/***************************************************************************

 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *

 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *

 *                                                                         *

 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *

 *  Chastain, Michael Quan, and Mitchell Tse.                              *

 *                                                                         *

 *  In order to use any part of this Merc Diku Mud, you must comply with   *

 *  both the original Diku license in 'license.doc' as well the Merc       *

 *  license in 'license.txt'.  In particular, you may not remove either of *

 *  these copyright notices.                                               *

 *                                                                         *

 *  Much time and thought has gone into this software and you are          *

 *  benefitting.  We hope that you share your changes too.  What goes      *

 *  around, comes around.                                                  *

 ***************************************************************************/



#if defined(macintosh)

#include <types.h>

#else

#include <sys/types.h>

#endif

#include <stdio.h>

#include <stdlib.h>

#include <string.h>

#include <time.h>

#include "merc.h"







/*

 * Local functions.

 */

#define CD CHAR_DATA

void	get_obj		args( ( CHAR_DATA *ch, OBJ_DATA *obj,

			    OBJ_DATA *container ) );

CD *	find_keeper	args( ( CHAR_DATA *ch ) );

int	get_cost	args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );

void	sheath		args( ( CHAR_DATA *ch, bool right ) );

void	draw		args( ( CHAR_DATA *ch, bool right ) );

char	*special_item_name args( ( OBJ_DATA *obj ) );

void 	call_all	args( ( CHAR_DATA *ch ) );

#undef	CD







void do_call( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    CHAR_DATA *victim = NULL;

    ROOM_INDEX_DATA *chroom;

    ROOM_INDEX_DATA *objroom;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "What object do you wish to call?\n\r", ch );

	return;

    }



    if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}



    if (!IS_HEAD(ch, LOST_HEAD))

    {

    	act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);

    	act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);

    }



    if (!str_cmp(arg,"all"))

    {

	call_all(ch);

	return;

    }



    if ( ( obj = get_obj_world( ch, arg ) ) == NULL )

    {

	send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );

	return;

    }



    if (obj->questowner == NULL || strlen(obj->questowner) < 2 ||

	str_cmp(obj->questowner,ch->name) || obj->item_type == ITEM_PAGE)

    {

	send_to_char( "Nothing happens.\n\r", ch );

	return;

    }



    if (obj->carried_by != NULL && obj->carried_by != ch)

    {

	victim = obj->carried_by;

	if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return;

    	act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);

    	act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);

	obj_from_char(obj);

    }

    else if (obj->in_room != NULL)

    {

    	chroom = ch->in_room;

    	objroom = obj->in_room;

    	char_from_room(ch);

    	char_to_room(ch,objroom);

    	act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);

	if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);

    	char_from_room(ch);

    	char_to_room(ch,chroom);

	obj_from_room(obj);

    }

    else if (obj->in_obj != NULL) obj_from_obj(obj);

    else

    {

	if (!IS_HEAD(ch, LOST_HEAD))

	    send_to_char( "Nothing happens.\n\r", ch );

	return;

    }



    obj_to_char(obj,ch);

    if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))

	REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);

    act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);

    act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);

    do_autosave(ch,"");

    if (victim != NULL) do_autosave(victim,"");

    return;

}



void call_all( CHAR_DATA *ch )

{

    OBJ_DATA *obj;

    OBJ_DATA *in_obj;

    CHAR_DATA *victim = NULL;

    DESCRIPTOR_DATA *d;

    ROOM_INDEX_DATA *chroom;

    ROOM_INDEX_DATA *objroom;

    bool found = FALSE;



    for ( obj = object_list; obj != NULL; obj = obj->next )

    {

	if ( obj->questowner == NULL || strlen(obj->questowner) < 2 || 

	    str_cmp( ch->name, obj->questowner ) || obj->item_type == ITEM_PAGE)

	    continue;



	found = TRUE;



	for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )

	    ;



	if (in_obj->carried_by != NULL)

	{

	    if (in_obj->carried_by == ch) continue;

	}



	if (obj->carried_by != NULL)

	{

	    if (obj->carried_by == ch || obj->carried_by->desc == NULL || 

		obj->carried_by->desc->connected != CON_PLAYING) 

	    {

		if (!IS_NPC(obj->carried_by)) return;

	    }

	    act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR);

	    act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM);

	    SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);

	    obj_from_char(obj);

	}

	else if (obj->in_room != NULL)

	{

	    chroom = ch->in_room;

	    objroom = obj->in_room;

	    char_from_room(ch);

	    char_to_room(ch,objroom);

	    act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);

	    if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);

	    char_from_room(ch);

	    char_to_room(ch,chroom);

	    obj_from_room(obj);

	}

	else if (obj->in_obj != NULL) obj_from_obj(obj);

	else continue;

	obj_to_char(obj,ch);

	if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))

	    REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);

	if (!IS_HEAD(ch, LOST_HEAD))

	{

	    act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);

	    act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);

	}

    }



    if ( !found && !IS_HEAD(ch, LOST_HEAD) )

	send_to_char( "Nothing happens.\n\r", ch );



    for ( d = descriptor_list; d != NULL; d = d->next )

    {

	if ( d->connected != CON_PLAYING ) continue;

	if ( (victim = d->character) == NULL ) continue;

	if ( IS_NPC(victim) ) continue;

	if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue;

	REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);

	do_autosave(victim,"");

    }

    return;

}



void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )

{

    OBJ_DATA *obj2;

    OBJ_DATA *obj_next;

    ROOM_INDEX_DATA *objroom;

    bool move_ch = FALSE;



    /* Objects should only have a shadowplane flag when on the floor */

    if  ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

	obj->in_room != NULL &&

	(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )

    {

	send_to_char( "Your hand passes right through it!\n\r", ch );

	return;

    }

    if  (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

	obj->in_room != NULL &&

	( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )

    {

	send_to_char( "Your hand passes right through it!\n\r", ch );

	return;

    }

    if ( !CAN_WEAR(obj, ITEM_TAKE) )

    {

	send_to_char( "You can't take that.\n\r", ch );

	return;

    }



    if ( ch->carry_number + 1 > can_carry_n( ch ) )

    {

	act( "$d: you can't carry that many items.",

	    ch, NULL, obj->name, TO_CHAR );

	return;

    }



    if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )

    {

	act( "$d: you can't carry that much weight.",

	    ch, NULL, obj->name, TO_CHAR );

	return;

    }



    if ( container != NULL )

    {



    	if  ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

	     !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&

	     (container->carried_by == NULL || container->carried_by != ch) )

    	{

	    send_to_char( "Your hand passes right through it!\n\r", ch );

	    return;

    	}

    	if  (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

	      IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&

	     (container->carried_by == NULL || container->carried_by != ch) )

    	{

	    send_to_char( "Your hand passes right through it!\n\r", ch );

	    return;

        }

	act( "You get $p from $P.", ch, obj, container, TO_CHAR );

	act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );

	for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next )

	{

	    obj_next = obj2->next_content;

	    if ( obj2->chobj != NULL )

		{act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR );

		move_ch = TRUE;}

	}

	obj_from_obj( obj );

    }

    else

    {

	act( "You pick up $p.", ch, obj, container, TO_CHAR );

	act( "$n picks $p up.", ch, obj, container, TO_ROOM );

	if (obj != NULL) obj_from_room( obj );

    }



    if ( obj->item_type == ITEM_MONEY )

    {

	ch->gold += obj->value[0];

	extract_obj( obj );

    }

    else

    {

	obj_to_char( obj, ch );

	if ( move_ch && obj->chobj != NULL )

	{

	    if (obj->carried_by != NULL && obj->carried_by != obj->chobj)

	    	objroom = get_room_index(obj->carried_by->in_room->vnum);

	    else objroom = NULL;

	    if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)

	    {

	    	char_from_room(obj->chobj);

	    	char_to_room(obj->chobj,objroom);

		do_look(obj->chobj,"auto");

	    }

	}

    	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

	    (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )

	    REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);

    }



    return;

}







void do_get( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *obj_next;

    OBJ_DATA *container;

    bool found;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if (IS_AFFECTED(ch,AFF_ETHEREAL) )

    {

	send_to_char( "You cannot pick things up while ethereal.\n\r", ch );

	return;

    }



    /* Get type. */

    if ( arg1[0] == '\0' )

    {

	send_to_char( "Get what?\n\r", ch );

	return;

    }



    if ( arg2[0] == '\0' )

    {

	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )

	{

	    /* 'get obj' */

	    obj = get_obj_list( ch, arg1, ch->in_room->contents );

	    if ( obj == NULL )

	    {

		act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );

		return;

	    }



	    get_obj( ch, obj, NULL );

          

	}

	else

	{

	    /* 'get all' or 'get all.obj' */

	    found = FALSE;

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

	    {

		obj_next = obj->next_content;

		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )

		&&   can_see_obj( ch, obj ) )

		{

		    found = TRUE;

		    get_obj( ch, obj, NULL );

                   

		}

	    }



	    if ( !found ) 

	    {

		if ( arg1[3] == '\0' )

		    send_to_char( "I see nothing here.\n\r", ch );

		else

		    act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );

	    }

	}

    }

    else

    {

	/* 'get ... container' */

	if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )

	{

	    send_to_char( "You can't do that.\n\r", ch );

	    return;

	}



	if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )

	{

	    act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );

	    return;

	}



	switch ( container->item_type )

	{

	default:

	    send_to_char( "That's not a container.\n\r", ch );

	    return;



	case ITEM_CONTAINER:

	case ITEM_CORPSE_NPC:

	    break;



	case ITEM_CORPSE_PC:

	    {

		char name[MAX_INPUT_LENGTH];

		char *pd;



		if ( IS_NPC(ch) )

		{

		    send_to_char( "You can't do that.\n\r", ch );

		    return;

		}



		pd = container->short_descr;

		pd = one_argument( pd, name );

		pd = one_argument( pd, name );

		pd = one_argument( pd, name );

/*

		if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )

		{

		    send_to_char( "You can't do that.\n\r", ch );

		    return;

		}

*/

	    }

	}



	if ( IS_SET(container->value[1], CONT_CLOSED) )

	{

	    act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );

	    return;

	}



	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )

	{

	    /* 'get obj container' */

	    obj = get_obj_list( ch, arg1, container->contains );

	    if ( obj == NULL)

	    {

		act( "I see nothing like that in the $T.",

		    ch, NULL, arg2, TO_CHAR );

		return;

	    }

	    get_obj( ch, obj, container );

           

	}

	else

	{

	    /* 'get all container' or 'get all.obj container' */

	    found = FALSE;

	    for ( obj = container->contains; obj != NULL; obj = obj_next )

	    {

		obj_next = obj->next_content;

		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )

		&&   can_see_obj( ch, obj ) )

		{

		    found = TRUE;

		    get_obj( ch, obj, container );

                    

		}

	    }



	    if ( !found )

	    {

		if ( arg1[3] == '\0' )

		    act( "I see nothing in the $T.",

			ch, NULL, arg2, TO_CHAR );

		else

		    act( "I see nothing like that in the $T.",

			ch, NULL, arg2, TO_CHAR );

