legend/
legend/area/
legend/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.                                                  *
 ***************************************************************************/
/***************************************************************************
 *  God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock        *
 *  									   *
 *  Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little *
 *  This mud is NOT to be copied in whole or in part, or to be run without *
 *  the permission of Matthew Little. Nobody else has permission to        *
 *  authorise the use of this code.                                        *
 ***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"

AFFECT_DATA *		affect_free;

/*
 * Local functions.
 */

/*
 * Retrieve a character's trusted level for permission checking.
 */
int get_trust( CHAR_DATA *ch )
{
    if ( ch->desc != NULL && ch->desc->original != NULL )
	ch = ch->desc->original;

    if ( ch->trust != 0 )
	return ch->trust;

    if ( IS_NPC(ch) && ch->level >= LEVEL_HERO )
	return LEVEL_HERO - 1;
    else
	return ch->level;
}



/*
 * Retrieve a character's age.
 */
int get_age( CHAR_DATA *ch )
{
    return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 7200;
}

int get_hours( CHAR_DATA *ch )
{
    return ( ch->played + (int) (current_time - ch->logon) ) / 3600;
}
int get_session( CHAR_DATA *ch )
{
    return ((int) (current_time - ch->logon) ) / 3600;
}



/*
 * Retrieve character's current strength.
 */
int get_curr_str( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 25;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_str + ch->pcdata->mod_str) < 40)
        return 40;

    if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
    else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
    else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
    else max = 20;

    max += ch->pcdata->mod_str;

    if (max > 45) max = 45;
 
    return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}

/*
 * Retrieve character's current intelligence.
 */
int get_curr_int( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )return 25;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_int + ch->pcdata->mod_int) < 40)
        return 40;

    if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
    else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
    else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
    else max = 20;

    max += ch->pcdata->mod_int;
 
    if (max > 45) max = 45;
 
    return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}



/*
 * Retrieve character's current wisdom.
 */
int get_curr_wis( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 25;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_wis + ch->pcdata->mod_wis) < 40)
        return 40;

    if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
    else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
    else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
    else max = 20;

    max += ch->pcdata->mod_wis;
 
    if (max > 45) max = 45;
 
    return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}



/*
 * Retrieve character's current dexterity.
 */
int get_curr_dex( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 25;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_dex + ch->pcdata->mod_dex) < 40)
        return 40;

    if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
    else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
    else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
    else max = 20;

    max += ch->pcdata->mod_dex;
 
    if (max > 45) max = 45;
 
    return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}



/*
 * Retrieve character's current constitution.
 */
int get_curr_con( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 25;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_con + ch->pcdata->mod_con) < 40)
        return 40;

    if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
    else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
    else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
    else max = 20;

    max += ch->pcdata->mod_con;
 
    if (max > 45) max = 45;
 
    return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_n( CHAR_DATA *ch )
{
    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return 1000;
    if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
	return 0;

    return MAX_WEAR + 2 * get_curr_dex( ch ) / 3;
}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_w( CHAR_DATA *ch )
{
    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return 1000000;

    if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO))
        return 999;

    if (ch->lstatus > 10)
        return 5000;

    if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
	return 0;

    return str_app[get_curr_str(ch)].carry;
}



/*
 * See if a string is one of the names of an object.
 */

bool is_badword ( char *str, char *namelist )
{
    char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
    char *list, *string;
            
    /* fix crash on NULL namelist */
    if (namelist == NULL || namelist[0] == '\0')
        return FALSE;
            
    /* fixed to prevent is_name on "" returning TRUE */
    if (str[0] == '\0')
        return FALSE;
                
    string = str;
    /* we need ALL parts of string to match part of namelist */
    for ( ; ; )  /* start parsing string */
    {
        str = one_argument(str,part);

        if (part[0] == '\0' )
            return TRUE;
    
        /* check to see if this is part of namelist */
        list = namelist;
        for ( ; ; )  /* start parsing namelist */ 
        {
            list = one_argument(list,name);
            if (name[0] == '\0')  /* this name was not found */
                return FALSE;
     
            if (!str_infix(string,name))
                return TRUE; /* full pattern match */
    
            if (!str_infix(part,name))
                break;
        }
    }
}

bool is_name( const char *str, char *namelist )
{
    char name[MAX_INPUT_LENGTH];

    for ( ; ; )
    {
	namelist = one_argument( namelist, name );
	if ( name[0] == '\0' )
	    return FALSE;
	if ( !str_cmp( str, name ) )
	    return TRUE;
    }
}



/*
 * Like is_name, but uses abbreviations.
 */
bool is_abbr( const char *str, char *namelist )
{
    char name[MAX_INPUT_LENGTH];


    for ( ; ; )
    {
	namelist = one_argument( namelist, name );
	if ( name[0] == '\0' ) /* Ignore empty strings */
	    return FALSE;
	if ( name[1] == '\0' ) /* 1 char strings must be exact match */
	{
	    if ( !str_cmp( str, name ) ) 
		return TRUE;
	    else
		return FALSE;
	}
	else
	    if ( !str_prefix( str, name ) ) return TRUE;
    }
    return FALSE;
}



/*
 * Apply or remove an affect to a character.
 */
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
    OBJ_DATA *wield;
    int mod;

    mod = paf->modifier;

    if ( fAdd )
    {
	SET_BIT( ch->affected_by, paf->bitvector );
    }
    else
    {
        if (paf->type == 8 || paf->type == 57)
        {
            if (!WORN_ARTIFACT (ch, ARTI_CLOAK_OF_THE_ARCHMAGI))
            {
                REMOVE_BIT( ch->affected_by, paf->bitvector );
                mod = 0 - mod;
            }
        }
        else
        {
            REMOVE_BIT( ch->affected_by, paf->bitvector );
            mod = 0 - mod;
        }
    }

    if ( IS_NPC(ch) )
    {
    	switch ( paf->location )
    	{
	    default: break;
	    case APPLY_NONE:						break;
	    case APPLY_MANA:          ch->max_mana		+= mod;	break;
	    case APPLY_HIT:           ch->max_hit		+= mod;	break;
	    case APPLY_MOVE:          ch->max_move		+= mod;	break;
	    case APPLY_AC:            ch->armor			+= mod;	break;
	    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
	    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
	    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
	    case APPLY_POLY:	      ch->polyaff		+= mod;	break;
	}
	return;
    }

    if (ch->class == CLASS_HIGHLANDER)
    {
    	switch ( paf->location )
    	{
	    case APPLY_NONE:						break;
	}
	return;
    }
    switch ( paf->location )
    {
    default:
	bug( "Affect_modify: unknown location %d.", paf->location );
	return;

    case APPLY_NONE:						break;
    case APPLY_STR:           ch->pcdata->mod_str	+= mod;	break;
    case APPLY_DEX:           ch->pcdata->mod_dex	+= mod;	break;
    case APPLY_INT:           ch->pcdata->mod_int	+= mod;	break;
    case APPLY_WIS:           ch->pcdata->mod_wis	+= mod;	break;
    case APPLY_CON:           ch->pcdata->mod_con	+= mod;	break;
/*
    case APPLY_SEX:           ch->sex			+= mod;	break;
*/
    case APPLY_SEX:						break;
    case APPLY_CLASS:						break;
    case APPLY_LEVEL:						break;
    case APPLY_AGE:						break;
    case APPLY_HEIGHT:						break;
    case APPLY_WEIGHT:						break;
    case APPLY_MANA:          ch->max_mana		+= mod;	break;
    case APPLY_HIT:           ch->max_hit		+= mod;	break;
    case APPLY_MOVE:          ch->max_move		+= mod;	break;
    case APPLY_GOLD:						break;
    case APPLY_EXP:						break;
    case APPLY_AC:            ch->armor			+= mod;	break;
    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
    case APPLY_POLY:	      ch->polyaff		+= mod;	break;
    case APPLY_ANIMALISM:     ch->pcdata->powers_mod[VAM_ANIM] += mod;
      break;
    case APPLY_AUSPEX:        ch->pcdata->powers_mod[VAM_AUSP] += mod;
      break;
    case APPLY_CELERITY:      ch->pcdata->powers_mod[VAM_CELE] += mod;
      break;
    case APPLY_CHIMERSTRY:    ch->pcdata->powers_mod[VAM_CHIM] += mod;
      break;
    case APPLY_DAIMOINON:     ch->pcdata->powers_mod[VAM_DAIM] += mod;
      break;
    case APPLY_DOMINATE:      ch->pcdata->powers_mod[VAM_DOMI] += mod;
      break;
    case APPLY_FORTITUDE:     ch->pcdata->powers_mod[VAM_FORT] += mod;
      break;
    case APPLY_MELPOMINEE:    ch->pcdata->powers_mod[VAM_MELP] += mod;
      break;
    case APPLY_NECROMANCY:    ch->pcdata->powers_mod[VAM_NECR] += mod;
      break;
    case APPLY_OBEAH:         ch->pcdata->powers_mod[VAM_OBEA] += mod;
      break;
    case APPLY_OBFUSCATE:     ch->pcdata->powers_mod[VAM_OBFU] += mod;
      break;
    case APPLY_OBTENEBRATION: ch->pcdata->powers_mod[VAM_OBTE] += mod;
      break;
    case APPLY_POTENCE:       ch->pcdata->powers_mod[VAM_POTE] += mod;
      break;
    case APPLY_PRESENCE:      ch->pcdata->powers_mod[VAM_PRES] += mod;
      break;
    case APPLY_PROTEAN:       ch->pcdata->powers_mod[VAM_PROT] += mod;
      break;
    case APPLY_QUIETUS:       ch->pcdata->powers_mod[VAM_QUIE] += mod;
      break;
    case APPLY_SERPENTIS:     ch->pcdata->powers_mod[VAM_SERP] += mod;
      break;
    case APPLY_THANATOSIS:    ch->pcdata->powers_mod[VAM_THAN] += mod;
      break;
    case APPLY_THAUMATURGY:   ch->pcdata->powers_mod[VAM_THAU] += mod;
      break;
    case APPLY_VICISSITUDE:   ch->pcdata->powers_mod[VAM_VICI] += mod;
      break;
    case APPLY_SET_ANIMALISM:
      if (ch->pcdata->powers_set[VAM_ANIM] < mod)
         ch->pcdata->powers_set[VAM_ANIM] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_AUSPEX:
      if (ch->pcdata->powers_set[VAM_AUSP] < mod)
         ch->pcdata->powers_set[VAM_AUSP] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_CELERITY:
      if (ch->pcdata->powers_set[VAM_CELE] < mod)
         ch->pcdata->powers_set[VAM_CELE] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_CHIMERSTRY:
      if (ch->pcdata->powers_set[VAM_CHIM] < mod)
         ch->pcdata->powers_set[VAM_CHIM] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_DAIMOINON:
      if (ch->pcdata->powers_set[VAM_DAIM] < mod)
         ch->pcdata->powers_set[VAM_DAIM] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_DOMINATE:
      if (ch->pcdata->powers_set[VAM_DOMI] < mod)
         ch->pcdata->powers_set[VAM_DOMI] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_FORTITUDE:
      if (ch->pcdata->powers_set[VAM_FORT] < mod)
         ch->pcdata->powers_set[VAM_FORT] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_MELPOMINEE:
      if (ch->pcdata->powers_set[VAM_MELP] < mod)
         ch->pcdata->powers_set[VAM_MELP] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_NECROMANCY:
      if (ch->pcdata->powers_set[VAM_NECR] < mod)
         ch->pcdata->powers_set[VAM_NECR] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_OBEAH:
      if (ch->pcdata->powers_set[VAM_OBEA] < mod)
         ch->pcdata->powers_set[VAM_OBEA] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_OBFUSCATE:
      if (ch->pcdata->powers_set[VAM_OBFU] < mod)
         ch->pcdata->powers_set[VAM_OBFU] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_OBTENEBRATION:
      if (ch->pcdata->powers_set[VAM_OBTE] < mod)
         ch->pcdata->powers_set[VAM_OBTE] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_POTENCE:
      if (ch->pcdata->powers_set[VAM_POTE] < mod)
         ch->pcdata->powers_set[VAM_POTE] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_PRESENCE:
      if (ch->pcdata->powers_set[VAM_PRES] < mod)
         ch->pcdata->powers_set[VAM_PRES] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_PROTEAN:
      if (ch->pcdata->powers_set[VAM_PROT] < mod)
         ch->pcdata->powers_set[VAM_PROT] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_QUIETUS:
      if (ch->pcdata->powers_set[VAM_QUIE] < mod)
         ch->pcdata->powers_set[VAM_QUIE] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_SERPENTIS:
      if (ch->pcdata->powers_set[VAM_SERP] < mod)
         ch->pcdata->powers_set[VAM_SERP] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_THANATOSIS:
      if (ch->pcdata->powers_set[VAM_THAN] < mod)
         ch->pcdata->powers_set[VAM_THAN] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_THAUMATURGY:
      if (ch->pcdata->powers_set[VAM_THAU] < mod)
         ch->pcdata->powers_set[VAM_THAU] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    case APPLY_SET_VICISSITUDE:
      if (ch->pcdata->powers_set[VAM_VICI] < mod)
         ch->pcdata->powers_set[VAM_VICI] = mod;
      ch->pcdata->powers_set_wear++;
      break;
    }

