clan/
class/
data/
doc/ideas/
doc/mobprogs/
gods/
log/
player/
time/
/*
 *  The unique portions of SunderMud code as well as the integration efforts
 *  for code from other sources is based on the efforts of:
 *
 *  Lotherius (elfren@aros.net)
 *
 *  This code can only be used under the terms of the DikuMud, Merc,
 *  and ROM licenses. The same requirements apply to the changes that
 *  have been made.
 *
 * All other copyrights remain in place and in force.
*/


/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *  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.                                                  *
 ***************************************************************************/

#include "everything.h"

#define MAX_DAMAGE_MESSAGE 37

/* command procedures needed */
DECLARE_DO_FUN(do_emote		);
DECLARE_DO_FUN(do_circle        );
DECLARE_DO_FUN(do_berserk	);
DECLARE_DO_FUN(do_bash		);
DECLARE_DO_FUN(do_trip		);
DECLARE_DO_FUN(do_dirt		);
DECLARE_DO_FUN(do_flee		);
DECLARE_DO_FUN(do_kick		);
DECLARE_DO_FUN(do_disarm	);
DECLARE_DO_FUN(do_get		);
DECLARE_DO_FUN(do_recall	);
DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_sacrifice	);
DECLARE_DO_FUN(do_rotate	);


/*
 * Local functions.
 */
void	check_assist	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_dodge	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	check_killer	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_parry	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_shield	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	dam_message	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
			    int dt, bool immune ) );
void	death_cry	args( ( CHAR_DATA *ch ) );
void	group_gain	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int	xp_compute	args( ( CHAR_DATA *gch, CHAR_DATA *victim, 
			    int total_levels ) );
bool	is_safe		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	make_corpse	args( ( CHAR_DATA *ch ) );
void	one_hit		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool dual ) );
void	special_one_hit		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void    mob_hit		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void	raw_kill	args( ( CHAR_DATA *victim ) );
void	set_fighting	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	disarm		args( ( CHAR_DATA *ch, CHAR_DATA *victim , bool dual) );
bool	can_murder args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
float 	check_brand args(( CHAR_DATA *ch,  char color[3], OBJ_DATA *wep, CHAR_DATA *victim));



/*
 * Control the fights going on.
 * Called periodically by update_handler.
 */
void violence_update( void )
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *victim;

    for ( ch = char_list; ch != NULL; ch = ch->next )
    {
	ch_next	= ch->next;

	if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
	    continue;

	if ( IS_AWAKE(ch) && ch->in_room == victim->in_room )
	    multi_hit( ch, victim, TYPE_UNDEFINED );
	else
	    stop_fighting( ch, FALSE );

	if ( ( victim = ch->fighting ) == NULL )
	    continue;

    mprog_hitprcnt_trigger( ch, victim );
    mprog_fight_trigger( ch, victim );

	/*
	 * Fun for the whole family!
	 */
	check_assist(ch,victim);
    }

    return;
}

/* for auto assisting */
void check_assist(CHAR_DATA *ch,CHAR_DATA *victim)
{
    CHAR_DATA *rch, *rch_next;

    for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
    {
	rch_next = rch->next_in_room;
	
	if (IS_AWAKE(rch) && rch->fighting == NULL)
	{

	    /* quick check for ASSIST_PLAYER */
	    if (!IS_NPC(ch) && IS_NPC(rch) 
	    && IS_SET(rch->off_flags,ASSIST_PLAYERS)
	    &&  rch->level + 6 > victim->level)
	    {
		do_emote(rch,"screams and attacks!");
		multi_hit(rch,victim,TYPE_UNDEFINED);
		continue;
	    }

	    /* PCs next */
	    if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM))
	    {
		if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST))
		||     IS_AFFECTED(rch,AFF_CHARM)) 
		&&   is_same_group(ch,rch) )
		    multi_hit (rch,victim,TYPE_UNDEFINED);
		
		continue;
	    }
  	
	    /* now check the NPC cases */
	    
 	    if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM))
	
	    {
		if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL))

		||   (IS_NPC(rch) && rch->race == ch->race 
		   && IS_SET(rch->off_flags,ASSIST_RACE))

		||   (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN)
		   &&   ((IS_GOOD(rch)    && IS_GOOD(ch))
		     ||  (IS_EVIL(rch)    && IS_EVIL(ch))
		     ||  (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) 

		||   (rch->pIndexData == ch->pIndexData 
		   && IS_SET(rch->off_flags,ASSIST_VNUM)))

	   	{
		    CHAR_DATA *vch;
		    CHAR_DATA *target;
		    int number;

		    if (number_bits(1) == 0)
			continue;
		
		    target = NULL;
		    number = 0;
		    for (vch = ch->in_room->people; vch; vch = vch->next)
		    {
			if (can_see(rch,vch)
			&&  is_same_group(vch,victim)
			&&  number_range(0,number) == 0)
			{
			    target = vch;
			    number++;
			}
		    }

		    if (target != NULL)
		    {
			do_emote(rch,"screams and attacks!");
			multi_hit(rch,target,TYPE_UNDEFINED);
		    }
		}	
	    }
	}
    }
}


/*
 * Do one group of attacks.
 */
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
    int     chance;

    /* decrement the wait */
    if (ch->desc == NULL)
	ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE);


    /* no attacks for stunnies -- just a check */
    if (ch->position < POS_RESTING)
	return;

    if (IS_NPC(ch))
    {
	mob_hit(ch,victim,dt);
	return;
    }
	

   /* if IS_SET(ch->parts, PART_HOOFS)
		{
		special_one_hit( ch, victim, 1035 );
		if (ch->fighting != victim)
			return;	
		} */
	if IS_SET(ch->parts, PART_HORNS )
		{
		special_one_hit( ch, victim, 1036 );
		}
	else if IS_SET(ch->parts, PART_WINGS)
		{	
		special_one_hit( ch, victim , 1033); /*left wing*/
		special_one_hit( ch, victim , 1034); /*right wing*/
		}
	else if (ch->race == race_lookup ("azer"))
		{
		special_one_hit(ch, victim, 1037); /*flaming aura*/
		}	

    one_hit( ch, victim, dt, FALSE );
	if (get_eq_char(ch, WEAR_WIELD2) != NULL)
	one_hit( ch, victim, dt, TRUE );

    if (ch->fighting != victim)
	return;

    if (IS_AFFECTED(ch,AFF_HASTE) || ((race_table[ch->race].off & OFF_FAST) == OFF_FAST))
		{	
		one_hit(ch,victim,dt, FALSE);
		if (get_eq_char(ch, WEAR_WIELD2) != NULL)
			one_hit (ch, victim, dt, TRUE);
		}	

    if ( ch->fighting != victim || dt == gsn_backstab )
	return;

    chance = get_skill(ch,gsn_second_attack)/2;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt, FALSE );
	check_improve(ch,gsn_second_attack,TRUE,5);
	if ( ch->fighting != victim )
	    return;
    }

    chance = get_skill(ch,gsn_third_attack)/4;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt, FALSE );
	check_improve(ch,gsn_third_attack,TRUE,6);
	if ( ch->fighting != victim )
	    return;
    }
	
	 return;
}

/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt)
{
    int chance,number;
    CHAR_DATA *vch, *vch_next;

    one_hit(ch,victim,dt, FALSE);

    if (ch->fighting != victim)
	return;

    /* Area attack -- BALLS nasty! */
 
    if (IS_SET(ch->off_flags,OFF_AREA_ATTACK))
    {
	for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
	{
	    vch_next = vch->next;
	    if ((vch != victim && vch->fighting == ch))
		one_hit(ch,vch,dt, FALSE);
	}
    }

    if (IS_AFFECTED(ch,AFF_HASTE) || IS_SET(ch->off_flags,OFF_FAST))
	one_hit(ch,victim,dt,FALSE);

    if (ch->fighting != victim || dt == gsn_backstab)
	return;

    chance = get_skill(ch,gsn_second_attack)/2;
    if (number_percent() < chance)
    {
	one_hit(ch,victim,dt, FALSE);
	if (ch->fighting != victim)
	    return;
    }

    chance = get_skill(ch,gsn_third_attack)/4;
    if (number_percent() < chance)
    {
	one_hit(ch,victim,dt, FALSE);
	if (ch->fighting != victim)
	    return;
    } 

    /* oh boy!  Fun stuff! */

    if (ch->wait > 0)
	return;

    number = number_range(0,2);

    if (number == 1 && IS_SET(ch->act,ACT_MAGE))
	/*  { mob_cast_mage(ch,victim); return; } */ ;

    if (number == 2 && IS_SET(ch->act,ACT_CLERIC))
	/* { mob_cast_cleric(ch,victim); return; } */ ;

    /* now for the skills */

    number = number_range(0,7);

    switch(number) 
    {
    case (0) :
	if (IS_SET(ch->off_flags,OFF_BASH))
	    do_bash(ch,"");
	break;

    case (1) :
	if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK))
	    do_berserk(ch,"");
	break;


    case (2) :
	if (IS_SET(ch->off_flags,OFF_DISARM) 
	|| (get_weapon_sn(ch, FALSE) != gsn_hand_to_hand 
	&& (IS_SET(ch->act,ACT_WARRIOR)
   	||  IS_SET(ch->act,ACT_THIEF))))
	    do_disarm(ch,"");
	break;

    case (3) :
	if (IS_SET(ch->off_flags,OFF_KICK))
	    do_kick(ch,"");
	break;

    case (4) :
	if (IS_SET(ch->off_flags,OFF_KICK_DIRT))
	    do_dirt(ch,"");
	break;

    case (5) :
	if (IS_SET(ch->off_flags,OFF_TAIL))
	    /* do_tail(ch,"") */ ;
	break; 

    case (6) :
	if (IS_SET(ch->off_flags,OFF_TRIP))
	    do_trip(ch,"");
	break;

    case (7) :
	if (IS_SET(ch->off_flags,OFF_CRUSH))
	    /* do_crush(ch,"") */ ;
	break;
    }
}
	

/*
 * Hit one guy once with special attack.
 */
void special_one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
    int victim_ac;
    int thac0;
    int thac0_00;
    int thac0_32;
    int dam;
    int diceroll;
    int dam_type;


    /* just in case */
    if (victim == ch || ch == NULL || victim == NULL)
	return;

    /*
     * Can't beat a dead char!
     * Guard against weird room-leavings.
     */
    if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
	return;

    /*
     * Figure out the type of damage message.
     */

   	dam_type = attack_table[dt - TYPE_HIT].damage;

    /*
     * Calculate to-hit-armor-class-0 versus armor.
     */

    if ( IS_NPC(ch) )
    {
	thac0_00 = 20;
	thac0_32 = -4;   /* as good as a thief */ 
	if (IS_SET(ch->act,ACT_WARRIOR))
	    thac0_32 = -10;
	else if (IS_SET(ch->act,ACT_THIEF))
	    thac0_32 = -4;
	else if (IS_SET(ch->act,ACT_CLERIC))
	    thac0_32 = 2;
	else if (IS_SET(ch->act,ACT_MAGE))
	    thac0_32 = 6;
    }
    else
    {
	thac0_00 = class_table[ch->class].thac0_00;
	thac0_32 = class_table[ch->class].thac0_32;
    }

    thac0  = interpolate( ch->level, thac0_00, thac0_32 );

	/* JAE routine to determine and subtract hit bonus of weapon would add
		 significant overhead, thus skipping it.*/
    thac0 -= (GET_HITROLL(ch)); 
    thac0 += 5; 

    switch(dam_type)
    {
	case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10;	break;
	case(DAM_BASH):	 victim_ac = GET_AC(victim,AC_BASH)/10;		break;
	case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10;	break;
	default:	 victim_ac = GET_AC(victim,AC_EXOTIC)/10;	break;
    }; 
	
    if (victim_ac < -15)
	victim_ac = (victim_ac + 15) / 5 - 15;
     
    if ( !can_see( ch, victim ) )
	victim_ac -= 4;

    if ( victim->position < POS_FIGHTING)
	victim_ac += 4;
 
    if (victim->position < POS_RESTING)
	victim_ac += 6;

    /*
     * The moment of excitement!
     */
    while ( ( diceroll = number_bits( 5 ) ) >= 20 )
	;

    if ( diceroll == 0
    || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
    {
	/* Miss. */
	damage( ch, victim, 0, dt, dam_type );
	tail_chain( );
	return;
    }

