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

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



AFFECT_DATA *		affect_free;



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



/*
 * Retrieve a character's trusted level for permission checking.
 */
int get_trust( CHAR_DATA *ch )
{
    if ( IS_NPC(ch) )
    {
      /* switched mob */
      if ( ch->desc != NULL )
        return ch->desc->original->level;
      else
        return LEVEL_HERO - 1;
    }


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

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

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



/*
 * Retrieve a character's age.
 */
int get_age( CHAR_DATA *ch )
{
    /* return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 14400; 
       12240 assumes 30 second hours, 24 hours a day, 20 day - Kahn */
    return 17 + ( ch->played / 8760 );
    /* new played is in ticks, years are 24 * 365 */
}



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

    if ( IS_NPC(ch) )
	return 13;

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

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



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

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

    if ( IS_NPC(ch) )
      return ch->level;
    else
      return MAX_WEAR + 2 * ch->pcdata->body / 2;
}



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

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

    if ( IS_NPC(ch) )
      return ch->level * 50;
    else
      return ch->pcdata->body * 10;
}



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

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

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

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

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




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

    mod = paf->modifier;

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

    if ( IS_NPC(ch) )
	return;

    switch ( paf->location )
    {
    default:
	/* massive uninformative log spam
	bug( "Affect_modify: unknown location %d.", paf->location );
	*/
	return;

    case APPLY_NONE:						break;
/*  case APPLY_STR:           ch->pcdata->mod_str	+= mod;	break; */
    case APPLY_SEX:           ch->sex			+= mod;	break;
    case APPLY_CLASS:						break;
    case APPLY_LEVEL:						break;
    case APPLY_AGE:						break;
    case APPLY_HEIGHT:						break;
    case APPLY_WEIGHT:						break;
    case APPLY_MANA:          ch->max_mana		+= mod;	break;
    case APPLY_HIT:           ch->max_hit		+= mod;	break;
    case APPLY_MOVE:          ch->max_move		+= mod;	break;
    case APPLY_GOLD:						break;
    case APPLY_EXP:						break;
    case APPLY_AC:            ch->armor			+= mod;	break;
    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
    }

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

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

    return;
}



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

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

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

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



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

    affect_modify( ch, paf, FALSE );

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

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

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

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



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

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

    return;
}



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

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

    return FALSE;
}



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

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

    affect_to_char( ch, paf );
    return;
}



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

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

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

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

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

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

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

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



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

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

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

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

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

    return;
}



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



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

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

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

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

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

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

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



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

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

    return 0;
}



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

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

    return NULL;
}



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

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

    if ( IS_CLASS(ch,CLASS_MAZOKU) && !IS_OBJ_STAT(obj,ITEM_ASTRAL)
      && !IS_SET(ch->pcdata->powers[M_SET],M_HUMAN) )
    { act( "You have no need for such material things.", ch, obj, NULL, TO_CHAR );
      return;
    }

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

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

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

    return;
}



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

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

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

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

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

    return;
}



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

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

    return nMatch;
}



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

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

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

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

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

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



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



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

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

    return;
}



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

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

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

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

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

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

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

    return;
}



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

    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;

	/* no killing uniques by destroying containers */
	if ( IS_OBJ_STAT(obj->contains,ITEM_UNIQUE) )
	{
	  unique = obj->contains;
	  obj_from_obj( unique );
	  obj_to_room( unique, get_rand_room() );
	}
	else
	  extract_obj( obj->contains );
    }

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

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

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

    {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

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

    {
	EXTRA_DESCR_DATA *ed;
	EXTRA_DESCR_DATA *ed_next;

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

    free_string( obj->name        );
    free_string( obj->description );
    free_string( obj->short_descr );
    free_string( obj->owner	  );
    --obj->pIndexData->count;
    obj->next	= obj_free;
    obj_free	= obj;
    obj_free_num++;
    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;
    MPROG_ACT_LIST *actprog;
    MPROG_ACT_LIST *actprog_next;

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

    if ( fPull )
	die_follower( ch );

    stop_fighting( ch, TRUE );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	/* inserted for claimed shit */
	if ( fPull )
	  extract_obj( obj );
    }
    
    char_from_room( ch );

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

    if ( IS_NPC(ch) && ch->mpact != NULL )
    {
      ch->mpactnum = 0;
      for ( actprog = ch->mpact; actprog != NULL; actprog = actprog_next )
      {
        actprog_next = actprog->next;
        free_string( actprog->buf );
        free_mem( actprog, sizeof( MPROG_ACT_LIST ) );
        act_prog_num--;
      }
    }

