AwakeMUD-0.51Beta/area/
AwakeMUD-0.51Beta/doc/
AwakeMUD-0.51Beta/lib/
AwakeMUD-0.51Beta/lib/etc/
AwakeMUD-0.51Beta/lib/fixer_data/
AwakeMUD-0.51Beta/lib/misc/
AwakeMUD-0.51Beta/lib/plrobjs/
AwakeMUD-0.51Beta/lib/plrobjs/A-E/
AwakeMUD-0.51Beta/lib/plrobjs/K-O/
AwakeMUD-0.51Beta/lib/plrobjs/U-Z/
AwakeMUD-0.51Beta/lib/plrspells/A-E/
AwakeMUD-0.51Beta/lib/plrtext/A-E/
AwakeMUD-0.51Beta/lib/world/
AwakeMUD-0.51Beta/lib/world/mob/
AwakeMUD-0.51Beta/lib/world/obj/
AwakeMUD-0.51Beta/lib/world/qst/
AwakeMUD-0.51Beta/lib/world/shp/
AwakeMUD-0.51Beta/lib/world/wld/
AwakeMUD-0.51Beta/lib/world/zon/
/* ************************************************************************
*   File: act.movement.c                                Part of CircleMUD *
*  Usage: movement commands, door handling, & sleep/rest/etc state        *
*                                                                         *
*  All rights reserved.  See license.doc for complete information.        *
*                                                                         *
*  Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
*  CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.               *
************************************************************************ */

#include <stdio.h>
#include <string.h>

#include "structs.h"
#include "awake.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "house.h"
#include "transport.h"

/* external vars  */
extern struct room_data *world;
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list;
extern struct index_data *obj_index;
extern struct index_data *mob_index;
extern struct zone_data *zone_table;
extern int rev_dir[];
extern const char *dirs[];
extern const char *fulldirs[];
extern int movement_loss[];
extern const char *lookdirs[];
extern int convert_look[];
extern int convert_dir[];

/* external functs */
int special(struct char_data * ch, int cmd, char *arg);
void death_cry(struct char_data * ch);
int find_eq_pos(struct char_data * ch, struct obj_data * obj, char *arg);
extern int num_pc_in_room(struct room_data *);
void perform_fall(struct char_data *);
bool check_fall(struct char_data *, int);
extern int equiped_with_type(struct char_data *, int);
extern int modify_target(struct char_data *);
extern int convert_damage(int);
extern int reverse_web(struct char_data *ch, int &skill, int &target);
extern void do_ic_response(struct char_data *ic, struct char_data *persona);
extern void Crash_rentsave(struct char_data * ch, int cost);
extern void check_quest_destination(struct char_data *ch, struct char_data *mob);
extern int find_smoke(struct char_data *persona);
extern bool memory(struct char_data *ch, struct char_data *vict);
extern bool is_escortee(struct char_data *mob);
extern bool hunting_escortee(struct char_data *ch, struct char_data *vict);
extern void death_penalty(struct char_data *ch, int is_death_trap);

extern sh_int mortal_start_room;
extern sh_int frozen_start_room;
extern sh_int newbie_start_room;

/* simple function to determine if char can walk on water */
int has_boat(struct char_data *ch)
{
  if (IS_AFFECTED(ch, AFF_WATERWALK))
    return 1;

  return 0;
}

int is_blocker(struct char_data *ic)
{
  if (MOB_FLAGGED(ic, MOB_SENTINEL) && GET_RACE(ic) != CLASS_SCRAMBLE &&
      (ic->real_abils.str || ic->real_abils.qui || ic->real_abils.intel ||
      ic->real_abils.cha || ic->real_abils.bod || ic->real_abils.wil ||
      ic->real_abils.ess || ic->real_abils.rea || GET_BALLISTIC(ic) ||
      GET_IMPACT(ic)))
    return 1;
  return 0;
}

/* can_move determines if a character can move in the given direction, and
   generates the appropriate message if not */
int can_move(struct char_data *ch, int dir, int extra)
{
  int special(struct char_data *ch, int cmd, char *arg);
  SPECIAL(escalator);

  struct char_data *ic;
  int test, i, target, skill, dam;

  if (IS_AFFECTED(ch, AFF_PETRIFY))
    return 0;

  if (IS_SET(extra, CHECK_SPECIAL) && special(ch, convert_dir[dir], ""))
    return 0;

  if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
    send_to_char("The thought of leaving your master makes you weep.\r\n", ch);
    act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
    return 0;
  }

  if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) ||
      (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) {
    if (!has_boat(ch) && !access_level(ch, LVL_OWNER)) {
      send_to_char("You need a boat to go there.\r\n", ch);
      return 0;
    }
  }

  if (IS_SET(ROOM_FLAGS(EXIT(ch, dir)->to_room), ROOM_HOUSE))
    if (!House_can_enter(ch, world[EXIT(ch, dir)->to_room].number)) {
      send_to_char("That's private property -- no trespassing!\r\n", ch);
      return 0;
    }
  if (IS_SET(ROOM_FLAGS(EXIT(ch, dir)->to_room), ROOM_TUNNEL))
    if (world[EXIT(ch, dir)->to_room].people &&
        world[EXIT(ch, dir)->to_room].people->next_in_room) {
      send_to_char("There isn't enough room there for more than one person!\r\n", ch);
      return 0;
    }

  if (world[ch->in_room].func && world[ch->in_room].func == escalator) {
    send_to_char("You can't get off a moving escalator!\r\n", ch);
    return 0;
  }

