/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@hypercube.org)			   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "interp.h"
#include "vnum.h"

/*
 * Local functions.
 */
#define CD CHAR_DATA
#define OD OBJ_DATA
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));
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 ((!obj->in_obj || obj->in_obj->carried_by != ch)
      && (get_carry_weight (ch) + 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 (obj->in_room != NULL)
    {
      for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
	if (gch->on == obj)
	  {
	    act ("$N appears to be using $p.", ch, obj, gch, 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)
	  && !IS_OBJ_STAT (obj, ITEM_HAD_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);
      REMOVE_BIT (obj->extra_flags, ITEM_HAD_TIMER);
      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->silver += obj->value[0];
      ch->gold += obj->value[1];
      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_AFFECTED (gch, AFF_CHARM) && is_same_group (gch, ch))
		members++;
	    }

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

      extract_obj (obj);
    }
  else
    {
      obj_to_char (obj, ch);
      if (HAS_TRIGGER_OBJ (obj, TRIG_GET))
	p_give_trigger (NULL, obj, NULL, ch, obj, TRIG_GET);
      if (HAS_TRIGGER_ROOM (ch->in_room, TRIG_GET))
	p_give_trigger (NULL, NULL, ch->in_room, ch, obj, TRIG_GET);
    }

  return;
}



/* TAKA 2000 put, get, give, drop */

void
do_get (CHAR_DATA * ch, char *argument)
{
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  char rest[MAX_INPUT_LENGTH];
   /**/ OBJ_DATA * obj;
  OBJ_DATA *obj_next;
  OBJ_DATA *container;
  bool found;
  int number, i = 0;
   /**/ number = mult_argument (argument, rest);
   /**/ strcpy (argument, rest);
  argument = one_argument (argument, arg1);
  argument = one_argument (argument, arg2);

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

  /* Get type. */
  if (arg1[0] == '\0')
    {
      send_to_char ("Get what?\n\r", ch);
      return;
    }
   /**/ if ((number < 1) || (number > 64))
    {
      send_to_char ("Number must be between 1 and 64.\n\r", ch);
      return;
    }

  if (arg2[0] == '\0')
    {
      if (str_cmp (arg1, "all") && str_prefix ("all.", arg1) && (number == 1))
	{
	  /* '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 if (str_cmp (arg1, "all")
	       && str_prefix ("all.", arg1) && (number >= 2))
	{
	  found = FALSE;
	  for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
	    {
	      obj_next = obj->next_content;
	      if (is_name (&arg1[0], obj->name) && can_see_obj (ch, obj))
		{
		  found = TRUE;
		  get_obj (ch, obj, NULL);
		  i++;
		  if (i >= number)
		    return;
		}
	    }

	  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[0], TO_CHAR);
	    }

	}
      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, NULL, 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) && (number == 1))
	{
	  /* '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 if (str_cmp (arg1, "all")
	       && str_prefix ("all.", arg1) && (number >= 2))
	{
	  found = FALSE;
	  for (obj = container->contains; obj != NULL; obj = obj_next)
	    {
	      obj_next = obj->next_content;
	      if (is_name (&arg1[0], obj->name) && can_see_obj (ch, obj))
		{
		  found = TRUE;
		  get_obj (ch, obj, container);
		  i++;
		  if (i >= number)
		    return;
		}
	    }

	  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);
	    }

	}
      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];
  char rest[MAX_INPUT_LENGTH];
  OBJ_DATA *container;
  OBJ_DATA *obj;
  OBJ_DATA *obj_next;
  int number, i = 0;
   /**/ number = mult_argument (argument, rest);
   /**/ strcpy (argument, rest);
  argument = one_argument (argument, arg1);
  argument = one_argument (argument, arg2);

  if (!str_cmp (arg2, "in") || !str_cmp (arg2, "on"))
    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, NULL, 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) && (number == 1))
    {
      /* 'put obj container' */
      if ((obj = get_obj_carry (ch, arg1, ch)) == 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 (WEIGHT_MULT (obj) != 100)
	{
	  send_to_char ("You have a feeling that would be a bad idea.\n\r",
			ch);
	  return;
	}

      if (get_obj_weight (obj) + get_true_weight (container)
	  > (container->value[0] * 10)
	  || get_obj_weight (obj) > (container->value[3] * 10))
	{
	  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)
	    SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
	  else
	    obj->timer = number_range (100, 200);
	}

      obj_from_char (obj);
      obj_to_obj (obj, container);

      if (IS_SET (container->value[1], CONT_PUT_ON))
	{
	  act ("$n puts $p on $P.", ch, obj, container, TO_ROOM);
	  act ("You put $p on $P.", ch, obj, container, TO_CHAR);
	}
      else
	{
	  act ("$n puts $p in $P.", ch, obj, container, TO_ROOM);
	  act ("You put $p in $P.", ch, obj, container, TO_CHAR);
	}
    }

  else if (str_cmp (arg1, "all") && str_prefix ("all.", arg1)
	   && (number >= 2))
    {
      /* 'put all container' or 'put all.obj container' */
      for (obj = ch->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;

	  if ((is_name (&arg1[0], obj->name))
	      && can_see_obj (ch, obj)
	      && WEIGHT_MULT (obj) == 100
	      && obj->wear_loc == WEAR_NONE
	      && obj != container
	      && can_drop_obj (ch, obj)
	      && get_obj_weight (obj) + get_true_weight (container)
	      <= (container->value[0] * 10)
	      && get_obj_weight (obj) < (container->value[3] * 10))
	    {
	      if (container->pIndexData->vnum == OBJ_VNUM_PIT
		  && !CAN_WEAR (obj, ITEM_TAKE))
		{
		  if (obj->timer)
		    SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
		  else
		    obj->timer = number_range (100, 200);
		}

	      obj_from_char (obj);
	      obj_to_obj (obj, container);
	      i++;
	      if (IS_SET (container->value[1], CONT_PUT_ON))
		{
		  act ("$n puts $p on $P.", ch, obj, container, TO_ROOM);
		  act ("You put $p on $P.", ch, obj, container, TO_CHAR);
		}
	      else
		{
		  act ("$n puts $p in $P.", ch, obj, container, TO_ROOM);
		  act ("You put $p in $P.", ch, obj, container, TO_CHAR);
		}

