kbkmud/player/
/**************************************************************************r
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1996 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Tartarus/doc/rom.license                  *
***************************************************************************/

/***************************************************************************
*       Tartarus code is copyright (C) 1997-1998 by Daniel Graham          *
*	In using this code you agree to comply with the Tartarus license   *
*       found in the file /Tartarus/doc/tartarus.doc                       *
***************************************************************************/

#include "include.h"

/*
 * Local functions.
 */
void	affect_modify		args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
bool	is_safe_rspell		args( ( int level, CHAR_DATA *victim) );
char *  weapon_name_lookup 	args( ( int type) );
int 	is_spec_skill 		args( ( int sn)) ;
bool 	is_specced 		args( ( CHAR_DATA *ch,int spec) );

/* 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;
}

/* returns race number */
int race_lookup (const char *name)
{
   int race;

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

   return 0;
}

int liq_lookup (const char *name)
{
    int liq;

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


    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_num_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 weapon_table[type].type;
    }

    return -1;
}

char * weapon_name_lookup (int type)
{
    int count;

    for (count = 0; weapon_table[count].name != NULL; count++)
    {
	if (weapon_table[count].type == type)
	    return weapon_table[count].name;
    }

    return "weapon";
}

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;
}


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

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

    return -1;
}

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, bit;

    	immune = -1;
    	def = IS_NORMAL;

    	if (dam_type == DAM_NONE)
		return immune;

	if (is_affected(ch,skill_lookup("maelstrom"))) {
		if (dam_type == DAM_COLD || dam_type == DAM_FIRE || dam_type == DAM_LIGHTNING ||
			dam_type == DAM_DROWNING || dam_type == DAM_EARTH || dam_type == DAM_WIND)
				return IS_VULNERABLE;
	}
	
	// Elemental Shields
	if (dam_type == DAM_COLD && is_affected(ch,gsn_shield_of_frost))
        	return IS_IMMUNE;
    	if (dam_type == DAM_FIRE && is_affected(ch,gsn_shield_of_flames))
        	return IS_IMMUNE;
    	if (dam_type == DAM_DROWNING && is_affected(ch,gsn_shield_of_bubbles))
        	return IS_IMMUNE;
    	if (dam_type == DAM_LIGHTNING && is_affected(ch,gsn_shield_of_lightning))
        	return IS_IMMUNE;
    	if (dam_type == DAM_EARTH && is_affected(ch,gsn_shield_of_dust))
        	return IS_IMMUNE;
    	if (dam_type == DAM_WIND && is_affected(ch,gsn_shield_of_wind))
        	return IS_IMMUNE;

        if (dam_type == DAM_WIND || dam_type == DAM_EARTH)
                dam_type = DAM_BASH;


    	if (dam_type <= 3)
    	{
		if (IS_SET(ch->imm_flags,IMM_WEAPON))
	    		return IS_IMMUNE;
		else if (IS_SET(ch->res_flags,RES_WEAPON))
	    		return IS_RESISTANT;
		else if (IS_SET(ch->vuln_flags,VULN_WEAPON))
	    		return IS_VULNERABLE;
    	}
	else 
	{
		if (IS_SET(ch->imm_flags,IMM_MAGIC))
		    	return IS_IMMUNE;
		else if (IS_SET(ch->res_flags,RES_MAGIC))
		    	return IS_RESISTANT;
		else if (IS_SET(ch->vuln_flags,VULN_MAGIC))
		    	return IS_VULNERABLE;
    	}

    	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_affected(ch,gsn_protection_heat_cold)&& ( dam_type == DAM_FIRE || dam_type == DAM_COLD))
		return IS_RESISTANT;

    	if (IS_SET(ch->imm_flags,bit))
		return IS_IMMUNE;
    	else if (IS_SET(ch->res_flags,bit))
		return IS_RESISTANT;
    	else if (IS_SET(ch->vuln_flags,bit))
	    	return IS_VULNERABLE;

    	if (dam_type == DAM_LIGHTNING && is_affected(ch,gsn_grounding))
		return IS_IMMUNE;

	return def;
}

bool is_cabal(CHAR_DATA *ch)
{
    return ch->cabal;
}

bool is_same_cabal(CHAR_DATA *ch, CHAR_DATA *victim)
{
    if (cabal_table[ch->cabal].independent)
	return FALSE;
    else
        return (ch->cabal == victim->cabal);
}

/* 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)
    {
	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] && !IS_IMMORTAL(ch))
	    skill = 0;
	else
	    skill = ch->pcdata->learned[sn];

	if (skill == -2)
		skill = 0;

	if (is_spec_skill(sn) != -1 && !is_specced(ch,is_spec_skill(sn))) 
		skill = 0;

    }

    else /* mobiles */
    {


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

	else if (sn == gsn_hide)
	{
	if (IS_SET(ch->act,ACT_THIEF))
	    skill = ch->level * 2 + 20;
	else
	    skill = 0;
	}


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

 	else if (sn == gsn_enhanced_damage_two
	&& IS_SET(ch->act,ACT_WARRIOR))
	{
	if (ch->level < 35)
		skill = 0;
	else
		skill = (2 * ch->level - 10);
	}

	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_tail && IS_SET(ch->off_flags,OFF_TAIL))
	    skill = (3*ch->level + 20);

	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_crush)
	    skill = 3 * ch->level;

	else if (sn == gsn_rescue)
	    skill = 40 + 2 * ch->level;
	else if (sn == gsn_ground_control && ch->level > 28)
	    skill = 40 + 2* 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 if ((sn == gsn_parting_blow) && (IS_SET(ch->extended_flags,OFF_PARTING_BLOW)))
	    skill = 10 + ch->level;
        else if (sn == gsn_cheap_shot && (IS_SET(ch->extended_flags,OFF_CHEAPSHOT)))
            skill = 30 + ch->level; 
	else if (is_mob_spec(sn) != -1 && is_specced(ch,is_mob_spec(sn)))
                        skill = 35 + ch->level;
	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;

    if (is_affected(ch,gsn_forget))
    {
	if (number_percent() > skill/2)
		skill /= 3;
    }

    if (!IS_NPC(ch) && IS_SET(ch->act,PLR_MORON))
	skill /= 3;

