asgard/
asgard/.settings/
asgard/area/
asgard/data/clans/
asgard/data/clans/history/
asgard/data/rosters/
asgard/src/notice/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 **************************************************************************/
/***************************************************************************
 *	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
 *	ROM has been brought to you by the ROM consortium		   *
 *	    Russ Taylor (rtaylor@pacinfo.com)				   *
 *	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
 *	    Brian Moore (rom@rom.efn.org)				   *
 *	By using this code, you have agreed to follow the terms of the	   *
 *	ROM license, in the file Rom24/doc/rom.license			   *
 ***************************************************************************/
/***************************************************************************
 *       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       *
 *       By using this code, you have agreed to follow the terms of the     *
 *       ROT license, in the file doc/rot.license                           *
 ***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#include <errno.h>		
#include <unistd.h>		
#endif
#include <ctype.h>       
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <malloc.h>
#include "merc.h"
#include "recycle.h"
#include "tables.h"
#include "newclan.h"
/* command procedures needed */
DECLARE_DO_FUN (do_quit);
void reduce_stances(CHAR_DATA *ch);
void reduce_learned(CHAR_DATA *ch);
char * total_length(char *input, int length);

/* RT code to delete yourself */

void do_delet(CHAR_DATA * ch, char *argument)
{
	send_to_char("You must type the full command to delete yourself.\n\r", ch);
}

void do_delete(CHAR_DATA * ch, char *argument)
{
	AUCTION_DATA *auc;
	char strsave[MAX_INPUT_LENGTH];

	if (IS_NPC (ch))
		return;

	for (auc = auction_list; auc != NULL; auc = auc->next)
	{
		if (auc->high_bidder == ch || auc->owner == ch)
		{
			send_to_char("You still have a stake in an auction!\n\r", ch);
			return;
		}
	}

	if (ch->pcdata->confirm_delete)
	{
		if (str_cmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
//		if (argument[0] != '\0')
		{
			send_to_char("Delete status removed.\n\r", ch);
			ch->pcdata->confirm_delete = FALSE;
			return;
		}
		else
		{
			ROSTER_DATA *roster;
			GET_ROSTER(ch, roster);
			mark_delete_roster( roster );
			/* player files parsed directories by Yaz 4th Realm */
#if !defined( macintosh )
			sprintf(strsave, "%s%s%s%s", PLAYER_DIR, initial(ch->name), "/",
					capitalize(ch->name));
#else
			sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name));
#endif
			wiznet("$N turns $Mself into line noise.", ch, NULL, 0, 0, 0);
			printf_system("%s@%s deleted.", ch->name, ch->desc ? ch->desc->host : "nohost");
			print_player(ch, "** DELETED **");
			stop_fighting(ch, TRUE);
			if (ch->level > 25)
			{
				update_wizlist(ch, 1);
			}

			do_quit(ch, "");
			unlink(strsave);
			return;
		}
	}

	send_to_char("{@Type {Ydelete <your password>{@ to confirm this command.\n\r", ch);
	send_to_char("{!{zWARNING: this command is irreversible.{x\n\r", ch);
	send_to_char(
			"{@Typing delete with NO argument will undo delete status.{x\n\r",
			ch);
	ch->pcdata->confirm_delete = TRUE;
	wiznet("{^$N{V is contemplating deletion.", ch, NULL, 0, 0, get_trust(ch));
}

void do_rerol(CHAR_DATA * ch, char *argument)
{
	send_to_char("You must type the full command to reroll yourself.\n\r", ch);
}

void do_reroll(CHAR_DATA * ch, char *argument)
{
	AUCTION_DATA *auc;
	char strsave[MAX_INPUT_LENGTH];
	char arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];

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

	if (IS_NPC (ch))
		return;

	for (auc = auction_list; auc != NULL; auc = auc->next)
	{
		if (auc->high_bidder == ch || auc->owner == ch)
		{
			send_to_char("You still have a stake in an auction!\n\r", ch);
			return;
		}
	}

	if (ch->level < 101 && ch->pcdata->tier < 3)
	{
		send_to_char("You must be maxed in the tier to reroll.\n\r", ch);
		return;
	}

	if (ch->pcdata->tier == 3 && !str_cmp(arg1, "switch"))
	{

		if (ch->questpoints < 200)
		{
			send_to_char(
					"It costs 200 Quest points to change your base class.\n\r",
					ch);
			return;
		}
		else
		{
			if (arg2[0] == '\0')
			{
				send_to_char("Base Class Choices:\n\r", ch);
				send_to_char("Warrior\n\r", ch);
				send_to_char("Thief\n\r", ch);
				send_to_char("Mage\n\r", ch);
				send_to_char("Cleric\n\r", ch);
				send_to_char("Druid\n\r", ch);
				send_to_char("Shade\n\r", ch);
				send_to_char("Ranger\n\r\n\r", ch);
				send_to_char(
						"{@Type reroll switch <base class> to confirm this command.\n\r",
						ch);
				send_to_char("{!{zWARNING: this command is irreversible.\n\r",
						ch);
				send_to_char(
						"{x{@Typing reroll with an argument other than 'switch <base class>' will undo reroll status.{x\n\r",
						ch);
				ch->pcdata->confirm_reroll = TRUE;
				wiznet("{^$N{V is contemplating rerolling.", ch, NULL, 0, 0,
						get_trust(ch));
				return;
			}

			if (arg2[0] != '\0')
			{
				if (!str_cmp(arg2, "warrior"))
					ch->class = CLASS_GLADIATOR;
				if (!str_cmp(arg2, "thief"))
					ch->class = CLASS_MERCENARY;
				if (!str_cmp(arg2, "mage"))
					ch->class = CLASS_WIZARD;
				if (!str_cmp(arg2, "cleric"))
					ch->class = CLASS_PRIEST;
				if (!str_cmp(arg2, "druid"))
					ch->class = CLASS_SAGE;
				if (!str_cmp(arg2, "shade"))
					ch->class = CLASS_LICH;
				if (!str_cmp(arg2, "ranger"))
					ch->class = CLASS_STRIDER;
				if (!str_cmp(arg2, "warrior") || !str_cmp(arg2, "thief")
						|| !str_cmp(arg2, "mage") || !str_cmp(arg2, "cleric")
						|| !str_cmp(arg2, "druid") || !str_cmp(arg2, "shade")
						|| !str_cmp(arg2, "ranger"))
					ch->questpoints -= 200;
			}
		}
	}

	if (ch->pcdata->tier == 2 && !str_cmp(arg1, "switch"))
	{

		if (ch->questpoints < 200)
		{
			send_to_char(
					"It costs 200 Quest points to change your base class.\n\r",
					ch);
			return;
		}
		else
		{
			if (arg2[0] == '\0')
			{
				send_to_char("Base Class Choices:\n\r", ch);
				send_to_char("Warrior\n\r", ch);
				send_to_char("Thief\n\r", ch);
				send_to_char("Mage\n\r", ch);
				send_to_char("Cleric\n\r", ch);
				send_to_char("Druid\n\r", ch);
				send_to_char("Shade\n\r", ch);
				send_to_char("Ranger\n\r\n\r", ch);
				send_to_char(
						"{@Type reroll switch <base class> to confirm this command.\n\r",
						ch);
				send_to_char("{!{zWARNING: this command is irreversible.\n\r",
						ch);
				send_to_char(
						"{x{@Typing reroll with an argument other than 'switch <base class>' will undo reroll status.{x\n\r",
						ch);
				ch->pcdata->confirm_reroll = TRUE;
				wiznet("{^$N{V is contemplating rerolling.", ch, NULL, 0, 0,
						get_trust(ch));
				return;
			}

			if (arg2[0] != '\0')
			{
				if (!str_cmp(arg2, "warrior"))
					ch->class = CLASS_GLADIATOR;
				if (!str_cmp(arg2, "thief"))
					ch->class = CLASS_MERCENARY;
				if (!str_cmp(arg2, "mage"))
					ch->class = CLASS_WIZARD;
				if (!str_cmp(arg2, "cleric"))
					ch->class = CLASS_PRIEST;
				if (!str_cmp(arg2, "druid"))
					ch->class = CLASS_SAGE;
				if (!str_cmp(arg2, "shade"))
					ch->class = CLASS_LICH;
				if (!str_cmp(arg2, "ranger"))
					ch->class = CLASS_STRIDER;
				if (!str_cmp(arg2, "warrior") || !str_cmp(arg2, "thief")
						|| !str_cmp(arg2, "mage") || !str_cmp(arg2, "cleric")
						|| !str_cmp(arg2, "druid") || !str_cmp(arg2, "shade")
						|| !str_cmp(arg2, "ranger"))
					ch->questpoints -= 200;

				char buf[MSL];
				sprintf(buf, "You are now set as a %s.\n\r", arg2);
				send_to_char(buf, ch);
			}
		}
	}
	if (ch->pcdata->confirm_reroll)
	{
		if (arg1[0] != '\0')
		{
			send_to_char("Reroll status removed.\n\r", ch);
			ch->pcdata->confirm_reroll = FALSE;
			return;
		}
		else
		{
			/* player files parsed directories by Yaz 4th Realm */
#if !defined( macintosh )
			sprintf(strsave, "%s%s%s%s", PLAYER_DIR, initial(ch->name), "/",
					capitalize(ch->name));
#else
			sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name));
#endif
			stop_fighting(ch, TRUE);
			SET_BIT (ch->act, PLR_REROLL);
			if (ch->pcdata->tier < 3)
				ch->pcdata->tier++;
			if (ch->level > 25)
			{
				update_wizlist(ch, 1);
			}
			do_quit(ch, "");
			return;
		}
	}

	if (arg1[0] != '\0')
	{
		send_to_char(
				"To {!reroll{x without switching base class, type just {&reroll{x.\n\r",
				ch);
		send_to_char(
				"To switch your base class and {!reroll{x type: {&reroll switch <base class>{x.\n\r",
				ch);
		send_to_char(
				"Type just {&reroll switch{x to see list of base classes.\n\r",
				ch);
		return;
	}

	send_to_char("{@Type reroll again to confirm this command.\n\r", ch);
	send_to_char("{!{zWARNING: this command is irreversible.\n\r", ch);
	send_to_char(
			"{x{@Typing reroll with an argument will undo reroll status.{x\n\r",
			ch);
	send_to_char("{x{&Type reroll with an argument to see its options.{x\n\r",
			ch);
	ch->pcdata->confirm_reroll = TRUE;
	wiznet("{^$N{V is contemplating rerolling.", ch, NULL, 0, 0, get_trust(ch));
}

void reduce_stances(CHAR_DATA *ch)
{
	int i;

	for (i = 1; i < 11; i++)
	{
		if (ch->stance[i] > 100)
			ch->stance[i] = ch->stance[i]
					- number_range(1, ch->stance[i] - 100);
	}
	return;
}

void reduce_learned(CHAR_DATA *ch)
{
	int i;

	for (i = 1; i < 6; i++)
	{
		if (ch->magic[i] > 100)
			ch->magic[i] = ch->magic[i] - ((ch->magic[i] - 100) * 3
					/ number_range(6, 9));
	}
	return;
}

