/***************************************************************************
 *  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.                              *
 *                                                                         *
 *  Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David   *
 *  Love, Guilherme 'Willie' Arnold, and Mitchell Tse.                     *
 *                                                                         *
 *  In order to use any part of this Envy Diku Mud, you must comply with   *
 *  the original Diku license in 'license.doc', the Merc license in        *
 *  'license.txt', as well as the Envy license in 'license.nvy'.           *
 *  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.                                                  *
 ***************************************************************************/

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



/*
 * Local functions.
 */
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 ) );
void	dam_message	     args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
				    int dt ) );
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 ) );
bool	is_safe		     args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool    is_wielding_poisoned args( ( CHAR_DATA *ch ) );
void	make_corpse	     args( ( CHAR_DATA *ch ) );
void	one_hit		     args( ( CHAR_DATA *ch, CHAR_DATA *victim,
				    int dt ) );
void	raw_kill	     args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	set_fighting	     args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	disarm		     args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	trip		     args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );



/*
 * Control the fights going on.
 * Called periodically by update_handler.
 * Slightly less efficient than Merc 2.2.  Takes 10% of 
 *  total CPU time.
 */
void violence_update( void )
{
    CHAR_DATA *ch;
    CHAR_DATA *victim;
    CHAR_DATA *rch;
    bool       mobfighting;

    for ( ch = char_list; ch; ch = ch->next )
    {
	if ( !ch->in_room || ch->deleted )
	    continue;

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


	if ( IS_AFFECTED( ch, AFF_BLIND )
	    || ( IS_NPC( ch ) && ch->pIndexData->pShop ) )
	    continue;

	/* Ok. So ch is not fighting anyone.
	 * Is there a fight going on?
	 */

	mobfighting = FALSE;

	for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
	{
	    if ( rch->deleted
		|| !IS_AWAKE( rch )
		|| !( victim = rch->fighting ) )
	        continue;

	    if ( !IS_NPC( ch )
		&& ( !IS_NPC( rch ) || IS_AFFECTED( rch, AFF_CHARM ) )
		&& is_same_group( ch, rch )
		&& IS_NPC( victim ) )
		break;

	    if ( IS_NPC( ch )
		&& IS_NPC( rch )
		&& !IS_NPC( victim ) )
	    {
		mobfighting = TRUE;
		break;
	    }
	}

	if ( !victim || !rch )
	    continue;

	/*
	 * Now that someone is fighting, consider fighting another pc
	 * or not at all.
	 */
	if ( mobfighting )
	{
	    CHAR_DATA *vch;
	    int        number;

	    number = 0;
	    for ( vch = ch->in_room->people; vch; vch = vch->next_in_room )
	    {
		if ( can_see( ch, vch )
		    && is_same_group( vch, victim )
		    && number_range( 0, number ) == 0 )
		{
		    victim = vch;
		    number++;
		}
	    }

	    if ( ( rch->pIndexData != ch->pIndexData && number_bits( 3 ) != 0 )
		|| ( IS_GOOD( ch ) && IS_GOOD( victim ) )
		|| abs( victim->level - ch->level ) > 3 )
	        continue;
	}

	multi_hit( ch, victim, TYPE_UNDEFINED );

    }

    return;
}

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

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

    chance = IS_NPC( ch ) ? ch->level
                          : ch->pcdata->learned[gsn_second_attack]/2;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt );
	if ( ch->fighting != victim )
	    return;
    }

    chance = IS_NPC( ch ) ? ch->level
                          : ch->pcdata->learned[gsn_third_attack]/4;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt );
	if ( ch->fighting != victim )
	    return;
    }

    chance = IS_NPC( ch ) ? ch->level / 2
                          : 0;
    if ( number_percent( ) < chance )
	one_hit( ch, victim, dt );
    
    return;
}



/*
 * Hit one guy once.
 */
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
    OBJ_DATA *wield;
    char      buf [ MAX_STRING_LENGTH ];
    int       victim_ac;
    int       thac0;
    int       thac0_00;
    int       thac0_47;
    int       dam;
    int       diceroll;

