/
/*
  SillyMUD Distribution V1.1b             (c) 1993 SillyMUD Developement
 
  See license.doc for distribution terms.   SillyMUD is based on DIKUMUD
*/

#include <stdio.h>
#include <string.h>

#include "protos.h"

/*   external vars  */
#if HASH
extern struct hash_header room_db;
#else
extern struct room_data *room_db;
#endif
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list; 
extern struct index_data *obj_index;
extern int rev_dir[];
extern char *dirs[]; 
extern int movement_loss[];



void NotLegalMove(struct char_data *ch)
{
  send_to_char("Alas, you cannot go that way...\n\r", ch);
}


int ValidMove( struct char_data *ch, int cmd) 
{
  char tmp[256];
  struct room_direction_data	*exitp;
  
  exitp = EXIT(ch, cmd);

  if (affected_by_spell(ch, SPELL_WEB)) {
    if (!saves_spell(ch, SAVING_PARA)) {
      send_to_char("You are entrapped in sticky webs!\n\r", ch);
      send_to_char("Your struggles only entrap you further!\n\r", ch);
      WAIT_STATE(ch, PULSE_VIOLENCE*5);
      if (!IS_PC(ch))
	GET_MOVE(ch)=0;
      return(FALSE);
    } else {
      WAIT_STATE(ch, PULSE_VIOLENCE);
      GET_MOVE(ch)-=50;
      send_to_char("You briefly pull free from the sticky webbing!\n\r", ch);
    }
  }


  if (MOUNTED(ch)) {
    if (GET_POS(MOUNTED(ch)) < POSITION_FIGHTING) {
      send_to_char("Your mount must be standing\n\r", ch);
      return(FALSE);
    }
    if (ch->in_room != MOUNTED(ch)->in_room) {
      Dismount(ch, MOUNTED(ch), POSITION_STANDING);
    }
  }
/*
  if (RIDDEN(ch)) {
    if (ch->in_room != RIDDEN(ch)->in_room) {
      Dismount(RIDDEN(ch), ch, POSITION_STANDING);
    }
  }
*/
  
  if (!exit_ok(exitp,NULL)) {
    NotLegalMove(ch);
    return(FALSE);
  } else if (IS_SET(exitp->exit_info, EX_CLOSED)) {
    if (exitp->keyword) {
      if (!IS_SET(exitp->exit_info, EX_SECRET) &&
	  (strcmp(fname(exitp->keyword), "secret"))) {
          sprintf(tmp, "The %s seems to be closed.\n\r",
	      fname(exitp->keyword));
          send_to_char(tmp, ch);
          return(FALSE);
       } else {
         NotLegalMove(ch);
         return(FALSE);
       }
     } else {
       NotLegalMove(ch);
       return(FALSE);
     }
  }
  else if (IS_SET(exitp->exit_info, EX_CLIMB) && !IS_AFFECTED(ch, AFF_FLYING)) {
       send_to_char("Sorry, you'd either have to be flying or climbing to get there!\n\r", ch);
       return(FALSE);
     
  }
 
  else {
    struct room_data *rp;
    rp = real_roomp(exitp->to_room);
    if (IS_SET(rp->room_flags, TUNNEL)) {
      if ((MobCountInRoom(rp->people) >= rp->moblim) &&
	  (!IS_IMMORTAL(ch))) {
	send_to_char("Sorry, there is no room to get in there.\n\r", ch);
        return(FALSE);
      }
    }
    if (IS_SET(rp->room_flags, PRIVATE)) {
      if (MobCountInRoom(rp->people) > 2) {
        send_to_char("Sorry, that room is private.\n\r", ch);
        return(FALSE);
      }
    }
    if (IS_SET(rp->room_flags, INDOORS)) {
      if (MOUNTED(ch)) {
	send_to_char("Your mount refuses to go that way\n\r", ch);
	return(FALSE);
      }
    }
    if (IS_SET(rp->room_flags, DEATH)) {
      if (MOUNTED(ch)) {
	send_to_char("Your mount refuses to go that way\n\r", ch);
	return(FALSE);
      }
    }
    return(TRUE);
  }
}

int RawMove(struct char_data *ch, int dir)
{
  int need_movement, new_r;
  struct obj_data *obj;
  bool has_boat;
  struct room_data *from_here, *to_here;
  
  int special(struct char_data *ch, int dir, char *arg);
  
  if (special(ch, dir+1, ""))/* Check for special routines(North is 1)*/
    return(FALSE);
  
  if (!ValidMove(ch, dir)) {
    return(FALSE); 
  }

  if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master) && 
      (ch->in_room == ch->master->in_room)) {
    act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
    act("You burst into tears at the thought of leaving $N",
	FALSE, ch, 0, ch->master, TO_CHAR);
    
    return(FALSE);
  }
  
  from_here = real_roomp(ch->in_room);
  to_here = real_roomp(from_here->dir_option[dir]->to_room);
  new_r = from_here->dir_option[dir]->to_room;
  
  if (to_here==NULL) {
    char_from_room(ch);
    char_to_room(ch, 0);
    
    send_to_char("Uh-oh.  The ground melts beneath you as you fall into the swirling chaos.\n\r",ch);
    do_look(ch, "\0",15);
    
    return TRUE;
  }
  
  if( IS_IMMORTAL(ch) && IS_SET(ch->specials.act, PLR_NOHASSLE) &&
     (!MOUNTED(ch))) {
    char_from_room(ch);
    char_to_room(ch, new_r);
    do_look(ch, "\0",15);
    return(TRUE);
  }

  if (IS_AFFECTED(ch,AFF_FLYING)) {
    need_movement = 1;
    if (IS_SET(to_here->room_flags, INDOORS))
	need_movement += 2;
  } else if (IS_AFFECTED(ch, AFF_TRAVELLING) && 
	     !IS_SET(from_here->room_flags, INDOORS)) {
    need_movement = 1;
  } else {
    need_movement = (movement_loss[from_here->sector_type]+
		     movement_loss[to_here->sector_type]) / 2;
  }
  
