/***************************************************************************
 *  file: act_wiz.c , Implementation of commands.          Part of DIKUMUD *
 *  Usage : Wizard Commands.                                               *
 *  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
 *                                                                         *
 *  Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse  *
 *  Performance optimization and bug fixes by MERC Industries.             *
 *  You can use our stuff in any way you like whatsoever so long as this   *
 *  copyright notice remains intact.  If you like it please drop a line    *
 *  to mec@garnet.berkeley.edu.                                            *
 *                                                                         *
 *  This is free software and you are benefitting.  We hope that you       *
 *  share your changes too.  What goes around, comes around.               *
 ***************************************************************************/

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <time.h>

#include "structs.h"
#include "mob.h"
#include "obj.h"
#include "utils.h"
#include "interp.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "limits.h"

/*   external vars  */

extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern struct int_app_type int_app[26];
extern struct wis_app_type wis_app[26];
extern struct ban_t *ban_list;

/* external functs */

void set_title(struct char_data *ch);
int str_cmp(char *arg1, char *arg2);
struct time_info_data age(struct char_data *ch);
void sprinttype(int type, char *names[], char *result);
void sprintbit(long vektor, char *names[], char *result);
int mana_limit(struct char_data *ch);
int hit_limit(struct char_data *ch);
int move_limit(struct char_data *ch);
int mana_gain(struct char_data *ch);
int hit_gain(struct char_data *ch);
int move_gain(struct char_data *ch);

void do_disconnect(struct char_data *ch,  char *argument, int cmd)
{
    char arg[MAX_STRING_LENGTH];
    char buf[MAX_STRING_LENGTH];
    struct descriptor_data *d;
    int sdesc;

    if (IS_NPC(ch))
	    return;

    one_argument(argument, arg);
    sdesc=atoi(arg);
    if(arg==0){
	    send_to_char("Illegal descriptor number.\n\r",ch);
	    send_to_char("Usage: release <#>\n\r",ch);
	    return;
      }
    for(d=descriptor_list;d;d=d->next){
	    if (d->descriptor==sdesc){
		    close_socket(d);
		    sprintf(buf,"Closing socket to descriptor #%d\n\r",sdesc);
		    send_to_char(buf,ch);
		    return;
	  }
      }
    send_to_char("Descriptor not found!\n\r",ch);
}

void do_pardon(struct char_data *ch, char *argument, int cmd)
{
    char person[MAX_INPUT_LENGTH];
    char flag[MAX_INPUT_LENGTH];
    struct char_data *victim;

    if (IS_NPC(ch))
	return;

    half_chop(argument, person, flag);

    if (!*person)
    {
	send_to_char("Pardon whom?\n\r", ch);
    }
    else
    {
	if (!(victim = get_char(person)))
	    send_to_char("They aren't here.\n\r", ch);
    else
      {
    if (IS_NPC(victim)) {
      send_to_char("Can't pardon NPCs.\n\r",ch);
      return;
    }
    if (!str_cmp("thief", flag)) {
      if (IS_SET(victim->specials.affected_by, AFF_THIEF)){
	send_to_char("Thief flag removed.\n\r",ch);
	REMOVE_BIT(victim->specials.affected_by,
	       AFF_THIEF);
	send_to_char(
		"A nice god has pardoned you of your thievery.\n\r", victim);
      } else {
	return;
      }
    }
    if (!str_cmp("killer", flag)) {
      if (IS_SET(victim->specials.affected_by, AFF_KILLER)) {
	send_to_char("Killer flag removed.\n\r",ch);
	REMOVE_BIT(victim->specials.affected_by,
	       AFF_KILLER);
	send_to_char(
	"A nice god has pardoned you of your murdering.\n\r", victim);
      } else {
	return;
      }
    } else
      {
	send_to_char("No flag specified!.\n\r",ch);
	return;
      }         
    send_to_char("Done.\n\r",ch);
    sprintf(log_buf,"%s pardons %s for %s.",
	GET_NAME(ch), GET_NAME(victim), flag);
    log(log_buf);
      }
    }
}



void do_emote(struct char_data *ch, char *argument, int cmd)
{
    int i;
    char buf[MAX_STRING_LENGTH];

    if (IS_SET(ch->specials.act, PLR_NOEMOTE))
    {
	send_to_char("You can't show your emotions!!\n\r", ch);
	return;
    }

    for (i = 0; *(argument + i) == ' '; i++);

    if (!*(argument + i))
	send_to_char("Yes.. But what?\n\r", ch);
    else
    {
	sprintf(buf,"$n %s", argument + i);
	act(buf,FALSE,ch,0,0,TO_ROOM);
	send_to_char("Ok.\n\r", ch);
    }
}



void do_echo(struct char_data *ch, char *argument, int cmd)
{
    int i;
    char buf[MAX_STRING_LENGTH];
    struct descriptor_data *point;
    
    if (IS_NPC(ch))
	return;

    for (i = 0; *(argument + i) == ' '; i++);

    if (!*(argument + i))
	send_to_char("That must be a mistake...\n\r", ch);
    else
    {
	sprintf(buf,"\n\r%s\n\r", argument + i);
	for (point=descriptor_list; point; point = point->next)
	  if (!point->connected)
	    act(buf, 0, ch, 0, point->character, TO_VICT);
	send_to_char("Ok.\n\r", ch);
    }
}



void do_trans(struct char_data *ch, char *argument, int cmd)
{
    struct descriptor_data *i;
    struct char_data *victim;
    char buf[100];
    short target;

    if (IS_NPC(ch))
	return;

    one_argument(argument,buf);
    if (!*buf)
	send_to_char("Whom do you wich to transfer?\n\r",ch);
    else if (str_cmp("all", buf)) {
	if (!(victim = get_char_vis(ch,buf)))
	    send_to_char("No-one by that name around.\n\r",ch);
	else {
	    act("$n disappears in a mushroom cloud.",
		FALSE, victim, 0, 0, TO_ROOM);
	    target = ch->in_room;
	    char_from_room(victim);
	    char_to_room(victim,target);
	    act("$n arrives from a puff of smoke.",
		FALSE, victim, 0, 0, TO_ROOM);
	    act("$n has transferred you!",FALSE,ch,0,victim,TO_VICT);
	    do_look(victim,"",15);
	    send_to_char("Ok.\n\r",ch);
	}
    } else { /* Trans All */
    for (i = descriptor_list; i; i = i->next)
	    if (i->character != ch && !i->connected) {
		victim = i->character;
		act("$n disappears in a mushroom cloud.",
		    FALSE, victim, 0, 0, TO_ROOM);
		target = ch->in_room;
		char_from_room(victim);
		char_to_room(victim,target);
		act("$n arrives from a puff of smoke.",
		    FALSE, victim, 0, 0, TO_ROOM);
		act("$n has transferred you!",FALSE,ch,0,victim,TO_VICT);
		do_look(victim,"",15);
	    }

