asgard/
asgard/.settings/
asgard/area/
asgard/data/clans/
asgard/data/clans/history/
asgard/data/rosters/
asgard/src/notice/
/***************************************************************************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 1993-1995 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 Rom24/doc/rom.license			   *
 ***************************************************************************/
/*************************************************************************** 
 *       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       *
 *       By using this code, you have agreed to follow the terms of the     *
 *       ROT license, in the file doc/rot.license                           *
 ***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
#include "newclan.h"
/* command procedures needed */
DECLARE_DO_FUN(do_return );
bool is_clan(CHAR_DATA *ch);
bool is_same_clan(CHAR_DATA *ch, CHAR_DATA *victim);
bool is_class_restricted(CHAR_DATA *ch, OBJ_DATA *obj);
int focus_level(long total);
int focus_str(CHAR_DATA *ch);
int focus_int(CHAR_DATA *ch);
int focus_wis(CHAR_DATA *ch);
int focus_dex(CHAR_DATA *ch);
int focus_con(CHAR_DATA *ch);
int check_weapon_handling(CHAR_DATA *ch, sh_int sn);
char * get_descr_form(CHAR_DATA *ch,CHAR_DATA *looker, bool get_long);
void check_focus(CHAR_DATA *ch);
int focus_save(CHAR_DATA *ch, int state);

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

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

	if (!IS_NPC(ch))
		return FALSE;

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

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

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

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

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

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

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

	return FALSE;
}

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

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

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

	return count;
}

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

/* 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;
}

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

	for (race = 0; pc_race_table[race].name != NULL; race++)
	{
		if (LOWER(name[0]) == LOWER(pc_race_table[race].name[0])
				&& !str_prefix(name, pc_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; /* -1 is not part of the liq_table.. CRASH! */
}

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

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

	return -1;
}

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

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

	return WEAPON_EXOTIC;
}

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;
}

/* returns damage type */
char *dt_name(int dt_type)
{
	char buf[100];

	if (skill_table[dt_type].name != NULL)
		return skill_table[dt_type].name;

	sprintf(buf, "dt_type not found: %d", dt_type);
	wiznet(buf, NULL, NULL, WIZ_DEBUG, 0, 0);
	return "attack";
}

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

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

	immune = -1;
	def = IS_NORMAL;

	if (dam_type == DAM_NONE)
		return immune;

	if (IS_SHIELDED(ch,SHD_PROTECT_AURA))
		return IS_IMMUNE;

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

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

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

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

bool is_class_obj(OBJ_DATA *obj)
{
	return obj->class;
}

bool class_can_use(CHAR_DATA *ch, OBJ_DATA *obj)
{
	if (!is_class_obj(obj))
		return TRUE;
	return (ch->class == obj->class);
}

/* 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;
}

#define PUCK_DEBUG

/* for returning skill information */
int get_skill(CHAR_DATA *ch, int sn)
{
	int skill;
#ifdef PUCK_DEBUG
	char lbuf[256];
#endif

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

	else if (sn < -1 || sn > MAX_SKILL)
	{
		printf_debug("Bad sn %d in get_skill.", sn);
		skill = 0;
#ifdef PUCK_DEBUG
		if (wears_debug(ch))
		{
			sprintf(lbuf, "---> Bad sn %d in get_skill\n", sn);
			send_to_char(lbuf, ch);
		}
#endif
	}

	else if (!IS_NPC(ch))
	{
		if (!has_skill(ch, sn))
			skill = 0;
		else
			skill = ch->pcdata->learned[sn];
	}

	else /* mobiles */
	{
#ifdef PUCK_DEBUG
		if (wears_debug(ch))
			send_to_char("---> get_skill thinks you're a MOB.\r\n", ch);
#endif

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

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

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

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

		else if (sn == gsn_blood_phase)
			skill = 10 + ch->level;

		else if (sn == gsn_shield_wall)
			skill = 10 + ch->level;

		else if (sn == gsn_gouge && IS_SET(ch->act,ACT_THIEF))
			skill = 10 + ch->level;

		else if (sn == gsn_second_attack && (IS_SET(ch->act,ACT_WARRIOR)
				|| IS_SET(ch->act,ACT_THIEF) || IS_SET(ch->act,ACT_RANGER)
				|| IS_SET(ch->act,ACT_DRUID)))
			skill = ch->level + 50;

		else if (sn == gsn_third_attack && IS_SET(ch->act,ACT_WARRIOR))
			skill = ch->level + 30;

		else if (sn == gsn_fourth_attack && IS_SET(ch->act,ACT_WARRIOR))
			skill = ch->level;

		else if (sn == gsn_fifth_attack && IS_SET(ch->act,ACT_WARRIOR))
			skill = ch->level - 10;

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

		else if (sn == gsn_trip && IS_SET(ch->off_flags,OFF_TRIP))
			skill = 10 + 3 * (ch->level / 2);

		else if (sn == gsn_bash && IS_SET(ch->off_flags,OFF_BASH))
			skill = 10 + 3 * (ch->level / 2);

		else if (sn == gsn_stun && IS_SET(ch->off_flags,OFF_BASH)
				&& IS_SET(ch->act,ACT_WARRIOR))
			skill = ch->level / 2;

		else if (sn == gsn_disarm && (IS_SET(ch->off_flags,OFF_DISARM)
				|| IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF)
				|| IS_SET(ch->act,ACT_VAMPIRE)))
			skill = 20 + 3 * (ch->level / 2);

		else if (sn == gsn_berserk && IS_SET(ch->off_flags,OFF_BERSERK))
			skill = 3 * (ch->level / 2);

		else if (sn == gsn_kick)
			skill = 10 + 3 * (ch->level / 2);

		else if (sn == gsn_backstab && (IS_SET(ch->act,ACT_THIEF)
				|| IS_SET(ch->act,ACT_RANGER) || IS_SET(ch->act,ACT_VAMPIRE)
				|| IS_SET(ch->off_flags,OFF_BACKSTAB)))
			skill = 20 + ch->level;

		else if (sn == gsn_dual_wield && (IS_SET(ch->act,ACT_THIEF)
				|| IS_SET(ch->act,ACT_RANGER) || IS_SET(ch->act,ACT_WARRIOR)))
			skill = 20 + ch->level;

		else if (sn == gsn_circle && IS_SET(ch->act,ACT_THIEF))
			skill = 10 + ch->level;

		else if (sn == gsn_rescue)
			skill = ch->level / 4;

		else if (sn == gsn_recall)
			skill = 40 + (ch->level / 2);

		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) / 2;

		else if (sn == gsn_second_attack || sn == gsn_third_attack)
			skill = ch->level / 2;
		else if (sn == gsn_fourth_attack || sn == gsn_fifth_attack)
			skill = ch->level / 3;
		else
			skill = 0;
	}

	if (ch->daze > 0)
	{
		if (skill_table[sn].spell_fun != spell_null)
			skill /= 2;
		else
			skill = 2 * skill / 3;
#ifdef PUCK_DEBUG
		if (wears_debug(ch))
		{
			sprintf(lbuf, "---> daze=%d, adjusted skill=%d\r\n", ch->daze,
					skill);
			send_to_char(lbuf, ch);
		}
#endif
	}

	if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
		skill = 4 * skill / 5;

	if (skill >= 100 && !IS_NPC(ch))
	{
		skill += check_weapon_handling(ch, sn);
		return skill;
	}

	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])
		{
		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;
		default:
			sn = -1;
			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 = ch->level;
		else
			skill = ch->pcdata->learned[sn];
	}

	if (skill >= 100)
	{
		skill += check_weapon_handling(ch, sn);
		return skill;
	}

	return URANGE(0,skill,100);
}

int check_weapon_handling(CHAR_DATA *ch, sh_int sn)
{
	sh_int wsn = -1;
	sh_int skill;

	if (IS_NPC(ch))
		return 0;

	if (sn == gsn_sword)
		wsn = gsn_sword2;
	else if (sn == gsn_axe)
		wsn = gsn_axe2;
	else if (sn == gsn_dagger)
		wsn = gsn_dagger2;
	else if (sn == gsn_polearm)
		wsn = gsn_polearm2;
	else if (sn == gsn_whip)
		wsn = gsn_whip2;
	else if (sn == gsn_spear)
		wsn = gsn_spear2;
	else if (sn == gsn_mace)
		wsn = gsn_mace2;
	else if (sn == gsn_flail)
		wsn = gsn_flail2;
	else if (sn == gsn_dual_wield)
		wsn = gsn_dual_wield2;

	if (wsn == -1)
		return 0;

	if (has_skill(ch, wsn))
	{
		//skill = ch->pcdata->learned[wsn] / 10 + ch->level / 5;
		skill = ch->pcdata->learned[wsn] / 10; // Back to 10%!
		return skill;
	}

	return 0;
}

/* used to de-screw characters */
void reset_char(CHAR_DATA *ch)
{
	int loc, mod, stat, morph;
	OBJ_DATA *obj;
	AFFECT_DATA *af;
	int i;
	if (IS_NPC(ch))
		return;
	morph = 0;
	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;
				}
			}
		}

		/* remove 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_HEIGHT:
				ch->size -= 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_MORPH_FORM:
				ch->morph_form[0] = 0;
				break; // -= mod; break;
			case APPLY_REGEN:
				ch->regen_rate -= mod;
				break;
			case APPLY_MANA_REGEN:
				ch->mana_regen_rate -= mod;
				break;
			case APPLY_AGE:
				ch->eq_age -= mod;
				break;
			}
		}

		/* now reset the permanent stats */

		check_focus(ch);

		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;

	check_focus(ch); // reset perm_hit/mana/move values!

