LOW4_Fixup/src/obj/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/
 /***************************************************************************
 *  God Wars Mud originally written by KaVir aka Richard Woolcock.         *
 *  Changes done to the code done by Sage aka Walter Howard, this mud is   *
 *  for the public, however if you run this code it means you agree        *
 *  to the license.low, license.gw, and license.merc have fun. :)          *
***************************************************************************/

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



AFFECT_DATA *		affect_free;



/*
 * Local functions.
 */



/*
 * Retrieve a character's trusted level for permission checking.
 */
int get_trust( CHAR_DATA *ch )
{
    if ( ch->desc != NULL && ch->desc->original != NULL )
	ch = ch->desc->original;

    if ( ch->trust != 0 )
	return ch->trust;

    if ( IS_NPC(ch) && ch->level >= LEVEL_HERO )
	return LEVEL_HERO - 1;
    else
	return ch->level;
}



/*
 * Retrieve a character's age.
 */
int get_age( CHAR_DATA *ch )
{
    return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 7200;
}



/*
 * Retrieve character's current strength.
 */
int get_curr_str( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) )
    {
	return 40;
    }

    max = 25;

    return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}



/*
 * Retrieve character's current intelligence.
 */
int get_curr_int( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) )
    {
        return 40;
    }

    max = 25;

    return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}



/*
 * Retrieve character's current wisdom.
 */
int get_curr_wis( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) )
    {
        return 40;
    }

    max = 25;

    return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}



/*
 * Retrieve character's current dexterity.
 */
int get_curr_dex( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) )
    {
        return 40;
    }

    max = 25;

    return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}



/*
 * Retrieve character's current constitution.
 */
int get_curr_con( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) )
    {
        return 40;
    }

    max = 25;

    return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}



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

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

    return MAX_WEAR + 2 * get_curr_dex( ch ) / 3;
}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_w( CHAR_DATA *ch )
{
    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return 1000000;

    if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO))
        return 999;

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

    return str_app[get_curr_str(ch)].carry;
}



/*
 * See if a string is one of the names of an object.
 */
bool is_name( const char *str, char *namelist )
{
    char name[MAX_INPUT_LENGTH];

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



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

    mod = paf->modifier;

    if ( fAdd )
    {
	SET_BIT( ch->affected_by, paf->bitvector );
    }
    else
    {
	REMOVE_BIT( ch->affected_by, paf->bitvector );
	mod = 0 - mod;
    }

    if ( IS_NPC(ch) )
    {
    	switch ( paf->location )
    	{
	    default: break;
	    case APPLY_NONE:						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:            ch->armor			+= mod;	break;
	    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
	    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
	    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
	    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
	    case APPLY_POLY:	      ch->polyaff		+= mod;	break;
	}
	return;
    }

    if ( IS_CLASS(ch, CLASS_HIGHLANDER) )
    {
    	switch ( paf->location )
    	{
	    default: break;
	    case APPLY_NONE:						break;
	}
	return;
    }

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

    case APPLY_NONE:						break;
    case APPLY_STR:           ch->pcdata->mod_str	+= mod;	break;
    case APPLY_DEX:           ch->pcdata->mod_dex	+= mod;	break;
    case APPLY_INT:           ch->pcdata->mod_int	+= mod;	break;
    case APPLY_WIS:           ch->pcdata->mod_wis	+= mod;	break;
    case APPLY_CON:           ch->pcdata->mod_con	+= mod;	break;
/*
    case APPLY_SEX:           ch->sex			+= mod;	break;
*/
    case APPLY_SEX:						break;
    case APPLY_CLASS:						break;
    case APPLY_LEVEL:						break;
    case APPLY_AGE:						break;
    case APPLY_HEIGHT:						break;
    case APPLY_WEIGHT:						break;
    case APPLY_MANA:          ch->max_mana		+= mod;	break;
    case APPLY_HIT:           ch->max_hit		+= mod;	break;
    case APPLY_MOVE:          ch->max_move		+= mod;	break;
    case APPLY_GOLD:						break;
    case APPLY_EXP:						break;
    case APPLY_AC:            ch->armor			+= mod;	break;
    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
    case APPLY_POLY:	      ch->polyaff		+= mod;	break;
    }

    /*
     * Check for weapon wielding.
     * Guard against recursion (for weapons with affects).
     */
    if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
    &&   wield->item_type == ITEM_WEAPON
    &&   get_obj_weight(wield) > str_app[get_curr_str(ch)].wield 
    && !IS_POLYAFF(ch,POLY_ZULO))
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
	    act( "You drop $p.", ch, wield, NULL, TO_CHAR );
	    act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
	    obj_from_char( wield );
	    obj_to_room( wield, ch->in_room );
	    depth--;
	}
    }

    return;
}



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

    if ( affect_free == NULL )
    {
	paf_new		= alloc_perm( sizeof(*paf_new) );
    }
    else
    {
	paf_new		= affect_free;
	affect_free	= affect_free->next;
    }

    *paf_new		= *paf;
    paf_new->next	= ch->affected;
    ch->affected	= paf_new;

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



/*
 * Remove an affect from a char.
 */
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    if ( ch->affected == NULL )
    {
	bug( "Affect_remove: no affect.", 0 );
	return;
    }

    affect_modify( ch, paf, FALSE );

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

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

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

    paf->next	= affect_free;
    affect_free	= paf->next;
    return;
}



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

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

    return;
}



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

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

    return FALSE;
}



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

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

    affect_to_char( ch, paf );
    return;
}



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

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

    if ( !IS_NPC(ch) )
	--ch->in_room->area->nplayer;

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

if ( !IS_NPC(ch) && (IS_SET(ch->newbits, NEW_DARKNESS)))
    {
	if (ch->in_room != NULL)
	{
	    REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); 
	    REMOVE_BIT(ch->newbits, NEW_DARKNESS);
	    ch->darkness_timer = 60;
	    act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_CHAR);
	    //act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
	}
    }
    if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_SILENCE))
    {
	if (ch->in_room != NULL)
	{
	    REMOVE_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
	    REMOVE_BIT(ch->newbits, NEW_SILENCE);
	    ch->silence_timer = 60;
	    act("The room is no longer silent.",ch,NULL,NULL,TO_CHAR);
	    act("The room is no longer silent.",ch,NULL,NULL,TO_ROOM);
	}
    }
    if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_REINA))
    {
	if (ch->in_room != NULL)
	{
	    REMOVE_BIT(ch->in_room->room_flags, ROOM_SAFE); 
	    REMOVE_BIT(ch->newbits, NEW_REINA);
	    ch->reina_timer = 60;
	    send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch);
	    act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
	}
    }
    else if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_NEUTRAL))
    {
	if (ch->in_room != NULL)
	{
	    REMOVE_BIT(ch->in_room->room_flags, ROOM_SAFE); 
	    REMOVE_BIT(ch->newbits, NEW_NEUTRAL);
	    ch->obeah_timer = 30;
	    send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch);
	    act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
	}
    }


    if ( !IS_NPC(ch)  &&  IS_AFFECTED(ch, AFF_STEELSHIELD))
    {
	if (ch->in_room != NULL)
	    REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
	    send_to_char("Your majesty fades away.\n\r", ch);
    }

    if ( !IS_NPC(ch)  &&  IS_AFFECTED(ch, AFF_SAFE))
    {
	if (ch->in_room != NULL)
	    REMOVE_BIT( ch->affected_by, AFF_SAFE );
	    send_to_char("You feel Gaia's protection fade away.\n\r", ch);
    }

