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

#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"



/*
 * Local functions.
 */
#define CD CHAR_DATA
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 ) );
CD *	find_keeper	args( ( CHAR_DATA *ch ) );
int	get_cost	args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
#undef	CD




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

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

    if ( 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 ( container != NULL ) {
        act( "You get $p from $P.", ch, obj, container, TO_CHAR );
        act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
        obj_from_obj( obj );
    } else {
        act( "You get $p.", ch, obj, container, TO_CHAR );
        act( "$n gets $p.", ch, obj, container, TO_ROOM );
        obj_from_room( obj );
    }

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

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

            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 ) ) {
                    found = TRUE;
                    get_obj( ch, obj, NULL );
                }
            }

            if ( !found ) {
                if ( arg1[3] == '\0' )
                    send_to_char( "I see nothing here.\r\n", 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.\r\n", 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.\r\n", ch );
            return;

        case ITEM_CONTAINER:
        case ITEM_CORPSE_NPC:
            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 );

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

                fGroup = FALSE;
                for ( gch = char_list; gch != NULL; 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( "You can't do that.\r\n", 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 );
            }
        }
    }

    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;

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

    if ( arg1[0] == '\0' || arg2[0] == '\0' ) {
        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( "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.\r\n", 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.\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 ( get_obj_weight( obj ) + get_obj_weight( container )
                > container->value[0] ) {
            send_to_char( "It won't fit.\r\n", ch );
            return;
        }

        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
                    &&   can_drop_obj( ch, obj )
                    &&   get_obj_weight( obj ) + get_obj_weight( container )
                    <= container->value[0] ) {
                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 );
            }
        }
    }

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

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

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

        obj_from_char( obj );
        obj_to_room( obj, ch->in_room );
        act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
        act( "You drop $p.", ch, obj, NULL, TO_CHAR );
    } else {
        /* 'drop all' or 'drop all.obj' */
        found = FALSE;
        for ( obj = ch->carrying; obj != NULL; obj = obj_next ) {
            obj_next = obj->next_content;

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

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

    return;
}



void do_give( CHAR_DATA *ch, char *argument )
{
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    CHAR_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?\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 ( arg2[0] == '\0' ) {
            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( "You haven't got that much gold.\r\n", 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.\r\n", ch );
        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 ( victim->carry_number + get_obj_number( obj ) > 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    );
    return;
}




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

    one_argument( argument, arg );

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

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

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

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

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

    act( "You fill $p.", ch, obj, NULL, TO_CHAR );
    obj->value[2] = 0;
    obj->value[1] = obj->value[0];
    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?\r\n", ch );
            return;
        }
    } else {
        if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) {
            send_to_char( "You can't find it.\r\n", ch );
            return;
        }
    }

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

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

    case ITEM_FOUNTAIN:
        if ( !IS_NPC(ch) )
            ch->pcdata->condition[COND_THIRST] = 48;
        act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
        send_to_char( "You are not thirsty.\r\n", ch );
        break;

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

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

        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) && ch->pcdata->condition[COND_DRUNK]  > 10 )
            send_to_char( "You feel drunk.\r\n", ch );
        if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   > 40 )
            send_to_char( "You are full.\r\n", ch );
        if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
            send_to_char( "You do not feel thirsty.\r\n", 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.\r\n", 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 ) {
            send_to_char( "The empty container vanishes.\r\n", ch );
            extract_obj( obj );
        }
        break;
    }

    return;
}



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

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

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

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

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

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

    switch ( obj->item_type ) {

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

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

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

            act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
            send_to_char( "You choke and gag.\r\n", 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:
        obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
        obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
        obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
        break;
    }

    extract_obj( obj );
    return;
}



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

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

    if ( !fReplace )
        return FALSE;

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) {
        if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
            return;
        act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
        act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
        equip_char( ch, obj, WEAR_SHIELD );
        return;
    }

    if ( CAN_WEAR( obj, ITEM_WIELD ) ) {
        if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
            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;
        }

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

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

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

    return;
}



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

    one_argument( argument, arg );

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

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

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



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

    one_argument( argument, arg );

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

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

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

    send_to_char( "God gives you one gold coin for your sacrifice.\r\n", ch );
    ch->gold += 1;

    act( "$n sacrifices $p to God.", ch, obj, NULL, TO_ROOM );
    extract_obj( obj );
    return;
}