  /*  
   **   Movement in water_nowswim
   */
  
  if ((from_here->sector_type == SECT_WATER_NOSWIM) || 
      (to_here->sector_type == SECT_WATER_NOSWIM)) {
    if(GET_RACE(ch) == RACE_VAMPIRE) {
      send_to_char("You cringe at the thought of crossing the water.\n\r", ch);
      return(FALSE);
    }
    if (!IS_AFFECTED(ch,AFF_FLYING)) {
      if (MOUNTED(ch)) {
	if (!IS_AFFECTED(MOUNTED(ch), AFF_WATERBREATH) &&
	    !IS_AFFECTED(MOUNTED(ch), AFF_FLYING)) {
	  send_to_char("Your mount would have to fly or swim to go there\n\r", ch);
	  return(FALSE);
	}
      } else {
	has_boat = FALSE;
	/* See if char is carrying a boat */
	for (obj=ch->carrying; obj; obj=obj->next_content)
	  if (obj->obj_flags.type_flag == ITEM_BOAT)
	    has_boat = TRUE;
	if (!has_boat && !IS_AFFECTED(ch, AFF_WATERBREATH)) {
	  send_to_char("You need a boat to go there.\n\r", ch);
	  return(FALSE);
	}
	if (has_boat)
	  need_movement = 1;
      }
    }
  }
  
  /*
    Movement in SECT_AIR
    */
   if ((from_here->sector_type == SECT_AIR) || 
      (to_here->sector_type == 
       SECT_AIR)) {
    if (!IS_AFFECTED(ch,AFF_FLYING)) {
      if ((!MOUNTED(ch) || !IS_AFFECTED(MOUNTED(ch), AFF_FLYING))) {
	send_to_char("You would have to fly to go there!\n\r",ch);
	return(FALSE);
      }
    }
  }
  
  /*
    Movement in SECT_UNDERWATER
    */
  if ((from_here->sector_type == SECT_UNDERWATER) || 
      (to_here->sector_type == 
       SECT_UNDERWATER)) {
    if(GET_RACE(ch) == RACE_VAMPIRE) {
      send_to_char("You cringe at the thought of crossing the water.\n\r", ch);
      return(FALSE);
    }
    if (!IS_AFFECTED(ch,AFF_WATERBREATH)) {
      send_to_char("You would need gills to go there!\n\r",ch);
      return(FALSE);
    }
    if (MOUNTED(ch)) {
      if (!IS_AFFECTED(MOUNTED(ch),AFF_WATERBREATH)) {
	send_to_char("Your mount would need gills to go there!\n\r",ch);
	return(FALSE);
      }
    }
  }

  if ((from_here->sector_type == SECT_TREE) || 
      (to_here->sector_type == 
       SECT_TREE)) {
    if (!IS_AFFECTED(ch,AFF_TREE_TRAVEL)) {
      send_to_char("You would have to be able to walk through trees to go there!\n\r",ch);
      return(FALSE);
    }
    if (MOUNTED(ch)) {
      if (!IS_AFFECTED(MOUNTED(ch),AFF_TREE_TRAVEL)) {
	send_to_char("Your mount would have to be able to walk through trees to go there!\n\r",ch);
	return(FALSE);
      }
    }    
  }
  

  need_movement += ch->specials.move_cost;
  if (need_movement < 1)
    need_movement = 1;

  if (!MOUNTED(ch)) {
    if (GET_MOVE(ch)<need_movement) {
      send_to_char("You are too exhausted.\n\r",ch);
      return(FALSE);
    }
  } else {
    if (GET_MOVE(MOUNTED(ch))<need_movement) {
      send_to_char("Your mount is too exhausted.\n\r", ch);
      return(FALSE);
    }
  }
 
  if (!IS_IMMORTAL(ch) || MOUNTED(ch)) {
    if (IS_NPC(ch)) {
      GET_MOVE(ch) -= 1;
    } else {
      if (MOUNTED(ch)) {
	GET_MOVE(MOUNTED(ch)) -= need_movement;
      } else {
	GET_MOVE(ch) -= need_movement;
      }
    }
  }
  
  /*
   *  nail the unlucky with traps.
   */
  if (!MOUNTED(ch)) {
    if (CheckForMoveTrap(ch, dir))
      return(FALSE);
  } else {
    if (CheckForMoveTrap(MOUNTED(ch), dir))
      return(FALSE);
  }

  if (MOUNTED(ch)) {  
    char_from_room(ch);
    char_to_room(ch, new_r);
    char_from_room(MOUNTED(ch));
    char_to_room(MOUNTED(ch), new_r);
  } else {
    char_from_room(ch);
    char_to_room(ch, new_r);
  }
  
  do_look(ch, "\0",15);
  
  if (IS_SET(to_here->room_flags, DEATH) && 
      !IS_IMMORTAL(ch)) {

    new_r = ch->in_room;
    if (MOUNTED(ch))
      NailThisSucker(MOUNTED(ch));
    NailThisSucker(ch);
    DeathRoom(new_r);		/* sends junk about the mud :) */
    
    return(FALSE);
  }

  /*
  **  do something with track 
  */

  if (IS_NPC(ch)) {
    if (ch->specials.hunting) {
      if (IS_SET(ch->specials.act, ACT_HUNTING) && ch->desc)
	WAIT_STATE(ch, PULSE_VIOLENCE);
    }
  } else {
    if (ch->specials.hunting) {
      if (IS_SET(ch->specials.act, PLR_HUNTING)) {
	send_to_char("You search for a trail.\n\r", ch);
	WAIT_STATE(ch, PULSE_VIOLENCE);
      }
    }
  } 

  return(TRUE);
  
}


int MoveOne(struct char_data *ch, int dir)
{
  int was_in;
  
  was_in = ch->in_room;
  if (RawMove(ch, dir)) {  /* no error */
    DisplayOneMove(ch, dir, was_in);
    return TRUE;
  } else
    return FALSE;
  
}

int MoveGroup( struct char_data *ch, int dir)
{
  struct char_data *heap_ptr[50];
  int was_in, i, heap_top, heap_tot[50];
  struct follow_type *k, *next_dude;
  