    /*
     * 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.
     */
    wield = get_eq_char( ch, WEAR_WIELD );
    if ( dt == TYPE_UNDEFINED )
    {
	dt = TYPE_HIT;
	if ( wield && wield->item_type == ITEM_WEAPON )
	    dt += wield->value[3];
    }

    /*
     * Calculate to-hit-armor-class-0 versus armor.
     */
    if ( IS_NPC( ch ) )
    {
	thac0_00 =  20;
	thac0_47 = -10;
    }
    else
    {
	thac0_00 = class_table[ch->class].thac0_00;
	thac0_47 = class_table[ch->class].thac0_47;
    }
    thac0     = interpolate( ch->level, thac0_00, thac0_47 )
              - GET_HITROLL( ch );
    victim_ac = UMAX( -15, GET_AC( victim ) / 10 );
    if ( !can_see( ch, victim ) )
	victim_ac -= 4;

    /*
     * 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 );
	tail_chain( );
	return;
    }

    /*
     * Hit.
     * Calc damage.
     */
    if ( IS_NPC( ch ) )
    {
	dam = number_range( ch->level / 2, ch->level * 3 / 2 );
	if ( wield )
	    dam += dam / 2;
    }
    else
    {
	if ( wield )
	    dam = number_range( wield->value[1], wield->value[2] );
	else
	    dam = number_range( 1, 4 );
	if ( wield && dam > 1000 )
	{
	    sprintf( buf, "One_hit dam range > 1000 from %d to %d",
		    wield->value[1], wield->value[2] );
	    bug( buf, NULL );
	}
    }

    /*
     * Bonuses.
     */
    dam += GET_DAMROLL( ch );
    if ( wield && IS_SET( wield->extra_flags, ITEM_POISONED ) )
        dam += dam / 4;
    if ( !IS_NPC( ch ) && ch->pcdata->learned[gsn_enhanced_damage] > 0 )
	dam += dam * ch->pcdata->learned[gsn_enhanced_damage] / 150;
    if ( !IS_AWAKE( victim ) )
	dam *= 2;
    if ( dt == gsn_backstab )
	dam *= 2 + UMIN( ( ch->level / 8) , 4 );

    if ( dam <= 0 )
	dam = 1;

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


/*
 * Inflict damage from a hit.
 */
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
    if ( victim->position == POS_DEAD )
	return;

    /*
     * Stop up any residual loopholes.
     */
    if ( dam > 1000 )
    {
        char buf [ MAX_STRING_LENGTH ];

	if ( IS_NPC( ch ) && ch->desc )
	    sprintf( buf,
		    "Damage: %d from %s by %s: > 1000 points with %d dt!",
		    dam, ch->name, ch->desc->original->name, dt );
	else
	    sprintf( buf,
		    "Damage: %d from %s: > 1000 points with %d dt!",
		    dam, ch->name, dt );

	bug( buf, NULL );
	dam = 1000;
    }

    if ( victim != ch )
    {
	/*
	 * Certain attacks are forbidden.
	 * Most other attacks are returned.
	 */
	if ( is_safe( ch, victim ) )
	    return;
	check_killer( ch, victim );

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

	if ( victim->position > POS_STUNNED )
	{
	    if ( !ch->fighting )
		set_fighting( ch, victim );

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

	/*
	 * 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 ( IS_AFFECTED( victim, AFF_SANCTUARY ) )
	    dam /= 2;

	if ( IS_AFFECTED( victim, AFF_PROTECT   )
	    && IS_EVIL( ch ) )
	    dam -= dam / 4;

	if ( dam < 0 )
	    dam = 0;

	/*
	 * Check for disarm, trip, parry, and dodge.
	 */
	if ( dt >= TYPE_HIT || dt == gsn_kick )
	{
	    int leveldiff = ch->level - victim->level;

	    if ( IS_NPC( ch ) && number_percent( )
		< ( leveldiff < -5 ? ch->level / 2 : UMAX( 10, leveldiff ) )
		&& dam == 0 )
	        disarm( ch, victim );
	    if ( IS_NPC( ch ) && number_percent( )
		< ( leveldiff < -5 ? ch->level / 2 : UMAX( 20, leveldiff ) )
		&& dam == 0 )
		trip( ch, victim );
	    if ( check_parry( ch, victim ) && dam > 0 )
		return;
	    if ( check_dodge( ch, victim ) && dam > 0 )
		return;
	}

