AwakeMUD-0.8.18B/
AwakeMUD-0.8.18B/doc/
AwakeMUD-0.8.18B/lib/
AwakeMUD-0.8.18B/lib/etc/
AwakeMUD-0.8.18B/lib/etc/pfiles/
AwakeMUD-0.8.18B/lib/misc/
AwakeMUD-0.8.18B/lib/text/
AwakeMUD-0.8.18B/lib/text/help/
AwakeMUD-0.8.18B/lib/text/wizhelp/
AwakeMUD-0.8.18B/lib/veh/
AwakeMUD-0.8.18B/lib/world/
AwakeMUD-0.8.18B/lib/world/mob/
AwakeMUD-0.8.18B/lib/world/mtx/
AwakeMUD-0.8.18B/lib/world/qst/
AwakeMUD-0.8.18B/lib/world/shp/
AwakeMUD-0.8.18B/lib/world/veh/
/* ************************************************************************
*   File: spec_assign.c                                 Part of CircleMUD *
*  Usage: Functions to assign function pointers to objs/mobs/rooms        *
*                                                                         *
*  All rights reserved.  See license.doc for complete information.        *
*                                                                         *
*  Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
*  CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.               *
************************************************************************ */

#include <stdio.h>

#include "structs.h"
#include "awake.h"
#include "db.h"
#include "interpreter.h"
#include "utils.h"

void ASSIGNMOB(long mob, SPECIAL(fname));

/* arrays for trainers/teachers/adepts/masters */

/* order: vnum, attributes, 1 - newbie trainer (else 0)     */
/* to have multiple attributes, separate them with |      */
train_t trainers[] = {
                       { 2506, TSTR, 0 },
                       { 4255, TBOD, 0 },
                       { 60500, TBOD | TQUI | TSTR | TCHA | TINT | TWIL, 1 },
                       { 17104, TBOD | TQUI | TSTR, 0 },
                       { 9413, TCHA | TINT | TWIL, 0 },
                       { 0, 0, 0 } /* this MUST be last */
                     };

/* order: vnum, skill1, skill2, skill3, skill4, skill5, learn message, level  */
/* if they teach < 5 skills, put a 0 in the remaining skill slots    */
/* available levels are NEWBIE (4), AMATEUR (6/7), and ADVANCED (10/11)   */
teach_t metamagict[] = { 
                         { 24806, { META_REFLECTING, META_CLEANSING, 0, 0, 0, 0, 0, 0 }, "", 0 },
                         { 4250, { META_ANCHORING, META_QUICKENING, 0, 0, 0, 0, 0, 0 }, "", 0 },
                         { 4251, { META_ANCHORING, META_POSSESSING, 0, 0, 0, 0, 0, 0 }, "", 0 },
                         { 35538, { META_MASKING, META_CLEANSING, META_CENTERING, 0, 0, 0, 0, 0 }, "", 0},
                         { 27426, { META_SHIELDING, META_POSSESSING, META_INVOKING, META_MASKING, 0, 0, 0, 0 }, "", 0},
                         { 0, { 0, 0, 0, 0, 0, 0, 0, 0 }, "", 0}
                       };

