/
area/city/
area/crypts/
area/guilds/
area/psuedowild/
area/religion/
data/documents/MPDocs/
data/html/
data/mobprogs/
data/quest/
data/world/
data/world/_utilities/
data/world/images/
design/html/
notes/
player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe.    *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
 *  ROM 2.4 is copyright 1993-1998 Russ Taylor                             *
 *  ROM has been brought to you by the ROM consortium                      *
 *      Russ Taylor (rtaylor@hypercube.org)                                *
 *      Gabrielle Taylor (gtaylor@hypercube.org)                           *
 *      Brian Moore (zump@rom.org)                                         *
 *  By using this code, you have agreed to follow the terms of the         *
 *  ROM license, in the file Rom24/doc/rom.license                         *
 ***************************************************************************/

#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "special.h"

/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN (spec_breath_any);
DECLARE_SPEC_FUN (spec_breath_acid);
DECLARE_SPEC_FUN (spec_breath_fire);
DECLARE_SPEC_FUN (spec_breath_frost);
DECLARE_SPEC_FUN (spec_breath_gas);
DECLARE_SPEC_FUN (spec_breath_lightning);
DECLARE_SPEC_FUN (spec_cast_adept);
DECLARE_SPEC_FUN (spec_cast_cleric);
DECLARE_SPEC_FUN (spec_cast_judge);
DECLARE_SPEC_FUN (spec_cast_mage);
DECLARE_SPEC_FUN (spec_cast_undead);
DECLARE_SPEC_FUN (spec_executioner);
DECLARE_SPEC_FUN (spec_fido);
DECLARE_SPEC_FUN (spec_guard);
DECLARE_SPEC_FUN (spec_janitor);
DECLARE_SPEC_FUN (spec_mayor);
DECLARE_SPEC_FUN (spec_poison);
DECLARE_SPEC_FUN (spec_thief);
DECLARE_SPEC_FUN (spec_nasty);
DECLARE_SPEC_FUN (spec_troll_member);
DECLARE_SPEC_FUN (spec_ogre_member);
DECLARE_SPEC_FUN (spec_patrolman);
DECLARE_SPEC_FUN (spec_quest_master);
DECLARE_SPEC_FUN (spec_random_orc);
DECLARE_SPEC_FUN (spec_random_goblin_stronghold);
DECLARE_SPEC_FUN (spec_random_fish);
DECLARE_SPEC_FUN (spec_random_orc_warrior);
DECLARE_SPEC_FUN (spec_random_goblin);
DECLARE_SPEC_FUN (spec_random_kobold);
DECLARE_SPEC_FUN (spec_random_troll);
DECLARE_SPEC_FUN (spec_random_elf_mage);
DECLARE_SPEC_FUN (spec_random_drow);
DECLARE_SPEC_FUN (spec_forest_ground);
DECLARE_SPEC_FUN (spec_forest_elf);
DECLARE_SPEC_FUN (spec_forest_bird);
DECLARE_SPEC_FUN (spec_thri_dungeon);
DECLARE_SPEC_FUN (spec_violator);
DECLARE_SPEC_FUN (spec_cryptmob);

/* the function table */
const struct spec_type spec_table[] = {
    {"spec_breath_any",                 spec_breath_any},
    {"spec_breath_acid",                spec_breath_acid},
    {"spec_breath_fire",                spec_breath_fire},
    {"spec_breath_frost",               spec_breath_frost},
    {"spec_breath_gas",                 spec_breath_gas},
    {"spec_breath_lightning",           spec_breath_lightning},
    {"spec_cast_adept",                 spec_cast_adept},
    {"spec_cast_cleric",                spec_cast_cleric},
    {"spec_cast_judge",                 spec_cast_judge},
    {"spec_cast_mage",                  spec_cast_mage},
    {"spec_cast_undead",                spec_cast_undead},
    {"spec_executioner",                spec_executioner},
    {"spec_fido",                       spec_fido},
    {"spec_guard",                      spec_guard},
    {"spec_janitor",                    spec_janitor},
    {"spec_mayor",                      spec_mayor},
    {"spec_poison",                     spec_poison},
    {"spec_thief",                      spec_thief},
    {"spec_nasty",                      spec_nasty},
    {"spec_troll_member",               spec_troll_member},
    {"spec_ogre_member",                spec_ogre_member},
    {"spec_patrolman",                  spec_patrolman},
    {"spec_quest_master",               spec_quest_master},
    {"spec_random_orc",                 spec_random_orc},
    {"spec_random_goblin_stronghold",   spec_random_goblin_stronghold},
    {"spec_random_fish",                spec_random_fish},
    {"spec_forest_ground",              spec_forest_ground},
    {"spec_forest_elf",                 spec_forest_elf},
    {"spec_forest_bird",                spec_forest_bird},
    {"spec_random_orc_warrior",         spec_random_orc_warrior},
    {"spec_random_goblin",              spec_random_goblin},
    {"spec_random_kobold",              spec_random_kobold},
    {"spec_random_troll",               spec_random_troll},
    {"spec_random_elf_mage",            spec_random_elf_mage},
    {"spec_random_drow",                spec_random_drow},
    {"spec_thri_dungeon",               spec_thri_dungeon},
    {"spec_cryptmob",                   spec_cryptmob},
    {NULL, NULL}
};

/*
 * Given a name, return the appropriate spec fun.
 */
SPEC_FUN *spec_lookup (const char *name)
{
    int i;

    for (i = 0; spec_table[i].name != NULL; i++)
    {
        if (LOWER (name[0]) == LOWER (spec_table[i].name[0])
            && !str_prefix (name, spec_table[i].name))
            return spec_table[i].function;
    }

    return 0;
}

char *spec_name (SPEC_FUN * function)
{
    int i;

    for (i = 0; spec_table[i].function != NULL; i++)
    {
        if (function == spec_table[i].function)
            return spec_table[i].name;
    }

    return NULL;
}

bool spec_troll_member (CHAR_DATA * ch)
{
    CHAR_DATA *vch, *victim = NULL;
    int count = 0;
    char *message;

    if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
        || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
        return FALSE;

    /* find an ogre to beat up */
    for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
        if (!IS_NPC (vch) || ch == vch)
            continue;

        if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN)
            return FALSE;

        if (vch->pIndexData->group == GROUP_VNUM_OGRES
            && ch->level > vch->level - 2 && !is_safe (ch, vch))
        {
            if (number_range (0, count) == 0)
                victim = vch;

            count++;
        }
    }

    if (victim == NULL)
        return FALSE;

    /* say something, then raise hell */
    switch (number_range (0, 6))
    {
        default:
            message = NULL;
            break;
        case 0:
            message = "$n yells 'I've been looking for you, punk!'";
            break;
        case 1:
            message = "With a scream of rage, $n attacks $N.";
            break;
        case 2:
            message =
                "$n says 'What's slimy Ogre trash like you doing around here?'";
            break;
        case 3:
            message = "$n cracks his knuckles and says 'Do ya feel lucky?'";
            break;
        case 4:
            message = "$n says 'There's no cops to save you this time!'";
            break;
        case 5:
            message = "$n says 'Time to join your brother, spud.'";
            break;
        case 6:
            message = "$n says 'Let's rock.'";
            break;
    }

    if (message != NULL)
        act (message, ch, NULL, victim, TO_ALL);
    multi_hit (ch, victim, TYPE_UNDEFINED);
    return TRUE;
}

bool spec_ogre_member (CHAR_DATA * ch)
{
    CHAR_DATA *vch, *victim = NULL;
    int count = 0;
    char *message;

    if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
        || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
        return FALSE;

    /* find an troll to beat up */
    for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
        if (!IS_NPC (vch) || ch == vch)
            continue;

        if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN)
            return FALSE;

        if (vch->pIndexData->group == GROUP_VNUM_TROLLS
            && ch->level > vch->level - 2 && !is_safe (ch, vch))
        {
            if (number_range (0, count) == 0)
                victim = vch;

            count++;
        }
    }

    if (victim == NULL)
        return FALSE;

