1stMUD/corefiles/
1stMUD/gods/
1stMUD/player/
1stMUD/win32/
1stMUD/win32/ROM/
/**************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvements 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          *
*  benefiting.  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                    *
***************************************************************************
*       1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings              *
*            http://1stmud.dlmud.com/  <r-jenn@shaw.ca>                   *
***************************************************************************/

#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;
}

const 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";
}

const 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 */
int wiznet_lookup (const char *name)
{
	flag_t 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 < maxClass; 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 > -1;
}

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 > maxSkill)
	{
		bug ("Bad sn %d in get_skill.", sn);
		skill = 0;
	}

	else if (!IS_NPC (ch))
	{
		if (!can_use_skpell (ch, sn))
			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 = race_table[ch->race].max_stats[stat] + 4;

		if (is_prime_stat (ch, 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 = race_table[ch->race].max_stats[stat];
	if (is_prime_stat (ch, 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 (const char *str, const char *namelist)
{
	char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
	const 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 (const char *str, const 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_t 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_new);			/* 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_new);			/* 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_t 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_t 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 (!IS_SET (ch->in_room->room_flags, ROOM_NOEXPLORE))
			setbit (ch->pcdata->explored, ch->in_room->vnum);
	}

	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)
			{
				chprintln (vch, "You feel hot and feverish.");
				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);
	if (!IS_NPC (ch) && IS_OBJ_STAT (obj, ITEM_QUEST))
		update_questobjs (ch, obj);
	if (obj->item_type == ITEM_CORPSE_PC)
		update_corpses (obj, FALSE);
}

/*
 * 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;
	if (obj->item_type == ITEM_CORPSE_PC)
		update_corpses (obj, FALSE);
	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;
	if (obj_to->item_type == ITEM_CORPSE_PC)
		update_corpses (obj_to, FALSE);
	if (obj->item_type == ITEM_CORPSE_PC)
		update_corpses (obj, FALSE);

	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;
	if (obj_from->item_type == ITEM_CORPSE_PC)
		update_corpses (obj_from, FALSE);

	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)
	{
		if (IS_IN_WAR (ch))
			return;

		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)
	{
		ROOM_INDEX_DATA *room = get_room_index (clan_table[ch->clan].hall);
		if (room == NULL)
			room = get_room_index (ROOM_VNUM_ALTAR);
		char_to_room (ch, room);
		return;
	}

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

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

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

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

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

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

	if (!IS_NPC (ch))
	{
		if (ch == player_list)
		{
			player_list = ch->next_player;
		}
		else
		{
			CHAR_DATA *prev;
			for (prev = player_list; prev != NULL; prev = prev->next_player)
			{
				if (prev->next_player == ch)
				{
					prev->next_player = ch->next_player;
					break;
				}
			}
		}
	}

	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, const 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, const 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, const 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, const 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, const 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, const 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, const 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;

	if (IS_SET (room->area->area_flags, AREA_PLAYER_HOMES))
		return TRUE;

	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'
		&& !IS_SET (pRoomIndex->area->area_flags, AREA_PLAYER_HOMES))
		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_ARENA))
		return TRUE;

	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 > -1
		&& 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 ((!IS_NPC (ch) && ch->in_room &&
		 IS_SET (ch->in_room->room_flags, ROOM_ARENA)) && (!IS_NPC (victim) &&
														   victim->in_room
														   &&
														   IS_SET
														   (victim->
															in_room->room_flags,
															ROOM_ARENA)))
		return TRUE;


	if (IS_QUESTOR (ch) && IS_NPC (victim)
		&& victim->pIndexData->vnum == ch->pcdata->questmob)
		return TRUE;

	if (gquest_info.running == GQUEST_RUNNING && ON_GQUEST (ch) &&
		IS_NPC (victim) && is_gqmob (ch, victim->pIndexData->vnum) != -1)
		return TRUE;

	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_QUESTOR (ch) && ch->pcdata->questobj == obj->pIndexData->vnum)
		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, const 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;
	}
}

bool emptystring (const char *str)
{
	int i = 0;

	for (; str[i]; i++)
		if (str[i] != ' ')
			return FALSE;

	return TRUE;
}

CHAR_DATA *get_char_id (long id)
{
	CHAR_DATA *ch, *ch_next;

	for (ch = char_list; ch != NULL; ch = ch_next)
	{
		ch_next = ch->next;

		if (ch->id == id)
			break;
	}
	return ch;
}