EmberMUD/
EmberMUD/clan/
EmberMUD/classes/
EmberMUD/doc/design/
EmberMUD/gods/
EmberMUD/log/
EmberMUD/notes/
EmberMUD/player/
EmberMUD/player/temp/
EmberMUD/src/MSVC/
EmberMUD/src/Sleep/
EmberMUD/src/StartMUD/
EmberMUD/src/Win32Common/
/***************************************************************************
 *  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(WIN32)
#include <time.h>
#else
#include <sys/time.h>
#endif
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include "merc.h"

extern bool can_use( CHAR_DATA * ch, long sn );

/* Utility macros for track*/
#define MARK(room)      (SET_BIT((room)->room_flags, ROOM_MARK))
#define UNMARK(room)    (REMOVE_BIT((room)->room_flags, ROOM_MARK))
#define IS_MARKED(room) (IS_SET((room)->room_flags, ROOM_MARK))
#define TOROOM(x, y)    ((x)->exit[(y)] ? (x)->exit[(y)]->u1.to_room : NULL)
#define IS_CLOSED(x, y) (IS_SET((x)->exit[(y)]->exit_info, EX_CLOSED))
#define IS_SAME_AREA(x,y)  ((x)->area == (y)->area)

#ifdef TRACK_THROUGH_DOORS
#define VALID_EDGE(x, y) ((x)->exit[(y)] && \
			  (TOROOM((x), (y)) != NULL) &&	\
			  (!IS_MARKED(TOROOM((x), (y)))) &&  \
                          (IS_SAME_AREA((x), TOROOM((x),(y)))))
#else
#define VALID_EDGE(x, y) ((x)->exit[(y)] && \
			  (TOROOM((x), (y)) != NULL) &&	\
			  (!IS_CLOSED((x), (y))) &&		\
			  (!IS_MARKED(TOROOM((x), (y)))) && \
                          (IS_SAME_AREA((x), TOROOM((x),(y)))))
#endif

struct track_queue_struct {
    ROOM_INDEX_DATA *room;
    char dir;
    struct track_queue_struct *next;
};

static struct track_queue_struct *queue_head = NULL, *queue_tail = NULL;
/* end track */

/* command procedures needed */
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_stand );

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

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

const sh_int 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 ) );
bool check_web args( ( CHAR_DATA * ch ) );

void move_char( CHAR_DATA * ch, int door, bool follow )
{
    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;
    }

    if ( IS_AFFECTED( ch, AFF_WEB ) )
    {
        if ( check_web( ch ) )
        {
            act( "You break free of the webs and fall down from the effort.",
                 ch, NULL, NULL, TO_CHAR );
            act( "$n breaks free of the webs and falls downs from the effort.",
                 ch, NULL, NULL, TO_ROOM );
            WAIT_STATE( ch, 5 );
            ch->move -= 5;
            affect_strip( ch, skill_lookup( "web" ) );
            REMOVE_BIT( ch->affected_by, AFF_WEB );
            ch->position = POS_RESTING;
            return;
        }
        else
        {
            act( "You struggle against the webs.", ch, NULL, NULL, TO_CHAR );
            act( "$n struggles weakly in the webs.", ch, NULL, NULL, TO_ROOM );
            WAIT_STATE( ch, 5 );
            ch->move -= 5;
            return;
        }
        /* The end? */
    }
#ifdef DRUNK_MOVE
    if ( !IS_NPC( ch ) )
    {
        /* Uh oh, another drunk Frenchman on the loose! :) */
        if ( ch->pcdata->condition[COND_DRUNK] > 10 )
        {
            if ( ch->pcdata->condition[COND_DRUNK] > number_percent(  ) )
            {
                act( "You feel a little drunk.. not to mention kind of lost..",
                     ch, NULL, NULL, TO_CHAR );
                act( "$n looks a little drunk.. not to mention kind of lost..",
                     ch, NULL, NULL, TO_ROOM );
                door = number_range( 0, 5 );
            }
            else
            {
                act( "You feel a little.. drunk..", ch, NULL, NULL, TO_CHAR );
                act( "$n looks a little.. drunk..", ch, NULL, NULL, TO_ROOM );
            }
        }
    }
#endif

    in_room = ch->in_room;
    if ( ( pexit = in_room->exit[door] ) == NULL
         || ( to_room = pexit->u1.to_room ) == NULL
         || !can_see_room( ch, pexit->u1.to_room ) )
    {
        send_to_char( "Alas, you cannot go that way.\n\r", ch );
        return;
    }

    if ( IS_SET( pexit->exit_info, EX_CLOSED )
         && IS_SET( pexit->exit_info, EX_HIDDEN ) )
    {
        send_to_char( "Alas, you cannot go that way.\n\r", ch );
        return;
    }

    if ( IS_SET( pexit->exit_info, EX_CLOSED )
         && !IS_AFFECTED( ch, AFF_PASS_DOOR ) )
    {
        act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
        act( "$n tries unsuccessfully to walk through the $d.", ch, NULL,
             pexit->keyword, TO_ROOM );
        return;
    }

    if ( IS_SET( pexit->exit_info, EX_CLOSED )
         && IS_SET( pexit->exit_info, EX_PASSPROOF )
         && IS_AFFECTED( ch, AFF_PASS_DOOR ) )

