GmudV33/
GmudV33/player/
GmudV33/public_html/
GmudV33/public_html/IMAGES/_VTI_CNF/
GmudV33/src_linux/Debug/
GmudV33/text/clans/
/**************************************************************************r
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@hypercube.org)			   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#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"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"

/*
 * Local functions.
 */
void affect_modify args ((CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd));


/* friend stuff -- for NPC's mostly */
bool is_friend (CHAR_DATA * ch, CHAR_DATA * victim)
{
	if (is_same_group (ch, victim))
		return TRUE;


	if (!IS_NPC (ch))
		return FALSE;

	if (!IS_NPC (victim)) {
		if (IS_SET (ch->off_flags, ASSIST_PLAYERS))
			return TRUE;
		else
			return FALSE;
	}

	if (IS_AFFECTED (ch, AFF_CHARM))
		return FALSE;

	if (IS_SET (ch->off_flags, ASSIST_ALL))
		return TRUE;

	if (ch->group && ch->group == victim->group)
		return TRUE;

	if (IS_SET (ch->off_flags, ASSIST_VNUM)
		&& ch->pIndexData == victim->pIndexData)
		return TRUE;

	if (IS_SET (ch->off_flags, ASSIST_RACE) && ch->race == victim->race)
		return TRUE;

	if (IS_SET (ch->off_flags, ASSIST_ALIGN)
		&& !IS_SET (ch->act, ACT_NOALIGN)
		&& !IS_SET (victim->act, ACT_NOALIGN)
		&& ((IS_GOOD (ch) && IS_GOOD (victim))
			|| (IS_EVIL (ch) && IS_EVIL (victim)) || (IS_NEUTRAL (ch)
													  &&
													  IS_NEUTRAL (victim))))
			return TRUE;

	return FALSE;
}

/* returns number of people on an object */
int count_users (OBJ_DATA * obj)
{
	CHAR_DATA *fch;
	int count = 0;

	if (obj->in_room == NULL)
		return 0;

	for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room)
		if (fch->on == obj)
			count++;

	return count;
}

/* returns material number */
int material_lookup (const char *name)
{
	return 0;
}

int weapon_lookup (const char *name)
{
	int type;

	for (type = 0; weapon_table[type].name != NULL; type++) {
		if (LOWER (name[0]) == LOWER (weapon_table[type].name[0])
			&& !str_prefix (name, weapon_table[type].name))
			return type;
	}

	return -1;
}

long weapon_type (const char *name)
{
	long type;

	for (type = 0; weapon_table[type].name != NULL; type++) {
		if (LOWER (name[0]) == LOWER (weapon_table[type].name[0])
			&& !str_prefix (name, weapon_table[type].name))
			return weapon_table[type].type;
	}

	return WEAPON_EXOTIC;
}

char *item_name (int item_type)
{
	int type;

	for (type = 0; item_table[type].name != NULL; type++)
		if (item_type == item_table[type].type)
			return item_table[type].name;
	return "none";
}

char *weapon_name (int weapon_type)
{
	int type;

	for (type = 0; weapon_table[type].name != NULL; type++)
		if (weapon_type == weapon_table[type].type)
			return weapon_table[type].name;
	return "exotic";
}

int attack_lookup (const char *name)
{
	int att;

	for (att = 0; attack_table[att].name != NULL; att++) {
		if (LOWER (name[0]) == LOWER (attack_table[att].name[0])
			&& !str_prefix (name, attack_table[att].name))
			return att;
	}

	return 0;
}

/* returns a flag for wiznet */
long wiznet_lookup (const char *name)
{
	int flag;

	for (flag = 0; wiznet_table[flag].name != NULL; flag++) {
		if (LOWER (name[0]) == LOWER (wiznet_table[flag].name[0])
			&& !str_prefix (name, wiznet_table[flag].name))
			return flag;
	}

	return -1;
}

/* returns class number */
int class_lookup (const char *name)
{
	int class;

	for (class = 0; class < MAX_CLASS; class++) {
		if (LOWER (name[0]) == LOWER (class_table[class].name[0])
			&& !str_prefix (name, class_table[class].name))
			return class;
	}

	return -1;
}

/* for immunity, vulnerabiltiy, and resistant
   the 'globals' (magic and weapons) may be overriden
   three other cases -- wood, silver, and iron -- are checked in fight.c */

int check_immune (CHAR_DATA * ch, int dam_type)
{
	int immune, def;
	int bit;

	immune = -1;
	def = IS_NORMAL;

	if (dam_type == DAM_NONE)
		return immune;

	if (dam_type <= 3) {
		if (IS_SET (ch->imm_flags, IMM_WEAPON))
			def = IS_IMMUNE;
		else if (IS_SET (ch->res_flags, RES_WEAPON))
			def = IS_RESISTANT;
		else if (IS_SET (ch->vuln_flags, VULN_WEAPON))
			def = IS_VULNERABLE;
	}
	else {						/* magical attack */

		if (IS_SET (ch->imm_flags, IMM_MAGIC))
			def = IS_IMMUNE;
		else if (IS_SET (ch->res_flags, RES_MAGIC))
			def = IS_RESISTANT;
		else if (IS_SET (ch->vuln_flags, VULN_MAGIC))
			def = IS_VULNERABLE;
	}

	/* set bits to check -- VULN etc. must ALL be the same or this will fail */
	switch (dam_type) {
		case (DAM_BASH):
		bit = IMM_BASH;
		break;
		case (DAM_PIERCE):
		bit = IMM_PIERCE;
		break;
		case (DAM_SLASH):
		bit = IMM_SLASH;
		break;
		case (DAM_FIRE):
		bit = IMM_FIRE;
		break;
		case (DAM_COLD):
		bit = IMM_COLD;
		break;
		case (DAM_LIGHTNING):
		bit = IMM_LIGHTNING;
		break;
		case (DAM_ACID):
		bit = IMM_ACID;
		break;
		case (DAM_POISON):
		bit = IMM_POISON;
		break;
		case (DAM_NEGATIVE):
		bit = IMM_NEGATIVE;
		break;
		case (DAM_HOLY):
		bit = IMM_HOLY;
		break;
		case (DAM_ENERGY):
		bit = IMM_ENERGY;
		break;
		case (DAM_MENTAL):
		bit = IMM_MENTAL;
		break;
		case (DAM_DISEASE):
		bit = IMM_DISEASE;
		break;
		case (DAM_DROWNING):
		bit = IMM_DROWNING;
		break;
		case (DAM_LIGHT):
		bit = IMM_LIGHT;
		break;
		case (DAM_CHARM):
		bit = IMM_CHARM;
		break;
		case (DAM_SOUND):
		bit = IMM_SOUND;
		break;
		default:
		return def;
	}

	if (IS_SET (ch->imm_flags, bit))
		immune = IS_IMMUNE;
	else if (IS_SET (ch->res_flags, bit) && immune != IS_IMMUNE)
		immune = IS_RESISTANT;
	else if (IS_SET (ch->vuln_flags, bit)) {
		if (immune == IS_IMMUNE)
			immune = IS_RESISTANT;
		else if (immune == IS_RESISTANT)
			immune = IS_NORMAL;
		else
			immune = IS_VULNERABLE;
	}

	if (immune == -1)
		return def;
	else
		return immune;
}

bool is_clan (CHAR_DATA * ch)
{
	return (int) ch->clan;
}

bool is_same_clan (CHAR_DATA * ch, CHAR_DATA * victim)
{
	if (clan_table[ch->clan].independent)
		return FALSE;
	else
		return (ch->clan == victim->clan);
}

/* checks mob format */
bool is_old_mob (CHAR_DATA * ch)
{
	if (ch->pIndexData == NULL)
		return FALSE;
	else if (ch->pIndexData->new_format)
		return FALSE;
	return TRUE;
}

/* for returning skill information */
int get_skill (CHAR_DATA * ch, int sn)
{
	int skill;

	if (sn == -1) {				/* shorthand for level based skills */
		skill = ch->level * 5 / 2;
	}

	else if (sn < -1 || sn > MAX_SKILL) {
		bug ("Bad sn %d in get_skill.", sn);
		skill = 0;
	}

	else if (!IS_NPC (ch)) {
		if (ch->level < skill_table[sn].skill_level[ch->class])
			skill = 0;
		else
			skill = ch->pcdata->learned[sn];
	}

	else {						/* mobiles */



		if (skill_table[sn].spell_fun != spell_null)
			skill = 40 + 2 * ch->level;

		else if (sn == gsn_sneak || sn == gsn_hide)
			skill = ch->level * 2 + 20;

		else if ((sn == gsn_dodge && IS_SET (ch->off_flags, OFF_DODGE))
				 || (sn == gsn_parry && IS_SET (ch->off_flags, OFF_PARRY)))
			skill = ch->level * 2;

		else if (sn == gsn_shield_block)
			skill = 10 + 2 * ch->level;

		else if (sn == gsn_second_attack
				 && (IS_SET (ch->act, ACT_WARRIOR)
					 || IS_SET (ch->act, ACT_THIEF))) skill =
				10 + 3 * ch->level;

		else if (sn == gsn_third_attack && IS_SET (ch->act, ACT_WARRIOR))
			skill = 4 * ch->level - 40;

		else if (sn == gsn_hand_to_hand)
			skill = 40 + 2 * ch->level;

		else if (sn == gsn_trip && IS_SET (ch->off_flags, OFF_TRIP))
			skill = 10 + 3 * ch->level;

		else if (sn == gsn_bash && IS_SET (ch->off_flags, OFF_BASH))
			skill = 10 + 3 * ch->level;

		else if (sn == gsn_disarm && (IS_SET (ch->off_flags, OFF_DISARM)
									  || IS_SET (ch->act, ACT_WARRIOR)
									  || IS_SET (ch->act, ACT_THIEF)))
			skill = 20 + 3 * ch->level;

		else if (sn == gsn_berserk && IS_SET (ch->off_flags, OFF_BERSERK))
			skill = 3 * ch->level;

		else if (sn == gsn_kick)
			skill = 10 + 3 * ch->level;

		else if (sn == gsn_backstab && IS_SET (ch->act, ACT_THIEF))
			skill = 20 + 2 * ch->level;

		else if (sn == gsn_rescue)
			skill = 40 + ch->level;

		else if (sn == gsn_recall)
			skill = 40 + ch->level;

		else if (sn == gsn_sword
				 || sn == gsn_dagger
				 || sn == gsn_spear
				 || sn == gsn_mace
				 || sn == gsn_axe
				 || sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm)
			skill = 40 + 5 * ch->level / 2;

		else
			skill = 0;
	}

	if (ch->daze > 0) {
		if (skill_table[sn].spell_fun != spell_null)
			skill /= 2;
		else
			skill = 2 * skill / 3;
	}

	if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
		skill = 9 * skill / 10;

	return URANGE (0, skill, 100);
}

/* for returning weapon information */
int get_weapon_sn (CHAR_DATA * ch)
{
	OBJ_DATA *wield;
	int sn;

	wield = get_eq_char (ch, WEAR_WIELD);
	if (wield == NULL || wield->item_type != ITEM_WEAPON)
		sn = gsn_hand_to_hand;
	else
		switch (wield->value[0]) {
			default:
			sn = -1;
			break;
			case (WEAPON_SWORD):
			sn = gsn_sword;
			break;
			case (WEAPON_DAGGER):
			sn = gsn_dagger;
			break;
			case (WEAPON_SPEAR):
			sn = gsn_spear;
			break;
			case (WEAPON_MACE):
			sn = gsn_mace;
			break;
			case (WEAPON_AXE):
			sn = gsn_axe;
			break;
			case (WEAPON_FLAIL):
			sn = gsn_flail;
			break;
			case (WEAPON_WHIP):
			sn = gsn_whip;
			break;
			case (WEAPON_POLEARM):
			sn = gsn_polearm;
			break;
		}
	return sn;
}

int get_weapon_skill (CHAR_DATA * ch, int sn)
{
	int skill;

