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

/***************************************************************************
 *   ROM 2.4 is copyright 1993-1998 Russ Taylor                            *
 *   ROM has been brought to you by the ROM consortium                     *
 *       Russ Taylor (rtaylor@hypercube.org)                               *
 *       Gabrielle Taylor (gtaylor@hypercube.org)                          *
 *       Brian Moore (zump@rom.org)                                        *
 *   By using this code, you have agreed to follow the terms of the        *
 *   ROM license, in the file Rom24/doc/rom.license                        *
 **************************************************************************/

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

/*
 * Local functions.
 */
void affect_modify args ((CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd));


/* friend stuff -- for NPC's mostly */
bool is_friend (CHAR_DATA * ch, CHAR_DATA * victim)
{
    if (is_same_group (ch, victim))
        return TRUE;


    if (!IS_NPC (ch))
        return FALSE;

    if (!IS_NPC (victim))
    {
        if (IS_SET (ch->off_flags, ASSIST_PLAYERS))
            return TRUE;
        else
            return FALSE;
    }

    if (IS_AFFECTED (ch, AFF_CHARM))
        return FALSE;

    if (IS_SET (ch->off_flags, ASSIST_ALL))
        return TRUE;

    if (ch->group && ch->group == victim->group)
        return TRUE;

    if (IS_SET (ch->off_flags, ASSIST_VNUM)
        && ch->pIndexData == victim->pIndexData)
        return TRUE;

    if (IS_SET (ch->off_flags, ASSIST_RACE) && ch->race == victim->race)
        return TRUE;

    if (IS_SET (ch->off_flags, ASSIST_ALIGN)
        && !IS_SET (ch->act, ACT_NOALIGN)
        && !IS_SET (victim->act, ACT_NOALIGN)
        && ((IS_GOOD (ch) && IS_GOOD (victim))
            || (IS_EVIL (ch) && IS_EVIL (victim)) || (IS_NEUTRAL (ch)
                                                      &&
                                                      IS_NEUTRAL (victim))))
        return TRUE;

    return FALSE;
}

/* returns number of people on an object */
int count_users (OBJ_DATA * obj)
{
    CHAR_DATA *fch;
    int count = 0;

    if (obj->in_room == NULL)
        return 0;

    for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room)
        if (fch->on == obj)
            count++;

    return count;
}

/* returns material number */
int material_lookup (const char *name)
{
    return 0;
}

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

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

    return -1;
}

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

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

    return WEAPON_EXOTIC;
}

char *item_name (int item_type)
{
    int type;

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

char *weapon_name (int weapon_type)
{
    int type;

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

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

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

    return 0;
}

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

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

    return -1;
}

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

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

    return -1;
}

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

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

    immune = -1;
    def = IS_NORMAL;

    if (dam_type == DAM_NONE)
        return immune;

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

        if (IS_SET (ch->imm_flags, IMM_MAGIC))
            def = IS_IMMUNE;
        else if (IS_SET (ch->res_flags, RES_MAGIC))
            def = IS_RESISTANT;
        else if (IS_SET (ch->vuln_flags, VULN_MAGIC))
            def = IS_VULNERABLE;
    }

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

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

    if (immune == -1)
        return def;
    else
        return immune;
}

bool is_clan (CHAR_DATA * ch)
{
    return ch->clan;
}

bool is_same_clan (CHAR_DATA * ch, CHAR_DATA * victim)
{
    if (clan_table[ch->clan].independent)
        return FALSE;
    else
        return (ch->clan == victim->clan);
}

/* checks mob format */
bool is_old_mob (CHAR_DATA * ch)
{
    if (ch->pIndexData == NULL)
        return FALSE;
    else if (ch->pIndexData->new_format)
        return FALSE;
    return TRUE;
}

/* for returning skill information */
int get_skill (CHAR_DATA * ch, int sn)
{
    int skill;

    if (sn == -1)
    {                            /* shorthand for level based skills */
        skill = ch->level * 5 / 2;
    }

    else if (sn < -1 || sn > MAX_SKILL)
    {
        bug ("Bad sn %d in get_skill.", sn);
        skill = 0;
    }

    else if (!IS_NPC (ch))
    {
        if (ch->level < skill_table[sn].skill_level[ch->class])
            skill = 0;
        else
            skill = ch->pcdata->learned[sn];
    }

    else
    {                            /* mobiles */



        if (skill_table[sn].spell_fun != spell_null)
            skill = 40 + 2 * ch->level;

        else if (sn == gsn_sneak || sn == gsn_hide)
            skill = ch->level * 2 + 20;

        else if ((sn == gsn_dodge && IS_SET (ch->off_flags, OFF_DODGE))
                 || (sn == gsn_parry && IS_SET (ch->off_flags, OFF_PARRY)))
            skill = ch->level * 2;

        else if (sn == gsn_shield_block)
            skill = 10 + 2 * ch->level;

        else if (sn == gsn_second_attack && (IS_SET (ch->act, ACT_WARRIOR)
                                             || IS_SET (ch->act, ACT_THIEF)))
            skill = 10 + 3 * ch->level;

        else if (sn == gsn_third_attack && IS_SET (ch->act, ACT_WARRIOR))
            skill = 4 * ch->level - 40;

        else if (sn == gsn_hand_to_hand)
            skill = 40 + 2 * ch->level;

        else if (sn == gsn_trip && IS_SET (ch->off_flags, OFF_TRIP))
            skill = 10 + 3 * ch->level;

        else if (sn == gsn_bash && IS_SET (ch->off_flags, OFF_BASH))
            skill = 10 + 3 * ch->level;

        else if (sn == gsn_disarm && (IS_SET (ch->off_flags, OFF_DISARM)
                                      || IS_SET (ch->act, ACT_WARRIOR)
                                      || IS_SET (ch->act, ACT_THIEF)))
            skill = 20 + 3 * ch->level;

        else if (sn == gsn_berserk && IS_SET (ch->off_flags, OFF_BERSERK))
            skill = 3 * ch->level;

        else if (sn == gsn_kick)
            skill = 10 + 3 * ch->level;

        else if (sn == gsn_backstab && IS_SET (ch->act, ACT_THIEF))
            skill = 20 + 2 * ch->level;

        else if (sn == gsn_rescue)
            skill = 40 + ch->level;

        else if (sn == gsn_recall)
            skill = 40 + ch->level;

