/*    /lib/body.c
 *    from the Dead Souls LPC Library
 *    handles information regarding bodies as well as events which
 *    affect them
 *    created by Descartes of Borg 950121
 *    Version: @(#) body.c 1.24@(#)
 */

#include <lib.h>
#include <config.h>
#include <rooms.h>
#include <daemons.h>
#include <function.h>
#include <medium.h>
#include <position.h>
#include <armor_types.h>
#include <damage_types.h>
#include <magic_protection.h>
#include "include/body.h"

inherit LIB_POSITION;
inherit LIB_UNDEAD;
inherit LIB_CRAWL;
inherit LIB_FLY;
inherit LIB_MOUNT;
inherit LIB_BODY_MASS;
inherit LIB_PERSIST;

#define COLLAPSE_AT            10.0

private int HealthPoints, MagicPoints, ExperiencePoints, QuestPoints;
private int melee;
private int Alcohol, Caffeine, Food, Drink, Poison, Sleeping, DeathEvents;
private float StaminaPoints;
private string Torso, Biter;
private mapping Fingers, Limbs, MissingLimbs;
private static int Dying, LastHeal, Encumbrance;
private static function Protect;
private static mapping WornItems;
private static class MagicProtection *Protection;
static private int HeartModifier = 0;
private static string PoliticalParty, BodyComposition;
private static int Pacifist, rifleshot_wounds, gunshot_wounds, globalint1;
private static int Size, Respiration, BodyType;
string *ExtraChannels;
mixed Agent;

string GetRace();

static void create() {
    PoliticalParty = "UNDECIDED";
    rifleshot_wounds = 0;
    gunshot_wounds = 0;
    DeathEvents = 0;
    NewBody(0);
    Protect = 0;
    WornItems = ([]);
    Limbs = ([]);
    Food = Drink = 100;
    Alcohol = Caffeine = 0;
    HealthPoints = MagicPoints = 50;
    StaminaPoints = 50.0;
    ExperiencePoints = 50;
    QuestPoints = 0;
    Dying = 0;
    LastHeal = time();
    Protection = ({});
    ExtraChannels = ({});
}

varargs mixed eventBuy(mixed arg1, mixed arg2, mixed arg3){
    //This function will hopefully get overridden where appropriate.
    write(capitalize(this_object()->GetShort())+" isn't buying anything from you.");
    return 1;
}

int GetMass(){
    return body_mass::GetBodyMass();
}

int GetSize(){
    int size = RACES_D->GetRaceSize(GetRace());
    if(Size) return Size;
    return size;
}

int GetRespiration(){
    int resp = RACES_D->GetRaceRespirationType(GetRace());
    if(Respiration) return Respiration;
    return resp;
}

int GetBodyType(){
    int body_type = RACES_D->GetRaceBodyType(GetRace());
    if(BodyType) return BodyType;
    return body_type;
}

int SetMass(int i){
    return body_mass::SetBodyMass(i);
}

int SetSize(int i){
    return Size = i;
}

int SetRespiration(int i){
    return Respiration = i;
}

int SetBodyType(int i){
    return BodyType = i;
}


int GetEncumbrance(){
    int encumbrance = 0;
    object *stuff = filter(all_inventory(this_object()), (: !($1->GetWorn()) :) );

    if(!(ENABLE_ENCUMBRANCE) || inherits(LIB_NPC,this_object()) ) return encumbrance;
    if(sizeof(stuff)) foreach(object item in stuff) 
        encumbrance += (item->GetMass())/2;
    if(sizeof(stuff)) encumbrance += sizeof(stuff);
    return encumbrance;
}

string SetBodyComposition(string str){
    if(!str) return "";
    else BodyComposition = str;
    return BodyComposition;
}

string GetBodyComposition(){
    return BodyComposition;
}

int GetPacifist(){
    return Pacifist;
}

int SetPacifist(int i){
    if(!i) Pacifist = 0;
    else Pacifist = 1;
    return Pacifist;
}

int SetCanBite(int i){
    if(i) Biter = "yes";
    else Biter = "no";
    return i;
}

int GetCanBite(){
    if(sizeof(Biter)){
        if(Biter == "yes") return 1;
        else return 0;
    }
    else return RACES_D->GetBitingRace(this_object()->GetRace());
}

string *AddExtraChannels(string *chans){
    foreach(string chan in chans){
        if(member_array(chan,this_player()->GetChannels()) == -1){
            ExtraChannels += ({ chan });
        }
    }
    return ExtraChannels;
}

string *RemoveExtraChannels(string *chans){
    foreach(string chan in chans){
        if(member_array(chan,this_player()->GetChannels()) != -1){
            ExtraChannels -= ({ chan });
        }
    }
    return ExtraChannels;
}

string *GetExtraChannels(){
    return ExtraChannels;
}

string *SetExtraChannels(string *chans){
    ExtraChannels = chans;
    return ExtraChannels;
}

mixed direct_turn_liv() {
    if( GetUndead() ) {
        return 1;
    }
    else {
        return "You cannot turn the living!";
    }
}

static void heart_beat() {
    object env = environment();
    int i;

    undead::heart_beat();
    if( i = sizeof(Protection) ) {
        while(i--)
            if( Protection[i]->time && (--Protection[i]->time < 1) )
                RemoveMagicProtection(i);
    }
    if( env && (i = env->GetPoisonGas()) > 0 ) {
        if( GetResistance(GAS) != "immune" ) {
            eventPrint("You choke on the poisonous gases.");
            eventReceiveDamage("Poison gas", GAS, i);
        }
    }
    eventCheckHealing();
    if(!stringp(hobbled(this_player()))) {
        this_object()->eventCollapse();
    }
    if(this_object()->GetPosition() == POSITION_FLYING && !this_object()->CanFly()){
        eventFall();
    }
}

void eventReconnect() {
    LastHeal = time();
}

void ParseHook(string str){
    parse_sentence(str);
}


/************      /lib/body.c Modal Methods Section      ************/

mixed CanRemoveItem(object ob) { return 1; }

/************      /lib/body.c Events Section      ************/

private void checkCollapse() {
    float h = percent(GetHealthPoints(), GetMaxHealthPoints());

    if( h < COLLAPSE_AT ) {
        SetParalyzed(3, (: checkCollapse :));
        return;
    }
    eventPrint("You feel some strength returning.");
}

int eventCollapse() {
    int position = GetPosition();

    if(!this_object() || !environment()) return 0;

    foreach(object ob in all_inventory(environment())){
        if(inherits(LIB_CHAIR,ob) || inherits(LIB_BED,ob) ){
            ob->eventReleaseStand(this_object());
        }
    }

    SetParalyzed(3, (: checkCollapse :));
    if( position == POSITION_LYING ) {
        return 1;
    }
    send_messages("collapse", "$agent_name $agent_verb to the ground.",
      this_object(), 0, environment());
    SetPosition(POSITION_LYING);
    return 1;
}

void eventCheckHealing() {
    int x, y;
    object dude;
    dude = this_object();

