void cDragItems::dropOnItem( P_CLIENT client, P_ITEM pItem, P_ITEM pCont, const Coord_cl &dropPos )
{
	P_CHAR pChar = client->player();
	
	if( pItem->isMulti() )
	{
		client->sysMessage( "You cannot put houses in containers" );
		bounceItem( client, pItem );
		return;
	}
	
	// If the target belongs to another character 
	// It needs to be our vendor or else it's denied
	P_CHAR packOwner = GetPackOwner( pCont );

	if( ( packOwner != NULL ) && ( packOwner != pChar ) )
	{
		// For each item someone puts into there 
		// He needs to do a snoop-check
		if( pChar->canSnoop() )
		{
			if( !Skills->CheckSkill( pChar, SNOOPING, 0, 1000 ) )
			{

				client->sysMessage( QString( "You fail to put that into %1's pack" ).arg( packOwner->name.c_str() ) );
				bounceItem( client, pItem );
				return;
			}
		}

		if( !packOwner->isNpc() || ( packOwner->npcaitype() != 17 ) || !pChar->Owns( packOwner ) )
		{
			client->sysMessage( "You cannot put that into the belongings of another player" );
			bounceItem( client, pItem );
			return;
		}
	}

	// If we put the item into a trade-window
	// Reset the trade-status for both players
	if( pCont->layer() == 0 && pCont->id() == 0x1E5E &&	pChar->Wears( pCont ) )
	{
		// Trade window???
		P_ITEM tradeWindow = FindItemBySerial( calcserial( pCont->moreb1(), pCont->moreb2(), pCont->moreb3(), pCont->moreb4() ) );

		// If it *IS* a trade-window, replace the status
		if( tradeWindow && ( pCont->morez || tradeWindow->morez ) )
			{
				tradeWindow->morez = 0;
				pCont->morez = 0;
				sendtradestatus( tradeWindow, pCont );
			}
	}
	
	if( !pChar->canPickUp( pItem ) )
	{
		bounceItem( client, pItem );
		return;
	}

	// Trash can
	if( pCont->type()==87 )
	{
		Items->DeleItem( pItem );
		client->sysMessage( "As you let go of the item it disappears." );
		return;
	}

	// Spell Book
	if( pCont->type() == 9 )
	{
		UI08 spellId = Magic->calcSpellId( pItem->id() );

		if( spellId < 0 )
		{
			client->sysMessage( "You can only put scrolls into a spellbook" );
			bounceItem( client, pItem );
			return;
		}		

		if( Magic->hasSpell( pCont, spellId )  )
		{
			client->sysMessage( "That spellbook already contains this spell" );
			bounceItem( client, pItem );
			return;
		}
	}

	// We drop something on the belongings of one of our playervendors
	if( ( packOwner != NULL ) && ( packOwner->npcaitype() == 17 ) && pChar->Owns( packOwner ) )
	{
		client->sysMessage( "You drop something into your playervendor" );
		bounceItem( client, pItem );
		return;
	}

	// Playervendors (chest equipped by the vendor - opened to the client)

	/*if( !( pCont->pileable() && pItem->pileable() && pCont->id() == pItem->id() || ( pCont->type() != 1 && pCont->type() != 9 ) ) )
	{
		P_CHAR pc_j = GetPackOwner(pCont);
		if (pc_j != NULL)
		{
			if (pc_j->npcaitype() == 17 && pc_j->isNpc() && pChar->Owns(pc_j))
			{
				pChar->inputitem = pItem->serial;
				pChar->inputmode = cChar::enPricing;
				sysmessage(s, "Set a price for this item.");
			}
		}
	*/
	
	// We may also drop into *any* locked chest
	// So we can have post-boxes ;o)
	// Spellbooks are containers for us as well
	if( pCont->type() == 9 || pCont->type() == 1 || pCont->type() == 8 || pCont->type() == 63 || pCont->type() == 65 || pCont->type() == 66 )
	{
		pItem->setContSerial( pCont->serial );
		pItem->setLayer( 0 ); // Remove it from our drag-layer

