/
Debug/
area/
data/
gods/
player/
player/skill/
/****************************************************************************
 *  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.													*
 ***************************************************************************/
 
/****************************************************************************
*	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							*
***************************************************************************/
/****************************************************************************
*	Demon's Dance MUD, and source code are property of Eric Goetschalckx	*
*	By compiling this code, you agree to include the following in your		*
*	login screen:															*
*	    Derivative of Demon's Dance, by Enzo/Stan							*
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#include <time.h>
#elif defined(WIN32)
#include <sys/types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include "merc.h"
#include "interp.h"
#include "tables.h"
#include "arena.h"

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 ) );



void move_char( CHAR_DATA *ch, int door, bool follow )
{
    CHAR_DATA *fch;
    CHAR_DATA *fch_next;
	CHAR_DATA *vch;
    ROOM_INDEX_DATA *in_room;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA *pexit;
	char buf[MSL];

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

    /*
     * Exit trigger, if activated, bail out. Only PCs are triggered.
     */
   if ( !IS_NPC(ch) 
      && (p_exit_trigger( ch, door, PRG_MPROG ) 
      ||  p_exit_trigger( ch, door, PRG_OPROG )
      ||  p_exit_trigger( ch, door, PRG_RPROG )) )
	return;

    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_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
    &&   !IS_TRUSTED(ch,ANGEL))
    {
	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?\n\r", ch );
	return;
    }

    if ( !is_room_owner(ch,to_room) && room_is_private( to_room ) && (ch->level < MAX_LEVEL) )
    {
	send_to_char( "That room is private right now.\n\r", ch );
	return;
    }


	if (IS_AFFECTED2(ch, AFF_FORTIFY) || (is_affected(ch, gsn_fortify )))
	{		
		send_to_char("You cant move while holed up in a fort\n\r",ch);
		act( "$n attempts to move, but realizes at the last moment that they're stuck in a fort", ch, NULL, NULL, TO_ROOM );
		return;
	}


	if (IS_AFFECTED2(ch, AFF_SHIELD_WALL) || (is_affected(ch, gsn_shield_wall )))
	{
		send_to_char("How do you expect to move when you're hiding behind your shield?\n\r",ch);
		act( "$n realizes that they can't very well move when stuck cowering behind their shield", ch, NULL, NULL, TO_ROOM );
		return;
	}

	if (IS_AFFECTED2(ch, AFF_HOLD_PERSON))
	{
		send_to_char("Your feet weigh 18 tons!! You can't even hope to move\n\r",ch);
		act( "$n tries to move, but just isnt able to lift $s legs", ch, NULL, NULL, TO_ROOM );
		return;
	}
	if (IS_SET(ch->in_room->room_flags,ROOM_MORGUE)
		&& raid_info.raiding == 1)
	{
		stc("Wait till the raid is over, then you can leave.\n\r",ch);
		act("$n tries to leave, but everyone in this room must wait until the raid is over",ch,NULL,NULL,TO_ROOM);
		return;
	}

	/*raiders cant leave a room with a defender in it*/
	if (raid_info.raiding == 1 
		&& IS_SET(ch->plr2,PLR2_RAIDER))
	{
		CHAR_DATA *fch, *fch_next;
		for ( fch = ch->in_room->people; fch != NULL; fch = fch_next )
		{
			fch_next = fch->next_in_room;
			if ( !fch || !fch->plr2) 
				continue; 
			if (IS_SET(fch->plr2,PLR2_RAIDED))
			{
				stc("You cannot leave this room while a defender is present.\n\r",ch);
				act("$n attempts to leave, but is halted by the RULES",ch,NULL,NULL,TO_ROOM );
				return;
			}
		}
	}

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

	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 */


	/* conditional effects */
	if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE))
	    move /= 2;

	if (IS_AFFECTED(ch,AFF_SLOW))
	    move *= 2;

