/
swrfuss/
swrfuss/boards/
swrfuss/color/
swrfuss/doc/mudprogs/
swrfuss/email/
swrfuss/planets/
swrfuss/space/
/***************************************************************************
*                           STAR WARS REALITY 1.0                          *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*	    Misc module for general commands: not skills or spells	   *
****************************************************************************
* Note: Most of the stuff in here would go in act_obj.c, but act_obj was   *
* getting big.								   *
****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
#include "sha256.h"

extern int top_exit;

void do_buyhome( CHAR_DATA * ch, char *argument )
{
   ROOM_INDEX_DATA *room;
   AREA_DATA *pArea;

   if( !ch->in_room )
      return;

   if( IS_NPC( ch ) || !ch->pcdata )
      return;

   if( ch->plr_home != NULL )
   {
      send_to_char( "&RYou already have a home!\r\n&w", ch );
      return;
   }

   room = ch->in_room;

   for( pArea = first_bsort; pArea; pArea = pArea->next_sort )
   {
      if( room->area == pArea )
      {
         send_to_char( "&RThis area isn't installed yet!\r\n&w", ch );
         return;
      }
   }

   if( !IS_SET( room->room_flags, ROOM_EMPTY_HOME ) )
   {
      send_to_char( "&RThis room isn't for sale!\r\n&w", ch );
      return;
   }

   if( ch->gold < 100000 )
   {
      send_to_char( "&RThis room costs 100000 credits you don't have enough!\r\n&w", ch );
      return;
   }

   if( argument[0] == '\0' )
   {
      send_to_char( "Set the room name.  A very brief single line room description.\r\n", ch );
      send_to_char( "Usage: Buyhome <Room Name>\r\n", ch );
      return;
   }

   STRFREE( room->name );
   room->name = STRALLOC( argument );

   ch->gold -= 100000;

   REMOVE_BIT( room->room_flags, ROOM_EMPTY_HOME );
   SET_BIT( room->room_flags, ROOM_PLR_HOME );

   fold_area( room->area, room->area->filename, FALSE );

   ch->plr_home = room;
   do_save( ch, "" );

}

void do_clone( CHAR_DATA * ch, char *argument )
{
   long credits, bank;
   long played;
   char clanname[MAX_STRING_LENGTH];
   char bestowments[MAX_STRING_LENGTH];
   int flags;
   ROOM_INDEX_DATA *home;

   if( IS_NPC( ch ) )
   {
      ch_printf( ch, "Yeah right!\r\n" );
      return;
   }

   if( ch->in_room->vnum != 10001 )
   {
      ch_printf( ch, "You can do that here!\r\n" );
      return;
   }

   if( ch->gold < ch->top_level * 200 )
   {
      ch_printf( ch, "You don't have enough credits... You need %d.\r\n", ch->top_level * 200 );
      return;
   }
   else
   {
      ch->gold -= ch->top_level * 200;

      ch_printf( ch, "You pay %d credits for cloning.\r\n", ch->top_level * 200 );
      ch_printf( ch, "You are escorted into a small room.\r\n\r\n" );
   }

   char_from_room( ch );
   char_to_room( ch, get_room_index( 10000 ) );

   flags = ch->act;
   REMOVE_BIT( ch->act, PLR_KILLER );
   credits = ch->gold;
   ch->gold = 0;
   played = ch->played;
   ch->played = ch->played / 2;
   bank = ch->pcdata->bank;
   ch->pcdata->bank = 0;
   home = ch->plr_home;
   ch->plr_home = NULL;
   if( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' )
   {
      strcpy( clanname, ch->pcdata->clan_name );
      STRFREE( ch->pcdata->clan_name );
      ch->pcdata->clan_name = STRALLOC( "" );
      strcpy( bestowments, ch->pcdata->bestowments );
      DISPOSE( ch->pcdata->bestowments );
      ch->pcdata->bestowments = str_dup( "" );
      save_clone( ch );
      STRFREE( ch->pcdata->clan_name );
      ch->pcdata->clan_name = STRALLOC( clanname );
      DISPOSE( ch->pcdata->bestowments );
      ch->pcdata->bestowments = str_dup( clanname );
   }
   else
      save_clone( ch );
   ch->plr_home = home;
   ch->played = played;
   ch->gold = credits;
   ch->pcdata->bank = bank;
   ch->act = flags;
   char_from_room( ch );
   char_to_room( ch, get_room_index( 10002 ) );
   do_look( ch, "" );

   ch_printf( ch, "\r\n&WA small tissue sample is taken from your arm.\r\n" );
   ch_printf( ch, "&ROuch!\r\n\r\n" );
   ch_printf( ch, "&WYou have been succesfully cloned.\r\n" );

   ch->hit--;
}

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

   if( IS_NPC( ch ) || !ch->pcdata )
   {
      ch_printf( ch, "You have no idea how to do that.\r\n" );
      return;
   }

   if( ch->pcdata->learned[gsn_grenades] <= 0 )
   {
      ch_printf( ch, "You have no idea how to do that.\r\n" );
      return;
   }

   obj = get_eq_char( ch, WEAR_HOLD );

   if( !obj || obj->item_type != ITEM_GRENADE )
   {
      ch_printf( ch, "You don't seem to be holding a grenade!\r\n" );
      return;
   }

   obj->timer = 1;
   STRFREE( obj->armed_by );
   obj->armed_by = STRALLOC( ch->name );

   ch_printf( ch, "You arm %s.\r\n", obj->short_descr );
   act( AT_PLAIN, "$n arms $p.", ch, obj, NULL, TO_ROOM );

   learn_from_success( ch, gsn_grenades );
}

void do_ammo( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *wield;
   OBJ_DATA *obj;
   bool checkammo = FALSE;
   int charge = 0;

   obj = NULL;
   wield = get_eq_char( ch, WEAR_WIELD );
   if( wield )
   {
      obj = get_eq_char( ch, WEAR_DUAL_WIELD );
      if( !obj )
         obj = get_eq_char( ch, WEAR_HOLD );
   }
   else
   {
      wield = get_eq_char( ch, WEAR_HOLD );
      obj = NULL;
   }

   if( !wield || wield->item_type != ITEM_WEAPON )
   {
      send_to_char( "&RYou don't seem to be holding a weapon.\r\n&w", ch );
      return;
   }

   if( wield->value[3] == WEAPON_BLASTER )
   {

      if( obj && obj->item_type != ITEM_AMMO )
      {
         send_to_char( "&RYour hands are too full to reload your blaster.\r\n&w", ch );
         return;
      }

      if( obj )
      {
         if( obj->value[0] > wield->value[5] )
         {
            send_to_char( "That cartridge is too big for your blaster.", ch );
            return;
         }
         unequip_char( ch, obj );
         checkammo = TRUE;
         charge = obj->value[0];
         separate_obj( obj );
         extract_obj( obj );
      }
      else
      {
         for( obj = ch->last_carrying; obj; obj = obj->prev_content )
         {
            if( obj->item_type == ITEM_AMMO )
            {
               if( obj->value[0] > wield->value[5] )
               {
                  send_to_char( "That cartridge is too big for your blaster.", ch );
                  continue;
               }
               checkammo = TRUE;
               charge = obj->value[0];
               separate_obj( obj );
               extract_obj( obj );
               break;
            }
         }
      }

      if( !checkammo )
      {
         send_to_char( "&RYou don't seem to have any ammo to reload your blaster with.\r\n&w", ch );
         return;
      }

      ch_printf( ch,
                 "You replace your ammunition cartridge.\r\nYour blaster is charged with %d shots at high power to %d shots on low.\r\n",
                 charge / 5, charge );
      act( AT_PLAIN, "$n replaces the ammunition cell in $p.", ch, wield, NULL, TO_ROOM );

   }
   else if( wield->value[3] == WEAPON_BOWCASTER )
   {

      if( obj && obj->item_type != ITEM_BOLT )
      {
         send_to_char( "&RYour hands are too full to reload your bowcaster.\r\n&w", ch );
         return;
      }

      if( obj )
      {
         if( obj->value[0] > wield->value[5] )
         {
            send_to_char( "That cartridge is too big for your bowcaster.", ch );
            return;
         }
         unequip_char( ch, obj );
         checkammo = TRUE;
         charge = obj->value[0];
         separate_obj( obj );
         extract_obj( obj );
      }
      else
      {
         for( obj = ch->last_carrying; obj; obj = obj->prev_content )
         {
            if( obj->item_type == ITEM_BOLT )
            {
               if( obj->value[0] > wield->value[5] )
               {
                  send_to_char( "That cartridge is too big for your bowcaster.", ch );
                  continue;
               }
               checkammo = TRUE;
               charge = obj->value[0];
               separate_obj( obj );
               extract_obj( obj );
               break;
            }
         }
      }

      if( !checkammo )
      {
         send_to_char( "&RYou don't seem to have any quarrels to reload your bowcaster with.\r\n&w", ch );
         return;
      }

      ch_printf( ch, "You replace your quarrel pack.\r\nYour bowcaster is charged with %d energy bolts.\r\n", charge );
      act( AT_PLAIN, "$n replaces the quarrels in $p.", ch, wield, NULL, TO_ROOM );