	      if (i >= number)
		return;
	    }
	}
      return;
    }
  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)
	      && WEIGHT_MULT (obj) == 100
	      && obj->wear_loc == WEAR_NONE
	      && obj != container
	      && can_drop_obj (ch, obj)
	      && get_obj_weight (obj) + get_true_weight (container)
	      <= (container->value[0] * 10)
	      && get_obj_weight (obj) < (container->value[3] * 10))
	    {
	      if (container->pIndexData->vnum == OBJ_VNUM_PIT
		  && !CAN_WEAR (obj, ITEM_TAKE))
		{
		  if (obj->timer)
		    SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
		  else
		    obj->timer = number_range (100, 200);
		}

	      obj_from_char (obj);
	      obj_to_obj (obj, container);

	      if (IS_SET (container->value[1], CONT_PUT_ON))
		{
		  act ("$n puts $p on $P.", ch, obj, container, TO_ROOM);
		  act ("You put $p on $P.", ch, obj, container, TO_CHAR);
		}
	      else
		{
		  act ("$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];
  char rest[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  OBJ_DATA *obj_next;
  bool found;
  int number, i = 0;
   /**/ number = mult_argument (argument, rest);
   /**/ strcpy (argument, rest);
  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, gold = 0, silver = 0;

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

      if (!str_cmp (arg, "coins") || !str_cmp (arg, "coin")
	  || !str_cmp (arg, "silver"))
	{
	  if (ch->silver < amount)
	    {
	      send_to_char ("You don't have that much silver.\n\r", ch);
	      return;
	    }

	  ch->silver -= amount;
	  silver = amount;
	}

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

	  ch->gold -= amount;
	  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_SILVER_ONE:
	      silver += 1;
	      extract_obj (obj);
	      break;

	    case OBJ_VNUM_GOLD_ONE:
	      gold += 1;
	      extract_obj (obj);
	      break;

	    case OBJ_VNUM_SILVER_SOME:
	      silver += obj->value[0];
	      extract_obj (obj);
	      break;

	    case OBJ_VNUM_GOLD_SOME:
	      gold += obj->value[1];
	      extract_obj (obj);
	      break;

	    case OBJ_VNUM_COINS:
	      silver += obj->value[0];
	      gold += obj->value[1];
	      extract_obj (obj);
	      break;
	    }
	}

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

  if (str_cmp (arg, "all") && str_prefix ("all.", arg) && (number == 1))
    {
      /* 'drop obj' */
      if ((obj = get_obj_carry (ch, arg, ch)) == 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);
      if (HAS_TRIGGER_OBJ (obj, TRIG_DROP))
	p_give_trigger (NULL, obj, NULL, ch, obj, TRIG_DROP);
      if (HAS_TRIGGER_ROOM (ch->in_room, TRIG_DROP))
	p_give_trigger (NULL, NULL, ch->in_room, ch, obj, TRIG_DROP);

      if (obj && IS_OBJ_STAT (obj, ITEM_MELT_DROP))
	{
	  act ("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM);
	  act ("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR);
	  extract_obj (obj);
	}
    }
  else if (str_cmp (arg, "all") && str_prefix ("all.", arg) && (number >= 2))
    {
      /* 'drop all' or 'drop all.obj' */
      found = FALSE;
      for (obj = ch->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;

	  if ((is_name (&arg[0], 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 (IS_OBJ_STAT (obj, ITEM_MELT_DROP))
		{
		  act ("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM);
		  act ("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR);
		  extract_obj (obj);
		}

	      i++;

	      if (i >= number)
		return;

	    }
	}

      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);
	}
    }
  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 $p.", ch, obj, NULL, TO_CHAR);
	      if (IS_OBJ_STAT (obj, ITEM_MELT_DROP))
		{
		  act ("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM);
		  act ("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR);
		  extract_obj (obj);
		}
	    }
	}

      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 rest[MAX_INPUT_LENGTH];
  char buf[MAX_STRING_LENGTH];
  CHAR_DATA *victim;
  OBJ_DATA *obj;
  int number, i = 0;
   /**/ number = mult_argument (argument, rest);
   /**/ strcpy (argument, rest);
  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;
      bool silver;

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

      silver = str_cmp (arg2, "gold");

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

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

      if (silver)
	{
	  ch->silver -= amount;
	  victim->silver += amount;
	}
      else
	{
	  ch->gold -= amount;
	  victim->gold += amount;
	}

      sprintf (buf, "$n gives you %d %s.", amount,
	       silver ? "silver" : "gold");
      act (buf, ch, NULL, victim, TO_VICT);
      act ("$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT);
      sprintf (buf, "You give $N %d %s.", amount, silver ? "silver" : "gold");
      act (buf, ch, NULL, victim, TO_CHAR);

      if (IS_NPC (victim) && IS_SET (victim->act, ACT_IS_CHANGER))
	{
	  int change;

	  change = (silver ? 95 * amount / 100 / 100 : 95 * amount);


	  if (!silver && change > victim->silver)
	    victim->silver += change;

	  if (silver && change > victim->gold)
	    victim->gold += change;

	  if (change < 1 && can_see (victim, ch))
	    {
	      act
		("$n tells you 'I'm sorry, you did not give me enough to change.'",
		 victim, NULL, ch, TO_VICT);
	      ch->reply = victim;
	      sprintf (buf, "%d %s %s",
		       amount, silver ? "silver" : "gold", ch->name);
	      do_give (victim, buf);
	    }
	  else if (can_see (victim, ch))
	    {
	      sprintf (buf, "%d %s %s",
		       change, silver ? "gold" : "silver", ch->name);
	      do_give (victim, buf);
	      if (silver)
		{
		  sprintf (buf, "%d silver %s",
			   (95 * amount / 100 - change * 100), ch->name);
		  do_give (victim, buf);
		}
	      act ("$n tells you 'Thank you, come again.'",
		   victim, NULL, ch, TO_VICT);
	      ch->reply = victim;
	    }
	}
      /*
       * Bribe trigger   -------REMOVED TAKA     to compile once-----------
       */
      if (IS_NPC (victim) && HAS_TRIGGER_MOB (victim, TRIG_BRIBE))
	p_bribe_trigger (victim, ch, silver ? amount : amount * 100);

      return;
    }

  if ((obj = get_obj_carry (ch, arg1, ch)) == NULL)
    {
      send_to_char ("You do not have that item.\n\r", ch);
      return;
    }
  /*
   * Bribe trigger   -------REMOVED TAKA     to compile once-----------
   */

