dystopia/doc/
dystopia/notes/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen  *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <time.h>
#include "merc.h"

ALIAS_DATA * alias_free;

int  calc_chance_happy_hour       args (( void ));
int  calc_chance_delight_hour     args (( void ));
void add_vote                     args (( POLL_DATA *poll, CHAR_DATA *ch, int choice ));

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

  stc("#r--==#L**#r==--==#L**#r==--==#L**#r==      #RBOUNTY LIST    #r==#L**#r==--==#L**#r==--==#L**#r==--#n\n\r",ch);
  stc("  #CName               Bounty     Pkscore      Generation    Level\n\r#n",ch);
  for ( d = descriptor_list; d != NULL; d = d->next )
  {
    if ( d->character != NULL )
    {
       if (!d->connected == CON_PLAYING) continue;
       if (d->character->level > 6) continue;
       if (!can_see(ch, d->character)) continue;
       sprintf(buf, "  #G%-15s#n    %5d       %5d           %d           %d\n\r",
         d->character->name, d->character->pcdata->bounty,
         get_ratio(d->character), d->character->generation,
         is_upgrade(d->character)
         ? d->character->pcdata->upgrade_level + 1
         : d->character->pcdata->upgrade_level);
       stc(buf,ch);
    }
  }
  stc("#r--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==#L**#r==--==#L**#r==--==#L**#r==-#n\n\r",ch);
  return;
}

void do_dcredits(CHAR_DATA *ch, char *argument)
{
  do_help(ch, "dcredits");
  return;
}

void do_top( CHAR_DATA *ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  int i;

  if (IS_NPC(ch)) return;

  stc("#r==--==#L**#r==--==#L**#r==--==#L**#r==--== #GTOP PKSCORE #r==--==#L**#r==--==#L**#r==--#r==#L**#r==--==#n\n\r\n\r",ch);
  for (i = 1; i <= MAX_TOP_PLAYERS / 2; i++)
  {
    sprintf(buf," %2d.  %-15s      %5d       %2d.  %-15s      %5d\n\r",
      i, top_board[i].name, top_board[i].pkscore,
      i + MAX_TOP_PLAYERS / 2, top_board[i + MAX_TOP_PLAYERS / 2].name, top_board[i + MAX_TOP_PLAYERS / 2].pkscore);
    send_to_char(buf,ch);
  }
  sprintf(buf,"\n\r                       #GYou #0:#G                %-4d\n\r",get_ratio(ch));
  send_to_char(buf,ch);
  stc("\n\r#r--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--#n\n\r",ch);
  return;
}

void do_classself(CHAR_DATA *ch, char *argument)
{
  char arg1[MAX_STRING_LENGTH];
  
  argument = one_argument(argument, arg1);
  if (IS_NPC(ch)) return;
    
  if (ch->class != 0)
  {
    send_to_char("You already have a class.\n\r",ch);
    return;
  }
  if (ch->level < 3)
  {
    send_to_char("You must be avatar to selfclass.\n\r",ch);
    return;
  }
  if ( arg1[0] == '\0' )
  {  
    send_to_char("Classes: Type selfclass <class> to get classed.\n\r\n\r",ch);
    send_to_char("#R[#0Demon#R]#n             #y((#LWerewolf#y))#n         #P.o0#0Drow#P0o.#n\n\r",ch);
    send_to_char("#y-*(#7N#0inja#y)*-#n         #0<<#RVampire#0>>#n          #0.x[#lMonk#0]x.\n\r",ch);
    send_to_char("#n{{#CBattlemage#n}}      #o(#c*#o)#RHobbit#o(#c*#o)#n         #c<>#GG#gian#Gt#c<>#n\n\r", ch);
    return;
  }
  do_clearstats2(ch,"");

  if (!str_cmp(arg1,"demon"))
  {
    ch->class = CLASS_DEMON;
    set_learnable_disciplines(ch);
    send_to_char( "You have chosen the #RDemonic#n path, may god have mercy on yer soul.\n\r", ch);
  }
  else if (!str_cmp(arg1,"werewolf"))
  {
    ch->class = CLASS_WEREWOLF;
    set_learnable_disciplines(ch);
    send_to_char( "You have chosen the path of the #0Garou#n, may gaia guide you.\n\r", ch);
  }
  else if (!str_cmp(arg1,"drow"))
  {
    ch->class = CLASS_DROW;
    send_to_char( "Choose your profession, and #PLloth#n will guide you.\n\r", ch);
  }
  else if (!str_cmp(arg1,"giant"))
  {
    ch->class = CLASS_GIANT;
    send_to_char("You grow and grow, finally you stop and realise your a Giant.\n\r",ch);
  }
  else if (!str_cmp(arg1,"ninja"))
  {
    ch->class = CLASS_NINJA;
    send_to_char( "You have chosen a life in the #0shadows#n, assassinate at will.\n\r", ch);
  }
  else if (!str_cmp(arg1,"vampire"))
  {
    ch->class = CLASS_VAMPIRE;
    ch->beast = 30;
    set_learnable_disciplines(ch);
    send_to_char( "Fear the #ySun#n nosferatu, God's curse lives in you.\n\r", ch);
  }
  else if (!str_cmp(arg1,"monk"))
  {
    ch->class = CLASS_MONK;
    ch->level = 3;
    send_to_char( "You faith in God will guide you, destroy #7EVIL#n.\n\r", ch);
  }
  else if (!str_cmp(arg1,"hobbit"))
  {
    ch->class = CLASS_HOBBIT;
    send_to_char("Welcome to hobbithood, enjoy the stay, drinks will be served shortly.\n\r",ch);
  }
  else if (!str_cmp(arg1,"mage") || !str_cmp(arg1,"battlemage"))
  {
    if (ch->max_mana >= 5000 && ch->spl[RED_MAGIC]>99 && ch->spl[BLUE_MAGIC]>99
     && ch->spl[YELLOW_MAGIC]>99 && ch->spl[GREEN_MAGIC]>99 && ch->spl[PURPLE_MAGIC]>99)
    {
      ch->class = CLASS_MAGE;
      ch->level = 3;
      send_to_char( "You start down the path of power, the #Rarcane#n is your weapon.\n\r", ch);
    }
    else
    {
      send_to_char("You need 5K mana and 100 in all your spellcolors.\n\r",ch);
      return;
    }
  }
  else do_classself(ch,"");
  return;
}

void do_trigger(CHAR_DATA *ch, char *argument)
{
  char arg[MAX_INPUT_LENGTH];
  char time[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  int tick;

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

  if (arg[0] == '\0')
  {
    send_to_char("Trigger what ?\n\r", ch);
    return;
  }
  if (!is_number(time))
  {
    send_to_char("What should the timer be set at (a number please) ?\n\r", ch);
    return;
  }
  tick = atoi(time);
  if (tick < 1 || tick > 3)
  {
    send_to_char("Between 1 and 3 ticks please.\n\r", ch);
    return;
  }
  if ((obj = get_obj_carry(ch, arg)) == NULL)
  {
    send_to_char("You don't have that item.\n\r", ch);
    return;
  }
  if (obj->item_type != ITEM_GRENADE)
  {
    send_to_char("That is not a grenade or a bomb.\n\r", ch);
    return;
  }
  if (obj->timer > 0)
  {
    send_to_char("It's already ticking, better run.\n\r", ch);
    return;
  }
  obj->timer = tick;
  send_to_char("You set the timer.\n\r", ch);
  act("$n fiddles with $p.", ch, obj, NULL, TO_ROOM);
  WAIT_STATE(ch, 6);
  return;
}

void do_version(CHAR_DATA *ch, char *argument) 
{
  send_to_char("#y*************************************************#n\n\r",ch);
  send_to_char("#y*             This is Dystopia Gold             *#n\n\r",ch);
  send_to_char("#y*                                               *#n\n\r",ch);
  send_to_char("#y* #G Older versions of the Dystopia code can be   #y*#n\n\r",ch);
  send_to_char("#y* #G               downloaded at                  #y*#n\n\r",ch);
  send_to_char("#y* #C   http://www.daimi.au.dk/~jobo/dystopia/     #y*#n\n\r",ch);
  send_to_char("#y*************************************************#n\n\r",ch);
}

void do_runeeq( CHAR_DATA *ch, char *argument )
{
  OBJ_INDEX_DATA *pObjIndex;
  OBJ_DATA *obj;
  char arg[MAX_INPUT_LENGTH];
  int cost = 10000;
  int vnum = 0;

  argument = one_argument( argument, arg );

  if (IS_NPC(ch)) return;

  if (arg[0] == '\0')
  {
    send_to_char("Please specify which piece of rune armor you wish to make:\n\r"
                 "Ring Collar Plate Helmet Leggings Boots Gloves Sleeves Cape Belt Bracer Mask.\n\r",ch);
    return;
  }
  if ( ch->pcdata->quest < cost )
  {
    send_to_char("You don't have the 10K qps needed.\n\r",ch);
    return;
  }
  if (ch->pcdata->questtotal < cost + get_spend_qps(ch))
  {
    send_to_char("You have to actually earn the qps to make them into rune.\n\r", ch);
    return;
  }
  if      (!str_cmp(arg,"ring"        )) vnum = 814;
  else if (!str_cmp(arg,"collar"      )) vnum = 815;
  else if (!str_cmp(arg,"plate"       )) vnum = 817;
  else if (!str_cmp(arg,"helmet"      )) vnum = 818;
  else if (!str_cmp(arg,"leggings"    )) vnum = 819;
  else if (!str_cmp(arg,"boots"       )) vnum = 820;
  else if (!str_cmp(arg,"gloves"      )) vnum = 821;
  else if (!str_cmp(arg,"sleeves"     )) vnum = 822;
  else if (!str_cmp(arg,"cape"        )) vnum = 823;
  else if (!str_cmp(arg,"belt"        )) vnum = 824;
  else if (!str_cmp(arg,"bracer"      )) vnum = 816;
  else if (!str_cmp(arg,"mask"        )) vnum = 825;
  else
  {
    do_runeeq(ch,"");
    return;
  }
  if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
  {
    send_to_char("Missing object, please inform Jobo .\n\r",ch);
    return;
  }
  if(!IS_IMMORTAL(ch)) ch->pcdata->quest -= cost;
  obj = create_object(pObjIndex, 50);
  obj->questowner = str_dup(ch->pcdata->switchname);
  obj->ownerid = ch->pcdata->playerid;
  obj_to_char(obj, ch);
  ch->pcdata->rune_count++;
  act("You transform the 10K qp into $p.",ch,obj,NULL,TO_CHAR);
  act("$n forms $p out of 10K qp.",ch,obj,NULL,TO_ROOM);
  return;
}

void do_cursed(CHAR_DATA *ch, char *argument)
{
  OBJ_INDEX_DATA *pObjIndex;
  OBJ_DATA *obj;
  char arg[MAX_INPUT_LENGTH];
  int vnum = 0;
  int cost = 5000;

  argument = one_argument( argument, arg );

  if (IS_NPC(ch)) return;

  if (arg[0] == '\0')
  {
    send_to_char("Please specify which piece of cursed armor you wish to make:\n\r"
                 "Ring Amulet Plate Helmet Leggings Boots Gauntlets Shirt Cloak Belt Wristbands Visor.\n\r",ch);
    return;
  }
  if (ch->pcdata->quest < cost )
  {
    send_to_char("You don't have the 5000 qps needed.\n\r",ch);
    return;
  }
  if (ch->pcdata->questtotal < cost + get_spend_qps(ch))
  {
    send_to_char("You have to actually earn the qps to make them into cursed armor.\n\r", ch);
    return;
  }
  if      (!str_cmp(arg,"ring"        )) vnum = 826;
  else if (!str_cmp(arg,"amulet"      )) vnum = 827;
  else if (!str_cmp(arg,"plate"       )) vnum = 829;
  else if (!str_cmp(arg,"helmet"      )) vnum = 830;
  else if (!str_cmp(arg,"leggings"    )) vnum = 831;
  else if (!str_cmp(arg,"boots"       )) vnum = 832;
  else if (!str_cmp(arg,"gauntlets"   )) vnum = 833;
  else if (!str_cmp(arg,"shirt"       )) vnum = 834;
  else if (!str_cmp(arg,"cloak"       )) vnum = 835;
  else if (!str_cmp(arg,"belt"        )) vnum = 836;
  else if (!str_cmp(arg,"wristbands"  )) vnum = 828;
  else if (!str_cmp(arg,"visor"       )) vnum = 837;
  else
  {
    do_cursed(ch,"");
    return;
  }
  if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
  {
    send_to_char("Missing object, please inform Jobo .\n\r",ch);
    return;
  }
  if(!IS_IMMORTAL(ch)) ch->pcdata->quest -= cost;
  obj = create_object(pObjIndex, 50);
  obj->questowner = str_dup(ch->pcdata->switchname);
  obj->ownerid = ch->pcdata->playerid;
  obj_to_char(obj, ch);
  ch->pcdata->cursed_count++;
  act("You transform the 5000 qp into $p.",ch,obj,NULL,TO_CHAR);
  act("$n forms $p out of 5000 qp.",ch,obj,NULL,TO_ROOM);
  return;
}

