GmudV33/
GmudV33/player/
GmudV33/public_html/
GmudV33/public_html/IMAGES/_VTI_CNF/
GmudV33/src_linux/Debug/
GmudV33/text/clans/
/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@hypercube.org)			   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "recycle.h"


/*
 * 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_block 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 secondary ));
void mob_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt));
void raw_kill args ((CHAR_DATA * victim));
void raw_kill_slay args ((CHAR_DATA * victim));
void set_fighting args ((CHAR_DATA * ch, CHAR_DATA * victim));
void disarm args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_counter   args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) );

DECLARE_DO_FUN(do_consume	);
DECLARE_DO_FUN(do_circle    );

/*
 * Control the fights going on.
 * Called periodically by update_handler.
 */
void violence_update (void)
{
	CHAR_DATA *ch;
	CHAR_DATA *ch_next;
	CHAR_DATA *victim;
     OBJ_DATA *obj, *obj_next;
     bool room_trig = FALSE;

	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;

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

		if (IS_NPC (ch)) {
			if (HAS_TRIGGER_MOB (ch, TRIG_FIGHT))
				p_percent_trigger (ch, NULL, NULL, victim, NULL, NULL, TRIG_FIGHT);
			if (HAS_TRIGGER_MOB (ch, TRIG_HPCNT))
				p_hprct_trigger (ch, victim);
		}

		for ( obj = ch->carrying; obj; obj = obj_next )
		{
		    obj_next = obj->next_content;

			if ( obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ( obj, TRIG_FIGHT ) )
			p_percent_trigger( NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT );
		}

		if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_FIGHT ) && room_trig == FALSE )
		{
			room_trig = TRUE;
		    p_percent_trigger( NULL, NULL, ch->in_room, victim, NULL, NULL, TRIG_FIGHT );
		}
	}

	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_function (rch, &do_emote, "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)
					&& !is_safe (rch, victim))
					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->group && rch->group == ch->group)

					|| (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_function (rch, &do_emote, "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);

	if (ch->desc == NULL)
		ch->daze = UMAX (0, ch->daze - 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;
	}

	one_hit (ch, victim, dt, FALSE);
	if (get_eq_char (ch, WEAR_SECONDARY))
    	{
        one_hit( ch, victim, dt, TRUE );
        if ( ch->fighting != victim )
            return;
    	}

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

	if (IS_AFFECTED (ch, AFF_HASTE))
		one_hit (ch, victim, dt, FALSE);

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

	chance = get_skill (ch, gsn_second_attack) / 2;

	if (IS_AFFECTED (ch, AFF_SLOW))
		chance /= 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 (IS_AFFECTED (ch, AFF_SLOW))
		chance = 0;;

	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) && !IS_AFFECTED (ch, AFF_SLOW)))
		one_hit (ch, victim, dt, FALSE);

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

	chance = get_skill (ch, gsn_second_attack) / 2;

	if (IS_AFFECTED (ch, AFF_SLOW) && !IS_SET (ch->off_flags, OFF_FAST))
		chance /= 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 (IS_AFFECTED (ch, AFF_SLOW) && !IS_SET (ch->off_flags, OFF_FAST))
		chance = 0;

	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, 8);

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

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


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

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

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

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

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

		case (7):
		if (IS_SET (ch->off_flags, OFF_CRUSH)) {
			/* do_function(ch, &do_crush, "") */ ;
		}
		break;
		case (8):
		if (IS_SET (ch->off_flags, OFF_BACKSTAB)) {
			do_function (ch, &do_backstab, "");
		}
		break;
		case (9):	/* circle skill by TAKA */
		if (IS_SET (ch->off_flags, OFF_CIRCLE)) {
			do_function (ch, &do_circle, "");
		}

	}
}


/*
 * Hit one guy once.
 */
void one_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary)
{
	OBJ_DATA *wield;
	int victim_ac;
	int thac0;
	int thac0_00;
	int thac0_32;
	int dam;
	int diceroll;
	int sn, skill;
	int dam_type;
	bool result;

	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 secondary == true, use the second weapon.
    	 */
    	if (!secondary)
    	    wield = get_eq_char( ch, WEAR_WIELD );
    	else
    	    wield = get_eq_char( ch, WEAR_SECONDARY );

	if (dt == TYPE_UNDEFINED) {
		dt = TYPE_HIT;
		if (wield != NULL && wield->item_type == ITEM_WEAPON)
			dt += wield->value[3];
		else
			dt += ch->dam_type;
	}

	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;

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

	/* get the weapon skill */
	sn = get_weapon_sn (ch);
	skill = 20 + get_weapon_skill (ch, sn);

	/*
	 * 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);

	if (thac0 < 0)
		thac0 = thac0 / 2;

	if (thac0 < -5)
		thac0 = -5 + (thac0 + 5) / 2;

	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_assassinate) && (ch->pcdata->learned[gsn_backstab] == 100))
	{
		thac0 -= 10 * (100 - get_skill (ch, gsn_backstab));
	}
	else if ((dt == gsn_assassinate) && (ch->pcdata->learned[gsn_backstab] != 100))
	{
		thac0 -= 10 * (100 - get_skill (ch, gsn_assassinate));
	}

	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, TRUE);
		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 (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);

			if (get_eq_char (ch, WEAR_SHIELD) == NULL)	/* no shield = more */
				dam = dam * 11 / 10;

			/* sharpness! */
			if (IS_WEAPON_STAT (wield, WEAPON_SHARP)) {
				int percent;

				if ((percent = number_percent ()) <= (skill / 8))
					dam = 2 * dam + (dam * 2 * percent / 100);
			}
		}
		else
			dam =
				number_range (1 + 4 * skill / 100,
							  2 * ch->level / 3 * skill / 100);
	}

	/*
	 * Bonuses.
	 */
	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 += 2 * (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_assassinate && wield != NULL) {
		if (ch->pcdata->learned[sn] == 100)
		{
		if (wield->value[0] != 2)
			dam *= 2 + (ch->level);
		else
			dam *= 2 + (ch->level + 40);
		}
		else
		{
			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 / 10);
		else
			dam *=2 + (ch->level / 8);
	}

	dam += GET_DAMROLL (ch) * UMIN (100, skill) / 100;

	if (dam <= 0)
		dam = 1;

	if ( !check_counter( ch, victim, dam, dt ) )
	        result = damage( ch, victim, dam, dt, dam_type, TRUE );

    else return;

	/* but do we have a funky weapon? */
	if (result && wield != NULL) {
		int dam;

	      if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_TALKING))
    		{

        		OBJ_DATA *talker;
        		talker = get_eq_char( ch, WEAR_WIELD );

        		if ( number_percent( ) < 10 )
        		{
            		char *message;

