swrots/.slog/
swrots/doc/mudprogs/
swrots/gods/
swrots/html/profiles/
swrots/log/
swrots/planets/
swrots/player/
swrots/player/u/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"

/*
 *  Locals
 */
char *tiny_affect_loc_name(int location);

void do_gold(CHAR_DATA * ch, char *argument)
{
   set_char_color( AT_GOLD, ch );
   ch_printf( ch,  "You have %d credits.\n\r", ch->gold );
   return;
}


char *drawlife(int min, int max){
   static char buf[MAX_STRING_LENGTH];
   int per;
   per = ((min * 100) / max);
   if (per < 0) per = 0;
   if (per > 100) per = 100;
                   if (per == 100)  sprintf(buf, "&G&W[&R|||||&Y||||&G||||&W]");
   else if (per >= 90 && per < 100) sprintf(buf, "&G&W[&R|||||&Y||||&G|||&G-&W]");
   else if (per >= 80 && per < 90)  sprintf(buf, "&G&W[&R|||||&Y||||&G||&G--&W]");
   else if (per >= 70 && per < 80)  sprintf(buf, "&G&W[&R|||||&Y||||&G|&G---&W]");
   else if (per >= 60 && per < 70)  sprintf(buf, "&G&W[&R|||||&Y|||&G&G-----&W]");
   else if (per >= 50 && per < 60)  sprintf(buf, "&G&W[&R|||||&Y||&G&G------&W]");
   else if (per >= 40 && per < 50)  sprintf(buf, "&G&W[&R|||||&Y|&G&G-------&W]");
   else if (per >= 30 && per < 40)  sprintf(buf, "&G&W[&R|||||&Y&G&G--------&W]");
   else if (per >= 30 && per < 40)  sprintf(buf, "&G&W[&R||||&Y&G&G---------&W]");
   else if (per >= 20 && per < 40)  sprintf(buf, "&G&W[&R|||&Y&G&G----------&W]");
   else if (per >= 10 && per < 40)  sprintf(buf, "&G&W[&R||&Y&G&G-----------&W]");
   else if (per >= 0 &&  per < 10)  sprintf(buf, "&G&W[&R&Y&G&G-------------&W]");
   //else sprintf(buf, "&G&W[&R&W]");
   return buf;
}

char *drawmove(int min, int max){
   static char buf[MAX_STRING_LENGTH];
   int per;
   per = ((min * 100) / max);
                   if (per == 100)  sprintf(buf, "&G&W[&R|||&Y||&G||&W]");
   else if (per >= 90 && per < 100) sprintf(buf, "&G&W[&R|||&Y||&G|&G-&W]");
   else if (per >= 80 && per < 90)  sprintf(buf, "&G&W[&R|||&Y||&G&G--&W]");
   else if (per >= 70 && per < 80)  sprintf(buf, "&G&W[&R|||&Y|&G&G---&W]");
   else if (per >= 60 && per < 70)  sprintf(buf, "&G&W[&R|||&Y&G&G----&W]");
   else if (per >= 50 && per < 60)  sprintf(buf, "&G&W[&R||&Y&G&G-----&W]");
   else if (per >= 40 && per < 50)  sprintf(buf, "&G&W[&R|&Y&G&G------&W]");
   else if (per >= 30 && per < 40)  sprintf(buf, "&G&W[&R|&G&Y&G------&W]");
   else if (per >= 20 && per < 40)  sprintf(buf, "&G&W[&R|&G&Y&G------&W]");
   else if (per >= 10 && per < 40)  sprintf(buf, "&G&W[&R|&G&Y&G------&W]");
   else if (per >= 0 &&  per < 10)  sprintf(buf, "&G&W[&R&G&Y&G-------&W]");
   else sprintf(buf, "&G&W[&R&W]");
   return buf;
}

char *drawalign(int align){
  static char buf[MAX_STRING_LENGTH];
  if (align >= 100) sprintf(buf, "&W[&C============&W|&W]");
  else if (align >= 90 && align < 100) sprintf(buf, "&W[&C===========&W|&C=&W]");
  else if (align >= 60 && align < 90) sprintf(buf, "&W[&C==========&W|&C==&W]");
  else if (align >= 40 && align < 60) sprintf(buf, "&W[&C=========&W|&C===&W]");
  else if (align >= 20 && align < 40) sprintf(buf, "&W[&C========&W|&C====&W]");
  else if (align >= 10 && align < 20) sprintf(buf, "&W[&C=======&W|&C=====&W]");
  else if (align >= 0 && align < 10) sprintf(buf, "&W[&C======&W|&C======&W]");
  else if (align <= -1 && align > -20) sprintf(buf, "&W[&C=====&W|&C=======&W]");
  else if (align <= -20 && align > -40) sprintf(buf, "&W[&C====&W|&C========&W]");
  else if (align <= -60 && align > -80) sprintf(buf, "&W[&C===&W|&C=========&W]");
  else if (align <= -80 && align > -100) sprintf(buf, "&W[&C==&W|&C==========&W]");
  else if (align <= -100) sprintf(buf, "&W[&W|&C============&W]");
  
  return buf;
}
/* 
  New Score by Goku
*/
void do_score( CHAR_DATA *ch, char *argument )
{
  CHAR_DATA *victim;
  char sex[MAX_STRING_LENGTH];
  char food[MAX_STRING_LENGTH];
  char drink[MAX_STRING_LENGTH];
  char force[MAX_STRING_LENGTH];
  char name[MAX_STRING_LENGTH];

  if( argument[0] == '\0' )
   victim = ch;
  else if(IS_IMMORTAL(ch))
   {
	if((victim = get_char_world( ch, argument )) == NULL)
        {
            send_to_char("Victim not found.\r\n",ch);
            return;
        }
        if(IS_SET(victim->act, PLR_WIZINVIS) && victim->pcdata->wizinvis > ch->top_level )
        {
            send_to_char("Victim not found.\r\n",ch);
            return;
        }
    else if (!IS_IMMORTAL(ch) )
        victim = ch;
    if (IS_NPC(victim))
        return;
   }

  if(victim->sex == SEX_MALE)
   sprintf( sex, "male" );
  else if(victim->sex == SEX_FEMALE)
   sprintf( sex, "female" );
  else
   sprintf( sex, "neuter" );

  if ( victim->pcdata->condition[COND_THIRST] == 0 )
   sprintf( drink, "you are DYING of thirst." );
  else if( victim->pcdata->condition[COND_THIRST] == 1)
   sprintf( drink, "you are REALLY thirsty." );
  else if( victim->pcdata->condition[COND_THIRST] == 2)
   sprintf( drink, "you are thirsty." );
  else if( victim->pcdata->condition[COND_THIRST] == 3)
   sprintf( drink, "you could use a sip of something fresh." );
  else
   sprintf( drink, "you are not thirsty." );

  if ( victim->pcdata->condition[COND_FULL] == 0 )
   sprintf( food, "You are DYING for something to eat," );
  else if( victim->pcdata->condition[COND_FULL] == 1)
   sprintf( food, "You are REALLY hungry," );
  else if( victim->pcdata->condition[COND_FULL] == 2)
   sprintf( food, "You are hungry," );
  else if( victim->pcdata->condition[COND_FULL] == 3)
   sprintf( food, "You are slightly peckish," );
  else
   sprintf( food, "You are not hungry," );

  if ( victim->pcdata->force_status == STATUS_PADAWAN )
   sprintf( force, "You are a Jedi Padawan." );
  else if(victim->pcdata->force_status == STATUS_JEDI_KNIGHT)
   sprintf( force, "You are a Jedi Knight." );
  else if(victim->pcdata->force_status == STATUS_JEDI_MASTER)
   sprintf( force, "You are a Jedi Master." );
  else if(victim->pcdata->force_status == STATUS_DARK_PADAWAN)
   sprintf( force, "You are a Shadow Padawan." );
  else if(victim->pcdata->force_status == STATUS_DARK_KNIGHT )
   sprintf( force, "You are a Shadow Knight." );
  else if(victim->pcdata->force_status == STATUS_DARK_MASTER )
   sprintf( force, "You are a Shadow Master." );
  else if(victim->pcdata->force_status == STATUS_SITH_APPRENTICE )
   sprintf( force, "You are a Sith Apprentice." );
  else if(victim->pcdata->force_status == STATUS_SITH_LORD )
   sprintf( force, "You are a Sith Lord." );
  else if(victim->pcdata->force_status == STATUS_SITH_MASTER )
   sprintf( force, "You are a Dark Lord of the Sith." );
  else if(victim->pcdata->force_status == STATUS_FORCE_SENSITIVE )
   sprintf( force, "You are sensitive to the ebb and flow of the Force." );
  else
   sprintf( force, "You lack any knowledge of the Force." );

 if(victim->pcdata->last_name != NULL)
  sprintf( name, "%s %s", victim->name, victim->pcdata->last_name );
 else
  sprintf( name, "%s", victim->name );
  
