mcloud/
/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *  Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen  *
 *                                                                         *
 *  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.                                                  *
 ***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.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 ) );
void    give_token  args( ( CHAR_DATA *questmaster, CHAR_DATA *ch, int value) );

#undef	CD

void do_call( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *in_obj;
    CHAR_DATA *gch;
    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))
    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->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
  {
    send_to_char("Nothing happens.\n\r", ch);
    return;
  }
  if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

  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)
      return;
      if ((gch = in_obj->carried_by) != NULL)
      {      
      if (gch->desc && gch->desc->connected != CON_PLAYING)
        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 )
{
    CHAR_DATA *gch;
    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->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
      continue;
    if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
	    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 ((gch = in_obj->carried_by) != NULL)
            {
        if (gch->desc && gch->desc->connected != CON_PLAYING)
          continue;
            }
	}
	if (obj->carried_by != NULL && obj->carried_by != ch)
	{
	    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;
    char buf[MSL];

    /* 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->bones += obj->value[0];
	extract_obj( obj );
    }
    else
    {
	obj_to_char( obj, ch );
	if ( move_ch && obj->chobj != NULL )
	{
	    if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
	    	objroom = get_room_index(obj->carried_by->in_room->vnum);
      else
        objroom = NULL;
	    if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
	    {
	    	char_from_room(obj->chobj);
	    	char_to_room(obj->chobj,objroom);
		do_look(obj->chobj,"auto");
	    }
	}
    	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	    (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
	    REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
    }
    if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
  {
    sprintf(buf, "%s has discovered %s", ch->pcdata->switchname, obj->short_descr);
    do_info(ch, buf);
  }

    return;
}



void do_newbiepack( CHAR_DATA *ch, char *argument )
{
  if (ch->level >= 2)
  {
    send_to_char("You must be a mortal or avatar to create a newbie pack!\n\r",ch);
    return;
  }
  else if (ch->level == 1)
  {
        ch->level = 12;
        ch->trust = 12;
        do_oload(ch,"30333");
        do_oload(ch,"30334");
        do_oload(ch,"30335");
        do_oload(ch,"30336");
        do_oload(ch,"30337");
	do_oload(ch,"30338");
        do_oload(ch,"30339");
        do_oload(ch,"30339");
        do_oload(ch,"30340");
        do_oload(ch,"30340");
        do_oload(ch,"30342");
        do_oload(ch,"30342");
        do_oload(ch,"30343");
        do_oload(ch,"30343");
        do_oload(ch,"2622");
        do_oload(ch,"2204");
        ch->level = 1;
        ch->trust = 0;
  }
  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;
	    }
      if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT))
      {
	send_to_char("You can't pick that up.\n\r", ch );
        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:
        case ITEM_CORPSE_PC:
	    break;
	}

	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;
    }

    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;
	}

    if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
    {
      send_to_char("This item cannot be put in containers.\n\r", ch);
      return;
    }

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

    if (get_obj_weight(obj) + get_obj_weight(container) > container->value[0])
	{
	    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) && !IS_OBJ_STAT(obj, ITEM_NOCLAIM) && 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;
    char buf[MSL];

  if (IS_NPC(ch))
    return;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Drop what?\n\r", ch );
	return;
    }
    
    if ( is_number( arg ) )
    {
	/* 'drop NNNN bones' */
	int amount;

	amount   = atoi(arg);
	argument = one_argument( argument, arg );
	if ( amount <= 0
	|| ( str_cmp( arg, "bones" ) && str_cmp( arg, "bone" ) ) )
	{
	    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 bones in the shadowplane.\n\r", ch );
	    return;
	}

	if ( ch->bones < amount )
	{
	    send_to_char( "You haven't got that many bones.\n\r", ch );
	    return;
	}