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

  if (IS_NPC(ch)) return;
  send_to_char("#RUpkeep list#n\n\r\n\r",ch);
  if (IS_SET(ch->act, AFF_HIDE))          send_to_char("* You cannot be seen by other players.\n\r",ch);
  if (IS_SET(ch->act, PLR_WIZINVIS))      send_to_char("* You cannot be seen by other players.\n\r",ch);
  if (IS_SET(ch->newbits, NEW_DARKNESS))  send_to_char("* You are shrouded in a globe of darkness.\n\r",ch);
  if (IS_AFFECTED(ch, AFF_SHADOWPLANE))   send_to_char("* You are standing in the shadowplane.\n\r",ch);
  if (IS_AFFECTED(ch, AFF_ETHEREAL))      send_to_char("* You are in ethereal form.\n\r",ch);
  if (IS_SET(ch->act,PLR_HOLYLIGHT))      send_to_char("* You have superior vision.\n\r",ch);
  if (IS_IMMUNE(ch,IMM_SHIELDED))         send_to_char("* You are shielded from scrying eyes.\n\r",ch);

  if (IS_CLASS(ch, CLASS_GIANT))
  {
    if (ch->pcdata->powers[GIANT_STANDFIRM] == 1) send_to_char("* You have your feet planted firmly in the ground.\n\r",ch);
    if (IS_SET(ch->newbits, NEW_CUBEFORM))        send_to_char("* You feel the strength of the dawn running through you.\n\r",ch);
  }

  if (IS_CLASS(ch, CLASS_DROW))
  {
    if (IS_SET(ch->newbits, NEW_DROWHATE))
      send_to_char("* You are filled with hatred towards other creatures.\n\r", ch);
  }

  if (IS_CLASS(ch, CLASS_LICH))
  {
    if (IS_IMMUNE(ch,IMM_SHIELD2))              send_to_char("* You are shielded by the powers of chaos.\n\r", ch);
    if (ch->tick_timer[TIMER_CALLGOLEMS] < 1)   send_to_char("* You can call on your golems.\n\r", ch);
    if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE))
      send_to_char("* You can summon another #Rfire#n golem.\n\r", ch);
    if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY))
      send_to_char("* You can summon another #oclay#n golem.\n\r", ch);
    if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE))
      send_to_char("* You can summon another #Lstone#n golem.\n\r", ch);
    if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON))
      send_to_char("* You can summon another #ciron#n golem.\n\r", ch);
  }

  if (IS_CLASS(ch, CLASS_NINJA))
  {
    if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("* You have iron wrists attached.\n\r",ch);
  }
  if (IS_CLASS(ch, CLASS_TANARRI))
  {
    if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) send_to_char("* You are in a mad fury.\n\r", ch);
  }
  if (IS_CLASS(ch, CLASS_DRONE))
  {
    if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_OFF)
      send_to_char("* Your mindseye is off.\n\r", ch);
    else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_LEVEL)
      send_to_char("* Your mindseye reads the level of your victims.\n\r", ch);
    else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_READAURA)
      send_to_char("* Your mindseye reads the aura of your victims.\n\r", ch);
    else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_CUSTOM)
    {
      sprintf(buf, "* Your mindseye : %s\n\r", ch->poweraction);
      send_to_char(buf, ch);
    }
    else send_to_char("* Your mindseye is bugged.\n\r", ch);
    if (ch->pcdata->powers[DRONE_NIGHTMARE] == 1)
      send_to_char("* You have unleashed your nightmarish aura.\n\r", ch);
  }

  if (IS_CLASS(ch, CLASS_WEREWOLF))
  {
    if (IS_GAR1(ch, WOLF_COCOON)) send_to_char("* You are engulfed in a cocoon.\n\r",ch);
  }

  if (IS_CLASS(ch, CLASS_FAE))
  {
    if (IS_SET(ch->newbits, NEW_CUBEFORM)) send_to_char("* You are a force of nature.\n\r",ch);
  }

  if (IS_CLASS(ch, CLASS_DEMON))
  {
    if (IS_POLYAFF(ch, POLY_ZULOFORM)) send_to_char("* You are in demonic form.\n\r", ch);
    if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("* You have wicked claws extending from your fingers.\n\r", ch);
    if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("* You have sharp fangs extending from your gums.\n\r", ch);
    if (IS_DEMAFF(ch,DEM_TAIL)) send_to_char("* You have a long tail extending from your back.\n\r", ch);
    if (IS_DEMAFF(ch,DEM_HOOVES)) send_to_char("* You have hooves instead of feet.\n\r", ch);
  }

  if (IS_CLASS(ch, CLASS_VAMPIRE))
  {
    if (IS_SET(ch->extra, EXTRA_FLASH)) send_to_char("* You move with lightning speed.\n\r", ch);
    if (IS_SET(ch->extra, EXTRA_BAAL)) send_to_char("* You carry the spirit of Baal.\n\r", ch);
  }
  return;
}

/* The costy healer */
void do_healme(CHAR_DATA *ch, char *argument)
{
  if (IS_NPC(ch)) return;
  if (ch->in_room != NULL && ch->in_room->vnum != ROOM_VNUM_ALTAR)
  {
    send_to_char("The healer is located at the altar in midgaard.\n\r",ch);
    return;
  }
  if (ch->fight_timer > 0)
  {
    send_to_char("Not with a fighttimer.\n\r",ch);
    return;
  }
  if (ch->pcdata->quest < 300)
  {
    send_to_char("The healer demands 300 qps as payment for his service.\n\r",ch);
    return;
  }
  ch->hit  = ch->max_hit;
  ch->mana = ch->max_mana;
  ch->move = ch->max_move;
  ch->loc_hp[0] = 0;
  ch->loc_hp[1] = 0;
  ch->loc_hp[2] = 0;
  ch->loc_hp[3] = 0;
  ch->loc_hp[4] = 0;
  ch->loc_hp[5] = 0;
  ch->loc_hp[6] = 0;
  send_to_char("The healer heals your wounds and takes 300 qps as payment.\n\r",ch);
  ch->pcdata->quest -= 300;
  WAIT_STATE(ch, 36);
  return;
}

/* MUDSTAT command */
void do_mudstat( CHAR_DATA *ch, char *argument)
{
  DESCRIPTOR_DATA *d;
  char buf[MAX_STRING_LENGTH];
  CHAR_DATA *gch;  
  int mage_count=0, lich_count=0, drow_count=0, drider_count=0, ww_count=0, shape_count=0, monk_count=0, angel_count=0;
  int vampire_count=0, knight_count=0, ninja_count=0, sam_count=0, demon_count=0, tanarri_count=0, newbie_count=0, total_count=0;
  int hobbit_count=0, fae_count=0, giant_count=0, drone_count=0;

  extern char str_boot_time[];

  if (IS_NPC(ch)) return;

  for ( d = descriptor_list; d != NULL; d = d->next )
  {
    if ( d->character != NULL ) gch = d->character;
    else continue;
    if (!d->connected == CON_PLAYING) continue;
    if (gch->level > 6) continue;
    switch (gch->class)
    {
      case 0     : newbie_count++;total_count++;break;
      case 1     : demon_count++;total_count++;break;
      case 2     : mage_count++;total_count++;break;
      case 4     : ww_count++;total_count++;break;
      case 8     : vampire_count++;total_count++;break;
      case 16    : sam_count++;total_count++;break;
      case 32    : drow_count++;total_count++;break;
      case 64    : monk_count++;total_count++;break;
      case 128   : ninja_count++;total_count++;break;
      case 256   : lich_count++;total_count++;break;
      case 512   : shape_count++;total_count++;break;
      case 1024  : tanarri_count++;total_count++;break;
      case 2048  : angel_count++;total_count++;break;
      case 4096  : knight_count++;total_count++;break;
      case 8192  : drider_count++;total_count++;break;
      case CLASS_HOBBIT : hobbit_count++;total_count++;break;
      case CLASS_FAE    : fae_count++;total_count++;break;
      case CLASS_GIANT  : giant_count++;total_count++;break;
      case CLASS_DRONE  : drone_count++;total_count++;break;
    }
  }

  send_to_char("#R--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R== [#y^^#R]  MUD STATS  [#y^^#R] ==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--#n\n\r\n\r",ch);
  send_to_char("#LOnline Players by Class :#n\n\r\n\r",ch);
  sprintf(buf, "#GMages#n     : %-2d            #GLichs#n      : %-2d       #GDrows#n       : %-2d     #GDriders#n :       %-2d\n\r",
    mage_count, lich_count, drow_count, drider_count);
  send_to_char(buf,ch);
  sprintf(buf, "#GDemons#n    : %-2d            #GTanar'ris#n  : %-2d       #GWerewolfs#n   : %-2d     #GShapies#n :       %-2d\n\r",
    demon_count, tanarri_count, ww_count, shape_count);
  send_to_char(buf,ch);
  sprintf(buf, "#GNinjas#n    : %-2d            #GSamurais#n   : %-2d       #GVampires#n    : %-2d     #GKnights#n :       %-2d\n\r",
    ninja_count, sam_count, vampire_count, knight_count);
  send_to_char(buf,ch);
  sprintf(buf, "#GHobbits#n   : %-2d            #GFae#n        : %-2d       #GGiants#n      : %-2d     #GDrones#n  :       %-2d\n\r",
    hobbit_count, fae_count, giant_count, drone_count);
  send_to_char(buf,ch);
  sprintf(buf, "#GMonks#n     : %-2d            #GAngels#n     : %-2d       #GNewbies#n     : %-2d     #GTotal#n   :       %-2d\n\r\n\r",
    monk_count, angel_count, newbie_count, total_count);
  send_to_char(buf,ch);
  send_to_char("#R--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==      OTHER STATS     ==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--#n\n\r\n\r",ch);
  if (global_exp)
    send_to_char("#LHappy Hour is #yON!#n",ch);
  else
    send_to_char("#LHappy Hour is off",ch);
  if (global_qp)
    send_to_char("#L and Questors Delight is #yON!#n\n\r\n\r#n",ch);
  else
    send_to_char("#L and Questors Delight is off\n\r\n\r#n",ch);
  if (ragnarok)
    send_to_char("#CRAGNAROK MODE!!!!!!!#n  Everyone can kill everyone (HELP RAGNAROK)\n\r\n\r",ch);
  else
  {
    sprintf(buf,"#CRagnarok is still %d qps from happening.\n\r\n\r",ragnarok_cost);
    send_to_char(buf,ch);
  }
  sprintf(buf, "#RNumber of players connected since last copyover/restart :#C %d\n\r#n", players_logged);
  send_to_char(buf,ch);
  sprintf(buf, "#RNumber of players beheaded since last copyover/restart  :#C %d\n\r#n", players_decap);
  send_to_char(buf,ch);
  sprintf(buf, "#RAmount of generation stolen since last copyover/restart :#C %d\n\r\n\r#n", players_gstolen);
  send_to_char(buf,ch);
  sprintf( buf, "Dystopia was last (re)started at : %s\rThe system time is currently     : %s\n\r", str_boot_time, (char *) ctime( &current_time));
  send_to_char( buf, ch );
  send_to_char("#R--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==--#n\n\r\n\r",ch);
  return;
}

void do_pkvision(CHAR_DATA *ch, char *argument)
{
  if (IS_NPC(ch)) return;
 
  if (get_ratio(ch) < 4500)
  {
    send_to_char("huh?\n\r",ch);
    return;
  }
  if (has_timer(ch)) return;
  if (!IS_SET(ch->itemaffect, ITEMA_VISION))
  {
    SET_BIT(ch->itemaffect, ITEMA_VISION);
    SET_BIT(ch->newbits, NEW_VISION);  // so we know to remove it again.
    send_to_char("Your eyes flicker, and everything is clear.\n\r",ch);
  }
  else
    send_to_char("You already have superior sight.\n\r",ch);
  return;
}

void do_pkscry(CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *victim;
  char arg[MAX_STRING_LENGTH];
  ROOM_INDEX_DATA *chroom;
  ROOM_INDEX_DATA *victimroom;

  argument = one_argument( argument, arg );

  if (IS_NPC(ch)) return;