    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;
	case(WEAPON_STAFF):	sn = gsn_staff;	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_LEVEL:	ch->drain_level 	+= 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;
		case APPLY_REGENERATION:	ch->regen_rate += mod; break;
		case APPLY_DAM_MOD:		ch->dam_mod += mod; break;
		case APPLY_ATTACK_MOD:		ch->numAttacks += mod; break;
		case APPLY_ENHANCED_MOD:	ch->enhancedDamMod += mod; break;
		case APPLY_SIZE:		ch->size += 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_LEVEL:	    ch->drain_level 		+= 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;
		case APPLY_REGENERATION:	ch->regen_rate += mod; break;
		case APPLY_DAM_MOD:		ch->dam_mod += mod; break;
		case APPLY_ATTACK_MOD:		ch->numAttacks += mod; break;
		case APPLY_ENHANCED_MOD:	ch->enhancedDamMod += mod; break;
		case APPLY_SIZE:		ch->size += 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_LEVEL:	    ch->drain_level 		+= 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;
		case APPLY_REGENERATION:	ch->regen_rate += mod; break;
		case APPLY_DAM_MOD:		ch->dam_mod += mod; break;
		case APPLY_ATTACK_MOD:		ch->numAttacks += mod; break;
		case APPLY_ENHANCED_MOD:	ch->enhancedDamMod += mod; break;
		case APPLY_SIZE:		ch->size += 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 != 0)
	return ch->trust;

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

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

    iClass = (ch->class +1);

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

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

    if (!str_cmp(race_table[ch->race].name,"human"))
    {
	if ( (iClass == GUILD_WARRIOR || iClass == GUILD_PALADIN
	|| iClass == GUILD_ANTI_PALADIN || iClass == GUILD_RANGER) && stat == STAT_STR)
		max = 23;
	else if ((iClass == GUILD_THIEF || iClass == GUILD_DRUID ||
		iClass == GUILD_ASSASSIN) && stat == STAT_DEX)
		max = 23;
	else if ( (iClass == GUILD_CLERIC && stat == STAT_WIS))
		max = 23;
	else if ((iClass == GUILD_CHANNELER
		|| iClass == GUILD_NECROMANCER
		|| iClass == GUILD_ELEMENTALIST)
		&& stat == STAT_INT)
		max = 23;
    }



 	max = UMIN(max,25);
    }

    if (is_affected(ch, skill_lookup("dragon might")) && stat == STAT_STR)
	return max;

    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;
    int iClass;

    iClass = (ch->class + 1);

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

    max = pc_race_table[ch->race].max_stats[stat];

    if (!str_cmp(race_table[ch->race].name,"human"))
    {
	if ( (iClass == GUILD_WARRIOR || iClass == GUILD_PALADIN
	|| iClass == GUILD_ANTI_PALADIN || iClass == GUILD_RANGER) && stat == STAT_STR)
		max = 23;
	else if ((iClass == GUILD_THIEF || iClass == GUILD_DRUID || iClass == GUILD_ASSASSIN)
		&& stat == STAT_DEX)
		max = 23;
	else if ( (iClass == GUILD_CLERIC && stat == STAT_WIS))
		max = 23;
	else if ((iClass == GUILD_CHANNELER
		|| iClass == GUILD_NECROMANCER
		|| iClass == GUILD_ELEMENTALIST)
		&& stat == STAT_INT)
		max = 23;
    }


    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 + ch->level/8 + dex_app[get_curr_stat(ch,STAT_DEX)].carry;
}



/*
 * 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 MAX_WEAR + ch->level*8 + str_app[get_curr_stat(ch,STAT_STR)].carry;
}

/* Calculate if players are in pk range to attack each other */
bool can_pk( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if (ch == victim)
        return TRUE;

    if (IS_NPC(ch)
	|| IS_NPC(victim)
	|| (ch->ghost > 0)
	|| (victim->ghost > 0)
	|| (ch->level < MIN_LEVEL_TO_PK)
	|| (victim->level < MIN_LEVEL_TO_PK) )
	return FALSE;

    if (!IS_NPC(victim) && victim->pcdata->newbie==TRUE && !IS_NPC(ch))
    {
        return FALSE;
    }
 
    if (!IS_NPC(ch) && ch->pcdata->newbie==TRUE && !IS_NPC(victim))
    {
        return FALSE;
    }

    return TRUE;
}

/*
 * 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_cmp(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;
        }
    }
}

void init_affect( AFFECT_DATA *paf )
{
	paf->where		= TO_AFFECTS;
	paf->name		= NULL;
	paf->type		= 0;
	paf->aftype		= AFT_SPELL;
	paf->level		= 0;
	paf->duration		= 0;
	paf->location		= 0;
	paf->modifier		= 0;
	paf->bitvector		= 0;
	paf->affect_list_msg 	= NULL;
	paf->strippable 	= TRUE;
	paf->end_fun		= NULL;
	paf->owner_name		= NULL;
	//paf->owner			= NULL;
	paf->dispel_at_death 	= TRUE;
	paf->wait		= 0;
	return;
}

/*
 * 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:		ch->drain_level += mod;		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;
	case APPLY_REGENERATION:	ch->regen_rate += mod; 		break;
    	case APPLY_DAM_MOD:		ch->dam_mod += mod; 		break;
	case APPLY_ATTACK_MOD:		ch->numAttacks += mod;		break;
	case APPLY_ENHANCED_MOD:	ch->enhancedDamMod += mod; break;
	case APPLY_SIZE:		ch->size += mod; break;
    }

    /*
     * Check for weapon wielding.
     * Guard against recursion (for weapons with affects).
     */
    if ( !IS_NPC(ch) && ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL ) )
    {
    	if (get_obj_weight(wield) > (str_app[get_curr_stat(ch,STAT_STR)].wield) &&   !IS_OBJ_STAT(wield,ITEM_NODISARM))
    	{
	    act( "You can no longer find the strength to wield $p.", ch, wield, NULL, TO_CHAR );
	    act( "$n can no longer find the strength to wield $p.", ch, wield, NULL, TO_ROOM );
	    obj_from_char( wield );
	    obj_to_char( wield, ch );
   	}
    }

    if (!IS_NPC(ch) && ( ( wield = get_eq_char(ch,WEAR_DUAL_WIELD ) ) != NULL ) )
    {
    	if (get_obj_weight(wield) > (str_app[get_curr_stat(ch,STAT_STR)].wield) && !IS_OBJ_STAT(wield,ITEM_NODISARM))
    	{
	    act( "You can no longer find the strength to wield $p.", ch, wield, NULL, TO_CHAR );
	    act( "$n can no longer find the strength to wield $p.", ch, wield, NULL, TO_ROOM );
	    obj_from_char( wield );
	    obj_to_char( wield, ch );
    	}
    }
    return;
}

