Read this file before installing the homes.c source, unless you're sure
you can do it without any problems.

This piece of code allows a player to buy a home, describe it, furnish it, and
even sell it. This code requires new objs to be added to the MUD, as well as
in tables and merc, a new ROOM flag. (HOME_ITEM_VNUMS) (ROOM_HOME). All items
tagged HOME_ITEM_# should be added as well. (I used items in my school area)
On AWW, players can only purchase homes in Caemlyn, where an area of the city
has been set aside for just this purpose. This is reflected in the code, and
should be changed to suit your MUD.

Homes.c is based on code from ROM 2.4, by Russ Taylor, and complies with
the licenses contained therein. The data contained within this source is
the posession of Eric Lowe, Dalsor of AWW, and is made available to the
public with the understanding that all headers must remain intact, and
that the supplied help entries are added. The last requirement is mail to
wheel@wheel.inetsolve.com just to let me know that someone has found this
code useful. If you improve this code, which I'm sure can be done, or can
figure out how to do it without having to create all the items beforehand,
PLEASE let me know, cause making all those objs was a pain in the arse. :)

Other changes to be made are adding a check in act_move.c to see if a person
is entering an owned home, and if they are following the owner of the home,
so as not to have folks ransacking other player's homes. This code also
uses certain aspects of OLC, such as string and reset functions. The needed
rooms for players to own will need to be added, each tagged room home.

Something to consider is that, if your MUD uses seperate build and playing
ports, copying over the area in which the home rooms are stored in will
kill the homes. This would be bad. Also, adding an area save routine to
copyover (if used, and if not, it's great stuff -- Thank you Mr. Erwin
for that great stuff) would be advisable. The code tags the area as changed
so that it will be saved by an asave.

AWW players tend to accumulate coins fairly quickly, and thus prices are pretty
high. You should adjust the costs for homes and furnishing according to your
MUD's economy.

One day I plan to add stripping of items and resets from the room when sold,
but this works as is. If you want to add it, please do so. I also plan
to have the code save the furnishing to an external homes file, or maybe
in the player file, so that all those flaming items dont have to be created,
but again, this works for now. Tables for the items, as well... Hmmm...

Help file entry for HELP HOME

Remove this line -> This Help Entry MUST be added! <- Remove this line.

0 HOME HOUSE~
.
Homes can be purchased by players for 25,000 gold coins. Homes may only
be purchased in a designated area, in designated rooms.

Type HOME to see a list of arguments.

Type HOME BUY to purchase a home. If a home is currently owned, or you are not in
a valid home room, you will be notified at that time. You must be carrying 25,000
gold coins on your person at the time of purchase. If the sale is sucessful, the
coins will be extracted from you, and you will be notified of your purchase.

Type HOME SELL to sell your home. You must be standing in your home in order to
perform this command. You will be reimbursed one half the cost of the home, not
including any items that were in the home at the time of sale.

Type HOME FURNISH to see a list of items available to furnish your home with. The
items are permanat fixtures, and cannot be removed from the home. Certain items,
such as lamps and lanterns, will expire over time, and new ones must be bought.
To purchase an item, type HOME FURNISH <item name>, where item name is the name
on the far left of the HOME FURNISH list. Certain items may also be further
customized by typing HOME FURNISH <item name> <item type>, for example, to purchase
an oak endtable, type HOME FURNISH endtable oak.

Type HOME DESCRIBE to supply a description for your home. Home Describe employs
the OLC room editor, which can be tricky depending on what MUD Client you are
using. If you are using zMUD, you may wish to speak with a Builder or other Immortal
who is familiar with zMUD. While in home describe, all the standard dot commands
are available, such as .h (help) .f (format) .c (clear) .s (show) .lr (line replace)
.ld (line delete) .r (singular replace), and there may be others, dependings on what
version of OLC this MUD employs.

Other HOME commands may be added as the code progresses.

