/***************************************************************************
*                           STAR WARS REALITY 1.0                          *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			   "Special procedure" module			   *
****************************************************************************/

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

/* jails for wanted flags */

#define ROOM_JAIL_MON_CALAMARI_1   21148
#define ROOM_JAIL_MON_CALAMARI_2   21149
#define ROOM_JAIL_CORUSCANT        0
#define ROOM_JAIL_ADARI        29108
#define ROOM_JAIL_RODIA            0
#define ROOM_JAIL_RYLOTH           0
#define ROOM_JAIL_GAMORR           0
#define ROOM_JAIL_TATOOINE         0
#define ROOM_JAIL_BYSS             0
#define ROOM_JAIL_NAL_HUTTA        0
#define ROOM_JAIL_KASHYYYK         0
#define ROOM_JAIL_HONOGHR          0
#define ROOM_JAIL_ENDOR		   0
#define ROOM_JAIL_ROCHE		   0
#define ROOM_JAIL_AF_EL		   0
#define ROOM_JAIL_TRANDOSH	   0
#define ROOM_JAIL_CHAD		   0
#define ROOM_JAIL_QUARREN_1     6931
#define ROOM_JAIL_QUARREN_2     6932

bool remove_obj args( ( CHAR_DATA * ch, int iWear, bool fReplace ) );

/*
 * The following special functions are available for mobiles.
 */
DECLARE_SPEC_FUN( spec_jedi );
DECLARE_SPEC_FUN( spec_dark_jedi );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guardian );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_auth );
DECLARE_SPEC_FUN( spec_stormtrooper );
DECLARE_SPEC_FUN( spec_new_republic_trooper );
DECLARE_SPEC_FUN( spec_customs_smut );
DECLARE_SPEC_FUN( spec_customs_alcohol );
DECLARE_SPEC_FUN( spec_customs_weapons );
DECLARE_SPEC_FUN( spec_customs_spice );
DECLARE_SPEC_FUN( spec_police_attack );
DECLARE_SPEC_FUN( spec_police_jail );
DECLARE_SPEC_FUN( spec_police_fine );
DECLARE_SPEC_FUN( spec_police );
DECLARE_SPEC_FUN( spec_clan_guard );
DECLARE_SPEC_FUN( spec_newbie_pilot );

/*
 * Given a name, return the appropriate spec fun.
 */
SPEC_FUN *spec_lookup( const char *name )
{
   if( !str_cmp( name, "spec_jedi" ) )
      return spec_jedi;
   if( !str_cmp( name, "spec_dark_jedi" ) )
      return spec_dark_jedi;
   if( !str_cmp( name, "spec_fido" ) )
      return spec_fido;
   if( !str_cmp( name, "spec_guardian" ) )
      return spec_guardian;
   if( !str_cmp( name, "spec_janitor" ) )
      return spec_janitor;
   if( !str_cmp( name, "spec_poison" ) )
      return spec_poison;
   if( !str_cmp( name, "spec_thief" ) )
      return spec_thief;
   if( !str_cmp( name, "spec_auth" ) )
      return spec_auth;
   if( !str_cmp( name, "spec_stormtrooper" ) )
      return spec_stormtrooper;
   if( !str_cmp( name, "spec_new_republic_trooper" ) )
      return spec_new_republic_trooper;
   if( !str_cmp( name, "spec_customs_smut" ) )
      return spec_customs_smut;
   if( !str_cmp( name, "spec_customs_alcohol" ) )
      return spec_customs_alcohol;
   if( !str_cmp( name, "spec_customs_weapons" ) )
      return spec_customs_weapons;
   if( !str_cmp( name, "spec_customs_spice" ) )
      return spec_customs_spice;
   if( !str_cmp( name, "spec_police_attack" ) )
      return spec_police_attack;
   if( !str_cmp( name, "spec_police_jail" ) )
      return spec_police_jail;
   if( !str_cmp( name, "spec_police_fine" ) )
      return spec_police_fine;
   if( !str_cmp( name, "spec_police" ) )
      return spec_police;
   if( !str_cmp( name, "spec_clan_guard" ) )
      return spec_clan_guard;
   if( !str_cmp( name, "spec_newbie_pilot" ) )
      return spec_newbie_pilot;
   return 0;
}

