merc22/
merc22/log/
merc22/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

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



/*
 * Local functions.
 */
#define CD CHAR_DATA
void get_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) );
bool remove_obj args( ( CHAR_DATA * ch, int iWear, bool fReplace ) );
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 ) );
#undef	CD




void get_obj( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container )
{
   if( !CAN_WEAR( obj, ITEM_TAKE ) )
   {
      send_to_char( "You can't take that.\r\n", 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 )
   {
      ch->gold += obj->value[0];
      extract_obj( obj );
   }
   else
   {
      obj_to_char( obj, ch );
   }

   return;
}



void do_get( CHAR_DATA * ch, char *argument )
{
   char arg1[MAX_INPUT_LENGTH];
   char arg2[MAX_INPUT_LENGTH];
   OBJ_DATA *obj;
   OBJ_DATA *obj_next;
   OBJ_DATA *container;
   bool found;

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

   /*
    * Get type. 
    */
   if( arg1[0] == '\0' )
   {
      send_to_char( "Get what?\r\n", ch );
      return;
   }

   if( arg2[0] == '\0' )
   {
      if( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
      {
         /*
          * 'get obj' 
          */
         obj = get_obj_list( ch, arg1, ch->in_room->contents );
         if( obj == NULL )
         {
            act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
            return;
         }

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

         if( !found )
         {
            if( arg1[3] == '\0' )
               send_to_char( "I see nothing here.\r\n", 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.\r\n", 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.\r\n", ch );
            return;

         case ITEM_CONTAINER:
         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.\r\n", 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;

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

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

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

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

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

   return;
}



void do_put( CHAR_DATA * ch, char *argument )
{
   char arg1[MAX_INPUT_LENGTH];
   char arg2[MAX_INPUT_LENGTH];
   OBJ_DATA *container;
   OBJ_DATA *obj;
   OBJ_DATA *obj_next;

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

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

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

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

   if( container->item_type != ITEM_CONTAINER )
   {
      send_to_char( "That's not a container.\r\n", 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.\r\n", ch );
         return;
      }

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

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

      if( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] )
      {
         send_to_char( "It won't fit.\r\n", 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' 
       */
      for( obj = ch->carrying; obj != NULL; obj = obj_next )
      {
         obj_next = obj->next_content;

         if( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
             && can_see_obj( ch, obj )
             && obj->wear_loc == WEAR_NONE
             && obj != container
             && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] )
         {
            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 );
         }
      }
   }

   return;
}



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

   argument = one_argument( argument, arg );

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

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

      ch->gold -= amount;

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

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

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

      obj_to_room( create_money( amount ), ch->in_room );
      act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
      send_to_char( "OK.\r\n", 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.\r\n", ch );
         return;
      }

      if( !can_drop_obj( ch, obj ) )
      {
         send_to_char( "You can't let go of it.\r\n", 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 );
   }
   else
   {
      /*
       * 'drop all' or 'drop all.obj' 
       */
      found = FALSE;
      for( obj = ch->carrying; obj != NULL; obj = obj_next )
      {
         obj_next = obj->next_content;

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

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

   return;
}



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

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

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

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

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

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

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

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

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

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

   one_argument( argument, arg );

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

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

   found = FALSE;
   for( fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content )
   {
      if( fountain->item_type == ITEM_FOUNTAIN )
      {
         found = TRUE;
         break;
      }
   }

   if( !found )
   {
      send_to_char( "There is no fountain here!\r\n", ch );
      return;
   }

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

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

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

   act( "You fill $p.", ch, obj, NULL, TO_CHAR );
   obj->value[2] = 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->contents; obj; obj = obj->next_content )
      {
         if( obj->item_type == ITEM_FOUNTAIN )
            break;
      }

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

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

   switch ( obj->item_type )
   {
      default:
         send_to_char( "You can't drink from that.\r\n", ch );
         break;

      case ITEM_FOUNTAIN:
         if( !IS_NPC( ch ) )
            ch->pcdata->condition[COND_THIRST] = 48;
         act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
         send_to_char( "You are not thirsty.\r\n", ch );
         break;

      case ITEM_DRINK_CON:
         if( obj->value[1] <= 0 )
         {
            send_to_char( "It is already empty.\r\n", 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] );

         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.\r\n", ch );
         if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
            send_to_char( "You are full.\r\n", ch );
         if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 )
            send_to_char( "You do not feel thirsty.\r\n", 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.\r\n", 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 )
         {
            send_to_char( "The empty container vanishes.\r\n", 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?\r\n", ch );
      return;
   }

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

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

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



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

   if( ch->level < obj->level )
   {
      sprintf( buf, "You must be level %d to use this object.\r\n", 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_LIGHT )
   {
      if( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
         return;
      act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
      act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
      equip_char( ch, obj, WEAR_LIGHT );
      return;
   }

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

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

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

      bug( "Wear_obj: no free finger.", 0 );
      send_to_char( "You already wear two rings.\r\n", 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 wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
         act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
         equip_char( ch, obj, WEAR_NECK_1 );
         return;
      }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

   if( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
   {
      if( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
         return;
      act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
      act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
      equip_char( ch, obj, WEAR_SHIELD );
      return;
   }

   if( CAN_WEAR( obj, ITEM_WIELD ) )
   {
      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.\r\n", 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( !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( fReplace )
      send_to_char( "You can't wear, wield, or hold that.\r\n", ch );

   return;
}



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

   one_argument( argument, arg );

