cotn/notes/
cotn/src/
/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *  Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen  *
 *                                                                         *
 *  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.                                                  *
 ***************************************************************************/
 /***************************************************************************
 *                                 _/                            _/        *
 *      _/_/_/  _/_/      _/_/_/  _/    _/_/    _/    _/    _/_/_/         *
 *     _/    _/    _/  _/        _/  _/    _/  _/    _/  _/    _/          *
 *    _/    _/    _/  _/        _/  _/    _/  _/    _/  _/    _/           *
 *   _/    _/    _/    _/_/_/  _/    _/_/      _/_/_/    _/_/_/            *
 ***************************************************************************
 * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius),                 *
 * Additional credits are in the help file CODECREDITS                     *
 * All Rights Reserved.                                                    *
 ***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"



/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN(spec_executioner);
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_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_eater);
DECLARE_SPEC_FUN(spec_gremlin_original);
DECLARE_SPEC_FUN(spec_gremlin_born);
DECLARE_SPEC_FUN(spec_rogue);
DECLARE_SPEC_FUN(spec_zombie_lord);
DECLARE_SPEC_FUN(spec_dog);
DECLARE_SPEC_FUN(spec_guard_guardone);
DECLARE_SPEC_FUN(spec_guard_guardtwo);
DECLARE_SPEC_FUN(spec_guard_guardthree);
DECLARE_SPEC_FUN(spec_guard_guardfour);
DECLARE_SPEC_FUN(spec_guard_guardfive);
DECLARE_SPEC_FUN(spec_guard_guardsix);
DECLARE_SPEC_FUN(spec_guard_demon);
DECLARE_SPEC_FUN(spec_guard_vampire);
DECLARE_SPEC_FUN(spec_guard_werewolf);
DECLARE_SPEC_FUN(spec_guard_dragon);
DECLARE_SPEC_FUN(spec_guard_mage);
DECLARE_SPEC_FUN(spec_guard_drow);
DECLARE_SPEC_FUN(spec_guard_ninja);
DECLARE_SPEC_FUN(spec_guard_monk);
DECLARE_SPEC_FUN(spec_guard_highlander);
DECLARE_SPEC_FUN(spec_assassin);
DECLARE_SPEC_FUN(spec_guard_cyborg);
DECLARE_SPEC_FUN(spec_vladd_decap);
DECLARE_SPEC_FUN(spec_warlord);
DECLARE_SPEC_FUN(spec_tax_man);
DECLARE_SPEC_FUN(spec_fairy);

bool spec_vladd_decap(CHAR_DATA * ch)
{
        char      buf[MAX_STRING_LENGTH];
        CHAR_DATA *victim = NULL;
        CHAR_DATA *v_next = NULL;
        int       rnd_chat;

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

        for (victim = ch->in_room->people; victim != NULL; victim = v_next)
        {
                /*
                 * this should kill mobs as well as players 
                 */
                if (!IS_CLASS(ch, CLASS_MAGE))
                        break;
        }

        if (victim->hit < -5)
        {
                rnd_chat = number_range(1, 10);

                if (rnd_chat <= 5)
                        xprintf(buf, "Death to is the true end...\n\r");
                else if (rnd_chat <= 6)
                        xprintf(buf, "Time to die....\n\r");
                else if (rnd_chat <= 7)
                        xprintf(buf, "Cabrone....\n\r");
                else if (rnd_chat <= 8)
                        xprintf(buf, "Welcome to your fate....\n\r");
                else if (rnd_chat <= 9)
                        xprintf(buf,
                                "We have never met, but now is time for you to die....\n\r");
                else if (rnd_chat <= 10)
                        xprintf(buf, "Ever dance with the devil....\n\r");

                do_chat(ch, buf);
                behead(victim);
                xprintf(buf, "%s has been decapitated by %s.",
                        victim->pcdata->switchname, ch->long_descr);
                do_info(ch, buf);

                return TRUE;
        }

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

        multi_hit(ch, victim, gsn_backstab);
        return TRUE;

}

bool spec_assassin(CHAR_DATA * ch)
{
        char      buf[MAX_STRING_LENGTH];
        CHAR_DATA *victim;
        CHAR_DATA *v_next = NULL;
        int       rnd_say;

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

        for (victim = ch->in_room->people; victim != NULL; victim = v_next)
        {
                /*
                 * this should kill mobs as well as players 
                 */
                if (!IS_CLASS(ch, CLASS_MAGE))
                        break;
        }

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

        rnd_say = number_range(1, 10);

        if (rnd_say <= 5)
                xprintf(buf, "Death to is the true end...");
        else if (rnd_say <= 6)
                xprintf(buf, "Time to die....");
        else if (rnd_say <= 7)
                xprintf(buf, "Cabrone....");
        else if (rnd_say <= 8)
                xprintf(buf, "Welcome to your fate....");
        else if (rnd_say <= 9)
                xprintf(buf,
                        "We have never met, but now is time for you to die....");
        else if (rnd_say <= 10)
                xprintf(buf, "Ever dance with the devil....");

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

/*
 * Warlord spec by Jobo
 */
bool spec_warlord(CHAR_DATA * ch)
{
        CHAR_DATA *victim;
        char      buf[200]; // just for chats and stuff
        int       i = 0;

        if (!ch->in_room)
                return FALSE;
        if (ch->position <= POS_RESTING && ch->position >= POS_SLEEPING)
                do_stand(ch, "");
        else if (ch->position < POS_SLEEPING)
                return FALSE;

        if (IS_SET(ch->affected_by, AFF_SHADOWPLANE))
                REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);

        if ((victim = ch->fighting) != NULL)
        {
                /*
                 * First we spell up or perhaps clone ourself :)
                 */
                if (ch->hit < ch->max_hit * 0.1 && number_range(1, 3) != 2) // 30K hps and 66% chance
                {
                        MOB_INDEX_DATA *pMobIndex;
                        CHAR_DATA *gch;

                        for (gch = ch->in_room->people; gch;
                             gch = gch->next_in_room)
                        {
                                if (!IS_NPC(gch))
                                        i++;
                        }
                        if (i > 2)
                        {
                                if ((pMobIndex =
                                     get_mob_index(MOB_VNUM_WARLORD)) == NULL)
                                {
                                        bug("Spec_warlord : Bad vnum %d",
                                            MOB_VNUM_WARLORD);
                                        return FALSE;
                                }
                                gch = create_mobile(pMobIndex);
                                char_to_room(gch, ch->in_room);
                                act("$n has created another $N!", ch, NULL,
                                    gch, TO_ROOM);
                        }
                }
                else if (ch->hit < ch->max_hit * 0.5)
                {
                        do_say(ch,
                               "Time to heal up boys, let's see what daddy got in his bag'o'tricks.");
                        spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
                        spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
                }
                if (ch->affected && number_range(1, 3) == 2)
                        spell_dispel_magic(skill_lookup("dispel magic"),
                                           ch->level, ch, ch);

                /*
                 * Desanct, web and curse
                 */
                if (IS_SET(victim->affected_by, AFF_SANCTUARY)
                    && number_range(1, 3) == 2)
                        spell_desanct(skill_lookup("desanct"), ch->level, ch,
                                      victim);
                if (!IS_SET(victim->affected_by, AFF_WEBBED)
                    && number_range(1, 3) == 2)
                        spell_web(skill_lookup("web"), ch->level, ch, victim);
                if (!IS_SET(victim->affected_by, AFF_CURSE)
                    && number_range(1, 3) == 2)
                        spell_curse(skill_lookup("curse"), ch->level, ch,
                                    victim);

                /*
                 * Don't let them desanct you Mr. Warlord 
                 */
                if (!IS_SET(ch->affected_by, AFF_SANCTUARY))
                        SET_BIT(ch->affected_by, AFF_SANCTUARY);

                /*
                 * Then we deal some serious damage
                 */
                if (victim->hit < victim->max_hit * 0.25 && !IS_NPC(victim))
                {
                        xprintf(buf, "Today is a good day to die %s",
                                victim->name);
                        do_chat(ch, buf);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                }
                else if (victim->hit < victim->max_hit * 0.5
                         && !IS_NPC(victim))
                {
                        xprintf(buf,
                                "*KapaW* *BooM* *BanG*, how did that feel %s",
                                victim->name);
                        do_chat(ch, buf);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                }
                else if (number_range(1, 3) == 2 && !IS_NPC(victim))
                {
                        xprintf(buf, "Death becomes you %s.", victim->name);
                        do_say(ch, buf);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                        one_hit(ch, victim, gsn_supreme, 0);
                }
                //if (!IS_NPC(victim) && is_upgrade(victim))
                //{
                //  one_hit(ch, victim, gsn_supreme, 0);
                //  one_hit(ch, victim, gsn_supreme, 0);
                //}

                /*
                 * did the player die from these attacks? Then behead the bastard!
                 */
                if (victim->hit < -5 && !IS_NPC(victim))
                {
                        behead(victim);
                        powerdown(victim);
                        victim->level = 2;
                        xprintf(buf,
                                "#R%s #owas executed by #0T#7he #0W#7arlord#n",
                                victim->name);
                        do_info(ch, buf);
                }
        }
        else
        {
                if (ch->hit < ch->max_hit * 0.95)
                {
                        spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
                        spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
                        spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
                        spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
                }
                else
                {
                        for (victim = ch->in_room->people; victim;
                             victim = victim->next_in_room)
                        {
                                if (IS_NPC(victim))
                                        continue;
                                if (victim->level < 3 || victim->level > 6)
                                        continue;
                                if (victim->hit < -5)
                                {
                                        behead(victim);
                                        powerdown(victim);
                                        victim->level = 2;
                                        xprintf(buf,
                                                "#R%s #owas executed by #0T#7he #0W#7arlord#n",
                                                victim->name);
                                        do_info(ch, buf);
                                        return TRUE;
                                }
                                else if (victim->hit < 1)
                                        continue;
                                xprintf(buf,
                                        "Think your something special %s??",
                                        victim->name);
                                do_say(ch, buf);
                                multi_hit(ch, victim, TYPE_UNDEFINED);
                                return TRUE;
                        }
                }
        }
        return TRUE;
}

bool spec_guard_guardone(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

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


        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || victim->pcdata->kingdom == 1)
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                if (is_safe(ch, victim))
                        return FALSE;

                xprintf(buf, "%s is invading the Kingdom of %s!.",
                        victim->name, kingdom_table[1].whoname);
                do_info(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_guardtwo(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