/*
 * Given a pointer, return the appropriate spec fun text.
 */
char *lookup_spec( SPEC_FUN * special )
{
   if( special == spec_jedi )
      return "spec_jedi";
   if( special == spec_dark_jedi )
      return "spec_dark_jedi";
   if( special == spec_fido )
      return "spec_fido";
   if( special == spec_guardian )
      return "spec_guardian";
   if( special == spec_janitor )
      return "spec_janitor";
   if( special == spec_poison )
      return "spec_poison";
   if( special == spec_thief )
      return "spec_thief";
   if( special == spec_auth )
      return "spec_auth";
   if( special == spec_stormtrooper )
      return "spec_stormtrooper";
   if( special == spec_new_republic_trooper )
      return "spec_new_republic_trooper";
   if( special == spec_customs_smut )
      return "spec_customs_smut";
   if( special == spec_customs_weapons )
      return "spec_customs_weapons";
   if( special == spec_customs_alcohol )
      return "spec_customs_alcohol";
   if( special == spec_customs_spice )
      return "spec_customs_spice";
   if( special == spec_police_attack )
      return "spec_police_attack";
   if( special == spec_police_jail )
      return "spec_police_jail";
   if( special == spec_police_fine )
      return "spec_police_fine";
   if( special == spec_police )
      return "spec_police";
   if( special == spec_clan_guard )
      return "spec_clan_guard";
   if( special == spec_newbie_pilot )
      return "spec_newbie_pilot";
   return "";
}

bool spec_newbie_pilot( CHAR_DATA * ch )
{
   int home = 32149;
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   OBJ_DATA *obj;
   char buf[MAX_STRING_LENGTH];
   bool diploma = FALSE;

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

      if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
         continue;

      for( obj = victim->last_carrying; obj; obj = obj->prev_content )
         if( obj->pIndexData->vnum == OBJ_VNUM_SCHOOL_DIPLOMA )
            diploma = TRUE;

      if( !diploma )
         continue;

      switch ( victim->race )
      {
         case RACE_MON_CALAMARI:
            home = 21100;
            strcpy( buf, "After a brief journey you arrive on Mon Calamari.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_QUARREN:
            home = 6904;
            strcpy( buf, "After a brief journey you arrive on Mon Calamari.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_GAMORREAN:
            home = 28038;
            strcpy( buf, "After a brief journey you arrive on Gamorr.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_ADARIAN:
            home = 29006;
            strcpy( buf, "After a brief journey you arrive on Adari.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_JAWA:
            home = 31821;
            strcpy( buf, "After a brief journey you arrive on Tatooine.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_WOOKIEE:
            home = 28600;
            strcpy( buf, "After a brief journey you arrive on Kashyyyk.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_HUMAN:
            home = 201;
            strcpy( buf, "After a brief journey you arrive at Coruscants Menari Spaceport.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         case RACE_NOGHRI:
            home = 1001;
            strcpy( buf, "After a brief journey you arrive at Honoghr's Nystao Spaceport.\n\r\n\r" );
            echo_to_room( AT_ACTION, ch->in_room, buf );
            break;

         default:
            sprintf( buf, "Hmm, a %s.", race_table[victim->race].race_name );
            do_look( ch, victim->name );
            do_say( ch, buf );
            do_say( ch, "You're home planet is a little hard to get to right now." );
            do_say( ch, "I'll take you to the Pluogus instead." );
            echo_to_room( AT_ACTION, ch->in_room,
                          "After a brief journey the shuttle docks with the Serin Pluogus.\n\r\n\r" );
            break;
      }

      char_from_room( victim );
      char_to_room( victim, get_room_index( home ) );

      do_look( victim, "" );

      sprintf( buf, "%s steps out and the shuttle quickly returns to the academy.\n\r", victim->name );
      echo_to_room( AT_ACTION, ch->in_room, buf );
   }

   return FALSE;
}

bool spec_jedi( CHAR_DATA * ch )
{
   return FALSE;
}

bool spec_clan_guard( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( !can_see( ch, victim ) )
         continue;
      if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
         continue;
      if( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim )
          && str_cmp( ch->name, victim->pcdata->clan->name ) )
      {
         do_yell( ch, "Hey your not allowed in here!" );
         multi_hit( ch, victim, TYPE_UNDEFINED );
         return TRUE;
      }
   }

   return FALSE;
}

bool spec_customs_smut( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   OBJ_DATA *obj;
   char buf[MAX_STRING_LENGTH];
   long ch_exp;

