/
Envy20/
Envy20/log/
Envy20/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David   *
 *  Love, Guilherme 'Willie' Arnold, and Mitchell Tse.                     *
 *                                                                         *
 *  EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and        *
 *  Mitchell Tse.                                                          *
 *                                                                         *
 *  In order to use any part of this Envy Diku Mud, you must comply with   *
 *  the original Diku license in 'license.doc', the Merc license in        *
 *  'license.txt', as well as the Envy license in 'license.nvy'.           *
 *  In particular, you may not remove either of these copyright notices.   *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

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



AFFECT_DATA *		affect_free;

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



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

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

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



/*
 * Retrieve a character's age.
 */
int get_age( CHAR_DATA *ch )
{
    return 17 + ( ch->played + (int) ( current_time - ch->logon ) ) / 428400;

    /* 428400 assumes 30 secs/mud hour * 24 hours/day * 35 days/month *
       17 months/year - Kahn */
}



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

    mod   = race_table[ch->race].str_mod;
    value = 13 + mod;

    if ( IS_NPC( ch ) )
	return value;

    if ( class_table[ch->class].attr_prime == APPLY_STR )
	max = UMIN( 25, 25 + mod );
    else
	max = UMIN( 22 + mod, 25 );

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



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

    mod   = race_table[ch->race].int_mod;
    value = 13 + mod;

    if ( IS_NPC( ch ) )
	return value;

    if ( class_table[ch->class].attr_prime == APPLY_INT )
	max = UMIN( 25, 25 + mod );
    else
	max = UMIN( 22 + mod, 25 );

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



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

    mod   = race_table[ch->race].wis_mod;
    value = 13 + mod;

    if ( IS_NPC( ch ) )
	return value;

    if ( class_table[ch->class].attr_prime == APPLY_WIS )
	max = UMIN( 25, 25 + mod );
    else
	max = UMIN( 22 + mod, 25 );

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



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

    mod   = race_table[ch->race].dex_mod;
    value = 13 + mod;

    if ( IS_NPC( ch ) )
	return value;

    if ( class_table[ch->class].attr_prime == APPLY_DEX )
	max = UMIN( 25, 25 + mod );
    else
	max = UMIN( 22 + mod, 25 );

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



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

    mod   = race_table[ch->race].con_mod;
    value = 13 + mod;

    if ( IS_NPC( ch ) )
	return value;

    if ( class_table[ch->class].attr_prime == APPLY_CON )
	max = UMIN( 25, 25 + mod );
    else
	max = UMIN( 22 + mod, 25 );

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



/*
 * Retrieve character's current hitroll for given weapon location
 */
int get_hitroll( CHAR_DATA *ch, int wpn )
{
    OBJ_DATA    *other_wield;
    AFFECT_DATA *paf;
    int          other_wpn;
    int          hitroll;

    if ( wpn == WEAR_WIELD)
        other_wpn = WEAR_WIELD_2;
    else if ( wpn == WEAR_WIELD_2 )
        other_wpn = WEAR_WIELD;
    else
    {
        char buf [ MAX_STRING_LENGTH ];
        sprintf( buf, "get_hitroll: Invalid weapon location %d on %s.",
		wpn, ch->name );
        bug( buf, 0 );
        return 0;
    }

    hitroll = ch->hitroll + str_app[get_curr_str( ch )].tohit;
    if ( !( other_wield = get_eq_char( ch, other_wpn ) ) )
        return hitroll;

    for( paf = other_wield->pIndexData->affected; paf; paf = paf->next )
        if ( paf->location == APPLY_HITROLL )
            hitroll -= paf->modifier;
    for( paf = other_wield->affected; paf; paf = paf->next )
        if ( paf->location == APPLY_HITROLL )
            hitroll -= paf->modifier;

    return hitroll;
}



/*
 * Retrieve character's current damroll for given weapon location
 */
int get_damroll( CHAR_DATA *ch, int wpn )
{
    OBJ_DATA    *other_wield;
    AFFECT_DATA *paf;
    int          other_wpn;
    int          damroll;

    if ( wpn == WEAR_WIELD)
        other_wpn = WEAR_WIELD_2;
    else if ( wpn == WEAR_WIELD_2 )
        other_wpn = WEAR_WIELD;
    else
    {
        char buf [ MAX_STRING_LENGTH ];
        sprintf( buf, "get_damroll: Invalid weapon location %d on %s.",
		wpn, ch->name );
        bug( buf, 0 );
        return 0;
    }

    damroll = ch->damroll + str_app[get_curr_str( ch )].todam;
    if ( !( other_wield = get_eq_char( ch, other_wpn ) ) )
        return damroll;

    for( paf = other_wield->pIndexData->affected; paf; paf = paf->next )
        if ( paf->location == APPLY_DAMROLL )
            damroll -= paf->modifier;
    for( paf = other_wield->affected; paf; paf = paf->next )
        if ( paf->location == APPLY_DAMROLL )
            damroll -= paf->modifier;

    return damroll;
}



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

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

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



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

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

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



/*
 * See if a string is one of the names of an object.
 * New is_name sent in by Alander.
 */

