clan/
class/
data/
doc/ideas/
doc/mobprogs/
gods/
log/
player/
time/
/*
 *  The unique portions SunderMud code as well as the integration efforts
 *  for code from other sources is based on the efforts of:
 *
 *  Lotherius (elfren@aros.net)
 *
 *  This code can only be used under the terms of the DikuMud, Merc,
 *  and ROM licenses. The same requirements apply to the changes that
 *  have been made.
 *
 * All other copyrights remain in place and in force.
*/


/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

#include "everything.h"

/* command procedures needed */
DECLARE_DO_FUN(do_split		);
DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_say		);


/*
 * Local functions.
 */
#define CD CHAR_DATA
#define OD OBJ_DATA /* elfren for new shop code */
bool	remove_obj	args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void	wear_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD *	find_keeper	args( ( CHAR_DATA *ch ) );
int	get_cost	args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
/* elfren added 2 next lines for new shop code */
void    obj_to_keeper   args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD *    get_obj_keeper  args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));

#undef  OD
#undef	CD

/* RT part of the corpse looting code */

bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
    CHAR_DATA *owner, *wch;

    if (IS_IMMORTAL(ch))
	return TRUE;

    if (!obj->owner || obj->owner == NULL)
	return TRUE;

    owner = NULL;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
        if (!str_cmp(wch->name,obj->owner))
            owner = wch;

    if (owner == NULL)
	return TRUE;

    if (!str_cmp(ch->name,owner->name))
	return TRUE;

    if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT))
	return TRUE;

    if (is_same_group(ch,owner))
	return TRUE;

    return FALSE;
}


void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
    /* variables for AUTOSPLIT */
    CHAR_DATA *gch;
    int members;
    char buffer[100];

    if ( !CAN_WEAR(obj, ITEM_TAKE) )
    {
	send_to_char( "You can't take that.\n\r", ch );
	return;
    }

    if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
    {
	act( "$d: you can't carry that many items.",
	    ch, NULL, obj->name, TO_CHAR );
	return;
    }


    if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
    {
	act( "$d: you can't carry that much weight.",
	    ch, NULL, obj->name, TO_CHAR );
	return;
    }

    if (!can_loot(ch,obj))
    {
	act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR );
	return;
    }

    if ( container != NULL )
    {
    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	&&  get_trust(ch) < obj->level)
	{
	    send_to_char("You are not powerful enough to use it.\n\r",ch);
	    return;
	}

    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	&&  !CAN_WEAR(container, ITEM_TAKE) && obj->timer)
	    obj->timer = 0;	
	act( "You get $p from $P.", ch, obj, container, TO_CHAR );
	act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
	obj_from_obj( obj );
    }
    else
    {
	act( "You get $p.", ch, obj, container, TO_CHAR );
	act( "$n gets $p.", ch, obj, container, TO_ROOM );
	obj_from_room( obj );
    }

    if ( obj->item_type == ITEM_MONEY)
    {
	ch->gold += obj->value[0];
        if (IS_SET(ch->act,PLR_AUTOSPLIT))
        { /* AUTOSPLIT code */
    	  members = 0;
    	  for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    	  {
            if ( is_same_group( gch, ch ) )
              members++;
    	  }

	  if ( members > 1 && obj->value[0] > 1)
	  {
	    sprintf(buffer,"%d",obj->value[0]);
	    do_split(ch,buffer);	
	  }
        }
 
	extract_obj( obj );
    }
    else
    {
	obj_to_char( obj, ch );
    }

    return;
}



void do_get( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    OBJ_DATA *container;
    bool found;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if (!str_cmp(arg2,"from"))
	argument = one_argument(argument,arg2);

    /* Get type. */
    if ( arg1[0] == '\0' )
    {
	send_to_char( "Get what?\n\r", ch );
	return;
    }

    if ( arg2[0] == '\0' )
    {
	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	{
	    /* 'get obj' */
	    obj = get_obj_list( ch, arg1, ch->in_room->contents );
	    if ( obj == NULL )
	    {
		act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
		return;
	    }

	    get_obj( ch, obj, NULL );
	}
	else
	{
	    /* 'get all' or 'get all.obj' */
	    found = FALSE;
	    for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    get_obj( ch, obj, NULL );
		}
	    }

	    if ( !found ) 
	    {
		if ( arg1[3] == '\0' )
		    send_to_char( "I see nothing here.\n\r", ch );
		else
		    act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
	    }
	}
    }
    else
    {
	/* 'get ... container' */
	if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
	{
	    send_to_char( "You can't do that.\n\r", ch );
	    return;
	}

	if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
	{
	    act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
	    return;
	}

	switch ( container->item_type )
	{
	default:
	    send_to_char( "That's not a container.\n\r", ch );
	    return;

	case ITEM_CONTAINER:
	case ITEM_CORPSE_NPC:
	    break;

	case ITEM_CORPSE_PC:
	    {

		if (!can_loot(ch,container))
		{
		    send_to_char( "You can't do that.\n\r", ch );
		    return;
		}
	    }
	}

	if ( IS_SET(container->value[1], CONT_CLOSED) )
	{
	    act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
	    return;
	}

	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	{
	    /* 'get obj container' */
	    obj = get_obj_list( ch, arg1, container->contains );
	    if ( obj == NULL )
	    {
		act( "I see nothing like that in the $T.",
		    ch, NULL, arg2, TO_CHAR );
		return;
	    }
	    get_obj( ch, obj, container );
	}
	else
	{
	    /* 'get all container' or 'get all.obj container' */
	    found = FALSE;
	    for ( obj = container->contains; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    if (container->pIndexData->vnum == OBJ_VNUM_PIT
		    &&  !IS_IMMORTAL(ch))
		    {
			send_to_char("Don't be so greedy!\n\r",ch);
			return;
		    }
		    get_obj( ch, obj, container );
		}
	    }

	    if ( !found )
	    {
		if ( arg1[3] == '\0' )
		    act( "I see nothing in the $T.",
			ch, NULL, arg2, TO_CHAR );
		else
		    act( "I see nothing like that in the $T.",
			ch, NULL, arg2, TO_CHAR );
	    }
	}
    }

    return;
}



void do_put( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *container;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if (!str_cmp(arg2,"in"))
	argument = one_argument(argument,arg2);

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Put what in what?\n\r", ch );
	return;
    }

    if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
    {
	act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
	return;
    }

    if ( container->item_type != ITEM_CONTAINER )
    {
	send_to_char( "That's not a container.\n\r", ch );
	return;
    }

    if ( IS_SET(container->value[1], CONT_CLOSED) )
    {
	act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
	return;
    }

    if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
    {
	/* 'put obj container' */
	if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
	{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
	}

	if ( obj == container )
	{
	    send_to_char( "You can't fold it into itself.\n\r", ch );
	    return;
	}

	if ( !can_drop_obj( ch, obj ) )
	{
	    send_to_char( "You can't let go of it.\n\r", ch );
	    return;
	}

	if ( get_obj_weight( obj ) + get_obj_weight( container )
	     > container->value[0] )
	{
	    send_to_char( "It won't fit.\n\r", ch );
	    return;
	}
	
	if (container->pIndexData->vnum == OBJ_VNUM_PIT 
	&&  !CAN_WEAR(container,ITEM_TAKE))
	    if (obj->timer)
	    {
	    	send_to_char( "Only permanent items may go in the pit.\n\r",ch);
	    	return;
	    }
	    else
	        obj->timer = number_range(100,200);

	obj_from_char( obj );
	obj_to_obj( obj, container );
	act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
	act( "You put $p in $P.", ch, obj, container, TO_CHAR );
    }
    else
    {
	/* 'put all container' or 'put all.obj container' */
	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;

	    if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
	    &&   can_see_obj( ch, obj )
	    &&   obj->wear_loc == WEAR_NONE
	    &&   obj != container
	    &&   can_drop_obj( ch, obj )
	    &&   get_obj_weight( obj ) + get_obj_weight( container )
		 <= container->value[0] )
	    {
	    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	    	&&  !CAN_WEAR(obj, ITEM_TAKE) )
	    	    if (obj->timer)
	    	        continue;
	    	    else
	    	    	obj->timer = number_range(100,200);
		obj_from_char( obj );
		obj_to_obj( obj, container );
		act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
		act( "You put $p in $P.", ch, obj, container, TO_CHAR );
	    }
	}
    }