  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_BUILDERROOM) &&
      GET_REAL_LEVEL(ch) < LVL_BUILDER) {
    send_to_char("You are not important enough to use that room!\r\n", ch);
    return 0;
  } else if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_MGRROOM) &&
      GET_REAL_LEVEL(ch) < LVL_MANAGER) {
    send_to_char("You are not important enough to use that room!\r\n", ch);
    return 0;
  } else if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_DIRECTORROOM) &&
      !access_level(ch, LVL_DIRECTOR)) {
    send_to_char("You ^rdon't^n want to incur the wrath of the owners.\r\n", ch);
    return 0;
  } else if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_PRESROOM) &&
      !access_level(ch, LVL_PRESIDENT)){
    send_to_char("You ^rDON'T^n want to incur the wrath of the owners.\r\n", ch);
    return 0;
  }

  if (IS_PERSONA(ch)) {
    for (ic = world[ch->in_room].people; ic; ic = ic->next_in_room)
      if (IS_IC(ic) && GET_RACE(ic) != CLASS_SCRAMBLE &&
          (GET_RACE(ic) < CLASS_SCRAMBLE || is_blocker(ic))) {
        switch(dir) {
          case NORTH:     test = ic->real_abils.bod; break;
          case NORTHEAST: test = ic->real_abils.qui; break;
          case EAST:      test = ic->real_abils.str; break;
          case SOUTHEAST: test = ic->real_abils.cha; break;
          case SOUTH:     test = ic->real_abils.intel; break;
          case SOUTHWEST: test = ic->real_abils.wil; break;
          case WEST:      test = ic->real_abils.rea; break;
          case NORTHWEST: test = ic->real_abils.ess; break;
          case UP:        test = GET_BALLISTIC(ic); break;
          case DOWN:      test = GET_IMPACT(ic); break;
          default:        test = 0; break;
        }
        if (test && !(GET_EQ(ch, WEAR_WAIST) && GET_OBJ_VAL(GET_EQ(ch, WEAR_WAIST), 9)) &&
            !(GET_EQ(ch, WEAR_HEAD) && GET_OBJ_VAL(GET_EQ(ch, WEAR_HEAD), 9))) {
          sprintf(buf, "$n notices you trying to sneak %s!", fulldirs[dir]);
          act(buf, FALSE, ic, 0, ch, TO_VICT);
          act("$n notices $N attempting to sneak away!", TRUE, ic, 0, ch, TO_NOTVICT);
          act("You notice $N trying to pass you!", FALSE, ic, 0, ch, TO_CHAR);
          do_ic_response(ic, ch);
          return (0);
        }
      }
    if (GET_EQ(ch, WEAR_WAIST) && GET_OBJ_VAL(GET_EQ(ch, WEAR_WAIST), 9))
      GET_OBJ_VAL(GET_EQ(ch, WEAR_WAIST), 9) = 0;
    if (GET_EQ(ch, WEAR_HEAD) && GET_OBJ_VAL(GET_EQ(ch, WEAR_HEAD), 9))
      GET_OBJ_VAL(GET_EQ(ch, WEAR_HEAD), 9) = 0;
  }

  if (IS_IC(ch) && GET_RACE(ch) > CLASS_SCRAMBLE &&
      world[EXIT(ch, dir)->to_room].sector_type <= SECT_BLUE)
    return (0);

  if (SECT(ch->in_room) == SECT_WATER_SWIM && !IS_NPC(ch) &&
      GET_LEVEL(ch) < LVL_LEGEND) {
    target = MAX(2, world[ch->in_room].rating);
    skill = SKILL_ATHLETICS;
    if (!GET_SKILL(ch, skill))
      i = reverse_web(ch, skill, target);
    else i = GET_SKILL(ch, skill);
    i = resisted_test(i, target + modify_target(ch), target, i);
    if (i < 0) {
      test = success_test(GET_WIL(ch), modify_target(ch) - i);
      dam = convert_damage(stage(-test, SERIOUS));
      send_to_char(ch, "You struggle to retain consciousness as the current "
                       "resists your every move.\r\n");
      if (dam > 0)
        damage(ch, ch, dam, TYPE_DROWN, FALSE);
      if (GET_POS(ch) < POS_STANDING)
        return 0;
    } else if (!i) {
      test = success_test(GET_WIL(ch), 3 + modify_target(ch));
      dam = convert_damage(stage(-test, MODERATE));
      send_to_char(ch, "The current resists your movements.\r\n");
      if (dam > 0)
        damage(ch, ch, dam, TYPE_DROWN, FALSE);
      if (GET_POS(ch) < POS_STANDING)
        return 0;
    } else if (i < 3) {
      test = success_test(GET_WIL(ch), 5 - i + modify_target(ch));
      dam = convert_damage(stage(-test, LIGHT));
      send_to_char(ch, "The current weakly resists your efforts to move.\r\n");
      if (dam > 0)
        damage(ch, ch, dam, TYPE_DROWN, FALSE);
      if (GET_POS(ch) < POS_STANDING)
        return 0;
    }
  }

  if (world[ch->in_room].dir_option[dir]->to_room >= real_room(FIRST_CAB) &&
      world[ch->in_room].dir_option[dir]->to_room <= real_room(LAST_CAB) &&
      IS_NPC(ch))
    return 0;

  return 1;
}

/* do_simple_move assumes
 *      1. That there is no master and no followers.
 *      2. That the direction exists.
 *
 *   Returns :
 *   1 : If success.
 *   0 : If fail
 */
int do_simple_move(struct char_data *ch, int dir, int extra, struct char_data *vict)
{
  extern char* thedirs[];
  int saw_sneaker, was_in, need_movement, dam, skill, target, i;
  struct obj_data *bio;
  struct char_data *tch;

  if (!can_move(ch, dir, extra))
    return 0;

