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

/***************************************************************************
*	ROM 2.4 is copyright 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@hypercube.org)			   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

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

/*
 * Local functions.
 */
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace));
void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace));
CD *find_keeper args ((CHAR_DATA * ch));
int get_cost args ((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void obj_to_keeper args ((OBJ_DATA * obj, CHAR_DATA * ch));
OD *get_obj_keeper
args ((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument));

#undef OD
#undef	CD

/* RT part of the corpse looting code */

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

	if (IS_IMMORTAL (ch))
		return TRUE;

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

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

	if (owner == NULL)
		return TRUE;

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

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

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

	return FALSE;
}


void get_obj (CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)
{
	/* variables for AUTOSPLIT */
	CHAR_DATA *gch;
	int members;
	char buffer[100];

	if (!CAN_WEAR (obj, ITEM_TAKE)) {
		send_to_char ("You can't take that.\n\r", ch);
		return;
	}

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

	if ((!obj->in_obj || obj->in_obj->carried_by != ch)
		&& (get_carry_weight (ch) + get_obj_weight (obj) > can_carry_w (ch))) {
		act ("$d: you can't carry that much weight.",
			 ch, NULL, obj->name, TO_CHAR);
		return;
	}

	if (!can_loot (ch, obj)) {
		act ("Corpse looting is not permitted.", ch, NULL, NULL, TO_CHAR);
		return;
	}

	if (obj->in_room != NULL) {
		for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
			if (gch->on == obj) {
				act ("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
				return;
			}
	}


	if (container != NULL) {
		if (container->pIndexData->vnum == OBJ_VNUM_PIT
			&& get_trust (ch) < obj->level) {
			send_to_char ("You are not powerful enough to use it.\n\r", ch);
			return;
		}

		if (container->pIndexData->vnum == OBJ_VNUM_PIT
			&& !CAN_WEAR (container, ITEM_TAKE)
			&& !IS_OBJ_STAT (obj, ITEM_HAD_TIMER))
			obj->timer = 0;
		act ("You get $p from $P.", ch, obj, container, TO_CHAR);
		act ("$n gets $p from $P.", ch, obj, container, TO_ROOM);
		REMOVE_BIT (obj->extra_flags, ITEM_HAD_TIMER);
		obj_from_obj (obj);
	}
	else {
		act ("You get $p.", ch, obj, container, TO_CHAR);
		act ("$n gets $p.", ch, obj, container, TO_ROOM);
		obj_from_room (obj);
	}

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

			if (members > 1 && (obj->value[0] > 1 || obj->value[1])) {
				sprintf (buffer, "%d %d", obj->value[0], obj->value[1]);
				do_function (ch, &do_split, buffer);
			}
		}

		extract_obj (obj);
	}
	else {
		obj_to_char (obj, ch);
	}

	return;
}



/* TAKA 2000 put, get, give, drop */

void do_get( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
	char rest[MAX_INPUT_LENGTH];/**/
	OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    OBJ_DATA *container;
    bool found;
	int number, i = 0;/**/

    number = mult_argument(argument,rest);/**/
	strcpy(argument, rest);
    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

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

    /* Get type. */
    if ( arg1[0] == '\0' )
    {
		send_to_char( "Get what?\n\r", ch );
		return;
    }
/**/
    if ((number < 1) || (number > 64 ))
    {
        send_to_char( "Number must be between 1 and 64.\n\r", ch );
		return;
    }

    if ( arg2[0] == '\0' )
    {
		if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
			&& (number == 1) )
		{
		    /* 'get obj' */
		    obj = get_obj_list( ch, arg1, ch->in_room->contents );
			if ( obj == NULL )
			{
			act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
			return;
			}

		    get_obj( ch, obj, NULL );
		}
		else if ( str_cmp( arg1, "all" )
			&& str_prefix( "all.", arg1 )
			&& (number >= 2) )
		{
			found = FALSE;
		    for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
			{
			obj_next = obj->next_content;
			if ( is_name( &arg1[0], obj->name ) && can_see_obj( ch, obj ) )
			{
				found = TRUE;
				get_obj( ch, obj, NULL );
				i++;
				if (i >= number)
					return;
			}
	    }

	    if ( !found )
	    {
			if ( arg1[3] == '\0' )
			    send_to_char( "I see nothing here.\n\r", ch );
			else
			    act( "I see no $T here.", ch, NULL, &arg1[0], TO_CHAR );
	    }

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

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

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

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

	case ITEM_CONTAINER:
	case ITEM_CORPSE_NPC:
	    break;

	case ITEM_CORPSE_PC:
	    {

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

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

	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
			&& (number == 1) )
	{
	    /* 'get obj container' */
	    obj = get_obj_list( ch, arg1, container->contains );
	    if ( obj == NULL )
	    {
		act( "I see nothing like that in the $T.",
		    ch, NULL, arg2, TO_CHAR );
		return;
	    }
	    get_obj( ch, obj, container );
	}
	else if ( str_cmp( arg1, "all" )
		&& str_prefix( "all.", arg1 )
		&& (number >= 2) )
	{
		found = FALSE;
	    for ( obj = container->contains; obj != NULL; obj = obj_next )
		{
		obj_next = obj->next_content;
		if ( is_name( &arg1[0], obj->name ) && can_see_obj( ch, obj ) )
		{
			found = TRUE;
			get_obj( ch, obj, container );
			i++;
			if (i >= number)
				return;
		}
	   }

