/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "player.h"

/*
 * Local functions.
 */

void do_grant( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char      arg1 [MAX_INPUT_LENGTH];
    char      arg2 [MAX_INPUT_LENGTH];
    int       inpart = 0;
    int       cost = 0;

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

    if (IS_NPC(ch)) return;

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

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Syntax: Grant <person> <power>\n\r", ch );
	send_to_char("Drowfire (2500),  Darkness (7500), Drowpoison (2500).\n\r",ch);
	send_to_char("Drowsight (5000),  Drowshield (5000),  Levitation (1000).\n\r", ch );
	send_to_char("Drowfangs (2500),  Speed (7500),  Toughskin (7500).\n\r", ch);
        send_to_char("Web (5000),  Shadowwalk (10000),  Confuse (2500).\n\r", ch);
	if (ch->pcdata->stats[UNI_GEN] < 3) {
	send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );}
	return;
    }

    if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
    {
	send_to_char( "Nobody by that name.\n\r", ch );
	return;
    }
	if (str_cmp(victim->clan,ch->clan) && ch->pcdata->stats[UNI_GEN] >1) {
		send_to_char("Only on your clan!.\n\r", ch );
		return;}

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

    if ( victim->level != LEVEL_AVATAR)    {
	send_to_char( "Only on an avatar.\n\r", ch );
	return;
    }


    if (!str_cmp(arg2,"mage") || !str_cmp(arg2,"warrior") || !str_cmp(arg2, "cleric" ))
    {
	if (IS_IMMORTAL(victim))
	{
		send_to_char("Not on an Immortal.\n\r", ch);
		return;
	}
	if (!IS_CLASS(victim, CLASS_DROW)) {
		send_to_char("Only on drows.\n\r", ch );
		return;}

	if (ch->pcdata->stats[UNI_GEN] != 2) {
		send_to_char("Only for matrons.\n\r", ch );
		return; }
	if (IS_SET(victim->special, SPC_DROW_WAR) ||
	IS_SET(victim->special, SPC_DROW_MAG) ||
	IS_SET(victim->special, SPC_DROW_CLE))
  {		send_to_char( "They already have a profession.\n\r", ch );
		return;}
	if (!str_cmp(arg2, "mage"))
		SET_BIT(victim->special, SPC_DROW_MAG);
	else if (!str_cmp(arg2, "cleric"))
		SET_BIT(victim->special, SPC_DROW_CLE);
	else if (!str_cmp(arg2, "warrior"))
		SET_BIT(victim->special, SPC_DROW_WAR);