	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;
	ch->regen_rate = 0;
	ch->mana_regen_rate = 0;
	ch->eq_age = 0;
	ch->morph_form[0] = 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(ch->level, obj, loc, i);

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

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

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

				case APPLY_SAVES:
					ch->saving_throw += mod;
					break;
				case APPLY_SAVING_ROD:
					ch->saving_throw += mod;
					break;
				case APPLY_SAVING_PETRI:
					ch->saving_throw += mod;
					break;
				case APPLY_SAVING_BREATH:
					ch->saving_throw += mod;
					break;
				case APPLY_SAVING_SPELL:
					ch->saving_throw += mod;
					break;
				case APPLY_REGEN:
					ch->regen_rate += mod;
					break;
				case APPLY_MANA_REGEN:
					ch->mana_regen_rate += mod;
					break;
				case APPLY_AGE:
					ch->eq_age += mod;
					break;
				case APPLY_MORPH_FORM:
					/* morph = ch->morph_form[0];
					 morph += mod;
					 if (morph > MORPH_MAX)
					 mod = MORPH_MAX;
					 if (morph < 0)
					 mod = 0;
					 if (is_affected(ch, gsn_conceal))
					 mod = MORPH_CONCEAL;*/
					ch->morph_form[0] = mod;
					break;
				}
			}

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

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

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

			case APPLY_SAVES:
				ch->saving_throw += mod;
				break;
			case APPLY_SAVING_ROD:
				ch->saving_throw += mod;
				break;
			case APPLY_SAVING_PETRI:
				ch->saving_throw += mod;
				break;
			case APPLY_SAVING_BREATH:
				ch->saving_throw += mod;
				break;
			case APPLY_SAVING_SPELL:
				ch->saving_throw += mod;
				break;
			case APPLY_REGEN:
				ch->regen_rate += mod;
				break;
			case APPLY_MANA_REGEN:
				ch->mana_regen_rate += mod;
				break;
			case APPLY_AGE:
				ch->eq_age += mod;
				break;
			case APPLY_MORPH_FORM:
				/* morph = ch->morph_form[0];
				 morph += mod;
				 if (morph > MORPH_MAX)
				 mod = MORPH_MAX;
				 if (morph < 0)
				 mod = 0;
				 if (is_affected(ch, gsn_conceal))
				 mod = MORPH_CONCEAL;*/
				ch->morph_form[0] = mod;
				break;
			}
		}
	}

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

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

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

		case APPLY_SAVES:
			ch->saving_throw += mod;
			break;
		case APPLY_SAVING_ROD:
			ch->saving_throw += mod;
			break;
		case APPLY_SAVING_PETRI:
			ch->saving_throw += mod;
			break;
		case APPLY_SAVING_BREATH:
			ch->saving_throw += mod;
			break;
		case APPLY_SAVING_SPELL:
			ch->saving_throw += mod;
			break;
		case APPLY_REGEN:
			ch->regen_rate += mod;
			break;
		case APPLY_MANA_REGEN:
			ch->mana_regen_rate += mod;
			break;
		case APPLY_AGE:
			ch->eq_age += mod;
			break;
		case APPLY_MORPH_FORM:
			/*  morph = ch->morph_form[0];
			 morph += mod;
			 if (morph > MORPH_MAX)
			 mod = MORPH_MAX;
			 if (morph < 0)
			 mod = 0;
			 if (is_affected(ch, gsn_conceal))
			 mod = MORPH_CONCEAL;*/
			ch->morph_form[0] = mod;
			break;
		}
	}

//	ch->hit = ch->max_hit;
//	ch->mana = ch->max_mana;
//	ch->move = ch->max_move;

	if (ch->pcdata->focus[MAGIC_DEFENSE])
		ch->saving_throw -= focus_save(ch,0); //focus_level(ch->pcdata->focus[MAGIC_DEFENSE]);

	/* make sure sex is RIGHT!!!! */
	if (ch->sex < 0 || ch->sex > 2)
		ch->sex = ch->pcdata->true_sex;
	ch->dam_type = 17; //punch
	update_class_bits(ch);
}

/*
 * Retrieve a character's trusted level for permission checking.
 */
int get_trust(CHAR_DATA *ch)
{
	if (ch == NULL)
		return 0;

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

	if (ch->trust != 0 /*&& IS_SET(ch->comm,COMM_TRUE_TRUST)*/)
		return ch->trust;

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

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

/* command for retrieving stats */
int get_curr_stat(CHAR_DATA *ch, int stat)
{
	int max;
	int mod = 0;

	if (IS_NPC(ch))
		max = MAX_STAT - 6;

	if (ch->level > LEVEL_IMMORTAL)
		max = MAX_STAT - 1;

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

		if (class_table[ch->class].attr_prime == stat /*&& ch->race != race_lookup("human")*/)
			max += 2;

		/*	Let's take this out for now, Humans are good enough. -Fesdor
		 if ( ch->race == race_lookup("human"))
		 max += 1;
		 */

		// Faith for Crusader breeness1
		if (ch->class == CLASS_CRUSADER && (stat == 0 || stat == 3))
			max += ch->alignment / 300;
		max = UMIN(max,25);
	}

	if (stat == STAT_STR)
		mod += focus_str(ch);
	if (stat == STAT_INT)
		mod += focus_int(ch);
	if (stat == STAT_WIS)
		mod += focus_wis(ch);
	if (stat == STAT_DEX)
		mod += focus_dex(ch);
	if (stat == STAT_CON)
		mod += focus_con(ch);

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

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

	if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL)
		return 30;

	max = pc_race_table[ch->race].max_stats[stat];
	if (class_table[ch->class].attr_prime == stat)
	{
		if (ch->race == race_lookup("human"))
			max += 3;
		else
			max += 2;
	}
	return UMIN(max,30);
}

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

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

	return MAX_WEAR + 2 * get_curr_stat(ch, STAT_DEX) + ch->level + 10;
}

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

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

	return str_app[get_curr_stat(ch, STAT_STR)].carry * 10 + ch->level * 15;
}

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

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

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

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

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

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

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

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

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

	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_cmp(string, name))
				return TRUE; /* full pattern match */

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

/* 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 affect_modify(CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd)
{
	OBJ_DATA *wield;
	int mod, i; // ,morph; Sorn-unused variable

	mod = paf->modifier;

	if (fAdd)
	{
		switch (paf->where)
		{
		case TO_AFFECTS:
			SET_BIT(ch->affected_by, paf->bitvector);
			break;
		case TO_AFFECTS2:
			SET_BIT(ch->affected2_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;
		case TO_SHIELDS:
			SET_BIT(ch->shielded_by, paf->bitvector);
			break;
		}
	}
	else
	{
		switch (paf->where)
		{
		case TO_AFFECTS:
			REMOVE_BIT(ch->affected_by, paf->bitvector);
			break;
		case TO_AFFECTS2:
			REMOVE_BIT(ch->affected2_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;
		case TO_SHIELDS:
			REMOVE_BIT(ch->shielded_by, paf->bitvector);
			break;
		}
		mod = 0 - mod;
	}

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

	case APPLY_NONE:
		break;
	case APPLY_STR:
		ch->mod_stat[STAT_STR] += mod;
		break;
	case APPLY_DEX:
		ch->mod_stat[STAT_DEX] += mod;
		break;
	case APPLY_INT:
		ch->mod_stat[STAT_INT] += mod;
		break;
	case APPLY_WIS:
		ch->mod_stat[STAT_WIS] += mod;
		break;
	case APPLY_CON:
		ch->mod_stat[STAT_CON] += mod;
		break;
	case APPLY_SEX:
		ch->sex += mod;
		break;
	case APPLY_CLASS:
		break;
	case APPLY_LEVEL:
		break;
	case APPLY_AGE:
		ch->eq_age += mod;
		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_REGEN:
		ch->regen_rate += mod;
		break;
	case APPLY_MORPH_FORM:
		/* morph = ch->morph_form[0];
		 morph += mod;
		 if (morph > MORPH_MAX)
		 mod = MORPH_MAX;
		 if (morph < 0)
		 mod = 0;
		 if (is_affected(ch, gsn_conceal))
		 mod = MORPH_CONCEAL;*/
		ch->morph_form[0] = mod;
		break;
	case APPLY_MANA_REGEN:
		ch->mana_regen_rate += 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
			&& get_obj_weight(wield)
					> (str_app[get_curr_stat(ch, STAT_STR)].wield * 10))
	{
		static int depth;

