swrip101/bin/
swrip101/boards/
swrip101/clans/
swrip101/doc/mudprogs/
swrip101/planets/
swrip101/space/
/***************************************************************************
*                   Star Wars: Rise in Power MUD Codebase                  *
*--------------------------------------------------------------------------*
* SWRiP Code Additions and changes from the SWReality and Smaug Code       *
* copyright (c) 2001 by Mark Miller (Darrik Vequir)                        *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			   Player movement module			   *
****************************************************************************/


#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
#include "mud.h"


const	sh_int	movement_loss	[SECT_MAX]	=
{
    1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6, 5, 7, 4
};

char *	const	dir_name	[]		=
{
    "north", "east", "south", "west", "up", "down",
    "northeast", "northwest", "southeast", "southwest", "somewhere"
};

const	int	trap_door	[]		=
{
    TRAP_N, TRAP_E, TRAP_S, TRAP_W, TRAP_U, TRAP_D,
    TRAP_NE, TRAP_NW, TRAP_SE, TRAP_SW
};


const	sh_int	rev_dir		[]		=
{
    2, 3, 0, 1, 5, 4, 9, 8, 7, 6, 10
};


ROOM_INDEX_DATA * vroom_hash [64];


/*
 * Local functions.
 */
bool	has_key		args( ( CHAR_DATA *ch, int key ) );


char *	const		sect_names[SECT_MAX][2] =
{
    { "In A Room","inside"	},	{ "A City Street","cities"      },
    { "In A Field","fields"	},	{ "In A Forest","forests"	},
    { "Hill",	"hills"		},	{ "On A Mountain","mountains"	},
    { "In The Water","waters"	},	{ "In Rough Water","waters"	},
    { "Underwater", "underwaters" },	{ "In The Air",	"air"		},
    { "In A Desert","deserts"	},	{ "Somewhere",	"unknown"	},
    { "Ocean floor", "Ocean floor" },	{ "Underground", "underground"	}
};


const	int		sent_total[SECT_MAX]		=
{
    4, 24, 4, 4, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1
};

char *	const		room_sents[SECT_MAX][25]	=
{
    {
	"The smooth walls are made of durasteel.",
	"You see an occasional rotent moving around.",
	"You notice the glowrods attached along the ceiling.",
	"The place has the strong smell of sanitizer and metal."
    },

    {
	"You notice the occasional stray looking for food.",
	"Tall buildings loom on either side of you stretching to the sky.",
	"Some street people are putting on an interesting display of talent trying to earn some credits.",
	"Two people nearby shout heated words of argument at one another.",
	"You think you can make out several shady figures talking down a dark alleyway."
        "A slight breeze blows through the tall buildings.",
        "A small crowd of people have gathered at one side of the street.",
        "Clouds far above you obscure the tops of the highest skyscrapers.",
        "A speeder moves slowly through the street avoiding pedestrians.",
        "A cloudcar flys by overhead.",
        "The air is thick and hard to breath.",
        "The many smells of the city assault your senses.",
        "You hear a scream far of in the distance.",
        "The buildings around you seem endless in number.",
        "The city stretches seemingly endless in all directions.",
        "The street is wide and long.",
        "A swoop rider passes quickly by weaving in and out of pedestrians and other vehicles.",
        "The surface of the road is worn from many travellers.",
        "You feel it would be very easy to get lost in such an enormous city.",
        "You can see other streets above and bellow this one running in many directions.",
        "There are entrances to several buildings at this level.",
        "Along the edge of the street railings prevent pedestrians from falling to their death.",
        "In between the many towers you can see down into depths of the lower city.",
        "A grate in the street prevents rainwater from building up.",
        "You can see you reflection in several of the transparisteel windows as you pass by."
        "You hear a scream far of in the distance.",
    },

    {
	"You notice sparce patches of brush and shrubs.",
	"There is a small cluster of trees far off in the distance.",
	"Around you are grassy fields as far as the eye can see.",
	"Throughout the plains a wide variety of weeds and wildflowers are scattered."
    },

    {
	"Tall, dark green trees prevent you from seeing very far.",
	"Many huge trees that look several hundred years old are here.",
	"You notice a solitary, drooping tree.",
	"To your left is a patch of bright white, slender trees, slender and tall."
    },

    {
	"The rolling hills are lightly speckled with violet wildflowers."
    },

    {
	"The rocky mountain pass offers many hiding places."
    },

    {
	"The water is smooth as glass."
    },

    {
	"Rough waves splash about angrily."
    },

    {
	"A small school of fish swims by."
    },

    {
	"The land is far far below.",
	"A misty haze of clouds drifts by."
    },

    {
	"Around you is sand as far as the eye can see.",
	"You think you see the shimmering that might represent water in the distance"
    },

    {
	"You notice nothing unusual."
    },

    { 
        "There are many rocks and coral which litter the ocean floor."
    },

    {
	"You stand in a lengthy tunnel of rock."
    }

};

int wherehome( CHAR_DATA *ch)
{
    if( ch->plr_home )
      return ch->plr_home->vnum;

    if( get_trust(ch) >= LEVEL_IMMORTAL )
       return ROOM_START_IMMORTAL;
    if( ch->race  == RACE_HUMAN)
       return ROOM_START_HUMAN;
    if( ch->race  == RACE_WOOKIEE)
       return ROOM_START_WOOKIEE;
    if( ch->race  == RACE_RODIAN)
       return ROOM_START_RODIAN;
    if( ch->race  == RACE_MON_CALAMARI)
       return ROOM_START_MON_CALAMARIAN;
    if( ch->race  == RACE_TWI_LEK)
       return ROOM_START_TWILEK;
    if( ch->race  == RACE_HUTT)
       return ROOM_START_HUTT;
    if( ch->race  == RACE_GAMORREAN)
       return ROOM_START_GAMORREAN;
    if( ch->race  == RACE_JAWA)
       return ROOM_START_JAWA;
    if( ch->race  == RACE_ADARIAN)
       return ROOM_START_ADARIAN;
    if( ch->race  == RACE_EWOK)
       return ROOM_START_EWOK;
    if( ch->race  == RACE_VERPINE)
       return ROOM_START_VERPINE;
    if( ch->race  == RACE_DEFEL)
       return ROOM_START_DEFEL;
    if( ch->race  == RACE_TRANDOSHAN)
       return ROOM_START_TRANDOSHAN;
    if( ch->race  == RACE_CHADRA_FAN)
       return ROOM_START_CHADRA_FAN;
    if( ch->race  == RACE_QUARREN)
       return ROOM_START_QUARREN;
    if( ch->race  == RACE_SULLUSTAN)
       return ROOM_START_SULLUSTAN;
    if( ch->race  == RACE_NOGHRI)
       return ROOM_START_NOGHRI;
       
    return ROOM_VNUM_TEMPLE;   
}

char *grab_word( char *argument, char *arg_first )
{
    char cEnd;
    sh_int count;

    count = 0;

    while ( isspace(*argument) )
	argument++;

    cEnd = ' ';
    if ( *argument == '\'' || *argument == '"' )
	cEnd = *argument++;

    while ( *argument != '\0' || ++count >= 255 )
    {
	if ( *argument == cEnd )
	{
	    argument++;
	    break;
	}
	*arg_first++ = *argument++;
    }
    *arg_first = '\0';

    while ( isspace(*argument) )
	argument++;

    return argument;
}

char *wordwrap( char *txt, sh_int wrap )
{
    static char buf[MAX_STRING_LENGTH];
    char *bufp;

    buf[0] = '\0';
    bufp = buf;
    if ( txt != NULL )
    {
        char line[MAX_STRING_LENGTH];
        char temp[MAX_STRING_LENGTH];
        char *ptr, *p;
        int ln, x;

