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

/*
 *  Locals
 */
char *tiny_affect_loc_name(int location);

void do_gold(CHAR_DATA * ch, char *argument)
{
   set_char_color( AT_GOLD, ch );
   ch_printf( ch,  "You have %d credits.\n\r", ch->gold );
   return;
}

void do_score(CHAR_DATA * ch, char *argument)
{
    if ( IS_NPC(ch) || !ch->pcdata )
       do_oldscore(ch, "");
    
    if ( IS_AFFECTED(ch, AFF_POSSESS) )
    {   
       send_to_char("You can't do that in your current state of mind!\n\r", ch);
       return;
    }

    ch_printf( ch, "&G%s\n\r", ch->pcdata->title );
    ch_printf( ch, "&W------------------------------------------------------------------------\n\r" );

    ch_printf( ch,
	"&WName: &G%s   &WAge: &G%d\n\r",
	ch->name, get_age(ch) );

    send_to_char( "&WStrength: &G", ch );
    {
         int score = get_curr_str( ch );
         
	 if ( score >= 20 ) send_to_char( "immortal", ch );
    else if ( score > 17  ) send_to_char( "superior", ch );
    else if ( score > 15  ) send_to_char( "strong",    ch );
    else if ( score > 12  ) send_to_char( "good",    ch );
    else if ( score > 9   ) send_to_char( "average", ch );
    else if ( score > 7   ) send_to_char( "weak",    ch );
    else if ( score > 5   ) send_to_char( "wimpy",    ch );
    else                    send_to_char( "pathetic", ch );
    }
    send_to_char( "&W   Constitution: &G", ch );
    {
         int score = get_curr_con( ch );
         
	 if ( score >= 20 ) send_to_char( "immortal", ch );
    else if ( score > 17  ) send_to_char( "superior", ch );
    else if ( score > 15  ) send_to_char( "strong",    ch );
    else if ( score > 12  ) send_to_char( "good",    ch );
    else if ( score > 9   ) send_to_char( "average", ch );
    else if ( score > 7   ) send_to_char( "weak",    ch );
    else if ( score > 5   ) send_to_char( "wimpy",    ch );
    else                       send_to_char( "pathetic", ch );
    }
    send_to_char( "&W   Dexterity: &G", ch );
    {
         int score = get_curr_dex( ch );
         
	 if ( score >= 20 ) send_to_char( "immortal", ch );
    else if ( score > 17  ) send_to_char( "superior", ch );
    else if ( score > 15  ) send_to_char( "agile",    ch );
    else if ( score > 12  ) send_to_char( "good",    ch );
    else if ( score > 9   ) send_to_char( "average", ch );
    else if ( score > 7   ) send_to_char( "poor",    ch );
    else if ( score > 5   ) send_to_char( "uncoordinated",    ch );
    else                       send_to_char( "pathetic", ch );
    }
    
    send_to_char( "\n\r", ch );
    send_to_char( "&WIntelligence: &G", ch );
    {
         int score = get_curr_int( ch );
         
	 if ( score >= 20 ) send_to_char( "immortal", ch );
    else if ( score > 17  ) send_to_char( "superior", ch );
    else if ( score > 15  ) send_to_char( "bright",    ch );
    else if ( score > 12  ) send_to_char( "good",    ch );
    else if ( score > 9   ) send_to_char( "average", ch );
    else if ( score > 7   ) send_to_char( "dim",    ch );
    else if ( score > 5   ) send_to_char( "stupid",    ch );
    else                       send_to_char( "brainless", ch );
    }
    send_to_char( "&W   Wisdom: &G", ch );
    {
         int score = get_curr_wis( ch );
         
	 if ( score >= 20 ) send_to_char( "immortal", ch );
    else if ( score > 17  ) send_to_char( "superior", ch );
    else if ( score > 15  ) send_to_char( "wise",    ch );
    else if ( score > 12  ) send_to_char( "good",    ch );
    else if ( score > 9   ) send_to_char( "average", ch );
    else if ( score > 7   ) send_to_char( "poor",    ch );
    else if ( score > 5   ) send_to_char( "unwise",    ch );
    else                       send_to_char( "moron", ch );
    }
    send_to_char( "&W   Charisma: &G ", ch );
    {
         int score = get_curr_cha( ch );
         
