1stMud4.5.3/
1stMud4.5.3/backup/
1stMud4.5.3/bin/
1stMud4.5.3/bin/extras/
1stMud4.5.3/data/i3/
1stMud4.5.3/doc/1stMud/
1stMud4.5.3/doc/Diku/
1stMud4.5.3/doc/MPDocs/
1stMud4.5.3/doc/Rom/
1stMud4.5.3/notes/
/**************************************************************************
*  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) 2001-2004 by Markanth                *
*            http://www.firstmud.com/  <markanth@firstmud.com>            *
*         By using this code you have agreed to follow the term of        *
*             the 1stMud license in ../doc/1stMud/LICENSE                 *
***************************************************************************/

#include "merc.h"
#include "interp.h"
#include "recycle.h"
#include "vnums.h"
#include "magic.h"

Proto(bool remove_obj, (CharData *, int, bool));
Proto(CharData * find_keeper, (CharData *));
Proto(money_t get_cost, (CharData *, ObjData *, bool));

Proto(ObjData * get_obj_keeper, (CharData *, CharData *, char *));

bool can_loot(CharData * ch, ObjData * obj)
{
	CharData *owner, *wch;

	if (IsImmortal(ch))
		return true;

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

	owner = NULL;
	for (wch = char_first; 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 (!IsNPC(owner) && IsSet(owner->act, PLR_CANLOOT))
		return true;

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

	return false;
}

void get_obj(CharData * ch, ObjData * obj, ObjData * container)
{

	CharData *gch;
	int members;
	char buffer[100];

	if (!CanWear(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 (is_donate_room(ch->in_room->vnum)
		&& ch->level < obj->level - lvl_bonus(ch))
	{
		chprintln(ch, "You are not powerful enough to use it.");
		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->person_first; 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)
	{
		act("You get $p from $P.", ch, obj, container, TO_CHAR);
		act("$n gets $p from $P.", ch, obj, container, TO_ROOM);
		RemBit(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 (IsSet(ch->act, PLR_AUTOSPLIT))
		{
			members = 0;
			for (gch = ch->in_room->person_first; gch != NULL;
				 gch = gch->next_in_room)
			{
				if (!IsAffected(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 (HasTriggerObj(obj, TRIG_GET))
			p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GET);
		if (HasTriggerRoom(ch->in_room, TRIG_GET))
			p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GET);
		if (IsQuester(ch) && ch->pcdata->quest.obj == obj)
		{
			chprintln(ch, "{5+RYou have almost completed your QUEST!{x");
			act("{RReturn to $N before your time runs out!", ch, NULL,
				ch->pcdata->quest.giver, TO_CHAR);
			ch->pcdata->quest.status = QUEST_RETURN_RETRIEVE;
		}
	}

	return;
}

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

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

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

	if (NullStr(arg1))
	{
		chprintln(ch, "Get what?");
		return;
	}

	if (NullStr(arg2))
	{
		if (str_cmp(arg1, "all") && str_prefix("all.", arg1))
		{

			obj = get_obj_list(ch, arg1, ch->in_room->content_first);
			if (obj == NULL)
			{
				act("I see no $T here.", ch, NULL, arg1, TO_CHAR);
				return;
			}

			get_obj(ch, obj, NULL);
		}
		else
		{
			if (is_donate_room(ch->in_room->vnum))
			{
				chprintln(ch, "Don't be so greedy!");
				return;
			}

			found = false;
			for (obj = ch->in_room->content_first; 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
	{

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

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

		switch (container->item_type)
		{
			default:
				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;
				}
				break;
		}

		if (IsSet(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))
		{

			obj = get_obj_list(ch, arg1, container->content_first);
			if (obj == NULL)
			{
				act("I see nothing like that in the $T.", ch, NULL, arg2,
					TO_CHAR);
				return;
			}
			get_obj(ch, obj, container);
		}
		else
		{
			if (is_donate_room(ch->in_room->vnum))
			{
				chprintln(ch, "Don't be so greedy!");
				return;
			}

			found = false;
			for (obj = container->content_first; 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);
			}
		}
	}

	return;
}

Do_Fun(do_put)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	ObjData *container;
	ObjData *obj;
	ObjData *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 (NullStr(arg1) || NullStr(arg2))
	{
		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, NULL, 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 (IsSet(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))
	{