	/* -1 is exotic */
	if (IS_NPC (ch)) {
		if (sn == -1)
			skill = 3 * ch->level;
		else if (sn == gsn_hand_to_hand)
			skill = 40 + 2 * ch->level;
		else
			skill = 40 + 5 * ch->level / 2;
	}

	else {
		if (sn == -1)
			skill = 3 * ch->level;
		else
			skill = ch->pcdata->learned[sn];
	}

	return URANGE (0, skill, 100);
}


/* used to de-screw characters */
void reset_char (CHAR_DATA * ch)
{
	int loc, mod, stat;
	OBJ_DATA *obj;
	AFFECT_DATA *af;
	int i;

	if (IS_NPC (ch))
		return;

	if (ch->pcdata->perm_hit == 0
		|| ch->pcdata->perm_mana == 0
		|| ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0) {
		/* do a FULL reset */
		for (loc = 0; loc < MAX_WEAR; loc++) {
			obj = get_eq_char (ch, loc);
			if (obj == NULL)
				continue;
			if (!obj->enchanted)
				for (af = obj->pIndexData->affected; af != NULL;
					 af = af->next) {
					mod = af->modifier;
					switch (af->location) {
						case APPLY_SEX:
						ch->sex -= mod;
						if (ch->sex < 0 || ch->sex > 2)
							ch->sex = IS_NPC (ch) ? 0 : ch->pcdata->true_sex;
						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;
					}
				}

			for (af = obj->affected; af != NULL; af = af->next) {
				mod = af->modifier;
				switch (af->location) {
					case APPLY_SEX:
					ch->sex -= mod;
					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;
				}
			}
		}
		/* now reset the permanent stats */
		ch->pcdata->perm_hit = ch->max_hit;
		ch->pcdata->perm_mana = ch->max_mana;
		ch->pcdata->perm_move = ch->max_move;
		ch->pcdata->last_level = ch->played / 3600;
		if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) {
			if (ch->sex > 0 && ch->sex < 3)
				ch->pcdata->true_sex = ch->sex;
			else
				ch->pcdata->true_sex = 0;
		}

	}

	/* now restore the character to his/her true condition */
	for (stat = 0; stat < MAX_STATS; stat++)
		ch->mod_stat[stat] = 0;

	if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2)
		ch->pcdata->true_sex = 0;
	ch->sex = ch->pcdata->true_sex;
	ch->max_hit = ch->pcdata->perm_hit;
	ch->max_mana = ch->pcdata->perm_mana;
	ch->max_move = ch->pcdata->perm_move;

	for (i = 0; i < 4; i++)
		ch->armor[i] = 100;

	ch->hitroll = 0;
	ch->damroll = 0;
	ch->saving_throw = 0;

	/* now start adding back the effects */
	for (loc = 0; loc < MAX_WEAR; loc++) {
		obj = get_eq_char (ch, loc);
		if (obj == NULL)
			continue;
		for (i = 0; i < 4; i++)
			ch->armor[i] -= apply_ac (obj, loc, i);

		if (!obj->enchanted)
			for (af = obj->pIndexData->affected; af != NULL; af = af->next) {
				mod = af->modifier;
				switch (af->location) {
					case APPLY_STR:
					ch->mod_stat[STAT_STR] += mod;
					break;
					case APPLY_DEX:
					ch->mod_stat[STAT_DEX] += mod;
					break;
					case APPLY_INT:
					ch->mod_stat[STAT_INT] += mod;
					break;
					case APPLY_WIS:
					ch->mod_stat[STAT_WIS] += mod;
					break;
					case APPLY_CON:
					ch->mod_stat[STAT_CON] += mod;
					break;

					case APPLY_SEX:
					ch->sex += mod;
					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:
					for (i = 0; i < 4; i++)
						ch->armor[i] += mod;
					break;
					case APPLY_HITROLL:
					ch->hitroll += mod;
					break;
					case APPLY_DAMROLL:
					ch->damroll += mod;
					break;

					case APPLY_SAVES:
					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;
				}
			}

		for (af = obj->affected; af != NULL; af = af->next) {
			mod = af->modifier;
			switch (af->location) {
				case APPLY_STR:
				ch->mod_stat[STAT_STR] += mod;
				break;
				case APPLY_DEX:
				ch->mod_stat[STAT_DEX] += mod;
				break;
				case APPLY_INT:
				ch->mod_stat[STAT_INT] += mod;
				break;
				case APPLY_WIS:
				ch->mod_stat[STAT_WIS] += mod;
				break;
				case APPLY_CON:
				ch->mod_stat[STAT_CON] += mod;
				break;

				case APPLY_SEX:
				ch->sex += mod;
				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:
				for (i = 0; i < 4; i++)
					ch->armor[i] += mod;
				break;
				case APPLY_HITROLL:
				ch->hitroll += mod;
				break;
				case APPLY_DAMROLL:
				ch->damroll += mod;
				break;

				case APPLY_SAVES:
				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;
			}
		}
	}

	/* now add back spell effects */
	for (af = ch->affected; af != NULL; af = af->next) {
		mod = af->modifier;
		switch (af->location) {
			case APPLY_STR:
			ch->mod_stat[STAT_STR] += mod;
			break;
			case APPLY_DEX:
			ch->mod_stat[STAT_DEX] += mod;
			break;
			case APPLY_INT:
			ch->mod_stat[STAT_INT] += mod;
			break;
			case APPLY_WIS:
			ch->mod_stat[STAT_WIS] += mod;
			break;
			case APPLY_CON:
			ch->mod_stat[STAT_CON] += mod;
			break;

			case APPLY_SEX:
			ch->sex += mod;
			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:
			for (i = 0; i < 4; i++)
				ch->armor[i] += mod;
			break;
			case APPLY_HITROLL:
			ch->hitroll += mod;
			break;
			case APPLY_DAMROLL:
			ch->damroll += mod;
			break;

			case APPLY_SAVES:
			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;
		}
	}

	/* make sure sex is RIGHT!!!! */
	if (ch->sex < 0 || ch->sex > 2)
		ch->sex = ch->pcdata->true_sex;
}


/*
 * 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)
		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)
{
		/*
		Old way to do age new way is by birthday :)
		TAKA
		return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 72000; */

	   	/*
		This code replaced by TAKA     to add mud time to a file for better
		tracking :) Also for our own birthday code logic!
		*/
	    int age;

		/* base is 17, use 16 then add if had birthdate yet */
		/* First year will automatically be 17, since will have had bday */

	    age = 16 + (time_info.year - ch->startyear);

		/*  check for a modifier */
	   age -= ch->pcdata->age_mod;

		/* check for birthdate yet this year */

	    if ( (time_info.month >= ch->startmonth) && (time_info.day >= ch->startday) )
	    {
			age += 1;
	    }

	    return age;
		/* End TAKA     age mods */
}

/* command for retrieving stats */
int get_curr_stat (CHAR_DATA * ch, int stat)
{
	int max;

	if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL)
		max = 50;

	else {
		max = ch->ri->max_stats[stat] + 4;

		if (class_table[ch->class].attr_prime == stat)
			max += 2;

		if (ch->race == race_lookup("human"))
			max += 1;

		max = UMIN (max, 50);
	}

	return URANGE (3, ch->perm_stat[stat] + ch->mod_stat[stat], max);
}

/* command for returning max training score */
int get_max_train (CHAR_DATA * ch, int stat)
{
	int max;

	if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL)
		return 50;

	max = ch->ri->max_stats[stat];
	if (class_table[ch->class].attr_prime == stat) {
		if (ch->race == race_lookup("human"))
			max += 3;
		else
			max += 2;
	}

	return UMIN (max, 50);
}


/*
 * 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;

	if(!IS_NPC(ch))
		return MAX_WEAR + 2 * get_curr_stat (ch, STAT_DEX) + ch->level + ch->pcdata->xcarry;
	else
		return MAX_WEAR + 2 * get_curr_stat (ch, STAT_DEX) + ch->level;

}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_w (CHAR_DATA * ch)
{
	if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL)
		return 10000000;

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

	if(!IS_NPC(ch))
		return str_app[get_curr_stat (ch, STAT_STR)].carry * 10 + (ch->level * 25) + ch->pcdata->xweight;
	else
		return str_app[get_curr_stat (ch, STAT_STR)].carry * 10 + (ch->level * 25);

}



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

bool is_name (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_prefix (string, name))
				return TRUE;	/* full pattern match */

			if (!str_prefix (part, name))
				break;
		}
	}
}

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

	if (namelist == NULL)
		return FALSE;

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

/* enchanted stuff for eq */
void affect_enchant (OBJ_DATA * obj)
{
	/* okay, move all the old flags into new vectors if we have to */
	if (!obj->enchanted) {
		AFFECT_DATA *paf, *af_new;
		obj->enchanted = TRUE;

		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) {
			af_new = new_affect ();

			af_new->next = obj->affected;
			obj->affected = af_new;

			af_new->where = paf->where;
			af_new->type = UMAX (0, paf->type);
			af_new->level = paf->level;
			af_new->duration = paf->duration;
			af_new->location = paf->location;
			af_new->modifier = paf->modifier;
			af_new->bitvector = paf->bitvector;
		}
	}
}


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

	mod = paf->modifier;

	if (fAdd) {
		switch (paf->where) {
			case TO_AFFECTS:
			SET_BIT (ch->affected_by, paf->bitvector);
			break;

            case TO_AFFECTS2:

