/* ************************************************************************
*  file: act.movement.c , Implementation of commands      Part of DIKUMUD *
*  Usage : Movement commands, close/open & lock/unlock doors.             *
*  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */

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

#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.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 int rev_dir[];
extern char *dirs[]; 
extern int movement_loss[];

/* external functs */

int special(struct char_data *ch, int cmd, char *arg);
void death_cry(struct char_data *ch);
struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name,
	struct obj_data *list);


int do_simple_move(struct char_data *ch, int cmd, int following)
/* Assumes, 
	1. That there is no master and no followers.
	2. That the direction exists. 

   Returns :
   1 : If succes.
   0 : If fail
  -1 : If dead.
*/
{
	char tmp[80];
	int was_in;
	int need_movement;
	struct obj_data *obj;
	bool has_boat;

	int special(struct char_data *ch, int cmd, char *arg);

	if (special(ch, cmd+1, ""))  /* Check for special routines (North is 1) */
		return(FALSE);

	need_movement = (movement_loss[world[ch->in_room].sector_type]+
	movement_loss[world[world[ch->in_room].dir_option[cmd]->to_room].sector_type]) / 2;

	if ((world[ch->in_room].sector_type == SECT_WATER_NOSWIM) ||
	  (world[world[ch->in_room].dir_option[cmd]->to_room].sector_type == SECT_WATER_NOSWIM)) {
		has_boat = FALSE;
		/* See if char is carrying a boat */
		for (obj=ch->carrying; obj; obj=obj->next_content)
			if (obj->obj_flags.type_flag == ITEM_BOAT)
				has_boat = TRUE;
		if (!has_boat) {
			send_to_char("You need a boat to go there.\n\r", ch);
			return(FALSE);
		}
	}

	if(GET_MOVE(ch)<need_movement && !IS_NPC(ch))
	{
		if(!following)
			send_to_char("You are too exhausted.\n\r",ch);
		else
			send_to_char("You are too exhausted to follow.\n\r",ch);

		return(FALSE);
	}

	if(GET_LEVEL(ch)<21 && !IS_NPC(ch))
		GET_MOVE(ch) -= need_movement;

	if (!IS_AFFECTED(ch, AFF_SNEAK)) {
		sprintf(tmp, "$n leaves %s.", dirs[cmd]);
		act(tmp, TRUE, ch, 0,0,TO_ROOM);
	}

	was_in = ch->in_room;

	char_from_room(ch);

	char_to_room(ch, world[was_in].dir_option[cmd]->to_room);

	if (!IS_AFFECTED(ch, AFF_SNEAK))
		act("$n has arrived.", TRUE, ch, 0,0, TO_ROOM);	

	do_look(ch, "\0",15);

	if (IS_SET(world[ch->in_room].room_flags, DEATH) && GET_LEVEL(ch) < 21) {
		death_cry(ch);
		extract_char(ch);
		return(-1);
	}

	return(1);
}

void do_move(struct char_data *ch, char *argument, int cmd)
{
	char tmp[80];
	int was_in;
	struct char_data *tch1;
	struct follow_type *k, *next_dude;

	--cmd;

	if (!world[ch->in_room].dir_option[cmd]) {
		send_to_char("Alas, you cannot go that way...\n\r", ch);
	} else {          /* Direction is possible */

		if (IS_SET(EXIT(ch, cmd)->exit_info, EX_CLOSED)) {
			if (EXIT(ch, cmd)->keyword) {
				sprintf(tmp, "The %s seems to be closed.\n\r",
					fname(EXIT(ch, cmd)->keyword));
				send_to_char(tmp, ch);
			} else {
				send_to_char("It seems to be closed.\n\r", ch);
			}
		} else if (EXIT(ch, cmd)->to_room == NOWHERE)
			send_to_char("Alas, you can't go that way.\n\r", ch);
		else if (!ch->followers && !ch->master)
			do_simple_move(ch,cmd,FALSE);
		else {

