/***************************************************************************
 *  file: handler.c , Handler module.                      Part of DIKUMUD *
 *  Usage: Various routines for moving about objects/players               *
 *  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
 *                                                                         *
 *  Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse  *
 *  Performance optimization and bug fixes by MERC Industries.             *
 *  You can use our stuff in any way you like whatsoever so long as this   *
 *  copyright notice remains intact.  If you like it please drop a line    *
 *  to mec@garnet.berkeley.edu.                                            *
 *                                                                         *
 *  This is free software and you are benefitting.  We hope that you       *
 *  share your changes too.  What goes around, comes around.               *
 ***************************************************************************/
    
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include <stdio.h>
#include <ctype.h>
#include <assert.h>

#include "structs.h"
#include "mob.h"
#include "obj.h"
#include "utils.h"
#include "db.h"
#include "handler.h"
#include "interp.h"

extern struct room_data *world;
extern struct obj_data  *object_list;
extern struct char_data *character_list;
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern struct descriptor_data *descriptor_list;

/* External procedures */

int str_cmp(char *arg1, char *arg2);
void stop_fighting(struct char_data *ch);
void remove_follower(struct char_data *ch);
extern char *index();


char *fname(char *namelist)
{
    static char holder[30];
    register char *point;

    for (point = holder; isalpha(*namelist); namelist++, point++)
	*point = *namelist;

    *point = '\0';

    return(holder);
}

int isname(char *str, char *namelist)
{
    register char *curname, *curstr;

    curname = namelist;
    for (;;)
    {
	for (curstr = str;; curstr++, curname++)
	{
	    if (!*curstr && !isalpha(*curname))
		return(1);

	    if (!*curname)
		return(0);

	    if (!*curstr || *curname == ' ')
		break;

	    if (LOWER(*curstr) != LOWER(*curname))
		break;
	}

	/* skip to next name */

	for (; isalpha(*curname); curname++);
	if (!*curname)
	    return(0);
	curname++;          /* first char of new name */
    }
}



void affect_modify(struct char_data *ch, byte loc, byte mod, long bitv, bool add)
{
    int maxabil;

    if (add) {
	SET_BIT(ch->specials.affected_by, bitv);
    } else {
	REMOVE_BIT(ch->specials.affected_by, bitv);
	mod = -mod;
    }


    maxabil = (IS_NPC(ch) ? 25:18);

    switch(loc)
    {
	case APPLY_NONE:
	    break;

	case APPLY_STR:
	    GET_STR(ch) += mod;
	    break;

	case APPLY_DEX:
	    GET_DEX(ch) += mod;
	    break;

	case APPLY_INT:
	    GET_INT(ch) += mod;
	    break;

	case APPLY_WIS:
	    GET_WIS(ch) += mod;
	    break;

	case APPLY_CON:
	    GET_CON(ch) += mod;
	    break;

	case APPLY_SEX:
	    /* ??? GET_SEX(ch) += mod; */
	    break;

	case APPLY_CLASS:
	    /* ??? GET_CLASS(ch) += mod; */
	    break;

	case APPLY_LEVEL:
	    /* ??? GET_LEVEL(ch) += mod; */
	    break;

	case APPLY_AGE:
	    ch->player.time.birth -= ((long)SECS_PER_MUD_YEAR*(long)mod); 
	    break;

	case APPLY_CHAR_WEIGHT:
	    GET_WEIGHT(ch) += mod;
	    break;

	case APPLY_CHAR_HEIGHT:
	    GET_HEIGHT(ch) += mod;
	    break;

	case APPLY_MANA:
	    break;

	case APPLY_HIT:
	    ch->points.max_hit += mod;
	    break;

	case APPLY_MOVE:
	    /* Will change nothing on players ch->points.max_move += mod; */
	    break;

	case APPLY_GOLD:
	    break;

	case APPLY_EXP:
	    break;

	case APPLY_AC:
	    GET_AC(ch) += mod;
	    break;