            SET_BIT(ch->affected2_by, paf->bitvector);

            break;
			case TO_IMMUNE:
			SET_BIT (ch->imm_flags, paf->bitvector);
			break;
			case TO_RESIST:
			SET_BIT (ch->res_flags, paf->bitvector);
			break;
			case TO_VULN:
			SET_BIT (ch->vuln_flags, paf->bitvector);
			break;
		}
	}
	else {
		switch (paf->where) {
			case TO_AFFECTS:
			REMOVE_BIT (ch->affected_by, paf->bitvector);
			break;

            case TO_AFFECTS2:

            SET_BIT(ch->affected2_by, paf->bitvector);

            break;
			case TO_IMMUNE:
			REMOVE_BIT (ch->imm_flags, paf->bitvector);
			break;
			case TO_RESIST:
			REMOVE_BIT (ch->res_flags, paf->bitvector);
			break;
			case TO_VULN:
			REMOVE_BIT (ch->vuln_flags, paf->bitvector);
			break;
		}
		mod = 0 - mod;
	}

	switch (paf->location) {
		default:
		bug ("Affect_modify: unknown location %d.", paf->location);
		return;

		case APPLY_NONE:
		break;
		case APPLY_STR:
		ch->mod_stat[STAT_STR] += mod;
		break;
		case APPLY_DEX:
		ch->mod_stat[STAT_DEX] += mod;
		break;
		case APPLY_INT:
		ch->mod_stat[STAT_INT] += mod;
		break;
		case APPLY_WIS:
		ch->mod_stat[STAT_WIS] += mod;
		break;
		case APPLY_CON:
		ch->mod_stat[STAT_CON] += mod;
		break;
		case APPLY_SEX:
		ch->sex += mod;
		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:
		for (i = 0; i < 4; i++)
			ch->armor[i] += mod;
		break;
		case APPLY_HITROLL:
		ch->hitroll += mod;
		break;
		case APPLY_DAMROLL:
		ch->damroll += mod;
		break;
		case APPLY_SAVES:
		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_SPELL_AFFECT:
		break;
	}

	/*
	 * Check for weapon wielding.
	 * Guard against recursion (for weapons with affects).
	 */
	if (!IS_NPC (ch) && (wield = get_eq_char (ch, WEAR_WIELD)) != NULL
		&& get_obj_weight (wield) >
		(str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) {
		static int depth;

		if (depth == 0) {
			depth++;
			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;
}


/* find an effect in an affect list */
AFFECT_DATA *affect_find (AFFECT_DATA * paf, int sn)
{
	AFFECT_DATA *paf_find;

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

	return NULL;
}

/* fix object affects when removing one */
void affect_check (CHAR_DATA * ch, int where, int vector)
{
	AFFECT_DATA *paf;
	OBJ_DATA *obj;

	if (where == TO_OBJECT || where == TO_WEAPON || vector == 0)
		return;

	for (paf = ch->affected; paf != NULL; paf = paf->next)
		if (paf->where == where && paf->bitvector == vector) {
			switch (where) {
				case TO_AFFECTS:
				SET_BIT (ch->affected_by, vector);
				break;

                case TO_AFFECTS2:

                SET_BIT(ch->affected2_by, vector);

                break;
				case TO_IMMUNE:
				SET_BIT (ch->imm_flags, vector);
				break;
				case TO_RESIST:
				SET_BIT (ch->res_flags, vector);
				break;
				case TO_VULN:
				SET_BIT (ch->vuln_flags, vector);
				break;
			}
			return;
		}

	for (obj = ch->carrying; obj != NULL; obj = obj->next_content) {
		if (obj->wear_loc == -1)
			continue;

		for (paf = obj->affected; paf != NULL; paf = paf->next)
			if (paf->where == where && paf->bitvector == vector) {
				switch (where) {
					case TO_AFFECTS:
					SET_BIT (ch->affected_by, vector);
					break;

                    case TO_AFFECTS2:

                    SET_BIT(ch->affected2_by, vector);

                    break;
					case TO_IMMUNE:
					SET_BIT (ch->imm_flags, vector);
					break;
					case TO_RESIST:
					SET_BIT (ch->res_flags, vector);
					break;
					case TO_VULN:
					SET_BIT (ch->vuln_flags, vector);

				}
				return;
			}

		if (obj->enchanted)
			continue;

		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
			if (paf->where == where && paf->bitvector == vector) {
				switch (where) {
					case TO_AFFECTS:
					SET_BIT (ch->affected_by, vector);
					break;

                    case TO_AFFECTS2:

                    SET_BIT(ch->affected2_by, vector);

                    break;
					case TO_IMMUNE:
					SET_BIT (ch->imm_flags, vector);
					break;
					case TO_RESIST:
					SET_BIT (ch->res_flags, vector);
					break;
					case TO_VULN:
					SET_BIT (ch->vuln_flags, vector);
					break;
				}
				return;
			}
	}
}

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

	paf_new = new_affect ();

	*paf_new = *paf;

/*	VALIDATE (paf);		TAKAMEMLEAKFIX*/		/* in case we missed it when we set up paf */
	VALIDATE(paf_new);
	paf_new->next = ch->affected;
	ch->affected = paf_new;

	affect_modify (ch, paf_new, TRUE);
	return;
}

/* give an affect to an object */
void affect_to_obj (OBJ_DATA * obj, AFFECT_DATA * paf)
{
	AFFECT_DATA *paf_new;

	paf_new = new_affect ();

	*paf_new = *paf;

	VALIDATE (paf);				/* in case we missed it when we set up paf */
	paf_new->next = obj->affected;
	obj->affected = paf_new;

	/* apply any affect vectors to the object's extra_flags */
	if (paf->bitvector)
		switch (paf->where) {
			case TO_OBJECT:
			SET_BIT (obj->extra_flags, paf->bitvector);
			break;
			case TO_WEAPON:
			if (obj->item_type == ITEM_WEAPON)
				SET_BIT (obj->value[4], paf->bitvector);
			break;
		}


	return;
}



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

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

	affect_modify (ch, paf, FALSE);
	where = paf->where;
	vector = paf->bitvector;

	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;
		}
	}

	free_affect (paf);

	affect_check (ch, where, vector);
	return;
}

void affect_remove_obj (OBJ_DATA * obj, AFFECT_DATA * paf)
{
	int where, vector;
	if (obj->affected == NULL) {
		bug ("Affect_remove_object: no affect.", 0);
		return;
	}

	if (obj->carried_by != NULL && obj->wear_loc != -1)
		affect_modify (obj->carried_by, paf, FALSE);

	where = paf->where;
	vector = paf->bitvector;

	/* remove flags from the object if needed */
	if (paf->bitvector)
		switch (paf->where) {
			case TO_OBJECT:
			REMOVE_BIT (obj->extra_flags, paf->bitvector);
			break;
			case TO_WEAPON:
			if (obj->item_type == ITEM_WEAPON)
				REMOVE_BIT (obj->value[4], paf->bitvector);
			break;
		}

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

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

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

	free_affect (paf);

	if (obj->carried_by != NULL && obj->wear_loc != -1)
		affect_check (obj->carried_by, where, vector);
	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;

	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->level = (paf->level += paf_old->level) / 2;
			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))
		--ch->in_room->area->nplayer;

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

	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;
	
	/*061801*/
	if(!IS_AFFECTED(ch, AFF_IN_BOAT))/*061801*/
		ch->on = NULL;				/* sanity check! */
	else
		obj_from_room(ch->on);
	/*ch->on = NULL;				/ * sanity check! */
	return;
}



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

	if (pRoomIndex == NULL) {
		ROOM_INDEX_DATA *room;

		bug ("Char_to_room: NULL.", 0);

		if ((room = get_room_index (ROOM_VNUM_TEMPLE)) != NULL)
			char_to_room (ch, room);

		return;
	}

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

	if (!IS_NPC (ch)) {
		if (ch->in_room->area->empty) {
			ch->in_room->area->empty = FALSE;
			ch->in_room->area->age = 0;
		}
		++ch->in_room->area->nplayer;
	}

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

	if (IS_AFFECTED (ch, AFF_PLAGUE)) {
		AFFECT_DATA *af, plague;
		CHAR_DATA *vch;

		for (af = ch->affected; af != NULL; af = af->next) {
			if (af->type == gsn_plague)
				break;
		}

		if (af == NULL) {
			REMOVE_BIT (ch->affected_by, AFF_PLAGUE);
			return;
		}

		if (af->level == 1)
			return;

		plague.where = TO_AFFECTS;
		plague.type = gsn_plague;
		plague.level = af->level - 1;
		plague.duration = number_range (1, 2 * plague.level);
		plague.location = APPLY_STR;
		plague.modifier = -5;
		plague.bitvector = AFF_PLAGUE;

		for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) {
			if (!saves_spell (plague.level - 2, vch, DAM_DISEASE)
				&& !IS_IMMORTAL (vch) &&
				!IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (6) == 0) {
				send_to_char ("You feel hot and feverish.\n\r", vch);
				act ("$n shivers and looks very ill.", vch, NULL, NULL,
					 TO_ROOM);
				affect_join (vch, &plague);
			}
		}
	}

	/*061801*/
	if(IS_AFFECTED(ch, AFF_IN_BOAT))
	{
		obj_to_room(ch->on, ch->in_room);
	}

	return;
}



/*
 * Give an obj to a char.
 */
void obj_to_char (OBJ_DATA * obj, CHAR_DATA * ch)
{
	/* check unique here */
	int test;
	test = number_range(0, 100);


	if IS_WEAPON_STAT(obj, WEAPON_UNIQUE )
	{
	}
/* end unique test */

	obj->next_content = ch->carrying;
	ch->carrying = obj;
	obj->carried_by = ch;
	obj->in_room = NULL;
	obj->in_obj = NULL;
	ch->carry_number += get_obj_number (obj);
	ch->carry_weight += get_obj_weight (obj);
}