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

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

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

	return NULL;
}

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

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

	for (paf = ch->affected; paf != NULL; paf = paf->next)
		if (paf->where == where && paf->bitvector == vector)
		{
			switch (where)
			{
			case TO_AFFECTS:
				SET_BIT(ch->affected_by,vector);
				break;
			case TO_AFFECTS2:
				SET_BIT(ch->affected2_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;
			case TO_SHIELDS:
				SET_BIT(ch->shielded_by,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_AFFECTS2:
					SET_BIT(ch->affected2_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;
				case TO_SHIELDS:
					SET_BIT(ch->shielded_by,vector);
					break;
				}
				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_AFFECTS2:
					SET_BIT(ch->affected2_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;
				case TO_SHIELDS:
					SET_BIT(ch->shielded_by,vector);
					break;
				}
				reset_char(ch);
				return;
			}
	}
}

/*
 * Turns a cooldown on.
 */
/*
void cooldown_on(CHAR_DATA *ch, COOLDOWN_DATA *pcd)
{
	COOLDOWN_DATA *pcd_new;

	pcd_new = new_cooldown();

	*pcd_new = *pcd;
	pcd_new->next = ch->cooldowns;
	ch->cooldowns = pcd_new;

	return;
}
*/

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

	paf_new = new_affect();

	*paf_new = *paf;
	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;
		}

	return;
}

/*
 * Give an affect to a room.
 */
void affect_to_room(ROOM_INDEX_DATA *room, AFFECT_DATA *paf)
{
	AFFECT_DATA *paf_new;

	paf_new = new_affect();

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

	/* apply any affect vectors to the room's affected_by */
	if (paf->bitvector)
		SET_BIT(room->affected_by, paf->bitvector);
	return;
}

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

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

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

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

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

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

	free_affect(paf);

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

/*
 * Remove a cooldown from a char.
 */
/*
void cooldown_remove(CHAR_DATA *ch, COOLDOWN_DATA *pcd)
{
	if (ch->cooldowns == NULL)
	{
		// printf_debug("Cooldown_remove: no cooldowns."); Bug line removed due to log flooding 
		return;
	}

	if (pcd == ch->cooldowns)
	{
		ch->cooldowns = pcd->next;
	}
	else
	{
		COOLDOWN_DATA *prev;

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

		if (prev == NULL)
		{
			printf_debug("Cooldown_remove: cannot find pcd.");
			return;
		}
	}

	free_cooldown(pcd);

	reset_char(ch);
	return;
}
*/

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

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

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

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

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

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

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

	free_affect(paf);

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

void affect_remove_room(ROOM_INDEX_DATA *room, AFFECT_DATA *paf)
{
	int where, vector;
	if (room->affected == NULL)
	{
		printf_debug("Affect_remove_room: no affect.");
		return;
	}

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

	/* remove flags from the object if needed */
	if (paf->bitvector)
		REMOVE_BIT(room->affected_by, paf->bitvector);

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

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

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

	free_affect(paf);
	return;
}

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

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

/*
 * Return true if a char has a skill on cooldown.
 */
/*
bool on_cooldown(CHAR_DATA *ch, int sn)
{
	COOLDOWN_DATA *pcd;

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

	return FALSE;
}
*/

bool is_obj_affected(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)
		{
			/*	Old way
			 paf->level = (paf->level += paf_old->level) / 2;
			 paf->duration += paf_old->duration;
			 paf->modifier += paf_old->modifier;
			 */

			paf->level = UMAX(paf->level, paf_old->level);
			/* Sunder Check by Dusk 10/10/08 Its so the duration won't increase but
			 modifier will */
			//if ( paf->type != gsn_sunder )
			//paf->duration += paf_old->duration;
			if ((paf->bitvector == AFF_POISON)
					|| (paf->bitvector == AFF_PLAGUE))
				paf->modifier = UMAX(-20, (paf->modifier + paf_old->modifier));
			else
				paf->modifier += paf_old->modifier;
			affect_remove(ch, paf_old);
			break;
		}
	}

	affect_to_char(ch, paf);
	reset_char(ch);
	return;
}

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

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

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

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

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

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

		if (prev == NULL)
			printf_debug("Char_from_room: ch not found.");
	}

	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;

		printf_debug("Char_to_room: NULL.");

		if (ch->alignment < 0)
		{
			if ((room = get_room_index(ROOM_VNUM_TEMPLEB)) != NULL)
				char_to_room(ch, room);
		}
		else
		{
			if ((room = get_room_index(ROOM_VNUM_TEMPLE)) != NULL)
				char_to_room(ch, room);
		}

		return;
	}

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

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

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

	/* Check for Clan guards */
	clan_entry_trigger(ch, 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_CON;
		plague.modifier = number_range(1, 4) * -1;
		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);
			}
		}
	}

	//Insert Clan Entry Triggers Here.
	//ancient_entry_trigger(ch);
	reset_char(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;
	/*int i;*/

	if ((ch = obj->carried_by) == NULL)
	{
		printf_debug("Obj_from_char: null ch.");
		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)
			printf_debug("Obj_from_char: obj not in list.");
	}
	obj->carried_by = NULL;
	obj->next_content = NULL;
	ch->carry_number -= get_obj_number(obj);
	ch->carry_weight -= get_obj_weight(obj);
	// Lets start keeping track of previous owners
	/* for(i=0; i < 5; i++ )
	 {
	 if(obj->prev_owner[i] != NULL)
	 continue;
	 // Only if its not the same as the previous owner
	 if(i > 0 && str_cmp(obj->prev_owner[i-1], ch->name))
	 obj->prev_owner[i] = str_dup(ch->name);
	 }*/

	return;
}

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

	if (is_clan_obj(obj))
	{
		switch (type)
		{
		case AC_PIERCE:
			return ((level / 7) + 5);
		case AC_BASH:
			return ((level / 7) + 5);
		case AC_SLASH:
			return ((level / 7) + 5);
		case AC_EXOTIC:
			return (level / 7);
		}
		return 0;
	}

	switch (iWear)
	{
	case WEAR_BODY:
		return 3 * obj->value[type];
	case WEAR_HEAD:
		return 2 * obj->value[type];
	case WEAR_LEGS:
		return 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] * 5) / 2; // raised to 2.5
	case WEAR_FINGER_L:
		return obj->value[type];
	case WEAR_FINGER_R:
		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_FLOAT:
		return obj->value[type];
	case WEAR_FACE:
		return obj->value[type];
	case WEAR_EAR:
		return obj->value[type];
	case WEAR_ANKLE_L:
		return obj->value[type];
	case WEAR_ANKLE_R:
		return obj->value[type];
	case WEAR_CLAN:
		return obj->value[type];
	case WEAR_RELIG:
		return obj->value[type];
	case WEAR_PATCH:
		return obj->value[type];
	case WEAR_BACK:
		return obj->value[type];
	}

	return 0;
}

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

	if (ch == NULL)
		return NULL;

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

	return NULL;
}

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

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

	/*
	 * Make the following checks only for mortals.
	 * -walsh
	 */
	if (ch->level < LEVEL_IMMORTAL)
	{
		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_NPC(ch) && !clan_can_use(ch, obj)) || (!IS_NPC(ch)
				&& !class_can_use(ch, obj)) || !is_class_restricted(ch, obj))
		{
			/*
			 * Thanks to Morgenes for the bug fix here!
			 */
			// sprintf(buf,"clan_can_use: %d, class_can_use: %d, class_restrict: %d \n\r",clan_can_use(ch, obj),class_can_use(ch,obj),is_class_restricted(ch,obj));
			// send_to_char(buf,ch);
			act("{RYou are {Yzapped {Rby $p and drop it.{x", ch, obj, NULL,
					TO_CHAR );
			act("{R$n is {Yzapped {Rby $p and drops it.{x", ch, obj, NULL,
					TO_ROOM );
			obj_from_char(obj);
			//obj_to_room(obj, ch->in_room);
			obj_to_char(obj, ch);
			return;
		}
	}

	if (IS_OBJ_STAT(obj,ITEM_QUESTPOINT) && !IS_NPC(ch))
	{
		REMOVE_BIT(obj->extra_flags,ITEM_QUESTPOINT);
		ch->questpoints += 300;
		act("{YYou gained 300 {RQuest Point {Yfrom $p!{x", ch, obj, NULL, TO_CHAR);
		act("{Y$n gained 300 {RQuest Point {Yfrom $p!{x", ch, obj, NULL, TO_ROOM);
	}

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

	if (!obj->enchanted)
		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
			if (paf->location != APPLY_SPELL_AFFECT && paf->location
					!= APPLY_MORPH_FORM)
				affect_modify(ch, paf, TRUE );
	for (paf = obj->affected; paf != NULL; paf = paf->next)
		if (paf->location == APPLY_SPELL_AFFECT || paf->location
				== APPLY_MORPH_FORM) {
			if (paf->location == APPLY_MORPH_FORM) {
			    // Hack to ensure morph randoms give right gsn.
			    paf->type = gsn_conceal;
			}
			affect_to_char(ch, paf);
		}else
			affect_modify(ch, paf, TRUE );

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

	reset_char(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;

