atd/area/
atd/build/
atd/clans/
atd/log/
atd/player/store/
atd/site/
atd/src/bin/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/
 /***************************************************************************
 *  God Wars Mud originally written by KaVir aka Richard Woolcock.         *
 *  Changes done to the code done by Sage aka Walter Howard, this mud is   *
 *  for the public, however if you run this code it means you agree        *
 *  to the license.low, license.gw, and license.merc have fun. :)          *
***************************************************************************/

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


/*
 * Local functions.
 */
#define CD CHAR_DATA
void	get_obj		args( ( CHAR_DATA *ch, OBJ_DATA *obj,
			    OBJ_DATA *container ) );
CD *	find_keeper	args( ( CHAR_DATA *ch ) );
int	get_cost	args( ( CHAR_DATA *keeper, OBJ_DATA *obj, 
			        bool fBuy, bool shop ) );
void	sheath		args( ( CHAR_DATA *ch, bool right ) );
void	draw		args( ( CHAR_DATA *ch, bool right ) );
char	*special_item_name args( ( OBJ_DATA *obj ) );
//void 	call_all	args( ( CHAR_DATA *ch ) );
void    npack           args( ( CHAR_DATA *ch, char *argument ) );
void    fix_artifact_pfile args( ( OBJ_DATA *pObj, char * name, bool write ) );
#undef	CD



/*
void do_call( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim = NULL;
    ROOM_INDEX_DATA *chroom;
    ROOM_INDEX_DATA *objroom;

    one_argument( argument, arg );

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

    if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}

    if (!IS_HEAD(ch, LOST_HEAD))
    {
    	act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);
    	act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);
    }

    if (!str_cmp(arg,"all"))
    {
	call_all(ch);
	return;
    }

    if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
    {
	send_to_char( "Nothing like that in hell, earth, or heaven.\n\r",
ch );
	return;
    }

    if (obj->questowner == NULL || strlen(obj->questowner) < 2 ||
	str_cmp(obj->questowner,ch->name) || obj->item_type ==
ITEM_PAGE
	|| obj->item_type == ITEM_CORPSE_PC)
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if (obj->carried_by != NULL && obj->carried_by != ch)
    {
	victim = obj->carried_by;
	if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return;
    	act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);
    	act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);
	obj_from_char(obj);
    }
    else if (obj->in_room != NULL)
    {
    	chroom = ch->in_room;
    	objroom = obj->in_room;
    	char_from_room(ch);
    	char_to_room(ch,objroom);
    	act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
	if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
    	char_from_room(ch);
    	char_to_room(ch,chroom);
	obj_from_room(obj);
    }
    else if (obj->in_obj != NULL) obj_from_obj(obj);
    else
    {
	if (!IS_HEAD(ch, LOST_HEAD))
	    send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    obj_to_char(obj,ch);
    if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
	REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
    act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
    act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
    do_autosave(ch,"");
    if (victim != NULL) do_autosave(victim,"");
    return;
}

void do_call( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim = NULL;
    ROOM_INDEX_DATA *chroom;
    ROOM_INDEX_DATA *objroom;

    one_argument( argument, arg );

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

    if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}

    if (!IS_HEAD(ch, LOST_HEAD))
    {
    	act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);
    	act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);
    }

    if (!str_cmp(arg,"all"))
    {
	call_all(ch);
	return;
    }

    if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
    {
	send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
	return;
    }

    if (obj->questowner == NULL || strlen(obj->questowner) < 2 ||
	str_cmp(obj->questowner,ch->name) || obj->item_type ==
 ITEM_PAGE||(obj->carried_by && obj->carried_by->desc->connected
!=CON_PLAYING))
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if (obj->carried_by != NULL && obj->carried_by != ch)
    {
	victim = obj->carried_by;
	if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return;
    	act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);
    	act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);
	obj_from_char(obj);
    }
    else if (obj->in_room != NULL)
    {
    	chroom = ch->in_room;
    	objroom = obj->in_room;
    	char_from_room(ch);
    	char_to_room(ch,objroom);
    	act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
	if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
    	char_from_room(ch);
    	char_to_room(ch,chroom);
	obj_from_room(obj);
    }
    else if (obj->in_obj != NULL) obj_from_obj(obj);
    else
    {
	if (!IS_HEAD(ch, LOST_HEAD))
	    send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    obj_to_char(obj,ch);
    if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
	REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
    act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
    act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
    do_autosave(ch,"");
    if (victim != NULL) do_autosave(victim,"");
    return;
}

void call_all( CHAR_DATA *ch )
{
    OBJ_DATA *obj;
    OBJ_DATA *in_obj;
    CHAR_DATA *victim = NULL;
    DESCRIPTOR_DATA *d;
    ROOM_INDEX_DATA *chroom;
    ROOM_INDEX_DATA *objroom;
    bool found = FALSE;

    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( obj->questowner == NULL || strlen(obj->questowner) < 2 || 
	    str_cmp( ch->name, obj->questowner ) || obj->item_type == ITEM_PAGE)
	    continue;

	found = TRUE;

	for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
	    ;

	if (in_obj->carried_by != NULL)
	{
	    if (in_obj->carried_by == ch) continue;
	}

if (obj->carried_by->desc->connected != CON_PLAYING)
{
stc("Please don't try and cheat its not nice.\n\r",ch );
return;
}
	if (obj->carried_by != NULL)
	{
	    if (obj->carried_by == ch || obj->carried_by->desc == NULL || 
		obj->carried_by->desc->connected != CON_PLAYING) 
	    {
		if (!IS_NPC(obj->carried_by)) return;
	    }
	    act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR);
	    act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM);
	    SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);
	    obj_from_char(obj);
	}
	else if (obj->in_room != NULL)
	{
	    chroom = ch->in_room;
	    objroom = obj->in_room;
	    char_from_room(ch);
	    char_to_room(ch,objroom);
	    act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
	    if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
	    char_from_room(ch);
	    char_to_room(ch,chroom);
	    obj_from_room(obj);
	}
	else if (obj->in_obj != NULL) obj_from_obj(obj);
	else continue;
	obj_to_char(obj,ch);
	if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
	    REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
	if (!IS_HEAD(ch, LOST_HEAD))
	{
	    act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
	    act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
	}
    }

    if ( !found && !IS_HEAD(ch, LOST_HEAD) )
	send_to_char( "Nothing happens.\n\r", ch );

    for ( d = descriptor_list; d != NULL; d = d->next )
    {
	if ( d->connected != CON_PLAYING ) continue;
	if ( (victim = d->character) == NULL ) continue;
	if ( IS_NPC(victim) ) continue;
	if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue;
	REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
	do_autosave(victim,"");
    }
    return;
}
*/
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
    OBJ_DATA *obj2;
    OBJ_DATA *obj_next;
    ROOM_INDEX_DATA *objroom;
    bool move_ch = FALSE;

    if( IS_SET(obj->quest, QUEST_ARTIFACT) && ch->level < 3 )
    {
	stc( "Mortals cannot touch artifacts.\n\r",ch);
	return;
    }
    /* Objects should only have a shadowplane flag when on the floor */
    if  ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	obj->in_room != NULL && ch->gifts[THEURGE] < 2 &&
	(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
    {
	send_to_char( "Your hand passes right through it!\n\r", ch );
	return;
    }
    if  (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	obj->in_room != NULL && ch->gifts[THEURGE] < 2 &&
	( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
    {
	send_to_char( "Your hand passes right through it!\n\r", ch );
	return;
    }
    if ( !CAN_WEAR(obj, ITEM_TAKE) 
	&& (ch->level < sysdata.level_getobjnotake))
    {
	send_to_char( "You can't take that.\n\r", ch );
	return;
    }

    if ( ch->carry_number + 1 > can_carry_n( ch ) )
    {
	act( "$d: you can't carry that many items.",
	    ch, NULL, obj->name, TO_CHAR );
	return;
    }

    if ( ch->carry_weight + 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 ( count_artifacts(ch) >= 2 && IS_SET(obj->quest, QUEST_ARTIFACT)
	 && obj->pIndexData->vnum != 2522 )
    {
	send_to_char("You cannot hold more then two artifacts.\n\r", ch );
	return;
    }

    if ( container != NULL )
    {

    	if  ( IS_AFFECTED(ch,AFF_SHADOWPLANE) && ch->gifts[THEURGE] < 2 &&
	     !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
	     (container->carried_by == NULL || container->carried_by != ch) )
    	{
	    send_to_char( "Your hand passes right through it!\n\r", ch );
	    return;
    	}
    	if  (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && ch->gifts[THEURGE] < 2 &&
	      IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
	     (container->carried_by == NULL || container->carried_by != ch) )
    	{
	    send_to_char( "Your hand passes right through it!\n\r", ch );
	    return;
        }
	act( "You get $p from $P.", ch, obj, container, TO_CHAR );
	act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
	for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next )
	{
	    obj_next = obj2->next_content;
	    if ( obj2->chobj != NULL )
		{act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR );
		move_ch = TRUE;}
	}
	obj_from_obj( obj );
    }
    else
    {
	act( "You pick up $p.", ch, obj, container, TO_CHAR );
	act( "$n picks $p up.", ch, obj, container, TO_ROOM );
	if (obj != NULL) obj_from_room( obj );
    }

    if ( obj->item_type == ITEM_MONEY )
    {
	extract_obj( obj );
    }
    else
    {
	obj_to_char( obj, ch );
	if( IS_SET(obj->quest, QUEST_ARTIFACT ) )
		fix_artifact_pfile(obj, ch->name, TRUE );

	if ( move_ch && obj->chobj != NULL )
	{
	    if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
	    	objroom = get_room_index(obj->carried_by->in_room->vnum);
	    else objroom = NULL;
	    if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
	    {
	    	char_from_room(obj->chobj);
	    	char_to_room(obj->chobj,objroom);
		do_look(obj->chobj,"auto");
	    }
	}
    	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	    (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
	    REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
    }

    return;
}

void do_newbiepack( CHAR_DATA *ch, char *argument )
{
 
 
        if (IS_SET(ch->newbits, NEWBIE_PACK))
        {
            send_to_char("But you've already made your newbie pack!\n\r",ch);
            return;
        }

          npack(ch, "pack");
          npack(ch, "plate");
          npack(ch, "helmet");
          npack(ch, "sleeves");
          npack(ch, "leggings");
          npack(ch, "gloves");
          npack(ch, "boots");
          npack(ch, "bracer");
          npack(ch, "bracer"); 
          npack(ch, "buckler");
          npack(ch, "ring");
          npack(ch, "ring");
          npack(ch, "collar");
          npack(ch, "collar");
          npack(ch, "lantern");
          npack(ch, "mask"); 
          npack(ch, "poncho");