    {
        act( "A magical force prevents you from passing through the $d.", ch,
             NULL, pexit->keyword, TO_CHAR );
        act( "$n looks puzzled by not passing through the $d.", ch, NULL,
             pexit->keyword, TO_ROOM );
        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?\n\r", ch );
        return;
    }

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

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

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

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

        if ( ( in_room->sector_type == SECT_WATER_NOSWIM
               || to_room->sector_type == SECT_WATER_NOSWIM )
             && !IS_AFFECTED( ch, AFF_FLYING ) )
        {
            OBJ_DATA *obj;
            bool found;

            /*
             * Look for a boat.
             */
            found = FALSE;

            if ( IS_IMMORTAL( ch ) )
                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.\n\r", ch );
                return;
            }
        }

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

        move /= 2;              /* i.e. the average */

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

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

    if ( !IS_AFFECTED( ch, AFF_SNEAK )
         && ( IS_NPC( ch ) || !IS_SET( ch->act, PLR_WIZINVIS ) ) )
    {
#ifdef DRUNK_MOVE
        if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
            act( "$n stumbles off drunkenly on $s way $T.",
                 ch, NULL, dir_name[door], TO_ROOM );
        else
#endif
            act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM );
    }
    rprog_leave_trigger( ch );
    char_from_room( ch );
    char_to_room( ch, to_room );
    if ( !IS_AFFECTED( ch, AFF_SNEAK )
         && ( IS_NPC( ch ) || !IS_SET( ch->act, PLR_WIZINVIS ) ) )
    {
#ifdef DRUNK_MOVE
        if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
            act( "$n stumbles in drunkenly, looking all nice and toasted.",
                 ch, NULL, NULL, TO_ROOM );
        else
#endif
            act( "$n has arrived.", ch, NULL, NULL, TO_ROOM );
    }

    do_look( ch, "auto" );

    if ( in_room == to_room )   /* no circular follows */
        return;

    for ( fch = in_room->people; fch != NULL; fch = fch_next )
    {
        fch_next = fch->next_in_room;

        if ( fch->master == ch && IS_AFFECTED( fch, AFF_CHARM )
             && fch->position < POS_STANDING )
            do_stand( fch, "" );

        if ( fch->master == ch && fch->position == POS_STANDING )
        {

            if ( IS_SET( ch->in_room->room_flags, ROOM_LAW )
                 && ( IS_NPC( fch ) && IS_SET( fch->act, ACT_AGGRESSIVE ) ) )
            {
                act( "You can't bring $N into the city.",
                     ch, NULL, fch, TO_CHAR );
                act( "You aren't allowed in the city.",
                     fch, NULL, NULL, TO_CHAR );
                return;
            }

            act( "You follow $N.", fch, NULL, ch, TO_CHAR );
            move_char( fch, door, TRUE );
        }
    }

    mprog_entry_trigger( ch );
    if ( !ch )
        return;

    rprog_enter_trigger( ch );
    if ( !ch )
        return;

    mprog_greet_trigger( ch );
    if ( !ch )
        return;

    oprog_greet_trigger( ch );
    if ( !ch )
        return;

    return;
}

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

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

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

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

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

void do_down( CHAR_DATA * ch, char *argument )
{
    move_char( ch, DIR_DOWN, FALSE );
    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.\n\r", 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?\n\r", 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.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
        {
            send_to_char( "It's already open.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
        {
            send_to_char( "You can't do that.\n\r", ch );
            return;
        }
        if ( IS_SET( obj->value[1], CONT_LOCKED ) )
        {
            send_to_char( "It's locked.\n\r", ch );
            return;
        }

        REMOVE_BIT( obj->value[1], CONT_CLOSED );
        send_to_char( "Ok.\n\r", 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.\n\r", ch );
            return;
        }
        if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
        {
            send_to_char( "It's locked.\n\r", ch );
            return;
        }

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

        /* open the other side */
        if ( ( to_room = pexit->u1.to_room ) != NULL
             && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
             && pexit_rev->u1.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?\n\r", 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.\n\r", ch );
            return;
        }
        if ( IS_SET( obj->value[1], CONT_CLOSED ) )
        {
            send_to_char( "It's already closed.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
        {
            send_to_char( "You can't do that.\n\r", ch );
            return;
        }

        SET_BIT( obj->value[1], CONT_CLOSED );
        send_to_char( "Ok.\n\r", 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.\n\r", ch );
            return;
        }

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

        /* close the other side */
        if ( ( to_room = pexit->u1.to_room ) != NULL
             && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
             && pexit_rev->u1.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?\n\r", 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.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
        {
            send_to_char( "It's not closed.\n\r", ch );
            return;
        }
        if ( obj->value[2] < 0 )
        {
            send_to_char( "It can't be locked.\n\r", ch );
            return;
        }
        if ( !has_key( ch, obj->value[2] ) )
        {
            send_to_char( "You lack the key.\n\r", ch );
            return;
        }
        if ( IS_SET( obj->value[1], CONT_LOCKED ) )
        {
            send_to_char( "It's already locked.\n\r", ch );
            return;
        }

