/* ************************************************************************
*  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. *
************************************************************************* */
	
#include <string.h>
#include <stdio.h>
#include <ctype.h>
#include <assert.h>

#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "db.h"
#include "handler.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 free_char(struct char_data *ch);
void stop_fighting(struct char_data *ch);
void remove_follower(struct char_data *ch);



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 += 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 playes 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,GET_STR(ch));

	if (IS_NPC(ch)) {
		GET_STR(ch) = MIN(GET_STR(ch), i);
	} else {
		if (GET_STR(ch) > 18) {
			i = GET_ADD(ch) + ((GET_STR(ch)-18)*10);
			GET_ADD(ch) = MIN(i, 100);
			GET_STR(ch) = 18;
		}
	}
}



/* 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)
{
	void raw_kill(struct char_data *ch);

	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 is 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% */
  }
  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, '.')) {
		*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)
{
	struct obj_data *i;
	struct char_data *k, *next_char;
	struct descriptor_data *t_desc;
	int l, was_in;

	extern struct char_data *combat_list;

	void do_save(struct char_data *ch, char *argument, int cmd);
	void do_return(struct char_data *ch, char *argument, int cmd);

	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("NOWHERE extracting char. (handler.c, extract_char)");
		exit(1);
	}

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

   if(ch->desc) {
		/* Forget snooping */
		if (ch->desc->snoop.snooping)
			ch->desc->snoop.snooping->desc->snoop.snoop_by = 0;

		if (ch->desc->snoop.snoop_by)
			{
				send_to_char("Your victim is no longer among us.\n\r",
					ch->desc->snoop.snoop_by);
				ch->desc->snoop.snoop_by->desc->snoop.snooping = 0;
			}
		
		ch->desc->snoop.snooping = ch->desc->snoop.snoop_by = 0;
	}

	if (ch->carrying)
	{
		/* transfer ch's objects to room */
		
		if (world[ch->in_room].contents)  /* room nonempty */
		{
			/* locate tail of room-contents */
			for (i = world[ch->in_room].contents; i->next_content; 
			   i = i->next_content);

			/* append ch's stuff to room-contents */
			i->next_content = ch->carrying;
		}
		else
		   world[ch->in_room].contents = ch->carrying;

		/* connect the stuff to the room */
		for (i = ch->carrying; i; i = i->next_content)
		{
			i->carried_by = 0;
			i->in_room = 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);

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


	/* pull the char from the list */

	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("Trying to remove ?? from character_list. (handler.c, extract_char)");
			abort();
		}
	}

	GET_AC(ch) = 100;

	if (ch->desc)
	{
		if (ch->desc->original)
			do_return(ch, "", 0);
		save_char(ch, NOWHERE);
	}

	if (IS_NPC(ch)) 
	{
		if (ch->nr > -1) /* if mobile */
			mob_index[ch->nr].number--;
		free_char(ch);
	}

	if (ch->desc) {
		ch->desc->connected = CON_SLCT;
		SEND_TO_Q(MENU, ch->desc);
	}
}



/* ***********************************************************************
   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))
		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))
		return(i);

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

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

	char *strdup(char *str);

	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 = strdup("coin gold");
		obj->short_description = strdup("a gold coin");
		obj->description = strdup("One miserable gold coin.");

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

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

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

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

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

	return(0);
}