  /*
   *   move the leader. (leader never duplicates)
   */
  
  was_in = ch->in_room;
  if (RawMove(ch, dir)) {  /* no error */
    DisplayOneMove(ch, dir, was_in);
    if (ch->followers) {
      heap_top = 0;
      for(k = ch->followers; k; k = next_dude) {
	next_dude = k->next;
	/*
	 *  compose a list of followers, w/heaping
	 */
	if ((was_in == k->follower->in_room) &&
	    (GET_POS(k->follower) >= POSITION_STANDING)) {
	  act("You follow $N.", FALSE, k->follower, 0, ch, TO_CHAR);
	  if (k->follower->followers) {
	    MoveGroup(k->follower, dir);
	  } else {
	    if (RawMove(k->follower, dir)) {
	      if (!AddToCharHeap(heap_ptr, &heap_top, heap_tot, 
				 k->follower))  {
		DisplayOneMove(k->follower, dir, was_in);
	      }
	    }
	  }
	}
      }
      /*
       *  now, print out the heaped display message
       */
      for (i=0;i<heap_top;i++) {
	if (heap_tot[i] > 1) {
	  DisplayGroupMove(heap_ptr[i], dir, was_in, heap_tot[i]);
	} else {
	  DisplayOneMove(heap_ptr[i], dir, was_in);
	}
      }
    }
  }
}

int DisplayOneMove(struct char_data *ch, int dir, int was_in)
{
  DisplayMove(ch, dir, was_in, 1);
}

int DisplayGroupMove(struct char_data *ch, int dir, int was_in, int total)
{
  DisplayMove(ch, dir, was_in, total);
}


void do_move(struct char_data *ch, char *argument, int cmd)
{

  if (RIDDEN(ch)) {
    if (RideCheck(RIDDEN(ch), 0)) {
      do_move(RIDDEN(ch), argument, cmd);
      return;
    } else {
      FallOffMount(RIDDEN(ch), ch);
      Dismount(RIDDEN(ch), ch, POSITION_SITTING);
    }
  }
  
  cmd -= 1;
  
  /*
   ** the move is valid, check for follower/master conflicts.
   */
  
  if (ch->attackers > 1) {
    send_to_char("There's too many things trying to hit you, no place to flee!\n\r",
		 ch);
    return;
  }
  
  if (ch->specials.fighting) {
    send_to_char("Hey, maybe you should try fleeing during combat situations!\n\r",ch);
    return;
  }

  
  if (!ch->followers && !ch->master) {
    MoveOne(ch,cmd);
  } else {
    if (!ch->followers) {
      MoveOne(ch, cmd);
    } else {
      MoveGroup(ch, cmd);
    }
  }
}


/*
  
  
  MoveOne and MoveGroup print messages.  Raw move sends success or failure.
  
  */


int DisplayMove( struct char_data *ch, int dir, int was_in, int total)
{
  struct char_data *tmp_ch;
  char tmp[256], *how;

  how = MovementType(ch, FALSE);

  for (tmp_ch = real_roomp(was_in)->people; tmp_ch; 
       tmp_ch= tmp_ch->next_in_room) {
    if ((!IS_AFFECTED(ch, AFF_SNEAK)) || (IS_IMMORTAL(tmp_ch))) {
      if ((ch != tmp_ch) && (AWAKE(tmp_ch)) && (CAN_SEE(tmp_ch, ch))) {
	if (!IS_AFFECTED(ch, AFF_SILENCE) || number(0,2)) {
	  if (total > 1) {
	    if (IS_NPC(ch)) {
	      sprintf(tmp,"%s %s %s. [%d]\n\r",ch->player.short_descr,how,
		      dirs[dir], total);
	    } else {
	      sprintf(tmp,"%s %s %s. [%d]\n\r",GET_NAME(ch),how,dirs[dir],
		      total);
	    }
	  } else {
	    if (IS_NPC(ch)) {
	      if (MOUNTED(ch)) {
		sprintf(tmp,"%s leaves %s, riding on %s\n\r",ch->player.short_descr, dirs[dir], MOUNTED(ch)->player.short_descr);
	      } else {
		sprintf(tmp,"%s %s %s.\n\r",ch->player.short_descr,how,
			dirs[dir]);
	      }
	    } else {
	      if (MOUNTED(ch)) {
		sprintf(tmp,"%s leaves %s, riding on %s\n\r",GET_NAME(ch), dirs[dir], MOUNTED(ch)->player.short_descr);
	      } else {
		sprintf(tmp,"%s %s %s.\n\r",GET_NAME(ch),how,dirs[dir]);
	      }
	    }
	  }
	  send_to_char(tmp, tmp_ch);
	}
      }
    }
  }
  
  how = MovementType(ch, TRUE);
  
  for (tmp_ch = real_roomp(ch->in_room)->people; tmp_ch; 
       tmp_ch = tmp_ch->next_in_room) {
    if (((!IS_AFFECTED(ch, AFF_SNEAK)) || (IS_IMMORTAL(tmp_ch))) &&
	(CAN_SEE(tmp_ch,ch)) &&	(AWAKE(tmp_ch))) {
      if (tmp_ch != ch && (!IS_AFFECTED(ch, AFF_SILENCE) || number(0,2))) {
	if (dir < 4) {
	  if (total == 1) {
	    if (MOUNTED(ch)) {
	      sprintf(tmp, "%s from the %s, riding on %s", 
		      PERS(ch, tmp_ch),dirs[rev_dir[dir]], 
		      PERS(MOUNTED(ch), tmp_ch));
	    } else {
	      sprintf(tmp, "%s %s from the %s.", 
		      PERS(ch, tmp_ch),how,dirs[rev_dir[dir]]);
	    }
	  } else {
	      sprintf(tmp, "%s %s from the %s.", 
		      PERS(ch, tmp_ch),how,dirs[rev_dir[dir]]);
	  }
	} else if (dir == 4) {
	  if (total == 1) {
	    if (MOUNTED(ch)) {
	      sprintf(tmp, "%s has arrived from below, riding on %s", 
		      PERS(ch, tmp_ch), 
		      PERS(MOUNTED(ch), tmp_ch));
	    } else {
	      sprintf(tmp, "%s %s from below.", 
		      PERS(ch, tmp_ch),how);
	    }
	  } else {
	    sprintf(tmp, "%s %s from below.", 
		    PERS(ch, tmp_ch),how);
	  }
	} else if (dir == 5) {
	  if (total == 1) {
	    if (MOUNTED(ch)) {
	      sprintf(tmp, "%s has arrived from above, riding on %s", 
		      PERS(ch, tmp_ch), 
		      PERS(MOUNTED(ch), tmp_ch));
	    } else {
	      sprintf(tmp, "%s %s from above", 
		      PERS(ch, tmp_ch),how);
	    }
	  } else {
	    sprintf(tmp, "%s %s from above.", 
		    PERS(ch, tmp_ch),how);
	  }
	} else {
	  if (total == 1) {
	    if (MOUNTED(ch)) {
	      sprintf(tmp, "%s has arrived from somewhere, riding on %s", 
		      PERS(ch, tmp_ch), 
		      PERS(MOUNTED(ch), tmp_ch));
	    } else {
	      sprintf(tmp, "%s has arrived from somewhere.", 
		      PERS(ch, tmp_ch));
	    }
	  } else {
	    sprintf(tmp, "%s has arrived from somewhere.", 
		    PERS(ch, tmp_ch));
	  }
	}
	if (total > 1) {
	  sprintf(tmp+strlen(tmp), " [%d]", total);
	}
	strcat(tmp, "\n\r");
	send_to_char(tmp, tmp_ch);
      }
    }
  }
}


