vw/doc/
vw/player/J/
/***************************************************************************
*  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.                                                  *
***************************************************************************/

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



/*
* Local functions.
*/
#define CD CHAR_DATA
void	get_obj		args( ( CHAR_DATA *ch, OBJ_DATA *obj,
					OBJ_DATA *container ) );
CD *	find_keeper	args( ( CHAR_DATA *ch ) );
int	get_cost	args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
int	place_object	args( ( CHAR_DATA *ch, int object ) );
void	sheath		args( ( CHAR_DATA *ch, bool right ) );
void	draw		args( ( CHAR_DATA *ch, bool right ) );
#undef	CD



bool does_ch_have_a_container( CHAR_DATA *ch)
{
    OBJ_DATA *obj;
    bool has_container = FALSE;
    for ( obj = ch->carrying; obj != NULL && !has_container; obj = obj->next_content)
    {
        if ( obj->item_type == ITEM_CONTAINER)
            has_container = TRUE;
    }
    return has_container;
}


void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
    OBJ_DATA *obj2;
    OBJ_DATA *obj_next;
    ROOM_INDEX_DATA *objroom;
    bool has_container;
    bool move_ch = FALSE;
    
    /* Objects should only have a shadowplane flag when on the floor */
    if  ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	   obj->in_room != NULL &&
	   (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
    {
	   send_to_char( "Your hand passes right through it!\n\r", ch );
	   return;
    }
    if  (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	   obj->in_room != NULL &&
	   ( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
    {
	   send_to_char( "Your hand passes right through it!\n\r", ch );
	   return;
    }
    if ( !CAN_WEAR(obj, ITEM_TAKE) )
    {
	   send_to_char( "You can't take that.\n\r", ch );
	   return;
    }
    
    /* only one container per player */
    has_container = does_ch_have_a_container(ch);
    if ( obj->item_type == ITEM_CONTAINER && has_container)
    {
        send_to_char( "You cannot carry another container.\n\r", ch);
        return;
    }

    if ( ch->carry_number + 1 > can_carry_n( ch ) )
    {
	   act( "$d: you can't carry that many items.",
                  ch, NULL, obj->short_descr, TO_CHAR );
	   return;
    }
    
    if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
    {
	   act( "$d: you can't carry that much weight.",
                  ch, NULL, obj->short_descr, TO_CHAR );
	   return;
    }
   
    if (    obj->pIndexData->vnum==27000     /* Harpoon */
         || obj->pIndexData->vnum==22000     /* Sword of Io */
         || obj->pIndexData->vnum==9501      /* Ring of Power */
         || IS_SET(obj->extra_flags, ITEM_AUTOCLAIM)
          )
    {
         /* mobs aren't allowed to get these items */
         if ( IS_NPC(ch))
         {
               act( "$n struggles but can't pick up $p.",ch,obj,NULL,TO_ROOM);
               return;
         }

         /* autoclaim if it isn't already owned */
         if ( obj->questowner==NULL || strlen(obj->questowner)<=1)
         {
               obj->questowner = str_dup(ch->name);
               act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR);
               act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM);
         }
    }

 
    if ( container != NULL )
    {
	   
	   if  ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
		  !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
		  (container->carried_by == NULL || container->carried_by != ch) )
	   {
		  send_to_char( "Your hand passes right through it!\n\r", ch );
		  return;
	   }
	   if  (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
		  IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
		  (container->carried_by == NULL || container->carried_by != ch) )
	   {
		  send_to_char( "Your hand passes right through it!\n\r", ch );
		  return;
        }
	   act( "You get $p from $P.", ch, obj, container, TO_CHAR );
	   act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
	   for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next )
	   {
		  obj_next = obj2->next_content;
		  if ( obj2->chobj != NULL )
		  {act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR );
		  move_ch = TRUE;}
	   }
	   obj_from_obj( obj );
    }
    else
    {
	   act( "You pick up $p.", ch, obj, container, TO_CHAR );
	   act( "$n picks $p up.", ch, obj, container, TO_ROOM );
	   if (obj != NULL) obj_from_room( obj );
    }
    
    if ( obj->item_type == ITEM_MONEY )
    {
	   ch->gold += obj->value[0];
	   extract_obj( obj );
    }
    else
    {
	   obj_to_char( obj, ch );

	   if ( move_ch && obj->chobj != NULL )
	   {
		  if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
			 objroom = get_room_index(obj->carried_by->in_room->vnum);
		  else objroom = NULL;
		  if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
		  {
			 char_from_room(obj->chobj);
			 char_to_room(obj->chobj,objroom);
			 do_look(obj->chobj,"auto");
		  }
	   }
	   if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
		  (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
		  REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
    }
    
    
    if( !IS_NPC(ch))
    {
	   save_char_obj(ch);
    }
    
    return;
}



void do_get( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    OBJ_DATA *container;
    bool found;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if (IS_AFFECTED(ch,AFF_ETHEREAL) )
    {
	   send_to_char( "You cannot pick things up while ethereal.\n\r", ch );
	   return;
    }
    
    /* Get type. */
    if ( arg1[0] == '\0' )
    {
	   send_to_char( "Get what?\n\r", ch );
	   return;
    }
    
    if ( arg2[0] == '\0' )
    {
	   if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	   {
		  
		  
		  /* 'get obj' */
		  obj = get_obj_list( ch, arg1, ch->in_room->contents );
		  if ( obj == NULL )
		  {
			 act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
			 return;
		  }
		  
		  get_obj( ch, obj, NULL );
		  
	   }
	   else
	   {
		  
		  /* 'get all' or 'get all.obj' */
		  
		  
		  found = FALSE;
		  for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
		  {
			 obj_next = obj->next_content;
			 if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
				&&   can_see_obj( ch, obj ) )
			 {
				found = TRUE;
				get_obj( ch, obj, NULL );
			 }
		  }
		  
		  if ( !found ) 
		  {
			 if ( arg1[3] == '\0' )
				send_to_char( "I see nothing here.\n\r", ch );
			 else
				act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
		  } 
		  /*  send_to_char( "sorry this has been taken out due to players abusing it!\n\r", ch); */
	   }
    }
    else
    {
	   /* 'get ... container' */
	   if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
	   {
		  send_to_char( "You can't do that.\n\r", ch );
		  return;
	   }
	   
	   if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
	   {
		  act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
		  return;
	   }
	   
	   switch ( container->item_type )
	   {
	   default:
		  send_to_char( "That's not a container.\n\r", ch );
		  return;
		  
	   case ITEM_CONTAINER:
	   case ITEM_CORPSE_NPC:
		  break;
		  
	   case ITEM_CORPSE_PC:
		  {
			 char name[MAX_INPUT_LENGTH];
			 char *pd;
			 
			 if ( IS_NPC(ch) )
			 {
				send_to_char( "You can't do that.\n\r", ch );
				return;
			 }
			 
			 pd = container->short_descr;
			 pd = one_argument( pd, name, MAX_INPUT_LENGTH );
			 pd = one_argument( pd, name, MAX_INPUT_LENGTH );
			 pd = one_argument( pd, name, MAX_INPUT_LENGTH );
			 /*
			 if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
			 {
			 send_to_char( "You can't do that.\n\r", ch );
			 return;
			 }
			 */
		  }
	   }
	   
	   if ( IS_SET(container->value[1], CONT_CLOSED) )
	   {
		  act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
		  return;
	   }
	   
	   if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	   {
		  /* 'get obj container' */
		  obj = get_obj_list( ch, arg1, container->contains );
		  if ( obj == NULL)
		  {
			 act( "I see nothing like that in the $T.",
				ch, NULL, arg2, TO_CHAR );
			 return;
		  }
		  get_obj( ch, obj, container ); 
	   }
	   else
	   {
		  
		  /* 'get all container' or 'get all.obj container' */
		  
		  found = FALSE;
		  for ( obj = container->contains; obj != NULL; obj = obj_next )
		  {
			 obj_next = obj->next_content;
			 if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
				&&   can_see_obj( ch, obj ) )
			 {
				found = TRUE;
				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 );
            } 
		  /*   send_to_char( "sorry this has been taken out due to players abusing it!\n\r", ch); */
	   }
    }
    if( !IS_NPC(ch))
    {
	   save_char_obj(ch);
    }
    
    
    return;
}



void do_put( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *container;
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    OBJ_DATA *obj_next;
    OBJ_DATA *obj_next2;
    ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
    int can_store;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    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;
    }
    /* I'll leave this out for now - KaVir
    if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) &&
    ( ( container = get_obj_wear(  ch, arg2 ) ) == NULL ) &&
	   ( IS_AFFECTED(ch,AFF_ETHEREAL) ) )
	   {
	   send_to_char( "You can't let go of it!\n\r", ch );
	   return;
	   }
    */
    if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
    {
	   act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
	   return;
    }
    
    if ( container->item_type != ITEM_CONTAINER )
    {
	   send_to_char( "That's not a container.\n\r", ch );
	   return;
    }
    
    if ( IS_SET(container->value[1], CONT_CLOSED) )
    {
	   act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
	   return;
    }
    
