRINK_CON		     17
#define ITEM_KEY		     18
#define ITEM_FOOD		     19
#define ITEM_MONEY		     20
#define ITEM_BOAT		     22
#define ITEM_CORPSE_NPC		     23
#define ITEM_CORPSE_PC		     24
#define ITEM_FOUNTAIN		     25
#define ITEM_PILL		     26
#define ITEM_PROTECT		     27
#define ITEM_MAP		     28
#define ITEM_PORTAL		     29
#define ITEM_WARP_STONE		     30
#define ITEM_ROOM_KEY		     31
#define ITEM_GEM		     32
#define ITEM_JEWELRY		     33
#define ITEM_JUKEBOX		     34

/*
 * Extra flags.
 * Used in #OBJECTS.
 */
#define ITEM_GLOW		((FLAG) 1 <<  0)
#define ITEM_HUM		((FLAG) 1 <<  1)
#define ITEM_DARK		((FLAG) 1 <<  2)
#define ITEM_LOCK		((FLAG) 1 <<  3)
#define ITEM_EVIL		((FLAG) 1 <<  4)
#define ITEM_INVIS		((FLAG) 1 <<  5)
#define ITEM_MAGIC		((FLAG) 1 <<  6)
#define ITEM_NODROP		((FLAG) 1 <<  7)
#define ITEM_BLESS		((FLAG) 1 <<  8)
#define ITEM_ANTI_GOOD		((FLAG) 1 <<  9)
#define ITEM_ANTI_EVIL		((FLAG) 1 << 10)
#define ITEM_ANTI_NEUTRAL	((FLAG) 1 << 11)
#define ITEM_NOREMOVE		((FLAG) 1 << 12)
#define ITEM_INVENTORY		((FLAG) 1 << 13)
#define ITEM_NOPURGE		((FLAG) 1 << 14)
#define ITEM_ROT_DEATH		((FLAG) 1 << 15)
#define ITEM_VIS_DEATH		((FLAG) 1 << 16)
#define ITEM_NONMETAL		((FLAG) 1 << 18)
#define ITEM_NOLOCATE		((FLAG) 1 << 19)
#define ITEM_MELT_DROP		((FLAG) 1 << 20)
#define ITEM_HAD_TIMER		((FLAG) 1 << 21)
#define ITEM_SELL_EXTRACT	((FLAG) 1 << 22)
#define ITEM_BURN_PROOF		((FLAG) 1 << 24)
#define ITEM_NOUNCURSE		((FLAG) 1 << 25)

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

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

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

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

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

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

/*
 * Well known room virtual numbers.
 * Defined in #ROOMS.
 */
#define ROOM_VNUM_LIMBO		      2
#define ROOM_VNUM_CHAT		   1200
#define ROOM_VNUM_TEMPLE	   3001
#define ROOM_VNUM_ALTAR		   3054
#define ROOM_VNUM_SCHOOL	   3700

/*
 * Room flags.
 * Used in #ROOMS.
 */
#define ROOM_DARK		((FLAG) 1 <<  0)
#define ROOM_NO_MOB		((FLAG) 1 <<  2)
#define ROOM_INDOORS		((FLAG) 1 <<  3)

#define ROOM_PRIVATE		((FLAG) 1 <<  9)
#define ROOM_SAFE		((FLAG) 1 << 10)
#define ROOM_SOLITARY		((FLAG) 1 << 11)
#define ROOM_PET_SHOP		((FLAG) 1 << 12)
#define ROOM_NO_RECALL		((FLAG) 1 << 13)
#define ROOM_IMP_ONLY		((FLAG) 1 << 14)
#define ROOM_GODS_ONLY		((FLAG) 1 << 15)
#define ROOM_HEROES_ONLY	((FLAG) 1 << 16)
#define ROOM_NEWBIES_ONLY	((FLAG) 1 << 17)
#define ROOM_LAW		((FLAG) 1 << 18)
#define ROOM_NOWHERE		((FLAG) 1 << 19)

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

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

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

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

/*
 * Conditions.
 */
#define COND_DRUNK		      0
#define COND_FULL		      1
#define COND_THIRST		      2
#define COND_HUNGER		      3

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

/*
 * ACT bits for players.
 */
#define PLR_IS_NPC		((FLAG) 1 <<  0)    /* Don't EVER set.  */