  if (get_ratio(ch) < 1000)
  {
    send_to_char("huh?\n\r",ch);
    return;
  }
  if ( arg[0] == '\0' )
  {
    send_to_char( "Scry on whom?\n\r", ch );
    return;
  }
  if ( ( victim = get_char_world( ch, arg ) ) == NULL )
  {
    send_to_char( "They aren't here.\n\r", ch );
    return;
  }
  if (IS_NPC(victim))
  {
    send_to_char("Not on mobs.\n\r",ch);
    return;
  }
  if (victim->in_room)
  {
    if (has_area_affect(victim->in_room->area, AREA_AFF_BADMOON, 0))
    {
      send_to_char("Some powerful magic prevent your scrying attempt.\n\r", ch);
      return;
    }
  }
  if (victim->trust > 6)
  {
    send_to_char("SPYING ON THE GODS!?!?!?!\n\r",ch);
    send_to_char("Someone is scrying you.\n\r",victim);
    return;
  }
  chroom = ch->in_room;
  victimroom = victim->in_room;
  char_from_room(ch);
  char_to_room(ch,victimroom);
  if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
  { 
    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
    do_look(ch,"scry");
    SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
  }
  else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
  {
    SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
    do_look(ch,"scry");
    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
  } 
  else
    do_look(ch,"scry");
  char_from_room(ch);
  char_to_room(ch,chroom);
  if (ch->level < 7) ch->fight_timer += 3;
  if (get_ratio(victim) > 1499)
  {
    send_eagle(victim);
    send_to_char("You feel a slight tingle.\n\r",victim);
  }
  return;
}

void do_pkobjscry(CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *gch;
  CHAR_DATA *victim; 
  OBJ_DATA *obj;
  ROOM_INDEX_DATA *location;
  ROOM_INDEX_DATA *from;
  DESCRIPTOR_DATA *tmp;
  char buf[MAX_STRING_LENGTH];
  char arg[MAX_INPUT_LENGTH];
  bool afk = FALSE;

  one_argument(argument, arg);
   
  if (IS_NPC(ch)) return;  
  if (get_ratio(ch) < 3500)
  {
    send_to_char("Huh?\n\r",ch);
    return;
  }
  if ((obj = get_obj_world(ch, arg)) == NULL)
  {
    send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
    return;
  }
  if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
  {
    send_to_char("A powerful force prevents the scrying of this object.\n\r", ch);
    return;
  }
  if ((gch = obj->carried_by) != NULL)
  {
    if (gch->in_room == NULL)
    {
      send_to_char("All you see is a chaotic mass of colors, nothing seems right.\n\r",ch);
      return;
    }
    if (has_area_affect(gch->in_room->area, AREA_AFF_BADMOON, 0))
    {
      send_to_char("Some powerful magic prevent your scrying attempt.\n\r", ch);
      return;
    }
    tmp = gch->desc;
    gch->desc = ch->desc;
    sprintf(buf,"A pair of eyes grows on %s's %s.\n\rThe eyes blink once, then disappear.\n\r", gch->name, obj->short_descr);
    for (victim = gch->in_room->people; victim != NULL; victim = victim->next_in_room)
    {
      if (victim == gch) continue;  // the victim cannot see this.
      send_to_char(buf,victim);
    }
    if (IS_SET(gch->extra, EXTRA_AFK))
    {
      afk = TRUE;
      REMOVE_BIT(gch->extra, EXTRA_AFK);
    }
    do_look(gch,"");
    gch->desc = tmp;
    if (afk) SET_BIT(gch->extra, EXTRA_AFK);
    return;
  }
  else if ((location = obj->in_room) != NULL)
  {
    if (has_area_affect(location->area, AREA_AFF_BADMOON, 0))
    {
      send_to_char("Some powerful magic prevent your scrying attempt.\n\r", ch);
      return;
    }
    sprintf(buf,"A pair of eyes grows on %s.\n\rThe eyes blink once, then disappear.\n\r", obj->short_descr);
    for (victim = location->people; victim != NULL; victim = victim->next_in_room)
    {
      if (victim == ch) continue; // the player is seeing through the item, and will not see the eyes even if he is in the room.
      send_to_char(buf,victim);
    }
    obj_from_room(obj);
    from = ch->in_room;  
    char_from_room(ch);
    char_to_room(ch, location);
    do_look(ch, "");
    char_from_room(ch);
    char_to_room(ch, from);
    obj_to_room(obj, location);
    return;
  }
  else  // inside something.
  {
    send_to_char("It's pitch black, wonder where this item is.\n\r",ch);
    return;
  }
}

void do_pkhunter(CHAR_DATA *ch, char *argument)
{
  MOB_INDEX_DATA *pMobIndex;
  CHAR_DATA *mob;
  MOB_TRIGGER *mProg;

  if (IS_NPC(ch)) return;
  if (get_ratio(ch) < 5000)
  {
    send_to_char("Huh?\n\r",ch);
    return;
  }
  if (!TIME_UP(ch, TIMER_HUNTER))
  {
    send_to_char("You can only summon the hunter once every 18 hours.\n\r", ch);
    return;
  }
  if ((pMobIndex = get_mob_index(MOB_VNUM_HUNTER)) == NULL)
  {
    send_to_char("Bug, please report this to an immortal.\n\r", ch);
    return;
  }
  mob = create_mobile(pMobIndex);
  if (trigger_free == NULL)
  {
    mProg             = alloc_perm(sizeof(*mProg));
  }   
  else
  {
    mProg             = trigger_free;
    trigger_free      = trigger_free->next;
  }
  mProg->type         = MTRIG_HUNTER;
  mProg->vnum         = 0;
  mProg->keywords     = str_dup("&tracking*");
  mProg->roomOutput   = str_dup("Follow me master, I have found the trail.");
  mProg->chOutput     = str_dup("I cannot find the trail, master.");
  mProg->next         = mob->triggers;
  mob->triggers       = mProg;

  mob->decay_pulse    = number_range(6, 8);

  char_to_room(mob, ch->in_room);
  act("You call upon the dark hunter, and it appears in a puff of smoke.", ch, NULL, NULL, TO_CHAR);
  act("$n calls upon the dark hunter, and it appears in a puff of smoke.", ch, NULL, NULL, TO_ROOM);
  do_follow(ch, "hunter");
  SET_TIMER(ch, TIMER_HUNTER, 18);
  return;
}


/* Disabled for now
void do_pkportal (CHAR_DATA *ch, char *argument)
{  
  CHAR_DATA *victim;
  char arg[MAX_STRING_LENGTH];
  ROOM_INDEX_DATA *location;

  one_argument (argument, arg);
    
  if (IS_NPC(ch)) return;
  if (get_ratio(ch) < 5000)
  {
    send_to_char("Huh?\n\r",ch);
    return;
  }
  if ((victim = get_char_world(ch, arg)) == NULL)
  {
    send_to_char("Walk the silverpath to whom?\n\r", ch );
    return;
  }
  if (IS_NPC(victim))
  {
    send_to_char("Not on mobs.\n\r",ch);
    return;
  }
  if (victim->fight_timer == 0)
  {
    send_to_char("They are not engaged in pk.\n\r",ch);
    return;
  }
  if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "You can't find it's room.\n\r",ch);
    return;
  }
  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "Your room is not connected to the astral plane.\n\r",ch);
    return;
  }
  location = victim->in_room;
  act("You step onto the silverpath.", ch, NULL, NULL, TO_CHAR);
  act("$n steps into thin air.", ch, NULL, NULL, TO_ROOM);
  char_from_room(ch);
  char_to_room(ch, location);
  do_look(ch, "auto");
  act("You leave the silverpath.", ch, NULL, NULL, TO_CHAR);
  act("$n steps out of thin air.", ch, NULL, NULL, TO_ROOM);
  WAIT_STATE(ch, 6);
  return;  
}
*/

void do_pkaura (CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *victim;
  char      arg [MAX_INPUT_LENGTH];
  char      buf [MAX_INPUT_LENGTH];
   
  argument = one_argument( argument, arg );
   
  if (IS_NPC(ch)) return;
  if (get_ratio(ch) < 2000)
  {
    send_to_char("huh?\n\r",ch);
    return;
  }
  if ( arg[0] == '\0' )
  {
    send_to_char("Read the aura of who?\n\r",ch);
    return;
  }
  if ( ( victim = get_char_world( ch, arg ) ) == NULL )
  {
    send_to_char( "They aren't here.\n\r", ch );
    return;
  }
  if (IS_NPC(victim))
  {
    send_to_char("Not on mobs.\n\r",ch);
    return;
  }
  if (victim->in_room)
  {
    if (has_area_affect(victim->in_room->area, AREA_AFF_BADMOON, 0))
    {
      send_to_char("Some powerful magic prevent your aura scrying attempt.\n\r", ch);
      return;
    }
  }
  if (victim->trust > 6)
  {
    send_to_char("SPYING ON THE GODS!?!?!?!\n\r",ch);
    send_to_char("Someone is trying to read your aura.\n\r",victim);
    return;
  }
  sprintf(buf,"Hp:%d/%d, Mana:%d/%d,Move:%d/%d.\n\r",
    victim->hit,victim->max_hit,victim->mana,victim->max_mana,victim->move,victim->max_move);
  send_to_char(buf,ch);
  if (ch->trust < 7) send_to_char("You are being examined.\n\r",victim); 
  sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim));
  send_to_char(buf,ch);
  sprintf(buf,"Generation:%d\n\r",victim->generation);
  send_to_char(buf,ch);
  if (ch->level < 7) ch->fight_timer += 3;
  return;
}

void do_pkheal(CHAR_DATA *ch, char *argument)
{
  if (IS_NPC(ch)) return;
  if (get_ratio(ch) < 500)
  {
    send_to_char("huh?\n\r",ch);
    return;
  }
  if (ch->fight_timer > 0)
  {
    send_to_char("You cannot focus your mind.\n\r",ch);
    return;
  }
  ch->hit += UMIN(get_ratio(ch), 2500);
  if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
  send_to_char("You release your control and let harmony and peace flow over you.\n\r",ch);
  WAIT_STATE(ch,12);
  return;
}

void do_pkpowers(CHAR_DATA *ch, char *argument)
{
  if (IS_NPC(ch)) return;
  if (get_ratio(ch) < 500)
    send_to_char("You suck, get lost.\n\r",ch);
  if (get_ratio(ch) > 499)
    send_to_char("* Sanctum      - Concentrate on your inner peace.\n\r",ch);
  if (get_ratio(ch) > 999)
    send_to_char("* Eaglesight   - Scry on players even through shield.\n\r",ch);
  if (get_ratio(ch) > 1999)
    send_to_char("* Lifesense    - Global readaura.\n\r",ch);
  if (get_ratio(ch) > 2999)
    send_to_char("* Calltoarms   - Call for help during battle.\n\r",ch);
  if (get_ratio(ch) > 3499)
    send_to_char("* Objectscry   - See through the 'eyes' of an item.\n\r",ch);
  if (get_ratio(ch) > 3999)
    send_to_char("* Ironmind     - Prepare yourself mentally for battle.\n\r",ch);
  if (get_ratio(ch) > 4499)
    send_to_char("* Crystalsight - Gain superior sight for a short while.\n\r",ch);
  if (get_ratio(ch) > 4999)
    send_to_char("* Darkhunter   - The ability to summon The Dark Hunter.\n\r",ch);
  if (get_ratio(ch) > 2499)
    send_to_char("* You have enhanced fighting abilities.\n\r",ch);
  if (get_ratio(ch) > 1499)
    send_to_char("* You have enhanced awareness.\n\r",ch);
  return;
}

/* Mastery command to gain mastery items */

void do_mastery(CHAR_DATA *ch, char *argument)
{
  OBJ_INDEX_DATA *pObjIndex;
  OBJ_DATA *obj;
  int vnum;
  char buf[MAX_INPUT_LENGTH];
  
  if (IS_NPC(ch)) return;
  
  if (IS_SET(ch->newbits, NEW_MASTERY) && ch->level < 6)
  {
    send_to_char("You've already gotten your mastery. If you lost it, tough luck!\n\r",ch);
    return;
  }
  if (ch->wpn[0] < 200 || ch->wpn[1] < 200 || ch->wpn[2] < 200 || ch->wpn[3] < 200 || ch->wpn[4] < 200
   || ch->wpn[5] < 200 || ch->wpn[6] < 200 || ch->wpn[7] < 200 || ch->wpn[8] < 200
   || ch->wpn[9] < 200 || ch->wpn[10] < 200 || ch->wpn[11] < 200 || ch->wpn[12] < 200 )
  {
    send_to_char("Maybe you should grandmaster your weapons first.\n\r",ch);
    return;
  }
  if (ch->spl[0] < 200 || ch->spl[1] < 200 || ch->spl[2] < 200 || ch->spl[3] < 200 || ch->spl[4] < 200 )
  {
    send_to_char("Maybe you should be grand sorcerer in all spell colors first.\n\r",ch);
    return;
  }
  if (ch->stance[1] < 200 || ch->stance[2] < 200 || ch->stance[3] < 200 || ch->stance[4] < 200
   || ch->stance[5] < 200 || ch->stance[6] < 200 || ch->stance[7] < 200 || ch->stance[8] < 200
   || ch->stance[9] < 200 || ch->stance[10] < 200 )
  {
    send_to_char("Maybe you should grandmaster your stances first.\n\r",ch);
    return;
  }
  if (IS_CLASS(ch, CLASS_MAGE)) vnum = 33014;
  else if (IS_CLASS(ch, CLASS_WEREWOLF)) vnum = 33112;
  else if (IS_CLASS(ch, CLASS_NINJA)) vnum = 33094;
  else if (IS_CLASS(ch, CLASS_MONK)) vnum = 33032;
  else if (IS_CLASS(ch, CLASS_DROW)) vnum = 33074;
  else if (IS_CLASS(ch, CLASS_DEMON)) vnum = 33134;
  else if (IS_CLASS(ch, CLASS_VAMPIRE)) vnum = 33054;
  else if (IS_CLASS(ch, CLASS_DROID)) vnum = 33153;
  else if (IS_CLASS(ch, CLASS_SAMURAI)) vnum = 33177;
  else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) vnum = 29989;
  else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) vnum = 33174;
  else if (IS_CLASS(ch, CLASS_ANGEL)) vnum = 33193;
  else if (IS_CLASS(ch, CLASS_TANARRI)) vnum = 33213;
  else if (IS_CLASS(ch, CLASS_LICH)) vnum = 33233;
  else if (IS_CLASS(ch, CLASS_HOBBIT)) vnum = 33255;
  else if (IS_CLASS(ch, CLASS_FAE)) vnum = 33261;
  else if (IS_CLASS(ch, CLASS_GIANT)) vnum = 33293;
  else if (IS_CLASS(ch, CLASS_DRONE)) vnum = 33313;
  else
  {
    send_to_char("Your class mastery is not done yet, please notify Jobo that you want him to make it.\n\r",ch);
    return;
  }
  if ((pObjIndex = get_obj_index(vnum)) == NULL)
  {
    send_to_char("Missing object, inform Jobo.\n\r",ch);
    return;
  }
  obj = create_object(pObjIndex, 50);
  obj_to_char(obj,ch);
  obj->questowner = str_dup(ch->pcdata->switchname);
  obj->ownerid = ch->pcdata->playerid;
  sprintf(buf,"%s has achieved mastery.",ch->name);
  do_info(ch,buf);
  SET_BIT(ch->newbits, NEW_MASTERY);
  return;
}