    /* calculate how many items the container can store */
    can_store = 30;
    for ( obj = container->contains; obj != NULL; obj = obj->next_content)
    {
        --can_store;
    }
    if ( can_store < 0)
    {
        can_store = 0;
    }
    

    if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
    {
	   /* 'put obj container' */
	   if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
	   {
		  send_to_char( "You do not have that item.\n\r", ch );
		  return;
	   }
	   
	   if ( obj == container )
	   {
		  send_to_char( "You can't fold it into itself.\n\r", ch );
		  return;
	   }
	   
	   if ( !can_drop_obj( ch, obj ) )
	   {
		  send_to_char( "You can't let go of it.\n\r", ch );
		  return;
	   }
	   
	   if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] 
	       || can_store < 1)
	   {
		  send_to_char( "It won't fit.\n\r", ch );
		  return;
	   }
	   
	   if ( obj->questowner != NULL && strlen(obj->questowner) > 1)
        {
		  send_to_char ("You cannot store claimed items in contianers.\n\r",ch);
		  return;
        }
	   
	   for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
	   {
		  obj_next2 = obj2->next_content;
		  if ( obj2->chobj != NULL && obj != obj2)
			 act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
	   }
	   obj_from_char( obj );
	   obj_to_obj( obj, container );
	   act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
	   act( "You put $p in $P.", ch, obj, container, TO_CHAR );
    }
    else
    {
	   /* 'put all container' or 'put all.obj container' */
	   
	   for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	   {
		  obj_next = obj->next_content;
		  
		  if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
			 &&   can_see_obj( ch, obj )
			 &&   obj->wear_loc == WEAR_NONE
			 &&   obj != container
			 &&   !(obj->questowner != NULL && strlen(obj->questowner) > 1)
			 &&   can_drop_obj( ch, obj )
			 &&   get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] 
			 &&   can_store >= 1)
		  {
			 for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
			 {
				obj_next2 = obj2->next_content;
				if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL)
				{
				    if (objroom != get_room_index(obj2->chobj->in_room->vnum))
				    {
					   char_from_room(obj2->chobj);
					   char_to_room(obj2->chobj,objroom);
					   do_look(obj2->chobj,"auto");
				    }
				    if (obj != obj2)
					   act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
				}
			 }
			 obj_from_char( obj );
			 obj_to_obj( obj, container );
			 act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
			 act( "You put $p in $P.", ch, obj, container, TO_CHAR );
			 --can_store;
		  }
	   }
	   /*	send_to_char("That function is out at the moment due to abuse.\n\r",ch); */
    }
    
    return;
}



void do_drop( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found;
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Drop what?\n\r", ch );
	   return;
    }
    
    if ( is_number( arg ) )
    {
	   /* 'drop NNNN coins' */
	   int amount;
	   
	   amount   = atoi(arg);
	   argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
	   if ( amount <= 0
		  || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) )
	   {
		  send_to_char( "Sorry, you can't do that.\n\r", ch );
		  return;
	   }
	   
	   /* Otherwise causes complications if there's a pile on each plane */
	   if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
	   {
		  send_to_char( "You cannot drop coins in the shadowplane.\n\r", ch );
		  return;
	   }
	   
	   if ( ch->gold < amount )
	   {
		  send_to_char( "You haven't got that many coins.\n\r", ch );
		  return;
	   }
	   
	   ch->gold -= amount;
	   
	   for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
	   {
		  obj_next = obj->next_content;
		  
		  switch ( obj->pIndexData->vnum )
		  {
		  case OBJ_VNUM_MONEY_ONE:
			 amount += 1;
			 extract_obj( obj );
			 break;
			 
		  case OBJ_VNUM_MONEY_SOME:
			 amount += obj->value[0];
			 extract_obj( obj );
			 break;
		  }
	   }
	   obj_to_room( create_money( amount ), ch->in_room );
	   act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
	   send_to_char( "OK.\n\r", ch );
	   if(!IS_NPC(ch))
	   {
		  save_char_obj(ch);
	   }
	   return;
    }
    
    if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
    {
	   /* 'drop obj' */
	   if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
	   {
		  send_to_char( "You do not have that item.\n\r", ch );
		  return;
	   }
	   
	   if ( !can_drop_obj( ch, obj ) )
	   {
		  send_to_char( "You can't let go of it.\n\r", ch );
		  return;
	   }
	   
	   obj_from_char( obj );
	   obj_to_room( obj, ch->in_room );
	   /* Objects should only have a shadowplane flag when on the floor */
	   if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
		  (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
		  SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
	   act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
	   act( "You drop $p.", ch, obj, NULL, TO_CHAR );
    }
    else
    {
	   /* 'drop all' or 'drop all.obj' */
	   
        found = FALSE;
	   for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	   {
		  obj_next = obj->next_content;
		  
		  if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
			 &&   can_see_obj( ch, obj )
			 &&   obj->wear_loc == WEAR_NONE
			 &&   can_drop_obj( ch, obj ) )
		  {
			 found = TRUE;
			 obj_from_char( obj );
			 obj_to_room( obj, ch->in_room );
			 if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
				(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
				SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
                if(ch->level<LEVEL_CODER)
			 {
				act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
				act( "You drop $p.", ch, obj, NULL, TO_CHAR );
			 }
			 else
				show_drop_to_char( obj, ch, TRUE, TRUE);
		  }
	   }
	   
	   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_DATA *victim;
    OBJ_DATA  *obj;
    bool has_container;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	   send_to_char( "Give what to whom?\n\r", ch );
	   return;
    }
    
    if ( is_number( arg1 ) )
    {
	   /* 'give NNNN coins victim' */
	   int amount;
	   
	   amount   = atoi(arg1);
	   if ( amount <= 0
		  || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) )
	   {
		  send_to_char( "Sorry, you can't do that.\n\r", ch );
		  return;
	   }
	   
	   argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
	   if ( arg2[0] == '\0' )
	   {
		  send_to_char( "Give what to whom?\n\r", ch );
		  return;
	   }
	   
	   if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	   {
		  send_to_char( "They aren't here.\n\r", ch );
		  return;
	   }
	   
	   if (IS_AFFECTED(victim,AFF_ETHEREAL) )
	   {
		  send_to_char( "You cannot give things to ethereal people.\n\r", ch );
		  return;
	   }
	   
	   if ( ch->gold < amount )
	   {
		  send_to_char( "You haven't got that much gold.\n\r", ch );
		  return;
	   }
	   
	   ch->gold     -= amount;
	   victim->gold += amount;
	   act( "$n gives you some gold.", ch, NULL, victim, TO_VICT    );
	   act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	   act( "You give $N some gold.",  ch, NULL, victim, TO_CHAR    );
	   send_to_char( "OK.\n\r", ch );
	   if(!IS_NPC(ch))
	   {
		  save_char_obj(ch);
	   }
	   if(!IS_NPC(victim))
	   {
		  save_char_obj(victim);
	   }
	   return;
    }
    
    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	   send_to_char( "You do not have that item.\n\r", ch );
	   return;
    }
    
    if ( obj->wear_loc != WEAR_NONE )
    {
	   send_to_char( "You must remove it first.\n\r", ch );
	   return;
    }
    
    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r", ch );
	   return;
    }
    
    if ( !can_drop_obj( ch, obj ) )
    {
	   send_to_char( "You can't let go of it.\n\r", ch );
	   return;
    }
    
    if (IS_AFFECTED(victim,AFF_ETHEREAL) )
    {
	   send_to_char( "You cannot give things to ethereal people.\n\r", ch );
	   return;
    }
    
    /* only one container per player */
    has_container = does_ch_have_a_container(ch);
    if ( obj->item_type == ITEM_CONTAINER && has_container)
    {
        act( "$N cannot hold another container.", ch, NULL, victim, TO_CHAR );
        return;
    }

    if ( victim->carry_number + 1 > can_carry_n( victim ) )
    {
	   act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
	   return;
    }
    
    if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
    {
	   act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
	   return;
    }
    
    if ( !can_see_obj( victim, obj ) )
    {
	   act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
	   return;
    }
    
    obj_from_char( obj );
    obj_to_char( obj, victim );
    act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
    act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );
    act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );
    return;
}




void do_fill( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *fountain;
    bool found;
    int liquid;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Fill what?\n\r", ch );
	   return;
    }
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	   send_to_char( "You do not have that item.\n\r", ch );
	   return;
    }
    
    found = FALSE;
    for ( fountain = ch->in_room->contents; fountain != NULL;
    fountain = fountain->next_content )
    {
	   if ( fountain->item_type == ITEM_FOUNTAIN )
	   {
		  found = TRUE;
		  break;
	   }
    }
    
    if ( !found )
    {
	   send_to_char( "There is no fountain here!\n\r", ch );
	   return;
    }
    
    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
	   fountain->in_room != NULL &&
	   !IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )
    {
	   send_to_char( "You are too insubstantual.\n\r", ch );
	   return;
    }
    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
	   fountain->in_room != NULL &&
	   IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )
    {
	   send_to_char( "It is too insubstantual.\n\r", ch );
	   return;
    }
    else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
    {
	   send_to_char( "You cannot fill containers while ethereal.\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] >= obj->value[0] )
    {
	   send_to_char( "Your container is already full.\n\r", ch );
	   return;
    }
    
    if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
    {
	   send_to_char( "You cannot mix two different liquids.\n\r", ch );
	   return;
    }
    
    act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM );
    act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR );
    obj->value[2] = fountain->value[2];
    obj->value[1] = obj->value[0];
    liquid = obj->value[2];
    act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
    act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
    return;
}



void do_drink( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int amount;
    int liquid;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
	   {
		  if ( obj->item_type == ITEM_FOUNTAIN )
			 break;
	   }
	   
	   if ( obj == NULL )
	   {
		  send_to_char( "Drink what?\n\r", ch );
		  return;
	   }
    }
    else
    {
	   if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
	   {
		  send_to_char( "You can't find it.\n\r", ch );
		  return;
	   }
    }
    
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
    {
	   send_to_char( "You fail to reach your mouth.  *Hic*\n\r", ch );
	   return;
    }
    
    switch ( obj->item_type )
    {
    default:
	   send_to_char( "You can't drink from that.\n\r", ch );
	   break;
	   
    case ITEM_POTION:
	   do_quaff(ch,obj->name);
	   return;
    case ITEM_FOUNTAIN:
	   if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	   {
		  bug( "Do_drink: bad liquid number %d.", liquid );
		  liquid = obj->value[2] = 0;
	   }
	   
	   if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
		  obj->in_room != NULL &&
		  !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
	   {
		  send_to_char( "You are too insubstantual.\n\r", ch );
		  break;
	   }
	   else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
		  obj->in_room != NULL &&
		  IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
	   {
		  send_to_char( "It is too insubstantual.\n\r", ch );
		  break;
	   }
	   else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
	   {
		  send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
		  return;
	   }
	   
	   if ( liquid != 13 && IS_SET(ch->act,PLR_VAMPIRE) )
	   {
		  send_to_char( "You can only drink blood.\n\r", ch );
		  break;
	   }
	   
	   act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	   act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
	   
	   amount = number_range(3, 10);
	   amount = UMIN(amount, obj->value[1]);
	   
	   gain_condition( ch, COND_DRUNK,
		  amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	   gain_condition( ch, COND_FULL,
		  amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	   gain_condition( ch, COND_THIRST,
		  amount * liq_table[liquid].liq_affect[COND_THIRST ] );
	   
