SC/finger/
SC/notes/
SC/player/s/
/***************************************************************************
 *  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 <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"



/*
 * Local functions.
 */
#define CD CHAR_DATA
bool	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

/*
 * Global variable for auction
 */
 AUCTION_DATA *auction;



bool 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.\n\r", ch );
	return FALSE;
    }

    if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) && !IS_NPC(ch)
      && (ch->pcdata->extras2[EVAL] < 30 || ch->level < 2 || has_uniques(ch) > 0) )
    {
      stc( "You can't take that.\n\r", ch );
      return FALSE;
    }

    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 FALSE;
    }

    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 FALSE;
    }

    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 TRUE;
}



void do_get( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char name[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?\n\r", ch );
	return;
    }

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

	    get_obj( ch, obj, NULL );
	    do_save( ch, "auto" );
	}
	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 );
		    do_save( ch, "auto" );
		}
	    }

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

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

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

	case ITEM_CONTAINER:
	case ITEM_CORPSE_NPC:
	    break;

	case ITEM_CORPSE_PC:
	    {
		CHAR_DATA *gch;
		char *pd;

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

		pd = container->short_descr;
		pd = one_argument( pd, name );
		pd = one_argument( pd, name );
		pd = one_argument( pd, name );

		if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
		{
		    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.\n\r", ch );
			return;
		    }
		}
	    }
	}

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

	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	{
	    /* 'get obj container' */
	    obj = get_obj_list( ch, arg1, container->contains );
	    if ( obj == NULL )
	    {
		act( "I see nothing like that in the $T.",
		    ch, NULL, arg2, TO_CHAR );
		return;
	    }
	    if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) && str_cmp( name, ch->name ) )
	    {
	      stc( "You can't do that.\n\r", ch );
	      return;
	    }
	    get_obj( ch, obj, container );
	    do_save( ch, "auto" );
	}
	else
	{
	    /* 'get all container' or 'get all.obj container' */
	    found = FALSE;
	    for ( obj = container->contains; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) && str_cmp( name, ch->name ) )
		    {
		      stc( "You can't do that.\n\r", ch );
		    }
		    else
		      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 );
	    }
	    else
	      do_save( ch, "auto" );
	}
    }

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

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

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

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

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

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

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

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

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

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

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

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

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

	ch->gold -= amount;

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

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

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

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

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

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

	obj_from_char( obj );
	obj_to_room( obj, ch->in_room );
	do_save( ch, "auto" );
	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 );
	}
        else
          do_save( ch, "auto" );
    }

    return;
}



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

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

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

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

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

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

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

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

	ch->gold     -= amount;
	victim->gold += amount;
	act( "$n gives you some gold.", ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	act( "You give $N some gold.",  ch, NULL, victim, TO_CHAR    );
	send_to_char( "OK.\n\r", ch );
	do_save( ch, "auto" );
	do_save( victim, "auto" );
	mprog_bribe_trigger(victim,ch,amount);
	return;
    }

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

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

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

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

    if ( 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 );
    do_save(ch, "auto" );
    do_save( victim, "auto" );
    MOBtrigger = TRUE;
    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    );
    mprog_give_trigger(victim,ch,obj);
    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?\n\r", ch );
	return;
    }

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

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

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

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

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

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

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

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

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

    case ITEM_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.\n\r", ch );
	break;

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

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

	act( "$n 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.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   > 40 )
	    send_to_char( "You are full.\n\r", ch );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
	    send_to_char( "You do not feel thirsty.\n\r", ch );
	
	if ( obj->value[3] != 0 )
	{
	    /* The shit was poisoned ! */
	    AFFECT_DATA af;

	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
	    send_to_char( "You choke and gag.\n\r", ch );
	    af.type      = gsn_poison;
	    af.duration  = 120 * 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.\n\r", 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?\n\r", ch );
	return;
    }

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

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

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

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

    switch ( obj->item_type )
    {

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

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

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

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

	    af.type      = gsn_poison;
	    af.duration  = 60 * 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 )
{
    /* stupid leveled items 
    char buf[MAX_STRING_LENGTH];