	 if ( score >= 20 ) send_to_char( "immortal", ch );
    else if ( score > 17  ) send_to_char( "superior", ch );
    else if ( score > 15  ) send_to_char( "charming",    ch );
    else if ( score > 12  ) send_to_char( "good",    ch );
    else if ( score > 9   ) send_to_char( "average", ch );
    else if ( score > 7   ) send_to_char( "unlikeable",    ch );
    else if ( score > 5   ) send_to_char( "rude",    ch );
    else                    send_to_char( "go hide", ch );
    }
    
    send_to_char( "\n\r", ch );

    ch_printf( ch, "&W------------------------------------------------------------------------\n\r" );
    
    send_to_char( "&WHealth &G ", ch );
	 if ( ch->hit >= 100 ) send_to_char( "healthy", ch );
    else if ( ch->hit > 90 ) send_to_char( "slightly wounded", ch );
    else if ( ch->hit > 75 ) send_to_char( "hurt",    ch );
    else if ( ch->hit > 50 ) send_to_char( "in pain",    ch );
    else if ( ch->hit > 35   ) send_to_char( "severely wounded", ch );
    else if ( ch->hit > 20   ) send_to_char( "writhing in pain",    ch );
    else if ( ch->hit > 0    ) send_to_char( "barely conscious",    ch );
    else if ( ch->hit > -300 ) send_to_char( "uncounscious", ch );
    else                       send_to_char( "nearly DEAD", ch );

    send_to_char( "&W   Energy: &G ", ch );
	 if ( ch->move > 500 ) send_to_char( "energetic", ch );
    else if ( ch->move > 100 ) send_to_char( "rested", ch );
    else if ( ch->move > 50 ) send_to_char( "worn out",    ch );
    else if ( ch->move > 0 ) send_to_char( "exhausted", ch );
    else                        send_to_char( "immobile", ch );

    send_to_char( "&W   Mental: &G ", ch );

    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK]   > 10 )
	send_to_char( "drunk",   ch );
    else
    switch( ch->mental_state / 10 )
    {
        default:   send_to_char( "completely messed up", ch ); break;
        case -10:
        case  -9:  send_to_char( "barely conscious", ch ); break;
        case  -8:
        case  -7: 
        case  -6:  send_to_char( "very drowsy", ch ); break;
        case  -5:
        case  -4:  send_to_char( "tired", ch ); break;
        case  -3:
        case  -2:  send_to_char( "under the weather", ch ); break;
        case  -1:
        case   0:
        case   1:  send_to_char( "great", ch ); break;
        case   2:
        case   3:  send_to_char( "mind is racing", ch ); break;
        case   4:
        case   5:  send_to_char( "high as a kite", ch ); break;
        case   6: 
        case   7:  
        case   8:  send_to_char( "losing reality", ch ); break;
        case   9:
        case  10:  send_to_char( "psychotic", ch ); break;
    }
    send_to_char( "\n\r", ch );

    send_to_char( "&WArmor: &G", ch );
    if      ( GET_AC(ch) >=   80 ) send_to_char( "naked",            ch );
    else if ( GET_AC(ch) >=   60 ) send_to_char( "clothed",  ch );
    else if ( GET_AC(ch) >=   40 ) send_to_char( "slightly protected", ch );
    else if ( GET_AC(ch) >=   20 ) send_to_char( "somewhat protected", ch );
    else if ( GET_AC(ch) >=    0 ) send_to_char( "armored",          ch );
    else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.",     ch );
    else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored", ch );
    else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored",  ch );
    else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored", ch );
    else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.", ch );
    else                           send_to_char( "invincible",       ch );

    send_to_char( "   &WAlignment: &G", ch );
	 if ( ch->alignment >  900 ) send_to_char( "angelic", ch );
    else if ( ch->alignment >  700 ) send_to_char( "saintly", ch );
    else if ( ch->alignment >  350 ) send_to_char( "good",    ch );
    else if ( ch->alignment >  100 ) send_to_char( "kind",    ch );
    else if ( ch->alignment > -100 ) send_to_char( "neutral", ch );
    else if ( ch->alignment > -350 ) send_to_char( "mean",    ch );
    else if ( ch->alignment > -700 ) send_to_char( "evil",    ch );
    else if ( ch->alignment > -900 ) send_to_char( "demonic", ch );
    else                             send_to_char( "satanic", ch );

