eldhamud/boards/
eldhamud/clans/
eldhamud/classes/
eldhamud/councils/
eldhamud/deity/
eldhamud/doc/
eldhamud/doc/DIKU/
eldhamud/doc/MERC/
eldhamud/doc/mudprogs/
eldhamud/gods/
eldhamud/houses/
eldhamud/lockers/
eldhamud/player/a/
/****************************************************************************
 *   _______  _        ______            _______  _______           ______   *
 *  (  ____ \( \      (  __  \ |\     /|(  ___  )(       )|\     /|(  __  \  *
 *  | (    \/| (      | (  \  )| )   ( || (   ) || () () || )   ( || (  \  ) *
 *  | (__    | |      | |   ) || (___) || (___) || || || || |   | || |   ) | *
 *  |  __)   | |      | |   | ||  ___  ||  ___  || |(_)| || |   | || |   | | *
 *  | (      | |      | |   ) || (   ) || (   ) || |   | || |   | || |   ) | *
 *  | (____/\| (____/\| (__/  )| )   ( || )   ( || )   ( || (___) || (__/  ) *
 *  (_______/(_______/(______/ |/     \||/     \||/     \|(_______)(______/  *
 *              +-+-+-+  +-+-+-+-+-+-+-+  +-+-+-+-+-+-+-+-+-+-+              *
 *              |T|h|e|  |O|a|k|l|a|n|d|  |C|h|r|o|n|i|c|l|e|s|              *
 *              +-+-+-+  +-+-+-+-+-+-+-+  +-+-+-+-+-+-+-+-+-+-+              *
 * ------------------------------------------------------------------------- *
 * EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi)                      *
 * EldhaMUD Team: Celest, Altere and Krelowyn                                *
 * ------------------------------------------------------------------------- *
 *                                                                           *
 ****************************************************************************/
/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *			     Player skills module			    *
 ****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"

extern int get_secflag( char *flag );
ch_ret spell_attack( int, int, CHAR_DATA *, void * );
char *const spell_flag[] =
  { "water", "earth", "air", "astral", "area", "distant", "reverse",
    "noself", "_unused2_", "accumulative", "recastable", "noscribe",
    "nobrew", "group", "object", "character", "secretskill", "pksensitive",
    "stoponfail", "nofight", "nodispel", "randomtarget", "r2", "r3", "r4",
    "r5", "r6", "r7", "r8", "r9", "r10", "r11"
  };

char *const spell_saves[] =
  { "none", "poison_death", "wands", "para_petri", "breath", "spell_staff"
  };

char *const spell_save_effect[] =
  { "none", "negate", "eightdam", "quarterdam", "halfdam", "3qtrdam",
    "reflect", "absorb"
  };

char *const spell_damage[] =
  { "none", "fire", "cold", "electricity", "energy", "acid", "poison", "drain"
  };

char *const spell_action[] =
  { "none", "create", "destroy", "resist", "suscept", "divinate", "obscure",
    "change"
  };

char *const spell_power[] =
  { "none", "minor", "greater", "major"
  };

char *const spell_class[] =
  { "none", "lunar", "solar", "travel", "summon", "life", "death", "illusion"
  };

char *const target_type[] =
  { "ignore", "offensive", "defensive", "self", "objinv"
  };


void show_char_to_char( CHAR_DATA * list, CHAR_DATA * ch );
int ris_save( CHAR_DATA * ch, int schance, int ris );
bool check_illegal_psteal( CHAR_DATA * ch, CHAR_DATA * victim );

/* from magic.c */
void failed_casting( struct skill_type *skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj );


/*
 * Dummy function
 */
void skill_notfound( CHAR_DATA * ch, char *argument )
{
  send_to_char( "Huh?\n\r", ch );
  return;
}


int get_ssave( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_saves ) / sizeof( spell_saves[0] ); x++ )
    if( !str_cmp( name, spell_saves[x] ) )
      return x;
  return -1;
}

int get_starget( char *name )
{
  int x;

  for( x = 0; x < sizeof( target_type ) / sizeof( target_type[0] ); x++ )
    if( !str_cmp( name, target_type[x] ) )
      return x;
  return -1;
}

int get_sflag( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_flag ) / sizeof( spell_flag[0] ); x++ )
    if( !str_cmp( name, spell_flag[x] ) )
      return x;
  return -1;
}

int get_sdamage( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_damage ) / sizeof( spell_damage[0] ); x++ )
    if( !str_cmp( name, spell_damage[x] ) )
      return x;
  return -1;
}

int get_saction( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_action ) / sizeof( spell_action[0] ); x++ )
    if( !str_cmp( name, spell_action[x] ) )
      return x;
  return -1;
}

int get_ssave_effect( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_save_effect ) / sizeof( spell_save_effect[0] ); x++ )
    if( !str_cmp( name, spell_save_effect[x] ) )
      return x;
  return -1;
}

int get_spower( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_power ) / sizeof( spell_power[0] ); x++ )
    if( !str_cmp( name, spell_power[x] ) )
      return x;
  return -1;
}

int get_sclass( char *name )
{
  int x;

  for( x = 0; x < sizeof( spell_class ) / sizeof( spell_class[0] ); x++ )
    if( !str_cmp( name, spell_class[x] ) )
      return x;
  return -1;
}

bool is_legal_kill( CHAR_DATA * ch, CHAR_DATA * vch )
{
  if( IS_NPC( ch ) || IS_NPC( vch ) )
    return TRUE;
  if( !IS_PKILL( ch ) || !IS_PKILL( vch ) )
    return FALSE;
  if( ch->pcdata->clan && ch->pcdata->clan == vch->pcdata->clan )
    return FALSE;
  return TRUE;
}

/*
 * Perform a binary search on a section of the skill table
 * Each different section of the skill table is sorted alphabetically
 * Only match skills player knows				-Thoric
 */
bool check_skill( CHAR_DATA * ch, char *command, char *argument )
{
  int sn;
  int first = gsn_first_skill;
  int top = gsn_first_weapon - 1;
  int mana, blood;
  struct timeval time_used;

  /*
   * bsearch for the skill 
   */
  for( ;; )
  {
    sn = ( first + top ) >> 1;

    if( LOWER( command[0] ) == LOWER( skill_table[sn]->name[0] )
        && !str_prefix( command, skill_table[sn]->name )
        && ( skill_table[sn]->skill_fun || skill_table[sn]->spell_fun != spell_null ) && ( can_use_skill( ch, 0, sn ) ) )
      /*
       * &&  (IS_NPC(ch)
       * ||  (ch->pcdata->learned[sn] > 0
       * &&   ch->level >= skill_table[sn]->skill_level[ch->class])) )
       */
      break;
    if( first >= top )
      return FALSE;
    if( strcmp( command, skill_table[sn]->name ) < 1 )
      top = sn - 1;
    else
      first = sn + 1;
  }

  if( !check_pos( ch, skill_table[sn]->minimum_position ) )
    return TRUE;

  if( IS_NPC( ch ) && ( IS_AFFECTED( ch, AFF_CHARM ) || IS_AFFECTED( ch, AFF_POSSESS ) ) )
  {
    send_to_char( "For some reason, you seem unable to perform that...\n\r", ch );
    act( AT_GREY, "$n wanders around aimlessly.", ch, NULL, NULL, TO_ROOM );
    return TRUE;
  }

  /*
   * check if mana is required 
   */
  if( skill_table[sn]->min_mana )
  {
    mana = IS_NPC( ch ) ? 0 : UMAX( skill_table[sn]->min_mana,
                                    100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) );
    blood = UMAX( 1, ( mana + 4 ) / 8 );   /* NPCs don't have PCDatas. -- Altrag */
    if( IS_VAMPIRE( ch ) )
    {
      if( ch->pcdata->condition[COND_BLOODTHIRST] < blood )
      {
        send_to_char( "You don't have enough blood power.\n\r", ch );
        return TRUE;
      }
    }
    else if( !IS_NPC( ch ) && ch->mana < mana )
    {
      send_to_char( "You don't have enough mana.\n\r", ch );
      return TRUE;
    }
  }
  else
  {
    mana = 0;
    blood = 0;
  }

  /*
   * Is this a real do-fun, or a really a spell?
   */
  if( !skill_table[sn]->skill_fun )
  {
    ch_ret retcode = rNONE;
    void *vo = NULL;
    CHAR_DATA *victim = NULL;
    OBJ_DATA *obj = NULL;

    target_name = "";

    switch ( skill_table[sn]->target )
    {
    default:
      bug( "Check_skill: bad target for sn %d.", sn );
      send_to_char( "Something went wrong...\n\r", ch );
      return TRUE;

    case TAR_IGNORE:
      vo = NULL;
      if( argument[0] == '\0' )
      {
        if( ( victim = who_fighting( ch ) ) != NULL )
          target_name = victim->name;
      }
      else
        target_name = argument;
      break;

    case TAR_CHAR_OFFENSIVE:
      {
        if( argument[0] == '\0' && ( victim = who_fighting( ch ) ) == NULL )
        {
          ch_printf( ch, "Confusion overcomes you as your '%s' has no target.\n\r", skill_table[sn]->name );
          return TRUE;
        }
        else if( argument[0] != '\0' && ( victim = get_char_room( ch, argument ) ) == NULL )
        {
          send_to_char( "They aren't here.\n\r", ch );
          return TRUE;
        }
      }
      if( is_safe( ch, victim, TRUE ) )
        return TRUE;

      if( ch == victim && SPELL_FLAG( skill_table[sn], SF_NOSELF ) )
      {
        send_to_char( "You can't target yourself!\n\r", ch );
        return TRUE;
      }

      if( !IS_NPC( ch ) )
      {
        if( !IS_NPC( victim ) )
        {
          /*
           * Sheesh! can't do anything
           * send_to_char( "You can't do that on a player.\n\r", ch );
           * return TRUE;
           */
          /*
           * if ( xIS_SET(victim->act, PLR_PK))
           */
          if( get_timer( ch, TIMER_PKILLED ) > 0 )
          {
            send_to_char( "You have been killed in the last 5 minutes.\n\r", ch );
            return TRUE;
          }

          if( get_timer( victim, TIMER_PKILLED ) > 0 )
          {
            send_to_char( "This player has been killed in the last 5 minutes.\n\r", ch );
            return TRUE;
          }

          if( victim != ch )
            send_to_char( "You really shouldn't do this to another player...\n\r", ch );
        }

        if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
        {
          send_to_char( "You can't do that on your own follower.\n\r", ch );
          return TRUE;
        }
      }

      check_illegal_pk( ch, victim );
      vo = ( void * )victim;
      break;

    case TAR_CHAR_DEFENSIVE:
      {
        if( argument[0] != '\0' && ( victim = get_char_room( ch, argument ) ) == NULL )
        {
          send_to_char( "They aren't here.\n\r", ch );
          return TRUE;
        }
        if( !victim )
          victim = ch;
      }

      if( ch == victim && SPELL_FLAG( skill_table[sn], SF_NOSELF ) )
      {
        send_to_char( "You can't target yourself!\n\r", ch );
        return TRUE;
      }

      vo = ( void * )victim;
      break;

    case TAR_CHAR_SELF:
      victim = ch;
      break;

    case TAR_OBJ_INV:
      {
        if( ( obj = get_obj_carry( ch, argument ) ) == NULL )
        {
          send_to_char( "You can't find that.\n\r", ch );
          return TRUE;
        }
      }
      vo = ( void * )obj;
      break;
    }

    /*
     * waitstate 
     */
    WAIT_STATE( ch, skill_table[sn]->beats );
    /*
     * check for failure 
     */
    if( ( number_percent(  ) + skill_table[sn]->difficulty * 5 ) > ( IS_NPC( ch ) ? 75 : LEARNED( ch, sn ) ) )
    {
      failed_casting( skill_table[sn], ch, victim, obj );
      learn_from_failure( ch, sn );
      if( mana )
      {
        if( IS_VAMPIRE( ch ) )
          gain_condition( ch, COND_BLOODTHIRST, -blood / 2 );
        else
          ch->mana -= mana / 2;
      }
      return TRUE;
    }
    if( mana )
    {
      if( IS_VAMPIRE( ch ) )
        gain_condition( ch, COND_BLOODTHIRST, -blood );
      else
        ch->mana -= mana;
    }
    start_timer( &time_used );
    retcode = ( *skill_table[sn]->spell_fun ) ( sn, ch->level, ch, vo );
    end_timer( &time_used );
    update_userec( &time_used, &skill_table[sn]->userec );

    if( retcode == rCHAR_DIED || retcode == rERROR )
      return TRUE;

    if( char_died( ch ) )
      return TRUE;

    if( retcode == rSPELL_FAILED )
    {
      learn_from_failure( ch, sn );
      retcode = rNONE;
    }
    else
      learn_from_success( ch, sn );

    if( skill_table[sn]->target == TAR_CHAR_OFFENSIVE && victim != ch && !char_died( victim ) )
    {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;

      for( vch = ch->in_room->first_person; vch; vch = vch_next )
      {
        vch_next = vch->next_in_room;
        if( victim == vch && !victim->fighting && victim->master != ch )
        {
          retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
          break;
        }
      }
    }
    return TRUE;
  }

  if( mana )
  {
    if( IS_VAMPIRE( ch ) )
      gain_condition( ch, COND_BLOODTHIRST, -blood );
    else
      ch->mana -= mana;
  }
  ch->prev_cmd = ch->last_cmd;  /* haus, for automapping */
  ch->last_cmd = skill_table[sn]->skill_fun;
  start_timer( &time_used );
  ( *skill_table[sn]->skill_fun ) ( ch, argument );
  end_timer( &time_used );
  update_userec( &time_used, &skill_table[sn]->userec );

  tail_chain(  );
  return TRUE;
}

void do_skin( CHAR_DATA * ch, char *argument )
{
  OBJ_DATA *korps;
  OBJ_DATA *corpse;
  OBJ_DATA *obj;
  OBJ_DATA *skin;
  bool found;
  char *name;
  char buf[MAX_STRING_LENGTH];
  found = FALSE;

  if( !IS_PKILL( ch ) && !IS_IMMORTAL( ch ) )
  {
    send_to_char( "Leave the hideous defilings to the killers!\n", ch );
    return;
  }
  if( argument[0] == '\0' )
  {
    send_to_char( "Whose corpse do you wish to skin?\n\r", ch );
    return;
  }
  if( ( corpse = get_obj_here( ch, argument ) ) == NULL )
  {
    send_to_char( "You cannot find that here.\n\r", ch );
    return;
  }
  if( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
  {
    send_to_char( "You have no weapon with which to perform this deed.\n\r", ch );
    return;
  }
  if( corpse->item_type != ITEM_CORPSE_NPC )
  {
    send_to_char( "You can only skin the bodies of player characters.\n\r", ch );
    return;
  }
  /*
   * if ( obj->value[3] != 1
   * &&   obj->value[3] != 2
   * &&   obj->value[3] != 3
   * &&   obj->value[3] != 11 )
   * {
   * send_to_char( "There is nothing you can do with this corpse.\n\r", ch );
   * return;
   * } 
   */
  if( get_obj_index( OBJ_VNUM_SKIN ) == NULL )
  {
    bug( "Vnum 23 (OBJ_VNUM_SKIN) not found for do_skin!", 0 );
    return;
  }
  korps = create_object( get_obj_index( OBJ_VNUM_CORPSE_PC ), 0 );
  skin = create_object( get_obj_index( OBJ_VNUM_SKIN ), 0 );
  name = IS_NPC( ch ) ? korps->short_descr : corpse->short_descr;
  sprintf( buf, skin->short_descr, name );
  STRFREE( skin->short_descr );
  skin->short_descr = STRALLOC( buf );
  sprintf( buf, skin->description, name );
  STRFREE( skin->description );
  skin->description = STRALLOC( buf );
  act( AT_BLOOD, "$n strips the skin from $p.", ch, corpse, NULL, TO_ROOM );
  act( AT_BLOOD, "You strip the skin from $p.", ch, corpse, NULL, TO_CHAR );
  /*
   * act( AT_MAGIC, "\nThe skinless corpse is dragged through the ground by a strange force...", ch, corpse, NULL, TO_CHAR);
   * act( AT_MAGIC, "\nThe skinless corpse is dragged through the ground by a strange force...", ch, corpse, NULL, TO_ROOM);
   */
  extract_obj( corpse );
  obj_to_char( skin, ch );
  return;
}

/*
 * Lookup a skills information
 * High god command
 */
void do_slookup( CHAR_DATA * ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  char arg[MAX_INPUT_LENGTH];
  int sn;
  int iClass, iRace;
  SKILLTYPE *skill = NULL;

