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

#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 != NULL && ch->desc->original != NULL )
        ch = ch->desc->original;

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

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



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



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

    if ( IS_NPC(ch) )
        return 13;

    if ( class_table[ch->class].attr_prime == APPLY_STR )
        max = 25;
    else
        max = 20;

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



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

    if ( IS_NPC(ch) )
        return 13;

    if ( class_table[ch->class].attr_prime == APPLY_INT )
        max = 25;
    else
        max = 20;

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



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

    if ( IS_NPC(ch) )
        return 13;

    if ( class_table[ch->class].attr_prime == APPLY_WIS )
        max = 25;
    else
        max = 20;

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



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

    if ( IS_NPC(ch) )
        return 13;

    if ( class_table[ch->class].attr_prime == APPLY_DEX )
        max = 25;
    else
        max = 20;

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



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

    if ( IS_NPC(ch) )
        return 13;

    if ( class_table[ch->class].attr_prime == APPLY_CON )
        max = 25;
    else
        max = 20;

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



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

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

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



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

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

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



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

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

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;
        }
    }
}

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

    mod = paf->modifier;

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

    if ( IS_NPC(ch) )
        return;

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

    case APPLY_NONE:
        break;
    case APPLY_STR:
        ch->pcdata->mod_str	+= mod;
        break;
    case APPLY_DEX:
        ch->pcdata->mod_dex	+= mod;
        break;
    case APPLY_INT:
        ch->pcdata->mod_int	+= mod;
        break;
    case APPLY_WIS:
        ch->pcdata->mod_wis	+= mod;
        break;
    case APPLY_CON:
        ch->pcdata->mod_con	+= mod;
        break;
    case APPLY_SEX:
        ch->sex			+= mod;
        break;
    case APPLY_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;
    }

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

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

    return;
}



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

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

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

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



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

    affect_modify( ch, paf, FALSE );

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

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

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

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



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

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

    return;
}



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

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

    return FALSE;
}



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

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

    affect_to_char( ch, paf );
    return;
}



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

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

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

    if ( ( obj = get_eq_char( ch, WEAR_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;
    return;
}



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

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

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

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

    if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
            &&   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 ) == 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 )
{
    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 != 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;

    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;
    }

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

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

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

    return;
}



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

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

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

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

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

    return;
}



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

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

    return nMatch;
}



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

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

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

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

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

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



/*
 * Move an obj into a room.
 */
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
    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;

    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 );
        }
    }

    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 );
        }
    }

    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->contains );
    }

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

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

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

    {
        AFFECT_DATA *paf;
        AFFECT_DATA *paf_next;

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

    {
        EXTRA_DESCR_DATA *ed;
        EXTRA_DESCR_DATA *ed_next;

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

    free_string( obj->name        );
    free_string( obj->description );
    free_string( obj->short_descr );
    --obj->pIndexData->count;
    obj->next	= obj_free;
    obj_free	= obj;
    return;
}



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

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

    if ( fPull )
        die_follower( ch );

    stop_fighting( ch, TRUE );

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

    char_from_room( ch );

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

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

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

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

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

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

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

    if ( ch->desc )
        ch->desc->character = NULL;
    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 ( !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 arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

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

    return NULL;
}



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

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

    return NULL;
}



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

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

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

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

    return NULL;
}



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

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

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

    return NULL;
}



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

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

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

    return obj;
}



/*
 * Return # 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 )
        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;

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

    return weight;
}



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

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

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

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

    return FALSE;
}



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

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

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

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

    return FALSE;
}



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

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

    if ( !IS_NPC(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_AFFECTED(ch, AFF_INFRARED) )
        return FALSE;

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

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

    return TRUE;
}



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

    if ( obj->item_type == ITEM_POTION )
        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_AFFECTED(ch, AFF_INFRARED) )
        return FALSE;

    if ( IS_SET(obj->extra_flags, ITEM_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 )
{
    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";
    }

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



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

    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_FLAMING       ) strcat( buf, " flaming"       );
    if ( vector & AFF_POISON        ) strcat( buf, " poison"        );
    if ( vector & AFF_PROTECT       ) strcat( buf, " protect"       );
    if ( vector & AFF_PARALYSIS     ) strcat( buf, " paralysis"     );
    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"     );
    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"    );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}

bool can_see_room ( CHAR_DATA *ch, ROOM_INDEX_DATA *room )
{
	return TRUE;
}