			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.\n\r", ch);
				act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
			} else {

				was_in = ch->in_room;
				if (do_simple_move(ch, cmd, TRUE) == 1) { /* Move the character */
					if (ch->followers) {							      /* If succes move followers */

						for(k = ch->followers; k; k = next_dude) {
							next_dude = k->next;
							if ((was_in == k->follower->in_room) &&
							    (GET_POS(k->follower) >= POSITION_STANDING)) {
								act("You follow $N.", FALSE, k->follower, 0, ch, TO_CHAR);
								cmd++;
								send_to_char("\n\r", k->follower);
								do_move(k->follower, argument, cmd);
								cmd--;
							}
						}
					}
				}
			}
		}
	}
}



int find_door(struct char_data *ch, char *type, char *dir)
{
	char buf[MAX_STRING_LENGTH];
	int door;
	char *dirs[] = 
	{
		"north",
		"east",
		"south",
		"west",
		"up",
		"down",
		"\n"
	};

	if (*dir) /* a direction was specified */
	{
		if ((door = search_block(dir, dirs, FALSE)) == -1) /* Partial Match */
		{
			send_to_char("That's not a direction.\n\r", ch);
			return(-1);
		}

		if (EXIT(ch, door))
			if (EXIT(ch, door)->keyword)
				if (isname(type, EXIT(ch, door)->keyword))
					return(door);
				else
				{
					sprintf(buf, "I see no %s there.\n\r", type);
					send_to_char(buf, ch);
					return(-1);
				}
			else
				return(door);
		else
		{
			send_to_char(
				"I really don't see how you can close anything there.\n\r", ch);
			return(-1);
		}
	}
	else /* try to locate the keyword */
	{
		for (door = 0; door <= 5; door++)
			if (EXIT(ch, door))
				if (EXIT(ch, door)->keyword)
					if (isname(type, EXIT(ch, door)->keyword))
						return(door);

		sprintf(buf, "I see no %s here.\n\r", type);
		send_to_char(buf, ch);
		return(-1);
	}
}


void do_open(struct char_data *ch, char *argument, int cmd)
{
	int door, other_room, bits;
	char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
	struct room_direction_data *back;
	struct obj_data *obj;
	struct char_data *victim;

	argument_interpreter(argument, type, dir);

	if (!*type)
		send_to_char("Open what?\n\r", ch);
	else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
		ch, &victim, &obj))

		/* this is an object */

		if (obj->obj_flags.type_flag != ITEM_CONTAINER)
			send_to_char("That's not a container.\n\r", ch);
 		else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
			send_to_char("But it's already open!\n\r", ch);
		else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSEABLE))
			send_to_char("You can't do that.\n\r", ch);
		else if (IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
			send_to_char("It seems to be locked.\n\r", ch);
		else
		{
			REMOVE_BIT(obj->obj_flags.value[1], CONT_CLOSED);
			send_to_char("Ok.\n\r", ch);
			act("$n opens $p.", FALSE, ch, obj, 0, TO_ROOM);
		}
	else if ((door = find_door(ch, type, dir)) >= 0)

		/* perhaps it is a door */

		if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
			send_to_char("That's impossible, I'm afraid.\n\r", ch);
		else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
			send_to_char("It's already open!\n\r", ch);
		else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
			send_to_char("It seems to be locked.\n\r", ch);
		else
		{
			REMOVE_BIT(EXIT(ch, door)->exit_info, EX_CLOSED);
			if (EXIT(ch, door)->keyword)
				act("$n opens the $F.", FALSE, ch, 0, EXIT(ch, door)->keyword,
					TO_ROOM);
			else
				act("$n opens the door.", FALSE, ch, 0, 0, TO_ROOM);
			send_to_char("Ok.\n\r", ch);
			/* now for opening the OTHER side of the door! */
			if ((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)
					{
						REMOVE_BIT(back->exit_info, EX_CLOSED);
						if (back->keyword)
						{
							sprintf(buf,
								"The %s is opened from the other side.\n\r",
								fname(back->keyword));
							send_to_room(buf, EXIT(ch, door)->to_room);
						}
						else
							send_to_room(
							"The door is opened from the other side.\n\r",
							EXIT(ch, door)->to_room);
					}						 
		}
}


void do_close(struct char_data *ch, char *argument, int cmd)
{
	int door, other_room;
	char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
	struct room_direction_data *back;
	struct obj_data *obj;
	struct char_data *victim;


	argument_interpreter(argument, type, dir);

	if (!*type)
		send_to_char("Close what?\n\r", ch);
	else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
		ch, &victim, &obj))