        else if (sn == gsn_sword
                 || sn == gsn_dagger
                 || sn == gsn_spear
                 || sn == gsn_mace
                 || sn == gsn_axe
                 || sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm)
            skill = 40 + 5 * ch->level / 2;

        else
            skill = 0;
    }

    if (ch->daze > 0)
    {
        if (skill_table[sn].spell_fun != spell_null)
            skill /= 2;
        else
            skill = 2 * skill / 3;
    }

    if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
        skill = 9 * skill / 10;

    return URANGE (0, skill, 100);
}

/* for returning weapon information */
int get_weapon_sn (CHAR_DATA * ch)
{
    OBJ_DATA *wield;
    int sn;

    wield = get_eq_char (ch, WEAR_WIELD);
    if (wield == NULL || wield->item_type != ITEM_WEAPON)
        sn = gsn_hand_to_hand;
    else
        switch (wield->value[0])
        {
            default:
                sn = -1;
                break;
            case (WEAPON_SWORD):
                sn = gsn_sword;
                break;
            case (WEAPON_DAGGER):
                sn = gsn_dagger;
                break;
            case (WEAPON_SPEAR):
                sn = gsn_spear;
                break;
            case (WEAPON_MACE):
                sn = gsn_mace;
                break;
            case (WEAPON_AXE):
                sn = gsn_axe;
                break;
            case (WEAPON_FLAIL):
                sn = gsn_flail;
                break;
            case (WEAPON_WHIP):
                sn = gsn_whip;
                break;
            case (WEAPON_POLEARM):
                sn = gsn_polearm;
                break;
        }
    return sn;
}

int get_weapon_skill (CHAR_DATA * ch, int sn)
{
    int skill;

    /* -1 is exotic */
    if (IS_NPC (ch))
    {
        if (sn == -1)
            skill = 3 * ch->level;
        else if (sn == gsn_hand_to_hand)
            skill = 40 + 2 * ch->level;
        else
            skill = 40 + 5 * ch->level / 2;
    }

    else
    {
        if (sn == -1)
            skill = 3 * ch->level;
        else
            skill = ch->pcdata->learned[sn];
    }

    return URANGE (0, skill, 100);
}


/* used to de-screw characters */
void reset_char (CHAR_DATA * ch)
{
    int loc, mod, stat;
    OBJ_DATA *obj;
    AFFECT_DATA *af;
    int i;

    if (IS_NPC (ch))
        return;

    if (ch->pcdata->perm_hit == 0
        || ch->pcdata->perm_mana == 0
        || ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0)
    {
        /* do a FULL reset */
        for (loc = 0; loc < MAX_WEAR; loc++)
        {
            obj = get_eq_char (ch, loc);
            if (obj == NULL)
                continue;
            if (!obj->enchanted)
                for (af = obj->pIndexData->affected; af != NULL;
                     af = af->next)
                {
                    mod = af->modifier;
                    switch (af->location)
                    {
                        case APPLY_SEX:
                            ch->sex -= mod;
                            if (ch->sex < 0 || ch->sex > 2)
                                ch->sex =
                                    IS_NPC (ch) ? 0 : ch->pcdata->true_sex;
                            break;
                        case APPLY_MANA:
                            ch->max_mana -= mod;
                            break;
                        case APPLY_HIT:
                            ch->max_hit -= mod;
                            break;
                        case APPLY_MOVE:
                            ch->max_move -= mod;
                            break;
                    }
                }

            for (af = obj->affected; af != NULL; af = af->next)
            {
                mod = af->modifier;
                switch (af->location)
                {
                    case APPLY_SEX:
                        ch->sex -= mod;
                        break;
                    case APPLY_MANA:
                        ch->max_mana -= mod;
                        break;
                    case APPLY_HIT:
                        ch->max_hit -= mod;
                        break;
                    case APPLY_MOVE:
                        ch->max_move -= mod;
                        break;
                }
            }
        }
        /* now reset the permanent stats */
        ch->pcdata->perm_hit = ch->max_hit;
        ch->pcdata->perm_mana = ch->max_mana;
        ch->pcdata->perm_move = ch->max_move;
        ch->pcdata->last_level = ch->played / 3600;
        if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2)
        {
            if (ch->sex > 0 && ch->sex < 3)
                ch->pcdata->true_sex = ch->sex;
            else
                ch->pcdata->true_sex = 0;
        }

    }

    /* now restore the character to his/her true condition */
    for (stat = 0; stat < MAX_STATS; stat++)
        ch->mod_stat[stat] = 0;

    if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2)
        ch->pcdata->true_sex = 0;
    ch->sex = ch->pcdata->true_sex;
    ch->max_hit = ch->pcdata->perm_hit;
    ch->max_mana = ch->pcdata->perm_mana;
    ch->max_move = ch->pcdata->perm_move;

    for (i = 0; i < 4; i++)
        ch->armor[i] = 100;

    ch->hitroll = 0;
    ch->damroll = 0;
    ch->saving_throw = 0;

    /* now start adding back the effects */
    for (loc = 0; loc < MAX_WEAR; loc++)
    {
        obj = get_eq_char (ch, loc);
        if (obj == NULL)
            continue;
        for (i = 0; i < 4; i++)
            ch->armor[i] -= apply_ac (obj, loc, i);

        if (!obj->enchanted)
            for (af = obj->pIndexData->affected; af != NULL; af = af->next)
            {
                mod = af->modifier;
                switch (af->location)
                {
                    case APPLY_STR:
                        ch->mod_stat[STAT_STR] += mod;
                        break;
                    case APPLY_DEX:
                        ch->mod_stat[STAT_DEX] += mod;
                        break;
                    case APPLY_INT:
                        ch->mod_stat[STAT_INT] += mod;
                        break;
                    case APPLY_WIS:
                        ch->mod_stat[STAT_WIS] += mod;
                        break;
                    case APPLY_CON:
                        ch->mod_stat[STAT_CON] += mod;
                        break;

                    case APPLY_SEX:
                        ch->sex += mod;
                        break;
                    case APPLY_MANA:
                        ch->max_mana += mod;
                        break;
                    case APPLY_HIT:
                        ch->max_hit += mod;
                        break;
                    case APPLY_MOVE:
                        ch->max_move += mod;
                        break;

                    case APPLY_AC:
                        for (i = 0; i < 4; i++)
                            ch->armor[i] += mod;
                        break;
                    case APPLY_HITROLL:
                        ch->hitroll += mod;
                        break;
                    case APPLY_DAMROLL:
                        ch->damroll += mod;
                        break;