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

  if( !str_cmp( arg, "all" ) )
  {
    for( sn = 0; sn < top_sn && skill_table[sn] && skill_table[sn]->name; sn++ )
      pager_printf( ch, "Sn: %4d Slot: %4d Skill/spell: '%-20s' Damtype: %s\n\r",
                    sn, skill_table[sn]->slot, skill_table[sn]->name, spell_damage[SPELL_DAMAGE( skill_table[sn] )] );
  }
  else if( !str_cmp( arg, "herbs" ) )
  {
    for( sn = 0; sn < top_herb && herb_table[sn] && herb_table[sn]->name; sn++ )
      pager_printf( ch, "%d) %s\n\r", sn, herb_table[sn]->name );
  }
  else
  {
    SMAUG_AFF *aff;
    int cnt = 0;

    if( arg[0] == 'h' && is_number( arg + 1 ) )
    {
      sn = atoi( arg + 1 );
      if( !IS_VALID_HERB( sn ) )
      {
        send_to_char( "Invalid herb.\n\r", ch );
        return;
      }
      skill = herb_table[sn];
    }
    else if( is_number( arg ) )
    {
      sn = atoi( arg );
      if( ( skill = get_skilltype( sn ) ) == NULL )
      {
        send_to_char( "Invalid sn.\n\r", ch );
        return;
      }
      sn %= 1000;
    }
    else if( ( sn = skill_lookup( arg ) ) >= 0 )
      skill = skill_table[sn];
    else if( ( sn = herb_lookup( arg ) ) >= 0 )
      skill = herb_table[sn];
    else
    {
      send_to_char( "No such skill, spell, proficiency or tongue.\n\r", ch );
      return;
    }
    if( !skill )
    {
      send_to_char( "Not created yet.\n\r", ch );
      return;
    }

    ch_printf( ch, "Sn: %4d Slot: %4d %s: '%-20s'\n\r", sn, skill->slot, skill_tname[skill->type], skill->name );
    if( skill->info )
      ch_printf( ch, "DamType: %s  ActType: %s   ClassType: %s   PowerType: %s\n\r",
                 spell_damage[SPELL_DAMAGE( skill )],
                 spell_action[SPELL_ACTION( skill )],
                 spell_class[SPELL_CLASS( skill )], spell_power[SPELL_POWER( skill )] );
    if( skill->flags )
    {
      int x;

      strcpy( buf, "Flags:" );
      for( x = 0; x < 32; x++ )
        if( SPELL_FLAG( skill, 1 << x ) )
        {
          strcat( buf, " " );
          strcat( buf, spell_flag[x] );
        }
      strcat( buf, "\n\r" );
      send_to_char( buf, ch );
    }
    ch_printf( ch, "Saves: %s  SaveEffect: %s\n\r",
               spell_saves[( int )skill->saves], spell_save_effect[SPELL_SAVE( skill )] );

    if( skill->difficulty != '\0' )
      ch_printf( ch, "Difficulty: %d\n\r", ( int )skill->difficulty );

    ch_printf( ch, "Type: %s  Target: %s  Minpos: %d  Mana: %d  Beats: %d  Range: %d\n\r",
               skill_tname[skill->type],
               target_type[URANGE( TAR_IGNORE, skill->target, TAR_OBJ_INV )],
               skill->minimum_position, skill->min_mana, skill->beats, skill->range );
    ch_printf( ch, "Flags: %d  Guild: %d  Value: %d  Info: %d  Code: %s\n\r",
               skill->flags,
               skill->guild, skill->value, skill->info, skill->skill_fun ? skill->skill_fun_name : skill->spell_fun_name );
    ch_printf( ch, "Difficulty: %d \n\r", skill->difficulty);
    ch_printf( ch, "Sectors Allowed: %s\n", skill->spell_sector ? flag_string( skill->spell_sector, sec_flags ) : "All" );
    ch_printf( ch, "Dammsg: %s\n\rWearoff: %s\n", skill->noun_damage, skill->msg_off ? skill->msg_off : "(none set)" );
    if( skill->dice && skill->dice[0] != '\0' )
      ch_printf( ch, "Dice: %s\n\r", skill->dice );
    if( skill->teachers && skill->teachers[0] != '\0' )
      ch_printf( ch, "Teachers: %s\n\r", skill->teachers );
    if( skill->components && skill->components[0] != '\0' )
      ch_printf( ch, "Components: %s\n\r", skill->components );
    if( skill->participants )
      ch_printf( ch, "Participants: %d\n\r", ( int )skill->participants );
    if( skill->userec.num_uses )
      send_timer( &skill->userec, ch );
    for( aff = skill->affects; aff; aff = aff->next )
    {
      if( aff == skill->affects )
        send_to_char( "\n\r", ch );
      sprintf( buf, "Affect %d", ++cnt );
      if( aff->location )
      {
        strcat( buf, " modifies " );
        strcat( buf, a_types[aff->location % REVERSE_APPLY] );
        strcat( buf, " by '" );
        strcat( buf, aff->modifier );
        if( aff->bitvector != -1 )
          strcat( buf, "' and" );
        else
          strcat( buf, "'" );
      }
      if( aff->bitvector != -1 )
      {
        strcat( buf, " applies " );
        strcat( buf, a_flags[aff->bitvector] );
      }
      if( aff->duration[0] != '\0' && aff->duration[0] != '0' )
      {
        strcat( buf, " for '" );
        strcat( buf, aff->duration );
        strcat( buf, "' rounds" );
      }
      if( aff->location >= REVERSE_APPLY )
        strcat( buf, " (affects caster only)" );
      strcat( buf, "\n\r" );
      send_to_char( buf, ch );

      if( !aff->next )
        send_to_char( "\n\r", ch );
    }

    if( skill->hit_char && skill->hit_char[0] != '\0' )
      ch_printf( ch, "Hitchar   : %s\n\r", skill->hit_char );
    if( skill->hit_vict && skill->hit_vict[0] != '\0' )
      ch_printf( ch, "Hitvict   : %s\n\r", skill->hit_vict );
    if( skill->hit_room && skill->hit_room[0] != '\0' )
      ch_printf( ch, "Hitroom   : %s\n\r", skill->hit_room );
    if( skill->hit_dest && skill->hit_dest[0] != '\0' )
      ch_printf( ch, "Hitdest   : %s\n\r", skill->hit_dest );
    if( skill->miss_char && skill->miss_char[0] != '\0' )
      ch_printf( ch, "Misschar  : %s\n\r", skill->miss_char );
    if( skill->miss_vict && skill->miss_vict[0] != '\0' )
      ch_printf( ch, "Missvict  : %s\n\r", skill->miss_vict );
    if( skill->miss_room && skill->miss_room[0] != '\0' )
      ch_printf( ch, "Missroom  : %s\n\r", skill->miss_room );
    if( skill->die_char && skill->die_char[0] != '\0' )
      ch_printf( ch, "Diechar   : %s\n\r", skill->die_char );
    if( skill->die_vict && skill->die_vict[0] != '\0' )
      ch_printf( ch, "Dievict   : %s\n\r", skill->die_vict );
    if( skill->die_room && skill->die_room[0] != '\0' )
      ch_printf( ch, "Dieroom   : %s\n\r", skill->die_room );
    if( skill->imm_char && skill->imm_char[0] != '\0' )
      ch_printf( ch, "Immchar   : %s\n\r", skill->imm_char );
    if( skill->imm_vict && skill->imm_vict[0] != '\0' )
      ch_printf( ch, "Immvict   : %s\n\r", skill->imm_vict );
    if( skill->imm_room && skill->imm_room[0] != '\0' )
      ch_printf( ch, "Immroom   : %s\n\r", skill->imm_room );
    if( skill->type != SKILL_HERB )
    {
      if( skill->type != SKILL_RACIAL )
      {
        send_to_char( "--------------------------[CLASS USE]--------------------------\n\r", ch );
        for( iClass = 0; iClass < MAX_PC_CLASS; iClass++ )
        {
          strcpy( buf, class_table[iClass]->who_name );
          sprintf( buf + 3, ") lvl: %3d max: %2d%%", skill->skill_level[iClass], skill->skill_adept[iClass] );
          if( iClass % 3 == 2 )
            strcat( buf, "\n\r" );
          else
            strcat( buf, "  " );
          send_to_char( buf, ch );
        }
      }
      else
      {
        send_to_char( "\n\r--------------------------[RACE USE]--------------------------\n\r", ch );
        for( iRace = 0; iRace < MAX_PC_RACE; iRace++ )
        {
          sprintf( buf, "%8.8s) lvl: %3d max: %2d%%",
                   race_table[iRace]->race_name, skill->race_level[iRace], skill->race_adept[iRace] );
          if( !strcmp( race_table[iRace]->race_name, "unused" ) )
            sprintf( buf, "                           " );
          if( ( iRace > 0 ) && ( iRace % 2 == 1 ) )
            strcat( buf, "\n\r" );
          else
            strcat( buf, "  " );
          send_to_char( buf, ch );
        }
      }

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

  }

  return;
}


/*
 * Set a skill's attributes or what skills a player has.
 * High god command, with support for creating skills/spells/herbs/etc
 */
void do_sset( CHAR_DATA * ch, char *argument )
{
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  CHAR_DATA *victim;
  int value;
  int sn, i;
  bool fAll;

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

  if( arg1[0] == '\0' || arg2[0] == '\0' || argument[0] == '\0' )
  {
    send_to_char( "Syntax: sset <victim> <skill> <value>\n\r", ch );
    send_to_char( "or:     sset <victim> all     <value>\n\r", ch );
    if( get_trust( ch ) > LEVEL_SUB_IMPLEM )
    {
      send_to_char( "or:     sset save skill table\n\r", ch );
      send_to_char( "or:     sset save herb table\n\r", ch );
      send_to_char( "or:     sset create skill 'new skill'\n\r", ch );
      send_to_char( "or:     sset create herb 'new herb'\n\r", ch );
      send_to_char( "or:     sset create ability 'new ability'\n\r", ch );
    }
    if( get_trust( ch ) > LEVEL_GREATER )
    {
      send_to_char( "or:     sset <sn>     <field> <value>\n\r", ch );
      send_to_char( "\n\rField being one of:\n\r", ch );
      send_to_char( "  name code target minpos slot mana beats dammsg wearoff guild minlevel\n\r", ch );
      send_to_char( "  type damtype acttype classtype powertype seffect flag dice value difficulty\n\r", ch );
      send_to_char( "  affect rmaffect level adept hit miss die imm (char/vict/room)\n\r", ch );
      send_to_char( "  components teachers racelevel raceadept\n\r", ch );
      send_to_char( "  sector\n\r", ch );
      send_to_char( "Affect having the fields: <location> <modfifier> [duration] [bitvector]\n\r", ch );
      send_to_char( "(See AFFECTTYPES for location, and AFFECTED_BY for bitvector)\n\r", ch );
    }
    send_to_char( "Skill being any skill or spell.\n\r", ch );
    return;
  }

  if( get_trust( ch ) > LEVEL_SUB_IMPLEM && !str_cmp( arg1, "save" ) && !str_cmp( argument, "table" ) )
  {
    if( !str_cmp( arg2, "skill" ) )
    {
      send_to_char( "Saving skill table...\n\r", ch );
      save_skill_table(  );
      save_classes(  );
      /*
       * save_races(); 
       */
      return;
    }
    if( !str_cmp( arg2, "herb" ) )
    {
      send_to_char( "Saving herb table...\n\r", ch );
      save_herb_table(  );
      return;
    }
  }
  if( get_trust( ch ) > LEVEL_SUB_IMPLEM
      && !str_cmp( arg1, "create" )
      && ( !str_cmp( arg2, "skill" ) || !str_cmp( arg2, "herb" ) || !str_cmp( arg2, "ability" ) ) )
  {
    struct skill_type *skill;
    short type = SKILL_UNKNOWN;

    if( !str_cmp( arg2, "herb" ) )
    {
      type = SKILL_HERB;
      if( top_herb >= MAX_HERB )
      {
        ch_printf( ch, "The current top herb is %d, which is the maximum.  "
                   "To add more herbs,\n\rMAX_HERB will have to be "
                   "raised in mud.h, and the mud recompiled.\n\r", top_herb );
        return;
      }
    }
    else if( top_sn >= MAX_SKILL )
    {
      ch_printf( ch, "The current top sn is %d, which is the maximum.  "
                 "To add more skills,\n\rMAX_SKILL will have to be "
                 "raised in mud.h, and the mud recompiled.\n\r", top_sn );
      return;
    }
    CREATE( skill, struct skill_type, 1 );
    skill->slot = 0;
    if( type == SKILL_HERB )
    {
      int max, x;

      herb_table[top_herb++] = skill;
      for( max = x = 0; x < top_herb - 1; x++ )
        if( herb_table[x] && herb_table[x]->slot > max )
          max = herb_table[x]->slot;
      skill->slot = max + 1;
    }
    else
      skill_table[top_sn++] = skill;
    skill->min_mana = 0;
    skill->name = str_dup( argument );
    skill->noun_damage = str_dup( "" );
    skill->msg_off = str_dup( "" );
    skill->spell_fun = spell_smaug;
    skill->type = type;
    skill->spell_sector = 0;
    skill->guild = -1;
    if( !str_cmp( arg2, "ability" ) )
      skill->type = SKILL_RACIAL;

    for( i = 0; i < MAX_PC_CLASS; i++ )
    {
      skill->skill_level[i] = LEVEL_IMMORTAL;
      skill->skill_adept[i] = 95;
    }
    for( i = 0; i < MAX_PC_RACE; i++ )
    {
      skill->race_level[i] = LEVEL_IMMORTAL;
      skill->race_adept[i] = 95;
    }

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

  if( arg1[0] == 'h' )
    sn = atoi( arg1 + 1 );
  else
    sn = atoi( arg1 );
  if( get_trust( ch ) > LEVEL_GREATER
      && ( ( arg1[0] == 'h' && is_number( arg1 + 1 ) && ( sn = atoi( arg1 + 1 ) ) >= 0 )
           || ( is_number( arg1 ) && ( sn = atoi( arg1 ) ) >= 0 ) ) )
  {
    struct skill_type *skill;

    if( arg1[0] == 'h' )
    {
      if( sn >= top_herb )
      {
        send_to_char( "Herb number out of range.\n\r", ch );
        return;
      }
      skill = herb_table[sn];
    }
    else
    {
      if( ( skill = get_skilltype( sn ) ) == NULL )
      {
        send_to_char( "Skill number out of range.\n\r", ch );
        return;
      }
      sn %= 1000;
    }

    if( !str_cmp( arg2, "difficulty" ) )
    {
      skill->difficulty = atoi( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "participants" ) )
    {
      skill->participants = atoi( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "damtype" ) )
    {
      int x = get_sdamage( argument );

      if( x == -1 )
        send_to_char( "Not a spell damage type.\n\r", ch );
      else
      {
        SET_SDAM( skill, x );
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "acttype" ) )
    {
      int x = get_saction( argument );

      if( x == -1 )
        send_to_char( "Not a spell action type.\n\r", ch );
      else
      {
        SET_SACT( skill, x );
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "classtype" ) )
    {
      int x = get_sclass( argument );

      if( x == -1 )
        send_to_char( "Not a spell class type.\n\r", ch );
      else
      {
        SET_SCLA( skill, x );
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "powertype" ) )
    {
      int x = get_spower( argument );

      if( x == -1 )
        send_to_char( "Not a spell power type.\n\r", ch );
      else
      {
        SET_SPOW( skill, x );
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "seffect" ) )
    {
      int x = get_ssave_effect( argument );

      if( x == -1 )
        send_to_char( "Not a spell save effect type.\n\r", ch );
      else
      {
        SET_SSAV( skill, x );
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "flag" ) )
    {
      int x = get_sflag( argument );

      if( x == -1 )
        send_to_char( "Not a spell flag.\n\r", ch );
      else
      {
        TOGGLE_BIT( skill->flags, 1 << x );
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "saves" ) )
    {
      int x = get_ssave( argument );

      if( x == -1 )
        send_to_char( "Not a saving type.\n\r", ch );
      else
      {
        skill->saves = x;
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }

    if( !str_cmp( arg2, "code" ) )
    {
      SPELL_FUN *spellfun;
      DO_FUN *dofun;

      if( !str_prefix( "do_", argument ) && ( dofun = skill_function( argument ) ) != skill_notfound )
      {
        skill->skill_fun = dofun;
        skill->spell_fun = NULL;
        DISPOSE( skill->skill_fun_name );
        skill->skill_fun_name = str_dup( argument );
      }
      else if( ( spellfun = spell_function( argument ) ) != spell_notfound )
      {
        skill->spell_fun = spellfun;
        skill->skill_fun = NULL;
        DISPOSE( skill->skill_fun_name );
        skill->spell_fun_name = str_dup( argument );
      }
      else
      {
        send_to_char( "Not a spell or skill.\n\r", ch );
        return;
      }
      send_to_char( "Ok.\n\r", ch );
      return;
    }

    if( !str_cmp( arg2, "target" ) )
    {
      int x = get_starget( argument );

      if( x == -1 )
        send_to_char( "Not a valid target type.\n\r", ch );
      else
      {
        skill->target = x;
        send_to_char( "Ok.\n\r", ch );
      }
      return;
    }
    if( !str_cmp( arg2, "minpos" ) )
    {
      skill->minimum_position = URANGE( POS_DEAD, atoi( argument ), POS_DRAG );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "minlevel" ) )
    {
      skill->min_level = URANGE( 1, atoi( argument ), MAX_LEVEL );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "sector" ) )
    {
      char tmp_arg[MAX_STRING_LENGTH];

      while( argument[0] != '\0' )
      {
        argument = one_argument( argument, tmp_arg );
        value = get_secflag( tmp_arg );
        if( value < 0 || value > SECT_MAX )
          ch_printf( ch, "Unknown flag: %s\n\r", tmp_arg );
        else
          TOGGLE_BIT( skill->spell_sector, ( 1 << value ) );
      }
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "slot" ) )
    {
      skill->slot = URANGE( 0, atoi( argument ), 30000 );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "mana" ) )
    {
      skill->min_mana = URANGE( 0, atoi( argument ), 2000 );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "beats" ) )
    {
      skill->beats = URANGE( 0, atoi( argument ), 120 );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "range" ) )
    {
      skill->range = URANGE( 0, atoi( argument ), 20 );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "guild" ) )
    {
      skill->guild = atoi( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "value" ) )
    {
      skill->value = atoi( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "type" ) )
    {
      skill->type = get_skill( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "rmaffect" ) )
    {
      SMAUG_AFF *aff = skill->affects;
      SMAUG_AFF *aff_next;
      int num = atoi( argument );
      int cnt = 1;

      if( !aff )
      {
        send_to_char( "This spell has no special affects to remove.\n\r", ch );
        return;
      }
      if( num == 1 )
      {
        skill->affects = aff->next;
        DISPOSE( aff->duration );
        DISPOSE( aff->modifier );
        DISPOSE( aff );
        send_to_char( "Removed.\n\r", ch );
        return;
      }
      for( ; aff; aff = aff->next )
      {
        if( ++cnt == num && ( aff_next = aff->next ) != NULL )
        {
          aff->next = aff_next->next;
          DISPOSE( aff_next->duration );
          DISPOSE( aff_next->modifier );
          DISPOSE( aff_next );
          send_to_char( "Removed.\n\r", ch );
          return;
        }
      }
      send_to_char( "Not found.\n\r", ch );
      return;
    }
    /*
     * affect <location> <modifier> <duration> <bitvector>
     */
    if( !str_cmp( arg2, "affect" ) )
    {
      char location[MAX_INPUT_LENGTH];
      char modifier[MAX_INPUT_LENGTH];
      char duration[MAX_INPUT_LENGTH];
      /*
       * char bitvector[MAX_INPUT_LENGTH];   
       */
      int loc, bit, tmpbit;
      SMAUG_AFF *aff;

      argument = one_argument( argument, location );
      argument = one_argument( argument, modifier );
      argument = one_argument( argument, duration );

      if( location[0] == '!' )
        loc = get_atype( location + 1 ) + REVERSE_APPLY;
      else
        loc = get_atype( location );
      if( ( loc % REVERSE_APPLY ) < 0 || ( loc % REVERSE_APPLY ) >= MAX_APPLY_TYPE )
      {
        send_to_char( "Unknown affect location.  See AFFECTTYPES.\n\r", ch );
        return;
      }
      bit = -1;
      if( argument[0] != '\0' )
      {
        if( ( tmpbit = get_aflag( argument ) ) == -1 )
          ch_printf( ch, "Unknown bitvector: %s.  See AFFECTED_BY\n\r", argument );
        else
          bit = tmpbit;
      }
      CREATE( aff, SMAUG_AFF, 1 );
      if( !str_cmp( duration, "0" ) )
        duration[0] = '\0';
      if( !str_cmp( modifier, "0" ) )
        modifier[0] = '\0';
      aff->duration = str_dup( duration );
      aff->location = loc;
      if( loc == APPLY_AFFECT || loc == APPLY_RESISTANT || loc == APPLY_IMMUNE || loc == APPLY_SUSCEPTIBLE )
      {
        int modval = get_aflag( modifier );