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

	}
	else
	{
	    /* 'get all container' or 'get all.obj container' */
	    found = FALSE;
	    for ( obj = container->contains; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    if (container->pIndexData->vnum == OBJ_VNUM_PIT
		    &&  !IS_IMMORTAL(ch))
		    {
			send_to_char("Don't be so greedy!\n\r",ch);
			return;
		    }
		    get_obj( ch, obj, container );
		}
	    }

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

    return;
}



void do_put( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char rest[MAX_INPUT_LENGTH];
    OBJ_DATA *container;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
	int number, i = 0;/**/

    number = mult_argument(argument,rest);/**/
	strcpy(argument, rest);
    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

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

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

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

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

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

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

    if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
		&& (number == 1) )
    {
		/* 'put obj container' */
		if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == 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 (WEIGHT_MULT(obj) != 100)
    	{
           send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
           return;
        }

		if (get_obj_weight( obj ) + get_true_weight( container )
		     > (container->value[0] * 10)
			||  get_obj_weight(obj) > (container->value[3] * 10))
		{
			send_to_char( "It won't fit.\n\r", ch );
		    return;
		}

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

		obj_from_char( obj );
		obj_to_obj( obj, container );

		if (IS_SET(container->value[1],CONT_PUT_ON))
		{
		    act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
		    act("You put $p on $P.",ch,obj,container, TO_CHAR);
		}
		else
		{
			act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
		    act( "You put $p in $P.", ch, obj, container, TO_CHAR );
		}
    }

    else if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
		&& (number >= 2) )
    {
		/* 'put all container' or 'put all.obj container' */
		for ( obj = ch->carrying; obj != NULL; obj = obj_next )
		{
		    obj_next = obj->next_content;

		    if ( ( is_name( &arg1[0], obj->name ) )
				&& can_see_obj( ch, obj )
				&& WEIGHT_MULT(obj) == 100
				&& obj->wear_loc == WEAR_NONE
				&& obj != container
			    && can_drop_obj( ch, obj )
				&& get_obj_weight( obj ) + get_true_weight( container )
					<= (container->value[0] * 10)
			    && get_obj_weight(obj) < (container->value[3] * 10))
		    {
				if (container->pIndexData->vnum == OBJ_VNUM_PIT
	    			&& !CAN_WEAR(obj, ITEM_TAKE) )
	    		{
			 	    if (obj->timer)
						SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
				    else
	    		    	obj->timer = number_range(100,200);
				}

				obj_from_char( obj );
				obj_to_obj( obj, container );
				i++;
	        	if (IS_SET(container->value[1],CONT_PUT_ON))
		    	{
		    	    act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
				    act("You put $p on $P.",ch,obj,container, TO_CHAR);
		    	}
				else
				{
				    act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
				    act( "You put $p in $P.", ch, obj, container, TO_CHAR );
				}

				if (i >= number)
					return;
		    }
		}
		return;
	}
    else
    {
	/* 'put all container' or 'put all.obj container' */
	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;

	    if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
	    &&   can_see_obj( ch, obj )
	    &&   WEIGHT_MULT(obj) == 100
	    &&   obj->wear_loc == WEAR_NONE
	    &&   obj != container
	    &&   can_drop_obj( ch, obj )
	    &&   get_obj_weight( obj ) + get_true_weight( container )
		 <= (container->value[0] * 10)
	    &&   get_obj_weight(obj) < (container->value[3] * 10))
	    {
	    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	    	&&  !CAN_WEAR(obj, ITEM_TAKE) )
	    	{
	    	    if (obj->timer)
					SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
	    	    else
	    	    	obj->timer = number_range(100,200);
			}

			obj_from_char( obj );
			obj_to_obj( obj, container );

        	if (IS_SET(container->value[1],CONT_PUT_ON))
        	{
            	    act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
            	    act("You put $p on $P.",ch,obj,container, TO_CHAR);
        	}
		else
		{
		    act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
		    act( "You put $p in $P.", ch, obj, container, TO_CHAR );
		}
	    }
	}
    }

    return;
}



void do_drop( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char rest[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found;
	int number, i = 0;/**/

    number = mult_argument(argument,rest);/**/
	strcpy(argument, rest);
    argument = one_argument( argument, arg );

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

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

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

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

	    ch->silver -= amount;
	    silver = amount;
	}

	else
	{
	    if (ch->gold < amount)
	    {
		send_to_char("You don't have that much gold.\n\r",ch);
		return;
	    }

	    ch->gold -= amount;
  	    gold = amount;
	}

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

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

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

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

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

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

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

    if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg )
		&& (number == 1) )
    {
	/* 'drop obj' */
	if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
	{
	    send_to_char( "You do not have that item.\n\r", ch );
	    return;
	}

