alanthia/area/
alanthia/gods/
alanthia/player/
/**************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1996 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@efn.org)				   *
*	    Gabrielle Taylor						   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "utils.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"

/* command procedures needed */
DECLARE_DO_FUN(do_return);



/*
 * 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;
}

/* returns race pointer */
RACE_DATA *race_lookup(const char *name)
{
    RACE_DATA *pRace;
/*
	printf( "My races are:\r\n");

    for (pRace = race_first; pRace != NULL; pRace = pRace->next) {
        if (LOWER(name[0]) == LOWER(pRace->name[0])
			&& !str_prefix(name, pRace->name))
            printf(" Name: %s\r\n", pRace->name);
    }

	printf( "Trying to look up a race for %s.\r\n", name);
	
*/
    for (pRace = race_first; pRace != NULL; pRace = pRace->next) {
        if (LOWER(name[0]) == LOWER(pRace->name[0])
			&& !str_prefix(name, pRace->name))
            return pRace;
    }

	return race_lookup( "unique" );
}

/* returns race number from who_name instead of name*/
RACE_DATA *gen_race_lookup(const char *name)
{
    RACE_DATA *pRace;

    for (pRace = race_first; pRace != NULL; pRace = pRace->next) {
        if (LOWER(name[0]) == LOWER(pRace->name[0])
			&& !str_prefix(name, pRace->name))
            return pRace;
    }

	return race_lookup( "unique" );
}

int liq_lookup(const char *name)
{
    int liq;

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

    return -1;
}

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_type(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;
}


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

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

    return -1;
}

char *item_name(int item_type)
{
    int type;

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

char *weapon_name(int weapon_type)
{
    int type;

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

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

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

    return 0;
}

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

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

    return -1;
}

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

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

    return -1;
}

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

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

    immune = -1;
    def = IS_NORMAL;

    if (dam_type == DAM_NONE)
	return immune;

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

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

    if (IS_SET(ch->imm_flags, bit))
	immune = IS_IMMUNE;
    else if (IS_SET(ch->res_flags, bit) && immune != IS_IMMUNE)
	immune = IS_RESISTANT;
    else if (IS_SET(ch->vuln_flags, bit)) {
	if (immune == IS_IMMUNE)
	    immune = IS_RESISTANT;
	else if (immune == IS_RESISTANT)
	    immune = IS_NORMAL;
	else
	    immune = IS_VULNERABLE;
    }
    if (immune == -1)
	return def;
    else
	return immune;
}

bool is_clan(CHAR_DATA * ch)
{
    return 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 if (sn == gsn_whirl || sn == gsn_circle)
	    skill = 20 + ch->level;
		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
	|| ((IS_VAMPIRE(ch)) && (ch->pcdata->perm_blood == 0))
	|| ((IS_DRAGON(ch)) && (ch->pcdata->perm_blood == 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;
	if (IS_VAMPIRE(ch) || IS_DRAGON(ch))
	    ch->pcdata->perm_blood = ch->max_blood;
	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;
    if (IS_VAMPIRE(ch) || IS_DRAGON(ch))
	ch->max_blood = ch->pcdata->perm_blood;

    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;
		case APPLY_DRUNK:
		    ch->pcdata->condition[COND_DRUNK] += 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;
	    case APPLY_DRUNK:
		ch->pcdata->condition[COND_DRUNK] += 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;
	case APPLY_DRUNK:
	    ch->pcdata->condition[COND_DRUNK] += 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 = 50;

    else
	 {
	max = ch->race->stats[stat];

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

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

	max = UMIN(max, 50);
	}

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

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

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

    max = ch->race->stats[stat];
    if (class_table[ch->class].attr_prime == stat)
	 {
	if (ch->race == race_lookup("human"))
	    max += 3;
	else
	    max += 2;
	}
    return UMIN(max, 50);
}


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

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

    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, int vector)
{
    AFFECT_DATA *paf;
    OBJ_DATA *obj;

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

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

    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);

    paf_new->next = obj->affected;
    obj->affected = paf_new;