    /*
     * Hit.
     * Calc damage.
     */
	
    dam = number_range( 1 + ch->level/10 , ch->level/2 );

	if (IS_SET(ch->parts, PART_WINGS))  /*reduce damage by 45% */
		dam = (dam*.55);
		
    /*
     * Bonuses.
     */
    if ( ch->class == class_lookup("monk") )
    {
      dam += dam * 1.7; /* Monks do more damage with hand to hand.
			 * We know it is hand to hand cause they can't use
			 * Anything Else.
			 */
    }

    if ( get_skill(ch,gsn_enhanced_damage) > 0 )
    {
        diceroll = number_percent();
        if (diceroll <= get_skill(ch,gsn_enhanced_damage))
        {
            check_improve(ch,gsn_enhanced_damage,TRUE,6);
            dam += dam * diceroll/100;
        }
    }

    if ( get_skill(ch,gsn_ultra_damage) > 0 )
    {
        diceroll = number_percent();
          if (diceroll <= get_skill(ch,gsn_ultra_damage))
          {
            check_improve(ch,gsn_ultra_damage,TRUE,6);
            dam += dam * diceroll/75;  
        }
    }

    if ( !IS_AWAKE(victim) )
	dam *= 2;
     else if (victim->position < POS_FIGHTING)
	dam = dam * 3 / 2;

	/* adding damage bonus is outrageous, so not doing it. */
/*	    dam += GET_DAMROLL(ch)    */

    if ( dam <= 0 )
	dam = 1;

    damage( ch, victim, dam, dt, dam_type );
    tail_chain( );
    return;
}



/*
Hit one guy once.
*/

void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool dual )
{
    OBJ_DATA *wield;
    int victim_ac;
    int thac0;
    int thac0_00;
    int thac0_32;
    int dam;
    int diceroll;
    int sn,skill;
    int dam_type;
	char mes[128];
	
    sn = -1;

    /* just in case */
    if (victim == ch || ch == NULL || victim == NULL)
	return;

    /*
     * Can't beat a dead char!
     * Guard against weird room-leavings.
     */
    if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
	return;

    /*
     * Figure out the type of damage message.
     */
   	if (!dual)
		wield = get_eq_char( ch, WEAR_WIELD );
	else
		wield = get_eq_char (ch, WEAR_WIELD2);
		
	sprintf (mes, "dt %d", dt);
    if ( dt == TYPE_UNDEFINED )
    {
	dt = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	    dt += wield->value[3];
	else 
	    dt += ch->dam_type;
    }
	sprintf (mes, "dt %d", dt);
    if (dt < TYPE_HIT)
    	if (wield != NULL)
    	    dam_type = attack_table[wield->value[3]].damage;
    	else
    	    dam_type = attack_table[ch->dam_type].damage;
    else
    	dam_type = attack_table[dt - TYPE_HIT].damage;
	
	sprintf (mes, "dam type: %d", dam_type);

    if (dam_type == -1)
	dam_type = DAM_BASH;

    /* get the weapon skill */
   	sn = get_weapon_sn(ch, dual);
		
   	if (!dual)
		skill = 20 + get_weapon_skill(ch,sn);
	else 
		skill = (int)((20 + get_weapon_skill(ch,sn))*get_skill(ch,gsn_dual)/100);
    /*
     * Calculate to-hit-armor-class-0 versus armor.
     */
    if ( IS_NPC(ch) )
    {
	thac0_00 = 20;
	thac0_32 = -4;   /* as good as a thief */ 
	if (IS_SET(ch->act,ACT_WARRIOR))
	    thac0_32 = -10;
	else if (IS_SET(ch->act,ACT_THIEF))
	    thac0_32 = -4;
	else if (IS_SET(ch->act,ACT_CLERIC))
	    thac0_32 = 2;
	else if (IS_SET(ch->act,ACT_MAGE))
	    thac0_32 = 6;
    }
    else
    {
	thac0_00 = class_table[ch->class].thac0_00;
	thac0_32 = class_table[ch->class].thac0_32;
    }
    thac0  = interpolate( ch->level, thac0_00, thac0_32 );

    thac0 -= GET_HITROLL(ch) * skill/100;
    thac0 += 5 * (100 - skill) / 100;

    if (dt == gsn_backstab)
	thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));

  if (dt == gsn_circle)
        thac0 -= 10 * (100 - get_skill(ch,gsn_circle));


    switch(dam_type)
    {
	case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10;	break;
	case(DAM_BASH):	 victim_ac = GET_AC(victim,AC_BASH)/10;		break;
	case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10;	break;
	default:	 victim_ac = GET_AC(victim,AC_EXOTIC)/10;	break;
    }; 


    if (victim_ac < -15)
	victim_ac = (victim_ac + 15) / 5 - 15;

    if ( !can_see( ch, victim ) )
	victim_ac -= 4;

    if ( victim->position < POS_FIGHTING)
	victim_ac += 4;
 
    if (victim->position < POS_RESTING)
	victim_ac += 6;

    /*
     * The moment of excitement!
     */
    while ( ( diceroll = number_bits( 5 ) ) >= 20 )
	;

    if ( diceroll == 0
    || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
    {
	/* Miss. */
	damage( ch, victim, 0, dt, dam_type );
	tail_chain( );
	return;
    }

    /*
     * Hit.
     * Calc damage.
     */
    if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL))
	if (!ch->pIndexData->new_format)
	{
	    dam = number_range( ch->level / 2, ch->level * 3 / 2 );
	    if ( wield != NULL )
	    	dam += dam / 2;
	}
	else
	    dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
	
    else
    {
	if (sn != -1)
		{
	    check_improve(ch,sn,TRUE,5);
		if (dual)
			check_improve(ch,gsn_dual,TRUE, 3) ;
		}
	if ( wield != NULL )
	{
	    if (wield->pIndexData->new_format)
		dam = dice(wield->value[1],wield->value[2]) * skill/100;
	    else
	    	dam = number_range( wield->value[1] * skill/100, 
				wield->value[2] * skill/100);
		dam = dam * wield->condition / 100;
	    if (get_eq_char(ch,WEAR_SHIELD) == NULL)  /* no shield = more */
		dam = dam * 21/20;
	}
	else
	    dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100);
    }

    /*
     * Bonuses.
     */

    if ( ch->class == class_lookup("monk") )
    {
      dam += dam * 1.7; /* Monks do more damage with hand to hand.
                         * We know it is hand to hand cause they can't use
                         * Anything Else.
                         */
    }


    if ( get_skill(ch,gsn_enhanced_damage) > 0 )
    {
        diceroll = number_percent();
        if (diceroll <= get_skill(ch,gsn_enhanced_damage))
        {
            check_improve(ch,gsn_enhanced_damage,TRUE,6);
            dam += dam * diceroll/100;
        }
    }


    if ( get_skill(ch,gsn_ultra_damage) > 0 )
    {
        diceroll = number_percent();
          if (diceroll <= get_skill(ch,gsn_ultra_damage))
          {
            check_improve(ch,gsn_ultra_damage,TRUE,7);
            dam += 2.0 * ( dam * diceroll/300);
        }
    }


    if ( !IS_AWAKE(victim) )
	dam *= 2;
     else if (victim->position < POS_FIGHTING)
	dam = dam * 3 / 2;

    if ( dt == gsn_backstab && wield != NULL) 
    	if ( wield->value[0] != 2 )
	    dam *= 2 + ch->level / 10; 
	else 
	    dam *= 2 + ch->level / 8;

 if ( dt == gsn_circle && wield != NULL)
        if ( wield->value[0] != 2 )
           dam *= 2+ (ch->level / 50);
        else
           dam *=2 + (ch->level / 33);
 
    dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;

    if ( dam <= 0 )
	dam = 1;
	/*bad hack to support dual wield*/
	if (dual) /*add 5000 mask to dt*/	
		dt+=5000;
	damage( ch, victim, dam, dt, dam_type );

    tail_chain( );
    return;
}

float check_brand (CHAR_DATA *ch, char color[3], OBJ_DATA *wep, CHAR_DATA *victim)
	/* Zeran - I call this function ass backwards, with ch and vict reversed 
				so I wrote this function with that in mind.  All references
				to ch and vict will appear to be backwards.  */
	{
	int level; 
	int brand;
	float total_mult=0;
	int brand_type;
	int dam_type=-1;
	int immune;
	AFFECT_DATA af;

	if (wep == NULL) /*no weapon, don't check*/
	return (1);

	for (brand_type=1;brand_type<=MAX_BRAND;brand_type=brand_type*2)
		{
		brand=wep->value[4] & brand_type; /*check for brand_type*/
		switch (brand) { /*check elemental brands first*/
		case (WEAPON_FLAMING):
				{	
				AFFECT_DATA af;

				dam_type=DAM_FIRE;
				strcpy (color, "{r");	
				/* check smoke blindness */
				if (number_percent() < (wep->level / 3)) 
					{
					act ("$n's weapon spews forth a blast of acrid {Dsmoke{x!",victim, NULL, NULL, TO_ROOM);
					send_to_char ("Your weapon spews forth a blast of acrid {Dsmoke{x!\n\r",victim);
 					if (!IS_AFFECTED(ch, AFF_BLIND) && (!saves_spell(wep->level, ch)))
						{
						af.type      = gsn_blindness;
    					af.level     = wep->level;
    					af.duration  = number_range (2,4);
    					af.location  = APPLY_HITROLL;
    					af.modifier  = -4;
    					af.bitvector = AFF_BLIND;
    					affect_to_char( ch, &af );
						send_to_char ("You are blinded by the smoke!\n\r",ch);
						act ("$n appears to be blinded by smoke!", ch, NULL, NULL, TO_ROOM);
						}
					}
				break;
				}
		case (WEAPON_FROST):
				{	
				int sn = skill_lookup ("chill touch");
				dam_type=DAM_COLD;
				strcpy (color, "{b");
				if (number_percent() < (wep->level / 3)) 
					{
					act ("$n's weapon suddenly radiates a bone-chilling, frigid aura!",victim, NULL, NULL, TO_ROOM);
					send_to_char ("Your weapon radiates an {Bicy{x aura!\n\r",victim);
 					if (!is_affected(ch, sn ) && (!saves_spell(wep->level, ch)))
						{
						af.type      = sn; 
    					af.level     = wep->level;
    					af.duration  = number_range (2,4);
    					af.location  = APPLY_STR;
    					af.modifier  = -(wep->level/12);
    					af.bitvector = 0;
    					affect_to_char ( ch, &af );
						send_to_char ("You are chilled to the core by the extreme cold!\n\r",ch);
						act ("$n appears to be shivering violently.", ch, NULL, NULL, TO_ROOM);
						}
					}
				break;
				}
		case (WEAPON_LIGHTNING):
				{	
				dam_type=DAM_LIGHTNING;
				strcpy (color, "{y");
				if ((number_percent() < (wep->level / 3))
					 && (!saves_spell(wep->level, ch)))
					{
					act ("$n's weapon {Yshocks{x $N!",victim, NULL, ch, TO_NOTVICT);
					send_to_char ("Your weapon {Yshocks{x your enemy with an electrical charge!\n\r",victim);
					act ("$N's weapon has {Yshocked{x you!  You are numbed by the blast.", ch, NULL, victim, TO_CHAR);
					WAIT_STATE (ch, (2 * PULSE_VIOLENCE));	
					}
				break;
				}
		case (WEAPON_ACID):
				{	
				dam_type=DAM_ACID;
				strcpy (color, "{g");
				break;
				}
		case (WEAPON_VAMPIRIC):
				{
				int dam_total;
				dam_type=DAM_NEGATIVE;
				strcpy (color, "{m");
				if ( number_percent() < (wep->level / 3) ) 
					{
					send_to_char ("Your weapon pulses with a sickly, {mpurple{x light!\n\r",victim);
					act ("$n's weapon pulses with a sickly {mpurple{x light!",victim, NULL, NULL, TO_ROOM);
					if (!saves_spell(wep->level, ch))
						{
						dam_total=number_range((wep->level/2), (wep->level));
						act ("$n looks drained!", ch, NULL, NULL, TO_ROOM);
						send_to_char ("You feel drained!\n\r",ch);
						victim->hit+=dam_total;
						victim->mana+=(dam_total/2);	
						ch->mana-=(dam_total/2);
						ch->hit-=dam_total;
						}
					}
				break;
				}
		case (WEAPON_SHARP):
				{
				if (number_percent() < (wep->level/3)) 		
					{	
					total_mult=total_mult+1;
					strcpy (color, "{c");
					act ("Your weapon strikes $N with additional power!",victim, NULL, ch, TO_CHAR);
					act ("$n's weapon strikes you with added force!", victim, NULL, ch, TO_VICT);  
					}
				dam_type=-1;
				break;
				}
		case (WEAPON_VORPAL):
				{
				if (number_percent() < (int)(wep->level/4))
					total_mult=total_mult+2; /*damn, that hurts*/
				dam_type=-1;
				strcpy (color, "{C");
				break;
				}	
/* Bad Hack - elfren Really bad hack... SN is probably wrong value */
/* Zeran - Yes, elfren, SN is wrong, just want gsn_poison, not the SN. */
		case (WEAPON_POISON):
				{
				/* sn = -1;
				sn = get_weapon_sn(victim); */
				level = wep->level;
				if (IS_AFFECTED(ch, AFF_POISON))
					{
    		 		act("$n is already poisoned.",ch,NULL,victim,TO_VICT);
					}
				else
					{
    				if ( saves_spell( level, ch ) )
    					{
    				    act("$n turns slightly green, but it passes.",ch,NULL,NULL,TO_ROOM);
    				    send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
						dam_type=-1;
    					}
    				else
						{
						af.type      = gsn_poison;
    					af.level     = level;
    					af.duration  = level;
    					af.location  = APPLY_STR;
    					af.modifier  = -2;
    					af.bitvector = AFF_POISON;
    					affect_join( ch, &af );
    					send_to_char( "You feel a burning sensation from the weapon's cut.\n\r", ch );
    					act("$n looks very ill.",ch,NULL,NULL,TO_ROOM);
    					dam_type=-1;
						}
					}
				if (number_percent() < 10) /*Zeran - poison wears off */
					{
					send_to_char ("The vemom on the blade dries up.\n\r",victim);
					wep->value[4]-=WEAPON_POISON;
					}
				break;
				}
		default:
				{
				dam_type=-1;
				break;
				}	
		}; /*end switch*/
		if (dam_type != -1) /*if has a recognized elemental brand*/
		{			
		immune=check_immune(ch,dam_type);
		