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

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

	if (!obj->enchanted)
	{
		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
			if (paf->location == APPLY_SPELL_AFFECT || paf->location
					== APPLY_MORPH_FORM)
			{
				if (paf->location == APPLY_MORPH_FORM)
					affect_strip(ch, gsn_conceal);	// paf->type changed to gsn_conceal.
				for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next)
				{
					lpaf_next = lpaf->next;
					if ((lpaf->type == paf->type)
							&& (lpaf->level == paf->level) && (lpaf->location
							== APPLY_SPELL_AFFECT))
					{
						affect_remove(ch, lpaf);
						lpaf_next = NULL;
					}
				}
			}
			else
			{
				affect_modify(ch, paf, FALSE );
				affect_check(ch, paf->where, paf->bitvector);
			}
	}
	for (paf = obj->affected; paf != NULL; paf = paf->next)
		if (paf->location == APPLY_SPELL_AFFECT || paf->location
				== APPLY_MORPH_FORM)
		{
			if (paf->location == APPLY_MORPH_FORM)
				affect_strip(ch, paf->type);
			printf_debug("Norm-Apply: %d");
			for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next)
			{
				lpaf_next = lpaf->next;
				if ((lpaf->type == paf->type) && (lpaf->level == paf->level)
						&& (lpaf->location == APPLY_SPELL_AFFECT))
				{
					printf_debug("location = %d", lpaf->location);
					printf_debug("type = %d", lpaf->type);
					affect_remove(ch, lpaf);
					lpaf_next = NULL;
				}
			}
		}
		else
		{
			affect_modify(ch, paf, FALSE );
			affect_check(ch, paf->where, paf->bitvector);
		}

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

	// Anonymous -- Jair's request :)
	if (ch->hit > ch->max_hit)
	{
		ch->hit = ch->max_hit;
		update_pos(ch);
	}
	reset_char(ch);
	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)
	{
		printf_debug("obj_from_room: NULL.");
		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)
		{
			printf_debug("Obj_from_room: obj not found.");
			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)
	{
		printf_debug("OBJ_TO_ROOM: pRoomIndex NULL POINTER");
		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) {
		printf_debug("obj_to_obj: NULL obj or obj_to");
		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->item_type == ITEM_PIT)
		obj->cost = 0;

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

	return;
}

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

	if ((obj_from = obj->in_obj) == NULL)
	{
		printf_debug("Obj_from_obj: null obj_from.");
		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)
		{
			printf_debug("Obj_from_obj: obj not found.");
			return;
		}
	}

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

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

	return;
}

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

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

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

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

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

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

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

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

	if (ch->in_room == NULL)
	{
		printf_debug("Extract_char: NULL. Attempting fix");
		char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
		/*
		 *	return;
		 */
	}

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

	if (fPull)

		die_follower(ch);

	stop_fighting(ch, TRUE );

	// remove stuff, except for arena people
	if (!IN_ARENA(ch))
	{
		for (obj = ch->carrying; obj != NULL; obj = obj_next)
		{
			obj_next = obj->next_content;
			extract_obj(obj);
		}
	}

	/* People who die in the arena go to arena morgue */
	if ((!fPull) && (IS_SET(ch->in_room->room_flags,ROOM_ARENA)))
	{
		char_from_room(ch);
		char_to_room(ch, get_room_index(ROOM_ARENA_MORGUE));
		return;
	}

	char_from_room(ch);

	/* Death room is set in the clan table now */
	if (!fPull)
	{
		char_to_room(ch, get_clan_deathroom(ch));
		return;
	}

	if (IS_NPC(ch))
	{
		if (ch->pIndexData->count == 0)
		{
		}
		else
		{
			--ch->pIndexData->count;
		}
	} else if (ch->locker) {
		extract_obj(ch->locker);
	}

	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;
		if (ch->mprog_target == wch)
			wch->mprog_target = NULL;
	}

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

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

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

	if (ch->desc != NULL)
		ch->desc->character = NULL;
	free_char(ch);
//	update_roster(ch, TRUE);
	return;
}

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

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

		if (rch->morph_form[0] != 0)
		{
			if (rch->morph_form[0] >= 5 && rch->morph_form[0] <= 9 && !str_cmp(
					arg, "dragon"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == 16 && !str_cmp(arg, "goat"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == 17 && !str_cmp(arg, "lion"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == 18 && !str_cmp(arg, "dragon"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == MORPH_BAT && !str_cmp(arg, "bat"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == MORPH_WOLF && !str_cmp(arg, "wolf"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == MORPH_BEAR && !str_cmp(arg, "bear"))
			{
				if (++count == number)
					return rch;
			}
			else if (rch->morph_form[0] == MORPH_MORPH && !str_prefix(arg,
					rch->morph))
			{
				if (++count == number)
					return rch;
			}
			else if (!str_prefix(arg, (get_name(rch, NULL, buf))))
			{
				if (++count == number)
					return rch;
			}
		}
		if ((arg[0] != '\0') && !is_name(arg, get_name(rch, ch, buf)))
			continue;
		if (++count == number)
			return rch;
	}

	return NULL;
}

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

	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 (!str_cmp(arg, "self"))
			return ch;
		for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
		{
			if (!can_see(ch, rch) || get_trust(ch) < rch->ghost_level)
				continue;
			if (rch->morph_form[0] != 0)
			{
				if (rch->morph_form[0] >= 5 && rch->morph_form[0] <= 9
						&& !str_cmp(arg, "dragon"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == 16 && !str_cmp(arg, "goat"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == 17 && !str_cmp(arg, "lion"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == 18 && !str_cmp(arg, "dragon"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == MORPH_BAT
						&& !str_cmp(arg, "bat"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == MORPH_WOLF && !str_cmp(arg,
						"wolf"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == MORPH_BEAR && !str_cmp(arg,
						"bear"))
				{
					if (++count == number)
						return rch;
				}
				else if (rch->morph_form[0] == MORPH_MORPH && !str_prefix(arg,
						rch->morph))
				{
					if (++count == number)
						return rch;
				}
				else if (!str_prefix(arg, (get_name(rch, NULL, buf))))
				{
					if (++count == number)
						return rch;
				}
			}
			if ((arg[0] != '\0') && !is_name(arg, get_name(rch, ch, buf)))
				continue;
			if (++count == number)
				return rch;
		}
	}
	return NULL;
}

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

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

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

	return NULL;
}

/*
 * Find a char in the world, no level check.
 */
CHAR_DATA *get_char_mortal(CHAR_DATA *ch, char *argument)
{
	char arg[MAX_INPUT_LENGTH];
	CHAR_DATA *wch;

	one_argument(argument, arg);
	for (wch = char_list; wch != NULL; wch = wch->next)
	{
		if (!str_cmp(arg, wch->name) && !IS_NPC(wch) && !IS_IMMORTAL(wch))
			return wch;
	}

	return NULL;
}

/*
 * Find a char in the world, Imms too.
 */
CHAR_DATA *get_char_anyone(CHAR_DATA *ch, char *argument)
{
	char arg[MAX_INPUT_LENGTH];
	CHAR_DATA *wch;

	one_argument(argument, arg);
	for (wch = char_list; wch != NULL; wch = wch->next)
	{
		if (!str_cmp(arg, wch->name) && !IS_NPC(wch))
			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 ((obj->item_type == ITEM_EXIT) && is_name(arg, obj->name))
		{
			if (++count == number)
				return obj;
		}

		if (can_see_obj(ch, obj) && is_name(arg, obj->name))
		{
			if (++count == number)
				return obj;
		}
	}

	return NULL;
}

/*
 * Find an exit obj in a list. (no ch)
 */
OBJ_DATA *get_obj_exit(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 ((obj->item_type == ITEM_EXIT) && is_name(arg, obj->name))
		{
			if (++count == number)
				return obj;
		}
	}

	return NULL;
}

/*
 * Find an obj in a list. (no ch)
 */
OBJ_DATA *get_obj_item(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 (is_name(arg, obj->name))
		{
			if (++count == number)
				return obj;
		}
	}

	return NULL;
}

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

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

	return NULL;
}

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

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

	return NULL;
}

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

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

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

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

	return NULL;
}

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

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

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

	return NULL;
}

void deduct_cost(CHAR_DATA *ch, int cost, int value)
{
	while (ch->silver >= 100)
	{
		ch->gold++;
		ch->silver -= 100;
	}

	while (ch->gold >= 100)
	{
		ch->platinum++;
		ch->gold -= 100;
	}

	switch (value)
	{
	case VALUE_PLATINUM:
		ch->platinum -= cost;
		if (ch->platinum < 0)
		{
			printf_debug("deduct costs: platinum %d < 0", ch->platinum);
			ch->platinum = 0;
		}
		break;

	case VALUE_GOLD:
		while (ch->gold < cost)
		{
			ch->platinum--;
			ch->gold += 100;
		}

