eldhamud_2.3.3/clans/
eldhamud_2.3.3/councils/
eldhamud_2.3.3/doc/
eldhamud_2.3.3/doc/DIKU/
eldhamud_2.3.3/doc/DIKU/.svn/
eldhamud_2.3.3/doc/DIKU/.svn/prop-base/
eldhamud_2.3.3/doc/DIKU/.svn/text-base/
eldhamud_2.3.3/doc/MERC/
eldhamud_2.3.3/doc/MERC/.svn/
eldhamud_2.3.3/doc/SMAUG/.svn/
eldhamud_2.3.3/doc/SMAUG/mudprogs/
eldhamud_2.3.3/doc/SMAUG/mudprogs/.svn/
eldhamud_2.3.3/doc/mudprogs/
eldhamud_2.3.3/gods/
eldhamud_2.3.3/houses/
eldhamud_2.3.3/player/a/
/****************************************************************************
 *			Eldhamud Codebase V2.2				    *
 * ------------------------------------------------------------------------ *
 *          EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi)            *
 * ------------------------------------------------------------------------ *
 * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag,        *
 * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,        *
 * Grishnakh, Fireblade, and Nivek.                                         *
 *                                                                          *
 * Original MERC 2.1 code by Hatchet, Furey, and Kahn.                      *
 *                                                                          *
 * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,      *
 * Michael Seifert, and Sebastian Hammer.                                   *
 * ------------------------------------------------------------------------ *
 *   Player communication module       *
 ****************************************************************************/
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"

/*
 *  Externals
 */
void send_obj_page_to_char( CHAR_DATA * ch, OBJ_INDEX_DATA * idx, char page );
void send_room_page_to_char( CHAR_DATA * ch, ROOM_INDEX_DATA * idx, char page );
void send_page_to_char( CHAR_DATA * ch, MOB_INDEX_DATA * idx, char page );
void send_control_page_to_char( CHAR_DATA * ch, char page );
char *act_string( const char *format, CHAR_DATA * to, CHAR_DATA * ch, const void *arg1, const void *arg2, int flags );
void mud_message( CHAR_DATA * ch, int channel, char *arg );
void sportschan( char * );
/*
 * Local functions.
 */
void talk_channel args( ( CHAR_DATA * ch, char *argument, int channel, const char *verb ) );
char *scramble args( ( const char *argument, int modifier ) );
char *drunk_speech args( ( const char *argument, CHAR_DATA * ch ) );
/* Text scrambler -- Altrag */
char *scramble( const char *argument, int modifier )
{
   static char arg[MAX_INPUT_LENGTH];
   short position;
   short conversion = 0;
   modifier %= number_range( 80, 300 );   /* Bitvectors get way too large #s */

   for( position = 0; position < MAX_INPUT_LENGTH; position++ )
   {
      if( argument[position] == STRING_NULL )
      {
         arg[position] = STRING_NULL;
         return arg;
      }
      else if( argument[position] >= 'A' && argument[position] <= 'Z' )
      {
         conversion = -conversion + position - modifier + argument[position] - 'A';
         conversion = number_range( conversion - 5, conversion + 5 );

         while( conversion > 25 )
            conversion -= 26;

         while( conversion < 0 )
            conversion += 26;

         arg[position] = conversion + 'A';
      }
      else if( argument[position] >= 'a' && argument[position] <= 'z' )
      {
         conversion = -conversion + position - modifier + argument[position] - 'a';
         conversion = number_range( conversion - 5, conversion + 5 );

         while( conversion > 25 )
            conversion -= 26;

         while( conversion < 0 )
            conversion += 26;

         arg[position] = conversion + 'a';
      }
      else if( argument[position] >= '0' && argument[position] <= '9' )
      {
         conversion = -conversion + position - modifier + argument[position] - '0';
         conversion = number_range( conversion - 2, conversion + 2 );

         while( conversion > 9 )
            conversion -= 10;

         while( conversion < 0 )
            conversion += 10;

         arg[position] = conversion + '0';
      }
      else
         arg[position] = argument[position];
   }

   arg[position] = STRING_NULL;

   return arg;
}

/* I'll rewrite this later if its still needed.. -- Altrag
char *translate( CHAR_DATA *ch, CHAR_DATA *victim, const char *argument )
{
 return "";
}
*/
LANG_DATA *get_lang( const char *name )
{
   LANG_DATA *lng;

   for( lng = first_lang; lng; lng = lng->next )
      if( !str_cmp( lng->name, name ) )
         return lng;

   return NULL;
}

/* percent = percent knowing the language. */
char *translate( int percent, const char *in, const char *name )
{
   LCNV_DATA *cnv;
   static char buf[256];
   char buf2[256];
   const char *pbuf;
   char *pbuf2 = buf2;
   LANG_DATA *lng;

   if( percent > 99 || !str_cmp( name, "common" ) )
   {
      strcpy( log_buf, in );
      return log_buf;
   }

   /*
    * If we don't know this language... use "default"
    */
   if( !( lng = get_lang( name ) ) )
      if( !( lng = get_lang( "default" ) ) )
      {
         strcpy( log_buf, in );
         return log_buf;
      }

   for( pbuf = in; *pbuf; )
   {
      for( cnv = lng->first_precnv; cnv; cnv = cnv->next )
      {
         if( !str_prefix( cnv->old, pbuf ) )
         {
            if( percent && ( rand(  ) % 100 ) < percent )
            {
               strncpy( pbuf2, pbuf, cnv->olen );
               pbuf2[cnv->olen] = STRING_NULL;
               pbuf2 += cnv->olen;
            }
            else
            {
               strcpy( pbuf2, cnv->new );
               pbuf2 += cnv->nlen;
            }

            pbuf += cnv->olen;

            break;
         }
      }

      if( !cnv )
      {
         if( isalpha( *pbuf ) && ( !percent || ( rand(  ) % 100 ) > percent ) )
         {
            *pbuf2 = lng->alphabet[LOWER( *pbuf ) - 'a'];

            if( isupper( *pbuf ) )
               *pbuf2 = UPPER( *pbuf2 );
         }
         else
            *pbuf2 = *pbuf;

         pbuf++;

         pbuf2++;
      }
   }

   *pbuf2 = STRING_NULL;

   for( pbuf = buf2, pbuf2 = buf; *pbuf; )
   {
      for( cnv = lng->first_cnv; cnv; cnv = cnv->next )
         if( !str_prefix( cnv->old, pbuf ) )
         {
            strcpy( pbuf2, cnv->new );
            pbuf += cnv->olen;
            pbuf2 += cnv->nlen;
            break;
         }

      if( !cnv )
         *( pbuf2++ ) = *( pbuf++ );
   }

   *pbuf2 = STRING_NULL;

#if 0

   for( pbuf = in, pbuf2 = buf; *pbuf && *pbuf2; pbuf++, pbuf2++ )
      if( isupper( *pbuf ) )
         *pbuf2 = UPPER( *pbuf2 );

   /*
    * Attempt to align spacing..
    */
      else if( isspace( *pbuf ) )
         while( *pbuf2 && !isspace( *pbuf2 ) )
            pbuf2++;

#endif
   return buf;
}

char *drunk_speech( const char *argument, CHAR_DATA * ch )
{
   const char *arg = argument;
   static char buf[MAX_INPUT_LENGTH * 2];
   char buf1[MAX_INPUT_LENGTH * 2];
   short drunk;
   char *txt;
   char *txt1;

   if( IS_NPC( ch ) || !ch->pcdata )
   {
      strcpy( buf, argument );
      return buf;
   }

   drunk = ch->pcdata->condition[COND_DRUNK];

   if( drunk <= 0 )
   {
      strcpy( buf, argument );
      return buf;
   }

   buf[0] = STRING_NULL;

   buf1[0] = STRING_NULL;

   if( !argument )
   {
      bug( "Drunk_speech: NULL argument", 0 );
      return "";
   }

   /*
    * if ( *arg == STRING_NULL )
    * return (char *) argument;
    */
   txt = buf;

   txt1 = buf1;

   while( *arg != STRING_NULL )
   {
      if( toupper( *arg ) == 'T' )
      {
         if( number_percent(  ) < ( drunk * 2 ) )  /* add 'h' after an 'T' */
         {
            *txt++ = *arg;
            *txt++ = 'h';
         }
         else
            *txt++ = *arg;
      }
      else if( toupper( *arg ) == 'X' )
      {
         if( number_percent(  ) < ( drunk * 2 / 2 ) )
         {
            *txt++ = 'c', *txt++ = 's', *txt++ = 'h';
         }
         else
            *txt++ = *arg;
      }
      else if( number_percent(  ) < ( drunk * 2 / 5 ) )  /* slurred letters */
      {
         short slurn = number_range( 1, 2 );
         short currslur = 0;

         while( currslur < slurn )
            *txt++ = *arg, currslur++;
      }
      else
         *txt++ = *arg;

      arg++;
   };

   *txt = STRING_NULL;

   txt = buf;

   while( *txt != STRING_NULL )  /* Let's mess with the string's caps */
   {
      if( number_percent(  ) < ( 2 * drunk / 2.5 ) )
      {
         if( isupper( *txt ) )
            *txt1 = tolower( *txt );
         else if( islower( *txt ) )
            *txt1 = toupper( *txt );
         else
            *txt1 = *txt;
      }
      else
         *txt1 = *txt;

      txt1++, txt++;
   };