    /*
     * Check for weapon wielding.
     * Guard against recursion (for weapons with affects).
     */
    if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
    &&   wield->item_type == ITEM_WEAPON
    &&   get_obj_weight(wield) > str_app[get_curr_str(ch)].wield 
    && !IS_POLYAFF(ch,POLY_ZULO))
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
            if (!IS_SET (wield->quest, QUEST_ARTIFACT))
            {
	        act( "You drop $p.", ch, wield, NULL, TO_CHAR );
	        act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
	        obj_from_char( wield );
	        obj_to_room( wield, ch->in_room );
            }
	    depth--;
	}
    }

    if ( ( wield = get_eq_char( ch, WEAR_HOLD ) ) != NULL
    &&   wield->item_type == ITEM_WEAPON
    &&   get_obj_weight(wield) > str_app[get_curr_str(ch)].wield 
    && !IS_POLYAFF(ch,POLY_ZULO))
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
            if (!IS_SET (wield->quest, QUEST_ARTIFACT))
            {
	        act( "You drop $p.", ch, wield, NULL, TO_CHAR );
	        act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
	        obj_from_char( wield );
	        obj_to_room( wield, ch->in_room );
            }
	    depth--;
	}
    }

    if ( ( wield = get_eq_char( ch, WEAR_DUAL ) ) != NULL
    &&   wield->item_type == ITEM_WEAPON
    &&   get_obj_weight(wield) > str_app[get_curr_str(ch)].wield 
    && !IS_POLYAFF(ch,POLY_ZULO))
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
            if (!IS_SET (wield->quest, QUEST_ARTIFACT))
            {
	        act( "You drop $p.", ch, wield, NULL, TO_CHAR );
	        act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
	        obj_from_char( wield );
	        obj_to_room( wield, ch->in_room );
            }
	    depth--;
	}
    }
    return;
}



/*
 * Give an affect to a char.
 */
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    AFFECT_DATA *paf_new;

    if (ch->class ==  CLASS_HIGHLANDER ) return;
    if ( affect_free == NULL )
    {
	paf_new		= alloc_perm( sizeof(*paf_new) );
    }
    else
    {
	paf_new		= affect_free;
	affect_free	= affect_free->next;
    }

    *paf_new		= *paf;
    paf_new->next	= ch->affected;
    ch->affected	= paf_new;

    affect_modify( ch, paf_new, TRUE );

    return;
}



/*
 * Remove an affect from a char.
 */
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    OBJ_DATA *objtemp;
    int itemsn;

    if ( ch->affected == NULL )
    {
	bug( "Affect_remove: no affect.", 0 );
	return;
    }

    for ( objtemp = ch->carrying; objtemp != NULL; objtemp = objtemp->next_content )
    {
        if ( objtemp->wear_loc == WEAR_NONE ) continue;
        if ( objtemp->item_type == ITEM_ARMOR )
                itemsn = objtemp->value[3];
        else
                itemsn = objtemp->value[0] / 1000;
        if ( itemsn == 0 ) continue;
        switch ( paf->type )
        {
            default:
                break;
            case 1:
            case 45:
                if ( itemsn == 1 || itemsn == 45 ) itemsn = paf->type;
                break;
            case 2:
            case 27:
                if ( itemsn == 2 || itemsn == 27 ) itemsn = paf->type;
                break;
            case 3:
            case 39:
                if ( itemsn == 3 || itemsn == 39 ) itemsn = paf->type;
                break;
            case 5:
            case 46:
                if ( itemsn == 5 || itemsn == 46 ) itemsn = paf->type;
                break;
            case 6:
            case 52:
                if ( itemsn == 6 || itemsn == 52 ) itemsn = paf->type;
                break;
            case 7:
            case 54:
                if ( itemsn == 7 || itemsn == 54 ) itemsn = paf->type;
                break;
            case 8:
            case 57:
                if ( itemsn == 8 || itemsn == 57 ) itemsn = paf->type;
                break;
        }
        if ( itemsn == paf->type ) break;
    }

    if (!((paf->type == 8 || paf->type == 57) &&
      WORN_ARTIFACT (ch, ARTI_CLOAK_OF_THE_ARCHMAGI)) &&
      !objtemp)
        affect_modify( ch, paf, FALSE );

    if ( paf == ch->affected )
    {
	ch->affected	= paf->next;
    }
    else
    {
	AFFECT_DATA *prev;

	for ( prev = ch->affected; prev != NULL; prev = prev->next )
	{
	    if ( prev->next == paf )
	    {
		prev->next = paf->next;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Affect_remove: cannot find paf.", 0 );
	    return;
	}
    }

    paf->next	= affect_free;
//    affect_free	= paf->next;
    affect_free = paf;
    return;
}



/*
 * Strip all affects of a given sn.
 */
void affect_strip( CHAR_DATA *ch, int sn )
{
    AFFECT_DATA *paf;
    AFFECT_DATA *paf_next;

    for ( paf = ch->affected; paf != NULL; paf = paf_next )
    {
	paf_next = paf->next;
	if ( paf->type == sn )
	    affect_remove( ch, paf );
    }

    return;
}



/*
 * Return true if a char is affected by a spell.
 */
bool is_affected( CHAR_DATA *ch, int sn )
{
    AFFECT_DATA *paf;

    if (ch->class == CLASS_HIGHLANDER) 
	return FALSE;

    for ( paf = ch->affected; paf != NULL; paf = paf->next )
    {
	if ( paf->type == sn )
	    return TRUE;
    }

    return FALSE;
}



/*
 * Add or enhance an affect.
 */
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    AFFECT_DATA *paf_old;
    bool found;

    found = FALSE;
    for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
    {
	if ( paf_old->type == paf->type )
	{
	    paf->duration += paf_old->duration;
	    paf->modifier += paf_old->modifier;
	    affect_remove( ch, paf_old );
	    break;
	}
    }

    affect_to_char( ch, paf );
    return;
}



/*
 * Move a char out of a room.
 */
void char_from_room( CHAR_DATA *ch )
{
    OBJ_DATA *obj;

    if ( ch->in_room == NULL )
    {
	bug( "Char_from_room: NULL.", 0 );
	return;
    }

    if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) )
	--ch->in_room->area->nplayer;
    else if ( !IS_NPC(ch) )
        --ch->in_room->area->nimmortal;

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
    &&   obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0
    &&   ch->in_room->light > 0 )
	--ch->in_room->light;
    else if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
    &&   obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0
    &&   ch->in_room->light > 0 )
	--ch->in_room->light;

  if ( !IS_NPC(ch)  &&  IS_SET(ch->newbits, NEW_DARKNESS))
    {
	if (ch->in_room != NULL)
        {
	    if (IS_CLASS(ch, CLASS_DROW) )
    	        REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
            if (IS_CLASS(ch, CLASS_FAE) && IS_KITH (ch, KITH_SLUAGH))
                REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
	    if (IS_CLASS(ch, CLASS_WEREWOLF) )
   	        REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK); 
            if (WORN_ARTIFACT (ch, ARTI_HEART_OF_DARKNESS))
                REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
         } 

    }

   if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_SILENCE))
    {
        if (ch->in_room != NULL) 
        {
            REMOVE_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
            REMOVE_BIT(ch->newbits, NEW_SILENCE);
            act("The room is no longer silent.",ch,NULL,NULL,TO_CHAR);
            act("The room is no longer silent.",ch,NULL,NULL,TO_ROOM);
        }
    }

    if ( !IS_NPC(ch)  &&  IS_AFFECTED(ch, AFF_STEELSHIELD))
    {
	if (ch->in_room != NULL)
	    REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
	    send_to_char("Your majesty fades away.\n\r", ch);
    }

    if ( !IS_NPC(ch)  &&  IS_AFFECTED(ch, AFF_SAFE))
    {
	if (ch->in_room != NULL)
	    REMOVE_BIT( ch->affected_by, AFF_SAFE );
	    send_to_char("You feel Gaia's protection fade away.\n\r", ch);
    }

    if ( ch == ch->in_room->people )
    {
	ch->in_room->people = ch->next_in_room;
    }
    else
    {
	CHAR_DATA *prev;

	for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
	{
	    if ( prev->next_in_room == ch )
	    {
		prev->next_in_room = ch->next_in_room;
		break;
	    }
	}

	if ( prev == NULL )
	    bug( "Char_from_room: ch not found.", 0 );
    }

    ch->in_room      = NULL;
    ch->next_in_room = NULL;
    ch->safe_timer = 0;
    return;
}



/*
 * Move a char into a room.
 */
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
    OBJ_DATA *obj;

//    MEMBER_DATA *m;
         
/*
    if ( pRoomIndex == NULL )
    {
	bug( "Char_to_room: NULL.", 0 );
	return;
    }
*/

    if ( !pRoomIndex )
    {
	char buf[MAX_STRING_LENGTH];

	sprintf( buf, "Char_to_room: %s -> NULL room!  Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO );
	bug( buf, 0 );
        pRoomIndex = get_room_index( ROOM_VNUM_LIMBO );
    }

    ch->in_room		= pRoomIndex;
    ch->next_in_room	= pRoomIndex->people;
    pRoomIndex->people	= ch;

    if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) )
	++ch->in_room->area->nplayer;
    else
        ++ch->in_room->area->nimmortal;

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
    &&   obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0 )
	++ch->in_room->light;
    else if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
    &&   obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0 )
	++ch->in_room->light;

    if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) ch->in_room->blood += 1;
    if ( !IS_NPC(ch)  &&  IS_SET(ch->newbits, NEW_DARKNESS))
    {   
	if (IS_CLASS(ch, CLASS_DROW) )     
	    SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);  
        if (IS_CLASS(ch, CLASS_FAE) && IS_KITH (ch, KITH_SLUAGH))
            SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
	if (IS_CLASS(ch, CLASS_WEREWOLF) )
            SET_BIT(ch->in_room->room_flags, ROOM_DARK);   
        if (WORN_ARTIFACT (ch, ARTI_HEART_OF_DARKNESS))
            SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
    }
    if (ch->in_room->vnum == 3054 || IS_SET(ch->in_room->area->aflags, AFLAG_HQ) || 
    ch->in_room->vnum == ROOM_VNUM_PLANAR_G || ch->in_room->vnum == ROOM_VNUM_PLANAR_R ||
    ch->in_room->vnum == ROOM_VNUM_PLANAR_B || ch->in_room->vnum == ROOM_VNUM_CRYSTAL_G ||
    ch->in_room->vnum == ROOM_VNUM_CRYSTAL_R || ch->in_room->vnum == ROOM_VNUM_CRYSTAL_B ||
    ch->in_room->vnum == ROOM_VNUM_ALOSER || ch->in_room->vnum == ROOM_VNUM_AWINNER)
    {
        ch->safe_timer += 90;
 
    }

/*  
    // Only people with planar rings can be in planar rooms. - Krynn
    if ((ch->in_room->vnum >= ROOM_VNUM_PLANAR_G && ch->in_room->vnum <= ROOM_VNUM_PLANAR_R) ||
        ch->in_room->vnum == ROOM_VNUM_CRYSTAL_G || ch->in_room->vnum == ROOM_VNUM_CRYSTAL_B ||
        ch->in_room->vnum == ROOM_VNUM_CRYSTAL_R)
    )
    {
	bool is_okay = FALSE;

	for (obj = ch->carrying; obj != NULL; obj = obj->next)
	{

            if IS_IMMORTAL(ch) is_okay = TRUE;

	    if (IS_SET(obj->quest,QUEST_ARTIFACT))
	    {
		if (obj->pIndexData->vnum == ch->in_room->vnum)
		    is_okay = TRUE;
	    }
	}

	if (!is_okay)
	{
	    act("You are thrown from the room with great force!",ch,NULL,NULL,TO_CHAR);
	    act("$n is thrown from the room with great force!",ch,NULL,NULL,TO_ROOM);
	    char_from_room(ch);
	    ch->position = POS_STUNNED;
	    char_to_room(ch,get_room_index(3001));
	    act("$n appears on the floor with a flash of rainbow-coloured light.",ch,NULL,NULL,TO_ROOM);
	}
    }

