These defines are provided as an aid to builders and programmers of Abysmal Realms. Support on this info can only be provided to builders and immortals currently engaged in projects approved by "the management".

Msocorcim


#define ACT_AGGRESSIVE (F) /* Attacks PC's */
#define ACT_CLERIC (Q) // same as URSUS ACT_IS_WISE
#define ACT_GAIN (bb)
#define ACT_INDOORS (Y)
#define ACT_IS_CHANGER (dd)
#define ACT_IS_HEALER (aa)
#define ACT_IS_NPC (A) /* Auto set for mobs */
#define ACT_MAGE (R)
#define ACT_MAJOR_NAMED (M) /* Major named-mob */
#define ACT_MINOR_NAMED (L) /* Minor named-mob */
#define ACT_NOALIGN (U)
#define ACT_NOPURGE (V)
#define ACT_OUTDOORS (W)
#define ACT_PET (I) /* Auto set for pets */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_PSEUDO (E) // URSUS proxy mobile - unneeded
#define ACT_REPOP_ALWAYS (Z)
#define ACT_RIDEABLE (ee)
#define ACT_SCAVENGER (C) /* Picks up objects */
#define ACT_SENTINEL (B) /* Stays in one room */
#define ACT_STAY_AREA (G) /* Won't leave area */
#define ACT_THIEF (S)
#define ACT_TRAIN (J) /* Can train PC's */
#define ACT_UNDEAD (O)
#define ACT_UPDATE_ALWAYS (cc)
#define ACT_WARRIOR (T)
#define ACT_WIMPY (H)


#define AFF2_ALACRITY (J)
#define AFF2_CONCEAL_CLAN (D)
#define AFF2_DARK_FAVOR (C)
#define AFF2_DRIVING (F)
#define AFF2_FARSIGHT (E)
#define AFF2_FEAR (H)
#define AFF2_MIMIC (G)
#define AFF2_NECROSIS (B)
#define AFF2_RITUAL (A)


#define AFF_BERSERK (aa)
#define AFF_BLIND (A)
#define AFF_CALM (W)
#define AFF_CHARM (S)
#define AFF_CURSE (K)
#define AFF_DARK_VISION (Z)
#define AFF_DETECT_EVIL (C)
#define AFF_DETECT_GOOD (G)
#define AFF_DETECT_HIDDEN (F)
#define AFF_DETECT_INVIS (D)
#define AFF_DETECT_MAGIC (E)
#define AFF_FAERIE_FIRE (I)
#define AFF_FLYING (T)
#define AFF_HASTE (V)
#define AFF_HIDE (Q)
#define AFF_INFRARED (J)
#define AFF_INVISIBLE (B)
#define AFF_PASS_DOOR (U)
#define AFF_PLAGUE (X)
#define AFF_POISON (M)
#define AFF_PROTECT_EVIL (N)
#define AFF_PROTECT_GOOD (O)
#define AFF_REGENERATION (cc)
#define AFF_SANCTUARY (H)
#define AFF_SLEEP (R)
#define AFF_SLOW (dd)
#define AFF_SLOW_REGENERATION (L) /* unused */
#define AFF_SNEAK (P)
#define AFF_SWIM (bb)
#define AFF_WEAKEN (Y)


#define AFF_NPC 3 /* Mobiles. */
#define AFF_OBJ 0 /* Objects. */
#define AFF_OBJ_INDEX 1 /* Object prototypes. */
#define AFF_PC 2 /* Players. */
#define AFF_ROOM 4 /* Rooms. */


#define APPLY_DAMROLL 19
#define APPLY_DEX 2
#define APPLY_EXP 16
#define APPLY_GOLD 15
#define APPLY_HEIGHT 10
#define APPLY_HIT 13
#define APPLY_HITROLL 18
#define APPLY_INT 3
#define APPLY_LEVEL 8
#define APPLY_MANA 12
#define APPLY_MOVE 14
#define APPLY_NONE 0
#define APPLY_SAVING_ALL 26
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_CAST 20
#define APPLY_SAVING_OTHER 22
#define APPLY_SAVING_POTION 24
#define APPLY_SAVING_STAFF 21
#define APPLY_SEX 6
#define APPLY_SPELL_AFFECT 25
#define APPLY_STR 1
#define APPLY_WEIGHT 11
#define APPLY_WIS 4