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

    if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) && !IS_CLASS(ch,CLASS_MAZOKU) )
    {
      act( "You fail to equip $p.", ch, obj, NULL, TO_CHAR );
      return;
    }

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

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

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

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

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

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

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

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

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

    if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
    {
	if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
	    return;
	act( "$n wears $p on $s 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.\n\r", 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;

	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.\n\r", ch );

    return;
}



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

    one_argument( argument, arg );

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

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

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

	wear_obj( ch, obj, TRUE );
    }

    return;
}



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

    one_argument( argument, arg );

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

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

      for ( obj = ch->carrying; obj != NULL; obj = obj_next )
      { obj_next = obj->next_content;
        if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) )
          remove_obj( ch, obj->wear_loc, TRUE );
      }
      return;
    }



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

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



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

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

    if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) )
    { send_to_char( "Don't be a dipshit.\n\r", ch );
      return;
    }

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

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

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

  argument = one_argument( argument, arg );
  if ( arg[0] == '\0' )
  { send_to_char( "Junk what?\n\r", ch );
    return;
  }
  if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
  { send_to_char( "You don't have that.\n\r", ch );
    return;
  }

  if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) )
  { send_to_char( "Don't be a dipshit.\n\r", ch );
    return;
  }

  act( "You toss $p into the trash.", ch, obj, NULL, TO_CHAR );
  act( "$n tosses $p into a trash can.", 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?\n\r", ch );
	return;
    }

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

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

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

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

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

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

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

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

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

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

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

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

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

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );

    if ( wand->value[2] > 0 )
    {
	if ( victim != NULL )
	{
	    act( "$n zaps $N with $p.", ch, wand, victim, TO_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?\n\r", ch );
	return;
    }

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

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

    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] )
    || ( !IS_NPC(victim) && number_percent() < victim->pcdata->learned[gsn_awareness] ) )
    {
	/*
	 * Failure.
	 */
	send_to_char( "Oops.\n\r", ch );
	act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT    );
	act( "$n tried to steal from $N.\n\r",  ch, NULL, victim, TO_NOTVICT );
	sprintf( buf, "%s is a bloody thief!", ch->name );
	do_shout( victim, buf );
	if ( !IS_NPC(ch) )
	{
	    if ( IS_NPC(victim) )
	    {
		multi_hit( victim, ch, TYPE_UNDEFINED );
	    }
	}

	return;
    }

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

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

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

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

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

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

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



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

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

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

    /*
     * Undesirables.
     */
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
    {
	do_say( keeper, "Killers are not welcome!" );
	sprintf( buf, "%s the KILLER is over here!\n\r", 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 /= 2;
	}
    }

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

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

	if ( IS_NPC(ch) )
	    return;

	if ( ch->level < 20 )
	{
	  stc( "You may not buy pets.\n\r", ch );
	  return;
	}

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

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

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

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

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

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

	ch->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'.\n\r",
	    pet->description, ch->name );
	free_string( pet->description );
	pet->description = str_dup( buf );

	char_to_room( pet, ch->in_room );
	add_follower( pet, ch );
	send_to_char( "Enjoy your pet.\n\r", ch );
	act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost;

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

	if ( IS_CLASS(ch,CLASS_MAZOKU) && !IS_SET(ch->pcdata->powers[M_SET],M_HUMAN) )
	{
	  act( "$n tells you 'Ahhh, get away from me! MONSTER!!",
	  	keeper, NULL, ch, TO_VICT );
	  ch->reply = keeper;
	  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.\n\r", ch );
	    return;
	}

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

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

	if ( obj->item_type == ITEM_SUIT )
	  obj_to_room( obj, ch->in_room );
	else
	  obj_to_char( obj, ch );
	return;
    }
}



void do_list( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char buf1[MAX_STRING_LENGTH];

    buf1[0] = '\0';