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



void do_at(struct char_data *ch, char *argument, int cmd)
{
    char command[MAX_INPUT_LENGTH], loc_str[MAX_INPUT_LENGTH];
    int loc_nr, location, original_loc;
    struct char_data *target_mob;
    struct obj_data *target_obj;
    extern int top_of_world;
    
    if (IS_NPC(ch))
	return;

    half_chop(argument, loc_str, command);
    if (!*loc_str)
    {
	send_to_char("You must supply a room number or a name.\n\r", ch);
	return;
    }

    
    if (isdigit(*loc_str))
    {
	loc_nr = atoi(loc_str);
	for (location = 0; location <= top_of_world; location++)
	    if (world[location].number == loc_nr)
		break;
	    else if (location == top_of_world)
	    {
		send_to_char("No room exists with that number.\n\r", ch);
		return;
	    }
    }
    else if ( ( target_mob = get_char_vis(ch, loc_str) ) != NULL )
	location = target_mob->in_room;
    else if ( ( target_obj = get_obj_vis(ch, loc_str) ) != NULL )
	if (target_obj->in_room != NOWHERE)
	    location = target_obj->in_room;
	else
	{
	    send_to_char("The object is not available.\n\r", ch);
	    return;
	}
    else
    {
	send_to_char("No such creature or object around.\n\r", ch);
	return;
    }

    /* a location has been found. */

    original_loc = ch->in_room;
    char_from_room(ch);
    char_to_room(ch, location);
    command_interpreter(ch, command);

    /* check if the guy's still there */
    for (target_mob = world[location].people; target_mob; target_mob =
	target_mob->next_in_room)
	if (ch == target_mob)
	{
	    char_from_room(ch);
	    char_to_room(ch, original_loc);
	}
}



void do_goto(struct char_data *ch, char *argument, int cmd)
{
    char buf[MAX_INPUT_LENGTH];
    int loc_nr, location, i;
    struct char_data *target_mob, *pers;
    struct obj_data *target_obj;
    extern int top_of_world;

    void do_look(struct char_data *ch, char *argument, int cmd);

    if (IS_NPC(ch))
	return;
    
    one_argument(argument, buf);
    if (!*buf)
    {
	send_to_char("You must supply a room number or a name.\n\r", ch);
	return;
    }

    
    if (isdigit(*buf))
    {
	loc_nr = atoi(buf);
	for (location = 0; location <= top_of_world; location++)
	    if (world[location].number == loc_nr)
		break;
	    else if (location == top_of_world)
	    {
		send_to_char("No room exists with that number.\n\r", ch);
		return;
	    }
    }
    else if ( ( target_mob = get_char_vis(ch, buf) ) != NULL )
	location = target_mob->in_room;
    else if ( ( target_obj = get_obj_vis(ch, buf) ) != NULL )
	if (target_obj->in_room != NOWHERE)
	    location = target_obj->in_room;
	else
	{
	    send_to_char("The object is not available.\n\r", ch);
	    return;
	}
    else
    {
	send_to_char("No such creature or object around.\n\r", ch);
	return;
    }

    /* a location has been found. */

    if ((IS_SET(world[location].room_flags, PRIVATE)) && (GET_LEVEL(ch) != 35))
    {
	for (i = 0, pers = world[location].people; pers; pers =
	    pers->next_in_room, i++);
	if (i > 1)
	{
	    send_to_char(
		"There's a private conversation going on in that room.\n\r", ch);
	    return;
	}
    }

    if (!ch->specials.wizInvis)
      act("$n disappears in a puff of smoke.", FALSE, ch, 0, 0, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch, location);
    if (!ch->specials.wizInvis)
      act("$n appears with an ear-splitting bang.", FALSE, ch, 0,0,TO_ROOM);
    do_look(ch, "",15);
}



void do_stat(struct char_data *ch, char *argument, int cmd)
{
    extern char *spells[];
    struct affected_type *aff;
    char arg1[MAX_STRING_LENGTH];
    char buf[MAX_STRING_LENGTH];
    char buf2[MAX_STRING_LENGTH];
    struct room_data *rm=0;
    struct char_data *k=0;
    struct obj_data  *j=0;
    struct obj_data  *j2=0;
    struct extra_descr_data *desc;
    struct follow_type *fol;
    int i, virtual;
    int i2;
    bool found;

    /* for objects */
    extern char *item_types[];
    extern char *wear_bits[];
    extern char *extra_bits[];
    extern char *drinks[];

    /* for rooms */
    extern char *dirs[];
    extern char *room_bits[];
    extern char *exit_bits[];
    extern char *sector_types[];

    /* for chars */
    extern char *equipment_types[];
    extern char *affected_bits[];
    extern char *apply_types[];
    extern char *pc_class_types[];
    extern char *npc_class_types[];
    extern char *action_bits[];
    extern char *player_bits[];
    extern char *position_types[];
    extern char *connected_types[];

    if (IS_NPC(ch))
	return;

    argument = one_argument(argument, arg1);

    /* no argument */
    if (!*arg1) {
	send_to_char("Stats on who or what?\n\r",ch);
	return;
    } else {
	/* stats on room */
	if (!str_cmp("room", arg1)) {
	    rm = &world[ch->in_room];
	    sprintf(buf,
	    "Room name: %s, Of zone : %d. V-Number : %d, R-number : %d\n\r",
		rm->name, rm->zone, rm->number, ch->in_room);
	    send_to_char(buf, ch);

	    sprinttype(rm->sector_type,sector_types,buf2);
	    sprintf(buf, "Sector type : %s", buf2);
	    send_to_char(buf, ch);
	    
	    strcpy(buf,"Special procedure : ");
	    strcat(buf,(rm->funct) ? "Exists\n\r" : "No\n\r");
	    send_to_char(buf, ch);

	    send_to_char("Room flags: ", ch);
	    sprintbit((long) rm->room_flags,room_bits,buf);
	    strcat(buf,"\n\r");
	    send_to_char(buf,ch);

	    send_to_char("Description:\n\r", ch);
	    send_to_char(rm->description, ch);
	    
	    strcpy(buf, "Extra description keywords(s): ");
	    if(rm->ex_description) {
		strcat(buf, "\n\r");
		for (desc = rm->ex_description; desc; desc = desc->next) {
		    strcat(buf, desc->keyword);
		    strcat(buf, "\n\r");
		}
		strcat(buf, "\n\r");
		send_to_char(buf, ch);
	    } else {
		strcat(buf, "None\n\r");
		send_to_char(buf, ch);
	    }

	    strcpy(buf, "------- Chars present -------\n\r");
	    for (k = rm->people; k; k = k->next_in_room)
	    {
	      if(CAN_SEE(ch,k)){
		strcat(buf, GET_NAME(k));
		strcat(buf,
		    (!IS_NPC(k) ? "(PC)\n\r" : (!IS_MOB(k) ? "(NPC)\n\r"
		    : "(MOB)\n\r")));
	      }
	    }
	    strcat(buf, "\n\r");
	    send_to_char(buf, ch);

	    strcpy(buf, "--------- Contents ---------\n\r");
	    for (j = rm->contents; j; j = j->next_content)
	    {
	      if(CAN_SEE_OBJ(ch,j))
		{
		  strcat(buf, j->name);
		  strcat(buf, "\n\r");
		}
	    }
	    strcat(buf, "\n\r");
	    send_to_char(buf, ch);
	
	    send_to_char("------- Exits defined -------\n\r", ch);
	    for (i = 0; i <= 5; i++) {
		if (rm->dir_option[i]) {
		    sprintf(buf,"Direction %s . Keyword : %s\n\r",
			    dirs[i], rm->dir_option[i]->keyword);
		    send_to_char(buf, ch);
		    strcpy(buf, "Description:\n\r  ");
		    if(rm->dir_option[i]->general_description)
		    strcat(buf, rm->dir_option[i]->general_description);
		    else
			strcat(buf,"UNDEFINED\n\r");
		    send_to_char(buf, ch);
		    sprintbit(rm->dir_option[i]->exit_info,exit_bits,buf2);
		    sprintf(buf,
		"Exit flag: %s \n\rKey no: %d\n\rTo room (V-Number): %d\n\r",
			    buf2, rm->dir_option[i]->key,
			    world[rm->dir_option[i]->to_room].number);
		    send_to_char(buf, ch);
		}
	    }
	    return;
	}

