asgard/
asgard/.settings/
asgard/area/
asgard/data/clans/
asgard/data/clans/history/
asgard/data/rosters/
asgard/src/notice/
/***************************************************************************
 *  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 1993-1995 Russ Taylor			   *
 *	ROM has been brought to you by the ROM consortium		   *
 *	    Russ Taylor (rtaylor@pacinfo.com)				   *
 *	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
 *	    Brian Moore (rom@rom.efn.org)				   *
 *	By using this code, you have agreed to follow the terms of the	   *
 *	ROM license, in the file Rom24/doc/rom.license			   *
 ***************************************************************************/
/*************************************************************************** 
 *       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       *
 *       By using this code, you have agreed to follow the terms of the     *
 *       ROT license, in the file doc/rot.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 "magic.h"
#include "newclan.h"
/* command procedures needed */
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_open );
DECLARE_DO_FUN(do_close );
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_backstab);
DECLARE_DO_FUN(do_flee);
DECLARE_DO_FUN(do_kill);
DECLARE_DO_FUN(do_order);
/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN( spec_questmaster );
DECLARE_SPEC_FUN( spec_stockman ); //bree
DECLARE_SPEC_FUN( spec_summoner );
DECLARE_SPEC_FUN( spec_boaz );
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_dog_pee );
DECLARE_SPEC_FUN( spec_cast_clan_adept );
DECLARE_SPEC_FUN( spec_clan_guard ); /* JEREMIAS */
DECLARE_SPEC_FUN( spec_cloaked_enforcer );
DECLARE_SPEC_FUN( spec_necro_zombie );
DECLARE_SPEC_FUN( spec_necro_skeleton );
DECLARE_SPEC_FUN( spec_necro_mummy );
DECLARE_SPEC_FUN( spec_necro_igolem );
DECLARE_SPEC_FUN( spec_necro_fgolem );
DECLARE_SPEC_FUN( spec_satan ); /* JLR */
DECLARE_SPEC_FUN( spec_rally );
DECLARE_SPEC_FUN( spec_smith );
DECLARE_SPEC_FUN( spec_architect );

/* the function table */
const struct spec_type spec_table[] =
{
{ "spec_questmaster", spec_questmaster },
{ "spec_summoner", spec_summoner },
{ "spec_boaz", spec_boaz },
{ "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_stockman", spec_stockman },
{ "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_dog_pee", spec_dog_pee },
{ "spec_cast_clan_adept", spec_cast_clan_adept },
{ "spec_clan_guard", spec_clan_guard }, /* JEREMIAS */
{ "spec_cloaked_enforcer", spec_cloaked_enforcer }, /* JEREMIAS */
{ "spec_necro_zombie", spec_necro_zombie },
{ "spec_necro_skeleton", spec_necro_skeleton },
{ "spec_necro_mummy", spec_necro_mummy },
{ "spec_necro_igolem", spec_necro_igolem },
{ "spec_necro_fgolem", spec_necro_fgolem },
{ "spec_satan", spec_satan }, /*JLR*/
{ "spec_rally", spec_rally },
{ "spec_smith", spec_smith },
{ "spec_architect", spec_architect },
{ 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_summoner(CHAR_DATA *ch)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return FALSE;
}

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!{x'";
		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?{x'";
		break;
	case 3:
		message = "$n cracks his knuckles and says '{SDo ya feel lucky?{x'";
		break;
	case 4:
		message = "$n says '{_There's no cops to save you this time!{x'";
		break;
	case 5:
		message = "$n says '{_Time to join your brother, spud.{x'";
		break;
	case 6:
		message = "$n says '{_Let's rock.{x'";
		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!{x'";
		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?{x'";
		break;
	case 3:
		message = "$n cracks his knuckles and says '{SDo ya feel lucky?{x'";
		break;
	case 4:
		message = "$n says '{_There's no cops to save you this time!{x'";
		break;
	case 5:
		message = "$n says '{_Time to join your brother, spud.{x'";
		break;
	case 6:
		message = "$n says '{_Let's rock.{x'";
		break;
	}

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

bool spec_questmaster(CHAR_DATA *ch)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return FALSE;
}

bool spec_stockman(CHAR_DATA *ch)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return FALSE;
}

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

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

	/* find clayton */
	for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
	{
		if (!IS_NPC(vch))
			found = TRUE;

		if (!IS_NPC(vch) || ch == vch)
			continue;

		if (vch->pIndexData->vnum == MOB_VNUM_CLAYTON)
		{
			if (number_range(0, count) == 0)
				victim = vch;

			count++;
		}
	}

	if (!found)
		return FALSE;

	if (victim == NULL)
		return FALSE;

	switch (number_range(0, 9))
	{
	default:
		message = NULL;
		break;
	case 0:
		message = NULL;
		break;
	case 1:
		message = NULL;
		break;
	case 2:
		message = "blank";
		break;
	case 3:
		message = NULL;
		break;
	case 4:
		message = NULL;
		break;
	case 5:
		message = "blank";
		break;
	case 6:
		message = NULL;
		break;
	case 7:
		message = NULL;
		break;
	case 8:
		message = NULL;
		break;
	case 9:
		message = NULL;
		break;
	}

	if (message == NULL)
		return FALSE;