  GET_LASTROOM(ch) = world[ch->in_room].number;

  if (world[ch->in_room].dir_option[dir]->to_room >= real_room(FIRST_CAB) &&
      world[ch->in_room].dir_option[dir]->to_room <= real_room(LAST_CAB))
    sprintf(buf2, "%s gets into the taxi.", GET_NAME(ch));
  else if (IS_NPC(ch))
    sprintf(buf2, "%s %s %s.", GET_NAME(ch), ch->mob_specials.leave, fulldirs[dir]);
  else if (SECT(ch->in_room) == SECT_WATER_SWIM &&
           SECT(EXIT(ch, dir)->to_room) < SECT_WATER_SWIM)
    sprintf(buf2, "%s climbs out of the water to the %s.", GET_NAME(ch), fulldirs[dir]);
  else if (SECT(ch->in_room) < SECT_WATER_SWIM &&
           SECT(EXIT(ch, dir)->to_room) == SECT_WATER_SWIM)
    sprintf(buf2, "%s jumps into the water to the %s.", GET_NAME(ch), fulldirs[dir]);
  else if (vict) {
    sprintf(buf2, "%s drags %s %s.", GET_NAME(ch), GET_NAME(vict), fulldirs[dir]);
    sprintf(buf1, "You drag $N %s.", fulldirs[dir]);
    act(buf1, FALSE, ch, 0, vict, TO_CHAR);
  } else sprintf(buf2, "%s %s %s.", GET_NAME(ch), (SECT(ch->in_room) == SECT_WATER_SWIM ?
                 "swims" : "leaves"), fulldirs[dir]);

  if (IS_AFFECTED(ch, AFF_SNEAK)) {
    skill = (GET_SKILL(ch, SKILL_STEALTH) ? GET_SKILL(ch, SKILL_STEALTH) : GET_BOD(ch));
    target = (GET_SKILL(ch, SKILL_STEALTH) ? 0 : 6);
    for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
      if (AWAKE(tch) && CAN_SEE(tch, ch) && (tch != ch) && !PRF_FLAGGED(tch, PRF_MOVEGAG)) {
        saw_sneaker = resisted_test(GET_INT(tch), skill, skill, (GET_INT(tch) + target));
        if (saw_sneaker >= 0)
          if (!(IS_IC(ch) && GET_RACE(ch) > CLASS_SCRAMBLE &&
              zone_table[world[ch->in_room].zone].alert < 2))
            act(buf2, TRUE, tch, 0, 0, TO_CHAR);
      }
    }
  } else if (!(IS_IC(ch) && GET_RACE(ch) > CLASS_SCRAMBLE &&
             zone_table[world[ch->in_room].zone].alert < 2))
    for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
      if (tch != ch && !PRF_FLAGGED(tch, PRF_MOVEGAG))
        act(buf2, TRUE, ch, 0, tch, TO_VICT);

  was_in = ch->in_room;
  char_from_room(ch);
  char_to_room(ch, world[was_in].dir_option[dir]->to_room);

  if (ch->desc != NULL)
    look_at_room(ch, 0);

  if (was_in >= real_room(FIRST_CAB) && was_in <= real_room(LAST_CAB))
    sprintf(buf2, "%s gets out of the taxi.", GET_NAME(ch));
  else if (IS_NPC(ch))
    sprintf(buf2, "%s %s %s.", GET_NAME(ch), ch->mob_specials.arrive,
            thedirs[rev_dir[dir]]);
  else if (SECT(was_in) == SECT_WATER_SWIM && SECT(ch->in_room) < SECT_WATER_SWIM)
    sprintf(buf2, "%s climbs out of the water from %s.", GET_NAME(ch),
            thedirs[rev_dir[dir]]);
  else if (SECT(was_in) < SECT_WATER_SWIM && SECT(ch->in_room) == SECT_WATER_SWIM)
    sprintf(buf2, "%s jumps into the water from %s.", GET_NAME(ch),
            thedirs[rev_dir[dir]]);
  else if (vict)
    sprintf(buf2, "%s drags %s in from %s.", GET_NAME(ch), GET_NAME(vict),
            thedirs[rev_dir[dir]]);
  else sprintf(buf2, "%s %s %s.", GET_NAME(ch), (SECT(ch->in_room) == SECT_WATER_SWIM ?
               "swims in from" : "arrives from"), thedirs[rev_dir[dir]]);

  if (IS_AFFECTED(ch, AFF_SNEAK)) {
    skill = (GET_SKILL(ch, SKILL_STEALTH) ? GET_SKILL(ch, SKILL_STEALTH) : GET_BOD(ch));
    target = (GET_SKILL(ch, SKILL_STEALTH) ? 0 : 6);
    for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
      if (AWAKE(tch) && CAN_SEE(tch, ch) && (tch != ch)) {
         saw_sneaker = resisted_test(GET_INT(tch), skill, skill, (GET_INT(tch) + target));
         if (saw_sneaker >= 0) {
           if (!PRF_FLAGGED(tch, PRF_MOVEGAG) && !(IS_IC(ch) &&
               GET_RACE(ch) > CLASS_SCRAMBLE &&
               zone_table[world[ch->in_room].zone].alert < 2))
             act(buf2, TRUE, tch, 0, 0, TO_CHAR);
           if (IS_NPC(tch) && (!IS_NPC(ch) || IS_PROJECT(ch)) &&
               !PRF_FLAGGED(ch, PRF_NOHASSLE) && !FIGHTING(tch) &&
               MOB_FLAGGED(tch, MOB_AGGRESSIVE) && CAN_SEE(tch, ch) &&
               IS_SET(extra, LEADER))
             set_fighting(tch, ch);
         }
      }
    }
  } else {
    if (!(IS_IC(ch) && GET_RACE(ch) > CLASS_SCRAMBLE &&
        zone_table[world[ch->in_room].zone].alert < 2))
      for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
        if (tch != ch && !PRF_FLAGGED(tch, PRF_MOVEGAG))
          act(buf2, TRUE, ch, 0, tch, TO_VICT);
    for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
      if (!FIGHTING(tch) && CAN_SEE(tch, ch) && hunting_escortee(tch, ch))
        set_fighting(tch, ch);
      else if (IS_NPC(tch) && (!IS_NPC(ch) || IS_PROJECT(ch) || is_escortee(ch)) &&
          !PRF_FLAGGED(ch, PRF_NOHASSLE) && !FIGHTING(tch) &&
          MOB_FLAGGED(tch, MOB_AGGRESSIVE) && CAN_SEE(tch, ch) &&
          IS_SET(extra, LEADER))
        set_fighting(tch, ch);
      else if (IS_IC(tch) && IS_PERSONA(ch) && !is_blocker(tch) && IS_SET(extra, LEADER) &&
         GET_RACE(tch) > CLASS_SCRAMBLE && zone_table[world[tch->in_room].zone].alert >= 2 &&
         !(find_smoke(tch) && (success_test(GET_LEVEL(tch) +
         (zone_table[world[tch->in_room].zone].alert > 0 ?
         (GET_LEVEL(tch) / 2) : 0), find_smoke(tch)) < 1)))
        do_ic_response(tch, ch);
    }
  }