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

		if (WeightMult(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;
		}

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

		if (IsSet(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
	{

		for (obj = ch->carrying_first; 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) && WeightMult(obj) == 100
				&& obj->wear_loc == WEAR_NONE && obj != container
				&& can_drop_obj(ch, obj) && (!IsObjStat(obj, ITEM_QUEST)
											 || IsObjStat(container,
														  ITEM_QUEST))
				&& get_obj_weight(obj) + get_true_weight(container) <=
				(container->value[0] * 10)
				&& get_obj_weight(obj) < (container->value[3] * 10))
			{
				obj_from_char(obj);
				obj_to_obj(obj, container);

				if (IsSet(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;
}

Do_Fun(do_drop)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;
	ObjData *obj_next;
	bool found;

	argument = one_argument(argument, arg);

	if (NullStr(arg))
	{
		chprintln(ch, "Drop what?");
		return;
	}

	if (is_number(arg))
	{

		money_t amount, gold = 0, silver = 0;

		amount = atol(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->content_first; 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))
	{

		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 (HasTriggerObj(obj, TRIG_DROP))
			p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP);
		if (HasTriggerRoom(ch->in_room, TRIG_DROP))
			p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_DROP);

		if (obj && IsObjStat(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
	{

		found = false;
		for (obj = ch->carrying_first; 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 (HasTriggerObj(obj, TRIG_DROP))
					p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP);
				if (HasTriggerRoom(ch->in_room, TRIG_DROP))
					p_give_trigger(NULL, NULL, ch->in_room, ch, obj,
								   TRIG_DROP);

				if (obj && IsObjStat(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;
}

Do_Fun(do_give)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	CharData *victim;
	ObjData *obj;

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

	if (NullStr(arg1) || NullStr(arg2))
	{
		chprintln(ch, "Give what to whom?");
		return;
	}

	if (is_number(arg1))
	{

		money_t amount;
		bool silver;

		amount = atol(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 (NullStr(arg2))
		{
			chprintln(ch, "Give what to whom?");
			return;
		}

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

		if (IsNPC(victim) && HasTriggerMob(victim, TRIG_BRIBE))
			p_bribe_trigger(victim, ch, silver ? amount : amount * 100);

		if (IsNPC(victim) && IsSet(victim->act, ACT_IS_CHANGER))
		{
			money_t 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
					("$n tells you 'I'm sorry, you did not give me enough to change.'",
					 victim, NULL, ch, TO_VICT);
				ch->reply = victim;
				sprintf(buf, "%ld %s %s", amount, silver ? "silver" : "gold",
						ch->name);
				do_function(victim, &do_give, buf);
			}
			else if (can_see(victim, ch))
			{
				sprintf(buf, "%ld %s %s", change, silver ? "gold" : "silver",
						ch->name);
				do_function(victim, &do_give, buf);
				if (silver)
				{
					sprintf(buf, "%ld silver %s",
							(95 * amount / 100 - change * 100), ch->name);
					do_function(victim, &do_give, buf);
				}
				act("$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, NULL, arg2)) == NULL)
	{
		chprintln(ch, "They aren't here.");
		return;
	}

	if (IsQuester(ch) && ch->pcdata->quest.status == QUEST_DELIVER
		&& ch->pcdata->quest.obj == obj)
	{
		if (ch->pcdata->quest.mob == 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);

			chprintln(ch,
					  NEWLINE "{5+RYou have almost completed your QUEST!{x");
			act("{RReturn to $N before your time runs out!{x", ch, NULL,
				ch->pcdata->quest.giver, TO_CHAR);
			ch->pcdata->quest.status = QUEST_RETURN_DELIVER;

			obj_from_char(ch->pcdata->quest.obj);
			extract_obj(ch->pcdata->quest.obj);

			ch->pcdata->quest.obj = NULL;
			ch->pcdata->quest.mob = NULL;

			sprintf(buf, "thank %s", ch->name);
			interpret(victim, buf);
			return;
		}
		else
		{
			act("That isn't who your supposed to deliver $p too.", ch,
				ch->pcdata->quest.obj, NULL, TO_CHAR);
			return;
		}
	}

	if (IsNPC(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 (IsObjStat(obj, ITEM_QUEST) && ch->level <= MAX_MORTAL_LEVEL)
	{
		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;

	if (HasTriggerObj(obj, TRIG_GIVE))
		p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GIVE);
	if (HasTriggerRoom(ch->in_room, TRIG_GIVE))
		p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE);