Home Code is originally by Dalsor of AWW - As the Wheel Weaves.
MUD:  wheel.inetsolve.com 6500
MAIL: wheel@wheel.inetsolve.com
~

End help file entry

Begin homes.c

These are the core routines for the homes code. As is, a couple things should
be added before adding homes.o to Makefile. A room type home needs to go into
merc and tables. The items have to be created before the code will work. There
are a BUNCH of items here, as this is the full version of the code as it sits.
To slim it down, just remove the unwanted defines, and comment out the proper
portions of the code. I cant stress enough that homes uses OLC functions,
specifically 1.8 something. I dont believe anything will be needed in addition
to that, but I'm not positive, as AWW's OLC is pretty well modified. This
is the first public release of the code. It's been fairly well tested, but no
garauntees are made to it's safety. Use at your own risk. :)

-Dalsor

------- CUT HERE -----------------------------------------------------------

/***************************************************************************
 *  As the Wheel Weaves based on ROM 2.4. Original code by Dalsor, Caxandra,
 *	and Zy of AWW. See changes.log for a list of changes from the original
 *	ROM code. Credits for code created by other authors have been left
 *	intact at the head of each function.
 ***************************************************************************/

/* Begin homes.c */

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

/* Thanks to Kyndig and Sandi Fallon for assisting with arguments - Dalsor.
 * At the time I started on furnishings, I was about 12 hours straight into
 * the code and very brain dead. Thanks to them for pointing out my mistakes.
 */

/* Homes uses aspects of OLC, and it should be installed, or the necessary
 * componants installed in order for this to work
 */

/* Damn, this is a lot of defines :(
 * Each one of these vnums will need to be created. If this many items
 * aren't desired, removed the uneccesary ones and comment out the code
 */
#define HOME_ITEM_1   11800 /* fish */
#define HOME_ITEM_2   11801 /* turtle */
#define HOME_ITEM_3   11802 /* snake */
#define HOME_ITEM_4   11803 /* spider */
#define HOME_ITEM_5   11804 /* carved chair */
#define HOME_ITEM_6   11805 /* highback chair */
#define HOME_ITEM_7   11806 /* hard chair */
#define HOME_ITEM_8   11807 /* sturdy chair */
#define HOME_ITEM_9   11808 /* oak desk */
#define HOME_ITEM_10  11809 /* pine desk */
#define HOME_ITEM_11  11810 /* carved desk */
#define HOME_ITEM_12  11811 /* polished desk */
#define HOME_ITEM_13  11812 /* teak desk */
#define HOME_ITEM_14  11813 /* plain desk */
#define HOME_ITEM_15  11814 /* plush sofa */
#define HOME_ITEM_16  11815 /* padded sofa */
#define HOME_ITEM_17  11816 /* comfy sofa */
#define HOME_ITEM_18  11817 /* fluffed sofa */
#define HOME_ITEM_19  11818 /* comfy sofa */
#define HOME_ITEM_20  11819 /* oak end */
#define HOME_ITEM_21  11820 /* pine end */
#define HOME_ITEM_22  11821 /* carved end */
#define HOME_ITEM_23  11822 /* teak end */
#define HOME_ITEM_24  11823 /* norm end */
#define HOME_ITEM_25  11824 /* oak dining table */
#define HOME_ITEM_26  11825 /* pine table */
#define HOME_ITEM_27  11826 /* carved table */
#define HOME_ITEM_28  11827 /* polished table */
#define HOME_ITEM_29  11828 /* teak table */
#define HOME_ITEM_30  11829 /* comfy recliner */
#define HOME_ITEM_31  11830 /* lamp */
#define HOME_ITEM_32  11831 /* lantern */
#define HOME_ITEM_33  11832 /* torch */
#define HOME_ITEM_34  11833 /* oak dresser */
#define HOME_ITEM_35  11834 /* pine dresser */
#define HOME_ITEM_36  11835 /* carved dresser */
#define HOME_ITEM_37  11836 /* polished dresser */
#define HOME_ITEM_38  11837 /* teak dresser */
/* #define HOME_ITEM_39  11838 norm dresser */
#define HOME_ITEM_40  11839 /* oak foot */
#define HOME_ITEM_41  11840 /* pine foot */
#define HOME_ITEM_42  11841 /* carved foot */
#define HOME_ITEM_43  11842 /* polished foot */
#define HOME_ITEM_44  11843 /* teak foot */
/* #define HOME_ITEM_45  11844 norm foot */
#define HOME_ITEM_46  11845 /* oak arm */
#define HOME_ITEM_47  11846 /* pine arm */
#define HOME_ITEM_48  11847 /* carved arm */
#define HOME_ITEM_49  11848 /* polished arm */
#define HOME_ITEM_50  11849 /* teak arm */
/* #define HOME_ITEM_51  11850 norm arm */
#define HOME_ITEM_52  11851 /* oak war */
#define HOME_ITEM_53  11852 /* pine arm */
#define HOME_ITEM_54  11853 /* carved arm */
#define HOME_ITEM_55  11854 /* polished arm */
#define HOME_ITEM_56  11855 /* teak arm */
/* #define HOME_ITEM_57  11856 norm arm */
#define HOME_ITEM_58  11857 /* oak book */
#define HOME_ITEM_59  11858 /* pine book */
#define HOME_ITEM_60  11859 /* carved book */
#define HOME_ITEM_61  11860 /* polished book */
#define HOME_ITEM_62  11861 /* teak book */
/* #define HOME_ITEM_63  11862  norm book */
#define HOME_ITEM_64  11863 /* oak chiff */
#define HOME_ITEM_65  11864 /* pine chiff */
#define HOME_ITEM_66  11865 /* carved chiff */
#define HOME_ITEM_67  11866 /* polished chiff */
#define HOME_ITEM_68  11867 /* teak chiff */
/* #define HOME_ITEM_69  11868  norm chiff */
#define HOME_ITEM_70  11869 /* royalbed */
#define HOME_ITEM_71  11870 /* cot */
#define HOME_ITEM_72  11871 /* featherbed */
#define HOME_ITEM_73  11872 /* canopybed */
#define HOME_ITEM_74  11873 /* postedbed */
#define HOME_ITEM_75  11874 /* twinbed */

