crodo_mud/cnf/
crodo_mud/lib/
crodo_mud/lib/house/
crodo_mud/lib/misc/
crodo_mud/lib/plralias/F-J/
crodo_mud/lib/plralias/U-Z/
crodo_mud/lib/plrobjs/
crodo_mud/lib/plrvars/A-E/
crodo_mud/lib/plrvars/F-J/
crodo_mud/lib/plrvars/K-O/
crodo_mud/lib/plrvars/P-T/
crodo_mud/lib/plrvars/U-Z/
crodo_mud/lib/text/
crodo_mud/lib/text/help/
crodo_mud/lib/world/
crodo_mud/src/
/*
************************************************************************
*   File: handler.c                                     Part of CircleMUD *
*  Usage: internal funcs: moving and finding chars/objs                   *
*                                                                         *
*  All rights reserved.  See license.doc for complete information.        *
*                                                                         *
*  Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
*  CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.               *
************************************************************************ */

#include "conf.h"
#include "sysdep.h"


#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "db.h"
#include "handler.h"
#include "interpreter.h"
#include "spells.h"
#include "dg_scripts.h"
#include "profs.h"

/* external vars */
extern struct char_data *combat_list;
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 const char *MENU;

/* local functions */
int apply_ac(struct char_data * ch, int eq_pos);
void update_object(struct obj_data * obj, int use);
void update_char_objects(struct char_data * ch);
int obj_sank_or_fell(struct obj_data *obj);

/* external functions */
int invalid_class(struct char_data *ch, struct obj_data *obj);
void remove_follower(struct char_data * ch);
void clearMemory(struct char_data * ch);
void die_follower(struct char_data * ch);
void death_cry(struct char_data *ch);
ACMD(do_return);
int money_obj_value(struct obj_data *obj);

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

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

  *point = '\0';

  return (holder);
}


int isname(const char *str, const char *namelist)
{
  const 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, sbyte mod, 
                   bitvector_t bitv, bool add)
{
  if (add)
    SET_BIT(AFF_FLAGS(ch), bitv);
  else {
    REMOVE_BIT(AFF_FLAGS(ch), bitv);
    mod = -mod;
  }

  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_CHA:
    GET_CHA(ch) += mod;
    break;

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

  /*
   * My personal thoughts on these two would be to set the person to the
   * value of the apply.  That way you won't have to worry about people
   * making +1 level things to be imp (you restrict anything that gives
   * immortal level of course).  It also makes more sense to set someone
   * to a class rather than adding to the class number. -gg
   */

  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:
    GET_MAX_MANA(ch) += mod;
    break;

  case APPLY_HIT:
    GET_MAX_HIT(ch) += mod;
    break;

  case APPLY_MOVE:
    GET_MAX_MOVE(ch) += 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:
    GET_SAVE(ch, SAVING_PARA) += mod;
    break;

  case APPLY_SAVING_ROD:
    GET_SAVE(ch, SAVING_ROD) += mod;
    break;

  case APPLY_SAVING_PETRI:
    GET_SAVE(ch, SAVING_PETRI) += mod;
    break;

  case APPLY_SAVING_BREATH:
    GET_SAVE(ch, SAVING_BREATH) += mod;
    break;

  case APPLY_SAVING_SPELL:
    GET_SAVE(ch, SAVING_SPELL) += mod;
    break;

  default:
    log("SYSERR: Unknown apply adjust %d attempt (%s, affect_modify).",loc, GET_NAME(ch));
    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 < NUM_WEARS; i++) {
    if (GET_EQ(ch, i))
      for (j = 0; j < MAX_OBJ_AFFECT; j++)
	affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
		      GET_EQ(ch, i)->affected[j].modifier,
		      GET_EQ(ch, i)->obj_flags.bitvector, FALSE);
  }


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

  ch->aff_abils = ch->real_abils;

  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i))
      for (j = 0; j < MAX_OBJ_AFFECT; j++)
	affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
		      GET_EQ(ch, i)->affected[j].modifier,
		      GET_EQ(ch, 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 *temp;

  if (ch->affected == NULL) {
    core_dump();
    return;
  }

  affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
  REMOVE_FROM_LIST(af, ch->affected, next);
  free(af);
  affect_total(ch);
}