/* superstances are in :-) */

void do_setstance(CHAR_DATA *ch, char *argument)
{
  char arg1 [MAX_INPUT_LENGTH];
  char arg2 [MAX_INPUT_LENGTH];
  char arg3 [MAX_INPUT_LENGTH];
  int currentstance;
  char buf[MAX_STRING_LENGTH];
  int cost = 0;
  int count = 0;
  int max_supreme = 0;
  int max_greater = 0;
  int max_lesser = 0; 
  int min_cost = 0;   
  int max_cost = 0;   
  int current_supreme = 0;
  int current_greater = 0;
  int current_lesser = 0; 
  
  argument = one_argument( argument, arg1 );
  argument = one_argument( argument, arg2 );
  strcpy(arg3, argument);
  
  if (ch->stance[STANCE_TIGER] < 200 || ch->stance[STANCE_SWALLOW] < 200 || ch->stance[STANCE_MONKEY] < 200
  || ch->stance[STANCE_MANTIS] < 200 || ch->stance[STANCE_DRAGON] < 200)
  {
    send_to_char("You need to max your normal stances first.\n\r",ch);
    return;
  }
  if (ch->stance[19] == -1) {max_lesser = 3; currentstance = 19; min_cost=40; max_cost=240;}
  else if (ch->stance[20] == -1) {max_lesser = 4; max_greater = 1; currentstance = 20; min_cost = 80; max_cost = 280;}
  else if (ch->stance[21] == -1) {max_lesser = 4; max_greater = 2; currentstance = 21; min_cost = 120; max_cost = 300;}
  else if (ch->stance[22] == -1) {currentstance = 22; max_lesser = 4; max_greater = 4; max_supreme = 1; min_cost = 160; max_cost = 360;}
  else if (ch->stance[23] == -1) {currentstance = 23; max_lesser = 4; max_greater = 4; max_supreme = 2; min_cost = 200; max_cost = 380;}
  else if (!str_cmp(arg1,"clear") || !str_cmp(arg1,"show")) {currentstance = 23; max_lesser = 4; max_greater = 4; max_supreme = 2; min_cost = 200; max_cost = 380;}
  else
  {
    send_to_char("You already have all your superstances, if you want to clear ALL your superstances, you can\n\r",ch);
    send_to_char("type 'setstance clear all stances'. WARNING, this will remove ALL your superstances!\n\r",ch);
    return;
  }
  if (currentstance > 19 && ch->stance[currentstance-7] < 200)
  {
    send_to_char("Maybe you should max your current superstance first.\n\r",ch);
    return;
  }

  if (IS_SET(ch->stance[18], STANCEPOWER_DODGE)) {count++;cost += count*20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_PARRY)) {count++;cost += count*20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_SPEED)) {count++;cost += count*20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS)) {count++;cost += count*20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser++;cost += 20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater++;cost += 40;}
  if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme++;cost += 60;}
  if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser++;cost += 20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater++;cost += 40;}
  if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme++;cost += 60;}
  if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser++;cost += 20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater++;cost += 40;}
  if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme++;cost += 60;}
  if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser++;cost += 20;}
  if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater++;cost += 40;}
  if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme++;cost += 60;}
   
  if (arg1[0] == '\0')
  {
    send_to_char(" #r*****************************************************************************************#n\n\r",ch);
    send_to_char(" #r*#C                          Superstance Editor v0.3 by Jobo                              #r*#n\n\r",ch);
    send_to_char(" #r*****************************************************************************************#n\n\r",ch);
    send_to_char(" #r*#n [DAMCAP] Increase your damcap.                                                        #r*#n\n\r",ch);
    send_to_char(" #r*#n [REV_DC] Lower your opponents damcap.                                                 #r*#n\n\r",ch);
    send_to_char(" #r*#n [DAMAGE] Increase your damage.                                                        #r*#n\n\r",ch);
    send_to_char(" #r*#n [RESIST] Resist more damage.                                                          #r*#n\n\r",ch);
    send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch);
    send_to_char(" #r*#n The above powers comes in lesser, greater and supreme versions.                       #r*#n\n\r",ch);
    send_to_char(" #r*#n The powers each cost 20/40/60 million exp, depending on level.                        #r*#n\n\r",ch);

    if (currentstance == 19)
      send_to_char(" #r*#C You may choose up to three lesser powers.                                             #r*#n\n\r",ch);
    else if (currentstance == 20)
      send_to_char(" #r*#C You may choose up to one greater power.                                               #r*#n\n\r",ch);
    else if (currentstance == 21)
      send_to_char(" #r*#C You may choose up to two greater powers.                                              #r*#n\n\r",ch);
    else if (currentstance == 22)
      send_to_char(" #r*#C You may choose up to one supreme power.                                               #r*#n\n\r",ch);
    else if (currentstance == 23)
      send_to_char(" #r*#C You may choose up to two supreme powers.                                              #r*#n\n\r",ch);
    if (currentstance > 19)
      send_to_char(" #r*#n There are no maximum on powers of lower level than that.                              #r*#n\n\r",ch);
    send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch);
    send_to_char(" #r*#n Currently you have chosen the following for your next superstance :                   #r*#n\n\r",ch);
    if (ch->stance[18] == 0)
      send_to_char(" #r*#n None.                                                                                 #r*#n\n\r",ch);
    else
    {
      if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
        send_to_char(" #r*#n Advanced dodge.                                                                       #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
        send_to_char(" #r*#n Advanced parry.                                                                       #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
        send_to_char(" #r*#n Superior Speed.                                                                       #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
        send_to_char(" #r*#n Bypass Parry and Dodge.                                                               #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
        send_to_char(" #r*#n Increased damage (lesser)                                                             #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
        send_to_char(" #r*#n Increased damage (greater)                                                            #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
        send_to_char(" #r*#n Increased damage (supreme)                                                            #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
        send_to_char(" #r*#n Increased damage resistance (lesser)                                                  #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
        send_to_char(" #r*#n Increased damage resistance (greater)                                                 #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
        send_to_char(" #r*#n Increased damage resistance (supreme)                                                 #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
        send_to_char(" #r*#n Increased damcap (lesser)                                                             #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
        send_to_char(" #r*#n Increased damcap (greater)                                                            #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
        send_to_char(" #r*#n Increased damcap (supreme)                                                            #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
        send_to_char(" #r*#n Damcap reduction for opponent (lesser)                                                #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
        send_to_char(" #r*#n Damcap reduction for opponent (greater)                                               #r*#n\n\r",ch);
      if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
        send_to_char(" #r*#n Damcap reduction for opponent (supreme)                                               #r*#n\n\r",ch);
    }
    send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch);
    send_to_char(" #r*#n You may also select any of these powers for the cost of 20 mill exp for the first,    #r*#n\n\r",ch);
    send_to_char(" #r*#n 40 for the next, 60 for the third, and finally 80 for the last.                       #r*#n\n\r",ch);
    send_to_char(" #r*#n [SPEED] Increase your fighting speed.                                                 #r*#n\n\r",ch);
    send_to_char(" #r*#n [PARRY] Increase your parrying ability.                                               #r*#n\n\r",ch);
    send_to_char(" #r*#n [DODGE] Increase your dodging ability.                                                #r*#n\n\r",ch);
    send_to_char(" #r*#n [BYPASS] Bypass the two above powers.                                                 #r*#n\n\r",ch);
    send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch);
    send_to_char(" #r*#n Type \"setstance <power> <lesser/greater/supreme>\"                                     #r*#n\n\r",ch);
    send_to_char(" #r*#n [the latter only for the four top powers] to set or remove a certain power            #r*#n\n\r",ch);
    send_to_char(" #r*#n to your stance. then type \"setstance done\" when your done.                            #r*#n\n\r",ch);  
    send_to_char(" #r*#n You can also type \"setstance clear\" to clear your current settings.                   #r*#n\n\r",ch);
    send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch);
    send_to_char(" #r*#n You can also type \"setstance show <ss1/ss2/etc>\"                                      #r*#n\n\r",ch);
    send_to_char(" #r*#n to show the settings on one of your stances.                                          #r*#n\n\r",ch);
    send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch);
    sprintf(buf, " #r*#n Cost of current stance : %-3d million exp.                                             #r*#n\n\r", cost);
    send_to_char(buf,ch);
    send_to_char(" #r*****************************************************************************************#n\n\r",ch);
    return;
  }
  else if (!str_cmp(arg1, "show"))
  {
    if (!str_cmp(arg2,"ss1")) currentstance = 19;
    else if (!str_cmp(arg2,"ss2")) currentstance = 20;
    else if (!str_cmp(arg2,"ss3")) currentstance = 21;
    else if (!str_cmp(arg2,"ss4")) currentstance = 22;
    else if (!str_cmp(arg2,"ss5")) currentstance = 23;
    else
    {
      send_to_char("No stance by that name.\n\r",ch);
      return;
    }
    if (ch->stance[currentstance] == -1)
    {
      send_to_char("No, you don't have that stance yet, SILLY!\n\r",ch);
      return;
    }
    send_to_char("This stance has the following powers :\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DODGE)) send_to_char("Advanced Dodge.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_PARRY)) send_to_char("Advanced Parry.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_SPEED)) send_to_char("Superior Speed.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_BYPASS)) send_to_char("The Bypassing ability.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_1)) send_to_char("Lesser Damage.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_2)) send_to_char("Greater Damage.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_3)) send_to_char("Superior Damage.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_1)) send_to_char("Lesser Resistance.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_2)) send_to_char("Greater Resistance.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_3)) send_to_char("Supreme Resistance.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_1)) send_to_char("Lesser Damcap.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_2)) send_to_char("Greater Damcap.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_3)) send_to_char("Supreme Damcap.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_1)) send_to_char("Lesser reverse Damcap.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_2)) send_to_char("Greater reverse Damcap.\n\r",ch);
    if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_3)) send_to_char("Supreme reverse Damcap.\n\r",ch);
    return;
  }
  else if (!str_cmp(arg1, "done"))
  {
    if (ch->exp < cost * 1000000)
    {
      send_to_char("You don't have enough exp to buy this stance.\n\r",ch);
      return;
    }
    if (cost < min_cost)
    {
      sprintf(buf, "You need to spend at least %d million exp on this stance.\n\r", min_cost);
      send_to_char(buf, ch);
      return;
    }
    if (cost > max_cost)
    {
      sprintf(buf, "You can only spend %d million exp on this stance.\n\r", max_cost);
      send_to_char(buf, ch);
      return;
    }
    ch->stance[currentstance] = ch->stance[18];
    ch->stance[18] = 0;
    ch->exp -= cost * 1000000;
    switch (currentstance)
    {
      default: break;
      case 19: SET_BIT(ch->pcdata->jflags, JFLAG_SS1); break;
      case 20: SET_BIT(ch->pcdata->jflags, JFLAG_SS2); break;
      case 21: SET_BIT(ch->pcdata->jflags, JFLAG_SS3); break;
      case 22: SET_BIT(ch->pcdata->jflags, JFLAG_SS4); break;
      case 23: SET_BIT(ch->pcdata->jflags, JFLAG_SS5); break;
    }
    send_to_char("ok.\n\r",ch);
    return;
  }
  else if (!str_cmp(arg1, "clear"))
  {
    if (arg2[0] == '\0')
    {
      ch->stance[18] = 0;
      send_to_char("Stance cleared.\n\r",ch);
      return;
    }
    if (!str_cmp(arg2,"all") && !str_cmp(arg3,"stances"))
    {
      if ((ch->in_room == NULL || ch->in_room->vnum != 3054))
      {
        send_to_char("To clear ALL your superstance, you must be at the Temple Altar of Midgaard.\n\r",ch);
        return;
      }
      ch->stance[12] = STANCE_NONE;
      ch->stance[0] = 0;
      ch->stance[13] = 0;
      ch->stance[14] = 0;
      ch->stance[15] = 0;
      ch->stance[16] = 0;
      ch->stance[17] = 0;
      ch->stance[18] = 0;
      ch->stance[19] = -1;
      ch->stance[20] = -1;
      ch->stance[21] = -1;
      ch->stance[22] = -1;
      ch->stance[23] = -1;
      send_to_char("Ok.\n\r",ch);
    }
  }
  else if (!str_cmp(arg1, "dodge"))
  {
    if (IS_SET(ch->stance[18], STANCEPOWER_DODGE ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_DODGE);
    else SET_BIT(ch->stance[18], STANCEPOWER_DODGE);
    send_to_char("Ok.\n\r",ch);
    return;
  }  
  else if (!str_cmp(arg1, "parry"))
  {
    if (IS_SET(ch->stance[18], STANCEPOWER_PARRY ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_PARRY);
    else SET_BIT(ch->stance[18], STANCEPOWER_PARRY);
    send_to_char("Ok.\n\r",ch);
    return;
  }
  else if (!str_cmp(arg1, "speed"))
  {
    if (IS_SET(ch->stance[18], STANCEPOWER_SPEED ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_SPEED);
    else SET_BIT(ch->stance[18], STANCEPOWER_SPEED);
    send_to_char("Ok.\n\r",ch);
    return;
  }
  else if (!str_cmp(arg1, "bypass"))
  {
    if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_BYPASS);
    else SET_BIT(ch->stance[18], STANCEPOWER_BYPASS);
    send_to_char("Ok.\n\r",ch);
    return;
  }
  else if (arg2[0] == '\0')
  {  
    send_to_char("What?!?\n\r",ch);
    return;
  }
  else if (!str_cmp(arg1, "damage"))
  {
    if (!str_cmp(arg2, "lesser"))
    {
      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
        {
          send_to_char("You allready have the damage power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);}
        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more lesser powers.\n\r",ch);
        return;
      }
    }  
    else if (!str_cmp(arg2, "greater"))
    {
      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
        {
          send_to_char("You allready have the damage power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);}
        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more greater powers.\n\r",ch);
        return;
      }
    }
    else if (!str_cmp(arg2, "supreme"))
    {  
      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
        {
          send_to_char("You allready have the damage power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);}
        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more supreme powers.\n\r",ch);
        return;
      }
    }
    else
    {  
      send_to_char("What?!?\n\r",ch);
      return;
    }  
  }
  else if (!str_cmp(arg1, "damcap"))
  {
    if (!str_cmp(arg2, "lesser"))
    {
      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
      {  
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
        {
          send_to_char("You allready have the damcap power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);}
        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      { 
        send_to_char("You are not allowed to have any more lesser powers.\n\r",ch);
        return;
      }
    }  
    else if (!str_cmp(arg2, "greater"))
    {
      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
        {
          send_to_char("You allready have the damcap power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);}
        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more greater powers.\n\r",ch);
        return;
      } 
    }
    else if (!str_cmp(arg2, "supreme"))
    {  
      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
        {
          send_to_char("You allready have the damcap power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);}
        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more supreme powers.\n\r",ch);
        return;
      }
    }
    else
    {   
      send_to_char("What?!?\n\r",ch);
      return;
    }  
  }
  else if (!str_cmp(arg1, "resist"))
  {
    if (!str_cmp(arg2, "lesser"))
    {
      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
      {  
        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
        {
          send_to_char("You allready have the resist power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_1);}
        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_1);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      { 
        send_to_char("You are not allowed to have any more lesser powers.\n\r",ch);
        return;
      }
    }  
    else if (!str_cmp(arg2, "greater"))
    {
      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
        {
          send_to_char("You allready have the resist power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_2);}
        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_2);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more greater powers.\n\r",ch);
        return;
      } 
    }
    else if (!str_cmp(arg2, "supreme"))
    {  
      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
        {
          send_to_char("You allready have the resist power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_3);}
        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_3);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more supreme powers.\n\r",ch);
        return;
      }
    }
    else
    {   
      send_to_char("What?!?\n\r",ch);
      return;
    }  
  }
  else if (!str_cmp(arg1, "rev_dc"))
  {
    if (!str_cmp(arg2, "lesser"))
    {
      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
      {  
        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
        {
          send_to_char("You allready have the reverse damcap power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);}
        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      { 
        send_to_char("You are not allowed to have any more lesser powers.\n\r",ch);
        return;
      }
    }  
    else if (!str_cmp(arg2, "greater"))
    {
      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
        {
          send_to_char("You allready have the reverse damcap power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);}
        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more greater powers.\n\r",ch);
        return;
      } 
    }
    else if (!str_cmp(arg2, "supreme"))
    {  
      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
      {
        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
        {
          send_to_char("You allready have the reverse damcap power set.\n\r",ch);
          return;
        }
        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);}
        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);}
        send_to_char("Ok.\n\r",ch);
        return;
      }
      else
      {
        send_to_char("You are not allowed to have any more supreme powers.\n\r",ch);
        return;
      }
    }
    else
    {   
      send_to_char("What?!?\n\r",ch);
      return;
    }  
  }
  else do_setstance(ch,"");
}