		switch (immune) {
			case IS_IMMUNE:
				{
				total_mult=total_mult;
				break;
				}
			case IS_RESISTANT:
				{	
				total_mult=total_mult+.1;
				break;
				}
			case IS_VULNERABLE:
				{
				total_mult=total_mult+.5;
				break;
				}
			default:
				{
				total_mult=total_mult+.25;
				break;
				}
			}; /*end switch*/
		} 
		}/*end for*/
return (total_mult+1);
} /* end */
		
/*
 * Inflict damage from a hit.
 */
bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type)
{

    OBJ_DATA *corpse;
    bool immune;
	OBJ_DATA *wield;
	char color[3];
	float brand_mult=0;

/*bad hack for dual wield*/
   	if (dt >5000) /*subtract 5000 and is dual wield attack*/	
		{	
		wield = get_eq_char(ch, WEAR_WIELD2);
		dt-=5000;
		}
	else		
		wield = get_eq_char(ch, WEAR_WIELD);


	if ( victim->position == POS_DEAD )
	return FALSE;

    /*
     * Stop up any residual loopholes.
     */
    if ( dam > 1000 )
    {
	bug( "Damage: %d: more than 1000 points!", dam );
	dam = 1000;
    }

    /* damage reduction */
/* This *is* needed, do not remove. Changed values though */

    if ( dam > 60)
	dam = (dam - 60)/2 + 60;
    if ( dam > 125)
	dam = (dam - 125)/2 + 125; 
   
    if ( victim != ch )
    {
	/*
	 * Certain attacks are forbidden.
	 * Most other attacks are returned.
	 */
	if ( is_safe( ch, victim ) )
	    return FALSE;
	check_killer( ch, victim );

	if ( victim->position > POS_STUNNED )
	{
	    if ( victim->fighting == NULL )
			{
			set_fighting( victim, ch );
			}
	    if (victim->timer <= 4)
	    	victim->position = POS_FIGHTING;
	}

	if ( victim->position > POS_STUNNED )
	{
	    if ( ch->fighting == NULL )
			{
			set_fighting( ch, victim );
			}

	    /*
	     * If victim is charmed, ch might attack victim's master.
	     */
	    if ( IS_NPC(ch)
	    &&   IS_NPC(victim)
	    &&   IS_AFFECTED(victim, AFF_CHARM)
	    &&   victim->master != NULL
	    &&   victim->master->in_room == ch->in_room
	    &&   number_bits( 3 ) == 0 )
	    {
		stop_fighting( ch, FALSE );
		multi_hit( ch, victim->master, TYPE_UNDEFINED );
		return FALSE;
	    }
	}

	/*
	 * More charm stuff.
	 */
	if ( victim->master == ch )
	    stop_follower( victim );
    }

    /*
     * Inviso attacks ... not.
     */
    if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
    {
	affect_strip( ch, gsn_invis );
	affect_strip( ch, gsn_mass_invis );
	REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
	act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
    }
	if ( IS_AFFECTED(ch, AFF_POLY) )
	{
	affect_strip (ch, skill_lookup ("mask self"));
	REMOVE_BIT(ch->affected_by, AFF_POLY);
	undo_mask(ch);
	act( "$n suddenly appears as $s mask vanishes.", ch, NULL, NULL, TO_ROOM );
	}

    /*
     * Damage modifiers.
     */
    if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
	dam /= 2;

    if ( IS_AFFECTED(victim, AFF_PROTECTE) && IS_EVIL(ch) )
		dam -= dam / 4;
	else if ( IS_AFFECTED(victim, AFF_PROTECTG) && IS_GOOD(ch) )
		dam -= dam / 4;
	
	if ( is_affected(victim, skill_lookup("fire shield")))
		{
		if (dam_type==DAM_COLD)
			dam -= dam/2;
		}
    immune = FALSE;

    /*
     * Check for parry, and dodge, and shield block.
     */
    if ( dt >= TYPE_HIT && ch != victim)
    {
    if ( check_parry( ch, victim ) )
		{
		OBJ_DATA *tmp1=get_eq_char (victim, WEAR_WIELD);
		OBJ_DATA *tmp2=get_eq_char (victim, WEAR_WIELD2);
		if (tmp1 != NULL)
			check_damage_obj (victim, tmp1, 2);
		if (tmp2 != NULL)
			check_damage_obj (victim, tmp2, 2);
		check_damage_obj (ch, wield, 2);
	    return FALSE;
		}
	if ( check_dodge( ch, victim ) )
	    return FALSE;
	if ( check_shield( ch, victim ) )
		{
		check_damage_obj (victim, get_eq_char (victim, WEAR_SHIELD), 20) ;
		check_damage_obj (ch, wield, 2);
		return FALSE;
		}
    }
	
	/* Zeran - ok, got a real hit, lets check for object damage */
	check_damage_obj (victim, NULL, 10); /*beat up enemy equipment*/
	check_damage_obj (ch, wield, 2); /*ding up sword*/

    switch(check_immune(victim,dam_type))
    {
	case(IS_IMMUNE):
	    immune = TRUE;
	    dam = 0;
	    break;
	case(IS_RESISTANT):	
	    dam -= dam/3;
	    break;
	case(IS_VULNERABLE):
	    dam += dam/2;
	    break;
    }
	
	/* Zeran - do weapon branding check and check material vulnerability */
	if ((!immune)&&(dt<1033)&&(dt>TYPE_HIT)&&(dam)) /*not immune, is physical, non-special attack*/
		{
		if (wield)
			{
			brand_mult=check_brand (victim, color, wield, ch);
			dam = (int)(dam*brand_mult);
				
			if (brand_mult > 6.2) /*how????*/
				log_string ("brand_mult > 6");
			
			if (check_material_vuln (wield, victim))
				dam *= 1.5; 
			}	
		}
    dam_message( ch, victim, dam, dt, immune );

    if (dam == 0)
	return FALSE;

    /*
     * Hurt the victim.
     * Inform the victim of his new state.
     */
    victim->hit -= dam;
    if ( !IS_NPC(victim)
    &&   victim->level >= LEVEL_IMMORTAL
    &&   victim->hit < 1 )
	victim->hit = 1;
    update_pos( victim );

    switch( victim->position )
    {
    case POS_MORTAL:
	act( "$n is mortally wounded, and will die soon, if not aided.",
	    victim, NULL, NULL, TO_ROOM );
	send_to_char( 
	    "You are mortally wounded, and will die soon, if not aided.\n\r",
	    victim );
	break;

    case POS_INCAP:
	act( "$n is incapacitated and will slowly die, if not aided.",
	    victim, NULL, NULL, TO_ROOM );
	send_to_char(
	    "You are incapacitated and will slowly die, if not aided.\n\r",
	    victim );
	break;

    case POS_STUNNED:
	act( "$n is stunned, but will probably recover.",
	    victim, NULL, NULL, TO_ROOM );
	send_to_char("You are stunned, but will probably recover.\n\r",
	    victim );
	break;

    case POS_DEAD:
	act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
	send_to_char( "You have been KILLED!!\n\r\n\r", victim );
	break;

    default:
	if ( dam > victim->max_hit / 4 )
	    send_to_char( "That really did HURT!\n\r", victim );
	if ( victim->hit < victim->max_hit / 4 )
	    send_to_char( "You sure are BLEEDING!\n\r", victim );
	break;
    }

    /*
     * Sleep spells and extremely wounded folks.
     */
    if ( !IS_AWAKE(victim) )
	stop_fighting( victim, FALSE );

    /*
     * Payoff for killing things.
     */
    if ( victim->position == POS_DEAD )
    {
	group_gain( ch, victim );

	if ( IS_NPC(victim) && !IS_NPC(ch))
		{
		sprintf( log_buf, "%s killed by %s at %d",
		victim->short_descr,
		ch->name,  victim->in_room->vnum);
		notify_message (NULL, WIZNET_MOBDEATH, TO_IMM, log_buf	);
		}

	if ( !IS_NPC(victim) )
	{
	    sprintf( log_buf, "%s killed by %s at %d",
		victim->name,
		(IS_NPC(ch) ? ch->short_descr : ch->name),
		victim->in_room->vnum );
	    log_string( log_buf );
		/* Zeran - notify message */
		notify_message (victim, NOTIFY_DEATH, TO_ALL, 
			(IS_NPC(ch) ? ch->short_descr : ch->name));
		notify_message (NULL, WIZNET_DEATH, TO_IMM, log_buf);

	    /*
	     * Dying penalty:
	     * 1/2 way back to previous level.
	     */
        if ( victim->level < 25 )
        {
            if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
                * victim->level )
            gain_exp( victim, (exp_per_level(victim,victim->pcdata->points)
                * victim->level - victim->exp)/2 );
        }
        else
        {
             gain_exp( victim, -500);
             if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level )
                drop_level(victim);
        }
    }

	raw_kill( victim );

        /* RT new auto commands */

	if ( !IS_NPC(ch) && IS_NPC(victim) )
	{
	    corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 

	    if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		 corpse && corpse->contains) /* exists and not empty */
		do_get( ch, "all corpse" );

 	    if (IS_SET(ch->act,PLR_AUTOGOLD) &&
	        corpse && corpse->contains  && /* exists and not empty */
		!IS_SET(ch->act,PLR_AUTOLOOT))
	      do_get(ch, "gold corpse");
            
	    if ( IS_SET(ch->act, PLR_AUTOSAC) )
       	      if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
		return TRUE;  /* leave if corpse has treasure */
	      else
		do_sacrifice( ch, "corpse" );
	}

	return TRUE;
    }

    if ( victim == ch )
	return TRUE;

    /*
     * Take care of link dead people.
     */
    if ( !IS_NPC(victim) && victim->desc == NULL )
    {
	if ( number_range( 0, victim->wait ) == 0 )
	{
	    do_recall( victim, "" );
	    return TRUE;
	}
    }

