/
SilentMists/class/
SilentMists/gods/
SilentMists/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik Strfeldt, 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.                                                  *
 **************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@hypercube.org)			   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include "merc.h"
#include "recycle.h"
#include "tables.h"
#include "magic.h"
/*
DECLARE_DO_FUN(	do_knock		);
*/
void do_awareness(CHAR_DATA *ch, char *argument)
{

	 if(IS_NPC(ch)) return ;

	 if (get_skill(ch,gsn_awareness) < 1)
	 {
	send_to_char("Your sense are not that acute.\n\r",ch);
	return;
	 }

	 if(ch->pcdata->is_trying_aware)
	 {
		ch->pcdata->is_trying_aware=FALSE;
		send_to_char("You let your guard down.\n\r",ch);
	 }
	 else
	 {
		ch->pcdata->is_trying_aware=TRUE;
		send_to_char("You make yourself more paranoid.\n\r",ch);
	 }

	 return ;
}
/*
void do_knock(CHAR_DATA *ch, char *argument)
{

  	long door;
  	char arg[MAX_INPUT_LENGTH];

  	one_argument(argument,arg);

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

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

      	pexit = ch->in_room->exit[door];

      	act( "{W$n {Rknocks on the $d.{x", ch, NULL, pexit->keyword, TO_ROOM );
      	act( "{RYou knock on the $d.{x", ch, NULL, pexit->keyword, TO_CHAR );


      	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;
          		for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
            		act( "{RYou hear someone knocking.{x", rch, NULL, pexit_rev->keyword, TO_CHAR );
        	}
    	}
  	return;
}
*/
/*
void do_hrecall( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
	int location;

    argument = one_argument( argument, arg );


	if (USE_HOME_RECALL != 1)
	{
		send_to_char("This option disabled!\n\r", ch);
		return;
	}

	if (ch->level < MIN_HOME_LEVEL)
	{
		sprintf(buf, "You must be level %d or greater to use this command.\n\r", MIN_HOME_LEVEL);
		send_to_char(buf, ch);
		return;
	}


    if ( !str_cmp( arg, "set"))
    {
		ch->pcdata->hrecall = ch->in_room->vnum;
		send_to_char ("This is now your home recall.\n\r", ch);
		return;
	}

	location = ch->pcdata->hrecall;


    if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET))
    {
		send_to_char("You are always home. NPC lives where they are.\n\r",ch);
		return;
    }


    if (( ch->in_room->vnum == ch->pcdata->hrecall ))
    {
		send_to_char("{RYou are at your home recall.\n\r", ch);
		return;
	}

    if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL))
    {
		send_to_char( "That is impossible in a no-recall area.\n\r", ch );
		return;
    }

    if ( ( victim = ch->fighting ) != NULL )
    {
	    sprintf( buf, "That is not possible while fighting!.\n\r");
	    send_to_char( buf, ch );
	    return;
	}


    ch->move /= 2;
    act( "$n prays for transportation and disappears.", ch, NULL, NULL, TO_ROOM );
    char_from_room( ch );
    char_to_room( ch, get_room_index(location) );
    act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
	send_to_char ("You return to your home recall spot.\n\r", ch);
    do_look( ch, "" );

}

*/