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

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



/*
 * Return TRUE if a char is affected by a spell (SPELL_XXX),
 * FALSE indicates not affected.
 */
bool affected_by_spell(struct char_data * ch, int type)
{
  struct affected_type *hjp;

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

  return (FALSE);
}



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

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

    if ((hjp->type == af->type) && (hjp->location == af->location)) {
      if (add_dur)
	af->duration += hjp->duration;
      if (avg_dur)
	af->duration /= 2;

      if (add_mod)
	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 *temp;

  if (ch == NULL || ch->in_room == NOWHERE) {
    log("SYSERR: NULL character or NOWHERE in %s, char_from_room", __FILE__);
    exit(1);
  }

  if (FIGHTING(ch) != NULL)
    stop_fighting(ch);

  if (GET_EQ(ch, WEAR_LIGHT) != NULL)
    if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
      if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2))	/* Light is ON */
	world[ch->in_room].light--;

  REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
  ch->in_room = NOWHERE;
  ch->next_in_room = NULL;
}


/* place a character in a room */
void char_to_room(struct char_data * ch, room_rnum room)
{
  if (ch == NULL || room < 0 || room > top_of_world)
    log("SYSERR: Illegal value(s) passed to char_to_room. (Room: %d/%d Ch: %p",
		room, top_of_world, ch);
  else {
    ch->next_in_room = world[room].people;
    world[room].people = ch;
    ch->in_room = room;

    if (GET_EQ(ch, WEAR_LIGHT))
      if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
	if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2))	/* Light ON */
	  world[room].light++;

    /* Stop fighting now, if we left. */
    if (FIGHTING(ch) && IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) {
      stop_fighting(FIGHTING(ch));
      stop_fighting(ch);

    }
  }
}


/* give an object to a char   */
void obj_to_char(struct obj_data * object, struct char_data * ch)
{
  if (object && 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)++;

    /* set flag for crash-save system, but not on mobs! */
    if (!IS_NPC(ch))
      SET_BIT(PLR_FLAGS(ch), PLR_CRASH);
  } else
    log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", object, ch);
}


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

  if (object == NULL) {
    log("SYSERR: NULL object passed to obj_from_char.");
    return;
  }
  REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content);

  /* set flag for crash-save system, but not on mobs! */
  if (!IS_NPC(object->carried_by))
    SET_BIT(PLR_FLAGS(object->carried_by), PLR_CRASH);

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



/* Return the effect of a piece of armor in position eq_pos */
int apply_ac(struct char_data * ch, int eq_pos)
{
  int factor;

  if (GET_EQ(ch, eq_pos) == NULL) {
    core_dump();
    return (0);
  }

  if (!(GET_OBJ_TYPE(GET_EQ(ch, eq_pos)) == ITEM_ARMOR))
    return (0);

  switch (eq_pos) {

  case WEAR_BODY:
    factor = 3;
    break;			/* 30% */
  case WEAR_HEAD:
    factor = 2;
    break;			/* 20% */
  case WEAR_LEGS:
    factor = 2;
    break;			/* 20% */
  default:
    factor = 1;
    break;			/* all others 10% */
  }

  return (factor * GET_OBJ_VAL(GET_EQ(ch, eq_pos), 0));
}

int invalid_align(struct char_data *ch, struct obj_data *obj)
{
  if (IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch))
    return TRUE;
  if (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch))
    return TRUE;
  if (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))
    return TRUE;
  return FALSE;
}

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

  if (pos < 0 || pos >= NUM_WEARS) {
    core_dump();
    return;
  }

  if (GET_EQ(ch, pos)) {
    log("SYSERR: Char is already equipped: %s, %s", GET_NAME(ch),
	    obj->short_description);
    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 (invalid_align(ch, obj) || invalid_class(ch, obj)) {
    act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR);
    act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM);
    obj_to_room(obj, ch->in_room);
    return;
  }

  GET_EQ(ch, pos) = obj;
  obj->worn_by = ch;
  obj->worn_on = pos;

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

  /* Weapon Proficiency Handling */
  if ((GET_OBJ_TYPE(obj) == ITEM_WEAPON) &&
      (pos == WEAR_WIELD)) {

      if (prof_get(ch, 2, GET_OBJ_VNUM(obj)) != -1)
      GET_CUR_PROF(ch) = prof_get_node(ch, 2, GET_OBJ_VNUM(obj));

