/// <summary>
        /// </summary>
        /// <param name="sendingPage">
        /// </param>
        /// <param name="fromPlacement">
        /// </param>
        /// <param name="toPlacement">
        /// </param>
        /// <exception cref="NotImplementedException">
        /// </exception>
        public void HotSwap(IInventoryPage sendingPage, int fromPlacement, int toPlacement)
        {
            IItem toEquip     = sendingPage[fromPlacement];
            IItem hotSwapItem = this[toPlacement];

            sendingPage.Remove(fromPlacement);
            this.Remove(toPlacement);

            sendingPage.Add(fromPlacement, hotSwapItem);
            this.Add(toPlacement, toEquip);
        }
        /// <summary>
        /// </summary>
        /// <param name="sendingPage">
        /// </param>
        /// <param name="fromPlacement">
        /// </param>
        /// <param name="toPlacement">
        /// </param>
        /// <exception cref="NotImplementedException">
        /// </exception>
        public void Equip(IInventoryPage sendingPage, int fromPlacement, int toPlacement)
        {
            IItem toEquip = sendingPage[fromPlacement];

            // First: Check if the item can be worn
            bool canBeWornCheck = (toEquip.GetAttribute(30) & (int)CanFlags.Wear) == (int)CanFlags.Wear;

            if (canBeWornCheck)
            {
                this.Add(toPlacement, toEquip);
                sendingPage.Remove(fromPlacement);
            }
        }
        /// <summary>
        /// </summary>
        /// <param name="sourceContainerType">
        /// </param>
        /// <param name="sourcePlacement">
        /// </param>
        /// <param name="target">
        /// </param>
        /// <param name="targetPlacement">
        /// </param>
        /// <returns>
        /// </returns>
        /// <exception cref="NotImplementedException">
        /// </exception>
        public bool ContainerAddItem(int sourceContainerType, int sourcePlacement, Identity target, int targetPlacement)
        {
            // Procedure:
            // 1. Check if source location has item
            // 2. Check if target container exists
            // 3. Switch source with target

            // Source container exists
            if (this.Character.BaseInventory.Pages.ContainsKey(sourceContainerType))
            {
                IInventoryPage sourcePage = this.Character.BaseInventory.Pages[sourceContainerType];

                // Source is not null
                if (sourcePage[sourcePlacement] != null)
                {
                    if (this.Character.Identity == target)
                    {
                        IInventoryPage targetPage = this.Character.BaseInventory.PageFromSlot(targetPlacement);
                        if (targetPage != null)
                        {
                            IItem itemSource = sourcePage.Remove(sourcePlacement);
                            IItem itemTarget = targetPage.Remove(targetPlacement);
                            if (itemTarget != null)
                            {
                                sourcePage.Add(sourcePlacement, itemTarget);
                            }

                            if (itemSource != null)
                            {
                                targetPage.Add(targetPlacement, itemSource);
                            }
                        }
                    }
                    else
                    {
                        // Put it into the other players/npcs trade window?
                    }
                }
            }

            return(true);
        }
        /// <summary>
        /// </summary>
        /// <param name="message">
        /// </param>
        /// <param name="cli">
        /// </param>
        /// <exception cref="ArgumentOutOfRangeException">
        /// </exception>
        /// <exception cref="NotImplementedException">
        /// </exception>
        public static void AddItemToContainer(ContainerAddItemMessage message, ZoneClient cli)
        {
            bool noAppearanceUpdate = false;

            /* Container ID's:
             * 0065 Weaponpage
             * 0066 Armorpage
             * 0067 Implantpage
             * 0068 Inventory (places 64-93)
             * 0069 Bank
             * 006B Backpack
             * 006C KnuBot Trade Window
             * 006E Overflow window
             * 006F Trade Window
             * 0073 Socialpage
             * 0767 Shop Inventory
             * 0790 Playershop Inventory
             * DEAD Trade Window (incoming) It's bank now (when you put something into the bank)
             */
            var      fromContainerID = (int)message.SourceContainer.Type;
            int      fromPlacement   = message.SourceContainer.Instance;
            Identity toIdentity      = message.Target;
            int      toPlacement     = message.TargetPlacement;