/* RT auto flags */
#define PLR_AUTOASSIST		((FLAG) 1 <<  2)
#define PLR_AUTOEXIT		((FLAG) 1 <<  3)
#define PLR_AUTOLOOT		((FLAG) 1 <<  4)
#define PLR_AUTOSAC             ((FLAG) 1 <<  5)
#define PLR_AUTOGOLD		((FLAG) 1 <<  6)
#define PLR_AUTOSPLIT		((FLAG) 1 <<  7)

/* RT personal flags */
#define PLR_HOLYLIGHT		((FLAG) 1 << 13)
#define PLR_CANLOOT		((FLAG) 1 << 15)
#define PLR_NOSUMMON		((FLAG) 1 << 16)
#define PLR_NOFOLLOW		((FLAG) 1 << 17)
/* 2 bits reserved, S-T */

/* penalty flags */
#define PLR_PERMIT		((FLAG) 1 << 20)
#define PLR_LOG			((FLAG) 1 << 22)
#define PLR_DENY		((FLAG) 1 << 23)
#define PLR_FREEZE		((FLAG) 1 << 24)
#define PLR_THIEF		((FLAG) 1 << 25)
#define PLR_KILLER		((FLAG) 1 << 26)

/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET              ((FLAG) 1 <<  0)
#define COMM_DEAF            	((FLAG) 1 <<  1)
#define COMM_NOWIZ              ((FLAG) 1 <<  2)
#define COMM_NOAUCTION          ((FLAG) 1 <<  3)
#define COMM_NOGOSSIP           ((FLAG) 1 <<  4)
#define COMM_NOQUESTION         ((FLAG) 1 <<  5)
#define COMM_NOMUSIC            ((FLAG) 1 <<  6)
#define COMM_NOCLAN		((FLAG) 1 <<  7)
#define COMM_NOQUOTE		((FLAG) 1 <<  8)
#define COMM_SHOUTSOFF		((FLAG) 1 <<  9)

#define COMM_NOCOLOUR   ((FLAG) 1 << 10)

/* display flags */
#define COMM_COMPACT		((FLAG) 1 << 11)
#define COMM_BRIEF		((FLAG) 1 << 12)
#define COMM_PROMPT		((FLAG) 1 << 13)
#define COMM_COMBINE		((FLAG) 1 << 14)
#define COMM_TELNET_GA		((FLAG) 1 << 15)
#define COMM_SHOW_AFFECTS	((FLAG) 1 << 16)
#define COMM_NOGRATS		((FLAG) 1 << 17)

/* penalties */
#define COMM_NOEMOTE		((FLAG) 1 << 19)
#define COMM_NOSHOUT		((FLAG) 1 << 20)
#define COMM_NOTELL		((FLAG) 1 << 21)
#define COMM_NOCHANNELS		((FLAG) 1 << 22)
#define COMM_SNOOP_PROOF	((FLAG) 1 << 24)
#define COMM_AFK		((FLAG) 1 << 25)

/* WIZnet flags */
#define WIZ_ON			((FLAG) 1 <<  0)
#define WIZ_TICKS		((FLAG) 1 <<  1)
#define WIZ_LOGINS		((FLAG) 1 <<  2)
#define WIZ_SITES		((FLAG) 1 <<  3)
#define WIZ_LINKS		((FLAG) 1 <<  4)
#define WIZ_DEATHS		((FLAG) 1 <<  5)
#define WIZ_RESETS		((FLAG) 1 <<  6)
#define WIZ_MOBDEATHS		((FLAG) 1 <<  7)
#define WIZ_FLAGS		((FLAG) 1 <<  8)
#define WIZ_PENALTIES		((FLAG) 1 <<  9)
#define WIZ_SACCING		((FLAG) 1 << 10)
#define WIZ_LEVELS		((FLAG) 1 << 11)
#define WIZ_SECURE		((FLAG) 1 << 12)
#define WIZ_SWITCHES		((FLAG) 1 << 13)
#define WIZ_SNOOPS		((FLAG) 1 << 14)
#define WIZ_RESTORE		((FLAG) 1 << 15)
#define WIZ_LOAD		((FLAG) 1 << 16)
#define WIZ_NEWBIE		((FLAG) 1 << 17)
#define WIZ_PREFIX		((FLAG) 1 << 18)
#define WIZ_SPAM		((FLAG) 1 << 19)
#define WIZ_BUGS        ((FLAG) 1 << 20)