	    }

	}

    }

    do_autosave(ch,"");

    return;

}







void do_put( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *container;

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    OBJ_DATA *obj_next;

    OBJ_DATA *obj_next2;

    ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' || arg2[0] == '\0' )

    {

	send_to_char( "Put what in what?\n\r", ch );

	return;

    }



    if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )

    {

	send_to_char( "You can't do that.\n\r", ch );

	return;

    }

/* I'll leave this out for now - KaVir

    if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) &&

         ( ( container = get_obj_wear(  ch, arg2 ) ) == NULL ) &&

	   ( IS_AFFECTED(ch,AFF_ETHEREAL) ) )

    {

	send_to_char( "You can't let go of it!\n\r", ch );

	return;

    }

*/

    if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )

    {

	act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );

	return;

    }



    if ( container->item_type != ITEM_CONTAINER )

    {

	send_to_char( "That's not a container.\n\r", ch );

	return;

    }



    if ( IS_SET(container->value[1], CONT_CLOSED) )

    {

	act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );

	return;

    }



    if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )

    {

	/* 'put obj container' */

	if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )

	{

	    send_to_char( "You do not have that item.\n\r", ch );

	    return;

	}



	if ( obj == container )

	{

	    send_to_char( "You can't fold it into itself.\n\r", ch );

	    return;

	}



	if ( IS_SET( obj->quest, QUEST_ARTIFACT) )

	{

	    send_to_char("You cannot put artifacts in a container.\n\r",ch);

	    return;

	}



/*   Added by Shakti : No hiding yer voodoo dolls                       */

        if (obj->pIndexData->vnum == 30010 )

        {

            send_to_char("You cannot hide Voodoo Dolls in a container!\n\r",ch);

            return;

        }

/*                   End of Addition                                    */

        



	if ( !can_drop_obj( ch, obj ) )

	{

	    send_to_char( "You can't let go of it.\n\r", ch );

	    return;

	}



	if ( get_obj_weight( obj ) + get_obj_weight( container )

	     > container->value[0] )

	{

	    send_to_char( "It won't fit.\n\r", ch );

	    return;

	}



	for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )

	{

	    obj_next2 = obj2->next_content;

	    if ( obj2->chobj != NULL && obj != obj2)

		act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );

	}

	obj_from_char( obj );

	obj_to_obj( obj, container );

	act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );

	act( "You put $p in $P.", ch, obj, container, TO_CHAR );

       

    }

    else

    {

	/* 'put all container' or 'put all.obj container' */

	for ( obj = ch->carrying; obj != NULL; obj = obj_next )

	{

	    obj_next = obj->next_content;



	    if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )

	    &&   can_see_obj( ch, obj )

	    &&   obj->wear_loc == WEAR_NONE

	    &&   obj != container

	    &&   !IS_SET( obj->quest, QUEST_ARTIFACT)

            &&   obj->pIndexData->vnum != 30010

	    &&   can_drop_obj( ch, obj )

	    &&   get_obj_weight( obj ) + get_obj_weight( container )

		 <= container->value[0] )

	    {

		for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )

		{

		    obj_next2 = obj2->next_content;

		    if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL)

		    {

			if (objroom != get_room_index(obj2->chobj->in_room->vnum))

			{

		    	    char_from_room(obj2->chobj);

		    	    char_to_room(obj2->chobj,objroom);

			    do_look(obj2->chobj,"auto");

			}

			if (obj != obj2)

			    act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );

		    }

		}

		obj_from_char( obj );

		obj_to_obj( obj, container );

		act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );

		act( "You put $p in $P.", ch, obj, container, TO_CHAR );

	    }

	}

    }

    do_autosave(ch,"");

    return;

}







void do_drop( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *obj_next;

    bool found;



    argument = one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Drop what?\n\r", ch );

	return;

    }



    if ( is_number( arg ) )

    {

	/* 'drop NNNN coins' */

	int amount;



	amount   = atoi(arg);

	argument = one_argument( argument, arg );

	if ( amount <= 0

	|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) )

	{

	    send_to_char( "Sorry, you can't do that.\n\r", ch );

	    return;

	}



	/* Otherwise causes complications if there's a pile on each plane */

	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )

	{

	    send_to_char( "You cannot drop coins in the shadowplane.\n\r", ch );

	    return;

	}



	if ( ch->gold < amount )

	{

	    send_to_char( "You haven't got that many coins.\n\r", ch );

	    return;

	}



	ch->gold -= amount;



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

	{

	    obj_next = obj->next_content;



	    switch ( obj->pIndexData->vnum )

	    {

	    case OBJ_VNUM_MONEY_ONE:

		amount += 1;

		extract_obj( obj );

		break;



	    case OBJ_VNUM_MONEY_SOME:

		amount += obj->value[0];

		extract_obj( obj );

		break;

	    }

	}

	obj_to_room( create_money( amount ), ch->in_room );

	act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );

	send_to_char( "OK.\n\r", ch );

	do_autosave(ch,"");

	return;

    }



    if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )

    {

	/* 'drop obj' */

	if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

	{

	    send_to_char( "You do not have that item.\n\r", ch );

	    return;

	}



	if ( !can_drop_obj( ch, obj ) )

	{

	    send_to_char( "You can't let go of it.\n\r", ch );

	    return;

	}



	obj_from_char( obj );

	obj_to_room( obj, ch->in_room );

	/* Objects should only have a shadowplane flag when on the floor */

	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

	    (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )

	    SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);

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

	act( "You drop $p.", ch, obj, NULL, TO_CHAR );

    }

    else

    {

	/* 'drop all' or 'drop all.obj' */

	found = FALSE;

	for ( obj = ch->carrying; obj != NULL; obj = obj_next )

	{

	    obj_next = obj->next_content;



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

	    &&   can_see_obj( ch, obj )

	    &&   obj->wear_loc == WEAR_NONE

	    &&   can_drop_obj( ch, obj ) )

	    {

		found = TRUE;

		obj_from_char( obj );

		obj_to_room( obj, ch->in_room );

		/* Objects should only have a shadowplane flag when on the floor */

		if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&

		    (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )

		    SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);

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

		act( "You drop $p.", ch, obj, NULL, TO_CHAR );

	    }

	}



	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 );

	}

    }



    do_autosave(ch,"");

    return;

}







void do_give( CHAR_DATA *ch, char *argument )

{

    char arg1 [MAX_INPUT_LENGTH];

    char arg2 [MAX_INPUT_LENGTH];

    CHAR_DATA *victim;

    OBJ_DATA  *obj;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' || arg2[0] == '\0' )

    {

	send_to_char( "Give what to whom?\n\r", ch );

	return;

    }



    if ( is_number( arg1 ) )

    {

	/* 'give NNNN coins victim' */

	int amount;



	amount   = atoi(arg1);

	if ( amount <= 0

	|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) )

	{

	    send_to_char( "Sorry, you can't do that.\n\r", ch );

	    return;

	}



	argument = one_argument( argument, arg2 );

	if ( arg2[0] == '\0' )

	{

	    send_to_char( "Give what to whom?\n\r", ch );

	    return;

	}



	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

	{

	    send_to_char( "They aren't here.\n\r", ch );

	    return;

	}



    	if (IS_AFFECTED(victim,AFF_ETHEREAL) )

    	{

	    send_to_char( "You cannot give things to ethereal people.\n\r", ch );

	    return;

    	}



	if ( ch->gold < amount )

	{

	    send_to_char( "You haven't got that much gold.\n\r", ch );

	    return;

	}



	ch->gold     -= amount;

	victim->gold += amount;

	act( "$n gives you some gold.", ch, NULL, victim, TO_VICT    );

	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );

	act( "You give $N some gold.",  ch, NULL, victim, TO_CHAR    );

	send_to_char( "OK.\n\r", ch );

	do_autosave(ch,"");

	do_autosave(victim,"");

	return;

    }



    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )

    {

	send_to_char( "You do not have that item.\n\r", ch );

	return;

    }



    if ( obj->wear_loc != WEAR_NONE )

    {

	send_to_char( "You must remove it first.\n\r", ch );

	return;

    }



    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

    {

	send_to_char( "They aren't here.\n\r", ch );

	return;

    }



    if ( !can_drop_obj( ch, obj ) )

    {

	send_to_char( "You can't let go of it.\n\r", ch );

	return;

    }



    if (IS_AFFECTED(victim,AFF_ETHEREAL) )

    {

	send_to_char( "You cannot give things to ethereal people.\n\r", ch );

	return;

    }



    if ( victim->carry_number + 1 > can_carry_n( victim ) )

    {

	act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );

	return;

    }



    if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )

    {

	act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );

	return;

    }



    if ( !can_see_obj( victim, obj ) )

    {

	act( "$N can't see it.", ch, NULL, victim, TO_CHAR );

	return;

    }



    obj_from_char( obj );

    obj_to_char( obj, victim );

    act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );

    act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );

    act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );

    do_autosave(ch,"");

    do_autosave(victim,"");

    return;

}









void do_fill( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *fountain;

    bool found;

    int liquid;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Fill what?\n\r", ch );

	return;

    }



    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

    {

	send_to_char( "You do not have that item.\n\r", ch );

	return;

    }



    found = FALSE;

    for ( fountain = ch->in_room->contents; fountain != NULL;

	fountain = fountain->next_content )

    {

	if ( fountain->item_type == ITEM_FOUNTAIN )

	{

	    found = TRUE;

	    break;

	}

    }



    if ( !found )

    {

	send_to_char( "There is no fountain here!\n\r", ch );

	return;

    }



    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&

	fountain->in_room != NULL &&

	!IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )

    {

	send_to_char( "You are too insubstantual.\n\r", ch );

	return;

    }

    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&

	fountain->in_room != NULL &&

	IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )

    {

	send_to_char( "It is too insubstantual.\n\r", ch );

	return;

    }

    else if (IS_AFFECTED(ch,AFF_ETHEREAL) )

    {

	send_to_char( "You cannot fill containers while ethereal.\n\r", ch );

	return;

    }



    if ( obj->item_type != ITEM_DRINK_CON )

    {

	send_to_char( "You can't fill that.\n\r", ch );

	return;

    }



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

    {

	send_to_char( "Your container is already full.\n\r", ch );

	return;

    }



    if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0)

    {

	send_to_char( "You cannot mix two different liquids.\n\r", ch );

	return;

    }



    act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM );

    act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR );

    obj->value[2] = fountain->value[2];

    obj->value[1] = obj->value[0];

    liquid = obj->value[2];

    act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );

    act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );

    return;

}







void do_drink( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    int amount;

    int liquid;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

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

	{

	    if ( obj->item_type == ITEM_FOUNTAIN )

		break;

	}



	if ( obj == NULL )

	{

	    send_to_char( "Drink what?\n\r", ch );

	    return;

	}

    }

    else

    {

	if ( ( obj = get_obj_here( ch, arg ) ) == NULL )

	{

	    send_to_char( "You can't find it.\n\r", ch );

	    return;

	}

    }



    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )

    {

	send_to_char( "You fail to reach your mouth.  *Hic*\n\r", ch );

	return;