	case APPLY_HITROLL:
	    GET_HITROLL(ch) += mod;
	    break;

	case APPLY_DAMROLL:
	    GET_DAMROLL(ch) += mod;
	    break;

	case APPLY_SAVING_PARA:
	    ch->specials.apply_saving_throw[0] += mod;
	    break;

	case APPLY_SAVING_ROD:
	    ch->specials.apply_saving_throw[1] += mod;
	    break;

	case APPLY_SAVING_PETRI:
	    ch->specials.apply_saving_throw[2] += mod;
	    break;

	case APPLY_SAVING_BREATH:
	    ch->specials.apply_saving_throw[3] += mod;
	    break;

	case APPLY_SAVING_SPELL:
	    ch->specials.apply_saving_throw[4] += mod;
	    break;

	default:
	    log("Unknown apply adjust attempt (handler.c, affect_modify).");
	    break;

    } /* switch */
}



/* This updates a character by subtracting everything he is affected by */
/* restoring original abilities, and then affecting all again           */
void affect_total(struct char_data *ch)
{
    struct affected_type *af;
    int i,j;

    for(i=0; i<MAX_WEAR; i++) {
	if (ch->equipment[i])
	    for(j=0; j<MAX_OBJ_AFFECT; j++)
		affect_modify(ch, ch->equipment[i]->affected[j].location,
			      ch->equipment[i]->affected[j].modifier,
			      ch->equipment[i]->obj_flags.bitvector, FALSE);
    }


    for(af = ch->affected; af; af=af->next)
	affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);

    ch->tmpabilities = ch->abilities;

    for(i=0; i<MAX_WEAR; i++) {
	if (ch->equipment[i])
	    for(j=0; j<MAX_OBJ_AFFECT; j++)
		affect_modify(ch, ch->equipment[i]->affected[j].location,
			      ch->equipment[i]->affected[j].modifier,
			      ch->equipment[i]->obj_flags.bitvector, TRUE);
    }


    for(af = ch->affected; af; af=af->next)
	affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE);

    /* Make certain values are between 0..25, not < 0 and not > 25! */

    i = (IS_NPC(ch) ? 25 :18);

    GET_DEX(ch) = MAX(0,MIN(GET_DEX(ch), i));
    GET_INT(ch) = MAX(0,MIN(GET_INT(ch), i));
    GET_WIS(ch) = MAX(0,MIN(GET_WIS(ch), i));
    GET_CON(ch) = MAX(0,MIN(GET_CON(ch), i));
    GET_STR(ch) = MAX(0,MIN(GET_STR(ch), i));
}



/* Insert an affect_type in a char_data structure
   Automatically sets apropriate bits and apply's */
void affect_to_char( struct char_data *ch, struct affected_type *af )
{
    struct affected_type *affected_alloc;

    CREATE(affected_alloc, struct affected_type, 1);

    *affected_alloc = *af;
    affected_alloc->next = ch->affected;
    ch->affected = affected_alloc;

    affect_modify(ch, af->location, af->modifier,
		  af->bitvector, TRUE);
    affect_total(ch);
}



/* Remove an affected_type structure from a char (called when duration
   reaches zero). Pointer *af must never be NIL! Frees mem and calls 
   affect_location_apply                                                */
void affect_remove( struct char_data *ch, struct affected_type *af )
{
    struct affected_type *hjp;

    assert(ch->affected);

    affect_modify(ch, af->location, af->modifier,
		  af->bitvector, FALSE);


    /* remove structure *af from linked list */

    if (ch->affected == af) {
	/* remove head of list */
	ch->affected = af->next;
    } else {

	for(hjp = ch->affected; (hjp->next) && (hjp->next != af); hjp = hjp->next);

	if (hjp->next != af) {
	    log("FATAL : Could not locate affected_type in ch->affected. (handler.c, affect_remove)");
	    exit(1);
	}
	hjp->next = af->next; /* skip the af element */
    }

    free ( af );

    affect_total(ch);
}



/* Call affect_remove with every spell of spelltype "skill" */
void affect_from_char( struct char_data *ch, byte skill)
{
    struct affected_type *hjp;

    for(hjp = ch->affected; hjp; hjp = hjp->next)
	if (hjp->type == skill)
	    affect_remove( ch, hjp );

