/
Cool3/bin/
/***************************************************************************
 *  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.                                                  *
 **************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/***************************************************************************
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       *
*       By using this code, you have agreed to follow the terms of the     *
*       ROT license, in the file doc/rot.license                           *
***************************************************************************/

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

/* command procedures needed */
DECLARE_DO_FUN(	do_quit			);
DECLARE_DO_FUN(	do_help			);
DECLARE_DO_FUN(	do_autolist		);

/* RT code to delete yourself */

void do_delet( CHAR_DATA *ch, char *argument)
{
    send_to_char("You must type the full command to delete yourself.\n\r",ch);
}

void do_delete( CHAR_DATA *ch, char *argument)
{
   char strsave[MAX_INPUT_LENGTH];
   char strmoved[MAX_INPUT_LENGTH];

   if (IS_NPC(ch))
	return;
  
   if (ch->pcdata->confirm_delete)
   {
	if (argument[0] != '\0')
	{
	    send_to_char("Delete status removed.\n\r",ch);
	    ch->pcdata->confirm_delete = FALSE;
	    return;
	}
	else
	{
	    if (is_clead(ch))
		update_clanlist(ch, ch->pcdata->clead, FALSE, TRUE);
	    if (is_clan(ch))
		update_clanlist(ch, ch->clan, FALSE, FALSE);
    	    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
	    sprintf( strmoved, "%s%s", DEL_PLAYER, capitalize( ch->name ) );
	    wiznet("$N turns $Mself into line noise.",ch,NULL,0,0,0);
 	    stop_fighting(ch,TRUE);
	    if (ch->level > HERO)
	    {
		update_wizlist(ch, 1);
	    }
	    do_quit(ch,"");
	    rename( strsave, strmoved );
	    return;
 	}
    }

    if (argument[0] != '\0')
    {
	send_to_char("Just type delete. No argument.\n\r",ch);
	return;
    }

    send_to_char("Type delete again to confirm this command.\n\r",ch);
    send_to_char("WARNING: this command is irreversible.\n\r",ch);
    send_to_char("Typing delete with an argument will undo delete status.\n\r",
	ch);
    ch->pcdata->confirm_delete = TRUE;
    wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch));
}

void do_rerol( CHAR_DATA *ch, char *argument)
{
    send_to_char("You must type the full command to reroll yourself.\n\r",ch);
}

void do_reroll( CHAR_DATA *ch, char *argument)
{
   char strsave[MAX_INPUT_LENGTH];

   if (IS_NPC(ch))
	return;

   if ((ch->class < MAX_CLASS/2) && (!IS_REMORT_LEVEL(ch)))
   {
	send_to_char("You must be remorting level in the first tier to reroll.\n\rSee HELP REROLL for details.\n\r",ch);
	return;
   }
   if ((ch->questpoints < 100 || ch->platinum <2000)&&(ch->class>=MAX_CLASS/2))
   {
	send_to_char("The cost is 100 quest points, and 2000 platinum.\n\r", ch);
	return;
   }

   if (ch->pcdata->confirm_reroll)
   {
	if (argument[0] != '\0')
	{
	    send_to_char("Reroll status removed.\n\r",ch);
	    ch->pcdata->confirm_reroll = FALSE;
	    return;
	}
	else
	{
	    /*
	    if (is_clead(ch))
		update_clanlist(ch, ch->pcdata->clead, FALSE, TRUE);
	    if (is_clan(ch))
		update_clanlist(ch, ch->clan, FALSE, FALSE);
	    */
    	    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
	    wiznet("$N turns $Mself into a whole new being.",ch,NULL,0,0,0);
 	    stop_fighting(ch,TRUE);
   	    if ((ch->questpoints < 100 || ch->platinum<2000)&&(ch->class>MAX_CLASS/2))
	    {
		ch->questpoints -= 100;
		ch->platinum -= 2000;
	    }
	    if ( ( IS_REMORT(ch) && IS_HERO(ch) ) || IS_OMNI( ch ) )
                SET_BIT( ch->act, PLR_REROLL2 );
	    if ( IS_OMNI( ch ) && IS_HERO( ch ) )
                ch->pcdata->gnrl_rank = ( ch->pcdata->gnrl_rank ? ch->pcdata->gnrl_rank : 1 );
	    SET_BIT( ch->act, PLR_REROLL );
	    ch->pcdata->tier = 1;
	    if (ch->level > HERO)
		update_wizlist(ch, 1);
	    do_quit(ch,"");
	    return;
 	}
    }
	
    if (argument[0] != '\0')
    {
	send_to_char("Just type reroll. No argument.\n\r",ch);
	return;
    }

    send_to_char("Type reroll again to confirm this command.\n\r",ch);
    send_to_char("WARNING: this command is irreversible.\n\r",ch);
    send_to_char("Typing reroll with an argument will undo reroll status.\n\r",
	ch);
    ch->pcdata->confirm_reroll = TRUE;
    wiznet("$N is contemplating rerolling.",ch,NULL,0,0,get_trust(ch));
}


/* RT code to display channel status */

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

    /* lists all channels and their status */
    send_to_char("   channel     status\n\r",ch);
    send_to_char("---------------------\n\r",ch);
 
    send_to_char("gossip         ",ch);
    if (!IS_SET(ch->comm,COMM_NOGOSSIP))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("clan gossip    ",ch);
    if (!IS_SET(ch->comm,COMM_NOCGOSSIP))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("quest gossip   ",ch);
    if (!IS_SET(ch->comm,COMM_NOCGOSSIP))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("auction        ",ch);
    if (!IS_SET(ch->comm,COMM_NOAUCTION))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("music          ",ch);
    if (!IS_SET(ch->comm,COMM_NOMUSIC))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("Q/A            ",ch);
    if (!IS_SET(ch->comm,COMM_NOASK))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("Flame          ",ch);
    if (!IS_SET(ch->comm,COMM_NOFLAME))
	send_to_char("ON\n\r",ch);
    else
	send_to_char("OFF\n\r",ch);

    send_to_char("grats          ",ch);
    if (!IS_SET(ch->comm,COMM_NOGRATS))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    if (IS_IMMORTAL(ch))
    {
      send_to_char("god channel    ",ch);
      if(!IS_SET(ch->comm,COMM_NOWIZ))
        send_to_char("ON\n\r",ch);
      else
        send_to_char("OFF\n\r",ch);
    }

    send_to_char("shouts         ",ch);
    if (!IS_SET(ch->comm,COMM_SHOUTSOFF))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    send_to_char("tells          ",ch);
    if (!IS_SET(ch->comm,COMM_DEAF))
	send_to_char("ON\n\r",ch);
    else
	send_to_char("OFF\n\r",ch);

    send_to_char("quiet mode     ",ch);
    if (IS_SET(ch->comm,COMM_QUIET))
      send_to_char("ON\n\r",ch);
    else
      send_to_char("OFF\n\r",ch);

    if (IS_SET(ch->comm,COMM_AFK))
	send_to_char("You are AFK.\n\r",ch);

    if (IS_SET(ch->comm,COMM_STORE))
	send_to_char("You store tells during fights.\n\r",ch);

    if (IS_SET(ch->comm,COMM_SNOOP_PROOF))
	send_to_char("You are immune to snooping.\n\r",ch);
   
    if (ch->lines != PAGELEN)
    {
	if (ch->lines)
	{
	    sprintf(buf,"You display %d lines of scroll.\n\r",ch->lines+2);
	    send_to_char(buf,ch);
 	}
	else
	    send_to_char("Scroll buffering is off.\n\r",ch);
    }

    if (ch->prompt != NULL)
    {
	sprintf(buf,"Your current prompt is: %s\n\r",ch->prompt);
	send_to_char(buf,ch);
    }

    if (IS_SET(ch->comm,COMM_NOSHOUT))
      send_to_char("You cannot shout.\n\r",ch);
  
    if (IS_SET(ch->comm,COMM_NOTELL))
      send_to_char("You cannot use tell.\n\r",ch);
 
    if (IS_SET(ch->comm,COMM_NOCHANNELS))
     send_to_char("You cannot use channels.\n\r",ch);

    if (IS_SET(ch->comm,COMM_NOEMOTE))
      send_to_char("You cannot show emotions.\n\r",ch);

    if (IS_MXP(ch))
    {
	send_to_char( "Your <COLOR red><B>MXP</B></COLOR> commands are <COLOR blue><B>ENABLED</B></COLOR>!\n\r", ch );
	if ( IS_MSP( ch ) )
	    send_to_char( "You choose to receive MSP sound events.\n\r", ch );
	else
	    send_to_char( "But you choose not to receive MSP sound messages.{x\n\r", ch );
    }
    else
    {
	send_to_char( "MXP parsing is turned OFF.\n\r", ch );
	if ( IS_MSP( ch ) )
	    send_to_char( "But you choose to receive MSP sound events.\n\r", ch );
	else
	    send_to_char( "You choose not to receive MSP sound messages.{x\n\r", ch );
    }
}

/* RT deaf blocks out all shouts */

void do_deaf( CHAR_DATA *ch, char *argument)
{
    
   if (IS_SET(ch->comm,COMM_DEAF))
   {
     send_to_char("You can now hear tells again.\n\r",ch);
     REMOVE_BIT(ch->comm,COMM_DEAF);
   }
   else 
   {
     send_to_char("From now on, you won't hear tells.\n\r",ch);
     SET_BIT(ch->comm,COMM_DEAF);
   }
}

/* RT quiet blocks out all communication */

void do_quiet ( CHAR_DATA *ch, char * argument)
{
    if (IS_SET(ch->comm,COMM_QUIET))
    {
      send_to_char("Quiet mode removed.\n\r",ch);
      REMOVE_BIT(ch->comm,COMM_QUIET);
    }
   else
   {
     send_to_char("From now on, you will only hear says and emotes.\n\r",ch);
     SET_BIT(ch->comm,COMM_QUIET);
   }
}

/* afk command */

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

    if (IS_SET(ch->comm,COMM_AFK))
    {
      if(ch->tells)
      {
         sprintf( buf, "AFK mode removed.  You have {R%d{x tells waiting.\n\r", ch->tells );
         send_to_char( buf, ch );
         send_to_char("Type 'replay' to see tells.\n\r",ch);
      }
      else
      {
         send_to_char("AFK mode removed.  You have no tells waiting.\n\r",ch);
      }
      REMOVE_BIT(ch->comm,COMM_AFK);
    }
   else
   {
     send_to_char("You are now in AFK mode.\n\r",ch);
     SET_BIT(ch->comm,COMM_AFK);
   }
}

void do_autostore ( CHAR_DATA *ch, char * argument)
{
   if (IS_SET(ch->comm,COMM_STORE))
   {
     send_to_char("You will no longer store tells during fights.\n\r",ch);
     REMOVE_BIT(ch->comm,COMM_STORE);
   }
   else
   {
     send_to_char("You will now store tells during fights.\n\r",ch);
     SET_BIT(ch->comm,COMM_STORE);
   }
}

void do_replay (CHAR_DATA *ch, char *argument)
{
    if (IS_NPC(ch))
    {
	send_to_char("You can't replay.\n\r",ch);
	return;
    }

    if (buf_string(ch->pcdata->buffer)[0] == '\0')
    {
	send_to_char("You have no tells to replay.\n\r",ch);
	return;
    }

    page_to_char(buf_string(ch->pcdata->buffer),ch);
    clear_buf(ch->pcdata->buffer);
    ch->tells = 0;
}

/* RT auction rewritten in ROM style */
void do_auction( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;

    if (argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOAUCTION))
      {
	send_to_char("Auction channel is now ON.\n\r",ch);
	REMOVE_BIT(ch->comm,COMM_NOAUCTION);
      }
      else
      {
	send_to_char("Auction channel is now OFF.\n\r",ch);
	SET_BIT(ch->comm,COMM_NOAUCTION);
      }
    }
    else  /* auction message sent, turn auction on if it is off */
    {
	if (IS_SET(ch->comm,COMM_QUIET))
	{
	  send_to_char("You must turn off quiet mode first.\n\r",ch);
	  return;
	}

	if (IS_SET(ch->comm,COMM_NOCHANNELS))
	{
	  send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
	  return;

