1stMUD/corefiles/
1stMUD/gods/
1stMUD/player/
1stMUD/win32/
1stMUD/win32/ROM/
/**************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvements 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          *
*  benefiting.  We hope that you share your changes too.  What goes       *
*  around, comes around.                                                  *
***************************************************************************
*       ROM 2.4 is copyright 1993-1998 Russ Taylor                        *
*       ROM has been brought to you by the ROM consortium                 *
*           Russ Taylor (rtaylor@hypercube.org)                           *
*           Gabrielle Taylor (gtaylor@hypercube.org)                      *
*           Brian Moore (zump@rom.org)                                    *
*       By using this code, you have agreed to follow the terms of the    *
*       ROM license, in the file Rom24/doc/rom.license                    *
***************************************************************************
*       1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings              *
*            http://1stmud.dlmud.com/  <r-jenn@shaw.ca>                   *
***************************************************************************/

#include <sys/types.h>
#if !defined(WIN32)
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "interp.h"

/*
 * Local functions.
 */
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace));
CD *find_keeper args ((CHAR_DATA * ch));
int get_cost args ((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void obj_to_keeper args ((OBJ_DATA * obj, CHAR_DATA * ch));
OD *get_obj_keeper
args ((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument));

#undef OD
#undef	CD

/* RT part of the corpse looting code */

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

	if (IS_IMMORTAL (ch))
		return TRUE;

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

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

	if (owner == NULL)
		return TRUE;

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

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

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

	return FALSE;
}

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

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

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

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

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

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

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

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

	if (obj->item_type == ITEM_MONEY)
	{
		ch->silver += obj->value[0];
		ch->gold += obj->value[1];
		if (IS_SET (ch->act, PLR_AUTOSPLIT))
		{						/* AUTOSPLIT code */
			members = 0;
			for (gch = ch->in_room->people; gch != NULL;
				 gch = gch->next_in_room)
			{
				if (!IS_AFFECTED (gch, AFF_CHARM) && is_same_group (gch, ch))
					members++;
			}

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

		extract_obj (obj);
	}
	else
	{
		obj_to_char (obj, ch);
	}
	if (IS_QUESTOR (ch) && ch->pcdata->questobj > 0)
	{
		if (ch->pcdata->questobj == obj->pIndexData->vnum)
		{
			chprintln (ch, "You have almost completed your QUEST!");
			chprintln (ch,
					   "Return to the questmaster before your time runs out!");
		}
	}

	return;
}

CH_CMD (do_get)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;
	OBJ_DATA *container;
	bool found;

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

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

	/* Get type. */
	if (arg1[0] == '\0')
	{
		chprintln (ch, "Get what?");
		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')
					chprintln (ch, "I see nothing here.");
				else
					act ("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR);
			}
		}
	}
	else
	{
		/* 'get ... container' */
		if (!str_cmp (arg2, "all") || !str_prefix ("all.", arg2))
		{
			chprintln (ch, "You can't do that.");
			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:
			chprintln (ch, "That's not a container.");
			return;

		case ITEM_CONTAINER:
		case ITEM_CORPSE_NPC:
			break;

		case ITEM_CORPSE_PC:
			{

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

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

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

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

	return;
}

CH_CMD (do_put)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	OBJ_DATA *container;
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;

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

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

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

	if (!str_cmp (arg2, "all") || !str_prefix ("all.", arg2))
	{
		chprintln (ch, "You can't do that.");
		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)
	{
		chprintln (ch, "That's not a container.");
		return;
	}

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

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

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

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

		if (IS_OBJ_STAT (obj, ITEM_QUEST)
			&& !IS_OBJ_STAT (container, ITEM_QUEST))
		{
			chprintln (ch, "You can't put a quest item in something.");
			return;
		}


		if (WEIGHT_MULT (obj) != 100)
		{
			chprintln (ch, "You have a feeling that would be a bad idea.");
			return;
		}

		if (get_obj_weight (obj) + get_true_weight (container) >
			(container->value[0] * 10) ||
			get_obj_weight (obj) > (container->value[3] * 10))
		{
			chprintln (ch, "It won't fit.");
			return;
		}