ROOM_AFFECT_DATA  *room_affect_find(ROOM_AFFECT_DATA *paf, int sn)
{
    ROOM_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;
}

/* 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;
}

AFFECT_DATA *affect_find_obj(OBJ_DATA *obj, int sn)
{
	AFFECT_DATA *af_find;

	for ( af_find = obj->affected; af_find != NULL; af_find = af_find->next )
	{
		if( af_find->type == sn)
			return af_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;

    // Immune sleep. 
    if(IS_SET(ch->imm_flags,IMM_SLEEP) && IS_SET(paf->bitvector,AFF_SLEEP) && paf->where==TO_AFFECTS)
    {
	send_to_char("You are unaffected.\n\r",ch);
	act("$n is unaffected.",ch,0,0,TO_ROOM);
	return;
    }

    // If the bivector is SLEEP and ch is sleeping, back off.
    if(IS_AFFECTED(ch,AFF_SLEEP) && IS_SET(paf->bitvector,AFF_SLEEP) && ch->position==POS_SLEEPING)
	return;

    // Absolutely no sleeping cabal inner/outer.
    if(IS_SET(paf->bitvector, AFF_SLEEP) && (IS_CABAL_GUARD(ch) || IS_CABAL_OUTER_GUARD(ch)))
	return;

    paf_new = new_affect();

    *paf_new		= *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;
    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;
	case TO_WPN_V3:
		obj->value[3] = paf->modifier;
	    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;
    }


    if (!paf->strippable)
	return;
	
	if (paf->type == skill_lookup("disguise"))
		ch->name = str_dup(ch->original_name);
	if (paf->type == skill_lookup("cloak")) {
		ch->name = str_dup(ch->original_name);
		ch->cloaked = 0;
	}
			
    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;
	case TO_WPN_V3:
	    obj->value[3] = obj->pIndexData->value[3];
	    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 && paf->type != race_table[ch->race].aff) {
			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;
}

bool is_affected_obj(OBJ_DATA *obj, int sn)
{
	AFFECT_DATA *paf;

	for(paf = obj->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;
		if (paf_old->duration <= 20)
			paf->duration += paf_old->duration;
		else
			paf->duration = paf_old->duration;
	    paf->modifier += paf_old->modifier;
	    affect_remove( ch, paf_old );
	    break;
	}
    }

    affect_to_char( ch, paf );
    return;
}
/* This is catered for unholy blessing and may not work for all uses.  Your mileage may vary */
void affect_join_obj(OBJ_DATA *obj, AFFECT_DATA *af)
{
	AFFECT_DATA *af_old;
	
	for( af_old = obj->affected; af_old != NULL; af_old = af_old->next)
	{
		if(af_old->type == af->type)
		{
			af->modifier += af_old->modifier;
			affect_remove_obj(obj,af_old);
			break;
		}
	}
	affect_to_obj(obj,af);
	return;
}
/*
 * Move a char out of a room.
 */
void char_from_room( CHAR_DATA *ch )
{
    OBJ_DATA *obj;
    CHAR_DATA *mob;
    bool other = FALSE;

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

    if ( !IS_NPC(ch) )
    {
	--ch->in_room->area->nplayer;
	if (is_affected_room(ch->in_room,gsn_trip_wire))
	{
		ROOM_AFFECT_DATA *check, *checkLooper;
    		
		for (check = ch->in_room->affected; check != NULL; check = checkLooper)
		{
			CHAR_DATA *owner;
			checkLooper = check->next;
			
			owner = find_char_by_name(check->owner_name);
			if (owner != NULL) {
				if (check->type == gsn_trip_wire && owner == ch)
				{
					affect_strip(ch,gsn_trip_wire);
					send_to_char("You lost your trip wire.\n\r",ch);
					affect_strip_room(ch->in_room,gsn_trip_wire);
				}
			}
		}
	}
    }

    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content)
    {
    	if (obj->wear_loc != WEAR_NONE )
	{
    		if ( (obj->item_type == ITEM_LIGHT || (obj->item_type == ITEM_WEAPON
    		&& IS_OBJ_STAT(obj, ITEM_GLOW)))
    		&&   ch->in_room != NULL
    		&&   ch->in_room->light > 2 )
			ch->in_room->light -= 3;
    		else if ( IS_OBJ_STAT(obj, ITEM_GLOW)
    		&&   ch->in_room != NULL
    		&&   ch->in_room->light > 0 )
    			ch->in_room->light -= 3;
	}
    }

    if(IS_SET(ch->progtypes,MPROG_MOVE))
    {
	for(mob = ch->in_room->people; mob; mob = mob->next_in_room)
		if(mob != ch && IS_SET(mob->progtypes,MPROG_MOVE))
			other = TRUE;
	if(!other)
		ch->in_room->move_progs = FALSE;
    }

    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(1)) != 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;
    }

    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content)
    {
    	if (obj->wear_loc != WEAR_NONE)
	{
    		if ( (obj->item_type == ITEM_LIGHT || (obj->item_type == ITEM_WEAPON
    		&& IS_OBJ_STAT(obj, ITEM_GLOW)))
    		&&   ch->in_room != NULL )
			ch->in_room->light += 3;
	    	else if ( IS_OBJ_STAT(obj, ITEM_GLOW)
	    	&&   ch->in_room != NULL )
	    		ch->in_room->light += 3;
	}
    }

    if(IS_SET(ch->progtypes,MPROG_MOVE))
	ch->in_room->move_progs = TRUE;

