1stMUD/corefiles/
1stMUD/gods/
1stMUD/notes/
1stMUD/player/
1stMUD/win32/
1stMUD/win32/ROM/
/**************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvements 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          *
*  benefiting.  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                    *
***************************************************************************
*       1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings              *
*            http://1stmud.dlmud.com/  <r-jenn@shaw.ca>                   *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <time.h>
#include "merc.h"
#include "tables.h"
#include "interp.h"

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

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

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

/* various flag tables */
const struct flag_type act_flags[] = {
	{"npc", ACT_IS_NPC, FALSE},
	{"sentinel", ACT_SENTINEL, TRUE},
	{"scavenger", ACT_SCAVENGER, TRUE},
	{"aggressive", ACT_AGGRESSIVE, TRUE},
	{"stay_area", ACT_STAY_AREA, TRUE},
	{"wimpy", ACT_WIMPY, TRUE},
	{"pet", ACT_PET, TRUE},
	{"train", ACT_TRAIN, TRUE},
	{"practice", ACT_PRACTICE, TRUE},
	{"undead", ACT_UNDEAD, TRUE},
	{"cleric", ACT_CLERIC, TRUE},
	{"mage", ACT_MAGE, TRUE},
	{"thief", ACT_THIEF, TRUE},
	{"warrior", ACT_WARRIOR, TRUE},
	{"noalign", ACT_NOALIGN, TRUE},
	{"nopurge", ACT_NOPURGE, TRUE},
	{"outdoors", ACT_OUTDOORS, TRUE},
	{"indoors", ACT_INDOORS, TRUE},
	{"healer", ACT_IS_HEALER, TRUE},
	{"gain", ACT_GAIN, TRUE},
	{"update_always", ACT_UPDATE_ALWAYS, TRUE},
	{"changer", ACT_IS_CHANGER, TRUE},
	{NULL, 0, FALSE}
};

const struct flag_type plr_flags[] = {
	{"npc", PLR_IS_NPC, FALSE},
	{"automap", PLR_AUTOMAP, TRUE},
	{"war", PLR_WAR, FALSE},
	{"autoassist", PLR_AUTOASSIST, FALSE},
	{"autoexit", PLR_AUTOEXIT, FALSE},
	{"autoloot", PLR_AUTOLOOT, FALSE},
	{"autosac", PLR_AUTOSAC, FALSE},
	{"autogold", PLR_AUTOGOLD, FALSE},
	{"autosplit", PLR_AUTOSPLIT, FALSE},
	{"holylight", PLR_HOLYLIGHT, FALSE},
	{"gquest", PLR_GQUEST, TRUE},
	{"can_loot", PLR_CANLOOT, FALSE},
	{"nosummon", PLR_NOSUMMON, FALSE},
	{"nofollow", PLR_NOFOLLOW, FALSE},
	{"permit", PLR_PERMIT, TRUE},
	{"log", PLR_LOG, FALSE},
	{"deny", PLR_DENY, FALSE},
	{"freeze", PLR_FREEZE, FALSE},
	{"thief", PLR_THIEF, FALSE},
	{"killer", PLR_KILLER, FALSE},
	{"questor", PLR_QUESTOR, TRUE},
	{"autodamage", PLR_AUTODAMAGE, TRUE},
	{"challenged", PLR_CHALLENGED, TRUE},
	{"challenger", PLR_CHALLENGER, TRUE},
	{NULL, 0, 0}
};

const struct flag_type affect_flags[] = {
	{"blind", AFF_BLIND, TRUE},
	{"invisible", AFF_INVISIBLE, TRUE},
	{"detect_evil", AFF_DETECT_EVIL, TRUE},
	{"detect_invis", AFF_DETECT_INVIS, TRUE},
	{"detect_magic", AFF_DETECT_MAGIC, TRUE},
	{"detect_hidden", AFF_DETECT_HIDDEN, TRUE},
	{"detect_good", AFF_DETECT_GOOD, TRUE},
	{"sanctuary", AFF_SANCTUARY, TRUE},
	{"faerie_fire", AFF_FAERIE_FIRE, TRUE},
	{"infrared", AFF_INFRARED, TRUE},
	{"curse", AFF_CURSE, TRUE},
	{"poison", AFF_POISON, TRUE},
	{"protect_evil", AFF_PROTECT_EVIL, TRUE},
	{"protect_good", AFF_PROTECT_GOOD, TRUE},
	{"sneak", AFF_SNEAK, TRUE},
	{"hide", AFF_HIDE, TRUE},
	{"sleep", AFF_SLEEP, TRUE},
	{"charm", AFF_CHARM, TRUE},
	{"flying", AFF_FLYING, TRUE},
	{"pass_door", AFF_PASS_DOOR, TRUE},
	{"haste", AFF_HASTE, TRUE},
	{"calm", AFF_CALM, TRUE},
	{"plague", AFF_PLAGUE, TRUE},
	{"weaken", AFF_WEAKEN, TRUE},
	{"dark_vision", AFF_DARK_VISION, TRUE},
	{"berserk", AFF_BERSERK, TRUE},
	{"swim", AFF_SWIM, TRUE},
	{"regeneration", AFF_REGENERATION, TRUE},
	{"slow", AFF_SLOW, TRUE},
	{NULL, 0, 0}
};

