btmux/autom4te.cache/
btmux/doc/.svn/
btmux/event/.svn/
btmux/game/.svn/
btmux/game/bin/.svn/
btmux/game/data/.svn/
btmux/game/logs/.svn/
btmux/game/maps/
btmux/game/maps/.svn/
btmux/game/maps/.svn/prop-base/
btmux/game/maps/.svn/props/
btmux/game/maps/.svn/text-base/
btmux/game/maps/.svn/wcprops/
btmux/game/mechs/
btmux/game/mechs/.svn/
btmux/game/mechs/.svn/prop-base/
btmux/game/mechs/.svn/props/
btmux/game/mechs/.svn/text-base/
btmux/game/mechs/.svn/wcprops/
btmux/game/text/.svn/
btmux/include/.svn/
btmux/misc/
btmux/misc/.svn/
btmux/misc/.svn/prop-base/
btmux/misc/.svn/props/
btmux/misc/.svn/text-base/
btmux/misc/.svn/wcprops/
btmux/python/
btmux/python/.svn/
btmux/python/.svn/prop-base/
btmux/python/.svn/props/
btmux/python/.svn/text-base/
btmux/python/.svn/wcprops/
btmux/src/.svn/prop-base/
btmux/src/.svn/props/
btmux/src/.svn/text-base/
btmux/src/.svn/wcprops/
btmux/src/hcode/.svn/
btmux/src/hcode/btech/
btmux/src/hcode/btech/.svn/
btmux/src/hcode/btech/.svn/prop-base/
btmux/src/hcode/btech/.svn/props/
btmux/src/hcode/btech/.svn/text-base/
btmux/src/hcode/btech/.svn/wcprops/
btmux/src/hcode/include/.svn/
/*
 * move.c -- Routines for moving about 
 */

/*
 * $Id: move.c,v 1.2 2005/08/08 09:43:07 murrayma Exp $ 
 */

#include "copyright.h"
#include "config.h"

#include "mudconf.h"
#include "config.h"
#include "db.h"
#include "interface.h"
#include "match.h"
#include "attrs.h"
#include "externs.h"
#include "powers.h"

/*
 * ---------------------------------------------------------------------------
 * * process_leave_loc: Generate messages and actions resulting from leaving
 * * a place.
 */

static void process_leave_loc(thing, dest, cause, canhear, hush)
dbref thing, dest, cause;
int canhear, hush;
{
    dbref loc;
    int quiet, pattr, oattr, aattr;

    loc = Location(thing);
    if ((loc == NOTHING) || (loc == dest))
	return;


    if (dest == HOME)
	dest = Home(thing);

    if (Html(thing)) {
	notify_html(thing, "<xch_page clear=links>");
    }

    /*
     * Run the LEAVE attributes in the current room if we meet any of * * 
     * 
     * *  * * following criteria: * - The current room has wizard privs.
     * * - * * * Neither the current room nor the moving object are dark. 
     * * - The * *  * moving object can hear and does not hav wizard
     * privs. * EXCEPT  * if * * we were called with the HUSH_LEAVE key. 
     */

    quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
		!(Wizard(thing) && Dark(thing))))) || (hush & HUSH_LEAVE);
    oattr = quiet ? 0 : A_OLEAVE;
    aattr = quiet ? 0 : A_ALEAVE;
    pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_LEAVE;
    did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);

    /*
     * Do OXENTER for receiving room 
     */

    if ((dest != NOTHING) && !quiet)
	did_it(thing, dest, 0, NULL, A_OXENTER, NULL, 0, (char **) NULL,
	    0);

    /*
     * Display the 'has left' message if we meet any of the following * * 
     * 
     * *  * * criteria: * - Neither the current room nor the moving
     * object are  * *  * dark. * - The object can hear and is not a dark 
     * wizard. 
     */

    if (!quiet)
	if ((!Dark(thing) && !Dark(loc)) || (canhear && !(Wizard(thing) &&
		    Dark(thing)))) {
	    notify_except2(loc, thing, thing, cause,
		tprintf("%s has left.", Name(thing)));
	}
}