		/* this is an object */

		if (obj->obj_flags.type_flag != ITEM_CONTAINER)
			send_to_char("That's not a container.\n\r", ch);
 		else if (IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
			send_to_char("But it's already closed!\n\r", ch);
		else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSEABLE))
			send_to_char("That's impossible.\n\r", ch);
		else
		{
			SET_BIT(obj->obj_flags.value[1], CONT_CLOSED);
			send_to_char("Ok.\n\r", ch);
			act("$n closes $p.", FALSE, ch, obj, 0, TO_ROOM);
		}
	else if ((door = find_door(ch, type, dir)) >= 0)

		/* Or a door */

		if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
			send_to_char("That's absurd.\n\r", ch);
		else if (IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
			send_to_char("It's already closed!\n\r", ch);
		else
		{
			SET_BIT(EXIT(ch, door)->exit_info, EX_CLOSED);
			if (EXIT(ch, door)->keyword)
				act("$n closes the $F.", 0, ch, 0, EXIT(ch, door)->keyword,
					TO_ROOM);
			else
				act("$n closes the door.", FALSE, ch, 0, 0, TO_ROOM);
			send_to_char("Ok.\n\r", ch);
			/* now for closing the other side, too */
			if ((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)
					{
						SET_BIT(back->exit_info, EX_CLOSED);
						if (back->keyword)
						{
							sprintf(buf,
								"The %s closes quietly.\n\r", back->keyword);
							send_to_room(buf, EXIT(ch, door)->to_room);
						}
						else
							send_to_room(
								"The door closes quietly.\n\r",
								EXIT(ch, door)->to_room);
					}						 
		}
}


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

	for (o = ch->carrying; o; o = o->next_content)
		if (obj_index[o->item_number].virtual == key)
			return(1);

	if (ch->equipment[HOLD])
		if (obj_index[ch->equipment[HOLD]->item_number].virtual == key)
			return(1);

	return(0);
}


void do_lock(struct char_data *ch, char *argument, int cmd)
{
	int door, other_room;
	char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
	struct room_direction_data *back;
	struct obj_data *obj;
	struct char_data *victim;


	argument_interpreter(argument, type, dir);

	if (!*type)
		send_to_char("Lock what?\n\r", ch);
	else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
		ch, &victim, &obj))

		/* this is an object */

		if (obj->obj_flags.type_flag != ITEM_CONTAINER)
			send_to_char("That's not a container.\n\r", ch);
 		else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
			send_to_char("Maybe you should close it first...\n\r", ch);
		else if (obj->obj_flags.value[2] < 0)
			send_to_char("That thing can't be locked.\n\r", ch);
		else if (!has_key(ch, obj->obj_flags.value[2]))
			send_to_char("You don't seem to have the proper key.\n\r", ch);	
		else if (IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
			send_to_char("It is locked already.\n\r", ch);
		else
		{
			SET_BIT(obj->obj_flags.value[1], CONT_LOCKED);
			send_to_char("*Cluck*\n\r", ch);
			act("$n locks $p - 'cluck', it says.", FALSE, ch, obj, 0, TO_ROOM);
		}
	else if ((door = find_door(ch, type, dir)) >= 0)