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

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

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

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

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

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

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



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

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

    return NULL;
}

/*
 * Find a char in the room, match only full name
 */
CHAR_DATA *get_full_char_room( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *rch;
    int number;
    int count;

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

    return NULL;
}




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

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

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

    return NULL;
}

CHAR_DATA *get_char_area( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *wch;
    int number;
    int count;

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

    return NULL;
}



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

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

    return NULL;
}


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

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

    return NULL;
}



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

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

    return NULL;
}



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

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

    return NULL;
}



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

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

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

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

    return NULL;
}



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

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

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

    return NULL;
}



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

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

    if ( amount == 1 )
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
	obj->value[0] = 1; /* fucking drop 1, get 1-15 gold dupe */
    }
    else
    {
	obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
	sprintf( buf, obj->short_descr, amount );
	free_string( obj->short_descr );
	obj->short_descr	= str_dup( buf );
	obj->value[0]		= amount;
    }

    return obj;
}



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

    number = 0;
    if ( obj->item_type == ITEM_CONTAINER )
      for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
	number += get_obj_number( obj );
    else
	number = 1;

    return number;
}



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

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

    return weight;
}



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

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

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

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

    return FALSE;
}



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

    return FALSE;

    count = 0;
    for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
      if ( !IS_NPC(rch) && rch->level >= 2 ) // only count player avatars
        count++;

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

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

    return FALSE;
}



/*
 * True if char can see victim.
 */
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch == victim )
	return TRUE;
    
    if ( !IS_NPC(victim)
    &&   IS_SET(victim->act, PLR_WIZINVIS)
    &&   get_trust( ch ) < get_trust( victim ) )
	return FALSE;

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

    if ( IS_NPC(ch) && ch->desc != NULL )
      return TRUE;

    /* deathscythe cloaker */
    if ( IS_NPC(ch) && is_cloaked(victim, ch) )
      return FALSE;

    /* Suits have cameras, lights, radar.. can't be blinded */
    if ( IS_SUIT(ch) )
      return TRUE;

    if ( IS_NPC(ch) && ch->level > 100 )
      return TRUE;

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

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

    if ( IS_CLASS(ch,CLASS_MAZOKU) && IS_SET(ch->pcdata->powers[M_SET],M_EYES) )
      return TRUE;

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

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

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

    return TRUE;
}



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

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

    if ( IS_CLASS(ch,CLASS_MAZOKU) && IS_SET(ch->pcdata->powers[M_SET],M_EYES) )
        return TRUE;

    if ( obj->item_type == ITEM_POTION )
	return TRUE;

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

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

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

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

    return TRUE;
}



/*
 * True if char can drop obj.
 */
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    if ( !IS_NPC(ch) && ch->level >= LEVEL_HERO )
      return TRUE;

    if ( !IS_NPC(ch) && IS_OBJ_STAT(obj,ITEM_ASTRAL) )
      return FALSE;

    if ( !IS_NPC(ch) && IS_OBJ_STAT(obj,ITEM_UNIQUE) )
      return FALSE;

    if ( IS_NPC(ch) || !IS_SET(obj->extra_flags, ITEM_NODROP) )
	return TRUE;

    return FALSE;
}



/*
 * Return ascii name of an item type.
 */
char *item_type_name( int obj_item_type )
{
    switch ( obj_item_type )
    {
    case ITEM_LIGHT:		return "light";
    case ITEM_SCROLL:		return "scroll";
    case ITEM_WAND:		return "wand";
    case ITEM_STAFF:		return "staff";
    case ITEM_WEAPON:		return "weapon";
    case ITEM_TREASURE:		return "treasure";
    case ITEM_ARMOR:		return "armor";
    case ITEM_POTION:		return "potion";
    case ITEM_FURNITURE:	return "furniture";
    case ITEM_TRASH:		return "trash";
    case ITEM_CONTAINER:	return "container";
    case ITEM_DRINK_CON:	return "drink container";
    case ITEM_KEY:		return "key";
    case ITEM_FOOD:		return "food";
    case ITEM_MONEY:		return "money";
    case ITEM_BOAT:		return "boat";
    case ITEM_CORPSE_NPC:	return "npc corpse";
    case ITEM_CORPSE_PC:	return "pc corpse";
    case ITEM_FOUNTAIN:		return "fountain";
    case ITEM_PILL:		return "pill";
    case ITEM_PORTAL:		return "portal";
    case ITEM_GATE:		return "gate";
    case ITEM_ACCESSORY:	return "accessory";
    case ITEM_MATERIA:		return "materia";
    case ITEM_MUNITION:		return "munition";
    }

    bug( "Item_type_name: unknown type %d.", obj_item_type );
    return "(unknown)";
}