    return;
}



void do_drop( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Drop what?\n\r", ch );
	return;
    }

    if ( is_number( arg ) )
    {
	/* 'drop NNNN coins' */
	int amount;

	amount   = atoi(arg);
	argument = one_argument( argument, arg );
	if ( amount <= 0
	|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) && 
	     str_cmp( arg, "gold"  ) ) )
	{
	    send_to_char( "Sorry, you can't do that.\n\r", ch );
	    return;
	}

	if ( ch->gold < amount )
	{
	    send_to_char( "You haven't got that many coins.\n\r", ch );
	    return;
	}

	ch->gold -= amount;

	for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;

	    switch ( obj->pIndexData->vnum )
	    {
	    case OBJ_VNUM_MONEY_ONE:
		amount += 1;
		extract_obj( obj );
		break;

	    case OBJ_VNUM_MONEY_SOME:
		amount += obj->value[0];
		extract_obj( obj );
		break;
	    }
	}

	obj_to_room( create_money( amount ), ch->in_room );
	act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
	send_to_char( "OK.\n\r", ch );
	return;
    }

    if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
    {
	/* 'drop obj' */
	if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
	{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
	}

	if ( !can_drop_obj( ch, obj ) )
	{
	    send_to_char( "You can't let go of it.\n\r", ch );
	    return;
	}

	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
	act( "You drop $p.", ch, obj, NULL, TO_CHAR );
    }
    else
    {
	/* 'drop all' or 'drop all.obj' */
	found = FALSE;
	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;

	    if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
	    &&   can_see_obj( ch, obj )
	    &&   obj->wear_loc == WEAR_NONE
	    &&   can_drop_obj( ch, obj ) )
	    {
		found = TRUE;
		obj_from_char( obj );
		obj_to_room( obj, ch->in_room );
		act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
		act( "You drop $p.", ch, obj, NULL, TO_CHAR );
	    }
	}

	if ( !found )
	{
	    if ( arg[3] == '\0' )
		act( "You are not carrying anything.",
		    ch, NULL, arg, TO_CHAR );
	    else
		act( "You are not carrying any $T.",
		    ch, NULL, &arg[4], TO_CHAR );
	}
    }

    return;
}



void do_give( CHAR_DATA *ch, char *argument )
{
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA  *obj;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Give what to whom?\n\r", ch );
	return;
    }

    if ( is_number( arg1 ) )
    {
	/* 'give NNNN coins victim' */
	int amount;

	amount   = atoi(arg1);
	if ( amount <= 0
	|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && 
	     str_cmp( arg2, "gold"  ) ) )
	{
	    send_to_char( "Sorry, you can't do that.\n\r", ch );
	    return;
	}

	argument = one_argument( argument, arg2 );
	if ( arg2[0] == '\0' )
	{
	    send_to_char( "Give what to whom?\n\r", ch );
	    return;
	}

	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "They aren't here.\n\r", ch );
	    return;
	}

	if ( ch->gold < amount )
	{
	    send_to_char( "You haven't got that much gold.\n\r", ch );
	    return;
	}

	ch->gold     -= amount;
	victim->gold += amount;
	sprintf(buf,"$n gives you %d gold.",amount);
	act( buf, ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	sprintf(buf,"You give $N %d gold.",amount);
	act( buf, ch, NULL, victim, TO_CHAR    );
    mprog_bribe_trigger( victim, ch, amount );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }

    if ( obj->wear_loc != WEAR_NONE )
    {
	send_to_char( "You must remove it first.\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }

    if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
    {
	act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
    {
	act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( !can_see_obj( victim, obj ) )
    {
	act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
	return;
    }

    obj_from_char( obj );
    obj_to_char( obj, victim );
    act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
    act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );
    act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );
    mprog_give_trigger( victim, ch, obj );
    return;
}


/* envenom added elfren */

/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA *ch, char *argument)
{
    OBJ_DATA *obj;
    int percent,skill;
    int brand;

     /* find out what */
    if (argument == '\0')
    {
    send_to_char("Envenom what item?\n\r",ch);
    return;
    }

    obj =  get_obj_list(ch,argument,ch->carrying);

    if (obj== NULL)
    {
    send_to_char("You don't have that item.\n\r",ch);
    return;
     }

     if ((skill = get_skill(ch,gsn_envenom)) < 1)
     {
    send_to_char("Are you crazy? You'd poison yourself!\n\r",ch);
    return;
     }

     if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
     {
    if (IS_OBJ_STAT(obj,ITEM_BLESS))
    {
         act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
         return;
    }

    if (number_percent() < skill)  /* success! */
    {
         act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM);
         act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR);
         if (!obj->value[3])
         {
        obj->value[3] = 1;
        check_improve(ch,gsn_envenom,TRUE,4);
        }
        WAIT_STATE(ch,skill_table[gsn_envenom].beats);
        return;
    }

    act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
    if (!obj->value[3])
        check_improve(ch,gsn_envenom,FALSE,4);
    WAIT_STATE(ch,skill_table[gsn_envenom].beats);
    return;
     }

    if (obj->item_type == ITEM_WEAPON)
    {
        if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
        ||  IS_WEAPON_STAT(obj,WEAPON_FROST)
        ||  IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
          ||  IS_WEAPON_STAT(obj,WEAPON_SHARP)
          ||  IS_WEAPON_STAT(obj,WEAPON_VORPAL)
          ||  IS_WEAPON_STAT(obj,WEAPON_ACID)
		||    IS_WEAPON_STAT(obj, WEAPON_LIGHTNING)
        ||  IS_OBJ_STAT(obj,ITEM_BLESS)) 
        {
            act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
            return;
          }

    if (obj->value[3] < 0
    ||  attack_table[obj->value[3]].damage == DAM_BASH)
    {
        send_to_char("You can only envenom edged weapons.\n\r",ch);
        return;
    }

        if (IS_WEAPON_STAT(obj,WEAPON_POISON))
        {
                act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
            return;
        }

    percent = number_percent();
    if (percent < skill)
    {
	 brand=WEAPON_POISON;
         obj->value[4]+=brand;
            act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
         act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
        check_improve(ch,gsn_envenom,TRUE,3);
        WAIT_STATE(ch,skill_table[gsn_envenom].beats);
            return;
        }
    else
    {
         act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
         check_improve(ch,gsn_envenom,FALSE,3);
        WAIT_STATE(ch,skill_table[gsn_envenom].beats);
        return;
    }
    }

    act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
    return;
}



void do_fill( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *fountain;
    bool found;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Fill what?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }

    found = FALSE;
    for ( fountain = ch->in_room->contents; fountain != NULL;
	fountain = fountain->next_content )
    {
	if ( fountain->item_type == ITEM_FOUNTAIN )
	{
	    found = TRUE;
	    break;
	}
    }

    if ( !found )
    {
	send_to_char( "There is no fountain here!\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_DRINK_CON )
    {
	send_to_char( "You can't fill that.\n\r", ch );
	return;
    }

    if ( obj->value[1] != 0 && obj->value[2] != 0 )
    {
	send_to_char( "There is already another liquid in it.\n\r", ch );
	return;
    }

    if ( obj->value[1] >= obj->value[0] )
    {
	send_to_char( "Your container is full.\n\r", ch );
	return;
    }

    act( "You fill $p.", ch, obj, NULL, TO_CHAR );
    obj->value[2] = 0;
    obj->value[1] = obj->value[0];
    return;
}



void do_drink( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int amount;
    int liquid;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
	{
	    if ( obj->item_type == ITEM_FOUNTAIN )
		break;
	}

	if ( obj == NULL )
	{
	    send_to_char( "Drink what?\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
    {
	send_to_char( "You fail to reach your mouth.  *Hic*\n\r", ch );
	return;
    }

    switch ( obj->item_type )
    {
    default:
	send_to_char( "You can't drink from that.\n\r", ch );
	break;

    case ITEM_FOUNTAIN:
	if ( !IS_NPC(ch) )
	    ch->pcdata->condition[COND_THIRST] = 48;
	act( "$n drinks from $p.", ch, obj, NULL, TO_ROOM );
	send_to_char( "You are no longer thirsty.\n\r", ch );
	break;

    case ITEM_DRINK_CON:
	if ( obj->value[1] <= 0 )
	{
	    send_to_char( "It is already empty.\n\r", ch );
	    return;
	}