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

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

	case VALUE_SILVER:
		while (ch->silver < cost)
		{
			ch->gold--;
			ch->silver += 100;

			if (ch->gold < 0)
			{
				ch->platinum--;
				ch->gold += 100;
			}
		}

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

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

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

	case VALUE_QUEST_POINT:
		ch->questpoints -= cost;
		break;

	default:
		printf_debug("deduct costs: invalid value.");
		break;
	}
}

void add_cost(CHAR_DATA *ch, int cost, int value)
{
	while (ch->silver >= 100)
	{
		ch->gold++;
		ch->silver -= 100;
	}

	while (ch->gold >= 100)
	{
		ch->platinum++;
		ch->gold -= 100;
	}

	switch (value)
	{
	case VALUE_PLATINUM:
		ch->platinum += cost;
		if (ch->platinum > 50000)
			ch->platinum = 50000;
		break;

	case VALUE_GOLD:
		ch->gold += cost;
		while (ch->gold >= 100)
		{
			ch->platinum++;
			ch->gold -= 100;
		}

		if (ch->platinum > 50000)
			ch->platinum = 50000;
		break;

	case VALUE_SILVER:
		ch->silver += cost;
		while (ch->silver >= 100)
		{
			ch->gold++;
			ch->silver -= 100;
		}

		while (ch->gold >= 100)
		{
			ch->platinum++;
			ch->gold -= 100;
		}

		if (ch->platinum > 50000)
			ch->platinum = 50000;
		break;

	case VALUE_QUEST_POINT:
		ch->questpoints += cost;
		break;

	default:
		printf_debug("deduct costs: invalid value.");
		break;
	}
}

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

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

	if (platinum == 0 && gold == 0 && silver == 1)
	{
		obj = create_object(get_obj_index(OBJ_VNUM_SILVER_ONE), 0);
	}
	else if (platinum == 0 && gold == 1 && silver == 0)
	{
		obj = create_object(get_obj_index(OBJ_VNUM_GOLD_ONE), 0);
	}
	else if (platinum == 1 && gold == 0 && silver == 0)
	{
		obj = create_object(get_obj_index(OBJ_VNUM_PLATINUM_ONE), 0);
	}
	else if (gold == 0 && silver == 0)
	{
		obj = create_object(get_obj_index(OBJ_VNUM_PLATINUM_SOME), 0);
		sprintf(buf, obj->short_descr, platinum);
		free_string(obj->short_descr);
		obj->short_descr = str_dup(buf);
		obj->value[2] = platinum;
		obj->cost = platinum;
		obj->weight = platinum * 3 / 5;
	}
	else if (platinum == 0 && silver == 0)
	{
		obj = create_object(get_obj_index(OBJ_VNUM_GOLD_SOME), 0);
		sprintf(buf, obj->short_descr, gold);
		free_string(obj->short_descr);
		obj->short_descr = str_dup(buf);
		obj->value[1] = gold;
		obj->cost = gold;
		obj->weight = gold * 2 / 5;
	}
	else if (platinum == 0 && gold == 0)
	{
		obj = create_object(get_obj_index(OBJ_VNUM_SILVER_SOME), 0);
		sprintf(buf, obj->short_descr, silver);
		free_string(obj->short_descr);
		obj->short_descr = str_dup(buf);
		obj->value[0] = silver;
		obj->cost = silver;
		obj->weight = silver / 10;
	}

	else
	{
		obj = create_object(get_obj_index(OBJ_VNUM_COINS), 0);
		obj->value[0] = silver;
		obj->value[1] = gold;
		obj->value[2] = platinum;
		obj->cost = (10000 * platinum) + (100 * gold) + silver;
		obj->weight = (platinum * 3 / 5) + (gold * 2 / 5) + (silver / 10);
	}

	return obj;
}

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

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

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

	return number;
}

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

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

	return weight;
}

int get_true_weight(OBJ_DATA *obj)
{
	int weight;

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

	return weight;
}

/*
 * True if room is dark.
 */
bool room_is_dark(ROOM_INDEX_DATA *pRoomIndex)
{
	if (!pRoomIndex)
		return FALSE;

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

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

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

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

	return FALSE;
}

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

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

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

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

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

	if (IS_SET(pRoomIndex->room_flags, ROOM_LOCKED) && IS_NPC(ch)
			&& !IS_SET(ch->act, ACT_KEY))
		return TRUE;

	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_LOCKED)
			&& !IS_SET(ch->act, PLR_KEY))
		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_HERO(ch))
		return FALSE;

	if (IS_SET(pRoomIndex->room_flags, ROOM_LOCKED)
			&& !IS_SET(ch->act, PLR_KEY))
		return FALSE;

	if (IS_SET(pRoomIndex->room_flags,ROOM_NEWBIES_ONLY) && ch->level > 20
			&& !IS_HERO(ch))
		return FALSE;

    // Clan stuff
    CLAN_DATA *clan;
    if (!IS_NPC(ch) && (clan = get_clan_by_vnum(pRoomIndex->vnum)) != NULL) {
        ROSTER_DATA *chRoster;
        GET_ROSTER(ch, chRoster);

        // No pkill in nonpkill halls and vice versa. Also, no noob pkers in pk halls
        if (IS_IMMORTAL(ch)) {
            if (get_trust(ch) < SUPREME)
                return FALSE;
        } else if (is_pkill(ch)) {
            if (!clan->pkill)
                return FALSE;
            else if (chRoster && IS_SET(chRoster->flags, ROST_NEWBIE))
                return FALSE;
        } else if (clan->pkill)
            return FALSE;
	}

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

	return TRUE;
}

/*
 * True if char can see victim.
 */
bool can_see(CHAR_DATA *ch, CHAR_DATA *victim)
{
	int chance;

	if (victim == NULL)
	{
		char buf[MSL];
		sprintf(
				buf,
				"handler.c: function can_see(): ch=%s, room=%s, victim is NULL!!\n\r",
				ch->name, ch->in_room->name);
		printf_debug(buf, 0);
		return FALSE;
	}
	/* RT changed so that WIZ_INVIS has levels */
	if (ch == victim)
		return TRUE;

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

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

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

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

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

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

    if (is_same_clan(ch, victim) && !is_indep(ch))
		return TRUE;

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

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

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

	if (IS_AFFECTED(victim,AFF_HIDE) && victim->fighting == NULL)
	{
		// chance is chance to stay hidden
		if (!IS_NPC(victim))
			chance = get_skill(victim, gsn_hide); // 100
		else
			chance = 60;

		chance = UMAX(chance,40); // 40

		chance += victim->level * 2;
		chance -= ch->level * 2;
		if (chance > 65) // 40
			chance = 65;

		// FINDME - acute vision shit
		if (is_affected(ch, gsn_acute_vision))
			chance -= dice(chance / 3, chance); // 40 - 14 = 26
		else
			chance += 10;
		/*if(ch->clan == clan_lookup("order"))
		 chance -= dice(1,chance);
		 */
		if (number_percent() < chance)
			return FALSE;
	}

	/* Ranger stuff  -- Skyntil */
	if (is_affected(victim, gsn_forest_blend))
	{
		if (IS_AFFECTED(ch,AFF_DETECT_MOTION))
		{
			if (!IS_NPC(victim))
				chance = get_skill(victim, gsn_forest_blend) / 2;
			else
				chance = 75;

			chance = UMAX(chance,40);

			chance += victim->level * 2;
			chance -= ch->level * 2;
			if (chance > 75)
				chance = 75;

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

	if (is_affected(victim, gsn_shadow_blend))
	{
		if (IS_AFFECTED(ch,AFF_DETECT_MOTION))
		{
			if (!IS_NPC(victim))
				chance = get_skill(victim, gsn_shadow_blend) * 1.3;
			else
				chance = 80;

			chance = UMAX(chance,55);

			chance += victim->level * 2;
			chance -= ch->level * 2;
			if (chance > 85)
				chance = 85;

			if (number_percent() < chance)
				return FALSE;
		}
		else
		{
			return FALSE;
		}
	}
	/* fix this
	 if(is_affected(victim,gsn_shadow_blend))
	 {
	 if(is_affected(ch,gsn_acute_vision))
	 {

	 chance = UMAX(chance,55);
	 if (chance > 95)
	 chance = 95;
	 if (number_percent() < chance)
	 return FALSE;
	 }
	 else
	 {
	 chance += 10;

	 }

	 }

	 */

	if (is_affected(victim, gsn_earthmeld))
	{
		if (IS_AFFECTED(ch,AFF_DETECT_MOTION))
		{
			if (!IS_NPC(victim))
				chance = get_skill(victim, gsn_earthmeld) / 2;
			else
				chance = 85;

			chance = UMAX(chance,40);

			chance += victim->level * 2;
			chance -= ch->level * 2;
			if (chance > 85)
				chance = 85;

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

	return TRUE;
}

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

	if (obj->item_type == ITEM_EXIT)
		return FALSE;

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

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

/* 	Not anymore!
	// Can see humming pills now.
	if (IS_AFFECTED( ch, AFF_BLIND ))
	{
		if (obj->item_type != ITEM_POTION && obj->item_type != ITEM_PILL)
			return FALSE;

		if (obj->item_type == ITEM_PILL && !IS_SET(obj->extra_flags,ITEM_HUM))
			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 (IS_SET(obj->extra_flags, ITEM_DARK) && !IS_AFFECTED(ch, AFF_INFRARED))
		return FALSE;