	if (IsNPC(victim) && HasTriggerMob(victim, TRIG_GIVE))
		p_give_trigger(victim, NULL, NULL, ch, obj, TRIG_GIVE);

	return;
}

Do_Fun(do_envenom)
{
	ObjData *obj;
	AffectData af;
	int percent, skill;

	if (NullStr(argument))
	{
		chprintln(ch, "Envenom what item?");
		return;
	}

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

	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 (IsObjStat(obj, ITEM_BLESS) || IsObjStat(obj, ITEM_BURN_PROOF))
		{
			act("You fail to poison $p.", ch, obj, NULL, TO_CHAR);
			return;
		}

		if (number_percent() < skill)
		{
			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);
			}
			WaitState(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);
		WaitState(ch, skill_table[gsn_envenom].beats);
		return;
	}

	if (obj->item_type == ITEM_WEAPON)
	{
		if (IsWeaponStat(obj, WEAPON_FLAMING)
			|| IsWeaponStat(obj, WEAPON_FROST)
			|| IsWeaponStat(obj, WEAPON_VAMPIRIC)
			|| IsWeaponStat(obj, WEAPON_SHARP)
			|| IsWeaponStat(obj, WEAPON_VORPAL)
			|| IsWeaponStat(obj, WEAPON_SHOCKING)
			|| IsObjStat(obj, ITEM_BLESS) || IsObjStat(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 (IsWeaponStat(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 = APPLY_NONE;
			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);
			WaitState(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);
			WaitState(ch, skill_table[gsn_envenom].beats);
			return;
		}
	}

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

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

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		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->content_first; 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;
}

Do_Fun(do_pour)
{
	char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH];
	ObjData *out, *in;
	CharData *vch = NULL;
	int amount;

	argument = one_argument(argument, arg);

	if (NullStr(arg) || NullStr(argument))
	{
		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, NULL, argument)) == NULL)
	{
		vch = get_char_room(ch, NULL, 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 = Min(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);

	}
}

Do_Fun(do_drink)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;
	int amount;
	int liquid;

	one_argument(argument, arg);

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

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

			amount = liq_table[liquid].liq_affect[4];
			amount = Min(amount, obj->value[1]);
			break;
	}
	if (!IsNPC(ch) && !IsImmortal(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 (!IsNPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
		chprintln(ch, "You feel drunk.");
	if (!IsNPC(ch) && ch->pcdata->condition[COND_FULL] > 40)
		chprintln(ch, "You are full.");
	if (!IsNPC(ch) && ch->pcdata->condition[COND_THIRST] > 40)
		chprintln(ch, "Your thirst is quenched.");

	if (obj->value[3] != 0)
	{

		AffectData 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;
}

Do_Fun(do_eat)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;

	one_argument(argument, arg);
	if (NullStr(arg))
	{
		chprintln(ch, "Eat what?");
		return;
	}

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

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

		if (!IsNPC(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 (!IsNPC(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)
			{

				AffectData 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;
		default:
			break;

	}

	extract_obj(obj);
	return;
}

bool remove_obj(CharData * ch, wloc_t iWear, bool fReplace)
{
	ObjData *obj;

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

	if (!fReplace)
		return false;

	if (IsSet(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;
}

void wear_obj(CharData * ch, ObjData * 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 (CanWear(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.");
		chprintln(ch, "You already wear two rings.");
		return;
	}

	if (CanWear(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.");
		chprintln(ch, "You already wear two neck items.");
		return;
	}

	if (CanWear(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 (CanWear(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 (CanWear(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 (CanWear(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 (CanWear(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 (CanWear(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 (CanWear(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 (CanWear(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 (CanWear(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.");
		chprintln(ch, "You already wear two wrist items.");
		return;
	}

	if (CanWear(obj, ITEM_WEAR_SHIELD))
	{
		ObjData *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
			&& IsWeaponStat(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 (CanWear(obj, ITEM_WIELD))
	{
		int sn, skill;

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

		if (!IsNPC(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 (!IsNPC(ch) && ch->size < SIZE_LARGE
			&& IsWeaponStat(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 (CanWear(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 (CanWear(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;
}

Do_Fun(do_wear)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		chprintln(ch, "Wear, wield, or hold what?");
		return;
	}

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

		for (obj = ch->carrying_first; 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;
}

