Eldhamud_2.5.83/clans/
Eldhamud_2.5.83/classes/
Eldhamud_2.5.83/doc/
Eldhamud_2.5.83/doc/DIKU/
Eldhamud_2.5.83/doc/MERC/
Eldhamud_2.5.83/doc/mudprogs/
Eldhamud_2.5.83/houses/
/****************************************************************************
 *   Eldhamud Codebase V2.2        *
 * ------------------------------------------------------------------------ *
 *          EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi)            *
 * ------------------------------------------------------------------------ *
 * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag,        *
 * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,        *
 * Grishnakh, Fireblade, and Nivek.                                         *
 *                                                                          *
 * Original MERC 2.1 code by Hatchet, Furey, and Kahn.                      *
 *                                                                          *
 * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,      *
 * Michael Seifert, and Sebastian Hammer.                                   *
 * ------------------------------------------------------------------------ *
 *      Object manipulation module       *
 ****************************************************************************/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"
#include "./Headers/bet.h"
/*double sqrt( double x );*/
/*
 * External functions
 */
void do_token_redeem ( CHAR_DATA * ch, OBJ_DATA * obj );
/*
 * Local functions.
 */
void get_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) );
bool remove_obj args ( ( CHAR_DATA * ch, int iWear, bool fReplace ) );
void wear_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, short wear_bit ) );
char *get_chance_verb args ( ( OBJ_DATA * obj ) );
char *get_ed_number args ( ( OBJ_DATA * obj, int number ) );
OBJ_DATA *recursive_note_find args ( ( OBJ_DATA * obj, char *argument ) );
/*
 * how resistant an object is to damage    -Thoric
 */
short get_obj_resistance ( OBJ_DATA * obj )
{
	short resist;
	resist = number_fuzzy ( MAX_ITEM_IMPACT );
	/*
	 * magical items are more resistant
	 */

	if ( IS_OBJ_STAT ( obj, ITEM_MAGIC ) )
		resist += number_fuzzy ( 12 );

	/*
	 * metal objects are definately stronger
	 */
	if ( IS_OBJ_STAT ( obj, ITEM_METAL ) )
		resist += number_fuzzy ( 5 );

	/*
	 * organic objects are most likely weaker
	 */
	if ( IS_OBJ_STAT ( obj, ITEM_ORGANIC ) )
		resist -= number_fuzzy ( 5 );

	/*
	 * blessed objects should have a little bonus
	 */
	if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
		resist += number_fuzzy ( 5 );

	/*
	 * lets make store inventory pretty tough
	 */
	if ( IS_OBJ_STAT ( obj, ITEM_INVENTORY ) )
		resist += 20;

	/*
	 * okay... let's add some bonus/penalty for item level...
	 */
	resist += ( obj->level / 5 );

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

	return URANGE ( 10, resist, 99 );
}

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

	if ( !CAN_WEAR ( obj, ITEM_TAKE ) && ( ch->level < 31 ) )
	{
		send_to_char ( "You can't take that.\r\n", ch );
		return;
	}

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

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

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

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

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

	if ( container )
	{
		if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
		{
			act ( AT_ACTION, "You remove $p from $P", ch, obj, container, TO_CHAR );
			act ( AT_ACTION, "$n removes $p from $P", ch, obj, container, TO_ROOM );
		}
		else
		{
			act ( AT_ACTION, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "You get $p from beneath $P." : "You get $p from $P", ch, obj, container, TO_CHAR );
			act ( AT_ACTION, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "$n gets $p from beneath $P." : "$n gets $p from $P", ch, obj, container, TO_ROOM );
		}

		if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE ) && !IS_NPC ( ch ) && str_cmp ( container->name + 7, ch->name ) )
			container->value[5]++;

		obj_from_obj ( obj );
	}
	else
	{
		act ( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR );
		act ( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM );
		obj_from_room ( obj );
		if ( obj->timer > 0 )
		{
			obj->timer = 0;
		}
	}

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

	if ( char_died ( ch ) )
		return;

	if ( obj->item_type == ITEM_MONEY )
	{
		amt = obj->value[0];
		ch->gold += amt;
		extract_obj ( obj );
	}
	else
	{
		obj = obj_to_char ( obj, ch );
	}

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

	oprog_get_trigger ( ch, obj );

	return;
}

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

	if ( is_number ( arg1 ) )
	{
		number = atoi ( arg1 );

		if ( number < 1 )
		{
			send_to_char ( "That was easy...\r\n", ch );
			return;
		}

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

		argument = one_argument ( argument, arg1 );
	}
	else
		number = 0;


	argument = one_argument ( argument, arg2 );

	/*
	 * munch optional words
	 */
	if ( !str_cmp ( arg2, "from" ) && argument[0] != STRING_NULL )
		argument = one_argument ( argument, arg2 );

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

	if ( arg2[0] == STRING_NULL )
	{
		if ( number <= 1 && str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
		{
			/*
			 * 'get obj'
			 */
			obj = get_obj_list ( ch, arg1, ch->in_room->first_content );

			if ( !obj )
			{
				act ( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR );
				return;
			}

			separate_obj ( obj );

			get_obj ( ch, obj, NULL );

			if ( char_died ( ch ) )
				return;

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

			if ( IS_SET ( sysdata.save_flags, SV_GET ) )
				save_char_obj ( ch );
		}
		else
		{
			short cnt = 0;
			bool fAll;
			char *chk;

			if ( xIS_SET ( ch->in_room->room_flags, ROOM_DONATION ) )
			{
				send_to_char ( "The gods frown upon such a display of greed!\r\n", ch );
				return;
			}

			if ( !str_cmp ( arg1, "all" ) )
				fAll = TRUE;
			else
				fAll = FALSE;

			if ( number > 1 )
				chk = arg1;
			else
				chk = &arg1[4];

			/*
			 * 'get all' or 'get all.obj'
			 */
			found = FALSE;

			for ( obj = ch->in_room->last_content; obj; obj = obj_next )
			{
				obj_next = obj->prev_content;

				if ( ( fAll || nifty_is_name ( chk, obj->name ) ) && can_see_obj ( ch, obj ) )
				{
					if ( IS_OBJ_STAT ( obj, ITEM_ONMAP ) )
					{
						if ( ch->map != obj->map || ch->x != obj->x || ch->y != obj->y )
						{
							found = FALSE;
							continue;
						}
					}

					found = TRUE;

					if ( number && ( cnt + obj->count ) > number )
						split_obj ( obj, number - cnt );

					cnt += obj->count;

					get_obj ( ch, obj, NULL );

					if ( char_died ( ch ) || ch->carry_number >= can_carry_n ( ch )
					        || ch->carry_weight >= can_carry_w ( ch )
					        || ( number && cnt >= number ) )
					{
						if ( IS_SET ( sysdata.save_flags, SV_GET ) && !char_died ( ch ) )
							save_char_obj ( ch );

						return;
					}
				}
			}

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

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

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

		switch ( container->item_type )
		{

			default:

				if ( !IS_OBJ_STAT ( container, ITEM_COVERING ) )
				{
					send_to_char ( "That's not a container.\r\n", ch );
					return;
				}

				if ( ch->carry_weight + container->weight > can_carry_w ( ch ) )
				{
					send_to_char ( "It's too heavy for you to lift.\r\n", ch );
					return;
				}

				break;

			case ITEM_CONTAINER:

			case ITEM_CORPSE_NPC:

			case ITEM_KEYRING:

			case ITEM_QUIVER:
				break;

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

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

				pd = container->short_descr;

				pd = one_argument ( pd, name );
				pd = one_argument ( pd, name );
				pd = one_argument ( pd, name );
				pd = one_argument ( pd, name );