    //This resets the parser counter.
    this_object()->DoneTrying();

    if(HealthPoints < 1) {
        this_object()->eventDie(previous_object());
        return;
    }

    x = GetHeartRate() * 10;

    if(dude->GetSleeping() > 0 && dude->GetPosition() != POSITION_LYING
      && dude->GetPosition() != POSITION_SITTING){
        dude->eventCollapse();
    }

    if(dude->GetInCombat()){
        if(dude->GetInvis()) dude->SetInvis(0);
        if(!interactive(dude) && !RACES_D->GetLimblessRace(dude->GetRace())) {
            dude->SetAutoStand(1);
        }
    }

    if(!inherits(LIB_VEHICLE,this_object())){
        if( (y = time() - LastHeal)  >= x ) {
            LastHeal = time();
            do {
                eventCompleteHeal(GetHealRate());
            } while( (y = y - x) >= x );
            if( Alcohol > 0 ) {
                Alcohol--;
                if( !Alcohol ) {
                    message("my_action", "You are left with a pounding headache.",
                      this_object());
                    AddHealthPoints(-(random(3) + 1));
                }
                else if( !GetSleeping() && random(100) < 8 ) {
                    string verb, adv;

                    switch(random(5)) {
                    case 0: verb = "burp"; adv = "rudely"; break;
                    case 1: verb = "look"; adv = "ill"; break;
                    case 2: verb = "hiccup"; adv = "loudly"; break;
                    case 3: verb = "stumble"; adv = "clumsily"; break;
                    case 4: verb = "appear"; adv = "drunk"; break;
                    }
                    message("my_action", "You " + verb + " " + adv + ".",
                      this_object());
                    message("other_action", GetName() + " " + pluralize(verb) + " " +
                      adv + ".", environment(), ({ this_object() }));
                }
            }
            if( Sleeping > 0 ) {
                Sleeping--;
                if( !Sleeping || dude->GetInCombat() ) {
                    Sleeping = 0;
                    message("my_action", "You wake up!", this_object());
                    message("other_action", GetName() + " wakes up from " +
                      possessive(this_object()) + " deep sleep.",
                      environment(this_object()), ({ this_object() }));
                }
                else if( random(100) < 8 ) {
                    message("my_action", "You snore.", this_object());
                    message("other_action", (string)this_player()->GetName() +
                      " snores loudly.", environment(this_object()),
                      ({ this_object() }));
                }
            }
            if( Caffeine > 0 ) Caffeine--;
            if( Food > 0 ) Food--;
            if( Drink > 0 ) Drink--;
        }
    }
}

void eventCompleteHeal(int x) {
    eventHealDamage(x, 1, GetLimbs());
    AddMagicPoints(x + 1);
    AddStaminaPoints(x);
}

mixed eventFall() {
    object env = environment();
    object *riders;
    string dest;

    if( !env ) {
        return 0;
    }
    if( GetPosition() == POSITION_LYING ) {
        return 0;
    }
    if( env->GetMedium() == MEDIUM_AIR ) {
        return position::eventFall();
    }
    dest = env->GetGround();
#if 0
    if( !dest ) {
        send_messages(({ "fall", "die" }), "$agent_name $agent_verb into a "
          "dark abyss and $agent_verb.", this_object(), 0, env);
        this_object()->eventCollapse();
        eventDie("Deceleration sickness");
    }
#endif
    if(!dest){
        int p;
        int was_undead = GetUndead();

        send_messages("fall", "$agent_name $agent_verb through the sky "
          "towards the world below.", this_object(), 0, env);
        eventMove(dest);
        environment()->eventPrint(GetName() + " comes falling in from above.",
          this_object());
        this_object()->eventCollapse();
        foreach(string limb in GetLimbs()) {
            int hp = GetHealthPoints(limb);

            p = random(hp);
            eventReceiveDamage("Deceleration sickness", BLUNT, p, 0, ({ limb }));
            if( Dying || (was_undead != GetUndead()) ) {
                break;
            }
        }
        riders = get_livings(this_object());
        if(sizeof(riders)){
            foreach(object passenger in riders){
                passenger->eventReceiveDamage("Deceleration sickness", BLUNT, p, 0,
                  ({ passenger->GetTorso() }));
            } 
        }
    }
}

/* varargs int eventHealDamage(int x, int internal, mixed limbs)
 * int x - amount of damage being healed, negatives illegal (required)
 * int internal - internal damage flag (optional)
 * mixed limbs - limb or limbs affected by the heal event (optional)
 *
 * defaults
 * internal defaults to 0
 * limbs defaults to 0
 *
 * description
 * this event is triggered whenever something performs a healing action
 * on the body
 *
 * if the internal flag is set then overall health is healed.
 * if limbs are specified then the specified limbs are healed. * if the internal flag is NOT set and NO limbs are specified (default)
 *   then both overall health as well as the health of all limbs are healed.
 *
 * returns the actual amount of healing done or -1 if an error occurs
 */
varargs int eventHealDamage(int x, int internal, mixed limbs) {
    if(!limbs && !internal) {
        limbs = GetLimbs(); internal = 1;
    }
    else if(stringp(limbs)) {
        limbs = ({ limbs });
    }
    if(!limbs) {
        limbs = ({});
    }
    if( !arrayp(limbs)) {
        error("Bad argument 3 to eventHealDamage().\n");
    }
    if(internal) {
        AddHealthPoints(x);
    }
    map(limbs, (: AddHealthPoints($(x), $1) :));
    return x;
}

/* varargs int eventReceiveDamage(mixed agent, int type, int x,
 *     int internal, mixed limbs)
 * object agent - the thing responsible for this damage (required)
 * int type - the damage type(s) being done (required)
 * int x - the amount of damage being done, negatives illegal (required)
 * int internal - flag for internal or external damage (optional)
 * mixed limbs - limbs to which damage has been done (optional)
 *
 * defaults
 * internal defaults to 0
 * limbs defaults to 0
 *
 * description
 * handles sorting out damage events which happen to the body
 * It assumes some agent is acting as the cause of this event, an
 * agent being some sort of being as the cause of the event
 * the previous_object() is considered to be doing the actual damage
 * what does the damage is different than the agent in the sense
 * that a knife does damage and a living thing is the agent
 * can't get into more detail without getting philosophical, which is
 * beyond the scope of a comment
 * "x" amount of damage gets attempted, modified by varying things like
 * armor and natural resistence to this type of damage
 * the internal flag with no limbs specified means that the damage
 * is taken solely to the overall health
 * if the internal flag is set with limbs, the damage is both internal and
 * done to named limbs
 * if no internal flag is set and no limbs are specified, damage is done to
 * all limbs
 * if no internal flag is set and limbs are specified, then damage is done
 * only to the specified limbs
 * NOTE: internal damage is not modified by armor worn
 *
 * returns the average actual amount of damage done
 */

varargs int eventReceiveDamage(mixed agent, int type, int x, int internal,
  mixed limbs) {
    string tmp = GetResistance(type);
    string agentname;
    int fp;

    if(agent && stringp(agent)){
        agentname = agent;
        agent = 0;
    }

    if( tmp == "immune") {
        return 0;
    }
    switch(tmp) {
    case "low": x = (3*x)/4; break;
    case "medium": x /= 2; break;
    case "high": x /= 4; break;
    }
    if( fp = functionp(Protect) ) {
        if( !(fp & FP_OWNER_DESTED) ) {
            function f;