teach_t teachers[] = {
                       { 2508, { SKILL_BIOTECH, 0, 0, 0, 0, 0, 0, 0 }, "After hours of medical research and instruction, you begin "
                         "to\r\nunderstand more of the basic biotech procedures.\r\n", NEWBIE },
                       { 2701, { SKILL_ATHLETICS, SKILL_STEALTH, SKILL_UNARMED_COMBAT, SKILL_EDGED_WEAPONS,
                         SKILL_WHIPS_FLAILS, SKILL_PROJECTILES, SKILL_THROWING_WEAPONS, 0 },
                         "Toh Li gives you the workout of your life, but you come out more learned.", AMATEUR },
                       { 3722, { SKILL_ATHLETICS, SKILL_RIFLES, SKILL_PISTOLS, 0, 0, 0, 0, 0 },
                         "After hours of study and physical practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 4101, { SKILL_SHOTGUNS, SKILL_PISTOLS, SKILL_RIFLES, SKILL_SMG, SKILL_ASSAULT_RIFLES, 0, 0, 0 },
                         "After hours of study and target practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 4102, { SKILL_CLUBS, SKILL_EDGED_WEAPONS, SKILL_POLE_ARMS, SKILL_WHIPS_FLAILS,
                         SKILL_PILOT_CAR, 0, 0, 0 }, "After hours of study and practice, you feel like you've "
                         "learned\r\nsomething.\r\n", AMATEUR },
                       { 4103, { SKILL_SHOTGUNS, SKILL_PISTOLS, SKILL_RIFLES, SKILL_SMG, SKILL_ASSAULT_RIFLES,
                         SKILL_MACHINE_GUNS, SKILL_MISSILE_LAUNCHERS, SKILL_ASSAULT_CANNON },
                         "After hours of study and target practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 4104, { SKILL_CLUBS, SKILL_EDGED_WEAPONS, SKILL_POLE_ARMS, SKILL_WHIPS_FLAILS, 0, 0, 0,
                         0 }, "After hours of study and melee practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 4250, { SKILL_SORCERY, SKILL_CONJURING, SKILL_AURA_READING, 0, 0, 0, 0, 0 },
                         "After hours of study and magical practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 4251, { SKILL_CONJURING, SKILL_SORCERY, SKILL_AURA_READING, 0, 0, 0, 0, 0 },
                         "After hours of study and magical practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 4257, { SKILL_ASSAULT_RIFLES, SKILL_TASERS, 0, 0, 0, 0, 0, 0 },
                         "After hours of study and weapon practice, you feel like you've learned\r\nsomething.\r\n", AMATEUR },
                       { 60501, { SKILL_SORCERY, SKILL_CONJURING, SKILL_AURA_READING, SKILL_SPELLDESIGN, SKILL_ENCHANTING, SKILL_CENTERING, SKILL_TALISMONGERING, 0 },
                         "After hours of study and practice, you feel like you've learned\r\nsomething.\r\n", NEWBIE },
                       { 60502, { SKILL_COMPUTER, SKILL_BR_COMPUTER, SKILL_ELECTRONICS, SKILL_BR_ELECTRONICS, SKILL_CYBERTERM_DESIGN,
                         SKILL_DATA_BROKERAGE, 0, 0 }, "After hours of study and practice, you feel like you've learned\r\nsomething.\r\n", NEWBIE },
                       { 60503, { SKILL_ENGLISH, SKILL_JAPANESE, SKILL_CHINESE, SKILL_KOREAN,
                         SKILL_SPERETHIEL, SKILL_SPANISH, SKILL_ITALIAN, SKILL_RUSSIAN },
                         "Von Richter runs through basic conjugation and sentance structure with you.\r\n", NEWBIE },
                       { 60504, { SKILL_PILOT_CAR, SKILL_PILOT_BIKE, SKILL_PILOT_TRUCK, SKILL_BR_BIKE,
                         SKILL_BR_DRONE, SKILL_BR_CAR, SKILL_BR_TRUCK, 0 }, "After hours of study and practice, "
                         "you feel like you've learned\r\nsomething.\r\n", NEWBIE },
                       { 60505, { SKILL_EDGED_WEAPONS, SKILL_WHIPS_FLAILS, SKILL_POLE_ARMS, SKILL_CLUBS,
                         SKILL_PROJECTILES, SKILL_THROWING_WEAPONS, SKILL_UNARMED_COMBAT, SKILL_CYBER_IMPLANTS },
                         "After hours of study and practice, you feel like you've learned\r\nsomething.\r\n", NEWBIE },
                       { 60506, { SKILL_PISTOLS, SKILL_RIFLES, SKILL_SHOTGUNS, SKILL_SMG, SKILL_ASSAULT_RIFLES,
                         SKILL_GUNNERY, SKILL_MACHINE_GUNS, SKILL_PROJECTILES },  "After hours of study and practice, "
                         "you feel like you've learned\r\nsomething.\r\n", NEWBIE },
                       { 60532, { SKILL_PROGRAM_COMBAT, SKILL_PROGRAM_DEFENSIVE, SKILL_PROGRAM_OPERATIONAL, SKILL_PROGRAM_SPECIAL,
                         SKILL_PROGRAM_CYBERTERM, 0, 0, 0 }, "Deadlock picks up some design plans from his desk and runs through"