    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);
            }
        }
    }

    if (is_affected_room(ch->in_room,gsn_trip_wire) && !IS_IMMORTAL(ch) && ch->ghost == 0)
    {
	ROOM_AFFECT_DATA *check, *checkLooper;
	for (check = ch->in_room->affected; check != NULL; check = checkLooper)
	{
		CHAR_DATA *owner = find_char_by_name(check->owner_name);
		checkLooper = check->next;
		
		if (owner != NULL) {
			if (check->type == gsn_trip_wire && 
			   ch->cabal != owner->cabal && 
			   !is_same_group(ch,owner) && 
			   !IS_NPC(ch) && 
			   ch != owner)
			{
				if((check->level == 75 && !IS_AFFECTED(ch,AFF_FLYING)) || (check->level == 100 && IS_AFFECTED(ch,AFF_FLYING)) || check->level == 125)
				{
					if(check->level == 75)
					{
						act("{yAs you walk into the room, you stumble and fall over a concealed tripwire!{x",ch,0,0,TO_CHAR);
						act("As $n walks into the room, $e stumbles and falls over a concealed tripwire!",ch,0,0,TO_ROOM);
						act("{y$N wanders into your tripwire!{x",owner,0,ch,TO_CHAR);
					}
					if (check->level == 100)
					{
						act("{yAs you fly into the room, you find yourself caught on a concealed tripwire and lose your balance!{x",ch,0,0,TO_CHAR);
						act("As $n flies into the room, $e is caught upon a concealed tripwire and loses his equilibrium!",ch,0,0,TO_ROOM);
						act("{y$N wanders into your tripwire!{x",owner,0,ch,TO_CHAR);
					}
					if (check->level == 125)
					{
						act("{yYour legs sweep from under you as you trigger a masterfully-placed tripwire!{x",ch,0,0,TO_CHAR);
						act("$n's legs sweep out from under $m as $e triggers a masterfully-placed tripwire!",ch,0,0,TO_ROOM);
						act("{y$N wanders into your tripwire!{x",owner,0,ch,TO_CHAR);
						damage_newer(ch,ch,number_range(160,190),TYPE_UNDEFINED,DAM_BASH,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"The fall",PLURAL,DAM_NOT_POSSESSIVE, NULL, FALSE);
					}
				WAIT_STATE(ch,PULSE_VIOLENCE*2);
				affect_strip(owner,gsn_trip_wire);
				affect_strip_room(ch->in_room,gsn_trip_wire);
				}
			}
		}
	}
    }

    if (IS_SET(ch->in_room->progtypes, RPROG_ENTRY))
	(ch->in_room->rprogs->entry_prog) (ch->in_room,ch);

    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_STRAPPED: return     obj->value[type];
    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];
    case WEAR_FINGER_L: return     obj->value[type];
    case WEAR_FINGER_R: 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->next_content == obj ) // Oh shit.
        {
            bug( "object looped to itself", 0 );

            sprintf( log_buf, "ch=%s obj=%s",
                IS_NPC(ch) ? ch->short_descr : ch->name,
                obj->short_descr );
            log_string( log_buf );

            obj->next_content = NULL;
        }
        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;
	AFFECT_DATA *unholy_bless;
    int i;
    bool status;
    char buf[MSL];

    status = FALSE;
    if ( get_eq_char( ch, iWear ) != NULL )
    {
	n_logf("Equip_char: %s already equipped. iWear=%d", ch->name, iWear);
	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) )
    || is_restricted(ch,obj))
    {
	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;
    }

/*
    if (is_affected(ch, skill_lookup("ward of magnetism")) && IS_METAL(obj)) {
	act( "Your ward of magnetism repels $p and you drop it!", ch, obj, NULL, TO_CHAR ); 
	act( "As $n handles $p, $s ward of magnetism repels it away!",  ch, obj, NULL, TO_ROOM ); 
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	return;
    }
*/
	if (is_affected_obj(obj,skill_lookup("unholy bless"))) {
		unholy_bless = affect_find_obj(obj,skill_lookup("unholy bless"));

		if (unholy_bless != NULL) {
			if (str_cmp(unholy_bless->owner_name,ch->original_name)) {
				act("Your hand is seared by the unholy energy surrounding $p, and you drop it!",ch,obj,0,TO_CHAR);
				act("$n's hand is seared by the unholy energy surrounding $p, and $e drops it!",ch,obj,0,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;

    int check = 0;
    for (check = 0; check < MAX_QUEST_REWARDS; check++)
    {
    	if (obj->pIndexData->vnum == quest_reward_table[check].vnum)
	{
		ch->setItemsWorn[quest_reward_table[check].set]++;
		(*set_type_table[quest_reward_table[check].set].function) (ch,ch->setItemsWorn[quest_reward_table[check].set], TRUE);
	}
    }

    if (!obj->enchanted)
	for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
	{
	    if ( paf->location != APPLY_SPELL_AFFECT )
		affect_modify( ch, paf, TRUE );
	
	    if (paf->bitvector)
	    {
		switch(paf->where)
		{
		    case TO_AFFECTS: sprintf(buf,"You are now affected by %s.\n\r", affect_bit_name(paf->bitvector));	break;
		    case TO_IMMUNE:  sprintf(buf,"Your body builds an immunity to %s.\n\r", imm_bit_name(paf->bitvector));		break;  
		    case TO_RESIST:  sprintf(buf,"Your body feels resistant to %s.\n\r", imm_bit_name(paf->bitvector));	break;   
		    case TO_VULN:    sprintf(buf,"Your body feels vulnerable to %s.\n\r", imm_bit_name(paf->bitvector));	break;
		}
		send_to_char(buf, ch);
	    }
	}
	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 ( paf->location != APPLY_NONE && paf->modifier != 0 )
	    {
		if (paf->bitvector)
		{
		    switch(paf->where)
		    {
			  case TO_AFFECTS: sprintf(buf,"You are now affected by %s.\n\r", affect_bit_name(paf->bitvector));	break;
		    case TO_IMMUNE:  sprintf(buf,"Your body builds an immunity to %s.\n\r", imm_bit_name(paf->bitvector));		break;  
		    case TO_RESIST:  sprintf(buf,"Your body feels resistant to %s.\n\r", imm_bit_name(paf->bitvector));	break;   
		    case TO_VULN:    sprintf(buf,"Your body feels vulnerable to %s.\n\r", imm_bit_name(paf->bitvector));	break;
		    }
		    send_to_char(buf, ch);
		}
	    }
	}

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

    if (IS_SET(obj->progtypes,IPROG_WEAR)) 
    {
	(obj->pIndexData->iprogs->wear_prog) (obj,ch);
    }