*/  return;
}


/*
 * Give an obj to a char.
 */
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
    if (obj == NULL) return;
    if (ch->desc != NULL && IS_SET (obj->extra_flags, ITEM_IMMONLY) && !IS_IMMORTAL (ch))
    {
       ch->form = 44;
       stop_fighting (ch, TRUE);
       mmake_corpse (ch);
       death_message_obj(ch, obj);
       extract_char (ch, FALSE, FALSE);
       while (ch->affected)
       affect_remove (ch, ch->affected);
       if (IS_AFFECTED (ch, AFF_POLYMORPH)
           && IS_AFFECTED (ch, AFF_ETHEREAL))
          ch->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
       else if (IS_AFFECTED (ch, AFF_POLYMORPH))
          ch->affected_by = AFF_POLYMORPH;
       else if (IS_AFFECTED (ch, AFF_ETHEREAL))
          ch->affected_by = AFF_ETHEREAL;
       else
          ch->affected_by = 0;
       REMOVE_BIT (ch->immune, IMM_STAKE);
       REMOVE_BIT (ch->extra, TIED_UP);
       REMOVE_BIT (ch->extra, GAGGED);
       REMOVE_BIT (ch->extra, BLINDFOLDED);
       REMOVE_BIT (ch->extra, EXTRA_PREGNANT);
       REMOVE_BIT (ch->extra, EXTRA_LABOUR);
       REMOVE_BIT (ch->newbits, NEW_CALM);
       if (!IS_NPC(ch)) ch->pcdata->stats[DEMON_POWER] = 0;
       ch->disquiet_counter = 0;
       ch->itemaffect = 0;
       ch->loc_hp[0] = 0;
       ch->loc_hp[1] = 0;
       ch->loc_hp[2] = 0;
       ch->loc_hp[3] = 0;
       ch->loc_hp[4] = 0;
       ch->loc_hp[5] = 0;
       ch->loc_hp[6] = 0;
       ch->armor = 100;
       ch->position = POS_RESTING;
       ch->hit = UMAX (1, ch->hit);
       ch->mana = UMAX (1, ch->mana);
       ch->move = UMAX (1, ch->move);
       ch->hitroll = 0;
       ch->damroll = 0;
       ch->saving_throw = 0;
       ch->carry_weight = 0;
       ch->carry_number = 0;
       ch->specxtype = 0;
       do_call (ch, "all");
       save_char_obj (ch);
       obj_to_room(obj,get_room_index(3001));
       return;
    }
    obj->next_content	 = ch->carrying;
    ch->carrying	 = obj;
    obj->carried_by	 = ch;
    obj->in_room	 = NULL;
    obj->in_obj		 = NULL;
    ch->carry_number	+= 1;
    ch->carry_weight	+= get_obj_weight( obj );
}



/*
 * Take an obj from its character.
 */
void obj_from_char( OBJ_DATA *obj )
{
    CHAR_DATA *ch;

    if (obj == NULL) return;
    if ( ( ch = obj->carried_by ) == NULL )
    {
	bug( "Obj_from_char: null ch.", 0 );
	return;
    }

    if (IS_ARTIFACT (obj, ARTI_LIONS_MANE))
    {
        obj->specpower = FALSE;
        if (!IS_NPC(ch))
        {
            REMOVE_BIT (ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
            REMOVE_BIT(ch->more, MORE_LIONSMANE);
        }
    }

    if ( obj->wear_loc != WEAR_NONE )
	unequip_char( ch, obj );

    if ( ch->carrying == obj )
    {
	ch->carrying = obj->next_content;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
	{
	    if ( prev->next_content == obj )
	    {
		prev->next_content = obj->next_content;
		break;
	    }
	}

	if ( prev == NULL )
	    bug( "Obj_from_char: obj not in list.", 0 );
    }

    obj->carried_by	 = NULL;
    obj->next_content	 = NULL;
    ch->carry_number	-= 1;
    ch->carry_weight	-= get_obj_weight( obj );
    return;
}


/*
 * Take an obj from its character, quietly.
 */
void obj_from_char2( OBJ_DATA *obj )
{
    CHAR_DATA *ch;

    if (obj == NULL) return;
    if ( ( ch = obj->carried_by ) == NULL )
    {
	bug( "Obj_from_char: null ch.", 0 );
	return;
    }

    if ( obj->wear_loc != WEAR_NONE )
	unequip_char2( ch, obj );

    if ( ch->carrying == obj )
    {
	ch->carrying = obj->next_content;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
	{
	    if ( prev->next_content == obj )
	    {
		prev->next_content = obj->next_content;
		break;
	    }
	}

	if ( prev == NULL )
	    bug( "Obj_from_char: obj not in list.", 0 );
    }

    obj->carried_by	 = NULL;
    obj->next_content	 = NULL;
    ch->carry_number	-= 1;
    ch->carry_weight	-= get_obj_weight( obj );
    return;
}



/*
 * Find the ac value of an obj, including position effect.
 */
int apply_ac( OBJ_DATA *obj, int iWear )
{
    if ( obj->item_type != ITEM_ARMOR )
	return 0;

    switch ( iWear )
    {
    case WEAR_BODY:	return 3 * obj->value[0];
    case WEAR_HEAD:	return 2 * obj->value[0];
    case WEAR_LEGS:	return 2 * obj->value[0];
    case WEAR_FEET:	return     obj->value[0];
    case WEAR_HANDS:	return     obj->value[0];
    case WEAR_ARMS:	return     obj->value[0];
    case WEAR_SHIELD:	return     obj->value[0];
    case WEAR_FINGER_L:	return     obj->value[0];
    case WEAR_FINGER_R: return     obj->value[0];
    case WEAR_NECK_1:	return     obj->value[0];
    case WEAR_NECK_2:	return     obj->value[0];
    case WEAR_ABOUT:	return 2 * obj->value[0];
    case WEAR_WAIST:	return     obj->value[0];
    case WEAR_WRIST_L:	return     obj->value[0];
    case WEAR_WRIST_R:	return     obj->value[0];
    case WEAR_WIELD:    return     obj->value[0];
    case WEAR_HOLD:	return     obj->value[0];
    case WEAR_FACE:	return     obj->value[0];
    case WEAR_SCABBARD_L:return 0;
    case WEAR_SCABBARD_R:return 0;
    case WEAR_DUAL:     return     obj->value[0];
    }

    return 0;
}



/*
 * Find a piece of eq on a character.
 */
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
{
    OBJ_DATA *obj;

    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	if ( obj->wear_loc == iWear )
	    return obj;
    }

    return NULL;
}



/*
 * Equip a char with an obj.
 */
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear )
{
//    CHAR_DATA   *chch;
    AFFECT_DATA *paf;
    int sn;

    if ( get_eq_char( ch, iWear ) != NULL )
    {
	bug( "Equip_char: already equipped (%d).", iWear );
	return;
    }

    if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL)    && IS_EVIL(ch)    )
    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)    && IS_GOOD(ch)    )
    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
    {
	/*
	 * Thanks to Morgenes for the bug fix here!
	 */
        if (IS_SET(obj->quest, QUEST_ARTIFACT) )
        {
  	  act( "You are zapped by $p and it drops into your inventory.", ch, obj, NULL, TO_CHAR );
	  act( "$n is zapped by $p and it drops into your inventory.",  ch, obj, NULL, TO_ROOM );
          obj_from_char(obj);
          obj_to_char(obj, ch);
        }
        else
        {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
        }
     	do_autosave( ch, "" );
	return;
    }


        if ((obj->pIndexData->vnum == 29689 || obj->pIndexData->vnum == 29690) && (IS_NPC(ch) || !IS_CLASS(ch,CLASS_WRAITH)))
        {
        act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
        act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
        obj_from_char(obj);
        obj_to_room(obj, ch->in_room);
        do_autosave(ch, "");
        return;
        }
    if (IS_SET(obj->spectype, SITEM_DROW) || obj->pIndexData->vnum == 29600 || obj->pIndexData->vnum == 29601)
	if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) 
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    } 

    if (obj->pIndexData->vnum == 29700 && (IS_NPC(ch) || !IS_CLASS(ch,CLASS_NINJA))) 
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
	act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
	obj_from_char(obj);
	obj_to_room(obj, ch->in_room);
	do_autosave(ch, "");
	return;
	}

    if  ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_MONK)) && IS_SET(obj->spectype, SITEM_MONK))
    {
        act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
        act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
        obj_from_char(obj);
        obj_to_room(obj, ch->in_room);
        do_autosave(ch, "");
        return;
    }
    if  ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DRAGON)) && IS_SET(obj->spectype, SITEM_DRAGON))
    {
        act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
        act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
        obj_from_char(obj);
        obj_to_room(obj, ch->in_room);
        do_autosave(ch, "");
        return;
    }

    if  ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_FAE)) && IS_SET(obj->spectype, SITEM_FAE))
    {
        act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
        act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
        obj_from_char(obj);
        obj_to_room(obj, ch->in_room);
        do_autosave(ch, "");
        return;   
    }
    if ((IS_NPC(ch) || !IS_CLASS(ch,CLASS_DEMON)) && IS_SET(obj->spectype, SITEM_DEMONIC))
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    }


    if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_WEREWOLF)) && IS_SET(obj->spectype, SITEM_WOLF))
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    }

    if ((IS_NPC(ch) || !IS_IMMORTAL(ch)) && IS_SET(obj->quest,QUEST_RELIC)
	&&  !IS_SET(obj->spectype,SITEM_DEMONIC)
	&&  !IS_SET(obj->spectype,SITEM_HIGHLANDER) 
        &&  !IS_CLASS(ch,CLASS_WEREWOLF) 
        &&  !IS_CLASS(ch, CLASS_NINJA) 
        &&  obj->chobj == NULL 
        &&  !IS_CLASS(ch, CLASS_DROW) 
        &&  !IS_CLASS(ch, CLASS_MONK) 
        &&  !IS_CLASS(ch, CLASS_FAE)
        &&  !IS_CLASS(ch, CLASS_WRAITH)
        &&  !IS_CLASS(ch, CLASS_DRAGON))
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    }
    if (IS_SET(obj->quest, QUEST_ARTIFACT) && get_hours(ch) < 10)
    {
        act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
        act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
        obj_from_char( obj );
        obj_to_room( obj, ch->in_room );
        do_autosave( ch, "" );
        return;
    }
    if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_ITEMAFF(ch, ITEMA_ARTIFACT))
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    }
 

    if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) && IS_SET(obj->spectype, SITEM_DROWWEAPON))
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    }

    if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER))
        && IS_SET(obj->spectype, SITEM_HIGHLANDER))
    {
	act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
	act( "$n is zapped by $p and drops it.",  ch, obj, NULL, TO_ROOM );
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_autosave( ch, "" );
	return;
    }

    if (ch->specxtype > 0 && obj->specxtype > 0)
    { 
        stc("You're already affected by a piece of special quest equipment.\n\r",ch);
        return;
    }
    if ( iWear == WEAR_SCABBARD_L || iWear == WEAR_SCABBARD_R ) 
    {
       obj->wear_loc = iWear;
       return;
    }

    if ( IS_NPC(ch) || ch->class != CLASS_HIGHLANDER || OBJ_ARTIFACT(obj) )
	ch->armor -= apply_ac( obj, iWear );
    else if ( !IS_NPC(ch) && ch->class == CLASS_HIGHLANDER )
        ch->armor -= apply_ac( obj, iWear ) / 2;
    obj->wear_loc = iWear;

    if (ch->class != CLASS_HIGHLANDER || OBJ_ARTIFACT(obj))
    {
        for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
	    affect_modify( ch, paf, TRUE );
        for ( paf = obj->affected; paf != NULL; paf = paf->next )
    	    affect_modify( ch, paf, TRUE );
    }

    if ( obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0
    &&   ch->in_room != NULL )
	++ch->in_room->light;

   if (!IS_NPC (ch) && ch->pcdata->powers_set_wear > 0)
      set_disc (ch);

    if (!IS_NPC(ch))
    {
    	//if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
    	//if ( chch->desc != ch->desc) return;
        if (ch->in_room == NULL) return;
    }

    if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	&& str_cmp(obj->chpoweron,"(null)")
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	{
	    kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
	    if (IS_SET(obj->spectype, SITEM_ACTION))
		kavitem(obj->chpoweron,ch,obj,NULL,TO_ROOM);
	}
    if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	&& str_cmp(obj->victpoweron,"(null)")
	&& !IS_SET(obj->spectype, SITEM_ACTION)
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);

    if ( obj->wear_loc == WEAR_NONE )
	return;
    if (   ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1   ))
	|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
	|| IS_SET(obj->spectype, SITEM_SILVER)
	|| IS_SET(obj->spectype, SITEM_DEMONIC)
	|| IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	/* It would be so much easier if weapons had 5 values *sigh*.  
	 * Oh well, I'll just have to use v0 for two.  KaVir.
	 */
	if (obj->item_type == ITEM_ARMOR)
	    sn = obj->value[3];
	else
	    sn = obj->value[0] / 1000;