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

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

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

    ch->in_room      = NULL;
    ch->next_in_room = NULL;
    return;
}



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

    if ( pRoomIndex == NULL )
    {
	bug( "Char_to_room: NULL.", 0 );
	return;
    }

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

    if ( !IS_NPC(ch) )
	++ch->in_room->area->nplayer;

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

    if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) ch->in_room->blood += 1;

    if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
    {
        SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
	ch->darkness_timer = 60;
	act("The room is filled with darkness.",ch,NULL,NULL,TO_CHAR);
	act("The room is filled with darkness.",ch,NULL,NULL,TO_ROOM);
    }

    if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_SILENCE))
    {
        SET_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
	ch->silence_timer = 60;
	act("The room is filled with silence.",ch,NULL,NULL,TO_CHAR);
	act("The room is filled with silence.",ch,NULL,NULL,TO_ROOM);
    }

           if (ch->in_room->vnum == 3333)
	{
	 SET_BIT(ch->in_room->added_flags, ROOM2_SILENCE); 	
	}  
/*
 if (ch->in_room != NULL && ((ch->in_room->vnum != 3055) ||
(ch->in_room->vnum != 3055) || (ch->in_room->vnum != 26000)) &&
IS_SET(ch->in_room->room_flags, ROOM_SAFE))
    {
        ch->safe_timer += 90;
        }
*/
    if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_REINA))
    {
        SET_BIT(ch->in_room->room_flags, ROOM_SAFE);
	ch->reina_timer = 60;
	act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_CHAR);
	act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_ROOM);
    }
    else if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_NEUTRAL))
    {
        SET_BIT(ch->in_room->room_flags, ROOM_SAFE);
	ch->obeah_timer = 30;
	act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_CHAR);
	act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_ROOM);
    }

    return;
}


/*
 * Give an obj to a char.
 */
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
    if (obj == NULL) return;
    obj->next_content	 = ch->carrying;
    ch->carrying	 = obj;
    obj->carried_by	 = ch;
    obj->in_room	 = NULL;
    obj->in_obj		 = NULL;
    ch->carry_number	+= 1;
    ch->carry_weight	+= get_obj_weight( obj );
}



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

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

    if ( obj->wear_loc != WEAR_NONE )
	unequip_char( ch, obj );

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

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

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

    obj->carried_by	 = NULL;
    obj->next_content	 = NULL;
    ch->carry_number	-= 1;
    ch->carry_weight	-= get_obj_weight( obj );
    return;
}


/*
 * Take an obj from its character, quietly.
 */
void obj_from_char2( OBJ_DATA *obj )
{
    CHAR_DATA *ch;

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

    if ( obj->wear_loc != WEAR_NONE )
	unequip_char2( ch, obj );

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

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

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

    obj->carried_by	 = NULL;
    obj->next_content	 = NULL;
    ch->carry_number	-= 1;
    ch->carry_weight	-= get_obj_weight( obj );
    return;
}



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

    switch ( iWear )
    {
    case WEAR_BODY:	return 3 * obj->value[0];
    case WEAR_HEAD:	return 2 * obj->value[0];
    case WEAR_LEGS:	return 2 * obj->value[0];
    case WEAR_FEET:	return     obj->value[0];
    case WEAR_HANDS:	return     obj->value[0];
    case WEAR_ARMS:	return     obj->value[0];
    case WEAR_SHIELD:	return     obj->value[0];
    case WEAR_FINGER_L:	return     obj->value[0];
    case WEAR_FINGER_R: return     obj->value[0];
    case WEAR_NECK_1:	return     obj->value[0];
    case WEAR_NECK_2:	return     obj->value[0];
    case WEAR_ABOUT:	return 2 * obj->value[0];
    case WEAR_WAIST:	return     obj->value[0];
    case WEAR_WRIST_L:	return     obj->value[0];
    case WEAR_WRIST_R:	return     obj->value[0];
    case WEAR_HOLD:	return     obj->value[0];
    case WEAR_FACE:	return     obj->value[0];
    case WEAR_SCABBARD_L:return 0;
    case WEAR_SCABBARD_R:return 0;
    }

    return 0;
}



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

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

    return NULL;
}



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

    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 );
	do_autosave( ch, "" );
	return;
    }


if (IS_SET(obj->spectype, SITEM_DROW) || obj->pIndexData->vnum ==
	29600 || obj->pIndexData->vnum == 29601)
	if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) {
	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 );
	do_autosave( ch, "" );
	return;
	} 

	if (obj->pIndexData->vnum == 29700 && (IS_NPC(ch) ||
!IS_CLASS(ch,CLASS_NINJA))) {
	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);
	do_autosave(ch, "");
	return;
	}

    if ((IS_NPC(ch) || !IS_CLASS(ch,
     CLASS_DEMON)) && IS_SET(obj->spectype, SITEM_DEMONIC))
    {
	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 );
	do_autosave( ch, "" );
	return;
    }

    if ((IS_NPC(ch) || !IS_IMMORTAL(ch)) && IS_SET(obj->quest,QUEST_RELIC)
	&&  !IS_SET(obj->spectype,SITEM_DEMONIC)
	&&  !IS_SET(obj->spectype,SITEM_HIGHLANDER) && !IS_CLASS(ch,
CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_NINJA) &&  obj->chobj == NULL &&
!IS_CLASS(ch, CLASS_DROW))
    {
	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 );
	do_autosave( ch, "" );
	return;
    }



/*
    if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_DEMON))) &&
        IS_SET(obj->spectype, SITEM_DEMONIC))
    {
	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 );
	do_autosave( ch, "" );
	return;
    }
    if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_MAGE))) &&
        IS_SET(obj->spectype, SITEM_MAGE))
    {
        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 );
        do_autosave( ch, "" );
        return;
    }
    if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_NINJA))) &&
        IS_SET(obj->spectype, SITEM_NINJA))
    {
        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 );
        do_autosave( ch, "" );
        return;
    }
 Disabled for something - Vic
    if ((IS_NPC(ch) || !IS_IMMORTAL(ch)) 
	&&  IS_SET(obj->quest,QUEST_RELIC)
	&&  !IS_SET(obj->spectype,SITEM_DEMONIC)
	&&  !IS_SET(obj->spectype,SITEM_HIGHLANDER)
	&&  !IS_SET(obj->spectype,SITEM_DROWWEAPON) 
	&&  !IS_SET(obj->spectype,SITEM_NINJA)
        &&  obj->chobj == NULL)
    {
	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 );
	do_autosave( ch, "" );
	return;
    }
*/
/*
 * Mercpoint - commented out to enable wearing more than one artifact.
 * Damcap is not modified by more than 500 on wearing more than one
 * artifact due to the fact that the damcap modifier is based on whether
 * a player is affected by ITEMA_ARTIFACT and as this can only be either
 * on or off it only affects damcap once :)
 * Therefore this enables a player to wear all the artifacts they have
 * aquired (call it a reward for having got them) as because we have
 * changed the code such that artifacts can no longer be put in bags,
 * it now follows that a player with more than one artifact who is decapped
 * will have his corpse looted for all of those artifacts.
 * Hence he might as well can the benefit for having them.
 *
 * It miht be an idea to add a check such that if the player is still
 * wearing an artifact when they remove one that the ITEMA_ARTIFACT bit
 * isn't removed. - Merc (4/10/96)
 *
    if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_ITEMAFF(ch, ITEMA_ARTIFACT))
    {
	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 );
	do_autosave( ch, "" );
	return;
    }
 */