    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;
    char buf[MSL];

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

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

    int check = 0;
    for (check = 0; check < MAX_QUEST_REWARDS; check++)
    {
    	if (obj->pIndexData->vnum == quest_reward_table[check].vnum)
	{
		obj->carried_by->setItemsWorn[quest_reward_table[check].set]--;
		(*set_type_table[quest_reward_table[check].set].function) (obj->carried_by, obj->carried_by->setItemsWorn[quest_reward_table[check].set], FALSE);
	}
    }

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

	    if (paf->bitvector)
	    {
		switch(paf->where)
		{
		    case TO_AFFECTS: sprintf(buf,"You are no longer affected by %s.\n\r",   affect_bit_name(paf->bitvector));	break;
		    case TO_IMMUNE:  sprintf(buf,"Your immunity to %s seems to fade away.\n\r",	  imm_bit_name(paf->bitvector));	break;  
		    case TO_RESIST:  sprintf(buf,"You feel less resistant to %s.\n\r",  imm_bit_name(paf->bitvector));	break;   
		    case TO_VULN:    sprintf(buf,"Your body is no longer so vulnerable to %s.\n\r", imm_bit_name(paf->bitvector));	break;
		}
		send_to_char(buf, obj->carried_by);
	    }
	}

	for ( paf = obj->affected; paf != NULL; paf = paf->next )
	    if ( paf->location == APPLY_SPELL_AFFECT )
	    {
		bug ( "Norm-Apply: %d", 0 );
		for ( lpaf = obj->carried_by->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( obj->carried_by, lpaf);
			lpaf_next = NULL;
		    }
		    if ( paf->location != APPLY_NONE && paf->modifier != 0 )
		    {
			if (paf->bitvector)
			{
			    switch(paf->where)
			    {
				case TO_AFFECTS: sprintf(buf,"You are no longer affected by %s.\n\r",   affect_bit_name(paf->bitvector));	break;
		    case TO_IMMUNE:  sprintf(buf,"Your immunity to %s seems to fade away.\n\r",	  imm_bit_name(paf->bitvector));	break;  
		    case TO_RESIST:  sprintf(buf,"You feel less resistant to %s.\n\r",  imm_bit_name(paf->bitvector));	break;   
		    case TO_VULN:    sprintf(buf,"Your body is no longer so vulnerable to %s.\n\r", imm_bit_name(paf->bitvector));	break;
			    }
			    send_to_char(buf, obj->carried_by);
			}
		    }
		}
	}
	else
	{
		affect_modify( obj->carried_by, paf, FALSE );
		affect_check(obj->carried_by,paf->where,paf->bitvector);	
	}

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

    if (IS_SET(obj->progtypes,IPROG_REMOVE)) 
    {
  	(obj->pIndexData->iprogs->remove_prog) (obj,obj->carried_by);
    }

    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 )
{
    if (pRoomIndex == NULL) {
	bugf("obj_to_room: pRoomIndex is NULL on %s (%s)", obj->short_descr, obj->pIndexData->vnum);
	return;
    }

    obj->next_content		= pRoomIndex->contents;
    pRoomIndex->contents	= obj;
    obj->in_room		= pRoomIndex;
    obj->carried_by		= NULL;
    obj->in_obj			= NULL;
    return;
}

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

    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_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_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 );

    obj->pIndexData->limcount -= 1;

    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;
	}
    }


    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;
    CHAR_DATA *tch;
    ROOM_INDEX_DATA *room;
    ROOM_AFFECT_DATA *raf;

    if (fPull) {
	if (ch->extracted) {
	    n_logf( "Extract_char: Warning! %s has already been extracted.", ch->name );
	    return; // If this happens, something is VERY wrong!
	}
	else
	    ch->extracted = TRUE; 
    }

    if ( ch->in_room == NULL )
    {
	n_logf( "Extract_char: Warning! %s not found in a room!", ch->original_name);
	return;
    }

    /* remove all tracking */
    for (tch = char_list; tch != NULL; tch = tch->next)
    {
	if (tch->last_fought == ch)
		tch->last_fought = NULL;
    }

    if ( fPull )
	die_follower( ch );

    stop_fighting( ch, TRUE );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
		obj_next = obj->next_content;
        if (!(obj->wear_loc == WEAR_BRAND || is_set(&obj->extra_flags,ITEM_FIXED)) && !IS_NPC(ch))
		{
			if (!IS_NPC(ch) && (fPull))
			{
				obj->pIndexData->limcount++;
			}
			
			//Fix for owned items returning to character. Skip extracting this item if owned by the player and not logging off - Zornath
			if (obj->owner != NULL && !fPull)
				if (!str_cmp(obj->owner,ch->original_name))
					continue;
					
            extract_obj( obj );
		}
    }

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

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

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

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

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

    for (room = top_affected_room; room ; room = room->aff_next )
    {
            for ( raf = room->affected; raf != NULL; raf = raf->next )
            {
				CHAR_DATA *owner = find_char_by_name(raf->owner_name);
				  if (owner != NULL)
		    {
                        if (owner == ch)
							affect_remove_room(room,raf);
		    }
            }
    }

    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 world.
 */
CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;
    char name[MAX_STRING_LENGTH];

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

    number = number_argument( argument, arg );
    count  = 0;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
    {
    	if(!IS_NPC(wch) && (is_affected(wch, gsn_cloak_form)) && (IS_IMMORTAL(ch) || ch->cabal == CABAL_ANCIENT))
			sprintf(name,wch->original_name);
		else if (!IS_NPC(wch) && (is_affected(wch, gsn_cloak_form)) && IS_SET(wch->act,PLR_CRIMINAL) && ch->cabal == cabal_lookup("enforcer"))
			sprintf(name,wch->original_name);
    	else
			sprintf(name,wch->name);
	
	if ( wch->in_room == NULL || !can_see( ch, wch ) || !is_name( arg, name ) )
	    continue;
	if (IS_NPC(wch) && wch->pIndexData->vnum == MOB_VNUM_DECOY && IS_IMMORTAL(ch))
	    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 ) && (arg[0] == '\0' || 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 ) )
        &&   (arg[0] == '\0' || 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 )
        &&   (arg[0] == '\0' || 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 gold = 0;

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

    ch->gold -= gold;