    }



    switch ( obj->item_type )

    {

    default:

	send_to_char( "You can't drink from that.\n\r", ch );

	break;



    case ITEM_POTION:

	do_quaff(ch,obj->name);

	return;

    case ITEM_FOUNTAIN:

	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )

	{

	    bug( "Do_drink: bad liquid number %d.", liquid );

	    liquid = obj->value[2] = 0;

	}



	if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&

		obj->in_room != NULL &&

		!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )

	{

	    send_to_char( "You are too insubstantual.\n\r", ch );

	    break;

	}

	else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&

		obj->in_room != NULL &&

		IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )

	{

	    send_to_char( "It is too insubstantual.\n\r", ch );

	    break;

	}

    	else if (IS_AFFECTED(ch,AFF_ETHEREAL) )

    	{

	    send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );

	    return;

    	}



	if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )

	{

	    send_to_char( "You can only drink blood.\n\r", ch );

	    break;

	}



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

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



	amount = number_range(3, 10);

	amount = UMIN(amount, obj->value[1]);

	

	gain_condition( ch, COND_DRUNK,

	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );

	gain_condition( ch, COND_FULL,

	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );

	gain_condition( ch, COND_THIRST,

	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );



	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_DRUNK]  > 10 )

	    send_to_char( "You feel drunk.\n\r", ch );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_FULL]   > 50 )

	    send_to_char( "You are full.\n\r", ch );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_THIRST] > 50 )

	    send_to_char( "You do not feel thirsty.\n\r", ch );

	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_THIRST] >= 100 )

	    send_to_char( "Your blood thirst is sated.\n\r", ch );



	if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))

	{

	    /* The shit was poisoned ! */

	    AFFECT_DATA af;



	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "You choke and gag.\n\r", ch );

	    af.type      = gsn_poison;

	    af.duration  = 3 * amount;

	    af.location  = APPLY_NONE;

	    af.modifier  = 0;

	    af.bitvector = AFF_POISON;

	    affect_join( ch, &af );

	}

	break;



    case ITEM_DRINK_CON:

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

	{

	    send_to_char( "It is already empty.\n\r", ch );

	    return;

	}



	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )

	{

	    bug( "Do_drink: bad liquid number %d.", liquid );

	    liquid = obj->value[2] = 0;

	}



	if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )

	{

	    send_to_char( "You can only drink blood.\n\r", ch );

	    break;

	}



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

	act( "You drink $T from $p.",

	    ch, obj, liq_table[liquid].liq_name, TO_CHAR );



	amount = number_range(3, 10);

	amount = UMIN(amount, obj->value[1]);

	

	gain_condition( ch, COND_DRUNK,

	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );

	gain_condition( ch, COND_FULL,

	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );

	gain_condition( ch, COND_THIRST,

	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );



	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_DRUNK]  > 10 )

	    send_to_char( "You feel drunk.\n\r", ch );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_FULL]   > 50 )

	    send_to_char( "You are full.\n\r", ch );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_THIRST] > 50 )

	    send_to_char( "You do not feel thirsty.\n\r", ch );

	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&

		ch->pcdata->condition[COND_THIRST] >= 100 )

	    send_to_char( "Your blood thirst is sated.\n\r", ch );

	

	if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))

	{

	    /* The shit was poisoned ! */

	    AFFECT_DATA af;



	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "You choke and gag.\n\r", ch );

	    af.type      = gsn_poison;

	    af.duration  = 3 * amount;

	    af.location  = APPLY_NONE;

	    af.modifier  = 0;

	    af.bitvector = AFF_POISON;

	    affect_join( ch, &af );

	}

	

	obj->value[1] -= amount;

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

	{

		obj->value[1] = 0;

	}

	break;

    }



    return;

}





void do_empty( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    int liquid;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Empty what?\n\r", ch );

	return;

    }



    if ( ( obj = get_obj_here( ch, arg ) ) == NULL )

    {

	send_to_char( "You can't find it.\n\r", ch );

	return;

    }



    switch ( obj->item_type )

    {

    default:

	send_to_char( "You cannot empty that.\n\r", ch );

	break;



    case ITEM_DRINK_CON:

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

	{

	    send_to_char( "It is already empty.\n\r", ch );

	    return;

	}



	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )

	{

	    bug( "Do_drink: bad liquid number %d.", liquid );

	    liquid = obj->value[2] = 0;

	}



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

	act( "You empty $T from $p.",

	    ch, obj, liq_table[liquid].liq_name, TO_CHAR );

	

	obj->value[1] = 0;

	break;

    }



    return;

}







void do_eat( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    int level;



    one_argument( argument, arg );

    if ( arg[0] == '\0' )

    {

	send_to_char( "Eat what?\n\r", ch );

	return;

    }



    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

    {

	send_to_char( "You do not have that item.\n\r", ch );

	return;

    }



    if ( !IS_IMMORTAL(ch) )

    {

	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD)

	{   

	    send_to_char( "You are unable to stomach it.\n\r", ch );

	    return;

	}



	if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&

	     obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST )

	{

	    if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) || 

		obj->item_type != ITEM_TRASH)

	    {

		send_to_char( "That's not edible.\n\r", ch );

		return;

	    }

	}



	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&

	    obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST &&

	    obj->item_type != ITEM_PILL)

	{

	    send_to_char( "You are too full to eat more.\n\r", ch );

	    return;

	}

    }



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

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



    switch ( obj->item_type )

    {

    default:

	break;



    case ITEM_FOOD:

	if ( !IS_NPC(ch) )

	{

	    int condition;



	    condition = ch->pcdata->condition[COND_FULL];

	    gain_condition( ch, COND_FULL, obj->value[0] );

	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )

		send_to_char( "You are no longer hungry.\n\r", ch );

	    else if ( ch->pcdata->condition[COND_FULL] > 50 )

		send_to_char( "You are full.\n\r", ch );

	}



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

	{

	    /* The shit was poisoned! */

	    AFFECT_DATA af;



	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "You choke and gag.\n\r", ch );



	    af.type      = gsn_poison;

	    af.duration  = 2 * obj->value[0];

	    af.location  = APPLY_NONE;

	    af.modifier  = 0;

	    af.bitvector = AFF_POISON;

	    affect_join( ch, &af );

	}

	break;



    case ITEM_PILL:

	level = obj->value[0];

	if (level < 1) level = 1;

	if (level > MAX_SPELL) level = MAX_SPELL;



	obj_cast_spell( obj->value[1], level, ch, ch, NULL );

	obj_cast_spell( obj->value[2], level, ch, ch, NULL );

	obj_cast_spell( obj->value[3], level, ch, ch, NULL );

	if (ch->position == POS_FIGHTING) 

	{

	    if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch, 6 );

	}

	break;



    case ITEM_QUEST:

	if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0];

	break;



    case ITEM_EGG:

	if ( !IS_NPC(ch) )

	{

	    int condition;



	    condition = ch->pcdata->condition[COND_FULL];

	    gain_condition( ch, COND_FULL, obj->value[1] );

	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )

		send_to_char( "You are no longer hungry.\n\r", ch );

	    else if ( ch->pcdata->condition[COND_FULL] > 50 )

		send_to_char( "You are full.\n\r", ch );

	}



	/* Note to myself...remember to set v2 for mobiles that hatch within

	 * the player (like aliens ;).  KaVir.

	 */



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

	{

	    /* The shit was poisoned! */

	    AFFECT_DATA af;



	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "You choke and gag.\n\r", ch );



	    af.type      = gsn_poison;

	    af.duration  = 2 * obj->value[0];

	    af.location  = APPLY_NONE;

	    af.modifier  = 0;

	    af.bitvector = AFF_POISON;

	    affect_join( ch, &af );

	}

	break;

    }



    if (obj != NULL) 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 )

{

    bool wolf_ok = FALSE;



    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && 

	IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE;



    if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) ||

	CAN_WEAR( obj, ITEM_WEAR_SHIELD ) || obj->item_type == ITEM_LIGHT )

    {

	if ( get_eq_char( ch, WEAR_WIELD    ) != NULL

	&&   get_eq_char( ch, WEAR_HOLD     ) != NULL

	&&   get_eq_char( ch, WEAR_LIGHT    ) != NULL

	&&   get_eq_char( ch, WEAR_SHIELD   ) != NULL

	&&   !remove_obj( ch, WEAR_LIGHT , fReplace )

	&&   !remove_obj( ch, WEAR_SHIELD, fReplace )

	&&   !remove_obj( ch, WEAR_WIELD , fReplace )

	&&   !remove_obj( ch, WEAR_HOLD  , fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))

	{

	    send_to_char("You are unable to use it.\n\r",ch);

	    return;

	}

	if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand"))

	{

	    if ( obj->item_type == ITEM_LIGHT )

	    {

	    	act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );

	    	act( "You light $p and clutch it in your right hand.",  ch, obj, NULL, TO_CHAR );

	    }

	    else

	    {

	    	act( "$n clutches $p in $s right hand.",    ch, obj, NULL, TO_ROOM );

	    	act( "You clutch $p in your right hand.",  ch, obj, NULL, TO_CHAR );

	    }

	    if (obj->item_type == ITEM_WEAPON)

	    {

		if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))

		{

		    if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )

		    {

			act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );

			act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );

			obj_from_char(obj);

			obj_to_room(obj,ch->in_room);

			return;

		    }

		}

		equip_char( ch, obj, WEAR_WIELD );

		if (!IS_NPC(ch)) do_skill(ch, ch->name);

		return;

	    }

	    equip_char( ch, obj, WEAR_WIELD );

	    return;

	}

	else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_hand"))

	{

	    if ( obj->item_type == ITEM_LIGHT )

	    {

	    	act( "$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM );

	    	act( "You light $p and clutch it in your left hand.",  ch, obj, NULL, TO_CHAR );

	    }

	    else

	    {

	    	act( "$n clutches $p in $s left hand.",    ch, obj, NULL, TO_ROOM );

	    	act( "You clutch $p in your left hand.",  ch, obj, NULL, TO_CHAR );

	    }

	    if (obj->item_type == ITEM_WEAPON)

	    {

		if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))

		{

		    if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )

		    {

			act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );

			act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );

			obj_from_char(obj);

			obj_to_room(obj,ch->in_room);

			return;

		    }

		}

		equip_char( ch, obj, WEAR_HOLD );

		if (!IS_NPC(ch)) do_skill(ch, ch->name);

		return;

	    }

	    equip_char( ch, obj, WEAR_HOLD );

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand"))

	    send_to_char( "You cannot use anything in your hands.\n\r", ch );

	else

	    send_to_char( "You have no free hands.\n\r", ch );

	return;

    }



    if ( obj->item_type == ITEM_LIGHT )

    {

	if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )

	    return;

	act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );

	act( "You light $p and hold it.",  ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_LIGHT );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )

    {

	if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL

	&&   get_eq_char( ch, WEAR_FINGER_R ) != NULL

	&&   !remove_obj( ch, WEAR_FINGER_L, fReplace )

	&&   !remove_obj( ch, WEAR_FINGER_R, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}



	if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger"))

