/**************************************************************************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			   *
***************************************************************************/

#include <sys/types.h>
#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;
}

int weapon_typ ( 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 weapon_table[type].type;
    }

    return WEAPON_EXOTIC;
}

char *item_name ( int pitem_type )
{
    int type;

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

char *weapon_name ( int weapon_ptype )
{
    int type;

    for ( type = 0; weapon_table[type].name != NULL; type++ )
        if ( weapon_ptype == 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 */
FLAG wiznet_lookup ( const char *name )
{
    FLAG 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 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 )
{
    return 17 + ( ch->played + ( int ) ( current_time - ch->logon ) ) / 72000;
}

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

    if ( IS_NPC ( ch ) || ch->level > LEVEL_IMMORTAL )
        max = 25;

    else
    {
        max = pc_race_table[ch->race].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, 25 );
    }

    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 25;

    max = pc_race_table[ch->race].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, 25 );
}

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

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

    return MAX_WEAR + 2 * get_curr_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;

    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_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_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, FLAG 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_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_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_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 );           /* in case we missed it when we set up paf */
    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;
    FLAG 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;
    FLAG 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;
    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 )
            {
                chsend ( "You feel hot and feverish.\n\r", vch );
                act ( "$n shivers and looks very ill.", vch, NULL, NULL,
                      TO_ROOM );
                affect_join ( vch, &plague );
            }
        }
    }

    return;
}

/*
 * Give an obj to a char.
 */
void obj_to_char ( OBJ_DATA * obj, CHAR_DATA * ch )
{
    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];
    }

    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 )
    {
        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;
    }

    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;

    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 )
        {
            bug ( "Norm-Apply: %d", 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;

    /* 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 ( 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;
}

/*
 * Find a char in the room.
 */
CHAR_DATA *get_char_room ( CHAR_DATA * ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *rch;
    int number;
    int count;

    number = number_argument ( argument, arg );
    count = 0;
    if ( !str_cmp ( arg, "self" ) )
        return ch;
    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
        if ( !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 ( ( wch = get_char_room ( ch, argument ) ) != NULL )
        return wch;

    number = number_argument ( argument, arg );
    count = 0;
    for ( wch = char_list; wch != NULL; wch = wch->next )
    {
        if ( wch->in_room == NULL || !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 && ( can_see_obj ( viewer, 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 );
    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, ch ) ) != NULL )
        return obj;

    if ( ( obj = get_obj_wear ( 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 );
    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;
}

/* 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 ) < 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;

    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;

    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;
}

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

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

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