  ch_printf(ch, "  &wPersonal Pers Per&w\n\r" );
  ch_printf(ch, "  &g----------------------------------------------------------------&w\n\r" );
  ch_printf(ch, "  &w'Personal Data'&w\n\r" );
  ch_printf(ch, "  &g================================================================&w\n\r" );
 if(victim->pcdata->clan)
  ch_printf(ch, "  &c%s&w, you belong to &c%s&w, &c%s %s&w.\n\r", name, victim->pcdata->clan->name, race_table[victim->race].race_name, sex );
 else
  ch_printf(ch, "  &c%s&w, you belong to no faction, &c%s %s&w.\n\r", name, race_table[victim->race].race_name, sex );
//  ch_printf(ch, "  &wYou hail from the planet &c%s&w.\n\r", victim->pcdata->home );
  ch_printf(ch, "  &wAt &c%d &wyears old, you are level &c%2d&w.&w\n\r", get_age(victim), victim->top_level );
  ch_printf(ch, "  &wYour current hitroll is &c%d&w.\n\r", victim->hitroll );
  ch_printf(ch, "  &wYou have an armor rating of &c%d&w points.\n\r", GET_AC(victim) );
  ch_printf(ch, "  &wWeight:  %s         &wItems: %s&w\n\r", drawlife(victim->carry_weight, can_carry_w(victim)), drawlife(victim->carry_number, can_carry_n(victim)) );
  ch_printf(ch, "  &wYou have &c%d&w/&c%d&w hp, &c%d&w/&c%d &wmovement.&w\n\r", victim->hit, victim->max_hit, victim->move, victim->max_move) ;
  ch_printf(ch, "  &g================================================================&w\n\r" );
  ch_printf(ch, "  &w   Str: &c%2d&w   &wDex: &c%2d&w   &wCon: &c%2d&w   Int: &c%2d&w   Wis: &c%2d&w   Cha: &c%2d&w\n\r", get_curr_str(victim), get_curr_dex(victim), get_curr_con(victim), get_curr_int(victim), get_curr_wis(victim), get_curr_cha(victim) );
  ch_printf(ch, "  &g================================================================&w\n\r" );
  ch_printf(ch, "  &wYou have a reputation of &c%d&w.\n\r", victim->reputation );
  ch_printf(ch, "  &wYou have &c%ld &wcredits on hand and &c%ld &win the bank.&w\n\r", victim->gold, victim->pcdata->bank );
  ch_printf(ch, "  &wYou have been awarded &c%d &wRPPoints.&w\n\r", victim->rppoints );
 if(victim->resources_temp == 0)
  ch_printf(ch, "  &wYou may not call upon your resources.&w\n\r" );
 else
  ch_printf(ch, "  &wYou may again call upon your resources.&w\n\r" );
  ch_printf(ch, "  &g================================================================&w\n\r" );
  ch_printf(ch, "  &wFortitude:  &c%2d    &wReflex:  &c%2d    &wWillpower:  &c%2d&w\n\r", GET_FORT(victim), GET_REFL(victim), GET_WILL(victim) );
  ch_printf(ch, "   &wForcePts:  &c%2d   &wDarkPts:  &c%2d       &wTrains:  &c%2d&w\n\r", victim->forcepoints, victim->darkpoints, victim->trains );
  ch_printf(ch, "  &wLangTrain:  &c%2d  &wSkillPts:  &c%2d        &wFeats:  &c%2d&w\n\r", victim->skill_level[SPEAK_LANG], victim->skillpoints, victim->unused_feats );
  ch_printf(ch, "  &g================================================================&w\n\r" );
  ch_printf(ch, "  &wYou have &c%ld&w experience points, you need &c%ld&w more experience before you can level.\n\r", victim->experience, (exp_table[ch->top_level+1].exp - victim->experience) );
  ch_printf(ch, "  &w%s %s&w\n\r", food, drink );
  ch_printf(ch, "  &w%s&w\n\r", force );
if( !IS_NPC(victim) )
{
 if(victim->cover == COVER_NONE)
  ch_printf(ch, "  &wYou are not currently ducked and possess no cover.\n\r" );
 else if( victim->cover == COVER_DUCK )
  ch_printf(ch, "  &wYou are currently ducked.\n\r" );
 else if( victim->cover == COVER_LEFT || victim->cover == COVER_FULL || victim->cover == COVER_RIGHT )
  ch_printf(ch, "  &wYou are currently under cover.\n\r" );
 if( victim->pcdata->student && victim->pcdata->student[0] != '\0' )
  ch_printf(ch, "  &wYou are the Master of &c%s&w.\n\r", victim->pcdata->student );
 if( victim->pcdata->master && victim->pcdata->master[0] != '\0' )
  ch_printf(ch, "  &wYou are the Padawan of &c%s&w.\n\r", victim->pcdata->master );
}
 if(victim->pcdata->loan > 0)
  ch_printf(ch, "  &wYou owe the HCS %ld credits.&w\n\r", victim->pcdata->loan );
  return;
}
/*
 * New score command by Haus
 */
/*void do_score(CHAR_DATA * ch, char *argument)
{
    char            buf[MAX_STRING_LENGTH];
    AFFECT_DATA    *paf;
    int iLang, drug;

    if (IS_NPC(ch))
    {
	do_oldscore(ch, argument);
	return;
    }
    set_char_color(AT_SCORE, ch);
    send_to_char(drawlife(ch->hit, ch->max_hit), ch);
    ch_printf(ch, "\n\rScore for %s.\n\r", ch->pcdata->title);
    set_char_color(AT_SCORE, ch);
    if ( get_trust( ch ) != ch->top_level )
	ch_printf( ch, "You are trusted at level %d.\n\r", get_trust( ch ) );

    send_to_char("----------------------------------------------------------------------------\n\r", ch);

    ch_printf(ch,   "Race: %3d year old %-10.10s                Log In:  %s\r",
	get_age(ch), capitalize(get_race(ch)), ctime(&(ch->logon)) );
	
    ch_printf(ch,   "Hitroll: %-2.2d  Damroll: %-2.2d   Armor: %-4d        Saved:  %s\r",
		GET_HITROLL(ch), GET_DAMROLL(ch), GET_AC(ch),
		ch->save_time ? ctime(&(ch->save_time)) : "no\n" );

    ch_printf(ch,   "Align: %-5d    Wimpy: %-3d                    Time:   %s\r",
		ch->alignment, ch->wimpy  , ctime(&current_time) );

    if ( ch->skill_level[FORCE_ABILITY] > 1
    || IS_IMMORTAL(ch) )
      	ch_printf(ch, "Hit Points: %d of %d     Move: %d of %d     Force: %d of %d\n\r",
            ch->hit, ch->max_hit, ch->move, ch->max_move, ch->mana, ch->max_mana );
    else
      	ch_printf(ch, "Hit Points: %d of %d     Move: %d of %d\n\r",
            ch->hit, ch->max_hit, ch->move, ch->max_move);

    ch_printf(ch, "Str: %2d  Dex: %2d  Con: %2d  Int: %2d  Wis: %2d  Cha: %2d  Lck: ??  Frc: ??\n\r",
	get_curr_str(ch), get_curr_dex(ch),get_curr_con(ch),get_curr_int(ch),get_curr_wis(ch),get_curr_cha(ch));

    
    send_to_char("----------------------------------------------------------------------------\n\r", ch);

    { 
       int ability;
    
       for ( ability = 0 ; ability < MAX_ABILITY ; ability++ )
          if ( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
            ch_printf( ch, "%-15s   Level: %-3d   Max: %-3d   Exp: %-10ld   Next: %-10ld\n\r",
            ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
            exp_level( ch->skill_level[ability]+1 ) );
          else
            ch_printf( ch, "%-15s   Level: %-3d   Max: ???   Exp: ???          Next: ???\n\r",
            ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
    }

    send_to_char("----------------------------------------------------------------------------\n\r", ch);