      return;
}

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

    if (!IS_SET(ch->newbits, NEW_MUDCOP))
    {
       send_to_char("You're not a mudcop!\n\r",ch);
       return;
    }
                            
   npack(ch, "pack");
   npack(ch, "plate");
   npack(ch, "helmet");
   npack(ch, "sleeves");
   npack(ch, "leggings");
   npack(ch, "gloves");
   npack(ch, "boots");
   npack(ch, "bracer");
   npack(ch, "bracer"); 
   npack(ch, "buckler");
   npack(ch, "ring");
   npack(ch, "ring");
   npack(ch, "collar");
   npack(ch, "collar");
   npack(ch, "lantern");
   npack(ch, "mask"); 
   npack(ch, "poncho");
   
   sprintf(buf,"all.newbie npack");
   do_put(ch, buf);   
          
   return;
}

/* Npack Code this is where the vnums for the newbie eq are defined
   Tijer */

void npack( CHAR_DATA *ch, char *argument )
{
        OBJ_INDEX_DATA   *pObjIndex;
        OBJ_DATA         *obj;
        char             arg[MAX_INPUT_LENGTH];
        int              vnum = 0;
          
        argument = one_argument( argument, arg );
          
        if (IS_NPC(ch)) return;
          
        if      (!str_cmp(arg, "pack"   ))      vnum = 31000;
        else if (!str_cmp(arg, "plate"  ))      vnum = 31001;
        else if (!str_cmp(arg, "helmet" ))      vnum = 31002;
        else if (!str_cmp( arg,"sleeves" ))     vnum = 31003;
        else if (!str_cmp( arg,"leggings" ))    vnum = 31004;
        else if (!str_cmp( arg,"gloves" ))      vnum = 31005;
        else if (!str_cmp( arg,"boots" ))       vnum = 31006;
        else if (!str_cmp( arg,"bracer" ))      vnum = 31007;
        else if (!str_cmp( arg,"buckler" ))     vnum = 31009;
        else if (!str_cmp( arg,"ring" ))        vnum = 31010;
        else if (!str_cmp( arg,"collar" ))      vnum = 31011;
        else if (!str_cmp( arg,"lantern" ))     vnum = 31012;
        else if (!str_cmp( arg,"mask" ))        vnum = 31014; 
        else if (!str_cmp( arg,"poncho"))       vnum = 31015;
        else if (!str_cmp( arg,"girth" ))       vnum = 31016;
          
    if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
    {
        ch_printf(ch,"Missing object (%s). Please inform an Immortal.\n\r", arg);
        return;
    }
        
    obj = create_object(pObjIndex, 50);
    obj_to_char(obj, ch);
    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;
    bool found;

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

    if (IS_AFFECTED(ch,AFF_ETHEREAL) )
    {
	send_to_char( "You cannot pick things up while ethereal.\n\r", ch );
	return;
    }

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

    if ( arg2[0] == '\0' )
    {
	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	{
	    /* 'get obj' */
	    obj = get_obj_list( ch, arg1, ch->in_room->contents );
	    if ( obj == NULL )
	    {
		act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
		return;
	    }
	    if( !obj->description )
		return;
	    get_obj( ch, obj, NULL );
	}
	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 )
		  && obj->description )
		{
		    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:
	    {
		char name[MAX_INPUT_LENGTH];
		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 );
/*
		if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
		{
		    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 ) )
	{
	    /* '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
	{
	    /* '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;
		    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 );
	    }
	}
    }
    do_autosave(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 *obj2;
    OBJ_DATA *obj_next;
    OBJ_DATA *obj_next2;
    ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);

    argument = one_argument( argument, arg1 );
    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;
    }
/* I'll leave this out for now - KaVir
    if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) &&
         ( ( container = get_obj_wear(  ch, arg2 ) ) == NULL ) &&
	   ( IS_AFFECTED(ch,AFF_ETHEREAL) ) )
    {
	send_to_char( "You can't let go of it!\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 ) )
    {
	/* '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 ( IS_SET( obj->quest, QUEST_ARTIFACT) )
	{
	    send_to_char("You cannot put artifacts in a container.\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 ( get_obj_weight( obj ) + get_obj_weight( container )
	     > container->value[0] )
	{
	    send_to_char( "It won't fit.\n\r", ch );
	    return;
	}

	for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
	{
	    obj_next2 = obj2->next_content;
	    if ( obj2->chobj != NULL && obj != obj2)
		act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
	}
	obj_from_char( obj );
	obj_to_obj( obj, container );
	act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
	act( "You put $p in $P.", ch, obj, container, TO_CHAR );
    }
    else
    {
	/* 'put all container' or 'put all.obj container' */
	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 )
	    &&   obj->wear_loc == WEAR_NONE
	    &&   obj != container
	    &&   !IS_SET( obj->quest, QUEST_ARTIFACT)
	    &&   can_drop_obj( ch, obj )
	    &&   get_obj_weight( obj ) + get_obj_weight( container )
		 <= container->value[0] )
	    {
		for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
		{
		    obj_next2 = obj2->next_content;
		    if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL)
		    {
			if (objroom != get_room_index(obj2->chobj->in_room->vnum))
			{
		    	    char_from_room(obj2->chobj);
		    	    char_to_room(obj2->chobj,objroom);
			    do_look(obj2->chobj,"auto");
			}
			if (obj != obj2)
			    act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
		    }
		}
		obj_from_char( obj );
		obj_to_obj( obj, container );
		act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
		act( "You put $p in $P.", ch, obj, container, TO_CHAR );
	    }
	}
    }
    do_autosave(ch,"");
    return;
}



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

    argument = one_argument( argument, arg );

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

    if ( is_number( arg ) )
    {
	/* 'drop NNNN coins' */
	int amount;

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

	/* Otherwise causes complications if there's a pile on each plane */
	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
	{
	    send_to_char( "You cannot drop coins in the shadowplane.\n\r", ch );
	    return;
	}

	if ( ch->gold < amount )
	{
	    send_to_char( "You haven't got that many coins.\n\r", ch );
	    return;
	}

	ch->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_MONEY_ONE:
		amount += 1;
		extract_obj( obj );
		break;

	    case OBJ_VNUM_MONEY_SOME:
		amount += obj->value[0];
		extract_obj( obj );
		break;
	    }
	}
	obj_to_room( create_money( amount ), ch->in_room );
	act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
	send_to_char( "OK.\n\r", ch );
	do_autosave(ch,"");
	return;
    }

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

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

	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	/* Objects should only have a shadowplane flag when on the floor */
	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
	    (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
	    SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
	act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
	act( "You drop $p.", ch, obj, NULL, 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 );
		/* Objects should only have a shadowplane flag when on the floor */
		if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
		    (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
		    SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
		act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
		act( "You drop $p.", ch, obj, NULL, TO_CHAR );
	    }
	}

	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 );
	}
    }

    do_autosave(ch,"");
    return;
}



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

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

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

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

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

	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 ( IS_NPC(victim) && IS_AFFECTED(victim,AFF_ETHEREAL) 
	     && !IS_IMMORTAL(ch))
    	{
	    send_to_char( "You cannot give things to ethereal people.\n\r", ch );
	    return;
    	}

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

	ch->gold     -= amount;
	victim->gold += amount;
	act( "$n gives you some gold.", ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	act( "You give $N some gold.",  ch, NULL, victim, TO_CHAR    );
	send_to_char( "OK.\n\r", ch );
	do_autosave(ch,"");
	do_autosave(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_SET(obj->quest, QUEST_ARTIFACT ) 
	&& IS_NPC(victim ) 
	&& !IS_IMMORTAL(ch))
    {
	send_to_char( "You cannot give artifacts to NPC's.\n\r",ch);
	return;
    }

    if ( IS_SET(obj->quest, QUEST_ARTIFACT ) 
        && count_artifacts( victim ) >= 2 
	 && obj->pIndexData->vnum != 2522 )

    {
	send_to_char( "You cannot give them any more artifacts.\n\r", ch);
	return;
    }

    if( IS_SET( obj->quest, QUEST_ARTIFACT )
	&& victim->level < 3 )
    {
	send_to_char( "Mortals cannot carry artifacts.\n\r", ch);
	return;
    }

    if (!IS_IMMORTAL(ch) && IS_AFFECTED(victim,AFF_ETHEREAL) )
    {
	send_to_char( "You cannot give things to ethereal people.\n\r", ch );
	return;
    }

    if ( victim->carry_number + 1 > can_carry_n( victim ) )
    {
	act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( victim->carry_weight + 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;
    }

    obj_from_char( obj );
    obj_to_char( obj, victim );
    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    );
    if( IS_SET(obj->quest, QUEST_ARTIFACT ) )
	fix_artifact_pfile( obj, victim->name,TRUE );
    do_autosave(ch,"");
    do_autosave(victim,"");
    return;
}




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

    one_argument( argument, arg );

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

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

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

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

    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
	fountain->in_room != NULL &&
	!IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) 
	&& ch->gifts[THEURGE] < 2)
    {
	send_to_char( "You are too insubstantual.\n\r", ch );
	return;
    }
    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
	fountain->in_room != NULL &&
	IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)
	&& ch->gifts[THEURGE] < 2 )
    {
	send_to_char( "It is too insubstantual.\n\r", ch );
	return;
    }
    else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
    {
	send_to_char( "You cannot fill containers while ethereal.\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] >= obj->value[0] )
    {
	send_to_char( "Your container is already full.\n\r", ch );
	return;
    }

    if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
    {
	send_to_char( "You cannot mix two different liquids.\n\r", ch );
	return;
    }

    act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM );
    act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR );
    obj->value[2] = fountain->value[2];
    obj->value[1] = obj->value[0];
    liquid = obj->value[2];
    act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
    act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
    return;
}


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 );
	break;

    case ITEM_POTION:
	do_quaff(ch,obj->name);
	return;
    case ITEM_FOUNTAIN:
	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
		obj->in_room != NULL &&
		!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) 
	 	&& ch->gifts[THEURGE] < 2 )
	{
	    send_to_char( "You are too insubstantual.\n\r", ch );
	    break;
	}
	else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
		obj->in_room != NULL &&
		IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
	  	&& ch->gifts[THEURGE] < 2 )
	{
	    send_to_char( "It is too insubstantual.\n\r", ch );
	    break;
	}
    	else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
    	{
	    send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
	    return;
    	}

	if  ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE))
	{
	    send_to_char( "You can only drink blood.\n\r", ch );
	    break;
	}


	if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
	{
	    int bloodpool;

	    ch->pcdata->condition[COND_THIRST] += number_range(15,20);
	    if (IS_SET(ch->newbits, NEW_TIDE))
		    bloodpool = (3000 / ch->pcdata->stats[UNI_GEN]);
	    else 
		bloodpool = (2000 / ch->pcdata->stats[UNI_GEN]);		