                    case APPLY_SAVES:
                        ch->saving_throw += mod;
                        break;
                    case APPLY_SAVING_ROD:
                        ch->saving_throw += mod;
                        break;
                    case APPLY_SAVING_PETRI:
                        ch->saving_throw += mod;
                        break;
                    case APPLY_SAVING_BREATH:
                        ch->saving_throw += mod;
                        break;
                    case APPLY_SAVING_SPELL:
                        ch->saving_throw += mod;
                        break;
                }
            }

        for (af = obj->affected; af != NULL; af = af->next)
        {
            mod = af->modifier;
            switch (af->location)
            {
                case APPLY_STR:
                    ch->mod_stat[STAT_STR] += mod;
                    break;
                case APPLY_DEX:
                    ch->mod_stat[STAT_DEX] += mod;
                    break;
                case APPLY_INT:
                    ch->mod_stat[STAT_INT] += mod;
                    break;
                case APPLY_WIS:
                    ch->mod_stat[STAT_WIS] += mod;
                    break;
                case APPLY_CON:
                    ch->mod_stat[STAT_CON] += mod;
                    break;

                case APPLY_SEX:
                    ch->sex += mod;
                    break;
                case APPLY_MANA:
                    ch->max_mana += mod;
                    break;
                case APPLY_HIT:
                    ch->max_hit += mod;
                    break;
                case APPLY_MOVE:
                    ch->max_move += mod;
                    break;

                case APPLY_AC:
                    for (i = 0; i < 4; i++)
                        ch->armor[i] += mod;
                    break;
                case APPLY_HITROLL:
                    ch->hitroll += mod;
                    break;
                case APPLY_DAMROLL:
                    ch->damroll += mod;
                    break;

                case APPLY_SAVES:
                    ch->saving_throw += mod;
                    break;
                case APPLY_SAVING_ROD:
                    ch->saving_throw += mod;
                    break;
                case APPLY_SAVING_PETRI:
                    ch->saving_throw += mod;
                    break;
                case APPLY_SAVING_BREATH:
                    ch->saving_throw += mod;
                    break;
                case APPLY_SAVING_SPELL:
                    ch->saving_throw += mod;
                    break;
            }
        }
    }

    /* now add back spell effects */
    for (af = ch->affected; af != NULL; af = af->next)
    {
        mod = af->modifier;
        switch (af->location)
        {
            case APPLY_STR:
                ch->mod_stat[STAT_STR] += mod;
                break;
            case APPLY_DEX:
                ch->mod_stat[STAT_DEX] += mod;
                break;
            case APPLY_INT:
                ch->mod_stat[STAT_INT] += mod;
                break;
            case APPLY_WIS:
                ch->mod_stat[STAT_WIS] += mod;
                break;
            case APPLY_CON:
                ch->mod_stat[STAT_CON] += mod;
                break;

            case APPLY_SEX:
                ch->sex += mod;
                break;
            case APPLY_MANA:
                ch->max_mana += mod;
                break;
            case APPLY_HIT:
                ch->max_hit += mod;
                break;
            case APPLY_MOVE:
                ch->max_move += mod;
                break;

            case APPLY_AC:
                for (i = 0; i < 4; i++)
                    ch->armor[i] += mod;
                break;
            case APPLY_HITROLL:
                ch->hitroll += mod;
                break;
            case APPLY_DAMROLL:
                ch->damroll += mod;
                break;

            case APPLY_SAVES:
                ch->saving_throw += mod;
                break;
            case APPLY_SAVING_ROD:
                ch->saving_throw += mod;
                break;
            case APPLY_SAVING_PETRI:
                ch->saving_throw += mod;
                break;
            case APPLY_SAVING_BREATH:
                ch->saving_throw += mod;
                break;
            case APPLY_SAVING_SPELL:
                ch->saving_throw += mod;
                break;
        }
    }

    /* make sure sex is RIGHT!!!! */
    if (ch->sex < 0 || ch->sex > 2)
        ch->sex = ch->pcdata->true_sex;
}


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

    if (ch->trust)
        return ch->trust;

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


/*
 * Retrieve a character's age.
 */
int get_age (CHAR_DATA * ch)
{
    return 17 + (ch->played + (int) (current_time - ch->logon)) / 72000;
}

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

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

    else
    {
        max = pc_race_table[ch->race].max_stats[stat] + 4;

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

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

        max = UMIN (max, 25);
    }

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

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

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

    max = pc_race_table[ch->race].max_stats[stat];
    if (class_table[ch->class].attr_prime == stat)
    {
        if (ch->race == race_lookup ("human"))
            max += 3;
        else
            max += 2;
    }

    return UMIN (max, 25);
}


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

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

    return MAX_WEAR + 2 * get_curr_stat (ch, STAT_DEX) + ch->level;
}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_w (CHAR_DATA * ch)
{
    if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL)
        return 10000000;

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

    return str_app[get_curr_stat (ch, STAT_STR)].carry * 10 + ch->level * 25;
}



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

bool is_name (char *str, char *namelist)
{
    char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
    char *list, *string;

    /* fix crash on NULL namelist */
    if (namelist == NULL || namelist[0] == '\0')
        return FALSE;

    /* fixed to prevent is_name on "" returning TRUE */
    if (str[0] == '\0')
        return FALSE;

    string = str;
    /* we need ALL parts of string to match part of namelist */
    for (;;)
    {                            /* start parsing string */
        str = one_argument (str, part);

        if (part[0] == '\0')
            return TRUE;

        /* check to see if this is part of namelist */
        list = namelist;
        for (;;)
        {                        /* start parsing namelist */
            list = one_argument (list, name);
            if (name[0] == '\0')    /* this name was not found */
                return FALSE;

            if (!str_prefix (string, name))
                return TRUE;    /* full pattern match */

            if (!str_prefix (part, name))
                break;
        }
    }
}

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

    if (namelist == NULL)
        return FALSE;