	REMOVE_BIT(ch->comm,COMM_NOAUCTION);
      }

      if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
      && (!IS_IMMORTAL(ch)))
      {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
      }

      sprintf( buf, "You {Bau{Wct{Bion '{W%s{x'\n\r", argument );
      send_to_char( buf, ch );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
	CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

	victim = d->original ? d->original : d->character;

	if ( !victim )
	{
	    log_string( "Auction: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
	if ( d->connected == CON_PLAYING &&
	     d->character != ch &&
	     !IS_SET(victim->comm,COMM_NOAUCTION) &&
	     !IS_SET(victim->comm,COMM_QUIET) )
	{
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act_new("$n {Bau{Wct{Bions '{W$t{x'",
		    ch,argument,d->character,TO_VICT,POS_DEAD);
	    }
 	}
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}

/* RT chat replaced with ROM gossip */
void do_gossip( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;
 
    if (argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOGOSSIP))
      {
        send_to_char("Gossip channel is now ON.\n\r",ch);
        REMOVE_BIT(ch->comm,COMM_NOGOSSIP);
      }
      else
      {
        send_to_char("Gossip channel is now OFF.\n\r",ch);
        SET_BIT(ch->comm,COMM_NOGOSSIP);
      }
    }
    else  /* gossip message sent, turn gossip on if it isn't already */
    {
        if (IS_SET(ch->comm,COMM_QUIET))
        {
          send_to_char("You must turn off quiet mode first.\n\r",ch);
          return;
        }

        if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
          send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
          return;
       	}

#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument)) 
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument)) 
        ||  (!str_suffix(" fuck!", argument))
	||  (!str_cmp("fuck", argument))
	||  (!str_cmp("fuck.", argument))
	||  (!str_cmp("fuck!", argument))
	||  (!str_cmp("shit", argument))
	||  (!str_cmp("shit.", argument))
	||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))  
        ||  (!str_prefix("shit ", argument)) 
        ||  (!str_suffix(" shit", argument)) 
        ||  (!str_suffix(" shit.", argument))  
        ||  (!str_suffix(" shit!", argument))) 
        { 
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return; 
            } 
        } 
#endif

      if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
      && (!IS_IMMORTAL(ch)))
      {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
      }

      REMOVE_BIT(ch->comm,COMM_NOGOSSIP);
 
      sprintf( buf, "You {Dgo{Wss{Dip{x '{H%s{x'\n\r", argument );
      send_to_char( buf, ch );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victim;
	int pos;
	bool found = FALSE;
 
        victim = d->original ? d->original : d->character;

	if ( !victim )
	{
	    log_string( "Gossip: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}

        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             !IS_SET(victim->comm,COMM_NOGOSSIP) &&
             !IS_SET(victim->comm,COMM_QUIET) )
        {
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act_new( "$n {Dgo{Wss{Dip{Ws '{H$t{x'", 
		    ch,argument, d->character, TO_VICT,POS_SLEEPING );
	    }
        }
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}


void do_guildtalk( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;

    if ( IS_NPC( ch ) )
    {
	send_to_char( "Only guilded human players may use this command.\n\r", ch );
	return;
    }

    if ( !ch->pcdata->guild )
    {
	send_to_char( "Only official members of the guild may use this command.\n\r", ch );
	return;
    }

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

    if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
      && (!IS_IMMORTAL(ch)))
    {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
    }

    sprintf( buf, "You {mtell the guild{x '{%c%s{x'\n\r",
		 ( IS_GM( ch ) ? 
		  UPPER( class_table[ch->class].colorcode ) :
		  class_table[ch->class].colorcode ),
		 argument );
    send_to_char( buf, ch );
    for ( d = descriptor_list; d != NULL; d = d->next )
    {
	CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

	victim = d->character;

	if ( victim == NULL )
	    continue;

	if ( IS_SWITCHED( victim ) || IS_NPC( victim ) )
	    continue;

	if ( d->connected == CON_PLAYING
	     && d->character != ch
	     && !IS_SET(victim->comm,COMM_QUIET)
	     && ( victim->class == ch->class
		||  ( victim->class == ch->class +
		       ( ch->class < MAX_CLASS / 2 ?
		          ( MAX_CLASS / 2 ) : -( MAX_CLASS / 2 )
		       )
		    )
		)
	     && victim->pcdata->guild )
	{
	    for (pos = 0; pos < MAX_FORGET; pos++)
	    {
		if (victim->pcdata->forget[pos] == NULL)
		    break;
		if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
		    found = TRUE;
	    }
	    if (!found)
	    {
		sprintf( log_buf, "%s {mtells the guild{x (%s) '{%c%s{x'\n\r",
			 ch->name,
			 guild_rank_name( ch->pcdata->guild, ch->class ),
			 ( IS_GM( ch ) ? 
			  UPPER( class_table[ch->class].colorcode ) :
			  class_table[ch->class].colorcode ),
			 argument );
		send_to_char( log_buf, d->character );
	    }
	}
    }
}


void do_qgossip( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;

    if (!ch->on_quest && !IS_IMMORTAL(ch))
    {   
        send_to_char("You are not on a quest!\n\r",ch);
        return;
    }   
    if (argument[0] == '\0' )
    {   
      if (IS_SET(ch->comm,COMM_NOQGOSSIP))
      { 
        send_to_char("Quest gossip channel is now ON.\n\r",ch);
        REMOVE_BIT(ch->comm,COMM_NOQGOSSIP);
      } 
      else
      {   
        send_to_char("Quest gossip channel is now OFF.\n\r",ch);
        SET_BIT(ch->comm,COMM_NOQGOSSIP);
      } 
    }  
    else  /* qgossip message sent, turn qgossip on if it isn't already */
    {   
        if (IS_SET(ch->comm,COMM_QUIET))
        {
          send_to_char("You must turn off quiet mode first.\n\r",ch);
          return;
        }

        if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
          send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
          return;
        }

#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument))
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument))
        ||  (!str_suffix(" fuck!", argument))
        ||  (!str_cmp("fuck", argument))
        ||  (!str_cmp("fuck.", argument))
        ||  (!str_cmp("fuck!", argument))
        ||  (!str_cmp("shit", argument))
        ||  (!str_cmp("shit.", argument))
        ||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))
        ||  (!str_prefix("shit ", argument))
        ||  (!str_suffix(" shit", argument))
        ||  (!str_suffix(" shit.", argument))
        ||  (!str_suffix(" shit!", argument)))
        {
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return;
            }
        }
#endif

      if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
      && (!IS_IMMORTAL(ch)))
      {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
      }

      REMOVE_BIT(ch->comm,COMM_NOQGOSSIP);
 
      sprintf( buf, "You qgossip '{l%s{x'\n\r", argument );
      send_to_char( buf, ch );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victim;
        int pos;
        bool found = FALSE;

        victim = d->original ? d->original : d->character;

	if ( !victim )
	{
	    log_string( "Qgossip: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             !IS_SET(victim->comm,COMM_NOQGOSSIP) &&
             !IS_SET(victim->comm,COMM_QUIET) &&
             ((victim->on_quest) || IS_IMMORTAL(victim)))
        {
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
            if (!found)
            {
                act_new( "$n qgossips '{l$t{x'",
                    ch,argument, d->character, TO_VICT,POS_SLEEPING );
            }
        }
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}


void do_grats( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char bufy[MAX_STRING_LENGTH];
    char bufz[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;
 
    buf[0] = '\0';
    bufy[0] = '\0';
    bufz[0] = '\0';
    if (argument[0] == '\0' )
    {
	if (IS_SET(ch->comm,COMM_NOGRATS))
 	{
	    send_to_char("Grats channel is now ON.\n\r",ch);
	    REMOVE_BIT(ch->comm,COMM_NOGRATS);
	}
	else
	{
	    send_to_char("Grats channel is now OFF.\n\r",ch);
	    SET_BIT(ch->comm,COMM_NOGRATS);
	}
    }
    else  /* grats message sent, turn grats on if it isn't already */
    {
	if (IS_SET(ch->comm,COMM_QUIET))
        {
	    send_to_char("You must turn off quiet mode first.\n\r",ch);
	    return;
	}
 
	if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
	    send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
	    return;
        }
 
#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument))
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument))
        ||  (!str_suffix(" fuck!", argument))
        ||  (!str_cmp("fuck", argument))
        ||  (!str_cmp("fuck.", argument))
        ||  (!str_cmp("fuck!", argument))
        ||  (!str_cmp("shit", argument))
        ||  (!str_cmp("shit.", argument))
        ||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))
        ||  (!str_prefix("shit ", argument))
        ||  (!str_suffix(" shit", argument))
        ||  (!str_suffix(" shit.", argument))
        ||  (!str_suffix(" shit!", argument)))
        { 
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return; 
            } 
        } 
#endif

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
	&& (!IS_IMMORTAL(ch)))
	{
	    send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	    return;
	}

	REMOVE_BIT(ch->comm,COMM_NOGRATS);

	sprintf( buf, "You grats '{J%s{x'\n\r", argument );
	send_to_char( buf, ch );
	for ( d = descriptor_list; d != NULL; d = d->next )
	{
	    CHAR_DATA *victim;
	    int pos;
	    bool found = FALSE;

	    victim = d->original ? d->original : d->character;

 	    if ( !victim )
	    {
		log_string( "Grats: descriptor not linked to character." );
		write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
		continue;
	    }
 
	    if ( d->connected == CON_PLAYING &&
		d->character != ch &&
		!IS_SET(victim->comm,COMM_NOGRATS) &&
		!IS_SET(victim->comm,COMM_QUIET) )
	    {
		if ( !IS_NPC( victim ) )
		{
		    for (pos = 0; pos < MAX_FORGET; pos++)
		    {
			if (victim->pcdata->forget[pos] == NULL)
			    break;
			if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			    found = TRUE;
		    }
		}
		if (!found)
		{
		    act_new( "$n grats '{J$t{x'",
			ch,argument, d->character, TO_VICT,POS_SLEEPING );
		}
	    }
	}
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}

void do_flame( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;
 
    if (argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOFLAME))
      {
        send_to_char("Flame channel is now ON.\n\r",ch);
        REMOVE_BIT(ch->comm,COMM_NOFLAME);
      }
      else
      {
        send_to_char("Flame channel is now OFF.\n\r",ch);
        SET_BIT(ch->comm,COMM_NOFLAME);
      }
    }
    else  /* Flame message sent, turn Flame on if it isn't already */
    {
        if (IS_SET(ch->comm,COMM_QUIET))
        {
          send_to_char("You must turn off quiet mode first.\n\r",ch);
          return;
        }
 
        if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
          send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
          return;
        }
 
#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument))
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument))
        ||  (!str_suffix(" fuck!", argument))
        ||  (!str_cmp("fuck", argument))
        ||  (!str_cmp("fuck.", argument))
        ||  (!str_cmp("fuck!", argument))
        ||  (!str_cmp("shit", argument))
        ||  (!str_cmp("shit.", argument))
        ||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))
        ||  (!str_prefix("shit ", argument))
        ||  (!str_suffix(" shit", argument))
        ||  (!str_suffix(" shit.", argument))
        ||  (!str_suffix(" shit!", argument)))
        { 
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return; 
            } 
        } 
#endif

      if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
      && (!IS_IMMORTAL(ch)))
      {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
      }

      REMOVE_BIT(ch->comm,COMM_NOFLAME);
 
      sprintf( buf, "You {rf{Yl{Wa{Ym{re{x '{r%s{x'\n\r", argument );
      send_to_char( buf, ch );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

        victim = d->original ? d->original : d->character;

	if ( !victim )
	{
	    log_string( "Flame: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             !IS_SET(victim->comm,COMM_NOFLAME) &&
             !IS_SET(victim->comm,COMM_QUIET) )
        {
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act_new( "$n {rF{Yl{Wam{Ye{rs{x '{Q$t{x'",
		    ch,argument, d->character, TO_VICT,POS_SLEEPING );
	    }
        }
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}