/*
 * ---------------------------------------------------------------------------
 * * process_enter_loc: Generate messages and actions resulting from entering
 * * a place.
 */

static void process_enter_loc(thing, src, cause, canhear, hush)
dbref thing, src, cause;
int canhear, hush;
{
    dbref loc;
    int quiet, pattr, oattr, aattr;

    loc = Location(thing);
    if ((loc == NOTHING) || (loc == src))
	return;

    show_vrml_url(thing, loc);

    /*
     * Run the ENTER attributes in the current room if we meet any of * * 
     * 
     * *  * * following criteria: * - The current room has wizard privs.
     * * - * * * Neither the current room nor the moving object are dark. 
     * * - The * *  * moving object can hear and does not hav wizard
     * privs. * EXCEPT  * if * * we were called with the HUSH_ENTER key. 
     */

    quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
		!(Wizard(thing) && Dark(thing))))) || (hush & HUSH_ENTER);
    oattr = quiet ? 0 : A_OENTER;
    aattr = quiet ? 0 : A_AENTER;
    pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_ENTER;
    did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);

    /*
     * Do OXLEAVE for sending room 
     */

    if ((src != NOTHING) && !quiet)
	did_it(thing, src, 0, NULL, A_OXLEAVE, NULL, 0, (char **) NULL, 0);

    /*
     * Display the 'has arrived' message if we meet all of the following
     * * * * * criteria: * - The moving object can hear. * - The object
     * is * * not * a dark wizard. 
     */

    if (!quiet && canhear && !(Dark(thing) && Wizard(thing))) {
	notify_except2(loc, thing, thing, cause, tprintf("%s has arrived.",
		Name(thing)));
    }
}

/*
 * ---------------------------------------------------------------------------
 * * move_object: Physically move an object from one place to another.
 * * Does not generate any messages or actions.
 */

void move_object(thing, dest)
dbref thing, dest;
{
    dbref src;

    /*
     * Remove from the source location 
     */

    src = Location(thing);
    if (src != NOTHING)
	s_Contents(src, remove_first(Contents(src), thing));

    /*
     * Special check for HOME 
     */

    if (dest == HOME)
	dest = Home(thing);

    /*
     * Add to destination location 
     */

    if (dest != NOTHING)
	s_Contents(dest, insert_first(Contents(dest), thing));
    else
	s_Next(thing, NOTHING);
    s_Location(thing, dest);

    /*
     * Look around and do the penny check 
     */

    look_in(thing, dest, (LK_SHOWEXIT | LK_OBEYTERSE));
    if (isPlayer(thing) && (mudconf.payfind > 0) &&
	(Pennies(thing) < mudconf.paylimit) && (!Controls(thing, dest)) &&
	((random() % mudconf.payfind) == 0)) {
	giveto(thing, 1);
	notify(thing, tprintf("You found a %s!", mudconf.one_coin));
    }
}

/*
 * ---------------------------------------------------------------------------
 * * send_dropto, process_sticky_dropto, process_dropped_dropto,
 * * process_sacrifice_dropto: Check for and process droptos.
 */

/*
 * send_dropto: Send an object through the dropto of a room 
 */

static void send_dropto(thing, player)
dbref thing, player;
{
    if (!Sticky(thing))
	move_via_generic(thing, Dropto(Location(thing)), player, 0);
    else
	move_via_generic(thing, HOME, player, 0);
    divest_object(thing);

}

/*
 * process_sticky_dropto: Call when an object leaves the room to see if
 * * we should empty the room
 */

static void process_sticky_dropto(loc, player)
dbref loc, player;
{
    dbref dropto, thing, next;

    /*
     * Do nothing if checking anything but a sticky room 
     */

    if (!Good_obj(loc) || !Has_dropto(loc) || !Sticky(loc))
	return;

    /*
     * Make sure dropto loc is valid 
     */

    dropto = Dropto(loc);
    if ((dropto == NOTHING) || (dropto == loc))
	return;

    /*
     * Make sure no players hanging out 
     */

    DOLIST(thing, Contents(loc)) {
	if (Dropper(thing))
	    return;
    }

    /*
     * Send everything through the dropto 
     */

    s_Contents(loc, reverse_list(Contents(loc)));
    SAFE_DOLIST(thing, next, Contents(loc)) {
	send_dropto(thing, player);
    }
}