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

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

	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 -= get_obj_number (obj);
	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, int type)
{
	if (obj->item_type != ITEM_ARMOR)
		return 0;

	switch (iWear) {
    case WEAR_BODY:			return 3 * obj->value[type];
    case WEAR_HEAD:			return 2 * obj->value[type];
    case WEAR_LEGS:			return 2 * obj->value[type];
    case WEAR_FEET:			return     obj->value[type];
    case WEAR_HANDS:		return     obj->value[type];
    case WEAR_ARMS:			return     obj->value[type];
    case WEAR_SHIELD:		return     obj->value[type];
    case WEAR_NECK_1:		return     obj->value[type];
    case WEAR_NECK_2:		return     obj->value[type];
    case WEAR_ABOUT:		return 2 * obj->value[type];
    case WEAR_WAIST:		return     obj->value[type];
    case WEAR_WRIST_L:		return     obj->value[type];
    case WEAR_WRIST_R:		return     obj->value[type];
    case WEAR_HOLD:			return     obj->value[type];
    case WEAR_TAIL:			return     obj->value[type];
	case WEAR_FINGER_L:		return     obj->value[type];
	case WEAR_FINGER_R:		return	   obj->value[type];
	case WEAR_EYES:			return     obj->value[type];
	case WEAR_EARS:			return     obj->value[type];
	case WEAR_ANKLE_L:		return     obj->value[type];
	case WEAR_ANKLE_R:		return     obj->value[type];
	case WEAR_UNDERWEAR:	return     obj->value[type];
	case WEAR_BELLY:		return     obj->value[type];
	case WEAR_KNEES:		return     obj->value[type];
	case WEAR_BACK:			return     obj->value[type];
	case WEAR_SHOULDERS:	return     obj->value[type];

	}

	return 0;
}



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

	if (ch == NULL)
		return NULL;

	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)
{
	AFFECT_DATA *paf;
	int i;

	if (get_eq_char (ch, iWear) != NULL) {
		bugf ("Equip_char: %s already equipped (%d).", ch->name, 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!
		 */
		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);
		return;
	}

	for (i = 0; i < 4; i++)
		ch->armor[i] -= apply_ac (obj, iWear, i);
	obj->wear_loc = iWear;

	if (!obj->enchanted)
		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
			if (paf->location != APPLY_SPELL_AFFECT)
				affect_modify (ch, paf, TRUE);
	for (paf = obj->affected; paf != NULL; paf = paf->next)
		if (paf->location == APPLY_SPELL_AFFECT)
			affect_to_char (ch, paf);
		else
			affect_modify (ch, paf, TRUE);

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

	return;
}



/*
 * Unequip a char with an obj.
 */
void unequip_char (CHAR_DATA * ch, OBJ_DATA * obj)
{
	AFFECT_DATA *paf = NULL;
	AFFECT_DATA *lpaf = NULL;
	AFFECT_DATA *lpaf_next = NULL;
	int i;
	char buf[MAX_STRING_LENGTH];

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

	for (i = 0; i < 4; i++)
		ch->armor[i] += apply_ac (obj, obj->wear_loc, i);
	obj->wear_loc = -1;

	if (!obj->enchanted) {
		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) {
			if (paf->location == APPLY_SPELL_AFFECT) {
				for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next) {
					lpaf_next = lpaf->next;
					if ((lpaf->type == paf->type) &&
						(lpaf->level == paf->level) &&
						(lpaf->location == APPLY_SPELL_AFFECT)) {
						affect_remove (ch, lpaf);
						lpaf_next = NULL;
					}
				}
			}
			else {
				affect_modify (ch, paf, FALSE);
				affect_check (ch, paf->where, paf->bitvector);
			}
		}
	}

	for (paf = obj->affected; paf != NULL; paf = paf->next)
		if (paf->location == APPLY_SPELL_AFFECT)
		{
			sprintf(buf, "Norm-Apply: %s %s %d", obj->name, ch->name,
				paf->location);
			bug (buf, 0);
			for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next)
			{
				lpaf_next = lpaf->next;
				if ((lpaf->type == paf->type) &&
					(lpaf->level == paf->level) &&
					(lpaf->location == APPLY_SPELL_AFFECT))
				{
					bug ("location = %d", lpaf->location);
					bug ("type = %d", lpaf->type);
					affect_remove (ch, lpaf);
					lpaf_next = NULL;
				}
			}
		}
		else
		{
			affect_modify (ch, paf, FALSE);
			affect_check (ch, paf->where, paf->bitvector);
		}

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

	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;
	CHAR_DATA *ch;

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

	for (ch = in_room->people; ch != NULL; ch = ch->next_in_room)
		if (ch->on == obj)
			ch->on = NULL;

	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)
{
	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)
{
	obj->next_content = obj_to->contains;
	obj_to->contains = obj;
	obj->in_obj = obj_to;
	obj->in_room = NULL;
	obj->carried_by = NULL;
	if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT)
		obj->cost = 0;

	for (; obj_to != NULL; obj_to = obj_to->in_obj) {
		if (obj_to->carried_by != NULL) {
			obj_to->carried_by->carry_number += get_obj_number (obj);
			obj_to->carried_by->carry_weight += get_obj_weight (obj)
				* WEIGHT_MULT (obj_to) / 100;
		}
	}

	return;
}



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

	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) {
			obj_from->carried_by->carry_number -= get_obj_number (obj);
			obj_from->carried_by->carry_weight -= get_obj_weight (obj)
				* WEIGHT_MULT (obj_from) / 100;
		}
	}

	return;
}



/*
 * Extract an obj from the world.
 */
void extract_obj (OBJ_DATA * obj)
{
	OBJ_DATA *obj_content;
	OBJ_DATA *obj_next;

	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);

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

	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;
		}
	}

	--obj->pIndexData->count;
	free_obj (obj);
	return;
}



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

	/* doesn't seem to be necessary
	   if ( ch->in_room == NULL )
	   {
	   bug( "Extract_char: NULL.", 0 );
	   return;
	   }
	 */

	nuke_pets (ch);
	ch->pet = NULL;				/* just in case */

	if (fPull)

		die_follower (ch);

	stop_fighting (ch, TRUE);

	for (obj = ch->carrying; obj != NULL; obj = obj_next) {
		obj_next = obj->next_content;
		extract_obj (obj);
	}

	if (ch->in_room != NULL)
		char_from_room (ch);

	/* Death room is set in the clan tabe now */
/*	if (!fPull) {
		char_to_room (ch, get_room_index (clan_table[ch->clan].hall));
		return;
	}*/
	if(!fPull)
	{
		if ( CHAR_BODY_TO_MORGE != 1)
		{
			if ( ( room = get_room_index ( ROOM_VNUM_TEMPLE ) ) != NULL)
			{
				char_to_room (ch, room);
				return;
			}
		}
		else
		{
			if(USE_NEWBIE_MORGE && ch->level <= NEWBIE_MORGE_LEVEL)
				room = get_room_index ( NEWBIE_MORGE_VNUM );
			else if(USE_RACE_MORGE && ch->level < RACE_MORGE_LEVEL)
				room = get_room_index ( ch->ri->morge_vnum );
			else
     			room = get_room_index ( ROOM_VNUM_MORGE );

			/*if ( ( room = get_room_index ( ROOM_VNUM_MORGE ) ) != NULL)
			{*/
				char_to_room (ch, room);
				return;
			/*}*/
		}
	}

	if (IS_NPC (ch))
		--ch->pIndexData->count;

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

	for (wch = char_list; wch != NULL; wch = wch->next) {
		if (wch->reply == ch)
			wch->reply = NULL;
		if (ch->mprog_target == wch)
			wch->mprog_target = 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 != NULL)
		ch->desc->character = NULL;
	free_char (ch);
	return;
}



/* Replace your entire get_char_room function with this one */
CHAR_DATA *get_char_room( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *rch;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    if ( !str_cmp( arg, "self" ) )
	return ch;

    if ( ch && room )
    {
	bug( "get_char_room received multiple types (ch/room)", 0 );
	return NULL;
    }

    if ( ch )
	rch = ch->in_room->people;
    else
	rch = room->people;

    for ( ; rch != NULL; rch = rch->next_in_room )
    {
	if ( (ch && !can_see( ch, rch )) || !is_name( arg, rch->name ) )
	    continue;
	if ( ++count == number )
	    return rch;
    }

    return NULL;
}




/*
 * Find a char in the world.
 */
CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;

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

    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
	if ( wch->in_room == NULL || ( ch && !can_see( ch, wch ) ) 
	||   !is_name( arg, wch->name ) )
	    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_name (arg, obj->name)) {
			if (++count == number)
				return obj;
		}
	}

	return NULL;
}



/*
 * Find an obj in player's inventory.
 */
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer )
{
    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
        &&   ( viewer ? can_see_obj( viewer, obj ) : TRUE )
        &&   is_name( arg, obj->name ) )
        {
            if ( ++count == number )
                            return obj;
        }
    }

    return NULL;
}

/*
 * Find an obj in player's inventory or worn.
 */
OBJ_DATA *get_obj_carry2 (CHAR_DATA * ch, char *argument, CHAR_DATA * viewer)
{
	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 (( viewer ? can_see_obj( viewer, obj ) : TRUE )
			&& is_name (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, bool character )
{
    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
                &&  ( character ? can_see_obj( ch, obj ) : TRUE)
        &&   is_name( 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, ROOM_INDEX_DATA *room, char *argument )
{
    OBJ_DATA *obj;
    int number, count;
    char arg[MAX_INPUT_LENGTH];

    if ( ch && room )
    {
	bug( "get_obj_here received a ch and a room",0);
	return NULL;
    }

    number = number_argument( argument, arg );
    count = 0;

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

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

	if ( ( obj = get_obj_wear( ch, argument, TRUE ) ) != NULL )
	    return obj;
    }
    else
    {
	for ( obj = room->contents; obj; obj = obj->next_content )
	{
	    if ( !is_name( arg, obj->name ) )
		continue;
	    if ( ++count == number )
		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 ( ch && ( obj = get_obj_here( ch, NULL, argument ) ) != NULL )
	return obj;

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

    return NULL;
}

/* deduct cost from a character */

void deduct_cost (CHAR_DATA * ch, int cost)
{
	int silver = 0, gold = 0;

	silver = UMIN (ch->silver, cost);

	if (silver < cost) {
		gold = ((cost - silver + 99) / 100);
		silver = cost - 100 * gold;
	}

	ch->gold -= gold;
	ch->silver -= silver;

	if (ch->gold < 0) {
		bug ("deduct costs: gold %d < 0", ch->gold);
		ch->gold = 0;
	}
	if (ch->silver < 0) {
		bug ("deduct costs: silver %d < 0", ch->silver);
		ch->silver = 0;
	}
}

