tbamud-3.52/cnf/
tbamud-3.52/lib/
tbamud-3.52/lib/etc/
tbamud-3.52/lib/house/
tbamud-3.52/lib/misc/
tbamud-3.52/lib/plralias/A-E/
tbamud-3.52/lib/plralias/F-J/
tbamud-3.52/lib/plralias/K-O/
tbamud-3.52/lib/plralias/P-T/
tbamud-3.52/lib/plralias/U-Z/
tbamud-3.52/lib/plralias/ZZZ/
tbamud-3.52/lib/plrfiles/A-E/
tbamud-3.52/lib/plrfiles/F-J/
tbamud-3.52/lib/plrfiles/K-O/
tbamud-3.52/lib/plrfiles/P-T/
tbamud-3.52/lib/plrfiles/U-Z/
tbamud-3.52/lib/plrfiles/ZZZ/
tbamud-3.52/lib/plrobjs/
tbamud-3.52/lib/plrobjs/A-E/
tbamud-3.52/lib/plrobjs/F-J/
tbamud-3.52/lib/plrobjs/K-O/
tbamud-3.52/lib/plrobjs/P-T/
tbamud-3.52/lib/plrobjs/U-Z/
tbamud-3.52/lib/plrobjs/ZZZ/
tbamud-3.52/lib/plrvars/A-E/
tbamud-3.52/lib/plrvars/F-J/
tbamud-3.52/lib/plrvars/K-O/
tbamud-3.52/lib/plrvars/P-T/
tbamud-3.52/lib/plrvars/U-Z/
tbamud-3.52/lib/plrvars/ZZZ/
tbamud-3.52/lib/text/help/
tbamud-3.52/lib/text/help/oldhelp/
tbamud-3.52/log/
/**************************************************************************
*  File: castle.c                                          Part of tbaMUD *
*  Usage: Special procedures for King's Castle area.                      *
*                                                                         *
*  All rights reserved.  See license for complete information.            *
*                                                                         *
*  Special procedures for Kings Castle by Pjotr. Coded by Sapowox.        *
*  CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.               *
**************************************************************************/

#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"

/* IMPORTANT! The below defined number is the zone number of the Kings Castle.
 * Change it to apply to your chosen zone number. The default zone number 
 * is 80. */

#define Z_KINGS_C 150
/* external variables */
extern struct time_info_data time_info;
extern int mini_mud;

/* local functions */
mob_vnum castle_virtual(mob_vnum offset);
room_rnum castle_real_room(room_vnum roomoffset);
struct char_data *find_npc_by_name(struct char_data *chAtChar, const char *pszName, int iLen);
int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction);
void assign_kings_castle(void);
int member_of_staff(struct char_data *chChar);
int member_of_royal_guard(struct char_data *chChar);
struct char_data *find_guard(struct char_data *chAtChar);
struct char_data *get_victim(struct char_data *chAtChar);
int banzaii(struct char_data *ch);
int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim);
int is_trash(struct obj_data *i);
void fry_victim(struct char_data *ch);
int castle_cleaner(struct char_data *ch, int cmd, int gripe);
int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname);
void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc));

/* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. */
SPECIAL(CastleGuard);
SPECIAL(James);
SPECIAL(cleaning);
SPECIAL(DicknDavid);
SPECIAL(tim);
SPECIAL(tom);
SPECIAL(king_welmar);
SPECIAL(training_master);
SPECIAL(peter);
SPECIAL(jerry);
SPECIAL(guild);
ACMD(do_gen_door);
ACMD(do_follow);