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

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( pRoomIndexNext == NULL )
	{
	    bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "You can't do that here.\n\r", ch );
	    return;
	}

	found = FALSE;
	for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
	{
	    if ( IS_SET(pet->act, ACT_PET) )
	    {
		if ( !found )
		{
		    found = TRUE;
		    strcat( buf1, "Pets for sale:\n\r" );
		}
		sprintf( buf, "[%2d] %8d - %s\n\r",
		    pet->level,
		    10 * pet->level * pet->level,
		    pet->short_descr );
		strcat( buf1, buf );
	    }
	}
	if ( !found )
	    send_to_char( "Sorry, we're out of pets right now.\n\r", ch );

	send_to_char( buf1, 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;
		    strcat( buf1, "[Lv Price] Item\n\r" );
		}

		sprintf( buf, "[%2d %5d] %s.\n\r",
		    obj->level, cost, capitalize( obj->short_descr ) );
		strcat( buf1, buf );
	    }
	}

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

	send_to_char( buf1, 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?\n\r", ch );
	return;
    }

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

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

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

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

    if ( cost >= 100 )
    { do_say( keeper, "I'm sorry, but I just can't afford that." );
      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?\n\r", ch );
	return;
    }

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

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

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

    if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 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;
}

void do_loot( CHAR_DATA *ch, char *argument )
{
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  char log_buf[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  OBJ_DATA *container;
  
  argument = one_argument( argument, arg1 );
  argument = one_argument( argument, arg2 );

  if ( IS_NPC(ch) )
    return;
  if ( ch->pcdata->extras2[EVAL] < 10 )
  { send_to_char( "Newbies may not loot from players.\n\r", ch );
    return;
  }

	/* 'get ... container' */

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

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

	case ITEM_CONTAINER:
	case ITEM_CORPSE_NPC:
	    send_to_char( "Why bother?  Just get it.\n\r", ch );
	    return;

	case ITEM_CORPSE_PC:
	    break;
	}

	if ( container->value[0] > 0 )
	{ send_to_char( "That corpse has already been looted.\n\r", ch );
	  return;
	}

	/* 'get obj container' */
	obj = get_obj_list( ch, arg1, container->contains );
	if ( obj == NULL )
	{ act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
	  return;
	}
	if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) )
	{
	  act( "$p fades from existance as you touch it.", ch, obj, NULL, TO_CHAR );
	  act( "$p fades from existance as $n touches it.", ch, obj, NULL, TO_ROOM );
	  sprintf( log_buf, "%s (%d) looted by %s at %d.", obj->short_descr,
	           obj->pIndexData->vnum, ch->name, ch->in_room->vnum );
	  log_string( log_buf );
	  container->value[0]++;
	  obj_from_obj( obj );
	  extract_obj( obj );
	  if ( ch->pcdata->extras[TIMER] < 10 )
	    ch->pcdata->extras[TIMER] += 20;
	  else
	    ch->pcdata->extras[TIMER] += 10;
	  WAIT_STATE( ch, 15 );
	  return;
	}
	else if ( IS_OBJ_STAT(obj,ITEM_NOLOOT) )
	{
	  act( "You may not loot $p.\n\r", ch, obj, NULL, TO_CHAR );
	  return;
	}
	else if ( IS_OBJ_STAT(obj,ITEM_UNIQUE)
	     &&   (ch->pcdata->extras2[EVAL] < 30 || has_uniques(ch) > 0) )
	{
	  stc( "You cannot handle such a powerful item.\n\r", ch );
	  return;
	}

	/* Only add timer, lower loot count, if object is actually taken */
	if ( get_obj( ch, obj, container ) )
	{
	  container->value[0]++;
	  sprintf( log_buf, "%s (%d) looted by %s at %d.", obj->short_descr,
		obj->pIndexData->vnum, ch->name, ch->in_room->vnum );
	  log_string( log_buf );
	  if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) )
	    ch->pcdata->extras2[UNIQUE_TIMER] = current_time + 900;

	  if ( ch->pcdata->extras[TIMER] < 10 )
	    ch->pcdata->extras[TIMER] += 20;
	  else
	    ch->pcdata->extras[TIMER] += 10;
	}
	WAIT_STATE( ch, 15 );
	do_save( ch, "auto" );
  return;
}

void do_claim( CHAR_DATA *ch, char *argument )
{ char buf[MAX_STRING_LENGTH];
  char log_buf[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;