	++bufp;
        line[0] = '\0';
        ptr = txt;
        while ( *ptr )
        {
	  ptr = grab_word( ptr, temp );
          ln = strlen( line );  x = strlen( temp );
          if ( (ln + x + 1) < wrap )
          {
	    if ( line[ln-1] == '.' )
              strcat( line, "  " );
	    else
              strcat( line, " " );
            strcat( line, temp );
            p = strchr( line, '\n' );
            if ( !p )
              p = strchr( line, '\r' );
            if ( p )
            {
                strcat( buf, line );
                line[0] = '\0';
            }
          }
          else
          {
            strcat( line, "\r\n" );
            strcat( buf, line );
            strcpy( line, temp );
          }
        }
        if ( line[0] != '\0' )
            strcat( buf, line );
    }
    return bufp;
}

void decorate_room( ROOM_INDEX_DATA *room )
{
    char buf[MAX_STRING_LENGTH];
    char buf2[MAX_STRING_LENGTH];
    int nRand;
    int iRand, len;
    int previous[8];
    int sector = room->sector_type;

    if ( room->name )
      STRFREE( room->name );
    if ( room->description )
      STRFREE( room->description );

    room->name	= STRALLOC( sect_names[sector][0] );
    buf[0] = '\0';
    nRand = number_range( 1, UMIN(8,sent_total[sector]) );

    for ( iRand = 0; iRand < nRand; iRand++ )
	previous[iRand] = -1;

    for ( iRand = 0; iRand < nRand; iRand++ )
    {
	while ( previous[iRand] == -1 )
	{
	    int x, z;

	    x = number_range( 0, sent_total[sector]-1 );

	    for ( z = 0; z < iRand; z++ )
		if ( previous[z] == x )
		  break;

	    if ( z < iRand )
		  continue;

	    previous[iRand] = x;

	    len = strlen(buf);
	    sprintf( buf2, "%s", room_sents[sector][x] );
	    if ( len > 5 && buf[len-1] == '.' )
	    {
		strcat( buf, "  " );
		buf2[0] = UPPER(buf2[0] );
	    }
	    else
	    if ( len == 0 )
	        buf2[0] = UPPER(buf2[0] );
	    strcat( buf, buf2 );
	}
    }
    sprintf( buf2, "%s\n\r", wordwrap(buf, 78) );
    room->description = STRALLOC( buf2 );
}

/*
 * Remove any unused virtual rooms				-Thoric
 */
void clear_vrooms( )
{
    int hash;
    ROOM_INDEX_DATA *room, *room_next, *prev;

    for ( hash = 0; hash < 64; hash++ )
    {
	while ( vroom_hash[hash]
	&&     !vroom_hash[hash]->first_person
	&&     !vroom_hash[hash]->first_content )
	{
	    room = vroom_hash[hash];
	    vroom_hash[hash] = room->next;
	    clean_room( room );
	    DISPOSE( room );
	    --top_vroom;
	}
	prev = NULL;
	for ( room = vroom_hash[hash]; room; room = room_next )
	{
	    room_next = room->next;
	    if ( !room->first_person && !room->first_content )
	    {
		if ( prev )
		  prev->next = room_next;
		clean_room( room );
		DISPOSE( room );
		--top_vroom;
	    }
	    if ( room )
	      prev = room;
	}
    }
}

/*
 * Function to get the equivelant exit of DIR 0-MAXDIR out of linked list.
 * Made to allow old-style diku-merc exit functions to work.	-Thoric
 */
EXIT_DATA *get_exit( ROOM_INDEX_DATA *room, sh_int dir )
{
    EXIT_DATA *xit;

    if ( !room )
    {
	bug( "Get_exit: NULL room", 0 );
	return NULL;
    }

    for (xit = room->first_exit; xit; xit = xit->next )
       if ( xit->vdir == dir )
         return xit;
    return NULL;
}

/*
 * Function to get an exit, leading the the specified room
 */
EXIT_DATA *get_exit_to( ROOM_INDEX_DATA *room, sh_int dir, int vnum )
{
    EXIT_DATA *xit;

    if ( !room )
    {
	bug( "Get_exit: NULL room", 0 );
	return NULL;
    }

    for (xit = room->first_exit; xit; xit = xit->next )
       if ( xit->vdir == dir && xit->vnum == vnum )
         return xit;
    return NULL;
}

/*
 * Function to get the nth exit of a room			-Thoric
 */
EXIT_DATA *get_exit_num( ROOM_INDEX_DATA *room, sh_int count )
{
    EXIT_DATA *xit;
    int cnt;

    if ( !room )
    {
	bug( "Get_exit: NULL room", 0 );
	return NULL;
    }

    for (cnt = 0, xit = room->first_exit; xit; xit = xit->next )
       if ( ++cnt == count )
         return xit;
    return NULL;
}


/*
 * Modify movement due to encumbrance				-Thoric
 */
sh_int encumbrance( CHAR_DATA *ch, sh_int move )
{
    int cur, max;

    max = can_carry_w(ch);
    cur = ch->carry_weight;
    if ( cur >= max )
      return move * 4;
    else
    if ( cur >= max * 0.95 )
      return move * 3.5;
    else
    if ( cur >= max * 0.90 )
      return move * 3;
    else
    if ( cur >= max * 0.85 )
      return move * 2.5;
    else
    if ( cur >= max * 0.80 )
      return move * 2;
    else
    if ( cur >= max * 0.75 )
      return move * 1.5;
    else
      return move;
}


/*
 * Check to see if a character can fall down, checks for looping   -Thoric
 */
bool will_fall( CHAR_DATA *ch, int fall )
{
    if ( IS_SET( ch->in_room->room_flags, ROOM_NOFLOOR )
    &&   CAN_GO(ch, DIR_DOWN)
    && (!IS_AFFECTED( ch, AFF_FLYING )
    || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) ) ) )
    {
	if ( fall > 80 )
	{
	   bug( "Falling (in a loop?) more than 80 rooms: vnum %d", ch->in_room->vnum );
	   char_from_room( ch );
	   char_to_room( ch, get_room_index( wherehome(ch) ) );
	   fall = 0;
	   return TRUE;
	}
	set_char_color( AT_FALLING, ch );
	send_to_char( "You're falling down...\n\r", ch );
	move_char( ch, get_exit(ch->in_room, DIR_DOWN), ++fall );
	return TRUE;
    }
    return FALSE;
}


/*
 * create a 'virtual' room					-Thoric
 */
ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit )
{
    EXIT_DATA *xit, *bxit;
    EXIT_DATA *orig_exit = (EXIT_DATA *) *pexit;
    ROOM_INDEX_DATA *room, *backroom;
    int brvnum;
    int serial;
    int roomnum;
    int distance = -1;
    int vdir = orig_exit->vdir;
    sh_int hash;
    bool found = FALSE;

    if ( in_room->vnum > 32767 )	/* room is virtual */
    {
	serial = in_room->vnum;
	roomnum = in_room->tele_vnum;
	if ( (serial & 65535) == orig_exit->vnum )
	{
	  brvnum = serial >> 16;
	  --roomnum;
	  distance = roomnum;
	}
	else
	{
	  brvnum = serial & 65535;
	  ++roomnum;
	  distance = orig_exit->distance - 1;
	}
	backroom = get_room_index( brvnum );
    }
    else
    {
	int r1 = in_room->vnum;
	int r2 = orig_exit->vnum;

	brvnum = r1;
	backroom = in_room;
	serial = (UMAX( r1, r2 ) << 16) | UMIN( r1, r2 );
	distance = orig_exit->distance - 1;
	roomnum = r1 < r2 ? 1 : distance;
    }
    hash = serial % 64;
    
