ackmud/
ackmud/area/imc/
ackmud/npcs/a/
ackmud/npcs/c/
ackmud/npcs/d/
ackmud/npcs/e/
ackmud/npcs/f/
ackmud/npcs/h/
ackmud/npcs/i/
ackmud/npcs/k/
ackmud/npcs/l/
ackmud/npcs/n/
ackmud/npcs/o/
ackmud/npcs/p/
ackmud/npcs/r/
ackmud/npcs/s/
ackmud/npcs/w/
ackmud/player/c/
ackmud/player/s/
ackmud/player/z/
/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *       _/          _/_/_/     _/    _/     _/    ACK! MUD is modified    *
 *      _/_/        _/          _/  _/       _/    Merc2.0/2.1/2.2 code    *
 *     _/  _/      _/           _/_/         _/    (c)Stephen Dooley 1994  *
 *    _/_/_/_/      _/          _/  _/             "This mud has not been  *
 *   _/      _/      _/_/_/     _/    _/     _/      tested on animals."   *
 *                                                                         *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

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



/*
 * Local functions.
 */
#define CD CHAR_DATA
void    wear_obj        args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD *    find_keeper     args( ( CHAR_DATA *ch ) );
int     get_cost        args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void    check_guards    args( ( CHAR_DATA *ch ) );
#undef  CD




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

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }
 
    if ( !CAN_WEAR(obj, ITEM_TAKE) 
       || obj->item_type == ITEM_CORPSE_PC )
    {
/*	send_to_char( "You can't take that.\n\r", ch );  */
	return;
    }

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

    if ( 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 )
    {
	act( "You get $p from $P.", ch, obj, container, TO_CHAR );
	act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
	obj_from_obj( obj );
    }
    else
    {
	act( "You get $p.", ch, obj, container, TO_CHAR );
	act( "$n gets $p.", ch, obj, container, TO_ROOM );
	obj_from_room( obj );
    }

    if ( obj->item_type == ITEM_MONEY )
    {
      if ( ch->gold + obj->value[0] > 100000000 )
      {
        send_to_char( "You can't carry anymore gold.\n\r", ch );
        if ( container != NULL )
          obj_to_obj( obj, container );
        else
          obj_to_room( obj, ch->in_room ); 
        return;
      }
	ch->gold += obj->value[0];
	extract_obj( obj );
    }
    else
    {
	obj_to_char( obj, ch );
        trigger_handler( ch, obj, TRIGGER_GET );
    }
    
    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;
    CHAR_DATA *victim;
    bool found;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

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

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

	    get_obj( ch, obj, NULL );
	    if ( ch->level > 1 )
	       do_save( ch, "" );
	}
	else
	{
	    /* 'get all' or 'get all.obj' */
	    found = FALSE;
	    for ( obj = ch->in_room->first_content; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_in_room;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    get_obj( ch, obj, NULL );
		}
	    }

	    if ( found && ch->level > 1 )
	      do_save( ch, "" );
	    
	    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_SPELL_MATRIX:
	case ITEM_CORPSE_NPC:
	    break;

	case ITEM_CORPSE_PC:
	    {
		char name[MAX_INPUT_LENGTH];
		CHAR_DATA *gch;
		char *pd;

		if ( IS_NPC(ch) )
		{
		    send_to_char( "You can't do that.\n\r", ch );
		    return;
		}

		pd = container->short_descr;
		pd = one_argument( pd, name );
		pd = one_argument( pd, name );
		pd = one_argument( pd, name );

		if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
		{
		    bool fGroup;
		    
		    victim=NULL;

		    fGroup = FALSE;
		    for ( gch = first_char; gch != NULL; gch = gch->next )
		    {
			if ( !IS_NPC(gch)
			&&   !str_cmp( name, gch->name ) )
			{
			    victim=gch;
			    break;
			}
		    }
		    
		 /*   if (victim !=NULL && is_same_group(ch, gch))
			    fGroup = TRUE;   */

		    if ( !fGroup )
		    {
			if (victim == NULL 
			    || !IS_SET(victim->pcdata->pflags,PFLAG_PKOK)
			    || !IS_SET(ch->pcdata->pflags,PFLAG_PKOK) )
			send_to_char( "You can't do that.\n\r", ch );
			return;
		    }
		}
            
	    }
	}

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

	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	{
	    /* 'get obj container' */
	    obj = get_obj_list( ch, arg1, container->first_in_carry_list );
	    if ( obj == NULL )
	    {
		act( "I see nothing like that in the $T.",
		    ch, NULL, arg2, TO_CHAR );
		return;
	    }
	    get_obj( ch, obj, container );
	    if ( ch->level > 1 )
	       do_save( ch, "" );
         save_corpses( );   
	}
	else
	{
	    /* 'get all container' or 'get all.obj container' */
	    found = FALSE;
	    for ( obj = container->first_in_carry_list; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_in_carry_list;
		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 );
	    }
	    else
	    {
	     if (ch->level > 1)
	      do_save( ch,"");
	    }
          save_corpses( );   
	    
	    
	}
    }

    return;
}



void do_put( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char arg3[MSL];
    bool carry_bag = FALSE;
    OBJ_DATA *container;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    char monbuf[MSL];


    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );
    argument = one_argument( argument, arg3 );

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Put what in what?\n\r", ch );
	return;
    }
    if ( !str_cmp( arg2, "my" ) )
    {
      carry_bag = TRUE;
      one_argument( arg3, arg2 );
    }
    else
      carry_bag = FALSE;

     
    if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }
    if ( carry_bag )
    {
      if ( ( container = get_obj_carry( ch, arg2 ) ) == NULL )
      {
	act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
	return;
      }
    }
    else 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 )
       && ( container->item_type != ITEM_SPELL_MATRIX ) )
    {
	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 ( !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;
	}
        if ( obj->in_obj != NULL )
        {
          sprintf( monbuf, "%s has %s on his person and in object %s", ch->name, 
          obj->short_descr, obj->in_obj->short_descr );
          monitor_chan( monbuf, MONITOR_OBJ );
          return;
        }
        if ( container->item_type == ITEM_SPELL_MATRIX )
        {
          if (  ( obj->item_type == ITEM_WEAPON )
             || ( obj->item_type == ITEM_LIGHT )
             || ( obj->item_type == ITEM_ARMOR )  )
          {
            OBJ_DATA * one_obj;
            bool	has_item = FALSE;
            for ( one_obj = container->first_in_carry_list; one_obj != NULL; one_obj = one_obj->next_in_carry_list )
            {
              if ( one_obj->item_type != ITEM_ENCHANTMENT )
              {
                has_item = TRUE;
                break;
              }
            }
            if ( has_item )
            {
              send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
              return;
            }
          }
          else
          if ( obj->item_type != ITEM_ENCHANTMENT )
          {
             send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
             return;
          } 
        }

	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' */
        OREF( obj_next, OBJ_NEXTCONTENT);
	for ( obj = ch->first_carry; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_in_carry_list;

	    if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
	    &&   can_see_obj( ch, obj )
	    &&   obj->wear_loc == WEAR_NONE
	    &&   obj != container
	    &&   can_drop_obj( ch, obj )
	    &&   get_obj_weight( obj ) + get_obj_weight( container )
		 <= container->value[0] )
	    {
              if ( obj->in_obj != NULL )
              {
                sprintf( monbuf, "%s has %s on his person and in object %s", ch->name, 
                  obj->short_descr, obj->in_obj->short_descr );
                monitor_chan( monbuf, MONITOR_OBJ );
                continue;
              }
              if ( container->item_type == ITEM_SPELL_MATRIX )
              {
                if (  ( obj->item_type == ITEM_WEAPON )
                   || ( obj->item_type == ITEM_LIGHT )
                   || ( obj->item_type == ITEM_ARMOR )  )
                {
                  OBJ_DATA * one_obj;
                  bool	has_item = FALSE;
                  for ( one_obj = container->first_in_carry_list; one_obj != NULL; one_obj = one_obj->next_in_carry_list )
                  {
                    if ( one_obj->item_type != ITEM_ENCHANTMENT )
                    {
                      has_item = TRUE;
                      break;
                    }
                  }
                  if ( has_item )
                  {
                    send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
                    continue;
                  }
                }
                else
                if ( obj->item_type != ITEM_ENCHANTMENT )
                {
                  send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
                  continue;
                } 
              }

	    
	      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 );
	    }
	}
        OUREF( obj_next );
    }

    return;
}



void do_drop( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found = FALSE;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", 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 coins' */
	int amount;

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

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

	ch->gold -= amount;

	for ( obj = ch->in_room->first_content; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_in_room;