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



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

    if (ch->affected == NULL) {
	bug("Affect_remove: no affect.", 0);
	return;
    }
    affect_modify(ch, paf, FALSE);
    where = paf->where;
    vector = paf->bitvector;

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

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

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

    free_affect(paf);

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

void affect_remove_obj(OBJ_DATA * obj, AFFECT_DATA * paf)
{
    int where, vector;
    if (obj->affected == NULL) {
	bug("Affect_remove_object: no affect.", 0);
	return;
    }
    if (obj->carried_by != NULL && obj->wear_loc != -1)
	affect_modify(obj->carried_by, paf, FALSE);

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

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

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

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

    free_affect(paf);

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



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

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

    return;
}



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

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

    return FALSE;
}



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

    found = FALSE;
    for (paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next) {
	if (paf_old->type == paf->type) {
	    paf->level = (paf->level += paf_old->level) / 2;
	    paf->duration += paf_old->duration;
	    paf->modifier += paf_old->modifier;
	    affect_remove(ch, paf_old);
	    break;
	}
    }

    affect_to_char(ch, paf);
    return;
}



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

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

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

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

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

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

    ch->in_room = NULL;
    ch->next_in_room = NULL;
    ch->on = NULL;		/* sanity check! */
    return;
}



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

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

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

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

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

    if (!IS_NPC(ch)) {
	if (ch->in_room->area->empty) {
	    ch->in_room->area->empty = FALSE;
	    ch->in_room->area->age = 0;
	}
	++ch->in_room->area->nplayer;
    }
    if ((obj = get_eq_char(ch, WEAR_LIGHT)) != NULL
	&& obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
	++ch->in_room->light;

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

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

	if (af == NULL) {
	    REMOVE_BIT(ch->affected_by, AFF_PLAGUE);
	    return;
	}
	if (af->level == 1)
	    return;

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

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



/*
 * Give an obj to a char.
 */
void obj_to_char(OBJ_DATA * obj, CHAR_DATA * ch)
{
    obj->next_content = ch->carrying;

    if (!IS_NPC(ch) && obj->ptimer) {
	    obj->timer = obj->ptimer;
	    obj->ptimer = 0;
    }

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



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

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

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

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

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

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



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

    switch (iWear) {
    case WEAR_BODY:
	return 3 * obj->value[type];
    case WEAR_HEAD:
	return 2 * obj->value[type];
    case WEAR_LEGS:
	return 2 * obj->value[type];
    case WEAR_FEET:
	return obj->value[type];
    case WEAR_HANDS:
	return obj->value[type];
    case WEAR_ARMS:
	return obj->value[type];
    case WEAR_SHIELD:
	return obj->value[type];
    case WEAR_NECK_1:
	return obj->value[type];
    case WEAR_NECK_2:
	return obj->value[type];
    case WEAR_ABOUT:
	return 2 * obj->value[type];
    case WEAR_WAIST:
	return obj->value[type];
    case WEAR_WRIST_L:
	return obj->value[type];
    case WEAR_WRIST_R:
	return obj->value[type];
    case WEAR_HOLD:
	return obj->value[type];
    case WEAR_FACE:
	return obj->value[type];
    case WEAR_EAR_L:
	return obj->value[type];
    case WEAR_EAR_R:
	return obj->value[type];
    case WEAR_SHOULDERS:
	return obj->value[type];
    }

    return 0;
}



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

    if (ch == NULL)
	return NULL;

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

    return NULL;
}



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

    if (get_eq_char(ch, iWear) != NULL) {
	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))) {
	if (!IS_IMMORTAL(ch))
	     {
	    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;
    in_room->num_objs--;
    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;
    pRoomIndex->num_objs++;
    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_MISC_PIT)
	|| (obj_to->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)
	|| (obj_to->pIndexData->vnum == OBJ_VNUM_WEAPON_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 table 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_return(ch, "");
	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;
}



/*
 * Fetch character data from a given id.
 */
CHAR_DATA *get_char_id(int id)
{
    CHAR_DATA *wch;
    int count;

    count = 0;
    for (wch = char_list; wch != NULL; wch = wch->next) {
	if (wch->in_room == NULL || (id != wch->id)) {
	    continue;
	}
	return wch;
    }