/* RT ask channel */
void do_ask( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;
 
    if (argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOASK))
      {
        send_to_char("Q/A channel is now ON.\n\r",ch);
        REMOVE_BIT(ch->comm,COMM_NOASK);
      }
      else
      {
        send_to_char("Q/A channel is now OFF.\n\r",ch);
        SET_BIT(ch->comm,COMM_NOASK);
      }
    }
    else  /* ask sent, turn Q/A on if it isn't already */
    {
        if (IS_SET(ch->comm,COMM_QUIET))
        {
          send_to_char("You must turn off quiet mode first.\n\r",ch);
          return;
        }
 
        if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
          send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
          return;
	}
 
#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument))
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument))
        ||  (!str_suffix(" fuck!", argument))
        ||  (!str_cmp("fuck", argument))
        ||  (!str_cmp("fuck.", argument))
        ||  (!str_cmp("fuck!", argument))
        ||  (!str_cmp("shit", argument))
        ||  (!str_cmp("shit.", argument))
        ||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))
        ||  (!str_prefix("shit ", argument))
        ||  (!str_suffix(" shit", argument))
        ||  (!str_suffix(" shit.", argument))
        ||  (!str_suffix(" shit!", argument)))
        { 
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return; 
            } 
        } 
#endif

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
	&& (!IS_IMMORTAL(ch)))
	{
	    send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	    return;
	}

        REMOVE_BIT(ch->comm,COMM_NOASK);
 
      sprintf( buf, "You ask '{P%s{x'\n\r", argument );
      send_to_char( buf, ch );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

        victim = d->original ? d->original : d->character;
 
	if ( !victim )
	{
	    log_string( "Ask: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             !IS_SET(victim->comm,COMM_NOASK) &&
             !IS_SET(victim->comm,COMM_QUIET) )
        {
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act_new("$n asks '{P$t{x'",
		    ch,argument,d->character,TO_VICT,POS_SLEEPING);
	    }
        }
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}

/* RT answer channel - uses same line as asks */
void do_answer( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;
 
    if (argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOASK))
      {
        send_to_char("Q/A channel is now ON.\n\r",ch);
        REMOVE_BIT(ch->comm,COMM_NOASK);
      }
      else
      {
        send_to_char("Q/A channel is now OFF.\n\r",ch);
        SET_BIT(ch->comm,COMM_NOASK);
      }
    }
    else  /* answer sent, turn Q/A on if it isn't already */
    {
        if (IS_SET(ch->comm,COMM_QUIET))
        {
          send_to_char("You must turn off quiet mode first.\n\r",ch);
          return;
        }
 
        if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
          send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
          return;
	}
 
#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument))
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument))
        ||  (!str_suffix(" fuck!", argument))
        ||  (!str_cmp("fuck", argument))
        ||  (!str_cmp("fuck.", argument))
        ||  (!str_cmp("fuck!", argument))
        ||  (!str_cmp("shit", argument))
        ||  (!str_cmp("shit.", argument))
        ||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))
        ||  (!str_prefix("shit ", argument))
        ||  (!str_suffix(" shit", argument))
        ||  (!str_suffix(" shit.", argument))
        ||  (!str_suffix(" shit!", argument)))
        { 
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return; 
            } 
        } 
#endif

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
	&& (!IS_IMMORTAL(ch)))
	{
	    send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	    return;
	}

        REMOVE_BIT(ch->comm,COMM_NOASK);
 
      sprintf( buf, "You answer '{P%s{x'\n\r", argument );
      send_to_char( buf, ch );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

        victim = d->original ? d->original : d->character;
 
	if ( !victim )
	{
	    log_string( "Answer: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             !IS_SET(victim->comm,COMM_NOASK) &&
             !IS_SET(victim->comm,COMM_QUIET) )
        {
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act_new("$n answers '{P$t{x'",
		    ch,argument,d->character,TO_VICT,POS_SLEEPING);
	    }
        }
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}

/* RT music channel */
void do_music( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int wtime;
 
    if (argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOMUSIC))
      {
        send_to_char("Music channel is now ON.\n\r",ch);
        REMOVE_BIT(ch->comm,COMM_NOMUSIC);
      }
      else
      {
        send_to_char("Music channel is now OFF.\n\r",ch);
        SET_BIT(ch->comm,COMM_NOMUSIC);
      }
    }
    else  /* music sent, turn music on if it isn't already */
    {
        if (IS_SET(ch->comm,COMM_QUIET))
        {
          send_to_char("You must turn off quiet mode first.\n\r",ch);
          return;
        }
 
        if (IS_SET(ch->comm,COMM_NOCHANNELS))
        {
          send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
          return;
	}
 
#ifdef CENSOR_CHANNELS
        if ((!str_infix(" fuck ", argument))
        ||  (!str_prefix("fuck ", argument))
        ||  (!str_suffix(" fuck", argument))
        ||  (!str_suffix(" fuck.", argument))
        ||  (!str_suffix(" fuck!", argument))
        ||  (!str_cmp("fuck", argument))
        ||  (!str_cmp("fuck.", argument))
        ||  (!str_cmp("fuck!", argument))
        ||  (!str_cmp("shit", argument))
        ||  (!str_cmp("shit.", argument))
        ||  (!str_cmp("shit!", argument))
        ||  (!str_infix(" shit ", argument))
        ||  (!str_prefix("shit ", argument))
        ||  (!str_suffix(" shit", argument))
        ||  (!str_suffix(" shit.", argument))
        ||  (!str_suffix(" shit!", argument)))
        { 
            if (!IS_IMMORTAL(ch)) {
                send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
                return; 
            } 
        } 
#endif

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
	&& (!IS_IMMORTAL(ch)))
	{
	    send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	    return;
	}

        REMOVE_BIT(ch->comm,COMM_NOMUSIC);
 
      sprintf( buf, "You MUSIC: '{N%s{x'\n\r", argument );
      send_to_char( buf, ch );
      sprintf( buf, "$n MUSIC: '{N%s{x'", argument );
      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

        victim = d->original ? d->original : d->character;
 
	if ( !victim )
	{
	    log_string( "Music: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             !IS_SET(victim->comm,COMM_NOMUSIC) &&
             !IS_SET(victim->comm,COMM_QUIET) )
        {
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act_new("$n MUSIC: '{N$t{x'",
		    ch,argument,d->character,TO_VICT,POS_SLEEPING);
	    }
        }
      }
    }
    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );
}

void do_immtalk( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;

    if ( argument[0] == '\0' )
    {
      if (IS_SET(ch->comm,COMM_NOWIZ))
      {
	send_to_char("Immortal channel is now ON\n\r",ch);
	REMOVE_BIT(ch->comm,COMM_NOWIZ);
      }
      else
      {
	send_to_char("Immortal channel is now OFF\n\r",ch);
	SET_BIT(ch->comm,COMM_NOWIZ);
      } 
      return;
    }

    REMOVE_BIT(ch->comm,COMM_NOWIZ);

    sprintf( buf, "$n: {L%s{x", argument );
    act_new("$n: {L$t{x",ch,argument,NULL,TO_CHAR,POS_DEAD);
    for ( d = descriptor_list; d != NULL; d = d->next )
    {
	if ( d->connected == CON_PLAYING && 
	     IS_IMMORTAL(d->character) && 
             !IS_SET(d->character->comm,COMM_NOWIZ) )
	{
	    act_new("$n: {L$t{x",ch,argument,d->character,TO_VICT,POS_DEAD);
	}
    }

    return;
}



void do_say( CHAR_DATA *ch, char *argument )
{
    if ( argument[0] == '\0' )
    {
	send_to_char( "Say what?\n\r", ch );
	return;
    }

    act( "$n {Bs{wa{By{ws{x '{c$T{x'", ch, NULL, argument, TO_ROOM );
    act( "You {Bs{wa{By{x '{S$T{x'", ch, NULL, argument, TO_CHAR );

     if ( !IS_NPC(ch) )
     {
       CHAR_DATA *mob, *mob_next;
       for ( mob = ch->in_room->people; mob != NULL; mob = mob_next )
       {
           mob_next = mob->next_in_room;
           if ( IS_NPC(mob) && HAS_TRIGGER( mob, TRIG_SPEECH ) )
/*  Why?  */
/*
           &&   mob->position == mob->pIndexData->default_pos )
*/
               mp_act_trigger( argument, mob, ch, NULL, NULL, TRIG_SPEECH );
       }
     }
    return;
}



void do_shout( CHAR_DATA *ch, char *argument )
{
    DESCRIPTOR_DATA *d;

    if (argument[0] == '\0' )
    {
      	if (IS_SET(ch->comm,COMM_SHOUTSOFF))
      	{
            send_to_char("You can hear shouts again.\n\r",ch);
            REMOVE_BIT(ch->comm,COMM_SHOUTSOFF);
      	}
      	else
      	{
            send_to_char("You will no longer hear shouts.\n\r",ch);
            SET_BIT(ch->comm,COMM_SHOUTSOFF);
      	}
      	return;
    }

    if ( IS_SET(ch->comm, COMM_NOSHOUT) )
    {
        send_to_char( "You can't shout.\n\r", ch );
        return;
    }

    if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
    && (!IS_IMMORTAL(ch)))
    {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
    }
 
    REMOVE_BIT(ch->comm,COMM_SHOUTSOFF);

    WAIT_STATE( ch, 12 );

    act( "You shout '{T$T{x'", ch, NULL, argument, TO_CHAR );
    for ( d = descriptor_list; d != NULL; d = d->next )
    {
	CHAR_DATA *victim;
	int pos;
	bool found = FALSE;

	victim = d->original ? d->original : d->character;

	if ( !victim )
	{
	    log_string( "Shout: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
	if ( d->connected == CON_PLAYING &&
	     d->character != ch &&
	     !IS_SET(victim->comm, COMM_SHOUTSOFF) &&
	     !IS_SET(victim->comm, COMM_QUIET) ) 
	{
	    if ( !IS_NPC( victim ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (victim->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act("$n shouts '{T$t{x'",ch,argument,d->character,TO_VICT);
	    }
	}
    }

    return;
}



void do_tell( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    int pos;
    bool found = FALSE;
    int wtime;

    if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_DEAF))
    {
	send_to_char( "Your message didn't get through.\n\r", ch );
	return;
    }

    if ( IS_SET(ch->comm, COMM_QUIET) )
    {
	send_to_char( "You must turn off quiet mode first.\n\r", ch);
	return;
    }

    if (IS_SET(ch->comm,COMM_DEAF))
    {
	send_to_char("You must turn off deaf mode first.\n\r",ch);
	return;
    }

    if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
    && (!IS_IMMORTAL(ch)))
    {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
    }

    argument = one_argument( argument, arg );

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

    /*
     * Can tell to PC's anywhere, but NPC's only in same room.
     * -- Furey
     */
    if ( ( victim = get_char_world( ch, arg ) ) == NULL
    || ( IS_NPC(victim) && victim->in_room != ch->in_room ) )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( victim->desc == NULL && !IS_NPC(victim))
    {
	act("$N seems to have misplaced $S link...try again later.",
	    ch,NULL,victim,TO_CHAR);
        sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
        buf[0] = UPPER(buf[0]);
        add_buf(victim->pcdata->buffer,buf);
	victim->tells++;
	return;
    }

    if (!IS_NPC(victim))
    {
	for (pos = 0; pos < MAX_FORGET; pos++)
	{
	    if (victim->pcdata->forget[pos] == NULL)
		break;
	    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
		found = TRUE;
	}
    }
    if (found)
    {
	act("$N doesn't seem to be listening to you.",ch,NULL,victim,TO_CHAR);
	return;
    }

/* Removed..Vengeance */
/*
    if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) )
    {
	act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
	return;
    }
*/
  
    if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF))
    && !IS_IMMORTAL(ch))
    {
	act( "$E is not receiving tells.", ch, 0, victim, TO_CHAR );
  	return;
    }

    if (IS_SET(victim->comm,COMM_AFK))
    {
	if (IS_NPC(victim))
	{
	    act("$E is AFK, and not receiving tells.",ch,NULL,victim,TO_CHAR);
	    return;
	}

	act("$E is AFK, but your tell will go through when $E returns.",
	    ch,NULL,victim,TO_CHAR);
	sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
	buf[0] = UPPER(buf[0]);
	add_buf(victim->pcdata->buffer,buf);
	victim->tells++;
	return;
    }

    if (IS_SET(victim->comm,COMM_STORE)
	&& (victim->fighting != NULL) )
    {
	if (IS_NPC(victim))
	{
	    act("$E is fighting, and not receiving tells.",ch,NULL,victim,TO_CHAR);
	    return;
	}

	act("$E is fighting, but your tell will go through when $E finishes.",
	    ch,NULL,victim,TO_CHAR);
	sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
	buf[0] = UPPER(buf[0]);
	add_buf(victim->pcdata->buffer,buf);
	victim->tells++;
	return;
    }

    act( "You tell $N '{U$t{x'", ch, argument, victim, TO_CHAR );
    act_new("$n tells you '{U$t{x'",ch,argument,victim,TO_VICT,POS_DEAD);
    victim->reply	= ch;