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

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

  if (IS_NPC (victim) && victim->pIndexData->pShop != NULL)
    {
      act ("$N tells you 'Sorry, you'll have to sell that.'",
	   ch, NULL, victim, TO_CHAR);
      ch->reply = victim;
      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 (get_carry_weight (victim) + 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;
    }

  if (number == 1)
    {
      obj_from_char (obj);
      obj_to_char (obj, victim);
      MOBtrigger = FALSE;
      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);
      MOBtrigger = TRUE;
      if (HAS_TRIGGER_OBJ (obj, TRIG_GIVE))
	p_give_trigger (NULL, obj, NULL, ch, obj, TRIG_GIVE);
      if (HAS_TRIGGER_ROOM (ch->in_room, TRIG_GIVE))
	p_give_trigger (NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE);
    }
  else
    {
      for (;;)
	{
	  obj_from_char (obj);
	  obj_to_char (obj, victim);
	  i++;

	  if (i >= number)
	    {
	      MOBtrigger = FALSE;
	      act ("$n gives some $p to $N.", ch, obj, victim, TO_NOTVICT);
	      act ("$n gives you some $p.", ch, obj, victim, TO_VICT);
	      act ("You give some $p to $N.", ch, obj, victim, TO_CHAR);
	      MOBtrigger = TRUE;
	      return;
	    }

	  if ((obj = get_obj_carry (ch, arg1, ch)) == NULL)
	    {
	      send_to_char ("You do not have that item.\n\r", ch);
	      MOBtrigger = FALSE;
	      act ("$n gives some $p to $N.", ch, obj, victim, TO_NOTVICT);
	      act ("$n gives you some $p.", ch, obj, victim, TO_VICT);
	      act ("You give some $p to $N.", ch, obj, victim, TO_CHAR);
	      MOBtrigger = TRUE;
	      return;
	    }
	}
    }

  if (IS_IMMORTAL (ch))
    {
      if (IS_NPC (victim))
	{
	  do_function (victim, &do_wear, argument);
	}
    }
  /*
   * Give trigger
   */
  if (IS_NPC (victim) && HAS_TRIGGER_MOB (victim, TRIG_GIVE))
    p_give_trigger (victim, NULL, NULL, ch, obj, TRIG_GIVE);

  return;
}


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

  /* find out what */
  if (argument[0] == '\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) || IS_OBJ_STAT (obj, ITEM_BURN_PROOF))
	{
	  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_SHOCKING)
	  || IS_OBJ_STAT (obj, ITEM_BLESS)
	  || IS_OBJ_STAT (obj, ITEM_BURN_PROOF))
	{
	  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)
	{

	  af.where = TO_WEAPON;
	  af.type = gsn_poison;
	  af.level = ch->level * percent / 100;
	  af.duration = ch->level / 2 * percent / 100;
	  af.location = 0;
	  af.modifier = 0;
	  af.bitvector = WEAPON_POISON;
	  affect_to_obj (obj, &af);

	  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];
  char buf[MAX_STRING_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, ch)) == 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] != fountain->value[2])
    {
      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;
    }

  sprintf (buf, "You fill $p with %s from $P.",
	   liq_table[fountain->value[2]].liq_name);
  act (buf, ch, obj, fountain, TO_CHAR);
  sprintf (buf, "$n fills $p with %s from $P.",
	   liq_table[fountain->value[2]].liq_name);
  act (buf, ch, obj, fountain, TO_ROOM);
  obj->value[2] = fountain->value[2];
  obj->value[1] = obj->value[0];
  return;
}

void
do_pour (CHAR_DATA * ch, char *argument)
{
  char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH];
  OBJ_DATA *out, *in;
  CHAR_DATA *vch = NULL;
  int amount;

  argument = one_argument (argument, arg);

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


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

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

  if (!str_cmp (argument, "out"))
    {
      if (out->value[1] == 0)
	{
	  send_to_char ("It's already empty.\n\r", ch);
	  return;
	}

      out->value[1] = 0;
      out->value[3] = 0;
      sprintf (buf, "You invert $p, spilling %s all over the ground.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, out, NULL, TO_CHAR);

      sprintf (buf, "$n inverts $p, spilling %s all over the ground.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, out, NULL, TO_ROOM);
      return;
    }

  if ((in = get_obj_here (ch, NULL, argument)) == NULL)
    {
      vch = get_char_room (ch, NULL, argument);

      if (vch == NULL)
	{
	  send_to_char ("Pour into what?\n\r", ch);
	  return;
	}

      in = get_eq_char (vch, WEAR_HOLD);

      if (in == NULL)
	{
	  send_to_char ("They aren't holding anything.", ch);
	  return;
	}
    }

  if (in->item_type != ITEM_DRINK_CON)
    {
      send_to_char ("You can only pour into other drink containers.\n\r", ch);
      return;
    }

  if (in == out)
    {
      send_to_char ("You cannot change the laws of physics!\n\r", ch);
      return;
    }

  if (in->value[1] != 0 && in->value[2] != out->value[2])
    {
      send_to_char ("They don't hold the same liquid.\n\r", ch);
      return;
    }

  if (out->value[1] == 0)
    {
      act ("There's nothing in $p to pour.", ch, out, NULL, TO_CHAR);
      return;
    }

  if (in->value[1] >= in->value[0])
    {
      act ("$p is already filled to the top.", ch, in, NULL, TO_CHAR);
      return;
    }

  amount = UMIN (out->value[1], in->value[0] - in->value[1]);

  in->value[1] += amount;
  out->value[1] -= amount;
  in->value[2] = out->value[2];

  if (vch == NULL)
    {
      sprintf (buf, "You pour %s from $p into $P.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, out, in, TO_CHAR);
      sprintf (buf, "$n pours %s from $p into $P.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, out, in, TO_ROOM);
    }
  else
    {
      sprintf (buf, "You pour some %s for $N.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, NULL, vch, TO_CHAR);
      sprintf (buf, "$n pours you some %s.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, NULL, vch, TO_VICT);
      sprintf (buf, "$n pours some %s for $N.",
	       liq_table[out->value[2]].liq_name);
      act (buf, ch, NULL, vch, TO_NOTVICT);

    }
}

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, NULL, 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);
      return;

    case ITEM_FOUNTAIN:
      if ((liquid = obj->value[2]) < 0)
	{
	  bug ("Do_drink: bad liquid number %d.", liquid);
	  liquid = obj->value[2] = 0;
	}
      amount = liq_table[liquid].liq_affect[4] * 3;
      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]) < 0)
	{
	  bug ("Do_drink: bad liquid number %d.", liquid);
	  liquid = obj->value[2] = 0;
	}

      amount = liq_table[liquid].liq_affect[4];
      amount = UMIN (amount, obj->value[1]);
      break;
    }
  if (!IS_NPC (ch) && !IS_IMMORTAL (ch)
      && ch->pcdata->condition[COND_FULL] > 45)
    {
      send_to_char ("You're too full to drink more.\n\r", ch);
      return;
    }