            		switch (number_range(0,18))
            		{
                		default:  message = NULL;   break;
                		case 0: message = "$p cheers '{mKill 'em Boss!! Kill 'em NOW!{x'";
                    	break;
                		case 1: message = "$p says '{mOnly intellegent weapons are worth fighting with!!{x'";
                    	break;
                		case 2: message = "$p asks '{mWhat are you trying to do boss? Get killed????????{x'";
                    	break;
           	     		case 3: message = "$p tells you '{mHey dip stick... my boss is gonna kick your ass!{x'";
                    	break;
                		case 4: message = "$p says '{mDamn... that hurt! careful with the edge there!!!!{x'";
                    	break;
                		case 5: message = "$p screams '{mI'm gonna mess you up!{x'";
                    	break;
                		case 6: message = "$p ridicules '{mWho taught you to fight anyway... you suck!{x'";
                    	break;
                		case 7: message = "$p shouts '{mHow dare you block that blow!{x'";
                    	break;
                		case 8: message = "$p shouts '{mYou are either incredibly stupid or just dumb to fight with me!{x'";
                    	break;
                		case 9: message = "$p asks '{mAm I the only smart one in the room?{x'";
                    	break;
                		case 10: message = "$p shouts '{mDie scum!{x'";
                    	break;
                		case 11: message = "$p ridicules '{mYou're so dumb you'd fail a urine test!{x'";
                    	break;
                		case 12: message = "$p ridicules '{mI've seen smarter dogs than you!{x'";
                    	break;
                		case 13: message = "$p shouts '{mStop that tickles!{x'";
                    	break;
                		case 14: message = "$p shouts '{mIn order to operate something you must first be smarter than it!{x'";
                    	break;
                		case 15: message = "$p taunts '{mDoes your momma know you're out here boy?!{x'";
                    	break;
                		case 16: message = "$p taunts '{mI smell something awful... Ewww you made in your pants!{x'";
                    	break;
                		case 17: message = "$p says '{mHey look the grim reaper coming for you!{x'";
                    	break;
                		case 18: message = "$p taunts '{mYou call that an attack you maggot?{x'";
                    	break;
    	        		}

            	if (message != NULL)
                		act(message,ch,talker,NULL,TO_ALL);
        		}
		}



		if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_POISON)) {
			int level;
			AFFECT_DATA *poison, af;

			if ((poison = affect_find (wield->affected, gsn_poison)) == NULL)
				level = wield->level;
			else
				level = poison->level;

			if (!saves_spell (level / 2, victim, DAM_POISON)) {
				send_to_char ("You feel poison coursing through your veins.",
							  victim);
				act ("$n is poisoned by the venom on $p.",
					 victim, wield, NULL, TO_ROOM);

				af.where = TO_AFFECTS;
				af.type = gsn_poison;
				af.level = level * 3 / 4;
				af.duration = level / 2;
				af.location = APPLY_STR;
				af.modifier = -1;
				af.bitvector = AFF_POISON;
				affect_join (victim, &af);
			}

			/* weaken the poison if it's temporary */
			if (poison != NULL) {
				poison->level = UMAX (0, poison->level - 2);
				poison->duration = UMAX (0, poison->duration - 1);

				if (poison->level == 0 || poison->duration == 0)
					act ("The poison on $p has worn off.", ch, wield, NULL,
						 TO_CHAR);
			}
		}


		if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC)) {
			dam = number_range (1, wield->level / 5 + 1);
			act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM);
			act ("You feel $p drawing your life away.",
				 victim, wield, NULL, TO_CHAR);
			damage (ch, victim, dam, 0, DAM_NEGATIVE, FALSE);
			ch->alignment = UMAX (-1000, ch->alignment - 1);
			ch->hit += dam / 2;
		}

		if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING)) {
			dam = number_range (1, wield->level / 4 + 1);
			act ("$n is burned by $p.", victim, wield, NULL, TO_ROOM);
			act ("$p sears your flesh.", victim, wield, NULL, TO_CHAR);
			fire_effect ((void *) victim, wield->level / 2, dam, TARGET_CHAR);
			damage (ch, victim, dam, 0, DAM_FIRE, FALSE);
		}

		if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FROST)) {
			dam = number_range (1, wield->level / 6 + 2);
			act ("$p freezes $n.", victim, wield, NULL, TO_ROOM);
			act ("The cold touch of $p surrounds you with ice.",
				 victim, wield, NULL, TO_CHAR);
			cold_effect (victim, wield->level / 2, dam, TARGET_CHAR);
			damage (ch, victim, dam, 0, DAM_COLD, FALSE);
		}

		if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING)) {
			dam = number_range (1, wield->level / 5 + 2);
			act ("$n is struck by lightning from $p.", victim, wield, NULL,
				 TO_ROOM);
			act ("You are shocked by $p.", victim, wield, NULL, TO_CHAR);
			shock_effect (victim, wield->level / 2, dam, TARGET_CHAR);
			damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE);
		}

    	if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_VORPAL))
    	{
	        int vorpal_chance = 0;

		    vorpal_chance = number_range (1, 1000);
			if (vorpal_chance == 1000)
	        {
		        act ("$n is struck down by $p!", victim, wield, NULL, TO_ROOM);
			    act ("$p surges with archaic energy and kills you instantly.", victim, wield, NULL, TO_CHAR);
				raw_kill (victim);
	            return;
		    }
    	}

    	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_MANADRAIN))
    	{
	        dam = number_range(1, wield->level);
		    act("$p draws {Bm{ba{Bn{ba{x from $n.",victim,wield,NULL,TO_ROOM);
			act("You feel $p drawing your {Bm{ba{Bn{ba{x away.", victim,wield,NULL,TO_CHAR);
	        victim->mana -= dam;
		    ch->mana += dam;
    	}
	}
	tail_chain ();
	return;
}


/*
 * Inflict damage from a hit.
 */
bool damage (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt,
			 int dam_type, bool show)
{
	OBJ_DATA *corpse;
	bool immune;
	int EXP_PENALTY, CUR_TNL, PER_LEVEL, add_hp, add_mana, add_move, add_prac;/*new by Taka*/
	char buf[MSL];

	if ((victim->position == POS_DEAD) 
		|| (IS_NPC(victim) && IS_SET(victim->act, ACT_WIZI)))
		return FALSE;

	/*
	 * Stop up any residual loopholes.
	 */
	if (dam > 3600 && dt >= TYPE_HIT) {
		bug ("Damage: %d: more than 3600 points!", dam);
		dam = 1200;
		if (!IS_IMMORTAL (ch)) {
			OBJ_DATA *obj;
			obj = get_eq_char (ch, WEAR_WIELD);
			send_to_char ("You really shouldn't cheat.\n\r", ch);
			if (obj != NULL)
				extract_obj (obj);
		}

	}


	/* damage reduction */
	if (dam > 35)
		dam = (dam - 35) / 2 + 35;
	if (dam > 80)
		dam = (dam - 80) / 2 + 80;




	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 (IS_NPC (victim) && HAS_TRIGGER_MOB (victim, TRIG_KILL))
					p_percent_trigger (victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL);
			}
			if (victim->timer <= 4)
				victim->position = POS_FIGHTING;
		}

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

		/*
		 * 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);
	}

	/*
	 * Damage modifiers.
	 */

	if (dam > 1 && !IS_NPC (victim)
		&& victim->pcdata->condition[COND_DRUNK] > 10)
		dam = 9 * dam / 10;

	if (dam > 1 && IS_AFFECTED (victim, AFF_SANCTUARY))
		dam /= 2;

	if (dam > 1 && ((IS_AFFECTED (victim, AFF_PROTECT_EVIL) && IS_EVIL (ch))
					|| (IS_AFFECTED (victim, AFF_PROTECT_GOOD)
						&& IS_GOOD (ch)))) dam -= dam / 4;

	immune = FALSE;


	/*
	 * Check for parry, and dodge.
	 */
	if (dt >= TYPE_HIT && ch != victim) {
		if (check_parry (ch, victim))
			return FALSE;
		if (check_dodge (ch, victim))
			return FALSE;
		if (check_shield_block (ch, victim))
			return FALSE;

	}

	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;
	}

	if (show)
		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)) 
		{
			sprintf (log_buf, "%s killed by %s at %ld",
					 victim->name,
					 (IS_NPC (ch) ? ch->short_descr : ch->name),
					 ch->in_room->vnum);
			log_string (log_buf);

