dbna/clans/
dbna/councils/
dbna/deity/
dbna/gods/
dbna/houses/
dbna/space/
/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *			   "Special procedure" module			    *
 ****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.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_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 );



/*
 * Given a name, return the appropriate spec fun.
 */
SPEC_FUN *spec_lookup( const char *name )
{
  if( !str_cmp( name, "spec_breath_any" ) )
    return spec_breath_any;
  if( !str_cmp( name, "spec_breath_acid" ) )
    return spec_breath_acid;
  if( !str_cmp( name, "spec_breath_fire" ) )
    return spec_breath_fire;
  if( !str_cmp( name, "spec_breath_frost" ) )
    return spec_breath_frost;
  if( !str_cmp( name, "spec_breath_gas" ) )
    return spec_breath_gas;
  if( !str_cmp( name, "spec_breath_lightning" ) )
    return spec_breath_lightning;
  if( !str_cmp( name, "spec_cast_adept" ) )
    return spec_cast_adept;
  if( !str_cmp( name, "spec_cast_cleric" ) )
    return spec_cast_cleric;
  if( !str_cmp( name, "spec_cast_mage" ) )
    return spec_cast_mage;
  if( !str_cmp( name, "spec_cast_undead" ) )
    return spec_cast_undead;
  if( !str_cmp( name, "spec_executioner" ) )
    return spec_executioner;
  if( !str_cmp( name, "spec_fido" ) )
    return spec_fido;
  if( !str_cmp( name, "spec_guard" ) )
    return spec_guard;
  if( !str_cmp( name, "spec_janitor" ) )
    return spec_janitor;
  if( !str_cmp( name, "spec_mayor" ) )
    return spec_mayor;
  if( !str_cmp( name, "spec_poison" ) )
    return spec_poison;
  if( !str_cmp( name, "spec_thief" ) )
    return spec_thief;
  return 0;
}

/*
 * Given a pointer, return the appropriate spec fun text.
 */
char *lookup_spec( SPEC_FUN * special )
{
  if( special == spec_breath_any )
    return "spec_breath_any";

  if( special == spec_breath_acid )
    return "spec_breath_acid";
  if( special == spec_breath_fire )
    return "spec_breath_fire";
  if( special == spec_breath_frost )
    return "spec_breath_frost";
  if( special == spec_breath_gas )
    return "spec_breath_gas";
  if( special == spec_breath_lightning )
    return "spec_breath_lightning";
  if( special == spec_cast_adept )
    return "spec_cast_adept";
  if( special == spec_cast_cleric )
    return "spec_cast_cleric";
  if( special == spec_cast_mage )
    return "spec_cast_mage";
  if( special == spec_cast_undead )
    return "spec_cast_undead";
  if( special == spec_executioner )
    return "spec_executioner";
  if( special == spec_fido )
    return "spec_fido";
  if( special == spec_guard )
    return "spec_guard";
  if( special == spec_janitor )
    return "spec_janitor";
  if( special == spec_mayor )
    return "spec_mayor";
  if( special == spec_poison )
    return "spec_poison";
  if( special == spec_thief )
    return "spec_thief";
  return "";
}


/* if a spell casting mob is hating someone... try and summon them */
void summon_if_hating( CHAR_DATA * ch )
{
  CHAR_DATA *victim;
  char buf[MAX_STRING_LENGTH];
  char name[MAX_INPUT_LENGTH];
  bool found = FALSE;

  if( ch->position <= POS_SLEEPING )
    return;

  if( ch->fighting || ch->fearing || !ch->hating || xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    return;

  /*
   * if player is close enough to hunt... don't summon 
   */
  if( ch->hunting )
    return;

  one_argument( ch->hating->name, name );

  /*
   * make sure the char exists - works even if player quits 
   */
  for( victim = first_char; victim; victim = victim->next )
  {
    if( !str_cmp( ch->hating->name, victim->name ) )
    {
      found = TRUE;
      break;
    }
  }

  if( !found )
    return;
  if( ch->in_room == victim->in_room )
    return;
  if( !IS_NPC( victim ) )
    sprintf( buf, "summon 0.%s", name );
  else
    sprintf( buf, "summon %s", name );
  do_cast( ch, buf );
  return;
}