	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 item type.
 */
char *item_type_name(OBJ_DATA *obj)
{
	switch (obj->item_type)
	{
	case ITEM_LIGHT:
		return "light";
	case ITEM_SCROLL:
		return "scroll";
	case ITEM_WAND:
		return "wand";
	case ITEM_STAFF:
		return "staff";
	case ITEM_WEAPON:
		return "weapon";
	case ITEM_TREASURE:
		return "treasure";
	case ITEM_ARMOR:
		return "armor";
	case ITEM_CLOTHING:
		return "clothing";
	case ITEM_POTION:
		return "potion";
	case ITEM_FURNITURE:
		return "furniture";
	case ITEM_TRASH:
		return "trash";
	case ITEM_CONTAINER:
		return "container";
	case ITEM_DRINK_CON:
		return "drink container";
	case ITEM_KEY:
		return "key";
	case ITEM_FOOD:
		return "food";
	case ITEM_MONEY:
		return "money";
	case ITEM_BOAT:
		return "boat";
	case ITEM_CORPSE_NPC:
		return "npc corpse";
	case ITEM_CORPSE_PC:
		return "pc corpse";
	case ITEM_FOUNTAIN:
		return "fountain";
	case ITEM_PILL:
		return "pill";
	case ITEM_MAP:
		return "map";
	case ITEM_PORTAL:
		return "portal";
	case ITEM_WARP_STONE:
		return "warp stone";
	case ITEM_GEM:
		return "gem";
	case ITEM_JEWELRY:
		return "jewelry";
	case ITEM_JUKEBOX:
		return "juke box";
	case ITEM_DEMON_STONE:
		return "demon stone";
	case ITEM_EXIT:
		return "exit";
	case ITEM_PIT:
		return "pit";
	case ITEM_SKELETON:
		return "skeleton";
	case ITEM_SLOT_MACHINE:
		return "slotmachine";
	}

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

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

	printf_debug("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_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_MOTION)
		strcat(buf, " detect_motion");
	if (vector & AFF_FARSIGHT)
		strcat(buf, " farsight");
	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_DEAF)
		strcat(buf, " deaf");
	if (vector & AFF_FEAR)
		strcat(buf, " fear");
	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_REGENERATION)
		strcat(buf, " regeneration");
	//if ( vector & AFF_INSOMNIA      ) strcat( buf, " insomnia"      );
	return (buf[0] != '\0') ? buf + 1 : "none";
}

/*
 * Return ascii name of an affect2 bit vector.
 */
char *affect2_bit_name(int vector)
{
	static char buf[512];

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

/*
 * Return ascii name of a shield bit vector.
 */
char *shield_bit_name(int vector)
{
	static char buf[512];

	buf[0] = '\0';
	if (vector & SHD_PROTECT_VOODOO)
		strcat(buf, " prot_voodoo");
	if (vector & SHD_INVISIBLE)
		strcat(buf, " invisible");
	if (vector & SHD_ICE)
		strcat(buf, " ice");
	if (vector & SHD_FIRE)
		strcat(buf, " fire");
	if (vector & SHD_SHOCK)
		strcat(buf, " shock");
	if (vector & SHD_DEATH)
		strcat(buf, " death");
	if (vector & SHD_SANCTUARY)
		strcat(buf, " sanctuary");
	if (vector & SHD_PROTECT_EVIL)
		strcat(buf, " prot_evil");
	if (vector & SHD_PROTECT_GOOD)
		strcat(buf, " prot_good");
	return (buf[0] != '\0') ? buf + 1 : "none";
}

char *ability_lich_name(int ability_lich_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (ability_lich_flags & ABILITY_LICH_NIGHTSTALKER)
		strcat(buf, " Nightstalker");
	return (buf[0] != '\0') ? buf + 1 : "none";
}

/*char *ability_crusader_bit_name( int ability_crusader_flags )
 {
 static char buf[512];

 buf[0] = '\0';
 if ( ability_crusader_flags & ABILITY_CRUSADER_SUNDER ) strcat( buf, " Sunder" );
 return ( buf[0] != '\0' ) ? buf+1 : "none";
 }
 */
/*
 * Return ascii name of extra flags vector.
 */
char *extra_bit_name(int extra_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (extra_flags & ITEM_GLOW)
		strcat(buf, " glow");
	if (extra_flags & ITEM_HUM)
		strcat(buf, " hum");
	if (extra_flags & ITEM_DARK)
		strcat(buf, " dark");
	if (extra_flags & ITEM_LOCK)
		strcat(buf, " lock");
	if (extra_flags & ITEM_EVIL)
		strcat(buf, " evil");
	if (extra_flags & ITEM_INVIS)
		strcat(buf, " invis");
	if (extra_flags & ITEM_MAGIC)
		strcat(buf, " magic");
	if (extra_flags & ITEM_NODROP)
		strcat(buf, " nodrop");
	if (extra_flags & ITEM_BLESS)
		strcat(buf, " bless");
	if (extra_flags & ITEM_ANTI_GOOD)
		strcat(buf, " anti-good");
	if (extra_flags & ITEM_ANTI_EVIL)
		strcat(buf, " anti-evil");
	if (extra_flags & ITEM_ANTI_NEUTRAL)
		strcat(buf, " anti-neutral");
	if (extra_flags & ITEM_NOREMOVE)
		strcat(buf, " noremove");
	if (extra_flags & ITEM_INVENTORY)
		strcat(buf, " inventory");
	if (extra_flags & ITEM_NOPURGE)
		strcat(buf, " nopurge");
	if (extra_flags & ITEM_ROT_DEATH)
		strcat(buf, " rot_death");
	if (extra_flags & ITEM_VIS_DEATH)
		strcat(buf, " vis_death");
	if (extra_flags & ITEM_NOSAC)
		strcat(buf, " no_sac");
	if (extra_flags & ITEM_NONMETAL)
		strcat(buf, " non_metal");
	if (extra_flags & ITEM_NOLOCATE)
		strcat(buf, " no_locate");
	if (extra_flags & ITEM_MELT_DROP)
		strcat(buf, " melt_drop");
	if (extra_flags & ITEM_HAD_TIMER)
		strcat(buf, " had_timer");
	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_QUEST)
		strcat(buf, " quest");
	if (extra_flags & ITEM_FORCED)
		strcat(buf, " forced");
	if (extra_flags & ITEM_QUESTPOINT)
		strcat(buf, " questpoint");
	if (extra_flags & ITEM_CLAN)
		strcat(buf, " clan_item");
	if (extra_flags & ITEM_NOENCHANT)
		strcat(buf, " no_enchant");
	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_STOCKMAN    ) strcat(buf, " stockman");
		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_RANGER)
			strcat(buf, " ranger");
		if (act_flags & ACT_DRUID)
			strcat(buf, " druid");
		if (act_flags & ACT_VAMPIRE)
			strcat(buf, " vampire");
		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_SATAN)
			strcat(buf, " evil_priest");
		if (act_flags & ACT_IS_PRIEST)
			strcat(buf, " priest");
		if (act_flags & ACT_IS_BANKER)
			strcat(buf, " banker");
		if (act_flags & ACT_NO_BODY)
			strcat(buf, " no_body");
		if (act_flags & ACT_NB_DROP)
			strcat(buf, " nobd_drop");
		if (act_flags & ACT_GAIN)
			strcat(buf, " skill_train");
		if (act_flags & ACT_UPDATE_ALWAYS)
			strcat(buf, " update_always");
	}
	else
	{
		strcat(buf, " player");
		if (act_flags & PLR_COLOUR)
			strcat(buf, " colour");
		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_NOTRAN)
			strcat(buf, " no_transport");
		if (act_flags & PLR_NOGOTO)
			strcat(buf, " no_goto");
		if (act_flags & PLR_NOVIOLATE)
			strcat(buf, " no_violate");
		if (act_flags & PLR_NOCANCEL)
			strcat(buf, " no_cancel");
		if (act_flags & PLR_FREEZE)
			strcat(buf, " frozen");
		if (act_flags & PLR_TWIT)
			strcat(buf, " twit");
		if (act_flags & PLR_NOEVOLVE)
			strcat(buf, " no_evolve");
	}
	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_NOARENA)
		strcat(buf, " no_arena");
	if (comm_flags & COMM_NOPUBCHAN)
		strcat(buf, " no_pubchans");
	if (comm_flags & COMM_NOCLAN)
		strcat(buf, " no_clan");
	if (comm_flags & COMM_NOQGOSSIP)
		strcat(buf, " no_qgossip");
	if (comm_flags & PLR_NOCGOSSIP)
		strcat(buf, " no_cgossip");
	if (comm_flags & SHD_NOPRAY)
		strcat(buf, " no_pray");
	if (comm_flags & COMM_NOASK)
		strcat(buf, " no_ask");
	if (comm_flags & COMM_NOMUSIC)
		strcat(buf, " no_music");
	if (comm_flags & COMM_NOCHAT)
		strcat(buf, " no_chat");
	if (comm_flags & COMM_COMPACT)
		strcat(buf, " compact");
	if (comm_flags & COMM_BRIEF)
		strcat(buf, " brief");
	if (comm_flags & PLR_SHORT_COMBAT)
		strcat(buf, " shortcmbt");
	if (comm_flags & COMM_LONG)
		strcat(buf, " long");
	if (comm_flags & COMM_STORE)
		strcat(buf, " autostore");
	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");
	if (comm_flags & COMM_NOSOCIAL)
		strcat(buf, " no_social");
	if (comm_flags & COMM_NOQUOTE)
		strcat(buf, " no_quote");
	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 & IMM_IRON)
		strcat(buf, " iron");
	if (imm_flags & IMM_WOOD)
		strcat(buf, " wood");
	if (imm_flags & IMM_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_WEAR_FLOAT)
		strcat(buf, " float");
	if (wear_flags & ITEM_WEAR_FACE)
		strcat(buf, " face");
	if (wear_flags & ITEM_WEAR_EAR)
		strcat(buf, " ear");
	if (wear_flags & ITEM_WEAR_ANKLE)
		strcat(buf, " ankle");
	if (wear_flags & ITEM_WEAR_CLAN)
		strcat(buf, " c_patch");
	if (wear_flags & ITEM_WEAR_RELIG)
		strcat(buf, " r_patch");
	if (wear_flags & ITEM_WEAR_PATCH)
		strcat(buf, " patch");
	if (wear_flags & ITEM_WEAR_BACK)
		strcat(buf, " back");

