vw/doc/
vw/player/J/
/***************************************************************************
*  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.                                                  *
***************************************************************************/

#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;
}



/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA *ch )
{
    int max;
    
    if ( IS_NPC(ch) )
	   return 13;
    
    max = 25;
    
    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 13;
    
    max = 25;
    
    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 13;
    
    max = 25;
    
    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 13;
    
    max = 25;
    
    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 13;
    
    max = 25;
    
    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_JUSTICAR )
	   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_JUSTICAR )
	   return 1000000;
    
    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_name( const char *str, char *namelist )
{
    char name[MAX_INPUT_LENGTH];
    
    for ( ; ; )
    {
	   namelist = one_argument( namelist, name, MAX_INPUT_LENGTH );
	   if ( name[0] == '\0' )
		  return FALSE;
	   if ( !str_cmp( str, name ) )
		  return TRUE;
    }
}



/*
* Apply or remove an affect to a character.
*/
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
    OBJ_DATA *wield;
    int mod;
    char buf[MAX_STRING_LENGTH];
    
    mod = paf->modifier;
    
    if ( fAdd )
    {
	   SET_BIT( ch->affected_by, paf->bitvector );
    }
    else
    {
	   REMOVE_BIT( ch->affected_by, paf->bitvector );
	   mod = 0 - mod;
    }
    
    if ( IS_NPC(ch) )
	   return;
    
    switch ( paf->location )
    {
    default:
	   snprintf( buf,  MAX_STRING_LENGTH, "Affect_modify: unknown location %d (%s)",paf->location, ch->name); 
	   bug( buf , 0 );
	   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_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;
    }
    
    /*
    * Check for weapon wielding.
    * Guard against recursion (for weapons with affects).
    */
    if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
	   &&   get_obj_weight(wield) > str_app[get_curr_str(ch)].wield )
    {
	   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;
}



/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    AFFECT_DATA *paf_new;
    
    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 )
{
    if ( ch->affected == NULL )
    {
	   bug( "Affect_remove: no affect.", 0 );
	   return;
    }
    
    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;
    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->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_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 ( 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;
    return;
}



/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
    OBJ_DATA *obj;
    
    if ( pRoomIndex == NULL )
    {
	   bug( "Char_to_room: NULL.", 0 );
	   return;
    }
    
    ch->in_room		= pRoomIndex;
    ch->next_in_room	= pRoomIndex->people;
    pRoomIndex->people	= ch;
    
    if ( !IS_NPC(ch) )
	   ++ch->in_room->area->nplayer;
    
    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;
    
    return;
}



/*
* Give an obj to a char.
*/
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
    if (obj == NULL) 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 );
    /*    if(!IS_NPC(ch))
    {
    
	 do_save(ch, "");
	 save_char_obj(ch);
} */
    return;
}



/*
* 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 ( 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 );
    /*  if(!IS_NPC(ch))
    { 
   	do_save( ch, "");
    	save_char_obj(ch);
}*/
    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_HOLD:	return     obj->value[0];
    case WEAR_FACE:	return     obj->value[0];
    case WEAR_SCABBARD_L:return 0;
    case WEAR_SCABBARD_R:return 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;
    char buf[MAX_STRING_LENGTH];

    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!
	   */
	   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;
    }
   /* Code for shadowplane equip */

   if( IS_OBJ_STAT( obj, ITEM_SHADOWPLANE) && !IS_AFFECTED(ch, AFF_SHADOWPLANE))
    {
          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;

    }



 
    /* Code to catch cheating gits - Archon */

    if( obj->item_type == 18 && !IS_NPC(ch) )
    {
         snprintf(buf,  MAX_STRING_LENGTH, "Log: **CHEAT**: %s wears %s which is key vnum %ld.", ch->name, obj->short_descr, obj->pIndexData->vnum);
         log_string( buf );
    }

    if ( iWear == WEAR_SCABBARD_L ||
	   iWear == WEAR_SCABBARD_R ) {obj->wear_loc = iWear;return;}
    
    ch->armor      	-= apply_ac( obj, iWear );
    obj->wear_loc	 = iWear;
    