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

	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
	act( "You drop $p.", ch, obj, NULL, TO_CHAR );
	if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
	{
	    act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
	    act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
	    extract_obj(obj);
	}
    }
	else if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg )
		&& (number >= 2) )
    {
		/* 'drop all' or 'drop all.obj' */
		found = FALSE;
		for ( obj = ch->carrying; obj != NULL; obj = obj_next )
		{
			obj_next = obj->next_content;

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

				if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
	        	{
             	    act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
            	    act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
					extract_obj(obj);
				}

				i++;

				if (i >= number)
					return;

			}
		}

		if ( !found )
		{
			if ( arg[3] == '\0' )
				act( "You are not carrying anything.",ch, NULL, arg, TO_CHAR );
			else
				act( "You are not carrying any $T.",ch, NULL, &arg[4], TO_CHAR );
		}
    }
    else
    {
	/* 'drop all' or 'drop all.obj' */
	found = FALSE;
	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;

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

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

    return;
}



void do_give( CHAR_DATA *ch, char *argument )
{
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    char rest[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA  *obj;
	int number, i = 0;/**/

    number = mult_argument(argument,rest);/**/
	strcpy(argument, rest);
    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

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

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

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

		silver = str_cmp(arg2,"gold");

		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 ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) )
		{
			send_to_char( "You haven't got that much.\n\r", ch );
		    return;
		}

		if (silver)
		{
		    ch->silver		-= amount;
		    victim->silver 	+= amount;
		}
		else
		{
			ch->gold		-= amount;
		    victim->gold	+= amount;
		}

		sprintf(buf,"$n gives you %d %s.",amount, silver ? "silver" : "gold");
		act( buf, ch, NULL, victim, TO_VICT    );
		act( "$n gives $N some coins.",  ch, NULL, victim, TO_NOTVICT );
		sprintf(buf,"You give $N %d %s.",amount, silver ? "silver" : "gold");
		act( buf, ch, NULL, victim, TO_CHAR    );

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

			change = (silver ? 95 * amount / 100 / 100
		 	     : 95 * amount);


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

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

		    if (change < 1 && can_see(victim,ch))
		    {
				act("$n tells you 'I'm sorry, you did not give me enough to change.'"
				    ,victim,NULL,ch,TO_VICT);
				ch->reply = victim;
				sprintf(buf,"%d %s %s",
				amount, silver ? "silver" : "gold",ch->name);
				do_give(victim,buf);
		    }
		    else if (can_see(victim,ch))
		    {
				sprintf(buf,"%d %s %s",
				change, silver ? "gold" : "silver",ch->name);
				do_give(victim,buf);
				if (silver)
				{
				    sprintf(buf,"%d silver %s",
						(95 * amount / 100 - change * 100),ch->name);
				    do_give(victim,buf);
				}
				act("$n tells you 'Thank you, come again.'",
				    victim,NULL,ch,TO_VICT);
				ch->reply = victim;
			}
		}
		/*
		 * Bribe trigger   -------REMOVED TAKA     to compile once-----------
		 */
		if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) )
			mp_bribe_trigger( victim, ch, silver ? amount : amount * 100 );

		return;
    }

    if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }
	/*
	 * Bribe trigger   -------REMOVED TAKA     to compile once-----------
	 */

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

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

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

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

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

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

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

	if (number == 1)
	{
		obj_from_char( obj );
		obj_to_char( obj, victim );
		MOBtrigger = FALSE;
		act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
		act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );
		act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );
		MOBtrigger = TRUE;
	}
	else
	{
		for (;;)
		{
		obj_from_char( obj );
		obj_to_char( obj, victim );
		i++;

		if (i >= number)
		{
			MOBtrigger = FALSE;
			act( "$n gives some $p to $N.", ch, obj, victim, TO_NOTVICT );
			act( "$n gives you some $p.",   ch, obj, victim, TO_VICT    );
			act( "You give some $p to $N.", ch, obj, victim, TO_CHAR    );
			MOBtrigger = TRUE;
			return;
		}

		if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
	    {
			send_to_char( "You do not have that item.\n\r", ch );
			MOBtrigger = FALSE;
			act( "$n gives somr $p to $N.", ch, obj, victim, TO_NOTVICT );
		    act( "$n gives you some $p.",   ch, obj, victim, TO_VICT    );
			act( "You give some $p to $N.", ch, obj, victim, TO_CHAR    );
			MOBtrigger = TRUE;
			return;
		}
		}
	}

	/*
	 * Give trigger
	 */
	if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_GIVE ) )
		mp_give_trigger( victim, ch, obj );

    return;
}


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

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

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

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

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

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

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

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

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

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

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

		percent = number_percent ();
		if (percent < skill) {

			af.where = TO_WEAPON;
			af.type = gsn_poison;
			af.level = ch->level * percent / 100;
			af.duration = ch->level / 2 * percent / 100;
			af.location = 0;
			af.modifier = 0;
			af.bitvector = WEAPON_POISON;
			affect_to_obj (obj, &af);

			act ("$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM);
			act ("You coat $p with venom.", ch, obj, NULL, TO_CHAR);
			check_improve (ch, gsn_envenom, TRUE, 3);
			WAIT_STATE (ch, skill_table[gsn_envenom].beats);
			return;
		}
		else {
			act ("You fail to envenom $p.", ch, obj, NULL, TO_CHAR);
			check_improve (ch, gsn_envenom, FALSE, 3);
			WAIT_STATE (ch, skill_table[gsn_envenom].beats);
			return;
		}
	}

	act ("You can't poison $p.", ch, obj, NULL, TO_CHAR);
	return;
}

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

	one_argument (argument, arg);

