/
Rom2/
Rom2/gods/
Rom2/log/
Rom2/player/
Rom2/src/new/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

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

/* command procedures needed */
DECLARE_DO_FUN(do_split		);
DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_say		);



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

/* RT part of the corpse looting code */

bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
    CHAR_DATA *owner, *wch;

    if (IS_IMMORTAL(ch))
	return TRUE;

    if (!obj->owner || obj->owner == NULL)
	return TRUE;

    owner = NULL;
    for ( wch = char_list; wch != NULL ; wch = wch->next )
        if (!str_cmp(wch->name,obj->owner))
            owner = wch;

    if (owner == NULL)
	return TRUE;

    if (!str_cmp(ch->name,owner->name))
	return TRUE;

    if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT))
	return TRUE;

    if (is_same_group(ch,owner))
	return TRUE;

    return FALSE;
}


void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
    /* variables for AUTOSPLIT */
    CHAR_DATA *gch;
    int members;
    char buffer[100];

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

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


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

    if (!can_loot(ch,obj))
    {
	act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR );
	return;
    }

    if ( container != NULL )
    {
    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	&&  get_trust(ch) < obj->level)
	{
	    send_to_char("You are not powerful enough to use it.\n\r",ch);
	    return;
	}

    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	&&  !CAN_WEAR(container, ITEM_TAKE) && obj->timer)
	    obj->timer = 0;	
	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 ( IS_MONEY(obj))
    {
	ch->gold += obj->cost;
        if (IS_SET(ch->act,PLR_AUTOSPLIT))
        { /* AUTOSPLIT code */
    	  members = 0;
    	  for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    	  {
            if ( is_same_group( gch, ch ) )
              members++;
    	  }

	  if ( members > 1 && obj->cost > 1)
	  {
	    sprintf(buffer,"%d",obj->cost);
	    do_split(ch,buffer);	
	  }
        }
 
	extract_obj( obj );
    }
    else
    {
	obj_to_char( obj, ch );
    }

    return;
}



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

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

    if (!str_cmp(arg2,"from"))
	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 );
	}
	else
	{
	    /* 'get all' or 'get all.obj' */
	    found = FALSE;
	    for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    get_obj( ch, obj, NULL );
		}
	    }

	    if ( !found ) 
	    {
		if ( arg1[3] == '\0' )
		    send_to_char( "I see nothing here.\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;
	}

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


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

	if ( IS_CONT(container) 
	&&   IS_SET(container->cont->closed, CONT_CLOSED) )
	{
	    act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
	    return;
	}

	if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
	{
	    /* 'get obj container' */
	    obj = get_obj_list( ch, arg1, container->contains );
	    if ( obj == NULL )
	    {
		act( "I see nothing like that in the $T.",
		    ch, NULL, arg2, TO_CHAR );
		return;
	    }
	    get_obj( ch, obj, container );
	}
	else
	{
	    /* 'get all container' or 'get all.obj container' */
	    found = FALSE;
	    for ( obj = container->contains; obj != NULL; obj = obj_next )
	    {
		obj_next = obj->next_content;
		if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
		&&   can_see_obj( ch, obj ) )
		{
		    found = TRUE;
		    if (container->pIndexData->vnum == OBJ_VNUM_PIT
		    &&  !IS_IMMORTAL(ch))
		    {
			send_to_char("Don't be so greedy!\n\r",ch);
			return;
		    }
		    get_obj( ch, obj, container );
		}
	    }

	    if ( !found )
	    {
		if ( arg1[3] == '\0' )
		    act( "I see nothing in the $T.",
			ch, NULL, arg2, TO_CHAR );
		else
		    act( "I see nothing like that in the $T.",
			ch, NULL, arg2, TO_CHAR );
	    }
	}
    }

    return;
}



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

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

    if (!str_cmp(arg2,"in"))
	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 ( !IS_CONT(container))
    {
	send_to_char( "That's not a container.\n\r", ch );
	return;
    }

    if ( IS_SET(container->cont->closed, 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->cont->volume 
	||   get_obj_weight(obj) > container->cont->limit )
	{
	    send_to_char( "It won't fit.\n\r", ch );
	    return;
	}
	
	if (container->pIndexData->vnum == OBJ_VNUM_PIT 
	&&  !CAN_WEAR(container,ITEM_TAKE))
	    if (obj->timer)
	    {
	    	send_to_char( "Only permanent items may go in the pit.\n\r",ch);
	    	return;
	    }
	    else
	        obj->timer = number_range(100,200);