RESET_DATA *new_reset_data args ( ( void ) );
void add_reset args ( ( ROOM_INDEX_DATA *room, RESET_DATA *loc_reset, int index ) );
void free_reset_data args ( ( RESET_DATA *pReset ) );
void home_buy ( CHAR_DATA *ch );
void home_sell ( CHAR_DATA *ch, char *argument );
void home_describe ( CHAR_DATA *ch );

void do_home ( CHAR_DATA *ch, char *argument )
{

    ROOM_INDEX_DATA *loc;
    AREA_DATA *loc_area;
    RESET_DATA *loc_reset;
    OBJ_DATA *furn;
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	char arg3[MAX_INPUT_LENGTH];
	char buf[MSL];

	loc = ch->in_room;
	loc_area = ch->in_room->area;
	buf[0] = '\0';

	argument = one_argument( argument, arg1 );
	argument = one_argument( argument, arg2 );
	argument = one_argument( argument, arg3 );

	if ( IS_NPC(ch)
	|| ch == NULL )
		return;

	if ( arg1[0] == '\0' || !strcmp ( arg1, "list" ) )
	{
		stc("What about a home?\n\r",ch);
		stc("\n\rSyntax: Home (buy, sell, furnish, describe)\n\r",ch);
		stc("\n\rExtended:\n\rHome (buy, sell, furnish, describe)\n\r",ch);
		stc("Buy      (purchase a home in the room you are standing in)\n\r",ch);
		stc("Sell     (confirm - does not prompt for confirmation!)\n\r",ch);
		stc("Furnish  (allows purchases of items)\n\r",ch);
		stc("Describe (describe the room - uses the OLC editor)\n\r",ch);
		return;
	}
	if ( !is_name( ch->in_room->area->file_name, "caemnew.are" ) )
	{
		stc("You aren't in Caemlyn.\n\r",ch);
		return;
	}
	if ( !IS_SET ( loc->room_flags, ROOM_HOME ) )
	{
		stc("You cannot buy a home in this room.\n\r",ch);
		return;
	}