  if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DEATH) && !IS_NPC(ch) &&
      GET_LEVEL(ch) < LVL_LEGEND) {
    send_to_char("You are dead!  Sorry...\r\n", ch);
    death_cry(ch);
    act("$n vanishes into thin air.", FALSE, ch, 0, 0, TO_ROOM);
    death_penalty(ch, 1);
    for (bio = ch->bioware; bio; bio = bio->next_content)
      if (!GET_OBJ_VAL(bio, 2))
        GET_OBJ_VAL(bio, 5) = 24;
      else if (GET_OBJ_VAL(bio, 2) == 4) {
        if (GET_OBJ_VAL(bio, 5) > 0)
          for (i = 0; i < MAX_OBJ_AFFECT; i++)
            affect_modify(ch, bio->affected[i].location, bio->affected[i].modifier,
                              bio->obj_flags.bitvector, FALSE);
        GET_OBJ_VAL(bio, 5) = 0;
      }
    Crash_rentsave(ch, 0);
    SET_BIT(PLR_FLAGS(ch), PLR_JUST_DIED);
    REMOVE_BIT(PLR_FLAGS(ch), PLR_KILLER | PLR_THIEF);
    if (FIGHTING(ch))
      stop_fighting(ch);
    while (ch->affected)
      affect_remove(ch, ch->affected, 0);
    log_death_trap(ch);
    extract_char(ch);
  } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_FALL) && !IS_ASTRAL(ch) &&
      GET_LEVEL(ch) < LVL_LEGEND) {
    perform_fall(ch);
  } else if (IS_NPC(ch) && ch->master && !IS_NPC(ch->master) &&
             GET_QUEST(ch->master) && ch->in_room == ch->master->in_room)
    check_quest_destination(ch->master, ch);

  return 1;
}

// check fall returns TRUE if the player FELL, FALSE if (s)he didn't
bool check_fall(struct char_data *ch, int modifier)
{
  int base_target = world[ch->in_room].rating + modify_target(ch);
  int i, autosucc = 0, dice, success;

  for (i = WEAR_LIGHT; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_CLIMBING)
      base_target -= GET_OBJ_VAL(GET_EQ(ch, i), 0);

  base_target += modifier;
  base_target = MIN(base_target, 52);
  if (base_target < 2) {
    autosucc = 2 - base_target;
    base_target = 2;
  }

  if (GET_SKILL(ch, SKILL_CLIMBING) < 1)
    if (GET_SKILL(ch, SKILL_ATHLETICS) < 1) {
      dice = GET_QUI(ch);
      base_target += 2;
    } else dice = GET_SKILL(ch, SKILL_ATHLETICS);
  else dice = GET_SKILL(ch, SKILL_CLIMBING);
  dice += GET_REA(ch);
  dice = dice >> 1;

  success = success_test(dice + autosucc, base_target + modify_target(ch));

  if (success < 1)
    return TRUE;

  send_to_char("You grab on to the wall and keep yourself from falling!\r\n", ch);
  return FALSE;
}

void perform_fall(struct char_data *ch)
{
  int i, levels = 0, was_in;
  struct obj_data *bio;

  // run a loop and drop them through each room
  while (EXIT(ch, DOWN) && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_FALL) &&
         levels < 10) {
    if (!check_fall(ch, levels * 4))
      return;
    levels++;
    was_in = ch->in_room;
    act("^R$n falls down below!^n", TRUE, ch, 0, 0, TO_ROOM);
    char_from_room(ch);
    send_to_char("^RYou fall!^n\r\n", ch);
    char_to_room(ch, world[was_in].dir_option[DOWN]->to_room);
    look_at_room(ch, 0);
    act("^R$n falls in from above!^n", TRUE, ch, 0, 0, TO_ROOM);
    if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && !IS_NPC(ch) &&
        GET_LEVEL(ch) < LVL_LEGEND) {
      send_to_char("You are dead!  Sorry...\r\n", ch);
      death_cry(ch);
      act("$n vanishes into thin air.", FALSE, ch, 0, 0, TO_ROOM);
      if (!IS_NPC(ch) && ch->real_abils.bod > 1 && !PLR_FLAGGED(ch, PLR_NEWBIE) &&
          !success_test(MAX((int)(ch->real_abils.ess / 100), 1),
          5 - (int)(GET_ESS(ch) / 300))) {
        ch->real_abils.bod--;
        GET_INDEX(ch) -= 100;
      } else gain_exp(ch, -(ch->real_abils.bod * 75));
      for (bio = ch->bioware; bio; bio = bio->next_content)
        if (!GET_OBJ_VAL(bio, 2))
          GET_OBJ_VAL(bio, 5) = 24;
        else if (GET_OBJ_VAL(bio, 2) == 4) {
          if (GET_OBJ_VAL(bio, 5) > 0)
            for (i = 0; i < MAX_OBJ_AFFECT; i++)
              affect_modify(ch, bio->affected[i].location, bio->affected[i].modifier,
                                bio->obj_flags.bitvector, FALSE);
          GET_OBJ_VAL(bio, 5) = 0;
        }
      Crash_rentsave(ch, 0);
      SET_BIT(PLR_FLAGS(ch), PLR_JUST_DIED);
      REMOVE_BIT(PLR_FLAGS(ch), PLR_KILLER | PLR_THIEF);
      if (FIGHTING(ch))
        stop_fighting(ch);
      while (ch->affected)
        affect_remove(ch, ch->affected, 0);
      sprintf(buf, "%s ran into DeathTrap at %d", GET_NAME(ch), world[ch->in_room].number);
      mudlog(buf, ch, LOG_DEATHLOG, TRUE);
      extract_char(ch);
      return;
    }
  }