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

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || victim->pcdata->kingdom == 2)
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                if (is_safe(ch, victim))
                        return FALSE;

                xprintf(buf, "%s is invading the castle of %s", victim->name,
                        kingdom_table[2].whoname);
                do_info(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_guardfour(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

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

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || victim->pcdata->kingdom == 4)
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                if (is_safe(ch, victim))
                        return FALSE;

                xprintf(buf, "%s is invading the castle of %s", victim->name,
                        kingdom_table[4].whoname);
                do_info(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_guardfive(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

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

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || victim->pcdata->kingdom == 5)
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                if (is_safe(ch, victim))
                        return FALSE;

                xprintf(buf, "%s is invading the castle of %s", victim->name,
                        kingdom_table[5].whoname);
                do_info(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_guardthree(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

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

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || victim->pcdata->kingdom == 3)
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                if (is_safe(ch, victim))
                        return FALSE;

                xprintf(buf, "%s is invading the kingdom of %s", victim->name,
                        kingdom_table[3].whoname);
                do_info(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_werewolf(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_WEREWOLF))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading the sacred Caern!\n\r",
                        victim->name);
                do_howl(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_dragon(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_SHAPESHIFTER))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading the Sanctuary!\n\r",
                        victim->name);
                do_howl(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_mage(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_MAGE))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading the Sanctuary!\n\r",
                        victim->name);
                do_howl(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_highlander(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_SAMURAI))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading the sacred Temple!\n\r",
                        victim->name);
                do_howl(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_vampire(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_VAMPIRE))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading the Kindred's Grounds!\n\r",
                        victim->name);
                do_vamptalk(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_demon(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_DEMON))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading Hell!\n\r", victim->name);
                do_pray(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_drow(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_DROW))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is invading Drow Headquarters!\n\r",
                        victim->name);
                do_sign(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_monk(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_MONK))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is imposing upon the Holy Grounds!\n\r",
                        victim->name);
                do_yell(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        return FALSE;
}

bool spec_guard_ninja(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_NINJA))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s is violating our Sanctuary!\n\r",
                        victim->name);
                do_miktalk(ch, buf);

                multi_hit(ch, victim, gsn_punch);

                return TRUE;

        }
        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(2) == 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);
        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);
        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)
                        break;
        }

        if (victim == NULL)
                return FALSE;

        switch (number_bits(3))
        {
        case 0:
                act("", ch, NULL, NULL, TO_ROOM);
                spell_armor(skill_lookup("armor"), ch->level, ch, victim);
                return TRUE;

        case 1:
                act("", ch, NULL, NULL, TO_ROOM);
                spell_darkblessing(skill_lookup("darkblessing"), ch->level,
                                   ch, victim);
                return TRUE;

        case 2:
                act("", ch, NULL, NULL, TO_ROOM);
                spell_mana(skill_lookup("mana"), ch->level, ch, victim);
                return TRUE;

        case 3:
                act("", ch, NULL, NULL, TO_ROOM);
                spell_clot(skill_lookup("clot"), ch->level, ch, victim);
                return TRUE;

        case 4:
                act("", ch, NULL, NULL, TO_ROOM);
                spell_mend(skill_lookup("mend"), ch->level, ch, victim);
                return TRUE;

        case 5:
                act("", ch, NULL, NULL, TO_ROOM);
                spell_fly(skill_lookup("fly"), ch->level, ch, victim);
                return TRUE;

        }

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

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

        for (victim = ch->in_room->people; victim != NULL; victim = v_next)
        {
                v_next = victim->next_in_room;
                if (victim->fighting == ch && number_bits(2) == 0)
                        break;
        }

        if (victim == NULL)
                return FALSE;

        spell = "high explosive";
        if ((sn = skill_lookup(spell)) < 0)
                return FALSE;
        (*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
        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;
                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;

        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;
                default:
                        min_level = 24;
                        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_fido(CHAR_DATA * ch)
{
        OBJ_DATA *corpse;
        OBJ_DATA *c_next;
        OBJ_DATA *obj;
        OBJ_DATA *obj_next;

	return FALSE; // no need for this spec -Akurei

        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);
                }
                if (corpse != NULL)
                        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;
        int       max_evil;
        int       randnum;

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

        max_evil = 300;
        ech = NULL;

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

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

        if (victim != NULL)
        {
                randnum = number_range(1, 5);
                if (randnum == 1)
                {
                        xprintf(buf, "It is an honour to meet you, %s!",
                                victim->name);
                        do_say(ch, buf);
                }
                else if (randnum == 2)
                {
                        act("You bow deeply before $N.", ch, NULL, victim,
                            TO_CHAR);
                        act("$n bows deeply before you.", ch, NULL, victim,
                            TO_VICT);
                        act("$n bows deeply before $N.", ch, NULL, victim,
                            TO_NOTVICT);
                }
                else if (randnum == 3)
                {
                        act("You shake $N's hand.", ch, NULL, victim,
                            TO_CHAR);
                        act("$n shakes your hand.", ch, NULL, victim,
                            TO_VICT);
                        act("$n shakes $N's hand.", ch, NULL, victim,
                            TO_NOTVICT);
                        xprintf(buf, "It's a pleasure to see you again, %s!",
                                victim->name);
                        do_say(ch, buf);
                }
                else if (randnum == 4)
                {
                        act("You pat $N on the back.", ch, NULL, victim,
                            TO_CHAR);
                        act("$n pats you on the back.", ch, NULL, victim,
                            TO_VICT);
                        act("$n pats $N on the back.", ch, NULL, victim,
                            TO_NOTVICT);
                        xprintf(buf,
                                "Greetings %s!  If you need anything, just say!",
                                victim->name);
                        do_say(ch, buf);
                }
                else
                {
                        act("You beam a smile at $N.", ch, NULL, victim,
                            TO_CHAR);
                        act("$n beams a smile at you.", ch, NULL, victim,
                            TO_VICT);
                        act("$n beams a smile at $N.", ch, NULL, victim,
                            TO_NOTVICT);
                }
                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;

	return FALSE; // no need for this spec -Akurei

        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))
                        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_cleric(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');
                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_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;

        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);
        return TRUE;
}



bool spec_thief(CHAR_DATA * ch)
{
        CHAR_DATA *victim;
        CHAR_DATA *v_next;
        int       bones;

        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) || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || 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("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
                {
                        if (victim->bones > 0)
                        {
                                bones = number_range(1, victim->bones);
                                if (bones > victim->bones)
                                        bones = victim->bones;
                                ch->bones += bones;
                                victim->bones -= bones;
                                if (victim->bones < 0)
                                        victim->bones = 0;
                        }
                        else
                        {
                                victim->bones = 0;
                        }
                        return TRUE;
                }
        }

        return FALSE;
}

bool spec_eater(CHAR_DATA * ch)
{
        /*
         * The spec_eater is a hungry bugger who eats players.  If they get 
         * * eaten, they get transported to the room with the same vnum as the 
         * * mob Example:  A spec_eater dragon with the vnum 31305 would send 
         * * anybody eaten to room 31305.
         * * KaVir.
         */
        CHAR_DATA *victim;
        ROOM_INDEX_DATA *pRoomIndex;

        if (ch->position != POS_FIGHTING)
        {
                return FALSE;
        }
        if (in_fortress(ch))
                return FALSE;

        if (number_percent() > 50)
                return FALSE;
        victim = ch->fighting;
        act("$n stares at $N hungrily and licks $s lips!", ch, NULL, victim,
            TO_NOTVICT);
        act("$n stares at you hungrily and licks $s lips!", ch, NULL, victim,
            TO_VICT);
        if (number_percent() > 25)
                return FALSE;
        pRoomIndex = get_room_index(ch->pIndexData->vnum);
        act("$n opens $s mouth wide and lunges at you!", ch, NULL, victim,
            TO_VICT);
        act("$n swallows you whole!", ch, NULL, victim, TO_VICT);
        act("$n opens $s mouth wide and lunges at $N!", ch, NULL, victim,
            TO_NOTVICT);
        act("$n swallows $N whole!", ch, NULL, victim, TO_NOTVICT);
        char_from_room(victim);
        char_to_room(victim, pRoomIndex);
        do_emote(ch, "burps loudly.");
        do_look(victim, "auto");
        return TRUE;
}

bool spec_gremlin_original(CHAR_DATA * ch)
{
        OBJ_DATA *object;
        OBJ_DATA *object_next;
        OBJ_DATA *obj;
        char      buf[MAX_STRING_LENGTH];

        if (!IS_AWAKE(ch))
                return FALSE;

        if (number_percent() > 25)
        {
                CHAR_DATA *victim;
                CHAR_DATA *v_next;