            f = Protect;
            Protect = 0;
            x -= evaluate(f, this_object(), agent, type, x, limbs);
        }
    }
    x = eventCheckProtection(agent, type, x);
    if( !limbs ) {
        if( internal ) {
            AddHealthPoints(-x, 0, (agent || agentname));
            return x;
        }
        else {
            limbs = GetLimbs();
        }
    }
    else if( stringp(limbs) ) {
        limbs = ({ limbs });
    }
    else if( !arrayp(limbs) ) {
        return -1;
    }
    if( internal ) {
        limbs = filter(limbs, (: !AddHealthPoints(-$(x), $1, $(agent)) :));
        map(limbs, (: (Limbs[$1] ? this_object()->RemoveLimb($1, $(agent)) : 0) :));
        AddHealthPoints(-x, 0, (agent || agentname));
        return x;
    }
    else {
        int i, y, maxi;

        y = 0;
        for(i=0, maxi = sizeof(limbs); i < maxi; i++) {
            object *obs;
            int j, z;

            z = x;
            if(!Limbs[limbs[i]]) {          /* no limb, no damage */
                y += z;
                continue;
            }
            if(!(j = sizeof(obs = GetWorn(limbs[i])))) { /* no armor */
                y += z;                     /* add to total damage */
                if( !AddHealthPoints(-z, limbs[i], (agent || agentname)) )
                    this_object()->RemoveLimb(limbs[i], (agent || agentname));
                continue;
            }
            while(j--) {
                z -= (int)obs[j]->eventReceiveDamage((agent || agentname),type, z, 0, limbs[i]);
                if(z < 1) break;
            }
            if(z < 1) continue;
            else {
                y += z;
                if(!AddHealthPoints(-z, limbs[i], agent))
                    this_object()->RemoveLimb(limbs[i], (agent || agentname));
            }
        }
        y = y / (maxi ? maxi : 1);
        if( y ) {
            AddHealthPoints(-y, 0, (agent || agentname));
            AddStaminaPoints(-y/2);
        }
        return y;
    }
    AddHealthPoints(-x, 0, agent);
    AddStaminaPoints(-x/2);
    if(HealthPoints < 1) eventDie((agent || agentname));
    return x;
}

/*  int eventCheckProtection(object agent, int type, int damage)
 *
 *  agent  : object doing the damage
 *  type   : damage type(s)
 *  damage : original amount damage being done
 *
 *  This function cycles through any magic protection found, reducing
 *  damage accordingly.
 *
 *  returns modified damage
 */
int eventCheckProtection(object agent, int type, int damage) {
    int i, y;
    if( !i = sizeof(Protection) ) return damage;
    while(i--) {
        int x;

        if( (type & Protection[i]->bits) != type ) continue;
        if( Protection[i]->absorb ) {
            if( (x = (Protection[i]->absorb - damage)) < 1 ) {
                x = Protection[i]->absorb;
                RemoveMagicProtection(i);
                damage -= x;
                if( damage < 1 ) return 0;
                continue;
            }
            Protection[i]->absorb -= damage;
        }
        else if( Protection[i]->protect )
            x = (random(Protection[i]->protect / 2) +
              (Protection[i]->protect / 2));
        else {
            RemoveMagicProtection(i);
            continue;
        }
        if( y = functionp(Protection[i]->hit) ) {
            if( y == FP_OWNER_DESTED ) {
                RemoveMagicProtection(i);
                continue;
            }
            else x = (int)evaluate(Protection[i]->hit, this_object(),
                  agent, x, Protection[i]);
        }
        damage -= x;
        if( damage < 1 ) return 0;
    }
    return damage;
}

mixed eventReceiveThrow(object who, object what) {
    int x;

    if( what->GetClass() > 1 ) {
        int mod = who->GetSkillLevel("projectile attack") +
        who->GetStatLevel("strength");

        x = what->eventStrike(this_object()) * 3;
        x = (x*mod)/100;
        if( what->GetWeaponType() != "projectile" ) {
            x = x/4;
        }
        x = eventReceiveDamage(who, what->GetDamageType(), x, 0, 
          GetRandomLimb("torso"));
        if( x > 0 ) {
            who->AddSkillPoints("projectile attack", x);
        }
    }
    else {
        x = 0;
    }
    if( x < 1 ) {
        environment()->eventPrint(GetName() + " catches " +
          possessive_noun(who->GetName()) + " " +
          what->GetKeyName() + ".",
          ({ this_object(), who }));
        eventPrint("You catch " + possessive_noun(who->GetName()) + " " +
          what->GetKeyName() + ".");
        who->eventPrint(GetName() + " catches your " + what->GetKeyName()
          + ".");
    }
    else {
        environment()->eventPrint(GetName() + " takes damage from " +
          possessive_noun(who->GetName()) + " " +
          what->GetKeyName() + ".",
          ({ this_object(), who }));
        eventPrint("You take damage from " + possessive_noun(who->GetName()) +
          " " + what->GetKeyName() + ".");
        who->eventPrint(GetName() + " takes damage from your " +
          what->GetKeyName() + ".");
    }
    what->eventMove(this_object());
    return 1;
}

/* varargs int eventDie(mixed agent)
 * mixed agent - the agent responsible for the death (optional)
 *
 * description
 * Kills the owner of this body if not already dying
 *
 * returns true if the thing is dying
 */
varargs int eventDie(mixed agent) {
    int x;
    string killer, death_annc;
    object crime_scene;

    if(DeathEvents) return 1;
    DeathEvents = 1;

    if(agent && stringp(agent)) killer = agent;
    else {
        if(!agent) killer = "UNKNOWN";
        else killer = agent->GetName();
    }

    if(RACES_D->GetNonMeatRace(GetRace()))
        death_annc = killer + " has destroyed "+ this_object()->GetName()+".";
    else death_annc = killer + " has slain "+ this_object()->GetName()+".";

    CHAT_D->eventSendChannel("SYSTEM","death",death_annc,0);

    if( Sleeping > 0 ) Sleeping = 0;

    if( agent && objectp(agent) ) {
        if( x ) agent->eventDestroyEnemy(this_object());
        else agent->eventKillEnemy(this_object());
    }
    crime_scene = environment();
    if( crime_scene ) {
        object *obs;
        string *currs;
        object ob;
        string curr;
        int i;
        object *riders = GetRiders();

        //I'd like to move the living body out first, but for now this
        //misfeature stays.