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

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

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

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

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

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

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

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

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

	argument = one_argument (argument, arg);

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


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

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

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

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

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

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

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

		in = get_eq_char (vch, WEAR_HOLD);

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

	if (in->item_type != ITEM_DRINK_CON) {
		send_to_char ("You can only pour into other drink containers.\n\r",
					  ch);
		return;
	}

	if (in == out) {
		send_to_char ("You cannot change the laws of physics!\n\r", ch);
		return;
	}

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

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

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

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

	in->value[1] += amount;
	out->value[1] -= amount;
	in->value[2] = out->value[2];

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

	}
}

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

	one_argument (argument, arg);

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

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

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

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

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

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

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

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

	act ("$n drinks $T from $p.",
		 ch, obj, liq_table[liquid].liq_name, TO_ROOM);
	act ("You drink $T from $p.",
		 ch, obj, liq_table[liquid].liq_name, TO_CHAR);

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

	if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
		send_to_char ("You feel drunk.\n\r", ch);
	if (!IS_NPC (ch) && ch->pcdata->condition[COND_FULL] > 40)
		send_to_char ("You are full.\n\r", ch);
	if (!IS_NPC (ch) && ch->pcdata->condition[COND_THIRST] > 40)
		send_to_char ("Your thirst is quenched.\n\r", ch);

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

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

	if (obj->value[0] > 0)
		obj->value[1] -= amount;

	return;
}



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

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

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

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

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

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

	switch (obj->item_type) {

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

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

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

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

			af.where = TO_AFFECTS;
			af.type = gsn_poison;
			af.level = number_fuzzy (obj->value[0]);
			af.duration = 2 * obj->value[0];
			af.location = APPLY_NONE;
			af.modifier = 0;
			af.bitvector = AFF_POISON;
			affect_join (ch, &af);
		}
		break;

		case ITEM_PILL:
		obj_cast_spell (obj->value[1], obj->value[0], ch, ch, NULL);
		obj_cast_spell (obj->value[2], obj->value[0], ch, ch, NULL);
		obj_cast_spell (obj->value[3], obj->value[0], ch, ch, NULL);
		break;
	}

	extract_obj (obj);
	return;
}



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

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

	if (!fReplace)
		return FALSE;

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

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



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

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

	if (obj->item_type == ITEM_LIGHT) {
		if (!remove_obj (ch, WEAR_LIGHT, fReplace))
			return;
		act ("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM);
		act ("You light $p and hold it.", ch, obj, NULL, TO_CHAR);
		equip_char (ch, obj, WEAR_LIGHT);
		return;
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		weapon = get_eq_char (ch, WEAR_WIELD);
		if (weapon != NULL && ch->size < SIZE_LARGE
			&& IS_WEAPON_STAT (weapon, WEAPON_TWO_HANDS)) {
			send_to_char ("Your hands are tied up with your weapon!\n\r", ch);
			return;
		}

		act ("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM);
		act ("You wear $p as a shield.", ch, obj, NULL, TO_CHAR);
		equip_char (ch, obj, WEAR_SHIELD);
		return;
	}

	if (CAN_WEAR (obj, ITEM_WIELD)) {
		int sn, skill;

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

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

		if (!IS_NPC (ch) && ch->size < SIZE_LARGE
			&& IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)
			&& get_eq_char (ch, WEAR_SHIELD) != NULL) {
			send_to_char ("You need two hands free for that weapon.\n\r", ch);
			return;
		}

		/*
		 * Do not allow switching of primary weapon when seconding
		 * Fixed by TAKA     SECOND WEAPON BUG!
		 */
		if ( (get_eq_char( ch, WEAR_SECONDARY ) ) != NULL )
		{
			send_to_char( "Remove your secondary weapon first.\n\r", ch );
			return;
		}

		act ("$n wields $p.", ch, obj, NULL, TO_ROOM);
		act ("You wield $p.", ch, obj, NULL, TO_CHAR);
		equip_char (ch, obj, WEAR_WIELD);

		sn = get_weapon_sn (ch);

		if (sn == gsn_hand_to_hand)
			return;

		skill = get_weapon_skill (ch, sn);

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

		return;
	}

    if ( CAN_WEAR( obj, ITEM_WIELD ) )
    {
		int sn,skill;

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

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

		if (!IS_NPC(ch) && ch->size < SIZE_LARGE
			&&  IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
		 	&&  get_eq_char(ch,WEAR_SHIELD) != NULL)
		{
		    send_to_char("You need two hands free for that weapon.\n\r",ch);
		    return;
		}


