mud/lua/
mud/player/
/***************************************************************************
 *  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 <string.h>
#include <time.h>
#include "merc.h"



char *	const	dir_name	[]		= {
    "north", "east", "south", "west", "up", "down"
};

const	short	rev_dir		[]		= {
    2, 3, 0, 1, 5, 4
};

const	short	movement_loss	[SECT_MAX]	= {
    1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6
};



/*
 * Local functions.
 */
int	find_door	args( ( CHAR_DATA *ch, char *arg ) );
bool	has_key		args( ( CHAR_DATA *ch, int key ) );



void move_char( CHAR_DATA *ch, int door )
{
    CHAR_DATA *fch;
    CHAR_DATA *fch_next;
    ROOM_INDEX_DATA *in_room;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA *pexit;

    if ( door < 0 || door > 5 ) {
        bug( "Do_move: bad door %d.", door );
        return;
    }

    in_room = ch->in_room;
    if ( ( pexit   = in_room->exit[door] ) == NULL
            ||   ( to_room = pexit->to_room      ) == NULL ) {
        send_to_char( "Alas, you cannot go that way.\r\n", ch );
        return;
    }

    if ( IS_SET(pexit->exit_info, EX_CLOSED)
            &&   !IS_AFFECTED(ch, AFF_PASS_DOOR) ) {
        act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
        return;
    }

    if ( IS_AFFECTED(ch, AFF_CHARM)
            &&   ch->master != NULL
            &&   in_room == ch->master->in_room ) {
        send_to_char( "What?  And leave your beloved master?\r\n", ch );
        return;
    }

    if ( room_is_private( to_room ) ) {
        send_to_char( "That room is private right now.\r\n", ch );
        return;
    }

    if ( !IS_NPC(ch) ) {
        int iClass;
        int move;

        for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) {
            if ( iClass != ch->class
                    &&   to_room->vnum == class_table[iClass].guild ) {
                send_to_char( "You aren't allowed in there.\r\n", ch );
                return;
            }
        }

        if ( in_room->sector_type == SECT_AIR
                ||   to_room->sector_type == SECT_AIR ) {
            if ( !IS_AFFECTED(ch, AFF_FLYING) ) {
                send_to_char( "You can't fly.\r\n", ch );
                return;
            }
        }

        if ( in_room->sector_type == SECT_WATER_NOSWIM
                ||   to_room->sector_type == SECT_WATER_NOSWIM ) {
            OBJ_DATA *obj;
            bool found;

            /*
             * Look for a boat.
             */
            found = FALSE;
            for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) {
                if ( obj->item_type == ITEM_BOAT ) {
                    found = TRUE;
                    break;
                }
            }
            if ( !found ) {
                send_to_char( "You need a boat to go there.\r\n", ch );
                return;
            }
        }

        move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)]
               + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)]
               ;

        if ( ch->move < move ) {
            send_to_char( "You are too exhausted.\r\n", ch );
            return;
        }

        WAIT_STATE( ch, 1 );
        ch->move -= move;
    }

    if ( !IS_AFFECTED(ch, AFF_SNEAK)
            && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
        act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM );

    char_from_room( ch );
    char_to_room( ch, to_room );
    if ( !IS_AFFECTED(ch, AFF_SNEAK)
            && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
        act( "$n has arrived.", ch, NULL, NULL, TO_ROOM );

	do_look( ch, "auto" );

    for ( fch = in_room->people; fch != NULL; fch = fch_next ) {
        fch_next = fch->next_in_room;
        if ( fch->master == ch && fch->position == POS_STANDING ) {
            act( "You follow $N.", fch, NULL, ch, TO_CHAR );
            move_char( fch, door );
        }
    }

    return;
}



void do_north( CHAR_DATA *ch, char *argument )
{
    move_char( ch, DIR_NORTH );
    return;
}



void do_east( CHAR_DATA *ch, char *argument )
{
    move_char( ch, DIR_EAST );
    return;
}



void do_south( CHAR_DATA *ch, char *argument )
{
    move_char( ch, DIR_SOUTH );
    return;
}



void do_west( CHAR_DATA *ch, char *argument )
{
    move_char( ch, DIR_WEST );
    return;
}



void do_up( CHAR_DATA *ch, char *argument )
{
    move_char( ch, DIR_UP );
    return;
}