  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);

  gain_condition (ch, COND_DRUNK,
		  amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36);
  gain_condition (ch, COND_FULL,
		  amount * liq_table[liquid].liq_affect[COND_FULL] / 4);
  gain_condition (ch, COND_THIRST,
		  amount * liq_table[liquid].liq_affect[COND_THIRST] / 10);
  gain_condition (ch, COND_HUNGER,
		  amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2);

  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 ("Your thirst is quenched.\n\r", ch);

  if (obj->value[3] != 0)
    {
      /* The drink 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.where = TO_AFFECTS;
      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);
    }

  if (obj->value[0] > 0)
    obj->value[1] -= amount;

  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, ch)) == 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_HUNGER];
	  gain_condition (ch, COND_FULL, obj->value[0]);
	  gain_condition (ch, COND_HUNGER, obj->value[1]);
	  if (condition == 0 && ch->pcdata->condition[COND_HUNGER] > 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 food 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.where = TO_AFFECTS;
	  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;
    }

  unequip_char (ch, obj);
  act ("$n stops using $p.", ch, obj, NULL, TO_ROOM);
  act ("You stop using $p.", ch, obj, NULL, TO_CHAR);
  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 < 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 $p, but is too inexperienced.",
			 ch, obj, NULL, TO_ROOM);
		return;
	}*/
/*
	if (obj->item_type == ITEM_ARROW){
         if (!remove_obj (ch, WEAR_LODGE_ARM, fReplace))
         act ("$n has been shot and now has $p LODGE in him!", ch, obj, NULL, TO_ROOM);
         act ("You have been shot and now you have $p LODGE in you!", ch, obj, NULL, TO_CHAR);
         equip_char (ch, obj, WEAR_LODGE_ARM);
         return;                       }

	if (obj->item_type == ITEM_ARROW){
         if (!remove_obj (ch, WEAR_LODGE_LEG, fReplace))
         act ("$n has been shot and now has $p LODGE in him!", ch, obj, NULL, TO_ROOM);
         act ("You have been shot and now you have $p LODGE in you!", ch, obj, NULL, TO_CHAR);
         equip_char (ch, obj, WEAR_LODGE_LEG);
         return;                       }
     
	if (obj->item_type == ITEM_ARROW){
         if (!remove_obj (ch, WEAR_LODGE_RIB, fReplace))
         act ("$n has been shot and now has an $p LODGE in him!", ch, obj, NULL, TO_ROOM);
         act ("You have been shot and now you have $p LODGE in you!", ch, obj, NULL, TO_CHAR);
         equip_char (ch, obj, WEAR_LODGE_RIB);
         return;                       }
*/
  if (obj->item_type == ITEM_LIGHT)
    {
      if (!remove_obj (ch, WEAR_LIGHT, fReplace))
	return;
      act ("$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_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 torso.", ch, obj, NULL, TO_ROOM);
      act ("You wear $p on your torso.", 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_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 torso.", ch, obj, NULL, TO_ROOM);
      act ("You wear $p about your torso.", 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 (get_eq_char (ch, WEAR_SECONDARY) != NULL)
	{
	  send_to_char ("You cannot use a shield while using 2 weapons.\n\r",
			ch);
	  return;
	}

      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;
	}

      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)
	  && get_obj_weight (obj) >
	  (str_app[get_curr_stat (ch, STAT_STR)].wield * 10))
	{
	  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)
	{
	  send_to_char ("You need two hands free for that weapon.\n\r", ch);
	  return;
	}

      /*
       * Do not allow switching of primary weapon when seconding
       * Fixed by TAKA     SECOND WEAPON BUG!
       */
      if ((get_eq_char (ch, WEAR_SECONDARY)) != NULL)
	{
	  send_to_char ("Remove your secondary weapon first.\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);

      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 end is up on $p.",
	     ch, obj, NULL, TO_CHAR);

      return;
    }

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

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

      if (!IS_NPC (ch)
	  && get_obj_weight (obj) >
	  (str_app[get_curr_stat (ch, STAT_STR)].wield * 10))
	{
	  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)
	{
	  send_to_char ("You need two hands free for that weapon.\n\r", ch);
	  return;
	}


      /*
       * Do not allow switching of primary weapon when seconding
       * Fixed by TAKA     SECOND WEAPON BUG!
       */
      if ((get_eq_char (ch, WEAR_SECONDARY)) != NULL)
	{
	  send_to_char ("Remove your secondary weapon first.\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);

      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 end is up on $p.",
	     ch, obj, NULL, TO_CHAR);

      return;
    }


  if (CAN_WEAR (obj, ITEM_HOLD))
    {
      if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
	{
	  send_to_char ("You cannot hold an item while using 2 weapons.\n\r",
			ch);
	  return;
	}

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

  if (CAN_WEAR (obj, ITEM_WEAR_FLOAT))
    {
      if (!remove_obj (ch, WEAR_FLOAT, fReplace))
	return;
      act ("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM);
      act ("You release $p and it floats next to you.", ch, obj, NULL,
	   TO_CHAR);
      equip_char (ch, obj, WEAR_FLOAT);
      return;
    }
  /* TAKA     wear location updates */
  if (CAN_WEAR (obj, ITEM_WEAR_FACE))
    {
      if (!remove_obj (ch, WEAR_FACE, fReplace))
	return;
      act ("$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;
    }

  /*
   * Make tail a conditional wear location
   * IS_SET(ch-part,Part name)
   */
  if (CAN_WEAR (obj, ITEM_WEAR_TAIL) && IS_SET (ch->parts, PART_TAIL))
    {
      if (!remove_obj (ch, WEAR_TAIL, fReplace))
	return;
      act ("$n wears $p on $s tail.", ch, obj, NULL, TO_ROOM);
      act ("You wear $p on your tail.", ch, obj, NULL, TO_CHAR);
      equip_char (ch, obj, WEAR_TAIL);
      return;
    }

  if (CAN_WEAR (obj, ITEM_WEAR_EYES))
    {
      if (!remove_obj (ch, WEAR_EYES, fReplace))
	return;
      act ("$n wears $p on $s eyes.", ch, obj, NULL, TO_ROOM);
      act ("You wear $p on your eyes.", ch, obj, NULL, TO_CHAR);
      equip_char (ch, obj, WEAR_EYES);
      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_BELLY))
    {
      if (!remove_obj (ch, WEAR_BELLY, fReplace))
	return;
      act ("$n wears $p on $s stomach.", ch, obj, NULL, TO_ROOM);
      act ("You wear $p on your stomach.", ch, obj, NULL, TO_CHAR);
      equip_char (ch, obj, WEAR_BELLY);
      return;
    }