	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	act( "$n drinks $T from $p.",
	    ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	act( "You drink $T from $p.",
	    ch, obj, liq_table[liquid].liq_name, TO_CHAR );

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   > 40 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );
	
	if ( obj->value[3] != 0 )
	{
	    /* The shit was poisoned ! */
	    AFFECT_DATA af;

	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
	    send_to_char( "You choke and gag.\n\r", ch );
	    af.type      = gsn_poison;
	    af.level	 = number_fuzzy(amount); 
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	
	obj->value[1] -= amount;
	break;
    }

    return;
}



void do_eat( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Eat what?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }

    if ( !IS_IMMORTAL(ch) )
    {
	if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
	{
	    send_to_char( "That's not edible.\n\r", ch );
	    return;
	}

	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
	{   
	    send_to_char( "You are too full to eat more.\n\r", ch );
	    return;
	}
    }

    act( "$n eats $p.",  ch, obj, NULL, TO_ROOM );
    act( "You eat $p.", ch, obj, NULL, TO_CHAR );

    switch ( obj->item_type )
    {

    case ITEM_FOOD:
	if ( !IS_NPC(ch) )
	{
	    int condition;

	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, obj->value[0] );
	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 40 )
		send_to_char( "You are full.\n\r", ch );
	}

	if ( obj->value[3] != 0 )
	{
	    /* The shit was poisoned! */
	    AFFECT_DATA af;

	    act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
	    send_to_char( "You choke and gag.\n\r", ch );

	    af.type      = gsn_poison;
	    af.level 	 = number_fuzzy(obj->value[0]);
	    af.duration  = 2 * obj->value[0];
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	break;

    case ITEM_PILL:
	obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
	obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
	obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
	break;
    }

    extract_obj( obj );
    return;
}



/*
 * Remove an object.
 */
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
    OBJ_DATA *obj;

    if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
	return TRUE;

    if ( !fReplace )
	return FALSE;

    if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
    {
	act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
	return FALSE;
    }

    act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
    act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
    unequip_char( ch, obj );
    return TRUE;
}



/*
 * Wear one object.
 * Optional replacement of existing objects.
 * Big repetitive code, ick.
 */
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
    char buf[MAX_STRING_LENGTH];

    if ( (ch->level+10) < obj->level )
    {
	sprintf( buf, "You must be level %d to use this object.\n\r",
	    obj->level );
	send_to_char( buf, ch );
	act( "$n tries to use $p, but is too inexperienced.",
	    ch, obj, NULL, TO_ROOM );
	return;
    }

	if ( obj->item_type == ITEM_PRIDE )
    {
	if ( !remove_obj( ch, WEAR_PRIDE, fReplace ) )
	    return;
	act( "$n wears $p with pride.", ch, obj, NULL, TO_ROOM );
	act( "You wear $p with pride.",  ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_PRIDE );
	return;
    }

    if ( obj->item_type == ITEM_LIGHT )
    {
	if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
	    return;
	act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
	act( "You light $p and hold it.",  ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_LIGHT );
	return;
    }
	
	if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
    {
	if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
	    return;
	act( "$p starts floating near $n.",   ch, obj, NULL, TO_ROOM );
	act( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_FLOAT );
	return;
    }

	/* Zeran - any item type checked after this point will also be
		checked for size.   */
	if (!wear_obj_size(ch, obj))
		return;

    if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
    {
	if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
	&&   get_eq_char( ch, WEAR_FINGER_R ) != NULL
	&&   !remove_obj( ch, WEAR_FINGER_L, fReplace )
	&&   !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
	    return;

	if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL )
	{
	    act( "$n wears $p on $s left finger.",    ch, obj, NULL, TO_ROOM );
	    act( "You wear $p on your left finger.",  ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_FINGER_L );
	    return;
	}

	if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
	{
	    act( "$n wears $p on $s right finger.",   ch, obj, NULL, TO_ROOM );
	    act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_FINGER_R );
	    return;
	}

	bug( "Wear_obj: no free finger.", 0 );
	send_to_char( "You already wear two rings.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
    {
	if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
	&&   get_eq_char( ch, WEAR_NECK_2 ) != NULL
	&&   !remove_obj( ch, WEAR_NECK_1, fReplace )
	&&   !remove_obj( ch, WEAR_NECK_2, fReplace ) )
	    return;

	if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
	{
	    act( "$n wears $p around $s neck.",   ch, obj, NULL, TO_ROOM );
	    act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_NECK_1 );
	    return;
	}

	if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
	{
	    act( "$n wears $p around $s neck.",   ch, obj, NULL, TO_ROOM );
	    act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_NECK_2 );
	    return;
	}

	bug( "Wear_obj: no free neck.", 0 );
	send_to_char( "You already wear two neck items.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
    {
	if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
	    return;
	act( "$n wears $p on $s body.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your body.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_BODY );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
    {
	if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
	    return;
	act( "$n wears $p on $s head.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HEAD );
	return;
    }
    
	if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
    {
	if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
	    return;
	act( "$n wears $p on $s face.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_FACE );
	return;
    }
    
	if ( CAN_WEAR( obj, ITEM_WEAR_EARS ) )
    {
	if ( !remove_obj( ch, WEAR_EARS, fReplace ) )
	    return;
	act( "$n wears $p on $s ears.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your ears.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_EARS );
	return;
    }
    
	if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
    {
	if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
	    return;
	act( "$p starts floating near $n.",   ch, obj, NULL, TO_ROOM );
	act( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_FLOAT );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
    {
	if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
	    return;
	act( "$n wears $p on $s legs.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_LEGS );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
    {
	if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
	    return;
	act( "$n wears $p on $s feet.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_FEET );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
    {
	if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
	    return;
	act( "$n wears $p on $s hands.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HANDS );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
    {
	if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
	    return;
	act( "$n wears $p on $s arms.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_ARMS );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
    {
	if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
	    return;
	act( "$n wears $p about $s body.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_ABOUT );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
    {
	if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
	    return;
	act( "$n wears $p about $s waist.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_WAIST );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
    {
	if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
	&&   get_eq_char( ch, WEAR_WRIST_R ) != NULL
	&&   !remove_obj( ch, WEAR_WRIST_L, fReplace )
	&&   !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
	    return;

	if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
	{
	    act( "$n wears $p around $s left wrist.",
		ch, obj, NULL, TO_ROOM );
	    act( "You wear $p around your left wrist.",
		ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_WRIST_L );
	    return;
	}

	if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL )
	{
	    act( "$n wears $p around $s right wrist.",
		ch, obj, NULL, TO_ROOM );
	    act( "You wear $p around your right wrist.",
		ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_WRIST_R );
	    return;
	}

	bug( "Wear_obj: no free wrist.", 0 );
	send_to_char( "You already wear two wrist items.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
    {
	OBJ_DATA *weapon;

	if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
	    return;

	weapon = get_eq_char(ch,WEAR_WIELD);
	if (weapon != NULL && ch->size < SIZE_LARGE 
	&&  IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
	{
	    send_to_char("Your hands are tied up with your weapon!\n\r",ch);
	    return;
	}

	weapon = get_eq_char(ch,WEAR_WIELD2);
	if (weapon != NULL)
		{
		send_to_char("You cannot use a shield while dual wielding!\n\r",ch);
		return;
		}
		
	if ( ch->class == class_lookup("monk") )
	{
	    send_to_char("A shield would impair your fighting style too much.\n\r",ch);
	    return;
	}

	act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
	act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_SHIELD );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WIELD ) )
    {
	int sn,skill;