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

	    case OBJ_VNUM_MONEY_SOME:
		amount += obj->value[0];
		extract_obj( obj );
		break;
	    }
	}

	obj_to_room( create_money( amount ), ch->in_room );
	act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
	send_to_char( "OK.\n\r", ch );
	if ( ch->level > 1 && !IS_NPC(ch))
	   do_save( ch, "" );
	return;
    }

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

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

	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
	act( "You drop $p.", ch, obj, NULL, TO_CHAR );
 /*     trigger_handler( ch, obj, TRIGGER_DROP );   */
	if ( ch->level > 1 && !IS_NPC(ch))
	   do_save( ch, "" );
    }
    else
    {
	/* 'drop all' or 'drop all.obj' */
	found = FALSE;
	for ( obj = ch->first_carry; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_in_carry_list;

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

	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 );
	}
    }

    if ( found && ch->level > 1 )
       do_save( ch, "" );
 
    return;
}



void do_give( CHAR_DATA *ch, char *argument )
{
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    char buf  [MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA  *obj;
    extern bool quest;
    extern bool auto_quest;
    extern CHAR_DATA *quest_mob;
    extern OBJ_DATA *quest_object;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", 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 coins victim' */
	int amount;

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

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

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

	if ( ch->gold < amount )
	{
	    send_to_char( "You haven't got that much gold.\n\r", ch );
	    return;
	}
        if ( victim->gold + amount > 100000000 )
        {
          send_to_char( "They can't carry that much gold.\n\r", ch );
          return;
        }

	ch->gold     -= amount;
	victim->gold += amount;
	act( "$n gives you some gold.", ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	act( "You give $N some gold.",  ch, NULL, victim, TO_CHAR    );
	send_to_char( "OK.\n\r", ch );
	if ( ch->level > 1)
	   do_save( ch, "" );
	if ( victim->level > 1 )
	   do_save( victim, "" );
	mprog_bribe_trigger(victim,ch,amount);
	return;
    }

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

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

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

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

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

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

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

    obj_from_char( obj );
    obj_to_char( obj, victim );
    MOBtrigger = FALSE;
    act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
    act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );
    act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );
    
    if (    ( quest || auto_quest ) 
         &&   IS_NPC( victim ) 
         &&   victim == quest_mob
         &&   obj == quest_object )
    {
      bool      valid_questor = FALSE;
      sh_int    average_level;

      average_level = obj->value[3];

      if (  ( average_level < 20 )
         && ( get_psuedo_level( ch ) < 45 )  )
      {
        valid_questor = TRUE;  
      }
      else   if (  ( average_level < 65 )
                && ( get_psuedo_level ( ch ) > 45 )
                && ( get_psuedo_level( ch ) < 95 )  )
      {
        valid_questor = TRUE;
      }
      else   if (  ( get_psuedo_level ( ch ) > 90 )  
                && ( average_level > 65 )  )
      {
        valid_questor = TRUE;
      }

      if ( valid_questor )
      {
       /* Then ch has recovered the quest object!!!!! */

        sprintf( buf, "Oh! %s you found %s for me!  Thank You!",
          NAME(ch), obj->short_descr );
        do_say( victim, buf );
        interpret( victim, "hop" );
       
        if ( !IS_NPC(ch) )
        { 
          sprintf( buf, "%s I shall reward you well for recovering this for me!",
              NAME(ch) );
          do_tell( victim, buf );
          if ( obj->value[0] > 0 )
          {
            sprintf( buf, "You receive %d quest points!\n\r", obj->value[0] );
            send_to_char( buf, ch );
            ch->quest_points += obj->value[0];
          }
          if ( obj->value[1] > 0 )
          {
            sprintf( buf, "You receive %d practices!\n\r", obj->value[1] );
            send_to_char( buf, ch );
            ch->practice += obj->value[1];
          }
          if ( obj->value[2] > 0 )
          {
            sprintf( buf, "You receive %d gold coins!\n\r", obj->value[2] );
            send_to_char( buf, ch );
            ch->gold += obj->value[2];
          }
 
        }
        quest_complete( ch );   
 
      }
      else
      {
        sprintf( buf, "I'm sorry, %s, but while I really need %s, I'd rather help out those that need it.",
              PERS( ch, victim ),
              obj->short_descr );
        do_say( victim, buf );
        act( "$n mutters to himself, snaps his fingers, and $p dissapears in a flash of light!", victim, obj, NULL, TO_ROOM );
        obj_from_char( obj );
        obj_to_room( obj, get_room_index( 3021 ) );
      }
    }
    
    
    if ( ch->level > 1 )
       do_save( ch, "" );
    if ( victim->level > 1 )
       do_save( victim, "" );
    mprog_give_trigger(victim,ch,obj);
    return;
}




void do_fill( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *fountain;
    bool found;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    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->first_content; fountain != NULL;
	fountain = fountain->next_in_room )
    {
	if ( fountain->item_type == ITEM_FOUNTAIN )
	{
	    found = TRUE;
	    break;
	}
    }

    if ( !found )
    {
	send_to_char( "There is no fountain here!\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] != 0 && obj->value[2] != 0 )
    {
	send_to_char( "There is already another liquid in it.\n\r", ch );
	return;
    }

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

    act( "You fill $p.", ch, obj, NULL, TO_CHAR );
    obj->value[2] = fountain->value[0];
    obj->value[1] = obj->value[0];
    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->first_content; obj; obj = obj->next_in_room )
	{
	    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_THIRST] > 40 )
        {
	    send_to_char( "You do not feel thirsty.\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_FOUNTAIN:
	if ( ( liquid = obj->value[0] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[0] = 0;
	}

	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( 1,3 );
	
	if ( liquid == LIQUID_BLOOD && IS_VAMP(ch) && !IS_NPC( ch ) )
	{
	   send_to_char( "Ahhhh! Blood!\n\r", ch );
	   gain_bloodlust( ch, amount + 2 );
	}
	
	
	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) && ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   > 40 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );
		
	 if ( obj->value[1] != 0 )
	{
	    /* The shit was poisoned! */
	    AFFECT_DATA af;

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

	    af.type      = gsn_poison;
	    af.duration  = 2;
	    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;
	}

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

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	if ( liquid == LIQUID_BLOOD && IS_VAMP(ch) && !IS_NPC(ch) )
	{
	   send_to_char( "@@eAhh, only if it was fresh, would taste much better!@@N\n\r", ch );
	   gain_bloodlust( ch, 2 );
	}
	
	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) && ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   > 40 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
	    send_to_char( "You do not feel thirsty.\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  = 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;
/*
	    send_to_char( "The empty container vanishes.\n\r", ch );
	    extract_obj( obj );  */
	}
	break;
    }

    return;
}



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

    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 ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
	{
	    send_to_char( "That's not edible.\n\r", ch );
	    return;
	}

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

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

    switch ( obj->item_type )
    {

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

	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, obj->value[0] );
	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 40 )
		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, 0, 0, TO_ROOM );
	    send_to_char( "You choke and gag.\n\r", ch );

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

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

    extract_obj( obj );
    return;
}



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

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

    if ( !fReplace )
	return FALSE;

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

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


/* MAG
   can_wear_at(ch,obj,location) returns true if the char can wear the object
   at the location.
   */
   
bool can_wear_at(CHAR_DATA * ch, OBJ_DATA * obj, int location)
{
 int loc_flag;
 
 switch(location)
 {
  case WEAR_NONE:    	loc_flag=0;			break;
  case WEAR_LIGHT:   	loc_flag=ITEM_HOLD;		break;
  case WEAR_FINGER_L:	
  case WEAR_FINGER_R:	loc_flag=ITEM_WEAR_FINGER;		break;
  case WEAR_NECK_1:
  case WEAR_NECK_2:	loc_flag=ITEM_WEAR_NECK;	break;
  case WEAR_BODY:	loc_flag=ITEM_WEAR_BODY;	break;
  case WEAR_HEAD:	loc_flag=ITEM_WEAR_HEAD;  	break;
  case WEAR_LEGS:	loc_flag=ITEM_WEAR_LEGS;	break;
  case WEAR_FEET:	loc_flag=ITEM_WEAR_FEET;	break;
  case WEAR_HANDS:	loc_flag=ITEM_WEAR_HANDS;	break;
  case WEAR_ARMS:	loc_flag=ITEM_WEAR_ARMS;	break;
  case WEAR_SHIELD:	loc_flag=ITEM_WEAR_SHIELD;	break;
  case WEAR_ABOUT:	loc_flag=ITEM_WEAR_ABOUT;	break;
  case WEAR_WAIST:	loc_flag=ITEM_WEAR_WAIST;	break;
  case WEAR_WRIST_L:	
  case WEAR_WRIST_R:	loc_flag=ITEM_WEAR_WRIST;	break;
  case WEAR_WIELD:	loc_flag=ITEM_WIELD;	break;
  case WEAR_HOLD:	loc_flag=ITEM_HOLD;	break;
  case WEAR_FACE:	loc_flag=ITEM_WEAR_FACE;	break;
  case WEAR_EAR:	loc_flag=ITEM_WEAR_EAR;
  case WEAR_MAGIC:	loc_flag=ITEM_HOLD_MAGIC;	break;
  default:		loc_flag=0;			break;
 }
 
 return ( (obj->wear_flags & loc_flag) != 0);
}
  	
 
/*
 * Wear one object.
 * Optional replacement of existing objects.
 * Big repetitive code, ick.
 */
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
    char buf[MAX_STRING_LENGTH];