	/* stat on object */
	if ( ( j = get_obj_vis(ch, arg1) ) != NULL ) {
	    virtual = (j->item_number >= 0) ?
			obj_index[j->item_number].virtual : 0;
	    sprintf(buf,
	    "Object name: [%s], R-number: [%d], V-number: [%d] Item type: ",
	       j->name, j->item_number, virtual);
	    sprinttype(GET_ITEM_TYPE(j),item_types,buf2);
	    strcat(buf,buf2); strcat(buf,"\n\r");
	    send_to_char(buf, ch);
	    sprintf(buf,
		"Short description: %s\n\rLong description:\n\r%s\n\r",
		((j->short_description) ? j->short_description : "None"),
		((j->description) ? j->description : "None") );
	    send_to_char(buf, ch);
	    if(j->ex_description){
		strcpy(buf, "Extra description keyword(s):\n\r----------\n\r");
		for (desc = j->ex_description; desc; desc = desc->next) {
		    strcat(buf, desc->keyword);
		    strcat(buf, "\n\r");
		}
		strcat(buf, "----------\n\r");
		send_to_char(buf, ch);
	    } else {
		strcpy(buf,"Extra description keyword(s): None\n\r");
		send_to_char(buf, ch);
	    }

	    send_to_char("Can be worn on :", ch);
	    sprintbit(j->obj_flags.wear_flags,wear_bits,buf);
	    strcat(buf,"\n\r");
	    send_to_char(buf, ch);

	    send_to_char("Set char bits  :", ch);
	    sprintbit(j->obj_flags.bitvector,affected_bits,buf);
	    strcat(buf,"\n\r");
	    send_to_char(buf, ch);

	    send_to_char("Extra flags: ", ch);
	    sprintbit(j->obj_flags.extra_flags,extra_bits,buf);
	    strcat(buf,"\n\r");
	    send_to_char(buf,ch);

	    sprintf( buf,
	    "Weight: %d, Value: %d, Cost/day: %d, Timer: %d, Eq Level: %d\n\r",
		   j->obj_flags.weight,j->obj_flags.cost,
		   j->obj_flags.cost_per_day,  j->obj_flags.timer,
		   j->obj_flags.eq_level
		   );
	    send_to_char(buf, ch);

	    strcpy(buf,"In room: ");
	    if (j->in_room == NOWHERE)
		strcat(buf,"Nowhere");
	    else {
		sprintf(buf2,"%d",world[j->in_room].number);
		strcat(buf,buf2);
	    }
	    strcat(buf,", In object: ");
	    strcat(buf, (!j->in_obj ? "None" : fname(j->in_obj->name)));
	    strcat(buf,", Carried by: ");
	    strcat(buf, (!j->carried_by) ? "Nobody" : GET_NAME(j->carried_by));
	    strcat(buf,"\n\r");
	    send_to_char(buf, ch);

	    switch (j->obj_flags.type_flag) {
		case ITEM_LIGHT : 
		    sprintf(buf,
			"Colour : [%d]\n\rType : [%d]\n\rHours : [%d]",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[2]);
		    break;
		case ITEM_SCROLL : 
		    sprintf(buf, "Spells : %d, %d, %d, %d",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[2],
			j->obj_flags.value[3] );
		    break;
		case ITEM_WAND : 
		    sprintf(buf, "Spell : %d\n\rMana : %d",
			j->obj_flags.value[0],
			j->obj_flags.value[1]);
		    break;
		case ITEM_STAFF : 
		    sprintf(buf, "Spell : %d\n\rMana : %d",
			j->obj_flags.value[0],
			j->obj_flags.value[1]);
		    break;
		case ITEM_WEAPON :
		    sprintf(buf, "Tohit : %d\n\rTodam : %dD%d\n\rType : %d",
			j->obj_flags.value[0],
		    j->obj_flags.value[1],
		    j->obj_flags.value[2],
		    j->obj_flags.value[3]);
		    break;
		case ITEM_FIREWEAPON : 
		    sprintf(buf, "Tohit : %d\n\rTodam : %dD%d\n\rType : %d",
			j->obj_flags.value[0],
		    j->obj_flags.value[1],
		    j->obj_flags.value[2],
		    j->obj_flags.value[3]);
		    break;
		case ITEM_MISSILE : 
		    sprintf(buf, "Tohit : %d\n\rTodam : %d\n\rType : %d",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[3]);
		    break;
		case ITEM_ARMOR :
		    sprintf(buf, "AC-apply : [%d]",
			j->obj_flags.value[0]);
		    break;
		case ITEM_POTION : 
		    sprintf(buf, "Spells : %d, %d, %d, %d",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[2],
			j->obj_flags.value[3]); 
		    break;
		case ITEM_TRAP :
		    sprintf(buf, "Spell : %d\n\r- Hitpoints : %d",
			j->obj_flags.value[0],
			j->obj_flags.value[1]);
		    break;
		case ITEM_CONTAINER :
		    sprintf(buf,
			"Max-contains : %d\n\rLocktype : %d\n\rCorpse : %s",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[3]?"Yes":"No");
		    break;
		case ITEM_DRINKCON :
		    sprinttype(j->obj_flags.value[2],drinks,buf2);
		    sprintf(buf,
	"Max-contains : %d\n\rContains : %d\n\rPoisoned : %d\n\rLiquid : %s",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[3],
			buf2);
		    break;
		case ITEM_NOTE :
		    sprintf(buf, "Tounge : %d",
			j->obj_flags.value[0]);
		    break;
		case ITEM_KEY :
		    sprintf(buf, "Keytype : %d",
			j->obj_flags.value[0]);
		    break;
		case ITEM_FOOD :
		    sprintf(buf, "Makes full : %d\n\rPoisoned : %d",
			j->obj_flags.value[0],
			j->obj_flags.value[3]);
		    break;
		default :
		    sprintf(buf,"Values 0-3 : [%d] [%d] [%d] [%d]",
			j->obj_flags.value[0],
			j->obj_flags.value[1],
			j->obj_flags.value[2],
			j->obj_flags.value[3]);
		    break;
	    }
	    send_to_char(buf, ch);

	    strcpy(buf,"\n\rEquipment Status: ");
	    if (!j->carried_by)
		strcat(buf,"NONE");
	    else {
		found = FALSE;
		for (i=0;i < MAX_WEAR;i++) {
		    if (j->carried_by->equipment[i] == j) {
			sprinttype(i,equipment_types,buf2);
			strcat(buf,buf2);
			found = TRUE;
		    }
		}
		if (!found)
		    strcat(buf,"Inventory");
	    }
	    send_to_char(buf, ch);

	    strcpy(buf, "\n\rSpecial procedure : ");
	    if (j->item_number >= 0)
		strcat(buf,
		(obj_index[j->item_number].func ? "exists\n\r" : "No\n\r"));
	    else
		strcat(buf, "No\n\r");
	    send_to_char(buf, ch);

	    strcpy(buf, "Contains :\n\r");
	    found = FALSE;
	    for(j2=j->contains;j2;j2 = j2->next_content) {
		strcat(buf,fname(j2->name));
		strcat(buf,"\n\r");
		found = TRUE;
	    }
	    if (!found)
		strcpy(buf,"Contains : Nothing\n\r");
	    send_to_char(buf, ch);

	    send_to_char("Can affect char :\n\r", ch);
	    for (i=0;i<MAX_OBJ_AFFECT;i++) {
		sprinttype(j->affected[i].location,apply_types,buf2);
		sprintf(buf,
		"    Affects : %s By %d\n\r", buf2,j->affected[i].modifier);
		send_to_char(buf, ch);
	    }           
	    return;
	}