        /*
         * Sanitize the flag input for the modifier if needed -- Samson 
         */
        if( modval < 0 )
          modval = 0;
        snprintf( modifier, MAX_INPUT_LENGTH, "%d", modval );
      }
      aff->modifier = str_dup( modifier );
      aff->bitvector = bit;
      aff->next = skill->affects;
      skill->affects = aff;
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "level" ) )
    {
      char arg3[MAX_INPUT_LENGTH];
      int class;

      argument = one_argument( argument, arg3 );
      class = atoi( arg3 );
      if( class >= MAX_PC_CLASS || class < 0 )
        send_to_char( "Not a valid class.\n\r", ch );
      else
        skill->skill_level[class] = URANGE( 0, atoi( argument ), MAX_LEVEL );
      return;
    }
    if( !str_cmp( arg2, "racelevel" ) )
    {
      char arg3[MAX_INPUT_LENGTH];
      int race;

      argument = one_argument( argument, arg3 );
      race = atoi( arg3 );
      if( race >= MAX_PC_RACE || race < 0 )
        send_to_char( "Not a valid race.\n\r", ch );
      else
        skill->race_level[race] = URANGE( 0, atoi( argument ), MAX_LEVEL );
      return;
    }
    if( !str_cmp( arg2, "adept" ) )
    {
      char arg3[MAX_INPUT_LENGTH];
      int class;

      argument = one_argument( argument, arg3 );
      class = atoi( arg3 );
      if( class >= MAX_PC_CLASS || class < 0 )
        send_to_char( "Not a valid class.\n\r", ch );
      else
        skill->skill_adept[class] = URANGE( 0, atoi( argument ), 100 );
      return;
    }
    if( !str_cmp( arg2, "raceadept" ) )
    {
      char arg3[MAX_INPUT_LENGTH];
      int race;

      argument = one_argument( argument, arg3 );
      race = atoi( arg3 );
      if( race >= MAX_PC_RACE || race < 0 )
        send_to_char( "Not a valid race.\n\r", ch );
      else
        skill->race_adept[race] = URANGE( 0, atoi( argument ), 100 );
      return;
    }


    if( !str_cmp( arg2, "name" ) )
    {
      DISPOSE( skill->name );
      skill->name = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "dammsg" ) )
    {
      DISPOSE( skill->noun_damage );
      if( !str_cmp( argument, "clear" ) )
        skill->noun_damage = str_dup( "" );
      else
        skill->noun_damage = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "wearoff" ) )
    {
      DISPOSE( skill->msg_off );
      if( str_cmp( argument, "clear" ) )
        skill->msg_off = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "hitchar" ) )
    {
      if( skill->hit_char )
        DISPOSE( skill->hit_char );
      if( str_cmp( argument, "clear" ) )
        skill->hit_char = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "hitvict" ) )
    {
      if( skill->hit_vict )
        DISPOSE( skill->hit_vict );
      if( str_cmp( argument, "clear" ) )
        skill->hit_vict = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "hitroom" ) )
    {
      if( skill->hit_room )
        DISPOSE( skill->hit_room );
      if( str_cmp( argument, "clear" ) )
        skill->hit_room = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "hitdest" ) )
    {
      if( skill->hit_dest )
        DISPOSE( skill->hit_dest );
      if( str_cmp( argument, "clear" ) )
        skill->hit_dest = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "misschar" ) )
    {
      if( skill->miss_char )
        DISPOSE( skill->miss_char );
      if( str_cmp( argument, "clear" ) )
        skill->miss_char = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "missvict" ) )
    {
      if( skill->miss_vict )
        DISPOSE( skill->miss_vict );
      if( str_cmp( argument, "clear" ) )
        skill->miss_vict = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "missroom" ) )
    {
      if( skill->miss_room )
        DISPOSE( skill->miss_room );
      if( str_cmp( argument, "clear" ) )
        skill->miss_room = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "diechar" ) )
    {
      if( skill->die_char )
        DISPOSE( skill->die_char );
      if( str_cmp( argument, "clear" ) )
        skill->die_char = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "dievict" ) )
    {
      if( skill->die_vict )
        DISPOSE( skill->die_vict );
      if( str_cmp( argument, "clear" ) )
        skill->die_vict = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "dieroom" ) )
    {
      if( skill->die_room )
        DISPOSE( skill->die_room );
      if( str_cmp( argument, "clear" ) )
        skill->die_room = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "immchar" ) )
    {
      if( skill->imm_char )
        DISPOSE( skill->imm_char );
      if( str_cmp( argument, "clear" ) )
        skill->imm_char = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "immvict" ) )
    {
      if( skill->imm_vict )
        DISPOSE( skill->imm_vict );
      if( str_cmp( argument, "clear" ) )
        skill->imm_vict = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "immroom" ) )
    {
      if( skill->imm_room )
        DISPOSE( skill->imm_room );
      if( str_cmp( argument, "clear" ) )
        skill->imm_room = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "dice" ) )
    {
      if( skill->dice )
        DISPOSE( skill->dice );
      if( str_cmp( argument, "clear" ) )
        skill->dice = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "components" ) )
    {
      if( skill->components )
        DISPOSE( skill->components );
      if( str_cmp( argument, "clear" ) )
        skill->components = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    if( !str_cmp( arg2, "teachers" ) )
    {
      if( skill->teachers )
        DISPOSE( skill->teachers );
      if( str_cmp( argument, "clear" ) )
        skill->teachers = str_dup( argument );
      send_to_char( "Ok.\n\r", ch );
      return;
    }
    do_sset( ch, "" );
    return;
  }

  if( ( victim = get_char_world( ch, arg1 ) ) == NULL )
  {
    if( ( sn = skill_lookup( arg1 ) ) >= 0 )
    {
      sprintf( arg1, "%d %s %s", sn, arg2, argument );
      do_sset( ch, arg1 );
    }
    else
      send_to_char( "They aren't here.\n\r", ch );
    return;
  }

  if( IS_NPC( victim ) )
  {
    send_to_char( "Not on NPC's.\n\r", ch );
    return;
  }

  fAll = !str_cmp( arg2, "all" );
  sn = 0;
  if( !fAll && ( sn = skill_lookup( arg2 ) ) < 0 )
  {
    send_to_char( "No such skill or spell.\n\r", ch );
    return;
  }

  /*
   * Snarf the value.
   */
  if( !is_number( argument ) )
  {
    send_to_char( "Value must be numeric.\n\r", ch );
    return;
  }

  value = atoi( argument );
  if( value < 0 || value > 100 )
  {
    send_to_char( "Value range is 0 to 100.\n\r", ch );
    return;
  }

  if( fAll )
  {
    for( sn = 0; sn < top_sn; sn++ )
    {
      /*
       * Fix by Narn to prevent ssetting skills the player shouldn't have. 
       */
      if( skill_table[sn]->name && ( victim->level >= skill_table[sn]->skill_level[victim->class] || value == 0 ) )
      {
        if( value == 100 && !IS_IMMORTAL( victim ) )
          victim->pcdata->learned[sn] = GET_ADEPT( victim, sn );
        else
          victim->pcdata->learned[sn] = value;
      }
    }
  }
  else
    victim->pcdata->learned[sn] = value;

  return;
}


void learn_from_success( CHAR_DATA * ch, int sn )
{
  int adept, gain, sklvl, percent, schance, lchance, learn;

  /* the following added by tommi Jan 6006 inspired by Tarl of AFKmud
     the point of the following code is to make skills learn at a much 
     slower rate than normal
  */
  if( skill_table[sn]->type == SKILL_WEAPON )
  {
    lchance = number_range( 1, 10 );
    if( lchance != 5 )
    {
      return;
    }

  }

  if( skill_table[sn]->type == SKILL_SKILL )
  {
    lchance = number_range( 1, 5 );
    if( lchance != 3 )
    {
      return;
    }

  }

  if( skill_table[sn]->type == SKILL_SPELL )
  {
    lchance = number_range( 1, 3 );
    if( lchance != 2 )
    {
      return;
    }

  }
  if( IS_NPC( ch ) || ch->pcdata->learned[sn] <= 0 )
    return;
  adept = GET_ADEPT( ch, sn );
  sklvl = skill_table[sn]->skill_level[ch->class];
  if( sklvl == 0 )
    sklvl = ch->level;
  if( ch->pcdata->learned[sn] < adept )
  {
    schance = ch->pcdata->learned[sn] + ( 5 * skill_table[sn]->difficulty );
    percent = number_percent(  );
    if( percent >= schance )
      learn = 2;
    else if( schance - percent > 25 )
      return;
    else
      learn = 1;
    ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + learn );

    if( ch->pcdata->learned[sn] == adept ) /* fully learned! */
    {
      gain = 1500 * sklvl;
      set_char_color( AT_WHITE, ch );
      ch_printf( ch, "You are now an adept of %s!  You gain %d bonus experience!\n\r", skill_table[sn]->name, gain );
    }
    else
    {
      gain = 50 * sklvl;
      if( !ch->fighting && sn != gsn_hide && sn != gsn_sneak )
      {
        set_char_color( AT_WHITE, ch );
        ch_printf( ch, "You gain %d experience points from your success!\n\r", gain );
      }
    }
    gain_exp( ch, gain );
  }
}


void learn_from_failure( CHAR_DATA * ch, int sn )
{
  int adept, schance, lchance;
  /* the following added by tommi Jan 6006 inspited by Tarl of AFKmud
     the point of the following code is to make skills learn at a much 
     slower rate than normal
  */
  if( skill_table[sn]->type == SKILL_WEAPON )
  {
    lchance = number_range( 1, 10 );
    if( lchance != 5 )
    {
      return;
    }

  }

  if( skill_table[sn]->type == SKILL_SKILL )
  {
    lchance = number_range( 1, 5 );
    if( lchance != 3 )
    {
      return;
    }

  }

  if( skill_table[sn]->type == SKILL_SPELL )
  {
    lchance = number_range( 1, 3 );
    if( lchance != 2 )
    {
      return;
    }

  }

  if( IS_NPC( ch ) || ch->pcdata->learned[sn] <= 0 )
    return;
  schance = ch->pcdata->learned[sn] + ( 5 * skill_table[sn]->difficulty );
  if( schance - number_percent(  ) > 25 )
    return;
  adept = GET_ADEPT( ch, sn );
  if( ch->pcdata->learned[sn] < ( adept - 1 ) )
  {
    ch->pcdata->learned[sn] += 1;
    send_to_char("You learn from your mistakes\n\r", ch);
  }
}


void do_gouge( CHAR_DATA * ch, char *argument )
{
  CHAR_DATA *victim;
  AFFECT_DATA af;
  short dam;
  int schance;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !can_use_skill( ch, 0, gsn_gouge ) )
  {
    send_to_char( "You do not yet know of this skill.\n\r", ch );
    return;
  }

  if( ch->mount )
  {
    send_to_char( "You can't get close enough while mounted.\n\r", ch );
    return;
  }

  if( ( victim = who_fighting( ch ) ) == NULL )
  {
    send_to_char( "You aren't fighting anyone.\n\r", ch );
    return;
  }

  schance = ( ( get_curr_dex( victim ) - get_curr_dex( ch ) ) * 10 ) + 10;
  if( !IS_NPC( ch ) && !IS_NPC( victim ) )
    schance += sysdata.gouge_plr_vs_plr;
  if( victim->fighting && victim->fighting->who != ch )
    schance += sysdata.gouge_nontank;
  if( can_use_skill( ch, ( number_percent(  ) + schance ), gsn_gouge ) )
  {
    dam = number_range( 5, ch->level );
    global_retcode = damage( ch, victim, dam, gsn_gouge );
    if( global_retcode == rNONE )
    {
      if( !IS_AFFECTED( victim, AFF_BLIND ) )
      {
        af.type = gsn_blindness;
        af.location = APPLY_HITROLL;
        af.modifier = -6;
        if( !IS_NPC( victim ) && !IS_NPC( ch ) )
          af.duration = ( ch->level + 10 ) / get_curr_con( victim );
        else
          af.duration = 3 + ( ch->level / 15 );
        af.bitvector = meb( AFF_BLIND );
        affect_to_char( victim, &af );
        act( AT_SKILL, "You can't see a thing!", victim, NULL, NULL, TO_CHAR );
      }
      WAIT_STATE( ch, PULSE_VIOLENCE );
      if( !IS_NPC( ch ) && !IS_NPC( victim ) )
      {
        if( number_bits( 1 ) == 0 )
        {
          ch_printf( ch, "%s looks momentarily dazed.\n\r", victim->name );
          send_to_char( "You are momentarily dazed ...\n\r", victim );
          WAIT_STATE( victim, PULSE_VIOLENCE );
        }
      }
      else
        WAIT_STATE( victim, PULSE_VIOLENCE );
      /*
       * Taken out by request - put back in by Thoric
       * * This is how it was designed.  You'd be a tad stunned
       * * if someone gouged you in the eye.
       * * Mildly modified by Blodkai, Feb 1998 at request of
       * * of pkill Conclave (peaceful use remains the same)
       */
    }
    else if( global_retcode == rVICT_DIED )
    {
      act( AT_BLOOD, "Your fingers plunge into your victim's brain, causing immediate death!", ch, NULL, NULL, TO_CHAR );
    }
    if( global_retcode != rCHAR_DIED && global_retcode != rBOTH_DIED )
      learn_from_success( ch, gsn_gouge );
  }
  else
  {
    WAIT_STATE( ch, skill_table[gsn_gouge]->beats );
    global_retcode = damage( ch, victim, 0, gsn_gouge );
    learn_from_failure( ch, gsn_gouge );
  }

  return;
}

void do_detrap( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  OBJ_DATA *trap;
  int percent;
  bool found = FALSE;

  switch ( ch->substate )
  {
  default:
    if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
    {
      send_to_char( "You can't concentrate enough for that.\n\r", ch );
      return;
    }
    argument = one_argument( argument, arg );
    if( !can_use_skill( ch, 0, gsn_detrap ) )
    {
      send_to_char( "You do not yet know of this skill.\n\r", ch );
      return;
    }
    if( arg[0] == '\0' )
    {
      send_to_char( "Detrap what?\n\r", ch );
      return;
    }
    if( ms_find_obj( ch ) )
      return;
    found = FALSE;
    if( ch->mount )
    {
      send_to_char( "You can't do that while mounted.\n\r", ch );
      return;
    }
    if( !ch->in_room->first_content )
    {
      send_to_char( "You can't find that here.\n\r", ch );
      return;
    }
    for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
    {
      if( can_see_obj( ch, obj ) && nifty_is_name( arg, obj->name ) )
      {
        found = TRUE;
        break;
      }
    }
    if( !found )
    {
      send_to_char( "You can't find that here.\n\r", ch );
      return;
    }
    act( AT_ACTION, "You carefully begin your attempt to remove a trap from $p...", ch, obj, NULL, TO_CHAR );
    act( AT_ACTION, "$n carefully attempts to remove a trap from $p...", ch, obj, NULL, TO_ROOM );
    ch->alloc_ptr = str_dup( obj->name );
    add_timer( ch, TIMER_DO_FUN, 3, do_detrap, 1 );
    /*
     * WAIT_STATE( ch, skill_table[gsn_detrap]->beats ); 
     */
    return;
  case 1:
    if( !ch->alloc_ptr )
    {
      send_to_char( "Your detrapping was interrupted!\n\r", ch );
      bug( "do_detrap: ch->alloc_ptr NULL!", 0 );
      return;
    }
    strcpy( arg, ch->alloc_ptr );
    DISPOSE( ch->alloc_ptr );
    ch->alloc_ptr = NULL;
    ch->substate = SUB_NONE;
    break;
  case SUB_TIMER_DO_ABORT:
    DISPOSE( ch->alloc_ptr );
    ch->substate = SUB_NONE;
    send_to_char( "You carefully stop what you were doing.\n\r", ch );
    return;
  }