        if(riders && sizeof(riders)){
            foreach(object rider in riders) eventBuck(rider);
        }
        if(GetRace() == "android" || GetRace() == "bot" ||
          inherits(LIB_VEHICLE,this_object())) ob = new(LIB_BOT_CORPSE);
        else if(member_array(GetRace(), RACES_D->GetNonMeatRaces()) != -1) {
            ob = crime_scene;
            if(GetBodyComposition()){
                ob = new(LIB_CLAY);
                ob->SetComposition(GetBodyComposition());
            }
        }
        else {
            ob = new(LIB_CORPSE);
            ob->SetCorpse(this_object());
        }
        if(ob != crime_scene) ob->eventMove(crime_scene);
        obs = filter(all_inventory(), (: !((int)$1->GetRetainOnDeath()) :));
        i = sizeof(obs);
        obs->eventMove(ob);
        currs = (string *)this_object()->GetCurrencies() || ({});
        foreach(curr in currs) {
            object pile;
            int amt;

            if( amt = (int)this_object()->GetCurrency(curr) ) {
                pile = new(LIB_PILE);
                pile->SetPile(curr, amt);
                pile->eventMove(ob);
                this_object()->AddCurrency(curr, -amt);
            }
        }
    }

    SetUndead(!(x = GetUndead()));

    evaluate( function() { Dying = 0; });
      flush_messages();
      return 1;
  }

  /* int eventRemoveItem(object ob)
   * object ob - the item being removed
   *
   * Removes a worn or wielded item from the list
   *
   * returns 1 on success, 0 on failure
   */
    int eventRemoveItem(object ob) {
        string limb;

        foreach(limb in keys(WornItems)) {
            if( !WornItems[limb] ) continue;
            if( member_array(ob, WornItems[limb]) != -1) {
                WornItems[limb] -= ({ ob });
            }
        }
        return 1;
    }

    /* int eventWear(object ob, mixed limbs)
     * object ob - the item being worn (wielded)
     * mixed limbs - string or array of limbs on which it is being worn
     *
     * description
     * marks the limbs "limbs" as being protected by the armor "ob"
     *
     * returns 1 if successful, 0 if failure
     */
    int eventWear(object ob, mixed limbs) {
        string limb,s1;
        string *target_limb;
        target_limb = ({});

        if( stringp(limbs) ) {
            limbs = ({ limbs });
        }
        if( CanWear(ob, limbs) != 1 ) {
            return 0;
        }
        if(!inherits(LIB_WEAPON, ob)){
            foreach(limb in limbs) {
                if(sscanf(limb,"%s foot",s1) || sscanf(limb,"%s hand",s1) ){
                    if(!sizeof(GetWorn(limb))) target_limb = ({ limb });
                }
            }
        }
        if(sizeof(target_limb)) limbs = target_limb;
        foreach(limb in limbs) {
            if( !WornItems[limb] ) WornItems[limb] = ({ ob });
            else WornItems[limb] += ({ ob });
        }
        return 1;
    }

    string *GetEquippedLimbs(){
        string *equipped_limbs = ({});
        object *wornstuff = filter(all_inventory(this_object()), (: $1->GetWorn() :) );

        foreach(object item in wornstuff){
            equipped_limbs += item->GetWorn();
        }
        return equipped_limbs;
    }
    /************     /lib/body.c Data manipulation functions      *************/
    void NewBody(string race) {
        if(!race)
            Limbs = ([ (Torso = "ooze") : ([ "parent" : 0, "children" : ({}),
                "health" : 50, "class" : 1, "armors" : 0 ]) ]);
        else Limbs = ([]);
        MissingLimbs = ([]);
        Fingers = ([]);
    }

    /* int CanWear(object armor, string *limbs)
     * object armor - the piece of armor being checked
     * string *limbs - the limbs on which the armor wants to be worn
     *    a nested array indicates that just one of the included limbs
     *    must be satisfied
     *
     * description
     * checks to see if a particular armor can be worn
     *
     * returns 1 if the armor can be worn on those limbs
     * returns 0 if the armor cannot be worn there for any reason
     *
     */
    mixed CanWear(object ob, string *limbs) {
        string limb, verb_pr, verb_pt, short;
        int type, bad_types, i, maxi;

        if( !ob ) return 0;
        short = (string)ob->GetShort();
        if( !(type = (int)ob->GetArmorType()) )
            return capitalize(short) + " cannot be worn!";
        if( type & A_WEAPON ) {
            verb_pr = "wield";
            verb_pt = "wielded";
        }
        else {
            verb_pr = "wear";
            verb_pt = "worn";
        }
        if( !limbs || !(maxi = sizeof(limbs)) )
            return "Where should " + short + " be "+ verb_pt + "?";
        if( (string *)ob->GetWorn() )
            return "It is already being " + verb_pt + ".";

        // Verify that the the item can be worn on each limb specified by limbs.
        i = 0;
        foreach(limb in limbs) {

            // Nested arrays indicate that only one of the elements in the nested
            // array must be satisfied. Check for one valid limb, and replace the
            // nested array with the valid limb, if found.
            if( arrayp(limb) ) {
                string limb2;
                string validLimb = 0;
                int leastRings = -1;

                if(!sizeof(limb)) error("Bad limb specification to CanWear().\n");
                // Iterate through the nested array.
                foreach(limb2 in limb) {
                    string* wornItems;

                    // The limb will be valid if:
                    // o The body has the named limb capable of wearing the armor type.
                    // o There are no armors of the same type on that limb, except
                    //   for rings, which can have up to GetFingers() of that type worn.
                    if(!Limbs[limb2] || !(Limbs[limb2]["armors"] & type)) continue;
                    wornItems = WornItems[limb2];

                    // If the item is a ring, attempt to distribute the rings evenly
                    // across the available hands.
                    if(type == A_RING) {
                        int currentRings;

                        if(!sizeof(wornItems)) currentRings = 0;
                        else currentRings = sizeof(filter(wornItems,
                                (:(int)$1->GetArmorType() == A_RING:)));
                        if(currentRings >= leastRings && leastRings != -1) continue;
                        leastRings = currentRings;
                        if(currentRings >= GetFingers(limb2)) continue;
                    }
                    else if(wornItems) {
                        object wornItem;
                        int tmpType = 0;