/*
 * process_dropped_dropto: Check what to do when someone drops an object. 
 */

static void process_dropped_dropto(thing, player)
dbref thing, player;
{
    dbref loc;

    /*
     * If STICKY, send home 
     */

    if (Sticky(thing)) {
	move_via_generic(thing, HOME, player, 0);
	divest_object(thing);
	return;
    }
    /*
     * Process the dropto if location is a room and is not STICKY 
     */

    loc = Location(thing);
    if (Has_dropto(loc) && (Dropto(loc) != NOTHING) && !Sticky(loc))
	send_dropto(thing, player);
}

/*
 * ---------------------------------------------------------------------------
 * * move_via_generic: Generic move routine, generates standard messages and
 * * actions.
 */

void move_via_generic(thing, dest, cause, hush)
dbref thing, dest, cause;
int hush;
{
    dbref src;
    int canhear;

    if (dest == HOME)
	dest = Home(thing);
    src = Location(thing);
    canhear = Hearer(thing);
    process_leave_loc(thing, dest, cause, canhear, hush);
    move_object(thing, dest);
    did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
	(char **) NULL, 0);
    process_enter_loc(thing, src, cause, canhear, hush);
}

/*
 * ---------------------------------------------------------------------------
 * * move_via_exit: Exit move routine, generic + exit messages + dropto check.
 */

void move_via_exit(thing, dest, cause, exit, hush)
dbref thing, dest, cause, exit;
int hush;
{
    dbref src;
    int canhear, darkwiz, quiet, pattr, oattr, aattr;

    if (dest == HOME)
	dest = Home(thing);
    src = Location(thing);
    canhear = Hearer(thing);

    /*
     * Dark wizards don't trigger OSUCC/ASUCC 
     */

    darkwiz = (Wizard(thing) && Dark(thing));
    quiet = darkwiz || (hush & HUSH_EXIT);

    oattr = quiet ? 0 : A_OSUCC;
    aattr = quiet ? 0 : A_ASUCC;
    pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_SUCC;
    did_it(thing, exit, pattr, NULL, oattr, NULL, aattr, (char **) NULL,
	0);
    process_leave_loc(thing, dest, cause, canhear, hush);
    move_object(thing, dest);

    /*
     * Dark wizards don't trigger ODROP/ADROP 
     */

    oattr = quiet ? 0 : A_ODROP;
    aattr = quiet ? 0 : A_ADROP;
    pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_DROP;
    did_it(thing, exit, pattr, NULL, oattr, NULL, aattr, (char **) NULL,
	0);

    did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
	(char **) NULL, 0);
    process_enter_loc(thing, src, cause, canhear, hush);
    process_sticky_dropto(src, thing);
}

/*
 * ---------------------------------------------------------------------------
 * * move_via_teleport: Teleport move routine, generic + teleport messages +
 * * divestiture + dropto check.
 */

int move_via_teleport(thing, dest, cause, hush)
dbref thing, dest, cause;
int hush;
{
    dbref src, curr;
    int canhear, count;
    char *failmsg;

    src = Location(thing);
    if ((dest != HOME) && Good_obj(src)) {
	curr = src;
	for (count = mudconf.ntfy_nest_lim; count > 0; count--) {
	    if (!could_doit(thing, curr, A_LTELOUT)) {
		if ((thing == cause) || (cause == NOTHING))
		    failmsg = (char *)
			"You can't teleport out!";
		else {
		    failmsg = (char *)
			"You can't be teleported out!";
		    notify_quiet(cause, "You can't teleport that out!");
		}
		did_it(thing, src, A_TOFAIL, failmsg, A_OTOFAIL, NULL,
		    A_ATOFAIL, (char **) NULL, 0);
		return 0;
	    }
	    if (isRoom(curr))
		break;
	    curr = Location(curr);
	}
    }
    if (dest == HOME)
	dest = Home(thing);
    canhear = Hearer(thing);
    if (!(hush & HUSH_LEAVE))
	did_it(thing, thing, 0, NULL, A_OXTPORT, NULL, 0, (char **) NULL,
	    0);
    process_leave_loc(thing, dest, NOTHING, canhear, hush);
    move_object(thing, dest);
    if (!(hush & HUSH_ENTER))
	did_it(thing, thing, A_TPORT, NULL, A_OTPORT, NULL, A_ATPORT,
	    (char **) NULL, 0);
    did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
	(char **) NULL, 0);
    process_enter_loc(thing, src, NOTHING, canhear, hush);
    divest_object(thing);
    process_sticky_dropto(src, thing);
    return 1;
}