  if ( IS_NPC(ch) )
    return;
  if ( ch->pcdata->primal < 250 )
  { send_to_char( "It costs 250 primal to claim an item.\n\r", ch );
    return;
  }
  if ( argument[0] == '\0' )
  { send_to_char( "Claim what?\n\r", ch );
    return;
  }
  if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
  { send_to_char( "You don't have that.\n\r", ch );
    return;
  }
  if ( str_cmp( obj->owner, "none" ) && str_cmp( obj->owner, "" ) )
  { send_to_char( "That object has already been claimed.\n\r", ch );
    return;
  }

  if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) )
  { send_to_char( "You can't claim unique items.\n\r", ch );
    return;
  }

  sprintf( buf, "You claim %s as your own!\n\r", obj->short_descr );
  send_to_char( buf, ch );
  ch->pcdata->primal -= 250;
  free_string( obj->owner );
  obj->owner = str_dup( ch->name );
  sprintf( log_buf, "%s (%d) claimed by %s.", obj->short_descr,
  	obj->pIndexData->vnum, ch->name );
  log_string( log_buf );
  return;
}

void do_reclaim( CHAR_DATA *ch, char *argument )
{ char buf[MAX_STRING_LENGTH];
  char log_buf[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;

  if ( IS_NPC(ch) )
    return;
  if ( ch->pcdata->extras[LEGEND] < 7 )
  { send_to_char( "Huh?\n\r", ch );
    return;
  }
  if ( ch->pcdata->primal < 100 )
  { send_to_char( "It costs 100 primal to reclaim an item.\n\r", ch );
    return;
  }
  if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
  { send_to_char( "You don't have that.\n\r", ch );
    return;
  }
  if ( !str_cmp( obj->owner, "none" ) || !str_cmp( obj->owner, "" ) )
  { send_to_char( "Why bother? It hasn't been claimed.\n\r", ch );
    return;
  }
  if ( !str_cmp( obj->owner, ch->name ) )
  { send_to_char( "You already own it!\n\r", ch );
    return;
  }
  if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) )
  { send_to_char( "You can't claim unique items.\n\r", ch );
    return;
  }

  sprintf( buf, "You claim %s as your own!\n\r", obj->short_descr );
  send_to_char( buf, ch );
  sprintf( log_buf, "%s's %s (%d) reclaimed by %s.", obj->owner,
  	obj->short_descr, obj->pIndexData->vnum, ch->name );
  log_string( log_buf );
  ch->pcdata->primal -= 100;
  free_string( obj->owner );
  obj->owner = str_dup( ch->name );
  return;
}

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

  if ( IS_NPC(ch) )
    return;

  if ( ch->pcdata->extras[LEGEND] < 2 )
  { send_to_char( "Huh?\n\r", ch );
    return;
  }
  if ( ch->pcdata->primal < 100 )
  { send_to_char( "It will cost you 100 primal to gift an item.\n\r", ch );
    return;
  }

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

  if ( arg1[0] == '\0' || arg2[0] == '\0' )
  { send_to_char( "Syntax is gift <item> <player>.\n\r", ch );
    return;
  }
  if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
  { send_to_char( "You aren't holding that.\n\r", ch );
    return;
  }
  if ( str_cmp( obj->owner, ch->name ) )
  { send_to_char( "You can't make a gift something you don't own.\n\r", ch );
    return;
  }
  if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
  { send_to_char( "They aren't here.\n\r", ch );
    return;
  }
  if ( IS_NPC(victim) )
  { send_to_char( "NPCs don't need your gifts.\n\r", ch );
    return;
  }

  ch->pcdata->primal -= 100;
  act( "You grant ownership of $p to $N.", ch, obj, victim, TO_CHAR );
  act( "$n grants you ownership of $p.", ch, obj, victim, TO_VICT );
  free_string( obj->owner );
  obj->owner = str_dup( victim->name );
  return;
}