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

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


/*
 * Apply or remove an affect to a character.
 */
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
    OBJ_DATA *wield;
    OBJ_DATA *wield2;
    char      buf [ MAX_STRING_LENGTH ];
    int       mod;

    mod = paf->modifier;

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

    switch ( paf->location )
    {
    default:
        sprintf( buf, "Affect_modify: unknown location %d on %s.",
		paf->location, ch->name );
	bug ( buf, 0 );
	return;

    case APPLY_NONE:						break;
    case APPLY_STR:
	if ( !IS_NPC( ch ) )
	    ch->pcdata->mod_str += mod;                         break;
    case APPLY_DEX:
	if ( !IS_NPC( ch ) )
	    ch->pcdata->mod_dex += mod;                         break;
    case APPLY_INT:
	if ( !IS_NPC( ch ) )
	    ch->pcdata->mod_int += mod;                         break;
    case APPLY_WIS:
	if ( !IS_NPC( ch ) )
	    ch->pcdata->mod_wis += mod;                         break;
    case APPLY_CON:
	if ( !IS_NPC( ch ) )
	    ch->pcdata->mod_con += mod;                         break;
    case APPLY_SEX:           ch->sex                   += mod; break;
    case APPLY_RACE:          ch->race                  += 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:            ch->armor                 += mod; break;
    case APPLY_HITROLL:       ch->hitroll               += mod; break;
    case APPLY_DAMROLL:       ch->damroll               += mod; break;
    case APPLY_SAVING_PARA:   ch->saving_throw          += mod; break;
    case APPLY_SAVING_ROD:    ch->saving_throw          += mod; break;
    case APPLY_SAVING_PETRI:  ch->saving_throw          += mod; break;
    case APPLY_SAVING_BREATH: ch->saving_throw          += mod; break;
    case APPLY_SAVING_SPELL:  ch->saving_throw          += mod; break;
    }

    /* Remove the excess general stats */
    ch->hit  = UMIN( ch->hit, ch->max_hit );
    ch->mana = UMIN( ch->mana, ch->max_mana );
    ch->move = UMIN( ch->move, ch->max_move );

    if ( IS_NPC( ch ) )
        return;

    /*
     * Check for PC weapon wielding.
     * Guard against recursion (for weapons with affects).
     * If more than one weapon, drop weapon 2 first, then recheck.
     * And yes, it does work.  :)  --- Thelonius (Monk)
     */
    if ( ( wield  = get_eq_char( ch, WEAR_WIELD ) ) )
    {
	if ( ( wield2 = get_eq_char( ch, WEAR_WIELD_2 ) ) )
	{
	    if ( ( ( get_obj_weight( wield ) + get_obj_weight( wield2 ) )
		  > str_app[get_curr_str( ch )].wield )
		|| !IS_SET( race_table[ ch->race ].race_abilities,
			   RACE_WEAPON_WIELD ) )
	    {
		static int depth;

		if ( depth == 0 )
		{
		    depth++;
		    act( "You drop $p.", ch, wield2, NULL, TO_CHAR );
		    act( "$n drops $p.", ch, wield2, NULL, TO_ROOM );
		    obj_from_char( wield2 );
		    obj_to_room( wield2, ch->in_room );
		    depth--;
		}

	    }
	}
	else
	if ( ( get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield )
	    || !IS_SET( race_table[ ch->race ].race_abilities,
		       RACE_WEAPON_WIELD ) )
	{
	    static int depth;

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

	}
    }
    else if ( ( wield2 = get_eq_char( ch, WEAR_WIELD_2 ) )
             && ( get_obj_weight( wield2 ) > str_app[get_curr_str( ch )].wield
		 || !IS_SET( race_table[ ch->race ].race_abilities,
			    RACE_WEAPON_WIELD ) ) )
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
	    act( "You drop $p.", ch, wield2, NULL, TO_CHAR );
	    act( "$n drops $p.", ch, wield2, NULL, TO_ROOM );
	    obj_from_char( wield2 );
	    obj_to_room( wield2, ch->in_room );
	    depth--;
	}