        SET_BIT( obj->value[1], CONT_LOCKED );
        send_to_char( "*Click*\n\r", 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.\n\r", ch );
            return;
        }
        if ( pexit->key < 0 )
        {
            send_to_char( "It can't be locked.\n\r", ch );
            return;
        }
        if ( !has_key( ch, pexit->key ) )
        {
            send_to_char( "You lack the key.\n\r", ch );
            return;
        }
        if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
        {
            send_to_char( "It's already locked.\n\r", ch );
            return;
        }

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

        /* lock the other side */
        if ( ( to_room = pexit->u1.to_room ) != NULL
             && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
             && pexit_rev->u1.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?\n\r", 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.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
        {
            send_to_char( "It's not closed.\n\r", ch );
            return;
        }
        if ( obj->value[2] < 0 )
        {
            send_to_char( "It can't be unlocked.\n\r", ch );
            return;
        }
        if ( !has_key( ch, obj->value[2] ) )
        {
            send_to_char( "You lack the key.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_LOCKED ) )
        {
            send_to_char( "It's already unlocked.\n\r", ch );
            return;
        }

        REMOVE_BIT( obj->value[1], CONT_LOCKED );
        send_to_char( "*Click*\n\r", 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.\n\r", ch );
            return;
        }
        if ( pexit->key < 0 )
        {
            send_to_char( "It can't be unlocked.\n\r", ch );
            return;
        }
        if ( !has_key( ch, pexit->key ) )
        {
            send_to_char( "You lack the key.\n\r", ch );
            return;
        }
        if ( !IS_SET( pexit->exit_info, EX_LOCKED ) )
        {
            send_to_char( "It's already unlocked.\n\r", ch );
            return;
        }

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

        /* unlock the other side */
        if ( ( to_room = pexit->u1.to_room ) != NULL
             && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
             && pexit_rev->u1.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?\n\r", 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.\n\r", ch );
        check_improve( ch, gsn_pick_lock, FALSE, 2 );
        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.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
        {
            send_to_char( "It's not closed.\n\r", ch );
            return;
        }
        if ( obj->value[2] < 0 )
        {
            send_to_char( "It can't be unlocked.\n\r", ch );
            return;
        }
        if ( !IS_SET( obj->value[1], CONT_LOCKED ) )
        {
            send_to_char( "It's already unlocked.\n\r", ch );
            return;
        }
        if ( IS_SET( obj->value[1], CONT_PICKPROOF ) )
        {
            send_to_char( "You failed.\n\r", ch );
            return;
        }

        REMOVE_BIT( obj->value[1], CONT_LOCKED );
        send_to_char( "*Click*\n\r", ch );
        check_improve( ch, gsn_pick_lock, TRUE, 2 );
        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 ) && !IS_IMMORTAL( ch ) )
        {
            send_to_char( "It's not closed.\n\r", ch );
            return;
        }
        if ( pexit->key < 0 && !IS_IMMORTAL( ch ) )
        {
            send_to_char( "It can't be picked.\n\r", ch );
            return;
        }
        if ( !IS_SET( pexit->exit_info, EX_LOCKED ) )
        {
            send_to_char( "It's already unlocked.\n\r", ch );
            return;
        }
        if ( IS_SET( pexit->exit_info, EX_PICKPROOF ) && !IS_IMMORTAL( ch ) )
        {
            send_to_char( "You failed.\n\r", ch );
            return;
        }

        REMOVE_BIT( pexit->exit_info, EX_LOCKED );
        send_to_char( "*Click*\n\r", ch );
        act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
        check_improve( ch, gsn_pick_lock, TRUE, 2 );

        /* pick the other side */
        if ( ( to_room = pexit->u1.to_room ) != NULL
             && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
             && pexit_rev->u1.to_room == ch->in_room )
        {
            REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
        }
    }

    return;
}

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

    OBJ_DATA *obj = NULL;

    if ( argument[0] != '\0' )
    {
        if ( ch->position == POS_FIGHTING )
        {
            send_to_char( "Maybe you should finish fighting first?\n\r", ch );
            return;
        }
        obj = get_obj_list( ch, argument, ch->in_room->contents );
        if ( obj == NULL )
        {
            send_to_char( "You don't see that here.\n\r", ch );
            return;
        }
        if ( obj->item_type != ITEM_FURNITURE
             || ( !IS_SET( obj->value[2], STAND_AT )
                  && !IS_SET( obj->value[2], STAND_ON )
                  && !IS_SET( obj->value[2], STAND_IN ) ) )
        {
            send_to_char( "You can't seem to find a place to stand.\n\r", ch );
            return;
        }
        if ( ch->on != obj && count_users( obj ) >= obj->value[0] )
        {
            act_new( "There's no room to stand on $p.",
                     ch, obj, NULL, TO_CHAR, POS_DEAD );
            return;
        }
        ch->on = obj;
    }