    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );

    return;
}



void do_reply( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char buf[MAX_STRING_LENGTH];
    int pos;
    bool found = FALSE;
    int wtime;

    if ( IS_SET(ch->comm, COMM_NOTELL) )
    {
	send_to_char( "Your message didn't get through.\n\r", ch );
	return;
    }

    if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
    && (!IS_IMMORTAL(ch)))
    {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
    }

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

    if ( victim->desc == NULL && !IS_NPC(victim))
    {
        act("$N seems to have misplaced $S link...try again later.",
            ch,NULL,victim,TO_CHAR);
        sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
        buf[0] = UPPER(buf[0]);
        add_buf(victim->pcdata->buffer,buf);
	victim->tells++;
        return;
    }

    if (!IS_NPC(victim))
    {
	for (pos = 0; pos < MAX_FORGET; pos++)
	{
	    if (victim->pcdata->forget[pos] == NULL)
		break;
	    if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
		found = TRUE;
	}
    }
    if (found)
    {
	act("$N doesn't seem to be listening to you.",ch,NULL,victim,TO_CHAR);
	return;
    }

/* Removed...Vengeance */
/*
    if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) )
    {
	act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
	return;
    }
*/

    if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF))
    &&  !IS_IMMORTAL(ch) && !IS_IMMORTAL(victim))
    {
        act_new( "$E is not receiving tells.", ch, 0, victim, TO_CHAR,POS_DEAD);
        return;
    }

/* Removed....Vengeance */
/*
    if (!IS_IMMORTAL(victim) && !IS_AWAKE(ch))
    {
	send_to_char( "In your dreams, or what?\n\r", ch );
	return;
    }
*/

    if (IS_SET(victim->comm,COMM_AFK))
    {
        if (IS_NPC(victim))
        {
            act_new("$E is AFK, and not receiving tells.",
		ch,NULL,victim,TO_CHAR,POS_DEAD);
            return;
        }
 
        act_new("$E is AFK, but your tell will go through when $E returns.",
            ch,NULL,victim,TO_CHAR,POS_DEAD);
        sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
	buf[0] = UPPER(buf[0]);
        add_buf(victim->pcdata->buffer,buf);
	victim->tells++;
        return;
    }

    act_new("You tell $N '{U$t{x'",ch,argument,victim,TO_CHAR,POS_DEAD);
    act_new("$n tells you '{U$t{x'",ch,argument,victim,TO_VICT,POS_DEAD);
    victim->reply	= ch;

    wtime = UMAX(2, 9-(ch->level));
    WAIT_STATE( ch, wtime );

    return;
}



void do_yell( CHAR_DATA *ch, char *argument )
{
    DESCRIPTOR_DATA *d;

    if ( IS_SET(ch->comm, COMM_NOSHOUT) )
    {
        send_to_char( "You can't yell.\n\r", ch );
        return;
    }
 
    if ( argument[0] == '\0' )
    {
	send_to_char( "Yell what?\n\r", ch );
	return;
    }

    if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
    && (!IS_IMMORTAL(ch)))
    {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
    }

    act("You yell '{T$t{x'",ch,argument,NULL,TO_CHAR);
    for ( d = descriptor_list; d != NULL; d = d->next )
    {
	int pos;
	bool found = FALSE;

	if ( !d->character )
	{
	    log_string( "Yell: descriptor not linked to character." );
	    write_to_buffer( d, "Ack!  Your connection is messed up.\n\rRecovering....\n\r", 0 );
	    continue;
	}
 
	if ( d->connected == CON_PLAYING
	&&   d->character != ch
	&&   d->character->in_room != NULL
	&&   d->character->in_room->area == ch->in_room->area 
        &&   !IS_SET(d->character->comm,COMM_QUIET) )
	{
	    if ( !IS_NPC( d->character ) )
	    {
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
		    if (d->character->pcdata->forget[pos] == NULL)
			break;
		    if (!str_cmp(ch->name, d->character->pcdata->forget[pos]))
			found = TRUE;
		}
	    }
	    if (!found)
	    {
		act("$n yells '{T$t{x'",ch,argument,d->character,TO_VICT);
	    }
	}
    }

    return;
}


void do_emote( CHAR_DATA *ch, char *argument )
{
    if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
    {
        send_to_char( "You can't show your emotions.\n\r", ch );
        return;
    }
 
    if ( argument[0] == '\0' )
    {
        send_to_char( "Emote what?\n\r", ch );
        return;
    }
 
    MOBtrigger = FALSE;
    act( "{B$n $T{x", ch, NULL, argument, TO_ROOM );
    act( "{B$n $T{x", ch, NULL, argument, TO_CHAR );
    MOBtrigger = TRUE;
    return;
}


void do_pmote( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *vch;
    char *letter,*name;
    char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH];
    int matches = 0;

    if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
    {
        send_to_char( "You can't show your emotions.\n\r", ch );
        return;
    }
 
    if ( argument[0] == '\0' )
    {
        send_to_char( "Emote what?\n\r", ch );
        return;
    }
 
    act( "{c$n $t{x", ch, argument, NULL, TO_CHAR );

    for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
	if (vch->desc == NULL || vch == ch)
	    continue;

	if ((letter = strstr(argument,vch->name)) == NULL)
	{
	    MOBtrigger = FALSE;	
	    act("{c$N $t{x",vch,argument,ch,TO_CHAR);
	    MOBtrigger = TRUE;
	    continue;
	}

	strcpy(temp,argument);
	temp[strlen(argument) - strlen(letter)] = '\0';
   	last[0] = '\0';
 	name = vch->name;
	
	for (; *letter != '\0'; letter++)
	{ 
	    if (*letter == '\'' && matches == strlen(vch->name))
	    {
		strcat(temp,"r");
		continue;
	    }

	    if (*letter == 's' && matches == strlen(vch->name))
	    {
		matches = 0;
		continue;
	    }
	    
 	    if (matches == strlen(vch->name))
	    {
		matches = 0;
	    }

	    if (*letter == *name)
	    {
		matches++;
		name++;
		if (matches == strlen(vch->name))
		{
		    strcat(temp,"you");
		    last[0] = '\0';
		    name = vch->name;
		    continue;
		}
		strncat(last,letter,1);
		continue;
	    }

	    matches = 0;
	    strcat(temp,last);
	    strncat(temp,letter,1);
	    last[0] = '\0';
	    name = vch->name;
	}

	MOBtrigger = FALSE;
	act("{c$N $t{x",vch,temp,ch,TO_CHAR);
	MOBtrigger = TRUE;
    }
	
    return;
}


/*
 * All the posing stuff.
 */
struct	pose_table_type
{
    char *	message[2*MAX_CLASS];
};

const	struct	pose_table_type	pose_table	[]	=
{
    {
	{
	    "You sizzle with {Be{bn{Be{br{Bg{by{x.",
	    "$n sizzles with {Be{bn{Be{br{Bg{by{x.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x.",
	    "You perform a small card trick.",
	    "$n performs a small card trick.",
	    "You show your bulging muscles.",
	    "$n shows $s pitiful muscles.",
	    "You nonchalantly turn wine into water.",
	    "$n nonchalantly turns wine into water.",
	    "... 98, 99, 100 ... you do pushups.",
	    "..1....mmph!.. 2 .. $n does pushups.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."
	}
    },