    }

    return;
}



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

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

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

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



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

    affect_modify( ch, paf, FALSE );

    paf->deleted = TRUE;

    return;
}



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

    for ( paf = ch->affected; paf; paf = paf->next )
    {
        if ( paf->deleted )
	    continue;
	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; paf = paf->next )
    {
        if ( paf->deleted )
	    continue;
	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;

    for ( paf_old = ch->affected; paf_old; paf_old = paf_old->next )
    {
        if ( paf_old->deleted )
	    continue;
	if ( paf_old->type == paf->type )
	{
	    paf->duration += paf_old->duration;
	    paf->modifier += paf_old->modifier;
	    affect_remove( ch, paf_old );
	    break;
	}
    }

    affect_to_char( ch, paf );
    return;
}



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

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

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

    if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
	&& 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 )
	    bug( "Char_from_room: ch not found.", 0 );
    }

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



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

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

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

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

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

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

	if ( !prev )
	    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 )
{
    if ( obj->item_type != ITEM_ARMOR )
	return 0;

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

    return 0;
}



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

    for ( obj = ch->carrying; obj; obj = obj->next_content )
    {
        if ( obj->deleted )
	    continue;
	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;
    char         buf [ MAX_STRING_LENGTH ];

    if ( get_eq_char( ch, iWear ) )
    {
        sprintf( buf, "Equip_char: %s already equipped at %d.",
		ch->name, iWear );
	bug( buf, 0 );
	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;
    }

    ch->armor      	-= apply_ac( obj, iWear );
    obj->wear_loc	 = iWear;

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

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

    return;
}



/*
 * Unequip a char with an obj.
 */
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
    AFFECT_DATA *paf;
    char         buf [ MAX_STRING_LENGTH ];

    if ( obj->wear_loc == WEAR_NONE )
    {
        sprintf( buf, "Unequip_char: %s already unequipped with %d.",
		ch->name, obj->pIndexData->vnum );
	bug( buf, 0 );
	return;
    }

    ch->armor		+= apply_ac( obj, obj->wear_loc );
    obj->wear_loc	 = -1;

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

    if ( obj->item_type == ITEM_LIGHT
	&& obj->value[2] != 0
	&& ch->in_room
	&& 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; obj = obj->next_content )
    {
        if ( obj->deleted )
	    continue;
	if ( obj->pIndexData == pObjIndex )
	    nMatch++;
    }

    return nMatch;
}



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

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

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

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

	if ( !prev )
	{
	    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 )
{
    if ( obj_to->deleted )
    {
	bug( "Obj_to_obj:  Obj_to already deleted", 0 );
        return;
    }

    obj->next_content		= obj_to->contains;
    obj_to->contains		= obj;
    obj->in_obj			= obj_to;
    obj->in_room		= NULL;
    obj->carried_by		= NULL;

    for ( ; obj_to; obj_to = obj_to->in_obj )
    {
        if ( obj_to->deleted )
	    continue;
	if ( obj_to->carried_by )
	{
	    obj_to->carried_by->carry_number += get_obj_number( obj );
	    obj_to->carried_by->carry_weight += get_obj_weight( obj );
	}
    }

    return;
}



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

    if ( !( obj_from = obj->in_obj ) )
    {
	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 )
	{
	    bug( "Obj_from_obj: obj not found.", 0 );
	    return;
	}
    }

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

    for ( ; obj_from; obj_from = obj_from->in_obj )
    {
        if ( obj_from->deleted )
	    continue;
	if ( obj_from->carried_by )
	{
	    obj_from->carried_by->carry_number -= get_obj_number( obj );
	    obj_from->carried_by->carry_weight -= get_obj_weight( obj );
	}
    }

    return;
}



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

    if ( obj->deleted )
    {
	bug( "Extract_obj:  Obj already deleted", 0 );
	return;
    }

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

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

    obj->deleted = TRUE;

    delete_obj   = TRUE;
    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;
    extern bool       delete_char;

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

    if ( ch->fighting )
        stop_fighting( ch, TRUE );

    if ( fPull )
    {
	char* name;

	if ( IS_NPC ( ch ) )
	    name = ch->short_descr;
	else
	    name = ch->name;

	die_follower( ch, name );

	for ( obj = ch->carrying; obj; obj = obj_next )
	{
	    obj_next = obj->next_content;
	    if ( obj->deleted )
	      continue;
	    extract_obj( obj );
	}
     }
    
    char_from_room( ch );

    if ( !fPull )
    {
        ROOM_INDEX_DATA *location;

	if ( !( location = get_room_index( ROOM_VNUM_PURGATORY_A ) ) )
	  {
	    bug( "Purgatory A does not exist!", 0 );
	    char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
	  }
	else
	    char_to_room( ch, location );
	return;
    }