/* RT code to display channel status */

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

	/* lists all channels and their status */
	send_to_char("{@   Channel     Status\n\r", ch);
	send_to_char("{!---------------------\n\r", ch);

	send_to_char("{=Chat{^            ", ch);
	if (!IS_SET (ch->comm, COMM_NOCHAT))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{qClan{^           ", ch);
	if (!IS_SET (ch->comm, COMM_NOCLAN))
		send_to_char("{GON{x\n\r", ch);
	else
		send_to_char("{ROFF{x\n\r", ch);

	send_to_char("{,Cgossip{^      ", ch);
	if (!IS_SET (ch->comm, PLR_NOCGOSSIP))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{vQuest{^        ", ch);
	if (!IS_SET (ch->comm, COMM_NOQGOSSIP))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{+Auction{^        ", ch);
	if (!IS_SET (ch->comm, COMM_NOAUCTION))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{-Music{^          ", ch);
	if (!IS_SET (ch->comm, COMM_NOMUSIC))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{pQ/A{^            ", ch);
	if (!IS_SET (ch->comm, COMM_NOASK))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{qQuote{^          ", ch);
	if (!IS_SET (ch->comm, COMM_NOQUOTE))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{/Grats{^          ", ch);
	if (!IS_SET (ch->comm, COMM_NOGRATS))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	if (IS_IMMORTAL (ch))
	{
		send_to_char("{QImmtalk{^      ", ch);
		if (!IS_SET (ch->comm, COMM_NOWIZ))
			send_to_char("ON\n\r", ch);
		else
			send_to_char("OFF\n\r", ch);
	}

	send_to_char("{:Shouts{^         ", ch);
	if (!IS_SET (ch->comm, COMM_SHOUTSOFF))
		send_to_char("ON\n\r", ch);
	else
		send_to_char("OFF\n\r", ch);

	send_to_char("{sTells{^          ", ch);
	if (!IS_SET (ch->comm, COMM_DEAF))
		send_to_char("ON{x\n\r", ch);
	else
		send_to_char("OFF{x\n\r", ch);

	send_to_char("{@Quiet mode{^     ", ch);
	if (IS_SET (ch->comm, COMM_QUIET))
		send_to_char("ON{x\n\r", ch);
	else
		send_to_char("OFF{x\n\r", ch);

	send_to_char("{$Arena mode{^     ", ch);
	if (IS_SET (ch->comm, COMM_NOARENA))
		send_to_char("OFF{x\n\r", ch);
	else
		send_to_char("ON{x\n\r", ch);

	if (IS_SET (ch->comm, COMM_AFK))
		send_to_char("{@You are AFK.{x\n\r", ch);

	if (IS_SET (ch->comm, COMM_STORE))
		send_to_char("{@You store tells during fights.{x\n\r", ch);

	if (IS_SET (ch->comm, COMM_SNOOP_PROOF))
		send_to_char("{@You are immune to snooping.{x\n\r", ch);

	if (ch->lines != PAGELEN)
	{
		if (ch->lines)
		{
			sprintf(buf, "{@You display {#%d{@ lines of scroll.{x\n\r",
					ch->lines + 2);
			send_to_char(buf, ch);
		}
		else
			send_to_char("{@Scroll buffering is off.{x\n\r", ch);
	}

	if (ch->prompt != NULL)
	{
		sprintf(buf, "{@Your current prompt is:{x %s{x\n\r", ch->prompt);
		send_to_char(buf, ch);
	}

	if (IS_SET (ch->comm, COMM_NOSHOUT))
		send_to_char("{@You cannot shout.{x\n\r", ch);

	if (IS_SET (ch->comm, COMM_NOTELL))
		send_to_char("{@You cannot use tell.{x\n\r", ch);

	if (IS_SET (ch->comm, COMM_NOCHANNELS))
		send_to_char("{@You cannot use channels.{x\n\r", ch);

	if (IS_SET (ch->comm, COMM_NOEMOTE))
		send_to_char("{@You cannot show emotions.{x\n\r", ch);

}

/* RT deaf blocks out all shouts */

void do_deaf(CHAR_DATA * ch, char *argument)
{
	if (IS_AFFECTED(ch, AFF_DEAF))
	{
		send_to_char("You are not deaf on purpose as it is.\n\r", ch);
		return;
	}
	if (IS_SET (ch->comm, COMM_DEAF))
	{
		send_to_char("You can now hear tells again.\n\r", ch);
		REMOVE_BIT (ch->comm, COMM_DEAF);
	}
	else
	{
		send_to_char("From now on, you won't hear tells.\n\r", ch);
		SET_BIT (ch->comm, COMM_DEAF);
	}
}

/* RT quiet blocks out all communication */

void do_quiet(CHAR_DATA * ch, char *argument)
{
	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("Quiet mode removed.\n\r", ch);
		REMOVE_BIT (ch->comm, COMM_QUIET);
	}
	else
	{
		send_to_char("From now on, you will only hear says and emotes.\n\r", ch);
		SET_BIT (ch->comm, COMM_QUIET);
	}
}

/* afk command */

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

	if (IS_SET (ch->comm, COMM_AFK))
	{
		if (ch->tells)
		{
			sprintf(buf,
					"AFK mode removed.  You have {R%d{x tells waiting.\n\r",
					ch->tells);
			send_to_char(buf, ch);
			send_to_char("Type 'replay' to see tells.\n\r", ch);
		}
		else
		{
			send_to_char("AFK mode removed.  You have no tells waiting.\n\r",
					ch);
		}
		REMOVE_BIT (ch->comm, COMM_AFK);
	}
	else
	{
		send_to_char("You are now in AFK mode.\n\r", ch);
		SET_BIT (ch->comm, COMM_AFK);
	}
}

void do_autostore(CHAR_DATA * ch, char *argument)
{
	if (IS_SET (ch->comm, COMM_STORE))
	{
		send_to_char("You will no longer store tells during fights.\n\r", ch);
		REMOVE_BIT (ch->comm, COMM_STORE);
	}
	else
	{
		send_to_char("You will now store tells during fights.\n\r", ch);
		SET_BIT (ch->comm, COMM_STORE);
	}
}

void do_replay(CHAR_DATA * ch, char *argument)
{
	if (IS_NPC (ch))
	{
		send_to_char("You can't replay.\n\r", ch);
		return;
	}

	if (buf_string(ch->pcdata->buffer)[0] == '\0')
	{
		send_to_char("You have no tells to replay.\n\r", ch);
		return;
	}

	page_to_char(buf_string(ch->pcdata->buffer), ch);
	clear_buf(ch->pcdata->buffer);
	ch->tells = 0;
}

void do_qgossip(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	DESCRIPTOR_DATA *d;
	int wtime;

	if (!ch->on_quest && !IS_IMMORTAL (ch))
	{
		send_to_char("You are not on a quest!\n\r", ch);
		return;
	}

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOQGOSSIP))
		{
			send_to_char("Quest gossip channel is now ON.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOQGOSSIP);
		}
		else
		{
			send_to_char("Quest gossip channel is now OFF.\n\r", ch);
			SET_BIT (ch->comm, COMM_NOQGOSSIP);
		}
	}
	else
	/* qgossip message sent, turn qgossip on if it isn't already */
	{
		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r",
					ch);
			return;
		}
		if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
		{
			send_to_char(
					"Just keep your nose in the corner like a good little player.\n\r",
					ch);
			return;
		}

		REMOVE_BIT (ch->comm, COMM_NOQGOSSIP);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "{3[{vQGOSSIP{3]{x You '{v%s{x'\n\r", argument);
		send_to_char(buf, ch);
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;
			int pos;
			bool found = FALSE;

			victim = d->original ? d->original : d->character;

			if (d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET (victim->comm, COMM_NOQGOSSIP)
					&&
					!IS_SET (victim->comm, COMM_QUIET) && ((victim->on_quest)
					|| IS_IMMORTAL (victim)))
			{
				for (pos = 0; pos < MAX_FORGET; pos++)
				{
					if (IS_NPC(victim))
						break;
					if (victim->pcdata->forget[pos] == NULL)
						break;
					if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
						found = TRUE;
				}
				if (!found)
				{
					act_new("{3[{vQGOSSIP{3]{x $n '{v$t{x'", ch, argument,
							d->character, TO_VICT, POS_SLEEPING);
				}
			}
		}
	}
	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;}

void do_grats(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	//char bufy[MAX_CHANNEL_LENGTH];
	//char bufz[MAX_CHANNEL_LENGTH];
	DESCRIPTOR_DATA *d;
	int wtime;

	buf[0] = '\0';
	//bufy[0] = '\0';
	//bufz[0] = '\0';

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOGRATS))
		{
			send_to_char("Grats channel is now ON.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOGRATS);
		}
		else
		{
			send_to_char("Grats channel is now OFF.\n\r", ch);
			SET_BIT (ch->comm, COMM_NOGRATS);
		}
	}
	else
	/* grats message sent, turn grats on if it isn't already */
	{

		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r",
					ch);
			return;
		}
		if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
		{
			send_to_char(
					"Just keep your nose in the corner like a good little player.\n\r",
					ch);
			return;
		}

		REMOVE_BIT (ch->comm, COMM_NOGRATS);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "{3[{/GRATS{3]{x You '{/%s{x'\n\r", argument);
		send_to_char(buf, ch);
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;
			int pos;
			bool found = FALSE;

			victim = d->original ? d->original : d->character;

			if (d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET (victim->comm, COMM_NOGRATS)
					&&
					!IS_SET (victim->comm, COMM_QUIET))
			{
				for (pos = 0; pos < MAX_FORGET; pos++)
				{
					if (IS_NPC(victim))
						break;
					if (victim->pcdata->forget[pos] == NULL)
						break;
					if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
						found = TRUE;
				}
				if (!found)
				{
					act_new("{3[{/GRATS{3]{x $n '{/$t{x'", ch, argument,
							d->character, TO_VICT, POS_SLEEPING);
				}
			}
		}
	}
	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;}

void do_quote(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	DESCRIPTOR_DATA *d;
	int wtime;