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

/* enchanted stuff for eq */
void affect_enchant (OBJ_DATA * obj)
{
    /* okay, move all the old flags into new vectors if we have to */
    if (!obj->enchanted)
    {
        AFFECT_DATA *paf, *af_new;
        obj->enchanted = TRUE;

        for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
        {
            af_new = new_affect ();

            af_new->next = obj->affected;
            obj->affected = af_new;

            af_new->where = paf->where;
            af_new->type = UMAX (0, paf->type);
            af_new->level = paf->level;
            af_new->duration = paf->duration;
            af_new->location = paf->location;
            af_new->modifier = paf->modifier;
            af_new->bitvector = paf->bitvector;
        }
    }
}


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

    mod = paf->modifier;

    if (fAdd)
    {
        switch (paf->where)
        {
            case TO_AFFECTS:
                SET_BIT (ch->affected_by, paf->bitvector);
                break;
            case TO_IMMUNE:
                SET_BIT (ch->imm_flags, paf->bitvector);
                break;
            case TO_RESIST:
                SET_BIT (ch->res_flags, paf->bitvector);
                break;
            case TO_VULN:
                SET_BIT (ch->vuln_flags, paf->bitvector);
                break;
        }
    }
    else
    {
        switch (paf->where)
        {
            case TO_AFFECTS:
                REMOVE_BIT (ch->affected_by, paf->bitvector);
                break;
            case TO_IMMUNE:
                REMOVE_BIT (ch->imm_flags, paf->bitvector);
                break;
            case TO_RESIST:
                REMOVE_BIT (ch->res_flags, paf->bitvector);
                break;
            case TO_VULN:
                REMOVE_BIT (ch->vuln_flags, paf->bitvector);
                break;
        }
        mod = 0 - mod;
    }

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

        case APPLY_NONE:
            break;
        case APPLY_STR:
            ch->mod_stat[STAT_STR] += mod;
            break;
        case APPLY_DEX:
            ch->mod_stat[STAT_DEX] += mod;
            break;
        case APPLY_INT:
            ch->mod_stat[STAT_INT] += mod;
            break;
        case APPLY_WIS:
            ch->mod_stat[STAT_WIS] += mod;
            break;
        case APPLY_CON:
            ch->mod_stat[STAT_CON] += mod;
            break;
        case APPLY_SEX:
            ch->sex += mod;
            break;
        case APPLY_CLASS:
            break;
        case APPLY_LEVEL:
            break;
        case APPLY_AGE:
            break;
        case APPLY_HEIGHT:
            break;
        case APPLY_WEIGHT:
            break;
        case APPLY_MANA:
            ch->max_mana += mod;
            break;
        case APPLY_HIT:
            ch->max_hit += mod;
            break;
        case APPLY_MOVE:
            ch->max_move += mod;
            break;
        case APPLY_GOLD:
            break;
        case APPLY_EXP:
            break;
        case APPLY_AC:
            for (i = 0; i < 4; i++)
                ch->armor[i] += mod;
            break;
        case APPLY_HITROLL:
            ch->hitroll += mod;
            break;
        case APPLY_DAMROLL:
            ch->damroll += mod;
            break;
        case APPLY_SAVES:
            ch->saving_throw += mod;
            break;
        case APPLY_SAVING_ROD:
            ch->saving_throw += mod;
            break;
        case APPLY_SAVING_PETRI:
            ch->saving_throw += mod;
            break;
        case APPLY_SAVING_BREATH:
            ch->saving_throw += mod;
            break;
        case APPLY_SAVING_SPELL:
            ch->saving_throw += mod;
            break;
        case APPLY_SPELL_AFFECT:
            break;
    }

    /*
     * Check for weapon wielding.
     * Guard against recursion (for weapons with affects).
     */
    if (!IS_NPC (ch) && (wield = get_eq_char (ch, WEAR_WIELD)) != NULL
        && get_obj_weight (wield) >
        (str_app[get_curr_stat (ch, STAT_STR)].wield * 10))
    {
        static int depth;

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

    return;
}


/* find an effect in an affect list */
AFFECT_DATA *affect_find (AFFECT_DATA * paf, int sn)
{
    AFFECT_DATA *paf_find;

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

    return NULL;
}

/* fix object affects when removing one */
void affect_check (CHAR_DATA * ch, int where, int vector)
{
    AFFECT_DATA *paf;
    OBJ_DATA *obj;

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

    for (paf = ch->affected; paf != NULL; paf = paf->next)
        if (paf->where == where && paf->bitvector == vector)
        {
            switch (where)
            {
                case TO_AFFECTS:
                    SET_BIT (ch->affected_by, vector);
                    break;
                case TO_IMMUNE:
                    SET_BIT (ch->imm_flags, vector);
                    break;
                case TO_RESIST:
                    SET_BIT (ch->res_flags, vector);
                    break;
                case TO_VULN:
                    SET_BIT (ch->vuln_flags, vector);
                    break;
            }
            return;
        }

    for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
    {
        if (obj->wear_loc == -1)
            continue;

        for (paf = obj->affected; paf != NULL; paf = paf->next)
            if (paf->where == where && paf->bitvector == vector)
            {
                switch (where)
                {
                    case TO_AFFECTS:
                        SET_BIT (ch->affected_by, vector);
                        break;
                    case TO_IMMUNE:
                        SET_BIT (ch->imm_flags, vector);
                        break;
                    case TO_RESIST:
                        SET_BIT (ch->res_flags, vector);
                        break;
                    case TO_VULN:
                        SET_BIT (ch->vuln_flags, vector);

                }
                return;
            }

        if (obj->enchanted)
            continue;

        for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
            if (paf->where == where && paf->bitvector == vector)
            {
                switch (where)
                {
                    case TO_AFFECTS:
                        SET_BIT (ch->affected_by, vector);
                        break;
                    case TO_IMMUNE:
                        SET_BIT (ch->imm_flags, vector);
                        break;
                    case TO_RESIST:
                        SET_BIT (ch->res_flags, vector);
                        break;
                    case TO_VULN:
                        SET_BIT (ch->vuln_flags, vector);
                        break;
                }
                return;
            }
    }
}

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

    paf_new = new_affect ();

    *paf_new = *paf;

    VALIDATE (paf);                /* in case we missed it when we set up paf */
    paf_new->next = ch->affected;
    ch->affected = paf_new;

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

/* give an affect to an object */
void affect_to_obj (OBJ_DATA * obj, AFFECT_DATA * paf)
{
    AFFECT_DATA *paf_new;

    paf_new = new_affect ();

    *paf_new = *paf;

    VALIDATE (paf);                /* in case we missed it when we set up paf */
    paf_new->next = obj->affected;
    obj->affected = paf_new;