		if (container->pIndexData->vnum == OBJ_VNUM_PIT &&
			!CAN_WEAR (container, ITEM_TAKE))
		{
			if (obj->timer)
				SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
			else
				obj->timer = number_range (100, 200);
		}
		obj_from_char (obj);
		obj_to_obj (obj, container);

		if (IS_SET (container->value[1], CONT_PUT_ON))
		{
			act ("$n puts $p on $P.", ch, obj, container, TO_ROOM);
			act ("You put $p on $P.", ch, obj, container, TO_CHAR);
		}
		else
		{
			act ("$n puts $p in $P.", ch, obj, container, TO_ROOM);
			act ("You put $p in $P.", ch, obj, container, TO_CHAR);
		}
	}
	else
	{
		/* 'put all container' or 'put all.obj container' */
		for (obj = ch->carrying; obj != NULL; obj = obj_next)
		{
			obj_next = obj->next_content;

			if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name)) &&
				can_see_obj (ch, obj) && WEIGHT_MULT (obj) == 100 &&
				obj->wear_loc == WEAR_NONE && obj != container &&
				can_drop_obj (ch, obj) &&
				(!IS_OBJ_STAT (obj, ITEM_QUEST)
				 || IS_OBJ_STAT (container, ITEM_QUEST))
				&& get_obj_weight (obj) +
				get_true_weight (container) <=
				(container->value[0] * 10)
				&& get_obj_weight (obj) < (container->value[3] * 10))
			{
				if (container->pIndexData->vnum == OBJ_VNUM_PIT &&
					!CAN_WEAR (obj, ITEM_TAKE))
				{
					if (obj->timer)
						SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
					else
						obj->timer = number_range (100, 200);
				}
				obj_from_char (obj);
				obj_to_obj (obj, container);

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

	return;
}

CH_CMD (do_drop)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;
	bool found;

	argument = one_argument (argument, arg);

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

	if (is_number (arg))
	{
		/* 'drop NNNN coins' */
		int amount, gold = 0, silver = 0;

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

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

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

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

			ch->gold -= amount;
			gold = amount;
		}

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

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

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

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

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

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

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

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

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

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

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

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

	return;
}

CH_CMD (do_give)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	CHAR_DATA *victim;
	OBJ_DATA *obj;

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

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

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

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

		silver = str_cmp (arg2, "gold");

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

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

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

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

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

		/*
		 * Bribe trigger
		 */
		if (IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_BRIBE))
			mp_bribe_trigger (victim, ch, silver ? amount : amount * 100);

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

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

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

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

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

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

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

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

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

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

	if (IS_OBJ_STAT (obj, ITEM_QUEST) && ch->level <= HERO)
	{
		chprintln (ch, "You can't give quest items.");
		return;
	}


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

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

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

	obj_from_char (obj);
	obj_to_char (obj, victim);
	MOBtrigger = FALSE;
	act ("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT);
	act ("$n gives you $p.", ch, obj, victim, TO_VICT);
	act ("You give $p to $N.", ch, obj, victim, TO_CHAR);
	MOBtrigger = TRUE;

	/*
	 * Give trigger
	 */
	if (IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_GIVE))
		mp_give_trigger (victim, ch, obj);

	return;
}

/* for poisoning weapons and food/drink */
CH_CMD (do_envenom)
{
	OBJ_DATA *obj;
	AFFECT_DATA af;
	int percent, skill;

	/* find out what */
	if (argument[0] == '\0')
	{
		chprintln (ch, "Envenom what item?");
		return;
	}

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

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

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

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

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

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

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

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

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

		percent = number_percent ();
		if (percent < skill)
		{

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

			act ("$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM);
			act ("You coat $p with venom.", ch, obj, NULL, TO_CHAR);
			check_improve (ch, gsn_envenom, TRUE, 3);
			WAIT_STATE (ch, skill_table[gsn_envenom].beats);
			return;
		}
		else
		{
			act ("You fail to envenom $p.", ch, obj, NULL, TO_CHAR);
			check_improve (ch, gsn_envenom, FALSE, 3);
			WAIT_STATE (ch, skill_table[gsn_envenom].beats);
			return;
		}
	}

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

CH_CMD (do_fill)
{
	char arg[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	OBJ_DATA *obj;
	OBJ_DATA *fountain;
	bool found;

	one_argument (argument, arg);