		/*
		 * Do not allow switching of primary weapon when seconding
		 * Fixed by TAKA     SECOND WEAPON BUG!
		 */
		if ( (get_eq_char( ch, WEAR_SECONDARY ) ) != NULL )
		{
			send_to_char( "Remove your secondary weapon first.\n\r", ch );
			return;
		}

		act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
		act( "You wield $p.", ch, obj, NULL, TO_CHAR );
		equip_char( ch, obj, WEAR_WIELD );

	    sn = get_weapon_sn(ch);

		if (sn == gsn_hand_to_hand)
		   return;

	        skill = get_weapon_skill(ch,sn);

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

		return;
    }


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

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

	if (CAN_WEAR (obj, ITEM_WEAR_FLOAT)) {
		if (!remove_obj (ch, WEAR_FLOAT, fReplace))
			return;
		act ("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM);
		act ("You release $p and it floats next to you.", ch, obj, NULL,
			 TO_CHAR);
		equip_char (ch, obj, WEAR_FLOAT);
		return;
	}
	/* TAKA     wear location updates */
    if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
    {
		if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
		    return;
		act( "$n wears $p on $s face.",   ch, obj, NULL, TO_ROOM );
		act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
		equip_char( ch, obj, WEAR_FACE );
		return;
    }

	/*
	 * Make tail a conditional wear location
	 * IS_SET(ch-part,Part name)
	 */
	if ( CAN_WEAR( obj, ITEM_WEAR_TAIL ) && IS_SET(ch->parts,PART_TAIL) )
    {
		if ( !remove_obj( ch, WEAR_TAIL, fReplace ) )
		    return;
		act( "$n wears $p on $s tail.",   ch, obj, NULL, TO_ROOM );
		act( "You wear $p on your tail.", ch, obj, NULL, TO_CHAR );
		equip_char( ch, obj, WEAR_TAIL );
		return;
    }

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

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

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

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

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

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

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


    if ( CAN_WEAR( obj, ITEM_WEAR_ANKLE ) )
    {
		if ( get_eq_char( ch, WEAR_ANKLE_L ) != NULL
			&&   get_eq_char( ch, WEAR_ANKLE_R ) != NULL
			&&   !remove_obj( ch, WEAR_ANKLE_L, fReplace )
			&&   !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
		    return;

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

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

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

	/* Wear item location modifacations */

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

	return;
}



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

	one_argument (argument, arg);

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

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

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

	/*
	 * Ensure your newaffects data lists all the classes in the same
	 * order as your class and race tables. Remember race has a null
	 * first element hence + 50 not + 51.
	 *
	 * Be careful here.
	 * I also added a flag to show weather there were race and class
	 * restrictions on an item.
	 *
	 * This code is by Taka of Ghost Dancer
	 */
	if IS_SETX(obj->pIndexData->newoaff[(CLASS_ONLY/8)], (CLASS_ONLY))
	{
		if (!IS_SETX(obj->pIndexData->newoaff[((ch->class + CLASS_INDEX)/8)],
			(ch->class + CLASS_INDEX)))
		{
			send_to_char( "{RYou can not use this item you are the wrong class!{x", ch);
			return;
		}
	}
	if IS_SETX(obj->pIndexData->newoaff[(RACE_ONLY/8)], (RACE_ONLY))
	{
		if (!IS_SETX(obj->pIndexData->newoaff[((ch->race + RACE_INDEX)/8)],
			(ch->race + RACE_INDEX)))
		{
			send_to_char( "{RYou can not use this item you are the wrong race!{x", ch);
			return;
		}
	}
	/*
	 * We use remort code here this checks an item for remort use only.
	 * By TAKA of Ghost Dancer
	 */
	if IS_SETX(obj->pIndexData->newoaff[(REMORT_ONLY / 8)], (REMORT_ONLY))
	{
		if (ch->pcdata->incarnations <= 1)
		{
			send_to_char( "{RYou are not a remort!{x", ch);
			return;
		}
	}
	/*
	 * End of class and race checking for an item.
	 */

		wear_obj (ch, obj, TRUE);
	}

	return;
}



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

	one_argument (argument, arg);

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

	/* remove all added taka of ghost dancers */
	    if ( !str_cmp( arg, "all" ) )
	    {
	    int iWear = 0;
	for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
	{
	if ( ( obj = get_eq_char( ch, iWear ) ) != NULL )
	{

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

	}

	}
	return;
	    }
	/* end remove all by taka of ghost dancer */



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

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



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

	/* variables for AUTOSPLIT */
	CHAR_DATA *gch;
	int members;
	char buffer[100];


	one_argument (argument, arg);

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

	/* Sac all by TAKA */
	    if (!str_cmp("all",arg) || !str_prefix("all.",arg))
	    {
	    OBJ_DATA *obj_next;
	        bool found = FALSE;

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

	            if (arg[3] != '\0' && !is_name(&arg[4],obj->name))
	    continue;

	            if (  (!CAN_WEAR(obj,ITEM_TAKE) || CAN_WEAR(obj,ITEM_NO_SAC))
	                || (obj->item_type == ITEM_CORPSE_PC && obj->contains))
	                continue;