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

				/*
				 * Killer/owner loot only if die to pkill blow --Blod
				 */
				/*
				 * Added check for immortal so IMMS can get things out of
				 * * corpses --Shaddai
				 */
				if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE )
				        && !IS_NPC ( ch ) && !IS_IMMORTAL ( ch )
				        && container->action_desc[0] != STRING_NULL && str_cmp ( name, ch->name ) && str_cmp ( container->action_desc, ch->name ) )
				{
					send_to_char ( "You did not inflict the death blow upon this corpse.\r\n", ch );
					return;
				}

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

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

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

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

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

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

		if ( number <= 1 && str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
		{
			/*
			 * 'get obj container'
			 */
			obj = get_obj_list ( ch, arg1, container->first_content );

			if ( !obj )
			{
				act ( AT_PLAIN, IS_OBJ_STAT ( container, ITEM_COVERING ) ?
				      "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
				return;
			}

			separate_obj ( obj );
			get_obj ( ch, obj, container );
			
			if ( char_died ( ch ) )
				return;

			if ( IS_SET ( sysdata.save_flags, SV_GET ) )
				save_char_obj ( ch );
		}
		else
		{
			int cnt = 0;
			bool fAll;
			char *chk;
			/*
			 * 'get all container' or 'get all.obj container'
			 */

			if ( IS_OBJ_STAT ( container, ITEM_DONATION ) )
			{
				send_to_char ( "The gods frown upon such an act of greed!\r\n", ch );
				return;
			}

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

			if ( !str_cmp ( arg1, "all" ) )
				fAll = TRUE;
			else
				fAll = FALSE;

			if ( number > 1 )
				chk = arg1;
			else
				chk = &arg1[4];

			found = FALSE;

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

				if ( ( fAll || nifty_is_name ( chk, obj->name ) ) && can_see_obj ( ch, obj ) )
				{
					found = TRUE;

					if ( number && ( cnt + obj->count ) > number )
						split_obj ( obj, number - cnt );

					cnt += obj->count;

					get_obj ( ch, obj, container );

					if ( char_died ( ch ) || ch->carry_number >= can_carry_n ( ch ) || ch->carry_weight >= can_carry_w ( ch ) || ( number && cnt >= number ) )
					{
						if ( found && IS_SET ( sysdata.save_flags, SV_GET ) )
							save_char_obj ( ch );

						return;
					}
				}
			}

			if ( !found )
			{
				if ( fAll )
				{
					if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
						act ( AT_PLAIN, "The $T holds no keys.", ch, NULL, arg2, TO_CHAR );
					else
						act ( AT_PLAIN, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "I see nothing beneath the $T." : "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR );
				}
				else
				{
					if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
						act ( AT_PLAIN, "The $T does not hold that key.", ch, NULL, arg2, TO_CHAR );
					else
						act ( AT_PLAIN, IS_OBJ_STAT ( container, ITEM_COVERING ) ?
						      "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
				}
			}
			
			if ( char_died ( ch ) )
				return;

			if ( found && IS_SET ( sysdata.save_flags, SV_GET ) )
				save_char_obj ( ch );
		}
	}

	return;
}

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

	if ( is_number ( arg1 ) )
	{
		number = atoi ( arg1 );

		if ( number < 1 )
		{
			send_to_char ( "That was easy...\r\n", ch );
			return;
		}

		argument = one_argument ( argument, arg1 );
	}
	else
		number = 0;

	argument = one_argument ( argument, arg2 );

	/*
	 * munch optional words
	 */
	if ( ( !str_cmp ( arg2, "into" ) || !str_cmp ( arg2, "inside" )
	        || !str_cmp ( arg2, "in" ) || !str_cmp ( arg2, "under" ) || !str_cmp ( arg2, "onto" ) || !str_cmp ( arg2, "on" ) ) && argument[0] != STRING_NULL )
		argument = one_argument ( argument, arg2 );

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

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

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

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

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

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

	if ( number <= 1 && str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
	{
		/*
		 * 'put obj container'
		 */
		if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
		{
			send_to_char ( "You do not have that item.\r\n", ch );
			return;
		}

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

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

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

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

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

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

		separate_obj ( obj );

		separate_obj ( container );
		obj_from_char ( obj );
		obj = obj_to_obj ( obj, container );
		
		if ( char_died ( ch ) )
			return;

		count = obj->count;

		obj->count = 1;

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

		obj->count = count;

		if ( save_char )
			save_char_obj ( ch );

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

		if ( !str_cmp ( arg1, "all" ) )
			fAll = TRUE;
		else
			fAll = FALSE;

		if ( number > 1 )
			chk = arg1;
		else
			chk = &arg1[4];

		separate_obj ( container );

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

			if ( ( fAll || nifty_is_name ( chk, obj->name ) )
			        && can_see_obj ( ch, obj )
			        && obj->wear_loc == WEAR_NONE
			        && obj != container
			        && can_drop_obj ( ch, obj )
			        && ( container->item_type != ITEM_KEYRING || obj->item_type == ITEM_KEY )
			        && ( container->item_type != ITEM_QUIVER || obj->item_type == ITEM_PROJECTILE ) && get_obj_weight ( obj ) + get_obj_weight ( container ) <= container->value[0] )
			{
				if ( number && ( cnt + obj->count ) > number )
					split_obj ( obj, number - cnt );

				cnt += obj->count;

				obj_from_char ( obj );

				if ( container->item_type == ITEM_KEYRING )
				{
					act ( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
					act ( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
				}
				else
				{
					act ( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM );
					act ( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR );
				}

				obj = obj_to_obj ( obj, container );

				found = TRUE;
				
				if ( char_died ( ch ) )
					return;

				if ( number && cnt >= number )
					break;
			}
		}

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

			return;
		}

		if ( save_char )
			save_char_obj ( ch );

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

	return;
}

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

	if ( is_number ( arg ) )
	{
		number = atoi ( arg );

		if ( number < 1 )
		{
			send_to_char ( "That was easy...\r\n", ch );
			return;
		}

		argument = one_argument ( argument, arg );
	}
	else
		number = 0;

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

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

	if ( xIS_SET ( ch->in_room->room_flags, ROOM_NODROP ) && ch != supermob )
	{
		set_char_color ( AT_MAGIC, ch );
		send_to_char ( "A magical force stops you!\r\n", ch );
		set_char_color ( AT_TELL, ch );
		send_to_char ( "Someone tells you, 'No littering here!'\r\n", ch );
		return;
	}

	if ( number > 0 )
	{
		/*
		 * 'drop NNNN coins'
		 */
		if ( !str_cmp ( arg, "coins" ) || !str_cmp ( arg, "coin" ) )
		{
			if ( ch->gold < number )
			{
				send_to_char ( "You haven't got that many coins.\r\n", ch );
				return;
			}

			ch->gold -= number;

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

				switch ( obj->pIndexData->vnum )
				{

					case OBJ_VNUM_MONEY_ONE:
						number += 1;
						extract_obj ( obj );
						break;

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

			act ( AT_ACTION, "$n drops some gold.", ch, NULL, NULL, TO_ROOM );

			obj_to_room ( create_money ( number ), ch->in_room, ch );
			save_house_by_vnum ( ch->in_room->vnum ); /* House Object Saving */
			send_to_char ( "You let the gold slip from your hand.\r\n", ch );

			if ( IS_SET ( sysdata.save_flags, SV_DROP ) )
				save_char_obj ( ch );

			return;
		}
	}

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

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

		separate_obj ( obj );

		act ( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
		act ( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
		obj_from_char ( obj );
		obj = obj_to_room ( obj, ch->in_room, ch );
		oprog_drop_trigger ( ch, obj );  /* mudprogs */

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

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

		if ( !str_cmp ( arg, "all" ) )
			fAll = TRUE;
		else
			fAll = FALSE;

		if ( number > 1 )
			chk = arg;
		else
			chk = &arg[4];