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

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

	sprintf(buf,"%s %s\n\r",ch->short_descr,pexit->exit_string);
	for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
	{
		if(can_see(vch,ch) && vch != ch)
		{
			stc(buf,vch);
		}
		else
			continue;
	}

	if (IS_SET(ch->affected2_by,AFF_GOUGE))
	{
		stc("OH MY GOD THE {RBLOOD!!{x\n\r",ch);
	}

    char_from_room( ch );
    char_to_room( ch, to_room );
	/*Raiders have reached the threshold*/
	if (raid_info.status == RAID_ATTACK 
		&& to_room->vnum == clan_table[raid_info.clan_defender].threshold
		&& IS_SET(ch->plr2,PLR2_RAIDER))
	{
		//move_defenders(clan_table[raid_info.clan_defender].threshold);
		raid_info.status++;
		sprintf(buf,"{W%s has broken past the %s{W's walls and guards, reaching the threshold to victory!!",
			ch->short_descr,clan_table[raid_info.clan_defender].who_name);
		raid_channel(buf);
	}
	/*Raiders have reached temple*/
	if (raid_info.status == RAID_IN_THRESHOLD 
		&& to_room->vnum == clan_table[raid_info.clan_defender].room[2]
		&& IS_SET(ch->plr2,PLR2_RAIDER))
	{
		raiders_win( );
	}

	sprintf(buf,"%s has arrived\n\r",ch->short_descr);
	for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
	{
		if(can_see(vch,ch) && vch != ch)
		{
			stc(buf,vch);
		}
		else
			continue;
	}

    do_function(ch, &do_look, "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_function(fch, &do_stand, "");

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

			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);
				continue;
			}

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

	if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC))
	{
		do_stop_aff(ch,ch->name);
	}

    for ( fch = to_room->people; fch != NULL; fch = fch_next )
    {
		fch_next = fch->next_in_room;
		if (IS_NPC(fch) && fch->clan != ch->clan && fch->clan != 0)
		{
			multi_hit(fch,ch,TYPE_UNDEFINED);
			act("$N attacks $n, as $n is not a member of $N's clan!",ch,fch,NULL,TO_ROOM);
			act("$N attacks you, as you are not a member of $S's clan!",NULL,fch,NULL,TO_CHAR);
		}
	}




    /* 
     * If someone is following the char, these triggers get activated
     * for the followers before the char, but it's safer this way...
     */
    if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) )
	p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY );
    if ( !IS_NPC( ch ) )
    {
		p_greet_trigger( ch, PRG_MPROG );
		p_greet_trigger( ch, PRG_OPROG );
		p_greet_trigger( ch, PRG_RPROG );
    }
    return;
}



void do_north( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *was_room;

	was_room = ch->in_room;
	move_char( ch, DIR_NORTH, FALSE );
	if (was_room == ch->in_room)
		free_runbuf(ch->desc);
	return;
}

void do_east( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *was_room;

	was_room = ch->in_room;
	move_char( ch, DIR_EAST, FALSE );
	if (was_room == ch->in_room)
		free_runbuf(ch->desc);
	return;
}

void do_south( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *was_room;

	was_room = ch->in_room;
	move_char( ch, DIR_SOUTH, FALSE );
	if (was_room == ch->in_room)
		free_runbuf(ch->desc);
	return;
}

void do_west( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *was_room;

	was_room = ch->in_room;
	move_char( ch, DIR_WEST, FALSE );
	if (was_room == ch->in_room)
		free_runbuf(ch->desc);
	return;
}

void do_up( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *was_room;

	was_room = ch->in_room;
	move_char( ch, DIR_UP, FALSE );
	if (was_room == ch->in_room)
		free_runbuf(ch->desc);
	return;
}

void do_down( CHAR_DATA *ch, char *argument )
{
	ROOM_INDEX_DATA *was_room;

	was_room = ch->in_room;
	move_char( ch, DIR_DOWN, FALSE );
	if (was_room == ch->in_room)
		free_runbuf(ch->desc);
	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, NULL, arg ) ) != NULL )
    {
 	/* open portal */
	if (obj->item_type == ITEM_PORTAL)
	{
	    if (!IS_SET(obj->value[1], EX_ISDOOR))
	    {
		send_to_char("You can't do that.\n\r",ch);
		return;
	    }

	    if (!IS_SET(obj->value[1], EX_CLOSED))
	    {
		send_to_char("It's already open.\n\r",ch);
		return;
	    }