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


    return;
}



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

    if (ch->affected == NULL)
    {
        bug ("Affect_remove: no affect.", 0);
        return;
    }

    affect_modify (ch, paf, FALSE);
    where = paf->where;
    vector = paf->bitvector;

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

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

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

    free_affect (paf);

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

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

    if (obj->carried_by != NULL && obj->wear_loc != -1)
        affect_modify (obj->carried_by, paf, FALSE);

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

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

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

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

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

    free_affect (paf);

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



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

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

    return;
}



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

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

    return FALSE;
}



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

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

    affect_to_char (ch, paf);
    return;
}



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

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

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

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

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

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

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

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



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

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

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

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

        return;
    }

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

    if (!IS_NPC (ch))
    {
        if (ch->in_room->area->empty)
        {
            ch->in_room->area->empty = FALSE;
            ch->in_room->area->age = 0;
        }
        ++ch->in_room->area->nplayer;
    }

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

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

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

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

        if (af->level == 1)
            return;

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

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


    return;
}



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



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

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

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

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

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

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

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



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

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

    return 0;
}



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

    if (ch == NULL)
        return NULL;

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

    return NULL;
}



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

    if (get_eq_char (ch, iWear) != NULL)
    {
        bug ("Equip_char: already equipped (%d).", iWear);
        return;
    }

    if ((IS_OBJ_STAT (obj, ITEM_ANTI_EVIL) && IS_EVIL (ch))
        || (IS_OBJ_STAT (obj, ITEM_ANTI_GOOD) && IS_GOOD (ch))
        || (IS_OBJ_STAT (obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL (ch)))
    {
        /*
         * Thanks to Morgenes for the bug fix here!
         */
        act ("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
        act ("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
        obj_from_char (obj);
        obj_to_room (obj, ch->in_room);
        return;
    }

    for (i = 0; i < 4; i++)
        ch->armor[i] -= apply_ac (obj, iWear, i);
    obj->wear_loc = iWear;

    if (!obj->enchanted)
        for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
            if (paf->location != APPLY_SPELL_AFFECT)
                affect_modify (ch, paf, TRUE);
    for (paf = obj->affected; paf != NULL; paf = paf->next)
        if (paf->location == APPLY_SPELL_AFFECT)
            affect_to_char (ch, paf);
        else
            affect_modify (ch, paf, TRUE);

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

    return;
}



/*
 * Unequip a char with an obj.
 */
void unequip_char (CHAR_DATA * ch, OBJ_DATA * obj)
{
    AFFECT_DATA *paf = NULL;
    AFFECT_DATA *lpaf = NULL;
    AFFECT_DATA *lpaf_next = NULL;
    int i;

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

    for (i = 0; i < 4; i++)
        ch->armor[i] += apply_ac (obj, obj->wear_loc, i);
    obj->wear_loc = -1;

    if (!obj->enchanted)
    {
        for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
        {
            if (paf->location == APPLY_SPELL_AFFECT)
            {
                for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next)
                {
                    lpaf_next = lpaf->next;
                    if ((lpaf->type == paf->type) &&
                        (lpaf->level == paf->level) &&
                        (lpaf->location == APPLY_SPELL_AFFECT))
                    {
                        affect_remove (ch, lpaf);
                        lpaf_next = NULL;
                    }
                }
            }
            else
            {
                affect_modify (ch, paf, FALSE);
                affect_check (ch, paf->where, paf->bitvector);
            }
        }
    }

    for (paf = obj->affected; paf != NULL; paf = paf->next)
        if (paf->location == APPLY_SPELL_AFFECT)
        {
            bug ("Norm-Apply: %d", 0);
            for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next)
            {
                lpaf_next = lpaf->next;
                if ((lpaf->type == paf->type) &&
                    (lpaf->level == paf->level) &&
                    (lpaf->location == APPLY_SPELL_AFFECT))
                {
                    bug ("location = %d", lpaf->location);
                    bug ("type = %d", lpaf->type);
                    affect_remove (ch, lpaf);
                    lpaf_next = NULL;
                }
            }
        }
        else
        {
            affect_modify (ch, paf, FALSE);
            affect_check (ch, paf->where, paf->bitvector);
        }

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

    return;
}



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

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

    return nMatch;
}



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

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

    for (ch = in_room->people; ch != NULL; ch = ch->next_in_room)
        if (ch->on == obj)
            ch->on = NULL;

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

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

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

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



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



/*
 * Move an object into an object.
 */
void obj_to_obj (OBJ_DATA * obj, OBJ_DATA * obj_to)
{
    obj->next_content = obj_to->contains;
    obj_to->contains = obj;
    obj->in_obj = obj_to;
    obj->in_room = NULL;
    obj->carried_by = NULL;
    if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT)
        obj->cost = 0;

    for (; obj_to != NULL; obj_to = obj_to->in_obj)
    {
        if (obj_to->carried_by != NULL)
        {
            obj_to->carried_by->carry_number += get_obj_number (obj);
            obj_to->carried_by->carry_weight += get_obj_weight (obj)
                * WEIGHT_MULT (obj_to) / 100;
        }
    }

    return;
}



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

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

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

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

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

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

    for (; obj_from != NULL; obj_from = obj_from->in_obj)
    {
        if (obj_from->carried_by != NULL)
        {
            obj_from->carried_by->carry_number -= get_obj_number (obj);
            obj_from->carried_by->carry_weight -= get_obj_weight (obj)
                * WEIGHT_MULT (obj_from) / 100;
        }
    }

    return;
}



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

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

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

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

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

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

    --obj->pIndexData->count;
    free_obj (obj);
    return;
}



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

    /* doesn't seem to be necessary
       if ( ch->in_room == NULL )
       {
       bug( "Extract_char: NULL.", 0 );
       return;
       }
     */

    nuke_pets (ch);
    ch->pet = NULL;                /* just in case */

    if (fPull)

        die_follower (ch);

    stop_fighting (ch, TRUE);

    for (obj = ch->carrying; obj != NULL; obj = obj_next)
    {
        obj_next = obj->next_content;
        extract_obj (obj);
    }

    if (ch->in_room != NULL)
        char_from_room (ch);

    /* Death room is set in the clan tabe now */
    if (!fPull)
    {
        char_to_room (ch, get_room_index (clan_table[ch->clan].hall));
        return;
    }

