rot/log/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/
/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/

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

/* command procedures needed */
DECLARE_DO_FUN(do_split		);
DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_say		);
DECLARE_DO_FUN(do_at		);
DECLARE_DO_FUN(do_wear		);



/*
 * Local functions.
 */
#define CD CHAR_DATA
#define OD OBJ_DATA
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 ) );
void 	obj_to_keeper	args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD *	get_obj_keeper	args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
bool	can_quest	args( (CHAR_DATA *ch ) );

#undef OD
#undef	CD

/* RT part of the corpse looting code */

bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
    CHAR_DATA *owner, *wch, *killer;

    if (IS_IMMORTAL(ch))
	return TRUE;

    if (!obj->owner || obj->owner == NULL)
	return TRUE;

    owner = NULL;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
        if (!str_cmp(wch->name,obj->owner))
            owner = wch;

    killer = NULL;
    if (obj->killer || obj->killer != NULL)
	for ( wch = char_list; wch != NULL ; wch = wch->next )
	    if (!str_cmp(wch->name,obj->killer))
		killer = wch;

    if (owner == NULL)
	return TRUE;

    if (!str_cmp(ch->name,owner->name))
	return TRUE;

    if (killer != NULL)
	if (!str_cmp(ch->name,killer->name))
	    return TRUE;

    if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT))
	return TRUE;

    if (is_same_group(ch,owner))
	return TRUE;

    return FALSE;
}


BUFFER *get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
    /* variables for AUTOSPLIT */
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    BUFFER *output;
    CHAR_DATA *gch;
    int members;
    char buffer[100];

    output = new_buf();
    if ( !CAN_WEAR(obj, ITEM_TAKE) )
    {
	sprintf(buf, "You can't take that.\n\r");
	add_buf(output,buf);
	return output;
    }

    if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
    {
	sprintf(buf, "%s: you can't carry that many items.\n\r", obj->short_descr);
	add_buf(output,buf);
	return output;
    }


    if ( get_carry_weight(ch) + get_obj_weight( obj ) > can_carry_w( ch ) )
    {
	sprintf(buf, "%s: you can't carry that much weight.\n\r", obj->short_descr);
	add_buf(output,buf);
	return output;
    }

    if (!can_loot(ch,obj))
    {
	sprintf(buf, "Corpse looting is not permitted.\n\r");
	add_buf(output,buf);
	return output;
    }

    if (obj->in_room != NULL)
    {
	for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
	    if (gch->on == obj)
	    {
		sprintf(buf, "%s appears to be using %s.\n\r", gch->name, obj->short_descr);
		add_buf(output,buf);
		return output;
	    }
    }

    if (IS_OBJ_STAT(obj,ITEM_QUEST)
    &&  ch->level <= HERO)
    {
	if (!can_quest(ch) )
	{
	    sprintf(buf, "%s: You already have a quest item.\n\r", obj->short_descr);
	    add_buf(output,buf);
	    return output;
	}
    }

    if ( container != NULL )
    {
	if (container->pIndexData->item_type == ITEM_PIT
	&&  ( ( ( get_trust(ch) < obj->level )
	&&  ( ch->class < MAX_CLASS/2 )
	&&  ( obj->level > 19 ) )
	||  ( ( get_trust(ch) < obj->level )
	&&  ( ch->class >= MAX_CLASS/2 )
	&&  ( obj->level > 27 ) ) ) )
	{
	    sprintf(buf, "%s: You are not powerful enough to use it.\n\r", obj->short_descr);
	    add_buf(output,buf);
	    return output;
	}

	if (container->pIndexData->item_type == ITEM_PIT
	&&  !CAN_WEAR(container, ITEM_TAKE)
	&&  !IS_OBJ_STAT(obj,ITEM_HAD_TIMER))
	    obj->timer = 0;	
	sprintf(buf, "You get %s from %s.\n\r", obj->short_descr, container->short_descr);
	add_buf(output,buf);
	act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
	REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	obj_from_obj( obj );
    }
    else
    {
	sprintf(buf, "You get %s.\n\r", obj->short_descr);
	add_buf(output,buf);
	act( "$n gets $p.", ch, obj, container, TO_ROOM );
	obj_from_room( obj );
    }

    if ( obj->item_type == ITEM_MONEY)
    {
	if (obj->value[0] > 0)
	    add_cost(ch,obj->value[0],VALUE_SILVER);
	if (obj->value[1] > 0)
	    add_cost(ch,obj->value[1],VALUE_GOLD);
	if (obj->value[2] > 0)
	    add_cost(ch,obj->value[2],VALUE_PLATINUM);
        if (IS_SET(ch->act,PLR_AUTOSPLIT))
        { /* AUTOSPLIT code */
    	  members = 0;
    	  for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    	  {
            if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) )
              members++;
    	  }

	  if ( members > 1 && (obj->value[0] > 1 || obj->value[1] || obj->value[2]))
	  {
	    sprintf(buffer,"%d %d %d",obj->value[0],obj->value[1],obj->value[2]);
	    do_split(ch,buffer);	
	  }
        }
 
	extract_obj( obj );
    }
    else
    {
	obj_to_char( obj, ch );
    }
    if (IS_OBJ_STAT(obj,ITEM_FORCED)
    && (ch->level <= HERO) ) {
	do_wear(ch, obj->name);
    }
    if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO)
    && !IS_NPC(ch))
    {
	one_argument(obj->name, arg);
	if (!str_cmp(arg, ch->name) || ch->level < 20)
	{
	    obj->timer = 1;
	}
    }
    return output;
}



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;
    BUFFER *output;
    BUFFER *outlist;
    bool found;

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

    if (!str_cmp(arg2,"from"))
	argument = one_argument(argument,arg2);

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

    output = new_buf();
    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 );
	    } else
	    {
		outlist = get_obj( ch, obj, NULL );
		send_to_char(buf_string(outlist), ch);
		free_buf(outlist);
	    }
	}
	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;
		    outlist = get_obj( ch, obj, NULL );
		    add_buf(output,buf_string(outlist));
		    free_buf(outlist);
		}
	    }

	    if ( !found ) 
	    {
		if ( arg1[3] == '\0' )
		    send_to_char( "I see nothing here.\n\r", ch );
		else
		    act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
	    } else
	    {
		page_to_char( buf_string(output), ch );
	    }
	}
    }
    else
    {
	/* 'get ... container' */
	if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
	{
	    send_to_char( "You can't do that.\n\r", ch );
	    free_buf(output);
	    return;
	}

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

	switch ( container->item_type )
	{
	default:
	    send_to_char( "That's not a container.\n\r", ch );
	    free_buf(output);
	    return;

	case ITEM_CONTAINER:
	case ITEM_PIT:
	case ITEM_CORPSE_NPC:
	    break;

	case ITEM_CORPSE_PC:
	    {

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

	if ( IS_SET(container->value[1], CONT_CLOSED) )
	{
	    act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
	    free_buf(output);
	    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 );
		free_buf(output);
		return;
	    }
	    outlist = get_obj( ch, obj, container );
	    send_to_char(buf_string(outlist), ch);
	    free_buf(outlist);
	}
	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;
		    if (container->pIndexData->item_type == ITEM_PIT
		    &&  !IS_IMMORTAL(ch))
		    {
			send_to_char("Don't be so greedy!\n\r",ch);
			free_buf(output);
			return;
		    }
		    outlist = get_obj( ch, obj, container );
		    add_buf(output,buf_string(outlist));
		    free_buf(outlist);
		}
	    }

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

void do_donate( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    OBJ_DATA *container;
    OBJ_DATA *obj;
    bool found = FALSE;
 
    argument = one_argument( argument, arg1 );
 
    if ( arg1[0] == '\0' )
    {
        send_to_char( "Donate what?\n\r", ch );
        return;
    }
 
    if ( !str_cmp( arg1, "all" ) || !str_prefix( "all.", arg1 ) )
    {
        send_to_char( "One item at a time please.\n\r", ch );
        return;
    }

    for ( container = object_list; container != NULL; container = container->next )
    {
	if ( container->pIndexData->item_type != ITEM_PIT
	|| container->pIndexData->vnum != OBJ_VNUM_PIT )
	    continue;
 
	found = TRUE;
	break;
    }
    if (!found)
    {
        send_to_char( "I can't seem to find the donation pit!\n\r", ch);
        return;
    }