		/*
		 * 'drop all' or 'drop all.obj'
		 */
		if ( xIS_SET ( ch->in_room->room_flags, ROOM_NODROPALL ) || xIS_SET ( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
		{
			send_to_char ( "You can't seem to do that here...\r\n", ch );
			return;
		}

		found = FALSE;

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

			if ( ( fAll || nifty_is_name ( chk, obj->name ) ) && can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj ( ch, obj ) )
			{
				found = TRUE;

				if ( HAS_PROG ( obj->pIndexData, DROP_PROG ) && obj->count > 1 )
				{
					++cnt;
					separate_obj ( obj );
					obj_from_char ( obj );

					if ( !obj_next )
						obj_next = ch->first_carrying;
				}
				else
				{
					if ( number && ( cnt + obj->count ) > number )
						split_obj ( obj, number - cnt );

					cnt += obj->count;

					obj_from_char ( obj );
				}

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

				act ( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
				obj = obj_to_room ( obj, ch->in_room, ch );
				oprog_drop_trigger ( ch, obj );  /* mudprogs */

				if ( char_died ( ch ) )
					return;

				if ( number && cnt >= number )
					break;
			}
		}

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

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

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

	return;
}

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

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

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

		argument = one_argument ( argument, arg2 );

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

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

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

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

		ch->gold -= amount;

		victim->gold += amount;
		strcpy ( buf, "$n gives you " );
		strcat ( buf, arg1 );
		strcat ( buf, ( amount > 1 ) ? " coins." : " coin." );
		act ( AT_ACTION, buf, ch, NULL, victim, TO_VICT );
		act ( AT_ACTION, "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
		act ( AT_ACTION, "You give $N some gold.", ch, NULL, victim, TO_CHAR );
		mprog_bribe_trigger ( victim, ch, amount );

		if ( IS_SET ( sysdata.save_flags, SV_GIVE ) && !char_died ( ch ) )
			save_char_obj ( ch );

		if ( IS_SET ( sysdata.save_flags, SV_RECEIVE ) && !char_died ( victim ) )
			save_char_obj ( victim );

		return;
	}

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

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

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

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

	if ( obj->item_type == ITEM_QUESTTOKEN )
	{
		if ( !str_prefix ( "all.", arg1 ) )
		{
			send_to_char ( "You cannot give all.token, this is to stop a crash, will fix it soon as possible\r\n", ch );
			return;
		}

		for ( questman = ch->in_room->first_person; questman != NULL; questman = questman->next_in_room )
			if ( IS_NPC ( questman ) && xIS_SET ( questman->act, ACT_QUESTMASTER ) )
				break;

		if ( questman )
		{
			if ( ( victim = get_char_room ( ch, arg2 ) ) == questman )
			{
				separate_obj ( obj );
				obj_from_char ( obj );
				act ( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
				act ( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT );
				act ( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR );
				obj = obj_to_char ( obj, victim );
				mprog_give_trigger ( victim, ch, obj );

				if ( IS_SET ( sysdata.save_flags, SV_GIVE ) && !char_died ( ch ) )
					save_char_obj ( ch );

				if ( IS_SET ( sysdata.save_flags, SV_RECEIVE ) && !char_died ( victim ) )
					save_char_obj ( victim );

				do_token_redeem ( ch, obj );

				return;
			}
		}
	}

	if ( victim->carry_number + ( get_obj_number ( obj ) / obj->count ) > can_carry_n ( victim ) )
	{
		act ( AT_PLAIN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
		obj->timer = 1;
		return;
	}

	if ( victim->carry_weight + ( get_obj_weight ( obj ) / obj->count ) > can_carry_w ( victim ) )
	{
		act ( AT_PLAIN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
		obj->timer = 1;
		return;
	}

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

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

	separate_obj ( obj );

	obj_from_char ( obj );
	act ( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
	act ( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT );
	act ( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR );
	obj = obj_to_char ( obj, victim );
	mprog_give_trigger ( victim, ch, obj );

	if ( IS_SET ( sysdata.save_flags, SV_GIVE ) && !char_died ( ch ) )
		save_char_obj ( ch );

	if ( IS_SET ( sysdata.save_flags, SV_RECEIVE ) && !char_died ( victim ) )
		save_char_obj ( victim );

	return;
}

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

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

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

	if ( obj_extracted ( obj ) )
		return global_objcode;

	switch ( obj->item_type )
	{

		default:
			make_scraps ( obj );
			objcode = rOBJ_SCRAPPED;
			break;

		case ITEM_CONTAINER:

			if ( --obj->value[3] <= 0 )
			{
				if ( !in_arena ( ch ) )
				{
					make_scraps ( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
					obj->value[3] = 1;
			}

		case ITEM_SHOVEL:

		case ITEM_KEYRING:

		case ITEM_QUIVER:

			if ( --obj->value[3] <= 0 )
			{
				if ( !in_arena ( ch ) )
				{
					make_scraps ( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
					obj->value[3] = 1;
			}

			break;

		case ITEM_LIGHT:

			if ( --obj->value[0] <= 0 )
			{
				if ( !in_arena ( ch ) )
				{
					make_scraps ( obj );
					objcode = rOBJ_SCRAPPED;
				}
				else
					obj->value[0] = 1;
			}

			break;

		case ITEM_ARMOR:
			random_number = number_range ( 0, 4 );

			if ( random_number == 1 )
			{
				if ( --obj->value[3] <= 0 )
				{
					make_scraps ( obj );
					objcode = rOBJ_SCRAPPED;
				}
			}

			break;

		case ITEM_WEAPON:
			random_number = number_range ( 0, 4 );

			if ( random_number == 1 )
			{
				if ( --obj->value[0] <= 0 )
				{
					make_scraps ( obj );
					objcode = rOBJ_SCRAPPED;
				}

				break;
			}
	}

	if ( ch != NULL )
		save_char_obj ( ch ); /* Stop scrap duping - Samson 1-2-00 */

	return objcode;
}

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

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

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

	if ( !fReplace )
		return FALSE;

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

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

	unequip_char ( ch, obj );

	act ( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM );

	act ( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR );

	oprog_remove_trigger ( ch, obj );

	return TRUE;
}

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

/*
* Check for the ability to dual-wield under all conditions.  -Orion
*
* Original version by Thoric.
*/
bool can_dual ( CHAR_DATA * ch )
{
	/*
	 * We must assume that when they come in, they are NOT wielding something. We
	 * take care of the actual value later. -Orion
	 */
	bool wielding[2], alreadyWielding = FALSE;
	wielding[0] = FALSE;
	wielding[1] = FALSE;
	/*
	 * If they don't have the ability to dual-wield, why should we allow them to
	 * do so? -Orion
	 */

	if ( !could_dual ( ch ) )
		return FALSE;

	/*
	 * Get that true wielding value I mentioned earlier. If they're wielding and
	 * missile wielding, we can simply return FALSE. If not, set the values. -Orion
	 */
	if ( get_eq_char ( ch, WEAR_WIELD ) && get_eq_char ( ch, WEAR_MISSILE_WIELD ) )
	{
		send_to_char ( "You are already wielding two weapons... grow some more arms!\r\n", ch );
		return FALSE;
	}
	else
	{
		/*
		 * Wield position. -Orion
		 */
		wielding[0] = get_eq_char ( ch, WEAR_WIELD ) ? TRUE : FALSE;
		/*
		 * Missile wield position. -Orion
		 */
		wielding[1] = get_eq_char ( ch, WEAR_MISSILE_WIELD ) ? TRUE : FALSE;
	}

	/*
	 * Save some extra typing farther down. -Orion
	 */
	if ( wielding[0] || wielding[1] )
		alreadyWielding = TRUE;