                         "the basic process of setting one up, you feel like you've learned\r\nsomething.\r\n", NEWBIE},
                       { 60533, { SKILL_NEGOTIATION, SKILL_CORPORATE_ETIQUETTE, SKILL_MEDIA_ETIQUETTE, SKILL_STREET_ETIQUETTE,
                         SKILL_ELF_ETIQUETTE, SKILL_TRIBAL_ETIQUETTE, 0, 0 }, "Lucy runs through the proper decorum to use in certain"
                         " situations, you feel like you've learned\r\nsomething.\r\n", NEWBIE},
                       { 60534, { SKILL_ATHLETICS, SKILL_STEALTH, SKILL_BIOTECH, SKILL_ORALSTRIKE, SKILL_POLICE_PROCEDURES, 0, 0, 0 },
                         "Steve roughly throws you a text book and tells you to read it, you feel like you've learned\r\nsomething.\r\n", NEWBIE},
                       { 30700, { SKILL_ENGLISH, SKILL_JAPANESE, SKILL_CHINESE, SKILL_KOREAN,
                         SKILL_SPERETHIEL, SKILL_SALISH, SKILL_ITALIAN, SKILL_NEGOTIATION }, "Socrates shows you the intricities "
                         "of the language and you emerge with a greater understanding.\r\n", AMATEUR },
                       { 13499, { SKILL_COMPUTER, SKILL_ELECTRONICS, SKILL_BR_COMPUTER, SKILL_BR_ELECTRONICS, SKILL_PROGRAM_COMBAT, SKILL_PROGRAM_DEFENSIVE, SKILL_PROGRAM_CYBERTERM, SKILL_CYBERTERM_DESIGN }, "Brian explains some concepts you had yet to understand "
                         "and\r\nyou feel like you've learned something.\r\n", AMATEUR },
                       { 14608, { SKILL_PILOT_CAR, SKILL_GRENADE_LAUNCHERS, SKILL_MACHINE_GUNS,
                         SKILL_MISSILE_LAUNCHERS, SKILL_ASSAULT_CANNON, SKILL_PILOT_BIKE, SKILL_PILOT_TRUCK, SKILL_GUNNERY },
                         "Hal shows you a trick or two, and the rest just falls into place.\r\n", AMATEUR },
                       { 14638, { SKILL_COMPUTER, SKILL_ELECTRONICS, SKILL_BR_COMPUTER, SKILL_BIOTECH, SKILL_BR_DRONE, SKILL_PROGRAM_SPECIAL, SKILL_PROGRAM_OPERATIONAL, SKILL_DATA_BROKERAGE }, "Gargamel looks at you, hands you some parts, drops you a clue, and you get it.\r\n", AMATEUR},
                       { 7223, { SKILL_UNARMED_COMBAT, SKILL_THROWING_WEAPONS, SKILL_STEALTH, SKILL_ATHLETICS,
                         SKILL_PROJECTILES, SKILL_CYBER_IMPLANTS, 0, 0 }, "Shing gives you a work out like none you've ever had, "
                         "but\r\nyou feel like you've learned something.\r\n", AMATEUR },
                       { 24806, { SKILL_SORCERY, SKILL_CONJURING, SKILL_CENTERING, SKILL_ENCHANTING, SKILL_NEGOTIATION,
                         SKILL_AURA_READING, SKILL_SPELLDESIGN, SKILL_TALISMONGERING }, "Hermes imparts his wisdom upon you.\r\n", AMATEUR },
                       { 37500, { SKILL_BR_CAR, SKILL_BR_BIKE, SKILL_BR_DRONE, SKILL_BR_TRUCK, 0, 0, 0, 0 }, "Marty shows you a few tricks of the "
                         "trade and you emerge more skilled than before.\r\n", AMATEUR },
                       { 35502, { SKILL_STREET_ETIQUETTE, 0, 0, 0, 0, 0, 0, 0 }, "You spend some time talking to the people in"
                         " line.\r\n", AMATEUR },
                       { 17111, { SKILL_CORPORATE_ETIQUETTE, SKILL_NEGOTIATION, 0, 0, 0, 0, 0, 0 }, "You spend some time making small talk with"
                         " the secretary.\r\n", AMATEUR },
                       { 65106, { SKILL_MEDIA_ETIQUETTE, SKILL_STEALTH, 0, 0, 0, 0, 0, 0 }, "You talk to the reporter about current events for"
                         " a while.\r\n", AMATEUR },
                       { 18311, { SKILL_STREET_ETIQUETTE, SKILL_MEDIA_ETIQUETTE, SKILL_ELF_ETIQUETTE, SKILL_CORPORATE_ETIQUETTE, 
                                  SKILL_TRIBAL_ETIQUETTE, SKILL_NEGOTIATION, SKILL_POLICE_PROCEDURES, 0 }, "You read through "
                         "various lifestyle books for a while.\r\n", LIBRARY },
                       { 18312, { SKILL_COMPUTER, SKILL_ELECTRONICS, SKILL_BR_COMPUTER, SKILL_CYBERTERM_DESIGN,
                                  SKILL_BR_ELECTRONICS, SKILL_DATA_BROKERAGE, SKILL_PROGRAM_CYBERTERM, SKILL_PROGRAM_SPECIAL },
                         "You read through various technological journals.\r\n", LIBRARY },
                       { 18313, { SKILL_ENGLISH, SKILL_SPERETHIEL, SKILL_SPANISH, SKILL_JAPANESE, SKILL_CHINESE,
                                  SKILL_KOREAN, SKILL_ITALIAN, SKILL_RUSSIAN }, "You raid the teach yourself languages section.\r\n", LIBRARY },