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

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

    if (IS_OBJ_STAT(obj,ITEM_QUEST))
    {
	send_to_char( "You can't donate a quest item.\n\r", ch);
	return;
    }

    if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
    {
	send_to_char("You have a feeling noone's going to want that.\n\r",ch);
	return;
    }

    if ( obj->item_type == ITEM_TRASH )
    {
	send_to_char( "The donation pit is not a trash can.\n\r", ch );
	return;
    }

    if (WEIGHT_MULT(obj) != 100)
    {
	send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
	return;
    }

    if (get_obj_weight( obj ) + get_true_weight( container )
	> (container->value[0] * 10) 
    ||  get_obj_weight(obj) > (container->value[3] * 10))
    {
	send_to_char( "The donation pit can't hold that.\n\r", ch );
	return;
    }

    if (!CAN_WEAR(container,ITEM_TAKE))
    {
	if (obj->timer)
	    SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	else
	    obj->timer = number_range(100,200);
    }

    obj_from_char( obj );
    obj_to_obj( obj, container );
    act( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch, obj, container, TO_ROOM );
    act( "$p glows {Mpurple{x, then disappears..", ch, obj, container, TO_CHAR );

    return;
}

void do_cdonate( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    OBJ_DATA *container;
    OBJ_DATA *obj;
    bool found = FALSE;
 
    argument = one_argument( argument, arg1 );
 
    if ( arg1[0] == '\0' )
    {
        send_to_char( "Clan Donate what?\n\r", ch );
        return;
    }
 
    if ( !str_cmp( arg1, "all" ) || !str_prefix( "all.", arg1 ) )
    {
        send_to_char( "One item at a time please.\n\r", ch );
        return;
    }

    for ( container = object_list; container != NULL; container = container->next )
    {
        if ( container->pIndexData->item_type != ITEM_PIT
	|| container->pIndexData->vnum != clan_table[ch->clan].pit )
            continue;
 
        found = TRUE;
	break;
    }
    if (!found)
    {
	for ( container = object_list; container != NULL; container = container->next )
	{
	    if ( container->pIndexData->item_type != ITEM_PIT
	    || container->pIndexData->vnum != OBJ_VNUM_PIT )
		continue;
 
	    found = TRUE;
	    break;
	}
    }
    if (!found)
    {
        send_to_char( "I can't seem to find the donation pit!\n\r", ch);
        return;
    }

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

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

    if (IS_OBJ_STAT(obj,ITEM_QUEST))
    {
	send_to_char( "You can't donate a quest item.\n\r", ch);
	return;
    }

    if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
    {
	send_to_char("You have a feeling noone's going to want that.\n\r",ch);
	return;
    }

    if ( obj->item_type == ITEM_TRASH )
    {
	send_to_char( "The donation pit is not a trash can.\n\r", ch );
	return;
    }

    if (WEIGHT_MULT(obj) != 100)
    {
	send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
	return;
    }

    if (get_obj_weight( obj ) + get_true_weight( container )
	> (container->value[0] * 10) 
    ||  get_obj_weight(obj) > (container->value[3] * 10))
    {
	send_to_char( "The donation pit can't hold that.\n\r", ch );
	return;
    }

    if (!CAN_WEAR(container,ITEM_TAKE))
    {
	if (obj->timer)
	    SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	else
	    obj->timer = number_range(100,200);
    }

    obj_from_char( obj );
    obj_to_obj( obj, container );
    act( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch, obj, container, TO_ROOM );
    act( "$p glows {Mpurple{x, then disappears..", ch, obj, container, TO_CHAR );

    return;
}

void do_put( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    BUFFER *output;
    OBJ_DATA *container;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    int count;

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

    if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on"))
	argument = one_argument(argument,arg2);

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

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

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

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

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

    if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
    {
	/* 'put obj container' */
	if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
	{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
	}

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

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

	if ( ( obj->pIndexData->vnum == OBJ_VNUM_CUBIC )
	   && ( container->pIndexData->vnum != OBJ_VNUM_CPOUCH ) )
	{
	    send_to_char( "Cubic Zirconium may only be placed in silk gem pouches.\n\r", ch);
	    return;
	} 

	if ( ( obj->item_type == ITEM_GEM )
	   && ( obj->pIndexData->vnum != OBJ_VNUM_CUBIC )
	   && ( container->pIndexData->vnum != OBJ_VNUM_DPOUCH ) )
	{
	    send_to_char( "Gems may only be placed in leather gem pouches.\n\r", ch);
	    return;
	}

	if ( ( container->pIndexData->vnum == OBJ_VNUM_DPOUCH )
	   && ( obj->item_type != ITEM_GEM ) )
	{
	    send_to_char( "Only gems may be placed in leather gem pouches.\n\r", ch);
	    return;
	}

	if ( ( container->pIndexData->vnum == OBJ_VNUM_CPOUCH )
	   && ( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) )
	{
	    send_to_char( "Only cubic zirconium may be placed in silk gem pouches.\n\r", ch);
	    return;
	}

	if (IS_OBJ_STAT(obj,ITEM_QUEST))
	{
	    send_to_char( "You can't put a quest item in something.\n\r", ch);
	    return;
	}

    	if (WEIGHT_MULT(obj) != 100)
    	{
           send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
            return;
        }

	if (get_obj_weight( obj ) + get_true_weight( container )
	     > (container->value[0] * 10) 
	||  get_obj_weight(obj) > (container->value[3] * 10))
	{
	    send_to_char( "It won't fit.\n\r", ch );
	    return;
	}
	
	if (container->pIndexData->item_type == ITEM_PIT 
	&&  !CAN_WEAR(container,ITEM_TAKE))
	{    if (obj->timer)
		SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	    else
	        obj->timer = number_range(100,200);
	}
	obj_from_char( obj );
	obj_to_obj( obj, container );

	if (IS_SET(container->value[1],CONT_PUT_ON))
	{
	    act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
	    act("You put $p on $P.",ch,obj,container, TO_CHAR);
	}
	else
	{
	    act( "$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' */
	/* check for gem or cubic pouches first */
	if (container->pIndexData->vnum == OBJ_VNUM_DPOUCH)
	{
	    count = 0;
	    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;

		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   obj->item_type == ITEM_GEM
		&&   obj->pIndexData->vnum != OBJ_VNUM_CUBIC
		&&   !IS_OBJ_STAT(obj,ITEM_QUEST)
		&&   can_see_obj( ch, obj )
		&&   WEIGHT_MULT(obj) == 100
		&&   obj->wear_loc == WEAR_NONE
		&&   obj != container
		&&   can_drop_obj( ch, obj )
		&&   get_obj_weight( obj ) + get_true_weight( container )
		     <= (container->value[0] * 10) 
		&&   get_obj_weight(obj) < (container->value[3] * 10))
		{
		    if (container->pIndexData->item_type == ITEM_PIT
		    &&  !CAN_WEAR(obj, ITEM_TAKE) )
		    {	if (obj->timer)
			    SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
			else
			    obj->timer = number_range(100,200);
		    }
		    obj_from_char( obj );
		    obj_to_obj( obj, container );
		    count++;
		}
	    }
	    if (count != 0)
	    {
		sprintf( buf, "You put %d gems in %s.\n\r", count, container->short_descr );
		send_to_char( buf, ch);
		sprintf( buf, "$n puts %d gems in %s.\n\r", count, container->short_descr );
		act( buf, ch, NULL, NULL, TO_ROOM );
	    } else
	    {
		send_to_char( "You are not carrying any gems.\n\r", ch );
	    }
	    return;
	}

	if (container->pIndexData->vnum == OBJ_VNUM_CPOUCH)
	{
	    count = 0;
	    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;

		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   obj->pIndexData->vnum == OBJ_VNUM_CUBIC
		&&   !IS_OBJ_STAT(obj,ITEM_QUEST)
		&&   can_see_obj( ch, obj )
		&&   WEIGHT_MULT(obj) == 100
		&&   obj->wear_loc == WEAR_NONE
		&&   obj != container
		&&   can_drop_obj( ch, obj )
		&&   get_obj_weight( obj ) + get_true_weight( container )
		     <= (container->value[0] * 10) 
		&&   get_obj_weight(obj) < (container->value[3] * 10))
		{
		    if (container->pIndexData->item_type == ITEM_PIT
		    &&  !CAN_WEAR(obj, ITEM_TAKE) )
		    {	if (obj->timer)
			    SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
			else
			    obj->timer = number_range(100,200);
		    }
		    obj_from_char( obj );
		    obj_to_obj( obj, container );
		    count++;
		}
	    }
	    if (count != 0)
	    {
		sprintf( buf, "You put %d cubic zirconiums in %s.\n\r", count, container->short_descr );
		send_to_char( buf, ch);
		sprintf( buf, "$n puts %d cubic zirconiums in %s.\n\r", count, container->short_descr );
		act( buf, ch, NULL, NULL, TO_ROOM );
	    } else
	    {
		send_to_char( "You are not carrying any cubic zirconiums.\n\r", ch );
	    }
	    return;
	}
	output = new_buf();
	count = 0;
	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;

	    if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
	    &&   !IS_OBJ_STAT(obj,ITEM_QUEST)
	    &&   can_see_obj( ch, obj )
	    &&   WEIGHT_MULT(obj) == 100
	    &&   obj->wear_loc == WEAR_NONE
	    &&   obj != container
	    &&   obj->item_type != ITEM_GEM
	    &&   obj->pIndexData->vnum != OBJ_VNUM_CUBIC
	    &&   can_drop_obj( ch, obj )
	    &&   get_obj_weight( obj ) + get_true_weight( container )
		 <= (container->value[0] * 10) 
	    &&   get_obj_weight(obj) < (container->value[3] * 10))
	    {
	    	if (container->pIndexData->item_type == ITEM_PIT
	    	&&  !CAN_WEAR(obj, ITEM_TAKE) )
	    	{    if (obj->timer)
			SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	    	    else
	    	    	obj->timer = number_range(100,200);
		}
		obj_from_char( obj );
		obj_to_obj( obj, container );
		count++;
        	if (IS_SET(container->value[1],CONT_PUT_ON))
        	{
		    sprintf( buf, "You put %s on %s.\n\r", obj->short_descr, container->short_descr );
		    add_buf(output,buf);
        	}
		else
		{
		    sprintf( buf, "You put %s in %s.\n\r", obj->short_descr, container->short_descr );
		    add_buf(output,buf);
		}
	    }
	}
	if (count != 0)
	{
	    if (IS_SET(container->value[1],CONT_PUT_ON))
	    {
		act("$n puts some things on $P.",ch,NULL,container, TO_ROOM);
	    } else
	    {
		act("$n puts some things in $P.",ch,NULL,container, TO_ROOM);
	    }
	    page_to_char( buf_string(output), ch );
	}
	free_buf(output);
    }

    return;
}



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

    argument = one_argument( argument, arg );