	ch->bones -= 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 bones.", 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 );
	if(!IS_SET(obj->quest, QUEST_ARTIFACT))
		{
		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);
  if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
  {
    sprintf(buf, "%s has returned to the game", obj->short_descr);
    do_info(ch, buf);
    //obj_from_room(obj);
    sprintf(buf, "%d", obj->pIndexData->vnum);
    extract_obj(obj); 
    do_randomload(ch, buf);
  }
	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 );
		if(!IS_SET(obj->quest, QUEST_ARTIFACT))
		{
		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);
		if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
  {
    sprintf(buf, "%s has returned to the game", obj->short_descr);
    do_info(ch, buf);
    obj_from_room(obj);
    sprintf(buf, "%d", obj->pIndexData->vnum);
    extract_obj(obj); 
    do_randomload(ch, buf);
  }
		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 buf  [MSL];
    CHAR_DATA *victim;
    OBJ_DATA  *obj;
    extern bool quest;
    extern bool auto_quest;
    extern CHAR_DATA *quest_mob;
    extern OBJ_DATA *aquest_object;

    if( IS_NPC(ch)) return;

    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 bones victim' */
	int amount;

	amount   = atoi(arg1);
	if ( amount <= 0
	|| ( str_cmp( arg2, "bones" ) && str_cmp( arg2, "bone" ) ) )
	{
	    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->bones < amount )
	{
	    send_to_char( "You haven't got that many bones.\n\r", ch );
	    return;
	}

	ch->bones     -= amount;
	victim->bones += amount;
	act( "$n gives you some bones.", ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some bones.",  ch, NULL, victim, TO_NOTVICT );
	act( "You give $N some bones.",  ch, NULL, victim, TO_CHAR    );
	if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) )
	    mp_bribe_trigger( victim, ch, amount );
	send_to_char( "OK.\n\r", ch );
	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 ( IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL(ch) )
    {
        stc("The artifact does not want to leave you.\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->shop_fun)
  {
    send_to_char("They don't want it.\n\r", ch);
    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    );
    
    if ( ( quest || auto_quest ) 
           &&   IS_NPC( victim ) 
           &&   victim == quest_mob
           &&   obj == aquest_object )
    {
       /* Then ch has recovered the quest object!!!!! */
        sprintf( buf, "Oh! %s you found %s for me!  Thank You!",
        ch->name, obj->short_descr );
           do_say( victim, buf );
           interpret( victim, "hop" );
           interpret( victim, "clap" );
       
           if ( !IS_NPC(ch) )
           {
               sprintf( buf, "%s I shall reward you well for recovering this for me!",
                 ch->name );
               do_say( victim, buf );
			   give_token( victim, ch, 5000 ); 
           }  
           quest_complete( ch );     
        }
    
    WAIT_STATE(ch, 6);
    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 && liquid != 16 && liquid != 17 && liquid != 18 && IS_CLASS(ch,CLASS_VAMPIRE) )
	{
	    send_to_char( "You can only drink blood.\n\r", ch );
	    break;
	}


	if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
	{
	    ch->pcdata->condition[COND_THIRST] += number_range(200,300);
        }

	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(25, 50);
	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] >= 20000/ch->generation && ch->generation < 4)
	    send_to_char( "Your blood thirst is sated.\n\r", ch );
	else if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] >= 5000/ch->generation)
	    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;
	}


        if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
        {
            ch->pcdata->condition[COND_THIRST] += number_range(200,300);
        }  

	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(25, 50);
	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] >= 20000 / ch->generation )
	    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 && obj->item_type != ITEM_DRAGONGEM
	  && obj->item_type != ITEM_DTOKEN)
	{
	    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 && obj->item_type != ITEM_DRAGONGEM )
	{
	    send_to_char( "You are too full to eat more.\n\r", ch );
	    return;
	}
	if( !IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FOOD)
	{
		send_to_char( "You can't eat that.\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->bones += obj->value[0];
	break;

    case ITEM_DTOKEN:
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) )
           ch->pcdata->stats[DEMON_CURRENT] += 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) && !IS_IMMORTAL( ch))
    {
	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(IS_CLASS(ch, CLASS_MONK))
          {
            send_to_char( "You must keep your hands free for combat!\n\r", ch);
            return;
          }

	    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 );
	    }	
	    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(IS_CLASS(ch, CLASS_MONK))
          {
            send_to_char( "You must keep your hands free for combat!\n\r", ch);
            return;
          }