	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->cont->volume 
	    &&   get_obj_weight(obj) <= container->cont->limit )
	    {
	    	if (container->pIndexData->vnum == OBJ_VNUM_PIT
	    	&&  !CAN_WEAR(obj, ITEM_TAKE) )
	    	    if (obj->timer)
	    	        continue;
	    	    else
	    	    	obj->timer = number_range(100,200);
		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" ) && 
	     str_cmp( arg, "gold"  ) ) )
	{
	    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->cost;
		extract_obj( obj );
		break;
	    }
	}

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

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

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

    return;
}



void do_give( CHAR_DATA *ch, char *argument )
{
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    char buf[MAX_STRING_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" ) && 
	     str_cmp( arg2, "gold"  ) ) )
	{
	    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;
	sprintf(buf,"$n gives you %d gold.",amount);
	act( buf, ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	sprintf(buf,"You give $N %d gold.",amount);
	act( buf, ch, NULL, victim, TO_CHAR    );
	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 );
    act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
    act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );
    act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );
    return;
}




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

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Fill what?\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 ( IS_FOUNTAIN(fountain))
	{
	    found = TRUE;
	    break;
	}
    }

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

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

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

    if ( obj->cont->volume >= obj->cont->limit )
    {
	send_to_char( "Your container is full.\n\r", ch );
	return;
    }

    act( "You fill $p.", ch, obj, NULL, TO_CHAR );
    obj->cont->liquid = 0;
    obj->cont->volume = obj->cont->limit;
    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 (IS_FOUNTAIN(obj))
		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;
    }

    if (!IS_POTION(obj) && !IS_DCON(obj) && !IS_FOUNTAIN(obj))
    {
	send_to_char("You cannot drink from that.\n\r",ch);
	return;
    }

    if (IS_FOUNTAIN(obj))
    {
	if ( !IS_NPC(ch) )
	    ch->pcdata->condition[COND_THIRST] = 48;
	act( "$n drinks from $p.", ch, obj, NULL, TO_ROOM );
	send_to_char( "You are no longer thirsty.\n\r", ch );
    }

    else if (IS_DCON(obj))
    {
	if ( obj->cont->volume <= 0 )
	{
	    send_to_char( "It is already empty.\n\r", ch );
	    return;
	}

	if ( ( liquid = obj->cont->liquid ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->cont->liquid = 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->cont->volume);
	
	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->cont->poison)
	{
	    /* 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.level	 = number_fuzzy(amount); 
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	
	obj->cont->volume -= amount;
    }

    if (IS_POTION(obj))
    {
	int i;

	if (!IS_DCON(obj) && !IS_FOUNTAIN(obj))
	{
    	    act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
    	    act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
	}

        for (i = 0; i < 4; i++)
	    obj_cast_spell(obj->spells->spell[i],obj->spells->level,ch,ch,NULL);
	WAIT_STATE(ch,obj->spells->delay * PULSE_VIOLENCE);
	
	if ((!IS_DCON(obj) || obj->cont->volume == 0) && !IS_FOUNTAIN(obj)) 
	    extract_obj(obj);
    }

    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 ( !IS_FOOD(obj) && !IS_PILL(obj))
	{
	    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 );

    if (IS_FOOD(obj))
    {
	int condition;

	if (!IS_NPC(ch))
	{
	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, obj->food->bite );
	}
        if ( obj->food->poison )
        {
            /* 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.level     = number_fuzzy(obj->food->bite);
            af.duration  = 2 * obj->food->bite;
            af.location  = APPLY_NONE;
            af.modifier  = 0;
            af.bitvector = AFF_POISON;
            affect_join( ch, &af );
        }
	obj->food->full -= obj->food->bite;
	if (obj->food->bite < obj->food->full)
	    obj->food->bite = obj->food->full;
	if ( !IS_NPC(ch) && condition == 0 
	&&   ch->pcdata->condition[COND_FULL] > 0 )
	    send_to_char( "You are no longer hungry.\n\r", ch );
	else if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
	    send_to_char( "You are full.\n\r", ch );
    }

    if (IS_PILL(obj))
    {
	int i;

	for (i = 0; i < 4; i++)
	    obj_cast_spell(obj->spells->spell[i],obj->spells->level,ch,ch,NULL);
	WAIT_STATE(ch,obj->spells->delay * PULSE_VIOLENCE);
    }

    if (!IS_FOOD(obj) || obj->food->full <= 0)
    	extract_obj( obj );

    return;
}



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

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

    if ( !fReplace )
	return FALSE;