		// Huh ? - Make that random will you!
		pItem->pos = dropPos;
		
		SndRemoveitem( pItem->serial );
		RefreshItem( pItem );
		
		// Dropped on another Container/in another Container
		soundeffect2( pChar, 0x57 );

		return;
	}
	// Item matching needs to be extended !!! at least Color! (for certain types)
	else if ( pCont->isPileable() && pItem->isPileable() && ( pCont->id() == pItem->id() ) )
	{
		if( pCont->amount() + pItem->amount() <= 65535 )
		{
			pCont->setAmount( pCont->amount() + pItem->amount() );
			Items->DeleItem( pItem );

			RefreshItem( pCont ); // Need to update the amount
			return;
		}
		// We have to *keep* our current item
		else
		{
			pCont->setAmount( 65535 ); // Max out the amount
			RefreshItem( pCont );

			// The delta between 65535 and pCont->amount() sub our Amount is the
			// new amount
			pItem->setAmount( pItem->amount() - ( 65535 - pCont->amount() ) );
		}
	}

	// We dropped the item NOT on a container
	// And were *un*able to stack it (!)
	// >> Set it to the location of the item we dropped it on and stack it up by 1
	pItem->moveTo( pCont->pos );
	pItem->pos.z++; // Increase z by 1
	pItem->pos.y++; // To get it visualized do that with y as well
	pItem->setLayer( 0 );
	pItem->setContSerial( pCont->contserial );
	RefreshItem( pItem );
				
	// This needs to be checked
	// It annoyingly shows the spellbook
	// whenever you add a scroll
	if( pCont->type() == 9 )
		Magic->openSpellBook( pChar, pCont );

	// Glowing Objects moved between chars
	if( pItem->glow != INVALID_SERIAL )
	{
		pChar->removeHalo( pItem );
				
		if( packOwner != NULL )
		{
			packOwner->addHalo(pItem);
			packOwner->glowHalo(pItem);
		}
	}
}
void cDragItems::equipItem( P_CLIENT client )
{
	// Get the packet information
	SERIAL itemId = LongFromCharPtr( &buffer[ client->socket() ][ 1 ] );
	SERIAL playerId = LongFromCharPtr( &buffer[ client->socket() ][ 6 ] );

	P_ITEM pItem = FindItemBySerial( itemId );
	P_CHAR pWearer = FindCharBySerial( playerId );

	if( !pItem || !pWearer )
		return;

	P_CHAR pChar = client->player();

	// We're dead and can't do that
	if( pChar->dead )
	{
		client->sysMessage( "You are dead and can't do that." );
		bounceItem( client, pItem );
		return;
	}

	// Our target is dead
	if( ( pWearer != pChar ) && pWearer->dead )
	{
		client->sysMessage( "You can't equip dead players." );
		bounceItem( client, pItem );
		return;
	}

	// Get our tile-information
	tile_st pTile;
	Map->SeekTile( pItem->id(), &pTile );

	// Is the item wearable ? ( layer == 0 | equip-flag not set )
	// Multis are not wearable are they :o)
	if( pTile.layer == 0 || !( pTile.flag3 & 0x40 ) || pItem->isMulti() )
	{
		client->sysMessage( "This item cannot be equipped." );
		bounceItem( client, pItem );
		return;
	}