   }
   else
   {

      if( obj && obj->item_type != ITEM_BATTERY )
      {
         send_to_char( "&RYour hands are too full to replace the power cell.\r\n&w", ch );
         return;
      }

      if( obj )
      {
         unequip_char( ch, obj );
         checkammo = TRUE;
         charge = obj->value[0];
         separate_obj( obj );
         extract_obj( obj );
      }
      else
      {
         for( obj = ch->last_carrying; obj; obj = obj->prev_content )
         {
            if( obj->item_type == ITEM_BATTERY )
            {
               checkammo = TRUE;
               charge = obj->value[0];
               separate_obj( obj );
               extract_obj( obj );
               break;
            }
         }
      }

      if( !checkammo )
      {
         send_to_char( "&RYou don't seem to have a power cell.\r\n&w", ch );
         return;
      }

      if( wield->value[3] == WEAPON_LIGHTSABER )
      {
         ch_printf( ch, "You replace your power cell.\r\nYour lightsaber is charged to %d/%d units.\r\n", charge, charge );
         act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
         act( AT_PLAIN, "$p ignites with a bright glow.", ch, wield, NULL, TO_ROOM );
      }
      else if( wield->value[3] == WEAPON_VIBRO_BLADE )
      {
         ch_printf( ch, "You replace your power cell.\r\nYour vibro-blade is charged to %d/%d units.\r\n", charge, charge );
         act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
      }
      else if( wield->value[3] == WEAPON_FORCE_PIKE )
      {
         ch_printf( ch, "You replace your power cell.\r\nYour force-pike is charged to %d/%d units.\r\n", charge, charge );
         act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
      }
      else
      {
         ch_printf( ch, "You feel very foolish.\r\n" );
         act( AT_PLAIN, "$n tries to jam a power cell into $p.", ch, wield, NULL, TO_ROOM );
      }
   }

   wield->value[4] = charge;

}

void do_setblaster( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *wield;
   OBJ_DATA *wield2;

   wield = get_eq_char( ch, WEAR_WIELD );
   if( wield && !( wield->item_type == ITEM_WEAPON && wield->value[3] == WEAPON_BLASTER ) )
      wield = NULL;
   wield2 = get_eq_char( ch, WEAR_DUAL_WIELD );
   if( wield2 && !( wield2->item_type == ITEM_WEAPON && wield2->value[3] == WEAPON_BLASTER ) )
      wield2 = NULL;

   if( !wield && !wield2 )
   {
      send_to_char( "&RYou don't seem to be wielding a blaster.\r\n&w", ch );
      return;
   }

   if( argument[0] == '\0' )
   {
      send_to_char( "&RUsage: setblaster <full|high|normal|half|low|stun>\r\n&w", ch );
      return;
   }

   if( wield )
      act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield, NULL, TO_ROOM );

   if( wield2 )
      act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield2, NULL, TO_ROOM );

   if( !str_cmp( argument, "full" ) )
   {
      if( wield )
      {
         wield->blaster_setting = BLASTER_FULL;
         send_to_char( "&YWielded blaster set to FULL Power\r\n&w", ch );
      }
      if( wield2 )
      {
         wield2->blaster_setting = BLASTER_FULL;
         send_to_char( "&YDual wielded blaster set to FULL Power\r\n&w", ch );
      }
      return;
   }
   if( !str_cmp( argument, "high" ) )
   {
      if( wield )
      {
         wield->blaster_setting = BLASTER_HIGH;
         send_to_char( "&YWielded blaster set to HIGH Power\r\n&w", ch );
      }
      if( wield2 )
      {
         wield2->blaster_setting = BLASTER_HIGH;
         send_to_char( "&YDual wielded blaster set to HIGH Power\r\n&w", ch );
      }
      return;
   }
   if( !str_cmp( argument, "normal" ) )
   {
      if( wield )
      {
         wield->blaster_setting = BLASTER_NORMAL;
         send_to_char( "&YWielded blaster set to NORMAL Power\r\n&w", ch );
      }
      if( wield2 )
      {
         wield2->blaster_setting = BLASTER_NORMAL;
         send_to_char( "&YDual wielded blaster set to NORMAL Power\r\n&w", ch );
      }
      return;
   }
   if( !str_cmp( argument, "half" ) )
   {
      if( wield )
      {
         wield->blaster_setting = BLASTER_HALF;
         send_to_char( "&YWielded blaster set to HALF Power\r\n&w", ch );
      }
      if( wield2 )
      {
         wield2->blaster_setting = BLASTER_HALF;
         send_to_char( "&YDual wielded blaster set to HALF Power\r\n&w", ch );
      }
      return;
   }
   if( !str_cmp( argument, "low" ) )
   {
      if( wield )
      {
         wield->blaster_setting = BLASTER_LOW;
         send_to_char( "&YWielded blaster set to LOW Power\r\n&w", ch );
      }
      if( wield2 )
      {
         wield2->blaster_setting = BLASTER_LOW;
         send_to_char( "&YDual wielded blaster set to LOW Power\r\n&w", ch );
      }
      return;
   }
   if( !str_cmp( argument, "stun" ) )
   {
      if( wield )
      {
         wield->blaster_setting = BLASTER_STUN;
         send_to_char( "&YWielded blaster set to STUN\r\n&w", ch );
      }
      if( wield2 )
      {
         wield2->blaster_setting = BLASTER_STUN;
         send_to_char( "&YDual wielded blaster set to STUN\r\n&w", ch );
      }
      return;
   }
   else
      do_setblaster( ch, "" );

}

void do_use( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   char argd[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   OBJ_DATA *device;
   OBJ_DATA *obj;
   ch_ret retcode;

   argument = one_argument( argument, argd );
   argument = one_argument( argument, arg );

   if( !str_cmp( arg, "on" ) )
      argument = one_argument( argument, arg );

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

   if( ( device = get_eq_char( ch, WEAR_HOLD ) ) == NULL || !nifty_is_name( argd, device->name ) )
   {
      do_takedrug( ch, argd );
      return;
   }

   if( device->item_type == ITEM_SPICE )
   {
      do_takedrug( ch, argd );
      return;
   }

   if( device->item_type != ITEM_DEVICE )
   {
      send_to_char( "You can't figure out what it is your supposed to do with it.\r\n", ch );
      return;
   }

   if( device->value[2] <= 0 )
   {
      send_to_char( "It has no more charge left.", ch );
      return;
   }

   obj = NULL;
   if( arg[0] == '\0' )
   {
      if( ch->fighting )
      {
         victim = who_fighting( ch );
      }
      else
      {
         send_to_char( "Use on 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 your target.\r\n", ch );
         return;
      }
   }

   WAIT_STATE( ch, 1 * PULSE_VIOLENCE );

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

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


   return;
}

void do_takedrug( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *obj;
   AFFECT_DATA af;
   int drug;
   int sn = 0;

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

   if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
      return;

   if( obj->item_type == ITEM_DEVICE )
   {
      send_to_char( "Try holding it first.\r\n", ch );
      return;
   }

   if( obj->item_type != ITEM_SPICE )
   {
      act( AT_ACTION, "$n looks at $p and scratches $s head.", ch, obj, NULL, TO_ROOM );
      act( AT_ACTION, "You can't quite figure out what to do with $p.", ch, obj, NULL, TO_CHAR );
      return;
   }

   separate_obj( obj );
   if( obj->in_obj )
   {
      act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
      act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
   }

   if( ch->fighting && number_percent(  ) > ( get_curr_dex( ch ) * 2 + 48 ) )
   {
      act( AT_MAGIC, "$n accidentally drops $p rendering it useless.", ch, obj, NULL, TO_ROOM );
      act( AT_MAGIC, "Oops... $p gets knocked from your hands rendering it completely useless!", ch, obj, NULL, TO_CHAR );
   }
   else
   {
      if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
      {
         act( AT_ACTION, "$n takes $p.", ch, obj, NULL, TO_ROOM );
         act( AT_ACTION, "You take $p.", ch, obj, NULL, TO_CHAR );
      }

      if( IS_NPC( ch ) )
      {
         extract_obj( obj );
         return;
      }

      drug = obj->value[0];

