vw/doc/
vw/player/J/
/***************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
*  Chastain, Michael Quan, and Mitchell Tse.                              *
*                                                                         *
*  In order to use any part of this Merc Diku Mud, you must comply with   *
*  both the original Diku license in 'license.doc' as well the Merc       *
*  license in 'license.txt'.  In particular, you may not remove either of *
*  these copyright notices.                                               *
*                                                                         *
*  Much time and thought has gone into this software and you are          *
*  benefitting.  We hope that you share your changes too.  What goes      *
*  around, comes around.                                                  *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.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 ) );
int   count_imms  args( ( CHAR_DATA *ch ) );



void move_char( CHAR_DATA *ch, int door )
{
    CHAR_DATA *fch;
    CHAR_DATA *fch_next;
    ROOM_INDEX_DATA *in_room;
    ROOM_INDEX_DATA *to_room;
    EXIT_DATA *pexit;
    char buf  [MAX_INPUT_LENGTH];
    char poly [MAX_INPUT_LENGTH];
    char mount [MAX_INPUT_LENGTH];
    char leave [20];
    int revdoor;
    
    if ( door < 0 || door > 5 )
    {
	   bug( "Do_move: bad door %d.", door );
	   return;
    }
    
    in_room = ch->in_room;
    if ( ( pexit   = in_room->exit[door] ) == NULL
	   ||   ( to_room = pexit->to_room      ) == NULL )
    {
	   send_to_char( "Alas, you cannot go that way.\n\r", ch );
	   return;
    }
    
    if ( (ch->mount != NULL) &&
	   (IS_SET(ch->mounted, IS_RIDING)) &&
	   (ch->mount->position < POS_FIGHTING) )
    {
	   send_to_char( "Your mount is unable to move right now.\n\r", ch );
	   return;
    }
    
    if(IS_SET(pexit->exit_info, EX_CLOSED))
    {
	   if(!IS_AFFECTED(ch, AFF_PASS_DOOR))
	   {
		  act("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
		  return;
	   }
	   if(IS_SET(pexit->exit_info, EX_PASSPROOF))
	   {
		  act("You are unable to pass through the $d.", ch, NULL, pexit->keyword, TO_CHAR);
		  return;
	   }
    } 
    
    
    if ( IS_SET(pexit->exit_info, EX_CLOSED)
	   &&   !IS_AFFECTED(ch, AFF_PASS_DOOR)
	   &&   !IS_AFFECTED(ch, AFF_ETHEREAL)
	   &&   !IS_AFFECTED(ch, AFF_SHADOWPLANE) )
    {
	   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_NPC(ch) && ch->mount != NULL && IS_SET(ch->mounted,IS_MOUNT))
    {
	   send_to_char( "You better wait for instructions from your rider.\n\r", ch );
	   return;
    }
    
    if ( room_is_private( to_room ) && ch->level <= LEVEL_JUSTICAR )
    {
	   send_to_char( "That room is private right now.\n\r", ch );
	   return;
    }
    
    if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG)) &&
	   (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG)) &&
	   (IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) ||
	   get_eq_char(ch, WEAR_HOLD) != NULL) &&
	   (IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) ||
	   get_eq_char(ch, WEAR_WIELD) != NULL))
    {
	   send_to_char( "You need at least one free arm to drag yourself with.\n\r", ch );
	   return;
    }
    else if ( IS_BODY(ch,BROKEN_SPINE) &&
	   (IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) ||
	   get_eq_char(ch, WEAR_HOLD) != NULL) &&
	   (IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) ||
	   get_eq_char(ch, WEAR_WIELD) != NULL))
    {
	   send_to_char( "You need at least one free arm to drag yourself with.\n\r", ch );
	   return;
    }
    
    if ( !IS_NPC(ch) )
    {
	   int iClass;
	   int move;
	   
	   for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
	   {
		  if ( iClass != ch->class
			 &&   to_room->vnum == class_table[iClass].guild )
		  {
			 send_to_char( "You aren't allowed in there.\n\r", ch );
			 return;
		  }
	   }
	   
	   if ( IS_SET(ch->act, PLR_VAMPIRE)  
		  &&  IS_SET(to_room->room_flags, ROOM_SACRED) 
		  && ch->level <= LEVEL_JUSTICAR  ) 
	   {
		  send_to_char( "You cannot walk on sacred ground.\n\r", ch);
		  return;
	   }
	   
	   if( IS_AFFECTED(ch, AFF_SHADOWPLANE) 
		  && IS_SET(to_room->room_flags, ROOM_NO_SHADOWPLANE))
	   {
		  send_to_char( "That room has no shadows for you to slip into.\n\r",ch);
		  return;
	   }
        
        if (IS_AFFECTED(ch, AFF_ETHEREAL)
		  && IS_SET(to_room->room_flags, ROOM_NO_MIST))
        {
		  send_to_char ("You are too insubstantial to go that way.\n\r",ch);
		  return;
        }
        
	   if ( in_room->sector_type == SECT_AIR
		  ||   to_room->sector_type == SECT_AIR )
	   {
		  if ( !IS_AFFECTED(ch, AFF_FLYING) &&
			 (!IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_FLYING))
			 &&   !(ch->mount != NULL && IS_SET(ch->mounted,IS_RIDING) &&
			 IS_AFFECTED(ch->mount, AFF_FLYING) ) )
		  {
			 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 )
	   {
		  OBJ_DATA *obj;
		  bool found;
		  
		  /*
		  * Look for a boat.
		  */
		  found = FALSE;
		  if ( !IS_NPC(ch) && IS_SET(ch->act,PLR_VAMPIRE) )
		  {
			 if ( IS_VAMPAFF(ch, VAM_FLYING) )
				found = TRUE;
			 else if ( IS_POLYAFF(ch, POLY_SERPENT) )
				found = TRUE;
			 else if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) )
				found = TRUE;
			 else if (ch->mount != NULL && IS_SET(ch->mounted, IS_RIDING) &&
				IS_AFFECTED(ch->mount, AFF_FLYING))
				found = TRUE;
			 else
			 {
				send_to_char( "You are unable to cross running water.\n\r", ch );
				return;
			 }
		  }
		  if ( IS_AFFECTED(ch, AFF_FLYING) )
			 found = TRUE;
		  if ( !found )
		  {
			 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)]
		  ;
	   
	   if (IS_HERO(ch)) move = 0;
	   
	   if ( ch->move < move || ch->move <= 0 )
	   {
		  send_to_char( "You are too exhausted.\n\r", ch );
		  return;
	   }
	   
