1stMud4.5.3/
1stMud4.5.3/backup/
1stMud4.5.3/bin/
1stMud4.5.3/bin/extras/
1stMud4.5.3/data/i3/
1stMud4.5.3/doc/1stMud/
1stMud4.5.3/doc/Diku/
1stMud4.5.3/doc/MPDocs/
1stMud4.5.3/doc/Rom/
1stMud4.5.3/notes/
/**************************************************************************
*  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) 2001-2004 by Markanth                *
*            http://www.firstmud.com/  <markanth@firstmud.com>            *
*         By using this code you have agreed to follow the term of        *
*             the 1stMud license in ../doc/1stMud/LICENSE                 *
***************************************************************************/

#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "vnums.h"
#include "special.h"

Nanny_Fun(HANDLE_CON_PLAYING)
{
	return;
}

const struct nanny_type nanny_table[] = {
	{"Chossing Terminal", CON_GET_TERM, HANDLE_CON_GET_TERM},
	{"Entering Name", CON_GET_NAME, HANDLE_CON_GET_NAME},
	{"Entering Passwd", CON_GET_OLD_PASSWORD, HANDLE_CON_GET_OLD_PASSWORD},
	{"Immortal Login", CON_GET_WIZ, HANDLE_CON_GET_WIZ},
	{"Broken Connection", CON_BREAK_CONNECT, HANDLE_CON_BREAK_CONNECT},
	{"Confirming New Name", CON_CONFIRM_NEW_NAME,
	 HANDLE_CON_CONFIRM_NEW_NAME},
	{"Entering New Passwd", CON_GET_NEW_PASSWORD,
	 HANDLE_CON_GET_NEW_PASSWORD},

	{"Confirming New Passwd", CON_CONFIRM_NEW_PASSWORD,
	 HANDLE_CON_CONFIRM_NEW_PASSWORD},
	{"Entering New Race", CON_GET_NEW_RACE, HANDLE_CON_GET_NEW_RACE},
	{"Entering New Sex", CON_GET_NEW_SEX, HANDLE_CON_GET_NEW_SEX},
	{"Entering New Class", CON_GET_NEW_CLASS, HANDLE_CON_GET_NEW_CLASS},
	{"Entering Alignment", CON_GET_ALIGNMENT, HANDLE_CON_GET_ALIGNMENT},
	{"Entering Deity", CON_GET_DEITY, HANDLE_CON_GET_DEITY},
	{"Entering Timezone", CON_GET_TIMEZONE, HANDLE_CON_GET_TIMEZONE},
	{"Entering E-Mail", CON_GET_EMAIL, HANDLE_CON_GET_EMAIL},
	{"Entering Screen Size", CON_GET_SCR_SIZE, HANDLE_CON_GET_SCR_SIZE},
	{"Confirming Screen Size", CON_CONFIRM_SCR_SIZE,
	 HANDLE_CON_CONFIRM_SCR_SIZE},
	{"Rolling Stats", CON_ROLL_STATS, HANDLE_CON_ROLL_STATS},

	{"Choosing Skill Customizing", CON_DEFAULT_CHOICE,
	 HANDLE_CON_DEFAULT_CHOICE},
	{"Picking Weapon", CON_PICK_WEAPON, HANDLE_CON_PICK_WEAPON},
	{"Customizing Skills", CON_GEN_GROUPS, HANDLE_CON_GEN_GROUPS},
	{"Reading IMOTD", CON_READ_IMOTD, HANDLE_CON_READ_IMOTD},
	{"Entering Note To", CON_NOTE_TO, HANDLE_CON_NOTE_TO},
	{"Entering Note Subj", CON_NOTE_SUBJECT, HANDLE_CON_NOTE_SUBJECT},
	{"Entering Note Expire", CON_NOTE_EXPIRE, HANDLE_CON_NOTE_EXPIRE},
	{"Entering Note Text", CON_NOTE_TEXT, HANDLE_CON_NOTE_TEXT},
	{"Finishing Note", CON_NOTE_FINISH, HANDLE_CON_NOTE_FINISH},
	{"Reading MOTD", CON_READ_MOTD, HANDLE_CON_READ_MOTD},
	{"Playing", CON_PLAYING, HANDLE_CON_PLAYING},
	{NULL, (connect_t) - 1, NULL}
};