    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;
}


/* grab an object from a room by obj vnum */
OBJ_DATA *get_obj_room_by_vnum( long room_vnum, long obj_vnum ) {

	OBJ_DATA *obj;
	ROOM_INDEX_DATA *room;

	if ( ( room = get_room_index( room_vnum ) ) == NULL ) 
		return NULL;

  	for (obj = room->contents; obj != NULL; obj = obj->next_content) { 
		if ( obj->pIndexData->vnum == obj_vnum )	
			return obj;
	} 

	return NULL;


} 

/* deduct cost from a character */

void deduct_cost(CHAR_DATA * ch, int cost)
{
    ch->gold -= UMIN(ch->gold, cost);

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

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

    if (gold <= 0) {
	bug("Create_money: zero or negative money.", gold);
	gold = UMAX(1, gold);
    }
    if (gold == 1) {
	obj = create_object(get_obj_index(OBJ_VNUM_GOLD_ONE), 0);
    } else {
	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 = 0;
    }

    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 == NULL)
	return FALSE;

    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) || (!ch->remorts)))
	return FALSE;

    if (!IS_IMMORTAL(ch)
	&& (IS_SET(pRoomIndex->room_flags, ROOM_LDR_ONLY)
	    && (!IS_SET((ch)->comm, PLR_LEADER))))
	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)
				      &&
				      (!IS_AFFECTED(ch, AFF_DARK_VISION))))
	    return FALSE;

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

    if (IS_AFFECTED(victim, AFF_INVISIBLE) && IS_NPC(victim) &&
	IS_AFFECTED(ch, AFF_DETECT_INVIS)
	&& (ch->level + 15 < victim->level)) return FALSE;

    if (IS_AFFECTED(victim, AFF_INVISIBLE) && !IS_NPC(victim) &&
	IS_AFFECTED(ch, AFF_DETECT_INVIS)
	&& (ch->level + 5 < victim->level)) 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_SNEAK)
	&& IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && IS_NPC(victim)
	&& (ch->level + 15 < victim->level))
	return FALSE;

    if (IS_AFFECTED(victim, AFF_SNEAK)
	&& IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && !IS_NPC(victim)
	&& (ch->level + 5 < victim->level))
	return FALSE;

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

    if (IS_AFFECTED(victim, AFF_HIDE) && IS_AFFECTED(ch, AFF_DETECT_HIDDEN)
	&& IS_NPC(victim) && (ch->level + 15 < victim->level))
	return FALSE;

    if (IS_AFFECTED(victim, AFF_HIDE) && IS_AFFECTED(ch, AFF_DETECT_HIDDEN)
	&& !IS_NPC(victim) && (ch->level + 5 < victim->level))
	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 ((obj->hidden) && (str_cmp(obj->owner, ch->name))) 
		return FALSE;

    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_INFRARED)
		&& !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;
}


/*
 * Return ascii name of an affect location.
 */
char *affect_loc_name(int location)
{
    switch (location) {
    case APPLY_NONE:
	return "none";
    case APPLY_STR:
	return "strength";
    case APPLY_DEX:
	return "dexterity";
    case APPLY_INT:
	return "intelligence";
    case APPLY_WIS:
	return "wisdom";
    case APPLY_CON:
	return "constitution";
    case APPLY_SEX:
	return "sex";
    case APPLY_CLASS:
	return "class";
    case APPLY_LEVEL:
	return "level";
    case APPLY_AGE:
	return "age";
    case APPLY_MANA:
	return "mana";
    case APPLY_HIT:
	return "hp";
    case APPLY_MOVE:
	return "moves";
    case APPLY_GOLD:
	return "gold";
    case APPLY_EXP:
	return "experience";
    case APPLY_AC:
	return "armor class";
    case APPLY_HITROLL:
	return "hit roll";
    case APPLY_DAMROLL:
	return "damage roll";
    case APPLY_SAVES:
	return "saves";
    case APPLY_SAVING_ROD:
	return "save vs rod";
    case APPLY_SAVING_PETRI:
	return "save vs petrification";
    case APPLY_SAVING_BREATH:
	return "save vs breath";
    case APPLY_SAVING_SPELL:
	return "save vs spell";
    case APPLY_SPELL_AFFECT:
	return "none";
    }