/*
 * 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 */
    VNUM vnum;
    VNUM group;
    bool new_format;
    sh_int count;
    sh_int killed;
    char *player_name;
    char *short_descr;
    char *long_descr;
    char *description;
    FLAG act;
    FLAG affected_by;
    sh_int alignment;
    sh_int level;
    sh_int hitroll;
    sh_int hit[3];
    sh_int mana[3];
    sh_int damage[3];
    sh_int ac[4];
    sh_int dam_type;
    FLAG off_flags;
    FLAG imm_flags;
    FLAG res_flags;
    FLAG vuln_flags;
    sh_int start_pos;
    sh_int default_pos;
    sh_int sex;
    sh_int race;
    long wealth;
    FLAG form;
    FLAG parts;
    sh_int size;
    char *material;
    SFLAG mprog_flags;
};

/* memory settings */
#define MEM_CUSTOMER	A
#define MEM_SELLER	B
#define MEM_HOSTILE	C
#define MEM_AFRAID	D

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

#define PK_KILLS         0
#define MOB_KILLS        1
#define PK_DEATHS        2
#define MOB_DEATHS       3
#define MAX_GAMESTAT     4

struct stat_data
{
    STAT_DATA *next;
    bool valid;
    char *name;                 // name of character
    long gamestat[MAX_GAMESTAT];    // stat data
};

/*
 * 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;
    long id;
    sh_int version;
    char *short_descr;
    char *long_descr;
    char *description;
    char *prompt;
    char *prefix;
    sh_int group;
    sh_int clan;
    sh_int sex;
    sh_int Class;
    sh_int race;
    sh_int level;
    sh_int trust;
    int played;
    int lines;                  /* for the pager */
    time_t logon;
    sh_int timer;
    sh_int wait;
    sh_int daze;
    sh_int hit;
    sh_int max_hit;
    sh_int mana;
    sh_int max_mana;
    sh_int move;
    sh_int max_move;
    long gold;
    long silver;
    int exp;
    FLAG act;
    FLAG comm;                  /* RT added to pad the vector */
    FLAG wiznet;                /* wiz stuff */
    FLAG imm_flags;
    FLAG res_flags;
    FLAG vuln_flags;
    sh_int invis_level;
    sh_int incog_level;
    FLAG affected_by;
    sh_int position;
    sh_int practice;
    sh_int train;
    sh_int carry_weight;
    sh_int carry_number;
    sh_int saving_throw;
    sh_int alignment;
    sh_int hitroll;
    sh_int damroll;
    sh_int armor[4];
    sh_int wimpy;
    /* stats */
    sh_int perm_stat[MAX_STATS];
    sh_int mod_stat[MAX_STATS];
    /* parts stuff */
    FLAG form;
    FLAG parts;
    sh_int size;
    char *material;
    /* mobile stuff */
    FLAG off_flags;
    sh_int damage[3];
    sh_int dam_type;
    sh_int start_pos;
    sh_int default_pos;

    sh_int mprog_delay;
};

/*
 * Data which only PC's have.
 */
struct pc_data
{
    PC_DATA *next;
    BUFFER *buffer;
    bool valid;
    char *pwd;
    char *bamfin;
    char *bamfout;
    char *title;
    char *who_descr;
    sh_int perm_hit;
    sh_int perm_mana;
    sh_int perm_move;
    sh_int true_sex;
    int last_level;
    sh_int condition[4];
    sh_int learned[MAX_SKILL];
    bool group_known[MAX_GROUP];
    sh_int points;
    bool confirm_delete;
    BOARD_DATA *board;          /* The current board        */
    time_t last_note[MAX_BOARD];    /* last note for the boards */
    NOTE_DATA *in_progress;
    char *alias[MAX_ALIAS];
    char *alias_sub[MAX_ALIAS];
    int security;               /* OLC *//* Builder security */
    sh_int colour[MAX_CUSTOM_COLOUR];
    long gamestat[MAX_GAMESTAT];
};