   /* Mobs are assumed to be proficient in their weapons */
      if (IS_NPC(ch))
       prof_set(ch, 2, GET_OBJ_VNUM(obj), 80.00);
      else
      if (GET_LEVEL(ch) >= LVL_IMMORT)
       prof_set(ch, 2, GET_OBJ_VNUM(obj), 100.00); }

  if (ch->in_room != NOWHERE) {
    if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
      if (GET_OBJ_VAL(obj, 2))	/* if light is ON */
	world[ch->in_room].light++;
  } else
    log("SYSERR: ch->in_room = NOWHERE when equipping char %s.", GET_NAME(ch));

  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;

  if ((pos < 0 || pos >= NUM_WEARS) || GET_EQ(ch, pos) == NULL) {
    core_dump();
    return (NULL);
  }

  obj = GET_EQ(ch, pos);
  obj->worn_by = NULL;
  obj->worn_on = -1;

  if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
    GET_AC(ch) += apply_ac(ch, pos);

  /* Removing a weapon, get rid of current prof */
  if ((GET_OBJ_TYPE(obj) == ITEM_WEAPON) &&
      (pos == WEAR_WIELD) )
    GET_CUR_PROF(ch) = NULL;

  if (ch->in_room != NOWHERE) {
    if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
      if (GET_OBJ_VAL(obj, 2))	/* if light is ON */
	world[ch->in_room].light--;
  } else
    log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch));

  GET_EQ(ch, pos) = NULL;

  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];

  *number = '\0';

  if ((ppos = strchr(*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 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 (GET_OBJ_RNUM(i) == num)
      return (i);

  return (NULL);
}



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

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

  return (NULL);
}



/* search a room for a char, and return a pointer if found..  */

struct char_data *get_char_room(char *name, room_rnum room)
{
  struct char_data *i;
  int j = 0, number;
  char tmpname[MAX_INPUT_LENGTH];
  char *tmp = tmpname;

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

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

  return (NULL);
}



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

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

  return (NULL);
}



/* put an object in a room */
void obj_to_room(struct obj_data * object, room_rnum room)
{

  if (!object || room < 0 || room > top_of_world)
    log("SYSERR: Illegal value(s) passed to obj_to_room. (Room #%d/%d, obj %p)",
	room, top_of_world, object);
  else {
    object->next_content = world[room].contents;
    world[room].contents = object;
    object->in_room = room;
    object->carried_by = NULL;
    if (ROOM_FLAGGED(room, ROOM_HOUSE))
      SET_BIT(ROOM_FLAGS(room), ROOM_HOUSE_CRASH);

    if (IS_OBJ_STAT(object, ITEM_MELT)) {
    act("$p falls to pieces as it hits the ground.", FALSE, 0, object, 0, TO_ROOM); 
    extract_obj(object);
    return; }

    if (obj_sank_or_fell(object))
     return;

  /* No souls lying about */
   if (CAN_WEAR(object, ITEM_WEAR_SOUL))  
    extract_obj(object);

  }
}

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

  if (!object || object->in_room == NOWHERE) {
    log("SYSERR: NULL object (%p) or obj not in a room (%d) passed to obj_from_room",
	object, object->in_room);
    return;
  }

  REMOVE_FROM_LIST(object, world[object->in_room].contents, next_content);

  if (ROOM_FLAGGED(object->in_room, ROOM_HOUSE))
    SET_BIT(ROOM_FLAGS(object->in_room), ROOM_HOUSE_CRASH);
  object->in_room = NOWHERE;
  object->next_content = NULL;
}


/* 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;

  if (!obj || !obj_to || obj == obj_to) {
    log("SYSERR: NULL object (%p) or same source (%p) and target (%p) obj passed to obj_to_obj.",
	obj, obj, obj_to);
    return;
  }

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

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

  /* top level object.  Subtract weight from inventory if necessary. */
  GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj);
  if (tmp_obj->carried_by)
    IS_CARRYING_W(tmp_obj->carried_by) += GET_OBJ_WEIGHT(obj);
}


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

  if (obj->in_obj == NULL) {
    log("SYSERR: (%s): trying to illegally extract obj from obj.", __FILE__);
    return;
  }
  obj_from = obj->in_obj;
  REMOVE_FROM_LIST(obj, obj_from->contains, next_content);

