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.h , Handler module.                      Part of DIKUMUD *
*  Usage: Various routines for moving about objects/players               *
************************************************************************* */

/* handling the affected-structures */
void	affect_total(struct char_data *ch);
void	affect_modify(struct char_data *ch, byte loc, byte mod, long bitv, bool add);
void	affect_to_char( struct char_data *ch, struct affected_type *af );
void	affect_remove( struct char_data *ch, struct affected_type *af );
void	affect_from_char( struct char_data *ch, byte skill);
bool affected_by_spell( struct char_data *ch, byte skill );
void	affect_join( struct char_data *ch, struct affected_type *af,
bool avg_dur, bool avg_mod );


/* utility */
struct obj_data *create_money( int amount );
int	isname(char *str, char *namelist);
char	*fname(char *namelist);

/* ******** objects *********** */

void	obj_to_char(struct obj_data *object, struct char_data *ch);
void	obj_from_char(struct obj_data *object);

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

struct obj_data *get_obj_in_list(char *name, struct obj_data *list);
struct obj_data *get_obj_in_list_num(int num, struct obj_data *list);
struct obj_data *get_obj(char *name);
struct obj_data *get_obj_num(int nr);

void	obj_to_room(struct obj_data *object, int room);
void	obj_from_room(struct obj_data *object);
void	obj_to_obj(struct obj_data *obj, struct obj_data *obj_to);
void	obj_from_obj(struct obj_data *obj);
void	object_list_new_owner(struct obj_data *list, struct char_data *ch);

void	extract_obj(struct obj_data *obj);

/* ******* characters ********* */

struct char_data *get_char_room(char *name, int room);
struct char_data *get_char_num(int nr);
struct char_data *get_char(char *name);

void	char_from_room(struct char_data *ch);
void	char_to_room(struct char_data *ch, int room);

/* find if character can see */
struct char_data *get_char_room_vis(struct char_data *ch, char *name);
struct char_data *get_player_vis(struct char_data *ch, char *name);
struct char_data *get_char_vis(struct char_data *ch, char *name);
struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name, 
struct obj_data *list);
struct obj_data *get_obj_vis(struct char_data *ch, char *name);

void	extract_char(struct char_data *ch);


/* Generic Find */

int	generic_find(char *arg, int bitvector, struct char_data *ch,
struct char_data **tar_ch, struct obj_data **tar_obj);

#define FIND_CHAR_ROOM     1
#define FIND_CHAR_WORLD    2
#define FIND_OBJ_INV       4
#define FIND_OBJ_ROOM      8
#define FIND_OBJ_WORLD    16
#define FIND_OBJ_EQUIP    32