			/*
			 * Dying penalty:
			 * 2/3 way back to previous level.
			 */
			if(victim->pcdata->play_mode == 0 || victim->pcdata->play_mode == 1)
			{
				if (victim->exp > exp_per_level (victim, victim->pcdata->points)
					* victim->level)
					gain_exp (victim, (2 *
						   (exp_per_level (victim, victim->pcdata->points) *
							victim->level - victim->exp) / 3) + 50);
			}
			if(victim->pcdata->play_mode == 2)
			{
				/* Do not apply death penalty to level one players */
				if(victim->level > 1)
				{
					PER_LEVEL = exp_per_level(victim, victim->pcdata->points);
					EXP_PENALTY = PER_LEVEL * (100 / 75);
					CUR_TNL = ((victim->level + 1) * exp_per_level(victim,victim->pcdata->points) - victim->exp);
			
					/* level the player 1 level backwards */
					if((CUR_TNL + (EXP_PENALTY * -1)) < 1)
					{
						victim->level -= 1;
    					add_hp	= con_app[get_curr_stat(victim,STAT_CON)].hitp + number_range(
		    			class_table[victim->class].hp_min,
		    			class_table[victim->class].hp_max );
    					add_mana = number_range(2,(2*get_curr_stat(victim,STAT_INT) + get_curr_stat(victim,STAT_WIS))/5);
    			
						if (!class_table[victim->class].fMana)
							add_mana /= 2;
    					
						add_move = number_range( 1, (get_curr_stat(victim,STAT_CON) + get_curr_stat(victim,STAT_DEX))/6 );
    					add_prac = wis_app[get_curr_stat(victim,STAT_WIS)].practice;

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

    					add_hp	= UMAX(  2, add_hp   );
    					add_mana = UMAX(  2, add_mana );
    					add_move = UMAX(  6, add_move );
				
						victim->max_hit 	-= add_hp;
						victim->max_mana	-= add_mana;
						victim->max_move	-= add_move;
						victim->practice	-= add_prac;

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

						stc("{RYou have lost a level as a penalty for {Ddeath!{x\n\r", victim);
						wiznet ("{RYou have lost a level as a penalty for {Ddeath!{x\n\r", NULL, NULL, WIZ_DEATHS, 0, 0);
						sprintf(buf,
							"{GYou lose {H%d {Ghit point%s, {Y%d {Gmana, {M%d {Gmove, and {C%d {Gpractice%s.{x\n\r",
						add_hp, add_hp == 1 ? "" : "s", add_mana, add_move,
	    				add_prac, add_prac == 1 ? "" : "s");
	    				stc(buf, victim);
						wiznet (buf, NULL, NULL, WIZ_DEATHS, 0, 0);
					}
			
					/* lose 3/4 of one level */
					gain_exp(victim, (EXP_PENALTY * -1));
					sprintf(buf, "{GYou lose {W%d {Gexp!{x\n\r", EXP_PENALTY);
					wiznet (buf, NULL, NULL, WIZ_DEATHS, 0, 0);
					stc(buf, victim);
			
					/* lose 1 con provided your con is greater than 2 */
					if(ch->perm_stat[STAT_CON] > 2)
					{
						victim->perm_stat[STAT_CON] -= 1;
						stc("{RYou have been penalized 1 constition point for {Ddeath!{x\n\r", victim);
						wiznet ("{RYou have been penalized 1 constition point for {Ddeath!{x\n\r", NULL, NULL, WIZ_DEATHS, 0, 0);
					}
				}
			}
			if(victim->pcdata->play_mode == 3)
			{
				/*
				 * Reset most character information here.
				 */
				victim->level = 2;
			/*	victim->played = 3600;*/
				victim->hit = 40;
				victim->max_hit = 40;
				victim->mana = 200;
				victim->max_mana = 200;
				victim->move = 200;
				victim->max_move = 200;
				victim->exp = exp_per_level(victim,victim->pcdata->points);
				victim->pcdata->last_level = 3600;

			}
		}

		sprintf (log_buf, "%s got toasted by %s at %s [room %ld]",
				 (IS_NPC (victim) ? victim->short_descr : victim->name),
				 (IS_NPC (ch) ? ch->short_descr : ch->name),
				 ch->in_room->name, ch->in_room->vnum);

		if (IS_NPC (victim))
			wiznet (log_buf, NULL, NULL, WIZ_MOBDEATHS, 0, 0);
		else
			wiznet (log_buf, NULL, NULL, WIZ_DEATHS, 0, 0);

		/*
		 * Death trigger
		 */
		if (IS_NPC (victim) && HAS_TRIGGER_MOB (victim, TRIG_DEATH)) {
			victim->position = POS_STANDING;
			p_percent_trigger (victim, NULL, NULL, ch, NULL, NULL, TRIG_DEATH);
		}

		raw_kill (victim);

		if (IS_NPC(ch)) /* is a mob */
		{
			if (!IS_NPC(victim)) /* mob kills character */
			{
				victim->pcdata->deaths_mob += 1;
				TOTAL_deathsmob += 1;
			}
		}
		else /* is a character */
		{
			if IS_NPC(victim) /* character kills a mob */
			{
				ch->pcdata->kills_mob += 1;
				TOTAL_killspc += 1;
			}
			else /* character kills a pc */
			{
				victim->pcdata->deaths_pc += 1;
				ch->pcdata->kills_pc += 1;
				TOTAL_deathspc += 1;
			}
		}


		/* dump the flags */
		if (ch != victim && !IS_NPC (ch) && !is_same_clan (ch, victim))
		{
			if (IS_SET (victim->act, PLR_KILLER))
				REMOVE_BIT (victim->act, PLR_KILLER);
			else
				REMOVE_BIT (victim->act, PLR_THIEF);
		}

		/* RT new auto commands */

		if (!IS_NPC (ch)
			&& (corpse =
				get_obj_list (ch, "corpse", ch->in_room->contents)) != NULL
			&& corpse->item_type == ITEM_CORPSE_NPC
			&& can_see_obj (ch, corpse)) {
			OBJ_DATA *coins;

			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_function (ch, &do_get, "all corpse");
			}

			if (IS_SET (ch->act, PLR_AUTOGOLD) && corpse && corpse->contains &&	/* exists and not empty */
				!IS_SET (ch->act, PLR_AUTOLOOT)) {
				if ((coins = get_obj_list (ch, "gcash", corpse->contains))
					!= NULL) {
					do_function (ch, &do_get, "all.gcash corpse");
				}
			}

		if ( IS_SET(ch->act, PLR_AUTOCONSUME) )
       	{
	   	    if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
				return TRUE;  /* leave if corpse has treasure */
			else
				do_consume( ch, "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_function (ch, &do_sacrifice, "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_function (victim, &do_recall, "");
			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_function (victim, &do_flee, "");
		}
	}

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

	tail_chain ();
	return TRUE;
}

bool is_safe (CHAR_DATA * ch, CHAR_DATA * victim)
{
	if (victim->in_room == NULL || ch->in_room == NULL)
		return TRUE;

	/*
	 * check if victim or ch is mob and if so check if they are
	 * if either is NO_ATTACK same as safe
	 */
	if (IS_NPC(victim) && IS_SETX(victim->newraff[(MOB_NO_ATTACK / 8)], (MOB_NO_ATTACK)))
	{
		stc("{RYou can not attack them!{x", ch);
		return TRUE;
	}
	else if (IS_NPC(ch) && IS_SETX(ch->newraff[(MOB_NO_ATTACK / 8)], (MOB_NO_ATTACK)))
	{
		return TRUE;
	}