    
    
    ch_printf(ch, "CREDITS: %-10d   BANK: %-10d    Pkills: %-5.5d   Mkills: %-5.5d\n\r",
	ch->gold, ch->pcdata->bank, ch->pcdata->pkills, ch->pcdata->mkills);
 
    ch_printf(ch, "Weight: %5.5d (max %7.7d)    Items: %5.5d (max %5.5d)\n\r",
	ch->carry_weight, can_carry_w(ch) , ch->carry_number, can_carry_n(ch));
 
    ch_printf(ch, "Pager: (%c) %3d   AutoExit(%c)  AutoLoot(%c)  Autosac(%c)\n\r", 
	IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ',
	ch->pcdata->pagerlen, IS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' ', 
	IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ', IS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' ');
    
    switch (ch->position)
    {
	case POS_DEAD:
		sprintf(buf, "You are slowly decomposing. ");
		break;
	case POS_MORTAL:
		sprintf(buf, "You are mortally wounded. ");
		break;
	case POS_INCAP:
		sprintf(buf, "You are incapacitated. ");
		break;
	case POS_STUNNED:
		sprintf(buf, "You are stunned. ");
		break;
	case POS_SLEEPING:
		sprintf(buf, "You are sleeping. ");
		break;
	case POS_RESTING:
		sprintf(buf, "You are resting. ");
		break;
	case POS_STANDING:
		sprintf(buf, "You are standing. ");
		break;
	case POS_FIGHTING:
		sprintf(buf, "You are fighting. " );
		break;
	case POS_MOUNTED:
		sprintf(buf, "You are mounted. ");
		break;
        case POS_SITTING:
		sprintf(buf, "You are sitting. ");
		break;
    }
    
    send_to_char( buf, ch );
    
    if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
	send_to_char("You are drunk.\n\r", ch);
    if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
	send_to_char("You are in danger of dehydrating.\n\r", ch);
    if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
	send_to_char("You are starving to death.\n\r", ch);
    if ( ch->position != POS_SLEEPING )
	switch( ch->mental_state / 10 )
	{
	    default:   send_to_char( "You're completely messed up!\n\r", ch );	break;
	    case -10:  send_to_char( "You're barely conscious.\n\r", ch );	break;
	    case  -9:  send_to_char( "You can barely keep your eyes open.\n\r", ch );	break;
	    case  -8:  send_to_char( "You're extremely drowsy.\n\r", ch );	break;
	    case  -7:  send_to_char( "You feel very unmotivated.\n\r", ch );	break;
	    case  -6:  send_to_char( "You feel sedated.\n\r", ch );		break;
	    case  -5:  send_to_char( "You feel sleepy.\n\r", ch );		break;
	    case  -4:  send_to_char( "You feel tired.\n\r", ch );		break;
	    case  -3:  send_to_char( "You could use a rest.\n\r", ch );		break;
	    case  -2:  send_to_char( "You feel a little under the weather.\n\r", ch );	break;
	    case  -1:  send_to_char( "You feel fine.\n\r", ch );		break;
	    case   0:  send_to_char( "You feel great.\n\r", ch );		break;
	    case   1:  send_to_char( "You feel energetic.\n\r", ch );	break;
	    case   2:  send_to_char( "Your mind is racing.\n\r", ch );	break;
	    case   3:  send_to_char( "You can't think straight.\n\r", ch );	break;
	    case   4:  send_to_char( "Your mind is going 100 miles an hour.\n\r", ch );	break;
	    case   5:  send_to_char( "You're high as a kite.\n\r", ch );	break;
	    case   6:  send_to_char( "Your mind and body are slipping apart.\n\r", ch );	break;
	    case   7:  send_to_char( "Reality is slipping away.\n\r", ch );	break;
	    case   8:  send_to_char( "You have no idea what is real, and what is not.\n\r", ch );	break;
	    case   9:  send_to_char( "You feel immortal.\n\r", ch );	break;
	    case  10:  send_to_char( "You are a Supreme Entity.\n\r", ch );	break;
	}
    else
    if ( ch->mental_state >45 )
	send_to_char( "Your sleep is filled with strange and vivid dreams.\n\r", ch );
    else
    if ( ch->mental_state >25 )
	send_to_char( "Your sleep is uneasy.\n\r", ch );
    else
    if ( ch->mental_state <-35 )
	send_to_char( "You are deep in a much needed sleep.\n\r", ch );
    else
    if ( ch->mental_state <-25 )
	send_to_char( "You are in deep slumber.\n\r", ch );
    send_to_char("SPICE Level/Addiction: ", ch );
    for ( drug = 0; drug <= 9; drug++ )
	if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 )
	{
	    ch_printf( ch, "%s(%d/%d) ", spice_table[drug],
	                                 ch->pcdata->drug_level[drug],
	                                 ch->pcdata->addiction[drug] );
	}
    send_to_char("\n\rLanguages: ", ch );
    for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ )
	if ( knows_language( ch, lang_array[iLang], ch )
	||  (IS_NPC(ch) && ch->speaks == 0) )
	{
	    if ( lang_array[iLang] & ch->speaking
	    ||  (IS_NPC(ch) && !ch->speaking) )
		set_char_color( AT_RED, ch );
	    send_to_char( lang_names[iLang], ch );
	    send_to_char( " ", ch );
	    set_char_color( AT_SCORE, ch );
	}
    
    send_to_char( "\n\r", ch );
    ch_printf( ch, "WANTED ON: %s\n\r",
             flag_string(ch->pcdata->wanted_flags, planet_flags) );
                            
    if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
	ch_printf( ch, "You are bestowed with the command(s): %s.\n\r", 
		ch->pcdata->bestowments );

    if ( ch->pcdata->clan )
    {
      send_to_char( "----------------------------------------------------------------------------\n\r", ch);
      ch_printf(ch, "ORGANIZATION: %-35s Pkills/Deaths: %3.3d/%3.3d",
		ch->pcdata->clan->name, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ;
      send_to_char( "\n\r", ch );
    }  
    if (IS_IMMORTAL(ch))
    {
	send_to_char( "----------------------------------------------------------------------------\n\r", ch);

	ch_printf(ch, "IMMORTAL DATA:  Wizinvis [%s]  Wizlevel (%d)\n\r",
		IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis );

	ch_printf(ch, "Bamfin:  %s\n\r", (ch->pcdata->bamfin[0] != '\0')
		? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name);
	ch_printf(ch, "Bamfout: %s\n\r", (ch->pcdata->bamfout[0] != '\0')
		? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name);


	if (ch->pcdata->area)
	{
	    ch_printf(ch, "Vnums:   Room (%-5.5d - %-5.5d)   Object (%-5.5d - %-5.5d)   Mob (%-5.5d - %-5.5d)\n\r",
		ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
		ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
		ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
	    ch_printf(ch, "Area Loaded [%s]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no");
	}
    }
    if (ch->first_affect)
    {
	int i;
	SKILLTYPE *sktmp;

	i = 0;
	send_to_char( "----------------------------------------------------------------------------\n\r", ch);
	send_to_char("AFFECT DATA:                            ", ch);
	for (paf = ch->first_affect; paf; paf = paf->next)
	{
	    if ( (sktmp=get_skilltype(paf->type)) == NULL )
		continue;
	    if (ch->top_level < 20)
	    {
		ch_printf(ch, "[%-34.34s]    ", sktmp->name);
		if (i == 0)
		   i = 2;
		if ((++i % 3) == 0)
		   send_to_char("\n\r", ch);
	     }
	     else
	     {
		if (paf->modifier == 0)
		    ch_printf(ch, "[%-24.24s;%5d rds]    ",
			sktmp->name,
			paf->duration);
		else
		if (paf->modifier > 999)
		    ch_printf(ch, "[%-15.15s; %7.7s;%5d rds]    ",
			sktmp->name,
			tiny_affect_loc_name(paf->location),
			paf->duration);
		else
		    ch_printf(ch, "[%-11.11s;%+-3.3d %7.7s;%5d rds]    ",
			sktmp->name,
			paf->modifier,
			tiny_affect_loc_name(paf->location),
			paf->duration);
		if (i == 0)
		    i = 1;
		if ((++i % 2) == 0)
		    send_to_char("\n\r", ch);
	    }
	}
    }
    send_to_char("\n\r", ch);
    return;
}
*/
/*
 * Return ascii name of an affect location.
 */
char           *
tiny_affect_loc_name(int location)
{
	switch (location) {
	case APPLY_NONE:		return "NIL";
	case APPLY_STR:			return " STR  ";
	case APPLY_DEX:			return " DEX  ";
	case APPLY_INT:			return " INT  ";
	case APPLY_WIS:			return " WIS  ";
	case APPLY_CON:			return " CON  ";
	case APPLY_CHA:			return " CHA  ";
	case APPLY_LCK:			return " LCK  ";
	case APPLY_SEX:			return " SEX  ";
	case APPLY_INJURY:		return " TRIJY";
	case APPLY_AGE:			return " AGE  ";
	case APPLY_MANA:		return " MANA ";
	case APPLY_HIT:			return " HV   ";
	case APPLY_MOVE:		return " MOVE ";
	case APPLY_GOLD:		return " GOLD ";
	case APPLY_EXP:			return " EXP  ";
	case APPLY_AC:			return " AC   ";
	case APPLY_HITROLL:		return " HITRL";
	case APPLY_DAMROLL:		return " DAMRL";
	case APPLY_FORT:		return " FORT ";
	case APPLY_REFL:		return " REFL ";
	case APPLY_WILL:		return " WILL ";
	case APPLY_SAVING_SPELL:	return "SV SPLL";
	case APPLY_HEIGHT:		return "HEIGHT";
	case APPLY_WEIGHT:		return "WEIGHT";
	case APPLY_AFFECT:		return "AFF BY";
	case APPLY_RESISTANT:		return "RESIST";
	case APPLY_IMMUNE:		return "IMMUNE";
	case APPLY_SUSCEPTIBLE:		return "SUSCEPT";
	case APPLY_WEAPONSPELL:		return " WEAPON";
	case APPLY_DISABLE:		return " DISABLE DEVICE  ";
	case APPLY_TRACK:		return " TRACK ";
	case APPLY_SLEIGHT:		return " SLEIGHT OF HAND ";
	case APPLY_SNEAK:		return " SNEAK ";
	case APPLY_HIDE:		return " HIDE  ";
	case APPLY_SPOT:		return " SPOT  ";
	case APPLY_SEARCH:		return " SEARCH";
	case APPLY_CLIMB:		return " CLIMB ";
	case APPLY_SCRIBE:		return " SCRIBE";
	case APPLY_COVER_TRAIL:		return " COVER ";
	case APPLY_WEARSPELL:		return " WEAR  ";
	case APPLY_REMOVESPELL:		return " REMOVE";
	case APPLY_EMOTION:		return "EMOTION";
	case APPLY_MENTALSTATE:		return " MENTAL";
	case APPLY_STRIPSN:		return " DISPEL";
	case APPLY_REMOVE:		return " REMOVE";
	case APPLY_FULL:		return " HUNGER";
	case APPLY_THIRST:		return " THIRST";
	case APPLY_DRUNK:		return " DRUNK ";
	case APPLY_BLOOD:		return " BLOOD ";
	}