	    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 $p in your left hand.",  ch, obj, NULL, TO_CHAR );
	    }
	    if (obj->item_type == ITEM_WEAPON)
	    {
		if ( !IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
		{
		    if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
		    {
			act( "$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;
	}
        else if (get_eq_char( ch, WEAR_THIRD ) == NULL && is_ok_to_wear(ch,wolf_ok,"third_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 third hand.",    ch, obj, NULL, TO_ROOM );
	    	act( "You clutch $p in your third hand.",  ch, obj, NULL, TO_CHAR );
	    }	
	    equip_char( ch, obj, WEAR_THIRD );
	    return;
	}
	else if (get_eq_char( ch, WEAR_FOURTH ) == NULL && is_ok_to_wear(ch,wolf_ok,"fourth_hand"))
	{
	    if ( obj->item_type == ITEM_LIGHT )
	    {
	    	act( "$n lights $p and clutches it in $s fourth hand.", ch, obj, NULL, TO_ROOM );
	    	act( "You light $p and clutch it in your fourth hand.", ch, obj, NULL, TO_CHAR );
	    }
	    else
	    {
	    	act( "$n clutches $p in $s fourth hand.",    ch, obj, NULL, TO_ROOM );
	    	act( "You clutch $p in your fourth hand.",  ch, obj, NULL, TO_CHAR );
	    }
	    if (obj->item_type == ITEM_WEAPON)
	    {
		if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
		{
		    if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
		    {
			act( "$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_FOURTH );
        if (!IS_NPC(ch))
          do_skill(ch, ch->name);
		return;
	    }
	    equip_char( ch, obj, WEAR_FOURTH );
	    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_SPECIAL ) )
    {
        if ( !remove_obj( ch, WEAR_SPECIAL, fReplace ) )
            return;
        if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SPECIAL))
        {
            send_to_char("You are unable to wear it.\n\r",ch);
            return;
        }
        act( "$n holds $p in $s hands.",   ch, obj, NULL, TO_ROOM );
        act( "You hold onto $p.", ch, obj, NULL, TO_CHAR );
        equip_char( ch, obj, WEAR_SPECIAL );
        return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
    {   
        if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
            return;
        if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FLOAT))
        {
            send_to_char("You are unable to wear it, perhaps you suck\n\r",ch);
            return;
        }
        act( "$n throws $p into the air and it starts flying about.",   ch, obj, NULL, TO_ROOM );
        act( "You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR );
        equip_char( ch, obj, WEAR_FLOAT );
        return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_MEDAL ) )
    {   
        if ( !remove_obj( ch, WEAR_MEDAL, fReplace ) )
            return;
        if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_MEDAL))
        {
            send_to_char("You are unable to wear it.\n\r",ch);
            return;
        }
        act( "$n puts $p on $s uniform.",   ch, obj, NULL, TO_ROOM );
        act( "You put $p on your uniform.", ch, obj, NULL, TO_CHAR );
        equip_char( ch, obj, WEAR_MEDAL );
        return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_BODYART ) )
    {   
        if ( !remove_obj( ch, WEAR_BODYART, fReplace ) )
            return;
        if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODYART))
        {
            send_to_char("You are unable to wear it.\n\r",ch);
            return;
        }
        act( "$n screams in agony as $p bores into $s body.",   ch, obj, NULL, TO_ROOM );
        act( "You scream in agony as $p bores into your body.", ch, obj, NULL, TO_CHAR );
        equip_char( ch, obj, WEAR_BODYART );
        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;
	}
        /* This might need fixing */
	if ( get_obj_weight( obj ) > str_app[(get_curr_str(ch)>25)?25: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 ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
	{
	    if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,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_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] < 9)
{ 
send_to_char( "You are too mad to decide what you want to wear!\n\r",ch);
return;
}
if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
{
send_to_char( "#rYou force down yer beast#n.\n\r",ch);
}



     if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && !IS_CLASS(ch, CLASS_ANGEL) &&
	!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF) &&
        !IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_VAMP_OBEA] < 9 && !IS_CLASS(ch, CLASS_CYBORG))
    {
	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;
    int sn;

    one_argument( argument, arg );