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

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

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

    else if (gold == 1)
    {
	obj = create_object( get_obj_index( OBJ_VNUM_GOLD_ONE), 0 );
	obj->weight = 0;
    }
    else if (gold > 1)
    {
        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[0]           = gold;
        obj->cost               = gold;
		obj->weight		= gold/GOLD_PER_POUND;
    }

    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->wear_loc == WEAR_BRAND || obj->item_type == ITEM_MONEY
    ||  obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY)
        number = 0;
    else
        number = 1;

    return number;
}


/*
 * Return weight of an object, including weight of contents.
 */
int get_obj_weight( OBJ_DATA *obj )
{
    int weight;
    if (obj == NULL)
     return 0;
    weight = obj->weight;
    for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
        weight += get_obj_weight( obj );
    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 > 2 )
	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;

    return FALSE;

    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)
    &&  !IS_NPC(ch) && !isNewbie(ch) && !IS_IMMORTAL(ch))
	return FALSE;

    if (IS_SET(pRoomIndex->room_flags,ROOM_LOW_ONLY)
    &&  ch->level > 10
    && !IS_SET(ch->in_room->room_flags,ROOM_LOW_ONLY) )
	return FALSE;

    if (IS_SET(pRoomIndex->room_flags, ROOM_NO_NEWBIE)
    &&  isNewbie(ch))
        return FALSE;


    return TRUE;
}



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


    if (IS_CABAL_OUTER_GUARD(ch) && !ch->desc)
        return TRUE;

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


    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_NPC(ch)
    && ch->pcdata->death_status == HAS_DIED)
		return TRUE;

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

    if ((is_affected(victim,gsn_earthfade)
    && (!is_affected(ch,gsn_acute_vision)
    || (ch->class != CLASS_ELEMENTALIST))))
	return FALSE;

    if (is_affected(victim,gsn_duo))
	return FALSE;

    if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_ENFORCER_G
	&& IS_SET(victim->act,PLR_CRIMINAL))
	return TRUE;

    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
    &&   (get_skill(victim,skill_lookup("veil of the opaque")) == 100 && get_skill(ch,skill_lookup("veil of the opaque")) < 100)))
	return FALSE;

    if ( IS_AFFECTED(victim, AFF_CAMOUFLAGE)
    &&   !is_affected(ch, gsn_acute_vision) )
	return FALSE;

    if (is_affected(victim,gsn_forest_blending)
	&& !is_affected(ch,gsn_awareness) )
    {
 	blend = get_skill(victim,gsn_forest_blending)/2;
	blend += victim->level*2;
	blend -= ch->level*2;
 	if (blend > 70)
	blend = 70;

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

    if (IS_NPC(ch))
	return TRUE;

    if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) )
	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)  && !IS_IMMORTAL(ch))
	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_INFRARED) )
	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 )
{
    int i;
    for(i=0; apply_locations[i].name != NULL; i++)
	if(apply_locations[i].bit == location)
		return str_dup(apply_locations[i].display);
    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"   );
    if ( vector & AFF_CAMOUFLAGE   ) strcat( buf, " camouflage"   );
    //    if ( vector & AFF_BLOODTHIRST   ) strcat( buf, " bloodthirst"   );
/*    if ( vector & AFF_SOFTEN   ) strcat( buf, " soften"   ); */
    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_HIDDEN  	 ) strcat( buf, " hidden"  	);
    if ( extra_flags & ITEM_ANTI_NEUT    ) strcat( buf, " anti-neut"    );
    if ( extra_flags & ITEM_ANTI_CHAOTIC ) strcat( buf, " anti-chaotic" );
    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"	);
    if ( extra_flags & ITEM_BRAND        ) strcat( buf, " branded"      );
    if ( extra_flags & ITEM_METAL        ) strcat( buf, " metal"      );
    if ( extra_flags & ITEM_FIXED        ) strcat( buf, " fixed"      );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}

/* Return ascii name for restrict flags */
char * restrict_bit_name(restrict_flags)
{
    static char buf[512];

    buf[0] = '\0';
    if ( restrict_flags & HUMAN_ONLY)	strcat( buf, " human_only");
    if ( restrict_flags & DWARF_ONLY)	strcat( buf, " dwarf_only");
    if ( restrict_flags & ELF_ONLY)	strcat( buf, " elf_only");
    if ( restrict_flags & DARK_ONLY)	strcat( buf, " drow_only");
    if ( restrict_flags & GIANT_ONLY)	strcat( buf, " giant_only");
    if ( restrict_flags & CENTAUR_ONLY)	strcat( buf, " centaur_only");
    if ( restrict_flags & TROLL_ONLY)	strcat( buf, " troll_only");
    if ( restrict_flags & DRACONIAN_ONLY)	strcat( buf, " draconian_only");
    if ( restrict_flags & GNOME_ONLY)	strcat( buf, " gnome_only");
    if ( restrict_flags & WARRIOR_ONLY)	strcat( buf, " warrior_only");
    if ( restrict_flags & THIEF_ONLY)	strcat( buf, " thief_only");
    if ( restrict_flags & ZEALOT_ONLY)	strcat( buf, " zealot_only");
    if ( restrict_flags & PALADIN_ONLY)	strcat( buf, " paladin_only");
    if ( restrict_flags & ANTI_PALADIN_ONLY)	strcat( buf, " AP_only");
    if ( restrict_flags & BARD_ONLY)    strcat( buf, " bard_only");
    if ( restrict_flags & RANGER_ONLY)	strcat( buf, " ranger_only");
    if ( restrict_flags & CHANNELER_ONLY)	strcat( buf, " channeler_only");
    if ( restrict_flags & ASSASSIN_ONLY)	strcat( buf, "assassin_only");
    if ( restrict_flags & NECROMANCER_ONLY)	strcat( buf, " necromancer_only");
    if ( restrict_flags & ELEMENTALIST_ONLY)	strcat( buf, " elementalist_only");
    if ( restrict_flags & HEALER_ONLY)  strcat( buf, " healer_only");
    if ( restrict_flags & RAGER_ONLY)	strcat( buf, " rager_only");
    if ( restrict_flags & ANCIENT_ONLY)	strcat( buf, " ancient_only");
    if ( restrict_flags & MAGE_ONLY)	strcat( buf, " mage_only");
    if (restrict_flags & ARCANA_ONLY)	strcat( buf, " arcana_only");
    if ( restrict_flags & KNIGHT_ONLY)	strcat(buf, " knight_only");
    if ( restrict_flags & OUTLAW_ONLY)	strcat(buf," outlaw_only");
    if ( restrict_flags & BOUNTY_ONLY)  strcat(buf," bounty_only");
    if ( restrict_flags & NEWBIE_ONLY)	strcat(buf," newbie_only");
   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");
	if (act_flags & ACT_BANKER)	strcat(buf," banker");
	if (act_flags & ACT_NO_TRACK	) strcat(buf, " no_track");
	if (act_flags & ACT_INNER_GUARDIAN) strcat(buf, " inner_guardian");
        if (act_flags & ACT_OUTER_GUARDIAN) strcat(buf, " outer_guardian");
    }
    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");
        if (act_flags & PLR_CRIMINAL    ) strcat(buf, " criminal");
        if (act_flags & PLR_HEROIMM    	) strcat(buf, " heroimm");
        if (act_flags & PLR_COLOR       ) strcat(buf, " color");
	if (act_flags & PLR_EMPOWERED	) strcat(buf, " empowered");
        if (act_flags & PLR_MORON   	) strcat(buf, " moron");
    }
    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_NOQUESTION	) strcat(buf, " no_question");
    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_BRAND    ) strcat(buf, " brand");
    if (wear_flags & ITEM_WEAR_STRAPPED	) strcat(buf, " strapped");