/* 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;
    VNUM vnum;
    sh_int reset_num;
    char *material;
    sh_int item_type;
    FLAG extra_flags;
    FLAG wear_flags;
    sh_int level;
    sh_int condition;
    sh_int count;
    sh_int weight;
    int cost;
    long 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;
    sh_int item_type;
    FLAG extra_flags;
    FLAG wear_flags;
    sh_int wear_loc;
    sh_int weight;
    int cost;
    sh_int level;
    sh_int condition;
    char *material;
    sh_int timer;
    long value[5];
};

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

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

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

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

/*
 * Room type.
 */
struct room_index_data
{
    ROOM_INDEX_DATA *next;
    CHAR_DATA *people;
    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;
    VNUM vnum;
    SFLAG room_flags;
    sh_int light;
    sh_int sector_type;
    sh_int heal_rate;
    sh_int mana_rate;
    sh_int clan;
};

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

/*
 * 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

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

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

struct mprog_code
{
    VNUM vnum;
    char *code;
    MPROG_CODE *next;
};

#include "gsn.h"

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

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

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

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

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

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

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

#define HAS_TRIGGER(ch,trig)	(IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define IS_SWITCHED( ch )       ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area)	( !IS_NPC(ch) && !IS_SWITCHED( ch ) &&	  \
				( ch->pcdata->security >= Area->security  \
				|| strstr( Area->builders, ch->name )	  \
				|| strstr( Area->builders, "All" ) ) )

#define DESC_FLAGGED(d, flag) (IS_SET((d)->desc_flags, (flag)))

#define CH(descriptor)  ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)

/*
 * 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	\
				: (ch)->name ) : "someone" )

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

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

extern const struct class_type class_table[MAX_CLASS];
extern const struct weapon_type weapon_table[];
extern const struct item_type item_table[];
extern const struct wiznet_type wiznet_table[];
extern const struct attack_type attack_table[];
extern const struct race_type race_table[];
extern const struct 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 group_type group_table[MAX_GROUP];
extern char *const title_table[MAX_CLASS][MAX_LEVEL + 1][2];
#if defined(CONST_SOCIAL)
extern struct social_type social_table[MAX_SOCIALS];
#else
extern struct social_type *social_table;
#endif

/*
 * 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 bool MOBtrigger;
extern NOTE_DATA *note_free;
extern OBJ_DATA *obj_free;
extern DISABLED_DATA *disabled_first;   /* interp.c */

/*
 * 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) && !defined(__cplusplus)
char *crypt args ( ( const char *key, const char *salt ) );
#endif

#if	defined(MIPS_OS)
char *crypt args ( ( const char *key, const char *salt ) );
#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 file_close args ( ( FILE * stream ) );
int fprintf args ( ( FILE * stream, const char *format, ... ) )
    __attribute__ ( ( format ( printf, 2, 3 ) ) );
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 file_close args ( ( FILE * stream ) );
int fprintf args ( ( FILE * stream, const char *format, ... ) )
    __attribute__ ( ( format ( printf, 2, 3 ) ) );
#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).
 */

#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 */

#define AREA_LIST       "area.lst"  /* List of areas */
#define BUG_FILE        "bugs.txt"  /* For 'bug' and bug() */
#define TYPO_FILE       "typos.txt" /* For 'typo' */
#define SHUTDOWN_FILE   "shutdown.txt"  /* For 'shutdown' */
#define BAN_FILE	"ban.txt"
#define MUSIC_FILE	"music.txt"
#define DISABLED_FILE	"disabled.txt"  /* disabled commands */
#define STAT_FILE       "statlist.txt"

#include "proto.h"

/*****************************************************************************
 *                                    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       ((FLAG) 1 <<  0)
#define         AREA_CHANGED    ((FLAG) 1 <<  1)    /* Area has been modified. */
#define         AREA_ADDED      ((FLAG) 1 <<  2)    /* Area has been added to. */
#define         AREA_LOADING    ((FLAG) 1 <<  3)    /* Used for counting in db.c */

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

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

/*
 * 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 VNUM top_vnum_mob;
extern VNUM top_vnum_obj;
extern VNUM top_vnum_room;

extern MOB_INDEX_DATA *mob_index_hash[MAX_KEY_HASH];
extern OBJ_INDEX_DATA *obj_index_hash[MAX_KEY_HASH];
extern ROOM_INDEX_DATA *room_index_hash[MAX_KEY_HASH];
extern long TopGameStat[MAX_GAMESTAT];  // keeps track of the highest stats.

#endif