            // Where and what does need to be moved/added?
            IInventoryPage sendingPage = cli.Character.BaseInventory.Pages[fromContainerID];
            IItem          itemFrom    = sendingPage[fromPlacement];

            // Receiver of the item (IInstancedEntity, can be mostly all from NPC, Character or Bag, later even playfields)
            // Turn 0xDEAD into C350 if instance is the same
            if (toIdentity.Type == IdentityType.IncomingTradeWindow)
            {
                toIdentity.Type = IdentityType.CanbeAffected;
            }

            IItemContainer itemReceiver = cli.Playfield.FindByIdentity(toIdentity) as IItemContainer;

            if (itemReceiver == null)
            {
                throw new ArgumentOutOfRangeException(
                          "No Entity found: " + message.Target.Type.ToString() + ":" + message.Target.Instance);
            }

            // On which inventorypage should the item be added?
            IInventoryPage receivingPage;

            if ((toPlacement == 0x6f) && (message.Target.Type == IdentityType.IncomingTradeWindow))
            {
                receivingPage = itemReceiver.BaseInventory.Pages[(int)IdentityType.Bank];
            }
            else
            {
                receivingPage = itemReceiver.BaseInventory.PageFromSlot(toPlacement);
            }

            // Get standard page if toplacement cant be found (0x6F for next free slot)
            // TODO: If Entities are not the same (other player, bag etc) then always add to the standard page
            if ((receivingPage == null) || (itemReceiver.GetType() != cli.Character.GetType()))
            {
                receivingPage = itemReceiver.BaseInventory.Pages[itemReceiver.BaseInventory.StandardPage];
            }

            if (receivingPage == null)
            {
                throw new ArgumentOutOfRangeException("No inventorypage found.");
            }

            if (toPlacement == 0x6f)
            {
                toPlacement = receivingPage.FindFreeSlot();
            }

            // Is there already a item?
            IItem itemTo;

            try
            {
                itemTo = receivingPage[toPlacement];
            }
            catch (Exception)
            {
                itemTo = null;
            }

            // Calculating delay for equip/unequip/switch gear
            int delay = 20;

            cli.Character.DoNotDoTimers = true;
            IItemSlotHandler equipTo     = receivingPage as IItemSlotHandler;
            IItemSlotHandler unequipFrom = sendingPage as IItemSlotHandler;

            noAppearanceUpdate =
                !((equipTo is WeaponInventoryPage) || (equipTo is ArmorInventoryPage) ||
                  (equipTo is SocialArmorInventoryPage));
            noAppearanceUpdate &=
                !((unequipFrom is WeaponInventoryPage) || (unequipFrom is ArmorInventoryPage) ||
                  (unequipFrom is SocialArmorInventoryPage));

            if (equipTo != null)
            {
                if (itemTo != null)
                {
                    if (receivingPage.NeedsItemCheck)
                    {
                        Actions action = GetAction(sendingPage, itemFrom);

                        if (action.CheckRequirements(cli.Character))
                        {
                            UnEquip.Send(cli, receivingPage, toPlacement);
                            if (!noAppearanceUpdate)
                            {
                                // Equipmentpages need delays
                                // Delay when equipping/unequipping
                                // has to be redone, jumping breaks the equiping/unequiping
                                // and other messages have to be done too
                                // like heartbeat timer, damage from environment and such

                                delay = (itemFrom.GetAttribute(211) == 1234567890 ? 20 : itemFrom.GetAttribute(211))
                                        + (itemTo.GetAttribute(211) == 1234567890 ? 20 : itemTo.GetAttribute(211));
                            }

                            Thread.Sleep(delay * 10); // social has to wait for 0.2 secs too (for helmet update)

                            cli.Character.Send(message);
                            equipTo.HotSwap(sendingPage, fromPlacement, toPlacement);
                            Equip.Send(cli, receivingPage, toPlacement);
                        }
                    }
                }
                else
                {
                    if (receivingPage.NeedsItemCheck)
                    {
                        if (itemFrom == null)
                        {
                            throw new NullReferenceException("itemFrom can not be null, possible inventory error");
                        }