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

  if ( IS_NPC(ch) )
    return;
  if ( ch->pcdata->extras[LEGEND] < 3 )
  { send_to_char( "Huh?\n\r", ch );
    return;
  }
  if ( argument[0] == '\0' )
  { send_to_char( "Preserve what?\n\r", ch );
    return;
  }
  if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
  { send_to_char( "You don't have that.\n\r", ch );
    return;
  }
  if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_CORPSE_NPC )
  { send_to_char( "You can't preserve that.\n\r", ch );
    return;
  }
  if ( obj->contains != NULL )
  { send_to_char( "That has something in it!\n\r", ch );
    return;
  }

  obj->item_type = ITEM_TRASH;
  obj->timer = 0;
  act( "You preserve $p for future generations.", ch, obj, NULL, TO_CHAR );
  act( "$n preserves $p for future generations.", ch, obj, NULL, TO_ROOM );
  WAIT_STATE( ch, 12 );
  return;
}

/* FILE: act_obj.c - main procedure of the package */

/* put an item on auction, or see the stats on the current item or bet */
void do_auction (CHAR_DATA *ch, char *argument)
{
    OBJ_DATA *obj;
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    int startbid = 0;

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

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

    if (arg1[0] == '\0' || !strcmp( arg1, "info" ) )
    {   if (auction->item != NULL)
        {
            /* show item data here */
            if (auction->bet > 0)
                sprintf (buf, "Current bid on this item is %d gold.\n\r",auction->bet);
            else
                sprintf (buf, "No bids on this item have been received.\n\r");
            send_to_char (buf,ch);
            spell_identify (0, LEVEL_HERO - 1, ch, auction->item); /* uuuh! */
            if ( auction->min > 0 )
              sprintf( buf, "Min bid of %d, current bid of %d.\n\r", auction->min, auction->bet );
            else
              sprintf( buf, "Current bid of %d.\n\r", auction->bet );
            send_to_char( buf, ch );
            return;
        }
        else
        {
            send_to_char ("Auction WHAT?\n\r",ch);
            return;
        }
    }

    if (IS_IMMORTAL(ch) && !str_cmp(arg1,"stop"))
    { if (auction->item == NULL)
      {
        send_to_char ("There is no auction going on you can stop.\n\r",ch);
        return;
      }
      else /* stop the auction */
      {
        sprintf (buf,"Sale of %s has been stopped by God. Item confiscated.",
                        auction->item->short_descr);
        talk_auction (buf);
        obj_to_char (auction->item, ch);
        auction->item = NULL;
        if (auction->buyer != NULL) /* return money to the buyer */
        {
            auction->buyer->gold += auction->bet;
            send_to_char ("Your money has been returned.\n\r",auction->buyer);
        }
        return;
      }
    }

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

            if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) )
            {
              stc( "Retirees may not transfer items.\n\r", ch );
              return;
            }

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

            if ( auction->seller == ch )
            { send_to_char( "You may not bid on your own item.\n\r", ch );
              return;
            }

            newbet = parsebet (auction->bet, arg2 );
            if ( newbet > 999999999 || newbet < 1 )
            { send_to_char( "Bid something reasonable.\n\r", ch );
              return;
            }

            printf ("Bet: %d\n\r",newbet);

            if (newbet < (auction->bet + 100) )
            {
                send_to_char ("You must at least bid 100 coins over the current bet.\n\r",ch);
                return;
            }

	    if ( newbet < auction->min )
	    { sprintf( buf, "The minimum bid is %d.\n\r", auction->min );
	      send_to_char( buf, ch );
	      return;
	    }

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

            /* the actual bet is OK! */

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

            ch->gold -= newbet; /* substract the gold - important :) */
            auction->buyer = ch;
            auction->bet   = newbet;
            auction->going = 0;
            auction->pulse = PULSE_AUCTION; /* start the auction over again */

            sprintf (buf,"A bid of `c%d`n gold has been received on %s.",newbet,auction->item->short_descr);
            talk_auction (buf);
            return;


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

/* finally... */

    if ( ch->pcdata->extras[TIMER] > 0 )
    { send_to_char( "You're too busy fighting for your life!\n\r", ch );
      return;
    }

    if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) )
    {
      stc( "Retirees may not transfer items.\n\r", ch );
      return;
    }

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

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

    if ( obj->timer > 0 )
    { send_to_char( "You may not auction perishable goods.\n\r", ch );
      return;
    }