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

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

	            found = TRUE;
	            sprintf(buf, "{cMota gives you {Y%d{c silver for your sacrifice
	of {w%s{c.{x\n\r", silver, obj->short_descr );
	send_to_char(buf, ch);
	            act( "$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM );
	            ch->silver += silver;
	            extract_obj( obj );

	            if (IS_SET(ch->act,PLR_AUTOSPLIT))
	            {
	members = 0;
	                for (gch = ch->in_room->people;gch;gch = gch->next_in_room)
	                if (is_same_group(ch,gch))
	members++;

	if (members > 1 && silver > 1)
	                {
	sprintf(buf,"%d",silver);
	do_split(ch,buffer);
	                    // do_function( ch, &do_split, buf);
	                }
	}
	}
	        if (found)
	wiznet("$N sends up everything in that room as a burnt
	offering.",ch,obj,WIZ_SACCING,0,0);
	        else
	            send_to_char("There is nothing sacrificable in this
	room.\n\r",ch);

	return;
	}
	/* End sac all by Taka */

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

	if (obj->item_type == ITEM_CORPSE_PC) {
		if (obj->contains) {
			send_to_char ("Mota wouldn't like that.\n\r", ch);
			return;
		}
	}


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

	if (obj->in_room != NULL) {
		for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
			if (gch->on == obj) {
				act ("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
				return;
			}
	}

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

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

	if (silver == 1)
		send_to_char
			("Mota gives you one silver coin for your sacrifice.\n\r", ch);
	else {
		sprintf (buf,
				 "Mota gives you %d silver coins for your sacrifice.\n\r",
				 silver);
		send_to_char (buf, ch);
	}

	ch->silver += silver;

	if (IS_SET (ch->act, PLR_AUTOSPLIT)) {	/* AUTOSPLIT code */
		members = 0;
		for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) {
			if (is_same_group (gch, ch))
				members++;
		}

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

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



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

	one_argument (argument, arg);

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

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

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

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

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

	obj_cast_spell (obj->value[1], obj->value[0], ch, ch, NULL);
	obj_cast_spell (obj->value[2], obj->value[0], ch, ch, NULL);
	obj_cast_spell (obj->value[3], obj->value[0], ch, ch, NULL);

	extract_obj (obj);
	return;
}



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

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

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

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

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

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

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

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

	else {
		obj_cast_spell (scroll->value[1], scroll->value[0], ch, victim, obj);
		obj_cast_spell (scroll->value[2], scroll->value[0], ch, victim, obj);
		obj_cast_spell (scroll->value[3], scroll->value[0], ch, victim, obj);
		check_improve (ch, gsn_scrolls, TRUE, 2);
	}

	extract_obj (scroll);
	return;
}



void do_brandish (CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	OBJ_DATA *staff;
	int sn;

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

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

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

	WAIT_STATE (ch, 2 * PULSE_VIOLENCE);

	if (staff->value[2] > 0) {
		act ("$n brandishes $p.", ch, staff, NULL, TO_ROOM);
		act ("You brandish $p.", ch, staff, NULL, TO_CHAR);
		if (ch->level < staff->level
			|| number_percent () >= 20 + get_skill (ch, gsn_staves) * 4 / 5) {
			act ("You fail to invoke $p.", ch, staff, NULL, TO_CHAR);
			act ("...and nothing happens.", ch, NULL, NULL, TO_ROOM);
			check_improve (ch, gsn_staves, FALSE, 2);
		}

		else
			for (vch = ch->in_room->people; vch; vch = vch_next) {
				vch_next = vch->next_in_room;

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

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

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

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

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

				obj_cast_spell (staff->value[3], staff->value[0], ch, vch,
								NULL);
				check_improve (ch, gsn_staves, TRUE, 2);
			}
	}

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

	return;
}



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

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

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

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

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

	WAIT_STATE (ch, 2 * PULSE_VIOLENCE);

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

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

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

	return;
}



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

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

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

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

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

	if (is_safe (ch, victim))
		return;

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

	WAIT_STATE (ch, skill_table[gsn_steal].beats);
	percent = number_percent ();

	if (!IS_AWAKE (victim))
		percent -= 10;
	else if (!can_see (victim, ch))
		percent += 25;
	else
		percent += 50;

	if (((ch->level + 7 < victim->level || ch->level - 7 > victim->level)
		 && !IS_NPC (victim) && !IS_NPC (ch))
		|| (!IS_NPC (ch) && percent > get_skill (ch, gsn_steal))
		|| (!IS_NPC (ch) && !is_clan (ch))) {
		/*
		 * Failure.
		 */
		send_to_char ("Oops.\n\r", ch);
		affect_strip (ch, gsn_sneak);
		REMOVE_BIT (ch->affected_by, AFF_SNEAK);