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOQUOTE))
		{
			send_to_char("Quote channel is now ON.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOQUOTE);
		}
		else
		{
			send_to_char("Quote channel is now OFF.\n\r", ch);
			SET_BIT (ch->comm, COMM_NOQUOTE);
		}
	}
	else
	/* quote message sent, turn quote on if it isn't already */
	{
		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r",
					ch);
			return;
		}
		if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
		{
			send_to_char(
					"Just keep your nose in the corner like a good little player.\n\r",
					ch);
			return;
		}

		REMOVE_BIT (ch->comm, COMM_NOQUOTE);

		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "{3[{qQUOTE{3]{x You '{q%s{x'\n\r", argument);
		send_to_char(buf, ch);
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;
			int pos;
			bool found = FALSE;

			victim = d->original ? d->original : d->character;

			if (d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET (victim->comm, COMM_NOQUOTE)
					&&
					!IS_SET (victim->comm, COMM_QUIET))
			{
				for (pos = 0; pos < MAX_FORGET; pos++)
				{
					if (IS_NPC(victim))
						break;
					if (victim->pcdata->forget[pos] == NULL)
						break;
					if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
						found = TRUE;
				}
				if (!found)
				{
					act_new("{3[{qQUOTE{3]{x $n '{q$t{x'", ch, argument,
							d->character, TO_VICT, POS_SLEEPING);
				}
			}
		}
	}
	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;}

void social_channel(const char *format, CHAR_DATA * ch, const void *arg2,
		int type)
{
	static char * const he_she[] =
	{ "it", "he", "she" };
	static char * const him_her[] =
	{ "it", "him", "her" };
	static char * const his_her[] =
	{ "its", "his", "her" };

	CHAR_DATA *to;
	CHAR_DATA *vch = (CHAR_DATA *) arg2;
	const char *str;
	char *i;
	char *point;
	char *i2;
	char fixed[MAX_CHANNEL_LENGTH];
	char buf[MAX_CHANNEL_LENGTH];
	bool fColour = FALSE;

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("You must turn off quiet mode first.\n\r", ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_NOCHANNELS))
	{
		send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
		return;
	}

	if (!format || !*format)
		return;

	if (!ch || !ch->desc || !ch->in_room)
		return;

	to = char_list;
	if (type == TO_VICT)
	{
		if (!vch)
		{
			printf_debug("Act: null vch with TO_VICT.");
			return;
		}

		if (!vch->in_room)
			return;

		to = vch;
	}
	if (type == TO_CHAR)
	{
		if (ch == NULL)
		{
			return;
		}
		to = ch;
	}

	for (; to; to = to->next)
	{
		if (!to->desc || to->position < POS_RESTING || !to->in_room)
			continue;

		if (type == TO_CHAR && to != ch)
			continue;
		if (type == TO_VICT && (to != vch || to == ch))
			continue;
		if (type == TO_ROOM && to == ch)
			continue;
		if (type == TO_NOTVICT && (to == ch || to == vch))
			continue;
		if (IS_SET (to->comm, COMM_NOSOCIAL) || IS_SET (to->comm, COMM_QUIET))
			continue;
		point = buf;
		sprintf(buf, "SOCIAL: ");
		point += 8;
		str = format;
		while (*str)
		{
			if (*str != '$' && *str != '{')
			{
				*point++ = *str++;
				continue;
			}

			i = NULL;
			switch (*str)
			{
			case '$':
				fColour = TRUE;
				++str;
				i = " <@@@> ";
				if (!arg2 && *str >= 'A' && *str <= 'Z' && *str != 'G')
				{
					printf_debug("Act: missing arg2 for code %d.", *str);
					i = " <@@@> ";
				}
				else
				{
					switch (*str)
					{
					default:
						printf_debug("Act: bad code %d.", *str);
						i = " <@@@> ";
						break;

					case 'T':
						i = (char *) arg2;
						break;

					case 'n':
						i = PERS (ch, to);
						break;

					case 'N':
						i = PERS (vch, to);
						break;

					case 'e':
						i = he_she[URANGE (0, ch->sex, 2)];
						break;

					case 'E':
						i = he_she[URANGE (0, vch->sex, 2)];
						break;

					case 'm':
						i = him_her[URANGE (0, ch->sex, 2)];
						break;

					case 'M':
						i = him_her[URANGE (0, vch->sex, 2)];
						break;

					case 's':
						i = his_her[URANGE (0, ch->sex, 2)];
						break;

					case 'S':
						i = his_her[URANGE (0, vch->sex, 2)];
						break;

					case 'g':
						i = (char *) ch->god;
						break;

					}
				}
				break;

			case '{':
				fColour = FALSE;
				++str;
				i = NULL;
				if (IS_SET (to->act, PLR_COLOUR))
				{
					i = colour(*str, to);
				}
				break;

			default:
				fColour = FALSE;
				*point++ = *str++;
				break;
			}

			++str;
			if (fColour && i)
			{
				fixed[0] = '\0';
				i2 = fixed;

				if (IS_SET (to->act, PLR_COLOUR))
				{
					for (i2 = fixed; *i; i++)
					{
						if (*i == '{')
						{
							i++;
							strcat(fixed, colour(*i, to));
							for (i2 = fixed; *i2; i2++)
								;
							if (*i == '\0')
								break;
							continue;
						}
						*i2 = *i;
						*++i2 = '\0';
					}
					*i2 = '\0';
					i = &fixed[0];
				}
				else
				{
					for (i2 = fixed; *i; i++)
					{
						if (*i == '{')
						{
							i++;
							if (*i != '{')
							{
								continue;
							}
						}
						*i2 = *i;
						*++i2 = '\0';
					}
					*i2 = '\0';
					i = &fixed[0];
				}
			}

			if (i)
			{
				while ((*point = *i) != '\0')
				{
					++point;
					++i;
				}
			}
		}

		*point++ = '\n';
		*point++ = '\r';
		*point = '\0';
		buf[0] = UPPER (buf[0]);
		send_to_char("{W", to);
		if (to->desc)
			write_to_buffer(to->desc, buf, point - buf);
		send_to_char("{x", to);
	}
	return;
}

void do_social(CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *victim;
	int cmd;
	char arg[MAX_INPUT_LENGTH];
	char command[MAX_INPUT_LENGTH];
	bool found = FALSE;

	if (*argument == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOSOCIAL))
		{
			REMOVE_BIT (ch->comm, COMM_NOSOCIAL);
			send_to_char("Social channel is now ON.\n\r", ch);
		}
		else
		{
			SET_BIT (ch->comm, COMM_NOSOCIAL);
			send_to_char("Social channel is now OFF.\n\r", ch);
		}
		return;
	}

	if (IS_SET (ch->comm, COMM_NOSOCIAL))
	{
		send_to_char("Turn on the social channel first.\n\r", ch);
		return;
	}
	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("Turn off quiet first.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}
	argument = one_argument(argument, command);

	for (cmd = 0; social_table[cmd].name[0] != '\0'; cmd++)
	{
		if (command[0] == social_table[cmd].name[0] && !str_prefix(command,
				social_table[cmd].name))
		{
			found = TRUE;
			break;
		}
	}
	if (found == FALSE)
	{
		send_to_char("You wanna social what to who?!?!\n\r", ch);
		return;
	}

	one_argument(argument, arg);
	victim = NULL;
	if (arg[0] == '\0')
	{
		social_channel(social_table[cmd].others_no_arg, ch, victim, TO_ROOM);
		social_channel(social_table[cmd].char_no_arg, ch, victim, TO_CHAR);
	}
	else if ((victim = get_char_world(ch, arg)) == NULL)
	{
		send_to_char("They aren't here.\n\r", ch);
	}
	else if (victim == ch)
	{
		social_channel(social_table[cmd].others_auto, ch, victim, TO_ROOM);
		social_channel(social_table[cmd].char_auto, ch, victim, TO_CHAR);
	}
	else
	{
		social_channel(social_table[cmd].others_found, ch, victim, TO_NOTVICT);
		social_channel(social_table[cmd].char_found, ch, victim, TO_CHAR);
		social_channel(social_table[cmd].vict_found, ch, victim, TO_VICT);
	}

	return;
}

void do_gmote(CHAR_DATA * ch, char *argument)
{
	//DESCRIPTOR_DATA *d;

	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("Turn on the social channel first.\n\r", ch);
		return;
	}
	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("Turn off quiet first.\n\r", ch);
		return;
	}
	if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
	{
		send_to_char("You can't show your emotions.\n\r", ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_NOCHANNELS))
	{
		send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		send_to_char("Gmote what?\n\r", ch);
		return;
	}
	/*for (d = descriptor_list; d != NULL; d = d->next)
	 {
	 CHAR_DATA *victim;
	 int pos;
	 bool found = FALSE;

	 victim = d->original ? d->original : d->character;

	 if (d->connected == CON_PLAYING &&
	 d->character != ch &&
	 !IS_SET (victim->comm, COMM_NOASK) &&
	 !IS_SET (victim->comm, COMM_QUIET))
	 {
	 for (pos = 0; pos < MAX_FORGET; pos++)
	 {
	 if (IS_NPC(victim))
	 break;
	 if (victim->pcdata->forget[pos] == NULL)
	 break;
	 if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
	 found = TRUE;
	 }
	 if (!found)
	 {
	 social_channel ("{B$n $T{x", ch, argument, TO_VICT);
	 return;
	 }
	 }
	 }*/
	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	social_channel("{B$n $T{x", ch, argument, TO_ROOM);
	social_channel("{B$n $T{x", ch, argument, TO_CHAR);
	return;

}

/* RT ask channel */
void do_ask(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	DESCRIPTOR_DATA *d;
	int wtime;

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOASK))
		{
			send_to_char("Q/A channel is now ON.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOASK);
		}
		else
		{
			send_to_char("Q/A channel is now OFF.\n\r", ch);
			SET_BIT (ch->comm, COMM_NOASK);
		}
	}
	else
	/* ask sent, turn Q/A on if it isn't already */
	{
		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r",
					ch);
			return;
		}
		if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
		{
			send_to_char(
					"Just keep your nose in the corner like a good little player.\n\r",
					ch);
			return;
		}