   	    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 );
	    if( PC(ch,condition[COND_THIRST]) > bloodpool );
 	    {
		PC(ch,condition[COND_THIRST]) = bloodpool;
		stc( "Your thirst is sated.\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 );

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)  &&
		ch->pcdata->condition[COND_FULL]   > 50 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] > 50 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );

      if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
        {
                int chargen = ch->pcdata->stats[UNI_GEN];
                int maxblood;
                if (chargen > 12)
                        chargen = 12;
                maxblood = (13 - chargen) * 100;
                if (ch->pcdata->condition[COND_THIRST] >= maxblood)
                        send_to_char( "Your blood thirst is sated.\n\r", ch);
        }

	if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch,
CLASS_VAMPIRE)))
	{
	    /* The shit 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.type      = gsn_poison;
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	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] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE))
	{
	    send_to_char( "You can only drink blood.\n\r", ch );
	    break;
	}


        if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
        {
            ch->pcdata->condition[COND_THIRST] += number_range(15,20);
        }  

	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 );

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_FULL]   > 50 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] > 50 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] >= 2000 /
ch->pcdata->stats[UNI_GEN]);

	    send_to_char( "Your blood thirst is sated.\n\r", ch );
	
	if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch,
CLASS_VAMPIRE)))
	{
	    /* The shit 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.type      = gsn_poison;
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	
	obj->value[1] -= amount;
	if ( obj->value[1] <= 0 )
	{
		obj->value[1] = 0;
	}
	break;
    }

    return;
}


void do_olddrink( 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 );
	break;

    case ITEM_POTION:
	do_quaff(ch,obj->name);
	return;
    case ITEM_FOUNTAIN:
	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
		obj->in_room != NULL &&
		!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
	 	&& ch->gifts[THEURGE] < 2 )
	{
	    send_to_char( "You are too insubstantual.\n\r", ch );
	    break;
	}
	else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
		obj->in_room != NULL &&
		IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) 
		&& ch->gifts[THEURGE] < 2)
	{
	    send_to_char( "It is too insubstantual.\n\r", ch );
	    break;
	}
    	else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
    	{
	    send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
	    return;
    	}

	if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )
	{
	    send_to_char( "You can only drink blood.\n\r", ch );
	    break;
	}

	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 );

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_FULL]   > 50 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] > 50 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) )
	{
		if (ch->pcdata->stats[UNI_GEN] == 2 
		    && ch->pcdata->condition[COND_THIRST] >= 200)
			send_to_char( "Your blood thirst is sated.\n\r", ch);
		else if (ch->pcdata->stats[UNI_GEN] == 3 
		    && ch->pcdata->condition[COND_THIRST] >= 180)
			send_to_char( "Your blood thirst is sated.\n\r", ch);
		else if (ch->pcdata->stats[UNI_GEN] == 4 
		    && ch->pcdata->condition[COND_THIRST] >= 150)
			send_to_char( "Your blood thirst is sated.\n\r", ch);
		else if (ch->pcdata->stats[UNI_GEN] >= 5
		    && ch->pcdata->condition[COND_THIRST] >= 2000)
			send_to_char( "Your blood thirst is sated.\n\r",
ch);	
	}	

/* Old - Vic only up to 100 blood
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] >= 100 )
	    send_to_char( "Your blood thirst is sated.\n\r", ch );
*/
	if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
	{
	    /* The shit 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.type      = gsn_poison;
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	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] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )
	{
	    send_to_char( "You can only drink blood.\n\r", ch );
	    break;
	}

	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 );

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_DRUNK]  > 10 )
	    send_to_char( "You feel drunk.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_FULL]   > 50 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] > 50 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );

	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) )
	{
		if (ch->pcdata->stats[UNI_GEN] == 2 
		    && ch->pcdata->condition[COND_THIRST] >= 200)
			send_to_char( "Your blood thirst is sated.\n\r", ch);
		else if (ch->pcdata->stats[UNI_GEN] == 3 
		    && ch->pcdata->condition[COND_THIRST] >= 180)
			send_to_char( "Your blood thirst is sated.\n\r", ch);
		else if (ch->pcdata->stats[UNI_GEN] == 4 
		    && ch->pcdata->condition[COND_THIRST] >= 150)
			send_to_char( "Your blood thirst is sated.\n\r", ch);
		else if (ch->pcdata->stats[UNI_GEN] >= 5
		    && ch->pcdata->condition[COND_THIRST] >= 100)
			send_to_char( "Your blood thirst is sated.\n\r", ch);	
	}	
/*
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
		ch->pcdata->condition[COND_THIRST] >= 100 )
	    send_to_char( "Your blood thirst is sated.\n\r", ch );
*/	
	if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
	{
	    /* The shit 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.type      = gsn_poison;
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	
	obj->value[1] -= amount;
	if ( obj->value[1] <= 0 )
	{
		obj->value[1] = 0;
	}
	break;
    }

    return;
}


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

    one_argument( argument, arg );

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

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

    switch ( obj->item_type )
    {
    default:
	send_to_char( "You cannot empty that.\n\r", ch );
	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] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	act( "You empty $T from $p.",
	    ch, obj, liq_table[liquid].liq_name, TO_CHAR );
	
	obj->value[1] = 0;
	break;
    }

    return;
}



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

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

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

    if ( !IS_IMMORTAL(ch) )
    {
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD)
	{   
	    send_to_char( "You are unable to stomach it.\n\r", ch );
	    return;
	}

	if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&
	     obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST
          && obj->item_type != ITEM_DTOKEN )  
	{
	    if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) || 
		obj->item_type != ITEM_TRASH)
	    {
		send_to_char( "That's not edible.\n\r", ch );
		return;
	    }
	}

	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&
	    obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST &&
	    obj->item_type != ITEM_PILL)
	{
	    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 )
    {
    default:
	break;

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

	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, obj->value[0] );
	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 50 )
		send_to_char( "You are full.\n\r", ch );
	}

	if ( obj->value[3] != 0 )
	{
	    /* The shit 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.type      = gsn_poison;
	    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:
	level = obj->value[0];
	if (level < 1) level = 1;
	if (level > MAX_SPELL) level = MAX_SPELL;

	obj_cast_spell( obj->value[1], level, ch, ch, NULL );
	obj_cast_spell( obj->value[2], level, ch, ch, NULL );
	obj_cast_spell( obj->value[3], level, ch, ch, NULL );
	if (ch->position == POS_FIGHTING) 
	{
	    if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch, 6 );
	}
	break;

    case ITEM_QUEST:
	if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0];
	break;

    case ITEM_DTOKEN:
        if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && IS_CLASS(ch, CLASS_DRAGON) )
           ch->pcdata->stats[DEMON_CURRENT] += obj->value[0];
	if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DROW))
	   ch->pcdata->stats[DROW_POWER] += obj->value[0];
        break;
  
    case ITEM_EGG:
	if ( !IS_NPC(ch) )
	{
	    int condition;

	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, obj->value[1] );
	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 50 )
		send_to_char( "You are full.\n\r", ch );
	}

	/* Note to myself...remember to set v2 for mobiles that hatch within
	 * the player (like aliens ;).  KaVir.
	 */

	if ( obj->value[3] != 0 )
	{
	    /* The shit 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.type      = gsn_poison;
	    af.duration  = 2 * obj->value[0];
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	break;
    }

    if (obj != NULL) 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 )
{
    bool wolf_ok = FALSE;

    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && 
	IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE;

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

    if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) )
    {
	if( IS_CLASS(ch, CLASS_MONK ) && ch->level > 2 )
	{
		send_to_char("You must keep your hands clear for combat.\n\r", ch );
		return;
        }

	if ( get_eq_char( ch, WEAR_WIELD    ) != NULL
	&&   get_eq_char( ch, WEAR_HOLD     ) != NULL
	&&   !remove_obj( ch, WEAR_WIELD , fReplace )
	&&   !remove_obj( ch, WEAR_HOLD  , fReplace ) )
	    return;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
	{
	    send_to_char("You are unable to use it.\n\r",ch);
	    return;
	}
        if (!get_eq_char( ch, WEAR_THIRD )
		&& is_ok_to_wear(ch,wolf_ok,"third_hand")
	        && obj->item_type == ITEM_WEAPON)
	{
	    	act( "$n clutches $p in $s third hand.",    ch, obj, NULL, TO_ROOM );
	    	act( "You clutch $p in your third hand.",  ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_THIRD );
	    return;
	}
	else if ( !get_eq_char( ch, WEAR_FOURTH )
              && is_ok_to_wear(ch,wolf_ok,"fourth_hand")
	      && obj->item_type == ITEM_WEAPON )
	{
	    	act( "$n clutches $p in $s fourth hand.",    ch, obj, NULL, TO_ROOM );
	    	act( "You clutch $p in your fourth hand.",  ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_FOURTH );
	    return;
	}
	else if (get_eq_char( ch, WEAR_WIELD ) == NULL 
         && is_ok_to_wear(ch,wolf_ok,"right_hand"))
	{
	    act( "$n clutches $p in $s right hand.",    ch, obj, NULL, TO_ROOM );
	    act( "You clutch $p in your right hand.",  ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_WIELD );
  	    if ( !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
		do_skill(ch, ch->name);
            if ( IS_OBJ_STAT( obj, ITEM_LOYAL )
		&& obj->questowner
                && strlen(obj->questowner) > 2
		&& str_cmp(ch->name,obj->questowner) )
            {
                act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
                act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
                obj_from_char(obj);
                obj_to_room(obj,ch->in_room);
                return;
            }
	    return;
	}
	else if (get_eq_char( ch, WEAR_HOLD ) == NULL 
		&& is_ok_to_wear(ch,wolf_ok,"left_hand"))
	{
	    act( "$n clutches $p in $s left hand.",    ch, obj, NULL, TO_ROOM );
	    act( "You clutch $p in your left hand.",  ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_HOLD );
	    if (!IS_NPC(ch)) 
		do_skill(ch, ch->name);
            if ( IS_OBJ_STAT( obj, ITEM_LOYAL )
                && obj->questowner
                && strlen(obj->questowner) > 2
		&& str_cmp(ch->name,obj->questowner) )
            {
                act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
                act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
                obj_from_char(obj);
                obj_to_room(obj,ch->in_room);
                return;
            }

	    return;
        }
	if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand"))
	    send_to_char( "You cannot use anything in your hands.\n\r", ch );
	else if (IS_CLASS(ch, CLASS_MONK) && ch->level > 2)
	    send_to_char( "You must keep your hands free for combat!\n\r",ch); 