}



/* Return if a char is affected by a spell (SPELL_XXX), NULL indicates 
   not affected                                                        */
bool affected_by_spell( struct char_data *ch, byte skill )
{
    struct affected_type *hjp;

    for (hjp = ch->affected; hjp; hjp = hjp->next)
	if ( hjp->type == skill )
	    return( TRUE );

    return( FALSE );
}



void affect_join( struct char_data *ch, struct affected_type *af,
		  bool avg_dur, bool avg_mod )
{
    struct affected_type *hjp;
    bool found = FALSE;

    for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
	if ( hjp->type == af->type ) {
	    
	    af->duration += hjp->duration;
	    if (avg_dur)
		af->duration /= 2;

	    af->modifier += hjp->modifier;
	    if (avg_mod)
		af->modifier /= 2;

	    affect_remove(ch, hjp);
	    affect_to_char(ch, af);
	    found = TRUE;
	}
    }
    if (!found)
	affect_to_char(ch, af);
}

/* move a player out of a room */
void char_from_room(struct char_data *ch)
{
    struct char_data *i;

    if (ch->in_room == NOWHERE) {
	log("NOWHERE extracting char from room (handler.c, char_from_room)");
	exit(1);
    }

    if (ch->equipment[WEAR_LIGHT])
	if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
	    if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2]) /* Light is ON */
		world[ch->in_room].light--;

    if (ch == world[ch->in_room].people)  /* head of list */
	 world[ch->in_room].people = ch->next_in_room;

    else    /* locate the previous element */
    {
	for (i = world[ch->in_room].people; 
	     i->next_in_room != ch; i = i->next_in_room);

	i->next_in_room = ch->next_in_room;
    }

    ch->in_room = NOWHERE;
    ch->next_in_room = 0;
}


/* place a character in a room */
void char_to_room(struct char_data *ch, int room)
{
    ch->next_in_room = world[room].people;
    world[room].people = ch;
    ch->in_room = room;

    if (ch->equipment[WEAR_LIGHT])
	if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
	    if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2]) /* Light ON */
		world[room].light++;
}


/* give an object to a char   */
void obj_to_char(struct obj_data *object, struct char_data *ch)
{
    object->next_content = ch->carrying;
    ch->carrying = object;
    object->carried_by = ch;
    object->in_room = NOWHERE;
    IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object);
    IS_CARRYING_N(ch)++;
}


/* take an object from a char */
void obj_from_char(struct obj_data *object)
{
    struct obj_data *tmp;

    if (object->carried_by->carrying == object)   /* head of list */
	 object->carried_by->carrying = object->next_content;

    else
    {
	for (tmp = object->carried_by->carrying; 
	     tmp && (tmp->next_content != object); 
	      tmp = tmp->next_content); /* locate previous */

	tmp->next_content = object->next_content;
    }

    IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object);
    IS_CARRYING_N(object->carried_by)--;
    object->carried_by = 0;
    object->next_content = 0;
}



/* Return the effect of a piece of armor in position eq_pos */
int apply_ac(struct char_data *ch, int eq_pos)
{
  assert(ch->equipment[eq_pos]);

  if (!(GET_ITEM_TYPE(ch->equipment[eq_pos]) == ITEM_ARMOR))
    return 0;