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

	if (IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL)
		return FALSE;

	/* killing mobiles */
	if (IS_NPC (victim)) {

		/* safe room? */
		if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) {
			send_to_char ("Not in this room.\n\r", ch);
			return TRUE;
		}

		if (victim->pIndexData->pShop != NULL) {
			send_to_char ("The shopkeeper wouldn't like that.\n\r", ch);
			return TRUE;
		}

		/* no killing healers, trainers, etc */
		if (IS_SET (victim->act, ACT_TRAIN)
			|| IS_SET (victim->act, ACT_PRACTICE)
			|| IS_SET (victim->act, ACT_IS_HEALER)
			|| IS_SET (victim->act, ACT_IS_CHANGER)) {
			printf_to_char (ch, "I don't think %s would approve.\n\r", 
				deity_table[ch->pcdata->deity].name);
			return TRUE;
		}

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

			/* no charmed creatures unless owner */
			if (IS_AFFECTED (victim, AFF_CHARM) && ch != victim->master) {
				send_to_char ("You don't own that monster.\n\r", ch);
				return TRUE;
			}
		}
	}
	/* killing players */
	else {
		/* NPC doing the killing */
		if (IS_NPC (ch)) {
			/* safe room check */
			if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) {
				send_to_char ("Not in this room.\n\r", ch);
				return TRUE;
			}

			/* charmed mobs and pets cannot attack players while owned */
			if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL
				&& ch->master->fighting != victim) {
				send_to_char ("Players are your friends!\n\r", ch);
				return TRUE;
			}
		}
		/* player doing the killing */
		else {
			if (!is_clan (ch)) {
				send_to_char ("Join a clan if you want to kill players.\n\r",
							  ch);
				return TRUE;
			}

			if (IS_SET (victim->act, PLR_KILLER)
				|| IS_SET (victim->act, PLR_THIEF)) return FALSE;

			if (!is_clan (victim)) {
				send_to_char ("They aren't in a clan, leave them alone.\n\r",
							  ch);
				return TRUE;
			}

			if (ch->level > victim->level + 8) {
				send_to_char ("Pick on someone your own size.\n\r", ch);
				return TRUE;
			}
		}
	}
	return FALSE;
}

bool is_safe_spell (CHAR_DATA * ch, CHAR_DATA * victim, bool area)
{
	if (victim->in_room == NULL || ch->in_room == NULL)
		return TRUE;

	if (victim == ch && area)
		return TRUE;

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

	if (IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL && !area)
		return FALSE;

	/* killing mobiles */
	if (IS_NPC (victim)) {
		/* safe room? */
		if (IS_SET (victim->in_room->room_flags, ROOM_SAFE))
			return TRUE;

		if (victim->pIndexData->pShop != NULL)
			return TRUE;

		/* no killing healers, trainers, etc */
		if (IS_SET (victim->act, ACT_TRAIN)
			|| IS_SET (victim->act, ACT_PRACTICE)
			|| IS_SET (victim->act, ACT_IS_HEALER)
			|| IS_SET (victim->act, ACT_IS_CHANGER))
			return TRUE;

		if (!IS_NPC (ch)) {
			/* no pets */
			if (IS_SET (victim->act, ACT_PET))
				return TRUE;

			/* no charmed creatures unless owner */
			if (IS_AFFECTED (victim, AFF_CHARM)
				&& (area || ch != victim->master)) return TRUE;

			/* legal kill? -- cannot hit mob fighting non-group member */
			if (victim->fighting != NULL
				&& !is_same_group (ch, victim->fighting)) return TRUE;
		}
		else {
			/* area effect spells do not hit other mobs */
			if (area && !is_same_group (victim, ch->fighting))
				return TRUE;
		}
	}
	/* killing players */
	else {
		if (area && IS_IMMORTAL (victim) && victim->level > LEVEL_IMMORTAL)
			return TRUE;

		/* NPC doing the killing */
		if (IS_NPC (ch)) {
			/* charmed mobs and pets cannot attack players while owned */
			if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL
				&& ch->master->fighting != victim)
				return TRUE;

			/* safe room? */
			if (IS_SET (victim->in_room->room_flags, ROOM_SAFE))
				return TRUE;

			/* legal kill? -- mobs only hit players grouped with opponent */
			if (ch->fighting != NULL && !is_same_group (ch->fighting, victim))
				return TRUE;
		}

		/* player doing the killing */
		else {
			if (!is_clan (ch))
				return TRUE;

			if (IS_SET (victim->act, PLR_KILLER)
				|| IS_SET (victim->act, PLR_THIEF)) return FALSE;

			if (!is_clan (victim))
				return TRUE;

			if (ch->level > victim->level + 8)
				return TRUE;
		}

	}
	return FALSE;
}

/*
 * See if an attack justifies a KILLER flag.
 */
void check_killer (CHAR_DATA * ch, CHAR_DATA * victim)
{
	char buf[MAX_STRING_LENGTH];
	/*
	 * 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_clan (ch)
		|| IS_SET (ch->act, PLR_KILLER)
		|| ch->fighting == victim)
		return;

	send_to_char ("*** You are now a KILLER!! ***\n\r", ch);
	SET_BIT (ch->act, PLR_KILLER);
	sprintf (buf, "$N is attempting to murder %s", victim->name);
	wiznet (buf, ch, NULL, WIZ_FLAGS, 0, 0);
	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;

	chance = get_skill (victim, gsn_parry) / 2;

	if (get_eq_char (victim, WEAR_WIELD) == NULL) {
		if (IS_NPC (victim))
			chance /= 2;
		else
			return FALSE;
	}

	if (!can_see (ch, victim))
		chance /= 2;

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

	act ("You parry $n's attack.", ch, NULL, victim, TO_VICT);
	act ("$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_block (CHAR_DATA * ch, CHAR_DATA * victim)
{
	int chance;

	if (!IS_AWAKE (victim))
		return FALSE;


	chance = get_skill (victim, gsn_shield_block) / 5 + 3;


	if (get_eq_char (victim, WEAR_SHIELD) == NULL)
		return FALSE;

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

	act ("You block $n's attack with your shield.", ch, NULL, victim,
		 TO_VICT);
	act ("$N blocks your attack with a 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;

	chance = get_skill (victim, gsn_dodge) / 2;

	if (!can_see (victim, ch))
		chance /= 2;

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

	act ("You dodge $n's attack.", ch, NULL, victim, TO_VICT);
	act ("$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) ? fch->default_pos : POS_STANDING;
			update_pos (fch);
		}
	}

	/* Taka 022602 (3 lines below if true else ines added false was already there */
	if (buf_string(ch->pcdata->buffer)[0] == '\0')
     send_to_char("{YAFK mode removed. {GYou have {Rno {Gtells to replay.{x\n\r",ch);
	else /* end here */
     send_to_char("{YAFK mode removed. {GType '{wreplay{G' to see tells.{x\n\r",ch);

	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;
	/* Added for morge logic TAKA     */
    ROOM_INDEX_DATA *location;
	if(USE_NEWBIE_MORGE && ch->level <= NEWBIE_MORGE_LEVEL)
		location = get_room_index ( NEWBIE_MORGE_VNUM );
	else if(USE_RACE_MORGE && ch->level < RACE_MORGE_LEVEL)
		location = get_room_index ( ch->ri->morge_vnum );
	else
   		location = get_room_index ( ROOM_VNUM_MORGE );

	if (!IS_NPC(ch) && (ch->pcdata->play_mode > 2))
		return;