    /* say something, then raise hell */
    switch (number_range (0, 6))
    {
        default:
            message = NULL;
            break;
        case 0:
            message = "$n yells 'I've been looking for you, punk!'";
            break;
        case 1:
            message = "With a scream of rage, $n attacks $N.'";
            break;
        case 2:
            message =
                "$n says 'What's Troll filth like you doing around here?'";
            break;
        case 3:
            message = "$n cracks his knuckles and says 'Do ya feel lucky?'";
            break;
        case 4:
            message = "$n says 'There's no cops to save you this time!'";
            break;
        case 5:
            message = "$n says 'Time to join your brother, spud.'";
            break;
        case 6:
            message = "$n says 'Let's rock.'";
            break;
    }

    if (message != NULL)
        act (message, ch, NULL, victim, TO_ALL);
    multi_hit (ch, victim, TYPE_UNDEFINED);
    return TRUE;
}

bool spec_patrolman (CHAR_DATA * ch)
{
    CHAR_DATA *vch, *victim = NULL;
    OBJ_DATA *obj;
    char *message;
    int count = 0;

    if (!IS_AWAKE (ch) || IS_AFFECTED (ch, AFF_CALM) || ch->in_room == NULL
        || IS_AFFECTED (ch, AFF_CHARM) || ch->fighting != NULL)
        return FALSE;

    /* look for a fight in the room */
    for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
    {
        if (vch == ch)
            continue;

        if (vch->fighting != NULL)
        {                        /* break it up! */
            if (number_range (0, count) == 0)
                victim = (vch->level > vch->fighting->level)
                    ? vch : vch->fighting;
            count++;
        }
    }

    if (victim == NULL
        || (IS_NPC (victim)
            && victim->spec_fun == ch->spec_fun)) return FALSE;

    if (((obj = get_eq_char (ch, WEAR_NECK_1)) != NULL
         && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE)
        || ((obj = get_eq_char (ch, WEAR_NECK_2)) != NULL
            && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE))
    {
        act ("You blow down hard on $p.", ch, obj, NULL, TO_CHAR);
        act ("$n blows on $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL, TO_ROOM);

        for (vch = char_list; vch != NULL; vch = vch->next)
        {
            if (vch->in_room == NULL)
                continue;

            if (vch->in_room != ch->in_room
                && vch->in_room->area == ch->in_room->area)
                send_to_char ("You hear a shrill whistling sound.\n\r", vch);
        }
    }

    switch (number_range (0, 6))
    {
        default:
            message = NULL;
            break;
        case 0:
            message = "$n yells 'All roit! All roit! break it up!'";
            break;
        case 1:
            message =
                "$n says 'Society's to blame, but what's a bloke to do?'";
            break;
        case 2:
            message = "$n mumbles 'bloody kids will be the death of us all.'";
            break;
        case 3:
            message = "$n shouts 'Stop that! Stop that!' and attacks.";
            break;
        case 4:
            message = "$n pulls out his billy and goes to work.";
            break;
        case 5:
            message =
                "$n sighs in resignation and proceeds to break up the fight.";
            break;
        case 6:
            message = "$n says 'Settle down, you hooligans!'";
            break;
    }

    if (message != NULL)
        act (message, ch, NULL, NULL, TO_ALL);

    multi_hit (ch, victim, TYPE_UNDEFINED);

    return TRUE;
}


bool spec_nasty (CHAR_DATA * ch)
{
    CHAR_DATA *victim, *v_next;
    long gold;

    if (!IS_AWAKE (ch))
    {
        return FALSE;
    }

    if (ch->position != POS_FIGHTING)
    {
        for (victim = ch->in_room->people; victim != NULL; victim = v_next)
        {
            v_next = victim->next_in_room;
            if (!IS_NPC (victim)
                && (victim->level > ch->level)
                && (victim->level < ch->level + 10))
            {
                do_function (ch, &do_backstab, victim->name);
                if (ch->position != POS_FIGHTING)
                {
                    do_function (ch, &do_murder, victim->name);
                }

                /* should steal some coins right away? :) */
                return TRUE;
            }
        }
        return FALSE;            /*  No one to attack */
    }

    /* okay, we must be fighting.... steal some coins and flee */
    if ((victim = ch->fighting) == NULL)
        return FALSE;            /* let's be paranoid.... */

    switch (number_bits (2))
    {
        case 0:
            act ("$n rips apart your coin purse, spilling your gold!",
                 ch, NULL, victim, TO_VICT);
            act ("You slash apart $N's coin purse and gather his gold.",
                 ch, NULL, victim, TO_CHAR);
            act ("$N's coin purse is ripped apart!",
                 ch, NULL, victim, TO_NOTVICT);
            gold = victim->gold / 10;    /* steal 10% of his gold */
            victim->gold -= gold;
            ch->gold += gold;
            return TRUE;

        case 1:
            do_function (ch, &do_flee, "");
            return TRUE;

        default:
            return FALSE;
    }
}

/*
 * Core procedure for dragons.
 */
bool dragon (CHAR_DATA * ch, char *spell_name)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int sn;

    if (ch->position != POS_FIGHTING)
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;
        if (victim->fighting == ch && number_bits (3) == 0)
            break;
    }

    if (victim == NULL)
        return FALSE;

    if ((sn = skill_lookup (spell_name)) < 0)
        return FALSE;
    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}



/*
 * Special procedures for mobiles.
 */
bool spec_breath_any (CHAR_DATA * ch)
{
    if (ch->position != POS_FIGHTING)
        return FALSE;

    switch (number_bits (3))
    {
        case 0:
            return spec_breath_fire (ch);
        case 1:
        case 2:
            return spec_breath_lightning (ch);
        case 3:
            return spec_breath_gas (ch);
        case 4:
            return spec_breath_acid (ch);
        case 5:
        case 6:
        case 7:
            return spec_breath_frost (ch);
    }

    return FALSE;
}



bool spec_breath_acid (CHAR_DATA * ch)
{
    return dragon (ch, "acid breath");
}



bool spec_breath_fire (CHAR_DATA * ch)
{
    return dragon (ch, "fire breath");
}



bool spec_breath_frost (CHAR_DATA * ch)
{
    return dragon (ch, "frost breath");
}



bool spec_breath_gas (CHAR_DATA * ch)
{
    int sn;

    if (ch->position != POS_FIGHTING)
        return FALSE;

    if ((sn = skill_lookup ("gas breath")) < 0)
        return FALSE;
    (*skill_table[sn].spell_fun) (sn, ch->level, ch, NULL, TARGET_CHAR);
    return TRUE;
}



bool spec_breath_lightning (CHAR_DATA * ch)
{
    return dragon (ch, "lightning breath");
}



bool spec_cast_adept (CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;

    if (!IS_AWAKE (ch))
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;
        if (victim != ch && can_see (ch, victim) && number_bits (1) == 0
            && !IS_NPC (victim) && victim->level < 11)
            break;
    }

    if (victim == NULL)
        return FALSE;

    switch (number_bits (4))
    {
        case 0:
            act ("$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM);
            spell_armor (skill_lookup ("armor"), ch->level, ch, victim,
                         TARGET_CHAR);
            return TRUE;

        case 1:
            act ("$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM);
            spell_bless (skill_lookup ("bless"), ch->level, ch, victim,
                         TARGET_CHAR);
            return TRUE;

        case 2:
            act ("$n utters the words 'judicandus noselacri'.", ch, NULL,
                 NULL, TO_ROOM);
            spell_cure_blindness (skill_lookup ("cure blindness"), ch->level,
                                  ch, victim, TARGET_CHAR);
            return TRUE;

        case 3:
            act ("$n utters the words 'judicandus dies'.", ch, NULL, NULL,
                 TO_ROOM);
            spell_cure_light (skill_lookup ("cure light"), ch->level, ch,
                              victim, TARGET_CHAR);
            return TRUE;

        case 4:
            act ("$n utters the words 'judicandus sausabru'.", ch, NULL, NULL,
                 TO_ROOM);
            spell_cure_poison (skill_lookup ("cure poison"), ch->level, ch,
                               victim, TARGET_CHAR);
            return TRUE;