#define ASSIST_ALIGN (Q)
#define ASSIST_ALL (P)
#define ASSIST_CLAN (V)
#define ASSIST_GUARD (T)
#define ASSIST_PLAYERS (S)
#define ASSIST_RACE (R)
#define ASSIST_VNUM (U)


#define CONT_CLOSEABLE 1
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PICKPROOF 2
#define CONT_PUT_ON 16


#define DAMAGE_DAMAGED 1
#define DAMAGE_DEAD 3
#define DAMAGE_DEFEATED 2
#define DAMAGE_NONE 0
#define DAM_ACID 7
#define DAM_BASH 1
#define DAM_CHARM 18
#define DAM_COLD 5
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_ENERGY 11
#define DAM_FIRE 4
#define DAM_HARM 17
#define DAM_HOLY 10
#define DAM_LIGHT 15
#define DAM_LIGHTNING 6
#define DAM_MENTAL 12
#define DAM_NEGATIVE 9
#define DAM_NONE 0
#define DAM_OTHER 16
#define DAM_PIERCE 2
#define DAM_POISON 8
#define DAM_SHOT 20
#define DAM_SLASH 3
#define DAM_SOUND 19


#define DIR_DOWN 5
#define DIR_EAST 1
#define DIR_NORTH 0
#define DIR_NORTHEAST 6
#define DIR_NORTHWEST 9
#define DIR_SOUTH 2
#define DIR_SOUTHEAST 7
#define DIR_SOUTHWEST 8
#define DIR_UP 4
#define DIR_WEST 3


#define EFF_ACID (1)
#define EFF_AMNESIA (16)
#define EFF_ANTIDOTE (5)
#define EFF_BLINDNESS (6)
#define EFF_COLD (2)
#define EFF_CURE (8)
#define EFF_FIRE (3)
#define EFF_HASTE (11)
#define EFF_HEAL (13)
#define EFF_NONE (0)
#define EFF_PLAGUE (7)
#define EFF_POISON (4)
#define EFF_REFRESH (12)
#define EFF_SLEEP (9)
#define EFF_SLOW (10)
#define EFF_STUPIDITY (15)
#define EFF_WEAKEN (14)


#define EX_CLOSED (B)
#define EX_EASY (H)
#define EX_HARD (I)
#define EX_INFURIATING (J)
#define EX_ISDOOR (A)
#define EX_LOCKED (C)
#define EX_NOCLOSE (K)
#define EX_NOLOCK (L)
#define EX_NOPASS (G)
#define EX_NO_MOB (M)
#define EX_PICKPROOF (F)


#define FORM_AMPHIBIAN (aa)
#define FORM_ANIMAL (G)
#define FORM_BIPED (M)
#define FORM_BIRD (W)
#define FORM_BLOB (S)
#define FORM_CENTAUR (N)
#define FORM_COLD_BLOOD (cc)
#define FORM_CONSTRUCT (J)
#define FORM_CRUSTACEAN (Q)
#define FORM_DRAGON (Z)
#define FORM_EDIBLE (A)
#define FORM_FISH (bb)
#define FORM_INSECT (O)
#define FORM_INSTANT_DECAY (D)
#define FORM_INTANGIBLE (L)
#define FORM_MAGICAL (C)
#define FORM_MAMMAL (V)
#define FORM_MIST (K)
#define FORM_OTHER (E) /* defined by material bit */
#define FORM_POISON (B)
#define FORM_REPTILE (X)
#define FORM_SENTIENT (H)
#define FORM_SNAKE (Y)
#define FORM_SPIDER (P)
#define FORM_UNDEAD (I)
#define FORM_WORM (R)


#define GATE_BUGGY (D)
#define GATE_GOWITH (C)
#define GATE_NOCURSE (B)
#define GATE_NORMAL_EXIT (A)
#define GATE_RANDOM (E)


#define IMM_ACID (K)
#define IMM_BASH (E)
#define IMM_CHARM (B)
#define IMM_COLD (I)
#define IMM_DISEASE (Q)
#define IMM_DROWNING (R)
#define IMM_ENERGY (O)
#define IMM_FIRE (H)
#define IMM_HOLY (N)
#define IMM_IRON (Z)
#define IMM_LIGHT (S)
#define IMM_LIGHTNING (J)
#define IMM_MAGIC (C)
#define IMM_MENTAL (P)
#define IMM_NEGATIVE (M)
#define IMM_PIERCE (F)
#define IMM_POISON (L)
#define IMM_SILVER (Y)
#define IMM_SLASH (G)
#define IMM_SOUND (T)
#define IMM_SUMMON (A)
#define IMM_WEAPON (D)
#define IMM_WOOD (X)