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

	if ((obj = get_obj_carry (ch, arg, ch)) == NULL)
	{
		chprintln (ch, "You do not have that item.");
		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)
	{
		chprintln (ch, "There is no fountain here!");
		return;
	}

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

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

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

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

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

	argument = one_argument (argument, arg);

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

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

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

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

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

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

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

		if (vch == NULL)
		{
			chprintln (ch, "Pour into what?");
			return;
		}

		in = get_eq_char (vch, WEAR_HOLD);

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

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

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

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

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

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

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

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

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

	}
}

CH_CMD (do_drink)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	int amount;
	int liquid;

	one_argument (argument, arg);

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

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

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

	switch (obj->item_type)
	{
	default:
		chprintln (ch, "You can't drink from that.");
		return;

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

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

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

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

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

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

	if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
		chprintln (ch, "You feel drunk.");
	if (!IS_NPC (ch) && ch->pcdata->condition[COND_FULL] > 40)
		chprintln (ch, "You are full.");
	if (!IS_NPC (ch) && ch->pcdata->condition[COND_THIRST] > 40)
		chprintln (ch, "Your thirst is quenched.");

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

		act ("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
		chprintln (ch, "You choke and gag.");
		af.where = TO_AFFECTS;
		af.type = gsn_poison;
		af.level = number_fuzzy (amount);
		af.duration = 3 * amount;
		af.location = APPLY_NONE;
		af.modifier = 0;
		af.bitvector = AFF_POISON;
		affect_join (ch, &af);
	}

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

	return;
}

CH_CMD (do_eat)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;

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

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

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

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

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

	switch (obj->item_type)
	{

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

			condition = ch->pcdata->condition[COND_HUNGER];
			gain_condition (ch, COND_FULL, obj->value[0]);
			gain_condition (ch, COND_HUNGER, obj->value[1]);
			if (condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0)
				chprintln (ch, "You are no longer hungry.");
			else if (ch->pcdata->condition[COND_FULL] > 40)
				chprintln (ch, "You are full.");
		}

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

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

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

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

	extract_obj (obj);
	return;
}

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

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

	if (!fReplace)
		return FALSE;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
		{
			chprintln (ch, "You cannot use a shield while using 2 weapons.");
			return;
		}

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

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

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

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

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

		if (!IS_NPC (ch) &&
			get_obj_weight (obj) >
			(str_app[get_curr_stat (ch, STAT_STR)].wield * 10))
		{
			chprintln (ch, "It is too heavy for you to wield.");
			return;
		}

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

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

		sn = get_weapon_sn (ch);

		if (sn == gsn_hand_to_hand)
			return;

		skill = get_weapon_skill (ch, sn);

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

		return;
	}

	if (CAN_WEAR (obj, ITEM_HOLD))
	{

		if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
		{
			chprintln (ch, "You cannot hold an item while using 2 weapons.");
			return;
		}

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

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

	if (fReplace)
		chprintln (ch, "You can't wear, wield, or hold that.");

	return;
}

CH_CMD (do_wear)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;

	one_argument (argument, arg);

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

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

		for (obj = ch->carrying; obj != NULL; obj = obj_next)
		{
			obj_next = obj->next_content;
			if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj))
				wear_obj (ch, obj, FALSE);
		}
		return;
	}
	else
	{
		if ((obj = get_obj_carry (ch, arg, ch)) == NULL)
		{
			chprintln (ch, "You do not have that item.");
			return;
		}

		wear_obj (ch, obj, TRUE);
	}

	return;
}

CH_CMD (do_remove)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;

	one_argument (argument, arg);

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

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

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

CH_CMD (do_sacrifice)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	int silver;

	/* variables for AUTOSPLIT */
	CHAR_DATA *gch;
	int members;
	char buffer[100];

	one_argument (argument, arg);

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

	obj = get_obj_list (ch, arg, ch->in_room->contents);
	if (obj == NULL)
	{
		chprintln (ch, "You can't find it.");
		return;
	}

	if (obj->item_type == ITEM_CORPSE_PC)
	{
		if (obj->contains)
		{
			chprintln (ch, "Mota wouldn't like that.");
			return;
		}
	}