        case 5:
            act ("$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM);
            spell_refresh (skill_lookup ("refresh"), ch->level, ch, victim,
                           TARGET_CHAR);
            return TRUE;

        case 6:
            act ("$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL,
                 TO_ROOM);
            spell_cure_disease (skill_lookup ("cure disease"), ch->level, ch,
                                victim, TARGET_CHAR);
    }

    return FALSE;
}



bool spec_cast_cleric (CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if (ch->position != POS_FIGHTING)
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;
        if (victim->fighting == ch && number_bits (2) == 0)
            break;
    }

    if (victim == NULL)
        return FALSE;

    for (;;)
    {
        int min_level;

        switch (number_bits (4))
        {
            case 0:
                min_level = 0;
                spell = "blindness";
                break;
            case 1:
                min_level = 3;
                spell = "cause serious";
                break;
            case 2:
                min_level = 7;
                spell = "earthquake";
                break;
            case 3:
                min_level = 9;
                spell = "cause critical";
                break;
            case 4:
                min_level = 10;
                spell = "dispel evil";
                break;
            case 5:
                min_level = 12;
                spell = "curse";
                break;
            case 6:
                min_level = 12;
                spell = "change sex";
                break;
            case 7:
                min_level = 13;
                spell = "flamestrike";
                break;
            case 8:
            case 9:
            case 10:
                min_level = 15;
                spell = "harm";
                break;
            case 11:
                min_level = 15;
                spell = "plague";
                break;
            default:
                min_level = 16;
                spell = "dispel magic";
                break;
        }

        if (ch->level >= min_level)
            break;
    }

    if ((sn = skill_lookup (spell)) < 0)
        return FALSE;
    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}

bool spec_cast_judge (CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if (ch->position != POS_FIGHTING)
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;
        if (victim->fighting == ch && number_bits (2) == 0)
            break;
    }

    if (victim == NULL)
        return FALSE;

    spell = "high explosive";
    if ((sn = skill_lookup (spell)) < 0)
        return FALSE;
    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}



bool spec_cast_mage (CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if (ch->position != POS_FIGHTING)
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;
        if (victim->fighting == ch && number_bits (2) == 0)
            break;
    }

    if (victim == NULL)
        return FALSE;

    for (;;)
    {
        int min_level;

        switch (number_bits (4))
        {
            case 0:
                min_level = 0;
                spell = "blindness";
                break;
            case 1:
                min_level = 3;
                spell = "chill touch";
                break;
            case 2:
                min_level = 7;
                spell = "weaken";
                break;
            case 3:
                min_level = 8;
                spell = "teleport";
                break;
            case 4:
                min_level = 11;
                spell = "colour spray";
                break;
            case 5:
                min_level = 12;
                spell = "change sex";
                break;
            case 6:
                min_level = 13;
                spell = "energy drain";
                break;
            case 7:
            case 8:
            case 9:
                min_level = 15;
                spell = "fireball";
                break;
            case 10:
                min_level = 20;
                spell = "plague";
                break;
            default:
                min_level = 20;
                spell = "acid blast";
                break;
        }

        if (ch->level >= min_level)
            break;
    }

    if ((sn = skill_lookup (spell)) < 0)
        return FALSE;
    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}



bool spec_cast_undead (CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *spell;
    int sn;

    if (ch->position != POS_FIGHTING)
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;
        if (victim->fighting == ch && number_bits (2) == 0)
            break;
    }

    if (victim == NULL)
        return FALSE;

    for (;;)
    {
        int min_level;

        switch (number_bits (4))
        {
            case 0:
                min_level = 0;
                spell = "curse";
                break;
            case 1:
                min_level = 3;
                spell = "weaken";
                break;
            case 2:
                min_level = 6;
                spell = "chill touch";
                break;
            case 3:
                min_level = 9;
                spell = "blindness";
                break;
            case 4:
                min_level = 12;
                spell = "poison";
                break;
            case 5:
                min_level = 15;
                spell = "energy drain";
                break;
            case 6:
                min_level = 18;
                spell = "harm";
                break;
            case 7:
                min_level = 21;
                spell = "teleport";
                break;
            case 8:
                min_level = 20;
                spell = "plague";
                break;
            default:
                min_level = 18;
                spell = "harm";
                break;
        }

        if (ch->level >= min_level)
            break;
    }

    if ((sn = skill_lookup (spell)) < 0)
        return FALSE;
    (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}


bool spec_executioner (CHAR_DATA * ch)
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *crime;

    if (!IS_AWAKE (ch) || ch->fighting != NULL)
        return FALSE;

    crime = "";
    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;

        if (!IS_NPC (victim) && IS_SET (victim->act, PLR_KILLER)
            && can_see (ch, victim))
        {
            crime = "KILLER";
            break;
        }

        if (!IS_NPC (victim) && IS_SET (victim->act, PLR_THIEF)
            && can_see (ch, victim))
        {
            crime = "THIEF";
            break;
        }
    }

    if (victim == NULL)
        return FALSE;

    sprintf (buf, "%s is a %s!  PROTECT THE INNOCENT!  MORE BLOOOOD!!!",
             victim->name, crime);
    REMOVE_BIT (ch->comm, COMM_NOSHOUT);
    do_function (ch, &do_yell, buf);
    multi_hit (ch, victim, TYPE_UNDEFINED);
    return TRUE;
}



bool spec_fido (CHAR_DATA * ch)
{
    OBJ_DATA *corpse;
    OBJ_DATA *c_next;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    if (!IS_AWAKE (ch))
        return FALSE;

    for (corpse = ch->in_room->contents; corpse != NULL; corpse = c_next)
    {
        c_next = corpse->next_content;
        if (corpse->item_type != ITEM_CORPSE_NPC)
            continue;

        act ("$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM);
        for (obj = corpse->contains; obj; obj = obj_next)
        {
            obj_next = obj->next_content;
            obj_from_obj (obj);
            obj_to_room (obj, ch->in_room);
        }
        extract_obj (corpse);
        return TRUE;
    }

    return FALSE;
}



bool spec_guard (CHAR_DATA * ch)
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    CHAR_DATA *ech;
    char *crime;
    int max_evil;

    if (!IS_AWAKE (ch) || ch->fighting != NULL)
        return FALSE;

    max_evil = 300;
    ech = NULL;
    crime = "";

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;

        if (!IS_NPC (victim) && IS_SET (victim->act, PLR_KILLER)
            && can_see (ch, victim))
        {
            crime = "KILLER";
            break;
        }

        if (!IS_NPC (victim) && IS_SET (victim->act, PLR_THIEF)
            && can_see (ch, victim))
        {
            crime = "THIEF";
            break;
        }

        if (victim->fighting != NULL
            && victim->fighting != ch && victim->alignment < max_evil)
        {
            max_evil = victim->alignment;
            ech = victim;
        }
    }

    if (victim != NULL)
    {
        sprintf (buf, "%s is a %s!  PROTECT THE INNOCENT!!  BANZAI!!",
                 victim->name, crime);
        REMOVE_BIT (ch->comm, COMM_NOSHOUT);
        do_function (ch, &do_yell, buf);
        multi_hit (ch, victim, TYPE_UNDEFINED);
        return TRUE;
    }

    if (ech != NULL)
    {
        act ("$n screams 'PROTECT THE INNOCENT!!  BANZAI!!",
             ch, NULL, NULL, TO_ROOM);
        multi_hit (ch, ech, TYPE_UNDEFINED);
        return TRUE;
    }

    return FALSE;
}



bool spec_janitor (CHAR_DATA * ch)
{
    OBJ_DATA *trash;
    OBJ_DATA *trash_next;

    if (!IS_AWAKE (ch))
        return FALSE;

    for (trash = ch->in_room->contents; trash != NULL; trash = trash_next)
    {
        trash_next = trash->next_content;
        if (!IS_SET (trash->wear_flags, ITEM_TAKE) || !can_loot (ch, trash))
            continue;
        if (trash->item_type == ITEM_DRINK_CON
            || trash->item_type == ITEM_TRASH || trash->cost < 10)
        {
            act ("$n picks up some trash.", ch, NULL, NULL, TO_ROOM);
            obj_from_room (trash);
            obj_to_char (trash, ch);
            return TRUE;
        }
    }