const struct flag_type off_flags[] = {
	{"area_attack", OFF_AREA_ATTACK, TRUE},
	{"backstab", OFF_BACKSTAB, TRUE},
	{"bash", OFF_BASH, TRUE},
	{"berserk", OFF_BERSERK, TRUE},
	{"disarm", OFF_DISARM, TRUE},
	{"dodge", OFF_DODGE, TRUE},
	{"fade", OFF_FADE, TRUE},
	{"fast", OFF_FAST, TRUE},
	{"kick", OFF_KICK, TRUE},
	{"dirt_kick", OFF_KICK_DIRT, TRUE},
	{"parry", OFF_PARRY, TRUE},
	{"rescue", OFF_RESCUE, TRUE},
	{"tail", OFF_TAIL, TRUE},
	{"trip", OFF_TRIP, TRUE},
	{"crush", OFF_CRUSH, TRUE},
	{"assist_all", ASSIST_ALL, TRUE},
	{"assist_align", ASSIST_ALIGN, TRUE},
	{"assist_race", ASSIST_RACE, TRUE},
	{"assist_players", ASSIST_PLAYERS, TRUE},
	{"assist_guard", ASSIST_GUARD, TRUE},
	{"assist_vnum", ASSIST_VNUM, TRUE},
	{NULL, 0, 0}
};

const struct flag_type imm_flags[] = {
	{"summon", IMM_SUMMON, TRUE},
	{"charm", IMM_CHARM, TRUE},
	{"magic", IMM_MAGIC, TRUE},
	{"weapon", IMM_WEAPON, TRUE},
	{"bash", IMM_BASH, TRUE},
	{"pierce", IMM_PIERCE, TRUE},
	{"slash", IMM_SLASH, TRUE},
	{"fire", IMM_FIRE, TRUE},
	{"cold", IMM_COLD, TRUE},
	{"lightning", IMM_LIGHTNING, TRUE},
	{"acid", IMM_ACID, TRUE},
	{"poison", IMM_POISON, TRUE},
	{"negative", IMM_NEGATIVE, TRUE},
	{"holy", IMM_HOLY, TRUE},
	{"energy", IMM_ENERGY, TRUE},
	{"mental", IMM_MENTAL, TRUE},
	{"disease", IMM_DISEASE, TRUE},
	{"drowning", IMM_DROWNING, TRUE},
	{"light", IMM_LIGHT, TRUE},
	{"sound", IMM_SOUND, TRUE},
	{"wood", IMM_WOOD, TRUE},
	{"silver", IMM_SILVER, TRUE},
	{"iron", IMM_IRON, TRUE},
	{NULL, 0, 0}
};

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

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

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

const struct flag_type desc_flags[] = {
	{"colour", DESC_COLOUR, TRUE},
	{"eor", DESC_TELOPT_EOR, TRUE},
	{"echo", DESC_TELOPT_ECHO, TRUE},
	{"naws", DESC_TELOPT_NAWS, TRUE},
	{NULL, 0, 0}
};

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

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

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

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

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

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

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

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

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

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

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

const struct flag_type wear_flags[] = {
	{"take", ITEM_TAKE, TRUE},
	{"finger", ITEM_WEAR_FINGER, TRUE},
	{"neck", ITEM_WEAR_NECK, TRUE},
	{"body", ITEM_WEAR_BODY, TRUE},
	{"head", ITEM_WEAR_HEAD, TRUE},
	{"legs", ITEM_WEAR_LEGS, TRUE},
	{"feet", ITEM_WEAR_FEET, TRUE},
	{"hands", ITEM_WEAR_HANDS, TRUE},
	{"arms", ITEM_WEAR_ARMS, TRUE},
	{"shield", ITEM_WEAR_SHIELD, TRUE},
	{"about", ITEM_WEAR_ABOUT, TRUE},
	{"waist", ITEM_WEAR_WAIST, TRUE},
	{"wrist", ITEM_WEAR_WRIST, TRUE},
	{"wield", ITEM_WIELD, TRUE},
	{"hold", ITEM_HOLD, TRUE},
	{"nosac", ITEM_NO_SAC, TRUE},
	{"wearfloat", ITEM_WEAR_FLOAT, TRUE},
/*    {   "twohands",            ITEM_TWO_HANDS,         TRUE    }, */
	{NULL, 0, 0}
};

