merc22/
merc22/log/
merc22/player/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

#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

/*
 * 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

typedef unsigned char bool;

/*
 * Structure types.
 */
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
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 kill_data KILL_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 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 mob_prog_data MPROG_DATA;  /* MOBprogram */
typedef struct mob_prog_act_list MPROG_ACT_LIST;   /* MOBprogram */


/*
 * 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 ) );



/*
 * String and memory management parameters.
 */
#define	MAX_KEY_HASH		 1024
#define MAX_STRING_LENGTH	 4096
#define MAX_INPUT_LENGTH	  160



/*
 * Game parameters.
 * Increase the max'es if you add more of something.
 * Adjust the pulse numbers to suit yourself.
 */
#define MAX_SKILL		   90
#define MAX_CLASS		    4
#define MAX_LEVEL		   40
#define LEVEL_HERO		   (MAX_LEVEL - 4)
#define LEVEL_IMMORTAL		   (MAX_LEVEL - 3)

#define PULSE_PER_SECOND	    4
#define PULSE_VIOLENCE		  ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE		  ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK		  (30 * PULSE_PER_SECOND)
#define PULSE_AREA		  (60 * PULSE_PER_SECOND)

#ifdef IMC
#include "imc.h"
#endif

/*
 * Site ban structure.
 */
struct ban_data
{
   BAN_DATA *next;
   char *name;
};



/*
 * 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_SEX			 6
#define CON_GET_NEW_CLASS		 7
#define CON_READ_MOTD			 8



/*
 * Descriptor (channel) structure.
 */
struct descriptor_data
{
   DESCRIPTOR_DATA *next;
   DESCRIPTOR_DATA *snoop_by;
   CHAR_DATA *character;
   CHAR_DATA *original;
   char *host;
   short descriptor;
   short connected;
   bool fcommand;
   char inbuf[4 * MAX_INPUT_LENGTH];
   char incomm[MAX_INPUT_LENGTH];
   char inlast[MAX_INPUT_LENGTH];
   int repeat;
   char *showstr_head;
   char *showstr_point;
   char *outbuf;
   int outsize;
   int outtop;
};



/*
 * Attribute bonus structures.
 */
struct str_app_type
{
   short tohit;
   short todam;
   short carry;
   short wield;
};

struct int_app_type
{
   short learn;
};

struct wis_app_type
{
   short practice;
};

struct dex_app_type
{
   short defensive;
};

struct con_app_type
{
   short hitp;
   short shock;
};



/*
 * TO types for act.
 */
#define TO_ROOM		    0
#define TO_NOTVICT	    1
#define TO_VICT		    2
#define TO_CHAR		    3



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



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

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



/*
 * Per-class stuff.
 */
struct class_type
{
   char who_name[4]; /* Three-letter name for 'who'   */
   short attr_prime;   /* Prime attribute      */
   short weapon; /* First weapon         */
   short guild;  /* Vnum of guild room      */
   short skill_adept;  /* Maximum skill level     */
   short thac0_00;  /* Thac0 for level  0      */
   short thac0_32;  /* Thac0 for level 32      */
   short hp_min; /* Min hp gained on leveling  */
   short hp_max; /* Max hp gained on leveling  */
   bool fMana; /* Class gains mana on level  */
};



/*
 * Data structure for notes.
 */
struct note_data
{
   NOTE_DATA *next;
   char *sender;
   char *date;
   char *to_list;
   char *subject;
   char *text;
   time_t date_stamp;
};



/*
 * An affect.
 */
struct affect_data
{
   AFFECT_DATA *next;
   short type;
   short duration;
   short location;
   short modifier;
   int bitvector;
};



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



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

/*
 * Well known mob virtual numbers.
 * Defined in #MOBILES.
 */
#define MOB_VNUM_CITYGUARD	   3060
#define MOB_VNUM_VAMPIRE	   3404