Do_Fun(do_remove)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		chprintln(ch, "Remove what?");
		return;
	}

	if (!str_cmp(arg, "all") || !str_prefix("all.", arg))
	{
		ObjData *obj_next;

		for (obj = ch->carrying_first; obj != NULL; obj = obj_next)
		{
			obj_next = obj->next_content;
			if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj)
				&& (arg[3] == '\0' || is_name(&arg[4], obj->name)))
				remove_obj(ch, obj->wear_loc, true);
		}
		return;
	}

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

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

Do_Fun(do_sacrifice)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;
	money_t silver;

	CharData *gch;
	int members;
	char buffer[100];

	one_argument(argument, arg);

	if (NullStr(arg) || !str_cmp(arg, ch->name))
	{
		act("$n offers $mself to $g, who graciously declines.", ch, NULL,
			NULL, TO_ROOM);
		act("$g appreciates your offer and may accept it later.", ch, NULL,
			NULL, TO_CHAR);
		return;
	}

	if (is_donate_room(ch->in_room->vnum))
	{
		chprintln(ch, "You can't sacrifice items in this room!");
		return;
	}

	if (!str_cmp(arg, "all"))
	{
		ObjData *next;

		for (obj = ch->in_room->content_first; obj; obj = next)
		{
			next = obj->next_content;
			do_sacrifice(n_fun, ch, obj->name);
		}
		return;
	}
	obj = get_obj_list(ch, arg, ch->in_room->content_first);
	if (obj == NULL)
	{
		chprintln(ch, "You can't find it.");
		return;
	}

	if (obj->item_type == ITEM_CORPSE_PC)
	{
		if (obj->content_first)
		{
			act("$g wouldn't like that.", ch, NULL, NULL, TO_CHAR);
			return;
		}
	}

	if (!CanWear(obj, ITEM_TAKE) || CanWear(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->person_first; 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 = Max(1, obj->level * 3);

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

	if (silver == 1)
		act("$g gives you one silver coin for your sacrifice.", ch, NULL,
			NULL, TO_CHAR);
	else
	{
		chprintlnf(ch, "%s gives you %d silver coins for your sacrifice.",
				   ch->deity == NULL ? "Mota" : ch->deity->name, silver);
	}

	ch->silver += silver;

	if (IsSet(ch->act, PLR_AUTOSPLIT))
	{
		members = 0;
		for (gch = ch->in_room->person_first; gch != NULL;
			 gch = gch->next_in_room)
		{
			if (is_same_group(gch, ch))
				members++;
		}

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

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

Do_Fun(do_quaff)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		chprintln(ch, "Quaff what?");
		return;
	}

	if (IsSet(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;
}

Do_Fun(do_recite)
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	CharData *victim;
	ObjData *scroll;
	ObjData *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 (NullStr(arg2))
	{
		victim = ch;
	}
	else
	{
		if ((victim = get_char_room(ch, NULL, arg2)) == NULL
			&& (obj = get_obj_here(ch, NULL, 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;
}

Do_Fun(do_brandish)
{
	CharData *vch;
	CharData *vch_next;
	ObjData *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 >= top_skill
		|| skill_table[sn].spell_fun == 0)
	{
		bugf("Do_brandish: bad sn %d.", sn);
		return;
	}

	WaitState(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->person_first; vch; vch = vch_next)
			{
				vch_next = vch->next_in_room;

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

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

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

					case TAR_CHAR_DEFENSIVE:
						if (IsNPC(ch) ? !IsNPC(vch) : IsNPC(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;
}

Do_Fun(do_zap)
{
	char arg[MAX_INPUT_LENGTH];
	CharData *victim;
	ObjData *wand;
	ObjData *obj;

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

	WaitState(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;
}

Do_Fun(do_steal)
{
	char buf[MAX_STRING_LENGTH];
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	CharData *victim;
	ObjData *obj;
	int percent;

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

	if (NullStr(arg1) || NullStr(arg2))
	{
		chprintln(ch, "Steal what from whom?");
		return;
	}