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



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

    buf[0] = '\0';
    if (vector & AFF_BLIND)
	strcat(buf, " blind");
    if (vector & AFF_INVISIBLE)
	strcat(buf, " invisible");
    if (vector & AFF_DETECT_EVIL)
	strcat(buf, " detect_evil");
    if (vector & AFF_DETECT_GOOD)
	strcat(buf, " detect_good");
    if (vector & AFF_DETECT_INVIS)
	strcat(buf, " detect_invis");
    if (vector & AFF_DETECT_MAGIC)
	strcat(buf, " detect_magic");
    if (vector & AFF_DETECT_HIDDEN)
	strcat(buf, " detect_hidden");
    if (vector & AFF_SANCTUARY)
	strcat(buf, " sanctuary");
    if (vector & AFF_FAERIE_FIRE)
	strcat(buf, " faerie_fire");
    if (vector & AFF_INFRARED)
	strcat(buf, " infrared");
    if (vector & AFF_CURSE)
	strcat(buf, " curse");
    if (vector & AFF_POISON)
	strcat(buf, " poison");
    if (vector & AFF_PROTECT_EVIL)
	strcat(buf, " prot_evil");
    if (vector & AFF_PROTECT_GOOD)
	strcat(buf, " prot_good");
    if (vector & AFF_SLEEP)
	strcat(buf, " sleep");
    if (vector & AFF_SNEAK)
	strcat(buf, " sneak");
    if (vector & AFF_HIDE)
	strcat(buf, " hide");
    if (vector & AFF_CHARM)
	strcat(buf, " charm");
    if (vector & AFF_FLYING)
	strcat(buf, " flying");
    if (vector & AFF_PASS_DOOR)
	strcat(buf, " pass_door");
    if (vector & AFF_BERSERK)
	strcat(buf, " berserk");
    if (vector & AFF_CALM)
	strcat(buf, " calm");
    if (vector & AFF_HASTE)
	strcat(buf, " haste");
    if (vector & AFF_HEAVENLY_SANCTUARY)
	strcat(buf, " heavenly sanctuary");
    if (vector & AFF_LETHARGY)
	strcat(buf, " lethargy");
    if (vector & AFF_TALON)
	strcat(buf, " talon");
    if (vector & AFF_REGENERATION)
	strcat(buf, " regeneration");
    if (vector & AFF_PLAGUE)
	strcat(buf, " plague");
    if (vector & AFF_DARK_VISION)
	strcat(buf, " dark_vision");
    return (buf[0] != '\0') ? buf + 1 : "none";
}



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

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

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

    buf[0] = '\0';