//YEAH REPLACE WEAPONS
	else
	    send_to_char( "You have no free hands.\n\r", ch );
	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 (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}

	if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger"))
	{
	    act( "$n wears $p on $s left finger.",    ch, obj, NULL, TO_ROOM );
	    act( "You wear $p on your left finger.",  ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_FINGER_L );
	    return;
	}
	else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger"))
	{
	    act( "$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;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger"))
	    send_to_char( "You cannot wear any rings.\n\r", ch );
	else
	    send_to_char( "You cannot wear any more 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 (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}

	if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
	{
	    act( "$n slips $p around $s neck.",   ch, obj, NULL, TO_ROOM );
	    act( "You slip $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 slips $p around $s neck.",   ch, obj, NULL, TO_ROOM );
	    act( "You slip $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 are already wearing two things around your neck.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
    {
	if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
	    return;

	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	act( "$n fits $p on $s body.",   ch, obj, NULL, TO_ROOM );
	act( "You fit $p on your body.", 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;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"head"))
	{
	    send_to_char("You have no head to wear it on.\n\r",ch);
	    return;
	}
	act( "$n places $p on $s head.",   ch, obj, NULL, TO_ROOM );
	act( "You place $p on your head.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_HEAD );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
    {
	if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
	    return;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"face"))
	{
	    send_to_char("You have no face to wear it on.\n\r",ch);
	    return;
	}
	act( "$n places $p on $s face.",   ch, obj, NULL, TO_ROOM );
	act( "You place $p on your face.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_FACE );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
    {
	if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
	    return;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"legs"))
	{
	    send_to_char("You have no legs to wear them on.\n\r",ch);
	    return;
	}
	act( "$n slips $s legs into $p.",   ch, obj, NULL, TO_ROOM );
	act( "You slip your legs into $p.", 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;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"feet"))
	{
	    send_to_char("You have no feet to wear them on.\n\r",ch);
	    return;
	}
	act( "$n slips $s feet into $p.",   ch, obj, NULL, TO_ROOM );
	act( "You slip your feet into $p.", 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;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"hands"))
	{
	    send_to_char("You have no hands to wear them on.\n\r",ch);
	    return;
	}
	act( "$n pulls $p onto $s hands.",   ch, obj, NULL, TO_ROOM );
	act( "You pull $p onto 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;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"arms"))
	{
	    send_to_char("You have no arms to wear them on.\n\r",ch);
	    return;
	}
	act( "$n slides $s arms into $p.",   ch, obj, NULL, TO_ROOM );
	act( "You slide your arms into $p.", 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;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	act( "$n pulls $p about $s body.",   ch, obj, NULL, TO_ROOM );
	act( "You pull $p about your body.", 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;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	act( "$n ties $p around $s waist.",   ch, obj, NULL, TO_ROOM );
	act( "You tie $p around 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 (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}

	if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist"))
	{
	    act( "$n slides $s left wrist into $p.",
		ch, obj, NULL, TO_ROOM );
	    act( "You slide your left wrist into $p.",
		ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_WRIST_L );
	    return;
	}
	else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist"))
	{
	    act( "$n slides $s left wrist into $p.",
		ch, obj, NULL, TO_ROOM );
	    act( "You slide your right wrist into $p.",
		ch, obj, NULL, TO_CHAR );
	    equip_char( ch, obj, WEAR_WRIST_R );
	    return;
	}
	if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist"))
	    send_to_char( "You cannot wear anything on your wrists.\n\r", ch );
	else
	    send_to_char( "You cannot wear any more on your wrists.\n\r", ch );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
    {
	if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
	    return;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD))
	{
	    send_to_char("You are unable to wear it.\n\r",ch);
	    return;
	}
	act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM );
	act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_SHIELD );
	return;
    }
    if ( CAN_WEAR( obj, ITEM_WEAR_NOSE ) )
    {
	if ( !remove_obj( ch, WEAR_NOSE, fReplace ) )
	    return;
	act( "$n clips $p on thier nose.", ch, obj, NULL, TO_ROOM );
	act( "You clip $p onto your nose.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_NOSE );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_EAR ) )
    {
        if ( get_eq_char( ch, WEAR_EAR_L ) != NULL
             &&   get_eq_char( ch, WEAR_EAR_R ) != NULL
             &&   !remove_obj( ch, WEAR_EAR_L, fReplace )
             &&   !remove_obj( ch, WEAR_EAR_R, fReplace ) )
            return;

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

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

        bug( "Wear_obj: no free ear.", 0 );
        send_to_char( "You already wear two earrings.\n\r", ch );
        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 on $s left ankle.",    ch, obj, NULL,TO_ROOM);
            act( "You wear $p on 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 on $s right ankle.",   ch, obj, NULL,TO_ROOM);
            act( "You wear $p on $s right ankle.", ch, obj, NULL, TO_CHAR);
            equip_char( ch, obj, WEAR_ANKLE_R );
            return;
        }

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

    if ( CAN_WEAR( obj, ITEM_WEAR_MASTERY ) )
    {
	if ( !remove_obj( ch, WEAR_MASTERY, fReplace ) )
	    return;
	act( "$n slips on $p.", ch, obj, NULL, TO_ROOM );
	act( "You slip on $p.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_MASTERY );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WIELD ) )
    {
	if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
	    return;
	if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
	{
	    send_to_char("You are unable to wield it.\n\r",ch);
	    return;
	}

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

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

	if ( IS_OBJ_STAT(obj,ITEM_LOYAL))
	{
	    if ( obj->questowner != NULL 
              && str_cmp(ch->name,obj->questowner) 
	      && strlen(obj->questowner) > 1 )
	    {
		act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
		act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
		obj_from_char(obj);
		obj_to_room(obj,ch->in_room);
		return;
	    }
	}
	equip_char( ch, obj, WEAR_WIELD );
	if (!IS_NPC(ch)) do_skill(ch, ch->name);
	return;
    }

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

    return;
}



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

    one_argument( argument, arg );

/*
    if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && 
	!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF)
	&& !IS_POLYAFF(ch, POLY_ZULO) && !IS_POLYAFF(ch, POLY_SPIDERFORM))
    {
	send_to_char( "You cannot wear anything in this form.\n\r", ch );
	return;
    }
*/

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

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

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

	wear_obj( ch, obj, TRUE );
    }

    return;
}



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

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Remove 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 ) )
		remove_obj( ch, obj->wear_loc, TRUE );
	}
	return;
    }
    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 sac_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
    char buf [ MAX_STRING_LENGTH ];
    char god [ MAX_STRING_LENGTH ];
    int event;
    
    event = number_range( 0, 20 );

    switch( event )
    {
    default:
        strcpy( god, "Mak'Nas Lord Jasmine" );
        break;
    case 5:
    case 10:
    case 15:
        strcpy( god, "Mak'Val Lord Dreimas" );
        break;
    case 6:
    case 11:
    case 16:
        strcpy( god, "Mak'Dach Lord Cuthbert" );
        break;
    }

    sprintf( buf, "$n sacrifices $p to %s.", god );
    act( buf, ch, obj, NULL, TO_ROOM );

    sprintf( buf, "You sacrifice $p to %s.", god );
    act( buf, ch, obj, NULL, TO_CHAR );
    
    if( !IS_NPC( ch ) )
    {
        switch( event )
        {
        case 10:
            sprintf( buf, "%s halfs your current hps.", god );
            ch->hit /= 2;
            stc( buf, ch );
            break;
        case 11:
            sprintf( buf, "%s restores your hitpoints.", god );
            ch->hit = ch->max_hit;
            stc( buf, ch );
            break;
        case 12:
            sprintf( buf, "%s grants you 500 cps.", god );
            PC(ch,stats[DEMON_CURRENT])+= 500;
            stc( buf, ch );
            break;
        case 13:
            sprintf( buf, "%s takes away 50 cps.", god );
            PC(ch,stats[DEMON_CURRENT])-= 50;
	    PC(ch,stats[DEMON_CURRENT]) = UMAX( PC(ch,stats[DEMON_CURRENT]), 0); 
           stc( buf, ch );
            break;
        case 14:
            sprintf( buf, "%s restores your mana.", god );
            ch->mana = ch->max_mana;
            stc( buf, ch );
            break;
        case 15:
            sprintf( buf, "%s halfs your current mana.", god );
            ch->mana /= 2;
            stc( buf, ch );
            break;
        }

        if( obj->points > 0 )
        {
            sprintf( buf, "You are refunded %d quest points from $p.",
                     obj->points );
            act( buf, ch, obj, NULL, TO_CHAR );
            PC(ch,quest) += obj->points;
        }
    }


    extract_obj( obj );
    return;
}

void do_sacrifice( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    char buf[MAX_INPUT_LENGTH];
    bool found;
  
    found = FALSE;

    if ( argument[0] == '\0' || !str_cmp( argument, ch->name ) )
    {
        switch( number_range( 0, 2 ) )
        {
        default:
            strcpy( buf, "Mak'Nas Lord Jasmine" );
            break;
        case 1:
            strcpy( buf, "Mak'Val Lord Dreimas" );
            break;
        case 2:
            strcpy( buf, "Mak'Dach Lord Cuthbert" );
            break;
        }
        ch_printf( ch, "%s appreciates your offer and may accept it later.\n\r", buf );
        act( "$n offers $mself to $s $t, who graciously declines.",
             ch, buf, NULL, TO_ROOM );
        return;
    }

    if( str_cmp( argument, "all" )  && str_prefix( "all.", argument ) )
    {
        obj = get_obj_list( ch, argument, ch->in_room->contents );
        if ( !obj )
        {
            send_to_char( "You can't find it.\n\r", ch );
            return;
        }

        if ( !CAN_WEAR(obj, ITEM_TAKE)
             || IS_SET(obj->quest, QUEST_ARTIFACT)
             || ( obj->questowner
               && obj->questowner[0] != '\0'
               && str_cmp(ch->name,obj->questowner) ) )
        {
            act( "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR );
            return;
        }
        else if ( obj->chobj
               && !IS_NPC(obj->chobj)
               && obj->chobj->pcdata->obj_vnum != 0 )
        {
            act( "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR );
            return;
        }
        sac_obj( ch, obj );
    }
    else
    {
        /* 'sac all' or 'sac all.obj' */
	OBJ_DATA *obj_next;