	   WAIT_STATE( ch, 1 );
	   ch->move -= move;
	 }
	 
	 /* Check for mount message - KaVir */
	 if ( ch->mount != NULL && ch->mounted == IS_RIDING )
	 {
		if (IS_NPC(ch->mount))
		    snprintf(mount, MAX_INPUT_LENGTH, " on %s.",ch->mount->short_descr);
		else
		    snprintf(mount, MAX_INPUT_LENGTH, " on %s.",ch->mount->name);
	 }
	 else
		snprintf(mount, MAX_INPUT_LENGTH, ".");
	 
	 if ( IS_HEAD(ch,LOST_HEAD) )
		snprintf(leave, 20, "rolls");
	 else if ( IS_BODY(ch,BROKEN_SPINE) )
		snprintf(leave, 20, "drags $mself");
	 else if ( IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG) )
		snprintf(leave, 20, "drags $mself");
	 else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
		(IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) )
		snprintf(leave, 20, "crawls");
	 else if ( ch->hit < (ch->max_hit/4) )
		snprintf(leave, 20, "crawls");
	 else if ( (IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) &&
		(!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) && 
		!IS_LEG_L(ch,LOST_FOOT)) )
		snprintf(leave, 20, "hops");
	 else if ( (IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
		(!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) &&
		!IS_LEG_R(ch,LOST_FOOT)) )
		snprintf(leave, 20, "hops");
	 else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
		(!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) &&
		!IS_LEG_R(ch,LOST_FOOT)) )
		snprintf(leave, 20, "limps");
	 else if ( (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_FOOT)) &&
		(!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) &&
		!IS_LEG_L(ch,LOST_FOOT)) )
		snprintf(leave, 20, "limps");
	 else if ( ch->hit < (ch->max_hit/3) )
		snprintf(leave, 20, "limps");
	 else if ( ch->hit < (ch->max_hit/2) )
		snprintf(leave, 20, "staggers");
	 else
		snprintf(leave, 20, "walks");
	 
	 if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
		&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ))
	 {
		if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
		    IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
		    (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
		    snprintf(poly, MAX_INPUT_LENGTH, "%s flies $T%s",ch->morph,mount);
		else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
		    snprintf(poly, MAX_INPUT_LENGTH, "%s rides $T%s",ch->morph,mount);
		else
		    snprintf(poly, MAX_INPUT_LENGTH, "%s %s $T%s",ch->morph,leave,mount);
		act( poly, ch, NULL, dir_name[door], TO_ROOM );
	 }
	 else if ( !IS_AFFECTED(ch, AFF_SNEAK)
		&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
	 {
		if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
		    IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
		    (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
		    snprintf(poly, MAX_INPUT_LENGTH, "$n flies $T%s",mount);
		else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
		    snprintf(poly, MAX_INPUT_LENGTH, "$n rides $T%s",mount);
		else
		    snprintf(poly, MAX_INPUT_LENGTH, "$n %s $T%s",leave,mount);
		act( poly, ch, NULL, dir_name[door], TO_ROOM );
	 }
	 
	 char_from_room( ch );
	 char_to_room( ch, to_room );
	 if      ( door == 0 ) {revdoor = 2;snprintf(buf, MAX_INPUT_LENGTH, "the south");}
	 else if ( door == 1 ) {revdoor = 3;snprintf(buf, MAX_INPUT_LENGTH, "the west");}
	 else if ( door == 2 ) {revdoor = 0;snprintf(buf, MAX_INPUT_LENGTH, "the north");}
	 else if ( door == 3 ) {revdoor = 1;snprintf(buf, MAX_INPUT_LENGTH, "the east");}
	 else if ( door == 4 ) {revdoor = 5;snprintf(buf, MAX_INPUT_LENGTH, "below");}
	 else                  {revdoor = 4;snprintf(buf, MAX_INPUT_LENGTH, "above");}
	 
	 if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
		&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ))
	 {
		if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
		    IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
		    (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
		    snprintf(poly, MAX_INPUT_LENGTH, "%s flies in from %s%s",ch->morph,buf,mount);
		else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
		    snprintf(poly, MAX_INPUT_LENGTH, "%s rides in from %s%s",ch->morph,buf,mount);
		else
		    snprintf(poly, MAX_INPUT_LENGTH, "%s %s in from %s%s",ch->morph,leave,buf,mount);
		act( poly, ch, NULL, NULL, TO_ROOM );
	 }
	 else if ( !IS_AFFECTED(ch, AFF_SNEAK)
		&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
	 {
		if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
		    IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
		    (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
		    snprintf( poly,  MAX_INPUT_LENGTH, "$n flies in from %s%s",buf,mount);
		else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
		    snprintf(poly, MAX_INPUT_LENGTH, "$n rides in from %s%s",buf,mount);
		else
		    snprintf( poly,  MAX_INPUT_LENGTH, "$n %s in from %s%s",leave,buf,mount);
		act( poly, ch, NULL, NULL, TO_ROOM );
	 }
	 
	 
	 do_look( ch, "auto" );
	 
	 if(!IS_NPC(ch) && IS_AFFECTED(ch, AFF_TRACKING))
	 {
		if(ch->pcdata->hunting != NULL)
		    do_hunt( ch, ch->pcdata->hunting);
	 }
	 
	 if( (ch->in_room->bomb > 0) && !IS_NPC(ch))
	 {
		int bombsave;
		int bombpercent;
		bombpercent = 0;
		bombsave = 0;
		bombsave = (ch->spl[0] + ch->spl[1] + ch->spl[2] +
		    ch->spl[3] + ch->spl[4]) / 50;
		
		bombpercent = number_range(0,100);
		
		/* BOMBS added by the MAD MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT ... hehe Joker ;> */
		if( ch->in_room->bomb > 0 && bombpercent > bombsave)
		{
		    char bombinfo[MAX_INPUT_LENGTH];
		    int bombdam;
		    int temparmour;
		    temparmour = 0;
		    bombdam = 0;	
		    
		    if(ch->level >= LEVEL_ORACLE)
		    {
			   snprintf(bombinfo, MAX_INPUT_LENGTH, "There is a nice little bomb in this room, Mr God type person!\n\r");
			   ADD_COLOUR(ch, bombinfo, L_CYAN, MAX_INPUT_LENGTH);
			   send_to_char( bombinfo ,ch);
		    }
		    
		    temparmour = GET_AC(ch);
		    
		    if((ch->in_room->bomb >= ((ch->hit + 10) - temparmour)) && (ch->level > 2) && (ch->level < LEVEL_SEER))
		    {
			   ch->hit = -10;
			   ch->in_room->bomb = 0;
			   snprintf(bombinfo, MAX_INPUT_LENGTH, "The MAD MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT has just struck!!\n\r"); 
			   ADD_COLOUR(ch, bombinfo, L_RED, MAX_INPUT_LENGTH);
			   send_to_char( bombinfo, ch);
			   act("There is a HUGE explosion", ch, NULL, NULL, TO_ROOM);
			   update_pos( ch );
		    }
		    else if ((ch->level >2) && (ch->level < LEVEL_SEER))
		    {
			   bombdam = ch->in_room->bomb + temparmour;
			   if(bombdam <= 0)
			   {
				  send_to_char("Your armour saves you.\n\r",ch);
				  bombdam = 0;
			   }
			   ch->hit = ch->hit - bombdam;
			   ch->in_room->bomb = 0;
			   snprintf(bombinfo,  MAX_INPUT_LENGTH, "The MAD MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT has just struck!!\n\r"); 
			   ADD_COLOUR(ch, bombinfo, L_RED, MAX_INPUT_LENGTH);
			   send_to_char( bombinfo, ch);
			   act("There is a HUGE explosion\n\r", ch, NULL, NULL, TO_ROOM);
			   update_pos( ch );
		    }
		}
	 }
	 