	/*
	 * If wielding and dual wielding, then they can't wear another weapon. Return
	 * FALSE. We can assume that dual wield will not be full if there is no wield
	 * slot already filled. -Orion
	 */
	if ( wielding[0] && get_eq_char ( ch, WEAR_DUAL_WIELD ) )
	{
		send_to_char ( "You are already wielding two weapons... grow some more arms!\r\n", ch );
		return FALSE;
	}

	/*
	 * If wielding or missile wielding and holding a shield, then we can return
	 * FALSE. -Orion
	 */
	if ( alreadyWielding && get_eq_char ( ch, WEAR_SHIELD ) )
	{
		send_to_char ( "You cannot dual wield, you're already holding a shield!\r\n", ch );
		return FALSE;
	}

	/*
	 * If wielding or missile wielding and holding something, then we can return
	 * FALSE. -Orion
	 */
	if ( alreadyWielding && get_eq_char ( ch, WEAR_HOLD ) )
	{
		send_to_char ( "You cannot hold another weapon, you're already holding something in that hand!\r\n", ch );
		return FALSE;
	}

	return TRUE;
}

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

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

	if ( ( bitlayers && !objlayers ) || bitlayers > objlayers )
		return FALSE;

	if ( !bitlayers || ( ( bitlayers & ~objlayers ) == bitlayers ) )
		return TRUE;

	return FALSE;
}

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

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

/*	if ( !IS_IMMORTAL ( ch )
	        && ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_DEATH ) && ( ch->Class == CLASS_WU_JEN || ch->Class == CLASS_KENSEI ) )
	             || ( IS_OBJ_STAT ( obj, ITEM_ANTI_LIFE ) && ( ch->Class == CLASS_BUSHI || ch->Class == CLASS_SHUGENJA ) )
	             || ( IS_OBJ_STAT ( obj, ITEM_ANTI_DECAY ) && ( ch->Class == CLASS_HENSHIN || ch->Class == CLASS_IAIJUTSU ) )
	             || ( IS_OBJ_STAT ( obj, ITEM_ANTI_GROWTH ) && ( ch->Class == CLASS_SOHEI || ch->Class == CLASS_KISHI ) ) ) )
	{
		act ( AT_MAGIC, "It goes against the nature of your class t use that item.", ch, NULL, NULL, TO_CHAR );
		act ( AT_ACTION, "$n tries to use $p, but is forbidden to do so.", ch, obj, NULL, TO_ROOM );
		return;
	} 

	if ( !IS_IMMORTAL ( ch )
	        && ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_EVIL ) && ( ch->race == RACE_UNDEAD || ch->race == RACE_DEMON ) )
	             || ( IS_OBJ_STAT ( obj, ITEM_ANTI_NEUTRAL ) && ( ch->race == RACE_NEZUMI || ch->race == RACE_SPIRIT ) )
	             || ( IS_OBJ_STAT ( obj, ITEM_ANTI_GOOD ) && ( ch->Class == RACE_ANGEL || ch->race == RACE_VANARA ) ) ) )
	{
		act ( AT_MAGIC, "It goes against the nature of your race to use that item.", ch, NULL, NULL, TO_CHAR );
		act ( AT_ACTION, "$n tries to use $p, but is forbidden to do so.", ch, obj, NULL, TO_ROOM );
		return;
	}*/


	if ( wear_bit > -1 )
	{
		bit = wear_bit;

		if ( !CAN_WEAR ( obj, 1 << bit ) )
		{
			if ( fReplace )
			{
				switch ( 1 << bit )
				{

					case ITEM_HOLD:
						send_to_char ( "You cannot hold that.\r\n", ch );
						break;

					case ITEM_WIELD:

					case ITEM_MISSILE_WIELD:
						send_to_char ( "You cannot wield that.\r\n", ch );
						break;

					default:
						sprintf ( buf, "You cannot wear that on your %s.\r\n", w_flags[bit] );
						send_to_char ( buf, ch );
				}
			}

			return;
		}
	}
	else
	{
		for ( bit = -1, tmp = 1; tmp < 31; tmp++ )
		{
			if ( CAN_WEAR ( obj, 1 << tmp ) )
			{
				bit = tmp;
				break;
			}
		}
	}

	/*
	 * currently cannot have a light in non-light position
	 */
	if ( obj->item_type == ITEM_LIGHT )
	{
		if ( !remove_obj ( ch, WEAR_LIGHT, fReplace ) )
			return;

		if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
		{
			act ( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM );
			act ( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR );
		}

		equip_char ( ch, obj, WEAR_LIGHT );

		oprog_wear_trigger ( ch, obj );
		return;
	}

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

		return;
	}

	switch ( 1 << bit )
	{

		default:
			bug ( "wear_obj: uknown/unused item_wear bit %d", bit );

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

			return;

		case ITEM_LODGE_RIB:
			act ( AT_ACTION, "$p strikes you and deeply imbeds itself in your ribs!", ch, obj, NULL, TO_CHAR );

			act ( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s ribs!", ch, obj, NULL, TO_ROOM );

			equip_char ( ch, obj, WEAR_LODGE_RIB );

			break;

		case ITEM_LODGE_ARM:
			act ( AT_ACTION, "$p strikes you and deeply imbeds itself in your arm!", ch, obj, NULL, TO_CHAR );

			act ( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s arm!", ch, obj, NULL, TO_ROOM );

			equip_char ( ch, obj, WEAR_LODGE_ARM );

			break;

		case ITEM_LODGE_LEG:
			act ( AT_ACTION, "$p strikes you and deeply imbeds itself in your leg!", ch, obj, NULL, TO_CHAR );

			act ( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s leg!", ch, obj, NULL, TO_ROOM );

			equip_char ( ch, obj, WEAR_LODGE_LEG );

			break;

		case ITEM_WEAR_BODY:
			if ( !can_layer ( ch, obj, WEAR_BODY ) )
			{
				send_to_char ( "It won't fit overtop of what you're already wearing.\r\n", ch );
				return;
			}

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_BODY );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_HEAD:

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

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_HEAD );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_LEGS:

			if ( !can_layer ( ch, obj, WEAR_LEGS ) )
			{
				send_to_char ( "It won't fit overtop of what you're already wearing.\r\n", ch );
				return;
			}

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_LEGS );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_FEET:

			if ( !can_layer ( ch, obj, WEAR_FEET ) )
			{
				send_to_char ( "It won't fit overtop of what you're already wearing.\r\n", ch );
				return;
			}

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_FEET );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_HANDS:

			if ( !can_layer ( ch, obj, WEAR_HANDS ) )
			{
				send_to_char ( "It won't fit overtop of what you're already wearing.\r\n", ch );
				return;
			}

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_HANDS );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_ARMS:

			if ( !can_layer ( ch, obj, WEAR_ARMS ) )
			{
				send_to_char ( "It won't fit overtop of what you're already wearing.\r\n", ch );
				return;
			}

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_ARMS );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_BACK:

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

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n slings $p on $s back.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You sling $p on your back.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_BACK );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_WEAR_SHIELD:

			if ( get_eq_char ( ch, WEAR_DUAL_WIELD ) || ( get_eq_char ( ch, WEAR_WIELD ) && get_eq_char ( ch, WEAR_MISSILE_WIELD ) ) )
			{
				send_to_char ( "You can't use a shield AND two weapons!\r\n", ch );
				return;
			}

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

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n uses $p as a shield.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You use $p as a shield.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_SHIELD );

			oprog_wear_trigger ( ch, obj );
			return;

		case ITEM_MISSILE_WIELD:

		case ITEM_WIELD:

			if ( !could_dual ( ch ) )
			{
				if ( !remove_obj ( ch, WEAR_MISSILE_WIELD, fReplace ) )
					return;