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

            if( ( argument[3] == '\0'
                  || is_name( obj->name, &argument[4] ) )
                && CAN_WEAR( obj, ITEM_TAKE )
                && !IS_SET(obj->quest, QUEST_ARTIFACT) )
            {
                if( obj->questowner[0] == '\0'
		 || ( obj->questowner
                   && obj->questowner[0] != '\0'
                   && !str_cmp(ch->name,obj->questowner) ) )
	        {
			found = TRUE;
			sac_obj( ch, obj );
		}
	    }
	}

	if( !found )
	{
	    if( argument[3] == '\0' )
		send_to_char( "You can't find anything to sacrifice.\n\r",ch );
	    else
		act( "You can't find any $T to sacrifice.",
		     ch, NULL, &argument[4], TO_CHAR );
	}
    }
    
    return;
}



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

    one_argument( argument, arg );

        if (ch->fight_timer >0) {
        send_to_char("Not until your fight timer expires.\n\r", ch );
        return;}

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

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

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

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

    level = obj->value[0];
    if (level < 1) level = 1;
    if (level > MAX_SPELL) level = MAX_SPELL;

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

    extract_obj( obj );
    if (ch->position == POS_FIGHTING) 
    {
	if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch, 6 );
    }
    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;
    int level;

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

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

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

    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;
	}
    }
	if (IS_NPC(ch)) return;

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

    level = scroll->value[0];
    if (level < 1) level = 1;
    if (level > MAX_SPELL) level = MAX_SPELL;

    obj_cast_spell( scroll->value[1], level, ch, victim, obj );
    obj_cast_spell( scroll->value[2], level, ch, victim, obj );
    obj_cast_spell( scroll->value[3], level, ch, victim, obj );

    extract_obj( scroll );
    if (ch->position == POS_FIGHTING) 
    {
    	if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch, 6 );
    }
    return;
}



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

    staff = get_eq_char( ch, WEAR_WIELD );
    temp = get_eq_char( ch, WEAR_HOLD );

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

    if ( staff == NULL ) staff = temp;
    if ( temp == NULL  ) temp = staff;

    if ( staff->item_type != ITEM_STAFF ) staff=temp;

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

        if (ch->fight_timer >0) {
        send_to_char("Not until your fight timer expires.\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;
    }
	if (IS_NPC(ch)) return;

    if (!IS_IMMORTAL( ch))
	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 );
	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;
	    }

	    level = staff->value[0];
	    if (level < 1) level = 1;
	    if (level > MAX_SPELL) level = MAX_SPELL;

	    obj_cast_spell( staff->value[3], level, ch, vch, NULL );
	}
    }

    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 *temp;
    OBJ_DATA *wand;
    OBJ_DATA *obj;
    int level;

    one_argument( argument, arg );
        if (ch->fight_timer >0) {
        send_to_char("Not until your fight timer expires.\n\r", ch );
        return;}

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

    wand = get_eq_char( ch, WEAR_WIELD );
    temp = get_eq_char( ch, WEAR_HOLD );

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

    if ( wand == NULL ) wand = temp;
    if ( temp == NULL ) temp = wand;

    if ( wand->item_type != ITEM_WAND ) wand=temp;


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

if (victim->level < 3)
{
stc("You may not use your wands on mortals\n\r",ch);
return;
}

    if (!IS_IMMORTAL( ch))
	WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

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

	level = wand->value[0];
	if (level < 1) level = 1;
	if (level > MAX_SPELL) level = MAX_SPELL;

	obj_cast_spell( wand->value[3], level, ch, victim, obj );
    }

    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_IMMORTAL( victim ))
    {
	send_to_char("Steal from an immortal are you crasy!\n\r", ch);
	return;
    }

    if (!IS_IMMORTAL( ch))
    	WAIT_STATE( ch, skill_table[gsn_steal].beats );

    percent  = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 );

    if ( ( ch->level + number_range(1,20) < victim->level          )
    ||   ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3         )
    ||   ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3     )
    ||   ( victim->position == POS_FIGHTING                        )
    ||   ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL)          )
    ||   ( !IS_NPC(victim) && IS_IMMORTAL(victim)                  )
    ||   ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) )
    {
	/*
	 * Failure.
	 */
	send_to_char( "Oops.\n\r", ch );
	act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT    );
	act( "$n tried to steal from $N.\n\r",  ch, NULL, victim, TO_NOTVICT );
	sprintf( buf, "%s is a bloody thief!", ch->name );
	do_shout( victim, buf );
	if ( !IS_NPC(ch) )
	{
	    if ( IS_NPC(victim) )
	    {
		multi_hit( victim, ch, TYPE_UNDEFINED );
	    }
	    else
	    {
		log_string( buf );
		save_char_obj( ch );
	    }
	}

	return;
    }

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

	amount = victim->gold * number_range(1, 10) / 100;
	if ( amount <= 0 )
	{
	    send_to_char( "You couldn't get any gold.\n\r", ch );
	    return;
	}

	ch->gold     += amount;
	victim->gold -= amount;
	sprintf( buf, "Bingo!  You got %d gold coins.\n\r", amount );
	send_to_char( buf, ch );
	do_autosave(ch,"");
	do_autosave(victim,"");
	return;
    }

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

    if ( ch->carry_number + 1 > 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 );
    send_to_char( "You got it!\n\r", ch );
    do_autosave(ch,"");
    do_autosave(victim,"");
    return;
}

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

    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;
    }

    /*
     * Shop hours.
     */
    if ( time_info.hour < pShop->open_hour )
    {
	strcpy( buf, "Sorry, come back later." );
	do_say( keeper, buf );
	return NULL;
    }
    
    if ( time_info.hour > pShop->close_hour )
    {
	strcpy( buf, "Sorry, come back tomorrow." );
	do_say( keeper, buf );
	return NULL;
    }

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

    return keeper;
}

/*
 * Modified to provide for imm created quest equipment
 * and to also rate the current equipment on the mud.
 * 2/11/01 - Dreimas
 */
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy, bool store )
{
    SHOP_DATA   *pShop;
    AFFECT_DATA *pAf;
    int cost;

    if ( !obj ) 
	return 0;

    if( keeper->pIndexData )
        pShop = keeper->pIndexData->pShop;
    else
        pShop = NULL;
    
    
    cost = obj->points;
    for( pAf = obj->affected; pAf; pAf = pAf->next )
    {
        switch( pAf->location )
        {
        case APPLY_DAMROLL:
        case APPLY_HITROLL:
            cost += (50 * pAf->modifier) ;
            break;
        case APPLY_STR:
        case APPLY_DEX:
        case APPLY_INT:
        case APPLY_WIS:
        case APPLY_CON:
            cost += ( 50 * pAf->modifier );
            break;
        case APPLY_MANA:
        case APPLY_HIT:
        case APPLY_MOVE:
            cost += ( 25 * pAf->modifier );
            break;
        case APPLY_AC:
            cost -= ( 50 * pAf->modifier ); // -'s cause of -25 ac
            break;
        }
    }

    if( IS_OBJ_STAT( obj, ITEM_SATANIC ) )
	cost *= 3;

    if( cost != 0
        && pShop
        && IS_QUESTSHOP( keeper ) )
        cost /= number_range( 8, 12 );
    else if( cost != 0 )
        cost *= 10;

    if( !store || !pShop )
        return cost;

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

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

	for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
	{
	    if ( obj->pIndexData == obj2->pIndexData )
	    {
		cost = 0;
		break;
	    }
	}
    }

    return cost;
}



void do_buy( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char qp = FALSE;

    argument = one_argument( argument, arg );

    if ( IS_NPC(ch) ) 
	return;

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

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

	if ( IS_NPC(ch) )
	    return;

	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->pcdata->stats[DEMON_CURRENT] < 10 * pet->level * pet->level )
	{
	    send_to_char( "You can't afford it.\n\r", ch );
	    return;
	}

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

	ch->pcdata->stats[DEMON_CURRENT]  -= 10 * pet->level * pet->level;
	pet			= create_mobile( pet->pIndexData );
	SET_BIT(pet->act, ACT_PET);
	SET_BIT(pet->affected_by, AFF_CHARM);

	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 );
	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;
	SHOP_DATA *pShop;
	OBJ_DATA  *obj;
        char       buf [ MAX_STRING_LENGTH ];
        int cost;

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

	pShop = keeper->pIndexData->pShop;
        qp = IS_QUESTSHOP( keeper );

	obj  = get_obj_carry( keeper, arg );
	cost = get_cost( keeper, obj, TRUE, TRUE);

	if ( cost <= 0 || !can_see_obj( ch, obj ) )
	{
	    do_say( keeper, "I don't sell that -- try 'list'." );
	    return;
	}

	if ( ch->pcdata->stats[DEMON_CURRENT] < cost && qp == FALSE)
	{
            sprintf( buf, "You can't afford to buy %s.", obj->short_descr );
            do_say( keeper, buf );
	    return;
	}
	else if (ch->pcdata->quest < cost && qp == TRUE)
	{
            sprintf( buf, "You can't afford to buy %s.", obj->short_descr );
            do_say( keeper, buf );
            return;
        }
	
	if ( ch->carry_number + 1 > can_carry_n( ch ) )
	{
	    send_to_char( "You can't carry that many items.\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;
	}

	act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
	act( "You buy $p.", ch, obj, NULL, TO_CHAR );
        if (qp == FALSE)
	{
	    ch->pcdata->stats[DEMON_CURRENT]     -= cost;
        }
	else
            ch->pcdata->quest -= cost;


	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
	    obj = create_object( obj->pIndexData, obj->level );
	else
	    obj_from_char( obj );

	obj_to_char( obj, ch );
	return;
    }
}


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;

	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, "{D<{w%2d{D>{c %8d {D-{w %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 arg[MAX_INPUT_LENGTH];
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost;
        bool qps;
        bool found;
        
        one_argument( argument, arg );

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

        qps   = FALSE;
        found = FALSE;

        if( !keeper->pIndexData->pShop )
            return;

        qps = IS_QUESTSHOP( keeper );

        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, TRUE ) ) > 0
                 && ( arg[0] == '\0' || is_name( arg, obj->name ) ) )
            {

                if( !found )
                {
                    found = TRUE;
                    page_to_char(
            "Price          Item\n\r",ch );
                    page_to_char(
            "--------------------------------------------------------------\n\r",ch );
                 }
                pager_printf( ch, "%5d%s  %s %-50.50s\n\r",
			cost,
                        qps ? "qps" : "cps",
			IS_OBJ_STAT(obj,ITEM_SATANIC) ? "{RS{x" : " ",
			obj->short_descr );
            }
	}

	if ( !found )
	{
	    if ( arg[0] == '\0' )
		send_to_char( "You can't buy anything here.\n\r", ch );
	    else
		send_to_char( "You can't buy that here.\n\r", ch );
	}
	return;
    }
}




void do_sell( CHAR_DATA *ch, char *argument )
{
    SHOP_DATA *pShop;
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    char qp = FALSE;
    CHAR_DATA *keeper;
    OBJ_DATA *obj;
    int cost;

    if ( IS_NPC(ch) ) 
	return;

    one_argument( argument, arg );