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

    
   if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI) && IS_POLYAFF(ch, POLY_ZULOFORM))
   {
   send_to_char("Your too mad to remove anything!\n\r",ch);
   return;
   }

   if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULOFORM) && ch->generation > 1 &&
ch->power[DISC_VAMP_OBEA] < 9)
   {
	stc( "You are too mad to remove anything!\n\r", ch);
	return;
   }
   if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
{
send_to_char( "#rYou force down yer beast#n.\n\r",ch);
}

    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 ) )
	    {
       if (obj->item_type == ITEM_ARMOR)
            sn = obj->value[3];
        else 
            sn = obj->value[0] / 1000;
		if( sn != 25 )
		    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;
    }
   if (obj->item_type == ITEM_ARMOR)
        sn = obj->value[3];
    else 
        sn = obj->value[0] / 1000;
    if( sn != 25)
        remove_obj( ch, obj->wear_loc, TRUE );
    else if(!IS_CLASS(ch, CLASS_WEREWOLF))
        remove_obj( ch, obj->wear_loc, TRUE );
    else{
	stc( "Do to abuse you can't remove wear raging items as a werewolf.\n\r",ch);
    }
    return;
}



void do_sacrifice( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *next_obj;
    char buf[MAX_INPUT_LENGTH];
    extern OBJ_DATA *aquest_object;
    int i=0;
    int ereward;

    one_argument( argument, arg );
  
    if (IS_NPC(ch)) return;

    if ( arg[0] == '\0' )
    {
	send_to_char("Sacrifice what?\n\r",ch);
	return;
    }
    if( IS_AFFECTED(ch, AFF_CHARM) )
    {
	stc( "Not while charmed.\n\r", ch);
	return;
    }
    //if ( obj == aquest_object )
    //    {
     //     send_to_char( "Sorry, there is currently a retrieval quest running for that item.\n\r", ch );
    //      return;
    //    }
    if (!str_cmp(arg, "all") || !str_prefix("all." ,arg))
    {
      next_obj = ch->in_room->contents;
      for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj )
      {
        next_obj = obj->next_content;
        if (arg[3] != '\0' && !is_name(&arg[4], obj->name)) continue;
        if (++i > 35) break;
        if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || 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 );
          continue;
        }
        else if ( obj == aquest_object )
        {
          send_to_char( "Sorry, there is currently a retrieval quest running for that item.\n\r", ch );
          continue;
        }
        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 );
          continue;
        }
        if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)
        {
            sprintf( buf, "You receive a refund of %d bones from $p.", obj->points);
            act( buf, ch, obj, NULL, TO_CHAR );
            ch->bones += obj->points;
        }
        if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826)
        {
          ch->pcdata->rune_count--;
          send_to_char("you get 50K bones from the rune eq.\n\r",ch);
          ch->bones += 50000;
        }
        ereward = number_range( 1, 50000 );
        if (obj->item_type == ITEM_CORPSE_NPC )
        {
        switch(number_range(0,15))
        {
        default:
        sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
        act( buf, ch, obj, NULL, TO_CHAR );
        break;
        case 1:
        case 2:
        sprintf(buf, "#0You get #Y%d #0exp bonus for the sacrifice of #w$p#n", ereward);
        act( buf, ch, obj, NULL, TO_CHAR );
        ch->exp += ereward;
        break;
        case 3:
        sprintf(buf, "#0The gods are #RDISPLEASED #0with the offering of #n$p and #RDOCK#0 you #Y%d #0exp#n", ereward / 2);
        act( buf, ch, obj, NULL, TO_CHAR );
        ch->exp -= ereward / 2 ;
        if(ch->exp < 0)
        {
        	ch->exp = 0;
        }
        break;
        case 4:
        switch(number_range(0,10))
        {
        default:
        sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
        act( buf, ch, obj, NULL, TO_CHAR );
        break;
        case 1:
        sprintf(buf, "#RThe Gods are especially pleased with #0$p #Rand give you #Y5000000 #Rexp#n");
        act( buf, ch, obj, NULL, TO_CHAR );
                    ch->exp += 5000000;
       		    break;
		}
	break;
}
}
else
{
	sprintf(buf, "$p disintegrates into a fine powder");
        act( buf, ch, obj, NULL, TO_CHAR );
}