   *txt1 = STRING_NULL;

   txt1 = buf1;

   txt = buf;

   while( *txt1 != STRING_NULL ) /* Let's make them stutter */
   {
      if( *txt1 == ' ' )   /* If there's a space, then there's gotta be a */
      {
         /*
          * along there somewhere soon 
          */
         while( *txt1 == ' ' )   /* Don't stutter on spaces */
            *txt++ = *txt1++;

         if( ( number_percent(  ) < ( 2 * drunk / 4 ) ) && *txt1 != STRING_NULL )
         {
            short offset = number_range( 0, 2 );
            short pos = 0;

            while( *txt1 != STRING_NULL && pos < offset )
               *txt++ = *txt1++, pos++;

            if( *txt1 == ' ' )   /* Make sure not to stutter a space after */
            {
               /*
                * the initial offset into the word 
                */
               *txt++ = *txt1++;
               continue;
            }

            pos = 0;

            offset = number_range( 2, 4 );

            while( *txt1 != STRING_NULL && pos < offset )
            {
               *txt++ = *txt1;
               pos++;

               if( *txt1 == ' ' || pos == offset ) /* Make sure we don't stick */
               {
                  /*
                   * A hyphen right before a space 
                   */
                  txt1--;
                  break;
               }

               *txt++ = '-';
            }

            if( *txt1 != STRING_NULL )
               txt1++;
         }
      }
      else
         *txt++ = *txt1++;
   }

   *txt = STRING_NULL;

   return buf;
}

/*
 * Generic channel function.
 */void talk_channel ( CHAR_DATA * ch, char *argument, int channel, const char *verb )
{
  char buf[MAX_STRING_LENGTH];
  char buf2[MAX_STRING_LENGTH];
  DESCRIPTOR_DATA *d;
  int position;
  bool supress = FALSE;
#ifndef SCRAMBLE
  int speaking = -1, lang;

  for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
    if ( ch->speaking & lang_array[lang] )
    {
      speaking = lang;
      break;
    }

#endif
  if ( IS_NPC ( ch ) && channel == CHANNEL_CLAN )
  {
    send_to_char ( "Mobs can't be in clans.\n\r", ch );
    return;
  }

  if ( xIS_SET ( ch->in_room->room_flags, ROOM_SILENCE ) )
  {
    send_to_char ( "You can't do that here.\n\r", ch );
    return;
  }

  if ( IS_NPC ( ch ) && IS_AFFECTED ( ch, AFF_CHARM ) )
  {
    if ( ch->master )
      send_to_char ( "I don't think so...\n\r", ch->master );

    return;
  }

  if ( argument[0] == STRING_NULL )
  {
    sprintf ( buf, "%s what?\n\r", verb );
    buf[0] = UPPER ( buf[0] );
    send_to_char ( buf, ch );  /* where'd this line go? */
    return;
  }

  if ( argument[0] == '@' )
  {
    SOCIALTYPE *social;
    char cmd[MAX_STRING_LENGTH];
    char buf3[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    argument++;
    argument = one_argument ( argument, cmd );

    if ( ( social = find_social ( cmd ) ) == NULL )
    {
      ch_printf ( ch, "Couldn't find social %s\n\r", cmd );
      return;
    }

    supress = TRUE;

    argument = one_argument ( argument, cmd );

    if ( ( victim = get_char_world ( ch, cmd ) ) == NULL && social->others_no_arg )
    {
      strcpy ( buf2, ( char * ) act_string ( social->others_no_arg, ch, ch, NULL, victim, 0 ) );
      buf2[strlen ( buf2 ) - 2] = 0;
      sprintf ( buf3, "&c%s", buf2 );

      if ( social->char_no_arg )
      {
        strcpy ( buf2, ( char * ) act_string ( social->char_no_arg, ch, ch, NULL, victim, 0 ) );
        buf2[strlen ( buf2 ) - 2] = 0;
        ch_printf ( ch, "&c%s&W (%s)\n\r", buf2, verb );
      }
    }
    else
      if ( victim == ch && social->others_auto )
      {
        strcpy ( buf2, ( char * ) act_string ( social->others_auto, ch, ch, NULL, victim, 0 ) );
        buf2[strlen ( buf2 ) - 2] = 0;
        sprintf ( buf3, "&c%s", buf2 );

        if ( social->char_auto )
        {
          strcpy ( buf2, ( char * ) act_string ( social->char_auto, ch, ch, NULL, victim, 0 ) );
          buf2[strlen ( buf2 ) - 2] = 0;
          ch_printf ( ch, "&c%s&W (%s)\n\r", buf2, verb );
        }
      }
      else
        if ( victim && social->others_found )
        {
          strcpy ( buf2, ( char * ) act_string ( social->others_found, ch, ch, NULL, victim, 0 ) );
          buf2[strlen ( buf2 ) - 2] = 0;
          sprintf ( buf3, "&c%s", buf2 );

          if ( social->char_found )
          {
            strcpy ( buf2, ( char * ) act_string ( social->char_found, ch, ch, NULL, victim, 0 ) );
            buf2[strlen ( buf2 ) - 2] = 0;
            ch_printf ( ch, "&c%s&W (%s)\n\r", buf2, verb );
          }
        }
        else
        {
          ch_printf ( ch, "Couldn't perform social %s on %s\n\r", social->name, cmd );
          return;
        }

    if ( buf3[0] != STRING_NULL )
      argument = buf3;
  }

  if ( !IS_NPC ( ch ) && xIS_SET ( ch->act, PLR_SILENCE ) )
  {
    ch_printf ( ch, "You can't %s.\n\r", verb );
    return;
  }

  REMOVE_BIT ( ch->deaf, channel );

  if ( supress )
    sprintf ( buf, "&c*$t&c*&W (%s)", verb );
  else
    switch ( channel )
    {

      default:
        set_char_color ( AT_GOSSIP, ch );
        ch_printf ( ch, "You %s '%s'\n\r", verb, argument );
        sprintf ( buf, "$n %ss '$t'", verb );

        if ( xIS_SET ( ch->act, PLR_MIP ) )
          send_mip_channel ( ch, "gossip", "[GOSSIP]", ch->name, argument );

        break;

      case CHANNEL_OOC:
        set_char_color ( AT_PINK, ch );

        ch_printf ( ch, "You %s '%s'\n\r", verb, argument );

        sprintf ( buf, "$n %ss '$t'", verb );

        if ( xIS_SET ( ch->act, PLR_MIP ) )
          send_mip_channel ( ch, "ooc", "[OOC]", ch->name, argument );

        break;

      case CHANNEL_NEWBIE:
        set_char_color ( AT_WHITE, ch );

        ch_printf ( ch, "You %s '%s'\n\r", verb, argument );

        sprintf ( buf, "$n %s '$t'", verb );

        if ( xIS_SET ( ch->act, PLR_MIP ) )
          send_mip_channel ( ch, "newbiechat", "[NEWBIECHAT]", ch->name, argument );

        break;

      case CHANNEL_RACETALK:
        set_char_color ( AT_RACETALK, ch );

        ch_printf ( ch, "You %s '%s'\n\r", verb, argument );

        sprintf ( buf, "$n %ss '$t'", verb );

        break;

      case CHANNEL_IMMTALK:
        set_char_color ( AT_YELLOW, ch );

        ch_printf ( ch, "%s> '%s'\n\r", ch->name, argument );

        sprintf ( buf, "$n%s '$t'", verb );

        if ( xIS_SET ( ch->act, PLR_MIP ) )
          send_mip_channel ( ch, "immtalk", "[IMMTALK]", ch->name, argument );

        break;

      case CHANNEL_AVTALK:
        set_char_color ( AT_BLUE, ch );

        ch_printf ( ch, "%s: '%s'\n\r", ch->name, argument );

        sprintf ( buf, "$n%s '$t'", verb );

        if ( xIS_SET ( ch->act, PLR_MIP ) )
          send_mip_channel ( ch, "avtalk", "[AVATAR]", ch->name, argument );

        break;
    }

  if ( xIS_SET ( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
  {
    sprintf ( buf2, "%s: %s (%s)", IS_NPC ( ch ) ? ch->short_descr : ch->name, argument, verb );
    append_to_file ( LOG_FILE, buf2 );
  }

  for ( d = first_descriptor; d; d = d->next )
  {
    CHAR_DATA *och;
    CHAR_DATA *vch;
    och = d->original ? d->original : d->character;
    vch = d->character;

    if ( d->connected == CON_PLAYING && vch != ch && !IS_SET ( och->deaf, channel ) )
    {
      char *sbuf = argument;
      char lbuf[MAX_INPUT_LENGTH + 4]; /* invis level string + buf */
      /*
       * fix by Gorog os that players can ignore others' channel talk
       */

      if ( is_ignoring ( och, ch ) && get_trust ( ch ) <= get_trust ( och ) )
        continue;

      if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL ( och ) )
        continue;

      if ( channel == CHANNEL_AVTALK && !IS_HERO ( och ) )
        continue;

      if ( xIS_SET ( vch->in_room->room_flags, ROOM_SILENCE ) )
        continue;

      if ( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area )
        continue;

      if ( channel == CHANNEL_CLAN  )
      {
        if ( IS_NPC ( vch ) )
          continue;

        if ( vch->pcdata->clan != ch->pcdata->clan )
          continue;
      }

      if ( channel == CHANNEL_RACETALK )
        if ( vch->race != ch->race )
          continue;

      if ( xIS_SET ( ch->act, PLR_WIZINVIS ) && can_see ( vch, ch, FALSE ) && IS_IMMORTAL ( vch ) )
      {
        sprintf ( lbuf, "(%d) ", ( !IS_NPC ( ch ) ) ? ch->pcdata->wizinvis : ch->mobinvis );
      }
      else
      {
        lbuf[0] = STRING_NULL;
      }

      position = vch->position;

      if ( channel != CHANNEL_YELL )
        vch->position = POS_STANDING;

#ifndef SCRAMBLE
      if ( speaking != -1 && ( !IS_NPC ( ch ) || ch->speaking ) )
      {
        int speakswell = UMIN ( knows_language ( vch, ch->speaking, ch ),
                                knows_language ( ch, ch->speaking, vch ) );

        if ( speakswell < 85 && !supress )  /* Socials always clear, they're actions not words. */
          sbuf = translate ( speakswell, argument, lang_names[speaking] );
      }

#else
      if ( !knows_language ( vch, ch->speaking, ch ) && ( !IS_NPC ( ch ) || ch->speaking != 0 ) )
        sbuf = scramble ( argument, ch->speaking );