    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");
    if (weapon_flags & WEAPON_LEADER	) strcat(buf, " leader");

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

char *sector_bit_name(int sector_flags)
{
     static char buf[512];
     buf[0]='\0';
     if (sector_flags == SECT_INSIDE     ) strcat(buf, " inside");
     if (sector_flags == SECT_CITY       ) strcat(buf, " city");
     if (sector_flags == SECT_FIELD      ) strcat(buf, " field");
     if (sector_flags == SECT_FOREST     ) strcat(buf, " forest");
     if (sector_flags == SECT_HILLS      ) strcat(buf, " hills");
     if (sector_flags == SECT_MOUNTAIN   ) strcat(buf, " mountain");
     if (sector_flags == SECT_WATER_SWIM ) strcat(buf, " water_swim");
     if (sector_flags == SECT_WATER_NOSWIM) strcat(buf," water_noswim");
     if (sector_flags == SECT_UNUSED     ) strcat(buf, " unused");
     if (sector_flags == SECT_AIR        ) strcat(buf, " air");
     if (sector_flags == SECT_DESERT     ) strcat(buf, " desert");
     if (sector_flags == SECT_ROAD	) strcat(buf, " road");
     if (sector_flags == SECT_UNDERWATER ) strcat(buf, " underwater");
     if (sector_flags == SECT_MAX        ) strcat(buf, " max");
     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");
    if (off_flags & STATIC_TRACKING	) strcat(buf, " static_track");
    if (off_flags & SPAM_MURDER		) strcat(buf," spam_murder");
    if (off_flags & OFF_ATTACK_GOOD	) strcat(buf, " attack_good");
    if (off_flags & OFF_ATTACK_EVIL	) strcat(buf, " attack_evil");
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}

/* Room Affects by Detlef */
void	affect_modify_room	args( ( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf, bool fAdd ) );

void init_affect_room( ROOM_AFFECT_DATA *paf )
{
	paf->where	= TO_ROOM_AFFECTS;
	paf->type	= 0;
	paf->aftype	= AFT_SPELL;
	paf->level	= 0;
	paf->duration	= 0;
	paf->location	= 0;
	paf->modifier	= 0;
	paf->bitvector	= 0;
	paf->tick_fun	= NULL;
	paf->end_fun	= NULL;
	paf->owner_name	= NULL;
	return;
}

/*
 * Apply or remove an affect to a room.
 */
void affect_modify_room(ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf, bool fAdd )
{
	int mod;

	mod = paf->modifier;

	if (fAdd)
	{
		switch (paf->where)
		{
		case TO_ROOM_AFFECTS:	SET_BIT(room->affected_by, paf->bitvector);	break;
		case TO_ROOM_FLAGS:	SET_BIT(room->room_flags, paf->bitvector);	break;
		case TO_ROOM_CONST:	break;
		}
	}
	else
	{
		switch (paf->where)
        	{
		case TO_ROOM_AFFECTS:	REMOVE_BIT(room->affected_by, paf->bitvector);	break;
		case TO_ROOM_FLAGS:	REMOVE_BIT(room->room_flags, paf->bitvector);	break;
		case TO_ROOM_CONST:	break;
	        }
		mod = 0 - mod;
	}

	switch (paf->location)
	{
		case APPLY_ROOM_NONE:					break;
		case APPLY_ROOM_HEAL:	room->heal_rate += mod;		break;
		case APPLY_ROOM_MANA:	room->mana_rate += mod;		break;
		case APPLY_ROOM_SECT:	room->sector_type += mod;	break;
		default: bug("Affect_modify_room: unknown location %d.", paf->location); break;
	}

	return;
}

/*
 * Give an affect to a room.
 */
void affect_to_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf )
{
	paf->end_fun = NULL;
	new_affect_to_room(room,paf);
	return;
}
void new_affect_to_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf )
{
    ROOM_AFFECT_DATA *paf_new;
    ROOM_INDEX_DATA *pRoomIndex;

    if ( ! room->affected )
    {
     	if ( top_affected_room )
     	{
      	    for ( pRoomIndex  = top_affected_room; pRoomIndex->aff_next != NULL; pRoomIndex  = pRoomIndex->aff_next )
		continue;
      	    pRoomIndex->aff_next = room;
     	}
     	else 
	    top_affected_room = room;

     	room->aff_next = NULL;
    }

    paf_new = new_affect_room();

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

    affect_modify_room( room , paf_new, TRUE );
    return;
}

void affect_check_room(ROOM_INDEX_DATA *room,int where,int vector)
{
    ROOM_AFFECT_DATA *paf;

    if (vector == 0)
	return;

    for (paf = room->affected; paf != NULL; paf = paf->next)
	if (paf->where == where && paf->bitvector == vector)
	{
	    switch (where)
	    {
	        case TO_ROOM_AFFECTS:
		      SET_BIT(room->affected_by,vector);
		    break;
		case TO_ROOM_FLAGS:
	      	      SET_BIT(room->room_flags, vector);
	    	    break;
	        case TO_ROOM_CONST:
		    break;
	    }
	    return;
	}
}