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

    if ( is_number( arg ) )
    {
	/* 'drop NNNN coins' */
	int amount, platinum = 0, gold = 0, silver = 0;

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

	if (amount > 50000)
	{
	    send_to_char("You can't drop that much at once.\n\r",ch);
	    return;
	}

	if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin") 
	||   !str_cmp( arg, "silver"))
	{
	    if ((ch->silver+(100*ch->gold)+(10000*ch->platinum)) < amount)
	    {
		send_to_char("You don't have that much silver.\n\r",ch);
		return;
	    }

	    deduct_cost(ch,amount,VALUE_SILVER);
	    silver = amount;
	}

	else if ( !str_cmp( arg, "gold") )
	{
	    if ((ch->silver+(100*ch->gold)+(10000*ch->platinum)) < amount*100)
	    {
		send_to_char("You don't have that much gold.\n\r",ch);
		return;
	    }

	    deduct_cost(ch,amount,VALUE_GOLD);
  	    gold = amount;
	}

	else if ( !str_cmp( arg, "platinum" ) )
	{
	    if ((ch->silver+(100*ch->gold)+(10000*ch->platinum)) < amount*10000)
	    {
		send_to_char("You don't have that much platinum.\n\r",ch);
		return;
	    }

	    deduct_cost(ch,amount,VALUE_PLATINUM);
  	    platinum = amount;
	}

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

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

	    case OBJ_VNUM_GOLD_ONE:
		gold += 1;
		extract_obj( obj );
		break;

	    case OBJ_VNUM_PLATINUM_ONE:
		platinum += 1;
		extract_obj( obj );
		break;

	    case OBJ_VNUM_SILVER_SOME:
		silver += obj->value[0];
		extract_obj(obj);
		break;

	    case OBJ_VNUM_GOLD_SOME:
		gold += obj->value[1];
		extract_obj( obj );
		break;

	    case OBJ_VNUM_PLATINUM_SOME:
		platinum += obj->value[2];
		extract_obj( obj );
		break;

	    case OBJ_VNUM_COINS:
		silver += obj->value[0];
		gold += obj->value[1];
		platinum += obj->value[2];
		extract_obj(obj);
		break;
	    }
	}

	while (silver >= 100)
	{
	    gold++;
	    silver -= 100;
	}
	while (gold >= 100)
	{
	    platinum++;
	    gold -= 100;
	}
	if (platinum > 50000)
	{
	    platinum = 50000;
	}
	obj_to_room( create_money( platinum, gold, silver ), ch->in_room );
	act( "$n drops some money.", ch, NULL, NULL, TO_ROOM );
	send_to_char( "OK.\n\r", ch );
	return;
    }

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

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

	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
	act( "You drop $p.", ch, obj, NULL, TO_CHAR );
	if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
	{
	    act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
	    act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
	    extract_obj(obj);
	}
    }
    else
    {
	output = new_buf();
	/* '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 );
		sprintf( buf, "You drop %s\n\r", obj->short_descr );
		add_buf(output,buf);
        	if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
        	{
		    sprintf( buf, "%s dissolves into smoke.\n\r", obj->short_descr );
		    add_buf(output,buf);
            	    extract_obj(obj);
        	}
	    }
	}

	if ( !found )
	{
	    if ( arg[3] == '\0' )
		act( "You are not carrying anything.",
		    ch, NULL, arg, TO_CHAR );
	    else
		act( "You are not carrying any $T.",
		    ch, NULL, &arg[4], TO_CHAR );
	} else
	{
	    act( "$n drops some things.", ch, NULL, NULL, TO_ROOM );
	    page_to_char( buf_string(output), ch );
	}
	free_buf(output);
    }

    return;
}



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

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

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

    if ( is_number( arg1 ) )
    {
	/* 'give NNNN coins victim' */
	int amount, cost;
	long fullamount;
	int silver = 0, gold = 0, platinum = 0;

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

	if (!str_cmp(arg2,"gold") )
	{
	    gold = amount;
	    fullamount = amount*100;
	}
	else if (!str_cmp(arg2,"platinum"))
	{
	    platinum = amount;
	    fullamount = amount*10000;
	}
	else
	{
	    silver = amount;
	    fullamount = amount;
	}

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

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

	if (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) < fullamount )
	{
	    send_to_char( "You haven't got that much.\n\r", ch );
	    return;
	}

	if (amount > 50000)
	{
	    send_to_char( "You can't give that much all at once.\n\r", ch );
	    return;
	}

	if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
	&& ( !IS_IMMORTAL( ch ) )
	&& ( !IS_IMMORTAL( victim ) )
	&& ( ch != victim )
	&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
	{
	    act("You can't seem to give $N anything.\n\r",ch,NULL,victim,TO_CHAR);
	    return;
	}
	cost = 0;
	if (silver != 0)
	{
	    cost = silver;
	    deduct_cost(ch,cost,VALUE_SILVER);
	    add_cost(victim,cost,VALUE_SILVER);
	}
	else if (gold != 0)
	{
	    cost = gold;
	    deduct_cost(ch,cost,VALUE_GOLD);
	    add_cost(victim,cost,VALUE_GOLD);
	}
	else
	{
	    cost = platinum;
	    deduct_cost(ch,cost,VALUE_PLATINUM);
	    add_cost(victim,cost,VALUE_PLATINUM);
	}
	act( "$n gives $N some money.",  ch, NULL, victim, TO_NOTVICT );
	if (platinum != 0)
	{
	    sprintf(buf,"$n gives you %d platinum.",platinum);
	    act( buf, ch, NULL, victim, TO_VICT    );
	    sprintf(buf,"You give $N %d platinum.",platinum);
	    act( buf, ch, NULL, victim, TO_CHAR    );
	}
	else if (gold != 0)
	{
	    sprintf(buf,"$n gives you %d gold.",gold);
	    act( buf, ch, NULL, victim, TO_VICT    );
	    sprintf(buf,"You give $N %d gold.",gold);
	    act( buf, ch, NULL, victim, TO_CHAR    );
	}
	else
	{
	    sprintf(buf,"$n gives you %d silver.",silver);
	    act( buf, ch, NULL, victim, TO_VICT    );
	    sprintf(buf,"You give $N %d silver.",silver);
	    act( buf, ch, NULL, victim, TO_CHAR    );
	}
     
    	/*
	 * Bribe trigger
	 */
	if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) )
	    mp_bribe_trigger( victim, ch, silver ? amount : amount * 100 );

	if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER)
	&& !IS_NPC(ch))
	{
	    int change;

	    act(
		"$n tells you '{aI'm sorry, I no longer provide this service.{x'."
		,victim,NULL,ch,TO_VICT);
	    ch->reply = victim;
	    if ( platinum != 0 )
		sprintf(buf,"%d platinum %s", platinum,ch->name);
	    if ( gold != 0 )
		sprintf(buf,"%d gold %s", gold,ch->name);
	    if ( silver != 0 )
		sprintf(buf,"%d silver %s", silver,ch->name);
	    do_give(victim,buf);
	    return;

	    if ( platinum != 0 )
	    {
		act(
		    "$n tells you '{aI'm sorry, I can't convert past platinum.{x'."
		    ,victim,NULL,ch,TO_VICT);
		ch->reply = victim;
		sprintf(buf,"%d platinum %s", platinum,ch->name);
		do_give(victim,buf);
		return;
	    }
	    if (silver != 0)
	    {
		change = (95 * silver / 100 / 100);
	    }
	    else
	    {
		change = (95 * gold / 100 / 100);
	    }

	    if (silver != 0 && change > victim->gold)
		victim->gold += change;

	    if (gold != 0 && change > victim->platinum)
		victim->platinum += change;

	    if (change < 1 && can_see(victim,ch))
	    {
		act(
	"$n tells you '{aI'm sorry, you did not give me enough to change{x'."
		    ,victim,NULL,ch,TO_VICT);
		ch->reply = victim;
		sprintf(buf,"%d %s %s", 
			amount, silver != 0 ? "silver" : "gold",ch->name);
		do_give(victim,buf);
	    }
	    else if (can_see(victim,ch))
	    {
		sprintf(buf,"%d %s %s", 
		    change, silver != 0 ? "gold" : "platinum",ch->name);
		do_give(victim,buf);
		sprintf(buf,"%d %s %s", 
		    (95 * amount / 100 - change * 100),
		    silver != 0 ? "silver" : "gold", ch->name);
		do_give(victim,buf);
		act("$n tells you '{aThank you, come again{x'.",
		    victim,NULL,ch,TO_VICT);
		ch->reply = victim;
	    }
	}
	return;
    }

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

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

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

    if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
    {
	act("$N tells you '{aSorry, you'll have to sell that{x'.",
	    ch,NULL,victim,TO_CHAR);
	ch->reply = victim;
	return;
    }

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

    if (IS_OBJ_STAT(obj,ITEM_QUEST) && ch->level <= HERO)
    {
	send_to_char( "You can't give quest items.\n\r", ch);
	return;
    }

    if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO)
    && (ch->level <= HERO))
    {
	send_to_char( "You can't give voodoo dolls.\n\r", ch);
	return;
    }