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    if ( get_psuedo_level( ch ) < obj->level )
    {
	sprintf( buf, "You must be level %d to use this object.\n\r",
	    obj->level );
	send_to_char( buf, ch );
	act( "$n tries to use $p, but is too inexperienced.",
	    ch, obj, NULL, TO_ROOM );
	return;
    }
    if ( ( get_psuedo_level( ch ) < obj->level )
       && ( IS_OBJ_STAT( obj, ITEM_VAMP ) )
       && ( IS_VAMP(ch) )
       && ( !IS_NPC( ch ) ) )
    {
    sprintf( buf, "You must be level %d to use this object.\n\r",
    obj->level );
    send_to_char( buf, ch );
    act( "$n tries to use $p, but is too inexperienced.",
    ch, obj, NULL, TO_ROOM );
    return;
    }

    if ( ( IS_OBJ_STAT( obj, ITEM_VAMP ) )
       && ( !IS_VAMP(ch) )
       && ( !IS_NPC(ch) ) )
    {
       sprintf( buf, "You must be a vampire to use this object." );
       send_to_char( buf, ch );
       act( "$n tries to use $p but is stopped by some unknown force.",
           ch, obj, NULL, TO_ROOM );
       return;
     }
     
    if (  ( get_remort_level( ch ) < obj->level )
       && ( IS_OBJ_STAT( obj, ITEM_REMORT ) )
       && ( !IS_NPC( ch ) )	)

    {
	sprintf( buf, "You must be level %d in a remort class to use this object.\n\r",
	    obj->level );
	send_to_char( buf, ch );
	act( "$n tries to use $p, but is too inexperienced.",
	    ch, obj, NULL, TO_ROOM );
	return;
    }

/* FOR ADEPT ONLY ITEMS..ADD BACK IN WHEN ADEPTS SET UP
    if ( ch->level < obj->level )
    {
	sprintf( buf, "You must be level %d to use this object.\n\r",
	    obj->level );
	send_to_char( buf, ch );
	act( "$n tries to use $p, but is too inexperienced.",
	    ch, obj, NULL, TO_ROOM );
	return;
    }     */


    if (obj->item_type == ITEM_TRIGGER && obj->value[0] == 6 )
    {
      /* NOTE: you can't actually GET or WEAR a trigger item that triggers on get/wear. ZEN  */
      trigger_handler( ch, obj, TRIGGER_GET );
      return;
    }

    if ( ( get_obj_weight( obj )  ) > str_app[get_curr_str(ch)].wield )
    {
      send_to_char( "You are not of sufficient strength to use it effectively.\n\r", ch );
      act( "$n tries to use $p, but is not strong enough to use it effectively.", ch, obj, NULL, TO_ROOM );
      return;
    }
    if ( obj->item_type == ITEM_LIGHT )
    {
	if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
	    return;
	act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
	act( "You light $p and hold it.",  ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_LIGHT );
	return;
    }

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

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

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

	
	send_to_char( "You already wear two 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 ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
	{
	    act( "$n fastens $p around $s neck.",   ch, obj, NULL, TO_ROOM );
	    act( "You fasten $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 fastens $p around $s neck.",   ch, obj, NULL, TO_ROOM );
	    act( "You fasten $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 already wear two neck items.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
    {
	if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
	    return;
	act( "$n pulls $p down over $s body.",   ch, obj, NULL, TO_ROOM );
	act( "You pull $p down over 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;
	act( "$n places $p onto $s head.",   ch, obj, NULL, TO_ROOM );
	act( "You place $p onto your head.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HEAD );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
    {
	if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
	    return;
	act( "$n pushes $s legs into $p.",   ch, obj, NULL, TO_ROOM );
	act( "You push you 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;
	act( "$n slides $s feet into $p.",   ch, obj, NULL, TO_ROOM );
	act( "You slides 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;
	act( "$n pulls $p over $s hands.",   ch, obj, NULL, TO_ROOM );
	act( "You pull $p over your hands.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HANDS );
	return;
    }

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

    if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
    {
	if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
	    return;
	act( "$n fixes $p around $s body.",   ch, obj, NULL, TO_ROOM );
	act( "You fix $p around 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;
	act( "$n secures $p about $s waist.",   ch, obj, NULL, TO_ROOM );
	act( "You secure $p about your waist.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_WAIST );
	return;
    }

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

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

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

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

    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
    {
	if ( get_eq_char( ch, WEAR_WIELD_2 ) != NULL )
	{
	   send_to_char( "Cannot use a shield when dual wielding.\n\r", ch );
	   return;
	}
	
	
	if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
	    return;
	act( "$n starts using $p as a shield.", ch, obj, NULL, TO_ROOM );
	act( "You start using $p as a shield.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_SHIELD );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WIELD ) )
    {
	/*
	 * Need to handle dual wielding here....
	 * To DW, player must have no shield or held items
	 * as well as the weapon meeting weight restrictions
	 */
	
	/* First, work out if this is a DW */
/*	if (    !fReplace  
	     && */ if ( ( get_eq_char( ch, WEAR_WIELD ) != NULL ) /* first weapon slot used */
	     && ( IS_NPC( ch ) 
	        ? IS_SET( ch->skills, MOB_DUALWIELD ) 
	        : ch->pcdata->learned[gsn_dualwield] > 0 )
	   )
	{
	   if ( get_eq_char( ch, WEAR_SHIELD ) != NULL )
	   {
	      send_to_char( "To dual wield a weapon, you must remove any item used as a shield.\n\r", ch );
	      return;
	   }
           if ( get_eq_char( ch, WEAR_HOLD ) != NULL )
           {
              send_to_char( "To dual wield a weapon, you must remove any items you are holding.\n\r", ch );
              return;
           }	
           if ( get_obj_weight( obj ) + 0 > str_app[get_curr_str(ch)].wield )
           /* To set a weight restrict /^\ change this value */
           {
              send_to_char( "It is too heavy to dual wield.\n\r", ch );
              return;
           }	
	   
	   if ( !remove_obj( ch, WEAR_WIELD_2, fReplace ) )
	      return;
	   
	   act( "$n wields $p as a second weapon.", ch, obj, NULL, TO_ROOM );
	   act( "You wield $p as a second weapon.", ch, obj, NULL, TO_CHAR );
	   equip_char( ch, obj, WEAR_WIELD_2 );
	   return;
	}
	
	if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
	    return;

	if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield )
	{
	    send_to_char( "It is too heavy for you to wield.\n\r", ch );
	    return;
	}

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

    if ( CAN_WEAR( obj, ITEM_HOLD ) )
    {
	if ( get_eq_char( ch, WEAR_WIELD_2 ) != NULL )
	{
	   send_to_char( "Cannot hold objects when dual wielding.\n\r", ch );
	   return;
	}
	
	if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
	    return;
	act( "$n holds $p in $s hands.",   ch, obj, NULL, TO_ROOM );
	act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HOLD );
	return;
    }

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

    if ( CAN_WEAR( obj, ITEM_WEAR_EAR ) )
    {
	if ( !remove_obj( ch, WEAR_EAR, fReplace ) )
	    return;
	act( "$n clips $p onto $s ear.",   ch, obj, NULL, TO_ROOM );
	act( "You clip $p onto your ear.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_EAR );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_HOLD_MAGIC ) )
    {
	if ( !remove_obj( ch, WEAR_MAGIC, fReplace ) )
	    return;
	act( "$n clutches $p in $s hands.",   ch, obj, NULL, TO_ROOM );
	act( "You clutch $p in your hands.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_MAGIC );
	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;
    sh_int	num_unique = 0;


    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }
    {
	OBJ_DATA *obj_next;

	for ( obj = ch->first_carry; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_in_carry_list;
	    if  ( obj->wear_loc != WEAR_NONE && IS_SET( obj->extra_flags, ITEM_UNIQUE ) )  
		num_unique++;
	}
    }

    one_argument( argument, arg );