	 /* Joker - end of Bomb bits */
	 
	 for ( fch = in_room->people; fch != NULL; fch = fch_next )
	 {
		fch_next = fch->next_in_room;
		if ( fch->mount == ch && IS_SET(fch->mounted,IS_MOUNT) )
		{
		    act( "$N digs $S heels into you.", fch, NULL, ch, TO_CHAR );
		    char_from_room(fch);
		    char_to_room(fch,get_room_index(ch->in_room->vnum));
		    /*
		    move_char( fch, door );
		    */
		}
		
		if ( fch->master == ch && fch->position == POS_STANDING )
		{
		    /*  act( "You follow $N.", fch, NULL, ch, TO_CHAR ); */
		    if( in_room != to_room)
		    {
			   act( "You follow $N.", fch, NULL, ch, TO_CHAR );
			   move_char( fch, door );
		    } 
		}
	 }
	 room_text(ch,">ENTER<");
	 return;
}



void do_north( CHAR_DATA *ch, char *argument )
{
    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
    move_char( ch, DIR_NORTH );
    return;
}



void do_east( CHAR_DATA *ch, char *argument )
{
    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
    move_char( ch, DIR_EAST );
    return;
}



void do_south( CHAR_DATA *ch, char *argument )
{
    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
    move_char( ch, DIR_SOUTH );
    return;
}



void do_west( CHAR_DATA *ch, char *argument )
{
    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
    move_char( ch, DIR_WEST );
    return;
}



void do_up( CHAR_DATA *ch, char *argument )
{
    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
    move_char( ch, DIR_UP );
    return;
}



void do_down( CHAR_DATA *ch, char *argument )
{
    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
    move_char( ch, DIR_DOWN );
    return;
}



int find_door( CHAR_DATA *ch, char *arg )
{
    EXIT_DATA *pexit;
    int door;
    
    if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
    else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east"  ) ) door = 1;
    else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
    else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west"  ) ) door = 3;
    else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up"    ) ) door = 4;
    else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down"  ) ) door = 5;
    else
    {
	   for ( door = 0; door <= 5; door++ )
	   {
		  if ( ( pexit = ch->in_room->exit[door] ) != NULL
			 &&   IS_SET(pexit->exit_info, EX_ISDOOR)
			 &&   pexit->keyword != NULL
			 &&   is_name( arg, pexit->keyword ) )
			 return door;
	   }
	   act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
	   return -1;
    }
    
    if ( ( pexit = ch->in_room->exit[door] ) == NULL )
    {
	   act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
	   return -1;
    }
    
    if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
    {
	   send_to_char( "You can't do that.\n\r", ch );
	   return -1;
    }
    
    return door;
}

/* Designed for the portal spell, but can also have other uses...KaVir
* V0 = Where the portal will take you.
* V1 = Number of uses (0 is infinate).
* V2 = if 2, cannot be entered.
* V3 = The room the portal is currently in.
*/
void do_enter( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *pRoomIndex;
    ROOM_INDEX_DATA *location;
    char arg[MAX_INPUT_LENGTH];
    char poly [MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *portal;
    OBJ_DATA *portal_next;
    CHAR_DATA *mount;
    bool found;
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Enter what?\n\r", ch );
	   return;
    }
    
    obj = get_obj_list( ch, arg, ch->in_room->contents );
    if ( obj == NULL )
    {
	   act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
	   return;
    }
    if ( obj->item_type != ITEM_PORTAL )
    {
	   act( "You cannot enter that.", ch, NULL, arg, TO_CHAR );
	   return;
    }
    
    if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
	   !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
    {
	   send_to_char( "You are too insubstantual.\n\r", ch );
	   return;
    }
    else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
	   IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
    {
	   send_to_char( "It is too insubstantual.\n\r", ch );
	   return;
    }
    
    if ( obj->value[2] == 2 || obj->value[2] == 3 )
    {
	   act( "It seems to be closed.", ch, NULL, arg, TO_CHAR );
	   return;
    }
    
    pRoomIndex = get_room_index(obj->value[0]);
    location = get_room_index(ch->in_room->vnum);
    
    if ( pRoomIndex == NULL )
    {
	   act( "You are unable to enter.", ch, NULL, arg, TO_CHAR );
	   return;
    }
    
    act( "You step into $p.",  ch, obj, NULL, TO_CHAR );
    if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
	   snprintf(poly, MAX_INPUT_LENGTH, "%s steps into $p.",ch->morph);
    else
	   snprintf(poly, MAX_INPUT_LENGTH, "$n steps into $p.");
    act( poly,  ch, obj, NULL, TO_ROOM );
    char_from_room(ch);
    char_to_room(ch,pRoomIndex);
    if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
	   snprintf(poly, MAX_INPUT_LENGTH, "%s steps out of $p.",ch->morph);
    else
	   snprintf(poly, MAX_INPUT_LENGTH, "$n steps out of $p.");
    act( poly,  ch, obj, NULL, TO_ROOM );
    char_from_room(ch);
    char_to_room(ch,location);
    /* Leave this out for now, as it doesn't seem to work properly. KaVir
    if ((obj->value[2] == 1) && (CAN_WEAR(obj,ITEM_TAKE)))
    {
    obj->value[2] = 2;
    REMOVE_BIT(obj->wear_flags, ITEM_TAKE);
    }
    */
    if (obj->value[1] != 0)
    {
	   obj->value[1] = obj->value[1] - 1;
	   if (obj->value[1] < 1)
	   {
		  act( "$p vanishes.",  ch, obj, NULL, TO_CHAR );
		  act( "$p vanishes.",  ch, obj, NULL, TO_ROOM );
		  extract_obj(obj);
	   }
    }
    char_from_room(ch);
    char_to_room(ch,pRoomIndex);
    found = FALSE;
    for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
    {
	   portal_next = portal->next_content;
	   if ( ( obj->value[0] == portal->value[3]  )
		  && (obj->value[3] == portal->value[0]) )
	   {
		  found = TRUE;
		  /* Leave this out for now, as it doesn't seem to work properly. KaVir
		  if ((portal->value[2] == 2) && (!CAN_WEAR(obj,ITEM_TAKE)))
		  {
		  portal->value[2] = 1;
		  SET_BIT(obj->wear_flags, ITEM_TAKE);
		  }
		  */
		  if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
			 !IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
		  {
			 REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
			 break;
		  }
		  else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
			 IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
		  {
			 SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
			 break;
		  }
		  if (portal->value[1] != 0)
		  {
			 portal->value[1] = portal->value[1] - 1;
			 if (portal->value[1] < 1)
			 {
				act( "$p vanishes.",  ch, portal, NULL, TO_CHAR );
				act( "$p vanishes.",  ch, portal, NULL, TO_ROOM );
				extract_obj(portal);
			 }
		  }
	   }
    }
    do_look(ch,"auto");
    if ( ( mount = ch->mount ) == NULL ) return;
    char_from_room( mount );
    char_to_room( mount, get_room_index(ch->in_room->vnum) );
    return;
}


void do_open( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    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->to_room               ) != NULL
		  &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
		  &&   pexit_rev->to_room == ch->in_room )
	   {
		  CHAR_DATA *rch;
		  
		  REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
		  for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
			 act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
	   }
    }
    
    return;
}



void do_close( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    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->to_room               ) != NULL
		  &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
		  &&   pexit_rev->to_room == ch->in_room )
	   {
		  CHAR_DATA *rch;
		  