/*
 * ACT bits for mobs.
 * Used in #MOBILES.
 */
#define ACT_IS_NPC		      1  /* Auto set for mobs */
#define ACT_SENTINEL		      2  /* Stays in one room */
#define ACT_SCAVENGER		      4  /* Picks up objects  */
#define ACT_AGGRESSIVE		     32  /* Attacks PC's      */
#define ACT_STAY_AREA		     64  /* Won't leave area  */
#define ACT_WIMPY		    128  /* Flees when hurt   */
#define ACT_PET			    256  /* Auto set for pets */
#define ACT_TRAIN		    512  /* Can train PC's */
#define ACT_PRACTICE		   1024  /* Can practice PC's */



/*
 * Bits for 'affected_by'.
 * Used in #MOBILES.
 */
#define AFF_BLIND		      1
#define AFF_INVISIBLE		      2
#define AFF_DETECT_EVIL		      4
#define AFF_DETECT_INVIS	      8
#define AFF_DETECT_MAGIC	     16
#define AFF_DETECT_HIDDEN	     32
#define AFF_HOLD		     64  /* Unused   */
#define AFF_SANCTUARY		    128
#define AFF_FAERIE_FIRE		    256
#define AFF_INFRARED		    512
#define AFF_CURSE		   1024
#define AFF_FLAMING		   2048  /* Unused   */
#define AFF_POISON		   4096
#define AFF_PROTECT		   8192
#define AFF_PARALYSIS		  16384  /* Unused   */
#define AFF_SNEAK		  32768
#define AFF_HIDE		  65536
#define AFF_SLEEP		 131072
#define AFF_CHARM		 262144
#define AFF_FLYING		 524288
#define AFF_PASS_DOOR		1048576



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



/*
 * Well known object virtual numbers.
 * Defined in #OBJECTS.
 */
#define OBJ_VNUM_MONEY_ONE	      2
#define OBJ_VNUM_MONEY_SOME	      3

#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_FINAL_TURD	     16

#define OBJ_VNUM_MUSHROOM	     20
#define OBJ_VNUM_LIGHT_BALL	     21
#define OBJ_VNUM_SPRING		     22

#define OBJ_VNUM_SCHOOL_MACE	   3700
#define OBJ_VNUM_SCHOOL_DAGGER	   3701
#define OBJ_VNUM_SCHOOL_SWORD	   3702
#define OBJ_VNUM_SCHOOL_VEST	   3703
#define OBJ_VNUM_SCHOOL_SHIELD	   3704
#define OBJ_VNUM_SCHOOL_BANNER     3716



/*
 * 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_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



/*
 * Extra flags.
 * Used in #OBJECTS.
 */
#define ITEM_GLOW		      1
#define ITEM_HUM		      2
#define ITEM_DARK		      4
#define ITEM_LOCK		      8
#define ITEM_EVIL		     16
#define ITEM_INVIS		     32
#define ITEM_MAGIC		     64
#define ITEM_NODROP		    128
#define ITEM_BLESS		    256
#define ITEM_ANTI_GOOD		    512
#define ITEM_ANTI_EVIL		   1024
#define ITEM_ANTI_NEUTRAL	   2048
#define ITEM_NOREMOVE		   4096
#define ITEM_INVENTORY		   8192



/*
 * Wear flags.
 * Used in #OBJECTS.
 */
#define ITEM_TAKE		      1
#define ITEM_WEAR_FINGER	      2
#define ITEM_WEAR_NECK		      4
#define ITEM_WEAR_BODY		      8
#define ITEM_WEAR_HEAD		     16
#define ITEM_WEAR_LEGS		     32
#define ITEM_WEAR_FEET		     64
#define ITEM_WEAR_HANDS		    128
#define ITEM_WEAR_ARMS		    256
#define ITEM_WEAR_SHIELD	    512
#define ITEM_WEAR_ABOUT		   1024
#define ITEM_WEAR_WAIST		   2048
#define ITEM_WEAR_WRIST		   4096
#define ITEM_WIELD		   8192
#define ITEM_HOLD		  16384



