dbsc/clans/
dbsc/deity/
dbsc/houses/
dbsc/player/a/
dbsc/space/
/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
* -----------------------------------------------------------|   (0...0)   *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
* -----------------------------------------------------------|    {o o}    *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
* Tricops and Fireblade                                      |             *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			   Object manipulation module			    *
****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
#include "bet.h"


/*double sqrt( double x );*/

/*
 * External functions
 */
void bump_que args(());
void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,
                               bool fShort, bool fShowNothing ) );
void write_corpses args( ( CHAR_DATA *ch, char *name, OBJ_DATA *objrem ) );

/*
 * Local functions.
 */
void	get_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj,
                     OBJ_DATA *container ) );
bool	remove_obj	args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void	wear_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) );

char* get_chance_verb args( ( OBJ_DATA *obj ) );
char* get_ed_number	args( ( OBJ_DATA *obj, int number ) );

OBJ_DATA* recursive_note_find	args( ( OBJ_DATA *obj, char* argument) );

/*
 * how resistant an object is to damage				-Thoric
 */
sh_int get_obj_resistance( OBJ_DATA *obj )
{
	sh_int resist;

	resist = number_fuzzy(MAX_ITEM_IMPACT);

	/* magical items are more resistant */
	if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) )
		resist += number_fuzzy(12);
	/* metal objects are definately stronger */
	if ( IS_OBJ_STAT( obj, ITEM_METAL ) )
		resist += number_fuzzy(5);
	/* organic objects are most likely weaker */
	if ( IS_OBJ_STAT( obj, ITEM_ORGANIC ) )
		resist -= number_fuzzy(5);
	/* blessed objects should have a little bonus */
	if ( IS_OBJ_STAT( obj, ITEM_BLESS ) )
		resist += number_fuzzy(5);
	/* lets make store inventory pretty tough */
	if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
		resist += 20;

	/* okay... let's add some bonus/penalty for item level... */
	//    resist += (obj->level / 10) - 2;

	/* and lasty... take armor or weapon's condition into consideration */
	if (obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON)
		resist += (obj->value[0] / 2) - 2;

	return URANGE(10, resist, 99);
}


void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
	CLAN_DATA *clan;
	int weight;
	int amt; /* gold per-race multipliers */

	if ( !CAN_WEAR(obj, ITEM_TAKE)
	     && (ch->level < sysdata.level_getobjnotake ) )
	{
		send_to_char( "You can't take that.\n\r", ch );
		return ;
	}

	if ( IS_SET( obj->magic_flags, ITEM_PKDISARMED )
	     && !IS_NPC( ch ) )
	{
		if ( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) )
		{
			if ( ch->level - obj->value[5] > 5
			     || obj->value[5] - ch->level > 5 )
			{
				send_to_char_color( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch );
				return ;
			}
			else
			{
				REMOVE_BIT( obj->magic_flags, ITEM_PKDISARMED );
				obj->value[5] = 0;
			}
		}
		else
		{
			send_to_char_color( "\n\r&BA godly force freezes your outstretched hand.\n\r", ch );
			return ;
		}
	}

	if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE )
	     && !can_take_proto( ch ) )
	{
		send_to_char( "A godly force prevents you from getting close to it.\n\r", ch );
		return ;
	}

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

	if ( IS_OBJ_STAT(obj, ITEM_COVERING) )
		weight = obj->weight;
	else
		weight = get_obj_weight( obj );

	if ( ch->carry_weight + weight > can_carry_w( ch ) )
	{
		act( AT_PLAIN, "$d: you can't carry that much weight.",
		     ch, NULL, obj->name, TO_CHAR );
		return ;
	}

	if ( container )
	{
		if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
		{
			act( AT_ACTION, "You remove $p from $P", ch, obj, container, TO_CHAR );
			act( AT_ACTION, "$n removes $p from $P", ch, obj, container, TO_ROOM );
		}
		else
		{
			act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ?
			     "You get $p from beneath $P." : "You get $p from $P",
			     ch, obj, container, TO_CHAR );
			act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ?
			     "$n gets $p from beneath $P." : "$n gets $p from $P",
			     ch, obj, container, TO_ROOM );
		}
		if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
		     && !IS_NPC( ch ) && str_cmp( container->name + 7, ch->name ) )
			container->value[5]++;
		obj_from_obj( obj );
	}
	else
	{
		act( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR );
		act( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM );
		obj_from_room( obj );
	}

	/* Clan storeroom checks */
	if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
	     && (!container || container->carried_by == NULL) )
	{
		/*	if (!char_died) save_char_obj(ch); */
		for ( clan = first_clan; clan; clan = clan->next )
			if ( clan->storeroom == ch->in_room->vnum )
				save_clan_storeroom(ch, clan);
	}

	if ( obj->item_type != ITEM_CONTAINER )
		check_for_trap( ch, obj, TRAP_GET );
	if ( char_died(ch) )
		return ;

	if ( obj->item_type == ITEM_MONEY )
	{

		amt = obj->value[0];

		/*
		 *  The idea was to make some races more adroit at money handling,
		 *  however, this resulted in elves dropping 1M gps and picking
		 *  up 1.1M, repeating, and getting rich.  The only solution would
		 *  be to fuzzify the "drop coins" code, but that seems like it'd
		 *  lead to more confusion than it warrants.  -h
		 *
		 *  When you work on this again, make it so that amt is NEVER multiplied
		 *  by more than 1.0.  Use less than 1.0 for ogre, orc, troll, etc.
		 *  (Ie: a penalty rather than a bonus)
		 */
#ifdef GOLD_MULT

		switch (ch->race)
		{
			case(1): amt *= 1.1;
				break; /* elf */
			case(2): amt *= 0.97;
				break; /* dwarf */
			case(3): amt *= 1.02;
				break; /* halfling */
			case(4): amt *= 1.08;
				break; /* pixie */
			case(6): amt *= 0.92;
				break; /* half-ogre */
			case(7): amt *= 0.94;
				break; /* half-orc */
			case(8): amt *= 0.90;
				break; /* half-troll */
			case(9): amt *= 1.04;
				break; /* half-elf */
			case(10): amt *= 1.06;
				break; /* gith */
		}
#endif

		ch->gold += amt;
		extract_obj( obj );
	}
	else
	{
		obj = obj_to_char( obj, ch );
	}

	if ( char_died(ch) || obj_extracted(obj) )
		return ;
	oprog_get_trigger(ch, obj);
	return ;
}


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

	argument = one_argument( argument, arg1 );
	if ( is_number(arg1) )
	{
		number = atoi(arg1);
		if ( number < 1 )
		{
			send_to_char( "That was easy...\n\r", ch );
			return ;
		}
		if ( (ch->carry_number + number) > can_carry_n(ch) )
		{
			send_to_char( "You can't carry that many.\n\r", ch );
			return ;
		}
		argument = one_argument( argument, arg1 );
	}
	else
		number = 0;
	argument = one_argument( argument, arg2 );
	/* munch optional words */
	if ( !str_cmp( arg2, "from" ) && argument[0] != '\0' )
		argument = one_argument( argument, arg2 );

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

	if ( ms_find_obj(ch) )
		return ;

	if ( arg2[0] == '\0' )
	{
		if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
		{
			/* 'get obj' */
			obj = get_obj_list( ch, arg1, ch->in_room->first_content );
			if ( !obj )
			{
				act( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR );
				return ;
			}
			if( obj->item_type == ITEM_DRAGONBALL
			    && IS_NPC(ch) )
			{
			  ch_printf(ch,"NPC's cannot take dragonballs.\n\r");
			  do_say(ch,"I can't take that.");
			  return;
			}
			separate_obj(obj);
			get_obj( ch, obj, NULL );
			if ( char_died(ch) )
				return ;
			save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
//			if ( IS_SET( sysdata.save_flags, SV_GET ) )
//			if ( IS_SET( sysdata.save_flags, SV_GIVE ) )
				save_char_obj( ch );
		}
		else
		{
			sh_int cnt = 0;
			bool fAll;
			char *chk;

			if ( xIS_SET( ch->in_room->room_flags, ROOM_DONATION ) )
			{
				send_to_char( "The gods frown upon such a display of greed!\n\r", ch );
				return ;
			}
			if ( !str_cmp(arg1, "all") )
				fAll = TRUE;
			else
				fAll = FALSE;
			if ( number > 1 )
				chk = arg1;
			else
				chk = &arg1[4];
			/* 'get all' or 'get all.obj' */
			found = FALSE;
			for ( obj = ch->in_room->last_content; obj; obj = obj_next )
			{
				obj_next = obj->prev_content;
				if ( ( fAll || nifty_is_name( chk, obj->name ) )
				     && can_see_obj( ch, obj ) )
				{
					found = TRUE;

					if( obj->item_type == ITEM_DRAGONBALL
                            		    && IS_NPC(ch) )
					  continue;

					if ( number && (cnt + obj->count) > number )
						split_obj( obj, number - cnt );
					cnt += obj->count;
					get_obj( ch, obj, NULL );
					if ( char_died(ch)
					     || ch->carry_number >= can_carry_n( ch )
					     || ch->carry_weight >= can_carry_w( ch )
					     || (number && cnt >= number) )
					{
//						if ( IS_SET(sysdata.save_flags, SV_GET)
						if ( /*IS_SET(sysdata.save_flags, SV_GIVE)
						     &&*/ !char_died(ch) )
							save_char_obj(ch);
						return ;
					}
				}
			}

			if ( !found )
			{
				if ( fAll )
					send_to_char( "I see nothing here.\n\r", ch );
				else
					act( AT_PLAIN, "I see no $T here.", ch, NULL, chk, TO_CHAR );
			}
			else
			{
				save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */

//				if ( IS_SET( sysdata.save_flags, SV_GET ) )
//				if ( IS_SET( sysdata.save_flags, SV_GIVE ) )
					save_char_obj( ch );
			}
		}
	}
	else
	{
		/* 'get ... container' */
		if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
		{
			send_to_char( "You can't do that.\n\r", ch );
			return ;
		}

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

		switch ( container->item_type )
		{
			default:
				if ( !IS_OBJ_STAT( container, ITEM_COVERING ) )
				{
					send_to_char( "That's not a container.\n\r", ch );
					return ;
				}
				if ( ch->carry_weight + container->weight > can_carry_w( ch ) )
				{
					send_to_char( "It's too heavy for you to lift.\n\r", ch );
					return ;
				}
				break;

			case ITEM_CONTAINER:
			case ITEM_CORPSE_NPC:
			case ITEM_KEYRING:
			case ITEM_QUIVER:
				break;

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

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

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

					if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
					     && !IS_NPC(ch) && (get_timer( ch, TIMER_PKILLED ) > 0 )
					     && str_cmp( name, ch->name ) )
					{
						send_to_char( "You cannot loot from that corpse...yet.\n\r", ch );
						return ;
					}