#endif
      /*
       * Scramble speech if vch or ch has nuisance flag
       */
      if ( !IS_NPC ( ch ) && ch->pcdata->nuisance
           && ch->pcdata->nuisance->flags > 7
           && ( number_percent(  ) < ( ( ch->pcdata->nuisance->flags - 7 ) * 10 * ch->pcdata->nuisance->power ) ) )
        sbuf = scramble ( argument, number_range ( 1, 10 ) );

      if ( !IS_NPC ( vch ) && vch->pcdata->nuisance &&
           vch->pcdata->nuisance->flags > 7
           && ( number_percent(  ) < ( ( vch->pcdata->nuisance->flags - 7 ) * 10 * vch->pcdata->nuisance->power ) ) )
        sbuf = scramble ( argument, number_range ( 1, 10 ) );

      MOBtrigger = FALSE;

      if ( channel == CHANNEL_IMMTALK )
      {
        act ( AT_IMMORT, strcat ( lbuf, buf ), ch, sbuf, vch, TO_VICT );

        if ( xIS_SET ( vch->act, PLR_MIP ) )
          send_mip_channel ( vch, "immtalk", "[IMMTALK]", ch->name, argument );
      }
      else
        if ( channel == CHANNEL_AVTALK )
        {
          act ( AT_BLUE, strcat ( lbuf, buf ), ch, sbuf, vch, TO_VICT );

          if ( xIS_SET ( vch->act, PLR_MIP ) )
            send_mip_channel ( vch, "avtalk", "[AVTALK]", ch->name, argument );
        }
          else
            if ( channel == CHANNEL_OOC )
            {
              act ( AT_PINK, strcat ( lbuf, buf ), ch, sbuf, vch, TO_VICT );

              if ( xIS_SET ( vch->act, PLR_MIP ) )
                send_mip_channel ( vch, "ooc", "[OOC]", ch->name, argument );
            }
            else
              if ( channel == CHANNEL_NEWBIE )
              {
                act ( AT_WHITE, strcat ( lbuf, buf ), ch, sbuf, vch, TO_VICT );

                if ( xIS_SET ( vch->act, PLR_MIP ) )
                  send_mip_channel ( vch, "newbiechat", "[NEWBIECHAT]", ch->name, argument );
              }
              else
                if ( channel == CHANNEL_RACETALK )
                  act ( AT_RACETALK, strcat ( lbuf, buf ), ch, sbuf, vch, TO_VICT );
                else
                {
                  act ( AT_GOSSIP, strcat ( lbuf, buf ), ch, sbuf, vch, TO_VICT );

                  if ( xIS_SET ( vch->act, PLR_MIP ) )
                    send_mip_channel ( vch, "gossip", "[GOSSIP]", ch->name, argument );
                }

      vch->position = position;
    }
  }

  if ( ( ch->level < LEVEL_IMMORTAL ) && ( channel != CHANNEL_CLAN ) )
    WAIT_STATE ( ch, 6 );

  return;
}

void to_channel( const char *argument, int channel, const char *verb, short level )
{
   char buf[MAX_STRING_LENGTH];
   DESCRIPTOR_DATA *d;

   if( !first_descriptor || argument[0] == STRING_NULL )
      return;

   sprintf( buf, "%s: %s\r\n", verb, argument );

   for( d = first_descriptor; d; d = d->next )
   {
      CHAR_DATA *och;
      CHAR_DATA *vch;
      och = d->original ? d->original : d->character;
      vch = d->character;

      if( !och || !vch )
         continue;

      if( !IS_IMMORTAL( vch )
          || ( get_trust( vch ) < sysdata.build_level && channel == CHANNEL_BUILD )
          || ( get_trust( vch ) < sysdata.log_level && ( channel == CHANNEL_LOG 
          || channel == CHANNEL_WARN || channel == CHANNEL_COMM ) ) )
         continue;

      if( d->connected == CON_PLAYING && !IS_SET( och->deaf, channel ) && get_trust( vch ) >= level )
      {
         set_char_color( AT_LOG, vch );
         send_to_char_color( buf, vch );
      }
   }

   return;
}

void do_ooc( CHAR_DATA * ch, char *argument )
{
   talk_channel( ch, argument, CHANNEL_OOC, "ooc" );

   return;
}

void do_gossip( CHAR_DATA * ch, char *argument )
{
   talk_channel( ch, argument, CHANNEL_GOSSIP, "gossip" );
   return;
}

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

   if( IS_NPC( ch ) || !ch->pcdata->clan  )
   {
      send_to_char( "Huh?\n\r", ch );
      return;
   }

   talk_channel( ch, argument, CHANNEL_CLAN, "clantalk" );

   return;
}

void do_newbiechat( CHAR_DATA * ch, char *argument )
{
   if( IS_SET( ch->pcdata->flags, PCFLAG_HELPER ) )
   {
      talk_channel( ch, argument, CHANNEL_NEWBIE, "&Y*&R*&BHelper&R*&Y*&D" );
   }
   else
      talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" );

   return;
}


void do_yell( CHAR_DATA * ch, char *argument )
{
   talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_YELL, "yell" );
   return;
}

void do_immtalk( CHAR_DATA * ch, char *argument )
{
   talk_channel( ch, argument, CHANNEL_IMMTALK, ">" );
   return;
}

void do_avtalk( CHAR_DATA * ch, char *argument )
{
   talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_AVTALK, ":" );
   return;
}

void do_say( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_STRING_LENGTH];
   CHAR_DATA *vch;
   EXT_BV actflags;
#ifndef SCRAMBLE
   int speaking = -1, lang;

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

#endif
   if( argument[0] == STRING_NULL )
   {
      send_to_char( "Say what?\n\r", ch );
      return;
   }

   if( xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
   {
      send_to_char( "You can't do that here.\n\r", ch );
      return;
   }

   actflags = ch->act;

   if( IS_NPC( ch ) )
      xREMOVE_BIT( ch->act, ACT_SECRETIVE );

   for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
   {
      char *sbuf = argument;

      if( vch == ch )
         continue;

      /*
       * Check to see if a player on a map is at the same coords as the recipient
       * don't need to verify the PLR_ONMAP flags here, it's a room occupants check
       */
      if( !is_same_map( vch, ch ) )
         continue;

      /*
       * Check to see if character is ignoring speaker
       */
      if( is_ignoring( vch, ch ) )
      {
         /*
          * continue unless speaker is an immortal
          */
         if( !IS_IMMORTAL( ch ) || get_trust( vch ) > get_trust( ch ) )
            continue;
         else
         {
            set_char_color( AT_IGNORE, vch );
            ch_printf( vch, "You attempt to ignore %s, but" " are unable to do so.\n\r", ch->name );
         }
      }

#ifndef SCRAMBLE
      if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
      {
         int speakswell = UMIN( knows_language( vch, ch->speaking, ch ),
                                knows_language( ch, ch->speaking, vch ) );

         if( speakswell < 75 )
            sbuf = translate( speakswell, argument, lang_names[speaking] );
      }

#else
      if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) || ch->speaking != 0 ) )
         sbuf = scramble( argument, ch->speaking );

#endif
      sbuf = drunk_speech( sbuf, ch );

      MOBtrigger = FALSE;

      act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT );
   }

   ch->act = actflags;

   MOBtrigger = FALSE;
   act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR );

   if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
   {
      sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
      append_to_file( LOG_FILE, buf );
   }

   mprog_speech_trigger( argument, ch );

   if( char_died( ch ) )
      return;

   oprog_speech_trigger( argument, ch );

   if( char_died( ch ) )
      return;

   rprog_speech_trigger( argument, ch );

   return;
}

void do_whisper( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   char buf[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   int position;
   int speaking = -1, lang;
#ifndef SCRAMBLE

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

#endif
   REMOVE_BIT( ch->deaf, CHANNEL_WHISPER );

   argument = one_argument( argument, arg );

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

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

   if( ch == victim )
   {
      send_to_char( "You have a nice little chat with yourself.\n\r", ch );
      return;
   }

   if( !IS_NPC( victim ) && ( victim->switched ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) )
   {
      send_to_char( "That player is switched.\n\r", ch );
      return;
   }
   else if( !IS_NPC( victim ) && ( !victim->desc ) )
   {
      send_to_char( "That player is link-dead.\n\r", ch );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) )
   {
      send_to_char( "That player is afk.\n\r", ch );
      return;
   }

   if( IS_SET( victim->deaf, CHANNEL_WHISPER ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
   {
      act( AT_PLAIN, "$E has $S whispers turned off.", ch, NULL, victim, TO_CHAR );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) )
      send_to_char( "That player is silenced.  They will receive your message but can not respond.\n\r", ch );

   if( victim->desc  /* make sure desc exists first  -Thoric */
       && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
   {
      act( AT_PLAIN, "$E is currently in a writing buffer.  Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
      return;
   }

   /*
    * Check to see if target of tell is ignoring the sender
    */
   if( is_ignoring( victim, ch ) )
   {
      /*
       * If the sender is an imm then they cannot be ignored
       */
      if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) )
      {
         set_char_color( AT_IGNORE, ch );
         ch_printf( ch, "%s is ignoring you.\n\r", victim->name );
         return;
      }
      else
      {
         set_char_color( AT_IGNORE, victim );
         ch_printf( victim, "You attempt to ignore %s, but " "are unable to do so.\n\r", ch->name );
      }
   }

   act( AT_WHISPER, "You whisper to $N '$t'", ch, argument, victim, TO_CHAR );

   position = victim->position;
   victim->position = POS_STANDING;
#ifndef SCRAMBLE

   if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
   {
      int speakswell = UMIN( knows_language( victim, ch->speaking, ch ), knows_language( ch, ch->speaking, victim ) );

      if( speakswell < 85 )
         act( AT_WHISPER, "$n whispers to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );

#else
   if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) || ch->speaking != 0 ) )
      act( AT_WHISPER, "$n whispers to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );

#endif
   else
      act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT );
}

else
act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT );

if( !xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
   act( AT_WHISPER, "$n whispers something to $N.", ch, argument, victim, TO_NOTVICT );
}

if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
   sprintf( buf, "%s: %s (whisper to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
   append_to_file( LOG_FILE, buf );
}

victim->position = position;
mprog_speech_trigger( argument, ch );

return;
}

void do_tell ( CHAR_DATA * ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  char buf[MAX_INPUT_LENGTH];
  CHAR_DATA *victim;
  int position;
  CHAR_DATA *switched_victim = NULL;
#ifndef SCRAMBLE
  int speaking = -1, lang;

  for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
    if ( ch->speaking & lang_array[lang] )
    {
      speaking = lang;
      break;
    }

#endif
  REMOVE_BIT ( ch->deaf, CHANNEL_TELLS );

  if ( xIS_SET ( ch->in_room->room_flags, ROOM_SILENCE ) )
  {
    send_to_char ( "You can't do that here.\n\r", ch );
    return;
  }

  if ( !IS_NPC ( ch ) && ( xIS_SET ( ch->act, PLR_SILENCE ) || xIS_SET ( ch->act, PLR_NO_TELL ) ) )
  {
    send_to_char ( "You can't do that.\n\r", ch );
    return;
  }

  argument = one_argument ( argument, arg );

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

  if ( ( victim = get_char_world ( ch, arg ) ) == NULL  || ( IS_NPC ( victim ) && victim->in_room != ch->in_room ) )
  {
    send_to_char ( "They aren't here.\n\r", ch );
    return;
  }

  if ( ch == victim )
  {
    send_to_char ( "You have a nice little chat with yourself.\n\r", ch );
    return;
  }

  if ( !IS_NPC ( victim ) && ( victim->switched )
       && ( get_trust ( ch ) > LEVEL_AVATAR ) && !IS_AFFECTED ( victim->switched, AFF_POSSESS ) )
  {
    send_to_char ( "That player is switched.\n\r", ch );
    return;
  }
  else
    if ( !IS_NPC ( victim ) && ( victim->switched ) && IS_AFFECTED ( victim->switched, AFF_POSSESS ) )
      switched_victim = victim->switched;
    else
      if ( !IS_NPC ( victim ) && ( !victim->desc ) )
      {
        send_to_char ( "That player is link-dead.\n\r", ch );
        return;
      }

  if ( !IS_NPC ( victim ) && xIS_SET ( victim->act, PLR_AFK ) )
  {
    send_to_char ( "That player is afk.\n\r", ch );
    return;
  }

  if ( IS_SET ( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL ( ch ) || ( get_trust ( ch ) < get_trust ( victim ) ) ) )
  {
    act ( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
    return;
  }

  if ( !IS_NPC ( victim ) && xIS_SET ( victim->act, PLR_SILENCE ) )
    send_to_char ( "That player is silenced.  They will receive your message but can not respond.\n\r", ch );

  if ( ( !IS_IMMORTAL ( ch ) && !IS_AWAKE ( victim ) ) )
  {
    act ( AT_PLAIN, "$E is too tired to discuss such matters with you now.", ch, 0, victim, TO_CHAR );
    return;
  }

  if ( !IS_NPC ( victim ) && xIS_SET ( victim->in_room->room_flags, ROOM_SILENCE ) )
  {
    act ( AT_PLAIN, "A magic force prevents your message from being heard.", ch, 0, victim, TO_CHAR );
    return;
  }

  if ( victim->desc /* make sure desc exists first  -Thoric */
       && victim->desc->connected == CON_EDITING && get_trust ( ch ) < LEVEL_GOD )
  {
    act ( AT_PLAIN, "$E is currently in a writing buffer.  Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
    return;
  }

  /*
   * Check to see if target of tell is ignoring the sender
   */
  if ( is_ignoring ( victim, ch ) )
  {
    /*
     * If the sender is an imm then they cannot be ignored
     */
    if ( !IS_IMMORTAL ( ch ) || get_trust ( victim ) > get_trust ( ch ) )
    {
      set_char_color ( AT_IGNORE, ch );
      ch_printf ( ch, "%s is ignoring you.\n\r", victim->name );
      return;
    }
    else
    {
      set_char_color ( AT_IGNORE, victim );
      ch_printf ( victim, "You attempt to ignore %s, but " "are unable to do so.\n\r", ch->name );
    }
  }

  ch->retell = victim;

  if ( !IS_NPC ( victim ) && IS_IMMORTAL ( victim ) && victim->pcdata->tell_history &&
       isalpha ( IS_NPC ( ch ) ? ch->short_descr[0] : ch->name[0] ) )
  {
    sprintf ( buf, "%s told you '%s'\n\r", capitalize ( IS_NPC ( ch ) ? ch->short_descr : ch->name ), argument );
    /*
     * get lasttell index... assumes names begin with characters
     */
    victim->pcdata->lt_index = tolower ( IS_NPC ( ch ) ? ch->short_descr[0] : ch->name[0] ) - 'a';
    /*
     * get rid of old messages
     */

    if ( victim->pcdata->tell_history[victim->pcdata->lt_index] )
      STRFREE ( victim->pcdata->tell_history[victim->pcdata->lt_index] );

    /*
     * store the new message
     */
    victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC ( buf );
  }

  if ( switched_victim )
    victim = switched_victim;

  /*
   * Bug fix by guppy@wavecomputers.net
   */
  MOBtrigger = FALSE;

  act ( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );

  send_mip_tell ( victim, ch, argument, FALSE );

  position = victim->position;

  victim->position = POS_STANDING;

  if ( speaking != -1 && ( !IS_NPC ( ch ) || ch->speaking ) )
  {
    int speakswell = UMIN ( knows_language ( victim, ch->speaking, ch ),
                            knows_language ( ch, ch->speaking, victim ) );

    if ( speakswell < 85 )
    {
      act ( AT_TELL, "$n tells you '$t'", ch, translate ( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );
      send_mip_tell ( victim, ch, argument, TRUE );
    }
    else
    {
      act ( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
      send_mip_tell ( victim, ch, argument, TRUE );
    }
  }
  else
  {
    act ( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
    send_mip_tell ( victim, ch, argument, TRUE );
  }

  MOBtrigger = TRUE;

  victim->position = position;
  victim->reply = ch;

  if ( xIS_SET ( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
  {
    sprintf ( buf, "%s: %s (tell to) %s.",
              IS_NPC ( ch ) ? ch->short_descr : ch->name, argument, IS_NPC ( victim ) ? victim->short_descr : victim->name );
    append_to_file ( LOG_FILE, buf );
  }

  mprog_speech_trigger ( argument, ch );

  return;
}

void do_reply( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_STRING_LENGTH];
   CHAR_DATA *victim;
   int position;
#ifndef SCRAMBLE
   int speaking = -1, lang;

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

#endif
   REMOVE_BIT( ch->deaf, CHANNEL_TELLS );

   if( xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
   {
      send_to_char( "You can't do that here.\n\r", ch );
      return;
   }

   if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_SILENCE ) )
   {
      send_to_char( "Your message didn't get through.\n\r", ch );
      return;
   }

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

   if( !IS_NPC( victim ) && ( victim->switched ) && can_see( ch, victim, FALSE ) && ( get_trust( ch ) > LEVEL_AVATAR ) )
   {
      send_to_char( "That player is switched.\n\r", ch );
      return;
   }
   else if( !IS_NPC( victim ) && ( !victim->desc ) )
   {
      send_to_char( "That player is link-dead.\n\r", ch );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) )
   {
      send_to_char( "That player is afk.\n\r", ch );
      return;
   }

   if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
   {
      act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
      return;
   }

   if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) || ( !IS_NPC( victim ) && xIS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
   {
      act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
      return;
   }

   if( victim->desc  /* make sure desc exists first  -Thoric */
       && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
   {
      act( AT_PLAIN, "$E is currently in a writing buffer.  Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
      return;
   }

   /*
    * Check to see if the receiver is ignoring the sender
    */
   if( is_ignoring( victim, ch ) )
   {
      /*
       * If the sender is an imm they cannot be ignored
       */
      if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) )
      {
         set_char_color( AT_IGNORE, ch );
         ch_printf( ch, "%s is ignoring you.\n\r", victim->name );
         return;
      }
      else
      {
         set_char_color( AT_IGNORE, victim );
         ch_printf( victim, "You attempt to ignore %s, but " "are unable to do so.\n\r", ch->name );
      }
   }

   act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );

   position = victim->position;
   victim->position = POS_STANDING;
#ifndef SCRAMBLE

   if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
   {
      int speakswell = UMIN( knows_language( victim, ch->speaking, ch ),
                             knows_language( ch, ch->speaking, victim ) );

      if( speakswell < 85 )
      {
         act( AT_TELL, "$n tells you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );
      }
      else
      {
         act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
      }
   }
   else
   {
      act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
   }

#else
   if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) )
      act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );

   send_mip_tell( ch, victim, argument, FALSE );
   else
   act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT );

   send_mip_tell( ch, victim, argument, FALSE );

#endif
   victim->position = position;

   victim->reply = ch;

   ch->retell = victim;

   if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
   {
      sprintf( buf, "%s: %s (reply to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
      append_to_file( LOG_FILE, buf );
   }

   if( !IS_NPC( victim ) && IS_IMMORTAL( victim ) && victim->pcdata->tell_history && isalpha( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) )
   {
      sprintf( buf, "%s told you '%s'\n\r", capitalize( IS_NPC( ch ) ? ch->short_descr : ch->name ), argument );
      /*
       * get lasttell index... assumes names begin with characters
       */
      victim->pcdata->lt_index = tolower( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) - 'a';
      /*
       * get rid of old messages
       */

      if( victim->pcdata->tell_history[victim->pcdata->lt_index] )
         STRFREE( victim->pcdata->tell_history[victim->pcdata->lt_index] );