      WAIT_STATE( ch, PULSE_PER_SECOND / 4 );

      gain_condition( ch, COND_THIRST, 1 );

      ch->pcdata->drug_level[drug] = UMIN( ch->pcdata->drug_level[drug] + obj->value[1], 255 );
      if( ch->pcdata->drug_level[drug] >= 255 || ch->pcdata->drug_level[drug] > ( ch->pcdata->addiction[drug] + 100 ) )
      {
         act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
         act( AT_POISON, "You feel sick. You may have taken too much.", ch, NULL, NULL, TO_CHAR );
         ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
         af.type = gsn_poison;
         af.location = APPLY_INT;
         af.modifier = -5;
         af.duration = ch->pcdata->drug_level[drug];
         af.bitvector = AFF_POISON;
         affect_to_char( ch, &af );
         ch->hit = 1;
      }

      switch ( drug )
      {
         default:
         case SPICE_GLITTERSTIM:

            sn = skill_lookup( "true sight" );
            if( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
            {
               af.type = sn;
               af.location = APPLY_AC;
               af.modifier = -10;
               af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug], obj->value[1] );
               af.bitvector = AFF_TRUESIGHT;
               affect_to_char( ch, &af );
            }
            break;

         case SPICE_CARSANUM:

            sn = skill_lookup( "sanctuary" );
            if( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_SANCTUARY ) )
            {
               af.type = sn;
               af.location = APPLY_NONE;
               af.modifier = 0;
               af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug], obj->value[1] );
               af.bitvector = AFF_SANCTUARY;
               affect_to_char( ch, &af );
            }
            break;

         case SPICE_RYLL:

            af.type = -1;
            af.location = APPLY_DEX;
            af.modifier = 1;
            af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
            af.bitvector = AFF_NONE;
            affect_to_char( ch, &af );

            af.type = -1;
            af.location = APPLY_HITROLL;
            af.modifier = 1;
            af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
            af.bitvector = AFF_NONE;
            affect_to_char( ch, &af );

            break;

         case SPICE_ANDRIS:

            af.type = -1;
            af.location = APPLY_HIT;
            af.modifier = 10;
            af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
            af.bitvector = AFF_NONE;
            affect_to_char( ch, &af );

            af.type = sn;
            af.location = APPLY_CON;
            af.modifier = 1;
            af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
            af.bitvector = AFF_NONE;
            affect_to_char( ch, &af );

            break;

      }

   }
   if( cur_obj == obj->serial )
      global_objcode = rOBJ_EATEN;
   extract_obj( obj );
   return;
}

void jedi_bonus( CHAR_DATA * ch )
{
   if( number_range( 1, 100 ) == 1 )
   {
      ch->max_mana++;
      send_to_char( "&YYou are wise in your use of the force.\r\n", ch );
      send_to_char( "You feel a little stronger in your wisdom.&w\r\n", ch );
   }
}

void sith_penalty( CHAR_DATA * ch )
{
   if( number_range( 1, 100 ) == 1 )
   {
      ch->max_mana++;
      if( ch->max_hit > 100 )
         ch->max_hit--;
      ch->hit--;
      send_to_char( "&zYour body grows weaker as your strength in the dark side grows.&w\r\n", ch );
   }
}

/*
 * Fill a container
 * Many enhancements added by Thoric (ie: filling non-drink containers)
 */
void do_fill( CHAR_DATA * ch, char *argument )
{
   char arg1[MAX_INPUT_LENGTH];
   char arg2[MAX_INPUT_LENGTH];
   OBJ_DATA *obj;
   OBJ_DATA *source;
   short dest_item, src_item1, src_item2, src_item3, src_item4;
   int diff = 0;
   bool all = FALSE;

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

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

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

   if( ms_find_obj( ch ) )
      return;

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

   src_item1 = src_item2 = src_item3 = src_item4 = -1;
   switch ( dest_item )
   {
      default:
         act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
         send_to_char( "You cannot fill that.\r\n", ch );
         return;
         /*
          * place all fillable item types here 
          */
      case ITEM_DRINK_CON:
         src_item1 = ITEM_FOUNTAIN;
         src_item2 = ITEM_BLOOD;
         break;
      case ITEM_HERB_CON:
         src_item1 = ITEM_HERB;
         src_item2 = ITEM_HERB_CON;
         break;
      case ITEM_PIPE:
         src_item1 = ITEM_HERB;
         src_item2 = ITEM_HERB_CON;
         break;
      case ITEM_CONTAINER:
         src_item1 = ITEM_CONTAINER;
         src_item2 = ITEM_CORPSE_NPC;
         src_item3 = ITEM_CORPSE_PC;
         src_item4 = ITEM_CORPSE_NPC;
         break;
   }

   if( dest_item == ITEM_CONTAINER )
   {
      if( IS_SET( obj->value[1], CONT_CLOSED ) )
      {
         act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
         return;
      }
      if( get_obj_weight( obj ) / obj->count >= obj->value[0] )
      {
         send_to_char( "It's already full as it can be.\r\n", ch );
         return;
      }
   }
   else
   {
      diff = obj->value[0] - obj->value[1];
      if( diff < 1 || obj->value[1] >= obj->value[0] )
      {
         send_to_char( "It's already full as it can be.\r\n", ch );
         return;
      }
   }

   if( dest_item == ITEM_PIPE && IS_SET( obj->value[3], PIPE_FULLOFASH ) )
   {
      send_to_char( "It's full of ashes, and needs to be emptied first.\r\n", ch );
      return;
   }

   if( arg2[0] != '\0' )
   {
      if( dest_item == ITEM_CONTAINER && ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) )
      {
         all = TRUE;
         source = NULL;
      }
      else
         /*
          * This used to let you fill a pipe from an object on the ground.  Seems
          * to me you should be holding whatever you want to fill a pipe with.
          * It's nitpicking, but I needed to change it to get a mobprog to work
          * right.  Check out Lord Fitzgibbon if you're curious.  -Narn 
          */
      if( dest_item == ITEM_PIPE )
      {
         if( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
         {
            send_to_char( "You don't have that item.\r\n", ch );
            return;
         }
         if( source->item_type != src_item1 && source->item_type != src_item2
             && source->item_type != src_item3 && source->item_type != src_item4 )
         {
            act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
            return;
         }
      }
      else
      {
         if( ( source = get_obj_here( ch, arg2 ) ) == NULL )
         {
            send_to_char( "You cannot find that item.\r\n", ch );
            return;
         }
      }
   }
   else
      source = NULL;

   if( !source && dest_item == ITEM_PIPE )
   {
      send_to_char( "Fill it with what?\r\n", ch );
      return;
   }

   if( !source )
   {
      bool found = FALSE;
      OBJ_DATA *src_next;

      found = FALSE;
      separate_obj( obj );
      for( source = ch->in_room->first_content; source; source = src_next )
      {
         src_next = source->next_content;
         if( dest_item == ITEM_CONTAINER )
         {
            if( !CAN_WEAR( source, ITEM_TAKE )
                || ( IS_OBJ_STAT( source, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
                || ch->carry_weight + get_obj_weight( source ) > can_carry_w( ch )
                || ( get_obj_weight( source ) + get_obj_weight( obj ) / obj->count ) > obj->value[0] )
               continue;
            if( all && arg2[3] == '.' && !nifty_is_name( &arg2[4], source->name ) )
               continue;
            obj_from_room( source );
            if( source->item_type == ITEM_MONEY )
            {
               ch->gold += source->value[0];
               extract_obj( source );
            }
            else
               obj_to_obj( source, obj );
            found = TRUE;
         }
         else
            if( source->item_type == src_item1
                || source->item_type == src_item2 || source->item_type == src_item3 || source->item_type == src_item4 )
         {
            found = TRUE;
            break;
         }
      }
      if( !found )
      {
         switch ( src_item1 )
         {
            default:
               send_to_char( "There is nothing appropriate here!\r\n", ch );
               return;
            case ITEM_FOUNTAIN:
               send_to_char( "There is no fountain or pool here!\r\n", ch );
               return;
            case ITEM_BLOOD:
               send_to_char( "There is no blood pool here!\r\n", ch );
               return;
            case ITEM_HERB_CON:
               send_to_char( "There are no herbs here!\r\n", ch );
               return;
            case ITEM_HERB:
               send_to_char( "You cannot find any smoking herbs.\r\n", ch );
               return;
         }
      }
      if( dest_item == ITEM_CONTAINER )
      {
         act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
         act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
         return;
      }
   }

   if( dest_item == ITEM_CONTAINER )
   {
      OBJ_DATA *otmp, *otmp_next;
      char name[MAX_INPUT_LENGTH];
      CHAR_DATA *gch;
      char *pd;
      bool found = FALSE;

      if( source == obj )
      {
         send_to_char( "You can't fill something with itself!\r\n", ch );
         return;
      }