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

				tmpobj = NULL;
			}
			else
			{
				OBJ_DATA *mw, *dw, *hd, *sd;
				tmpobj = get_eq_char ( ch, WEAR_WIELD );
				mw = get_eq_char ( ch, WEAR_MISSILE_WIELD );
				dw = get_eq_char ( ch, WEAR_DUAL_WIELD );
				hd = get_eq_char ( ch, WEAR_HOLD );
				sd = get_eq_char ( ch, WEAR_SHIELD );

				if ( tmpobj )
				{
					if ( !can_dual ( ch ) )
						return;

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

					if ( mw || dw )
					{
						send_to_char ( "You're already wielding two weapons.\r\n", ch );
						return;
					}

					if ( hd || sd )
					{
						send_to_char ( "You're already wielding a weapon AND holding something.\r\n", ch );
						return;
					}

					if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
					{
						act ( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM );
						act ( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR );
					}

					if ( 1 << bit == ITEM_MISSILE_WIELD )
						equip_char ( ch, obj, WEAR_MISSILE_WIELD );
					else
						equip_char ( ch, obj, WEAR_DUAL_WIELD );

					oprog_wear_trigger ( ch, obj );

					return;
				}

				if ( mw )
				{
					if ( !can_dual ( ch ) )
						return;

					if ( 1 << bit == ITEM_MISSILE_WIELD )
					{
						send_to_char ( "You're already wielding a missile weapon.\r\n", ch );
						return;
					}

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

					if ( tmpobj || dw )
					{
						send_to_char ( "You're already wielding two weapons.\r\n", ch );
						return;
					}

					if ( hd || sd )
					{
						send_to_char ( "You're already wielding a weapon AND holding something.\r\n", ch );
						return;
					}

					if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
					{
						act ( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM );
						act ( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR );
					}

					equip_char ( ch, obj, WEAR_WIELD );

					oprog_wear_trigger ( ch, obj );
					return;
				}
			}

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

			if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR );
			}

			if ( 1 << bit == ITEM_MISSILE_WIELD )
				equip_char ( ch, obj, WEAR_MISSILE_WIELD );
			else
				equip_char ( ch, obj, WEAR_WIELD );

			oprog_wear_trigger ( ch, obj );

			return;

		case ITEM_HOLD:
			if ( get_eq_char ( ch, WEAR_DUAL_WIELD ) || ( get_eq_char ( ch, WEAR_WIELD ) && get_eq_char ( ch, WEAR_MISSILE_WIELD ) ) )
			{
				send_to_char ( "You cannot hold something AND two weapons!\r\n", ch );
				return;
			}

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

			if ( obj->item_type == ITEM_WAND
			        || obj->item_type == ITEM_STAFF
			        || obj->item_type == ITEM_FOOD
			        || obj->item_type == ITEM_COOK
			        || obj->item_type == ITEM_PILL
			        || obj->item_type == ITEM_POTION
			        || obj->item_type == ITEM_SCROLL
			        || obj->item_type == ITEM_DRINK_CON
			        || obj->item_type == ITEM_BLOOD
			        || obj->item_type == ITEM_PIPE || obj->item_type == ITEM_HERB || obj->item_type == ITEM_KEY || !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
			{
				act ( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
				act ( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
			}

			equip_char ( ch, obj, WEAR_HOLD );

			oprog_wear_trigger ( ch, obj );
			return;
	}
}

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

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

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

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

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

			if ( obj->wear_loc == WEAR_NONE && can_see_obj ( ch, obj ) )
			{
				wear_obj ( ch, obj, FALSE, -1 );

				if ( char_died ( ch ) )
					return;
			}
		}

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

		if ( arg2[0] != STRING_NULL )
			wear_bit = get_wflag ( arg2 );
		else
			wear_bit = -1;

		wear_obj ( ch, obj, TRUE, wear_bit );
	}

	return;
}

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

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

	if ( !str_cmp ( arg, "all" ) )  /* SB Remove all */
	{
		for ( obj = ch->first_carrying; obj != NULL; obj = obj_next )
		{
			obj_next = obj->next_content;

			if ( obj->wear_loc != WEAR_NONE && can_see_obj ( ch, obj ) )
				remove_obj ( ch, obj->wear_loc, TRUE );
		}

		return;
	}

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

	if ( ( obj_next = get_eq_char ( ch, obj->wear_loc ) ) != obj )
	{
		act ( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR );
		return;
	}

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

	return;
}

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

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

	shovel = FALSE;

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

	obj = get_obj_list_rev ( ch, arg, ch->in_room->last_content );

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

	separate_obj ( obj );

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

	switch ( ch->in_room->sector_type )
	{

		case SECT_CITY:

		case SECT_INSIDE:
			send_to_char ( "The floor is too hard to dig through.\r\n", ch );
			return;

		case SECT_WATER_SWIM:

		case SECT_WATER_NOSWIM:

		case SECT_UNDERWATER:
			send_to_char ( "You cannot bury something here.\r\n", ch );
			return;

		case SECT_AIR:
			send_to_char ( "What?  In the air?!\r\n", ch );
			return;
	}

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

	move = ( obj->weight * 50 * ( shovel ? 1 : 5 ) ) / UMAX ( 1, can_carry_w ( ch ) );

	move = URANGE ( 2, move, 1000 );

	if ( move > ch->move )
	{
		send_to_char ( "You don't have the energy to bury something of that size.\r\n", ch );
		return;
	}

	ch->move -= move;

	if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC )
		adjust_favor ( ch, 6, 1 );

	act ( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR );

	act ( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM );

	xSET_BIT ( obj->extra_flags, ITEM_BURIED );

	WAIT_STATE ( ch, URANGE ( 10, move / 2, 100 ) );

	return;
}

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

	if ( arg[0] == STRING_NULL || !str_cmp ( arg, ch->name ) )
	{
		act ( AT_ACTION, "$n offers $mself to $s deity, who graciously declines.", ch, NULL, NULL, TO_ROOM );
		send_to_char ( "Your deity appreciates your offer and may accept it later.\r\n", ch );
		return;
	}
	if ( !str_cmp ( arg, "all" ) )
	{
		if ( !ch->in_room->first_content )
		{
			send_to_char ( "All what? There's nothing here!\r\n", ch );
			return;
		}

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

			if ( !CAN_WEAR ( obj, ITEM_TAKE ) || !can_see_obj ( ch, obj ) )
			{
				continue;
			}

			if ( IS_SET ( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC ( ch ) )
			{
				if ( CAN_PKILL ( ch ) && !get_timer ( ch, TIMER_PKILLED ) )
				{
					if ( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 )
					{
						continue;
					}
				}
			}

			if ( !IS_NPC ( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != STRING_NULL )
			{
				strcpy ( name, ch->pcdata->deity->name );
			}
			else
				if ( !IS_NPC ( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != STRING_NULL )
				{
					strcpy ( name, ch->pcdata->clan->deity );
				}
				else
				{
					strcpy ( name, "The God's" );
				}

			ch->gold += 1;

			if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC )
				adjust_favor ( ch, 5, 1 );

			sprintf ( buf, "%s give you one gold coin for sacrificing %s.\r\n", name, obj->short_descr );

			send_to_char ( buf, ch );

			sprintf ( buf, "$n sacrifices $p to %s.", name );

			act ( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );

			oprog_sac_trigger ( ch, obj );

			if ( obj_extracted ( obj ) )
				return;

			if ( cur_obj == obj->serial )
				global_objcode = rOBJ_SACCED;

			extract_obj ( obj );
		}

		return;
	}

	obj = get_obj_list_rev ( ch, arg, ch->in_room->last_content );

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

	separate_obj ( obj );