    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->first_carry; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_in_carry_list;
	    if  (  obj->wear_loc == WEAR_NONE 
                && can_see_obj( ch, obj ) )
              if (  ( num_unique > 4 ) 
                 && ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) )  )
              {
                send_to_char(" You may only wear 5 unique items at one time.\n\r", ch );
              }
              else
                wear_obj( ch, obj, FALSE );
              if ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) )
                num_unique++;
	}
	return;
    }
    else
    {
	if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
	{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
	}
        if (  ( num_unique > 4 ) 
           && ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) )  )
           {
             send_to_char(" You may only wear 5 unique items at one time.\n\r", ch );
           }
           else
	     wear_obj( ch, obj, TRUE );
    }

    return;
}



void remove_all ( CHAR_DATA *ch )
{
   int      counter = 0;

   while ( counter < MAX_WEAR )
   {
      remove_obj ( ch, counter, TRUE );
      counter = counter + 1;
   }

   return;
}

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

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    one_argument( argument, arg );

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

    if ( !str_cmp ( arg, "all" ) )
    {
       remove_all ( ch );
       return;
    }

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

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



void do_sacrifice( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    char monbuf[MSL];

    int gp;
    OBJ_DATA *obj;
    extern OBJ_DATA *quest_object;
    sh_int   align_change = 0;
    sh_int   align_direction = 0;
    bool     change_align = FALSE;
    bool     paying_fine = FALSE;
    int	     obj_value;

    argument = one_argument( argument, arg );
    argument = one_argument( argument, arg2 );
    if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
    {
	act( "@@N$n offers $mself to @@e" sacgodname "@@N, who graciously declines.",
	    ch, NULL, NULL, TO_ROOM );
	send_to_char(
	    "@@e" sacgodname "@@N appreciates your offer and may accept it later.", ch );
	return;
    }

    if ( arg2[0] !='\0' )
    {
      if ( !str_prefix( arg2, goodgodname ) )
      {
        align_direction = 1;
        change_align = TRUE;
      }
      else 
      if ( !str_prefix( arg2, evilgodname ) )
      {
        align_direction = -1;
        change_align = TRUE;
      }
      else
      if ( !str_prefix( arg2, neutralgodname ) )
      {
        align_direction = 0;
        change_align = TRUE;
      }
      else
      if ( !str_prefix( arg2, "judge" ) )
      {
        align_direction = 0;
        paying_fine = TRUE;
      }
     }

    obj = get_obj_room( ch, arg, ch->in_room->first_content );
    if ( obj == NULL )
    {
	send_to_char( "You can't find it.\n\r", ch );
	return;
    }

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

    if ( obj == quest_object )
    {
      send_to_char( "Sorry, there is currently a retrieval quest running for that item.\n\r", ch );
      return;
    }
    if ( !CAN_WEAR(obj, ITEM_TAKE) && ( obj->item_type != ITEM_CORPSE_NPC ) )
    {
	act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
	return;
    }

    /*
     * Checks for payment of fines.
     */
    if (paying_fine) {

      sh_int plevel = get_psuedo_level( ch );

      if (ch->sentence <= 0) {

        send_to_char( "You have no fines outstanding.\n\r", ch );
	return;

      } else if (!CAN_WEAR(obj, ITEM_TAKE) ||
                 plevel < obj->level ||
                 plevel > (obj->level + 30)) {

	act( "The judge will not accept $p as payment.", ch, obj, 0, TO_CHAR );
	return;

      } else if (IS_SET( obj->extra_flags, ITEM_CLAN_EQ)) {

        send_to_char( "You cannot use clan equipment for payment of fines.\n\r", ch );
	return;

      }
      obj_value = get_item_value( obj );
      if ( plevel > 110 )
        obj_value *= .2;
      else if ( plevel > 100 )
       obj_value *= .4;
      else if ( plevel > 80 )
       obj_value *= .6;

      if (  ( obj->item_type == ITEM_FOOD )
         || ( obj->item_type == ITEM_BEACON )
         || ( obj->item_type == ITEM_SOUL )   )
      obj_value = 0;

      ch->sentence -= obj_value;

      if (ch->sentence > 0) {

        sprintf( buf, "%s: Sentence reduced to %d ( - %d ) by sacrificing %s.",ch->name,
           ch->sentence,
           obj_value,
           obj->short_descr );
        monitor_chan( buf, MONITOR_OBJ );

	act( "The judge accepts $p as partial payment of your fine.", ch, obj, 0, TO_CHAR );

      } else {

        ch->sentence = 0;
        REMOVE_BIT( ch->act, PLR_KILLER );
        REMOVE_BIT( ch->act, PLR_THIEF );
	send_to_char( "Your debt to society has been paid!  Please more careful in the future.\n\r", ch );
        sprintf( monbuf, "%s has had a WANTED flag removed by the judge.\n\r", ch->name );
        monitor_chan( monbuf, MONITOR_GEN_MORT );

      }

      extract_obj( obj );

      /*
       * Force a save, to prevent cheaters claiming reimb rights.
       */
      do_save( ch, "" );
      return;
    }

    if ( obj->item_type == ITEM_CORPSE_NPC )
    {
       gp=(ch->level);
       change_align = FALSE;
       paying_fine = FALSE;
    }
    else
    {
       gp=1;
    }

    if ( change_align )
    {

      align_change = obj->level;
      if ( IS_SET( obj->extra_flags, ITEM_REMORT ) )
        align_change *= 1.5;

      if ( align_direction == 1 )
      {
        if ( IS_SET( obj->extra_flags, ITEM_ANTI_GOOD ) )
          align_change *= 1.3;
        if (IS_SET( obj->extra_flags, ITEM_ANTI_EVIL ) )
          align_change *= -.3;
        if ( IS_SET( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
          align_change *= 1.1;

      sprintf( buf,"@@a" goodgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
      send_to_char( buf, ch );
      act( "@@N$n sacrifices $p to @@a" goodgodname "@@N.", ch, obj, NULL, TO_ROOM );
    
      }
      
      if ( align_direction == -1 ) 
      {
         if ( IS_SET( obj->extra_flags, ITEM_ANTI_GOOD ) )
          align_change *= -.3;
        if (IS_SET( obj->extra_flags, ITEM_ANTI_EVIL ) )
          align_change *= 1.5;
        if ( IS_SET( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
          align_change *= 1.25;

      sprintf( buf,"@@e" evilgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
      send_to_char( buf, ch );
      act( "@@N$n sacrifices $p to @@e" evilgodname "@@N.", ch, obj, NULL, TO_ROOM );
    
      }
      if ( align_direction == 0 )
      {
        if ( ch->alignment > 200 )
          align_direction = -1;
        else
        if ( ch->alignment < -200 )
          align_direction = 1;
        if ( IS_SET( obj->extra_flags, ITEM_ANTI_GOOD ) )
          align_change *= 1.5;
        if (IS_SET( obj->extra_flags, ITEM_ANTI_EVIL ) )
          align_change *= 1.5;
        if ( IS_SET( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
          align_change *= -.3;

      sprintf( buf,"@@l" neutralgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
      send_to_char( buf, ch );
      act( "@@N$n sacrifices $p to @@l" neutralgodname "@@N.", ch, obj, NULL, TO_ROOM );
    
      }
      if ( obj->item_type == ITEM_BEACON || obj->item_type == ITEM_LIGHT
         || obj->item_type == ITEM_PORTAL || obj->item_type == ITEM_FOOD )
        align_change /= 10;

      ch->alignment = URANGE( -1000, ( ch->alignment += align_direction * align_change ), 1000 );
    }
    
    if ( !change_align )
    {
      sprintf( buf,"@@N" sacgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
      send_to_char( buf, ch );
      act( "@@N$n sacrifices $p to @@N" sacgodname "@@N.", ch, obj, NULL, TO_ROOM );
    }
 
    ch->gold += gp;

    extract_obj( obj );
    return;
}



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

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    one_argument( argument, arg );

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

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

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

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

	obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
	obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
	obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );

	extract_obj( obj );
    
    return;
}



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

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

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

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

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

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

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

	obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
	obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
	obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );

	extract_obj( scroll );
    return;
}



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

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

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

    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 )
    {
	bugf( "Do_brandish: bad sn %d on object vnum %d", sn,
              staff->pIndexData->vnum );
	return;
    }

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

    if ( staff->value[2] > 0 )
    {
	act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
	act( "You brandish $p.",  ch, staff, NULL, TO_CHAR );
	for ( vch = ch->in_room->first_person; vch; vch = vch_next )
	{
	    vch_next    = vch->next_in_room;

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

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

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

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

	    obj_cast_spell( staff->value[3], staff->value[0], ch, vch, staff );
	}
    }

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

    return;
}



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

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

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

    if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
    {
	send_to_char( "You hold nothing in your hand.\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 ( arg[0] == '\0' )
    {
	if ( ch->fighting != NULL )
	{
	    victim = ch->fighting;
	}
	else
	{
	    send_to_char( "Zap whom or what?\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( ( victim = get_char_room ( ch, arg ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    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 );
	}
	
	obj_cast_spell( wand->value[3], wand->value[0], ch, victim, wand );
    }

    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 chance = 0;