	/* mobile in world */
	if ( ( k = get_char_vis(ch, arg1) ) != NULL ) {

	    switch(k->player.sex) {
		case SEX_NEUTRAL : 
		    strcpy(buf,"NEUTRAL-SEX"); 
		    break;
		case SEX_MALE :
		    strcpy(buf,"MALE");
		    break;
		case SEX_FEMALE :
		    strcpy(buf,"FEMALE");
		    break;
		default : 
		    strcpy(buf,"ILLEGAL-SEX!!");
		    break;
	    }

	    sprintf(buf2, " %s - Name : %s [R-Number%d], In room [%d]\n\r",
	       (!IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB")),
		    GET_NAME(k), k->nr, world[k->in_room].number);
	    strcat(buf, buf2);
	    send_to_char(buf, ch);
	    if (IS_MOB(k)) {
		sprintf(buf, "V-Number [%d]\n\r", mob_index[k->nr].virtual);
		send_to_char(buf, ch);
	    }

	    strcpy(buf,"Short description: ");
	    strcat(buf,
		(k->player.short_descr ? k->player.short_descr : "None"));
	    strcat(buf,"\n\r");
	    send_to_char(buf,ch);

	    strcpy(buf,"Title: ");
	    strcat(buf, (k->player.title ? k->player.title : "None"));
	    strcat(buf,"\n\r");
	    send_to_char(buf,ch);

	    send_to_char("Long description: ", ch);
	    if (k->player.long_descr)
		send_to_char(k->player.long_descr, ch);
	    else
		send_to_char("None", ch);
	    send_to_char("\n\r", ch);

	    if (IS_NPC(k)) {
		strcpy(buf,"Monster Class: ");
		sprinttype(k->player.class,npc_class_types,buf2);
	    } else {
		strcpy(buf,"Class: ");
		sprinttype(k->player.class,pc_class_types,buf2);
	    }
	    strcat(buf, buf2);

	    sprintf(buf2,"   Level [%d] Alignment[%d]\n\r",k->player.level,
			  k->specials.alignment);
	    strcat(buf, buf2);
	    send_to_char(buf, ch);

	    sprintf(buf,
		"Birth : [%ld]secs, Logon[%ld]secs, Played[%d]secs\n\r", 
		k->player.time.birth,
		k->player.time.logon,
		k->player.time.played);

	    send_to_char(buf, ch);

	    sprintf(buf,
		"Age: [%d] Years,  [%d] Months,  [%d] Days,  [%d] Hours\n\r",
		age(k).year, age(k).month, age(k).day, age(k).hours);
	    send_to_char(buf,ch);

	    sprintf(buf,
		"Height [%d]cm  Weight [%d]pounds \n\r",
		GET_HEIGHT(k), GET_WEIGHT(k));
	    send_to_char(buf,ch);

	    sprintf(buf,
	    "Hometown[%d], Speaks[%d/%d/%d], (STL[%d]/per[%d]/NSTL[%d])\n\r",
		k->player.hometown,
		k->player.talks[0],
		k->player.talks[1],
		k->player.talks[2],
		k->specials.practices,
		int_app[GET_INT(k)].learn,
		wis_app[GET_WIS(k)].bonus);
	    send_to_char(buf, ch);

	    sprintf(buf,
	    "Str:[%d]  Int:[%d]  Wis:[%d]  Dex:[%d]  Con:[%d]\n\r",
		GET_STR(k),
		GET_INT(k),
		GET_WIS(k),
		GET_DEX(k),
		GET_CON(k) );
	    send_to_char(buf,ch);

	    sprintf(buf,
	    "Mana p.:[%d/%d+%d]  Hit p.:[%d/%d+%d]  Move p.:[%d/%d+%d]\n\r",
		GET_MANA(k),mana_limit(k),mana_gain(k),
		GET_HIT(k),hit_limit(k),hit_gain(k),
		GET_MOVE(k),move_limit(k),move_gain(k) );
	    send_to_char(buf,ch);

	    sprintf(buf,
	"AC:[%d], Coins: [%d], Exp: [%d], Hitroll: [%d], Damroll: [%d]\n\r",
		GET_AC(k),
		GET_GOLD(k),
		GET_EXP(k),
		k->points.hitroll,
		k->points.damroll );
	    send_to_char(buf,ch);

	    sprinttype(GET_POS(k),position_types,buf2);
	    sprintf(buf,"Position: %s, Fighting: %s",buf2,
		    ((k->specials.fighting) ? GET_NAME(k->specials.fighting)
		    : "Nobody") );
	    if (k->desc) {
		sprinttype(k->desc->connected,connected_types,buf2);
		strcat(buf,", Connected: ");
		strcat(buf,buf2);
	    }
	    strcat(buf,"\n\r");
	    send_to_char(buf, ch);

	    strcpy(buf,"Default position: ");
	    sprinttype((k->specials.default_pos),position_types,buf2);
	    strcat(buf, buf2);
	    if (IS_NPC(k))
	    {
		strcat(buf,",NPC flags: ");
		sprintbit(k->specials.act,action_bits,buf2);
	    }
	    else
	    {
		strcat(buf,",PC flags: ");
		sprintbit(k->specials.act,player_bits,buf2);
	    }

	    strcat(buf, buf2);

	    sprintf(buf2,",Timer [%d] \n\r", k->specials.timer);
	    strcat(buf, buf2);
	    send_to_char(buf, ch);

	    if (IS_MOB(k)) {
		strcpy(buf, "\n\rMobile Special procedure : ");
		strcat(buf,
			(mob_index[k->nr].func ? "Exists\n\r" : "None\n\r"));
		send_to_char(buf, ch);
	    }

	    if (IS_NPC(k)) {
		sprintf(buf, "NPC Bare Hand Damage %dd%d.\n\r",
		    k->specials.damnodice, k->specials.damsizedice);
		send_to_char(buf, ch);
	    }

	    sprintf(buf,"Carried weight: %d   Carried items: %d\n\r",
		IS_CARRYING_W(k),
		IS_CARRYING_N(k) );
	    send_to_char(buf,ch);

	    for(i=0,j=k->carrying;j;j=j->next_content,i++);
	    sprintf(buf,"Items in inventory: %d, ",i);

	    for(i=0,i2=0;i<MAX_WEAR;i++)
		if (k->equipment[i]) i2++;
	    sprintf(buf2,"Items in equipment: %d\n\r", i2);
	    strcat(buf,buf2);
	    send_to_char(buf, ch);

	    sprintf(buf,"Apply saving throws: [%d] [%d] [%d] [%d] [%d]\n\r",
		    k->specials.apply_saving_throw[0],
		    k->specials.apply_saving_throw[1],
		    k->specials.apply_saving_throw[2],
		    k->specials.apply_saving_throw[3],
		    k->specials.apply_saving_throw[4]);
	    send_to_char(buf, ch);

	    sprintf(buf, "Thirst: %d, Hunger: %d, Drunk: %d\n\r",
		    k->specials.conditions[THIRST],
		    k->specials.conditions[FULL],
		    k->specials.conditions[DRUNK]);
	    send_to_char(buf, ch);

	    sprintf(buf, "Master is '%s'\n\r",
		((k->master) ? GET_NAME(k->master) : "NOBODY"));
	    send_to_char(buf, ch);
	    send_to_char("Followers are:\n\r", ch);
	    for(fol=k->followers; fol; fol = fol->next)
		act("    $N", FALSE, ch, 0, fol->follower, TO_CHAR);

