/***************************************************************************
 *  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			   *
***************************************************************************/

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

/*
 * Local functions.
 */
void check_assist args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
bool check_dodge 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 ) );
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 set_fighting args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
void disarm args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );

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

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

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

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

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

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

        if ( IS_NPC ( ch ) )
        {
            if ( HAS_TRIGGER ( ch, TRIG_FIGHT ) )
                mp_percent_trigger ( ch, victim, NULL, NULL, TRIG_FIGHT );
            if ( HAS_TRIGGER ( ch, TRIG_HPCNT ) )
                mp_hprct_trigger ( ch, victim );
        }
    }

    return;
}

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

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

        if ( IS_AWAKE ( rch ) && rch->fighting == NULL )
        {

            /* quick check for ASSIST_PLAYER */
            if ( !IS_NPC ( ch ) && IS_NPC ( rch ) &&
                 IS_SET ( rch->off_flags, ASSIST_PLAYERS ) &&
                 rch->level + 6 > victim->level )
            {
                do_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;

    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;

    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, "" );
            }
    }
}

/*
 * 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 )
        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 ) );

    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 );
    }

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

    if ( dam <= 0 )
        dam = 1;

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

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

        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 ) )
            {
                chsend ( "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 ) )
        {
            pdam = 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, pdam, 0, DAM_NEGATIVE, FALSE );
            ch->alignment = UMAX ( -1000, ch->alignment - 1 );
            ch->hit += pdam / 2;
        }

        if ( ch->fighting == victim &&
             IS_WEAPON_STAT ( wield, WEAPON_FLAMING ) )
        {
            pdam = 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, pdam,
                          TARGET_CHAR );
            damage ( ch, victim, pdam, 0, DAM_FIRE, FALSE );
        }

        if ( ch->fighting == victim &&
             IS_WEAPON_STAT ( wield, WEAPON_FROST ) )
        {
            pdam = 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, pdam, TARGET_CHAR );
            damage ( ch, victim, pdam, 0, DAM_COLD, FALSE );
        }

        if ( ch->fighting == victim &&
             IS_WEAPON_STAT ( wield, WEAPON_SHOCKING ) )
        {
            pdam = 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, pdam, TARGET_CHAR );
            damage ( ch, victim, pdam, 0, DAM_LIGHTNING, FALSE );
        }
    }
    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;

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

    /*
     * Stop up any residual loopholes.
     */
    if ( dam > 1200 && dt >= TYPE_HIT )
    {
        bug ( "Damage: %d: more than 1200 points!", dam );
        dam = 1200;
        if ( !IS_IMMORTAL ( ch ) )
        {
            OBJ_DATA *obj;
            obj = get_eq_char ( ch, WEAR_WIELD );
            chsend ( "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 ( victim, TRIG_KILL ) )
                    mp_percent_trigger ( victim, 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 );
            chsend
                ( "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 );
            chsend
                ( "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 );
            chsend ( "You are stunned, but will probably recover.\n\r",
                     victim );
            break;

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

        default:
            if ( dam > victim->max_hit / 4 )
                chsend ( "That really did HURT!\n\r", victim );
            if ( victim->hit < victim->max_hit / 4 )
                chsend ( "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->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 ( IS_NPC ( ch ) )
                victim->pcdata->gamestat[MOB_DEATHS]++;
            else
            {
                victim->pcdata->gamestat[PK_DEATHS]++;
                ch->pcdata->gamestat[PK_KILLS]++;
            }
        }
        else if ( !IS_NPC ( ch ) )
            ch->pcdata->gamestat[MOB_KILLS]++;

        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 ( victim, TRIG_DEATH ) )
        {
            victim->position = POS_STANDING;
            mp_percent_trigger ( victim, ch, NULL, NULL, TRIG_DEATH );
        }

        raw_kill ( victim );
        /* 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_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;

    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 ) )
        {
            chsend ( "Not in this room.\n\r", ch );
            return TRUE;
        }

        if ( victim->pIndexData->pShop != NULL )
        {
            chsend ( "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 ) )
        {
            chsend ( "I don't think Mota would approve.\n\r", ch );
            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 )
            {
                chsend ( "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 ) )
            {
                chsend ( "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 )
            {
                chsend ( "Players are your friends!\n\r", ch );
                return TRUE;
            }
        }
        /* player doing the killing */
        else
        {
            if ( !is_clan ( ch ) )
            {
                chsend ( "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 ) )
            {
                chsend ( "They aren't in a clan, leave them alone.\n\r", ch );
                return TRUE;
            }

            if ( ch->level > victim->level + 8 )
            {
                chsend ( "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 )
        {
            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;
        }
/*
	chsend( "*** 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;

    chsend ( "*** 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 );
        }
    }

    return;
}

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

    if ( IS_NPC ( ch ) )
    {
        name = ch->short_descr;
        corpse = create_object ( get_obj_index ( OBJ_VNUM_CORPSE_NPC ), 0 );
        corpse->timer = number_range ( 3, 6 );
        if ( ch->gold > 0 )
        {
            obj_to_obj ( create_money ( ch->gold, 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 );
    }