     /* do not allow steal in LIMBO */
    if ( ch->in_room == get_room_index( ROOM_VNUM_LIMBO ) )
    {
        send_to_char( "You failed.\n\r", ch );
        return;
    }

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    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;
    }

    WAIT_STATE( ch, skill_table[gsn_steal].beats );
    chance = IS_NPC( ch ) ? ( get_psuedo_level( ch )/4 )
             : ( ch->pcdata->learned[gsn_steal]/3 + ( get_curr_dex( ch ) /2 )  );
    chance = chance - (( get_psuedo_level( victim ) - get_psuedo_level( ch ) )/2 );
    if (  ( !IS_NPC( ch ) && !IS_NPC( victim )  )
       && ( victim->adept_level > 0 )
       && ( ch->adept_level <= 0 )  )
      chance = chance - 25;
    if ( !IS_NPC( ch ) )
      chance += ch->lvl2[1] / 4;

    if ( get_psuedo_level( ch ) > ( get_psuedo_level( victim ) + 30 ) )
    { 
      send_to_char( "Coward!!! Trying to steal from the weak..\n\r" , ch );
      return;
    }
    if (  ( victim->position == POS_FIGHTING )
       || ( number_percent(  ) > chance )   )
    {
	/*
	 * 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 );
	
	if ( !IS_NPC(ch) && !IS_NPC(victim)
	    && IS_SET(ch->pcdata->pflags, PFLAG_PKOK)
	    && IS_SET(victim->pcdata->pflags, PFLAG_PKOK) )
	    return;
	    
	sprintf( buf, "%s is a bloody thief!", ch->name );
	do_yell( victim, buf );
	
	if ( !IS_NPC(ch) )
	{
	  if ( IS_NPC(victim) &&  ( victim->pIndexData->pShop == NULL ) )
	  {
	    act( "$n says 'I'll get you for that, $N!'", victim, NULL,
		       ch, TO_ROOM );
	    multi_hit( victim, ch, TYPE_UNDEFINED ); 
		
	  }
	  else
	  {
            int diff = 0;
            diff = (abs( get_psuedo_level( ch ) - get_psuedo_level( victim ) ) + 10 ) *20;
            SET_BIT(ch->act, PLR_THIEF);
            send_to_char( "*** You are now a THIEF!! ***\n\r", ch );
            ch->sentence += diff;
	    save_char_obj( ch );
	    log_string( buf );
	  }
	}
	return;
    
    }

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

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

	ch->gold     += amount;
	victim->gold -= amount;
	sprintf( buf, "Bingo!  You got %d gold coins.\n\r", amount );
	send_to_char( buf, ch );
	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_INVENTORY)
    ||   obj->level > ch->level 
    ||   ( obj->wear_loc > -1 )  )
    {
	send_to_char( "You can't pry it away.\n\r", ch );
	return;
    }

    if ( ch->carry_number + get_obj_number( obj ) > 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( "Yes!  Got it!!!\n\r", ch );
    return;
}



/*
 * Shopping commands.
 */
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *keeper;
    SHOP_DATA *pShop;

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

    if ( pShop == NULL || IS_AFFECTED( keeper, AFF_CHARM) )
    {
	send_to_char( "You can't do that here.\n\r", ch );
	return NULL;
    }

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

    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
    {
	do_say( keeper, "Thieves are not welcome!" );
	sprintf( buf, "%s the THIEF is over here!", ch->name );
	do_shout( keeper, buf );
	check_guards( ch );
	return NULL;
    }

    
    
    /*
     * Shop hours.
     */
    if ( time_info.hour < pShop->open_hour )
    {
	do_say( keeper, "Sorry, come back later." );
	return NULL;
    }
    
    if ( time_info.hour > pShop->close_hour )
    {
	do_say( keeper, "Sorry, come back tomorrow." );
	return NULL;
    }

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

    return keeper;
}


/* Called when a shopkeeper spots a wanted player...
 * calls local mobs with spec_policeman set to hunt player
 * --Stephen
 */
 
void check_guards( CHAR_DATA *ch )
{
   CHAR_DATA *guard;
   char buf[MAX_STRING_LENGTH];
   
       for ( guard = first_char; guard != NULL; guard = guard->next )
	  if (    IS_NPC(guard) 
	       && ( guard->in_room->area == ch->in_room->area )
	       &&   guard->spec_fun != 0
	       && !str_cmp( "spec_policeman", rev_spec_lookup( guard->spec_fun ) ) 
	       && guard->hunting == NULL )
	  {
	     if ( set_hunt( guard, NULL, ch, NULL, 0,
	                    HUNT_INFORM|HUNT_MERC|HUNT_CR ) )
	     {
/*	     if ( make_hunt( guard, ch ) )
	     {
	       REMOVE_BIT( guard->act_hunt, ACT_HUNT_INFORM );*/
	       switch ( number_range(0, 7 ) )
	       {
		  case 0:
		     do_yell( guard, "I'm coming!" );   
		     break;
		  case 1:
		     do_yell( guard, "On my way!" );
		     break;
		  case 2:
		     do_yell( guard, "Watch out buster, here i come!" );
		     break;
		  case 3:
		     do_yell( guard, "Come make my day punk!" );
		     interpret( guard, "grin" );
		     break;
		  case 4:
		     sprintf( buf, "leaves in search of %s.", ch->name );
		     do_emote( guard, buf );
		     break;
		  case 5:
		     interpret( guard, "wave" );
		     sprintf( buf, "Laters... i'm off to get %s.", ch->name );
		     do_say( guard, buf );
		     break;
		  case 6:
		     interpret( guard, "bounce" );
		     do_say( guard, "Yes!  Someone to go kill!" );
		     break;
		  case 7:
		     sprintf( buf, "%s Watch it mate... i'm after you!", ch->name );
		     do_tell( guard, buf );
		     break;
		}
	     }    
	  }
   return;
}    



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

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

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

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

	for ( obj2 = keeper->first_carry; obj2; obj2 = obj2->next_in_carry_list )
	{
	    if ( obj->pIndexData == obj2->pIndexData )
		cost /= 2;
	}
    }

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

    return cost;
}



void do_buy( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];

    argument = one_argument( argument, arg );

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

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

	if ( IS_NPC(ch) )
	    return;

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

	in_room     = ch->in_room;
	ch->in_room = pRoomIndexNext;
	pet         = get_char_room( ch, arg );
	ch->in_room = in_room;

	if ( pet == NULL || !IS_SET(pet->act, ACT_PET) )
	{
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

	if ( IS_SET(ch->act, PLR_BOUGHT_PET) )
	{
	    send_to_char( "You already bought one pet this level.\n\r", ch );
	    return;
	}

	if ( ch->gold < 10 * pet->level * pet->level )
	{
	    send_to_char( "You can't afford it.\n\r", ch );
	    return;
	}

	if ( ch->level < pet->level )
	{
	    send_to_char( "You're not ready for this pet.\n\r", ch );
	    return;
	}

	ch->gold                -= 10 * pet->level * pet->level;
	pet                     = create_mobile( pet->pIndexData );
	SET_BIT(ch->act, PLR_BOUGHT_PET);
	SET_BIT(pet->act, ACT_PET);
	SET_BIT(pet->affected_by, AFF_CHARM);

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

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

	char_to_room( pet, ch->in_room );
	add_follower( pet, ch );
	send_to_char( "Enjoy your pet.\n\r", ch );
	act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost;

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

	if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
	{
	   do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
	   return;
	}
    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      do_say( keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
      return;
    }
	
	obj  = get_obj_carry( keeper, arg );
	cost = get_cost( keeper, obj, TRUE );

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

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

	if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
	{
	    send_to_char( "You can't carry that many items.\n\r", ch );
	    return;
	}

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

	act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
	act( "You buy $p.", ch, obj, NULL, TO_CHAR );
	ch->gold     -= cost;
	keeper->gold += cost;

	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
	    obj = create_object( obj->pIndexData, obj->level );
	else
	    obj_from_char( obj );

	obj_to_char( obj, ch );
	return;
    }
}



void do_list( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char buf1[MAX_STRING_LENGTH];
    int   stopcounter = 0;

    buf1[0] = '\0';