	{

	    act( "$n wears $p on $s left finger.",    ch, obj, NULL, TO_ROOM );

	    act( "You wear $p on your left finger.",  ch, obj, NULL, TO_CHAR );

	    equip_char( ch, obj, WEAR_FINGER_L );

	    return;

	}

	else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger"))

	{

	    act( "$n wears $p on $s right finger.",   ch, obj, NULL, TO_ROOM );

	    act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );

	    equip_char( ch, obj, WEAR_FINGER_R );

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger"))

	    send_to_char( "You cannot wear any rings.\n\r", ch );

	else

	    send_to_char( "You cannot wear any more rings.\n\r", ch );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )

    {

	if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL

	&&   get_eq_char( ch, WEAR_NECK_2 ) != NULL

	&&   !remove_obj( ch, WEAR_NECK_1, fReplace )

	&&   !remove_obj( ch, WEAR_NECK_2, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}



	if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )

	{

	    act( "$n slips $p around $s neck.",   ch, obj, NULL, TO_ROOM );

	    act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );

	    equip_char( ch, obj, WEAR_NECK_1 );

	    return;

	}



	if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )

	{

	    act( "$n slips $p around $s neck.",   ch, obj, NULL, TO_ROOM );

	    act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );

	    equip_char( ch, obj, WEAR_NECK_2 );

	    return;

	}

	bug( "Wear_obj: no free neck.", 0 );

	send_to_char( "You are already wearing two things around your neck.\n\r", ch );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )

    {

	if ( !remove_obj( ch, WEAR_BODY, fReplace ) )

	    return;



	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	act( "$n fits $p on $s body.",   ch, obj, NULL, TO_ROOM );

	act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_BODY );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )

    {

	if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"head"))

	{

	    send_to_char("You have no head to wear it on.\n\r",ch);

	    return;

	}

	act( "$n places $p on $s head.",   ch, obj, NULL, TO_ROOM );

	act( "You place $p on your head.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_HEAD );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )

    {

	if ( !remove_obj( ch, WEAR_FACE, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"face"))

	{

	    send_to_char("You have no face to wear it on.\n\r",ch);

	    return;

	}

	act( "$n places $p on $s face.",   ch, obj, NULL, TO_ROOM );

	act( "You place $p on your face.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_FACE );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )

    {

	if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"legs"))

	{

	    send_to_char("You have no legs to wear them on.\n\r",ch);

	    return;

	}

	act( "$n slips $s legs into $p.",   ch, obj, NULL, TO_ROOM );

	act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_LEGS );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )

    {

	if ( !remove_obj( ch, WEAR_FEET, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"feet"))

	{

	    send_to_char("You have no feet to wear them on.\n\r",ch);

	    return;

	}

	act( "$n slips $s feet into $p.",   ch, obj, NULL, TO_ROOM );

	act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_FEET );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )

    {

	if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"hands"))

	{

	    send_to_char("You have no hands to wear them on.\n\r",ch);

	    return;

	}

	act( "$n pulls $p onto $s hands.",   ch, obj, NULL, TO_ROOM );

	act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_HANDS );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )

    {

	if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"arms"))

	{

	    send_to_char("You have no arms to wear them on.\n\r",ch);

	    return;

	}

	act( "$n slides $s arms into $p.",   ch, obj, NULL, TO_ROOM );

	act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_ARMS );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )

    {

	if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	act( "$n pulls $p about $s body.",   ch, obj, NULL, TO_ROOM );

	act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_ABOUT );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )

    {

	if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	act( "$n ties $p around $s waist.",   ch, obj, NULL, TO_ROOM );

	act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_WAIST );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )

    {

	if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL

	&&   get_eq_char( ch, WEAR_WRIST_R ) != NULL

	&&   !remove_obj( ch, WEAR_WRIST_L, fReplace )

	&&   !remove_obj( ch, WEAR_WRIST_R, fReplace ) )

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}



	if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist"))

	{

	    act( "$n slides $s left wrist into $p.",

		ch, obj, NULL, TO_ROOM );

	    act( "You slide your left wrist into $p.",

		ch, obj, NULL, TO_CHAR );

	    equip_char( ch, obj, WEAR_WRIST_L );

	    return;

	}

	else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist"))

	{

	    act( "$n slides $s left wrist into $p.",

		ch, obj, NULL, TO_ROOM );

	    act( "You slide your right wrist into $p.",

		ch, obj, NULL, TO_CHAR );

	    equip_char( ch, obj, WEAR_WRIST_R );

	    return;

	}

	if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist"))

	    send_to_char( "You cannot wear anything on your wrists.\n\r", ch );

	else

	    send_to_char( "You cannot wear any more on your wrists.\n\r", ch );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )

    {

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

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD))

	{

	    send_to_char("You are unable to wear it.\n\r",ch);

	    return;

	}

	act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM );

	act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR );

	equip_char( ch, obj, WEAR_SHIELD );

	return;

    }



    if ( CAN_WEAR( obj, ITEM_WIELD ) )

    {

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

	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))

	{

	    send_to_char("You are unable to wield it.\n\r",ch);

	    return;

	}



	if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield )

	{

	    send_to_char( "It is too heavy for you to wield.\n\r", ch );

	    return;

	}



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

	act( "You wield $p.", ch, obj, NULL, TO_CHAR );



	if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))

	{

	    if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )

	    {

		act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );

		act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );

		obj_from_char(obj);

		obj_to_room(obj,ch->in_room);

		return;

	    }

	}

	equip_char( ch, obj, WEAR_WIELD );

	if (!IS_NPC(ch)) do_skill(ch, ch->name);

	return;

    }



    if ( fReplace )

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



    return;

}







void do_wear( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;



    one_argument( argument, arg );



    if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && 

	!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF))

    {

	send_to_char( "You cannot wear anything in this form.\n\r", ch );

	return;

    }



    if ( arg[0] == '\0' )

    {

	send_to_char( "Wear, wield, or hold what?\n\r", ch );

	return;

    }



    if ( !str_cmp( arg, "all" ) )

    {

	OBJ_DATA *obj_next;



	for ( obj = ch->carrying; obj != NULL; obj = obj_next )

	{

	    obj_next = obj->next_content;

	    if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )

		wear_obj( ch, obj, FALSE );

	}

	return;

    }

    else

    {

	if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

	{

	    send_to_char( "You do not have that item.\n\r", ch );

	    return;

	}



	wear_obj( ch, obj, TRUE );

    }



    return;

}







void do_remove( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Remove what?\n\r", ch );

	return;

    }



    if ( !str_cmp( arg, "all" ) )

    {

	OBJ_DATA *obj_next;



	for ( obj = ch->carrying; obj != NULL; obj = obj_next )

	{

	    obj_next = obj->next_content;

	    if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) )

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

	}

	return;

    }

    if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )

    {

	send_to_char( "You do not have that item.\n\r", ch );

	return;

    }

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

    return;

}







void do_sacrifice( CHAR_DATA *ch, char *argument )

{



    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    char buf[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    int expgain;



    one_argument( argument, arg1 );

    one_argument( argument, arg2 );



    if ( arg1[0] == '\0' )

    {

	send_to_char("Sacrifice what?\n\r",ch);

	return;

    }



    obj = get_obj_list( ch, arg1, ch->in_room->contents );

    if ( obj == NULL )

    {

	send_to_char( "You can't find it.\n\r", ch );

	return;

    }



    if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||

	 obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||

	 obj->item_type == ITEM_QUESTCARD || IS_SET(obj->quest, QUEST_ARTIFACT) ||

	( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))

    {

	act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );

	return;

    }

    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&

	obj->chobj->pcdata->obj_vnum != 0)

    {

	act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );

	return;

    }

    expgain = obj->cost / 100;

    if (expgain < 1)

	expgain = 1;

    if (expgain > 50)

	expgain = 50;

    ch->exp += expgain;

    sprintf( buf,"You drain %d exp of energy from $p.", expgain );

    act( buf, ch, obj, NULL, TO_CHAR );

    act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR );

    act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM );

    act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );

    if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)

    {

	sprintf( buf, "You receive a refund of %d quest points from $p.", obj->points);

	act( buf, ch, obj, NULL, TO_CHAR );

	ch->pcdata->quest += obj->points;

    }

    extract_obj( obj );

    do_autosave(ch,""); /* Added by Shakti , more security against cloning */

    return;

}







void do_quaff( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    int level;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Quaff what?\n\r", ch );

	return;

    }



    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

    {

	send_to_char( "You do not have that potion.\n\r", ch );

	return;

    }



    if ( obj->item_type != ITEM_POTION )

    {

	send_to_char( "You can quaff only potions.\n\r", ch );

	return;

    }



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

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



    level = obj->value[0];

    if (level < 1) level = 1;

    if (level > MAX_SPELL) level = MAX_SPELL;



    obj_cast_spell( obj->value[1], level, ch, ch, NULL );

    obj_cast_spell( obj->value[2], level, ch, ch, NULL );

    obj_cast_spell( obj->value[3], level, ch, ch, NULL );



    extract_obj( obj );

    if (ch->position == POS_FIGHTING) 

    {

	if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch, 6 );

    }

    return;

}







void do_recite( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    CHAR_DATA *victim;

    OBJ_DATA *scroll;

    OBJ_DATA *obj;

    int level;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )

    {

	send_to_char( "You do not have that scroll.\n\r", ch );

	return;

    }



    if ( scroll->item_type != ITEM_SCROLL )

    {

	send_to_char( "You can recite only scrolls.\n\r", ch );

	return;

    }



    obj = NULL;

    if ( arg2[0] == '\0' )

    {

	victim = ch;

    }

    else

    {

	if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL

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

	{

	    send_to_char( "You can't find it.\n\r", ch );

	    return;

	}

    }



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

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



    level = scroll->value[0];

    if (level < 1) level = 1;

    if (level > MAX_SPELL) level = MAX_SPELL;



    obj_cast_spell( scroll->value[1], level, ch, victim, obj );

    obj_cast_spell( scroll->value[2], level, ch, victim, obj );

    obj_cast_spell( scroll->value[3], level, ch, victim, obj );



    extract_obj( scroll );

    if (ch->position == POS_FIGHTING) 

    {

    	if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch, 6 );

    }

    return;

}







void do_brandish( CHAR_DATA *ch, char *argument )

{

    CHAR_DATA *vch;

    CHAR_DATA *vch_next;

    OBJ_DATA *temp;

    OBJ_DATA *staff;

    int sn;

    int level;



    staff = get_eq_char( ch, WEAR_WIELD );

    temp = get_eq_char( ch, WEAR_HOLD );



    if ( staff == NULL && temp == NULL )

    {

	send_to_char( "You hold nothing in your hand.\n\r", ch );

	return;

    }



    if ( staff == NULL ) staff = temp;

    if ( temp == NULL  ) temp = staff;



    if ( staff->item_type != ITEM_STAFF ) staff=temp;



    if ( staff->item_type != ITEM_STAFF )

    {

	send_to_char( "You can brandish only with a staff.\n\r", ch );

	return;