	if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
	    return;

	if ( !IS_NPC(ch) && ch->class == class_lookup("monk") )
	{
	    send_to_char( "Your code does not allow you to take up a weapon\n\r", ch );
	    return;
	}

	if ( !IS_NPC(ch) 
	&& get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield )
	{
	    send_to_char( "It is too heavy for you to wield.\n\r", ch );
	    return;
	}

	if (!IS_NPC(ch) && ch->size < SIZE_LARGE 
	&&  IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
 	&&  get_eq_char(ch,WEAR_SHIELD) != NULL
	&&  get_eq_char(ch,WEAR_WIELD2) != NULL)
	{
	    send_to_char("You need two hands free for that weapon.\n\r",ch);
	    return;
	}

	act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
	act( "You wield $p.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_WIELD );

        sn = get_weapon_sn(ch, FALSE);

	if (sn == gsn_hand_to_hand)
	   return;

        skill = get_weapon_skill(ch,sn);
 
        if (skill >= 100)
            act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
        else if (skill > 85)
            act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 70)
            act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 50)
            act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
        else if (skill > 25)
            act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
        else if (skill > 1)
            act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
        else
            act("You don't even know which is end is up on $p.",
                ch,obj,NULL,TO_CHAR);

	return;
    }

    if ( CAN_WEAR( obj, ITEM_HOLD ) )
    {
	if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
	    return;
	act( "$n holds $p in $s hands.",   ch, obj, NULL, TO_ROOM );
	act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HOLD );
	return;
    }

    if ( fReplace )
	send_to_char( "You can't wear, wield, or hold that.\n\r", ch );

    return;
}

void do_dual (CHAR_DATA *ch, char *argument)
	{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    char buf[MAX_STRING_LENGTH];

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
	    {
		send_to_char( "Dual wield what?\n\r", ch );
		return;
	    }

	if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
		{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
		}

    if ( (ch->level+10) < obj->level )
   		{
		sprintf( buf, "You must be level %d to use this object.\n\r",
	   		 obj->level-10 );
		send_to_char( buf, ch );
		act( "$n tries to use $p, but is too inexperienced.",
	    ch, obj, NULL, TO_ROOM );
		return;
   		}

	if ( CAN_WEAR( obj, ITEM_WIELD ) )
   		{
		int sn,skill;

		if ( !remove_obj( ch, WEAR_WIELD2, TRUE ) )
		    return;

		if ( !IS_NPC(ch) 
		&& get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield )
			{
		    send_to_char( "It is too heavy for you to wield.\n\r", ch );
		    return;
			}

		if (!IS_NPC(ch) && ch->size < SIZE_LARGE 
		&&  IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
		&&  get_eq_char(ch,WEAR_WIELD) !=NULL)
			{
		    send_to_char("You need two hands free for that weapon.\n\r",ch);
		    return;
			}
		if (get_eq_char(ch, WEAR_SHIELD) != NULL)
			{
			send_to_char ("You cannot dual wield while using a shield!\n\r",ch);
			return;
			}

		act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
		act( "You wield $p.", ch, obj, NULL, TO_CHAR );
		equip_char( ch, obj, WEAR_WIELD2 );

        sn = get_weapon_sn(ch, TRUE);

		if (sn == gsn_hand_to_hand)
		   return;

        skill = get_weapon_skill(ch,sn);
 
        if (skill >= 100)
            act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
        else if (skill > 85)
            act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 70)
            act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 50)
            act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
        else if (skill > 25)
            act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
        else if (skill > 1)
            act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
        else
            act("You don't even know which is end is up on $p.",
                ch,obj,NULL,TO_CHAR);

		return;
		}
	}

void do_wear( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Wear, wield, or hold what?\n\r", ch );
	return;
    }

    if ( !str_cmp( arg, "all" ) )
    {
	OBJ_DATA *obj_next;

	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;
	    if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
		if (obj->condition != 0)
			wear_obj( ch, obj, FALSE );
		else
			act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR);
	}
	return;
    }
    else
    {
	if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
	{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
	}
	if (obj->condition == 0)
		act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR);
	else
		wear_obj( ch, obj, TRUE );
    }

    return;
}

/* Zeran - modified to support remove "all" and "all.whatever" */
void do_remove( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
	OBJ_DATA *tmp;
	int number;
	bool all_type = FALSE;
	bool done = FALSE;
	
    one_argument( argument, arg );

	/* Zeran - check for all.foo */
	number = number_argument (arg, arg2);
	if (number == -1)
		all_type = TRUE;

    if ( arg[0] == '\0' )
    {
	send_to_char( "Remove what?\n\r", ch );
	return;
    }
	
	/* check remove all.foo */
	if (all_type)
		{
		number = 0;
		while (!done)
			{
			if ( (obj = get_obj_wear( ch, arg2) ) == NULL )
				{
				if (!number)
					send_to_char( "You do not have any of those items.\n\r", ch );
				done = TRUE;
				continue;	
				}
			remove_obj (ch, obj->wear_loc, TRUE);
			number++;
			}
		return;
		}

	/* check "remove all" */
	if (!str_cmp(arg, "all"))
		{
		for (tmp = ch->carrying ; tmp != NULL ; tmp = tmp->next_content)
			{
			if (tmp->wear_loc != WEAR_NONE)
				remove_obj(ch, tmp->wear_loc, TRUE);	
			}
		return;
		}
	

    if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }

    remove_obj( ch, obj->wear_loc, TRUE );
    return;
}



void do_sacrifice( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    int gold;
    
    /* variables for AUTOSPLIT */
    CHAR_DATA *gch;
    int members;
    char buffer[100];


    one_argument( argument, arg );

    if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
    {
	act( "$n offers $mself to Zeran, who graciously declines.",
	    ch, NULL, NULL, TO_ROOM );
	send_to_char(
	    "Zeran appreciates your offer and may accept it later.\n\r", ch );
	return;
    }

    obj = get_obj_list( ch, arg, ch->in_room->contents );
    if ( obj == NULL )
    {
	send_to_char( "You can't find it.\n\r", ch );
	return;
    }
	if (IS_SET(obj->extra_flags, ITEM_NO_SAC))
		{
		send_to_char ("That object cannot be sacrificed.\n\r",ch);
		return;
		}
    gold = UMIN (10, (obj->level*2));

    if ( obj->item_type == ITEM_CORPSE_PC )
    {
	if (obj->contains)
        {
	   send_to_char(
	     "Zeran thinks you should loot first.\n\r",ch);
	   return;
        }
	else 
        {
           gold = UMAX(1,obj->level * 4);
        }
    }

    if (gold == 0)
        send_to_char(
	    "Zeran doesn't seem to notice your sacrifice.\n\r", ch );
    else
    {
	sprintf(buf,"Zeran gives you %d gold for your sacrifice.\n\r",
		gold);
	send_to_char(buf,ch);
    }
    
    ch->gold += gold;
    
    if (IS_SET(ch->act,PLR_AUTOSPLIT) )
    { /* AUTOSPLIT code */
    	members = 0;
	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    	{
    	    if ( is_same_group( gch, ch ) )
            members++;
    	}

	if ( members > 1 && gold > 1)
	{
	    sprintf(buffer,"%d",gold);
	    do_split(ch,buffer);	
	}
    }

    act( "$n sacrifices $p to Zeran.", ch, obj, NULL, TO_ROOM );
    extract_obj( obj );
    return;
}



void do_quaff( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Quaff what?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	send_to_char( "You do not have that potion.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_POTION )
    {
	send_to_char( "You can quaff only potions.\n\r", ch );
	return;
    }

    if (ch->level < obj->level)
    {
	send_to_char("This liquid is too powerful for you to drink.\n\r",ch);
	return;
    }

    act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
    act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );

    obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
    obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
    obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );

/* Zeran - add waitstate to stop speed quaffing. */

    WAIT_STATE (ch, PULSE_VIOLENCE/2); /* 2 potions per fight round */

    extract_obj( obj );
    return;
}



void do_recite( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *scroll;
    OBJ_DATA *obj;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You do not have that scroll.\n\r", ch );
	return;
    }

    if ( scroll->item_type != ITEM_SCROLL )
    {
	send_to_char( "You can recite only scrolls.\n\r", ch );
	return;
    }

    if ( ch->level < scroll->level)
    {
	send_to_char(
		"This scroll is too complex for you to comprehend.\n\r",ch);
	return;
    }

    obj = NULL;
    if ( arg2[0] == '\0' )
    {
	victim = ch;
    }
    else
    {
	if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
    act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
	WAIT_STATE(ch, PULSE_VIOLENCE/2);

    if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5)
    {
	send_to_char("You mispronounce a syllable.\n\r",ch);
	check_improve(ch,gsn_scrolls,FALSE,2);
    }

    else
    {
    	obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
    	obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
    	obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
	check_improve(ch,gsn_scrolls,TRUE,2);
    }

    extract_obj( scroll );
    return;
}



void do_brandish( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    OBJ_DATA *staff;
    int sn;

    if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
    {
	send_to_char( "You hold nothing in your hand.\n\r", ch );
	return;
    }

    if ( staff->item_type != ITEM_STAFF )
    {
	send_to_char( "You can brandish only with a staff.\n\r", ch );
	return;
    }

    if ( ( sn = staff->value[3] ) < 0
    ||   sn >= MAX_SKILL
    ||   skill_table[sn].spell_fun == 0 )
    {
	bug( "Do_brandish: bad sn %d.", sn );
	return;
    }

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

    if ( staff->value[2] > 0 )
    {
	act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
	act( "You brandish $p.",  ch, staff, NULL, TO_CHAR );
	if ( ch->level < staff->level 
	||   number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5)
 	{
	    act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
	    act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
	    check_improve(ch,gsn_staves,FALSE,2);
	}
	
	else for ( vch = ch->in_room->people; vch; vch = vch_next )
	{
	    vch_next	= vch->next_in_room;

	    switch ( skill_table[sn].target )
	    {
	    default:
		bug( "Do_brandish: bad target for sn %d.", sn );
		return;

	    case TAR_IGNORE:
		if ( vch != ch )
		    continue;
		break;

	    case TAR_CHAR_OFFENSIVE:
		if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
		    continue;
		break;
		
	    case TAR_CHAR_DEFENSIVE:
		if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
		    continue;
		break;

	    case TAR_CHAR_SELF:
		if ( vch != ch )
		    continue;
		break;
	    }

	    obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
	    check_improve(ch,gsn_staves,TRUE,2);
	}
    }

    if ( --staff->value[2] <= 0 )
    {
	act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
	act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
	extract_obj( staff );
    }

    return;
}



void do_zap( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *wand;
    OBJ_DATA *obj;

    one_argument( argument, arg );
    if ( arg[0] == '\0' && ch->fighting == NULL )
    {
	send_to_char( "Zap whom or what?\n\r", ch );
	return;
    }

    if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
    {
	send_to_char( "You hold nothing in your hand.\n\r", ch );
	return;
    }

    if ( wand->item_type != ITEM_WAND )
    {
	send_to_char( "You can zap only with a wand.\n\r", ch );
	return;
    }

    obj = NULL;
    if ( arg[0] == '\0' )
    {
	if ( ch->fighting != NULL )
	{
	    victim = ch->fighting;
	}
	else
	{
	    send_to_char( "Zap whom or what?\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( ( victim = get_char_room ( ch, arg ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

    if ( wand->value[2] > 0 )
    {
	if ( victim != NULL )
	{
	    act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
	    act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
	}
	else
	{
	    act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
	    act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
	}
	
 	if (ch->level < wand->level 
	||  number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5) 
	{
	    act( "Your efforts with $p produce only smoke and sparks.",
		 ch,wand,NULL,TO_CHAR);
	    act( "$n's efforts with $p produce only smoke and sparks.",
		 ch,wand,NULL,TO_ROOM);
	    check_improve(ch,gsn_wands,FALSE,2);
	}
	else
	{
	    obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
	    check_improve(ch,gsn_wands,TRUE,2);
	}
    }

    if ( --wand->value[2] <= 0 )
    {
	act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
	act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
	extract_obj( wand );
    }

    return;
}


void do_steal( CHAR_DATA *ch, char *argument )
{
    char buf  [MAX_STRING_LENGTH];
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    int percent;
    int togain;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Steal what from whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( victim == ch )
    {
	send_to_char( "That's pointless.\n\r", ch );
	return;
    }

    if (is_safe(ch,victim))
	return;
	
	if ( !IS_NPC(victim) && !can_murder(ch, victim) )
		{
		send_to_char ("That player is outside your stealing range.\n\r", ch);
		return;
		}

    if (victim->position == POS_FIGHTING)
    {
	send_to_char("You'd better not -- you might get hit.\n\r",ch);
	return;
    }

    WAIT_STATE( ch, skill_table[gsn_steal].beats );
	
	if (victim->position == POS_FIGHTING)
		{
		send_to_char ("Damn, your victim didn't hold still long enough.\n\r",ch);
		return;
		}
	
    percent  = number_percent() + ( IS_AWAKE(victim) ? 10 : -50 );
	/* Zeran - modifiers */
	if (!can_see(victim, ch)) /*nice bonus*/
		percent-=25;
	percent-=(3*(get_curr_stat(ch, STAT_DEX) - 20)); /*dex bonus*/
		{
		int diff = ch->level - victim->level; 
		int modifier = 5*(diff - 10);
		if (abs(diff) > 10)
		percent-=modifier;
		}
   	/* ok, lets see what happens */ 
	if (percent > ch->pcdata->learned[gsn_steal] ) 
    	{ /*failed, didn't get object*/
		char messbuf[80];
		sprintf(messbuf, "You failed to steal from %s.\n\r", PERS(victim,ch));
		send_to_char (messbuf, ch);
	    check_improve(ch,gsn_steal,FALSE,2);
		}
	
	else /*get the object*/
		{
		/*need to give victim same sight as thief to find object in
			victim inventory for get_obj_carry*/
		int visionplus=0;
		int visionminus=0;
		
		if (IS_AFFECTED(ch, AFF_DETECT_INVIS))
			{
			visionplus=AFF_DETECT_INVIS;	
			SET_BIT(victim->affected_by, AFF_DETECT_INVIS);
			}
		if (IS_AFFECTED(victim, AFF_BLIND))
			{
			visionminus=AFF_BLIND;
			REMOVE_BIT(victim->affected_by, AFF_BLIND);
			}
				
	    if ( !str_cmp( arg1, "coin"  )
	    ||   !str_cmp( arg1, "coins" )
	    ||   !str_cmp( arg1, "gold"  ) )
	    	{
			int amount;

			amount = victim->gold * number_range(1, 10) / 100;
			if ( amount <= 0 )
				{
			    send_to_char( "You couldn't get any gold.\n\r", ch );
				}
			else
				{
				ch->gold     += amount;
				victim->gold -= amount;
				sprintf( buf, "Bingo!  You got %d gold coins.\n\r", amount );
				send_to_char( buf, ch );
				check_improve(ch,gsn_steal,TRUE,2);
				togain = (victim->level - ch->level) +3;
				if (togain >= 1 )
				    {
					gain_exp(ch,togain);
				    }
	   		 	}
			}
		else if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
	    	{
			send_to_char( "You can't find it.\n\r", ch );
	    	}
	
	    else if ( !can_drop_obj( ch, obj )
	    	||   IS_SET(obj->extra_flags, ITEM_INVENTORY))
	    	{
			send_to_char( "You can't pry it away.\n\r", ch );
	    	}

	    else if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
	    	{
			send_to_char( "You have your hands full.\n\r", ch );
	   		}
	
	   	else if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
	    	{
			send_to_char( "You can't carry that much weight.\n\r", ch );
	    	}
	