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

  send_to_char("Jobo's homepage      : http://www.daimi.au.dk/~jobo/dystopia\n\r",ch);
  return;
}

void do_ragnarok( CHAR_DATA *ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  int amount;

  argument = one_argument(argument, arg);
  if (IS_NPC(ch)) return;
  if (ragnarok_timer < 120 * PULSE_AREA)
  {
    send_to_char("You may not call for ragnarok yet.\n\r",ch);
    return;
  }
  if (has_timer(ch)) return;
  if (arg[0] == '\0')
  {
    send_to_char("How many qps do you want to bid ?\n\r",ch);
    return;
  }
  if (!is_number(arg))
  {
    send_to_char("A number please, how many qps do you want to bid towards ragnarok.\n\r",ch);
    return;
  }
  amount = atoi(arg);
  if (amount < 100)
  {
    send_to_char("You cannot tempt the gods with this puny amount.\n\r",ch);
    return;
  }
  if (amount > 1000)
  {
    send_to_char("You don't want to spend this many qps to end the world.\n\r",ch);
    return;
  }
  if (ch->pcdata->quest < amount)
  {
    send_to_char("Hah!\n\r",ch);
    return;
  }
  ch->pcdata->quest -= amount;
  ragnarok_cost -= amount;
  if (ragnarok_cost <= 0)
  {
    ragnarok_cost = 3000;
    ragnarok = TRUE;
    ragnarok_timer = 0;
    do_info(ch,"#0The world comes to an end, #yRAGNAROK#0 is over us all!!!!#n");
  }
  else do_info(ch,"The ragnarok moves closer, the gods shiver with fear");
  return;
}

void do_timer( CHAR_DATA *ch, char *argument)
{
  int arenatime, ragnaroktime;
  char buf[MAX_STRING_LENGTH];
  int i;

  if (IS_NPC(ch)) return;

  if (arenaopen) arenatime = 0;
  else arenatime = (PULSE_ARENA - 45 * PULSE_PER_SECOND - pulse_arena);
  if (ragnarok) ragnaroktime = 0;
  else ragnaroktime = (120 * PULSE_AREA - ragnarok_timer);
  if (ragnaroktime < 0 ) ragnaroktime = 0;

  sprintf(buf, "Next arena will happen in     :  %3d minutes.\n\r", arenatime/PULSE_AREA);
  send_to_char(buf,ch);

  sprintf(buf, "Bidding on ragnarok starts in :  %3d minutes.\n\r", ragnaroktime/PULSE_AREA);
  send_to_char(buf,ch);

  if (global_exp)
  {
    sprintf(buf, "Happy Hour will end in        :  %3d minutes.\n\r", pulse_doubleexp/PULSE_AREA + 1);
    send_to_char(buf,ch);
  }
  else
  {
    if (ccenter[CCENTER_HH_TIME] - exptimer < ccenter[CCENTER_QD_TIME] * 0.05)
      sprintf(buf, "Chance of Happy Hour          :   %2d %%\n\r", calc_chance_happy_hour());
    else
    {
      i = (ccenter[CCENTER_HH_TIME] - exptimer)/20;
      sprintf(buf, "Estimated time to Happy Hour  :  %3d minutes.\n\r", 10*i);
    }
    send_to_char(buf, ch);
  }

  if (global_qp)
  {
    sprintf(buf,"Questors Delight will end in  :  %3d minutes.\n\r", pulse_doubleqp/PULSE_AREA + 1);
    send_to_char(buf,ch);
  }
  else
  {
    if (ccenter[CCENTER_QD_TIME] - qpstimer < ccenter[CCENTER_QD_TIME] * 0.05)
      sprintf(buf, "Chance of Questors Delight    :   %2d %%\n\r", calc_chance_delight_hour());
    else
    {
      i = (ccenter[CCENTER_QD_TIME] - qpstimer)/20;
      sprintf(buf, "Estimated time to Questors D. :  %3d minutes.\n\r", 10*i);
    }
    send_to_char(buf, ch);
  }
  return;
}

void do_exp( CHAR_DATA *ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  unsigned int cost, to, from;

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

  if (IS_NPC(ch)) return;
  if (arg1[0] == '\0' || arg2[0] == '\0')
  {
    send_to_char("Usage is :\n\r",ch);
    send_to_char("exp <from> <to>\n\r",ch);
    send_to_char("ie. exp 4000 6000 will tell you how many exp it will cost to train from 4K to 6K\n\r",ch);
    send_to_char("can be used for primal as wel, just time the result by 500.\n\r", ch);
    return;
  }
  if (!is_number(arg1) || !is_number(arg2))
  {
    send_to_char("Please use numbers.\n\r",ch);
    return;
  }
  from = atoi(arg1);
  to = atoi(arg2);
  if (from >= to)
  {
    send_to_char("Begin with a smaller number.\n\r",ch);
    return;
  }
  if (to > 120000)
  {
    send_to_char("Thats beyond the statcap.\n\r",ch);
    return;
  }
  if ((to > 50000 && to - from > 20000) || (to > 100000 && to - from > 10000) || (to - from > 50000))
  {
    send_to_char("Please use a smaller interval to avoid integer overflows.\n\r",ch);
    return;
  }
  cost = (from + to) * (to - from + 1) / 2 - from;
  if (cost > 500000000)
    sprintf(buf,"The total cost in exp will be %d million\n\r", cost/1000000);
  else sprintf(buf,"The total cost in exp will be %d\n\r", cost);
  send_to_char(buf,ch);
  return;
}

void do_favor( CHAR_DATA *ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];

  one_argument(argument,arg);

  if (IS_NPC(ch)) return;
  if (IS_SET(ch->act, PLR_RIGHTHAND) || IS_SET(ch->act, PLR_LEFTHAND) || IS_SET(ch->act, PLR_AMBI))
  {
    send_to_char("Already set.\n\r",ch);
    return;
  }
  if (arg[0] == '\0')
  {
    send_to_char("Favor left, right or both hands ?\n\r",ch);
    return;
  }
  if (!str_cmp(arg,"left"))
  {
    SET_BIT(ch->act, PLR_LEFTHAND);
    send_to_char("You favor your left arm in combat.\n\r",ch);
  }
  else if (!str_cmp(arg,"right"))
  {
    SET_BIT(ch->act, PLR_RIGHTHAND);
    send_to_char("You favor your right arm in combat.\n\r",ch);
  }
  else if (!str_cmp(arg,"both"))
  {
    SET_BIT(ch->act, PLR_AMBI);
    send_to_char("You fight well with both arms.\n\r",ch);
  }
  else do_favor(ch,"");
  return;
}

void do_alias(CHAR_DATA *ch, char *argument)
{
  ALIAS_DATA *ali;
  char arg1[MAX_INPUT_LENGTH];
  char testarg[MAX_INPUT_LENGTH];

  if (IS_NPC(ch)) return;