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

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

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

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


  if (CAN_WEAR (obj, ITEM_WEAR_ANKLE))
    {
      if (get_eq_char (ch, WEAR_ANKLE_L) != NULL
	  && get_eq_char (ch, WEAR_ANKLE_R) != NULL
	  && !remove_obj (ch, WEAR_ANKLE_L, fReplace)
	  && !remove_obj (ch, WEAR_ANKLE_R, fReplace))
	return;

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

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

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

  /* Wear item location modifacations */

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

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

      /*
       * Ensure your newaffects data lists all the classes in the same
       * order as your class and race tables. Remember race has a null
       * first element hence + 50 not + 51.
       *
       * Be careful here.
       * I also added a flag to show weather there were race and class
       * restrictions on an item.
       *
       * This code is by Taka of Ghost Dancer
       */
      if IS_SETX
	(obj->pIndexData->newoaff[(CLASS_ONLY / 8)], (CLASS_ONLY))
	{
	  if (!IS_SETX
	      (obj->pIndexData->newoaff[((ch->class + CLASS_INDEX) / 8)],
	       (ch->class + CLASS_INDEX)))
	    {
	      send_to_char
		("{RYou can not use this item you are the wrong class!{x",
		 ch);
	      return;
	    }
	}
      if IS_SETX
	(obj->pIndexData->newoaff[(RACE_ONLY / 8)], (RACE_ONLY))
	{
	  if (!IS_SETX
	      (obj->pIndexData->newoaff[((ch->race + RACE_INDEX) / 8)],
	       (ch->race + RACE_INDEX)))
	    {
	      send_to_char
		("{RYou can not use this item you are the wrong race!{x", ch);
	      return;
	    }
	}
      /*
       * We use remort code here this checks an item for remort use only.
       * By TAKA of Ghost Dancer
       */
      if IS_SETX
	(obj->pIndexData->newoaff[(REMORT_ONLY / 8)], (REMORT_ONLY))
	{
	  if (ch->pcdata->incarnations <= 1)
	    {
	      send_to_char ("{RYou are not a remort!{x", ch);
	      return;
	    }
	}
      /*
       * End of class and race checking for an item.
       */

      wear_obj (ch, obj, TRUE);
    }
  if (HAS_TRIGGER_OBJ (obj, TRIG_SIT))
    p_percent_trigger (NULL, obj, NULL, ch, NULL, NULL, TRIG_WEAR);
  return;
}



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

  one_argument (argument, arg);

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

  /* remove all added taka of ghost dancers */
  if (!str_cmp (arg, "all"))
    {
      int iWear = 0;
      for (iWear = 0; iWear < MAX_WEAR; iWear++)
	{
	  if ((obj = get_eq_char (ch, iWear)) != NULL)
	    {

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

	    }

	}
      return;
    }
  /* end remove all by taka of ghost dancer */

  obj = (get_obj_wear (ch, arg, TRUE));

  if (obj == 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 silver;

  /* 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 Xeric, who graciously declines.",
	   ch, NULL, NULL, TO_ROOM);
      send_to_char
	("Xeric appreciates your offer and may accept it later.\n\r", ch);
      return;
    }

  /* Sac all by TAKA */
  if (!str_cmp ("all", arg) || !str_prefix ("all.", arg))
    {
      OBJ_DATA *obj_next;
      bool found = FALSE;

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

	  if (arg[3] != '\0' && !is_name (&arg[4], obj->name))
	    continue;

	  if ((!CAN_WEAR (obj, ITEM_TAKE) || CAN_WEAR (obj, ITEM_NO_SAC))
	      || (obj->item_type == ITEM_CORPSE_PC && obj->contains))
	    continue;

	  silver = UMAX (1, obj->level * 3);

	  if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type !=
	      ITEM_CORPSE_PC)
	    silver = UMIN (silver, obj->cost);

	  found = TRUE;
	  sprintf (buf,
		   "{cXeric gives you {Y%d{c silver for your sacrifice of {w%s{c.{x\n\r",
		   silver, obj->short_descr);
	  send_to_char (buf, ch);
	  act ("$n sacrifices $p to Xeric.", ch, obj, NULL, TO_ROOM);
	  ch->silver += silver;
	  extract_obj (obj);

	  if (IS_SET (ch->act, PLR_AUTOSPLIT))
	    {
	      members = 0;
	      for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
		if (is_same_group (ch, gch))
		  members++;

	      if (members > 1 && silver > 1)
		{
		  sprintf (buf, "%d", silver);
		  do_split (ch, buffer);
		  // do_function( ch, &do_split, buf);
		}
	    }
	}
      if (found)
	wiznet ("$N sends up everything in that room as a burnt offering.",
		ch, obj, WIZ_SACCING, 0, 0);
      else
	send_to_char ("There is nothing sacrificable in this room.\n\r", ch);

      return;
    }
  /* End sac all by Taka */

  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 (obj->item_type == ITEM_CORPSE_PC)
    {
      if (obj->contains)
	{
	  send_to_char ("Xeric wouldn't like that.\n\r", ch);
	  return;
	}
    }


  if (!CAN_WEAR (obj, ITEM_TAKE) || CAN_WEAR (obj, ITEM_NO_SAC))
    {
      act ("$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR);
      return;
    }

  if (obj->in_room != NULL)
    {
      for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
	if (gch->on == obj)
	  {
	    act ("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
	    return;
	  }
    }

  silver = UMAX (1, obj->level * 3);

  if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
    {
      silver = UMIN (silver, obj->cost);
    }
  if (silver == 1)
    {
      send_to_char ("Xeric gives you one silver coin for your sacrifice.\n\r",
		    ch);
    }
  else
    {
      sprintf (buf, "Xeric gives you %d silver coins for your sacrifice.\n\r",
	       silver);
      send_to_char (buf, ch);
    }

  ch->silver += silver;

  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 && silver > 1)
	{
	  sprintf (buffer, "%d", silver);
	  do_function (ch, &do_split, buffer);
	}
    }

  act ("$n sacrifices $p to Xeric.", ch, obj, NULL, TO_ROOM);
  wiznet ("$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0, 0);
  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, ch)) == 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);