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

	    REMOVE_BIT(obj->value[1], EX_CLOSED);
	    act("You open $p.",ch,obj,NULL,TO_CHAR);
	    act("$n opens $p.",ch,obj,NULL,TO_ROOM);
	    return;
 	}

	/* 'open object' */
	if ( obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_GOLEM_BAG)
	    { 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);
	act("You open $p.",ch,obj,NULL,TO_CHAR);
	act( "$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, NULL, arg ) ) != NULL )
    {
	/* portal stuff */
	if (obj->item_type == ITEM_PORTAL)
	{

	    if (!IS_SET(obj->value[1],EX_ISDOOR)
	    ||   IS_SET(obj->value[1],EX_NOCLOSE))
	    {
		send_to_char("You can't do that.\n\r",ch);
		return;
	    }

	    if (IS_SET(obj->value[1],EX_CLOSED))
	    {
		send_to_char("It's already closed.\n\r",ch);
		return;
	    }

	    SET_BIT(obj->value[1],EX_CLOSED);
	    act("You close $p.",ch,obj,NULL,TO_CHAR);
	    act("$n closes $p.",ch,obj,NULL,TO_ROOM);
	    return;
	}

	/* 'close object' */
	if ( obj->item_type != ITEM_CONTAINER || obj->item_type != ITEM_GOLEM_BAG)
	    { 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);
	act("You close $p.",ch,obj,NULL,TO_CHAR);
	act( "$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;
    KEY_DATA *keys;

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

    /*look for the keyring in players inventory*/
    obj = find_keyring(ch);
    
    /*no keyring found ?*/
    if (!obj) return FALSE;

    /*loop thru the keys on keyring and see if there is a matching key*/
    for (keys = obj->keys; keys != NULL; keys = keys->next)
    {
	if ( keys->index->vnum == key )
	{
	    send_to_char("After some searching of your keyring, you found a key that seems to fit the lock.\n\r", ch);
	    return TRUE;
	}
    }

    /*no keys found*/
    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, NULL, arg ) ) != NULL )
    {
	/* portal stuff */
	if (obj->item_type == ITEM_PORTAL)
	{
	    if (!IS_SET(obj->value[1],EX_ISDOOR)
	    ||  IS_SET(obj->value[1],EX_NOCLOSE))
	    {
		send_to_char("You can't do that.\n\r",ch);
		return;
	    }
	    if (!IS_SET(obj->value[1],EX_CLOSED))
	    {
		send_to_char("It's not closed.\n\r",ch);
	 	return;
	    }

	    if (obj->value[4] < 0 || IS_SET(obj->value[1],EX_NOLOCK))
	    {
		send_to_char("It can't be locked.\n\r",ch);
		return;
	    }

	    if (!has_key(ch,obj->value[4]))
	    {
		send_to_char("You lack the key.\n\r",ch);
		return;
	    }

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

	    SET_BIT(obj->value[1],EX_LOCKED);
	    act("You lock $p.",ch,obj,NULL,TO_CHAR);
	    act("$n locks $p.",ch,obj,NULL,TO_ROOM);
	    return;
	}

	/* 'lock object' */
	if ( obj->item_type != ITEM_CONTAINER || obj->item_type != ITEM_GOLEM_BAG)
	    { 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);
	act("You lock $p.",ch,obj,NULL,TO_CHAR);
	act( "$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, NULL, arg ) ) != NULL )
    {
 	/* portal stuff */
	if (obj->item_type == ITEM_PORTAL)
	{
	    if (!IS_SET(obj->value[1],EX_ISDOOR))
	    {
		send_to_char("You can't do that.\n\r",ch);
		return;
	    }

	    if (!IS_SET(obj->value[1],EX_CLOSED))
	    {
		send_to_char("It's not closed.\n\r",ch);
		return;
	    }

	    if (obj->value[4] < 0)
	    {
		send_to_char("It can't be unlocked.\n\r",ch);
		return;
	    }

	    if (!has_key(ch,obj->value[4]))
	    {
		send_to_char("You lack the key.\n\r",ch);
		return;
	    }

	    if (!IS_SET(obj->value[1],EX_LOCKED))
	    {
		send_to_char("It's already unlocked.\n\r",ch);
		return;
	    }