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

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

  obj->in_obj = NULL;
  obj->next_content = NULL;
}


/* 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 *temp;
  struct char_data *ch;
  struct char_data *next = NULL;

  if (obj->worn_by != NULL)
    if (unequip_char(obj->worn_by, obj->worn_on) != obj)
      log("SYSERR: Inconsistent worn_by and worn_on pointers!!");
  if (obj->in_room != NOWHERE)
    obj_from_room(obj);
  else if (obj->carried_by)
    obj_from_char(obj);
  else if (obj->in_obj)
    obj_from_obj(obj);

 /* Seat Extraction Sanity Check */
       if (OBJ_SAT_IN_BY(obj)) {
         for (ch = OBJ_SAT_IN_BY(obj); OBJ_SAT_IN_BY(obj); ch = next) {
                       if (!NEXT_IN_SEAT(ch))  
         OBJ_SAT_IN_BY(obj) = NULL;
                       else
         OBJ_SAT_IN_BY(obj) = (next = NEXT_IN_SEAT(ch));
      SITTING_IN(ch) = NULL;
      NEXT_IN_SEAT(ch) = NULL;

       }
  }

  /* Removing Money from a Character */
   if ( (obj->carried_by) && (GET_OBJ_TYPE(obj) == ITEM_MONEY) )
   GET_GOLD(obj->carried_by) -= money_obj_value(obj);

  /* Get rid of the contents of the object, as well. */
  while (obj->contains)
    extract_obj(obj->contains);

  REMOVE_FROM_LIST(obj, object_list, next);

  if (GET_OBJ_RNUM(obj) >= 0)
    (obj_index[GET_OBJ_RNUM(obj)].number)--;

  if (SCRIPT(obj))
    extract_script(SCRIPT(obj));

  free_obj(obj);
}



void update_object(struct obj_data * obj, int use)
{
  /* dont update objects with a timer trigger */
  if (!SCRIPT_CHECK(obj, OTRIG_TIMER) && (GET_OBJ_TIMER(obj) > 0))
    GET_OBJ_TIMER(obj) -= 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 (GET_EQ(ch, WEAR_LIGHT) != NULL)
    if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
      if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2) > 0) {
	i = --GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2);
	if (i == 1) {
	  send_to_char("Your light begins to flicker and fade.\r\n", ch);
	  act("$n's light begins to flicker and fade.", FALSE, ch, 0, 0, TO_ROOM);
	} else if (i == 0) {
	  send_to_char("Your light sputters out and dies.\r\n", ch);
	  act("$n's light sputters out and dies.", FALSE, ch, 0, 0, TO_ROOM);
	  world[ch->in_room].light--;
	}
        { /* Decrease objet value over time */
          struct obj_data *proto;
          obj_rnum r_num;
          if ((r_num = real_object(GET_OBJ_VNUM(GET_EQ(ch, WEAR_LIGHT)))) < 0) {
            mudlog("SYSERR: In light value reduction - couldn't get object's rnum!", NRM, 32, TRUE);
            return;
          }
          proto = read_object(r_num, REAL);

          GET_OBJ_COST(GET_EQ(ch, WEAR_LIGHT)) = GET_OBJ_COST(proto) * 
          GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2) / GET_OBJ_VAL(proto, 2);
          extract_obj(proto);
        }
      }

  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i))
      update_object(GET_EQ(ch, 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 char_data *k, *temp;
  struct descriptor_data *t_desc;
  struct obj_data *obj;
  int i, freed = 0;

  char_from_chair(ch);

  /* Get rid of the mount */
  if (RIDING(ch) || RIDDEN_BY(ch))
   dismount_char(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, NULL, 0, 0);
  }
  if (ch->in_room == NOWHERE) {
    log("SYSERR: NOWHERE extracting char %s. (%s, extract_char)",
	GET_NAME(ch), __FILE__);
    exit(1);
  }
  if (ch->followers || ch->master)
    die_follower(ch);

  if (ch->desc) {
      /* Fix a duplication bug for character extractions. */
      for (t_desc = descriptor_list; t_desc; t_desc = t_desc->next) {
        if (t_desc == ch->desc || !t_desc->character)
          continue;
        if (GET_IDNUM(ch) == GET_IDNUM(t_desc->character)) {
          SEND_TO_Q("Mulitple login detected -- bye.\r\n", t_desc);
          STATE(t_desc) = CON_CLOSE;
        }
      }