                       { 0, { 0, 0, 0, 0, 0, 0, 0, 0 }, "Report this bug!\r\n", 0 } // this MUST be last
                     };

adept_t adepts[] = {
                     { 60507,{ 0, 1, 3, 1, 1, 4, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 3, 10, 3, 3, 3, 1, 1, 6, 6, 6, 6, 6, 1, 3, 1, 1, 1, 1, 3, 6, 1}, 1 },
                     { 7223, { 0, 1, 3, 0, 1, 4, 1, 0, 0, 3, 0, 6, 0, 0, 6, 0, 6, 0, 0, 0, 0, 10, 0, 0, 6, 1, 1, 2, 0, 6, 0,0, 0, 0, 0, 0, 1, 0, 3, 4, 1}, 0 },
                     { 2701, { 0, 1, 3, 0, 0, 4, 0, 1, 1, 0, 6, 0, 6, 6, 0, 6, 0, 1, 1, 1, 4,  0, 3, 3, 0, 0, 0, 4, 2, 0, 0,0, 1, 0, 0, 1, 0, 1, 2, 0, 1}, 0 },
                     { 3603, { 0, 0, 3, 1, 1, 4, 1, 1, 1, 3, 6, 0, 0, 0, 0, 6, 0, 1, 1, 1, 4, 10, 6, 0, 0, 0, 0, 4, 0, 0, 6,6, 1, 3, 0, 1, 0, 1, 0, 0, 0}, 0 },
                     { 20326,{ 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 4,  5, 2, 2, 2, 0, 1, 2, 1, 2, 6,3, 0, 2, 1, 0, 1, 0, 3, 0, 1}, 0 },
                     { 0, { 0, 0, 0, 0 }, 0 } // this MUST be last
                   };

spell_t spelltrainers[] = {
                            { 60508, SPELL_MANABOLT, "Manabolt", 0, 6 },
                            { 60508, SPELL_POWERBOLT, "Powerbolt", 0, 6 },
                            { 60508, SPELL_STUNBOLT, "Stunbolt", 0, 6 },
                            { 60508, SPELL_COMBATSENSE, "Combat Sense", 0, 6},
                            { 60508, SPELL_DETECTLIFE, "Detect Life", 0, 6},
                            { 60508, SPELL_HEAL, "Heal", 0, 6},
                            { 60508, SPELL_TREAT, "Treat", 0, 6},
                            { 60508, SPELL_INCATTR, "Increase Strength", STR, 6},
                            { 60508, SPELL_INCCYATTR, "Increase Cybered Strength", STR, 6},
                            { 60508, SPELL_INCREF1, "Increased Reflexes", 0, 6},
                            { 60508, SPELL_LIGHTNINGBOLT, "Lightning Bolt", 0, 6},
                            { 60508, SPELL_ARMOUR, "Armour", 0, 6},
                            { 60508, SPELL_INVIS, "Invisibility", 0, 6},
                            { 60509, SPELL_MANABOLT, "Manabolt", 0, 6 },
                            { 60509, SPELL_POWERBOLT, "Powerbolt", 0, 6 },
                            { 60509, SPELL_STUNBOLT, "Stunbolt", 0, 6 },
                            { 60509, SPELL_COMBATSENSE, "Combat Sense", 0, 6},
                            { 60509, SPELL_DETECTLIFE, "Detect Life", 0, 6},
                            { 60509, SPELL_HEAL, "Heal", 0, 6},
                            { 60509, SPELL_TREAT, "Treat", 0, 6},
                            { 60509, SPELL_INCATTR, "Increase Strength", ATT_STR, 6},
                            { 60509, SPELL_INCCYATTR, "Increase Cybered Strength", ATT_STR, 6},
                            { 60509, SPELL_INCREF1, "Increased Reflexes", 0, 6},
                            { 60509, SPELL_LIGHTNINGBOLT, "Lightning Bolt", 0, 6},
                            { 60509, SPELL_ARMOUR, "Armour", 0, 6},
                            { 60509, SPELL_INVIS, "Invisibility", 0, 6},