		/* a door, perhaps */

		if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
			send_to_char("That's absurd.\n\r", ch);
		else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
			send_to_char("You have to close it first, I'm afraid.\n\r", ch);
		else if (EXIT(ch, door)->key < 0)
			send_to_char("There does not seem to be any keyholes.\n\r", ch);
		else if (!has_key(ch, EXIT(ch, door)->key))
			send_to_char("You don't have the proper key.\n\r", ch);
		else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
			send_to_char("It's already locked!\n\r", ch);
		else
		{
			SET_BIT(EXIT(ch, door)->exit_info, EX_LOCKED);
			if (EXIT(ch, door)->keyword)
				act("$n locks the $F.", 0, ch, 0,  EXIT(ch, door)->keyword,
					TO_ROOM);
			else
				act("$n locks the door.", FALSE, ch, 0, 0, TO_ROOM);
			send_to_char("*Click*\n\r", ch);
			/* now for locking the other side, too */
			if ((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)
						SET_BIT(back->exit_info, EX_LOCKED);
		}
}


void do_unlock(struct char_data *ch, char *argument, int cmd)
{
	int door, other_room;
	char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
	struct room_direction_data *back;
	struct obj_data *obj;
	struct char_data *victim;


	argument_interpreter(argument, type, dir);

	if (!*type)
		send_to_char("Unlock what?\n\r", ch);
	else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
		ch, &victim, &obj))

		/* this is an object */

		if (obj->obj_flags.type_flag != ITEM_CONTAINER)
			send_to_char("That's not a container.\n\r", ch);
 		else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
			send_to_char("Silly - it ain't even closed!\n\r", ch);
		else if (obj->obj_flags.value[2] < 0)
			send_to_char("Odd - you can't seem to find a keyhole.\n\r", ch);
		else if (!has_key(ch, obj->obj_flags.value[2]))
			send_to_char("You don't seem to have the proper key.\n\r", ch);	
		else if (!IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
			send_to_char("Oh.. it wasn't locked, after all.\n\r", ch);
		else
		{
			REMOVE_BIT(obj->obj_flags.value[1], CONT_LOCKED);
			send_to_char("*Click*\n\r", ch);
			act("$n unlocks $p.", FALSE, ch, obj, 0, TO_ROOM);
		}
	else if ((door = find_door(ch, type, dir)) >= 0)

		/* it is a door */

		if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
			send_to_char("That's absurd.\n\r", ch);
		else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
			send_to_char("Heck.. it ain't even closed!\n\r", ch);
		else if (EXIT(ch, door)->key < 0)
			send_to_char("You can't seem to spot any keyholes.\n\r", ch);
		else if (!has_key(ch, EXIT(ch, door)->key))
			send_to_char("You do not have the proper key for that.\n\r", ch);
		else if (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
			send_to_char("It's already unlocked, it seems.\n\r", ch);
		else
		{
			REMOVE_BIT(EXIT(ch, door)->exit_info, EX_LOCKED);
			if (EXIT(ch, door)->keyword)
				act("$n unlocks the $F.", 0, ch, 0, EXIT(ch, door)->keyword,
					TO_ROOM);
			else
				act("$n unlocks the door.", FALSE, ch, 0, 0, TO_ROOM);
			send_to_char("*click*\n\r", ch);
			/* now for unlocking the other side, too */
			if ((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)
						REMOVE_BIT(back->exit_info, EX_LOCKED);
		}
}





void do_pick(struct char_data *ch, char *argument, int cmd)
{
   byte percent;
	int door, other_room;
	char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
	struct room_direction_data *back;
	struct obj_data *obj;
	struct char_data *victim;

	argument_interpreter(argument, type, dir);

   percent=number(1,101); /* 101% is a complete failure */

   if (percent > (ch->skills[SKILL_PICK_LOCK].learned)) {
      send_to_char("You failed to pick the lock.\n\r", ch);
      return;
	}

	if (!*type)
		send_to_char("Pick what?\n\r", ch);
	else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
		ch, &victim, &obj))