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

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

      if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
         continue;

      for( obj = victim->last_carrying; obj; obj = obj->prev_content )
      {
         if( obj->pIndexData->item_type == ITEM_SMUT )
         {
            if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
            {
               sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
               do_say( ch, buf );
               if( obj->wear_loc != WEAR_NONE )
                  remove_obj( victim, obj->wear_loc, TRUE );
               separate_obj( obj );
               obj_from_char( obj );
               act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
               act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
               obj = obj_to_char( obj, ch );
               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You lose %ld experience.\n\r ", ch_exp );
               gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
               return TRUE;
            }
            else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
            {
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, obj->short_descr );
               gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

               act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
               act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );

               return TRUE;
            }
            else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
            {
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, obj->short_descr );
               gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               return TRUE;
            }
         }
         else if( obj->item_type == ITEM_CONTAINER )
         {
            OBJ_DATA *content;
            for( content = obj->first_content; content; content = content->next_content )
            {
               if( content->pIndexData->item_type == ITEM_SMUT && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
               {
                  ch_exp =
                     UMIN( content->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, content->short_descr );
                  gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
                  SET_BIT( content->extra_flags, ITEM_CONTRABAND );
                  return TRUE;
               }
            }
         }
      }

   }

   return FALSE;
}

bool spec_customs_weapons( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   OBJ_DATA *obj;
   char buf[MAX_STRING_LENGTH];
   long ch_exp;

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

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

      if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
         continue;

      if( victim->pcdata && victim->pcdata->clan && !str_cmp( victim->pcdata->clan->name, ch->mob_clan ) )
         continue;

      for( obj = victim->last_carrying; obj; obj = obj->prev_content )
      {
         if( obj->pIndexData->item_type == ITEM_WEAPON )
         {
            if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
            {
               sprintf( buf, "Weapons are banned from non-military usage. I'm going to have to confiscate %s.",
                        obj->short_descr );
               do_say( ch, buf );
               if( obj->wear_loc != WEAR_NONE )
                  remove_obj( victim, obj->wear_loc, TRUE );
               separate_obj( obj );
               obj_from_char( obj );
               act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
               act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
               obj = obj_to_char( obj, ch );
               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You lose %ld experience.\n\r ", ch_exp );
               gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
               return TRUE;
            }
            else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
            {
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r ", ch_exp, obj->short_descr );
               gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

               act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
               act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               return TRUE;
            }
            else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
            {
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, obj->short_descr );
               gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               return TRUE;
            }
         }
         else if( obj->item_type == ITEM_CONTAINER )
         {
            OBJ_DATA *content;
            for( content = obj->first_content; content; content = content->next_content )
            {
               if( content->pIndexData->item_type == ITEM_WEAPON && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
               {
                  ch_exp =
                     UMIN( content->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, content->short_descr );
                  gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
                  SET_BIT( content->extra_flags, ITEM_CONTRABAND );
                  return TRUE;
               }
            }
         }
      }

   }

   return FALSE;
}

bool spec_customs_alcohol( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   OBJ_DATA *obj;
   char buf[MAX_STRING_LENGTH];
   int liquid;
   long ch_exp;

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

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

      if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
         continue;

      for( obj = victim->last_carrying; obj; obj = obj->prev_content )
      {
         if( obj->pIndexData->item_type == ITEM_DRINK_CON )
         {
            if( ( liquid = obj->value[2] ) >= LIQ_MAX )
               liquid = obj->value[2] = 0;

            if( liq_table[liquid].liq_affect[COND_DRUNK] > 0 )
            {
               if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
               {
                  sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
                  do_say( ch, buf );
                  if( obj->wear_loc != WEAR_NONE )
                     remove_obj( victim, obj->wear_loc, TRUE );
                  separate_obj( obj );
                  obj_from_char( obj );
                  act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
                  act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
                  obj = obj_to_char( obj, ch );
                  SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
                  ch_exp =
                     UMIN( obj->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You lose %ld experience. \n\r", ch_exp );
                  gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
                  return TRUE;
               }
               else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
               {
                  ch_exp =
                     UMIN( obj->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r", ch_exp, obj->short_descr );
                  gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

                  act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
                  act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
                  SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
                  return TRUE;
               }
               else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
               {
                  ch_exp =
                     UMIN( obj->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r", ch_exp, obj->short_descr );
                  gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