		REMOVE_BIT (ch->comm, COMM_NOASK);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}

		sprintf(buf, "{3[{pASK{3]{x You '{p%s{x'\n\r", argument);
		send_to_char(buf, ch);
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;
			int pos;
			bool found = FALSE;

			victim = d->original ? d->original : d->character;

			if (d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET (victim->comm, COMM_NOASK)
					&&
					!IS_SET (victim->comm, COMM_QUIET))
			{
				for (pos = 0; pos < MAX_FORGET; pos++)
				{
					if (IS_NPC(victim))
						break;
					if (victim->pcdata->forget[pos] == NULL)
						break;
					if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
						found = TRUE;
				}
				if (!found)
				{
					act_new("{3[{pASK{3]{x $n '{p$t{x'", ch, argument,
							d->character, TO_VICT, POS_SLEEPING);
				}
			}
		}
	}
	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;}

/* RT answer channel - uses same line as asks */
void do_answer(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	DESCRIPTOR_DATA *d;
	int wtime;

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOASK))
		{
			send_to_char("Q/A channel is now ON.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOASK);
		}
		else
		{
			send_to_char("Q/A channel is now OFF.\n\r", ch);
			SET_BIT (ch->comm, COMM_NOASK);
		}
	}
	else
	/* answer sent, turn Q/A on if it isn't already */
	{
		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS)
				|| IS_SET(ch->comm, COMM_NOPUBCHAN))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r",
					ch);
			return;
		}
		if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
		{
			send_to_char(
					"Just keep your nose in the corner like a good little player.\n\r",
					ch);
			return;
		}

		REMOVE_BIT (ch->comm, COMM_NOASK);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "{3[{pANSWER{3]{x You '{p%s{x'\n\r", argument);
		send_to_char(buf, ch);
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;
			int pos;
			bool found = FALSE;

			victim = d->original ? d->original : d->character;

			if (d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET (victim->comm, COMM_NOASK)
					&&
					!IS_SET (victim->comm, COMM_QUIET))
			{
				for (pos = 0; pos < MAX_FORGET; pos++)
				{
					if (IS_NPC(victim))
						break;
					if (victim->pcdata->forget[pos] == NULL)
						break;
					if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
						found = TRUE;
				}
				if (!found)
				{
					act_new("{3[{pANSWER{3]{x $n '{p$t{x'", ch, argument,
							d->character, TO_VICT, POS_SLEEPING);
				}
			}
		}
	}
	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;}

/* RT music channel */
void do_music(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	DESCRIPTOR_DATA *d;
	int wtime;

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOMUSIC))
		{
			send_to_char("Music channel is now ON.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOMUSIC);
		}
		else
		{
			send_to_char("Music channel is now OFF.\n\r", ch);
			SET_BIT (ch->comm, COMM_NOMUSIC);
		}
	}
	else
	/* music sent, turn music on if it isn't already */
	{
		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS)
				|| IS_SET(ch->comm, COMM_NOPUBCHAN))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r",
					ch);
			return;
		}
		if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
		{
			send_to_char(
					"Just keep your nose in the corner like a good little player.\n\r",
					ch);
			return;
		}

		REMOVE_BIT (ch->comm, COMM_NOMUSIC);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "{3[{-MUSIC{3]{x You '{-%s{x'\n\r", argument);
		send_to_char(buf, ch);
		sprintf(buf, "{3[{-MUSIC{3]{x $n '{-%s{x'", argument);
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;
			int pos;
			bool found = FALSE;

			victim = d->original ? d->original : d->character;

			if (d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET (victim->comm, COMM_NOMUSIC)
					&&
					!IS_SET (victim->comm, COMM_QUIET))
			{
				for (pos = 0; pos < MAX_FORGET; pos++)
				{
					if (IS_NPC(victim))
						break;
					if (victim->pcdata->forget[pos] == NULL)
						break;
					if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
						found = TRUE;
				}
				if (!found)
				{
					act_new("{3[{-MUSIC{3]{x $n '{-$t{x'", ch, argument,
							d->character, TO_VICT, POS_SLEEPING);
				}
			}
		}
	}
	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;}

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

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_NOWIZ))
		{
			send_to_char("Immortal channel is now ON\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_NOWIZ);
		}
		else
		{
			send_to_char("Immortal channel is now OFF\n\r", ch);
			SET_BIT (ch->comm, COMM_NOWIZ);
		}
		return;
	}

	REMOVE_BIT (ch->comm, COMM_NOWIZ);

	sprintf(buf, "{3[{QIMM{3]{x $n '{Q%s{x'", argument);
	act_new("{3[{QIMM{3]{x $n '{Q$t{x'", ch, argument, NULL, TO_CHAR, POS_DEAD);
	for (d = descriptor_list; d != NULL; d = d->next)
	{
		if (d->connected == CON_PLAYING && IS_IMMORTAL (d->character)
				&&
				!IS_SET (d->character->comm, COMM_NOWIZ))
		{
			act_new("{3[{QIMM{3]{x $n '{Q$t{x'", ch, argument, d->character,
					TO_VICT, POS_DEAD);
		}
	}

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

	if (!IS_TRUSTED(ch,IMPLEMENTOR))
	{
		send_to_char("Huh?\n\r", ch);
		return;
	}

	if (argument[0] == '\0')
	{
		send_to_char("Try Typein Something Dummy!\n\r", ch);
		return;
	}

	else
	{
		if (IS_SET(ch->comm,COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		sprintf(buf, "{y[{wIMP Talk{y] {W%s{r: {C%s{x\n\r", ch->name, argument);
		send_to_char(buf, ch);

		for (d = descriptor_list; d != NULL; d = d->next)
		{
			CHAR_DATA *victim;

			if (d == NULL || d->character == NULL)
				continue;

			victim = d->original ? d->original : d->character;

			if ((d->connected == CON_PLAYING && d->character != ch
					&&
					!IS_SET(victim->comm,COMM_QUIET)) && victim->trust
					== MAX_LEVEL)
			{
				send_to_char(buf, victim);
			}
		}
	}
	return;
}

void do_say(CHAR_DATA * ch, char *argument)
{
	if (argument[0] == '{' && argument[1] == '\0')
		return;

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

	if (IS_SET(ch->in_room->room_flags,ROOM_SILENCED) && !IS_IMMORTAL(ch))
	{
		send_to_char("You have lost your powers of speech in this room!\n\r",
				ch);
		return;
	}

	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	act("$n says '{S$T{x'", ch, NULL, argument, TO_ROOM);
	act("You say '{S$T{x'", ch, NULL, argument, TO_CHAR);

	if (!IS_NPC (ch))
	{
		CHAR_DATA *mob, *mob_next;
		for (mob = ch->in_room->people; mob != NULL; mob = mob_next)
		{
			mob_next = mob->next_in_room;
			if (IS_NPC (mob) && HAS_TRIGGER (mob, TRIG_SPEECH) && mob->position
					== mob->pIndexData->default_pos)
				mp_act_trigger(argument, mob, ch, NULL, NULL, TRIG_SPEECH);
		}
	}
	return;
}

void do_shout(CHAR_DATA * ch, char *argument)
{
	DESCRIPTOR_DATA *d;

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, COMM_SHOUTSOFF))
		{
			send_to_char("You can hear shouts again.\n\r", ch);
			REMOVE_BIT (ch->comm, COMM_SHOUTSOFF);
		}
		else
		{
			send_to_char("You will no longer hear shouts.\n\r", ch);
			SET_BIT (ch->comm, COMM_SHOUTSOFF);
		}
		return;
	}

	if (IS_SET (ch->comm, COMM_NOSHOUT))
	{
		send_to_char("You can't shout.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_NOCHANNELS) || IS_SET(ch->comm, COMM_NOPUBCHAN))
	{
		send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
		return;
	}

	REMOVE_BIT (ch->comm, COMM_SHOUTSOFF);

	WAIT_STATE (ch, 12)
;	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk (ch, argument);
		}
	}
	act ("You shout '{:$T{x'", ch, NULL, argument, TO_CHAR);
	for (d = descriptor_list; d != NULL; d = d->next)
	{
		CHAR_DATA *victim;
		int pos;
		bool found = FALSE;

		victim = d->original ? d->original : d->character;

		if (d->connected == CON_PLAYING &&
				d->character != ch &&
				!IS_SET (victim->comm, COMM_SHOUTSOFF) &&
				!IS_SET (victim->comm, COMM_QUIET))
		{
			for (pos = 0; pos < MAX_FORGET; pos++)
			{
				if (IS_NPC(victim))
				break;
				if (victim->pcdata->forget[pos] == NULL)
				break;
				if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
				found = TRUE;
			}
			if (!found)
			{
				act ("$n shouts '{:$t{x'", ch, argument, d->character, TO_VICT);
			}
		}
	}

	return;
}

void do_tell(CHAR_DATA * ch, char *argument)
{
	char arg[MAX_INPUT_LENGTH], buf[MAX_CHANNEL_LENGTH];
	CHAR_DATA *victim;
	int pos;
	bool found = FALSE;
	int wtime;

	buf[0] = '\0';
	arg[0] = '\0';
	memset(buf, 0, strlen(buf));
	memset(arg, 0, strlen(arg));

	if (!IS_NPC(ch)) {
		if (IS_SET (ch->comm, COMM_NOTELL) || IS_SET (ch->comm, COMM_DEAF)
				|| IS_AFFECTED(ch,AFF_DEAF))
		{
			send_to_char("Your message didn't get through.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_QUIET))
		{
			send_to_char("You must turn off quiet mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_DEAF))
		{
			send_to_char("You must turn off deaf mode first.\n\r", ch);
			return;
		}

		if (IS_SET (ch->comm, COMM_NOCHANNELS))
		{
			send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
			return;
		}
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	argument = one_argument(argument, arg);

	if (argument[0] == '{' && argument[1] == '\0')
		return;

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

	/*
	 * Can tell to PC's anywhere, but NPC's only in same room.
	 * -- Furey
	 */
	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 (victim->desc == NULL && !IS_NPC (victim))
	{
		act("$N seems to have misplaced $S link...try again later.", ch, NULL,
				victim, TO_CHAR);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
		buf[0] = UPPER (buf[0]);
		add_buf(victim->pcdata->buffer, buf);
		victim->tells++;
		return;
	}

	for (pos = 0; pos < MAX_FORGET; pos++)
	{
		if (IS_NPC(victim))
			break;
		if (victim->pcdata->forget[pos] == NULL)
			break;
		if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
			found = TRUE;
	}
	if (found)
	{
		act("$N doesn't seem to be listening to you.", ch, NULL, victim,
				TO_CHAR);
		return;
	}