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

  if ((ch->in_room == NULL || ch->in_room->vnum != 3054))
  {
    send_to_char("You must be at the Temple Altar of Midgaard to create a new alias.\n\r",ch);
    return;
  }
  if (ch->pcdata->alias_count >= MAX_ALIAS)
  {
    send_to_char("Sorry, you have reached the limit for aliases, you need to remove some before you can make more.\n\r",ch);
    return;
  }
  if (arg1[0] == '\0' || argument[0] == '\0')
  {
    send_to_char("Syntax : alias 'short' 'long'\n\r",ch);
    send_to_char("\n\rThe 'short' is the alias, and the 'long' is the string that the alias replaces.\n\r",ch);
    send_to_char("ie. alias tt teleport orc.\n\r",ch);
    return;
  }
  if (strlen2(argument) > 400)
  {
    send_to_char("Behave... that's way to big.\n\r",ch);
    return;
  }
  smash_tilde(arg1);
  smash_tilde(testarg);
  smash_tilde(argument);
  if (!str_cmp(arg1, testarg))
  {
    send_to_char("You cannot alias the alias.\n\r",ch);
    return;
  }
  if (!str_cmp(arg1, "showalias") || !str_cmp(arg1, "alias") || !str_cmp(arg1, "removealias"))
  {
    send_to_char("You really shouldn't alias the alias commands.\n\r", ch);
    return;
  }
  for (ali = ch->pcdata->alias; ali; ali = ali->next)
  {
    if (!str_cmp(arg1, ali->short_n))
    {
      send_to_char("You already have such an alias.\n\r",ch);
      return;
    }
    if (!str_cmp(arg1, ali->long_n) || !str_cmp(argument, ali->short_n) || !str_cmp(argument, ali->long_n))
    {
      send_to_char("No looping aliases please.\n\r", ch);
      return;
    }
  }
  if (alias_free == NULL )
  {
    ali = alloc_perm(sizeof(*ali));
  }
  else
  {
    ali = alias_free;
    alias_free = alias_free->next;
  }
  ali->short_n = str_dup(arg1);
  ali->long_n = str_dup(argument);
  ali->next = ch->pcdata->alias;
  ch->pcdata->alias = ali;
  ch->pcdata->alias_count++;
  send_to_char("Ok.\n\r",ch);
  return;
}

void do_showalias(CHAR_DATA *ch, char *argument)
{
  ALIAS_DATA *ali;
  bool found = FALSE;
  char buf[MAX_STRING_LENGTH];

  if (IS_NPC(ch)) return;

  for (ali = ch->pcdata->alias; ali; ali = ali->next)
  {
    found = TRUE;
    sprintf(buf, "%s '%s'\n\r", ali->short_n, ali->long_n);
    send_to_char(buf,ch);
  }
  if (!found) send_to_char("You have no aliases.\n\r",ch);
  return;
}

void do_removealias(CHAR_DATA *ch, char *argument)
{
  ALIAS_DATA *ali;
  char arg[MAX_INPUT_LENGTH];

  if (IS_NPC(ch)) return;

  one_argument(argument, arg);

  if (arg[0] == '\0')
  {
    send_to_char("Remove which alias?\n\r",ch);
    return;
  }
  for (ali = ch->pcdata->alias; ali; ali = ali->next)
  {
    if (!str_cmp(arg, ali->short_n))
    {
      alias_remove(ch, ali);
      send_to_char("Alias removed.\n\r",ch);
      ch->pcdata->alias_count--;
      return;
    }
  }
  send_to_char("No such alias.\n\r",ch);
  return;
}

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

  if (IS_NPC(ch)) return;

  argument = one_argument(argument, arg);

  if (ch->sex != SEX_FEMALE)
  {
    send_to_char("Huh?\n\r", ch);
    return;
  }
  if (!IS_EXTRA(ch, EXTRA_PREGNANT))
  {
    send_to_char("But you are not even pregnant!\n\r",ch);
    return;
  }
  if (!IS_EXTRA(ch, EXTRA_LABOUR))
  {
    send_to_char("You're not ready to give birth yet.\n\r",ch);
    return;
  }
  if ( arg[0] == '\0' )
  {
    if (ch->pcdata->genes[4] == SEX_MALE)
      send_to_char( "What do you wish to name your little boy?\n\r", ch );
    else if (ch->pcdata->genes[4] == SEX_FEMALE)
      send_to_char( "What do you wish to name your little girl?\n\r", ch );
    else
      send_to_char( "What do you wish to name your child?\n\r", ch );
    return;
  }
  if (!check_parse_name(arg))
  {
    send_to_char("Thats an illegal name.\n\r", ch);
    return;
  }
  if (char_exists(FALSE, arg))
  {
    send_to_char("That player already exists.\n\r", ch);
    return;
  }
  if (descriptor_free == NULL )
  {
    dummy = alloc_perm(sizeof(*dummy));
  }
  else
  {
    dummy = descriptor_free;
    descriptor_free = descriptor_free->next;
  }
  arg[0] = UPPER(arg[0]);
  load_char_short(dummy, arg);
  victim = dummy->character;

  victim->pcdata->perm_str = 18;
  victim->pcdata->perm_int = 18;
  victim->pcdata->perm_wis = 18;
  victim->pcdata->perm_dex = 18;
  victim->pcdata->perm_con = 18;
  victim->stance[19] = -1;
  victim->stance[20] = -1;  
  victim->stance[21] = -1;
  victim->stance[22] = -1;
  victim->stance[23] = -1;
  victim->class = 0;
  victim->max_hit = 5000;
  victim->hit = 5000;
  victim->max_mana = 5000;
  victim->mana = 5000;
  victim->max_move = 5000;
  victim->move = 5000;
  victim->sex = ch->pcdata->genes[4];
  victim->level = 2;
  victim->generation = 6;
  victim->in_room = ch->in_room;
  set_learnable_disciplines(victim);
  save_char_obj(victim);
  free_char(victim);

  /*
   * Being nice and putting the descriptor back into the free list.
   */
  dummy->next     = descriptor_free;
  descriptor_free = dummy;

  ch->pcdata->genes[9] += 1;
  REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
  REMOVE_BIT(ch->extra, EXTRA_LABOUR);  
  save_char_obj(ch);
  if (ch->pcdata->genes[4] == SEX_MALE)
    sprintf(buf, "%s gives birth to %s's son, named %s!", ch->name, ch->pcdata->cparents, arg);
  else
    sprintf(buf, "%s gives birth to %s's daughter, named %s!", ch->name, ch->pcdata->cparents, arg);
  do_info(ch, buf);
  send_to_char("Pop!\n\r", ch);
  return;
}

void do_areaaffects(CHAR_DATA *ch, char *argument)
{
  AREA_AFFECT *paf;
  bool found = FALSE;
  char buf[MAX_STRING_LENGTH];
  char buf2[MAX_STRING_LENGTH];

  if (IS_NPC(ch)) return;
  send_to_char("This area has been enchanted with :\n\r\n\r", ch);
  for (paf = ch->in_room->area->affects; paf; paf = paf->next)
  {
    found = TRUE;
    if (paf->type == AREA_AFF_GZONE)            sprintf(buf, "  God's Zone");
    else if (paf->type == AREA_AFF_THORNS)      sprintf(buf, "  Thorns and Brambles");
    else if (paf->type == AREA_AFF_PESTILENCE)  sprintf(buf, "  Pestilence");
    else if (paf->type == AREA_AFF_BADMOON)     sprintf(buf, "  Bad Moon");
    else if (paf->type == AREA_AFF_GAIA)        sprintf(buf, "  Gaia's Blessing");
    else if (paf->type == AREA_AFF_CHAOS)       sprintf(buf, "  Chaotic Landscape");
    else sprintf(buf, "  Unknown");

    sprintf(buf2, "%s by %s for a duration of %d hours\n\r",
      buf, religion_table[paf->religion].truename, paf->duration);
    send_to_char(buf2, ch);
  }
  if (!found) send_to_char("  nothing.\n\r", ch);
  return;
}

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

  if (!IS_SET(ch->pcdata->jflags, JFLAG_NONEWBIE))
  {
    SET_BIT(ch->pcdata->jflags, JFLAG_NONEWBIE);
    send_to_char("Ok, newbie hints disabled.\n\r", ch);
    return;
  }
  REMOVE_BIT(ch->pcdata->jflags, JFLAG_NONEWBIE);
  send_to_char("Ok, newbie hints enabled.\n\r", ch);
  return;
}

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

  if (IS_NPC(ch)) return;

  if (argument[0] == '\0')
  {
    send_to_char("Syntax : selfdelete <your password>\n\r", ch);
    send_to_char("WARNING : THIS WILL REMOVE YOU PERMANENTLY!!\n\r", ch);
    return;
  }

  if (has_timer(ch)) return;

  /*
   * check for password.
   */
  if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
  {
    send_to_char("Illegal password.\n\r", ch);
    WAIT_STATE(ch, 12);
    return;
  }

  /*
   * logged.
   */
  sprintf(buf, "%s has selfdeleted, what a fool.", ch->name);
  log_string(buf);

  /*
   * set up the deletion
   */
  sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname));

  /*
   * make sure the player is offline.
   */
  ch->fight_timer = 0;   
  char_from_room(ch);
  char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
  do_quit(ch, "");

  unlink(buf);

  return;
}

void do_leader( CHAR_DATA *ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  
  if (IS_NPC(ch)) return;
  
  stc("#0==<>==<>==<>==<>==<>==<>== #GLEADER BOARD #0==<>==<>==<>==<>==<>==<>==#n\n\r\n\r",ch);
  
  send_to_char("   #oMost Player Kills  #C--->   ", ch);
  sprintf(buf, "#G%-13s", leader_board.pk_name);
  send_to_char(buf, ch);
  sprintf(buf, " #owith #G%d #oKills#n\n\r", leader_board.pk_number);
  send_to_char(buf, ch);
  
  send_to_char("   #oMost Hours Played  #C--->   ", ch);
  sprintf(buf, "#G%-13s", leader_board.time_name);
  send_to_char(buf, ch);
  sprintf(buf, " #owith #G%d #oHours#n\n\r", leader_board.time_number);
  send_to_char(buf, ch);
 
  send_to_char("   #oMost Qps Earned    #C--->   ", ch);
  sprintf(buf, "#G%-13s", leader_board.quest_name);
  send_to_char(buf, ch);
  sprintf(buf, " #owith #G%d #oQps#n\n\r", leader_board.quest_number);
  send_to_char(buf, ch);
  
  send_to_char("   #oMost Mobs Killed   #C--->   ", ch);
  sprintf(buf, "#G%-13s", leader_board.mobkills_name);
  send_to_char(buf, ch);
  sprintf(buf, " #owith #G%d #oKills#n\n\r", leader_board.mobkills_number);
  send_to_char(buf, ch);
    
  send_to_char("   #oHighest PK score   #C--->   ", ch);
  sprintf(buf, "#G%-13s", leader_board.pkscore_name);
  send_to_char(buf, ch);
  sprintf(buf, " #owith #G%d #oPoints#n\n\r", leader_board.pkscore_number);
  send_to_char(buf, ch);
    
  send_to_char("   #oMost Arena Wins    #C--->   ", ch);
  sprintf(buf, "#G%-13s", leader_board.arena_name);
  send_to_char(buf, ch);
  sprintf(buf, " #owith #G%d #oWins#n\n\r", leader_board.arena_number);
  send_to_char(buf, ch);
    
  stc("\n\r#0==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==#n\n\r",ch);
  return;
}

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

  if (IS_NPC(ch)) return;

  argument = one_argument(argument, arg);
  if (IS_SET(ch->pcdata->jflags, JFLAG_POLICY))
  {
    send_to_char("You have already accepted the policy.\n\r", ch);
    return;
  }
  if (!str_cmp(arg, "accept"))
  {
    if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
    {
      send_to_char("Illegal password.\n\r", ch);  
      WAIT_STATE(ch, 12);
      return;
    }
    send_to_char("You have accepted the player policy at Dystopia.\n\r", ch);
    SET_BIT(ch->pcdata->jflags, JFLAG_POLICY);
    do_autosave(ch, "");
    sprintf(buf, "%s has accepted the player policy.", ch->name);
    log_string(buf);
    return;
  }
  else if (!str_cmp(arg, "decline"))
  {
    if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
    {
      send_to_char("Illegal password.\n\r", ch);
      WAIT_STATE(ch, 12);
      return;
    }
    sprintf(buf, "%s has declined the player policy.", ch->name);
    log_string(buf);
    sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname));
    ch->fight_timer = 0;
    char_from_room(ch);
    char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
    do_quit(ch, "");
    unlink(buf);
  }
  else
  {
    send_to_char("Syntax : policy [accept|decline] [password]\n\r", ch);
    return;
  }
  return;
}

int calc_chance_delight_hour()
{
  if (qpstimer <= ccenter[CCENTER_QD_TIME]) return 0;
  return (qpstimer - ccenter[CCENTER_QD_TIME])/4;
}

int calc_chance_happy_hour()
{
  if (exptimer <= ccenter[CCENTER_HH_TIME]) return 0;
  return (exptimer - ccenter[CCENTER_HH_TIME])/4;
}

void do_vote(CHAR_DATA *ch, char *argument)
{
  POLL_DATA *poll;
  VOTE_DATA *vote;
  char *strtime;  
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  char buf[MAX_STRING_LENGTH];
  char buf2[20];
  bool found = FALSE;
  int i, choice;
  