                /*
                 * Lets make this mob DO things!  KaVir 
                 */
                int       speech;

                speech = number_range(1, 8);
                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)
                                break;
                }
                if (victim != NULL)
                {
                        if (speech == 1)
                        {
                                xprintf(buf,
                                        "Anyone got any food? I'm famished!");
                                do_say(ch, buf);
                        }
                        if (speech == 2)
                                do_emote(ch, "rubs his tummy hungrily.");
                        if (speech == 3)
                                do_emote(ch,
                                         "looks around for any scraps of food.");
                        if (speech == 4)
                        {
                                if (!IS_NPC(victim))
                                        xprintf(buf,
                                                "Excuse me %s, have you got any spare food?",
                                                victim->name);
                                else
                                        xprintf(buf,
                                                "I wonder if %s has got any spare food?",
                                                victim->short_descr);
                                do_say(ch, buf);
                        }

                        if (speech == 5)
                        {
                                xprintf(buf,
                                        "If you're not hungry, drop that pie for me!");
                                do_say(ch, buf);
                        }
                        if (speech == 6)
                        {
                                if (!IS_NPC(victim))
                                        xprintf(buf,
                                                "Do you have any food, %s?  Pleeeaaase?",
                                                victim->name);
                                else
                                        xprintf(buf,
                                                "I bet %s has lots of spare food!",
                                                victim->short_descr);
                                do_say(ch, buf);
                        }
                        if (speech == 7)
                        {
                                if (!IS_NPC(victim))
                                        xprintf(buf,
                                                "Why won't you give me any food, %s?",
                                                victim->name);
                                else
                                        xprintf(buf,
                                                "Why won't you give me any food, %s?",
                                                victim->short_descr);
                                do_say(ch, buf);
                        }
                        if (speech == 8)
                        {
                                if (!IS_NPC(victim))
                                        xprintf(buf,
                                                "I think i'll follow you around for a while, ok %s?",
                                                victim->name);
                                else
                                        xprintf(buf,
                                                "I bet %s has lots of food.",
                                                victim->short_descr);
                                do_say(ch, buf);
                                do_follow(ch, victim->name);
                        }
                }
                /*
                 * return TRUE;
                 */
        }

        do_drop(ch, "all");
        for (object = ch->in_room->contents; object; object = object_next)
        {
                object_next = object->next_content;
                if (!IS_SET(object->wear_flags, ITEM_TAKE))
                        continue;

                if (object == NULL)
                        continue;

                if (object->item_type == ITEM_FOOD
                    || object->item_type == ITEM_TRASH
                    || object->item_type == ITEM_CORPSE_NPC)
                {
                        act("$n picks $p up.", ch, object, NULL, TO_ROOM);
                        obj_from_room(object);
                        obj_to_char(object, ch);
                        xprintf(buf, "Ah....foooood....goooood!");
                        do_say(ch, buf);
                        if (object->item_type == ITEM_CORPSE_NPC)
                                do_get(ch, "all corpse");
                        act("$n eats $p.", ch, object, NULL, TO_ROOM);
                        if (object != NULL)
                                extract_obj(object);
                        if (number_percent() > 25)
                                return TRUE;
                        act("$n sits down and curls up into a ball.", ch,
                            NULL, NULL, TO_ROOM);
                        act("You watch in amazement as a cocoon forms around $n.", ch, NULL, NULL, TO_ROOM);
                        obj = create_object(get_obj_index(30008), 0);
                        obj->value[0] = 30002;
                        obj->timer = 1;
                        obj_to_room(obj, ch->in_room);
                        extract_char(ch, TRUE);
                        return TRUE;
                }
        }
        return FALSE;
}

bool spec_gremlin_born(CHAR_DATA * ch)
{
        OBJ_DATA *object;
        OBJ_DATA *object_next;
        OBJ_DATA *obj;
        CHAR_DATA *victim;
        EXIT_DATA *pexit;
        ROOM_INDEX_DATA *to_room;
        int       door;
        char      buf[MAX_STRING_LENGTH];

        /*
         * When they first appear, they try to equip themselves as best they can 
         */
        if (ch->max_move == 100)
        {
                do_get(ch, "all");
                do_wear(ch, "all");
                do_drop(ch, "all");
        }
        ch->max_move = ch->max_move - 1;
        if (ch->max_move < 5)
        {
                xprintf(buf,
                        "Alas, there is not enough food to go around...");
                do_say(ch, buf);
                act("$n falls to the floor and crumbles into dust.", ch, NULL,
                    NULL, TO_ROOM);
                extract_char(ch, TRUE);
                return TRUE;
        }
        else if ((ch->max_move < 35) && number_percent() > 95)
                act("$n's stomach growls with hunger.", ch, NULL, NULL,
                    TO_ROOM);

        if (!IS_AWAKE(ch))
                return FALSE;

        for (object = ch->in_room->contents; object; object = object_next)
        {
                object_next = object->next_content;
                if (!IS_SET(object->wear_flags, ITEM_TAKE))
                        continue;

                if (object == NULL)
                        continue;

                if (object->item_type == ITEM_FOOD
                    || object->item_type == ITEM_TRASH
                    || object->item_type == ITEM_CORPSE_NPC)
                {
                        act("$n picks $p up.", ch, object, NULL, TO_ROOM);
                        obj_from_room(object);
                        obj_to_char(object, ch);
                        if (object->item_type == ITEM_CORPSE_NPC)
                                do_get(ch, "all corpse");
                        act("$n eats $p.", ch, object, NULL, TO_ROOM);
                        if (object != NULL)
                                extract_obj(object);
                        if (ch->max_move < 80)
                                ch->max_move = ch->max_move + 20;
                        do_wear(ch, "all");
                        do_drop(ch, "all");
                        /*
                         * Increase the following if gremlins reproduce too fast, and 
                         * * reduce it if they reproduce too slowly.  KaVir.
                         */
                        if (ch->max_move > 25 && number_percent() > 2)
                        {
                                if (ch->pIndexData->vnum == 30004)
                                        obj = create_object(get_obj_index
                                                            (30009), 0);
                                else
                                {
                                        obj = create_object(get_obj_index
                                                            (30008), 0);
                                        obj->value[0] = 30003;
                                        if (ch->pIndexData->vnum == 30003)
                                                obj->value[0] = 30004;
                                        obj->timer = number_range(8, 10);
                                }
                                act("$n squats down and lays $p!", ch, obj,
                                    NULL, TO_ROOM);
                                obj_to_room(obj, ch->in_room);
                                if (number_percent() > 25)
                                        ch->max_mana = ch->max_mana + 50;
                        }
                        return TRUE;
                }
        }

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

        /*
         * We'll give him 3 chances to find an open door 
         */
        door = number_range(0, 5);
        if (((pexit = ch->in_room->exit[door]) == NULL)
            || (to_room = pexit->to_room) == NULL)
                door = number_range(0, 5);
        if (((pexit = ch->in_room->exit[door]) == NULL)
            || (to_room = pexit->to_room) == NULL)
                door = number_range(0, 5);
        if (!
            (((pexit = ch->in_room->exit[door]) == NULL)
             || (to_room = pexit->to_room) == NULL))
        {
                /*
                 * If the door is closed they'll have to open it 
                 */
                if (IS_SET(pexit->exit_info, EX_CLOSED))
                {
                        if (door == 0)
                                do_open(ch, "north");
                        if (door == 1)
                                do_open(ch, "east");
                        if (door == 2)
                                do_open(ch, "south");
                        if (door == 3)
                                do_open(ch, "west");
                        if (door == 4)
                                do_open(ch, "up");
                        if (door == 5)
                                do_open(ch, "down");
                }
                /*
                 * Now they know where they are going, they have to move 
                 */
                move_char(ch, door);
/*	return FALSE; */
        }
        /*
         * Now we check the room for someone to kill 
         */
        for (victim = char_list; victim; victim = victim->next)
        {
                if (victim->in_room != ch->in_room
                    || !victim->in_room
                    || victim == ch
                    || (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0)
                    || ((victim->name == ch->name) && (ch->max_move > 30))
                    || ((victim->level > ch->level) && (ch->level < 12))
                    || IS_IMMORTAL(victim))
                        continue;

                if (victim->in_room == ch->in_room)
                {
                        if (victim->name == ch->name)
                        {
                                xprintf(buf,
                                        "Sorry brother, but I must eat you or I'll starve.");
                                do_say(ch, buf);
                                do_kill(ch, "gremlin");
                                do_kill(ch, "2.gremlin");
                                return TRUE;
                        }
                        else
                        {
                                do_kill(ch, victim->name);
                                return TRUE;
                        }
                        return TRUE;
                }
                continue;
        }
        return FALSE;
}


/* Spec_executioner, coded by Vladd. */
bool spec_executioner( CHAR_DATA *ch )
{
/* To add to the life of mobs... they pickup and wear equipment */
    OBJ_DATA *object;
    OBJ_DATA *obj2;
    OBJ_DATA *object_next;
    char buf [MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int rnd_chat;
   if ( !IS_AWAKE( ch ) )
	return FALSE;
    if ( ch->position == POS_FIGHTING )
    do_kick(ch,"victim");