    for ( room = vroom_hash[hash]; room; room = room->next )
	if ( room->vnum == serial && room->tele_vnum == roomnum )
	{
	    found = TRUE;
	    break;
	}
    if ( !found )
    {
	CREATE( room, ROOM_INDEX_DATA, 1 );
	room->area	  = in_room->area;
	room->vnum	  = serial;
	room->tele_vnum	  = roomnum;
	room->sector_type = in_room->sector_type;
	room->room_flags  = in_room->room_flags;
	decorate_room( room );
	room->next	  = vroom_hash[hash];
	vroom_hash[hash]  = room;
	++top_vroom;
    }
    if ( !found || (xit=get_exit(room, vdir))==NULL )
    {
	xit = make_exit(room, orig_exit->to_room, vdir);
	xit->keyword		= STRALLOC( "" );
	xit->description	= STRALLOC( "" );
	xit->key		= -1;
	xit->distance = distance;
    }
    if ( !found )
    {
	bxit = make_exit(room, backroom, rev_dir[vdir]);
	bxit->keyword		= STRALLOC( "" );
	bxit->description	= STRALLOC( "" );
	bxit->key		= -1;
	if ( (serial & 65535) != orig_exit->vnum )
	  bxit->distance = roomnum;
	else
	{
	  EXIT_DATA *tmp = get_exit( backroom, vdir );
	  int fulldist = tmp->distance;
	  
	  bxit->distance = fulldist - distance;
	}
    }
    (EXIT_DATA *) pexit = xit;
    return room;
}

ch_ret move_char( CHAR_DATA *ch, EXIT_DATA *pexit, int fall )
{
    ROOM_INDEX_DATA *in_room;
    ROOM_INDEX_DATA *to_room;
    ROOM_INDEX_DATA *from_room;
    char buf[MAX_STRING_LENGTH];
    char *txt;
    char *dtxt;
    ch_ret retcode;
    sh_int door, distance;
    bool drunk = FALSE;
    bool brief = FALSE;
    int hpmove;

    if ( !IS_NPC( ch ) )
      if ( IS_DRUNK( ch, 2 ) && ( ch->position != POS_SHOVE )
	&& ( ch->position != POS_DRAG ) )
	drunk = TRUE;

    if ( drunk && !fall )
    {
      door = number_door();
      pexit = get_exit( ch->in_room, door );
    }

#ifdef DEBUG
    if ( pexit )
    {
	sprintf( buf, "move_char: %s to door %d", ch->name, pexit->vdir );
	log_string( buf );
    }
#endif

    retcode = rNONE;
    txt = NULL;

    if ( IS_NPC(ch) && IS_SET( ch->act, ACT_MOUNTED ) )
      return retcode;

    in_room = ch->in_room;
    from_room = in_room;
    if ( !pexit || (to_room = pexit->to_room) == NULL )
    {
	if ( drunk )
	  send_to_char( "You hit a wall in your drunken state.\n\r", ch );
	 else
	  send_to_char( "Alas, you cannot go that way.\n\r", ch );
	return rNONE;
    }

    door = pexit->vdir;
    distance = pexit->distance;

    /*
     * Exit is only a "window", there is no way to travel in that direction
     * unless it's a door with a window in it		-Thoric
     */
    if ( IS_SET( pexit->exit_info, EX_WINDOW )
    &&  !IS_SET( pexit->exit_info, EX_ISDOOR ) )
    {
	send_to_char( "Alas, you cannot go that way.\n\r", ch );
	return rNONE;
    }

    if (  IS_SET(pexit->exit_info, EX_PORTAL) 
       && IS_NPC(ch) )
    {
        act( AT_PLAIN, "Mobs can't use portals.", ch, NULL, NULL, TO_CHAR );
	return rNONE;
    }

    if ( IS_SET(pexit->exit_info, EX_NOMOB)
	&& IS_NPC(ch) && !IS_SET(ch->act, ACT_SCAVENGER) )
    {
	act( AT_PLAIN, "Mobs can't enter there.", ch, NULL, NULL, TO_CHAR );
	return rNONE;
    }

    if ( IS_SET(pexit->exit_info, EX_CLOSED)
    && (!IS_AFFECTED(ch, AFF_PASS_DOOR)
    ||   IS_SET(pexit->exit_info, EX_NOPASSDOOR)) )
    {
	if ( !IS_SET( pexit->exit_info, EX_SECRET )
	&&   !IS_SET( pexit->exit_info, EX_DIG ) )
	{
	  if ( drunk )
	  {
	    act( AT_PLAIN, "$n runs into the $d in $s drunken state.", ch,
		NULL, pexit->keyword, TO_ROOM );
	    act( AT_PLAIN, "You run into the $d in your drunken state.", ch,
		NULL, pexit->keyword, TO_CHAR ); 
	  }
	 else
	  act( AT_PLAIN, "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
	}
       else
	{
	  if ( drunk )
	    send_to_char( "You hit a wall in your drunken state.\n\r", ch );
	   else
	    send_to_char( "Alas, you cannot go that way.\n\r", ch );
	}

	return rNONE;
    }

    /*
     * Crazy virtual room idea, created upon demand.		-Thoric
     */
    if ( distance > 1 )
	if ( (to_room=generate_exit(in_room, &pexit)) == NULL )
	    send_to_char( "Alas, you cannot go that way.\n\r", ch );

    if ( !fall
    &&   IS_AFFECTED(ch, AFF_CHARM)
    &&   ch->master
    &&   in_room == ch->master->in_room )
    {
	send_to_char( "What?  And leave your beloved master?\n\r", ch );
	return rNONE;
    }

    if ( room_is_private( ch, to_room ) )
    {
	send_to_char( "That room is private right now.\n\r", ch );
	return rNONE;
    }

    if ( !IS_IMMORTAL(ch)
    &&  !IS_NPC(ch)
    &&  ch->in_room->area != to_room->area )
    {
	if ( ch->top_level < to_room->area->low_hard_range )
	{
	    set_char_color( AT_TELL, ch );
	    switch( to_room->area->low_hard_range - ch->top_level )
	    {
		case 1:
		  send_to_char( "A voice in your mind says, 'You are nearly ready to go that way...'", ch );
		  break;
		case 2:
		  send_to_char( "A voice in your mind says, 'Soon you shall be ready to travel down this path... soon.'", ch );
		  break;
		case 3:
		  send_to_char( "A voice in your mind says, 'You are not ready to go down that path... yet.'.\n\r", ch);
		  break;
		default:
		  send_to_char( "A voice in your mind says, 'You are not ready to go down that path.'.\n\r", ch);
	    }
	    return rNONE;
	}
	else
	if ( ch->top_level > to_room->area->hi_hard_range )
	{
	    set_char_color( AT_TELL, ch );
	    send_to_char( "A voice in your mind says, 'There is nothing more for you down that path.'", ch );
	    return rNONE;
	}          
    }

    if ( !fall && !IS_NPC(ch) )
    {
	/*int iClass;*/
	int move;
/* Pretty sure we don't need to check for guilds anymore now that we have
   the new dh. -- Narn
*/
/*
	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 rNONE;
	    }
	}
*/

/* Prevent deadlies from entering a nopkill-flagged area from a 
   non-flagged area, but allow them to move around if already
   inside a nopkill area. - Blodkai
*/

	if ( in_room->sector_type == SECT_AIR
	||   to_room->sector_type == SECT_AIR
	||   IS_SET( pexit->exit_info, EX_FLY ) )
	{
	    if ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) )
	    {
		send_to_char( "Your mount can't fly.\n\r", ch );
		return rNONE;
	    }
	    if ( !ch->mount && !IS_AFFECTED(ch, AFF_FLYING) )
	    {
		send_to_char( "You'd need to fly to go there.\n\r", ch );
		return rNONE;
	    }
	}

	if ( in_room->sector_type == SECT_WATER_NOSWIM
	||   to_room->sector_type == SECT_WATER_NOSWIM )
	{
	    OBJ_DATA *obj;
	    bool found;

	    found = FALSE;
	    if ( ch->mount )
	    {
		if ( IS_AFFECTED( ch->mount, AFF_FLYING )
		||   IS_AFFECTED( ch->mount, AFF_FLOATING ) )
		  found = TRUE;
	    }
	    else
	    if ( IS_AFFECTED(ch, AFF_FLYING)
	    ||   IS_AFFECTED(ch, AFF_FLOATING) )
		found = TRUE;