  if( !ch->in_room->first_content )
  {
    send_to_char( "You can't find that here.\n\r", ch );
    return;
  }
  for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
  {
    if( can_see_obj( ch, obj ) && nifty_is_name( arg, obj->name ) )
    {
      found = TRUE;
      break;
    }
  }
  if( !found )
  {
    send_to_char( "You can't find that here.\n\r", ch );
    return;
  }
  if( ( trap = get_trap( obj ) ) == NULL )
  {
    send_to_char( "You find no trap on that.\n\r", ch );
    return;
  }

  percent = number_percent(  ) - ( ch->level / 15 ) - ( get_curr_lck( ch ) - 16 );

  separate_obj( obj );
  if( !can_use_skill( ch, percent, gsn_detrap ) )
  {
    send_to_char( "Ooops!\n\r", ch );
    spring_trap( ch, trap );
    learn_from_failure( ch, gsn_detrap );
    return;
  }

  extract_obj( trap );

  send_to_char( "You successfully remove a trap.\n\r", ch );
  learn_from_success( ch, gsn_detrap );
  return;
}

void do_dig( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  OBJ_DATA *startobj;
  bool found, shovel;
  EXIT_DATA *pexit;

  switch ( ch->substate )
  {
  default:
    if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
    {
      send_to_char( "You can't concentrate enough for that.\n\r", ch );
      return;
    }
    if( ch->mount )
    {
      send_to_char( "You can't do that while mounted.\n\r", ch );
      return;
    }
    one_argument( argument, arg );
    if( arg[0] != '\0' )
    {
      if( ( pexit = find_door( ch, arg, TRUE ) ) == NULL && get_dir( arg ) == -1 )
      {
        send_to_char( "What direction is that?\n\r", ch );
        return;
      }
      if( pexit )
      {
        if( !IS_SET( pexit->exit_info, EX_DIG ) && !IS_SET( pexit->exit_info, EX_CLOSED ) )
        {
          send_to_char( "There is no need to dig out that exit.\n\r", ch );
          return;
        }
      }
    }

    else
    {
      int sector;

      if( IS_PLR_FLAG( ch, PLR_ONMAP ) || IS_ACT_FLAG( ch, ACT_ONMAP ) )
        sector = map_sector[ch->map][ch->x][ch->y];
      else
        sector = ch->in_room->sector_type;

      switch ( sector )
      {
      case SECT_CITY:
        send_to_char( "The road is too hard to dig through.\n\r", ch );
        return;
      case SECT_INSIDE:
        send_to_char( "The floor is too hard to dig through.\n\r", ch );
        return;
      case SECT_WATER_SWIM:
      case SECT_WATER_NOSWIM:
      case SECT_UNDERWATER:
        send_to_char( "You cannot dig here.\n\r", ch );
        return;
      case SECT_AIR:
        send_to_char( "What?  In the air?!\n\r", ch );
        return;
      }
    }
    add_timer( ch, TIMER_DO_FUN, UMIN( skill_table[gsn_dig]->beats / 10, 3 ), do_dig, 1 );
    ch->alloc_ptr = str_dup( arg );
    send_to_char( "You begin digging...\n\r", ch );
    act( AT_PLAIN, "$n begins digging...", ch, NULL, NULL, TO_ROOM );
    return;

  case 1:
    if( !ch->alloc_ptr )
    {
      send_to_char( "Your digging was interrupted!\n\r", ch );
      act( AT_PLAIN, "$n's digging was interrupted!", ch, NULL, NULL, TO_ROOM );
      bug( "do_dig: alloc_ptr NULL", 0 );
      return;
    }
    strcpy( arg, ch->alloc_ptr );
    DISPOSE( ch->alloc_ptr );
    break;

  case SUB_TIMER_DO_ABORT:
    DISPOSE( ch->alloc_ptr );
    ch->substate = SUB_NONE;
    send_to_char( "You stop digging...\n\r", ch );
    act( AT_PLAIN, "$n stops digging...", ch, NULL, NULL, TO_ROOM );
    return;
  }

  ch->substate = SUB_NONE;

  /*
   * not having a shovel makes it harder to succeed 
   */
  shovel = FALSE;
  for( obj = ch->first_carrying; obj; obj = obj->next_content )
    if( obj->item_type == ITEM_SHOVEL )
    {
      shovel = TRUE;
      break;
    }

  /*
   * dig out an EX_DIG exit... 
   */
  if( arg[0] != '\0' )
  {
    if( ( pexit = find_door( ch, arg, TRUE ) ) != NULL
        && IS_SET( pexit->exit_info, EX_DIG ) && IS_SET( pexit->exit_info, EX_CLOSED ) )
    {
      /*
       * 4 times harder to dig open a passage without a shovel 
       */
      /*
       * if ( (number_percent() * (shovel ? 1 : 4)) <
       * LEARNED(ch, gsn_dig) )
       */
      if( can_use_skill( ch, ( number_percent(  ) * ( shovel ? 1 : 4 ) ), gsn_dig ) )
      {
        REMOVE_BIT( pexit->exit_info, EX_CLOSED );
        send_to_char( "You dig open a passageway!\n\r", ch );
        act( AT_PLAIN, "$n digs open a passageway!", ch, NULL, NULL, TO_ROOM );
        learn_from_success( ch, gsn_dig );
        return;
      }
    }
    learn_from_failure( ch, gsn_dig );
    send_to_char( "Your dig did not discover any exit...\n\r", ch );
    act( AT_PLAIN, "$n's dig did not discover any exit...", ch, NULL, NULL, TO_ROOM );
    return;
  }

  startobj = ch->in_room->first_content;
  found = FALSE;

  for( obj = startobj; obj; obj = obj->next_content )
  {
    /*
     * twice as hard to find something without a shovel 
     */
    if( IS_OBJ_STAT( obj, ITEM_BURIED ) && ( can_use_skill( ch, ( number_percent(  ) * ( shovel ? 1 : 2 ) ), gsn_dig ) ) )
      /*
       * &&  (number_percent() * (shovel ? 1 : 2)) <
       * (IS_NPC(ch) ? 80 : ch->pcdata->learned[gsn_dig]) )
       */
    {
      found = TRUE;
      break;
    }
  }

  if( !found )
  {
    send_to_char( "Your dig uncovered nothing.\n\r", ch );
    act( AT_PLAIN, "$n's dig uncovered nothing.", ch, NULL, NULL, TO_ROOM );
    learn_from_failure( ch, gsn_dig );
    return;
  }

  separate_obj( obj );
  xREMOVE_BIT( obj->extra_flags, ITEM_BURIED );
  act( AT_SKILL, "Your dig uncovered $p!", ch, obj, NULL, TO_CHAR );
  act( AT_SKILL, "$n's dig uncovered $p!", ch, obj, NULL, TO_ROOM );
  learn_from_success( ch, gsn_dig );
  if( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC )
    adjust_favor( ch, 14, 1 );

  return;
}


void do_search( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  OBJ_DATA *container;
  OBJ_DATA *startobj;
  int percent, door;

  door = -1;
  switch ( ch->substate )
  {
  default:
    if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
    {
      send_to_char( "You can't concentrate enough for that.\n\r", ch );
      return;
    }
    if( ch->mount )
    {
      send_to_char( "You can't do that while mounted.\n\r", ch );
      return;
    }
    argument = one_argument( argument, arg );
    if( arg[0] != '\0' && ( door = get_door( arg ) ) == -1 )
    {
      container = get_obj_here( ch, arg );
      if( !container )
      {
        send_to_char( "You can't find that here.\n\r", ch );
        return;
      }
      if( container->item_type != ITEM_CONTAINER )
      {
        send_to_char( "You can't search in that!\n\r", ch );
        return;
      }
      if( IS_SET( container->value[1], CONT_CLOSED ) )
      {
        send_to_char( "It is closed.\n\r", ch );
        return;
      }
    }
    add_timer( ch, TIMER_DO_FUN, UMIN( skill_table[gsn_search]->beats / 10, 3 ), do_search, 1 );
    send_to_char( "You begin your search...\n\r", ch );
    ch->alloc_ptr = str_dup( arg );
    return;

  case 1:
    if( !ch->alloc_ptr )
    {
      send_to_char( "Your search was interrupted!\n\r", ch );
      bug( "do_search: alloc_ptr NULL", 0 );
      return;
    }
    strcpy( arg, ch->alloc_ptr );
    DISPOSE( ch->alloc_ptr );
    break;
  case SUB_TIMER_DO_ABORT:
    DISPOSE( ch->alloc_ptr );
    ch->substate = SUB_NONE;
    send_to_char( "You stop your search...\n\r", ch );
    return;
  }
  ch->substate = SUB_NONE;
  if( arg[0] == '\0' )
    startobj = ch->in_room->first_content;
  else
  {
    if( ( door = get_door( arg ) ) != -1 )
      startobj = NULL;
    else
    {
      container = get_obj_here( ch, arg );
      if( !container )
      {
        send_to_char( "You can't find that here.\n\r", ch );
        return;
      }
      startobj = container->first_content;
    }
  }

  if( ( !startobj && door == -1 ) || IS_NPC( ch ) )
  {
    send_to_char( "You find nothing.\n\r", ch );
    learn_from_failure( ch, gsn_search );
    return;
  }

  percent = number_percent(  ) + number_percent(  ) - ( ch->level / 10 );

  if( door != -1 )
  {
    EXIT_DATA *pexit;

    if( ( pexit = get_exit( ch->in_room, door ) ) != NULL
        && IS_SET( pexit->exit_info, EX_SECRET )
        && IS_SET( pexit->exit_info, EX_xSEARCHABLE ) && can_use_skill( ch, percent, gsn_search ) )
    {
      act( AT_SKILL, "Your search reveals the $d!", ch, NULL, pexit->keyword, TO_CHAR );
      act( AT_SKILL, "$n finds the $d!", ch, NULL, pexit->keyword, TO_ROOM );
      REMOVE_BIT( pexit->exit_info, EX_SECRET );
      learn_from_success( ch, gsn_search );
      return;
    }
  }
  else
    for( obj = startobj; obj; obj = obj->next_content )
    {
      if( IS_OBJ_STAT( obj, ITEM_HIDDEN ) && can_use_skill( ch, percent, gsn_search ) )
      {
        separate_obj( obj );
        xREMOVE_BIT( obj->extra_flags, ITEM_HIDDEN );
        act( AT_SKILL, "Your search reveals $p!", ch, obj, NULL, TO_CHAR );
        act( AT_SKILL, "$n finds $p!", ch, obj, NULL, TO_ROOM );
        learn_from_success( ch, gsn_search );
        return;
      }
    }

  send_to_char( "You find nothing.\n\r", ch );
  learn_from_failure( ch, gsn_search );
  return;
}


void do_steal( CHAR_DATA * ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  CHAR_DATA *victim, *mst;
  OBJ_DATA *obj;
  int percent;

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

  if( ch->mount )
  {
    send_to_char( "You can't do that while mounted.\n\r", ch );
    return;
  }

  if( arg1[0] == '\0' || arg2[0] == '\0' )
  {
    send_to_char( "Steal what from whom?\n\r", ch );
    return;
  }

  if( ms_find_obj( ch ) )
    return;

  if( ( victim = get_char_room( ch, arg2 ) ) == NULL )
  {
    send_to_char( "They aren't here.\n\r", ch );
    return;
  }

  if( victim == ch )
  {
    send_to_char( "That's pointless.\n\r", ch );
    return;
  }

  if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
  {
    set_char_color( AT_MAGIC, ch );
    send_to_char( "A magical force interrupts you.\n\r", ch );
    return;
  }


  /*
   * Disabled stealing among players because of complaints naked avatars were
   * running around stealing eq from equipped pkillers. -- Narn
   */
  /*
   * if ( check_illegal_psteal( ch, victim ) )
   * {
   * send_to_char( "You can't steal from that player.\n\r", ch );
   * return;
   * }
   */

  if( !IS_NPC( ch ) && !IS_NPC( victim ) )
  {
    set_char_color( AT_IMMORT, ch );
    send_to_char( "The gods forbid theft between players.\n\r", ch );
    return;
  }

  if( xIS_SET( victim->act, ACT_PACIFIST ) )   /* Gorog */
  {
    send_to_char( "They are a pacifist - Shame on you!\n\r", ch );
    return;
  }


  WAIT_STATE( ch, skill_table[gsn_steal]->beats );
  percent = number_percent(  ) + ( IS_AWAKE( victim ) ? 10 : -50 )
            - ( get_curr_lck( ch ) - 15 ) + ( get_curr_lck( victim ) - 13 );

  /*
   * Changed the level check, made it 10 levels instead of five and made the
   * victim not attack in the case of a too high level difference.  This is 
   * to allow mobprogs where the mob steals eq without having to put level 
   * checks into the progs.  Also gave the mobs a 10% chance of failure.
   */
  if( ch->level + 10 < victim->level )
  {
    send_to_char( "You really don't want to try that!\n\r", ch );
    return;
  }

  if( victim->position == POS_FIGHTING || !can_use_skill( ch, percent, gsn_steal ) )
  {
    /*
     * Failure.
     */
    send_to_char( "Oops...\n\r", ch );
    act( AT_ACTION, "$n tried to steal from you!\n\r", ch, NULL, victim, TO_VICT );
    act( AT_ACTION, "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );

    sprintf( buf, "%s is a bloody thief!", ch->name );
    do_yell( victim, buf );

    learn_from_failure( ch, gsn_steal );
    if( !IS_NPC( ch ) )
    {
      if( legal_loot( ch, victim ) )
      {
        global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
      }
      else
      {
        /*
         * log_string( buf ); 
         */
        if( IS_NPC( ch ) )
        {
          if( ( mst = ch->master ) == NULL )
            return;
        }
        else
          mst = ch;
        if( IS_NPC( mst ) )
          return;
        if( !xIS_SET( mst->act, PLR_THIEF ) )
        {
          xSET_BIT( mst->act, PLR_THIEF );
          set_char_color( AT_WHITE, ch );
          send_to_char( "A strange feeling grows deep inside you, and a tingle goes up your spine...\n\r", ch );
          set_char_color( AT_IMMORT, ch );
          send_to_char( "A deep voice booms inside your head, 'Thou shall now be known as a lowly thief!'\n\r", ch );
          set_char_color( AT_WHITE, ch );
          send_to_char( "You feel as if your soul has been revealed for all to see.\n\r", ch );
          save_char_obj( mst );
        }
      }
    }

    return;
  }

  if( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) )
  {
    int amount;

    amount = ( int )( victim->gold * number_range( 1, 10 ) / 100 );
    if( amount <= 0 )
    {
      send_to_char( "You couldn't get any gold.\n\r", ch );
      learn_from_failure( ch, gsn_steal );
      return;
    }

    ch->gold += amount;
    victim->gold -= amount;
    ch_printf( ch, "Aha!  You got %d gold coins.\n\r", amount );
    learn_from_success( ch, gsn_steal );
    return;
  }

  if( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
  {
    send_to_char( "You can't seem to find it.\n\r", ch );
    learn_from_failure( ch, gsn_steal );
    return;
  }

  if( !can_drop_obj( ch, obj )
      || IS_OBJ_STAT( obj, ITEM_INVENTORY ) || IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) || obj->level > ch->level )
  {
    send_to_char( "You can't manage to pry it away.\n\r", ch );
    learn_from_failure( ch, gsn_steal );
    return;
  }

  if( ch->carry_number + ( get_obj_number( obj ) / obj->count ) > can_carry_n( ch ) )
  {
    send_to_char( "You have your hands full.\n\r", ch );
    learn_from_failure( ch, gsn_steal );
    return;
  }

  if( ch->carry_weight + ( get_obj_weight( obj ) / obj->count ) > can_carry_w( ch ) )
  {
    send_to_char( "You can't carry that much weight.\n\r", ch );
    learn_from_failure( ch, gsn_steal );
    return;
  }

  separate_obj( obj );
  obj_from_char( obj );
  obj_to_char( obj, ch );
  send_to_char( "Ok.\n\r", ch );
  learn_from_success( ch, gsn_steal );
  adjust_favor( ch, 9, 1 );
  return;
}


void do_backstab( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  CHAR_DATA *victim;
  OBJ_DATA *obj;
  int percent;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't do that right now.\n\r", ch );
    return;
  }

  one_argument( argument, arg );

  if( ch->mount )
  {
    send_to_char( "You can't get close enough while mounted.\n\r", ch );
    return;
  }

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

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

  if( victim == ch )
  {
    send_to_char( "How can you sneak up on yourself?\n\r", ch );
    return;
  }

  if( is_safe( ch, victim, TRUE ) )
    return;

  if( !IS_NPC( ch ) && !IS_NPC( victim ) && xIS_SET( ch->act, PLR_NICE ) )
  {
    send_to_char( "You are too nice to do that.\n\r", ch );
    return;
  }

  /*
   * Added stabbing weapon. -Narn 
   */
  if( !( obj = get_eq_char( ch, WEAR_WIELD ) ) )
  {
    send_to_char( "You need to wield a piercing weapon.\n\r", ch );
    return;
  }

  if( obj->value[3] != DAM_PIERCE )
  {
    send_to_char( "You need to wield a piercing weapon to backstab.\n\r", ch );
    return;