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

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "You can't do that here.\n\r", ch );
	    return;
	}

	found = FALSE;
	for ( pet = pRoomIndexNext->first_person; pet; pet = pet->next_in_room )
	{
	    if ( IS_SET(pet->act, ACT_PET) )
	    {
		if ( !found )
		{
		    found = TRUE;
		    safe_strcat( MAX_STRING_LENGTH,  buf1, "Pets for sale:\n\r" );
		}
		sprintf( buf, "[%2d] %8d - %s\n\r",
		    pet->level,
		    10 * pet->level * pet->level,
		    pet->short_descr );
		safe_strcat( MAX_STRING_LENGTH,  buf1, buf );
	    }
	}
	if ( !found )
	    send_to_char( "Sorry, we're out of pets right now.\n\r", ch );

	send_to_char( buf1, ch );
	return;
    }
    else
    {
	char arg[MAX_INPUT_LENGTH];
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost;
	bool found;

	one_argument( argument, arg );

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

	found = FALSE;
	
	
	if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
	{
	   do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
	   return;
	}
    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      do_say( keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
      return;
    }
	
	
	for ( obj = keeper->first_carry; obj; obj = obj->next_in_carry_list )
	{
	    if ( obj->wear_loc == WEAR_NONE
	    &&   can_see_obj( ch, obj )
	    && ( cost = get_cost( keeper, obj, TRUE ) ) > 0
	    && ( arg[0] == '\0' || is_name( arg, obj->name ) ) )
	    {
		if ( !found )
		{
		    found = TRUE;
		    safe_strcat( MAX_STRING_LENGTH,  buf1, "[@@yLevel  @@yPrice@@g] @@yItem@@g\n\r" );
		}
            stopcounter++;

		sprintf( buf, "[ @@W%3d  @@W%6d@@g] @@c%s@@g\n\r",
		    obj->level, cost, capitalize( obj->short_descr ) );
		safe_strcat( MAX_STRING_LENGTH,  buf1, buf );
            if ( stopcounter > 45  )
            {
              send_to_char( buf1, ch );
              sprintf( buf1, "%s", "" );
              stopcounter = 0;
            }

	    }
	}

	if ( !found )
	{
	    if ( arg[0] == '\0' )
		send_to_char( "You can't buy anything here.\n\r", ch );
	    else
		send_to_char( "You can't buy that here.\n\r", ch );
	    return;
	}

	send_to_char( buf1, ch );
	return;
    }
}



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

    one_argument( argument, arg );

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

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

    
	if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
	{
	   do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
	   return;
	}
    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      do_say(keeper,  "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
      return;
    }
	
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you 'You don't have that item'.",
	    keeper, NULL, ch, TO_VICT );
	ch->reply = keeper;
	return;
    }

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

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

     if ( IS_SET( obj->extra_flags, ITEM_CLAN_EQ ) )
     {
	act( "$n looks uncertain about buying clan equipment.", keeper, NULL, NULL, TO_VICT );
	return;
     }

 /*   if ( count_obj_list( obj->pIndexData, keeper->first_carry ) > 4 )
    {
      send_to_char( "Sorry, I don't need any more of those.\n\r", ch );
      return;
    }    */

    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
    sprintf( buf, "You sell $p for %d gold piece%s.",
	cost, cost == 1 ? "" : "s" );
    act( buf, ch, obj, NULL, TO_CHAR );
    ch->gold     += cost;
    keeper->gold -= cost;
    if ( keeper->gold < 0 )
	keeper->gold = 0;

    if ( obj->item_type == ITEM_TRASH )
    {
	extract_obj( obj );
    }
    else
    {
	obj_from_char( obj );
	obj_to_char( obj, keeper );
    }

    return;
}



void do_value( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *keeper;
    OBJ_DATA *obj;
    int cost;

    one_argument( argument, arg );

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

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

    
	if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
	{
	   do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
	   return;
	}
    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      do_say( keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
      return;
    }
	
    
    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you 'You don't have that item'.",
	    keeper, NULL, ch, TO_VICT );
	ch->reply = keeper;
	return;
    }

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

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

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

    return;
}

void do_donate( CHAR_DATA *ch, char *argument )

/*  This function removes *one* object from a player,
 *  and instead of dropping it in the curent room, it is 
 *  placed in the donation room, vnum 3206
 *  (I have donation room one east of temple)
 *  Eg: donate excalibur 
 *  Donate all was not implemented to avoid unwanted eq loss :)
 *  Money may NOT be denoted - risk of too much lying around!!
 *  Three donation rooms now, used to hold armor, weapons and misc.
 *  --  Stephen
 */

{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int place_to_put_it = 3017;

    argument = one_argument( argument, arg );

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char( "Donate what?\n\r", ch );
	return;
    }
    
    /* Donating coins is NOT allowed! */

    if ( is_number( arg ) )
    {
	send_to_char( "Sorry, that is not possible - yet?!\n\r", ch );
	return;
    }
    
    /* Donate all will not be allowed! */

    if (!str_cmp( arg, "all") || !str_prefix( "all.", arg ) )
    {
	send_to_char( "Donating *all* sounds dodgy to me!\n\r", ch );
	return;
    }
    
    /* Check to see if item in inventory :) */

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

    /* Check to see if item *can* be dropped! */

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }
    if ( obj->item_type == ITEM_BEACON )
    {
      send_to_char( " @@eNice try:P@@N\n\r", ch );
      return;
    }

    /* Remove object from inventory and put into donation room */

    if ( obj->item_type == ITEM_WEAPON )
       place_to_put_it = 3019;

    if ( obj->item_type == ITEM_ARMOR )
       place_to_put_it = 3018;
    
    obj_from_char( obj );
    obj_to_room( obj, get_room_index( place_to_put_it ) );
    act( "$n donates $p, how kind.", ch, obj, NULL, TO_ROOM );
    act( "You donate $p, thank you.", ch, obj, NULL, TO_CHAR );
    do_save( ch, "" );

}

void do_adapt( CHAR_DATA *ch, char *argument )
{
   /* Take one piece of eq, the ch's level, and reset the eq's stats
    * and level req so that they can use it, but the eq won't be as
    * good as it was previously...  Only do if ch->level > eq->level!
    * Added: descrips changed to reflect adaptation.
    * -- Stephen
    */

   char arg[MAX_INPUT_LENGTH];
   char buf[MAX_INPUT_LENGTH];
   OBJ_DATA *obj;
   AFFECT_DATA *paf;
   CHAR_DATA *mob;
   bool changed;                /* was the eq changed?? */
   long diff;                    /* ratio to change stuff by */
   int pen;                     /* additional penalty */
   int cost;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

   cost = ( ch->level  * 250 );
   
   argument = one_argument( argument, arg );

    /* Check for mob with act->adapt */
   for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
   {
      if ( IS_NPC(mob) && IS_SET(mob->act, ACT_ADAPT ) )
	 break;
   }
 
   if ( mob == NULL )
   {
      send_to_char( "You can't do that here.\n\r", ch );
	 return;
   }

   if ( arg[0] == '\0' )
   {
      sprintf( buf, "The cost for you to have a weapon adapted is: %d GP.\n\r", cost );
      send_to_char( buf, ch );
      send_to_char( "Usuage: ADAPT <weapon>.  The weapon must be in your inventory.\n\r", ch );
      return;
   }

   
   
   if (!str_cmp( arg, "all") || !str_prefix( "all.", arg ) )
   {
       send_to_char( "Only one weapon can be adapted at a time.....\n\r", ch );
       return;
   }
    
   /* Check to see if item in inventory :) */

   if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
   {
       send_to_char( "You do not have that item to be adapted.\n\r", ch );
       return;
   }
   
   diff = ( obj->level / ch->level );
   pen  = ( obj->level - ch->level );   

   if ( diff < 1 || pen == 0 )
   {
      send_to_char( "It doesn't need adapting!\n\r", ch );
      return;
   }

   if ( pen == 1 )
   {
      send_to_char( "Just wait until you gain another level!\n\r", ch );
      return;
   }
   pen *= 2;    /* Double difference in levels as penalty. */   

   if ( ch->gold < cost )
   {
      send_to_char( "You can't afford to have it adapted!\n\r", ch );
      return;
   }
   
   /* Now, see if the piece of eq CAN be adapted..... */ 
  
   switch ( obj->item_type )
   {
      default:
	 changed = FALSE;
	 break;

      case ITEM_WEAPON:
	 obj->value[1] /= diff;   /* Reduce the damage the weapon does */
	 obj->value[1] = UMAX( 0, obj->value[1] - pen );
	 obj->value[2] /= diff;
	 obj->value[2] = UMAX( 0, obj->value[2] - pen );
	 changed = TRUE;
	 if ( obj->value[2] == 0 )      /* Then weapon is screwed */
	 {   
	    send_to_char( "The weapon crumbles into dust...It was broken!\n\r", ch );
	    extract_obj( obj );
	    changed = FALSE;
	 }
	 break;

   }   

   if ( !changed )
   {
      send_to_char( "You can only have *weapons* adapted!\n\r", ch );
      return;
   }