		  SET_BIT( pexit_rev->exit_info, EX_CLOSED );
		  for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
			 act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
	   }
    }
    
    return;
}



bool has_key( CHAR_DATA *ch, int key )
{
    OBJ_DATA *obj;
    
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
    {
	   if ( obj->pIndexData->vnum == key )
		  return TRUE;
    }
    
    return FALSE;
}



void do_lock( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    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->to_room               ) != NULL
		  &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
		  &&   pexit_rev->to_room == ch->in_room )
	   {
		  SET_BIT( pexit_rev->exit_info, EX_LOCKED );
	   }
    }
    
    return;
}



void do_unlock( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int door;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    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->to_room               ) != NULL
		  &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
		  &&   pexit_rev->to_room == ch->in_room )
	   {
		  REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
	   }
    }
    
    return;
}



void do_pick( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *gch;
    OBJ_DATA *obj;
    int door;
    
    one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    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);
	   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 );
	   act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
	   return;
    }
    
    if ( ( door = find_door( ch, arg ) ) >= 0 )
    {
	   /* 'pick door' */
	   ROOM_INDEX_DATA *to_room;
	   EXIT_DATA *pexit;
	   EXIT_DATA *pexit_rev;
	   
	   pexit = ch->in_room->exit[door];
	   if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
	   { send_to_char( "It's not closed.\n\r",        ch ); return; }
	   if ( pexit->key < 0 )
	   { 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) )
	   { 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 );
	   
	   /* pick the other side */
	   if ( ( to_room   = pexit->to_room               ) != NULL
		  &&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
		  &&   pexit_rev->to_room == ch->in_room )
	   {
		  REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
	   }
    }
    
    return;
}




void do_stand( CHAR_DATA *ch, char *argument )
{
    switch ( ch->position )
    {
    case POS_SLEEPING:
	   if ( IS_AFFECTED(ch, AFF_SLEEP) )
	   { send_to_char( "You can't wake up!\n\r", ch ); return; }
	   
	   send_to_char( "You wake and stand up.\n\r", ch );
	   act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
	   ch->position = POS_STANDING;
	   break;
	   
    case POS_RESTING:
	   send_to_char( "You stand up.\n\r", ch );
	   act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
	   ch->position = POS_STANDING;
	   break;
	   
    case POS_STANDING:
	   send_to_char( "You are already standing.\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 )
{
    switch ( ch->position )
    {
    case POS_SLEEPING:
	   send_to_char( "You are already sleeping.\n\r", ch );
	   break;
	   
    case POS_RESTING:
	   send_to_char( "You are already resting.\n\r", ch );
	   break;
	   
    case POS_STANDING:
	   send_to_char( "You rest.\n\r", ch );
	   act( "$n rests.", ch, NULL, NULL, TO_ROOM );
	   ch->position = POS_RESTING;
	   break;
	   
    case POS_FIGHTING:
	   send_to_char( "You are already fighting!\n\r", ch );
	   break;
    }
    
    return;
}



void do_sleep( CHAR_DATA *ch, char *argument )
{
    switch ( ch->position )
    {
    case POS_SLEEPING:
	   send_to_char( "You are already sleeping.\n\r", ch );
	   break;
	   
    case POS_RESTING:
    case POS_STANDING: 
	   send_to_char( "You sleep.\n\r", ch );
	   act( "$n sleeps.", ch, NULL, 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, MAX_INPUT_LENGTH );
    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; }
    
    if (victim->position < 4)
    { act( "$E doesn't respond!",   ch, NULL, victim, TO_CHAR );  return; }
    
    act( "You wake $M.", ch, NULL, victim, TO_CHAR );
    act( "$n wakes you.", ch, NULL, victim, TO_VICT );
    victim->position = POS_STANDING;
    return;
}



void do_sneak( CHAR_DATA *ch, char *argument )
{
    AFFECT_DATA af;
    
    send_to_char( "You attempt to move silently.\n\r", ch );
    affect_strip( ch, gsn_sneak );
    
    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] )
    {
	   af.type      = gsn_sneak;
	   af.duration  = ch->level;
	   af.location  = APPLY_NONE;
	   af.modifier  = 0;
	   af.bitvector = AFF_SNEAK;
	   affect_to_char( ch, &af );
    }
    
    return;
}



void do_hide( CHAR_DATA *ch, char *argument )
{
    send_to_char( "You attempt to hide.\n\r", ch );
    
    if ( IS_AFFECTED(ch, AFF_HIDE) )
	   REMOVE_BIT(ch->affected_by, AFF_HIDE);
    
    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
	   SET_BIT(ch->affected_by, AFF_HIDE);
    
    return;
}



/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA *ch, char *argument )
{
    affect_strip ( ch, gsn_invis       );
    affect_strip ( ch, gsn_mass_invis        );
    affect_strip ( ch, gsn_sneak       );
    REMOVE_BIT   ( ch->affected_by, AFF_HIDE    );
    REMOVE_BIT   ( ch->affected_by, AFF_INVISIBLE  );
    REMOVE_BIT   ( ch->affected_by, AFF_SNEAK      );
    send_to_char( "Ok.\n\r", ch );
    return;
}



void do_recall( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *mount;
    ROOM_INDEX_DATA *location;
    
    if IS_NPC(ch) return;
    
    act( "$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM );
    act( "Your body flickers with green energy.", ch, NULL, NULL, TO_CHAR );
    
    if ( ( location = get_room_index( ch->home ) ) == 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( "You are unable to recall.\n\r", ch );
	   return;
    }
    
    if ( ( victim = ch->fighting ) != NULL )
    {
	   if ( number_bits( 1 ) == 0 )
	   {
		  WAIT_STATE( ch, 4 );
		  snprintf( buf,  MAX_STRING_LENGTH, "You failed!\n\r" );
		  send_to_char( buf, ch );
		  return;
	   }
	   snprintf( buf, MAX_STRING_LENGTH, "You recall from combat!\n\r");
	   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 ( ( mount = ch->mount ) == NULL ) return;
    char_from_room( mount );
    char_to_room( mount, get_room_index(ch->in_room->vnum) );
    return;
}

void do_home( CHAR_DATA *ch, char *argument )
{
    char arg [MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( IS_NPC(ch) ) return;
    
    if ( arg[0] == '\0' || str_cmp(arg,"here") )
    {
	   send_to_char( "If you wish this to be your room, you must type 'home here'.\n\r", ch );
	   return;
    }
    
    if ( ch->in_room->vnum == ch->home )
    {
	   send_to_char( "But this is already your home!\n\r", ch );
	   return;
    }
    
    if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
	   IS_SET(ch->in_room->room_flags, ROOM_SAFE) ||
	   IS_SET(ch->in_room->room_flags, ROOM_NO_HOME) ||
	   ch->in_room->area_number == 111   ||
	   ch->in_room->area_number == 112   ||
	   ch->in_room->area_number == 113   ||
	   ch->in_room->area_number == 114)	 
    {
	   send_to_char( "You are unable to make this room your home.\n\r", ch );
	   return;
    }
    
    ch->home = ch->in_room->vnum;
    send_to_char( "This room is now your home.\n\r", ch );
    
    return;
}


void do_escape( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    ROOM_INDEX_DATA *location;
    
    if (IS_NPC(ch) || !IS_HERO(ch))
	   return;
    
    if ( ch->position >= POS_INCAP )
    {
	   send_to_char( "You can only do this if you are dying.\n\r", ch );
	   return;
    }
    
    if ( (ch->in_room!=NULL) && IS_SET(ch->in_room->room_flags, ROOM_NO_ESCAPE) )
    {
	   send_to_char( "You cannot escape from this room.\n\r", ch );
	   return;
    }
    