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

char *room_bit_name(int room_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (room_flags & ROOM_DARK)
		strcat(buf, " dark");
	if (room_flags & ROOM_NO_MOB)
		strcat(buf, " no_mob");
	if (room_flags & ROOM_INDOORS)
		strcat(buf, " indoors");
	if (room_flags & ROOM_PRIVATE)
		strcat(buf, " private");
	if (room_flags & ROOM_SAFE)
		strcat(buf, " safe");
	if (room_flags & ROOM_SOLITARY)
		strcat(buf, " solitary");
	if (room_flags & ROOM_PET_SHOP)
		strcat(buf, " pet_shop");
	if (room_flags & ROOM_NO_RECALL)
		strcat(buf, " no_recall");
	if (room_flags & ROOM_IMP_ONLY)
		strcat(buf, " imp");
	if (room_flags & ROOM_GODS_ONLY)
		strcat(buf, " gods");
	if (room_flags & ROOM_HEROES_ONLY)
		strcat(buf, " heroes");
	if (room_flags & ROOM_NEWBIES_ONLY)
		strcat(buf, " newbies");
	if (room_flags & ROOM_LAW)
		strcat(buf, " law");
	if (room_flags & ROOM_NOWHERE)
		strcat(buf, " nowhere");
	if (room_flags & ROOM_LOCKED)
		strcat(buf, " locked");
	if (room_flags & ROOM_ARENA)
		strcat(buf, " arena");
	if (room_flags & ROOM_NO_MAGIC)
		strcat(buf, " no_magic");
	if (room_flags & ROOM_SHOP)
		strcat(buf, " shop");
	if (room_flags & ROOM_REMORT)
		strcat(buf, " remort");
	if (room_flags & ROOM_ON_FIRE)
		strcat(buf, " on_fire");

	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_OSMOSIS)
		strcat(buf, " osmosis");
	if (weapon_flags & WEAPON_ENERGYDRAIN)
		strcat(buf, " energydrain");
	// if (weapon_flags & WEAPON_MYTHIC    ) strcat(buf, " mythic");
	//  if (weapon_flags & WEAPON_ELEMENTAL ) strcat(buf, " elemental"); breeness
	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_PHASE)
		strcat(buf, " phase");
	if (off_flags & OFF_RESCUE)
		strcat(buf, " rescue");
	if (off_flags & OFF_TAIL)
		strcat(buf, " tail");
	if (off_flags & OFF_TRIP)
		strcat(buf, " trip");
	if (off_flags & OFF_CRUSH)
		strcat(buf, " crush");
	if (off_flags & ASSIST_ALL)
		strcat(buf, " assist_all");
	if (off_flags & ASSIST_ALIGN)
		strcat(buf, " assist_align");
	if (off_flags & ASSIST_RACE)
		strcat(buf, " assist_race");
	if (off_flags & ASSIST_PLAYERS)
		strcat(buf, " assist_players");
	if (off_flags & ASSIST_GUARD)
		strcat(buf, " assist_guard");
	if (off_flags & ASSIST_VNUM)
		strcat(buf, " assist_vnum");

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

char *sector_bit_name(int sect_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (sect_flags & SECT_FOREST)
		strcat(buf, " forest");
	if (sect_flags & SECT_INSIDE)
		strcat(buf, " inside");
	if (sect_flags & SECT_CITY)
		strcat(buf, " city");
	if (sect_flags & SECT_FIELD)
		strcat(buf, " field");
	if (sect_flags & SECT_HILLS)
		strcat(buf, " hills");
	if (sect_flags & SECT_MOUNTAIN)
		strcat(buf, " mountain");
	if (sect_flags & SECT_WATER_SWIM)
		strcat(buf, " water_swim");
	if (sect_flags & SECT_AIR)
		strcat(buf, " air");
	if (sect_flags & SECT_UNUSED)
		strcat(buf, " exotic");
	if (sect_flags & SECT_DESERT)
		strcat(buf, " desert");
	if (sect_flags & SECT_WATER_NOSWIM)
		strcat(buf, " noswim");

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

bool remove_voodoo(CHAR_DATA *ch)
{
	DESCRIPTOR_DATA *d;
	OBJ_DATA *object;
	bool found = FALSE;

	for (d = descriptor_list; d != NULL; d = d->next)
	{
		CHAR_DATA *victim;

		if (d->connected != CON_PLAYING)
			continue;

		victim = (d->original != NULL) ? d->original : d->character;

		if (IS_IMMORTAL(victim) && (victim->level > ch->level))
			continue;

		for (object = victim->carrying; object != NULL; object
				= object->next_content)
		{
			if (object->pIndexData->vnum == OBJ_VNUM_VOODOO)
			{
				char arg[MAX_INPUT_LENGTH];

				one_argument(object->name, arg);
				if (!str_cmp(arg, ch->name))
				{
					found = TRUE;
					object->timer = 1;
				}
			}
		}
	}
	if (!found)
		return FALSE;

	return TRUE;
}

int god_lookup(const char *name)
{
	int god;

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

	return 0;
}

#define OBJ_VNUM_DEBUGPATCH	10600

bool wears_debug(CHAR_DATA *ch)
{
	OBJ_DATA *obj;

	for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
	{
		if ((obj->pIndexData->vnum == OBJ_VNUM_DEBUGPATCH) && (obj->wear_loc
				!= -1))
			return TRUE;
	}

	return FALSE;
}

char *get_pers(CHAR_DATA *ch, CHAR_DATA *looker)
{
	char buf[MAX_STRING_LENGTH / 10];

	if (looker != NULL && !IS_NPC(ch))
	{
		if ((is_affected(ch, gsn_conceal)
		||  is_affected(ch, gsn_conceal2)
		||  is_affected(ch, gsn_concealClan1)
		||  is_affected(ch, gsn_concealClan2))
		&&  is_same_clan(ch, looker))
		{
			strcpy(buf, " (Concealed)");
			strcat(buf, ch->name);
			return (buf[0] != '\0') ? buf + 1 : ch->name;
		}

		if (IS_NPC(looker) || (IS_IMMORTAL(looker)) || is_same_clan(ch, looker))
			return ch->name;
	}

	if ((is_affected(ch, gsn_conceal)
	||  is_affected(ch, gsn_conceal2)
	||  is_affected(ch, gsn_concealClan1)
	||  is_affected(ch, gsn_concealClan2)
	||  is_affected(ch, gsn_shadow_dance))
	&&	ch->morph_form[0] != 0)
		return get_descr_form(ch, looker, FALSE);

	return ch->name;
}

char *show_pers(CHAR_DATA *ch, CHAR_DATA *looker)
{
	/* Can See */
	if (can_see(looker, ch))
	{
		if (IS_NPC(ch))
			return ch->short_descr;
		else if (IS_IMMORTAL(looker))
			return ch->name;
		else
			return get_pers(ch, looker);
	}
	else /* Can't See */
	{
		if (IS_NPC(ch))
			return "someone";
		else /* PC */
		{
			if (IS_IMMORTAL(ch))
			{
				if (ch->pcdata->identity[0] == '\0')
					return "someone";
				else
					return ch->pcdata->identity;
			}
			else
				return "someone";
		}
	}
	return "someone";
}
char *get_name(CHAR_DATA *ch, CHAR_DATA *victim, char buf[])
{
	//char buf[200];

	if (victim != NULL)
	{
		if (IS_NPC(victim) || (IS_IMMORTAL(victim)) || is_same_clan(ch, victim))
			return ch->name;
	}
	strcpy(buf, " ");
	strcat(buf, ch->name);
	/*if (is_affected(ch,gsn_conceal))
	 {
	 strcat(buf," dark assassin");
	 }*/
	if (ch->morph_form[0] == MORPH_RED)
		strcat(buf, " red dragon");
	if (ch->morph_form[0] == MORPH_BLACK)
		strcat(buf, " black dragon");
	if (ch->morph_form[0] == MORPH_GREEN)
		strcat(buf, " green dragon");
	if (ch->morph_form[0] == MORPH_WHITE)
		strcat(buf, " white dragon");
	if (ch->morph_form[0] == MORPH_GOLD)
		strcat(buf, " gold dragon");