	   if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_DRUNK]  > 10 )
		  send_to_char( "You feel drunk.\n\r", ch );
	   if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_FULL]   > 50 )
		  send_to_char( "You are full.\n\r", ch );
	   if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_THIRST] > 50 )
		  send_to_char( "You do not feel thirsty.\n\r", ch );
	   if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_THIRST] >= 100 )
		  send_to_char( "Your blood thirst is sated.\n\r", ch );
	   
	   if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE)))
	   {
		  /* The shit was poisoned ! */
		  AFFECT_DATA af;
		  
		  act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
		  send_to_char( "You choke and gag.\n\r", ch );
		  af.type      = gsn_poison;
		  af.duration  = 3 * amount;
		  af.location  = APPLY_NONE;
		  af.modifier  = 0;
		  af.bitvector = AFF_POISON;
		  affect_join( ch, &af );
	   }
	   break;
	   
    case ITEM_DRINK_CON:
	   if ( obj->value[1] <= 0 )
	   {
		  send_to_char( "It is already empty.\n\r", ch );
		  return;
	   }
	   
	   if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	   {
		  bug( "Do_drink: bad liquid number %d.", liquid );
		  liquid = obj->value[2] = 0;
	   }
	   
	   if ( liquid != 13 && IS_SET(ch->act,PLR_VAMPIRE) )
	   {
		  send_to_char( "You can only drink blood.\n\r", ch );
		  break;
	   }
	   
	   act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	   act( "You drink $T from $p.",
		  ch, obj, liq_table[liquid].liq_name, TO_CHAR );
	   
	   amount = number_range(3, 10);
	   amount = UMIN(amount, obj->value[1]);
	   
	   gain_condition( ch, COND_DRUNK,
		  amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	   gain_condition( ch, COND_FULL,
		  amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	   gain_condition( ch, COND_THIRST,
		  amount * liq_table[liquid].liq_affect[COND_THIRST ] );
	   
	   if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_DRUNK]  > 10 )
		  send_to_char( "You feel drunk.\n\r", ch );
	   if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_FULL]   > 50 )
		  send_to_char( "You are full.\n\r", ch );
	   if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_THIRST] > 50 )
		  send_to_char( "You do not feel thirsty.\n\r", ch );
	   if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_VAMPIRE) &&
		  ch->pcdata->condition[COND_THIRST] >= 100 )
		  send_to_char( "Your blood thirst is sated.\n\r", ch );
	   
	   if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE)))
	   {
		  /* The shit was poisoned ! */
		  AFFECT_DATA af;
		  
		  act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
		  send_to_char( "You choke and gag.\n\r", ch );
		  af.type      = gsn_poison;
		  af.duration  = 3 * amount;
		  af.location  = APPLY_NONE;
		  af.modifier  = 0;
		  af.bitvector = AFF_POISON;
		  affect_join( ch, &af );
	   }
	   
	   obj->value[1] -= amount;
	   if ( obj->value[1] <= 0 )
	   {
		  obj->value[1] = 0;
	   }
	   break;
    }
    
    return;
}


void do_empty( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int liquid;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Empty what?\n\r", ch );
	   return;
    }
    
    if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
    {
	   send_to_char( "You can't find it.\n\r", ch );
	   return;
    }
    
    switch ( obj->item_type )
    {
    default:
	   send_to_char( "You cannot empty that.\n\r", ch );
	   break;
	   
    case ITEM_DRINK_CON:
	   if ( obj->value[1] <= 0 )
	   {
		  send_to_char( "It is already empty.\n\r", ch );
		  return;
	   }
	   
	   if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	   {
		  bug( "Do_drink: bad liquid number %d.", liquid );
		  liquid = obj->value[2] = 0;
	   }
	   
	   act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	   act( "You empty $T from $p.",
		  ch, obj, liq_table[liquid].liq_name, TO_CHAR );
	   
	   obj->value[1] = 0;
	   break;
    }
    
    return;
}



void do_eat( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Eat what?\n\r", ch );
	   return;
    }
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	   send_to_char( "You do not have that item.\n\r", ch );
	   return;
    }
    
    if ( !IS_IMMORTAL(ch) )
    {
	   if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_VAMPIRE) && obj->item_type == ITEM_FOOD)
	   {   
		  send_to_char( "You are unable to stomach it.\n\r", ch );
		  return;
	   }
	   
	   if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&
		  obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST )
	   {
		  send_to_char( "That's not edible.\n\r", ch );
		  return;
	   }
	   
	   if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 )
	   {   
		  send_to_char( "You are too full to eat more.\n\r", ch );
		  return;
	   }
    }
    
    act( "$n eats $p.",  ch, obj, NULL, TO_ROOM );
    act( "You eat $p.", ch, obj, NULL, TO_CHAR );
    
    switch ( obj->item_type )
    {
	   
    case ITEM_FOOD:
	   if ( !IS_NPC(ch) )
	   {
		  int condition;
		  
		  condition = ch->pcdata->condition[COND_FULL];
		  gain_condition( ch, COND_FULL, obj->value[0] );
		  if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
			 send_to_char( "You are no longer hungry.\n\r", ch );
		  else if ( ch->pcdata->condition[COND_FULL] > 50 )
			 send_to_char( "You are full.\n\r", ch );
	   }
	   
	   if ( obj->value[3] != 0 )
	   {
		  /* The shit was poisoned! */
		  AFFECT_DATA af;
		  
		  act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
		  send_to_char( "You choke and gag.\n\r", ch );
		  
		  af.type      = gsn_poison;
		  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;
	   
    case ITEM_QUEST:
	   if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0];
	   break;
	   
    case ITEM_EGG:
	   if ( !IS_NPC(ch) )
	   {
		  int condition;
		  
		  condition = ch->pcdata->condition[COND_FULL];
		  gain_condition( ch, COND_FULL, obj->value[1] );
		  if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
			 send_to_char( "You are no longer hungry.\n\r", ch );
		  else if ( ch->pcdata->condition[COND_FULL] > 50 )
			 send_to_char( "You are full.\n\r", ch );
	   }
	   
	   /* Note to myself...remember to set v2 for mobiles that hatch within
	   * the player (like aliens ;).  KaVir.
	   */
	   
	   if ( obj->value[3] != 0 )
	   {
		  /* The shit was poisoned! */
		  AFFECT_DATA af;
		  
		  act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
		  send_to_char( "You choke and gag.\n\r", ch );
		  
		  af.type      = gsn_poison;
		  af.duration  = 2 * obj->value[0];
		  af.location  = APPLY_NONE;
		  af.modifier  = 0;
		  af.bitvector = AFF_POISON;
		  affect_join( ch, &af );
	   }
	   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( IS_SET(obj->extra_flags, ITEM_CLANITEM)) 
    {
	   
	   if( 	!IS_NPC(ch)
		  && strncmp( ch->clan, "Brujah", 4) 
		  && (obj->pIndexData->vnum == 24900
		  || obj->pIndexData->vnum == 24901
		  || obj->pIndexData->vnum == 24902))
	   {
		  send_to_char("That is a Brujah clan item.\n\r",ch);
		  return;
	   }
	   
	   if( 	!IS_NPC(ch)
		  && strncmp( ch->clan, "Malkavian", 4) 
		  && (obj->pIndexData->vnum == 24903
		  || obj->pIndexData->vnum == 24904
		  || obj->pIndexData->vnum == 24905))
	   {
		  send_to_char("That is a Malkavian clan item.\n\r",ch);
		  return;
	   }
	   if( 	!IS_NPC(ch) 
		  && strncmp( ch->clan, "Tremere", 4) 
		  && (obj->pIndexData->vnum == 24906
		  || obj->pIndexData->vnum == 24907
		  || obj->pIndexData->vnum == 24908))
	   {
		  send_to_char("That is a Tremere clan item.\n\r",ch);
		  return;
	   }
	   if( 	!IS_NPC(ch) 
		  && strncmp( ch->clan, "Toreador", 4) 
		  && (obj->pIndexData->vnum == 24909
		  || obj->pIndexData->vnum == 24910
		  || obj->pIndexData->vnum == 24911))
	   {
		  send_to_char("That is a Toreador clan item.\n\r",ch);
		  return;
	   }
	   if( 	!IS_NPC(ch) 
		  && strncmp( ch->clan, "Ventrue", 4) 
		  && (obj->pIndexData->vnum == 24912
		  || obj->pIndexData->vnum == 24913
		  || obj->pIndexData->vnum == 24914))
	   {
		  send_to_char("That is a Ventrue clan item.\n\r",ch);
		  return;
	   }
	   if( 	!IS_NPC(ch) 
		  && strncmp( ch->clan, "Nosferatu", 4) 
		  && (obj->pIndexData->vnum == 24915
		  || obj->pIndexData->vnum == 24916
		  || obj->pIndexData->vnum == 24917))
	   {
		  send_to_char("That is a Nosferatu clan item.\n\r",ch);
		  return;
	   }
	   if( 	!IS_NPC(ch) 
		  && strncmp( ch->clan, "Gangrel", 4) 
		  && (obj->pIndexData->vnum == 24918
		  || obj->pIndexData->vnum == 24919
		  || obj->pIndexData->vnum == 24920))
	   {
		  send_to_char("That is a Gangrel clan item.\n\r",ch);
		  return;
	   }
	   if( 	!IS_NPC(ch) 
		  && strncmp( ch->clan, "Cappadocian", 4) 
		  && (obj->pIndexData->vnum == 24929
		  || obj->pIndexData->vnum == 24930
		  || obj->pIndexData->vnum == 24931))
	   {
		  send_to_char("That is a Cappadocian clan item.\n\r",ch);
		  return;
	   }
	   