    if (IS_SET(act_flags, ACT_IS_NPC)) {
	strcat(buf, " npc");
	if (act_flags & ACT_SENTINEL)
	    strcat(buf, " sentinel");
	if (act_flags & ACT_SCAVENGER)
	    strcat(buf, " scavenger");
	if (act_flags & ACT_AGGRESSIVE)
	    strcat(buf, " aggressive");
	if (act_flags & ACT_STAY_AREA)
	    strcat(buf, " stay_area");
	if (act_flags & ACT_WIMPY)
	    strcat(buf, " wimpy");
	if (act_flags & ACT_PET)
	    strcat(buf, " pet");
	if (act_flags & ACT_TRAIN)
	    strcat(buf, " train");
	if (act_flags & ACT_PRACTICE)
	    strcat(buf, " practice");
	if (act_flags & ACT_REPAIR)
	    strcat(buf, " repair");
	if (act_flags & ACT_UNDEAD)
	    strcat(buf, " undead");
	if (act_flags & ACT_CLERIC)
	    strcat(buf, " cleric");
	if (act_flags & ACT_MAGE)
	    strcat(buf, " mage");
	if (act_flags & ACT_THIEF)
	    strcat(buf, " thief");
	if (act_flags & ACT_WARRIOR)
	    strcat(buf, " warrior");
	if (act_flags & ACT_NOALIGN)
	    strcat(buf, " no_align");
	if (act_flags & ACT_NOPURGE)
	    strcat(buf, " no_purge");
	if (act_flags & ACT_IS_HEALER)
	    strcat(buf, " healer");
	if (act_flags & ACT_BANKER)
	    strcat(buf, " banker");
	if (act_flags & ACT_GAIN)
	    strcat(buf, " skill_train");
	if (act_flags & ACT_UPDATE_ALWAYS)
	    strcat(buf, " update_always");
    } else {
	strcat(buf, " player");
	if (act_flags & PLR_AUTOASSIST)
	    strcat(buf, " autoassist");
	if (act_flags & PLR_AUTOEXIT)
	    strcat(buf, " autoexit");
	if (act_flags & PLR_AUTOLOOT)
	    strcat(buf, " autoloot");
	if (act_flags & PLR_AUTOSAC)
	    strcat(buf, " autosac");
	if (act_flags & PLR_AUTOGOLD)
	    strcat(buf, " autogold");
	if (act_flags & PLR_AUTOSPLIT)
	    strcat(buf, " autosplit");
	if (act_flags & PLR_AUTODEFENSE)
	    strcat(buf, " autodefense");
	if (act_flags & PLR_HOLYLIGHT)
	    strcat(buf, " holy_light");
	if (act_flags & PLR_CANLOOT)
	    strcat(buf, " loot_corpse");
	if (act_flags & PLR_NOSUMMON)
	    strcat(buf, " no_summon");
	if (act_flags & PLR_NOFOLLOW)
	    strcat(buf, " no_follow");
	if (act_flags & PLR_FREEZE)
	    strcat(buf, " frozen");
	if (act_flags & PLR_COLOUR)
	    strcat(buf, " colour");
	if (act_flags & PLR_THIEF)
	    strcat(buf, " thief");
	if (act_flags & PLR_PKILL)
	    strcat(buf, " pkill");
    }
    return (buf[0] != '\0') ? buf + 1 : "none";
}

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

    buf[0] = '\0';

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


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

char *exit_bit_name(int exit_flags)
{
    static char buf[512];

    buf[0] = '\0';

    if (exit_flags & EX_ISDOOR)
	strcat(buf, " door");
    if (exit_flags & EX_CLOSED)
	strcat(buf, " closed");
    if (exit_flags & EX_LOCKED)
	strcat(buf, " locked");
    if (exit_flags & EX_PICKPROOF)
	strcat(buf, " pickproof");
    if (exit_flags & EX_NOPASS)
	strcat(buf, " nopass");
    if (exit_flags & EX_EASY)
	strcat(buf, " easy");
    if (exit_flags & EX_HARD)
	strcat(buf, " hard");
    if (exit_flags & EX_INFURIATING)
	strcat(buf, " infuriating");
    if (exit_flags & EX_NOCLOSE)
	strcat(buf, " noclose");
    if (exit_flags & EX_NOLOCK)
	strcat(buf, " nolock");
    if (exit_flags & EX_SECRET)
	strcat(buf, " secret");
    if (exit_flags & EX_HIDDEN)
	strcat(buf, " hidden");


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

char *wiznet_bit_name(int wiznet_flags)
{
    static char buf[MAX_STRING_LENGTH];
    int flag;

    buf[0] = '\0';

    if (!(wiznet_flags & WIZ_ON)) {
	strcat(buf, " off ");
    }

    for (flag = 0; wiznet_table[flag].name != NULL; flag++)
	if (wiznet_flags & wiznet_table[flag].flag) {
	    strcat(buf, wiznet_table[flag].name);
	    strcat(buf, " ");
	}

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

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

    buf[0] = '\0';