	return buf;
}

/*
 * Class Restricted Items -- Skyntil  7/30/00
 */
bool is_class_restricted(CHAR_DATA *ch, OBJ_DATA *obj)
{
	int restricts;
	bool canwear = TRUE;

	restricts = obj->class_restrict_flags;

	if ((restricts & WIZARD_ONLY) && ch->class != CLASS_WIZARD && ch->class
			!= CLASS_MAGE)
		canwear = FALSE;
	if ((restricts & GLADIATOR_ONLY) && ch->class != CLASS_GLADIATOR
			&& ch->class != CLASS_WARRIOR)
		canwear = FALSE;
	if ((restricts & PRIEST_ONLY) && ch->class != CLASS_PRIEST && ch->class
			!= CLASS_CLERIC)
		canwear = FALSE;
	if ((restricts & MERCENARY_ONLY) && ch->class != CLASS_MERCENARY
			&& ch->class != CLASS_THIEF)
		canwear = FALSE;
	if ((restricts & STRIDER_ONLY) && ch->class != CLASS_STRIDER && ch->class
			!= CLASS_RANGER)
		canwear = FALSE;
	if ((restricts & SAGE_ONLY) && ch->class != CLASS_SAGE && ch->class
			!= CLASS_DRUID)
		canwear = FALSE;
	if ((restricts & LICH_ONLY) && ch->class != CLASS_LICH && ch->class
			!= CLASS_SHADE)
		canwear = FALSE;
	if ((restricts & FORSAKEN_ONLY) && ch->class != CLASS_FORSAKEN)
		canwear = FALSE;
	if ((restricts & CONJURER_ONLY) && ch->class != CLASS_CONJURER)
		canwear = FALSE;
	if ((restricts & ARCHMAGE_ONLY) && ch->class != CLASS_ARCHMAGE)
		canwear = FALSE;
	if ((restricts & BARBARIAN_ONLY) && ch->class != CLASS_BARBARIAN)
		canwear = FALSE;
	if ((restricts & SWASHBUCKLER_ONLY) && ch->class != CLASS_SWASHBUCKLER)
		canwear = FALSE;
	if ((restricts & CRUSADER_ONLY) && ch->class != CLASS_CRUSADER)
		canwear = FALSE;
	if ((restricts & VOODAN_ONLY) && ch->class != CLASS_VOODAN)
		canwear = FALSE;
	if ((restricts & MONK_ONLY) && ch->class != CLASS_MONK)
		canwear = FALSE;
	if ((restricts & SAINT_ONLY) && ch->class != CLASS_SAINT)
		canwear = FALSE;
	if ((restricts & ASSASSIN_ONLY) && ch->class != CLASS_ASSASSIN)
		canwear = FALSE;
	if ((restricts & NINJA_ONLY) && ch->class != CLASS_NINJA)
		canwear = FALSE;
	if ((restricts & BARD_ONLY) && ch->class != CLASS_BARD)
		canwear = FALSE;
	if ((restricts & DARKPALADIN_ONLY) && ch->class != CLASS_DARKPALADIN)
		canwear = FALSE;
	if ((restricts & HUNTER_ONLY) && ch->class != CLASS_HUNTER)
		canwear = FALSE;
	if ((restricts & PALADIN_ONLY) && ch->class != CLASS_PALADIN)
		canwear = FALSE;
	if ((restricts & WARLOCK_ONLY) && ch->class != CLASS_WARLOCK)
		canwear = FALSE;
	if ((restricts & ALCHEMIST_ONLY) && ch->class != CLASS_ALCHEMIST)
		canwear = FALSE;
	if ((restricts & SHAMAN_ONLY) && ch->class != CLASS_SHAMAN)
		canwear = FALSE;
	if ((restricts & FADE_ONLY) && ch->class != CLASS_FADE)
		canwear = FALSE;
	if ((restricts & NECROMANCER_ONLY) && ch->class != CLASS_NECROMANCER)
		canwear = FALSE;
	if ((restricts & BANSHEE_ONLY) && ch->class != CLASS_BANSHEE)
		canwear = FALSE;

	/* Now for the clan things */
	if (!clan_can_use(ch, obj))
		canwear = FALSE;
	return canwear;
}

char *res_bit_name(int res_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (res_flags & RES_SUMMON)
		strcat(buf, " summon");
	if (res_flags & RES_CHARM)
		strcat(buf, " charm");
	if (res_flags & RES_MAGIC)
		strcat(buf, " magic");
	if (res_flags & RES_WEAPON)
		strcat(buf, " weapon");
	if (res_flags & RES_BASH)
		strcat(buf, " blunt");
	if (res_flags & RES_PIERCE)
		strcat(buf, " piercing");
	if (res_flags & RES_SLASH)
		strcat(buf, " slashing");
	if (res_flags & RES_FIRE)
		strcat(buf, " fire");
	if (res_flags & RES_COLD)
		strcat(buf, " cold");
	if (res_flags & RES_LIGHTNING)
		strcat(buf, " lightning");
	if (res_flags & RES_ACID)
		strcat(buf, " acid");
	if (res_flags & RES_POISON)
		strcat(buf, " poison");
	if (res_flags & RES_NEGATIVE)
		strcat(buf, " negative");
	if (res_flags & RES_HOLY)
		strcat(buf, " holy");
	if (res_flags & RES_ENERGY)
		strcat(buf, " energy");
	if (res_flags & RES_MENTAL)
		strcat(buf, " mental");
	if (res_flags & RES_DISEASE)
		strcat(buf, " disease");
	if (res_flags & RES_DROWNING)
		strcat(buf, " drowning");
	if (res_flags & RES_LIGHT)
		strcat(buf, " light");
	if (res_flags & RES_IRON)
		strcat(buf, " iron");
	if (res_flags & RES_WOOD)
		strcat(buf, " wood");
	if (res_flags & RES_SILVER)
		strcat(buf, " silver");

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

char *vuln_bit_name(int vuln_flags)
{
	static char buf[512];

	buf[0] = '\0';

	if (vuln_flags & VULN_SUMMON)
		strcat(buf, " summon");
	if (vuln_flags & VULN_CHARM)
		strcat(buf, " charm");
	if (vuln_flags & VULN_MAGIC)
		strcat(buf, " magic");
	if (vuln_flags & VULN_WEAPON)
		strcat(buf, " weapon");
	if (vuln_flags & VULN_BASH)
		strcat(buf, " blunt");
	if (vuln_flags & VULN_PIERCE)
		strcat(buf, " piercing");
	if (vuln_flags & VULN_SLASH)
		strcat(buf, " slashing");
	if (vuln_flags & VULN_FIRE)
		strcat(buf, " fire");
	if (vuln_flags & VULN_COLD)
		strcat(buf, " cold");
	if (vuln_flags & VULN_LIGHTNING)
		strcat(buf, " lightning");
	if (vuln_flags & VULN_ACID)
		strcat(buf, " acid");
	if (vuln_flags & VULN_POISON)
		strcat(buf, " poison");
	if (vuln_flags & VULN_NEGATIVE)
		strcat(buf, " negative");
	if (vuln_flags & VULN_HOLY)
		strcat(buf, " holy");
	if (vuln_flags & VULN_ENERGY)
		strcat(buf, " energy");
	if (vuln_flags & VULN_MENTAL)
		strcat(buf, " mental");
	if (vuln_flags & VULN_DISEASE)
		strcat(buf, " disease");
	if (vuln_flags & VULN_DROWNING)
		strcat(buf, " drowning");
	if (vuln_flags & VULN_LIGHT)
		strcat(buf, " light");
	if (vuln_flags & VULN_IRON)
		strcat(buf, " iron");
	if (vuln_flags & VULN_WOOD)
		strcat(buf, " wood");
	if (vuln_flags & VULN_SILVER)
		strcat(buf, " silver");

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

char *size_name(int size)
{
	switch (size)
	{
	case SIZE_TINY:
		return "tiny";
	case SIZE_SMALL:
		return "small";
	case SIZE_MEDIUM:
		return "medium";
	case SIZE_LARGE:
		return "large";
	case SIZE_HUGE:
		return "huge";
	case SIZE_GIANT:
		return "giant";
	}
	return "\0";
}

char *room_affect_name(int room_flags)
{
	static char buf[512];

	buf[0] = '\0';
	if (room_flags & ROOM_AFF_SAFE)
		strcat(buf, " sanctuary");
	if (room_flags & ROOM_AFF_OVERGROWN)
		strcat(buf, " overgrown");

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

void send_to_world(char *argument)
{
	DESCRIPTOR_DATA *d;

	if (argument[0] == '\0')
	{
		return;
	}

	for (d = descriptor_list; d; d = d->next)
	{
		if (d->connected == CON_PLAYING)
		{
			if (IS_IMMORTAL(d->character))
				send_to_char("Send_to_world echo> ", d->character);
			send_to_char(argument, d->character);
			send_to_char("\n\r", d->character);
		}
	}
}