	/* say something, then raise hell */
	switch (number_range(0, 9))
	{
	default:
		message = NULL;
		break;
	case 0:
		message = "$n yells '{_Leave me alone!{x'";
		break;
	case 1:
		message = "With a scream of rage, $n attacks $N.";
		break;
	case 2:
		message = "$n shouts '{_Stop that! Stop that!{x' and attacks.";
		break;
	case 3:
		message = NULL;
		break;
	case 4:
		message = "$n snorts a line of cocaine.";
		break;
	case 5:
		message = "$n yells '{_Get out!{x'";
		break;
	case 6:
		message = "$n shouts '{_Leave mommy alone, you little shit!{x'";
		break;
	case 7:
		message = "$n lights up another cigarette.";
		break;
	case 8:
		message = NULL;
		break;
	case 9:
		message = NULL;
		break;
	}

	if (message != NULL)
	{
		act(message, ch, NULL, victim, TO_ALL);
		switch (number_range(0, 8))
		{
		default:
			message = NULL;
			break;
		case 0:
			message
					= "$n yanks $N up by the arm and throws him through the door.";
			break;
		case 1:
			message = "$n slaps $N across the face.";
			break;
		case 2:
			message = NULL;
			break;
		case 3:
			message = "$n throws $N onto the couch.";
			break;
		case 4:
			message = NULL;
			break;
		case 5:
			message = "$n spanks $N.";
			break;
		case 6:
			message = "$n sits down and ignores $N.";
			break;
		case 7:
			message = NULL;
			break;
		case 8:
			message = NULL;
			break;
		}
		if (message != NULL)
		{
			act(message, ch, NULL, victim, TO_ALL);
		}
	}
	switch (number_range(0, 6))
	{
	default:
		message = NULL;
		break;
	case 0:
		message = "$N screams at $n.";
		break;
	case 1:
		message = "$N screams in pain.";
		break;
	case 2:
		message = "$N lies down and cries.";
		break;
	case 3:
		message = "$N steals his mommy's cigarettes.";
		break;
	case 4:
		message = "$N screams in agony!";
		break;
	case 5:
		message = "$N starts wailing at the top of his lungs.";
		break;
	case 6:
		message = "$N runs to you to get away from his mommy.";
		break;
	}

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

	return TRUE;
}

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

	if (!IS_AWAKE(ch))
		return FALSE;

	victim = ch->in_room->people;
	/*act("$n says \"Welcome... my {Rchildren{x.\" ",ch,NULL,victim,TO_ROOM);*/
	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 = "$n yells '{_All roit! All roit! break it up!{x'";
		break;
	case 1:
		message = "$n says '{_Society's to blame, but what's a bloke to do?{x'";
		break;
	case 2:
		message = "$n mumbles '{_bloody kids will be the death of us all.{x'";
		break;
	case 3:
		message = "$n shouts '{_Stop that! Stop that!{T' 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!{x'";
		break;
	}

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

	multi_hit(ch, victim, TYPE_UNDEFINED);

	return TRUE;
}

bool spec_dog_pee(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))
			break;
	}

	if (victim == NULL)
		return FALSE;

	switch (number_bits(3))
	{
	case 0:
		return FALSE;

	case 1:
		return FALSE;

	case 2:
		act("$n lifts $s hind leg, and pees on $N's feet.", ch, NULL, victim,
				TO_NOTVICT);
		act("$n lifts $s hind leg, and pees on your feet.", ch, NULL, victim,
				TO_VICT);
		return TRUE;
	}

	return FALSE;
}

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_kill(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;

	case 1:
		do_flee(ch, "");
		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 (IS_AFFECTED(ch, AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		return FALSE;

	if ((sn = skill_lookup(spell_name)) < 0)
		return FALSE;
	(*skill_table[sn].spell_fun)(sn, ch->level * 4 / 5, 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 (IS_AFFECTED(ch, AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		return FALSE;

	if ((sn = skill_lookup("gas breath")) < 0)
		return FALSE;
	(*skill_table[sn].spell_fun)(sn, ch->level * 4 / 5, 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 < 31)
			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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, ch, victim,
				TARGET_CHAR);
		return TRUE;

	case 7:
		act("$n utters the words 'judicandus eqtuyp'.", ch, NULL, NULL, TO_ROOM);
		spell_steel_flesh(skill_lookup("steel flesh"), ch->level * 4 / 5, ch, victim,
				TARGET_CHAR);
		return TRUE;

	case 8:
		act("$n utters the words 'qwerty'.", ch, NULL, NULL, TO_ROOM);
		spell_shield(skill_lookup("shield"), ch->level * 4 / 5, ch, victim, TARGET_CHAR);
		return TRUE;

	case 9:
		act("$n utters the words 'saspell'.", ch, NULL, NULL, TO_ROOM);
		spell_heal(skill_lookup("heal"), ch->level * 4 / 5, ch, victim, TARGET_CHAR);
	}

	return FALSE;
}

bool spec_cast_clan_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 < 51) && is_same_clan(ch, victim))
			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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, 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 * 4 / 5, ch,
				victim, TARGET_CHAR);
		return TRUE;