/*
 * 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->position != POS_EVASIVE
      && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK )
    return FALSE;

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;
    if( who_fighting( victim ) == ch && number_bits( 2 ) == 0 )
      break;
  }

  if( !victim )
    return FALSE;

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



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

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

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

  if( !victim )
    return FALSE;

  switch ( number_bits( 3 ) )
  {
    case 0:
      act( AT_MAGIC, "$n utters the word 'ciroht'.", ch, NULL, NULL, TO_ROOM );
      spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim );
      return TRUE;

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

    case 2:
      return TRUE;

    case 3:
      act( AT_MAGIC, "$n utters the word 'nran'.", ch, NULL, NULL, TO_ROOM );
      spell_smaug( skill_lookup( "cure light" ), ch->level, ch, victim );
      return TRUE;

    case 4:
      return TRUE;

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

    case 6:
      act( AT_MAGIC, "$n utters the word 'naimad'.", ch, NULL, NULL, TO_ROOM );
      spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim );
      return TRUE;

    case 7:
      return TRUE;

  }

  return FALSE;
}



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

  summon_if_hating( ch );

  if( ch->position != POS_FIGHTING
      && ch->position != POS_EVASIVE
      && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK )
    return FALSE;

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;
    if( who_fighting( victim ) == ch && number_bits( 2 ) == 0 )
      break;
  }

  if( !victim || victim == ch )
    return FALSE;

  for( ;; )
  {
    int min_level;

    switch ( number_bits( 4 ) )
    {
      case 0:
        min_level = 0;
        spell = "cause light";
        break;
      case 1:
        min_level = 3;
        spell = "cause serious";
        break;
      case 2:
        min_level = 6;
        spell = "earthquake";
        break;
      case 3:
        min_level = 7;
        spell = "blindness";
        break;
      case 4:
        min_level = 9;
        spell = "cause critical";
        break;
      case 5:
        min_level = 10;
        spell = "dispel evil";
        break;
      case 6:
        min_level = 12;
        spell = "curse";
        break;
      case 7:
        min_level = 13;
        spell = "flamestrike";
        break;
      case 8:
      case 9:
      case 10:
        min_level = 15;
        spell = "harm";
        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 );
  return TRUE;
}



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

  summon_if_hating( ch );

  if( ch->position != POS_FIGHTING
      && ch->position != POS_EVASIVE
      && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK )
    return FALSE;

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;
    if( who_fighting( victim ) && number_bits( 2 ) == 0 )
      break;
  }

  if( !victim || victim == ch )
    return FALSE;

  for( ;; )
  {
    int min_level;

    switch ( number_bits( 4 ) )
    {
      case 0:
        min_level = 0;
        spell = "magic missile";
        break;
      case 1:
        min_level = 3;
        spell = "chill touch";
        break;
      case 2:
        min_level = 7;
        spell = "weaken";
        break;
      case 3:
        min_level = 8;
        spell = "galvanic whip";
        break;
      case 4:
        min_level = 11;
        spell = "colour spray";
        break;
      case 5:
        min_level = 12;
        spell = "weaken";
        break;
      case 6:
        min_level = 13;
        spell = "energy drain";
        break;
      case 7:
        min_level = 14;
        spell = "spectral furor";
        break;
      case 8:
      case 9:
        min_level = 15;
        spell = "fireball";
        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 );
  return TRUE;
}



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

  summon_if_hating( ch );

  if( ch->position != POS_FIGHTING
      && ch->position != POS_EVASIVE
      && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK )
    return FALSE;

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;
    if( who_fighting( victim ) == ch && number_bits( 2 ) == 0 )
      break;
  }

  if( !victim || victim == ch )
    return FALSE;

  for( ;; )
  {
    int min_level;

    switch ( number_bits( 4 ) )
    {
      case 0:
        min_level = 0;
        spell = "chill touch";
        break;
      case 1:
        min_level = 11;
        spell = "weaken";
        break;
      case 2:
        min_level = 12;
        spell = "curse";
        break;
      case 3:
        min_level = 13;
        spell = "blindness";
        break;
      case 4:
        min_level = 14;
        spell = "poison";
        break;
      case 5:
        min_level = 15;
        spell = "energy drain";
        break;
      case 6:
        min_level = 18;
        spell = "harm";
        break;
      default:
        min_level = 40;
        spell = "gate";
        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 );
  return TRUE;
}