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

    if (victim->hit < -5)
	{
rnd_chat = number_range (1, 25);

   if ( rnd_chat == 1)
		sprintf( buf, "Pain is only weakness leaving the body, prepare to get cleansed.");
   else if ( rnd_chat == 2)
		sprintf( buf, "There can only be one, and your not it pansy!");
   else if ( rnd_chat == 3)
		sprintf( buf, "Time to die....");
   else if ( rnd_chat == 4)
		sprintf( buf, "DIE!");
   else if ( rnd_chat == 5)
		sprintf( buf, "Welcome to your fate....");
   else if ( rnd_chat == 6)
		sprintf(buf,  "Knock knock....");
   else if ( rnd_chat == 7)
		sprintf( buf, "DIE FREAK!....");
   else if ( rnd_chat == 8)
		sprintf( buf, "Death to is the true end...\n\r");
   else if ( rnd_chat == 9)
		sprintf( buf, "Time to die....\n\r");
   else if ( rnd_chat == 10)
		sprintf( buf, "Cabrone....\n\r");
   else if ( rnd_chat == 11)
		sprintf( buf, "Welcome to your fate....\n\r");
   else if ( rnd_chat == 12)
		sprintf(buf,  "We have never met, but now is time for you to die....\n\r");
   else if ( rnd_chat == 13)
		sprintf( buf, "Ever dance with the devil....\n\r");
   else if ( rnd_chat == 14)
		sprintf( buf, "When will you ever learn not to face me.\n\r");
   else if ( rnd_chat == 15)
		sprintf( buf, "Trap number %d has been activated.\n\r", number_range(1,10000));
   else if ( rnd_chat == 16)
		sprintf( buf, "Never go against pain, you will never win.\n\r");
   else if ( rnd_chat == 17)
		sprintf( buf, "When faced with death, look in the opposite direction.\n\r");
   else if ( rnd_chat == 18)
		sprintf( buf, "It's boring to die to a mob, get a player to do that.\n\r");
   else if ( rnd_chat == 19)
		sprintf( buf, "Meet your worst nightmare, the fear of dying.\n\r");
   else if ( rnd_chat == 20)
		sprintf( buf, "Ever faced evil and lose?\n\r");
   else if ( rnd_chat == 21)
		sprintf( buf, "Vite! Die.\n\r");
   else if ( rnd_chat == 22)
		sprintf( buf, "Death is a beautiful thing, its my pleasure to make it yours.\n\r");
   else if ( rnd_chat == 23)
		sprintf( buf, "Play like a wimp, die like a wimp.\n\r");
   else if ( rnd_chat == 24)
		sprintf( buf, "Play with the best, die like the rest.\n\r");
   else if ( rnd_chat == 25)
		sprintf( buf, "When will you know that never go face to face with danger.\n\r");

        //do_chat( ch, buf );
	behead(victim);
	victim->level = 2;
	sprintf(buf,"%s has been executed by Pinhead",victim->pcdata->switchname);
	do_info(ch,buf);
	victim->mdeath++;
	return TRUE;
	}
     
    if ( victim == NULL || victim == ch || victim->level > 7 )
	return FALSE;
    if ( IS_NPC(victim))
	return FALSE;
    }
for ( object = ch->in_room->contents; object; object = object_next )
    {
	object_next = object->next_content;
	if ( object == NULL )
	    continue;
   
	if ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
	    continue;
		
	if ( object->item_type == ITEM_CORPSE_NPC )
	    continue;
   
	if ( ( object->item_type != ITEM_DRINK_CON
	    && object->item_type != ITEM_TRASH )
	    &&
   
	   !(( IS_OBJ_STAT( object, ITEM_ANTI_EVIL   ) && IS_EVIL   ( ch ) ) ||
		 ( IS_OBJ_STAT( object, ITEM_ANTI_GOOD	 ) && IS_GOOD	( ch ) ) ||
		 ( IS_OBJ_STAT( object, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL( ch ) ) ) )
	
	{
	    act( "$n picks up $p and examines it carefully.", ch, object, NULL, TO_ROOM );
	    obj_from_room( object );
	    obj_to_char( object, ch );
		/*Now compare it to what we already have*/
		for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content )
		{
		    if ( obj2->wear_loc != WEAR_NONE
			&& can_see_obj( ch, obj2 )
			&& object->item_type == obj2->item_type
			&& ( object->wear_flags & obj2->wear_flags & ~ITEM_TAKE) != 0 )
			break;
		}
if (!obj2)
		{
		    switch (object->item_type)
		    {
			default:
			    sprintf(buf,"Hey, what a find!");
			    do_say(ch,buf);
			    break;
			case ITEM_FOOD:
			    sprintf(buf, "This looks like a tasty morsel!");
			    do_say(ch,buf);
			    do_eat(ch,object->name);
			    break;
			case ITEM_WAND:
			    sprintf(buf,"Wow, a magic wand!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;
			case ITEM_STAFF:
			    sprintf(buf,"Kewl, a magic staff!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;
			case ITEM_WEAPON:
			    sprintf(buf,"Hey, this looks like a nifty weapon!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;
			case ITEM_ARMOR:
			    sprintf(buf,"Oooh...a nice piece of armor!");
			    do_say(ch,buf);
			    wear_obj(ch,object,FALSE);
			    break;/*
			case ITEM_POTION:
			    sprintf(buf, "Great!  I was feeling a little thirsty!");
			    do_say(ch,buf);
			    act( "You quaff $p.", ch, object, NULL ,TO_CHAR );
			    act( "$n quaffs $p.", ch, object, NULL, TO_ROOM );
			    obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
			    obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
			    obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
			    extract_obj( object );
			    break;
			case ITEM_SCROLL:
			    sprintf(buf,"Hmmm I wonder what this says?");
			    do_say(ch,buf);
			    act( "You recite $p.", ch, object, NULL, TO_CHAR );
			    act( "$n recites $p.", ch, object, NULL, TO_ROOM );
			    obj_cast_spell( object->value[1], object->level, ch, NULL, object );
			    obj_cast_spell( object->value[2], object->level, ch, NULL, object );
			    obj_cast_spell( object->value[3], object->level, ch, NULL, object );
			    extract_obj( object );
			    break;*/
		    }
		    return TRUE;
		}
			    
	    if ((object->level > obj2->level))
	    {
		sprintf(buf,"Now THIS looks like an improvement!");
		do_say(ch,buf);
		remove_obj(ch,obj2->wear_loc,TRUE);
		wear_obj(ch,object,FALSE);
	    }
	    else
	    {
		sprintf(buf,"I don't want this piece of junk!");
		do_say(ch,buf);
		act("You don't like the look of $p.",ch,object,NULL,TO_CHAR);
			do_drop(ch,object->name);
			do_sacrifice(ch,object->name);
		}
	    return TRUE;
	}
    }
			    
    return FALSE;
}

/* Spec_rogue, coded by Malice. */
bool spec_rogue(CHAR_DATA * ch)
{
/* To add to the life of mobs... they pickup and wear equipment */
        OBJ_DATA *object;
        OBJ_DATA *obj2;
        OBJ_DATA *object_next;
        char      buf[MAX_STRING_LENGTH];

        if (!IS_AWAKE(ch))
                return FALSE;
        if (ch->position == POS_FIGHTING)
                do_kick(ch, "victim");


        for (object = ch->in_room->contents; object; object = object_next)
        {
                object_next = object->next_content;
                if (object == NULL)
                        continue;

                if (!IS_SET(object->wear_flags, ITEM_TAKE))
                        continue;

                if (object->item_type == ITEM_CORPSE_NPC)
                        continue;

                if ((object->item_type != ITEM_DRINK_CON
                     && object->item_type != ITEM_TRASH)
                    &&
                    !((IS_OBJ_STAT(object, ITEM_ANTI_EVIL) && IS_EVIL(ch)) ||
                      (IS_OBJ_STAT(object, ITEM_ANTI_GOOD) && IS_GOOD(ch)) ||
                      (IS_OBJ_STAT(object, ITEM_ANTI_NEUTRAL)
                       && IS_NEUTRAL(ch))))

                {
                        act("$n picks up $p and examines it carefully.", ch,
                            object, NULL, TO_ROOM);
                        obj_from_room(object);
                        obj_to_char(object, ch);
                        /*
                         * Now compare it to what we already have
                         */
                        for (obj2 = ch->carrying; obj2;
                             obj2 = obj2->next_content)
                        {
                                if (obj2->wear_loc != WEAR_NONE
                                    && can_see_obj(ch, obj2)
                                    && object->item_type == obj2->item_type
                                    && (object->wear_flags & obj2->
                                        wear_flags & ~ITEM_TAKE) != 0)
                                        break;
                        }
                        if (!obj2)
                        {
                                switch (object->item_type)
                                {
                                default:
                                        xprintf(buf, "Hey, what a find!");
                                        do_say(ch, buf);
                                        break;
                                case ITEM_FOOD:
                                        xprintf(buf,
                                                "This looks like a tasty morsel!");
                                        do_say(ch, buf);
                                        do_eat(ch, object->name);
                                        break;
                                case ITEM_WAND:
                                        xprintf(buf, "Wow, a magic wand!");
                                        do_say(ch, buf);
                                        wear_obj(ch, object, FALSE);
                                        break;
                                case ITEM_STAFF:
                                        xprintf(buf, "Kewl, a magic staff!");
                                        do_say(ch, buf);
                                        wear_obj(ch, object, FALSE);
                                        break;
                                case ITEM_WEAPON:
                                        xprintf(buf,
                                                "Hey, this looks like a nifty weapon!");
                                        do_say(ch, buf);
                                        wear_obj(ch, object, FALSE);
                                        break;
                                case ITEM_ARMOR:
                                        xprintf(buf,
                                                "Oooh...a nice piece of armor!");
                                        do_say(ch, buf);
                                        wear_obj(ch, object, FALSE);
                                        break;  /*
                                                 * case ITEM_POTION:
                                                 * xprintf(buf, "Great!  I was feeling a little thirsty!");
                                                 * do_say(ch,buf);
                                                 * act( "You quaff $p.", ch, object, NULL ,TO_CHAR );
                                                 * act( "$n quaffs $p.", ch, object, NULL, TO_ROOM );
                                                 * obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
                                                 * obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
                                                 * obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
                                                 * extract_obj( object );
                                                 * break;
                                                 * case ITEM_SCROLL:
                                                 * xprintf(buf,"Hmmm I wonder what this says?");
                                                 * do_say(ch,buf);
                                                 * act( "You recite $p.", ch, object, NULL, TO_CHAR );
                                                 * act( "$n recites $p.", ch, object, NULL, TO_ROOM );
                                                 * obj_cast_spell( object->value[1], object->level, ch, NULL, object );
                                                 * obj_cast_spell( object->value[2], object->level, ch, NULL, object );
                                                 * obj_cast_spell( object->value[3], object->level, ch, NULL, object );
                                                 * extract_obj( object );
                                                 * break; */
                                }
                                return TRUE;
                        }