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

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



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

    buf[0] = '\0';
    if ( vector & AFF_BLIND         ) strcat( buf, " blind"         );
    if ( vector & AFF_INVISIBLE     ) strcat( buf, " invisible"     );
    if ( vector & AFF_DETECT_EVIL   ) strcat( buf, " detect_evil"   );
    if ( vector & AFF_DETECT_INVIS  ) strcat( buf, " detect_invis"  );
    if ( vector & AFF_DETECT_MAGIC  ) strcat( buf, " detect_magic"  );
    if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden" );
    if ( vector & AFF_CHAOS_STRING  ) strcat( buf, " chaos string"  );
    if ( vector & AFF_SANCTUARY     ) strcat( buf, " sanctuary"     );
    if ( vector & AFF_FAERIE_FIRE   ) strcat( buf, " faerie_fire"   );
    if ( vector & AFF_INFRARED      ) strcat( buf, " infrared"      );
    if ( vector & AFF_CURSE         ) strcat( buf, " curse"         );
    if ( vector & AFF_VISFARANK     ) strcat( buf, " visfarank"     );
    if ( vector & AFF_POISON        ) strcat( buf, " poison"        );
    if ( vector & AFF_PROTECT       ) strcat( buf, " protect"       );
    if ( vector & AFF_VAS_GLUUDO    ) strcat( buf, " vas gluudo"    );
    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_NO_FLEE       ) strcat( buf, " no_flee"       );
    if ( vector & AFF_HOLY_RESIST   ) strcat( buf, " holy resist"   );
    if ( vector & AFF_WINDY_SHIELD  ) strcat( buf, " windy shield"  );
    if ( vector & AFF_RAYWING       ) strcat( buf, " raywing"       );
    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_UNIQUE       ) strcat( buf, " unique"       );
    if ( extra_flags & ITEM_ASTRAL       ) strcat( buf, " astral"       );
    if ( extra_flags & ITEM_NOLOOT	 ) strcat( buf, " no-loot"	);
    if ( extra_flags & ITEM_HARDENED	 ) strcat( buf, " hardened"     );
    return ( buf[0] != '\0' ) ? buf+1 : "none";
}

/*
 * Expand a bitvector out to 1|2|4|...|2^30 format.
 */
char *expand_bits( int bits )
{
  static char buf[MAX_INPUT_LENGTH];
  char temp[MAX_INPUT_LENGTH];
  int i = 0;
  bool match = FALSE;

  buf[0] = '\0';

  for ( i = 0; i < 30; i++ )
  {
    if ( bits & (int)pow(2,i) )
    {
      if ( match )
        sprintf( temp, "|%d", (int)pow(2,i) );
      else
      {
        sprintf( temp, "%d", (int)pow(2,i) );
        match = TRUE;
      }
      strcat( buf, temp );
    }
  }

  if ( buf[0] == '\0' )
    sprintf( buf, "0" );

  return buf;
}







/*
 * Return the evaluation of a char
 */
void eval( CHAR_DATA *ch )
{ int point, i=0, j=0, pk, pd;

  if ( IS_NPC(ch) )
    return;

  point = UMAX( 1, ch->max_hit ) / 1500;