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

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

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

    ch->deleted = TRUE;

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

    delete_char = TRUE;
    return;
}



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

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

    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch ; wch = wch->next )
    {
	if ( !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; obj = obj->next )
    {
        if ( obj->deleted )
	    continue;

	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 )
{
    OBJ_DATA *obj;
    char      arg [ MAX_INPUT_LENGTH ];
    int       number;
    int       count;

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = list; obj; 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 )
{
    OBJ_DATA *obj;
    char      arg [ MAX_INPUT_LENGTH ];
    int       number;
    int       count;

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

    return NULL;
}



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

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = ch->carrying; obj; 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 )
	return obj;

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

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

    return NULL;
}



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

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

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

    return NULL;
}



/*
 * Create a 'money' obj.
 */
OBJ_DATA *create_money( int amount )
{
    OBJ_DATA *obj;

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

    if ( amount == 1 )
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE  ), 0 );
    }
    else
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
    }

    obj->value[0]		= amount;
    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;

    number = 0;
    if ( obj->item_type == ITEM_CONTAINER )
        for ( obj = obj->contains; obj; obj = obj->next_content )
	{
	    if ( obj->deleted )
	        continue;
	    number += get_obj_number( obj );
	}
    else
	number = 1;

    return number;
}



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

    weight = obj->weight;
    for ( obj = obj->contains; obj; obj = obj->next_content )
    {
	if ( obj->deleted )
	    continue;
	weight += get_obj_weight( obj );
    }

    return weight;
}



/*
 * True if room is dark.
 */
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
{
    OBJ_DATA *obj;

    if ( pRoomIndex->light > 0 )
	return FALSE;

    for ( obj = pRoomIndex->contents; obj; obj = obj->next_content )
    {
	if ( obj->deleted )
	    continue;
	if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
	    return FALSE;
    }

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

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

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

    return FALSE;
}



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

    count = 0;
    for ( rch = pRoomIndex->people; rch; rch = rch->next_in_room )
    {
	if ( rch->deleted )
	    continue;

	count++;
    }

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

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

    return FALSE;
}



/*
 * True if char can see victim.
 */
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( victim->deleted )
        return FALSE;

    if ( ch == victim )
	return TRUE;

    /* All mobiles cannot see wizinvised immorts */
    if ( IS_NPC( ch )
	&& !IS_NPC( victim ) && IS_SET( victim->act, PLR_WIZINVIS ) )
        return FALSE;
	
    if ( !IS_NPC( victim )
	&& IS_SET( victim->act, PLR_WIZINVIS )
	&& get_trust( ch ) < get_trust( victim ) )
	return FALSE;

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

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

    if ( room_is_dark( ch->in_room )
	&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_INFRAVISION )
	&& !IS_AFFECTED( ch, AFF_INFRARED ) )
	return FALSE;

    if ( victim->position == POS_DEAD )
        return TRUE;

    if ( IS_AFFECTED( victim, AFF_INVISIBLE )
	&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_DETECT_INVIS )
	&& !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
	return FALSE;

    if ( IS_AFFECTED( victim, AFF_HIDE )
	&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_DETECT_HIDDEN )
	&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
	&& !victim->fighting )
	return FALSE;

    return TRUE;
}



/*
 * True if char can see obj.
 */
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    if ( obj->deleted )
        return FALSE;

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

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

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

    if ( room_is_dark( ch->in_room )
	&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_INFRAVISION )
	&& !IS_AFFECTED( ch, AFF_INFRARED ) )
	return FALSE;

    if ( IS_SET( obj->extra_flags, ITEM_INVIS )
	&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_DETECT_INVIS )
	&& !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
	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 item type.
 */
char *item_type_name( OBJ_DATA *obj )
{
    OBJ_DATA *in_obj;
    char      buf [ MAX_STRING_LENGTH ];