    /*
     * Wimp out?
     */
    if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
    {
	if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0
	&&   victim->hit < victim->max_hit / 5) 
	||   ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
	&&     victim->master->in_room != victim->in_room ) )
	    do_flee( victim, "" );
    }

    if ( !IS_NPC(victim)
    &&   victim->hit > 0
    &&   victim->hit <= victim->wimpy
    &&   victim->wait < PULSE_VIOLENCE / 2 )
	do_flee( victim, "" );


    tail_chain( );
    return TRUE;
}

void drop_level( CHAR_DATA *ch )
{
	 char buf[MAX_STRING_LENGTH];
	 int add_mana;
	 int add_move;
	 int add_prac;
     int add_hp;

	 ch->level-=1;

    add_hp  = con_app[get_curr_stat(ch,STAT_CON)].hitp + number_range(
		    class_table[ch->class].hp_min,
		    class_table[ch->class].hp_max );
    add_mana 	= number_range(2,(2*get_curr_stat(ch,STAT_INT)
				  + get_curr_stat(ch,STAT_WIS))/5);

    if (!class_table[ch->class].fMana)
	add_mana /= 2;
    add_move	= number_range( 1, (get_curr_stat(ch,STAT_CON)
				  + get_curr_stat(ch,STAT_DEX))/6 );
    add_prac	= wis_app[get_curr_stat(ch,STAT_WIS)].practice;

    add_hp = add_hp * 9/10;
    add_mana = add_mana * 9/10;
    add_move = add_move * 9/10;

    add_hp	= UMAX(  1, add_hp   );
    add_mana	= UMAX(  1, add_mana );
    add_move    = UMAX(  6, add_move );


/* start subtracting here */

    ch->max_hit     -= add_hp;
    ch->max_mana    -= add_mana;
    ch->max_move    -= add_move;
    ch->practice    -= add_prac;
    ch->train       -= 1;

    ch->pcdata->perm_hit    -= add_hp;
    ch->pcdata->perm_mana   -= add_mana;
    ch->pcdata->perm_move   -= add_move;

    send_to_char( "{RYou have lost a LEVEL!!!!!!{x", ch);
	 sprintf( buf,
    "Your loss is: {Y-%d/%d mana, -%d/%d mv, -%d/%d prac.{x\n\r",
	add_mana,	ch->max_mana,
	add_move,	ch->max_move,
	add_prac,	ch->practice
	);
	 send_to_char( buf, ch );
	 return;
}


bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim )
{

    /* no killing in shops hack */
    if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
    {
	send_to_char("The shopkeeper wouldn't like that.\n\r",ch); 
        return TRUE;
    }
    /* no killing healers, adepts, etc */
    if (IS_NPC(victim) 
    && (IS_SET(victim->act,ACT_PRACTICE)
    ||  IS_SET(victim->act,ACT_IS_HEALER)))
    {
	send_to_char("I don't think Mota would approve.\n\r",ch);
	return TRUE;
    }

    /* no fighting in safe rooms */
    if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
    {
	send_to_char("Not in this room.\n\r",ch);
	return TRUE;
    }

    if (victim->fighting == ch)
	return FALSE;

    if (IS_NPC(ch))
    {
 	/* charmed mobs, pets, follower cannot attack players except in pk*/

	if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
	    return FALSE; /* if in pkill room, automatically unsafe */
	if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM)
			||  IS_SET(ch->act,ACT_PET)
			||  IS_SET(ch->act,ACT_FOLLOWER)))
	    return TRUE;
      	return FALSE;
     }

     else /* Not NPC */
     {	
	if (IS_IMMORTAL(ch))
	    return FALSE;
	else if ( !IS_IMMORTAL(ch) && !IS_NPC(victim) && IS_IMMORTAL(victim) )
		return TRUE;

	if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
		return FALSE;

	/* no pets */
	if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET))
	{
            act("But $N looks so cute and cuddly...",ch,NULL,victim,TO_CHAR);
	        return TRUE;
	}

	/* no followers */
	if (IS_NPC(victim) && IS_SET(victim->act,ACT_FOLLOWER))
	{
	    act("But $N is so loyal!",ch,NULL,victim,TO_CHAR);
		return TRUE;
	}	

	/* no charmed mobs unless char is the the owner */
	if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
	{
            send_to_char("You don't own that monster.\n\r",ch);
   		return TRUE;
	}


	if (!IS_NPC(victim))
	{
	    send_to_char("Sorry, player killing is not permitted here.\n\r",ch);
	  	return TRUE;
	}

	return FALSE;
    }
}

bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
    /* can't zap self (crash bug) */
    if (ch == victim)
	return TRUE;
    /* immortals not hurt in area attacks */
    if (IS_IMMORTAL(victim) &&  area)
	return TRUE;

    /* no killing in shops hack */
    if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
        return TRUE;

    /* no killing healers, adepts, etc */
    if (IS_NPC(victim)
    && (IS_SET(victim->act,ACT_PRACTICE)
    ||  IS_SET(victim->act,ACT_IS_HEALER)))
	return TRUE;

    /* no fighting in safe rooms */
    if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
        return TRUE;

    if (victim->fighting == ch)
	return FALSE;
 
    if (IS_NPC(ch))
    {
        /* charmed mobs and pets cannot attack players */
	/* except in pkill */

	if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
	    return FALSE;
        if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM)
                            ||  IS_SET(ch->act,ACT_PET)
			    ||  IS_SET(ch->act,ACT_FOLLOWER)))
            return TRUE;
	
	/* area affects don't hit other mobiles */

        if (IS_NPC(victim) && area)
            return TRUE;
 
        return FALSE;
    }
 
    else /* Not NPC */
    {
        if (IS_IMMORTAL(ch) && !area)
            return FALSE;

	if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
	    return FALSE;
 
        /* no pets */
        if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET))
            return TRUE;

	/* no followers */
	if (IS_NPC(victim) && IS_SET(victim->act,ACT_FOLLOWER))
	    return TRUE;
 
        /* no charmed mobs unless char is the the owner */
        if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
            return TRUE;
 
        /* no player killing if not in pk room */
        if (!IS_NPC(victim))
            return TRUE;

	/* cannot use spells if not in same group */

	if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
	    return TRUE;
 
        return FALSE;
    }
}

/*
 * See if an attack justifies a KILLER flag.
 */
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
    /*
     * Follow charm thread to responsible character.
     * Attacking someone's charmed char is hostile!
     */
    while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
	victim = victim->master;

    /*
     * NPC's are fair game.
     * So are killers and thieves.
     */
    if ( IS_NPC(victim)
    ||   IS_SET(victim->act, PLR_KILLER)
    ||   IS_SET(victim->act, PLR_THIEF) )
	return;

    /*
     * Charm-o-rama.
     */
    if ( IS_SET(ch->affected_by, AFF_CHARM) )
    {
	if ( ch->master == NULL )
	{
	    char buf[MAX_STRING_LENGTH];

	    sprintf( buf, "Check_killer: %s bad AFF_CHARM",
		IS_NPC(ch) ? ch->short_descr : ch->name );
	    bug( buf, 0 );
	    affect_strip( ch, gsn_charm_person );
	    REMOVE_BIT( ch->affected_by, AFF_CHARM );
	    return;
	}
/*
	send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master );
  	SET_BIT(ch->master->act, PLR_KILLER);
*/
	/*  stop_follower( ch ); */
	return;
    }

    /*
     * NPC's are cool of course (as long as not charmed).
     * Hitting yourself is cool too (bleeding).
     * So is being immortal (Alander's idea).
     * And current killers stay as they are.
     */
    if ( IS_NPC(ch)
    ||   ch == victim
    ||   ch->level >= LEVEL_IMMORTAL
    ||   IS_SET(ch->act, PLR_KILLER) )
	return;
/*
    send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
    SET_BIT(ch->act, PLR_KILLER);
    save_char_obj( ch ); */

    return;
}



/*
 * Check for parry.
 */
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( IS_NPC(victim) )
    {
	chance	= UMIN( 30, victim->level );
    }
    else
    {
	if ( ( get_eq_char( victim, WEAR_WIELD ) == NULL ) 
		&& ( get_eq_char ( victim, WEAR_WIELD2 ) == NULL ) )
	    return FALSE;
	chance	= victim->pcdata->learned[gsn_parry] / 2;
    }

    if ( number_percent( ) >= chance + victim->level - ch->level )
	return FALSE;
    if (IS_SET(victim->comm, COMM_FULLFIGHT) )
    {
       act( "You parry $n's attack.",  ch, NULL, victim, TO_VICT    );
    }
    if (IS_SET(ch->comm, COMM_FULLFIGHT) )
    {
    act( "$N parries your attack.", ch, NULL, victim, TO_CHAR    );
    }

    check_improve(victim,gsn_parry,TRUE,6);
    return TRUE;
}

/*Check for shield block */

bool check_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

	if (get_eq_char(victim,WEAR_SHIELD)==NULL) /*no shield, can't block*/
	return FALSE;

    if ( IS_NPC(victim) )
        chance  = UMIN( 30, victim->level );
    else
        chance  = victim->pcdata->learned[gsn_shield_block] / 2;

    if ( number_percent( ) >= chance + victim->level - ch->level )
        return FALSE;

    if (IS_SET(victim->comm, COMM_FULLFIGHT) )
    {
        act( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT    );
    }
    if (IS_SET(ch->comm, COMM_FULLFIGHT) )
    {
       act( "$N blocks your attack with his shield.", ch, NULL, victim, TO_CHAR    );
    }

    check_improve(victim,gsn_shield_block,TRUE,6);
    return TRUE;
}

/*
 * Check for dodge.
 */
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( IS_NPC(victim) )
        chance  = UMIN( 30, victim->level );
    else
        chance  = victim->pcdata->learned[gsn_dodge] / 2;

    if ( number_percent( ) >= chance + victim->level - ch->level )
        return FALSE;

    if ( IS_SET(victim->comm, COMM_FULLFIGHT) )
    {
    act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT    );
    }

    if ( IS_SET(ch->comm, COMM_FULLFIGHT) )
    {
    act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR    );
    }
    check_improve(victim,gsn_dodge,TRUE,6);
    return TRUE;
}



/*
 * Set position of a victim.
 */
void update_pos( CHAR_DATA *victim )
{
    if ( victim->hit > 0 )
    {
    	if ( victim->position <= POS_STUNNED )
	    victim->position = POS_STANDING;
	return;
    }

    if ( IS_NPC(victim) && victim->hit < 1 )
    {
	victim->position = POS_DEAD;
	return;
    }

    if ( victim->hit <= -11 )
    {
	victim->position = POS_DEAD;
	return;
    }

         if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
    else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
    else                          victim->position = POS_STUNNED;

    return;
}



/*
 * Start fights.
 */
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch->fighting != NULL )
    {
	bug( "Set_fighting: already fighting", 0 );
	return;
    }

    if ( IS_AFFECTED(ch, AFF_SLEEP) )
	affect_strip( ch, gsn_sleep );

    ch->fighting = victim;
    ch->position = POS_FIGHTING;

    return;
}



/*
 * Stop fights.
 */
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
    CHAR_DATA *fch;

    for ( fch = char_list; fch != NULL; fch = fch->next )
    {
	if ( fch == ch || ( fBoth && fch->fighting == ch ) )
	{
	    fch->fighting	= NULL;
	    fch->position	= IS_NPC(fch) ? ch->default_pos : POS_STANDING;
	    update_pos( fch );
	}
    }

    return;
}



/*
 * Make a corpse out of a character.
 */
void make_corpse( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *corpse;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    char *name;

    if ( IS_NPC(ch) )
    {
	name		= ch->short_descr;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
	corpse->timer	= number_range( 3, 6 );
	if ( ch->gold > 0 )
	{
	    obj_to_obj( create_money( ch->gold ), corpse );
	    ch->gold = 0;
	}
	corpse->cost = 0;
    }
    else
    {
	name		= ch->name;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
	corpse->timer	= number_range( 25, 40 );
	REMOVE_BIT(ch->act,PLR_CANLOOT);
	if (!IS_SET(ch->act,PLR_KILLER) && !IS_SET(ch->act,PLR_THIEF))
	    corpse->owner = str_dup(ch->name);
	else
	    corpse->owner = NULL;
	corpse->cost = 0;
    }

    corpse->level = ch->level;

    sprintf( buf, corpse->short_descr, name );
    free_string( corpse->short_descr );
    corpse->short_descr = str_dup( buf );

    sprintf( buf, corpse->description, name );
    free_string( corpse->description );
    corpse->description = str_dup( buf );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	obj_from_char( obj );
	if (obj->item_type == ITEM_POTION)
	    obj->timer = number_range(500,1000);
	if (obj->item_type == ITEM_SCROLL)
	    obj->timer = number_range(1000,2500);
	if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH))
	    obj->timer = number_range(5,10);
	REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
	REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);