/* Assign castle special procedures. NOTE: The mobile number isn't fully 
 * specified. It's only an offset from the zone's base. */
void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc))
{
  mob_vnum vmv = castle_virtual(mobnum);
  mob_rnum rmr = NOBODY;

  if (vmv != NOBODY)
    rmr = real_mobile(vmv);

  if (rmr == NOBODY) {
    if (!mini_mud)
      log("SYSERR: assign_kings_castle(): can't find mob #%d.", vmv);
      /* SYSERR_DESC: When the castle_mob_spec() function is given a mobnum
       * that does not correspond to a mod loaded (when not in minimud mode),
       * this error will result. */
  } else
    mob_index[rmr].func = specproc;
}

mob_vnum castle_virtual(mob_vnum offset)
{
  zone_rnum zon;

  if ((zon = real_zone(Z_KINGS_C)) == NOWHERE)
    return NOBODY;

  return zone_table[zon].bot + offset;
}

room_rnum castle_real_room(room_vnum roomoffset)
{
  zone_rnum zon;

  if ((zon = real_zone(Z_KINGS_C)) == NOWHERE)
    return NOWHERE;

  return real_room(zone_table[zon].bot + roomoffset);
}

/* Routine: assign_kings_castle. Used to assign function pointers to all mobiles
 * in the Kings Castle. Called from spec_assign.c. */
void assign_kings_castle(void)
{
  castle_mob_spec(0, CastleGuard);	/* Gwydion */
  castle_mob_spec(1, king_welmar);	/* Our dear friend, the King */
  castle_mob_spec(3, CastleGuard);	/* Jim */
  castle_mob_spec(4, CastleGuard);	/* Brian */
  castle_mob_spec(5, CastleGuard);	/* Mick */
  castle_mob_spec(6, CastleGuard);	/* Matt */
  castle_mob_spec(7, CastleGuard);	/* Jochem */
  castle_mob_spec(8, CastleGuard);	/* Anne */
  castle_mob_spec(9, CastleGuard);	/* Andrew */
  castle_mob_spec(10, CastleGuard);	/* Bertram */
  castle_mob_spec(11, CastleGuard);	/* Jeanette */
  castle_mob_spec(12, peter);		/* Peter */
  castle_mob_spec(13, training_master);	/* The training master */
  castle_mob_spec(16, James);		/* James the Butler */
  castle_mob_spec(17, cleaning);	/* Ze Cleaning Fomen */
  castle_mob_spec(20, tim);		/* Tim, Tom's twin */
  castle_mob_spec(21, tom);		/* Tom, Tim's twin */
  castle_mob_spec(24, DicknDavid);	/* Dick, guard of the Treasury */
  castle_mob_spec(25, DicknDavid);	/* David, Dicks brother */
  castle_mob_spec(26, jerry);		/* Jerry, the Gambler */
  castle_mob_spec(27, CastleGuard);	/* Michael */
  castle_mob_spec(28, CastleGuard);	/* Hans */
  castle_mob_spec(29, CastleGuard);	/* Boris */
}

/* Routine: member_of_staff. Used to see if a character is a member of the 
 * castle staff. Used mainly by BANZAI:ng NPC:s. */
int member_of_staff(struct char_data *chChar)
{
  int ch_num;

  if (!IS_NPC(chChar))
    return (FALSE);

  ch_num = GET_MOB_VNUM(chChar);

  if (ch_num == castle_virtual(1))
    return (TRUE);

  if (ch_num > castle_virtual(2) && ch_num < castle_virtual(15))
    return (TRUE);

  if (ch_num > castle_virtual(15) && ch_num < castle_virtual(18))
    return (TRUE);

  if (ch_num > castle_virtual(18) && ch_num < castle_virtual(30))
    return (TRUE);

  return (FALSE);
}

/* Function: member_of_royal_guard. Returns TRUE if the character is a guard on
 * duty, otherwise FALSE. Used by Peter the captain of the royal guard. */
int member_of_royal_guard(struct char_data *chChar)
{
  int ch_num;

  if (!chChar || !IS_NPC(chChar))
    return (FALSE);

  ch_num = GET_MOB_VNUM(chChar);

  if (ch_num == castle_virtual(3) || ch_num == castle_virtual(6))
    return (TRUE);

  if (ch_num > castle_virtual(7) && ch_num < castle_virtual(12))
    return (TRUE);

  if (ch_num > castle_virtual(23) && ch_num < castle_virtual(26))
    return (TRUE);