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

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



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

    if ( ch->level < obj->level )
    {
	sprintf( buf, "You must be level %d to use this object.\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_LIGHT(obj))
    {
	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 ) )
    {
	OBJ_DATA *weapon;

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

	weapon = get_eq_char(ch,WEAR_WIELD);
	if (weapon != NULL && ch->size < SIZE_LARGE 
	&&  IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
	{
	    send_to_char("Your hands are tied up with your weapon!\n\r",ch);
	    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 ) )
    {
	int sn,skill;

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

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

	if (!IS_NPC(ch) && ch->size < SIZE_LARGE 
	&&  IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
 	&&  get_eq_char(ch,WEAR_SHIELD) != NULL)
	{
	    send_to_char("You need two hands free for that weapon.\n\r",ch);
	    return;
	}

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

        sn = get_weapon_sn(ch);

	if (sn == gsn_hand_to_hand)
	   return;

        skill = get_weapon_skill(ch,sn);
 
        if (skill >= 100)
            act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
        else if (skill > 85)
            act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 70)
            act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
        else if (skill > 50)
            act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
        else if (skill > 25)
            act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
        else if (skill > 1)
            act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
        else
            act("You don't even know which is end is up on $p.",
                ch,obj,NULL,TO_CHAR);

	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 ( ( 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];
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    int gold;
    
    /* variables for AUTOSPLIT */
    CHAR_DATA *gch;
    int members;
    char buffer[100];


    one_argument( argument, arg );

    if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
    {
	act( "$n offers $mself to Mota, who graciously declines.",
	    ch, NULL, NULL, TO_ROOM );
	send_to_char(
	    "Mota appreciates your offer and may accept it later.\n\r", 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 ( IS_CORPSE_PC(obj))
    {
	if (obj->contains)
        {
	   send_to_char(
	     "Mota wouldn't like that.\n\r",ch);
	   return;
        }
    }


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

    gold = UMAX(1,obj->level * 2);

    if (!IS_CORPSE(obj))
    	gold = UMIN(gold,obj->cost);

    if (gold == 1)
        send_to_char(
	    "Mota gives you one gold coin for your sacrifice.\n\r", ch );
    else
    {
	sprintf(buf,"Mota gives you %d gold coins for your sacrifice.\n\r",
		gold);
	send_to_char(buf,ch);
    }
    
    ch->gold += gold;
    
    if (IS_SET(ch->act,PLR_AUTOSPLIT) )
    { /* AUTOSPLIT code */
    	members = 0;
	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    	{
    	    if ( is_same_group( gch, ch ) )
            members++;
    	}

	if ( members > 1 && gold > 1)
	{
	    sprintf(buffer,"%d",gold);
	    do_split(ch,buffer);	
	}
    }

    act( "$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM );
    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 ( !IS_SCROLL(scroll))
    {
	send_to_char( "You can recite only scrolls.\n\r", ch );
	return;
    }

    if ( ch->level < scroll->level)
    {
	send_to_char(
		"This scroll is too complex for you to comprehend.\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 );

    if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5)
    {
	send_to_char("You mispronounce a syllable.\n\r",ch);
	check_improve(ch,gsn_scrolls,FALSE,2);
    }

    else
    {
	int i;

	for (i = 0; i < 4; i++)
    	    obj_cast_spell( scroll->spells->spell[i], 
		            scroll->spells->level,ch,victim,obj);
	WAIT_STATE(ch,obj->spells->delay * PULSE_VIOLENCE);
	check_improve(ch,gsn_scrolls,TRUE,2);
    }

    if (scroll->type == ITEM_SCROLL)
	extract_obj( scroll );
    else
	free_spells(scroll);
    return;
}

void do_use( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    OBJ_DATA *obj;
    OBJ_DATA *target;
    int sn;

    argument = one_argument(argument,arg);

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

    obj = get_obj_wear(ch,arg);

    if (obj == NULL)
    {
	send_to_char("Use what?\n\r",ch);
	return;
    }

    if (!IS_STAFF(obj) && IS_WAND(obj))
    {
	send_to_char("You can't use that.\n\r",ch);
	return;
    }

    if ((sn = obj->use->spell) < 0
    ||	 sn >= MAX_SKILL
    ||	 skill_table[sn].spell_fun == 0)
    {
	bug("Do_use: bad sn %d.",sn);
	return;
    }