	case 7:
		act("$n utters the words 'judicandus eqtuyp'.", ch, NULL, NULL, TO_ROOM);
		spell_steel_flesh(skill_lookup("steel flesh"), ch->level * 4 / 5, ch,
				victim, TARGET_CHAR);
		return TRUE;

	case 8:
		act("$n utters the words 'qwerty'.", ch, NULL, NULL, TO_ROOM);
		spell_shield(skill_lookup("shield"), ch->level * 4 / 5, ch, victim,
				TARGET_CHAR);
		return TRUE;

	case 9:
		act("$n utters the words 'saspell'.", ch, NULL, NULL, TO_ROOM);
		spell_heal(skill_lookup("heal"), ch->level * 4 / 5, 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 (IS_AFFECTED(ch, AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		return FALSE;

	if ((sn = skill_lookup(spell)) < 0)
		return FALSE;
	(*skill_table[sn].spell_fun)(sn, ch->level * 4 / 5, 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;

	if (IS_AFFECTED(ch,AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		return FALSE;

	spell = "high explosive";
	if ((sn = skill_lookup(spell)) < 0)
		return FALSE;
	(*skill_table[sn].spell_fun)(sn, ch->level * 4 / 5, 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 (IS_AFFECTED(ch, AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		return FALSE;

	if ((sn = skill_lookup(spell)) < 0)
		return FALSE;
	(*skill_table[sn].spell_fun)(sn, ch->level * 4 / 5, 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 (IS_AFFECTED(ch, AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		return FALSE;

	if ((sn = skill_lookup(spell)) < 0)
		return FALSE;
	(*skill_table[sn].spell_fun)(sn, ch->level * 4 / 5, 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_TWIT) && can_see(ch,
				victim))
		{
			crime = "TWIT";
			break;
		}
	}

	if (victim == NULL)
		return FALSE;

	sprintf(buf, "{_%s is a %s!  PROTECT THE INNOCENT!  MORE BLOOOOD!!!{x",
			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;

	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_TWIT) && can_see(ch,
				victim))
		{
			crime = "TWIT";
			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!!{x",
				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!!{x", 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_get_obj(ch, trash, TRUE))
			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, 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("{x$n says '{_Hello Honey!{x'", ch, NULL, NULL, TO_ROOM );
		break;

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

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

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

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

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

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

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

	if (IS_AFFECTED(ch, AFF_FEAR) && (number_percent() <= 40))
		return FALSE;

	if (ch->stunned)
		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 * 4 / 5, 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 $n's hands in your {zwallet!{x", ch, NULL,
					victim, TO_VICT );
			act("$N discovers $n's hands in $S {zwallet!{x", 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_clan_guard(CHAR_DATA *ch)
{
	char *message;
	CHAR_DATA *victim;
	CHAR_DATA *v_next;

	/*if (ch->level >= 101 && !IS_NPC) 
	 return;*/

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

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

		if (victim == NULL)
			return FALSE;

		if (IS_NPC(victim))
			return FALSE;

		if (is_same_clan(ch, victim) || IS_IMMORTAL(ch))
			return FALSE;

		/* say something, then move em out */
		switch (number_range(0, 6))
		{
		default:
			message = NULL;
			break;
		case 0:
			message = "$n says 'This area is restricted friend.'\n\r";
			break;
		case 1:
			message = "$n looks at you and gestures silently.\n\r";
			break;
		case 2:
			message
					= "$n asks 'Ever dance with the devil in the pale moon light?'\n\r";
			break;
		case 3:
			message = "$n says 'Begone from this place.'\n\r";
			break;
		case 4:
			message = "$n says 'Leave now or suffer.'\n\r";
			break;
		case 5:
			message = "$n says 'Welcome, too bad you cannot stay.'\n\r";
			break;
		case 6:
			message = "$n utters the words 'word of recall'\n\r";
			break;
		}

		if (message != NULL)
			act(message, ch, NULL, victim, TO_ROOM);

		char_from_room(victim);
		char_to_room(victim, (get_room_index(ROOM_VNUM_TEMPLE)));
		do_look(victim, "auto");
		return TRUE;
	}
	return FALSE;
}

bool spec_cloaked_enforcer(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->plyr, PLAYER_ANCIENT_ENEMY)
				&& can_see(ch, victim))
		{
			crime = "an Enemy of Midgaard";
			break;
		}

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

	if (victim == NULL)
		return FALSE;

	sprintf(buf, "{_%s is %s!  PUNISH THE GUILTY!  MORE BLOOOOD!!!{x",
			PERS(victim,ch), crime);
	REMOVE_BIT(ch->comm,COMM_NOSHOUT);
	do_yell(ch, buf);
	multi_hit(ch, victim, TYPE_UNDEFINED );
	return TRUE;
}

bool spec_necro_zombie(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_necro_skeleton(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_necro_mummy(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_necro_igolem(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_necro_fgolem(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_rally(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_smith(CHAR_DATA *ch)
{
	return FALSE;
}

bool spec_architect(CHAR_DATA * ch)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return FALSE;
}