      /*
       * store the new message
       */
      victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC( buf );
   }

   mprog_speech_trigger( argument, ch );

   return;
}

void do_retell( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   int position;
   CHAR_DATA *switched_victim = NULL;
#ifndef SCRAMBLE
   int speaking = -1, lang;

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

#endif
   REMOVE_BIT( ch->deaf, CHANNEL_TELLS );

   if( xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
   {
      send_to_char( "You can't do that here.\n\r", ch );
      return;
   }

   if( !IS_NPC( ch ) && ( xIS_SET( ch->act, PLR_SILENCE ) || xIS_SET( ch->act, PLR_NO_TELL ) ) )
   {
      send_to_char( "You can't do that.\n\r", ch );
      return;
   }

   if( argument[0] == STRING_NULL )
   {
      ch_printf( ch, "What message do you wish to send?\n\r" );
      return;
   }

   victim = ch->retell;

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

   if( !IS_NPC( victim ) && ( victim->switched ) && ( get_trust( ch ) > LEVEL_AVATAR ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) )
   {
      send_to_char( "That player is switched.\n\r", ch );
      return;
   }
   else if( !IS_NPC( victim ) && ( victim->switched ) && IS_AFFECTED( victim->switched, AFF_POSSESS ) )
   {
      switched_victim = victim->switched;
   }
   else if( !IS_NPC( victim ) && ( !victim->desc ) )
   {
      send_to_char( "That player is link-dead.\n\r", ch );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) )
   {
      send_to_char( "That player is afk.\n\r", ch );
      return;
   }

   if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
   {
      act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) )
      send_to_char( "That player is silenced. They will receive your message, but can not respond.\n\r", ch );

   if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) || ( !IS_NPC( victim ) && xIS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
   {
      act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
      return;
   }

   if( victim->desc && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
   {
      act( AT_PLAIN, "$E is currently in a writing buffer. Please " "try again in a few minutes.", ch, 0, victim, TO_CHAR );
      return;
   }

   /*
    * check to see if the target is ignoring the sender
    */
   if( is_ignoring( victim, ch ) )
   {
      /*
       * if the sender is an imm then they cannot be ignored
       */
      if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) )
      {
         set_char_color( AT_IGNORE, ch );
         ch_printf( ch, "%s is ignoring you.\n\r", victim->name );
         return;
      }
      else
      {
         set_char_color( AT_IGNORE, victim );
         ch_printf( victim, "You attempy to ignore %s, but " "are unable to do so.\n\r", ch->name );
      }
   }

   /*
    * store tell history for victim
    */
   if( !IS_NPC( victim ) && IS_IMMORTAL( victim ) && victim->pcdata->tell_history && isalpha( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) )
   {
      sprintf( buf, "%s told you '%s'\n\r", capitalize( IS_NPC( ch ) ? ch->short_descr : ch->name ), argument );
      /*
       * get lasttel index... assumes names begin with chars
       */
      victim->pcdata->lt_index = tolower( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) - 'a';
      /*
       * get rid of old messages
       */

      if( victim->pcdata->tell_history[victim->pcdata->lt_index] )
         STRFREE( victim->pcdata->tell_history[victim->pcdata->lt_index] );

      /*
       * store the new messagec
       */
      victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC( buf );
   }

   if( switched_victim )
      victim = switched_victim;

   act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );

   position = victim->position;

   victim->position = POS_STANDING;

#ifndef SCRAMBLE
   if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
   {
      int speakswell = UMIN( knows_language( victim, ch->speaking, ch ),
                             knows_language( ch, ch->speaking, victim ) );

      if( speakswell < 85 )
         act( AT_TELL, "$n tells you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );
      else
         act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
   }
   else
      act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );

#else
   if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) )
   {
      act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
   }
   else
   {
      act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT );
   }

#endif
   victim->position = position;

   victim->reply = ch;

   if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
   {
      sprintf( buf, "%s: %s (retell to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
      append_to_file( LOG_FILE, buf );
   }

   mprog_speech_trigger( argument, ch );

   return;
}

void do_repeat( CHAR_DATA * ch, char *argument )
{
   int tindex;

   if( IS_NPC( ch ) || !IS_IMMORTAL( ch ) || !ch->pcdata->tell_history )
   {
      ch_printf( ch, "Huh?\n\r" );
      return;
   }

   if( argument[0] == STRING_NULL )
   {
      tindex = ch->pcdata->lt_index;
   }
   else if( isalpha( argument[0] ) && argument[1] == STRING_NULL )
   {
      tindex = tolower( argument[0] ) - 'a';
   }
   else
   {
      ch_printf( ch, "You may only index your tell history using " "a single letter.\n\r" );
      return;
   }

   if( ch->pcdata->tell_history[tindex] )
   {
      set_char_color( AT_TELL, ch );
      send_to_char( ch->pcdata->tell_history[tindex], ch );
   }
   else
   {
      send_to_char( "No one like that has sent you a tell.\n\r", ch );
   }

   return;

   return;
}

void do_emote( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_STRING_LENGTH];
   char *plast;
   CHAR_DATA *vch;
   EXT_BV actflags;
#ifndef SCRAMBLE
   int speaking = -1, lang;

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

#endif
   if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_NO_EMOTE ) )
   {
      send_to_char( "You can't show your emotions.\n\r", ch );
      return;
   }

   if( argument[0] == STRING_NULL )
   {
      send_to_char( "Emote what?\n\r", ch );
      return;
   }

   actflags = ch->act;

   if( IS_NPC( ch ) )
      xREMOVE_BIT( ch->act, ACT_SECRETIVE );

   for( plast = argument; *plast != STRING_NULL; plast++ )
      ;

   strcpy( buf, argument );

   if( isalpha( plast[-1] ) )
      strcat( buf, "." );

   for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
   {
      char *sbuf = buf;
      /*
       * Check to see if a player on a map is at the same coords as the recipient
       * don't need to verify the PLR_ONMAP flags here, it's a room occupants check
       */

      if( !is_same_map( vch, ch ) )
         continue;

      /*
       * Check to see if character is ignoring emoter
       */
      if( is_ignoring( vch, ch ) )
      {
         /*
          * continue unless emoter is an immortal
          */
         if( !IS_IMMORTAL( ch ) || get_trust( vch ) > get_trust( ch ) )
            continue;
         else
         {
            set_char_color( AT_IGNORE, vch );
            ch_printf( vch, "You attempt to ignore %s, but" " are unable to do so.\n\r", ch->name );
         }
      }

#ifndef SCRAMBLE
      if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
      {
         int speakswell = UMIN( knows_language( vch, ch->speaking, ch ),
                                knows_language( ch, ch->speaking, vch ) );

         if( speakswell < 85 )
            sbuf = translate( speakswell, argument, lang_names[speaking] );
      }

#else
      if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) && ch->speaking != 0 ) )
         sbuf = scramble( buf, ch->speaking );

#endif
      MOBtrigger = FALSE;

      act( AT_ACTION, "$n $t", ch, sbuf, vch, ( vch == ch ? TO_CHAR : TO_VICT ) );
   }

   /*
    * MOBtrigger = FALSE;
    * act( AT_ACTION, "$n $T", ch, NULL, buf, TO_ROOM );
    * MOBtrigger = FALSE;
    * act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR );
    */
   ch->act = actflags;

   if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
   {
      sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
      append_to_file( LOG_FILE, buf );
   }

   return;
}

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

   struct tm *t = localtime( &current_time );
   set_char_color( AT_PLAIN, ch );

   if( argument[0] == STRING_NULL )
   {
      send_to_char( "\n\rUsage:  'bug <message>'  (your location is automatically recorded)\n\r", ch );
      return;
   }

   sprintf( buf, "(%-2.2d/%-2.2d):  %s", t->tm_mon + 1, t->tm_mday, argument );

   append_file( ch, PBUG_FILE, buf );
   send_to_char( "Thanks, your bug notice has been recorded.\n\r", ch );
   return;
}

void do_ide( CHAR_DATA * ch, char *argument )
{
   set_char_color( AT_PLAIN, ch );
   send_to_char( "\n\rIf you want to send an idea, type 'idea <message>'.\n\r", ch );
   send_to_char( "If you want to identify an object, use the identify spell.\n\r", ch );
   return;
}

void do_idea( CHAR_DATA * ch, char *argument )
{
   set_char_color( AT_PLAIN, ch );

   if( argument[0] == STRING_NULL )
   {
      send_to_char( "\n\rUsage:  'idea <message>'\n\r", ch );
      return;
   }

   append_file( ch, IDEA_FILE, argument );

   send_to_char( "Thanks, your idea has been recorded.\n\r", ch );
   return;
}

void do_typo( CHAR_DATA * ch, char *argument )
{
   set_char_color( AT_PLAIN, ch );

   if( argument[0] == STRING_NULL )
   {
      send_to_char( "\n\rUsage:  'typo <message>'  (your location is automatically recorded)\n\r", ch );

      if( get_trust( ch ) >= LEVEL_ASCENDANT )
         send_to_char( "Usage:  'typo list' or 'typo clear now'\n\r", ch );

      return;
   }

   if( !str_cmp( argument, "clear now" ) && get_trust( ch ) >= LEVEL_ASCENDANT )
   {
      FILE *fp = fopen( TYPO_FILE, "w" );

      if( fp )
         fclose( fp );

      send_to_char( "Typo file cleared.\n\r", ch );

      return;
   }

   if( !str_cmp( argument, "list" ) && get_trust( ch ) >= LEVEL_ASCENDANT )
   {
      send_to_char( "\n\r VNUM \n\r.......\n\r", ch );
      show_file( ch, TYPO_FILE );
   }
   else
   {
      append_file( ch, TYPO_FILE, argument );
      send_to_char( "Thanks, your typo notice has been recorded.\n\r", ch );
   }

   return;
}

void do_quit( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_INPUT_LENGTH];
   char qbuf[MAX_INPUT_LENGTH];
   /*
    * OBJ_DATA *obj;
    *//*
    * Unused
    */
   int x, y;
   int level;

   if( IS_NPC( ch ) )
      return;

   if( ch->position == POS_FIGHTING || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK )
   {
      set_char_color( AT_RED, ch );
      send_to_char( "No way! You are fighting.\n\r", ch );
      return;
   }