	/* Find out what the argument is, if any */
	if      ( !strcmp ( arg1, "buy" ) )        home_buy ( ch );
	else if ( !strcmp ( arg1, "sell" ) )       home_sell ( ch, arg2 );
	else if ( !strcmp ( arg1, "describe" ) )   home_describe ( ch );
	else if ( !strcmp ( arg1, "furnish" ) )
	/* Home furnish was left in here because I didn't feel like
	 * redoing all the arguments - Dalsor
	 */
	{
		if ( !is_room_owner ( ch, loc ) )
		{
			stc("But you do not own this room!\n\r",ch);
			return;
		}
		if ( arg2[0] == '\0' )
		{
		stc("This command allows you to furnish your home.\n\r",ch);
		stc("You must be carrying gold to purchase furnishings,\n\r",ch);
		stc("and be standing in your home. You cannot have more\n\r",ch);
		stc("than five items in your home.\n\r",ch);
		stc("\n\rSyntax: Home (furnish) (item name)\n\r",ch);
		stc("   Window      5000 gold\n\r",ch);
		stc("   Aquarium    7500 gold (fish, turtle, snake, spider)\n\r",ch);
		stc("   Chair       5000 gold (sturdy, highback, carved, hard)\n\r",ch);
		stc("   Desk        7500 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Sofa        7500 gold (plush, padded, comfortable, fluffed)\n\r",ch);
		stc("   Endtable    1000 gold (oak, pine, carved, teak)\n\r",ch);
		stc("   Table       7500 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Recliner    7500 gold\n\r",ch);
		stc("   Lamp        2000 gold\n\r",ch);
		stc("   Mirror      2500 gold\n\r",ch);
		stc("   Lantern     1500 gold\n\r",ch);
		stc("   Torch       1000 gold\n\r",ch);
		stc("   Dresser     5000 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Footchest   5000 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Armoire     7500 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Wardrobe    7500 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Bookcase    7500 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Chifferobe  7500 gold (oak, pine, carved, polished, teak)\n\r",ch);
		stc("   Cot         1000 gold\n\r",ch);
		stc("   Featherbed  2500 gold\n\r",ch);
		stc("   Twinbed     5000 gold\n\r",ch);
		stc("   Postedbed   7500 gold\n\r",ch);
		stc("   Canopybed   8500 gold\n\r",ch);
		stc("   Royalbed    9900 gold\n\r",ch);
		return;
		}
		else if ( !strcmp ( arg2, "window" ) )
		{
			stc("Windows aren't available yet.\n\r",ch);
			stc("Windows will allow you to look into or out of a home.\n\r",ch);
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "aquarium" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
		        SET_BIT(loc_area->area_flags, AREA_CHANGED);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "fish" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_1),0);}
				else if ( !strcmp ( arg3, "turtle" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_2),0);}
				else if ( !strcmp ( arg3, "snake" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_3),0);}
				else if ( !strcmp ( arg3, "spider" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_4),0);}
				else {
					stc("Invalid aquarium type.\n\r",ch);
				    return;	}
			}
			else
			{
				stc("Invalid aquarium type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "chair" ) )
		{
			if ( ch->gold < 5000 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "sturdy" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_8),0);}
				else if ( !strcmp ( arg3, "highback" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_6),0);}
				else if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_5),0);}
				else if ( !strcmp ( arg3, "hard" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_7),0);}
				else
				{
					stc("Invalid chair type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid chair type.\n\r",ch);
			    return;
			}
			ch->gold -= 5000;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "desk" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_9),0);}
				else if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_10),0);}
				else if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_11),0);}
				else if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_12),0);}
				else if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_13),0);}
				else
				{
					stc("Invalid desk type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid desk type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "sofa" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "plush" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_15),0);}
				else if ( !strcmp ( arg3, "padded" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_16),0);}
				else if ( !strcmp ( arg3, "comfortable" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_17),0);}
				else if ( !strcmp ( arg3, "fluffed" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_18),0);}
				else
				{
					stc("Invalid sofa type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid sofa type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "endtable" ) )
		{
			if ( ch->gold < 1000 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_20),0);}
				else if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_21),0);}
				else if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_22),0);}
				else if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_23),0);}
				else
				{
					stc("Invalid endtable type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid endtable type.\n\r",ch);
			    return;
			}
			ch->gold -= 1000;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "table" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_25),0);}
				else if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_26),0);}
				else if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_27),0);}
				else if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_28),0);}
				else if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_29),0);}
				else
				{
					stc("Invalid table type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid table type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "recliner" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 7500;
		    furn = create_object(get_obj_index(HOME_ITEM_30),0);
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "lamp" ) )
		{
			if ( ch->gold < 2000 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			stc("Your lamp will provide light for your home for a time.\n\r",ch);
			ch->gold             -= 2000;