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

	if (gold < 0 || silver < 0 || (gold == 0 && silver == 0)) {
		bug ("Create_money: zero or negative money.", UMIN (gold, silver));
		gold = UMAX (1, gold);
		silver = UMAX (1, silver);
	}

	if (gold == 0 && silver == 1) {
		obj = create_object (get_obj_index (OBJ_VNUM_SILVER_ONE), 0);
	}
	else if (gold == 1 && silver == 0) {
		obj = create_object (get_obj_index (OBJ_VNUM_GOLD_ONE), 0);
	}
	else if (silver == 0) {
		obj = create_object (get_obj_index (OBJ_VNUM_GOLD_SOME), 0);
		sprintf (buf, obj->short_descr, gold);
		free_string (obj->short_descr);
		obj->short_descr = str_dup (buf);
		obj->value[1] = gold;
		obj->cost = gold;
		obj->weight = gold / 5;
	}
	else if (gold == 0) {
		obj = create_object (get_obj_index (OBJ_VNUM_SILVER_SOME), 0);
		sprintf (buf, obj->short_descr, silver);
		free_string (obj->short_descr);
		obj->short_descr = str_dup (buf);
		obj->value[0] = silver;
		obj->cost = silver;
		obj->weight = silver / 20;
	}

	else {
		obj = create_object (get_obj_index (OBJ_VNUM_COINS), 0);
		sprintf (buf, obj->short_descr, silver, gold);
		free_string (obj->short_descr);
		obj->short_descr = str_dup (buf);
		obj->value[0] = silver;
		obj->value[1] = gold;
		obj->cost = 100 * gold + silver;
		obj->weight = gold / 5 + silver / 20;
	}

	return obj;
}



/*
 * Return # of objects which an object counts as.
 * Thanks to Tony Chamberlain for the correct recursive code here.
 */
int get_obj_number (OBJ_DATA * obj)
{
	int number;

	if (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY
		|| obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY)
		number = 0;
	else
		number = 1;

	for (obj = obj->contains; obj != NULL; obj = obj->next_content)
		number += get_obj_number (obj);

	return number;
}


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

	weight = obj->weight;
	for (tobj = obj->contains; tobj != NULL; tobj = tobj->next_content)
		weight += get_obj_weight (tobj) * WEIGHT_MULT (obj) / 100;

	return weight;
}

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

	return FALSE;
}


bool is_room_owner (CHAR_DATA * ch, ROOM_INDEX_DATA * room)
{
	if (room->owner == NULL || room->owner[0] == '\0')
		return FALSE;

	return is_name (ch->name, room->owner);
}

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


	if (pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0')
		return TRUE;

	count = 0;
	for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room)
		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;

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

	return FALSE;
}

/* visibility on a room -- for entering and exits */
bool can_see_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex)
{
	if (IS_SET (pRoomIndex->room_flags, ROOM_IMP_ONLY)
		&& get_trust (ch) < MAX_LEVEL)
		return FALSE;

	if (IS_SET (pRoomIndex->room_flags, ROOM_GODS_ONLY)
		&& !IS_IMMORTAL (ch))
		return FALSE;

	if (IS_SET (pRoomIndex->room_flags, ROOM_HEROES_ONLY)
		&& !IS_IMMORTAL (ch))
		return FALSE;

	if (IS_SET (pRoomIndex->room_flags, ROOM_NEWBIES_ONLY)
		&& ch->level > 5 && !IS_IMMORTAL (ch))
		return FALSE;

	if (!IS_IMMORTAL (ch) && pRoomIndex->clan && ch->clan != pRoomIndex->clan)
		return FALSE;

	return TRUE;
}



/*
 * True if char can see victim.
 */
bool can_see (CHAR_DATA * ch, CHAR_DATA * victim)
{
/* RT changed so that WIZ_INVIS has levels */
	if (ch == victim)
		return TRUE;

	if (get_trust (ch) < victim->invis_level)
		return FALSE;

	if (get_trust (ch) < 102 && IS_NPC(victim) && IS_SET(victim->act, ACT_WIZI)	)
		return FALSE;


	if (get_trust (ch) < victim->incog_level
		&& ch->in_room != victim->in_room) return FALSE;

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

	if (IS_AFFECTED (ch, AFF_BLIND))
		return FALSE;

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

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

	/* sneaking */
	if (IS_AFFECTED (victim, AFF_SNEAK)
		&& !IS_AFFECTED (ch, AFF_DETECT_HIDDEN)
		&& victim->fighting == NULL) {
		int chance;
		chance = get_skill (victim, gsn_sneak);
		chance += get_curr_stat (victim, STAT_DEX) * 3 / 2;
		chance -= get_curr_stat (ch, STAT_INT) * 2;
		chance -= ch->level - victim->level * 3 / 2;

		if (number_percent () < chance)
			return FALSE;
	}

	if (IS_AFFECTED (victim, AFF_HIDE)
		&& !IS_AFFECTED (ch, AFF_DETECT_HIDDEN)
		&& victim->fighting == NULL)
		return FALSE;

	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;

	/* mobs with holylight */
	if (IS_NPC (ch) && IS_SET (ch->act, ACT_HOLYLIGHT))
		return TRUE;

	if (IS_SET (obj->extra_flags, ITEM_VIS_DEATH))
		return FALSE;

	if (IS_AFFECTED (ch, AFF_BLIND) && obj->item_type != ITEM_POTION)
		return FALSE;

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

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

	if (IS_OBJ_STAT (obj, ITEM_GLOW))
		return TRUE;

	if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_DARK_VISION))
		return FALSE;

	if(IS_SET(obj->extra_flags,ITEM_HIDDEN))
		return FALSE;

	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_SAVES:
		return "saves";
		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_SPELL_AFFECT:
		return "none";
	}

	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_GOOD)
		strcat (buf, " detect_good");
	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_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_POISON)
		strcat (buf, " poison");
	if (vector & AFF_PROTECT_EVIL)
		strcat (buf, " prot_evil");
	if (vector & AFF_PROTECT_GOOD)
		strcat (buf, " prot_good");
	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_BERSERK)
		strcat (buf, " berserk");
	if (vector & AFF_CALM)
		strcat (buf, " calm");
	if (vector & AFF_HASTE)
		strcat (buf, " haste");
	if (vector & AFF_SLOW)
		strcat (buf, " slow");
	if (vector & AFF_PLAGUE)
		strcat (buf, " plague");
	if (vector & AFF_DARK_VISION)
		strcat (buf, " dark_vision");

    if (vector & AFF_CONFUSE      )

        strcat( buf, " confusion"  );
	return (buf[0] != '\0') ? buf + 1 : "none";
}




/*

 * Return ascii name of an affect bit vector.

 */

char *affect2_bit_name( int vector )

{

    static char buf[512];

    buf[0] = '\0';

/* your flag declarations here */

/* if (vector & AFF_TEST_FLAG) strcat(buf, " test_flag"); */

    return ( buf[0] != '\0' ) ? buf+1 : "none";

}


/*
 * Return ascii name of extra flags vector.
 */
char *extra_bit_name (int extra_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (extra_flags & ITEM_GLOW)
		strcat (buf, " glow");
	if (extra_flags & ITEM_HUM)
		strcat (buf, " hum");
	if (extra_flags & ITEM_DARK)
		strcat (buf, " dark");
	if (extra_flags & ITEM_LOCK)
		strcat (buf, " lock");
	if (extra_flags & ITEM_EVIL)
		strcat (buf, " evil");
	if (extra_flags & ITEM_INVIS)
		strcat (buf, " invis");
	if (extra_flags & ITEM_MAGIC)
		strcat (buf, " magic");
	if (extra_flags & ITEM_NODROP)
		strcat (buf, " nodrop");
	if (extra_flags & ITEM_BLESS)
		strcat (buf, " bless");
	if (extra_flags & ITEM_ANTI_GOOD)
		strcat (buf, " anti-good");
	if (extra_flags & ITEM_ANTI_EVIL)
		strcat (buf, " anti-evil");
	if (extra_flags & ITEM_ANTI_NEUTRAL)
		strcat (buf, " anti-neutral");
	if (extra_flags & ITEM_NOREMOVE)
		strcat (buf, " noremove");
	if (extra_flags & ITEM_INVENTORY)
		strcat (buf, " inventory");
	if (extra_flags & ITEM_NOPURGE)
		strcat (buf, " nopurge");
	if (extra_flags & ITEM_VIS_DEATH)
		strcat (buf, " vis_death");
	if (extra_flags & ITEM_ROT_DEATH)
		strcat (buf, " rot_death");
	if (extra_flags & ITEM_NOLOCATE)
		strcat (buf, " no_locate");
	if (extra_flags & ITEM_SELL_EXTRACT)
		strcat (buf, " sell_extract");
	if (extra_flags & ITEM_BURN_PROOF)
		strcat (buf, " burn_proof");
	if (extra_flags & ITEM_NOUNCURSE)
		strcat (buf, " no_uncurse");
	return (buf[0] != '\0') ? buf + 1 : "none";
}

/* return ascii name of an act vector */
char *act_bit_name (int act_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (IS_SET (act_flags, ACT_IS_NPC)) {
		strcat (buf, " npc");
		if (act_flags & ACT_SENTINEL)
			strcat (buf, " sentinel");
		if (act_flags & ACT_SCAVENGER)
			strcat (buf, " scavenger");
		if (act_flags & ACT_AGGRESSIVE)
			strcat (buf, " aggressive");
		if (act_flags & ACT_STAY_AREA)
			strcat (buf, " stay_area");
		if (act_flags & ACT_WIMPY)
			strcat (buf, " wimpy");
		if (act_flags & ACT_PET)
			strcat (buf, " pet");
		if (act_flags & ACT_TRAIN)
			strcat (buf, " train");
		if (act_flags & ACT_PRACTICE)
			strcat (buf, " practice");
		if (act_flags & ACT_UNDEAD)
			strcat (buf, " undead");
		if (act_flags & ACT_CLERIC)
			strcat (buf, " cleric");
		if (act_flags & ACT_MAGE)
			strcat (buf, " mage");
		if (act_flags & ACT_THIEF)
			strcat (buf, " thief");
		if (act_flags & ACT_WARRIOR)
			strcat (buf, " warrior");
		if (act_flags & ACT_NOALIGN)
			strcat (buf, " no_align");
		if (act_flags & ACT_NOPURGE)
			strcat (buf, " no_purge");
		if (act_flags & ACT_IS_HEALER)
			strcat (buf, " healer");
		if (act_flags & ACT_IS_CHANGER)
			strcat (buf, " changer");
		if (act_flags & ACT_GAIN)
			strcat (buf, " skill_train");
		if (act_flags & ACT_UPDATE_ALWAYS)
			strcat (buf, " update_always");
		if (act_flags & ACT_BANKER)
			strcat (buf, " banker");
		if (act_flags & ACT_ATM)
			strcat (buf, " ATM");