	/* Removed..Vengeance */
	/* Put back in.. Kefka */
	if (!(IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE (victim))
	{
		act("$E can't hear you.", ch, 0, victim, TO_CHAR);
		return;
	}
	/* */

	if ((IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF))
			&& !IS_IMMORTAL (ch))
	{
		act("$E is not receiving tells.", ch, 0, victim, TO_CHAR);
		return;
	}

	if (IS_AFFECTED(ch,AFF_DEAF))
	{
		act("$E has been deafened.", ch, 0, victim, TO_CHAR);
		return;
	}

	if (IS_SET (victim->comm, COMM_AFK))
	{
		if (IS_NPC (victim))
		{
			act("$E is AFK, and not receiving tells.", ch, NULL, victim,
					TO_CHAR);
			return;
		}

		act("$E is AFK, but your tell will go through when $E returns.", ch,
				NULL, victim, TO_CHAR);
		send_to_char("Incoming tell received.\n\r", victim);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
		buf[0] = UPPER (buf[0]);
		add_buf(victim->pcdata->buffer, buf);
		victim->tells++;
		return;
	}

	if (IS_SET (victim->comm, COMM_STORE) && (victim->fighting != NULL))
	{
		if (IS_NPC (victim))
		{
			act("$E is fighting, and not receiving tells.", ch, NULL, victim,
					TO_CHAR);
			return;
		}

		act("$E is fighting, but your tell will go through when $E finishes.",
				ch, NULL, victim, TO_CHAR);
		send_to_char("Incoming tell received.\n\r", victim);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
		buf[0] = UPPER (buf[0]);
		add_buf(victim->pcdata->buffer, buf);
		victim->tells++;
		return;
	}

	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	act("You tell $N '{s$t{x'", ch, argument, victim, TO_CHAR);
	act_new("$n tells you '{s$t{x'", ch, argument, victim, TO_VICT, POS_DEAD);
	victim->reply = ch;

	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;
	return;
}

void do_reply(CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *victim;
	char buf[MAX_CHANNEL_LENGTH];
	int pos;
	bool found = FALSE;
	int wtime;

	memset(buf, 0, strlen(buf));

	if (IS_SET (ch->comm, COMM_NOTELL))
	{
		send_to_char("Your message didn't get through.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	/*if (IS_SET (ch->comm, COMM_NOCHANNELS))
	 {
	 send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
	 return;
	 }*/

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

	if (victim->desc == NULL && !IS_NPC (victim))
	{
		act("$N seems to have misplaced $S link...try again later.", ch, NULL,
				victim, TO_CHAR);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
		buf[0] = UPPER (buf[0]);
		add_buf(victim->pcdata->buffer, buf);
		victim->tells++;
		return;
	}

	for (pos = 0; pos < MAX_FORGET; pos++)
	{
		if (IS_NPC(victim))
			break;
		if (victim->pcdata->forget[pos] == NULL)
			break;
		if (!str_cmp(ch->name, victim->pcdata->forget[pos]))
			found = TRUE;
	}
	if (found)
	{
		act("$N doesn't seem to be listening to you.", ch, NULL, victim,
				TO_CHAR);
		return;
	}

	/* Removed...Vengeance */
	/* Put back in ... Kefka */
	if (!IS_IMMORTAL (ch) && !IS_AWAKE (victim))
	{
		act("$E can't hear you.", ch, 0, victim, TO_CHAR);
		return;
	}
	/* */

	if ((IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF))
			&& !IS_IMMORTAL (ch) && !IS_IMMORTAL (victim))
	{
		act_new("$E is not receiving tells.", ch, 0, victim, TO_CHAR, POS_DEAD);
		return;
	}

	/* Removed....Vengeance */
	/* Put back in */
	if (!IS_IMMORTAL (victim) && !IS_AWAKE (ch))
	{
		send_to_char("In your dreams, or what?\n\r", ch);
		return;
	}
	/* */

	if (IS_SET (victim->comm, COMM_AFK))
	{
		if (IS_NPC (victim))
		{
			act_new("$E is AFK, and not receiving tells.", ch, NULL, victim,
					TO_CHAR, POS_DEAD);
			return;
		}

		act_new("$E is AFK, but your tell will go through when $E returns.",
				ch, NULL, victim, TO_CHAR, POS_DEAD);
		send_to_char("Incoming tell received.\n\r", victim);
		/* drunk code */
		if (!IS_NPC (ch))
		{
			if (ch->pcdata->condition[COND_DRUNK] > 0)
			{
				argument = makedrunk(ch, argument);
			}
		}
		sprintf(buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
		buf[0] = UPPER (buf[0]);
		add_buf(victim->pcdata->buffer, buf);
		victim->tells++;
		return;
	}

	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	act_new("You tell $N '{s$t{x'", ch, argument, victim, TO_CHAR, POS_DEAD);
	act_new("$n tells you '{s$t{x'", ch, argument, victim, TO_VICT, POS_DEAD);
	victim->reply = ch;

	wtime = UMAX (2, 9 - (ch->level));
	WAIT_STATE (ch, wtime)
;
	return;
}

void do_yell(CHAR_DATA * ch, char *argument)
{
	DESCRIPTOR_DATA *d;

	if (IS_SET (ch->comm, COMM_NOSHOUT))
	{
		send_to_char("You can't yell.\n\r", ch);
		return;
	}

	if (argument[0] == '{' && argument[1] == '\0')
		return;

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

	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("You must turn off quiet mode first.\n\r", ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_NOCHANNELS))
	{
		send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	act("You yell '{:$t{x'", ch, argument, NULL, TO_CHAR);
	for (d = descriptor_list; d != NULL; d = d->next)
	{
		int pos;
		bool found = FALSE;

		if (d->connected == CON_PLAYING && d->character != ch
				&& d->character->in_room != NULL && d->character->in_room->area
				== ch->in_room->area
				&& !IS_SET (d->character->comm, COMM_QUIET))
		{
			/* drunk code commented out to stop it from crashing pk I hope?
			 if (!IS_NPC (ch))
			 {
			 if (ch->pcdata->condition[COND_DRUNK] > 0)
			 {
			 argument = makedrunk (ch, argument);
			 }
			 }*/
			for (pos = 0; pos < MAX_FORGET; pos++)
			{
				if (IS_NPC(d->character))
					break;
				if (d->character->pcdata->forget[pos] == NULL)
					break;
				if (!str_cmp(ch->name, d->character->pcdata->forget[pos]))
					found = TRUE;
			}
			if (!found)
			{
				act("$n yells '{:$t{x'", ch, argument, d->character, TO_VICT);
			}
		}
	}

	return;
}

void do_emote(CHAR_DATA * ch, char *argument)
{
	if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
	{
		send_to_char("You can't show your emotions.\n\r", ch);
		return;
	}

	/*        if (IS_SET(ch->comm,COMM_QUIET))
	 {
	 send_to_char("You must turn off quiet mode first.\n\r",ch);
	 return;
	 } */

	if (IS_SET (ch->comm, COMM_NOCHANNELS))
	{
		send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	if (argument[0] == '{' && argument[1] == '\0')
		return;

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

	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	MOBtrigger = FALSE;
	act("$n $T", ch, NULL, argument, TO_ROOM);
	act("$n $T", ch, NULL, argument, TO_CHAR);
	MOBtrigger = TRUE;
	return;
}

void do_pmote(CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *vch;
	char *letter, *name;
	char last[MAX_INPUT_LENGTH], temp[MAX_CHANNEL_LENGTH];
	int matches = 0;

	if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
	{
		send_to_char("You can't show your emotions.\n\r", ch);
		return;
	}

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("You must turn off quiet mode first.\n\r", ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_NOCHANNELS))
	{
		send_to_char("The gods have revoked your channel priviliges.\n\r", ch);
		return;
	}

	if (argument[0] == '{' && argument[1] == '\0')
		return;

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

	/* drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	act("{c$n $t{x", ch, argument, NULL, TO_CHAR);

	for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
	{
		if (vch->desc == NULL || vch == ch)
			continue;

		if ((letter = strstr(argument, vch->name)) == NULL)
		{
			MOBtrigger = FALSE;
			act("{c$N $t{x", vch, argument, ch, TO_CHAR);
			MOBtrigger = TRUE;
			continue;
		}

		strcpy(temp, argument);
		temp[strlen(argument) - strlen(letter)] = '\0';
		last[0] = '\0';
		name = vch->name;

		for (; *letter != '\0'; letter++)
		{
			if (*letter == '\'' && matches == strlen(vch->name))
			{
				strcat(temp, "r");
				continue;
			}

			if (*letter == 's' && matches == strlen(vch->name))
			{
				matches = 0;
				continue;
			}

			if (matches == strlen(vch->name))
			{
				matches = 0;
			}

			if (*letter == *name)
			{
				matches++;
				name++;
				if (matches == strlen(vch->name))
				{
					strcat(temp, "you");
					last[0] = '\0';
					name = vch->name;
					continue;
				}
				strncat(last, letter, 1);
				continue;
			}

			matches = 0;
			strcat(temp, last);
			strncat(temp, letter, 1);
			last[0] = '\0';
			name = vch->name;
		}

		MOBtrigger = FALSE;
		act("{c$N $t{x", vch, temp, ch, TO_CHAR);
		MOBtrigger = TRUE;
	}

	return;
}

void do_rent(CHAR_DATA * ch, char *argument)
{
	send_to_char("There is no rent here.  Just save and quit.\n\r", ch);
	return;
}

void do_qui(CHAR_DATA * ch, char *argument)
{
	send_to_char("If you want to QUIT, you have to spell it out.\n\r", ch);
	return;
}

void do_quit(CHAR_DATA * ch, char *argument)
{
	AUCTION_DATA *auc;
	DESCRIPTOR_DATA *d, *d_next;
	int id;

	if (IS_NPC (ch))
		return;

	if (ch->position == POS_FIGHTING)
	{
		send_to_char("No way! You are fighting.\n\r", ch);
		return;
	}