	    /* Showing the bitvector */
	    sprintbit(k->specials.affected_by,affected_bits,buf);
	    send_to_char("Affected by: ", ch);
	    strcat(buf,"\n\r");
	    send_to_char(buf, ch);

	    /* Routine to show what spells a char is affected by */
	    if (k->affected) {
		send_to_char("\n\rAffecting Spells:\n\r--------------\n\r",
		    ch);
		for(aff = k->affected; aff; aff = aff->next) {
		    sprintf(buf,
			"Spell : '%s'\n\r",spells[(int) aff->type-1]);
		    send_to_char(buf, ch);
		    sprintf(buf,"     Modifies %s by %d points\n\r",
			apply_types[(int) aff->location], aff->modifier);
		    send_to_char(buf, ch);
		    sprintf(buf,"     Expires in %3d hours, Bits set ",
			aff->duration);
		    send_to_char(buf, ch);
		    sprintbit(aff->bitvector,affected_bits,buf);
		    strcat(buf,"\n\r");
		    send_to_char(buf, ch);
		}
	    }
	    sprintf(buf,
		"WizInvis :  %s\n\r",((k->specials.wizInvis) ? "ON" : "OFF"));
	    send_to_char(buf,ch);
	    sprintf(buf,
	   	 "Holylite :  %s\n\r",((k->specials.holyLite) ? "ON" : "OFF"));
	    send_to_char(buf,ch);
	    
	    return;
	} else {
	    send_to_char(
	    "No mobile or object by that name in the world\n\r", ch);
	}
    }
}



void do_shutdow(struct char_data *ch, char *argument, int cmd)
{
    send_to_char("If you want to shut something down - say so!\n\r", ch);
}



void do_shutdown(struct char_data *ch, char *argument, int cmd)
{
    extern int shutdown;
    char buf[MAX_INPUT_LENGTH];
    char arg[MAX_INPUT_LENGTH];

    if (IS_NPC(ch))
	return;

    one_argument(argument, arg);

    if (!*arg)
    {
	sprintf(buf, "Shutdown by %s.\n\r", GET_NAME(ch) );
	send_to_all(buf);
	log(buf);
	shutdown = 1;
    }

    else
	send_to_char("Go shut down someone your own size.\n\r", ch);
}


void do_snoop(struct char_data *ch, char *argument, int cmd)
{
    char arg[MAX_STRING_LENGTH];
    struct char_data *victim;
    char buf[100];

    if (!ch->desc)
	return;

    if (IS_NPC(ch))
    {
	send_to_char("Did you ever try this before?", ch);
	return;
    }

    one_argument(argument, arg);

    if(!*arg)
    {
	send_to_char("Snoop whom ?\n\r",ch);
	return;
    }

    if(!(victim=get_char_vis(ch, arg)))
    {
	send_to_char("No such person around.\n\r",ch);
	return;
    }

    if(!victim->desc)
    {
	send_to_char("There's no link.. nothing to snoop.\n\r",ch);
	return;
    }

    if(victim == ch)
    {
	send_to_char("Ok, you just snoop yourself.\n\r",ch);
	if(ch->desc->snoop.snooping)
	    {
		ch->desc->snoop.snooping->desc->snoop.snoop_by = 0;
		ch->desc->snoop.snooping = 0;
	    }
	return;
    }

    if(victim->desc->snoop.snoop_by)    
    {
	send_to_char("Busy already. \n\r",ch);
	return;
    }

    if(GET_LEVEL(victim)>=GET_LEVEL(ch))
    {
	send_to_char("You failed.\n\r",ch);
	sprintf(buf,"%s failed snooping you.\n\r", GET_NAME(ch));
	send_to_char(buf,victim);
	if (GET_LEVEL(ch)>31){
	  sprintf(buf,
	  "%s failed snooping %s.\n\r", GET_NAME(ch), GET_NAME(victim));
	  log(buf);
	}
	return;
    }

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

    if(ch->desc->snoop.snooping)
	ch->desc->snoop.snooping->desc->snoop.snoop_by = 0;

    ch->desc->snoop.snooping = victim;
    victim->desc->snoop.snoop_by = ch;
    return;
}



void do_switch(struct char_data *ch, char *argument, int cmd)
{
    char arg[MAX_STRING_LENGTH];
    struct char_data *victim;

    if (IS_NPC(ch))
	return;

    one_argument(argument, arg);
    
    if (!*arg)
    {
	send_to_char("Switch with who?\n\r", ch);
    }
    else
    {
	if (!(victim = get_char(arg)))
	     send_to_char("They aren't here.\n\r", ch);
	else
	{
	    if (ch == victim)
	    {
		send_to_char(
		"He he he... We are jolly funny today, eh?\n\r", ch);
		return;
	    }

	    if (!ch->desc || ch->desc->snoop.snoop_by 
	    || ch->desc->snoop.snooping)
	    {
		send_to_char(
		"Mixing snoop & switch is bad for your health.\n\r", ch);
		return;
	    }

	    if(victim->desc || (!IS_NPC(victim))) 
	    {
		send_to_char(
		   "You can't do that, the body is already in use!\n\r",ch);
	    }
	    else
	    {
		send_to_char("Ok.\n\r", ch);
		
		ch->desc->character = victim;
		ch->desc->original = ch;

		victim->desc = ch->desc;
		ch->desc = 0;
	    }
	}
    }
}



void do_return(struct char_data *ch, char *argument, int cmd)
{
    if(!ch->desc)
	return;

    if(!ch->desc->original)
    { 
	send_to_char("Huh!?!\n\r", ch);
	return;
    }
    else
    {
	send_to_char("You return to your original body.\n\r",ch);

	ch->desc->character = ch->desc->original;
	ch->desc->original = 0;

	ch->desc->character->desc = ch->desc; 
	ch->desc = 0;
    }
}


void do_force(struct char_data *ch, char *argument, int cmd)
{
  struct descriptor_data *i;
    struct char_data *vict;
    char name[100], to_force[100],buf[100]; 

    if (IS_NPC(ch))
	return;

    half_chop(argument, name, to_force);

    if (!*name || !*to_force)
	 send_to_char("Who do you wish to force to do what?\n\r", ch);
    else if (str_cmp("all", name)) {
	if (!(vict = get_char_vis(ch, name)))
	    send_to_char("No-one by that name here..\n\r", ch);
	else
	{
	    if ((GET_LEVEL(ch) <= GET_LEVEL(vict)) && !IS_NPC(vict)){
		send_to_char("Oh no you don't!!\n\r", ch);
		sprintf(buf, "$n has failed to force you to '%s'.", to_force);
		act(buf, FALSE, ch, 0, vict, TO_VICT);
		  }
	    else {
		sprintf(buf, "$n has forced you to '%s'.", to_force);
		act(buf, FALSE, ch, 0, vict, TO_VICT);
		send_to_char("Ok.\n\r", ch);
		command_interpreter(vict, to_force);
	    }
	}
    } else { /* force all */
    for (i = descriptor_list; i; i = i->next)
	    if (i->character != ch && !i->connected) {
		vict = i->character;
		if (GET_LEVEL(ch) <= GET_LEVEL(vict))
		    send_to_char("Oh no you don't!!\n\r", ch);
		else {
		    sprintf(buf, "$n has forced you to '%s'.", to_force);
		    act(buf, FALSE, ch, 0, vict, TO_VICT);
		    command_interpreter(vict, to_force);
		}
	    }
	    send_to_char("Ok.\n\r", ch);
    }
}