   /* Tone down any affects that apply to the object, if applicable */

   for ( paf = obj->first_apply; paf != NULL; paf = paf->next )
   {
      if ( paf->location != APPLY_NONE && paf->modifier != 0 )
	 if ( paf->modifier > 0 )
	    paf->modifier = UMAX( 0, ( paf->modifier / ( diff * 2 ) - pen ) );
	 else
	    paf->modifier = UMIN( 0, ( paf->modifier / ( diff * 2 ) - pen ) );            
   }
   
   ch->gold -=cost;             /* Take the cost from char's gold. */
   obj->level = ch->level;      /* Allow ch to use the eq... */
   sprintf( buf, "%s <adapted>", obj->short_descr );
   free_string( obj->short_descr );
   obj->short_descr = str_dup( buf );
   sprintf( buf, "<adapted> %s", obj->description );
   free_string( obj->description );
   obj->description = str_dup( buf );
   send_to_char( "Your weapon is now adapted.\n\r", ch );
   return;
}


void do_cdonate( CHAR_DATA *ch, char *argument )

/*  This function removes *one* object from a player,
 *  and instead of dropping it in the curent room, it is 
 *  placed in the donation room.
 *  (I have donation room one east of temple)
 *  Eg: donate excalibur 
 *  Donate all was not implemented to avoid unwanted eq loss :)
 *  Money may NOT be denoted - risk of too much lying around!!
 *  Three donation rooms now, used to hold armor, weapons and misc.
 *  --  Stephen
 * This just a copy of donate, except it works for clans -S-
 */

{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int place_to_put_it;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

    argument = one_argument( argument, arg );

    if ( IS_NPC( ch ) )
    {
        send_to_char( "Mobs don't have clans.\n\r", ch );
	return;
    }

    if ( ch->pcdata->clan == 0 )
    {
       send_to_char( "You must be in a clan to use this command!\n\r", ch );
       return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char( "Donate what?\n\r", ch );
	return;
    }
    
    /* Donating coins is NOT allowed! */

    if ( is_number( arg ) )
    {
	send_to_char( "Sorry, that is not possible - yet?!\n\r", ch );
	return;
    }
    
    /* Donate all will not be allowed! */

    if (!str_cmp( arg, "all") || !str_prefix( "all.", arg ) )
    {
	send_to_char( "Donating *all* sounds dodgy to me!\n\r", ch );
	return;
    }
    
    /* Check to see if item in inventory :) */

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

    /* Check to see if item *can* be dropped! */

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }
    if ( obj->item_type == ITEM_BEACON )
    {
      send_to_char( " @@eNice try:P@@N\n\r", ch );
      return;
    }

    /* Remove object from inventory and put into donation room */

    place_to_put_it = clan_table[ch->pcdata->clan].donat_room;
    
    obj_from_char( obj );
    obj_to_room( obj, get_room_index( place_to_put_it ) );
    act( "$n clan-donates $p, how kind.", ch, obj, NULL, TO_ROOM );
    act( "You clan-donate $p, thank you.", ch, obj, NULL, TO_CHAR );
    do_save( ch , "" );
    return;
}


void do_appraise( CHAR_DATA *ch, char *argument )
{
   OBJ_DATA *obj;
   char buf[MAX_STRING_LENGTH];
   int av;
   int gold;
   int ac;
   int hold;
   int foo;   
   int lv;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }
   
   if ( argument[0] == '\0' )
   {
      send_to_char( "Appraise what?\n\r", ch );
      return;
   }
   
   if ( ( obj = get_obj_here( ch, argument ) ) == NULL )
   {
      send_to_char( "It would help if you tried to appraise an object!\n\r", ch );
      return;
   }
   
   if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_appraise] == 0 )
   {
      send_to_char( "You don't know how to appraise items!\n\r", ch );
      return;
   }
   
   
   switch( obj->item_type )
   {
   case ITEM_WEAPON:
      /* Try and make output a little interesting */
	   
      av = ( obj->value[1] + obj->value[2] ) / 2;
	   if ( av <  5 ) sprintf( buf, "$p couldn't cut a blade of grass." );
      else if ( av < 10 ) sprintf( buf, "$p might hurt a small animal." );
      else if ( av < 15 ) sprintf( buf, "$p is ok, but it's not worth stealing!" );
      else if ( av < 20 ) sprintf( buf, "$p looks good, maybe you should get one?" );
      else if ( av < 30 ) sprintf( buf, "$p appears to be pretty powerful!" );
      else if ( av < 50 ) sprintf( buf, "$p could fell trees in one swoop!" );
      else                sprintf( buf, "$p could kill the very Gods!" );
      
      act( buf, ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_ARMOR:
   
      ac = obj->value[0];
	   if ( ac <  0 ) sprintf( buf, "$p couldn't protect a paper bag!" );
      else if ( ac <  3 ) sprintf( buf, "$p looks quite strong!" );
      else if ( ac <  5 ) sprintf( buf, "$p could help protect you well." );
      else if ( ac < 10 ) sprintf( buf, "$p would guard well against attack." );
      else if ( ac < 50 ) sprintf( buf, "$p could protect a God!" );
      else                sprintf( buf, "$p looks like divine armor!" );     
   
      act( buf, ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_SCROLL:
   case ITEM_WAND:
   case ITEM_STAFF:
   case ITEM_PILL:
      lv = obj->value[0];
	   if ( lv < 10 ) sprintf( buf, "$p doesn't look at all powerful." );
      else if ( lv < 20 ) sprintf( buf, "$p looks like it has a little power." );
      else if ( lv < 40 ) sprintf( buf, "$p appears to be quite powerful." );
      else if ( lv < 60 ) sprintf( buf, "$p almost bristles with power." );
      else if ( lv < 80 ) sprintf( buf, "$p crackles with pure energy!" );
      else                sprintf( buf, "$p looks like it was divinely created!!" );
    
      act( buf, ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_CONTAINER:
      hold = obj->value[0];
      
	   if ( hold <  10 ) sprintf( buf, "$p couldn't hold an apple!" );
      else if ( hold <  30 ) sprintf( buf, "$p could hold a few items." );
      else if ( hold <  50 ) sprintf( buf, "$p could hold quite a few objects." );
      else if ( hold < 100 ) sprintf( buf, "$p looks like it could hold a LOT of stuff!" );
      else                   sprintf( buf, "$p looks like the creation of the Gods!" );
      
      act( buf, ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_FURNITURE:
      act( "$p looks like furniture.", ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_TRASH:
      act( "$p doesn't appear to do anything at all, really.", ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_DRINK_CON:
      sprintf( buf, "$p looks like it has some %s in it.", liq_table[obj->value[2]].liq_name );
      act( buf, ch, obj, NULL, TO_CHAR );
   
      if ( obj->value[3] != 0 )
	 send_to_char( "It looks poisoned!\n\r", ch );
	 
      break;
   case ITEM_KEY:
      act( "$p looks like it unlocks something.", ch, obj, NULL, TO_CHAR );
      break;
   case ITEM_FOOD:
      foo = obj->value[0];
      
	   if ( foo <  5 ) sprintf( buf, "$p couldn't feed an ant!" );
      else if ( foo < 10 ) sprintf( buf, "$p would fill a very small stomach." );
      else if ( foo < 20 ) sprintf( buf, "$p looks quite filling." );
      else if ( foo < 40 ) sprintf( buf, "$p could fulfill most hungers." );
      else                 sprintf( buf, "$p looks VERY filling!" );
      
      act( buf, ch, obj, NULL, TO_CHAR );
      
      if ( obj->value[3] != 0 )
	 send_to_char( "It looks poisoned!\n\r", ch );
      
      
      break;
  case ITEM_MONEY:
      act( "$p is MONEY!!!", ch, obj, NULL, TO_CHAR );
      break;
  case ITEM_BOAT:
     act( "$p looks like a sturdy means of travelling across water.", ch, obj, NULL, TO_CHAR );
     break;
  case ITEM_CORPSE_PC:
  case ITEM_CORPSE_NPC:
     act( "$p is a corpse.  Anything worth stealing in it??", ch, obj, NULL, TO_CHAR );
     break;
  case ITEM_FOUNTAIN:
     act( "$p looks like a thirst-quenching fountain.", ch, obj, NULL, TO_CHAR );
     break;
  case ITEM_BOARD:
     act( "$p looks good for leaving messages on.", ch, obj, NULL, TO_CHAR );
     break;
  default:
     act( "You don't see anything special about $p.", ch, obj, NULL, TO_CHAR );
     break;
  }     
   