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

    one_argument( argument, arg );

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

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

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

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

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

    extract_obj( obj );
    return;
}



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

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

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

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

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

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

    extract_obj( scroll );
    return;
}



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

    if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) {
        send_to_char( "You hold nothing in your hand.\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 >= MAX_SKILL
            ||   skill_table[sn].spell_fun == 0 ) {
        bug( "Do_brandish: bad sn %d.", sn );
        return;
    }

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

    if ( staff->value[2] > 0 ) {
        act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
        act( "You brandish $p.",  ch, staff, NULL, TO_CHAR );
        for ( vch = ch->in_room->people; vch; vch = vch_next ) {
            vch_next	= vch->next_in_room;

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

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

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

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

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

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

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

    return;
}



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

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

        obj_cast_spell( wand->value[3], wand->value[0], 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?\r\n", ch );
        return;
    }

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

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

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

    if ( ch->level + 5 < victim->level
            ||   victim->position == POS_FIGHTING
            ||   !IS_NPC(victim)
            || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) ) {
        /*
         * Failure.
         */
        send_to_char( "Oops.\r\n", ch );
        act( "$n tried to steal from you.\r\n", ch, NULL, victim, TO_VICT    );
        act( "$n tried to steal from $N.\r\n",  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 );
                if ( !IS_SET(ch->act, PLR_THIEF) ) {
                    SET_BIT(ch->act, PLR_THIEF);
                    send_to_char( "*** You are now a THIEF!! ***\r\n", ch );
                    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.\r\n", ch );
            return;
        }

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

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

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

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

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

    obj_from_char( obj );
    obj_to_char( obj, ch );
    send_to_char( "Ok.\r\n", ch );
    return;
}



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

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

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

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

    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) ) {
        do_say( keeper, "Thieves are not welcome!" );
        sprintf( buf, "%s the THIEF is over here!\r\n", ch->name );
        do_shout( keeper, buf );
        return NULL;
    }

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

    if ( time_info.hour > pShop->close_hour ) {
        do_say( keeper, "Sorry, come back tomorrow." );
        return NULL;
    }

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

    return keeper;
}



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

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

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

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

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

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

    return cost;
}



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

    argument = one_argument( argument, arg );

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

        if ( IS_SET(ch->act, PLR_BOUGHT_PET) ) {
            send_to_char( "You already bought one pet this level.\r\n", ch );
            return;
        }

        if ( ch->gold < 10 * pet->level * pet->level ) {
            send_to_char( "You can't afford it.\r\n", ch );
            return;
        }

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

        ch->gold		-= 10 * pet->level * pet->level;
        pet			= create_mobile( pet->pIndexData );
        SET_BIT(ch->act, PLR_BOUGHT_PET);
        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'.\r\n",
                 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.\r\n", ch );
        act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
        return;
    } else {
        CHAR_DATA *keeper;
        OBJ_DATA *obj;
        int cost;

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

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

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

        if ( ch->gold < cost ) {
            act( "$n tells you 'You can't afford to buy $p'.",
                 keeper, obj, ch, TO_VICT );
            ch->reply = keeper;
            return;
        }

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

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

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

        act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
        act( "You buy $p.", ch, obj, NULL, TO_CHAR );
        ch->gold     -= cost;
        keeper->gold += 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.\r\n", 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:\r\n", ch );
                }
                sprintf( buf, "[%2d] %8d - %s\r\n",
                         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.\r\n", ch );
        return;
    } else {
        char arg[MAX_INPUT_LENGTH];
        CHAR_DATA *keeper;
        OBJ_DATA *obj;
        int cost;
        bool found;

        one_argument( argument, arg );

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

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

                sprintf( buf, "[%2d %5d] %s.\r\n",
                         obj->level, cost, capitalize( obj->short_descr ) );
                send_to_char( buf, ch );
            }
        }

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



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

    one_argument( argument, arg );

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

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

    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
    sprintf( buf, "You sell $p for %d gold piece%s.",
             cost, cost == 1 ? "" : "s" );
    act( buf, ch, obj, NULL, TO_CHAR );
    ch->gold     += cost;
    keeper->gold -= 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 ( arg[0] == '\0' ) {
        send_to_char( "Value what?\r\n", 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.\r\n", ch );
        return;
    }

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

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

    return;
}