void do_load(struct char_data *ch, char *argument, int cmd)
{
    struct char_data *mob;
    struct obj_data *obj;
    char type[100], num[100], buf[100];
    int number, r_num;
    

    if (IS_NPC(ch))
	return;

    argument_interpreter(argument, type, num);

    if (!*type || !*num || !isdigit(*num))
    {
	send_to_char("Syntax:\n\rload <'char' | 'obj'> <number>.\n\r", ch);
	return;
    }

    if ((number = atoi(num)) < 0)
    {
	send_to_char("A NEGATIVE number??\n\r", ch);
	return;
    }
    if (is_abbrev(type, "char"))
    {
	if ((r_num = real_mobile(number)) < 0)
	{
	    send_to_char("There is no monster with that number.\n\r", ch);
	    return;
	}
	mob = read_mobile(r_num, REAL);
	char_to_room(mob, ch->in_room);

	act("$n makes a quaint, magical gesture with one hand.", TRUE, ch,
	    0, 0, TO_ROOM);
	act("$n has created $N!", FALSE, ch, 0, mob, TO_ROOM);
	send_to_char("Done.\n\r", ch);
	sprintf(buf,"%s loads %s at %s.",GET_NAME(ch),
		mob->player.short_descr,world[ch->in_room].name);
	log(buf);

    }
    else if (is_abbrev(type, "obj"))
    {
	if ((r_num = real_object(number)) < 0)
	{
	    send_to_char("There is no object with that number.\n\r", ch);
	    return;
	}
	obj = read_object(r_num, 0);
	obj_to_room(obj, ch->in_room);
	act("$n makes a strange magical gesture.", TRUE, ch, 0, 0, TO_ROOM);
	act("$n has created $p!", FALSE, ch, obj, 0, TO_ROOM);
	send_to_char("Ok.\n\r", ch);
	sprintf(buf,"%s loads %s at %s.",GET_NAME(ch),
		obj->short_description,world[ch->in_room].name);
	log(buf);

    }
    else
	send_to_char("That'll have to be either 'char' or 'obj'.\n\r", ch);
}





/* clean a room of all mobiles and objects */
void do_purge(struct char_data *ch, char *argument, int cmd)
{
    struct char_data *vict, *next_v;
    struct obj_data *obj, *next_o;

    char name[100], buf[100];

    if (IS_NPC(ch))
	return;

    one_argument(argument, name);

    if (*name)  /* argument supplied. destroy single object or char */
    {
	if (!(vict = get_char_room_vis(ch, name)) && (GET_LEVEL(ch) > 33))
	    vict = get_char(name);
	if (vict)
	{
	    if (!IS_NPC(vict) && (GET_LEVEL(ch)<=GET_LEVEL(vict))) {
	      sprintf(buf,
  "Foooooooooom!\n\r%s is surrounded with scorching flames and looks shocked!\n\rAfter a few moments, where you expect a pile of charred ashes stands %s cackling with insane glee!\n\rYou think you are in trouble.\n\r",
		GET_NAME(vict),GET_NAME(vict));
	      send_to_char(buf,ch);
	      act("$n tried to purge you.", FALSE, ch, 0, vict, TO_VICT);
	      sprintf(buf,"%s tried to purge %s at %s.",
	      GET_NAME(ch),GET_NAME(vict),
		  world[ch->in_room].name);
	      log(buf);
	      return;
	    }

	    act("$n disintegrates $N.", FALSE, ch, 0, vict, TO_NOTVICT);

	    if ( vict->desc )
	    {
		sprintf( log_buf, "%s purges %s at %s.",
		    GET_NAME(ch), GET_NAME(vict),
		    world[ch->in_room].name );
		log( log_buf );
		close_socket( vict->desc );
		vict->desc  = NULL;
	    }
	    extract_char( vict, TRUE );
	    save_char_obj( vict );
	}
	else if ( ( obj = get_obj_in_list_vis(ch, name,
	    world[ch->in_room].contents) ) != NULL )
	{
	    act("$n purges $p.", FALSE, ch, obj, 0, TO_ROOM);
	    act("You purge $p.", FALSE, ch, obj, 0, TO_CHAR);
	    extract_obj(obj);
	}
	else
	{
	    send_to_char( "You can't find it to purge!\n\r", ch );
	    return;
	}


    }
    else   /* no argument. clean out the room */
    {
	if (IS_NPC(ch))
	{
	    send_to_char("Don't... You would kill yourself too.\n\r", ch);
	    return;
	}

	act("$n gestures... You are surrounded by scorching flames!", 
	    FALSE, ch, 0, 0, TO_ROOM);
	send_to_room("The world seems a little cleaner.\n\r", ch->in_room);

	for (vict = world[ch->in_room].people; vict; vict = next_v)
	{
	    next_v = vict->next_in_room;
	    if (IS_NPC(vict))
		extract_char(vict, TRUE);
	}

	for (obj = world[ch->in_room].contents; obj; obj = next_o)
	{
	    next_o = obj->next_content;
	    extract_obj(obj);
	}
    }
}



/* Generate the five abilities */
void roll_abilities(struct char_data *ch)
{
    ch->abilities.str       = 13;
    ch->abilities.intel     = 13;
    ch->abilities.wis       = 13;
    ch->abilities.dex       = 13;
    ch->abilities.con       = 13;

    switch ( GET_CLASS(ch) )
    {
	case CLASS_MAGIC_USER:  ch->abilities.intel = 16; break;
	case CLASS_CLERIC:      ch->abilities.wis   = 16; break;
	case CLASS_WARRIOR:     ch->abilities.str   = 16; break;
	case CLASS_THIEF:       ch->abilities.dex   = 16; break;
    }
    ch->tmpabilities = ch->abilities;
}



void do_start(struct char_data *ch)
{

    send_to_char(
	"Welcome. This is now your character in DikuMud,\n\rYou can now earn XP, and lots more...\n\r",
	ch);

    GET_LEVEL(ch) = 1;
    GET_EXP(ch) = 1;

    set_title(ch);

    /*
     * Base abilities.
     * 21 practices are enough to train to 18 prime stat and +3 other stats.
     */
    roll_abilities(ch);
    ch->points.max_hit  = 10;

    switch (GET_CLASS(ch))
    {

    case CLASS_MAGIC_USER:
	ch->specials.practices = 21;
	break;

    case CLASS_CLERIC:
	ch->specials.practices = 21;
	break;

    case CLASS_THIEF:
	ch->skills[ SKILL_SNEAK     ].learned = 10;
	ch->skills[ SKILL_HIDE      ].learned =  5;
	ch->skills[ SKILL_STEAL     ].learned = 15;
	ch->skills[ SKILL_BACKSTAB  ].learned = 10;
	ch->skills[ SKILL_PICK_LOCK ].learned = 10;
	ch->specials.practices = 21;
	break;

    case CLASS_WARRIOR:
	ch->specials.practices = 21;

	break;
    }

    advance_level(ch);

    GET_HIT(ch)  = hit_limit(ch);
    GET_MANA(ch) = mana_limit(ch);
    GET_MOVE(ch) = move_limit(ch);

    GET_COND(ch,THIRST) = 24;
    GET_COND(ch,FULL)   = 24;
    GET_COND(ch,DRUNK)  = 0;

    ch->player.time.played = 0;
    ch->player.time.logon  = time(0);