  return (FALSE);
}

/* Function: find_npc_by_name. Returns a pointer to an npc by the given name.
 * Used by Tim and Tom. */
struct char_data *find_npc_by_name(struct char_data *chAtChar,
		const char *pszName, int iLen)
{
  struct char_data *ch;

  for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
    if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen))
      return (ch);

  return (NULL);
}

/* Function: find_guard. Returns the pointer to a guard on duty. Used by Peter 
 * the Captain of the Royal Guard */
struct char_data *find_guard(struct char_data *chAtChar)
{
  struct char_data *ch;

  for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
    if (!FIGHTING(ch) && member_of_royal_guard(ch))
      return (ch);

  return (NULL);
}

/* Function: get_victim. Returns a pointer to a randomly chosen character in 
 * the same room, fighting someone in the castle staff. Used by BANZAII-ing 
 * characters and King Welmar... */
struct char_data *get_victim(struct char_data *chAtChar)
{
  struct char_data *ch;
  int iNum_bad_guys = 0, iVictim;

  for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
    if (FIGHTING(ch) && member_of_staff(FIGHTING(ch)))
      iNum_bad_guys++;

  if (!iNum_bad_guys)
    return (NULL);

  iVictim = rand_number(0, iNum_bad_guys);	/* How nice, we give them a chance */
  if (!iVictim)
    return (NULL);

  iNum_bad_guys = 0;

  for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) {
    if (FIGHTING(ch) == NULL)
      continue;

    if (!member_of_staff(FIGHTING(ch)))
      continue;

    if (++iNum_bad_guys != iVictim)
      continue;

    return (ch);
  }

  return (NULL);
}

/* Banzaii. Makes a character banzaii on attackers of the castle staff. Used 
 * by Guards, Tim, Tom, Dick, David, Peter, Master, and the King. */
int banzaii(struct char_data *ch)
{
  struct char_data *chOpponent;

  if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || !(chOpponent = get_victim(ch)))
    return (FALSE);

  act("$n roars: 'Protect the Kingdom of Great King Welmar!  BANZAIIII!!!'",
	FALSE, ch, 0, 0, TO_ROOM);
  hit(ch, chOpponent, TYPE_UNDEFINED);
  return (TRUE);
}

/* Do_npc_rescue. Makes ch_hero rescue ch_victim. Used by Tim and Tom. */
int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim)
{
  struct char_data *ch_bad_guy;

  for (ch_bad_guy = world[IN_ROOM(ch_hero)].people;
       ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim);
       ch_bad_guy = ch_bad_guy->next_in_room);

  /* NO WAY I'll rescue the one I'm fighting! */
  if (!ch_bad_guy || ch_bad_guy == ch_hero)
    return (FALSE);

  act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR);
  act("You are rescued by $N, your loyal friend!\r\n",
	FALSE, ch_victim, 0, ch_hero, TO_CHAR);
  act("$n heroically rescues $N.", FALSE, ch_hero, 0, ch_victim, TO_NOTVICT);

  if (FIGHTING(ch_bad_guy))
    stop_fighting(ch_bad_guy);
  if (FIGHTING(ch_hero))
    stop_fighting(ch_hero);

  set_fighting(ch_hero, ch_bad_guy);
  set_fighting(ch_bad_guy, ch_hero);
  return (TRUE);
}

/* Procedure to block a person trying to enter a room. Used by Tim/Tom at Kings 
 * bedroom and Dick/David at treasury. */
int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room,
	          int iProhibited_direction)
{
  if (cmd != ++iProhibited_direction)
    return (FALSE);

  if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11))
    return (FALSE);

  if (IN_ROOM(ch) != real_room(iIn_room))
    return (FALSE);

  if (!member_of_staff(ch))
    act("The guard roars at $n and pushes $m back.", FALSE, ch, 0, 0, TO_ROOM);

  send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n");
  return (TRUE);
}

/* Routine to check if an object is trash. Used by James the Butler and the 
 * Cleaning Lady. */
int is_trash(struct obj_data *i)
{
  if (!OBJWEAR_FLAGGED(i, ITEM_WEAR_TAKE))
    return (FALSE);

  if (GET_OBJ_TYPE(i) == ITEM_DRINKCON || GET_OBJ_COST(i) <= 10)
    return (TRUE);

  return (FALSE);
}

/* Fry_victim. Finds a suitabe victim, and cast some _NASTY_ spell on him. Used 
 * by King Welmar. */
void fry_victim(struct char_data *ch)
{
  struct char_data *tch;

  if (ch->points.mana < 10)
    return;