/*
 * ---------------------------------------------------------------------------
 * * move_exit: Try to move a player through an exit.
 */

void move_exit(player, exit, divest, failmsg, hush)
dbref player, exit;
int divest, hush;
const char *failmsg;
{
    dbref loc;
    int oattr, aattr;

    loc = Location(exit);
    if (loc == HOME)
	loc = Home(player);
    if (Good_obj(loc) && could_doit(player, exit, A_LOCK)) {
	switch (Typeof(loc)) {
	case TYPE_ROOM:
	    move_via_exit(player, loc, NOTHING, exit, hush);
	    if (divest)
		divest_object(player);
	    break;
	case TYPE_PLAYER:
	case TYPE_THING:
	    if (Going(loc)) {
		notify(player, "You can't go that way.");
		return;
	    }
	    move_via_exit(player, loc, NOTHING, exit, hush);
	    divest_object(player);
	    break;
	case TYPE_EXIT:
	    notify(player, "You can't go that way.");
	    return;
	}
    } else {
	if ((Wizard(player) && Dark(player)) || (hush & HUSH_EXIT)) {
	    oattr = 0;
	    aattr = 0;
	} else {
	    oattr = A_OFAIL;
	    aattr = A_AFAIL;
	}
	did_it(player, exit, A_FAIL, failmsg, oattr, NULL, aattr,
	    (char **) NULL, 0);
    }
}


/*
 * ---------------------------------------------------------------------------
 * * do_move: Move from one place to another via exits or 'home'.
 */

void do_move(player, cause, key, direction)
dbref player, cause;
int key;
char *direction;
{
    dbref exit, loc;
    int i, quiet;

    if (!string_compare(direction, "home")) {	/*
						 * go home w/o stuff 
						 */
	if ((Fixed(player) || Fixed(Owner(player))) && !(WizRoy(player))) {
	    notify(player, mudconf.fixed_home_msg);
	    return;
	}

	if ((loc = Location(player)) != NOTHING && !Dark(player) &&
	    !Dark(loc)) {

	    /*
	     * tell all 
	     */

	    notify_except(loc, player, player, tprintf("%s goes home.",
		    Name(player)));
	}
	/*
	 * give the player the messages 
	 */

	for (i = 0; i < 3; i++)
	    notify(player, "There's no place like home...");
	move_via_generic(player, HOME, NOTHING, 0);
	divest_object(player);
	process_sticky_dropto(loc, player);
	return;
    }
    /*
     * find the exit 
     */

    init_match_check_keys(player, direction, TYPE_EXIT);
    match_exit();
    exit = match_result();
    switch (exit) {
    case NOTHING:		/*
				 * try to force the object 
				 */
	notify(player, "You can't go that way.");
	break;
    case AMBIGUOUS:
	notify(player, "I don't know which way you mean!");
	break;
    default:
	quiet = 0;
	if ((key & MOVE_QUIET) && Controls(player, exit))
	    quiet = HUSH_EXIT;
	move_exit(player, exit, 0, "You can't go that way.", quiet);
    }
}

/*
 * ---------------------------------------------------------------------------
 * * do_get: Get an object.
 */

void do_get(player, cause, key, what)
dbref player, cause;
int key;
char *what;
{
    dbref thing, playerloc, thingloc;
    char *failmsg;
    int oattr, aattr, quiet;

    playerloc = Location(player);
    if (!Good_obj(playerloc))
	return;

    /*
     * You can only pick up things in rooms and ENTER_OK objects/players 
     */

    if (!isRoom(playerloc) && !Enter_ok(playerloc) &&
	!controls(player, playerloc)) {
	notify(player, "Permission denied.");
	return;
    }
    /*
     * Look for the thing locally 
     */

    init_match_check_keys(player, what, TYPE_THING);
    match_neighbor();
    match_exit();
    if (Long_Fingers(player))
	match_absolute();	/*
				 * long fingers 
				 */
    thing = match_result();