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

	if (ch->fight_timer > 0)
	{
		send_to_char("You cannot quit until your fight timer expires.\n\r", ch);
		return;
	}

	for (auc = auction_list; auc != NULL; auc = auc->next)
	{
		if (auc->high_bidder == ch || auc->owner == ch)
		{
			send_to_char("You still have a stake in an auction!\n\r", ch);
			return;
		}
	}

	if (IS_SET(ch->affected_by,AFF_SLEEP) || IS_AFFECTED(ch,AFF_CHARM)
			|| IS_AFFECTED(ch,AFF_CURSE))
	{
		send_to_char("Not until the spell wears off.\n\r", ch);
		return;
	}

	if (ch->alignment > -1)
	{
		act(
				"{@You pray to $g. A {#L{3i{#g{3h{#t{3n{#i{3n{#g{@ bolt streaks at you,",
				ch, NULL, NULL, TO_CHAR);
		send_to_char(
				"{@striking you down. You begin to {1d{!is{7in{&te{7gr{!at{1e...{x\n\r",
				ch);
	}
	else
	{
		act(
				"{#You pray to $g. A huge {2fi{@s{&s{@ur{2e{# opens beneath you, and{x",
				ch, NULL, NULL, TO_CHAR);
		send_to_char("{#A huge {!f{1i{!r{1e{!b{1a{!l{1l{# consumes you.{x\n\r",
				ch);
	}
	WAIT_STATE (ch, 1 * PULSE_VIOLENCE)
;	act ("$n has left the game.", ch, NULL, NULL, TO_ROOM);
	printf_system("%s has quit.", ch->name);
	wiznet ("{^$N{V rejoins the real world.", ch, NULL, WIZ_LOGINS, 0, get_trust (ch));

	/*
	 * After extract_char the ch is no longer valid!
	 */
	save_char_obj (ch);
	id = ch->id;
	d = ch->desc;
	extract_char (ch, TRUE);
	if (d != NULL)
	close_socket (d);

	/* toast evil cheating bastards */
	for (d = descriptor_list; d != NULL; d = d_next)
	{
		CHAR_DATA *tch;

		d_next = d->next;
		tch = d->original ? d->original : d->character;
		if (tch && tch->id == id)
		{
			extract_char (tch, TRUE);
			close_socket (d);
		}
	}

	return;
}

void force_quit(CHAR_DATA * ch, char *argument)
{
	AUCTION_DATA *auc;
	DESCRIPTOR_DATA *d, *d_next;
	int id;
	int lose;

	if (IS_NPC (ch))
		return;

	if (ch->level >= LEVEL_IMMORTAL)
		return;

	// TODO: remove items.
	for (auc = auction_list; auc != NULL; auc = auc->next)
	{
		if (auc->high_bidder == ch || auc->owner == ch)
		{
			send_to_char("You still have a stake in an auction!\n\r", ch);
			return;
		}
	}

	if (ch->position == POS_FIGHTING)
	{
		lose = (ch->desc != NULL) ? 25 : 50;
		gain_exp(ch, -lose, FALSE, TRUE);
		stop_fighting(ch, TRUE);
	}

	if (ch->position < POS_STUNNED)
	{
		lose = (ch->desc != NULL) ? 50 : 100;
		gain_exp(ch, -lose, FALSE, TRUE);
	}
	if (ch->alignment > -1)
	{
		act(
				"{@You pray to %g. A {#L{3i{#g{3h{#t{3n{#i{3n{#g{@ bolt streaks at you,",
				ch, NULL, NULL, TO_CHAR);
		send_to_char(
				"{@striking you down. You begin to {1d{!is{7in{&te{7gr{!at{1e...{x\n\r",
				ch);
	}
	else
	{
		act(
				"{#You pray to $g. A huge {2fi{@s{&s{@ur{2e{# opens beneath you, and{x",
				ch, NULL, NULL, TO_CHAR);
		send_to_char("{#A huge {!f{1i{!r{1e{!b{1a{!l{1l{# consumes you.{x\n\r",
				ch);
	}
	WAIT_STATE (ch, 5 * PULSE_VIOLENCE)
;	act ("$n has left the game.", ch, NULL, NULL, TO_ROOM);
	printf_system("%s has quit.", ch->name);
	wiznet ("{^$N{V rejoins the real world.", ch, NULL, WIZ_LOGINS, 0, get_trust (ch));

	/*
	 * After extract_char the ch is no longer valid!
	 */
	save_char_obj (ch);
	id = ch->id;
	d = ch->desc;
	extract_char (ch, TRUE);
	if (d != NULL)
	close_socket (d);

	/* toast evil cheating bastards */
	for (d = descriptor_list; d != NULL; d = d_next)
	{
		CHAR_DATA *tch;

		d_next = d->next;
		tch = d->original ? d->original : d->character;
		if (tch && tch->id == id)
		{
			extract_char (tch, TRUE);
			close_socket (d);
		}
	}

	return;
}

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

	send_to_char(
			"Saving. Remember that "GAME_COL_NAME" has automatic saving.\n\r",
			ch);

	save_char_obj(ch);
	return;
}

void do_follow(CHAR_DATA * ch, char *argument)
{
	/* RT changed to allow unlimited following and follow the NOFOLLOW rules */
	char arg[MAX_INPUT_LENGTH];
	CHAR_DATA *victim;

	one_argument(argument, arg);

	if (arg[0] == '\0')
	{
		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 != NULL)
	{
		act("But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR);
		return;
	}

	if (IS_SET (victim->in_room->room_flags, ROOM_CLAN_ENT))
	{
		send_to_char("Not in this room!\n\r", ch);
		return;
	}

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

	if (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOFOLLOW)
			&& !IS_IMMORTAL (ch))
	{
		act("$N doesn't seem to want any followers.\n\r", ch, NULL, victim,
				TO_CHAR);
		return;
	}

	/*    if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
	 && ( !IS_IMMORTAL( ch ) )
	 && ( !IS_IMMORTAL( victim ) )
	 && ( ch != victim )
	 && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
	 {
	 act("You can't seem to follow $N.\n\r",ch,NULL,victim,TO_CHAR);
	 return;
	 } */

	REMOVE_BIT (ch->act, PLR_NOFOLLOW);

	if (ch->master != NULL)
		stop_follower(ch);

	add_follower(ch, victim);
	return;
}

void add_follower(CHAR_DATA * ch, CHAR_DATA * master)
{
	if (ch->master != NULL)
	{
		printf_debug("Add_follower: non-null master.");
		return;
	}

	ch->master = master;
	ch->leader = NULL;

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

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

	return;
}

void stop_follower(CHAR_DATA * ch)
{
	if (ch->master == NULL)
	{
		printf_debug("Stop_follower: null master.");
		return;
	}

	if (IS_AFFECTED (ch, AFF_CHARM))
	{
		REMOVE_BIT (ch->affected_by, AFF_CHARM);
		affect_strip(ch, gsn_charm_person);
	}
	if (IS_NPC (ch) && IS_SET (ch->act, ACT_PET))
	{
		REMOVE_BIT (ch->act, ACT_PET);
		ch->timer = 0;
		ch->hastimer = TRUE;
	}

	if (can_see(ch->master, ch) && ch->in_room != NULL)
	{
		act("$n stops following you.", ch, NULL, ch->master, TO_VICT);
		act("You stop following $N.", ch, NULL, ch->master, TO_CHAR);
	}
	if (ch->master->pet == ch)
		ch->master->pet = NULL;

	ch->master = NULL;
	ch->leader = NULL;
	return;
}

/* nukes charmed monsters and pets */
void nuke_pets(CHAR_DATA * ch)
{
	CHAR_DATA *pet;

	if ((pet = ch->pet) != NULL)
	{
		if (pet->master != NULL)
			stop_follower(pet);
		if (pet->in_room != NULL)
			act("$N slowly fades away.", ch, NULL, pet, TO_NOTVICT);
		extract_char(pet, TRUE);
	}
	ch->pet = NULL;

	return;
}

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

	if (ch->master != NULL)
	{
		if (ch->master->pet == ch)
			ch->master->pet = NULL;
		stop_follower(ch);
	}

	ch->leader = NULL;

	for (fch = char_list; fch != NULL; 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 buf[MAX_STRING_LENGTH];
	char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
	CHAR_DATA *victim;
	CHAR_DATA *och;
	CHAR_DATA *och_next;
	bool found;
	bool fAll;

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

	if (!str_cmp(arg2, "delete") || !str_cmp(arg2, "score") || !str_cmp(arg2,
			"reroll") || !str_cmp(arg2, "hara") || !str_cmp(arg2, "clan")
			|| !str_cmp(arg2, "cgossip") || !str_cmp(arg2, "ooc") || !str_cmp(
			arg2, "ic") || !str_cmp(arg2, "note") || !str_cmp(arg2, "idea")
			|| !str_cmp(arg2, "quote") || !str_cmp(arg2, "grats") || !str_cmp(
			arg2, "quotes") || !str_cmp(arg2, "get") || !str_cmp(arg2, "ge")
			|| !str_cmp(arg2, "g")
			|| !str_cmp(arg2, "recall") || !str_cmp(arg2, "drop") || !str_cmp(
			arg2, "donate") || !str_cmp(arg2, "sacrifice")
		|| !str_cmp (arg2, "sell") || !str_cmp (arg2, "buy")
		|| !str_cmp (arg2, "wear") || !str_cmp (arg2, "wield") || !str_cmp(arg2, "wiel")
		|| !str_cmp (arg2, "wea") || !str_cmp (arg2, "second") || !str_cmp(arg2, "secon")
		|| !str_cmp (arg2, "seco") || !str_cmp (arg2, "sec") || !str_cmp(arg2, "se")
		|| !str_cmp (arg2, "wie") || !str_cmp(arg2, "wi"))
	{
		send_to_char("That will NOT be done.\n\r", ch);
		return;
	}