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

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

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

	if (!IsAwake(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)
		 && !IsNPC(victim) && !IsNPC(ch)) || (!IsNPC(ch)
											  && percent > get_skill(ch,
																	 gsn_steal))
		|| (!IsNPC(ch) && !is_clan(ch)))
	{

		chprintln(ch, "Oops.");
		affect_strip(ch, gsn_sneak);
		RemBit(ch->affected_by, AFF_SNEAK);

		act("$n tried to steal from you.", ch, NULL, victim, TO_VICT);
		act("$n tried to steal from $N.", ch, NULL, victim, TO_NOTVICT);
		switch (number_range(0, 3))
		{
			case 0:
				sprintf(buf, "%s is a lousy thief!", ch->name);
				break;
			case 1:
				sprintf(buf, "%s couldn't rob %s way out of a paper bag!",
						ch->name, (ch->sex == 2) ? "her" : "his");
				break;
			case 2:
				sprintf(buf, "%s tried to rob me!", ch->name);
				break;
			case 3:
				sprintf(buf, "Keep your hands out of there, %s!", ch->name);
				break;
		}
		if (!IsAwake(victim))
			do_function(victim, &do_wake, "");
		if (IsAwake(victim))
			do_function(victim, &do_yell, buf);
		if (!IsNPC(ch))
		{
			if (IsNPC(victim))
			{
				check_improve(ch, gsn_steal, false, 2);
				multi_hit(victim, ch, TYPE_UNDEFINED);
			}
			else
			{
				new_wiznet(ch, NULL, WIZ_FLAGS, true, 0,
						   "$N tried to steal from %s.", GetName(victim));
				SetBit(ch->act, PLR_OUTLAW);
				SetTimer(ch, TIMER_OUTLAW, 50);
				chprintln(ch, "*** You are now an outlaw THIEF!! ***");
				save_char_obj(ch);
			}
		}

		return;
	}

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

		add_cost(ch, gold, VALUE_GOLD);
		add_cost(ch, silver, VALUE_SILVER);
		deduct_cost(victim, silver, VALUE_SILVER);
		deduct_cost(victim, gold, VALUE_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) || IsSet(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;
}

CharData *find_keeper(CharData * ch)
{

	CharData *keeper;
	ShopData *pShop;

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

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

	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;
	}

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

	return keeper;
}

ObjData *get_obj_keeper(CharData * ch, CharData * keeper, char *argument)
{
	char arg[MAX_INPUT_LENGTH];
	ObjData *obj;
	int number;
	int count;

	number = number_argument(argument, arg);
	count = 0;
	for (obj = keeper->carrying_first; 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;

			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;
}

money_t get_cost(CharData * keeper, ObjData * obj, bool fBuy)
{
	ShopData *pShop;
	money_t cost;

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

	if (fBuy)
	{
		cost = obj->cost * pShop->profit_buy / 100;
	}
	else
	{
		ObjData *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 (!IsObjStat(obj, ITEM_SELL_EXTRACT))
		{
			for (obj2 = keeper->carrying_first; obj2;
				 obj2 = obj2->next_content)
			{
				if (obj->pIndexData == obj2->pIndexData
					&& !str_cmp(obj->short_descr, obj2->short_descr))
				{
					if (IsObjStat(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;
}

Do_Fun(do_buy)
{
	char buf[MAX_STRING_LENGTH];
	money_t cost;
	int roll;

	if (NullStr(argument))
	{
		chprintln(ch, "Buy what?");
		return;
	}

	if (IsSet(ch->in_room->room_flags, ROOM_PET_SHOP))
	{
		char arg[MAX_INPUT_LENGTH];
		CharData *pet;
		RoomIndex *pRoomIndexNext;
		RoomIndex *in_room;

		if (IsNPC(ch))
			return;

		argument = one_argument(argument, arg);

		if (ch->in_room->vnum == 9621)
			pRoomIndexNext = get_room_index(9706);
		else
			pRoomIndexNext = get_room_index(ch->in_room->vnum + 1);
		if (pRoomIndexNext == NULL)
		{
			bugf("Do_buy: bad pet shop at vnum %ld.", 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, NULL, arg);
		ch->in_room = in_room;

		if (pet == NULL || !IsSet(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 (!check_worth(ch, cost, VALUE_DEFAULT))
		{
			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;
		}

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

		}

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

		argument = one_argument(argument, arg);
		if (!NullStr(arg))
		{
			replace_strf(&pet->name, "%s %s", pet->name, arg);
		}

		replace_strf(&pet->description,
					 "%sA neck tag says 'I belong to %s'." NEWLINE,
					 pet->description, ch->name);