#define ITEM_AMMO 35
#define ITEM_ARMOR 9
#define ITEM_BOAT 22
#define ITEM_CLOTHING 11
#define ITEM_CONTAINER 15
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_DRINK_CON 17
#define ITEM_FOOD 19
#define ITEM_FOUNTAIN 25
#define ITEM_FUEL 37
#define ITEM_FURNITURE 12
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
#define ITEM_KEY 18
#define ITEM_LIGHT 1
#define ITEM_MAP 28
#define ITEM_MONEY 20
#define ITEM_PILL 26
#define ITEM_PORTAL 29
#define ITEM_POTION 10
#define ITEM_PROTECT 27
#define ITEM_ROOM_KEY 31
#define ITEM_SCROLL 2
#define ITEM_STAFF 4
#define ITEM_SUMMON 40
#define ITEM_TOME 39
#define ITEM_TRASH 13
#define ITEM_TREASURE 8
#define ITEM_VEHICLE 36
#define ITEM_WAND 3
#define ITEM_WARP_STONE 30
#define ITEM_WEAPON 5


#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_BLESS (I)
#define ITEM_BURN_PROOF (Y)
#define ITEM_CLAN_EQ (R)
#define ITEM_DARK (C)
#define ITEM_EMBALMED (bb)
#define ITEM_EVIL (E)
#define ITEM_GLOW (A)
#define ITEM_HAD_TIMER (V)
#define ITEM_HEAT (X)
#define ITEM_HOLD (O)
#define ITEM_HUM (B)
#define ITEM_INVENTORY (N)
#define ITEM_INVIS (F)
#define ITEM_LOCK (D)
#define ITEM_MAGIC (G)
#define ITEM_MELT_DROP (U)
#define ITEM_NODROP (H)
#define ITEM_NOLOCATE (T)
#define ITEM_NONMETAL (S)
#define ITEM_NOPURGE (O)
#define ITEM_NOREMOVE (M)
#define ITEM_NOT_DISENCHANT (ITEM_INVENTORY | ITEM_ROT_DEATH | ITEM_VIS_DEATH | \
#define ITEM_NOUNCURSE (Z)
#define ITEM_NO_SAC (P)
#define ITEM_PERM (ee)
#define ITEM_PSEUDO (dd)
#define ITEM_ROT_DEATH (P)
#define ITEM_SELL_EXTRACT (W)
#define ITEM_TAKE (A)
#define ITEM_TAKE_NAME (aa)
#define ITEM_VIS_DEATH (Q)
#define ITEM_WEAR_ABOUT (K)
#define ITEM_WEAR_ARMS (I)
#define ITEM_WEAR_BELT (T)
#define ITEM_WEAR_BODY (D)
#define ITEM_WEAR_CHEST (S)
#define ITEM_WEAR_FEET (G)
#define ITEM_WEAR_FINGER (B)
#define ITEM_WEAR_FLOAT (Q)
#define ITEM_WEAR_HANDS (H)
#define ITEM_WEAR_HEAD (E)
#define ITEM_WEAR_LEGS (F)
#define ITEM_WEAR_NECK (C)
#define ITEM_WEAR_SECONDARY (R)
#define ITEM_WEAR_SHIELD (J)
#define ITEM_WEAR_WAIST (L)
#define ITEM_WEAR_WRIST (M)
#define ITEM_WIELD (N)


#define MEM_AFRAID D
#define MEM_CUSTOMER A
#define MEM_HOSTILE C
#define MEM_SELLER B


#define OBJ_IS_CARRIED 3
#define OBJ_IS_HERE 1
#define OBJ_IS_NOT 0
#define OBJ_IS_ROOM 2
#define OBJ_IS_WORN 4