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

    if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) )
    {
      stc( "That item is a part of you!\n\r", ch );
      return;
    }

    if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) )
    {
      stc( "You may not.\n\r", ch );
      return;
    }

    if ( arg2[0] != '\0' && is_number(arg2) )
    { if ( atoi(arg2) > 999999999 || atoi(arg2) < 0 )
      { send_to_char( "Set a starting bid between 0 and 99999999 gold.\n\r", ch );
        return;
      }
      else
        startbid = atoi(arg2);
    }


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

    default:
        act ("You cannot auction $Ts.",ch, NULL, item_type_name (obj->item_type), TO_CHAR);
        return;

    case ITEM_WEAPON:
    case ITEM_ARMOR:
    case ITEM_TRASH:
    case ITEM_LIGHT:
    case ITEM_MATERIA:
        obj_from_char (obj);
        auction->item = obj;
        auction->bet = 0;
        auction->min = startbid;
        auction->buyer = NULL;
        auction->seller = ch;
        auction->pulse = PULSE_AUCTION;
        auction->going = 0;

        sprintf (buf, "A new item has been received: %s.", obj->short_descr);
        talk_auction (buf);

        return;

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

void do_bounty( CHAR_DATA *ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  CHAR_DATA *victim;
  int bounty = 0;

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

  if ( arg1[0] == '\0' || arg2[0] == '\0' )
  {
    stc( "Syntax: bounty <target> <gold>\n\r", ch );
    return;
  }

  if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
  {
    stc( "You can't place a bounty on somebody who isn't here!\n\r", ch );
    return;
  }
  if ( IS_NPC(victim) || victim == ch )
  {
    stc( "Why bother?\n\r", ch );
    return;
  }
  if ( IS_IMMORTAL(victim) )
  {
    stc( "Don't waste your effort.\n\r", ch );
    return;
  }
  if ( !IS_NPC(ch) && ch->pcdata->extras[TIMER] > 0 )
  {
    stc( "Not while you're on the run.\n\r", ch );
    return;
  }
  if ( !is_number( arg2 ) )
  {
    stc( "Syntax: bounty <target> <gold>\n\r", ch );
    return;
  }

  bounty = atoi( arg2 );
  if ( bounty < 10000 || bounty > 10000000 )
  {
    stc( "Acceptable bounties are between 10,000 and 10,000,000 gold.\n\r", ch );
    return;
  }
  if ( ch->gold < bounty )
  {
    stc( "You don't have that much gold.\n\r", ch );
    return;
  }

  sprintf( buf, "You place a bounty of %d gold on %s's head.\n\r", bounty, victim->name );
  stc( buf, ch );

  if ( victim->pcdata->extras2[BOUNTY] == 0 )
  {
    sprintf( buf, "A bounty of %d gold has been placed on %s by %s.",
      bounty, victim->name, ch->name );
    do_info( ch, buf );
    log_string( buf );
  }
  else
  {
    sprintf( buf, "The bounty on %s's head has been raised to %d gold by %s.",
      victim->name, victim->pcdata->extras2[BOUNTY]+bounty, ch->name );
    do_info( ch, buf );
    log_string( buf );
  }

  ch->gold -= bounty;
  if ( !IS_NPC(ch) )
    ch->pcdata->extras[TIMER] += 15;
  victim->pcdata->extras2[BOUNTY] += bounty;
  return;
}

void rand_obj( CHAR_DATA *ch )
{
  OBJ_DATA *obj;
  AFFECT_DATA *paf;

  char *adj[20] =
    {	"a shiny silver",	"a red",	"an orange",
    	"a yellow",		"a green",	"a blue",
    	"an indigo",		"a violet",	"a magenta",
    	"a purple",		"a grey",	"a hand-crafted",
    	"a bright gold",	"a ghastly",	"a teal",
    	"a black",		"a white",	"a turquoise",
    	"a transparent",	"a vinyl" };

  char *tnoun[20] =
    {	"dildo",	"lampshade",	"dildo",	"tie",
    	"bowtie",	"scarf",	"hairbrush",	"comb",
    	"rubber",	"douche",	"handkerchief",	"blazer",
    	"suit",		"bikini",	"sock",		"shoe",
    	"sweater",	"miniskirt",	"screwdriver",
    	"Hard Throb(tm) Sexual Tool" };