  /* Forget snooping, if applicable */
    if (ch->desc->snooping) {
      ch->desc->snooping->snoop_by = NULL;
      ch->desc->snooping = NULL;
    }
    if (ch->desc->snoop_by) {
      SEND_TO_Q("Your victim is no longer among us.\r\n",
		ch->desc->snoop_by);
      ch->desc->snoop_by->snooping = NULL;
      ch->desc->snoop_by = NULL;
    }
  }
  /* transfer objects to room, if any */
 while (ch->carrying) {
    obj = ch->carrying;
    obj_from_char(obj);
    obj_to_room(obj, ch->in_room);
  }

  /* transfer equipment to room, if any */
  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i))
      obj_to_room(unequip_char(ch, i), ch->in_room);

  if (FIGHTING(ch))
    stop_fighting(ch);

  for (k = combat_list; k; k = temp) {
    temp = k->next_fighting;
    if (FIGHTING(k) == ch)
      stop_fighting(k);
  }

  char_from_room(ch);

  /* pull the char from the list */
  REMOVE_FROM_LIST(ch, character_list, next);

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

  if (!IS_NPC(ch)) {
    save_char(ch, NOWHERE);
    Crash_delete_crashfile(ch);
  } else {
    if (GET_MOB_RNUM(ch) > -1)		/* if mobile */
      mob_index[GET_MOB_RNUM(ch)].number--;
    clearMemory(ch);		/* Only NPC's can have memory */
    if (SCRIPT(ch))
      extract_script(SCRIPT(ch));
    if (SCRIPT_MEM(ch))
      extract_script_mem(SCRIPT_MEM(ch));
    free_char(ch);
    freed = 1;
  }

  if (!freed && ch->desc != NULL) {
    STATE(ch->desc) = CON_MENU;
    SEND_TO_Q(MENU, ch->desc);
  } else {  /* if a player gets purged from within the game */
    if (!freed)
      free_char(ch);
  }
}



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


struct char_data *get_player_vis(struct char_data * ch, char *name, int inroom)
{
  struct char_data *i;

  for (i = character_list; i; i = i->next) {
    if (IS_NPC(i))
      continue;
    if (inroom == FIND_CHAR_ROOM && i->in_room != ch->in_room)
      continue;
    if (str_cmp(i->player.name, name)) /* If not same, continue */
      continue;
    if (!CAN_SEE(ch, i))
      continue;
    return (i);
  }

  return (NULL);
}


struct char_data *get_char_room_vis(struct char_data * ch, char *name)
{
  struct char_data *i;
  int j = 0, number;
  char tmpname[MAX_INPUT_LENGTH];
  char *tmp = tmpname;

  /* JE 7/18/94 :-) :-) */
  if (!str_cmp(name, "self") || !str_cmp(name, "me"))
    return (ch);

  /* 0.<name> means PC with name */
  strcpy(tmp, name);
  if (!(number = get_number(&tmp)))
    return (get_player_vis(ch, tmp, FIND_CHAR_ROOM));

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

  return (NULL);
}


struct char_data *get_char_vis(struct char_data * ch, char *name, int where)
{
  struct char_data *i;
  int j = 0, number;
  char tmpname[MAX_INPUT_LENGTH];
  char *tmp = tmpname;

  /* check the room first */
  if (where == FIND_CHAR_ROOM)
    return get_char_room_vis(ch, name);
  else if (where == FIND_CHAR_WORLD) {
    if ((i = get_char_room_vis(ch, name)) != NULL)
      return (i);

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

    for (i = character_list; i && (j <= number); i = i->next)
      if (isname(tmp, i->player.name) && CAN_SEE(ch, i))
        if (++j == number)
          return (i);
  }

  return (NULL);
}



struct obj_data *get_obj_in_list_vis(struct char_data * ch, char *name,
				              struct obj_data * list)
{
  struct obj_data *i;
  int j = 0, number;
  char tmpname[MAX_INPUT_LENGTH];
  char *tmp = tmpname;

  if (!str_cmp(name, "it")) {

  if (GET_OBJ_IT(ch) == NULL)
   return (NULL);

  for (i = list; i; i = i->next_content)
    if (GET_OBJ_IT(ch) == i)
      if (CAN_SEE_OBJ(ch, i)) {
          GET_OBJ_IT(ch) = i;
          return (i);      }

  return (NULL);                                             }

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

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

  return (NULL);
}




/* 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 = 0, number;
  char tmpname[MAX_INPUT_LENGTH];
  char *tmp = tmpname;