    }	
    if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) ||
	   CAN_WEAR( obj, ITEM_WEAR_SHIELD ) || obj->item_type == ITEM_LIGHT )
    {
	   if ( get_eq_char( ch, WEAR_WIELD    ) != NULL
		  &&   get_eq_char( ch, WEAR_HOLD     ) != NULL
		  &&   get_eq_char( ch, WEAR_LIGHT    ) != NULL
		  &&   get_eq_char( ch, WEAR_SHIELD   ) != NULL
		  &&   !remove_obj( ch, WEAR_LIGHT , fReplace )
		  &&   !remove_obj( ch, WEAR_SHIELD, fReplace )
		  &&   !remove_obj( ch, WEAR_WIELD , fReplace )
		  &&   !remove_obj( ch, WEAR_HOLD  , fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
	   {
		  send_to_char("You are unable to use it.\n\r",ch);
		  return;
	   }
	   
	   if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,"right_hand"))
	   {
		  if ( obj->item_type == ITEM_LIGHT )
		  {
			 act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
			 act( "You light $p and clutch it in your right hand.",  ch, obj, NULL, TO_CHAR );
		  }
		  else
		  {
			 act( "$n clutches $p in $s right hand.",    ch, obj, NULL, TO_ROOM );
			 act( "You clutch $p in your right hand.",  ch, obj, NULL, TO_CHAR );
		  }
		  if (obj->item_type == ITEM_WEAPON)
		  {
			 if ( obj->pIndexData->vnum == 30000 )
			 {
				snprintf(buf, MAX_STRING_LENGTH, "%s soul blade",ch->name);
				if ( str_cmp(buf,obj->name) )
				{
				    act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
				    act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
				    obj_from_char(obj);
				    obj_to_room(obj,ch->in_room);
				    return;
				}
			 }
			 equip_char( ch, obj, WEAR_WIELD );
			 if (!IS_NPC(ch)) do_skill(ch, ch->name);
			 return;
		  }
		  equip_char( ch, obj, WEAR_WIELD );
		  return;
	   }
	   else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,"left_hand"))
	   {
		  if ( obj->item_type == ITEM_LIGHT )
		  {
			 act( "$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM );
			 act( "You light $p and clutch it in your left hand.",  ch, obj, NULL, TO_CHAR );
		  }
		  else
		  {
			 act( "$n clutches $p in $s left hand.",    ch, obj, NULL, TO_ROOM );
			 act( "You clutch $p in your left hand.",  ch, obj, NULL, TO_CHAR );
		  }
		  if (obj->item_type == ITEM_WEAPON)
		  {
			 if ( obj->pIndexData->vnum == 30000 )
			 {
				snprintf(buf, MAX_STRING_LENGTH, "%s soul blade",ch->name);
				if ( str_cmp(buf,obj->name) )
				{
				    act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
				    act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
				    obj_from_char(obj);
				    obj_to_room(obj,ch->in_room);
				    return;
				}
			 }
			 equip_char( ch, obj, WEAR_HOLD );
			 if (!IS_NPC(ch)) do_skill(ch, ch->name);
			 return;
		  }
		  equip_char( ch, obj, WEAR_HOLD );
		  return;
	   }
	   if (!is_ok_to_wear(ch,"left_hand") && !is_ok_to_wear(ch,"right_hand"))
		  send_to_char( "You cannot use anything in your hands.\n\r", ch );
	   else
		  send_to_char( "You have no free hands.\n\r", ch );
	   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 (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   
	   if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,"left_finger"))
	   {
		  act( "$n wears $p on $s left finger.",    ch, obj, NULL, TO_ROOM );
		  act( "You wear $p on your left finger.",  ch, obj, NULL, TO_CHAR );
		  equip_char( ch, obj, WEAR_FINGER_L );
		  return;
	   }
	   else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,"right_finger"))
	   {
		  act( "$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;
	   }
	   if (!is_ok_to_wear(ch,"left_finger") && !is_ok_to_wear(ch,"right_finger"))
		  send_to_char( "You cannot wear any rings.\n\r", ch );
	   else
		  send_to_char( "You cannot wear any more 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 (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   
	   if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
	   {
		  act( "$n slips $p around $s neck.",   ch, obj, NULL, TO_ROOM );
		  act( "You slip $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 slips $p around $s neck.",   ch, obj, NULL, TO_ROOM );
		  act( "You slip $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 are already wearing two things around your neck.\n\r", ch );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
    {
	   if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
		  return;
	   
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   act( "$n fits $p on $s body.",   ch, obj, NULL, TO_ROOM );
	   act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
	   equip_char( ch, obj, WEAR_BODY );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
    {
	   if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   if (!is_ok_to_wear(ch,"head"))
	   {
		  send_to_char("You have no head to wear it on.\n\r",ch);
		  return;
	   }
	   act( "$n places $p on $s head.",   ch, obj, NULL, TO_ROOM );
	   act( "You place $p on your head.", ch, obj, NULL, TO_CHAR );
	   equip_char( ch, obj, WEAR_HEAD );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
    {
	   if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   if (!is_ok_to_wear(ch,"face"))
	   {
		  send_to_char("You have no face to wear it on.\n\r",ch);
		  return;
	   }
	   act( "$n places $p on $s face.",   ch, obj, NULL, TO_ROOM );
	   act( "You place $p on your face.", ch, obj, NULL, TO_CHAR );
	   equip_char( ch, obj, WEAR_FACE );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
    {
	   if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   if (!is_ok_to_wear(ch,"legs"))
	   {
		  send_to_char("You have no legs to wear them on.\n\r",ch);
		  return;
	   }
	   act( "$n slips $s legs into $p.",   ch, obj, NULL, TO_ROOM );
	   act( "You slip your legs into $p.", 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;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   if (!is_ok_to_wear(ch,"feet"))
	   {
		  send_to_char("You have no feet to wear them on.\n\r",ch);
		  return;
	   }
	   act( "$n slips $s feet into $p.",   ch, obj, NULL, TO_ROOM );
	   act( "You slip your feet into $p.", 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;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   if (!is_ok_to_wear(ch,"hands"))
	   {
		  send_to_char("You have no hands to wear them on.\n\r",ch);
		  return;
	   }
	   act( "$n pulls $p onto $s hands.",   ch, obj, NULL, TO_ROOM );
	   act( "You pull $p onto 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;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   if (!is_ok_to_wear(ch,"arms"))
	   {
		  send_to_char("You have no arms to wear them on.\n\r",ch);
		  return;
	   }
	   act( "$n slides $s arms into $p.",   ch, obj, NULL, TO_ROOM );
	   act( "You slide your arms into $p.", 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;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   act( "$n pulls $p about $s body.",   ch, obj, NULL, TO_ROOM );
	   act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR );
	   equip_char( ch, obj, WEAR_ABOUT );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
    {
	   if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   act( "$n ties $p around $s waist.",   ch, obj, NULL, TO_ROOM );
	   act( "You tie $p around 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 (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   
	   if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,"right_wrist"))
	   {
		  act( "$n slides $s left wrist into $p.",
			 ch, obj, NULL, TO_ROOM );
		  act( "You slide your left wrist into $p.",
			 ch, obj, NULL, TO_CHAR );
		  equip_char( ch, obj, WEAR_WRIST_L );
		  return;
	   }
	   else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,"left_wrist"))
	   {
		  act( "$n slides $s left wrist into $p.",
			 ch, obj, NULL, TO_ROOM );
		  act( "You slide your right wrist into $p.",
			 ch, obj, NULL, TO_CHAR );
		  equip_char( ch, obj, WEAR_WRIST_R );
		  return;
	   }
	   if (!is_ok_to_wear(ch,"left_wrist") && !is_ok_to_wear(ch,"right_wrist"))
		  send_to_char( "You cannot wear anything on your wrists.\n\r", ch );
	   else
		  send_to_char( "You cannot wear any more on your wrists.\n\r", ch );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
    {
	   if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD))
	   {
		  send_to_char("You are unable to wear it.\n\r",ch);
		  return;
	   }
	   act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM );
	   act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR );
	   equip_char( ch, obj, WEAR_SHIELD );
	   return;
    }
    
    if ( CAN_WEAR( obj, ITEM_WIELD ) )
    {
	   if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
		  return;
	   if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
	   {
		  send_to_char("You are unable to wield it.\n\r",ch);
		  return;
	   }
	   
	   if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield )
	   {
		  send_to_char( "It is too heavy for you to wield.\n\r", ch );
		  return;
	   }
	   
	   act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
	   act( "You wield $p.", ch, obj, NULL, TO_CHAR );
	   
	   if ( obj->pIndexData->vnum == 30000 )
	   {
		  snprintf(buf, MAX_STRING_LENGTH, "%s soul blade",ch->name);
		  if ( str_cmp(buf,obj->name) )
		  {
			 act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
			 act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
			 obj_from_char(obj);
			 obj_to_room(obj,ch->in_room);
			 return;
		  }
	   }
	   equip_char( ch, obj, WEAR_WIELD );
	   if (!IS_NPC(ch)) do_skill(ch, ch->name);
	   return;
    }
    
    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, MAX_INPUT_LENGTH );
    
    if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_DISGUISED) )
    {
	   send_to_char( "You cannot wear anything in this form.\n\r", ch );
	   return;
    }
    
    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 ) ) == NULL )
	   {
		  send_to_char( "You do not have that item.\n\r", ch );
		  return;
	   }
	   wear_obj( ch, obj, TRUE );
    }
    
    return;
}



void do_remove( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Remove 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 ) )
			 remove_obj( ch, obj->wear_loc, TRUE );
	   }
	   return;
    }
    if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
    {
	   send_to_char( "You do not have that item.\n\r", ch );
	   return;
    }
    remove_obj( ch, obj->wear_loc, TRUE );
    return;
}



void do_sacrifice( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    char buf[MAX_INPUT_LENGTH];
    int expgain;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char("Sacrifice what?\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 ( (!CAN_WEAR(obj, ITEM_TAKE) && obj->pIndexData->vnum != OBJ_VNUM_CORPSE_NPC) ||
           obj->item_type == ITEM_QUEST ||
	   obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
	   obj->extra_flags == ITEM_QUESTITEM ||
	   obj->extra_flags == ITEM_CLANITEM ||
	   obj->pIndexData->vnum == 12 || obj->pIndexData->vnum == 30005 ||
	   ( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
    {
	   act( "You are unable to sacrifice $p.", ch, obj, 0, TO_CHAR );
	   return;
    }
    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
	   obj->chobj->pcdata->obj_vnum != 0)
    {
	   act( "You are unable to sacrifice $p.", ch, obj, 0, TO_CHAR );
	   return;
    }
    else if (IS_SET(obj->quest,QUEST_INDEST))
    {
        act( "You are unable to sacrifice $p, it's INDESTRUCTABLE !", ch, obj, 0, TO_CHAR );
        return;
    }
    
    if(obj->questowner != NULL && strlen(obj->questowner) > 1)
    {
	   ch->pcdata->quest += obj->points;
	   obj->points = 0;
    }    	
    
    expgain = obj->cost / 100;
    if (expgain < 1)
	   expgain = 1;
    if (expgain > 250)
	   expgain = 250;
    ch->gold = ch->gold + expgain;
    snprintf( buf, MAX_INPUT_LENGTH, "You get %d gold for $p.", expgain );
    act( buf, ch, obj, NULL, TO_CHAR );
    act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR );
    act( "$n sacrifices $p.", ch, obj, NULL, TO_ROOM );
    act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );
    if (obj != NULL) extract_obj( obj );
    return;
}



void do_quaff( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Quaff what?\n\r", ch );
	   return;
    }
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	   send_to_char( "You do not have that potion.\n\r", ch );
	   return;
    }
    
    if ( obj->item_type != ITEM_POTION )
    {
	   send_to_char( "You can quaff only potions.\n\r", ch );
	   return;
    }
    