    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;
    
    ch->move = 0;
    ch->mana = 0;
    act( "$n fades out of existance.", ch, NULL, NULL, TO_ROOM );
    char_from_room( ch );
    char_to_room( ch, location );

    if ( ch->pcdata->condition[COND_THIRST] < 75 ) ch->pcdata->condition[COND_THIRST] = 75;
	if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");

    act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM );
    do_look( ch, "auto" );
    snprintf(buf, MAX_STRING_LENGTH, "%s has escaped defenceless from a fight.",ch->name);
    do_info(ch,buf);
    WAIT_STATE( ch, 24);
    
    return;
}


void do_train( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_STRING_LENGTH];
    char arg2[MAX_STRING_LENGTH];
    char buf[MAX_STRING_LENGTH];
    sh_int *pAbility;
    char *pOutput;
    int cost;
    int immcost;
    int primal;
    int increase=0;
    int tempcost=0;
    int tempmax=0;
    int amount=0;

    argument = one_argument( argument, arg1, MAX_STRING_LENGTH);
    argument = one_argument( argument, arg2, MAX_STRING_LENGTH);

    if ( IS_NPC(ch) )
	   return;
    
    if ( arg1[0] == '\0' )
    {
         snprintf( buf, MAX_STRING_LENGTH, "You have %ld experience points.\n\r", ch->exp );
	   send_to_char( buf, ch );
	  strncpy( arg1, "foo", MAX_STRING_LENGTH);
    }
    
    if (is_number(arg2))
    {
        amount = 0;
        amount = atoi(arg2);
        if(amount < 1 || amount > 100)
        {
             send_to_char("Please enter a value between 1 and 100.\n\r", ch);
             return;
        }
    }



    cost = 200;
    immcost = count_imms(ch);
    primal = (1+ch->practice)*500;
    increase = 1;
    
    if ( !str_cmp( arg1, "str" ) )
    {
	   pAbility    = &ch->pcdata->perm_str;
	   pOutput     = "strength";
    }
    
    else if ( !str_cmp( arg1, "int" ) )
    {
	   pAbility    = &ch->pcdata->perm_int;
	   pOutput     = "intelligence";
    }
    
    else if ( !str_cmp( arg1, "wis" ) )
    {
	   pAbility    = &ch->pcdata->perm_wis;
	   pOutput     = "wisdom";
    }
    
    else if ( !str_cmp( arg1, "dex" ) )
    {
	   pAbility    = &ch->pcdata->perm_dex;
	   pOutput     = "dexterity";
    }
    
    else if ( !str_cmp( arg1, "con" ) )
    {
	   pAbility    = &ch->pcdata->perm_con;
	   pOutput     = "constitution";
    }
    
    else if ( !str_cmp( arg1, "avatar") && ch->level == 2)
    {

        if(get_age(ch) < 20 )
        {
             send_to_char("It would be wiser and safer to wait until you are 20 years of age before training avatar.\n\r", ch);
             return;
        }


       cost = 0;
       if ( ch->race < 5)
       {
	       cost = 1000;
       }
	   pAbility    = &ch->level;
	   pOutput     = "level";
    }
    
    else if ( !str_cmp( arg1, "hp") && !str_cmp(arg2, "all") && ch->max_hit < 25000 && ch->max_hit > 0)
    {
	   cost        = (ch->max_hit - ch->pcdata->perm_con);
	   pAbility    = &ch->max_hit;
	   tempcost    = cost;
	   tempmax     = ch->max_hit;
	   
	   while( tempmax < 25000 && cost <= ch->exp )
	   {
		  
		  cost = tempcost + cost;
		  tempmax = tempmax + 1; 
		  tempcost = (tempmax - ch->pcdata->perm_con);
		  increase = increase+1;
	   }
	   if( cost > ch->exp && increase != 1)
	   {
		  cost = cost - (tempcost-1);
		  increase = increase - 1;
	   }
	   pOutput     = "hp";
    }
    
    else if ( !str_cmp( arg1, "hp") && ch->max_hit < 25000 && ch->max_hit > 0)
    {
    	   if( amount > 1)
	   {
		cost = amount*(ch->max_hit - ch->pcdata->perm_con) + amount*(amount-1)/2;
		increase = amount;
		pAbility = &ch->max_hit;
		pOutput = "hp";
         }
	   else
         {
             cost   = (ch->max_hit - ch->pcdata->perm_con);
	       pAbility = &ch->max_hit;
	       pOutput  = "hp";
         }


    } 
    
    else if ( !str_cmp( arg1, "mana") && !str_cmp( arg2, "all") && ch->max_mana < 25000 && ch->max_hit > 0)
    {
	   
	   cost        = (ch->max_mana - ch->pcdata->perm_wis);
	   pAbility    = &ch->max_mana;
	   tempcost    = cost;
	   tempmax     = ch->max_mana;
	   
	   while( tempmax < 25000 && cost <= ch->exp )
	   {
		  
		  cost = tempcost + cost;
		  tempmax = tempmax + 1; 
		  tempcost = (tempmax - ch->pcdata->perm_wis);
		  increase = increase+1;
	   }
	   if( cost > ch->exp && increase != 1)
	   {
		  cost = cost - (tempcost-1);
		  increase = increase - 1;
	   }
	   pOutput     = "mana";
    } 
    
    else if ( !str_cmp( arg1, "mana") && ch->max_mana < 25000 && ch->max_mana > 0 )
    {

           if( amount > 1)
           {
            cost = amount*(ch->max_mana - ch->pcdata->perm_wis) + amount*(amount-1)/2;
                increase = amount;
                pAbility = &ch->max_mana;
                pOutput = "mana";
         }
           else
         {

	   cost        = (ch->max_mana - ch->pcdata->perm_wis);
	   pAbility    = &ch->max_mana;
	   pOutput     = "mana";
         } 
    }
    
    else if ( !str_cmp( arg1, "move") && !str_cmp(arg2, "all") && ch->max_move < 25000 && ch->max_mana > 0 )
    {
	   
	   cost        = (ch->max_move - ch->pcdata->perm_con);
	   pAbility    = &ch->max_move;
	   tempcost    = cost;
	   tempmax     = ch->max_move;
	   
	   while( tempmax < 25000 && cost <= ch->exp )
	   {
		  
		  cost = tempcost + cost;
		  tempmax = tempmax + 1; 
		  tempcost = (tempmax - ch->pcdata->perm_con);
		  increase = increase+1;
	   }
	   if( cost > ch->exp && increase != 1)
	   {
		  cost = cost - (tempcost-1);
		  increase = increase - 1;
	   }
	   pOutput     = "move";
    }
    