  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, ch)) == 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, NULL, arg2)) == NULL
	  && (obj = get_obj_here (ch, NULL, 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);

  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, NULL, arg)) == NULL
	  && (obj = get_obj_here (ch, NULL, 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_NOTVICT);
	  act ("You zap $N with $p.", ch, wand, victim, TO_CHAR);
	  act ("$n zaps you with $p.", ch, wand, victim, TO_VICT);
	}
      else
	{
	  act ("$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;

  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, NULL, 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)
		&& victim->position == POS_FIGHTING) {
		send_to_char ("Kill stealing is not permitted.\n\r"
					  "You'd better not -- you might get hit.\n\r", ch);
		return;
	}*/

  WAIT_STATE (ch, skill_table[gsn_steal].beats);
  percent = number_percent ();

  if (!IS_AWAKE (victim))
    percent -= 10;
  else if (!can_see (victim, ch))
    percent += 25;
  else
    percent += 50;

  if (((ch->level + 7 < victim->level || ch->level - 7 > victim->level)
       && !IS_NPC (victim) && !IS_NPC (ch))
      || (!IS_NPC (ch) && percent > get_skill (ch, gsn_steal))
      || (!IS_NPC (ch) && !is_clan (ch)))
    {
      /*
       * Failure.
       */
      send_to_char ("Oops.\n\r", ch);
      affect_strip (ch, gsn_sneak);
      REMOVE_BIT (ch->affected_by, AFF_SNEAK);

      act ("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT);
      act ("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT);
      switch (number_range (0, 3))
	{
	case 0:
	  sprintf (buf, "%s is a lousy thief!", ch->name);
	  break;
	case 1:
	  sprintf (buf, "%s couldn't rob %s way out of a paper bag!",
		   ch->name, (ch->sex == 2) ? "her" : "his");
	  break;
	case 2:
	  sprintf (buf, "%s tried to rob me!", ch->name);
	  break;
	case 3:
	  sprintf (buf, "Keep your hands out of there, %s!", ch->name);
	  break;
	}
      if (!IS_AWAKE (victim))
	do_function (victim, &do_wake, "");
      if (IS_AWAKE (victim))
	do_function (victim, &do_yell, buf);
      if (!IS_NPC (ch))
	{
	  if (IS_NPC (victim))
	    {
	      check_improve (ch, gsn_steal, FALSE, 2);
	      multi_hit (victim, ch, TYPE_UNDEFINED);
	    }
	  else
	    {
	      sprintf (buf, "$N tried to steal from %s.", victim->name);
	      wiznet (buf, ch, NULL, WIZ_FLAGS, 0, 0);
	      if (!IS_SET (ch->act, PLR_THIEF))
		{
		  SET_BIT (ch->act, PLR_THIEF);
		  send_to_char ("*** You are now a THIEF!! ***\n\r", ch);
		  save_char_obj (ch);
		}
	    }
	}

      return;
    }

  if (!str_cmp (arg1, "coin")
      || !str_cmp (arg1, "coins")
      || !str_cmp (arg1, "gold") || !str_cmp (arg1, "silver"))
    {
      int gold, silver;

      gold = victim->gold * number_range (1, ch->level) / MAX_LEVEL;
      silver = victim->silver * number_range (1, ch->level) / MAX_LEVEL;
      if (gold <= 0 && silver <= 0)
	{
	  send_to_char ("You couldn't get any coins.\n\r", ch);
	  return;
	}

      ch->gold += gold;
      ch->silver += silver;
      victim->silver -= silver;
      victim->gold -= gold;
      if (silver <= 0)
	sprintf (buf, "Bingo!  You got %d gold coins.\n\r", gold);
      else if (gold <= 0)
	sprintf (buf, "Bingo!  You got %d silver coins.\n\r", silver);
      else
	sprintf (buf, "Bingo!  You got %d silver and %d gold coins.\n\r",
		 silver, gold);

      send_to_char (buf, ch);
      check_improve (ch, gsn_steal, TRUE, 2);
      return;
    }

  if ((obj = get_obj_carry (victim, arg1, ch)) == NULL)
    {
      send_to_char ("You can't find it.\n\r", ch);
      return;
    }

  if (!can_drop_obj (ch, obj)
      || IS_SET (obj->extra_flags, ITEM_INVENTORY) || obj->level > ch->level)
    {
      send_to_char ("You can't pry it away.\n\r", ch);
      return;
    }

  if (ch->carry_number + get_obj_number (obj) > can_carry_n (ch))
    {
      send_to_char ("You have your hands full.\n\r", ch);
      return;
    }

  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);
      return;
    }

  obj_from_char (obj);
  obj_to_char (obj, ch);
  act ("You pocket $p.", ch, obj, NULL, TO_CHAR);
  check_improve (ch, gsn_steal, TRUE, 2);
  send_to_char ("Got it!\n\r", ch);
  return;
}



/*
 * 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_function(keeper, &do_say, "Killers are not welcome!");
   sprintf(buf, "%s the KILLER is over here!\n\r", ch->name);
   do_function(keeper, &do_yell, buf );
   return NULL;
   }

   if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
   {
   do_function(keeper, &do_say, "Thieves are not welcome!");
   sprintf(buf, "%s the THIEF is over here!\n\r", ch->name);
   do_function(keeper, &do_yell, buf );
   return NULL;
   }
   */
  /*
   * Shop hours.
   */
  if (time_info.hour < pShop->open_hour)
    {
      do_function (keeper, &do_say, "Sorry, I am closed. Come back later.");
      return NULL;
    }

  if (time_info.hour > pShop->close_hour)
    {
      do_function (keeper, &do_say,
		   "Sorry, I am closed. Come back tomorrow.");
      return NULL;
    }

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

  return keeper;
}

/* 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);
}

/* 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;
	    }
	}

      if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT))
	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, roll;

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

  if (IS_SET (ch->in_room->room_flags, ROOM_MOUNT_SHOP))
    {
      do_buy_mount (ch, argument);
      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;

      smash_tilde (argument);

      if (IS_NPC (ch))
	return;

      argument = one_argument (argument, arg);

      /* hack to make new thalos pets work */
      if (ch->in_room->vnum == 9621)
	pRoomIndexNext = get_room_index (9706);
      else
	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, NULL, 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->silver + 100 * 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 */
      roll = number_percent ();
      if (roll < get_skill (ch, 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);

	}

      deduct_cost (ch, cost);
      pet = create_mobile (pet->pIndexData);
      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];
      int number, count = 1;