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

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

    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 = race_table[victim->race].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 )
	{
	    chsend( "You are too high for this group.\n\r", gch );
	    continue;
	}

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

        xp = xp_compute ( gch, victim, group_levels );
        sprintf ( buf, "You receive %d experience points.\n\r", xp );
        chsend ( 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;

    level_range = victim->level - gch->level;

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

    if ( level_range > 4 )
        base_exp = 160 + 20 * ( level_range - 4 );

    /* do alignment computations */

    align = victim->alignment - gch->alignment;

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

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

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

    else                        /* improve this someday */
    {
        change = gch->alignment * base_exp / 500 * gch->level / total_levels;
        gch->alignment -= change;
    }

    /* calculate exp multiplier */
    if ( IS_SET ( victim->act, ACT_NOALIGN ) )
        xp = base_exp;

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

        else if ( victim->alignment < -500 )
            xp = ( base_exp * 5 ) / 4;

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

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

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

        else
            xp = base_exp;
    }

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

        else if ( victim->alignment > 500 )
            xp = ( base_exp * 11 ) / 10;

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

    return xp;
}

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

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

    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 = "DISMEMBER";
        vp = "DISMEMBERS";
    }
    else if ( dam <= 52 )
    {
        vs = "MASSACRE";
        vp = "MASSACRES";
    }
    else if ( dam <= 56 )
    {
        vs = "MANGLE";
        vp = "MANGLES";
    }
    else if ( dam <= 60 )
    {
        vs = "*** DEMOLISH ***";
        vp = "*** DEMOLISHES ***";
    }
    else if ( dam <= 75 )
    {
        vs = "*** DEVASTATE ***";
        vp = "*** DEVASTATES ***";
    }
    else if ( dam <= 100 )
    {
        vs = "=== OBLITERATE ===";
        vp = "=== OBLITERATES ===";
    }
    else if ( dam <= 125 )
    {
        vs = ">>> ANNIHILATE <<<";
        vp = ">>> ANNIHILATES <<<";
    }
    else if ( dam <= 150 )
    {
        vs = "<<< ERADICATE >>>";
        vp = "<<< ERADICATES >>>";
    }
    else
    {
        vs = "do UNSPEAKABLE things to";
        vp = "does UNSPEAKABLE things to";
    }

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

    if ( dt == TYPE_HIT )
    {
        if ( ch == victim )
        {
            sprintf ( buf1, "$n %s $melf%c", vp, punct );
            sprintf ( buf2, "You %s yourself%c", vs, punct );
        }
        else
        {
            sprintf ( buf1, "$n %s $N%c", vp, punct );
            sprintf ( buf2, "You %s $N%c", vs, punct );
            sprintf ( buf3, "$n %s you%c", 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, "$n is unaffected by $s own %s.", attack );
                sprintf ( buf2, "Luckily, you are immune to that." );
            }
            else
            {
                sprintf ( buf1, "$N is unaffected by $n's %s!", attack );
                sprintf ( buf2, "$N is unaffected by your %s!", attack );
                sprintf ( buf3, "$n's %s is powerless against you.", attack );
            }
        }
        else
        {
            if ( ch == victim )
            {
                sprintf ( buf1, "$n's %s %s $m%c", attack, vp, punct );
                sprintf ( buf2, "Your %s %s you%c", attack, vp, punct );
            }
            else
            {
                sprintf ( buf1, "$n's %s %s $N%c", attack, vp, punct );
                sprintf ( buf2, "Your %s %s $N%c", attack, vp, punct );
                sprintf ( buf3, "$n's %s %s you%c", 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 ( "$S weapon won't budge!", ch, NULL, victim, TO_CHAR );
        act ( "$n tries to disarm you, but your weapon won't budge!", ch,
              NULL, victim, TO_VICT );
        act ( "$n tries to disarm $N, but fails.", ch, NULL, victim,
              TO_NOTVICT );
        return;
    }

    act ( "$n DISARMS you and sends your weapon flying!", ch, NULL, victim,
          TO_VICT );
    act ( "You disarm $N!", ch, NULL, victim, TO_CHAR );
    act ( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT );

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

    return;
}

CH_CMD ( do_berserk )
{
    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] ) )
    {
        chsend ( "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" ) ) )
    {
        chsend ( "You get a little madder.\n\r", ch );
        return;
    }

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

    if ( ch->mana < 50 )
    {
        chsend ( "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 );

        chsend ( "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;

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

CH_CMD ( do_bash )
{
    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] ) )
    {
        chsend ( "Bashing? What's that?\n\r", ch );
        return;
    }

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

    else if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
    {
        chsend ( "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 )
    {
        chsend ( "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 ) )
    {
        chsend ( "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("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT);
                                   act("$N dodges your bash, you fall flat on your face.",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 ( "$n sends you sprawling with a powerful bash!", ch, NULL,
              victim, TO_VICT );
        act ( "You slam into $N, and send $M flying!", ch, NULL, victim,
              TO_CHAR );
        act ( "$n sends $N sprawling with a powerful bash.", ch, NULL, victim,
              TO_NOTVICT );
        check_improve ( ch, gsn_bash, TRUE, 1 );

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

CH_CMD ( do_dirt )
{
    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] ) )
    {
        chsend ( "You get your feet dirty.\n\r", ch );
        return;
    }

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

    else if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
    {
        chsend ( "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 )
    {
        chsend ( "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 ) )
    {
        chsend ( "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 )
    {
        chsend ( "There isn't any dirt to kick.\n\r", ch );
        return;
    }

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

        af.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 );
}

CH_CMD ( do_trip )
{
    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] ) )
    {
        chsend ( "Tripping?  What's that?\n\r", ch );
        return;
    }

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

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

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

    /* modifiers */

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

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

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

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

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

        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 );
}

CH_CMD ( do_kill )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument ( argument, arg );

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

    if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
    {
        chsend ( "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) )
        {
            chsend( "You must MURDER a player.\n\r", ch );
            return;
        }
    }
*/
    if ( victim == ch )
    {
        chsend ( "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 ) )
    {
        chsend ( "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 )
    {
        chsend ( "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;
}

CH_CMD ( do_murde )
{
    chsend ( "If you want to MURDER, spell it out.\n\r", ch );
    return;
}

CH_CMD ( do_murder )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument ( argument, arg );

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

    if ( victim == ch )
    {
        chsend ( "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 ) )
    {
        chsend ( "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 )
    {
        chsend ( "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;
}

CH_CMD ( do_backstab )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;

    one_argument ( argument, arg );

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

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

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

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

    if ( ( obj = get_eq_char ( ch, WEAR_WIELD ) ) == NULL )
    {
        chsend ( "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;
    }

    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;
}

CH_CMD ( do_flee )
{
    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;
        chsend ( "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 ) )
        {
            chsend ( "You flee from combat!\n\r", ch );
            if ( ( ch->Class == 2 ) &&
                 ( number_percent (  ) < 3 * ( ch->level / 2 ) ) )
                chsend ( "You snuck away safely.\n\r", ch );
            else
            {
                chsend ( "You lost 10 exp.\n\r", ch );
                gain_exp ( ch, -10 );
            }
        }

        stop_fighting ( ch, TRUE );
        return;
    }

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

CH_CMD ( do_rescue )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *fch;

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

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

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

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

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

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

    if ( IS_NPC ( fch ) && !is_same_group ( ch, victim ) )
    {
        chsend ( "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 ) )
    {
        chsend ( "You fail the rescue.\n\r", ch );
        check_improve ( ch, gsn_rescue, FALSE, 1 );
        return;
    }

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

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

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

CH_CMD ( do_kick )
{
    CHAR_DATA *victim;

    if ( !IS_NPC ( ch ) &&
         ch->level < skill_table[gsn_kick].skill_level[ch->Class] )
    {
        chsend ( "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 )
    {
        chsend ( "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;
}

CH_CMD ( do_disarm )
{
    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 )
    {
        chsend ( "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 ) ) ) )
    {
        chsend ( "You must wield a weapon to disarm.\n\r", ch );
        return;
    }

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

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

CH_CMD ( do_surrender )
{
    CHAR_DATA *mob;
    if ( ( mob = ch->fighting ) == NULL )
    {
        chsend ( "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, TRIG_SURR ) ||
           !mp_percent_trigger ( mob, ch, NULL, NULL, TRIG_SURR ) ) )
    {
        act ( "$N seems to ignore your cowardly act!", ch, NULL, mob,
              TO_CHAR );
        multi_hit ( mob, ch, TYPE_UNDEFINED );
    }
}

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

CH_CMD ( do_slay )
{
    CHAR_DATA *victim;
    char arg[MAX_INPUT_LENGTH];

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

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

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

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

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