    WAIT_STATE(ch,obj->use->delay * PULSE_VIOLENCE);

    if (obj->use->charges <= 0)
    {
	act("$n invokes $p...and nothing happens.",ch,obj,NULL,TO_ROOM);
	send_to_char("You seem to be out of charges.\n\r",ch);
	if (obj->type == ITEM_WAND || obj->type == ITEM_STAFF)
	{
	    act("$p shakes violently and expodes.",ch,obj,NULL,TO_ROOM);
	    act("$p shakes violently and explodes.",ch,obj,NULL,TO_ROOM);
	    extract_obj(obj);
	}
	else  /* remove use attribute */
	    free_use(obj);
    }

    if (IS_STAFF(obj))
    {
	act("$n brandishes $p.",ch,obj,NULL,TO_ROOM);
	act("You brandish $p.",ch,obj,NULL,TO_CHAR);
	if (ch->level < obj->level 
	||  number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5)
	{
	    act("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
	    act("You fail to invoke $p.",ch,obj,NULL,TO_CHAR);
	    check_improve(ch,gsn_staves,FALSE,2);
	    obj->use->charges--;
	    return;
	}
	
	else for (victim = ch->in_room->people; victim != NULL; victim = v_next)
	{
	    v_next = victim->next_in_room;

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

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

		case TAR_CHAR_OFFENSIVE:
		    if (!is_safe_spell(ch,victim,TRUE))
			continue;
		break;

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

	    obj_cast_spell(sn,obj->use->level,ch,victim,NULL);
	}
	check_improve(ch,gsn_staves,TRUE,2);
	obj->use->charges--;
	return;
    }

    else if (IS_WAND(obj))
    {
	one_argument(argument,arg);

	target = 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
	{
	    victim = get_char_room(ch,argument);
	    target = get_obj_here(ch,argument);
	}

	if (victim != NULL)
	{
	    act("$n zaps $N with $p.",ch,obj,victim,TO_NOTVICT);
	    act("You zap $N with $p.",ch,obj,victim,TO_CHAR);
	    act("$n zaps you with $p.",ch,obj,victim,TO_VICT);
	}

	else if (target != NULL)
	{
	    act("$n zaps $P with $p.",ch,obj,target,TO_ROOM);
	    act("You zap $P with $p.",ch,obj,target,TO_CHAR);
	}

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

	WAIT_STATE(ch,obj->use->delay * PULSE_VIOLENCE);

	if (ch->level < obj->level
	||  number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5)
	{
	    act("Your efforts with $p produce only smoke and sparks.",
		ch,obj,NULL,TO_CHAR);
	    act("$n's efforts with $p produce only smoke and sparks.",
		ch,obj,NULL,TO_ROOM);
	    check_improve(ch,gsn_wands,FALSE,2);
	}

	else
	{
	    obj_cast_spell(sn,obj->use->level,ch,victim,target);
	    check_improve(ch,gsn_wands,TRUE,2);
	}

	obj->use->charges--;
	return;
    }
}

	
	
	

    

void do_steal( CHAR_DATA *ch, char *argument )
{
    char buf  [MAX_STRING_LENGTH];
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    int percent;

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

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

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

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

    if (is_safe(ch,victim))
	return;

    if (victim->position == POS_FIGHTING)
    {
	send_to_char("You'd better not -- you might get hit.\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] ) )
    {
	/*
	 * 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 );
	switch(number_range(0,3))
	{
	case 0 :
	   sprintf( buf, "%s is a lousy thief!", ch->name );
	   break;
        case 1 :
	   sprintf( buf, "%s couldn't rob %s way out of a paper bag!",
		    ch->name,(ch->sex == 2) ? "her" : "his");
	   break;
	case 2 :
	    sprintf( buf,"%s tried to rob me!",ch->name );
	    break;
	case 3 :
	    sprintf(buf,"Keep your hands out of there, %s!",ch->name);
	    break;
        }
	do_yell( victim, buf );
	if ( !IS_NPC(ch) )
	{
	    if ( IS_NPC(victim) )
	    {
	        check_improve(ch,gsn_steal,FALSE,2);
		multi_hit( victim, ch, TYPE_UNDEFINED );
	    }
	    else
	    {
		log_string( buf );
		if ( !IS_SET(ch->act, PLR_THIEF) )
		{
		    SET_BIT(ch->act, PLR_THIEF);
		    send_to_char( "*** You are now a THIEF!! ***\n\r", ch );
		    save_char_obj( ch );
		}
	    }
	}