                            {60600, SPELL_DEATHTOUCH, "Death Touch", 0, 6},
                            {60600, SPELL_MANABOLT, "Manabolt", 0, 6},
                            {60600, SPELL_MANABALL, "Manaball", 0, 6},
                            {60600, SPELL_POWERBOLT, "Powerbolt", 0, 6},
                            {60600, SPELL_POWERBALL, "Powerball", 0, 6},
                            {60600, SPELL_STUNBOLT, "Stunbolt", 0, 6},
                            {60600, SPELL_STUNBALL, "Stunball", 0, 6},
                            {60601, SPELL_DECATTR, "Decrease Body", BOD, 6},
                            {60601, SPELL_DECATTR, "Decrease Strength", STR, 6},
                            {60601, SPELL_DECATTR, "Decrease Quickness", QUI, 6},
                            {60601, SPELL_DECCYATTR, "Decrease (Cybered) Body", BOD, 6},
                            {60601, SPELL_DECCYATTR, "Decrease (Cybered) Strength", STR, 6},
                            {60601, SPELL_DECCYATTR, "Decrease (Cybered) Quickness", QUI, 6},
                            {60601, SPELL_DETOX, "Detox", 0, 6},
                            {60601, SPELL_HEAL, "Heal", 0, 6},
                            {60601, SPELL_TREAT, "Treat", 0, 6},
                            {60601, SPELL_HEALTHYGLOW, "Healthy Glow", 0, 6},
                            {60601, SPELL_INCATTR, "Increase Body", BOD, 6},
                            {60601, SPELL_INCATTR, "Increase Strength", STR, 6},
                            {60601, SPELL_INCATTR, "Increase Quickness", QUI, 6},
                            {60601, SPELL_INCCYATTR, "Increase (Cybered) Body", BOD, 6},
                            {60601, SPELL_INCCYATTR, "Increase (Cybered) Strength", STR, 6},
                            {60601, SPELL_INCCYATTR, "Increase (Cybered) Quickness", QUI, 6},
                            {60601, SPELL_INCREA, "Increase Reaction", 0, 6},
                            {60601, SPELL_INCREF1, "Increase Reflexes +1", 0, 6},
                            {60601, SPELL_INCREF2, "Increase Reflexes +2", 0, 6},
                            {60601, SPELL_INCREF3, "Increase Reflexes +3", 0, 6},
                            {60601, SPELL_PROPHYLAXIS, "Prophylaxis", 0, 6},
                            {60601, SPELL_STABILIZE, "Stabilize", 0, 6},
                            {60602, SPELL_ANALYZEDEVICE, "Analyze Device", 0, 6},
                            {60602, SPELL_CLAIRAUDIENCE, "Clairaudience", 0, 6},
                            {60602, SPELL_CLAIRVOYANCE, "Clairvoyance", 0, 6},
                            {60602, SPELL_COMBATSENSE, "Combat Sense", 0, 6},
                            {60602, SPELL_DETECTENEMIES, "Detect Enemies", 0, 6},
                            {60602, SPELL_DETECTINDIV, "Detect Individual", 0, 6},
                            {60602, SPELL_DETECTLIFE, "Detect Life", 0, 6},
                            {60602, SPELL_DETECTMAGIC, "Detect Magic", 0, 6},
                            {60602, SPELL_DETECTOBJECT, "Detect Object", 0, 6},
                            {60602, SPELL_MINDLINK, "Mindlink", 0, 6},
                            {60603, SPELL_CONFUSION, "Confusion", 0, 6},
                            {60603, SPELL_MASSCONFUSION, "Mass Confusion", 0, 6},
                            {60603, SPELL_CHAOS, "Chaos", 0, 6},
                            {60603, SPELL_CHAOTICWORLD, "Chaotic World", 0, 6},
                            {60603, SPELL_INVIS, "Invisibility", 0, 6},
                            {60603, SPELL_IMP_INVIS, "Improved Invisibility", 0, 6},
                            {60603, SPELL_MASK, "Mask", 0, 6},
                            {60603, SPELL_PHYSMASK, "Physical Mask", 0, 6},
                            {60603, SPELL_SILENCE, "Silence", 0, 6},
                            {60603, SPELL_STEALTH, "Stealth", 0, 6},
                            {60604, SPELL_LIGHT, "Light", 0, 6},
                            {60604, SPELL_ACIDSTREAM, "Acid Stream", 0, 6},
                            {60604, SPELL_TOXICWAVE, "Toxic Wave", 0, 6},
                            {60604, SPELL_FLAMETHROWER, "Flamethrower", 0, 6},
                            {60604, SPELL_FIREBALL, "Fireball", 0, 6},
                            {60604, SPELL_LIGHTNINGBOLT, "Lightning Bolt", 0, 6},
                            {60604, SPELL_BALLLIGHTNING, "Ball Lightning", 0, 6},
                            {60604, SPELL_CLOUT, "Clout", 0, 6},
                            {60604, SPELL_POLTERGEIST, "Poltergeist", 0, 6},
                            {60604, SPELL_ARMOUR, "Armour", 0, 6},
                            {60604, SPELL_PHYSICALBARRIER, "Physical Barrier", 0, 6},
                            {60604, SPELL_ASTRALBARRIER, "Astral Barrier", 0, 6},
                            {60604, SPELL_ICESHEET, "Icesheet", 0, 6},
                            {60604, SPELL_IGNITE, "Ignite", 0, 6},
                            {60604, SPELL_SHADOW, "Shadow", 0, 6},
                            { 0, 0, "", 0, 0},
                          };


/* functions to perform assignments */

void ASSIGNMOB(long mob, SPECIAL(fname))
{
  long rnum;

  if ((rnum = real_mobile(mob)) >= 0) {
    mob_index[rnum].sfunc = mob_index[rnum].func;
    mob_index[rnum].func = fname;
  } else
    log("SYSERR: Attempt to assign spec to non-existant mob #%d", mob);
}

void ASSIGNOBJ(long obj, SPECIAL(fname))
{
  if (real_object(obj) >= 0)
    obj_index[real_object(obj)].func = fname;
  else
    log("SYSERR: Attempt to assign spec to non-existant obj #%d", obj);
}

void ASSIGNWEAPON(long weapon, WSPEC(fname))
{
  if (real_object(weapon) >= 0)
    obj_index[real_object(weapon)].wfunc = fname;
  else
    log("SYSERR: Attempt to assign spec to non-existant weapon #%d", weapon);
}

void ASSIGNROOM(long room, SPECIAL(fname))
{
  if (real_room(room) >= 0)
    world[real_room(room)].func = fname;
  else
    log("SYSERR: Attempt to assign spec to non-existant rm. #%d", room);
}


/* ********************************************************************
*  Assignments                                                        *
******************************************************************** */

/* assign special procedures to mobiles */
void assign_mobiles(void)
{
  int i;