  /* 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(tmp, name);
  if ((number = get_number(&tmp)) == 0)
    return (NULL);

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

  return (NULL);
}



struct obj_data *get_object_in_equip_vis(struct char_data * ch,
		           char *arg, struct obj_data * equipment[], int *j)
{

  if (!str_cmp(arg, "it")) {

  if (GET_OBJ_IT(ch) == NULL)
   return (NULL);

    for ((*j) = 0; (*j) < (NUM_WEARS - 1); (*j)++)
    if (equipment[(*j)])
      if (CAN_SEE_OBJ(ch, equipment[(*j)]))
        if (GET_OBJ_IT(ch) == equipment[(*j)]) {
          GET_OBJ_IT(ch) = equipment[(*j)];
          return (equipment[(*j)]);            }
 
  return (NULL);             }

  for ((*j) = 0; (*j) < (NUM_WEARS - 1); (*j)++)
    if (equipment[(*j)])
      if (CAN_SEE_OBJ(ch, equipment[(*j)]))
	if (isname(arg, equipment[(*j)]->name))
	  return (equipment[(*j)]);

  return (NULL);
}

/* Generic Find, designed to find any object/character
 *
 * Calling:
 *  *arg     is the pointer 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 used to return a pointer to the next word in *arg (just
 * like the one_argument routine), but now it returns an integer that
 * describes what it filled in.
 */
int generic_find(char *arg, bitvector_t bitvector, struct char_data * ch,
		     struct char_data ** tar_ch, struct obj_data ** tar_obj)
{
  int i, found;
  char name[256];

  *tar_ch = NULL;
  *tar_obj = NULL;

  one_argument(arg, name);

  if (!*name)
    return (0);

  if (IS_SET(bitvector, FIND_CHAR_ROOM)) {	/* Find person in room */
    if ((*tar_ch = get_char_vis(ch, name, FIND_CHAR_ROOM)) != NULL)
      return (FIND_CHAR_ROOM);
  }
  if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
    if ((*tar_ch = get_char_vis(ch, name, FIND_CHAR_WORLD)) != NULL)
      return (FIND_CHAR_WORLD);
  }
  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_EQUIP)) {
    for (found = FALSE, i = 0; i < (NUM_WEARS - 1) && !found; i++)
      if (GET_EQ(ch, i) && isname(name, GET_EQ(ch, i)->name)) {
        *tar_obj = GET_EQ(ch, i);
        found = TRUE;
      }
    if (found)
      return (FIND_OBJ_EQUIP);
  }
  if (IS_SET(bitvector, FIND_OBJ_ROOM)) {
    if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
      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);
}


/* a function to scan for "all" or "all.x" */
int find_all_dots(char *arg)
{
  if (!strcmp(arg, "all"))
    return (FIND_ALL);
  else if (!strncmp(arg, "all.", 4)) {
    strcpy(arg, arg + 4);
    return (FIND_ALLDOT);
  } else
    return (FIND_INDIV);
}

void char_from_chair(struct char_data *ch)
 {
  struct obj_data *chair;
  struct char_data *tempch;
  int i, found = 0;

  if (!SITTING_IN(ch))
    return;

  if (!(chair = SITTING_IN(ch))){
    log("SYSERR: ACK, no chair for char in char from chair");
    SITTING_IN(ch) = NULL;
    NEXT_IN_SEAT(ch) = NULL;
    return;
  }

  if (!(tempch = OBJ_SAT_IN_BY(chair))){
    log("SYSERR: Char from chair, but no chair!");
    SITTING_IN(ch) = NULL;
    NEXT_IN_SEAT(ch) = NULL;
    return;
  }

  if (tempch == ch){
    if (!NEXT_IN_SEAT(ch))
                       OBJ_SAT_IN_BY(chair) = NULL;
    else
         OBJ_SAT_IN_BY(chair) = NEXT_IN_SEAT(ch);
         GET_OBJ_VAL(chair, 1) -= 1;
    SITTING_IN(ch) = NULL;
    NEXT_IN_SEAT(ch) = NULL;

    return;
  }

  for (i = 0; i < GET_OBJ_VAL(chair, 1) && found == 0; i++){
    if (NEXT_IN_SEAT(tempch) == ch){
      NEXT_IN_SEAT(tempch) = NEXT_IN_SEAT(ch);
      found = 1;
    }
  }
  if (found == 0)
    log("SYSERR: Char flagged as sitting, but not in chair");
  else
         GET_OBJ_VAL(chair, 1) -= 1;