	bug("Affect_location_name: unknown location %d.", location);
	return "(? ? ?)";
}

char *
get_race( CHAR_DATA *ch)
{
    if ( ch->race < MAX_NPC_RACE && ch->race >= 0)
	return ( npc_race[ch->race] );
    return ("Unknown");
}

void do_oldscore( CHAR_DATA *ch, char *argument )
{
    AFFECT_DATA *paf;
    SKILLTYPE   *skill;

    if ( IS_AFFECTED(ch, AFF_POSSESS) )
    {   
       send_to_char("You can't do that in your current state of mind!\n\r", ch);
       return;
    }

    set_char_color( AT_SCORE, ch );
    ch_printf( ch,
	"You are %s%s, level %d, %d years old (%d hours).\n\r",
	ch->name,
	IS_NPC(ch) ? "" : ch->pcdata->title,
	ch->top_level,
	get_age(ch),
	(get_age(ch) - 17) );

    if ( get_trust( ch ) != ch->top_level )
	ch_printf( ch, "You are trusted at level %d.\n\r",
	    get_trust( ch ) );

    if ( IS_SET(ch->act, ACT_MOBINVIS) )
      ch_printf( ch, "You are mobinvis at level %d.\n\r",
            ch->mobinvis);

    
      ch_printf( ch,
	"You have %d/%d hit, %d/%d movement.\n\r",
	ch->hit,  ch->max_hit,
	ch->move, ch->max_move);

    ch_printf( ch,
	"You are carrying %d/%d items with weight %d/%d kg.\n\r",
	ch->carry_number, can_carry_n(ch),
	ch->carry_weight, can_carry_w(ch) );

    ch_printf( ch,
	"Str: %d  Int: %d  Wis: %d  Dex: %d  Con: %d  Cha: %d  Lck: ??  Frc: ??\n\r",
	get_curr_str(ch),
	get_curr_int(ch),
	get_curr_wis(ch),
	get_curr_dex(ch),
	get_curr_con(ch),
	get_curr_cha(ch) );

    ch_printf( ch,
	"You have have %d credits.\n\r" , ch->gold );

    if ( !IS_NPC(ch) )
    ch_printf( ch,
	"You have achieved %d glory during your life, and currently have %d.\n\r",
	ch->pcdata->quest_accum, ch->pcdata->quest_curr );

    ch_printf( ch,
	"Autoexit: %s   Autoloot: %s   Autosac: %s   Autocred: %s\n\r",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
  	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );

    ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy );

    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK]   > 10 )
	send_to_char( "You are drunk.\n\r",   ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] ==  0 )
	send_to_char( "You are thirsty.\n\r", ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   ==  0 )
	send_to_char( "You are hungry.\n\r",  ch );

    switch( ch->mental_state / 10 )
    {
        default:   send_to_char( "You're completely messed up!\n\r", ch ); break;
        case -10:  send_to_char( "You're barely conscious.\n\r", ch ); break;
        case  -9:  send_to_char( "You can barely keep your eyes open.\n\r", ch ); break;
        case  -8:  send_to_char( "You're extremely drowsy.\n\r", ch ); break;
        case  -7:  send_to_char( "You feel very unmotivated.\n\r", ch ); break;
        case  -6:  send_to_char( "You feel sedated.\n\r", ch ); break;
        case  -5:  send_to_char( "You feel sleepy.\n\r", ch ); break;
        case  -4:  send_to_char( "You feel tired.\n\r", ch ); break;
        case  -3:  send_to_char( "You could use a rest.\n\r", ch ); break;
        case  -2:  send_to_char( "You feel a little under the weather.\n\r", ch ); break;
        case  -1:  send_to_char( "You feel fine.\n\r", ch ); break;
        case   0:  send_to_char( "You feel great.\n\r", ch ); break;
        case   1:  send_to_char( "You feel energetic.\n\r", ch ); break;
        case   2:  send_to_char( "Your mind is racing.\n\r", ch ); break;
        case   3:  send_to_char( "You can't think straight.\n\r", ch ); break;
        case   4:  send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break;
        case   5:  send_to_char( "You're high as a kite.\n\r", ch ); break;
        case   6:  send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break;
        case   7:  send_to_char( "Reality is slipping away.\n\r", ch ); break;
        case   8:  send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break;
        case   9:  send_to_char( "You feel immortal.\n\r", ch ); break;
        case  10:  send_to_char( "You are a Supreme Entity.\n\r", ch ); break;
    }

    switch ( ch->position )
    {
    case POS_DEAD:
	send_to_char( "You are DEAD!!\n\r",		ch );
	break;
    case POS_MORTAL:
	send_to_char( "You are mortally wounded.\n\r",	ch );
	break;
    case POS_INCAP:
	send_to_char( "You are incapacitated.\n\r",	ch );
	break;
    case POS_STUNNED:
	send_to_char( "You are stunned.\n\r",		ch );
	break;
    case POS_SLEEPING:
	send_to_char( "You are sleeping.\n\r",		ch );
	break;
    case POS_RESTING:
	send_to_char( "You are resting.\n\r",		ch );
	break;
    case POS_STANDING:
	send_to_char( "You are standing.\n\r",		ch );
	break;
    case POS_FIGHTING:
	send_to_char( "You are fighting.\n\r",		ch );
	break;
    case POS_MOUNTED:
	send_to_char( "Mounted.\n\r",			ch );
	break;
    case POS_SHOVE:
	send_to_char( "Being shoved.\n\r",		ch );
	break;
    case POS_DRAG:
	send_to_char( "Being dragged.\n\r",		ch );
	break;
    }

    if ( ch->top_level >= 25 )
	ch_printf( ch, "AC: %d.  ", GET_AC(ch) );

    send_to_char( "You are ", ch );
	 if ( GET_AC(ch) >=  101 ) send_to_char( "WORSE than naked!\n\r", ch );
    else if ( GET_AC(ch) >=   80 ) send_to_char( "naked.\n\r",            ch );
    else if ( GET_AC(ch) >=   60 ) send_to_char( "wearing clothes.\n\r",  ch );
    else if ( GET_AC(ch) >=   40 ) send_to_char( "slightly armored.\n\r", ch );
    else if ( GET_AC(ch) >=   20 ) send_to_char( "somewhat armored.\n\r", ch );
    else if ( GET_AC(ch) >=    0 ) send_to_char( "armored.\n\r",          ch );
    else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r",     ch );
    else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch );
    else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r",  ch );
    else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch );
    else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch );
    else                           send_to_char( "invincible!\n\r",       ch );

    if ( ch->top_level >= 15 )
	ch_printf( ch, "Hitroll: %d  Damroll: %d.\n\r",
	    GET_HITROLL(ch), GET_DAMROLL(ch) );

    if ( ch->top_level >= 10 )
	ch_printf( ch, "Alignment: %d.  ", ch->alignment );

    send_to_char( "You are ", ch );
	 if ( ch->alignment >  900 ) send_to_char( "angelic.\n\r", ch );
    else if ( ch->alignment >  700 ) send_to_char( "saintly.\n\r", ch );
    else if ( ch->alignment >  350 ) send_to_char( "good.\n\r",    ch );
    else if ( ch->alignment >  100 ) send_to_char( "kind.\n\r",    ch );
    else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch );
    else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r",    ch );
    else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r",    ch );
    else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch );
    else                             send_to_char( "satanic.\n\r", ch );

    if ( ch->first_affect )
    {
	send_to_char( "You are affected by:\n\r", ch );
	for ( paf = ch->first_affect; paf; paf = paf->next )
	    if ( (skill=get_skilltype(paf->type)) != NULL )
	{
	    ch_printf( ch, "Spell: '%s'", skill->name );

	    if ( ch->top_level >= 20 )
		ch_printf( ch,
		    " modifies %s by %d for %d rounds",
		    affect_loc_name( paf->location ),
		    paf->modifier,
		    paf->duration );