  if ( ch->class == CLASS_SAIYAN )
  { point += ch->pcdata->powers[S_POWER_MAX] / 3000;
    point += (ch->pcdata->powers[S_STRENGTH_MAX]-99) / 150;
    point += (ch->pcdata->powers[S_SPEED_MAX]-99) / 150;
    point += (ch->pcdata->powers[S_AEGIS_MAX]-99) / 150;
    point += ch->max_move/1500 + ch->max_mana/3000;
  }
  else if ( ch->class == CLASS_PATRYN )
  { i = get_runes( ch, RUNE_ALL, LEFTARM );
    i += get_runes( ch, RUNE_ALL, RIGHTARM );
    i += get_runes( ch, RUNE_ALL, LEFTLEG );
    i += get_runes( ch, RUNE_ALL, RIGHTLEG );
    i += get_runes( ch, RUNE_ALL, TORSO );
    point += i / 5;
    for ( i = 2; i <= 7; i++ )
      point += ch->pcdata->powers[i] / 33;
    point += ch->max_mana/1500 + ch->max_move/3000;
  }
  else if ( ch->class == CLASS_FIST )
  { point += ch->pcdata->powers[F_DISC] / 2;
    for ( i = 3; i <= 6; i++ )
      point += (ch->pcdata->powers[i]+1) / 20;
    point += ch->max_move/1500 + ch->max_mana/3000;
  }
  else if ( ch->class == CLASS_SORCERER )
  {
    for ( i = 2; i <= 8; i++ )
      point += ch->pcdata->powers[i] / 11;
    if ( ch->pcdata->powers[SORC_SPEC] == SCHOOL_BLACK )
      point += ch->pcdata->powers[SCHOOL_BLACK] / 12;
    if ( ch->pcdata->powers[SORC_SPEC] == SCHOOL_WHITE )
      point += ch->pcdata->powers[SCHOOL_WHITE] / 12;
    for ( i = 2; i <= 8; i++ )
      if ( ch->pcdata->powers[i] >= 45 && point < 10 )
        point = 10;
    point += ch->max_mana/1500 + ch->max_move/3000;
  }
  else if ( ch->class == CLASS_MAZOKU )
  {
    /* No secondary stat, counts twice */
    point += (ch->max_hit-2000) / 3000;
    point += (ch->pcdata->powers[M_MATTER]+1)/20;
    point += (ch->pcdata->powers[M_ASTRAL]+1)/20;
    point += (ch->pcdata->powers[M_FOCUS]+1)/20;
    for ( i = 4; i <= 15; i++ )
    {
      j = pow(2,i);
      if ( IS_SET(ch->pcdata->powers[M_LEARNED],j) )
        point++;
    }
    point += ch->max_move/2250 + ch->max_mana/2250;
  }

  /* promote newbie pk sluts to higher status */
  if ( point < 30 )
  {
    pk = ch->pcdata->kills[PK];
    pd = ch->pcdata->kills[PD];
    if ( point < 20 && pk > 50 && (pk/pd) >= 2 )
      point = 20;
    if ( point < 30 && pk > 100 && (pk/pd) >= 2 )
      point = 30;
  }
  /* promote exp stackers to higher status */
  if ( ch->exp > 30000000 )
  {
    point = UMIN( point + (ch->exp - 30000000)/10000000, 50 );
  }

  point = URANGE( 1, point, 65 );
  // wierd errors cropping up somewhere
  if ( ch->pcdata->extras2[EVAL] > 65 )
    ch->pcdata->extras2[EVAL] = 65;
  if ( ch->pcdata->extras2[EVAL] < point )
  {
    /* clear kills on turning Unholy, once */
    if ( ch->pcdata->extras2[EVAL] < 50 && point >= 50 )
    {
      for ( i = 4; i <= 8; i++ )
        ch->pcdata->kills[i] = 0;
    }
    ch->pcdata->extras2[EVAL] = point;
  }
  return;
}

/*
  This function allows the following kinds of bets to be made:

  Absolute bet
  ============

  bet 14k, bet 50m66, bet 100k

  Relative bet
  ============

  These bets are calculated relative to the current bet. The '+' symbol adds
  a certain number of percent to the current bet. The default is 25, so
  with a current bet of 1000, bet + gives 1250, bet +50 gives 1500 etc.
  Please note that the number must follow exactly after the +, without any
  spaces!

  The '*' or 'x' bet multiplies the current bet by the number specified,
  defaulting to 2. If the current bet is 1000, bet x  gives 2000, bet x10
  gives 10,000 etc.

*/

int advatoi (const char *s)
{

/* the pointer to buffer stuff is not really necessary, but originally I
   modified the buffer, so I had to make a copy of it. What the hell, it 
   works:) (read: it seems to work:)
*/

  char string[MAX_INPUT_LENGTH]; /* a buffer to hold a copy of the argument */
  char *stringptr = string; /* a pointer to the buffer so we can move around */
  char tempstring[2];       /* a small temp buffer to pass to atoi*/
  int number = 0;           /* number to be returned */
  int multiplier = 0;       /* multiplier used to get the extra digits right */


  strcpy (string,s);        /* working copy */

  while ( isdigit (*stringptr)) /* as long as the current character is a digit */
  {
      strncpy (tempstring,stringptr,1);            /* copy first digit */
      number = (number * 10) + atoi( tempstring ); /* add to current number */
      stringptr++;                                 /* advance */
  }

  switch (UPPER(*stringptr)) {
      case 'K'  : multiplier = 1000;    number *= multiplier; stringptr++; break;
      case 'M'  : multiplier = 1000000; number *= multiplier; stringptr++; break;
      case '\0' : break;
      default   : return 0; /* not k nor m nor NUL - return 0! */
  }