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

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

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

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

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

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

    if (ch->desc != NULL)
        ch->desc->character = NULL;
    free_char (ch);
    return;
}



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

    number = number_argument (argument, arg);
    count = 0;
    if (!str_cmp (arg, "self"))
        return ch;
    for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
    {
        if (!can_see (ch, rch) || !is_name (arg, rch->name))
            continue;
        if (++count == number)
            return rch;
    }

    return NULL;
}




/*
 * Find a char in the world.
 */
CHAR_DATA *get_char_world (CHAR_DATA * ch, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;

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

    number = number_argument (argument, arg);
    count = 0;
    for (wch = char_list; wch != NULL; wch = wch->next)
    {
        if (wch->in_room == NULL || !can_see (ch, wch)
            || !is_name (arg, wch->name))
            continue;
        if (++count == number)
            return wch;
    }

    return NULL;
}



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

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

    return NULL;
}


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

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

    return NULL;
}



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

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

    return NULL;
}



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

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

    return NULL;
}



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

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

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

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

    return NULL;
}



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

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

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

    return NULL;
}

/* deduct cost from a character */

void deduct_cost (CHAR_DATA * ch, int cost)
{
    int silver = 0, gold = 0;

    silver = UMIN (ch->silver, cost);

    if (silver < cost)
    {
        gold = ((cost - silver + 99) / 100);
        silver = cost - 100 * gold;
    }

    ch->gold -= gold;
    ch->silver -= silver;

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

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

    if (gold < 0 || silver < 0 || (gold == 0 && silver == 0))
    {
        bug ("Create_money: zero or negative money.", UMIN (gold, silver));
        gold = UMAX (1, gold);
        silver = UMAX (1, silver);
    }

    if (gold == 0 && silver == 1)
    {
        obj = create_object (get_obj_index (OBJ_VNUM_SILVER_ONE), 0);
    }
    else if (gold == 1 && silver == 0)
    {
        obj = create_object (get_obj_index (OBJ_VNUM_GOLD_ONE), 0);
    }
    else if (silver == 0)
    {
        obj = create_object (get_obj_index (OBJ_VNUM_GOLD_SOME), 0);
        sprintf (buf, obj->short_descr, gold);
        free_string (obj->short_descr);
        obj->short_descr = str_dup (buf);
        obj->value[1] = gold;
        obj->cost = gold;
        obj->weight = gold / 5;
    }
    else if (gold == 0)
    {
        obj = create_object (get_obj_index (OBJ_VNUM_SILVER_SOME), 0);
        sprintf (buf, obj->short_descr, silver);
        free_string (obj->short_descr);
        obj->short_descr = str_dup (buf);
        obj->value[0] = silver;
        obj->cost = silver;
        obj->weight = silver / 20;
    }

    else
    {
        obj = create_object (get_obj_index (OBJ_VNUM_COINS), 0);
        sprintf (buf, obj->short_descr, silver, gold);
        free_string (obj->short_descr);
        obj->short_descr = str_dup (buf);
        obj->value[0] = silver;
        obj->value[1] = gold;
        obj->cost = 100 * gold + silver;
        obj->weight = gold / 5 + silver / 20;
    }

    return obj;
}



/*
 * Return # of objects which an object counts as.
 * Thanks to Tony Chamberlain for the correct recursive code here.
 */
int get_obj_number (OBJ_DATA * obj)
{
    int number;

    if (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY
        || obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY)
        number = 0;
    else
        number = 1;

    for (obj = obj->contains; obj != NULL; obj = obj->next_content)
        number += get_obj_number (obj);

    return number;
}


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

    weight = obj->weight;
    for (tobj = obj->contains; tobj != NULL; tobj = tobj->next_content)
        weight += get_obj_weight (tobj) * WEIGHT_MULT (obj) / 100;

    return weight;
}

int get_true_weight (OBJ_DATA * obj)
{
    int weight;

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

    return weight;
}

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

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

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

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

    return FALSE;
}


bool is_room_owner (CHAR_DATA * ch, ROOM_INDEX_DATA * room)
{
    if (room->owner == NULL || room->owner[0] == '\0')
        return FALSE;

    return is_name (ch->name, room->owner);
}

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


    if (pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0')
        return TRUE;

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

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

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

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

    return FALSE;
}

/* visibility on a room -- for entering and exits */
bool can_see_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex)
{
    if (IS_SET (pRoomIndex->room_flags, ROOM_IMP_ONLY)
        && get_trust (ch) < MAX_LEVEL)
        return FALSE;

    if (IS_SET (pRoomIndex->room_flags, ROOM_GODS_ONLY) && !IS_IMMORTAL (ch))
        return FALSE;

    if (IS_SET (pRoomIndex->room_flags, ROOM_HEROES_ONLY)
        && !IS_IMMORTAL (ch))
        return FALSE;

    if (IS_SET (pRoomIndex->room_flags, ROOM_NEWBIES_ONLY)
        && ch->level > 5 && !IS_IMMORTAL (ch))
        return FALSE;

    if (!IS_IMMORTAL (ch) && pRoomIndex->clan && ch->clan != pRoomIndex->clan)
        return FALSE;

    return TRUE;
}



/*
 * True if char can see victim.
 */
bool can_see (CHAR_DATA * ch, CHAR_DATA * victim)
{
/* RT changed so that WIZ_INVIS has levels */
    if (ch == victim)
        return TRUE;

    if (get_trust (ch) < victim->invis_level)
        return FALSE;


    if (get_trust (ch) < victim->incog_level
        && ch->in_room != victim->in_room) return FALSE;

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

    if (IS_AFFECTED (ch, AFF_BLIND))
        return FALSE;

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

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

    /* sneaking */
    if (IS_AFFECTED (victim, AFF_SNEAK)
        && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL)
    {
        int chance;
        chance = get_skill (victim, gsn_sneak);
        chance += get_curr_stat (victim, STAT_DEX) * 3 / 2;
        chance -= get_curr_stat (ch, STAT_INT) * 2;
        chance -= ch->level - victim->level * 3 / 2;

        if (number_percent () < chance)
            return FALSE;
    }

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

    return TRUE;
}



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

    if (IS_SET (obj->extra_flags, ITEM_VIS_DEATH))
        return FALSE;

    if (IS_AFFECTED (ch, AFF_BLIND) && obj->item_type != ITEM_POTION)
        return FALSE;