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

    if (get_carry_weight(victim) + 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;
    }

    if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
    && ( !IS_IMMORTAL( ch ) )
    && ( !IS_IMMORTAL( victim ) )
    && ( ch != victim )
    && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
    {
	act("You can't seem to give $N anything.\n\r",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    );
    MOBtrigger = TRUE;
    
    /*
     * Give trigger
     */
    if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_GIVE ) )
	mp_give_trigger( victim, ch, obj );
    if (IS_OBJ_STAT(obj,ITEM_FORCED)
    && (victim->level <= HERO) ) {
	do_wear(victim, obj->name);
    }
    return;
}


/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA *ch, char *argument)
{
    OBJ_DATA *obj;
    AFFECT_DATA af;
    int percent,skill;

    /* find out what */
    if (argument == '\0')
    {
	send_to_char("Envenom what item?\n\r",ch);
	return;
    }

    obj =  get_obj_list(ch,argument,ch->carrying);

    if (obj== NULL)
    {
	send_to_char("You don't have that item.\n\r",ch);
	return;
    }

    if ((skill = get_skill(ch,gsn_envenom)) < 1)
    {
	send_to_char("Are you crazy? You'd poison yourself!\n\r",ch);
	return;
    }

    if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
    {
	if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
	{
	    act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
	    return;
	}

	if (number_percent() < skill)  /* success! */
	{
	    act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM);
	    act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR);
	    if (!obj->value[3])
	    {
		obj->value[3] = 1;
		check_improve(ch,gsn_envenom,TRUE,4);
	    }
	    WAIT_STATE(ch,skill_table[gsn_envenom].beats);
	    return;
	}

	act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
	if (!obj->value[3])
	    check_improve(ch,gsn_envenom,FALSE,4);
	WAIT_STATE(ch,skill_table[gsn_envenom].beats);
	return;
     }

    if (obj->item_type == ITEM_WEAPON)
    {
        if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
        ||  IS_WEAPON_STAT(obj,WEAPON_FROST)
        ||  IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
        ||  IS_WEAPON_STAT(obj,WEAPON_SHARP)
        ||  IS_WEAPON_STAT(obj,WEAPON_VORPAL)
        ||  IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
        ||  IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
        {
            act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
            return;
        }

	if (obj->value[3] < 0 
	||  attack_table[obj->value[3]].damage == DAM_BASH)
	{
	    send_to_char("You can only envenom edged weapons.\n\r",ch);
	    return;
	}

        if (IS_WEAPON_STAT(obj,WEAPON_POISON))
        {
            act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
            return;
        }

	percent = number_percent();
	if (percent < skill)
	{
 
            af.where     = TO_WEAPON;
            af.type      = gsn_poison;
            af.level     = ch->level * percent / 100;
            af.duration  = ch->level/2 * percent / 100;
            af.location  = 0;
            af.modifier  = 0;
            af.bitvector = WEAPON_POISON;
            affect_to_obj(obj,&af);
 
            act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
	    act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
	    check_improve(ch,gsn_envenom,TRUE,3);
	    WAIT_STATE(ch,skill_table[gsn_envenom].beats);
            return;
        }
	else
	{
	    act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
	    check_improve(ch,gsn_envenom,FALSE,3);
	    WAIT_STATE(ch,skill_table[gsn_envenom].beats);
	    return;
	}
    }
 
    act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
    return;
}

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

    one_argument( argument, arg );

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

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

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

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

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

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

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

    if ( !strcmp(liq_table[fountain->value[2]].liq_name, "blood"))
    {
	sprintf(buf,"You get some %s from $P.",
	    liq_table[fountain->value[2]].liq_name);
	act( buf, ch, obj, fountain, TO_CHAR );
	sprintf(buf,"$n gets some %s from $P.",
	    liq_table[fountain->value[2]].liq_name);
	act( buf, ch, obj, fountain, TO_ROOM );
	obj->value[2] = fountain->value[2];
	obj->value[1]++;
	extract_obj( fountain );
	return;
    }

    sprintf(buf,"You fill $p with %s from $P.",
	liq_table[fountain->value[2]].liq_name);
    act( buf, ch, obj,fountain, TO_CHAR );
    sprintf(buf,"$n fills $p with %s from $P.",
	liq_table[fountain->value[2]].liq_name);
    act(buf,ch,obj,fountain,TO_ROOM);
    obj->value[2] = fountain->value[2];
    obj->value[1] = obj->value[0];
    return;
}

void do_pour (CHAR_DATA *ch, char *argument)
{
    char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH];
    OBJ_DATA *out, *in;
    CHAR_DATA *vch = NULL;
    int amount;

    argument = one_argument(argument,arg);
    
    if (arg[0] == '\0' || argument[0] == '\0')
    {
	send_to_char("Pour what into what?\n\r",ch);
	return;
    }
    

    if ((out = get_obj_carry(ch,arg)) == NULL)
    {
	send_to_char("You don't have that item.\n\r",ch);
	return;
    }

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

    if (!str_cmp(argument,"out"))
    {
	if (out->value[1] == 0)
	{
	    send_to_char("It's already empty.\n\r",ch);
	    return;
	}

	out->value[1] = 0;
	out->value[3] = 0;
	sprintf(buf,"You invert $p, spilling %s all over the ground.",
		liq_table[out->value[2]].liq_name);
	act(buf,ch,out,NULL,TO_CHAR);
	
	sprintf(buf,"$n inverts $p, spilling %s all over the ground.",
		liq_table[out->value[2]].liq_name);
	act(buf,ch,out,NULL,TO_ROOM);
	return;
    }

    if ((in = get_obj_here(ch,argument)) == NULL)
    {
	vch = get_char_room(ch,argument);

	if (vch == NULL)
	{
	    send_to_char("Pour into what?\n\r",ch);
	    return;
	}

	in = get_eq_char(vch,WEAR_HOLD);

	if (in == NULL)
	{
	    send_to_char("They aren't holding anything.",ch);
 	    return;
	}
    }

    if (in->item_type != ITEM_DRINK_CON)
    {
	send_to_char("You can only pour into other drink containers.\n\r",ch);
	return;
    }
    
    if (in == out)
    {
	send_to_char("You cannot change the laws of physics!\n\r",ch);
	return;
    }

    if (in->value[1] != 0 && in->value[2] != out->value[2])
    {
	send_to_char("They don't hold the same liquid.\n\r",ch);
	return;
    }

    if (out->value[1] == 0)
    {
	act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR);
	return;
    }

    if (in->value[1] >= in->value[0])
    {
	act("$p is already filled to the top.",ch,in,NULL,TO_CHAR);
	return;
    }

    amount = UMIN(out->value[1],in->value[0] - in->value[1]);

    in->value[1] += amount;
    out->value[1] -= amount;
    in->value[2] = out->value[2];
    
    if (vch == NULL)
    {
    	sprintf(buf,"You pour %s from $p into $P.",
	    liq_table[out->value[2]].liq_name);
    	act(buf,ch,out,in,TO_CHAR);
    	sprintf(buf,"$n pours %s from $p into $P.",
	    liq_table[out->value[2]].liq_name);
    	act(buf,ch,out,in,TO_ROOM);
    }
    else
    {
        sprintf(buf,"You pour some %s for $N.",
            liq_table[out->value[2]].liq_name);
        act(buf,ch,NULL,vch,TO_CHAR);
	sprintf(buf,"$n pours you some %s.",
	    liq_table[out->value[2]].liq_name);
	act(buf,ch,NULL,vch,TO_VICT);
        sprintf(buf,"$n pours some %s for $N.",
            liq_table[out->value[2]].liq_name);
        act(buf,ch,NULL,vch,TO_NOTVICT);
	
    }
}

void do_drink( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int amount;
    int liquid;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
	{
	    if ( obj->item_type == ITEM_FOUNTAIN )
		break;
	}

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

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

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

    case ITEM_FOUNTAIN:
        if ( ( liquid = obj->value[2] )  < 0 )
        {
            bug( "Do_drink: bad liquid number %d.", liquid );
            liquid = obj->value[2] = 0;
        }
	amount = liq_table[liquid].liq_affect[4] * 3;
	break;

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

	if ( ( liquid = obj->value[2] )  < 0 )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

        amount = liq_table[liquid].liq_affect[4];
        amount = UMIN(amount, obj->value[1]);
	break;
     }
    if (!IS_NPC(ch) && !IS_IMMORTAL(ch) 
    &&  ch->pcdata->condition[COND_FULL] > 45)
    {
	send_to_char("You're too full to drink more.\n\r",ch);
	return;
    }

    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 );

    gain_condition( ch, COND_DRUNK,
	amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
    gain_condition( ch, COND_FULL,
	amount * liq_table[liquid].liq_affect[COND_FULL] / 4 );
    gain_condition( ch, COND_THIRST,
	amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 );
    gain_condition(ch, COND_HUNGER,
	amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 );

    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK]  > 10 )
	send_to_char( "You feel drunk.\n\r", ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   > 40 )
	send_to_char( "You are full.\n\r", ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
	send_to_char( "Your thirst is quenched.\n\r", ch );
	
    if (!strcmp(liq_table[liquid].liq_name, "blood")
	&& (!strcmp(class_table[ch->class].name, "vampire")
	||(!strcmp(class_table[ch->class].name, "lich"))))
    {
	ch->hit += ch->max_hit/20;
	ch->hit = UMIN(ch->hit, ch->max_hit);
	ch->mana += ch->max_mana/15;
	ch->mana = UMIN(ch->mana, ch->max_mana);
	ch->move += ch->max_move/15;
	ch->move = UMIN(ch->move, ch->max_move);
    }

    if ( obj->value[3] != 0 )
    {
	/* The drink was poisoned ! */
	AFFECT_DATA af;

	act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
	send_to_char( "You choke and gag.\n\r", ch );
	af.where     = TO_AFFECTS;
	af.type      = gsn_poison;
	af.level	 = number_fuzzy(amount); 
	af.duration  = 3 * amount;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_POISON;
	affect_join( ch, &af );
    }
	
    if (obj->value[0] > 0)
        obj->value[1] -= amount;