	    REMOVE_BIT(obj->value[1],EX_LOCKED);
	    act("You unlock $p.",ch,obj,NULL,TO_CHAR);
	    act("$n unlocks $p.",ch,obj,NULL,TO_ROOM);
	    return;
	}

	/* 'unlock object' */
	if ( obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_GOLEM_BAG)
	    { 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);
	act("You unlock $p.",ch,obj,NULL,TO_CHAR);
	act( "$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( ) > get_skill(ch,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, NULL, arg ) ) != NULL )
    {
	/* portal stuff */
	if (obj->item_type == ITEM_PORTAL)
	{
	    if (!IS_SET(obj->value[1],EX_ISDOOR))
	    {	
		send_to_char("You can't do that.\n\r",ch);
		return;
	    }

	    if (!IS_SET(obj->value[1],EX_CLOSED))
	    {
		send_to_char("It's not closed.\n\r",ch);
		return;
	    }

	    if (obj->value[4] < 0)
	    {
		send_to_char("It can't be unlocked.\n\r",ch);
		return;
	    }

	    if (IS_SET(obj->value[1],EX_PICKPROOF))
	    {
		send_to_char("You failed.\n\r",ch);
		return;
	    }

	    REMOVE_BIT(obj->value[1],EX_LOCKED);
	    act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR);
	    act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM);
	    check_improve(ch,gsn_pick_lock,TRUE,2);
	    return;
	}

	    


	
	/* 'pick object' */
	if ( obj->item_type != ITEM_CONTAINER || obj->item_type != ITEM_GOLEM_BAG)
	    { 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);
        act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR);
        act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM);
	check_improve(ch,gsn_pick_lock,TRUE,2);
	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 )
{
    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;
	if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
	p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
    }
    
    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_function(ch, &do_look, "auto");
	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 (ch->position == POS_FIGHTING)
    {
	send_to_char("You are already fighting!\n\r",ch);
	return;
    }

    /* okay, now that we know we can rest, find an object to rest 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],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;
	if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
	p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
    }

    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;
    }


    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;
	if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
	p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
    }
    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 $p.",ch,obj,NULL,TO_ROOM);
	    }
	    ch->position = POS_SITTING;
	    break;
	case POS_SITTING:
	    send_to_char("You are already sitting down.\n\r",ch);
	    break;
	case POS_STANDING:
	    if (obj == NULL)
    	    {
		send_to_char("You sit down.\n\r",ch);
    	        act("$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: 
	if (argument[0] == '\0' && ch->on == NULL)
	{
	    send_to_char( "You go to sleep.\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 ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
			p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
	    if (IS_SET(obj->value[2],SLEEP_AT))
	    {
		act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR);
		act("$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 $p.",ch,obj,NULL,TO_CHAR);
	        act("$n goes to sleep on $p.",ch,obj,NULL,TO_ROOM);
	    }
	    else
	    {
		act("You go to sleep in $p.",ch,obj,NULL,TO_CHAR);
		act("$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_DATA *victim;

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

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

    if ( ( victim = get_char_room( ch, NULL, 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; }

    act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING );
    do_function(victim, &do_stand, "");
    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 (IS_AFFECTED(ch,AFF_SNEAK))
	return;

    if ( number_percent( ) < get_skill(ch,gsn_sneak))
    {
	send_to_char( "{WYour attempt was successful!{x\n\r", ch);
	check_improve(ch,gsn_sneak,TRUE,3);
	af.where     = TO_AFFECTS;
	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 )
{
	OBJ_DATA *obj; 
	char arg[MAX_INPUT_LENGTH];  
	argument = one_argument(argument, arg );