    return FALSE;
}



bool spec_mayor (CHAR_DATA * ch)
{
    static const char open_path[] =
        "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";

    static const char close_path[] =
        "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";

    static const char *path;
    static int pos;
    static bool move;

    if (!move)
    {
        if (time_info.hour == 6)
        {
            path = open_path;
            move = TRUE;
            pos = 0;
        }

        if (time_info.hour == 20)
        {
            path = close_path;
            move = TRUE;
            pos = 0;
        }
    }

    if (ch->fighting != NULL)
        return spec_cast_mage (ch);
    if (!move || ch->position < POS_SLEEPING)
        return FALSE;

    switch (path[pos])
    {
        case '0':
        case '1':
        case '2':
        case '3':
            move_char (ch, path[pos] - '0', FALSE);
            break;

        case 'W':
            ch->position = POS_STANDING;
            act ("$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM);
            break;

        case 'S':
            ch->position = POS_SLEEPING;
            act ("$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM);
            break;

        case 'a':
            act ("$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM);
            break;

        case 'b':
            act
                ("$n says 'What a view!  I must do something about that dump!'",
                 ch, NULL, NULL, TO_ROOM);
            break;

        case 'c':
            act
                ("$n says 'Vandals!  Youngsters have no respect for anything!'",
                 ch, NULL, NULL, TO_ROOM);
            break;

        case 'd':
            act ("$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM);
            break;

        case 'e':
            act ("$n says 'I hereby declare the city of Midgaard open!'",
                 ch, NULL, NULL, TO_ROOM);
            break;

        case 'E':
            act ("$n says 'I hereby declare the city of Midgaard closed!'",
                 ch, NULL, NULL, TO_ROOM);
            break;

        case 'O':
/*    do_function(ch, &do_unlock, "gate" ); */
            do_function (ch, &do_open, "gate");
            break;

        case 'C':
            do_function (ch, &do_close, "gate");
/*    do_function(ch, &do_lock, "gate" ); */
            break;

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

    pos++;
    return FALSE;
}



bool spec_poison (CHAR_DATA * ch)
{
    CHAR_DATA *victim;

    if (ch->position != POS_FIGHTING
        || (victim = ch->fighting) == NULL
        || number_percent () > 2 * ch->level) return FALSE;

    act ("You bite $N!", ch, NULL, victim, TO_CHAR);
    act ("$n bites $N!", ch, NULL, victim, TO_NOTVICT);
    act ("$n bites you!", ch, NULL, victim, TO_VICT);
    spell_poison (gsn_poison, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}



bool spec_thief (CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    long gold, silver;

    if (ch->position != POS_STANDING)
        return FALSE;

    for (victim = ch->in_room->people; victim != NULL; victim = v_next)
    {
        v_next = victim->next_in_room;

        if (IS_NPC (victim)
            || victim->level >= LEVEL_IMMORTAL
            || number_bits (5) != 0 || !can_see (ch, victim))
            continue;

        if (IS_AWAKE (victim) && number_range (0, ch->level) == 0)
        {
            act ("You discover $n's hands in your wallet!",
                 ch, NULL, victim, TO_VICT);
            act ("$N discovers $n's hands in $S wallet!",
                 ch, NULL, victim, TO_NOTVICT);
            return TRUE;
        }
        else
        {
            gold =
                victim->gold * UMIN (number_range (1, 20),
                                     ch->level / 2) / 100;
            gold = UMIN (gold, ch->level * ch->level * 10);
            ch->gold += gold;
            victim->gold -= gold;
            silver =
                victim->silver * UMIN (number_range (1, 20),
                                       ch->level / 2) / 100;
            silver = UMIN (silver, ch->level * ch->level * 25);
            ch->silver += silver;
            victim->silver -= silver;
            return TRUE;
        }
    }

    return FALSE;
}


bool spec_quest_master (CHAR_DATA * ch)
{
    CHAR_DATA *victim;

    if (ch->position != POS_FIGHTING
        || (victim = ch->fighting) == NULL
        || number_percent () > 2 * ch->level) return FALSE;

    act ("You bite $N!", ch, NULL, victim, TO_CHAR);
    act ("$n bites $N!", ch, NULL, victim, TO_NOTVICT);
    act ("$n bites you!", ch, NULL, victim, TO_VICT);
    spell_poison (gsn_poison, ch->level, ch, victim, TARGET_CHAR);
    return TRUE;
}

bool spec_random_orc (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char mob_short[MSL];
        int name_range  = number_range(1, MAX_RMOB_ORC_NAME - 1);
        int long_range  = number_range(1, MAX_RMOB_ORC_LONG - 1);
        int other_range = number_range(1, MAX_RMOB_OTHER - 1);

        if (ch->wimpy != 0)
        {
                return FALSE;
        }

        /* Wimpy isn't used by mobs, so we'll use this as a check. if Wimpy == 1, dont do the script
           prevents mobs from changing every 8 pulses. */
        ch->wimpy = 1;

        /* Select Keyword/Short/long */
        sprintf (mob_name,  "%s orc warrior", rmob_orc_name_table[name_range].name);                // Set keywords
        sprintf (mob_short, "The orc, %s",    rmob_orc_name_table[name_range].name);                // Set Short_descr
        sprintf (mob_long,  "%s",             rmob_orc_long_table[long_range].long_descr);        // Set Long_descr

        /* Now set the names */
        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        ch->name                = str_dup (mob_name);
        ch->short_descr         = str_dup (mob_short);
        ch->long_descr          = str_dup (mob_long);


        /* play with level ranges a bit, dont want static mobs */
        int level_range  = number_range( rmob_orc_other_table[other_range].low_level_range, rmob_orc_other_table[other_range].hig_level_range );
        ch->level       += level_range;

        /* Set hitroll/dam/affected flags */
        ch->hitroll           = number_range( rmob_orc_other_table[other_range].l_hitroll, rmob_orc_other_table[other_range].h_hitroll );
        ch->damroll           = number_range( rmob_orc_other_table[other_range].l_damroll, rmob_orc_other_table[other_range].h_damroll );
        ch->affected_by       = 0;
        ch->affected_by       = rmob_orc_other_table[other_range].affect_flags;

        // Set Hitpoints/mana/move
        int hit_points  = dice(ch->level, rmob_orc_other_table[other_range].hit_dice);
        ch->hit         = hit_points;
        ch->max_hit     = hit_points;
        ch->mana        = 100;
        ch->max_mana    = 100;
        ch->move        = 100;
        ch->max_move    = 100;

        // Give them a Randomized Dam message. I would of put this in a table, but thats overkill
        switch (number_range (1, 3))
        {
        case (1):
                ch->dam_type = 3;
                break;                /* slash */
        case (2):
                ch->dam_type = 7;
                break;                /* pound */
        case (3):
                ch->dam_type = 11;
                break;                /* pierce */
        }

        // And were done!
        return TRUE;

}

bool spec_random_goblin_stronghold (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char mob_short[MSL];
        int name_range  = number_range(1, MAX_RMOB_GOBLIN_NAME - 1);
        int long_range  = number_range(1, MAX_RMOB_GOBLIN_LONG - 1);
        int other_range = number_range(1, MAX_RMOB_GOBLIN_OTHER - 1);

        if (ch->wimpy != 0)
        {
                return FALSE;
        }

        /* Wimpy isn't used by mobs, so we'll use this as a check. if Wimpy == 1, dont do the script
           prevents mobs from changing every 8 pulses. */
        ch->wimpy = 1;

        /* Select Keyword/Short/long */
        sprintf (mob_name,  "%s goblin",                 rmob_goblin_name_table[name_range].name);                // Set keywords
        sprintf (mob_short, "%s",                         rmob_goblin_name_table[name_range].name);                // Set Short_descr
        sprintf (mob_long,  "%s",                         rmob_goblin_long_table[long_range].long_descr);        // Set Long_descr

        /* Now set the names */
        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        ch->name                 = str_dup (mob_name);
        ch->short_descr         = str_dup (mob_short);
        ch->long_descr         = str_dup (mob_long);