  /* Find someone suitable to fry ! */
  if (!(tch = get_victim(ch)))
    return;

  switch (rand_number(0, 8)) {
  case 1:
  case 2:
  case 3:
    send_to_char(ch, "You raise your hand in a dramatical gesture.\r\n");
    act("$n raises $s hand in a dramatical gesture.", 1, ch, 0, 0, TO_ROOM);
    cast_spell(ch, tch, 0, SPELL_COLOR_SPRAY);
    break;
  case 4:
  case 5:
    send_to_char(ch, "You concentrate and mumble to yourself.\r\n");
    act("$n concentrates, and mumbles to $mself.", 1, ch, 0, 0, TO_ROOM);
    cast_spell(ch, tch, 0, SPELL_HARM);
    break;
  case 6:
  case 7:
    act("You look deeply into the eyes of $N.", 1, ch, 0, tch, TO_CHAR);
    act("$n looks deeply into the eyes of $N.", 1, ch, 0, tch, TO_NOTVICT);
    act("You see an ill-boding flame in the eye of $n.", 1, ch, 0, tch, TO_VICT);
    cast_spell(ch, tch, 0, SPELL_FIREBALL);
    break;
  default:
    if (!rand_number(0, 1))
      cast_spell(ch, ch, 0, SPELL_HEAL);
    break;
  }

  ch->points.mana -= 10;

  return;
}

/* King_welmar. Control the actions and movements of the King. */
SPECIAL(king_welmar)
{
  char actbuf[MAX_INPUT_LENGTH];

  const char *monolog[] = {
    "$n proclaims 'Primus in regnis Geticis coronam'.",
    "$n proclaims 'regiam gessi, subiique regis'.",
    "$n proclaims 'munus et mores colui sereno'.",
    "$n proclaims 'principe dignos'."
  };

  const char bedroom_path[] = "s33004o1c1S.";
  const char throne_path[] = "W3o3cG52211rg.";
  const char monolog_path[] = "ABCDPPPP.";

  static const char *path;
  static int path_index;
  static bool move = FALSE;

  if (!move) {
    if (time_info.hours == 8 && IN_ROOM(ch) == castle_real_room(51)) {
      move = TRUE;
      path = throne_path;
      path_index = 0;
    } else if (time_info.hours == 21 && IN_ROOM(ch) == castle_real_room(17)) {
      move = TRUE;
      path = bedroom_path;
      path_index = 0;
    } else if (time_info.hours == 12 && IN_ROOM(ch) == castle_real_room(17)) {
      move = TRUE;
      path = monolog_path;
      path_index = 0;
    }
  }
  if (cmd || (GET_POS(ch) < POS_SLEEPING) ||
      (GET_POS(ch) == POS_SLEEPING && !move))
    return (FALSE);

  if (GET_POS(ch) == POS_FIGHTING) {
    fry_victim(ch);
    return (FALSE);
  } else if (banzaii(ch))
    return (FALSE);

  if (!move)
    return (FALSE);

  switch (path[path_index]) {
  case '0':
  case '1':
  case '2':
  case '3':
  case '4':
  case '5':
    perform_move(ch, path[path_index] - '0', 1);
    break;

  case 'A':
  case 'B':
  case 'C':
  case 'D':
    act(monolog[path[path_index] - 'A'], FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 'P':
    break;