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

        if ( obj == NULL )
        {
            send_to_char( "You wake and stand up.\n\r", ch );
            act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
            ch->on = NULL;
        }
        else if ( IS_SET( obj->value[2], STAND_AT ) )
        {
            act_new( "You wake and stand at $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            act( "$n wakes and stands at $p.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], STAND_ON ) )
        {
            act_new( "You wake and stand on $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            act( "$n wakes and stands on $p.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act_new( "You wake and stand in $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            act( "$n wakes and stands in $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_STANDING;
        do_look( ch, "auto" );
        if ( ch->pcdata )
        {
            if ( ch->pcdata->message != NULL )
            {
                sprintf( buf,
                         "You have `W%d message%s`w waiting, type `Wmessages`w to read them.\n\r",
                         ch->pcdata->messages,
                         ( ch->pcdata->messages > 1 ) ? "s" : "" );
                send_to_char( buf, ch );
            }
        }
        break;

    case POS_RESTING:
    case POS_SITTING:
        if ( obj == NULL )
        {
            send_to_char( "You stand up.\n\r", ch );
            act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
            ch->on = NULL;
        }
        else if ( IS_SET( obj->value[2], STAND_AT ) )
        {
            act( "You stand at $p.", ch, obj, NULL, TO_CHAR );
            act( "$n stands at $p.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], STAND_ON ) )
        {
            act( "You stand on $p.", ch, obj, NULL, TO_CHAR );
            act( "$n stands on $p.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act( "You stand in $p.", ch, obj, NULL, TO_CHAR );
            act( "$n stands on $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_STANDING;
        break;
    case POS_STANDING:
        send_to_char( "You are already standing.\n\r", ch );
        break;

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

    return;
}

void do_rest( CHAR_DATA * ch, char *argument )
{
    OBJ_DATA *obj = NULL;

    if ( argument[0] != '\0' )
    {
        obj = get_obj_list( ch, argument, ch->in_room->contents );
        if ( obj == NULL )
        {
            send_to_char( "You don't see that here.\n\r", ch );
            return;
        }
    }
    else
        obj = ch->on;

    if ( obj != NULL )
    {
        if ( obj->item_type != ITEM_FURNITURE
             || ( !IS_SET( obj->value[2], REST_ON )
                  && !IS_SET( obj->value[2], REST_IN )
                  && !IS_SET( obj->value[2], REST_AT ) ) )
        {
            send_to_char( "You can't rest on that.\n\r", ch );
            return;
        }

        if ( obj != NULL && ch->on != obj
             && count_users( obj ) >= obj->value[0] )
        {
            act_new( "There's no more room on $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            return;
        }

        ch->on = obj;
    }

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

        if ( obj == NULL )
        {
            send_to_char( "You wake up and start resting.\n\r", ch );
            act( "$n wakes up and starts resting.", ch, NULL, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], REST_AT ) )
        {
            act_new( "You wake up and rest at $p.",
                     ch, obj, NULL, TO_CHAR, POS_SLEEPING );
            act( "$n wakes up and rests at $p.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], REST_ON ) )
        {
            act_new( "You wake up and rest on $p.",
                     ch, obj, NULL, TO_CHAR, POS_SLEEPING );
            act( "$n wakes up and rests on $p.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act_new( "You wake up and rest in $p.",
                     ch, obj, NULL, TO_CHAR, POS_SLEEPING );
            act( "$n wakes up and rests in $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_RESTING;
        break;

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

    case POS_STANDING:
        if ( obj == NULL )
        {
            send_to_char( "You rest.\n\r", ch );
            act( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], REST_AT ) )
        {
            act( "You sit down at $p and rest.", ch, obj, NULL, TO_CHAR );
            act( "$n sits down at $p and rests.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], REST_ON ) )
        {
            act( "You sit on $p and rest.", ch, obj, NULL, TO_CHAR );
            act( "$n sits on $p and rests.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act( "You rest in $p.", ch, obj, NULL, TO_CHAR );
            act( "$n rests in $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_RESTING;
        break;

    case POS_SITTING:
        if ( obj == NULL )
        {
            send_to_char( "You rest.\n\r", ch );
            act( "$n rests.", ch, NULL, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], REST_AT ) )
        {
            act( "You rest at $p.", ch, obj, NULL, TO_CHAR );
            act( "$n rests at $p.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], REST_ON ) )
        {
            act( "You rest on $p.", ch, obj, NULL, TO_CHAR );
            act( "$n rests on $p.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act( "You rest in $p.", ch, obj, NULL, TO_CHAR );
            act( "$n rests in $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_RESTING;
        break;
    case POS_FIGHTING:
        send_to_char( "You are already fighting!\n\r", ch );
        break;

    }

    rprog_rest_trigger( ch );
    return;
}

void do_sit( CHAR_DATA * ch, char *argument )
{
    OBJ_DATA *obj = NULL;

    if ( ch->position == POS_FIGHTING )
    {
        send_to_char( "Maybe you should finish this fight first?\n\r", ch );
        return;
    }

