Room bits
  "DARK",
  "DEATH",
  "!MOB",
  "INDOORS",
  "PEACEFUL",
  "SOUNDPROOF",
  "!TRACK",
  "!MAGIC",
  "TUNNEL",
  "PRIVATE",
  "GODROOM",
  "HOUSE",
  "HCRSH",
  "ATRIUM",
  "CHAOS",
  "*",				/* BFS MARK */
  "\n"

const char *exit_bits[] = {
  "DOOR",
  "CLOSED",
  "LOCKED",
  "PICKPROOF",
  "\n"


/* SECT_ */
const char *sector_types[] = {
  "INSIDE",
  "CITY",
  "FIELD",
  "FOREST",
  "HILLS",
  "MOUNTAINS",
  "WATER-SWIM",
  "WATER-NO-SWIM",
  "UNDERWATER",
  "MID-AIR",
  "\n"
};


/* SEX_x */
const char *genders[] =
{
  "Neutral",
  "Male",
  "Female"
};


/* POS_x */
const char *position_types[] = {
  "Dead",
  "Mortally wounded",
  "Incapacitated",
  "Stunned",
  "Sleeping",
  "Resting",
  "Sitting",
  "Fighting",
  "Standing",
  "Mounted",
  "\n"
};


/* MOB_x */
const char *action_bits[] = {
  "SPEC",
  "SENTINEL",
  "SCAVENGER",
  "ISNPC",
  "NICE-THIEF",
  "AGGR",
  "STAY-ZONE",
  "WIMPY",
  "AGGR_EVIL",
  "AGGR_GOOD",
  "AGGR_NEUTRAL",
  "MEMORY",
  "HELPER",
  "!CHARM",
  "!SUMMN",
  "!SLEEP",
  "!BASH",
  "!BLIND",
  "AWARE",
  "DOUBLE_HIT",
  "TRIPLE_HIT",
  "MOUNT",
  "5X_HIT",
  "7X_HIT",
  "9X_HIT",
  "HUNTER",
  "\n"
};

/* MOB2_x */
const char *action_bits2[] = {
  "\n"
};

/* AFF_x */
const char *affected_bits[] = 
{
  "BLIND",
  "INVIS",
  "DET-ALIGN",
  "DET-INVIS",
  "DET-MAGIC",
  "SENSE-LIFE",
  "WATERWALK",
  "SANCT",
  "GROUP",
  "CURSE",
  "INFRA",
  "POISON",
  "PROT-EVIL",
  "PROT-GOOD",
  "SLEEP",
  "!TRACK",
  "DODGE",
  "SUPER-SANCT",
  "SNEAK",
  "HIDE",
  "INSPIRE",
  "CHARM",
  "AID",
  "FLY",
  "HASTE",
  "FIRESHIELD",
  "MUTE",
  "MIRROR-IMAGE",
  "SLOW",
  "WATERBREATHE",
  "\n"
};

/* AFF2_x */
const char *affected_bits2[] =
{
  "SUP-INVIS",
  "TURNED",
  "DEAF",
  "REGENERATION",
  "IMMUNE_FIRE",
  "IMMUNE_COLD",
  "RESIST-FIRE",
  "RESIST-COLD",
  "TRUESIGHT",
  "DISEASE-LEPROSY",
  "DISEASE-INFLUENZA",
  "DISEASE-PLAGUE",
  "FEAR",
  "CONFUSED",
  "INVIS-UNDEAD",
  "ASTRAL-SPELL",
  "SYNAPTIC-STATIC",
  "HEIGHTENED-SENSES",
  "MENTAL-INVIS",
  "MEDITATING",
  "\n"
};
  

/* WEAR_x - for stat */
const char *equipment_types[] = {
  "Used as light",
  "Worn on right finger",
  "Worn on left finger",
  "First worn around Neck",
  "Second worn around Neck",
  "Worn on body",
  "Worn on head",
  "Worn on legs",
  "Worn on feet",
  "Worn on hands",
  "Worn on arms",
  "Worn as shield",
  "Worn about body",
  "Worn around waist",
  "Worn around right wrist",
  "Worn around left wrist",
  "Wielded",
  "Held",
  "Worn on right ear",
  "Worn on left ear",
  "\n"
};