  }


  if( victim->fighting )
  {
    send_to_char( "You can't backstab someone who is in combat.\n\r", ch );
    return;
  }

  if( IS_AFFECTED( victim, AFF_SNEAK ) )
  {
    act( AT_RED, "$N see's you comming and spins around deflecting your backstab.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "You see $n attempt to backstab you, but deftly move out of the way to counter attack.", ch, NULL, victim,
         TO_VICT );
    global_retcode = damage( victim, ch, 100, gsn_backstab );

    check_illegal_pk( ch, victim );
    return;
  }
  /*
   * Can backstab a char even if it's hurt as long as it's sleeping. -Narn 
   */
  if( victim->hit < victim->max_hit && IS_AWAKE( victim ) )
  {
    act( AT_PLAIN, "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR );
    return;
  }

  percent = number_percent(  ) - ( get_curr_lck( ch ) - 14 ) + ( get_curr_lck( victim ) - 13 );

  check_attacker( ch, victim );
  WAIT_STATE( ch, skill_table[gsn_backstab]->beats );
  if( !IS_AWAKE( victim ) || can_use_skill( ch, percent, gsn_backstab ) )
  {
    learn_from_success( ch, gsn_backstab );
    act( AT_RED, "You move swiftly behind $N and stab deeply into their back.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N crys out in pain from $n's backstab.", ch, NULL, victim, TO_ROOM );
    global_retcode = multi_hit( ch, victim, gsn_backstab );
    adjust_favor( ch, 10, 1 );
    check_illegal_pk( ch, victim );

  }
  else
  {
    learn_from_failure( ch, gsn_backstab );
    act( AT_RED, "You fail to backstab $N.", ch, NULL, victim, TO_CHAR );
    global_retcode = damage( ch, victim, 0, gsn_backstab );
    check_illegal_pk( ch, victim );
  }
  return;
}


void do_rescue( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  CHAR_DATA *victim;
  CHAR_DATA *fch;
  int percent;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( IS_AFFECTED( ch, AFF_BERSERK ) )
  {
    send_to_char( "You aren't thinking clearly...\n\r", ch );
    return;
  }

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

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

  if( victim == ch )
  {
    send_to_char( "How about fleeing instead?\n\r", ch );
    return;
  }

  if( ch->mount )
  {
    send_to_char( "You can't do that while mounted.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && IS_NPC( victim ) )
  {
    send_to_char( "They don't need your help!\n\r", ch );
    return;
  }

  if( !ch->fighting )
  {
    send_to_char( "Too late...\n\r", ch );
    return;
  }

  if( ( fch = who_fighting( victim ) ) == NULL )
  {
    send_to_char( "They are not fighting right now.\n\r", ch );
    return;
  }

  if( who_fighting( victim ) == ch )
  {
    send_to_char( "Just running away would be better...\n\r", ch );
    return;
  }

  if( IS_AFFECTED( victim, AFF_BERSERK ) )
  {
    send_to_char( "Stepping in front of a berserker would not be an intelligent decision.\n\r", ch );
    return;
  }

  percent = number_percent(  ) - ( get_curr_lck( ch ) - 14 ) - ( get_curr_lck( victim ) - 16 );

  WAIT_STATE( ch, skill_table[gsn_rescue]->beats );
  if( !can_use_skill( ch, percent, gsn_rescue ) )
  {
    send_to_char( "You fail the rescue.\n\r", ch );
    act( AT_SKILL, "$n tries to rescue you!", ch, NULL, victim, TO_VICT );
    act( AT_SKILL, "$n tries to rescue $N!", ch, NULL, victim, TO_NOTVICT );
    learn_from_failure( ch, gsn_rescue );
    return;
  }

  act( AT_SKILL, "You rescue $N!", ch, NULL, victim, TO_CHAR );
  act( AT_SKILL, "$n rescues you!", ch, NULL, victim, TO_VICT );
  act( AT_SKILL, "$n moves in front of $N!", ch, NULL, victim, TO_NOTVICT );

  learn_from_success( ch, gsn_rescue );
  adjust_favor( ch, 8, 1 );
  stop_fighting( fch, FALSE );
  stop_fighting( victim, FALSE );
  if( ch->fighting )
    stop_fighting( ch, FALSE );

  set_fighting( ch, fch );
  set_fighting( fch, ch );
  return;
}



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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_kick]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }


  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }
  WAIT_STATE( ch, skill_table[gsn_kick]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_kick ) )
  {
    learn_from_success( ch, gsn_kick );
    act( AT_RED, "You kick $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets kicked by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_kick );
  }
  else
  {
    learn_from_failure( ch, gsn_kick );
    act( AT_RED, "Your kick misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_kick );
  }
  return;
}

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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_headbutt]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_headbutt]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_headbutt ) )
  {
    learn_from_success( ch, gsn_headbutt );
    act( AT_RED, "You headbutt $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets headbutted by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_headbutt );
  }
  else
  {
    learn_from_failure( ch, gsn_headbutt );
    act( AT_RED, "Your headbutt misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_headbutt );
  }
  return;
}

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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_jab]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_jab]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_jab ) )
  {
    learn_from_success( ch, gsn_jab );
    act( AT_RED, "You jab $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets jabed by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_jab );
  }
  else
  {
    learn_from_failure( ch, gsn_jab );
    act( AT_RED, "Your jab misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_jab );
  }
  return;
}

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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_knee]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_knee]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_knee ) )
  {
    learn_from_success( ch, gsn_knee );
    act( AT_RED, "You knee $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets kneeed by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_knee );
  }
  else
  {
    learn_from_failure( ch, gsn_knee );
    act( AT_RED, "Your knee misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_knee );
  }
  return;
}

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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_roundhouse]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_roundhouse]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_roundhouse ) )
  {
    learn_from_success( ch, gsn_roundhouse );
    act( AT_RED, "You roundhouse $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets roundhouseed by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_roundhouse );
  }
  else
  {
    learn_from_failure( ch, gsn_roundhouse );
    act( AT_RED, "Your roundhouse misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_roundhouse );
  }
  return;
}

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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_spinkick]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_spinkick]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_spinkick ) )
  {
    learn_from_success( ch, gsn_spinkick );
    act( AT_RED, "You spinkick $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets spinkicked by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_spinkick );
  }
  else
  {
    learn_from_failure( ch, gsn_spinkick );
    act( AT_RED, "Your spinkick misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_spinkick );
  }
  return;
}

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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_uppercut]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_uppercut]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_uppercut ) )
  {
    learn_from_success( ch, gsn_uppercut );
    act( AT_RED, "You uppercut $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets uppercuted by $n", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_uppercut );
  }
  else
  {
    learn_from_failure( ch, gsn_uppercut );
    act( AT_RED, "Your uppercut misses $N.", ch, NULL, victim, TO_CHAR );

    global_retcode = damage( ch, victim, 0, gsn_uppercut );
  }
  return;
}


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

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_punch]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    if( ( victim = who_fighting( ch ) ) == NULL )
    {
      send_to_char( "You aren't fighting anyone.\n\r", ch );
      return;
    }
  }

  else if( argument[0] != '\0' )
  {
    if( ( victim = get_char_room( ch, argument ) ) == NULL )
    {
      send_to_char( "They aren't here.\n\r", ch );
      return;
    }
  }

  WAIT_STATE( ch, skill_table[gsn_punch]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_punch ) )
  {
    learn_from_success( ch, gsn_punch );
    act( AT_RED, "You punch $N in the face.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets a well timed punch in the face from $n.", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level * 2 ), gsn_punch );
  }
  else
  {
    learn_from_failure( ch, gsn_punch );
    act( AT_RED, "Your punch flys wildly through the air missing $N.", ch, NULL, victim, TO_CHAR );
    global_retcode = damage( ch, victim, 0, gsn_punch );
  }
  return;
}




void do_bash( CHAR_DATA * ch, char *argument )
{
  CHAR_DATA *victim;
  int schance;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_bash]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( ( victim = who_fighting( ch ) ) == NULL )
  {
    send_to_char( "You aren't fighting anyone.\n\r", ch );
    return;
  }

  schance = ( ( ( get_curr_dex( victim ) + get_curr_str( victim ) )
                - ( get_curr_dex( ch ) + get_curr_str( ch ) ) ) * 10 ) + 10;
  if( !IS_NPC( ch ) && !IS_NPC( victim ) )
    schance += sysdata.bash_plr_vs_plr;
  if( victim->fighting && victim->fighting->who != ch )
    schance += sysdata.bash_nontank;
  WAIT_STATE( ch, skill_table[gsn_bash]->beats );
  if( can_use_skill( ch, ( number_percent(  ) + schance ), gsn_bash ) )
  {
    learn_from_success( ch, gsn_bash );
    /*
     * do not change anything here!  -Thoric 
     */
    WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
    victim->position = POS_SITTING;
    act( AT_RED, "You run head first at $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets slammed by a well timed bash from $n.", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, number_range( 15, ch->level ) * 2, gsn_bash );
  }
  else
  {
    learn_from_failure( ch, gsn_bash );
    act( AT_RED, "You fall flat on your face.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$n trips and falls flat on his face.", ch, NULL, victim, TO_ROOM );
    global_retcode = damage( ch, victim, 0, gsn_bash );
  }
  return;
}


void do_stun( CHAR_DATA * ch, char *argument )
{
  CHAR_DATA *victim;
  AFFECT_DATA af;
  int schance;
  bool fail;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_stun]->skill_level[ch->class] )
  {
    send_to_char( "You better leave the martial arts to fighters.\n\r", ch );
    return;
  }

  if( ( victim = who_fighting( ch ) ) == NULL )
  {
    send_to_char( "You aren't fighting anyone.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->move < ch->max_move / 10 )
  {
    set_char_color( AT_SKILL, ch );
    send_to_char( "You are far too tired to do that.\n\r", ch );
    return;  /* missing return fixed March 11/96 */
  }

  WAIT_STATE( ch, skill_table[gsn_stun]->beats );
  fail = FALSE;
  schance = ris_save( victim, ch->level, RIS_PARALYSIS );
  if( schance == 1000 )
    fail = TRUE;
  else
    fail = saves_para_petri( schance, victim );

  schance = ( ( ( get_curr_dex( victim ) + get_curr_str( victim ) )
                - ( get_curr_dex( ch ) + get_curr_str( ch ) ) ) * 10 ) + 10;
  /*
   * harder for player to stun another player 
   */
  if( !IS_NPC( ch ) && !IS_NPC( victim ) )
    schance += sysdata.stun_plr_vs_plr;
  else
    schance += sysdata.stun_regular;
  if( !fail && can_use_skill( ch, ( number_percent(  ) + schance ), gsn_stun ) )
  {
    learn_from_success( ch, gsn_stun );
    /*
     * DO *NOT* CHANGE!    -Thoric    
     */
    if( !IS_NPC( ch ) )
      ch->move -= ch->max_move / 10;
    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    WAIT_STATE( victim, PULSE_VIOLENCE );
    act( AT_SKILL, "$N smashes into you, leaving you stunned!", victim, NULL, ch, TO_CHAR );
    act( AT_SKILL, "You smash into $N, leaving $M stunned!", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n smashes into $N, leaving $M stunned!", ch, NULL, victim, TO_NOTVICT );
    if( !IS_AFFECTED( victim, AFF_PARALYSIS ) )
    {
      af.type = gsn_stun;
      af.location = APPLY_AC;
      af.modifier = 20;
      af.duration = 3;
      af.bitvector = meb( AFF_PARALYSIS );
      affect_to_char( victim, &af );
      update_pos( victim );
    }
  }
  else
  {
    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    if( !IS_NPC( ch ) )
      ch->move -= ch->max_move / 15;
    learn_from_failure( ch, gsn_stun );
    act( AT_SKILL, "$n charges at you screaming, but you dodge out of the way.", ch, NULL, victim, TO_VICT );
    act( AT_SKILL, "You try to stun $N, but $E dodges out of the way.", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n charges screaming at $N, but keeps going right on past.", ch, NULL, victim, TO_NOTVICT );
  }
  return;
}





/*
 * Disarm a creature.
 * Caller must check for successful attack.
 * Check for loyalty flag (weapon disarms to inventory) for pkillers -Blodkai
 */
void disarm( CHAR_DATA * ch, CHAR_DATA * victim )
{
  OBJ_DATA *obj, *tmpobj;

  if( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
    return;

  if( ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL && number_bits( 1 ) == 0 )
    obj = tmpobj;

  if( get_eq_char( ch, WEAR_WIELD ) == NULL && number_bits( 1 ) == 0 )
  {
    learn_from_failure( ch, gsn_disarm );
    return;
  }

  if( IS_NPC( ch ) && !can_see_obj( ch, obj ) && number_bits( 1 ) == 0 )
  {
    learn_from_failure( ch, gsn_disarm );
    return;
  }

  if( check_grip( ch, victim ) )
  {
    learn_from_failure( ch, gsn_disarm );
    return;
  }

  act( AT_RED, "$n DISARMS you, sending your weapon flying accross the room!", ch, NULL, victim, TO_VICT );
  act( AT_SKILL, "You disarm $N sending their weapon flying accross the room", ch, NULL, victim, TO_CHAR );
  act( AT_SKILL, "$n disarms $N!", ch, NULL, victim, TO_NOTVICT );
  learn_from_success( ch, gsn_disarm );

  if( obj == get_eq_char( victim, WEAR_WIELD ) && ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL )
    tmpobj->wear_loc = WEAR_WIELD;

  obj_from_char( obj );
  obj_to_char( obj, victim );
  return;
}


void do_disarm( CHAR_DATA * ch, char *argument )
{
  CHAR_DATA *victim;
  OBJ_DATA *obj;
  int percent;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_disarm]->skill_level[ch->class] )
  {
    send_to_char( "You don't know how to disarm opponents.\n\r", ch );
    return;
  }

  if( get_eq_char( ch, WEAR_WIELD ) == NULL )
  {
    send_to_char( "You must wield a weapon to disarm.\n\r", ch );
    return;
  }

  if( ( victim = who_fighting( ch ) ) == NULL )
  {
    send_to_char( "You aren't fighting anyone.\n\r", ch );
    return;
  }

  if( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
  {
    send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
    return;
  }

  WAIT_STATE( ch, skill_table[gsn_disarm]->beats );
  percent = number_percent(  ) + victim->level - ch->level - ( get_curr_lck( ch ) - 15 ) + ( get_curr_lck( victim ) - 15 );
  if( !can_see_obj( ch, obj ) )
    percent += 10;
  if( can_use_skill( ch, ( percent * 3 / 2 ), gsn_disarm ) )
    disarm( ch, victim );
  else
  {
    send_to_char( "You failed.\n\r", ch );
    learn_from_failure( ch, gsn_disarm );
  }
  return;
}


/*
 * Trip a creature.
 * Caller must check for successful attack.
 */
void trip( CHAR_DATA * ch, CHAR_DATA * victim )
{
  if( IS_AFFECTED( victim, AFF_FLYING ) || IS_AFFECTED( victim, AFF_FLOATING ) )
    return;
  if( victim->mount )
  {
    if( IS_AFFECTED( victim->mount, AFF_FLYING ) || IS_AFFECTED( victim->mount, AFF_FLOATING ) )
      return;
    act( AT_SKILL, "$n trips your mount and you fall off!", ch, NULL, victim, TO_VICT );
    act( AT_SKILL, "You trip $N's mount and $N falls off!", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n trips $N's mount and $N falls off!", ch, NULL, victim, TO_NOTVICT );
    xREMOVE_BIT( victim->mount->act, ACT_MOUNTED );
    victim->mount = NULL;
    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
    victim->position = POS_RESTING;
    return;
  }
  if( victim->wait == 0 )
  {
    act( AT_SKILL, "$n trips you and you go down!", ch, NULL, victim, TO_VICT );
    act( AT_SKILL, "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT );

    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
    victim->position = POS_RESTING;
  }

  return;
}



void do_pick( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  CHAR_DATA *gch;
  OBJ_DATA *obj;
  EXIT_DATA *pexit;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  one_argument( argument, arg );

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

  if( ms_find_obj( ch ) )
    return;

  if( ch->mount )
  {
    send_to_char( "You can't do that while mounted.\n\r", ch );
    return;
  }

  WAIT_STATE( ch, skill_table[gsn_pick_lock]->beats );

  /*
   * look for guards 
   */
  for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
  {
    if( IS_NPC( gch ) && IS_AWAKE( gch ) && ch->level + 5 < gch->level )
    {
      act( AT_PLAIN, "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR );
      return;
    }
  }

  if( !can_use_skill( ch, number_percent(  ), gsn_pick_lock ) )
  {
    send_to_char( "You failed.\n\r", ch );
    learn_from_failure( ch, gsn_pick_lock );
    /*
     * for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
     * {
     * if ( IS_NPC(gch) && IS_AWAKE(gch) && xIS_SET(gch->act, ACT_GUARDIAN ) )
     * multi_hit( gch, ch, TYPE_UNDEFINED );
     * }
     */
    return;
  }

  if( ( pexit = find_door( ch, arg, TRUE ) ) != NULL )
  {
    /*
     * 'pick door' 
     */
    /*
     * ROOM_INDEX_DATA *to_room; 
     *//*
     * Unused 
     */
    EXIT_DATA *pexit_rev;

    if( !IS_SET( pexit->exit_info, EX_CLOSED ) )
    {
      send_to_char( "It's not closed.\n\r", ch );
      return;
    }
    if( pexit->key < 0 )
    {
      send_to_char( "It can't be picked.\n\r", ch );
      return;
    }
    if( !IS_SET( pexit->exit_info, EX_LOCKED ) )
    {
      send_to_char( "It's already unlocked.\n\r", ch );
      return;
    }
    if( IS_SET( pexit->exit_info, EX_PICKPROOF ) )
    {
      send_to_char( "You failed.\n\r", ch );
      learn_from_failure( ch, gsn_pick_lock );
      check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] );
      return;
    }