   
   /* Now show rough idea of the cost, etc */
   
   if ( obj->first_apply != NULL )
      act( "You are able to sense a strange power in $p.", ch, obj, NULL, TO_CHAR );      
   
   gold = ( obj->cost );
	if ( gold <  1000 ) sprintf( buf, "$p doesn't look at all valuable." );
   else if ( gold <  10000 ) sprintf( buf, "$p looks like it has some value to it." );
   else if ( gold <  50000 ) sprintf( buf, "$p might fetch an average price." );
   else if ( gold < 100000 ) sprintf( buf, "$p would do well at auction." );
   else if ( gold < 500000 ) sprintf( buf, "$p looks VERY valuable." );
   else                    sprintf( buf, "$p looks priceless!!" );
      
   act( buf, ch, obj, NULL, TO_CHAR );
   return;
}  
      
void do_bid( CHAR_DATA *ch, char *argument )
{
   extern OBJ_DATA      * auction_item;
   extern CHAR_DATA     * auction_owner;
   extern CHAR_DATA     * auction_bidder;
   extern int             auction_bid;
   extern int             auction_stage;
   extern bool            auction_flop;
   int                    amount;

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }
   
   if ( IS_NPC( ch ) )
   {
      send_to_char( "Only players may use the auction system.\n\r", ch );
      return;
   }
   
   if ( auction_item == NULL )
   {
      send_to_char( "Nothing is being auctioned right now!\n\r", ch );
      return;
   }
   
   if ( !is_number( argument ) )
   {
      send_to_char( "You must bid a numerical value.\n\r", ch );
      return;
   }
   
   amount = atoi( argument );
   
   if ( amount <= auction_bid )
   {
      send_to_char( "That doesn't beat the latest bid.\n\r", ch );
      return;
   }
   
   if ( amount > ch->gold )
   {
      send_to_char( "You don't have that much gold.\n\r", ch );
      return;
   }
   
   if ( auction_bidder == ch )
   {
      send_to_char( "You made the last bid, silly!\n\r", ch );
      return;
   }
   
   if ( auction_owner == ch )
   {
      send_to_char( "You can't bid for your own item!!\n\r", ch );
      return;
   }
   
   /* Ok, so now set the variables to reflect the new bidder */
   /* refund gold to last bidder, take gold from new one */
   
   if ( auction_bidder != NULL )
      auction_bidder->gold += auction_bid;      
   ch->gold -= amount;

   auction_bidder = ch;
   auction_bid    = amount;
   auction_stage  = 0;
   auction_update();
   auction_flop = TRUE;
   return;
}

void do_auction( CHAR_DATA *ch, char *argument )
{
   extern OBJ_DATA      * auction_item;
   extern CHAR_DATA     * auction_owner;
   extern CHAR_DATA     * auction_bidder;
   extern int             auction_bid;
   extern int             auction_reserve;
   extern int             auction_stage;
   extern bool            auction_flop;
   char                   buf[MAX_STRING_LENGTH];
   char                   arg[MAX_STRING_LENGTH];
   int                    reserve;
   void                 * vo = NULL;

   if ( IS_NPC( ch ) )
     return;
    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

   argument = one_argument( argument, arg );

  if (  ( IS_IMMORTAL( ch ) )
     && (  ( !str_cmp( arg, "stop" ) ) 
        || ( !str_cmp( arg, "take" ) )  )    )
  if ( auction_item != NULL )
  {
    CHAR_DATA	*ach;
    bool	good_seller = FALSE;
    bool	good_buyer = FALSE;
	
     for ( ach = first_char; ach != NULL; ach = ach->next )
     {
       if ( auction_owner == ach )
         good_seller = TRUE;
       if ( auction_bidder == ach )
         good_buyer = TRUE;
     }

     sprintf( buf, "The auction of %s has been stopped by an @@mImmortal@@N.\n\r",
		auction_item->short_descr );
     if ( !str_cmp( arg, "take" ) )
     {
       char buf2[MSL];

       sprintf( buf2, " The item has been taken by %s.\n\r", ch->name );
       safe_strcat( MSL, buf, buf2 );
     }
     do_echo( ch, buf );

     if ( good_seller )
     {
       if ( !str_cmp( arg, "take" ) )
       {
         obj_to_char( auction_item, ch ); 
         send_to_char( "Your item has been claimed by the gods.\n\r", auction_owner );
       }
       else 
       {
         obj_to_char( auction_item, auction_owner );
         send_to_char( "Your item has been returned.\n\r ", auction_owner );
       }
       
     }
     else
     {
        
       obj_to_char( auction_item, ch );
     }

     if ( good_buyer )
     {
       send_to_char( "Your bid has been returned.\n\r", auction_bidder );
       auction_bidder->gold += auction_bid;
     }


     auction_stage = 0;
     auction_bidder  = NULL;
     auction_owner   = NULL;
     auction_item    = NULL;
     auction_reserve = 0;
     auction_bid     = 0;
     return;
   }

      
   
   if ( auction_item != NULL )
   {
      sprintf( buf, "The current object being auctioned is: %s\n\r", 
         auction_item->short_descr );
      send_to_char( buf, ch );
      
      sprintf( buf, "Item was offered for sale by %s.\n\r",
         auction_owner->name );
      send_to_char( buf, ch );
      
      sprintf( buf, "The estimated value is %iGP, and last bid was for %iGP.\n\r",
         (int)auction_item->cost, auction_bid );
      send_to_char( buf, ch );
      sprintf( buf, "The reserve price is @@m%i @@yGP@@N.\n\r", auction_reserve );
      send_to_char( buf, ch );

      vo = (void *) auction_item;
      spell_identify (0, LEVEL_HERO - 1, ch, vo, auction_item); 
      return;
   }



   if ( arg[0] == '\0' || argument[0] == '\0' )
   {
      send_to_char( "USAGE:  SYNTAX <object>  [reserve_price]\n\r", ch );
      return;
   }
   
 
   if ( is_number( argument ) && argument[0] != '\0' )
      reserve = atoi( argument );
   else
      reserve = 0;

   if ( abs( reserve * .1 > ch->gold ) )
   {
     send_to_char( "You don't have enough gold to cover the auction fee at that reserve price!\n\r", ch );
     return;
   }

      
   
   if ( ( auction_item = get_obj_carry( ch, arg ) ) == NULL )
   {
      send_to_char( "You're not carrying that item!\n\r", ch );
      return;
   }
   
   if ( IS_SET( auction_item->extra_flags, ITEM_NO_AUCTION ) )
   {
      send_to_char( "You can't auction that.  Sorry!\n\r", ch );
      auction_item = NULL;
      return;
   }
   
   switch ( auction_item->item_type )
   {
      case ITEM_CORPSE_PC:
      case ITEM_CORPSE_NPC:
	 send_to_char( "You can't auction corpses.\n\r", ch );
	 auction_item = NULL;
	 return;
	 break;
      case ITEM_TRASH:
	 send_to_char( "Looks like trash.  Forget it!\n\r", ch );   
	 auction_item = NULL;
	 return;
	 break;
      case ITEM_DRINK_CON:
      case ITEM_FOOD:
	 send_to_char( "Food or Drink can't be auctioned.\n\r", ch );
	 auction_item = NULL;
	 return;
	 break;
      default:
	 break;
   }

   if ( IS_SET( auction_item->extra_flags, ITEM_NODROP ) )
   {
      send_to_char( "You can't let go of it!\n\r", ch );
      auction_item = NULL;
      return;
   }
  
   sprintf( buf, "You have placed %s up for auction.  @@e%d@@yGP @@Whas been charged for these services.\n\r",
              auction_item->name, abs( reserve *.1 ) ); 
   send_to_char( buf, ch );
   auction_owner   = ch;
   auction_bidder  = NULL;
   auction_bid     = 0;
   auction_reserve = reserve;
   if ( auction_reserve > 0 )
      auction_bid = auction_reserve;
   auction_stage   = 0;
   obj_from_char( auction_item );
   auction_update();
   auction_flop = TRUE;
   return;
}
   
      
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];

    if ( !IS_NPC( ch ) && IS_WOLF( ch )
       && ( IS_SHIFTED( ch ) || IS_RAGED( ch )  )   )
    {
      send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
      return;
    }

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

  if ( arg1[0] == '\0' || arg2[0] == '\0' )
  {
    send_to_char( "You must connect one piece to another.\n\r", ch );
    return;
  }

  if ( ( first_ob =  get_obj_carry( ch, arg1 ) )  == NULL )
  {
    sprintf( buf, "You aren't carrying that!!\n\r" );
    send_to_char( buf, ch );
    return;
  }



  if ( ( second_ob =  get_obj_carry( ch, arg2 ) )  == NULL )
  {
    sprintf( buf, "You aren't carrying that!!\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, and suddenly they snap in place, creating $p! Perfect Fit!!", ch, new_ob,NULL,  TO_ROOM );
    act( "You jiggle the pieces together, and suddenly they snap into place, creating $p! Nice job!", 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;
}