      switch ( source->item_type )
      {
         default:   /* put something in container */
            if( !source->in_room /* disallow inventory items */
                || !CAN_WEAR( source, ITEM_TAKE )
                || ( IS_OBJ_STAT( source, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
                || ch->carry_weight + get_obj_weight( source ) > can_carry_w( ch )
                || ( get_obj_weight( source ) + get_obj_weight( obj ) / obj->count ) > obj->value[0] )
            {
               send_to_char( "You can't do that.\r\n", ch );
               return;
            }
            separate_obj( obj );
            act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
            act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
            obj_from_room( source );
            obj_to_obj( source, obj );
            break;
         case ITEM_MONEY:
            send_to_char( "You can't do that... yet.\r\n", ch );
            break;
         case ITEM_CORPSE_PC:
            if( IS_NPC( ch ) )
            {
               send_to_char( "You can't do that.\r\n", ch );
               return;
            }

            pd = source->short_descr;
            pd = one_argument( pd, name );
            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 = 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;
               }
            }

         case ITEM_CONTAINER:
            if( source->item_type == ITEM_CONTAINER   /* don't remove */
                && IS_SET( source->value[1], CONT_CLOSED ) )
            {
               act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
               return;
            }
         case ITEM_DROID_CORPSE:
         case ITEM_CORPSE_NPC:
            if( ( otmp = source->first_content ) == NULL )
            {
               send_to_char( "It's empty.\r\n", ch );
               return;
            }
            separate_obj( obj );
            for( ; otmp; otmp = otmp_next )
            {
               otmp_next = otmp->next_content;

               if( !CAN_WEAR( otmp, ITEM_TAKE )
                   || ( IS_OBJ_STAT( otmp, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
                   || ch->carry_number + otmp->count > can_carry_n( ch )
                   || ch->carry_weight + get_obj_weight( otmp ) > can_carry_w( ch )
                   || ( get_obj_weight( source ) + get_obj_weight( obj ) / obj->count ) > obj->value[0] )
                  continue;
               obj_from_obj( otmp );
               obj_to_obj( otmp, obj );
               found = TRUE;
            }
            if( found )
            {
               act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
               act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
            }
            else
               send_to_char( "There is nothing appropriate in there.\r\n", ch );
            break;
      }
      return;
   }

   if( source->value[1] < 1 )
   {
      send_to_char( "There's none left!\r\n", ch );
      return;
   }
   if( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
      separate_obj( source );
   separate_obj( obj );

   switch ( source->item_type )
   {
      default:
         bug( "do_fill: got bad item type: %d", source->item_type );
         send_to_char( "Something went wrong...\r\n", ch );
         return;
      case ITEM_FOUNTAIN:
         if( obj->value[1] != 0 && obj->value[2] != 0 )
         {
            send_to_char( "There is already another liquid in it.\r\n", ch );
            return;
         }
         obj->value[2] = 0;
         obj->value[1] = obj->value[0];
         act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
         act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
         return;
      case ITEM_BLOOD:
         if( obj->value[1] != 0 && obj->value[2] != 13 )
         {
            send_to_char( "There is already another liquid in it.\r\n", ch );
            return;
         }
         obj->value[2] = 13;
         if( source->value[1] < diff )
            diff = source->value[1];
         obj->value[1] += diff;
         act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
         act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
         if( ( source->value[1] -= diff ) < 1 )
         {
            extract_obj( source );
            make_bloodstain( ch );
         }
         return;
      case ITEM_HERB:
         if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
         {
            send_to_char( "There is already another type of herb in it.\r\n", ch );
            return;
         }
         obj->value[2] = source->value[2];
         if( source->value[1] < diff )
            diff = source->value[1];
         obj->value[1] += diff;
         act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
         act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
         if( ( source->value[1] -= diff ) < 1 )
            extract_obj( source );
         return;
      case ITEM_HERB_CON:
         if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
         {
            send_to_char( "There is already another type of herb in it.\r\n", ch );
            return;
         }
         obj->value[2] = source->value[2];
         if( source->value[1] < diff )
            diff = source->value[1];
         obj->value[1] += diff;
         source->value[1] -= diff;
         act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
         act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
         return;
      case ITEM_DRINK_CON:
         if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
         {
            send_to_char( "There is already another liquid in it.\r\n", ch );
            return;
         }
         obj->value[2] = source->value[2];
         if( source->value[1] < diff )
            diff = source->value[1];
         obj->value[1] += diff;
         source->value[1] -= diff;
         act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
         act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
         return;
   }
}

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

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

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

      if( !obj )
      {
         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( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
      separate_obj( obj );

   if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 40 )
   {
      send_to_char( "You fail to reach your mouth.  *Hic*\r\n", ch );
      return;
   }

   switch ( obj->item_type )
   {
      default:
         if( obj->carried_by == ch )
         {
            act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
            act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
         }
         else
         {
            act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
            act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
         }
         break;

      case ITEM_POTION:
         if( obj->carried_by == ch )
            do_quaff( ch, obj->name );
         else
            send_to_char( "You're not carrying that.\r\n", ch );
         break;

      case ITEM_FOUNTAIN:
         if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
         {
            act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
            send_to_char( "You take a long thirst quenching drink.\r\n", ch );
         }

         if( !IS_NPC( ch ) )
            ch->pcdata->condition[COND_THIRST] = 40;
         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;
         }

         if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
         {
            act( AT_ACTION, "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
            act( AT_ACTION, "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
         }

         amount = 1; /* UMIN(amount, obj->value[1]); */
         /*
          * what was this? concentrated drinks?  concentrated water
          * too I suppose... sheesh! 
          */

         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 ) )
         {
            if( ch->pcdata->condition[COND_DRUNK] > 24 )
               send_to_char( "You feel quite sloshed.\r\n", ch );
            else if( ch->pcdata->condition[COND_DRUNK] > 18 )
               send_to_char( "You feel very drunk.\r\n", ch );
            else if( ch->pcdata->condition[COND_DRUNK] > 12 )
               send_to_char( "You feel drunk.\r\n", ch );
            else if( ch->pcdata->condition[COND_DRUNK] > 8 )
               send_to_char( "You feel a little drunk.\r\n", ch );
            else if( ch->pcdata->condition[COND_DRUNK] > 5 )
               send_to_char( "You feel light headed.\r\n", ch );

            if( ch->pcdata->condition[COND_FULL] > 40 )
               send_to_char( "You are full.\r\n", ch );

            if( ch->pcdata->condition[COND_THIRST] > 40 )
               send_to_char( "You feel bloated.\r\n", ch );
            else if( ch->pcdata->condition[COND_THIRST] > 36 )
               send_to_char( "Your stomach is sloshing around.\r\n", ch );
            else if( ch->pcdata->condition[COND_THIRST] > 30 )
               send_to_char( "You do not feel thirsty.\r\n", ch );
         }

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

            act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
            act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
            ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
            af.type = gsn_poison;
            af.duration = 3 * obj->value[3];
            af.location = APPLY_NONE;
            af.modifier = 0;
            af.bitvector = AFF_POISON;
            affect_join( ch, &af );
         }

         obj->value[1] -= amount;
         break;
   }
   WAIT_STATE( ch, PULSE_PER_SECOND );
   return;
}

void do_eat( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *obj;
   ch_ret retcode;
   int foodcond;

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

   if( IS_NPC( ch ) || ch->pcdata->condition[COND_FULL] > 5 )
      if( ms_find_obj( ch ) )
         return;

   if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
      return;

   if( !IS_IMMORTAL( ch ) )
   {
      if( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
      {
         act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM );
         act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
         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;
      }
   }

   /*
    * required due to object grouping 
    */
   separate_obj( obj );

   WAIT_STATE( ch, PULSE_PER_SECOND / 2 );

   if( obj->in_obj )
   {
      act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
      act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
   }
   if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
   {
      if( !obj->action_desc || obj->action_desc[0] == '\0' )
      {
         act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM );
         act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
      }
      else
         actiondesc( ch, obj, NULL );
   }

   switch ( obj->item_type )
   {

      case ITEM_FOOD:
         if( obj->timer > 0 && obj->value[1] > 0 )
            foodcond = ( obj->timer * 10 ) / obj->value[1];
         else
            foodcond = 10;

         if( !IS_NPC( ch ) )
         {
            int condition;

            condition = ch->pcdata->condition[COND_FULL];
            gain_condition( ch, COND_FULL, ( obj->value[0] * foodcond ) / 10 );
            if( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
               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 || ( foodcond < 4 && number_range( 0, foodcond + 1 ) == 0 ) )
         {
            /*
             * The food was poisoned! 
             */
            AFFECT_DATA af;

            if( obj->value[3] != 0 )
            {
               act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
               act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
               ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
            }
            else
            {
               act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
               act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
               ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
            }

            af.type = gsn_poison;
            af.duration = 2 * obj->value[0] * ( obj->value[3] > 0 ? obj->value[3] : 1 );
            af.location = APPLY_NONE;
            af.modifier = 0;
            af.bitvector = AFF_POISON;
            affect_join( ch, &af );
         }
         break;

      case ITEM_PILL:
         /*
          * allow pills to fill you, if so desired 
          */
         if( !IS_NPC( ch ) && obj->value[4] )
         {
            int condition;

            condition = ch->pcdata->condition[COND_FULL];
            gain_condition( ch, COND_FULL, obj->value[4] );
            if( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
               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 );
         }
         retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
         if( retcode == rNONE )
            retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
         if( retcode == rNONE )
            retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
         break;
   }

   if( obj->serial == cur_obj )
      global_objcode = rOBJ_EATEN;
   extract_obj( obj );
   return;
}

void do_quaff( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *obj;
   ch_ret retcode;