    {
	{
	    "You turn into a butterfly, then return to your normal shape.",
	    "$n turns into a butterfly, then returns to $s normal shape.",
	    "You nonchalantly turn wine into water.",
	    "$n nonchalantly turns wine into water.",
	    "You wiggle your ears alternately.",
	    "$n wiggles $s ears alternately.",
	    "You crack nuts between your fingers.",
	    "$n cracks nuts between $s fingers.",
	    "A {Whalo{x appears over your head.",
	    "A {Whalo{x appears over $n's head.",
	    "Deep in prayer, you levitate.",
	    "Deep in prayer, $n levitates.",
	    "You steal the underwear off every person in the room.",
	    "Your underwear is gone!  $n stole it!",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "{BBlue sparks{x fly from your fingers.",
	    "{BBlue sparks{x fly from $n's fingers.",
	    "A {Whalo{x appears over your head.",
	    "A {Whalo{x appears over $n's head.",
	    "You nimbly tie yourself into a knot.",
	    "$n nimbly ties $mself into a knot.",
	    "You grizzle your teeth and look mean.",
	    "$n grizzles $s teeth and looks mean.",
	    "Crunch, crunch -- you munch a bottle.",
	    "Crunch, crunch -- $n munches a bottle.",
	    "You juggle with daggers, apples, and eyeballs.",
	    "$n juggles with daggers, apples, and eyeballs.",
	    "Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
	    "Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
	    "Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs.",
	    "You recite words of wisdom.",
	    "$n recites words of wisdom.",
	    "You juggle with daggers, apples, and eyeballs.",
	    "$n juggles with daggers, apples, and eyeballs.",
	    "You hit your head, and your eyes roll.",
	    "$n hits $s head, and $s eyes roll.",
	    "You nimbly tie yourself into a knot.",
	    "$n nimbly ties $mself into a knot.",
	    "A spot light hits you.",
	    "A spot light hits $n.",
	    "You count the money in everyone's pockets.",
	    "Check your money, $n is counting it.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "A slimy {ggreen monster{x appears before you and bows.",
	    "A slimy {ggreen monster{x appears before $n and bows.",
	    "Deep in prayer, you levitate.",
	    "Deep in prayer, $n levitates.",
	    "You steal the underwear off every person in the room.",
	    "Your underwear is gone!  $n stole it!",
	    "Crunch, crunch -- you munch a bottle.",
	    "Crunch, crunch -- $n munches a bottle.",
	    "A fire elemental singes your hair.",
	    "A fire elemental singes $n's hair.",
	    "The sun pierces through the clouds to illuminate you.",
	    "The sun pierces through the clouds to illuminate $n.",
	    "Your eyes dance with greed.",
	    "$n's eyes dance with greed.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "You turn everybody into a little pink elephant.",
	    "You are turned into a little pink elephant by $n.",
	    "An {Wangel{x consults you.",
	    "An {Wangel{x consults $n.",
	    "The dice roll ... and you win again.",
	    "The dice roll ... and $n craps out.",
	    "... 98, 99, 100 ... you do pushups.",
	    "..1....mmph!.. 2 .. $n does pushups.",
	    "Smoke and fumes leak from your nostrils.",
	    "Smoke and fumes leak from $n's nostrils.",
	    "You balance a pocket knife on your tongue.",
	    "$n balances a pocket knife on your tongue.",
	    "Watch your feet, you are juggling granite boulders.",
	    "Watch your feet, $n is juggling granite boulders.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "A small ball of light dances on your fingertips.",
	    "A small ball of light dances on $n's fingertips.",
	    "Your body {Yglows with an unearthly light{x.",
	    "$n's body {Yglows with an unearthly light{x.",
	    "You count the money in everyone's pockets.",
	    "Check your money, $n is counting it.",
	    "Arnold Schwarzenegger admires your physique.",
	    "PeeWee Herman laughs at $n's physique.",
	    "Everyone levitates as you pray.",
	    "You levitate as $n prays.",
	    "You produce a coin from everyone's ear.",
	    "$n produces a coin from your ear.",
	    "Oomph!  You squeeze water out of a granite boulder.",
	    "Oomph!  $n squeezes water out of a granite boulder.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "Smoke and fumes leak from your nostrils.",
	    "Smoke and fumes leak from $n's nostrils.",
	    "A spot light hits you.",
	    "A spot light hits $n.",
	    "You balance a pocket knife on your tongue.",
	    "$n balances a pocket knife on your tongue.",
	    "Watch your feet, you are juggling granite boulders.",
	    "Watch your feet, $n is juggling granite boulders.",
	    "A {Ccool breeze{x refreshes you.",
	    "A {Ccool breeze{x refreshes $n.",
	    "You step behind your {Dshadow{x.",
	    "$n steps behind $s {Dshadow{x.",
	    "Arnold Schwarzenegger admires your physique.",
	    "PeeWee Herman laughs at $n's physique.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "The light flickers as you rap in magical languages.",
	    "The light flickers as $n raps in magical languages.",
	    "Everyone levitates as you pray.",
	    "You levitate as $n prays.",
	    "You produce a coin from everyone's ear.",
	    "$n produces a coin from your ear.",
	    "Oomph!  You squeeze water out of a granite boulder.",
	    "Oomph!  $n squeezes water out of a granite boulder.",
	    "The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
	    "The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
	    "The ocean parts before you.",
	    "The ocean parts before $n.",
	    "Your head disappears.",
	    "$n's head disappears. {D(I was tired of looking at it anyway){x",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "Your head disappears.",
	    "$n's head disappears. {D(I was tired of looking at it anyway){x",
	    "A {Ccool breeze{x refreshes you.",
	    "A {Ccool breeze{x refreshes $n.",
	    "You step behind your {Dshadow{x.",
	    "$n steps behind $s {Dshadow{x.",
	    "You pick your teeth with a spear.",
	    "$n picks $s teeth with a spear.",
	    "The stones dance to your command.",
	    "The stones dance to $n's command.",
	    "A thunder cloud kneels to you.",
	    "A thunder cloud kneels to $n.",
	    "The Grey Mouser buys you a beer.",
	    "The Grey Mouser buys $n a beer.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "A fire elemental singes your hair.",
	    "A fire elemental singes $n's hair.",
	    "The sun pierces through the clouds to illuminate you.",
	    "The sun pierces through the clouds to illuminate $n.",
	    "Your eyes dance with greed.",
	    "$n's eyes dance with greed.",
	    "Everyone is swept off their foot by your hug.",
	    "You are swept off your feet by $n's hug.",
	    "Your head disappears.",
	    "$n's head disappears. {D(I was tired of looking at it anyway){x",
	    "A {Ccool breeze{x refreshes you.",
	    "A {Ccool breeze{x refreshes $n.",
	    "You step behind your {Dshadow{x.",
	    "$n steps behind $s {Dshadow{x.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
	    "The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
	    "The ocean parts before you.",
	    "The ocean parts before $n.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "Your karate chop splits a tree.",
	    "$n's karate chop breaks $s hand.",
	    "A thunder cloud kneels to you.",
	    "A thunder cloud kneels to $n.",
	    "The Grey Mouser buys you a beer.",
	    "The Grey Mouser buys $n a beer.",
	    "A strap of your armor breaks over your mighty thews.",
	    "A strap of $n's armor breaks over $s rolls of fat.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "The stones dance to your command.",
	    "The stones dance to $n's command.",
	    "A thunder cloud kneels to you.",
	    "A thunder cloud kneels to $n.",
	    "The Grey Mouser buys you a beer.",
	    "The Grey Mouser buys $n a beer.",
	    "A strap of your armor breaks over your mighty thews.",
	    "A strap of $n's armor breaks over $s rolls of fat.",
	    "The heavens and grass change colour as you smile.",
	    "The heavens and grass change colour as $n smiles.",
	    "The Burning Man speaks to you.",
	    "The Burning Man speaks to $n.",
	    "Everyone's pocket explodes with your fireworks.",
	    "Your pocket explodes with $n's fireworks.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "The heavens and grass change colour as you smile.",
	    "The heavens and grass change colour as $n smiles.",
	    "The Burning Man speaks to you.",
	    "The Burning Man speaks to $n.",
	    "Everyone's pocket explodes with your fireworks.",
	    "Your pocket explodes with $n's fireworks.",
	    "A boulder cracks at your frown.",
	    "A boulder cracks at $n's frown.",
	    "Everyone's clothes are transparent, and you are laughing.",
	    "Your clothes are transparent, and $n is laughing.",
	    "An eye in a pyramid w{zi{xnks at you.",
	    "An eye in a pyramid w{zi{xnks at $n.",
	    "Everyone discovers your dagger a centimeter from their eye.",
	    "You discover $n's dagger a centimeter from your eye.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "Everyone's clothes are transparent, and you are laughing.",
	    "Your clothes are transparent, and $n is laughing.",
	    "An eye in a pyramid w{zi{xnks at you.",
	    "An eye in a pyramid w{zi{xnks at $n.",
	    "Everyone discovers your dagger a centimeter from their eye.",
	    "You discover $n's dagger a centimeter from your eye.",
	    "Mercenaries arrive to do your bidding.",
	    "Mercenaries arrive to do $n's bidding.",
	    "A black hole swallows you.",
	    "A black hole swallows $n.",
	    "Valentine Michael Smith offers you a glass of water.",
	    "Valentine Michael Smith offers $n a glass of water.",
	    "Where did you go?",
	    "Where did $n go?",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "A black hole swallows you.",
	    "A black hole swallows $n.",
	    "Valentine Michael Smith offers you a glass of water.",
	    "Valentine Michael Smith offers $n a glass of water.",
	    "Where did you go?",
	    "Where did $n go?",
	    "Four matched Percherons bring in your chariot.",
	    "Four matched Percherons bring in $n's chariot.",
	    "The world shimmers in time with your whistling.",
	    "The world shimmers in time with $n's whistling.",
	    "The great god $G gives you a staff.",
	    "The great god $G gives $n a staff.",
	    "Everyone's clothes are transparent, and you are laughing.",
	    "Your clothes are transparent, and $n is laughing.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    },

    {
	{
	    "The world shimmers in time with your whistling.",
	    "The world shimmers in time with $n's whistling.",
	    "The great god $G gives you a staff.",
	    "The great god $G gives $n a staff.",
	    "Click.",
	    "Click.",
	    "Atlas asks you to relieve him.",
	    "Atlas asks $n to relieve him.",
	    "Four matched Percherons bring in your chariot.",
	    "Four matched Percherons bring in $n's chariot.",
	    "Mercenaries arrive to do your bidding.",
	    "Mercenaries arrive to do $n's bidding.",
	    "A boulder cracks at your frown.",
	    "A boulder cracks at $n's frown.",
	    "You deftly steal everyone's weapon.",
	    "$n deftly steals your weapon.",
	    "You feel very {Wholy{x.",
	    "$n looks very {Wholy{x."

	}
    }
};



void do_pose( CHAR_DATA *ch, char *argument )
{
    int level;
    int pose;

    if ( IS_NPC(ch) )
	return;

    level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 );
    pose  = number_range(0, level);

    if (ch->class < MAX_CLASS/2)
    {
	act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR );
	act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM );
    } else {
	act( pose_table[pose].message[2*(ch->class-(MAX_CLASS/2))+0], ch, NULL, NULL, TO_CHAR );
	act( pose_table[pose].message[2*(ch->class-(MAX_CLASS/2))+1], ch, NULL, NULL, TO_ROOM );
    }
    return;
}



void do_bug( CHAR_DATA *ch, char *argument )
{
    append_file( ch, BUG_FILE, argument );
    send_to_char( "Bug logged.\n\r", ch );
    return;
}

void do_typo( CHAR_DATA *ch, char *argument )
{
    append_file( ch, TYPO_FILE, argument );
    send_to_char( "Typo logged.\n\r", ch );
    return;
}

void do_rent( CHAR_DATA *ch, char *argument )
{
    send_to_char( "There is no rent here.  Just save and quit.\n\r", ch );
    return;
}


void do_qui( CHAR_DATA *ch, char *argument )
{
    send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch );
    return;
}



void do_quit( CHAR_DATA *ch, char *argument )
{
    DESCRIPTOR_DATA *d,*d_next;
    int id;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    
    if ( IS_NPC(ch) )
	return;

    if ( ch->position == POS_FIGHTING )
    {
	send_to_char( "No way! You are fighting.\n\r", ch );
	return;
    }

    if ( ch->pcdata->countdown > 0 )
    {
	send_to_char( "Give up your quest first!\n\r", ch );
	return;
    }

    if ( ch->position  < POS_STUNNED  )
    {
	send_to_char( "You're not DEAD yet.\n\r", ch );
	return;
    }

    if ( ch->pcdata->recall_lag )
    {
	send_to_char( "You're still too dazed from the fight.\n\r", ch );
	return;
    }

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

            if (IS_OBJ_STAT(obj,ITEM_UNIQUE))
            {
             unequip_char( ch, obj );
             obj_from_char( obj );
             obj_to_room( obj, ch->in_room );
             act( "$p detaches itself from $n and falls to the ground.", ch, obj, NULL, TO_ROOM );
             act( "$p detaches itself from you and falls to the ground.", ch, obj, NULL, TO_CHAR );
            }
       }

    send_to_char( "{rReality is attacking you!{x\n\r",ch);
    send_to_char( "{cYou hit Reality hard!{x\n\r",ch);
    send_to_char( "{BReality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch);
    WAIT_STATE(ch,25 * PULSE_VIOLENCE);
    act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
    sprintf( log_buf, "%s has quit.", ch->name );
    log_string( log_buf );
    sprintf( log_buf, "%s@%s rejoins the real world.", ch->name,
		( ch->desc ? ( ch->desc->host ? ch->desc->host : "null" ) : "null" ) );
    wiznet( log_buf, NULL, NULL, WIZ_LOGINS, 0, get_trust( ch ) );

    /*
     * After extract_char the ch is no longer valid!
     */
    save_char_obj( ch );
    id = ch->id;
    d = ch->desc;
    extract_char( ch, TRUE );
    if ( d != NULL )
	close_socket( d );

    /* toast evil cheating bastards */
    for (d = descriptor_list; d != NULL; d = d_next)
    {
	CHAR_DATA *tch;

	d_next = d->next;
	tch = d->original ? d->original : d->character;
	if (tch && tch->id == id)
	{
	    extract_char(tch,TRUE);
	    close_socket(d);
	} 
    }

    return;
}

void force_quit( CHAR_DATA *ch, char *argument )
{
    DESCRIPTOR_DATA *d,*d_next;
    int id;
    int lose;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    if ( IS_NPC(ch) )
	return;

    if ( ch->level >= LEVEL_IMMORTAL )
	return;

    if ( ch->position == POS_FIGHTING )
    {
	lose = (ch->desc != NULL) ? 25 : 50;
	gain_exp( ch, 0 - lose );
	stop_fighting( ch, TRUE );
    }

    if ( ch->position  < POS_STUNNED  )
    {
	lose = (ch->desc != NULL) ? 50 : 100;
	gain_exp( ch, 0 - lose );
    }
        for ( obj = ch->carrying; obj != NULL; obj = obj_next )
        {
            obj_next = obj->next_content;

            if (IS_OBJ_STAT(obj,ITEM_UNIQUE))
            {
             unequip_char( ch, obj );
             obj_from_char( obj );
             obj_to_room( obj, ch->in_room );
             act( "$p detaches itself from $n and falls to the ground.", ch, obj, NULL, TO_ROOM );
             act( "$p detaches itself from you and falls to the ground.", ch, obj, NULL, TO_CHAR );
            }
       }

    send_to_char( "{rReality is attacking you!{x\n\r",ch);
    send_to_char( "{cYou hit Reality hard!{x\n\r",ch);
    send_to_char( "{BReality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch);
    WAIT_STATE(ch,25 * PULSE_VIOLENCE);
    act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
    sprintf( log_buf, "%s has quit.", ch->name );
    log_string( log_buf );
     wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch));

    /*
     * After extract_char the ch is no longer valid!
     */
    save_char_obj( ch );
    id = ch->id;
    d = ch->desc;
    extract_char( ch, TRUE );
    if ( d != NULL )
	close_socket( d );