	if      ((sn ==  4) && (IS_AFFECTED(ch, AFF_BLIND)))        return;
	else if ((sn == 27) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
	else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING)))       return;
	else if ((sn == 45) && (IS_AFFECTED(ch, AFF_INFRARED)))     return;
	else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE)))    return;
	else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR)))    return;
	else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT)))      return;
	else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY)))    return;
	else if ((sn == 2 ) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
	else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING)))       return;
	else if ((sn == 1 ) && (IS_AFFECTED(ch, AFF_INFRARED)))     return;
	else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE)))    return;
	else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR)))    return;
	else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT)))      return;
	else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY)))    return;
	else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK)))        return;
	else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
	else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD)))  return;
	else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD)))   return;
	else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD)))  return;
	else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_DBPASS)))      return;
	else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return;
	else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE)))  return;
        else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_RAREREGEN)))   return;
	else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED)))       return;
	else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL)))      return;
	else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE)))       return;
	else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT)))     return;
	else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE)))  return;
	else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION)))      return;
	else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER)))     return;
	else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH)))      return;
	else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER)))       return;
        else if ((sn == 26) && (IS_ITEMAFF(ch, ITEMA_RAGER) && IS_ITEMAFF(ch, ITEMA_SOLARSHIELD))) return;
        else if ((sn == 28) && (IS_ITEMAFF(ch, ITEMA_SPEED) && IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
	else if ((sn == 60) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN)))return;
	else if ((sn == 61) && (IS_AFFECTED(ch, AFF_TOTALBLIND)))   return;
	if ( !IS_NPC(ch) && IS_SET( obj->spectype, SITEM_COLOUR_ROOM ) )
	    SET_BIT( ch->extra2, EXTRA2_COLOUR_ROOM );

        if (sn == 4 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_BLIND);
	    send_to_char( "You cannot see a thing!\n\r", ch );
	    act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
	}
        else if (sn == 61 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_TOTALBLIND);
	    send_to_char( "You are covered by darkness!\n\r", ch);
	    act("A shroud of darkness appears around $n!", ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 27 || sn == 2) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
	    send_to_char( "Your eyes tingle.\n\r", ch );
	    act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 39 || sn == 3) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_FLYING);
	    send_to_char( "Your feet rise off the ground.\n\r", ch );
	    act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 45 || sn == 1) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_INFRARED);
	    send_to_char( "Your eyes glow red.\n\r", ch );
	    act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 46 || sn == 5)&& (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_INVISIBLE);
	    send_to_char( "You fade out of existance.\n\r", ch );
	    act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 52 || sn == 6) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_PASS_DOOR);
	    send_to_char( "You turn translucent.\n\r", ch );
	    act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
	}
        else if (sn == 60 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
	    send_to_char( "You awarenes improves.\n\r", ch );
	    act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 54 || sn == 7) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_PROTECT);
	    send_to_char( "You are surrounded by a divine aura.\n\r", ch );
	    act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
	}
        else if ((sn == 57 || sn == 8) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_SANCTUARY);
	    send_to_char( "You are surrounded by a white aura.\n\r", ch );
	    act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
	}
        else if (sn == 9 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
	{
	    SET_BIT(ch->affected_by, AFF_SNEAK);
	    send_to_char( "Your footsteps stop making any sound.\n\r", ch );
	    act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 10)
	{
	    SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
	    send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
	    act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 11)
	{
	    SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
	    send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch );
	    act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 12)
	{
	    SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
	    send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch );
	    act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 13)
	{
	    SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
	    send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch );
	    act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 14)
	{
	    SET_BIT(ch->itemaffect, ITEMA_DBPASS);
	    send_to_char( "You are now safe from the DarkBlade clan guardians.\n\r", ch );
	}
	else if (sn == 15)
	{
	    SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
	    send_to_char( "You are surrounded by a swirling shield of chaos.\n\r", ch );
	    act("$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 16)
        {
            if (obj->item_ver > IV_NORMAL) 
               SET_BIT(ch->itemaffect, ITEMA_RAREREGEN);
            else
               SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
        }
	else if (sn == 17)
	{
	    SET_BIT(ch->itemaffect, ITEMA_SPEED);
	    send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
	    act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 18)
	    SET_BIT(ch->itemaffect, ITEMA_VORPAL);
	else if (sn == 19){
                if(ch->fight_timer > 0){stc("You cannot rewear that item with a fight timer.\n\r", ch);return;}
		if(ch->fighting!=NULL){stc("You cannot wear that item while fighting.\n\r",ch);return;}
	    SET_BIT(ch->itemaffect, ITEMA_PEACE);}
	else if (sn == 20)
	{
	    SET_BIT(ch->itemaffect, ITEMA_REFLECT);
	    send_to_char( "You are surrounded by flickering shield of darkness.\n\r", ch );
	    act("$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 21)
	    SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
	else if (sn == 22)
	{
	    SET_BIT(ch->itemaffect, ITEMA_VISION);
	    send_to_char( "Your eyes begin to glow bright white.\n\r", ch );
	    act("$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 23)
	    SET_BIT(ch->itemaffect, ITEMA_STALKER);
	else if (sn == 24)
	{
	    SET_BIT(ch->itemaffect, ITEMA_VANISH);
	    send_to_char( "You blend into the shadows.\n\r", ch );
	    act("$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 25 && !IS_NPC(ch))
	{
	    SET_BIT(ch->itemaffect, ITEMA_RAGER);
            if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100 && ch->beast_timer < 1)
	    {
		ch->pcdata->stats[UNI_RAGE] = 300;
		do_werewolf(ch,"");
	    }
	    else if (IS_CLASS(ch, CLASS_WEREWOLF))
		ch->pcdata->stats[UNI_RAGE] = 300;
	    else if (IS_CLASS(ch, CLASS_VAMPIRE))
                ch->pcdata->stats[UNI_RAGE] = 125;
            else if (IS_CLASS(ch, CLASS_NINJA))
		ch->pcdata->stats[UNI_RAGE] = 200;
	}
        else if (sn == 26 && !IS_NPC(ch))
	{
            SET_BIT(ch->itemaffect, ITEMA_SOLARSHIELD);
	    SET_BIT(ch->itemaffect, ITEMA_RAGER);
            send_to_char( "You feel imbued with the all the light of the sun.\n\r", ch );
            act("$n is blinding as $e is imbued with all the light of the sun.",ch,NULL,NULL,TO_ROOM);
	    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100)
	    {
		ch->pcdata->stats[UNI_RAGE] = 300;
		do_werewolf(ch,"");
	    }
	    else if (IS_CLASS(ch, CLASS_WEREWOLF))
		ch->pcdata->stats[UNI_RAGE] = 300;
	    else if (IS_CLASS(ch, CLASS_VAMPIRE))
		ch->pcdata->stats[UNI_RAGE] = 25;
		else if (IS_CLASS(ch, CLASS_NINJA))
		ch->pcdata->stats[UNI_RAGE] = 200;
	}
        else if (sn == 28)
	{
            if (!IS_ITEMAFF(ch, ITEMA_SPEED))
            {
               SET_BIT(ch->itemaffect, ITEMA_SPEED);
               send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
               act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
            }
            if (!IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
            {
               SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
               send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
               act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
            }
	}
	if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch))
	    if (ch->pcdata->stats[DEMON_POWER] < 15) ch->pcdata->stats[DEMON_POWER] += 1;
	}
        if (obj->specxtype > 0 && ch->specxtype == 0)
        {
            ch->specxtype = obj->specxtype;
            stc("Your body tingles for a moment, and you feel a little different.\n\r",ch);
        }
	if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
	{
	    if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
		SET_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
	}
	if (IS_SET(obj->quest, QUEST_ARTIFACT))
	    SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
	if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD)
	    SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
	if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD)
	    SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
        if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_DUAL)
	    SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
	if ( IS_ARTIFACT( obj, ARTI_RING_AURELIUS ) )
	{
                ch->pcdata->shadow_powers[VAM_PRES] = ch->pcdata->powers[VAM_PRES];             // Assign shadow_power level based on artifact.
		ch->pcdata->powers[VAM_PRES] = URANGE( 5, ch->pcdata->powers[VAM_PRES] + 5, 10 );
                send_to_char( "You feel more charismatic.\n\r", ch );
	}
        if ( IS_ARTIFACT( obj, ARTI_HEART_OF_DARKNESS ) )
        {
             send_to_char( "The Darkness overwhelms you.\n\r",ch );
        }
    return;
}

void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
//    CHAR_DATA   *chch;
    AFFECT_DATA *paf;
    int sn;
    int oldpos = obj->wear_loc;
    int itemsn;
    OBJ_DATA *objtemp;

    if ( obj->wear_loc == WEAR_NONE )
    {
	bug( "Unequip_char: already unequipped.", 0 );
	return;
    }

    if ( obj->wear_loc == WEAR_SCABBARD_L ||
    	obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}

    if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj) )
	ch->armor += apply_ac(obj, obj->wear_loc);
    else if ( !IS_NPC(ch) && ch->class == CLASS_HIGHLANDER )
        ch->armor += apply_ac(obj, obj->wear_loc) / 2;
    obj->wear_loc	 = -1;

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
        affect_modify( ch, paf, FALSE );
    for ( paf = obj->affected; paf != NULL; paf = paf->next )
        affect_modify( ch, paf, FALSE );

    if ( obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0
    &&   ch->in_room != NULL
    &&   ch->in_room->light > 0 )
	--ch->in_room->light;

   if (!IS_NPC (ch) && ch->pcdata->powers_set_wear > 0)
      set_disc (ch);

    //if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
    //if ( chch->desc != ch->desc) return;
     if (ch->in_room == NULL) return;

    if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;

    if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	&& str_cmp(obj->chpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	{
	    kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
	    if (IS_SET(obj->spectype, SITEM_ACTION))
		kavitem(obj->chpoweroff,ch,obj,NULL,TO_ROOM);
	}
    if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	&& str_cmp(obj->victpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_ACTION)
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);

        if (ch->specxtype > 0 && obj->specxtype > 0)
        {
            ch->specxtype = 0;
            stc("Your body tingles for a moment, and you feel a little different.\n\r",ch);
        }

    if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1   ))
        || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
	|| IS_SET(obj->spectype, SITEM_SILVER)
	|| IS_SET(obj->spectype, SITEM_DEMONIC)
	|| IS_SET(obj->quest, QUEST_ARTIFACT) )
	{
		if (obj->item_type == ITEM_ARMOR)
			sn = obj->value[3];
		else
			sn = obj->value[0] / 1000;
	
                for ( objtemp = ch->carrying; objtemp != NULL; objtemp = objtemp->next_content )
                {
                        if ( obj == objtemp) continue;
                        if ( objtemp->wear_loc == WEAR_NONE ) continue;
                        if ( objtemp->item_type == ITEM_ARMOR )
                                itemsn = objtemp->value[3];
                        else
                                itemsn = objtemp->value[0] / 1000;
                        if ( itemsn == 0 ) continue;
                        switch ( sn )
                        {
                                default:
                                    break;
                                case 1:
                                case 45:
                                    if ( itemsn == 1 || itemsn == 45 ) itemsn = sn;
                                    break;
                                case 2:
                                case 27:
                                    if ( itemsn == 2 || itemsn == 27 ) itemsn = sn;
                                    break;
                                case 3:
                                case 39:
                                    if ( itemsn == 3 || itemsn == 39 ) itemsn = sn;
                                    break;
                                case 5:
                                case 46:
                                    if ( itemsn == 5 || itemsn == 46 ) itemsn = sn;
                                    break;
                                case 6:
                                case 52:
                                    if ( itemsn == 6 || itemsn == 52 ) itemsn = sn;
                                    break;
                                case 7:
                                case 54:
                                    if ( itemsn == 7 || itemsn == 54 ) itemsn = sn;
                                    break;
                                case 8:
                                case 57:
                                    if ( itemsn == 8 || itemsn == 57 ) itemsn = sn;
                                    break;
                        }
                        if ( itemsn == sn ) break;
                }

                if (objtemp) return;