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

   if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
      return;

   if( obj->item_type != ITEM_POTION )
   {
      if( obj->item_type == ITEM_DRINK_CON )
         do_drink( ch, obj->name );
      else
      {
         act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
         act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
      }
      return;
   }

   /*
    * Fullness checking               -Thoric
    */
   if( !IS_NPC( ch ) && ( ch->pcdata->condition[COND_FULL] >= 48 || ch->pcdata->condition[COND_THIRST] >= 48 ) )
   {
      send_to_char( "Your stomach cannot contain any more.\r\n", ch );
      return;
   }

   separate_obj( obj );
   if( obj->in_obj )
   {
      act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
      act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
   }

   /*
    * If fighting, chance of dropping potion         -Thoric
    */
   if( ch->fighting && number_percent(  ) > ( get_curr_dex( ch ) * 2 + 48 ) )
   {
      act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM );
      act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL, TO_CHAR );
   }
   else
   {
      if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
      {
         act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
         act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
      }

      WAIT_STATE( ch, PULSE_PER_SECOND / 4 );

      gain_condition( ch, COND_THIRST, 1 );
      retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
      if( retcode == rNONE )
         retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
      if( retcode == rNONE )
         retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
   }
   if( cur_obj == obj->serial )
      global_objcode = rOBJ_QUAFFED;
   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;
   ch_ret retcode;

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

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

   if( ms_find_obj( ch ) )
      return;

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

   if( scroll->item_type != ITEM_SCROLL )
   {
      act( AT_ACTION, "$n attempts to activate $p ... the silly fool.", ch, scroll, NULL, TO_ROOM );
      act( AT_ACTION, "You try to activate $p. (Now what?)", ch, scroll, NULL, TO_CHAR );
      return;
   }

   if( IS_NPC( ch ) && ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) )
   {
      send_to_char( "As a mob, this dialect is foreign to you.\r\n", ch );
      return;
   }

   if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) && ( ch->top_level + 10 < scroll->value[0] ) )
   {
      send_to_char( "This item is too complex for you to understand.\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;
      }
   }

   separate_obj( scroll );
   act( AT_MAGIC, "$n activate $p.", ch, scroll, NULL, TO_ROOM );
   act( AT_MAGIC, "You activate $p.", ch, scroll, NULL, TO_CHAR );


   WAIT_STATE( ch, PULSE_PER_SECOND / 2 );

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

   if( scroll->serial == cur_obj )
      global_objcode = rOBJ_USED;
   extract_obj( scroll );
   return;
}


/*
 * Function to handle the state changing of a triggerobject (lever)  -Thoric
 */
void pullorpush( CHAR_DATA * ch, OBJ_DATA * obj, bool pull )
{
   char buf[MAX_STRING_LENGTH];
   CHAR_DATA *rch;
   bool isup;
   ROOM_INDEX_DATA *room, *to_room = NULL;
   EXIT_DATA *pexit, *pexit_rev;
   int edir;
   char *txt;

   if( IS_SET( obj->value[0], TRIG_UP ) )
      isup = TRUE;
   else
      isup = FALSE;
   switch ( obj->item_type )
   {
      default:
         sprintf( buf, "You can't %s that!\r\n", pull ? "pull" : "push" );
         send_to_char( buf, ch );
         return;
         break;
      case ITEM_SWITCH:
      case ITEM_LEVER:
      case ITEM_PULLCHAIN:
         if( ( !pull && isup ) || ( pull && !isup ) )
         {
            sprintf( buf, "It is already %s.\r\n", isup ? "up" : "down" );
            send_to_char( buf, ch );
            return;
         }
      case ITEM_BUTTON:
         if( ( !pull && isup ) || ( pull & !isup ) )
         {
            sprintf( buf, "It is already %s.\r\n", isup ? "in" : "out" );
            send_to_char( buf, ch );
            return;
         }
         break;
   }

   if( ( pull ) && IS_SET( obj->pIndexData->progtypes, PULL_PROG ) )
   {
      if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
         REMOVE_BIT( obj->value[0], TRIG_UP );
      oprog_pull_trigger( ch, obj );
      return;
   }

   if( ( !pull ) && IS_SET( obj->pIndexData->progtypes, PUSH_PROG ) )
   {
      if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
         SET_BIT( obj->value[0], TRIG_UP );
      oprog_push_trigger( ch, obj );
      return;
   }

   if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
   {
      sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
      act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
      sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
      act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
   }

   if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
   {
      if( pull )
         REMOVE_BIT( obj->value[0], TRIG_UP );
      else
         SET_BIT( obj->value[0], TRIG_UP );
   }

   if( IS_SET( obj->value[0], TRIG_TELEPORT )
       || IS_SET( obj->value[0], TRIG_TELEPORTALL ) || IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
   {
      int flags;

      if( ( room = get_room_index( obj->value[1] ) ) == NULL )
      {
         bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
         return;
      }
      flags = 0;
      if( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) )
         SET_BIT( flags, TELE_SHOWDESC );
      if( IS_SET( obj->value[0], TRIG_TELEPORTALL ) )
         SET_BIT( flags, TELE_TRANSALL );
      if( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
         SET_BIT( flags, TELE_TRANSALLPLUS );

      teleport( ch, obj->value[1], flags );
      return;
   }

   if( IS_SET( obj->value[0], TRIG_RAND4 ) || IS_SET( obj->value[0], TRIG_RAND6 ) )
   {
      int maxd;

      if( ( room = get_room_index( obj->value[1] ) ) == NULL )
      {
         bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
         return;
      }

      if( IS_SET( obj->value[0], TRIG_RAND4 ) )
         maxd = 3;
      else
         maxd = 5;

      randomize_exits( room, maxd );
      for( rch = room->first_person; rch; rch = rch->next_in_room )
      {
         send_to_char( "You hear a loud rumbling sound.\r\n", rch );
         send_to_char( "Something seems different...\r\n", rch );
      }
   }

   /* Death support added by Remcon */
   if( IS_SET( obj->value[0], TRIG_DEATH ) )
   {
      /* Should we really send a message to the room? */
      act( AT_DEAD, "$n falls prey to a terrible death!", ch, NULL, NULL, TO_ROOM );
      act( AT_DEAD, "Oopsie... you're dead!\r\n", ch, NULL, NULL, TO_CHAR );
      snprintf( buf, MAX_STRING_LENGTH, "%s hit a DEATH TRIGGER in room %d!", ch->name, ch->in_room->vnum );
      log_string( buf );
      to_channel( buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL );

      /* Personaly I fiqured if we wanted it to be a full DT we could just have it send them into a DT. */
      set_cur_char( ch );
      raw_kill( ch, ch );

      /* If you want it to be more like a room deathtrap use this instead */
/*
      if( is_npc( ch ) )
         extract_char( ch, true );
      else
         extract_char( ch, false );
*/
      return;
   }

   /* Object loading added by Remcon */
   if( IS_SET( obj->value[0], TRIG_OLOAD ) )
   {
      OBJ_INDEX_DATA *pObjIndex;
      OBJ_DATA *tobj;

      /* value[1] for the obj vnum */
      if( !( pObjIndex = get_obj_index( obj->value[1] ) ) )
      {
         bug( "%s: obj points to invalid object vnum %d", __FUNCTION__, obj->value[1] );
         return;
      }
      /* Set room to NULL before the check */
      room = NULL;
      /* value[2] for the room vnum to put the object in if there is one, 0 for giving it to char or current room */
      if( obj->value[2] > 0 && !( room = get_room_index( obj->value[2] ) ) )
      {
         bug( "%s: obj points to invalid room vnum %d", __FUNCTION__, obj->value[2] );
         return;
      }
      /* Uses value[3] for level */
      if( !( tobj = create_object( pObjIndex, URANGE( 0, obj->value[3], MAX_LEVEL ) ) ) )
      {
         bug( "%s: obj couldnt create_obj vnum %d at level %d", __FUNCTION__, obj->value[1], obj->value[3] );
         return;
      }
      if( room )
         obj_to_room( tobj, room );
      else
      {
         if( CAN_WEAR( obj, ITEM_TAKE ) )
            obj_to_char( tobj, ch );
         else
            obj_to_room( tobj, ch->in_room );
      }
      return;
   }

   /* Mob loading added by Remcon */
   if( IS_SET( obj->value[0], TRIG_MLOAD ) )
   {
      MOB_INDEX_DATA *pMobIndex;
      CHAR_DATA *mob;