	save_char_obj(victim);
	return;
    }


    if (!str_cmp(arg2,"drowfire")) 
	{inpart = DPOWER_DROWFIRE; cost = 2500;}
    else if (!str_cmp(arg2,"darkness"))
	{inpart = DPOWER_DARKNESS; cost= 7500;}
    else if (!str_cmp(arg2,"drowfangs"))
        {inpart = DPOWER_FANGS; cost = 2500;}
    else if (!str_cmp(arg2,"drowsight"))
	{inpart = DPOWER_DROWSIGHT; cost= 5000;}
    else if (!str_cmp(arg2,"drowshield"))
     	{inpart = DPOWER_DROWSHIELD; cost = 5000;}
    else if (!str_cmp(arg2,"levitation"))
	{inpart = DPOWER_LEVITATION; cost = 1000;}
    else if (!str_cmp(arg2,"drowpoison"))
	{inpart = DPOWER_DROWPOISON; cost = 2500;}
    else if (!str_cmp(arg2,"speed"))
        {inpart = DPOWER_SPEED; cost = 7500;}
   else if (!str_cmp(arg2,"toughskin"))
        {inpart = DPOWER_TOUGHSKIN; cost = 7500;}
    else if (!str_cmp(arg2,"web"))
        {inpart = DPOWER_WEB; cost = 5000;}
    else if (!str_cmp(arg2,"shadowwalk"))
        {inpart = DPOWER_SHADOWWALK; cost = 10000;}
    else if (!str_cmp(arg2,"confuse"))
        {inpart = DPOWER_CONFUSE; cost = 2500;}
    else
    {
	send_to_char("Please select a power from:\n\r",ch);
        send_to_char("Drowfire (2500),  Darkness (7500), Drowpoison  (1000).\n\r",ch);
	send_to_char("Drowsight (5000),  Drowshield (5000),  Levitation (1000).\n\r", ch );
	send_to_char("Drowfangs (2500),  Speed (7500),  Toughskin (7500).\n\r", ch);
        send_to_char("Web (5000),  Shadowwalk (10000),  Confuse (2500).\n\r", ch);
        if (ch->pcdata->stats[UNI_GEN] < 3) {
        send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );}
	return;
    }
    if (IS_SET(victim->pcdata->powers[1], inpart))
    {
	send_to_char("They have already got that power.\n\r",ch);
	return;
    }
    if (ch->pcdata->stats[DROW_POWER] < cost) 
    {
	send_to_char("You have insufficient power to grant that gift.\n\r",ch);
	return;
    }
    SET_BIT(victim->pcdata->powers[1], inpart);
    ch->pcdata->stats[DROW_POWER]   -= cost;
    if (victim != ch) send_to_char("You have been granted a gift from your matron!\n\r",victim);
    send_to_char("Ok.\n\r",ch);
    if (victim != ch) save_char_obj(ch);
    save_char_obj(victim);
    return; 
}

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

    argument = one_argument( argument, arg );

    if (IS_NPC(ch)) return;

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

    if (arg[0] == '\0')
    {
	send_to_char("Please specify what kind of equipment you want to create:\n\r", ch );
	send_to_char("Whip, Dagger, Ring, Amulet, Armor, Helmet, Leggings, Boots,\n\r", ch );
	send_to_char("Gauntlets, Sleeves, Belt, Bracer, Mask, or Cloak.\n\r", ch );
	return;
    }
    if      (!str_cmp(arg,"whip"      )) vnum = 29600;
    else if (!str_cmp(arg,"dagger"    )) vnum = 29601;
    else if (!str_cmp(arg,"ring"      )) vnum = 29602;
    else if (!str_cmp(arg,"amulet"    )) vnum = 29603;
    else if (!str_cmp(arg,"armor"     )) vnum = 29604;
    else if (!str_cmp(arg,"helmet"    )) vnum = 29605;
    else if (!str_cmp(arg,"leggings"  )) vnum = 29606;
    else if (!str_cmp(arg,"boots"     )) vnum = 29607;
    else if (!str_cmp(arg,"gauntlets" )) vnum = 29608;
    else if (!str_cmp(arg,"sleeves"   )) vnum = 29609;
    else if (!str_cmp(arg,"belt"      )) vnum = 29610;
    else if (!str_cmp(arg,"bracer"    )) vnum = 29611;
    else if (!str_cmp(arg,"mask"      )) vnum = 29612;
    else if (!str_cmp(arg,"cloak"     )) vnum = 29613;
    else
    {
	send_to_char("That is an invalid type.\n\r", ch );
	return;
    }
    if ( ch->pcdata->stats[DROW_POWER] < 7500)
    {
	send_to_char("It costs 7500 points of power to create a piece of drow armour.\n\r",ch);
	return;
    }
    if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
    {
	send_to_char("Missing object, please inform Kai.\n\r",ch);
	return;
    }
    ch->pcdata->stats[DROW_POWER] -= 7500;
    obj = create_object(pObjIndex, 50);
    obj_to_char(obj, ch);
    act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
    act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
    return;
}