    }



    if ( ( sn = staff->value[3] ) < 0

    ||   sn >= MAX_SKILL

    ||   skill_table[sn].spell_fun == 0 )

    {

	bug( "Do_brandish: bad sn %d.", sn );

	return;

    }



    if (!IS_IMMORTAL( ch))

	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 );

	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;

	    }



	    level = staff->value[0];

	    if (level < 1) level = 1;

	    if (level > MAX_SPELL) level = MAX_SPELL;



	    obj_cast_spell( staff->value[3], level, ch, vch, NULL );

	}

    }



    if ( --staff->value[2] <= 0 )

    {

	act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );

	act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );

	extract_obj( staff );

    }



    return;

}







void do_zap( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];

    CHAR_DATA *victim;

    OBJ_DATA *temp;

    OBJ_DATA *wand;

    OBJ_DATA *obj;

    int level;



    one_argument( argument, arg );

    if ( arg[0] == '\0' && ch->fighting == NULL )

    {

	send_to_char( "Zap whom or what?\n\r", ch );

	return;

    }



    wand = get_eq_char( ch, WEAR_WIELD );

    temp = get_eq_char( ch, WEAR_HOLD );



    if ( wand == NULL && temp == NULL )

    {

	send_to_char( "You hold nothing in your hand.\n\r", ch );

	return;

    }



    if ( wand == NULL ) wand = temp;

    if ( temp == NULL ) temp = wand;



    if ( wand->item_type != ITEM_WAND ) wand=temp;



    if ( wand->item_type != ITEM_WAND )

    {

	send_to_char( "You can zap only with a wand.\n\r", ch );

	return;

    }



    obj = NULL;

    if ( arg[0] == '\0' )

    {

	if ( ch->fighting != NULL )

	{

	    victim = ch->fighting;

	}

	else

	{

	    send_to_char( "Zap whom or what?\n\r", ch );

	    return;

	}

    }

    else

    {

	if ( ( victim = get_char_room ( ch, arg ) ) == NULL

	&&   ( obj    = get_obj_here  ( ch, arg ) ) == NULL )

	{

	    send_to_char( "You can't find it.\n\r", ch );

	    return;

	}

    }



    if (!IS_IMMORTAL( ch))

	WAIT_STATE( ch, 2 * PULSE_VIOLENCE );



    if ( wand->value[2] > 0 )

    {

	if ( victim != NULL )

	{

	    act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );

	    act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );

	}

	else

	{

	    act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );

	    act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );

	}



	level = wand->value[0];

	if (level < 1) level = 1;

	if (level > MAX_SPELL) level = MAX_SPELL;



	obj_cast_spell( wand->value[3], level, ch, victim, obj );

    }



    if ( --wand->value[2] <= 0 )

    {

	act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );

	act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );

	extract_obj( wand );

    }



    return;

}







void do_steal( CHAR_DATA *ch, char *argument )

{

    char buf  [MAX_STRING_LENGTH];

    char arg1 [MAX_INPUT_LENGTH];

    char arg2 [MAX_INPUT_LENGTH];

    CHAR_DATA *victim;

    OBJ_DATA *obj;

    int percent;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' || arg2[0] == '\0' )

    {

	send_to_char( "Steal what from whom?\n\r", ch );

	return;

    }



    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

    {

	send_to_char( "They aren't here.\n\r", ch );

	return;

    }



    if ( victim == ch )

    {

	send_to_char( "That's pointless.\n\r", ch );

	return;

    }



    if ( IS_IMMORTAL( victim ))

    {

	send_to_char("Steal from an immortal are you crasy!\n\r", ch);

	return;

    }



    if (!IS_IMMORTAL( ch))

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



    percent  = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 );



    if ( ( ch->level + number_range(1,20) < victim->level          )

    ||   ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3         )

    ||   ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3     )

    ||   ( victim->position == POS_FIGHTING                        )

    ||   ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL)          )

    ||   ( !IS_NPC(victim) && IS_IMMORTAL(victim)                  )

    ||   ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) )

    {

	/*

	 * Failure.

	 */

	send_to_char( "Oops.\n\r", ch );

	act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT    );

	act( "$n tried to steal from $N.\n\r",  ch, NULL, victim, TO_NOTVICT );

	sprintf( buf, "%s is a bloody thief!", ch->name );

	do_shout( victim, buf );

	if ( !IS_NPC(ch) )

	{

	    if ( IS_NPC(victim) )

	    {

		multi_hit( victim, ch, TYPE_UNDEFINED );

	    }

	    else

	    {

		log_string( buf );

		save_char_obj( ch );

	    }

	}



	return;

    }



    if ( !str_cmp( arg1, "coin"  )

    ||   !str_cmp( arg1, "coins" )

    ||   !str_cmp( arg1, "gold"  ) )

    {

	int amount;



	amount = victim->gold * number_range(1, 10) / 100;

	if ( amount <= 0 )

	{

	    send_to_char( "You couldn't get any gold.\n\r", ch );

	    return;

	}



	ch->gold     += amount;

	victim->gold -= amount;

	sprintf( buf, "Bingo!  You got %d gold coins.\n\r", amount );

	send_to_char( buf, ch );

	do_autosave(ch,"");

	do_autosave(victim,"");

	return;

    }



    if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )

    {

	send_to_char( "You can't find it.\n\r", ch );

	return;

    }

	

    if ( !can_drop_obj( ch, obj )

    ||   IS_SET(obj->extra_flags, ITEM_LOYAL)

    ||   IS_SET(obj->extra_flags, ITEM_INVENTORY) )

    {

	send_to_char( "You can't pry it away.\n\r", ch );

	return;

    }



    if ( ch->carry_number + 1 > can_carry_n( ch ) )

    {

	send_to_char( "You have your hands full.\n\r", ch );

	return;

    }



    if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )

    {

	send_to_char( "You can't carry that much weight.\n\r", ch );

	return;

    }



    obj_from_char( obj );

    obj_to_char( obj, ch );

    send_to_char( "You got it!\n\r", ch );

    do_autosave(ch,"");

    do_autosave(victim,"");

    return;

}







/*

 * Shopping commands.

 */

CHAR_DATA *find_keeper( CHAR_DATA *ch )

{

    CHAR_DATA *keeper;

    SHOP_DATA *pShop;

    char buf [MAX_STRING_LENGTH];



    pShop = NULL;

    for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )

    {

	if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )

	    break;

    }



    if ( pShop == NULL )

    {

	send_to_char( "You can't do that here.\n\r", ch );

	return NULL;

    }



    /*

     * Shop hours.

     */

    if ( time_info.hour < pShop->open_hour )

    {

	strcpy( buf, "Sorry, come back later." );

	do_say( keeper, buf );

	return NULL;

    }

    

    if ( time_info.hour > pShop->close_hour )

    {

	strcpy( buf, "Sorry, come back tomorrow." );

	do_say( keeper, buf );

	return NULL;

    }



    /*

     * Invisible or hidden people.

     */

    if ( !can_see( keeper, ch ) )

    {

	strcpy( buf, "I don't trade with folks I can't see." );

	do_say( keeper, buf );

	return NULL;

    }



    return keeper;

}







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;

	    }

	}



	for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )

	{

	    if ( obj->pIndexData == obj2->pIndexData )

	    {

		cost = 0;

		break;

	    }

	}

    }



    if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )

	cost = cost * obj->value[2] / obj->value[1];



    return cost;

}







void do_buy( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];



    argument = one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Buy what?\n\r", ch );

	return;

    }



    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )

    {

	char buf[MAX_STRING_LENGTH];

	CHAR_DATA *pet;

	ROOM_INDEX_DATA *pRoomIndexNext;

	ROOM_INDEX_DATA *in_room;



	if ( IS_NPC(ch) )

	    return;



	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );

	if ( pRoomIndexNext == NULL )

	{

	    bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );

	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );

	    return;

	}



	in_room     = ch->in_room;

	ch->in_room = pRoomIndexNext;

	pet         = get_char_room( ch, arg );

	ch->in_room = in_room;



	if ( pet == NULL || !IS_SET(pet->act, ACT_PET) )

	{

	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );

	    return;

	}



	if ( ch->gold < 10 * pet->level * pet->level )

	{

	    send_to_char( "You can't afford it.\n\r", ch );

	    return;

	}



	if ( ch->level < pet->level )

	{

	    send_to_char( "You're not ready for this pet.\n\r", ch );

	    return;

	}



	ch->gold		-= 10 * pet->level * pet->level;

	pet			= create_mobile( pet->pIndexData );

	SET_BIT(pet->act, ACT_PET);

	SET_BIT(pet->affected_by, AFF_CHARM);



	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 );

	send_to_char( "Enjoy your pet.\n\r", ch );

	act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );

	return;

    }

    else

    {

	CHAR_DATA *keeper;

	OBJ_DATA *obj;

	int cost;



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

	    return;



	obj  = get_obj_carry( keeper, arg );

	cost = get_cost( keeper, obj, TRUE );



	if ( cost <= 0 || !can_see_obj( ch, obj ) )

	{

	    act( "$n tells you 'I don't sell that -- try 'list''.",

		keeper, NULL, ch, TO_VICT );

	    ch->reply = keeper;

	    return;

	}



	if ( ch->gold < cost )

	{

	    act( "$n tells you 'You can't afford to buy $p'.",

		keeper, obj, ch, TO_VICT );

	    ch->reply = keeper;

	    return;

	}

	

	if ( (obj->level > ch->level) && ch->level < 3 )

	{

	    act( "$n tells you 'You can't use $p yet'.",

		keeper, obj, ch, TO_VICT );

	    ch->reply = keeper;

	    return;

	}



	if ( ch->carry_number + 1 > can_carry_n( ch ) )

	{

	    send_to_char( "You can't carry that many items.\n\r", ch );

	    return;

	}



	if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )

	{

	    send_to_char( "You can't carry that much weight.\n\r", ch );

	    return;

	}



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

	act( "You buy $p.", ch, obj, NULL, TO_CHAR );

	ch->gold     -= cost;

	keeper->gold += cost;



	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )

	    obj = create_object( obj->pIndexData, obj->level );

	else

	    obj_from_char( obj );



	obj_to_char( obj, ch );

	return;

    }

}







void do_list( CHAR_DATA *ch, char *argument )

{

    char buf[MAX_STRING_LENGTH];



    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )

    {

	ROOM_INDEX_DATA *pRoomIndexNext;

	CHAR_DATA *pet;

	bool found;



	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );

	if ( pRoomIndexNext == NULL )

	{

	    bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );

	    send_to_char( "You can't do that here.\n\r", ch );

	    return;

	}



	found = FALSE;

	for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )

	{

	    if ( IS_SET(pet->act, ACT_PET) )

	    {

		if ( !found )

		{

		    found = TRUE;

		    send_to_char( "Pets for sale:\n\r", ch );

		}

		sprintf( buf, "[%2d] %8d - %s\n\r",

		    pet->level,

		    10 * pet->level * pet->level,

		    pet->short_descr );

		send_to_char( buf, ch );

	    }

	}

	if ( !found )

	    send_to_char( "Sorry, we're out of pets right now.\n\r", ch );

	return;