#define OBJ_NECRO_DAGGER 3701 // School dagger for now
#define OBJ_NECRO_GRAIL 9975 // Beating Heart - fountain
#define OBJ_NECRO_HELMET 3009
#define OBJ_NECRO_MACE 3700 // Schoo mace for now
#define OBJ_NECRO_ORB 21
#define OBJ_NECRO_PARCHMENT 9950 // A MG clean Parchment
#define OBJ_NECRO_SWORD 3702 // School sword for now
#define OBJ_NECRO_WHIP 3721 // School whip for now
#define OBJ_QUEST_NOTE 80
#define OBJ_SCHOLARSHIP 28031
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_CLAW 39 /* was 9969 */
#define OBJ_VNUM_COINS 5
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_CORPSE_UNDEAD 29
#define OBJ_VNUM_DIAMOND 3377
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_DUMMY 30
#define OBJ_VNUM_EAR 38 /* was 9968 */
#define OBJ_VNUM_EYE 24 /* was 9961 */
#define OBJ_VNUM_FANGS 26 /* was 9962 */
#define OBJ_VNUM_FINGER 28 /* was 9964 */
#define OBJ_VNUM_FOOT 35 /* was 9965 */
#define OBJ_VNUM_FOUNTAIN 34
#define OBJ_VNUM_GOLD_ONE 2
#define OBJ_VNUM_GOLD_SOME 3
#define OBJ_VNUM_GUTS 16
#define OBJ_VNUM_HAND 36 /* was 9966 */
#define OBJ_VNUM_HOOF 40
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_MAP 3162
#define OBJ_VNUM_MEAT OBJ_VNUM_CORPSE_NPC
#define OBJ_VNUM_MONEY 2
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_PIT 3010
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 1001
#define OBJ_VNUM_SCALES 27 /* was 9963 */
#define OBJ_VNUM_SCHOOL_AXE 3719
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_FLAIL 3720
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_POLEARM 3722
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_SPEAR 3717
#define OBJ_VNUM_SCHOOL_STAFF 3718
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_WHIP 3721
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_SILVER_ONE 1
#define OBJ_VNUM_SILVER_SOME 4
#define OBJ_VNUM_SKIN 18
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_STONE_CLEAR 5243 /* air */
#define OBJ_VNUM_STONE_GREY 5239 /* earth */
#define OBJ_VNUM_STONE_PALEBLUE 5230 /* water */
#define OBJ_VNUM_STONE_RED 5233 /* fire */
#define OBJ_VNUM_TAIL 19 /* was 9960 */
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_WHISTLE 2116
#define OBJ_VNUM_WINGS 37 /* was 9967 */
#define OBJ_VNUM_ZOMBIE 29


#define OFF_AREA_ATTACK (A)
#define OFF_BACKSTAB (B)
#define OFF_BASH (C)
#define OFF_BERSERK (D)
#define OFF_BUCK_KICK (X)
#define OFF_CRUSH (O)
#define OFF_DISARM (E)
#define OFF_DODGE (F)
#define OFF_FADE (G)
#define OFF_FAST (H)
#define OFF_GORE (W)
#define OFF_KICK (I)
#define OFF_KICK_DIRT (J)
#define OFF_MULTIPLE (Y)
#define OFF_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#define OFF_TRIP (N)


#define PART_ARMS (B)
#define PART_BRAINS (E)
#define PART_CLAWS (U)
#define PART_EAR (J)
#define PART_EYE (K)
#define PART_EYESTALKS (M)
#define PART_FANGS (V)
#define PART_FEET (H)
#define PART_FINGERS (I)
#define PART_FINS (O)
#define PART_GUTS (F)
#define PART_HANDS (G)
#define PART_HEAD (A)
#define PART_HEART (D)
#define PART_HOOVES (R)
#define PART_HORNS (W)
#define PART_LEGS (C)
#define PART_LONG_TONGUE (L)
#define PART_SCALES (X)
#define PART_TAIL (Q)
#define PART_TENTACLES (N)
#define PART_TUSKS (Y)
#define PART_WINGS (P)


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


#define PUT_AT (M)
#define PUT_IN (O)
#define PUT_INSIDE (P)
#define PUT_ON (N)


#define RANK_ACOLYTE 2
#define RANK_ADEPT 3
#define RANK_AMBASSADOR 7
#define RANK_AVATAR 12
#define RANK_FREEMAN 0
#define RANK_LEADER 10
#define RANK_LIEUTENANT 5
#define RANK_LORD 9
#define RANK_MAGISTRATE 8
#define RANK_OFFICER 4
#define RANK_ORACLE 11
#define RANK_PATRON 13
#define RANK_RECRUIT 1
#define RANK_VASSAL 6