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

    argument = one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if (!IS_CLASS(ch, CLASS_DROW) || ch->pcdata->stats[UNI_GEN] > 2) 
    {
	send_to_char("Huh?\n\r",ch);
	return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char( "Give Lloth's favor to 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_NPC(victim) )
    {
	send_to_char( "Not on NPC's.\n\r", ch );
	return;
    }

    if ( ch == victim )
    {
	send_to_char("Not on yourself.\n\r", ch );
	return;
    }

    if (IS_CLASS(victim, CLASS_MAGE))
    {
	send_to_char( "Not on a mage.\n\r", ch );
	return;
    }

    if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
    {
	send_to_char( "Only on avatars.\n\r", ch );
	return;
    }

    if (!IS_IMMUNE(victim,IMM_DEMON))
    {
	send_to_char( "Not on an unwilling person.\n\r", ch);
	return;
    }
    if (IS_CLASS(victim, CLASS_DROW)) {
	send_to_char("They are already a drow.\n\r", ch );
		return;
	}
    if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION))
    {
	send_to_char("Not on a demon!\n\r",ch);
	return;
    }

	if (IS_CLASS(victim, CLASS_VAMPIRE)) {
	send_to_char("Not on a vampire!\n\r", ch );
		return;}

	if (IS_CLASS(victim, CLASS_WEREWOLF)) {
	send_to_char("Not on a werewolf!\n\r", ch );
	return;}
    if ( IS_CLASS(victim, CLASS_HIGHLANDER) )
    {
	send_to_char( "Not on a highlander.\n\r", ch );
	return;
    }

	if (IS_CLASS(victim, CLASS_MONK))
	{
	send_to_char("Not on monks!\n\r", ch);
	return;
	}
    if ( IS_CLASS(victim, CLASS_NINJA) )
    {
    send_to_char( "Not on a ninja.\n\r", ch);
    return;
    }
    if ( IS_CLASS(victim, CLASS_PALADIN) )
    {
    send_to_char( "Not on a paladin.\n\r", ch);
    return;
    }

    if (IS_CLASS(victim, CLASS_MOOGLE))
    {
    send_to_char( "Not on moogles!\n\r", ch);
    return;
    }

    if (ch->exp < 10000)
    {
	send_to_char("You cannot afford the 10,000 exp.\n\r",ch);
	return;
    }

    ch->exp = ch->exp - 10000;
    act("You make $N a drow!", ch, NULL, victim, TO_CHAR);
    act("$n makes $N a drow!", ch, NULL, victim, TO_NOTVICT);
    act("$n makes you a drow!", ch, NULL, victim, TO_VICT);
    victim->class=0;
    victim->class=CLASS_DROW;
    victim->special=0;

    if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
    REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
    REMOVE_BIT(victim->act, PLR_WIZINVIS);
    REMOVE_BIT(victim->special, SPC_SIRE);
    REMOVE_BIT(victim->special, SPC_ANARCH);
    victim->pcdata->stats[UNI_RAGE] = 0;
    victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
	victim->special = 0;
    free_string(victim->morph);
    victim->morph=str_dup("");
                free_string(victim->clan);
            victim->clan=str_dup(ch->clan);

    free_string(victim->lord);
    if (ch->pcdata->stats[UNI_GEN] == 1)
        victim->lord=str_dup(ch->name);
    else
    {
        sprintf(buf,"%s %s",ch->lord,ch->name);
        victim->lord=str_dup(buf);
    }
 
    save_char_obj(ch);
    save_char_obj(victim);
    return;
}

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

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;
    if (!IS_CLASS(ch, CLASS_DROW))
    {
	send_to_char("Huh?\n\r",ch);
	return;
    }

	if (ch->pcdata->stats[UNI_GEN] < 3)
		strcpy(lord,ch->name);
	else strcpy(lord,ch->lord);
    sprintf( buf, "The drow followers of %s:\n\r", lord );
    send_to_char( buf, ch );
    send_to_char("[      Name      ] [ Hits ] [ Mana ] [ Move ] [  Exp  ] [   Power   ]\n\r", ch );
    for ( gch = char_list; gch != NULL; gch = gch->next )
    {
	if ( IS_NPC(gch) ) continue;
	if ( !IS_CLASS(gch, CLASS_DROW)) 
	    continue;
	if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord))
	{
	    sprintf( buf,
	    "[%-16s] [%-6d] [%-6d] [%-6d] [%7d] [ %-9d ]\n\r",
		capitalize( gch->name ),
		gch->hit,gch->mana,gch->move,
		gch->exp, gch->pcdata->stats[DROW_POWER]);
		send_to_char( buf, ch );
	}
    }
    return;
}

