merc22/
merc22/log/
merc22/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;

         /*
          * Suggestion for flying above water by Sludge
          */
         if( IS_AFFECTED( ch, AFF_FLYING ) )
            found = TRUE;

         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 );
      }
   }

   mprog_entry_trigger( ch );
   mprog_greet_trigger( ch );
   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_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;
}