    if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) && IS_SET(obj->spectype, SITEM_DROWWEAPON))
    {
	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 );
	do_autosave( ch, "" );
	return;
    }

    if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER))
        && IS_SET(obj->spectype, SITEM_HIGHLANDER))
    {
	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 );
	do_autosave( ch, "" );
	return;
    }

    if ( iWear == WEAR_SCABBARD_L ||
    	iWear == WEAR_SCABBARD_R ) {obj->wear_loc = iWear;return;}

    if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) 
	ch->armor -= apply_ac( obj, iWear );
    obj->wear_loc = iWear;

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
	affect_modify( ch, paf, TRUE );
    for ( paf = obj->affected; paf != NULL; paf = paf->next )
	affect_modify( ch, paf, TRUE );

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

    if (!IS_NPC(ch))
    {
    	if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
    	if ( chch->desc != ch->desc) return;
    }

    if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	&& str_cmp(obj->chpoweron,"(null)")
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	{
	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	    if (IS_SET(obj->spectype, SITEM_ACTION))
		kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_ROOM);
	}
    if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	&& str_cmp(obj->victpoweron,"(null)")
	&& !IS_SET(obj->spectype, SITEM_ACTION)
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

    if ( obj->wear_loc == WEAR_NONE )
	return;
    if (   ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1   ))
	|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
	|| IS_SET(obj->spectype, SITEM_SILVER)
	|| IS_SET(obj->spectype, SITEM_DEMONIC)
	|| IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	/* It would be so much easier if weapons had 5 values *sigh*.  
	 * Oh well, I'll just have to use v0 for two.  KaVir.
	 */
	if (obj->item_type == ITEM_ARMOR)
	    sn = obj->value[3];
	else
	    sn = obj->value[0] / 1000;

	if      ((sn ==  4) && (IS_AFFECTED(ch, AFF_BLIND)))        return;
	else if ((sn == 27) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
	else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING)))       return;
	else if ((sn == 45) && (IS_AFFECTED(ch, AFF_INFRARED)))     return;
	else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE)))    return;
	else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR)))    return;
	else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT)))      return;
	else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY)))    return;
	else if ((sn == 2 ) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
	else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING)))       return;
	else if ((sn == 1 ) && (IS_AFFECTED(ch, AFF_INFRARED)))     return;
	else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE)))    return;
	else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR)))    return;
	else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT)))      return;
	else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY)))    return;
	else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK)))        return;
	else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
	else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD)))  return;
	else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD)))   return;
	else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD)))  return;
	else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_DBPASS)))      return;
	else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return;
	else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE)))  return;
	else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED)))       return;
	else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL)))      return;
	else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE)))       return;
	else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT)))     return;
	else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE)))  return;
	else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION)))      return;
	else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER)))     return;
	else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH)))      return;
	else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER)))       return;
	else if ((sn == 60) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN)))return;
	else if ((sn == 61) && (IS_AFFECTED(ch, AFF_TOTALBLIND)))   return;
	if (sn == 4)
	{
	    SET_BIT(ch->affected_by, AFF_BLIND);
	    send_to_char( "You cannot see a thing!\n\r", ch );
	    act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 61)
	{
	    SET_BIT(ch->affected_by, AFF_TOTALBLIND);
	    send_to_char( "You are covered by darkness!\n\r", ch);
	    act("A shroud of darkness appears around $n!", ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 27 || sn == 2)
	{
	    SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
	    send_to_char( "Your eyes tingle.\n\r", ch );
	    act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 39 || sn == 3)
	{
	    SET_BIT(ch->affected_by, AFF_FLYING);
	    send_to_char( "Your feet rise off the ground.\n\r", ch );
	    act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 45 || sn == 1)
	{
	    SET_BIT(ch->affected_by, AFF_INFRARED);
	    send_to_char( "Your eyes glow red.\n\r", ch );
	    act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 46 || sn == 5)
	{
	    SET_BIT(ch->affected_by, AFF_INVISIBLE);
	    send_to_char( "You fade out of existance.\n\r", ch );
	    act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 52 || sn == 6)
	{
	    SET_BIT(ch->affected_by, AFF_PASS_DOOR);
	    send_to_char( "You turn translucent.\n\r", ch );
	    act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 60)
	{
	    SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
	    send_to_char( "You awarenes improves.\n\r", ch );
	    act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 54 || sn == 7)
	{
	    SET_BIT(ch->affected_by, AFF_PROTECT);
	    send_to_char( "You are surrounded by a divine aura.\n\r", ch );
	    act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 57 || sn == 8)
	{
	    SET_BIT(ch->affected_by, AFF_SANCTUARY);
	    send_to_char( "You are surrounded by a white aura.\n\r", ch );
	    act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 9)
	{
	    SET_BIT(ch->affected_by, AFF_SNEAK);
	    send_to_char( "Your footsteps stop making any sound.\n\r", ch );
	    act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 10)
	{
	    SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
	    send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
	    act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 11)
	{
	    SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
	    send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch );
	    act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 12)
	{
	    SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
	    send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch );
	    act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 13)
	{
	    SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
	    send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch );
	    act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 14)
	{
	    SET_BIT(ch->itemaffect, ITEMA_DBPASS);
	    send_to_char( "You are now safe from the DarkBlade clan guardians.\n\r", ch );
	}
	else if (sn == 15)
	{
	    SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
	    send_to_char( "You are surrounded by a swirling shield of chaos.\n\r", ch );
	    act("$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 16)
	    SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
	else if (sn == 17)
	{
	    SET_BIT(ch->itemaffect, ITEMA_SPEED);
	    send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
	    act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 18)
	    SET_BIT(ch->itemaffect, ITEMA_VORPAL);
	else if (sn == 19)
	    SET_BIT(ch->itemaffect, ITEMA_PEACE);
	else if (sn == 20)
	{
	    SET_BIT(ch->itemaffect, ITEMA_REFLECT);
	    send_to_char( "You are surrounded by flickering shield of darkness.\n\r", ch );
	    act("$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 21)
	    SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
	else if (sn == 22)
	{
	    SET_BIT(ch->itemaffect, ITEMA_VISION);
	    send_to_char( "Your eyes begin to glow bright white.\n\r", ch );
	    act("$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 23)
	    SET_BIT(ch->itemaffect, ITEMA_STALKER);
	else if (sn == 24)
	{
	    SET_BIT(ch->itemaffect, ITEMA_VANISH);
	    send_to_char( "You blend into the shadows.\n\r", ch );
	    act("$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 25 && !IS_NPC(ch))
	{
	    SET_BIT(ch->itemaffect, ITEMA_RAGER);
	    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100)
	    {
		ch->pcdata->stats[UNI_RAGE] = 300;
		do_werewolf(ch,"");
	    }
	    else if (IS_CLASS(ch, CLASS_WEREWOLF))
		ch->pcdata->stats[UNI_RAGE] = 300;
	    else if (IS_CLASS(ch, CLASS_VAMPIRE))
		ch->pcdata->stats[UNI_RAGE] = 25;
		else if (IS_CLASS(ch, CLASS_NINJA))
		ch->pcdata->stats[UNI_RAGE] = 200;
	}
	if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch))
	    if (ch->pcdata->stats[DEMON_POWER] < 15) ch->pcdata->stats[DEMON_POWER] += 1;
	if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
	{
	    if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
		SET_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
	}
	if (IS_SET(obj->quest, QUEST_ARTIFACT))
	    SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
	if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD)
	    SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
	if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD)
	    SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
    }
    return;
}