    /* toast evil cheating bastards */
    for (d = descriptor_list; d != NULL; d = d_next)
    {
	CHAR_DATA *tch;

	d_next = d->next;
	tch = d->original ? d->original : d->character;
	if (tch && tch->id == id)
	{
	    extract_char(tch,TRUE);
	    close_socket(d);
	} 
    }

    return;
}

void update_char( CHAR_DATA *ch )
{
    if ( ch->version < 10)
    {
	ch->pcdata->arenad = 0;
	ch->pcdata->arenak = 0;
	ch->version = 10;
    }

}

void do_save( CHAR_DATA *ch, char *argument )
{
    if ( IS_NPC(ch) )
	return;
    update_char(ch);
    save_char_obj( ch );
    send_to_char("Saving.  Remember that ROT has automatic saving.\n\r", ch);
    WAIT_STATE(ch,4 * PULSE_VIOLENCE);
    return;
}



void do_follow( CHAR_DATA *ch, char *argument )
{
/* RT changed to allow unlimited following and follow the NOFOLLOW rules */
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument( argument, arg );

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

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

    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL )
    {
	act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
	return;
    }

    if ( victim == ch )
    {
	if ( ch->master == NULL )
	{
	    send_to_char( "You already follow yourself.\n\r", ch );
	    return;
	}
	stop_follower(ch);
	return;
    }

    if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch))
    {
	act("$N doesn't seem to want any followers.\n\r",
             ch,NULL,victim, TO_CHAR);
        return;
    }

    if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
    && ( !IS_IMMORTAL( ch ) )
    && ( !IS_IMMORTAL( victim ) )
    && ( ch != victim )
    && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
    {
	act("You can't seem to follow $N.\n\r",ch,NULL,victim,TO_CHAR);
	return;
    }

    REMOVE_BIT(ch->act,PLR_NOFOLLOW);
    
    if ( ch->master != NULL )
	stop_follower( ch );

    add_follower( ch, victim );
    return;
}


void add_follower( CHAR_DATA *ch, CHAR_DATA *master )
{
    if ( ch->master != NULL )
    {
	bug( "Add_follower: non-null master.", 0 );
	return;
    }

    ch->master        = master;
    ch->leader        = NULL;

    if ( can_see( master, ch ) )
	act( "$n now follows you.", ch, NULL, master, TO_VICT );

    act( "You now follow $N.",  ch, NULL, master, TO_CHAR );

    return;
}

void stop_follower( CHAR_DATA *ch )
{
    if ( ch->master == NULL )
    {
	bug( "Stop_follower: null master.", 0 );
	return;
    }

    if ( IS_AFFECTED(ch, AFF_CHARM) )
    {
	REMOVE_BIT( ch->affected_by, AFF_CHARM );
	affect_strip( ch, gsn_charm_person );
    }
    if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
    {
	REMOVE_BIT(ch->act, ACT_PET);
	ch->timer = 0;
	ch->hastimer = TRUE;
    }

    if ( can_see( ch->master, ch ) && ch->in_room != NULL)
    {
	act( "$n stops following you.",     ch, NULL, ch->master, TO_VICT    );
    	act( "You stop following $N.",      ch, NULL, ch->master, TO_CHAR    );
    }
    if (ch->master->pet == ch)
	ch->master->pet = NULL;

    ch->master = NULL;
    ch->leader = NULL;
    return;
}

/* nukes charmed monsters and pets */
void nuke_pets( CHAR_DATA *ch )
{    
    CHAR_DATA *pet;

    if ((pet = ch->pet) != NULL)
    {
    	stop_follower(pet);
    	if (pet->in_room != NULL)
    	    act("$N slowly fades away.",ch,NULL,pet,TO_NOTVICT);
    	extract_char(pet,TRUE);
    }
    ch->pet = NULL;

    return;
}



void die_follower( CHAR_DATA *ch )
{
    CHAR_DATA *fch;

    if ( ch->master != NULL )
    {
    	if (ch->master->pet == ch)
    	    ch->master->pet = NULL;
	stop_follower( ch );
    }

    ch->leader = NULL;

    for ( fch = char_list; fch != NULL; fch = fch->next )
    {
	if ( fch->master == ch )
	    stop_follower( fch );
	if ( fch->leader == ch )
	    fch->leader = fch;
    }

    return;
}



void do_order( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *och;
    CHAR_DATA *och_next;
    bool found;
    bool fAll;

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

    if (!str_cmp(arg2,"delete") || !str_cmp(arg2,"mob"))
    {
        send_to_char("That will NOT be done.\n\r",ch);
        return;
    }

    if (!str_cmp(arg2,"reroll") || !str_cmp(arg2,"steal"))
    {
	send_to_char("That will NOT be done.\n\r",ch);
	return;
    }

    if ( arg[0] == '\0' || argument[0] == '\0' )
    {
	send_to_char( "Order whom to do what?\n\r", ch );
	return;
    }

    if ( IS_AFFECTED( ch, AFF_CHARM ) )
    {
	send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
	return;
    }

    if ( !str_cmp( arg, "all" ) )
    {
	fAll   = TRUE;
	victim = NULL;
    }
    else
    {
	fAll   = FALSE;
	if ( ( victim = get_char_room( ch, arg ) ) == NULL )
	{
	    send_to_char( "They aren't here.\n\r", ch );
	    return;
	}

	if ( victim == ch )
	{
	    send_to_char( "Aye aye, right away!\n\r", ch );
	    return;
	}

	if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch 
	||  (IS_IMMORTAL(victim) && victim->trust >= ch->trust))
	{
	    send_to_char( "Do it yourself!\n\r", ch );
	    return;
	}
    }

    found = FALSE;
    for ( och = ch->in_room->people; och != NULL; och = och_next )
    {
	och_next = och->next_in_room;

	if ( IS_AFFECTED(och, AFF_CHARM)
	&&   och->master == ch
	&& ( fAll || och == victim ) )
	{
	    found = TRUE;
	    sprintf( buf, "$n orders you to '%s'.", argument );
	    act( buf, ch, NULL, och, TO_VICT );
	    interpret( och, argument );
	}
    }

    if ( found )
    {
	WAIT_STATE(ch,PULSE_VIOLENCE);
	send_to_char( "Ok.\n\r", ch );
    }
    else
	send_to_char( "You have no followers here.\n\r", ch );
    return;
}

void do_group( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	CHAR_DATA *gch;
	CHAR_DATA *leader;

	leader = (ch->leader != NULL) ? ch->leader : ch;
	sprintf( buf, "%s's group:\n\r", PERS(leader, ch) );
	send_to_char( buf, ch );

	for ( gch = char_list; gch != NULL; gch = gch->next )
	{
	    if ( is_same_group( gch, ch ) )
	    {
		sprintf( buf,
		"[%2d %s] %-16s %4ld/%4ld hp %4ld/%4ld mana %4ld/%4ld mv %5ld xp\n\r",
		    gch->level,
		    IS_NPC(gch) ? "Mob" : class_table[gch->class].who_name,
		    capitalize( PERS(gch, ch) ),
		    gch->hit,   gch->max_hit,
		    gch->mana,  gch->max_mana,
		    gch->move,  gch->max_move,
		    gch->exp    );
		send_to_char( buf, ch );
	    }
	}
	return;
    }

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

    if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) )
    {
	send_to_char( "But you are following someone else!\n\r", ch );
	return;
    }

    if ( victim->master != ch && ch != victim )
    {
	act_new( "$N isn't following you.", ch, NULL, victim, TO_CHAR, POS_SLEEPING );
	return;
    }
    
    if (IS_AFFECTED(victim,AFF_CHARM))
    {
        send_to_char("You can't remove charmed mobs from your group.\n\r",ch);
        return;
    }
    
    if (IS_AFFECTED(ch,AFF_CHARM))
    {
    	act("You like your master too much to leave $m!",ch,NULL,victim,TO_VICT);
    	return;
    }

    if (victim->level - ch->level > 14)
    {
	send_to_char("They are to high of a level for your group.\n\r",ch);
	return;
    }

    if (victim->level - ch->level < -14)
    {
	send_to_char("They are to low of a level for your group.\n\r",ch);
	return;
    }

    if ( is_same_group( victim, ch ) && ch != victim )
    {
	victim->leader = NULL;
	act( "$n removes $N from $s group.",   ch, NULL, victim, TO_NOTVICT );
	act( "$n removes you from $s group.",  ch, NULL, victim, TO_VICT    );
	act( "You remove $N from your group.", ch, NULL, victim, TO_CHAR    );
	return;
    }

    if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
    && ( !IS_IMMORTAL( ch ) )
    && ( !IS_IMMORTAL( victim ) )
    && ( ch != victim )
    && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
    {
	send_to_char("They are unable to join your group.\n\r",ch);
	return;
    }

    victim->leader = ch;
    act( "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT );
    act( "You join $n's group.", ch, NULL, victim, TO_VICT    );
    act( "$N joins your group.", ch, NULL, victim, TO_CHAR    );
    return;
}



/*
 * 'Split' originally by Gnort, God of Chaos.
 */
void do_split( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char arg3[MAX_INPUT_LENGTH];
    CHAR_DATA *gch;
    int members;
    int amount_platinum = 0, amount_gold = 0, amount_silver = 0;
    int share_platinum, share_gold, share_silver;
    int extra_platinum, extra_gold, extra_silver;

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

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Split how much?\n\r", ch );
	return;
    }
    
    amount_silver = atoi( arg1 );

    if (arg2[0] != '\0')
	amount_gold = atoi(arg2);

    if (arg3[0] != '\0')
	amount_platinum = atoi(arg3);

    if ( amount_platinum < 0 || amount_gold < 0 || amount_silver < 0)
    {
	send_to_char( "Your group wouldn't like that.\n\r", ch );
	return;
    }

    if ( amount_platinum == 0 && amount_gold == 0 && amount_silver == 0 )
    {
	send_to_char( "You hand out zero coins, but no one notices.\n\r", ch );
	return;
    }

    if ( (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) )
       < (amount_silver + (amount_gold * 100) + (amount_platinum * 10000) ) )
    {
	send_to_char( "You don't have that much to split.\n\r", ch );
	return;
    }
  
    members = 0;
    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	if ( is_same_group( gch, ch ) && !IS_AFFECTED(gch,AFF_CHARM))
	    members++;
    }

    if ( members < 2 )
    {
	send_to_char( "Just keep it all.\n\r", ch );
	return;
    }
	    
    share_platinum   = amount_platinum / members;
    extra_platinum   = amount_platinum % members;

    amount_gold += (extra_platinum * 100);
    share_gold   = amount_gold / members;
    extra_gold   = amount_gold % members;

    amount_silver += (extra_gold * 100);
    share_silver = amount_silver / members;
    extra_silver = amount_silver % members;

    if ( share_platinum == 0 && share_gold == 0 && share_silver == 0 )
    {
	send_to_char( "Don't even bother, cheapskate.\n\r", ch );
	return;
    }

    deduct_cost(ch,amount_platinum-extra_platinum,VALUE_PLATINUM);
    add_cost(ch,share_platinum,VALUE_PLATINUM);
    deduct_cost(ch,amount_gold-extra_gold,VALUE_GOLD);
    add_cost(ch,share_gold,VALUE_GOLD);
    deduct_cost(ch,amount_silver,VALUE_SILVER);
    add_cost(ch,share_silver+extra_silver,VALUE_SILVER);

    if (share_platinum > 0)
    {
	sprintf(buf,
	    "You split %d platinum coins. Your share is %d platinum.\n\r",
	     amount_platinum-extra_platinum,share_platinum);
	send_to_char(buf,ch);
    }
    if (share_gold > 0)
    {
	sprintf(buf,
	    "You split %d gold coins. Your share is %d gold.\n\r",
	     amount_gold-extra_gold,share_gold);
	send_to_char(buf,ch);
    }
    if (share_silver > 0)
    {
	sprintf(buf,
	    "You split %d silver coins. Your share is %d silver.\n\r",
 	    amount_silver,share_silver + extra_silver);
	send_to_char(buf,ch);
    }

    if (share_gold == 0 && share_silver == 0)
    {
	sprintf(buf,"$n splits %d platinum coins. Your share is %d platinum.",
		amount_platinum-extra_platinum,share_platinum);
    }
    else if (share_platinum == 0 && share_silver == 0)
    {
	sprintf(buf,"$n splits %d gold coins. Your share is %d gold.",
		amount_gold-extra_gold,share_gold);
    }
    else if (share_platinum == 0 && share_gold == 0)
    {
	sprintf(buf,"$n splits %d silver coins. Your share is %d silver.",
		amount_silver,share_silver);
    }
    else if (share_silver == 0)
    {
	sprintf(buf,
"$n splits %d platinum and %d gold coins. giving you %d platinum and %d gold.\n\r",
	 amount_platinum-extra_platinum, amount_gold-extra_gold,
	 share_platinum, share_gold);
    }
    else if (share_gold == 0)
    {
	sprintf(buf,
"$n splits %d platinum and %d silver coins. giving you %d platinum and %d silver.\n\r",
	 amount_platinum-extra_platinum, amount_silver,
	 share_platinum, share_silver);
    }
    else if (share_platinum == 0)
    {
	sprintf(buf,
"$n splits %d gold and %d silver coins. giving you %d gold and %d silver.\n\r",
	 amount_gold-extra_gold, amount_silver,
	 share_gold, share_silver);
    }
    else
    {
	sprintf(buf,
"$n splits %d platinum, %d gold and %d silver coins. giving you %d platinum, %d gold and %d silver.\n\r",
	 amount_platinum-extra_platinum, amount_gold-extra_gold, amount_silver,
	 share_platinum, share_gold, share_silver);
    }