  char buf[MAX_STRING_LENGTH];

  int otype = ITEM_WEAPON, i, j, level, rank;

  if ( ch == NULL || !IS_NPC(ch) )
    return;
  
  level = (ch->level - 50);
  if ( level < number_percent() || level < number_percent() )
    return;
  
  level = ch->level;

  switch( dice(1,10) )
  {
    case 1: case 2: case 3: case 4: case 5: case 6:
      otype = ITEM_TRASH;
      break;
    case 7:
      otype = ITEM_MATERIA;
      break;
    case 8: case 9: case 10:
      otype = ITEM_WEAPON;
      break;
    default:
      break;
  }

  if ( otype == ITEM_TRASH )
  {
    obj = create_object( get_obj_index( 24 ), 0 );
    free_string( obj->name );
    free_string( obj->short_descr );
    free_string( obj->description );

    i = dice(1,20) - 1;
    j = dice(1,20) - 1;
    sprintf( buf, "%s", tnoun[j] );
    obj->name = str_dup( buf );
    sprintf( buf, "%s %s", adj[i], tnoun[j] );
    obj->short_descr = str_dup( buf );
    obj->description = str_dup( buf );
  }
  else if ( otype == ITEM_MATERIA )
  {
    obj = create_object( get_obj_index( OBJ_VNUM_MATERIA ), 0 );
    free_string( obj->name );
    free_string( obj->short_descr );
    free_string( obj->description );

    rank = (level-50)/10 + dice(1,MAX_MATERIA-5);
    rank = URANGE(0,rank,MAX_MATERIA);

    obj->value[0] = rank;
    sprintf( buf, "%s materia", materia_table[rank].name );
    obj->name = str_dup( buf );
    sprintf( buf, "%s Materia", capitalize( materia_table[rank].name ) );
    obj->short_descr = str_dup( buf );
    obj->description = str_dup( buf );
  }
  else if ( otype == ITEM_WEAPON )
  {
    i = dice(1,20) - 1;
    j = dice(1,MAX_WGEN) - 1;

    obj = create_object( get_obj_index( OBJ_VNUM_GEN_WEAPON ), 0 );
    free_string( obj->name );
    free_string( obj->short_descr );
    free_string( obj->description);
    sprintf( buf, "%s", wgen_table[j].name );
    obj->name = str_dup( buf );
    sprintf( buf, "%s %s", adj[i], wgen_table[j].name );
    obj->short_descr = str_dup( buf );
    obj->description = str_dup( buf );

    obj->value[1] = 10;
    obj->value[2] = 20;
    obj->value[3] = wgen_table[j].type;

    level = UMIN( level, 95 );
    i = UMAX( 0, 20 - isquare( dice(1,400) + (185 - level*2) ) );
    j = UMAX( 0, 20 - isquare( dice(1,400) + (185 - level*2) ) );


    if ( i > 0 )
    {
      if ( affect_free == NULL )
      {
        paf             = alloc_perm( sizeof(*paf), PERM_AFF );
      }
      else
      {
        paf             = affect_free;
        affect_free     = affect_free->next;
      }

      paf->type           = skill_lookup( "enchant weapon" );
      paf->duration       = -1;
      paf->location       = APPLY_HITROLL;
      paf->modifier       = i;
      paf->bitvector      = 0;
      paf->next           = obj->affected;
      obj->affected       = paf;
    }

    if ( j > 0 )
    {
      if ( affect_free == NULL )
      {
        paf             = alloc_perm( sizeof(*paf), PERM_AFF );
      }
      else
      {
        paf             = affect_free;
        affect_free     = affect_free->next;
      }

      paf->type           = skill_lookup( "enchant weapon" );
      paf->duration       = -1;
      paf->location       = APPLY_DAMROLL;
      paf->modifier       = j;
      paf->bitvector      = 0;
      paf->next           = obj->affected;
      obj->affected       = paf;    
    }
  }
  else
  {
    // some sorta bug
    return;
  }

  obj_to_char( obj, ch );
  return;
}