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (arg[0] == '\0' || argument[0] == '\0')
	{
		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 (!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
				|| (!IS_NPC(victim) && IS_IMMORTAL (victim) && victim->trust
						>= ch->trust))
		{
			send_to_char("Do it yourself!\n\r", ch);
			return;
		}
	}

	found = FALSE;
	for (och = ch->in_room->people; och != NULL; och = och_next)
	{
		och_next = och->next_in_room;

		if (IS_AFFECTED (och, AFF_CHARM) && och->master == ch && (fAll || och
				== victim))
		{
			if ((och->spec_fun == spec_lookup("spec_necro_zombie")
					|| och->spec_fun == spec_lookup("spec_necro_skeleton")
					|| och->spec_fun == spec_lookup("spec_necro_fgolem")
					|| och->spec_fun == spec_lookup("spec_necro_igolem")
					|| och->spec_fun == spec_lookup("spec_necro_mummy"))
					&& (!str_prefix(arg2, "wield") || !str_prefix(arg2, "wear")
							|| !str_prefix(arg2, "hold")))
			{
				found = TRUE;
				send_to_char("They are too brain-dead to be equipped.\n\r", ch);
			}
			else
			{
				found = TRUE;
				sprintf(buf, "$n orders you to '%s'.", argument);
				act(buf, ch, NULL, och, TO_VICT);
				interpret(och, argument);
			}
		}
	}

	if (found)
	{
		WAIT_STATE (ch, PULSE_VIOLENCE)
;		send_to_char ("Ok.\n\r", ch);
	}
	else
	send_to_char ("You have no followers here.\n\r", ch);
	return;
}

void do_release(CHAR_DATA *ch, char *argument)
{
	CHAR_DATA *victim, *och;
	char arg[MAX_INPUT_LENGTH];
	bool fAll = FALSE;
	bool found = FALSE;

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

	if (!str_cmp(arg, "all"))
	{
		fAll = TRUE;
		victim = NULL;
	}
	else
	{
		fAll = FALSE;
		victim = get_char_room(ch, arg);
		if (victim == NULL)
		{
			send_to_char("They aren't here.\n\r", ch);
			return;
		}
	}

	found = FALSE;
	for (och = char_list; och != NULL; och = och->next)
	{
		if (IS_AFFECTED (och, AFF_CHARM) && och->master == ch && (fAll || och
				== victim))
		{
			found = TRUE;

			if (IS_NPC(och))
			{
				act("$n salutes you and walks away.", och, 0, 0, TO_ROOM);
				extract_char(och, TRUE);
			}
			else
			{
				send_to_char(
						"You cannot release players! Ungroup them or use Nofol.\n\r",
						ch);
				return;
			}

		}
	}

	if (found)
	{
		WAIT_STATE (ch, PULSE_VIOLENCE)
;		send_to_char ("Ok.\n\r", ch);
	}
	else
	send_to_char ("You have no followers here.\n\r", ch);
	return;

	return;
}

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] == '\0')
	{
		CHAR_DATA *gch;
		CHAR_DATA *leader;

		leader = (ch->leader != NULL) ? ch->leader : ch;
		sprintf(buf, "%s's group:\n\r", PERS (leader, ch));
		send_to_char(buf, ch);

		for (gch = char_list; gch != NULL; gch = gch->next)
		{
			if (is_same_group(gch, ch))
			{
				sprintf(
						buf,
						"{3[{!%3d {@%s{3] {#%s {^%3d%% hp {#%3d%% mana {@%3d%% mv {&%8ld xp{x\n\r",
						IS_IMMORTAL(gch) ? gch->level + 100 : gch->level + tier_level_bonus(gch), IS_NPC (gch) ? "Mob"
								: class_table[gch->class].who_name,
						total_length(PERS ( gch, ch ), 20),
						gch->max_hit > 0 ? gch->hit * 100 / gch->max_hit : 100,
						gch->max_mana > 0 ? gch->mana * 100 / gch->max_mana
								: 100, gch->max_move > 0 ? gch->move * 100
								/ gch->max_move : 100, gch->exp);
				send_to_char(buf, ch);
			}
		}
		return;
	}

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

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

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

	if (IS_AFFECTED (victim, AFF_CHARM))
	{
		send_to_char("You can't remove charmed mobs from your group.\n\r", ch);
		return;
	}

	if (IS_AFFECTED (ch, AFF_CHARM))
	{
		act("You like your master too much to leave $m!", ch, NULL, victim,
				TO_VICT);
		return;
	}

	if (victim->level - ch->level > 14)
	{
		send_to_char("They are to high of a level for your group.\n\r", ch);
		return;
	}

	if (victim->level - ch->level < -14)
	{
		send_to_char("They are to low of a level for your group.\n\r", ch);
		return;
	}

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

	/*    if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
	 && ( !IS_IMMORTAL( ch ) )
	 && ( !IS_IMMORTAL( victim ) )
	 && ( ch != victim )
	 && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
	 {
	 send_to_char("They are unable to join your group.\n\r",ch);
	 return;
	 } */

	victim->leader = ch;
	act("$N joins $n's group.", ch, NULL, victim, TO_NOTVICT);
	act("You join $n's group.", ch, NULL, victim, TO_VICT);
	act("$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 arg1[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];
	char arg3[MAX_INPUT_LENGTH];
	CHAR_DATA *gch;
	int members;
	int amount_platinum = 0, amount_gold = 0, amount_silver = 0;
	int share_platinum, share_gold, share_silver;
	int extra_platinum, extra_gold, extra_silver;

	argument = one_argument(argument, arg1);
	argument = one_argument(argument, arg2);
	one_argument(argument, arg3);

	if (arg1[0] == '\0')
	{
		send_to_char("Split how much?\n\r", ch);
		return;
	}

	amount_silver = atoi(arg1);

	if (arg2[0] != '\0')
		amount_gold = atoi(arg2);

	if (arg3[0] != '\0')
		amount_platinum = atoi(arg3);

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

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

	if ((ch->silver + (ch->gold * 100) + (ch->platinum * 10000))
			< (amount_silver + (amount_gold * 100) + (amount_platinum * 10000)))
	{
		send_to_char("You don't have that much to split.\n\r", ch);
		return;
	}

	members = 0;
	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
	{
		if (is_same_group(gch, ch) && !IS_AFFECTED (gch, AFF_CHARM))
			members++;
	}

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

	share_platinum = amount_platinum / members;
	extra_platinum = amount_platinum % members;

	amount_gold += (extra_platinum * 100);
	share_gold = amount_gold / members;
	extra_gold = amount_gold % members;

	amount_silver += (extra_gold * 100);
	share_silver = amount_silver / members;
	extra_silver = amount_silver % members;

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

	deduct_cost(ch, amount_platinum - extra_platinum, VALUE_PLATINUM);
	add_cost(ch, share_platinum, VALUE_PLATINUM);
	deduct_cost(ch, amount_gold - extra_gold, VALUE_GOLD);
	add_cost(ch, share_gold, VALUE_GOLD);
	deduct_cost(ch, amount_silver, VALUE_SILVER);
	add_cost(ch, share_silver + extra_silver, VALUE_SILVER);

	if (share_platinum > 0)
	{
		sprintf(buf,
				"You split %d platinum coins. Your share is %d platinum.\n\r",
				amount_platinum - extra_platinum, share_platinum);
		send_to_char(buf, ch);
	}
	if (share_gold > 0)
	{
		sprintf(buf, "You split %d gold coins. Your share is %d gold.\n\r",
				amount_gold - extra_gold, share_gold);
		send_to_char(buf, ch);
	}
	if (share_silver > 0)
	{
		sprintf(buf, "You split %d silver coins. Your share is %d silver.\n\r",
				amount_silver, share_silver + extra_silver);
		send_to_char(buf, ch);
	}

	if (share_gold == 0 && share_silver == 0)
	{
		sprintf(buf, "$n splits %d platinum coins. Your share is %d platinum.",
				amount_platinum - extra_platinum, share_platinum);
	}
	else if (share_platinum == 0 && share_silver == 0)
	{
		sprintf(buf, "$n splits %d gold coins. Your share is %d gold.",
				amount_gold - extra_gold, share_gold);
	}
	else if (share_platinum == 0 && share_gold == 0)
	{
		sprintf(buf, "$n splits %d silver coins. Your share is %d silver.",
				amount_silver, share_silver);
	}
	else if (share_silver == 0)
	{
		sprintf(
				buf,
				"$n splits %d platinum and %d gold coins. giving you %d platinum and %d gold.\n\r",
				amount_platinum - extra_platinum, amount_gold - extra_gold,
				share_platinum, share_gold);
	}
	else if (share_gold == 0)
	{
		sprintf(
				buf,
				"$n splits %d platinum and %d silver coins. giving you %d platinum and %d silver.\n\r",
				amount_platinum - extra_platinum, amount_silver,
				share_platinum, share_silver);
	}
	else if (share_platinum == 0)
	{
		sprintf(
				buf,
				"$n splits %d gold and %d silver coins. giving you %d gold and %d silver.\n\r",
				amount_gold - extra_gold, amount_silver, share_gold,
				share_silver);
	}
	else
	{
		sprintf(
				buf,
				"$n splits %d platinum, %d gold and %d silver coins. giving you %d platinum, %d gold and %d silver.\n\r",
				amount_platinum - extra_platinum, amount_gold - extra_gold,
				amount_silver, share_platinum, share_gold, share_silver);
	}

	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
	{
		if (gch != ch && is_same_group(gch, ch)
				&& !IS_AFFECTED (gch, AFF_CHARM))
		{
			act(buf, ch, NULL, gch, TO_VICT);
			add_cost(gch, share_platinum, VALUE_PLATINUM);
			add_cost(gch, share_gold, VALUE_GOLD);
			add_cost(gch, share_silver, VALUE_SILVER);
		}
	}

	return;
}

void do_gtell(CHAR_DATA * ch, char *argument)
{
	char buf[MAX_CHANNEL_LENGTH];
	CHAR_DATA *gch;

	if (argument[0] == '{' && argument[1] == '\0')
		return;

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

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

	if ((ch->in_room->vnum == ROOM_VNUM_CORNER) && (!IS_IMMORTAL (ch)))
	{
		send_to_char(
				"Just keep your nose in the corner like a good little player.\n\r",
				ch);
		return;
	}

	if (IS_SET (ch->comm, COMM_QUIET))
	{
		send_to_char("You must turn off quiet mode first.\n\r", ch);
		return;
	}

	/*if (IS_SET (ch->comm, COMM_NOCHANNELS))
	 {
	 send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
	 return;
	 }*/

	/*
	 * Note use of send_to_char, so gtell works on sleepers.
	 */
	/* Drunk code */
	if (!IS_NPC (ch))
	{
		if (ch->pcdata->condition[COND_DRUNK] > 0)
		{
			argument = makedrunk(ch, argument);
		}
	}
	sprintf(buf, "%s tells the group '{P%s{x'\n\r", ch->name, argument);
	for (gch = char_list; gch != NULL; gch = gch->next)
	{
		if (is_same_group(gch, ch))
			send_to_char(buf, gch);
	}