	if(arg[0] != '\0')
	{
		if(( obj = get_obj_carry(ch,arg,ch)) == NULL)
		{
			send_to_char("You don't have that item.\n\r",ch);
			return;
		}
		/* Addition begins here -- Leviticus */
		if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE) )
		{
			send_to_char( "You can't let go of it.\n\r", ch );
			return;
		}
		/* Addition ends here -- Leviticus */
		obj_from_char(obj);
		SET_BIT(obj->extra_flags,ITEM_HIDDEN);
		obj_to_room(obj,ch->in_room);
		act("$n hides $p.",ch,obj,NULL,TO_ROOM);
		act("You hide $p.",ch,obj,NULL,TO_CHAR);
		return;
	}
	else
	{
		send_to_char( "You attempt to hide.\n\r", ch );

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

		if ( number_percent( ) < get_skill(ch,gsn_hide))
		{
		send_to_char( "{WYour attempt was succsessful!{x\n\r", ch);
		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			);
	affect_strip ( ch, gsn_shadow_slip		);
    REMOVE_BIT   ( ch->affected_by, AFF_HIDE		);
    REMOVE_BIT   ( ch->affected_by, AFF_INVISIBLE	);
    REMOVE_BIT   ( ch->affected_by, AFF_SNEAK		);
	REMOVE_BIT	 ( ch->affected2_by, AFF_SHADOW_SLIP );
    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;
    }
  
    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.\n\r", 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( "{WEnzo has forsaken you.{x\n\r", ch );
	send_to_char( "{WRetard Note: This means you're either cursed, or in a no recall room{x\n\r",ch);
	return;
    }

	if (IS_SET(ch->in_room->room_flags,ROOM_ARENA)
		|| IS_SET(ch->in_room->room_flags,ROOM_HONCIRC))
	{
		stc("You can't recall while in the Honor Circle or the Arena, that's cheating",ch);
		return;
	}

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

	skill = get_skill(ch,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;
	}

	lose = (ch->desc != NULL) ? 25 : 50;
	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 );
	
    }
    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_function(ch, &do_look, "auto" );
    
    if (ch->pet != NULL)
	do_function(ch->pet, &do_recall, "");

    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;
}

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

    if ((location = get_room_index(clan_table[ch->clan].room[0] )) == NULL)
    {
	send_to_char( "You are completely lost.\n\r", 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( "The Gods have forsaken you.\n\r", ch );
	return;
    }

	if (IS_SET(ch->in_room->room_flags,ROOM_ARENA)
		|| IS_SET(ch->in_room->room_flags,ROOM_HONCIRC))
	{
		stc("You can't recall while in the Honor Circle or the Arena, that's cheating",ch);
		return;
	}

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

	skill = get_skill(ch,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;
	}

	lose = (ch->desc != NULL) ? 25 : 50;
	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 );
	
    }

	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_clan_recall(ch->pet,"");

    return;
}
void do_jog( CHAR_DATA *ch, char *argument )
{
	char buf[MAX_INPUT_LENGTH],arg[MAX_INPUT_LENGTH];
	char *p;
	bool dFound = FALSE;

	if (!ch->desc || *argument == '\0')
	{
		send_to_char("You run in place!\n\r",ch);
		return;
	}

	buf[0] = '\0';

	while (*argument != '\0')
	{
		argument = one_argument(argument,arg);
		strcat(buf,arg);
	}

	for( p = buf + strlen(buf)-1; p >= buf; p--)
	{
		if (!isdigit(*p))
		{
			switch( *p )
			{
			case 'n':
			case 's':
			case 'e':
			case 'w':
			case 'u':
			case 'd': 
				dFound = TRUE;
				break;
			case 'o': break;

			default: send_to_char("Invalid direction!\n\r",ch);
				return;
			}
		}
		else if (!dFound) *p = '\0';
	}

	if (!dFound)
	{
		send_to_char("No directions specified!\n\r",ch); 
		return;
	}

	ch->desc->run_buf = str_dup( buf );
	ch->desc->run_head = ch->desc->run_buf;
	send_to_char("You start running...\n\r",ch);
	return;
}