circle-2.01/circle/
circle-2.01/circle/lib/boards/
circle-2.01/circle/lib/misc/
circle-2.01/circle/lib/plrobjs/
circle-2.01/circle/lib/text/
circle-2.01/circle/lib/world/shp/
/* ************************************************************************
*  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 <stdlib.h>
#include <ctype.h>
#include <assert.h>

#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "db.h"
#include "handler.h"
#include "interpreter.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;
extern char	*MENU;

/* 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);
void	clearMemory(struct char_data *ch);
void	Crash_delete_crashfile(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 * SECS_PER_MUD_YEAR);
      break;

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

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

   case APPLY_MANA:
      ch->points.max_mana += mod;
      break;

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

   case APPLY_MOVE:
      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->specials2.apply_saving_throw[0] += mod;
      break;

   case APPLY_SAVING_ROD:
      ch->specials2.apply_saving_throw[1] += mod;
      break;

   case APPLY_SAVING_PETRI:
      ch->specials2.apply_saving_throw[2] += mod;
      break;

   case APPLY_SAVING_BREATH:
      ch->specials2.apply_saving_throw[3] += mod;
      break;

   case APPLY_SAVING_SPELL:
      ch->specials2.apply_saving_throw[4] += mod;
      break;

   default:
      log("SYSERR: 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("SYSERR: 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("SYSERR: 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% */
   case WEAR_WAISTE:
      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);

   if (ch->equipment[pos]) {
      sprintf(buf, "SYSERR: Char is already equipped: %s, %s", GET_NAME(ch),
	      obj->short_description);
      log(buf);
      return;
   }

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

   if (obj->in_room != NOWHERE) {
      log("SYSERR: 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 drops it.", FALSE, ch, obj, 0, TO_ROOM);
	 obj_to_char(obj, ch); /* changed to drop in inventory instead of ground */
	 return;
      } else {
	 log("SYSERR: 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 = strchr(*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;

   ACMD(do_save);
   ACMD(do_return);

   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, 0);
   }

   if (ch->in_room == NOWHERE) {
      log("SYSERR: 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("SYSERR: Trying to remove ?? from character_list. (handler.c, extract_char)");
	 abort();
      }
   }

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

   if (IS_NPC(ch)) {
      if (ch->nr > -1) /* if mobile */
	 mob_index[ch->nr].number--;
      clearMemory(ch);   /* Only NPC's can have memory */
      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_player_vis(struct char_data *ch, char *name)
{
   struct char_data *i;

   for (i = character_list; i; i = i->next)
      if (!IS_NPC(i) && !str_cmp(i->player.name, name) && CAN_SEE(ch, i))
	 return i;

   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)
{
   char	buf[200];

   struct obj_data *obj;
   struct extra_descr_data *new_descr;

   if (amount <= 0) {
      log("SYSERR: Try to create negative or 0 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 is lying here.");
      new_descr->keyword = str_dup("coin gold");
      new_descr->description = str_dup("It's just one miserable little gold coin.");
   } else {
      obj->name = str_dup("coins gold");
      if (amount <= 100) {
	 obj->short_description = str_dup("a small pile of gold coins");
	 obj->description = str_dup("A small pile of gold coins is lying here.");
      } else if (amount <= 1000) {
	 obj->short_description = str_dup("a pile of gold coins");
	 obj->description = str_dup("A pile of gold coins is lying here.");
      } else if (amount <= 25000) {
	 obj->short_description = str_dup("a large heap of gold coins");
	 obj->description = str_dup("A large heap of gold coins is lying here.");
      } else if (amount <= 500000) {
	 obj->short_description = str_dup("a huge mound of gold coins");
	 obj->description = str_dup("A huge mound of gold coins is lying here.");
      } else {
	 obj->short_description = str_dup("an enormous mountain of gold coins");
	 obj->description = str_dup("An enormous mountain of gold coins is lying here.");
      }

      new_descr->keyword = str_dup("coins gold");
      if (amount < 10) {
	 sprintf(buf, "There are %d coins.", amount);
	 new_descr->description = str_dup(buf);
      } else if (amount < 100) {
	 sprintf(buf, "There are about %d coins.", 10 * (amount / 10));
	 new_descr->description = str_dup(buf);
      } else if (amount < 1000) {
	 sprintf(buf, "It looks to be about %d coins.", 100 * (amount / 100));
	 new_descr->description = str_dup(buf);
      } else if (amount < 100000) {
	 sprintf(buf, "You guess there are, maybe, %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)) {
	 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);
}