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

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

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

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

	if (silver == 1)
		chprintln (ch, "Mota gives you one silver coin for your sacrifice.");
	else
	{
		chprintlnf (ch,
					"Mota gives you %d silver coins for your sacrifice.",
					silver);
	}

	ch->silver += silver;

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

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

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

CH_CMD (do_quaff)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;

	one_argument (argument, arg);

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

	/* Stop quaff of healing potions in arena */
	if (IS_SET (ch->in_room->room_flags, ROOM_ARENA))
	{
		act
			("You try to drink from $p, but feel to many eyes watching you.",
			 ch, NULL, NULL, TO_CHAR);
		return;
	}

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

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

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

CH_CMD (do_recite)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	CHAR_DATA *victim;
	OBJ_DATA *scroll;
	OBJ_DATA *obj;

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

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

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

	if (ch->level < scroll->level)
	{
		chprintln (ch, "This scroll is too complex for you to comprehend.");
		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)
		{
			chprintln (ch, "You can't find it.");
			return;
		}
	}

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

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

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

	extract_obj (scroll);
	return;
}

CH_CMD (do_brandish)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	OBJ_DATA *staff;
	int sn;

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

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

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

	WAIT_STATE (ch, 2 * PULSE_VIOLENCE);

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

		else
			for (vch = ch->in_room->people; vch; vch = vch_next)
			{
				vch_next = vch->next_in_room;

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

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

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

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

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

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

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

	return;
}

CH_CMD (do_zap)
{
	char arg[MAX_INPUT_LENGTH];
	CHAR_DATA *victim;
	OBJ_DATA *wand;
	OBJ_DATA *obj;

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

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

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

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

	WAIT_STATE (ch, 2 * PULSE_VIOLENCE);

	if (wand->value[2] > 0)
	{
		if (victim != NULL)
		{
			act ("$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT);
			act ("You zap $N with $p.", ch, wand, victim, TO_CHAR);
			act ("$n zaps you with $p.", ch, wand, victim, TO_VICT);
		}
		else
		{
			act ("$n zaps $P with $p.", ch, wand, obj, TO_ROOM);
			act ("You zap $P with $p.", ch, wand, obj, TO_CHAR);
		}

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

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

	return;
}

CH_CMD (do_steal)
{
	char buf[MAX_STRING_LENGTH];
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	int percent;

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

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

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

	if (victim == ch)
	{
		chprintln (ch, "That's pointless.");
		return;
	}

	if (is_safe (ch, victim))
		return;

	if (IS_SET (victim->in_room->room_flags, ROOM_ARENA))
	{
		chprintln (ch, "You are here to do battle, not to steal!");
		return;
	}

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

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

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

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

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

		return;
	}

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

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

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

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

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

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

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

	if (ch->carry_weight + get_obj_weight (obj) > can_carry_w (ch))
	{
		chprintln (ch, "You can't carry that much weight.");
		return;
	}

	obj_from_char (obj);
	obj_to_char (obj, ch);
	act ("You pocket $p.", ch, obj, NULL, TO_CHAR);
	check_improve (ch, gsn_steal, TRUE, 2);
	chprintln (ch, "Got it!");
	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)
	{
		chprintln (ch, "You can't do that here.");
		return NULL;
	}

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

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

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

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

	return keeper;
}

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

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

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

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

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

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

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

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

	return NULL;
}

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

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

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

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

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

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

	return cost;
}

CH_CMD (do_buy)
{
	char buf[MAX_STRING_LENGTH];
	int cost, roll;

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

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

		smash_tilde (argument);

		if (IS_NPC (ch))
			return;

		argument = one_argument (argument, arg);

		/* hack to make new thalos pets work */
		if (ch->in_room->vnum == 9621)
			pRoomIndexNext = get_room_index (9706);
		else
			pRoomIndexNext = get_room_index (ch->in_room->vnum + 1);
		if (pRoomIndexNext == NULL)
		{
			bug ("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum);
			chprintln (ch, "Sorry, you can't buy that here.");
			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))
		{
			chprintln (ch, "Sorry, you can't buy that here.");
			return;
		}

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

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

		if ((ch->silver + 100 * ch->gold) < cost)
		{
			chprintln (ch, "You can't afford it.");
			return;
		}