  switch (eq_pos) {

    case WEAR_BODY:
      return (3*ch->equipment[eq_pos]->obj_flags.value[0]);  /* 30% */
    case WEAR_HEAD:
      return (2*ch->equipment[eq_pos]->obj_flags.value[0]);  /* 20% */
    case WEAR_LEGS:
      return (2*ch->equipment[eq_pos]->obj_flags.value[0]);  /* 20% */
    case WEAR_FEET:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_HANDS:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_ARMS:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_SHIELD:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_FINGER_L:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_FINGER_R:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_NECK_1:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_NECK_2:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_ABOUT:
      return (2*ch->equipment[eq_pos]->obj_flags.value[0]);  /* 20% */
    case WEAR_WAISTE:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_WRIST_L:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */
    case WEAR_WRIST_R:
      return (ch->equipment[eq_pos]->obj_flags.value[0]);    /* 10% */      
  }
  return 0;
}



void equip_char(struct char_data *ch, struct obj_data *obj, int pos)
{
    int j;

    assert(pos>=0 && pos<MAX_WEAR);
    assert(!(ch->equipment[pos]));

    if (obj->carried_by) {
	log("EQUIP: Obj is carried_by when equip.");
	return;
    }

    if (obj->in_room!=NOWHERE) {
	log("EQUIP: Obj is in_room when equip.");
	return;
    }

    if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) ||
	(IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) ||
	(IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))) {
	if (ch->in_room != NOWHERE) {

	    act("You are zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_CHAR);
	    act("$n is zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_ROOM);
	    obj_to_room(obj, ch->in_room);
	    return;
	} else {
	    log("ch->in_room = NOWHERE when equipping char.");
	}
    }

    ch->equipment[pos] = obj;

    if (GET_ITEM_TYPE(obj) == ITEM_ARMOR)
	GET_AC(ch) -= apply_ac(ch, pos);

    for(j=0; j<MAX_OBJ_AFFECT; j++)
	affect_modify(ch, obj->affected[j].location,
	  obj->affected[j].modifier,
	  obj->obj_flags.bitvector, TRUE);

    affect_total(ch);
}



struct obj_data *unequip_char(struct char_data *ch, int pos)
{
    int j;
    struct obj_data *obj;

    assert(pos>=0 && pos<MAX_WEAR);
    assert(ch->equipment[pos]);

    obj = ch->equipment[pos];
    if (GET_ITEM_TYPE(obj) == ITEM_ARMOR)
	GET_AC(ch) += apply_ac(ch, pos);

    ch->equipment[pos] = 0;

    for(j=0; j<MAX_OBJ_AFFECT; j++)
	affect_modify(ch, obj->affected[j].location,
	  obj->affected[j].modifier,
	  obj->obj_flags.bitvector, FALSE);

    affect_total(ch);

    return(obj);
}


int get_number(char **name)
{
    int i;
    char *ppos;
    char number[MAX_INPUT_LENGTH];
    
    if ( ( ppos = index(*name, '.') ) != NULL )
    {
	*ppos++ = '\0';
	strcpy(number,*name);
	strcpy(*name, ppos);

	for(i=0; *(number+i); i++)
	    if (!isdigit(*(number+i)))
		return(0);

	return(atoi(number));
    }

    return(1);
}


/* Search a given list for an object, and return a pointer to that object */
struct obj_data *get_obj_in_list(char *name, struct obj_data *list)
{
    struct obj_data *i;
    int j, number;
    char tmpname[MAX_INPUT_LENGTH];
  char *tmp;

    strcpy(tmpname,name);
    tmp = tmpname;
  if(!(number = get_number(&tmp)))
    return(0);
 
    for (i = list, j = 1; i && (j <= number); i = i->next_content)
	if (isname(tmp, i->name)) {
	    if (j == number) 
		return(i);
	    j++;
	}

    return(0);
}



/* Search a given list for an object number, and return a ptr to that obj */
struct obj_data *get_obj_in_list_num(int num, struct obj_data *list)
{
    struct obj_data *i;

    for (i = list; i; i = i->next_content)
	if (i->item_number == num) 
	    return(i);
	
    return(0);
}





/*search the entire world for an object, and return a pointer  */
struct obj_data *get_obj(char *name)
{
    struct obj_data *i;
    int j, number;
    char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    strcpy(tmpname,name);
    tmp = tmpname;
  if(!(number = get_number(&tmp)))
    return(0);