	    else 
			{
			char buf[80];
			sprintf(buf, "Bingo! You got %s.  Better run while you can.\n\r", obj->short_descr);	
			send_to_char (buf, ch);
			obj_from_char( obj );
	  		obj_to_char( obj, ch );
	  		check_improve(ch,gsn_steal,TRUE,2);
			togain = (victim->level - ch->level) +3;
			if ( togain >= 1 )
			   {
               gain_exp(ch,togain);
			   }
			}
		/*restore victim previous vision*/
		REMOVE_BIT(victim->affected_by, visionplus);
		SET_BIT (victim->affected_by, visionminus);
		}	
	/* Now, see if anyone noticed the thievery */
	{
	CHAR_DATA *person;
	int chance;
	char messbuf[80];
	
	person = ch->in_room->people;
	for (;person;person=person->next_in_room)
		{
		if ( (person!=victim) && ( (person->position < POS_RESTING)  
		 	 ||  !can_see(person, ch) || !can_see(person, victim) ) )
			continue;
		/*make roll*/
		chance = (get_curr_stat(person, STAT_INT)) + person->level - ch->level;	
		if ((person == victim) && (person->position >= POS_RESTING) && can_see(person, ch)) 
			chance += 20;
		if (number_percent() <= chance) /*oops, got caught*/
			{
			if ((person != victim) && (person != ch) && !IS_NPC(person))
				{
				sprintf (messbuf, "You notice %s trying to steal from %s!\n\r",
					PERS(ch, person), PERS(victim, person ) );
				send_to_char (messbuf, person);
				continue;
				}
			if ((person == victim) && !IS_NPC(person))
				{
				sprintf (messbuf, "%s is trying to steal from you!\n\r", 
				(victim->position >= POS_RESTING) ? PERS(ch, person) : "Someone");
				send_to_char (messbuf, person);
				continue;
				}
			if ( (person == victim) && IS_NPC(victim) )
				{
				do_say (person, "This is what I do to thieves!\n\r");
				multi_hit (person, ch, TYPE_UNDEFINED);			
				}
			}
		} /*end character for loop*/
	} /*end check notice block*/	
} /*end function*/
		
/*
 * Shopping commands.
 */
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *keeper;
    SHOP_DATA *pShop;

    pShop = NULL;
    for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
    {
	if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )
	    break;
    }

    if ( pShop == NULL )
    {
	send_to_char( "You can't do that here.\n\r", ch );
	return NULL;
    }

    /*
     * Undesirables.
     */
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
    {
	do_say( keeper, "Killers are not welcome!" );
	sprintf( buf, "%s the KILLER is over here!\n\r", ch->name );
	do_yell( keeper, buf );
	return NULL;
    }

    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
    {
	do_say( keeper, "Thieves are not welcome!" );
	sprintf( buf, "%s the THIEF is over here!\n\r", ch->name );
	do_yell( keeper, buf );
	return NULL;
    }

    /*
     * Shop hours.
     */
    if ( time_info.hour < pShop->open_hour )
    {
	do_say( keeper, "Sorry, I am closed. Come back later." );
	return NULL;
    }
    
    if ( time_info.hour > pShop->close_hour )
    {
	do_say( keeper, "Sorry, I am closed. Come back tomorrow." );
	return NULL;
    }

    /*
     * Invisible or hidden people.
     */
    if ( !can_see( keeper, ch ) )
    {
	do_say( keeper, "I don't trade with folks I can't see." );
	return NULL;
    }

    return keeper;
}

/* elfren - insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
    OBJ_DATA *t_obj, *t_obj_next;

     /* see if any duplicates are found */
    for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
    {
    t_obj_next = t_obj->next_content;

    if (obj->pIndexData == t_obj->pIndexData
    &&  !str_cmp(obj->short_descr,t_obj->short_descr))
    {
        /* if this is an unlimited item, destroy the new one */
        if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
        {
        extract_obj(obj);
        return;
         }
         obj->cost = t_obj->cost; /* keep it standard */
        break;
    }
    }

    if (t_obj == NULL)
     {
    obj->next_content = ch->carrying;
    ch->carrying = obj;
    }
    else
    {
    obj->next_content = t_obj->next_content;
    t_obj->next_content = obj;
     }

    obj->carried_by      = ch;
     obj->in_room         = NULL;
    obj->in_obj          = NULL;
    ch->carry_number    += get_obj_number( obj );
    ch->carry_weight    += get_obj_weight( obj );
}

/* elfren added next prog */
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
     char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;

    number = number_argument( argument, arg );
    count  = 0;
     for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
    {
          if (obj->wear_loc == WEAR_NONE
        &&  can_see_obj( keeper, obj )
    &&  can_see_obj(ch,obj)
        &&  is_name( arg, obj->name ) )
        {
            if ( ++count == number )
                return obj;

        /* skip other objects of the same name */
        while (obj->next_content != NULL
        && obj->pIndexData == obj->next_content->pIndexData
         && !str_cmp(obj->short_descr,obj->next_content->short_descr))
        obj = obj->next_content;
          }
    }
    return NULL;
}


int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
    SHOP_DATA *pShop;
    int cost;

    if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
	return 0;

    if ( fBuy )
    {
	cost = obj->cost * pShop->profit_buy  / 100;
    }
    else
    {
	OBJ_DATA *obj2;
	int itype;

	cost = 0;
	for ( itype = 0; itype < MAX_TRADE; itype++ )
	{
	    if ( obj->item_type == pShop->buy_type[itype] )
	    {
		cost = obj->cost * pShop->profit_sell / 100;
		break;
	    }
	}

/* start multiples price checking */

        for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
        {
            if ( obj->pIndexData == obj2->pIndexData
        &&   !str_cmp(obj->short_descr,obj2->short_descr) )
             if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
            cost /= 2;
            else
                            cost = cost * 3 / 4;
        }
    }


    if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
    {
    if (obj->value[1] == 0)
         cost /= 4;
    else
         cost = cost * obj->value[2] / obj->value[1];
    }

    return cost;
}



void do_buy( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    int cost;

    if ( argument[0] == '\0' )
    {
	send_to_char( "Buy what?\n\r", ch );
	return;
    }

    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
    {
	char arg[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	CHAR_DATA *pet;
	ROOM_INDEX_DATA *pRoomIndexNext;
	ROOM_INDEX_DATA *in_room;

	if ( IS_NPC(ch) )
	    return;

	smash_tilde(argument); 
	argument = one_argument(argument,arg);

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

	in_room     = ch->in_room;
	ch->in_room = pRoomIndexNext;
	pet         = get_char_room( ch, arg );
	ch->in_room = in_room;

	if ( pet == NULL || !IS_SET(pet->act, ACT_PET) )
	{
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

	if ( ch->pet != NULL )
	{
	    send_to_char("You already own a pet.\n\r",ch);
	    return;
	}

 	cost = 10 * pet->level * pet->level;

	if ( ch->gold < cost )
	{
	    send_to_char( "You can't afford it.\n\r", ch );
	    return;
	}

	if ( ch->level < pet->level )
	{
	    send_to_char( "You're not powerful enough to master this pet.\n\r", ch );
	    return;
	}

	/* haggle */
/* Zeran - haggle breaks for low cost items */
/*	roll = number_percent();
	if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
	{
	    cost -= cost / 2 * roll / 100;
	    sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
	    send_to_char(buf,ch);
	    check_improve(ch,gsn_haggle,TRUE,4);
	
	} */

	ch->gold		-= cost;
	pet			= create_mobile( pet->pIndexData );
	SET_BIT(ch->act, PLR_BOUGHT_PET);
	SET_BIT(pet->act, ACT_PET);
	SET_BIT(pet->affected_by, AFF_CHARM);
	pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;

	argument = one_argument( argument, arg );
	if ( arg[0] != '\0' )
	{
	    sprintf( buf, "%s %s", pet->name, arg );
	    free_string( pet->name );
	    pet->name = str_dup( buf );
	}

	sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r",
	    pet->description, ch->name );
	free_string( pet->description );
	pet->description = str_dup( buf );

	char_to_room( pet, ch->in_room );
	add_follower( pet, ch );
	pet->leader = ch;
	ch->pet = pet;
	send_to_char( "Enjoy your pet.\n\r", ch );
	act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj,*t_obj;
        char arg[MAX_INPUT_LENGTH]; /* added for new shop code */
        int number, count = 1; /* added for new shop code */


	if ( ( keeper = find_keeper( ch ) ) == NULL )
	    return;

        number = mult_argument(argument,arg); /* elfren added for shopcode */
        obj  = get_obj_carry( keeper, argument );
	cost = get_cost( keeper, obj, TRUE );

        if (number < 1)
           return;

	if ( cost <= 0 || !can_see_obj( ch, obj ) )
	{
	    act( "$n tells you 'I don't sell that -- try 'list''.",
		keeper, NULL, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}

