1stMUD4.0/bin/
1stMUD4.0/doc/MPDocs/
1stMUD4.0/player/
1stMUD4.0/win32/
1stMUD4.0/win32/rom/
/**************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvements 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          *
*  benefiting.  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                    *
***************************************************************************
*       1stMUD ROM Derivative (c) 2001-2003 by Ryan Jennings              *
*            http://1stmud.dlmud.com/  <r-jenn@shaw.ca>                   *
***************************************************************************/

#include "merc.h"
#include "interp.h"
#include "magic.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_questmaster);
DECLARE_SPEC_FUN(spec_triviamob);
DECLARE_SPEC_FUN(spec_registar);
DECLARE_SPEC_FUN(spec_warmaster);

/* 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_questmaster", spec_questmaster},
	{"spec_triviamob", spec_triviamob},
	{"spec_registar", spec_registar},
	{"spec_warmaster", spec_warmaster},
	{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;
}

const 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->first_person; 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->first_person; 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->first_person; 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_first; 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)
				chprintln(vch, "You hear a shrill whistling sound.");
		}
	}

	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->first_person; 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->first_person; 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->first_person; 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->first_person; 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->first_person; 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->first_person; 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->first_person; 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->first_person; 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->first_content; 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->first_content; 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->first_person; 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->first_content; 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->first_person; 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_questmaster(CHAR_DATA * ch)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return FALSE;
}

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

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

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