int AddToCharHeap( struct char_data *heap[50], int *top, int total[50], 
		  struct char_data *k) 
{
  int found, i;
  
  if (*top > 50) {
    return(FALSE);
  } else {
    found = FALSE;
    for (i=0;(i<*top&& !found);i++) {
      if (*top>0) {
	if ((IS_NPC(k)) &&
	    (k->nr == heap[i]->nr) &&
	    (heap[i]->player.short_descr) &&
	    (!strcmp(k->player.short_descr, 
		     heap[i]->player.short_descr))) {
	  total[i] += 1;
	  found=TRUE;
	}
      }          
    }
    if (!found) {
      heap[*top] = k;
      total[*top] = 1;
      *top+=1;
    }
  }
  return(TRUE);
}


int find_door(struct char_data *ch, char *type, char *dir)
{
  char buf[MAX_STRING_LENGTH];
  int door;
  extern char *dirs[];
  struct room_direction_data *exitp;
  
  if (*dir) { /* a direction was specified */ 
    if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */
      send_to_char("That's not a direction.\n\r", ch);
      return(-1);
    }
    exitp = EXIT(ch, door);
    if (exitp) {
      if (!exitp->keyword)
	return(door);
      if ((isname(type, exitp->keyword))&&
	  (strcmp(type,"secret"))) {
	return(door);
      } else {
	if ((door = search_block(type, dirs, FALSE)) != -1) {
	  send_to_char("Thats a direction, not a portal.\n\r", ch);
	  return(-1);
	}
	sprintf(buf, "I see no %s there.\n\r", type);
	send_to_char(buf, ch);
	return(-1);
      }
    } else {       	
      if ((door = search_block(type, dirs, FALSE)) != -1) {
	send_to_char("Thats a direction, not a portal.\n\r", ch);
	return(-1);
      }
      sprintf(buf, "I see no %s there.\n\r", type);
      send_to_char(buf, ch);
      return(-1);
    }
  } else { /* try to locate the keyword */
    if (strcmp(type,"secret")) {
      for (door = 0; door <= 5; door++)
	if ((exitp=EXIT(ch, door)) &&
	    exitp->keyword &&
	    isname(type, exitp->keyword))
	  return(door);
      
      if ((door = search_block(type, dirs, FALSE)) != -1) {
	send_to_char("Thats a direction, not a portal.\n\r", ch);
	return(-1);
      }
    }
    sprintf(buf, "I see no %s here.\n\r", type);
    send_to_char(buf, ch);
    return(-1);
  }
}


open_door(struct char_data *ch, int dir)
     /* remove all necessary bits and send messages */
{
  struct room_direction_data *exitp, *back;
  struct room_data	*rp;
  char	buf[MAX_INPUT_LENGTH];
  
  rp = real_roomp(ch->in_room);
  if (rp==NULL) {
    sprintf(buf, "NULL rp in open_door() for %s.", PERS(ch,ch));
    log(buf);
  }
  
  exitp = rp->dir_option[dir];
  
  REMOVE_BIT(exitp->exit_info, EX_CLOSED);
  if (exitp->keyword) {
    if (strcmp(fname(exitp->keyword), "secret") &&
	(!IS_SET(exitp->exit_info, EX_SECRET))) {
      sprintf(buf, "$n opens the %s", fname(exitp->keyword));
      act(buf, FALSE, ch, 0, 0, TO_ROOM);
    } else {
      act("$n reveals a hidden passage!", FALSE, ch, 0, 0, TO_ROOM);
    }
  } else
    act("$n opens the door.", FALSE, ch, 0, 0, TO_ROOM);
  
  /* now for opening the OTHER side of the door! */
  if (exit_ok(exitp, &rp) &&
      (back = rp->dir_option[rev_dir[dir]]) &&
      (back->to_room == ch->in_room))    {
      REMOVE_BIT(back->exit_info, EX_CLOSED);
      if (back->keyword && (strcmp("secret", fname(back->keyword))))	{
	sprintf(buf, "The %s is opened from the other side.\n\r",
		fname(back->keyword));
	send_to_room(buf, exitp->to_room);
      } else {
	send_to_room("The door is opened from the other side.\n\r",
		     exitp->to_room);
      }
  }
}

raw_open_door(struct char_data *ch, int dir)
     /* remove all necessary bits and send messages */
{
  struct room_direction_data *exitp, *back;
  struct room_data	*rp;
  char	buf[MAX_INPUT_LENGTH];
  
  rp = real_roomp(ch->in_room);
  if (rp==NULL) {
    sprintf(buf, "NULL rp in open_door() for %s.", PERS(ch,ch));
    log(buf);
  }
  
  exitp = rp->dir_option[dir];
  
  REMOVE_BIT(exitp->exit_info, EX_CLOSED);
  /* now for opening the OTHER side of the door! */
  if (exit_ok(exitp, &rp) &&
      (back = rp->dir_option[rev_dir[dir]]) &&
      (back->to_room == ch->in_room))    {
      REMOVE_BIT(back->exit_info, EX_CLOSED);
      if (back->keyword && (strcmp("secret", fname(back->keyword))))	{
	sprintf(buf, "The %s is opened from the other side.\n\r",
		fname(back->keyword));
	send_to_room(buf, exitp->to_room);
      } else {
	send_to_room("The door is opened from the other side.\n\r",
		     exitp->to_room);
      }
    }						 
}

void do_open(struct char_data *ch, char *argument, int cmd)
{
  int door;
  char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
  struct obj_data *obj;
  struct char_data *victim;
  struct room_direction_data	*exitp;
  
  argument_interpreter(argument, type, dir);
  
  if (!*type)
    send_to_char("Open what?\n\r", ch);
  else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
			ch, &victim, &obj)) {
    