                  SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
                  return TRUE;
               }
            }
         }
         else if( obj->item_type == ITEM_CONTAINER )
         {
            OBJ_DATA *content;
            for( content = obj->first_content; content; content = content->next_content )
            {
               if( content->pIndexData->item_type == ITEM_DRINK_CON && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
               {
                  if( ( liquid = obj->value[2] ) >= LIQ_MAX )
                     liquid = obj->value[2] = 0;
                  if( liq_table[liquid].liq_affect[COND_DRUNK] <= 0 )
                     continue;
                  ch_exp =
                     UMIN( content->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r ", ch_exp, content->short_descr );
                  gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
                  SET_BIT( content->extra_flags, ITEM_CONTRABAND );
                  return TRUE;
               }
            }
         }
      }

   }

   return FALSE;
}

bool spec_customs_spice( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   OBJ_DATA *obj;
   char buf[MAX_STRING_LENGTH];
   long ch_exp;

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

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

      if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
         continue;

      for( obj = victim->last_carrying; obj; obj = obj->prev_content )
      {
         if( obj->pIndexData->item_type == ITEM_SPICE || obj->pIndexData->item_type == ITEM_RAWSPICE )
         {
            if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
            {
               sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
               do_say( ch, buf );
               if( obj->wear_loc != WEAR_NONE )
                  remove_obj( victim, obj->wear_loc, TRUE );
               separate_obj( obj );
               obj_from_char( obj );
               act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
               act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
               obj = obj_to_char( obj, ch );
               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You lose %ld experience. \n\r", ch_exp );
               gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
               return TRUE;
            }
            else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
            {
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r", ch_exp, obj->short_descr );
               gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

               act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
               act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               return TRUE;
            }
            else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
            {
               ch_exp =
                  UMIN( obj->cost * 10,
                        ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                          exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
               ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r", ch_exp, obj->short_descr );
               gain_exp( victim, ch_exp, SMUGGLING_ABILITY );

               SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
               return TRUE;
            }
         }
         else if( obj->item_type == ITEM_CONTAINER )
         {
            OBJ_DATA *content;
            for( content = obj->first_content; content; content = content->next_content )
            {
               if( content->pIndexData->item_type == ITEM_SPICE && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
               {
                  ch_exp =
                     UMIN( content->cost * 10,
                           ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
                             exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
                  ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, content->short_descr );
                  gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
                  SET_BIT( content->extra_flags, ITEM_CONTRABAND );
                  return TRUE;
               }
            }
         }
      }

   }

   return FALSE;
}

bool spec_police( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   int vip;
   char buf[MAX_STRING_LENGTH];

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( IS_NPC( victim ) )
         continue;
      if( !can_see( ch, victim ) )
         continue;
      if( number_bits( 1 ) == 0 )
         continue;
      for( vip = 0; vip < 32; vip++ )
         if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
         {
            ROOM_INDEX_DATA *jail = NULL;

            sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
            do_say( ch, buf );
            REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
            if( ch->top_level >= victim->top_level )
               multi_hit( ch, victim, TYPE_UNDEFINED );
            else if( 1 << vip == VIP_ADARI )
               jail = get_room_index( ROOM_JAIL_ADARI );
            else if( 1 << vip == VIP_MON_CALAMARI )
               switch ( number_range( 1, 4 ) )
               {
                  case 1:
                     jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 );
                     break;
                  case 2:
                     jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 );
                     break;
                  case 3:
                     jail = get_room_index( ROOM_JAIL_QUARREN_2 );
                     break;
                  case 4:
                     jail = get_room_index( ROOM_JAIL_QUARREN_1 );
                     break;
               }
            else
            {
               act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT );
               act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT );
               victim->gold /= 2;
            }

            if( jail )
            {
               REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
               act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT );
               act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT );
               char_from_room( victim );
               char_to_room( victim, jail );
            }
            return TRUE;
         }

   }

   return FALSE;

}

bool spec_police_attack( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   int vip;
   char buf[MAX_STRING_LENGTH];

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( IS_NPC( victim ) )
         continue;
      if( !can_see( ch, victim ) )
         continue;
      if( number_bits( 1 ) == 0 )
         continue;
      for( vip = 0; vip < 32; vip++ )
         if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
         {
            sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
            do_say( ch, buf );
            REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
            multi_hit( ch, victim, TYPE_UNDEFINED );
            return TRUE;
         }

   }

   return FALSE;

}

bool spec_police_fine( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   int vip;
   char buf[MAX_STRING_LENGTH];

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( IS_NPC( victim ) )
         continue;
      if( !can_see( ch, victim ) )
         continue;
      if( number_bits( 1 ) == 0 )
         continue;
      for( vip = 0; vip <= 31; vip++ )
         if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
         {
            sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
            do_say( ch, buf );
            act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT );
            act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT );
            victim->gold /= 2;
            REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
            return TRUE;
         }

