/*    /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(){
    int base_mass = RACES_D->GetRaceMass(GetRace());
    return base_mass + 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(0, GAS, i);
	}
    }
    eventCheckHealing();
    if(!stringp(hobbled(this_player()))) {
	eventFall();
    }
    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( (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();
    string dest;

    if( !env ) {
	return 0;
    }
    if( GetPosition() == POSITION_LYING ) {
	return 0;
    }
    if( env->GetMedium() == MEDIUM_LAND ) {
	return position::eventFall();
    }
    dest = env->GetGround();
    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");
    }
    else {
	int p = random(100) + 1;
	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 = (hp * p)/100;
	    eventReceiveDamage(0, BLUNT, p, 0, ({ limb }));
	    if( Dying || (was_undead != GetUndead()) ) {
		break;
	    }
	}
    }
}

/* 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(object agent, int type, int x,
 *     int internal, mixed limbs)
 * object agent - the living object 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(object agent, int type, int x, int internal,
  mixed limbs) {
    string tmp = GetResistance(type);
    int fp;

    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);
	    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);
	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) )
		    this_object()->RemoveLimb(limbs[i], agent);
		continue;
	    }
	    while(j--) {
		z -= (int)obs[j]->eventReceiveDamage(agent,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);
	    }
	}
	y = y / (maxi ? maxi : 1);
	if( y ) {
	    AddHealthPoints(-y, 0, agent);
	    AddStaminaPoints(-y/2);
	}
	return y;
    }
    AddHealthPoints(-x, 0, agent);
    AddStaminaPoints(-x/2);
    if(HealthPoints < 1) eventDie(agent);
    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(object agent)
 * object 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();
    }

    death_annc = killer + " has slain "+ this_object()->GetName()+".";

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

    if( Sleeping > 0 ) Sleeping = 0;

    if( 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.
	//this_object()->eventMove(ROOM_VOID);

	if(riders && sizeof(riders)){
	    foreach(object rider in riders) eventBuck(rider);
	}
	if(GetRace() == "android" || GetRace() == "bot" ) 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:
	    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 */
	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, object agent) {
	string *kiddies;
	string limbname,adjname,templimbname;
	int i;

	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") 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);
	    }
	    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") 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--) {
		WornItems[limb][i]->SetWorn(0);
		WornItems[limb][i]->eventMove(ob);
	    }
	    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"});

	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( 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, object agent) {
	int y = 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);
		}
	    }
	    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 = 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;
    }