    ch_printf( ch,
	"   &WCredits: &G%ld\n\r" , ch->gold );

    ch_printf( ch, "&W------------------------------------------------------------------------\n\r" );

    ch_printf( ch,
	"&WAutoexit: &G%s   &WAutoloot: &G%s   &WAutosac: &G%s   &WAutocred: &G%s\n\r",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
  	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );

    ch_printf( ch, "&WWimpy set to &G%d &Wpercent.\n\r", ch->wimpy );
    
    ch_printf( ch, "&W------------------------------------------------------------------------\n\r" );
    
    if ( !IS_NPC(ch) && ch->pcdata )
    {
    	int sn;
    	
        send_to_char( "&WSkilled at: &G" , ch );
    	for ( sn = 0; sn < top_sn ; sn++ )
    	   if ( ch->pcdata->learned[sn] > 0 && ch->pcdata->learned[sn] < 100 )
               ch_printf( ch,  "%s  ", skill_table[sn]->name );    	     	 
        send_to_char( "\n\r" , ch );
    
        send_to_char( "&WAdept at: &G" , ch );
    	for ( sn = 0; sn < top_sn ; sn++ )
    	   if ( ch->pcdata->learned[sn] >= 100 )
               ch_printf( ch,  "%s  ", skill_table[sn]->name );    	     	 
        send_to_char( "\n\r" , ch );
    
    }           

    ch_printf( ch, "&W------------------------------------------------------------------------\n\r" );
    
    if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
    {
	ch_printf( ch, "&WWizInvis level: &G%d   &WWizInvis is &G%s\n\r",
			ch->pcdata->wizinvis,
			IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
    }

    switch ( ch->position )
    {
    case POS_DEAD:
	send_to_char( "&GYou are DEAD!!   ",		ch );
	break;
    case POS_MORTAL:
	send_to_char( "&GYou are mortally wounded.   ",	ch );
	break;
    case POS_INCAP:
	send_to_char( "&GYou are incapacitated.   ",	ch );
	break;
    case POS_STUNNED:
	send_to_char( "&GYou are stunned.   ",		ch );
	break;
    case POS_SLEEPING:
	send_to_char( "&GYou are sleeping.   ",		ch );
	break;
    case POS_RESTING:
	send_to_char( "&GYou are resting.   ",		ch );
	break;
    case POS_STANDING:
	send_to_char( "&GYou are standing.   ",		ch );
	break;
    case POS_FIGHTING:
	send_to_char( "&GYou are fighting.   ",		ch );
	break;
    case POS_MOUNTED:
	send_to_char( "&GYou are mounted.   ",			ch );
	break;
    case POS_SHOVE:
	send_to_char( "&GYou are being shoved.   ",		ch );
	break;
    case POS_DRAG:
	send_to_char( "&GYou are being dragged.   ",		ch );
	break;
    default:
	break;
    }


    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] ==  0 )
	send_to_char( "&GYou are thirsty.   ", ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   ==  0 )
	send_to_char( "&GYou are hungry.   ",  ch );
    
    send_to_char( "\n\r",		ch );


    return;