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

/*
 * What is seen.
 */
const struct flag_type wear_loc_strings[] = {
	{"none", WEAR_NONE, TRUE},
	{"as a light", WEAR_LIGHT, TRUE},
	{"on the left finger", WEAR_FINGER_L, TRUE},
	{"on the right finger", WEAR_FINGER_R, TRUE},
	{"around the neck (1)", WEAR_NECK_1, TRUE},
	{"around the neck (2)", WEAR_NECK_2, TRUE},
	{"on the body", WEAR_BODY, TRUE},
	{"over the head", WEAR_HEAD, TRUE},
	{"on the legs", WEAR_LEGS, TRUE},
	{"on the feet", WEAR_FEET, TRUE},
	{"on the hands", WEAR_HANDS, TRUE},
	{"on the arms", WEAR_ARMS, TRUE},
	{"as a shield", WEAR_SHIELD, TRUE},
	{"about the shoulders", WEAR_ABOUT, TRUE},
	{"around the waist", WEAR_WAIST, TRUE},
	{"on the left wrist", WEAR_WRIST_L, TRUE},
	{"on the right wrist", WEAR_WRIST_R, TRUE},
	{"wielded", WEAR_WIELD, TRUE},
	{"held in the hands", WEAR_HOLD, TRUE},
	{"floating nearby", WEAR_FLOAT, TRUE},
	{"dual wielded", WEAR_SECONDARY},
	{NULL, 0, 0}
};

const struct flag_type wear_loc_flags[] = {
	{"none", WEAR_NONE, TRUE},
	{"light", WEAR_LIGHT, TRUE},
	{"lfinger", WEAR_FINGER_L, TRUE},
	{"rfinger", WEAR_FINGER_R, TRUE},
	{"neck1", WEAR_NECK_1, TRUE},
	{"neck2", WEAR_NECK_2, TRUE},
	{"body", WEAR_BODY, TRUE},
	{"head", WEAR_HEAD, TRUE},
	{"legs", WEAR_LEGS, TRUE},
	{"feet", WEAR_FEET, TRUE},
	{"hands", WEAR_HANDS, TRUE},
	{"arms", WEAR_ARMS, TRUE},
	{"shield", WEAR_SHIELD, TRUE},
	{"about", WEAR_ABOUT, TRUE},
	{"waist", WEAR_WAIST, TRUE},
	{"lwrist", WEAR_WRIST_L, TRUE},
	{"rwrist", WEAR_WRIST_R, TRUE},
	{"wielded", WEAR_WIELD, TRUE},
	{"hold", WEAR_HOLD, TRUE},
	{"floating", WEAR_FLOAT, TRUE},
	{"secondary", WEAR_SECONDARY, TRUE},
	{NULL, 0, 0}
};

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

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

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

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

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

const struct flag_type weapon_type2[] = {
	{"flaming", WEAPON_FLAMING, TRUE},
	{"frost", WEAPON_FROST, TRUE},
	{"vampiric", WEAPON_VAMPIRIC, TRUE},
	{"sharp", WEAPON_SHARP, TRUE},
	{"vorpal", WEAPON_VORPAL, TRUE},
	{"twohands", WEAPON_TWO_HANDS, TRUE},
	{"shocking", WEAPON_SHOCKING, TRUE},
	{"poison", WEAPON_POISON, TRUE},
	{NULL, 0, 0}
};