/*
 * Remove an affect from a room.
 */
void affect_remove_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf )
{
    int where;
    int vector;


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

    if(paf->end_fun != NULL)
	(*paf->end_fun) (room, paf);

    affect_modify_room( room, paf, FALSE );
    where = paf->where;
    vector = paf->bitvector;

    if ( paf == room->affected )
    {
	room->affected	= paf->next;
    }
    else
    {
	ROOM_AFFECT_DATA *prev;

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

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

    if ( !room->affected )
    {
     ROOM_INDEX_DATA *prev;

     if (top_affected_room  == room)
	{
	 top_affected_room = room->aff_next;
	}
     else
        {
         for(prev = top_affected_room; prev->aff_next; prev = prev->aff_next )
	  {
	    if ( prev->aff_next == room )
	    {
		prev->aff_next = room->aff_next;
		break;
	    }
	  }
	 if ( prev == NULL )
	  {
	    bug( "Affect_remove_room: cannot find room.", 0 );
	    return;
	  }
        }
      room->aff_next = NULL;

     }

    free_affect_room(paf);

    affect_check_room(room,where,vector);
    return;
}

/*
 * Strip all affects of a given sn.
 */
void affect_strip_room( ROOM_INDEX_DATA *room, int sn )
{
    ROOM_AFFECT_DATA *paf;
    ROOM_AFFECT_DATA *paf_next;

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

    return;
}



/*
 * Return true if a room is affected by a spell.
 */
bool is_affected_room( ROOM_INDEX_DATA *room, int sn )
{
    ROOM_AFFECT_DATA *paf;

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

    return FALSE;
}



/*
 * Add or enhance an affect.
 */
void affect_join_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf )
{
    ROOM_AFFECT_DATA *paf_old;
    bool found;

    found = FALSE;
    for ( paf_old = room->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_room( room, paf_old );
	    break;
	}
    }

    affect_to_room( room, paf );
    return;
}

/*
 * Return ascii name of an raffect location.
 */
char *raffect_loc_name( int location )
{
    switch ( location )
    {
    case APPLY_ROOM_NONE:	return "none";
    case APPLY_ROOM_HEAL:	return "heal rate";
    case APPLY_ROOM_MANA:	return "mana rate";
    case APPLY_ROOM_SECT:	return "sector";
    }

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


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

    buf[0] = '\0';
    if ( vector & AFF_ROOM_CURSE     	) strcat( buf, " curse"         );
    if ( vector & AFF_ROOM_POISON    	) strcat( buf, " poison"        );
    if ( vector & AFF_ROOM_PLAGUE    	) strcat( buf, " plague"        );
    if ( vector & AFF_ROOM_SLEEP     	) strcat( buf, " sleep"         );
    if ( vector & AFF_ROOM_SLOW      	) strcat( buf, " slow"          );
    if ( vector & AFF_ROOM_TRIPWIRE  	) strcat( buf, " tripwire"	);
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}


bool is_safe_rspell_nom(int level, CHAR_DATA *victim )
{
  /* ghosts are safe */
  if ( !IS_NPC(victim) && (victim->ghost))
    return TRUE;

  if  ( victim->level < 5  && !IS_NPC(victim) )
    return TRUE;

  if ( !IS_NPC(victim) &&
      ((level >= victim->level + 10) || (victim->level >= level + 10)))
    return TRUE;

  return FALSE;
}


bool is_safe_rspell(int level, CHAR_DATA *victim)
{
    if (is_safe_rspell_nom(level,victim))
    {
      	act("The gods protect $n.",victim,NULL,NULL,TO_CHAR);
      	act("The gods protect $n from the spell of room.",victim,NULL,NULL,TO_ROOM);
      	return TRUE;
    }
    else 
    {
 	return FALSE;
    }
}

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

    buf[0] = '\0';
    if ( vector & ROOM_DARK         ) strcat( buf, " dark"         );
    if ( vector & ROOM_NO_MOB        ) strcat( buf, " nomob"        );
    if ( vector & ROOM_INDOORS      ) strcat( buf, " indoors"      );
    if ( vector & ROOM_PRIVATE      ) strcat( buf, " private"      );
    if ( vector & ROOM_SAFE         ) strcat( buf, " safe"         );
    if ( vector & ROOM_SOLITARY     ) strcat( buf, " solitary"     );
    if ( vector & ROOM_PET_SHOP     ) strcat( buf, " petshop"      );
    if ( vector & ROOM_NO_RECALL    ) strcat( buf, " norecall"     );
    if ( vector & ROOM_IMP_ONLY     ) strcat( buf, " imp_only"     );
    if ( vector & ROOM_GODS_ONLY    ) strcat( buf, " god_only"     );
    if ( vector & ROOM_HEROES_ONLY  ) strcat( buf, " heroes"       );
    if ( vector & ROOM_NEWBIES_ONLY ) strcat( buf, " newbies"      );
    if ( vector & ROOM_LAW          ) strcat( buf, " law"          );
    if ( vector & ROOM_NOWHERE      ) strcat( buf, " nowhere"      );
    if ( vector & ROOM_NO_MAGIC     ) strcat( buf, " nomagic"      );
    if ( vector & ROOM_NO_SUMMON    ) strcat( buf, " nosummon"     );
    if ( vector & ROOM_NO_GATE     ) strcat( buf, " nogate"      );
    if ( vector & ROOM_NO_CONSECRATE    ) strcat( buf, " noconsecrate"     );
    if ( vector & ROOM_LOW_ONLY      ) strcat( buf, " lowonly"      );
    if ( vector & ROOM_NO_MAGIC    ) strcat( buf, " nomagic"     );
    if ( vector & ROOM_CONSECRATED    ) strcat( buf, " consecrated"     );
    if ( vector & ROOM_NO_NEWBIE    ) strcat( buf, " no_newbie"     );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}

bool is_worn(OBJ_DATA *obj)
{
    if(obj->wear_loc>WEAR_NONE)
	return TRUE;
    return FALSE;
}

bool is_prefix_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_prefix(str, name))
		return TRUE;
	}
}