}

/*
 * Return ascii name of an affect location.
 */
char           *
tiny_affect_loc_name(int location)
{
	switch (location) {
	case APPLY_NONE:		return "NIL";
	case APPLY_STR:			return " STR  ";
	case APPLY_DEX:			return " DEX  ";
	case APPLY_INT:			return " INT  ";
	case APPLY_WIS:			return " WIS  ";
	case APPLY_CON:			return " CON  ";
	case APPLY_CHA:			return " CHA  ";
	case APPLY_LCK:			return " LCK  ";
	case APPLY_SEX:			return " SEX  ";
	case APPLY_LEVEL:		return " LVL  ";
	case APPLY_AGE:			return " AGE  ";
	case APPLY_MANA:		return " MANA ";
	case APPLY_HIT:			return " HV   ";
	case APPLY_MOVE:		return " MOVE ";
	case APPLY_GOLD:		return " GOLD ";
	case APPLY_EXP:			return " EXP  ";
	case APPLY_AC:			return " AC   ";
	case APPLY_HITROLL:		return " HITRL";
	case APPLY_DAMROLL:		return " DAMRL";
	case APPLY_SAVING_POISON:	return "SV POI";
	case APPLY_SAVING_ROD:		return "SV ROD";
	case APPLY_SAVING_PARA:		return "SV PARA";
	case APPLY_SAVING_BREATH:	return "SV BRTH";
	case APPLY_SAVING_SPELL:	return "SV SPLL";
	case APPLY_HEIGHT:		return "HEIGHT";
	case APPLY_WEIGHT:		return "WEIGHT";
	case APPLY_AFFECT:		return "AFF BY";
	case APPLY_RESISTANT:		return "RESIST";
	case APPLY_IMMUNE:		return "IMMUNE";
	case APPLY_SUSCEPTIBLE:		return "SUSCEPT";
	case APPLY_WEAPONSPELL:		return " WEAPON";
	case APPLY_BACKSTAB:		return "BACKSTB";
	case APPLY_PICK:		return " PICK  ";
	case APPLY_TRACK:		return " TRACK ";
	case APPLY_STEAL:		return " STEAL ";
	case APPLY_SNEAK:		return " SNEAK ";
	case APPLY_HIDE:		return " HIDE  ";
	case APPLY_PALM:		return " PALM  ";
	case APPLY_DETRAP:		return " DETRAP";
	case APPLY_DODGE:		return " DODGE ";
	case APPLY_PEEK:		return " PEEK  ";
	case APPLY_SCAN:		return " SCAN  ";
	case APPLY_GOUGE:		return " GOUGE ";
	case APPLY_SEARCH:		return " SEARCH";
	case APPLY_MOUNT:		return " MOUNT ";
	case APPLY_DISARM:		return " DISARM";
	case APPLY_KICK:		return " KICK  ";
	case APPLY_PARRY:		return " PARRY ";
	case APPLY_BASH:		return " BASH  ";
	case APPLY_STUN:		return " STUN  ";
	case APPLY_PUNCH:		return " PUNCH ";
	case APPLY_CLIMB:		return " CLIMB ";
	case APPLY_GRIP:		return " GRIP  ";
	case APPLY_SCRIBE:		return " SCRIBE";
	case APPLY_BREW:		return " BREW  ";
	case APPLY_WEARSPELL:		return " WEAR  ";
	case APPLY_REMOVESPELL:		return " REMOVE";
	case APPLY_EMOTION:		return "EMOTION";
	case APPLY_MENTALSTATE:		return " MENTAL";
	case APPLY_STRIPSN:		return " DISPEL";
	case APPLY_REMOVE:		return " REMOVE";
	case APPLY_DIG:			return " DIG   ";
	case APPLY_FULL:		return " HUNGER";
	case APPLY_THIRST:		return " THIRST";
	case APPLY_DRUNK:		return " DRUNK ";
	case APPLY_BLOOD:		return " BLOOD ";
	}

	bug("Affect_location_name: unknown location %d.", location);
	return "(???)";
}


void do_oldscore( CHAR_DATA *ch, char *argument )
{
    if ( IS_AFFECTED(ch, AFF_POSSESS) )
    {   
       send_to_char("You can't do that in your current state of mind!\n\r", ch);
       return;
    }

    set_char_color( AT_SCORE, ch );
    ch_printf( ch,
	"You are %s, the %d year old.\n\r",
	IS_NPC(ch) ? ch->name : ch->pcdata->title,
	get_age(ch));
    
    send_to_char( "You are ", ch );
	 if ( ch->hit >= 100 ) send_to_char( "healthy.", ch );
    else if ( ch->hit > 90 ) send_to_char( "slightly wounded.", ch );
    else if ( ch->hit > 75 ) send_to_char( "hurt.",    ch );
    else if ( ch->hit > 50 ) send_to_char( "in pain.",    ch );
    else if ( ch->hit > 35   ) send_to_char( "severely wounded.", ch );
    else if ( ch->hit > 20   ) send_to_char( "writhing in pain.",    ch );
    else if ( ch->hit > 0    ) send_to_char( "barely conscious.",    ch );
    else if ( ch->hit > -300 ) send_to_char( "uncounscious.", ch );
    else                       send_to_char( "nearly DEAD.", ch );