    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, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	   send_to_char( "You do not have that scroll.\n\r", ch );
	   return;
    }
    
    if ( scroll->item_type != ITEM_SCROLL )
    {
	   send_to_char( "You can recite only scrolls.\n\r", ch );
	   return;
    }
    
    obj = NULL;
    if ( arg2[0] == '\0' )
    {
	   victim = ch;
    }
    else
    {
	   if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
		  &&   ( obj    = get_obj_here  ( ch, arg2 ) ) == NULL )
	   {
		  send_to_char( "You can't find it.\n\r", ch );
		  return;
	   }
	if( obj != NULL)
	{
           if(obj->wear_loc != WEAR_NONE)
	   {
	       send_to_char("You have to remove the item first!\n\r",ch);
	       return;
	   }	 
	}
    }
  



 
    act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
    act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
    
    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 );
    
    extract_obj( scroll );
    return;
}



void do_brandish( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    OBJ_DATA *temp;
    OBJ_DATA *staff;
    int sn;
    int counter = 0;

    staff = get_eq_char( ch, WEAR_WIELD );
    temp = get_eq_char( ch, WEAR_HOLD );
    
    if ( staff == NULL && temp == NULL )
    {
	   send_to_char( "You hold nothing in your hand.\n\r", ch );
	   return;
    }
    
    if ( staff == NULL ) staff = temp;
    if ( temp == NULL  ) temp = staff;
    
    if ( staff->item_type != ITEM_STAFF ) staff=temp;
    
    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;
    }
    
    if ( staff->value[2] > 0 )
    {
	   act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
	   act( "You brandish $p.",  ch, staff, NULL, TO_CHAR );
	   for ( vch = ch->in_room->people; vch; vch = vch_next )
	   {
                  if ( counter>8 ) break;
                  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 );
                  counter++;
           }
    }
    
    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 *temp;
    OBJ_DATA *wand;
    OBJ_DATA *obj;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    if ( arg[0] == '\0' && ch->fighting == NULL )
    {
	   send_to_char( "Zap whom or what?\n\r", ch );
	   return;
    }
    
    wand = get_eq_char( ch, WEAR_WIELD );
    temp = get_eq_char( ch, WEAR_HOLD );
    
    if ( wand == NULL && temp == NULL )
    {
	   send_to_char( "You hold nothing in your hand.\n\r", ch );
	   return;
    }
    
    if ( wand == NULL ) wand = temp;
    if ( temp == NULL ) temp = wand;
    
    if ( wand->item_type != ITEM_WAND ) wand=temp;
    
    if ( wand->item_type != ITEM_WAND )
    {
	   send_to_char( "You can zap only with a wand.\n\r", ch );
	   return;
    }
    
    obj = NULL;
    if ( arg[0] == '\0' )
    {
	   if ( ch->fighting != NULL )
	   {
		  victim = ch->fighting;
	   }
	   else
	   {
		  send_to_char( "Zap whom or what?\n\r", ch );
		  return;
	   }
    }
    else
    {
	   if ( ( victim = get_char_room ( ch, arg ) ) == NULL
		  &&   ( obj    = get_obj_here  ( ch, arg ) ) == NULL )
	   {
		  send_to_char( "You can't find it.\n\r", ch );
		  return;
	   }
    }
    
    if ( wand->value[2] > 0 )
    {
	   if ( victim != NULL )
	   {
		  act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
		  act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
	   }
	   else
	   {
		  act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
		  act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
	   }
	   
	   obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
    }
    
    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, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	   send_to_char( "Steal what from whom?\n\r", ch );
	   return;
    }
    
    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r", ch );
	   return;
    }
    
    if ( victim == ch )
    {
	   send_to_char( "That's pointless.\n\r", ch );
	   return;
    }
    
    WAIT_STATE( ch, skill_table[gsn_steal].beats );
    percent  = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 );
    
    if ( ( ch->level + number_range(1,20) < victim->level          )
	   ||   ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3         )
	   ||   ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3     )
	   ||   ( victim->position == POS_FIGHTING                        )
	   ||   ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL) && number_percent() > 5 )
	   ||   ( !IS_NPC(victim) && IS_IMMORTAL(victim)                  )
	   ||   ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) )
    {
    /*
    * Failure.
	   */
	   send_to_char( "Oops.\n\r", ch );
	   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 );
	   snprintf( buf, MAX_STRING_LENGTH, "%s is a bloody thief!", ch->name );
	   do_yell( victim, buf );
	   if ( !IS_NPC(ch) )
	   {
		  if ( IS_NPC(victim) )
		  {
			 multi_hit( victim, ch, TYPE_UNDEFINED );
		  }
		  else
		  {
			 log_string( buf );
			 if ( !IS_SET(ch->act, PLR_THIEF) )
			 {
				save_char_obj( ch );
			 }
		  }
	   }
	   
	   return;
    }
    
    if ( !str_cmp( arg1, "coin"  )
	   ||   !str_cmp( arg1, "coins" )
	   ||   !str_cmp( arg1, "gold"  ) )
    {
	   int amount;
	   
	   amount = victim->gold * number_range(1, 10) / 100;
	   if ( amount <= 0 )
	   {
		  send_to_char( "You couldn't get any gold.\n\r", ch );
		  return;
	   }
	   
	   ch->gold     += amount;
	   victim->gold -= amount;
	   snprintf( buf, MAX_STRING_LENGTH, "Bingo!  You got %d gold coins.\n\r", amount );
	   send_to_char( buf, ch );
	   return;
    }
    
    if ( ( obj = get_obj_carry( victim, arg1 ) ) == 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_LOYAL)
	   ||   IS_SET(obj->extra_flags, ITEM_INVENTORY) 
	   ||   obj->item_type == ITEM_CONTAINER)
    {
	   send_to_char( "You can't pry it away.\n\r", ch );
	   return;
    }
    
    if ( ch->carry_number + 1 > 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 );
    send_to_char( "Ok.\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_say( keeper, "Killers are not welcome!" );
	   snprintf( buf, MAX_STRING_LENGTH, "%s the KILLER is over here!\n\r", ch->name );
	   do_shout( keeper, buf );
	   return NULL;
    }
    
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
    {
	   do_say( keeper, "Thieves are not welcome!" );
	   snprintf( buf, MAX_STRING_LENGTH, "%s the THIEF is over here!\n\r", ch->name );
	   do_shout( keeper, buf );
	   return NULL;
    }
    
    /*
    * Shop hours.
    */
    if ( time_info.hour < pShop->open_hour )
    {
	   do_say( keeper, "Sorry, come back later." );
	   return NULL;
    }
    
    if ( time_info.hour > pShop->close_hour )
    {
	   do_say( keeper, "Sorry, come back tomorrow." );
	   return NULL;
    }
    
    /*
    * Invisible or hidden people.
    */
    if ( !can_see( keeper, ch ) )
    {
	   do_say( keeper, "I don't trade with folks I can't see." );
	   return NULL;
    }
    
    return keeper;
}



int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
    SHOP_DATA *pShop;
    int cost;
    int count;
    
    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;
		  }
	   }
	   
	   count = 0;
	   for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
	   {
		  if ( obj->pIndexData == obj2->pIndexData )
		  {
		     ++count;
		  }
	   }
	   
	   /* any more than 5 and the shopkeeper just ain't interested */
	   count = (count>5) ? 5 : count;
	   cost -= cost*count/5;
    }
    
    if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
	   cost = cost * obj->value[2] / obj->value[1];
    
    return cost;
}



void do_buy( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Buy what?\n\r", ch );
	   return;
    }
    
    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
    {
	   char buf[MAX_STRING_LENGTH];
	   CHAR_DATA *pet;
	   ROOM_INDEX_DATA *pRoomIndexNext;
	   ROOM_INDEX_DATA *in_room;
	   
	   if ( IS_NPC(ch) )
		  return;
	   
	   pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	   if ( pRoomIndexNext == NULL )
	   {
		  bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
		  send_to_char( "Sorry, you can't buy that here.\n\r", ch );
		  return;
	   }
	   
	   in_room     = ch->in_room;
	   ch->in_room = pRoomIndexNext;
	   pet         = get_char_room( ch, arg );
	   ch->in_room = in_room;
	   
	   if ( pet == NULL || !IS_SET(pet->act, ACT_PET) || !IS_NPC(pet))
	   {
		  send_to_char( "Sorry, you can't buy that here.\n\r", ch );
		  return;
	   }
	   
	   if ( IS_SET(ch->act, PLR_BOUGHT_PET) )
	   {
		  send_to_char( "You already bought one pet this level.\n\r", ch );
		  return;
	   }
	   
	   if ( ch->gold < 10 * pet->level * pet->level )
	   {
		  send_to_char( "You can't afford it.\n\r", ch );
		  return;
	   }
	   
	   if ( ch->level < pet->level )
	   {
		  send_to_char( "You're not ready for this pet.\n\r", ch );
		  return;
	   }
	   
	   ch->gold		-= 10 * pet->level * pet->level;
	   pet			= create_mobile( pet->pIndexData );
	   SET_BIT(ch->act, PLR_BOUGHT_PET);
	   SET_BIT(pet->act, ACT_PET);
	   SET_BIT(pet->affected_by, AFF_CHARM);
	   
	   argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
	   if ( arg[0] != '\0' )
	   {
		  snprintf( buf, MAX_STRING_LENGTH, "%s %s", pet->name, arg );
		  free_string( pet->name );
		  pet->name = str_dup( buf );
	   }
	   
	   snprintf( buf, MAX_STRING_LENGTH, "%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 );
	   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;
	   int cost;
	   bool has_container;
	   
	   if ( ( keeper = find_keeper( ch ) ) == NULL )
		  return;
	   
	   obj  = get_obj_carry( keeper, arg );
	   cost = get_cost( keeper, obj, TRUE );
	   