                if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
			&& !is_affected(ch, 4))
		{
			REMOVE_BIT(ch->affected_by, AFF_BLIND);
			send_to_char( "You can see again.\n\r", ch );
			act("$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_TOTALBLIND) && (sn == 61)
			&& !is_affected(ch, 61))
		{
			REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND);
			send_to_char( "The shroud of darkness surrounding you disappears.\n\r", ch );
			act("The shroud of darkness surrounding $n disappears.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
			&& !is_affected(ch, 27))
		{
			REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
			send_to_char( "Your eyes stop tingling.\n\r", ch );
			act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
			&& !is_affected(ch, 39))
		{
			REMOVE_BIT(ch->affected_by, AFF_FLYING);
			send_to_char( "You slowly float to the ground.\n\r", ch );
			act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
			&& !is_affected(ch, 45))
		{
			REMOVE_BIT(ch->affected_by, AFF_INFRARED);
			send_to_char( "Your eyes stop glowing red.\n\r", ch );
			act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
			&& !is_affected(ch, 46))
		{
			REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
			send_to_char( "You fade into existance.\n\r", ch );
			act("$n fades into existance.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
			&& !is_affected(ch, 52))
		{
			REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
			send_to_char( "You feel solid again.\n\r", ch );
			act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
			&& !is_affected(ch, 54))
		{
			REMOVE_BIT(ch->affected_by, AFF_PROTECT);
			send_to_char( "The divine aura around you fades.\n\r", ch );
			act("The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
			&& !is_affected(ch, 57))
		{
			REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
			send_to_char( "The white aura around your body fades.\n\r", ch );
			act("The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
			&& !is_affected(ch, 80))
		{
			REMOVE_BIT(ch->affected_by, AFF_SNEAK);
			send_to_char( "You are no longer moving so quietly.\n\r", ch );
			act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
		{
			REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
			send_to_char( "You feel less aware of your surroundings.\n\r",ch );
			act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
			send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
			act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
			send_to_char( "The burning shield of fire around you fades.\n\r", ch );
			act("The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
			send_to_char( "The shimmering shield of ice around you fades.\n\r", ch );
			act("The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
			send_to_char( "The bubbling shield of acid around you fades.\n\r", ch );
			act("The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
			send_to_char( "You are no longer safe from the DarkBlade clan guardians.\n\r", ch );
		}
		else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
			send_to_char( "The swirling shield of chaos around you fades.\n\r", ch );
			act("The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (sn == 16)
                {
                        REMOVE_BIT(ch->itemaffect, ITEMA_RAREREGEN);
			REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
                }
		else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
			send_to_char( "Your actions slow down to normal speed.\n\r", ch );
			act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
		}
		else if (sn == 18)
			REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
		else if (sn == 19)
			REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
		else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
			send_to_char( "The flickering shield of darkness around you fades.\n\r", ch );
			act("The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM);
		}
		else if (sn == 21)
			REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
		else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
			send_to_char( "Your eyes stop glowing bright white.\n\r", ch );
			act("$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM);
		}
		else if (sn == 23)
			REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
		else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
			send_to_char( "You emerge from the shadows.\n\r", ch );
			act("$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM);
		}
		else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
		}
                else if (sn == 26 && !IS_NPC(ch) && (IS_ITEMAFF(ch, ITEMA_RAGER) || IS_ITEMAFF(ch, ITEMA_SOLARSHIELD)))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
                        REMOVE_BIT(ch->itemaffect, ITEMA_SOLARSHIELD);
                        send_to_char( "You fade as the sun slips away from you.\n\r", ch );
                        act("$n seems to fade as the sun's might slips away from $m.",ch,NULL,NULL,TO_ROOM);
		}
                else if (sn == 28)
		{
                        if (IS_ITEMAFF(ch, ITEMA_SPEED))
                        {
                           REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
                           send_to_char( "Your actions slow down to normal speed.\n\r", ch );
                           act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
                        }
                        if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
                        {
                           REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
                           send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
                           act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
                        }
		}
		if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
			&& ch->pcdata->stats[DEMON_POWER] > 0)
			ch->pcdata->stats[DEMON_POWER] -= 1;
	
	
		if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
		{
			if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
			REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
		}
		if ( !IS_NPC( ch ) && IS_SET( ch->extra2,EXTRA2_COLOUR_ROOM )
		&&	IS_SET( obj->spectype, SITEM_COLOUR_ROOM ) )
			REMOVE_BIT( ch->extra2, EXTRA2_COLOUR_ROOM );
	
		if (IS_SET(obj->quest, QUEST_ARTIFACT)) 
			REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
		if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
			REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
		if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
			REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
                if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_DUAL)
			REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
		if ( IS_ARTIFACT( obj, ARTI_RING_AURELIUS ) )
		{
			ch->pcdata->powers[VAM_PRES] = ch->pcdata->shadow_powers[VAM_PRES];		// Re-assign discipline level based on artifact.
			ch->pcdata->shadow_powers[VAM_PRES] = 0;
			if ( IS_SET( ch->extra, EXTRA_AWE) )						REMOVE_BIT( ch->extra, EXTRA_AWE );
			if ( IS_AFFECTED (ch, AFF_STEELSHIELD) )					REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
                        send_to_char( "You feel less charismatic.\n\r", ch );
		}
                if ( IS_ARTIFACT( obj, ARTI_HEART_OF_DARKNESS ) )
                { send_to_char("The power of Darkness leaves you.\n\r",ch ); }
	}
    return;
}

/*
 * Unequip a char with an obj, quietly
 */
void unequip_char2( CHAR_DATA *ch, OBJ_DATA *obj )
{
    CHAR_DATA   *chch;
    AFFECT_DATA *paf;
    int sn;
    int oldpos = obj->wear_loc;
    int itemsn;
    OBJ_DATA *objtemp;

    if ( obj->wear_loc == WEAR_NONE )
    {
	bug( "Unequip_char: already unequipped.", 0 );
	return;
    }

    if ( obj->wear_loc == WEAR_SCABBARD_L ||
    	obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}

    if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj) )
	ch->armor += apply_ac(obj, obj->wear_loc);
    else if ( !IS_NPC(ch) && ch->class == CLASS_HIGHLANDER )
        ch->armor += apply_ac(obj, obj->wear_loc) / 2;
    obj->wear_loc	 = -1;

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
        affect_modify( ch, paf, FALSE );
    for ( paf = obj->affected; paf != NULL; paf = paf->next )
        affect_modify( ch, paf, FALSE );

    if ( obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0
    &&   ch->in_room != NULL
    &&   ch->in_room->light > 0 )
	--ch->in_room->light;

   if (!IS_NPC (ch) && ch->pcdata->powers_set_wear > 0)
      set_disc (ch);

    if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
    if ( chch->desc != ch->desc) return;

    if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;

    if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	&& str_cmp(obj->chpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	{
	    kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
	    if (IS_SET(obj->spectype, SITEM_ACTION))
		kavitem(obj->chpoweroff,ch,obj,NULL,TO_ROOM);
	}
    if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	&& str_cmp(obj->victpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_ACTION)
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);

    if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1   ))
        || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
	|| IS_SET(obj->spectype, SITEM_SILVER)
	|| IS_SET(obj->spectype, SITEM_DEMONIC)
	|| IS_SET(obj->quest, QUEST_ARTIFACT) )
	{
		if (obj->item_type == ITEM_ARMOR)
			sn = obj->value[3];
		else
			sn = obj->value[0] / 1000;
                for ( objtemp = ch->carrying; objtemp != NULL; objtemp = objtemp->next_content )
                {
                        if ( obj == objtemp) continue;
                        if ( objtemp->wear_loc == WEAR_NONE ) continue;
                        if ( objtemp->item_type == ITEM_ARMOR )
                                itemsn = objtemp->value[3];
                        else
                                itemsn = objtemp->value[0] / 1000;
                        if ( itemsn == 0 ) continue;
                        switch ( sn )
                        {
                                default:
                                    break;
                                case 1:
                                case 45:
                                    if ( itemsn == 1 || itemsn == 45 ) itemsn = sn;
                                    break;
                                case 2:
                                case 27:
                                    if ( itemsn == 2 || itemsn == 27 ) itemsn = sn;
                                    break;
                                case 3:
                                case 39:
                                    if ( itemsn == 3 || itemsn == 39 ) itemsn = sn;
                                    break;
                                case 5:
                                case 46:
                                    if ( itemsn == 5 || itemsn == 46 ) itemsn = sn;
                                    break;
                                case 6:
                                case 52:
                                    if ( itemsn == 6 || itemsn == 52 ) itemsn = sn;
                                    break;
                                case 7:
                                case 54:
                                    if ( itemsn == 7 || itemsn == 54 ) itemsn = sn;
                                    break;
                                case 8:
                                case 57:
                                    if ( itemsn == 8 || itemsn == 57 ) itemsn = sn;
                                    break;
                        }
                        if ( itemsn == sn ) break;
                }
                if (objtemp) return;
		if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
			&& !is_affected(ch, 4))
		{
			REMOVE_BIT(ch->affected_by, AFF_BLIND);
		}
		else if (IS_AFFECTED(ch, AFF_TOTALBLIND) && (sn == 61)
			&& !is_affected(ch, 61))
		{
			REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND);
		}
		else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
			&& !is_affected(ch, 27))
		{
			REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
		}
		else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
			&& !is_affected(ch, 39))
		{
			REMOVE_BIT(ch->affected_by, AFF_FLYING);
		}
		else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
			&& !is_affected(ch, 45))
		{
			REMOVE_BIT(ch->affected_by, AFF_INFRARED);
		}
		else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
			&& !is_affected(ch, 46))
		{
			REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
		}
		else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
			&& !is_affected(ch, 52))
		{
			REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
		}
		else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
			&& !is_affected(ch, 54))
		{
			REMOVE_BIT(ch->affected_by, AFF_PROTECT);
		}
		else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
			&& !is_affected(ch, 57))
		{
			REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
		}
		else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
			&& !is_affected(ch, 80))
		{
			REMOVE_BIT(ch->affected_by, AFF_SNEAK);
		}
		else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
		{
			REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
		}
		else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
		}
		else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
		}
		else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
		}
		else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
		}
		else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
		}
		else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
		}
		else if (sn == 16)
                {
                        REMOVE_BIT(ch->itemaffect, ITEMA_RAREREGEN);
			REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
                }
		else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
		}
		else if (sn == 18)
			REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
		else if (sn == 19)
			REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
		else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
		}
		else if (sn == 21)
			REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
		else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
		}
		else if (sn == 23)
			REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
		else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
		}
		else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
			ch->pcdata->stats[UNI_RAGE] = 0;
		}
                else if (sn == 26 && !IS_NPC(ch) && (IS_ITEMAFF(ch, ITEMA_RAGER) || IS_ITEMAFF(ch, ITEMA_SOLARSHIELD)))
		{
			REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
                        REMOVE_BIT(ch->itemaffect, ITEMA_SOLARSHIELD);
			ch->pcdata->stats[UNI_RAGE] = 0;
		}
                else if (sn == 28)
		{
                        if (IS_ITEMAFF(ch, ITEMA_SPEED))
                           REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
                        if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
                           REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
		}
		if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
			&& ch->pcdata->stats[DEMON_POWER] > 0)
			ch->pcdata->stats[DEMON_POWER] -= 1;
		if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
		{
			if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
			REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
		}
		if (IS_SET(obj->quest, QUEST_ARTIFACT)) 
			REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
		if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
			REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
		if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
			REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
                if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_DUAL)
			REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
		if ( IS_ARTIFACT( obj, ARTI_RING_AURELIUS ) )
		{
			ch->pcdata->powers[VAM_PRES] = ch->pcdata->shadow_powers[VAM_PRES];		// Re-assign discipline level based on artifact.
			ch->pcdata->shadow_powers[VAM_PRES] = 0;
			if ( IS_SET( ch->extra, EXTRA_AWE) )						REMOVE_BIT( ch->extra, EXTRA_AWE );
			if ( IS_AFFECTED (ch, AFF_STEELSHIELD) )					REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
		}
	}
    return;
}

/*
 * Count occurrences of an obj in a list.
 */
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
{
    OBJ_DATA *obj;
    int nMatch;

    nMatch = 0;
    for ( obj = list; obj != NULL; obj = obj->next_content )
    {
	if ( obj->pIndexData == pObjIndex )
	    nMatch++;
    }

    return nMatch;
}

/*
 * Move an obj out of a room.
 */
void obj_from_room( OBJ_DATA *obj )
{
    ROOM_INDEX_DATA *in_room;

    if (obj == NULL) return;
    if ( ( in_room = obj->in_room ) == NULL )
    {
	bug( "obj_from_room: NULL.", 0 );
	return;
    }

    if ( obj == in_room->contents )
    {
	in_room->contents = obj->next_content;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = in_room->contents; prev; prev = prev->next_content )
	{
	    if ( prev->next_content == obj )
	    {
		prev->next_content = obj->next_content;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Obj_from_room: obj not found.", 0 );
	    return;
	}
    }

    obj->in_room      = NULL;
    obj->next_content = NULL;
    return;
}



/*
 * Move an obj into a room.
 */
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
    if (obj == NULL) return;
    if (pRoomIndex == NULL) return;
    obj->next_content		= pRoomIndex->contents;
    pRoomIndex->contents	= obj;
    obj->in_room		= pRoomIndex;
    obj->carried_by		= NULL;
    obj->in_obj			= NULL;
    return;
}