    /* this is an object */    
    if (obj->obj_flags.type_flag != ITEM_CONTAINER)
      send_to_char("That's not a container.\n\r", ch);
    else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
      send_to_char("But it's already open!\n\r", ch);
    else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSEABLE))
      send_to_char("You can't do that.\n\r", ch);
    else if (IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
      send_to_char("It seems to be locked.\n\r", ch);
    else   	{
      REMOVE_BIT(obj->obj_flags.value[1], CONT_CLOSED);
      send_to_char("Ok.\n\r", ch);
      act("$n opens $p.", FALSE, ch, obj, 0, TO_ROOM);
    }
  } else if ((door = find_door(ch, type, dir)) >= 0) {
    
    /* perhaps it is a door */
    exitp = EXIT(ch, door);
    if (!IS_SET(exitp->exit_info, EX_ISDOOR))
      send_to_char("That's impossible, I'm afraid.\n\r", ch);
    else if (!IS_SET(exitp->exit_info, EX_CLOSED))
      send_to_char("It's already open!\n\r", ch);
    else if (IS_SET(exitp->exit_info, EX_LOCKED))
      send_to_char("It seems to be locked.\n\r", ch);
    else {
      open_door(ch, door);
      send_to_char("Ok.\n\r", ch);
    }
  }
}


void do_close(struct char_data *ch, char *argument, int cmd)
{
  int door;
  char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
  struct room_direction_data *back, *exitp;
  struct obj_data *obj;
  struct char_data *victim;
  struct room_data	*rp;
  
  
  argument_interpreter(argument, type, dir);
  
  if (!*type)
    send_to_char("Close what?\n\r", ch);
  else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
			ch, &victim, &obj)) {
    
    /* this is an object */
    
    if (obj->obj_flags.type_flag != ITEM_CONTAINER)
      send_to_char("That's not a container.\n\r", ch);
    else if (IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
      send_to_char("But it's already closed!\n\r", ch);
    else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSEABLE))
      send_to_char("That's impossible.\n\r", ch);
    else
      {
	SET_BIT(obj->obj_flags.value[1], CONT_CLOSED);
	send_to_char("Ok.\n\r", ch);
	act("$n closes $p.", FALSE, ch, obj, 0, TO_ROOM);
      }
  } else if ((door = find_door(ch, type, dir)) >= 0) {
    
    /* Or a door */
    exitp = EXIT(ch, door);
    if (!IS_SET(exitp->exit_info, EX_ISDOOR))
      send_to_char("That's absurd.\n\r", ch);
    else if (IS_SET(exitp->exit_info, EX_CLOSED))
      send_to_char("It's already closed!\n\r", ch);
    else      {
      SET_BIT(exitp->exit_info, EX_CLOSED);
      if (exitp->keyword && strcmp("secret", fname(exitp->keyword)))
	act("$n closes the $F.", 0, ch, 0, exitp->keyword,
	    TO_ROOM);
      else
	act("$n closes the door.", FALSE, ch, 0, 0, TO_ROOM);
      send_to_char("Ok.\n\r", ch);
      /* now for closing the other side, too */
      if (exit_ok(exitp,&rp) &&
	  (back = rp->dir_option[rev_dir[door]]) &&
	  (back->to_room == ch->in_room) ) {
	SET_BIT(back->exit_info, EX_CLOSED);
	if (back->keyword)    {	      
	  sprintf(buf, "The %s closes quietly.\n\r", back->keyword);
	  send_to_room(buf, exitp->to_room);
	}
	else
	  send_to_room( "The door closes quietly.\n\r", exitp->to_room);
      }						 
    }
  }
}


int has_key(struct char_data *ch, int key)
{
  struct obj_data *o;
  
  for (o = ch->carrying; o; o = o->next_content)
    if (obj_index[o->item_number].virtual == key)
      return(1);
  
  if (ch->equipment[HOLD])
    if (obj_index[ch->equipment[HOLD]->item_number].virtual == key)
      return(1);
  
  return(0);
}


void raw_unlock_door( struct char_data *ch, 
		     struct room_direction_data *exitp, int door)
{
  struct room_data *rp;
  struct room_direction_data *back;
  char buf[128];

  REMOVE_BIT(exitp->exit_info, EX_LOCKED);
  /* now for unlocking the other side, too */
  rp = real_roomp(exitp->to_room);
  if (rp &&
      (back = rp->dir_option[rev_dir[door]]) &&
      back->to_room == ch->in_room) {
    REMOVE_BIT(back->exit_info, EX_LOCKED);
  } else {
    sprintf(buf, "Inconsistent door locks in rooms %d->%d", 
	    ch->in_room, exitp->to_room);
    log(buf);
  }
}

void raw_lock_door( struct char_data *ch, 
		   struct room_direction_data *exitp, int door)
{
  struct room_data *rp;
  struct room_direction_data *back;
  char buf[128];

  SET_BIT(exitp->exit_info, EX_LOCKED);
  /* now for locking the other side, too */
  rp = real_roomp(exitp->to_room);
  if (rp &&
      (back = rp->dir_option[rev_dir[door]]) &&
      back->to_room == ch->in_room) {
    SET_BIT(back->exit_info, EX_LOCKED);
  } else {
    sprintf(buf, "Inconsistent door locks in rooms %d->%d", 
	    ch->in_room, exitp->to_room);
    log(buf);
  }
}

void do_lock(struct char_data *ch, char *argument, int cmd)
{
  int door;
  char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
  struct room_direction_data *exitp;
  struct obj_data *obj;
  struct char_data *victim;
  
  argument_interpreter(argument, type, dir);
  
  if (!*type)
    send_to_char("Lock what?\n\r", ch);
  else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
			ch, &victim, &obj)) {
    