  SPECIAL(postmaster);
  SPECIAL(generic_guard);
  SPECIAL(receptionist);
  SPECIAL(cryogenicist);
  SPECIAL(teacher);
  SPECIAL(metamagic_teacher);
  SPECIAL(trainer);
  SPECIAL(adept_trainer);
  SPECIAL(spell_trainer);
  SPECIAL(puff);
  SPECIAL(janitor);
  SPECIAL(snake);
  SPECIAL(thief);
  SPECIAL(pike);
  SPECIAL(jeff);
  SPECIAL(captain);
  SPECIAL(rodgers);
  SPECIAL(delaney);
  SPECIAL(lone_star_park);
  SPECIAL(mugger_park);
  SPECIAL(gate_guard_park);
  SPECIAL(squirrel_park);
  SPECIAL(sick_ork);
  SPECIAL(mage_messenger);
  SPECIAL(malinalxochi);
  SPECIAL(adept_guard);
  SPECIAL(takehero_tsuyama);
  SPECIAL(bio_secretary);
  SPECIAL(pool);
  SPECIAL(harlten);
  SPECIAL(branson);
  SPECIAL(bio_guard);
  SPECIAL(worker);
  SPECIAL(dwarf);
  SPECIAL(elf);
  SPECIAL(george);
  SPECIAL(wendigo);
  SPECIAL(pimp);
  SPECIAL(prostitute);
  SPECIAL(heinrich);
  SPECIAL(ignaz);
  SPECIAL(waitress);
  SPECIAL(dracula);
  SPECIAL(tunnel_rat);
  SPECIAL(saeder_guard);
  SPECIAL(fixer);
  SPECIAL(hacker);
  SPECIAL(fence);
  SPECIAL(taxi);
  SPECIAL(crime_mall_guard);
  SPECIAL(doctor_scriptshaw);
  SPECIAL(huge_troll);
  SPECIAL(roots_receptionist);
  SPECIAL(aegnor);
  SPECIAL(purple_haze_bartender);
  SPECIAL(yukiya_dahoto);
  SPECIAL(terell_davis);
  SPECIAL(smiths_bouncer);
  SPECIAL(matchsticks);
  SPECIAL(painter);

  /* trainers */
  for (i = 0; trainers[i].vnum != 0; i++)
    ASSIGNMOB(trainers[i].vnum, trainer);

  /* teachers */
  for (i = 0; teachers[i].vnum != 0; i++)
    ASSIGNMOB(teachers[i].vnum, teacher);

  /* metamagic trainers */
  for (i = 0; metamagict[i].vnum != 0; i++)
    ASSIGNMOB(metamagict[i].vnum, metamagic_teacher);

  /* adept trainer */
  for (i = 0; adepts[i].vnum != 0; i++)
    ASSIGNMOB(adepts[i].vnum, adept_trainer);

  for (i = 0; spelltrainers[i].teacher; i++)
    if (mob_index[real_mobile(spelltrainers[i].teacher)].func != spell_trainer)
      ASSIGNMOB(spelltrainers[i].teacher, spell_trainer);

  /* cab drivers */
  ASSIGNMOB(600, taxi);
  ASSIGNMOB(650, taxi);

  /* Immortal HQ */
  ASSIGNMOB(1002, janitor);
  ASSIGNMOB(1005, postmaster);

  ASSIGNMOB(1151, terell_davis);
  /* SWU */
  ASSIGNMOB(60526, postmaster);

  /* Various Tacoma */
  ASSIGNMOB(1823, aegnor);
  ASSIGNMOB(1832, fixer);
  ASSIGNMOB(1833, purple_haze_bartender);
  ASSIGNMOB(1900, postmaster);
  ASSIGNMOB(1902, receptionist);
  ASSIGNMOB(1916, generic_guard);

  /* Tacoma */
  ASSIGNMOB(2013, generic_guard);
  ASSIGNMOB(2020, hacker);
  ASSIGNMOB(2022, janitor);
  ASSIGNMOB(2023, fence);

  /* club penumbra */
  ASSIGNMOB(2112, generic_guard);
  ASSIGNMOB(2115, receptionist);

  /* Puyallup */
  ASSIGNMOB(2306, pike);
  ASSIGNMOB(2305, jeff);

  /*Lone Star 17th Precinct*/
  ASSIGNMOB(3700, captain);
  ASSIGNMOB(3708, rodgers);
  ASSIGNMOB(3709, delaney);
  ASSIGNMOB(3703, generic_guard);
  ASSIGNMOB(3720, generic_guard);
  ASSIGNMOB(3829, janitor);
  ASSIGNMOB(3712, janitor);

  /*Seattle State Park*/
  ASSIGNMOB(4001, lone_star_park);
  ASSIGNMOB(4003, mugger_park);
  ASSIGNMOB(4008, janitor);
  ASSIGNMOB(4009, gate_guard_park);
  ASSIGNMOB(4012, squirrel_park);
  ASSIGNMOB(4013, sick_ork);
  ASSIGNMOB(4016, adept_guard);
  ASSIGNMOB(4019, takehero_tsuyama);