					/* Killer/owner loot only if die to pkill blow --Blod */
					/* Added check for immortal so IMMS can get things out of
					 * corpses --Shaddai */

					if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
					     && !IS_NPC( ch ) && !IS_IMMORTAL(ch)
					     && container->action_desc[0] != '\0'
					     && str_cmp( name, ch->name )
					     && str_cmp( container->action_desc, ch->name ) )
					{
						send_to_char( "You did not inflict the death blow upon this corpse.\n\r", ch );
						return ;
					}

					if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
					     && !IS_NPC(ch) && str_cmp( name, ch->name )
                                             && container->action_desc[0] == '\0' )
                                        {
                                            send_to_char( "You can not loot that corpse.\n\r", ch );
                                            return;
                                        }

					if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
					     && !IS_NPC(ch) && str_cmp( name, ch->name )
					     && container->value[5] >= 3 )
					{
						send_to_char( "Frequent looting has left this corpse protected by the gods.\n\r", ch);
						return ;
					}

					if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
					     && !IS_NPC(ch) && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )
					     && container->value[4] - ch->level < 6
					     && container->value[4] - ch->level > -6 )
						break;

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

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

						if ( !fGroup )
						{
							send_to_char( "That's someone else's corpse.\n\r", ch );
							return ;
						}
					}
				}
		}

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

		if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
		{
			/* 'get obj container' */
			obj = get_obj_list( ch, arg1, container->first_content );
			if ( !obj )
			{
				act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ?
				     "I see nothing like that beneath the $T." :
				     "I see nothing like that in the $T.",
				     ch, NULL, arg2, TO_CHAR );
				return ;
			}
			separate_obj(obj);
			get_obj( ch, obj, container );
			/* Oops no wonder corpses were duping oopsie did I do that
			 * --Shaddai
			        */
			if ( container->item_type == ITEM_CORPSE_PC )
				write_corpses( NULL, container->short_descr + 14, NULL );
			check_for_trap( ch, container, TRAP_GET );
			if ( char_died(ch) )
				return ;
//			if ( IS_SET( sysdata.save_flags, SV_GET ) )
//			if ( IS_SET( sysdata.save_flags, SV_GIVE ) )
				save_char_obj( ch );
		}
		else
		{
			int cnt = 0;
			bool fAll;
			char *chk;

			/* 'get all container' or 'get all.obj container' */
			if ( IS_OBJ_STAT( container, ITEM_DONATION ) )
			{
				send_to_char( "The gods frown upon such an act of greed!\n\r", ch );
				return ;
			}

			if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
			     && !IS_IMMORTAL(ch)
			     && !IS_NPC(ch)
			     && str_cmp( ch->name, container->name + 7 ) )
			{
				send_to_char( "The gods frown upon such wanton greed!\n\r", ch );
				return ;
			}

			if ( !str_cmp(arg1, "all") )
				fAll = TRUE;
			else
				fAll = FALSE;
			if ( number > 1 )
				chk = arg1;
			else
				chk = &arg1[4];
			found = FALSE;
			for ( obj = container->first_content; obj; obj = obj_next )
			{
				obj_next = obj->next_content;
				if ( ( fAll || nifty_is_name( chk, obj->name ) )
				     && can_see_obj( ch, obj ) )
				{
					found = TRUE;
					if ( number && (cnt + obj->count) > number )
						split_obj( obj, number - cnt );
					cnt += obj->count;
					get_obj( ch, obj, container );
					if ( char_died(ch)
					     || ch->carry_number >= can_carry_n( ch )
					     || ch->carry_weight >= can_carry_w( ch )
					     || (number && cnt >= number) )
						return ;
				}
			}

			if ( !found )
			{
				if ( fAll )
				{
					if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
						act( AT_PLAIN, "The $T holds no keys.",
						     ch, NULL, arg2, TO_CHAR );
					else
						act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ?
						     "I see nothing beneath the $T." :
						     "I see nothing in the $T.",
						     ch, NULL, arg2, TO_CHAR );
				}
				else
				{
					if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
						act( AT_PLAIN, "The $T does not hold that key.",
						     ch, NULL, arg2, TO_CHAR );
					else
						act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ?
						     "I see nothing like that beneath the $T." :
						     "I see nothing like that in the $T.",
						     ch, NULL, arg2, TO_CHAR );
				}
			}
			else
				check_for_trap( ch, container, TRAP_GET );
			if ( char_died(ch) )
				return ;
			/* Oops no wonder corpses were duping oopsie did I do that
			 * --Shaddai
			        */
			if ( container->item_type == ITEM_CORPSE_PC )
				write_corpses( NULL, container->short_descr + 14, NULL );
//			if ( found && IS_SET( sysdata.save_flags, SV_GET ) )
//			if ( found && IS_SET( sysdata.save_flags, SV_GIVE ) )
                        if ( found )
				save_char_obj( ch );
		}
	}
	return ;
}



void do_put( CHAR_DATA *ch, char *argument )
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	OBJ_DATA *container;
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;
	CLAN_DATA *clan;
	sh_int	count;
	int	number;
	bool	save_char = FALSE;

	argument = one_argument( argument, arg1 );
	if ( is_number(arg1) )
	{
		number = atoi(arg1);
		if ( number < 1 )
		{
			send_to_char( "That was easy...\n\r", ch );
			return ;
		}
		argument = one_argument( argument, arg1 );
	}
	else
		number = 0;
	argument = one_argument( argument, arg2 );
	/* munch optional words */
	if ( (!str_cmp(arg2, "into") || !str_cmp(arg2, "inside")
	      || !str_cmp(arg2, "in") || !str_cmp(arg2, "under")
	      || !str_cmp(arg2, "onto") || !str_cmp(arg2, "on"))
	     && argument[0] != '\0' )
		argument = one_argument( argument, arg2 );

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

	if ( ms_find_obj(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( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR );
		return ;
	}

//	if ( !container->carried_by && IS_SET(sysdata.save_flags, SV_PUT) )
//	if ( !container->carried_by && IS_SET(sysdata.save_flags, SV_GIVE) )
	if ( !container->carried_by )
		save_char = TRUE;

	if ( IS_OBJ_STAT(container, ITEM_COVERING) )
	{
		if ( ch->carry_weight + container->weight > can_carry_w(ch) )
		{
			send_to_char( "It's too heavy for you to lift.\n\r", ch );
			return ;
		}
	}
	else
	{
		if ( container->item_type != ITEM_CONTAINER
		     && container->item_type != ITEM_KEYRING
		     && container->item_type != ITEM_QUIVER )
		{
			send_to_char( "That's not a container.\n\r", ch );
			return ;
		}

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

	if ( number <= 1 && 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( IS_OBJ_STAT( obj, ITEM_NOAUCTION ) )
                {
                    send_to_char( "You can't seem to fit it into a container.\n\r", ch );
                    return;
                }

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

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

		if ( (IS_OBJ_STAT(container, ITEM_COVERING)
		      && (get_obj_weight(obj) / obj->count)
		      > ((get_obj_weight(container) / container->count)
		         - container->weight)) )
		{
			send_to_char( "It won't fit under there.\n\r", ch );
			return ;
		}

		/* note use of get_real_obj_weight */
		if ( (get_real_obj_weight(obj) / obj->count)
		     + (get_real_obj_weight(container) / container->count)
		     > container->value[0] )
		{
			send_to_char( "It won't fit.\n\r", ch );
			return ;
		}

		separate_obj(obj);
		separate_obj(container);
		obj_from_char( obj );
		obj = obj_to_obj( obj, container );
		check_for_trap ( ch, container, TRAP_PUT );
		if ( char_died(ch) )
			return ;
		count = obj->count;
		obj->count = 1;
		if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
		{
			act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
			act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
		}
		else
		{
			act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING)
			     ? "$n hides $p beneath $P." : "$n puts $p in $P.",
			     ch, obj, container, TO_ROOM );
			act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING)
			     ? "You hide $p beneath $P." : "You put $p in $P.",
			     ch, obj, container, TO_CHAR );
		}
		obj->count = count;

		/* Oops no wonder corpses were duping oopsie did I do that
		 * --Shaddai
		 */
		if ( container->item_type == ITEM_CORPSE_PC )
			write_corpses( NULL, container->short_descr + 14, NULL );

		if ( save_char )
			save_char_obj(ch);
		/* Clan storeroom check */
		if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
		     && container->carried_by == NULL)
		{
			/*	   if (!char_died && !save_char ) save_char_obj(ch); */
			for ( clan = first_clan; clan; clan = clan->next )
				if ( clan->storeroom == ch->in_room->vnum )
					save_clan_storeroom(ch, clan);
		}
	}
	else
	{
		bool found = FALSE;
		int cnt = 0;
		bool fAll;
		char *chk;

		if ( !str_cmp(arg1, "all") )
			fAll = TRUE;
		else
			fAll = FALSE;
		if ( number > 1 )
			chk = arg1;
		else
			chk = &arg1[4];

		separate_obj(container);
		/* 'put all container' or 'put all.obj container' */
		for ( obj = ch->first_carrying; obj; obj = obj_next )
		{
			obj_next = obj->next_content;

			if ( ( fAll || nifty_is_name( chk, obj->name ) )
			     && can_see_obj( ch, obj )
			     && obj->wear_loc == WEAR_NONE
			     && obj != container
			     && can_drop_obj( ch, obj )
			     && !IS_OBJ_STAT( obj, ITEM_NOAUCTION )
			     && (container->item_type != ITEM_KEYRING || obj->item_type == ITEM_KEY)
			     && (container->item_type != ITEM_QUIVER || obj->item_type == ITEM_PROJECTILE)
			     && get_obj_weight( obj ) + get_obj_weight( container )
			     <= container->value[0] )
			{
				if ( number && (cnt + obj->count) > number )
					split_obj(obj, number - cnt);
				cnt += obj->count;
				obj_from_char(obj);
				if ( container->item_type == ITEM_KEYRING )
				{
					act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
					act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
				}
				else
				{
					act( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM );
					act( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR );
				}
				obj = obj_to_obj( obj, container );
				found = TRUE;

				check_for_trap( ch, container, TRAP_PUT );
				if ( char_died(ch) )
					return ;
				if ( number && cnt >= number )
					break;
			}
		}

		/*
		 * Don't bother to save anything if nothing was dropped   -Thoric
		 */
		if ( !found )
		{
			if ( fAll )
				act( AT_PLAIN, "You are not carrying anything.",
				     ch, NULL, NULL, TO_CHAR );
			else
				act( AT_PLAIN, "You are not carrying any $T.",
				     ch, NULL, chk, TO_CHAR );
			return ;
		}

		if ( save_char )
			save_char_obj(ch);
		/* Oops no wonder corpses were duping oopsie did I do that
		 * --Shaddai
		 */
		if ( container->item_type == ITEM_CORPSE_PC )
			write_corpses( NULL, container->short_descr + 14, NULL );

		/* Clan storeroom check */
		if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
		     && container->carried_by == NULL )
		{
			/*	  if (!char_died && !save_char) save_char_obj(ch); */
			for ( clan = first_clan; clan; clan = clan->next )
				if ( clan->storeroom == ch->in_room->vnum )
					save_clan_storeroom(ch, clan);
		}
	}

	return ;
}


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

	argument = one_argument( argument, arg );
	if ( is_number(arg) )
	{
		number = atoi(arg);
		if ( number < 1 )
		{
			send_to_char( "That was easy...\n\r", ch );
			return ;
		}
		argument = one_argument( argument, arg );
	}
	else
		number = 0;