/*
 * Move an object into an object.
 */
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
    if (obj == NULL) return;
    obj->next_content		= obj_to->contains;
    obj_to->contains		= obj;
    obj->in_obj			= obj_to;
    obj->in_room		= NULL;
    obj->carried_by		= NULL;

    for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
    {
	if ( obj_to->carried_by != NULL && !IS_SET(obj_to->spectype,SITEM_MORPH))
	    obj_to->carried_by->carry_weight += get_obj_weight( obj );
    }

    return;
}



/*
 * Move an object out of an object.
 */
void obj_from_obj( OBJ_DATA *obj )
{
    OBJ_DATA *obj_from;

    if (obj == NULL) return;
    if ( ( obj_from = obj->in_obj ) == NULL )
    {
	bug( "Obj_from_obj: null obj_from.", 0 );
	return;
    }

    if ( obj == obj_from->contains )
    {
	obj_from->contains = obj->next_content;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = obj_from->contains; prev; prev = prev->next_content )
	{
	    if ( prev->next_content == obj )
	    {
		prev->next_content = obj->next_content;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Obj_from_obj: obj not found.", 0 );
	    return;
	}
    }

    obj->next_content = NULL;
    obj->in_obj       = NULL;

    for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
    {
	if ( obj_from->carried_by != NULL && !IS_SET(obj_from->spectype,SITEM_MORPH))
	    obj_from->carried_by->carry_weight -= get_obj_weight( obj );
    }

    return;
}



/*
 * Extract an obj from the world.
 */
void extract_obj( OBJ_DATA *obj )
{
    extern int                     object_count;
    CHAR_DATA *ch;
    OBJ_DATA *obj_content;
    OBJ_DATA *obj_next;

    if ( obj == NULL ) return;
    if ( obj->in_room != NULL )
	obj_from_room( obj );
    else if ( obj->carried_by != NULL )
	obj_from_char( obj );
    else if ( obj->in_obj != NULL )
	obj_from_obj( obj );
    if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   IS_HEAD(ch,LOST_HEAD))
    {
	REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
	REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	free_string(ch->morph);
	ch->morph = str_dup("");
	ch->hit = 1;
	char_from_room(ch);
	char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	ch->pcdata->chobj = NULL;
	obj->chobj = NULL;
	send_to_char("You have been KILLED!!\n\r",ch);
	do_look(ch,"auto");
	ch->position = POS_RESTING;
    }
    else if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
    {
	if (ch->pcdata->obj_vnum != 0)
	{
	    send_to_char("You have been destroyed!\n\r",ch);
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	}
	else
	{
	    REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
	    REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	    free_string(ch->morph);
	    ch->morph = str_dup("");
	    char_from_room(ch);
	    char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	    send_to_char("You return to your body.\n\r",ch);
	}
    }
    else if ( obj->chobj != NULL )
    {
	if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
	obj->chobj = NULL;
	bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
    }

    for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
    {
	obj_next = obj_content->next_content;
	if (obj->contains != NULL) extract_obj( obj->contains );
    }

    if ( object_list == obj )
    {
	object_list = obj->next;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = object_list; prev != NULL; prev = prev->next )
	{
	    if ( prev->next == obj )
	    {
		prev->next = obj->next;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
	    return;
	}
    }

    {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

	for ( paf = obj->affected; paf != NULL; paf = paf_next )
	{
	    paf_next    = paf->next;
	    paf->next   = affect_free;
	    affect_free = paf;
	}
    }

    {
	EXTRA_DESCR_DATA *ed;
	EXTRA_DESCR_DATA *ed_next;

	for ( ed = obj->extra_descr; ed != NULL; ed = ed_next )
	{
	    ed_next		= ed->next;
	    free_string( ed->description );
	    free_string( ed->keyword     );
	    extra_descr_free	= ed;
	}
    }

    free_string( obj->name        );
    free_string( obj->description );
    free_string( obj->short_descr );
    if (obj->chpoweron    != NULL) free_string( obj->chpoweron   );
    if (obj->chpoweroff   != NULL) free_string( obj->chpoweroff  );
    if (obj->chpoweruse   != NULL) free_string( obj->chpoweruse  );
    if (obj->victpoweron  != NULL) free_string( obj->victpoweron );
    if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
    if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
    if (obj->questmaker   != NULL) free_string( obj->questmaker  );
    if (obj->questowner   != NULL) free_string( obj->questowner  );
    --obj->pIndexData->count;
    object_count--;
    obj->next	= obj_free;
    obj_free	= obj;
    return;
}


/*
 * Extract an obj from the world, quietly.
 */
void extract_obj2( OBJ_DATA *obj )
{
    CHAR_DATA *ch;
    OBJ_DATA *obj_content;
    OBJ_DATA *obj_next;

    if ( obj == NULL ) return;
    if ( obj->in_room != NULL )
	obj_from_room( obj );
    else if ( obj->carried_by != NULL )
	obj_from_char2( obj );
    else if ( obj->in_obj != NULL )
	obj_from_obj( obj );

    if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   IS_HEAD(ch,LOST_HEAD))
    {
	REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
	REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	free_string(ch->morph);
	ch->morph = str_dup("");
	ch->hit = 1;
	char_from_room(ch);
	char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	ch->pcdata->chobj = NULL;
	obj->chobj = NULL;
	send_to_char("You have been KILLED!!\n\r",ch);
	do_look(ch,"auto");
	ch->position = POS_RESTING;
    }
    else if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
    {
	if (ch->pcdata->obj_vnum != 0)
	{
	    send_to_char("You have been destroyed!\n\r",ch);
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	}
	else
	{
	    REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
	    REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	    free_string(ch->morph);
	    ch->morph = str_dup("");
	    char_from_room(ch);
	    char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	    send_to_char("You return to your body.\n\r",ch);
	}
    }
    else if ( obj->chobj != NULL )
    {
	if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
	obj->chobj = NULL;
	bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
    }

    for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
    {
	obj_next = obj_content->next_content;
	if (obj->contains != NULL) extract_obj( obj->contains );
    }

    if ( object_list == obj )
    {
	object_list = obj->next;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = object_list; prev != NULL; prev = prev->next )
	{
	    if ( prev->next == obj )
	    {
		prev->next = obj->next;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
	    return;
	}
    }

    {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

	for ( paf = obj->affected; paf != NULL; paf = paf_next )
	{
	    paf_next    = paf->next;
	    paf->next   = affect_free;
	    affect_free = paf;
	}
    }

    {
	EXTRA_DESCR_DATA *ed;
	EXTRA_DESCR_DATA *ed_next;

	for ( ed = obj->extra_descr; ed != NULL; ed = ed_next )
	{
	    ed_next		= ed->next;
	    free_string( ed->description );
	    free_string( ed->keyword     );
	    extra_descr_free	= ed;
	}
    }

    free_string( obj->name        );
    free_string( obj->description );
    free_string( obj->short_descr );
    if (obj->chpoweron    != NULL) free_string( obj->chpoweron   );
    if (obj->chpoweroff   != NULL) free_string( obj->chpoweroff  );
    if (obj->chpoweruse   != NULL) free_string( obj->chpoweruse  );
    if (obj->victpoweron  != NULL) free_string( obj->victpoweron );
    if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
    if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
    if (obj->questmaker   != NULL) free_string( obj->questmaker  );
    if (obj->questowner   != NULL) free_string( obj->questowner  );
    --obj->pIndexData->count;
    obj->next	= obj_free;
    obj_free	= obj;
    return;
}



/*
 * Extract a char from the world.
 * 
 */ 
void extract_char( CHAR_DATA *ch, bool fPull, bool quiet )
{
    CHAR_DATA *wch;
    CHAR_DATA *familiar;
    CHAR_DATA *wizard;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    if ( ch == NULL ) return;

    if ( ch->in_room == NULL )
    {
	bug( "Extract_char: NULL.", 0 );
	return;
    }

    if ( fPull )
	die_follower( ch );

    stop_fighting( ch, TRUE );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
        if ( quiet )
          extract_obj2( obj );
        else
	  extract_obj( obj );
    }
    
    char_from_room( ch );

    if ( IS_NPC(ch) )
	--ch->pIndexData->count;
    else if ( ch->pcdata->chobj != NULL )
    {
	ch->pcdata->chobj->chobj = NULL;
	ch->pcdata->chobj = NULL;
    }

    if ( !fPull )
    {
	char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
	return;
    }

    if ( ch->desc != NULL && ch->desc->original != NULL )
	do_return( ch, "" );

    for ( wch = char_list; wch != NULL; wch = wch->next )
    {
	if ( wch->reply == ch )
	    wch->reply = NULL;
    }

    if ( ch == char_list )
    {
       char_list = ch->next;
    }
    else
    {
	CHAR_DATA *prev;

	for ( prev = char_list; prev != NULL; prev = prev->next )
	{
	    if ( prev->next == ch )
	    {
		prev->next = ch->next;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Extract_char: char not found.", 0 );
	    return;
	}
    }

    if ( ch->desc )
	ch->desc->character = NULL;

    if ( (wizard = ch->wizard) != NULL)
    {
	if (!IS_NPC(wizard)) wizard->pcdata->familiar = NULL;
	ch->wizard = NULL;
    }
    if ( !IS_NPC(ch) )
    {
	if ((familiar = ch->pcdata->familiar) != NULL)
	{
	    familiar->wizard = NULL;
	    ch->pcdata->familiar = NULL;
	    if (IS_NPC(familiar))
	    {
		act("$n slowly fades away to nothing.",familiar,NULL,NULL,TO_ROOM);
		extract_char(familiar,TRUE, FALSE);
	    }
	}
        if ((familiar = ch->pcdata->evilchat) != NULL)
            ch->pcdata->evilchat = NULL;
	if ((familiar = ch->pcdata->partner) != NULL)
	    ch->pcdata->partner = NULL;
	if ((familiar = ch->pcdata->propose) != NULL)
	    ch->pcdata->propose = NULL;
	for ( familiar = char_list; familiar != NULL; familiar = familiar->next)
	{
	    if ( !IS_NPC(familiar) && familiar->pcdata->propose != NULL && 
		familiar->pcdata->propose == ch )
		familiar->pcdata->propose = NULL;
	    if ( !IS_NPC(familiar) && familiar->pcdata->partner != NULL && 
		familiar->pcdata->partner == ch )
		familiar->pcdata->partner = NULL;
	}
    }
    else if (IS_NPC(ch) && strlen(ch->lord) > 1)
    {
	for ( wch = char_list; wch != NULL ; wch = wch->next )
	{
	    if (IS_NPC(wch)) continue;
	    if (str_cmp(wch->name, ch->lord)) continue;
	    if (wch->pcdata->followers > 0) wch->pcdata->followers--;
            if (IS_EXTRA(wch, EXTRA_NO_ACTION))
                REMOVE_BIT(wch->extra, EXTRA_NO_ACTION);
	}
    }

    if ( quiet )
      free_char( ch, TRUE );
    else

      free_char( ch, FALSE );


    return;

}


/*
 * Find a char in the room.
 */
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *rch;
    int number;
    int count;
            
    number = number_argument( argument, arg );
    count  = 0;
    if ( is_name( arg, "self me myself" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
        return ch;
    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( !IS_NPC(rch) || !IS_SET (rch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
        else if ( IS_AFFECTED (ch, AFF_SHADOWPLANE) != IS_AFFECTED (rch, AFF_SHADOWPLANE) ) continue;
        else if ( !can_see( ch, rch ) || !is_abbr( arg, rch->name ) )
            continue;
        if ( ++count == number )
            return rch;
    }
    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( IS_NPC(rch) ) continue;
        else if ( IS_HEAD(rch, LOST_HEAD) ) continue;
        else if ( IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
        else if ( IS_AFFECTED (ch, AFF_SHADOWPLANE) != IS_AFFECTED (rch, AFF_SHADOWPLANE) ) continue;
        else if ( !can_see( ch, rch ) || ( !is_abbr( arg, rch->name ) &&
            !is_abbr( arg, rch->morph )))
            continue;
        if ( ++count == number )
            return rch;
    }
    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( !IS_NPC(rch) || IS_SET (rch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
        else if ( IS_AFFECTED (ch, AFF_SHADOWPLANE) != IS_AFFECTED (rch, AFF_SHADOWPLANE) ) continue;
        else if ( !can_see( ch, rch ) || !is_abbr( arg, rch->name ) )
            continue;
        if ( ++count == number )
            return rch;
    }
 
    return NULL;
}
CHAR_DATA *get_char_room_full( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *rch;
    int number;
    int count;
            
    number = number_argument( argument, arg );
    count  = 0;
    if ( is_name( arg, "self me myself" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
        return ch;

    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( !IS_NPC(rch) || !IS_SET (rch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, rch ) || !is_abbr( arg, rch->name ) )
            continue;
        if ( ++count == number )
            return rch;
    }

    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( IS_NPC(rch) ) continue;
        else if ( IS_HEAD(rch, LOST_HEAD) ) continue;
        else if ( IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) ))
            continue;
        if ( ++count == number )
            return rch;
    }

    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( !IS_NPC(rch) || IS_SET (rch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) ))
            continue;
        if ( ++count == number )
            return rch;
    }

    return NULL;
}

CHAR_DATA *get_char( CHAR_DATA *ch )
{
    if ( !ch->pcdata )
        return ch->desc->original;
    else
        return ch;
}


/*
 * Get the char, ignoring abbreviations, vision, distance, etc
 */
CHAR_DATA *get_char_finger( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *wch;
 
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC( wch ) && !str_cmp( argument, wch->name ) )
            return wch;
    }

    return NULL;  
}


CHAR_DATA *get_char_area( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;
    
    if ( ( wch = get_char_room( ch, argument ) ) != NULL )
        return wch;
        