    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))
    {
	   if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
	   if ( chch->desc != ch->desc) 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(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (IS_SET(obj->spectype, SITEM_ACTION))
		  kavitem(str_dup(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(str_dup(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)) )
    {
    /* 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;
	   if (sn == 4)
	   {
		  SET_BIT(ch->affected_by, AFF_BLIND);
		  send_to_char( "You cannot see a thing!\n\r", ch );
		  act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 27 || sn == 2)
	   {
		  SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
		  send_to_char( "Your eyes tingle.\n\r", ch );
		  act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 39 || sn == 3)
	   {
		  SET_BIT(ch->affected_by, AFF_FLYING);
		  send_to_char( "Your feet rise off the ground.\n\r", ch );
		  act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 45 || sn == 1)
	   {
		  SET_BIT(ch->affected_by, AFF_INFRARED);
		  send_to_char( "Your eyes glow red.\n\r", ch );
		  act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 46 || sn == 5)
	   {
		  SET_BIT(ch->affected_by, AFF_INVISIBLE);
		  send_to_char( "You fade out of existance.\n\r", ch );
		  act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 52 || sn == 6)
	   {
		  SET_BIT(ch->affected_by, AFF_PASS_DOOR);
		  send_to_char( "You turn translucent.\n\r", ch );
		  act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 54 || sn == 7)
	   {
		  SET_BIT(ch->affected_by, AFF_PROTECT);
		  send_to_char( "You are surrounded by a divine aura.\n\r", ch );
		  act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 57 || sn == 8)
	   {
		  SET_BIT(ch->affected_by, AFF_SANCTUARY);
		  send_to_char( "You are surrounded by a white aura.\n\r", ch );
		  act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (sn == 9)
	   {
		  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);
	   }
    }
    return;
}

/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
    CHAR_DATA   *chch;
    AFFECT_DATA *paf;
    int sn;
    
    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;}
    
    ch->armor		+= apply_ac( obj, obj->wear_loc );
    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 ( (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(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (IS_SET(obj->spectype, SITEM_ACTION))
		  kavitem(str_dup(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(str_dup(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)) )
    {
	   if (obj->item_type == ITEM_ARMOR)
		  sn = obj->value[3];
	   else
		  sn = obj->value[0] / 1000;
	   if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_BLIND);
		  send_to_char( "You can see again.\n\r", ch );
		  act("$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
		  send_to_char( "Your eyes stop tingling.\n\r", ch );
		  act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_FLYING);
		  send_to_char( "You slowly float to the ground.\n\r", ch );
		  act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_INFRARED);
		  send_to_char( "Your eyes stop glowing red.\n\r", ch );
		  act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
		  send_to_char( "You fade into existance.\n\r", ch );
		  act("$n fades into existance.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
		  send_to_char( "You feel solid again.\n\r", ch );
		  act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7))
	   {
		  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))
	   {
		  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 $n's body fades.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9))
	   {
		  REMOVE_BIT(ch->affected_by, AFF_SNEAK);
		  send_to_char( "You are no longer moving so quietly.\n\r", ch );
		  act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
	   }
	   else if (IS_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);
	   }
    }
    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;
    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 )
{
    CHAR_DATA *ch;
    OBJ_DATA *obj_content;
    OBJ_DATA *obj_next;
    char buf[MAX_STRING_LENGTH];
    
    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;
		  return;
	   }
	   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);
    }
    
    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 )
	   {
                  snprintf( buf,  MAX_STRING_LENGTH, "Extract_obj: obj %ld not found. (%s)", obj->pIndexData->vnum, obj->name );
		  bug( buf , 0 );
		  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 )
{
    CHAR_DATA *wch;
    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;
	   extract_obj( obj );
    }
    
    char_from_room( ch );
    
    if ( !fPull )
    {
	   char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
	   return;
    }
    
    if ( IS_NPC(ch) )
	   --ch->pIndexData->count;
    
    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 )
	   {
		  char buf[MAX_STRING_LENGTH];
		  snprintf(buf,  MAX_STRING_LENGTH, "Extract_char: char not found (%s).", ch->name );
		  bug( buf, 0 );
		  return;
	   }
    }
    
    if ( ch->desc )
	   ch->desc->character = NULL;
    free_char( ch );
    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, MAX_INPUT_LENGTH );
    count  = 0;
    if ( !str_cmp( arg, "self" ) && (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_HEAD(rch, LOST_HEAD) ) continue;
	   else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) 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;
}