/*	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
	    extract_obj( obj );
	else */
	    obj_to_obj( obj, corpse );
    }

    obj_to_room( corpse, ch->in_room );
    return;
}



/*
 * Improved Death_cry contributed by Diavolo.
 */
void death_cry( CHAR_DATA *ch )
{
    ROOM_INDEX_DATA *was_in_room;
    char *msg;
    int door;
    int vnum;

    vnum = 0;
    msg = "You hear the horrible death cry of $n.";

    switch ( number_bits(4))
    {
    case  0: msg  = "$n hits the ground ... {RDEAD{x."; 	break;
    case  1: 
	if (ch->material == 0)
	{
	    msg  = "$n splatters {Rblood{x on your armor.";		
	    break;
	}
    case  2: 							
	if (IS_SET(ch->parts,PART_GUTS))
	{
	    msg = "$n spills $s guts all over the floor.";
	    vnum = OBJ_VNUM_GUTS;
	}
	break;
    case  3: 
	if (IS_SET(ch->parts,PART_HEAD))
	{
	    msg  = "$n's severed head plops on the ground.";
	    vnum = OBJ_VNUM_SEVERED_HEAD;				
	}
	break;
    case  4: 
	if (IS_SET(ch->parts,PART_HEART))
	{
	    msg  = "$n's heart is torn from $s chest.";
	    vnum = OBJ_VNUM_TORN_HEART;				
	}
	break;
    case  5: 
	if (IS_SET(ch->parts,PART_ARMS))
	{
	    msg  = "$n's arm is sliced from $s dead body.";
	    vnum = OBJ_VNUM_SLICED_ARM;				
	}
	break;
    case  6: 
	if (IS_SET(ch->parts,PART_LEGS))
	{
	    msg  = "$n's leg is sliced from $s dead body.";
	    vnum = OBJ_VNUM_SLICED_LEG;				
	}
	break;
    case 7:
	if (IS_SET(ch->parts,PART_BRAINS))
	{
	    msg = "$n's head is shattered, and $s brains splash all over you.";
	    vnum = OBJ_VNUM_BRAINS;
	}
    }

    act( msg, ch, NULL, NULL, TO_ROOM );

    if ( vnum != 0 )
    {
	char buf[MAX_STRING_LENGTH];
	OBJ_DATA *obj;
	char *name;

	name		= IS_NPC(ch) ? ch->short_descr : ch->name;
	obj		= create_object( get_obj_index( vnum ), 0 );
	obj->timer	= number_range( 4, 7 );

	sprintf( buf, obj->short_descr, name );
	free_string( obj->short_descr );
	obj->short_descr = str_dup( buf );

	sprintf( buf, obj->description, name );
	free_string( obj->description );
	obj->description = str_dup( buf );

	if (obj->item_type == ITEM_FOOD)
	{
	    if (IS_SET(ch->form,FORM_POISON))
		obj->value[3] = 1;
	    else if (!IS_SET(ch->form,FORM_EDIBLE))
		obj->item_type = ITEM_TRASH;
	}

	obj_to_room( obj, ch->in_room );
    }

    if ( IS_NPC(ch) )
	msg = "You hear something's death cry.";
    else
	msg = "You hear someone's death cry.";

    was_in_room = ch->in_room;
    for ( door = 0; door <= 5; door++ )
    {
	EXIT_DATA *pexit;

	if ( ( pexit = was_in_room->exit[door] ) != NULL
	&&   pexit->u1.to_room != NULL
	&&   pexit->u1.to_room != was_in_room )
	{
	    ch->in_room = pexit->u1.to_room;
	    act( msg, ch, NULL, NULL, TO_ROOM );
	}
    }
    ch->in_room = was_in_room;

    return;
}



void raw_kill( CHAR_DATA *victim )
{
    int i;

    stop_fighting( victim, TRUE );
   /* death_cry( victim ); */
    mprog_death_trigger( victim );

    make_corpse( victim );

    if ( IS_NPC(victim) )
    {
	victim->pIndexData->killed++;
	kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
	extract_char( victim, TRUE );
	return;
    }

    extract_char( victim, FALSE );
    while ( victim->affected )
	affect_remove( victim, victim->affected );
   	/*Zeran:  reset affected_by to racial affect flags*/ 
	victim->affected_by	= race_table[victim->race].aff;
    for (i = 0; i < 4; i++)
    	victim->armor[i]= 100;
    victim->position	= POS_RESTING;
    victim->hit		= UMAX( (sh_int)(victim->max_hit/2), victim->hit  );
    victim->mana	= UMAX( (sh_int)(victim->max_mana/2), victim->mana );
    victim->move	= UMAX( (sh_int)(victim->max_move/2), victim->move );
    /* RT added to prevent infinite deaths */
    REMOVE_BIT(victim->act, PLR_KILLER);
    REMOVE_BIT(victim->act, PLR_THIEF);
    REMOVE_BIT(victim->act, PLR_BOUGHT_PET);
    victim->recall_temp = 0; /* Zeran - reset "anchored" recall spots*/
/*  save_char_obj( victim ); */
    return;
}



void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *gch;
    CHAR_DATA *lch;
    int xp;
    int members;
    int group_levels;

    /*
     * Monsters don't get kill xp's or alignment changes.
     * P-killing doesn't help either.
     * Dying of mortal wounds or poison doesn't give xp to anyone!
     */
    if (  victim == ch )
	return;
    
    members = 0;
    group_levels = 0;
    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	if ( is_same_group( gch, ch ) )
        {
	    members++;
	    group_levels += gch->level;
	}
    }

    if ( members == 0 )
    {
	bug( "Group_gain: members.", members );
	members = 1;
	group_levels = ch->level ;
    }

    lch = (ch->leader != NULL) ? ch->leader : ch;

    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;

	if ( !is_same_group( gch, ch ) || IS_NPC(gch))
	    continue;

	if ( gch->level - lch->level >= 9 )
	{
	    send_to_char( "You are too high for this group.\n\r", gch );
	    continue;
	}

	if ( gch->level - lch->level <= -9 )
	{
	    send_to_char( "You are too low for this group.\n\r", gch );
	    continue;
	}

	xp = xp_compute( gch, victim, group_levels );  
        if (!IS_NPC(victim) )
        {
	   /* Umm... Does it seem to YOU that the xp's are reversed here?
	    * It's the only way it would work! */

           gch->pcdata->battle_rating -= xp;
           send_to_char("Your Battle Rating goes up!\n",gch);
           victim->pcdata->battle_rating += xp;
           send_to_char("Your Battle Rating has decreased!\n",victim);
           gch->pcdata->pkill_wins += 1;
           victim->pcdata->pkill_losses += 1;
           xp = 0;
        }
	sprintf( buf, "You receive %d experience points.\n\r", xp );
	send_to_char( buf, gch );
	gain_exp( gch, xp );

	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;
	    if ( obj->wear_loc == WEAR_NONE )
		continue;

	    if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL)    && IS_EVIL(ch)    )
	    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)    && IS_GOOD(ch)    )
	    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
	    {
		act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
		act( "$n is zapped by $p.",   ch, obj, NULL, TO_ROOM );
		obj_from_char( obj );
		obj_to_room( obj, ch->in_room );
	    }
	}
    }

    return;
}



/*
 * Compute xp for a kill.
 * Also adjust alignment of killer.
 * Edit this function to change xp computations.
 */
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels )
{
    int xp,base_exp;
    int align,level_range;
    int change;

    level_range = victim->level - gch->level;
 
    /* compute the base exp */
    switch (level_range)
    {
 	default : 	base_exp =   0;		break;
	case -9 :	base_exp =   1;		break;
	case -8 :	base_exp =   2;		break;
	case -7 :	base_exp =   5;		break;
	case -6 : 	base_exp =   9;		break;
	case -5 :	base_exp =  11;		break;
	case -4 :	base_exp =  22;		break;
	case -3 :	base_exp =  33;		break;
	case -2 :	base_exp =  50;		break;
	case -1 :	base_exp =  66;		break;
	case  0 :	base_exp =  83;		break;
	case  1 :	base_exp =  99;		break;
	case  2 :	base_exp = 121;		break;
	case  3 :	base_exp = 143;		break;
	case  4 :	base_exp = 165;		break;
    } 
    
    if (level_range > 4)
	base_exp = 150 + 25 * (level_range - 4);

    /* do alignment computations */
   
    align = victim->alignment - gch->alignment;

    if (IS_SET(victim->act,ACT_NOALIGN))
    {
	/* no change */
    }

    else if (align > 500) /* monster is more good than slayer */
    {
	change = (align - 500) * base_exp / 500 * gch->level/total_levels; 
	change = UMAX(1,change);
        gch->alignment = UMAX(-1000,gch->alignment - change);
    }

    else if (align < -500) /* monster is more evil than slayer */
    {
	change =  ( -1 * align - 500) * base_exp/500 * gch->level/total_levels;
	change = UMAX(1,change);
	gch->alignment = UMIN(1000,gch->alignment + change);
    }

    else /* improve this someday */
    {
	change =  gch->alignment * base_exp/500 * gch->level/total_levels;  
	gch->alignment -= change;
    }
    
    /* calculate exp multiplier */
    if (IS_SET(victim->act,ACT_NOALIGN))
	xp = base_exp;

    else if (gch->alignment > 500)  /* for goodie two shoes */
    {
	if (victim->alignment < -750)
	    xp = base_exp * 4/3;
   
 	    else if (victim->alignment < -500)
	    xp = base_exp * 5/4;

        else if (victim->alignment > 750)
	    xp = base_exp / 4;

   	    else if (victim->alignment > 500)
	    xp = base_exp / 2;

        else if (victim->alignment > 250)
	    xp = base_exp * 3/4; 

		else
	    xp = base_exp;
    }

    else if (gch->alignment < -500) /* for baddies */
    {
	if (victim->alignment > 750)
	    xp = base_exp * 5/4;
	
  	else if (victim->alignment > 500)
	    xp = base_exp * 11/10; 

   	else if (victim->alignment < -750)
	    xp = base_exp * 1/2;

	else if (victim->alignment < -500)
	    xp = base_exp * 3/4;

	else if (victim->alignment < -250)
	    xp = base_exp * 9/10;

	else
	    xp = base_exp;
    }

    else if (gch->alignment > 200)  /* a little good */
    {

	if (victim->alignment < -500)
	    xp = base_exp * 6/5;

 	else if (victim->alignment > 750)
	    xp = base_exp * 1/2;

	else if (victim->alignment > 0)
	    xp = base_exp * 3/4; 
	
	else
	    xp = base_exp;
    }

    else if (gch->alignment < -200) /* a little bad */
    {
	if (victim->alignment > 500)
	    xp = base_exp * 6/5;
 
	else if (victim->alignment < -750)
	    xp = base_exp * 1/2;

	else if (victim->alignment < 0)
	    xp = base_exp * 3/4;

	else
	    xp = base_exp;
    }

    else /* neutral */
    {

	if (victim->alignment > 500 || victim->alignment < -500)
	    xp = base_exp * 4/3;

	else if (victim->alignment < 200 || victim->alignment > -200)
	    xp = base_exp * 1/2;

 	else
	    xp = base_exp;
    }

    /* randomize the rewards */
    xp = number_range (xp * 3/4, xp * 5/4);