	}
	else {
		strcat (buf, " player");
		if (act_flags & PLR_AUTOASSIST)
			strcat (buf, " autoassist");
		if (act_flags & PLR_AUTOEXIT)
			strcat (buf, " autoexit");
		if (act_flags & PLR_AUTOLOOT)
			strcat (buf, " autoloot");
		if (act_flags & PLR_AUTOSAC)
			strcat (buf, " autosac");
		if (act_flags & PLR_AUTOGOLD)
			strcat (buf, " autogold");
		if (act_flags & PLR_AUTOSPLIT)
			strcat (buf, " autosplit");
		if (act_flags & PLR_HOLYLIGHT)
			strcat (buf, " holy_light");
		if (act_flags & PLR_CANLOOT)
			strcat (buf, " loot_corpse");
		if (act_flags & PLR_NOSUMMON)
			strcat (buf, " no_summon");
		if (act_flags & PLR_NOFOLLOW)
			strcat (buf, " no_follow");
		if (act_flags & PLR_FREEZE)
			strcat (buf, " frozen");
		if (act_flags & PLR_THIEF)
			strcat (buf, " thief");
		if (act_flags & PLR_KILLER)
			strcat (buf, " killer");
	}
	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *comm_bit_name (int comm_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (comm_flags & COMM_QUIET)
		strcat (buf, " quiet");
	if (comm_flags & COMM_DEAF)
		strcat (buf, " deaf");
	if (comm_flags & COMM_NOWIZ)
		strcat (buf, " no_wiz");
	if (comm_flags & COMM_NOAUCTION)
		strcat (buf, " no_auction");
	if (comm_flags & COMM_NOGOSSIP)
		strcat (buf, " no_gossip");
	if (comm_flags & COMM_NOQUESTION)
		strcat (buf, " no_question");
	if (comm_flags & COMM_NOMUSIC)
		strcat (buf, " no_music");
	if (comm_flags & COMM_NOQUOTE)
		strcat (buf, " no_quote");
	if (comm_flags & COMM_COMPACT)
		strcat (buf, " compact");
	if (comm_flags & COMM_BRIEF)
		strcat (buf, " brief");
	if (comm_flags & COMM_PROMPT)
		strcat (buf, " prompt");
	if (comm_flags & COMM_COMBINE)
		strcat (buf, " combine");
	if (comm_flags & COMM_NOEMOTE)
		strcat (buf, " no_emote");
	if (comm_flags & COMM_NOSHOUT)
		strcat (buf, " no_shout");
	if (comm_flags & COMM_NOTELL)
		strcat (buf, " no_tell");
	if (comm_flags & COMM_NOCHANNELS)
		strcat (buf, " no_channels");


	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *imm_bit_name (int imm_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (imm_flags & IMM_SUMMON)
		strcat (buf, " summon");
	if (imm_flags & IMM_CHARM)
		strcat (buf, " charm");
	if (imm_flags & IMM_MAGIC)
		strcat (buf, " magic");
	if (imm_flags & IMM_WEAPON)
		strcat (buf, " weapon");
	if (imm_flags & IMM_BASH)
		strcat (buf, " blunt");
	if (imm_flags & IMM_PIERCE)
		strcat (buf, " piercing");
	if (imm_flags & IMM_SLASH)
		strcat (buf, " slashing");
	if (imm_flags & IMM_FIRE)
		strcat (buf, " fire");
	if (imm_flags & IMM_COLD)
		strcat (buf, " cold");
	if (imm_flags & IMM_LIGHTNING)
		strcat (buf, " lightning");
	if (imm_flags & IMM_ACID)
		strcat (buf, " acid");
	if (imm_flags & IMM_POISON)
		strcat (buf, " poison");
	if (imm_flags & IMM_NEGATIVE)
		strcat (buf, " negative");
	if (imm_flags & IMM_HOLY)
		strcat (buf, " holy");
	if (imm_flags & IMM_ENERGY)
		strcat (buf, " energy");
	if (imm_flags & IMM_MENTAL)
		strcat (buf, " mental");
	if (imm_flags & IMM_DISEASE)
		strcat (buf, " disease");
	if (imm_flags & IMM_DROWNING)
		strcat (buf, " drowning");
	if (imm_flags & IMM_LIGHT)
		strcat (buf, " light");
	if (imm_flags & VULN_IRON)
		strcat (buf, " iron");
	if (imm_flags & VULN_WOOD)
		strcat (buf, " wood");
	if (imm_flags & VULN_SILVER)
		strcat (buf, " silver");

	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *wear_bit_name (int wear_flags)
{
	static char buf[512];

	buf[0] = '\0';
    if (wear_flags & ITEM_TAKE			) strcat(buf, " take");
    if (wear_flags & ITEM_WEAR_FINGER	) strcat(buf, " finger");
    if (wear_flags & ITEM_WEAR_NECK		) strcat(buf, " neck");
    if (wear_flags & ITEM_WEAR_BODY		) strcat(buf, " torso");
    if (wear_flags & ITEM_WEAR_HEAD		) strcat(buf, " head");
    if (wear_flags & ITEM_WEAR_LEGS		) strcat(buf, " legs");
    if (wear_flags & ITEM_WEAR_FEET		) strcat(buf, " feet");
    if (wear_flags & ITEM_WEAR_HANDS	) strcat(buf, " hands");
    if (wear_flags & ITEM_WEAR_ARMS		) strcat(buf, " arms");
    if (wear_flags & ITEM_WEAR_SHIELD	) strcat(buf, " shield");
    if (wear_flags & ITEM_WEAR_ABOUT	) strcat(buf, " body");
    if (wear_flags & ITEM_WEAR_WAIST	) strcat(buf, " waist");
    if (wear_flags & ITEM_WEAR_WRIST	) strcat(buf, " wrist");
    if (wear_flags & ITEM_WIELD			) strcat(buf, " wield");
    if (wear_flags & ITEM_HOLD			) strcat(buf, " hold");
    if (wear_flags & ITEM_NO_SAC		) strcat(buf, " nosac");
    if (wear_flags & ITEM_WEAR_FLOAT	) strcat(buf, " float");
	if (wear_flags & ITEM_WEAR_FACE		) strcat(buf, " face");
	if (wear_flags & ITEM_WEAR_TAIL		) strcat(buf, " tail");
	if (wear_flags & ITEM_WEAR_EYES		) strcat(buf, " eyes");
	if (wear_flags & ITEM_WEAR_ANKLE	) strcat(buf, " ankle");
	if (wear_flags & ITEM_WEAR_EARS		) strcat(buf, " ears");
	if (wear_flags & ITEM_WEAR_UNDERWEAR) strcat(buf, " cup");
	if (wear_flags & ITEM_WEAR_BELLY	) strcat(buf, " belly");
	if (wear_flags & ITEM_WEAR_KNEES	) strcat(buf, " knees");
	if (wear_flags & ITEM_WEAR_BACK		) strcat(buf, " back");
	if (wear_flags & ITEM_WEAR_SHOULDERS) strcat(buf, " shoulders");

	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *form_bit_name (int form_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (form_flags & FORM_POISON)
		strcat (buf, " poison");
	else if (form_flags & FORM_EDIBLE)
		strcat (buf, " edible");
	if (form_flags & FORM_MAGICAL)
		strcat (buf, " magical");
	if (form_flags & FORM_INSTANT_DECAY)
		strcat (buf, " instant_rot");
	if (form_flags & FORM_OTHER)
		strcat (buf, " other");
	if (form_flags & FORM_ANIMAL)
		strcat (buf, " animal");
	if (form_flags & FORM_SENTIENT)
		strcat (buf, " sentient");
	if (form_flags & FORM_UNDEAD)
		strcat (buf, " undead");
	if (form_flags & FORM_CONSTRUCT)
		strcat (buf, " construct");
	if (form_flags & FORM_MIST)
		strcat (buf, " mist");
	if (form_flags & FORM_INTANGIBLE)
		strcat (buf, " intangible");
	if (form_flags & FORM_BIPED)
		strcat (buf, " biped");
	if (form_flags & FORM_CENTAUR)
		strcat (buf, " centaur");
	if (form_flags & FORM_INSECT)
		strcat (buf, " insect");
	if (form_flags & FORM_SPIDER)
		strcat (buf, " spider");
	if (form_flags & FORM_CRUSTACEAN)
		strcat (buf, " crustacean");
	if (form_flags & FORM_WORM)
		strcat (buf, " worm");
	if (form_flags & FORM_BLOB)
		strcat (buf, " blob");
	if (form_flags & FORM_MAMMAL)
		strcat (buf, " mammal");
	if (form_flags & FORM_BIRD)
		strcat (buf, " bird");
	if (form_flags & FORM_REPTILE)
		strcat (buf, " reptile");
	if (form_flags & FORM_SNAKE)
		strcat (buf, " snake");
	if (form_flags & FORM_DRAGON)
		strcat (buf, " dragon");
	if (form_flags & FORM_AMPHIBIAN)
		strcat (buf, " amphibian");
	if (form_flags & FORM_FISH)
		strcat (buf, " fish");
	if (form_flags & FORM_COLD_BLOOD)
		strcat (buf, " cold_blooded");

	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *part_bit_name (int part_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (part_flags & PART_HEAD)
		strcat (buf, " head");
	if (part_flags & PART_ARMS)
		strcat (buf, " arms");
	if (part_flags & PART_LEGS)
		strcat (buf, " legs");
	if (part_flags & PART_HEART)
		strcat (buf, " heart");
	if (part_flags & PART_BRAINS)
		strcat (buf, " brains");
	if (part_flags & PART_GUTS)
		strcat (buf, " guts");
	if (part_flags & PART_HANDS)
		strcat (buf, " hands");
	if (part_flags & PART_FEET)
		strcat (buf, " feet");
	if (part_flags & PART_FINGERS)
		strcat (buf, " fingers");
	if (part_flags & PART_EAR)
		strcat (buf, " ears");
	if (part_flags & PART_EYE)
		strcat (buf, " eyes");
	if (part_flags & PART_LONG_TONGUE)
		strcat (buf, " long_tongue");
	if (part_flags & PART_EYESTALKS)
		strcat (buf, " eyestalks");
	if (part_flags & PART_TENTACLES)
		strcat (buf, " tentacles");
	if (part_flags & PART_FINS)
		strcat (buf, " fins");
	if (part_flags & PART_WINGS)
		strcat (buf, " wings");
	if (part_flags & PART_TAIL)
		strcat (buf, " tail");
	if (part_flags & PART_CLAWS)
		strcat (buf, " claws");
	if (part_flags & PART_FANGS)
		strcat (buf, " fangs");
	if (part_flags & PART_HORNS)
		strcat (buf, " horns");
	if (part_flags & PART_SCALES)
		strcat (buf, " scales");

	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *weapon_bit_name (int weapon_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (weapon_flags & WEAPON_FLAMING)
		strcat (buf, " flaming");
	if (weapon_flags & WEAPON_FROST)
		strcat (buf, " frost");
	if (weapon_flags & WEAPON_VAMPIRIC)
		strcat (buf, " vampiric");
	if (weapon_flags & WEAPON_SHARP)
		strcat (buf, " sharp");
	if (weapon_flags & WEAPON_VORPAL)
		strcat (buf, " vorpal");
	if (weapon_flags & WEAPON_TWO_HANDS)
		strcat (buf, " two-handed");
	if (weapon_flags & WEAPON_SHOCKING)
		strcat (buf, " shocking");
	if (weapon_flags & WEAPON_POISON)
		strcat (buf, " poison");