    /* okay, now that we know we can sit, find an object to sit on */
    if ( argument[0] != '\0' )
    {
        obj = get_obj_list( ch, argument, ch->in_room->contents );
        if ( obj == NULL )
        {
            send_to_char( "You don't see that here.\n\r", ch );
            return;
        }
    }
    else
        obj = ch->on;

    if ( obj != NULL )
    {
        if ( obj->item_type != ITEM_FURNITURE
             || ( !IS_SET( obj->value[2], SIT_ON )
                  && !IS_SET( obj->value[2], SIT_IN )
                  && !IS_SET( obj->value[2], SIT_AT ) ) )
        {
            send_to_char( "You can't sit on that.\n\r", ch );
            return;
        }

        if ( obj != NULL && ch->on != obj
             && count_users( obj ) >= obj->value[0] )
        {
            act_new( "There's no more room on $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            return;
        }

        ch->on = obj;
    }
    switch ( ch->position )
    {
    case POS_SLEEPING:
        if ( IS_AFFECTED( ch, AFF_SLEEP ) )
        {
            send_to_char( "You can't wake up!\n\r", ch );
            return;
        }

        if ( obj == NULL )
        {
            send_to_char( "You wake and sit up.\n\r", ch );
            act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], SIT_AT ) )
        {
            act_new( "You wake and sit at $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            act( "$n wakes and sits at $p.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], SIT_ON ) )
        {
            act_new( "You wake and sit on $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            act( "$n wakes and sits at $p.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act_new( "You wake and sit in $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD );
            act( "$n wakes and sits in $p.", ch, obj, NULL, TO_ROOM );
        }

        ch->position = POS_SITTING;
        break;
    case POS_RESTING:
        if ( obj == NULL )
            send_to_char( "You stop resting.\n\r", ch );
        else if ( IS_SET( obj->value[2], SIT_AT ) )
        {
            act( "You sit at $p.", ch, obj, NULL, TO_CHAR );
            act( "$n sits at $p.", ch, obj, NULL, TO_ROOM );
        }

        else if ( IS_SET( obj->value[2], SIT_ON ) )
        {
            act( "You sit on $p.", ch, obj, NULL, TO_CHAR );
            act( "$n sits on $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_SITTING;
        break;
    case POS_SITTING:
        send_to_char( "You are already sitting down.\n\r", ch );
        break;
    case POS_FIGHTING:
        send_to_char( "Maybe you should finish this fight first?\n\r", ch );
        break;
    case POS_STANDING:
        if ( obj == NULL )
        {
            send_to_char( "You sit down.\n\r", ch );
            act( "$n sits down on the ground.", ch, NULL, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], SIT_AT ) )
        {
            act( "You sit down at $p.", ch, obj, NULL, TO_CHAR );
            act( "$n sits down at $p.", ch, obj, NULL, TO_ROOM );
        }
        else if ( IS_SET( obj->value[2], SIT_ON ) )
        {
            act( "You sit on $p.", ch, obj, NULL, TO_CHAR );
            act( "$n sits on $p.", ch, obj, NULL, TO_ROOM );
        }
        else
        {
            act( "You sit down in $p.", ch, obj, NULL, TO_CHAR );
            act( "$n sits down in $p.", ch, obj, NULL, TO_ROOM );
        }
        ch->position = POS_SITTING;
        break;
    }
    return;
}

void do_sleep( CHAR_DATA * ch, char *argument )
{
    OBJ_DATA *obj = NULL;

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

    case POS_RESTING:
    case POS_SITTING:
    case POS_STANDING:
        rprog_sleep_trigger( ch );
        if ( argument[0] == '\0' && ch->on == NULL )
        {
            send_to_char( "You go to sleep.  Messages are being recorded.\n\r",
                          ch );
            act( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM );
            ch->position = POS_SLEEPING;
        }
        else                    /* find an object and sleep on it */
        {
            if ( argument[0] == '\0' )
                obj = ch->on;
            else
                obj = get_obj_list( ch, argument, ch->in_room->contents );

            if ( obj == NULL )
            {
                send_to_char( "You don't see that here.\n\r", ch );
                return;
            }
            if ( obj->item_type != ITEM_FURNITURE
                 || ( !IS_SET( obj->value[2], SLEEP_ON )
                      && !IS_SET( obj->value[2], SLEEP_IN )
                      && !IS_SET( obj->value[2], SLEEP_AT ) ) )
            {
                send_to_char( "You can't sleep on that!\n\r", ch );
                return;
            }

            if ( ch->on != obj && count_users( obj ) >= obj->value[0] )
            {
                act_new( "There is no room on $p for you.",
                         ch, obj, NULL, TO_CHAR, POS_DEAD );
                return;
            }

            ch->on = obj;
            if ( IS_SET( obj->value[2], SLEEP_AT ) )
            {
                act( "You go to sleep at $p.  Your messages are being recorded.", ch, obj, NULL, TO_CHAR );
                act( "$n goes to sleep at $p.", ch, obj, NULL, TO_ROOM );
            }
            else if ( IS_SET( obj->value[2], SLEEP_ON ) )
            {
                act( "You go to sleep on $p.  Your messages are being recorded.", ch, obj, NULL, TO_CHAR );
                act( "$n goes to sleep on $p.", ch, obj, NULL, TO_ROOM );
            }
            else
            {
                act( "You go to sleep in $p.  Your messages are being recorded.", ch, obj, NULL, TO_CHAR );
                act( "$n goes to sleep in $p.", ch, obj, NULL, TO_ROOM );
            }
            ch->position = POS_SLEEPING;
        }
        break;