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

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

    if (IS_OBJ_STAT (obj, ITEM_GLOW))
        return TRUE;

    if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_DARK_VISION))
        return FALSE;

    return TRUE;
}



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

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

    return FALSE;
}


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

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



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

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



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

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

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

    buf[0] = '\0';

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

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

    buf[0] = '\0';

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


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

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

    buf[0] = '\0';

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

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

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

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

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

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

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

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

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

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

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

char *weapon_bit_name (int weapon_flags)
{
    static char buf[512];

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

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

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

    buf[0] = '\0';

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

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


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

    buf[0] = '\0';

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

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

/*
 * Config Colour stuff
 */
void default_colour (CHAR_DATA * ch)
{
    if (IS_NPC (ch))
        return;

    if (!ch->pcdata)
        return;

    ch->pcdata->text[1] = (WHITE);
    ch->pcdata->auction[1] = (YELLOW);
    ch->pcdata->auction_text[1] = (WHITE);
    ch->pcdata->gossip[1] = (MAGENTA);
    ch->pcdata->gossip_text[1] = (MAGENTA);
    ch->pcdata->music[1] = (RED);
    ch->pcdata->music_text[1] = (RED);
    ch->pcdata->question[1] = (YELLOW);
    ch->pcdata->question_text[1] = (WHITE);
    ch->pcdata->answer[1] = (YELLOW);
    ch->pcdata->answer_text[1] = (WHITE);
    ch->pcdata->quote[1] = (GREEN);
    ch->pcdata->quote_text[1] = (GREEN);
    ch->pcdata->immtalk_text[1] = (CYAN);
    ch->pcdata->immtalk_type[1] = (YELLOW);
    ch->pcdata->info[1] = (YELLOW);
    ch->pcdata->tell[1] = (GREEN);
    ch->pcdata->tell_text[1] = (GREEN);
    ch->pcdata->say[1] = (GREEN);
    ch->pcdata->say_text[1] = (GREEN);
    ch->pcdata->reply[1] = (GREEN);
    ch->pcdata->reply_text[1] = (GREEN);
    ch->pcdata->gtell_text[1] = (GREEN);
    ch->pcdata->gtell_type[1] = (RED);
    ch->pcdata->wiznet[1] = (GREEN);
    ch->pcdata->room_title[1] = (CYAN);
    ch->pcdata->room_text[1] = (WHITE);
    ch->pcdata->room_exits[1] = (GREEN);
    ch->pcdata->room_things[1] = (CYAN);
    ch->pcdata->prompt[1] = (CYAN);
    ch->pcdata->fight_death[1] = (RED);
    ch->pcdata->fight_yhit[1] = (GREEN);
    ch->pcdata->fight_ohit[1] = (YELLOW);
    ch->pcdata->fight_thit[1] = (RED);
    ch->pcdata->fight_skill[1] = (WHITE);
    ch->pcdata->text[0] = (NORMAL);
    ch->pcdata->auction[0] = (BRIGHT);
    ch->pcdata->auction_text[0] = (BRIGHT);
    ch->pcdata->gossip[0] = (NORMAL);
    ch->pcdata->gossip_text[0] = (BRIGHT);
    ch->pcdata->music[0] = (NORMAL);
    ch->pcdata->music_text[0] = (BRIGHT);
    ch->pcdata->question[0] = (BRIGHT);
    ch->pcdata->question_text[0] = (BRIGHT);
    ch->pcdata->answer[0] = (BRIGHT);
    ch->pcdata->answer_text[0] = (BRIGHT);
    ch->pcdata->quote[0] = (NORMAL);
    ch->pcdata->quote_text[0] = (BRIGHT);
    ch->pcdata->immtalk_text[0] = (NORMAL);
    ch->pcdata->immtalk_type[0] = (NORMAL);
    ch->pcdata->info[0] = (NORMAL);
    ch->pcdata->say[0] = (NORMAL);
    ch->pcdata->say_text[0] = (BRIGHT);
    ch->pcdata->tell[0] = (NORMAL);
    ch->pcdata->tell_text[0] = (BRIGHT);
    ch->pcdata->reply[0] = (NORMAL);
    ch->pcdata->reply_text[0] = (BRIGHT);
    ch->pcdata->gtell_text[0] = (NORMAL);
    ch->pcdata->gtell_type[0] = (NORMAL);
    ch->pcdata->wiznet[0] = (NORMAL);
    ch->pcdata->room_title[0] = (NORMAL);
    ch->pcdata->room_text[0] = (NORMAL);
    ch->pcdata->room_exits[0] = (NORMAL);
    ch->pcdata->room_things[0] = (NORMAL);
    ch->pcdata->prompt[0] = (NORMAL);
    ch->pcdata->fight_death[0] = (NORMAL);
    ch->pcdata->fight_yhit[0] = (NORMAL);
    ch->pcdata->fight_ohit[0] = (NORMAL);
    ch->pcdata->fight_thit[0] = (NORMAL);
    ch->pcdata->fight_skill[0] = (NORMAL);
    ch->pcdata->text[2] = 0;
    ch->pcdata->auction[2] = 0;
    ch->pcdata->auction_text[2] = 0;
    ch->pcdata->gossip[2] = 0;
    ch->pcdata->gossip_text[2] = 0;
    ch->pcdata->music[2] = 0;
    ch->pcdata->music_text[2] = 0;
    ch->pcdata->question[2] = 0;
    ch->pcdata->question_text[2] = 0;
    ch->pcdata->answer[2] = 0;
    ch->pcdata->answer_text[2] = 0;
    ch->pcdata->quote[2] = 0;
    ch->pcdata->quote_text[2] = 0;
    ch->pcdata->immtalk_text[2] = 0;
    ch->pcdata->immtalk_type[2] = 0;
    ch->pcdata->info[2] = 1;
    ch->pcdata->say[2] = 0;
    ch->pcdata->say_text[2] = 0;
    ch->pcdata->tell[2] = 0;
    ch->pcdata->tell_text[2] = 0;
    ch->pcdata->reply[2] = 0;
    ch->pcdata->reply_text[2] = 0;
    ch->pcdata->gtell_text[2] = 0;
    ch->pcdata->gtell_type[2] = 0;
    ch->pcdata->wiznet[2] = 0;
    ch->pcdata->room_title[2] = 0;
    ch->pcdata->room_text[2] = 0;
    ch->pcdata->room_exits[2] = 0;
    ch->pcdata->room_things[2] = 0;
    ch->pcdata->prompt[2] = 0;
    ch->pcdata->fight_death[2] = 0;
    ch->pcdata->fight_yhit[2] = 0;
    ch->pcdata->fight_ohit[2] = 0;
    ch->pcdata->fight_thit[2] = 0;
    ch->pcdata->fight_skill[2] = 0;