    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC(wch) || !IS_SET (wch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || !is_name( arg, wch->name ) )
            continue;
        else if ( wch->in_room == NULL ) continue;
        else if ( wch->in_room->area == NULL ) continue;
        else if ( wch->in_room->area != ch->in_room->area ) continue;
        if ( ++count == number )
            return wch;
    }
    for ( wch = char_list; wch != NULL ; wch = wch->next ) 
    {
        if ( IS_NPC(wch) ) continue;
        else if ( IS_HEAD(wch, LOST_HEAD) ) continue;
        else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
            !is_name( arg, wch->morph )))
            continue;
        else if ( wch->in_room == NULL ) continue;
        else if ( wch->in_room->area == NULL ) continue;
        else if ( wch->in_room->area != ch->in_room->area ) continue;
        if ( ++count == number )
            return wch;
    }
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC(wch) || IS_SET (wch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || !is_name( arg, wch->name ) )
            continue;
        else if ( wch->in_room == NULL ) continue;
        else if ( wch->in_room->area == NULL ) continue;
        else if ( wch->in_room->area != ch->in_room->area ) continue;
        else if ( !IS_IMMORTAL(ch) && IS_NPC(wch) && wch->pIndexData->vnum == 25 ) continue;
        if ( ++count == number )
            return wch;
    }

    return NULL;
}
  
/*
 * Find a char in the world.
 */
CHAR_DATA *get_char_world_full( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;
    
    if ( ( wch = get_char_room_full( ch, argument ) ) != NULL )
        return wch;
    
    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if (IS_NPC(wch) ) continue;
        if ( IS_HEAD(wch, LOST_HEAD) ) continue;
        else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || !is_name( arg, wch->name ))
            continue;
        if ( ++count == number )
            return wch;
    }
            
    return NULL;
}   
CHAR_DATA *get_char_world_noabbr( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;
    
    if ( ( wch = get_char_room_full( ch, argument ) ) != NULL )
        return wch;
    
    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC(wch) || !IS_SET (wch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name )))
            continue;
        if ( ++count == number )
            return wch;
    }

    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( IS_NPC(wch) ) continue;
        else if ( IS_HEAD(wch, LOST_HEAD) ) continue;
        else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name )))
            continue;
        if ( ++count == number )
            return wch;
    }
            
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC(wch) || IS_SET (wch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name )))
            continue;
        else if ( !IS_IMMORTAL(ch) && IS_NPC(wch) && wch->pIndexData->vnum == 25 ) continue;
        if ( ++count == number )
            return wch;
    }
            
    return NULL;
}   
CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;
    
    if ( ( wch = get_char_room( ch, argument ) ) != NULL )
        return wch;
    
    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC(wch) || !IS_SET (wch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || !is_abbr( arg, wch->name ) )
            continue;
        if ( ++count == number )
            return wch;
    }
            
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( IS_NPC(wch) ) continue;
        else if ( IS_HEAD(wch, LOST_HEAD) ) continue;
        else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || ( !is_abbr( arg, wch->name ) &&
            !is_abbr( arg, wch->morph )))
            continue;
        if ( ++count == number )
            return wch;
    }
            
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
        if ( !IS_NPC(wch) || IS_SET (wch->flag2, VAMP_CLONE)) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
        else if ( !can_see( ch, wch ) || !is_abbr( arg, wch->name ) )
            continue;
        else if ( !IS_IMMORTAL(ch) && IS_NPC(wch) && wch->pIndexData->vnum == 25 ) continue;
        if ( ++count == number )
            return wch;
    }
            
    return NULL;
}   

CHAR_DATA *get_char_room_no_npc( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *rch;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    if ( is_name( arg, "self me myself" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
	return ch;
    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
	if ( IS_NPC( rch ) ) continue;
	if ( !IS_NPC(rch) && IS_HEAD(rch, LOST_HEAD) ) continue;
	else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
	else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) &&
	    ( IS_NPC(rch) || !is_name( arg, rch->morph ))))
	    continue;
	if ( ++count == number )
	    return rch;
    }

    return NULL;
}
CHAR_DATA *get_char_world_no_npc( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;

    if ( ( wch = get_char_room_no_npc( ch, argument ) ) != NULL )
	return wch;

    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
	if ( IS_NPC(wch) ) continue;
	if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
	else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
        else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
	else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
	    ( IS_NPC(wch) || !is_name( arg, wch->morph ))))
	    continue;
	if ( ++count == number )
	    return wch;
    }

    return NULL;
}


/*
 * Find some object with a given index data.
 * Used by area-reset 'P' command.
 */
OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex )
{
    OBJ_DATA *obj;

    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( obj->pIndexData == pObjIndex )
	    return obj;
    }

    return NULL;
}


/*
 * Find an obj in a list.
 */
OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
{  
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj; 
    int number;
    int count;
    
    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = list; obj != NULL; obj = obj->next_content )
    {
        if ( can_see_obj( ch, obj ) && is_abbr( arg, obj->name ) )
        {
            if ( ++count == number )
                return obj;
        }
    }
        
    return NULL;
}
OBJ_DATA *get_wall_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
{  
//    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj; 
//    int number;
    
//    number = number_argument( argument, arg );
    for ( obj = list; obj != NULL; obj = obj->next_content )
    {
        if (obj->item_type == ITEM_WALL && !str_cmp(argument, obj->name))
             return obj;
    }
        
    return NULL;
}
     


/*
 * Find an object within the object you are in.
 */

OBJ_DATA *get_obj_in_obj( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    int number;
    int count;
         
    number = number_argument( argument, arg );
    count  = 0;
    if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL)
        return NULL;
    obj = ch->pcdata->chobj;
    if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC &&
        obj->in_obj->item_type != ITEM_CORPSE_PC ) return NULL;
   
    for ( obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content )
    {
        if (obj != obj2
        &&  is_abbr( arg, obj2->name ) )
        {
            if ( ++count == number )
                return obj2;
        }
    }
    
    return NULL;
}



/*
 * Find an obj in player's inventory.
 */
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	if ( obj->wear_loc == WEAR_NONE
	&&   can_see_obj( ch, obj )
	&&   is_abbr( arg, obj->name ) )
	{
	    if ( ++count == number )
		return obj;
	}
    }

    return NULL;
}



/*
 * Find an obj in player's equipment.
 */
OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	if ( obj->wear_loc != WEAR_NONE
	&&   can_see_obj( ch, obj )
	&&   is_abbr( arg, obj->name ) )
	{
	    if ( ++count == number )
		return obj;
	}
    }

    return NULL;
}



/*
 * Find an obj in the room or in inventory.
 */

OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
        
    if (is_name( argument, "self me myself" ) && !IS_NPC(ch) &&
        ch->pcdata->chobj != NULL)
        return ch->pcdata->chobj;   
                
    obj = get_obj_list( ch, argument, ch->in_room->contents );
    if ( obj != NULL )
        return obj;
    
    if ( ( obj = get_obj_carry( ch, argument ) ) != NULL )
        return obj;
    
    if ( ( obj = get_obj_wear( ch, argument ) ) != NULL )
        return obj;
 
    if ( ( obj = get_obj_in_obj( ch, argument ) ) != NULL )
        return obj;
    
    return NULL;
}
   


/*
 * Find an obj in the room or in inventory.
 */
/*
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;

    obj = get_obj_list( ch, argument, ch->in_room->contents );
    if ( obj != NULL )
	return obj;

    return NULL;
}
*/
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
        
    if (is_name( argument, "self me myself" ) && !IS_NPC(ch) &&
        ch->pcdata->chobj != NULL)
        return ch->pcdata->chobj;
    
    obj = get_obj_list( ch, argument, ch->in_room->contents );
    if ( obj != NULL )
        return obj;
    
    return NULL;
} 


/*
 * Find an obj in the world.
 */
OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];  
    OBJ_DATA *obj;
    int number;
    int count;
        
    if (is_name( argument, "self me myself" ) && !IS_NPC(ch) &&
        ch->pcdata->chobj != NULL)
        return ch->pcdata->chobj;
 
    if ( ( obj = get_obj_here( ch, argument ) ) != NULL )
        return obj;
    
    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
        if ( can_see_obj( ch, obj ) && is_abbr( arg, obj->name ) )
        {
            if ( ++count == number )
                return obj;
        }
    }
        
    return NULL;
}

OBJ_DATA *get_obj_world3( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

    if ( ( obj = get_obj_here( ch, argument ) ) != NULL )
	return obj;

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
	{
	    if ( ++count == number )
		return obj;
	}
    }

    return NULL;
}

/*
 * Create a 'money' obj.
 */
OBJ_DATA *create_money( int amount )
{
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;

    if ( amount <= 0 )
    {
	bug( "Create_money: zero or negative money %d.", amount );
	amount = 1;
    }

    if ( amount == 1 )
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
    }
    else
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
	sprintf( buf, obj->short_descr, amount );
	free_string( obj->short_descr );
	obj->short_descr	= str_dup( buf );
	obj->value[0]		= amount;
    }

    return obj;
}



/*
 * Return weight of an object, including weight of contents.
 */
int get_obj_weight( OBJ_DATA *obj )
{
    int weight;

    weight = obj->weight;
    for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
	weight += get_obj_weight( obj );

    return weight;
}



/*
 * True if room is dark.
 */
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
{
    if ( pRoomIndex->light > 0 )
	return FALSE;

    if ( IS_SET(pRoomIndex->room_flags, ROOM_DARK) )
	return TRUE;

    if ( pRoomIndex->sector_type == SECT_INSIDE
    ||   pRoomIndex->sector_type == SECT_CITY )
	return FALSE;

     if (IS_SET(world_affects, WORLD_ECLIPSE)) return TRUE;

    if ( weather_info.sunlight == SUN_SET
    ||   weather_info.sunlight == SUN_DARK )
	return TRUE;

    return FALSE;
}



/*
 * True if room is private.
 */
bool room_is_private( ROOM_INDEX_DATA *pRoomIndex )
{
    CHAR_DATA *rch;
    int count;

    count = 0;
/*
    for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
	count++;
*/
    for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )  
    {
        if (!IS_NPC(rch)) count++;
    }
    if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)  && count >= 2 )
	return TRUE;

    if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 )
	return TRUE;

    return FALSE;
}



/*
 * True if char can see victim.
 */
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch == victim )
	return TRUE;
    if(IS_SET(victim->tag_flags,TAG_PLAYING)&&IS_SET(ch->tag_flags,TAG_PLAYING))return TRUE;
    if ( IS_SUPER_NPC(ch) )
	return TRUE;
    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_EARTHMELD)) return FALSE;
 
    if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_CAN_SEE))
    {
        if (ch->pcdata->familiar == NULL)
            REMOVE_BIT(ch->act, EXTRA_CAN_SEE);
        else if (victim->in_room != NULL && ch->in_room != NULL &&
            ch->pcdata->familiar->in_room != NULL)
        {
            if (ch->in_room != ch->pcdata->familiar->in_room &&
                ch->pcdata->familiar->in_room == victim->in_room)
            {
                if (can_see(ch->pcdata->familiar, victim)) return TRUE;
                else return FALSE;
            }
        }
    }

    if (IS_IMMORTAL(ch) && get_trust(ch) >= 12 && ch->level >= 12) return TRUE;

    if ( !IS_NPC(victim) && IS_IMMORTAL(victim) 
    &&   IS_SET(victim->act, PLR_WIZINVIS)
    &&   get_trust( ch ) < get_trust( victim ) && ch->level <
         victim->pcdata->wizinvis)
         return FALSE;

    else if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && !IS_IMMORTAL(victim)
    &&   get_trust( ch ) < get_trust( victim ))
	return FALSE;

    
    if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_INCOG)
    &&   get_trust( ch ) < get_trust( victim )
    &&   ch->in_room != victim->in_room )
	return FALSE;

    if ( !IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && WORN_ARTIFACT(ch, ARTI_MAIDENS_BREATH))
        return TRUE;

    if ( IS_SET(ch->garou1, GAROU_BLISSFUL) && IS_CLASS(ch, CLASS_WEREWOLF) )  return FALSE;

	if ( IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA) 
	     && IS_SET(victim->act, PLR_WIZINVIS) )
	return FALSE;

    if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && WORN_ARTIFACT(ch, ARTI_HEART_OF_DARKNESS))
        return TRUE;

    if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && WORN_ARTIFACT(ch, ARTI_MASK_OF_THE_SUN))
        return TRUE;

    if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
    {
         if (IS_IMMORTAL( ch ) || IS_CLASS(ch, CLASS_DROW))
            return TRUE;
            else if (IS_CLASS(ch, CLASS_FAE) && IS_KITH (ch, KITH_SLUAGH))
            return TRUE;
            else
            return FALSE;
    }

    if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) && IS_AFFECTED(victim, AFF_HIDE)) 
    {
       if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_NINJA) && !IS_ITEMAFF(ch, ITEMA_VISION))
           return FALSE;
    }

    if (!IS_NPC (victim) && IS_CLASS (victim, CLASS_FAE) && IS_SET (victim->kith, KITH_ESHU) && IS_AFFECTED(victim, AFF_HIDE))
    {
       if (!IS_IMMORTAL(ch) && !(IS_CLASS (ch, CLASS_FAE) && IS_SET (ch->kith, KITH_ESHU)) && !IS_ITEMAFF(ch, ITEMA_VISION))
           return FALSE;
    }

    if ( IS_ITEMAFF(ch, ITEMA_VISION) )
	return TRUE;

    if (IS_AFFECTED(ch,AFF_SHADOWPLANE) != IS_AFFECTED(victim,AFF_SHADOWPLANE)
	&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
	return FALSE;