    else if ( !str_cmp( arg1, "move") && ch->max_move < 25000 && ch->max_move > 0)
    {
	   if( amount > 1)
           {
            cost = amount*(ch->max_move - ch->pcdata->perm_con) + amount*(amount-1)/2;
                increase = amount;
                pAbility = &ch->max_move;
                pOutput = "move";
         }
           else
         {
           cost        = (ch->max_move - ch->pcdata->perm_con);
	   pAbility    = &ch->max_move;
	   pOutput     = "move";
         }
    }
    
    else if ( !str_cmp( arg1, "primal") && ch->practice < 100)
    {
	   cost        = primal;
	   pAbility    = &ch->practice;
	   pOutput     = "primal";
    }
    
    else if ( !str_cmp( arg1, "slash") && !IS_IMMUNE(ch,IMM_SLASH) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_SLASH);
	   send_to_char( "You are now more resistant to slashing and slicing weapons.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "stab") && !IS_IMMUNE(ch,IMM_STAB) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_STAB);
	   send_to_char( "You are now more resistant to stabbing and piercing weapons.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "smash") && !IS_IMMUNE(ch,IMM_SMASH) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_SMASH);
	   send_to_char( "You are now more resistant to blasting, pounding and crushing weapons.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "beast") && !IS_IMMUNE(ch,IMM_ANIMAL) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_ANIMAL);
	   send_to_char( "You are now more resistant to claw and bite attacks.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "grab") && !IS_IMMUNE(ch,IMM_MISC) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_MISC);
	   send_to_char( "You are now more resistant to grepping, sucking and whipping weapons.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "charm") && !IS_IMMUNE(ch,IMM_CHARM) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_CHARM);
	   send_to_char( "You are now immune to charm spells.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "heat") && !IS_IMMUNE(ch,IMM_HEAT) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_HEAT);
	   send_to_char( "You are now immune to heat and fire spells.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "cold") && !IS_IMMUNE(ch,IMM_COLD) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_COLD);
	   send_to_char( "You are now immune to cold spells.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "lightning") && !IS_IMMUNE(ch,IMM_LIGHTNING) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_LIGHTNING);
	   send_to_char( "You are now immune to lightning and electrical spells.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "acid") && !IS_IMMUNE(ch,IMM_ACID) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_ACID);
	   send_to_char( "You are now immune to acid spells.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "sleep") && !IS_IMMUNE(ch,IMM_SLEEP) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_SLEEP);
	   send_to_char( "You are now immune to the sleep spell.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "voodoo") && !IS_IMMUNE(ch,IMM_VOODOO) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_VOODOO);
	   send_to_char( "You are now immune to voodoo magic.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "drain") && !IS_IMMUNE(ch,IMM_DRAIN) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_DRAIN);
	   send_to_char( "You are now immune to energy drain.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "hurl") && !IS_IMMUNE(ch,IMM_HURL) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_HURL);
	   send_to_char( "You are now immune to being hurled.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "backstab") && !IS_IMMUNE(ch,IMM_BACKSTAB) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_BACKSTAB);
	   send_to_char( "You are now immune to being backstabbed.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "kick") && !IS_IMMUNE(ch,IMM_KICK) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_KICK);
	   send_to_char( "You are now immune to being kicked.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "disarm") && !IS_IMMUNE(ch,IMM_DISARM) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_DISARM);
	   send_to_char( "You are now immune to being disarmed.\n\r", ch );
	   return;
    }
    
    else if ( !str_cmp( arg1, "steal") && !IS_IMMUNE(ch,IMM_STEAL) )
    {
	   if (ch->exp < immcost)
	   {
		  send_to_char( "You don't have enough exp.\n\r", ch );
		  return;
	   }
	   ch->exp = ch->exp - immcost;
	   SET_BIT(ch->immune, IMM_STEAL);
	   send_to_char( "You are now immune to being stolen from.\n\r", ch );
	   return;
    }
    
    else
    {
	   snprintf( buf, MAX_STRING_LENGTH, "You can train the following:\n\r" );
	   send_to_char( buf, ch );
	   
	   send_to_char_formatted( "Stats:", ch );
	   if ( ch->pcdata->perm_str < 18 ) send_to_char_formatted( " Str", ch );
	   if ( ch->pcdata->perm_int < 18 ) send_to_char_formatted( " Int", ch );
	   if ( ch->pcdata->perm_wis < 18 ) send_to_char_formatted( " Wis", ch );
	   if ( ch->pcdata->perm_dex < 18 ) send_to_char_formatted( " Dex", ch );
	   if ( ch->pcdata->perm_con < 18 ) send_to_char_formatted( " Con", ch );
	   if ( ( ch->pcdata->perm_str >= 18 )
		  && ( ch->pcdata->perm_wis >= 18 )
		  && ( ch->pcdata->perm_int >= 18 )
		  && ( ch->pcdata->perm_dex >= 18 )
		  && ( ch->pcdata->perm_con >= 18 ) )
		  send_to_char_formatted( " None left to train.\n\r", ch );
	   else
		  send_to_char_formatted( ".\n\r", ch );
	   
	   if ( ch->level == 2 )
	   {
		  snprintf( buf, MAX_STRING_LENGTH, "Become an avatar - %d exp.\n\r", (ch->race < 5) ? 1000 : 0);
		  send_to_char_formatted( buf, ch );
	   }
	   if ( ch->max_hit       < 30000 )
	   {
		  if (ch->max_hit < 20)
		  {
			 snprintf( buf, MAX_STRING_LENGTH, "hp               - 20 exp per point.\n\r");
			 send_to_char_formatted( buf, ch );
		  }
		  else
		  {
			 snprintf( buf, MAX_STRING_LENGTH, "hp               - %d exp per point.\n\r",(ch->max_hit - ch->pcdata->perm_con) );
			 send_to_char_formatted( buf, ch );
		  }   
	   }
	   if ( ch->max_mana      < 30000 )
	   {
		  if (ch->max_mana < 20)
		  {
			 snprintf( buf, MAX_STRING_LENGTH, "mana             - 20 exp per point.\n\r");
			 send_to_char_formatted( buf, ch );
		  }
		  else
		  {
			 snprintf( buf, MAX_STRING_LENGTH, "mana             - %d exp per point.\n\r",(ch->max_mana - ch->pcdata->perm_wis) );
			 send_to_char_formatted( buf, ch );
		  }
	   }
	   if ( ch->max_move      < 30000 )
	   {
		  if (ch->max_move < 100)
		  {
			 snprintf( buf, MAX_STRING_LENGTH, "move             - 100 exp per point.\n\r");
			 send_to_char_formatted( buf, ch );
		  }
		  else
		  {
			 snprintf( buf, MAX_STRING_LENGTH, "move             - %d exp per point.\n\r",(ch->max_move - ch->pcdata->perm_con) );
			 send_to_char_formatted( buf, ch );
		  }
	   }
	   if ( ch->practice        < 100 )
	   {
		  snprintf( buf, MAX_STRING_LENGTH, "primal           - %d exp per point of primal energy.\n\r", primal );
		  send_to_char_formatted( buf, ch );
	   }
	   
	   snprintf( buf, MAX_STRING_LENGTH, "Natural resistances and immunities - %d exp each.\n\r", immcost );
	   send_to_char( buf, ch );
	   