    /* this is an object */
    
    if (obj->obj_flags.type_flag != ITEM_CONTAINER)
      send_to_char("That's not a container.\n\r", ch);
    else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
      send_to_char("Maybe you should close it first...\n\r", ch);
    else if (obj->obj_flags.value[2] < 0)
      send_to_char("That thing can't be locked.\n\r", ch);
    else if (!has_key(ch, obj->obj_flags.value[2]))
      send_to_char("You don't seem to have the proper key.\n\r", ch);	
    else if (IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
      send_to_char("It is locked already.\n\r", ch);
    else {
	SET_BIT(obj->obj_flags.value[1], CONT_LOCKED);
	send_to_char("*Cluck*\n\r", ch);
	act("$n locks $p - 'cluck', it says.", FALSE, ch, obj, 0, TO_ROOM);
      }
  } else if ((door = find_door(ch, type, dir)) >= 0) {
    
    /* a door, perhaps */
    exitp = EXIT(ch, door);
    
    if (!IS_SET(exitp->exit_info, EX_ISDOOR))
      send_to_char("That's absurd.\n\r", ch);
    else if (!IS_SET(exitp->exit_info, EX_CLOSED))
      send_to_char("You have to close it first, I'm afraid.\n\r", ch);
    else if (exitp->key < 0)
      send_to_char("There does not seem to be any keyholes.\n\r", ch);
    else if (!has_key(ch, exitp->key))
      send_to_char("You don't have the proper key.\n\r", ch);
    else if (IS_SET(exitp->exit_info, EX_LOCKED))
      send_to_char("It's already locked!\n\r", ch);
    else {
	if (exitp->keyword && strcmp("secret", fname(exitp->keyword)))
	  act("$n locks the $F.", 0, ch, 0,  exitp->keyword,
	      TO_ROOM);
	else
	  act("$n locks the door.", FALSE, ch, 0, 0, TO_ROOM);
	send_to_char("*Click*\n\r", ch);

	raw_lock_door(ch, exitp, door);
      }
  }
}

void do_unlock(struct char_data *ch, char *argument, int cmd)
{
  int door;
  char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
  struct room_direction_data *exitp;
  struct obj_data *obj;
  struct char_data *victim;
  
  argument_interpreter(argument, type, dir);
  
  if (!*type)
    send_to_char("Unlock what?\n\r", ch);
  else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
			ch, &victim, &obj)) {
    
    /* this is an object */
    
    if (obj->obj_flags.type_flag != ITEM_CONTAINER)
      send_to_char("That's not a container.\n\r", ch);
    else if (obj->obj_flags.value[2] < 0)
      send_to_char("Odd - you can't seem to find a keyhole.\n\r", ch);
    else if (!has_key(ch, obj->obj_flags.value[2]))
      send_to_char("You don't seem to have the proper key.\n\r", ch);	
    else if (!IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
      send_to_char("Oh.. it wasn't locked, after all.\n\r", ch);
    else
      {
	REMOVE_BIT(obj->obj_flags.value[1], CONT_LOCKED);
	send_to_char("*Click*\n\r", ch);
	act("$n unlocks $p.", FALSE, ch, obj, 0, TO_ROOM);
      }
  } else if ((door = find_door(ch, type, dir)) >= 0) {
    
    /* it is a door */
    exitp = EXIT(ch, door);
    
    if (!IS_SET(exitp->exit_info, EX_ISDOOR))
      send_to_char("That's absurd.\n\r", ch);
    else if (!IS_SET(exitp->exit_info, EX_CLOSED))
      send_to_char("Heck.. it ain't even closed!\n\r", ch);
    else if (exitp->key < 0)
      send_to_char("You can't seem to spot any keyholes.\n\r", ch);
    else if (!has_key(ch, exitp->key))
      send_to_char("You do not have the proper key for that.\n\r", ch);
    else if (!IS_SET(exitp->exit_info, EX_LOCKED))
      send_to_char("It's already unlocked, it seems.\n\r", ch);
    else {
      if (exitp->keyword && strcmp("secret", fname(exitp->keyword)))
	act("$n unlocks the $F.", 0, ch, 0, exitp->keyword,
	    TO_ROOM);
      else
	act("$n unlocks the door.", FALSE, ch, 0, 0, TO_ROOM);
      send_to_char("*click*\n\r", ch);

      raw_unlock_door(ch, exitp, door);
    }
  }
}


void do_pick(struct char_data *ch, char *argument, int cmd)
{
  byte percent;
  int door;
  char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
  struct room_direction_data *exitp;
  struct obj_data *obj;
  struct char_data *victim;
  
  argument_interpreter(argument, type, dir);
  
  percent=number(1,101); /* 101% is a complete failure */

  if (!ch->skills) {
    send_to_char("You failed to pick the lock.\n\r", ch);
    return;
  }

  if (!HasClass(ch, CLASS_THIEF) && !HasClass(ch, CLASS_MONK) && 
      !IsIntrinsic(ch, SKILL_PICK_LOCK)) {
    send_to_char("You're no thief!\n\r", ch);
    return;
  }
  
  
  if (!*type) {
    send_to_char("Pick what?\n\r", ch);
  } else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
			  ch, &victim, &obj)) {
    
    /* this is an object */
    
    if (obj->obj_flags.type_flag != ITEM_CONTAINER)
      send_to_char("That's not a container.\n\r", ch);
    else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
      send_to_char("Silly - it ain't even closed!\n\r", ch);
    else if (obj->obj_flags.value[2] < 0)
      send_to_char("Odd - you can't seem to find a keyhole.\n\r", ch);
    else if (!IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
      send_to_char("Oho! This thing is NOT locked!\n\r", ch);
    else if (IS_SET(obj->obj_flags.value[1], CONT_PICKPROOF))
      send_to_char("It resists your attempts at picking it.\n\r", ch);
    else
      {

	if (percent > (ch->skills[SKILL_PICK_LOCK].learned)) {
	  send_to_char("You failed to pick the lock.\n\r", ch);
	  LearnFromMistake(ch, SKILL_PICK_LOCK, 0, 90);
	  WAIT_STATE(ch, PULSE_VIOLENCE*4);
	  return;
	}