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

	if ( ms_find_obj(ch) )
		return ;

	if ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_LITTERBUG ) )
	{
		set_char_color( AT_YELLOW, ch );
		send_to_char( "A godly force prevents you from dropping anything...\n\r", ch );
		return ;
	}

	if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROP )
	     && ch != supermob )
	{
		set_char_color( AT_MAGIC, ch );
		send_to_char( "A magical force stops you!\n\r", ch );
		set_char_color( AT_TELL, ch );
		send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
		return ;
	}
/*
	if ( number > 0 )
	{
		if ( !str_cmp( arg, "coins" ) || !str_cmp( arg, "coin" ) || !str_cmp( arg, "zeni" ))
		{
			if ( ch->gold < number )
			{
				send_to_char( "You haven't got that many zeni.\n\r", ch );
				return ;
			}

			ch->gold -= number;

			for ( obj = ch->in_room->first_content; obj; obj = obj_next )
			{
				obj_next = obj->next_content;

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

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

			act( AT_ACTION, "$n drops some zeni.", ch, NULL, NULL, TO_ROOM );
			obj_to_room( create_money( number ), ch->in_room );
			save_house_by_vnum(ch->in_room->vnum);
			send_to_char( "You let the zeni slip from your hand.\n\r", ch );
				save_char_obj( ch );
			return ;
		}

	}
*/
	if ( number <= 1 && 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 ;
		}

		separate_obj( obj );
		act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
		act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );

		obj_from_char( obj );
		if( IS_OBJ_STAT(obj, ITEM_GROUNDROT) )
		{
		  extract_obj( obj );
		  act( AT_BLOOD, "$p turns to dust upon touching the ground.", ch, obj, NULL, TO_CHAR );
		  act( AT_BLOOD, "$p turns to dust upon touching the ground.", ch, obj, NULL, TO_ROOM );
		}
		else
		{
		  obj = obj_to_room( obj, ch->in_room );
		  oprog_drop_trigger ( ch, obj );   /* mudprogs */
		}

		if ( char_died(ch) || obj_extracted(obj) )
			return ;

		/* Clan storeroom saving */
		if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) )
		{
			/*	   if (!char_died) save_char_obj(ch); */
			for ( clan = first_clan; clan; clan = clan->next )
				if ( clan->storeroom == ch->in_room->vnum )
					save_clan_storeroom(ch, clan);
		}
	}
	else
	{
		int cnt = 0;
		char *chk;
		bool fAll;

		if ( !str_cmp(arg, "all") )
			fAll = TRUE;
		else
			fAll = FALSE;
		if ( number > 1 )
			chk = arg;
		else
			chk = &arg[4];
		/* 'drop all' or 'drop all.obj' */
		if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROPALL )
		     || xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
		{
			send_to_char( "You can't seem to do that here...\n\r", ch );
			return ;
		}
		found = FALSE;
		for ( obj = ch->first_carrying; obj; obj = obj_next )
		{
			obj_next = obj->next_content;

			if ( (fAll || nifty_is_name( chk, obj->name ) )
			     && can_see_obj( ch, obj )
			     && obj->wear_loc == WEAR_NONE
			     && can_drop_obj( ch, obj ) )
			{
				found = TRUE;
				if ( HAS_PROG(obj->pIndexData, DROP_PROG) && obj->count > 1 )
				{
					++cnt;
					separate_obj( obj );
					obj_from_char( obj );
					if ( !obj_next )
						obj_next = ch->first_carrying;
				}
				else
				{
					if ( number && (cnt + obj->count) > number )
						split_obj( obj, number - cnt );
					cnt += obj->count;
					obj_from_char( obj );
				}
				act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
				if( IS_OBJ_STAT(obj, ITEM_GROUNDROT) )
		                {
                		  extract_obj( obj );
		                  act( AT_BLOOD, "$p turns to dust upon touching the ground.", ch, obj, NULL, TO_CHAR );
		                  act( AT_BLOOD, "$p turns to dust upon touching the ground.", ch, obj, NULL, TO_ROOM );
                		}
		                else
				{
				  obj = obj_to_room( obj, ch->in_room );
				  oprog_drop_trigger( ch, obj ); /* mudprogs */
				}
				if ( char_died(ch) )
					return ;
				if ( number && cnt >= number )
					break;
			}
		}

		if ( !found )
		{
			if ( fAll )
				act( AT_PLAIN, "You are not carrying anything.",
				     ch, NULL, NULL, TO_CHAR );
			else
				act( AT_PLAIN, "You are not carrying any $T.",
				     ch, NULL, chk, TO_CHAR );
		}
	}

	save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */

//	if ( IS_SET( sysdata.save_flags, SV_DROP ) )
//	if ( IS_SET( sysdata.save_flags, SV_GIVE ) )
		save_char_obj( ch );	/* duping protector */
	return ;
}



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

	argument = one_argument( argument, arg1 );
	argument = one_argument( argument, arg2 );
	if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' )
		argument = one_argument( argument, arg2 );

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

	if ( ms_find_obj(ch) )
		return ;

	if ( is_number( arg1 ) )
	{
		/* 'give NNNN coins victim' */
		int amount;

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

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

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

		if ( ch->gold < amount )
		{
			send_to_char( "Very generous of you, but you haven't got that much zeni.\n\r", ch );
			return ;
		}

		if( auction->item )
		if( !strcmp( auction->seller->name, ch->name ) )
		{
			send_to_char( "Tsk tsk, trying to avoid the auction fee.\n\r", ch );
			return;
		}

		ch->gold -= amount;
		victim->gold += amount;
		strcpy(buf, "$n gives you ");
		strcat(buf, arg1 );
		strcat(buf, (amount > 1) ? " zeni." : " zeni.");

		act( AT_ACTION, buf, ch, NULL, victim, TO_VICT );
		act( AT_ACTION, "$n gives $N some zeni.", ch, NULL, victim, TO_NOTVICT );
		act( AT_ACTION, "You give $N some zeni.", ch, NULL, victim, TO_CHAR );
		mprog_bribe_trigger( victim, ch, amount );
//		if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(ch) )
                if ( !char_died( ch ) )
			save_char_obj(ch);
//		if ( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died(victim) )
//		if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(victim) )
                if ( !char_died( victim ) )
			save_char_obj(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 ( !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_NOGIVE) )
	{
		ch_printf(ch,"You can't give that.\n\r");
		return;
	}

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

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

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

	if (IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( victim ) )
	{
		act( AT_PLAIN, "You cannot give that to $N!", ch, NULL, victim, TO_CHAR );
		return ;
	}

	separate_obj(obj);
	obj_from_char(obj);
	act(AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT);
	act(AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT );
	act(AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR );
	obj = obj_to_char(obj, victim);
	mprog_give_trigger(victim, ch, obj);
//	if ( IS_SET(sysdata.save_flags, SV_GIVE) && !char_died(ch) )
                if ( !char_died( ch ) )
		save_char_obj(ch);
//	if ( IS_SET(sysdata.save_flags, SV_RECEIVE) && !char_died(victim) )
//	if ( IS_SET(sysdata.save_flags, SV_GIVE) && !char_died(victim) )
                if ( !char_died( victim ) )
		save_char_obj(victim);
	return ;
}

/*
 * Damage an object.						-Thoric
 * Affect player's AC if necessary.
 * Make object into scraps if necessary.
 * Send message about damaged object.
 */
obj_ret damage_obj( OBJ_DATA *obj )
{
	CHAR_DATA *ch;
	obj_ret objcode;

	ch = obj->carried_by;
	objcode = rNONE;

	separate_obj( obj );
	if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_GAG))) )
		act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR );
	else
		if ( obj->in_room && ( ch = obj->in_room->first_person ) != NULL )
		{
			act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_ROOM );
			act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR );
			ch = NULL;
		}

	if ( obj->item_type != ITEM_LIGHT )
		oprog_damage_trigger(ch, obj);
	else if ( !in_arena( ch ) )
		oprog_damage_trigger(ch, obj);

	if ( obj_extracted(obj) )
		return global_objcode;

	switch ( obj->item_type )
	{
		default:
			make_scraps( obj );
			objcode = rOBJ_SCRAPPED;
			break;
		case ITEM_CONTAINER:
		case ITEM_KEYRING:
		case ITEM_QUIVER:
			if (--obj->value[3] <= 0)
			{
				if ( !in_arena( ch ) )
				{
					make_scraps( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
					obj->value[3] = 1;
			}
			break;
		case ITEM_LIGHT:
			if (--obj->value[0] <= 0)
			{
				if ( !in_arena( ch ) )
				{
					make_scraps( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
					obj->value[0] = 1;
			}
			break;
		case ITEM_ARMOR:
			if ( ch && obj->value[0] >= 1 )
				ch->armor += apply_ac( obj, obj->wear_loc );
			if (--obj->value[0] <= 0)
			{
				if ( !IS_PKILL( ch ) && !in_arena( ch ) )
				{
					make_scraps( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
				{
					obj->value[0] = 1;
					ch->armor -= apply_ac( obj, obj->wear_loc );
				}
			}
			else
				if ( ch && obj->value[0] >= 1 )
					ch->armor -= apply_ac( obj, obj->wear_loc );
			break;
		case ITEM_WEAPON:
			if (--obj->value[0] <= 0)
			{
				if ( !IS_PKILL( ch ) && !in_arena( ch ) )
				{
					make_scraps( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
					obj->value[0] = 1;
			}
			break;
	}
	return objcode;
}


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

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

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

	if ( !fReplace )
		return FALSE;

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

	if ( obj->pIndexData->vnum == 1337 && ch->hit < ch->max_hit )
	{
	  act( AT_RED, "You can't remove that till your health returns to full.", ch, obj, NULL, TO_CHAR );
	  return FALSE;
	}

	if ( obj == get_eq_char( ch, WEAR_WIELD )
	     && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD)) != NULL )
		tmpobj->wear_loc = WEAR_WIELD;

	unequip_char( ch, obj );

	act( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM );
	act( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR );
	oprog_remove_trigger( ch, obj );
	return TRUE;
}

/*
 * See if char could be capable of dual-wielding		-Thoric
 */
bool could_dual( CHAR_DATA *ch )
{
	if ( IS_NPC(ch) || ch->pcdata->learned[gsn_dual_wield] )
		return TRUE;

	return FALSE;
}

/*
 * See if char can dual wield at this time			-Thoric
 */
bool can_dual( CHAR_DATA *ch )
{
	if ( !could_dual(ch) )
		return FALSE;

	if ( get_eq_char( ch, WEAR_DUAL_WIELD ) )
	{
		send_to_char( "You are already wielding two weapons!\n\r", ch );
		return FALSE;
	}
	if ( get_eq_char( ch, WEAR_SHIELD ) )
	{
		send_to_char( "You cannot dual wield while holding a shield!\n\r", ch );
		return FALSE;
	}
	if ( get_eq_char( ch, WEAR_HOLD ) )
	{
		send_to_char( "You cannot dual wield while holding something!\n\r", ch );
		return FALSE;
	}
	return TRUE;
}