/*
 * Unequip a char with an obj.
 */
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
    CHAR_DATA   *chch;
    AFFECT_DATA *paf;
    int sn;
    int oldpos = obj->wear_loc;

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

    if ( obj->wear_loc == WEAR_SCABBARD_L ||
    	obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}

    if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) 
	ch->armor += apply_ac(obj, obj->wear_loc);
    obj->wear_loc	 = -1;

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
	affect_modify( ch, paf, FALSE );
    for ( paf = obj->affected; paf != NULL; paf = paf->next )
	affect_modify( ch, paf, FALSE );

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

    if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
    if ( chch->desc != ch->desc) return;

    if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;

    if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	&& str_cmp(obj->chpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	{
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	    if (IS_SET(obj->spectype, SITEM_ACTION))
		kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_ROOM);
	}
    if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	&& str_cmp(obj->victpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_ACTION)
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

    if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1   ))
        || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
	|| IS_SET(obj->spectype, SITEM_SILVER)
	|| IS_SET(obj->spectype, SITEM_DEMONIC)
	|| IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	if (obj->item_type == ITEM_ARMOR)
	    sn = obj->value[3];
	else
	    sn = obj->value[0] / 1000;
	if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
		&& !is_affected(ch, 4))
	{
	    REMOVE_BIT(ch->affected_by, AFF_BLIND);
	    send_to_char( "You can see again.\n\r", ch );
	    act("$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_TOTALBLIND) && (sn == 61)
		&& !is_affected(ch, 61))
	{
	    REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND);
	    send_to_char( "The shroud of darkness surrounding you disappears.\n\r", ch );
	    act("The shroud of darkness surrounding $n disappears.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
		&& !is_affected(ch, 27))
	{
	    REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
	    send_to_char( "Your eyes stop tingling.\n\r", ch );
	    act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
		&& !is_affected(ch, 39))
	{
	    REMOVE_BIT(ch->affected_by, AFF_FLYING);
	    send_to_char( "You slowly float to the ground.\n\r", ch );
	    act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
		&& !is_affected(ch, 45))
	{
	    REMOVE_BIT(ch->affected_by, AFF_INFRARED);
	    send_to_char( "Your eyes stop glowing red.\n\r", ch );
	    act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
		&& !is_affected(ch, 46))
	{
	    REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
	    send_to_char( "You fade into existance.\n\r", ch );
	    act("$n fades into existance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
		&& !is_affected(ch, 52))
	{
	    REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
	    send_to_char( "You feel solid again.\n\r", ch );
	    act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
		&& !is_affected(ch, 54))
	{
	    REMOVE_BIT(ch->affected_by, AFF_PROTECT);
	    send_to_char( "The divine aura around you fades.\n\r", ch );
	    act("The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
		&& !is_affected(ch, 57))
	{
	    REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
	    send_to_char( "The white aura around your body fades.\n\r", ch );
	    act("The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
		&& !is_affected(ch, 80))
	{
	    REMOVE_BIT(ch->affected_by, AFF_SNEAK);
	    send_to_char( "You are no longer moving so quietly.\n\r", ch );
	    act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
	{
	    REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
	    send_to_char( "You feel less aware of your surrondings.\n\r",ch );
	    act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
	    send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
	    act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
	    send_to_char( "The burning shield of fire around you fades.\n\r", ch );
	    act("The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
	    send_to_char( "The shimmering shield of ice around you fades.\n\r", ch );
	    act("The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
	    send_to_char( "The bubbling shield of acid around you fades.\n\r", ch );
	    act("The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
	    send_to_char( "You are no longer safe from the DarkBlade clan guardians.\n\r", ch );
	}
	else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
	    send_to_char( "The swirling shield of chaos around you fades.\n\r", ch );
	    act("The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 16)
	    REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
	else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
	    send_to_char( "Your actions slow down to normal speed.\n\r", ch );
	    act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 18)
	    REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
	else if (sn == 19)
	    REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
	else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
	    send_to_char( "The flickering shield of darkness around you fades.\n\r", ch );
	    act("The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 21)
	    REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
	else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
	    send_to_char( "Your eyes stop glowing bright white.\n\r", ch );
	    act("$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 23)
	    REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
	else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
	    send_to_char( "You emerge from the shadows.\n\r", ch );
	    act("$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM);
	}
	else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
	    if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] >= 100)
	    {
		ch->pcdata->stats[UNI_RAGE] = 0;
		do_unwerewolf(ch,"");
	    }
	    ch->pcdata->stats[UNI_RAGE] = 0;
	}
	if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
	    && ch->pcdata->stats[DEMON_POWER] > 0)
	    ch->pcdata->stats[DEMON_POWER] -= 1;
	if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
	{
	    if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
		REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
	}
	if (IS_SET(obj->quest, QUEST_ARTIFACT)) 
	    REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
	if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
	    REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
	if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
	    REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
    }
    return;
}



/*
 * Unequip a char with an obj, quietly
 */
void unequip_char2( CHAR_DATA *ch, OBJ_DATA *obj )
{
    CHAR_DATA   *chch;
    AFFECT_DATA *paf;
    int sn;
    int oldpos = obj->wear_loc;

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

    if ( obj->wear_loc == WEAR_SCABBARD_L ||
    	obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}

    if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) 
	ch->armor += apply_ac(obj, obj->wear_loc);
    obj->wear_loc	 = -1;

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
	affect_modify( ch, paf, FALSE );
    for ( paf = obj->affected; paf != NULL; paf = paf->next )
	affect_modify( ch, paf, FALSE );