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

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

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you '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;
    }

    pShop = keeper->pIndexData->pShop;
    qp = IS_QUESTSHOP( keeper );
    
    if( qp &&  ( obj->pIndexData->vnum < 2660 || obj->pIndexData->vnum > 2675 )
)
    {
	    act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	    return;
    }
	    
    if ( qp == FALSE)
    {
    	if ( ( cost = get_cost( keeper, obj, FALSE, TRUE ) ) <= 0 )
    	{
	    act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	    return;
	}
    }
    else
    {
	cost = get_cost(keeper,obj,FALSE, TRUE);
	if ( IS_SET(obj->quest,ITEM_EQUEST))
	{
            act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
            return;
	}
	if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
	{
	    act( "$n doesn't want to buy $p. $e is stupid.", keeper, obj, ch, TO_VICT );
	    return;
	}
    }

    
    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
    sprintf( buf, "You sell $p for %d %s%s.",
	cost, qp == FALSE ? "cp" : "quest point", cost == 1 ? "" :"s" );
    act( buf, ch, obj, NULL, TO_CHAR );

    free_string( obj->questowner );
    obj->questowner = &str_empty[0];
  
    if (qp == FALSE)
    {
    	keeper->gold -= cost;
    }
    else
    {
	ch->pcdata->quest += cost;
    }
    if ( keeper->gold < 0 )
	keeper->gold = 0;

    if ( obj->item_type == ITEM_TRASH )
    {
	extract_obj( obj );
    }
    else
    {
	obj_from_char( obj );
	obj_to_char( 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 ( IS_NPC(ch) ) 
	return;
		
    if ( arg[0] == '\0' )
    {
	send_to_char( "Value what?\n\r", ch );
	return;
    }

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

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	act( "$n tells you '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 ( ( cost = get_cost( keeper, obj, FALSE, TRUE ) ) <= 0 )
    {
	act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	return;
    }

    sprintf( buf, "%s, I'll give you %d %s for %s'.",
             ch->name, cost, 
	     IS_QUESTSHOP(keeper) ? "quest points" : "class points",
             obj->short_descr );
    do_say( ch, buf);
    return;
}

void do_activate( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;

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

    if ( is_inarena(ch,ch) ) return;

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Which item do you wish to activate?\n\r", ch );
	return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	{
	    send_to_char( "You can't find that item.\n\r", ch );
	    return;
	}
	/* You should only be able to use nontake items on floor */
	if (CAN_WEAR(obj, ITEM_TAKE))
	{
	    send_to_char( "But you are not wearing it!\n\r", ch );
	    return;
	}
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) )
    {
	send_to_char( "This item cannot be activated.\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	send_to_char( "Who do you wish to activate it on?\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "Nobody here by that name.\n\r", ch );
	    return;
	}
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	&& str_cmp(obj->chpoweruse,"(null)") )
	kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	int castlevel = obj->level;
	if (castlevel < 1) castlevel = 1;
	else if (castlevel > 60) castlevel = 60;
	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
    	if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,6);
	if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
	if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	obj->specpower = ch->in_room->vnum;
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
           ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || ch->in_room->vnum == 30000) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	    && str_cmp(obj->chpoweroff,"(null)") )
	    kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
        if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	if ( get_obj_index(obj->specpower) == NULL ) return;
	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	if ( get_mob_index(obj->specpower) == NULL ) return;
	mob = create_mobile(get_mob_index(obj->specpower));
	char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	interpret(ch,obj->victpoweron);
	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
	    obj->victpoweroff != '\0')
	{
	    for ( victim = char_list; victim != NULL; victim = victim_next )
	    {
		victim_next	= victim->next;
		if ( victim->in_room == NULL ) continue;
		if ( victim == ch ) continue;
		if ( victim->in_room == ch->in_room )
		{
		    interpret(victim,obj->victpoweroff);
		    continue;
		}
	    }
	}
    }
    return;
}

void do_press( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;

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

        if (ch->fight_timer >0) {
        send_to_char("Not until your fight timer expires.\n\r", ch );
        return;}

    if ( is_inarena(ch,ch) ) return;

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Which item do you wish to press?\n\r", ch );
	return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	{
	    send_to_char( "You can't find that item.\n\r", ch );
	    return;
	}
	/* You should only be able to use nontake items on floor */
	if (CAN_WEAR(obj, ITEM_TAKE))
	{
	    send_to_char( "But you are not wearing it!\n\r", ch );
	    return;
	}
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) )
    {
	send_to_char( "There is nothing on this item to press.\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	send_to_char( "Who do you wish to use it on?\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "Nobody here by that name.\n\r", ch );
	    return;
	}
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	&& str_cmp(obj->chpoweruse,"(null)") )
	kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	int castlevel = obj->level;
	if (castlevel < 1) castlevel = 1;
	else if (castlevel > 60) castlevel = 60;
	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
 	if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,6);
	if ( IS_SET(obj->spectype, SITEM_DELAY1)) 
        {
	    if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,6);
	}
	if ( IS_SET(obj->spectype, SITEM_DELAY2)) 
	{
	    if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,12);
	}
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
	pRoomIndex     = get_room_index(obj->specpower);
	obj->specpower = ch->in_room->vnum;
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");

       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	    && str_cmp(obj->chpoweroff,"(null)") )
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
        if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	if ( get_obj_index(obj->specpower) == NULL ) return;
	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	if ( get_mob_index(obj->specpower) == NULL ) return;
	mob = create_mobile(get_mob_index(obj->specpower));
	char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	interpret(ch,obj->victpoweron);
	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
	    obj->victpoweroff != '\0')
	{
	    for ( victim = char_list; victim != NULL; victim = victim_next )
	    {
		victim_next	= victim->next;
		if ( victim->in_room == NULL ) continue;
		if ( victim == ch ) continue;
		if ( victim->in_room == ch->in_room )
		{
		    interpret(victim,obj->victpoweroff);
		    continue;
		}
	    }
	}
    }
    return;
}

void do_twist( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;

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

    if ( is_inarena(ch,ch) ) return;

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Which item do you wish to twist?\n\r", ch );
	return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	{
	    send_to_char( "You can't find that item.\n\r", ch );
	    return;
	}
	/* You should only be able to use nontake items on floor */
	if (CAN_WEAR(obj, ITEM_TAKE))
	{
	    send_to_char( "But you are not wearing it!\n\r", ch );
	    return;
	}
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) )
    {
	send_to_char( "This item cannot be twisted.\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	send_to_char( "Who do you wish to use it on?\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "Nobody here by that name.\n\r", ch );
	    return;
	}
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	&& str_cmp(obj->chpoweruse,"(null)") )
	kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	int castlevel = obj->level;
	if (castlevel < 1) castlevel = 1;
	else if (castlevel > 60) castlevel = 60;
	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
    	if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,6);
	if ( IS_SET(obj->spectype, SITEM_DELAY1)) 
	{
	    if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,6);
	}
	if ( IS_SET(obj->spectype, SITEM_DELAY2))
	{
     		if (!IS_IMMORTAL( ch))
			WAIT_STATE(ch,12);
	}
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	obj->specpower = ch->in_room->vnum;
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	    && str_cmp(obj->chpoweroff,"(null)") )
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	    && str_cmp(obj->chpoweroff,"(null)") )
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	if ( get_obj_index(obj->specpower) == NULL ) return;
	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	if ( get_mob_index(obj->specpower) == NULL ) return;
	mob = create_mobile(get_mob_index(obj->specpower));
	char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	interpret(ch,obj->victpoweron);
	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
	    obj->victpoweroff != '\0')
	{
	    for ( victim = char_list; victim != NULL; victim = victim_next )
	    {
		victim_next	= victim->next;
		if ( victim->in_room == NULL ) continue;
		if ( victim == ch ) continue;
		if ( victim->in_room == ch->in_room )
		{
		    interpret(victim,obj->victpoweroff);
		    continue;
		}
	    }
	}
    }
    return;
}

void do_pull( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    CHAR_DATA *victim;
    CHAR_DATA *victim_next;
    CHAR_DATA *mount;
    CHAR_DATA *mob;
    ROOM_INDEX_DATA *pRoomIndex;

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

        if (ch->fight_timer >0) {
        send_to_char("Not until your fight timer expires.\n\r", ch );
        return;}

    if ( is_inarena(ch,ch) ) return;

    if ( arg1[0] == '\0' )
    {
	send_to_char( "What do you wish to pull?\n\r", ch );
	return;
    }
    if ( (obj = get_obj_wear(ch,arg1)) == NULL ) 
    {
	if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
	{
	    send_to_char( "You can't find that item.\n\r", ch );
	    return;
	}
	/* You should only be able to use nontake items on floor */
	if (CAN_WEAR(obj, ITEM_TAKE))
	{
	    send_to_char( "But you are not wearing it!\n\r", ch );
	    return;
	}
    }
    if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) )
    {
	send_to_char( "This item cannot be pulled.\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
    {
	send_to_char( "Who do you wish to use it on?\n\r", ch );
	return;
    }
    if ( IS_SET(obj->spectype, SITEM_TARGET) )
    {
	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "Nobody here by that name.\n\r", ch );
	    return;
	}
    }
    else victim = ch;
    if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
	&& str_cmp(obj->chpoweruse,"(null)") )
	kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
    if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
	&& str_cmp(obj->victpoweruse,"(null)") )
	kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
    if ( IS_SET(obj->spectype, SITEM_SPELL))
    {
	int castlevel = obj->level;
	if (castlevel < 1) castlevel = 1;
	else if (castlevel > 60) castlevel = 60;
	obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
    	if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,6);
	if ( IS_SET(obj->spectype, SITEM_DELAY1))
	{
		if (!IS_IMMORTAL( ch))
			WAIT_STATE(ch,6);
	}
	if ( IS_SET(obj->spectype, SITEM_DELAY2)) 
	{
	    if (!IS_IMMORTAL( ch))
		WAIT_STATE(ch,12);
	}
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	obj->specpower = ch->in_room->vnum;
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	    && str_cmp(obj->chpoweroff,"(null)") )
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
    {
    	if (obj->chpoweron != NULL && obj->chpoweron != '\0'
	    && str_cmp(obj->chpoweron,"(null)") )
	    kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweron != NULL && obj->victpoweron != '\0'
	    && str_cmp(obj->victpoweron,"(null)") )
	    kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
	pRoomIndex     = get_room_index(obj->specpower);
	if ( pRoomIndex == NULL ) return;
	char_from_room(ch);
	char_to_room(ch,pRoomIndex);
	do_look(ch,"auto");
    	if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
	    && str_cmp(obj->chpoweroff,"(null)") )
	    kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
    	if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
	    && str_cmp(obj->victpoweroff,"(null)") )
	    kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
       if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
            IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
            CAN_WEAR(obj,ITEM_TAKE))
        {
            send_to_char("A powerful force hurls you from the room.\n\r",ch);
            act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
            ch->position = POS_STUNNED;
            char_from_room(ch);
            char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
            act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
        }
    	if ( (mount = ch->mount) == NULL) return;
    	char_from_room( mount );
    	char_to_room( mount, ch->in_room );
    	do_look( mount, "auto" );
	return;
    }
    else if ( IS_SET(obj->spectype, SITEM_OBJECT))
    {
	if ( get_obj_index(obj->specpower) == NULL ) return;
	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
	if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
	else                           obj_to_room(obj2,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_MOBILE))
    {
	if ( get_mob_index(obj->specpower) == NULL ) return;
	mob = create_mobile(get_mob_index(obj->specpower));
	char_to_room(mob,ch->in_room);
    }
    else if ( IS_SET(obj->spectype, SITEM_ACTION))
    {
	interpret(ch,obj->victpoweron);
	if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
	    obj->victpoweroff != '\0')
	{
	    for ( victim = char_list; victim != NULL; victim = victim_next )
	    {
		victim_next	= victim->next;
		if ( victim->in_room == NULL ) continue;
		if ( victim == ch ) continue;
		if ( victim->in_room == ch->in_room )
		{
		    interpret(victim,obj->victpoweroff);
		    continue;
		}
	    }
	}
    }
    return;
}

bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument )
{
    char arg [MAX_INPUT_LENGTH];
    int count;
    argument = one_argument( argument, arg );

    if (!str_cmp(arg,"head"))
    {
	if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
    }
    else if (!str_cmp(arg,"face"))
    {
	if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
    }
    else if (!str_cmp(arg,"left_hand"))
    {
	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) 
		return FALSE;
        if (IS_CLASS(ch, CLASS_MONK) && ch->level > 2 ) 
		return FALSE;
	if (IS_ARM_L(ch,LOST_ARM)) 
		return FALSE;
	else if (IS_ARM_L(ch,BROKEN_ARM)) 
		return FALSE;
	else if (IS_ARM_L(ch,LOST_HAND)) 
		return FALSE;
	else if (IS_ARM_L(ch,BROKEN_THUMB)) 
		return FALSE;
	else if (IS_ARM_L(ch,LOST_THUMB)) 
		return FALSE;
	count = 0;
	if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) 
		count+= 1;
	if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) 
		count+= 1;
	if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) 
		count+= 1;
	if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) 
		count+= 1;
	if (count > 2) return FALSE;
    }
    else if (!str_cmp(arg,"third_hand"))
    {
	if( IS_CLASS(ch,CLASS_DROW) 
	 && IS_POLYAFF(ch,POLY_SPIDERFORM) 
         && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS) )
	    return TRUE;
        if (IS_SET(ch->newbits, THIRD_HAND)) 
		return TRUE;
        if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) 
		return FALSE;
	return FALSE;
    }
    else if (!str_cmp(arg,"fourth_hand"))
    {
	if( IS_CLASS(ch,CLASS_DROW) 
	 && IS_POLYAFF(ch,POLY_SPIDERFORM) 
         && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS) )
	    return TRUE;
        if (IS_SET(ch->newbits, FOURTH_HAND)) 
		return TRUE;
        if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) 
		return FALSE;
	return FALSE;
    }
    else if (!str_cmp(arg,"right_hand"))
    {
	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE;
	if (IS_CLASS(ch, CLASS_MONK) && ch->level > 2) return FALSE;
	if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
	else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE;
	else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
	else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE;
	else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE;
	count = 0;
	if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1;
	if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1;
	if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1;
	if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1;
	if (count > 2) return FALSE;
    }
    else if (!str_cmp(arg,"left_wrist"))
    {
	if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
	else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
    }
    else if (!str_cmp(arg,"right_wrist"))
    {
	if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
	else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
    }
    else if (!str_cmp(arg,"left_finger"))
    {
	if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
	else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
	else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE;
    }
    else if (!str_cmp(arg,"right_finger"))
    {
	if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
	else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
	else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE;
    }
    else if (!str_cmp(arg,"arms"))
    {
	if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
    }
    else if (!str_cmp(arg,"hands"))
    {
	if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
	if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE;
    }
    else if (!str_cmp(arg,"legs"))
    {
	if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
    }
    else if (!str_cmp(arg,"feet"))
    {
	if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
	if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE;
    }
    return TRUE;
}

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

    argument = one_argument( argument, arg );

    if (arg[0] == '\0')
    {
	send_to_char("Do you wish to qmake a MACHINE or a CARD?\n\r",ch);
	return;
    }
    if (!str_cmp(arg,"card"))
    {
    	if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL)
    	{
	    send_to_char("Missing object, please inform KaVir.\n\r",ch);
	    return;
    	}
        if (ch->in_room == NULL) return;
        obj = create_object(pObjIndex, 0);
        obj_to_char(obj, ch);
	quest_object(ch,obj);
    }
    else if (!str_cmp(arg,"machine"))
    {
    	if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTMACHINE )) == NULL)
    	{
	    send_to_char("Missing object, please inform KaVir.\n\r",ch);
	    return;
    	}
        if (ch->in_room == NULL) return;
        obj = create_object(pObjIndex, 0);
        obj_to_room(obj, ch->in_room);
    }
    else
    {
	send_to_char("You can only qmake a MACHINE or a CARD.\n\r",ch);
	return;
    }
    send_to_char("Ok.\n\r",ch);
    return;
}

void do_recharge( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_INPUT_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *qobj;
    int count = 0;
    int value = 1;
    int chance = 0;

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

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch );
	return;
    }

    if ( (obj = get_obj_carry(ch,arg1)) == NULL )
    {
	send_to_char( "You are not carrying that object.\n\r", ch );
	return;
    }

    if (obj->item_type != ITEM_QUESTCARD)
    {
	send_to_char( "That is not a quest card.\n\r", ch );
	return;
    }

    if ( (qobj = get_obj_here(ch,arg2)) == NULL )
    {
	send_to_char( "There is nothing for you to recharge it with.\n\r", ch );
	return;
    }

    if (qobj->item_type != ITEM_QUESTMACHINE)
    {
	send_to_char( "That is not a quest machine.\n\r", ch );
	return;
    }

    if (obj->value[0] == -1) count += 1;
    if (obj->value[1] == -1) count += 1;
    if (obj->value[2] == -1) count += 1;
    if (obj->value[3] == -1) count += 1;
    if (count == 4) quest_object( ch, obj );
    else
    {
	send_to_char( "You have not yet completed the current quest.\n\r", ch );
	return;
    }
    chance = number_percent( );
    act("{nYou place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR);
    act("{n$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM);
    if( chance < 20 || IS_SET( sysdata.world, WORLD_DOUBLEXP ) )
    {
	act( "{n$P begins to glow {Bblue{n.{x",ch,obj,qobj,TO_CHAR);
	act( "{n$P begins to glow {Bblue{n.{x",ch,obj,qobj,TO_ROOM);
	chance = 1;
    }
    act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR);
    act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM);
    value = obj->level;
    if (value < 1) 
	value = 1; 
    else if (value > 500 ) 
	value = 500;
    if( chance < 20 )
	value *= 2;

    obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);
    obj->value[0] = value;
    obj->level = value;
    obj->cost = value*1000;
    obj->item_type = ITEM_QUEST;
    obj_to_char(obj,ch);
    if (obj->questmaker != NULL) 
	free_string(obj->questmaker);
    obj->questmaker = str_dup(ch->name);
    free_string( obj->name );
    obj->name = str_dup( "quest token" );
    free_string( obj->short_descr );
    sprintf(buf,"a %d point quest token",value);
    obj->short_descr = str_dup( buf );
    free_string( obj->description );
    sprintf(buf,"A %d point quest token lies on the floor.",value);
    obj->description = str_dup( buf );
    act("You take $p from $P.",ch,obj,qobj,TO_CHAR);
    act("$n takes $p from $P.",ch,obj,qobj,TO_ROOM);
    if (!IS_NPC(ch))
    {
	ch->pcdata->score[SCORE_NUM_QUEST]++;
	ch->pcdata->score[SCORE_QUEST] += value;
	sprintf(buf,"%s has completed a quest!.",ch->name);
    }
    else sprintf(buf,"%s has completed a quest!.",ch->short_descr);
    buf[0] = UPPER(buf[0]);
    do_autosave(ch,"");
    return;
}

void quest_object( CHAR_DATA *ch, OBJ_DATA *obj )
{
extern const int maxQuestItem;
extern const sh_int quest_selection[];

    int object;
    if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return;

    object = number_range(1, maxQuestItem );
    if (object < 1 || object > maxQuestItem ) object = 0;
    obj->value[0] = quest_selection[object];

    object = number_range(1, maxQuestItem );
    if (object < 1 || object > maxQuestItem ) object = 0;
    obj->value[1] = quest_selection[object];

    object = number_range(1, maxQuestItem );
    if (object < 1 || object > maxQuestItem ) object = 0;
    obj->value[2] = quest_selection[object];

    object = number_range(1, maxQuestItem );
    if (object < 1 || object > maxQuestItem ) object = 0;
    obj->value[3] = quest_selection[object];

    return;
}

void do_complete( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *qobj;
    OBJ_DATA *obj;
    OBJ_INDEX_DATA *pObjIndex;
    int count = 0;
    int count2 = 0;