	REMOVE_BIT(obj->obj_flags.value[1], CONT_LOCKED);
	send_to_char("*Click*\n\r", ch);
	act("$n fiddles with $p.", FALSE, ch, obj, 0, TO_ROOM);
      }
  } else if ((door = find_door(ch, type, dir)) >= 0) {
    exitp = EXIT(ch, door);
    if (!IS_SET(exitp->exit_info, EX_ISDOOR))
      send_to_char("That's absurd.\n\r", ch);
    else if (!IS_SET(exitp->exit_info, EX_CLOSED))
      send_to_char("You realize that the door is already open.\n\r", ch);
    else if (exitp->key < 0)
      send_to_char("You can't seem to spot any lock to pick.\n\r", ch);
    else if (!IS_SET(exitp->exit_info, EX_LOCKED))
      send_to_char("Oh.. it wasn't locked at all.\n\r", ch);
    else if (IS_SET(exitp->exit_info, EX_PICKPROOF))
      send_to_char("You seem to be unable to pick this lock.\n\r", ch);
    else {

      if (percent > (ch->skills[SKILL_PICK_LOCK].learned)) {
	send_to_char("You failed to pick the lock.\n\r", ch);
	LearnFromMistake(ch, SKILL_PICK_LOCK, 0, 90);
	WAIT_STATE(ch, PULSE_VIOLENCE*4);
	return;
      }

      if (exitp->keyword)
	act("$n skillfully picks the lock of the $F.", 0, ch, 0,
	    exitp->keyword, TO_ROOM);
      else
	act("$n picks the lock.",TRUE,ch,0,0,TO_ROOM);
      send_to_char("The lock quickly yields to your skills.\n\r", ch);
      raw_unlock_door(ch, exitp, door);

    }
  }
}

void do_enter(struct char_data *ch, char *argument, int cmd)
{
  int door;
  char buf[MAX_INPUT_LENGTH], tmp[MAX_STRING_LENGTH];
  struct room_direction_data	*exitp;
  struct room_data	*rp;
  
  one_argument(argument, buf);
  
  if (*buf) { /* an argument was supplied, search for door keyword */
    for (door = 0; door <= 5; door++)
      if (exit_ok(exitp=EXIT(ch, door), NULL) && exitp->keyword &&
	  0==str_cmp(exitp->keyword, buf)) {
	do_move(ch, "", ++door);
	return;
      }
    sprintf(tmp, "There is no %s here.\n\r", buf);
    send_to_char(tmp, ch);
  } else if (IS_SET(real_roomp(ch->in_room)->room_flags, INDOORS)) {
    send_to_char("You are already indoors.\n\r", ch);
  } else {
    /* try to locate an entrance */
    for (door = 0; door <= 5; door++)
      if (exit_ok(exitp=EXIT(ch, door), &rp) &&
	  !IS_SET(exitp->exit_info, EX_CLOSED) &&
	  IS_SET(rp->room_flags, INDOORS))
	{
	  do_move(ch, "", ++door);
	  return;
	}
    send_to_char("You can't seem to find anything to enter.\n\r", ch);
  }
}


void do_leave(struct char_data *ch, char *argument, int cmd)
{
  int door;
  struct room_direction_data	*exitp;
  struct room_data	*rp;
  
  if (!IS_SET(RM_FLAGS(ch->in_room), INDOORS))
    send_to_char("You are outside.. where do you want to go?\n\r", ch);
  else    {
    for (door = 0; door <= 5; door++)
      if (exit_ok(exitp=EXIT(ch, door), &rp) &&
	  !IS_SET(exitp->exit_info, EX_CLOSED) &&
	  !IS_SET(rp->room_flags, INDOORS)) {
	do_move(ch, "", ++door);
	return;
      }
    send_to_char("I see no obvious exits to the outside.\n\r", ch);
  }
}


void do_stand(struct char_data *ch, char *argument, int cmd)
{
  switch(GET_POS(ch)) {
  case POSITION_STANDING : { 
    act("You are already standing.",FALSE, ch,0,0,TO_CHAR);
  } break;
  case POSITION_SITTING	: { 
    act("You stand up.", FALSE, ch,0,0,TO_CHAR);
    act("$n clambers on $s feet.",TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POSITION_STANDING;
  } break;
  case POSITION_RESTING	: { 
    act("You stop resting, and stand up.", FALSE, ch,0,0,TO_CHAR);
    act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POSITION_STANDING;
  } break;
  case POSITION_SLEEPING : { 
    act("You have to wake up first!", FALSE, ch, 0,0,TO_CHAR);
  } break;
  case POSITION_FIGHTING : { 
    act("Do you not consider fighting as standing?",FALSE, ch, 0, 0, TO_CHAR);
  } break;
  case POSITION_MOUNTED: {
    send_to_char("Not while riding you don't!\n\r", ch);
    break;
  }
    default : { 
      act("You stop floating around, and put your feet on the ground.",
	  FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops floating around, and puts $s feet on the ground.",
	  TRUE, ch, 0, 0, TO_ROOM);
    } break;
  }
}


void do_sit(struct char_data *ch, char *argument, int cmd)
{
  switch(GET_POS(ch)) {
  case POSITION_STANDING : {
    act("You sit down.", FALSE, ch, 0,0, TO_CHAR);
    act("$n sits down.", FALSE, ch, 0,0, TO_ROOM);
    GET_POS(ch) = POSITION_SITTING;
  } break;
  case POSITION_SITTING	: {
    send_to_char("You'r sitting already.\n\r", ch);
  } break;
  case POSITION_RESTING	: {
    act("You stop resting, and sit up.", FALSE, ch,0,0,TO_CHAR);
    act("$n stops resting.", TRUE, ch, 0,0,TO_ROOM);
    GET_POS(ch) = POSITION_SITTING;
  } break;
  case POSITION_SLEEPING : {
    act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
  } break;
  case POSITION_FIGHTING : {
    act("Sit down while fighting? are you MAD?", FALSE, ch,0,0,TO_CHAR);
  } break;
  case POSITION_MOUNTED: {
    send_to_char("Not while riding you don't!\n\r", ch);
    break;
  }
    default : {
      act("You stop floating around, and sit down.", FALSE, ch,0,0,TO_CHAR);
      act("$n stops floating around, and sits down.", TRUE, ch,0,0,TO_ROOM);
      GET_POS(ch) = POSITION_SITTING;
    } break;
  }
}