void do_down( CHAR_DATA *ch, char *argument )
{
    move_char( ch, DIR_DOWN );
    return;
}



int find_door( CHAR_DATA *ch, char *arg )
{
    EXIT_DATA *pexit;
    int door;

    if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
    else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east"  ) ) door = 1;
    else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
    else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west"  ) ) door = 3;
    else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up"    ) ) door = 4;
    else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down"  ) ) door = 5;
    else {
        for ( door = 0; door <= 5; door++ ) {
            if ( ( pexit = ch->in_room->exit[door] ) != NULL
                    &&   IS_SET(pexit->exit_info, EX_ISDOOR)
                    &&   pexit->keyword != NULL
                    &&   is_name( arg, pexit->keyword ) )
                return door;
        }
        act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
        return -1;
    }

    if ( ( pexit = ch->in_room->exit[door] ) == NULL ) {
        act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
        return -1;
    }

    if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) {
        send_to_char( "You can't do that.\r\n", ch );
        return -1;
    }

    return door;
}



void do_open( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;

    one_argument( argument, arg );

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

    if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) {
        /* 'open object' */
        if ( obj->item_type != ITEM_CONTAINER ) {
            send_to_char( "That's not a container.\r\n", ch );
            return;
        }
        if ( !IS_SET(obj->value[1], CONT_CLOSED) ) {
            send_to_char( "It's already open.\r\n",      ch );
            return;
        }
        if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) {
            send_to_char( "You can't do that.\r\n",      ch );
            return;
        }
        if ( IS_SET(obj->value[1], CONT_LOCKED) ) {
            send_to_char( "It's locked.\r\n",            ch );
            return;
        }

        REMOVE_BIT(obj->value[1], CONT_CLOSED);
        send_to_char( "Ok.\r\n", ch );
        act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
        return;
    }

    if ( ( door = find_door( ch, arg ) ) >= 0 ) {
        /* 'open door' */
        ROOM_INDEX_DATA *to_room;
        EXIT_DATA *pexit;
        EXIT_DATA *pexit_rev;

        pexit = ch->in_room->exit[door];
        if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) {
            send_to_char( "It's already open.\r\n",      ch );
            return;
        }
        if (  IS_SET(pexit->exit_info, EX_LOCKED) ) {
            send_to_char( "It's locked.\r\n",            ch );
            return;
        }

        REMOVE_BIT(pexit->exit_info, EX_CLOSED);
        act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
        send_to_char( "Ok.\r\n", ch );

        /* open the other side */
        if ( ( to_room   = pexit->to_room               ) != NULL
                &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
                &&   pexit_rev->to_room == ch->in_room ) {
            CHAR_DATA *rch;

            REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
            for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
                act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
        }
    }

    return;
}



void do_close( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;

    one_argument( argument, arg );

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

    if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) {
        /* 'close object' */
        if ( obj->item_type != ITEM_CONTAINER ) {
            send_to_char( "That's not a container.\r\n", ch );
            return;
        }
        if ( IS_SET(obj->value[1], CONT_CLOSED) ) {
            send_to_char( "It's already closed.\r\n",    ch );
            return;
        }
        if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) {
            send_to_char( "You can't do that.\r\n",      ch );
            return;
        }

        SET_BIT(obj->value[1], CONT_CLOSED);
        send_to_char( "Ok.\r\n", ch );
        act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
        return;
    }

    if ( ( door = find_door( ch, arg ) ) >= 0 ) {
        /* 'close door' */
        ROOM_INDEX_DATA *to_room;
        EXIT_DATA *pexit;
        EXIT_DATA *pexit_rev;

        pexit	= ch->in_room->exit[door];
        if ( IS_SET(pexit->exit_info, EX_CLOSED) ) {
            send_to_char( "It's already closed.\r\n",    ch );
            return;
        }

        SET_BIT(pexit->exit_info, EX_CLOSED);
        act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
        send_to_char( "Ok.\r\n", ch );

        /* close the other side */
        if ( ( to_room   = pexit->to_room               ) != NULL
                &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
                &&   pexit_rev->to_room == ch->in_room ) {
            CHAR_DATA *rch;

            SET_BIT( pexit_rev->exit_info, EX_CLOSED );
            for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
                act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
        }
    }

    return;
}



bool has_key( CHAR_DATA *ch, int key )
{
    OBJ_DATA *obj;