	return;
    }

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

	amount = victim->gold * number_range(1, 10) / 100;
	if ( amount <= 0 )
	{
	    send_to_char( "You couldn't get any gold.\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 );
	check_improve(ch,gsn_steal,TRUE,2);
	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 );
    check_improve(ch,gsn_steal,TRUE,2);
    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_yell( keeper, buf );
	return NULL;
    }

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

    /*
     * Shop hours.
     */
    if ( time_info.hour < pShop->open_hour )
    {
	do_say( keeper, "Sorry, I am closed. Come back later." );
	return NULL;
    }
    
    if ( time_info.hour > pShop->close_hour )
    {
	do_say( keeper, "Sorry, I am closed. 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 ( IS_SET(obj->type,pShop->buy_type[itype]))
	    {
		cost = obj->cost * pShop->profit_sell / 100;
		break;
	    }
	}

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

    if ( IS_STAFF(obj) || IS_WAND(obj))
	cost -= (cost * obj->use->charges / obj->use->max) / 2;

    return cost;
}



void do_buy( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    int cost,roll;

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

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

	if ( IS_NPC(ch) )
	    return;

	argument = one_argument(argument,arg);

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

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

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

	if ( ch->pet != NULL )
	{
	    send_to_char("You already own a pet.\n\r",ch);
	    return;
	}

 	cost = 10 * pet->level * pet->level;

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

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

	/* haggle */
	roll = number_percent();
	if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
	{
	    cost -= cost / 2 * roll / 100;
	    sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
	    send_to_char(buf,ch);
	    check_improve(ch,gsn_haggle,TRUE,4);
	
	}

	ch->gold		-= cost;
	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);
	pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;

	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 );
	pet->leader = ch;
	ch->pet = pet;
	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;

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

	obj  = get_obj_carry( keeper, argument );
	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;
	}

	/* haggle */
	roll = number_percent();
	if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
	{
	    cost -= obj->cost / 2 * roll / 100;
	    sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
	    send_to_char(buf,ch);
	    check_improve(ch,gsn_haggle,TRUE,4);
	}

	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);
	else
	    obj_from_char( obj );


	if (obj->timer > 0)
	    obj-> timer = 0;
	obj_to_char( obj, ch );
	if (cost < obj->cost)
	    obj->cost = cost;
	return;
    }
}



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

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

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

	found = FALSE;
	for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
	{
	    if ( IS_SET(pet->act, ACT_PET) )
	    {
		if ( !found )
		{
		    found = TRUE;
		    send_to_char( "Pets for sale:\n\r", ch );
		}
		sprintf( buf, "[%2d] %8d - %s\n\r",
		    pet->level,
		    10 * pet->level * pet->level,
		    pet->short_descr );
		send_to_char( buf, ch );
	    }
	}
	if ( !found )
	    send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	OBJ_DATA *obj;
	int cost;
	bool found;
	char arg[MAX_INPUT_LENGTH];

	if ( ( keeper = find_keeper( ch ) ) == NULL )
	    return;
        one_argument(argument,arg);

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

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

	if ( !found )
	    send_to_char( "You can't buy anything here.\n\r", 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,roll;

    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 (!can_see_obj(keeper,obj))
    {
	act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
	return;
    }

    /* won't buy rotting goods */
    if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
    {
	act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
	return;
    }

    if ( cost > keeper->gold )
    {
	act("$n tells you 'I'm afraid I don't have enough gold to buy $p.",
	    keeper,obj,ch,TO_VICT);
	return;
    }

    act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
    /* haggle */
    roll = number_percent();
    if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
    {
        send_to_char("You haggle with the shopkeeper.\n\r",ch);
        cost += obj->cost / 2 * roll / 100;
        cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100);
	cost = UMIN(cost,keeper->gold);
        check_improve(ch,gsn_haggle,TRUE,4);
    }
    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 ( IS_TRASH(obj))
    {
	extract_obj( obj );
    }
    else
    {
	obj_from_char( obj );
	obj->timer = number_range(50,100);
	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_see_obj(keeper,obj))
    {
        act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
        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;
}