		/* this is an object */

		if (obj->obj_flags.type_flag != ITEM_CONTAINER)
			send_to_char("That's not a container.\n\r", ch);
 		else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED))
			send_to_char("Silly - it ain't even closed!\n\r", ch);
		else if (obj->obj_flags.value[2] < 0)
			send_to_char("Odd - you can't seem to find a keyhole.\n\r", ch);
		else if (!IS_SET(obj->obj_flags.value[1], CONT_LOCKED))
			send_to_char("Oho! This thing is NOT locked!\n\r", ch);
		else if (IS_SET(obj->obj_flags.value[1], CONT_PICKPROOF))
			send_to_char("It resists your attempts at picking it.\n\r", ch);
		else
		{
			REMOVE_BIT(obj->obj_flags.value[1], CONT_LOCKED);
			send_to_char("*Click*\n\r", ch);
			act("$n fiddles with $p.", FALSE, ch, obj, 0, TO_ROOM);
		}
	else if ((door = find_door(ch, type, dir)) >= 0)
		if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
			send_to_char("That's absurd.\n\r", ch);
		else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
			send_to_char("You realize that the door is already open.\n\r", ch);
		else if (EXIT(ch, door)->key < 0)
			send_to_char("You can't seem to spot any lock to pick.\n\r", ch);
		else if (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
			send_to_char("Oh.. it wasn't locked at all.\n\r", ch);
		else if (IS_SET(EXIT(ch, door)->exit_info, EX_PICKPROOF))
			send_to_char("You seem to be unable to pick this lock.\n\r", ch);
		else
		{
			REMOVE_BIT(EXIT(ch, door)->exit_info, EX_LOCKED);
			if (EXIT(ch, door)->keyword)
				act("$n skillfully picks the lock of the $F.", 0, ch, 0,
					EXIT(ch, door)->keyword, TO_ROOM);
			else
				act("$n picks the lock of the.", TRUE, ch, 0, 0, TO_ROOM);
			send_to_char("The lock quickly yields to your skills.\n\r", ch);
			/* now for unlocking the other side, too */
			if ((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)
						REMOVE_BIT(back->exit_info, EX_LOCKED);
		}
}


void do_enter(struct char_data *ch, char *argument, int cmd)
{
	int door;
	char buf[MAX_INPUT_LENGTH], tmp[MAX_STRING_LENGTH];

	void do_move(struct char_data *ch, char *argument, int cmd);

	one_argument(argument, buf);

	if (*buf)  /* an argument was supplied, search for door keyword */
	{
		for (door = 0; door <= 5; door++)
			if (EXIT(ch, door))
				if (EXIT(ch, door)->keyword)
					if (!str_cmp(EXIT(ch, door)->keyword, buf))
					{
						do_move(ch, "", ++door);
						return;
					}
		sprintf(tmp, "There is no %s here.\n\r", buf);
		send_to_char(tmp, ch);
 	}
	else
		if (IS_SET(world[ch->in_room].room_flags, INDOORS))
			send_to_char("You are already indoors.\n\r", ch);
		else
		{
			/* try to locate an entrance */
			for (door = 0; door <= 5; door++)
				if (EXIT(ch, door))
					if (EXIT(ch, door)->to_room != NOWHERE)
						if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) &&
							IS_SET(world[EXIT(ch, door)->to_room].room_flags,
							INDOORS))
						{
							do_move(ch, "", ++door);
							return;
						}
			send_to_char("You can't seem to find anything to enter.\n\r", ch);
		}
}


void do_leave(struct char_data *ch, char *argument, int cmd)
{
	int door;

	void do_move(struct char_data *ch, char *argument, int cmd);

	if (!IS_SET(world[ch->in_room].room_flags, INDOORS))
		send_to_char("You are outside.. where do you want to go?\n\r", ch);
	else
	{
		for (door = 0; door <= 5; door++)
			if (EXIT(ch, door))
				if (EXIT(ch, door)->to_room != NOWHERE)
					if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) &&
						!IS_SET(world[EXIT(ch, door)->to_room].room_flags, INDOORS))
					{
						do_move(ch, "", ++door);
						return;
					}
		send_to_char("I see no obvious exits to the outside.\n\r", ch);
	}
}


void do_stand(struct char_data *ch, char *argument, int cmd)
{
	char buffer[MAX_STRING_LENGTH];