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

    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    int sn;
    int level;
    int spelltype;

	argument = one_argument(argument, arg);

	if (IS_NPC(ch)) return;

	if(!IS_CLASS(ch, CLASS_DROW) ||
!IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) {
		send_to_char("Huh?\n\r", ch );
		return;}

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

    if ( ch == victim )
    {
        send_to_char( "Not on yourself.\n\r", ch );
        return;
    }

	if (ch->mana < 100) {
	send_to_char("You don't have enough mana.\n\r", ch );
		return;}

    if ( ( sn = skill_lookup( "drowfire" ) ) < 0 ) return;
    spelltype = skill_table[sn].target;
    level = ch->spl[spelltype] * 0.5;
    (*skill_table[sn].spell_fun) ( sn, level, ch, victim );
    WAIT_STATE( ch, 12 );
	ch->mana = ch->mana - 500;
    return;
}
void do_prayer( CHAR_DATA *ch, char *argument ) 
{
    int sn;
    int level;
    int spelltype;

	if (IS_NPC(ch)) return;

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

	if (ch->mana < 1000) 
	{
		send_to_char("You don't have enough mana.\n\r", ch );
		return;
	}

    if ( ( sn = skill_lookup( "llothbless" ) ) < 0 ) return;
    spelltype = skill_table[sn].target;
    level = ch->spl[spelltype] * 0.5;
    (*skill_table[sn].spell_fun) ( sn, level, ch, ch );
    WAIT_STATE( ch, 12 );
	ch->mana = ch->mana - 1000;
    return;
}

void do_heal(CHAR_DATA *ch) {

        if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) ||
(!IS_SET(ch->special,SPC_DROW_CLE)
&& ch->pcdata->stats[UNI_GEN] > 2)) {
		send_to_char("Huh?\n\r", ch );
		return;}

	if (ch->mana < 100) {
		send_to_char("You don't have enough mana.\n\r", ch );
		return;}

	ch->mana = ch->mana - 100;
	ch->hit = ch->hit + 500;
	if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
	send_to_char("Lloth heals you.\n\r",ch);
	act("$n is healed by Lloth.",ch,NULL,NULL,TO_ROOM);
	WAIT_STATE(ch, 12);
	return;
}

void do_darkness(CHAR_DATA *ch) {

    int sn;
    int level;
    int spelltype;
	bool blah = FALSE;

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)) {
	send_to_char("Huh?\n\r", ch );
		return;}

	if (IS_AFFECTED(ch, AFF_DARKNESS)) {
		send_to_char("You are already surrounded in darkness.\n\r",ch);
		return;}

	if (ch->move < 500) {
		send_to_char("You don't have enough move.\n\r", ch );
		return;}


    if ( ( sn = skill_lookup( "darkness" ) ) < 0 ) return;
    spelltype = skill_table[sn].target;
    level = 50;
    (*skill_table[sn].spell_fun) ( sn, level, ch, NULL);

	if (IS_SET(ch->extra, TIED_UP)) {
		REMOVE_BIT(ch->extra, TIED_UP);
		blah = TRUE;}

	if (IS_AFFECTED(ch, AFF_WEBBED)) {
		REMOVE_BIT(ch->affected_by, AFF_WEBBED);
		blah = TRUE;}

	if (blah) send_to_char("The darkness sets you free.\n\r", ch );		