		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
	{
		CharData *keeper;
		ObjData *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 (!IsObjStat(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 (!check_worth(ch, cost * number, VALUE_DEFAULT))
		{
			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;
		}

		roll = number_percent();
		if (!IsObjStat(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 $p[%d] for %ld silver.", number,
					cost * number);
			act(buf, ch, obj, NULL, TO_CHAR);
		}
		else
		{
			act("$n buys $p.", ch, obj, NULL, TO_ROOM);
			sprintf(buf, "You buy $p for %ld silver.", cost);
			act(buf, ch, obj, NULL, TO_CHAR);
		}
		deduct_cost(ch, cost * number, VALUE_DEFAULT);
		add_cost(keeper, cost * number, VALUE_DEFAULT);

		for (count = 0; count < number; count++)
		{
			if (IsSet(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 && !IsObjStat(t_obj, ITEM_HAD_TIMER))
				t_obj->timer = 0;
			RemBit(t_obj->extra_flags, ITEM_HAD_TIMER);
			obj_to_char(t_obj, ch);
			if (cost < t_obj->cost)
				t_obj->cost = cost;
		}
	}
}

Do_Fun(do_list)
{

	if (IsSet(ch->in_room->room_flags, ROOM_PET_SHOP))
	{
		RoomIndex *pRoomIndexNext;
		CharData *pet;
		bool found;

		if (ch->in_room->vnum == 9621)
			pRoomIndexNext = get_room_index(9706);
		else
			pRoomIndexNext = get_room_index(ch->in_room->vnum + 1);

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

		found = false;
		for (pet = pRoomIndexNext->person_first; pet; pet = pet->next_in_room)
		{
			if (IsSet(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
	{
		CharData *keeper;
		ObjData *obj;
		money_t 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_first; obj; obj = obj->next_content)
		{
			int i = 0;
			const char *p = obj->name;

			for (; *p && !isspace(*p); p++, i++)
				;
			if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)
				&& (cost = get_cost(keeper, obj, true)) > 0 && (NullStr(arg)
																||
																is_name(arg,
																		obj->name)))
			{
				if (!found)
				{
					found = true;
					chprintln(ch, "[Lv Price Qty] Item");
				}

				if (IsObjStat(obj, ITEM_INVENTORY))
					chprintlnf(ch,
							   "[%2d %5ld -- ] " MXPTAG("List '%.*s' '%s'")
							   "%s" MXPTAG("/List"), obj->level, cost, i,
							   obj->name, obj->short_descr, 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 %5ld %2d ] " MXPTAG("List '%.*s' '%s'")
							   "%s" MXPTAG("/List"), obj->level, cost, count,
							   i, obj->name, obj->short_descr,
							   obj->short_descr);
				}
			}
		}

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

Do_Fun(do_sell)
{
	char buf[MAX_STRING_LENGTH];
	char arg[MAX_INPUT_LENGTH];
	CharData *keeper;
	ObjData *obj;
	money_t cost;
	int roll;

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		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 (IsObjStat(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 $p.", keeper, obj, ch, TO_VICT);
		return;
	}
	if (!check_worth(keeper, cost, VALUE_DEFAULT))
	{
		act("$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);

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

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

	return;
}

Do_Fun(do_value)
{
	char buf[MAX_STRING_LENGTH];
	char arg[MAX_INPUT_LENGTH];
	CharData *keeper;
	ObjData *obj;
	money_t cost;

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		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 %ld silver and %ld gold coins for $p'.",
			cost - (cost / 100) * 100, cost / 100);
	act(buf, keeper, obj, ch, TO_VICT);
	ch->reply = keeper;

	return;
}

Do_Fun(do_appraise)
{
	char arg[MIL];
	CharData *keeper;
	ObjData *obj;

	one_argument(argument, arg);

	if (NullStr(arg))
	{
		chprintln(ch, "Appraise what?");
		return;
	}

	if ((keeper = find_keeper(ch)) == NULL)
	{
		chprintln(ch, "You aren't in a shop.");
		return;
	}

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

	spell_identify(0, ch->level, ch, obj, TARGET_OBJ);

	return;
}

Do_Fun(do_second)
{
	ObjData *obj;

	if (NullStr(argument))
	{
		chprintln(ch, "Wear which weapon in your off-hand?");
		return;
	}

	obj = get_obj_carry(ch, argument, ch);