int nanny_lookup(connect_t state)
{
	int i;

	for (i = 0; nanny_table[i].fun != NULL; i++)
	{
		if (state == nanny_table[i].state)
			return i;
	}
	return -1;
}

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}
};

Spec_F *spec_lookup(const char *name)
{
	int i;

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

	return 0;
}

const char *spec_name(Spec_F * 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;
}

Spec_Fun(spec_troll_member)
{
	CharData *vch, *victim = NULL;
	int count = 0;
	char *message;

	if (!IsAwake(ch) || IsAffected(ch, AFF_CALM) || ch->in_room == NULL
		|| IsAffected(ch, AFF_CHARM) || ch->fighting != NULL)
		return false;

	for (vch = ch->in_room->person_first; vch != NULL;
		 vch = vch->next_in_room)
	{
		if (!IsNPC(vch) || ch == vch)
			continue;

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

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

			count++;
		}
	}

	if (victim == NULL)
		return false;

	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;
}

Spec_Fun(spec_ogre_member)
{
	CharData *vch, *victim = NULL;
	int count = 0;
	char *message;

	if (!IsAwake(ch) || IsAffected(ch, AFF_CALM) || ch->in_room == NULL
		|| IsAffected(ch, AFF_CHARM) || ch->fighting != NULL)
		return false;

	for (vch = ch->in_room->person_first; vch != NULL;
		 vch = vch->next_in_room)
	{
		if (!IsNPC(vch) || ch == vch)
			continue;

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

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

			count++;
		}
	}

	if (victim == NULL)
		return false;

	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;
}

Spec_Fun(spec_patrolman)
{
	CharData *vch, *victim = NULL;
	ObjData *obj;
	char *message;
	int count = 0;

	if (!IsAwake(ch) || IsAffected(ch, AFF_CALM) || ch->in_room == NULL
		|| IsAffected(ch, AFF_CHARM) || ch->fighting != NULL)
		return false;

	for (vch = ch->in_room->person_first; vch != NULL;
		 vch = vch->next_in_room)
	{
		if (vch == ch)
			continue;

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

	if (victim == NULL || (IsNPC(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;
}

Spec_Fun(spec_nasty)
{
	CharData *victim, *v_next;
	money_t gold;

	if (!IsAwake(ch))
	{
		return false;
	}

	if (ch->position != POS_FIGHTING)
	{
		for (victim = ch->in_room->person_first; victim != NULL;
			 victim = v_next)
		{
			v_next = victim->next_in_room;
			if (!IsNPC(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);
				}

				return true;
			}
		}
		return false;
	}

	if ((victim = ch->fighting) == NULL)
		return false;

	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;
			victim->gold -= gold;
			ch->gold += gold;
			return true;

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

		default:
			return false;
	}
}

bool dragon(CharData * ch, char *spell_name)
{
	CharData *victim;
	CharData *v_next;
	int sn;

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

	for (victim = ch->in_room->person_first; 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;
}

Spec_Fun(spec_breath_any)
{
	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;
}

Spec_Fun(spec_breath_acid)
{
	return dragon(ch, "acid breath");
}

Spec_Fun(spec_breath_fire)
{
	return dragon(ch, "fire breath");
}

Spec_Fun(spec_breath_frost)
{
	return dragon(ch, "frost breath");
}

Spec_Fun(spec_breath_gas)
{
	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;
}