                        Actions action = GetAction(receivingPage, itemFrom);

                        if (action.CheckRequirements(cli.Character))
                        {
                            if (!noAppearanceUpdate)
                            {
                                // Equipmentpages need delays
                                // Delay when equipping/unequipping
                                // has to be redone, jumping breaks the equiping/unequiping
                                // and other messages have to be done too
                                // like heartbeat timer, damage from environment and such

                                delay = itemFrom.GetAttribute(211);
                                if ((equipTo is SocialArmorInventoryPage) || (delay == 1234567890))
                                {
                                    delay = 20;
                                }

                                Thread.Sleep(delay * 10);
                            }

                            if (sendingPage == receivingPage)
                            {
                                // Switch rings for example
                                UnEquip.Send(cli, sendingPage, fromPlacement);
                            }

                            cli.Character.Send(message);
                            equipTo.Equip(sendingPage, fromPlacement, toPlacement);
                            Equip.Send(cli, receivingPage, toPlacement);
                        }
                    }
                }
            }
            else
            {
                if (unequipFrom != null)
                {
                    // Send to client first
                    if (!noAppearanceUpdate)
                    {
                        // Equipmentpages need delays
                        // Delay when equipping/unequipping
                        // has to be redone, jumping breaks the equiping/unequiping
                        // and other messages have to be done too
                        // like heartbeat timer, damage from environment and such

                        delay = itemFrom.GetAttribute(211);
                        if ((unequipFrom is SocialArmorInventoryPage) || (delay == 1234567890))
                        {
                            delay = 20;
                        }

                        Thread.Sleep(delay * 10);
                    }

                    UnEquip.Send(cli, sendingPage, fromPlacement);
                    unequipFrom.Unequip(fromPlacement, receivingPage, toPlacement);
                    cli.Character.Send(message);
                }
                else
                {
                    // No equipment page involved, just send ContainerAddItemMessage back
                    message.TargetPlacement = receivingPage.FindFreeSlot();
                    IItem item = sendingPage.Remove(fromPlacement);
                    receivingPage.Add(message.TargetPlacement, item);
                    cli.Character.Send(message);
                }
            }

            cli.Character.DoNotDoTimers = false;

            cli.Character.Stats.ClearChangedFlags();

            // Apply item functions before sending the appearanceupdate message
            cli.Character.CalculateSkills();

            if (!noAppearanceUpdate)
            {
                AppearanceUpdate.AnnounceAppearanceUpdate(cli.Character);
            }
        }
        /// <summary>
        /// </summary>
        /// <param name="sendingPage">
        /// </param>
        /// <param name="fromPlacement">
        /// </param>
        /// <param name="toPlacement">
        /// </param>
        /// <exception cref="NotImplementedException">
        /// </exception>
        public void HotSwap(IInventoryPage sendingPage, int fromPlacement, int toPlacement)
        {
            IItem toEquip = sendingPage[fromPlacement];
            IItem hotSwapItem = this[toPlacement];

            sendingPage.Remove(fromPlacement);
            this.Remove(toPlacement);

            sendingPage.Add(fromPlacement, hotSwapItem);
            this.Add(toPlacement, toEquip);
        }
        /// <summary>
        /// </summary>
        /// <param name="sendingPage">
        /// </param>
        /// <param name="fromPlacement">
        /// </param>
        /// <param name="toPlacement">
        /// </param>
        /// <exception cref="NotImplementedException">
        /// </exception>
        public void Equip(IInventoryPage sendingPage, int fromPlacement, int toPlacement)
        {
            IItem toEquip = sendingPage[fromPlacement];

            // First: Check if the item can be worn
            bool canBeWornCheck = (toEquip.GetAttribute(30) & (int)CanFlags.Wear) == (int)CanFlags.Wear;

            if (canBeWornCheck)
            {
                this.Add(toPlacement, toEquip);
                sendingPage.Remove(fromPlacement);
            }
        }