    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) {
        if ( obj->pIndexData->vnum == key )
            return TRUE;
    }

    return FALSE;
}



void do_lock( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;

    one_argument( argument, arg );

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

    if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) {
        /* 'lock object' */
        if ( obj->item_type != ITEM_CONTAINER ) {
            send_to_char( "That's not a container.\r\n", ch );
            return;
        }
        if ( !IS_SET(obj->value[1], CONT_CLOSED) ) {
            send_to_char( "It's not closed.\r\n",        ch );
            return;
        }
        if ( obj->value[2] < 0 ) {
            send_to_char( "It can't be locked.\r\n",     ch );
            return;
        }
        if ( !has_key( ch, obj->value[2] ) ) {
            send_to_char( "You lack the key.\r\n",       ch );
            return;
        }
        if ( IS_SET(obj->value[1], CONT_LOCKED) ) {
            send_to_char( "It's already locked.\r\n",    ch );
            return;
        }

        SET_BIT(obj->value[1], CONT_LOCKED);
        send_to_char( "*Click*\r\n", ch );
        act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
        return;
    }

    if ( ( door = find_door( ch, arg ) ) >= 0 ) {
        /* 'lock door' */
        ROOM_INDEX_DATA *to_room;
        EXIT_DATA *pexit;
        EXIT_DATA *pexit_rev;

        pexit	= ch->in_room->exit[door];
        if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) {
            send_to_char( "It's not closed.\r\n",        ch );
            return;
        }
        if ( pexit->key < 0 ) {
            send_to_char( "It can't be locked.\r\n",     ch );
            return;
        }
        if ( !has_key( ch, pexit->key) ) {
            send_to_char( "You lack the key.\r\n",       ch );
            return;
        }
        if ( IS_SET(pexit->exit_info, EX_LOCKED) ) {
            send_to_char( "It's already locked.\r\n",    ch );
            return;
        }

        SET_BIT(pexit->exit_info, EX_LOCKED);
        send_to_char( "*Click*\r\n", ch );
        act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );

        /* lock the other side */
        if ( ( to_room   = pexit->to_room               ) != NULL
                &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
                &&   pexit_rev->to_room == ch->in_room ) {
            SET_BIT( pexit_rev->exit_info, EX_LOCKED );
        }
    }

    return;
}



void do_unlock( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;

    one_argument( argument, arg );

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

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

        REMOVE_BIT(obj->value[1], CONT_LOCKED);
        send_to_char( "*Click*\r\n", ch );
        act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
        return;
    }

    if ( ( door = find_door( ch, arg ) ) >= 0 ) {
        /* 'unlock door' */
        ROOM_INDEX_DATA *to_room;
        EXIT_DATA *pexit;
        EXIT_DATA *pexit_rev;

        pexit = ch->in_room->exit[door];
        if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) {
            send_to_char( "It's not closed.\r\n",        ch );
            return;
        }
        if ( pexit->key < 0 ) {
            send_to_char( "It can't be unlocked.\r\n",   ch );
            return;
        }
        if ( !has_key( ch, pexit->key) ) {
            send_to_char( "You lack the key.\r\n",       ch );
            return;
        }
        if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) {
            send_to_char( "It's already unlocked.\r\n",  ch );
            return;
        }

        REMOVE_BIT(pexit->exit_info, EX_LOCKED);
        send_to_char( "*Click*\r\n", ch );
        act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );

        /* unlock the other side */
        if ( ( to_room   = pexit->to_room               ) != NULL
                &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
                &&   pexit_rev->to_room == ch->in_room ) {
            REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
        }
    }

    return;
}



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

    one_argument( argument, arg );

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

    WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );

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

    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] ) {
        send_to_char( "You failed.\r\n", ch);
        return;
    }

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

        REMOVE_BIT(obj->value[1], CONT_LOCKED);
        send_to_char( "*Click*\r\n", ch );
        act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
        return;
    }

    if ( ( door = find_door( ch, arg ) ) >= 0 ) {
        /* 'pick door' */
        ROOM_INDEX_DATA *to_room;
        EXIT_DATA *pexit;
        EXIT_DATA *pexit_rev;

        pexit = ch->in_room->exit[door];
        if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) {
            send_to_char( "It's not closed.\r\n",        ch );
            return;
        }
        if ( pexit->key < 0 ) {
            send_to_char( "It can't be picked.\r\n",     ch );
            return;
        }
        if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) {
            send_to_char( "It's already unlocked.\r\n",  ch );
            return;
        }
        if ( IS_SET(pexit->exit_info, EX_PICKPROOF) ) {
            send_to_char( "You failed.\r\n",             ch );
            return;
        }