/*
 * Check to see if there is room to wear another object on this location
 * (Layered clothing support)
 */
bool can_layer( CHAR_DATA *ch, OBJ_DATA *obj, sh_int wear_loc )
{
	OBJ_DATA *otmp;
	sh_int	bitlayers = 0;
	sh_int	objlayers = obj->pIndexData->layers;

	for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content )
		if ( otmp->wear_loc == wear_loc )
		{
			if ( !otmp->pIndexData->layers )
				return FALSE;
			else
				bitlayers |= otmp->pIndexData->layers;
		}
	if ( (bitlayers && !objlayers) || bitlayers > objlayers )
		return FALSE;
	if ( !bitlayers || ((bitlayers & ~objlayers) == bitlayers) )
		return TRUE;
	return FALSE;
}

/*
 * Wear one object.
 * Optional replacement of existing objects.
 * Big repetitive code, ick.
 *
 * Restructured a bit to allow for specifying body location	-Thoric
 * & Added support for layering on certain body locations
 */
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit )
{
	char buf[MAX_STRING_LENGTH];
	OBJ_DATA *tmpobj = NULL;
	sh_int bit, tmp;
	bool bypass = FALSE;

	separate_obj( obj );
	if ( ch->exp < obj->level )
	{
		sprintf( buf, "You must have a powerlevel of %s to use this object.\n\r",
		         num_punct_ld(obj->level) );
		send_to_char( buf, ch );
		act( AT_ACTION, "$n tries to use $p, but is too weak.",
		     ch, obj, NULL, TO_ROOM );
		return ;
	}

	if ( IS_OBJ_STAT(obj, ITEM_PROTOTYPE) && ch->level < LEVEL_SAVIOR /*LEVEL_DEMI*/ &&
		!IS_NPC( ch ) )
	{
		act( AT_MAGIC, "You are forbidden to use that item.", ch, NULL, NULL, TO_CHAR );
		act( AT_ACTION, "$n tries to use $p, but is forbidden to do so.",
		     ch, obj, NULL, TO_ROOM );
		return ;
	}

	if( wearing_sentient_chip(ch) && (IS_HC(ch) ||
	    (!(IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) &&
	    !(IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch)) &&
	    !(IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)))) )
	{
	  if( !IS_OBJ_STAT(obj, ITEM_ANTI_ANDROID) ||
	      (!IS_OBJ_STAT(obj, ITEM_ANTI_SAIYAN) &&
	       is_saiyan(ch)) ||
	      (!IS_OBJ_STAT(obj, ITEM_ANTI_HUMAN) &&
               is_human(ch)) ||
	      (!IS_OBJ_STAT(obj, ITEM_ANTI_BIO_ANDROID) &&
               is_bio(ch)) ||
              (!IS_OBJ_STAT(obj, ITEM_ANTI_ICER) &&
               is_icer(ch)) ||
              (!IS_OBJ_STAT(obj, ITEM_ANTI_NAMEK) &&
               is_namek(ch)) ||
              (!IS_OBJ_STAT(obj, ITEM_ANTI_HUMAN) &&
               is_kaio(ch)) ||
              (!IS_OBJ_STAT(obj, ITEM_ANTI_HUMAN) &&
               is_demon(ch)) ||
              (!IS_OBJ_STAT(obj, ITEM_ANTI_WIZARD) &&
               is_wizard(ch)) )
	  {
	    bypass = TRUE;
	  }
	}

	/* cleaned up the uglyness from before -Goku 09.30.04 */
	if( !bypass )
		if ( (IS_OBJ_STAT(obj, ITEM_ONLY_SAIYAN) && !is_saiyan(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_HUMAN) && !is_human(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_HALFBREED) && !is_hb(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_NAMEK) && !is_namek(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_ANDROID) && (!is_android(ch) && !is_superandroid(ch)))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_ICER) && !is_icer(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_BIO_ANDROID) && !is_bio(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_WIZARD) && !is_wizard(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_DEMON) && !is_demon(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ONLY_KAIO) && !is_kaio(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_SAIYAN) && is_saiyan(ch))
			/* LAME hack by someone, but it probably needs to be kept
			 * in for now.  I'll fix it later on -Goku 09.30.04 */
			|| ( IS_OBJ_STAT(obj, ITEM_ANTI_HUMAN) && (is_human(ch) ||
				is_kaio(ch) || is_demon(ch)) )
//			|| (IS_OBJ_STAT(obj, ITEM_ANTI_HUMAN) && is_human(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_HALFBREED) && is_hb(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_NAMEK) && is_namek(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_ANDROID) && (is_android(ch) || is_superandroid(ch)))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_ICER) && is_icer(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_BIO_ANDROID) && is_bio(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_WIZARD) && is_wizard(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_DEMON) && is_demon(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_KAIO) && is_kaio(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) && !IS_HC(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) && !IS_HC(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) && !IS_HC(ch))
			|| (IS_OBJ_STAT(obj, ITEM_ANDROID_CHIP) && (!is_android(ch) && !is_superandroid(ch))))
	{
		act( AT_MAGIC, "You are forbidden to use that item.", ch, NULL, NULL, TO_CHAR );
		act( AT_ACTION, "$n tries to use $p, but is forbidden to do so.",
		     ch, obj, NULL, TO_ROOM );
		return ;
	}

	if( CAN_WEAR(obj, ITEM_WEAR_PANEL) &&
	    is_superandroid(ch) && IS_AFFECTED(ch, AFF_SUPERANDROID) )
        {
          act( AT_MAGIC, "You can't use chips while transformed.", ch, NULL, NULL, TO_CHAR );
          return;
        }

/* disabled to allow people to use shilds.  all chips *should* be
 * anti-everything anyways so this shouldn't be a problem -Goku 09.30.04 */
/*
	if( IS_SET(obj->wear_flags, ITEM_WEAR_SHIELD) && !is_android(ch)
	    && !is_superandroid(ch) && obj->pIndexData->vnum != 1337 )
	{
	  act( AT_MAGIC, "You are forbidden to use that item.", ch, NULL, NULL, TO_CHAR );
          act( AT_ACTION, "$n tries to use $p, but is forbidden to do so.",
                     ch, obj, NULL, TO_ROOM );
          return;
	}
*/
	if( is_transformed(ch) && obj->pIndexData->vnum == 1337 )
	{
	  ch_printf(ch,"&BYou must power down completely first.\n\r");
	  return;
	}

	if ( wear_bit > -1 )
	{
		bit = wear_bit;
		if ( !CAN_WEAR(obj, 1 << bit) )
		{
			if ( fReplace )
			{
				switch ( 1 << bit )
				{
					case ITEM_HOLD:
						send_to_char( "You cannot hold that.\n\r", ch );
						break;
					case ITEM_WIELD:
					case ITEM_MISSILE_WIELD:
						send_to_char( "You cannot wield that.\n\r", ch );
						break;
					default:
						sprintf( buf, "You cannot wear that on your %s.\n\r",
						         w_flags[bit] );
						send_to_char( buf, ch );
				}
			}
			return ;
		}
	}
	else
	{
		for ( bit = -1, tmp = 1; tmp < 31; tmp++ )
		{
			if ( CAN_WEAR(obj, 1 << tmp) )
			{
				bit = tmp;
				break;
			}
		}
	}

	/* currently cannot have a light in non-light position */
	if ( obj->item_type == ITEM_LIGHT )
	{
		if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
			return ;
		if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
		{
			act( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM );
			act( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR );
		}
		equip_char( ch, obj, WEAR_LIGHT );
		oprog_wear_trigger( ch, obj );
		return ;
	}

	if ( bit == -1 )
	{
		if ( fReplace )
			send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
		return ;
	}

	switch ( 1 << bit )
	{
		default:
			bug( "wear_obj: uknown/unused item_wear bit %d", bit );
			if ( fReplace )
				send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
			return ;

		case ITEM_WEAR_FINGER:
			if ( get_eq_char( ch, WEAR_FINGER_L )
			     && get_eq_char( ch, WEAR_FINGER_R )
			     && !remove_obj( ch, WEAR_FINGER_L, fReplace )
			     && !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
				return ;

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

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

			bug( "Wear_obj: no free finger.", 0 );
			send_to_char( "You already wear something on both fingers.\n\r", ch );
			return ;

		case 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 ) )
			{
				if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
				{
					act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
					act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
				}
				equip_char( ch, obj, WEAR_NECK_1 );
				oprog_wear_trigger( ch, obj );
				return ;
			}

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

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

		case ITEM_WEAR_BODY:
			/*
			    if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
				return;
			*/
			if ( !can_layer( ch, obj, WEAR_BODY ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_BODY );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_HEAD:
			if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_HEAD );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_EYES:
			if ( !remove_obj( ch, WEAR_EYES, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n places $p on $s eyes.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You place $p on your eyes.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_EYES );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_FACE:
			if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n places $p on $s face.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You place $p on your face.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_FACE );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_EARS:
			if ( !remove_obj( ch, WEAR_EARS, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wear $p on your ears.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_EARS );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_LEGS:
			/*
				    if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
					return;
			*/
			if ( !can_layer( ch, obj, WEAR_LEGS ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_LEGS );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_FEET:
			/*
				    if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
				      return;
			*/
			if ( !can_layer( ch, obj, WEAR_FEET ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_FEET );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_HANDS:
			/*
				    if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
				      return;
			*/
			if ( !can_layer( ch, obj, WEAR_HANDS ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_HANDS );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_ARMS:
			/*
				    if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
				      return;
			*/
			if ( !can_layer( ch, obj, WEAR_ARMS ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_ARMS );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_ABOUT:
			/*
			    if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
			      return;
			*/
			if ( !can_layer( ch, obj, WEAR_ABOUT ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_ABOUT );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_BACK:
			if ( !remove_obj( ch, WEAR_BACK, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n slings $p on $s back.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You sling $p on your back.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_BACK );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_WAIST:
			/*
				    if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
				      return;
			*/
			if ( !can_layer( ch, obj, WEAR_WAIST ) )
			{
				send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
				return ;
			}
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_WAIST );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_WRIST:
			if ( get_eq_char( ch, WEAR_WRIST_L )
			     && get_eq_char( ch, WEAR_WRIST_R )
			     && !remove_obj( ch, WEAR_WRIST_L, fReplace )
			     && !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
				return ;

			if ( !get_eq_char( ch, WEAR_WRIST_L ) )
			{
				if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
				{
					act( AT_ACTION, "$n fits $p around $s left wrist.",
					     ch, obj, NULL, TO_ROOM );
					act( AT_ACTION, "You fit $p around your left wrist.",
					     ch, obj, NULL, TO_CHAR );
				}
				equip_char( ch, obj, WEAR_WRIST_L );
				oprog_wear_trigger( ch, obj );
				return ;
			}

			if ( !get_eq_char( ch, WEAR_WRIST_R ) )
			{
				if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
				{
					act( AT_ACTION, "$n fits $p around $s right wrist.",
					     ch, obj, NULL, TO_ROOM );
					act( AT_ACTION, "You fit $p around your right wrist.",
					     ch, obj, NULL, TO_CHAR );
				}
				equip_char( ch, obj, WEAR_WRIST_R );
				oprog_wear_trigger( ch, obj );
				return ;
			}