	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, ch->silver), corpse);
			ch->gold = 0;
			ch->silver = 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_clan (ch))
			corpse->owner = str_dup (ch->name);
		else {
			corpse->owner = NULL;
			if (ch->gold > 1 || ch->silver > 1) {
				obj_to_obj (create_money (ch->gold / 2, ch->silver / 2),
							corpse);
				ch->gold -= ch->gold / 2;
				ch->silver -= ch->silver / 2;
			}
		}

		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) {
		bool floating = FALSE;

		obj_next = obj->next_content;
		if (obj->wear_loc == WEAR_FLOAT)
			floating = TRUE;
		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) && !floating) {
			obj->timer = number_range (5, 10);
			REMOVE_BIT (obj->extra_flags, ITEM_ROT_DEATH);
		}
		REMOVE_BIT (obj->extra_flags, ITEM_VIS_DEATH);

		if (IS_SET (obj->extra_flags, ITEM_INVENTORY))
			extract_obj (obj);
		else if (floating) {
			if (IS_OBJ_STAT (obj, ITEM_ROT_DEATH)) {	/* get rid of it! */
				if (obj->contains != NULL) {
					OBJ_DATA *in, *in_next;

					act ("$p evaporates,scattering its contents.",
						 ch, obj, NULL, TO_ROOM);
					for (in = obj->contains; in != NULL; in = in_next) {
						in_next = in->next_content;
						obj_from_obj (in);
						obj_to_room (in, ch->in_room);
					}
				}
				else
					act ("$p evaporates.", ch, obj, NULL, TO_ROOM);
				extract_obj (obj);
			}
			else {
				act ("$p falls to the floor.", ch, obj, NULL, TO_ROOM);
				obj_to_room (obj, ch->in_room);
			}
		}
		else
			obj_to_obj (obj, corpse);
	}

	/*
	 * Following lines added for morge logic TAKA location = morge room number where to
   	 * place the corpse last line commented out it was placing the corpse where it droped
	 */

	if (( IS_NPC(ch) ) 			/* not a player character */
		|| (USE_MORGE_CODE != 1)	/* not using morge code */
							/* or uning morge code and character level is above
							 * max morge usable level */
		|| ((USE_MORGE_CODE == 1) && (ch->level >= (MORGE_TO_LEVEL + 1))
		   && (ch->pcdata->play_mode == 2) && !IS_NPC(ch)))
		obj_to_room( corpse,ch->in_room );
	else
		obj_to_room( corpse,location );
	send_to_char("End make corpse\n\r", ch);

	return;
}



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

	vnum = 0;
	msg = "You hear $n's death cry.";

	switch (number_bits (4)) {
		case 0:
		msg = "$n hits the ground ... DEAD.";
		break;
		case 1:
		if (ch->material == 0) {
			msg = "$n splatters blood 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;

	/* Taka 022602 */
	if IS_IMMORTAL(victim)
		return; 

	stop_fighting (victim, TRUE);
	death_cry (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);
	victim->affected_by = victim->ri->aff;
	for (i = 0; i < 4; i++)
		victim->armor[i] = 100;
	victim->position = POS_RESTING;
	victim->hit = UMAX (1, victim->hit);
	victim->mana = UMAX (1, victim->mana);
	victim->move = UMAX (1, victim->move);
/*  save_char_obj( victim ); we're stable enough to not need this :) */
	return;
}

void raw_kill_slay (CHAR_DATA * victim)
{
	int i;

	stop_fighting (victim, TRUE);
	death_cry (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);
	victim->affected_by = victim->ri->aff;
	for (i = 0; i < 4; i++)
		victim->armor[i] = 100;
	victim->position = POS_RESTING;
	victim->hit = UMAX (1, victim->hit);
	victim->mana = UMAX (1, victim->mana);
	victim->move = UMAX (1, victim->move);
/*  save_char_obj( victim ); we're stable enough to not need this :) */
	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 += IS_NPC (gch) ? gch->level / 2 : 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;

/*	Taken out, add it back if you want it*/
	if ( gch->level - lch->level >= 5 )
	{
	    send_to_char( "You are too high for this group.\n\r", gch );
	    continue;
	}

	if ( gch->level - lch->level <= -5 )
	{
	    send_to_char( "You are too low for this group.\n\r", gch );
	    continue;
	}


		xp = xp_compute (gch, victim, group_levels);
		sprintf (buf, "{cYou receive {C%d {cexperience points.{x\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;
/*	int time_per_level;*/
	int bonus = 1;

	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) && (level_range < 10) )
		base_exp = 160 + 20 * (level_range - 4);
    if (level_range > 10) 		base_exp = 0;

	/* TAKA 031601 */
	if (EXP_GLOBAL_TIMER != -1)
	{
		base_exp = (base_exp * EXP_GLOBAL_AMOUNT) / 100;
	}	
	else if(gch->pcdata->exp_timer != -1)
	{
		base_exp = (base_exp * gch->pcdata->exp_bonus) / 100;
	} /* End exp adjustments 031601 */
	
	/* do alignment computations */

	if(IS_AFFECTED(victim, AFF_SANCTUARY)) 	bonus += XP_BONUS_SANC;
	if(IS_AFFECTED(victim, AFF_HASTE))	bonus += XP_BONUS_HASTE;
	if(IS_SET(victim->off_flags, OFF_DODGE))		bonus += XP_BONUS_DODGE;
	if(IS_SET(victim->off_flags, OFF_DISARM))		bonus += XP_BONUS_DISARM;
	if(IS_SET(victim->off_flags, OFF_FAST))		bonus += XP_BONUS_OFF_FAST;
	if(IS_AFFECTED(victim, AFF_SNEAK))		bonus += XP_BONUS_SNEAK;
	if(IS_AFFECTED(victim, AFF_HIDE))		bonus += XP_BONUS_HIDE;

	base_exp += bonus;

	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 / 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 / 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 / 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 / 2;

		else
			xp = base_exp;
	}

	/* more exp at the low levels */
	if (gch->level < 6)
		xp = 10 * xp / (gch->level + 4);

	/* less at high */
	if (gch->level > 35)
		xp = 15 * xp / (gch->level - 25);

	/* reduce for playing time */

/*	{*/
		/* compute quarter-hours per level */
/*		time_per_level = 4 *
			(gch->played + (int) (current_time - gch->logon)) / 3600
			/ gch->level;

		time_per_level = URANGE (2, time_per_level, 12);*/
/*		if (gch->level < 15)*/	/* make it a curve */
/*			time_per_level = UMAX (time_per_level, (15 - gch->level));
		xp = xp * time_per_level / 12;
	}*/