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

	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;
	}

	if (get_eq_char(ch, WEAR_WIELD) == NULL)
	{
		chprintln(ch,
				  "You need to wield a primary weapon, before using a secondary one!");
		return;
	}

	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;
	}

	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;
	}

	if (!remove_obj(ch, WEAR_SECONDARY, true))
		return;

	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;
}

void donate_object(ObjData * obj)
{
	RoomIndex *location;

	if (obj == NULL)
	{
		bug("donate_object: NULL obj");
		return;
	}

	if (obj->carried_by)
		obj_from_char(obj);
	else if (obj->in_room)
		obj_from_room(obj);
	else if (obj->in_obj)
		obj_from_obj(obj);

	obj->cost = 0;

	if (obj->item_type == ITEM_WEAPON
		&& (location = get_room_index(ROOM_VNUM_DONATION_WEAPON)) != NULL)
		obj_to_room(obj, location);
	else if (obj->item_type == ITEM_ARMOR
			 && (location = get_room_index(ROOM_VNUM_DONATION_ARMOR)) != NULL)
		obj_to_room(obj, location);
	else if ((location = get_room_index(ROOM_VNUM_DONATION_OTHER)) != NULL)
		obj_to_room(obj, location);
	else
	{
		bug("donate_obj: NULL donation room");
		extract_obj(obj);
	}
}

Do_Fun(do_donate)
{
	char arg[MIL];
	ObjData *obj;

	argument = one_argument(argument, arg);

	if (NullStr(arg))
	{
		chprintln(ch, "Donate what?");
		return;
	}
	if (!str_cmp("all", arg) || !str_prefix("all.", arg))
	{
		ObjData *obj_next;
		bool found = false;
		int count = 0;

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

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

			if (obj->item_type == ITEM_CORPSE_PC
				|| obj->item_type == ITEM_CORPSE_NPC
				|| IsObjStat(obj, ITEM_ROT_DEATH)
				|| IsObjStat(obj, ITEM_QUEST) || obj->wear_loc != WEAR_NONE)
				continue;

			if (count++ > 90)
			{
				chprintln(ch, "Too many objects, aborting.");
				return;
			}

			found = true;
			act("$n donates $p to the needy.", ch, obj, NULL, TO_ROOM);
			act("You donate $p to the needy.", ch, obj, NULL, TO_CHAR);

			donate_object(obj);
		}
		if (!found)
			chprintln(ch, "You have nothing to donate.");
		return;
	}

	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;
	}
	if (obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC)
	{
		chprintln(ch, "That would stink up the city.");
		return;
	}
	if (IsObjStat(obj, ITEM_ROT_DEATH))
	{
		chprintln(ch, "Only permanent items may be donated.");
		return;
	}

	if (IsObjStat(obj, ITEM_QUEST))
	{
		chprintln(ch, "You can't donate quest items.");
		return;
	}

	act("$n donates $p to the needy.", ch, obj, NULL, TO_ROOM);
	act("You donate $p to the needy.", ch, obj, NULL, TO_CHAR);
	donate_object(obj);

	return;
}

Do_Fun(do_ring)
{
	int door, count, search, depth;
	ExitData *pExit;
	CharData *vch;
	RoomIndex *room;

	if (!ch->in_room)
		return;

	if (NullStr(argument))
	{
		cmd_syntax(ch, NULL, n_fun, "<direction>", NULL);
		return;
	}
	else if ((door = get_direction(argument)) == -1)
	{
		chprintln(ch, "Ring in what direction?");
		return;
	}
	else if (ch->in_room->exit[door] == NULL
			 || !IsSet(ch->in_room->exit[door]->exit_info, EX_DOORBELL))
	{
		chprintln(ch, "There is no doorbell in that direction.");
		return;
	}

	room = ch->in_room;
	count = 0;

	for (search = 0; search < MAX_DIR; search++)
	{
		for (depth = 0; depth < 5; depth++)
		{
			if ((pExit = room->exit[door]) == NULL
				|| (pExit->u1.to_room) == NULL)
				continue;

			room = pExit->u1.to_room;
			for (vch = room->person_first; vch; vch = vch->next_in_room)
			{
				if (!IsAwake(vch))
					continue;
				chprintlnf(vch, "You hear a doorbell ring from the %s.",
						   rev_dir[door]);
			}
		}
	}

	chprintln(ch, "You ring the doorbell.");
	act("$n rings the doorbell.", ch, NULL, NULL, TO_ROOM);
}