                        if ((object->level > obj2->level))
                        {
                                xprintf(buf,
                                        "Now THIS looks like an improvement!");
                                do_say(ch, buf);
                                remove_obj(ch, obj2->wear_loc, TRUE);
                                wear_obj(ch, object, FALSE);
                        }
                        else
                        {
                                xprintf(buf,
                                        "I don't want this piece of junk!");
                                do_say(ch, buf);
                                act("You don't like the look of $p.", ch,
                                    object, NULL, TO_CHAR);
                                do_drop(ch, object->name);
                                do_sacrifice(ch, object->name);
                        }
                        return TRUE;
                }
        }

        return FALSE;
}

/*
 * Rotains Clan Guardian Spec
 * Original Code by Malice
 */
/*
bool spec_clan_guardian(CHAR_DATA *ch)
{
   DESCRIPTOR_DATA       *d;
   CHAR_DATA             *victim;
   char                  buf[MAX_STRING_LENGTH];
   OBJ_DATA              *obj;


   if (ch->fighting) return FALSE;

   if (ch->in_room == NULL) return FALSE;
*/
   /*
    * if (ch->in_room < 6645 && ch->in_room > 6657) break;
    */
/*
   for (d = descriptor_list; d != NULL; d = d->next)
   {
       if (!IS_PLAYING(d)
	   || (victim = d->character) == NULL
           || IS_NPC(victim)
           || IS_IMMORTAL(victim)
	   || victim->in_room == NULL
           || victim->pcdata->chobj != NULL
           || victim->in_room->area != ch->in_room->area
           || victim->in_room == ch->in_room
	   || (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special,
SPC_INCONNU))
           || (victim->clan != NULL && !strcmp(victim->clan,"Manus Nigrum") ))
           {
             continue;
           }

      if ((obj = get_obj_carry(victim, "dlwr5"))
               && obj->pIndexData->vnum==6641)
      {
         return FALSE; 
      }
      else
      {
        if (ch->in_room != victim->in_room)
        {
           act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);

           char_from_room( victim );
           char_to_room(victim, ch->in_room);

           act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
           act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
        }
     
        act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
            act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
*//*
   * spell_curse( 24 , 100 , ch , victim );
      *//*
      * if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
      * ch->position == POS_STANDING)
      * {
      * char_from_room( victim );
      * char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
      * continue;
      * }
      * xprintf( buf,"%s Is In Manus Nigrum Headquarters! Attack!\n\r",
      * victim->name); 
      * do_yell( ch , buf);
      * 
      * multi_hit( ch, victim, gsn_backstab); 
      * 
      * return TRUE;
      * 
      * }
      * }
      * return FALSE;
      * }
      */

bool spec_guard_cyborg(CHAR_DATA * ch)
{
        DESCRIPTOR_DATA *d;
        CHAR_DATA *victim;
        char      buf[MAX_STRING_LENGTH];


        if (ch->fighting)
                return FALSE;

        if (ch->in_room == NULL)
                return FALSE;

        for (d = descriptor_list; d != NULL; d = d->next)
        {
                if (!IS_PLAYING(d)
                    || (victim = d->character) == NULL
                    || IS_NPC(victim)
                    || IS_IMMORTAL(victim)
                    || victim->in_room == NULL
                    || victim->pcdata->chobj != NULL
                    || victim->in_room->area != ch->in_room->area
/*           || victim->in_room == ch->in_room*/
                    || IS_CLASS(victim, CLASS_DROW))
                {
                        continue;
                }

                if (ch->in_room != victim->in_room)
                {
                        act("$n disappears in a swirl of smoke!", ch, NULL,
                            NULL, TO_ROOM);
                        act("You disappear in a swirl of smoke!", ch, NULL,
                            NULL, TO_CHAR);

                        char_from_room(ch);
                        char_to_room(ch, victim->in_room);

                        act("$n appears in a swirl of smoke!", ch, NULL, NULL,
                            TO_ROOM);
                        act("You appear in a swirl of smoke!", ch, NULL, NULL,
                            TO_CHAR);
                }

                spell_curse(24, 100, ch, victim);   /* No Recall */

                if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
                    ch->position == POS_STANDING)
                {
                        char_from_room(victim);
                        char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
                        continue;
                }
                xprintf(buf, "%s has entered the Cyborg Lands!!\n\r",
                        victim->name);
                do_yell(ch, buf);

                multi_hit(ch, victim, gsn_stuntubes);

                return TRUE;

        }
        return FALSE;
}


bool spec_zombie_lord(CHAR_DATA * ch)
{
        char      buf[MAX_STRING_LENGTH];
        OBJ_DATA *obj;
        OBJ_DATA *obj_content;
        OBJ_DATA *obj_next;
        CHAR_DATA *victim;
        MOB_INDEX_DATA *pMobIndex;
        EXIT_DATA *pexit;
        ROOM_INDEX_DATA *to_room;
        int       door;
        int       consider = 4;
        bool      north_ok = TRUE;
        bool      east_ok = TRUE;
        bool      south_ok = TRUE;
        bool      west_ok = TRUE;
        bool      up_ok = TRUE;
        bool      down_ok = TRUE;
        int       countup = 6;
        int       option;

        if (ch->position <= POS_SITTING)
        {
                do_stand(ch, "");
                return TRUE;
        }
        if ((victim = ch->fighting) != NULL)
        {
                if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
                {
                        act("$n's eyes glow bright red for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_dispel_magic(skill_lookup("dispel magic"),
                                           ch->level, ch, ch);
                }
                else if (IS_AFFECTED(ch, AFF_POISON))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_cure_poison(skill_lookup("cure poison"),
                                          ch->level, ch, ch);
                }
                else if (IS_AFFECTED(ch, AFF_BLIND))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_cure_blindness(skill_lookup("cure blindness"),
                                             ch->level, ch, ch);
                }
                else if (IS_AFFECTED(ch, AFF_CURSE))
                {
                        act("$n's eyes glow bright purple for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_remove_curse(skill_lookup("remove curse"),
                                           ch->level, ch, ch);
                }
                else if (!IS_AFFECTED(ch, AFF_SANCTUARY))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_sanctuary(skill_lookup("sanctuary"), ch->level,
                                        ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("frenzy"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
                                     ch);
                }
                else if (!is_affected(ch, skill_lookup("darkblessing"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_darkblessing(skill_lookup("darkblessing"),
                                           ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("bless"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_bless(skill_lookup("bless"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("stone skin"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_stone_skin(skill_lookup("stone skin"),
                                         ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("armor"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_armor(skill_lookup("armor"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("shield"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_shield(skill_lookup("shield"), ch->level, ch,
                                     ch);
                }
                else if (!IS_AFFECTED(victim, AFF_FAERIE_FIRE)
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright red for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_faerie_fire(skill_lookup("faerie fire"),
                                          ch->level, ch, victim);
                }
                else if (!IS_AFFECTED(victim, AFF_BLIND)
                         && number_percent() < 15)
                {
                        act("$n's eyes glow bright red for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_blindness(skill_lookup("blindness"), ch->level,
                                        ch, victim);
                }
                else if (!IS_AFFECTED(victim, AFF_CURSE)
                         && number_percent() < 15)
                {
                        act("$n's eyes glow bright red for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_curse(skill_lookup("curse"), ch->level, ch,
                                    victim);
                }
                else if (ch->loc_hp[6] > 0)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_clot(skill_lookup("clot"), ch->level, ch, ch);
                }
                else if (ch->hit < (ch->max_hit * 0.5)
                         && number_percent() < 75)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_heal(skill_lookup("heal"), ch->level, ch, ch);
                }
                else if (ch->hit < (ch->max_hit * 0.25)
                         && number_percent() < 50)
                {
                        do_flee(ch, "");
                        ch->spectype = ZOMBIE_REST;
                }
                else if (ch->hit < (ch->max_hit * 0.1)
                         && number_percent() < 25)
                {
                        act("$n's eyes glow bright green for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_teleport(skill_lookup("teleport"), ch->level,
                                       ch, ch);
                        ch->spectype = ZOMBIE_REST;
                }
                else
                {
                        switch (number_range(1, 10))
                        {
                        default:
                                do_kick(ch, "");
                                break;
                        case 1:
                                do_disarm(ch, "");
                                break;
                        case 2:
                        case 3:
                        case 4:
                        case 5:
                                act("$n's eyes glow bright red for a moment.",
                                    ch, NULL, NULL, TO_ROOM);
                                spell_dispel_magic(skill_lookup
                                                   ("dispel magic"),
                                                   ch->level, ch, victim);
                                break;
                        case 6:
                        case 7:
                        case 8:
                                act("$n's eyes glow bright red for a moment.",
                                    ch, NULL, NULL, TO_ROOM);
                                spell_harm(skill_lookup("harm"), ch->level,
                                           ch, victim);
                                break;
                        }
                }
                if ((victim = ch->fighting) == NULL)
                        return TRUE;
                switch (number_percent())
                {
                default:
                        break;
                case 1:
                        xprintf(buf,
                                "Foolish mortal, you think you can kill what is already dead?");
                        do_say(ch, buf);
                        break;
                case 2:
                        if (IS_NPC(victim))
                                xprintf(buf,
                                        "I shall feast on your soul for this, %s",
                                        victim->short_descr);
                        else
                                xprintf(buf,
                                        "I shall feast on your soul for this, %s",
                                        victim->name);
                        do_say(ch, buf);
                case 3:
                        if (IS_NPC(victim))
                                xprintf(buf,
                                        "%s shall pay for his arrogance!",
                                        victim->short_descr);
                        else
                                xprintf(buf,
                                        "%s shall pay for his arrogance!",
                                        victim->name);
                        do_yell(ch, buf);
                        break;
                case 4:
                        xprintf(buf, "This fight shall be your last!");
                        do_say(ch, buf);
                        break;
                }
                return TRUE;
        }