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

    if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
    {
	ch_printf( ch, "WizInvis level: %d   WizInvis is %s\n\r",
			ch->pcdata->wizinvis,
			IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
	if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
	  ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo,
					 	   ch->pcdata->r_range_hi	);
	if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
	  ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo,
	  					   ch->pcdata->o_range_hi	);
	if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
	  ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo,
	  					   ch->pcdata->m_range_hi	);
    }

    return;
}

/*								-Thoric
 * Display your current exp, level, and surrounding level exp requirements
 */
void do_level( CHAR_DATA *ch, char *argument )
{ 
 CLAN_DATA *clan;
 int iAbility, ability;

 if( argument[0] == '\0' )
 {  
  send_to_char( "&gBase Classes:&w\n\r", ch );
  ch_printf( ch, " &wFringer             &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[FRINGER_ABILITY], max_level(ch, FRINGER_ABILITY) );
  ch_printf( ch, " &wNoble               &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[NOBLE_ABILITY], max_level(ch, NOBLE_ABILITY) );
  ch_printf( ch, " &wScoundrel           &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[SCOUNDREL_ABILITY], max_level(ch, SCOUNDREL_ABILITY) );
  ch_printf( ch, " &wScout               &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[SCOUT_ABILITY], max_level(ch, SCOUT_ABILITY) );
  ch_printf( ch, " &wSoldier             &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[SOLDIER_ABILITY], max_level(ch, SOLDIER_ABILITY) );
  ch_printf( ch, " &wTech Specialist     &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[TECH_SPEC_ABILITY], max_level(ch, TECH_SPEC_ABILITY) );
  send_to_char( "\n\r", ch );
  send_to_char( "&gPrestige Classes:&w\n\r", ch );
  ch_printf( ch, " &wBounty Hunter       &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[BOUNTYHUNTER_ABILITY], max_level(ch, BOUNTYHUNTER_ABILITY) );
  ch_printf( ch, " &wCrime Lord          &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[CRIMELORD_ABILITY], max_level(ch, CRIMELORD_ABILITY) );
  ch_printf( ch, " &wElite Trooper       &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[TROOPER_ABILITY], max_level(ch, TROOPER_ABILITY) );
  ch_printf( ch, " &wStarship Ace        &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[STARSHIPACE_ABILITY], max_level(ch, STARSHIPACE_ABILITY) );
  ch_printf( ch, " &wChief Engineer      &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[ENGINEER_ABILITY], max_level(ch, ENGINEER_ABILITY) );
  ch_printf( ch, " &wInfiltrator         &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[INFILTRATOR_ABILITY], max_level(ch, INFILTRATOR_ABILITY) );
  ch_printf( ch, " &wLoyal Protector     &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[PROTECTOR_ABILITY], max_level(ch, PROTECTOR_ABILITY) );
  ch_printf( ch, " &wMartial Arts Master &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[MARTIALARTS_ABILITY], max_level(ch, MARTIALARTS_ABILITY) );
  ch_printf( ch, " &wOutlaw Slicer       &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[SLICER_ABILITY], max_level(ch, SLICER_ABILITY) );
 if( IS_IMMORTAL(ch) || IS_DROID(ch) )
  {
  ch_printf( ch, " &wEspionage Droid     &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[ESPIONAGE_ABILITY], max_level(ch, ESPIONAGE_ABILITY) );
  ch_printf( ch, " &wBerserker Droid     &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[BERSERKER_ABILITY], max_level(ch, BERSERKER_ABILITY) );
  }
 if( IS_IMMORTAL(ch) || ch->race == RACE_SKYTRI )
  ch_printf( ch, " &wAerobat             &gLevel: &w%2d      &gMax: &w%2d\n\r", ch->class_level[AEROBAT_ABILITY], max_level(ch, AEROBAT_ABILITY) );
  send_to_char( "\n\r", ch );
  send_to_char( "&gForce Classes:&w\n\r", ch );
  ch_printf( ch, " &cForce Adept         &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[FORCE_ADEPT_ABILITY], max_level(ch, FORCE_ADEPT_ABILITY) );
  ch_printf( ch, " &cJedi Consular       &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[JEDICONSULAR_ABILITY], max_level(ch, JEDICONSULAR_ABILITY) );
  ch_printf( ch, " &cJedi Guardian       &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[JEDIGUARDIAN_ABILITY], max_level(ch, JEDIGUARDIAN_ABILITY) );
  ch_printf( ch, " &cJedi Master         &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[JEDIMASTER_ABILITY], max_level(ch, JEDIMASTER_ABILITY) );
  ch_printf( ch, " &cJedi Ace            &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[JEDIACE_ABILITY], max_level(ch, JEDIACE_ABILITY) );   
  ch_printf( ch, " &cJedi Investigator   &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[INVESTIGATOR_ABILITY], max_level(ch, INVESTIGATOR_ABILITY) );
  ch_printf( ch, " &cMystic Agent        &gLevel: &c%2d      &gMax: &c%2d&w\n\r", ch->class_level[MYSTICAGENT_ABILITY], max_level(ch, MYSTICAGENT_ABILITY) );
  ch_printf( ch, " &rDark Force Witch    &gLevel: &r%2d      &gMax: &r%2d&w\n\r", ch->class_level[WITCH_ABILITY], max_level(ch, WITCH_ABILITY) );
  ch_printf( ch, " &rDark Side Devotee   &gLevel: &r%2d      &gMax: &r%2d&w\n\r", ch->class_level[DEVOTEE_ABILITY], max_level(ch, DEVOTEE_ABILITY) );
  ch_printf( ch, " &rDark Side Marauder  &gLevel: &r%2d      &gMax: &r%2d&w\n\r",ch->class_level[MARAUDER_ABILITY], max_level(ch, MARAUDER_ABILITY) );
  ch_printf( ch, " &rSith Acolyte        &gLevel: &r%2d      &gMax: &r%2d&w\n\r", ch->class_level[ACOLYTE_ABILITY], max_level(ch, ACOLYTE_ABILITY) );
  ch_printf( ch, " &rSith Warrior        &gLevel: &r%2d      &gMax: &r%2d&w\n\r",ch->class_level[SITHWARRIOR_ABILITY], max_level(ch, SITHWARRIOR_ABILITY) );
  ch_printf( ch, " &rSith Lord           &gLevel: &r%2d      &gMax: &r%2d&w\n\r", ch->class_level[SITHLORD_ABILITY], max_level(ch, SITHLORD_ABILITY) );

if( IS_IMMORTAL(ch) || ch->pcdata->clan )
 {
 send_to_char( "\n\r", ch );
 send_to_char( "&gThe following are clan specific classes:&w\n\r", ch );
 if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "Antarian Rangers" )
  ch_printf( ch, " &YAntarian Ranger     &gLevel: &Y%2d      &gMax: &Y%2d&w\n\r", ch->class_level[ANTARIAN_ABILITY], max_level(ch, ANTARIAN_ABILITY) );
 if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "Black Sun" )
  {
  ch_printf( ch, " &YBlack Sun Enforcer  &gLevel: &Y%2d      &gMax: &Y%2d&w\n\r", ch->class_level[ENFORCER_ABILITY], max_level(ch, ENFORCER_ABILITY) );
  ch_printf( ch, " &YBlack Sun Vigo      &gLevel: &Y%2d      &gMax: &Y%2d&w\n\r", ch->class_level[VIGO_ABILITY], max_level(ch, VIGO_ABILITY) );
  }
 if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "Hutt Crime Syndicate" )
  ch_printf( ch, " &YCrime Broker        &gLevel: &Y%2d      &gMax: &Y%2d&w\n\r", ch->class_level[BROKER_ABILITY], max_level(ch, BROKER_ABILITY) );
 if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "The Republic" )
  ch_printf( ch, " &YNoble Lord          &gLevel: &Y%2d      &gMax: &Y%2d&w\n\r", ch->class_level[NOBLELORD_ABILITY], max_level(ch, NOBLELORD_ABILITY) );
 }
 send_to_char( "\n\r", ch );
  return;
 }

  ability = -1;
  for ( iAbility = 0 ; iAbility < MAX_ABILITY ; iAbility++ )
  {
     if ( !str_prefix( argument , ability_name[iAbility] ) )
     {
       ability = iAbility;
       break;
     }
  }

  if ( ability == -1 )
  {
      send_to_char( "No Such Class.\n\r", ch);
      return;
  }

  if( ch->top_level >= 30 )
  {
	send_to_char( "You cannot gain another level.\n\r", ch);
	return;
  }

  if( ch->class_level[ability] >= max_level(ch, ability) )
   {
	send_to_char("You can't gain another level in this ability.\n\r", ch);
	return;
   }