        REMOVE_BIT(pexit->exit_info, EX_LOCKED);
        send_to_char( "*Click*\r\n", ch );
        act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );

        /* pick the other side */
        if ( ( to_room   = pexit->to_room               ) != NULL
                &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
                &&   pexit_rev->to_room == ch->in_room ) {
            REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
        }
    }

    return;
}




void do_stand( CHAR_DATA *ch, char *argument )
{
    switch ( ch->position ) {
    case POS_SLEEPING:
        if ( IS_AFFECTED(ch, AFF_SLEEP) ) {
            send_to_char( "You can't wake up!\r\n", ch );
            return;
        }

        send_to_char( "You wake and stand up.\r\n", ch );
        act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
        ch->position = POS_STANDING;
        break;

    case POS_RESTING:
        send_to_char( "You stand up.\r\n", ch );
        act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
        ch->position = POS_STANDING;
        break;

    case POS_STANDING:
        send_to_char( "You are already standing.\r\n", ch );
        break;

    case POS_FIGHTING:
        send_to_char( "You are already fighting!\r\n", ch );
        break;
    }

    return;
}



void do_rest( CHAR_DATA *ch, char *argument )
{
    switch ( ch->position ) {
    case POS_SLEEPING:
        send_to_char( "You are already sleeping.\r\n", ch );
        break;

    case POS_RESTING:
        send_to_char( "You are already resting.\r\n", ch );
        break;

    case POS_STANDING:
        send_to_char( "You rest.\r\n", ch );
        act( "$n rests.", ch, NULL, NULL, TO_ROOM );
        ch->position = POS_RESTING;
        break;

    case POS_FIGHTING:
        send_to_char( "You are already fighting!\r\n", ch );
        break;
    }

    return;
}


void do_run( CHAR_DATA *ch, char *argument )
{
	if ( ARG_NULL(argument) ) {
		send_to_char( "You need to run in a path.\r\n", ch );
		return;
	}


}

void do_sleep( CHAR_DATA *ch, char *argument )
{
    switch ( ch->position ) {
    case POS_SLEEPING:
        send_to_char( "You are already sleeping.\r\n", ch );
        break;

    case POS_RESTING:
    case POS_STANDING:
        send_to_char( "You sleep.\r\n", ch );
        act( "$n sleeps.", ch, NULL, NULL, TO_ROOM );
        ch->position = POS_SLEEPING;
        break;

    case POS_FIGHTING:
        send_to_char( "You are already fighting!\r\n", ch );
        break;
    }

    return;
}



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

    one_argument( argument, arg );
    if ( arg[0] == '\0' ) {
        do_stand( ch, argument );
        return;
    }

    if ( !IS_AWAKE(ch) ) {
        send_to_char( "You are asleep yourself!\r\n",       ch );
        return;
    }

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

    if ( IS_AWAKE(victim) ) {
        act( "$N is already awake.", ch, NULL, victim, TO_CHAR );
        return;
    }

    if ( IS_AFFECTED(victim, AFF_SLEEP) ) {
        act( "You can't wake $M!",   ch, NULL, victim, TO_CHAR );
        return;
    }

    act( "You wake $M.", ch, NULL, victim, TO_CHAR );
    act( "$n wakes you.", ch, NULL, victim, TO_VICT );
    victim->position = POS_STANDING;
    return;
}



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

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

    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] ) {
        af.type      = gsn_sneak;
        af.duration  = ch->level;
        af.location  = APPLY_NONE;
        af.modifier  = 0;
        af.bitvector = AFF_SNEAK;
        affect_to_char( ch, &af );
    }

    return;
}



void do_hide( CHAR_DATA *ch, char *argument )
{
    send_to_char( "You attempt to hide.\r\n", ch );

