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

 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *

 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *

 *                                                                         *

 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *

 *  Chastain, Michael Quan, and Mitchell Tse.                              *

 *                                                                         *

 *  In order to use any part of this Merc Diku Mud, you must comply with   *

 *  both the original Diku license in 'license.doc' as well the Merc       *

 *  license in 'license.txt'.  In particular, you may not remove either of *

 *  these copyright notices.                                               *

 *                                                                         *

 *  Much time and thought has gone into this software and you are          *

 *  benefitting.  We hope that you share your changes too.  What goes      *

 *  around, comes around.                                                  *

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



#if defined(macintosh)

#include <types.h>

#else

#include <sys/types.h>

#endif

#include <ctype.h>

#include <stdio.h>

#include <string.h>

#include <time.h>

#include "merc.h"







AFFECT_DATA *		affect_free;







/*

 * Local functions.

 */







/*

 * Retrieve a character's trusted level for permission checking.

 */

int get_trust( CHAR_DATA *ch )

{

    if ( ch->desc != NULL && ch->desc->original != NULL )

	ch = ch->desc->original;



    if ( ch->trust != 0 )

	return ch->trust;



    if ( IS_NPC(ch) && ch->level >= LEVEL_HERO )

	return LEVEL_HERO - 1;

    else

	return ch->level;

}







/*

 * Retrieve a character's age.

 */

int get_age( CHAR_DATA *ch )

{

    return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 7200;

}







/*

 * Retrieve character's current strength.

 */

int get_curr_str( CHAR_DATA *ch )

{

    int max;



    if ( IS_NPC(ch) )

	return 13;



    max = 25;



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

}







/*

 * Retrieve character's current intelligence.

 */

int get_curr_int( CHAR_DATA *ch )

{

    int max;



    if ( IS_NPC(ch) )

	return 13;



    max = 25;



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

}







/*

 * Retrieve character's current wisdom.

 */

int get_curr_wis( CHAR_DATA *ch )

{

    int max;



    if ( IS_NPC(ch) )

	return 13;



    max = 25;



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

}







/*

 * Retrieve character's current dexterity.

 */

int get_curr_dex( CHAR_DATA *ch )

{

    int max;



    if ( IS_NPC(ch) )

	return 13;



    max = 25;



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

}







/*

 * Retrieve character's current constitution.

 */

int get_curr_con( CHAR_DATA *ch )

{

    int max;



    if ( IS_NPC(ch) )

	return 13;



    max = 25;



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

}







/*

 * Retrieve a character's carry capacity.

 */

int can_carry_n( CHAR_DATA *ch )

{

    if ( !IS_NPC(ch) && ch->level >= LEVEL_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_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_cmp( str, name ) )

	    return TRUE;

    }

}







/*

 * Apply or remove an affect to a character.

 */

void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )

{

    OBJ_DATA *wield;

    int mod;



    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 )

    {

	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_AFFECTED(ch, AFF_DARKNESS))

    {

	if (ch->in_room != NULL)

	    REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); 

    }



    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_AFFECTED(ch, AFF_DARKNESS))

        SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);  



    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;

}







/*

 * 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_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)

        &&  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_IMMORTAL( ch )) && 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;

	if (sn == 4)

	{

	    SET_BIT(ch->affected_by, AFF_BLIND);

	    send_to_char( "You cannot see a thing!\n\r", ch );

	    act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);

	}

	else if (sn == 27 || sn == 2)

	{

	    SET_BIT(ch->affected_by, AFF_DETECT_INVIS);

	    send_to_char( "Your eyes tingle.\n\r", ch );

	    act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);

	}

	else if (sn == 39 || sn == 3)

	{

	    SET_BIT(ch->affected_by, AFF_FLYING);

	    send_to_char( "Your feet rise off the ground.\n\r", ch );

	    act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);

	}

	else if (sn == 45 || sn == 1)

	{

	    SET_BIT(ch->affected_by, AFF_INFRARED);

	    send_to_char( "Your eyes glow red.\n\r", ch );

	    act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);

	}

	else if (sn == 46 || sn == 5)

	{

	    SET_BIT(ch->affected_by, AFF_INVISIBLE);

	    send_to_char( "You fade out of existance.\n\r", ch );

	    act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);

	}

	else if (sn == 52 || sn == 6)

	{

	    SET_BIT(ch->affected_by, AFF_PASS_DOOR);

	    send_to_char( "You turn translucent.\n\r", ch );

	    act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);

	}

	else if (sn == 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] = 150;

		do_werewolf(ch,"");

	    }

	    else if (IS_CLASS(ch, CLASS_WEREWOLF))

                ch->pcdata->stats[UNI_RAGE] = 250;

	    else if (IS_CLASS(ch, CLASS_VAMPIRE))

		ch->pcdata->stats[UNI_RAGE] = 50;

	}

	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_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;

}







/*

 * 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 a char from the world.

 */

void extract_char( CHAR_DATA *ch, bool fPull )

{

    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;

	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);

	    }

	}

	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--;

	}

    }



    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" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))

	return ch;

    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )

    {

	if ( !IS_NPC(rch) && IS_HEAD(rch, LOST_HEAD) ) continue;

	else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;

	else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) &&

	    ( IS_NPC(rch) || !is_name( arg, rch->morph ))))

	    continue;

	if ( ++count == number )

	    return rch;

    }



    return NULL;

}









/*

 * Find a char in the world.

 */

CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    CHAR_DATA *wch;

    int number;

    int count;



    if ( ( wch = get_char_room( ch, argument ) ) != NULL )

	return wch;



    number = number_argument( argument, arg );

    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 ( weather_info.sunlight == SUN_SET

    ||   weather_info.sunlight == SUN_DARK )

	return TRUE;



    return FALSE;

}







/*

 * True if room is private.

 */

bool room_is_private( ROOM_INDEX_DATA *pRoomIndex )

{

    CHAR_DATA *rch;

    int count;



    count = 0;

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

	count++;



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

	return TRUE;



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

	return TRUE;



    return FALSE;

}







/*

 * True if char can see victim.

 */

bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )

{

    if ( ch == victim )

	return TRUE;



    if ( !IS_NPC(victim)

    &&   IS_SET(victim->act, PLR_WIZINVIS)

    &&   get_trust( ch ) < 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_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))

    {

        if (!IS_IMMORTAL( ch ) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))

	    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 ( 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 ( 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";

    }



    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_CONTRACEPTION ) strcat( buf, " contraception" );

    if ( vector & AFF_DARKNESS      ) strcat( buf, " darkness" );

    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"       );

    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;

}