skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
#define SWIMMING_SKILL "general.swimming"
#define SHADOW "/std/shadows/misc/water"
#define WET_EFFECT "/std/effects/object/wet"
#define WET_EFFECT_MATCH "object.wet"
#include <tasks.h>
#include <position.h>

int surface = 1;
string up_dir = "up", down_dir = "down", f_in_mess = "$N float$s in from $F.",
       f_out_mess = "$N float$s $T.", s_in_mess = "$N sink$s in from $F.",
       s_out_mess = "$N sink$s $T.",
       c_in_mess = "$N get$s dragged in from $F.",
       c_out_mess = "$N get$s dragged away $T.",
       on_bottom = "lying on the bottom", non_float = "drifting nearby",
       floating = "floating nearby";
int clarity = 100, salinity = 0;
int recheck_delay = -1;
mapping flows = ([ ]), delays = ([ ]);

int attempt_exit( string dir, object ob );

/**
 * This method masks the standard one, to give messages more in-line
 * with wet areas.  See the general documentation for more details.
 * @see query_default_position()
 */
mixed *query_default_position(object ob) {
  return ({ SWIMMING, "You start to swim.\n",
            capitalize(ob->the_short()) + " starts to swim.\n" });
} /* query_default_position() */

/**
 * This method masks the standard one, to handle liquid-based positions.
 * See the general documentation for more details.
 * @see is_allowed_position()
 */
int is_allowed_position(string poss) {
   switch (poss) {
      case SWIMMING :
         return 1;
      default :
         return 0;
   }
} /* is_allowed_position() */

/**
 * This method sets the delay before an object is swept downstream.
 * @param dir the direction the object is swept
 * @param delay the amount of time to wait
 */
void set_min_sweep_delay( string dir, int delay )  {
   delays[ dir ] = delay;
   return;
} /* set_min_sweep_delay() */

/**
 * This method returns the sweep delay for the given direction.
 * @param dir the exit direction
 * @return the sweep delay for the given direction
 */
int query_min_sweep_delay( string dir )  {  return delays[ dir ];  }

/**
 * This method returns the sweep delays for all exits as a mapping.
 * @return a mapping of all exits and their sweep delays
 */
mapping query_min_sweep_delays()  {  return delays;  }

/**
 * Documentation TBD
 */
void set_recheck_delay( int time_out )  {
   recheck_delay = time_out;
   INV( TO )->update_recheck( time_out );
   return;
} /* set_recheck_delay() */

/**
 * Documentation TBD
 */
int query_recheck_delay()  { return recheck_delay; }

void set_bottom_mess( string mess )  {
   on_bottom = mess;
   return;
}

string query_bottom_mess()  {  return on_bottom;  }

void set_nonfloat_mess( string mess )  {
   non_float = mess;
   return;
}

string query_nonfloat_mess()  {  return non_float;  }

void set_float_mess( string mess )  {
   floating = mess;
   return;
}

string query_float_mess()  {  return floating;  }

void set_sink_in_mess( string mess )  {
   s_in_mess = mess;
   return;
}

string query_sink_in_mess()  {  return s_in_mess;  }

void set_sink_out_mess( string mess )  {
   s_out_mess = mess;
   return;
}

string query_sink_out_mess()  {  return s_out_mess;  }

void set_float_in_mess( string mess )  {
   f_in_mess = mess;
   return;
}

string query_float_in_mess()  {  return f_in_mess;  }

void set_float_out_mess( string mess )  {
   f_out_mess = mess;
   return;
}

string query_float_out_mess()  {  return f_out_mess;  }

void set_sweep_in_mess( string mess )  {
   c_in_mess = mess;
   return;
}

string query_sweep_in_mess()  {  return c_in_mess;  }

void set_sweep_out_mess( string mess )  {
   c_out_mess = mess;
   return;
}

string query_sweep_out_mess()  {  return c_out_mess;  }

void set_surface( int on_top )  {
   surface = on_top;
   return;
}  /* set_surface() */

int query_water()  {  return 1;  }

int query_surface()  {  return surface;  }

int query_bottom()  {
   return ( member_array( down_dir, (string *)TO->query_exits() ) == -1 );
}

void add_flow( string dir, mixed rate )  {
   if ( intp( rate )  ||  functionp( rate ) )  {
      flows[ dir ] = rate;
   }
   return;
}  /* add_flow() */

void delete_flow( string dir )  {
   map_delete( flows, dir );
   return;
}  /* delete_flow() */

int query_flow(string dir)  {  return evaluate( flows[dir] );  }

mapping query_flows()  {
   string dir;
   mapping ret_flows;

   ret_flows = ([ ]);
   foreach ( dir in keys( flows ) )  {
      ret_flows[ dir ] = evaluate( flows[ dir ] );
   }
   return ret_flows;
} /* query_flows() */

void set_clarity( int how_clear )  {
   if ( how_clear < 0 )  clarity = 0;
   else if ( how_clear > 100 )  clarity = 100;
   else clarity = how_clear;
   return;
}  /* set_clarity() */

int query_clarity()  {  return clarity;  }

void set_salinity( int how_salty )  {
   if ( how_salty < 0 )  salinity = 0;
   else if ( how_salty > 100 )  salinity = 100;
   else salinity = how_salty;
   return;
} /* set_salinity() */