        act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );
        extract_obj( obj );
      }
      if (i == 0) send_to_char("Nothing found.\n\r",ch);
      else act( "$n destroys most of the items in the room.", ch, NULL, NULL, TO_ROOM);
      return;
    }
    obj = get_obj_list( ch, arg, ch->in_room->contents );
    if ( obj == NULL )
    {
	send_to_char( "You can't find it.\n\r", ch );
	return;
    }
    if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
	 obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
	 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 $p.", ch, obj, 0, TO_CHAR );
	return;
    }
    ereward = number_range( 1, 50000 );
                if (obj->item_type == ITEM_CORPSE_NPC )
        {
        switch(number_range(0,15))
        {
        default:
        sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
        act( buf, ch, obj, NULL, TO_CHAR );
        break;
        case 1:
        case 2:
        sprintf(buf, "#0You get #Y%d #0exp bonus for the sacrifice of #w$p#n", ereward);
        act( buf, ch, obj, NULL, TO_CHAR );
        ch->exp += ereward;
        break;
        case 3:
        sprintf(buf, "#0The gods are #RDISPLEASED #0with the offering of #n$p and #RDOCK#0 you #Y%d #0exp#n", ereward / 2);
        act( buf, ch, obj, NULL, TO_CHAR );
        ch->exp -= ereward / 2;
        if(ch->exp < 0)
        {
        	ch->exp = 0;
        }
        break;
        case 4:
        switch(number_range(0,10))
        {
        default:
        sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
        act( buf, ch, obj, NULL, TO_CHAR );
        break;
        case 1:
        sprintf(buf, "#RThe Gods are especially pleased with #0$p #Rand give you #Y5000000 #Rexp#n");
        act( buf, ch, obj, NULL, TO_CHAR );
                    ch->exp += 5000000;
       		    break;
		}
	break;
}
}
else
{
	sprintf(buf, "$p disintegrates into a fine powder");
        act( buf, ch, obj, NULL, TO_CHAR );
}
    act( "$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 bones from $p.", obj->points);
	act( buf, ch, obj, NULL, TO_CHAR );
	ch->bones += obj->points;
    }
    if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826)
    {
      ch->pcdata->rune_count--;
      send_to_char("you get 50K bones from the rune eq.\n\r",ch);
      ch->bones += 50000;
    }
    extract_obj( obj );
    return;
}



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

    one_argument( argument, arg );

	if (IS_NPC(ch)) return;

    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;
    }
	if (IS_NPC(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 (IS_NPC(ch)) return;

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

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

    obj = NULL;
    if ( arg2[0] == '\0' )
    {
	victim = ch;
    }
    else
    {
	if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }
	if (IS_NPC(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 (IS_NPC(ch)) return;

    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_NPC(ch)) 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 );
    }
  WAIT_STATE(ch, 18);
    return;
}

void do_zap( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *wand;
    OBJ_DATA *obj;
    int level;

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

	if (IS_NPC(ch)) return;

    if ( arg[0] == '\0' || arg1[0] == '\0' )
    {
	send_to_char( "Zap whom with what?\n\r", ch );
	return;
    }

    if ( ( wand = get_obj_carry( ch, arg1 ) ) == NULL )   
    {
        send_to_char( "You do not have that wand.\n\r", ch );
        return;
    }
    if ( wand->item_type != ITEM_WAND )
    {
	send_to_char( "You can zap only with a wand.\n\r", ch );
	return;
    }

    obj = NULL;
    if ( ( 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;
    }

    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_yell( 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, "bone"  )
    ||   !str_cmp( arg1, "bones" )
    ||   !str_cmp( arg1, "money"  ) )
    {
	int amount;

	amount = victim->bones * number_range(1, 10) / 100;
	if ( amount <= 0 )
	{
	    send_to_char( "You couldn't get any bones.\n\r", ch );
	    return;
	}

	ch->bones     += amount;
	victim->bones -= amount;
	sprintf( buf, "Bingo!  You got %d bones.\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;
}