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

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

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

      wear_obj( ch, obj, TRUE );
   }

   return;
}



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

   one_argument( argument, arg );

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

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

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



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

   one_argument( argument, arg );

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

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

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

   send_to_char( "God gives you one gold coin for your sacrifice.\r\n", ch );
   ch->gold += 1;

   act( "$n sacrifices $p to God.", ch, obj, NULL, TO_ROOM );
   extract_obj( obj );
   return;
}



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

   one_argument( argument, arg );

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

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

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

   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.\r\n", ch );
      return;
   }

   if( scroll->item_type != ITEM_SCROLL )
   {
      send_to_char( "You can recite only scrolls.\r\n", 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.\r\n", 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( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
   {
      send_to_char( "You hold nothing in your hand.\r\n", ch );
      return;
   }

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

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

   WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

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

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

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

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

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

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

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

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

   return;
}



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

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

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

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

   obj = NULL;
   if( arg[0] == '\0' )
   {
      if( ch->fighting != NULL )
      {
         victim = ch->fighting;
      }
      else
      {
         send_to_char( "Zap whom or what?\r\n", 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.\r\n", 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, obj );
   }

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

   return;
}



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

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

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

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

   if( victim == ch )
   {
      send_to_char( "That's pointless.\r\n", ch );
      return;
   }

   WAIT_STATE( ch, skill_table[gsn_steal].beats );
   percent = number_percent(  ) + ( IS_AWAKE( victim ) ? 10 : -50 );

   if( ch->level + 5 < victim->level
       || victim->position == POS_FIGHTING
       || !IS_NPC( victim ) || ( !IS_NPC( ch ) && percent > ch->pcdata->learned[gsn_steal] ) )
   {
      /*
       * Failure.
       */
      send_to_char( "Oops.\r\n", ch );
      act( "$n tried to steal from you.\r\n", ch, NULL, victim, TO_VICT );
      act( "$n tried to steal from $N.\r\n", ch, NULL, victim, TO_NOTVICT );
      sprintf( buf, "%s is a bloody thief!", ch->name );
      do_shout( victim, buf );
      if( !IS_NPC( ch ) )
      {
         if( IS_NPC( victim ) )
         {
            multi_hit( victim, ch, TYPE_UNDEFINED );
         }
         else
         {
            log_string( buf );
            if( !IS_SET( ch->act, PLR_THIEF ) )
            {
               SET_BIT( ch->act, PLR_THIEF );
               send_to_char( "*** You are now a THIEF!! ***\r\n", ch );
               save_char_obj( ch );
            }
         }
      }

      return;
   }

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

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

      ch->gold += amount;
      victim->gold -= amount;
      sprintf( buf, "Bingo!  You got %d gold coins.\r\n", amount );
      send_to_char( buf, ch );
      return;
   }

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

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

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

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

   obj_from_char( obj );
   obj_to_char( obj, ch );
   send_to_char( "Ok.\r\n", 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->people; keeper; keeper = keeper->next_in_room )
   {
      if( IS_NPC( keeper ) && ( pShop = keeper->pIndexData->pShop ) != NULL )
         break;
   }

   if( pShop == NULL )
   {
      send_to_char( "You can't do that here.\r\n", 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!\r\n", ch->name );
      do_shout( keeper, buf );
      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!\r\n", ch->name );
      do_shout( keeper, buf );
      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;
}



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

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

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

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

      for( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
      {
         if( obj->pIndexData == obj2->pIndexData )
            cost /= 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?\r\n", 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.\r\n", 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.\r\n", ch );
         return;
      }

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

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

      if( ch->level < pet->level )
      {
         send_to_char( "You're not ready for this pet.\r\n", 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'.\r\n", 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.\r\n", ch );
      act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
      return;
   }
   else
   {
      CHAR_DATA *keeper;
      OBJ_DATA *obj;
      int cost;

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

      obj = get_obj_carry( keeper, arg );
      cost = get_cost( keeper, obj, TRUE );

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

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

      if( obj->level > ch->level )
      {
         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.\r\n", ch );
         return;
      }

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

   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.\r\n", ch );
         return;
      }

      found = FALSE;
      for( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
      {
         if( IS_SET( pet->act, ACT_PET ) )
         {
            if( !found )
            {
               found = TRUE;
               strcat( buf1, "Pets for sale:\r\n" );
            }
            sprintf( buf, "[%2d] %8d - %s\r\n", pet->level, 10 * pet->level * pet->level, pet->short_descr );
            strcat( buf1, buf );
         }
      }
      if( !found )
         send_to_char( "Sorry, we're out of pets right now.\r\n", 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;
      for( obj = keeper->carrying; obj; obj = obj->next_content )
      {
         if( obj->wear_loc == WEAR_NONE
             && can_see_obj( ch, obj )
             && ( cost = get_cost( keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || is_name( arg, obj->name ) ) )
         {
            if( !found )
            {
               found = TRUE;
               strcat( buf1, "[Lv Price] Item\r\n" );
            }

            sprintf( buf, "[%2d %5d] %s.\r\n", obj->level, cost, capitalize( obj->short_descr ) );
            strcat( buf1, buf );
         }
      }

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

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

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

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

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

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

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

   return;
}



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

   one_argument( argument, arg );

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

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

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

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