                        foreach(wornItem in wornItems)
                        if(wornItem) tmpType |= (int)wornItem->GetArmorType();
                        if(tmpType & type) continue;
                    }
                    validLimb = limb2;
                }
                if(validLimb) limbs[i] = validLimb;
                else return "You cannot " + verb_pr + " that.";
            }
            else {
                if(!GetLimb(limb)) {
                    return "Try a different body part.";
                }
                globalint1 = Limbs[limb]["armors"];
                if( !Limbs[limb] ) return "You have no " + limb + ".";
                if( !(globalint1 & type) ) {
                    if( type & A_WEAPON )
                        return "You cannot wield with " + limb + ".";
                    else return "You cannot wear " + short + " on your " + limb + ".";
                }
            }
            i++;
        }
        switch(type) {
        case A_RING:
            if(maxi != 1)
                return "You can only wear " + short + " on one limb.";
            if( !WornItems[limbs[0]] ) return 1; /* nothing there, ring ok */
            /* count # worn rings */
            i = sizeof(filter(WornItems[limbs[0]],
                (: (int)$1->GetArmorType() == A_RING :)));
            if(i >= GetFingers(limbs[0]))
                return "You are already wearing too many rings there.";
            else return 1; /* ok */
        case A_GLOVE:
            if(maxi != 1)
                if( GetFingers(limbs[0]) > (int)ob->GetFingers() ) {
                    return capitalize(short) + " does not seem to fit well on "
                    "your " + limbs[0] + ".";
                }
            bad_types = A_GLOVE | A_LONG_GLOVE | A_SOCK | A_LONG_SOCK; 
            break;
        case A_LONG_GLOVE:
            if(maxi != 2)
                return capitalize(short) + " should be worn on two limbs.";
            if( limbs[0] == Limbs[limbs[1]]["parent"] ) { /* which is hand? */
                /* more fingers than this armor can stand */
                if(GetFingers(limbs[1]) > (int)ob->GetFingers())
                    return capitalize(short) + " does not seem to fit well on "
                    "your " + limbs[1] + ".";
            }
            else if(limbs[1] == Limbs[limbs[0]]["parent"]) {
                /* ok, first limb is hand, check it */
                if(GetFingers(limbs[0]) > (int)ob->GetFingers())
                    return capitalize(short) + " does not seem to fit well on "
                    "your " + limbs[1] + ".";
            }
            else return "Your " + limbs[0] + " is not connected to your " +
                limbs[1] + ".";
            bad_types = A_GLOVE | A_LONG_GLOVE; 
            break;
        case A_BOOT: case A_SOCK:
            if(maxi != 1)
                capitalize(short) + " may only be worn on one limb.";
            if(type == A_SOCK) bad_types = A_SOCK | A_LONG_SOCK;
            else bad_types = A_BOOT | A_LONG_BOOT;
            break;
        case A_LONG_BOOT: case A_LONG_SOCK:
            if(maxi != 2)
                return capitalize(short) + " must be worn only on two limbs.";
            if(limbs[0] != Limbs[limbs[1]]["parent"] &&
              limbs[1] != Limbs[limbs[0]]["parent"])
                return "Your " + limbs[0] + " is not connected to your " +
                limbs[1] + ".";
            if(type == A_LONG_SOCK) bad_types = A_LONG_SOCK | A_SOCK;
            else bad_types = A_BOOT | A_LONG_BOOT;
            break;
        case A_HELMET: case A_VEST: case A_AMULET: case A_VISOR: case A_BELT: case A_COLLAR:
            if(maxi != 1)
                return capitalize(short) + " may only be worn on one limb.";
            bad_types = type;
            break;
        case A_PANTS: case A_SHIRT:
            bad_types = type;
            break;
        case A_CLOAK:
            bad_types = type;
            break;
        case A_SHIELD:
            bad_types = A_SHIELD | A_WEAPON;
            break;
#if 0
            foreach(limb in limbs) {
                object worn_item;
                int tmp = 0;

                if( !WornItems[limb] ) continue; /* no armors, no prob */
                if( !Limbs[limb]["parent"] ) continue; /* torso ok for 2 */
                foreach(worn_item in WornItems[limb])  {
                    if( !worn_item ) continue;
                    tmp |= (int)worn_item->GetArmorType();
                }
                /* not gonna allow 2 shields or a shield and weapon here */
                if( tmp & (A_SHIELD | A_WEAPON) )
                    return "You cannot wear " + short + " there right now.";
            }
            return 1; /* ok */
#endif
        case A_WEAPON:
            foreach(limb in limbs) {
                object worn_item;
                int tmp = 0;

                if( !WornItems[limb] ) continue; /* nothing there, ok */
                foreach(worn_item in WornItems[limb]) {
                    if( !worn_item ) continue;
                    tmp += (int)worn_item->GetArmorType();
                }
                /* again, not allowing 2 weapons or a shield and weapon */
                if(tmp & (A_SHIELD | A_WEAPON))
                    return "You cannot wield " + short + " there right now.";
            }
            return 1; /* ok */
        case A_ARMOR: case A_BODY_ARMOR:
            bad_types = A_ARMOR | A_BODY_ARMOR;
            break;
        case A_COLLAR:
            bad_types = A_COLLAR | A_AMULET;
            break;
        case A_CUSTOM: 
            bad_types = A_CUSTOM;
            break;

        default: return 0; /* not any illegal stuff */
        }
        foreach(limb in limbs) {
            object worn_item;
            int tmp = 0;
            if( !WornItems[limb] ) continue; /* no preventing types */
            foreach( worn_item in WornItems[limb] ) {
                if( !worn_item ) continue;
                tmp |= (int)worn_item->GetArmorType();
            }
            if(tmp & bad_types){
                return "You cannot " + verb_pr + " " + short + " there right now.";
            }
        }
        return 1; /* ok */
    }

    mixed CanManipulate(){
        string *prehensile_limbs = this_object()->GetWieldingLimbs();
        if(!sizeof(prehensile_limbs)){
            say(this_object()->GetName()+" looks helpless without prehensile appendages.");
            return "You lack prehensile limbs with which to do that.";
        }
        return 1;
    }

    int CanFly(){
        string clipped = identify(this_player()->GetMissingLimbs());

        if(creatorp(this_player())) return 1;

        if(!RACES_D->CanFly(this_player()->GetRace())) {
            return 0;
        }

        if(!clipped || !sizeof(clipped)) return 1;
        if(!grepp(lower_case(clipped),"wing")) return 1;
        return 0;
    }


    /* int AddLimb(string limb, string parent, int classes, int *armors)
     * string limb - the limb being added (required)
     * string parent - the limb to which this one is being attached (required)
     * int classes - rating of the limb's strength (optional)
     * int *armors - the types of armors which can be worn here (optional)
     *
     * defaults
     * classes defaults to 1
     * armors defaults to ({})
     *
     * description
     * adds the named limb to the body, attached at the named point
     * the limb classes starts at 1 for a torso (strongest)
     * to whatever the documentation rates as the weakest
     *
     * returns 1 on success, 0 on failure
     */
    varargs int AddLimb(string limb, string parent, int classes, int *armors) {
        int arm = 0;

        if(!limb || Limbs[limb] || (parent && !Limbs[parent])) return 0;
        if(armors) {
            int i;

            i = sizeof(armors);
            while(i--) arm |= armors[i];
        }
        if(MissingLimbs[limb]) map_delete(MissingLimbs, limb);
        if( parent ) Limbs[parent]["children"] += ({ limb });
        else Torso = limb;
        if( !classes ) classes = 5;
        Limbs[limb] = ([ "parent" : parent, "children" : ({}), "class" : classes,
          "armors" : arm ]);
        Limbs[limb]["health"] = GetMaxHealthPoints(limb);
        return 1;
    }

    int HealLimb(string limb){
        Limbs[limb]["health"] = GetMaxHealthPoints(limb);
        return Limbs[limb]["health"];
    }

    // Restore Limb has been bugfixed and modified to 
    // handle missing parents and missing children. To restore
    // a limb, RestoreLimb("right arm") will restore the arm only.
    // To restore the arm plus its children (in this case, a
    // hand) use RestoreLimb("right arm",1) and this will enable
    // the recursive restore of the limb. Trying to restore 
    // a limb will fail if the parent is missing.

    varargs int RestoreLimb(string limb, int recurse) {
        if( !MissingLimbs[limb] ) return 0;
        if(!sizeof(Limbs[MissingLimbs[limb]["parent"]])) return 0;  
        Limbs[limb] = MissingLimbs[limb];
        map_delete(MissingLimbs, limb);
        Limbs[limb]["health"] = GetMaxHealthPoints(limb);