    }

    else

    {

	char arg[MAX_INPUT_LENGTH];

	CHAR_DATA *keeper;

	OBJ_DATA *obj;

	int cost;

	bool found;



	one_argument( argument, arg );



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

	    return;



	found = FALSE;

	for ( obj = keeper->carrying; obj; obj = obj->next_content )

	{

	    if ( obj->wear_loc == WEAR_NONE

	    &&   can_see_obj( ch, obj )

	    && ( cost = get_cost( keeper, obj, TRUE ) ) > 0

	    && ( arg[0] == '\0' || is_name( arg, obj->name ) ) )

	    {

		if ( !found )

		{

		    found = TRUE;

		    send_to_char( "[Lv Price] Item\n\r", ch );

		}



		sprintf( buf, "[%2d %5d] %s.\n\r",

		    obj->level, cost, capitalize( obj->short_descr ) );

		send_to_char( buf, ch );

	    }

	}



	if ( !found )

	{

	    if ( arg[0] == '\0' )

		send_to_char( "You can't buy anything here.\n\r", ch );

	    else

		send_to_char( "You can't buy that here.\n\r", ch );

	}

	return;

    }

}







void do_sell( CHAR_DATA *ch, char *argument )

{

    char buf[MAX_STRING_LENGTH];

    char arg[MAX_INPUT_LENGTH];

    CHAR_DATA *keeper;

    OBJ_DATA *obj;

    int cost;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Sell what?\n\r", ch );

	return;

    }



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

	return;



    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

    {

	act( "$n tells you 'You don't have that item'.",

	    keeper, NULL, ch, TO_VICT );

	ch->reply = keeper;

	return;

    }



    if ( !can_drop_obj( ch, obj ) )

    {

	send_to_char( "You can't let go of it.\n\r", ch );

	return;

    }



    if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )

    {

	act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );

	return;

    }



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

    sprintf( buf, "You sell $p for %d gold piece%s.",

	cost, cost == 1 ? "" : "s" );

    act( buf, ch, obj, NULL, TO_CHAR );

    ch->gold     += cost;

    keeper->gold -= cost;

    if ( keeper->gold < 0 )

	keeper->gold = 0;



    if ( obj->item_type == ITEM_TRASH )

    {

	extract_obj( obj );

    }

    else

    {

	obj_from_char( obj );

	obj_to_char( obj, keeper );

    }



    return;

}







void do_value( CHAR_DATA *ch, char *argument )

{

    char buf[MAX_STRING_LENGTH];

    char arg[MAX_INPUT_LENGTH];

    CHAR_DATA *keeper;

    OBJ_DATA *obj;

    int cost;



    one_argument( argument, arg );



    if ( arg[0] == '\0' )

    {

	send_to_char( "Value what?\n\r", ch );

	return;

    }



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

	return;



    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )

    {

	act( "$n tells you 'You don't have that item'.",

	    keeper, NULL, ch, TO_VICT );

	ch->reply = keeper;

	return;

    }



    if ( !can_drop_obj( ch, obj ) )

    {

	send_to_char( "You can't let go of it.\n\r", ch );

	return;

    }



    if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )

    {

	act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );

	return;

    }



    sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost );

    act( buf, keeper, obj, ch, TO_VICT );

    ch->reply = keeper;



    return;

}



void do_activate( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    CHAR_DATA *victim;

    CHAR_DATA *victim_next;

    CHAR_DATA *mount;

    CHAR_DATA *mob;

    ROOM_INDEX_DATA *pRoomIndex;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' )

    {

	send_to_char( "Which item do you wish to activate?\n\r", ch );

	return;

    }

    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 

    {

	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )

	{

	    send_to_char( "You can't find that item.\n\r", ch );

	    return;

	}

	/* You should only be able to use nontake items on floor */

	if (CAN_WEAR(obj, ITEM_TAKE))

	{

	    send_to_char( "But you are not wearing it!\n\r", ch );

	    return;

	}

    }

    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) )

    {

	send_to_char( "This item cannot be activated.\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )

    {

	send_to_char( "Who do you wish to activate it on?\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) )

    {

	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

	{

	    send_to_char( "Nobody here by that name.\n\r", ch );

	    return;

	}

    }

    else victim = ch;

    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'

	&& str_cmp(obj->chpoweruse,"(null)") )

	kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);

    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'

	&& str_cmp(obj->victpoweruse,"(null)") )

	kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);

    if ( IS_SET(obj->spectype, SITEM_SPELL))

    {

	int castlevel = obj->level;

	if (castlevel < 1) castlevel = 1;

	else if (castlevel > 60) castlevel = 60;

	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );

    	if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,6);

	if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);

	if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	obj->specpower = ch->in_room->vnum;

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

        if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_OBJECT))

    {

	if ( get_obj_index(obj->specpower) == NULL ) return;

	obj2 = create_object(get_obj_index(obj->specpower), ch->level);

	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);

	else                           obj_to_room(obj2,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_MOBILE))

    {

	if ( get_mob_index(obj->specpower) == NULL ) return;

	mob = create_mobile(get_mob_index(obj->specpower));

	char_to_room(mob,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_ACTION))

    {

	interpret(ch,obj->victpoweron);

	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&

	    obj->victpoweroff != '\0')

	{

	    for ( victim = char_list; victim != NULL; victim = victim_next )

	    {

		victim_next	= victim->next;

		if ( victim->in_room == NULL ) continue;

		if ( victim == ch ) continue;

		if ( victim->in_room == ch->in_room )

		{

		    interpret(victim,obj->victpoweroff);

		    continue;

		}

	    }

	}

    }

    return;

}



void do_press( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    CHAR_DATA *victim;

    CHAR_DATA *victim_next;

    CHAR_DATA *mount;

    CHAR_DATA *mob;

    ROOM_INDEX_DATA *pRoomIndex;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' )

    {

	send_to_char( "Which item do you wish to press?\n\r", ch );

	return;

    }

    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 

    {

	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )

	{

	    send_to_char( "You can't find that item.\n\r", ch );

	    return;

	}

	/* You should only be able to use nontake items on floor */

	if (CAN_WEAR(obj, ITEM_TAKE))

	{

	    send_to_char( "But you are not wearing it!\n\r", ch );

	    return;

	}

    }

    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) )

    {

	send_to_char( "There is nothing on this item to press.\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )

    {

	send_to_char( "Who do you wish to use it on?\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) )

    {

	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

	{

	    send_to_char( "Nobody here by that name.\n\r", ch );

	    return;

	}

    }

    else victim = ch;

    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'

	&& str_cmp(obj->chpoweruse,"(null)") )

	kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);

    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'

	&& str_cmp(obj->victpoweruse,"(null)") )

	kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);

    if ( IS_SET(obj->spectype, SITEM_SPELL))

    {

	int castlevel = obj->level;

	if (castlevel < 1) castlevel = 1;

	else if (castlevel > 60) castlevel = 60;

	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );

 	if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,6);

	if ( IS_SET(obj->spectype, SITEM_DELAY1)) 

        {

	    if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,6);

	}

	if ( IS_SET(obj->spectype, SITEM_DELAY2)) 

	{

	    if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,12);

	}

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	obj->specpower = ch->in_room->vnum;

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

        if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_OBJECT))

    {

	if ( get_obj_index(obj->specpower) == NULL ) return;

	obj2 = create_object(get_obj_index(obj->specpower), ch->level);

	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);

	else                           obj_to_room(obj2,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_MOBILE))

    {

	if ( get_mob_index(obj->specpower) == NULL ) return;

	mob = create_mobile(get_mob_index(obj->specpower));

	char_to_room(mob,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_ACTION))

    {

	interpret(ch,obj->victpoweron);

	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&

	    obj->victpoweroff != '\0')

	{

	    for ( victim = char_list; victim != NULL; victim = victim_next )

	    {

		victim_next	= victim->next;

		if ( victim->in_room == NULL ) continue;

		if ( victim == ch ) continue;

		if ( victim->in_room == ch->in_room )

		{

		    interpret(victim,obj->victpoweroff);

		    continue;

		}

	    }

	}

    }

    return;

}



void do_twist( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    CHAR_DATA *victim;

    CHAR_DATA *victim_next;

    CHAR_DATA *mount;

    CHAR_DATA *mob;

    ROOM_INDEX_DATA *pRoomIndex;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' )

    {

	send_to_char( "Which item do you wish to twist?\n\r", ch );

	return;

    }

    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 

    {

	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )

	{

	    send_to_char( "You can't find that item.\n\r", ch );

	    return;

	}

	/* You should only be able to use nontake items on floor */

	if (CAN_WEAR(obj, ITEM_TAKE))

	{

	    send_to_char( "But you are not wearing it!\n\r", ch );

	    return;

	}

    }

    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) )

    {

	send_to_char( "This item cannot be twisted.\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )

    {

	send_to_char( "Who do you wish to use it on?\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) )

    {

	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

	{

	    send_to_char( "Nobody here by that name.\n\r", ch );

	    return;

	}

    }

    else victim = ch;

    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'

	&& str_cmp(obj->chpoweruse,"(null)") )

	kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);

    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'

	&& str_cmp(obj->victpoweruse,"(null)") )

	kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);

    if ( IS_SET(obj->spectype, SITEM_SPELL))

    {

	int castlevel = obj->level;

	if (castlevel < 1) castlevel = 1;

	else if (castlevel > 60) castlevel = 60;

	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );

    	if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,6);

	if ( IS_SET(obj->spectype, SITEM_DELAY1)) 

	{

	    if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,6);

	}

	if ( IS_SET(obj->spectype, SITEM_DELAY2))

	{

     		if (!IS_IMMORTAL( ch))

			WAIT_STATE(ch,12);

	}

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	obj->specpower = ch->in_room->vnum;

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_OBJECT))

    {

	if ( get_obj_index(obj->specpower) == NULL ) return;

	obj2 = create_object(get_obj_index(obj->specpower), ch->level);

	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);

	else                           obj_to_room(obj2,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_MOBILE))

    {

	if ( get_mob_index(obj->specpower) == NULL ) return;

	mob = create_mobile(get_mob_index(obj->specpower));

	char_to_room(mob,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_ACTION))

    {

	interpret(ch,obj->victpoweron);

	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&

	    obj->victpoweroff != '\0')

	{

	    for ( victim = char_list; victim != NULL; victim = victim_next )

	    {

		victim_next	= victim->next;

		if ( victim->in_room == NULL ) continue;

		if ( victim == ch ) continue;

		if ( victim->in_room == ch->in_room )

		{

		    interpret(victim,obj->victpoweroff);

		    continue;

		}

	    }

	}

    }

    return;

}



void do_pull( CHAR_DATA *ch, char *argument )

{

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    CHAR_DATA *victim;

    CHAR_DATA *victim_next;

    CHAR_DATA *mount;

    CHAR_DATA *mob;

    ROOM_INDEX_DATA *pRoomIndex;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' )

    {

	send_to_char( "What do you wish to pull?\n\r", ch );

	return;

    }

    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 

    {

	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )

	{

	    send_to_char( "You can't find that item.\n\r", ch );

	    return;