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

    if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
    if ( chch->desc != ch->desc) return;

    if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;

    if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	&& str_cmp(obj->chpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	{
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	    if (IS_SET(obj->spectype, SITEM_ACTION))
		kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_ROOM);
	}
    if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	&& str_cmp(obj->victpoweroff,"(null)")
	&& !IS_SET(obj->spectype, SITEM_ACTION)
	&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
	&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
	kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

    if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1   ))
        || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
	|| IS_SET(obj->spectype, SITEM_SILVER)
	|| IS_SET(obj->spectype, SITEM_DEMONIC)
	|| IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	if (obj->item_type == ITEM_ARMOR)
	    sn = obj->value[3];
	else
	    sn = obj->value[0] / 1000;
	if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
		&& !is_affected(ch, 4))
	{
	    REMOVE_BIT(ch->affected_by, AFF_BLIND);
	}
	else if (IS_AFFECTED(ch, AFF_TOTALBLIND) && (sn == 61)
		&& !is_affected(ch, 61))
	{
	    REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND);
	}
	else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
		&& !is_affected(ch, 27))
	{
	    REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
	}
	else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
		&& !is_affected(ch, 39))
	{
	    REMOVE_BIT(ch->affected_by, AFF_FLYING);
	}
	else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
		&& !is_affected(ch, 45))
	{
	    REMOVE_BIT(ch->affected_by, AFF_INFRARED);
	}
	else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
		&& !is_affected(ch, 46))
	{
	    REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
	}
	else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
		&& !is_affected(ch, 52))
	{
	    REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
	}
	else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
		&& !is_affected(ch, 54))
	{
	    REMOVE_BIT(ch->affected_by, AFF_PROTECT);
	}
	else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
		&& !is_affected(ch, 57))
	{
	    REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
	}
	else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
		&& !is_affected(ch, 80))
	{
	    REMOVE_BIT(ch->affected_by, AFF_SNEAK);
	}
	else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
	{
	    REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
	}
	else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
	}
	else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
	}
	else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
	}
	else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
	}
	else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
	}
	else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
	}
	else if (sn == 16)
	    REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
	else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
	}
	else if (sn == 18)
	    REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
	else if (sn == 19)
	    REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
	else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
	}
	else if (sn == 21)
	    REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
	else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
	}
	else if (sn == 23)
	    REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
	else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
	}
	else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
	{
	    REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
	    ch->pcdata->stats[UNI_RAGE] = 0;
	}
	if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
	    && ch->pcdata->stats[DEMON_POWER] > 0)
	    ch->pcdata->stats[DEMON_POWER] -= 1;
	if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
	{
	    if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
		REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
	}
	if (IS_SET(obj->quest, QUEST_ARTIFACT)) 
	    REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
	if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
	    REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
	if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
	    REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
    }
    return;
}



/*
 * Count occurrences of an obj in a list.
 */
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
{
    OBJ_DATA *obj;
    int nMatch;

    nMatch = 0;
    for ( obj = list; obj != NULL; obj = obj->next_content )
    {
	if ( obj->pIndexData == pObjIndex )
	    nMatch++;
    }

    return nMatch;
}



/*
 * Move an obj out of a room.
 */
void obj_from_room( OBJ_DATA *obj )
{
    ROOM_INDEX_DATA *in_room;

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

    if ( obj == in_room->contents )
    {
	in_room->contents = obj->next_content;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = in_room->contents; prev; prev = prev->next_content )
	{
	    if ( prev->next_content == obj )
	    {
		prev->next_content = obj->next_content;
		break;
	    }
	}

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

    obj->in_room      = NULL;
    obj->next_content = NULL;
    return;
}



/*
 * Move an obj into a room.
 */
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
    if (obj == NULL) return;
    obj->next_content		= pRoomIndex->contents;
    pRoomIndex->contents	= obj;
    obj->in_room		= pRoomIndex;
    obj->carried_by		= NULL;
    obj->in_obj			= NULL;
    return;
}



/*
 * Move an object into an object.
 */
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
    if (obj == NULL) return;
    obj->next_content		= obj_to->contains;
    obj_to->contains		= obj;
    obj->in_obj			= obj_to;
    obj->in_room		= NULL;
    obj->carried_by		= NULL;

    for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
    {
	if ( obj_to->carried_by != NULL && !IS_SET(obj_to->spectype,SITEM_MORPH))
	    obj_to->carried_by->carry_weight += get_obj_weight( obj );
    }

    return;
}



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

    if (obj == NULL) return;
    if ( ( obj_from = obj->in_obj ) == NULL )
    {
	bug( "Obj_from_obj: null obj_from.", 0 );
	return;
    }

    if ( obj == obj_from->contains )
    {
	obj_from->contains = obj->next_content;
    }
    else
    {
	OBJ_DATA *prev;

	for ( prev = obj_from->contains; prev; prev = prev->next_content )
	{
	    if ( prev->next_content == obj )
	    {
		prev->next_content = obj->next_content;
		break;
	    }
	}

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

    obj->next_content = NULL;
    obj->in_obj       = NULL;

    for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
    {
	if ( obj_from->carried_by != NULL && !IS_SET(obj_from->spectype,SITEM_MORPH))
	    obj_from->carried_by->carry_weight -= get_obj_weight( obj );
    }

    return;
}



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

    if ( obj == NULL ) return;
    if ( obj->in_room != NULL )
	obj_from_room( obj );
    else if ( obj->carried_by != NULL )
	obj_from_char( obj );
    else if ( obj->in_obj != NULL )
	obj_from_obj( obj );

    if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   IS_HEAD(ch,LOST_HEAD))
    {
	REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
	REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	free_string(ch->morph);
	ch->morph = str_dup("");
	ch->hit = 1;
	char_from_room(ch);
	char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	ch->pcdata->chobj = NULL;
	obj->chobj = NULL;
	send_to_char("You have been KILLED!!\n\r",ch);
	do_look(ch,"auto");
	ch->position = POS_RESTING;
    }
    else if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
    {
	if (ch->pcdata->obj_vnum != 0)
	{
	    send_to_char("You have been destroyed!\n\r",ch);
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	}
	else
	{
	    REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
	    REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	    free_string(ch->morph);
	    ch->morph = str_dup("");
	    char_from_room(ch);
	    char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	    send_to_char("You return to your body.\n\r",ch);
	}
    }
    else if ( obj->chobj != NULL )
    {
	if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
	obj->chobj = NULL;
	bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
    }

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

    if ( object_list == obj )
    {
	object_list = obj->next;
    }
    else
    {
	OBJ_DATA *prev;

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

	if ( prev == NULL )
	{
	    bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
	    return;
	}
    }

    {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

	for ( paf = obj->affected; paf != NULL; paf = paf_next )
	{
	    paf_next    = paf->next;
	    paf->next   = affect_free;
	    affect_free = paf;
	}
    }

    {
	EXTRA_DESCR_DATA *ed;
	EXTRA_DESCR_DATA *ed_next;

	for ( ed = obj->extra_descr; ed != NULL; ed = ed_next )
	{
	    ed_next		= ed->next;
	    free_string( ed->description );
	    free_string( ed->keyword     );
	    extra_descr_free	= ed;
	}
    }

    free_string( obj->name        );
    free_string( obj->description );
    free_string( obj->short_descr );
    if (obj->chpoweron    != NULL) free_string( obj->chpoweron   );
    if (obj->chpoweroff   != NULL) free_string( obj->chpoweroff  );
    if (obj->chpoweruse   != NULL) free_string( obj->chpoweruse  );
    if (obj->victpoweron  != NULL) free_string( obj->victpoweron );
    if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
    if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
    if (obj->questmaker   != NULL) free_string( obj->questmaker  );
    if (obj->questowner   != NULL) free_string( obj->questowner  );
    --obj->pIndexData->count;
    obj->next	= obj_free;
    obj_free	= obj;
    return;
}