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

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

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

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

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

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

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

const struct colour_type colour_chars[] = {
	{"Reset", C_CLEAR},
	{"Black", C_BLACK},
	{"Red", C_RED},
	{"Green", C_GREEN},
	{"Yellow", C_YELLOW},
	{"Blue", C_BLUE},
	{"Magenta", C_MAGENTA},
	{"Cyan", C_CYAN},
	{"White", C_WHITE},
	{"B_Black", CB_BLACK},
	{"B_Red", CB_RED},
	{"B_Green", CB_GREEN},
	{"B_Yellow", CB_YELLOW},
	{"B_Blue", CB_BLUE},
	{"B_Magenta", CB_MAGENTA},
	{"B_Cyan", CB_CYAN},
	{"B_White", CB_WHITE},
	{"Random", C_RANDOM},
	{"RedBG", RED_BG},
	{"BlueBG", BLUE_BG},
	{"GreenBG", GREEN_BG},
	{"BlackBG", BLACK_BG},
	{"WhiteBG", WHITE_BG},
	{"MagentaBG", MAGENTA_BG},
	{"YellowBG", YELLOW_BG},
	{"CyanBG", CYAN_BG},
	{"B_RedBG", RED_BBG},
	{"B_BlueBG", BLUE_BBG},
	{"B_GreenBG", GREEN_BBG},
	{"B_BlackBG", BLACK_BBG},
	{"B_WhiteBG", WHITE_BBG},
	{"B_MagentaBG", MAGENTA_BBG},
	{"B_YellowBG", YELLOW_BBG},
	{"B_CyanBG", CYAN_BBG},
	{"RandomBG", RANDOM_BG},
	{NULL, C_FLASH},
	{NULL, C_UNDERSCORE},
	{NULL, C_REVERSE},
	{NULL, NULL}
};

const struct cslot_type cslot_table[] = {

	{"Clear", _DEFAULT, C_CLEAR},
	{"Gossip1", _GOSSIP1, C_MAGENTA},
	{"Gossip2", _GOSSIP2, CB_MAGENTA},
	{"Gossip3", _GOSSIP3, CB_GREEN},
	{"Music1", _MUSIC1, C_RED},
	{"Music2", _MUSIC2, CB_RED},
	{"Music3", _MUSIC3, CB_WHITE},
	{"Q/A1", _QA1, CB_YELLOW},
	{"Q/A2", _QA2, C_YELLOW},
	{"Q/A3", _QA3, C_CLEAR},
	{"Quote1", _QUOTE1, CB_GREEN},
	{"Quote2", _QUOTE2, CB_WHITE},
	{"Quote3", _QUOTE3, CB_RED},
	{"Gratz1", _GRATS1, CB_YELLOW},
	{"Gratz2", _GRATS2, C_GREEN},
	{"Gratz3", _GRATS3, CB_WHITE},
	{"Shout1", _SHOUT1, C_WHITE},
	{"Shout2", _SHOUT2, C_MAGENTA},
	{"ImmTalk1", _IMMTALK1, C_YELLOW},
	{"ImmTalk2", _IMMTALK2, C_CYAN},
	{"ImmTalk3", _IMMTALK3, C_CYAN},
	{"Tells1", _TELLS1, C_CYAN},
	{"Tells2", _TELLS2, CB_CYAN},
	{"Say1", _SAY1, C_GREEN},
	{"Say2", _SAY2, CB_GREEN},
	{"Skill", _SKILL, CB_YELLOW},
	{"YHit", _YHIT, C_GREEN},
	{"OHit", _OHIT, C_BLUE},
	{"VHit", _VHIT, C_RED},
	{"WhoRace", _WRACE, CB_RED},
	{"WhoClass", _WCLASS, CB_CYAN},
	{"WhoLevel", _WLEVEL, CB_BLUE},
	{"RoomTitle", _RTITLE, CB_GREEN},
	{"Score1", _SCORE1, C_CYAN},
	{"Score2", _SCORE2, CB_CYAN},
	{"Score3", _SCORE3, CB_WHITE},
	{"Score4", _SCOREB, C_CLEAR},
	{"Wiznet", _WIZNET, C_GREEN},
	{"Gtell1", _GTELL1, CB_BLUE},
	{"Gtell2", _GTELL2, CB_MAGENTA},
	{"Whois1", _WHOIS1, C_GREEN},
	{"Whois2", _WHOIS2, CB_WHITE},
	{"Whois3", _WHOISB, C_CYAN},
	{"Btalk1", _BTALK1, CB_BLUE},
	{"Btalk2", _BTALK2, CB_WHITE},
	{NULL, -1, NULL}
};

const struct vnum_type vnum_table[] = {
	{MOB_VNUM_FIDO, VNUM_MOB},
	{MOB_VNUM_CITYGUARD, VNUM_MOB},
	{MOB_VNUM_VAMPIRE, VNUM_MOB},
	{MOB_VNUM_PATROLMAN, VNUM_MOB},
	{GROUP_VNUM_TROLLS, VNUM_MOB},
	{GROUP_VNUM_OGRES, VNUM_MOB},
	{MOB_VNUM_REGISTAR, VNUM_MOB},
	{OBJ_VNUM_SILVER_ONE, VNUM_OBJ},
	{OBJ_VNUM_GOLD_ONE, VNUM_OBJ},
	{OBJ_VNUM_GOLD_SOME, VNUM_OBJ},
	{OBJ_VNUM_SILVER_SOME, VNUM_OBJ},
	{OBJ_VNUM_COINS, VNUM_OBJ},