    REMOVE_BIT( pexit->exit_info, EX_LOCKED );
    send_to_char( "*Click*\n\r", ch );
    act( AT_ACTION, "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
    learn_from_success( ch, gsn_pick_lock );
    adjust_favor( ch, 9, 1 );
    /*
     * pick the other side 
     */
    if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
    {
      REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
    }
    check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] );
    return;
  }

  if( ( obj = get_obj_here( ch, arg ) ) != NULL )
  {
    /*
     * 'pick object' 
     */
    if( obj->item_type != ITEM_CONTAINER )
    {
      send_to_char( "That's not a container.\n\r", ch );
      return;
    }
    if( !IS_SET( obj->value[1], CONT_CLOSED ) )
    {
      send_to_char( "It's not closed.\n\r", ch );
      return;
    }
    if( obj->value[2] < 0 )
    {
      send_to_char( "It can't be unlocked.\n\r", ch );
      return;
    }
    if( !IS_SET( obj->value[1], CONT_LOCKED ) )
    {
      send_to_char( "It's already unlocked.\n\r", ch );
      return;
    }
    if( IS_SET( obj->value[1], CONT_PICKPROOF ) )
    {
      send_to_char( "You failed.\n\r", ch );
      learn_from_failure( ch, gsn_pick_lock );
      check_for_trap( ch, obj, TRAP_PICK );
      return;
    }

    separate_obj( obj );
    REMOVE_BIT( obj->value[1], CONT_LOCKED );
    send_to_char( "*Click*\n\r", ch );
    act( AT_ACTION, "$n picks $p.", ch, obj, NULL, TO_ROOM );
    learn_from_success( ch, gsn_pick_lock );
    adjust_favor( ch, 9, 1 );
    check_for_trap( ch, obj, TRAP_PICK );
    return;
  }

  ch_printf( ch, "You see no %s here.\n\r", arg );
  return;
}



void do_sneak( CHAR_DATA * ch, char *argument )
{
  AFFECT_DATA af;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( ch->mount )
  {
    send_to_char( "You can't do that while mounted.\n\r", ch );
    return;
  }

  send_to_char( "You attempt to move silently.\n\r", ch );
  affect_strip( ch, gsn_sneak );

  if( can_use_skill( ch, number_percent(  ), gsn_sneak ) )
  {
    af.type = gsn_sneak;
    af.duration = ch->level * DUR_CONV;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = meb( AFF_SNEAK );
    affect_to_char( ch, &af );
    learn_from_success( ch, gsn_sneak );
  }
  else
    learn_from_failure( ch, gsn_sneak );

  return;
}



void do_hide( CHAR_DATA * ch, char *argument )
{
  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  if( ch->mount )
  {
    send_to_char( "You can't do that while mounted.\n\r", ch );
    return;
  }

  send_to_char( "You attempt to hide.\n\r", ch );

  if( IS_AFFECTED( ch, AFF_HIDE ) )
    xREMOVE_BIT( ch->affected_by, AFF_HIDE );

  if( can_use_skill( ch, number_percent(  ), gsn_hide ) )
  {
    xSET_BIT( ch->affected_by, AFF_HIDE );
    learn_from_success( ch, gsn_hide );
  }
  else
    learn_from_failure( ch, gsn_hide );
  return;
}



/*
 * Contributed by Alander.
 */
void do_visible( CHAR_DATA * ch, char *argument )
{
  affect_strip( ch, gsn_invis );
  affect_strip( ch, gsn_mass_invis );
  affect_strip( ch, gsn_sneak );
  xREMOVE_BIT( ch->affected_by, AFF_HIDE );
  xREMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
  xREMOVE_BIT( ch->affected_by, AFF_SNEAK );
  send_to_char( "Ok.\n\r", ch );
  return;
}


void do_recall( CHAR_DATA * ch, char *argument )
{
  ROOM_INDEX_DATA *location;

  location = NULL;

  if( IS_PLR_FLAG( ch, PLR_ONMAP )
      || IS_ACT_FLAG( ch, ACT_ONMAP )
      || xIS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
      || IS_AFFECTED( ch, AFF_CURSE ) || ch->position == POS_FIGHTING || ch->in_room == location )
  {
    send_to_char( "For some strange reason... the God's forbid you from recalling.\n\r", ch );
    return;
  }

  if( !str_cmp( argument, "clanhall" ) )
  {
    if( !IS_NPC( ch ) && ch->pcdata->clan )
    {
      location = get_room_index( ch->pcdata->clan->recall );
      if( location == NULL )
        return;
      else
        char_from_room( ch );
      char_to_room( ch, location );
      do_look( ch, "auto" );
      return;
    }
    else
    {
      send_to_char( "You do not belong to a clan.\n\r", ch );
      return;
    }
  }

  if( !str_cmp( ch->in_room->area->filename, "raventower.are" ) )
  {
    location = get_room_index( 5150 );
  }

  else if( !str_cmp( ch->in_room->area->filename, "blacktower.are" ) )
  {
    location = get_room_index( 5500 );
  }

  else if( !str_cmp( ch->in_room->area->filename, "whitetower.are" ) )
  {
    location = get_room_index( 5600 );
  }

  else if( !str_cmp( ch->in_room->area->filename, "school.are" ) )
  {
    location = get_room_index( 10300 );
  }

  else if( !str_cmp( ch->in_room->area->filename, "dwarven.are" ) )
  {
    location = get_room_index( 22310 );
  }

  else if( !str_cmp( ch->in_room->area->filename, "gtown.are" ) )
  {
    location = get_room_index( 50250 );
  }

  else if( !str_cmp( ch->in_room->area->filename, "gyard.are" ) )
  {
    location = get_room_index( 50250 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "mahntor.are" ) )
  {
    location = get_room_index( 50500 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "ofcol.are" ) )
  {
    location = get_room_index( 50600 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "ofcol2.are" ) )
  {
    location = get_room_index( 50600 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "newthalos.are" ) )
  {
    location = get_room_index( 52390 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "shadval.are" ) )
  {
    location = get_room_index( 52390 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "thalos.are" ) )
  {
    location = get_room_index( 52390 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "manor.are" ) )
  {
    location = get_room_index( 52900 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "olympus.are" ) )
  {
    location = get_room_index( 52900 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "valley.are" ) )
  {
    location = get_room_index( 52900 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "canyon.are" ) )
  {
    location = get_room_index( 52900 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "damara.are" ) )
  {
    location = get_room_index( 53150 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "draconia.are" ) )
  {
    location = get_room_index( 53250 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "arcdia.are" ) )
  {
    location = get_room_index( 53367 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "armagddn.are" ) )
  {
    location = get_room_index( 53550 );
  }
  else if( !str_cmp( ch->in_room->area->filename, "roanewb.are" ) )
  {
    location = get_room_index( 841 );
  }
  else
  {
    location = get_room_index( ROOM_VNUM_RECALL );
  }
  act( AT_ACTION, "$n disappears in a swirl of smoke.", ch, NULL, NULL, TO_ROOM );
  char_from_room( ch );
  char_to_room( ch, location );
  if( ch->mount )
  {
    char_from_room( ch->mount );
    char_to_room( ch->mount, location );
  }
  act( AT_ACTION, "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
  do_look( ch, "auto" );
  if( ch->on )
  {
    ch->on = NULL;
    ch->position = POS_STANDING;
  }
  if( ch->position != POS_STANDING )
  {
    ch->position = POS_STANDING;
  }
  return;
}




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

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_mount]->skill_level[ch->class] )
  {
    send_to_char( "I don't think that would be a good idea...\n\r", ch );
    return;
  }

  if( ch->mount )
  {
    send_to_char( "You're already mounted!\n\r", ch );
    return;
  }

  if( ( victim = get_char_room( ch, argument ) ) == NULL )
  {
    send_to_char( "You can't find that here.\n\r", ch );
    return;
  }

  if( !IS_NPC( victim ) || !xIS_SET( victim->act, ACT_MOUNTABLE ) )
  {
    send_to_char( "You can't mount that!\n\r", ch );
    return;
  }

  if( xIS_SET( victim->act, ACT_MOUNTED ) )
  {
    send_to_char( "That mount already has a rider.\n\r", ch );
    return;
  }

  if( victim->position < POS_STANDING )
  {
    send_to_char( "Your mount must be standing.\n\r", ch );
    return;
  }

  if( victim->position == POS_FIGHTING || victim->fighting )
  {
    send_to_char( "Your mount is moving around too much.\n\r", ch );
    return;
  }



  WAIT_STATE( ch, skill_table[gsn_mount]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_mount ) )
  {
    xSET_BIT( victim->act, ACT_MOUNTED );
    ch->mount = victim;
    act( AT_SKILL, "You mount $N.", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n skillfully mounts $N.", ch, NULL, victim, TO_NOTVICT );
    act( AT_SKILL, "$n mounts you.", ch, NULL, victim, TO_VICT );
    learn_from_success( ch, gsn_mount );
    ch->position = POS_MOUNTED;
  }
  else
  {
    act( AT_SKILL, "You unsuccessfully try to mount $N.", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n unsuccessfully attempts to mount $N.", ch, NULL, victim, TO_NOTVICT );
    act( AT_SKILL, "$n tries to mount you.", ch, NULL, victim, TO_VICT );
    learn_from_failure( ch, gsn_mount );
  }
  return;
}


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

  if( ( victim = ch->mount ) == NULL )
  {
    send_to_char( "You're not mounted.\n\r", ch );
    return;
  }


  WAIT_STATE( ch, skill_table[gsn_mount]->beats );
  if( can_use_skill( ch, number_percent(  ), gsn_mount ) )
  {
    act( AT_SKILL, "You dismount $N.", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n skillfully dismounts $N.", ch, NULL, victim, TO_NOTVICT );
    act( AT_SKILL, "$n dismounts you.  Whew!", ch, NULL, victim, TO_VICT );
    xREMOVE_BIT( victim->act, ACT_MOUNTED );
    ch->mount = NULL;
    ch->position = POS_STANDING;
    learn_from_success( ch, gsn_mount );
  }
  else
  {
    act( AT_SKILL, "You fall off while dismounting $N.  Ouch!", ch, NULL, victim, TO_CHAR );
    act( AT_SKILL, "$n falls off of $N while dismounting.", ch, NULL, victim, TO_NOTVICT );
    act( AT_SKILL, "$n falls off your back.", ch, NULL, victim, TO_VICT );
    learn_from_failure( ch, gsn_mount );
    xREMOVE_BIT( victim->act, ACT_MOUNTED );
    ch->mount = NULL;
    ch->position = POS_SITTING;
    global_retcode = damage( ch, ch, 1, TYPE_UNDEFINED );
  }
  return;
}


/**************************************************************************/


/*
 * Check for parry.
 */
bool check_parry( CHAR_DATA * ch, CHAR_DATA * victim )
{
  int chances;

  if (victim->level < skill_table[gsn_parry]->skill_level[victim->class] )
    return FALSE;

  if( !IS_AWAKE( victim ) )
    return FALSE;

  if( IS_NPC( victim ) && !xIS_SET( victim->defenses, DFND_PARRY ) )
    return FALSE;

  if( IS_NPC( victim ) )
  {
    /*
     * Tuan was here.  :) 
     */
    chances = UMIN( 20, victim->level / 1.5 );
  }
  else
  {
    if( get_eq_char( victim, WEAR_WIELD ) == NULL )
      return FALSE;
    chances = ( int )( LEARNED( victim, gsn_parry ) / sysdata.parry_mod );
  }

  /*
   * Put in the call to chance() to allow penalties for misaligned
   * clannies.  
   */
  if( !chance( victim, chances + victim->level - ch->level ) )
  {
    learn_from_failure( victim, gsn_parry );
    return FALSE;
  }
  if( !IS_NPC( victim ) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG ) )
    /*SB*/ act( AT_SKILL, "You parry $n's attack.", ch, NULL, victim, TO_VICT );

  if( !IS_NPC( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) )   /* SB */
    act( AT_SKILL, "$N parries your attack.", ch, NULL, victim, TO_CHAR );

  learn_from_success( victim, gsn_parry );
  return TRUE;
}



/*
 * Check for dodge.
 */
bool check_dodge( CHAR_DATA * ch, CHAR_DATA * victim )
{
  int chances;

  if (victim->level < skill_table[gsn_dodge]->skill_level[victim->class] )
    return FALSE;

  if( !IS_AWAKE( victim ) )
    return FALSE;

  if( IS_NPC( victim ) && !xIS_SET( victim->defenses, DFND_DODGE ) )
    return FALSE;

  if( IS_NPC( victim ) )
    chances = UMIN( 20, victim->level / 1.5 );
  else
    chances = ( int )( LEARNED( victim, gsn_dodge ) / sysdata.dodge_mod );
  /*
   * Consider luck as a factor 
   */
  if( !chance( victim, chances + victim->level - ch->level ) )
  {
    learn_from_failure( victim, gsn_dodge );
    return FALSE;
  }

  if( !IS_NPC( victim ) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG ) )
    act( AT_SKILL, "You dodge $n's attack.", ch, NULL, victim, TO_VICT );

  if( !IS_NPC( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) )
    act( AT_SKILL, "$N dodges your attack.", ch, NULL, victim, TO_CHAR );

  learn_from_success( victim, gsn_dodge );
  return TRUE;
}

bool check_tumble( CHAR_DATA * ch, CHAR_DATA * victim )
{
  int chances;

  if (victim->level < skill_table[gsn_tumble]->skill_level[victim->class] )
    return FALSE;

  if( !IS_AWAKE( victim ) )
    return FALSE;
  if( IS_NPC( victim ) && !xIS_SET( victim->defenses, DFND_TUMBLE ) )
    return FALSE;
  if( IS_NPC( victim ) )
    chances = UMIN( 20, victim->level / 1.5 );
  else
    chances = ( int )( LEARNED( victim, gsn_tumble ) / sysdata.tumble_mod + ( get_curr_dex( victim ) - 13 ) );
  if( !chance( victim, chances + victim->level - ch->level ) )
  {
    learn_from_failure( victim, gsn_tumble );
    return FALSE;
  }
  if( !IS_NPC( victim ) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG ) )
    act( AT_SKILL, "You tumble away from $n's attack.", ch, NULL, victim, TO_VICT );
  if( !IS_NPC( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) )
    act( AT_SKILL, "$N tumbles away from your attack.", ch, NULL, victim, TO_CHAR );
  learn_from_success( victim, gsn_tumble );
  return TRUE;
}

/* Re-worked by Sadiq to allow PCs to scribe up to 3 spells on a single *
 * scroll. Second and third spells progressive increase the chance of   *
 * destroying the scroll.  --Sadiq                                      */

void do_scribe( CHAR_DATA * ch, char *argument )
{
  OBJ_DATA *scroll;
  int sn;
  char buf1[MAX_STRING_LENGTH];
  char buf2[MAX_STRING_LENGTH];
  char buf3[MAX_STRING_LENGTH];
  int mana;

  if( IS_NPC( ch ) )
    return;

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_scribe]->skill_level[ch->class] )
  {
    send_to_char( "A skill such as this requires more magical ability than that of your class.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' || !str_cmp( argument, "" ) )
  {
    send_to_char( "Scribe what?\n\r", ch );
    return;
  }

  if( ms_find_obj( ch ) )
    return;

  if( ( sn = find_spell( ch, argument, TRUE ) ) < 0 )
  {
    send_to_char( "You have not learned that spell.\n\r", ch );
    return;
  }

  if( skill_table[sn]->spell_fun == spell_null )
  {
    send_to_char( "That's not a spell!\n\r", ch );
    return;
  }

  if( SPELL_FLAG( skill_table[sn], SF_NOSCRIBE ) )
  {
    send_to_char( "You cannot scribe that spell.\n\r", ch );
    return;
  }

  mana = IS_NPC( ch ) ? 0 : UMAX( skill_table[sn]->min_mana,
                                  100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) );

  mana *= 5;

  if( !IS_NPC( ch ) && ch->mana < mana )
  {
    send_to_char( "You don't have enough mana.\n\r", ch );
    return;
  }

  if( ( scroll = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
  {
    send_to_char( "You must be holding a blank scroll to scribe it.\n\r", ch );
    return;
  }

  if( scroll->pIndexData->vnum != OBJ_VNUM_SCROLL_SCRIBING )
  {
    send_to_char( "You must be holding a blank scroll to scribe it.\n\r", ch );
    return;
  }

  if( ( scroll->value[1] != -1 ) && ( scroll->value[2] != -1 )
      && ( scroll->value[3] != -1 ) && ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) )
  {
    send_to_char( "That scroll has already contains as much magic as it can hold.\n\r", ch );
    return;
  }

  if( !process_spell_components( ch, sn ) )
  {
    learn_from_failure( ch, gsn_scribe );
    ch->mana -= ( mana / 2 );
    return;
  }

  if( !IS_NPC( ch ) && number_percent(  ) > ch->pcdata->learned[gsn_scribe] )
  {
    set_char_color( AT_MAGIC, ch );
    send_to_char( "The magic surges outof control and destroys the scroll!.\n\r", ch );
    learn_from_failure( ch, gsn_scribe );
    ch->mana -= ( mana / 2 );
    extract_obj( scroll );
    return;
  }

  if( scroll->value[1] == -1 )
  {
    scroll->value[1] = sn;
    scroll->value[0] = ch->level;
    sprintf( buf1, "magically scribed scroll" );
    STRFREE( scroll->short_descr );
    scroll->short_descr = STRALLOC( aoran( buf1 ) );
    sprintf( buf2, "A magically scribed scroll lies in the dust." );
    STRFREE( scroll->description );
    scroll->description = STRALLOC( buf2 );
    sprintf( buf3, "scroll scribing %s", skill_table[sn]->name );
    STRFREE( scroll->name );
    scroll->name = STRALLOC( buf3 );

    act( AT_MAGIC, "$n magiclly scribes a scroll.", ch, NULL, NULL, TO_ROOM );
    set_char_color( AT_MAGIC, ch );
    ch_printf( ch, "You imbue the scroll with %s.\n\r", skill_table[sn]->name );
    /*
     * act( AT_MAGIC, "$n magically scribes a scroll.",   ch, NULL, NULL, TO_ROOM );
     */
    /*
     * act( AT_MAGIC, "You magically scribe $p.",   ch, NULL, NULL, TO_CHAR );
     */

    learn_from_success( ch, gsn_scribe );
    ch->mana -= mana;
    return;
  }

  if( scroll->value[2] == -1 )
  {
    if( number_percent(  ) > 80 )
    {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "The magic surges out of control and destroys the scroll!.\n\r", ch );
      learn_from_failure( ch, gsn_scribe );
      ch->mana -= ( mana / 2 );
      extract_obj( scroll );
      return;
    }
    if( scroll->value[0] > ch->level )
    {
      scroll->value[0] = ch->level;
    }

    scroll->value[2] = sn;
    set_char_color( AT_MAGIC, ch );
    ch_printf( ch, "You imbue the scroll with %s.\n\r", skill_table[sn]->name );
    learn_from_success( ch, gsn_scribe );
    ch->mana -= mana;
    return;
  }

  if( scroll->value[3] == -1 )
  {
    if( number_percent(  ) > 60 )
    {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "The magic surges outof control and destroys the scroll!.\n\r", ch );
      learn_from_failure( ch, gsn_scribe );
      ch->mana -= ( mana / 2 );
      extract_obj( scroll );
      return;
    }
    if( scroll->value[0] > ch->level )
    {
      scroll->value[0] = ch->level;
    }

    scroll->value[3] = sn;
    set_char_color( AT_MAGIC, ch );
    ch_printf( ch, "You imbue the scroll with %s.\n\r", skill_table[sn]->name );
    learn_from_success( ch, gsn_scribe );
    ch->mana -= mana;
    return;
  }
}