    send_to_char( "   You are ", ch );
	 if ( ch->move > 500 ) send_to_char( "energetic.\n\r", ch );
    else if ( ch->move > 100 ) send_to_char( "rested.\n\r", ch );
    else if ( ch->move > 50 ) send_to_char( "worn out.\n\r",    ch );
    else if ( ch->move > 0 ) send_to_char( "exhausted.\n\r", ch );
    else                        send_to_char( "to tired to move.\n\r", ch );


    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK]   > 10 )
	send_to_char( "You are drunk.\n\r",   ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] ==  0 )
	send_to_char( "You are thirsty.\n\r", ch );
    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL]   ==  0 )
	send_to_char( "You are hungry.\n\r",  ch );

    switch( ch->mental_state / 10 )
    {
        default:   send_to_char( "You're completely messed up!", ch ); break;
        case -10:  send_to_char( "You're barely conscious.", ch ); break;
        case  -9:  send_to_char( "You can barely keep your eyes open.", ch ); break;
        case  -8:  send_to_char( "You're extremely drowsy.", ch ); break;
        case  -7:  send_to_char( "You feel very unmotivated.", ch ); break;
        case  -6:  send_to_char( "You feel sedated.", ch ); break;
        case  -5:  send_to_char( "You feel sleepy.", ch ); break;
        case  -4:  send_to_char( "You feel tired.", ch ); break;
        case  -3:  send_to_char( "You could use a rest.", ch ); break;
        case  -2:  send_to_char( "You feel a little under the weather.", ch ); break;
        case  -1:  send_to_char( "You feel fine.", ch ); break;
        case   0:  send_to_char( "You feel great.", ch ); break;
        case   1:  send_to_char( "You feel energetic.", ch ); break;
        case   2:  send_to_char( "Your mind is racing.", ch ); break;
        case   3:  send_to_char( "You can't think straight.", ch ); break;
        case   4:  send_to_char( "Your mind is going 100 miles an hour.", ch ); break;
        case   5:  send_to_char( "You're high as a kite.", ch ); break;
        case   6:  send_to_char( "Your mind and body are slipping appart.", ch ); break;
        case   7:  send_to_char( "Reality is slipping away.", ch ); break;
        case   8:  send_to_char( "You have no idea what is real, and what is not.", ch ); break;
        case   9:  send_to_char( "You feel immortal.", ch ); break;
        case  10:  send_to_char( "You are a Supreme Entity.", ch ); break;
    }

    switch ( ch->position )
    {
    case POS_DEAD:
	send_to_char( "   You are DEAD!!\n\r",		ch );
	break;
    case POS_MORTAL:
	send_to_char( "   You are mortally wounded.\n\r",	ch );
	break;
    case POS_INCAP:
	send_to_char( "   You are incapacitated.\n\r",	ch );
	break;
    case POS_STUNNED:
	send_to_char( "   You are stunned.\n\r",		ch );
	break;
    case POS_SLEEPING:
	send_to_char( "   You are sleeping.\n\r",		ch );
	break;
    case POS_RESTING:
	send_to_char( "   You are resting.\n\r",		ch );
	break;
    case POS_STANDING:
	send_to_char( "   You are standing.\n\r",		ch );
	break;
    case POS_FIGHTING:
	send_to_char( "   You are fighting.\n\r",		ch );
	break;
    case POS_MOUNTED:
	send_to_char( "   Mounted.\n\r",			ch );
	break;
    case POS_SHOVE:
	send_to_char( "   Being shoved.\n\r",		ch );
	break;
    case POS_DRAG:
	send_to_char( "   Being dragged.\n\r",		ch );
	break;
    default:
    	send_to_char( "\n\r",		ch );
	break;
    }