  if( ch->experience < exp_table[ch->top_level+1].exp )  
  {
   ch_printf( ch, "You still need %d more experience before you can level.\n\r", (exp_table[ch->top_level+1].exp - ch->experience ) );
   return;
  }
  if( ability == ANTARIAN_ABILITY )
  {
   if( !ch->pcdata || !ch->pcdata->clan || ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name != "Antarian Rangers" ) )
    {
	send_to_char("You must belong to the Antarian Rangers to level this class.\n\r", ch);
	return;
    }
  }
  if( ability == ENFORCER_ABILITY || ability == VIGO_ABILITY )
  {
   clan = get_clan( ch->pcdata->clan->name );
   if( ability == VIGO_ABILITY && ch->class_level[NOBLE_ABILITY] < 5 )
    {
	send_to_char("You must have atleast 5 levels in Noble.\n\r", ch);
	return;
    }
   if( ability == VIGO_ABILITY && !str_cmp( ch->name, clan->number1 ) && !str_cmp( ch->name, clan->number2 ) && !str_cmp( ch->name, clan->leader ) )    
    {
	send_to_char("Only the leader, number1 and number2 can level vigo.\n\r", ch);
	return;
    }
   if( !ch->pcdata || !ch->pcdata->clan || ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name != "Black Sun" ) )
    {
	send_to_char("You must belong to the Black Sun to level this class.\n\r", ch);
	return;
    }
   if( ability == ENFORCER_ABILITY && ( ch->hitroll < 6 || ch->skill_level[INTIMIDATE_SKILL] < 8 || !HAS_FEAT2(ch, ARMOR_LIGHT) ) )
    {
	send_to_char("&wYou lack a requirement for this class.\n\r", ch );
	return;
    }    
  }
  if( ability == SLICER_ABILITY )
  {
   if( ch->skill_level[COMPUTER_SKILL] < 8 || ch->skill_level[CRAFT_COMPUTER] < 4 || !IS_SET(ch->speaks, LANG_BINARY) )
    {
	send_to_char( "&wYou lack a requirement for this class.\n\r", ch );
	return;
    }
  }
  if( ability == AEROBAT_ABILITY )
  {
   if( ch->race != RACE_SKYTRI )
    {
	send_to_char( "&wOnly S'kytri can level as an Aerobat.\n\r", ch );
	return;
    }
   if( ch->hitroll < 2 || ch->skill_level[SPOT_SKILL] < 4 || ch->skill_level[TUMBLE_SKILL] < 5 || !HAS_FEAT(ch, DODGE_FEAT) )
    {
	send_to_char( "&wYou lack a requirement for this class.\n\r", ch );
	return;
    }
  }
  if( ability == MYSTICAGENT_ABILITY )
  {
   if( ch->hitroll < 3 || ch->force_level[BATTLEMIND_SKILL] < 4 || ch->skill_level[HIDE_SKILL] < 7 || !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, CONTROL_FEAT) )
    {
	send_to_char( "&wYou lack a requirement for this class.\n\r", ch );
	return;
    }
  }
  if( ability == ESPIONAGE_ABILITY )
  {
   if( !IS_DROID(ch) )
    {
	send_to_char( "&wOnly droids can level as an Espionage Droid.\n\r", ch );
	return;
    }
   if( ch->skill_level[COMPUTER_SKILL] < 6 || ch->skill_level[HIDE_SKILL] < 6 || ch->skill_level[SEARCH_SKILL] < 6 ||
       ch->skill_level[GATHER_INFO] < 9 || !HAS_DROID(ch, LOCKED_ACCESS) || !HAS_DROID(ch, IMPROVED_SENSOR) )
     {
	send_to_char( "&wYou lack one of the requirements for this class.\n\r", ch );
	return;
     }
  }
  if( ability == BERSERKER_ABILITY )
  {
   if( !IS_DROID(ch) )
    {
	send_to_char( "&wOnly droids can level as Berserker Droids.\n\r", ch );
	return;
    }
   if( ch->skill_level[INTIMIDATE_SKILL] < 6 || ch->skill_level[MOVE_SILENTLY] < 5 || ch->hitroll < 4 )
    {
	send_to_char( "&wYou lack one of the requirements for this class.\n\r", ch );
	return;
    }
  }
  if( ability == BROKER_ABILITY )
  {
   if( !ch->pcdata || !ch->pcdata->clan || ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name != "Hutt Crime Syndicate" ) )
    {
	send_to_char("You must belong to the Hutt Crime Syndicate to level this class.\n\r", ch);
	return;
    }
  }
  if( ability == BOUNTYHUNTER_ABILITY )
  {
   if(ch->hitroll < 6 || ch->skill_level[MOVE_SILENTLY] < 5 || ch->skill_level[SPOT_SKILL] < 5 || ch->skill_level[LISTEN_SKILL] < 5 )
    {
	send_to_char("You lack one of the requirements.  See HELP BOUNTYHUNTER for a list.\n\r", ch);
	return;
    }
  }
  if( ability == NOBLELORD_ABILITY )
  {
   if(ch->class_level[NOBLE_ABILITY] != 20)
    {
	send_to_char("This class is only availuable to characters with level 20 in Noble.\n\r", ch);
 	return;
    }
   if(ch->reputation < 5 || !HAS_FEAT(ch, INFLUENCE_FEAT) )
    {
	send_to_char("You lack one of the requirements, see help HOUSELORD.\n\r",ch);
	return;
    }
  }
  if( ability == CRIMELORD_ABILITY )
  {
   if(ch->reputation < 2 || ch->skill_level[DIPLOMACY_SKILL] < 12 || !HAS_FEAT(ch, INFAMY_FEAT) )
    {
	send_to_char("You lack one of the requirements, see HELP CRIMELORD for a list.\n\r", ch);
	return;
    }
  }
  if(ability == JEDICONSULAR_ABILITY )
  {
   if(ch->pcdata->has_master == NO_MASTER)
    {
        send_to_char("You must become a padawan first.\n\r", ch);
        return;
    }
  }
  if(ability == JEDIGUARDIAN_ABILITY )
  {
   if( ch->pcdata->has_master == NO_MASTER )
    {
	send_to_char("You must become a padawan first.\n\r", ch);
	return;
    }
  }
  if(ability == TROOPER_ABILITY )
  {
   if(ch->hitroll < 6 || !HAS_FEAT(ch, DODGE_FEAT))
    {
	send_to_char("You lack one of the requirements, see HELP ELITETROOPER for a list.\n\r", ch);
	return;
    }
  }
  if(ability == JEDIMASTER_ABILITY )
  {
   if(ch->pcdata->has_trained == NOT_TRAINED)
    {
	send_to_char("You must train a padawan before you can be a master.\n\r", ch);
	return;
    }
   if(ch->class_level[JEDIGUARDIAN_ABILITY] < 7 && ch->class_level[JEDICONSULAR_ABILITY] < 7 )
    {
	send_to_char("You must have atleast level 7 in a Jedi Class.\n\r", ch);
	return;
    }
   if(ch->force_level[SEE_FORCE] < 6 || ch->force_level[HEAL_OTHER] < 5 || ch->force_level[HEAL_SELF] < 5 )
    {
	send_to_char("You lack one of the requirements, see HELP JEDIMASTER for a list.\n\r", ch);
	return;
    }
  }
  if(ability == ACOLYTE_ABILITY)
  {
   if( ch->pcdata->force_status != STATUS_SITH_APPRENTICE && ch->pcdata->force_status != STATUS_SITH_LORD && ch->pcdata->force_status != STATUS_SITH_MASTER )
    {
	send_to_char("Only Sith can level Sith classes.\n\r", ch);
	return;
    }
   if(ch->hitroll < 3 || !HAS_FEAT(ch, FORCE_SENSITIVE) || !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, SENSE_FEAT) || ch->reputation < 4 || ch->darkpoints < 4 || ch->force_level[SEE_FORCE] < 6 )
    {
	send_to_char("You lack one of the requirements, see HELP SITHACOLYTE for a list.\n\r", ch);
	return;
    }
  }
  if(ability == SITHLORD_ABILITY)
  {
   if( ch->pcdata->force_status != STATUS_SITH_LORD && ch->pcdata->force_status!= STATUS_SITH_MASTER )
    {
	send_to_char("Only Sith Lords can level this Sith class.\n\r", ch);
	return;
    }
   if(ch->hitroll < 6 || ch->force_level[BATTLEMIND_SKILL] < 6 || !HAS_FEAT(ch, FORCE_SENSITIVE) || !HAS_FFEAT(ch, ALTER_FEAT) || 
     !HAS_FFEAT(ch, CONTROL_FEAT) || !HAS_FFEAT(ch, SENSE_FEAT) || ch->reputation < 10 || ch->darkpoints < get_curr_wis(ch) )
    {
	send_to_char("You lack one or more of the requirements, see HELP SITHLORD for a list.\n\r", ch);
	return;
    }
   if(ch->class_level[SITHLORD_ABILITY] == 9 && ch->pcdata->force_status != STATUS_SITH_MASTER )
    {
	send_to_char("Only the Dark Lord of the Sith can gain level 10 in Sith Lord.\n\r", ch);
	return;
    }
  }
  if(ability == SITHWARRIOR_ABILITY)
  {
   if( ch->pcdata->force_status != STATUS_SITH_APPRENTICE && ch->pcdata->force_status!= STATUS_SITH_MASTER )
    {
	send_to_char("Only Sith Acolytes can level this Sith class.\n\r", ch);
	return;
    }
   if(ch->hitroll < 4 || ch->force_level[BATTLEMIND_SKILL] < 4 || !HAS_FEAT(ch, FORCE_SENSITIVE) ||
      !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, CONTROL_FEAT) || ch->reputation < 4 || ch->darkpoints < 6 )
    {
	send_to_char("You lack one or more of the requirements, see HELP SITHWARRIOR for a list.\n\r", ch);
	return;
    }
  }
 if( ability == DEVOTEE_ABILITY )
  {
   if(ch->class_level[JEDIGUARDIAN_ABILITY] == 0 && ch->class_level[JEDICONSULAR_ABILITY] == 0 && ch->class_level[FORCE_ADEPT_ABILITY] == 0 )
    {
	send_to_char("You must have atleast one level in a Forcer class.\n\r", ch);
	return;
    }
   if(ch->hitroll < 2 || ch->reputation < 1 || ch->darkpoints < 3)
    {
	send_to_char("You lack one of the requirements.  See HELP DEVOTEE.\n\r", ch);
	return;
    }
  }
  if( ability == MARAUDER_ABILITY )
  {
   if(ch->class_level[JEDIGUARDIAN_ABILITY] == 0 && ch->class_level[JEDICONSULAR_ABILITY] == 0 && ch->class_level[FORCE_ADEPT_ABILITY] == 0 )   
    {
     	send_to_char("You must have atleast one level in a Forcer class.\n\r", ch);
	return;
    }
   if(ch->hitroll < 3 || ch->darkpoints < 4)
    {
	send_to_char("You lack one of the requirements.  See HELP MARAUDER.\n\r", ch);
	return;
    }
  }
  if( ability == WITCH_ABILITY )
  {
   if(ch->class_level[JEDIGUARDIAN_ABILITY] == 0 && ch->class_level[JEDICONSULAR_ABILITY] == 0 && ch->class_level[FORCE_ADEPT_ABILITY] == 0 )
    {
	send_to_char("You must have atleast one level in a Forcer class.\n\r", ch);
	return;
    }
   if(ch->hitroll < 1 || !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, SENSE_FEAT) || ch->reputation < 1 || ch->darkpoints < 4 )
    {
	send_to_char("You lack one of the requirements.  See HELP WITCH.\n\r", ch);
	return;
    }
  }
  if( ability == ENGINEER_ABILITY )
   {
    if(ch->class_level[TECH_SPEC_ABILITY] != 20)
     {
	send_to_char("You must be level 20 Tech Specialist.\n\r", ch);
	return;
     }
    if(ch->skill_level[COMPUTER_SKILL] < 6 || ch->skill_level[REPAIR_SKILL] < 6 )
     {
	send_to_char("You lack one of the requirements.  See HELP ENGINEER.\n\r", ch);
	return;
     }
  }
  if( ability == PROTECTOR_ABILITY )
  {
   if(ch->hitroll < 4 || ch->skill_level[DISGUISE_SKILL] < 6)
    {
	send_to_char("You lack one of the requirements.  See HELP PROTECTOR.\n\r", ch);
	return;
    }
  }
  if( ability == MARTIALARTS_ABILITY )
  {
   if(ch->hitroll < 8 || !HAS_FEAT(ch, ADV_MARTIAL_ARTS) || !HAS_FEAT(ch, MARTIAL_ARTS) || !HAS_FEAT(ch, IMP_MARTIAL_ARTS) || IS_DARK(ch) || ch->skill_level[TUMBLE_SKILL] < 15 )
    {
     	send_to_char("You lack one of the requirements.  See HELP MARTIALARTSMASTER.\n\r", ch);
	return;
    }
   if(get_curr_dex(ch) < 18 )
    {
	send_to_char("You must have 18 or more in dexterity to level this class.\n\r", ch);
	return;
    }
  }
  if( ability == INVESTIGATOR_ABILITY )
  {
   if(ch->pcdata->can_invest != YES_INVEST)
    {
	send_to_char("You aren't cleared for this training.\n\r", ch);
	return;
    }
   if(ch->force_level[SEE_FORCE] < 15 || ch->skill_level[DISGUISE_SKILL] < 10 || ch->force_level[FORCE_STEALTH] < 15 )
    {
	send_to_char("You lack one of the requirements. See HELP INVESTIGATOR.\n\r", ch);
	return;
    }
  }
  advance_level(ch, ability);
  ch_printf( ch, "You gain level %d of %-25s\n\r", ch->class_level[ability], ability_name[ability] );
 return;
}