/*
 * 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_SAVING_PARA	     20
#define APPLY_SAVING_ROD	     21
#define APPLY_SAVING_PETRI	     22
#define APPLY_SAVING_BREATH	     23
#define APPLY_SAVING_SPELL	     24



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



/*
 * 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		      1
#define ROOM_NO_MOB		      4
#define ROOM_INDOORS		      8
#define ROOM_PRIVATE		    512
#define ROOM_SAFE		   1024
#define ROOM_SOLITARY		   2048
#define ROOM_PET_SHOP		   4096
#define ROOM_NO_RECALL		   8192



/*
 * 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
#define EX_CLOSED		      2
#define EX_LOCKED		      4
#define EX_PICKPROOF		     32



/*
 * 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 MAX_WEAR		     18



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



/*
 * 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_FIGHTING		      6
#define POS_STANDING		      7



/*
 * ACT bits for players.
 */
#define PLR_IS_NPC		      1  /* Don't EVER set.   */
#define PLR_BOUGHT_PET		      2

#define PLR_AUTOEXIT		      8
#define PLR_AUTOLOOT		     16
#define PLR_AUTOSAC                  32
#define PLR_BLANK		     64
#define PLR_BRIEF		    128
#define PLR_COMBINE		    512
#define PLR_PROMPT		   1024
#define PLR_TELNET_GA		   2048

#define PLR_HOLYLIGHT		   4096
#define PLR_WIZINVIS		   8192

#define	PLR_SILENCE		  32768
#define PLR_NO_EMOTE		  65536
#define PLR_NO_TELL		 262144
#define PLR_LOG			 524288
#define PLR_DENY		1048576
#define PLR_FREEZE		2097152
#define PLR_THIEF		4194304
#define PLR_KILLER		8388608



/*
 * Obsolete bits.
 */
#if 0
#define PLR_AUCTION		      4  /* Obsolete */
#define PLR_CHAT		    256  /* Obsolete */
#define PLR_NO_SHOUT		 131072  /* Obsolete */
#endif



/*
 * Channel bits.
 */
#define	CHANNEL_AUCTION		      1
#define	CHANNEL_CHAT		      2
#define	CHANNEL_HACKER		      4
#define	CHANNEL_IMMTALK		      8
#define	CHANNEL_MUSIC		     16
#define	CHANNEL_QUESTION	     32
#define	CHANNEL_SHOUT		     64
#define	CHANNEL_YELL		    128



/*
 * 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;
   char *player_name;
   char *short_descr;
   char *long_descr;
   char *description;
   short vnum;
   short count;
   short killed;
   short sex;
   short level;
   int act;
   int affected_by;
   short alignment;
   short hitroll;   /* Unused */
   short ac;  /* Unused */
   short hitnodice; /* Unused */
   short hitsizedice;  /* Unused */
   short hitplus;   /* Unused */
   short damnodice; /* Unused */
   short damsizedice;  /* Unused */
   short damplus;   /* Unused */
   int gold;   /* Unused */
   MPROG_DATA *mobprogs;   /* Used by MOBprogram */
   int progtypes; /* Used by MOBprogram */
};



/*
 * 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;
   SPEC_FUN *spec_fun;
   MOB_INDEX_DATA *pIndexData;
   DESCRIPTOR_DATA *desc;
   AFFECT_DATA *affected;
   NOTE_DATA *pnote;
   OBJ_DATA *carrying;
   ROOM_INDEX_DATA *in_room;
   ROOM_INDEX_DATA *was_in_room;
   PC_DATA *pcdata;
   char *name;
   char *short_descr;
   char *long_descr;
   char *description;
   char *prompt;
   short sex;
   short class;
   short race;
   short level;
   short trust;
   bool wizbit;
   int played;
   time_t logon;
   time_t save_time;
   time_t last_note;
   short timer;
   short wait;
   short hit;
   short max_hit;
   short mana;
   short max_mana;
   short move;
   short max_move;
   int gold;
   int exp;
   int act;
   int affected_by;
   short position;
   short practice;
   short carry_weight;
   short carry_number;
   short saving_throw;
   short alignment;
   short hitroll;
   short damroll;
   short armor;
   short wimpy;
   short deaf;
   MPROG_ACT_LIST *mpact;  /* Used by MOBprogram */
   int mpactnum;  /* Used by MOBprogram */
};