    /*
     * Look for the thing in other people's inventories 
     */

    if (!Good_obj(thing))
	thing =
	    match_status(player, match_possessed(player, player, what,
		thing, 1));
    if (!Good_obj(thing))
	return;

    /*
     * If we found it, get it 
     */

    quiet = 0;
    switch (Typeof(thing)) {
    case TYPE_PLAYER:
    case TYPE_THING:
	/*
	 * You can't take what you already have 
	 */

	thingloc = Location(thing);
	if (thingloc == player) {
	    notify(player, "You already have that!");
	    break;
	}
	if ((key & GET_QUIET) && Controls(player, thing))
	    quiet = 1;

	if (thing == player) {
	    notify(player, "You cannot get yourself!");
	} else if (could_doit(player, thing, A_LOCK)) {
	    if (thingloc != Location(player)) {
		notify(thingloc, tprintf("%s was taken from you.",
			Name(thing)));
	    }
	    move_via_generic(thing, player, player, 0);
	    notify(thing, "Taken.");
	    oattr = quiet ? 0 : A_OSUCC;
	    aattr = quiet ? 0 : A_ASUCC;
	    did_it(player, thing, A_SUCC, "Taken.", oattr, NULL, aattr,
		(char **) NULL, 0);
	} else {
	    oattr = quiet ? 0 : A_OFAIL;
	    aattr = quiet ? 0 : A_AFAIL;
	    if (thingloc != Location(player))
		failmsg = (char *) "You can't take that from there.";
	    else
		failmsg = (char *) "You can't pick that up.";
	    did_it(player, thing, A_FAIL, failmsg, oattr, NULL, aattr,
		(char **) NULL, 0);
	}
	break;
    case TYPE_EXIT:
	/*
	 * You can't take what you already have 
	 */

	thingloc = Exits(thing);
	if (thingloc == player) {
	    notify(player, "You already have that!");
	    break;
	}
	/*
	 * You must control either the exit or the location 
	 */

	playerloc = Location(player);
	if (!Controls(player, thing) && !Controls(player, playerloc)) {
	    notify(player, "Permission denied.");
	    break;
	}
	/*
	 * Do it 
	 */

	s_Exits(thingloc, remove_first(Exits(thingloc), thing));
	s_Exits(player, insert_first(Exits(player), thing));
	s_Exits(thing, player);
	if (!Quiet(player))
	    notify(player, "Exit taken.");
	break;
    default:
	notify(player, "You can't take that!");
	break;
    }
}

/*
 * ---------------------------------------------------------------------------
 * * do_drop: Drop an object.
 */

void do_drop(player, cause, key, name)
dbref player, cause;
int key;
char *name;
{
    dbref loc, exitloc, thing;
    char *buf, *bp;
    int quiet, oattr, aattr;

    loc = Location(player);
    if (!Good_obj(loc))
	return;

    init_match(player, name, TYPE_THING);
    match_possession();
    match_carried_exit();

    switch (thing = match_result()) {
    case NOTHING:
	notify(player, "You don't have that!");
	return;
    case AMBIGUOUS:
	notify(player, "I don't know which you mean!");
	return;
    }

    switch (Typeof(thing)) {
    case TYPE_THING:
    case TYPE_PLAYER:

	/*
	 * You have to be carrying it 
	 */

	if (((Location(thing) != player) && !Wizard(player)) ||
	    (!could_doit(player, thing, A_LDROP))) {
	    did_it(player, thing, A_DFAIL, "You can't drop that.",
		A_ODFAIL, NULL, A_ADFAIL, (char **) NULL, 0);
	    return;
	}
	/*
	 * Move it 
	 */

	move_via_generic(thing, Location(player), player, 0);
	notify(thing, "Dropped.");
	quiet = 0;
	if ((key & DROP_QUIET) && Controls(player, thing))
	    quiet = 1;
	bp = buf = alloc_lbuf("do_drop.did_it");
	safe_tprintf_str(buf, &bp, "dropped %s.", Name(thing));
	oattr = quiet ? 0 : A_ODROP;
	aattr = quiet ? 0 : A_ADROP;
	did_it(player, thing, A_DROP, "Dropped.", oattr, buf, aattr,
	    (char **) NULL, 0);
	free_lbuf(buf);