}


void do_advance(struct char_data *ch, char *argument, int cmd)
{
    struct char_data *victim;
    char name[100], level[100], buf[300], passwd[100];
    int adv, newlevel;
    int i;

    void gain_exp(struct char_data *ch, int gain);

    if (IS_NPC(ch))
	return;

    half_chop(argument, name, buf);
    argument_interpreter(buf, level, passwd);

    if (*name)
    {
	if (!(victim = get_char_room_vis(ch, name)))
	{
	    send_to_char("That player is not here.\n\r", ch);
	    return;
	}
    } else {
	send_to_char("Advance whom?\n\r", ch);
	return;
    }

    if (IS_NPC(victim)) {
	send_to_char("NO! Not on NPC's.\n\r", ch);
	return;
    }

    if ( !*level || (newlevel = atoi(level)) <= 0 || newlevel > 35 )
    {
	send_to_char( "Level must be 1 to 35.\n\r", ch );
	return;
    }

    if ( GET_LEVEL(ch) < 35 && newlevel >= GET_LEVEL(ch) )
    {
	send_to_char( "Limited to levels lower than yours.\n\r", ch );
	return;
    }

/* Lower level:  First reset the player to level 1. Remove all special
   abilities (all spells, BASH, STEAL, et).  Reset practices to
   zero.  Then act as though you're raising a first level character to
   a higher level.  Note, currently, an implementor can lower another imp.
   -- Swifttest */

    if (newlevel <= GET_LEVEL(victim))
      {
	send_to_char("Warning:  Lowering a player's level!\n\r", ch);

		GET_LEVEL(victim) = 1;
		GET_EXP(victim) = 1;

		set_title(victim);

		victim->points.max_hit  = 10;  /* These are BASE numbers  */
		for(i=1;i<MAX_SKILLS;i++) { /* Zero them out first */
			victim->skills[i].learned=0;
	      }
		victim->specials.practices = 0;

		switch (GET_CLASS(victim)) {

	case CLASS_THIEF : {
				victim->skills[SKILL_SNEAK].learned = 10;
				victim->skills[SKILL_HIDE].learned =  5;
				victim->skills[SKILL_STEAL].learned = 15;
				victim->skills[SKILL_BACKSTAB].learned = 10;
				victim->skills[SKILL_PICK_LOCK].learned = 10;
		  } break;

		}


		GET_HIT(victim) = hit_limit(victim);
		GET_MANA(victim) = mana_limit(victim);
		GET_MOVE(victim) = move_limit(victim);

		GET_COND(victim,THIRST) = 24;
		GET_COND(victim,FULL) = 24;
		GET_COND(victim,DRUNK) = 0;

		advance_level(victim);
      }

	adv = newlevel - GET_LEVEL(victim);

    send_to_char("You feel generous.\n\r", ch);
    act("$n makes some strange gestures.\n\rA strange feeling comes uppon you,"
	"\n\rLike a giant hand, light comes down from\n\rabove, grabbing your "
	"body, that begins\n\rto pulse with coloured lights from inside.\n\rYo"
	"ur head seems to be filled with deamons\n\rfrom another plane as your"
	" body dissolves\n\rto the elements of time and space itself.\n\rSudde"
	"nly a silent explosion of light snaps\n\ryou back to reality. You fee"
	"l slightly\n\rdifferent.",FALSE,ch,0,victim,TO_VICT);

    sprintf(buf,
	"%s advances %s to level %d.",GET_NAME(ch),GET_NAME(victim),newlevel);
    log(buf);

    if (GET_LEVEL(victim) == 0) {
	do_start(victim);
    } else {
	if (GET_LEVEL(victim) < 35) {
	    gain_exp_regardless(victim,
		exp_table[GET_LEVEL(victim)+adv] - GET_EXP(victim) );
	    send_to_char("Reminder:  Be careful with this.\n\r", ch);
	    if(GET_LEVEL(victim)>30){
	      send_to_char(
 "If you want to be immortal, type HELP on IMMORTAL, and POLICY!\n\r", victim);
	    }
	} else {
	    send_to_char("Some idiot just tried to advance your level.\n\r",
		victim);
	    send_to_char("IMPOSSIBLE! IDIOTIC!\n\r", ch);
	}
    }
}


void do_reroll(struct char_data *ch, char *argument, int cmd)
{
    struct char_data *victim;
    char buf[100];

    if (IS_NPC(ch))
	return;

    one_argument(argument,buf);
    if (!*buf)
	send_to_char("Whom do you wish to reroll?\n\r",ch);
    else
	if(!(victim = get_char(buf)))
	    send_to_char("No-one by that name in the world.\n\r",ch);
	else {
	    send_to_char("Rerolled...\n\r", ch);
	    roll_abilities(victim);
	    sprintf(buf,"%s rerolled %s.",GET_NAME(ch),GET_NAME(victim));
	    log(buf);
	}
}


void do_restore(struct char_data *ch, char *argument, int cmd)
{
    struct char_data *victim;
    char buf[100];
    int i;

    void update_pos( struct char_data *victim );

    if (IS_NPC(ch))
	return;

    one_argument(argument,buf);
    if (!*buf)
	send_to_char("Whom do you wish to restore?\n\r",ch);
    else
	if(!(victim = get_char(buf)))
	    send_to_char("No-one by that name in the world.\n\r",ch);
	else {
	    GET_MANA(victim) = GET_MAX_MANA(victim);
	    GET_HIT(victim) = GET_MAX_HIT(victim);
	    GET_MOVE(victim) = GET_MAX_MOVE(victim);

	 sprintf(buf,"%s restored %s.",GET_NAME(ch),GET_NAME(victim));
	 log(buf);

	    if (GET_LEVEL(victim) > 31 ) {
		for (i = 0; i < MAX_SKILLS; i++) {
		    victim->skills[i].learned = 100;
		    victim->skills[i].recognise = TRUE;
		}

		if (GET_LEVEL(victim) > 33) {
		    victim->abilities.intel = 25;
		    victim->abilities.wis = 25;
		    victim->abilities.dex = 25;
		    victim->abilities.str = 25;
		    victim->abilities.con = 25;
		}
		victim->tmpabilities = victim->abilities;

	    }
	    update_pos( victim );
	    send_to_char("Done.\n\r", ch);
	    act("You have been fully healed by $N!",
	    FALSE, victim, 0, ch, TO_CHAR);
	}
}




void do_noshout(struct char_data *ch, char *argument, int cmd)
{
    struct char_data *vict;
    struct obj_data *dummy;
    char buf[MAX_INPUT_LENGTH];

    if (IS_NPC(ch))
	return;

    one_argument(argument, buf);

    if (!*buf)
	if (IS_SET(ch->specials.act, PLR_NOSHOUT))
	{
	    send_to_char("You can now hear shouts again.\n\r", ch);
	    REMOVE_BIT(ch->specials.act, PLR_NOSHOUT);
	}
	else
	{
	    send_to_char("From now on, you won't hear shouts.\n\r", ch);
	    SET_BIT(ch->specials.act, PLR_NOSHOUT);
	}
    else if (!generic_find(argument, FIND_CHAR_WORLD, ch, &vict, &dummy))
	send_to_char("Couldn't find any such creature.\n\r", ch);
    else if (IS_NPC(vict))
	send_to_char("Can't do that to a beast.\n\r", ch);
    else if (GET_LEVEL(vict) > GET_LEVEL(ch))
	act("$E might object to that.. better not.", 0, ch, 0, vict, TO_CHAR);
    else if (IS_SET(vict->specials.act, PLR_NOSHOUT))
    {
	send_to_char("You can shout again.\n\r", vict);
	send_to_char("NOSHOUT removed.\n\r", ch);
	REMOVE_BIT(vict->specials.act, PLR_NOSHOUT);
    }
    else
    {
	send_to_char("The gods take away your ability to shout!\n\r", vict);
	send_to_char("NOSHOUT set.\n\r", ch);
	SET_BIT(vict->specials.act, PLR_NOSHOUT);
    }
}