        // This ensures that the parent of the current limb has this
        // limb added to its children array.
        if(member_array(limb,Limbs[Limbs[limb]["parent"]]["children"]) == -1){
            Limbs[Limbs[limb]["parent"]]["children"] += ({ limb });
        }

        if(recurse && sizeof(MissingLimbs)){
            string *kinder = ({});
            foreach(string key, mixed val in MissingLimbs){
                if(MissingLimbs[key]["parent"] == limb) kinder += ({ key });
            }
            if(sizeof(kinder)){
                foreach(string element in kinder) this_object()->RestoreLimb(element, 1);
            }
        }

        return 1;
    }

    /* int DestLimb(string limb)
     * string limb - the limb being removed
     *
     * description
     * removes a limb from the limbs mapping.  The limb isn't marked as mising,
     * and the monster doesn't die even if you remove a fatal limb.  Useful for
     * removing limbs from standard race types.  Removing the torso isn't allowed.
     *
     * returns -1 on error, 0 on failure, 1 on success
     */
    int DestLimb(string limb) {
        string *kiddies;
        int i;

        if(!limb || !Limbs[limb]) return -1;
        if(!Limbs[limb]["parent"]) {
            return -1;
        }
        Limbs[Limbs[limb]["parent"]]["children"] -= ({ limb });
        if( (i = sizeof(kiddies = Limbs[limb]["children"])) )
            while(i--) DestLimb(kiddies[i]);
        map_delete(Limbs, limb);
        return 1;
    }

    /* int this_object()->RemoveLimb(string limb, object agent)
     * string limb - the limb being removed
     * object agent - the agent who is responsible for the limb removal
     *
     * description
     * removes a limb from the limbs mapping and stores vital data in the
     * missing limbs mapping
     *
     * returns -1 on error, 0 on failure, 1 on success
     */
    int RemoveLimb(string limb, mixed agent) {
        string *kiddies;
        string limbname,adjname,templimbname, agentname;
        int i;

        if(agent && stringp(agent)){
            agentname = agent;
            agent = 0;
        }

        if(limb == "torso" || limb == "neck") return 0;

        if( sscanf(limb, "%s %s", adjname, templimbname) == 2 ) limbname=templimbname;
        else limbname=limb;

        if(!limb || !Limbs[limb]) return -1;
        if(!Limbs[limb]["parent"] || Limbs[limb]["class"] == 1) {
            object objict;
            message("environment", possessive_noun(GetName()) + " " + limb +
              " is severed!", environment(), ({ this_object() }));
            message("environment", "Your "+ limb + " is severed!", this_object());


            if(GetRace() == "golem") {
                objict = new(LIB_CLAY);
                if(GetBodyComposition()) objict->SetComposition(GetBodyComposition());
            }
            else {
                if(GetRace() == "android" || GetRace() == "bot" ||
                  inherits(LIB_VEHICLE,this_object())) objict = new(LIB_BOT_LIMB);
                else objict = new(LIB_LIMB);
                objict->SetLimb(limb, GetCapName(), GetRace());
                objict->SetId( ({ limb, limbname, "limb" }));
            }
            objict->eventMove(environment());
            i = sizeof(WornItems[limb]);
            while(i--) {
                WornItems[limb][i]->SetWorn(0);
                WornItems[limb][i]->eventMove(objict);
            }
            while( i = sizeof(WornItems[limb]) )
                eventRemoveItem(WornItems[limb][i]);

            HealthPoints = 0;
            if( !Dying ) {
                Dying = 1;
                Agent = agent;
                eventDie((Agent ? Agent : agentname));
            }
            return 0;
        }
        MissingLimbs[limb] = copy(Limbs[limb]);
        Limbs[Limbs[limb]["parent"]]["children"] -= ({ limb });
        if( (i = sizeof(kiddies = Limbs[limb]["children"])) )
            while(i--) this_object()->RemoveLimb(kiddies[i], agent);
        map_delete(Limbs, limb);
        if( environment() ) {
            object ob;

            message("environment", possessive_noun(GetName()) + " " + limb +
              " is severed!", environment(), ({ this_object() }));
            message("environment", "Your "+ limb + " is severed!", this_object());
            if(GetRace() == "golem") {
                ob = new(LIB_CLAY);
                if(GetBodyComposition()) ob->SetComposition(GetBodyComposition());
            }
            else {
                if(GetRace() == "android" || GetRace() == "bot" ||
                  inherits(LIB_VEHICLE,this_object())) ob = new(LIB_BOT_LIMB);
                else ob = new(LIB_LIMB);
                ob->SetLimb(limb, GetCapName(), GetRace());
                ob->SetId( ({ limb, limbname, "limb" }));
            }
            ob->eventMove(environment());
            i = sizeof(WornItems[limb]);
            while(i--) {
                int number_of_slots = sizeof(WornItems[limb][i]->GetWorn());
                WornItems[limb][i]->SetWorn(0);
                if(number_of_slots == 1) WornItems[limb][i]->eventMove(ob);
                else WornItems[limb][i]->eventMove(this_object());
            }
            while( i = sizeof(WornItems[limb]) )
                eventRemoveItem(WornItems[limb][i]);
        }

        return 1;
    }

    mapping GetLimb(string limb) {
        if(!limb || !Limbs[limb]) return 0;
        else return copy(Limbs[limb]);
    }

    /* string GetRandomLimb(string targ)
     * string targ - the targetted limb
     *
     * description
     * returns a random limb weighted towards the targetted limb
     */

    string GetRandomLimb(string targ) {
        string array limbs;

        if( !targ ) {
            targ = GetTorso();
        }
        if( member_array(targ, (limbs=keys(Limbs))) == -1) {
            targ= GetTorso(); /* no target or illegal target, weight torso */
        }
        targ = (limbs + (targ ? ({ targ, targ }) : ({})))[random(sizeof(limbs)+2)];
        return targ;
    }

    string GetTorso() {
        string *limbs;
        int i;

        i = sizeof(limbs = keys(Limbs));
        while(i--) {
            if(!Limbs[limbs[i]]["parent"]) {
                return limbs[i];
            }
        }
        return 0;
    }

    string array GetLimbs() {
        return (Limbs ? keys(Limbs) : 0);
    }

    int GetLimbClass(string limb) { return Limbs[limb]["class"]; }

    string GetLimbParent(string limb) { return Limbs[limb]["parent"]; }


    //The following function courtesy of Garfield @ M*U*D
    string GetMissingLimbParent(string limb) { return MissingLimbs[limb]["parent"]; } 

    //The following function courtesy of Garfield @ M*U*D
    string *GetMissingLimbParents(string limb) {
        string *limbs;

        limbs = ({ limb });

        while(memberp(keys(MissingLimbs),GetMissingLimbParent(limbs[0]))){
            limbs = ({ GetMissingLimbParent(limbs[0]) }) + limbs;
        }

        return limbs;
    } 

    string array GetLimbChildren(string limb) {
        return Limbs[limb]["children"] + ({});
    }

    mapping GetMissingLimb(string limb) {
        return (limb ? copy(MissingLimbs[limb]) : 0);
    }