/*
 * Extract an obj from the world, quietly.
 */
void extract_obj2( OBJ_DATA *obj )
{
    CHAR_DATA *ch;
    OBJ_DATA *obj_content;
    OBJ_DATA *obj_next;

    if ( obj == NULL ) return;
    if ( obj->in_room != NULL )
	obj_from_room( obj );
    else if ( obj->carried_by != NULL )
	obj_from_char2( obj );
    else if ( obj->in_obj != NULL )
	obj_from_obj( obj );

    if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   IS_HEAD(ch,LOST_HEAD))
    {
	REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
	REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	free_string(ch->morph);
	ch->morph = str_dup("");
	ch->hit = 1;
	char_from_room(ch);
	char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	ch->pcdata->chobj = NULL;
	obj->chobj = NULL;
	send_to_char("You have been KILLED!!\n\r",ch);
	do_look(ch,"auto");
	ch->position = POS_RESTING;
    }
    else if ( ( ch = obj->chobj ) != NULL
    &&   !IS_NPC(ch)
    &&   ch->pcdata->chobj == obj
    &&   (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
    {
	if (ch->pcdata->obj_vnum != 0)
	{
	    send_to_char("You have been destroyed!\n\r",ch);
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	}
	else
	{
	    REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
	    REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
	    free_string(ch->morph);
	    ch->morph = str_dup("");
	    char_from_room(ch);
	    char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
	    ch->pcdata->chobj = NULL;
	    obj->chobj = NULL;
	    send_to_char("You return to your body.\n\r",ch);
	}
    }
    else if ( obj->chobj != NULL )
    {
	if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
	obj->chobj = NULL;
	bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
    }

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

    if ( object_list == obj )
    {
	object_list = obj->next;
    }
    else
    {
	OBJ_DATA *prev;

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

	if ( prev == NULL )
	{
	    bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
	    return;
	}
    }

    {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

	for ( paf = obj->affected; paf != NULL; paf = paf_next )
	{
	    paf_next    = paf->next;
	    paf->next   = affect_free;
	    affect_free = paf;
	}
    }

    {
	EXTRA_DESCR_DATA *ed;
	EXTRA_DESCR_DATA *ed_next;

	for ( ed = obj->extra_descr; ed != NULL; ed = ed_next )
	{
	    ed_next		= ed->next;
	    free_string( ed->description );
	    free_string( ed->keyword     );
	    extra_descr_free	= ed;
	}
    }

    free_string( obj->name        );
    free_string( obj->description );
    free_string( obj->short_descr );
    if (obj->chpoweron    != NULL) free_string( obj->chpoweron   );
    if (obj->chpoweroff   != NULL) free_string( obj->chpoweroff  );
    if (obj->chpoweruse   != NULL) free_string( obj->chpoweruse  );
    if (obj->victpoweron  != NULL) free_string( obj->victpoweron );
    if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
    if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
    if (obj->questmaker   != NULL) free_string( obj->questmaker  );
    if (obj->questowner   != NULL) free_string( obj->questowner  );
    --obj->pIndexData->count;
    obj->next	= obj_free;
    obj_free	= obj;
    return;
}



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

    if ( ch == NULL ) return;

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

    if ( fPull )
	die_follower( ch );

    stop_fighting( ch, TRUE );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
        if ( quiet )
          extract_obj2( obj );
        else
	  extract_obj( obj );
    }
    
    char_from_room( ch );

    if ( IS_NPC(ch) )
	--ch->pIndexData->count;
    else if ( ch->pcdata->chobj != NULL )
    {
	ch->pcdata->chobj->chobj = NULL;
	ch->pcdata->chobj = NULL;
    }

    if ( !fPull )
    {
	char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
	return;
    }

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

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

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

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

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

    if ( ch->desc )
	ch->desc->character = NULL;

    if ( (wizard = ch->wizard) != NULL)
    {
	if (!IS_NPC(wizard)) wizard->pcdata->familiar = NULL;
	ch->wizard = NULL;
    }
    if ( !IS_NPC(ch) )
    {
	if ((familiar = ch->pcdata->familiar) != NULL)
	{
	    familiar->wizard = NULL;
	    ch->pcdata->familiar = NULL;
	    if (IS_NPC(familiar))
	    {
		act("$n slowly fades away to nothing.",familiar,NULL,NULL,TO_ROOM);
		extract_char(familiar,TRUE, FALSE);
	    }
	}
	if ((familiar = ch->pcdata->partner) != NULL)
	    ch->pcdata->partner = NULL;
	if ((familiar = ch->pcdata->propose) != NULL)
	    ch->pcdata->propose = NULL;
	for ( familiar = char_list; familiar != NULL; familiar = familiar->next)
	{
	    if ( !IS_NPC(familiar) && familiar->pcdata->propose != NULL && 
		familiar->pcdata->propose == ch )
		familiar->pcdata->propose = NULL;
	    if ( !IS_NPC(familiar) && familiar->pcdata->partner != NULL && 
		familiar->pcdata->partner == ch )
		familiar->pcdata->partner = NULL;
	}
    }
    else if (IS_NPC(ch) && strlen(ch->lord) > 1)
    {
	for ( wch = char_list; wch != NULL ; wch = wch->next )
	{
	    if (IS_NPC(wch)) continue;
	    if (str_cmp(wch->name, ch->lord)) continue;
	    if (wch->pcdata->followers > 0) wch->pcdata->followers--;
	}
    }

    if ( quiet )
      free_char( ch, TRUE );
    else
      free_char( ch, FALSE );
    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" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
	return ch;
    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
    {
	if ( !IS_NPC(rch) && IS_HEAD(rch, LOST_HEAD) ) continue;
	else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
	else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) &&
	    ( IS_NPC(rch) || !is_name( arg, rch->morph ))))
	    continue;
	if ( ++count == number )
	    return rch;
    }

    return NULL;
}

CHAR_DATA *get_char( CHAR_DATA *ch )
{
    if ( !ch->pcdata )
        return ch->desc->original;
    else
        return ch;
}


/*
 * 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 ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
	else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
	else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
	    ( IS_NPC(wch) || !is_name( arg, wch->morph ))))
	    continue;
	if ( ++count == number )
	    return wch;
    }

    return NULL;
}



/*
 * Find some object with a given index data.
 * Used by area-reset 'P' command.
 */
OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex )
{
    OBJ_DATA *obj;

    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( obj->pIndexData == pObjIndex )
	    return obj;
    }

    return NULL;
}


/*
 * Find an obj in a list.
 */
OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

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

    return NULL;
}



/*
 * Find an object within the object you are in.
 */
OBJ_DATA *get_obj_in_obj( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL)
	return NULL;
    obj = ch->pcdata->chobj;
    if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC &&
    	obj->in_obj->item_type != ITEM_CORPSE_PC ) return NULL;

    for ( obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content )
    {
	if (obj != obj2
	&&  is_name( arg, obj2->name ) )
	{
	    if ( ++count == number )
		return obj2;
	}
    }

    return NULL;
}



/*
 * Find an obj in player's inventory.
 */
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	if ( obj->wear_loc == WEAR_NONE
	&&   can_see_obj( ch, obj )
	&&   is_name( arg, obj->name ) )
	{
	    if ( ++count == number )
		return obj;
	}
    }

    return NULL;
}



/*
 * Find an obj in player's equipment.
 */
OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	if ( obj->wear_loc != WEAR_NONE
	&&   can_see_obj( ch, obj )
	&&   is_name( arg, obj->name ) )
	{
	    if ( ++count == number )
		return obj;
	}
    }

    return NULL;
}



/*
 * Find an obj in the room or in inventory.
 */
OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;