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

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

  crime = "";
  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;

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

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

  if( !victim )
    return FALSE;

  if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
  {
    sprintf( buf, "%s is a %s!  As well as a COWARD!", victim->name, crime );
    do_yell( ch, buf );
    return TRUE;
  }

  sprintf( buf, "%s is a %s!  PROTECT THE INNOCENT!  MORE BLOOOOD!!!", victim->name, crime );
  do_shout( ch, buf );
  multi_hit( ch, victim, TYPE_UNDEFINED );
  if( char_died( ch ) )
    return TRUE;

  /*
   * Added log in case of missing cityguard -- Tri 
   */

  cityguard = get_mob_index( MOB_VNUM_CITYGUARD );

  if( !cityguard )
  {
    sprintf( buf, "Missing Cityguard - Vnum:[%d]", MOB_VNUM_CITYGUARD );
    bug( buf, 0 );
    return TRUE;
  }

  char_to_room( create_mobile( cityguard ), ch->in_room );
  char_to_room( create_mobile( cityguard ), ch->in_room );
  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; corpse = c_next )
  {
    c_next = corpse->next_content;
    if( corpse->item_type != ITEM_CORPSE_NPC )
      continue;

    act( AT_ACTION, "$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 )
    return FALSE;

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

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;

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

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

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

  if( victim && xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
  {
    sprintf( buf, "%s is a %s!  As well as a COWARD!", victim->name, crime );
    do_yell( ch, buf );
    return TRUE;
  }

  if( victim )
  {
    sprintf( buf, "%s is a %s!  PROTECT THE INNOCENT!!  BANZAI!!", victim->name, crime );
    do_shout( ch, buf );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return TRUE;
  }

  if( ech )
  {
    act( AT_YELL, "$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; trash = trash_next )
  {
    trash_next = trash->next_content;
    if( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURIED ) )
      continue;
    if( trash->item_type == ITEM_DRINK_CON
        || trash->item_type == ITEM_TRASH
        || trash->cost < 10 || ( trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG && !trash->first_content ) )
    {
      act( AT_ACTION, "$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 )
    return spec_cast_cleric( ch );
  if( !move || ch->position < POS_SLEEPING )
    return FALSE;

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

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

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

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

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

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

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

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

    case 'E':
      act( AT_SAY, "$n says 'I hereby declare the town of Darkhaven closed!'", 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
      && ch->position != POS_EVASIVE
      && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK )
    return FALSE;

  if( ( victim = who_fighting( ch ) ) == NULL || number_percent(  ) > 2 * ch->level )
    return FALSE;

  act( AT_HIT, "You bite $N!", ch, NULL, victim, TO_CHAR );
  act( AT_ACTION, "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
  act( AT_POISON, "$n bites you!", ch, NULL, victim, TO_VICT );
  return TRUE;
}



bool spec_thief( CHAR_DATA * ch )
{
  CHAR_DATA *victim;
  CHAR_DATA *v_next;
  int gold, maxgold;

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

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;

    if( IS_NPC( victim ) || victim->level >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) )  /* Thx Glop */
      continue;

    if( IS_AWAKE( victim ) && number_range( 0, ch->level ) == 0 )
    {
      act( AT_ACTION, "You discover $n's hands in your sack of gold!", ch, NULL, victim, TO_VICT );
      act( AT_ACTION, "$N discovers $n's hands in $S sack of gold!", ch, NULL, victim, TO_NOTVICT );
      return TRUE;
    }
    else
    {
      maxgold = ch->level * ch->level * 1000;
      gold = victim->gold * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
      ch->gold += 9 * gold / 10;
      victim->gold -= gold;
      if( ch->gold > maxgold )
      {
        boost_economy( ch->in_room->area, ch->gold - maxgold / 2 );
        ch->gold = maxgold / 2;
      }
      return TRUE;
    }
  }

  return FALSE;
}