      /* value[1] for the obj vnum */
      if( !( pMobIndex = get_mob_index( obj->value[1] ) ) )
      {
         bug( "%s: obj points to invalid mob vnum %d", __FUNCTION__, obj->value[1] );
         return;
      }
      /* Set room to current room before the check */
      room = ch->in_room;
      /* value[2] for the room vnum to put the object in if there is one, 0 for giving it to char or current room */
      if( obj->value[2] > 0 && !( room = get_room_index( obj->value[2] ) ) )
      {
         bug( "%s: obj points to invalid room vnum %d", __FUNCTION__, obj->value[2] );
         return;
      }
      if( !( mob = create_mobile( pMobIndex ) ) )
      {
         bug( "%s: obj couldnt create_mobile vnum %d", __FUNCTION__, obj->value[1] );
         return;
      }
      char_to_room( mob, room );
      return;
   }

   /* Spell casting support added by Remcon */
   if( IS_SET( obj->value[0], TRIG_CAST ) )
   {
      if( obj->value[1] <= 0 || !IS_VALID_SN( obj->value[1] ) )
      {
         bug( "%s: obj points to invalid sn [%d]", __FUNCTION__, obj->value[1] );
         return;
      }
      obj_cast_spell( obj->value[1], URANGE( 1, ( obj->value[2] > 0 ) ? obj->value[2] : ch->top_level, MAX_LEVEL ), ch, ch, NULL );
      return;
   }

   /* Container support added by Remcon */
   if( IS_SET( obj->value[0], TRIG_CONTAINER ) )
   {
      OBJ_DATA *container = NULL;

      room = get_room_index( obj->value[1] );
      if( !room )
         room = obj->in_room;
      if( !room )
      {
         bug( "%s: obj points to invalid room %d", __FUNCTION__, obj->value[1] );
         return;
      }

      for( container = ch->in_room->first_content; container; container = container->next_content )
      {
         if( container->pIndexData->vnum == obj->value[2] )
            break;
      }
      if( !container )
      {
         bug( "%s: obj points to a container [%d] thats not where it should be?", __FUNCTION__, obj->value[2] );
         return;
      }
      if( container->item_type != ITEM_CONTAINER )
      {
         bug( "%s: obj points to object [%d], but it isn't a container.", __FUNCTION__, obj->value[2] );
         return;
      }
      /* Could toss in some messages. Limit how it is handled etc... I'll leave that to each one to do */
      /* Started to use TRIG_OPEN, TRIG_CLOSE, TRIG_LOCK, and TRIG_UNLOCK like TRIG_DOOR does. */
      /* It limits it alot, but it wouldn't allow for an EATKEY change */
      if( IS_SET( obj->value[3], CONT_CLOSEABLE ) )
         TOGGLE_BIT( container->value[1], CONT_CLOSEABLE );
      if( IS_SET( obj->value[3], CONT_PICKPROOF ) )
         TOGGLE_BIT( container->value[1], CONT_PICKPROOF );
      if( IS_SET( obj->value[3], CONT_CLOSED ) )
         TOGGLE_BIT( container->value[1], CONT_CLOSED );
      if( IS_SET( obj->value[3], CONT_LOCKED ) )
         TOGGLE_BIT( container->value[1], CONT_LOCKED );
      return;
   }

   if( IS_SET( obj->value[0], TRIG_DOOR ) )
   {
      room = get_room_index( obj->value[1] );
      if( !room )
         room = obj->in_room;
      if( !room )
      {
         bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
         return;
      }
      if( IS_SET( obj->value[0], TRIG_D_NORTH ) )
      {
         edir = DIR_NORTH;
         txt = "to the north";
      }
      else if( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
      {
         edir = DIR_SOUTH;
         txt = "to the south";
      }
      else if( IS_SET( obj->value[0], TRIG_D_EAST ) )
      {
         edir = DIR_EAST;
         txt = "to the east";
      }
      else if( IS_SET( obj->value[0], TRIG_D_WEST ) )
      {
         edir = DIR_WEST;
         txt = "to the west";
      }
      else if( IS_SET( obj->value[0], TRIG_D_UP ) )
      {
         edir = DIR_UP;
         txt = "from above";
      }
      else if( IS_SET( obj->value[0], TRIG_D_DOWN ) )
      {
         edir = DIR_DOWN;
         txt = "from below";
      }
      else
      {
         bug( "PullOrPush: door: no direction flag set.", 0 );
         return;
      }
      pexit = get_exit( room, edir );
      if( !pexit )
      {
         if( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
         {
            bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
            return;
         }
         to_room = get_room_index( obj->value[2] );
         if( !to_room )
         {
            bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
            return;
         }
         pexit = make_exit( room, to_room, edir );
         pexit->keyword = STRALLOC( "" );
         pexit->description = STRALLOC( "" );
         pexit->key = -1;
         pexit->exit_info = 0;
         top_exit++;
         act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
         act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
         return;
      }
      if( IS_SET( obj->value[0], TRIG_UNLOCK ) && IS_SET( pexit->exit_info, EX_LOCKED ) )
      {
         REMOVE_BIT( pexit->exit_info, EX_LOCKED );
         act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
         act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
         if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
            REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
         return;
      }
      if( IS_SET( obj->value[0], TRIG_LOCK ) && !IS_SET( pexit->exit_info, EX_LOCKED ) )
      {
         SET_BIT( pexit->exit_info, EX_LOCKED );
         act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
         act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
         if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
            SET_BIT( pexit_rev->exit_info, EX_LOCKED );
         return;
      }
      if( IS_SET( obj->value[0], TRIG_OPEN ) && IS_SET( pexit->exit_info, EX_CLOSED ) )
      {
         REMOVE_BIT( pexit->exit_info, EX_CLOSED );
         for( rch = room->first_person; rch; rch = rch->next_in_room )
            act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
         if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
         {
            REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
            for( rch = to_room->first_person; rch; rch = rch->next_in_room )
               act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
         }
         check_room_for_traps( ch, trap_door[edir] );
         return;
      }
      if( IS_SET( obj->value[0], TRIG_CLOSE ) && !IS_SET( pexit->exit_info, EX_CLOSED ) )
      {
         SET_BIT( pexit->exit_info, EX_CLOSED );
         for( rch = room->first_person; rch; rch = rch->next_in_room )
            act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
         if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
         {
            SET_BIT( pexit_rev->exit_info, EX_CLOSED );
            for( rch = to_room->first_person; rch; rch = rch->next_in_room )
               act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
         }
         check_room_for_traps( ch, trap_door[edir] );
         return;
      }
   }
}


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

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

   if( ms_find_obj( ch ) )
      return;

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

   pullorpush( ch, obj, TRUE );
}

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

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

   if( ms_find_obj( ch ) )
      return;

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

   pullorpush( ch, obj, FALSE );
}

/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *pipe;
   char arg[MAX_INPUT_LENGTH];

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

   if( ms_find_obj( ch ) )
      return;

   if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
   {
      send_to_char( "You aren't carrying that.\r\n", ch );
      return;
   }
   if( pipe->item_type != ITEM_PIPE )
   {
      send_to_char( "You can't tamp that.\r\n", ch );
      return;
   }
   if( !IS_SET( pipe->value[3], PIPE_TAMPED ) )
   {
      act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR );
      act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM );
      SET_BIT( pipe->value[3], PIPE_TAMPED );
      return;
   }
   send_to_char( "It doesn't need tamping.\r\n", ch );
}

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

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

   if( ms_find_obj( ch ) )
      return;

   if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
   {
      send_to_char( "You aren't carrying that.\r\n", ch );
      return;
   }
   if( pipe->item_type != ITEM_PIPE )
   {
      act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR );
      act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM );
      return;
   }
   if( !IS_SET( pipe->value[3], PIPE_LIT ) )
   {
      act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR );
      act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM );
      return;
   }
   if( pipe->value[1] > 0 )
   {
      if( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) )
      {
         act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR );
         act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM );
      }

      if( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb )
      {
         int sn = pipe->value[2] + TYPE_HERB;
         SKILLTYPE *skill = get_skilltype( sn );

         WAIT_STATE( ch, skill->beats );
         if( skill->spell_fun )
            obj_cast_spell( sn, UMIN( skill->min_level, ch->top_level ), ch, ch, NULL );
         if( obj_extracted( pipe ) )
            return;
      }
      else
         bug( "do_smoke: bad herb type %d", pipe->value[2] );

      SET_BIT( pipe->value[3], PIPE_HOT );
      if( --pipe->value[1] < 1 )
      {
         REMOVE_BIT( pipe->value[3], PIPE_LIT );
         SET_BIT( pipe->value[3], PIPE_DIRTY );
         SET_BIT( pipe->value[3], PIPE_FULLOFASH );
      }
   }
}