  // each level is approx 3 meters
  if (levels) {
    int meters = levels * 3; // multiply by three to find total meters
    int power = meters >> 1; // then divide by two to find power of damage
    power = MIN(50, power);
    power -= (GET_IMPACT(ch) >> 1); // subtract 1/2 impact armor
    if (GET_SKILL(ch, SKILL_ATHLETICS))
      power -= success_test(GET_SKILL(ch, SKILL_ATHLETICS), meters);

    int autosucc = (power < 2) ? 2 - power : 0;
    int success = success_test(GET_BOD(ch) + autosucc, MAX(2, power) + modify_target(ch));
    int dam = convert_damage(stage(success, MIN(levels + 1, 4)));
    damage(ch, ch, dam, TYPE_FALL, TRUE);
  }
  return;
}

int perform_move(struct char_data *ch, int dir, int extra, struct char_data *vict)
{
  int was_in;
  struct follow_type *k, *next;

  if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS)
    return 0;
  else if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE) {
    if (!LIGHT_OK(ch))
      send_to_char("Something seems to be in the way...\r\n", ch);
    else send_to_char("You cannot go that way...\r\n", ch);
  } else if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED) &&
             !(EXIT(ch, dir)->to_room != 0 && (IS_ASTRAL(ch) ||
             GET_REAL_LEVEL(ch) >= LVL_LEGEND))) {
    if (!LIGHT_OK(ch))
      send_to_char("Something seems to be in the way...\r\n", ch);
    else if (IS_SET(EXIT(ch, dir)->exit_info, EX_HIDDEN))
      send_to_char("You cannot go that way...\r\n", ch);
    else {
      if (EXIT(ch, dir)->keyword) {
        sprintf(buf2, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
        send_to_char(buf2, ch);
      } else send_to_char("It seems to be closed.\r\n", ch);
    }
  } else {
    if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED)) {
      if (EXIT(ch, dir)->keyword)
        sprintf(buf2, "You pass through the closed %s.\r\n", fname(EXIT(ch, dir)->keyword));
      else sprintf(buf2, "You pass through the closed door.\r\n");
      send_to_char(buf2, ch);
    }
    if (!IS_SET(extra, LEADER))
      return (do_simple_move(ch, dir, extra, NULL));

    was_in = ch->in_room;
    if (!do_simple_move(ch, dir, extra | LEADER, vict))
      return 0;

    for (k = ch->followers; k; k = next) {
      next = k->next;
      if ((was_in == k->follower->in_room) && (GET_POS(k->follower) >= POS_STANDING)) {
        act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
        perform_move(k->follower, dir, CHECK_SPECIAL, NULL);
      }
    }
    return 1;
  }
  return 0;
}

ACMD(do_move)
{
  /*
   * This is basically a mapping of cmd numbers to perform_move indices.
   * It cannot be done in perform_move because perform_move is called
   * by other functions which do not require the remapping.
   */
  perform_move(ch, subcmd - 1, LEADER, NULL);
}

ACMD(do_drag)
{
  struct char_data *vict;
  int dir;

  two_arguments(argument, buf1, buf2);

  if (!*buf1 || !*buf2) {
    send_to_char("Who and do you want to drag where?\r\n", ch);
    return;
  }

  if (!(vict = get_char_room_vis(ch, buf1))) {
    send_to_char(NOPERSON, ch);
    return;
  }

  if ((dir = search_block(buf2, lookdirs, FALSE)) == -1) {
    send_to_char("What direction?\r\n", ch);
    return;
  }
  dir = convert_look[dir];

  if (GET_POS(vict) >= POS_SLEEPING) {
    act("You can't drag $M off in $S condition!", FALSE, ch, 0, vict, TO_CHAR);
    return;
  }

  if ((int)(str_app[GET_STR(ch)].carry_w * 3/2) < (GET_WEIGHT(vict) +
      IS_CARRYING_W(vict))) {
    act("$N is too heavy for you to drag!", FALSE, ch, 0, vict, TO_CHAR);
    return;
  }

  perform_move(ch, dir, LEADER, vict);
  char_from_room(vict);
  char_to_room(vict, ch->in_room);
}

int find_door(struct char_data *ch, char *type, char *dir, char *cmdname)
{
  int door;

  if (*dir) {                   /* a direction was specified */
    if ((door = search_block(dir, lookdirs, FALSE)) == -1) {       /* Partial Match */
      send_to_char("That's not a direction.\r\n", ch);
      return -1;
    }
    door = convert_look[door];
    if (EXIT(ch, door)) {
      if (EXIT(ch, door)->keyword) {
        if (isname(type, EXIT(ch, door)->keyword) &&
            !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED))
          return door;
        else {
          send_to_char(ch, "I see no %s there.\r\n", type);
          return -1;
        }