	    /*
	     * Look for a boat.
	     */
	    if ( !found )
	      for ( obj = ch->first_carrying; obj; obj = obj->next_content )
	      {
		 if ( obj->item_type == ITEM_BOAT )
		 {
		    found = TRUE;
		    if ( drunk )
		      txt = "paddles unevenly";
		     else
		      txt = "paddles";
		    break;
		 }
	      }

	    if ( !found )
	    {
		send_to_char( "You'd need a boat to go there.\n\r", ch );
		return rNONE;
	    }
	}

	if ( IS_SET( pexit->exit_info, EX_CLIMB ) )
	{
	    bool found;

	    found = FALSE;
	    if ( ch->mount && IS_AFFECTED( ch->mount, AFF_FLYING ) )
	      found = TRUE;
	    else
	    if ( IS_AFFECTED(ch, AFF_FLYING) )
	      found = TRUE;

	    if ( !found && !ch->mount )
	    {
	    	
		if ( ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_climb] )
		||      drunk || ch->mental_state < -90 )
		{
		  OBJ_DATA *obj;
		  bool ch_rope = FALSE;
		      for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
      		      {
        		if (obj->item_type == ITEM_ROPE)
        		{
        		  ch_rope = TRUE;
        		  break;
        		}
      		      }
		 if( !ch_rope )
		 {
		   send_to_char( "You start to climb... but lose your grip and fall!\n\r", ch);
		   learn_from_failure( ch, gsn_climb );
		   if ( pexit->vdir == DIR_DOWN )
		   {
			retcode = move_char( ch, pexit, 1 );
			return retcode;
		   }
		   set_char_color( AT_HURT, ch );
		   send_to_char( "OUCH! You hit the ground!\n\r", ch );
		   WAIT_STATE( ch, 20 );
		   retcode = damage( ch, ch, (pexit->vdir == DIR_UP ? 10 : 5),
					TYPE_UNDEFINED );
		   return retcode;
		 }
		}
		found = TRUE;
		learn_from_success( ch, gsn_climb );
		WAIT_STATE( ch, skill_table[gsn_climb]->beats );
		txt = "climbs";
	    }

	    if ( !found )
	    {
		send_to_char( "You can't climb.\n\r", ch );
		return rNONE;
	    }
	}

	if ( ch->mount )
	{
	  switch (ch->mount->position)
	  {
	    case POS_DEAD:
            send_to_char( "Your mount is dead!\n\r", ch );
	    return rNONE;
            break;
        
            case POS_MORTAL:
            case POS_INCAP:
            send_to_char( "Your mount is hurt far too badly to move.\n\r", ch );
	    return rNONE;
            break;
            
            case POS_STUNNED:
            send_to_char( "Your mount is too stunned to do that.\n\r", ch );
     	    return rNONE;
            break;
       
            case POS_SLEEPING:
            send_to_char( "Your mount is sleeping.\n\r", ch );
	    return rNONE;
            break;
         
            case POS_RESTING:
            send_to_char( "Your mount is resting.\n\r", ch);
	    return rNONE;
            break;
        
            case POS_SITTING:
            send_to_char( "Your mount is sitting down.\n\r", ch);
	    return rNONE;
            break;

	    default:
	    break;
  	  }

	  if ( !IS_AFFECTED(ch->mount, AFF_FLYING)
	  &&   !IS_AFFECTED(ch->mount, AFF_FLOATING) )
	    move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)];
	  else
	    move = 1;
	  if ( ch->mount->move < move )
	  {
	    send_to_char( "Your mount is too exhausted.\n\r", ch );
	    return rNONE;
	  }
	}
	else
	{
	
	  hpmove = 500/( ch->hit? ch->hit : 1 );
	  if ( !IS_AFFECTED(ch, AFF_FLYING)
	  &&   !IS_AFFECTED(ch, AFF_FLOATING) )
	    move = hpmove*encumbrance( ch, movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] );
	  else
	    move = 1;
	  if ( ch->move < move )
	  {
	    send_to_char( "You are too exhausted.\n\r", ch );
	    return rNONE;
	  }
	}

	WAIT_STATE( ch, move );
	if ( ch->mount )
	  ch->mount->move -= move;
	else
	  ch->move -= move;
    }

    /*
     * Check if player can fit in the room
     */
    if ( to_room->tunnel > 0 )
    {
	CHAR_DATA *ctmp;
	int count = ch->mount ? 1 : 0;
	
	for ( ctmp = to_room->first_person; ctmp; ctmp = ctmp->next_in_room )
	  if ( ++count >= to_room->tunnel )
	  {
		if ( ch->mount && count == to_room->tunnel )
		  send_to_char( "There is no room for both you and your mount in there.\n\r", ch );
		else
		  send_to_char( "There is no room for you in there.\n\r", ch );
		return rNONE;
	  }
    }

    /* check for traps on exit - later */

    if ( !IS_AFFECTED(ch, AFF_SNEAK)
    && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
    {
      if ( fall )
        txt = "falls";
      else
      if ( !txt )
      {
        if ( ch->mount )
        {
	  if ( IS_AFFECTED( ch->mount, AFF_FLOATING ) )
	    txt = "floats";
 	  else
	  if ( IS_AFFECTED( ch->mount, AFF_FLYING ) )
	    txt = "flys";
	  else
	    txt = "rides";
        }
        else
        {
	  if ( IS_AFFECTED( ch, AFF_FLOATING ) )
	  {
	    if ( drunk )
	      txt = "floats unsteadily";
	     else
	      txt = "floats";
	  }
	  else
	  if ( IS_AFFECTED( ch, AFF_FLYING ) )
	  {
	    if ( drunk )
	      txt = "flys shakily";
	     else
	      txt = "flys";
	  }
	  else
          if ( ch->position == POS_SHOVE )
            txt = "is shoved";
 	  else
	  if ( ch->position == POS_DRAG )
            txt = "is dragged";
  	  else
	  {
	    if ( drunk )
	      txt = "stumbles drunkenly";
	     else
	      txt = "leaves";
	  }
        }
      }
      if ( ch->mount )
      {
	sprintf( buf, "$n %s %s upon $N.", txt, dir_name[door] );
	act( AT_ACTION, buf, ch, NULL, ch->mount, TO_NOTVICT );
      }
      else
      {
	sprintf( buf, "$n %s $T.", txt );
	act( AT_ACTION, buf, ch, NULL, dir_name[door], TO_ROOM );
      }
    }

    rprog_leave_trigger( ch );
    if( char_died(ch) )
      return global_retcode;

    char_from_room( ch );
    if ( ch->mount )
    {
      rprog_leave_trigger( ch->mount );
      if( char_died(ch) )
        return global_retcode;
      if( ch->mount )
      {
        char_from_room( ch->mount );
        char_to_room( ch->mount, to_room );
      }
    }


    char_to_room( ch, to_room );
    if ( !IS_AFFECTED(ch, AFF_SNEAK)
    && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
    {
      if ( fall )
        txt = "falls";
      else
      if ( ch->mount )
      {
	if ( IS_AFFECTED( ch->mount, AFF_FLOATING ) )
	  txt = "floats in";
	else
	if ( IS_AFFECTED( ch->mount, AFF_FLYING ) )
	  txt = "flys in";
	else
	  txt = "rides in";
      }
      else
      {
	if ( IS_AFFECTED( ch, AFF_FLOATING ) )
	{
	  if ( drunk )
	    txt = "floats in unsteadily";
	   else
	    txt = "floats in";
	}
	else
	if ( IS_AFFECTED( ch, AFF_FLYING ) )
	{
	  if ( drunk )
	    txt = "flys in shakily";
	   else
	    txt = "flys in";
	}
	else
	if ( ch->position == POS_SHOVE )
          txt = "is shoved in";
	else
	if ( ch->position == POS_DRAG )
	  txt = "is dragged in";
  	else
	{
	  if ( drunk )
	    txt = "stumbles drunkenly in";
	   else
	    txt = "arrives";
	}
      }
      switch( door )
      {
      default: dtxt = "somewhere";	break;
      case 0:  dtxt = "the south";	break;
      case 1:  dtxt = "the west";	break;
      case 2:  dtxt = "the north";	break;
      case 3:  dtxt = "the east";	break;
      case 4:  dtxt = "below";		break;
      case 5:  dtxt = "above";		break;
      case 6:  dtxt = "the south-west";	break;
      case 7:  dtxt = "the south-east";	break;
      case 8:  dtxt = "the north-west";	break;
      case 9:  dtxt = "the north-east";	break;
      }
      if ( ch->mount )
      {
	sprintf( buf, "$n %s from %s upon $N.", txt, dtxt );
	act( AT_ACTION, buf, ch, NULL, ch->mount, TO_ROOM );
      }
      else
      {
	sprintf( buf, "$n %s from %s.", txt, dtxt );
	act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM );
      }
    }