/*
 * Data which only PC's have.
 */
struct pc_data
{
   PC_DATA *next;
   char *pwd;
   char *bamfin;
   char *bamfout;
   char *title;
   short perm_str;
   short perm_int;
   short perm_wis;
   short perm_dex;
   short perm_con;
   short mod_str;
   short mod_int;
   short mod_wis;
   short mod_dex;
   short mod_con;
   short condition[3];
   short pagelen;
   short learned[MAX_SKILL];
#ifdef IMC
   IMC_CHARDATA *imcchardata;
#endif
};

/*
 * MOBprogram block
*/

struct mob_prog_act_list
{
   MPROG_ACT_LIST *next;
   char *buf;
   CHAR_DATA *ch;
   OBJ_DATA *obj;
   void *vo;
};

struct mob_prog_data
{
   MPROG_DATA *next;
   int type;
   char *arglist;
   char *comlist;
};

bool MOBtrigger;

#define ERROR_PROG        -1
#define IN_FILE_PROG       0
#define ACT_PROG           1
#define SPEECH_PROG        2
#define RAND_PROG          4
#define FIGHT_PROG         8
#define DEATH_PROG        16
#define HITPRCNT_PROG     32
#define ENTRY_PROG        64
#define GREET_PROG       128
#define ALL_GREET_PROG   256
#define GIVE_PROG        512
#define BRIBE_PROG      1024


/*
 * Liquids.
 */
#define LIQ_WATER        0
#define LIQ_MAX		16

struct liq_type
{
   char *liq_name;
   char *liq_color;
   short liq_affect[3];
};



/*
 * Extra description data for a room or object.
 */
struct extra_descr_data
{
   EXTRA_DESCR_DATA *next; /* Next in list                     */
   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;
   char *name;
   char *short_descr;
   char *description;
   short vnum;
   short item_type;
   short extra_flags;
   short wear_flags;
   short count;
   short weight;
   int cost;   /* Unused */
   int value[4];
};



/*
 * One object.
 */
struct obj_data
{
   OBJ_DATA *next;
   OBJ_DATA *next_content;
   OBJ_DATA *contains;
   OBJ_DATA *in_obj;
   CHAR_DATA *carried_by;
   EXTRA_DESCR_DATA *extra_descr;
   AFFECT_DATA *affected;
   OBJ_INDEX_DATA *pIndexData;
   ROOM_INDEX_DATA *in_room;
   char *name;
   char *short_descr;
   char *description;
   short item_type;
   short extra_flags;
   short wear_flags;
   short wear_loc;
   short weight;
   int cost;
   short level;
   short timer;
   int value[4];
};



/*
 * Exit data.
 */
struct exit_data
{
   ROOM_INDEX_DATA *to_room;
   short vnum;
   short exit_info;
   short key;
   char *keyword;
   char *description;
};



/*
 * 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;
   short arg1;
   short arg2;
   short arg3;
};



/*
 * Area definition.
 */
struct area_data
{
   AREA_DATA *next;
   RESET_DATA *reset_first;
   RESET_DATA *reset_last;
   char *name;
   short age;
   short nplayer;
};



/*
 * 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];
   char *name;
   char *description;
   short vnum;
   short room_flags;
   short light;
   short sector_type;
};



/*
 * 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



/*
 * Skills include spells as a particular case.
 */
struct skill_type
{
   char *name; /* Name of skill     */
   short skill_level[MAX_CLASS];   /* Level needed by class   */
   SPELL_FUN *spell_fun;   /* Spell pointer (for spells) */
   short target; /* Legal targets     */
   short minimum_position;   /* Position for caster / user */
   short *pgsn;  /* Pointer to associated gsn  */
   short slot;   /* Slot for #OBJECT loading   */
   short min_mana;  /* Minimum mana used    */
   short beats;  /* Waiting time after use  */
   char *noun_damage;   /* Damage message    */
   char *msg_off; /* Wear off message     */
};