/* elfren */

    if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
    {
         for (t_obj = obj->next_content;
             count < number && t_obj != NULL;
             t_obj = t_obj->next_content)
        {
            if (t_obj->pIndexData == obj->pIndexData
            &&  !str_cmp(t_obj->short_descr,obj->short_descr))
             count++;
            else
            break;
         }

         if (count < number)
         {
            act("$n tells you 'I don't have that many in stock.",
            keeper,NULL,ch,TO_VICT);
            ch->reply = keeper;
            return;
        }
    }


	if ( ch->gold < cost * number ) /* elfren added number */
	{
        if (number > 1)
        act("$n tells you 'You can't afford to buy that many.",
             keeper,obj,ch,TO_VICT);
        else
            act( "$n tells you 'You can't afford to buy $p'.",
             keeper, obj, ch, TO_VICT );
         ch->reply = keeper;
        return;
	}

	if ( obj->level > ch->level )
	{
	    act( "$n tells you 'You can't use $p yet'.",
		keeper, obj, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}

	if ( ch->carry_number + number * get_obj_number( obj ) > can_carry_n( ch ) )
	{
	    send_to_char( "You can't carry that many items.\n\r", ch );
	    return;
	}

	if ( ch->carry_weight +  number * get_obj_weight( obj ) > can_carry_w( ch ) )
	{
	    send_to_char( "You can't carry that much weight.\n\r", ch );
	    return;
	}

	/* haggle */
/* Zeran - haggle is broken for low priced items */
/*
	roll = number_percent();
	if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
	{
	    cost -= obj->cost / 2 * roll / 100;
	    sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
	    send_to_char(buf,ch);
	    check_improve(ch,gsn_haggle,TRUE,4);
	}  */
/* added for multiple items */
    if (number > 1)
    {
         sprintf(buf,"$n buys $p[%d].",number);
         act(buf,ch,obj,NULL,TO_ROOM);
         sprintf(buf,"You buy $p[%d] for %d coins.",number,cost * number);
         act(buf,ch,obj,NULL,TO_CHAR);
    }
    else
    {
         act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
         sprintf(buf,"You buy $p for %d coins.",cost);
         act( buf, ch, obj, NULL, TO_CHAR );
    }

	ch->gold     -= cost * number;
	keeper->gold += cost * number;

    for (count = 0; count < number; count++)
    {
         if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
         	t_obj = create_object( obj->pIndexData, obj->level );
       	 else
       		{
       		t_obj = obj;
       		obj = obj->next_content;
       		obj_from_char( t_obj );
      		}

        if ((t_obj->item_type == ITEM_POTION) || (t_obj->item_type == ITEM_SCROLL))
            t_obj->timer = UMAX(24, (2*keeper->level));
		else 
			t_obj->timer = 0;
        obj_to_char( t_obj, ch );
        if (cost < t_obj->cost)
            t_obj->cost = cost;
		t_obj->size = ch->size;
		t_obj->condition = 100;  /* shopkeeper does auto repairing */
    }
    }
}


void do_list( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];

    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
    {
	ROOM_INDEX_DATA *pRoomIndexNext;
	CHAR_DATA *pet;
	bool found;

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "You can't do that here.\n\r", ch );
	    return;
	}

	found = FALSE;
	for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
	{
	    if ( IS_SET(pet->act, ACT_PET) )
	    {
		if ( !found )
		{
		    found = TRUE;
		    send_to_char( "Pets for sale:\n\r", ch );
		}
		sprintf( buf, "[%2d] %8d - %s\n\r",
		    pet->level,
		    10 * pet->level * pet->level,
		    pet->short_descr );
		send_to_char( buf, ch );
	    }
	}
	if ( !found )
	    send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost,count;
	bool found;
	char arg[MAX_INPUT_LENGTH];

	if ( ( keeper = find_keeper( ch ) ) == NULL )
	    return;
        one_argument(argument,arg);

	found = FALSE;
	for ( obj = keeper->carrying; obj; obj = obj->next_content )
	{
	    if ( obj->wear_loc == WEAR_NONE
	    &&   can_see_obj( ch, obj )
	    &&   ( cost = get_cost( keeper, obj, TRUE ) ) > 0 
	    &&   ( arg[0] == '\0'  
 	       ||  is_name(arg,obj->name) ))
	    {
		if ( !found )
		{
		    found = TRUE;
		    send_to_char( "[{gLv {yPrice {rQty{w] Item\n\r", ch );
		}

/* elfren added below for multiple listings */

        if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
            sprintf(buf,"[{G%2d {Y%5d {R-- {w] {W%s\n\r",
            obj->level,cost,obj->short_descr);
        else
        {
            count = 1;

            while (obj->next_content != NULL
            && obj->pIndexData == obj->next_content->pIndexData
            && !str_cmp(obj->short_descr,
                    obj->next_content->short_descr))
            {
            obj = obj->next_content;
            count++;
            }
            sprintf(buf,"[{G%2d {Y%5d {R%2d {w] {W%s\n\r",
            obj->level,cost,count,obj->short_descr);
        }
        send_to_char( buf, ch );
        }
    }

	if ( !found )
	    send_to_char( "You can't buy anything here.\n\r", ch );
	return;
    }
}



void do_sell( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *keeper;
    OBJ_DATA *obj;
    int cost;

	smash_tilde(argument);
    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Sell what?\n\r", ch );
	return;
    }

    if ( ( keeper = find_keeper( ch ) ) == NULL )
	return;

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you 'You don't have that item'.",
	    keeper, NULL, ch, TO_VICT );
	ch->reply = keeper;
	return;
    }

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }

    if (!can_see_obj(keeper,obj))
    {
	act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
	return;
    }

    /* won't buy rotting goods */

    if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
	act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	return;
    }

    if ( cost > keeper->gold )
    {
	act("$n tells you 'I'm afraid I don't have enough gold to buy $p.",
	    keeper,obj,ch,TO_VICT);
	return;
    }

    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );

    /* haggle */
	/* Zeran - haggle is broken for low cost items */
/*
    roll = number_percent();

    if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
    {
        send_to_char("You haggle with the shopkeeper.\n\r",ch);
        cost += obj->cost / 2 * roll / 100;
        cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100);
	cost = UMIN(cost,keeper->gold);
        check_improve(ch,gsn_haggle,TRUE,4);
    } */

    sprintf( buf, "You sell $p for %d gold piece%s.",
	cost, cost == 1 ? "" : "s" );
    act( buf, ch, obj, NULL, TO_CHAR );
    ch->gold     += cost;
    keeper->gold -= cost;
    if ( keeper->gold < 0 )
	keeper->gold = 0;

    if ( obj->item_type == ITEM_TRASH )
    {
	extract_obj( obj );
    }
    else
    {
	obj_from_char( obj );

/* Timer ... removed the reset of timer so rare items won't purge in shops. elfren */
	/* obj->timer = number_range(50,100); */
        obj_to_keeper( obj, keeper );
    }

    return;
}


void do_value( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *keeper;
    OBJ_DATA *obj;
    int cost;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Value what?\n\r", ch );
	return;
    }

    if ( ( keeper = find_keeper( ch ) ) == NULL )
	return;

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you 'You don't have that item'.",
	    keeper, NULL, ch, TO_VICT );
	ch->reply = keeper;
	return;
    }

    if (!can_see_obj(keeper,obj))
    {
        act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
        return;
    }