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

		case ITEM_WEAR_ANKLE:
			if ( get_eq_char( ch, WEAR_ANKLE_L )
			     && get_eq_char( ch, WEAR_ANKLE_R )
			     && !remove_obj( ch, WEAR_ANKLE_L, fReplace )
			     && !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
				return ;

			if ( !get_eq_char( ch, WEAR_ANKLE_L ) )
			{
				if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
				{
					act( AT_ACTION, "$n fits $p around $s left ankle.",
					     ch, obj, NULL, TO_ROOM );
					act( AT_ACTION, "You fit $p around your left ankle.",
					     ch, obj, NULL, TO_CHAR );
				}
				equip_char( ch, obj, WEAR_ANKLE_L );
				oprog_wear_trigger( ch, obj );
				return ;
			}

			if ( !get_eq_char( ch, WEAR_ANKLE_R ) )
			{
				if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
				{
					act( AT_ACTION, "$n fits $p around $s right ankle.",
					     ch, obj, NULL, TO_ROOM );
					act( AT_ACTION, "You fit $p around your right ankle.",
					     ch, obj, NULL, TO_CHAR );
				}
				equip_char( ch, obj, WEAR_ANKLE_R );
				oprog_wear_trigger( ch, obj );
				return ;
			}

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

		case ITEM_WEAR_SHIELD:
			if ( get_eq_char(ch, WEAR_DUAL_WIELD)
			     || (get_eq_char(ch, WEAR_WIELD) && get_eq_char(ch, WEAR_MISSILE_WIELD)) )
			{
				send_to_char( "You can't use a shield AND two weapons!\n\r", ch );
				return ;
			}
			if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n uses $p as a shield.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You use $p as a shield.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_SHIELD );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_WEAR_PANEL:
			if (!is_android(ch) && !is_superandroid(ch))
			{
				send_to_char( "That would hurt!\n\r", ch );
				return ;
			}

			if ( !remove_obj( ch, ITEM_WEAR_PANEL, fReplace ) )
				return ;
			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n installs $p.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You installs $p.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, ITEM_WEAR_PANEL );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_MISSILE_WIELD:
		case ITEM_WIELD:
			if ( !could_dual(ch) )
			{
				if ( !remove_obj( ch, WEAR_MISSILE_WIELD, fReplace ) )
					return ;
				if ( !remove_obj(ch, WEAR_WIELD, fReplace) )
					return ;
				tmpobj = NULL;
			}
			else
			{
				OBJ_DATA *mw, *dw, *hd;

				tmpobj = get_eq_char(ch, WEAR_WIELD);
				mw = get_eq_char(ch, WEAR_MISSILE_WIELD);
				dw = get_eq_char(ch, WEAR_DUAL_WIELD);
				if ( tmpobj && (mw || dw) )
				{
					send_to_char( "You're already wielding two weapons.\n\r", ch );
					return ;
				}
				hd = get_eq_char(ch, WEAR_HOLD);
				if ( (mw && hd) || (tmpobj && hd) )
				{
					send_to_char( "You're already wielding a weapon AND holding something.\n\r", ch );
					return ;
				}
			}

			if ( tmpobj )
			{
				if ( can_dual(ch) )
				{
					if ( get_obj_weight(obj) + get_obj_weight(tmpobj) > (get_curr_str(ch) / 2) )
					{
						send_to_char( "It is too heavy for you to wield.\n\r", ch );
						return ;
					}
					if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
					{
						act( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM );
						act( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR );
					}
					if ( 1 << bit == ITEM_MISSILE_WIELD )
						equip_char( ch, obj, WEAR_MISSILE_WIELD );
					else
						equip_char( ch, obj, WEAR_DUAL_WIELD );
					oprog_wear_trigger( ch, obj );
				}
				return ;
			}

			if ( get_obj_weight(obj) > (get_curr_str(ch) / 2) )
			{
				send_to_char( "It is too heavy for you to wield.\n\r", ch );
				return ;
			}

			if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR );
			}
			if ( 1 << bit == ITEM_MISSILE_WIELD )
				equip_char( ch, obj, WEAR_MISSILE_WIELD );
			else
				equip_char( ch, obj, WEAR_WIELD );
			oprog_wear_trigger( ch, obj );
			return ;

		case ITEM_HOLD:
			if ( get_eq_char(ch, WEAR_DUAL_WIELD)
			     || (get_eq_char(ch, WEAR_WIELD) && get_eq_char(ch, WEAR_MISSILE_WIELD)) )
			{
				send_to_char( "You cannot hold something AND two weapons!\n\r", ch );
				return ;
			}
			if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
				return ;
			if ( obj->item_type == ITEM_WAND
			     || obj->item_type == ITEM_STAFF
			     || obj->item_type == ITEM_FOOD
			     || obj->item_type == ITEM_COOK
			     || obj->item_type == ITEM_PILL
			     || obj->item_type == ITEM_POTION
			     || obj->item_type == ITEM_SCROLL
			     || obj->item_type == ITEM_DRINK_CON
			     || obj->item_type == ITEM_BLOOD
			     || obj->item_type == ITEM_PIPE
			     || obj->item_type == ITEM_HERB
			     || obj->item_type == ITEM_KEY
			     || !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
			{
				act( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
				act( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
			}
			equip_char( ch, obj, WEAR_HOLD );
			oprog_wear_trigger( ch, obj );
			return ;
	}
}


void do_wear( CHAR_DATA *ch, char *argument )
{
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	sh_int wear_bit;

	argument = one_argument( argument, arg1 );
	argument = one_argument( argument, arg2 );
	if ( (!str_cmp(arg2, "on") || !str_cmp(arg2, "upon") || !str_cmp(arg2, "around"))
	     && argument[0] != '\0' )
		argument = one_argument( argument, arg2 );

	if ( arg1[0] == '\0' )
	{
		send_to_char( "Wear, wield, or hold what?\n\r", ch );
		return ;
	}

	if ( ms_find_obj(ch) )
		return ;

	if (xIS_SET((ch)->affected_by, AFF_OOZARU) ||
	    xIS_SET((ch)->affected_by, AFF_GOLDEN_OOZARU))
        {
          ch_printf(ch,"You can't do that while in a beserked Oozaru state.\n\r");
          return;
        }

	if ( !str_cmp( arg1, "all" ) )
	{
		OBJ_DATA *obj_next;

		for ( obj = ch->first_carrying; obj; obj = obj_next )
		{
			obj_next = obj->next_content;
			if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
			{
				wear_obj( ch, obj, FALSE, -1 );
				if ( char_died(ch) )
					return ;
			}
		}
		return ;
	}
	else
	{
		if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
		{
			send_to_char( "You do not have that item.\n\r", ch );
			return ;
		}
		if ( arg2[0] != '\0' )
			wear_bit = get_wflag(arg2);
		else
			wear_bit = -1;
		wear_obj( ch, obj, TRUE, wear_bit );
	}

	return ;
}



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


	one_argument( argument, arg );

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

	if ( ms_find_obj(ch) )
		return ;

	if (xIS_SET((ch)->affected_by, AFF_OOZARU) ||
	    xIS_SET((ch)->affected_by, AFF_GOLDEN_OOZARU))
        {
          ch_printf(ch,"You can't do that while in a beserked Oozaru state.\n\r");
          return;
        }

	if ( !str_cmp( arg, "all" ) )  /* SB Remove all */
	{
		for ( obj = ch->first_carrying; obj != NULL ; obj = obj_next )
		{
			obj_next = obj->next_content;
			if ( obj->wear_loc != WEAR_NONE && can_see_obj ( ch, obj ) )
				remove_obj ( ch, obj->wear_loc, TRUE );
		}
		return ;
	}

	if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
	{
		send_to_char( "You are not using that item.\n\r", ch );
		return ;
	}
	if ( (obj_next = get_eq_char(ch, obj->wear_loc)) != obj )
	{
		act( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR );
		return ;
	}

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


void do_bury( CHAR_DATA *ch, char *argument )
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	bool shovel;
	sh_int move;

	one_argument( argument, arg );

	if ( arg[0] == '\0' )
	{
		send_to_char( "What do you wish to bury?\n\r", ch );
		return ;
	}

	if ( ms_find_obj(ch) )
		return ;

	shovel = FALSE;
	for ( obj = ch->first_carrying; obj; obj = obj->next_content )
		if ( obj->item_type == ITEM_SHOVEL )
		{
			shovel = TRUE;
			break;
		}

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

	separate_obj(obj);
	if ( !CAN_WEAR(obj, ITEM_TAKE) )
	{
		if ( !IS_OBJ_STAT( obj, ITEM_CLANCORPSE )
		     || IS_NPC(ch) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
		{
			act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR );
			return ;
		}
	}

	switch ( ch->in_room->sector_type )
	{
		case SECT_CITY:
		case SECT_INSIDE:
			send_to_char( "The floor is too hard to dig through.\n\r", ch );
			return ;
		case SECT_WATER_SWIM:
		case SECT_WATER_NOSWIM:
		case SECT_UNDERWATER:
		case SECT_SPACE:
			send_to_char( "You cannot bury something here.\n\r", ch );
			return ;
		case SECT_AIR:
			send_to_char( "What?  In the air?!\n\r", ch );
			return ;
	}

	if ( obj->weight > (UMAX(5, (can_carry_w(ch) / 10)))
	     && !shovel )
	{
		send_to_char( "You'd need a shovel to bury something that big.\n\r", ch );
		return ;
	}

	move = (obj->weight * 50 * (shovel ? 1 : 5)) / UMAX(1, can_carry_w(ch));
	move = URANGE( 2, move, 1000 );
	/*
	    if ( move > ch->move )
	    {
		send_to_char( "You don't have the energy to bury something of that size.\n\r", ch );
		return;
	    }
	    ch->move -= move;
	*/
	if ( obj->item_type == ITEM_CORPSE_NPC
	     || obj->item_type == ITEM_CORPSE_PC )
		adjust_favor( ch, 6, 1 );

	act( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR );
	act( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM );
	xSET_BIT( obj->extra_flags, ITEM_BURIED );
	WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) );
	return ;
}

void do_sacrifice( CHAR_DATA *ch, char *argument )
{
	char arg[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	char name[50];
	OBJ_DATA *obj;

	one_argument( argument, arg );