  SITTING_IN(ch) = NULL;
  NEXT_IN_SEAT(ch) = NULL;
                       
  return;
}

/* Move passengers along who are in a vehicle */

void move_vehicle(struct obj_data *object, room_rnum room) {

struct char_data *tempch, *nextch;

   for (tempch = OBJ_SAT_IN_BY(object); tempch; tempch = nextch) {

	nextch = NEXT_IN_SEAT(tempch);

 /* Pilot is moved in do_simple_move */

        if (tempch == OBJ_SAT_IN_BY(object))
         continue;

	char_from_room(tempch);
	char_to_room(tempch, room);
	look_at_room(tempch, 0);

  if (ROOM_FLAGGED(room, ROOM_DEATH) && GET_LEVEL(tempch) < LVL_IMMORT) {

    if (!IS_NPC(tempch))
     GET_DT_CNT(tempch)++;  

    send_to_char("Died in vehicle routine\r\n", tempch);

    log_death_trap(tempch);
    death_cry(tempch);
    extract_char(tempch);  
  }

   }
   /* Move the vehicle */
   obj_from_room(object);
   obj_to_room(object, room);
}

/* Mount Support */
 void dismount_char(struct char_data *ch) {
   if (RIDING(ch)) {
     RIDDEN_BY(RIDING(ch)) = NULL;
     RIDING(ch) = NULL;
   }

   if (RIDDEN_BY(ch)) {
     RIDING(RIDDEN_BY(ch)) = NULL;
     RIDDEN_BY(ch) = NULL;
   }
 }

 void mount_char(struct char_data *ch, struct char_data *mount) {
   RIDING(ch) = mount;
   RIDDEN_BY(mount) = ch;
  }


int obj_sank_or_fell(struct obj_data *obj) {

 room_rnum roomnum;

    if ((SECT(obj->in_room) == SECT_FLYING)  &&
        (GET_OBJ_TYPE(obj) != ITEM_AIRPLANE)  ) {
    act("$p falls from the sky with a whistle.", FALSE, 0, obj, 0, TO_ROOM);
    extract_obj(obj);
    return 1; }

    /* Not flying and not sinking, no need to handle it. */
    if (!IS_WATER(obj->in_room))
        return 0;

       if ((!world[obj->in_room].dir_option[DOWN]) ||
           (world[obj->in_room].dir_option[DOWN]->to_room == NOWHERE) ||
           (IS_SET(world[obj->in_room].dir_option[DOWN]->exit_info, EX_CLOSED))) {
         act("$p sinks through the water and comes to rest.",
          FALSE, world[obj->in_room].people, obj, 0, TO_ROOM);
         act("$p sinks through the water and comes to rest.",
          FALSE, world[obj->in_room].people, obj, 0, TO_CHAR);
         return 0;}

    if ((GET_OBJ_WEIGHT(obj) > 0) && (obj->in_room != NOWHERE) &&
        (GET_OBJ_TYPE(obj) != ITEM_BOAT) &&
        (GET_OBJ_TYPE(obj) != ITEM_AIRPLANE) ) {

     while ((world[obj->in_room].dir_option[DOWN]) &&
        (world[obj->in_room].dir_option[DOWN]->to_room != NOWHERE) &&
        (!IS_SET(world[obj->in_room].dir_option[DOWN]->exit_info, EX_CLOSED)) ) {

      act("$p sinks into the watery depths.",
          FALSE, world[obj->in_room].people, obj, 0, TO_ROOM);
      act("$p sinks into the watery depths.",
          FALSE, world[obj->in_room].people, obj, 0, TO_CHAR);

        roomnum = world[obj->in_room].dir_option[DOWN]->to_room;
        obj_from_room(obj);
        obj_to_room(obj, roomnum);
            }
}
        return 0;
}