	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 == NULL || bch == NULL)
		return FALSE;

	if (ach->leader != NULL)
		ach = ach->leader;
	if (bch->leader != NULL)
		bch = bch->leader;
	return ach == bch;
}

/*
 * Colour setting and unsetting, way cool, Lope Oct '94
 */
void do_colour(CHAR_DATA * ch, char *argument)
{
	char arg[MAX_STRING_LENGTH];
	int ccolor;

	argument = one_argument(argument, arg);

	if (!*arg)
	{
		if (!IS_SET (ch->act, PLR_COLOUR))
		{
			SET_BIT (ch->act, PLR_COLOUR);
			send_to_char("{BC{Ro{Yl{Co{Mu{Gr{x is now {RON{x, Way Cool!\n\r",
					ch);
		}
		else
		{
			send_to_char_bw("Colour is now OFF, <sigh>\n\r", ch);
			REMOVE_BIT (ch->act, PLR_COLOUR);
		}
	}
	else if (!str_prefix(arg, "list"))
	{
		send_to_char("\n\rColors:\n\r", ch);
		send_to_char("     0 - Reset           9 - Bright Red\n\r", ch);
		send_to_char("     1 - Red            10 - Bright Green\n\r", ch);
		send_to_char("     2 - Green          11 - Yellow\n\r", ch);
		send_to_char("     3 - Brown          12 - Bright Blue\n\r", ch);
		send_to_char("     4 - Blue           13 - Bright Magenta\n\r", ch);
		send_to_char("     5 - Magenta        14 - Bright Cyan\n\r", ch);
		send_to_char("     6 - Cyan           15 - Bright White\n\r", ch);
		send_to_char("     7 - White          16 - Black\n\r", ch);
		send_to_char("     8 - Grey           17 - None\n\r", ch);
		send_to_char("Channels:\n\r", ch);
		send_to_char("     auction    clan     clan\n\r", ch);
		send_to_char("     ic         grats      gtell\n\r", ch);
		send_to_char("     immtalk    music      ask\n\r", ch);
		send_to_char("     quote      say        shout\n\r", ch);
		send_to_char("     tell       wiznet     mobsay\n\r", ch);
		send_to_char("     room       condition  fight\n\r", ch);
		send_to_char("     opponent   witness    disarm\n\r", ch);
		send_to_char("     qgossip	 cgossip    chat\n\r", ch);
		send_to_char("For a more detailed list, see HELP COLORS\n\r", ch);
		send_to_char("For a list of current settings, see HELP SETTINGS\n\r",
				ch);
	}
	else if (!strcmp(arg, "0"))
	{
		ch->color = 0;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "1"))
	{
		ch->color = 1;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "2"))
	{
		ch->color = 2;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "3"))
	{
		ch->color = 3;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "4"))
	{
		ch->color = 4;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "5"))
	{
		ch->color = 5;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "6"))
	{
		ch->color = 6;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "7"))
	{
		ch->color = 7;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "8"))
	{
		ch->color = 8;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "9"))
	{
		ch->color = 9;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "10"))
	{
		ch->color = 10;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "11"))
	{
		ch->color = 11;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "12"))
	{
		ch->color = 12;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "13"))
	{
		ch->color = 13;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "14"))
	{
		ch->color = 14;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "15"))
	{
		ch->color = 15;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "16"))
	{
		ch->color = 16;
		send_to_char("{xOK\n\r", ch);
	}
	else if (!strcmp(arg, "17"))
	{
		ch->color = 0;
		send_to_char("{xOK\n\r", ch);
	}
	else if (argument[0] == '\0')
	{
		send_to_char("Syntax: color {{list|#|<channel> #}\n\r", ch);
	}
	else if (!is_number(argument))
	{
		send_to_char("Syntax: color {{list|#|<channel> #}\n\r", ch);
	}
	else
	{
		ccolor = atoi(argument);
		if (ccolor >= 18)
		{
			send_to_char("Color number must be 0-17\n\r", ch);
			return;
		}
		if (!str_prefix(arg, "auction"))
		{
			ch->color_auc = ccolor;
			send_to_char("auction channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "clan"))
		{
			ch->color_cgo = ccolor;
			send_to_char("clan channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "chat"))
		{
			ch->color_chat = ccolor;
			send_to_char("chat channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "clan"))
		{
			ch->color_cla = ccolor;
			send_to_char("clan talk channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "ic"))
		{
			ch->color_gos = ccolor;
			send_to_char("IC channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "grats"))
		{
			ch->color_gra = ccolor;
			send_to_char("grats channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "gtell"))
		{
			ch->color_gte = ccolor;
			send_to_char("group tell channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "immtalk"))
		{
			ch->color_imm = ccolor;
			send_to_char("immortal talk channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "music"))
		{
			ch->color_mus = ccolor;
			send_to_char("music channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "ask"))
		{
			ch->color_que = ccolor;
			send_to_char("question/answer channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "quote"))
		{
			ch->color_quo = ccolor;
			send_to_char("quote channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "say"))
		{
			ch->color_say = ccolor;
			send_to_char("say channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "shout"))
		{
			ch->color_sho = ccolor;
			send_to_char("shout/yell channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "tell"))
		{
			ch->color_tel = ccolor;
			send_to_char("tell/reply channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "wiznet"))
		{
			ch->color_wiz = ccolor;
			send_to_char("wiznet channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "mobsay"))
		{
			ch->color_mob = ccolor;
			send_to_char("mobile talk channel set.\n\r", ch);
		}
		else if (!str_prefix(arg, "room"))
		{
			ch->color_roo = ccolor;
			send_to_char("room name display set.\n\r", ch);
		}
		else if (!str_prefix(arg, "condition"))
		{
			ch->color_con = ccolor;
			send_to_char("character condition display set.\n\r", ch);
		}
		else if (!str_prefix(arg, "fight"))
		{
			ch->color_fig = ccolor;
			send_to_char("your fight actions set.\n\r", ch);
		}
		else if (!str_prefix(arg, "opponent"))
		{
			ch->color_opp = ccolor;
			send_to_char("opponents fight actions set.\n\r", ch);
		}
		else if (!str_prefix(arg, "disarm"))
		{
			ch->color_dis = ccolor;
			send_to_char("disarm display set.\n\r", ch);
		}
		else if (!str_prefix(arg, "witness"))
		{
			ch->color_wit = ccolor;
			send_to_char("witness fight actions set.\n\r", ch);
		}
		else if (!str_prefix(arg, "qgossip"))
		{
			ch->color_qgo = ccolor;
			send_to_char("quest gossip channel set.\n\r", ch);
		}
		else
		{
			send_to_char("Syntax: color {{list|#|<channel> #}\n\r", ch);
		}

	}
	return;
}

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

	if (argument[0] == '{' && argument[1] == '\0')
		return;

	if (argument[0] == '\0')
	{
		if (IS_SET (ch->comm, SHD_NOPRAY))
		{
			send_to_char("Pray channel is now ON\n\r", ch);
			REMOVE_BIT (ch->comm, SHD_NOPRAY);
		}
		else
		{
			send_to_char("Pray channel is now OFF\n\r", ch);
			SET_BIT (ch->comm, SHD_NOPRAY);
		}
		return;
	}

	REMOVE_BIT (ch->comm, SHD_NOPRAY);

	sprintf(buf, "{y$n{c %s{x", argument);
	act_new("{3[{VPRAY{3]{x $n '{V$t{x'", ch, argument, NULL, TO_CHAR, POS_DEAD);
	for (d = descriptor_list; d != NULL; d = d->next)
	{
		if (d->connected == CON_PLAYING && IS_IMMORTAL (d->character)
				&& !IS_SET (d->character->comm, SHD_NOPRAY)
				&& !IS_SET (d->character->comm, COMM_QUIET))
		{
			act_new("{3[$g{3]{%-{3[{VPRAY{3]{V $n '{V$t{x'", ch, argument,
					d->character, TO_VICT, POS_DEAD);
		}
		/*else if (d->connected == CON_PLAYING
		 && (ch->god == d->character->god)
		 && !IS_SET (d->character->comm, SHD_NOPRAY)
		 && !IS_SET (d->character->comm, COMM_QUIET))
		 {

		 act_new ("{3[{VPRAY{3]{V $n '{V$t{x'", ch, argument, d->character, TO_VICT, POS_DEAD);
		 }*/

	}

	return;
}

void do_beep(CHAR_DATA *ch, char *argument)
{
	CHAR_DATA *target;
	char beep_dialogue[MAX_INPUT_LENGTH];
	bool blocked = FALSE;
	int pos;

	if (IS_NPC(ch) || IS_SET(ch->comm, COMM_NOCHANNELS) || (ch->in_room->vnum
			== ROOM_VNUM_CORNER && !IS_IMMORTAL(ch)))
	{
		send_to_char("You may not beep anyone.\r\n", ch);
		return;
	}

	if (argument[0] == '\0')
	{
		send_to_char("Who would you like to beep?\r\n", ch);
		return;
	}

	if (IS_SET(ch->comm, COMM_QUIET))
	{
		send_to_char("You must turn off quiet mode first.\n\r", ch);
		return;
	}

	if (IS_SET(ch->comm, COMM_DEAF))
	{
		send_to_char("You must turn off deaf mode first.\n\r", ch);
		return;
	}

	if ((target = get_char_world(ch, argument)) == NULL || IS_NPC(target))
	{
		send_to_char("You can't seem to find them.\r\n", ch);
		return;
	}

	if (target->pcdata->forget != NULL)
	{
		for (pos = 0; pos < MAX_FORGET; pos++)
		{
			if (target->pcdata->forget[pos] == NULL)
				continue;
			if (!str_cmp(ch->name, target->pcdata->forget[pos]))
				blocked = TRUE;
		}
	}

	if (IS_SET(target->comm, COMM_QUIET) || blocked)
	{
		send_to_char("They can't be beeped right now.\n\r", ch);
		return;
	}

	if (ch != target)
	{
		sprintf(beep_dialogue, "You have {RBEEPED{x %s.\r\n", target->name);
		send_to_char(beep_dialogue, ch);
		sprintf(beep_dialogue, "%s has \07{RBEEPED{x you!\r\n", ch->name);
	}
	else
		strcpy(beep_dialogue, "You \07{RBEEP{x yourself..how stupid\r\n");

	send_to_char(beep_dialogue, target);
	WAIT_STATE(ch, 10*PULSE_PER_SECOND);
}