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

    case ITEM_FOUNTAIN:
	if (!strcmp(liq_table[liquid].liq_name, "blood"))
		extract_obj( obj );
	break;

    case ITEM_DRINK_CON:
	break;
     }

    return;
}

void do_restring( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *trainer;

    if (IS_NPC(ch))
	return;

    argument = one_argument( argument, arg );

    for ( trainer = ch->in_room->people; 
	  trainer != NULL; 
	  trainer = trainer->next_in_room)
	if (IS_NPC(trainer) && IS_SET(trainer->act,ACT_GAIN))
	    break;

    if (trainer == NULL || !can_see(ch,trainer))
    {
	send_to_char("You can't do that here.\n\r",ch);
	return;
    }

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

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }
    if ( obj->wear_loc != WEAR_NONE )
    {
	send_to_char( "You must remove it first.\n\r", ch );
	return;
    }
    if (ch->qps < 6)
    {
	send_to_char( "Restrings cost 6 quest points, you do not have enough.\n\r", ch);
	return;
    }
    smash_tilde( argument );
    sprintf(buf, "%s{x", argument );
    act( "You give $p to $N.", ch, obj, trainer, TO_CHAR );
    act( "$n gives $p to $N.", ch, obj, trainer, TO_NOTVICT );
    free_string( obj->short_descr );
    obj->short_descr = str_dup( buf );
    ch->qps-=6;
    act( "$N gives $p to you.", ch, obj, trainer, TO_CHAR );
    act( "$N gives $p to $n.", ch, obj, trainer, TO_NOTVICT );
    return;
}

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

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

    if (ch->stunned)
    {
        send_to_char("You're still a little woozy.\n\r",ch);
        return;
    }

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

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

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

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

    switch ( obj->item_type )
    {

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

	    condition = ch->pcdata->condition[COND_HUNGER];
	    gain_condition( ch, COND_FULL, obj->value[0] );
	    gain_condition( ch, COND_HUNGER, obj->value[1]);
	    if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 40 )
		send_to_char( "You are full.\n\r", ch );
	}

	if ( obj->value[3] != 0 )
	{
	    /* The food was poisoned! */
	    AFFECT_DATA af;

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

	    af.where	 = TO_AFFECTS;
	    af.type      = gsn_poison;
	    af.level 	 = number_fuzzy(obj->value[0]);
	    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 );
	obj_cast_spell( obj->value[4], 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 )
      && ( ch->level < LEVEL_IMMORTAL ) )
    {
	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 $p.", ch, obj, NULL, TO_CHAR );
    if (IS_NPC(ch))
	return TRUE;
    if ((obj->item_type == ITEM_DEMON_STONE) && (ch->pet != NULL)
    && (ch->pet->pIndexData->vnum == MOB_VNUM_DEMON))
    {
        act("$N slowly fades away.",ch,NULL,ch->pet,TO_CHAR); 
	nuke_pets(ch);
    }
    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 )
{
    OBJ_DATA *shieldobj;
    char buf[MAX_STRING_LENGTH];

    if ( ( ( ch->level < obj->level )
	&&  ( ch->class < MAX_CLASS/2 )
	&&  ( obj->level > 19 ) )
	||  ( ( ch->level < obj->level )
	&&  ( ch->class >= MAX_CLASS/2 )
	&&  ( obj->level > 27 ) ) )
    {
	sprintf( buf, "You must be level %d to use this object.\n\r",
	    obj->level );
	send_to_char( buf, ch );
	act( "$n tries to use $p, but is too inexperienced.",
	    ch, obj, NULL, TO_ROOM );
	return;
    }

    if ( obj->item_type == ITEM_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.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
    {
	if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
	&&   get_eq_char( ch, WEAR_NECK_2 ) != NULL
	&&   !remove_obj( ch, WEAR_NECK_1, fReplace )
	&&   !remove_obj( ch, WEAR_NECK_2, fReplace ) )
	    return;

	if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
	{
	    act( "$n 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.\n\r", ch );
	return;
    }

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

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

    if ( CAN_WEAR( obj, ITEM_WEAR_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 torso.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p about your torso.", 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.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
    {
	OBJ_DATA *weapon;

	if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
	    return;

	weapon = get_eq_char(ch,WEAR_WIELD);
	if (weapon != NULL && ch->size < SIZE_LARGE 
	&&  IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)
	&& ((strcmp(class_table[ch->class].name, "mage")
	&& strcmp(class_table[ch->class].name, "wizard")
	&& strcmp(class_table[ch->class].name, "cleric")
	&& strcmp(class_table[ch->class].name, "priest")
	&& strcmp(class_table[ch->class].name, "strider"))
	|| (!strcmp(class_table[ch->class].name, "cleric")
	&& ch->level < 50)
	|| (!strcmp(class_table[ch->class].name, "priest")
	&& ch->level < 25)
	|| (!strcmp(class_table[ch->class].name, "strider")
	&& ch->level < 50)))
	{
	    send_to_char("Your hands are tied up with your weapon!\n\r",ch);
	    return;
	}
        if ((get_eq_char (ch, WEAR_SECONDARY) != NULL)
	&& ((strcmp(class_table[ch->class].name, "mage")
	&& strcmp(class_table[ch->class].name, "wizard")
	&& strcmp(class_table[ch->class].name, "cleric")
	&& strcmp(class_table[ch->class].name, "priest")
	&& strcmp(class_table[ch->class].name, "strider"))
	|| (!strcmp(class_table[ch->class].name, "cleric")
	&& ch->level < 50)
	|| (!strcmp(class_table[ch->class].name, "priest")
	&& ch->level < 25)
	|| (!strcmp(class_table[ch->class].name, "strider")
	&& ch->level < 50)))
        {
            send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch);
	    return;
	}
	if (((strcmp(class_table[ch->class].name, "mage"))
	&& strcmp(class_table[ch->class].name, "wizard")
	&& strcmp(class_table[ch->class].name, "cleric")
	&& strcmp(class_table[ch->class].name, "priest")
	&& strcmp(class_table[ch->class].name, "strider"))
	|| (!strcmp(class_table[ch->class].name, "cleric")
	&& ch->level < 50)
	|| (!strcmp(class_table[ch->class].name, "priest")
	&& ch->level < 25)
	|| (!strcmp(class_table[ch->class].name, "strider")
	&& ch->level < 50))
	{
	    act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
	    act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
	}
	if (!strcmp(class_table[ch->class].name, "mage")
	|| !strcmp(class_table[ch->class].name, "wizard")
	|| (!strcmp(class_table[ch->class].name, "cleric")
	&& ch->level > 49)
	|| (!strcmp(class_table[ch->class].name, "priest")
	&& ch->level > 24)
	|| (!strcmp(class_table[ch->class].name, "strider")
	&& ch->level > 49))
	{
	    if ((weapon != NULL && ch->size < SIZE_LARGE
	    &&  IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
	    ||  (get_eq_char (ch, WEAR_SECONDARY) != NULL))
	    {
		act( "$n levitates $p in front of $m.", ch, obj, NULL, TO_ROOM );
		act( "You levitate $p in front of you.", ch, obj, NULL, TO_CHAR );
	    }
	    else
	    {
        	act( "$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 ) )
    {
	int sn,skill;

	if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
	    return;

	if ( !IS_NPC(ch) 
	&& get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield  
		* 10))
	{
	    send_to_char( "It is too heavy for you to wield.\n\r", ch );
	    return;
	}

	if (!IS_NPC(ch) && ch->size < SIZE_LARGE 
	&&  IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
 	&&  (get_eq_char(ch,WEAR_SHIELD) != NULL
	||  get_eq_char(ch,WEAR_SECONDARY) != NULL))
	{
	    if ((strcmp(class_table[ch->class].name, "mage")
	    && strcmp(class_table[ch->class].name, "wizard")
	    && strcmp(class_table[ch->class].name, "cleric")
	    && strcmp(class_table[ch->class].name, "priest")
	    && strcmp(class_table[ch->class].name, "strider"))
	    || (!strcmp(class_table[ch->class].name, "cleric")
	    && ch->level < 50)
	    || (!strcmp(class_table[ch->class].name, "priest")
	    && ch->level < 25)
	    || (!strcmp(class_table[ch->class].name, "strider")
	    && ch->level < 50))
	    {
	        send_to_char("You need two hands free for that weapon.\n\r",ch);
	        return;
	    }
	    if (!IS_NPC(ch) && ch->size < SIZE_LARGE
		&&  IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
		&&  get_eq_char(ch,WEAR_SECONDARY) != NULL)
	    {
                send_to_char("You need two hands free for that weapon.\n\r",ch);
                return;
            }
	    else
	    {
		shieldobj = get_eq_char(ch, WEAR_SHIELD);
		act( "$n levitates $p in front of $m.", ch, shieldobj, NULL, TO_ROOM);
		act( "You levitate $p in front of you.", ch, shieldobj, NULL, TO_CHAR);
	    }
	}
	act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
	act( "You wield $p.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_WIELD );

        sn = get_weapon_sn(ch);

	if (sn == gsn_hand_to_hand)
	   return;

        skill = get_weapon_skill(ch,sn);
 
        if (skill >= 100)
            act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
        else if (skill > 85)
            act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 70)
            act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 50)
            act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
        else if (skill > 25)
            act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
        else if (skill > 1)
            act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
        else
            act("You don't even know which end is up on $p.",
                ch,obj,NULL,TO_CHAR);

	return;
    }

    if ( CAN_WEAR( obj, ITEM_HOLD ) )
    {
	if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
	    return;

        if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
        {
            send_to_char ("You cannot hold an item while using 2 weapons.\n\r",ch);
            return;
        }

	act( "$n holds $p in $s hand.",   ch, obj, NULL, TO_ROOM );
	act( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HOLD );
	return;
    }

    if ( CAN_WEAR(obj,ITEM_WEAR_FLOAT) )
    {
	if (!remove_obj(ch,WEAR_FLOAT, fReplace) )
	    return;
	act("$n releases $p to float next to $m.",ch,obj,NULL,TO_ROOM);
	act("You release $p and it floats next to you.",ch,obj,NULL,TO_CHAR);
	equip_char(ch,obj,WEAR_FLOAT);
	return;
    }