void do_affected ( CHAR_DATA *ch, char *argument )
{
    char arg [MAX_INPUT_LENGTH];
    AFFECT_DATA *paf;
    SKILLTYPE *skill;
 
    if ( IS_NPC(ch) )
        return;

    argument = one_argument( argument, arg );

    if ( !ch->first_affect )
    {
        set_char_color( AT_SCORE, ch );
        send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch );
    }
    else
    {
        for (paf = ch->first_affect; paf; paf = paf->next)
	 if ( (skill=get_skilltype(paf->type)) != NULL )
          {
            set_char_color( AT_BLUE, ch );
            send_to_char( "Affected:  ", ch );
            set_char_color( AT_SCORE, ch );
            if ( ch->top_level >= 10 )
            {
                if (paf->duration < 25 ) set_char_color( AT_WHITE, ch );
                if (paf->duration < 6  ) set_char_color( AT_WHITE + AT_BLINK, ch );
         	ch_printf( ch,"&W%s: &G'%s'&W modifies &G%s&W by &G%d&W for %d rounds.\n\r",skill_tname[skill->type],skill->name,affect_loc_name( paf->location ),paf->modifier, paf->duration );
	    }
          }
    }
    return;
}

void do_inventory( CHAR_DATA *ch, char *argument )
{
    set_char_color( AT_RED, ch );
    send_to_char( "You are carrying:\n\r", ch );
    show_list_to_char( ch->first_carrying, ch, TRUE, TRUE );
    return;
}


void do_equipment( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    int iWear;
    bool found;
    char buf[MAX_STRING_LENGTH];
    
    set_char_color( AT_RED, ch );
    send_to_char( "You are using:\n\r", ch );
    found = FALSE;
    set_char_color( AT_OBJECT, ch );
    for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
    {
	for ( obj = ch->first_carrying; obj; obj = obj->next_content )
	   if ( obj->wear_loc == iWear )
	   {
		send_to_char( where_name[iWear], ch );
		if ( can_see_obj( ch, obj ) )
		{
		    send_to_char( format_obj_to_char( obj, ch, TRUE ), ch );
		    strcpy( buf , "" );
		    switch ( obj->item_type )
	            {
	                default:
	                break;

	                 case ITEM_WEAPON:
	                   if (obj->value[3] == WEAPON_BLASTER )
	                   {
		            if (obj->blaster_setting == BLASTER_FULL)
	    		      ch_printf( ch, "FULL");
	  	            else if (obj->blaster_setting == BLASTER_HIGH)
	    		      ch_printf( ch, "HIGH");
	  	            else if (obj->blaster_setting == BLASTER_NORMAL)
	    		      ch_printf( ch, "NORMAL");
	  	            else if (obj->blaster_setting == BLASTER_HALF)
	    		      ch_printf( ch, "HALF");
	  	            else if (obj->blaster_setting == BLASTER_LOW)
	    		      ch_printf( ch, "LOW");
	  	            else if (obj->blaster_setting == BLASTER_STUN)
	    		      ch_printf( ch, "STUN");
	  	            ch_printf( ch, " %d", obj->value[4] );
	                   }
	                   else if (     ( obj->value[3] == WEAPON_LIGHTSABER || 
		           obj->value[3] == WEAPON_VIBRO 
		           || obj->value[3] == WEAPON_FORCE_PIKE 
		           || obj->value[3] == WEAPON_BOWCASTER ) )
	                   {
		             ch_printf( ch, " %d", obj->value[4] );
	                   }        
	                   break;
                    }   
		    send_to_char( "\n\r", ch );
		}
		else
		    send_to_char( "something.\n\r", ch );
		found = TRUE;
	   }
    }

    if ( !found )
	send_to_char( "Nothing.\n\r", ch );

    return;
}



void set_title( CHAR_DATA *ch, char *title )
{
    char buf[MAX_STRING_LENGTH];

    if ( IS_NPC(ch) )
    {
	bug( "Set_title: NPC.", 0 );
	return;
    }

    if ( isalpha(title[0]) || isdigit(title[0]) )
    {
	buf[0] = ' ';
	strcpy( buf+1, title );
    }
    else
	strcpy( buf, title );

    STRFREE( ch->pcdata->title );
    ch->pcdata->title = STRALLOC( buf );
    return;
}



void do_title( CHAR_DATA *ch, char *argument )
{
    if ( IS_NPC(ch) )
	return;

    if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
    {
        send_to_char( "You try but the Force resists you.\n\r", ch );
        return;
    }
 