	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *cont_bit_name (int cont_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (cont_flags & CONT_CLOSEABLE)
		strcat (buf, " closable");
	if (cont_flags & CONT_PICKPROOF)
		strcat (buf, " pickproof");
	if (cont_flags & CONT_CLOSED)
		strcat (buf, " closed");
	if (cont_flags & CONT_LOCKED)
		strcat (buf, " locked");

	return (buf[0] != '\0') ? buf + 1 : "none";
}


char *off_bit_name (int off_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (off_flags & OFF_AREA_ATTACK)
		strcat (buf, " area attack");
	if (off_flags & OFF_BACKSTAB)
		strcat (buf, " backstab");
	if (off_flags & OFF_BASH)
		strcat (buf, " bash");
	if (off_flags & OFF_BERSERK)
		strcat (buf, " berserk");
	if (off_flags & OFF_DISARM)
		strcat (buf, " disarm");
	if (off_flags & OFF_DODGE)
		strcat (buf, " dodge");
	if (off_flags & OFF_FADE)
		strcat (buf, " fade");
	if (off_flags & OFF_FAST)
		strcat (buf, " fast");
	if (off_flags & OFF_KICK)
		strcat (buf, " kick");
	if (off_flags & OFF_KICK_DIRT)
		strcat (buf, " kick_dirt");
	if (off_flags & OFF_PARRY)
		strcat (buf, " parry");
	if (off_flags & OFF_RESCUE)
		strcat (buf, " rescue");
	if (off_flags & OFF_TAIL)
		strcat (buf, " tail");
	if (off_flags & OFF_TRIP)
		strcat (buf, " trip");
	if (off_flags & OFF_CRUSH)
		strcat (buf, " crush");
	if (off_flags & ASSIST_ALL)
		strcat (buf, " assist_all");
	if (off_flags & ASSIST_ALIGN)
		strcat (buf, " assist_align");
	if (off_flags & ASSIST_RACE)
		strcat (buf, " assist_race");
	if (off_flags & ASSIST_PLAYERS)
		strcat (buf, " assist_players");
	if (off_flags & ASSIST_GUARD)
		strcat (buf, " assist_guard");
	if (off_flags & ASSIST_VNUM)
		strcat (buf, " assist_vnum");

	return (buf[0] != '\0') ? buf + 1 : "none";
}

/*
 * Config Colour stuff
 */
void default_colour (CHAR_DATA * ch)
{
	if (IS_NPC (ch))
		return;

	if (!ch->pcdata)
		return;

	ch->pcdata->text[1] = (WHITE);
	ch->pcdata->auction[1] = (YELLOW);
	ch->pcdata->auction_text[1] = (WHITE);
	ch->pcdata->gossip[1] = (MAGENTA);
	ch->pcdata->gossip_text[1] = (MAGENTA);
	ch->pcdata->music[1] = (RED);
	ch->pcdata->music_text[1] = (RED);
	ch->pcdata->question[1] = (YELLOW);
	ch->pcdata->question_text[1] = (WHITE);
	ch->pcdata->answer[1] = (YELLOW);
	ch->pcdata->answer_text[1] = (WHITE);
	ch->pcdata->quote[1] = (GREEN);
	ch->pcdata->quote_text[1] = (GREEN);
	ch->pcdata->immtalk_text[1] = (CYAN);
	ch->pcdata->immtalk_type[1] = (YELLOW);
	ch->pcdata->info[1] = (YELLOW);
	ch->pcdata->tell[1] = (GREEN);
	ch->pcdata->tell_text[1] = (GREEN);
	ch->pcdata->say[1] = (GREEN);
	ch->pcdata->say_text[1] = (GREEN);
	ch->pcdata->reply[1] = (GREEN);
	ch->pcdata->reply_text[1] = (GREEN);
	ch->pcdata->gtell_text[1] = (GREEN);
	ch->pcdata->gtell_type[1] = (RED);
	ch->pcdata->wiznet[1] = (GREEN);
	ch->pcdata->room_title[1] = (CYAN);
	ch->pcdata->room_text[1] = (WHITE);
	ch->pcdata->room_exits[1] = (GREEN);
	ch->pcdata->room_things[1] = (CYAN);
	ch->pcdata->prompt[1] = (CYAN);
	ch->pcdata->fight_death[1] = (RED);
	ch->pcdata->fight_yhit[1] = (GREEN);
	ch->pcdata->fight_ohit[1] = (YELLOW);
	ch->pcdata->fight_thit[1] = (RED);
	ch->pcdata->fight_skill[1] = (WHITE);
	ch->pcdata->text[0] = (NORMAL);
	ch->pcdata->auction[0] = (BRIGHT);
	ch->pcdata->auction_text[0] = (BRIGHT);
	ch->pcdata->gossip[0] = (NORMAL);
	ch->pcdata->gossip_text[0] = (BRIGHT);
	ch->pcdata->music[0] = (NORMAL);
	ch->pcdata->music_text[0] = (BRIGHT);
	ch->pcdata->question[0] = (BRIGHT);
	ch->pcdata->question_text[0] = (BRIGHT);
	ch->pcdata->answer[0] = (BRIGHT);
	ch->pcdata->answer_text[0] = (BRIGHT);
	ch->pcdata->quote[0] = (NORMAL);
	ch->pcdata->quote_text[0] = (BRIGHT);
	ch->pcdata->immtalk_text[0] = (NORMAL);
	ch->pcdata->immtalk_type[0] = (NORMAL);
	ch->pcdata->info[0] = (NORMAL);
	ch->pcdata->say[0] = (NORMAL);
	ch->pcdata->say_text[0] = (BRIGHT);
	ch->pcdata->tell[0] = (NORMAL);
	ch->pcdata->tell_text[0] = (BRIGHT);
	ch->pcdata->reply[0] = (NORMAL);
	ch->pcdata->reply_text[0] = (BRIGHT);
	ch->pcdata->gtell_text[0] = (NORMAL);
	ch->pcdata->gtell_type[0] = (NORMAL);
	ch->pcdata->wiznet[0] = (NORMAL);
	ch->pcdata->room_title[0] = (NORMAL);
	ch->pcdata->room_text[0] = (NORMAL);
	ch->pcdata->room_exits[0] = (NORMAL);
	ch->pcdata->room_things[0] = (NORMAL);
	ch->pcdata->prompt[0] = (NORMAL);
	ch->pcdata->fight_death[0] = (NORMAL);
	ch->pcdata->fight_yhit[0] = (NORMAL);
	ch->pcdata->fight_ohit[0] = (NORMAL);
	ch->pcdata->fight_thit[0] = (NORMAL);
	ch->pcdata->fight_skill[0] = (NORMAL);
	ch->pcdata->text[2] = 0;
	ch->pcdata->auction[2] = 0;
	ch->pcdata->auction_text[2] = 0;
	ch->pcdata->gossip[2] = 0;
	ch->pcdata->gossip_text[2] = 0;
	ch->pcdata->music[2] = 0;
	ch->pcdata->music_text[2] = 0;
	ch->pcdata->question[2] = 0;
	ch->pcdata->question_text[2] = 0;
	ch->pcdata->answer[2] = 0;
	ch->pcdata->answer_text[2] = 0;
	ch->pcdata->quote[2] = 0;
	ch->pcdata->quote_text[2] = 0;
	ch->pcdata->immtalk_text[2] = 0;
	ch->pcdata->immtalk_type[2] = 0;
	ch->pcdata->info[2] = 1;
	ch->pcdata->say[2] = 0;
	ch->pcdata->say_text[2] = 0;
	ch->pcdata->tell[2] = 0;
	ch->pcdata->tell_text[2] = 0;
	ch->pcdata->reply[2] = 0;
	ch->pcdata->reply_text[2] = 0;
	ch->pcdata->gtell_text[2] = 0;
	ch->pcdata->gtell_type[2] = 0;
	ch->pcdata->wiznet[2] = 0;
	ch->pcdata->room_title[2] = 0;
	ch->pcdata->room_text[2] = 0;
	ch->pcdata->room_exits[2] = 0;
	ch->pcdata->room_things[2] = 0;
	ch->pcdata->prompt[2] = 0;
	ch->pcdata->fight_death[2] = 0;
	ch->pcdata->fight_yhit[2] = 0;
	ch->pcdata->fight_ohit[2] = 0;
	ch->pcdata->fight_thit[2] = 0;
	ch->pcdata->fight_skill[2] = 0;

	return;
}

void all_colour (CHAR_DATA * ch, char *argument)
{
	char buf[100];
	char buf2[100];
	int colour;
	int bright;

	if (IS_NPC (ch) || !ch->pcdata)
		return;

	if (!*argument)
		return;

	if (!str_prefix (argument, "red")) {
		colour = (RED);
		bright = NORMAL;
		sprintf (buf2, "Red");
	}
	if (!str_prefix (argument, "hi-red")) {
		colour = (RED);
		bright = BRIGHT;
		sprintf (buf2, "Red");
	}
	else if (!str_prefix (argument, "green")) {
		colour = (GREEN);
		bright = NORMAL;
		sprintf (buf2, "Green");
	}
	else if (!str_prefix (argument, "hi-green")) {
		colour = (GREEN);
		bright = BRIGHT;
		sprintf (buf2, "Green");
	}
	else if (!str_prefix (argument, "yellow")) {
		colour = (YELLOW);
		bright = NORMAL;
		sprintf (buf2, "Yellow");
	}
	else if (!str_prefix (argument, "hi-yellow")) {
		colour = (YELLOW);
		bright = BRIGHT;
		sprintf (buf2, "Yellow");
	}
	else if (!str_prefix (argument, "blue")) {
		colour = (BLUE);
		bright = NORMAL;
		sprintf (buf2, "Blue");
	}
	else if (!str_prefix (argument, "hi-blue")) {
		colour = (BLUE);
		bright = BRIGHT;
		sprintf (buf2, "Blue");
	}
	else if (!str_prefix (argument, "magenta")) {
		colour = (MAGENTA);
		bright = NORMAL;
		sprintf (buf2, "Magenta");
	}
	else if (!str_prefix (argument, "hi-magenta")) {
		colour = (MAGENTA);
		bright = BRIGHT;
		sprintf (buf2, "Magenta");
	}
	else if (!str_prefix (argument, "cyan")) {
		colour = (CYAN);
		bright = NORMAL;
		sprintf (buf2, "Cyan");
	}
	else if (!str_prefix (argument, "hi-cyan")) {
		colour = (CYAN);
		bright = BRIGHT;
		sprintf (buf2, "Cyan");
	}
	else if (!str_prefix (argument, "white")) {
		colour = (WHITE);
		bright = NORMAL;
		sprintf (buf2, "White");
	}
	else if (!str_prefix (argument, "hi-white")) {
		colour = (WHITE);
		bright = BRIGHT;
		sprintf (buf2, "White");
	}
	else if (!str_prefix (argument, "grey")) {
		colour = (BLACK);
		bright = BRIGHT;
		sprintf (buf2, "White");
	}
	else {
		send_to_char_bw ("Unrecognised colour, unchanged.\n\r", ch);
		return;
	}