    for (i = object_list, j = 1; i && (j <= number); i = i->next)
	if (isname(tmp, i->name)) {
	    if (j == number)
		return(i);
	    j++;
	}

    return(0);
}





/*search the entire world for an object number, and return a pointer  */
struct obj_data *get_obj_num(int nr)
{
    struct obj_data *i;

    for (i = object_list; i; i = i->next)
	if (i->item_number == nr) 
	    return(i);

    return(0);
}





/* search a room for a char, and return a pointer if found..  */
struct char_data *get_char_room(char *name, int room)
{
    struct char_data *i;
    int j, number;
    char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    strcpy(tmpname,name);
    tmp = tmpname;
    if(!(number = get_number(&tmp)))
    return(0);

    for (i = world[room].people, j = 1; i && (j <= number); i = i->next_in_room)
	if (isname(tmp, GET_NAME(i))) {
	    if (j == number)
	return(i);
	    j++;
	}

    return(0);
}





/* search all over the world for a char, and return a pointer if found */
struct char_data *get_char(char *name)
{
    struct char_data *i;
    int j, number;
    char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    strcpy(tmpname,name);
    tmp = tmpname;
  if(!(number = get_number(&tmp)))
    return(0);

    for (i = character_list, j = 1; i && (j <= number); i = i->next)
	if (isname(tmp, GET_NAME(i))) {
	    if (j == number)
		return(i);
	    j++;
	}

    return(0);
}



/* search all over the world for a char num, and return a pointer if found */
struct char_data *get_char_num(int nr)
{
    struct char_data *i;

    for (i = character_list; i; i = i->next)
	if (i->nr == nr)
	    return(i);

    return(0);
}




/* put an object in a room */
void obj_to_room(struct obj_data *object, int room)
{
    object->next_content = world[room].contents;
    world[room].contents = object;
    object->in_room = room;
    object->carried_by = 0;
}


/* Take an object from a room */
void obj_from_room(struct obj_data *object)
{
    struct obj_data *i;

    /* remove object from room */

    if (object == world[object->in_room].contents)  /* head of list */
       world[object->in_room].contents = object->next_content;

    else     /* locate previous element in list */
    {
	for (i = world[object->in_room].contents; i && 
	   (i->next_content != object); i = i->next_content);

	i->next_content = object->next_content;
    }

    object->in_room = NOWHERE;
    object->next_content = 0;
}


/* put an object in an object (quaint)  */
void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to)
{
    struct obj_data *tmp_obj;

    obj->next_content = obj_to->contains;
    obj_to->contains = obj;
    obj->in_obj = obj_to;

    for(tmp_obj = obj->in_obj; tmp_obj;
      GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj), tmp_obj = tmp_obj->in_obj);
}


/* remove an object from an object */
void obj_from_obj(struct obj_data *obj)
{
    struct obj_data *tmp, *obj_from;

    if (obj->in_obj) {
	obj_from = obj->in_obj;
	if (obj == obj_from->contains)   /* head of list */
	   obj_from->contains = obj->next_content;
	else {
	    for (tmp = obj_from->contains; 
		tmp && (tmp->next_content != obj);
		tmp = tmp->next_content); /* locate previous */

	    if (!tmp) {
		perror("Fatal error in object structures.");
		abort();
	    }

	    tmp->next_content = obj->next_content;
	}


	/* Subtract weight from containers container */
	for(tmp = obj->in_obj; tmp->in_obj; tmp = tmp->in_obj)
	    GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj);

	GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj);

	/* Subtract weight from char that carries the object */
	if (tmp->carried_by)
	    IS_CARRYING_W(tmp->carried_by) -= GET_OBJ_WEIGHT(obj);

	obj->in_obj = 0;
	obj->next_content = 0;
    } else {
	perror("Trying to object from object when in no object.");
	abort();
    }
}