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

    return;
}

void do_wake( CHAR_DATA * ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char buf[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!\n\r", ch );
        return;
    }

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

    if ( IS_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;
    }

    victim->position = POS_STANDING;
    act( "You wake $M.", ch, NULL, victim, TO_CHAR );
    act( "$n wakes you.", ch, NULL, victim, TO_VICT );
    if ( victim->pcdata )
    {
        if ( victim->pcdata->message != NULL )
        {
            sprintf( buf,
                     "You have `W%d message%s`w waiting, type `Wmessages`w to read them.\n\r",
                     victim->pcdata->messages,
                     ( victim->pcdata->messages > 1 ) ? "s" : "" );
            send_to_char( buf, victim );
        }
    }
    return;
}

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

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

    if ( can_use( ch, gsn_sneak )
         && ( IS_NPC( ch )
              || number_percent(  ) < ch->pcdata->learned[gsn_sneak] ) )
    {
        check_improve( ch, gsn_sneak, TRUE, 3 );
        af.type = gsn_sneak;
        af.level = ch->level;
        af.duration = ch->level;
        af.location = APPLY_NONE;
        af.modifier = 0;
        af.bitvector = AFF_SNEAK;
        affect_to_char( ch, &af );
    }
    else
        check_improve( ch, gsn_sneak, FALSE, 3 );

    return;
}

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

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

    if ( can_use( ch, gsn_hide )
         && ( IS_NPC( ch )
              || number_percent(  ) < ch->pcdata->learned[gsn_hide] ) )
    {
        SET_BIT( ch->affected_by, AFF_HIDE );
        check_improve( ch, gsn_hide, TRUE, 3 );
    }
    else
        check_improve( ch, gsn_hide, FALSE, 3 );

    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.\n\r", ch );
    return;
}

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

    if ( IS_NPC( ch ) && !IS_SET( ch->act, ACT_PET ) )
    {
        send_to_char( "Only players can recall.\n\r", ch );
        return;
    }

    if ( ch->level > RECALL_LEVEL && !IS_IMMORTAL( ch ) )
    {
        send_to_char
            ( "Dont be such a coward, find your way home on your own.\n\r",
              ch );
        return;
    }
    act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );

    if ( !IS_NPC( ch ) )
    {
        if ( ch->pcdata->recall_room == NULL )
        {
            ch->pcdata->recall_room = get_room_index( ROOM_VNUM_TEMPLE );
        }
        location = ch->pcdata->recall_room;
    }
    else
    {
        location = ch->master->pcdata->recall_room;
    }

    if ( ch->in_room == location )
    {
        send_to_char( "Look around, look familiar?\n\r", ch );
        return;
    }

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

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

        if ( IS_NPC( ch ) )
            skill = 40 + ch->level;
        else
            skill = ch->pcdata->learned[gsn_recall];

        if ( number_percent(  ) < 80 * skill / 100 )
        {
            check_improve( ch, gsn_recall, FALSE, 6 );
            WAIT_STATE( ch, 4 );
            sprintf( buf, "You failed!.\n\r" );
            send_to_char( buf, ch );
            return;
        }

        if ( !IS_NPC( ch ) )
        {
            lose = ( int ) ( 0.05 * exp_per_level( ch, ch->pcdata->points ) );
            gain_exp( ch, 0 - lose );
            check_improve( ch, gsn_recall, TRUE, 4 );
            sprintf( buf, "You recall from combat!  You lose %d exps.\n\r",
                     lose );
            send_to_char( buf, ch );
        }
        stop_fighting( ch, TRUE );

    }

    ch->move /= 2;
    send_to_char( "You pray to the gods for transportation!\n\r", ch );
    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" );

    if ( ch->pet != NULL )
        do_recall( ch->pet, "" );

    return;
}

void do_train( CHAR_DATA * ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *mob;
    sh_int stat = -1;
    char *pOutput = NULL;
    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.\n\r", ch );
        return;
    }