    }

    /* We moved dam_message out of the victim != ch if above
     * so self damage would show.  Other valid type_undefined
     * damage is ok to avoid like mortally wounded damage - Kahn
     */
    if ( dt != TYPE_UNDEFINED )
        dam_message( ch, victim, dam, dt );

    /*
     * 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;

    if ( dam > 0 && dt > TYPE_HIT
	&& is_wielding_poisoned( ch )
	&& !saves_spell( ch->level, victim ) )
    {
	AFFECT_DATA af;

	af.type      = gsn_poison;
	af.duration  = 1;
	af.location  = APPLY_STR;
	af.modifier  = -2;
	af.bitvector = AFF_POISON;
	affect_join( victim, &af );
    }

    update_pos( victim );

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

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

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

    case POS_DEAD:
	send_to_char( "You have been KILLED!!\n\r\n\r", victim );
	act( "$n is DEAD!!", victim, NULL, NULL, TO_ROOM );
	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 %d",
		    victim->name,
		    ( IS_NPC( ch ) ? ch->short_descr : ch->name ),
		    victim->in_room->vnum );
	    log_string( log_buf );

	    /*
	     * Dying penalty:
	     * 1/2 way back to previous level.
	     */
	    if ( victim->exp > 1000 * victim->level )
		gain_exp( victim, ( 1000 * victim->level - victim->exp ) / 2 );
	}

	raw_kill( ch, victim );

	/* Ok, now we want to remove the deleted flag from the
	 * PC victim.
	 */
	if ( !IS_NPC( victim ) )
	    victim->deleted = FALSE;

	if ( !IS_NPC( ch ) && IS_NPC( victim ) )
	{
	    if ( IS_SET( ch->act, PLR_AUTOLOOT ) )
		do_get( ch, "all corpse" );
	    else
		do_look( ch, "in corpse" );

	    if ( IS_SET( ch->act, PLR_AUTOSAC  ) )
		do_sacrifice( ch, "corpse" );
	}

	return;
    }

    if ( victim == ch )
	return;

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

    /*
     * Wimp out?
     */
    if ( IS_NPC( victim ) && dam > 0 )
    {
	if ( ( IS_SET( victim->act, ACT_WIMPY ) && number_bits( 1 ) == 0
	      && victim->hit < victim->max_hit / 2 )
	    || ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master
		&& victim->master->in_room != victim->in_room ) )
	    do_flee( victim, "" );
    }

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

    tail_chain( );
    return;
}



bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( IS_NPC( ch ) || IS_NPC( victim ) )
	return FALSE;

    if ( get_age( ch ) < 21 )
    {
	send_to_char( "You aren't old enough.\n\r", ch );
	return TRUE;
    }

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

    if ( ch->level > victim->level )
    {
	send_to_char( "You may not attack a lower level player.\n\r", ch );
	return TRUE;
    }

    return FALSE;
}



/*
 * See if an attack justifies a KILLER flag.
 */
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
    /*
     * 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;

    /*
     * NPC's are cool of course
     * Hitting yourself is cool too (bleeding).
     * And current killers stay as they are.
     */
    if ( IS_NPC( ch )
	|| ch == victim
	|| IS_SET( ch->act, PLR_KILLER     ) )
	return;

    send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
    SET_BIT(ch->act, PLR_KILLER);
    save_char_obj( ch );
    return;
}

/*
 * Check to see if weapon is poisoned.
 */
bool is_wielding_poisoned( CHAR_DATA *ch )
{
    OBJ_DATA *obj;

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) )
	&& IS_SET( obj->extra_flags, ITEM_POISONED ) )
        return TRUE;

    return FALSE;

}


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

    if ( !IS_AWAKE( victim ) )
	return FALSE;

    if ( IS_NPC( victim ) )
    {
	/* Tuan was here.  :) */
	chance	= UMIN( 60, 2 * victim->level );
	if ( !get_eq_char( victim, WEAR_WIELD ) )
	    chance = chance / 2;
    }
    else
    {
	if ( !get_eq_char( victim, WEAR_WIELD ) )
	    return FALSE;
	chance	= victim->pcdata->learned[gsn_parry] / 2;
    }