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

	if ( ms_find_obj(ch) )
		return ;

	obj = get_obj_list_rev( ch, arg, ch->in_room->last_content );
	if ( !obj )
	{
		send_to_char( "You can't find it.\n\r", ch );
		return ;
	}
	if( IS_OBJ_STAT(obj,ITEM_NOSAC) )
	{
	  act( AT_PLAIN, "$p cannot be destroyed.", ch, obj, 0, TO_CHAR );
	  return;
	}
	separate_obj(obj);
	if ( !CAN_WEAR(obj, ITEM_TAKE) )
	{
		act( AT_PLAIN, "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
		return ;
	}
	if ( IS_SET( obj->magic_flags, ITEM_PKDISARMED )
	     && !IS_NPC( ch ) )
	{
		if ( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) )
		{
			if ( ch->level - obj->value[5] > 5
			     || obj->value[5] - ch->level > 5 )
			{
				send_to_char_color( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch );
				return ;
			}
		}
	}
	/*
	if ( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' )
	{
		strcpy( name, ch->pcdata->deity->name );
	}
	else if ( !IS_NPC( ch ) && IS_GUILDED(ch) && sysdata.guild_overseer[0] != '\0' )
	{
		strcpy( name, sysdata.guild_overseer );
	}
	else if ( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' )
	{
		strcpy( name, ch->pcdata->clan->deity );
	}
	else
	{*/
		strcpy( name, "The Supreme Kai" );
	/*}*/
	ch->gold += 1;
	if ( obj->item_type == ITEM_CORPSE_NPC
	     || obj->item_type == ITEM_CORPSE_PC )
		adjust_favor( ch, 5, 1 );
	sprintf( buf, "%s gives you one zeni for your sacrifice.\n\r", name );
	send_to_char( buf, ch );
	sprintf( buf, "$n sacrifices $p to %s.", name );
	act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
	oprog_sac_trigger( ch, obj );
	if ( obj_extracted(obj) )
		return ;
	if ( cur_obj == obj->serial )
		global_objcode = rOBJ_SACCED;
	separate_obj(obj);
	extract_obj( obj );
	save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */
	return ;
}

void do_brandish( CHAR_DATA *ch, char *argument )
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	OBJ_DATA *staff;
	ch_ret retcode;
	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 ( ( sn = staff->value[3] ) < 0
	     || sn >= top_sn
	     || skill_table[sn]->spell_fun == NULL )
	{
		bug( "Do_brandish: bad sn %d.", sn );
		return ;
	}

	WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

	if ( staff->value[2] > 0 )
	{
		if ( !oprog_use_trigger( ch, staff, NULL, NULL, NULL ) )
		{
			act( AT_MAGIC, "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
			act( AT_MAGIC, "You brandish $p.", ch, staff, NULL, TO_CHAR );
		}
		for ( vch = ch->in_room->first_person; vch; vch = vch_next )
		{
			vch_next	= vch->next_in_room;
			if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
			     && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
				continue;
			else
				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;
				}

			retcode = obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
			if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
			{
				bug( "do_brandish: char died", 0 );
				return ;
			}
		}
	}

	if ( --staff->value[2] <= 0 )
	{
		act( AT_MAGIC, "$p blazes bright and vanishes from $n's hands!", ch, staff, NULL, TO_ROOM );
		act( AT_MAGIC, "$p blazes bright and is gone!", ch, staff, NULL, TO_CHAR );
		if ( staff->serial == cur_obj )
			global_objcode = rOBJ_USED;
		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;
	ch_ret retcode;

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

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

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

	obj = NULL;
	if ( arg[0] == '\0' )
	{
		if ( ch->fighting )
		{
			victim = who_fighting( ch );
		}
		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, 1 * PULSE_VIOLENCE );

	if ( wand->value[2] > 0 )
	{
		if ( victim )
		{
			if ( !oprog_use_trigger( ch, wand, victim, NULL, NULL ) )
			{
				act( AT_MAGIC, "$n aims $p at $N.", ch, wand, victim, TO_ROOM );
				act( AT_MAGIC, "You aim $p at $N.", ch, wand, victim, TO_CHAR );
			}
		}
		else
		{
			if ( !oprog_use_trigger( ch, wand, NULL, obj, NULL ) )
			{
				act( AT_MAGIC, "$n aims $p at $P.", ch, wand, obj, TO_ROOM );
				act( AT_MAGIC, "You aim $p at $P.", ch, wand, obj, TO_CHAR );
			}
		}

		retcode = obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
		if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
		{
			bug( "do_zap: char died", 0 );
			return ;
		}
	}

	if ( --wand->value[2] <= 0 )
	{
		act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_ROOM );
		act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_CHAR );
		if ( wand->serial == cur_obj )
			global_objcode = rOBJ_USED;
		extract_obj( wand );
	}

	return ;
}

/*
 * Save items in a clan storage room			-Scryn & Thoric
 */
void save_clan_storeroom( CHAR_DATA *ch, CLAN_DATA *clan )
{
	FILE *fp;
	char filename[256];
	sh_int templvl;
	OBJ_DATA *contents;

	if ( !clan )
	{
		bug( "save_clan_storeroom: Null clan pointer!", 0 );
		return ;
	}

	if ( !ch )
	{
		bug ("save_clan_storeroom: Null ch pointer!", 0);
		return ;
	}

	sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename );
	if ( ( fp = fopen( filename, "w" ) ) == NULL )
	{
		bug( "save_clan_storeroom: fopen", 0 );
		perror( filename );
	}
	else
	{
		templvl = ch->level;
		ch->level = LEVEL_HERO;		/* make sure EQ doesn't get lost */
		contents = ch->in_room->last_content;
		if (contents)
			fwrite_obj(ch, contents, fp, 0, OS_CARRY );
		fprintf( fp, "#END\n" );
		ch->level = templvl;
		fclose( fp );
		return ;
	}
	return ;
}

/* put an item on auction, or see the stats on the current item or bet */
void do_auction (CHAR_DATA *ch, char *argument)
{
	OBJ_DATA *obj;
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	char arg3[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	int i;
	long double valueld = 0;
	long double range = 0;

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

	set_char_color( AT_CYAN, ch );

	if (IS_NPC(ch)) /* NPC can be extracted at any time and thus can't auction! */
		return ;

	/*
	    if ( ( time_info.hour > 18 || time_info.hour < 9 )
	    && auction->item == NULL
	    && !IS_IMMORTAL( ch ) )
	    {
		send_to_char ("\n\rThe auctioneer works between the hours of 9 AM and 6 PM\n\r", ch );
	        return;
	    }
	*/

	if (arg1[0] == '\0')
	{
		if (auction->item != NULL)
		{
			AFFECT_DATA *paf;
			obj = auction->item;

			/* show item data here */
			if (auction->bet > 0)
				sprintf (buf, "\n\rCurrent bid on this item is %s zeni.\n\r", num_punct( auction->bet ) );
			else
				sprintf (buf, "\n\rNo bids on this item have been received.\n\r");
			set_char_color ( AT_CYAN, ch );
			send_to_char (buf, ch);
			/*          spell_identify (0, LEVEL_HERO - 1, ch, auction->item); */

			sprintf( buf,
			         "Object '&W%s&C' is %s\n\rSpecial properties: &W%s&C\n\rIts weight is &W%s&C, value is &W%s&C, and powerlevel is &W%s&C.\n\r",
			         obj->short_descr,
			         aoran( item_type_name( obj ) ),
			         extra_bit_name( &obj->extra_flags ),
			         /*		magic_bit_name( obj->magic_flags ), -- currently unused */
			         num_punct(obj->weight),
			         num_punct(obj->cost),
			         num_punct_ld(obj->level) );
			set_char_color( AT_LBLUE, ch );
			send_to_char( buf, ch );
			if ( obj->item_type != ITEM_LIGHT && obj->wear_flags - 1 > 0 )
				ch_printf( ch, "Item's wear location: &W%s&C\n\r",
				           flag_string(obj->wear_flags - 1, w_flags ) );

			set_char_color( AT_BLUE, ch );

			switch ( obj->item_type )
			{
				case ITEM_CONTAINER:
				case ITEM_KEYRING:
				case ITEM_QUIVER:
					ch_printf( ch, "%s appears to %s.\n\r", capitalize(obj->short_descr),
					           obj->value[0] < 76 ? "have a small capacity" :
					           obj->value[0] < 150 ? "have a small to medium capacity" :
					           obj->value[0] < 300 ? "have a medium capacity" :
					           obj->value[0] < 500 ? "have a medium to large capacity" :
					           obj->value[0] < 751 ? "have a large capacity" :
					           "have a giant capacity" );
					break;

				case ITEM_PILL:
				case ITEM_SCROLL:
				case ITEM_POTION:
/*  Removed so that "special" senzu beans can be made -- Melora
 *					sprintf( buf, "Level %d spells of:", obj->value[0] );
 *					send_to_char( buf, ch );
 *
 *					if ( obj->value[1] >= 0 && obj->value[1] < top_sn )
 *					{
 *						send_to_char( " '", ch );
 *						send_to_char( skill_table[obj->value[1]]->name, ch );
 *						send_to_char( "'", ch );
 *					}
 *
 *					if ( obj->value[2] >= 0 && obj->value[2] < top_sn )
 *					{
 *						send_to_char( " '", ch );
 *						send_to_char( skill_table[obj->value[2]]->name, ch );
 *						send_to_char( "'", ch );
 *					}
 *
 *					if ( obj->value[3] >= 0 && obj->value[3] < top_sn )
 *					{
 *						send_to_char( " '", ch );
 *						send_to_char( skill_table[obj->value[3]]->name, ch );
 *						send_to_char( "'", ch );
 *					}
 *
 */
					send_to_char( ".\n\r", ch );
					break;

				case ITEM_WAND:
				case ITEM_STAFF:
					sprintf( buf, "Has %d(%d) charges of level %d",
					         obj->value[1], obj->value[2], obj->value[0] );
					send_to_char( buf, ch );

					if ( obj->value[3] >= 0 && obj->value[3] < top_sn )
					{
						send_to_char( " '", ch );
						send_to_char( skill_table[obj->value[3]]->name, ch );
						send_to_char( "'", ch );
					}

					send_to_char( ".\n\r", ch );
					break;

				case ITEM_MISSILE_WEAPON:
				case ITEM_WEAPON:
					sprintf( buf, "Damage is %d to %d (average %d).%s\n\r",
					         obj->value[1], obj->value[2],
					         ( obj->value[1] + obj->value[2] ) / 2,
					         IS_OBJ_STAT( obj, ITEM_POISONED) ?
					         "\n\rThis weapon is poisoned." : "" );
					send_to_char( buf, ch );
					break;

				case ITEM_ARMOR:
					sprintf( buf, "Armor rating is %d/%d.\n\r", obj->value[4], obj->value[5] );
					send_to_char( buf, ch );
					break;

				case ITEM_SCOUTER:
					range = obj->value[2];
					range *= 100;
                                        sprintf( buf, "Scouter pl range is 1 to %s.\n\r", num_punct_ld(range) );
                                        send_to_char( buf, ch );
                                        break;
				case ITEM_DRAGONBALL:
					sprintf( buf, "This is a real dragonball.\n\r" );
					send_to_char( buf, ch );
					break;
			}

			for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
				showaffect( ch, paf );