    /* adjust for grouping */
	/* Zeran - multiply by 1.5 to encourage grouping */
    xp = xp * gch->level/total_levels * 1.5;

    if (xp < 0) 
	xp = 0;

    return xp;
}


void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune )
{
    char buf1[256], buf2[256], buf3[256];
    const char *vs;
    const char *vp;
    const char *attack;
    char punct;

	 if ( dam ==   0 ) { vs = "miss";	vp = "misses";		}
    else if ( dam <=   4 ) { vs = "{wscratch{x";	vp = "{wscratches{x";	}
    else if ( dam <=   8 ) { vs = "{wgraze{x";	vp = "{wgrazes{x";		}
    else if ( dam <=  12 ) { vs = "{whit{x";	vp = "{whits{x";		}
    else if ( dam <=  16 ) { vs = "{binjure{x";	vp = "{binjures{x";		}
    else if ( dam <=  20 ) { vs = "{bwound{x";	vp = "{bwounds{x";		}
    else if ( dam <=  24 ) { vs = "{bmaul{x";       vp = "{bmauls{x";		}
    else if ( dam <=  28 ) { vs = "{gdecimate{x";	vp = "{gdecimates{x";	}
    else if ( dam <=  32 ) { vs = "{gdevastate{x";	vp = "{gdevastates{x";	}
    else if ( dam <=  36 ) { vs = "{gmaim{x";	vp = "{gmaims{x";		}
    else if ( dam <=  40 ) { vs = "{cMUTILATE{x";	vp = "{cMUTILATES{x";	}
    else if ( dam <=  44 ) { vs = "{cDISEMBOWEL{x";	vp = "{cDISEMBOWELS{x";	}
    else if ( dam <=  48 ) { vs = "{cDISMEMBER{x";	vp = "{cDISMEMBERS{x";	}
    else if ( dam <=  52 ) { vs = "{cMASSACRE{x";	vp = "{cMASSACRES{x";	}
    else if ( dam <=  56 ) { vs = "{cMANGLE{x";	vp = "{cMANGLES{x";		}
    else if ( dam <=  60 ) { vs = "{G*** DEMOLISH ***{x";
			     vp = "{G*** DEMOLISHES ***{x";			}
    else if ( dam <=  75 ) { vs = "{G*** DEVASTATE ***{x";
			     vp = "{G*** DEVASTATES ***{x";			}
    else if ( dam <= 100)  { vs = "{C=== OBLITERATE ==={x";
			     vp = "{C=== OBLITERATES ==={x";		}
    else if ( dam <= 125)  { vs = "{r>>> ANNIHILATE <<<{x";
			     vp = "{r>>> ANNIHILATES <<<{x";		}
    else if ( dam <= 150)  { vs = "{r<<< ERADICATE >>>{x";
			     vp = "{r<<< ERADICATES >>>{x";			}
    else                   { vs = "do {gUN{YSPEAK{gABLE{x things to";
			     vp = "{gdoes UN{YSPEAK{gABLE things to{x";		}

    punct   = (dam <= 24) ? '.' : '!';

    if ( dt == TYPE_HIT )
    {
	if (ch  == victim)
	{
	    sprintf( buf1, "$n %s $melf%c [%d]",vp,punct, dam);
	    sprintf( buf2, "You %s yourself%c [%d]",vs,punct, dam);
	}
	else
	{
	    sprintf( buf1, "$n %s $N%c [%d]",  vp, punct, dam );
	    sprintf( buf2, "{yYou %s {y$N%c{x [{y%d{x]", vs, punct, dam );
	    sprintf( buf3, "{r$n %s {ryou%c{x [{r%d{x]", vp, punct, dam );
	}
    }
    else
    {
	if ( dt >= 0 && dt < MAX_SKILL )
	    attack	= skill_table[dt].noun_damage;
	else if ( dt >= TYPE_HIT
	&& dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) 
	    attack	= attack_table[dt - TYPE_HIT].name;
	else
	{
	    bug( "Dam_message: bad dt %d.", dt );
	    dt  = TYPE_HIT;
	    attack  = attack_table[0].name;
	}

	if (immune)
	{
	    if (ch == victim)
	    {
		sprintf(buf1,"$n is unaffected by $s own %s.",attack);
		sprintf(buf2,"Luckily, you are immune to that.");
	    } 
	    else
	    {
	    	sprintf(buf1,"$N is unaffected by $n's %s!",attack);
	    	sprintf(buf2,"$N is {gunaffected{x by your %s!",attack);
	    	sprintf(buf3,"$n's %s is {cpowerless{x against you.",attack);
	    }
	}
	else
	{
	    if (ch == victim)
	    {
		sprintf( buf1, "$n's %s %s $m%c [%d]",attack,vp,punct, dam);
		sprintf( buf2, "Your %s %s you%c [%d]",attack,vp,punct, dam);
	    }
	    else
	    {
	    	sprintf( buf1, "$n's %s %s $N%c [%d]",  attack, vp, punct, dam );
	    	sprintf( buf2, "{yYour %s %s {y$N%c{x [{y%d{x]",  attack, vp, punct, dam  );
	    	sprintf( buf3, "{r$n's %s %s {ryou%c{x [{r%d{x]", attack, vp, punct, dam );
	    }
	}
    }

    if (ch == victim)
    {
	act(buf1,ch,NULL,NULL,TO_ROOM);
	act(buf2,ch,NULL,NULL,TO_CHAR);
    }
    else
    {
    	act( buf1, ch, NULL, victim, TO_NOTVICT );
    	act( buf2, ch, NULL, victim, TO_CHAR );
    	act( buf3, ch, NULL, victim, TO_VICT );
    }

    return;
}



/*
 * Disarm a creature.
 * Caller must check for successful attack.
 */
void disarm( CHAR_DATA *ch, CHAR_DATA *victim, bool dual )
{
    OBJ_DATA *obj;
	char messbuf[128];
	if (!dual)
		{
    	if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
			return;
		}
	else
		{
    	if ( ( obj = get_eq_char( victim, WEAR_WIELD2 ) ) == NULL )
			return;
		}

    if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE))
    {
	act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR);
	act("$n tries to disarm you, but your weapon won't budge!",
	    ch,NULL,victim,TO_VICT);
	act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
	return;
    }
	sprintf (messbuf, "$n disarms you and sends %s flying!", obj->short_descr);
    act( messbuf, ch, NULL, victim, TO_VICT    );
	sprintf (messbuf, "You disarm $N! %s goes flying!", obj->short_descr); 
    act( messbuf,  ch, NULL, victim, TO_CHAR    );
    act( "$n disarms $N!",  ch, NULL, victim, TO_NOTVICT );

    obj_from_char( obj );
    if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) )
	obj_to_char( obj, victim );
    else
    {
	obj_to_room( obj, victim->in_room );
	if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
	    get_obj(victim,obj,NULL);
    }

    return;
}

void do_berserk( CHAR_DATA *ch, char *argument)
{
    int chance, hp_percent;

    if ((chance = get_skill(ch,gsn_berserk)) == 0
    ||  (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK))
    ||  (!IS_NPC(ch)
    &&   ch->level < skill_table[gsn_berserk].skill_level[ch->class]))
    {
	send_to_char("You turn red in the face, but nothing happens.\n\r",ch);
	return;
    }

    if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk)
    ||  is_affected(ch,skill_lookup("frenzy")))
    {
	send_to_char("You get a little madder.\n\r",ch);
	return;
    }

    if (IS_AFFECTED(ch,AFF_CALM))
    {
	send_to_char("You're feeling to mellow to berserk.\n\r",ch);
	return;
    }

    if (ch->mana < 50)
    {
	send_to_char("You can't get up enough energy.\n\r",ch);
	return;
    }

    /* modifiers */

    /* fighting */
    if (ch->position == POS_FIGHTING)
	chance += 10;

    /* damage -- below 50% of hp helps, above hurts */
    hp_percent = 100 * ch->hit/ch->max_hit;
    chance += 25 - hp_percent/2;

    if (number_percent() < chance)
    {
	AFFECT_DATA af;

	WAIT_STATE(ch,PULSE_VIOLENCE);
	ch->mana -= 50;
	ch->move /= 2;

	/* heal a little damage */
	ch->hit += ch->level * 2;
	ch->hit = UMIN(ch->hit,ch->max_hit);

	send_to_char("{RYour pulse races as you are consumned by rage!{x\n\r",ch);
	act("{R$n gets a wild look in $s eyes.{x",ch,NULL,NULL,TO_ROOM);
	check_improve(ch,gsn_berserk,TRUE,2);

	af.type		= gsn_berserk;
	af.level	= ch->level;
	af.duration	= number_fuzzy(ch->level / 8);
	af.modifier	= UMAX(1,ch->level/5);
	af.bitvector 	= AFF_BERSERK;

	af.location	= APPLY_HITROLL;
	affect_to_char(ch,&af);

	af.location	= APPLY_DAMROLL;
	affect_to_char(ch,&af);

	af.modifier	= UMAX(10,10 * (ch->level/5));
	af.location	= APPLY_AC;
	affect_to_char(ch,&af);
    }

    else
    {
	WAIT_STATE(ch,3 * PULSE_VIOLENCE);
	ch->mana -= 25;
	ch->move /= 2;

	send_to_char("Your pulse speeds up, but nothing happens.\n\r",ch);
	check_improve(ch,gsn_berserk,FALSE,2);
    }
}

void do_bash( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    int chance;

    one_argument(argument,arg);
 
    if ( (chance = get_skill(ch,gsn_bash)) == 0
    ||	 (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH))
    ||	 (!IS_NPC(ch)
    &&	  ch->level < skill_table[gsn_bash].skill_level[ch->class]))
    {	
	send_to_char("Bashing? What's that?\n\r",ch);
	return;
    }
 
    if (arg[0] == '\0')
    {
	victim = ch->fighting;
	if (victim == NULL)
	{
	    send_to_char("But you aren't fighting anyone!\n\r",ch);
	    return;
	}
    }

    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
	send_to_char("They aren't here.\n\r",ch);
	return;
    }

    if (victim->position < POS_FIGHTING)
    {
	act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR);
	return;
    } 

    if (victim == ch)
    {
	send_to_char("You try to bash your brains out, but fail.\n\r",ch);
	return;
    }

    if (is_safe(ch,victim))
	return;

    if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
	return;
    }

    /* modifiers */

    /* size  and weight */
    chance += ch->carry_weight / 25;
    chance -= victim->carry_weight / 20;

    if (ch->size < victim->size)
	chance += (ch->size - victim->size) * 25;
    else
	chance += (ch->size - victim->size) * 10; 


    /* stats */
    chance += get_curr_stat(ch,STAT_STR);
    chance -= get_curr_stat(victim,STAT_DEX) * 4/3;

    /* speed */
    if (IS_SET(ch->off_flags,OFF_FAST))
	chance += 10;
    if (IS_SET(victim->off_flags,OFF_FAST))
	chance -= 20;

    /* level */
    chance += (ch->level - victim->level) * 2;

    /* now the attack */
    if (number_percent() < chance)
    {
    
	act("$n sends you sprawling with a powerful bash!",
		ch,NULL,victim,TO_VICT);
	act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR);
	act("$n sends $N sprawling with a powerful bash.",
		ch,NULL,victim,TO_NOTVICT);
	check_improve(ch,gsn_bash,TRUE,1);

	WAIT_STATE(victim, 3 * PULSE_VIOLENCE);
	WAIT_STATE(ch,skill_table[gsn_bash].beats);
	victim->position = POS_RESTING;
	damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
	    DAM_BASH);
	
    }
    else
    {
	damage(ch,victim,0,gsn_bash,DAM_BASH);
	act("You fall flat on your face!",
	    ch,NULL,victim,TO_CHAR);
	act("$n falls flat on $s face.",
	    ch,NULL,victim,TO_NOTVICT);
	act("You evade $n's bash, causing $m to fall flat on $s face.",
	    ch,NULL,victim,TO_VICT);
	check_improve(ch,gsn_bash,FALSE,1);
	ch->position = POS_RESTING;
	WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); 
    }
}

void do_dirt( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    int chance;

    one_argument(argument,arg);

    if ( (chance = get_skill(ch,gsn_dirt)) == 0
    ||   (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
    ||   (!IS_NPC(ch)
    &&    ch->level < skill_table[gsn_dirt].skill_level[ch->class]))
    {
	send_to_char("You get your feet dirty.\n\r",ch);
	return;
    }

    if (arg[0] == '\0')
    {
	victim = ch->fighting;
	if (victim == NULL)
	{
	    send_to_char("But you aren't in combat!\n\r",ch);
	    return;
	}
    }

    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
	send_to_char("They aren't here.\n\r",ch);
	return;
    }

    if (IS_AFFECTED(victim,AFF_BLIND))
    {
	act("$e's already been blinded.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (victim == ch)
    {
	send_to_char("Very funny.\n\r",ch);
	return;
    }

    if (is_safe(ch,victim))
	return;

    if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR);
	return;
    }

    /* modifiers */

    /* dexterity */
    chance += get_curr_stat(ch,STAT_DEX);
    chance -= 2 * get_curr_stat(victim,STAT_DEX);

    /* speed  */
    if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
	chance += 10;
    if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
	chance -= 25;

    /* level */
    chance += (ch->level - victim->level) * 2;

    /* sloppy hack to prevent false zeroes */
    if (chance % 5 == 0)
	chance += 1;