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

    cost = 1;

    if ( !str_cmp( argument, "str" ) )
    {
        if ( class_table[ch->Class].attr_prime == STAT_STR )
            cost = 1;
        stat = STAT_STR;
        pOutput = "strength";
    }

    else if ( !str_cmp( argument, "int" ) )
    {
        if ( class_table[ch->Class].attr_prime == STAT_INT )
            cost = 1;
        stat = STAT_INT;
        pOutput = "intelligence";
    }

    else if ( !str_cmp( argument, "wis" ) )
    {
        if ( class_table[ch->Class].attr_prime == STAT_WIS )
            cost = 1;
        stat = STAT_WIS;
        pOutput = "wisdom";
    }

    else if ( !str_cmp( argument, "dex" ) )
    {
        if ( class_table[ch->Class].attr_prime == STAT_DEX )
            cost = 1;
        stat = STAT_DEX;
        pOutput = "dexterity";
    }

    else if ( !str_cmp( argument, "con" ) )
    {
        if ( class_table[ch->Class].attr_prime == STAT_CON )
            cost = 1;
        stat = STAT_CON;
        pOutput = "constitution";
    }

    else if ( !str_cmp( argument, "hp" ) )
        cost = 1;

    else if ( !str_cmp( argument, "mana" ) )
        cost = 1;

    else
    {
        strcpy( buf, "You can train:" );
        if ( ch->perm_stat[STAT_STR] < get_max_train( ch, STAT_STR ) )
            strcat( buf, " str" );
        if ( ch->perm_stat[STAT_INT] < get_max_train( ch, STAT_INT ) )
            strcat( buf, " int" );
        if ( ch->perm_stat[STAT_WIS] < get_max_train( ch, STAT_WIS ) )
            strcat( buf, " wis" );
        if ( ch->perm_stat[STAT_DEX] < get_max_train( ch, STAT_DEX ) )
            strcat( buf, " dex" );
        if ( ch->perm_stat[STAT_CON] < get_max_train( ch, STAT_CON ) )
            strcat( buf, " con" );
        strcat( buf, " hp mana" );

        if ( buf[strlen( buf ) - 1] != ':' )
        {
            strcat( buf, ".\n\r" );
            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 ( !str_cmp( "hp", argument ) )
    {
        if ( cost > ch->train )
        {
            send_to_char( "You don't have enough training sessions.\n\r", ch );
            return;
        }

        ch->train -= cost;
        ch->pcdata->perm_hit += 10;
        ch->max_hit += 10;
        ch->hit += 10;
        act( "Your durability increases!", ch, NULL, NULL, TO_CHAR );
        act( "$n's durability increases!", ch, NULL, NULL, TO_ROOM );
        return;
    }

    if ( !str_cmp( "mana", argument ) )
    {
        if ( cost > ch->train )
        {
            send_to_char( "You don't have enough training sessions.\n\r", ch );
            return;
        }

        ch->train -= cost;
        ch->pcdata->perm_mana += 10;
        ch->max_mana += 10;
        ch->mana += 10;
        act( "Your power increases!", ch, NULL, NULL, TO_CHAR );
        act( "$n's power increases!", ch, NULL, NULL, TO_ROOM );
        return;
    }

    if ( ch->perm_stat[stat] >= get_max_train( ch, stat ) )
    {
        act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
        return;
    }

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

    ch->train -= cost;

    ch->perm_stat[stat] += 1;
    act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
    act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
    return;
}

bool check_web( CHAR_DATA * ch )
{
    AFFECT_DATA *af;
    int chance;
    int orig_dur;

    if IS_IMMORTAL
        ( ch ) return TRUE;

    af = affect_find( ch->affected, skill_lookup( "web" ) );
    orig_dur = ( af->level / 3 );
    chance = ( get_curr_stat( ch, STAT_STR ) + ( ch->level / 4 ) );
    if ( af->duration < ( orig_dur / 9 ) )
        chance += 20;
    if ( af->duration > ( orig_dur / 3 ) )
        chance -= 20;
    if ( number_percent(  ) < chance )
        return TRUE;

    return FALSE;
}

void do_beacon( CHAR_DATA * ch )
{
    if ( IS_NPC( ch ) )
    {
        send_to_char( "Mobs dont need a recall room.\n", ch );
        return;
    }

    ch->pcdata->recall_room = ch->in_room;
    send_to_char( "Beacon set.\n\r", ch );
    return;
}

void do_beaconreset( CHAR_DATA * ch )
{
    if ( IS_NPC( ch ) )
    {
        send_to_char( "Mobs dont need a recall room.\n", ch );
        return;
    }
    ch->pcdata->recall_room = get_room_index( ROOM_VNUM_TEMPLE );
    send_to_char( "Beacon reset.\n\r", ch );
    return;
}

bool can_go( CHAR_DATA * ch, int dir )
{
    ROOM_INDEX_DATA *room;
    EXIT_DATA *exit;

    if ( !( room = ch->in_room ) )
        return FALSE;

    if ( !( exit = ch->in_room->exit[dir] ) )
        return FALSE;

    if ( !exit->u1.to_room )
        return FALSE;

    if ( !IS_SAME_AREA( room, exit->u1.to_room ) )
        return FALSE;