	/*
	 * Process droptos 
	 */

	process_dropped_dropto(thing, player);

	break;
    case TYPE_EXIT:

	/*
	 * You have to be carrying it 
	 */

	if ((Exits(thing) != player) && !Wizard(player)) {
	    notify(player, "You can't drop that.");
	    return;
	}
	if (!Controls(player, loc)) {
	    notify(player, "Permission denied.");
	    return;
	}
	/*
	 * Do it 
	 */

	exitloc = Exits(thing);
	s_Exits(exitloc, remove_first(Exits(exitloc), thing));
	s_Exits(loc, insert_first(Exits(loc), thing));
	s_Exits(thing, loc);

	if (!Quiet(player))
	    notify(player, "Exit dropped.");
	break;
    default:
	notify(player, "You can't drop that.");
    }

}

/*
 * ---------------------------------------------------------------------------
 * * do_enter, do_leave: The enter and leave commands.
 */

void do_enter_internal(player, thing, quiet)
dbref player, thing;
int quiet;
{
    dbref loc = Location(player);
    int oattr, aattr;

    if (!Enter_ok(thing) && !controls(player, thing)) {
	oattr = quiet ? 0 : A_OEFAIL;
	aattr = quiet ? 0 : A_AEFAIL;
	did_it(player, thing, A_EFAIL, "Permission denied.", oattr, NULL,
	    aattr, (char **) NULL, 0);
    } else if (player == thing) {
	notify(player, "You can't enter yourself!");
#ifdef ENTER_REQUIRES_LEAVESUCC
    } else if (could_doit(player, thing, A_LENTER) &&
	could_doit(player, loc, A_LLEAVE))
#else
    } else if (could_doit(player, thing, A_LENTER))
#endif
    {
	oattr = quiet ? HUSH_ENTER : 0;
	move_via_generic(player, thing, NOTHING, oattr);
	divest_object(player);
	process_sticky_dropto(loc, player);
    } else {
	oattr = quiet ? 0 : A_OEFAIL;
	aattr = quiet ? 0 : A_AEFAIL;
	did_it(player, thing, A_EFAIL, "You can't enter that.", oattr,
	    NULL, aattr, (char **) NULL, 0);
    }
}

void do_enter(player, cause, key, what)
dbref player, cause;
int key;
char *what;
{
    dbref thing;
    int quiet;

    init_match(player, what, TYPE_THING);
    match_neighbor();
    if (Long_Fingers(player))
	match_absolute();	/*
				 * the wizard has long fingers 
				 */

    if ((thing = noisy_match_result()) == NOTHING)
	return;

    switch (Typeof(thing)) {
    case TYPE_PLAYER:
    case TYPE_THING:
	quiet = 0;
	if ((key & MOVE_QUIET) && Controls(player, thing))
	    quiet = 1;
	do_enter_internal(player, thing, quiet);
	break;
    default:
	notify(player, "Permission denied.");
    }
    return;
}

void do_leave(player, cause, key)
dbref player, cause;
int key;
{
    dbref loc;
    int quiet, oattr, aattr;

    loc = Location(player);

    if (!Good_obj(loc) || isRoom(loc) || Going(loc)) {
	notify(player, "You can't leave.");
	return;
    }
    quiet = 0;
    if ((key & MOVE_QUIET) && Controls(player, loc))
	quiet = HUSH_LEAVE;
#ifdef LEAVE_REQUIRES_ENTERSUCC
    if (could_doit(player, loc, A_LLEAVE) &&
	could_doit(player, Location(loc), A_LENTER)) {
#else
    if (could_doit(player, loc, A_LLEAVE)) {
#endif
	move_via_generic(player, Location(loc), NOTHING, quiet);
    } else {
	oattr = quiet ? 0 : A_OLFAIL;
	aattr = quiet ? 0 : A_ALFAIL;
	did_it(player, loc, A_LFAIL, "You can't leave.", oattr, NULL,
	    aattr, (char **) NULL, 0);
    }
}