		act ("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT);
		act ("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT);
		switch (number_range (0, 3)) {
			case 0:
			sprintf (buf, "%s is a lousy thief!", ch->name);
			break;
			case 1:
			sprintf (buf, "%s couldn't rob %s way out of a paper bag!",
					 ch->name, (ch->sex == 2) ? "her" : "his");
			break;
			case 2:
			sprintf (buf, "%s tried to rob me!", ch->name);
			break;
			case 3:
			sprintf (buf, "Keep your hands out of there, %s!", ch->name);
			break;
		}
		if (!IS_AWAKE (victim))
			do_function (victim, &do_wake, "");
		if (IS_AWAKE (victim))
			do_function (victim, &do_yell, buf);
		if (!IS_NPC (ch)) {
			if (IS_NPC (victim)) {
				check_improve (ch, gsn_steal, FALSE, 2);
				multi_hit (victim, ch, TYPE_UNDEFINED);
			}
			else {
				sprintf (buf, "$N tried to steal from %s.", victim->name);
				wiznet (buf, ch, NULL, WIZ_FLAGS, 0, 0);
				if (!IS_SET (ch->act, PLR_THIEF)) {
					SET_BIT (ch->act, PLR_THIEF);
					send_to_char ("*** You are now a THIEF!! ***\n\r", ch);
					save_char_obj (ch);
				}
			}
		}

		return;
	}

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

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

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

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

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

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

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

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

	obj_from_char (obj);
	obj_to_char (obj, ch);
	act ("You pocket $p.", ch, obj, NULL, TO_CHAR);
	check_improve (ch, gsn_steal, TRUE, 2);
	send_to_char ("Got it!\n\r", ch);
	return;
}



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

	pShop = NULL;
	for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room) {
		if (IS_NPC (keeper) && (pShop = keeper->pIndexData->pShop) != NULL)
			break;
	}

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

	/*
	 * Undesirables.
	 *
	 if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
	 {
	 do_function(keeper, &do_say, "Killers are not welcome!");
	 sprintf(buf, "%s the KILLER is over here!\n\r", ch->name);
	 do_function(keeper, &do_yell, buf );
	 return NULL;
	 }

	 if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
	 {
	 do_function(keeper, &do_say, "Thieves are not welcome!");
	 sprintf(buf, "%s the THIEF is over here!\n\r", ch->name);
	 do_function(keeper, &do_yell, buf );
	 return NULL;
	 }
	 */
	/*
	 * Shop hours.
	 */
	if (time_info.hour < pShop->open_hour) {
		do_function (keeper, &do_say, "Sorry, I am closed. Come back later.");
		return NULL;
	}

	if (time_info.hour > pShop->close_hour) {
		do_function (keeper, &do_say,
					 "Sorry, I am closed. Come back tomorrow.");
		return NULL;
	}

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

	return keeper;
}

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

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

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

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

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

/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper (CHAR_DATA * ch, CHAR_DATA * keeper, char *argument)
{
	char arg[MAX_INPUT_LENGTH];
	OBJ_DATA *obj;
	int number;
	int count;

	number = number_argument (argument, arg);
	count = 0;
	for (obj = keeper->carrying; obj != NULL; obj = obj->next_content) {
		if (obj->wear_loc == WEAR_NONE && can_see_obj (keeper, obj)
			&& can_see_obj (ch, obj)
			&& is_name (arg, obj->name)) {
			if (++count == number)
				return obj;

			/* skip other objects of the same name */
			while (obj->next_content != NULL
				   && obj->pIndexData == obj->next_content->pIndexData
				   && !str_cmp (obj->short_descr,
								obj->next_content->short_descr)) obj =
					obj->next_content;
		}
	}

	return NULL;
}

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

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

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

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

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

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

	return cost;
}



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

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

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

		smash_tilde (argument);

		if (IS_NPC (ch))
			return;

		argument = one_argument (argument, arg);

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

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

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

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

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

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

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

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

		}

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

		argument = one_argument (argument, arg);
		if (arg[0] != '\0') {
			sprintf (buf, "%s %s", pet->name, arg);
			free_string (pet->name);
			pet->name = str_dup (buf);
		}

		sprintf (buf, "%sA neck tag says 'I belong to %s'.\n\r",
				 pet->description, ch->name);
		free_string (pet->description);
		pet->description = str_dup (buf);

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

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

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

		if (number < 1 || number > 99) {
			act ("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT);
			return;
		}

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

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

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

		if ((ch->silver + ch->gold * 100) < cost * number) {
			if (number > 1)
				act ("$n tells you 'You can't afford to buy that many.",
					 keeper, obj, ch, TO_VICT);
			else
				act ("$n tells you 'You can't afford to buy $p'.",
					 keeper, obj, ch, TO_VICT);
			ch->reply = keeper;
			return;
		}

		if (obj->level > ch->level) {
			act ("$n tells you 'You can't use $p yet'.",
				 keeper, obj, ch, TO_VICT);
			ch->reply = keeper;
			return;
		}