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

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

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

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

    return NULL;
}



/*
 * Find an obj in the room or in inventory.
 */
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;

    obj = get_obj_list( ch, argument, ch->in_room->contents );
    if ( obj != 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;
}



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

    if ( amount <= 0 )
    {
	bug( "Create_money: zero or negative money %d.", amount );
	amount = 1;
    }

    if ( amount == 1 )
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
    }
    else
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
	sprintf( buf, obj->short_descr, amount );
	free_string( obj->short_descr );
	obj->short_descr	= str_dup( buf );
	obj->value[0]		= amount;
    }

    return obj;
}



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

    weight = obj->weight;
    for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
	weight += get_obj_weight( obj );

    return weight;
}



/*
 * True if room is dark.
 */
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
{
    if ( pRoomIndex->light > 0 )
	return FALSE;

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

    if ( pRoomIndex->sector_type == SECT_INSIDE
    ||   pRoomIndex->sector_type == SECT_CITY )
	return FALSE;

     if (IS_SET(world_affects, WORLD_ECLIPSE)) return TRUE;

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

    return FALSE;
}



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

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

    if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)  && count >= 2 )
	return TRUE;

    if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 )
	return TRUE;

    return FALSE;
}



/*
 * True if char can see victim.
 */
/* FRAGGED BY SAGE :P

bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch == victim )
	return TRUE;
 
    if ( IS_SET(ch->garou1, GAROU_BLISSFUL) && IS_CLASS(ch, CLASS_WEREWOLF) )  return FALSE;

    if (get_trust(ch) >= MAX_LEVEL) return TRUE;

    if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_CAN_SEE))
    {
	if (ch->pcdata->familiar == NULL)
	    REMOVE_BIT(ch->act, EXTRA_CAN_SEE);
	else if (victim->in_room != NULL && ch->in_room != NULL &&
	    ch->pcdata->familiar->in_room != NULL)
	{
	    if (ch->in_room != ch->pcdata->familiar->in_room &&
		ch->pcdata->familiar->in_room == victim->in_room)
	    {
		if (can_see(ch->pcdata->familiar, victim)) return TRUE;
		else return FALSE;
	    }
	}
    }

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

    if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_INCOG)
    &&   get_trust( ch ) < get_trust( victim ) 
    &&   ch->in_room != victim->in_room )
	return FALSE;

if ( IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA) 
	     && IS_SET(victim->act, PLR_WIZINVIS))
{
	return FALSE;
}
	if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) && IS_AFFECTED(victim, AFF_HIDE)) {
	if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_NINJA))
	return FALSE;
	else return TRUE;
	}
    if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) ||
(IS_SET(ch->newbits, NEW_DARKNESS))
    {
        if (!IS_IMMORTAL( ch ) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_VAMPIRE))
	    return FALSE;
        else
	    return TRUE;
    }

if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) && IS_AFFECTED(victim, AFF_HIDE)) 
{
	if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_NINJA))
	return FALSE;
	else return TRUE;
}
if ( IS_VAMPAFF(victim, VAM_OBFU) && !IS_IMMORTAL(ch) &&
	!IS_ITEMAFF(ch, ITEMA_VISION))
    {

    if ( IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
    {
        if (!IS_NPC(ch))
	{
	    if (IS_IMMORTAL(ch) || IS_ITEMAFF(ch, ITEMA_VISION))
		return TRUE;
	    else if (IS_VAMPIRE(ch)) 
		return TRUE;
	    else 
		return FALSE;
	}
        else
	    return FALSE;
    }


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

    if ( IS_ITEMAFF(ch, ITEMA_VISION) )
	return TRUE;

    if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_AFFECTED(victim,AFF_SHADOWPLANE)
	&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
	return FALSE;

    if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_AFFECTED(victim,AFF_SHADOWPLANE)
	&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
	return FALSE;

    if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
	return TRUE;

    if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
	return FALSE;

    if ( IS_EXTRA(ch, BLINDFOLDED) )
	return FALSE;

    if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))
	return FALSE;

	if ( IS_AFFECTED(ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
	return FALSE;
	else if ( IS_IMMORTAL(ch) )
	return TRUE;


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

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

    if ( IS_AFFECTED(victim, AFF_HIDE)
    &&   !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
	return FALSE;

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) )
	return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
	return TRUE;

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    return TRUE;
}

bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch == victim )
        return TRUE;

    if ( IS_SET(ch->garou1, GAROU_BLISSFUL) && IS_CLASS(ch, CLASS_WEREWOLF) )  
    return FALSE;

    if (get_trust(ch) >= MAX_LEVEL) return TRUE;
 if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_CAN_SEE))
    {
	if (ch->pcdata->familiar == NULL)
	    REMOVE_BIT(ch->act, EXTRA_CAN_SEE);
	else if (victim->in_room != NULL && ch->in_room != NULL &&
	    ch->pcdata->familiar->in_room != NULL)
	{
	    if (ch->in_room != ch->pcdata->familiar->in_room &&
		ch->pcdata->familiar->in_room == victim->in_room)
	    {
		if (can_see(ch->pcdata->familiar, victim)) return TRUE;
		else return FALSE;
	    }
	}
    }
    if ( !IS_NPC(victim)
    &&   IS_SET(victim->act, PLR_WIZINVIS)
    &&   get_trust( ch ) < get_trust( victim ) )
        return FALSE;

    if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_INCOG)
    &&   get_trust( ch ) < get_trust( victim )
    &&   ch->in_room != victim->in_room )
        return FALSE;

        if ( IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA)
             && IS_SET(victim->act, PLR_WIZINVIS) )
        return FALSE;

 if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
    {
        if (!IS_IMMORTAL( ch ) && !IS_CLASS(ch, CLASS_DROW) )
            return FALSE;
        else
            return TRUE;
    }
       if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) &&
IS_AFFECTED(victim, AFF_HIDE)) {
        if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_NINJA))
        return FALSE;
        else return TRUE;
        }

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

    if ( IS_ITEMAFF(ch, ITEMA_VISION) )
        return TRUE;

    if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
!IS_AFFECTED(victim,AFF_SHADOWPLANE)
        && !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
        return FALSE;

    if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
IS_AFFECTED(victim,AFF_SHADOWPLANE)
        && !IS_AFFECTED(ch,AFF_SHADOWSIGHT))

        return FALSE;

    if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
        return TRUE;

    if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
        return FALSE;

    if ( IS_EXTRA(ch, BLINDFOLDED) )
        return FALSE;

    if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))
        return FALSE;

        if ( IS_AFFECTED(ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
        return FALSE;
        else if ( IS_IMMORTAL(ch) )
        return TRUE;

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

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

    if ( IS_AFFECTED(victim, AFF_HIDE)
    &&   !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )

        return FALSE;

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) )
        return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
        return TRUE;