/*
* 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 ( ( wch = get_char_room( ch, argument ) ) != NULL )
	   return wch;
    
    number = number_argument( argument, arg, MAX_INPUT_LENGTH );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
	   if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
	   else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) 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, MAX_INPUT_LENGTH );
    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 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, MAX_INPUT_LENGTH );
    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_name( 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, MAX_INPUT_LENGTH );
    count  = 0;
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	   if ( obj->wear_loc == WEAR_NONE
		  &&   can_see_obj( ch, obj )
		  &&   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 )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;
    
    number = number_argument( argument, arg, MAX_INPUT_LENGTH );
    count  = 0;
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	   if ( obj->wear_loc != WEAR_NONE
		  &&   can_see_obj( ch, obj )
		  &&   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, char *argument )
{
    OBJ_DATA *obj;
    
    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 world.
*/
OBJ_DATA *get_obj_world( 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, MAX_INPUT_LENGTH );
    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 );
	   snprintf( buf, MAX_STRING_LENGTH, 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 ( 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++;
    
    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_NPC(victim)
	   &&   IS_SET(victim->act, PLR_WIZINVIS)
	   &&   ( get_trust( ch ) < LEVEL_SEER || ( get_trust(ch) < LEVEL_CODER && 0 == strcmp( victim->name, "Joker" ) ) )
	   )
	   return FALSE;
    
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
	   return TRUE;
    
    if ( !IS_NPC(ch) && IS_SET(victim->act, PLR_FREEZE) && get_trust(ch) < 6)
	   return FALSE;

    if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_AFFECTED(victim,AFF_SHADOWPLANE)
	   && !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
	   return FALSE;
    
    if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_AFFECTED(victim,AFF_SHADOWPLANE)
	   && !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
	   return FALSE;
    
    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_BODY(ch, BLINDFOLDED) )
	   return FALSE;
    
    if ( IS_AFFECTED(ch, AFF_BLIND) )
	   return FALSE;
    
    if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) 
	   && !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_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) )
    {
        /* can see an eyeball in their inventory if they've lost both eyes */
        if ( obj->pIndexData->vnum == 30006)
            return TRUE;

        return FALSE;
    }
    
    if ( IS_BODY(ch, BLINDFOLDED) )
	   return FALSE;
    
    if ( IS_AFFECTED( ch, AFF_BLIND ) )
	   return FALSE;
    
    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_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_JUSTICAR )
	   return TRUE;
    
    return FALSE;
}



/*
* Return ascii name of an item type.
*/
char *item_type_name( OBJ_DATA *obj )
{
    switch ( obj->item_type )
    {
    case ITEM_LIGHT:		return "light";
    case ITEM_SCROLL:		return "scroll";
    case ITEM_WAND:		return "wand";
    case ITEM_STAFF:		return "staff";
    case ITEM_WEAPON:		return "weapon";
    case ITEM_TREASURE:		return "treasure";
    case ITEM_ARMOR:		return "armor";
    case ITEM_POTION:		return "potion";
    case ITEM_FURNITURE:	return "furniture";
    case ITEM_TRASH:		return "trash";
    case ITEM_CONTAINER:	return "container";
    case ITEM_DRINK_CON:	return "drink container";
    case ITEM_KEY:		return "key";
    case ITEM_FOOD:		return "food";
    case ITEM_MONEY:		return "money";
    case ITEM_BOAT:		return "boat";
    case ITEM_CORPSE_NPC:	return "npc corpse";
    case ITEM_CORPSE_PC:	return "pc corpse";
    case ITEM_FOUNTAIN:		return "fountain";
    case ITEM_PILL:		return "pill";
    case ITEM_PORTAL:		return "portal";
    case ITEM_EGG:		return "egg";
    case ITEM_VOODOO:		return "voodoo doll";
    case ITEM_STAKE:		return "stake";
    case ITEM_MISSILE:		return "missile";
    case ITEM_AMMO:		return "ammo";
    case ITEM_QUEST:		return "quest token";
    case ITEM_QUESTCARD:	return "quest card";
    case ITEM_QUESTMACHINE:	return "quest generator";
    case ITEM_BOMB:		return "bomb";
    }
    
    bug( "Item_type_name: unknown type %d.", obj->item_type );
    return "(unknown)";
}