void do_rest(struct char_data *ch, char *argument, int cmd) 
{
  switch(GET_POS(ch)) {
  case POSITION_STANDING : {
    act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
    act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POSITION_RESTING;
  } break;
  case POSITION_SITTING : {
    act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
    act("$n rests.", TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POSITION_RESTING;
  } break;
  case POSITION_RESTING : {
    act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR);
  } break;
  case POSITION_SLEEPING : {
    act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
  } break;
  case POSITION_FIGHTING : {
    act("Rest while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR);
  } break;
  case POSITION_MOUNTED: {
    send_to_char("Not while riding you don't!\n\r", ch);
    break;
  }
    default : {
      act("You stop floating around, and stop to rest your tired bones.",
	  FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops floating around, and rests.", FALSE, ch, 0,0, TO_ROOM);
      GET_POS(ch) = POSITION_SITTING;
    } break;
  }
}


void do_sleep(struct char_data *ch, char *argument, int cmd) 
{
  
  switch(GET_POS(ch)) {
  case POSITION_STANDING : 
  case POSITION_SITTING  :
  case POSITION_RESTING  : {
    send_to_char("You go to sleep.\n\r", ch);
    act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POSITION_SLEEPING;
  } break;
  case POSITION_SLEEPING : {
    send_to_char("You are already sound asleep.\n\r", ch);
  } break;
  case POSITION_FIGHTING : {
    send_to_char("Sleep while fighting? are you MAD?\n\r", ch);
  } break;
  case POSITION_MOUNTED: {
    send_to_char("Not while riding you don't!\n\r", ch);
    break;
  }
  default : {
    act("You stop floating around, and lie down to sleep.",
	FALSE, ch, 0, 0, TO_CHAR);
    act("$n stops floating around, and lie down to sleep.",
	TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POSITION_SLEEPING;
  } break;
  }
}


void do_wake(struct char_data *ch, char *argument, int cmd)
{
  struct char_data *tmp_char;
  char arg[MAX_STRING_LENGTH];
  
  
  one_argument(argument,arg);
  if (*arg) {
    if (GET_POS(ch) == POSITION_SLEEPING) {
      act("You can't wake people up if you are asleep yourself!",
	  FALSE, ch,0,0,TO_CHAR);
    } else {
      tmp_char = get_char_room_vis(ch, arg);
      if (tmp_char) {
	if (tmp_char == ch) {
	  act("If you want to wake yourself up, just type 'wake'",
	      FALSE, ch,0,0,TO_CHAR);
	} else {
	  if (GET_POS(tmp_char) == POSITION_SLEEPING) {
	    if (IS_AFFECTED(tmp_char, AFF_SLEEP)) {
	      act("You can not wake $M up!", FALSE, ch, 0, tmp_char, TO_CHAR);
	    } else {
	      act("You wake $M up.", FALSE, ch, 0, tmp_char, TO_CHAR);
	      GET_POS(tmp_char) = POSITION_SITTING;
	      act("You are awakened by $n.", FALSE, ch, 0, tmp_char, TO_VICT);
	    }
	  } else {
	    act("$N is already awake.",FALSE,ch,0,tmp_char, TO_CHAR);
	  }
	}
      } else {
	send_to_char("You do not see that person here.\n\r", ch);
      }
    }
  } else {
    if (IS_AFFECTED(ch,AFF_SLEEP)) {
      send_to_char("You can't wake up!\n\r", ch);
    } else {
      if (GET_POS(ch) > POSITION_SLEEPING)
	send_to_char("You are already awake...\n\r", ch);
      else {
	send_to_char("You wake, and sit up.\n\r", ch);
	act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM);
	GET_POS(ch) = POSITION_SITTING;
      }
    }
  }
}


void do_follow(struct char_data *ch, char *argument, int cmd)
{
  char name[160];
  struct char_data *leader;
  
  void stop_follower(struct char_data *ch);
  void add_follower(struct char_data *ch, struct char_data *leader);
  
  only_argument(argument, name);
  
  if (*name) {
    if (!(leader = get_char_room_vis(ch, name))) {
      send_to_char("I see no person by that name here!\n\r", ch);
      return;
    }
  } else {
    send_to_char("Who do you wish to follow?\n\r", ch);
    return;
  }
  
  if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) {
    
    act("But you only feel like following $N!",
	FALSE, ch, 0, ch->master, TO_CHAR);
    
  } else { /* Not Charmed follow person */
    
    if (leader == ch) {
      if (!ch->master) {
	send_to_char("You are already following yourself.\n\r", ch);
	return;
      }
      stop_follower(ch);
    } else {
      if (circle_follow(ch, leader)) {
	act("Sorry, but following in 'loops' is not allowed", 
	    FALSE, ch, 0, 0, TO_CHAR);
	return;
      }
      if (ch->master)
	stop_follower(ch);
      if(IS_AFFECTED(ch, AFF_GROUP))
        REMOVE_BIT(ch->specials.affected_by, AFF_GROUP);      
      add_follower(ch, leader);
    }
  }
}

void do_walk(struct char_data *ch, char *argument, int cmd)
{
  /* These yokos can walk/fly anytime they damn well please. */
  if(IS_INTRINSIC(ch,AFF_FLYING) || affected_by_spell(ch, SPELL_FLY)) {
    REMOVE_BIT(ch->specials.affected_by,AFF_FLYING);
    send_to_char("You descend and begin walking.\n\r",ch);
  } else if(IS_AFFECTED(ch, AFF_FLYING)) {
    send_to_char("You must remove the item that is causing you to fly.\n\r", 
		 ch);
  } else {
    send_to_char("Hey bub, you ARE walking!\n\r", ch);
  }
}



void do_fly(struct char_data *ch, char *argument, int cmd)
{
  if( (IS_INTRINSIC(ch,AFF_FLYING) || affected_by_spell(ch, SPELL_FLY)) &&
     !IS_AFFECTED(ch, AFF_FLYING) ) {
    SET_BIT(ch->specials.affected_by,AFF_FLYING);
    send_to_char("You take to the skies.\n\r", ch);
  } else if(!IS_AFFECTED(ch, AFF_FLYING)) {
    send_to_char("I'm sorry, but someone has clipped your wings.\n\r",ch);
  } else {
    send_to_char("You fly even higher!\n\r", ch);
  }
}