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

    return;
}



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

    one_argument( argument, arg );

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

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

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

	wear_obj( ch, obj, TRUE );
    }

    return;
}



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

    argument = one_argument( argument, arg );

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

    if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
    {
        if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
        {
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
        }
        remove_obj( ch, obj->wear_loc, TRUE );
    }
    else
    {
        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 )
            {
                found = TRUE;
                remove_obj( ch, obj->wear_loc, TRUE );
            }
        }
 
        if ( !found )
        {
            if ( arg[3] == '\0' )
                act( "You are not wearing anything.",
                    ch, NULL, arg, TO_CHAR );
            else
                act( "You are not wearing any $T.",
                    ch, NULL, &arg[4], TO_CHAR );
        }
    }

    return;
}



void do_sacrifice( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    int silver;
    
    /* variables for AUTOSPLIT */
    CHAR_DATA *gch;
    int members;
    char buffer[100];


    one_argument( argument, arg );

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

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

    if ( obj->item_type == ITEM_CORPSE_PC )
    {
	if (obj->contains)
        {
	   act(
	     "$G wouldn't like that.",ch,NULL,NULL,TO_CHAR);
	   return;
        }
    }


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

    silver = UMAX(1,obj->level * 3);

    if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
    	silver = UMIN(silver,obj->cost);

    if (silver == 1)
    {
        act(
	    "$G gives you one silver coin for your sacrifice.",ch,NULL,NULL,TO_CHAR);
    }
    else
    {
	sprintf(buf,"$G gives you {g%d{x silver coins for your sacrifice.",
		silver);
	act(buf,ch,NULL,NULL,TO_CHAR);
    }
    
    add_cost(ch,silver,VALUE_SILVER);
    
    if (IS_SET(ch->act,PLR_AUTOSPLIT) )
    { /* AUTOSPLIT code */
    	members = 0;
	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    	{
    	    if ( is_same_group( gch, ch ) )
            members++;
    	}

	if ( members > 1 && silver > 1)
	{
	    sprintf(buffer,"%d",silver);
	    do_split(ch,buffer);	
	}
    }

    act( "$n sacrifices $p to $G.", ch, obj, NULL, TO_ROOM );
    wiznet("$N sends up $p as a burnt offering.",
	   ch,obj,WIZ_SACCING,0,0);
    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?\n\r", ch );
	return;
    }

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

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

    if (ch->stunned)
    {
        send_to_char("You're still a little woozy.\n\r",ch);
        return;
    }

    if (ch->level < obj->level)
    {
	send_to_char("This liquid is too powerful for you to drink.\n\r",ch);
	return;
    }

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

    obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
    obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
    obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
    obj_cast_spell( obj->value[4], 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.\n\r", ch );
	return;
    }

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

    if (ch->stunned)
    {
        send_to_char("You're still a little woozy.\n\r",ch);
        return;
    }

    if ( ch->level < scroll->level)
    {
	send_to_char(
		"This scroll is too complex for you to comprehend.\n\r",ch);
	return;
    }

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

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

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

    if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5)
    {
	send_to_char("You mispronounce a syllable.\n\r",ch);
	check_improve(ch,gsn_scrolls,FALSE,2);
    }

    else
    {
    	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 );
	obj_cast_spell( scroll->value[4], scroll->value[0], ch, victim, obj );
	check_improve(ch,gsn_scrolls,TRUE,2);
    }

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

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

    if (ch->stunned)
    {
        send_to_char("You're still a little woozy.\n\r",ch);
        return;
    }

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

    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 );
	if ( ch->level < staff->level 
	||   number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5)
 	{
	    act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
	    act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
	    check_improve(ch,gsn_staves,FALSE,2);
	}
	
	else 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 );
	    check_improve(ch,gsn_staves,TRUE,2);
	}
    }

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

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

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

    if (ch->stunned)
    {
        send_to_char("You're still a little woozy.\n\r",ch);
        return;
    }

    obj = NULL;
    if ( arg[0] == '\0' )
    {
	if ( ch->fighting != NULL )
	{
	    victim = ch->fighting;
	}
	else
	{
	    send_to_char( "Zap whom or what?\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( ( victim = get_char_room ( ch, arg ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

    if ( wand->value[2] > 0 )
    {
	if ( victim != NULL )
	{
	    act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
	    act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
	}
	else
	{
	    act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
	    act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
	}

 	if (ch->level < wand->level 
	||  number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5) 
	{
	    act( "Your efforts with $p produce only smoke and sparks.",
		 ch,wand,NULL,TO_CHAR);
	    act( "$n's efforts with $p produce only smoke and sparks.",
		 ch,wand,NULL,TO_ROOM);
	    check_improve(ch,gsn_wands,FALSE,2);
	}
	else
	{
	    obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
	    check_improve(ch,gsn_wands,TRUE,2);
	}
    }

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

    return;
}



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

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

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

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

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

    if (is_safe(ch,victim))
	return;

    if ( IS_NPC(victim) 
	  && victim->position == POS_FIGHTING)
    {
	send_to_char(  "Kill stealing is not permitted.\n\r"
		       "You'd better not -- you might get hit.\n\r",ch);
	return;
    }

    WAIT_STATE( ch, skill_table[gsn_steal].beats );
    percent  = number_percent();
    if (get_skill(ch,gsn_steal) >= 1)
    percent  += ( IS_AWAKE(victim) ? 10 : -50 );

    if ( ((ch->level + 7 < victim->level || ch->level -7 > victim->level) 
    && !IS_NPC(victim) && !IS_NPC(ch) )
    || ( !IS_NPC(ch) && percent > get_skill(ch,gsn_steal))
    || ( !IS_NPC(ch) && !is_clan(ch)) )
    {
	/*
	 * Failure.
	 */
	send_to_char( "Oops.\n\r", ch );
	act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT    );
	act( "$n tried to steal from $N.\n\r",  ch, NULL, victim, TO_NOTVICT );
	switch(number_range(0,3))
	{
	case 0 :
	   sprintf( buf, "{z{R%s{x{R is a lousy thief!{x", ch->name );
	   break;
        case 1 :
	   sprintf( buf, "{z{R%s{x{R couldn't rob %s way out of a paper bag!{x",
		    ch->name,(ch->sex == 2) ? "her" : "his");
	   break;
	case 2 :
	    sprintf( buf,"{z{R%s{x{R tried to rob me!{x",ch->name );
	    break;
	case 3 :
	    sprintf(buf,"{RKeep your hands out of there, {z%s{x{R!{x",ch->name);
	    break;
        }
	do_yell( victim, buf );
	if ( !IS_NPC(ch) )
	{
	    if ( IS_NPC(victim) )
	    {
	        check_improve(ch,gsn_steal,FALSE,2);
		multi_hit( victim, ch, TYPE_UNDEFINED );
	    }
	    else
	    {
		sprintf(buf,"{R$N{x tried to steal from {B%s{x.",victim->name);
		wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
	    }
	}

	return;
    }

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

	gold = victim->gold * number_range(1, ch->level) / 60;
	silver = victim->silver * number_range(1,ch->level) / 60;
	if ( gold <= 0 && silver <= 0 )
	{
	    send_to_char( "You couldn't get any coins.\n\r", ch );
	    return;
	}

	ch->gold     	+= gold;
	ch->silver   	+= silver;
	victim->silver 	-= silver;
	victim->gold 	-= gold;
	if (silver <= 0)
	    sprintf( buf, "Bingo!  You got {g%d{x gold coins.\n\r", gold );
	else if (gold <= 0)
	    sprintf( buf, "Bingo!  You got {g%d{x silver coins.\n\r",silver);
	else
	    sprintf(buf, "Bingo!  You got {g%d{x silver and {g%d{x gold coins.\n\r",
		    silver,gold);

	send_to_char( buf, ch );
	check_improve(ch,gsn_steal,TRUE,2);
	return;
    }

    if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
    {
	send_to_char( "You can't find it.\n\r", ch );
	return;
    }
	
    if ( !can_drop_obj( ch, obj )
    ||   IS_SET(obj->extra_flags, ITEM_INVENTORY)
    ||   obj->level > ch->level )
    {
	send_to_char( "You can't pry it away.\n\r", ch );
	return;
    }