		    furn = create_object(get_obj_index(HOME_ITEM_31),0);
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "mirror" ) )
		{
			stc("Mirrors aren't available yet.\n\r",ch);
			stc("Mirrors will allow you to see your reflection... Pretty useless, eh?\n\r",ch);
			return;
		}
		else if ( !strcmp ( arg2, "lantern" ) )
		{
			if ( ch->gold < 1500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			stc("Your lantern will provide light for your home for a time.\n\r",ch);
			ch->gold             -= 1500;
		    furn = create_object(get_obj_index(HOME_ITEM_32),0);
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "torch" ) )
		{
			if ( ch->gold < 1000 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			stc("Your torch will provide light for your home for a time.\n\r",ch);
			ch->gold             -= 1000;
		    furn = create_object(get_obj_index(HOME_ITEM_33),0);
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "dresser" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_34),0);}
				else if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_35),0);}
				else if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_36),0);}
				else if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_37),0);}
				else if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_38),0);}
				else
				{
					stc("Invalid dresser type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid dresser type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "footchest" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_40),0);}
				else if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_41),0);}
				else if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_42),0);}
				else if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_43),0);}
				else if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_44),0);}
				else
				{
					stc("Invalid footchest type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid footchest type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "armoire" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_46),0);}
				if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_47),0);}
				if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_48),0);}
				if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_49),0);}
				if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_50),0);}
				else
				{
					stc("Invalid armoire type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid armoire type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "wardrobe" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_52),0);}
				if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_53),0);}
				if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_54),0);}
				if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_55),0);}
				if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_56),0);}
				else
				{
					stc("Invalid wardrobe type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid wardrobe type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "bookcase" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_58),0);}
				if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_59),0);}
				if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_60),0);}
				if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_61),0);}
				if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_62),0);}
				else
				{
					stc("Invalid bookcase type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid bookcase type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "chifferobe" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
		    if ( arg3[0] != '\0' )
		    {
				if ( !strcmp ( arg3, "oak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_64),0);}
				if ( !strcmp ( arg3, "pine" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_65),0);}
				if ( !strcmp ( arg3, "carved" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_66),0);}
				if ( !strcmp ( arg3, "polished" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_67),0);}
				if ( !strcmp ( arg3, "teak" ) )
				    {furn = create_object(get_obj_index(HOME_ITEM_68),0);}
				else
				{
					stc("Invalid chifferobe type.\n\r",ch);
				    return;
				}
			}
			else
			{
				stc("Invalid chifferobe type.\n\r",ch);
			    return;
			}
			ch->gold -= 7500;
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "cot" ) )
		{
			if ( ch->gold < 1000 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 1000;
		    furn = create_object(get_obj_index(HOME_ITEM_71),0);
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "featherbed" ) )
		{
			if ( ch->gold < 2500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 2500;
		    furn = create_object(get_obj_index(HOME_ITEM_72),0);
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "twinbed" ) )
		{
			if ( ch->gold < 5000 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 5000;
		    furn = create_object(get_obj_index(HOME_ITEM_75),0);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "postedbed" ) )
		{
			if ( ch->gold < 7500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 7500;
		    furn = create_object(get_obj_index(HOME_ITEM_74),0);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "canopybed" ) )
		{
			if ( ch->gold < 8500 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 8500;
		    furn = create_object(get_obj_index(HOME_ITEM_73),0);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else if ( !strcmp ( arg2, "royalbed" ) )
		{
			if ( ch->gold < 9900 )
			{
				stc("You do not have enough gold for this purchase.\n\r",ch);
				return;
			}
			ch->gold             -= 9900;
		    furn = create_object(get_obj_index(HOME_ITEM_70),0);
			loc_reset               = new_reset_data();
			loc_reset->command      = 'O';
			loc_reset->arg1         = furn->pIndexData->vnum;
			loc_reset->arg2         = 0;
			loc_reset->arg3         = loc->vnum;
			loc_reset->arg4         = 0;
			add_reset( loc, loc_reset, 0 );
			printf_to_char(ch,"You have been deducted %d for your purchase.",furn->cost);
			obj_to_room ( furn,ch->in_room );
	        SET_BIT(loc_area->area_flags, AREA_CHANGED);
			return;
		}
		else
		{
			stc("You have not provided the name of the item to purchase.\n\r",ch);
			return;
		}
	}
	else
	{
		stc("No such Home Command. See HELP HOME for more informatio.\n\r",ch);
		return;
	}
	return;
}