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

	/* adjust for grouping */
	xp = xp * gch->level / (UMAX (1, total_levels - 1));

    if ( is_affected( victim, skill_lookup ("more xp") ) )
    {
		xp *= 2;
	}

	return xp;
}


void dam_message (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune)
{
	char buf1[512], buf2[512], buf3[512];
	const char *vs = "";
	const char *vp = "";
	const char *attack;
	char punct;

	if (ch == NULL || victim == NULL)
		return;

	if (dam == 0)
		{ 	vs = "{Wmiss{x"; 			vp = "{Wmisses{x"; 	}
	else if (dam <= 4)
		{ 	vs = "scratch"; 			vp = "scratches"; 	}
	else if (dam <= 8)
		{	vs = "graze"; 				vp = "grazes"; 	}
	else if (dam <= 12)
		{	vs = "hit"; 				vp = "hits"; 	}
	else if (dam <= 16)
		{ 	vs = "injure"; 				vp = "injures"; 	}
	else if (dam <= 20)
		{ 	vs = "wound"; 				vp = "wounds"; 	}
	else if (dam <= 24)
		{	vs = "maul"; 				vp = "mauls"; 	}
	else if (dam <= 28)
		{ 	vs = "decimate"; 			vp = "decimates"; 	}
	else if (dam <= 32)
		{ 	vs = "devastate"; 			vp = "devastates"; 	}
	else if (dam <= 36)
		{ 	vs = "maim"; 				vp = "maims"; 	}
	else if (dam <= 40)
		{ 	vs = "{YMUTILATE{x"; 		vp = "{YMUTILATES{x"; 	}
	else if (dam <= 44)
		{ 	vs = "{wDISEMBOWEL{x"; 		vp = "{wDISEMBOWELS{x"; 	}
	else if (dam <= 48)
		{ 	vs = "{mDISMEMBER{x"; 		vp = "{mDISMEMBERS{x"; 	}
	else if (dam <= 52)
		{ 	vs = "{cMASSACRE{x"; 		vp = "{cMASSACRES{x"; 	}
	else if (dam <= 56)
		{ 	vs = "{GMANGLE{x"; 			vp = "{GMANGLES{x"; 	}
	else if (dam <= 60)
		{ 	vs = "{b*** {BDEMOLISH {b***{x"; 		vp = "{b*** {BDEMOLISHES {b***{x"; 	}
	else if (dam <= 75)
		{ 	vs = "{c*** {CDEVASTATE {c***{x"; 		vp = "{c*** {CDEVASTATES {c***{x"; 	}
	else if (dam <= 100)
		{ 	vs = "{M={W={M= {GO{gB{GL{gI{GT{gE{GR{gA{GT{gE {M={W={M={x"; 	vp = "{M={W={M= {GO{gB{GL{gI{GT{gE{GR{gA{GT{gE{GS {M={W={M={x"; 	}
	else if (dam <= 125)
		{ 	vs = "{G>{W>{G> {YA{yN{YN{yI{YH{yI{YL{yA{YT{yE {G<{W<{G<{x"; 	vp = "{G>{W>{G> {YA{yN{YN{yI{YH{yI{YL{yA{YT{yE{YS {G<{W<{G<{x"; 	}
	else if (dam <= 150)
		{ 	vs = "{Y<{W<{Y< {CE{cR{CA{cD{CI{cC{CA{cT{CE {Y>{W>{Y>{x"; 		vp = "{Y<{W<{Y< {CE{cR{CA{cD{CI{cC{CA{cT{CE{cS {Y>{W>{Y>{x"; 	}
	else if (dam <= 250)
		{ 	vs = "{R<{W*{R< {BE{bX{BT{bE{BR{bM{BI{bN{BA{bT{BE {R>{W*{R>{x"; vp = "{R<{W*{R< {BE{bX{BT{bE{BR{bM{BI{bN{BA{bT{BE{bS {R>{W*{R>"; 	}
	else if (dam <= 450)
		{ 	vs = "{Rdo {rU{RN{rS{RP{rE{RA{rK{RA{rB{RL{rE {Rthings to{x"; 	vp = "{Rdoes {rU{RN{rS{RP{rE{RA{rK{RA{rB{RL{rE {Rthings to{x"; 	}

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

	if (dt == TYPE_HIT) {
		if (ch == victim) {
			sprintf (buf1, "{3$n %s $melf%c{x", vp, punct);
			sprintf (buf2, "{2You %s yourself%c{x", vs, punct);
		}
		else {
			sprintf (buf1, "{3$n %s $N%c{x", vp, punct);
			sprintf (buf2, "{2You %s $N%c{x", vs, punct);
			sprintf (buf3, "{4$n %s you%c{x", vp, punct);
		}
	}
	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].noun;
		else {
			bug ("Dam_message: bad dt %d.", dt);
			dt = TYPE_HIT;
			attack = attack_table[0].name;
		}

		if (immune)
		{
		    if (ch == victim)
		    {
				sprintf(buf1,"{3$n is unaffected by $s own %s.{x",attack);
				sprintf(buf2,"{2Luckily, you are immune to that.{x");
			}
		    else
		    {
		    	sprintf(buf1,"{3$N is unaffected by $n's %s!{x",attack);
		    	sprintf(buf2,"{2$N is unaffected by your %s!{x",attack);
		    	sprintf(buf3,"{4$n's %s is powerless against you.{x",attack);
		    }
		}
		else
		{
		    if (ch == victim)
		    {
				sprintf( buf1, "{3$n's %s %s $m%c{x",attack,vp,punct);
				sprintf( buf2, "{2Your %s %s you%c{x",attack,vp,punct);
		    }
			else
				if (IS_SET(ch->act,PLR_AUTODAMAGE))
		        {
			         sprintf( buf1, "{3$n's %s %s $N%c",  attack, vp, punct );
			         sprintf( buf2, "{2Your %s %s $N%c {G[{R%d{G]{x",  attack, vp, punct, dam );
			         sprintf( buf3, "{4$n's %s %s you%c {G[{R%d{G]{x", attack, vp, punct, dam );
		        }
				else
			    {
			    	sprintf( buf1, "{3$n's %s %s $N%c{x",  attack, vp, punct );
			    	sprintf( buf2, "{2Your %s %s $N%c{x",  attack, vp, punct );
			    	sprintf( buf3, "{4$n's %s %s you%c{x", attack, vp, punct );
			    }
			}
    	}

	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)
{
	OBJ_DATA *obj;

	if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL)
		return;

	if (IS_OBJ_STAT (obj, ITEM_NOREMOVE)) {
		act ("{5$S weapon won't budge!{x", ch, NULL, victim, TO_CHAR);
		act ("{5$n tries to disarm you, but your weapon won't budge!{x",
			 ch, NULL, victim, TO_VICT);
		act ("{5$n tries to disarm $N, but fails.{x", ch, NULL, victim,
			 TO_NOTVICT);
		return;
	}

	act ("{5$n DISARMS you and sends your weapon flying!{x",
		 ch, NULL, victim, TO_VICT);
	act ("{5You disarm $N!{x", ch, NULL, victim, TO_CHAR);
	act ("{5$n disarms $N!{x", 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 ("Your pulse races as you are consumed by rage!\n\r",
					  ch);
		act ("$n gets a wild look in $s eyes.", ch, NULL, NULL, TO_ROOM);
		check_improve (ch, gsn_berserk, TRUE, 2);

		af.where = TO_AFFECTS;
		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, NULL, 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 (IS_NPC (victim) &&
		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 / 250;
	chance -= victim->carry_weight / 200;

	if (ch->size < victim->size)
		chance += (ch->size - victim->size) * 15;
	else
		chance += (ch->size - victim->size) * 10;


	/* stats */
	chance += get_curr_stat (ch, STAT_STR);
	chance -= (get_curr_stat (victim, STAT_DEX) * 4) / 3;
	chance -= GET_AC (victim, AC_BASH) / 25;
	/* 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 -= 30;

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

	if (!IS_NPC (victim)
		&& chance < get_skill (victim, gsn_dodge)) {	/*
														   act("{5$n tries to bash you, but you dodge it.{x",ch,NULL,victim,TO_VICT);
														   act("{5$N dodges your bash, you fall flat on your face.{x",ch,NULL,victim,TO_CHAR);
														   WAIT_STATE(ch,skill_table[gsn_bash].beats);
														   return; */
		chance -= 3 * (get_skill (victim, gsn_dodge) - chance);
	}