    if ( !IS_IMMORTAL(ch)
    &&  !IS_NPC(ch)
    &&  ch->in_room->area != to_room->area )
    {
	if ( ch->top_level < to_room->area->low_soft_range )
	{
	   set_char_color( AT_MAGIC, ch );
	   send_to_char("You feel uncomfortable being in this strange land...\n\r", ch);
	}
	else
	if ( ch->top_level > to_room->area->hi_soft_range )
	{
	   set_char_color( AT_MAGIC, ch );
	   send_to_char("You feel there is not much to gain visiting this place...\n\r", ch);
	}
    }

    do_look( ch, "auto" );
    if ( brief ) 
      SET_BIT( ch->act, PLR_BRIEF );


    /* BIG ugly looping problem here when the character is mptransed back
       to the starting room.  To avoid this, check how many chars are in 
       the room at the start and stop processing followers after doing
       the right number of them.  -- Narn
    */
    if ( !fall )
    {
      CHAR_DATA *fch;
      CHAR_DATA *nextinroom;
      int chars = 0, count = 0;

      for ( fch = from_room->first_person; fch; fch = fch->next_in_room )
        chars++;

      for ( fch = from_room->first_person; fch && ( count < chars ); fch = nextinroom )
      {
	nextinroom = fch->next_in_room;
        count++;
	if ( fch != ch		/* loop room bug fix here by Thoric */
	&& fch->master == ch
	&& fch->position == POS_STANDING )
	{
	act( AT_ACTION, "You follow $N.", fch, NULL, ch, TO_CHAR );
	    move_char( fch, pexit, 0 );
	}
      }
    }

    if ( ch->in_room->first_content )
      retcode = check_room_for_traps( ch, TRAP_ENTER_ROOM );
    if ( retcode != rNONE )
      return retcode;

    if ( char_died(ch) )
      return retcode;

    mprog_entry_trigger( ch );
    if ( char_died(ch) )
      return retcode;

    rprog_enter_trigger( ch );
    if ( char_died(ch) )
       return retcode;

    mprog_greet_trigger( ch );
    if ( char_died(ch) )
       return retcode;

    oprog_greet_trigger( ch );
    if ( char_died(ch) )
       return retcode;

    if (!will_fall( ch, fall )
    &&   fall > 0 )
    {
	if (!IS_AFFECTED( ch, AFF_FLOATING )
	|| ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLOATING ) ) )
	{
	  set_char_color( AT_HURT, ch );
	  send_to_char( "OUCH! You hit the ground!\n\r", ch );
	  WAIT_STATE( ch, 20 );
	  retcode = damage( ch, ch, 50 * fall, TYPE_UNDEFINED );
	}
	else
	{
	  set_char_color( AT_MAGIC, ch );
	  send_to_char( "You lightly float down to the ground.\n\r", ch );
	}
    }
    return retcode;
}


void do_north( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_NORTH), 0 );
    return;
}


void do_east( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_EAST), 0 );
    return;
}


void do_south( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_SOUTH), 0 );
    return;
}


void do_west( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_WEST), 0 );
    return;
}


void do_up( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_UP), 0 );
    return;
}


void do_down( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_DOWN), 0 );
    return;
}

void do_northeast( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_NORTHEAST), 0 );
    return;
}

void do_northwest( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_NORTHWEST), 0 );
    return;
}

void do_southeast( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_SOUTHEAST), 0 );
    return;
}

void do_southwest( CHAR_DATA *ch, char *argument )
{
    move_char( ch, get_exit(ch->in_room, DIR_SOUTHWEST), 0 );
    return;
}



EXIT_DATA *find_door( CHAR_DATA *ch, char *arg, bool quiet )
{
    EXIT_DATA *pexit;
    int door;

    if (arg == NULL || !str_cmp(arg,""))
      return NULL;

    pexit = NULL;
	 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 if ( !str_cmp( arg, "ne" ) || !str_cmp( arg, "northeast" ) ) door = 6;
    else if ( !str_cmp( arg, "nw" ) || !str_cmp( arg, "northwest" ) ) door = 7;
    else if ( !str_cmp( arg, "se" ) || !str_cmp( arg, "southeast" ) ) door = 8;
    else if ( !str_cmp( arg, "sw" ) || !str_cmp( arg, "southwest" ) ) door = 9;
    else
    {
	for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
	{
	    if ( (quiet || IS_SET(pexit->exit_info, EX_ISDOOR))
	    &&    pexit->keyword
	    &&    nifty_is_name( arg, pexit->keyword ) )
		return pexit;
	}
	if ( !quiet )
	  act( AT_PLAIN, "You see no $T here.", ch, NULL, arg, TO_CHAR );
	return NULL;
    }

    if ( (pexit = get_exit( ch->in_room, door )) == NULL )
    {
	if ( !quiet)
	  act( AT_PLAIN, "You see no $T here.", ch, NULL, arg, TO_CHAR );
	return NULL;
    }

    if ( quiet )
	return pexit;

    if ( IS_SET(pexit->exit_info, EX_SECRET) )
    {
	act( AT_PLAIN, "You see no $T here.", ch, NULL, arg, TO_CHAR );
	return NULL;
    }

    if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return NULL;
    }

    return pexit;
}


void toggle_bexit_flag( EXIT_DATA *pexit, int flag )
{
    EXIT_DATA *pexit_rev;

    TOGGLE_BIT(pexit->exit_info, flag);
    if ( (pexit_rev = pexit->rexit) != NULL
    &&   pexit_rev != pexit )
	TOGGLE_BIT( pexit_rev->exit_info, flag );
}

void set_bexit_flag( EXIT_DATA *pexit, int flag )
{
    EXIT_DATA *pexit_rev;

    SET_BIT(pexit->exit_info, flag);
    if ( (pexit_rev = pexit->rexit) != NULL
    &&   pexit_rev != pexit )
	SET_BIT( pexit_rev->exit_info, flag );
}

void remove_bexit_flag( EXIT_DATA *pexit, int flag )
{
    EXIT_DATA *pexit_rev;

    REMOVE_BIT(pexit->exit_info, flag);
    if ( (pexit_rev = pexit->rexit) != NULL
    &&   pexit_rev != pexit )
	REMOVE_BIT( pexit_rev->exit_info, flag );
}

void do_open( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    EXIT_DATA *pexit;
    int door;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	do_openhatch( ch , "" );
	return;
    }

    if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL )
    {
	/* 'open door' */
	EXIT_DATA *pexit_rev;

	if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
	    { send_to_char( "You can't do that.\n\r",      ch ); return; }
	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; }

	if ( !IS_SET(pexit->exit_info, EX_SECRET)
	||   (pexit->keyword && nifty_is_name( arg, pexit->keyword )) )
	{
	    act( AT_ACTION, "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
	    act( AT_ACTION, "You open the $d.", ch, NULL, pexit->keyword, TO_CHAR );
	    if ( (pexit_rev = pexit->rexit) != NULL
	    &&   pexit_rev->to_room == ch->in_room )
	    {
		CHAR_DATA *rch;

		for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
		    act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
	        sound_to_room( pexit->to_room , "!!SOUND(door)" );
	    }
	    remove_bexit_flag( pexit, EX_CLOSED );
	    if ( (door=pexit->vdir) >= 0 && door < 10 )
		check_room_for_traps( ch, trap_door[door]);
            
            sound_to_room( ch->in_room , "!!SOUND(door)" );
            return;
	}
    }

    if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
    {
	/* 'open object' */
	if ( obj->item_type != ITEM_CONTAINER )
	{ 
	  if( CAN_WEAR(obj, ITEM_WEAR_OVER) )
	  {
		obj->value[2] = 0;
		act( AT_ACTION, "You open $p.", ch, obj, NULL, TO_CHAR );
		act( AT_ACTION, "$n opens $p.", ch, obj, NULL, TO_ROOM );
		check_for_trap( ch, obj, TRAP_OPEN );
		return;
	  	