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

    act( "$N parries your attack.", ch, NULL, victim, TO_CHAR    );
    act( "You parry $n's attack.",  ch, NULL, victim, TO_VICT    );
    return TRUE;
}



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

    if ( !IS_AWAKE( victim ) )
	return FALSE;

    if ( IS_NPC( victim ) )
	/* Tuan was here.  :) */
        chance  = UMIN( 60, 2 * victim->level );
    else
        chance  = victim->pcdata->learned[gsn_dodge] / 2;

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

    act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR    );
    act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT    );
    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 <= -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 )
{

    char buf [ MAX_STRING_LENGTH ];

    if ( ch->fighting )
    {
	bug( "Set_fighting: already fighting", 0 );
	sprintf( buf, "...%s attacking %s at %d", 
		( IS_NPC( ch )     ? ch->short_descr     : ch->name     ),
		( IS_NPC( victim ) ? victim->short_descr : victim->name ),
		victim->in_room->vnum );
	bug( buf , NULL );
	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; fch = fch->next )
    {
	if ( fch == ch || ( fBoth && fch->fighting == ch ) )
	{
	    fch->fighting	= NULL;
	    fch->position	= POS_STANDING;
	    update_pos( fch );
	}
    }

    return;
}



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

    if ( IS_NPC( ch ) )
    {
        /*
	 * This longwinded corpse creation routine comes about because
	 * we dont want anything created AFTER a corpse to be placed  
	 * INSIDE a corpse.  This had caused crashes from obj_update()
	 * in extract_obj() when the updating list got shifted from
	 * object_list to obj_free.          --- Thelonius (Monk)
	 */

	if ( ch->gold > 0 )
	{
	    OBJ_DATA * coins;

	    coins         = create_money( ch->gold );
	    name	  = ch->short_descr;
	    corpse	  = create_object(
					  get_obj_index( OBJ_VNUM_CORPSE_NPC ),
					  0 );
	    corpse->timer = number_range( 2, 4 );
	    obj_to_obj( coins, corpse );
	    ch->gold = 0;
	}
	else
	{
	    name	  = ch->short_descr;
	    corpse	  = create_object(
					  get_obj_index( OBJ_VNUM_CORPSE_NPC ),
					  0 );
	    corpse->timer = number_range( 2, 4 );
	}
    }
    else
    {
	name		= ch->name;
	corpse		= create_object(
					get_obj_index( OBJ_VNUM_CORPSE_PC ),
					0 );
	corpse->timer	= number_range( 25, 40 );
    }

    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; obj = obj_next )
    {
	obj_next = obj->next_content;

        if ( obj->deleted )
	    continue;
	obj_from_char( obj );
	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
	    extract_obj( obj );
	else
	    obj_to_obj( obj, corpse );
    }

    if ( IS_NPC( ch ) )
	obj_to_room( corpse, ch->in_room );
    else
    {
        if ( ch->level > LEVEL_HERO )
	    obj_to_room( corpse, ch->in_room );
	else
	  if ( !( location = get_room_index( ROOM_VNUM_GRAVEYARD_A ) ) )
	  {
	      bug( "Graveyard A does not exist!", NULL );
	      obj_to_room( corpse, ch->in_room );
	  }
	  else
	      obj_to_room( corpse, location );
    }

    return;
}



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

    vnum = 0;
    switch ( number_bits( 4 ) )
    {
    default: msg  = "You hear $n's death cry.";				break;
    case  0: msg  = "$n hits the ground ... DEAD.";			break;
    case  1: msg  = "$n splatters blood on your armor.";		break;
    case  2: msg  = "You smell $n's sphincter releasing in death.";
	     vnum = OBJ_VNUM_FINAL_TURD;				break;
    case  3: msg  = "$n's severed head plops on the ground.";
	     vnum = OBJ_VNUM_SEVERED_HEAD;				break;
    case  4: msg  = "$n's heart is torn from $s chest.";
	     vnum = OBJ_VNUM_TORN_HEART;				break;
    case  5: msg  = "$n's arm is sliced from $s dead body.";
	     vnum = OBJ_VNUM_SLICED_ARM;				break;
    case  6: msg  = "$n's leg is sliced from $s dead body.";
	     vnum = OBJ_VNUM_SLICED_LEG;				break;
    }