/*
* 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";
    }
    
    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         ) strncat( buf, " blind"         ,512 - strlen(buf));
    if ( vector & AFF_INVISIBLE     ) strncat( buf, " invisible"     ,512 - strlen(buf));
    if ( vector & AFF_DETECT_EVIL   ) strncat( buf, " detect_evil"   ,512 - strlen(buf));
    if ( vector & AFF_DETECT_INVIS  ) strncat( buf, " detect_invis"  ,512 - strlen(buf));
    if ( vector & AFF_DETECT_MAGIC  ) strncat( buf, " detect_magic"  ,512 - strlen(buf));
    if ( vector & AFF_DETECT_HIDDEN ) strncat( buf, " detect_hidden" ,512 - strlen(buf));
    if ( vector & AFF_SHADOWPLANE   ) strncat( buf, " shadowplane"   ,512 - strlen(buf));
    if ( vector & AFF_SANCTUARY     ) strncat( buf, " sanctuary"     ,512 - strlen(buf));
    if ( vector & AFF_FAERIE_FIRE   ) strncat( buf, " faerie_fire"   ,512 - strlen(buf));
    if ( vector & AFF_INFRARED      ) strncat( buf, " infrared"      ,512 - strlen(buf));
    if ( vector & AFF_CURSE         ) strncat( buf, " curse"         ,512 - strlen(buf));
    if ( vector & AFF_FLAMING       ) strncat( buf, " flaming"       ,512 - strlen(buf));
    if ( vector & AFF_POISON        ) strncat( buf, " poison"        ,512 - strlen(buf));
    if ( vector & AFF_PROTECT       ) strncat( buf, " protect"       ,512 - strlen(buf));
    if ( vector & AFF_ETHEREAL      ) strncat( buf, " ethereal"      ,512 - strlen(buf));
    if ( vector & AFF_SLEEP         ) strncat( buf, " sleep"         ,512 - strlen(buf));
    if ( vector & AFF_SNEAK         ) strncat( buf, " sneak"         ,512 - strlen(buf));
    if ( vector & AFF_HIDE          ) strncat( buf, " hide"          ,512 - strlen(buf));
    if ( vector & AFF_CHARM         ) strncat( buf, " charm"         ,512 - strlen(buf));
    if ( vector & AFF_FLYING        ) strncat( buf, " flying"        ,512 - strlen(buf));
    if ( vector & AFF_PASS_DOOR     ) strncat( buf, " pass_door"     ,512 - strlen(buf));
    if ( vector & AFF_POLYMORPH     ) strncat( buf, " polymorph"     ,512 - strlen(buf));
    if ( vector & AFF_SHADOWSIGHT   ) strncat( buf, " shadowsight"   ,512 - strlen(buf));
    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         ) strncat( buf, " glow"         ,512);
    if ( extra_flags & ITEM_HUM          ) strncat( buf, " hum"          ,512);
    if ( extra_flags & ITEM_INVIS        ) strncat( buf, " invis"        ,512);
    if ( extra_flags & ITEM_MAGIC        ) strncat( buf, " magic"        ,512);
    if ( extra_flags & ITEM_NODROP       ) strncat( buf, " nodrop"       ,512);
    if ( extra_flags & ITEM_ANTI_GOOD    ) strncat( buf, " anti-good"    ,512);
    if ( extra_flags & ITEM_ANTI_EVIL    ) strncat( buf, " anti-evil"    ,512);
    if ( extra_flags & ITEM_ANTI_NEUTRAL ) strncat( buf, " anti-neutral" ,512);
    if ( extra_flags & ITEM_BLESS        ) strncat( buf, " bless"        ,512);
    if ( extra_flags & ITEM_NOREMOVE     ) strncat( buf, " noremove"     ,512);
    if ( extra_flags & ITEM_INVENTORY    ) strncat( buf, " inventory"    ,512);
    if ( extra_flags & ITEM_LOYAL        ) strncat( buf, " loyal"        ,512);
    if ( extra_flags & ITEM_SHADOWPLANE  ) strncat( buf, " shadowplane"  ,512);
    if ( extra_flags & ITEM_THROWN       ) strncat( buf, " thrown"       ,512);
    if ( extra_flags & ITEM_SILVER       ) strncat( buf, " silver"       ,512);
    if ( extra_flags & ITEM_KEEP         ) strncat( buf, " keep"         ,512);
    if ( extra_flags & ITEM_VANISH       ) strncat( buf, " vanish"       ,512);
    if ( extra_flags & ITEM_CLANITEM     ) strncat( buf, " clan"         ,512);
    if ( extra_flags & ITEM_QUESTITEM    ) strncat( buf, " quest"        ,512); 
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}