/*
 * These are skill_lookup return values for common skills and spells.
 */
extern short gsn_backstab;
extern short gsn_dodge;
extern short gsn_hide;
extern short gsn_peek;
extern short gsn_pick_lock;
extern short gsn_sneak;
extern short gsn_steal;

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

extern short gsn_blindness;
extern short gsn_charm_person;
extern short gsn_curse;
extern short gsn_invis;
extern short gsn_mass_invis;
extern short gsn_poison;
extern short gsn_sleep;



/*
 * Utility macros.
 */
#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))



/*
 * 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_AFFECTED(ch, sn)	(IS_SET((ch)->affected_by, (sn)))

#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)		((ch)->armor				    \
				    + ( IS_AWAKE(ch)			    \
				    ? dex_app[get_curr_dex(ch)].defensive   \
				    : 0 ))
#define GET_HITROLL(ch)		((ch)->hitroll+str_app[get_curr_str(ch)].tohit)
#define GET_DAMROLL(ch)		((ch)->damroll+str_app[get_curr_str(ch)].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 MANA_COST(ch, sn)       (IS_NPC(ch) ? 0 : UMAX (                    \
				skill_table[sn].min_mana,                   \
				100 / (2 + ch->level -                      \
				skill_table[sn].skill_level[ch->class] ) ) )

/*
 * 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)))



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



/*
 * Structure for a command in the command lookup table.
 */
struct cmd_type
{
   char *const name;
   DO_FUN *do_fun;
   short position;
   short level;
   short log;
};



/*
 * Structure for a social in the socials table.
 */
struct social_type
{
   char *const name;
   char *const char_no_arg;
   char *const others_no_arg;
   char *const char_found;
   char *const others_found;
   char *const vict_found;
   char *const char_auto;
   char *const 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 cmd_type cmd_table[];
extern const struct liq_type liq_table[LIQ_MAX];
extern const struct skill_type skill_table[MAX_SKILL];
extern const struct social_type social_table[];
extern char *const title_table[MAX_CLASS][MAX_LEVEL + 1][2];



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

extern BAN_DATA *ban_list;
extern CHAR_DATA *char_list;
extern DESCRIPTOR_DATA *descriptor_list;
extern NOTE_DATA *note_list;
extern OBJ_DATA *object_list;

extern AFFECT_DATA *affect_free;
extern BAN_DATA *ban_free;
extern CHAR_DATA *char_free;
extern DESCRIPTOR_DATA *descriptor_free;
extern EXTRA_DESCR_DATA *extra_descr_free;
extern NOTE_DATA *note_free;
extern OBJ_DATA *obj_free;
extern PC_DATA *pcdata_free;

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;



/*
 * Command functions.
 * Defined in act_*.c (mostly).
 */
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_auto );
DECLARE_DO_FUN( do_autoexit );
DECLARE_DO_FUN( do_autoloot );
DECLARE_DO_FUN( do_autosac );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_blank );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_brief );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_combine );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_mload );
DECLARE_DO_FUN( do_mpasound );
DECLARE_DO_FUN( do_mpat );
DECLARE_DO_FUN( do_mpecho );
DECLARE_DO_FUN( do_mpechoaround );
DECLARE_DO_FUN( do_mpechoat );
DECLARE_DO_FUN( do_mpforce );
DECLARE_DO_FUN( do_mpgoto );
DECLARE_DO_FUN( do_mpjunk );
DECLARE_DO_FUN( do_mpkill );
DECLARE_DO_FUN( do_mpmload );
DECLARE_DO_FUN( do_mpoload );
DECLARE_DO_FUN( do_mppurge );
DECLARE_DO_FUN( do_mpstat );
DECLARE_DO_FUN( do_mptransfer );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_murde );
DECLARE_DO_FUN( do_murder );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_note );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oload );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pagelen );
DECLARE_DO_FUN( do_pardon );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_question );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_reboo );
DECLARE_DO_FUN( do_reboot );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_recho );
DECLARE_DO_FUN( do_recite );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slist );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_spells );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_train );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizify );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );



/*
 * Spell functions.
 * Defined in magic.c.
 */
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_armor );
DECLARE_SPELL_FUN( spell_bless );
DECLARE_SPELL_FUN( spell_blindness );
DECLARE_SPELL_FUN( spell_burning_hands );
DECLARE_SPELL_FUN( spell_call_lightning );
DECLARE_SPELL_FUN( spell_cause_critical );
DECLARE_SPELL_FUN( spell_cause_light );
DECLARE_SPELL_FUN( spell_cause_serious );
DECLARE_SPELL_FUN( spell_change_sex );
DECLARE_SPELL_FUN( spell_charm_person );
DECLARE_SPELL_FUN( spell_chill_touch );
DECLARE_SPELL_FUN( spell_colour_spray );
DECLARE_SPELL_FUN( spell_continual_light );
DECLARE_SPELL_FUN( spell_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_spring );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_critical );
DECLARE_SPELL_FUN( spell_cure_light );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_cure_serious );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_detect_evil );
DECLARE_SPELL_FUN( spell_detect_hidden );
DECLARE_SPELL_FUN( spell_detect_invis );
DECLARE_SPELL_FUN( spell_detect_magic );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic );
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_fly );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_general_purpose );
DECLARE_SPELL_FUN( spell_giant_strength );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_heal );
DECLARE_SPELL_FUN( spell_high_explosive );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_infravision );
DECLARE_SPELL_FUN( spell_invis );
DECLARE_SPELL_FUN( spell_know_alignment );
DECLARE_SPELL_FUN( spell_lightning_bolt );
DECLARE_SPELL_FUN( spell_locate_object );
DECLARE_SPELL_FUN( spell_magic_missile );
DECLARE_SPELL_FUN( spell_mass_invis );
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_protection );
DECLARE_SPELL_FUN( spell_refresh );
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_sanctuary );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_shield );
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_stone_skin );
DECLARE_SPELL_FUN( spell_summon );
DECLARE_SPELL_FUN( spell_teleport );
DECLARE_SPELL_FUN( spell_ventriloquate );
DECLARE_SPELL_FUN( spell_weaken );
DECLARE_SPELL_FUN( spell_word_of_recall );
DECLARE_SPELL_FUN( spell_acid_breath );
DECLARE_SPELL_FUN( spell_fire_breath );
DECLARE_SPELL_FUN( spell_frost_breath );
DECLARE_SPELL_FUN( spell_gas_breath );
DECLARE_SPELL_FUN( spell_lightning_breath );

char *crypt args( ( const char *key, const char *salt ) );

/*
 * 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 NULL_FILE	"/dev/null" /* To reserve one stream   */
#define MOB_DIR         "MOBProgs/" /* MOBProg files                */
#define AREA_LIST	"area.lst"  /* List of areas     */

#define BUG_FILE	"bugs.txt"  /* For 'bug' and bug( )      */
#define IDEA_FILE	"ideas.txt" /* For 'idea'        */
#define TYPO_FILE	"typos.txt" /* For 'typo'       */
#define NOTE_FILE	"notes.txt" /* For 'notes'       */
#define SHUTDOWN_FILE	"shutdown.txt" /* For 'shutdown'    */



/*
 * Our function prototypes.
 * One big lump ... this is every function in Merc.
 */
#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

/* act_comm.c */
void add_follower args( ( CHAR_DATA * ch, CHAR_DATA * master ) );
void stop_follower args( ( CHAR_DATA * ch ) );
void die_follower args( ( CHAR_DATA * ch ) );
bool is_same_group args( ( CHAR_DATA * ach, CHAR_DATA * bch ) );
bool is_note_to args( ( CHAR_DATA * ch, NOTE_DATA * pnote ) );