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

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

   if( ms_find_obj( ch ) )
      return;

   if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
   {
      send_to_char( "You aren't carrying that.\r\n", ch );
      return;
   }
   if( pipe->item_type != ITEM_PIPE )
   {
      send_to_char( "You can't light that.\r\n", ch );
      return;
   }
   if( !IS_SET( pipe->value[3], PIPE_LIT ) )
   {
      if( pipe->value[1] < 1 )
      {
         act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR );
         act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM );
         return;
      }
      act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR );
      act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM );
      SET_BIT( pipe->value[3], PIPE_LIT );
      return;
   }
   send_to_char( "It's already lit.\r\n", ch );
}

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

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

   if( arg1[0] == '\0' )
   {
      send_to_char( "Empty what?\r\n", ch );
      return;
   }
   if( ms_find_obj( ch ) )
      return;

   if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
   {
      send_to_char( "You aren't carrying that.\r\n", ch );
      return;
   }
   if( obj->count > 1 )
      separate_obj( obj );

   switch ( obj->item_type )
   {
      default:
         act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
         act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
         return;
      case ITEM_PIPE:
         act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
         act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
         REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
         REMOVE_BIT( obj->value[3], PIPE_LIT );
         obj->value[1] = 0;
         return;
      case ITEM_DRINK_CON:
         if( obj->value[1] < 1 )
         {
            send_to_char( "It's already empty.\r\n", ch );
            return;
         }
         act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
         act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
         obj->value[1] = 0;
         return;
      case ITEM_CONTAINER:
         if( IS_SET( obj->value[1], CONT_CLOSED ) )
         {
            act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
            return;
         }
         if( !obj->first_content )
         {
            send_to_char( "It's already empty.\r\n", ch );
            return;
         }
         if( arg2[0] == '\0' )
         {
            if( IS_SET( ch->in_room->room_flags, ROOM_NODROP ) || ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_LITTERBUG ) ) )
            {
               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( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) )
            {
               send_to_char( "You can't seem to do that here...\r\n", ch );
               return;
            }
            if( empty_obj( obj, NULL, ch->in_room ) )
            {
               act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
               act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
               if( IS_SET( sysdata.save_flags, SV_DROP ) )
                  save_char_obj( ch );
            }
            else
               send_to_char( "Hmmm... didn't work.\r\n", ch );
         }
         else
         {
            OBJ_DATA *dest = get_obj_here( ch, arg2 );

            if( !dest )
            {
               send_to_char( "You can't find it.\r\n", ch );
               return;
            }
            if( dest == obj )
            {
               send_to_char( "You can't empty something into itself!\r\n", ch );
               return;
            }
            if( dest->item_type != ITEM_CONTAINER )
            {
               send_to_char( "That's not a container!\r\n", ch );
               return;
            }
            if( IS_SET( dest->value[1], CONT_CLOSED ) )
            {
               act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
               return;
            }
            separate_obj( dest );
            if( empty_obj( obj, dest, NULL ) )
            {
               act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
               act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
               if( !dest->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) )
                  save_char_obj( ch );
            }
            else
               act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
         }
         return;
   }
}

/*
 * Apply a salve/ointment					-Thoric
 */
void do_apply( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *obj;
   ch_ret retcode;

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

   if( ms_find_obj( ch ) )
      return;

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

   if( obj->item_type != ITEM_SALVE )
   {
      act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM );
      act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR );
      return;
   }

   separate_obj( obj );

   --obj->value[1];
   if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
   {
      if( !obj->action_desc || obj->action_desc[0] == '\0' )
      {
         act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM );
         if( obj->value[1] <= 0 )
            act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR );
         else
            act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR );
      }
      else
         actiondesc( ch, obj, NULL );
   }

   WAIT_STATE( ch, obj->value[2] );
   retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
   if( retcode == rNONE )
      retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL );

   if( !obj_extracted( obj ) && obj->value[1] <= 0 )
      extract_obj( obj );

   return;
}

void actiondesc( CHAR_DATA * ch, OBJ_DATA * obj, void *vo )
{
   char charbuf[MAX_STRING_LENGTH];
   char roombuf[MAX_STRING_LENGTH];
   char *srcptr = obj->action_desc;
   char *charptr = charbuf;
   char *roomptr = roombuf;
   const char *ichar = NULL;
   const char *iroom = NULL;

   while( *srcptr != '\0' )
   {
      if( *srcptr == '$' )
      {
         srcptr++;
         switch ( *srcptr )
         {
            case 'e':
               ichar = "you";
               iroom = "$e";
               break;

            case 'm':
               ichar = "you";
               iroom = "$m";
               break;

            case 'n':
               ichar = "you";
               iroom = "$n";
               break;

            case 's':
               ichar = "your";
               iroom = "$s";
               break;

               /*
                * case 'q':
                * iroom = "s";
                * break;
                */

            default:
               srcptr--;
               *charptr++ = *srcptr;
               *roomptr++ = *srcptr;
               break;
         }
      }
      else if( *srcptr == '%' && *++srcptr == 's' )
      {
         ichar = "You";
         iroom = "$n";
      }
      else
      {
         *charptr++ = *srcptr;
         *roomptr++ = *srcptr;
         srcptr++;
         continue;
      }

      while( ( *charptr = *ichar ) != '\0' )
      {
         charptr++;
         ichar++;
      }

      while( ( *roomptr = *iroom ) != '\0' )
      {
         roomptr++;
         iroom++;
      }
      srcptr++;
   }

   *charptr = '\0';
   *roomptr = '\0';

/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); 
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); 
*/

   switch ( obj->item_type )
   {
      case ITEM_BLOOD:
      case ITEM_FOUNTAIN:
         act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
         act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
         return;

      case ITEM_DRINK_CON:
         act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
         act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
         return;

      case ITEM_PIPE:
         return;

      case ITEM_ARMOR:
      case ITEM_WEAPON:
      case ITEM_LIGHT:
         act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
         act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
         return;

      case ITEM_FOOD:
      case ITEM_PILL:
         act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
         act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
         return;

      default:
         return;
   }
   return;
}

void do_hail( CHAR_DATA * ch, char *argument )
{
   int vnum;
   ROOM_INDEX_DATA *room = NULL;

   if( !ch->in_room )
      return;

   if( ch->position < POS_FIGHTING )
   {
      send_to_char( "You might want to stop fighting first!\r\n", ch );
      return;
   }

   if( ch->position < POS_STANDING )
   {
      send_to_char( "You might want to stand up first!\r\n", ch );
      return;
   }

   if( IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) )
   {
      send_to_char( "You'll have to go outside to do that!\r\n", ch );
      return;
   }

   if( IS_SET( ch->in_room->room_flags, ROOM_SPACECRAFT ) )
   {
      send_to_char( "You can't do that on spacecraft!\r\n", ch );
      return;
   }

   if( ch->gold < ( ch->top_level - 9 ) )
   {
      send_to_char( "You don't have enough credits!\r\n", ch );
      return;
   }

   vnum = ch->in_room->vnum;

   for( vnum = ch->in_room->area->low_r_vnum; vnum <= ch->in_room->area->hi_r_vnum; vnum++ )
   {
      room = get_room_index( vnum );

      if( room != NULL )
      {
         if( IS_SET( room->room_flags, ROOM_HOTEL ) )
            break;
         else
            room = NULL;
      }
   }

   if( room == NULL )
   {
      send_to_char( "There doesn't seem to be any taxis nearby!\r\n", ch );
      return;
   }

   ch->gold -= UMAX( ch->top_level - 9, 0 );

   act( AT_ACTION, "$n hails a speederbike, and drives off to seek shelter.", ch, NULL, NULL, TO_ROOM );

   char_from_room( ch );
   char_to_room( ch, room );

   send_to_char( "A speederbike picks you up and drives you to a safe location.\r\nYou pay the driver 20 credits.\r\n\n\n",
                 ch );
   act( AT_ACTION, "$n $T", ch, NULL, "arrives on a speederbike, gets off and pays the driver before it leaves.", TO_ROOM );

   do_look( ch, "auto" );