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

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

	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 );

	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] )
	    && pexit->to_room
	    && pexit->to_room != was_in_room )
	{
	    ch->in_room = pexit->to_room;
	    act( msg, ch, NULL, NULL, TO_ROOM );
	}
    }
    ch->in_room = was_in_room;

    return;
}



void raw_kill( CHAR_DATA *ch, CHAR_DATA *victim )
{
    AFFECT_DATA *paf;

    stop_fighting( victim, TRUE );
    if ( ch != victim )
        death_cry( victim );
    make_corpse( victim );

    for ( paf = victim->affected; paf; paf = paf->next )
        affect_remove( victim, paf );
    victim->affected_by	= 0;

    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 );
    victim->armor        = 100;
    victim->position     = POS_RESTING;
    victim->hit	         = UMAX( 1, victim->hit  );
    victim->mana         = UMAX( 1, victim->mana );
    victim->move         = UMAX( 1, victim->move );
    victim->hitroll      = 0;
    victim->damroll      = 0;
    victim->saving_throw = 0;
    victim->carry_weight = 0;
    victim->carry_number = 0;
    save_char_obj( victim );
    return;
}



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

    /*
     * 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 ( IS_NPC( ch ) || !IS_NPC( victim ) || victim == ch )
	return;
    
    members = 0;
    for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
    {
	if ( is_same_group( gch, ch ) )
	    members++;
    }

    if ( members == 0 )
    {
	bug( "Group_gain: members.", members );
	members = 1;
    }

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

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

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

	if ( gch->level - lch->level >= 6 )
	{
	    send_to_char( "You are too high level for this group.\n\r", gch );
	    continue;
	}

	if ( gch->level - lch->level <= -6 )
	{
	    send_to_char( "You are too low level for this group.\n\r",  gch );
	    continue;
	}

	xp = xp_compute( gch, victim ) / members;
	sprintf( buf, "You receive %d experience points.\n\r", xp );
	send_to_char( buf, gch );
	gain_exp( gch, xp );

	for ( obj = ch->carrying; obj; obj = obj_next )
	{
	    obj_next = obj->next_content;
	    if ( obj->deleted )
	        continue;
	    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 xp;
    int align;
    int extra;
    int level;
    int number;

    xp    = 150 - URANGE( -4, gch->level - victim->level, 6 ) * 25;
    align = gch->alignment - victim->alignment;

    if ( align >  500 )
    {
	gch->alignment  = UMIN( gch->alignment + ( align - 500 ) / 4,  1000 );
	xp = 5 * xp / 4;
    }
    else if ( align < -500 )
    {
	gch->alignment  = UMAX( gch->alignment + ( align + 500 ) / 4, -1000 );
	xp = 5 * xp / 4;
    }
    else
    {
	gch->alignment -= gch->alignment / 4;
	xp = 3 * xp / 4;
    }

    /*
     * Adjust for popularity of target:
     *   -1/8 for each target over  'par' (down to - 50%)
     *   +1/8 for each target under 'par' (  up to + 25%)
     */
    level  = URANGE( 0, victim->level, MAX_LEVEL - 1 );
    number = UMAX( 1, kill_table[level].number );
    extra  = victim->pIndexData->killed - kill_table[level].killed / number;
    xp    -= xp * URANGE( -2, extra, 4 ) / 8;

    xp     = number_range( xp * 3 / 4, xp * 5 / 4 );
    xp     = UMAX( 0, xp );

    return xp;
}



void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
    static char * const  attack_table [ ] =
    {
	"hit",
	"slice",  "stab",    "slash", "whip", "claw",
	"blast",  "pound",   "crush", "grep", "bite",
	"pierce", "suction", "chop"
    };
    const  char         *vs;
    const  char         *vp;
    const  char         *attack;
           char          buf          [ MAX_STRING_LENGTH ];
           char          buf1         [ 256 ];
           char          buf2         [ 256 ];
           char          buf3         [ 256 ];
           char          buf4         [ 256 ];
           char          buf5         [ 256 ];
           char          punct;

	 if ( dam ==   0 ) { vs = "miss";	vp = "misses";		}
    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 = "MUTILATE";	vp = "MUTILATES";	}
    else if ( dam <=  44 ) { vs = "DISEMBOWEL";	vp = "DISEMBOWELS";	}
    else if ( dam <=  48 ) { vs = "EVISCERATE";	vp = "EVISCERATES";	}
    else if ( dam <=  52 ) { vs = "MASSACRE";	vp = "MASSACRES";	}
    else if ( dam <= 100 ) { vs = "*** DEMOLISH ***";
			     vp = "*** DEMOLISHES ***";			}
    else                   { vs = "*** ANNIHILATE ***";
			     vp = "*** ANNIHILATES ***";		}