	}

	/* You should only be able to use nontake items on floor */

	if (CAN_WEAR(obj, ITEM_TAKE))

	{

	    send_to_char( "But you are not wearing it!\n\r", ch );

	    return;

	}

    }

    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) )

    {

	send_to_char( "This item cannot be pulled.\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )

    {

	send_to_char( "Who do you wish to use it on?\n\r", ch );

	return;

    }

    if ( IS_SET(obj->spectype, SITEM_TARGET) )

    {

	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )

	{

	    send_to_char( "Nobody here by that name.\n\r", ch );

	    return;

	}

    }

    else victim = ch;

    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'

	&& str_cmp(obj->chpoweruse,"(null)") )

	kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);

    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'

	&& str_cmp(obj->victpoweruse,"(null)") )

	kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);

    if ( IS_SET(obj->spectype, SITEM_SPELL))

    {

	int castlevel = obj->level;

	if (castlevel < 1) castlevel = 1;

	else if (castlevel > 60) castlevel = 60;

	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );

    	if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,6);

	if ( IS_SET(obj->spectype, SITEM_DELAY1))

	{

		if (!IS_IMMORTAL( ch))

			WAIT_STATE(ch,6);

	}

	if ( IS_SET(obj->spectype, SITEM_DELAY2)) 

	{

	    if (!IS_IMMORTAL( ch))

		WAIT_STATE(ch,12);

	}

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	obj->specpower = ch->in_room->vnum;

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))

    {

    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'

	    && str_cmp(obj->chpoweron,"(null)") )

	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'

	    && str_cmp(obj->victpoweron,"(null)") )

	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);

	pRoomIndex     = get_room_index(obj->specpower);

	if ( pRoomIndex == NULL ) return;

	char_from_room(ch);

	char_to_room(ch,pRoomIndex);

	do_look(ch,"auto");

    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'

	    && str_cmp(obj->chpoweroff,"(null)") )

	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);

    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'

	    && str_cmp(obj->victpoweroff,"(null)") )

	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&

            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&

            CAN_WEAR(obj,ITEM_TAKE))

        {

            send_to_char("A powerful force hurls you from the room.\n\r",ch);

            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);

            ch->position = POS_STUNNED;

            char_from_room(ch);

            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));

            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);

        }

    	if ( (mount = ch->mount) == NULL) return;

    	char_from_room( mount );

    	char_to_room( mount, ch->in_room );

    	do_look( mount, "auto" );

	return;

    }

    else if ( IS_SET(obj->spectype, SITEM_OBJECT))

    {

	if ( get_obj_index(obj->specpower) == NULL ) return;

	obj2 = create_object(get_obj_index(obj->specpower), ch->level);

	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);

	else                           obj_to_room(obj2,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_MOBILE))

    {

	if ( get_mob_index(obj->specpower) == NULL ) return;

	mob = create_mobile(get_mob_index(obj->specpower));

	char_to_room(mob,ch->in_room);

    }

    else if ( IS_SET(obj->spectype, SITEM_ACTION))

    {

	interpret(ch,obj->victpoweron);

	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&

	    obj->victpoweroff != '\0')

	{

	    for ( victim = char_list; victim != NULL; victim = victim_next )

	    {

		victim_next	= victim->next;

		if ( victim->in_room == NULL ) continue;

		if ( victim == ch ) continue;

		if ( victim->in_room == ch->in_room )

		{

		    interpret(victim,obj->victpoweroff);

		    continue;

		}

	    }

	}

    }

    return;

}



bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument )

{

    char arg [MAX_INPUT_LENGTH];

    int count;

    argument = one_argument( argument, arg );



    if (!str_cmp(arg,"head"))

    {

	if (IS_HEAD(ch,LOST_HEAD)) return FALSE;

    }

    else if (!str_cmp(arg,"face"))

    {

	if (IS_HEAD(ch,LOST_HEAD)) return FALSE;

    }

    else if (!str_cmp(arg,"left_hand"))

    {

	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE;

	if (IS_ARM_L(ch,LOST_ARM)) return FALSE;

	else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE;

	else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;

	else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE;

	else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE;

	count = 0;

	if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1;

	if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1;

	if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1;

	if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1;

	if (count > 2) return FALSE;

    }

    else if (!str_cmp(arg,"right_hand"))

    {

	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE;

	if (IS_ARM_R(ch,LOST_ARM)) return FALSE;

	else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE;

	else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;

	else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE;

	else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE;

	count = 0;

	if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1;

	if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1;

	if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1;

	if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1;

	if (count > 2) return FALSE;

    }

    else if (!str_cmp(arg,"left_wrist"))

    {

	if (IS_ARM_L(ch,LOST_ARM)) return FALSE;

	else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;

    }

    else if (!str_cmp(arg,"right_wrist"))

    {

	if (IS_ARM_R(ch,LOST_ARM)) return FALSE;

	else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;

    }

    else if (!str_cmp(arg,"left_finger"))

    {

	if (IS_ARM_L(ch,LOST_ARM)) return FALSE;

	else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;

	else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE;

    }

    else if (!str_cmp(arg,"right_finger"))

    {

	if (IS_ARM_R(ch,LOST_ARM)) return FALSE;

	else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;

	else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE;

    }

    else if (!str_cmp(arg,"arms"))

    {

	if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;

    }

    else if (!str_cmp(arg,"hands"))

    {

	if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;

	if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE;

    }

    else if (!str_cmp(arg,"legs"))

    {

	if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;

    }

    else if (!str_cmp(arg,"feet"))

    {

	if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;

	if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE;

    }

    return TRUE;

}



void do_qmake( CHAR_DATA *ch, char *argument )

{

    OBJ_INDEX_DATA *pObjIndex;

    OBJ_DATA *obj;

    char arg[MAX_INPUT_LENGTH];



    argument = one_argument( argument, arg );



    if (arg[0] == '\0')

    {

	send_to_char("Do you wish to qmake a MACHINE or a CARD?\n\r",ch);

	return;

    }

    if (!str_cmp(arg,"card"))

    {

    	if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL)

    	{

	    send_to_char("Missing object, please inform an Imp.\n\r",ch);

	    return;

    	}

        if (ch->in_room == NULL) return;

        obj = create_object(pObjIndex, 0);

        obj_to_char(obj, ch);

	quest_object(ch,obj);

    }

    else if (!str_cmp(arg,"machine"))

    {

    	if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTMACHINE )) == NULL)

    	{

	    send_to_char("Missing object, please inform an Imp.\n\r",ch);

	    return;

    	}

        if (ch->in_room == NULL) return;

        obj = create_object(pObjIndex, 0);

        obj_to_room(obj, ch->in_room);

    }

    else

    {

	send_to_char("You can only qmake a MACHINE or a CARD.\n\r",ch);

	return;

    }

    send_to_char("Ok.\n\r",ch);

    return;

}



void do_recharge( CHAR_DATA *ch, char *argument )

{

    char buf[MAX_INPUT_LENGTH];

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    OBJ_DATA *qobj;

    int count = 0;

    int value = 1;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' || arg2[0] == '\0' )

    {

	send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch );

	return;

    }

    if ( (obj = get_obj_carry(ch,arg1)) == NULL )

    {

	send_to_char( "You are not carrying that object.\n\r", ch );

	return;

    }

    if (obj->item_type != ITEM_QUESTCARD)

    {

	send_to_char( "That is not a quest card.\n\r", ch );

	return;

    }

    if ( (qobj = get_obj_here(ch,arg2)) == NULL )

    {

	send_to_char( "There is nothing for you to recharge it with.\n\r", ch );

	return;

    }

    if (qobj->item_type != ITEM_QUESTMACHINE)

    {

	send_to_char( "That is not a quest machine.\n\r", ch );

	return;

    }

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

    if (obj->value[1] == -1) count += 1;

    if (obj->value[2] == -1) count += 1;

    if (obj->value[3] == -1) count += 1;

    if (count == 4) quest_object( ch, obj );

    else

    {

	send_to_char( "You have not yet completed the current quest.\n\r", ch );

	return;

    }

    act("You place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR);

    act("$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM);

    act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR);

    act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM);

    value = obj->level;

    if (value < 1) value = 1; else if (value > 50) value = 50;



    obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);

    obj->value[0] = value;

    obj->level = value;

    obj->cost = value*1000;

    obj->item_type = ITEM_QUEST;

    obj_to_char(obj,ch);

    if (obj->questmaker != NULL) free_string(obj->questmaker);

    obj->questmaker = str_dup(ch->name);

    free_string( obj->name );

    obj->name = str_dup( "quest token" );

    free_string( obj->short_descr );

    sprintf(buf,"a %d point quest token",value);

    obj->short_descr = str_dup( buf );

    free_string( obj->description );

    sprintf(buf,"A %d point quest token lies on the floor.",value);

    obj->description = str_dup( buf );

    act("You take $p from $P.",ch,obj,qobj,TO_CHAR);

    act("$n takes $p from $P.",ch,obj,qobj,TO_ROOM);

    if (!IS_NPC(ch))

    {

	ch->pcdata->score[SCORE_NUM_QUEST]++;

	ch->pcdata->score[SCORE_QUEST] += value;

	sprintf(buf,"%s has completed a quest!.",ch->name);

    }

    else sprintf(buf,"%s has completed a quest!.",ch->short_descr);

    buf[0] = UPPER(buf[0]);

    do_info(ch,buf);

    do_autosave(ch,"");

    return;

}                                 



void quest_object( CHAR_DATA *ch, OBJ_DATA *obj )

{

    static const sh_int quest_selection[] = 



/*  Modified By Shakti : Olympian Gods made harder, making it necessary   */

/*  to change the quest items from things they carried (generally items   */

/*  in the 900 number range) to other things, along with items from       */

/*  other pumped mobs.                                                    */



    {

	 102,

         5211, 9225,  605, 1329, 2276, 5112, 6513, 6517, 6519, 5001,

	 5005, 5011, 5012, 5013, 2902, 1352, 2348, 2361, 3005, 5011,

	 5012, 5013, 2902, 1352, 2348, 2361, 3005,  300,  303,  307,

	 7216, 1100,  100,30315, 5110, 6001, 3050,  301, 5230,30302,

	  663, 7303, 2915, 2275, 8600, 8601, 8602, 8603, 5030, 9321,

	 6010, 1304, 1307, 1332, 1333, 1342, 1356, 1361, 2304, 2322,

	 2331, 2382, 8003, 8005, 5300, 5302, 5309, 5310, 5311, 4000,

          601,  664, 6621,  105, 4708,  311, 7203, 7206, 1101, 5214,

	 5223, 5228, 2804, 1612, 5207, 9302, 5301, 5224, 7801, 9313,

	 6304, 2003, 3425, 3423, 608,  1109,30319, 8903, 9317, 9307,

         4050, 2105, 2204, 4100, 3428,  310, 5113, 3402, 5319, 6512,

         5114, 9314,30316, 2106, 8007, 6601, 2333, 3610, 2015, 5022,

	 1394, 2202, 1401, 6005, 1614,  647, 1388, 9311, 3604, 4701,

	30325, 6106, 2003, 7190, 9322, 1384, 3412, 2342, 1374, 2210,

	 2332, 2901, 7200, 7824, 3410, 2013, 1510, 8306, 3414, 2005

    };