/*
brewing 3 spells to one vial, based on do_scribe 3 spells by sadiq
*/

void do_brew( CHAR_DATA * ch, char *argument )
{
  OBJ_DATA *potion;
  int sn;
  char buf1[MAX_STRING_LENGTH];
  char buf2[MAX_STRING_LENGTH];
  char buf3[MAX_STRING_LENGTH];
  int mana;

  if( IS_NPC( ch ) )
    return;

  if( !IS_NPC( ch ) && ch->level < skill_table[gsn_brew]->skill_level[ch->class] )
  {
    send_to_char( "A skill such as this requires more magical ability than that of your class.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' || !str_cmp( argument, "" ) )
  {
    send_to_char( "brew what?\n\r", ch );
    return;
  }

  if( ms_find_obj( ch ) )
    return;

  if( ( sn = find_spell( ch, argument, TRUE ) ) < 0 )
  {
    send_to_char( "You have not learned that spell.\n\r", ch );
    return;
  }

  if( skill_table[sn]->spell_fun == spell_null )
  {
    send_to_char( "That's not a spell!\n\r", ch );
    return;
  }

  if( SPELL_FLAG( skill_table[sn], SF_NOBREW ) )
  {
    send_to_char( "You cannot brew that spell.\n\r", ch );
    return;
  }

  mana = IS_NPC( ch ) ? 0 : UMAX( skill_table[sn]->min_mana,
                                  100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) );

  mana *= 5;

  if( !IS_NPC( ch ) && ch->mana < mana )
  {
    send_to_char( "You don't have enough mana.\n\r", ch );
    return;
  }

  if( ( potion = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
  {
    send_to_char( "You must be holding a blank potion to brew it.\n\r", ch );
    return;
  }

  if( potion->pIndexData->vnum != OBJ_VNUM_FLASK_BREWING )
  {
    send_to_char( "You must be holding a blank potion to brew it.\n\r", ch );
    return;
  }

  if( ( potion->value[1] != -1 ) && ( potion->value[2] != -1 )
      && ( potion->value[3] != -1 ) && ( potion->pIndexData->vnum == OBJ_VNUM_FLASK_BREWING ) )
  {
    send_to_char( "That potion has already contains as much magic as it can hold.\n\r", ch );
    return;
  }

  if( !process_spell_components( ch, sn ) )
  {
    learn_from_failure( ch, gsn_brew );
    ch->mana -= ( mana / 2 );
    return;
  }

  if( !IS_NPC( ch ) && number_percent(  ) > ch->pcdata->learned[gsn_brew] )
  {
    set_char_color( AT_MAGIC, ch );
    send_to_char( "The magic surges outof control and destroys the potion!.\n\r", ch );
    learn_from_failure( ch, gsn_brew );
    ch->mana -= ( mana / 2 );
    extract_obj( potion );
    return;
  }

  if( potion->value[1] == -1 )
  {
    potion->value[1] = sn;
    potion->value[0] = ch->level;
    sprintf( buf1, "A magically brewed potion %s", skill_table[sn]->name );
    STRFREE( potion->short_descr );
    potion->short_descr = STRALLOC( aoran( buf1 ) );
    sprintf( buf2, "A magically brewed potion lies in the dust." );
    STRFREE( potion->description );
    potion->description = STRALLOC( buf2 );
    sprintf( buf3, "potion scribing %s", skill_table[sn]->name );
    STRFREE( potion->name );
    potion->name = STRALLOC( buf3 );

    act( AT_MAGIC, "$n magiclly brews a potion.", ch, NULL, NULL, TO_ROOM );
    set_char_color( AT_MAGIC, ch );
    ch_printf( ch, "You imbue the potion with %s.\n\r", skill_table[sn]->name );

    learn_from_success( ch, gsn_brew );
    ch->mana -= mana;
    return;
  }

  if( potion->value[2] == -1 )
  {
    if( number_percent(  ) > 80 )
    {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "The magic surges out of control and destroys the potion!.\n\r", ch );
      learn_from_failure( ch, gsn_brew );
      ch->mana -= ( mana / 2 );
      extract_obj( potion );
      return;
    }
    if( potion->value[0] > ch->level )
    {
      potion->value[0] = ch->level;
    }

    potion->value[2] = sn;
    set_char_color( AT_MAGIC, ch );
    ch_printf( ch, "You imbue the potion with %s.\n\r", skill_table[sn]->name );
    learn_from_success( ch, gsn_brew );
    ch->mana -= mana;
    return;
  }

  if( potion->value[3] == -1 )
  {
    if( number_percent(  ) < 20 )
    {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "The magic surges outof control and destroys the potion!.\n\r", ch );
      learn_from_failure( ch, gsn_brew );
      ch->mana -= ( mana / 2 );
      extract_obj( potion );
      return;
    }
    if( potion->value[0] > ch->level )
    {
      potion->value[0] = ch->level;
    }

    potion->value[3] = sn;
    set_char_color( AT_MAGIC, ch );
    ch_printf( ch, "You imbue the potion with %s.\n\r", skill_table[sn]->name );
    learn_from_success( ch, gsn_brew );
    ch->mana -= mana;
    return;
  }
}


bool check_grip( CHAR_DATA * ch, CHAR_DATA * victim )
{
  int schance;

  if( !IS_AWAKE( victim ) )
    return FALSE;

  if( IS_NPC( victim ) && !xIS_SET( victim->defenses, DFND_GRIP ) )
    return FALSE;

  if( IS_NPC( victim ) )
    schance = UMIN( 20, victim->level / 1.5 );
  else
    schance = ( LEARNED( victim, gsn_grip ) );

  /*
   * Consider luck as a factor 
   */
  schance += ( 2 * ( get_curr_lck( victim ) - 13 ) );

  if( number_percent(  ) >= schance + victim->level - ch->level )
  {
    learn_from_failure( victim, gsn_grip );
    return FALSE;
  }
  else
  {
    act( AT_SKILL, "You evade $n's attempt to disarm you.", ch, NULL, victim, TO_VICT );
    act( AT_SKILL, "$N holds $S weapon strongly, and is not disarmed.", ch, NULL, victim, TO_CHAR );
    learn_from_success( victim, gsn_grip );
    return TRUE;
  }
}

void do_circle( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  CHAR_DATA *victim;
  OBJ_DATA *obj;
  int percent;

  if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }

  one_argument( argument, arg );

  if( ch->mount )
  {
    send_to_char( "You can't circle while mounted.\n\r", ch );
    return;
  }

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

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

  if( victim == ch )
  {
    send_to_char( "How can you sneak up on yourself?\n\r", ch );
    return;
  }

  if( is_safe( ch, victim, TRUE ) )
    return;

  if( !( obj = get_eq_char( ch, WEAR_WIELD ) ) )
  {
    send_to_char( "You need to wield a piercing weapon.\n\r", ch );
    return;
  }

  if( obj->value[3] != DAM_PIERCE )
  {
    send_to_char( "You need to wield a piercing weapon to circle.\n\r", ch );
    return;

  }

  if( !ch->fighting )
  {
    send_to_char( "You can't circle when you aren't fighting.\n\r", ch );
    return;
  }

  if( !victim->fighting )
  {
    send_to_char( "You can't circle around a person who is not fighting.\n\r", ch );
    return;
  }

  if( victim->num_fighting < 2 )
  {
    act( AT_PLAIN, "You can't circle around them without a distraction.", ch, NULL, victim, TO_CHAR );
    return;
  }

  percent = number_percent(  ) - ( get_curr_lck( ch ) - 16 ) + ( get_curr_lck( victim ) - 13 );

  check_attacker( ch, victim );
  WAIT_STATE( ch, skill_table[gsn_circle]->beats );
  if( can_use_skill( ch, percent, gsn_circle ) )
  {
    learn_from_success( ch, gsn_circle );
    act( AT_RED, "You circle around $N.", ch, NULL, victim, TO_CHAR );
    act( AT_RED, "$N gets cut to ribbons by $n's circle.", ch, NULL, victim, TO_ROOM );
    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    global_retcode = multi_hit( ch, victim, gsn_circle );
    adjust_favor( ch, 10, 1 );
    check_illegal_pk( ch, victim );
  }
  else
  {
    learn_from_failure( ch, gsn_circle );
    act( AT_RED, "Your too slow to circle $N.", ch, NULL, victim, TO_CHAR );
    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    global_retcode = damage( ch, victim, 0, gsn_circle );
  }
  return;
}

/* Berserk and HitAll. -- Altrag */
void do_berserk( CHAR_DATA * ch, char *argument )
{
  short percent;
  AFFECT_DATA af;

  if( !ch->fighting )
  {
    send_to_char( "But you aren't fighting!\n\r", ch );
    return;
  }

  if( IS_AFFECTED( ch, AFF_BERSERK ) )
  {
    send_to_char( "Your rage is already at its peak!\n\r", ch );
    return;
  }

  percent = LEARNED( ch, gsn_berserk );
  WAIT_STATE( ch, skill_table[gsn_berserk]->beats );
  if( !chance( ch, percent ) )
  {
    send_to_char( "You couldn't build up enough rage.\n\r", ch );
    learn_from_failure( ch, gsn_berserk );
    return;
  }
  af.type = gsn_berserk;
  /*
   * Hmmm.. 10-20 combat rounds at level 50.. good enough for most mobs,
   * and if not they can always go berserk again.. shrug.. maybe even
   * too high. -- Altrag 
   */
  af.duration = number_range( ch->level / 5, ch->level * 2 / 5 );
  /*
   * Hmm.. you get stronger when yer really enraged.. mind over matter
   * type thing.. 
   */
  af.location = APPLY_STR;
  af.modifier = 1;
  af.bitvector = meb( AFF_BERSERK );
  affect_to_char( ch, &af );
  send_to_char( "You start to lose control..\n\r", ch );
  learn_from_success( ch, gsn_berserk );
  return;
}

/* External from fight.c */
ch_ret one_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) );

void do_hitall( CHAR_DATA * ch, char *argument )
{
  CHAR_DATA *vch;
  CHAR_DATA *vch_next;
  short nvict = 0;
  short nhit = 0;
  short percent;

  if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
  {
    send_to_char_color( "&BA godly force prevents you.\n\r", ch );
    return;
  }

  if( !ch->in_room->first_person )
  {
    send_to_char( "There's no one else here!\n\r", ch );
    return;
  }
  percent = LEARNED( ch, gsn_hitall );
  for( vch = ch->in_room->first_person; vch; vch = vch_next )
  {
    vch_next = vch->next_in_room;
    if( is_same_group( ch, vch ) || !is_legal_kill( ch, vch ) || !can_see( ch, vch, FALSE ) || is_safe( ch, vch, TRUE ) )
      continue;
    if( ++nvict > ch->level / 5 )
      break;
    check_illegal_pk( ch, vch );
    if( chance( ch, percent ) )
    {
      nhit++;
      global_retcode = one_hit( ch, vch, TYPE_UNDEFINED );
    }
    else
      global_retcode = damage( ch, vch, 0, TYPE_UNDEFINED );
    /*
     * Fireshield, etc. could kill ch too.. :>.. -- Altrag 
     */
    if( global_retcode == rCHAR_DIED || global_retcode == rBOTH_DIED || char_died( ch ) )
      return;
  }
  if( !nvict )
  {
    send_to_char( "There's no one else here!\n\r", ch );
    return;
  }
  ch->move = UMAX( 0, ch->move - nvict * 3 + nhit );
  if( nhit )
    learn_from_success( ch, gsn_hitall );
  else
    learn_from_failure( ch, gsn_hitall );
  return;
}



bool check_illegal_psteal( CHAR_DATA * ch, CHAR_DATA * victim )
{
  if( !IS_NPC( victim ) && !IS_NPC( ch ) )
  {
    if( ( !IS_SET( victim->pcdata->flags, PCFLAG_DEADLY )
          || ch->level - victim->level > 10
          || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
        && ( ch->in_room->vnum < 29 || ch->in_room->vnum > 43 ) && ch != victim )
    {
      /*
       * sprintf( log_buf, "%s illegally stealing from %s at %d",
       * (IS_NPC(ch) ? ch->short_descr : ch->name),
       * victim->name,
       * victim->in_room->vnum );
       * log_string( log_buf );
       * to_channel( log_buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL );
       */
      return TRUE;
    }
  }
  return FALSE;
}

static char *dir_desc[] = {
                            "to the north",
                            "to the east",
                            "to the south",
                            "to the west",
                            "upwards",
                            "downwards",
                            "to the northeast",
                            "to the northwest",
                            "to the southeast",
                            "to the southwest",
                            "through the portal"
                          };

static char *rng_desc[] = {
                            "right here",
                            "immediately",
                            "nearby",
                            "a ways",
                            "a good ways",
                            "far",
                            "far off",
                            "very far",
                            "very far off",
                            "in the distance"
                          };

static void scanroom( CHAR_DATA * ch, ROOM_INDEX_DATA * room, int dir, int maxdist, int dist )
{
  CHAR_DATA *tch;
  EXIT_DATA *ex;

  for( tch = room->first_person; tch; tch = tch->next_in_room )
  {
    if( can_see( ch, tch, FALSE ) && !is_ignoring( tch, ch ) )
      ch_printf( ch, "%-30s : %s %s\n\r", IS_NPC( tch ) ? tch->short_descr : tch->name,
                 rng_desc[dist], dist == 0 ? "" : dir_desc[dir] );
  }
  for( ex = room->first_exit; ex; ex = ex->next )
    if( ex->vdir == dir )
      break;

  if( !ex || ex->vdir != dir || ex->vdir == DIR_SOMEWHERE || maxdist - 1 == 0 || IS_EXIT_FLAG( ex, EX_CLOSED ) || IS_EXIT_FLAG( ex, EX_DIG )   /* || IS_EXIT_FLAG(ex, EX_FORTIFIED)
                                                                                                                                                                               * || IS_EXIT_FLAG(ex, EX_HEAVY) || IS_EXIT_FLAG(ex, EX_MEDIUM) || IS_EXIT_FLAG(ex, EX_LIGHT)
                                                                                                                                                                               * || IS_EXIT_FLAG(ex, EX_CRUMBLING) */  || IS_EXIT_FLAG( ex, EX_OVERLAND ) )
    return;

  scanroom( ch, ex->to_room, dir, maxdist - 1, dist + 1 );
}

void map_scan( CHAR_DATA * ch );

/* Scan no longer accepts a direction argument */
void do_scan( CHAR_DATA * ch, char *argument )
{
  int maxdist = 1;
  EXIT_DATA *ex;

  maxdist = ch->level / 10;

  maxdist = URANGE( 1, maxdist, 9 );

  if( IS_PLR_FLAG( ch, PLR_ONMAP ) || IS_ACT_FLAG( ch, ACT_ONMAP ) )
  {
    map_scan( ch );
    return;
  }

  scanroom( ch, ch->in_room, -1, 1, 0 );

  for( ex = ch->in_room->first_exit; ex; ex = ex->next )
  {
    if( IS_EXIT_FLAG( ex, EX_DIG ) || IS_EXIT_FLAG( ex, EX_CLOSED )
        /*
         * ||  IS_EXIT_FLAG(ex, EX_FORTIFIED) || IS_EXIT_FLAG(ex, EX_HEAVY)
         * ||  IS_EXIT_FLAG(ex, EX_MEDIUM) || IS_EXIT_FLAG(ex, EX_LIGHT)
         * ||  IS_EXIT_FLAG(ex, EX_CRUMBLING) 
         */  || IS_EXIT_FLAG( ex, EX_OVERLAND ) )
      continue;

    if( ex->vdir == DIR_SOMEWHERE && !IS_IMMORTAL( ch ) )
      continue;

    scanroom( ch, ex->to_room, ex->vdir, maxdist, 1 );
    learn_from_success( ch, gsn_scan );
  }
}