	  }
          ch_printf( ch, "%s isn't a container.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 
	if ( !IS_SET(obj->value[1], CONT_CLOSED) )
	{ 
          ch_printf( ch, "%s is already open.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 
	if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) )
	{ 
          ch_printf( ch, "%s cannot be opened or closed.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 
	if ( IS_SET(obj->value[1], CONT_LOCKED) )
	{ 
          ch_printf( ch, "%s is locked.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 

	REMOVE_BIT(obj->value[1], CONT_CLOSED);
	act( AT_ACTION, "You open $p.", ch, obj, NULL, TO_CHAR );
	act( AT_ACTION, "$n opens $p.", ch, obj, NULL, TO_ROOM );
	check_for_trap( ch, obj, TRAP_OPEN );
	return;
    }

    if ( !str_cmp(arg , "hatch") );
    {
      do_openhatch( ch , argument );
      return;
    }

    do_openhatch( ch , arg );
    return;
}



void do_close( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    EXIT_DATA *pexit;
    int door;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	do_closehatch(  ch , "" );
	return;
    }

    if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL )
    {
	/* 'close door' */
	EXIT_DATA *pexit_rev;

	if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
	    { send_to_char( "You can't do that.\n\r",      ch ); return; }
	if ( IS_SET(pexit->exit_info, EX_CLOSED) )
	    { send_to_char( "It's already closed.\n\r",    ch ); return; }

	act( AT_ACTION, "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
	act( AT_ACTION, "You close the $d.", ch, NULL, pexit->keyword, TO_CHAR );

	/* close the other side */
	if ( ( pexit_rev = pexit->rexit ) != NULL
	&&   pexit_rev->to_room == ch->in_room )
	{
	    CHAR_DATA *rch;

	    SET_BIT( pexit_rev->exit_info, EX_CLOSED );
	    for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
		act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
	}
	set_bexit_flag( pexit, EX_CLOSED );
	if ( (door=pexit->vdir) >= 0 && door < 10 )
	  check_room_for_traps( ch, trap_door[door]);
        return;
    }

    if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
    {
	/* 'close object' */
	if ( obj->item_type != ITEM_CONTAINER )
	{ 
	  if( CAN_WEAR(obj, ITEM_WEAR_OVER))
	  {
		obj->value[2] = 1;
		act( AT_ACTION, "You closes $p.", ch, obj, NULL, TO_CHAR );
		act( AT_ACTION, "$n closes $p.", ch, obj, NULL, TO_ROOM );
		check_for_trap( ch, obj, TRAP_OPEN );
		return;
	  	
	  }
          ch_printf( ch, "%s isn't a container.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 
	if ( IS_SET(obj->value[1], CONT_CLOSED) )
	{ 
          ch_printf( ch, "%s is already closed.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 
	if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) )
        { 
          ch_printf( ch, "%s cannot be opened or closed.\n\r", capitalize( obj->short_descr ) ); 
          return;
        } 

	SET_BIT(obj->value[1], CONT_CLOSED);
	act( AT_ACTION, "You close $p.", ch, obj, NULL, TO_CHAR );
	act( AT_ACTION, "$n closes $p.", ch, obj, NULL, TO_ROOM );
	check_for_trap( ch, obj, TRAP_CLOSE );
	return;
    }

    if ( !str_cmp( arg , "hatch" ) )
    {
    	do_closehatch( ch , argument );
    	return;
    }

    	do_closehatch( ch , arg );
    return;
}


bool has_key( CHAR_DATA *ch, int key )
{
    OBJ_DATA *obj;

    for ( obj = ch->first_carrying; obj; obj = obj->next_content )
	if ( obj->pIndexData->vnum == key || obj->value[0] == key )
	    return TRUE;

    return FALSE;
}


void do_lock( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    EXIT_DATA *pexit;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Lock what?\n\r", ch );
	return;
    }

    if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL )
    {
	/* 'lock door' */

	if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
	    { send_to_char( "You can't do that.\n\r",      ch ); return; }
	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; }

	if ( !IS_SET(pexit->exit_info, EX_SECRET)
	||   (pexit->keyword && nifty_is_name( arg, pexit->keyword )) )
	{
	    send_to_char( "*Click*\n\r", ch );
	    act( AT_ACTION, "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
	    set_bexit_flag( pexit, EX_LOCKED );
            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( AT_ACTION, "$n locks $p.", ch, obj, NULL, TO_ROOM );
	return;
    }

    ch_printf( ch, "You see no %s here.\n\r", arg );
    return;
}



void do_unlock( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    EXIT_DATA *pexit;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Unlock what?\n\r", ch );
	return;
    }

    if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL )
    {
	/* 'unlock door' */

	if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
	    { send_to_char( "You can't do that.\n\r",      ch ); return; }
	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; }

	if ( !IS_SET(pexit->exit_info, EX_SECRET)
	||   (pexit->keyword && nifty_is_name( arg, pexit->keyword )) )
	{
	    send_to_char( "*Click*\n\r", ch );
	    act( AT_ACTION, "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
	    remove_bexit_flag( pexit, EX_LOCKED );
            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( AT_ACTION, "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
	return;
    }

    ch_printf( ch, "You see no %s here.\n\r", arg );
    return;
}

void do_bashdoor( CHAR_DATA *ch, char *argument )
{
	CHAR_DATA *gch;
	EXIT_DATA *pexit;
	char       arg [ MAX_INPUT_LENGTH ];

	if ( !IS_NPC( ch )
	&&  ch->pcdata->learned[gsn_bashdoor] <= 0  )
	{
	    send_to_char( "You're not enough of a warrior to bash doors!\n\r", ch );
	    return;
	}

	one_argument( argument, arg );

	if ( arg[0] == '\0' )
	{
	    send_to_char( "Bash what?\n\r", ch );
	    return;
	}

	if ( ch->fighting )
	{
	    send_to_char( "You can't break off your fight.\n\r", ch );
	    return;
	}

	if ( ( pexit = find_door( ch, arg, FALSE ) ) != NULL )
	{
	    ROOM_INDEX_DATA *to_room;
	    EXIT_DATA       *pexit_rev;
	    int              chance;
	    char	    *keyword;

	    if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
	    {
		send_to_char( "Calm down.  It is already open.\n\r", ch );
		return;
	    }

	    WAIT_STATE( ch, skill_table[gsn_bashdoor]->beats );

	    if ( IS_SET( pexit->exit_info, EX_SECRET ) )
		keyword = "wall";
	    else
		keyword = pexit->keyword;
	    if ( !IS_NPC(ch) )
		chance = ch->pcdata->learned[gsn_bashdoor] / 2;
	    else
		chance = 90;

	    if ( !IS_SET( pexit->exit_info, EX_BASHPROOF )
	    &&   ch->move >= 15
	    &&   number_percent( ) < ( chance + 4 * ( get_curr_str( ch ) - 19 ) ) )
	    {
		REMOVE_BIT( pexit->exit_info, EX_CLOSED );
		if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
		REMOVE_BIT( pexit->exit_info, EX_LOCKED );
		SET_BIT( pexit->exit_info, EX_BASHED );

		act(AT_SKILL, "Crash!  You bashed open the $d!", ch, NULL, keyword, TO_CHAR );
		act(AT_SKILL, "$n bashes open the $d!",          ch, NULL, keyword, TO_ROOM );
		learn_from_success(ch, gsn_bashdoor);

		if ( (to_room = pexit->to_room) != NULL
		&&   (pexit_rev = pexit->rexit) != NULL
		&&    pexit_rev->to_room	== ch->in_room )
		{
			CHAR_DATA *rch;

			REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
			if ( IS_SET( pexit_rev->exit_info, EX_LOCKED ) )
			  REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
			SET_BIT( pexit_rev->exit_info, EX_BASHED );

			for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
			{
			    act(AT_SKILL, "The $d crashes open!",
				rch, NULL, pexit_rev->keyword, TO_CHAR );
			}
		}
		damage( ch, ch, ( ch->max_hit / 20 ), gsn_bashdoor );

	    }
	    else
	    {
		act(AT_SKILL, "WHAAAAM!!!  You bash against the $d, but it doesn't budge.",
			ch, NULL, keyword, TO_CHAR );
		act(AT_SKILL, "WHAAAAM!!!  $n bashes against the $d, but it holds strong.",
			ch, NULL, keyword, TO_ROOM );
		damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor );
		learn_from_failure(ch, gsn_bashdoor);
	    }
	}    
	else
	{
	    act(AT_SKILL, "WHAAAAM!!!  You bash against the wall, but it doesn't budge.",
		ch, NULL, NULL, TO_CHAR );
	    act(AT_SKILL, "WHAAAAM!!!  $n bashes against the wall, but it holds strong.",
		ch, NULL, NULL, TO_ROOM );
	    damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor );
	    learn_from_failure(ch, gsn_bashdoor);
	}
	if ( !char_died( ch ) )
	   for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
	   {
		 if ( IS_AWAKE( gch )
		 && !gch->fighting
		 && ( IS_NPC( gch ) && !IS_AFFECTED( gch, AFF_CHARM ) )
		 && ( ch->top_level - gch->top_level <= 4 )
		 && number_bits( 2 ) == 0 )
		 multi_hit( gch, ch, TYPE_UNDEFINED );
	   }

        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 seem to wake up!\n\r", ch ); return; }

	send_to_char( "You wake and climb quickly to your feet.\n\r", ch );
	act( AT_ACTION, "$n arises from $s slumber.", ch, NULL, NULL, TO_ROOM );
	ch->position = POS_STANDING;
	break;

    case POS_RESTING:
        send_to_char( "You gather yourself and stand up.\n\r", ch );
	act( AT_ACTION, "$n rises from $s rest.", ch, NULL, NULL, TO_ROOM );
        ch->position = POS_STANDING;
        break;

    case POS_SITTING:
	send_to_char( "You move quickly to your feet.\n\r", ch );
	act( AT_ACTION, "$n rises 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;
    }

    ch->on = NULL;

    return;
}


void do_sit (CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj = NULL;

    if (ch->position == POS_FIGHTING)
    {
	send_to_char("Maybe you should finish this fight first?\n\r",ch);
	return;
    }

    /* okay, now that we know we can sit, find an object to sit on */
    if (argument[0] != '\0')
    {
	obj = get_obj_list( ch, argument, ch->in_room->first_content );
	if (obj == NULL)
	{
	    send_to_char("You don't see that here.\n\r",ch);
	    return;
	}
    }

    if (obj != NULL)                                                              
    {
	if (obj->item_type != ITEM_FURNITURE
	||  (!obj->value[2]))
	{
	    send_to_char("You can't sit on that.\n\r",ch);
	    return;
	}

	if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
	{
	    act(AT_ACTION, "There's no more room on $p.",ch,obj,NULL,TO_CHAR);
	    return;
	}

	ch->on = obj;
    }
    switch (ch->position)
    {
	case POS_SLEEPING:
	    if (IS_AFFECTED(ch,AFF_SLEEP))
	    {
		send_to_char("You can't wake up!\n\r",ch);
		return;
	    }

            if (obj == NULL)
            {
            	send_to_char( "You wake and sit up.\n\r", ch );
            	act(AT_ACTION,  "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM );
            }
            else if (obj->value[2] == SIT_AT)
            {
            	act(AT_ACTION, "You wake and sit at $p.",ch,obj,NULL,TO_CHAR);
            	act(AT_ACTION, "$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM);

            }
            else if (obj->value[2] == SIT_ON)
            {
            	act(AT_ACTION, "You wake and sit on $p.",ch,obj,NULL,TO_CHAR);
            	act(AT_ACTION, "$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM);
            }
            else
            {
            	act(AT_ACTION, "You wake and sit in $p.",ch,obj,NULL,TO_CHAR);
            	act(AT_ACTION, "$n wakes and sits in $p.",ch,obj,NULL,TO_ROOM);
            }

	    ch->position = POS_SITTING;
	    break;
	case POS_RESTING:
	    if (obj == NULL)
		send_to_char("You stop resting.\n\r",ch);
	    else if (obj->value[2] == SIT_AT)
	    {
		act(AT_ACTION, "You sit at $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n sits at $p.",ch,obj,NULL,TO_ROOM);
	    }

	    else if (obj->value[2] == SIT_ON)
	    {
		act(AT_ACTION, "You sit on $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n sits on $p.",ch,obj,NULL,TO_ROOM);
	    }
	    ch->position = POS_SITTING;
	    break;
	case POS_SITTING:
	    send_to_char("You are already sitting down.\n\r",ch);
	    break;
	case POS_STANDING:
	    if (obj == NULL)
    	    {
		send_to_char("You sit down.\n\r",ch);
    	        act(AT_ACTION, "$n sits down on the ground.",ch,NULL,NULL,TO_ROOM);
	    }
	    else if ( obj->value[2] == SIT_AT)
	    {
		act(AT_ACTION, "You sit down at $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n sits down at $p.",ch,obj,NULL,TO_ROOM);
	    }
	    else if (obj->value[2] == SIT_ON)
	    {
		act(AT_ACTION, "You sit on $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n sits on $p.",ch,obj,NULL,TO_ROOM);
	    }
	    else
	    {
		act(AT_ACTION, "You sit down in $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n sits down in $p.",ch,obj,NULL,TO_ROOM);
	    }
    	    ch->position = POS_SITTING;
    	    break;
    }
    return;
}

void do_rest( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj = NULL;

    if (ch->position == POS_FIGHTING)
    {
	send_to_char("You are already fighting!\n\r",ch);
	return;
    }

    /* okay, now that we know we can rest, find an object to rest on */
    if (argument[0] != '\0')
    {
	obj = get_obj_list(ch,argument,ch->in_room->first_content);
	if (obj == NULL)
	{
	    send_to_char("You don't see that here.\n\r",ch);
	    return;
	}
    }
    else obj = ch->on;

    if (obj != NULL)
    {
        if (obj->item_type != ITEM_FURNITURE
    	||  (!obj->value[2]))
    	{
	    send_to_char("You can't rest on that.\n\r",ch);
	    return;
    	}

        if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
        {
	    act(AT_ACTION, "There's no more room on $p.",ch,obj,NULL,TO_CHAR);
	    return;
    	}
	
	ch->on = obj;
    }

    switch ( ch->position )
    {
    case POS_SLEEPING:
	if (IS_AFFECTED(ch,AFF_SLEEP))
	{
	    send_to_char("You can't wake up!\n\r",ch);
	    return;
	}

	if (obj == NULL)
	{
	    send_to_char( "You wake up and start resting.\n\r", ch );
	    act (AT_ACTION, "$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM);
	}
	else if (obj->value[2] == REST_AT)
	{
	    act(AT_ACTION, "You wake up and rest at $p.", ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM);
	}
        else if (obj->value[2] == REST_ON)
        {
            act(AT_ACTION, "You wake up and rest on $p.",ch,obj,NULL,TO_CHAR);
            act(AT_ACTION, "$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM);
        }
        else
        {
            act(AT_ACTION, "You wake up and rest in $p.",ch,obj,NULL,TO_CHAR);
            act(AT_ACTION, "$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM);
        }
	ch->position = POS_RESTING;
	break;

    case POS_RESTING:
	send_to_char( "You are already resting.\n\r", ch );
	break;