      } else return door;
    } else {
      send_to_char(ch, "I really don't see how you can %s anything there.\r\n",
                   cmdname);
      return -1;
    }
  } else {                      /* try to locate the keyword */
    if (!*type) {
      sprintf(buf2, "What is it you want to %s?\r\n", cmdname);
      send_to_char(buf2, ch);
      return -1;
    }

    for (door = 0; door < NUM_OF_DIRS; door++)
      if (EXIT(ch, door))
        if (EXIT(ch, door)->keyword)
          if (isname(type, EXIT(ch, door)->keyword) &&
              !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED))
            return door;

    sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type);
    send_to_char(buf2, ch);
    return -1;
  }
}

int has_key(struct char_data *ch, int key)
{
  struct obj_data *o;

  for (o = ch->carrying; o; o = o->next_content)
    if (GET_OBJ_VNUM(o) == key)
      return 1;

  if (GET_EQ(ch, WEAR_HOLD))
    if (GET_OBJ_VNUM(GET_EQ(ch, WEAR_HOLD)) == key)
      return 1;

  return 0;
}

bool has_kit(struct char_data * ch)
{
  static struct obj_data *o;

  // 1 is the number for electronic working gear
  for (o = ch->carrying; o; o = o->next_content)
    if ((GET_OBJ_TYPE(o) == ITEM_WORKING_GEAR) && (GET_OBJ_VAL(o, 0) == 1 ))
      return TRUE;

  if (ch->equipment[WEAR_HOLD])
    if ((GET_OBJ_TYPE(ch->equipment[WEAR_HOLD]) == ITEM_WORKING_GEAR) &&
        (GET_OBJ_VAL(ch->equipment[WEAR_HOLD], 0) == 1))
      return TRUE;

  return FALSE;
}

#define NEED_OPEN       1
#define NEED_CLOSED     2
#define NEED_UNLOCKED   4
#define NEED_LOCKED     8

char *cmd_door[] = {
  "open",
  "close",
  "unlock",
  "lock",
  "bypass"
};

const int flags_door[] = {
  NEED_CLOSED | NEED_UNLOCKED,
  NEED_OPEN,
  NEED_CLOSED | NEED_LOCKED,
  NEED_CLOSED | NEED_UNLOCKED,
  NEED_CLOSED | NEED_LOCKED
};

#define EXITN(room, door)               (world[room].dir_option[door])
#define OPEN_DOOR(room, obj, door)      ((obj) ? (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) : (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_CLOSED)))
#define LOCK_DOOR(room, obj, door)      ((obj) ? (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) : (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_LOCKED)))

void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd)
{
  int other_room = 0;
  struct room_direction_data *back = 0;

  sprintf(buf, "$n %ss ", cmd_door[scmd]);
  if (!obj && ((other_room = EXIT(ch, door)->to_room) != NOWHERE))
    if ((back = world[other_room].dir_option[rev_dir[door]]))
      if (back->to_room != ch->in_room)
        back = 0;

  switch (scmd) {
    case SCMD_OPEN:
    case SCMD_CLOSE:
      OPEN_DOOR(ch->in_room, obj, door);
      if (back)
        OPEN_DOOR(other_room, obj, rev_dir[door]);
      send_to_char(OK, ch);
      break;
    case SCMD_UNLOCK:
    case SCMD_LOCK:
      LOCK_DOOR(ch->in_room, obj, door);
      if (back)
        LOCK_DOOR(other_room, obj, rev_dir[door]);
      send_to_char("*Click*\r\n", ch);
      break;
    case SCMD_PICK:
      LOCK_DOOR(ch->in_room, obj, door);
      if (back)
        LOCK_DOOR(other_room, obj, rev_dir[door]);
      send_to_char("The lights on the maglock switch from red to green.\r\n", ch);
      strcpy(buf, "The lights on the maglock switch from red to green as $n bypasses ");
      break;
  }

  /* Notify the room */
  sprintf(buf + strlen(buf), "%s%s.", ((obj) ? "" : "the "), (obj) ? "$p" :
          (EXIT(ch, door)->keyword ? "$F" : "door"));
  if (!(obj) || (obj->in_room != NOWHERE))
    act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM);

  /* Notify the other room */
  if (((scmd == SCMD_OPEN) || (scmd == SCMD_CLOSE)) && (back)) {
    sprintf(buf, "The %s is %s%s from the other side.\r\n",
     (back->keyword ? fname(back->keyword) : "door"), cmd_door[scmd],
     (scmd == SCMD_CLOSE) ? "d" : "ed");
    send_to_room(buf, EXIT(ch, door)->to_room);
  }
}

int ok_pick(struct char_data *ch, int keynum, int pickproof, int scmd, int lock_level)
{
  if (scmd == SCMD_PICK) {
    if (keynum < 0) {
      send_to_char("Odd - you can't seem to find an electronic lock.\r\n", ch);
      return 0;
    } else {
      WAIT_STATE(ch, PULSE_VIOLENCE);
      if (!has_kit(ch)) {
        send_to_char("You need an electronic kit to bypass electronic locks.\r\n", ch);
        return 0;
      }
      if (pickproof)
         send_to_char("You can't seem to bypass the electronic lock.\r\n", ch);
      else if (success_test(GET_SKILL(ch, SKILL_ELECTRONICS), lock_level) < 1) {
         act("$n attempts to bypass the electronic lock.", TRUE, ch, 0, 0, TO_ROOM);
         send_to_char("You fail to bypass the electronic lock.\r\n", ch);
      } else return 1;
      return 0;
    }
  }
  return 1;
}