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

		/* haggle */
		roll = number_percent ();
		if (roll < get_skill (ch, gsn_haggle))
		{
			cost -= cost / 2 * roll / 100;
			chprintlnf (ch, "You haggle the price down to %d coins.", cost);
			check_improve (ch, gsn_haggle, TRUE, 4);

		}

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

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

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

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

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

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

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

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

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

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

		if ((ch->silver + ch->gold * 100) < cost * number)
		{
			if (number > 1)
				act
					("$n tells you 'You can't afford to buy that many.",
					 keeper, obj, ch, TO_VICT);
			else
				act ("$n tells you 'You can't afford to buy $p'.",
					 keeper, obj, ch, TO_VICT);
			ch->reply = keeper;
			return;
		}

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

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

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

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

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

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

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

CH_CMD (do_list)
{

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

		/* hack to make new thalos pets work */
		if (ch->in_room->vnum == 9621)
			pRoomIndexNext = get_room_index (9706);
		else
			pRoomIndexNext = get_room_index (ch->in_room->vnum + 1);

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

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

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

		found = FALSE;
		for (obj = keeper->carrying; obj; obj = obj->next_content)
		{
			if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj) &&
				(cost = get_cost (keeper, obj, TRUE)) > 0 &&
				(arg[0] == '\0' || is_name (arg, obj->name)))
			{
				if (!found)
				{
					found = TRUE;
					chprintln (ch, "[Lv Price Qty] Item");
				}

				if (IS_OBJ_STAT (obj, ITEM_INVENTORY))
					chprintlnf (ch, "[%2d %5d -- ] %s",
								obj->level, cost, obj->short_descr);
				else
				{
					count = 1;

					while (obj->next_content != NULL &&
						   obj->pIndexData ==
						   obj->next_content->pIndexData
						   && !str_cmp (obj->short_descr,
										obj->next_content->short_descr))
					{
						obj = obj->next_content;
						count++;
					}
					chprintlnf (ch, "[%2d %5d %2d ] %s",
								obj->level, cost, count, obj->short_descr);
				}
			}
		}

		if (!found)
			chprintln (ch, "You can't buy anything here.");
		return;
	}
}

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

	one_argument (argument, arg);

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

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

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

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

	if (IS_OBJ_STAT (obj, ITEM_QUEST))
	{
		chprintln (ch, "You should sell that to the questor instead!");
		return;
	}

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

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

	act ("$n sells $p.", ch, obj, NULL, TO_ROOM);
	/* haggle */
	roll = number_percent ();
	if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT) &&
		roll < get_skill (ch, gsn_haggle))
	{
		chprintln (ch, "You haggle with the shopkeeper.");
		cost += obj->cost / 2 * roll / 100;
		cost = UMIN (cost, 95 * get_cost (keeper, obj, TRUE) / 100);
		cost = UMIN (cost, (keeper->silver + 100 * keeper->gold));
		check_improve (ch, gsn_haggle, TRUE, 4);
	}
	sprintf (buf, "You sell $p for %d silver and %d gold piece%s.",
			 cost - (cost / 100) * 100, cost / 100, cost == 1 ? "" : "s");
	act (buf, ch, obj, NULL, TO_CHAR);
	ch->gold += cost / 100;
	ch->silver += cost - (cost / 100) * 100;
	deduct_cost (keeper, cost);
	if (keeper->gold < 0)
		keeper->gold = 0;
	if (keeper->silver < 0)
		keeper->silver = 0;

	if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT))
	{
		extract_obj (obj);
	}
	else
	{
		obj_from_char (obj);
		if (obj->timer)
			SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
		else
			obj->timer = number_range (50, 100);
		obj_to_keeper (obj, keeper);
	}

	return;
}

CH_CMD (do_value)
{
	char buf[MAX_STRING_LENGTH];
	char arg[MAX_INPUT_LENGTH];
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost;

	one_argument (argument, arg);

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

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

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

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

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

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

	sprintf (buf,
			 "$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
			 cost - (cost / 100) * 100, cost / 100);
	act (buf, keeper, obj, ch, TO_VICT);
	ch->reply = keeper;

	return;
}

CH_CMD (do_second)
/* wear object as a secondary weapon */
{
	OBJ_DATA *obj;

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

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

	if (obj == NULL)
	{
		chprintln (ch, "You have no such thing in your backpack.");
		return;
	}

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

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

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

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

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

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

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

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

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

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