   }

   return FALSE;

}

bool spec_police_jail( CHAR_DATA * ch )
{

   ROOM_INDEX_DATA *jail = NULL;
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   int vip;
   char buf[MAX_STRING_LENGTH];

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( IS_NPC( victim ) )
         continue;
      if( !can_see( ch, victim ) )
         continue;
      if( number_bits( 1 ) == 0 )
         continue;
      for( vip = 0; vip <= 31; vip++ )
         if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
         {
            sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
            do_say( ch, buf );

            if( 1 << vip == VIP_ADARI )
               jail = get_room_index( ROOM_JAIL_ADARI );
            else if( 1 << vip == VIP_MON_CALAMARI )
               switch ( number_range( 1, 4 ) )
               {
                  case 1:
                     jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 );
                     break;
                  case 2:
                     jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 );
                     break;
                  case 3:
                     jail = get_room_index( ROOM_JAIL_QUARREN_1 );
                     break;
                  case 4:
                     jail = get_room_index( ROOM_JAIL_QUARREN_2 );
                     break;
               }

            if( jail )
            {
               REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
               act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT );
               act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT );
               char_from_room( victim );
               char_to_room( victim, jail );
            }
            return TRUE;
         }

   }

   return FALSE;

   /*
    * VIP_CORUSCANT           BV00
    * VIP_KASHYYYK            BV01
    * VIP_RYLOTH              BV02
    * VIP_RODIA               BV03
    * VIP_NAL_HUTTA           BV04
    * VIP_MON_CALAMARI        BV05
    * VIP_HONOGHR             BV06
    * VIP_GAMORR              BV07
    * VIP_TATOOINE            BV08
    * VIP_ADARI               BV09
    * VIP_BYSS                BV10
    * VIP_ENDOR               BV11
    * VIP_ROCHE               BV12
    * VIP_AF_EL               BV13
    * VIP_TRANDOSH            BV14
    * VIP_CHAD                BV15
    */

   jail = get_room_index( ROOM_JAIL_CORUSCANT );

}

bool spec_jedi_healer( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;

   if( !IS_AWAKE( ch ) )
      return FALSE;

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

   if( !victim )
      return FALSE;

   switch ( number_bits( 12 ) )
   {
      case 0:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "armor" ), ch->top_level, ch, victim );
         return TRUE;

      case 1:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "good fortune" ), ch->top_level, ch, victim );
         return TRUE;

      case 2:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_cure_blindness( skill_lookup( "cure blindness" ), ch->top_level, ch, victim );
         return TRUE;

      case 3:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "cure light" ), ch->top_level, ch, victim );
         return TRUE;

      case 4:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_cure_poison( skill_lookup( "cure poison" ), ch->top_level, ch, victim );
         return TRUE;

      case 5:
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
         spell_smaug( skill_lookup( "refresh" ), ch->top_level, ch, victim );
         return TRUE;

   }

   return FALSE;
}



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


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

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

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

   for( ;; )
   {
      int min_level;

      switch ( number_bits( 4 ) )
      {
         case 0:
            min_level = 5;
            spell = "blindness";
            break;
         case 1:
            min_level = 5;
            spell = "fingers of the force";
            break;
         case 2:
            min_level = 9;
            spell = "choke";
            break;
         case 3:
            min_level = 8;
            spell = "invade essence";
            break;
         case 4:
            min_level = 11;
            spell = "force projectile";
            break;
         case 6:
            min_level = 13;
            spell = "drain essence";
            break;
         case 7:
            min_level = 4;
            spell = "force whip";
            break;
         case 8:
            min_level = 13;
            spell = "harm";
            break;
         case 9:
            min_level = 9;
            spell = "force bolt";
            break;
         case 10:
            min_level = 1;
            spell = "force spray";
            break;
         default:
            return FALSE;
      }

      if( ch->top_level >= min_level )
         break;
   }

   if( ( sn = skill_lookup( spell ) ) < 0 )
      return FALSE;
   ( *skill_table[sn]->spell_fun ) ( sn, ch->top_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;

   if( !IS_AWAKE( ch ) )
      return FALSE;

   for( corpse = ch->in_room->first_content; corpse; corpse = c_next )
   {
      c_next = corpse->next_content;
      if( corpse->item_type != ITEM_CORPSE_NPC )
         continue;

      act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
      for( obj = corpse->first_content; obj; obj = obj_next )
      {
         obj_next = obj->next_content;
         obj_from_obj( obj );
         obj_to_room( obj, ch->in_room );
      }
      extract_obj( corpse );
      return TRUE;
   }

   return FALSE;
}

bool spec_stormtrooper( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( !can_see( ch, victim ) )
         continue;
      if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
         continue;
      if( ( IS_NPC( victim ) && nifty_is_name( "republic", victim->name )
            && victim->fighting && who_fighting( victim ) != ch ) ||
          ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim )
            && nifty_is_name( "republic", victim->pcdata->clan->name ) ) )
      {
         do_yell( ch, "Die Rebel Scum!" );
         multi_hit( ch, victim, TYPE_UNDEFINED );
         return TRUE;
      }