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

      number = mult_argument (argument, arg);
      obj = get_obj_keeper (ch, keeper, arg);
      cost = get_cost (keeper, obj, TRUE);

      if (number < 1 || number > 99)
	{
	  act ("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT);
	  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;
	}

      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->silver + ch->gold * 100) < cost * 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 */
      roll = number_percent ();
      if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)
	  && roll < get_skill (ch, gsn_haggle))
	{
	  cost -= obj->cost / 2 * roll / 100;
	  act ("You haggle with $N.", ch, NULL, keeper, TO_CHAR);
	  check_improve (ch, gsn_haggle, TRUE, 4);
	}

      if (number > 1)
	{
	  sprintf (buf, "$n buys $p[%d].", number);
	  act (buf, ch, obj, NULL, TO_ROOM);
	  sprintf (buf, "You buy $p[%d] for %d silver.", number,
		   cost * number);
	  act (buf, ch, obj, NULL, TO_CHAR);
	}
      else
	{
	  act ("$n buys $p.", ch, obj, NULL, TO_ROOM);
	  sprintf (buf, "You buy $p for %d silver.", cost);
	  act (buf, ch, obj, NULL, TO_CHAR);
	}
      deduct_cost (ch, cost * number);
      keeper->gold += cost * number / 100;
      keeper->silver += cost * number - (cost * number / 100) * 100;

      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->timer > 0 && !IS_OBJ_STAT (t_obj, ITEM_HAD_TIMER))
	    t_obj->timer = 0;
	  REMOVE_BIT (t_obj->extra_flags, ITEM_HAD_TIMER);
	  obj_to_char (t_obj, ch);
	  if (cost < t_obj->cost)
	    t_obj->cost = cost;
	}
    }
}



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

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

      /* hack to make new thalos pets work */
      if (ch->in_room->vnum == 9621)
	pRoomIndexNext = get_room_index (9706);
      else
	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) || IS_SET (pet->act, ACT_MOUNT))
	    {
	      if (!found)
		{
		  found = TRUE;
		  found = TRUE;
		  if (IS_SET (pet->act, ACT_PET))
		    send_to_char ("Pets for sale:\n\r", ch);
		  else if (IS_SET (pet->act, ACT_MOUNT))
		    send_to_char ("Mounts 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)
	{
	  if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP))
	    send_to_char ("Sorry, we're out of pets right now.\n\r", ch);
	  else
	    send_to_char ("Sorry, we're out of mounts 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 ("[Lv Price Qty] Item\n\r", ch);
		}

	      if (IS_OBJ_STAT (obj, ITEM_INVENTORY))
		sprintf (buf, "[%2d %5d -- ] %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, "[%2d %5d %2d ] %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, roll;

  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, ch)) == 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 ((cost = get_cost (keeper, obj, FALSE)) <= 0)
    {
      act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
      return;
    }
  if (cost > (keeper->silver + 100 * keeper->gold))
    {
      act ("$n tells you 'I'm afraid I don't have enough wealth to buy $p.",
	   keeper, obj, ch, TO_VICT);
      return;
    }

  act ("$n sells $p.", ch, obj, NULL, TO_ROOM);
  /* haggle */
  roll = number_percent ();
  if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)
      && roll < get_skill (ch, 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->silver + 100 * keeper->gold));
      check_improve (ch, gsn_haggle, TRUE, 4);
    }
  sprintf (buf, "You sell $p for %d silver and %d gold piece%s.",
	   cost - (cost / 100) * 100, cost / 100, cost == 1 ? "" : "s");
  act (buf, ch, obj, NULL, TO_CHAR);
  ch->gold += cost / 100;
  ch->silver += cost - (cost / 100) * 100;
  deduct_cost (keeper, cost);
  if (keeper->gold < 0)
    keeper->gold = 0;
  if (keeper->silver < 0)
    keeper->silver = 0;

  if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT))
    {
      extract_obj (obj);
    }
  else
    {
      obj_from_char (obj);
      if (obj->timer)
	SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
      else
	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, ch)) == 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 'I'll give you %d silver and %d gold coins for $p'.",
	   cost - (cost / 100) * 100, cost / 100);
  act (buf, keeper, obj, ch, TO_VICT);
  ch->reply = keeper;

  return;
}

void
do_consume (CHAR_DATA * ch, char *argument)
{
  char arg[MAX_INPUT_LENGTH];
  char buf[MAX_INPUT_LENGTH];

  OBJ_DATA *obj;

  one_argument (argument, arg);

  if (arg[0] == '\0' || !str_cmp (arg, ch->name))
    {
      act ("$n bites $mself hard and draws blood.", ch, NULL, NULL, TO_ROOM);
      send_to_char ("You are a sick puppy, consuming yourself!\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 (obj->item_type == ITEM_CORPSE_PC)
    {
      if (obj->contains)
	{
	  send_to_char ("Xeric wouldn't like that.\n\r", ch);
	  return;
	}
    }

  if ((obj->level * 2) <= 10)
    {
      ch->hit += 10;
      ch->mana += 20;
      ch->move += 10;
      sprintf (buf,
	       "You gain 10 hit points 20 mana 10 movement by consuming the corpse!\n\r");
    }
  else
    {
      ch->hit += (obj->level * 2);
      ch->mana += (obj->level * 4);
      ch->move += (obj->level * 2);
      sprintf (buf,
	       "You gain %d hit points %d mana %d movement by consuming the corpse!\n\r",
	       (obj->level * 2), (obj->level * 4), (obj->level * 2));
    }

  act ("$n consumes the blood of the corpse.\n\r", ch, obj, NULL, TO_ROOM);
  wiznet ("$N consumed the corpse $p.\n\r", ch, obj, WIZ_SACCING, 0, 0);

  send_to_char (buf, ch);
  extract_obj (obj);

  return;
}

void
do_second (CHAR_DATA * ch, char *argument)
/* wear object as a secondary weapon */
{
  OBJ_DATA *obj;
  char buf[MAX_STRING_LENGTH];	/* overkill, but what the heck */

  if (argument[0] == '\0')	/* empty */
    {
      send_to_char ("Wield which weapon in your off-hand?\n\r", ch);
      return;
    }

  obj = get_obj_carry (ch, argument, ch);	/* find the obj withing ch's inventory */

  if (obj == NULL)
    {
      send_to_char ("You have no such thing in your inventory.\n\r", ch);
      return;
    }

  /* Allow only secondary weapons to be wielded */
  if (obj->item_type != ITEM_WEAPON)
    {
      send_to_char ("You can only weapons.\n\r", ch);
      return;
    }