    send_to_char( "You are ", ch );
	 if ( GET_AC(ch) >=  101 ) send_to_char( "WORSE than naked!", ch );
    else if ( GET_AC(ch) >=   80 ) send_to_char( "naked.",            ch );
    else if ( GET_AC(ch) >=   60 ) send_to_char( "wearing clothes.",  ch );
    else if ( GET_AC(ch) >=   40 ) send_to_char( "slightly armored.", ch );
    else if ( GET_AC(ch) >=   20 ) send_to_char( "somewhat armored.", ch );
    else if ( GET_AC(ch) >=    0 ) send_to_char( "armored.",          ch );
    else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.",     ch );
    else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.", ch );
    else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.",  ch );
    else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.", ch );
    else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.", ch );
    else                           send_to_char( "invincible!",       ch );

    send_to_char( "   You are ", ch );
	 if ( ch->alignment >  900 ) send_to_char( "angelic.\n\r", ch );
    else if ( ch->alignment >  700 ) send_to_char( "saintly.\n\r", ch );
    else if ( ch->alignment >  350 ) send_to_char( "good.\n\r",    ch );
    else if ( ch->alignment >  100 ) send_to_char( "kind.\n\r",    ch );
    else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch );
    else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r",    ch );
    else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r",    ch );
    else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch );
    else                             send_to_char( "satanic.\n\r", ch );

    ch_printf( ch,
	"You have have %d credits.\n\r" , ch->gold );

    ch_printf( ch,
	"Autoexit: %s   Autoloot: %s   Autosac: %s   Autocred: %s\n\r",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
  	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );

    ch_printf( ch, "Wimpy set to %d percent.\n\r", ch->wimpy );
    
    if ( !IS_NPC(ch) && ch->pcdata )
    {
    	int sn;
    	
        send_to_char( "You are skilled at: " , ch );
    	for ( sn = 0; sn < top_sn ; sn++ )
    	   if ( ch->pcdata->learned[sn] > 0 && ch->pcdata->learned[sn] < 100 )
               ch_printf( ch,  "%s  ", skill_table[sn]->name );    	     	 
        send_to_char( "\n\r" , ch );
    
        send_to_char( "You are an adept of: " , ch );
    	for ( sn = 0; sn < top_sn ; sn++ )
    	   if ( ch->pcdata->learned[sn] >= 100 )
               ch_printf( ch,  "%s  ", skill_table[sn]->name );    	     	 
        send_to_char( "\n\r" , ch );
    
    }           
    
    if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
    {
	ch_printf( ch, "WizInvis level: %d   WizInvis is %s\n\r",
			ch->pcdata->wizinvis,
			IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
    }

    return;
}

/*								-Thoric
 * Display your current exp, level, and surrounding level exp requirements
 */
void do_level( CHAR_DATA *ch, char *argument )
{ 
}


void do_affected ( CHAR_DATA *ch, char *argument )
{
    char arg [MAX_INPUT_LENGTH];
    AFFECT_DATA *paf;
    SKILLTYPE *skill;
 
    if ( IS_NPC(ch) )
        return;

    argument = one_argument( argument, arg );

    if ( !str_cmp( arg, "by" ) )
    {
        set_char_color( AT_BLUE, ch );
        send_to_char( "\n\rImbued with:\n\r", ch );
	set_char_color( AT_SCORE, ch );
	ch_printf( ch, "%s\n\r", affect_bit_name( ch->affected_by ) );
	return;      
    }

    if ( !ch->first_affect )
    {
        set_char_color( AT_SCORE, ch );
        send_to_char( "\n\rNo skill affects you.\n\r", ch );
    }
    else
    {
	send_to_char( "\n\r", ch );
        for (paf = ch->first_affect; paf; paf = paf->next)
	    if ( (skill=get_skilltype(paf->type)) != NULL )
        {
            set_char_color( AT_BLUE, ch );
            send_to_char( "Affected:  ", ch );
            set_char_color( AT_SCORE, ch );
            ch_printf( ch, "%-18s\n\r", skill->name );
        }
    }
    return;
}

void do_inventory( CHAR_DATA *ch, char *argument )
{
    set_char_color( AT_RED, ch );
    send_to_char( "You are carrying:\n\r", ch );
    show_list_to_char( ch->first_carrying, ch, TRUE, TRUE );
    return;
}


void do_equipment( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    int iWear, dam;
    bool found;
    char buf[MAX_STRING_LENGTH];
    