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

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

	if ( !IS_NPC ( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != STRING_NULL )
	{
		strcpy ( name, ch->pcdata->deity->name );
	}
	else
		if ( !IS_NPC ( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != STRING_NULL )
		{
			strcpy ( name, ch->pcdata->clan->deity );
		}
		else
		{
			strcpy ( name, "The God's" );
		}

	ch->gold += 1;

	if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC )
		adjust_favor ( ch, 5, 1 );

	sprintf ( buf, "%s give you one gold coin for your sacrifice.\r\n", name );

	send_to_char ( buf, ch );

	sprintf ( buf, "$n sacrifices $p to %s.", name );

	act ( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );

	oprog_sac_trigger ( ch, obj );

	if ( obj_extracted ( obj ) )
		return;

	if ( cur_obj == obj->serial )
		global_objcode = rOBJ_SACCED;

	separate_obj ( obj );

	extract_obj ( obj );

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

	return;
}

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

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

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

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

	WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );

	if ( staff->value[2] > 0 )
	{
		if ( !oprog_use_trigger ( ch, staff, NULL, NULL, NULL ) )
		{
			act ( AT_MAGIC, "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
			act ( AT_MAGIC, "You brandish $p.", ch, staff, NULL, TO_CHAR );
		}

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

			if ( !IS_NPC ( vch ) && xIS_SET ( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
				continue;
			else
				switch ( skill_table[sn]->target )
				{

					default:
						bug ( "Do_brandish: bad target for sn %d.", sn );
						return;

					case TAR_IGNORE:

						if ( vch != ch )
							continue;

						break;

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

						break;

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

						break;

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

						break;
				}

			retcode = obj_cast_spell ( staff->value[3], staff->value[0], ch, vch, NULL );

			if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
			{
				bug ( "do_brandish: char died", 0 );
				return;
			}
		}
	}

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

		if ( staff->serial == cur_obj )
			global_objcode = rOBJ_USED;

		extract_obj ( staff );
	}

	return;
}

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

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

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

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

	obj = NULL;

	if ( arg[0] == STRING_NULL )
	{
		if ( ch->fighting )
		{
			victim = who_fighting ( ch );
		}
		else
		{
			send_to_char ( "Zap whom or what?\r\n", 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.\r\n", ch );
			return;
		}
	}

	WAIT_STATE ( ch, 1 * PULSE_VIOLENCE );

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

		retcode = obj_cast_spell ( wand->value[3], wand->value[0], ch, victim, obj );

		if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
		{
			bug ( "do_zap: char died", 0 );
			return;
		}
	}

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

		if ( wand->serial == cur_obj )
			global_objcode = rOBJ_USED;

		extract_obj ( wand );
	}

	return;
}

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

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

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

	sprintf ( filename, "%s%s.vault", CLAN_DIR, clan->filename );

	if ( ( fp = fopen ( filename, "w" ) ) == NULL )
	{
		bug ( "save_clan_storeroom: fopen", 0 );
		perror ( filename );
	}
	else
	{
		templvl = ch->level;
		ch->level = LEVEL_HERO; /* make sure EQ doesn't get lost */
		contents = ch->in_room->last_content;

		if ( contents )
			fwrite_obj ( ch, contents, fp, 0, OS_CARRY, FALSE );

		fprintf ( fp, "#END\n" );

		ch->level = templvl;

		fclose ( fp );

		return;
	}

	return;
}

/* put an item on auction, or see the stats on the current item or bet */
void do_auction ( CHAR_DATA * ch, char *argument )
{
	OBJ_DATA *obj;
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	char arg3[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	int i;
	SKILLTYPE *sktmp;
	argument = one_argument ( argument, arg1 );
	argument = one_argument ( argument, arg2 );
	argument = one_argument ( argument, arg3 );
	set_char_color ( AT_LBLUE, ch );

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

	set_char_color ( AT_AUCTION, ch );

	if ( ch->level < 3 )
	{
		send_to_char ( "You must be at least level three to use the auction...\r\n", ch );
		return;
	}

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

	if ( arg1[0] == STRING_NULL )
	{
		if ( auction->item != NULL )
		{
			AFFECT_DATA *paf;
			obj = auction->item;
			/*
			 * show item data here
			 */
			send_to_char ( "&D--------------------------------------------------------------------------------\r\n", ch );
			ch_printf ( ch, "Object: &w'%s&D'\r\n",  obj->short_descr );
			send_to_char ( "&D--------------------------------------------------------------------------------\r\n", ch );
			ch_printf ( ch, "Item Type    : &w%s&D\r\n", item_type_name ( obj ) );

			if ( obj->item_type != ITEM_LIGHT && obj->wear_flags - 1 > 0 )
				ch_printf ( ch, "Wear location:&w %s&D\r\n", flag_string ( obj->wear_flags, w_flags ) );

			ch_printf ( ch, "Weight       :&w %d&D\r\n", obj->weight );

			ch_printf ( ch, "Level        :&w %d&D\r\n", obj->level );

			ch_printf ( ch, "Cost         :&w %d&D\r\n", obj->cost );

			ch_printf ( ch, "Flags        :&w %s&D\r\n", extra_bit_name ( &obj->extra_flags ) );

			switch ( obj->item_type )
			{

				case ITEM_CONTAINER:
					ch_printf ( ch, "&wCapacity     : %d&D items.\r\n", obj->value[0] );
					break;

				case ITEM_PILL:

				case ITEM_SCROLL:

				case ITEM_POTION:
					ch_printf ( ch, "Level %d spells of:", obj->value[0] );

					if ( obj->value[1] >= 0 && ( sktmp = get_skilltype ( obj->value[1] ) ) != NULL )
					{
						send_to_char ( " '", ch );
						send_to_char ( sktmp->name, ch );
						send_to_char ( "'", ch );
					}

					if ( obj->value[2] >= 0 && ( sktmp = get_skilltype ( obj->value[2] ) ) != NULL )
					{
						send_to_char ( " '", ch );
						send_to_char ( sktmp->name, ch );
						send_to_char ( "'", ch );
					}

					if ( obj->value[3] >= 0 && ( sktmp = get_skilltype ( obj->value[3] ) ) != NULL )
					{
						send_to_char ( " '", ch );
						send_to_char ( sktmp->name, ch );
						send_to_char ( "'", ch );
					}

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

					break;

				case ITEM_SALVE:
					ch_printf ( ch, "Has %d(%d) applications of level %d", obj->value[1], obj->value[2], obj->value[0] );

					if ( obj->value[4] >= 0 && ( sktmp = get_skilltype ( obj->value[4] ) ) != NULL )
					{
						send_to_char ( " '", ch );
						send_to_char ( sktmp->name, ch );
						send_to_char ( "'", ch );
					}

					if ( obj->value[5] >= 0 && ( sktmp = get_skilltype ( obj->value[5] ) ) != NULL )
					{
						send_to_char ( " '", ch );
						send_to_char ( sktmp->name, ch );
						send_to_char ( "'", ch );
					}

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

					break;

				case ITEM_WAND:

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

					if ( obj->value[3] >= 0 && ( sktmp = get_skilltype ( obj->value[3] ) ) != NULL )
					{
						send_to_char ( " '", ch );
						send_to_char ( sktmp->name, ch );
						send_to_char ( "'", ch );
					}

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

					break;

				case ITEM_WEAPON:
					ch_printf ( ch, "Damage       : &w%d &Dto &w%d &D(average &w%d&D)\r\n", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 );
					ch_printf ( ch, "Skill needed : &w%s&D\r\n", weapon_skills[obj->value[4]] );
					ch_printf ( ch, "Damage type  : &w%s&D\r\n", attack_table[obj->value[3]] );
					break;

				case ITEM_MISSILE_WEAPON:
					ch_printf ( ch, "Bonus damage added to projectiles is %d to %d (average %d).\r\n", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 );
					ch_printf ( ch, "Skill needed:      %s\r\n", weapon_skills[obj->value[4]] );
					ch_printf ( ch, "Projectiles fired: %s\r\n", projectiles[obj->value[5]] );
					break;

				case ITEM_PROJECTILE:
					ch_printf ( ch, "Damage is %d to %d (average %d)%s\r\n",
					            obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2, IS_OBJ_STAT ( obj, ITEM_POISONED ) ? ", and is poisonous." : "." );
					ch_printf ( ch, "Damage type: %s\r\n", attack_table[obj->value[3]] );
					ch_printf ( ch, "Projectile type: %s\r\n", projectiles[obj->value[4]] );
					break;

				case ITEM_ARMOR:
					ch_printf ( ch, "Armor Class  : &w%d&D.\r\n", obj->value[0] );
					break;
			}