    WAIT_STATE( ch, 4 );
	ch->move = ch->move - 500;
    return;
}

void do_drowsight( CHAR_DATA *ch, char *argument) {
    if ( IS_NPC(ch) )
        return;
 
	if (!IS_CLASS(ch, CLASS_DROW)) {
		send_to_char("Huh?\n\r", ch );
		return;}

	if (!IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT)) {
		send_to_char("You don't have that power.\n\r", ch );
		return;}

	if (IS_SET(ch->act, PLR_DROWSIGHT)) {
		 REMOVE_BIT(ch->act, PLR_DROWSIGHT);
		REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char( "Your senses return to normal.\n\r", ch );}
	else {
        SET_BIT(ch->act, PLR_HOLYLIGHT);
	SET_BIT(ch->act, PLR_DROWSIGHT);
        send_to_char( "Your senses increase to incredible proportions.\n\r", ch);
	}
	return;
}

void do_chaosblast( CHAR_DATA *ch, char *argument ) {
    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    int sn;
    int level;
    int spelltype;

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

    if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special, SPC_DROW_MAG)
 && ch->pcdata->stats[UNI_GEN] > 2))
    {
        send_to_char("Huh?\n\r",ch);
        return;
    }

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

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
	if ((victim = ch->fighting) == NULL)
    {
        send_to_char( "They aren't here.\n\r", ch );
        return;
    }
	if (ch->mana < 100) {
		send_to_char("You don't have enough mana.\n\r", ch);
		return;}

    if ( ( sn = skill_lookup( "chaos blast" ) ) < 0 ) return;
    spelltype = skill_table[sn].target;
    level = ch->spl[spelltype] * 1.0;
	level = level * 1.0;
	act("You concentrate your power on $N.",ch,NULL,victim,TO_CHAR);
	act("$n concentrates $s power on you.",ch,NULL,victim,TO_VICT);
    (*skill_table[sn].spell_fun) ( sn, level, ch, victim );
    WAIT_STATE( ch, 10 );
	ch->mana = ch->mana - 100;
    return;
}

void do_shadowwalk(CHAR_DATA *ch, char *argument)
{
        char arg[MAX_INPUT_LENGTH];
        ROOM_INDEX_DATA *location;
        CHAR_DATA *victim;

        one_argument (argument, arg);

        if (IS_NPC(ch)) return;
 
        if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_SHADOWWALK)) {
        send_to_char("Huh?\n\r", ch );
        return;}

        if ((victim = get_char_world(ch, arg)) == NULL) {
        send_to_char("Shadowwalk to whom?\n\r", ch );
        return;}

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

        location = victim->in_room;

        if (ch->move < 1000) {
        send_to_char("You are too tired to go shadowwalking.\n\r", ch );
        return;}

        if ( !IS_IMMUNE(victim, IMM_SUMMON) && !IS_NPC(victim))
        {
                send_to_char("You failed.\n\r", ch);
                return;
        }

        act("You walk into the shadows.", ch, NULL, NULL, TO_CHAR);
        act("$n walks into the shadows.", ch, NULL, NULL, TO_ROOM);
        ch->move -= 1000;
        char_from_room(ch);
        char_to_room(ch, location);
        do_look(ch, "auto");
        act("You walk out of the shadows.", ch, NULL, NULL, TO_CHAR);
        act("$n walks out of the shadows.", ch, NULL, NULL, TO_CHAR);

        return;
}

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

        CHAR_DATA *victim;

        if (IS_NPC(ch)) return;

        if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) {
        send_to_char("Huh?\n\r",  ch);
        return;}

        if ((victim = ch->fighting) == NULL) {
        send_to_char("You are not fighting anyone.\n\r",  ch);
        return;}

        if (ch->move < 75) {
        send_to_char("You need 75 move to confuse your opponent.\n\r",ch);
        return;}

        act("$n attempts to confuse you.",ch,NULL,victim,TO_VICT);
        act("You attempt to confuse $N.",ch,NULL,victim,TO_CHAR);
        act("$n attempts to confuse $N.",ch,NULL,victim,TO_NOTVICT);

        ch->move -=75;

        if ( number_percent() > 25 ) {
        send_to_char("You failed.\n\r", ch );
        return;}

        else {
                do_flee(victim,"");
        WAIT_STATE(ch, 16);
        return; }
 
        return;
}