  /* check if the char is using a shield or a held weapon */

  if ((get_eq_char (ch, WEAR_SHIELD) != NULL) ||
      (get_eq_char (ch, WEAR_HOLD) != NULL))
    {
      send_to_char
	("You cannot use a secondary weapon while using a shield or holding an item\n\r",
	 ch);
      return;
    }


  if (ch->level < 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;
    }

/* check that the character is using a first weapon at all */
  if (get_eq_char (ch, WEAR_WIELD) == NULL)	/* oops - != here was a bit wrong :) */
    {
      send_to_char
	("You need to wield a primary weapon, before using a secondary one!\n\r",
	 ch);
      return;
    }


/* check for str - secondary weapons have to be lighter */
  if (get_obj_weight (obj) >
      (str_app[get_curr_stat (ch, STAT_INT)].wield / 2))
    {
      send_to_char
	("This weapon is too heavy to be used as a secondary weapon by you.\n\r",
	 ch);
      return;
    }

/* check if the secondary weapon is at least half as light as the primary weapon */
  if ((get_obj_weight (obj) * 2) >
      get_obj_weight (get_eq_char (ch, WEAR_WIELD)))
    {
      send_to_char
	("Your secondary weapon has to be considerably lighter than the primary one.\n\r",
	 ch);
      return;
    }

/* at last - the char uses the weapon */

  if (!remove_obj (ch, WEAR_SECONDARY, TRUE))	/* remove the current weapon if any */
    return;			/* remove obj tells about any no_remove */

/* char CAN use the item! that didn't take long at aaall */

  act ("$n wields $p in $s off-hand.", ch, obj, NULL, TO_ROOM);
  act ("You wield $p in your off-hand.", ch, obj, NULL, TO_CHAR);
  equip_char (ch, obj, WEAR_SECONDARY);
  return;
}




/* Bowfire code -- used to draw an arrow from a quiver */
void
do_draw (CHAR_DATA * ch, char *argument)
{
  OBJ_DATA *quiver;
  OBJ_DATA *arrow;
  int hand_count = 0;


  if ((quiver = get_eq_char (ch, WEAR_SHOULDERS)) == NULL)
    {
      send_to_char
	("{WYou aren't wearing a quiver where you can get to it.{x\n\r", ch);
      return;
    }

  if (quiver->item_type != ITEM_QUIVER)
    {
      send_to_char ("{WYou can only draw arrows from a quiver.{x\n\r", ch);
      return;
    }

  if (quiver->value[3] <= 0)
    {
      send_to_char ("{WThis quiver holds no arrows.{x\n\r", ch);
      return;
    }

  if (get_eq_char (ch, WEAR_LIGHT) != NULL)
    hand_count++;
  if (get_eq_char (ch, WEAR_SHIELD) != NULL)
    hand_count++;
  if (get_eq_char (ch, WEAR_HOLD) != NULL)
    hand_count++;
  if (get_eq_char (ch, WEAR_WIELD) != NULL)
    hand_count++;
  if (hand_count > 1)
    {
      send_to_char ("{WYou need a free hand to draw an arrow.{x\n\r", ch);
      return;
    }

  if (get_eq_char (ch, WEAR_HOLD) != NULL)
    {
      send_to_char ("{WYour hand is not empty!{x\n\r", ch);
      return;
    }

  if (quiver->value[0] > 0)
    {
      WAIT_STATE (ch, PULSE_VIOLENCE);
      act ("{W$n draws an arrow from $p{W.{x", ch, quiver, NULL, TO_ROOM);
      act ("{WYou draw an arrow from $p{W.{x", ch, quiver, NULL, TO_CHAR);

      arrow = create_object (get_obj_index (quiver->value[3]), 0);
      arrow->value[1] = quiver->value[1];
      arrow->value[2] = quiver->value[2];
      arrow->level = quiver->level;
      obj_to_char (arrow, ch);
      wear_obj (ch, arrow, TRUE);
      quiver->value[0] -= quiver->value[1];


      if (quiver->value[0] <= 0)
	{
	  act
	    ("{WYour $p {Wis now out of arrows, you need to find another one.{x",
	     ch, quiver, NULL, TO_CHAR);
	  extract_obj (quiver);
	}

      return;
    }
}


/* Bowfire code -- Used to dislodge an arrow already LODGE */
void
do_dislodge (CHAR_DATA * ch, char *argument)
{
  OBJ_DATA *arrow = NULL;
  int dam = 0;

  if (argument[0] == '\0')	/* empty */
    {
      send_to_char ("{WDislodge what?{x\n\r", ch);
      return;
    }

  if (get_eq_char (ch, WEAR_LODGE_RIB) != NULL)
    {
      arrow = get_eq_char (ch, WEAR_LODGE_RIB);
      act ("{WWith a wrenching pull, you dislodge $p {Wfrom your chest.{x",
	   ch, arrow, NULL, TO_CHAR);
      unequip_char (ch, arrow);
      arrow->extra_flags = arrow->extra_flags - 134217728;
      dam = dice ((3 * arrow->value[1]), (3 * arrow->value[2]));
      damage (ch, ch, dam, gsn_bow, DAM_SLASH, TRUE);
      return;
    }

  else if (get_eq_char (ch, WEAR_LODGE_ARM) != NULL)
    {
      arrow = get_eq_char (ch, WEAR_LODGE_ARM);
      act ("{WWith a tug you dislodge $p {Wfrom your arm.{x", ch, arrow, NULL,
	   TO_CHAR);
      unequip_char (ch, arrow);
      arrow->extra_flags = arrow->extra_flags - 134217728;
      dam = dice ((3 * arrow->value[1]), (2 * arrow->value[2]));
      damage (ch, ch, dam, gsn_bow, DAM_SLASH, TRUE);
      return;
    }

  else if (get_eq_char (ch, WEAR_LODGE_LEG) != NULL)
    {
      arrow = get_eq_char (ch, WEAR_LODGE_LEG);
      act ("{WWith a tug you dislodge $p {Wfrom your leg.{x", ch, arrow, NULL,
	   TO_CHAR);
      unequip_char (ch, arrow);
      arrow->extra_flags = arrow->extra_flags - 134217728;
      dam = dice ((2 * arrow->value[1]), (2 * arrow->value[2]));
      damage (ch, ch, dam, gsn_bow, DAM_SLASH, TRUE);
      return;
    }
  else
    {
      send_to_char ("{WYou have nothing lodged in your body.{x\n\r", ch);
      return;
    }
}