    case POS_STANDING:
	if (obj == NULL)
	{
	    send_to_char( "You rest.\n\r", ch );
	    act( AT_ACTION, "$n sits down and rests.", ch, NULL, NULL, TO_ROOM );
	}
        else if (obj->value[2] == REST_AT)
        {
	    act(AT_ACTION, "You sit down at $p and rest.",ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n sits down at $p and rests.",ch,obj,NULL,TO_ROOM);
        }
        else if (obj->value[2] == REST_ON)
        {
	    act(AT_ACTION, "You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
        }
        else
        {
	    act(AT_ACTION, "You rest in $p.",ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n rests in $p.",ch,obj,NULL,TO_ROOM);
        }
	ch->position = POS_RESTING;
	break;

    case POS_SITTING:
	if (obj == NULL)
	{
	    send_to_char("You rest.\n\r",ch);
	    act(AT_ACTION, "$n rests.",ch,NULL,NULL,TO_ROOM);
	}
        else if (obj->value[2] == REST_AT)
        {
	    act(AT_ACTION, "You rest at $p.",ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n rests at $p.",ch,obj,NULL,TO_ROOM);
        }
        else if (obj->value[2] == REST_ON)
        {
	    act(AT_ACTION, "You rest on $p.",ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n rests on $p.",ch,obj,NULL,TO_ROOM);
        }
        else
        {
	    act(AT_ACTION, "You rest in $p.",ch,obj,NULL,TO_CHAR);
	    act(AT_ACTION, "$n rests in $p.",ch,obj,NULL,TO_ROOM);
	}
	ch->position = POS_RESTING;
	break;

    case POS_MOUNTED:
        send_to_char( "You'd better dismount first.\n\r", ch );
        return;
    }

    rprog_rest_trigger( ch );
    return;
}


void do_sleep( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj = NULL;

    switch ( ch->position )
    {
    case POS_SLEEPING:
	send_to_char( "You are already sleeping.\n\r", ch );
	break;

    case POS_RESTING:
    case POS_SITTING:
    case POS_STANDING: 
	if (argument[0] == '\0' && ch->on == NULL)
	{
	    send_to_char( "You go to sleep.\n\r", ch );
	    act(AT_ACTION, "$n goes to sleep.", ch, NULL, NULL, TO_ROOM );
	    ch->position = POS_SLEEPING;
	}
	else  /* find an object and sleep on it */
	{
	    if (argument[0] == '\0')
		obj = ch->on;
	    else
	    	obj = get_obj_list( ch, argument,  ch->in_room->first_content );

	    if (obj == NULL)
	    {
		send_to_char("You don't see that here.\n\r",ch);
		return;
	    }
	    if (obj->item_type != ITEM_FURNITURE
	    ||  (!obj->value[2]))
	    {
		send_to_char("You can't sleep on that!\n\r",ch);
		return;
	    }

	    if (ch->on != obj && count_users(obj) >= obj->value[0])
	    {
		act(AT_ACTION, "There is no room on $p for you.",
		    ch,obj,NULL,TO_CHAR);
		return;
	    }

	    ch->on = obj;
	    if (obj->value[2] == SLEEP_AT)
	    {
		act(AT_ACTION, "You go to sleep at $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n goes to sleep at $p.",ch,obj,NULL,TO_ROOM);
	    }
	    else if (obj->value[2] == SLEEP_ON)
	    {
	        act(AT_ACTION, "You go to sleep on $p.",ch,obj,NULL,TO_CHAR);
	        act(AT_ACTION, "$n goes to sleep on $p.",ch,obj,NULL,TO_ROOM);
	    }
	    else
	    {
		act(AT_ACTION, "You go to sleep in $p.",ch,obj,NULL,TO_CHAR);
		act(AT_ACTION, "$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM);
	    }
	    ch->position = POS_SLEEPING;
	}
	break;

    case POS_FIGHTING:
	send_to_char( "You are busy fighting!\n\r", ch );
	break;
    }

    rprog_sleep_trigger( ch );
    return;
}


void do_wake( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument( argument, arg );
    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( AT_PLAIN, "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }

    if ( IS_AFFECTED(victim, AFF_SLEEP) || victim->position < POS_SLEEPING )
    { act( AT_PLAIN, "You can't seem to wake $M!",  ch, NULL, victim, TO_CHAR );  return; }

    act( AT_ACTION, "You wake $M.", ch, NULL, victim, TO_CHAR );
    victim->position = POS_STANDING;
    act( AT_ACTION, "$n wakes you.", ch, NULL, victim, TO_VICT );
    return;
}


/*
 * teleport a character to another room
 */
void teleportch( CHAR_DATA *ch, ROOM_INDEX_DATA *room, bool show )
{
    if ( room_is_private( ch, room ) )
      return;
    act( AT_ACTION, "$n disappears suddenly!", ch, NULL, NULL, TO_ROOM );
    char_from_room( ch );
    char_to_room( ch, room );
    act( AT_ACTION, "$n arrives suddenly!", ch, NULL, NULL, TO_ROOM );
    if ( show )
      do_look( ch, "auto" );
}

void teleport( CHAR_DATA *ch, sh_int room, int flags )
{
    CHAR_DATA *nch, *nch_next;
    ROOM_INDEX_DATA *pRoomIndex;
    bool show;

    pRoomIndex = get_room_index( room );
    if ( !pRoomIndex )
    {
	bug( "teleport: bad room vnum %d", room );
	return;
    }

    if ( IS_SET( flags, TELE_SHOWDESC ) )
      show = TRUE;
    else
      show = FALSE;
    if ( !IS_SET( flags, TELE_TRANSALL ) )
    {
	teleportch( ch, pRoomIndex, show );
	return;
    }
    for ( nch = ch->in_room->first_person; nch; nch = nch_next )
    {
	nch_next = nch->next_in_room;
	teleportch( nch, pRoomIndex, show );
    }
}

/*
 * "Climb" in a certain direction.				-Thoric
 */
void do_climb( CHAR_DATA *ch, char *argument )
{
    EXIT_DATA *pexit;
    bool found;

    found = FALSE;
    if ( argument[0] == '\0' )
    {
	for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
	    if ( IS_SET( pexit->exit_info, EX_xCLIMB ) )
	    {
		move_char( ch, pexit, 0 );
		return;
	    }
	send_to_char( "You cannot climb here.\n\r", ch );
	return;
    }

    if ( (pexit = find_door( ch, argument, TRUE )) != NULL
    &&   IS_SET( pexit->exit_info, EX_xCLIMB ))
    {
	move_char( ch, pexit, 0 );
	return;
    }
    send_to_char( "You cannot climb there.\n\r", ch );
    return;
}

/*
 * "enter" something (moves through an exit)			-Thoric
 */
void do_enter( CHAR_DATA *ch, char *argument )
{
    EXIT_DATA *pexit;
    bool found;

    found = FALSE;
    if ( argument[0] == '\0' )
    {
	for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
	    if ( IS_SET( pexit->exit_info, EX_xENTER ) )
	    {
		move_char( ch, pexit, 0 );
		return;
	    }
	send_to_char( "You cannot find an entrance here.\n\r", ch );
	return;
    }

    if ( (pexit = find_door( ch, argument, TRUE )) != NULL
    &&   IS_SET( pexit->exit_info, EX_xENTER ))
    {
	move_char( ch, pexit, 0 );
	return;
    }
    do_board(ch,argument);
    return;
}

/*
 * Leave through an exit.					-Thoric
 */
void do_leave( CHAR_DATA *ch, char *argument )
{
    EXIT_DATA *pexit;
    bool found;

    found = FALSE;
    if ( argument[0] == '\0' )
    {
	for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
	    if ( IS_SET( pexit->exit_info, EX_xLEAVE ) )
	    {
		move_char( ch, pexit, 0 );
		return;
	    }
	do_leaveship( ch , "" );
	return;
    }

    if ( (pexit = find_door( ch, argument, TRUE )) != NULL
    &&   IS_SET( pexit->exit_info, EX_xLEAVE ))
    {
	move_char( ch, pexit, 0 );
	return;
    }
    do_leaveship( ch, "" );
    return;
}