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

   if( get_timer( ch, TIMER_RECENTFIGHT ) > 0 && !IS_IMMORTAL( ch ) )
   {
      set_char_color( AT_RED, ch );
      send_to_char( "Your adrenaline is pumping too hard to quit now!\n\r", ch );
      return;
   }

   if( auction->item != NULL && ( ( ch == auction->buyer ) || ( ch == auction->seller ) ) )
   {
      send_to_char( "Wait until you have bought/sold the item on auction.\n\r", ch );
      return;
   }

   if( ch->challenged )
   {
      sprintf( qbuf, "%s has quit! Challenge is void. WHAT A WUSS!", ch->name );
      ch->challenged = NULL;
      sportschan( qbuf );
   }

   if( IS_PKILL( ch ) && ch->wimpy > ( int )ch->max_hit / 2.25 )
   {
      send_to_char( "Your wimpy has been adjusted to the maximum level for deadlies.\n\r", ch );
      do_wimpy( ch, "max" );
   }

   if( xIS_SET( ch->act, PLR_MIP ) )
   {
      xREMOVE_BIT( ch->act, PLR_MIP );
   }

   /*
    * Get 'em dismounted until we finish mount saving -- Blodkai, 4/97
    */
   if( ch->position == POS_MOUNTED )
      do_dismount( ch, "" );

   set_char_color( AT_WHITE, ch );

   send_to_char
      ( "Your surroundings begin to fade as a mystical swirling vortex of colors\n\renvelops your body... When you come to, things are not as they were.\n\r\n\r", ch );

   act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR );

   if( !IS_IMMORTAL( ch ) )
   {
      sprintf( buf, "&R[&CANNOUNCEMENT&R]&c %s has left the game.\n\r", ch->name );
      talk_info( AT_GREEN, buf );
   }

   act( AT_BYE, "$n has left the game.", ch, NULL, NULL, TO_CANSEE );

   set_char_color( AT_GREY, ch );
   sprintf( log_buf, "%s has quit (Room %d).", ch->name, ( ch->in_room ? ch->in_room->vnum : -1 ) );
   quitting_char = ch;
   save_char_obj( ch );

   if( sysdata.save_pets && ch->pcdata->pet )
   {
      act( AT_BYE, "$N follows $S master into the Void.", ch, NULL, ch->pcdata->pet, TO_ROOM );
      extract_char( ch->pcdata->pet, TRUE );
   }

   /*
    * Synch clandata up only when clan member quits now. --Shaddai
    */
   if( ch->pcdata->clan )
      save_clan( ch->pcdata->clan );

   saving_char = NULL;

   level = get_trust( ch );

   /*
    * After extract_char the ch is no longer valid!
    */
   extract_char( ch, TRUE );

   for( x = 0; x < MAX_WEAR; x++ )
      for( y = 0; y < MAX_LAYERS; y++ )
         save_equipment[x][y] = NULL;

   log_string_plus( log_buf, LOG_COMM, level );

   return;
}


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

   if( arg[0] == STRING_NULL )
   {
      send_to_char( "ANSI ON or OFF?\n\r", ch );
      return;
   }

   if( ( strcmp( arg, "on" ) == 0 ) || ( strcmp( arg, "ON" ) == 0 ) )
   {
      xSET_BIT( ch->act, PLR_ANSI );
      set_char_color( AT_WHITE + AT_BLINK, ch );
      send_to_char( "ANSI ON!!!\n\r", ch );
      return;
   }

   if( ( strcmp( arg, "off" ) == 0 ) || ( strcmp( arg, "OFF" ) == 0 ) )
   {
      xREMOVE_BIT( ch->act, PLR_ANSI );
      send_to_char( "Okay... ANSI support is now off\n\r", ch );
      return;
   }
}

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

   if( ch->level < 2 )
   {
      send_to_char_color( "&BYou must be at least second level to save.\n\r", ch );
      return;
   }

   WAIT_STATE( ch, 2 ); /* For big muds with save-happy players, like RoD */

   update_aris( ch );   /* update char affects and RIS */
   save_char_obj( ch );
   saving_char = NULL;
   send_to_char( "Saved...\n\r", ch );
   return;
}

/*
 * Something from original DikuMUD that Merc yanked out.
 * Used to prevent following loops, which can cause problems if people
 * follow in a loop through an exit leading back into the same room
 * (Which exists in many maze areas)   -Thoric
 */
bool circle_follow( CHAR_DATA * ch, CHAR_DATA * victim )
{
   CHAR_DATA *tmp;

   for( tmp = victim; tmp; tmp = tmp->master )
      if( tmp == ch )
         return TRUE;

   return FALSE;
}

void do_dismiss( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   one_argument( argument, arg );

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

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

   if( ( IS_AFFECTED( victim, AFF_CHARM ) ) && ( IS_NPC( victim ) ) && ( victim->master == ch ) )
   {
      stop_follower( victim );
      stop_hating( victim );
      stop_hunting( victim );
      stop_fearing( victim );
      act( AT_ACTION, "$n dismisses $N.", ch, NULL, victim, TO_NOTVICT );
      act( AT_ACTION, "You dismiss $N.", ch, NULL, victim, TO_CHAR );
   }
   else
   {
      send_to_char( "You cannot dismiss them.\n\r", ch );
   }

   return;
}

void do_follow( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   one_argument( argument, arg );

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

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

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

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

      stop_follower( ch );

      return;
   }

   if( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 )
       && !IS_HERO( ch ) && !( ch->level < 15 && !IS_NPC( victim ) && victim->pcdata->council && !str_cmp( victim->pcdata->council->name, "Newbie Council" ) ) )
   {
      send_to_char( "You are not of the right caliber to follow.\n\r", ch );
      return;
   }

   if( circle_follow( ch, victim ) )
   {
      send_to_char( "Following in loops is not allowed... sorry.\n\r", ch );
      return;
   }

   if( ch->master )
      stop_follower( ch );

   add_follower( ch, victim );

   return;
}

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

   ch->master = master;

   ch->leader = NULL;
   /*
    * Support for saving pets --Shaddai
    */

   if( IS_NPC( ch ) && xIS_SET( ch->act, ACT_PET ) && !IS_NPC( master ) )
      master->pcdata->pet = ch;

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

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

   return;
}

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

   if( IS_NPC( ch ) && !IS_NPC( ch->master ) && ch->master->pcdata->pet == ch )
      ch->master->pcdata->pet = NULL;

   if( can_see( ch->master, ch, FALSE ) )
      if( !( !IS_NPC( ch->master ) && IS_IMMORTAL( ch ) && !IS_IMMORTAL( ch->master ) ) )
         act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT );

   act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR );

   ch->master = NULL;

   ch->leader = NULL;

   return;
}

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

   if( ch->master )
      stop_follower( ch );

   ch->leader = NULL;

   for( fch = first_char; fch; fch = fch->next )
   {
      if( fch->master == ch )
         stop_follower( fch );

      if( fch->leader == ch )
         fch->leader = fch;
   }

   return;
}

void do_order( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   char argbuf[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   CHAR_DATA *och;
   CHAR_DATA *och_next;
   bool found;
   bool fAll;
   strcpy( argbuf, argument );
   argument = one_argument( argument, arg );

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

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

   if( strstr( argument, "mp" ) != NULL )
   {
      send_to_char( "No.. I don't think so.\n\r", ch );
      return;
   }

   if( !str_cmp( arg, "all" ) )
   {
      fAll = TRUE;
      victim = NULL;
   }
   else
   {
      fAll = FALSE;

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

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

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

   found = FALSE;

   for( och = ch->in_room->first_person; och; och = och_next )
   {
      och_next = och->next_in_room;

      if( IS_AFFECTED( och, AFF_CHARM ) && och->master == ch && ( fAll || och == victim ) )
      {
         found = TRUE;
         act( AT_ACTION, "$n orders you to '$t'.", ch, argument, och, TO_VICT );
         interpret( och, argument );
      }
   }

   if( found )
   {
      sprintf( log_buf, "%s: order %s.", ch->name, argbuf );
      log_string_plus( log_buf, LOG_NORMAL, ch->level );
      send_to_char( "Ok.\n\r", ch );
      WAIT_STATE( ch, 12 );
   }
   else
      send_to_char( "You have no followers here.\n\r", ch );

   return;
}

/*
char *itoa(int foo)
{
  static char bar[256];
  sprintf(bar,"%d",foo);
  return(bar);
}
*/
/* Overhauled 2/97 -- Blodkai */
void do_group( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_STRING_LENGTH];
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   one_argument( argument, arg );

   if( arg[0] == STRING_NULL )
   {
      CHAR_DATA *gch;
      CHAR_DATA *leader;
      leader = ch->leader ? ch->leader : ch;
      set_char_color( AT_DGREEN, ch );
      ch_printf( ch, "\n\rFollowing %-12.12s     [hitpnts]   [ magic ] [mst] [mvs] [race]%s\n\r", PERS( leader, ch, TRUE ), ch->level < LEVEL_AVATAR ? " [to lvl]" : "" );

      for( gch = first_char; gch; gch = gch->next )
      {
         if( is_same_group( gch, ch ) )
         {
            set_char_color( AT_DGREEN, ch );