  case 'W':
    GET_POS(ch) = POS_STANDING;
    act("$n awakens and stands up.", FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 'S':
    GET_POS(ch) = POS_SLEEPING;
    act("$n lies down on $s beautiful bed and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 'r':
    GET_POS(ch) = POS_SITTING;
    act("$n sits down on $s great throne.", FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 's':
    GET_POS(ch) = POS_STANDING;
    act("$n stands up.", FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 'G':
    act("$n says 'Good morning, trusted friends.'", FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 'g':
    act("$n says 'Good morning, dear subjects.'", FALSE, ch, 0, 0, TO_ROOM);
    break;

  case 'o':
    do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_UNLOCK);	/* strcpy: OK */
    do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_OPEN);	/* strcpy: OK */
    break;

  case 'c':
    do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_CLOSE);	/* strcpy: OK */
    do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_LOCK);	/* strcpy: OK */
    break;

  case '.':
    move = FALSE;
    break;
  }

  path_index++;
  return (FALSE);
}

/* Training_master. Acts actions to the training room, if his students are 
 * present. Also allowes warrior-class to practice. Used by the Training 
 * Master. */
SPECIAL(training_master)
{
  struct char_data *pupil1, *pupil2 = NULL, *tch;

  if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
    return (FALSE);

  if (cmd)
    return (FALSE);

  if (banzaii(ch) || rand_number(0, 2))
    return (FALSE);

  if (!(pupil1 = find_npc_by_name(ch, "Brian", 5)))
    return (FALSE);

  if (!(pupil2 = find_npc_by_name(ch, "Mick", 4)))
    return (FALSE);

  if (FIGHTING(pupil1) || FIGHTING(pupil2))
    return (FALSE);

  if (rand_number(0, 1)) {
    tch = pupil1;
    pupil1 = pupil2;
    pupil2 = tch;
  }

  switch (rand_number(0, 7)) {
  case 0:
    act("$n hits $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("You hit $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_CHAR);
    act("$n hits you on your head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_VICT);
    break;

  case 1:
    act("$n hits $N in $s chest with a thrust.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("You manage to thrust $N in the chest.", FALSE, pupil1, 0, pupil2, TO_CHAR);
    act("$n manages to thrust you in your chest.", FALSE, pupil1, 0, pupil2, TO_VICT);
    break;

  case 2:
    send_to_char(ch, "You command your pupils to bow.\r\n");
    act("$n commands $s pupils to bow.", FALSE, ch, 0, 0, TO_ROOM);
    act("$n bows before $N.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("$N bows before $n.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("You bow before $N, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_CHAR);
    act("You bow before $n, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_VICT);
    break;

  case 3:
    act("$N yells at $n, as he fumbles and drops $s sword.", FALSE, pupil1, 0, ch, TO_NOTVICT);
    act("$n quickly picks up $s weapon.", FALSE, pupil1, 0, 0, TO_ROOM);
    act("$N yells at you, as you fumble, losing your weapon.", FALSE, pupil1, 0, ch, TO_CHAR);
    send_to_char(pupil1, "You quickly pick up your weapon again.\r\n");
    act("You yell at $n, as he fumbles, losing $s weapon.", FALSE, pupil1, 0, ch, TO_VICT);
    break;

  case 4:
    act("$N tricks $n, and slashes him across the back.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("$N tricks you, and slashes you across your back.", FALSE, pupil1, 0, pupil2, TO_CHAR);
    act("You trick $n, and quickly slash him across $s back.", FALSE, pupil1, 0, pupil2, TO_VICT);
    break;

  case 5:
    act("$n lunges a blow at $N but $N parries skillfully.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("You lunge a blow at $N but $E parries skillfully.", FALSE, pupil1, 0, pupil2, TO_CHAR);
    act("$n lunges a blow at you, but you skillfully parry it.", FALSE, pupil1, 0, pupil2, TO_VICT);
    break;

  case 6:
    act("$n clumsily tries to kick $N, but misses.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
    act("You clumsily miss $N with your poor excuse for a kick.", FALSE, pupil1, 0, pupil2, TO_CHAR);
    act("$n fails an unusually clumsy attempt at kicking you.", FALSE, pupil1, 0, pupil2, TO_VICT);
    break;

  default:
    send_to_char(ch, "You show your pupils an advanced technique.\r\n");
    act("$n shows $s pupils an advanced technique.", FALSE, ch, 0, 0, TO_ROOM);
    break;
  }