Spec_Fun(spec_breath_lightning)
{
	return dragon(ch, "lightning breath");
}

Spec_Fun(spec_cast_adept)
{
	CharData *victim;
	CharData *v_next;

	if (!IsAwake(ch))
		return false;

	for (victim = ch->in_room->person_first; victim != NULL; victim = v_next)
	{
		v_next = victim->next_in_room;
		if (victim != ch && can_see(ch, victim) && number_bits(1) == 0
			&& !IsNPC(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;
}

Spec_Fun(spec_cast_cleric)
{
	CharData *victim;
	CharData *v_next;
	char *spell;
	int sn;

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

	for (victim = ch->in_room->person_first; 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;
}

Spec_Fun(spec_cast_judge)
{
	CharData *victim;
	CharData *v_next;
	char *spell;
	int sn;

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

	for (victim = ch->in_room->person_first; 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;
}

Spec_Fun(spec_cast_mage)
{
	CharData *victim;
	CharData *v_next;
	char *spell;
	int sn;

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

	for (victim = ch->in_room->person_first; 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 = "color 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;
}

Spec_Fun(spec_cast_undead)
{
	CharData *victim;
	CharData *v_next;
	char *spell;
	int sn;

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

	for (victim = ch->in_room->person_first; 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;
}

Spec_Fun(spec_executioner)
{
	char buf[MAX_STRING_LENGTH];
	CharData *victim;
	CharData *v_next;
	char *crime;

	if (!IsAwake(ch) || ch->fighting != NULL)
		return false;

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

		if (!IsNPC(victim) && IsSet(victim->act, PLR_OUTLAW)
			&& can_see(ch, victim))
		{
			crime = "OUTLAW";
			break;
		}
	}

	if (victim == NULL)
		return false;

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

Spec_Fun(spec_fido)
{
	ObjData *corpse;
	ObjData *c_next;
	ObjData *obj;
	ObjData *obj_next;

	if (!IsAwake(ch))
		return false;

	for (corpse = ch->in_room->content_first; 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->content_first; 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;
}

Spec_Fun(spec_guard)
{
	char buf[MAX_STRING_LENGTH];
	CharData *victim;
	CharData *v_next;
	CharData *ech;
	char *crime;
	int max_evil;

	if (!IsAwake(ch) || ch->fighting != NULL)
		return false;

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

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

		if (!IsNPC(victim) && IsSet(victim->act, PLR_OUTLAW)
			&& can_see(ch, victim))
		{
			crime = "OUTLAW";
			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);
		RemBit(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;
}

Spec_Fun(spec_janitor)
{
	ObjData *trash;
	ObjData *trash_next;

	if (!IsAwake(ch))
		return false;

	for (trash = ch->in_room->content_first; trash != NULL;
		 trash = trash_next)
	{
		trash_next = trash->next_content;
		if (!IsSet(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;
}

Spec_Fun(spec_mayor)
{
	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_open, "gate");
			break;

		case 'C':
			do_function(ch, &do_close, "gate");

			break;

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

	pos++;
	return false;
}

Spec_Fun(spec_poison)
{
	CharData *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;
}

Spec_Fun(spec_thief)
{
	CharData *victim;
	CharData *v_next;
	money_t gold, silver;

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

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

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

		if (IsAwake(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 * Min(number_range(1, 20), ch->level / 2) / 100;
			gold = Min(gold, (money_t) (ch->level * ch->level * 10));
			ch->gold += gold;
			victim->gold -= gold;
			silver =
				victim->silver * Min(number_range(1, 20),
									 ch->level / 2) / 100;
			silver = Min(silver, (money_t) (ch->level * ch->level * 25));
			ch->silver += silver;
			victim->silver -= silver;
			return true;
		}
	}

	return false;
}

Spec_Fun(spec_questmaster)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return false;
}

Spec_Fun(spec_triviamob)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return false;
}

Spec_Fun(spec_registar)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return false;
}

Spec_Fun(spec_warmaster)
{
	if (ch->fighting != NULL)
		return spec_cast_mage(ch);
	return false;
}