	/* now the attack */
	if (number_percent () < chance) {

		act ("{5$n sends you sprawling with a powerful bash!{x",
			 ch, NULL, victim, TO_VICT);
		act ("{5You slam into $N, and send $M flying!{x", ch, NULL, victim,
			 TO_CHAR);
		act ("{5$n sends $N sprawling with a powerful bash.{x", ch, NULL,
			 victim, TO_NOTVICT);
		check_improve (ch, gsn_bash, TRUE, 1);

		DAZE_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, FALSE);

	}
	else {
		damage (ch, victim, 0, gsn_bash, DAM_BASH, FALSE);
		act ("{5You fall flat on your face!{x", ch, NULL, victim, TO_CHAR);
		act ("{5$n falls flat on $s face.{x", ch, NULL, victim, TO_NOTVICT);
		act ("{5You evade $n's bash, causing $m to fall flat on $s face.{x",
			 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);
	}
	check_killer (ch, victim);
}

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, NULL, 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 (IS_NPC (victim) &&
		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 ("{5$n is blinded by the dirt in $s eyes!{x", victim, NULL, NULL,
			 TO_ROOM);
		act ("{5$n kicks dirt in your eyes!{x", ch, NULL, victim, TO_VICT);
		damage (ch, victim, number_range (2, 5), gsn_dirt, DAM_NONE, FALSE);
		send_to_char ("{5You can't see a thing!{x\n\r", victim);
		check_improve (ch, gsn_dirt, TRUE, 2);
		WAIT_STATE (ch, skill_table[gsn_dirt].beats);

		af.where = TO_AFFECTS;
		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, TRUE);
		check_improve (ch, gsn_dirt, FALSE, 2);
		WAIT_STATE (ch, skill_table[gsn_dirt].beats);
	}
	check_killer (ch, victim);
}

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, NULL, 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)) {
		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 ("{5You fall flat on your face!{x\n\r", ch);
		WAIT_STATE (ch, 2 * skill_table[gsn_trip].beats);
		act ("{5$n trips over $s own feet!{x", 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 ("{5$n trips you and you go down!{x", ch, NULL, victim, TO_VICT);
		act ("{5You trip $N and $N goes down!{x", ch, NULL, victim, TO_CHAR);
		act ("{5$n trips $N, sending $M to the ground.{x", ch, NULL, victim,
			 TO_NOTVICT);
		check_improve (ch, gsn_trip, TRUE, 1);

		DAZE_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, TRUE);
	}
	else {
		damage (ch, victim, 0, gsn_trip, DAM_BASH, TRUE);
		WAIT_STATE (ch, skill_table[gsn_trip].beats * 2 / 3);
		check_improve (ch, gsn_trip, FALSE, 1);
	}
	check_killer (ch, victim);
}



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

	one_argument (argument, arg);

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

	if ((victim = get_char_room (ch, NULL, arg)) == NULL) {
		send_to_char ("They aren't here.\n\r", ch);
		return;
	}
/*  Allow player killing
    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)) {
		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_CHARM)
		|| (IS_NPC (ch) && IS_SET (ch->act, ACT_PET))) return;

	if ((victim = get_char_room (ch, NULL, 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 (IS_NPC (victim) &&
		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 ("$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);
	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_function (victim, &do_yell, buf);
	check_killer (ch, victim);
	multi_hit (ch, victim, TYPE_UNDEFINED);
	return;
}



void do_backstab (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 ("Backstab whom?\n\r", ch);
		return;
	}

	if (ch->fighting != NULL) {
		send_to_char ("You're facing the wrong end.\n\r", ch);
		return;
	}

	else if ((victim = get_char_room (ch, NULL, 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;

	if (IS_NPC (victim) &&
		victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
		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->hit < victim->max_hit / 3) {
		act ("$N is hurt and suspicious ... you can't sneak up.",
			 ch, NULL, victim, TO_CHAR);
		return;
	}

	if ((ch->pcdata->learned[gsn_backstab] == 100)
		&& (ch->pcdata->learned[gsn_assassinate] >= 50))
	{
		do_function (ch, &do_assassinate, arg);
		return;
	}

	check_killer (ch, victim);
	WAIT_STATE (ch, skill_table[gsn_backstab].beats);
	if (number_percent () < get_skill (ch, gsn_backstab)
		|| (get_skill (ch, gsn_backstab) >= 2 && !IS_AWAKE (victim))) {
		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, TRUE);
	}

	return;
}


void do_assassinate (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 ("Assassinate whom?\n\r", ch);
		return;
	}

	if (ch->fighting != NULL) {
		send_to_char ("You're facing the wrong end.\n\r", ch);
		return;
	}

	else if ((victim = get_char_room (ch, NULL, 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;

	if (IS_NPC (victim) &&
		victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
		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 assassinate.\n\r", ch);
		return;
	}

	if (victim->hit < victim->max_hit / 3) {
		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_assassinate].beats);
	if (number_percent () < get_skill (ch, gsn_assassinate)
		|| (get_skill (ch, gsn_assassinate) >= 2 && !IS_AWAKE (victim))) {
		check_improve (ch, gsn_assassinate, TRUE, 1);
		multi_hit (ch, victim, gsn_assassinate);
	}
	else {
		check_improve (ch, gsn_assassinate, FALSE, 1);
		damage (ch, victim, 0, gsn_assassinate, DAM_NONE, TRUE);
	}

	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)
			|| number_range (0, ch->daze) != 0 || (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!\n\r", ch);
			if ((ch->class == 2)
				&& (number_percent () < 3 * (ch->level / 2)))
				send_to_char ("You snuck away safely.\n\r", ch);
			else {
				send_to_char ("You lost 10 exp.\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_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, NULL, 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_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;
	}

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

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

	act ("{5You rescue $N!{x", ch, NULL, victim, TO_CHAR);
	act ("{5$n rescues you!{x", ch, NULL, victim, TO_VICT);
	act ("{5$n rescues $N!{x", 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_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 (get_skill (ch, gsn_kick) > number_percent ()) {
		damage (ch, victim, number_range (1, ch->level), gsn_kick, DAM_BASH,
				TRUE);
		check_improve (ch, gsn_kick, TRUE, 1);
	}
	else {
		damage (ch, victim, 0, gsn_kick, DAM_BASH, TRUE);
		check_improve (ch, gsn_kick, FALSE, 1);
	}
	check_killer (ch, victim);
	return;
}




void do_disarm (CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	int chance, hth, ch_weapon, vict_weapon, ch_vict_weapon;

	hth = 0;

	if ((chance = get_skill (ch, gsn_disarm)) == 0) {
		send_to_char ("You don't know how to disarm opponents.\n\r", ch);
		return;
	}

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

	/* find weapon skills */
	ch_weapon = get_weapon_skill (ch, get_weapon_sn (ch));
	vict_weapon = get_weapon_skill (victim, get_weapon_sn (victim));
	ch_vict_weapon = get_weapon_skill (ch, get_weapon_sn (victim));

	/* modifiers */

	/* skill */
	if (get_eq_char (ch, WEAR_WIELD) == NULL)
		chance = chance * hth / 150;
	else
		chance = chance * ch_weapon / 100;

	chance += (ch_vict_weapon / 2 - vict_weapon) / 2;