/* -- working on --
 * Syntaxes: throw object  (assumed already fighting)
 *	     throw object direction target  (all needed args for distance 
 *	          throwing)
 *	     throw object  (assumed same room throw)
 
void do_throw( CHAR_DATA *ch, char *argument )
{
  ROOM_INDEX_DATA *was_in_room;
  CHAR_DATA *victim;
  OBJ_DATA *throw_obj;
  EXIT_DATA *pexit;
  short dir;
  short dist;
  short max_dist = 3;
  char arg[MAX_INPUT_LENGTH];
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
 
  argument = one_argument( argument, arg );
  argument = one_argument( argument, arg1 );
  argument = one_argument( argument, arg2 );
 
  for ( throw_obj = ch->last_carrying; throw_obj;
	throw_obj = throw_obj=>prev_content )
  {
---    if ( can_see_obj( ch, throw_obj )
	&& ( throw_obj->wear_loc == WEAR_HELD || throw_obj->wear_loc == 
	WEAR_WIELDED || throw_obj->wear_loc == WEAR_DUAL_WIELDED )
	&& nifty_is_name( arg, throw_obj->name ) )
      break;
 ----
    if ( can_see_obj( ch, throw_obj ) && nifty_is_name( arg, throw_obj->name )
      break;
  }
 
  if ( !throw_obj )
  {
    send_to_char( "You aren't holding or wielding anything like that.\n\r", ch );
    return;
  }
 
----
  if ( ( throw_obj->item_type != ITEM_WEAPON)
  {
    send_to_char("You can only throw weapons.\n\r", ch );
    return;
  }
----
 
  if (get_obj_weight( throw_obj ) - ( 3 * (get_curr_str(ch) - 15) ) > 0)
  {
    send_to_char("That is too heavy for you to throw.\n\r", ch);
    if (!number_range(0,10))
      learn_from_failure( ch, gsn_throw );
    return;
  }
 
  if ( ch->fighting )
    victim = ch->fighting;
   else
    {
      if ( ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
  	&& ( arg2[0] == '\0' ) )
      {
        act( AT_GREY, "Throw $t at whom?", ch, obj->short_descr, NULL,  
	  TO_CHAR );
        return;
      }
    }
}*/

void do_slice( CHAR_DATA * ch, char *argument )
{
  OBJ_DATA *corpse;
  OBJ_DATA *obj;
  OBJ_DATA *slice;
  bool found;

  char buf[MAX_STRING_LENGTH];
  char buf1[MAX_STRING_LENGTH];
  found = FALSE;


  /*
   * Noticed that it was checking gsn_kick.  Bug report by Li'l Lukey
   */

  if( !IS_NPC( ch ) && !IS_IMMORTAL( ch ) && ch->level < skill_table[gsn_slice]->skill_level[ch->class] )
  {
    send_to_char( "You are not learned in this skill.\n\r", ch );
    return;
  }

  if( argument[0] == '\0' )
  {
    send_to_char( "From what do you wish to slice meat?\n\r", ch );
    return;
  }


  if( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL
      || ( obj->value[3] != 1 && obj->value[3] != 2 && obj->value[3] != 3 && obj->value[3] != 11 ) )
  {
    send_to_char( "You need to wield a sharp weapon.\n\r", ch );
    return;
  }

  if( ( corpse = get_obj_here( ch, argument ) ) == NULL )
  {
    send_to_char( "You can't find that here.\n\r", ch );
    return;
  }


  if( corpse->item_type != ITEM_CORPSE_NPC )
  {
    send_to_char( "That is not a suitable source of meat.\n\r", ch );
    return;
  }

  if( get_obj_index( OBJ_VNUM_SLICE ) == NULL )
  {
    bug( "Vnum 24 not found for do_slice!", 0 );
    return;
  }

  if( !can_use_skill( ch, number_percent(  ), gsn_slice ) && !IS_IMMORTAL( ch ) )
  {
    send_to_char( "You fail to slice the meat properly.\n\r", ch );
    learn_from_failure( ch, gsn_slice );   /* Just in case they die :> */
    if( number_percent(  ) + ( get_curr_dex( ch ) - 13 ) < 10 )
    {
      act( AT_BLOOD, "You cut yourself!", ch, NULL, NULL, TO_CHAR );
      damage( ch, ch, ch->level, gsn_slice );
    }
    return;
  }

  slice = create_object( get_obj_index( OBJ_VNUM_SLICE ), 0 );

  sprintf( buf, "meat fresh slice %s", corpse->name );
  STRFREE( slice->name );
  slice->name = STRALLOC( buf );

  sprintf( buf, "a slice of raw meat from %s", corpse->short_descr );
  STRFREE( slice->short_descr );
  slice->short_descr = STRALLOC( buf );

  sprintf( buf1, "A slice of raw meat from %s lies on the ground.", corpse->short_descr );
  STRFREE( slice->description );
  slice->description = STRALLOC( buf1 );

  act( AT_BLOOD, "$n cuts a slice of meat from $p.", ch, corpse, NULL, TO_ROOM );
  act( AT_BLOOD, "You cut a slice of meat from $p.", ch, corpse, NULL, TO_CHAR );
  slice->value[3] = 0;
  slice->value[2] = 0;
  obj_to_char( slice, ch );
  obj_from_room( corpse );

  learn_from_success( ch, gsn_slice );
  return;
}

/*------------------------------------------------------------
 *  Fighting Styles - haus
 */ void do_style( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  /*
   * char buf[MAX_INPUT_LENGTH];
   * int percent; 
   */

  if( IS_NPC( ch ) )
    return;

  one_argument( argument, arg );
  if( arg[0] == '\0' )
  {
    ch_printf_color( ch, "&wAdopt which fighting style?  (current:  %s&w)\n\r",
                     ch->style == STYLE_BERSERK ? "&Rberserk" :
                     ch->style == STYLE_AGGRESSIVE ? "&Raggressive" :
                     ch->style == STYLE_DEFENSIVE ? "&Ydefensive" :
                     ch->style == STYLE_EVASIVE ? "&Yevasive" : "standard" );
    return;
  }

  if( !str_prefix( arg, "evasive" ) )
  {
    if( ch->level < skill_table[gsn_style_evasive]->skill_level[ch->class] )
    {
      send_to_char( "You have not yet learned enough to fight evasively.\n\r", ch );

      return;
    }
    WAIT_STATE( ch, skill_table[gsn_style_evasive]->beats );
    if( number_percent(  ) < LEARNED( ch, gsn_style_evasive ) )
    {
      /*
       * success 
       */
      if( ch->fighting )
      {
        ch->position = POS_EVASIVE;
        learn_from_success( ch, gsn_style_evasive );
        if( IS_PKILL( ch ) )
          act( AT_ACTION, "$n falls back into an evasive stance.", ch, NULL, NULL, TO_ROOM );
      }
      ch->style = STYLE_EVASIVE;
      send_to_char( "You adopt an evasive fighting style.\n\r", ch );
      return;
    }
    else
    {
      /*
       * failure 
       */
      send_to_char( "You nearly trip in a lame attempt to adopt an evasive fighting style.\n\r", ch );
      learn_from_failure(ch, gsn_style_evasive);
      return;
    }
  }
  else if( !str_prefix( arg, "defensive" ) )
  {
    if( ch->level < skill_table[gsn_style_defensive]->skill_level[ch->class] )
    {
      send_to_char( "You have not yet learned enough to fight defensively.\n\r", ch );

      return;
    }
    WAIT_STATE( ch, skill_table[gsn_style_defensive]->beats );
    if( number_percent(  ) < LEARNED( ch, gsn_style_defensive ) )
    {
      /*
       * success 
       */
      if( ch->fighting )
      {
        ch->position = POS_DEFENSIVE;
        learn_from_success( ch, gsn_style_defensive );
        if( IS_PKILL( ch ) )
          act( AT_ACTION, "$n moves into a defensive posture.", ch, NULL, NULL, TO_ROOM );
      }
      ch->style = STYLE_DEFENSIVE;
      send_to_char( "You adopt a defensive fighting style.\n\r", ch );
      return;
    }
    else
    {
      /*
       * failure 
       */
      send_to_char( "You nearly trip in a lame attempt to adopt a defensive fighting style.\n\r", ch );
      learn_from_failure(ch, gsn_style_defensive);
      return;
    }
  }
  else if( !str_prefix( arg, "standard" ) )
  {
    if( ch->level < skill_table[gsn_style_standard]->skill_level[ch->class] )
    {
      send_to_char( "You have not yet learned enough to fight in the standard style.\n\r", ch );

      return;
    }
    WAIT_STATE( ch, skill_table[gsn_style_standard]->beats );
    if( number_percent(  ) < LEARNED( ch, gsn_style_standard ) )
    {
      /*
       * success 
       */
      if( ch->fighting )
      {
        ch->position = POS_FIGHTING;
        learn_from_success( ch, gsn_style_standard );
        if( IS_PKILL( ch ) )
          act( AT_ACTION, "$n switches to a standard fighting style.", ch, NULL, NULL, TO_ROOM );
      }
      ch->style = STYLE_FIGHTING;
      send_to_char( "You adopt a standard fighting style.\n\r", ch );
      return;
    }
    else
    {
      /*
       * failure 
       */
      send_to_char( "You nearly trip in a lame attempt to adopt a standard fighting style.\n\r", ch );
      learn_from_failure(ch, gsn_style_standard);
      return;
    }
  }
  else if( !str_prefix( arg, "aggressive" ) )
  {
    if( ch->level < skill_table[gsn_style_aggressive]->skill_level[ch->class] )
    {
      send_to_char( "You have not yet learned enough to fight aggressively.\n\r", ch );

      return;
    }
    WAIT_STATE( ch, skill_table[gsn_style_aggressive]->beats );
    if( number_percent(  ) < LEARNED( ch, gsn_style_aggressive ) )
    {
      /*
       * success 
       */
      if( ch->fighting )
      {
        ch->position = POS_AGGRESSIVE;
        learn_from_success( ch, gsn_style_aggressive );
        if( IS_PKILL( ch ) )
          act( AT_ACTION, "$n assumes an aggressive stance.", ch, NULL, NULL, TO_ROOM );
      }
      ch->style = STYLE_AGGRESSIVE;
      send_to_char( "You adopt an aggressive fighting style.\n\r", ch );
      return;
    }
    else
    {
      /*
       * failure 
       */
      send_to_char( "You nearly trip in a lame attempt to adopt an aggressive fighting style.\n\r", ch );
      learn_from_failure(ch, gsn_style_aggressive);
      return;
    }
  }
  else if( !str_prefix( arg, "berserk" ) )
  {
    if( ch->level < skill_table[gsn_style_berserk]->skill_level[ch->class] )
    {
      send_to_char( "You have not yet learned enough to fight as a berserker.\n\r", ch );

      return;
    }
    WAIT_STATE( ch, skill_table[gsn_style_berserk]->beats );
    if( number_percent(  ) < LEARNED( ch, gsn_style_berserk ) )
    {
      /*
       * success 
       */
      if( ch->fighting )
      {
        ch->position = POS_BERSERK;
        learn_from_success( ch, gsn_style_berserk );
        if( IS_PKILL( ch ) )
          act( AT_ACTION, "$n enters a wildly aggressive style.", ch, NULL, NULL, TO_ROOM );
      }
      ch->style = STYLE_BERSERK;
      send_to_char( "You adopt a berserk fighting style.\n\r", ch );
      return;
    }
    else
    {
      /*
       * failure 
       */
      send_to_char( "You nearly trip in a lame attempt to adopt a berserk fighting style.\n\r", ch );
      learn_from_failure(ch, gsn_style_berserk);
      return;
    }
  }

  send_to_char( "Adopt which fighting style?\n\r", ch );

  return;
}

/*  New check to see if you can use skills to support morphs --Shaddai */
bool can_use_skill( CHAR_DATA * ch, int percent, int gsn )
{
  bool check = FALSE;
  if( IS_NPC( ch ) && percent < 85 )
    check = TRUE;
  else if( !IS_NPC( ch ) && percent < LEARNED( ch, gsn ) )
    check = TRUE;
  else if( ch->morph && ch->morph->morph && ch->morph->morph->skills &&
           ch->morph->morph->skills[0] != '\0' &&
           is_name( skill_table[gsn]->name, ch->morph->morph->skills ) && percent < 85 )
    check = TRUE;
  if( ch->morph && ch->morph->morph && ch->morph->morph->no_skills &&
      ch->morph->morph->no_skills[0] != '\0' && is_name( skill_table[gsn]->name, ch->morph->morph->no_skills ) )
    check = FALSE;
  return check;
}

/*
 * Cook was coded by Blackmane and heavily modified by Shaddai
 */
void do_cook( CHAR_DATA * ch, char *argument )
{
  OBJ_DATA *food, *fire;
  char arg[MAX_INPUT_LENGTH];
  char buf[MAX_STRING_LENGTH];

  one_argument( argument, arg );
  if( IS_NPC( ch ) || ch->level < skill_table[gsn_cook]->skill_level[ch->class] )
  {
    send_to_char( "That skill is beyond your understanding.\n\r", ch );
    return;
  }
  if( arg[0] == '\0' )
  {
    send_to_char( "Cook what?\n\r", ch );
    return;
  }

  if( ms_find_obj( ch ) )
    return;

  if( ( food = get_obj_carry( ch, arg ) ) == NULL )
  {
    send_to_char( "You do not have that item.\n\r", ch );
    return;
  }
  if( food->item_type != ITEM_COOK )
  {
    send_to_char( "How can you cook that?\n\r", ch );
    return;
  }
  if( food->value[2] > 2 )
  {
    send_to_char( "That is already burnt to a crisp.\n\r", ch );
    return;
  }
  for( fire = ch->in_room->first_content; fire; fire = fire->next_content )
  {
    if( fire->item_type == ITEM_FIRE )
      break;
  }
  if( !fire )
  {
    send_to_char( "There is no fire here!\n\r", ch );
    return;
  }
  separate_obj( food );   /* Bug catch by Tchaika from SMAUG list */
  if( number_percent(  ) > LEARNED( ch, gsn_cook ) )
  {
    food->timer = food->timer / 2;
    food->value[0] = 0;
    food->value[2] = 3;
    act( AT_MAGIC, "$p catches on fire burning it to a crisp!\n\r", ch, food, NULL, TO_CHAR );
    act( AT_MAGIC, "$n catches $p on fire burning it to a crisp.", ch, food, NULL, TO_ROOM );
    sprintf( buf, "a burnt %s", food->pIndexData->name );
    STRFREE( food->short_descr );
    food->short_descr = STRALLOC( buf );
    sprintf( buf, "A burnt %s.", food->pIndexData->name );
    STRFREE( food->description );
    food->description = STRALLOC( buf );
    return;
  }

  if( number_percent(  ) > 85 )
  {
    food->timer = food->timer * 3;
    food->value[2] += 2;
    act( AT_MAGIC, "$n overcooks a $p.", ch, food, NULL, TO_ROOM );
    act( AT_MAGIC, "You overcook a $p.", ch, food, NULL, TO_CHAR );
    sprintf( buf, "an overcooked %s", food->pIndexData->name );
    STRFREE( food->short_descr );
    food->short_descr = STRALLOC( buf );
    sprintf( buf, "An overcooked %s.", food->pIndexData->name );
    STRFREE( food->description );
    food->description = STRALLOC( buf );
  }
  else
  {
    food->timer = food->timer * 4;
    food->value[0] *= 2;
    act( AT_MAGIC, "$n roasts a $p.", ch, food, NULL, TO_ROOM );
    act( AT_MAGIC, "You roast a $p.", ch, food, NULL, TO_CHAR );
    sprintf( buf, "a roasted %s", food->pIndexData->name );
    STRFREE( food->short_descr );
    food->short_descr = STRALLOC( buf );
    sprintf( buf, "A roasted %s.", food->pIndexData->name );
    STRFREE( food->description );
    food->description = STRALLOC( buf );
    food->value[2]++;
  }
  learn_from_success( ch, gsn_cook );
}

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

  CHAR_DATA *victim;

  if( IS_NPC( ch ) )
  {
    send_to_char( "Mobs cannot use this skill.\n\r", ch );
    return;
  }
  if( IS_AFFECTED( ch, AFF_CHARM ) )
  {
    send_to_char( "You can't concentrate enough for that.\n\r", ch );
    return;
  }
  if( ch->mount )
  {
    send_to_char( "You can't do that while mounted.\n\r", ch );
    return;
  }
  if( xIS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
  {
    set_char_color( AT_MAGIC, ch );
    send_to_char( "You failed.\n\r", ch );
    return;
  }
  if( !IS_NPC( ch ) && number_percent(  ) > ch->pcdata->learned[gsn_meditate] )
  {
    act( AT_MAGIC, "You get distracted and stop meditating.", ch, NULL, victim, TO_CHAR );
    act( AT_MAGIC, "$n is distracted by a vuage memory and stops meditating.", ch, NULL, victim, TO_ROOM );
    learn_from_failure(ch, gsn_meditate);
    return;
  }
  else
  {
    act( AT_MAGIC, "You meditate peacefully, collecting mana from the cosmos.", ch, NULL, victim, TO_CHAR );
    act( AT_MAGIC, "$n meditates peacefully, collecting mana from the cosmos.", ch, NULL, victim, TO_ROOM );
    ch->mana += ( ch->level / 2 + 20 );
    learn_from_success(ch, gsn_meditate);
    if( ch->mana > ch->max_mana )
      ch->mana = ch->max_mana;
    return;
  }
}