	ch->pcdata->text[1] = colour;
	ch->pcdata->auction[1] = colour;
	ch->pcdata->gossip[1] = colour;
	ch->pcdata->music[1] = colour;
	ch->pcdata->question[1] = colour;
	ch->pcdata->answer[1] = colour;
	ch->pcdata->quote[1] = colour;
	ch->pcdata->quote_text[1] = colour;
	ch->pcdata->immtalk_text[1] = colour;
	ch->pcdata->immtalk_type[1] = colour;
	ch->pcdata->info[1] = colour;
	ch->pcdata->say[1] = colour;
	ch->pcdata->say_text[1] = colour;
	ch->pcdata->tell[1] = colour;
	ch->pcdata->tell_text[1] = colour;
	ch->pcdata->reply[1] = colour;
	ch->pcdata->reply_text[1] = colour;
	ch->pcdata->gtell_text[1] = colour;
	ch->pcdata->gtell_type[1] = colour;
	ch->pcdata->wiznet[1] = colour;
	ch->pcdata->room_title[1] = colour;
	ch->pcdata->room_text[1] = colour;
	ch->pcdata->room_exits[1] = colour;
	ch->pcdata->room_things[1] = colour;
	ch->pcdata->prompt[1] = colour;
	ch->pcdata->fight_death[1] = colour;
	ch->pcdata->fight_yhit[1] = colour;
	ch->pcdata->fight_ohit[1] = colour;
	ch->pcdata->fight_thit[1] = colour;
	ch->pcdata->fight_skill[1] = colour;
	ch->pcdata->text[0] = bright;
	ch->pcdata->auction[0] = bright;
	ch->pcdata->gossip[0] = bright;
	ch->pcdata->music[0] = bright;
	ch->pcdata->question[0] = bright;
	ch->pcdata->answer[0] = bright;
	ch->pcdata->quote[0] = bright;
	ch->pcdata->quote_text[0] = bright;
	ch->pcdata->immtalk_text[0] = bright;
	ch->pcdata->immtalk_type[0] = bright;
	ch->pcdata->info[0] = bright;
	ch->pcdata->say[0] = bright;
	ch->pcdata->say_text[0] = bright;
	ch->pcdata->tell[0] = bright;
	ch->pcdata->tell_text[0] = bright;
	ch->pcdata->reply[0] = bright;
	ch->pcdata->reply_text[0] = bright;
	ch->pcdata->gtell_text[0] = bright;
	ch->pcdata->gtell_type[0] = bright;
	ch->pcdata->wiznet[0] = bright;
	ch->pcdata->room_title[0] = bright;
	ch->pcdata->room_text[0] = bright;
	ch->pcdata->room_exits[0] = bright;
	ch->pcdata->room_things[0] = bright;
	ch->pcdata->prompt[0] = bright;
	ch->pcdata->fight_death[0] = bright;
	ch->pcdata->fight_yhit[0] = bright;
	ch->pcdata->fight_ohit[0] = bright;
	ch->pcdata->fight_thit[0] = bright;
	ch->pcdata->fight_skill[0] = bright;

	sprintf (buf, "All Colour settings set to %s.\n\r", buf2);
	send_to_char_bw (buf, ch);

	return;
}

/*
 * Return ascii name of an affect bit 2.
 * You will need to maintain this for yourself
 * include anything you want returned to stat views
 */
char *affect_bit_name2( OBJ_DATA *obj, CHAR_DATA *ch )
{
	static char buf[512];

    buf[0] = '\0';

    if IS_SETX( obj->pIndexData->newoaff[CLASS_MAGE / 8], (CLASS_MAGE))
		strcat( buf, " mage"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_CLERIC / 8], (CLASS_CLERIC))
		strcat( buf, " cleric"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_THIEF / 8], (CLASS_THIEF))
		strcat( buf, " thief"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_WARRIOR / 8], (CLASS_WARRIOR))
		strcat( buf, " warrior"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_RANGER / 8], (CLASS_RANGER))
		strcat( buf, " ranger"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_ASSASSIN / 8], (CLASS_ASSASSIN))
		strcat( buf, " assassin"		);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_PALADIN / 8], (CLASS_PALADIN))
		strcat( buf, " paladin"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_WITCH / 8], (CLASS_WITCH))
		strcat( buf, " witch"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_NECROMANCER / 8], (CLASS_NECROMANCER))
		strcat( buf, " necromancer"		);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_ENCHANTER / 8], (CLASS_ENCHANTER))
		strcat( buf, " enchanter"		);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_BERSERKER / 8], (CLASS_BERSERKER))
		strcat( buf, " berserker"		);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_DEATH_KNIGHT / 8], (CLASS_DEATH_KNIGHT))
		strcat( buf, " death knight"	);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_SOLDIER / 8], (CLASS_SOLDIER))
		strcat( buf, " soldier"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_OPOYA / 8], (CLASS_OPOYA))
		strcat( buf, " opoya"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_WICASA / 8], (CLASS_WICASA))
		strcat( buf, " wicasa"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_DRUID / 8], (CLASS_DRUID))
		strcat( buf, " druid"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_TELEPATH / 8], (CLASS_TELEPATH))
		strcat( buf, " telepath"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_BARD / 8], (CLASS_BARD))
		strcat( buf, " bard"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_SAGE / 8], (CLASS_SAGE))
		strcat( buf, " sage"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_SORCERER / 8], (CLASS_SORCERER))
		strcat( buf, " sorcerer"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_BISHOP / 8], (CLASS_BISHOP))
		strcat( buf, " bishop"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_TEMPLAR / 8], (CLASS_TEMPLAR))
		strcat( buf, " templar"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_MONK / 8], (CLASS_MONK))
		strcat( buf, " monk"			);
    if IS_SETX( obj->pIndexData->newoaff[CLASS_PSIONIST /8], (CLASS_PSIONIST))
		strcat( buf, " psionist"			);


    if IS_SETX( obj->pIndexData->newoaff[R_HUMAN / 8], (R_HUMAN))
		strcat( buf, " human"			);
    if IS_SETX( obj->pIndexData->newoaff[R_ELF /8], (R_ELF))
		strcat( buf, " elf"				);
    if IS_SETX( obj->pIndexData->newoaff[R_DRAGONKIN / 8], (R_DRAGONKIN))
		strcat( buf, " dragonkin"		);
    if IS_SETX( obj->pIndexData->newoaff[R_BARBARIAN / 8], (R_BARBARIAN))
		strcat( buf, " barbarian"		);
    if IS_SETX( obj->pIndexData->newoaff[R_DWARF / 8], (R_DWARF))
		strcat( buf, " dwarf"			);
    if IS_SETX( obj->pIndexData->newoaff[R_GOBLIN / 8], (R_GOBLIN))
		strcat( buf, " goblin"			);
    if IS_SETX( obj->pIndexData->newoaff[R_TROLL / 8], (R_TROLL))
		strcat( buf, " troll"			);
    if IS_SETX( obj->pIndexData->newoaff[R_ORC / 8], (R_ORC))
		strcat( buf, " orc"				);
    if IS_SETX( obj->pIndexData->newoaff[R_GIANT / 8], (R_GIANT))
		strcat( buf, " giant"			);
    if IS_SETX( obj->pIndexData->newoaff[R_OYATE / 8], (R_OYATE))
		strcat( buf, " oyate"			);
    if IS_SETX( obj->pIndexData->newoaff[R_ARCHON / 8], (R_ARCHON))
		strcat( buf, " archon"			);
    if IS_SETX( obj->pIndexData->newoaff[R_SYLVAN / 8], (R_SYLVAN))
		strcat( buf, " sylvan"			);
    if IS_SETX( obj->pIndexData->newoaff[R_DAERGAR / 8], (R_DAERGAR))
		strcat( buf, " daergar"			);
    if IS_SETX( obj->pIndexData->newoaff[R_DROW / 8], (R_DROW))
		strcat( buf, " drow"			);
    if IS_SETX( obj->pIndexData->newoaff[R_DRACON / 8], (R_DRACON))
		strcat( buf, " dracon"			);
    if IS_SETX( obj->pIndexData->newoaff[R_GNOME / 8], (R_GNOME))
		strcat( buf, " gnome"			);
    if IS_SETX( obj->pIndexData->newoaff[R_KYRIE / 8], (R_KYRIE))
		strcat( buf, " kyrie"			);
    if IS_SETX( obj->pIndexData->newoaff[R_SAURIAL / 8], (R_SAURIAL))
		strcat( buf, " saurial"			);
    if IS_SETX( obj->pIndexData->newoaff[R_VAMPIRE / 8], (R_VAMPIRE))
		strcat( buf, " vampire"			);
    if IS_SETX( obj->pIndexData->newoaff[R_TIGRIAT / 8], (R_TIGRIAT))
		strcat( buf, " tigriat"			);
    if IS_SETX( obj->pIndexData->newoaff[R_HALFELF / 8], (R_HALFELF))
		strcat( buf, " halfelf"			);
    if IS_SETX( obj->pIndexData->newoaff[R_HALFORC / 8], (R_HALFORC))
		strcat( buf, " halforc"			);
    if IS_SETX( obj->pIndexData->newoaff[R_HALFGIANT / 8], (R_HALFGIANT))
		strcat( buf, " halfgiant"			);
    if IS_SETX( obj->pIndexData->newoaff[R_WEREWOLF / 8], (R_WEREWOLF))
		strcat( buf, " werewolf"			);
    if IS_SETX( obj->pIndexData->newoaff[R_LICH / 8], (R_LICH))
		strcat( buf, " lich"			);

    if IS_SETX( obj->pIndexData->newoaff[R_IMMORTAL / 8], (R_IMMORTAL))
		strcat( buf, " immortal"		);
    if IS_SETX( obj->pIndexData->newoaff[REMORT_ONLY / 8], (REMORT_ONLY))
		strcat( buf, " remort"			);

    return ( buf[0] != '\0' ) ? buf+1 : "none";
}