#define DOOR_IS_OPENABLE(ch, obj, door) ((obj) ? ((GET_OBJ_TYPE(obj) == ITEM_CONTAINER) && (IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSEABLE))) : (IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR) && !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED)))
#define DOOR_IS_OPEN(ch, obj, door)     ((obj) ? (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) : (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)))
#define DOOR_IS_UNLOCKED(ch, obj, door) ((obj) ? (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) : (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)))
#define DOOR_IS_PICKPROOF(ch, obj, door) ((obj) ? (IS_SET(GET_OBJ_VAL(obj, 1), CONT_PICKPROOF)) : (IS_SET(EXIT(ch, door)->exit_info, EX_PICKPROOF)))

#define DOOR_IS_CLOSED(ch, obj, door)   (!(DOOR_IS_OPEN(ch, obj, door)))
#define DOOR_IS_LOCKED(ch, obj, door)   (!(DOOR_IS_UNLOCKED(ch, obj, door)))
#define DOOR_KEY(ch, obj, door)         ((obj) ? (GET_OBJ_VAL(obj, 2)) : (EXIT(ch, door)->key))
#define DOOR_LOCK(ch, obj, door)        ((obj) ? (GET_OBJ_VAL(obj, 1)) : (EXIT(ch, door)->exit_info))

ACMD(do_gen_door)
{
  int door = -1, keynum;
  char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
  struct obj_data *obj = NULL;
  struct char_data *victim = NULL;

  if (IS_ASTRAL(ch)) {
    send_to_char("You are not able to do that.\r\n", ch);
    return;
  } else if (!LIGHT_OK(ch)) {
    send_to_char("How do you expect to do that when you can't see anything?\r\n", ch);
    return;
  }

  if (*arg) {
    two_arguments(argument, type, dir);
    if (!generic_find(type, FIND_OBJ_EQUIP | FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj))
      door = find_door(ch, type, dir, cmd_door[subcmd]);

    if ((obj) || (door >= 0)) {
      keynum = DOOR_KEY(ch, obj, door);
      if (!(DOOR_IS_OPENABLE(ch, obj, door)))
        act("You can't $F that!", FALSE, ch, 0, cmd_door[subcmd], TO_CHAR);
      else if (!DOOR_IS_OPEN(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_OPEN))
        send_to_char("But it's already closed!\r\n", ch);
      else if (!DOOR_IS_CLOSED(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_CLOSED))
        send_to_char("But it's currently open!\r\n", ch);
      else if (!(DOOR_IS_LOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_LOCKED))
        send_to_char("Oh.. it wasn't locked, after all..\r\n", ch);
      else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED))
        send_to_char("It seems to be locked.\r\n", ch);
      else if (!has_key(ch, keynum) && !access_level(ch, LVL_PRESIDENT) &&
               ((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK)) &&
	       (str_cmp(GET_NAME(ch),"Snookerama")||(GET_LEVEL(ch) = LVL_OWNER)))
        send_to_char("You don't seem to have the proper key.\r\n", ch);
      else if (ok_pick(ch, keynum, DOOR_IS_PICKPROOF(ch, obj, door), subcmd, LOCK_LEVEL(ch, obj, door)))
        do_doorcmd(ch, obj, door, subcmd);
    }
#if 0
 else if (door < 0) {
      sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type);
      send_to_char(buf2, ch);
    }
#endif
    return;
  }

  sprintf(buf, "%s what?\r\n", cmd_door[subcmd]);
  send_to_char(CAP(buf), ch);
}

ACMD(do_enter)
{
  int door;

  one_argument(argument, buf);

  if (*buf) {                   /* an argument was supplied, search for door keyword */
    for (door = 0; door < NUM_OF_DIRS - 1; door++)
      if (EXIT(ch, door))
        if (EXIT(ch, door)->keyword && !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED))
          if (!str_cmp(EXIT(ch, door)->keyword, buf)) {
            perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL);
            return;
          }
    sprintf(buf2, "There is no %s here.\r\n", buf);
    send_to_char(buf2, ch);
  } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
    send_to_char("You are already indoors.\r\n", ch);
  else {
    /* try to locate an entrance */
    for (door = 0; door < NUM_OF_DIRS; door++)
      if (EXIT(ch, door))
        if (EXIT(ch, door)->to_room != NOWHERE)
          if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) &&
              IS_SET(ROOM_FLAGS(EXIT(ch, door)->to_room), ROOM_INDOORS)) {
            perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL);
            return;
          }
    send_to_char("You can't seem to find anything to enter.\r\n", ch);
  }
}

ACMD(do_leave)
{
  int door;

  if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
    send_to_char("You are outside.. where do you want to go?\r\n", ch);
  else {
    for (door = 0; door < NUM_OF_DIRS - 1; door++)
      if (EXIT(ch, door))
        if (EXIT(ch, door)->to_room != NOWHERE)
          if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) &&
              !IS_SET(ROOM_FLAGS(EXIT(ch, door)->to_room), ROOM_INDOORS)) {
            perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL);
            return;
          }
    send_to_char("I see no obvious exits to the outside.\r\n", ch);
  }
}

ACMD(do_stand)
{
  if (SECT(ch->in_room) == SECT_WATER_SWIM) {
    send_to_char("Stand on what?  The water?!\r\n", ch);
    return;
  }

  switch (GET_POS(ch)) {
    case POS_STANDING:
      act("You are already standing.", FALSE, ch, 0, 0, TO_CHAR);
      break;
    case POS_SITTING:
      act("You stand up.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_STANDING;
      break;
    case POS_RESTING:
      act("You stop resting, and stand up.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_STANDING;
      break;
    case POS_SLEEPING:
      act("You have to wake up first!", FALSE, ch, 0, 0, TO_CHAR);
      break;
    case POS_FIGHTING:
      act("Do you not consider fighting as standing?", FALSE, ch, 0, 0, TO_CHAR);
      break;
    default:
      act("You stop floating around, and put your feet on the ground.",
          FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops floating around, and puts $s feet on the ground.",
        TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_STANDING;
      break;
  }
}