    set_char_color( AT_RED, ch );
    send_to_char( "You are using:\n\r", ch );
    found = FALSE;
    set_char_color( AT_OBJECT, ch );
    for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
    {
	for ( obj = ch->first_carrying; obj; obj = obj->next_content )
	   if ( obj->wear_loc == iWear )
	   {
		send_to_char( where_name[iWear], ch );
		if ( can_see_obj( ch, obj ) )
		{
		    send_to_char( format_obj_to_char( obj, ch, TRUE ), ch );
		    strcpy( buf , "" );
		    switch ( obj->item_type )
	            {
	                default:
	                break;

	                case ITEM_ARMOR:
	    		    if ( obj->value[1] == 0 )
	      			obj->value[1] = obj->value[0];
	    		    if ( obj->value[1] == 0 )
	      			obj->value[1] = 1;
	    		    dam = (sh_int) ((obj->value[0] * 10) / obj->value[1]);
			    if (dam >= 10) strcat( buf, " (superb) ");
			    else if (dam >=  7) strcat( buf, " (good) ");
 		            else if (dam >=  5) strcat( buf, " (worn) ");
			    else if (dam >=  3) strcat( buf, " (poor) ");
			    else if (dam >=  1) strcat( buf, " (awful) ");
			    else if (dam ==  0) strcat( buf, " (broken) ");
                  	    send_to_char( buf, ch );
	                    break;

	                 case ITEM_WEAPON:
	                   dam = INIT_WEAPON_CONDITION - obj->value[0];
	                   if (dam < 2) strcat( buf, " (superb) ");
                           else if (dam < 4) strcat( buf, " (good) ");
                           else if (dam < 7) strcat( buf, " (worn) ");
                           else if (dam < 10) strcat( buf, " (poor) ");
                           else if (dam < 12) strcat( buf, " (awful) ");
                           else if (dam ==  12) strcat( buf, " (broken) ");
                	   send_to_char( buf, ch );
	                   if (obj->value[3] == WEAPON_BLASTER )
	                   {
		            if (obj->blaster_setting == BLASTER_FULL)
	    		      ch_printf( ch, "FULL");
	  	            else if (obj->blaster_setting == BLASTER_HIGH)
	    		      ch_printf( ch, "HIGH");
	  	            else if (obj->blaster_setting == BLASTER_NORMAL)
	    		      ch_printf( ch, "NORMAL");
	  	            else if (obj->blaster_setting == BLASTER_HALF)
	    		      ch_printf( ch, "HALF");
	  	            else if (obj->blaster_setting == BLASTER_LOW)
	    		      ch_printf( ch, "LOW");
	  	            else if (obj->blaster_setting == BLASTER_STUN)
	    		      ch_printf( ch, "STUN");
	  	            ch_printf( ch, " %d", obj->value[4] );
	                   }
	                   else if (     ( obj->value[3] == WEAPON_LIGHTSABER || 
		           obj->value[3] == WEAPON_VIBRO_BLADE ) )
	                   {
		             ch_printf( ch, "%d", obj->value[4] );
	                   }        
	                   break;
                    }   
		    send_to_char( "\n\r", ch );
		}
		else
		    send_to_char( "something.\n\r", ch );
		found = TRUE;
	   }
    }

    if ( !found )
	send_to_char( "Nothing.\n\r", ch );

    return;
}



void set_title( CHAR_DATA *ch, char *title )
{
    char buf[MAX_STRING_LENGTH];

    if ( IS_NPC(ch) )
    {
	bug( "Set_title: NPC.", 0 );
	return;
    }

    if ( isalpha(title[0]) || isdigit(title[0]) )
    {
	buf[0] = ' ';
	strcpy( buf+1, title );
    }
    else
	strcpy( buf, title );

    STRFREE( ch->pcdata->title );
    ch->pcdata->title = STRALLOC( buf );
    return;
}



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

    if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
    {
        send_to_char( "You try but the Force resists you.\n\r", ch );
        return;
    }
 

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

    if ( !IS_IMMORTAL(ch) && (!nifty_is_name(ch->name, argument)))
     {
       send_to_char("You must include your name somewhere in your title!", ch);
       return;
     }
 
    smash_tilde( argument );
    set_title( ch, argument );
    send_to_char( "Ok.\n\r", ch );
}