#ifdef TRACK_THROUGH_DOORS
    if ( IS_CLOSED( room, dir ) )
        return FALSE;
#endif

    return TRUE;
}

void track_enqueue( ROOM_INDEX_DATA * room, int dir )
{
    struct track_queue_struct *curr;

    curr = alloc_mem( sizeof( *curr ) );
    curr->room = room;
    curr->dir = dir;
    curr->next = NULL;

    if ( queue_tail )
    {
        queue_tail->next = curr;
        queue_tail = curr;
    }
    else
        queue_head = queue_tail = curr;
}

void track_dequeue( void )
{
    struct track_queue_struct *curr;

    curr = queue_head;

    if ( !( queue_head = queue_head->next ) )
        queue_tail = NULL;
    free_mem( &curr );
}

void track_clear_queue( void )
{
    while ( queue_head )
        track_dequeue(  );
}

/* find_first_step: given a source room and a target room, find the first
 *  step on the shortest path from the source to the target.
 *
 *  Intended usage: in mobile_activity, give a mob a dir to go if they're
 *  tracking another mob or a PC.  Or, a 'track' skill for PCs.
 */

int find_first_step( ROOM_INDEX_DATA * src, ROOM_INDEX_DATA * target )
{
    int curr_dir;
    ROOM_INDEX_DATA *curr_room;
    int vnum;

    if ( !src || !target )
    {
        bug( "Illegal value passed to find_first_step (track.c)", 0 );
        return TRACK_ERROR;
    }

    if ( src == target )
        return TRACK_ALREADY_THERE;

    /* clear marks first */
    for ( vnum = src->area->lvnum; vnum != src->area->uvnum + 1; vnum++ )
    {
        if ( ( curr_room = get_room_index( vnum ) ) != NULL )
            UNMARK( curr_room );
    }

    MARK( src );

    /* first, enqueue the first steps, saving which direction we're going. */
    for ( curr_dir = 0; curr_dir < 6; curr_dir++ )
        if ( VALID_EDGE( src, curr_dir ) )
        {
            MARK( TOROOM( src, curr_dir ) );
            track_enqueue( TOROOM( src, curr_dir ), curr_dir );
        }

    /* now, do the track. */
    while ( queue_head )
    {
        if ( queue_head->room == target )
        {
            curr_dir = queue_head->dir;
            track_clear_queue(  );
            return curr_dir;
        }
        else
        {
            for ( curr_dir = 0; curr_dir < 6; curr_dir++ )
                if ( VALID_EDGE( queue_head->room, curr_dir ) )
                {
                    MARK( TOROOM( queue_head->room, curr_dir ) );
                    track_enqueue( TOROOM( queue_head->room, curr_dir ),
                                   queue_head->dir );
                }
            track_dequeue(  );
        }
    }

    return TRACK_NO_PATH;
}

/************************************************************************
*  Functions and Commands which use the above fns		        *
************************************************************************/

void do_track( CHAR_DATA * ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *vict;
    int dir;

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

    one_argument( argument, arg );
    if ( !*arg )
    {
        send_to_char( "Whom are you trying to track?\n\r", ch );
        return;
    }

#ifdef TRACK_IS_SKILL

    if ( !IS_NPC( ch )
         && ch->level < skill_table[gsn_track].skill_level[ch->Class] )
    {
        send_to_char( "You don't know how to read tracks or scat.\n\r", ch );
        return;
    }
    if ( !IS_NPC( ch ) && !( ch->pcdata->learned[gsn_track] ) )
    {
        send_to_char( "You don't know how to read tracks or scat.\n\r", ch );
        return;
    }
#endif

    if ( !( vict = get_char_world( ch, arg ) ) )
    {
        send_to_char( "You can't find them.\n\r", ch );
        return;
    }

    dir = find_first_step( ch->in_room, vict->in_room );

    switch ( dir )
    {
    case TRACK_ERROR:
        send_to_char( "Hmm.. something seems to be wrong.\n\r", ch );
        break;
    case TRACK_ALREADY_THERE:
        send_to_char( "You're already in the same room!!\n\r", ch );
        break;
    case TRACK_NO_PATH:
        sprintf( buf, "You can't sense a trail to %s from here.\n\r",
                 PERS( vict, ch ) );
        send_to_char( buf, ch );
        break;
    default:
        /* if you want to make this into a skill instead of a command,
           the next few lines make it give you a random direction if you
           fail the random skill roll.
         */

#ifdef TRACK_IS_SKILL
        {
            int counter;

            if ( !IS_NPC( ch )
                 && number_percent(  ) > ch->pcdata->learned[gsn_track] )
                for ( counter = 0; counter < 50; counter++ )
                {
                    dir = number_door(  );
                    if ( can_go( ch, dir ) )
                        break;
                    dir = -1;
                }
            else
                check_improve( ch, gsn_track, TRUE, 1 );
            if ( dir < 0 )
            {
                sprintf( buf, "You can't sense a trail to %s from here.\n\r",
                         PERS( vict, ch ) );
                send_to_char( buf, ch );
                return;
            }
        }
#endif

        sprintf( buf, "You sense a trail %s from here!\n\r", dir_text[dir] );
        send_to_char( buf, ch );
        break;
    }
}