    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
	return TRUE;

    if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
	return TRUE;

    if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
	return FALSE;

    if ( IS_EXTRA(ch, BLINDFOLDED) )
	return FALSE;

    if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))
	return FALSE;

	if ( IS_AFFECTED(ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
	return FALSE;
	else if ( IS_IMMORTAL(ch) )
	return TRUE;


    if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) 
	&& (!IS_NPC( ch) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
	return FALSE;

    if ( IS_AFFECTED(victim, AFF_INVISIBLE)
    &&   !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
	return FALSE;

    if ( IS_AFFECTED(victim, AFF_HIDE)
    &&   !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
	return FALSE;

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) )
	return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
	return TRUE;


    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    return TRUE;
}



/*
 * True if char can see obj.
 */
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
	return TRUE;

    if ( IS_ITEMAFF(ch, ITEMA_VISION) )
	return TRUE;

    if (( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
    &&   obj->carried_by == NULL)
    &&   !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
    &&   !IS_AFFECTED(ch, AFF_SHADOWPLANE))
	return FALSE;

    if (( !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
    &&   obj->carried_by == NULL)
    &&   !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
    &&   IS_AFFECTED(ch, AFF_SHADOWPLANE))
	return FALSE;

    if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
	return TRUE;

    if ( obj->item_type == ITEM_POTION )
	return TRUE;

    if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
	return FALSE;

    if ( IS_EXTRA(ch, BLINDFOLDED) )
	return FALSE;

    if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) )
	return FALSE;

	if ( IS_AFFECTED( ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
	return FALSE;
	else if ( IS_IMMORTAL(ch) )
	return TRUE;

    if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
	return TRUE;

    if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) 
	&& (!IS_NPC( ch ) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
	return FALSE;

    if ( IS_SET(obj->extra_flags, ITEM_INVIS)
    &&   !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
	return FALSE;

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    return TRUE;
}



/*
 * True if char can drop obj.
 */
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    if ( !IS_SET(obj->extra_flags, ITEM_NODROP) )
	return TRUE;

    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return TRUE;

    return FALSE;
}





/*
 * Return ascii name of an affect location.
 */
char *affect_loc_name( int location )
{
    switch ( location )
    {
    case APPLY_NONE:		return "none";
    case APPLY_STR:		return "strength";
    case APPLY_DEX:		return "dexterity";
    case APPLY_INT:		return "intelligence";
    case APPLY_WIS:		return "wisdom";
    case APPLY_CON:		return "constitution";
    case APPLY_SEX:		return "sex";
    case APPLY_CLASS:		return "class";
    case APPLY_LEVEL:		return "level";
    case APPLY_AGE:		return "age";
    case APPLY_MANA:		return "mana";
    case APPLY_HIT:		return "hp";
    case APPLY_MOVE:		return "moves";
    case APPLY_GOLD:		return "gold";
    case APPLY_EXP:		return "experience";
    case APPLY_AC:		return "armor class";
    case APPLY_HITROLL:		return "hit roll";
    case APPLY_DAMROLL:		return "damage roll";
    case APPLY_SAVING_PARA:	return "save vs paralysis";
    case APPLY_SAVING_ROD:	return "save vs rod";
    case APPLY_SAVING_PETRI:	return "save vs petrification";
    case APPLY_SAVING_BREATH:	return "save vs breath";
    case APPLY_SAVING_SPELL:	return "save vs spell";
    case APPLY_POLY:		return "polymorph form";
    case APPLY_BLOOD_MAX:       return "blood pool";
    case APPLY_BLOOD_POT:       return "blood potency";
    case APPLY_GENERATION:      return "generation";
    case APPLY_ANIMALISM:       return "Animalism discipline";
    case APPLY_AUSPEX:          return "Auspex discipline";
    case APPLY_CELERITY:        return "Celerity discipline";
    case APPLY_CHIMERSTRY:      return "Chimerstry discipline";
    case APPLY_DAIMOINON:       return "Daimoinon discipline";
    case APPLY_DOMINATE:        return "Dominate discipline";
    case APPLY_FORTITUDE:       return "Fortitude discipline";
    case APPLY_MELPOMINEE:      return "Melpominee discipline";
    case APPLY_NECROMANCY:      return "Necromancy discipline";
    case APPLY_OBEAH:           return "Obeah discipline";
    case APPLY_OBFUSCATE:       return "Obfuscate discipline";
    case APPLY_OBTENEBRATION:   return "Obtenebration discipline";
    case APPLY_POTENCE:         return "Potence discipline";
    case APPLY_PRESENCE:        return "Presence discipline";
    case APPLY_PROTEAN:         return "Protean discipline";
    case APPLY_QUIETUS:         return "Quietus discipline";
    case APPLY_SERPENTIS:       return "Serpentis discipline";
    case APPLY_THANATOSIS:      return "Thanatosis discipline";
    case APPLY_THAUMATURGY:     return "Thaumaturgy discipline";
    case APPLY_VICISSITUDE:     return "Vicissitude discipline";
    case APPLY_SET_ANIMALISM:   return "min Animalism discipline";
    case APPLY_SET_AUSPEX:      return "min Auspex discipline";
    case APPLY_SET_CELERITY:    return "min Celerity discipline";
    case APPLY_SET_CHIMERSTRY:  return "min Chimerstry discipline";
    case APPLY_SET_DAIMOINON:   return "min Daimoinon discipline";
    case APPLY_SET_DOMINATE:    return "min Dominate discipline";
    case APPLY_SET_FORTITUDE:   return "min Fortitude discipline";
    case APPLY_SET_MELPOMINEE:  return "min Melpominee discipline";
    case APPLY_SET_NECROMANCY:  return "min Necromancy discipline";
    case APPLY_SET_OBEAH:       return "min Obeah discipline";
    case APPLY_SET_OBFUSCATE:   return "min Obfuscate discipline of level";
    case APPLY_SET_OBTENEBRATION: return "min Obtenebration discipline";
    case APPLY_SET_POTENCE:     return "min Potence discipline";
    case APPLY_SET_PRESENCE:    return "min Presence discipline";
    case APPLY_SET_PROTEAN:     return "min Protean discipline";
    case APPLY_SET_QUIETUS:     return "min Quietus discipline";
    case APPLY_SET_SERPENTIS:   return "min Serpentis discipline";
    case APPLY_SET_THANATOSIS:  return "min Thanatosis discipline";
    case APPLY_SET_THAUMATURGY: return "min Thaumaturgy discipline";
    case APPLY_SET_VICISSITUDE: return "min Vicissitude discipline";
    }

    bug( "Affect_location_name: unknown location %d.", location );
    return "(unknown)";
}



/*
 * Return ascii name of an affect bit vector.
 */
char *affect_bit_name( int vector )
{
    static char buf[512];

    buf[0] = '\0';
    if ( vector & AFF_BLIND         ) strcat( buf, " blind"         );
    if ( vector & AFF_INVISIBLE     ) strcat( buf, " invisible"     );
    if ( vector & AFF_DETECT_EVIL   ) strcat( buf, " detect_evil"   );
    if ( vector & AFF_DETECT_INVIS  ) strcat( buf, " detect_invis"  );
    if ( vector & AFF_DETECT_MAGIC  ) strcat( buf, " detect_magic"  );
    if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden" );
    if ( vector & AFF_SHADOWPLANE   ) strcat( buf, " shadowplane"   );
    if ( vector & AFF_SANCTUARY     ) strcat( buf, " sanctuary"     );
    if ( vector & AFF_FAERIE_FIRE   ) strcat( buf, " faerie_fire"   );
    if ( vector & AFF_INFRARED      ) strcat( buf, " infrared"      );
    if ( vector & AFF_CURSE         ) strcat( buf, " curse"         );
    if ( vector & AFF_FLAMING       ) strcat( buf, " flaming"       );
    if ( vector & AFF_POISON        ) strcat( buf, " poison"        );
    if ( vector & AFF_PROTECT       ) strcat( buf, " protect"       );
    if ( vector & AFF_ETHEREAL      ) strcat( buf, " ethereal"      );
    if ( vector & AFF_SLEEP         ) strcat( buf, " sleep"         );
    if ( vector & AFF_SNEAK         ) strcat( buf, " sneak"         );
    if ( vector & AFF_HIDE          ) strcat( buf, " hide"          );
    if ( vector & AFF_CHARM         ) strcat( buf, " charm"         );
    if ( vector & AFF_FLYING        ) strcat( buf, " flying"        );
    if ( vector & AFF_PASS_DOOR     ) strcat( buf, " pass_door"     );
    if ( vector & AFF_POLYMORPH     ) strcat( buf, " polymorph"     );
    if ( vector & AFF_SHADOWSIGHT   ) strcat( buf, " shadowsight"   );
    if ( vector & AFF_WEBBED        ) strcat( buf, " web"           );
    if ( vector & AFF_DARKNESS      ) strcat( buf, " darkness" );
    if ( vector & AFF_TOTALBLIND    ) strcat( buf, " totalblind" );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}



CHAR_DATA *get_char_world2( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *wch;

    if (argument[0] == '\0') return NULL;

    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
	if ( IS_NPC(wch) && !str_cmp( argument, wch->short_descr ) ) return wch;
    }

    return NULL;
}

OBJ_DATA *get_obj_world2( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    int vnum = 0;

    if (argument[0] == '\0') return NULL;

    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( !str_cmp( argument, obj->short_descr ) )
	{
	    if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041)
		continue;
	    return obj;
	}
    }

    return NULL;
}

int get_create_obj_world( CHAR_DATA *ch, char *argument )
{
//    OBJ_DATA *obj;
    OBJ_INDEX_DATA *pObjIndex;
    int vnum = 0;

    if (argument[0] == '\0') return -1;

	for ( pObjIndex=get_obj_index(0); vnum < 99999; pObjIndex=get_obj_index(++vnum) )
	{
		if ( !pObjIndex ) continue;
		
		if ( !str_cmp( argument, pObjIndex->short_descr ) )
		{
			vnum = pObjIndex->vnum;
			
		    if ( vnum == 30037 || vnum == 30041)
				continue;
			if ( IS_SET ( pObjIndex->quest, QUEST_ARTIFACT ) )		// don't look at artifacts
				continue;
		    return vnum;
		}
	}

    return -2;
}

int get_create_mob_world( CHAR_DATA *ch, char *argument )
{
    MOB_INDEX_DATA *pMobIndex;
    int vnum = 0;

    if (argument[0] == '\0') return -1;

	for ( pMobIndex=get_mob_index(0); vnum < 99999; pMobIndex=get_mob_index(++vnum) )
	{
		if ( !pMobIndex ) continue;
		
		if ( IS_SET( pMobIndex->act, ACT_SUPER_NPC ) )
			continue;
		
		if ( !str_cmp( argument, pMobIndex->short_descr ) )
		{
			vnum = pMobIndex->vnum;
			
//		    if ( vnum == 30037 || vnum == 30041)		// Any invalid vnums here?
//				continue;
		    return vnum;
		}
	}

    return -2;
}


ROOM_INDEX_DATA *get_empty_room (void)
{
   ROOM_INDEX_DATA *pRoomIndex;
   int to_room, to_exit;

   for (;;)
   {
      to_room = number_range (0, top_vnum_room);
      pRoomIndex = get_room_index (to_room);
      if (pRoomIndex != NULL)
      {
	 if (!IS_SET (pRoomIndex->room_flags, ROOM_PRIVATE)
	     && !IS_SET (pRoomIndex->room_flags, ROOM_SOLITARY)
	     && !IS_SET (pRoomIndex->room_flags, ROOM_NO_TELEPORT)
	     && !IS_SET (pRoomIndex->room_flags, ROOM_GOD)
	     && !IS_SET (pRoomIndex->room_flags, ROOM_CCHAMBER)
	     && !IS_SET (pRoomIndex->area->aflags, AFLAG_HQ)
	     && to_room != 30008 && to_room != 30002)
         {
           for (to_exit = 0; to_exit < MAX_DIR; to_exit++)
           {
             if (pRoomIndex->exit[to_exit])
               break;
           }
           if (to_exit)
             break;
         }
      }
   }

   return pRoomIndex;
}