    // This function courtesy of Garfield 
    // and Javelin at M*U*D
    int eventCompareLimbs(string limb1, string limb2){
        if (memberp(GetMissingLimbParents(limb1), limb2)){
            return 1;
        }
        if (memberp(GetMissingLimbParents(limb2), limb1)){
            return -1;
        }
        return strcmp(limb1, limb2);    } 

    // New comparison functionality courtesy of
    // Garfield and Javelin at M*U*D
    varargs string array GetMissingLimbs(int not_default) {
        if(not_default) {
            string *tmp_arr = ({});
            if(sizeof(keys(MissingLimbs))){ 
                tmp_arr = sort_array(keys(MissingLimbs), (: eventCompareLimbs :) );
            }
            return tmp_arr;
        }
        else return keys(MissingLimbs);
    }

    string GetLong(string nom) {
        string *limbs;
        string *exempt;
        string str;
        float h;

        str = "";
        exempt = ({"bot","android","tree","plant","vehicle","strider","mech"});

        if(!(this_object()->GetNoCondition())){
            if(member_array(this_object()->GetRace(),exempt) == -1 &&
              !this_object()->GetUndead() ) {
                str = "The "+this_object()->GetGender()+" ";
                str += this_object()->GetRace();
                h = percent(GetHealthPoints(), GetMaxHealthPoints());
                if( h < 10.0 ) str += " is mortally wounded.\n";
                else if( h < 20.0 ) str += " is near death.\n";
                else if( h < 30.0 ) str += " is severely injured.\n";
                else if( h < 40.0 ) str += " is badly injured.\n";
                else if( h < 50.0 ) str += " is hurt.\n";
                else if( h < 60.0 ) str += " is slightly injured.\n";
                else if( h < 70.0 ) str += " has some cuts and bruises.\n";
                else if( h < 80.0 ) str += " is in decent shape.\n";
                else if( h < 90.0 ) str += " is quite keen.\n";
                else str += " is in top condition.\n";
            }
        }
        if(this_object()->GetUndead()) {
            str = capitalize(nominative(this_object()))+" has been killed, and ";
            str +=  "is one of the Walking Undead.\n";
        }

        limbs = GetMissingLimbs();
        if(!(GetRace() == "android") && !(GetRace() == "bot") &&
          !inherits(LIB_VEHICLE,this_object())){ 

            if( sizeof(limbs) ) {
                int i, maxi;

                str += capitalize(nom) + " is missing " + add_article(limbs[0]); 
                for(i=1, maxi = sizeof(limbs); i<maxi; i++) {
                    if( i < maxi-1 ) str += ", " + add_article(limbs[i]);
                    else {
                        if( maxi > 2 ) str += ",";
                        str += " and " + add_article(limbs[i]);
                    }
                }
                str += ".\n";
            }
        }
        return str;
    }

    string array GetWieldingLimbs() {
        return filter(keys(Limbs), (: (Limbs[$1]["armors"] & A_WEAPON) :));
    }

    /* int AddFingers(string limb, int x)
     * string limb - the limb to which fingers will be added
     * int x - the number of fingers being added, can be negative
     *
     * description
     * adds the given number of fingers to the given limb
     *
     * returns the total number of fingers after addition
     */

    varargs int AddFingers(string limb, int x) {
        if((Fingers[limb] += x) < 1) Fingers[limb] = 1;
        return Fingers[limb];
    }

    int GetFingers(string limb) {
        return Fingers[limb];
    }

    varargs object *GetWorn(string limb) {
        if(!limb) {
            object *ret = ({});
            string *limbs;
            int i;

            i = sizeof(limbs = keys(Limbs));
            while(i--) if(WornItems[limbs[i]]) ret += ({ WornItems[limbs[i]] });
            return distinct_array(ret);
        }
        else if(!WornItems[limb]) return ({});
        else return (WornItems[limb] + ({}));
    }

    varargs mixed GetWielded(string limb) {
        if(!limb) {
            object *ret = ({});
            string *limbs;
            int i;

            i = sizeof(limbs = keys(Limbs));
            while(i--) {
                if(!WornItems[limbs[i]]) continue;
                else ret += filter(WornItems[limbs[i]],
                      (: (int)$1->GetArmorType() == A_WEAPON :));
            }
            return distinct_array(ret);
        }
        else if(!WornItems[limb]) return 0;
        else {
            object *ret;

            ret = filter(WornItems[limb], (: (int)$1->GetArmorType() == A_WEAPON :));
            if(sizeof(ret)) return ret[0];
            else return 0;
        }
    }

    /* varargs static int AddHealthPoints(int x, string limb, object agent)
     * int x - number of points being added, may be negative (required)
     * string limb - the limb to which health is being added (optional)
     * object agent - the living responsible for this damage
     *
     * defaults
     * limb defaults to 0
     *
     * description
     * if the value of limb is not zero, then "x" number of health points will
     * be added to limb "limb"
     * if he value is 0, then the overall health points will be modified
     *
     * returns the remaining number of health points for the limb in question
     * or for the overall health points
     */

    varargs static int AddHealthPoints(int x, string limb, mixed agent) {
        int y = 0;
        string agentname;

        if(agent && stringp(agent)){
            agentname = agent;
            agent = 0;
        }

        if( limb ) {
            if( !Limbs[limb] ) return -1;
            y = GetMaxHealthPoints(limb);
            if(y < 1) return y;
            if((Limbs[limb]["health"] += x) < 1) Limbs[limb]["health"] = 0;
            else if(Limbs[limb]["health"] > y)
                Limbs[limb]["health"] = y;
            return Limbs[limb]["health"];
        }
        else {
            if((HealthPoints += x) < 1) HealthPoints = 0;
            else if(HealthPoints > (y = GetMaxHealthPoints())) HealthPoints = y;
            if( HealthPoints < 1 ) {
                if( !Dying ) {
                    Dying = 1;
                    Agent = agent;
                    eventDie((Agent ? Agent : agentname));
                }
            }
            else {
                float h = percent(GetHealthPoints(), GetMaxHealthPoints());

                if( h < COLLAPSE_AT ) {
                    eventCollapse();
                }
            }
            return HealthPoints;
        }
    }

    varargs int GetHealthPoints(string limb) {
        if(limb) {
            if(!Limbs[limb]) return -1;
            else return Limbs[limb]["health"];
        }
        else return HealthPoints;
    }

    varargs int GetMaxHealthPoints(string limb) { return 0; }

    /* int AddMagicPoints(int x)
     * int x - the number of magic points being added, may be negative
     *
     * description
     * adds magic points to the body
     *
     * returns the remaining magic points
     */

    int AddMagicPoints(int x) {
        int y;

        if((MagicPoints += x) < 1) MagicPoints = 0;
        else if(MagicPoints > (y = GetMaxMagicPoints())) MagicPoints = y;
        return MagicPoints;
    }