    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM))
	{
	    act( buf, ch, NULL, gch, TO_VICT );
	    add_cost(gch,share_platinum,VALUE_PLATINUM);
	    add_cost(gch,share_gold,VALUE_GOLD);
	    add_cost(gch,share_silver,VALUE_SILVER);
	}
    }

    return;
}



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

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

    if ( IS_SET( ch->comm, COMM_NOTELL ) )
    {
	send_to_char( "Your message didn't get through!\n\r", ch );
	return;
    }

    if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
    && (!IS_IMMORTAL(ch)))
    {
	send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
	return;
    }

    /*
     * Note use of send_to_char, so gtell works on sleepers.
     */
    sprintf( buf, "%s tells the group '{K%s{x'\n\r", ch->name, argument );
    for ( gch = char_list; gch != NULL; gch = gch->next )
    {
	if ( is_same_group( gch, ch ) )
	    send_to_char( buf, gch );
    }

    return;
}



/*
 * It is very important that this be an equivalence relation:
 * (1) A ~ A
 * (2) if A ~ B then B ~ A
 * (3) if A ~ B  and B ~ C, then A ~ C
 */
bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch )
{
    if ( ach == NULL || bch == NULL)
	return FALSE;

    if ( ach->leader != NULL ) ach = ach->leader;
    if ( bch->leader != NULL ) bch = bch->leader;
    return ach == bch;
}

/*
 * Colour setting and unsetting, way cool, Lope Oct '94
 */
void do_colour( CHAR_DATA *ch, char *argument )
{
    char arg[ MAX_STRING_LENGTH ];
    int  ccolor;

    argument = one_argument( argument, arg );

    if( !*arg )
    {
	if( !IS_SET( ch->act, PLR_COLOUR ) )
	{
	    SET_BIT( ch->act, PLR_COLOUR );
	    send_to_char( "{bC{ro{yl{co{mu{gr{x is now {rON{x, Way Cool!\n\r", ch );
	}
	else
	{
	    send_to_char_bw( "Colour is now OFF, <sigh>\n\r", ch );
	    REMOVE_BIT( ch->act, PLR_COLOUR );
	}
    }
    else if (!str_prefix(arg,"list"))
    {
	send_to_char( "\n\rColors:\n\r",ch);
	send_to_char( "     0 - Reset           9 - Bright Red\n\r",ch);
	send_to_char( "     1 - Red            10 - Bright Green\n\r",ch);
	send_to_char( "     2 - Green          11 - Yellow\n\r",ch);
	send_to_char( "     3 - Brown          12 - Bright Blue\n\r",ch);
	send_to_char( "     4 - Blue           13 - Bright Magenta\n\r",ch);
	send_to_char( "     5 - Magenta        14 - Bright Cyan\n\r",ch);
	send_to_char( "     6 - Cyan           15 - Bright White\n\r",ch);
	send_to_char( "     7 - White          16 - Black\n\r",ch);
	send_to_char( "     8 - Grey           17 - None\n\r",ch);
	send_to_char( "Channels:\n\r",ch);
	send_to_char( "     auction    cgossip    clan\n\r",ch);
	send_to_char( "     gossip     grats      gtell\n\r",ch);
	send_to_char( "     immtalk    music      ask\n\r",ch);
	send_to_char( "     flame      say        shout\n\r",ch);
	send_to_char( "     tell       wiznet     mobsay\n\r",ch);
	send_to_char( "     room       condition  fight\n\r",ch);
	send_to_char( "     opponent   witness    disarm\n\r",ch);
	send_to_char( "     qgossip\n\r",ch);
	send_to_char( "For a more detailed list, see HELP COLORS\n\r",ch);
	send_to_char( "For a list of current settings, see HELP SETTINGS\n\r",ch);
    }
    else if (!strcmp(arg,"0"))
    {
	ch->color = 0;
	send_to_char( "{xOK\n\r",ch);
    }
    else if (!strcmp(arg,"1")) 
    { 
        ch->color = 1; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"2")) 
    { 
        ch->color = 2; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"3")) 
    { 
        ch->color = 3; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"4")) 
    { 
        ch->color = 4; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"5")) 
    { 
        ch->color = 5; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"6")) 
    { 
        ch->color = 6; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"7")) 
    { 
        ch->color = 7; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"8")) 
    { 
        ch->color = 8; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"9")) 
    { 
        ch->color = 9; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"10")) 
    { 
        ch->color = 10; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"11")) 
    { 
        ch->color = 11; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"12")) 
    { 
        ch->color = 12; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"13")) 
    { 
        ch->color = 13; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"14")) 
    { 
        ch->color = 14; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"15")) 
    { 
        ch->color = 15; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"16")) 
    { 
        ch->color = 16; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if (!strcmp(arg,"17")) 
    { 
        ch->color = 0; 
        send_to_char( "{xOK\n\r",ch); 
    } 
    else if ( argument[0] == '\0' )
    {
	send_to_char( "Syntax: color {{list|#|<channel> #}\n\r", ch );
    }
    else if (!is_number( argument ) )
    {
	send_to_char( "Syntax: color {{list|#|<channel> #}\n\r", ch );
    }
    else
    {
	ccolor = atoi(argument);
	if (ccolor >= 18)
	{
	    send_to_char( "Color number must be 0-17\n\r", ch );
	    return;
	}
	if (!str_prefix(arg,"auction"))
	{
	    ch->color_auc = ccolor;
	    send_to_char( "auction channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"cgossip"))
	{
	    ch->color_cgo = ccolor;
	    send_to_char( "clan gossip channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"clan"))
	{
	    ch->color_cla = ccolor;
	    send_to_char( "clan talk channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"gossip"))
	{
	    ch->color_gos = ccolor;
	    send_to_char( "gossip channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"grats"))
	{
	    ch->color_gra = ccolor;
	    send_to_char( "grats channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"gtell"))
	{
	    ch->color_gte = ccolor;
	    send_to_char( "group tell channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"immtalk"))
	{
	    ch->color_imm = ccolor;
	    send_to_char( "immortal talk channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"music"))
	{
	    ch->color_mus = ccolor;
	    send_to_char( "music channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"ask"))
	{
	    ch->color_que = ccolor;
	    send_to_char( "question/answer channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"flame"))
	{
	    ch->color_quo = ccolor;
	    send_to_char( "flame channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"say"))
	{
	    ch->color_say = ccolor;
	    send_to_char( "say channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"shout"))
	{
	    ch->color_sho = ccolor;
	    send_to_char( "shout/yell channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"tell"))
	{
	    ch->color_tel = ccolor;
	    send_to_char( "tell/reply channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"wiznet"))
	{
	    ch->color_wiz = ccolor;
	    send_to_char( "wiznet channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"mobsay"))
	{
	    ch->color_mob = ccolor;
	    send_to_char( "mobile talk channel set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"room"))
	{
	    ch->color_roo = ccolor;
	    send_to_char( "room name display set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"condition"))
	{
	    ch->color_con = ccolor;
	    send_to_char( "character condition display set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"fight"))
	{
	    ch->color_fig = ccolor;
	    send_to_char( "your fight actions set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"opponent"))
	{
	    ch->color_opp = ccolor;
	    send_to_char( "opponents fight actions set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"disarm"))
	{
	    ch->color_dis = ccolor;
	    send_to_char( "disarm display set.\n\r",ch); 
	}
	else if (!str_prefix(arg,"witness"))
	{
	    ch->color_wit = ccolor;
	    send_to_char( "witness fight actions set.\n\r",ch); 
	}
        else if (!str_prefix(arg,"qgossip"))
        {
            ch->color_qgo = ccolor;
            send_to_char( "quest gossip channel set.\n\r",ch);
        }
	else
	{
	    send_to_char( "Syntax: color {{list|#|<channel> #}\n\r", ch );
	}

    }
    return;
}

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

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

    if ( arg1[0] == '\0' || arg2[0] == '\0' || !is_number( arg2 ) )
    {
	send_to_char("Syntax: bounty <name> <amount>\n\r",ch);
	return;
    }

    if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
    {
        send_to_char("That person is not on the mud.\n\r",ch);
        return;
    }

    if ( atoi( arg2 ) <= 0 )
    {
	send_to_char( "Positive bounties only, please.\n\r", ch );
	return;
    }

    cost = is_number( arg2 ) ? atoi( arg2 ) : -1;

    if ( cost == -1 )
    {
	send_to_char("Error, please report this.\n\r",ch);
	return;
    }

    if ( cost < 1 || cost > 32000 )
    {
	send_to_char( "Maximum bounty is 32,000 platinum.\n\r", ch );
	return;
    }

    if (IS_NPC(victim))
    {
	send_to_char("Not on mobs, dummy!\n\r",ch);
	return;
    }

    if ( ( cost + victim->pcdata->bounty ) > 32000 )
    {
	sprintf( buf, "The most you can add to %s's bounty is %d.\n\r", victim->name, ( 32000 - victim->pcdata->bounty ) );
	send_to_char( buf, ch );
	return;
    }

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

    if (!IS_IMMORTAL(ch))
    {
	if (!is_clan(victim))
	{
	send_to_char("Why would they want to die? they cannot be pked!\n\r",ch);
	return;
	}
    }

    victim->pcdata->bounty += cost;

    if ( victim->pcdata->bounty < 0 )
    {
	sprintf( buf, "%s bounty overflow to %d.", victim->name, victim->pcdata->bounty );
	log_string( buf );
	send_to_all_chars( "Error in BOUNTY.  Please inform an immortal.\n\r" );
	victim->pcdata->bounty = 0;
	return;
    }

    if ( ( victim->pcdata->bounty - cost ) != 0 )
    {
	sprintf( buf, "Your bounty's now %d platinum!\n\r", victim->pcdata->bounty );
	send_to_char( buf, victim );
	sprintf( buf, "%s's bounty's now %d platinum!  Happy Hunting!\n\r", victim->name, victim->pcdata->bounty );
	send_to_all_chars( buf );
    }
    else
    {
	sprintf( buf, "You have been bountied for %d platinum!\n\r", victim->pcdata->bounty );
	send_to_char( buf, victim );
	sprintf( buf, "%s has been bountied for %d platinum!  Happy Hunting!\n\r", victim->name, victim->pcdata->bounty );
	send_to_all_chars( buf );
    }

    send_to_char( "Target bountied.\n\r",ch);
    ch->platinum -= cost;

    return;
}

void do_unbounty ( CHAR_DATA *ch , char *argument)
{
    char arg1[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    char buf[MAX_STRING_LENGTH];
    argument = one_argument( argument, arg1);

    if ( ( victim = get_char_world(ch,arg1) ) == NULL )
    {
	send_to_char("That person is not on the mud.\n\r",ch);
	return;
    }

    if ( IS_NPC( victim ) )
    {
	send_to_char("Not on mobs, dummy!\n\r",ch);
	return;
    }