#define REST_AT (G)
#define REST_IN (I)
#define REST_ON (H)
#define RES_ACID (K)
#define RES_BASH (E)
#define RES_CHARM (B)
#define RES_COLD (I)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_ENERGY (O)
#define RES_FIRE (H)
#define RES_HOLY (N)
#define RES_IRON (Z)
#define RES_LIGHT (S)
#define RES_LIGHTNING (J)
#define RES_MAGIC (C)
#define RES_MENTAL (P)
#define RES_NEGATIVE (M)
#define RES_PIERCE (F)
#define RES_POISON (L)
#define RES_SILVER (Y)
#define RES_SLASH (G)
#define RES_SOUND (T)
#define RES_SUMMON (A)
#define RES_WEAPON (D)
#define RES_WOOD (X)


#define ROOM_AFF_CALM (A)


#define ROOM_ARENA (X)
#define ROOM_BRIGHT (V)
#define ROOM_DARK (A)
#define ROOM_DIM (U)
#define ROOM_GALLERY (Y)
#define ROOM_GODS_ONLY (P)
#define ROOM_HEROES_ONLY (Q)
#define ROOM_IMP_ONLY (O)
#define ROOM_INDOORS (D)
#define ROOM_LAW (S)
#define ROOM_LEADER_ONLY (W)
#define ROOM_NEWBIES_ONLY (R)
#define ROOM_NOQUIT (G)
#define ROOM_NOWHERE (T)
#define ROOM_NO_GATE (bb)
#define ROOM_NO_MOB (C)
#define ROOM_NO_RECALL (N)
#define ROOM_NO_TRACK (Z)
#define ROOM_PET_SHOP (M)
#define ROOM_PRIVATE (J)
#define ROOM_REGEN (E) /* not used. */
#define ROOM_SAFE (K)
#define ROOM_SOLITARY (L)
#define ROOM_WALK (F)


#define SAVE_VS_BREATH 3 /* Dragons breathing. */
#define SAVE_VS_CAST 0 /* From casters. */
#define SAVE_VS_OTHER 4 /* Other misc saves... who knows? */
#define SAVE_VS_POTION 2 /* From one-shot items. */
#define SAVE_VS_STAFF 1 /* From items w/charges. */


#define SECT_AIR 9
#define SECT_CITY 1
#define SECT_DESERT 10
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_INSIDE 0
#define SECT_MOUNTAIN 5
#define SECT_UNDERWATER 11
#define SECT_UNUSED 8
#define SECT_WATER_NOSWIM 7
#define SECT_WATER_SWIM 6


#define SEX_FEMALE 2
#define SEX_MALE 1
#define SEX_NEUTRAL 0
#define SEX_RANDOM 3


#define SHOW_ALWAYS (4)
#define SHOW_LOOK (1)
#define SHOW_WHEN_DAY (2)
#define SHOW_WHEN_NIGHT (3)


#define SIT_AT (D)
#define SIT_IN (F)
#define SIT_ON (E)


#define SIZE_GIANT 5
#define SIZE_HUGE 4
#define SIZE_LARGE 3
#define SIZE_MEDIUM 2
#define SIZE_SMALL 1
#define SIZE_TINY 0
#define SIZE_UNDEFINED -1


#define SLEEP_AT (J)
#define SLEEP_IN (L)
#define SLEEP_ON (K)


#define STAND_AT (A)
#define STAND_IN (C)
#define STAND_ON (B)


#define TO_AFFECTS 0
#define TO_AFFECTS2 6
#define TO_ALL 4 /* Everyone in room. */
#define TO_AREA 6 /* Every player in area, except character. */
#define TO_CHAR 3 /* Character only. */
#define TO_GROUP 7 /* Every player in group, except character. */
#define TO_GROUP_ROOM 8 /* Every player in group & in same room except
#define TO_IMMUNE 2
#define TO_NOTVICT 1 /* Room only, except character & victim. */
#define TO_OBJECT 1
#define TO_RESIST 3
#define TO_ROOM 0 /* Room only, except character. */
#define TO_ROOM_ALL 4 /* Everyone in room. */
#define TO_VICT 2 /* Victim only. */
#define TO_VULN 4
#define TO_WEAPON 5
#define TO_WIZ_NOTVICT 10 /* As TO_NOTVICT except wizinvis chars are silent. */
#define TO_WIZ_ROOM 9 /* As TO_ROOM except wizinvis chars are silent. */
#define TO_WIZ_VICT 11 /* As TO_VICT except wizinvis chars are silent. */
#define TO_WORLD 5 /* Every player in mud, except character. */