            if( IS_AFFECTED( gch, AFF_POSSESS ) )  /*reveal no information */
               ch_printf( ch,
                          "[%2d %s] %-16s %4s/%4s hp %4s/%4s mana %4s/%4s mv %5s xp\n\r",
                          gch->level,
                          IS_NPC( gch ) ? "Mob" : Class_table[gch->Class]->who_name,
                          capitalize( PERS( gch, ch, TRUE ) ), "????", "????", "????", "????", "????", "????", "?????" );
            else if( gch->alignment > 750 )
               sprintf( buf, " A" );
            else if( gch->alignment > 350 )
               sprintf( buf, "-A" );
            else if( gch->alignment > 150 )
               sprintf( buf, "+N" );
            else if( gch->alignment > -150 )
               sprintf( buf, " N" );
            else if( gch->alignment > -350 )
               sprintf( buf, "-N" );
            else if( gch->alignment > -750 )
               sprintf( buf, "+S" );
            else
               sprintf( buf, " S" );

            set_char_color( AT_DGREEN, ch );
            send_to_char( "[", ch );
            set_char_color( AT_GREEN, ch );
            ch_printf( ch, "%-2d %2.2s %3.3s", gch->level, buf, IS_NPC( gch ) ? "Mob" : Class_table[gch->Class]->who_name );
            set_char_color( AT_DGREEN, ch );
            send_to_char( "]  ", ch );
            set_char_color( AT_GREEN, ch );
            ch_printf( ch, "%-12.12s ", capitalize( PERS( gch, ch, TRUE ) ) );

            if( gch->hit < gch->max_hit / 4 )
               set_char_color( AT_DANGER, ch );
            else if( gch->hit < gch->max_hit / 2.5 )
               set_char_color( AT_YELLOW, ch );
            else
               set_char_color( AT_GREY, ch );

            ch_printf( ch, "%5d", gch->hit );
            set_char_color( AT_GREY, ch );
            ch_printf( ch, "/%-5d ", gch->max_hit );
            ch_printf( ch, "%5d/%-5d ", gch->mana, gch->max_mana );
            set_char_color( AT_DGREEN, ch );
            ch_printf( ch, "%5d ", gch->move );
            ch_printf( ch, "%6s ", gch->race == 0 ? "Angel" :
                                   gch->race == 1 ? "Demon" : 
                                   gch->race == 2 ? "Nezumi": 
                                   gch->race == 3 ? "Vanara": 
                                   gch->race == 4 ? "Spirit": 
                                   gch->race == 6 ? "Undead" : "" );

            set_char_color( AT_GREEN, ch );

            if( gch->level < LEVEL_AVATAR )
               ch_printf( ch, "%8d ", exp_level( gch, gch->level + 1 ) - gch->exp );

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

      return;
   }

   if( !strcmp( arg, "disband" ) )
   {
      CHAR_DATA *gch;
      int count = 0;

      if( ch->leader || ch->master )
      {
         send_to_char( "You cannot disband a group if you're following someone.\n\r", ch );
         return;
      }

      for( gch = first_char; gch; gch = gch->next )
      {
         if( is_same_group( ch, gch ) && ( ch != gch ) )
         {
            gch->leader = NULL;
            gch->master = NULL;
            count++;
            send_to_char( "Your group is disbanded.\n\r", gch );
         }
      }

      if( count == 0 )
         send_to_char( "You have no group members to disband.\n\r", ch );
      else
         send_to_char( "You disband your group.\n\r", ch );

      return;
   }

   if( !strcmp( arg, "all" ) )
   {
      CHAR_DATA *rch;
      int count = 0;

      for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
      {
         if( ch != rch
             && !IS_NPC( rch )
             && can_see( ch, rch, FALSE )
             && rch->master == ch && !ch->master && !ch->leader && abs( ch->level - rch->level ) < 9 && !is_same_group( rch, ch ) && IS_PKILL( ch ) == IS_PKILL( rch ) )
         {
            rch->leader = ch;
            count++;
         }
      }

      if( count == 0 )
         send_to_char( "You have no eligible group members.\n\r", ch );
      else
      {
         act( AT_ACTION, "$n groups $s followers.", ch, NULL, NULL, TO_ROOM );
         send_to_char( "You group your followers.\n\r", ch );
      }

      return;
   }

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

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

   if( victim->master != ch && ch != victim )
   {
      act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR );
      return;
   }

   if( victim == ch )
   {
      act( AT_PLAIN, "You can't group yourself.", ch, NULL, victim, TO_CHAR );
      return;
   }

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

   if( ch->level - victim->level < -15 || ch->level - victim->level > 15 || ( IS_PKILL( ch ) != IS_PKILL( victim ) ) )
   {
      act( AT_PLAIN, "$N cannot join $n's group.", ch, NULL, victim, TO_NOTVICT );
      act( AT_PLAIN, "You cannot join $n's group.", ch, NULL, victim, TO_VICT );
      act( AT_PLAIN, "$N cannot join your group.", ch, NULL, victim, TO_CHAR );
      return;
   }

   victim->leader = ch;

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

/*
 * 'Split' originally by Gnort, God of Chaos.
 */
void do_split( CHAR_DATA * ch, char *argument )
{
   char buf[MAX_STRING_LENGTH];
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *gch;
   int members;
   int amount;
   int share;
   int extra;
   one_argument( argument, arg );

   if( arg[0] == STRING_NULL )
   {
      send_to_char( "Split how much?\n\r", ch );
      return;
   }

   amount = atoi( arg );

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

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

   if( ch->gold < amount )
   {
      send_to_char( "You don't have that much gold.\n\r", ch );
      return;
   }

   members = 0;

   for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
   {
      if( is_same_group( gch, ch ) )
         members++;
   }

   if( xIS_SET( ch->act, PLR_AUTOGOLD ) && members < 2 )
      return;

   if( members < 2 )
   {
      send_to_char( "Just keep it all.\n\r", ch );
      return;
   }

   share = amount / members;

   extra = amount % members;

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

   ch->gold -= amount;

   ch->gold += share + extra;
   set_char_color( AT_GOLD, ch );
   ch_printf( ch, "You split %d gold coins.  Your share is %d gold coins.\n\r", amount, share + extra );
   sprintf( buf, "$n splits %d gold coins.  Your share is %d gold coins.", amount, share );

   for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
   {
      if( gch != ch && is_same_group( gch, ch ) )
      {
         act( AT_GOLD, buf, ch, NULL, gch, TO_VICT );
         gch->gold += share;
      }
   }

   return;
}

void do_gtell( CHAR_DATA * ch, char *argument )
{
   CHAR_DATA *gch;
#ifndef SCRAMBLE
   int speaking = -1, lang;

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

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

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

   /*
    * Note use of send_to_char, so gtell works on sleepers.
    */
   /*
    * sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument );
    */
   for( gch = first_char; gch; gch = gch->next )
   {
      if( is_same_group( gch, ch ) )
      {
         set_char_color( AT_GTELL, gch );
         /*
          * Groups unscrambled regardless of clan language.  Other languages
          * still garble though. -- Altrag
          */
#ifndef SCRAMBLE

         if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
         {
            int speakswell = UMIN( knows_language( gch, ch->speaking, ch ),
                                   knows_language( ch, ch->speaking, gch ) );

            if( speakswell < 85 )
               ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, translate( speakswell, argument, lang_names[speaking] ) );
            else
               ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );
         }
         else
            ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );

#else
         if( knows_language( gch, ch->speaking, gch ) || ( IS_NPC( ch ) && !ch->speaking ) )
            ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );
         else
            ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, scramble( argument, ch->speaking ) );

#endif
      }
   }

   return;
}

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

   if( bch->leader )
      bch = bch->leader;

   return ach == bch;
}

/*
 * this function sends raw argument over the AUCTION: channel
 * I am not too sure if this method is right..
 */
void talk_auction( char *argument )
{
   DESCRIPTOR_DATA *d;
   char buf[MAX_STRING_LENGTH];
   CHAR_DATA *original;
   sprintf( buf, "Auction: %s", argument );  /* last %s to reset color */

   for( d = first_descriptor; d; d = d->next )
   {
      original = d->original ? d->original : d->character;  /* if switched */

      if( ( d->connected == CON_PLAYING ) && !IS_SET( original->deaf, CHANNEL_AUCTION ) 
	    && !xIS_SET( original->in_room->room_flags, ROOM_SILENCE ))
         act( AT_GOSSIP, buf, original, NULL, NULL, TO_CHAR );
   }
}

/*
 * Language support functions. -- Altrag
 * 07/01/96
 *
 * Modified to return how well the language is known 04/04/98 - Thoric
 * Currently returns 100% for known languages... but should really return
 * a number based on player's wisdom (maybe 50+((25-wisdom)*2) ?)
 */
int knows_language( CHAR_DATA * ch, int language, CHAR_DATA * cch )
{
   short sn;

   if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
      return 100;

   if( IS_NPC( ch ) && !ch->speaks )   /* No langs = knows all for npcs */
      return 100;

   if( IS_NPC( ch ) && IS_SET( ch->speaks, ( language & ~LANG_CLAN ) ) )
      return 100;

   /*
    * everyone KNOWS common tongue
    */
   if( IS_SET( language, LANG_COMMON ) )
      return 100;

   if( language & LANG_CLAN )
   {
      /*
       * Clan = common for mobs.. snicker.. -- Altrag
       */
      if( IS_NPC( ch ) || IS_NPC( cch ) )
         return 100;

      if( ch->pcdata->clan == cch->pcdata->clan && ch->pcdata->clan != NULL )
         return 100;
   }

   if( !IS_NPC( ch ) )
   {
      int lang;
      /*
       * Racial languages for PCs
       */

      if( IS_SET( race_table[ch->race]->language, language ) )
         return 100;

      for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
         if( IS_SET( language, lang_array[lang] ) && IS_SET( ch->speaks, lang_array[lang] ) )
         {
            if( ( sn = skill_lookup( lang_names[lang] ) ) != -1 )
               return ch->pcdata->learned[sn];
         }
   }

   return 0;
}

bool can_learn_lang( CHAR_DATA * ch, int language )
{
   if( language & LANG_CLAN )
      return FALSE;

   if( IS_NPC( ch ) || IS_IMMORTAL( ch ) )
      return FALSE;

   if( race_table[ch->race]->language & language )
      return FALSE;

   if( ch->speaks & language )
   {
      int lang;

      for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
         if( language & lang_array[lang] )
         {
            int sn;

            if( !( VALID_LANGS & lang_array[lang] ) )
               return FALSE;

            if( ( sn = skill_lookup( lang_names[lang] ) ) < 0 )
            {
               bug( "Can_learn_lang: valid language without sn: %d", lang );
               continue;
            }

            if( ch->pcdata->learned[sn] >= 99 )
               return FALSE;
         }
   }

   if( VALID_LANGS & language )
      return TRUE;

   return FALSE;
}

int const lang_array[] = {
   LANG_COMMON, LANG_NEZUMI, LANG_DEMON, LANG_ANGEL, LANG_VANARA, LANG_SPIRIT, LANG_UNDEAD, LANG_UNKNOWN
};
char *const lang_names[] = {
   "common", "nezumi", "demon", "angel", "vanara", "spirit", "undead", "unknown"
};