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 (IS_NPC(ch)) return;
  if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
  {
    send_to_char("A strange force is preventing the item from working.\n\r",ch);
    return;
  }
  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(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
  if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse,"(null)") )
    kavitem(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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") )
      kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") )
      kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
    if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) ||
         ch->in_room->vnum == 30000 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE))
    {
      send_to_char("A powerful force hurls you from the room.\n\r",ch);
      act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
      ch->position = POS_STUNNED;
      char_from_room(ch);
      char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
      act("$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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
        if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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 (IS_NPC(ch)) return;
    if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
    {
      send_to_char("A strange force is preventing the item from working.\n\r",ch);
      return;
    }
         

    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(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
        if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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 (IS_NPC(ch)) return;
    if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
    {
      send_to_char("A strange force is preventing the item from working.\n\r",ch);
      return;
    }
         

    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(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && 
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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 (IS_NPC(ch)) return;
    if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
    {
      send_to_char("A strange force is preventing the item from working.\n\r",ch);
      return;
    }
         

    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(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))  &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(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(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))  &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
            act("$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 && !IS_CLASS(ch, CLASS_VAMPIRE))
	 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 && !IS_CLASS(ch, CLASS_VAMPIRE))
	 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,"third_hand"))
    {
      if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE;
	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
	 return FALSE;
    }
    else if (!str_cmp(arg,"fourth_hand"))
    {
      if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE;
	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
	 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_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 (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
    {
      if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM))
      {
        send_to_char("You don't have both of your arms.\n\r",ch);
        return;
      }
      draw(ch,TRUE );
      draw(ch,FALSE);
    }
    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" ))
    {
      if (IS_ARM_L(ch, LOST_ARM))
      {
        send_to_char("You have lost your left arm.\n\r",ch);
        return;
      }
      draw(ch,FALSE);
    }
    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right"))
    {
      if (IS_ARM_R(ch, LOST_ARM))
      {
        send_to_char("You have lost your right arm.\n\r",ch);
        return;
      }
      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;
    int sn;

    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 $s left scabbard.",ch,obj,NULL,TO_ROOM);
    }
       if (obj->item_type == ITEM_ARMOR)        
            sn = obj->value[3]; 
        else    
            sn = obj->value[0] / 1000;  
        if( sn == 25 )          
        {
            stc( "You can't sheath a rage weapon.\n\r",ch);
            return;
        }
    if (obj->item_type != ITEM_WEAPON)
    {
	act("$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_thirdeye(CHAR_DATA *ch, char *argument)
{
    CHAR_DATA *victim;
    DESCRIPTOR_DATA *d;
    char      buf [MAX_STRING_LENGTH];
	if (IS_NPC(ch)) return;
	
	if (!IS_ITEMAFF(ch, ITEMA_AFFEYE))
	{
		send_to_char("Huh?\n\r", ch);
		return;
	}
	send_to_char("#CYou experience the world through your third eye.#n\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) || victim->in_room == NULL) continue;
        if (victim == ch) continue;
        if (!can_see(ch,victim)) continue;
        if (victim->level > 6) continue;
        sprintf(buf,"#n%-14s - %s\n\r", victim->name, victim->in_room->name);
        send_to_char(buf,ch);
   }
}

void do_connect( CHAR_DATA *ch, char *argument )
{
  OBJ_DATA * first_ob;
  OBJ_DATA * second_ob;
  OBJ_DATA * new_ob;

  char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH];
  char buf[MAX_STRING_LENGTH];

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

  if ( arg1[0] == '\0' || arg2[0] == '\0' )
  {
    send_to_char( "Syntax: Connect <firstobj> <secondobj>.\n\r", ch );
    return;
  }

  if ( ( first_ob =  get_obj_carry( ch, arg1 ) )  == NULL )
  {
    sprintf( buf, "You must be holding both parts!!\n\r" );
    send_to_char( buf, ch );
    return;
  }



  if ( ( second_ob =  get_obj_carry( ch, arg2 ) )  == NULL )
  {
    sprintf( buf, "You must be holding both parts!!\n\r" );
    send_to_char( buf, ch );
    return;
  }

  if ( first_ob->item_type != ITEM_PIECE || second_ob->item_type !=ITEM_PIECE )
  {
    send_to_char( "Both items must be pieces of another item!\n\r", ch );
    return;
  }