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

    if ((get_trust(ch) <= LEVEL_IMMORTAL) && (!nifty_is_name(ch->name, remand(argument))))
     {
       send_to_char("You must include your name somewhere in your title!", ch);
       return;
     }
 
    smash_tilde( argument );
    set_title( ch, argument );
    send_to_char( "Ok.\n\r", ch );
}

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

    if ( IS_NPC(ch) )
	return;

    if ( argument[0] == '\0' )
    {
	if ( !ch->pcdata->email )
	  ch->pcdata->email = str_dup( "" );
	ch_printf( ch, "Your email address is: %s\n\r",
		show_tilde( ch->pcdata->email ) );
	return;
    }

    if ( !str_cmp( argument, "clear" ) )
    {
	if ( ch->pcdata->email )
	  DISPOSE(ch->pcdata->email);
	ch->pcdata->email = str_dup("");

	send_to_char( "Email address cleared.\n\r", ch );
	return;
    }

    strcpy( buf, argument );
    
    if ( strlen(buf) > 70 )
	buf[70] = '\0';

    hide_tilde( buf );
    if ( ch->pcdata->email )
      DISPOSE(ch->pcdata->email);
    ch->pcdata->email = str_dup(buf);
    send_to_char( "Email address set.\n\r", ch );
}

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

    if ( IS_NPC(ch) )
	return;

    if ( argument[0] == '\0' )
    {
	if ( !ch->pcdata->screenname )
	  ch->pcdata->screenname = str_dup( "" );
	ch_printf( ch, "Your AIM screenname is: %s\n\r",
		show_tilde( ch->pcdata->screenname ) );
	return;
    }

    if ( !str_cmp( argument, "clear" ) )
    {
	if ( ch->pcdata->screenname )
	  DISPOSE(ch->pcdata->screenname);
	ch->pcdata->screenname = str_dup("");

	send_to_char( "AIM Screenname cleared.\n\r", ch );
	return;
    }

    strcpy( buf, argument );
    
    if ( strlen(buf) > 70 )
	buf[70] = '\0';

    hide_tilde( buf );
    if ( ch->pcdata->screenname )
      DISPOSE(ch->pcdata->screenname);
    ch->pcdata->screenname = str_dup(buf);
    send_to_char( "AIM Screenname set.\n\r", ch );
}

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

    if ( IS_NPC(ch) )
	return;

    if ( argument[0] == '\0' )
    {
	if ( !ch->pcdata->homepage )
	  ch->pcdata->homepage = str_dup( "" );
	ch_printf( ch, "Your homepage is: %s\n\r",
		show_tilde( ch->pcdata->homepage ) );
	return;
    }

    if ( !str_cmp( argument, "clear" ) )
    {
	if ( ch->pcdata->homepage )
	  DISPOSE(ch->pcdata->homepage);
	ch->pcdata->homepage = str_dup("");
	send_to_char( "Homepage cleared.\n\r", ch );
	return;
    }

    if ( strstr( argument, "://" ) )
	strcpy( buf, argument );
    else
	sprintf( buf, "http://%s", argument );
    if ( strlen(buf) > 70 )
	buf[70] = '\0';

    hide_tilde( buf );
    if ( ch->pcdata->homepage )
      DISPOSE(ch->pcdata->homepage);
    ch->pcdata->homepage = str_dup(buf);
    send_to_char( "Homepage set.\n\r", ch );
}

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

    if ( IS_NPC(ch) )
	return;

    if ( argument[0] == '\0' )
    {
	if ( !ch->pcdata->image )
	  ch->pcdata->image = str_dup( "" );
	ch_printf( ch, "Your www image is: %s\n\r",
		show_tilde( ch->pcdata->image ) );
	return;
    }

    if ( !str_cmp( argument, "clear" ) )
    {
	if ( ch->pcdata->image )
	  DISPOSE(ch->pcdata->image);
	ch->pcdata->image = str_dup("");
	send_to_char( "WWW Image cleared.\n\r", ch );
	return;
    }

    if ( strstr( argument, "://" ) )
	strcpy( buf, argument );
    else
	sprintf( buf, "http://%s", argument );
    if ( strlen(buf) > 70 )
	buf[70] = '\0';

    hide_tilde( buf );
    if ( ch->pcdata->image )
      DISPOSE(ch->pcdata->image);
    ch->pcdata->image = str_dup(buf);
    send_to_char( "WWW Image set.\n\r", ch );
}


/*
 * Set your personal description				-Thoric
 */
void do_description( CHAR_DATA *ch, char *argument )
{
    if ( IS_NPC( ch ) )
    {
	send_to_char( "Monsters are too dumb to do that!\n\r", ch );
	return;	  
    }

    if ( !ch->desc )
    {
	bug( "do_description: no descriptor", 0 );
	return;
    }

    switch( ch->substate )
    {
	default:
	   bug( "do_description: illegal substate", 0 );
	   return;

	case SUB_RESTRICTED:
	   send_to_char( "You cannot use this command from within another command.\n\r", ch );
	   return;

	case SUB_NONE:
	   ch->substate = SUB_PERSONAL_DESC;
	   ch->dest_buf = ch;
	   start_editing( ch, ch->description );
	   editor_desc_printf( ch, "Your description (%s)", ch->name );
	   return;

	case SUB_PERSONAL_DESC:
	   STRFREE( ch->description );
	   ch->description = copy_buffer( ch );
	   stop_editing( ch );
	   return;	
    }
}

/* Ripped off do_description for whois bio's -- Scryn*/
void do_bio( CHAR_DATA *ch, char *argument )
{
    if ( IS_NPC( ch ) )
    {
	send_to_char( "Mobs can't set bio's!\n\r", ch );
	return;	  
    }

    if ( !ch->desc )
    {
	bug( "do_bio: no descriptor", 0 );
	return;
    }

    switch( ch->substate )
    {
	default:
	   bug( "do_bio: illegal substate", 0 );
	   return;
	  	   
	case SUB_RESTRICTED:
	   send_to_char( "You cannot use this command from within another command.\n\r", ch );
	   return;

	case SUB_NONE:
	   ch->substate = SUB_PERSONAL_BIO;
	   ch->dest_buf = ch;
	   start_editing( ch, ch->pcdata->bio );
	   editor_desc_printf( ch, "Your bio (%s).", ch->name );
	   return;

	case SUB_PERSONAL_BIO:
	   STRFREE( ch->pcdata->bio );
	   ch->pcdata->bio = copy_buffer( ch );
	   stop_editing( ch );
	   return;	
    }
}



void do_report( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_INPUT_LENGTH];

    if ( IS_AFFECTED(ch, AFF_POSSESS) )
    {   
       send_to_char("You can't do that in your current state of mind!\n\r", ch);
       return;
    }

    
      ch_printf( ch,
	"You report: %d/%d hp %d/%d mv.\n\r",
	ch->hit,  ch->max_hit,
	ch->move, ch->max_move   );

    
      sprintf( buf, "$n reports: %d/%d hp %d/%d.",
	ch->hit,  ch->max_hit,
	ch->move, ch->max_move   );

    act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM );

    return;
}

void do_prompt( CHAR_DATA *ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  
  if ( IS_NPC(ch) )
  {
    send_to_char( "NPC's can't change their prompt..\n\r", ch );
    return;
  }
  smash_tilde( argument );
  one_argument( argument, arg );
  if ( !*arg )
  {
    send_to_char( "Set prompt to what? (try help prompt)\n\r", ch );
    return;
  }
  if (ch->pcdata->prompt)
    STRFREE(ch->pcdata->prompt);

  if ( strlen(argument) > 128 )
    argument[128] = '\0';

  /* Can add a list of pre-set prompts here if wanted.. perhaps
     'prompt 1' brings up a different, pre-set prompt */
  if ( !str_cmp(arg, "default") )
    ch->pcdata->prompt = STRALLOC("");
  else
    ch->pcdata->prompt = STRALLOC(argument);
  send_to_char( "Ok.\n\r", ch );
  return;
}

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

  if( IS_NPC(ch) || argument[0] == '\0' )
   {
	send_to_char( "&GSyntax: &w&WSetreputation <famous/infamous>\n\r", ch );
	return;
   }
  if( !str_cmp(argument, "famous") )
   {
    	if( ch->pcdata->reputation == IS_FAMOUS )
	 {
		send_to_char( "&rYou are already registered as famous.&w\n\r", ch );
		return;
	 }
	ch->pcdata->reputation = IS_FAMOUS;
	send_to_char( "&w&WYou are now registered as being &GFamous&w&W.\n\r", ch );
	return;
   }
  else if( !str_cmp( argument, "infamous" ) )
   {
	if( ch->pcdata->reputation == IS_INFAMOUS )
	 {
		send_to_char( "&rYou are already registered as infamous.&w\n\r", ch );
		return;
	 }
	ch->pcdata->reputation = IS_INFAMOUS;
	send_to_char( "&w&WYou are now registered as being&GInfamous&w&W.\n\r", ch );
	return;
   }
  do_setreputation( ch, "" );
  return;
}