        /* play with level ranges a bit, dont want static mobs */
        int level_range  = number_range( rmob_goblin_other_table[other_range].low_level_range, rmob_goblin_other_table[other_range].hig_level_range );
        ch->level       += level_range;

        /* Set hitroll/dam/affected flags */
        ch->hitroll           = number_range( rmob_goblin_other_table[other_range].l_hitroll, rmob_goblin_other_table[other_range].h_hitroll );
        ch->damroll           = number_range( rmob_goblin_other_table[other_range].l_damroll, rmob_goblin_other_table[other_range].h_damroll );
        ch->affected_by  = 0;
        ch->affected_by  = rmob_goblin_other_table[other_range].affect_flags;

        // Set Hitpoints/mana/move
        int hit_points = dice(ch->level, rmob_goblin_other_table[other_range].hit_dice);
        ch->hit         = hit_points;
        ch->max_hit         = hit_points;
        ch->mana         = 100;
        ch->max_mana         = 100;
        ch->move          = 100;
        ch->max_move          = 100;

        // Give them a Randomized Dam message. I would of put this in a table, but thats overkill
        switch (number_range (1, 3))
        {
        case (1):
          ch->dam_type = 3;
          break;                /* slash */
        case (2):
          ch->dam_type = 7;
          break;                /* pound */
        case (3):
          ch->dam_type = 11;
          break;                /* pierce */
        }
         if (ch->level < 0)        // Sanity check
         {
                ch->level = 1;
         }
        // And were done!
        return TRUE;

}

bool spec_random_fish (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char mob_short[MSL];
        int name_range  = number_range(1, MAX_RMOB_FISH_NAME - 1);
        int other_range = number_range(1, MAX_RMOB_FISH_OTHER - 1);

        if (ch->wimpy != 0)
        {
                return FALSE;
        }

        /* Wimpy isn't used by mobs, so we'll use this as a check. if Wimpy == 1, dont do the script
           prevents mobs from changing every 8 pulses. */
        ch->wimpy = 1;

        /* Select Keyword/Short/long */
        sprintf (mob_name,  "%s fish",                         rmob_fish_name_table[name_range].name);                // Set keywords
        sprintf (mob_short, "a %s",                                 rmob_fish_name_table[name_range].name);                // Set Short_descr
        sprintf (mob_long,  "a %s swims around here.\n\r",         rmob_fish_name_table[name_range].name);        // Set Long_descr

        /* Now set the names */
        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        ch->name                 = str_dup (mob_name);
        ch->short_descr         = str_dup (mob_short);
        ch->long_descr         = str_dup (mob_long);


        /* play with level ranges a bit, dont want static mobs */
        int level_range  = number_range( rmob_fish_other_table[other_range].low_level_range, rmob_fish_other_table[other_range].hig_level_range );
        ch->level       += level_range;

        /* Set hitroll/dam/affected flags */
        ch->hitroll           = number_range( rmob_fish_other_table[other_range].l_hitroll, rmob_fish_other_table[other_range].h_hitroll );
        ch->damroll           = number_range( rmob_fish_other_table[other_range].l_damroll, rmob_fish_other_table[other_range].h_damroll );
        ch->affected_by  = 0;
        ch->affected_by  = rmob_fish_other_table[other_range].affect_flags;

        // Set Hitpoints/mana/move
        int hit_points = dice(ch->level, rmob_fish_other_table[other_range].hit_dice);
        ch->hit         = hit_points;
        ch->max_hit         = hit_points;
        ch->mana         = 100;
        ch->max_mana         = 100;
        ch->move          = 100;
        ch->max_move          = 100;

        // Give them a Randomized Dam message. I would of put this in a table, but thats overkill
        switch (number_range (1, 5))
        {
        case (1):
          ch->dam_type = 4;
          break;                /* whip */
        case (2):
          ch->dam_type = 41;
          break;
        case (3):
          ch->dam_type = 42;
          break;
        case (4):
          ch->dam_type = 43;
          break;
        case (5):
          ch->dam_type = 40;
          break;
        }

         if (ch->level < 0)        // Sanity check
         {
                ch->level = 1;
         }
        // And were done!
        return TRUE;

}


bool spec_forest_ground (CHAR_DATA * ch)
{
        CHAR_DATA *mob = ch;
        char mob_long[MSL];
        char mob_name[MSL];
        char buf[MSL];

        if (ch->wimpy != 0)
                return FALSE;

        switch (number_range (1, 7))
        {       default:
                case 1:
                        sprintf( mob_name, "a red-fox" );
                        break;
                case 2:
                        sprintf( mob_name, "a hungry boar" );
                        break;
                case 3:
                        sprintf( mob_name, "a chimpmunk" );
                        break;
                case 4:
                        sprintf( mob_name, "a gopher" );
                        break;
                case 5:
                        sprintf( mob_name, "a green tree snake" );
                        break;
                case 6:
                        sprintf( mob_name, "a green tree viper" );
                        break;
                case 7:
                        sprintf( mob_name, "a spider" );
                        break;
        }

        switch (number_range (1, 3))
        {       default:
                case 1:
                        sprintf( mob_long, "is here." );
                        break;
                case 2:
                        sprintf( mob_long, "searches for food." );
                        break;
                case 3:
                        sprintf( mob_long, "sits on a tree branch." );
                        break;
        }

        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        
        mob->name               = str_dup (mob_name);
        mob->short_descr        = str_dup (mob_name);

        sprintf (buf, "%s %s\n\r", mob_name, mob_long);
        mob->long_descr = str_dup (buf);
        mob->wimpy = 1;
        setup_mobiles(ch);
        return TRUE;
}



bool spec_forest_elf (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char buf[MSL];
        
        if (ch->wimpy != 0)
                return FALSE;
        
        switch (number_range (1, 5))
        {       default:
                case 1:
                        sprintf( mob_name, "an elvish warrior" );
                        break;
                case 2:
                        sprintf( mob_name, "an elvish hunter" );
                        break;
                case 3:
                        sprintf( mob_name, "an elvish commoner" );
                        break;
                case 4:
                        sprintf( mob_name, "an elvish hunter" );
                        break;
                case 5:
                        sprintf( mob_name, "an elvish hunter" );
                        break;
        }

        switch (number_range (1, 3))
        {       default:
                case 1:
                        sprintf( mob_long, "stands here." );
                        break;
                case 2:
                        sprintf( mob_long, "hunts the red-foxes here.." );
                        break;
                case 3:
                        sprintf( mob_long, "hides in the shadows." );
                        break;
        }

        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        ch->name = str_dup (mob_name);
        ch->short_descr = str_dup (mob_name);
        sprintf (buf, "%s %s\n\r", mob_name, mob_long);
        ch->long_descr = str_dup (buf);
        ch->wimpy = 1;
        return TRUE;
}



bool spec_forest_bird (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char buf[MSL];

        if (ch->wimpy != 0)
                return FALSE;

        switch (number_range (1, 7))
        {       default:
                case 1:
                        sprintf( mob_name, "a red robin" );
                        break;
                case 2:
                        sprintf( mob_name, "a bluejay" );
                        break;
                case 3:
                        sprintf( mob_name, "a sparrow" );
                        break;
                case 4:
                        sprintf( mob_name, "a raven" );
                        break;
                case 5:
                        sprintf( mob_name, "an owl" );
                        break;
                case 6:
                        sprintf( mob_name, "a hummingbird" );
                        break;
                case 7:
                        sprintf( mob_name, "a hawk" );
                        break;
        }

        switch (number_range (1, 3))
        {       default:
                case 1:
                        sprintf( mob_long, "flys around the room here." );
                        break;
                case 2:
                        sprintf( mob_long, "takes fight as it sees you." );
                        break;
                case 3:
                        sprintf( mob_long, "swoops down from a tree branch and grabs some food." );
                        break;

        }
        
        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        ch->name = str_dup (mob_name);
        ch->short_descr = str_dup (mob_name);
        sprintf (buf, "%s %s\n\r", mob_name, mob_long);
        ch->long_descr = str_dup (buf);
        ch->wimpy = 1;
        return TRUE;
}

bool spec_random_orc_warrior (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char mob_short[MSL];

        if (ch->wimpy != 0)
                return FALSE;