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

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

    obj_from_char( obj );
    obj_to_char( obj, ch );
    check_improve(ch,gsn_steal,TRUE,2);
    send_to_char( "Got it!\n\r", ch );
    return;
}



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

    pShop = NULL;
    for ( keeper = ch->in_room->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.\n\r", ch );
	return NULL;
    }

    /*
     * Undesirables.
     */
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_TWIT) )
    {
	do_say( keeper, "{aTwits are not welcome!{x" );
	sprintf( buf, "{a%s the {z{RTWIT{x is over here!{x\n\r", ch->name );
	do_yell( keeper, buf );
	return NULL;
    }
    /*
     * Shop hours.
     */
    if ( time_info.hour < pShop->open_hour )
    {
	do_say( keeper, "{aSorry, I am closed. Come back later.{x" );
	return NULL;
    }
    
    if ( time_info.hour > pShop->close_hour )
    {
	do_say( keeper, "{aSorry, I am closed. Come back tomorrow.{x" );
	return NULL;
    }

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

    return keeper;
}

/* insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
    OBJ_DATA *t_obj, *t_obj_next;

    /* see if any duplicates are found */
    for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
    {
	t_obj_next = t_obj->next_content;

	if (obj->pIndexData == t_obj->pIndexData 
	&&  !str_cmp(obj->short_descr,t_obj->short_descr))
	{
	    /* if this is an unlimited item, destroy the new one */
	    if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
	    {
		extract_obj(obj);
		return;
	    }
	    obj->cost = t_obj->cost; /* keep it standard */
	    break;
	}
    }

    if (t_obj == NULL)
    {
	obj->next_content = ch->carrying;
	ch->carrying = obj;
    }
    else
    {
	obj->next_content = t_obj->next_content;
	t_obj->next_content = obj;
    }

    obj->carried_by      = ch;
    obj->in_room         = NULL;
    obj->in_obj          = NULL;
    ch->carry_number    += get_obj_number( obj );
    ch->carry_weight    += get_obj_weight( obj );
}

/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int number;
    int count;
 
    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
    {
        if (obj->wear_loc == WEAR_NONE
        &&  can_see_obj( keeper, obj )
	&&  can_see_obj(ch,obj)
        &&  is_name( arg, obj->name ) )
        {
            if ( ++count == number )
                return obj;
	
	    /* skip other objects of the same name */
	    while (obj->next_content != NULL
	    && obj->pIndexData == obj->next_content->pIndexData
	    && !str_cmp(obj->short_descr,obj->next_content->short_descr))
		obj = obj->next_content;
        }
    }
 
    return NULL;
}

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;
	    }
	}

	if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
	    for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
	    {
	    	if ( obj->pIndexData == obj2->pIndexData
		&&   !str_cmp(obj->short_descr,obj2->short_descr) )
	 	{    if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
			cost /= 2;
		    else
                    	cost = cost * 3 / 4;
		}
	    }
    }

    if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
    {
	if (obj->value[1] == 0)
	    cost /= 4;
	else
	    cost = cost * obj->value[2] / obj->value[1];
    }

    return cost;
}



void do_buy( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    int cost,roll;
    long multicost;

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

    smash_tilde( argument );

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

	if ( IS_NPC(ch) )
	    return;

	argument = one_argument(argument,arg);

	/* hack to make new thalos pets work */
	if (ch->in_room->vnum == 9621)
	    pRoomIndexNext = get_room_index(9706);
	else
	    pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

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

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

	if ( ch->pet != NULL )
	{
	    send_to_char("You already own a pet.\n\r",ch);
	    return;
	}

 	cost = 10 * pet->level * pet->level;

	if ( (ch->silver + (100 * ch->gold) + (10000 * ch->platinum) ) < cost )
	{
	    send_to_char( "You can't afford it.\n\r", ch );
	    return;
	}

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

	/* haggle */
	roll = number_percent();
	if (roll < get_skill(ch,gsn_haggle))
	{
	    cost -= cost / 2 * roll / 100;
	    sprintf(buf,"You haggle the price down to {g%d{x coins.\n\r",cost);
	    send_to_char(buf,ch);
	    check_improve(ch,gsn_haggle,TRUE,4);
	
	}

	deduct_cost(ch,cost,VALUE_SILVER);
	pet			= create_mobile( pet->pIndexData );
	SET_BIT(pet->act, ACT_PET);
	SET_BIT(pet->affected_by, AFF_CHARM);
	pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;

	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 '{cI belong to %s{x'.\n\r",
	    pet->description, ch->name );
	free_string( pet->description );
	pet->description = str_dup( buf );

	char_to_room( pet, ch->in_room );
	add_follower( pet, ch );
	pet->leader = ch;
	ch->pet = pet;
	pet->alignment = ch->alignment;
	send_to_char( "Enjoy your pet.\n\r", ch );
	act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj,*t_obj;
	char arg[MAX_INPUT_LENGTH];
	int number, count = 1;

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

	number = mult_argument(argument,arg);
	obj  = get_obj_keeper( ch,keeper, arg );
	cost = get_cost( keeper, obj, TRUE );

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

	if (number < 0)
	{
	    act("$n tells you '{aNice try, jackass!{x'.",
		keeper,NULL,ch,TO_VICT);
	    ch->reply = keeper;
	    multi_hit( keeper, ch, TYPE_UNDEFINED );
	    return;
	}
	if (number == 0)
		number = 1;

	if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
	{
	    for (t_obj = obj->next_content;
	     	 count < number && t_obj != NULL; 
	     	 t_obj = t_obj->next_content) 
	    {
	    	if (t_obj->pIndexData == obj->pIndexData
	    	&&  !str_cmp(t_obj->short_descr,obj->short_descr))
		    count++;
	    	else
		    break;
	    }

	    if (count < number)
	    {
	    	act("$n tells you '{aI don't have that many in stock{x'.",
		    keeper,NULL,ch,TO_VICT);
	    	ch->reply = keeper;
	    	return;
	    }
	}

	if ( (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) ) < cost * number )
	{
	    if (number > 1)
		act("$n tells you '{aYou can't afford to buy that many{x'.",
		    keeper,obj,ch,TO_VICT);
	    else
	    	act( "$n tells you '{aYou can't afford to buy $p{x'.",
		    keeper, obj, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}
	
	if ( ( ( obj->level > ch->level )
	    &&  ( ch->class < MAX_CLASS/2 )
	    &&  ( obj->level > 19 ) )
	    ||  ( ( obj->level > ch->level )
	    &&  ( ch->class >= MAX_CLASS/2 )
	    &&  ( obj->level > 27 ) ) )
	{
	    act( "$n tells you '{aYou can't use $p {ayet{x'.",
		keeper, obj, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}

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

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

	/* haggle */
	roll = number_percent();
	if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) 
	&& roll < get_skill(ch,gsn_haggle))
	{
	    cost -= obj->cost / 2 * roll / 100;
	    act("You haggle with $N.",ch,NULL,keeper,TO_CHAR);
	    check_improve(ch,gsn_haggle,TRUE,4);
	}

	if (number > 1)
	{
	    sprintf(buf,"$n buys $p[%d].",number);
	    act(buf,ch,obj,NULL,TO_ROOM);
	    sprintf(buf,"You buy $p[%d] for {g%d{x silver.",number,cost * number);
	    act(buf,ch,obj,NULL,TO_CHAR);
	}
	else
	{
	    act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
	    sprintf(buf,"You buy $p for {g%d{x silver.",cost);
	    act( buf, ch, obj, NULL, TO_CHAR );
	}
	multicost = cost*number;
	while (multicost >= 100000)
	{
	    deduct_cost(ch,10,VALUE_PLATINUM);
	    add_cost(keeper,10,VALUE_PLATINUM);
	    multicost -= 100000;
	}
	while (multicost >= 10000)
	{
	    deduct_cost(ch,1,VALUE_PLATINUM);
	    add_cost(keeper,1,VALUE_PLATINUM);
	    multicost -= 10000;
	}
	while (multicost >= 1000)
	{
	    deduct_cost(ch,10,VALUE_GOLD);
	    add_cost(keeper,10,VALUE_GOLD);
	    multicost -= 1000;
	}
	while (multicost >= 100)
	{
	    deduct_cost(ch,1,VALUE_GOLD);
	    add_cost(keeper,1,VALUE_GOLD);
	    multicost -= 100;
	}
	if (multicost > 0)
	{
	    roll = multicost;
	    deduct_cost(ch,roll,VALUE_SILVER);
	    add_cost(keeper,roll,VALUE_SILVER);
	}

	for (count = 0; count < number; count++)
	{
	    if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
	    	t_obj = create_object( obj->pIndexData, obj->level );
	    else
	    {
		t_obj = obj;
		obj = obj->next_content;
	    	obj_from_char( t_obj );
	    }

	    if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj,ITEM_HAD_TIMER))
	    	t_obj->timer = 0;
	    REMOVE_BIT(t_obj->extra_flags,ITEM_HAD_TIMER);
	    obj_to_char( t_obj, ch );
	    if (cost < t_obj->cost)
	    	t_obj->cost = cost;
	}
    }
}



void do_list( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];

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

        /* hack to make new thalos pets work */
        if (ch->in_room->vnum == 9621)
            pRoomIndexNext = get_room_index(9706);
        else
            pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );

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

	found = FALSE;
	for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
	{
	    if ( IS_SET(pet->act, ACT_PET) )
	    {
		if ( !found )
		{
		    found = TRUE;
		    send_to_char( "Pets for sale:\n\r", ch );
		}
		sprintf( buf, "[%2d] %8d - %s\n\r",
		    pet->level,
		    10 * pet->level * pet->level,
		    pet->short_descr );
		send_to_char( buf, ch );
	    }
	}
	if ( !found )
	    send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost,count;
	bool found;
	char arg[MAX_INPUT_LENGTH];

	if ( ( keeper = find_keeper( ch ) ) == NULL )
	    return;
        one_argument(argument,arg);

	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;
		    send_to_char( "[Lv Price Qty] Item\n\r", ch );
		}

		if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
		    sprintf(buf,"[%2d %5d -- ] %s\n\r",
			obj->level,cost,obj->short_descr);
		else
		{
		    count = 1;

		    while (obj->next_content != NULL 
		    && obj->pIndexData == obj->next_content->pIndexData
		    && !str_cmp(obj->short_descr,
			        obj->next_content->short_descr))
		    {
			obj = obj->next_content;
			count++;
		    }
		    sprintf(buf,"[%2d %5d %2d ] %s\n\r",
			obj->level,cost,count,obj->short_descr);
		}
		send_to_char( buf, ch );
	    }
	}

	if ( !found )
	    send_to_char( "You can't buy anything here.\n\r", 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,roll;

    one_argument( argument, arg );

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

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

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

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

    if (!can_see_obj(keeper,obj))
    {
	act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
	return;
    }

    if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
	act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	return;
    }
    if ( cost > (keeper->silver + (100 * keeper->gold) + (10000 * keeper->platinum) ) )
    {
	act("$n tells you '{aI'm afraid I don't have enough wealth to buy $p{x'.",
	    keeper,obj,ch,TO_VICT);
	return;
    }

    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
    /* haggle */
    roll = number_percent();
    if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,gsn_haggle))
    {
        send_to_char("You haggle with the shopkeeper.\n\r",ch);
        cost += obj->cost / 2 * roll / 100;
        cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100);
	cost = UMIN(cost,(keeper->silver + (100 * keeper->gold) + (10000 * keeper->platinum)));
        check_improve(ch,gsn_haggle,TRUE,4);
    }
    sprintf( buf, "You sell $p for {g%d{x silver piece%s.",
	cost, cost == 1 ? "" : "s" );
    act( buf, ch, obj, NULL, TO_CHAR );

    while (cost >= 10000)
    {
	deduct_cost(keeper,1,VALUE_PLATINUM);
	add_cost(ch,1,VALUE_PLATINUM);
	cost -= 10000;
    }
    while (cost >= 1000)
    {
	deduct_cost(keeper,10,VALUE_GOLD);
	add_cost(ch,10,VALUE_GOLD);
	cost -= 1000;
    }
    while (cost >= 100)
    {
	deduct_cost(keeper,1,VALUE_GOLD);
	add_cost(ch,1,VALUE_GOLD);
	cost -= 100;
    }
    if (cost > 0)
    {
	deduct_cost(keeper,cost,VALUE_SILVER);
	add_cost(ch,cost,VALUE_SILVER);
    }

    if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
    {
	extract_obj( obj );
    }
    else
    {
	obj_from_char( obj );
	if (obj->timer)
	    SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	else
	    obj->timer = number_range(50,100);
	obj_to_keeper( obj, keeper );
    }

    return;
}



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

    one_argument( argument, arg );

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

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

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

    if (!can_see_obj(keeper,obj))
    {
        act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
        return;
    }

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

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

    sprintf( buf, 
	"$n tells you '{aI'll give you {g%d{a silver coin%s for $p{x'.", 
	cost, cost == 1 ? "" : "s" );
    act( buf, keeper, obj, ch, TO_VICT );
    ch->reply = keeper;

    return;
}

void do_second (CHAR_DATA *ch, char *argument)
/* wear object as a secondary weapon */
{
    OBJ_DATA *obj;
    OBJ_DATA *shieldobj;
    int skill, sn;
    char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */

    if (argument[0] == '\0') /* empty */
    {
        send_to_char ("Wear which weapon in your off-hand?\n\r",ch);
        return;
    }

    obj = get_obj_carry (ch, argument); /* find the obj withing ch's inventory */

    if (obj == NULL)
    {
        send_to_char ("You have no such thing in your backpack.\n\r",ch);
        return;
    }
    if ( !CAN_WEAR( obj, ITEM_WIELD ) )
    {
	send_to_char ("You can't second that!\n\r", ch);
	return;
    }

    /* check if the char is using a shield or a held weapon */

    if (get_eq_char(ch, WEAR_SHIELD)
	&& ((strcmp(class_table[ch->class].name, "mage")
	&& strcmp(class_table[ch->class].name, "wizard")
	&& strcmp(class_table[ch->class].name, "cleric")
	&& strcmp(class_table[ch->class].name, "priest")
	&& strcmp(class_table[ch->class].name, "strider"))
	|| (!strcmp(class_table[ch->class].name, "cleric")
	&& ch->level < 50)
	|| (!strcmp(class_table[ch->class].name, "priest")
	&& ch->level < 25)
	|| (!strcmp(class_table[ch->class].name, "strider")
	&& ch->level < 50)))
    {
	send_to_char ("You cannot use a secondary weapon while using a shield.\n\r",ch);
	return;
    }
    if (get_eq_char(ch, WEAR_HOLD))
    {
        send_to_char ("You cannot use a secondary weapon while holding an item.\n\r",ch);
	return;
    }

    if ( ( ( ch->level < obj->level )
	&&  ( ch->class < MAX_CLASS/2 )
	&&  ( obj->level > 19 ) )
	||  ( ( ch->level < obj->level )
	&&  ( ch->class >= MAX_CLASS/2 )
	&&  ( obj->level > 27 ) ) )
    {
        sprintf( buf, "You must be level %d to use this object.\n\r",
            obj->level );
        send_to_char( buf, ch );
        act( "$n tries to use $p, but is too inexperienced.",
            ch, obj, NULL, TO_ROOM );
        return;
    }

/* check that the character is using a first weapon at all */
    if (get_eq_char (ch, WEAR_WIELD) == NULL) /* oops - != here was a bit wrong :) */
    {
        send_to_char ("You need to wield a primary weapon, before using a secondary one!\n\r",ch);
        return;
    }

    if (IS_WEAPON_STAT(get_eq_char(ch,WEAR_WIELD),WEAPON_TWO_HANDS))
    {
	send_to_char ("Your primary weapon requires {z{Bboth{x hands!\n\r",ch);
	return;
    }

    if (IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)) 
    { 
        send_to_char ("This weapon requires {z{Bboth{x hands!\n\r",ch);
        return; 
    } 

/* check for str - secondary weapons have to be lighter */
    if ( get_obj_weight( obj ) > ( str_app[get_curr_stat(ch,STAT_STR)].wield * 8 ) )
    {
        send_to_char( "This weapon is too heavy to be used as a secondary weapon by you.\n\r", ch );
        return;
    }

/* check if the secondary weapon is heavier than the primary weapon */
    if ( (get_obj_weight (obj)) > get_obj_weight(get_eq_char(ch,WEAR_WIELD)) )
    {
        send_to_char ("Your secondary weapon cannot be heavier than the primary one.\n\r",ch);
        return;
    }

/* at last - the char uses the weapon */

    if (!remove_obj(ch, WEAR_SECONDARY, TRUE)) /* remove the current weapon if any */
        return;                                /* remove obj tells about any no_remove */

/* char CAN use the item! that didn't take long at aaall */

    if (
	((shieldobj = get_eq_char(ch, WEAR_SHIELD)) != NULL)
	&& (!strcmp(class_table[ch->class].name, "mage")
	|| !strcmp(class_table[ch->class].name, "wizard")
	|| (!strcmp(class_table[ch->class].name, "cleric")
	&& ch->level > 49)
	|| (!strcmp(class_table[ch->class].name, "priest")
	&& ch->level > 24)
	|| (!strcmp(class_table[ch->class].name, "strider")
	&& ch->level > 49)))
    {
	act ("$n levitates $p in front of $m.",ch,shieldobj,NULL,TO_ROOM);
	act ("You levitate $p in front of you.",ch,shieldobj,NULL,TO_CHAR);
    }
    act ("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM);
    act ("You wield $p in your off-hand.",ch,obj,NULL,TO_CHAR);
    equip_char ( ch, obj, WEAR_SECONDARY);

    sn = get_weapon_sn(ch);

    if (sn == gsn_hand_to_hand)
	return;

    skill = ((get_weapon_skill(ch,sn)*get_skill(ch,gsn_dual_wield))/100);
 
    if (skill >= 100)
	act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
    else if (skill > 85)
	act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
    else if (skill > 70)
	act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
    else if (skill > 50)
	act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
    else if (skill > 25)
	act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
    else if (skill > 1)
	act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
    else
	act("You don't even know which end is up on $p.",
	    ch,obj,NULL,TO_CHAR);

    return;
}

bool can_quest(CHAR_DATA *ch)
{
    OBJ_DATA *object;
    bool found;
 
    if ( ch->desc == NULL )
        return TRUE;
 
    if ( ch->level > HERO )
	return TRUE;

    /*
     * search the list of objects.
     */
    found = TRUE;
    for ( object = ch->carrying; object != NULL; object = object->next_content )
    {
	if (IS_OBJ_STAT(object,ITEM_QUEST))
	    found = FALSE;
    }
    if (found)
	return TRUE;
 
    return FALSE;
}