/* ITEM_x (ordinal object types) */
const char *item_types[] = {
  "UNDEFINED",
  "LIGHT",
  "SCROLL",
  "WAND",
  "STAFF",
  "WEAPON",
  "FIRE WEAPON",
  "MISSILE",
  "TREASURE",
  "ARMOR",
  "POTION",
  "WORN",
  "OTHER",
  "TRASH",
  "TRAP",
  "CONTAINER",
  "NOTE",
  "LIQ CONTAINER",
  "KEY",
  "FOOD",
  "MONEY",
  "PEN",
  "BOAT",
  "FOUNTAIN",
  "INSTRUMENT",
  "CRYSTAL",
  "HOLY-SYMBOL",
  "\n"
};


/* ITEM_WEAR_ (wear bitvector) */
const char *wear_bits[] = {
  "TAKE",
  "FINGER",
  "NECK",
  "BODY",
  "HEAD",
  "LEGS",
  "FEET",
  "HANDS",
  "ARMS",
  "SHIELD",
  "ABOUT",
  "WAIST",
  "WRIST",
  "WIELD",
  "HOLD",
  "EAR",
  "\n"
};


/* ITEM_x (extra bits) */
const char *extra_bits[] = {
  "GLOW",
  "HUM",
  "!RENT",
  "!DONATE",
  "!INVIS",
  "INVISIBLE",
  "MAGIC",
  "!DROP",
  "BLESS",
  "!GOOD",
  "!EVIL",
  "!NEUTRAL",
  "!MAGE",
  "!CLERIC",
  "!THIEF",
  "!WARRIOR",
  "!SELL",
  "!RANGER",
  "!BARD",
  "!PALADIN",
  "!PSIONICIST",
  "NOMORT",
  "2HND",
  "WSPELL",
  "\n"
};

/* ITEM2_x */
const char *extra2_bits[] = {
  "ANTI_PIXIE",
  "ANTI_DRACON",
  "ANTI_VAMPYRE",
  "FLAMING",
   "\n"
};

/* APPLY_x */
const char *apply_types[] = {
  "NONE",
  "STR",
  "DEX",
  "INT",
  "WIS",
  "CON",
  "CHA",
  "CLASS",
  "LEVEL",
  "AGE",
  "CHAR_WEIGHT",
  "CHAR_HEIGHT",
  "MAXMANA",
  "MAXHIT",
  "MAXMOVE",
  "GOLD",
  "EXP",
  "ARMOR",
  "HITROLL",
  "DAMROLL",
  "SAVING_PARA",
  "SAVING_ROD",
  "SAVING_PETRI",
  "SAVING_BREATH",
  "SAVING_SPELL",
  "MANA_REGEN",
  "HIT_REGEN",
  "MOVE_REGEN",
  "GOLD_WEIGHT",
  "SAVING_ALL",
  "STEAL %",
  "BACKSTAB %",
  "KICK %",
  "PUMMEL %",
  "BASH %",
  "CIRCLE %",
  "BERSERK %",
  "SNEAK %",
  "HIDE %",
  "CLAW %",
  "SAVE_FIRE",
  "SAVE_COLD",
  "SAVE_MENTAL",
  "SAVE_POISON",
  "SAVE_CHARM",
  "SAVE_BLIND",
  "SAVE_FEAR",
  "SAVE_SHOCK",
  "SAVE_ACID",
  "SAVE_DEATH",
  "SAVE_DISEASE",
  "\n"
};


/* CONT_x */
const char *container_bits[] = {
  "CLOSEABLE",
  "PICKPROOF",
  "CLOSED",
  "LOCKED",
  "\n",
};


/* LIQ_x */
const char *drinks[] =
{
  "water",
  "beer",
  "wine",
  "ale",
  "dark ale",
  "whisky",
  "lemonade",
  "firebreather",
  "local speciality",
  "slime mold juice",
  "milk",
  "tea",
  "coffee",
  "blood",
  "salt water",
  "clear water",
  "\n"
};


/* other constants for liquids ******************************************/


/* one-word alias for each drink */
const char *drinknames[] =
{
  "water",
  "beer",
  "wine",
  "ale",
  "ale",
  "whisky",
  "lemonade",
  "firebreather",
  "local",
  "juice",
  "milk",
  "tea",
  "coffee",
  "blood",
  "salt",
  "water",
  "\n"
};