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
        ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
        return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
        ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
        return TRUE;

    return TRUE;
}
*/

/* 
 * LoW 3.03 can_see
 */

/*
 * True if char can see victim.
 */
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch == victim )
        return TRUE;
 
    if (get_trust(ch) >= MAX_LEVEL) return TRUE;

   if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_EARTHMELD)) return FALSE;


    if ( IS_SET(ch->garou1, GAROU_BLISSFUL) && IS_CLASS(ch, CLASS_WEREWOLF) )  return FALSE;


 if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_CAN_SEE))
    {
	if (ch->pcdata->familiar == NULL)
	    REMOVE_BIT(ch->act, EXTRA_CAN_SEE);
	else if (victim->in_room != NULL && ch->in_room != NULL &&
	    ch->pcdata->familiar->in_room != NULL)
	{
	    if (ch->in_room != ch->pcdata->familiar->in_room &&
		ch->pcdata->familiar->in_room == victim->in_room)
	    {
		if (can_see(ch->pcdata->familiar, victim)) return TRUE;
		else return FALSE;
	    }
	}
    }

/*
    if ( !IS_NPC(victim)
    &&   IS_SET(victim->act, PLR_WIZINVIS)
    &&   get_trust( ch ) < get_trust( victim ) )
        return FALSE;
*/
    
  if ( !IS_NPC(victim) && IS_IMMORTAL(victim)
    &&   IS_SET(victim->act, PLR_WIZINVIS)
    &&   get_trust( ch ) < get_trust( victim ) && ch->level <
         victim->pcdata->wizinvis)
         return FALSE;

    if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_INCOG)
    &&   get_trust( ch ) < get_trust( victim )
    &&   ch->in_room != victim->in_room )
        return FALSE;
    
        if ( IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA)
             && IS_SET(victim->act, PLR_WIZINVIS) )
        return FALSE;
  
 if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
    {
        if (!IS_IMMORTAL( ch ) && !IS_CLASS(ch, CLASS_DROW) )
            return FALSE;
        else
            return TRUE;
    }
    
        if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) &&
IS_AFFECTED(victim, AFF_HIDE)) {
        if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_NINJA))
        return FALSE;
        else return TRUE;
        }
        
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
        return TRUE;
     
    if ( IS_ITEMAFF(ch, ITEMA_VISION) )
        return TRUE;
        
    if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_AFFECTED(victim,AFF_SHADOWPLANE)
        && !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
        return FALSE;
        
    if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_AFFECTED(victim,AFF_SHADOWPLANE)
        && !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
        return FALSE;
        
    if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
        return TRUE;
    
    if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
        return FALSE;
    
    if ( IS_EXTRA(ch, BLINDFOLDED) )
        return FALSE;
    
    if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))
        return FALSE;
        
        if ( IS_AFFECTED(ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
        return FALSE;
        else if ( IS_IMMORTAL(ch) )
        return TRUE;

   if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
        && (!IS_NPC( ch) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
        return FALSE;
    
    if ( IS_AFFECTED(victim, AFF_INVISIBLE)
    &&   !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
        return FALSE;
    
    if ( IS_AFFECTED(victim, AFF_HIDE)
    &&   !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
        return FALSE;
        
    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) )
        return TRUE;
   if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
        return TRUE;
        
        
    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
        ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
        return TRUE;
        
    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
        ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
        return TRUE;
        
    return TRUE;
}



/*
 * True if char can see obj.
 */
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
	return TRUE;

    if ( IS_ITEMAFF(ch, ITEMA_VISION) )
	return TRUE;

    if (( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
    &&   obj->carried_by == NULL)
    &&   !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
    &&   !IS_AFFECTED(ch, AFF_SHADOWPLANE))
	return FALSE;

    if (( !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
    &&   obj->carried_by == NULL)
    &&   !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
    &&   IS_AFFECTED(ch, AFF_SHADOWPLANE))
	return FALSE;

    if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
	return TRUE;

    if ( obj->item_type == ITEM_POTION )
	return TRUE;

    if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
	return FALSE;

    if ( IS_EXTRA(ch, BLINDFOLDED) )
	return FALSE;

    if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) )
	return FALSE;

	if ( IS_AFFECTED( ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
	return FALSE;
	else if ( IS_IMMORTAL(ch) )
	return TRUE;

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

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

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

    if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
	return TRUE;

    return TRUE;
}



/*
 * True if char can drop obj.
 */
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    if ( !IS_SET(obj->extra_flags, ITEM_NODROP) )
	return TRUE;

    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return TRUE;

    return FALSE;
}



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

    bug( "Item_type_name: unknown type %d.", obj->item_type );
    return "(unknown)";
}
*/


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

    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_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_SHADOWPLANE   ) strcat( buf, " shadowplane"   );
    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_FLAMING       ) strcat( buf, " flaming"       );
    if ( vector & AFF_POISON        ) strcat( buf, " poison"        );
    if ( vector & AFF_PROTECT       ) strcat( buf, " protect"       );
    if ( vector & AFF_ETHEREAL      ) strcat( buf, " ethereal"      );
    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_POLYMORPH     ) strcat( buf, " polymorph"     );
    if ( vector & AFF_SHADOWSIGHT   ) strcat( buf, " shadowsight"   );
    if ( vector & AFF_WEBBED        ) strcat( buf, " web"           );
    if ( vector & AFF_DARKNESS      ) strcat( buf, " darkness" );
    if ( vector & AFF_TOTALBLIND    ) strcat( buf, " totalblind" );
/*
    if ( vector & AFF_GODBLESS      ) strcat( buf, " godbless" );
    if ( vector & AFF_LLOTHBLESS      ) strcat( buf, " llothbless" );
*/
    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_INVIS        ) strcat( buf, " invis"        );
    if ( extra_flags & ITEM_MAGIC        ) strcat( buf, " magic"        );
    if ( extra_flags & ITEM_NODROP       ) strcat( buf, " nodrop"       );
    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_BLESS        ) strcat( buf, " bless"        );
    if ( extra_flags & ITEM_NOREMOVE     ) strcat( buf, " noremove"     );
    if ( extra_flags & ITEM_INVENTORY    ) strcat( buf, " inventory"    );
    if ( extra_flags & ITEM_LOYAL        ) strcat( buf, " loyal"        );
    if ( extra_flags & ITEM_SHADOWPLANE  ) strcat( buf, " shadowplane"  );
    if ( extra_flags & ITEM_THROWN       ) strcat( buf, " thrown"       );
    if ( extra_flags & ITEM_KEEP         ) strcat( buf, " keep"         );
    if ( extra_flags & ITEM_VANISH       ) strcat( buf, " vanish"       );
    if ( extra_flags & ITEM_MENCHANT     ) strcat( buf, " mageenchant"  );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}
*/
CHAR_DATA *get_char_world2( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *wch;

    if (argument[0] == '\0') return NULL;

    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
	if ( IS_NPC(wch) && !str_cmp( argument, wch->short_descr ) ) return wch;
    }

    return NULL;
}

OBJ_DATA *get_obj_world2( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    int vnum = 0;

    if (argument[0] == '\0') return NULL;

    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( !str_cmp( argument, obj->short_descr ) )
	{
	    if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041)
		continue;
	    return obj;
	}
    }

    return NULL;
}