int query_salinity()  {  return salinity;  }

void set_up_dir( string dir )  {
   up_dir = dir;
   return;  }

string query_up_dir()  {  return up_dir;  }

void set_down_dir( string dir )  {
   down_dir = dir;
   return;  }

string query_down_dir()  {  return down_dir;  }

void event_enter( object ob, string, object from )  {
   object *cntnrs, jar, h2o, *stuff;

   if ( !ob->query_property( "dead" ) )  {
      if ( !ob->find_water_shadow() )
         clone_object( SHADOW )->setup_shadow(ob);
      else if ( surface  &&  from  &&  !from->query_surface()  &&
                living( ob )  &&  !ob->query_property( "gills" ) )  {
         tell_object( ob, "You break the surface and take a deep breath.\n" );
         tell_room( TO, (string)ob->one_short() + " breaks the "
                    "surface and takes a deep breath.\n", ({ ob }) );
      }
      ob->test_float();
      ob->test_sweep();
      if ( living( ob ) )  {
         ob->test_drown();
         ob->do_soak();
      }
      if ( !ob->query_dry_cargo() )  {
         cntnrs = filter_array( stuff = INV( ob ), "find_containers", TO );
         foreach ( jar in cntnrs )  {
            h2o = clone_object( WATER_OBJ );
            h2o->set_amount( (int)jar->query_max_volume() -
                             (int)jar->query_volume() );
            h2o->move( jar );
         }
         cntnrs = filter_array( stuff, "find_towels", TO );
         foreach ( jar in cntnrs )
            jar->add_effect( WET_EFFECT, 200 * (int)jar->query_weight() );
      }
      ob->update_recheck( recheck_delay );
   }
   return;
}  /* event_enter() */

void event_exit( object ob, string mess, object to )  {
   if ( to  &&  !to->query_water() )  ob->dest_water_shadow();
   else ob->cancel_sweep();
}  /* event_exit() */

int attempt_exit( string dir, object ob )  {
   int outcome, diff, flow_rate;

   outcome = SUCCEED;
   flow_rate = evaluate( flows[ dir ] );
   if ( dir == up_dir  &&
        ( diff = (int)ob->query_buoyancy() + flow_rate ) < 0  &&
        !surface )  {
      outcome = (int)TASKER->attempt_task( -diff, (int)ob->query_swim_bonus(),
                     100, -diff );
      if ( outcome == FAIL )  {
         tell_room( TO, (string)ob->query_short() + " struggles "
                    "to leave " + up_dir + ", but can't make any headway.\n",
                    ob );
         tell_object( ob, "You struggle to leave " + up_dir + " but, with "
                      "load you're carrying, you can't make any headway.\n" );
         return 0;
      }
   }
   else if ( dir == down_dir  &&
             ( diff = (int)ob->query_buoyancy() - flow_rate ) >
             (int)ob->query_swim_bonus() )  {
      outcome = (int)TASKER->attempt_task( diff, (int)ob->query_swim_bonus(),
                                           100, diff );
      if ( outcome == FAIL )  {
         tell_room( TO, (string)ob->query_short() + " struggles "
                    "to leave " + down_dir + ", but can't make any "
                    "headway.\n", ob );
         tell_object( ob, "You struggle to leave " + down_dir + " but, with "
                      "your buoyancy, you can't make any headway .\n" );
         return 0;
      }
   }
   else if ( flow_rate < 0 )  {
      outcome = (int)TASKER->attempt_task( -flow_rate,
                                           (int)ob->query_swim_bonus(), 100,
                                           -flow_rate );
      if ( outcome == FAIL )  {
         tell_room( TO, (string)ob->query_short() + " struggles "
                    "against the " + dir + " current, but can't make any "
                    "headway.\n", ob );
         tell_object( ob, "You can't make any headway against the "
                      "current.\n" );
         return 0;
      }
   }
   if ( outcome == AWARD && ob->add_skill_level( SWIMMING_SKILL, 1 ))  {
      tell_object( ob, ({ "%^YELLOW%^You move more surely as you glide "
                          "through the water.\n%^RESET%^",
                          "%^YELLOW%^You discover a more efficient "
                          "stroke.\n%^RESET%^",
                          "%^YELLOW%^You find a better way to streamline "
                          "your body.\n%^RESET%^",
                          "%^YELLOW%^You find a more efficient swimming "
                          "rhythm.\n%^RESET%^",
                          "%^YELLOW%^You begin to move more confidently "
                          "through the water.\n%^RESET%^"
                          })[ random(5) ] );
   }
   return 1;
}  /* attempt_exit() */


int find_containers( object ob )  {
   return (int)ob->query_max_volume()  &&  !(int)ob->query_closed();
}  /* find_containers() */

int find_towels( object ob )  {
   int *effects;

   effects = (int *)ob->effects_matching( WET_EFFECT_MATCH );
   return (int)ob->id( "towel" )  && ( !sizeof( effects )  ||
            (int)ob->arg_of( effects[ 0 ] ) < 200 * (int)ob->query_weight() );
} /* find_towels() */

string query_name()  {  return "drowning";  }

void init()  {
   if ( TP )  {
      TP->add_command( "float", TO, "" );
      TP->add_command( "swim", TO, "" );
   }
}

int do_float()  {
   return TP->do_float();
}

int do_swim()  {
   return TP->do_swim();
}