  if (IS_NPC(ch)) return;
  
  argument = one_argument(argument, arg1);
  one_argument(argument, arg2);
  
  if (arg1[0] == '\0' || arg2[0] == '\0')
  {
    send_to_char("      #R[#G***#R] #CCurrent Polls at Dystopia #R[#G***#R]#n\n\r", ch);
    for (poll = poll_list; poll; poll = poll->next)
    {
      strtime = ctime(&poll->expire);
      for (i = 0; i < 6; i++)
      {
        buf2[i] = strtime[i + 4];
      }
      buf2[6] = '\0';
      sprintf(buf, "\n\r  A poll on #y%s#n with the following options. (expires %s)\n\r\n\r",
        poll->name, buf2);
      send_to_char(buf, ch);
      for (i = 0; i < MAX_VOTE_OPTIONS; i++)
      {
        if (!str_cmp("<null>", poll->options[i])) continue;
        sprintf(buf, " #0[#R%2d#0] #y%s\n\r", i+1, poll->options[i]);
        send_to_char(buf, ch);
      }
    }
    send_to_char("\n\r  #CPlease read HELP VOTE for details on voting.#n\n\r", ch);
    return;
  }
  if ((get_age(ch) - 17) < 5 || ch->mkill < 1000)
  {
    send_to_char("Please read HELP VOTE.\n\r", ch);
    return;
  }
  for (poll = poll_list; poll; poll = poll->next)
  {
    if (str_cmp(arg1, poll->name)) continue;
    found = TRUE;
    break;
  }
  if (!found)
  {
    send_to_char("Sorry, no such poll.\n\r", ch);
    return;
  }
  found = FALSE;
  for (vote = poll->votes; vote; vote = vote->next)
  {
    if (str_cmp(ch->name, vote->pname)) continue;
    found = TRUE;
    break;
  }
  if (found)
  {
    send_to_char("You have already voted on this poll.\n\r", ch);
    return;
  }
  for (i = 0; i < MAX_VOTE_OPTIONS; i++)
  {  
    if (str_cmp(poll->options[i], "<null>")) continue;
    break; 
  }
  if ((choice = atoi(arg2)) < 1 || choice > i)   
  {
    send_to_char("Please pick a valid choice.\n\r", ch);
    return;
  }
  add_vote(poll, ch, choice);
  send_to_char("You vote has been accepted.\n\r", ch);
  save_subvotes(poll);
  return;
}

void add_vote(POLL_DATA *poll, CHAR_DATA *ch, int choice)
{  
  VOTE_DATA *vote;
     
  if (!ch->desc) return;
  if (!ch->desc->host) return;
   
  poll->vcount[choice-1]++;
   
  vote = alloc_perm(sizeof(*vote));
  vote->pname = str_dup(ch->name);
  vote->phost = str_dup(ch->desc->host);
  vote->choice = choice;
  
  vote->next = poll->votes;
  poll->votes = vote;
}

void do_changes(CHAR_DATA *ch, char *argument)
{  
  CHANGE_DATA *change;
  char buf[MAX_STRING_LENGTH];
  char tempbuf[MAX_STRING_LENGTH];
  bool found = FALSE;
  int i = 0;
   
  if (IS_NPC(ch)) return;
  
  sprintf(buf, " #R[#0***#R] #yMinor Code Changes and Quick Messages #R[#0***#R]#n\n\r\n\r");
  for (change = change_list; change; change = change->next)
  {
    found = TRUE;
    ++i;
    sprintf(tempbuf, " #R[#0%3d#R] #G%-6s  #L%-9s #C%s#n\n\r",
      i, change->date, change->imm, change->text);
    strcat(buf, tempbuf);
  }
  if (found) send_to_char(buf, ch);
  else send_to_char("No changes.\n\r", ch);
  return;
}

void do_classportal(CHAR_DATA *ch, char *argument)
{
  ROOM_INDEX_DATA *location;
  CHAR_DATA *victim;
  char arg[MAX_INPUT_LENGTH];
  char buf1[MAX_STRING_LENGTH];
  char buf2[MAX_STRING_LENGTH];
  char buf3[MAX_STRING_LENGTH];
  char buf4[MAX_STRING_LENGTH];
  int cost = 0;
  bool move = FALSE;

  one_argument(argument, arg);
  if (IS_NPC(ch)) return;
  switch(ch->class)
  {
    default:
      send_to_char("Huh?\n\r", ch);
      return;
    case CLASS_DEMON:
      if (!IS_DEMPOWER(ch, DEM_TRAVEL))
      {
        send_to_char("You haven't been granted the gift of travel.\n\r",ch);
        return;
      }
      sprintf(buf1, "You sink into the ground, and make your way towards $N.");
      sprintf(buf2, "$n sinks into the ground.");
      sprintf(buf3, "You rise up from the ground, opposing $N.");
      sprintf(buf4, "$n rises up out of the ground.");
      move = TRUE;
      cost = 500;
      break;
    case CLASS_MAGE:
      if (ch->pcdata->powers[PINVOKE] < 1)
      {
        send_to_char("You don't have that invoke yet.\n\r",ch);
        return;
      }
      sprintf(buf1, "You utter a single powerword, teleporting you towards $N.");
      sprintf(buf2, "$n utters a strange sounding word and disappers.");
      sprintf(buf3, "You materialize infront of $N.");
      sprintf(buf4, "$n suddenly appears from out of nowhere.");
      move = FALSE;
      cost = 500;
      break;
    case CLASS_WEREWOLF:
      if (ch->power[DISC_WERE_LUNA] < 6)
      {
        send_to_char("You need to obtain level 6 Luna to use moongate.\n\r",ch);
        return;
      }
      move = FALSE; 
      cost = 500;
      break;
    case CLASS_VAMPIRE:
      if (ch->power[DISC_VAMP_AUSP] < 4)
      {
        send_to_char("You must obtain level 4 Auspex to use Astral Walk.\n\r",ch);
        return;
      }
      sprintf(buf1, "You enter the astral plane, searching for $N.");
      sprintf(buf2, "$n enters the astral plane.");
      sprintf(buf3, "You leap out of the astral plane before $N.");
      sprintf(buf4, "$n leaps out of a rift in the astral plane.");
      move = TRUE; 
      cost = 500;
      break;
    case CLASS_SAMURAI:
      sprintf(buf1, "You follow the ancestral path to $N.");
      sprintf(buf2, "$n steps into the air, leaving behind no trace whatsoever.");
      sprintf(buf3, "You step out of the air infront of $N.");
      sprintf(buf4, "$n steps out of the air in front of you.");
      move = TRUE; 
      cost = 1000;
      break;
    case CLASS_DROW:
      if (!IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
      {
        send_to_char("You have not been granted that power yet.\n\r", ch);
        return;
      }
      sprintf(buf1, "You walk into the shadows, hunting $N.");
      sprintf(buf2, "$n walks into the shadows.");
      sprintf(buf3, "You walk out of the shadows in front of $N.");
      sprintf(buf4, "$n walks out of the shadows.");
      move = TRUE; 
      cost = 500;
      break;
    case CLASS_MONK:
      if (ch->pcdata->powers[PMONK] < 10)
      {
        send_to_char("You must obtain level 10 in mantras to use Celestial Path.\n\r",ch);
        return;
      }
      sprintf(buf1, "You concentrate and open a Celestial path to $N.");
      sprintf(buf2, "$n opens a celestial gateway and steps into it.");
      sprintf(buf3, "You leave a celestial path and stand before $N.");
      sprintf(buf4, "$n appears before you through a Celestial portal!");
      move = FALSE; 
      cost = 500;
      break;
    case CLASS_NINJA:
      if(!IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHADOWWALK))
      {
        send_to_char("You have not learned that kill yet.\n\r", ch );
        return;
      }
      sprintf(buf1, "You walk into the shadows, hunting $N.");
      sprintf(buf2, "$n walks into the shadows.");
      sprintf(buf3, "You walk out of the shadows in front of $N.");
      sprintf(buf4, "$n walks out of the shadows.");
      move = FALSE;
      cost = 500;
      break;
    case CLASS_LICH:
      if (ch->pcdata->powers[CON_LORE] < 3)
      {
        send_to_char("You need conjuring level 3 to do this.\n\r",ch);
        return;
      }
      move = FALSE;
      cost = 1000;
      break;
    case CLASS_SHAPESHIFTER:
      if (ch->pcdata->powers[SHAPE_POWERS] < 2)
      {
        send_to_char("You need level 2 shiftpowers.\n\r",ch);
        return;
      }
      sprintf(buf1, "You reform into thin mist and seep into the floor, tracking $N.");
      sprintf(buf2, "$n reforms into thin mist and seeps into the floor.");
      sprintf(buf3, "You seep up from the floor and reform in front of $N.");
      sprintf(buf4, "A fine mist seeps up from the floor and reforms into $n.");
      move = TRUE;
      cost = 1000;
      break;
    case CLASS_TANARRI:
      if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CHAOSGATE))
      {
        send_to_char("You don't have that power yet.\n\r",ch);
        return;
      }
      sprintf(buf1, "You open a gate made from pure chaos, trying to reach $N.");
      sprintf(buf2, "$n opens a gate of pure chaos and steps into it.");
      sprintf(buf3, "You step out of the gate in front of $N.");
      sprintf(buf4, "A gate appears from out of nowhere and $n steps out of it.");
      move = TRUE;
      cost = 1000;
      break;
    case CLASS_ANGEL:
      if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
      {
        send_to_char("You haven't learned to fly yet.\n\r",ch);
        return;
      }
      if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
      {
        send_to_char("Where are your wings?\n\r",ch);
        return;
      }
      sprintf(buf1, "You fly towards $N.");
      sprintf(buf2, "$n flies into the sky.");
      sprintf(buf3, "You swoop down upon $N.");
      sprintf(buf4, "$n swoops down from the sky.");
      move = TRUE;
      cost = 1000;  
      break;
    case CLASS_UNDEAD_KNIGHT:
      sprintf(buf1, "You ride your skeleton steed towards $N.");
      sprintf(buf2, "$n leaves the room, riding a black horse.");
      sprintf(buf3, "You arrive in front of $N.");
      sprintf(buf4, "$n rides toward you on $s skeleton steed!");
      move = TRUE;
      cost = 1000;
      break;
    case CLASS_DROID:
      if (!IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_SHADOWGATE))
      {
        send_to_char("You don't have the shadowgate implant.\n\r", ch);
        return;
      }
      sprintf(buf1, "You walk into the shadows, hunting $N.");
      sprintf(buf2, "$n walks into the shadows.");
      sprintf(buf3, "You walk out of the shadows in front of $N.");
      sprintf(buf4, "$n walks out of the shadows.");
      move = TRUE; 
      cost = 1000;
      break;
    case CLASS_DRONE:
      if (ch->pcdata->powers[DRONE_MINDCONTROL] < 3)
      {
        send_to_char("You haven't learned to dreamwalk yet.\n\r",ch);
        return;
      }
      sprintf(buf1, "You fade into the dreamworld, searching for $N's dreams.");
      sprintf(buf2, "$n closes $s eyes and fades away.");
      sprintf(buf3, "You enter $N's dreams and step out into the real world next to $M.");
      sprintf(buf4, "$n suddenly fades into existance.");
      move = FALSE;
      cost = 1000;
      break;
    case CLASS_HOBBIT:
      if (ch->pcdata->powers[HOBBIT_DISHES] < 10)
      {
        send_to_char("Only chefs that have mastered 10 ingredients can tunnel.\n\r",ch);
        return;
      }
      sprintf(buf1, "You start digging a tunnel towards $N.");
      sprintf(buf2, "$n pulls out a shovel and digs a tunnel.");
      sprintf(buf3, "You pop out of the earth in front of $N.");
      sprintf(buf4, "$n pops out of a hole in the earth.");
      move = TRUE;
      cost = 500;
      break;
    case CLASS_FAE:
      if (ch->power[DISC_FAE_NATURE] < 6)
      {
        send_to_char("You need level 6 discipline in nature.\n\r",ch);
        return;
      }
      sprintf(buf1, "You enter the nearest tree, searching for the roots of $N.");
      sprintf(buf2, "$n steps right into a tree, and is gone.");
      sprintf(buf3, "You step out from another tree right in front of $N.");
      sprintf(buf4, "$n steps out of a tree right next to you.");
      move = FALSE; 
      cost = 1000;
      break;
    case CLASS_GIANT:
      if (ch->pcdata->rank < FOOT_20)
      {
        send_to_char("You're not high enough to do that, shorty.\n\r",ch);
        return;
      }
      sprintf(buf1, "You take a giant step towards $N.");
      sprintf(buf2, "$n takes a giant step, and is gone.");
      sprintf(buf3, "You step down in front of $N.");
      sprintf(buf4, "$n drops down in front of you, seemingly from one giant step.");
      move = TRUE; 
      cost = 500;
      break;
  }
  if (cost == 0) cost = 10000; // debug.