  return (FALSE);
}

SPECIAL(tom)
{
  return castle_twin_proc(ch, cmd, argument, 48, "Tim");
}

SPECIAL(tim)
{
  return castle_twin_proc(ch, cmd, argument, 49, "Tom");
}

/* Common routine for the Castle Twins. */
int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname)
{
  struct char_data *king, *twin;

  if (!AWAKE(ch))
    return (FALSE);

  if (cmd)
    return block_way(ch, cmd, arg, castle_virtual(ctlnum), 1);

  if ((king = find_npc_by_name(ch, "King Welmar", 11)) != NULL) {
    char actbuf[MAX_INPUT_LENGTH];

    if (!ch->master)
      do_follow(ch, strcpy(actbuf, "King Welmar"), 0, 0);	/* strcpy: OK */
    if (FIGHTING(king))
      do_npc_rescue(ch, king);
  }

  if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL)
    if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch))
      do_npc_rescue(ch, twin);

  if (GET_POS(ch) != POS_FIGHTING)
    banzaii(ch);

  return (FALSE);
}


/* Routine for James the Butler. Complains if he finds any trash. This doesn't 
 * make sure he _can_ carry it. */
SPECIAL(James)
{
  return castle_cleaner(ch, cmd, TRUE);
}

/* Common code for James and the Cleaning Woman. */
int castle_cleaner(struct char_data *ch, int cmd, int gripe)
{
  struct obj_data *i;

  if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
    return (FALSE);

  for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
    if (!is_trash(i))
      continue;

    if (gripe) {
      act("$n says: 'My oh my!  I ought to fire that lazy cleaning woman!'",
          FALSE, ch, 0, 0, TO_ROOM);
      act("$n picks up a piece of trash.", FALSE, ch, 0, 0, TO_ROOM);
    }
    obj_from_room(i);
    obj_to_char(i, ch);
    return (TRUE);
  }

  return (FALSE);
}

/* Routine for the Cleaning Woman. Picks up any trash she finds. */
SPECIAL(cleaning)
{
  return castle_cleaner(ch, cmd, FALSE);
}

/* CastleGuard. Standard routine for ordinary castle guards. */
SPECIAL(CastleGuard)
{
  if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
    return (FALSE);

  return (banzaii(ch));
}

/* DicknDave. Routine for the guards Dick and David. */
SPECIAL(DicknDavid)
{
  if (!AWAKE(ch))
    return (FALSE);

  if (!cmd && GET_POS(ch) != POS_FIGHTING)
    banzaii(ch);

  return (block_way(ch, cmd, argument, castle_virtual(36), 1));
}

/*Peter. Routine for Captain of the Guards. */
SPECIAL(peter)
{
  struct char_data *ch_guard = NULL;

  if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
    return (FALSE);

  if (banzaii(ch))
    return (FALSE);

  if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch)))
    switch (rand_number(0, 5)) {
    case 0:
      act("$N comes sharply into attention as $n inspects $M.",
	  FALSE, ch, 0, ch_guard, TO_NOTVICT);
      act("$N comes sharply into attention as you inspect $M.",
	  FALSE, ch, 0, ch_guard, TO_CHAR);
      act("You go sharply into attention as $n inspects you.",
	  FALSE, ch, 0, ch_guard, TO_VICT);
      break;
    case 1:
      act("$N looks very small, as $n roars at $M.",
	  FALSE, ch, 0, ch_guard, TO_NOTVICT);
      act("$N looks very small as you roar at $M.",
	  FALSE, ch, 0, ch_guard, TO_CHAR);
      act("You feel very small as $N roars at you.",
	  FALSE, ch, 0, ch_guard, TO_VICT);
      break;
    case 2:
      act("$n gives $N some Royal directions.",
	  FALSE, ch, 0, ch_guard, TO_NOTVICT);
      act("You give $N some Royal directions.",
	  FALSE, ch, 0, ch_guard, TO_CHAR);
      act("$n gives you some Royal directions.",
	  FALSE, ch, 0, ch_guard, TO_VICT);
      break;
    case 3:
      act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
      act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
      act("$n growls: 'Those boots need polishing!'",
	  FALSE, ch, 0, ch_guard, TO_ROOM);
      act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
      break;
    case 4:
      act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
      act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
      act("$n growls: 'Straighten that collar!'",
	  FALSE, ch, 0, ch_guard, TO_ROOM);
      act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
      break;
    default:
      act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
      act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
      act("$n growls: 'That chain mail looks rusty!  CLEAN IT !!!'",
	  FALSE, ch, 0, ch_guard, TO_ROOM);
      act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
      break;
    }