    /* terrain */

    switch(ch->in_room->sector_type)
    {
	case(SECT_INSIDE):		chance -= 20;	break;
	case(SECT_CITY):		chance -= 10;	break;
	case(SECT_FIELD):		chance +=  5;	break;
	case(SECT_FOREST):				break;
	case(SECT_HILLS):				break;
	case(SECT_MOUNTAIN):		chance -= 10;	break;
	case(SECT_WATER_SWIM):		chance  =  0;	break;
	case(SECT_WATER_NOSWIM):	chance  =  0;	break;
	case(SECT_AIR):			chance  =  0;  	break;
	case(SECT_DESERT):		chance += 10;   break;
    }

    if (chance == 0)
    {
	send_to_char("There isn't any dirt to kick.\n\r",ch);
	return;
    }

    /* now the attack */
    if (number_percent() < chance)
    {
	AFFECT_DATA af;
	act("$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT);
	act("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM);
        damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE);
	send_to_char("You can't see a thing!\n\r",victim);
	check_improve(ch,gsn_dirt,TRUE,2);
	WAIT_STATE(ch,skill_table[gsn_dirt].beats);

	af.type 	= gsn_dirt;
	af.level 	= ch->level;
	af.duration	= 0;
	af.location	= APPLY_HITROLL;
	af.modifier	= -4;
	af.bitvector 	= AFF_BLIND;

	affect_to_char(victim,&af);
    }
    else
    {
	damage(ch,victim,0,gsn_dirt,DAM_NONE);
	check_improve(ch,gsn_dirt,FALSE,2);
	WAIT_STATE(ch,skill_table[gsn_dirt].beats);
    }
}

void do_trip( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    int chance;

    one_argument(argument,arg);

    if ( (chance = get_skill(ch,gsn_trip)) == 0
    ||   (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
    ||   (!IS_NPC(ch) 
	  && ch->level < skill_table[gsn_trip].skill_level[ch->class]))
    {
	send_to_char("Tripping?  What's that?\n\r",ch);
	return;
    }


    if (arg[0] == '\0')
    {
	victim = ch->fighting;
	if (victim == NULL)
	{
	    send_to_char("But you aren't fighting anyone!\n\r",ch);
	    return;
 	}
    }

    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
	send_to_char("They aren't here.\n\r",ch);
	return;
    }

    if (is_safe(ch,victim))
	return;

    if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
    {
	send_to_char("Kill stealing is not permitted.\n\r",ch);
	return;
    }
    
    if (IS_AFFECTED(victim,AFF_FLYING))
    {
	act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (victim->position < POS_FIGHTING)
    {
	act("$N is already down.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (victim == ch)
    {
	send_to_char("You fall flat on your face!\n\r",ch);
	WAIT_STATE(ch,2 * skill_table[gsn_trip].beats);
	act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM);
	return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("$N is your beloved master.",ch,NULL,victim,TO_CHAR);
	return;
    }

    /* modifiers */

    /* size */
    if (ch->size < victim->size)
        chance += (ch->size - victim->size) * 10;  /* bigger = harder to trip */

    /* dex */
    chance += get_curr_stat(ch,STAT_DEX);
    chance -= get_curr_stat(victim,STAT_DEX) * 3 / 2;

    /* speed */
    if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
	chance += 10;
    if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
	chance -= 20;

    /* level */
    chance += (ch->level - victim->level) * 2;


    /* now the attack */
    if (number_percent() < chance)
    {
	act("$n trips you and you go down!",ch,NULL,victim,TO_VICT);
	act("You trip $N and $N goes down!",ch,NULL,victim,TO_CHAR);
	act("$n trips $N, sending $M to the ground.",ch,NULL,victim,TO_NOTVICT);
	check_improve(ch,gsn_trip,TRUE,1);

	WAIT_STATE(victim,2 * PULSE_VIOLENCE);
        WAIT_STATE(ch,skill_table[gsn_trip].beats);
	victim->position = POS_RESTING;
	damage(ch,victim,number_range(2, 2 +  2 * victim->size),gsn_trip,
	    DAM_BASH);
    }
    else
    {
	damage(ch,victim,0,gsn_trip,DAM_BASH);
	WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3);
	check_improve(ch,gsn_trip,FALSE,1);
    } 
}



void do_kill( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument( argument, arg );

	if (IS_AFFECTED(ch, AFF_FEAR))
		{
		if (!IS_NPC(ch))
			send_to_char ("You are too scared to kill anyone...\n\r",ch);
		return;
		}	

    if ( arg[0] == '\0' )
    {
	send_to_char( "Kill whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( !IS_NPC(victim) )
    {
        if ( !IS_SET(victim->act, PLR_KILLER)
        &&   !IS_SET(victim->act, PLR_THIEF) )
        {
            send_to_char( "You must MURDER a player.\n\r", ch );
            return;
        }
    }

    if ( victim == ch )
    {
	send_to_char( "You hit yourself.  Ouch!\n\r", ch );
	multi_hit( ch, ch, TYPE_UNDEFINED );
	return;
    }

    if ( is_safe( ch, victim ) )
	return;

    if( ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) 
	&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) )
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
    {
	act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( ch->position == POS_FIGHTING )
    {
	send_to_char( "You do the best you can!\n\r", ch );
	return;
    }

    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
    check_killer( ch, victim );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}



void do_murde( CHAR_DATA *ch, char *argument )
{
    send_to_char( "If you want to MURDER, spell it out.\n\r", ch );
    return;
}



void do_murder( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Murder whom?\n\r", ch );
	return;
    }

	if (IS_AFFECTED(ch, AFF_FEAR))
		{
		send_to_char ("You are too scared to attack anyone...\n\r",ch);
		return;
		}

    if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET)))
	return;

    if (IS_NPC(ch) && IS_SET(ch->act,ACT_FOLLOWER))
	return;

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( victim == ch )
    {
	send_to_char( "Suicide is a mortal sin.\n\r", ch );
	return;
    }

    if ( is_safe( ch, victim ) )
	return;

    if ( ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
	&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) )
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
    {
	act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( ch->position == POS_FIGHTING )
    {
	send_to_char( "You do the best you can!\n\r", ch );
	return;
    }

	if (can_murder(ch, victim) && can_murder (victim, ch))
		{
	    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
   		 if (IS_NPC(ch))
		sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr);
   		 else
   		 	sprintf( buf, "Help!  I am being attacked by %s!", ch->name );
   		 do_yell( victim, buf );
   		 check_killer( ch, victim );
   		 multi_hit( ch, victim, TYPE_UNDEFINED );
   		 return;
		}
	else if (!can_murder(ch, victim))
		{
		char mess[128];
		sprintf (mess, "Mota deems it unjust for you and %s to fight.\n\r", victim->name);
		send_to_char (mess, ch);
		return;
		}
	else 
		{
		char mess[128];
		sprintf (mess, "Mota deems it unjust for you and %s to fight.\n\r", victim->name);
		send_to_char (mess, ch);
		return;
		}
}

bool can_murder (CHAR_DATA *ch, CHAR_DATA *victim)
	{ 
	sh_int level_ch;
	sh_int level_vct;	
	sh_int min_level=5; /* put this in merc.h as a define */
		 	
	level_ch = ch->level;
	level_vct = victim->level;

/* this routine assumes that the calling command has already checked for
   existence of the PK flag in this room. */ 

	if (level_ch > HERO) /*automatic yes*/
		return TRUE;	
	/*check for minimum level of pkill*/	

	if ((level_ch < min_level) || (level_vct < min_level))
		return FALSE;
	else /*Pkill!!!!!!*/
		return TRUE;
	}


void do_backstab( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;

    one_argument( argument, arg );

	if (IS_AFFECTED(ch, AFF_FEAR))
		{
		send_to_char ("You are too scared to attack anyone...\n\r",ch);
		return;	
		}
    if ( arg[0] == '\0' )
    {
	send_to_char( "Backstab whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( victim == ch )
    {
	send_to_char( "How can you sneak up on yourself?\n\r", ch );
	return;
    }

    if ( is_safe( ch, victim ) )
      return; /* this will check the pk flag and bail out if none */
	
	if (!IS_NPC(victim) && !can_murder(ch, victim))
		{
		send_to_char ("You can't kill that person here.\n\r",ch);
		return;
		}

    if (( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
	&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
    {
	send_to_char( "You need to wield a weapon to backstab.\n\r", ch );
	return;
    }

    if ( victim->fighting != NULL )
    {
	send_to_char( "You can't backstab a fighting person.\n\r", ch );
	return;
    }

    if ( victim->hit < victim->max_hit )
    {
	act( "$N is hurt and suspicious ... you can't sneak up.",
	    ch, NULL, victim, TO_CHAR );
	return;
    }

    check_killer( ch, victim );
    WAIT_STATE( ch, skill_table[gsn_backstab].beats );
    if ( !IS_AWAKE(victim)
    ||   IS_NPC(ch)
    ||   number_percent( ) < ch->pcdata->learned[gsn_backstab] )
    {
	check_improve(ch,gsn_backstab,TRUE,1);
	multi_hit( ch, victim, gsn_backstab );
    }
    else
    {
	check_improve(ch,gsn_backstab,FALSE,1);
	damage( ch, victim, 0, gsn_backstab,DAM_NONE );
    }

    return;
}


void do_circle( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;
 
    one_argument( argument, arg );
 
    if (arg[0] == '\0')
    {
        send_to_char("Circle whom?\n\r",ch);
        return;
    }
 
 
    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
        send_to_char("They aren't here.\n\r",ch);
        return;
    }
 
    if ( is_safe( ch, victim ) )
      return;
 
    if (IS_NPC(victim) &&
         victim->fighting != NULL &&
        !is_same_group(ch,victim->fighting)
 	&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) )
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }
 
 if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
    {
        send_to_char( "You need to wield a weapon to circle.\n\r", ch );
        return;
    }
 
    if ( ( victim = ch->fighting ) == NULL )
    {
        send_to_char( "You must be fighting in order to circle.\n\r", ch );
        return;
    }
	
	if ( (!IS_AFFECTED(victim, AFF_BLIND)) && (victim->fighting == ch) ) 
	{
		send_to_char( "Your foe is watching you too closely, you can't circle.\n\r", ch);
		return;
	}  
 
    check_killer( ch, victim );
    WAIT_STATE( ch, skill_table[gsn_circle].beats );
    if ( number_percent( ) < get_skill(ch,gsn_circle)
    || ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) )
    {
        check_improve(ch,gsn_circle,TRUE,1);
        one_hit( ch, victim, gsn_circle, FALSE);
        WAIT_STATE(ch,skill_table[gsn_circle].beats);
    }
    else

    {
        check_improve(ch,gsn_circle,FALSE,1);
        damage( ch, victim, 0, gsn_circle,DAM_NONE);
        WAIT_STATE(ch,skill_table[gsn_circle].beats);
    }
 
    return;
}



void do_flee( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *was_in;
    ROOM_INDEX_DATA *now_in;
    CHAR_DATA *victim;
    int attempt;

    if ( ( victim = ch->fighting ) == NULL )
    {
        if ( ch->position == POS_FIGHTING )
            ch->position = POS_STANDING;
	send_to_char( "You aren't fighting anyone.\n\r", ch );
	return;
    }

    was_in = ch->in_room;
    for ( attempt = 0; attempt < 6; attempt++ )
    {
	EXIT_DATA *pexit;
	int door;

	door = number_door( );
	if ( ( pexit = was_in->exit[door] ) == 0
	||   pexit->u1.to_room == NULL
	||   IS_SET(pexit->exit_info, EX_CLOSED)
	|| ( IS_NPC(ch)
	&&   IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
	    continue;

	move_char( ch, door, FALSE );
	if ( ( now_in = ch->in_room ) == was_in )
	    continue;

	ch->in_room = was_in;
	act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
	ch->in_room = now_in;

	if ( !IS_NPC(ch) )
	{
	    send_to_char( "You flee from combat!  You lose 10 exps.\n\r", ch );
	    gain_exp( ch, -10 );
	}

	stop_fighting( ch, TRUE );
	return;
    }

    send_to_char( "PANIC! You couldn't escape!\n\r", ch );
    return;
}

void do_sharpen (CHAR_DATA *ch, char *argument)
	{
	char target[MAX_INPUT_LENGTH];
	int roll;
	OBJ_DATA *obj;
	int move=175;
	int all_sharp=WEAPON_SHARP + WEAPON_VORPAL;
	int player_chance;

	if (ch->pcdata->learned[gsn_sharpen] < 1 )
		{
		send_to_char ("You have no clue how to sharpen your weapon.\n\r",ch);
		return;
		} 	
	one_argument (argument, target);	
	if ( target[0] == '\0' )
	    {
		send_to_char( "Sharpen what?\n\r", ch );
		return;
   		}

	if (ch->move < move) /*not enough to try*/
		{
		send_to_char ("You do not have enough movement.\n\r",ch);
		return;
		}
	
	if (( obj = get_obj_carry (ch, target)) == NULL)
		{
		send_to_char ("You are not carrying that.\n\r", ch);
		return;
		}

	if (obj->item_type != ITEM_WEAPON) /*not a weapon*/
		{
		send_to_char ("That is not a weapon.\n\r", ch);	
		return;
		}
	
	if (obj->wear_loc != -1)
		{
		send_to_char ("The weapon must be carried to be sharpened.\n\r",ch);
		return;
		}

	ch->move -= move; /*use up required move */
	
	if ((obj->value[4]&all_sharp) != 0) /*already sharp or vorpal*/
		{
		send_to_char ("This weapon is already as sharp as it can be...\n\r",ch);
		return;
		}

