skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
/**
 * @author Someone on DW, most likely.
 * @changed Changed to use carpentry skills for fixing wooden things,
 * and added variable gp costs.
 * - Sandoz, June 2003.
 */

#include <tasks.h>

#define SKILLS ({"crafts.smithing.black.weapons", \
                 "crafts.smithing.black.armour", \
                 "crafts.carpentry.weapons", \
                 })

#define A_MAX       5
#define C_MAX       100
#define A_COND      5
#define C_COND      25
#define SCALE       50

#define MIN_GP_COST 5
#define MAX_GP_COST 60

inherit COMMAND_BASE;

/**
 * This method is used to determine how much to give a rough
 * estimate as to how much it will cost to fix a given item.
 * @param player the person doing the fixing
 * @param item the item being fixed
 * @param costing whether or not the cost to fix is being estimated
 * @param max the maximum condition of the item (optional)
 * @param cond the current condition of the item (optional)
 * @param low the lowest condition of the item (optional)
 * @return the cost in brass coins to repair the item
 */
varargs int query_fix_cost( object player, object item, int costing,
                            int max, int cond, int low ) {
    int cost, diff, per;

    max = max || item->query_max_cond();
    cond = cond || item->query_cond();
    low = low || item->query_lowest_cond();

    diff = max - cond;

    per = 100 - ENV( player )->query_discount( player );

    if( per < 0 )
        per = 0;

    cost = ( diff * sqrt( item->query_full_value() ) ) / max;
    cost *= A_MAX + ( C_MAX * ( max - low ) ) / max;
    cost *= A_COND + ( C_COND * ( cond - low ) ) / ( cond + !cond );
    cost /= SCALE;

    if( costing )
        cost *= 2;
    else
        cost += roll_MdN( 4, cost / 4 );

    cost = ( cost * per ) / 100;
    cost = ( cost < 100 ? 100 : cost );

    return cost;

} /* query_fix_cost() */

/**
 * This method returns the internal type of an item, to determine which
 * skill to use when fixing it.
 * @param item the item to test
 * @return 0 for crafts.smithing.black.weapons, 1 for crafts.smithing.black.armour
 */
int query_item_type( object ob ) {
    return ( ob->query_weapon() == 1 ) +
        // Could be a living thing, that they're carrying, that's fighting
        // and has been using a weapon... Unlikely, I know, but still.
        ( ( 2 * ob->query_armour() ) | ( 2 * ( ob->query_scabbard() &&
        !ob->query_clothing() ) ) );
} /* query_item_type() */

/**
 * This returns whether or not a given item is considered to be 'fixed'
 * or not. This means it is in 98% of its maximum condition.
 * @param item the item to test for fixedness.
 * @return 1 if the item is fixed, 0 if it is not
 */
int test_fixed( object item ) {
    return ( 100 * item->query_cond() > 98 * item->query_max_cond() );
} /* test_fixed() */

/** @ignore yes */
int cmd( object *things, int costing ) {
    int type, bonus, cond, low, max, diff, cost, val, pl, gp_cost;
    object here, item, fixer;
    string place, mess, skill;

    if( TP->query_fighting() ) {
        add_failed_mess("You cannot $V anything in the heat of battle.\n");
        return 0;
    }

    fixer = TP;
    here = ENV( fixer );

    if( !here || !here->query_property("smithy") ) {
        add_failed_mess("You are not in a smithy, so you cannot fix "
            "anything.\n");
        return 0;
    }

    if( sizeof(things) > 1 ) {
        add_failed_mess("You can only fix one thing at a time.\n");
        return 0;
    }

    place = here->query_property("place") || "default";
    item = things[ 0 ];
    type = query_item_type( item );
    pl = query_group(item);

    if( !type ) {
        add_failed_mess("$I "+({"is", "are"})[pl]+" neither armour "
            "nor a weapon.\n", things );
        return 0;
    }

    if( item->query_worn_by() ) {
        add_failed_mess("You should probably remove $I before making "+
            ({"it", "them"})[pl]+" hot and hitting "+
            ({"it", "them"})[pl]+" with a hammer.\n", things );
        return 0;
    }