/* Note: does not count racial language.  This is intentional (for now). */
int countlangs( int languages )
{
   int numlangs = 0;
   int looper;

   for( looper = 0; lang_array[looper] != LANG_UNKNOWN; looper++ )
   {
      if( lang_array[looper] == LANG_CLAN )
         continue;

      if( languages & lang_array[looper] )
         numlangs++;
   }

   return numlangs;
}

void do_speak( CHAR_DATA * ch, char *argument )
{
   int langs;
   char arg[MAX_INPUT_LENGTH];
   argument = one_argument( argument, arg );

   if( !str_cmp( arg, "all" ) && IS_IMMORTAL( ch ) )
   {
      set_char_color( AT_SAY, ch );
      ch->speaking = ~LANG_CLAN;
      send_to_char( "Now speaking all languages.\n\r", ch );
      return;
   }

   for( langs = 0; lang_array[langs] != LANG_UNKNOWN; langs++ )
      if( !str_prefix( arg, lang_names[langs] ) )
         if( knows_language( ch, lang_array[langs], ch ) )
         {
            if( lang_array[langs] == LANG_CLAN && ( IS_NPC( ch ) || !ch->pcdata->clan ) )
               continue;

            ch->speaking = lang_array[langs];

            set_char_color( AT_SAY, ch );

            ch_printf( ch, "You now speak %s.\n\r", lang_names[langs] );

            return;
         }

   set_char_color( AT_SAY, ch );

   send_to_char( "You do not know that language.\n\r", ch );
}

void do_languages( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   int lang;
   argument = one_argument( argument, arg );

   if( arg[0] != STRING_NULL && !str_prefix( arg, "learn" ) && !IS_IMMORTAL( ch ) && !IS_NPC( ch ) )
   {
      CHAR_DATA *sch;
      char arg2[MAX_INPUT_LENGTH];
      int sn;
      int prct;
      int prac;
      argument = one_argument( argument, arg2 );

      if( arg2[0] == STRING_NULL )
      {
         send_to_char( "Learn which language?\n\r", ch );
         return;
      }

      for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      {
         if( lang_array[lang] == LANG_CLAN )
            continue;

         if( !str_prefix( arg2, lang_names[lang] ) )
            break;
      }

      if( lang_array[lang] == LANG_UNKNOWN )
      {
         send_to_char( "That is not a language.\n\r", ch );
         return;
      }

      if( !( VALID_LANGS & lang_array[lang] ) )
      {
         send_to_char( "You may not learn that language.\n\r", ch );
         return;
      }

      if( ( sn = skill_lookup( lang_names[lang] ) ) < 0 )
      {
         send_to_char( "That is not a language.\n\r", ch );
         return;
      }

      if( race_table[ch->race]->language & lang_array[lang] || lang_array[lang] == LANG_COMMON || ch->pcdata->learned[sn] >= 99 )
      {
         act( AT_PLAIN, "You are already fluent in $t.", ch, lang_names[lang], NULL, TO_CHAR );
         return;
      }

      for( sch = ch->in_room->first_person; sch; sch = sch->next_in_room )
         if( IS_NPC( sch ) && xIS_SET( sch->act, ACT_SCHOLAR )
             && knows_language( sch, ch->speaking, ch ) && knows_language( sch, lang_array[lang], sch ) && ( !sch->speaking || knows_language( ch, sch->speaking, sch ) ) )
            break;

      if( !sch )
      {
         send_to_char( "There is no one who can teach that language here.\n\r", ch );
         return;
      }

      if( countlangs( ch->speaks ) >= ( ch->level / 10 ) && ch->pcdata->learned[sn] <= 0 )
      {
         act( AT_TELL, "$n tells you 'You may not learn a new language yet.'", sch, NULL, ch, TO_VICT );
         return;
      }

      /*
       * 0..16 cha = 2 pracs, 17..25 = 1 prac. -- Altrag
       */
      prac = 2 - ( get_curr_cha( ch ) / 17 );

      if( ch->practice < prac )
      {
         act( AT_TELL, "$n tells you 'You do not have enough practices.'", sch, NULL, ch, TO_VICT );
         return;
      }

      ch->practice -= prac;

      /*
       * Max 12% (5 + 4 + 3) at 24+ int and 21+ wis. -- Altrag
       */
      prct = 5 + ( get_curr_int( ch ) / 6 ) + ( get_curr_wis( ch ) / 7 );
      ch->pcdata->learned[sn] += prct;
      ch->pcdata->learned[sn] = UMIN( ch->pcdata->learned[sn], 99 );
      SET_BIT( ch->speaks, lang_array[lang] );

      if( ch->pcdata->learned[sn] == prct )
         act( AT_PLAIN, "You begin lessons in $t.", ch, lang_names[lang], NULL, TO_CHAR );
      else if( ch->pcdata->learned[sn] < 60 )
         act( AT_PLAIN, "You continue lessons in $t.", ch, lang_names[lang], NULL, TO_CHAR );
      else if( ch->pcdata->learned[sn] < 60 + prct )
         act( AT_PLAIN, "You feel you can start communicating in $t.", ch, lang_names[lang], NULL, TO_CHAR );
      else if( ch->pcdata->learned[sn] < 99 )
         act( AT_PLAIN, "You become more fluent in $t.", ch, lang_names[lang], NULL, TO_CHAR );
      else
         act( AT_PLAIN, "You now speak perfect $t.", ch, lang_names[lang], NULL, TO_CHAR );

      return;
   }

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( knows_language( ch, lang_array[lang], ch ) )
      {
         if( ch->speaking & lang_array[lang] || ( IS_NPC( ch ) && !ch->speaking ) )
            set_char_color( AT_SAY, ch );
         else
            set_char_color( AT_PLAIN, ch );

         send_to_char( lang_names[lang], ch );

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

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

   return;
}

void do_racetalk( CHAR_DATA * ch, char *argument )
{
   talk_channel( ch, argument, CHANNEL_RACETALK, "racetalk" );
   return;
}

/**
 * Allows public addressing from ch to ch
 * syntax: talk <to player> <message>
 * Ex.
 * talk Cynshard hey tard
 * > You say to Cynshard, 'tard'.
 */
void do_talk( CHAR_DATA * ch, char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   char buf[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   int position;
   int speaking = -1, lang;
#ifndef SCRAMBLE

   for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
      if( ch->speaking & lang_array[lang] )
      {
         speaking = lang;
         break;
      }

#endif
   REMOVE_BIT( ch->deaf, CHANNEL_SAYTO );

   argument = one_argument( argument, arg );

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

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

   if( ch == victim )
   {
      send_to_char( "You have a nice little chat with yourself.\n\r", ch );
      return;
   }

   if( !IS_NPC( victim ) && ( victim->switched ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) )
   {
      send_to_char( "That player is switched.\n\r", ch );
      return;
   }
   else if( !IS_NPC( victim ) && ( !victim->desc ) )
   {
      send_to_char( "That player is link-dead.\n\r", ch );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) )
   {
      send_to_char( "That player is afk.\n\r", ch );
      return;
   }

   if( IS_SET( victim->deaf, CHANNEL_SAYTO ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
   {
      act( AT_PLAIN, "$E has $S says turned off.", ch, NULL, victim, TO_CHAR );
      return;
   }

   if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) )
      send_to_char( "That player is silenced.  They will receive your message but can not respond.\n\r", ch );
   /*
    * make sure desc exists first  -Thoric 
    */
   if( victim->desc && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
   {
      act( AT_PLAIN, "$E is currently in a writing buffer.  Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
      return;
   }

   /*
    * Check to see if target of tell is ignoring the sender
    */
   if( is_ignoring( victim, ch ) )
   {
      /*
       * If the sender is an imm then they cannot be ignored
       */
      if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) )
      {
         set_char_color( AT_IGNORE, ch );
         ch_printf( ch, "%s is ignoring you.\n\r", victim->name );
         return;
      }
      else
      {
         set_char_color( AT_IGNORE, victim );
         ch_printf( victim, "You attempt to ignore %s, but " "are unable to do so.\n\r", ch->name );
      }
   }

   act( AT_SAY, "You say to $N, '$t'", ch, argument, victim, TO_CHAR );

   position = victim->position;
   victim->position = POS_STANDING;
#ifndef SCRAMBLE

   if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) )
   {
      int speakswell = UMIN( knows_language( victim, ch->speaking, ch ),
                             knows_language( ch, ch->speaking, victim ) );

      if( speakswell < 85 )
         act( AT_SAY, "$n says to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );

#else
   if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) || ch->speaking != 0 ) )
      act( AT_SAY, "$n says to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );

#endif
   else
      act( AT_SAY, "$n says to you '$t'", ch, argument, victim, TO_VICT );
}

else
act( AT_SAY, "$n says to you '$t'", ch, argument, victim, TO_VICT );

if( !xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
   act( AT_SAY, "$n says '$t' to $N.", ch, argument, victim, TO_NOTVICT );

victim->position = position;

if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
   sprintf( buf, "%s: %s (says to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
   append_to_file( LOG_FILE, buf );
}

mprog_speech_trigger( argument, ch );

return;
}