	WAIT_STATE(ch, skill_table[gsn_sharpen].beats);
	/*lets see what happens*/
	roll=number_percent();
	/*chance is skill/4 + level/4 + (str-20) + (dex -18)*/
	player_chance=(int)(ch->level/4) + (int)(get_skill(ch,gsn_sharpen)/4) + 
					(get_curr_stat (ch, STAT_STR) - 20) +
					(get_curr_stat (ch, STAT_DEX) - 18) + 5 ;
	
	if (roll <= 5) /*oops, ruins the weapon*/	
		{
		send_to_char ("You have dulled the edge beyond repair.  The weapon is worthless!\n\r",ch);
		extract_obj(obj);	
		act("$n tries to sharpen $p and fails miserably.",ch,obj,NULL,TO_ROOM);
		check_improve(ch, gsn_sharpen, FALSE, 1);
		return;
		}
	
	else if (roll <= player_chance) /*success!*/
		{
		int flag_to_add=WEAPON_SHARP;
		char to_ch[128];
		char to_room[128];
		/*check for ultimate vorpal roll*/
		roll = number_percent();
		if (roll > 95) /*vorpal!*/
			{
			flag_to_add=WEAPON_VORPAL;
			sprintf (to_ch, "The gods silently assist you!  You've created a {mvorpal{x weapon!\n\r");
			sprintf (to_room, "$n is aided by powers unseen, and thus creates a {mvorpal{x weapon!");
			}
		else
			{
			sprintf (to_ch, "With utmost care, you sharpen your weapon to a fine edge.\n\r");
			sprintf (to_room, "$n works with great care and makes $s weapon deadlier.");
			}
		
		send_to_char (to_ch, ch);
		act(to_room,ch,obj,NULL,TO_ROOM);
		check_improve(ch, gsn_sharpen, TRUE,1);
	
		obj->value[4]+=flag_to_add; /*add sharp or vorpal*/
		obj->valueorig[4]+=flag_to_add;
		}
	else /*fail*/
		{
		send_to_char ("You fail to improve your weapon.\n\r", ch);
		check_improve(ch, gsn_sharpen, FALSE,1);
		return;
		}
	} /*end do_sharpen*/


void do_rescue( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *fch;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Rescue whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( victim == ch )
    {
	send_to_char( "What about fleeing instead?\n\r", ch );
	return;
    }

    if ( !is_same_group(ch,victim))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if ( !IS_NPC(ch) && IS_NPC(victim) )
    {
	send_to_char( "Doesn't need your help!\n\r", ch );
	return;
    }

    if ( ch->fighting == victim )
    {
	send_to_char( "Too late.\n\r", ch );
	return;
    }

    if ( ( fch = victim->fighting ) == NULL )
    {
	send_to_char( "That person is not fighting right now.\n\r", ch );
	return;
    }

    WAIT_STATE( ch, skill_table[gsn_rescue].beats );
    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
    {
	send_to_char( "You fail the rescue.\n\r", ch );
	check_improve(ch,gsn_rescue,FALSE,1);
	return;
    }

    act( "You rescue $N!",  ch, NULL, victim, TO_CHAR    );
    act( "$n rescues you!", ch, NULL, victim, TO_VICT    );
    act( "$n rescues $N!",  ch, NULL, victim, TO_NOTVICT );
    check_improve(ch,gsn_rescue,TRUE,1);

    stop_fighting( fch, FALSE );
    stop_fighting( victim, FALSE );

    check_killer( ch, fch );
    set_fighting( ch, fch );
    set_fighting( fch, ch );
    return;
}

void do_rotate ( CHAR_DATA *ch, char *argument)
	{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
	int chance;

	if (ch->fighting == NULL)
		{
		send_to_char ("You aren't fighting anyone.\n\r",ch);
		return;
		}

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Rotate to fight whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

	if ( victim == ch->fighting ) 
		{
		send_to_char ("You are already fighting that target!.\n\r",ch);
		return;
		}
	
	if (victim->fighting != ch)
		{
		send_to_char ("You must rotate to someone who is already fighting you.\n\r",ch);
		return;
		}
    
	WAIT_STATE( ch, skill_table[gsn_rotate].beats );
	chance = ch->pcdata->learned[gsn_rotate];
	/*modifiers*/
	chance = chance + (ch->level - ch->fighting->level) * 5; 
	chance = chance + (get_curr_stat (ch, STAT_DEX) - 20) * 5;
	if (number_percent() > chance)
		{
		send_to_char ("Rotation failed.\n\r",ch);
		check_improve(ch, gsn_rotate, FALSE, 1);
		return;
		}
	stop_fighting (ch, FALSE);
	set_fighting (ch, victim);	
	send_to_char ("Rotation successful.\n\r",ch);
	check_improve(ch, gsn_rotate, TRUE, 1);
	return;
	}

void do_kick( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

    if ( !IS_NPC(ch)
    &&   ch->level < skill_table[gsn_kick].skill_level[ch->class] )
    {
	send_to_char(
	    "You better leave the martial arts to fighters.\n\r", ch );
	return;
    }

    if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK))
	return;

    if ( ( victim = ch->fighting ) == NULL )
    {
	send_to_char( "You aren't fighting anyone.\n\r", ch );
	return;
    }

    WAIT_STATE( ch, skill_table[gsn_kick].beats );
    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
    {
	damage( ch, victim, number_range( 1, ch->level ), gsn_kick,DAM_BASH );
	check_improve(ch,gsn_kick,TRUE,1);
    }
    else
    {
	damage( ch, victim, 0, gsn_kick,DAM_BASH );
	check_improve(ch,gsn_kick,FALSE,1);
    }

    return;
}

/* Zeran - fairly big modification, still is sloppy though :( */
void do_disarm( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    OBJ_DATA *obj2;
    OBJ_DATA *chwep;
    OBJ_DATA *chwep2;
	int ch_tot_weap=0;
	int vict_tot_weap=0;
    int chance1,chance2,hth,ch_weapon1,vict_weapon1,ch_vict_weapon1;
    int ch_weapon2,vict_weapon2, ch_vict_weapon2;
	bool got_one=FALSE;

    hth = 0;

    if ((chance1 = get_skill(ch,gsn_disarm)) == 0)
    {
	send_to_char( "You don't know how to disarm opponents.\n\r", ch );
	return;
    }
	chance2 = chance1;
	
	if ((victim = ch->fighting) == NULL)
		{
		send_to_char ("You aren't fighting anyone.\n\r",ch);
		return;
		}

	/* Zeran - ok, grab all possible weapons and total them up */	
	if ((obj = get_eq_char(victim, WEAR_WIELD)) != NULL)
		vict_tot_weap++;
	if ((obj2 = get_eq_char(victim, WEAR_WIELD2)) != NULL)
		vict_tot_weap++;
	if ((chwep = get_eq_char(ch, WEAR_WIELD)) != NULL)
		ch_tot_weap++;
	if ((chwep2 = get_eq_char(ch, WEAR_WIELD2)) != NULL)
		ch_tot_weap++;

    if ( chwep == NULL 
	&& 	 chwep2 == NULL 
    &&   ( (hth = get_skill(ch,gsn_hand_to_hand) ) == 0
    ||    (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM) ) ) )
    {
	send_to_char( "You must wield a weapon to disarm.\n\r", ch );
	return;
    }
	
    if ( ( victim = ch->fighting ) == NULL )
    {
	send_to_char( "You aren't fighting anyone.\n\r", ch );
	return;
    }

	if (obj == NULL && obj2 == NULL)
    {
	send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
	return;
    }

    /* find weapon skills */
    ch_weapon1 = get_weapon_skill(ch,get_weapon_sn(ch,FALSE));
    vict_weapon1 = get_weapon_skill(victim,get_weapon_sn(victim,FALSE));
    ch_weapon2 = get_weapon_skill(ch,get_weapon_sn(ch,TRUE));
    vict_weapon2 = get_weapon_skill(victim,get_weapon_sn(victim,TRUE));
    ch_vict_weapon1 = get_weapon_skill(ch,get_weapon_sn(victim,FALSE));
    ch_vict_weapon2 = get_weapon_skill(ch,get_weapon_sn(victim,TRUE));

    /* modifiers */

    /* skill */
    if (chwep == NULL && chwep2 == NULL )
	{
	chance1 = chance1 * hth/150;
	chance2 = chance2 * hth/150;
	} 
    else
	{
	chance1 = chance1 * ch_weapon1/100;
	chance2 = chance2 * ch_weapon2/100;
	}

    chance1 += (ch_vict_weapon1/2 - vict_weapon1) / 2; 
    chance2 += (ch_vict_weapon2/2 - vict_weapon2) / 2; 

    /* dex vs. strength */
    chance1 += get_curr_stat(ch,STAT_DEX);
    chance1 -= 2 * get_curr_stat(victim,STAT_STR);
    chance2 += get_curr_stat(ch,STAT_DEX);
    chance2 -= 2 * get_curr_stat(victim,STAT_STR);

    /* level */
    chance1 += (ch->level - victim->level) * 2;
    chance2 += (ch->level - victim->level) * 2;
	
	/* Zeran - consider 2 weapons against 1, or vice versa */
	if (ch_tot_weap > vict_tot_weap)
		{
		chance1 += (20 * ch_vict_weapon1/100);
		chance2 += (20 * ch_vict_weapon2/100);
		}
	else if (ch_tot_weap < vict_tot_weap)
		{
		chance1 -= (20 * ch_vict_weapon1/100);
		chance2 -= (20 * ch_vict_weapon2/100);
		}
	/*Make second weapon harder to disarm if victim has 2 weapons*/
	if (obj != NULL && obj2 != NULL)
		chance2 = chance2/2;
 
    /* and now the attack */
   	WAIT_STATE( ch, skill_table[gsn_disarm].beats );
	
	if (obj != NULL)	
	{
  	  if (number_percent() < chance1)
  	  {
		disarm( ch, victim, FALSE );
		check_improve(ch,gsn_disarm,TRUE,1);
		got_one=TRUE;
  	  }
	}

	if (obj2 != NULL)
	{
  	  if (number_percent() < chance2)
  	  {
		disarm( ch, victim, TRUE );
		check_improve(ch,gsn_disarm,TRUE,1);
		got_one=TRUE;
  	  }
	}

	if (!got_one)	
  	  {
		act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR);
		act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT);
		act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
		check_improve(ch,gsn_disarm,FALSE,1);
  	  }
    return;
}


void do_sla( CHAR_DATA *ch, char *argument )
{
    send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
    return;
}



void do_slay( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Slay whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( ch == victim )
    {
	send_to_char( "Suicide is a mortal sin.\n\r", ch );
	return;
    }

    if ( !IS_NPC(victim) && victim->level >= get_trust(ch) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    act( "You slay $M in cold blood!",  ch, NULL, victim, TO_CHAR    );
    act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT    );
    act( "$n slays $N in cold blood!",  ch, NULL, victim, TO_NOTVICT );
    raw_kill( victim );
    return;
}

bool check_material_vuln (OBJ_DATA *obj, CHAR_DATA *victim)
	{
	long vuln;
	
	if (obj == NULL)
		{
		bug ("Null obj passed to check_material_vuln",0);
		return FALSE;
		}
	if (victim == NULL)
		{
		bug ("Null victim passed to check_material_vuln",0);
		return FALSE;
		}
	if (!str_cmp(material_name(obj->material), "unknown"))
		{
		return FALSE;
		}
	vuln = material_vuln (obj->material);
	if (IS_SET(victim->vuln_flags, vuln))
		return TRUE;
	return FALSE;
	}