	   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 ( ch->gold < cost )
	   {
		  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) && ch->level < 3 )
	   {
		  act( "$n tells you 'You can't use $p yet'.",
			 keeper, obj, ch, TO_VICT );
		  ch->reply = keeper;
		  return;
	   }
	   
	   if ( ch->carry_number + 1 > can_carry_n( ch ) )
	   {
		  send_to_char( "You can't carry that many items.\n\r", ch );
		  return;
	   }

	   /* only one container per player */
	   has_container = does_ch_have_a_container(ch);
	   if ( obj->item_type == ITEM_CONTAINER && has_container)
	   {
	       send_to_char( "You cannot carry another container.\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;
	   }
	   
	   
	   /* just here */
	   if( obj->questowner != NULL && strlen(obj->questowner) > 1)
	   {
		  send_to_char( "I don't buy claimed stuff! \n\r",ch);
		  return;
	   }
	   
	   
	   act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
	   act( "You buy $p.", ch, obj, NULL, TO_CHAR );
	   ch->gold     -= cost;
/*	   keeper->gold += cost;   */
	   
	   if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
		  obj = create_object( obj->pIndexData, obj->level );
	   else
		  obj_from_char( obj );
	   
	   obj_to_char( obj, ch );
	   return;
    }
}



void do_list( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    
    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
    {
	   ROOM_INDEX_DATA *pRoomIndexNext;
	   CHAR_DATA *pet;
	   bool found;
	   
	   pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	   if ( pRoomIndexNext == NULL )
	   {
		  bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
		  send_to_char( "You can't do that here.\n\r", ch );
		  return;
	   }
	   
	   found = FALSE;
	   for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
	   {
		  if ( IS_SET(pet->act, ACT_PET) && IS_NPC(pet) )
		  {
			 if ( !found )
			 {
				found = TRUE;
				send_to_char( "Pets for sale:\n\r", ch );
			 }
			 snprintf( buf, MAX_STRING_LENGTH, "[%2d] %8d - %s\n\r",
				pet->level,
				10 * pet->level * pet->level,
				pet->short_descr );
			 send_to_char_formatted( buf, ch );
		  }
	   }
	   if ( !found )
		  send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
	   return;
    }
    else
    {
	   char arg[MAX_INPUT_LENGTH];
	   CHAR_DATA *keeper;
	   OBJ_DATA *obj;
	   int cost;
	   bool found;
	   
	   one_argument( argument, arg, MAX_INPUT_LENGTH );
	   
	   if ( ( keeper = find_keeper( ch ) ) == NULL )
		  return;
	   
	   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_formatted( "[Lv Price] Item\n\r", ch );
			 }
			 
			 snprintf( buf, MAX_STRING_LENGTH, "[%2d %5d] %s.\n\r",
				obj->level, cost, capitalize( obj->short_descr ) );
			 send_to_char_formatted( buf, ch );
		  }
	   }
	   
	   if ( !found )
	   {
		  if ( arg[0] == '\0' )
			 send_to_char_formatted( "You can't buy anything here.\n\r", ch );
		  else
			 send_to_char_formatted( "You can't buy that 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;
    OBJ_DATA *wobj;
    int cost;
    int i_have;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Sell what?\n\r", ch );
	   return;
    }
    
    if ( ( keeper = find_keeper( ch ) ) == NULL )
	   return;
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	   act( "$n tells you 'You don't have that item'.",
		  keeper, NULL, ch, TO_VICT );
	   ch->reply = keeper;
	   return;
    }
    
    if ( !can_drop_obj( ch, obj ) )
    {
	   send_to_char( "You can't let go of it.\n\r", ch );
	   return;
    }
    
    if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
	   act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	   return;
    }
    
    if( obj->questowner != NULL && strlen(obj->questowner) > 1)
    {
	   send_to_char("I don't buy stuff that has already been claimed!\n\r",ch);
	   return;
    }
    
	i_have = 0;
	for ( wobj = keeper->carrying; wobj != NULL; wobj = wobj->next_content )
	{
	   if ( wobj->pIndexData->vnum == obj->pIndexData->vnum )
	       ++i_have;	
	}
	if (i_have >= 5)
	{
		send_to_char( "I've already got at least five of those.  They're very nice.\n\r", ch );
		return;
	}


    if( cost > 2000)
    {
	   send_to_char("I'm only going to give you 2,000 gold pieces for that!\n\r",ch);
	   cost = 2000;
    }
    
    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
    snprintf( buf, MAX_STRING_LENGTH, "You sell $p for %d gold piece%s.",
	   cost, cost == 1 ? "" : "s" );
    act( buf, ch, obj, NULL, TO_CHAR );
    ch->gold     += cost;
    keeper->gold -= cost;
    if ( keeper->gold < 0 )
	   keeper->gold = 0;
    
    if ( obj->item_type == ITEM_TRASH )
    {
	   extract_obj( obj );
    }
    else
    {
	   obj_from_char( obj );
       obj_to_char( 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, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Value what?\n\r", ch );
	   return;
    }
    
    if ( ( keeper = find_keeper( ch ) ) == NULL )
	   return;
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	   act( "$n tells you 'You don't have that item'.",
		  keeper, NULL, ch, TO_VICT );
	   ch->reply = keeper;
	   return;
    }
    
    if ( !can_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;
    }
    
    snprintf( buf, MAX_STRING_LENGTH, "$n tells you 'I'll give you %d gold coins for $p'.", cost );
    act( buf, keeper, obj, ch, TO_VICT );
    ch->reply = keeper;
    
    return;
}

void do_activate( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' )
    {
	   send_to_char( "Which item do you wish to activate?\n\r", ch );
	   return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	   if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	   {
		  send_to_char( "You can't find that item.\n\r", ch );
		  return;
	   }
	   /* You should only be able to use nontake items on floor */
	   if (CAN_WEAR(obj, ITEM_TAKE))
	   {
		  send_to_char( "But you are not wearing it!\n\r", ch );
		  return;
	   }
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) )
    {
	   send_to_char( "This item cannot be activated.\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	   send_to_char( "Who do you wish to activate it on?\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	   if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	   {
		  send_to_char( "Nobody here by that name.\n\r", ch );
		  return;
	   }
    }
    else victim = ch;
    
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	   && str_cmp(obj->chpoweruse,"(null)") )
	   kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	   && str_cmp(obj->victpoweruse,"(null)") )
	   kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	   obj_cast_spell( obj->specpower, number_range(20,30), ch, victim, NULL );
	   if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
	   if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   obj->specpower = ch->in_room->vnum;
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	   if ( get_obj_index(obj->specpower) == NULL ) return;
	   obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	   if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	   else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	   if ( get_mob_index(obj->specpower) == NULL ) return;
	   mob = create_mobile(get_mob_index(obj->specpower));
	   char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	   interpret(ch,obj->victpoweron);
	   if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
		  obj->victpoweroff != '\0')
	   {
		  for ( victim = char_list; victim != NULL; victim = victim_next )
		  {
			 victim_next	= victim->next;
			 if ( victim->in_room == NULL ) continue;
			 if ( victim == ch ) continue;
			 if ( victim->in_room == ch->in_room )
			 {
				interpret(victim,obj->victpoweroff);
				continue;
			 }
		  }
	   }
    }
    return;
}

void do_press( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' )
    {
	   send_to_char( "Which item do you wish to press?\n\r", ch );
	   return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	   if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	   {
		  send_to_char( "You can't find that item.\n\r", ch );
		  return;
	   }
	   /* You should only be able to use nontake items on floor */
	   if (CAN_WEAR(obj, ITEM_TAKE))
	   {
		  send_to_char( "But you are not wearing it!\n\r", ch );
		  return;
	   }
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) )
    {
	   send_to_char( "There is nothing on this item to press.\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	   send_to_char( "Who do you wish to use it on?\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	   if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	   {
		  send_to_char( "Nobody here by that name.\n\r", ch );
		  return;
	   }
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	   && str_cmp(obj->chpoweruse,"(null)") )
	   kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	   && str_cmp(obj->victpoweruse,"(null)") )
	   kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	   obj_cast_spell( obj->specpower, number_range(20,30), ch, victim, NULL );
	   if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
	   if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   obj->specpower = ch->in_room->vnum;
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	   if ( get_obj_index(obj->specpower) == NULL ) return;
	   obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	   if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	   else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	   if ( get_mob_index(obj->specpower) == NULL ) return;
	   mob = create_mobile(get_mob_index(obj->specpower));
	   char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	   interpret(ch,obj->victpoweron);
	   if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
		  obj->victpoweroff != '\0')
	   {
		  for ( victim = char_list; victim != NULL; victim = victim_next )
		  {
			 victim_next	= victim->next;
			 if ( victim->in_room == NULL ) continue;
			 if ( victim == ch ) continue;
			 if ( victim->in_room == ch->in_room )
			 {
				interpret(victim,obj->victpoweroff);
				continue;
			 }
		  }
	   }
    }
    return;
}

void do_twist( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' )
    {
	   send_to_char( "Which item do you wish to twist?\n\r", ch );
	   return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	   if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	   {
		  send_to_char( "You can't find that item.\n\r", ch );
		  return;
	   }
	   /* You should only be able to use nontake items on floor */
	   if (CAN_WEAR(obj, ITEM_TAKE))
	   {
		  send_to_char( "But you are not wearing it!\n\r", ch );
		  return;
	   }
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) )
    {
	   send_to_char( "This item cannot be twisted.\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	   send_to_char( "Who do you wish to use it on?\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	   if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	   {
		  send_to_char( "Nobody here by that name.\n\r", ch );
		  return;
	   }
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	   && str_cmp(obj->chpoweruse,"(null)") )
	   kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	   && str_cmp(obj->victpoweruse,"(null)") )
	   kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	   obj_cast_spell( obj->specpower, number_range(20,30), ch, victim, NULL );
	   if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
	   if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   obj->specpower = ch->in_room->vnum;
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	   if ( get_obj_index(obj->specpower) == NULL ) return;
	   obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	   if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	   else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	   if ( get_mob_index(obj->specpower) == NULL ) return;
	   mob = create_mobile(get_mob_index(obj->specpower));
	   char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	   interpret(ch,obj->victpoweron);
	   if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
		  obj->victpoweroff != '\0')
	   {
		  for ( victim = char_list; victim != NULL; victim = victim_next )
		  {
			 victim_next	= victim->next;
			 if ( victim->in_room == NULL ) continue;
			 if ( victim == ch ) continue;
			 if ( victim->in_room == ch->in_room )
			 {
				interpret(victim,obj->victpoweroff);
				continue;
			 }
		  }
	   }
    }
    return;
}