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

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

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

		if (number > 1) {
			sprintf (buf, "$n buys $p[%d].", number);
			act (buf, ch, obj, NULL, TO_ROOM);
			sprintf (buf, "You buy $p[%d] for %d silver.", number,
					 cost * number);
			act (buf, ch, obj, NULL, TO_CHAR);
		}
		else {
			act ("$n buys $p.", ch, obj, NULL, TO_ROOM);
			sprintf (buf, "You buy $p for %d silver.", cost);
			act (buf, ch, obj, NULL, TO_CHAR);
		}
		deduct_cost (ch, cost * number);
		keeper->gold += cost * number / 100;
		keeper->silver += cost * number - (cost * number / 100) * 100;

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

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



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

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

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

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

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

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

		found = FALSE;
		for (obj = keeper->carrying; obj; obj = obj->next_content) {
			if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj)
				&& (cost = get_cost (keeper, obj, TRUE)) > 0
				&& (arg[0] == '\0' || is_name (arg, obj->name))) {
				if (!found) {
					found = TRUE;
					send_to_char ("[Lv Price Qty] Item\n\r", ch);
				}

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

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

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



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

	one_argument (argument, arg);

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

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

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

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

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

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

	act ("$n sells $p.", ch, obj, NULL, TO_ROOM);
	/* haggle */
	roll = number_percent ();
	if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)
		&& roll < get_skill (ch, gsn_haggle)) {
		send_to_char ("You haggle with the shopkeeper.\n\r", ch);
		cost += obj->cost / 2 * roll / 100;
		cost = UMIN (cost, 95 * get_cost (keeper, obj, TRUE) / 100);
		cost = UMIN (cost, (keeper->silver + 100 * keeper->gold));
		check_improve (ch, gsn_haggle, TRUE, 4);
	}
	sprintf (buf, "You sell $p for %d silver and %d gold piece%s.",
			 cost - (cost / 100) * 100, cost / 100, cost == 1 ? "" : "s");
	act (buf, ch, obj, NULL, TO_CHAR);
	ch->gold += cost / 100;
	ch->silver += cost - (cost / 100) * 100;
	deduct_cost (keeper, cost);
	if (keeper->gold < 0)
		keeper->gold = 0;
	if (keeper->silver < 0)
		keeper->silver = 0;

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

	return;
}



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

	one_argument (argument, arg);

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

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

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

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

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

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

	sprintf (buf,
			 "$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
			 cost - (cost / 100) * 100, cost / 100);
	act (buf, keeper, obj, ch, TO_VICT);
	ch->reply = keeper;

	return;
}

void do_consume( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];

    OBJ_DATA *obj;

    one_argument( argument, arg );

    if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
    {
		act( "$n bites $mself hard and draws blood.", ch, NULL, NULL, TO_ROOM );
		send_to_char("You are a sick puppy, consuming yourself!\n\r", ch );
		return;
    }

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

    if ( obj->item_type == ITEM_CORPSE_PC )
    {
		if (obj->contains)
        {
			send_to_char("Cormac wouldn't like that.\n\r",ch);
			return;
        }
    }

	if ((obj->level * 2) <= 10)
	{
		ch->hit += 10;
		ch->mana += 20;
		ch->move += 10;
		sprintf(buf, "You gain 10 hit points 20 mana 10 movement by consuming the corpse!");
	}
	else
	{
		ch->hit += (obj->level * 2);
		ch->mana += (obj->level * 4);
		ch->move += (obj->level * 2);
		sprintf(buf, "You gain %d hit points %d mana %d movement by consuming the corpse!",
			(obj->level * 2), (obj->level * 4), (obj->level * 2));
	}

    act( "$n consumes the blood of the corpse.", ch, obj, NULL, TO_ROOM );
    wiznet("$N consumed the corpse $p.", ch,obj,WIZ_SACCING,0,0);

	send_to_char( buf, ch );
	extract_obj( obj );

    return;
}

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

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

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

    if (obj == NULL)
    {
        send_to_char ("You have no such thing in your inventory.\n\r",ch);
        return;
    }

	/* Allow only secondary weapons to be wielded */
	if (obj->item_type != ITEM_WEAPON )
	{
		send_to_char("You can only weapons.\n\r",ch);
		return;
	}


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

    if ( (get_eq_char (ch,WEAR_SHIELD) != NULL) ||
         (get_eq_char (ch,WEAR_HOLD)   != NULL) )
    {
        send_to_char ("You cannot use a secondary weapon while using a shield or holding an item\n\r",ch);
        return;
    }


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

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


/* check for str - secondary weapons have to be lighter */
    if ( get_obj_weight( obj ) > ( str_app[get_curr_stat(ch,STAT_INT)].wield / 2) )
    {
        send_to_char( "This weapon is too heavy to be used as a secondary weapon by you.\n\r", ch );
        return;
    }

/* check if the secondary weapon is at least half as light as the primary weapon */
    if ( (get_obj_weight (obj)*2) > get_obj_weight(get_eq_char(ch,WEAR_WIELD)) )
    {
        send_to_char ("Your secondary weapon has to be considerably lighter than the primary one.\n\r",ch);
        return;
    }

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

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

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

    act ("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM);
    act ("You wield $p in your off-hand.",ch,obj,NULL,TO_CHAR);
    equip_char ( ch, obj, WEAR_SECONDARY);
    return;
}