  if (is_webbed(ch)) return;
  if ((victim = get_char_world(ch, arg)) == NULL)
  {
    send_to_char("They are not here.\n\r", ch );
    return;
  }
  if (victim->in_room == ch->in_room)
  {
    send_to_char("You are already there.\n\r", ch);
    return;
  }
  if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
  {
    send_to_char("They are in the astral sphere.\n\r", ch);
    return;
  }
  if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
  {
    if (IS_CLASS(ch, CLASS_DRONE) && victim->position == POS_SLEEPING) ;
    else
    {
      send_to_char("I don't think they want you to do that.\n\r", ch);
      return;
    }
  }
  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    send_to_char("Your room is not connected to the astral plane.\n\r", ch);
    return;
  }
  if (move && ch->move < cost)
  {
    send_to_char("You need more move.\n\r", ch);
    return;
  }
  else if (!move && ch->mana < cost)
  {
    send_to_char("You need more mana.\n\r", ch);
    return;
  }
  if (move) ch->move -= cost;
  else ch->mana -= cost;
  location = victim->in_room;

  if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_LICH))
  {
    act(buf1, ch, NULL, victim, TO_CHAR);
    act(buf2, ch, NULL, NULL, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch, location);
    do_look(ch, "auto");
    act(buf3, ch, NULL, victim, TO_CHAR);
    act(buf4, ch, NULL, NULL, TO_ROOM);
  }
  else
  {
    OBJ_DATA *obj;
    int duration;

    /* A portal to the victim */
    duration = number_range(2,3);
    if (IS_CLASS(ch, CLASS_LICH))
      obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
    else
      obj = create_object(get_obj_index(OBJ_VNUM_GATE2), 0);
    obj->value[0] = victim->in_room->vnum;
    obj->value[3] = ch->in_room->vnum;
    obj->timer = duration;
    if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE;
    obj_to_room(obj, ch->in_room);

    /* and a portal that leads the other way */
    if (IS_CLASS(ch, CLASS_LICH))
      obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
    else
      obj = create_object(get_obj_index(OBJ_VNUM_GATE2), 0);
    obj->value[0] = ch->in_room->vnum;
    obj->value[3] = victim->in_room->vnum;
    obj->timer = duration;
    if (IS_AFFECTED(victim,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE;
    obj_to_room(obj, victim->in_room);

    if (IS_CLASS(ch, CLASS_WEREWOLF))
    {
      act("A look of concentration passes over $n's face.", ch, NULL,NULL, TO_ROOM);
      send_to_char("A look of concentration passes over your face.\n\r", ch);
      act("$p appears in front of $n in a beam of moonlight.", ch, obj, NULL, TO_ROOM);
      act("$p appears in front of you in a beam of moonlight.", ch, obj, NULL, TO_CHAR);
      act("$p appears in front of $n in a beam of moonlight.", victim, obj, NULL, TO_ROOM);
      act("$p appears in front of you in a beam of moonlight.", ch, obj, victim, TO_VICT);
    }
    else
    {
      act("$p appears in front of $n.", ch, obj, NULL, TO_ROOM);
      act("$p appears in front of you.", ch, obj, NULL, TO_CHAR);
      act("$p appears in front of $n.", victim, obj, NULL, TO_ROOM);
      act("$p appears in front of you.", ch, obj, victim, TO_VICT);
    }
  }
  return;
}

void do_score(CHAR_DATA *ch, char *argument)
{
  char buf[MAX_STRING_LENGTH];
  char tempbuf[MAX_STRING_LENGTH];
  char linebuf1[MAX_STRING_LENGTH];
  char linebuf2[MAX_STRING_LENGTH];


  if (IS_NPC(ch)) return;

  sprintf(linebuf1, " %s\n\r", get_dystopia_banner("Godwars Dystopia", 72));
  sprintf(linebuf2, "\n\r %s\n\r", get_dystopia_banner("", 72));

  send_to_char(linebuf1, ch);
  send_to_char("\n\r", ch);

  sprintf(buf, "  Your name is #C%s #nand you have been playing for #C%d #nhours\n\r",
    ch->name, (ch->played + (int) (current_time - ch->logon))/3600);
  send_to_char(buf, ch);
  birth_date(ch, FALSE);
  send_to_char("\n\r", ch);

  sprintf(tempbuf, "  STR: #G%2d#n    Hitpoints : #C%d#n/#C%d#n",
    get_curr_str(ch), ch->hit, ch->max_hit);
  sprintf(buf, "%-55s #uLast two kills#n\n\r", tempbuf);
  send_to_char(buf, ch);

  sprintf(tempbuf, "  DEX: #G%2d#n    Movement  : #C%d#n/#C%d#n",
    get_curr_dex(ch), ch->move, ch->max_move);
  sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[0]);
  send_to_char(buf, ch);

  sprintf(tempbuf, "  CON: #G%2d#n    Magics    : #C%d#n/#C%d#n",
    get_curr_con(ch), ch->mana, ch->max_mana);
  sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[1]);
  send_to_char(buf, ch);

  sprintf(tempbuf, "  WIS: #G%2d#n    PKscore   : #y%d#n",
    get_curr_wis(ch), get_ratio(ch));
  sprintf(buf, "%-51s #uRetaliation#n\n\r", tempbuf);
  send_to_char(buf, ch);

  sprintf(tempbuf, "  INT: #G%2d#n    Quest pts : #y%d#n/#C%d#n",
    get_curr_int(ch), ch->pcdata->quest, ch->pcdata->questtotal);
  sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->retaliation);
  send_to_char(buf, ch);

  send_to_char(linebuf2, ch);
  send_to_char("\n\r", ch);

  sprintf(buf, "  Damroll : #C%d#n  Hitroll : #C%d#n  Armor : #C%d#n  Damcap : #C%d#n\n\r",
    char_damroll(ch), char_hitroll(ch), char_ac(ch), ch->damcap[0]);
  send_to_char(buf, ch);

  sprintf(buf, "  You are carrying #C%d#n/#C%d#n items with weight #C%d#n/#C%d#n lbs\n\r",
    ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch));
  send_to_char(buf, ch);

  sprintf(buf, "\n\r  Primal : #C%d#n   Experience : #C%d#n   Faithpoints : #C%d#n/#C%d#n\n\r",
    ch->practice, ch->exp, ch->pcdata->current_faith, ch->pcdata->faith);
  send_to_char(buf, ch);

  sprintf(buf, "  Alignment : #C%d#n   Upgrade Level : #C%d#n   Paradox : #C%d#n\n\r",
    ch->alignment,
    is_upgrade(ch) ? ch->pcdata->upgrade_level + 1 : ch->pcdata->upgrade_level,    
    ch->pcdata->mean_paradox_counter);
  send_to_char(buf, ch);

  /* class stuff */
  if (IS_CLASS(ch, CLASS_DEMON))
  {
    sprintf(buf, "  Class Points : #C%d#n   Souls : #C%d#n   Rage : #C%d#n\n\r",
      ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->souls, ch->rage);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_DROW))
  {
    sprintf(buf, "  Class Points : #C%d#n   Magic Resistance : #C%d#n\n\r",
      ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->stats[DROW_MAGIC]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
  {
    sprintf(buf, "  Shift Counter : #C%d#n   Phase Counter : #C%d#n\n\r",
      ch->pcdata->powers[SHAPE_COUNTER], ch->pcdata->powers[PHASE_COUNTER]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_ANGEL))
  {
    sprintf(buf, "  Justice : #C%d#n   Love : #C%d#n   Harmony : #C%d#n   Peace : #C%d#n\n\r",
      ch->pcdata->powers[ANGEL_JUSTICE], ch->pcdata->powers[ANGEL_LOVE],
      ch->pcdata->powers[ANGEL_HARMONY], ch->pcdata->powers[ANGEL_PEACE]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_VAMPIRE))
  {
    sprintf(buf, "  Beast  : #C%d#n   Rage : #C%d#n   Blood : #C%d#n\n\r",
      ch->beast, ch->rage, ch->pcdata->condition[COND_THIRST]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_DROID))
  {
    sprintf(buf, "  Class Points : #C%d#n   Droid Speed : #C%d#n\n\r",
      ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->powers[DROID_SPEED]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_WEREWOLF))
  {
    sprintf(buf, "  Rage : #C%d#n   Gnosis : #C%d#n/#C%d#n\n\r",
      ch->rage, ch->gnosis[GCURRENT], ch->gnosis[GMAXIMUM]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_MONK))
  {
    sprintf(buf, "  Block Counter : #C%d#n   Chi : #C%d#n/#C%d#n\n\r",
      ch->monkblock, ch->chi[CURRENT], ch->chi[MAXIMUM]);
    send_to_char(buf, ch);
  }
  else if (IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_NINJA) || IS_CLASS(ch, CLASS_TANARRI))
  {
    sprintf(buf, "  Class Points : #C%d#n\n\r", ch->pcdata->stats[8]);
    send_to_char(buf, ch);
  }

  send_to_char(linebuf2, ch);
  send_to_char("\n\r", ch);

  sprintf(tempbuf, "  Players  : #C%6d#n %s and #C%3d#n %s",
    ch->pkill, (ch->pkill == 1) ? "kill" : "kills",
    ch->pdeath, (ch->pdeath == 1) ? "death" : "deaths");
  sprintf(buf, "%-50s Ratio #C%3d#n%s\n\r",
    tempbuf, calc_ratio(ch->pkill, ch->pdeath), "%");
  send_to_char(buf, ch);

  sprintf(tempbuf, "  Arena    : #C%6d#n %s and #C%3d#n %s",
    ch->pcdata->awins, (ch->pcdata->awins == 1) ? "kill" : "kills",
    ch->pcdata->alosses, (ch->pcdata->alosses == 1) ? "death" : "deaths");
  sprintf(buf, "%-50s Ratio #C%3d#n%s\n\r",
    tempbuf, calc_ratio(ch->pcdata->awins, ch->pcdata->alosses), "%");
  send_to_char(buf, ch);

  sprintf(buf, "  Monsters : #C%6d#n %s and #C%3d#n %s\n\r",
    ch->mkill, (ch->mkill == 1) ? "kill" : "kills",
    ch->mdeath, (ch->mdeath == 1) ? "death" : "deaths");
  send_to_char(buf, ch);

  send_to_char(linebuf2, ch);
  return;
}

void do_ignore(CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *victim;
  DESCRIPTOR_DATA *d;
  char arg[MAX_INPUT_LENGTH];
  char buf[MAX_STRING_LENGTH];
  int i;

  if (IS_NPC(ch)) return;
  one_argument(argument, arg);

  if (arg[0] == '\0')
  {
    sprintf(buf, "You are currently ignoring :\n\r");
    for (d = descriptor_list; d; d = d->next)
    {
      if (d->connected != CON_PLAYING) continue;
      if ((victim = d->character) == NULL) continue;
      for (i = 0; i < MAX_IGNORE; i++)
      {
        if (ch->pcdata->ignore[i] == victim->pcdata->playerid)
        {
          strcat(buf, "* ");
          strcat(buf, victim->name);
          strcat(buf, "\n\r");
        }
      }
    }
    send_to_char(buf, ch);
    return;
  }
  if (!str_cmp(arg, "clear"))
  {
    for (i = 0; i < MAX_IGNORE; i++)
    {
      ch->pcdata->ignore[i] = -1;
    }
    send_to_char("All ignores cleared.\n\r", ch);
    return;
  }
  for (victim = char_list; victim; victim = victim->next)
  {
    if (IS_NPC(victim)) continue;
    if (!str_prefix(victim->name, arg))
    {
      for (i = 0; i < MAX_IGNORE; i++)
      {
        if (ch->pcdata->ignore[i] == victim->pcdata->playerid)
        {
          ch->pcdata->ignore[i] = -1;
          sprintf(buf, "You stop ignoring %s.\n\r", victim->name);
          send_to_char(buf, ch);
          return;
        }
      }
      for (i = 0; i < MAX_IGNORE; i++)
      {
        if (ch->pcdata->ignore[i] == -1)
        {
          ch->pcdata->ignore[i] = victim->pcdata->playerid;
          sprintf(buf, "You now ignore %s.\n\r", victim->name);
          send_to_char(buf, ch);
          return;
        }
      }
      send_to_char("You cannot ignore any more people, try 'ignore clear'.\n\r", ch);
      return;
    }
  }
  send_to_char("Ignore whom?\n\r", ch);
  return;
}

void do_vt100(CHAR_DATA *ch, char *argument)
{
  if (IS_NPC(ch)) return;
  if (IS_SET(ch->act, PLR_VT100))
  {
    REMOVE_BIT(ch->act, PLR_VT100);
    send_to_char(VT_RESET_TERMINAL, ch);
    return;
  }
  if (!IS_SET(ch->in_room->room_flags, ROOM_SAFE))
  {
    send_to_char("You cannot enable vt100 outside safe rooms.\n\r", ch);
    return;
  }
  send_to_char("Requesting VT100 information from your client.\n\r", ch);
  send_to_char("\e[999;999H", ch);
  send_to_char("\e[6n", ch);
  return;
}