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


void do_sit(struct char_data *ch, char *argument, int cmd)
{
	char buffer[MAX_STRING_LENGTH];

	switch(GET_POS(ch)) {
		case POSITION_STANDING : {
			act("You sit down.", FALSE, ch, 0,0, TO_CHAR);
			act("$n sits down.", FALSE, ch, 0,0, TO_ROOM);
			GET_POS(ch) = POSITION_SITTING;
		} break;
		case POSITION_SITTING	: {
			send_to_char("You'r sitting already.\n\r", ch);
		} break;
		case POSITION_RESTING	: {
			act("You stop resting, and sit up.", FALSE, ch,0,0,TO_CHAR);
			act("$n stops resting.", TRUE, ch, 0,0,TO_ROOM);
			GET_POS(ch) = POSITION_SITTING;
		} break;
		case POSITION_SLEEPING : {
			act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
		} break;
		case POSITION_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) = POSITION_SITTING;
		} break;
	}
}
			

void do_rest(struct char_data *ch, char *argument, int cmd) {
char buffer[MAX_STRING_LENGTH];

	switch(GET_POS(ch)) {
		case POSITION_STANDING : {
			act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
			act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM);
			GET_POS(ch) = POSITION_RESTING;
		} break;
		case POSITION_SITTING : {
			act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
			act("$n rests.", TRUE, ch, 0, 0, TO_ROOM);
			GET_POS(ch) = POSITION_RESTING;
		} break;
		case POSITION_RESTING : {
			act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR);
		} break;
		case POSITION_SLEEPING : {
			act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
			} break;
		case POSITION_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) = POSITION_SITTING;
		} break;
	}
}


void do_sleep(struct char_data *ch, char *argument, int cmd) {
char buffer[MAX_STRING_LENGTH];

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


void do_wake(struct char_data *ch, char *argument, int cmd)
{
	char buffer[MAX_STRING_LENGTH];
	struct char_data *tmp_char;
	char arg[MAX_STRING_LENGTH];


	one_argument(argument,arg);
	if (*arg) {
		if (GET_POS(ch) == POSITION_SLEEPING) {
			act("You can't wake people up if you are asleep yourself!",
				FALSE, ch,0,0,TO_CHAR);
		} else {
			tmp_char = get_char_room_vis(ch, arg);
			if (tmp_char) {
				if (tmp_char == ch) {
					act("If you want to wake yourself up, just type 'wake'",
						FALSE, ch,0,0,TO_CHAR);
				} else {
					if (GET_POS(tmp_char) == POSITION_SLEEPING) {
						if (IS_AFFECTED(tmp_char, AFF_SLEEP)) {
							act("You can not wake $M up!", FALSE, ch, 0, tmp_char, TO_CHAR);
						} else {
							act("You wake $M up.", FALSE, ch, 0, tmp_char, TO_CHAR);
							GET_POS(tmp_char) = POSITION_SITTING;
							act("You are awakened by $n.", FALSE, ch, 0, tmp_char, TO_VICT);
						}
					} else {
						act("$N is already awake.",FALSE,ch,0,tmp_char, TO_CHAR);
					}
				}
			} else {
				send_to_char("You do not see that person here.\n\r", ch);
			}
		}
	} else {
		if (IS_AFFECTED(ch,AFF_SLEEP)) {
			send_to_char("You can't wake up!\n\r", ch);
		} else {
			if (GET_POS(ch) > POSITION_SLEEPING)
				send_to_char("You are already awake...\n\r", ch);
			else {
				send_to_char("You wake, and sit up.\n\r", ch);
				act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM);
				GET_POS(ch) = POSITION_SITTING;
			}
		}
	}
}


void do_follow(struct char_data *ch, char *argument, int cmd)
{
	char name[160], buf[160];
	struct char_data *leader, *k;

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

	one_argument(argument, name);

	if (*name) {
		if (!(leader = get_char_room_vis(ch, name))) {
			send_to_char("I see no person by that name here!\n\r", ch);
			return;
		}
	} else {
		send_to_char("Who do you wish to follow?\n\r", 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.\n\r", ch);
				return;
			}
			stop_follower(ch);
		} 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);

			add_follower(ch, leader);
		}
	}
}