  while ( isdigit (*stringptr) && (multiplier > 1)) /* if any digits follow k/m, add those too */
  {
      strncpy (tempstring,stringptr,1);           /* copy first digit */
      multiplier = multiplier / 10;  /* the further we get to right, the less are the digit 'worth' */
      number = number + (atoi(tempstring) * multiplier);
      stringptr++;
  }

  if (*stringptr != '\0' && !isdigit(*stringptr)) /* a non-digit character was found, other than NUL */
    return 0; /* If a digit is found, it means the multiplier is 1 - i.e. extra
                 digits that just have to be ignore, liked 14k4443 -> 3 is ignored */


  return (number);
}


int parsebet (const int currentbet, const char *argument)
{

  int newbet = 0;                /* a variable to temporarily hold the new bet */
  char string[MAX_INPUT_LENGTH]; /* a buffer to modify the bet string */
  char *stringptr = string;      /* a pointer we can move around */

  strcpy (string,argument);      /* make a work copy of argument */


  if (*stringptr)               /* check for an empty string */
  {

    if (isdigit (*stringptr)) /* first char is a digit assume e.g. 433k */
      newbet = advatoi (stringptr); /* parse and set newbet to that value */

    else
      if (*stringptr == '+') /* add ?? percent */
      {
        if (strlen (stringptr) == 1) /* only + specified, assume default */
          newbet = (currentbet * 125) / 100; /* default: add 25% */
        else
          newbet = (currentbet * (100 + atoi (++stringptr))) / 100; /* cut off the first char */
      }
      else
        {
          printf ("considering: * x \n\r");
          if ((*stringptr == '*') || (*stringptr == 'x')) /* multiply */
          { if (strlen (stringptr) == 1) /* only x specified, assume default */
              newbet = currentbet * 2 ; /* default: twice */
            else /* user specified a number */
              newbet = currentbet * atoi (++stringptr); /* cut off the first char */
          }
        }
  }

  return newbet;        /* return the calculated bet */
}

void obj_affect_remove( OBJ_DATA *obj, AFFECT_DATA *af )
{ AFFECT_DATA *prev;

  if ( af == NULL )
  { bug( "obj_affect_remove: null affect", 0 );
    return;
  }

  if ( obj->affected == af )
  { obj->affected = af->next;
    af->next = affect_free;
    affect_free = af;
    return;
  }

  prev = obj->affected;
  while ( prev != NULL && prev != af )
    prev = prev->next;

  if ( prev == NULL )
  { bug( "obj_affect_remove: bad affect.", 0 );
    return;
  }

  prev->next = af->next;
  af->next = affect_free;
  affect_free = af;

  return;
}

bool timer_check( CHAR_DATA *ch, CHAR_DATA *victim )
{
  if ( IS_NPC(ch) || IS_NPC(victim) )
    return FALSE;

  if ( ch->pcdata->extras[TIMER] < 16 )
    ch->pcdata->extras[TIMER] = 16;
  if ( victim->pcdata->extras[TIMER] < 16 )
    victim->pcdata->extras[TIMER] = 16;

  return TRUE;
}

void dec_duration( CHAR_DATA *ch, sh_int gsn, int dur )
{
  AFFECT_DATA *paf;
  AFFECT_DATA *paf_next;

  for ( paf = ch->affected; paf != NULL; paf = paf_next )
  {
    paf_next = paf->next;

    if ( paf->type == gsn )
    {
      paf->duration -= dur;
      if ( paf->duration < 0 )
      {
        act( skill_table[paf->type].msg_off, ch, NULL, NULL, TO_CHAR );
        act( skill_table[paf->type].msg_off, ch, NULL, NULL, TO_ROOM );
        affect_strip( ch, gsn );
      }
    };
  }
  return;
}

bool is_same_clan( CHAR_DATA *ch, CHAR_DATA *victim )
{
  int cclan, vclan;

  if ( IS_NPC(ch) )
    cclan = ch->pIndexData->clan;
  else
    cclan = ch->pcdata->clan[CLAN];

  if ( IS_NPC(victim) )
    vclan = victim->pIndexData->clan;
  else
    vclan = victim->pcdata->clan[CLAN];

  return (cclan == vclan);
}

CHAR_DATA * get_admin_char( void )
{
  CHAR_DATA *vch;

  for ( vch = char_list; vch != NULL; vch = vch->next )
  {
    if ( !IS_NPC(vch) && vch->level == MAX_LEVEL && !str_cmp( vch->name, "Alathon" ) )
       return vch;
  }

  return NULL;
}