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

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Syntax: complete <quest card> <object>\n\r", ch );
	return;
    }

    if ( (qobj = get_obj_carry(ch,arg1)) == NULL )
    {
	send_to_char( "You are not carrying that object.\n\r", ch );
	return;
    }
    else if (qobj->item_type != ITEM_QUESTCARD)
    {
	send_to_char( "That is not a quest card.\n\r", ch );
	return;
    }
    if (qobj->value[0] == -1) count += 1;
    if (qobj->value[1] == -1) count += 1;
    if (qobj->value[2] == -1) count += 1;
    if (qobj->value[3] == -1) count += 1;

    if ( arg2[0] == '\0' )
    {
	if (count == 4)
	{
	    send_to_char("{nThis quest card has been completed.{x\n\r",ch);
	    return;
	}
	send_to_char("{CYou still need to find the following:\n\r",ch);
	if (qobj->value[0] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[0] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[0] = -1;
	}
	if (qobj->value[1] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[1] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[1] = -1;
	}
	if (qobj->value[2] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[2] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[2] = -1;
	}
	if (qobj->value[3] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[3] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[3] = -1;
	}
	return;
    }

    if (count == 4)
    {
	act( "But $p has already been completed!",ch,qobj,NULL,TO_CHAR );
	return;
    }

    if ( (obj = get_obj_carry(ch,arg2)) == NULL )
    {
	send_to_char( "You are not carrying that object.\n\r", ch );
	return;
    }

    if (IS_SET(obj->extra_flags, ITEM_VANISH))
    {
        send_to_char("You cannot use that item.\n\r",ch);
	return;
    }
    if (obj->pIndexData->vnum == 30037 || obj->pIndexData->vnum == 30041)
    {
	send_to_char( "That item has lost its quest value, you must collect a new one.\n\r", ch );
	return;
    }
    if (qobj->value[0] != -1 )
    {
	pObjIndex = get_obj_index( qobj->value[0] );
	if( qobj->value[0] == obj->pIndexData->vnum 
	  || (pObjIndex && !str_cmp( pObjIndex->short_descr, obj->short_descr) ) )
   	   qobj->value[0] = -1;
    }
    if (qobj->value[1] != -1 )
    {
	pObjIndex = get_obj_index( qobj->value[1] );
	if( qobj->value[1] == obj->pIndexData->vnum 
	 || (pObjIndex && !str_cmp( pObjIndex->short_descr, obj->short_descr) ) )
 	   qobj->value[1] = -1;
    }
    if (qobj->value[2] != -1 )
    {
	pObjIndex = get_obj_index( qobj->value[2] );
	if( qobj->value[2] == obj->pIndexData->vnum 
           || (pObjIndex && !str_cmp( pObjIndex->short_descr, obj->short_descr) ) )
	qobj->value[2] = -1;
    }
    if (qobj->value[3] != -1 )
    {
	pObjIndex = get_obj_index( qobj->value[3] );       
	if( qobj->value[3] == obj->pIndexData->vnum 
	   || (pObjIndex && !str_cmp(pObjIndex->short_descr,obj->short_descr) ) )
	qobj->value[3] = -1;
    }
    if (qobj->value[0] == -1) count2 += 1;
    if (qobj->value[1] == -1) count2 += 1;
    if (qobj->value[2] == -1) count2 += 1;
    if (qobj->value[3] == -1) count2 += 1;
    if (count == count2)
    {
	send_to_char( "That item is not required.\n\r", ch );
	return;
    }

    act("{nYou touch $p to $P, and $p vanishes!{x",ch,obj,qobj,TO_CHAR);
    act("{n$n touches $p to $P, and $p vanishes!{x",ch,obj,qobj,TO_ROOM);
    obj_from_char(obj);
    extract_obj(obj);
    if (count >= 3) 
    {
        act("{n$p has been completed!",ch,qobj,NULL,TO_CHAR);
        return;
    }
    else if (count == 2) 
        act("{C$p now requires one more object!",ch,qobj,NULL,TO_CHAR);
    else if (count == 1) 
        act("{C$p now requires two more objects!",ch,qobj,NULL,TO_CHAR);
    else if (count == 0)
        act("{C$p now requires three more objects!",ch,qobj,NULL,TO_CHAR);

    send_to_char("{CYou still need to find the following:\n\r",ch);
    if (qobj->value[0] != -1)
    {
	pObjIndex = get_obj_index( qobj->value[0] );
	if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[0] = -1;
	}
	if (qobj->value[1] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[1] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[1] = -1;
	}
	if (qobj->value[2] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[2] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[2] = -1;
	}
	if (qobj->value[3] != -1)
	{
	    pObjIndex = get_obj_index( qobj->value[3] );
	    if ( pObjIndex != NULL )
	    {
		sprintf(buf,"{c     %s.\n\r",pObjIndex->short_descr);
		buf[5] = UPPER(buf[5]);
		send_to_char(buf,ch);
	    }
	    else qobj->value[3] = -1;
	}

    return;
}


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

    one_argument(argument,arg);

    if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
    {
	sheath(ch,TRUE );
	sheath(ch,FALSE);
    }
    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE);
    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE );
    else send_to_char("Which hand, left or right?\n\r",ch);
    return;
}

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

    one_argument(argument,arg);

    if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN))
    {
	send_to_char("Not in this form.\n\r",ch);
	return;
    }
    if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
    else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
    {
	draw(ch,TRUE );
	draw(ch,FALSE);
    }
    else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) draw(ch,FALSE);
    else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) draw(ch,TRUE );
    else send_to_char("Which hand, left or right?\n\r",ch);
    return;
}

void sheath( CHAR_DATA *ch, bool right )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    int scabbard;

    if (right)
    {
	scabbard = WEAR_SCABBARD_R;
	if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL )
	{
	    send_to_char("You are not holding anything in your right hand.\n\r",ch);
	    return;
	}
	else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
	{
	    act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);
	    return;
	}
    	act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);
    	act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);
    }
    else
    {
	scabbard = WEAR_SCABBARD_L;
	if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL )
	{
	    send_to_char("You are not holding anything in your left hand.\n\r",ch);
	    return;
	}
	else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
	{
	    act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);
	    return;
	}
    	act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);
    	act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);
    }
    if (obj->item_type != ITEM_WEAPON)
    {
	act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
	return;
    }
    unequip_char(ch,obj);
    obj->wear_loc = scabbard;
    return;
}

void draw( CHAR_DATA *ch, bool right )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    int scabbard;
    int worn;
    if (right)
    {
	scabbard = WEAR_SCABBARD_R;
	worn = WEAR_WIELD;
	if ( (obj = get_eq_char(ch,scabbard)) == NULL )
	{
	    send_to_char("Your right scabbard is empty.\n\r",ch);
	    return;
	}
	else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL)
	{
	    act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);
	    return;
	}
    	act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);
    	act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);
    }
    else
    {
	scabbard = WEAR_SCABBARD_L;
	worn = WEAR_HOLD;
	if ( (obj = get_eq_char(ch,scabbard)) == NULL )
	{
	    send_to_char("Your left scabbard is empty.\n\r",ch);
	    return;
	}
	else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL)
	{
	    act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);
	    return;
	}
    	act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);
    	act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);
    }
    obj->wear_loc = -1;
    equip_char(ch,obj,worn);
    return;
}

void do_special( CHAR_DATA *ch, char *argument )
{
    char bname[MAX_INPUT_LENGTH];
    char bshort[MAX_INPUT_LENGTH];
    char blong[MAX_INPUT_LENGTH];
    char *kav;
    int dice = number_range(1,3);
    OBJ_DATA *obj;

    obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);

    kav = special_item_name( obj );

    switch ( dice )
    {
    default:
	sprintf(bname,"%s ring", kav);
	sprintf(bshort,"a %s ring", kav);
	sprintf(blong,"A %s ring lies here.", kav);
	obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;
	break;
    case 1:
	sprintf(bname,"%s ring", kav);
	sprintf(bshort,"a %s ring", kav);
	sprintf(blong,"A %s ring lies here.", kav);
	obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;
	break;
    case 2:
	sprintf(bname,"%s necklace", kav);
	sprintf(bshort,"a %s necklace", kav);
	sprintf(blong,"A %s necklace lies here.", kav);
	obj->wear_flags = ITEM_WEAR_NECK + ITEM_TAKE;
	break;
    case 3:
	sprintf(bname,"%s plate", kav);
	sprintf(bshort,"a suit of %s platemail", kav);
	sprintf(blong,"A suit of %s platemail lies here.", kav);
	obj->wear_flags = ITEM_WEAR_BODY + ITEM_TAKE;
	break;
    }

    if (obj->wear_flags == 513 || obj->wear_flags == 8193 || 
	obj->wear_flags == 16385)
    {
	obj->item_type = ITEM_WEAPON;
    	obj->value[1] = 10;
    	obj->value[2] = 20;
    	obj->value[3] = number_range(1,12);
    }
    else
    {
	obj->item_type = ITEM_ARMOR;
    	obj->value[0] = 15;
    }

    obj->level = 50;
    obj->cost = 100000;

    if (obj->questmaker != NULL) free_string(obj->questmaker);
    obj->questmaker = str_dup(ch->name);

    free_string( obj->name );
    obj->name = str_dup( bname );

    free_string( obj->short_descr );
    obj->short_descr = str_dup( bshort );

    free_string( obj->description );
    obj->description = str_dup( blong );

    obj_to_char(obj,ch);
    return;
}

char *special_item_name( OBJ_DATA *obj )
{
    static char buf[MAX_INPUT_LENGTH];
    int dice = number_range(1,4);
    switch ( dice )
    {
    default:
	strcpy(buf,"golden");
	break;
    case 1:
	strcpy(buf,"golden");
	break;
    case 2:
	strcpy(buf,"silver");
	break;
    case 3:
	strcpy(buf,"brass");
	break;
    case 4:
	strcpy(buf,"copper");
	break;
    }
    return buf;
}

void do_junk( ch, argument ) CHAR_DATA *ch; char *argument;
{
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found;
    int expgain;

    argument = one_argument( argument, arg );

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



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

    if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
	 obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
	 obj->item_type == ITEM_QUESTCARD || IS_SET(obj->quest, QUEST_ARTIFACT) ||
	( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
    {
	act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
	return;
    }
    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
	obj->chobj->pcdata->obj_vnum != 0)
    {
	act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
	return;
    }

    expgain = obj->cost / 100;
    if (expgain < 1)
	expgain = 1;
    if (expgain > 50)
	expgain = 50;
    ch->exp += expgain;
   if( ch->exp < 0 )
        ch->exp = 2136627076;
    sprintf( buf,"You drain %d exp of energy from $p.", expgain );

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

        obj_from_char( obj );
        ch->exp += expgain;
   if( ch->exp < 0 )
        ch->exp = 2136627076;
        act( "$n junks $p.", ch, obj, NULL, TO_ROOM );
        act( buf, ch, obj, NULL, TO_CHAR );
        extract_obj(obj);
    }
    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;
    if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
	 obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
	 obj->item_type == ITEM_QUESTCARD || IS_SET(obj->quest, QUEST_ARTIFACT) ||
	( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
    {
	act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
	return;
    }
    else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
	obj->chobj->pcdata->obj_vnum != 0)
    {
	act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
	return;
    }

    expgain = obj->cost / 100;
    if (expgain < 1)
	expgain = 1;
    if (expgain > 50)
	expgain = 50;
    ch->exp += expgain;
   if( ch->exp < 0 )
        ch->exp = 2136627076;
    sprintf( buf,"You drain %d exp of energy from $p.", expgain );

                obj_from_char( obj );
                act( "$n junks $p.", ch, obj, NULL, TO_ROOM );
                act( buf, 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;
}