        if (ch->spectype != ZOMBIE_TRACKING && ch->spectype != ZOMBIE_REST)
        {
                if ((obj = get_obj_here(ch, NULL, "corpse")) != NULL)
                {
                        if ((pMobIndex =
                             get_mob_index(obj->value[2])) == NULL)
                                return spec_rogue(ch);
                        victim = create_mobile(pMobIndex);
                        char_to_room(victim, ch->in_room);
                        xprintf(buf, "zombie %s", victim->name);
                        xprintf(buf, "The zombie of %s stands here.\n\r",
                                victim->short_descr);
                        free_string(victim->long_descr);
                        victim->long_descr = str_dup(buf);
                        free_string(victim->name);
                        victim->name = str_dup(buf);
                        xprintf(buf, "the zombie of %s", victim->short_descr);
                        free_string(victim->short_descr);
                        victim->short_descr = str_dup(buf);
                        act("$n makes a few gestures over $p.", ch, obj, NULL,
                            TO_ROOM);
                        act("$n clambers to $s feet.", victim, NULL, NULL,
                            TO_ROOM);
                        free_string(victim->powertype);
                        victim->powertype = str_dup("zombie");
                        for (obj_content = obj->contains; obj_content != NULL;
                             obj_content = obj_next)
                        {
                                obj_next = obj_content->next_content;
                                obj_from_obj(obj_content);
                                obj_to_char(obj_content, victim);
                        }
                        extract_obj(obj);
/*
	    victim->spec_fun = ch->spec_fun;
*/
                        do_wear(victim, "all");
                        xprintf(buf,
                                "I shall spread the corruption!  The time of the Apocalypse is at hand!");
                        do_say(victim, buf);
                }
                door = number_range(0, 5);
                for (door = 0; door <= 5; door++)
                {
                        if (((pexit = ch->in_room->exit[door]) == NULL) ||
                            (to_room = pexit->to_room) == NULL)
                        {
                                switch (door)
                                {
                                case DIR_NORTH:
                                        north_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_SOUTH:
                                        south_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_EAST:
                                        east_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_WEST:
                                        west_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_UP:
                                        up_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_DOWN:
                                        down_ok = FALSE;
                                        countup -= 1;
                                        break;
                                }
                        }
                }

                if (countup < 1)
                {
                        xprintf(buf, "Damn, I hate it when this happens!");
                        do_say(ch, buf);
                        char_from_room(ch);
                        char_to_room(ch, get_room_index(3001));
                        return TRUE;
                }

                for (;;)
                {
                        option = number_range(0, 5);
                        if (((pexit = ch->in_room->exit[option]) == NULL) ||
                            (to_room = pexit->to_room) == NULL)
                                continue;
                        if (countup > 1 && option == ch->specpower)
                                continue;
                        if (IS_SET(pexit->exit_info, EX_CLOSED))
                        {
                                if (option == 0)
                                        do_open(ch, "north");
                                if (option == 1)
                                        do_open(ch, "east");
                                if (option == 2)
                                        do_open(ch, "south");
                                if (option == 3)
                                        do_open(ch, "west");
                                if (option == 4)
                                        do_open(ch, "up");
                                if (option == 5)
                                        do_open(ch, "down");
                        }
                        switch (option)
                        {
                        default:
                                break;
                        case DIR_NORTH:
                                ch->specpower = DIR_SOUTH;
                                break;
                        case DIR_SOUTH:
                                ch->specpower = DIR_NORTH;
                                break;
                        case DIR_EAST:
                                ch->specpower = DIR_WEST;
                                break;
                        case DIR_WEST:
                                ch->specpower = DIR_EAST;
                                break;
                        case DIR_UP:
                                ch->specpower = DIR_DOWN;
                                break;
                        case DIR_DOWN:
                                ch->specpower = DIR_UP;
                                break;
                        }
                        move_char(ch, option);
                        break;
                }

                for (victim = char_list; victim != NULL;
                     victim = victim->next)
                {
                        if (victim->in_room == NULL)
                                continue;
                        if (victim->in_room != ch->in_room
                            || victim == ch
                            || (!IS_NPC(victim) && IS_HERO(victim)
                                && victim->hit < 0) || IS_IMMORTAL(victim)
                            || is_safe(ch, victim) || !IS_NPC(victim)
                            || !can_see(ch, victim))
                                continue;

                        if (IS_NPC(victim)
                            && !str_cmp(victim->powertype, "zombie"))
                                continue;
                        if (IS_NPC(victim)
                            && victim->pIndexData->vnum == 30011)
                                continue;
                        if (victim->in_room == ch->in_room)
                        {
                                act("$n examines $N closely, looking for $S weaknesses.", ch, NULL, victim, TO_NOTVICT);
                                act("$n examines you closely, looking for your weaknesses.", ch, NULL, victim, TO_VICT);
                                if (victim->hit > (ch->hit * 1.5))
                                        consider -= 1;
                                else if ((victim->hit * 1.5) < ch->hit)
                                        consider += 1;
                                if (char_ac(victim) - 50 > char_ac(ch))
                                        consider -= 1;
                                else if (char_ac(victim) + 50 < char_ac(ch))
                                        consider += 1;
                                if (char_hitroll(victim) + 10 <
                                    char_hitroll(ch))
                                        consider += 1;
                                else if (char_hitroll(victim) - 10 >
                                         char_hitroll(ch))
                                        consider -= 1;
                                if (char_damroll(victim) + 10 <
                                    char_damroll(ch))
                                        consider += 1;
                                else if (char_damroll(victim) - 10 >
                                         char_damroll(ch))
                                        consider -= 1;
                                switch (consider)
                                {
                                default:
                                        break;
                                case 8:
                                        xprintf(buf,
                                                "This shouldn't take more than a few seconds!");
                                        do_say(ch, buf);
                                        break;
                                case 7:
                                        xprintf(buf,
                                                "Ha! You are no match for me!");
                                        do_say(ch, buf);
                                        break;
                                case 6:
                                        xprintf(buf,
                                                "I should be able to win this one...");
                                        do_say(ch, buf);
                                        break;
                                case 5:
                                        xprintf(buf,
                                                "Hmmm, close match, but I think I have the edge.");
                                        do_say(ch, buf);
                                        break;
                                case 4:
                                        xprintf(buf,
                                                "I'd rather not, my toe hurts.");
                                        do_say(ch, buf);
                                        break;
                                case 3:
                                        xprintf(buf,
                                                "Hmmm, I'm not sure if I can win this one.");
                                        do_say(ch, buf);
                                        break;
                                case 2:
                                        xprintf(buf,
                                                "Heheh better not risk it...");
                                        do_say(ch, buf);
                                        break;
                                case 1:
                                        xprintf(buf,
                                                "I'd need a lot of luck...better not.");
                                        do_say(ch, buf);
                                        break;
                                case 0:
                                        xprintf(buf,
                                                "I think I'll give this one a miss!!!");
                                        do_say(ch, buf);
                                        break;
                                }
                                if (IS_IMMORTAL(victim))
                                        continue;
                                if (consider < 3)
                                        continue;
                                if (victim->level > 1200)
                                        continue;
                                do_kill(ch, victim->name);
                                return TRUE;
                        }
                }
        }