    int GetMagicPoints() { return MagicPoints; }

    int GetMaxMagicPoints() { return 0; }

    /* int AddStaminaPoints(int x)
     * int x - number of stamina points being added
     *
     * description
     * adds "x" stamina points, can be negative
     *
     * returns the remaining number of stamina points
     */

    int AddLead(string ammo,int number){
        if( !intp(number) ) error("Bad argument 2 to AddLead().\n");
        if( !stringp(ammo) ) error("Bad argument 1 to AddLead().\n");
        if( ammo == "gunshot_wounds" ) gunshot_wounds += number;
        if( ammo == "rifleshot_wounds" ) rifleshot_wounds += number;
        if( rifleshot_wounds + gunshot_wounds < 0 ) {
            gunshot_wounds = 0;
            rifleshot_wounds = 0;
        }
        return 1;
    }

    int GetLead(string ammo){
        int number;
        number = 0;
        if(!ammo || !stringp(ammo)) number = gunshot_wounds + rifleshot_wounds;
        if(!ammo || !stringp(ammo)) return number;
        if(ammo == "gunshot_wounds") return gunshot_wounds;
        if(ammo == "rifleshot_wounds") return rifleshot_wounds;
        return 0;
    }

    float AddStaminaPoints(mixed x) {
        float y;

        if( !intp(x) && !floatp(x) )
            error("Bad argument 1 to AddStaminaPoints().\n");
        if( intp(x) ) x = to_float(x);
        if((StaminaPoints += x) < 0.1) StaminaPoints = 0.0;
        else if(StaminaPoints > (y = GetMaxStaminaPoints())) StaminaPoints = y;
        return StaminaPoints;
    }

    int GetStaminaPoints() { return to_int(StaminaPoints); }

    float GetMaxStaminaPoints() {  return 0; }

    int AddExperiencePoints(mixed x) {
        if( !intp(x)) error("Bad argument 1 to AddExperiencePoints().\n");
        if((ExperiencePoints += x) < 0) ExperiencePoints = 0;
        return ExperiencePoints;
    }

    int GetExperiencePoints() { return ExperiencePoints; }

    int AddQuestPoints(mixed x) {
        if( !intp(x)) error("Bad argument 1 to AddQuestPoints().\n");
        if((QuestPoints+= x) < 0) QuestPoints = 0;
        return QuestPoints;
    }

    int GetQuestPoints() { return QuestPoints; }

    int AddMagicProtection(class MagicProtection cl) {
        if( ( !cl->absorb && !(cl->protect && cl->time) ) ||
          ( cl->hit && !functionp(cl->hit) ) ||
          ( cl->end && !functionp(cl->end) ) ||
          ( !cl->bits )
        ) {
            error("Illegal class setting passed to AddMagicProtection.\n");
            return 0;
        }
        cl->timestamp = time();
        Protection += ({ cl });
        return 1;
    }

    class MagicProtection array GetMagicProtection() { return Protection; }

    int RemoveMagicProtection(int i) {
        if( i > sizeof(Protection) - 1 ) return 0;
        if( Protection[i]->end ) {
            if( !(functionp(Protection[i]->end) & FP_OWNER_DESTED) ) {
                evaluate(Protection[i]->end, this_object());
            }
        }
        Protection -= ({ Protection[i] });
        return 1;
    }

    // This is for creatures that do not use weapons.
    // I had to crank down unarmed combat for humanoids,
    // so if your npc's are, say, dumb animals, be sure
    // to include "SetMelee(1)" so they can fight
    //
    int SetMelee(int i) { melee = i; return melee; }

    int GetMelee() { return melee; }


    int GetDying() { return Dying; }

    int SetSleeping(int x) { return (Sleeping = x); }

    int GetSleeping() { return Sleeping; }

    int AddAlcohol(int x) { return (Alcohol += x); }

    int GetAlcohol() { return Alcohol; }

    int AddCaffeine(int x) { return (Caffeine += x); }

    int GetCaffeine() { return Caffeine; }

    int AddDrink(int x) { return (Drink += x); }

    int GetDrink() { return Drink; }

    int AddFood(int x) { return (Food += x); }

    int GetFood() { return Food; }

    int AddPoison(int x) {
        Poison += x;
        if( Poison < 1 ) {
            Poison = 0;
        }
        return Poison;
    }

    int GetPoison() { return Poison; }

    string GetResistance(int type) { return "none"; }

    string GetRace() { return 0; }

    string GetName() { return 0; }

    string GetCapName() { return 0; }

    int GetHeartRate() {
        int rate;

        rate = (GetAlcohol() - GetCaffeine());
        if( rate > 50 ) rate = 6;
        else if( rate > 25 ) rate = 5;
        else if( rate > 0 ) rate = 4;
        else if( rate > -25 ) rate = 3;
        else rate = 2;
        rate += HeartModifier;
        if( rate < 1 ) {
            rate = 1;
        }
        else if( rate > 10 ) {
            rate = 10;
        }
        return rate;
    }

    int GetHealRate() {
        int heal;

        heal = 1 - (GetPoison() / 5);
        heal += (GetDrink() + GetFood()) / 10;
        heal *= (1 + (GetSleeping() > 1) + (GetAlcohol() > 10));
        return heal;
    }

    string GetHealthShort() {
        string cl, sh;
        float h;

        if( !(sh = this_object()->GetShort()) ) return 0;
        h = percent(GetHealthPoints(), GetMaxHealthPoints());
        if( this_object()->GetNoCondition() || h > 90.0 ) cl = "%^BOLD%^GREEN%^";
        else if( h > 75.0 ) cl = "%^GREEN%^";
        else if( h > 50.0 ) cl = "%^BOLD%^BLUE%^";
        else if( h > 35.0 ) cl = "%^BLUE%^";
        else if( h > 20.0 ) cl = "%^BOLD%^RED%^";
        else cl = "%^RED%^";
        return cl + capitalize(sh);
    }

    mixed SetProtect(function f) { return (Protect = f); }

    function GetProtect() { return Protect; }

    int GetHeartModifier() {
        return HeartModifier;
    }

    varargs int AddHeartModifier(int x, int t) {
        HeartModifier += x;
        if( t > 0 ) {
            call_out((: AddHeartModifier(-$(x)) :), t);
        }
        return HeartModifier;
    }

    int AddHP(int hp){
        AddHealthPoints(hp);
        return hp;
    }

    string GetAffectLong(){
        object dude;
        string ret;
        int alclevel;

        dude = this_object();
        alclevel = dude->GetAlcohol();
        ret = "";

        if(dude->GetSleeping() > 0) {
            ret += dude->GetName()+" is asleep.\n";
        }

        else if(alclevel > 10){
            if(alclevel < 20) ret += dude->GetName()+" looks tipsy.\n";
            else if(alclevel < 50) ret += dude->GetName()+" looks drunk.\n";
            else if(alclevel < 70) ret += dude->GetName()+" is very drunk.\n";
            else ret += dude->GetName()+" is completely wasted drunk.\n";
        }

        return ret;

    }

    int GetDeathEvents(){
        return DeathEvents;
    }

    int SetDeathEvents(int i){
        if(!i) DeathEvents = 0;
        else DeathEvents = 1;
        return DeathEvents;
    }