  /* Various - zone 116 */
  ASSIGNMOB(4100, postmaster);

  /*BioHyde Complex*/
  ASSIGNMOB(4202, bio_secretary);
  ASSIGNMOB(4206, harlten);
  ASSIGNMOB(4209, branson);
  ASSIGNMOB(4200, bio_guard);
  ASSIGNMOB(4203, worker);

  /* Tarislar */
  ASSIGNMOB(4912, saeder_guard);

  /* Seattle */
  ASSIGNMOB(5100, generic_guard);
  ASSIGNMOB(5101, janitor);

  /* Neophytic Guild */
  ASSIGNMOB(8010, postmaster);
  ASSIGNMOB(60523, receptionist);

  /* Council Island */
  ASSIGNMOB(9202, doctor_scriptshaw);
  ASSIGNMOB(9410, huge_troll);

  /* Ork Underground */
  ASSIGNMOB(9913, receptionist);

  /* Bellevue */
  ASSIGNMOB(20342, receptionist);

  /* Crime Mall */
  ASSIGNMOB(10022, crime_mall_guard);

  /* Bradenton */
  ASSIGNMOB(14515, hacker);
  ASSIGNMOB(14516, fence);

  /* Portland */
  ASSIGNMOB(14605, receptionist);
  ASSIGNMOB(1102, postmaster);

  /* Mitsuhama */
  ASSIGNMOB(17112, yukiya_dahoto);

  /* Seattle 2.0 */
  ASSIGNMOB(30500, receptionist);

  /* Telestrian */
  ASSIGNMOB(18910, receptionist);
  /* Smiths Pub */
  ASSIGNMOB(38027, smiths_bouncer);
  ASSIGNMOB(30701, receptionist);
  ASSIGNMOB(37507, painter);
}

/* assign special procedures to objects */

void assign_objects(void)
{
  SPECIAL(bank);
  SPECIAL(gen_board);
  SPECIAL(vendtix);
  SPECIAL(clock);
  SPECIAL(vending_machine);
  SPECIAL(hand_held_scanner);
  SPECIAL(anticoagulant);
  SPECIAL(toggled_invis);
  SPECIAL(desktop);
  SPECIAL(portable_gridguide);
  SPECIAL(pocket_sec);

  ASSIGNOBJ(3, gen_board);  /* Rift's Board */
  ASSIGNOBJ(4, gen_board);  /* Pook's Board */
  ASSIGNOBJ(12, gen_board);  /* Dunk's Board */
  ASSIGNOBJ(22, gen_board);   /* old Changelogs */
  ASSIGNOBJ(26, gen_board);  /* RP Board */
  ASSIGNOBJ(28, gen_board);  /* Quest Board */
  ASSIGNOBJ(31, gen_board);  /* War Room Board */
  ASSIGNOBJ(50, gen_board);  /* Harl's Board */
  ASSIGNOBJ(66, gen_board);             /* Lofwyr's Board */
  ASSIGNOBJ(1006, gen_board);  /* Builder Board  */
  ASSIGNOBJ(1038, gen_board);  /* Coders Board */
  ASSIGNOBJ(1074, gen_board);  /* Administration Board */
  ASSIGNOBJ(65126, gen_board);
  ASSIGNOBJ(26150, gen_board);
  ASSIGNOBJ(1117, desktop);
  ASSIGNOBJ(1118, desktop);
  ASSIGNOBJ(1119, desktop);
  ASSIGNOBJ(1120, desktop);
  ASSIGNOBJ(1121, desktop);
  ASSIGNOBJ(1122, desktop);
  ASSIGNOBJ(1123, desktop);
  ASSIGNOBJ(1124, desktop);
  ASSIGNOBJ(1125, desktop);
  ASSIGNOBJ(1126, desktop);
  ASSIGNOBJ(1845, desktop);
  ASSIGNOBJ(1846, desktop);
  ASSIGNOBJ(1847, desktop);
  ASSIGNOBJ(1848, desktop);
  ASSIGNOBJ(1904, clock);  /* clock */
  ASSIGNOBJ(1946, bank);  /* atm */
  ASSIGNOBJ(2104, gen_board);     /* mortal board   */
  ASSIGNOBJ(2106, gen_board);      /* immortal board */
  ASSIGNOBJ(2107, gen_board);      /* freeze board   */
  ASSIGNOBJ(2108, bank);         /* atm  */
  ASSIGNOBJ(2506, anticoagulant);
  ASSIGNOBJ(42130, anticoagulant);
  ASSIGNOBJ(3012, vendtix);
  ASSIGNOBJ(4006, clock);
  ASSIGNOBJ(4216, clock);
  ASSIGNOBJ(8001, gen_board);  /* newbie board */
  ASSIGNOBJ(8002, gen_board);  /* newbie board */
  ASSIGNOBJ(8003, gen_board);  /* newbie board */
  ASSIGNOBJ(8004, gen_board);  /* newbie board */
  ASSIGNOBJ(8013, gen_board);  /* newbie board */
  ASSIGNOBJ(9329, vending_machine);
  ASSIGNOBJ(10108, vending_machine);
  ASSIGNOBJ(9406, hand_held_scanner);
  ASSIGNOBJ(29997, gen_board);  /* Loki's Board */
  ASSIGNOBJ(22445, bank);
  ASSIGNOBJ(14645, clock);
  ASSIGNOBJ(16234, clock);
  ASSIGNOBJ(18884, clock);
  ASSIGNOBJ(18950, bank);
  ASSIGNOBJ(14726, bank);
  ASSIGNOBJ(64900, gen_board); /* RPE Board */
  ASSIGNOBJ(65207, gen_board); /* Backstage Group's Board */
  ASSIGNOBJ(4603, gen_board);
  ASSIGNOBJ(50301, toggled_invis);
  ASSIGNOBJ(50305, desktop);
  ASSIGNOBJ(8458, desktop);
  ASSIGNOBJ(8459, desktop);
  ASSIGNOBJ(65214, desktop);
  ASSIGNOBJ(4607, desktop);
  ASSIGNOBJ(35026, clock);
  ASSIGNOBJ(42118, clock);
  ASSIGNOBJ(18825, portable_gridguide);
  ASSIGNOBJ(39864, portable_gridguide);
  ASSIGNOBJ(31542, pocket_sec);
  ASSIGNOBJ(39865, pocket_sec);
  WSPEC(monowhip);

