  AUTHOR: Cronel (cronel_kal@hotmail.com)
          of FrozenMUD (empire.digiunix.net 4000)


  FILES
      roulette.c       The code
      roulette.txt     This file
      roulette.help    Suggested help topic(s) for this code


  LICENSE
  Permission to use and distribute this code is granted provided
  the header in the source file is retained and unaltered, and the 
  distribution package contains all the original files unmodified.
  If you modify this code and use/distribute modified versions
  you must give credit to the original author(s).


  DESCRIPTION
  This implements a roulette; people can bet money on numbers, colors, etc,
  and win or lose lots of money. It also lets people know what bets are
  on by simply looking at the roulette table. The roulette works by having
  "rounds" wich are handled as mud updates. It also permits immortals to
  stop an ongoing roulette round.

  NOTE: This code was written a long time ago, and is not finished;
  you should only bet on a number, on even/odd, or on a column; on
  all other bets, you will allways lose. 


  INSTALLATION INSTRUCTIONS 
  To install this code, follow these instructions:
    1) Add a OBJ_ROULETTE_VNUM #define in mud.h to the vnum
       of your roulette object. If you have more than one
       object with this vnum, only the first will work as
       roulette.
    2) Add the do_bet command to the tables (add the DECLARE_DO_FUN 
       in mud.h, and to functions "skill_name" and "skill_function"
       in tables.c).
    3) Add a PULSE_BET define in mud.h, next to the other PULSE_*
       definitions. I'd set PULSE_BET to something close to 
       PULSE_AUCTION. Declare the bet_update() function in mud.h too;
       by adding this line somewhere near the other declarations:
         void bet_update args( ( void ) );
    4) Add a pulse_bet variable in update_handler (update.c; this
       variable must be static, like the others) and add this code
       somewhere in that function:
         if( -- pulse_bet <= 0 )
         {
            pulse_bet = PULSE_BET;
            bet_update();
         }
    6) Add the "roulette.c" to the Makefile, recompile and reboot.
    6) Once in the game, build the roulette room, the croupier mob, 
       and roulette object. The room should be nomob and the mob sentinel, 
       since the first mob in the list will be the one acting as croupier 
       (don't want mobs to wander into the room or the croupier to wander
       out). The roulette must have an extra with keyword "roulette".
       Create the "bet" command.



  If you have any comments, or bug reports please feel free to mail the
  author, or the mud administration of FrozenMUD at mudadmins@xnet.org.
  Even dropping a "Good work guys!" line can go a long way in future 
  releases.
 

  --Cronel 24/10/1998