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

    if ( dt == TYPE_HIT )
    {
	sprintf( buf1, "You %s $N%c",       vs, punct );
	sprintf( buf2, "$n %s you%c",       vp, punct );
	sprintf( buf3, "$n %s $N%c",        vp, punct );
	sprintf( buf4, "You %s yourself%c", vs, punct );
	sprintf( buf5, "$n %s $mself%c",    vp, punct );
    }
    else
    {
	if ( dt >= 0 && dt < MAX_SKILL )
	    attack	= skill_table[dt].noun_damage;
	else if (   dt >= TYPE_HIT
		 && dt  < TYPE_HIT
		        + sizeof( attack_table )/sizeof( attack_table[0] ) )
	    attack	= attack_table[dt - TYPE_HIT];
	else
	{
	    sprintf( buf, "Dam_message: bad dt %d caused by %s.", dt,
		    ch->name );
	    bug( buf, NULL );
	    dt      = TYPE_HIT;
	    attack  = attack_table[0];
	}

	if ( dt > TYPE_HIT && is_wielding_poisoned( ch ) )
	{
	    sprintf( buf1, "Your poisoned %s %s $N%c",  attack, vp, punct );
	    sprintf( buf2, "$n's poisoned %s %s you%c", attack, vp, punct );
	    sprintf( buf3, "$n's poisoned %s %s $N%c",  attack, vp, punct );
	    sprintf( buf4, "Your poisoned %s %s you%c", attack, vp, punct );
	    sprintf( buf5, "$n's poisoned %s %s $n%c",  attack, vp, punct );
	}
	else
	{
	    sprintf( buf1, "Your %s %s $N%c",  attack, vp, punct );
	    sprintf( buf2, "$n's %s %s you%c", attack, vp, punct );
	    sprintf( buf3, "$n's %s %s $N%c",  attack, vp, punct );
	    sprintf( buf4, "Your %s %s you%c", attack, vp, punct );
	    sprintf( buf5, "$n's %s %s $n%c",  attack, vp, punct );
	}
    }

    if ( victim != ch )
    {
	act( buf1, ch, NULL, victim, TO_CHAR    );
	act( buf2, ch, NULL, victim, TO_VICT    );
	act( buf3, ch, NULL, victim, TO_NOTVICT );
    }
    else
    {
	act( buf4, ch, NULL, victim, TO_CHAR    );
	act( buf5, ch, NULL, victim, TO_ROOM    );
    }
      
    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 ) ) )
	return;

    if ( !get_eq_char( ch, WEAR_WIELD ) && number_bits( 1 ) == 0 )
	return;

    act( "You disarm $N!",  ch, NULL, victim, TO_CHAR    );
    act( "$n DISARMS you!", ch, NULL, victim, TO_VICT    );
    act( "$n DISARMS $N!",  ch, NULL, victim, TO_NOTVICT );

    obj_from_char( obj );
    if ( IS_NPC( victim ) )
	obj_to_char( obj, victim );
    else
	obj_to_room( obj, victim->in_room );

    return;
}



/*
 * Trip a creature.
 * Caller must check for successful attack.
 */
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( victim->wait == 0 )
    {
	act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR    );
	act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT    );
	act( "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT );

	WAIT_STATE( ch,     2 * PULSE_VIOLENCE );
	WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
	victim->position = POS_RESTING;
    }

    return;
}



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

    one_argument( argument, arg );