  /* check to see if the pieces connect */

  if (  ( first_ob->value[0] == second_ob->pIndexData->vnum )
     || ( first_ob->value[1] == second_ob->pIndexData->vnum )  )
 /* good connection  */
  {
    new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level );
    extract_obj( first_ob );
    extract_obj( second_ob );
    obj_to_char( new_ob , ch );
    act( "$n jiggles some pieces together...\r\n ...suddenly they snap in place, creating $p!", ch, new_ob,NULL,  TO_ROOM );
    act( "You jiggle the pieces together...\r\n ...suddenly they snap into place, creating $p!", ch, new_ob, NULL, TO_CHAR);

  }
  else
  {
    act( "$n jiggles some pieces together, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM);
    act( "You try to fit them together every which way, but they just don't want to fit together.", ch, NULL, NULL, TO_CHAR);

    return;
  }

  return;
}

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

    one_argument( argument, arg );

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

  if (ch->exp < 500)
  {
    send_to_char("It costs 500 exp to claim ownership of an item.\n\r", ch);
    return;
  }

    if ( arg[0] == '\0' )
    {
	send_to_char( "What object do you wish to claim ownership of?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry(ch, arg) ) == NULL )
  {
    send_to_char("You are not carrying that item.\n\r", ch);
    return;
  }

if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
  {
    send_to_char("You cannot claim this item.\n\r", ch);
    return;
  }

    if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO ||
        obj->item_type == ITEM_EGG   || obj->item_type == ITEM_VOODOO ||
        obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
        obj->item_type == ITEM_PAGE  || IS_SET(obj->quest, QUEST_ARTIFACT))
    {
	send_to_char( "You cannot claim that item.\n\r", ch );
	return;
    }

  else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
    {
	send_to_char( "You cannot claim that item.\n\r", ch );
	return;
    }

  if (obj->ownerid != 0)
  {
    if (obj->ownerid == ch->pcdata->playerid)
      send_to_char("But you already own it.\n\r", ch);
    else
      send_to_char("Someone else already own it.\n\r", ch);
    return;
  }

    if ( obj->questowner != NULL && strlen(obj->questowner) > 1 )
    {
	if (!str_cmp(ch->pcdata->switchname,obj->questowner))
    {
      if (obj->ownerid != 0)
	    send_to_char("But you already own it!\n\r",ch);
	else
      {
        send_to_char("You #Creclaim#n the object.\n\r", ch);
        obj->ownerid = ch->pcdata->playerid;
      }
    }
    else
	    send_to_char("Someone else has already claimed ownership to it.\n\r",ch);
	return;
    }

    ch->exp -= 500;
    if (obj->questowner != NULL) free_string(obj->questowner);
    obj->questowner = str_dup(ch->pcdata->switchname);
    obj->ownerid = ch->pcdata->playerid;
    act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR);
    act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void do_gift( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim;

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

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

  if (ch->exp < 500)
  {
    send_to_char("It costs 500 exp to make a gift of an item.\n\r", ch);
    return;
  }

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Make a gift of which object to whom?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry(ch, arg1) ) == NULL )
  {
    send_to_char("You are not carrying that item.\n\r", ch);
    return;
  }
    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
  {
    send_to_char("Nobody here by that name.\n\r", ch);
    return;
  }

    if ( IS_NPC(victim) )
    {
	send_to_char("Not on NPC's.\n\r",ch);
	return;
    }
  if (obj->ownerid == 0)
    {
	send_to_char("That item has not yet been claimed.\n\r",ch);
	return;
    }
  if (obj->ownerid != ch->pcdata->playerid && ch->level < 7)
    {
	send_to_char("But you don't own it!\n\r",ch);
	return;
    }
    if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
    {
      send_to_char("You can't gift relics.\n\r",ch);
      return;
    }
    ch->exp -= 500;
  if (obj->questowner != NULL)
    free_string(obj->questowner);
    obj->questowner = str_dup(victim->pcdata->switchname);
  obj->ownerid = victim->pcdata->playerid;
    act("You grant ownership of $p to $N.",ch,obj,victim,TO_CHAR);
    act("$n grants ownership of $p to $N.",ch,obj,victim,TO_NOTVICT);
    act("$n grants ownership of $p to you.",ch,obj,victim,TO_VICT);
    return;
}