        // Set 10 different names
        switch (number_range (1, 10))
        {       default:
                case 1:
                sprintf (mob_name, "orc warrior Rushnak");
                sprintf (mob_short, "Rushnak");
                break;
                case 2:
                sprintf (mob_name, "orc warrior Vugor");
                sprintf (mob_short, "Vugor");
                break;
                case 3:
                sprintf (mob_name, "orc warrior Vragdish");
                sprintf (mob_short, "Vragdish");
                break;
                case 4:
                sprintf (mob_name, "orc warrior Prugdish");
                sprintf (mob_short, "Prugdish");
                break;
                case 5:
                sprintf (mob_name, "orc warrior Vrork");
                sprintf (mob_short, "Vrork");
                break;
                case 6:
                sprintf (mob_name, "orc warrior Erilo");
                sprintf (mob_short, "Erilo");
                break;
                case 7:
                sprintf (mob_name, "orc warrior Prik");
                sprintf (mob_short, "Prik");
                break;
                case 8:
                sprintf (mob_name, "orc warrior Grodash");
                sprintf (mob_short, "Grodash");
                break;
                case 9:
                sprintf (mob_name, "orc warrior Vorg");
                sprintf (mob_short, "Vorg");
                break;
                case 10:
                sprintf (mob_name, "orc warrior Vunk");
                sprintf (mob_short, "Vunk");
                break;
        }

        // Now set a random long description
        switch (number_range (1, 5) )
        {       default:
                case 1:
                sprintf (mob_long, "an orcish warrior stands here.\n\r");
                break;
                case 2:
                sprintf (mob_long, "a huge orcish warrior stands here.\r\n");
                break;
                case 3:
                sprintf (mob_long, "An orc patrols the area here.\n\r");
                break;
                case 4:
                sprintf (mob_long, "A strong-looking orcish warrior stands here.\n\r");
                break;
                case 5:
                sprintf (mob_long, "A medium-sized orc patrols the area here.\n\r");
                break;

        }

        // Give him some randomized Attack noun if not wielding a weapon
        switch (number_range (1, 3))
        {
        case (1):
          ch->dam_type = 3;
          break;                /* slash */
        case (2):
          ch->dam_type = 7;
          break;                /* pound */
        case (3):
          ch->dam_type = 11;
          break;                /* pierce */
        }

        free_string(ch->name);
        free_string(ch->short_descr);
        free_string(ch->long_descr);
        // Set Names
        ch->name        = str_dup (mob_name);
        ch->short_descr = str_dup (mob_short);
        ch->long_descr  = str_dup (mob_long);
        ch->wimpy       = 1;

  return TRUE;
}

bool spec_random_goblin (CHAR_DATA * ch)
{
  char mob_long[MSL];
  char mob_name[MSL];
  char mob_short[MSL];



  if (ch->wimpy != 0)
    {
      return FALSE;
    }

        // Set 10 different names
        switch (number_range (1, 10))
        {
                default:
                sprintf (mob_name, "goblin green");
                sprintf (mob_name, "a goblin");
                break;

                case 1:
                sprintf (mob_name, "goblin green Helik");
                sprintf (mob_short, "Helik");
                break;
                case 2:
                sprintf (mob_name, "goblin green Gar");
                sprintf (mob_short, "Gar");
                break;
                case 3:
                sprintf (mob_name, "goblin green Vrag");
                sprintf (mob_short, "Vrag");
                break;
                case 4:
                sprintf (mob_name, "goblin green Puil");
                sprintf (mob_short, "Puil");
                break;
                case 5:
                sprintf (mob_name, "goblin green Renan");
                sprintf (mob_short, "Renan");
                break;
                case 6:
                sprintf (mob_name, "goblin green Erilo");
                sprintf (mob_short, "Erilo");
                break;
                case 7:
                sprintf (mob_name, "goblin green kinl");
                sprintf (mob_short, "Kinl");
                break;
                case 8:
                sprintf (mob_name, "goblin green Grod");
                sprintf (mob_short, "Grod");
                break;
                case 9:
                sprintf (mob_name, "goblin green Vo");
                sprintf (mob_short, "Vo");
                break;
                case 10:
                sprintf (mob_name, "goblin green Vunk");
                sprintf (mob_short, "Vunk");
                break;
        }

        // Now set a random long description
        switch (number_range (1, 5) )
        {
                default:
                sprintf (mob_long, "A goblin stands here.\n\r");
                break;

                case 1:
                sprintf (mob_long, "A goblin stands here.\n\r");
                break;
                case 2:
                sprintf (mob_long, "An ugly green goblin stands here.\n\r");
                break;
                case 3:
                sprintf (mob_long, "A goblin patrols the area here.\n\r");
                break;
                case 4:
                sprintf (mob_long, "A short goblin is here.\n\r");
                break;
                case 5:
                sprintf (mob_long, "A pair of gleaming eyes from a goblin stairs at you.\n\r");
                break;

        }

        // Now we get some stats to put on him
        int hit_points = ( ch->level * 8 + number_range (ch->level * ch->level / 4, ch->level * ch->level) );

        // Give him some randomized Attack noun if not wielding a weapon
        switch (number_range (1, 3))
        {
        case (1):
          ch->dam_type = 3;
          break;                /* slash */
        case (2):
          ch->dam_type = 7;
          break;                /* pound */
        case (3):
          ch->dam_type = 11;
          break;                /* pierce */
        }

        // Set Names
        ch->name                 = str_dup (mob_name);        // Set keywords
        ch->short_descr        = str_dup (mob_short);        // Set short
        ch->long_descr         = str_dup (mob_long);        // Set Long
        ch->wimpy                 = 1;                                // Make sure this doesnt go off agian
        ch->hit                 = hit_points;                        // Set hitpoints
        ch->max_hit                 = hit_points;                        // Heal him
        ch->hitroll                = number_range(1, 10);        // Give him damroll
        ch->damroll                = number_range(1, 9);        // Give him some hitroll

  return TRUE;
}

bool spec_random_kobold (CHAR_DATA * ch)
{
  char mob_long[MSL];
  char mob_name[MSL];
  char mob_short[MSL];



  if (ch->wimpy != 0)
    {
      return FALSE;
    }

        // Set 10 different names
        switch (number_range (1, 7))
        {
                default:
                sprintf (mob_name, "kobold");
                sprintf (mob_short, "a kobold");
                break;

                case 1:
                sprintf (mob_name, "kobold cila");
                sprintf (mob_short, "a Kobold");
                break;
                case 2:
                sprintf (mob_name, "kobold Cvni");
                sprintf (mob_short, "Cvni");
                break;
                case 3:
                sprintf (mob_name, "kobold green");
                sprintf (mob_short, "a green kobold");
                break;
                case 4:
                sprintf (mob_name, "kobold small");
                sprintf (mob_short, "a small kobold");
                break;
                case 5:
                sprintf (mob_name, "kobold ugly");
                sprintf (mob_short, "an ugly kobold");
                break;
                case 6:
                sprintf (mob_name, "kobold nasty");
                sprintf (mob_short, "a nasty kobold");
                break;
                case 7:
                sprintf (mob_name, "kobold");
                sprintf (mob_short, "a Kobold");
                break;
        }

        // Now set a random long description
        switch (number_range (1, 5) )
        {
                default:
                sprintf (mob_long, "A kobold stands here.\n\r");
                break;

                case 1:
                sprintf (mob_long, "A kobold stands here.\n\r");
                break;
                case 2:
                sprintf (mob_long, "An ugly green kobold stands here.\n\r");
                break;
                case 3:
                sprintf (mob_long, "A kobold patrols the area here.\n\r");
                break;
                case 4:
                sprintf (mob_long, "A short kobold is here.\n\r");
                break;
                case 5:
                sprintf (mob_long, "A nasty looking kobold stands here.\n\r");
                break;

        }

        // Now we get some stats to put on him
        int hit_points = ( ch->level * 8 + number_range (ch->level * ch->level / 4, ch->level * ch->level) );