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

    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
        SET_BIT(ch->affected_by, AFF_HIDE);

    return;
}



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



void do_recall( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    ROOM_INDEX_DATA *location;

    act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );

    if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) {
        send_to_char( "You are completely lost.\r\n", ch );
        return;
    }

    if ( ch->in_room == location )
        return;

    if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
            ||   IS_AFFECTED(ch, AFF_CURSE) ) {
        send_to_char( "God has forsaken you.\r\n", ch );
        return;
    }

    if ( ( victim = ch->fighting ) != NULL ) {
        int lose;

        if ( number_bits( 1 ) == 0 ) {
            WAIT_STATE( ch, 4 );
            lose = (ch->desc != NULL) ? 50 : 100;
            gain_exp( ch, 0 - lose );
            sprintf( buf, "You failed!  You lose %d exps.\r\n", lose );
            send_to_char( buf, ch );
            return;
        }

        lose = (ch->desc != NULL) ? 100 : 200;
        gain_exp( ch, 0 - lose );
        sprintf( buf, "You recall from combat!  You lose %d exps.\r\n", lose );
        send_to_char( buf, ch );
        stop_fighting( ch, TRUE );
    }

    ch->move /= 2;
    act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
    char_from_room( ch );
    char_to_room( ch, location );
    act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
    do_look( ch, "auto" );

    return;
}



void do_train( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *mob;
    short *pAbility;
    char *pOutput;
    int cost;

    if ( IS_NPC(ch) )
        return;

    /*
     * Check for trainer.
     */
    for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) {
        if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) )
            break;
    }

    if ( mob == NULL ) {
        send_to_char( "You can't do that here.\r\n", ch );
        return;
    }

    if ( argument[0] == '\0' ) {
        sprintf( buf, "You have %d practice sessions.\r\n", ch->practice );
        send_to_char( buf, ch );
        argument = "foo";
    }

    cost = 5;

    if ( !str_cmp( argument, "str" ) ) {
        if ( class_table[ch->class].attr_prime == APPLY_STR )
            cost    = 3;
        pAbility    = &ch->pcdata->perm_str;
        pOutput     = "strength";
    }

    else if ( !str_cmp( argument, "int" ) ) {
        if ( class_table[ch->class].attr_prime == APPLY_INT )
            cost    = 3;
        pAbility    = &ch->pcdata->perm_int;
        pOutput     = "intelligence";
    }

    else if ( !str_cmp( argument, "wis" ) ) {
        if ( class_table[ch->class].attr_prime == APPLY_WIS )
            cost    = 3;
        pAbility    = &ch->pcdata->perm_wis;
        pOutput     = "wisdom";
    }

    else if ( !str_cmp( argument, "dex" ) ) {
        if ( class_table[ch->class].attr_prime == APPLY_DEX )
            cost    = 3;
        pAbility    = &ch->pcdata->perm_dex;
        pOutput     = "dexterity";
    }

    else if ( !str_cmp( argument, "con" ) ) {
        if ( class_table[ch->class].attr_prime == APPLY_CON )
            cost    = 3;
        pAbility    = &ch->pcdata->perm_con;
        pOutput     = "constitution";
    }

    else {
        strcpy( buf, "You can train:" );
        if ( ch->pcdata->perm_str < 18 ) strcat( buf, " str" );
        if ( ch->pcdata->perm_int < 18 ) strcat( buf, " int" );
        if ( ch->pcdata->perm_wis < 18 ) strcat( buf, " wis" );
        if ( ch->pcdata->perm_dex < 18 ) strcat( buf, " dex" );
        if ( ch->pcdata->perm_con < 18 ) strcat( buf, " con" );

        if ( buf[strlen(buf)-1] != ':' ) {
            strcat( buf, ".\r\n" );
            send_to_char( buf, ch );
        } else {
            /*
             * This message dedicated to Jordan ... you big stud!
             */
            act( "You have nothing left to train, you $T!",
                 ch, NULL,
                 ch->sex == SEX_MALE   ? "big stud" :
                 ch->sex == SEX_FEMALE ? "hot babe" :
                 "wild thing",
                 TO_CHAR );
        }

        return;
    }

    if ( *pAbility >= 18 ) {
        act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
        return;
    }

    if ( cost > ch->practice ) {
        send_to_char( "You don't have enough practices.\r\n", ch );
        return;
    }

    ch->practice	-= cost;
    *pAbility		+= 1;
    act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
    act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
    return;
}