alanthia/area/
alanthia/gods/
alanthia/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, 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 1993-1996 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@efn.org)				   *
*	    Gabrielle Taylor						   *
*	    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 "utils.h"
#include "magic.h"

/* command procedures needed */
DECLARE_DO_FUN(do_yell);
DECLARE_DO_FUN(do_open);
DECLARE_DO_FUN(do_close);
DECLARE_DO_FUN(do_say);
DECLARE_DO_FUN(do_backstab);
DECLARE_DO_FUN(do_flee);
DECLARE_DO_FUN(do_murder);
DECLARE_DO_FUN(do_get);

/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN(spec_assassin);
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_verbose_thief);

/* the function table */
const struct spec_type spec_table[] = {
    {"spec_assassin", spec_assassin},
    {"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_verbose_thief", spec_verbose_thief},
    {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_backstab(ch, victim->name);
		if (ch->position != POS_FIGHTING)
		    do_murder(ch, 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;

    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 || ch->daze > 0)
	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 || ch->daze > 0)
	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 || ch->daze > 0)
	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 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 || ch->daze > 0)
	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 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_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_yell(ch, 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;
    int seed;

    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;
    }

    seed = number_range(1, 100);
    switch (seed) {
    case 10:
	act("$n scuffs $s foot on the floor.", ch, NULL, NULL, TO_ROOM);
	break;
    }


    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, seed;

    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_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_yell(ch, buf);
	multi_hit(ch, victim, TYPE_UNDEFINED);
	return TRUE;
    }
    if (ech != NULL) {
	act("$n screams 'PROTECT THE INNOCENT!!  BANZAI!!",
	    ch, NULL, NULL, TO_ROOM);
	multi_hit(ch, ech, TYPE_UNDEFINED);
	return TRUE;
    }
    seed = number_range(1, 100);
    switch (seed) {
    case 10:
	act("$n rummages around in $s pouch.", ch, NULL, NULL, TO_ROOM);
	break;

    case 50:
	act("$n shifts from foot to foot.", ch, NULL, NULL, TO_ROOM);
	break;

    }


    return FALSE;
}



bool spec_janitor(CHAR_DATA * ch)
{
    if (!IS_AWAKE(ch))
	return FALSE;

	do_get( ch, "all" );	
    return TRUE;
}



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, 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 'My name is Alex, and I know Kung Fu!'", ch, NULL,
	    NULL, TO_ROOM);
	break;

    case 'b':
	act("$n says 'Daywalker! Call me the Daywalker!!!!'",
	    ch, NULL, NULL, TO_ROOM);
	break;

    case 'c':
	act("$n looks you up and down and says, 'Don't start any trouble.'",
	    ch, NULL, NULL, TO_ROOM);
	break;

    case 'd':
	act("$n says 'Some days, I don't even like getting out of bed.'", ch, NULL, NULL,
	    TO_ROOM);
	break;

    case 'E':
	act
	    ("$n says 'What do you folks think of the weather?'",
	    ch, NULL, NULL, TO_ROOM);
	break;

    case 'O':
	do_open(ch, "gate");
	break;

    case 'C':
	do_close(ch, "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_verbose_thief(CHAR_DATA * ch)
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    long gold;
    char buf[MAX_STRING_LENGTH];

    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 (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 * 25);
	    ch->gold += gold;
	    victim->gold -= gold;

	    if (gold) {
		sprintf(buf, "$n says, 'I stole %ld gold from %s!'", gold,
			IS_NPC(victim) ? victim->short_descr : victim->
			name);
		act(buf, ch, NULL, NULL, TO_ROOM);
		do_murder(victim, ch->name);
	    }
	    return TRUE;
	}
    }

    return FALSE;
}

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

    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 (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 * 25);
	    ch->gold += gold;
	    victim->gold -= gold;
	    return TRUE;
	}
    }

    return FALSE;
}

/* This function was written by Rox of Farside, Permission to
 * use is granted provided this header is retained 
 */
bool spec_assassin(CHAR_DATA * ch)
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int rnd_say;

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

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

	/* this should kill mobs as well as players */
	if (victim->class != 2)	/* thieves */
	    break;
    }

    if (victim == NULL || victim == ch || IS_IMMORTAL(victim))
	return FALSE;
    if (victim->level > ch->level + 7 || IS_NPC(victim))
	return FALSE;

    rnd_say = number_range(1, 10);

    if (rnd_say <= 5)
	sprintf(buf, "Death is the true end...");
    else if (rnd_say <= 6)
	sprintf(buf, "Time to die...");
    else if (rnd_say <= 7)
	sprintf(buf, "Cabrone...");
    else if (rnd_say <= 8)
	sprintf(buf, "Welcome to your fate....");
    else if (rnd_say <= 9)
	sprintf(buf, "Welcome the end of your journey...");
    else if (rnd_say <= 10)
	sprintf(buf, "Ever dance with the devil...");

    do_say(ch, buf);
    multi_hit(ch, victim, gsn_backstab);
    return TRUE;
}