void do_pull( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' )
    {
	   send_to_char( "What do you wish to pull?\n\r", ch );
	   return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	   if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	   {
		  send_to_char( "You can't find that item.\n\r", ch );
		  return;
	   }
	   /* You should only be able to use nontake items on floor */
	   if (CAN_WEAR(obj, ITEM_TAKE))
	   {
		  send_to_char( "But you are not wearing it!\n\r", ch );
		  return;
	   }
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) )
    {
	   send_to_char( "This item cannot be pulled.\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	   send_to_char( "Who do you wish to use it on?\n\r", ch );
	   return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	   if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	   {
		  send_to_char( "Nobody here by that name.\n\r", ch );
		  return;
	   }
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	   && str_cmp(obj->chpoweruse,"(null)") )
	   kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	   && str_cmp(obj->victpoweruse,"(null)") )
	   kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	   obj_cast_spell( obj->specpower, number_range(20,30), ch, victim, NULL );
	   if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
	   if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   obj->specpower = ch->in_room->vnum;
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
	   if (obj->chpoweron != NULL && obj->chpoweron != '\0'
		  && str_cmp(obj->chpoweron,"(null)") )
		  kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweron != NULL && obj->victpoweron != '\0'
		  && str_cmp(obj->victpoweron,"(null)") )
		  kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	   pRoomIndex     = get_room_index(obj->specpower);
	   if ( pRoomIndex == NULL ) return;
	   char_from_room(ch);
	   char_to_room(ch,pRoomIndex);
	   do_look(ch,"auto");
	   if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
		  && str_cmp(obj->chpoweroff,"(null)") )
		  kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
	   if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
		  && str_cmp(obj->victpoweroff,"(null)") )
		  kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
	   if ( (mount = ch->mount) == NULL) return;
	   char_from_room( mount );
	   char_to_room( mount, get_room_index(ch->in_room->vnum) );
	   do_look( mount, "auto" );
	   return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	   if ( get_obj_index(obj->specpower) == NULL ) return;
	   obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	   if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	   else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	   if ( get_mob_index(obj->specpower) == NULL ) return;
	   mob = create_mobile(get_mob_index(obj->specpower));
	   char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	   interpret(ch,obj->victpoweron);
	   if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
		  obj->victpoweroff != '\0')
	   {
		  for ( victim = char_list; victim != NULL; victim = victim_next )
		  {
			 victim_next	= victim->next;
			 if ( victim->in_room == NULL ) continue;
			 if ( victim == ch ) continue;
			 if ( victim->in_room == ch->in_room )
			 {
				interpret(victim,obj->victpoweroff);
				continue;
			 }
		  }
	   }
    }
    return;
}

bool is_ok_to_wear( CHAR_DATA *ch, char *argument )
{
    char arg [MAX_INPUT_LENGTH];
    int count;
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if (!str_cmp(arg,"head"))
    {
	   if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
    }
    else if (!str_cmp(arg,"face"))
    {
	   if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
    }
    else if (!str_cmp(arg,"left_hand"))
    {
	   if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
	   else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE;
	   else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
	   else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE;
	   else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE;
	   count = 0;
	   if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1;
	   if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1;
	   if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1;
	   if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1;
	   if (count > 2) return FALSE;
    }
    else if (!str_cmp(arg,"right_hand"))
    {
	   if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
	   else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE;
	   else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
	   else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE;
	   else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE;
	   count = 0;
	   if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1;
	   if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1;
	   if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1;
	   if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1;
	   if (count > 2) return FALSE;
    }
    else if (!str_cmp(arg,"left_wrist"))
    {
	   if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
	   else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
    }
    else if (!str_cmp(arg,"right_wrist"))
    {
	   if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
	   else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
    }
    else if (!str_cmp(arg,"left_finger"))
    {
	   if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
	   else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
	   else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE;
    }
    else if (!str_cmp(arg,"right_finger"))
    {
	   if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
	   else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
	   else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE;
    }
    else if (!str_cmp(arg,"arms"))
    {
	   if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
    }
    else if (!str_cmp(arg,"hands"))
    {
	   if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
	   if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE;
    }
    else if (!str_cmp(arg,"legs"))
    {
	   if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
    }
    else if (!str_cmp(arg,"feet"))
    {
	   if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
	   if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE;
    }
    return TRUE;
}

void do_qmake( CHAR_DATA *ch, char *argument )
{
    OBJ_INDEX_DATA *pObjIndex;
    OBJ_DATA *obj;
    char arg[MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if (arg[0] == '\0')
    {
	   send_to_char("Do you wish to qmake a MACHINE or a CARD?\n\r",ch);
	   return;
    }
    if (!str_cmp(arg,"card"))
    {
	   if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL)
	   {
		  send_to_char("Missing object, please inform a Coder.\n\r",ch);
		  return;
	   }
        if (ch->in_room == NULL) return;
        obj = create_object(pObjIndex, 0);
        obj_to_char(obj, ch);
	   quest_object(ch,obj);
    }
    else if (!str_cmp(arg,"machine"))
    {
	   if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTMACHINE )) == NULL)
	   {
		  send_to_char("Missing object, please inform a coder.\n\r",ch);
		  return;
	   }
        if (ch->in_room == NULL) return;
        obj = create_object(pObjIndex, 0);
        obj_to_room(obj, ch->in_room);
    }
    else
    {
	   send_to_char("You can only qmake a MACHINE or a CARD.\n\r",ch);
	   return;
    }
    send_to_char("Ok.\n\r",ch);
    return;
}

       
void do_refresh( CHAR_DATA *ch, char *argument )
{
    char buf [MAX_INPUT_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *qobj;
    int value;
    int count = 0;

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

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	   send_to_char( "Syntax: refresh <quest card> <quest machine>\n\r", ch );
	   return;
    }
    if ( (obj = get_obj_carry(ch,arg1)) == NULL )
    {
	   send_to_char( "You are not carrying that object.\n\r", ch );
	   return;
    }
    if (obj->item_type != ITEM_QUESTCARD)
    {
	   send_to_char( "That is not a quest card.\n\r", ch );
	   return;
    }
    if ( (qobj = get_obj_here(ch,arg2)) == NULL )
    {
	   send_to_char( "There is nothing for you to recharge it with.\n\r", ch );
	   return;
    }
    if (qobj->item_type != ITEM_QUESTMACHINE)
    {
	   send_to_char( "That is not a quest machine.\n\r", ch );
	   return;
    }
    if ( (ch->level < LEVEL_SEER) && (obj->questowner[0] != '\0') && (0 != strcmp( obj->questowner, ch->name)) )
    {
	   send_to_char( obj->questowner, ch );
	   send_to_char( " owns that card, not you.\n\r", ch );
	   return;
    }
    value = obj->level;
    if (value < 1) value = 1; else if (value > 100) value = 100;
    if (obj->value[0] == -1) count += 1;
    if (obj->value[1] == -1) count += 1;
    if (obj->value[2] == -1) count += 1;
    if (obj->value[3] == -1) count += 1;
	if (count >= 4)
	{
		send_to_char( "This card is complete, recharge it.\n\r", ch );
		return;
	}
    value = value * (4-count) / 2;
	if ( ch->pcdata->quest < value )
	{
		snprintf( buf, MAX_INPUT_LENGTH, "It costs %d quest points to refresh that card.\n\r", value );
		send_to_char(buf,ch);
		return;
	}

	ch->pcdata->quest -= value;
	quest_object( ch, obj );
	snprintf( buf, MAX_INPUT_LENGTH, "Incomplete card refreshed at a cost of %d quest points.\n\r", value );
	send_to_char(buf,ch);
	return;		
}

    
void do_recharge( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_INPUT_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *qobj;
    int count = 0;
    int value = 1;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	   send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch );
	   return;
    }
    if ( (obj = get_obj_carry(ch,arg1)) == NULL )
    {
	   send_to_char( "You are not carrying that object.\n\r", ch );
	   return;
    }
    if (obj->item_type != ITEM_QUESTCARD)
    {
	   send_to_char( "That is not a quest card.\n\r", ch );
	   return;
    }
    if ( (qobj = get_obj_here(ch,arg2)) == NULL )
    {
	   send_to_char( "There is nothing for you to recharge it with.\n\r", ch );
	   return;
    }
    if (qobj->item_type != ITEM_QUESTMACHINE)
    {
	   send_to_char( "That is not a quest machine.\n\r", ch );
	   return;
    }
    if ( (ch->level < LEVEL_SEER) && (obj->questowner[0] != '\0') && (0 != strcmp( obj->questowner, ch->name)) )
    {
	   send_to_char( obj->questowner, ch );
	   send_to_char( " owns that card, not you.\n\r", ch );
	   return;
    }
    value = obj->level;
    if (value < 1) value = 1; else if (value > 100) value = 100;
    if (obj->value[0] == -1) count += 1;
    if (obj->value[1] == -1) count += 1;
    if (obj->value[2] == -1) count += 1;
    if (obj->value[3] == -1) count += 1;
    if (count != 4)
    {
       send_to_char( "Use the 'refresh' command to reset an incomplete card.\n\r", ch );
       return;
    }