        // Give him some randomized Attack noun if not wielding a weapon
        switch (number_range (1, 3))
        {
        case (1):
          ch->dam_type = 3;
          break;                /* slash */
        case (2):
          ch->dam_type = 7;
          break;                /* pound */
        case (3):
          ch->dam_type = 11;
          break;                /* pierce */
        }

        // Set Names
        ch->name                 = str_dup (mob_name);        // Set keywords
        ch->short_descr        = str_dup (mob_short);        // Set short
        ch->long_descr         = str_dup (mob_long);        // Set Long
        ch->wimpy                 = 1;                                // Make sure this doesnt go off agian
        ch->hit                 = hit_points;                        // Set hitpoints
        ch->max_hit                 = hit_points;                        // Heal him
        ch->hitroll                = number_range(1, 10);        // Give him damroll
        ch->damroll                = number_range(1, 9);        // Give him some hitroll

  return TRUE;
}


bool spec_random_troll (CHAR_DATA * ch)
{
  char mob_long[MSL];
  char mob_name[MSL];
  char mob_short[MSL];



  if (ch->wimpy != 0)
    {
      return FALSE;
    }

        // Set 10 different names
        switch (number_range (1, 10))
        {
                default:
                sprintf (mob_name, "troll");
                sprintf (mob_short, "a troll");
                break;

                case 1:
                sprintf (mob_name, "troll Keab");
                sprintf (mob_short, "Keab the troll");
                break;
                case 2:
                sprintf (mob_name, "troll Rognu");
                sprintf (mob_short, "Rognu the troll");
                break;
                case 3:
                sprintf (mob_name, "troll Toash");
                sprintf (mob_short, "a Troll named Toash");
                break;
                case 4:
                sprintf (mob_name, "troll Roech");
                sprintf (mob_short, "Roech the Troll");
                break;
                case 5:
                sprintf (mob_name, "troll Vurgh ");
                sprintf (mob_short, "Vurgh");
                break;
                case 6:
                sprintf (mob_name, "troll Ceals ");
                sprintf (mob_short, "a Troll named Ceals");
                break;
                case 7:
                sprintf (mob_name, "troll Bgnu");
                sprintf (mob_short, "Bgnu");
                break;
                case 8:
                sprintf (mob_name, "troll Neb ");
                sprintf (mob_short, "Neb the troll");
                break;
                case 9:
                sprintf (mob_name, "troll Leuash");
                sprintf (mob_short, "Leuash");
                break;
                case 10:
                sprintf (mob_name, "troll Beal");
                sprintf (mob_short, "Beal the troll");
                break;
        }

        // Now set a random long description
        switch (number_range (1, 5) )
        {
                default:
                sprintf (mob_long, "A troll stands here.\n\r");
                break;

                case 1:
                sprintf (mob_long, "A troll stands here.\n\r");
                break;
                case 2:
                sprintf (mob_long, "A swamp troll stands here.\n\r");
                break;
                case 3:
                sprintf (mob_long, "A green troll attempts to get a hold on you.\n\r");
                break;
                case 4:
                sprintf (mob_long, "A brown troll is here.\n\r");
                break;
                case 5:
                sprintf (mob_long, "A green troll attempts to get a hold on you.\n\r");
                break;

        }

        // Now we get some stats to put on him
        int hit_points = ( ch->level * 8 + number_range (ch->level * ch->level / 4, ch->level * ch->level) );

        // Give him some randomized Attack noun if not wielding a weapon
        switch (number_range (1, 3))
        {
        case (1):
          ch->dam_type = 3;
          break;                /* slash */
        case (2):
          ch->dam_type = 7;
          break;                /* pound */
        case (3):
          ch->dam_type = 11;
          break;                /* pierce */
        }

        // Set Names
        ch->name                 = str_dup (mob_name);        // Set keywords
        ch->short_descr        = str_dup (mob_short);        // Set short
        ch->long_descr         = str_dup (mob_long);        // Set Long
        ch->wimpy                 = 1;                                // Make sure this doesnt go off agian
        ch->hit                 = hit_points;                        // Set hitpoints
        ch->max_hit                 = hit_points;                        // Heal him
        ch->hitroll                = number_range(1, 10);        // Give him damroll
        ch->damroll                = number_range(1, 9);        // Give him some hitroll

  return TRUE;
}


bool spec_random_elf_mage (CHAR_DATA * ch)
{
  char mob_long[MSL];
  char mob_name[MSL];
  char mob_short[MSL];



  if (ch->wimpy != 0)
    {
      return FALSE;
    }

        // Set 10 different names
        switch (number_range (1, 10))
        {
                default:
                sprintf (mob_name, "elf elven mage");
                sprintf (mob_name, "a elf elven mage");
                break;

                case 1:
                sprintf (mob_name, "elf elven mage Kanyel ");
                sprintf (mob_short, "an Elvish mage named Kanyel");
                break;
                case 2:
                sprintf (mob_name, "elf elven mage Tilyon");
                sprintf (mob_short, "Tilyon the elven mage");
                break;
                case 3:
                sprintf (mob_name, "elf elven mage Feogwen");
                sprintf (mob_short, "Feogwen the elven mage");
                break;
                case 4:
                sprintf (mob_name, "elf elven mage Afrudanna");
                sprintf (mob_short, "Afrudanna");
                break;
                case 5:
                sprintf (mob_name, "elf elven mage Afrgona");
                sprintf (mob_short, "Afrgona");
                break;
                case 6:
                sprintf (mob_name, "elf elven mage Nibe");
                sprintf (mob_short, "Nibe");
                break;
                case 7:
                sprintf (mob_name, "elf elven mage Teottar");
                sprintf (mob_short, "Teottar");
                break;
                case 8:
                sprintf (mob_name, "elf elven mage Loige");
                sprintf (mob_short, "Loige");
                break;
                case 9:
                sprintf (mob_name, "elf elven mage Afrblda");
                sprintf (mob_short, "Afrblda");
                break;
                case 10:
                sprintf (mob_name, "elf elven mage Faone");
                sprintf (mob_short, "Faone");
                break;
        }

        // Now set a random long description
        switch (number_range (1, 5) )
        {
                default:
                sprintf (mob_long, "An elven mage stands here.\n\r");
                break;

                case 1:
                sprintf (mob_long, "A elven mage stands here.\n\r");
                break;
                case 2:
                sprintf (mob_long, "An elvish mage hides in the shadows.\n\r");
                break;
                case 3:
                sprintf (mob_long, "A elven mage stands here, preparing a spell.\n\r");
                break;
                case 4:
                sprintf (mob_long, "A tall elven mage is here.\n\r");
                break;
                case 5:
                sprintf (mob_long, "A short elven mage stands here.\n\r");
                break;

        }

        // Now we get some stats to put on him
        int hit_points = ( ch->level * 8 + number_range (ch->level * ch->level / 4, ch->level * ch->level) );

        // Give him some randomized Attack noun if not wielding a weapon
        switch (number_range (1, 3))
        {
        case (1):
          ch->dam_type = 3;
          break;                /* slash */
        case (2):
          ch->dam_type = 7;
          break;                /* pound */
        case (3):
          ch->dam_type = 11;
          break;                /* pierce */
        }

        // Set Names
        ch->name                 = str_dup (mob_name);        // Set keywords
        ch->short_descr        = str_dup (mob_short);        // Set short
        ch->long_descr         = str_dup (mob_long);        // Set Long
        ch->wimpy                 = 1;                                // Make sure this doesnt go off agian
        ch->hit                 = hit_points;                        // Set hitpoints
        ch->max_hit                 = hit_points;                        // Heal him
        ch->hitroll                = number_range(1, 10);        // Give him damroll
        ch->damroll                = number_range(1, 9);        // Give him some hielf elven mage

  return TRUE;
}

bool spec_random_drow (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char mob_short[MSL];
        
        if (ch->wimpy != 0)
                return FALSE;