	   /* Weapon resistance affects */
	   send_to_char( "Weapon resistances:", ch );
	   if ( !IS_IMMUNE(ch, IMM_SLASH)  ) send_to_char( " Slash", ch );
	   if ( !IS_IMMUNE(ch, IMM_STAB)   ) send_to_char( " Stab", ch );
	   if ( !IS_IMMUNE(ch, IMM_SMASH)  ) send_to_char( " Smash", ch );
	   if ( !IS_IMMUNE(ch, IMM_ANIMAL) ) send_to_char( " Beast", ch );
	   if ( !IS_IMMUNE(ch, IMM_MISC)   ) send_to_char( " Grab", ch );
	   if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) && 
		  IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) && 
		  IS_IMMUNE(ch, IMM_MISC) )
		  send_to_char( " None left to learn.\n\r", ch );
	   else
		  send_to_char( ".\n\r", ch );
	   
	   /* Spell immunity affects */
	   send_to_char( "Magical immunities:", ch );
	   if ( !IS_IMMUNE(ch, IMM_CHARM)     ) send_to_char( " Charm", ch );
	   if ( !IS_IMMUNE(ch, IMM_HEAT)      ) send_to_char( " Heat", ch );
	   if ( !IS_IMMUNE(ch, IMM_COLD)      ) send_to_char( " Cold", ch );
	   if ( !IS_IMMUNE(ch, IMM_LIGHTNING) ) send_to_char( " Lightning", ch );
	   if ( !IS_IMMUNE(ch, IMM_ACID)      ) send_to_char( " Acid", ch );
	   if ( !IS_IMMUNE(ch, IMM_SLEEP)     ) send_to_char( " Sleep", ch );
	   if ( !IS_IMMUNE(ch, IMM_VOODOO)    ) send_to_char( " Voodoo", ch );
	   if ( !IS_IMMUNE(ch, IMM_DRAIN)     ) send_to_char( " Drain", ch );
	   if ( IS_IMMUNE(ch, IMM_CHARM) && IS_IMMUNE(ch, IMM_HEAT) && 
		  IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) && 
		  IS_IMMUNE(ch, IMM_ACID) && IS_IMMUNE(ch, IMM_SLEEP) &&
		  IS_IMMUNE(ch, IMM_DRAIN) && IS_IMMUNE(ch, IMM_VOODOO) )
		  send_to_char( " None left to learn.\n\r", ch );
	   else
		  send_to_char( ".\n\r", ch );
	   
	   /* Skill immunity affects */
	   send_to_char( "Skill immunities:", ch );
	   if ( !IS_IMMUNE(ch, IMM_HURL)     ) send_to_char( " Hurl", ch );
	   if ( !IS_IMMUNE(ch, IMM_BACKSTAB) ) send_to_char( " Backstab", ch );
	   if ( !IS_IMMUNE(ch, IMM_KICK)     ) send_to_char( " Kick", ch );
	   if ( !IS_IMMUNE(ch, IMM_DISARM)   ) send_to_char( " Disarm", ch );
	   if ( !IS_IMMUNE(ch, IMM_STEAL)    ) send_to_char( " Steal", ch );
	   if ( IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) && 
		  IS_IMMUNE(ch, IMM_KICK)      && IS_IMMUNE(ch, IMM_DISARM)   && 
		  IS_IMMUNE(ch, IMM_STEAL) )
		  send_to_char( " None left to learn.\n\r", ch );
	   else
		  send_to_char( ".\n\r", ch );
	   return;
	 }
	 
	 if ( (*pAbility >= 18) && (!str_cmp( arg1, "str")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 18) && (!str_cmp( arg1, "int")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 18) && (!str_cmp( arg1, "wis")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 18) && (!str_cmp( arg1, "dex")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 18) && (!str_cmp( arg1, "con")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 30000) && (!str_cmp( arg1, "hp")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 30000) && (!str_cmp( arg1, "mana")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 30000) && (!str_cmp( arg1, "move")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 if ( (*pAbility >= 100) && (!str_cmp( arg1, "primal")))
	 {
		act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
		return;
	 }
	 
	 if ( cost > ch->exp )
	 {
		snprintf( buf, MAX_STRING_LENGTH,  "You don't have enough exp.\n\r" );
		send_to_char( buf , ch );
		return;
	 }
	 
	 ch->exp    -= cost;
	 *pAbility     += increase;
	 if ( !str_cmp( arg1, "avatar") )
	 {
		act( "You become an avatar!", ch, NULL, NULL, TO_CHAR );
		snprintf( buf, MAX_STRING_LENGTH, "%s has become an avatar!\n\r",ch->name );
		do_info(ch,buf);
		if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_MORTAL))
		    do_mortalvamp(ch,"");
	 }
	 else
		act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
	 return;
}




void do_mount( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Mount what?\n\r", ch );
	   return;
    }
    
    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r",ch );
	   return;
    }
    
    if ( ch == victim )
    {
	   send_to_char( "You cannot ride on your own back!\n\r",ch );
	   return;
    }
    
    if ( ch->mounted > 0 )
    {
	   send_to_char( "You are already riding.\n\r",ch );
	   return;
    }
    
    if ( !IS_NPC(victim) || victim->mounted > 0 || (IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) ) )
    {
	   send_to_char( "You cannot mount them.\n\r",ch );
	   return;
    }
    
    if ( victim->position < POS_STANDING )
    {
	   if ( victim->position < POS_SLEEPING )
		  act( "$N is too badly hurt for that.", ch, NULL, victim, TO_CHAR );
	   else if ( victim->position == POS_SLEEPING )
		  act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR );
	   else if ( victim->position == POS_RESTING )
		  act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
	   else if ( victim->position == POS_SLEEPING )
		  act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR );
	   else if ( victim->position == POS_FIGHTING )
		  act( "Not while $e's fighting.", ch, NULL, victim, TO_CHAR );
	   return;
    }
    
    ch->mounted     = IS_RIDING;
    victim->mounted = IS_MOUNT;
    ch->mount = victim;
    victim->mount = ch;
    
    act( "You clamber onto $N's back.", ch, NULL, victim, TO_CHAR );
    act( "$n clambers onto $N's back.", ch, NULL, victim, TO_ROOM );
    return;
}

void do_dismount( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    
    if ( ch->mounted == 0 )
    {
	   send_to_char( "But you are not riding!\n\r",ch );
	   return;
    }
    
    if ( (victim = ch->mount) == NULL )
    {
	   send_to_char( "But you are not riding!\n\r",ch );
	   return;
    }
    
    act( "You clamber off $N's back.", ch, NULL, victim, TO_CHAR );
    act( "$n clambers off $N's back.", ch, NULL, victim, TO_ROOM );
    
    ch->mounted     = IS_ON_FOOT;
    victim->mounted = IS_ON_FOOT;
    
    ch->mount = NULL;
    victim->mount = NULL;
    
    return;
}
void do_struggle( CHAR_DATA *ch, char *argument )
{
    if (IS_BODY(ch,TIED_UP))
    {

    act("You struggle against your bindings.",ch,NULL,NULL,TO_CHAR);
    act("$n struggles against their bindings.",ch,NULL,NULL,TO_ROOM);
    