			for ( paf = obj->first_affect; paf; paf = paf->next )
				showaffect( ch, paf );
			if ( ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_KEYRING
			       || obj->item_type == ITEM_QUIVER) && obj->first_content )
			{
				set_char_color( AT_OBJECT, ch );
				send_to_char( "Contents:\n\r", ch );
				show_list_to_char( obj->first_content, ch, TRUE, FALSE );
			}

			if (IS_IMMORTAL(ch))
			{
				sprintf(buf, "&BSeller: &W%s&B.  Bidder: &W%s&B.  Round: &W%d&B.\n\r",
				        auction->seller->name, auction->buyer->name,
				        (auction->going + 1));
				send_to_char(buf, ch);
				sprintf(buf, "Time left in round: &W%d&B.\n\r", auction->pulse);
				send_to_char(buf, ch);
			}
			return ;
		}
		else
		{
			set_char_color ( AT_CYAN, ch );
			send_to_char ( "\n\rThere is nothing being auctioned right now.  What would you like to auction?\n\r", ch );
			return ;
		}
	}

	if ( IS_IMMORTAL(ch) && !str_cmp(arg1, "stop"))
	{
		if (auction->item == NULL)
		{
			send_to_char ("There is no auction to stop.\n\r", ch);
			return ;
		}
		else /* stop the auction */
		{
			set_char_color ( AT_CYAN, ch );
			sprintf (buf, "Sale of &C%s&c has been stopped by an Administrator.",
			         auction->item->short_descr);
			talk_auction (buf);
			obj_to_char (auction->item, auction->seller);
			if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
				save_char_obj(auction->seller);
			auction->item = NULL;
			if (auction->buyer != NULL && auction->buyer != auction->seller) /* return money to the buyer */
			{
				auction->buyer->gold += auction->bet;
				send_to_char ("Your money has been returned.\n\r", auction->buyer);
			}
		return ;
		}
	}

	if (!str_cmp(arg1, "que") )
	{
		if (auction->item != NULL)
			pager_printf_color(ch, "&C%s&c is currently being auctioned.\n\r", auction->item->short_descr);
		else
			pager_printf_color(ch, "&cNothing is currently being auctioned.\n\r");

		pager_printf(ch, "&cQueued auctions:\n\r");

		if(auction->freeQueSlot == -1)
		{
			pager_printf(ch, "&c No items are currently in the auction que.\n\r");
			return;
		}

		for (i = 0; i < auction->freeQueSlot ;i++ )
		{
			if(auction->queued_obj[i] == NULL)
				continue;

			pager_printf(ch, "&c[&W%d&c] &C%s&c starting at &C%s zeni&c.\n\r",
				(i+1), auction->queued_obj[i]->short_descr, num_punct(auction->queued_starting_bid[i]) );
		}

		return;
	}


	if (!str_cmp(arg1, "limit") )
	{
		if (arg2[0] == '\0')
		{
			send_to_char ("What do you want to set your auction level limit to?\n\r", ch);
			return ;
		}

		if (!is_number(arg2))
		{
			send_to_char ("You can't set it to that...\n\r", ch);
			return ;
		}

		valueld = is_number( arg2 ) ? atof( arg2 ) : -1;
		if ( atof(arg2) < -1 && valueld == -1 )
			valueld = atof(arg2);

		if (valueld > ch->exp)
		{
			send_to_char ("You can't set it higher than your base power level.\n\r", ch);
			return ;
		}
		ch->pcdata->auction_pl = valueld;
		pager_printf_color (ch, "Auction level limit set to %s.\n\r", num_punct_ld(valueld));
		return ;
	}

	if (!str_cmp(arg1, "bid") )
	{
		if (auction->item != NULL)
		{
			int newbet;

			if ( ch->exp < auction->item->level )
			{
				send_to_char("This object's level is too high for your use.\n\r", ch );
				return ;
			}

			if ( ch == auction->seller)
			{
				send_to_char("You can't bid on your own item!\n\r", ch);
				return ;
			}

			/* make - perhaps - a bet now */
			if (arg2[0] == '\0')
			{
				send_to_char ("Bid how much?\n\r", ch);
				return ;
			}

			newbet = parsebet (auction->bet, arg2);
			/*	    ch_printf( ch, "Bid: %d\n\r",newbet);	*/

			if (newbet < auction->starting)
			{
				send_to_char("You must place a bid that is higher than the starting bet.\n\r", ch);
				return ;
			}

			/* to avoid slow auction, use a bigger amount than 100 if the bet
			    is higher up - changed to 10000 for our high economy
			       */

			if (newbet < (auction->bet + (auction->bet * 0.25)))
			{
				pager_printf_color (ch, "You must at least bid %s zeni over the current bid.\n\r", num_punct(auction->bet * 0.25));
				return ;
			}

			if (newbet > ch->gold)
			{
				send_to_char ("You don't have that much money!\n\r", ch);
				return ;
			}

			if (newbet > 2000000000)
			{
				send_to_char("You can't bid over 2 billion zeni.\n\r", ch);
				return ;
			}

			if (newbet <= 0)
			{
				send_to_char("You can't bid 0 zeni.\n\r", ch);
				return ;
			}
			/* Is it the item they really want to bid on? --Shaddai */
			if ( arg3[0] != '\0' &&
			     !nifty_is_name( arg3, auction->item->name ) )
			{
				send_to_char("That item is not being auctioned right now.\n\r", ch);
				return ;
			}
			/* the actual bet is OK! */

			/* return the gold to the last buyer, if one exists */
			if (auction->buyer != NULL && auction->buyer != auction->seller)
				auction->buyer->gold += auction->bet;

			ch->gold -= newbet; /* substract the gold - important :) */
			if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
				save_char_obj(ch);
			auction->buyer = ch;
			auction->bet = newbet;
			auction->going = 0;
			auction->pulse = PULSE_AUCTION; /* start the auction over again */

			if (ch->pcdata->auction_pl > auction->item->level)
			{
				ch->pcdata->auction_pl = auction->item->level;
				pager_printf_color (ch, "Auction level limit reset to %s.\n\r", num_punct_ld(ch->pcdata->auction_pl));
			}
			sprintf (buf, "A bid of &C%s zeni &chas been received on &C%s&c.", num_punct(newbet), auction->item->short_descr);
			talk_auction (buf);
			return ;


		}
		else
		{
			send_to_char ("There isn't anything being auctioned right now.\n\r", ch);
			return ;
		}
	}
	/* finally... */
	if ( ms_find_obj(ch) )
		return ;

	obj = get_obj_carry (ch, arg1); /* does char have the item ? */

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

	if (obj->carried_by != ch )
	{
		send_to_char ("You aren't carrying that.\n\r", ch);
		return ;
	}

	if (obj->timer > 0)
	{
		send_to_char ("You can't auction objects that are decaying.\n\r", ch);
		return ;
	}

	/* prevent repeat auction items */
/*
	if (get_trust(ch) != MAX_LEVEL)
	{
		for (i = 0; i < AUCTION_MEM && auction->history[i]; i++)
		{
			if (auction->history[i] == obj->pIndexData)
			{
				send_to_char("Such an item has been auctioned "
				             "recently, try again later.\n\r", ch);
				return ;
			}
		}
	}
*/
	if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !IS_NPC( ch ) )
	{
		send_to_char( "You can not auction prototype objects.\n\r", ch );
		return ;
	}

        if( IS_OBJ_STAT( obj, ITEM_NOAUCTION ) )
        {
            send_to_char( "That item can't be auctioned.  Sorry.\n\r", ch );
            return;
        }

	if (arg2[0] == '\0')
	{
		auction->starting = 0;
		strcpy(arg2, "0");
	}

	if ( !is_number(arg2) )
	{
		send_to_char("You must input a number at which to start the auction.\n\r", ch);
		return ;
	}

	if ( atoi(arg2) < 0 )
	{
		send_to_char("You can't auction something for less than 0 zeni!\n\r", ch);
		return ;
	}

	if (auction->item == NULL)
		switch (obj->item_type)
		{

			default:
				act (AT_TELL, "You cannot auction $Ts.", ch, NULL, item_type_name (obj), TO_CHAR);
				return ;

				/* insert any more item types here... items with a timer MAY NOT BE
				   AUCTIONED!
				*/
			case ITEM_SCOUTER:
			case ITEM_DRAGONRADAR:
			case ITEM_LIGHT:
			case ITEM_TREASURE:
			case ITEM_POTION:
			case ITEM_CONTAINER:
			case ITEM_KEYRING:
			case ITEM_QUIVER:
			case ITEM_DRINK_CON:
			case ITEM_FOOD:
			case ITEM_COOK:
			case ITEM_PEN:
			case ITEM_BOAT:
			case ITEM_PILL:
			case ITEM_PIPE:
			case ITEM_HERB_CON:
			case ITEM_INCENSE:
			case ITEM_FIRE:
			case ITEM_RUNEPOUCH:
			case ITEM_MAP:
			case ITEM_BOOK:
			case ITEM_RUNE:
			case ITEM_MATCH:
			case ITEM_HERB:
			case ITEM_WEAPON:
			case ITEM_MISSILE_WEAPON:
			case ITEM_ARMOR:
			case ITEM_STAFF:
			case ITEM_WAND:
			case ITEM_SCROLL:
				separate_obj(obj);
				obj_from_char (obj);
				if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
					save_char_obj(ch);
				auction->item = obj;
				auction->bet = 0;
				auction->buyer = ch;
				auction->seller = ch;
				auction->pulse = PULSE_AUCTION;
				auction->going = 0;
				auction->starting = atoi(arg2);

				/* add the new item to the history */
				if (AUCTION_MEM > 0)
				{
					memmove((char *) auction->history + sizeof(OBJ_INDEX_DATA *),
					        auction->history, (AUCTION_MEM - 1)*sizeof(OBJ_INDEX_DATA *));
					auction->history[0] = obj->pIndexData;
				}

				/* reset the history timer */
				auction->hist_timer = 0;


				if (auction->starting > 0)
					auction->bet = auction->starting;

				sprintf (buf, "A new item is being auctioned: &C%s &cat &C%s zeni&c.", obj->short_descr, num_punct(auction->starting));
				talk_auction (buf);

				return ;