#define TRIG_ACT (A)
#define TRIG_BRIBE (B)
#define TRIG_DEATH (C)
#define TRIG_DELAY (O)
#define TRIG_DIG (Z)
#define TRIG_ENTRY (D)
#define TRIG_EXALL (N)
#define TRIG_EXAMINE (T)
#define TRIG_EXIT (M)
#define TRIG_FIGHT (E)
#define TRIG_GIVE (F)
#define TRIG_GRALL (H)
#define TRIG_GREET (G)
#define TRIG_HIT (Q)
#define TRIG_HPCNT (J)
#define TRIG_INSERT (S)
#define TRIG_JOIN (Y)
#define TRIG_KILL (I)
#define TRIG_OPEN (R)
#define TRIG_PULL (W)
#define TRIG_PUSH (V)
#define TRIG_RANDOM (K)
#define TRIG_SPEECH (L)
#define TRIG_SURR (P)
#define TRIG_TAKE (U)
#define TRIG_WEAR (X)


#define VEH_AIR (D)
#define VEH_CITY (A)
#define VEH_CLOSED (E)
#define VEH_LOCKED (F)
#define VEH_OFF_ROAD (B)
#define VEH_WATER (C)


#define VULN_ACID (K)
#define VULN_BASH (E)
#define VULN_CHARM (B)
#define VULN_COLD (I)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_ENERGY (O)
#define VULN_FIRE (H)
#define VULN_HOLY (N)
#define VULN_IRON (Z)
#define VULN_LIGHT (S)
#define VULN_LIGHTNING (J)
#define VULN_MAGIC (C)
#define VULN_MENTAL (P)
#define VULN_NEGATIVE (M)
#define VULN_PIERCE (F)
#define VULN_POISON (L)
#define VULN_SILVER (Y)
#define VULN_SLASH (G)
#define VULN_SOUND (T)
#define VULN_SUMMON (A)
#define VULN_WEAPON (D)
#define VULN_WOOD (X)


#define WEAPON_AXE 5
#define WEAPON_CLAN 9
#define WEAPON_DAGGER 2
#define WEAPON_EXOTIC 0
#define WEAPON_FIREARM 10
#define WEAPON_FLAIL 6
#define WEAPON_MACE 4
#define WEAPON_MISSILE 11
#define WEAPON_POLEARM 8
#define WEAPON_SPEAR 3
#define WEAPON_SWORD 1
#define WEAPON_WHIP 7


#define WEAPON_ACID (I)
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_MANA_VAMPIRIC (L)
#define WEAPON_POISON (H)
#define WEAPON_PURIFY (K)
#define WEAPON_SHARP (D)
#define WEAPON_SHOCKING (G)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_VORPAL (E)


#define WEAR_ABOUT 12
#define WEAR_ARMS 10
#define WEAR_ARM_L_PERM 28
#define WEAR_ARM_R_PERM 29
#define WEAR_BELT 21
#define WEAR_BODY 5
#define WEAR_BODY_PERM 23
#define WEAR_CHEST 20
#define WEAR_EARS_PERM 30
#define WEAR_EYES_PERM 31
#define WEAR_FEET 8
#define WEAR_FEET_PERM 26
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_FLOAT 18
#define WEAR_HANDS 9
#define WEAR_HANDS_PERM 27
#define WEAR_HEAD 6
#define WEAR_HEAD_PERM 24
#define WEAR_HOLD 17
#define WEAR_LEGS 7
#define WEAR_LEGS_PERM 25
#define WEAR_LIGHT 0
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_NONE -1
#define WEAR_READY -99 // Not Implemented DJR
#define WEAR_SECONDARY 19
#define WEAR_SHIELD 11
#define WEAR_WAIST 13
#define WEAR_WIELD 16
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15


#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to conflicts */
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824