    switch( item->query_material() ) {
      case "leather" :
        add_failed_mess("$I "+({"is", "are"})[pl]+" made of leather.  "
            "How do you expect to heat "+({"it", "them"})[pl]+" in the "
            "forge without destroying "+({"it", "them"})[pl]+"?\n", things );
        return 0;
      case "cloth" :
        add_failed_mess("$I "+({"is", "are"})[pl]+" made of cloth.  "
            "How do you expect to heat "+({"it", "them"})[pl]+" in the "
            "forge without destroying "+({"it", "them"})[pl]+"?\n", things );
        return 0;
      case "stone" :
        add_failed_mess("$I "+({"is", "are"})[pl]+" made of stone.  How do "
            "you expect to improve "+({"it", "them"})[pl]+" by hitting "+
            ({"it", "them"})[pl]+" with a hammer?\n", things );
        return 0;
      case "wood" :
        skill = SKILLS[ 2 ];
      break;
      case "metal" :
      case "steel" :
      case "iron" :
      case "copper" :
      case "brass" :
      case "bronze" :
      case "gold" :
      case "silver" :
        skill = SKILLS[ type - 1 ];
      break;
      default :
        add_failed_mess("$I "+({"is", "are"})[pl]+" not made from metal "
            "nor wood.\n", things );
        return 0;
    }

    if( test_fixed( item ) ) {
        add_failed_mess("$I "+({"is", "are"})[pl]+" already in top "
            "condition.\n", things );
        return 0;
    }

    if( ( bonus = fixer->query_skill_bonus( skill ) ) < 10 ) {
        add_failed_mess("You stare at $I for a while, but give up after a "
            "while of cogitating because you cannot decide where to start.\n",
            things );
        return 0;
    }

    val = fixer->query_value_in( place );

    if( place != "default")
        val += fixer->query_value_in("default");

    max = item->query_max_cond() || 1;
    low = item->query_lowest_cond() || 1;
    cond = item->query_cond();

    cost = query_fix_cost( TP, item, costing, max, cond, low );

    if( costing ) {
        add_succeeded_mess( ({"It would probably cost you about "+
            MONEY_H->money_value_string( cost, place )+" to attempt to "
            "fix $I.\n", ""}), things );
        return 1;
    }

    if( val < cost && !fixer->query_property("freelance smith") ) {
        add_failed_mess("You cannot afford the materials to fix $I.\n",
            things );
        return 0;
    }

    if( ( gp_cost = MAX_GP_COST - MAX_GP_COST * cond / max ) < MIN_GP_COST )
        gp_cost = MIN_GP_COST;

    event( TP, "inform", sprintf("Cond: %i, Max Cond: %i, GP Cost: %i",
        cond, max, gp_cost ), "debug");

    if( !TASKER->point_tasker( TP, "crafts", gp_cost ) ) {
        add_failed_mess("You do not have enough energy to $V $I.\n", things );
        return 0;
    }

    if( !cond ) {
        add_succeeded_mess( ({"You begin to work on $I when "+
            ({"it", "they"})[pl]+" break"+({"s", ""})[pl]+"!  "+
            ({"it", "they"})[pl]+" must have been too damaged to fix.\n",
            "$N begin$s to work on $I when "+({"it", "they"})[pl]+" break"+
            ({"s", ""})[pl]+"!\n"}), things );
        item->break_me();
        return 1;
    }

    diff = max - cond;

    if( diff > bonus ) {
        diff = 200 * diff / max;

        switch( TASKER->perform_task( fixer, skill, diff, TM_COMMAND ) ) {
          case AWARD :
            tell_object( fixer, "%^YELLOW%^"+replace( ({
                "As you begin to fix $I, you realise how to make better use "
                "of the materials.",
                "As you work on $I, you find that you're more able to fix "+
                ({"it", "them"})[pl]+" completely.",
                "You discover that you can fix $I more effectively."
                })[ random( 3 ) ], "$I", item->the_short() )+"%^RESET%^\n");
          case SUCCEED :
            XP_H->handle_xp( TP, gp_cost, 1 );
            diff = max - cond;
          break;
          default :
            XP_H->handle_xp( TP, gp_cost, 0 );
            diff = bonus;
        }
    }

    item->adjust_cond( diff );

    // This allows NPC smithies to work for free and then charge later.
    if( !fixer->query_property( "freelance smith" ) )
        fixer->pay_money( MONEY_H->create_money_array( cost, place ), place );

    if( test_fixed( item ) )
        mess = "You fix $I, bringing "+({"it", "them"})[pl]+" to top "
               "condition.";
    else
        mess = "You manage to fix $I a little, although "+
               ({"it is", "they are"})[pl]+" still not in top condition.";

    add_succeeded_mess( ({ mess + "\nThe repair materials cost you "+
        MONEY_H->money_value_string( cost, place )+".\n",
        "$N fixes up $I.\n" }), things );

    return 1;

} /* cmd() */

/** @ignore yes */
mixed *query_patterns() {
    return ({
        "<indirect:object:me>", (: cmd( $1, 0 ) :),
        "cost <indirect:object:me>", (: cmd( $1, 1 ) :),
    });
} /* query_patterns() */