    if( number_percent () > 95 ) 
    {
          send_to_char("You break free of your bonds!\n\r",ch);
          REMOVE_BIT(ch->loc_hp[1],TIED_UP);
    }
    else
    {
          send_to_char("You failed to break free of your bonds!\n\r",ch);
    }
    }
    return;
}

void do_tie( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r", ch );
	   return;
    }
    if (victim == ch)
    {
	   send_to_char( "You cannot tie yourself up!\n\r", ch );
	   return;
    }
    if (IS_BODY(victim,TIED_UP))
    {
	   send_to_char( "But they are already tied up!\n\r", ch );
	   return;
    }
    if (victim->position > POS_STUNNED || victim->hit > 0)
    {
	   send_to_char( "You can only tie up a defenceless person.\n\r", ch );
	   return;
    }
    act("You quickly tie up $N.",ch,NULL,victim,TO_CHAR);
    act("$n quickly ties up $N.",ch,NULL,victim,TO_ROOM);
    send_to_char("You have been tied up!\n\r",victim);
    SET_BIT(victim->loc_hp[1],TIED_UP);
    return;
}

void do_untie( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r", ch );
	   return;
    }
    if (!IS_BODY(victim,TIED_UP))
    {
	   send_to_char( "But they are not tied up!\n\r", ch );
	   return;
    }
    if (victim == ch)
    {
	   send_to_char( "You cannot untie yourself!\n\r", ch );
	   return;
    }
    act("You quickly untie $N.",ch,NULL,victim,TO_CHAR);
    act("$n quickly unties $N.",ch,NULL,victim,TO_NOTVICT);
    act("$n quickly unties you.",ch,NULL,victim,TO_VICT);
    REMOVE_BIT(victim->loc_hp[1],TIED_UP);
    return;
}

void do_gag( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r", ch );
	   return;
    }
    if (victim == ch && !IS_BODY(victim,GAGGED) && IS_BODY(victim,TIED_UP))
    {
	   send_to_char( "You cannot gag yourself!\n\r", ch );
	   return;
    }
    if (!IS_BODY(victim,TIED_UP) && !IS_BODY(victim,GAGGED))
    {
	   send_to_char( "You can only gag someone who is tied up!\n\r", ch );
	   return;
    }
    if (!IS_BODY(victim,GAGGED))
    {
	   act("You place a gag over $N's mouth.",ch,NULL,victim,TO_CHAR);
	   act("$n places a gag over $N's mouth.",ch,NULL,victim,TO_NOTVICT);
	   act("$n places a gag over your mouth.",ch,NULL,victim,TO_VICT);
	   SET_BIT(victim->loc_hp[1],GAGGED);
	   return;
    }
    if (ch == victim)
    {
	   act("You remove the gag from your mouth.",ch,NULL,victim,TO_CHAR);
	   act("$n removes the gag from $s mouth.",ch,NULL,victim,TO_ROOM);
	   REMOVE_BIT(victim->loc_hp[1],GAGGED);
	   return;
    }
    act("You remove the gag from $N's mouth.",ch,NULL,victim,TO_CHAR);
    act("$n removes the gag from $N's mouth.",ch,NULL,victim,TO_NOTVICT);
    act("$n removes the gag from your mouth.",ch,NULL,victim,TO_VICT);
    REMOVE_BIT(victim->loc_hp[1],GAGGED);
    return;
}

void do_blindfold( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    
    argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	   send_to_char( "They aren't here.\n\r", ch );
	   return;
    }
    if (victim == ch && !IS_BODY(victim,BLINDFOLDED) && IS_BODY(victim,TIED_UP))
    {
	   send_to_char( "You cannot blindfold yourself!\n\r", ch );
	   return;
    }
    if (!IS_BODY(victim,TIED_UP) && !IS_BODY(victim,BLINDFOLDED))
    {
	   send_to_char( "You can only blindfold someone who is tied up!\n\r", ch );
	   return;
    }
    if (!IS_BODY(victim,BLINDFOLDED))
    {
	   act("You place a blindfold over $N's eyes.",ch,NULL,victim,TO_CHAR);
	   act("$n places a blindfold over $N's eyes.",ch,NULL,victim,TO_NOTVICT);
	   act("$n places a blindfold over your eyes.",ch,NULL,victim,TO_VICT);
	   SET_BIT(victim->loc_hp[1],BLINDFOLDED);
	   return;
    }
    if (ch == victim)
    {
	   act("You remove the blindfold from your eyes.",ch,NULL,victim,TO_CHAR);
	   act("$n removes the blindfold from $s eyes.",ch,NULL,victim,TO_ROOM);
	   REMOVE_BIT(victim->loc_hp[1],BLINDFOLDED);
	   return;
    }
    act("You remove the blindfold from $N's eyes.",ch,NULL,victim,TO_CHAR);
    act("$n removes the blindfold from $N's eyes.",ch,NULL,victim,TO_NOTVICT);
    act("$n removes the blindfold from your eyes.",ch,NULL,victim,TO_VICT);
    REMOVE_BIT(victim->loc_hp[1],BLINDFOLDED);
    return;
}


int count_imms( CHAR_DATA *ch )
{
    int count = 0;
    
    if ( IS_IMMUNE(ch, IMM_SLASH)     ) count += 1;
    if ( IS_IMMUNE(ch, IMM_STAB)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_SMASH)     ) count += 1;
    if ( IS_IMMUNE(ch, IMM_ANIMAL)    ) count += 1;
    if ( IS_IMMUNE(ch, IMM_MISC)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_CHARM)     ) count += 1;
    if ( IS_IMMUNE(ch, IMM_HEAT)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_COLD)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_LIGHTNING) ) count += 1;
    if ( IS_IMMUNE(ch, IMM_ACID)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_SLEEP)     ) count += 1;
    if ( IS_IMMUNE(ch, IMM_DRAIN)     ) count += 1;
    if ( IS_IMMUNE(ch, IMM_VOODOO)    ) count += 1;
    if ( IS_IMMUNE(ch, IMM_HURL)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_BACKSTAB)  ) count += 1;
    if ( IS_IMMUNE(ch, IMM_KICK)      ) count += 1;
    if ( IS_IMMUNE(ch, IMM_DISARM)    ) count += 1;
    if ( IS_IMMUNE(ch, IMM_STEAL)     ) count += 1;
    return ( ( count * 10000 ) + 10000 );
}

void do_track( CHAR_DATA *ch, char *argument )
{
    AFFECT_DATA af;
    char arg[MAX_INPUT_LENGTH];
    char* jok;
    
    jok = one_argument(argument, arg, MAX_INPUT_LENGTH);
    
    if(IS_NPC(ch))
    {
	   send_to_char( "NPC's cannot hunt as yet!\n\r",ch);
	   return;
    }
    
    if ( arg[0] == '\0' )
    {
	   send_to_char( "Track what?\n\r", ch );
	   return;
    }
    
    /*	 send_to_char( "You attempt to track!\n\r", ch ); */
    affect_strip( ch, gsn_hunt );
    
    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hunt] )
    {
	   af.type      = gsn_hunt;
	   af.duration  = ch->level;
	   af.location  = APPLY_NONE;
	   af.modifier  = 0;
	   af.bitvector = AFF_TRACKING;
	   affect_to_char( ch, &af );
    }
    
    
    
    do_hunt(ch, argument);
    
    return;
}