	{OBJ_VNUM_CORPSE_NPC, VNUM_OBJ},
	{OBJ_VNUM_CORPSE_PC, VNUM_OBJ},
	{OBJ_VNUM_SEVERED_HEAD, VNUM_OBJ},
	{OBJ_VNUM_TORN_HEART, VNUM_OBJ},
	{OBJ_VNUM_SLICED_ARM, VNUM_OBJ},
	{OBJ_VNUM_SLICED_LEG, VNUM_OBJ},
	{OBJ_VNUM_GUTS, VNUM_OBJ},
	{OBJ_VNUM_BRAINS, VNUM_OBJ},

	{OBJ_VNUM_MUSHROOM, VNUM_OBJ},
	{OBJ_VNUM_LIGHT_BALL, VNUM_OBJ},
	{OBJ_VNUM_SPRING, VNUM_OBJ},
	{OBJ_VNUM_DISC, VNUM_OBJ},
	{OBJ_VNUM_PORTAL, VNUM_OBJ},

	{OBJ_VNUM_ROSE, VNUM_OBJ},

	{OBJ_VNUM_PIT, VNUM_OBJ},

	{OBJ_VNUM_SCHOOL_MACE, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_DAGGER, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_SWORD, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_SPEAR, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_STAFF, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_AXE, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_FLAIL, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_WHIP, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_POLEARM, VNUM_OBJ},

	{OBJ_VNUM_SCHOOL_VEST, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_SHIELD, VNUM_OBJ},
	{OBJ_VNUM_SCHOOL_BANNER, VNUM_OBJ},
	{OBJ_VNUM_MAP, VNUM_OBJ},

	{OBJ_VNUM_WHISTLE, VNUM_OBJ},
	{ROOM_VNUM_LIMBO, VNUM_ROOM},
	{ROOM_VNUM_CHAT, VNUM_ROOM},
	{ROOM_VNUM_TEMPLE, VNUM_ROOM},
	{ROOM_VNUM_ALTAR, VNUM_ROOM},
	{ROOM_VNUM_SCHOOL, VNUM_ROOM},

	{OBJ_VNUM_TRIVIA_PILL, VNUM_OBJ},

	{QUEST_AURA, VNUM_OBJ},
	{QUEST_SWORD, VNUM_OBJ},
	{QUEST_BPLATE, VNUM_OBJ},
	{QUEST_BOOTS, VNUM_OBJ},
	{QUEST_GLOVES, VNUM_OBJ},
	{QUEST_FLAME, VNUM_OBJ},
	{QUEST_HELM, VNUM_OBJ},
	{QUEST_BAG, VNUM_OBJ},
	{QUEST_SHIELD, VNUM_OBJ},
	{QUEST_REGEN, VNUM_OBJ},
	{QUEST_INVIS, VNUM_OBJ},

	{ROOM_VNUM_WAITROOM, VNUM_ROOM},
	{MOB_VNUM_WARMASTER, VNUM_MOB},
	{-1, -1}

};

const struct flag_type info_flags[] = {
	{"Notes", INFO_NOTE, TRUE},
	{"Levels", INFO_LEVEL, TRUE},
	{"Deaths", INFO_DEATH, TRUE},
	{"Logins", INFO_LOGIN, TRUE},
	{"Logouts", INFO_LOGOUT, TRUE},
	{"QuietMode", INFO_QUIET, TRUE},
	{"War", INFO_WAR, TRUE},
	{"Gquest", INFO_GQUEST, TRUE},
	{"Auction", INFO_AUCTION, TRUE},
	{NULL, 0, 0}
};

const struct flag_type log_flags[] = {
	{"normal", LOG_NORMAL, TRUE},
	{"always", LOG_ALWAYS, TRUE},
	{"never", LOG_NEVER, TRUE},
	{NULL, 0, FALSE}
};

const struct flag_type target_flags[] = {
	{"ignore", TAR_IGNORE, TRUE},
	{"char_offensive", TAR_CHAR_OFFENSIVE, TRUE},
	{"char_defensive", TAR_CHAR_DEFENSIVE, TRUE},
	{"char_self", TAR_CHAR_SELF, TRUE},
	{"obj_inventory", TAR_OBJ_INV, TRUE},
	{"obj_char_defensive", TAR_OBJ_CHAR_DEF, TRUE},
	{"obj_char_offensive", TAR_OBJ_CHAR_OFF, TRUE},
	{NULL, 0, 0}
};