void home_buy ( CHAR_DATA *ch )
{
    ROOM_INDEX_DATA *loc;
    AREA_DATA *loc_area;
	char buf[MSL];

	loc = ch->in_room;
	loc_area = ch->in_room->area;
	if ( loc->owner[0] == '\0' )
	{
		if ( ch->gold < 25000 )
		{
		stc("This command allows you to buy a home.\n\r",ch);
		stc("You must be standing in the room to buy.\n\r",ch);
		stc("You start with a blank, untitled room that is void of\n\r",ch);
		stc("furnishings and light. A single door allows entrance.\n\r",ch);
		stc("A home costs 25,000 GOLD. You must be carrying the coins.\n\r",ch);
		stc("\n\rSyntax: Home buy\n\r",ch);
		return;
		}
		else
		{
	    free_string ( loc->owner );
	    loc->owner = str_dup ( ch->name );
	    ch->gold -= 25000;
	    free_string ( loc->name );
	    sprintf ( buf, "%s's Home", ch->name );
	    loc->name = str_dup ( buf );
	    stc("Congratulations on purchasing your new home!\n\r",ch);
	    stc("You are now 25,000 gold coins lighter and the owner\n\r",ch);
	    stc("of the room in which you now stand! Be sure to describe\n\r",ch);
	    stc("your home and purchase furnishings for it.\n\r",ch);
	    SET_BIT(loc_area->area_flags, AREA_CHANGED);
	    return;
		}
	}
	else
	{
		stc("This home is already owned.\n\r",ch);
		return;
	}
	return;
}

void home_sell ( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *loc;
    AREA_DATA *loc_area;
	RESET_DATA *current_reset;
	RESET_DATA *next_reset;
    OBJ_DATA *furn;
    OBJ_DATA *furn_next;

	loc = ch->in_room;
	loc_area = ch->in_room->area;

	if ( !is_room_owner ( ch, loc ) )
	{
		stc("But you do not own this room!\n\r",ch);
		return;
	}
	if ( argument[0] == '\0' )
	{
		stc("This command allows you to sell your home.\n\r",ch);
		stc("You will no longer own your home once it is sold,\n\r",ch);
		stc("and you will be compensated half the cost of the home,\n\r",ch);
		stc("not including items you have purchased.\n\r",ch);
		stc("You must be standing in the room which you own.\n\r",ch);
		stc("\n\rSyntax: Home (sell) (confirm)\n\r",ch);
		return;
	}
	else if ( !strcmp ( argument, "confirm" ) )
	{
	    free_string ( loc->owner );
	    loc->owner = str_dup ( "" );
	    ch->gold += 12500;
	    free_string ( loc->name );
	    loc->name = str_dup ( "An Abandoned Home" );

	    if ( !ch->in_room->reset_first )
	    {
			return;
		}
		/* Thanks to Edwin and Kender for the help with killing
		 * resets. Pointed out some real problems with my handling
		 * of it. Thanks a bunch guys.
		 * This is the exact way Kender put it, and it works great!
		 */
		for( current_reset = ch->in_room->reset_first; current_reset;
		    current_reset = next_reset)
		{
		   next_reset = current_reset->next;
		   free_reset_data(current_reset);
		}

		ch->in_room->reset_first = NULL;

		for ( furn = ch->in_room->contents; furn != NULL; furn = furn_next )
		{
		    furn_next = furn->next_content;
	        extract_obj( furn );
		}
		stc("Your home has been sold and you are now 12,500 gold coins richer!\n\r",ch);
        SET_BIT(loc_area->area_flags, AREA_CHANGED);
        return;
	}
	else
	{
		stc("This command allows you to sell your home.\n\r",ch);
		stc("You will no longer own your home once it is sold,\n\r",ch);
		stc("and you will be compensated half the cost of the home,\n\r",ch);
		stc("not including items you have purchased.\n\r",ch);
		stc("You must be standing in the room which you own.\n\r",ch);
		stc("\n\rSyntax: Home (sell) (confirm)\n\r",ch);
		return;
	}
}

void home_describe ( CHAR_DATA *ch )
{
    ROOM_INDEX_DATA *loc;
    AREA_DATA *loc_area;

	loc = ch->in_room;
	loc_area = ch->in_room->area;

	if ( !is_room_owner ( ch, loc ) )
	{
		stc("But you do not own this room!\n\r",ch);
		return;
	}
	else
	{
		stc("This command allows you to describe your home.\n\r",ch);
		stc("You should not describe items that are in the room,\n\r",ch);
		stc("rather allowing the furnishing of the home to do that.\n\r",ch);
		stc("If you currently own this room, you will be placed into.\n\r",ch);
		stc("the room editor. Be warned that while in the room editor,\n\r",ch);
		stc("you are only allowed to type the description. If you are\n\r",ch);
		stc("unsure or hesitant about this, please note the Immortals,\n\r",ch);
		stc("or better, discuss the how-to's with a Builder.\n\r",ch);
		stc("Syntax: Home (describe)\n\r",ch);
    	string_append( ch, &loc->description );
        SET_BIT(loc_area->area_flags, AREA_CHANGED);
		return;
	}

}