  ASSIGNWEAPON(660, monowhip);
}

/* assign special procedures to rooms */

void assign_rooms(void)
{
  SPECIAL(car_dealer);
  SPECIAL(oceansounds);
  SPECIAL(escalator);
  SPECIAL(neophyte_entrance);
  SPECIAL(simulate_bar_fight);
  SPECIAL(crime_mall_blockade);
  SPECIAL(waterfall);
  SPECIAL(climb_down_junk_pile);
  SPECIAL(climb_up_junk_pile);
  SPECIAL(junk_pile_fridge);
  SPECIAL(slave);
  SPECIAL(roots_office);
  SPECIAL(circulation_fan);
  SPECIAL(traffic);
  SPECIAL(newbie_car);
  SPECIAL(auth_room);
  SPECIAL(room_damage_radiation);
  SPECIAL(rpe_room);

  /* Limbo/God Rooms */
  ASSIGNROOM(8, oceansounds);
  ASSIGNROOM(9, oceansounds);
  ASSIGNROOM(15, roots_office);
  //ASSIGNROOM(5, room_damage_radiation);
  /* Traffic */
  ASSIGNROOM(2000, traffic);
  ASSIGNROOM(2001, traffic);
  ASSIGNROOM(2003, traffic);
  ASSIGNROOM(2010, traffic);
  ASSIGNROOM(2011, traffic);
  ASSIGNROOM(2018, traffic);
  ASSIGNROOM(2019, traffic);
  ASSIGNROOM(2021, traffic);
  ASSIGNROOM(2031, traffic);
  ASSIGNROOM(2033, traffic);
  ASSIGNROOM(2040, traffic);
  ASSIGNROOM(2046, traffic);
  ASSIGNROOM(2047, traffic);
  ASSIGNROOM(2048, traffic);
  ASSIGNROOM(2049, traffic);
  ASSIGNROOM(2050, traffic);
  ASSIGNROOM(2060, traffic);
  ASSIGNROOM(2061, traffic);
  ASSIGNROOM(2062, traffic);
  ASSIGNROOM(2063, traffic);
  ASSIGNROOM(2072, traffic);
  ASSIGNROOM(2084, traffic);


  /* Carbanado */
  ASSIGNROOM(4477, waterfall);

  /* Neophytic guild */
  ASSIGNROOM(60585, neophyte_entrance);
  ASSIGNROOM(60586, newbie_car);
  ASSIGNROOM(60562, auth_room);

  /* Ork Underground */
  ASSIGNROOM(9978, simulate_bar_fight);

  /* Tacoma Mall */
  ASSIGNROOM(1904, escalator);
  ASSIGNROOM(1920, escalator);
  ASSIGNROOM(1923, escalator);
  ASSIGNROOM(1937, escalator);

  /* Crime Mall */
  ASSIGNROOM(1399, car_dealer);
  ASSIGNROOM(14798, car_dealer);
  ASSIGNROOM(14796, car_dealer);
  ASSIGNROOM(37505, car_dealer);
  ASSIGNROOM(37507, car_dealer);
  ASSIGNROOM(37509, car_dealer);
  ASSIGNROOM(37511, car_dealer);
  ASSIGNROOM(37513, car_dealer);

  /* Mitsuhama */
  ASSIGNROOM(17171, circulation_fan);

  /* Portland */
  ASSIGNROOM(18860, escalator);
  ASSIGNROOM(18859, escalator);

  /* Kuroda's Bouncy Castle */
  ASSIGNROOM(35611, rpe_room);


}