/*                      End of Modification                             */



    int object;

    if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return;



    object = number_range(obj->level, obj->level + 100);

    if (object < 1 || object > 150) object = 0;

    obj->value[0] = quest_selection[object];



    object = number_range(obj->level, obj->level + 100);

    if (object < 1 || object > 150) object = 0;

    obj->value[1] = quest_selection[object];



    object = number_range(obj->level, obj->level + 100);

    if (object < 1 || object > 150) object = 0;

    obj->value[2] = quest_selection[object];



    object = number_range(obj->level, obj->level + 100);

    if (object < 1 || object > 150) object = 0;

    obj->value[3] = quest_selection[object];

    return;

}



void do_complete( CHAR_DATA *ch, char *argument )

{

    char buf[MAX_STRING_LENGTH];

    char arg1[MAX_INPUT_LENGTH];

    char arg2[MAX_INPUT_LENGTH];

    OBJ_DATA *qobj;

    OBJ_DATA *obj;

    OBJ_INDEX_DATA *pObjIndex;

    int count = 0;

    int count2 = 0;



    argument = one_argument( argument, arg1 );

    argument = one_argument( argument, arg2 );



    if ( arg1[0] == '\0' )

    {

	send_to_char( "Syntax: complete <quest card> <object>\n\r", ch );

	return;

    }



    if ( (qobj = get_obj_carry(ch,arg1)) == NULL )

    {

	send_to_char( "You are not carrying that object.\n\r", ch );

	return;

    }

    else if (qobj->item_type != ITEM_QUESTCARD)

    {

	send_to_char( "That is not a quest card.\n\r", ch );

	return;

    }

    if (qobj->value[0] == -1) count += 1;

    if (qobj->value[1] == -1) count += 1;

    if (qobj->value[2] == -1) count += 1;

    if (qobj->value[3] == -1) count += 1;



    if ( arg2[0] == '\0' )

    {

	if (count == 4) {send_to_char("This quest card has been completed.\n\r",ch);return;}

	send_to_char("You still need to find the following:\n\r",ch);

	if (qobj->value[0] != -1)

	    {pObjIndex = get_obj_index( qobj->value[0] );

	    if ( pObjIndex != NULL )

		sprintf(buf,"     %s.\n\r",pObjIndex->short_descr);

		buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}

	if (qobj->value[1] != -1)

	    {pObjIndex = get_obj_index( qobj->value[1] );

	    if ( pObjIndex != NULL )

		sprintf(buf,"     %s.\n\r",pObjIndex->short_descr);

		buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}

	if (qobj->value[2] != -1)

	    {pObjIndex = get_obj_index( qobj->value[2] );

	    if ( pObjIndex != NULL )

		sprintf(buf,"     %s.\n\r",pObjIndex->short_descr);

		buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}

	if (qobj->value[3] != -1)

	    {pObjIndex = get_obj_index( qobj->value[3] );

	    if ( pObjIndex != NULL )

		sprintf(buf,"     %s.\n\r",pObjIndex->short_descr);

		buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}

	return;

    }



    if (count == 4)

    {

	act( "But $p has already been completed!",ch,qobj,NULL,TO_CHAR );

	return;

    }



    if ( (obj = get_obj_carry(ch,arg2)) == NULL )

    {

	send_to_char( "You are not carrying that object.\n\r", ch );

	return;

    }

    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)

    {

	send_to_char( "You cannot use that item.\n\r", ch );

	return;

    }

    if (obj->pIndexData->vnum == 30037 || obj->pIndexData->vnum == 30041)

    {

	send_to_char( "That item has lost its quest value, you must collect a new one.\n\r", ch );

	return;

    }

    if (qobj->value[0] != -1)

	{pObjIndex = get_obj_index( qobj->value[0] );

	if ( pObjIndex != NULL &&

	!str_cmp(obj->short_descr, pObjIndex->short_descr))

	qobj->value[0] = -1;}

    if (qobj->value[1] != -1)

	{pObjIndex = get_obj_index( qobj->value[1] );

	if ( pObjIndex != NULL &&

	!str_cmp(obj->short_descr, pObjIndex->short_descr))

	qobj->value[1] = -1;}

    if (qobj->value[2] != -1)

	{pObjIndex = get_obj_index( qobj->value[2] );

	if ( pObjIndex != NULL &&

	!str_cmp(obj->short_descr, pObjIndex->short_descr))

	qobj->value[2] = -1;}

    if (qobj->value[3] != -1)

	{pObjIndex = get_obj_index( qobj->value[3] );

	if ( pObjIndex != NULL &&

	!str_cmp(obj->short_descr, pObjIndex->short_descr))

	qobj->value[3] = -1;}

    if (qobj->value[0] == -1) count2 += 1;

    if (qobj->value[1] == -1) count2 += 1;

    if (qobj->value[2] == -1) count2 += 1;

    if (qobj->value[3] == -1) count2 += 1;

    if (count == count2)

    {

	send_to_char( "That item is not required.\n\r", ch );

	return;

    }



    act("You touch $p to $P, and $p vanishes!",ch,obj,qobj,TO_CHAR);

    act("$n touches $p to $P, and $p vanishes!",ch,obj,qobj,TO_ROOM);

    obj_from_char(obj);

    extract_obj(obj);

    if (count >= 3) {act("$p has been completed!",ch,qobj,NULL,TO_CHAR);}

    else if (count == 2) {act("$p now requires one more object!",ch,qobj,NULL,TO_CHAR);}

    else if (count == 1) {act("$p now requires two more objects!",ch,qobj,NULL,TO_CHAR);}

    else if (count == 0) {act("$p now requires three more objects!",ch,qobj,NULL,TO_CHAR);}

    do_autosave(ch,""); /* Added by Shakti */

    return;

}



void do_sheath( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];



    one_argument(argument,arg);



    if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);

    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))

    {

	sheath(ch,TRUE );

	sheath(ch,FALSE);

    }

    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE);

    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE );

    else send_to_char("Which hand, left or right?\n\r",ch);

    return;

}



void do_draw( CHAR_DATA *ch, char *argument )

{

    char arg[MAX_INPUT_LENGTH];



    one_argument(argument,arg);



    if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN))

    {

	send_to_char("Not in this form.\n\r",ch);

	return;

    }

    if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);

    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))

    {

	draw(ch,TRUE );

	draw(ch,FALSE);

    }

    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) draw(ch,FALSE);

    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) draw(ch,TRUE );

    else send_to_char("Which hand, left or right?\n\r",ch);

    return;

}



void sheath( CHAR_DATA *ch, bool right )

{

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    int scabbard;



    if (right)

    {

	scabbard = WEAR_SCABBARD_R;

	if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL )

	{

	    send_to_char("You are not holding anything in your right hand.\n\r",ch);

	    return;

	}

	else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)

	{

	    act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);

	    return;

	}

    	act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);

    	act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);

    }

    else

    {

	scabbard = WEAR_SCABBARD_L;

	if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL )

	{

	    send_to_char("You are not holding anything in your left hand.\n\r",ch);

	    return;

	}

	else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)

	{

	    act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);

	    return;

	}

    	act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);

    	act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);

    }

    if (obj->item_type != ITEM_WEAPON)

    {

	act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);

	return;

    }

    unequip_char(ch,obj);

    obj->wear_loc = scabbard;

    return;

}



void draw( CHAR_DATA *ch, bool right )

{

    OBJ_DATA *obj;

    OBJ_DATA *obj2;

    int scabbard;

    int worn;

    if (right)

    {

	scabbard = WEAR_SCABBARD_R;

	worn = WEAR_WIELD;

	if ( (obj = get_eq_char(ch,scabbard)) == NULL )

	{

	    send_to_char("Your right scabbard is empty.\n\r",ch);

	    return;

	}

	else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL)

	{

	    act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);

	    return;

	}

    	act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);

    	act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);

    }

    else

    {

	scabbard = WEAR_SCABBARD_L;

	worn = WEAR_HOLD;

	if ( (obj = get_eq_char(ch,scabbard)) == NULL )

	{

	    send_to_char("Your left scabbard is empty.\n\r",ch);

	    return;

	}

	else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL)

	{

	    act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);

	    return;

	}

    	act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);

    	act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);

    }

    obj->wear_loc = -1;

    equip_char(ch,obj,worn);

    return;

}



void do_special( CHAR_DATA *ch, char *argument )

{

    char bname[MAX_INPUT_LENGTH];

    char bshort[MAX_INPUT_LENGTH];

    char blong[MAX_INPUT_LENGTH];

    char *kav;

    int dice = number_range(1,3);

    OBJ_DATA *obj;



    obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);



    kav = special_item_name( obj );



    switch ( dice )

    {

    default:

	sprintf(bname,"%s ring", kav);

	sprintf(bshort,"a %s ring", kav);

	sprintf(blong,"A %s ring lies here.", kav);

	obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;

	break;

    case 1:

	sprintf(bname,"%s ring", kav);

	sprintf(bshort,"a %s ring", kav);

	sprintf(blong,"A %s ring lies here.", kav);

	obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;

	break;

    case 2:

	sprintf(bname,"%s necklace", kav);

	sprintf(bshort,"a %s necklace", kav);

	sprintf(blong,"A %s necklace lies here.", kav);

	obj->wear_flags = ITEM_WEAR_NECK + ITEM_TAKE;

	break;

    case 3:

	sprintf(bname,"%s plate", kav);

	sprintf(bshort,"a suit of %s platemail", kav);

	sprintf(blong,"A suit of %s platemail lies here.", kav);

	obj->wear_flags = ITEM_WEAR_BODY + ITEM_TAKE;

	break;

    }



    if (obj->wear_flags == 513 || obj->wear_flags == 8193 || 

	obj->wear_flags == 16385)

    {

	obj->item_type = ITEM_WEAPON;

    	obj->value[1] = 10;

    	obj->value[2] = 20;

    	obj->value[3] = number_range(1,12);

    }

    else

    {

	obj->item_type = ITEM_ARMOR;

    	obj->value[0] = 15;

    }



    obj->level = 50;

    obj->cost = 100000;



    if (obj->questmaker != NULL) free_string(obj->questmaker);

    obj->questmaker = str_dup(ch->name);



    free_string( obj->name );

    obj->name = str_dup( bname );



    free_string( obj->short_descr );

    obj->short_descr = str_dup( bshort );



    free_string( obj->description );

    obj->description = str_dup( blong );



    obj_to_char(obj,ch);

    return;

}



char *special_item_name( OBJ_DATA *obj )

{

    static char buf[MAX_INPUT_LENGTH];

    int dice = number_range(1,4);

    switch ( dice )

    {

    default:

	strcpy(buf,"golden");

	break;

    case 1:

	strcpy(buf,"golden");

	break;

    case 2:

	strcpy(buf,"silver");

	break;

    case 3:

	strcpy(buf,"brass");

	break;

    case 4:

	strcpy(buf,"copper");

	break;

    }

    return buf;

}