/*********************************************************************/
/* New routines by Dionysos.                                         */
/*********************************************************************/

void do_wizinvis(struct char_data *ch, char *argument, int cmd)
{
   struct affected_type af;
   struct affected_type *hjp;

   if(IS_NPC(ch)){
	return;
      }
   for(hjp = ch->affected;
       ((hjp != NULL) && (hjp->type != SPELL_INVISIBLE));
       hjp = hjp->next);

   if ((hjp != NULL) && (ch->specials.wizInvis)) {
      /* Re-appear */
      hjp->type = SPELL_INVISIBLE;
      hjp->duration  = 0;
      hjp->modifier  = 0;
      hjp->location  = APPLY_NONE;
      hjp->bitvector = AFF_INVISIBLE;
      affect_remove(ch, hjp);

      ch->specials.wizInvis = FALSE;
      send_to_char("You slowly fade back into the world of mortals.\n\r",ch);
      act(
 "Someone utters the words 'izeghy visimon'.\n$n slowly fades into existence.",
	 FALSE, ch, 0, 0, TO_ROOM);
    }
   else {
      /* Disappear */
      if (hjp != NULL) {   /* remove normal invis spell */
	 hjp->type = SPELL_INVISIBLE;
	 hjp->duration = 0;
	 hjp->modifier = 0;
	 hjp->location = APPLY_NONE;
	 hjp->bitvector = AFF_INVISIBLE;
	 affect_remove(ch, hjp);
       }
      af.type = SPELL_INVISIBLE;
      af.duration  = -1;    /* Forever */
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = AFF_INVISIBLE;
      affect_to_char(ch, &af);

      ch->specials.wizInvis = TRUE;
      send_to_char("You slowly vanish into thin-air.\n\r",ch);
      act("$n utters the words 'inquzky abradyk'.", FALSE, ch, 0, 0, TO_ROOM);
      act("$n slowly vanishes into thin-air.", FALSE, ch, 0, 0, TO_ROOM);
    }
}

void do_holylite(struct char_data *ch, char *argument, int cmd)
{
	if (IS_NPC(ch)) return;

	if (argument[0] != '\0') {
	   send_to_char(
	   "HOLYLITE doesn't take any arguments; arg ignored.\n\r", ch);
     } /* if */

	if (ch->specials.holyLite) {
	   ch->specials.holyLite = FALSE;
	   send_to_char("Holy light mode off.\n\r",ch);
     }
	else {
	   ch->specials.holyLite = TRUE;
	   send_to_char("Holy light mode on.\n\r",ch);
     } /* if */
}

void do_teleport(struct char_data *ch, char *argument, int cmd)
{
   struct char_data *victim, *target_mob, *pers;
   char person[MAX_INPUT_LENGTH], room[MAX_INPUT_LENGTH];
   short target;
   int loop;
   extern int top_of_world;


   if (IS_NPC(ch)) return;

   half_chop(argument, person, room);

   if (!*person) {
      send_to_char("Who do you wish to teleport?\n\r", ch);
      return;
    } /* if */

   if (!*room) {
      send_to_char("Where do you wish to send this person?\n\r", ch);
      return;
    } /* if */

   if (!(victim = get_char_vis(ch, person))) {
      send_to_char("No-one by that name around.\n\r", ch);
      return;
    } /* if */

   if (isdigit(*room)) {
      target = atoi(&room[0]);
      for (loop = 0; loop <= top_of_world; loop++) {
	 if (world[loop].number == target) {
	    target = (short)loop;
	    break;
      } else if (loop == top_of_world) {
	    send_to_char("No room exists with that number.\n\r", ch);
	    return;
      } /* if */
       } /* for */
    } else if ( ( target_mob = get_char_vis(ch, room) ) != NULL ) {
      target = target_mob->in_room;
    } else {
      send_to_char("No such target (person) can be found.\n\r", ch);
      return;
    } /* if */

   if (IS_SET(world[target].room_flags, PRIVATE)) {
      for (loop = 0, pers = world[target].people; pers;
	   pers = pers->next_in_room, loop++);
      if (loop > 1) {
	  send_to_char(
	    "There's a private conversation going on in that room\n\r",
	    ch);
	 return;
    } /* if */
    } /* if */

   act("$n disappears in a puff of smoke.",FALSE,victim, 0,0, TO_ROOM);
   char_from_room(victim);
   char_to_room(victim, target);
   act("$n arrives from a puff of smoke.", FALSE, victim, 0, 0, TO_ROOM);
   act("$n has teleported you!", FALSE, ch, 0, (char *)victim, TO_VICT);
   do_look(victim, "", 15);
   send_to_char("Teleport completed.\n\r", ch);

 } /* do_teleport */

void do_ban(struct char_data *ch, char *argument, int cmd)
{
	char name[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
	struct ban_t *tmp;
	int count;

	if(IS_NPC(ch)) return;

	one_argument(argument,name);

	if(!*name)
	{
	    /* list the sites */
	    send_to_char(
	    "------------\n\rBanned sites\n\r------------\n\r", ch);
	    if(ban_list==(struct ban_t*)NULL){
		    send_to_char("Empty list!\n\r",ch);
		    return;
	  }
	    for(count=0,tmp=ban_list; tmp; count++,tmp=tmp->next){
		    sprintf(buf,"%s\n\r",tmp->name);
		    send_to_char(buf,ch);
	  }
	    sprintf(buf,"\n\nThere are %d banned sites.\n\r",count);
	    send_to_char(buf,ch);
	    return;
      }
	for(tmp=ban_list; tmp; tmp=tmp->next){
		if(str_cmp(name,tmp->name)==0){
			send_to_char("That site is already banned!\n\r",ch);
			return;
	      }
	  }
	CREATE(tmp,struct ban_t,1);
	CREATE(tmp->name,char,strlen(name)+1);
	strcpy(tmp->name,name);
	tmp->next=ban_list;
	ban_list=tmp;
      }


void do_allow(struct char_data *ch, char *argument, int cmd)
{
	char name[MAX_INPUT_LENGTH];
	struct ban_t *curr, *prev;

	if(IS_NPC(ch)) return;

	one_argument(argument,name);

	if(!*name){
		send_to_char("Remove which site from the ban list?\n\r",ch);
		return;
	  }
	curr=prev=ban_list;
	if(str_cmp(curr->name,name)==0){
		ban_list=ban_list->next;
		free(curr->name);
		free(curr);
		send_to_char("Ok.\n\r",ch);
		return;
	  }
	curr=curr->next;
	while(curr){
		if(!strcmp(curr->name,name)){
			if(curr->next){
				prev->next=curr->next;
				free(curr->name);
				free(curr);
				send_to_char("Ok.\n\r",ch);
				return;
		  }
			prev->next=(struct ban_t*)NULL;
			free(curr->name);
			free(curr);
			send_to_char("Ok.\n\r",ch);
			return;
	      }
		curr=curr->next;
		prev=prev->next;
	  }
	send_to_char("Site not found in list!\n\r",ch);
}