}

void do_train( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *mob;
   bool tfound = FALSE;
   bool successful = FALSE;

   if( IS_NPC( ch ) )
      return;

   strcpy( arg, argument );

   switch ( ch->substate )
   {
      default:

         if( arg[0] == '\0' )
         {
            send_to_char( "Train what?\r\n", ch );
            send_to_char( "\r\nChoices: strength, intelligence, wisdom, dexterity, constitution or charisma\r\n", ch );
            return;
         }

         if( !IS_AWAKE( ch ) )
         {
            send_to_char( "In your dreams, or what?\r\n", ch );
            return;
         }

         for( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
            if( IS_NPC( mob ) && IS_SET( mob->act, ACT_TRAIN ) )
            {
               tfound = TRUE;
               break;
            }

         if( ( !mob ) || ( !tfound ) )
         {
            send_to_char( "You can't do that here.\r\n", ch );
            return;
         }

         if( str_cmp( arg, "str" ) && str_cmp( arg, "strength" )
             && str_cmp( arg, "dex" ) && str_cmp( arg, "dexterity" )
             && str_cmp( arg, "con" ) && str_cmp( arg, "constitution" )
             && str_cmp( arg, "cha" ) && str_cmp( arg, "charisma" )
             && str_cmp( arg, "wis" ) && str_cmp( arg, "wisdom" )
             && str_cmp( arg, "int" ) && str_cmp( arg, "intelligence" ) )
         {
            do_train( ch, "" );
            return;
         }

         if( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
         {
            if( mob->perm_str <= ch->perm_str || ch->perm_str >= 20 + race_table[ch->race].str_plus || ch->perm_str >= 25 )
            {
               act( AT_TELL, "$n tells you 'I cannot help you... you are already stronger than I.'",
                    mob, NULL, ch, TO_VICT );
               return;
            }
            send_to_char( "&GYou begin your weight training.\r\n", ch );
         }
         if( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
         {
            if( mob->perm_dex <= ch->perm_dex || ch->perm_dex >= 20 + race_table[ch->race].dex_plus || ch->perm_dex >= 25 )
            {
               act( AT_TELL, "$n tells you 'I cannot help you... you are already more dextrous than I.'",
                    mob, NULL, ch, TO_VICT );
               return;
            }
            send_to_char( "&GYou begin to work at some challenging tests of coordination.\r\n", ch );
         }
         if( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
         {
            if( mob->perm_int <= ch->perm_int || ch->perm_int >= 20 + race_table[ch->race].int_plus || ch->perm_int >= 25 )
            {
               act( AT_TELL, "$n tells you 'I cannot help you... you are already more educated than I.'",
                    mob, NULL, ch, TO_VICT );
               return;
            }
            send_to_char( "&GYou begin your studies.\r\n", ch );
         }
         if( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
         {
            if( mob->perm_wis <= ch->perm_wis || ch->perm_wis >= 20 + race_table[ch->race].wis_plus || ch->perm_wis >= 25 )
            {
               act( AT_TELL, "$n tells you 'I cannot help you... you are already far wiser than I.'",
                    mob, NULL, ch, TO_VICT );
               return;
            }
            send_to_char( "&GYou begin contemplating several ancient texts in an effort to gain wisdom.\r\n", ch );
         }
         if( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
         {
            if( mob->perm_con <= ch->perm_con || ch->perm_con >= 20 + race_table[ch->race].con_plus || ch->perm_con >= 25 )
            {
               act( AT_TELL, "$n tells you 'I cannot help you... you are already healthier than I.'",
                    mob, NULL, ch, TO_VICT );
               return;
            }
            send_to_char( "&GYou begin your endurance training.\r\n", ch );
         }
         if( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
         {
            if( mob->perm_cha <= ch->perm_cha || ch->perm_cha >= 20 + race_table[ch->race].cha_plus || ch->perm_cha >= 25 )
            {
               act( AT_TELL, "$n tells you 'I cannot help you... you already are more charming than I.'",
                    mob, NULL, ch, TO_VICT );
               return;
            }
            send_to_char( "&GYou begin lessons in maners and ettiquite.\r\n", ch );
         }
         add_timer( ch, TIMER_DO_FUN, 10, do_train, 1 );
         ch->dest_buf = str_dup( arg );
         return;

      case 1:
         if( !ch->dest_buf )
            return;
         strcpy( arg, ch->dest_buf );
         DISPOSE( ch->dest_buf );
         break;

      case SUB_TIMER_DO_ABORT:
         DISPOSE( ch->dest_buf );
         ch->substate = SUB_NONE;
         send_to_char( "&RYou fail to complete your training.\r\n", ch );
         return;
   }

   ch->substate = SUB_NONE;

   if( number_bits( 2 ) == 0 )
   {
      successful = TRUE;
   }

   if( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
   {
      if( !successful )
      {
         send_to_char( "&RYou feel that you have wasted alot of energy for nothing...\r\n", ch );
         return;
      }
      send_to_char( "&GAfter much of excercise you feel a little stronger.\r\n", ch );
      ch->perm_str++;
      return;
   }

   if( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
   {
      if( !successful )
      {
         send_to_char( "&RAfter all that training you still feel like a clutz...\r\n", ch );
         return;
      }
      send_to_char( "&GAfter working hard at many challenging tasks you feel a bit more coordinated.\r\n", ch );
      ch->perm_dex++;
      return;
   }

   if( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
   {
      if( !successful )
      {
         send_to_char( "&RHitting the books leaves you only with sore eyes...\r\n", ch );
         return;
      }
      send_to_char( "&GAfter much study you feel alot more knowledgeable.\r\n", ch );
      ch->perm_int++;
      return;
   }

   if( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
   {
      if( !successful )
      {
         send_to_char( "&RStudying the ancient texts has left you more confused than wise...\r\n", ch );
         return;
      }
      send_to_char
         ( "&GAfter contemplating several seemingly meaningless events you suddenly \r\nreceive a flash of insight into the workings of the universe.\r\n",
           ch );
      ch->perm_wis++;
      return;
   }

   if( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
   {
      if( !successful )
      {
         send_to_char
            ( "&RYou spend long a long arobics session ecersising very hard but finish \r\nfeeling only tired and out of breath....\r\n",
              ch );
         return;
      }
      send_to_char( "&GAfter a long tiring excersise session you feel much healthier than before.\r\n", ch );
      ch->perm_con++;
      return;
   }


   if( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
   {
      if( !successful )
      {
         send_to_char( "&RYou finish your self improvement session feeling a little depressed.\r\n", ch );
         return;
      }
      send_to_char
         ( "&GYou spend some time focusing on how to improve your personality and feel \r\nmuch better about yourself and the ways others see you.\r\n",
           ch );
      ch->perm_cha++;
      return;
   }

}

void do_suicide( CHAR_DATA * ch, char *argument )
{
   char logbuf[MAX_STRING_LENGTH];

   if( IS_NPC( ch ) || !ch->pcdata )
   {
      send_to_char( "Yeah right!\r\n", ch );
      return;
   }

   if( argument[0] == '\0' )
   {
      send_to_char( "&RIf you really want to delete this character type suicide and your password.\r\n", ch );
      return;
   }

   if( strcmp( sha256_crypt( argument ), ch->pcdata->pwd ) )
   {
      send_to_char( "Sorry wrong password.\r\n", ch );
      sprintf( logbuf, "%s attempting to commit suicide... WRONG PASSWORD!", ch->name );
      log_string( logbuf );
      return;
   }

   act( AT_BLOOD, "With a sad determination and trembling hands you slit your own throat!", ch, NULL, NULL, TO_CHAR );
   act( AT_BLOOD, "Cold shivers run down your spine as you watch $n slit $s own throat!", ch, NULL, NULL, TO_ROOM );

   set_cur_char( ch );
   raw_kill( ch, ch );

}

void do_bank( CHAR_DATA * ch, char *argument )
{
   char arg1[MAX_INPUT_LENGTH];
   char arg2[MAX_INPUT_LENGTH];
   long amount = 0;

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

   if( IS_NPC( ch ) || !ch->pcdata )
      return;

   if( !ch->in_room || !IS_SET( ch->in_room->room_flags, ROOM_BANK ) )
   {
      send_to_char( "You must be in a bank to do that!\r\n", ch );
      return;
   }

   if( arg1[0] == '\0' )
   {
      send_to_char( "Usage: BANK <deposit|withdraw|ballance> [amount]\r\n", ch );
      return;
   }

   if( arg2[0] != '\0' )
      amount = atoi( arg2 );

   if( !str_prefix( arg1, "deposit" ) )
   {
      if( amount <= 0 )
      {
         send_to_char( "You may only deposit amounts greater than zero.\r\n", ch );
         do_bank( ch, "" );
         return;
      }

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

      ch->gold -= amount;
      ch->pcdata->bank += amount;

      ch_printf( ch, "You deposit %ld credits into your account.\r\n", amount );
      return;
   }
   else if( !str_prefix( arg1, "withdrawl" ) )
   {
      if( amount <= 0 )
      {
         send_to_char( "You may only withdraw amounts greater than zero.\r\n", ch );
         do_bank( ch, "" );
         return;
      }

      if( ch->pcdata->bank < amount )
      {
         send_to_char( "You don't have that many credits in your account.\r\n", ch );
         return;
      }

      ch->gold += amount;
      ch->pcdata->bank -= amount;

      ch_printf( ch, "You withdraw %ld credits from your account.\r\n", amount );
      return;

   }
   else if( !str_prefix( arg1, "ballance" ) )
   {
      ch_printf( ch, "You have %ld credits in your account.\r\n", ch->pcdata->bank );
      return;
   }
   else
   {
      do_bank( ch, "" );
      return;
   }


}