        switch (ch->spectype)
        {
        default:
        case ZOMBIE_NOTHING:
                ch->spectype = number_range(1, 3);
                return spec_rogue(ch);
        case ZOMBIE_TRACKING:
        case ZOMBIE_ANIMATE:
        case ZOMBIE_CAST:
                if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
                {
                        act("$n's eyes glow bright red for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_dispel_magic(skill_lookup("dispel magic"),
                                           ch->level, ch, ch);
                }
                else if (IS_AFFECTED(ch, AFF_POISON) && number_percent() < 75)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_cure_poison(skill_lookup("cure poison"),
                                          ch->level, ch, ch);
                }
                else if (IS_AFFECTED(ch, AFF_BLIND) && number_percent() < 75)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_cure_blindness(skill_lookup("cure blindness"),
                                             ch->level, ch, ch);
                }
                else if (IS_AFFECTED(ch, AFF_CURSE) && number_percent() < 75)
                {
                        act("$n's eyes glow bright purple for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_remove_curse(skill_lookup("remove curse"),
                                           ch->level, ch, ch);
                }
                else if (!IS_AFFECTED(ch, AFF_SANCTUARY)
                         && number_percent() < 75)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_sanctuary(skill_lookup("sanctuary"), ch->level,
                                        ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("frenzy"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
                                     ch);
                }
                else if (!is_affected(ch, skill_lookup("darkblessing"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_darkblessing(skill_lookup("darkblessing"),
                                           ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("bless"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_bless(skill_lookup("bless"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("stone skin"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_stone_skin(skill_lookup("stone skin"),
                                         ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("armor"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_armor(skill_lookup("armor"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("shield"))
                         && number_percent() < 50)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_shield(skill_lookup("shield"), ch->level, ch,
                                     ch);
                }
                else if (ch->loc_hp[6] > 0)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_clot(skill_lookup("clot"), ch->level, ch, ch);
                }
                else if (ch->hit < ch->max_hit)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_heal(skill_lookup("heal"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("frenzy")))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
                                     ch);
                }
                else if (!is_affected(ch, skill_lookup("darkblessing")))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_darkblessing(skill_lookup("darkblessing"),
                                           ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("bless")))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_bless(skill_lookup("bless"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("stone skin")))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_stone_skin(skill_lookup("stone skin"),
                                         ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("armor")))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_armor(skill_lookup("armor"), ch->level, ch, ch);
                }
                else if (!is_affected(ch, skill_lookup("shield")))
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_shield(skill_lookup("shield"), ch->level, ch,
                                     ch);
                }
                else
                        ch->spectype = 0;
                if (ch->hit < (ch->max_hit * 0.25))
                        ch->spectype = ZOMBIE_REST;
                return TRUE;
        case ZOMBIE_REST:
                if (ch->hit >= ch->max_hit)
                {
                        do_stand(ch, "");
                        ch->spectype = 0;
                        return TRUE;
                }
                if (IS_AFFECTED(ch, AFF_CURSE))
                {
                        act("$n's eyes glow bright purple for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_remove_curse(skill_lookup("remove curse"),
                                           ch->level, ch, ch);
                        return TRUE;
                }
                if (ch->in_room->vnum != ROOM_VNUM_ALTAR)
                        do_recall(ch, "");
                if (ch->in_room->vnum == ROOM_VNUM_TEMPLE)
                        do_north(ch, "");
                if (ch->position == POS_STANDING)
                        do_rest(ch, "");
                if (ch->hit < ch->max_hit)
                {
                        act("$n's eyes glow bright blue for a moment.", ch,
                            NULL, NULL, TO_ROOM);
                        spell_heal(skill_lookup("heal"), ch->level, ch, ch);
                        ch->hit = ch->max_hit;
                }
                return TRUE;
        }
        return FALSE;
}

bool spec_dog(CHAR_DATA * ch)
{
        OBJ_DATA *obj;
        OBJ_DATA *o_next;
        CHAR_DATA *vch;
        CHAR_DATA *vch_next;
        EXIT_DATA *pexit;
        ROOM_INDEX_DATA *to_room;
        int       door;
        bool      north_ok = TRUE;
        bool      east_ok = TRUE;
        bool      south_ok = TRUE;
        bool      west_ok = TRUE;
        bool      up_ok = TRUE;
        bool      down_ok = TRUE;
        int       countup = 6;
        int       option;
        int       randnum = number_range(1, 5);

        if (!IS_AWAKE(ch))
        {
                if (randnum <= 2)
                        do_wake(ch, "");
                return TRUE;
        }
        else if (ch->position < POS_STANDING)
        {
                if (randnum <= 2)
                        do_stand(ch, "");
                else
                {
                        if (ch->in_room->vnum == 78100
                            && number_range(1, 4) <= 2)
                                act("$n eats some dog food from $s food bowl",
                                    ch, NULL, NULL, TO_ROOM);
                        else if (ch->in_room->vnum == 78100)
                                act("$n drinks some water from $s water bowl",
                                    ch, NULL, NULL, TO_ROOM);
                }
                return TRUE;
        }

        if (ch->in_room == NULL)
                return TRUE;

        if (ch->in_room->vnum == 78100 && randnum <= 2)
        {
                if ((randnum = number_range(1, 5)) == 1)
                {
                        act("$n curls up in front of the fire.", ch, NULL,
                            NULL, TO_ROOM);
                        do_sleep(ch, "");
                }
                else if (randnum == 2)
                        act("$n starts scratching up the carpet.", ch, NULL,
                            NULL, TO_ROOM);
                else if (randnum == 3)
                        act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 4)
                {
                        act("$n jumps onto the couch.", ch, NULL, NULL,
                            TO_ROOM);
                        do_sit(ch, "");
                }
                else if (randnum == 5)
                        act("$n tries to crawl under a chair.", ch, NULL,
                            NULL, TO_ROOM);
                return TRUE;
        }
        else if (ch->in_room->vnum == 78102 && randnum <= 2)
        {
                if ((randnum = number_range(1, 5)) == 1)
                {
                        act("$n curls up under the dining table.", ch, NULL,
                            NULL, TO_ROOM);
                        do_sleep(ch, "");
                }
                else if (randnum == 2)
                        act("$n starts scratching up the carpet.", ch, NULL,
                            NULL, TO_ROOM);
                else if (randnum == 3)
                        act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 4)
                {
                        act("$n jumps onto a chair.", ch, NULL, NULL,
                            TO_ROOM);
                        do_sit(ch, "");
                }
                else if (randnum == 5)
                        act("$n tries to crawl under a chair.", ch, NULL,
                            NULL, TO_ROOM);
                return TRUE;
        }
        else if (ch->in_room->vnum == 78104 && randnum <= 2)
        {
                if ((randnum = number_range(1, 5)) == 1)
                        act("$n starts scratching up the carpet.", ch, NULL,
                            NULL, TO_ROOM);
                else if (randnum == 2)
                        act("$n tries to climb into the bath.", ch, NULL,
                            NULL, TO_ROOM);
                else if (randnum == 3)
                        act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 4)
                {
                        act("$n sits behind the bathroom door.", ch, NULL,
                            NULL, TO_ROOM);
                        do_sit(ch, "");
                }
                else if (randnum == 5)
                        act("$n tries to squeeze behind the sink.", ch, NULL,
                            NULL, TO_ROOM);
                return TRUE;
        }
        else if (ch->in_room->vnum == 78103 && randnum <= 2)
        {
                if ((randnum = number_range(1, 5)) == 1)
                        act("$n sniffs around for food on the kitchen floor.",
                            ch, NULL, NULL, TO_ROOM);
                else if (randnum == 2)
                        act("$n looks up hungrilly at the cupboard.", ch,
                            NULL, NULL, TO_ROOM);
                else if (randnum == 3)
                        act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 4)
                {
                        act("$n walks over to $s food bowl.", ch, NULL, NULL,
                            TO_ROOM);
                        do_sit(ch, "");
                }
                else if (randnum == 5)
                        act("$n looks out the back door for cats to chase.",
                            ch, NULL, NULL, TO_ROOM);
                return TRUE;
        }
        else if ((ch->in_room->vnum == 78101) && randnum <= 2)
        {
                if ((randnum = number_range(1, 5)) == 1)
                        act("$n sniffs a flower.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 2)
                        act("$n rolls around on the grass.", ch, NULL, NULL,
                            TO_ROOM);
                else if (randnum == 3)
                        act("$n tries to eat a blade of grass.", ch, NULL,
                            NULL, TO_ROOM);
                else if (randnum == 4)
                        act("$n pounces on a grasshopper.", ch, NULL, NULL,
                            TO_ROOM);
                else if (randnum == 5)
                        act("$n sniffs the air and growls playfully.", ch,
                            NULL, NULL, TO_ROOM);
                return TRUE;
        }
        if (randnum <= 2)
        {
                if ((randnum = number_range(1, 5)) == 1)
                        act("$n sniffs the carpet.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 2)
                        act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
                else if (randnum == 3)
                        do_sit(ch, "");
                return TRUE;
        }

        if (number_range(1, 5) <= 3)
        {
                door = number_range(0, 5);
                for (door = 0; door <= 5; door++)
                {
                        if (((pexit = ch->in_room->exit[door]) == NULL) ||
                            (to_room = pexit->to_room) == NULL)
                        {
                                switch (door)
                                {
                                case DIR_NORTH:
                                        north_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_SOUTH:
                                        south_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_EAST:
                                        east_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_WEST:
                                        west_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_UP:
                                        up_ok = FALSE;
                                        countup -= 1;
                                        break;
                                case DIR_DOWN:
                                        down_ok = FALSE;
                                        countup -= 1;
                                        break;
                                }
                        }
                }

                if (countup < 1)
                {
                        if (number_percent() < 80)
                                act("$n barks loudly", ch, NULL, NULL,
                                    TO_ROOM);
                        else
                                do_sleep(ch, "");
                        return TRUE;
                }

                for (;;)
                {
                        option = number_range(0, 5);
                        if (((pexit = ch->in_room->exit[option]) == NULL) ||
                            (to_room = pexit->to_room) == NULL)
                                continue;
                        if (countup > 1 && option == ch->specpower)
                                continue;
                        if (IS_SET(pexit->exit_info, EX_CLOSED))
                        {
                                if (option == 0)
                                        act("$n scratches at the north door.",
                                            ch, NULL, NULL, TO_ROOM);
                                if (option == 1)
                                        act("$n scratches at the east door.",
                                            ch, NULL, NULL, TO_ROOM);
                                if (option == 2)
                                        act("$n scratches at the south door.",
                                            ch, NULL, NULL, TO_ROOM);
                                if (option == 3)
                                        act("$n scratches at the west door.",
                                            ch, NULL, NULL, TO_ROOM);
                                if (option == 4)
                                        act("$n scratches at the upward door.", ch, NULL, NULL, TO_ROOM);
                                if (option == 5)
                                        act("$n scratches at the downward door.", ch, NULL, NULL, TO_ROOM);
                                act("$n barks loudly at the door.", ch, NULL,
                                    NULL, TO_ROOM);
                                for (vch = char_list; vch != NULL;
                                     vch = vch_next)
                                {
                                        vch_next = vch->next;
                                        if (vch->in_room == NULL
                                            || IS_NPC(vch))
                                                continue;
                                        if (vch->in_room == ch->in_room)
                                                continue;
                                        if (vch->in_room->area ==
                                            ch->in_room->area)
                                                send_to_char
                                                        ("You hear the sound of a dog barking nearby.\n\r",
                                                         vch);
                                }
                                return TRUE;
                        }
                        switch (option)
                        {
                        default:
                                break;
                        case DIR_NORTH:
                                ch->specpower = DIR_SOUTH;
                                break;
                        case DIR_SOUTH:
                                ch->specpower = DIR_NORTH;
                                break;
                        case DIR_EAST:
                                ch->specpower = DIR_WEST;
                                break;
                        case DIR_WEST:
                                ch->specpower = DIR_EAST;
                                break;
                        case DIR_UP:
                                ch->specpower = DIR_DOWN;
                                break;
                        case DIR_DOWN:
                                ch->specpower = DIR_UP;
                                break;
                        }
                        move_char(ch, option);
                        break;
                }
        }

        for (obj = ch->in_room->contents; obj != NULL; obj = o_next)
        {
                o_next = obj->next_content;
                if (number_range(1, 2) == 1)
                        continue;
                act("$n sniffs $p.", ch, obj, NULL, TO_ROOM);
                if (obj->item_type == ITEM_FOOD)
                {
                        act("$n eats $p.", ch, obj, NULL, TO_ROOM);
                        extract_obj(obj);
                }
                return TRUE;
        }
        return TRUE;
}