    switch ( obj->item_type )
    {
    case ITEM_LIGHT:		return "light";
    case ITEM_SCROLL:		return "scroll";
    case ITEM_WAND:		return "wand";
    case ITEM_STAFF:		return "staff";
    case ITEM_WEAPON:		return "weapon";
    case ITEM_TREASURE:		return "treasure";
    case ITEM_ARMOR:		return "armor";
    case ITEM_POTION:		return "potion";
    case ITEM_FURNITURE:	return "furniture";
    case ITEM_TRASH:		return "trash";
    case ITEM_CONTAINER:	return "container";
    case ITEM_DRINK_CON:	return "drink container";
    case ITEM_KEY:		return "key";
    case ITEM_FOOD:		return "food";
    case ITEM_MONEY:		return "money";
    case ITEM_BOAT:		return "boat";
    case ITEM_CORPSE_NPC:	return "npc corpse";
    case ITEM_CORPSE_PC:        return "pc corpse";
    case ITEM_FOUNTAIN:		return "fountain";
    case ITEM_PILL:		return "pill";
    }

    for ( in_obj = obj; in_obj->in_obj; in_obj = in_obj->in_obj )
      ;

    if ( in_obj->carried_by )
      sprintf( buf, "Item_type_name: unknown type %d from %s owned by %s.",
	      obj->item_type, obj->name, obj->carried_by->name );
    else
      sprintf( buf,
	      "Item_type_name: unknown type %d from %s owned by (unknown).",
	      obj->item_type, obj->name );

    bug( buf, 0 );
    return "(unknown)";
}



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

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



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

    buf[0] = '\0';
    if ( vector & AFF_BLIND         ) strcat( buf, " blind"          );
    if ( vector & AFF_INVISIBLE     ) strcat( buf, " invisible"      );
    if ( vector & AFF_DETECT_EVIL   ) strcat( buf, " detect_evil"    );
    if ( vector & AFF_DETECT_INVIS  ) strcat( buf, " detect_invis"   );
    if ( vector & AFF_DETECT_MAGIC  ) strcat( buf, " detect_magic"   );
    if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden"  );
    if ( vector & AFF_HOLD          ) strcat( buf, " hold"           );
    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_CHANGE_SEX    ) strcat( buf, " change_sex"     );
    if ( vector & AFF_POISON        ) strcat( buf, " poison"         );
    if ( vector & AFF_PROTECT       ) strcat( buf, " protect"        );
    if ( vector & AFF_POLYMORPH     ) strcat( buf, " polymorph"      );
    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_MUTE          ) strcat( buf, " mute"           );
    if ( vector & AFF_GILLS         ) strcat( buf, " gills"          );
    if ( vector & AFF_VAMP_BITE     ) strcat( buf, " vampiric curse" );
    if ( vector & AFF_GHOUL         ) strcat( buf, " ghoulic curse"  );
    if ( vector & AFF_FLAMING       ) strcat( buf, " flaming shield" );

    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_POISONED     ) strcat( buf, " poisoned"     );
    if ( extra_flags & ITEM_VAMPIRE_BANE ) strcat( buf, " vampire bane" );
    if ( extra_flags & ITEM_HOLY         ) strcat( buf, " holy"         );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}

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

bool longstring( CHAR_DATA *ch, char *argument )
{
    if ( strlen( argument) > 60 )
    {
	send_to_char( "No more than 60 characters in this field.\n\r", ch );
	return TRUE;
    }
    else
        return FALSE;
}

bool authorized( CHAR_DATA *ch, char *skllnm )
{

    char buf [ MAX_STRING_LENGTH ];

    if ( ( !IS_NPC( ch ) && str_infix( skllnm, ch->pcdata->immskll ) )
	||  IS_NPC( ch ) )
    {
        sprintf( buf, "Sorry, you are not authorized to use %s.\n\r", skllnm );
	send_to_char( buf, ch );
	return FALSE;
    }

    return TRUE;

}

void end_of_game( void )
{
    DESCRIPTOR_DATA *d;
    DESCRIPTOR_DATA *d_next;

    for ( d = descriptor_list; d; d = d_next )
    {
	d_next = d->next;
	if ( d->connected == CON_PLAYING )
	{
	    if ( d->character->position == POS_FIGHTING )
	      interpret( d->character, "save" );
	    else
	      interpret( d->character, "quit" );
	}
	else
	    close_socket( d );
    }

    return;

}

int race_lookup( const char *race )
{
    int index;

    for ( index = 0; index < MAX_RACE; index++ )
        if ( !str_prefix( race, race_table[index].name ) )
	    return index;

    return -1;

}

int affect_lookup( const char *affectname )
{
    int index;

    for ( index = 0; index < MAX_SKILL; index++ )
	if ( !str_cmp( affectname, skill_table[index].name ) )
	    return index;

    return -1;

}