   }

   return FALSE;

}

bool spec_new_republic_trooper( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( !can_see( ch, victim ) )
         continue;
      if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
         continue;
      if( ( IS_NPC( victim ) && nifty_is_name( "imperial", victim->name )
            && victim->fighting && who_fighting( victim ) != ch ) ||
          ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim )
            && nifty_is_name( "empire", victim->pcdata->clan->name ) ) )
      {
         do_yell( ch, "Long live the New Republic!" );
         multi_hit( ch, victim, TYPE_UNDEFINED );
         return TRUE;
      }

   }

   return FALSE;

}


bool spec_guardian( CHAR_DATA * ch )
{
   char buf[MAX_STRING_LENGTH];
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   CHAR_DATA *ech;
   char *crime;
   int max_evil;

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

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

   for( victim = ch->in_room->first_person; victim; victim = v_next )
   {
      v_next = victim->next_in_room;
      if( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil )
      {
         max_evil = victim->alignment;
         ech = victim;
      }
   }

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

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

   if( ech )
   {
      act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!!", ch, NULL, NULL, TO_ROOM );
      multi_hit( ch, ech, TYPE_UNDEFINED );
      return TRUE;
   }

   return FALSE;
}



bool spec_janitor( CHAR_DATA * ch )
{
   OBJ_DATA *trash;
   OBJ_DATA *trash_next;

   if( !IS_AWAKE( ch ) )
      return FALSE;

   for( trash = ch->in_room->first_content; trash; trash = trash_next )
   {
      trash_next = trash->next_content;
      if( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURRIED ) )
         continue;
      if( trash->item_type == ITEM_DRINK_CON
          || trash->item_type == ITEM_TRASH
          || trash->cost < 10 || ( trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG && !trash->first_content ) )
      {
         act( AT_ACTION, "$n picks up some trash.", ch, NULL, NULL, TO_ROOM );
         obj_from_room( trash );
         obj_to_char( trash, ch );
         return TRUE;
      }
   }

   return FALSE;
}



bool spec_poison( CHAR_DATA * ch )
{
   CHAR_DATA *victim;

   if( ch->position != POS_FIGHTING || ( victim = who_fighting( ch ) ) == NULL || number_percent(  ) > 2 * ch->top_level )
      return FALSE;

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



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

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

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

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

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

   return FALSE;
}

bool spec_auth( CHAR_DATA * ch )
{
   CHAR_DATA *victim;
   CHAR_DATA *v_next;
   char buf[MAX_STRING_LENGTH];
   OBJ_INDEX_DATA *pObjIndex;
   OBJ_DATA *obj;
   bool hasdiploma;

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

      if( !IS_NPC( victim ) && ( pObjIndex = get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) ) != NULL )
      {
         hasdiploma = FALSE;

         for( obj = victim->last_carrying; obj; obj = obj->prev_content )
            if( obj->pIndexData == get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) )
               hasdiploma = TRUE;

         if( !hasdiploma )
         {
            obj = create_object( pObjIndex, 1 );
            obj = obj_to_char( obj, victim );
            send_to_char( "&cThe schoolmaster gives you a diploma, and shakes your hand.\n\r&w", victim );
         }
      }

      if( IS_NPC( victim ) || !IS_SET( victim->pcdata->flags, PCFLAG_UNAUTHED ) )
         continue;

      victim->pcdata->auth_state = 3;
      REMOVE_BIT( victim->pcdata->flags, PCFLAG_UNAUTHED );
      if( victim->pcdata->authed_by )
         STRFREE( victim->pcdata->authed_by );
      victim->pcdata->authed_by = QUICKLINK( ch->name );
      sprintf( buf, "%s authorized %s", ch->name, victim->name );
      to_channel( buf, CHANNEL_MONITOR, "Monitor", ch->top_level );


   }
   return FALSE;

}
