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/
/**
 * @changed Changed to use the sewing skill instead of weaving.
 * - Sandoz, 10th July 2001.
 * @changed Changed to charge guild points.
 * - Sandoz, 16th October 2001.
 * @changed Changed to a variable gp cost system.
 * - Sandoz, 4th June 2003.
 */

#include <tasks.h>

#define SKILLS ({"crafts.materials.tanning", \
                 "crafts.materials.sewing", \
                 })

#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 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 bonus, cond, low, max, diff, cost, gp_cost, per, val, pl;
    string place, tmp;
    object thing;

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

    if( !ENV(TP)->query_property("leatherwork") ) {
        add_failed_mess("You are not in a leatherworking shop, "
            "so you cannot repair anything.\n");
        return 0;
    }

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

    place = ENV(TP)->query_property("place") || "default";
    thing = things[0];
    pl = query_group(things);

    if( thing->query_material() != "leather") {
        add_failed_mess("$I "+({"is", "are"})[pl]+" not made of leather!  "
            "Wrong shop!\n", things );
        return 0;
    }

    if( thing->query_worn_by() ) {
        add_failed_mess("You should probably remove $I before you jab "
            "yourself with a needle trying to patch "+
            ({"it", "them"})[pl]+" up while wearing.\n", things );
        return 0;
    }

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

    if( ( per = 100 - ENV(TP)->query_discount(TP) ) < 0 )
        per = 0;

    val = TP->query_value_in( place );

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

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

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

    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");

    diff = max - cond;

    // Not very damaged. Simple sewing will do.
    if( ( 100 * diff ) / max > 70 ) {
        if( ( bonus = TP->query_skill_bonus( SKILLS[ 1 ] ) ) < 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;
        }

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

        if( val < cost ) {
            add_failed_mess("You cannot afford the thread to repair $I.\n",
                things );
            return 0;
        }

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

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

            switch( TASKER->perform_task( TP, SKILLS[ 1 ], diff,
                                          TM_COMMAND ) ) {
              case AWARD :
                tell_object( TP, "%^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 able to fix "+
                    ({"it", "them"})[pl]+" completely.", "You discover that "
                    "you can fix $I more effectively." })[ random( 3 ) ],
                    "$I", thing->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;
            }
        }

        thing->adjust_cond( diff );

        TP->pay_money( MONEY_H->create_money_array( cost, place ), place );

        if( test_fixed(thing) )
            tmp = "You sew up all the holes in $I, bringing "+
                  ({"it", "them"})[pl]+" to top condition.";
        else
            tmp = "You manage to sew up some of the holes in $I, but a few "
                  "pop back open due to poor stitching.";

        add_succeeded_mess( ({ tmp + "\nThe thread and sinew costs you "+
            MONEY_H->money_value_string( cost, place )+".\n",
            "$N fix$es up $I.\n" }), things );
        return 1;

    } else {
        if( ( bonus = TP->query_skill_bonus( SKILLS[ 0 ] ) ) < 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;
        }

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

        if( val < cost ) {
            add_failed_mess("You cannot afford the thread to repair $I.\n",
                things );
            return 0;
        }

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

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

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

            switch( TASKER->perform_task( TP, SKILLS[ 0 ], diff,
                                          TM_COMMAND) ) {
              case AWARD :
                tell_object( TP, "%^YELLOW%^"+replace( ({
                    "As you begin to cut and sew the leather patches for $I, "
                    "you realise how to make better use of the leather.",
                    "As you work on $I, you find that you're able to repair "+
                    ({"it", "them"})[pl]+" completely.",
                    "You discover that you can repair $I more effectively.",
                    })[ random( 3 ) ], "$I", thing->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;
            }
        }

        thing->adjust_cond( diff );

        TP->pay_money( MONEY_H->create_money_array( cost, place ), place );

        if( test_fixed(thing) )
            tmp = "Your patching of $I goes quite well, and you bring "+
                  ({"it", "them"})[pl]+" to top condition.";
        else
            tmp = "You manage to create reasonably good patches for $I, "
                  "but the size wasn't quite right, and the stitching "
                  "doesn't look like it will hold very well.";

        add_succeeded_mess( ({ tmp + "\nThe repair materials cost you "+
            MONEY_H->money_value_string( cost, place )+".\n",
            "$N fix$es 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() */