        // Set 10 different names
        switch (number_range (1, 9))
        {
                default:
                sprintf (mob_name, "drow guard");
                sprintf (mob_short, "a {Ddrow{x Guard");
                sprintf (mob_long, "a shadowy elven figure hides in the darkness here.\n\r");
                break;

                case 1:
                sprintf (mob_name, "drow mage");
                sprintf (mob_short, "a {DDrow {RM{ragi{x");
                sprintf (mob_long, "a shadowy elven figure stands here.\n\r");
                break;

                case 2:
                sprintf (mob_name, "drow cleric");
                sprintf (mob_short, "a {RDrow {WC{wl{Deric{x");
                sprintf (mob_long, "a drow cleric hides in the darkness here.\n\r");
                break;

                case 3:
                sprintf (mob_name, "drow guard");
                sprintf (mob_short, "a {Ddrow{x Guard");
                sprintf (mob_long, "a powerful looking drow guard stands here.\n\r");
                break;

                case 4:
                case 5:
                case 6:
                case 7:
                case 8:
                sprintf (mob_name, "drow commoner");
                sprintf (mob_short, "a {Ddrow{x Commoner");
                sprintf (mob_long, "a shadowy elven figure hides in the darkness here.\n\r");
                break;
                case 9:
                sprintf (mob_name, "drow shaman");
                sprintf (mob_short, "a {Ddrow{x {GS{ghaman");
                sprintf (mob_long, "a drow shaman stands here.\n\r");
                break;

        }

    free_string(ch->name);
    free_string(ch->short_descr);
    free_string(ch->long_descr);
        
        // Now we get some stats to put on him
        int hit_points = ( ch->level * 10 + number_range (ch->level * ch->level / 4, ch->level * ch->level) );
        int damtype1 = number_range(1, 20);
        ch->dam_type = damtype1;

        // Set Names
        ch->name        = str_dup (mob_name);   // Set keywords
        ch->short_descr = str_dup (mob_short);  // Set short
        ch->long_descr  = str_dup (mob_long);   // Set Long
        ch->wimpy       = 1;                    // Make sure this doesnt go off agian
        ch->hit         = hit_points;           // Set hitpoints
        ch->max_hit     = hit_points;           // Heal him
        ch->hitroll     = number_range(1, 10);  // Give him damroll
        ch->damroll     = number_range(1, 9);   // Give him some hitroll

  return TRUE;
}

bool spec_cryptmob (CHAR_DATA * ch)
{
    static char mob_long[MSL];
    static char mob_name[MSL];
    static char mob_short[MSL];
    int  mob_type = (number_range(0, MAX_RANDOM_MOB_CRYPT));

    if (ch->wimpy != 0)
        return FALSE;

    ch->level = number_range(ch->in_room->area->level_min, ch->in_room->area->level_max);
    
    free_string(ch->name);
    free_string(ch->short_descr);
    free_string(ch->long_descr);
    
    sprintf(mob_name,  "cryptmob %s",   rmob_cryptmob_table[mob_type].name_d);
    sprintf(mob_short, "%s",            rmob_cryptmob_table[mob_type].shor_d);
    sprintf(mob_long,  "%s\n\r",        rmob_cryptmob_table[mob_type].long_d);
    
    ch->name        = str_dup (mob_name);
    ch->short_descr = str_dup (mob_short);
    ch->long_descr  = str_dup (mob_long);
    ch->wimpy       = 1;
    
    SET_BIT(ch->affected_by, AFF_INFRARED);
    if (number_range(1, 100) <= 45)
        SET_BIT(ch->affected_by, AFF_PASS_DOOR);
    if (number_range(1, 100) <= 25)
        SET_BIT(ch->affected_by, AFF_HASTE);
    if (number_range(1, 100) <= 10)
        SET_BIT(ch->affected_by, AFF_SANCTUARY);
    if (number_range(1, 100) <= 75)
        SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
    if (number_range(1, 100) <= 75)
        SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
    
    setup_mobiles(ch);
    return TRUE;
}
    
bool spec_thri_dungeon (CHAR_DATA * ch)
{
        char mob_long[MSL];
        char mob_name[MSL];
        char mob_short[MSL];
        int  mob_type = (number_range(0, MAX_RANDOM_MOB_DUNGEON));


        if (ch->wimpy != 0)
                return FALSE;
        
        ch->level = number_range(10, 13);

        int hit_points = dice(ch->level, ch->level / 2);
        int damtype1 = number_range(1, 20);
        ch->dam_type = damtype1;

        sprintf (mob_name,  "%s thri",  rmob_thri_dungeon_table[mob_type].name_d);                // Set keywords
        sprintf (mob_short, "%s",       rmob_thri_dungeon_table[mob_type].shor_d);                // Set Short_descr
        sprintf (mob_long,  "%s\n\r",   rmob_thri_dungeon_table[mob_type].long_d);        // Set Long_descr

    free_string(ch->name);
    free_string(ch->short_descr);
    free_string(ch->long_descr);
        
        ch->name        = str_dup (mob_name);
        ch->short_descr = str_dup (mob_short);
        ch->long_descr  = str_dup (mob_long);
        ch->wimpy       = 1;                                // Make sure this doesnt go off agian
        ch->hit         = hit_points;                        // Set hitpoints
        ch->max_hit     = hit_points;                        // Heal him
        ch->hitroll     = rmob_thri_dungeon_table[mob_type].hitroll;        // Give him damroll
        ch->damroll     = rmob_thri_dungeon_table[mob_type].damroll;        // Give him some hitroll
        return TRUE;
}


const struct rmob_thri_dungeon_type rmob_thri_dungeon_table[] = {
/* 1 */        {"skeleton undead",
                 "an undead skeleton",
                 "an undead skeleton stands here",
                 75, 75},
/* 2 */        {"skeleton warrior undead",
                 "an undead skeletal warrior",
                 "an undead skeleton stands here",
                 85, 85},
/* 3 */        {"vampire undead",
                 "a vampire",
                 "a shadowy figure is here.",
                 100, 50},
/* 4 */        {"imp undead",
                 "an undead imp",
                 "an undead imp scurrys around here.",
                 75, 75},
/* 5 */        {"bile demon",
                 "a bile demon",
                 "a redish bile demon sloths around here, looking for food.",
                 50, 100},
/* 6 */        {"draconian dragon",
                 "a draconian warrior",
                 "a draconian warrior stands guard here.",
                 75, 75},
/* 7 */        {"ghost undead",
                 "a shadowy ghost",
                 "a shadowy ghost-like creature is in the area.",
                 75, 75},
/* 8 */        {"undead ghoul",
                 "a hidieous ghoul",
                 "a ghoul stands here",
                 75, 75},
/* 9 */        {"Zombie undead",
                 "a yellowish zombie",
                 "a strange man stands before you.",
                 75, 75},
/* 10 */        {"beholder deadly",
                 "a massive beholder",
                 "a giant floating eye with several tenticles witrh eyes attached floats around here.",
                 75, 75},
/* 11 */        {"azer",
                 "an azer",
                 "a small flaming azer stands here.",
                 75, 75},
/* 12 */        {"barghest",
                 "a barghest",
                 "a hound-like create stands here.",
                 75, 75},
/* 13 */        {"bugbear",
                 "a giant bugbear",
                 "a giant bugbear stands here, licking it's lips as it sees you.",
                 75, 75},
/* 14 */        {"carrion crawler",
                 "a carrion crawler",
                 "a carrion crawler, roams the area here.",
                 75, 75},
/* 15 */        {"choker",
                 "a choker",
                 "a black beast crawls along the ceiling here.",
                 75, 75},
/* 16 */        {"cockatrice",
                 "a cockatrice",
                 "a beautiful cockatrice is here.",
                 75, 75},
/* 17 */        {"vrock",
                 "a vrock",
                 "a massive vrock is here.",
                 75, 75},
/* 18 */        {"erinyes",
                 "a erinyes",
                 "an erinyes is here.",
                 75, 75},
/* 19 */        {"pit fiend",
                 "a pit fiend",
                 "a pit fiend stalks the dungeon here.",
                 75, 75},
/* 20 */        {"bone devil",
                 "a bone devil",
                 "a bone devil is here.",
                 75, 75},


};