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

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

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

    buf[0] = '\0';
    if (wear_flags & ITEM_TAKE)
	strcat(buf, " take");
    if (wear_flags & ITEM_WEAR_FINGER)
	strcat(buf, " finger");
    if (wear_flags & ITEM_WEAR_NECK)
	strcat(buf, " neck");
    if (wear_flags & ITEM_WEAR_BODY)
	strcat(buf, " torso");
    if (wear_flags & ITEM_WEAR_HEAD)
	strcat(buf, " head");
    if (wear_flags & ITEM_WEAR_LEGS)
	strcat(buf, " legs");
    if (wear_flags & ITEM_WEAR_FEET)
	strcat(buf, " feet");
    if (wear_flags & ITEM_WEAR_HANDS)
	strcat(buf, " hands");
    if (wear_flags & ITEM_WEAR_ARMS)
	strcat(buf, " arms");
    if (wear_flags & ITEM_WEAR_SHIELD)
	strcat(buf, " shield");
    if (wear_flags & ITEM_WEAR_ABOUT)
	strcat(buf, " body");
    if (wear_flags & ITEM_WEAR_WAIST)
	strcat(buf, " waist");
    if (wear_flags & ITEM_WEAR_WRIST)
	strcat(buf, " wrist");
    if (wear_flags & ITEM_WIELD)
	strcat(buf, " wield");
    if (wear_flags & ITEM_HOLD)
	strcat(buf, " hold");
    if (wear_flags & ITEM_NO_SAC)
	strcat(buf, " nosac");
    if (wear_flags & ITEM_WEAR_FLOAT)
	strcat(buf, " float");
    if (wear_flags & ITEM_WEAR_FACE)
	strcat(buf, " face");
    if (wear_flags & ITEM_WEAR_EAR)
	strcat(buf, " ear");
    if (wear_flags & ITEM_WEAR_SHOULDERS)
	strcat(buf, "shoulders");

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

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

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

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

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

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

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

char *weapon_bit_name(int weapon_flags)
{
    static char buf[513];

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

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

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

    buf[0] = '\0';

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

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


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

    buf[0] = '\0';

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

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


bool create_blood_pool(CHAR_DATA * ch)
{
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    char *name;

    name = IS_NPC(ch) ? ch->short_descr : ch->name;
    obj = create_object(get_obj_index(OBJ_VNUM_BLOOD_POOL), 0);
    obj->timer = 2;

    sprintf(buf, obj->short_descr, name);
    free_string(obj->short_descr);
    obj->short_descr = str_dup(buf);

    for (obj2 = ch->in_room->contents; obj2 != NULL;
	 obj2 = obj2->next_content) if (!str_cmp(buf, obj2->short_descr))
	    return FALSE;

    sprintf(buf, obj->description, name);
    free_string(obj->description);
    obj->description = str_dup(buf);

    obj_to_room(obj, ch->in_room);

    act("$n's blood splashes onto the floor.", ch, NULL, NULL, TO_ROOM);

    return TRUE;
}

char *mprog_type_name(int mprog_flags)
{

    static char buf[512];

    buf[0] = '\0';

    if (mprog_flags & TRIG_ACT)
	strcat(buf, " act ");
    if (mprog_flags & TRIG_SPEECH)
	strcat(buf, " speech ");
    if (mprog_flags & TRIG_RANDOM)
	strcat(buf, " random ");
    if (mprog_flags & TRIG_FIGHT)
	strcat(buf, " fight ");
    if (mprog_flags & TRIG_HPCNT)
	strcat(buf, " hpcnt ");
    if (mprog_flags & TRIG_DEATH)
	strcat(buf, " death ");
    if (mprog_flags & TRIG_ENTRY)
	strcat(buf, " entry ");
    if (mprog_flags & TRIG_GREET)
	strcat(buf, " greet ");
    if (mprog_flags & TRIG_GRALL)
	strcat(buf, " grall ");
    if (mprog_flags & TRIG_GIVE)
	strcat(buf, " give ");
    if (mprog_flags & TRIG_BRIBE)
	strcat(buf, " bribe ");
    if (mprog_flags & TRIG_KILL)
	strcat(buf, " kill ");
    if (mprog_flags & TRIG_DELAY)
	strcat(buf, " delay ");
    if (mprog_flags & TRIG_SURR)
	strcat(buf, " surr ");
    if (mprog_flags & TRIG_EXIT)
	strcat(buf, " exit ");
    if (mprog_flags & TRIG_EXALL)
	strcat(buf, " exall ");

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

}