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

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

    if ( !IS_NPC( victim ) )
    {
	if (   !IS_SET( victim->act, PLR_KILLER )
	    && !IS_SET( victim->act, PLR_THIEF  ) )
	{
	    send_to_char( "You must MURDER a player.\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master )
	{
	    send_to_char( "You must MURDER a charmed creature.\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 ( 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_DATA *victim;
    char       buf [ MAX_STRING_LENGTH ];
    char       arg [ MAX_INPUT_LENGTH  ];

    one_argument( argument, arg );

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

    if ( !( victim = get_char_room( ch, arg ) ) )
    {
	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_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 );
    sprintf( buf, "Help!  I am being attacked by %s!", ch->name );
    do_shout( victim, buf );
    check_killer( ch, victim );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}



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

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

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

    if ( !( victim = get_char_room( ch, arg ) ) )
    {
	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 ( !( obj = get_eq_char( ch, WEAR_WIELD ) )
	|| obj->value[3] != 11 )
    {
	send_to_char( "You need to wield a piercing weapon.\n\r", ch );
	return;
    }

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

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

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

    return;
}



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

    if ( !( victim = ch->fighting ) )
    {
	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->to_room
	    ||   IS_SET( pexit->exit_info, EX_CLOSED )
	    || ( IS_NPC( ch )
		&& ( IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
		    || ( IS_SET( ch->act, ACT_STAY_AREA )
			&& pexit->to_room->area != ch->in_room->area ) ) ) )
	    continue;

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

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

	if ( !IS_NPC( ch ) )
	{
	    send_to_char( "You flee from combat!  You lose 25 exps.\n\r", ch );
	    gain_exp( ch, -25 );
	}

	stop_fighting( ch, TRUE );
	return;
    }

    send_to_char( "You failed!  You lose 10 exps.\n\r", ch );
    gain_exp( ch, -10 );
    return;
}



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

    if ( !IS_NPC( ch )
	&& ch->level < skill_table[gsn_rescue].skill_level[ch->class] )
    {
	send_to_char(
	    "You'd better leave the heroic acts to warriors.\n\r", ch );
	return;
    }

    one_argument( argument, arg );

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

    if ( !( victim = get_char_room( ch, arg ) ) )
    {
	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 ) )
    {
	send_to_char( "That person is not fighting right now.\n\r", ch );
	return;
    }

    if ( !is_same_group( ch, victim ) )
    {
	send_to_char( "Why would you want to?\n\r", ch );
	return;
    }

    if ( !check_blind ( ch ) )
        return;

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

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

    stop_fighting( fch, FALSE );

    set_fighting( fch, ch );

    return;
}



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

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

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

    if ( !check_blind( ch ) )
        return;

    one_argument( argument, arg );

    victim = ch->fighting;

    if ( arg[0] != '\0' )
        if ( !( victim = get_char_room( ch, arg ) ) )
	{
	    send_to_char( "They aren't here.\n\r", ch );
	    return;
	}

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

    return;
}




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

    if ( !IS_NPC( ch )
	&& ch->level < skill_table[gsn_disarm].skill_level[ch->class] )
    {
	send_to_char( "You don't know how to disarm opponents.\n\r", ch );
	return;
    }

    if ( !get_eq_char( ch, WEAR_WIELD ) )
    {
	send_to_char( "You must wield a weapon to disarm.\n\r", ch );
	return;
    }

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

    if ( !check_blind( ch ) )
        return;

    one_argument( argument, arg );

    victim = ch->fighting;

    if ( arg[0] != '\0' )
        if ( !( victim = get_char_room( ch, arg ) ) )
	{
	    send_to_char( "They aren't here.\n\r", ch );
	    return;
	}

    if ( victim->fighting != ch && ch->fighting != victim )
    {
	act( "$E is not fighting you!", ch, NULL, victim, TO_CHAR );
	return;
    }

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

    WAIT_STATE( ch, skill_table[gsn_disarm].beats );
    percent = number_percent( ) + victim->level - ch->level;
    if ( IS_NPC( ch ) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
	disarm( ch, victim );
    else
	send_to_char( "You failed.\n\r", ch );
    return;
}



void do_sla( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *rch;

    rch = get_char( ch );

    if ( !authorized( rch, gsn_slay ) )
        return;

    send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
    return;
}



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

    rch = get_char( ch );

    if ( !authorized( rch, gsn_slay ) )
        return;

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

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

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