/* Set all carried_by to point to new owner */
void object_list_new_owner(struct obj_data *list, struct char_data *ch)
{
    if (list) {
	object_list_new_owner(list->contains, ch);
	object_list_new_owner(list->next_content, ch);
	list->carried_by = ch;
    }
}


/* Extract an object from the world */
void extract_obj(struct obj_data *obj)
{
    struct obj_data *temp1, *temp2;

    if(obj->in_room != NOWHERE)
	obj_from_room(obj);
    else if(obj->carried_by)
	obj_from_char(obj);
    else if(obj->in_obj)
    {
	temp1 = obj->in_obj;
	if(temp1->contains == obj)   /* head of list */
	    temp1->contains = obj->next_content;
	else
	{
	    for( temp2 = temp1->contains ;
		temp2 && (temp2->next_content != obj);
		temp2 = temp2->next_content );

	    if(temp2) {
		temp2->next_content =
		    obj->next_content; }
	}
    }

    for( ; obj->contains; extract_obj(obj->contains))
	; 
	/* leaves nothing ! */

    if (object_list == obj )       /* head of list */
	object_list = obj->next;
    else
    {
	for(temp1 = object_list; 
	    temp1 && (temp1->next != obj);
	    temp1 = temp1->next)
	    ;
	
	if(temp1)
	    temp1->next = obj->next;
    }

    if(obj->item_number>=0)
	(obj_index[obj->item_number].number)--;
    free_obj(obj);
}
	
void update_object( struct obj_data *obj, int use){

    if (obj->obj_flags.timer > 0)   obj->obj_flags.timer -= use;
    if (obj->contains) update_object(obj->contains, use);
    if (obj->next_content) update_object(obj->next_content, use);
}

void update_char_objects( struct char_data *ch )
{

    int i;

    if (ch->equipment[WEAR_LIGHT])
	if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
	    if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2] > 0)
		(ch->equipment[WEAR_LIGHT]->obj_flags.value[2])--;

    for(i = 0;i < MAX_WEAR;i++) 
	if (ch->equipment[i])
	    update_object(ch->equipment[i],2);

    if (ch->carrying) update_object(ch->carrying,1);
}



/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char(struct char_data *ch, bool pull)
{
    struct obj_data *obj;
    struct char_data *k, *next_char;
    struct descriptor_data *t_desc;
    int l, was_in;

    extern struct char_data *combat_list;

    void die_follower(struct char_data *ch);

    if ( !IS_NPC(ch) && !ch->desc )
    {
	for ( t_desc = descriptor_list; t_desc; t_desc = t_desc->next )
	{
	    if ( t_desc->original == ch )
		do_return( t_desc->character, "", 0 );
	}
    }

    if ( ch->in_room == NOWHERE )
    {
	log( "Extract_char: NOWHERE" );
	exit( 1 );
    }

    if ( ch->followers || ch->master )
	die_follower(ch);

    while ( ( obj = ch->carrying ) != NULL )
    {
	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
    }
    
    if ( ch->specials.fighting )
	stop_fighting( ch );

    for ( k = combat_list; k ; k = next_char )
    {
	next_char = k->next_fighting;
	if ( k->specials.fighting == ch )
	    stop_fighting( k );
    }

    /* Must remove from room before removing the equipment! */
    was_in = ch->in_room;
    char_from_room( ch );
    if ( !pull )
	char_to_room(ch, real_room(3001));

    /* clear equipment_list */
    for ( l = 0; l < MAX_WEAR; l++ )
    {
	if ( ch->equipment[l] )
	    obj_to_room(unequip_char(ch,l), was_in);
    }

    GET_AC(ch) = 100;

    if ( ch->desc && ch->desc->original )
	do_return( ch, "", 0 );

    if ( IS_NPC(ch) && ch->nr > -1 )
	mob_index[ch->nr].number--;

    if ( pull )
    {
	if ( ch == character_list )
	   character_list = ch->next;
	else
	{
	    for ( k = character_list; k && k->next != ch; k = k->next )
		;
	    if ( k )
		k->next = ch->next;
	    else
	    {
		log( "Extract_char: bad char list" );
		abort();
	    }
	}
	free_char( ch );
    }
}