  return (FALSE);
}

/* Procedure for Jerry and Michael in x08 of King's Castle. Code by Sapowox 
 * modified by Pjotr.(Original code from Master) */
SPECIAL(jerry)
{
  struct char_data *gambler1, *gambler2 = NULL, *tch;

  if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
    return (FALSE);

  if (cmd)
    return (FALSE);

  if (banzaii(ch) || rand_number(0, 2))
    return (FALSE);

  if (!(gambler1 = ch))
    return (FALSE);

  if (!(gambler2 = find_npc_by_name(ch, "Michael", 7)))
    return (FALSE);

  if (FIGHTING(gambler1) || FIGHTING(gambler2))
    return (FALSE);

  if (rand_number(0, 1)) {
    tch = gambler1;
    gambler1 = gambler2;
    gambler2 = tch;
  }

  switch (rand_number(0, 5)) {
  case 0:
    act("$n rolls the dice and cheers loudly at the result.",
	    FALSE, gambler1, 0, gambler2, TO_NOTVICT);
    act("You roll the dice and cheer. GREAT!",
	    FALSE, gambler1, 0, gambler2, TO_CHAR);
    act("$n cheers loudly as $e rolls the dice.",
	    FALSE, gambler1, 0, gambler2, TO_VICT);
    break;
  case 1:
    act("$n curses the Goddess of Luck roundly as he sees $N's roll.",
	    FALSE, gambler1, 0, gambler2, TO_NOTVICT);
    act("You curse the Goddess of Luck as $N rolls.",
	    FALSE, gambler1, 0, gambler2, TO_CHAR);
    act("$n swears angrily. You are in luck!",
	    FALSE, gambler1, 0, gambler2, TO_VICT);
    break;
  case 2:
    act("$n sighs loudly and gives $N some gold.",
	    FALSE, gambler1, 0, gambler2, TO_NOTVICT);
    act("You sigh loudly at the pain of having to give $N some gold.",
	    FALSE, gambler1, 0, gambler2, TO_CHAR);
    act("$n sighs loudly as $e gives you your rightful win.",
	    FALSE, gambler1, 0, gambler2, TO_VICT);
    break;
  case 3:
    act("$n smiles remorsefully as $N's roll tops $s.",
	    FALSE, gambler1, 0, gambler2, TO_NOTVICT);
    act("You smile sadly as you see that $N beats you. Again.",
	    FALSE, gambler1, 0, gambler2, TO_CHAR);
    act("$n smiles remorsefully as your roll tops $s.",
	    FALSE, gambler1, 0, gambler2, TO_VICT);
    break;
  case 4:
    act("$n excitedly follows the dice with $s eyes.",
	    FALSE, gambler1, 0, gambler2, TO_NOTVICT);
    act("You excitedly follow the dice with your eyes.",
	    FALSE, gambler1, 0, gambler2, TO_CHAR);
    act("$n excitedly follows the dice with $s eyes.",
	    FALSE, gambler1, 0, gambler2, TO_VICT);
    break;
  default:
    act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
	    FALSE, gambler1, 0, gambler2, TO_NOTVICT);
    act("You say 'Well, my luck has to change soon' and shake the dice.",
	    FALSE, gambler1, 0, gambler2, TO_CHAR);
    act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
	    FALSE, gambler1, 0, gambler2, TO_VICT);
    break;
  }
  return (FALSE);
}