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

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

	/* and now the attack */
	if (number_percent () < chance) {
		WAIT_STATE (ch, skill_table[gsn_disarm].beats);
		disarm (ch, victim);
		check_improve (ch, gsn_disarm, TRUE, 1);
	}
	else {
		WAIT_STATE (ch, skill_table[gsn_disarm].beats);
		act ("{5You fail to disarm $N.{x", ch, NULL, victim, TO_CHAR);
		act ("{5$n tries to disarm you, but fails.{x", ch, NULL, victim,
			 TO_VICT);
		act ("{5$n tries to disarm $N, but fails.{x", ch, NULL, victim,
			 TO_NOTVICT);
		check_improve (ch, gsn_disarm, FALSE, 1);
	}
	check_killer (ch, victim);
	return;
}

void do_surrender (CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *mob;
	if ((mob = ch->fighting) == NULL) {
		send_to_char ("But you're not fighting!\n\r", ch);
		return;
	}
	act ("You surrender to $N!", ch, NULL, mob, TO_CHAR);
	act ("$n surrenders to you!", ch, NULL, mob, TO_VICT);
	act ("$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT);
	stop_fighting (ch, TRUE);

	if (!IS_NPC (ch) && IS_NPC (mob)
		&& (!HAS_TRIGGER_MOB (mob, TRIG_SURR)
			|| !p_percent_trigger (mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR))) {
		act ("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR);
		multi_hit (mob, ch, TYPE_UNDEFINED);
	}
}

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



/*
 * Slay V2.0 by Taka (c) 2001
 * Much of this code is original slay command but some
 * has been modified and alot added.
 */
void do_slay (CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *victim;
	char arg[MAX_INPUT_LENGTH];
	char arg2[MAX_INPUT_LENGTH];

	argument = one_argument (argument, arg);
	argument = one_argument (argument, arg2);

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

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

	/* check slay message list */
	if(arg2[0] != '\0' && ALLOW_MULTI_SLAY)
	{
		SLAY_MESSAGE *smIndex;
		char buf[MSL];
		char *sName;
		int cnt = 0;

		if(!str_cmp(arg2, "list"))
		{
			send_to_char("Available slay types to you are:\n\r", ch);
			/*
			 * Loop through the slay index
			 * Show all slays with Character name or no name
			 * Edit slay name to 19 characters excluding color
			 * Show list as 4 across
			 */
			for(smIndex=SMHead; smIndex != NULL; smIndex=smIndex->SMnext)
			{
				if(!str_cmp(smIndex->Char_Name, ch->name)
					|| smIndex->Char_Name[0] == '\0')
				{
					sName = format_str_len(smIndex->Slay_Name, 19, ALIGN_LEFT);
					strcpy (buf, sName);

					printf_to_char(ch, "%s ", smIndex->Slay_Name);
					cnt++;

					if(cnt >= 4)
					{
						send_to_char("\n\r", ch);
						cnt = 0;
					}
				}
			}
			send_to_char("\n\r", ch);
			return;
		}

		for(smIndex=SMHead; smIndex != NULL; smIndex=smIndex->SMnext)
		{
			if((!str_cmp(arg2, smIndex->Slay_Name)
				&& smIndex->Char_Name[0] == '\0')
				|| (!str_cmp(arg2, smIndex->Slay_Name)
				&& !str_cmp(smIndex->Char_Name, ch->name)))
			{
				act (smIndex->Show_Char, ch, NULL, victim, TO_CHAR);
				act (smIndex->Show_Vict, ch, NULL, victim, TO_VICT);
				act (smIndex->Show_Room, ch, NULL, victim, TO_NOTVICT);

				if(!IS_NPC(victim))
				{
					victim->pcdata->slay_cnt += 1;
					TOTAL_slays += 1;
				}
				raw_kill_slay (victim);
				return;
			}
		}
	}

	act ("{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR);
	act ("{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT);
	act ("{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT);

	if(!IS_NPC(victim))
		victim->pcdata->slay_cnt += 1;

	raw_kill (victim);
	return;
}


/*
 * TAKA (c) 2000
 * slay anywhere in the world with a global message
 * Idea by: Pyrox of the Ghost Dancer MUD Project
 */
void do_gslay (CHAR_DATA * ch, char *argument)
{
	CHAR_DATA *victim;
	char arg[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];

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

	if ((victim = get_char_world (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 ("{1You slay $M in accordance with the laws of the land!{x", ch, NULL, victim, TO_CHAR);
	act ("{1$n slays you with just cuase!{x", ch, NULL, victim, TO_VICT);
	act ("{1$n slays $N in accordance with the laws of the land!{x", ch, NULL, victim, TO_NOTVICT);

	sprintf(buf, "{WGhost Dancer {Gpunishes {Y%s {Gfor bad behavior with a SLAY!{x", victim->name);
	do_echo(ch, buf);

	if (!IS_NPC(victim))
		victim->pcdata->slay_cnt += 1;

	raw_kill (victim);

	do_help( victim, "rules" );

	return;
}

void do_mslay (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_world (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)) {
		send_to_char ("You failed.\n\r", ch);
		return;
	}

	act ("{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR);
	act ("{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT);
	act ("{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT);
	raw_kill (victim);
	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,NULL, 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))
	{
		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;
	}

	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);
		multi_hit( ch, victim, gsn_circle );
	}
	else
	{
		check_improve(ch,gsn_circle,FALSE,1);
		damage( ch, victim, 0, gsn_circle,DAM_NONE,TRUE);
	}

	return;

}

/*void do_deathgrip( CHAR_DATA *ch, char *argument ) {         int sn;         AFFECT_DATA af;          sn = skill_lookup("deathgrip");          if ( is_affected(ch,sn) )         {                 send_to_char("You already have a grip of death.\n\r",ch);                 return;         }          if ( get_skill(ch,sn) < 1 )         {                 send_to_char("What's that?\n\r",ch);                 return;         }          if (  get_skill(ch,sn)  <  (number_range(0, 100))  )         {                 send_to_char("You failed to create a grip of death.\n",ch);                 check_improve(ch,sn,FALSE,1);                 return;         }     */     /* Now for adding the affect to the player */ /*         af.where        = TO_AFFECTS;         af.type         = sn;         af.level        = ch->level;         af.duration     = ch->level / 3;         af.location     = APPLY_DAMROLL;         af.modifier     = ch->level / 7;         af.bitvector    = 0;          affect_to_char(ch, &af);          act("$n's hands are shrouded with a black mist.",ch,NULL,NULL,TO_ROOM);         send_to_char("Your hands are shrouded with a black mist.\n\r",ch);          check_improve(ch,sn,TRUE,1); } */

bool check_counter( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt)
{
        int chance;
        int dam_type;
        OBJ_DATA *wield;

        if (    ( get_eq_char(victim, WEAR_WIELD) == NULL ) ||
                ( !IS_AWAKE(victim) ) ||
                ( !can_see(victim,ch) ) ||
                ( get_skill(victim,gsn_counter) < 1 )
           )
           return FALSE;

        wield = get_eq_char(victim,WEAR_WIELD);

        chance = get_skill(victim,gsn_counter) / 6;
        chance += ( victim->level - ch->level ) / 2;
        chance += 2 * (get_curr_stat(victim,STAT_DEX) - get_curr_stat(ch,STAT_DEX));
        chance += get_weapon_skill(victim,get_weapon_sn(victim)) -
                        get_weapon_skill(ch,get_weapon_sn(ch));
        chance += (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR) );

    if ( number_percent( ) >= chance )
        return FALSE;

        dt = gsn_counter;

    if ( dt == TYPE_UNDEFINED )
    {
	dt = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	    dt += wield->value[3];
	else
            dt += ch->dam_type;
    }

    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;

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

    act( "You reverse $n's attack and counter with your own!", ch, NULL, victim, TO_VICT    );
    act( "$N reverses your attack!", ch, NULL, victim, TO_CHAR    );

    damage(victim,ch,dam/2, gsn_counter , dam_type ,TRUE ); /* DAM MSG NUMBER!! */

    check_improve(victim,gsn_counter,TRUE,6);

    return TRUE;
}