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }

    if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
    act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
    return;
    }

    sprintf( buf, "$n tells you '%d gold coins is all I will pay for $p'.", cost );
    act( buf, keeper, obj, ch, TO_VICT );
    ch->reply = keeper;

    return;
}

/* Zeran - check size of object to wear, and kick out size message. */ 
bool wear_obj_size (CHAR_DATA *ch, OBJ_DATA *obj)
	{
	if (obj->size == SIZE_UNKNOWN)
		return TRUE;
	if (IS_IMMORTAL(ch))
		return TRUE;	
	if (ch->level <= 5) /* auto resizing for newbies */
		{
		obj->size = ch->size;
		return TRUE;
		}
	if (obj->size < ch->size)
		{
		send_to_char ("That object is too small for you!\n\r",ch);
		act( "$n tries to use $p, but it is too small for him.",
	    ch, obj, NULL, TO_ROOM );
		return FALSE;
		}
	if (obj->size > ch->size)
		{
		send_to_char ("That object is too large for you!\n\r",ch);
		act( "$n tries to use $p, but it is too large for him.",
	    ch, obj, NULL, TO_ROOM );
		return FALSE;
		}
	return TRUE;
	}	
	
void do_resize( CHAR_DATA *ch, char *argument )
{
	char *remainder;
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *keeper;
    OBJ_DATA *obj;
    int cost;

    remainder = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Resize what?\n\r", ch );
	return;
    }

    if ( ( keeper = find_keeper( ch ) ) == NULL )
		{
		send_to_char ("There is no shopkeeper here.\n\r",ch);
		return;
		}

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you 'You don't have that item'.",
	    keeper, NULL, ch, TO_VICT );
	ch->reply = keeper;
	return;
    }

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }

    if (!can_see_obj(keeper,obj))
    {
	act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
	return;
    }
    
	if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
	act( "$n looks very puzzled, he doesn't seem to know how to resize $p.", keeper, obj, ch, TO_VICT );
	return;
    }
	
	if (obj->size == ch->size)
		{
		act( "$n tells you 'Quit wasting my time, that thing is already 
				perfectly sized for you.'", keeper, NULL, ch, TO_VICT );
		return;
		}
		
	cost = (abs(ch->size - obj->size) * .1) * obj->pIndexData->cost;
	remainder = one_argument (remainder, arg);
	if (!str_cmp (arg, "cost"))
		{
		char outbuf[128];
		sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost);
		act (outbuf, keeper, NULL, ch, TO_VICT );
		return;
		}	
	
	if (cost > ch->gold)
		{
		char outbuf[128];
		sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost);
		act (outbuf, keeper, NULL, ch, TO_VICT );
		act( "$n tells you 'You don't have enough money'.",
		    keeper, NULL, ch, TO_VICT );
		return;
		}
	
    act( "$n painstakingly resizes $p.", keeper, obj, NULL, TO_ROOM );
	obj->size = ch->size;
	WAIT_STATE (ch, 2*PULSE_VIOLENCE);

    ch->gold     -= cost;
    keeper->gold += cost;
    return;
}

void do_repair( CHAR_DATA *ch, char *argument )
{
    char *remainder;
    char outbuf[128];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *keeper;
    OBJ_DATA *obj;
    int cost;

    remainder = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Repair what?\n\r", ch );
	return;
    }

    if ( ( keeper = find_keeper( ch ) ) == NULL )
		{
		send_to_char ("There is no shopkeeper here.\n\r",ch);
		return;
		}

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you 'You don't have that item'.",
	    keeper, NULL, ch, TO_VICT );
	ch->reply = keeper;
	return;
    }

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }

    if (!can_see_obj(keeper,obj))
    {
	act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
	return;
    }
    
	if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
	act( "$n looks very puzzled, he doesn't seem to know how to repair $p.", keeper, obj, ch, TO_VICT );
	return;
    }
	
	if (obj->condition == 100)
		{
		act( "$n tells you 'Quit wasting my time, that thing is already in perfect condition.'", keeper, NULL, ch, TO_VICT );
		return;
		}
	
	if (obj->condition == 0)
		{
		act( "$n tells you 'Quit wasting my time, that thing is far too damaged for me to repair.'", keeper, NULL, ch, TO_VICT );
		return;
		}
		
	cost = obj->pIndexData->cost * (100 - obj->condition) / 100;
	remainder = one_argument (remainder, arg);
	if (!str_cmp (arg, "cost"))
		{
		sprintf (outbuf, "$n tells you 'Repairing that will cost %d gold.'",cost);
		act (outbuf, keeper, NULL, ch, TO_VICT );
		return;
		}	
	
	if (cost > ch->gold)
		{
		sprintf (outbuf, "$n tells you 'Repairing that will cost %d gold.'",
			cost);
		act (outbuf, keeper, NULL, ch, TO_VICT );
		act( "$n tells you 'You don't have enough money'.",
		    keeper, NULL, ch, TO_VICT );
		return;
		}
	
    act( "$n painstakingly repairs $p.", keeper, obj, NULL, TO_ROOM );
	sprintf (outbuf,"You give %d gold to $n for the cost of repair.",cost);
	act(outbuf, keeper, NULL, ch, TO_VICT );
	set_obj_cond (obj, 100);
	WAIT_STATE (ch, 2*PULSE_VIOLENCE);

    ch->gold     -= cost;
    keeper->gold += cost;
    return;
}

void do_search (CHAR_DATA *ch, char *argument)
	{
	OBJ_DATA *inside_obj;
	OBJ_DATA *ptr;
	EXIT_DATA *pexit;
	int base_chance=50;
	int door_chance;
	int chance;
	bool found=FALSE;
	bool foundHdoor=FALSE;
	int count;
	int pInt = get_curr_stat (ch, STAT_INT);
	char messbuf[128];
	
	ch->searching = TRUE;	
	base_chance = base_chance + 5*(pInt - 20)	;
	
	if (argument[0]!='\0')
		{
		inside_obj = get_obj_here (ch, argument);
		if (inside_obj == NULL)
			{
			send_to_char ("You can't find it.\n\r",ch);
			ch->searching = FALSE;
			return;
			}
		ptr = inside_obj->contains;
		for (;ptr != NULL; ptr=ptr->next_content)
			{
			if (IS_SET(ptr->extra_flags, ITEM_CONCEALED) && can_see_obj(ch, ptr))
				{
				chance = base_chance + (ch->level - ptr->level);
				chance = URANGE (1, chance, 99);
				if (number_percent() < chance)
					{
					found=TRUE;
					ptr->extra_flags -= ITEM_CONCEALED;
					}
				} 
			} /* end for loop */
		} /* end inside another object routine */
	else  /*search for objects and doors*/
		{
		door_chance = ch->level/2 ;
		if (pInt > 18)     
			door_chance = door_chance + 5*(pInt - 18);
		ptr = ch->in_room->contents;
		for (;ptr != NULL ; ptr=ptr->next_content)
			{
			if (IS_SET(ptr->extra_flags, ITEM_CONCEALED) && can_see_obj (ch, ptr))
				{
				chance = base_chance + (ch->level - ptr->level);
				chance = URANGE (1, chance, 99);
				if (number_percent() < chance)
					{
					found=TRUE;
					ptr->extra_flags -= ITEM_CONCEALED;
					}
				} 
			} /* end for loop */
		for (count =0; count < 6 ; count++)
			{
			pexit = ch->in_room->exit[count];
			if (!pexit)
				continue;
			if ( IS_SET(pexit->exit_info, EX_CLOSED) 
				&& IS_SET(pexit->exit_info, EX_HIDDEN) ) 
				{
				if (number_percent() < door_chance) /* found door */
					{
					sprintf(messbuf, "You find a secret door leading %s!\n\r",
						 dir_name[count] );
					send_to_char (messbuf,ch);
					foundHdoor=TRUE;
					}
				}
			} /*end for loop*/
		} /* end in room section */
	WAIT_STATE (ch, 2*PULSE_VIOLENCE);	
	if (found)
		send_to_char ("You've found something concealed!\n\r",ch);
	else if (!found && !foundHdoor)
		send_to_char ("You find nothing of interest.\n\r",ch);
	ch->searching = FALSE;
	return;
	}