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

    if ( IS_NPC(ch) )
	return;

    if ( argument[0] == '\0' )
    {
	if ( !ch->pcdata->homepage )
	  ch->pcdata->homepage = str_dup( "" );
	ch_printf( ch, "Your homepage is: %s\n\r",
		show_tilde( ch->pcdata->homepage ) );
	return;
    }

    if ( !str_cmp( argument, "clear" ) )
    {
	if ( ch->pcdata->homepage )
	  DISPOSE(ch->pcdata->homepage);
	ch->pcdata->homepage = str_dup("");
	send_to_char( "Homepage cleared.\n\r", ch );
	return;
    }

    if ( strstr( argument, "://" ) )
	strcpy( buf, argument );
    else
	sprintf( buf, "http://%s", argument );
    if ( strlen(buf) > 70 )
	buf[70] = '\0';

    hide_tilde( buf );
    if ( ch->pcdata->homepage )
      DISPOSE(ch->pcdata->homepage);
    ch->pcdata->homepage = str_dup(buf);
    send_to_char( "Homepage set.\n\r", ch );
}



/*
 * Set your personal description				-Thoric
 */
void do_description( CHAR_DATA *ch, char *argument )
{
    if ( IS_NPC( ch ) )
    {
	send_to_char( "Monsters are too dumb to do that!\n\r", ch );
	return;	  
    }

    if ( !ch->desc )
    {
	bug( "do_description: no descriptor", 0 );
	return;
    }

    switch( ch->substate )
    {
	default:
	   bug( "do_description: illegal substate", 0 );
	   return;

	case SUB_RESTRICTED:
	   send_to_char( "You cannot use this command from within another command.\n\r", ch );
	   return;

	case SUB_NONE:
	   ch->substate = SUB_PERSONAL_DESC;
	   ch->dest_buf = ch;
	   start_editing( ch, ch->description );
	   return;

	case SUB_PERSONAL_DESC:
	   STRFREE( ch->description );
	   ch->description = copy_buffer( ch );
	   stop_editing( ch );
	   return;	
    }
}

/* Ripped off do_description for whois bio's -- Scryn*/
void do_bio( CHAR_DATA *ch, char *argument )
{
    if ( IS_NPC( ch ) )
    {
	send_to_char( "Mobs can't set bio's!\n\r", ch );
	return;	  
    }

    if ( !ch->desc )
    {
	bug( "do_bio: no descriptor", 0 );
	return;
    }

    switch( ch->substate )
    {
	default:
	   bug( "do_bio: illegal substate", 0 );
	   return;
	  	   
	case SUB_RESTRICTED:
	   send_to_char( "You cannot use this command from within another command.\n\r", ch );
	   return;

	case SUB_NONE:
	   ch->substate = SUB_PERSONAL_BIO;
	   ch->dest_buf = ch;
	   start_editing( ch, ch->pcdata->bio );
	   return;

	case SUB_PERSONAL_BIO:
	   STRFREE( ch->pcdata->bio );
	   ch->pcdata->bio = copy_buffer( ch );
	   stop_editing( ch );
	   return;	
    }
}



void do_report( CHAR_DATA *ch, char *argument )
{
}

void do_prompt( CHAR_DATA *ch, char *argument )
{
  char arg[MAX_INPUT_LENGTH];
  
  if ( IS_NPC(ch) )
  {
    send_to_char( "NPC's can't change their prompt..\n\r", ch );
    return;
  }
  smash_tilde( argument );
  one_argument( argument, arg );
  if ( !*arg )
  {
    send_to_char( "Set prompt to what? (try help prompt)\n\r", ch );
    return;
  }
  if (ch->pcdata->prompt)
    STRFREE(ch->pcdata->prompt);

  if ( strlen(argument) > 128 )
    argument[128] = '\0';

  /* Can add a list of pre-set prompts here if wanted.. perhaps
     'prompt 1' brings up a different, pre-set prompt */
  if ( !str_cmp(arg, "default") )
    ch->pcdata->prompt = STRALLOC("");
  else
    ch->pcdata->prompt = STRALLOC(argument);
  send_to_char( "Ok.\n\r", ch );
  return;
}