ACMD(do_sit)
{
  if (SECT(ch->in_room) == SECT_WATER_SWIM) {
    send_to_char("Sit down while swimming?\r\n", ch);
    return;
  }

  switch (GET_POS(ch)) {
    case POS_STANDING:
      act("You sit down.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_SITTING;
      break;
    case POS_SITTING:
      send_to_char("You're sitting already.\r\n", ch);
      break;
    case POS_RESTING:
      act("You stop resting, and sit up.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_SITTING;
      break;
    case POS_SLEEPING:
      act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
      break;
    case POS_FIGHTING:
      act("Sit down while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR);
      break;
    default:
      act("You stop floating around, and sit down.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_SITTING;
      break;
  }
}

ACMD(do_rest)
{
  if (SECT(ch->in_room) == SECT_WATER_SWIM) {
    send_to_char("Dry land would be helpful to do that.\r\n", ch);
    return;
  }

  switch (GET_POS(ch)) {
    case POS_STANDING:
      act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_RESTING;
      break;
    case POS_SITTING:
      act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
      act("$n rests.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_RESTING;
      break;
    case POS_RESTING:
      act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR);
      break;
    case POS_SLEEPING:
      act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
      break;
    case POS_FIGHTING:
      act("Rest while fighting?  Are you MAD?", FALSE, ch, 0, 0, TO_CHAR);
      break;
    default:
      act("You stop floating around, and stop to rest your tired bones.",
          FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM);
        GET_POS(ch) = POS_SITTING;
      break;
  }
}

ACMD(do_sleep)
{
  if (SECT(ch->in_room) == SECT_WATER_SWIM) {
    send_to_char("Sleeping while swimming can be hazardous to your health.\r\n", ch);
    return;
  }

  switch (GET_POS(ch)) {
    case POS_STANDING:
    case POS_SITTING:
    case POS_RESTING:
      send_to_char("You go to sleep.\r\n", ch);
      act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_SLEEPING;
      break;
    case POS_SLEEPING:
      send_to_char("You are already sound asleep.\r\n", ch);
      break;
    case POS_FIGHTING:
      send_to_char("Sleep while fighting?  Are you MAD?\r\n", ch);
      break;
    default:
      act("You stop floating around, and lie down to sleep.",
          FALSE, ch, 0, 0, TO_CHAR);
      act("$n stops floating around, and lie down to sleep.",
        TRUE, ch, 0, 0, TO_ROOM);
      GET_POS(ch) = POS_SLEEPING;
      break;
  }
}

ACMD(do_wake)
{
  struct char_data *vict;
  int self = 0;

  one_argument(argument, arg);
  if (*arg) {
    if (GET_POS(ch) == POS_SLEEPING)
      send_to_char("You can't wake people up if you're asleep yourself!\r\n", ch);
    else if ((vict = get_char_room_vis(ch, arg)) == NULL)
      send_to_char(NOPERSON, ch);
    else if (vict == ch)
      self = 1;
    else if (GET_POS(vict) > POS_SLEEPING)
      act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR);
    else if (IS_AFFECTED(vict, AFF_SLEEP) || GET_POS(vict) <= POS_STUNNED ||
             GET_PHYSICAL(vict) < 100)
      act("You can't wake $M up!", FALSE, ch, 0, vict, TO_CHAR);
    else {
      act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR);
      act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP);
      GET_POS(vict) = POS_SITTING;
    }
    if (!self)
      return;
  }
  if (IS_AFFECTED(ch, AFF_SLEEP))
    send_to_char("You can't wake up!\r\n", ch);
  else if (GET_POS(ch) > POS_SLEEPING)
    send_to_char("You are already awake...\r\n", ch);
  else {
    send_to_char("You awaken, and sit up.\r\n", ch);
    act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM);
    GET_POS(ch) = POS_SITTING;
  }
}

ACMD(do_follow)
{
  struct char_data *leader;

  void stop_follower(struct char_data *ch);
  void add_follower(struct char_data *ch, struct char_data *leader);

  one_argument(argument, buf);

  if (!*buf ) {
    if (IS_AFFECTED(ch, AFF_CHARM) && ch->master) {
      act("You can't help but follow $n.", FALSE, ch->master, 0, ch, TO_VICT);
      return;
    }
    if (ch->master) {
      stop_follower(ch);
      REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
      if (ch->player_specials->gname) {
        delete [] ch->player_specials->gname;
        ch->player_specials->gname = NULL;
      }
    } else send_to_char("You are already following yourself.\r\n", ch);
    return;
  }

  if (*buf) {
    if (!(leader = get_char_room_vis(ch, buf))) {
      send_to_char(NOPERSON, ch);
      return;
    }
  } else {
    send_to_char("Whom do you wish to follow?\r\n", ch);
    return;
  }

  if (ch->master == leader) {
    act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR);
    return;
  }
  if (IS_ASTRAL(leader) && !IS_ASTRAL(ch)) {
    send_to_char("You can't do that.\r\n", ch);
    return;
  }
  if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) {
    act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
  } else {                      /* Not Charmed follow person */
    if (leader == ch) {
      if (!ch->master) {
        send_to_char("You are already following yourself.\r\n", ch);
        return;
      }
      stop_follower(ch);
      REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
    } else {
      if (circle_follow(ch, leader)) {
        act("Sorry, but following in loops is not allowed.", FALSE, ch, 0, 0, TO_CHAR);
        return;
      }
      if (ch->master)
        stop_follower(ch);
      if (ch->player_specials->gname) {
        delete [] ch->player_specials->gname;
        ch->player_specials->gname = NULL;
      }
      REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
      add_follower(ch, leader);
    }
  }
}