/* ***********************************************************************
   Here follows high-level versions of some earlier routines, ie functions
   which incorporate the actual player-data.
   *********************************************************************** */


struct char_data *get_char_room_vis(struct char_data *ch, char *name)
{
    struct char_data *i;
    int j, number;
  char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    strcpy(tmpname,name);
    tmp = tmpname;
    if(!(number = get_number(&tmp)))
    return(0);

    for (i = world[ch->in_room].people, j = 1; i && (j <= number); i = i->next_in_room)
	if (isname(tmp, GET_NAME(i)))
	    if (CAN_SEE(ch, i)) {
		if (j == number) 
		    return(i);
		j++;
	    }

    return(0);
}





struct char_data *get_char_vis(struct char_data *ch, char *name)
{
    struct char_data *i;
    int j, number;
  char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    /* check location */
    if ( ( i = get_char_room_vis(ch, name) ) != 0 )
	return(i);

  strcpy(tmpname,name);
    tmp = tmpname;
    if(!(number = get_number(&tmp)))
	return(0);

    for (i = character_list, j = 1; i && (j <= number); i = i->next)
	if (isname(tmp, GET_NAME(i)))
	    if (CAN_SEE(ch, i)) {
		if (j == number)
		    return(i);
		j++;
	    }

    return(0);
}






struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name, 
		struct obj_data *list)
{
    struct obj_data *i;
    int j, number;
    char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    strcpy(tmpname,name);
    tmp = tmpname;
    if(!(number = get_number(&tmp)))
	return(0);

    for (i = list, j = 1; i && (j <= number); i = i->next_content)
	if (isname(tmp, i->name))
	    if (CAN_SEE_OBJ(ch, i)) {
		if (j == number)
		    return(i);
		j++;
	    }
    return(0);
}





/*search the entire world for an object, and return a pointer  */
struct obj_data *get_obj_vis(struct char_data *ch, char *name)
{
    struct obj_data *i;
    int j, number;
    char tmpname[MAX_INPUT_LENGTH];
    char *tmp;

    /* scan items carried */
    if ( ( i = get_obj_in_list_vis(ch, name, ch->carrying) ) != NULL )
	return(i);

    /* scan room */
    if ( ( i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents) )
    != NULL )
	return(i);

    strcpy(tmpname,name);
    tmp = tmpname;
    if ( ( number = get_number(&tmp) ) == 0 )
	return(0);

    /* ok.. no luck yet. scan the entire obj list   */
    for (i = object_list, j = 1; i && (j <= number); i = i->next)
	if (isname(tmp, i->name))
	    if (CAN_SEE_OBJ(ch, i)) {
		if (j == number)
		    return(i);
		j++;
	    }
    return(0);
}


struct obj_data *create_money( int amount )
{
    struct obj_data *obj;
    struct extra_descr_data *new_descr;
    char buf[80];


    if(amount<=0)
    {
	log("ERROR: Try to create negative money.");
	exit(1);
    }

    CREATE(obj, struct obj_data, 1);
    CREATE(new_descr, struct extra_descr_data, 1);
    clear_object(obj);

    if(amount==1)
    {
	obj->name = str_dup("coin gold");
	obj->short_description = str_dup("a gold coin");
	obj->description = str_dup("One miserable gold coin.");

	new_descr->keyword = str_dup("coin gold");
	new_descr->description = str_dup("One miserable gold coin.");
    }
    else
    {
	obj->name = str_dup("coins gold");
	obj->short_description = str_dup("gold coins");
	obj->description = str_dup("A pile of gold coins.");