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

    if ( victim->pcdata->bounty < 1 )
    {
	send_to_char("That person is not bountied.\n\r",ch);
	return;
    }

    if ( ch != victim )
	send_to_char( "You have freed them from their bounty.\n\r", ch );
    send_to_char( "You have been released from your bounty.\n\r", victim );
    ch->platinum -= ( victim->pcdata->bounty );
    victim->pcdata->bounty = 0;

    sprintf( buf, "The bounty on %s has been removed.\n\r", victim->name);
    send_to_all_chars( buf );

    return;
}



void do_initiate( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

    if ( IS_NPC( ch ) )
    {
	send_to_char( "Sorry, only players may use this command.\n\r", ch );
	return;
    }

    if ( !ch->pcdata->guild && !IS_IMMORTAL( ch ) )
    {
	send_to_char( "Only players already in a guild may use this command.\n\r", ch );
	return;
    }

    if ( !IS_GM( ch ) && !IS_IMMORTAL( ch ) )
    {
	send_to_char( "Only guildmasters may initiate new members.\n\r", ch );
	return;
    }

    if ( argument[0] == '\0' )
    {
	send_to_char( "Syntax: initiate <char>.\n\r", ch );
	return;
    }

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

    if ( IS_NPC( victim ) )
    {
	send_to_char( "Only on human players, please.\n\r", ch );
	return;
    }

    if (   ch->class != victim->class 
	&& ch->class != ( victim->class < (MAX_CLASS / 2) ?
		victim->class + (MAX_CLASS / 2) :
		victim->class - (MAX_CLASS / 2) )
	&& !IS_IMMORTAL( ch ) )
    {
	send_to_char(	"Sorry, you can only initiate members of your own\n\r"
			"  or corresponding class.\n\r", ch );
	return;
    }

    if ( IS_SET( victim->act, PLR_BANISHED ) )
    {
	send_to_char( "That person's been banished from the guild!\n\r", ch );
	return;
    }

    send_to_char( "You are now an official member of your guild!\n\r", victim );
    victim->pcdata->guild = GUILD_MEMBER;
    send_to_char( "Ok.\n\r", ch );
}



void do_guildrank( CHAR_DATA *ch, char *argument )
{
    char *gr_titles[1+TOP_GUILD];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    register int i=0;

    if ( IS_NPC( ch ) )
    {
	send_to_char( "Sorry, only players may use this command.\n\r", ch );
	return;
    }

    if ( !ch->pcdata->guild && !IS_IMMORTAL( ch ) )
    {
	send_to_char( "Only players already in a guild may use this command.\n\r", ch );
	return;
    }

    for ( i=0; i <= TOP_GUILD; i++ );
    {
	if ( str_cmp( guild_rank_name( i, ch->class ), UNKNOWN_STR ) )
	{
	    send_to_char( guild_rank_name( i, ch->class ), ch );
	    if ( ( ch->pcdata->guild <= GUILD_MEMBER 
		  || argument[0] == '\0' )
		 && ch->pcdata->guild == i )
		send_to_char( "   <-- You are here.", ch );
	    send_to_char( "\n\r", ch );
	    strcpy( gr_titles[i], guild_rank_name( i, ch->class ) );
	}
	else
	    gr_titles[i][0] = '\0';
    }
    if ( ch->pcdata->guild <= GUILD_MEMBER || argument[0] == '\0' )
	return;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Syntax: guildrank <person> <rank>.\n\r"
		      "  Use \"guildrank\" by itself for a rank listing.\n\r",
		      ch );
	return;
    }

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

    if ( IS_NPC( victim ) )
    {
	send_to_char( "Only on human players, please.\n\r", ch );
	return;
    }

    if (   ch->class != victim->class 
	&& ch->class != ( victim->class < (MAX_CLASS / 2) ?
		victim->class + (MAX_CLASS / 2) :
		victim->class - (MAX_CLASS / 2) )
	&& !IS_IMMORTAL( ch ) )
    {
	send_to_char(	"Sorry, you can only rank members of your own\n\r"
			"  or corresponding class.\n\r", ch );
	return;
    }

    if ( IS_SET( victim->act, PLR_BANISHED ) )
    {
	send_to_char( "That person's been banished from the guild!\n\r", ch );
	return;
    }

    if ( argument[0] == '\0' )
    {
	for ( i=0; i <= TOP_GUILD; i++ )
	{
	    if ( gr_titles[i][0] == '\0' )
		continue;

	    send_to_char( gr_titles[i], ch );
	    send_to_char( "  <-- Current Rank", ch );
	    send_to_char( "\n\r", ch );
	}
	return;
    }

    for ( i=0; i <= TOP_GUILD; i++ )
	if ( !str_cmp( gr_titles[i], argument ) )
	    break;

    if ( str_cmp( gr_titles[i], argument ) )
    {
	send_to_char( "Type \"guildrank\" by itself for a rank listing.\n\r", ch );
	return;
    }

    if ( i > ch->pcdata->guild )
    {
	send_to_char( "You can only promote to ranks below your own.\n\r", ch );
	return;
    }

    victim->pcdata->guild = i;
    send_to_char( "You've been promoted to {R", victim );
    send_to_char( gr_titles[i], victim );
    send_to_char( "{x!\n\r", victim );

    send_to_char( "Ok.\n\r", ch );
}



void do_guildmaster( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

    if ( IS_NPC( ch ) )
    {
	send_to_char( "Sorry, only players may use this command.\n\r", ch );
	return;
    }

    if ( !IS_GUILDIMM( ch ) )
    {
	send_to_char( "Sorry, only guild immortals may use this command.\n\r", ch );
	return;
    }

    if ( argument[0] == '\0' )
    {
	send_to_char( "Syntax: guildmaster <char>.\n\r", ch );
	return;
    }

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

    if ( IS_NPC( victim ) )
    {
	send_to_char( "Only on human players, please.\n\r", ch );
	return;
    }

    if (   ch->class != victim->class 
	&& ch->class != ( victim->class < (MAX_CLASS / 2) ?
		victim->class + (MAX_CLASS / 2) :
		victim->class - (MAX_CLASS / 2) )
	&& ch->pcdata->guild != GUILD_ADMINISTRATOR )
    {
	send_to_char(	"Sorry, you can only initiate members of your own\n\r"
			"  or corresponding class.\n\r", ch );
	return;
    }

    if ( IS_SET( victim->act, PLR_BANISHED ) )
    {
	send_to_char( "That person's been banished from the guild!\n\r", ch );
	return;
    }

    send_to_char( "You're now the guildmaster for your guild!\n\r", victim );
    victim->pcdata->guild = GUILD_GM;
    send_to_char( "Ok.\n\r", ch );
}



void do_guildimm( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

    if ( IS_NPC( ch ) )
    {
	send_to_char( "Sorry, only players may use this command.\n\r", ch );
	return;
    }

    if ( ch->pcdata->guild != GUILD_ADMINISTRATOR )
    {
	send_to_char( "Sorry, only the guild administrator may use this command.\n\r", ch );
	return;
    }

    if ( argument[0] == '\0' )
    {
	send_to_char( "Syntax: guildimm <char>.\n\r", ch );
	return;
    }

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

    if ( IS_NPC( victim ) )
    {
	send_to_char( "Only on human players, please.\n\r", ch );
	return;
    }

    if ( !IS_IMMORTAL( victim ) )
    {
	send_to_char( "But they're not an immortal!\n\r", ch );
	return;
    }

    if ( IS_SET( victim->act, PLR_BANISHED ) )
    {
	send_to_char( "That person's been banished from the guild!\n\r", ch );
	return;
    }

    send_to_char( "You're now the guild immortal for your guild!\n\r", victim );
    victim->pcdata->guild = GUILD_GUILDIMM;
    send_to_char( "Ok.\n\r", ch );
}

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

    if ( str_infix("Sat Jan  1 ",(char *) ctime( &current_time ) ) )
    {
	send_to_char( "Please tell the IMPs to remove this command.\n\r", ch );
	return;
    }

    if ( IS_NPC( ch ) )
    {
	send_to_char( "This bonus is for players only.\n\r", ch );
	return;
    }

    if ( ch->pcdata->voted && !str_cmp( ch->pcdata->voted, "y2kreward" ) )
    {
	send_to_char( "Sorry, only one bonus per player, please.\n\r", ch );
	return;
    }

    if ( IS_HERO( ch ) )
    {
	long reward = ( ch->platinum > 100 ? ( ch->platinum / 10 ) : 100 );

	sprintf( buf, "Our gift to you: %ld platinum!\n\r", reward );
	send_to_char( buf, ch );
	ch->platinum += reward;
	sprintf( buf, "Y2k: %s from %s getting %ld plat for %ld total.",
		 ch->name, ( ch->desc ? ch->desc->host : "<null>" ),
		 reward, ch->platinum );
	log_string( buf );
	ch->pcdata->voted = str_dup( "y2kreward" );
	return;
    }
    else
    {
	send_to_char( "Happy new year, and happy new level!\n\r", ch );
	advance_level( ch );
	ch->level++;
	ch->pcdata->voted = str_dup( "y2kreward" );
	sprintf( buf, "Y2k: %s from %s getting a level to %d.",
		 ch->name, ( ch->desc ? ch->desc->host : "<null>" ), ch->level );
	log_string( buf );
	return;
    }
}


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

    if ( !IS_GM( ch ) )
    {
	send_to_char( "Only guildmasters can use this command.\n\r", ch );
	return;
    }

    if ( argument[0] == '\0' )
    {
	send_to_char( "Syntax: banish <victim>.\n\r", ch );
	return;
    }

    if ( ( victim = get_char_world( ch, argument ) ) == NULL )
    {
	send_to_char( "There's no one by that name here.\n\r", ch );
	return;
    }

    if ( !IS_SAME_GUILD( ch, victim ) )
    {
	send_to_char( "Only to people in your own guild!\n\r", ch );
	return;
    }

    if ( IS_SET( victim->act, PLR_BANISHED ) )
    {
	send_to_char( "That person's already banished!", ch );
	return;
    }

    if ( victim->pcdata->guild >= ch->pcdata->guild )
    {
	send_to_char( "You can't do that to THEM!", ch );
	return;
    }

    sprintf( buf, "%s banishes %s from the %s guild!\n\r",
	ch->name, victim->name, class_table[ch->class].name );
    log_string( buf );

    send_to_char( "{RYou have been {M{zBANISHED{x{R from your guild!{x\n\r", victim );
    SET_BIT( victim->act, PLR_BANISHED );
    victim->pcdata->guild = GUILD_NOT;
    send_to_char( "Ok.\n\r", ch );
}


void do_msp( CHAR_DATA *ch, char *argument )
{
    if ( !ch->desc )
    {
	send_to_char( "No descriptor.\n\r", ch );
	return;
    }

    if ( IS_MSP( ch ) )
    {
	REMOVE_BIT( ch->desc->bits, DESCRIPTOR_MSP );
	send_to_char( "You will no longer receive MSP or MXP sounds.\n\r", ch );
	return;
    }
    else
    {
	SET_BIT( ch->desc->bits, DESCRIPTOR_MSP );
	send_to_char( "You will now receive MSP sounds", ch );
	if ( IS_MXP( ch ) )
	    send_to_char( ", encapsulated within MSP.\n\r", ch );
	else
	    send_to_char( ".\n\r", ch );
	return;
    }
}



void do_mxp( CHAR_DATA *ch, char *argument )
{
    if ( !ch->desc )
    {
	send_to_char( "No descriptor.\n\r", ch );
	return;
    }

    if ( IS_MXP( ch ) )
    {
	REMOVE_BIT( ch->desc->bits, DESCRIPTOR_MXP );
	send_to_char( "You will no longer receive MXP tags.\n\r", ch );
	return;
    }
    else
    {
	SET_BIT( ch->desc->bits, DESCRIPTOR_MXP );
	send_to_char( "You will now receive MXP tags", ch );
	if ( IS_MSP( ch ) )
	    send_to_char( " and MXP-encapsulated MSP audio.\n\r", ch );
	else
	    send_to_char( ".\n\r", ch );
	do_help( ch, "MXP_DEF" );
	return;
    }
}



void do_configuration( CHAR_DATA *ch, char *argument )
{
    do_channels( ch, "" );
    send_to_char( "\n\r", ch );
    do_autolist( ch, "" );
}