/*
 * Special Functions Table.     OLC
 */
const struct spec_type spec_table[] = {
        /*
         * Special function commands.
         */
        {"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_fido", spec_fido},
        {"spec_guard", spec_guard},
        {"spec_janitor", spec_janitor},
        {"spec_mayor", spec_mayor},
        {"spec_poison", spec_poison},
        {"spec_thief", spec_thief},
        {"spec_eater", spec_eater},
        {"spec_gremlin_original", spec_gremlin_original},
        {"spec_gremlin_born", spec_gremlin_born},
        {"spec_rogue", spec_rogue},
        {"spec_zombie_lord", spec_zombie_lord},
        {"spec_guard_werewolf", spec_guard_werewolf},
        {"spec_guard_dragon", spec_guard_dragon},
        {"spec_guard_vampire", spec_guard_vampire},
        {"spec_guard_mage", spec_guard_mage},
        {"spec_guard_demon", spec_guard_demon},
        {"spec_guard_drow", spec_guard_drow},
        {"spec_guard_one", spec_guard_guardone},
        {"spec_guard_two", spec_guard_guardtwo},
        {"spec_guard_three", spec_guard_guardthree},
        {"spec_guard_four", spec_guard_guardfour},
        {"spec_guard_five", spec_guard_guardfive},
        {"spec_guard_ninja", spec_guard_ninja},
        {"spec_guard_monk", spec_guard_monk},
        {"spec_guard_highlander", spec_guard_highlander},
        {"spec_assassin", spec_assassin},
        {"spec_warlord", spec_warlord},
        {"spec_guard_cyborg", spec_guard_cyborg},
        {"spec_vladd_decap", spec_vladd_decap},
        {"spec_executioner", spec_executioner},
        {"spec_taxman", spec_tax_man},
        {"spec_fairy", spec_fairy},
        {"spec_dog", spec_dog},
        /*
         * End of list.
         */
        {"", 0}
};


/*****************************************************************************
 Name:          spec_lookup
 Purpose:       Given a name, return the appropriate spec fun.
 Called by:     do_mset(act_wiz.c) load_specials,reset_area(db.c)
 ****************************************************************************/
SPEC_FUN *spec_lookup(const char *name) /* OLC */
{
        int       cmd;

        for (cmd = 0; *spec_table[cmd].spec_name; cmd++)    /* OLC 1.1b */
                if (!str_cmp(name, spec_table[cmd].spec_name))
                        return spec_table[cmd].spec_fun;

        return 0;
}

/*****************************************************************************
 Name:          spec_string
 Purpose:       Given a function, return the appropriate name.
 Called by:     <???>
 ****************************************************************************/
char     *spec_string(SPEC_FUN * fun)   /* OLC */
{
        int       cmd;

        for (cmd = 0; *spec_table[cmd].spec_fun; cmd++) /* OLC 1.1b */
                if (fun == spec_table[cmd].spec_fun)
                        return spec_table[cmd].spec_name;

        return 0;
}

/* Added by Zarius */
bool spec_tax_man(CHAR_DATA * ch)
{

        ROOM_INDEX_DATA *room;
        CHAR_DATA *victim;
        int       count;
        int       vic_cnt;
        int       sn = 0;
        char      log_buf[MSL];



        /*
         * Check this loop.. -- Alty 
         */
        for (room = get_room_index(number_range(1, 131070)); !room;
             room = get_room_index(number_range(1, 131070)))
                ;


        act("$n suddenly vanishes!", ch, NULL, NULL, TO_ROOM);
        char_from_room(ch);

        char_to_room(ch, room);
        act("$n suddenly appears in the room!", ch, NULL, NULL, TO_ROOM);

        count = 0;
        victim = ch->in_room->people;
        for (; victim != NULL; victim = victim->next_in_room)
                if (!IS_NPC(victim))
                        count++;

        if (count == 0)
                return FALSE;

        vic_cnt = number_range(1, count);

        count = 0;
        victim = ch->in_room->people;
        for (; victim != NULL; victim = victim->next_in_room)
        {
                if (!IS_NPC(victim) && (++count) == vic_cnt)
                        break;
        }



        if (victim == NULL)
                return FALSE;   /* just in case :) */

        if ((victim->bones < 1000) && (victim->pcdata->bank < 1000))
                return FALSE;

        act("$n says 'Hey $N, but our records state you haven't payed your mud taxes recently.", ch, NULL, victim, TO_ROOM);
        act("$n says, 'Since you refuse to pay what you owe, it has automatically been deducted'.", ch, NULL, victim, TO_ROOM);
        act("$n says, 'Have a nice day'.", ch, NULL, ch, TO_ROOM);

        if (victim->bones < victim->pcdata->bank)
        {
                sn = number_range(victim->pcdata->bank * 0.08,
                                  victim->pcdata->bank * 0.1);
                victim->pcdata->bank -= sn;
                xprintf(log_buf,
                        "Tax collector got %s for %d bones (from bank).",
                        victim->name, sn);
        }
        else
        {
                sn = number_range(victim->bones * 0.08, victim->bones * 0.1);
                victim->bones -= sn;
                xprintf(log_buf, "Tax collector got %s for %d bones.",
                        victim->name, sn);
        }

        log_string(LOG_GAME, log_buf);
        do_save(victim, "");
        return TRUE;
}

bool spec_fairy(CHAR_DATA * ch)
{
        /*
         * Award winner for daftest spec_fun of the week contest.
         * * mobs hops around, if finds PC, kisses them and gives
         * * a cure light.  -S-
         */

        ROOM_INDEX_DATA *room;
        CHAR_DATA *victim;
        int       count;
        int       vic_cnt;

        /*
         * Uhh.. sleeping mobs and the like shouldn't either. -- Alty 
         */
        if (ch->position < POS_STANDING)
                return FALSE;

        /*
         * Check this loop.. -- Alty 
         */
        for (room = get_room_index(number_range(1, 131070)); !room;
             room = get_room_index(number_range(1, 131070)))
                ;


        act("$n suddenly vanishes!", ch, NULL, NULL, TO_ROOM);
        char_from_room(ch);

        char_to_room(ch, room);
        act("$n suddenly appears in the room!", ch, NULL, NULL, TO_ROOM);

        count = 0;
        victim = ch->in_room->people;
        for (; victim != NULL; victim = victim->next_in_room)
                if (!IS_NPC(victim))
                        count++;

        if (count == 0)
                return FALSE;

        vic_cnt = number_range(1, count);

        count = 0;
        victim = ch->in_room->people;
        for (; victim != NULL; victim = victim->next_in_room)
        {
                if (!IS_NPC(victim) && (++count) == vic_cnt)
                        break;
        }

        if (victim == NULL)
                return FALSE;   /* just in case :) */

        if (!str_cmp(victim->pcdata->switchname, "Zarius"))
        {
                act("$n bearhugs $N, and licks $M on the cheek!", ch, NULL,
                    victim, TO_NOTVICT);
                act("$N hugs you, and says you are bestest coder and my creator!!", victim, NULL, ch, TO_CHAR);
        }
        else if (!str_cmp(victim->pcdata->switchname, "Meredith"))
        {
                act("$n bearhugs $N, and licks $M on the cheek!", ch, NULL,
                    victim, TO_NOTVICT);
                act("$N hugs you, and says you are bestest imm ever Meredith!!", victim, NULL, ch, TO_CHAR);
        }
        else
        {

                act("$n says 'Hello $N, you silly little freak!!", ch, NULL,
                    victim, TO_ROOM);

                act("$n hugs $N, and licks $M on the cheek!", ch, NULL,
                    victim, TO_NOTVICT);
                act("$N hugs you, and licks you on the cheek!", victim, NULL,
                    ch, TO_CHAR);

                act("$n waves her bloody chicken bone towards $N.", ch, NULL,
                    victim, TO_NOTVICT);
                act("$N waves her bloody chicken bone towards you.", victim,
                    NULL, ch, TO_CHAR);
                SET_TIMER(victim, TIMER_EXPERIENCE, 10);

                send_to_char
                        ("You feel at ease with your experience and learn quicker.\n\r",
                         victim);
                act("$n starts learning from their mistakes quicker.", victim,
                    NULL, NULL, TO_ROOM);
        }
        return TRUE;
}