	new_descr->keyword = str_dup("coins gold");
	if(amount<10) {
	    sprintf(buf,"There is %d coins.",amount);
	    new_descr->description = str_dup(buf);
	} 
	else if (amount<100) {
	    sprintf(buf,"There is about %d coins",10*(amount/10));
	    new_descr->description = str_dup(buf);
	}
	else if (amount<1000) {
	    sprintf(buf,"It looks like something round %d coins",100*(amount/100));
	    new_descr->description = str_dup(buf);
	}
	else if (amount<100000) {
	    sprintf(buf,"You guess there is %d coins",1000*((amount/1000)+ number(0,(amount/1000))));
	    new_descr->description = str_dup(buf);
	}
	else 
	    new_descr->description = str_dup("There are A LOT of coins");
    }

    new_descr->next = 0;
    obj->ex_description = new_descr;

    obj->obj_flags.type_flag = ITEM_MONEY;
    obj->obj_flags.wear_flags = ITEM_TAKE;
    obj->obj_flags.value[0] = amount;
    obj->obj_flags.cost = amount;
    obj->item_number = -1;

    obj->next = object_list;
    object_list = obj;

    return(obj);
}



/* Generic Find, designed to find any object/character                    */
/* Calling :                                                              */
/*  *arg     is the sting containing the string to be searched for.       */
/*           This string doesn't have to be a single word, the routine    */
/*           extracts the next word itself.                               */
/*  bitv..   All those bits that you want to "search through".            */
/*           Bit found will be result of the function                     */
/*  *ch      This is the person that is trying to "find"                  */
/*  **tar_ch Will be NULL if no character was found, otherwise points     */
/* **tar_obj Will be NULL if no object was found, otherwise points        */
/*                                                                        */
/* The routine returns a pointer to the next word in *arg (just like the  */
/* one_argument routine).                                                 */

int generic_find(char *arg, int bitvector, struct char_data *ch,
		   struct char_data **tar_ch, struct obj_data **tar_obj)
{
    static char *ignore[] = {
	"the",
	"in",
	"on",
	"at",
	"\n" };

    int i;
    char name[256];
    bool found;

    found = FALSE;


    /* Eliminate spaces and "ignore" words */
    while (*arg && !found) {

	for(; *arg == ' '; arg++)   ;

	for(i=0; (name[i] = *(arg+i)) && (name[i]!=' '); i++)   ;
	name[i] = 0;
	arg+=i;
	if (search_block(name, ignore, TRUE) > -1)
	    found = TRUE;

    }

    if (!name[0])
	return(0);

    *tar_ch  = 0;
    *tar_obj = 0;

    if (IS_SET(bitvector, FIND_CHAR_ROOM)) {      /* Find person in room */
	if ( ( *tar_ch = get_char_room_vis(ch, name) ) != NULL ) {
	    return(FIND_CHAR_ROOM);
	}
    }

    if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
	if ( ( *tar_ch = get_char_vis(ch, name) ) != NULL ) {
	    return(FIND_CHAR_WORLD);
	}
    }

    if (IS_SET(bitvector, FIND_OBJ_EQUIP)) {
	for(found=FALSE, i=0; i<MAX_WEAR && !found; i++)
	    if (ch->equipment[i] && str_cmp(name, ch->equipment[i]->name) == 0) {
		*tar_obj = ch->equipment[i];
		found = TRUE;
	    }
	    if (found) {
		return(FIND_OBJ_EQUIP);
	    }
    }

    if (IS_SET(bitvector, FIND_OBJ_INV)) {
	if ( ( *tar_obj = get_obj_in_list_vis(ch, name, ch->carrying) )
	!= NULL ) {
	    return(FIND_OBJ_INV);
	}
    }

    if (IS_SET(bitvector, FIND_OBJ_ROOM)) {
	*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents);
	if ( *tar_obj != NULL ) {
	    return(FIND_OBJ_ROOM);
	}
    }

    if (IS_SET(bitvector, FIND_OBJ_WORLD)) {
	if ( ( *tar_obj = get_obj_vis(ch, name) ) != NULL ) {
	    return(FIND_OBJ_WORLD);
	}
    }

    return(0);
}