	// Required Strength
	if( pItem->st > pWearer->st )
	{
		if( pWearer == pChar )
			client->sysMessage( "You cannot wear that item, you seem not strong enough" );
		else
			client->sysMessage( "This person can't wear that armor, it seems not strong enough" );

		bounceItem( client, pItem );
		return;
	}

	// Required Dexterity
	if( pItem->dx > pWearer->effDex() )
	{
		if( pWearer == pChar )
			client->sysMessage( "You cannot wear that item, you seem not agile enough" );
		else
			client->sysMessage( "This person can't wear that armor, it seems not agile enough" );

		bounceItem( client, pItem );
		return;
	}
	
	// Required Intelligence
	if( pItem->in > pWearer->in )
	{
		if( pWearer == pChar )
			client->sysMessage( "You cannot wear that item, you seem not smart enough" );
		else
			client->sysMessage( "This person can't wear that armor, it seems not smart enough" );

		bounceItem( client, pItem );
		return;
	}

	// Males can't wear female armor
	if( ( pChar->id() == 0x0190 ) && ( pItem->id() >= 0x1C00 ) && ( pItem->id() <= 0x1C0D ) )
	{
		client->sysMessage( "You cannot wear female armor." );
		bounceItem( client, pItem );
		return;
	}

	// Needs a check (!)
	// Checks for equipment on the same layer
	// If there is any it tries to unequip it
	// If that fails it cancels
	UI08 layer = pItem->layer();
	vector< SERIAL > equipment = contsp.getData( pWearer->serial );

	for( UI32 i = 0; i < equipment.size(); i++ )
	{
		P_ITEM pEquip = FindItemBySerial( equipment[ i ] );

		if( pEquip )
			continue;

		// We found an item which is on the same layer (!)
		// Unequip it if we can 
		bool twoHanded = false;

		if( pEquip->twohanded() && ( layer == 1 || layer == 2 ) )
			twoHanded = true;

		if( pItem->twohanded() && ( pEquip->layer() == 1 || pEquip->layer() == 2 ) )
			twoHanded = true;
			
		if( ( pEquip->layer() == layer ) || twoHanded )
		{
			if( pChar->canPickUp( pEquip ) ) // we're equipping so we do the check
				pEquip->toBackpack( pWearer );

			// If it's still on the char: cancel equipment
			if( pEquip->contserial == pWearer->serial )
			{
				client->sysMessage( "You already have an item on that layer." );
				bounceItem( client, pItem );
				return;
			}
		}
	}

	// At this point we're certain that we can wear the item
	pItem->setContSerial( playerId );
	pItem->setLayer( pTile.layer ); // Don't trust the user input on this one

	// Handle the weight if the item is leaving our "body"
	if( pWearer != pChar )
	{
		pChar->weight -= pItem->getWeight();
		pWearer->weight += pItem->getWeight();

		// Update the status-windows
		statwindow( client->socket(), pChar );
		statwindow( calcSocketFromChar( pWearer ), pWearer );
	}

	if( pTile.layer == 0x19 )
		pWearer->setOnHorse( true );

	// Apply the bonuses
	pWearer->st += pItem->st2;
	pWearer->chgDex( pItem->dx2 );
	pWearer->in += pItem->in2;

	// Show debug information if requested
	if( showlayer )
		clConsole.send( QString( "Item (%1) equipped on layer %2" ).arg( pItem->name() ).arg( pItem->layer() ) );

	// I don't think we need to remove the item
	// as it's only visible to the current char
	// And he looses contact anyway
	// SndRemoveitem( pi->serial );

	// Build our packets
	cWornItems wearItem( pWearer->serial, pItem->serial, pItem->layer(), pItem->id(), pItem->color() );
	cSoundEffect soundEffect( 0x57, pWearer->pos );

	// Send to all sockets in range
	// ONLY the new equipped item and the sound-effect
	for( UOXSOCKET s = 0; s < now; s++ )
		if( perm[s] && inrange1p( pWearer, currchar[s] ) )
		{
			soundEffect.send( s );
			wearItem.send( s );
		}

	// Lord Binaries Glow stuff
	if( pItem->glow != INVALID_SERIAL )
	{
		pChar->removeHalo( pItem );
		pWearer->addHalo( pItem );
		pWearer->glowHalo( pItem );
	}
}