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

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

			send_to_char ( "&D--------------------------------------------------------------------------------\r\n", ch );

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

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

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


			ch_printf ( ch, "Seller: &w%s&D.\r\n", auction->seller->name );

			ch_printf ( ch, "Bidder: &w%s&D.\r\n", auction->buyer->name );
			ch_printf ( ch, "Round : &w%d&D.\r\n", ( auction->going + 1 ) );
			ch_printf ( ch, "Time left in round: &w%d.&D\r\n", auction->pulse );

			if ( auction->bet > 0 )
				ch_printf ( ch, "\r\nCurrent bid on this item is %s gold.\r\n", num_punct ( auction->bet ) );
			else
				ch_printf ( ch, "\r\nNo bids on this item have been received.\r\n" );

			send_to_char ( "--------------------------------------------------------------------------------\r\n", ch );

			return;
		}
		else
		{
			set_char_color ( AT_LBLUE, ch );
			send_to_char ( "\r\nThere is nothing being auctioned right now.  What would you like to auction?\r\n", ch );
			return;
		}
	}

	if ( IS_IMMORTAL ( ch ) && !str_cmp ( arg1, "stop" ) )
	{
		if ( auction->item == NULL )
		{
			send_to_char ( "There is no auction to stop.\r\n", ch );
			return;
		}
		else  /* stop the auction */
		{
			set_char_color ( AT_LBLUE, ch );
			sprintf ( buf, "Sale of %s has been stopped by an Immortal.", auction->item->short_descr );
			talk_auction ( buf );
			obj_to_char ( auction->item, auction->seller );

			if ( IS_SET ( sysdata.save_flags, SV_AUCTION ) )
				save_char_obj ( auction->seller );

			auction->item = NULL;

			if ( auction->buyer != NULL && auction->buyer != auction->seller ) /* return money to the buyer */
			{
				auction->buyer->gold += auction->bet;
				send_to_char ( "Your money has been returned.\r\n", auction->buyer );
			}

			return;
		}
	}

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

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

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

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

			newbet = parsebet ( auction->bet, arg2 );

			/*
			 * ch_printf( ch, "Bid: %d\r\n",newbet);
			 */

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

			/*
			 * to avoid slow auction, use a bigger amount than 100 if the bet
			 * is higher up - changed to 10000 for our high economy
			 */
			if ( newbet < ( auction->bet ) )
			{
				send_to_char ( "You must at least bid  over the current bid.\r\n", ch );
				return;
			}

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

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

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

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

			ch->gold -= newbet;  /* substract the gold - important :) */

			if ( IS_SET ( sysdata.save_flags, SV_AUCTION ) )
				save_char_obj ( ch );

			auction->buyer = ch;

			auction->bet = newbet;

			auction->going = 0;

			auction->pulse = PULSE_AUCTION;  /* start the auction over again */

			sprintf ( buf, "A bid of %s gold has been received on %s.\r\n", num_punct ( newbet ), auction->item->short_descr );

			talk_auction ( buf );

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

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

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

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

	/*
	 * prevent repeat auction items
	 */
	for ( i = 0; i < AUCTION_MEM && auction->history[i]; i++ )
	{
		if ( auction->history[i] == obj->pIndexData )
		{
			send_to_char ( "Such an item has been auctioned " "recently, try again later.\r\n", ch );
			return;
		}
	}

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

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

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

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

			default:
				act ( AT_TELL, "You cannot auction $Ts.", ch, NULL, item_type_name ( obj ), TO_CHAR );
				return;
				/*
				 * insert any more item types here... items with a timer MAY NOT BE
				 * AUCTIONED!
				 */

			case ITEM_LIGHT:

			case ITEM_TREASURE:

			case ITEM_POTION:

			case ITEM_CONTAINER:

			case ITEM_KEYRING:

			case ITEM_QUIVER:

			case ITEM_DRINK_CON:

			case ITEM_FOOD:

			case ITEM_COOK:

			case ITEM_PEN:

			case ITEM_BOAT:

			case ITEM_PILL:

			case ITEM_PIPE:

			case ITEM_HERB_CON:

			case ITEM_INCENSE:

			case ITEM_FIRE:

			case ITEM_RUNEPOUCH:

			case ITEM_MAP:

			case ITEM_BOOK:

			case ITEM_RUNE:

			case ITEM_MATCH:

			case ITEM_HERB:

			case ITEM_WEAPON:

			case ITEM_MISSILE_WEAPON:

			case ITEM_ARMOR:

			case ITEM_STAFF:

			case ITEM_WAND:

			case ITEM_SCROLL:
				separate_obj ( obj );
				obj_from_char ( obj );

				if ( IS_SET ( sysdata.save_flags, SV_AUCTION ) )
					save_char_obj ( ch );

				auction->item = obj;

				auction->bet = 0;

				auction->buyer = ch;

				auction->seller = ch;

				auction->pulse = PULSE_AUCTION;

				auction->going = 0;

				auction->starting = atoi ( arg2 );

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

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

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

				sprintf ( buf, "A new item is being auctioned: %s at %d gold.", obj->short_descr, auction->starting );

				talk_auction ( buf );

				return;
		}  /* switch */
	else
	{
		act ( AT_TELL, "Try again later - $p is being auctioned right now!", ch, auction->item, NULL, TO_CHAR );

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

		return;
	}
}

/* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */
void obj_fall ( OBJ_DATA * obj, bool through )
{
	EXIT_DATA *pexit;
	ROOM_INDEX_DATA *to_room;
	static int fall_count;
	char buf[MAX_STRING_LENGTH];
	static bool is_falling; /* Stop loops from the call to obj_to_room()  -- Altrag */

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

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

	if ( xIS_SET ( obj->in_room->room_flags, ROOM_NOFLOOR ) && CAN_GO ( obj, DIR_DOWN ) && !IS_OBJ_STAT ( obj, ITEM_MAGIC ) )
	{
		pexit = get_exit ( obj->in_room, DIR_DOWN );
		to_room = pexit->to_room;

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

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

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

		obj_from_room ( obj );

		is_falling = TRUE;
		obj = obj_to_room ( obj, to_room, NULL );
		is_falling = FALSE;

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

		if ( !xIS_SET ( obj->in_room->room_flags, ROOM_NOFLOOR ) && through )
		{
			/*
			 * int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2;
			 */
			int dam = fall_count * obj->weight / 2;
			/*
			 * Damage players
			 */

			if ( obj->in_room->first_person && number_percent( ) > 15 )
			{
				CHAR_DATA *rch;
				CHAR_DATA *vch = NULL;
				int chcnt = 0;

				for ( rch = obj->in_room->first_person; rch; rch = rch->next_in_room, chcnt++ )
					if ( number_range ( 0, chcnt ) == 0 )
						vch = rch;

				act ( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM );

				act ( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR );

				if ( IS_NPC ( vch ) && xIS_SET ( vch->act, ACT_HARDHAT ) )
					act ( AT_WHITE, "$p bounces harmlessly off your head!", vch, obj, NULL, TO_CHAR );
				else
					damage ( vch, vch, dam * vch->level, TYPE_UNDEFINED );
			}