		} /* switch */
/*	else if (auction->freeQueSlot <= AUCTION_QUE)
	{
		switch (obj->item_type)
		{

			default:
				act (AT_TELL, "You cannot auction $Ts.", ch, NULL, item_type_name (obj), TO_CHAR);
				return ;

			case ITEM_SCOUTER:
			case ITEM_DRAGONRADAR:
			case ITEM_LIGHT:
			case ITEM_TREASURE:
			case ITEM_POTION:
			case ITEM_CONTAINER:
			case ITEM_KEYRING:
			case ITEM_QUIVER:
			case ITEM_DRINK_CON:
			case ITEM_FOOD:
			case ITEM_COOK:
			case ITEM_PEN:
			case ITEM_BOAT:
			case ITEM_PILL:
			case ITEM_PIPE:
			case ITEM_HERB_CON:
			case ITEM_INCENSE:
			case ITEM_FIRE:
			case ITEM_RUNEPOUCH:
			case ITEM_MAP:
			case ITEM_BOOK:
			case ITEM_RUNE:
			case ITEM_MATCH:
			case ITEM_HERB:
			case ITEM_WEAPON:
			case ITEM_MISSILE_WEAPON:
			case ITEM_ARMOR:
			case ITEM_STAFF:
			case ITEM_WAND:
			case ITEM_SCROLL:

				if (AUCTION_MEM > 0)
				{
					memmove((char *) auction->history + sizeof(OBJ_INDEX_DATA *),
					        auction->history, (AUCTION_MEM - 1)*sizeof(OBJ_INDEX_DATA *));
					auction->history[0] = obj->pIndexData;
				}

				auction->queued_obj[auction->freeQueSlot] = obj;
				auction->queued_char[auction->freeQueSlot] = ch;
				auction->queued_starting_bid[auction->freeQueSlot] = atoi(arg2);
				auction->freeQueSlot++;

				pager_printf_color(ch,"&C%s&c added to the auction que (que slot %d)",
					obj->short_descr, auction->freeQueSlot);

			return;
		}
	}
*/	else
	{

		act (AT_TELL, "Try again later - &C$p&c is being auctioned right now and the que is full!", ch, auction->item, NULL, TO_CHAR);
		if ( !IS_IMMORTAL(ch) )
			WAIT_STATE( ch, PULSE_VIOLENCE );
		return ;
	}
}



/* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */

void obj_fall( OBJ_DATA *obj, bool through )
{
	EXIT_DATA *pexit;
	ROOM_INDEX_DATA *to_room;
	static int fall_count;
	char buf[MAX_STRING_LENGTH];
	static bool is_falling; /* Stop loops from the call to obj_to_room()  -- Altrag */

	if ( !obj->in_room || is_falling )
		return ;

	if (fall_count > 30)
	{
		bug( "object falling in loop more than 30 times", 0 );
		extract_obj(obj);
		fall_count = 0;
		return ;
	}

	if ( xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR )
	     && CAN_GO( obj, DIR_DOWN )
	     && !IS_OBJ_STAT( obj, ITEM_MAGIC ) )
	{

		pexit = get_exit( obj->in_room, DIR_DOWN );
		to_room = pexit->to_room;

		if (through)
			fall_count++;
		else
			fall_count = 0;

		if (obj->in_room == to_room)
		{
			sprintf(buf, "Object falling into same room, room %d",
			        to_room->vnum);
			bug( buf, 0 );
			extract_obj( obj );
			return ;
		}

		if (obj->in_room->first_person)
		{
			act( AT_PLAIN, "$p falls far below...",
			     obj->in_room->first_person, obj, NULL, TO_ROOM );
			act( AT_PLAIN, "$p falls far below...",
			     obj->in_room->first_person, obj, NULL, TO_CHAR );
		}
		obj_from_room( obj );
		is_falling = TRUE;
		obj = obj_to_room( obj, to_room );
		is_falling = FALSE;

		if (obj->in_room->first_person)
		{
			act( AT_PLAIN, "$p falls from above...",
			     obj->in_room->first_person, obj, NULL, TO_ROOM );
			act( AT_PLAIN, "$p falls from above...",
			     obj->in_room->first_person, obj, NULL, TO_CHAR );
		}

		if (!xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && through )
		{
			/*		int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2;
			*/		int dam =  fall_count * obj->weight / 2;
			/* Damage players */
			if ( obj->in_room->first_person && number_percent() < 15 )
			{
				CHAR_DATA *rch;
				CHAR_DATA *vch = NULL;
				int chcnt = 0;

				for ( rch = obj->in_room->first_person; rch;
				      rch = rch->next_in_room, chcnt++ )
					if ( number_range( 0, chcnt ) == 0 )
						vch = rch;
				act( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM );
				act( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR );

				if ( IS_NPC( vch ) && xIS_SET( vch->act, ACT_HARDHAT ) )
					act( AT_WHITE, "$p bounces harmlessly off your head!", vch, obj, NULL, TO_CHAR );
				else
					damage( vch, vch, UMAX(0,(dam-(vch->level*2))), TYPE_UNDEFINED );
			}
			/* Damage objects */
			switch ( obj->item_type )
			{
				case ITEM_WEAPON:
				case ITEM_ARMOR:
					if ( (obj->value[0] - dam) <= 0 )
					{
						if (obj->in_room->first_person)
						{
							act( AT_PLAIN, "$p is destroyed by the fall!",
							     obj->in_room->first_person, obj, NULL, TO_ROOM );
							act( AT_PLAIN, "$p is destroyed by the fall!",
							     obj->in_room->first_person, obj, NULL, TO_CHAR );
						}
						make_scraps(obj);
					}
					else
						obj->value[0] -= dam;
					break;
				default:
					if ( (dam*15) > get_obj_resistance(obj) )
					{
						if (obj->in_room->first_person)
						{
							act( AT_PLAIN, "$p is destroyed by the fall!",
							     obj->in_room->first_person, obj, NULL, TO_ROOM );
							act( AT_PLAIN, "$p is destroyed by the fall!",
							     obj->in_room->first_person, obj, NULL, TO_CHAR );
						}
						make_scraps(obj);
					}
					break;
			}
		}
		obj_fall( obj, TRUE );
	}
	return ;
}

/* Scryn, by request of Darkur, 12/04/98 */
/* Reworked recursive_note_find to fix crash bug when the note was left
 * blank.  7/6/98 -- Shaddai
 */

void do_findnote( CHAR_DATA *ch, char *argument )
{
	OBJ_DATA* obj;

	if ( IS_NPC(ch) )
	{
		send_to_char( "Huh?\n\r", ch );
		return ;
	}

	if ( argument[0] == '\0' )
	{
		send_to_char( "You must specify at least one keyword.\n\r", ch);
		return ;
	}

	obj = recursive_note_find(ch->first_carrying, argument);

	if (obj)
	{
		if (obj->in_obj)
		{
			obj_from_obj(obj);
			obj = obj_to_char(obj, ch);
		}
		wear_obj(ch, obj, TRUE, -1);
	}
	else
		send_to_char("Note not found.\n\r", ch);
	return ;
}

OBJ_DATA* recursive_note_find( OBJ_DATA *obj, char *argument )
{
	OBJ_DATA* returned_obj;
	bool match = TRUE;
	char* argcopy;
	char* subject;

	char arg[MAX_INPUT_LENGTH];
	char subj[MAX_STRING_LENGTH];

	if (!obj)
		return NULL;

	switch (obj->item_type)
	{
		case ITEM_PAPER:

			if ((subject = get_extra_descr( "_subject_", obj->first_extradesc)) == NULL)
				break;
			sprintf(subj, "%s", strlower(subject) );
			subject = strlower(subj);

			argcopy = argument;

			while (match)
			{
				argcopy = one_argument(argcopy, arg);

				if (arg[0] == '\0')
					break;

				if (!strstr(subject, arg))
					match = FALSE;
			}


			if (match)
				return obj;
			break;

		case ITEM_CONTAINER:
		case ITEM_CORPSE_NPC:
		case ITEM_CORPSE_PC:
			if (obj->first_content)
			{
				returned_obj = recursive_note_find(obj->first_content, argument);
				if (returned_obj)
					return returned_obj;
			}
			break;

		default:
			break;
	}

	return recursive_note_find(obj->next_content, argument);
}

void do_rolldie(CHAR_DATA *ch, char *argument)
{
	OBJ_DATA* die;

	char output_string[MAX_STRING_LENGTH];
	char roll_string[MAX_STRING_LENGTH];
	char total_string[MAX_STRING_LENGTH];

	char* verb;

	/*  char* face_string = NULL;
	  char** face_table = NULL;*/
	int rollsum = 0;
	int roll_count = 0;

	int numsides;
	int numrolls;

	bool* face_seen_table = NULL;

	if ( IS_NPC(ch) )
	{
		send_to_char( "Huh?\n\r", ch );
		return ;
	}

	if ( ( die = get_eq_char(ch, WEAR_HOLD) ) == NULL
	     || die->item_type != ITEM_CHANCE )
	{
		ch_printf(ch, "You must be holding an item of chance!\n\r");
		return ;
	}

	numrolls = (is_number(argument)) ? atoi(argument) : 1;
	verb = get_chance_verb(die);

	if (numrolls > 100)
	{
		ch_printf(ch, "You can't %s more than 100 times!\n\r", verb);
		return ;
	}

	numsides = die->value[0];

	if (numsides <= 1)
	{
		ch_printf(ch, "There is no element of chance in this game!\n\r");
		return ;
	}

	if (die->value[3] == 1)
	{
		if (numrolls > numsides)
		{
			ch_printf(ch, "Nice try, but you can only %s %d times.\n\r", verb, numsides);
			return ;
		}
		face_seen_table = calloc(numsides, sizeof(bool));
		if (!face_seen_table)
		{
			bug("do_rolldie: cannot allocate memory for face_seen_table array, terminating.\n\r", 0);
			return ;
		}
	}

	sprintf(roll_string, " ");

	while (roll_count++ < numrolls)
	{
		int current_roll;
		char current_roll_string[MAX_STRING_LENGTH];

		do
		{
			current_roll = number_range(1, numsides);
		}
		while (die->value[3] == 1 && face_seen_table[current_roll - 1] == TRUE);

		if (die->value[3] == 1)
			face_seen_table[current_roll - 1] = TRUE;

		rollsum += current_roll;

		if (roll_count > 1)
			strcat(roll_string, ", ");
		if (numrolls > 1 && roll_count == numrolls)
			strcat(roll_string, "and ");

		if (die->value[1] == 1)
		{
			char* face_name = get_ed_number(die, current_roll);
			if (face_name)
			{
				char* face_name_copy = strdup(face_name); /* Since I want to tokenize without modifying the original string */
				sprintf(current_roll_string, "%s", strtok(face_name_copy, "\n"));
				free(face_name_copy);
			}
			else
				sprintf(current_roll_string, "%d", current_roll);
		}
		else
			sprintf(current_roll_string, "%d", current_roll);
		strcat(roll_string, current_roll_string);
	}

	if (numrolls > 1 && die->value[2] == 1)
	{
		sprintf(total_string, ", for a total of %d", rollsum);
		strcat(roll_string, total_string);
	}

	strcat(roll_string, ".\n\r");

	sprintf(output_string, "You %s%s", verb, roll_string);
	act( AT_GREEN, output_string, ch, NULL, NULL, TO_CHAR);

	sprintf(output_string, "$n %s%s", verb, roll_string);
	act( AT_GREEN, output_string, ch, NULL, NULL, TO_ROOM);

	if (face_seen_table)
		free(face_seen_table);
	return ;
}

char* get_ed_number(OBJ_DATA* obj, int number)
{
	EXTRA_DESCR_DATA* ed;
	int count;

	for (ed = obj->first_extradesc, count = 1; ed; ed = ed->next, count++)
	{
		if (count == number)
			return ed->description;
	}

	return NULL;
}

char* get_chance_verb(OBJ_DATA* obj)
{
	return (obj->action_desc[0] != '\0') ? obj->action_desc : "roll$q";
}

/*dice chance deal throw*/