/* act_info.c */
void set_title args( ( CHAR_DATA * ch, char *title ) );

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

/* act_obj.c */

/* act_wiz.c */
ROOM_INDEX_DATA *find_location args( ( CHAR_DATA * ch, char *arg ) );

/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA * dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA * d, const char *txt, int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA * ch ) );
void show_string args( ( DESCRIPTOR_DATA * d, char *input ) );
void act args( ( const char *format, CHAR_DATA * ch, const void *arg1, const void *arg2, int type ) );

/* db.c */
void boot_db args( ( void ) );
void area_update args( ( void ) );
CD *create_mobile args( ( MOB_INDEX_DATA * pMobIndex ) );
OD *create_object args( ( OBJ_INDEX_DATA * pObjIndex, int level ) );
void clear_char args( ( CHAR_DATA * ch ) );
void free_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 ) );
char fread_letter args( ( FILE * fp ) );
int fread_number args( ( FILE * fp ) );
char *fread_string args( ( FILE * fp ) );
void fread_to_eol args( ( FILE * fp ) );
char *fread_word args( ( FILE * fp ) );
void *alloc_mem args( ( int sMem ) );
void *alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, 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 ) );
int 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 ) );
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 ) );

/* fight.c */
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) );
void damage args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt ) );
void update_pos args( ( CHAR_DATA * victim ) );
void stop_fighting args( ( CHAR_DATA * ch, bool fBoth ) );
void death_cry args( ( CHAR_DATA * ch ) );
void raw_kill args( ( CHAR_DATA * victim ) );

/* handler.c */
int get_trust args( ( CHAR_DATA * ch ) );
int get_age args( ( CHAR_DATA * ch ) );
int get_curr_str args( ( CHAR_DATA * ch ) );
int get_curr_int args( ( CHAR_DATA * ch ) );
int get_curr_wis args( ( CHAR_DATA * ch ) );
int get_curr_dex args( ( CHAR_DATA * ch ) );
int get_curr_con args( ( CHAR_DATA * ch ) );
int can_carry_n args( ( CHAR_DATA * ch ) );
int can_carry_w args( ( CHAR_DATA * ch ) );
bool is_name args( ( const char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) );
void affect_remove args( ( CHAR_DATA * ch, 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 ) );
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, bool fPull ) );
CD *get_char_room args( ( CHAR_DATA * ch, char *argument ) );
CD *get_char_world args( ( CHAR_DATA * ch, char *argument ) );
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 ) );
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 amount ) );
int get_obj_number args( ( OBJ_DATA * obj ) );
int get_obj_weight args( ( OBJ_DATA * obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA * pRoomIndex ) );
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_drop_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) );
char *item_type_name args( ( OBJ_DATA * obj ) );
char *affect_loc_name args( ( int location ) );
char *affect_bit_name args( ( int vector ) );
char *extra_bit_name args( ( int extra_flags ) );

/* interp.c */
void interpret args( ( CHAR_DATA * ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
char *one_argument args( ( char *argument, char *arg_first ) );
bool IS_SWITCHED args( ( CHAR_DATA * ch ) );

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

/* mob_prog.c */
void mprog_wordlist_check args( ( char *arg, CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) );
void mprog_percent_check args( ( CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) );
void mprog_act_trigger args( ( char *buf, CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) );
void mprog_bribe_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, int amount ) );
void mprog_entry_trigger args( ( CHAR_DATA * mob ) );
void mprog_give_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj ) );
void mprog_greet_trigger args( ( CHAR_DATA * mob ) );
void mprog_fight_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) );
void mprog_hitprcnt_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) );
void mprog_death_trigger args( ( CHAR_DATA * mob ) );
void mprog_random_trigger args( ( CHAR_DATA * mob ) );
void mprog_speech_trigger args( ( char *txt, CHAR_DATA * mob ) );

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

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

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

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