			/*
			 * Damage objects
			 */
			switch ( obj->item_type )
			{

				case ITEM_WEAPON:

				case ITEM_ARMOR:

					if ( ( obj->value[0] - dam ) <= 0 )
					{
						if ( obj->in_room->first_person )
						{
							act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM );
							act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR );
						}

						make_scraps ( obj );
					}
					else
						obj->value[0] -= dam;

					break;

				default:
					if ( ( dam * 15 ) > get_obj_resistance ( obj ) )
					{
						if ( obj->in_room->first_person )
						{
							act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM );
							act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR );
						}

						make_scraps ( obj );
					}

					break;
			}
		}

		obj_fall ( obj, TRUE );
	}

	return;
}

/* Scryn, by request of Darkur, 12/04/98 */
/* Reworked recursive_note_find to fix crash bug when the note was left
 * blank.  7/6/98 -- Shaddai
 */
void do_findnote ( CHAR_DATA * ch, char *argument )
{
	OBJ_DATA *obj;

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

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

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

	if ( obj )
	{
		if ( obj->in_obj )
		{
			obj_from_obj ( obj );
			obj = obj_to_char ( obj, ch );
		}

		wear_obj ( ch, obj, TRUE, -1 );
	}
	else
		send_to_char ( "Note not found.\r\n", ch );

	return;
}

OBJ_DATA *recursive_note_find ( OBJ_DATA * obj, char *argument )
{
	OBJ_DATA *returned_obj;
	bool match = TRUE;
	char *argcopy;
	char *subject;
	char arg[MAX_INPUT_LENGTH];
	char subj[MAX_STRING_LENGTH];

	if ( !obj )
		return NULL;

	switch ( obj->item_type )
	{

		case ITEM_PAPER:

			if ( ( subject = get_extra_descr ( "_subject_", obj->first_extradesc ) ) == NULL )
				break;

			sprintf ( subj, "%s", strlower ( subject ) );

			subject = strlower ( subj );

			argcopy = argument;

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

				if ( arg[0] == STRING_NULL )
					break;

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

			if ( match )
				return obj;

			break;

		case ITEM_CONTAINER:

		case ITEM_CORPSE_NPC:

		case ITEM_CORPSE_PC:
			if ( obj->first_content )
			{
				returned_obj = recursive_note_find ( obj->first_content, argument );

				if ( returned_obj )
					return returned_obj;
			}

			break;

		default:
			break;
	}

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

void do_rolldie ( CHAR_DATA * ch, char *argument )
{
	OBJ_DATA *die;
	char output_string[MAX_STRING_LENGTH];
	char roll_string[MAX_STRING_LENGTH];
	char total_string[MAX_STRING_LENGTH];
	char *verb;
	/*
	 * char* face_string = NULL;
	 * char** face_table = NULL;
	 */
	int rollsum = 0;
	int roll_count = 0;
	int numsides;
	int numrolls;
	bool *face_seen_table = NULL;

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

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

	numrolls = ( is_number ( argument ) ) ? atoi ( argument ) : 1;

	verb = get_chance_verb ( die );

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

	numsides = die->value[0];

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

	if ( die->value[3] == 1 )
	{
		if ( numrolls > numsides )
		{
			ch_printf ( ch, "Nice try, but you can only %s %d times.\r\n", verb, numsides );
			return;
		}

		face_seen_table = calloc ( numsides, sizeof ( bool ) );

		if ( !face_seen_table )
		{
			bug ( "do_rolldie: cannot allocate memory for face_seen_table array, terminating.\r\n", 0 );
			return;
		}
	}

	sprintf ( roll_string, " " );

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

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

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

		rollsum += current_roll;

		if ( roll_count > 1 )
			strcat ( roll_string, ", " );

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

		if ( die->value[1] == 1 )
		{
			char *face_name = get_ed_number ( die, current_roll );

			if ( face_name )
			{
				char *face_name_copy = strdup ( face_name ); /* Since I want to tokenize without modifying the original string */
				sprintf ( current_roll_string, "%s", strtok ( face_name_copy, "\n" ) );
				free ( face_name_copy );
			}
			else
				sprintf ( current_roll_string, "%d", current_roll );
		}
		else
			sprintf ( current_roll_string, "%d", current_roll );

		strcat ( roll_string, current_roll_string );
	}

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

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

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

	if ( face_seen_table )
		free ( face_seen_table );

	return;
}

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

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

	return NULL;
}

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

/*dice chance deal throw*/
/* Junk command installed by Samson 1-13-98
 * Code courtesy of Stu, from the mailing list. Allows player to destroy an item in their inventory.
 * Debugged and cleaned up on 4-16-01 by Samson.
 */
void do_junk ( CHAR_DATA * ch, char *argument )
{
	OBJ_DATA *obj, *obj_next;
	bool found = FALSE;

	if ( !argument || argument[0] == STRING_NULL )
	{
		send_to_char ( "Junk what?\r\n", ch );
		return;
	}

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

		if ( ( nifty_is_name ( argument, obj->name ) ) && can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE )
		{
			found = TRUE;
			break;
		}
	}

	if ( found )
	{
		if ( !can_drop_obj ( ch, obj ) && ch->level < LEVEL_IMMORTAL )
		{
			send_to_char ( "You cannot junk that, it's cursed!\r\n", ch );
			return;
		}

		separate_obj ( obj );

		obj_from_char ( obj );
		extract_obj ( obj );
		act ( AT_ACTION, "$n junks $p.", ch, obj, NULL, TO_ROOM );
		act ( AT_ACTION, "You junk $p.", ch, obj, NULL, TO_CHAR );
	}

	return;
}

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

	if ( !argument || argument[0] == STRING_NULL )
	{
		send_to_char ( "Donate what?\r\n", ch );
		return;
	}

	if ( ch->position == POS_FIGHTING )
	{
		send_to_char ( "You cannot donate while fighting!\r\n", ch );
		return;
	}

	if ( ! ( obj = get_obj_carry ( ch, argument ) ) )
	{
		send_to_char ( "You do not have that!\r\n", ch );
		return;
	}

	if ( !can_drop_obj ( ch, obj ) && ch->level < LEVEL_IMMORTAL )
	{
		send_to_char ( "You cannot donate that, it's cursed!\r\n", ch );
		return;
	}

	if ( ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) )
	{
		send_to_char ( "You cannot donate corpses!\r\n", ch );
		return;
	}

	if ( obj->timer > 0 )
	{
		send_to_char ( "You cannot donate that.\r\n", ch );
		return;
	}
	if ( xIS_SET ( obj->extra_flags, ITEM_DONATION ) )
	{
		send_to_char ( "You cannot donate a previously donated item\r\n", ch );
		return;
	}

	if ( obj->item_type == ITEM_WEAPON )
	{
		act ( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR );
		obj->cost = 0;
		separate_obj ( obj );
		obj_from_char ( obj );
		obj_to_room ( obj, get_room_index ( ROOM_VNUM_WEAPON ), NULL );
		xSET_BIT ( obj->extra_flags, ITEM_DONATION );
		save_char_obj ( ch );
		return;
	}
	else if ( obj->item_type == ITEM_ARMOR )
	{
		act ( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR );
		obj->cost = 0;
		separate_obj ( obj );
		obj_from_char ( obj );
		obj_to_room ( obj, get_room_index ( ROOM_VNUM_ARMOR ), NULL );
		xSET_BIT ( obj->extra_flags, ITEM_DONATION );
		save_char_obj ( ch );
		return;
	}
	else
	{
		act ( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR );
		obj->cost = 0;
		separate_obj ( obj );
		obj_from_char ( obj );
		obj_to_room ( obj, get_room_index ( ROOM_VNUM_OTHER ), NULL );
		xSET_BIT ( obj->extra_flags, ITEM_DONATION );
		save_char_obj ( ch );
		return;
	}
	return;
}