    return;
}

void all_colour (CHAR_DATA * ch, char *argument)
{
    char buf[100];
    char buf2[100];
    int colour;
    int bright;

    if (IS_NPC (ch) || !ch->pcdata)
        return;

    if (!*argument)
        return;

    if (!str_prefix (argument, "red"))
    {
        colour = (RED);
        bright = NORMAL;
        sprintf (buf2, "Red");
    }
    if (!str_prefix (argument, "hi-red"))
    {
        colour = (RED);
        bright = BRIGHT;
        sprintf (buf2, "Red");
    }
    else if (!str_prefix (argument, "green"))
    {
        colour = (GREEN);
        bright = NORMAL;
        sprintf (buf2, "Green");
    }
    else if (!str_prefix (argument, "hi-green"))
    {
        colour = (GREEN);
        bright = BRIGHT;
        sprintf (buf2, "Green");
    }
    else if (!str_prefix (argument, "yellow"))
    {
        colour = (YELLOW);
        bright = NORMAL;
        sprintf (buf2, "Yellow");
    }
    else if (!str_prefix (argument, "hi-yellow"))
    {
        colour = (YELLOW);
        bright = BRIGHT;
        sprintf (buf2, "Yellow");
    }
    else if (!str_prefix (argument, "blue"))
    {
        colour = (BLUE);
        bright = NORMAL;
        sprintf (buf2, "Blue");
    }
    else if (!str_prefix (argument, "hi-blue"))
    {
        colour = (BLUE);
        bright = BRIGHT;
        sprintf (buf2, "Blue");
    }
    else if (!str_prefix (argument, "magenta"))
    {
        colour = (MAGENTA);
        bright = NORMAL;
        sprintf (buf2, "Magenta");
    }
    else if (!str_prefix (argument, "hi-magenta"))
    {
        colour = (MAGENTA);
        bright = BRIGHT;
        sprintf (buf2, "Magenta");
    }
    else if (!str_prefix (argument, "cyan"))
    {
        colour = (CYAN);
        bright = NORMAL;
        sprintf (buf2, "Cyan");
    }
    else if (!str_prefix (argument, "hi-cyan"))
    {
        colour = (CYAN);
        bright = BRIGHT;
        sprintf (buf2, "Cyan");
    }
    else if (!str_prefix (argument, "white"))
    {
        colour = (WHITE);
        bright = NORMAL;
        sprintf (buf2, "White");
    }
    else if (!str_prefix (argument, "hi-white"))
    {
        colour = (WHITE);
        bright = BRIGHT;
        sprintf (buf2, "White");
    }
    else if (!str_prefix (argument, "grey"))
    {
        colour = (BLACK);
        bright = BRIGHT;
        sprintf (buf2, "White");
    }
    else
    {
        send_to_char_bw ("Unrecognised colour, unchanged.\n\r", ch);
        return;
    }

    ch->pcdata->text[1] = colour;
    ch->pcdata->auction[1] = colour;
    ch->pcdata->gossip[1] = colour;
    ch->pcdata->music[1] = colour;
    ch->pcdata->question[1] = colour;
    ch->pcdata->answer[1] = colour;
    ch->pcdata->quote[1] = colour;
    ch->pcdata->quote_text[1] = colour;
    ch->pcdata->immtalk_text[1] = colour;
    ch->pcdata->immtalk_type[1] = colour;
    ch->pcdata->info[1] = colour;
    ch->pcdata->say[1] = colour;
    ch->pcdata->say_text[1] = colour;
    ch->pcdata->tell[1] = colour;
    ch->pcdata->tell_text[1] = colour;
    ch->pcdata->reply[1] = colour;
    ch->pcdata->reply_text[1] = colour;
    ch->pcdata->gtell_text[1] = colour;
    ch->pcdata->gtell_type[1] = colour;
    ch->pcdata->wiznet[1] = colour;
    ch->pcdata->room_title[1] = colour;
    ch->pcdata->room_text[1] = colour;
    ch->pcdata->room_exits[1] = colour;
    ch->pcdata->room_things[1] = colour;
    ch->pcdata->prompt[1] = colour;
    ch->pcdata->fight_death[1] = colour;
    ch->pcdata->fight_yhit[1] = colour;
    ch->pcdata->fight_ohit[1] = colour;
    ch->pcdata->fight_thit[1] = colour;
    ch->pcdata->fight_skill[1] = colour;
    ch->pcdata->text[0] = bright;
    ch->pcdata->auction[0] = bright;
    ch->pcdata->gossip[0] = bright;
    ch->pcdata->music[0] = bright;
    ch->pcdata->question[0] = bright;
    ch->pcdata->answer[0] = bright;
    ch->pcdata->quote[0] = bright;
    ch->pcdata->quote_text[0] = bright;
    ch->pcdata->immtalk_text[0] = bright;
    ch->pcdata->immtalk_type[0] = bright;
    ch->pcdata->info[0] = bright;
    ch->pcdata->say[0] = bright;
    ch->pcdata->say_text[0] = bright;
    ch->pcdata->tell[0] = bright;
    ch->pcdata->tell_text[0] = bright;
    ch->pcdata->reply[0] = bright;
    ch->pcdata->reply_text[0] = bright;
    ch->pcdata->gtell_text[0] = bright;
    ch->pcdata->gtell_type[0] = bright;
    ch->pcdata->wiznet[0] = bright;
    ch->pcdata->room_title[0] = bright;
    ch->pcdata->room_text[0] = bright;
    ch->pcdata->room_exits[0] = bright;
    ch->pcdata->room_things[0] = bright;
    ch->pcdata->prompt[0] = bright;
    ch->pcdata->fight_death[0] = bright;
    ch->pcdata->fight_yhit[0] = bright;
    ch->pcdata->fight_ohit[0] = bright;
    ch->pcdata->fight_thit[0] = bright;
    ch->pcdata->fight_skill[0] = bright;

    sprintf (buf, "All Colour settings set to %s.\n\r", buf2);
    send_to_char_bw (buf, ch);

    return;
}


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

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

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