    /* recharging a completed card */
    quest_object( ch, obj );
    act("You place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR);
    act("$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM);
    act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR);
    act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM);
    
    ch->pcdata->quest += value;
    snprintf( buf, MAX_INPUT_LENGTH, "You have gained %d quest points.\n\r", value );
    send_to_char( buf, ch );
    return;
}

void quest_object( CHAR_DATA *ch, OBJ_DATA *obj )
{
    int a=0;
    int b=0;
    int c=0;
    int d=0;
    int i=0;
    
    if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return;
    a = place_object( ch, obj->value[0] );
    do
    {
	   b = place_object( ch, obj->value[1] );
	   i++;
    }while( b == a || i>20);
    do
    {
	   c = place_object( ch, obj->value[2] );
	   i++;
    }while(c == b || c == a || i>20);
    do
    {
	   d = place_object( ch, obj->value[3] ); 
	   i++;
    }while(d == c || d == b || d == a || i>20);
    
    obj->value[0] = a;
    obj->value[1] = b;
    obj->value[2] = c;
    obj->value[3] = d;
    if( i>20)
    {
	   bug("Oh dear .. creating quest card items ", 0);
	   obj->value[0] = 22222;
	   obj->value[1] = 22222;
	   obj->value[2] = 22222;
	   obj->value[3] = 22222;
    }
    return;
}

int place_object( CHAR_DATA *ch, int object )
{
    OBJ_DATA *obj;
    OBJ_INDEX_DATA *pObjIndex;
    int joker=0;
    
    for( ; ; )
    {
	   joker = number_range( 1, 30000 );
	   pObjIndex = get_obj_index( joker );
	   
	   if( pObjIndex == NULL) continue;
	   if( !IS_SET( pObjIndex->wear_flags, ITEM_TAKE)) continue;
	   if((obj=get_obj_world(ch,pObjIndex->name)) == NULL) continue;	
	   
	   joker = obj->pIndexData->vnum;
	   pObjIndex = get_obj_index(joker );   
	   
	   if( pObjIndex == NULL) continue;
	   if( !IS_SET( pObjIndex->wear_flags, ITEM_TAKE)) continue;
	   if (IS_SET(obj->extra_flags, ITEM_NOQUESTCARD)) continue; 
	   if( IS_SET(obj->extra_flags, ITEM_VANISH)) continue;
	   if( !CAN_WEAR(obj, ITEM_TAKE)) continue;
	   if ( IS_SET( obj->extra_flags, ITEM_AUTOCLAIM)) continue;
	   
	   
	   if (obj->carried_by != NULL && !IS_NPC(obj->carried_by)) continue;
	   if (obj->in_obj != NULL && obj->in_obj->carried_by != NULL &&
		  !IS_NPC(obj->in_obj->carried_by)) continue;
	   if (obj->timer > 0) continue;
	   if (obj->item_type == ITEM_TREASURE)     continue;
	   if (obj->item_type == ITEM_MONEY)        continue;
	   if (obj->item_type == ITEM_PORTAL)       continue;
	   if (obj->item_type == ITEM_VOODOO)       continue;
	   if (obj->item_type == ITEM_QUEST)        continue;
	   if (obj->item_type == ITEM_QUESTCARD)    continue;
	   if (obj->item_type == ITEM_QUESTMACHINE) continue;
	   if (IS_SET(obj->extra_flags, ITEM_NOQUESTCARD)) continue; 
	   break;
    }
    return joker;
}

void do_complete( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_INPUT_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *qobj;
    OBJ_DATA *obj;
    OBJ_INDEX_DATA *pObjIndex;
    int i;
    int count = 0;
    int count2 = 0;
    
    argument = one_argument( argument, arg1, MAX_INPUT_LENGTH );
    argument = one_argument( argument, arg2, MAX_INPUT_LENGTH );
    
    if ( arg1[0] == '\0' )
    {
	   send_to_char( "Syntax: complete <quest card> <object>\n\r", ch );
	   return;
    }
    
    if ( (qobj = get_obj_carry(ch,arg1)) == NULL )
    {
	   send_to_char( "You are not carrying that object.\n\r", ch );
	   return;
    }
    else if (qobj->item_type != ITEM_QUESTCARD)
    {
	   send_to_char( "That is not a quest card.\n\r", ch );
	   return;
    }
    if ( (ch->level < LEVEL_SEER) && (qobj->questowner[0] != '\0') && (0 != strcmp( qobj->questowner, ch->name)) )
    {
	   send_to_char( qobj->questowner, ch );
	   send_to_char( " owns that quest card, not you.\n\r", ch );
	   return;
    }
    if (qobj->value[0] == -1) count += 1;
    if (qobj->value[1] == -1) count += 1;
    if (qobj->value[2] == -1) count += 1;
    if (qobj->value[3] == -1) count += 1;
    
    if ( arg2[0] == '\0' )
    {
	   if (count == 4) 
	   {
	      send_to_char("This quest card has been completed.\n\r",ch);
	      return;
	   }
	   send_to_char("You still need to find the following:\n\r",ch);
	   
	   for ( i=0; i<4; ++i )
	   {
	      if (qobj->value[i] != -1)
	      {
	         pObjIndex = get_obj_index( qobj->value[i] );
	         if ( pObjIndex != NULL )
		        snprintf(buf,MAX_INPUT_LENGTH, "     %s.\n\r",pObjIndex->short_descr);
		     else
		        strncpy( buf, "     BUGGED ITEM.\n\r", MAX_INPUT_LENGTH );
	         buf[5] = UPPER(buf[5]);
	         send_to_char(buf,ch);
	      }
	   }
	   return;
    }
    
    if (count == 4)
    {
	   act( "But $p has already been completed!",ch,qobj,NULL,TO_CHAR );
	   return;
    }
    
    if ( (obj = get_obj_carry(ch,arg2)) == NULL )
    {
	   send_to_char( "You are not carrying that object.\n\r", ch );
	   return;
    }
    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
    {
	   send_to_char( "You cannot use that item.\n\r", ch );
	   return;
    }
    for ( i=0; i<4; ++i )
    {
	    if (qobj->value[i] != -1)
	    {
	        pObjIndex = get_obj_index( qobj->value[i] );
	        if ( pObjIndex != NULL && !str_cmp(obj->short_descr, pObjIndex->short_descr))
	        {
		        qobj->value[i] = -1;
		        break;
		    }
		}
    }

    if (qobj->value[0] == -1) count2 += 1;
    if (qobj->value[1] == -1) count2 += 1;
    if (qobj->value[2] == -1) count2 += 1;
    if (qobj->value[3] == -1) count2 += 1;
    if (count == count2)
    {
	   send_to_char( "That item is not required.\n\r", ch );
	   return;
    }
    
    act("You touch $p to $P, and $p vanishes!",ch,obj,qobj,TO_CHAR);
    act("$n touches $p to $P, and $p vanishes!",ch,obj,qobj,TO_ROOM);
    obj_from_char(obj);
    extract_obj(obj);
    if (count >= 3) {act("$p has been completed!",ch,qobj,NULL,TO_CHAR);}
    else if (count == 2) {act("$p now requires one more object!",ch,qobj,NULL,TO_CHAR);}
    else if (count == 1) {act("$p now requires two more objects!",ch,qobj,NULL,TO_CHAR);}
    else if (count == 0) {act("$p now requires three more objects!",ch,qobj,NULL,TO_CHAR);}
    return;
}

void do_sheath( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    
    one_argument(argument,arg,MAX_INPUT_LENGTH);
    
    if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
    {
	   sheath(ch,TRUE );
	   sheath(ch,FALSE);
    }
    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE);
    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE );
    else send_to_char("Which hand, left or right?\n\r",ch);
    return;
}

void do_draw( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    
    one_argument(argument,arg,MAX_INPUT_LENGTH);
    
    if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
    {
	   draw(ch,TRUE );
	   draw(ch,FALSE);
    }
    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) draw(ch,FALSE);
    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) draw(ch,TRUE );
    else send_to_char("Which hand, left or right?\n\r",ch);
    return;
}

void sheath( CHAR_DATA *ch, bool right )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    int scabbard;
    
    if (right)
    {
	   scabbard = WEAR_SCABBARD_R;
	   if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL )
	   {
		  send_to_char("You are not holding anything in your right hand.\n\r",ch);
		  return;
	   }
	   else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
	   {
		  act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);
		  return;
	   }
	   act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);
	   act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);
    }
    else
    {
	   scabbard = WEAR_SCABBARD_L;
	   if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL )
	   {
		  send_to_char("You are not holding anything in your left hand.\n\r",ch);
		  return;
	   }
	   else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
	   {
		  act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);
		  return;
	   }
	   act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);
	   act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);
    }
    if (obj->item_type != ITEM_WEAPON)
    {
	   act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
	   return;
    }
    unequip_char(ch,obj);
    obj->wear_loc = scabbard;
    return;
}

void draw( CHAR_DATA *ch, bool right )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    int scabbard;
    int worn;
    if (right)
    {
	   scabbard = WEAR_SCABBARD_R;
	   worn = WEAR_WIELD;
	   if ( (obj = get_eq_char(ch,scabbard)) == NULL )
	   {
		  send_to_char("Your right scabbard is empty.\n\r",ch);
		  return;
	   }
	   else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL)
	   {
		  act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);
		  return;
	   }
	   act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);
	   act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);
    }
    else
    {
	   scabbard = WEAR_SCABBARD_L;
	   worn = WEAR_HOLD;
	   if ( (obj = get_eq_char(ch,scabbard)) == NULL )
	   {
		  send_to_char("Your left scabbard is empty.\n\r",ch);
		  return;
	   }
	   else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL)
	   {
		  act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);
		  return;
	   }
	   act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);
	   act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);
    }
    obj->wear_loc = -1;
    equip_char(ch,obj,worn);
    return;
}

void do_transport( CHAR_DATA *ch, char *argument )
{
	char arg [MAX_INPUT_LENGTH];
	argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
	if ( arg[0] )
	{
		if ( !strcmp( arg, "on" ) )
		{
			if ( IS_SET( ch->act, PLR_NOTRANS ) )
			{
				REMOVE_BIT( ch->act, PLR_NOTRANS );
				send_to_char( "You can now receive transported items.\n\r", ch );
			}
			else
			{
				send_to_char( "Transports to you are already on.\n\r", ch );
			}
		}
		else if ( !strcmp( arg, "off" ) )
		{
			if ( IS_SET( ch->act, PLR_NOTRANS ) )
			{
				send_to_char( "Transports to you are already off.\n\r", ch );
			}
			else
			{
				SET_BIT( ch->act, PLR_NOTRANS );
				send_to_char( "You can no longer receive transported items.\n\r", ch );
			}
		}
		else
		{
			send_to_char( "Do you want to switch transports to you on or off?\n\r", ch );
		}
	}
	else
	{
		if ( IS_SET( ch->act, PLR_NOTRANS ) )
			send_to_char( "You cannot", ch );
		else
			send_to_char( "You can", ch );
		send_to_char( " receive transported items.\n\r", ch );
	}
}