eotc-rot/data/helps/






/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe.    *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

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

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

/*
 * Local functions.
 */
void dam_message ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune );
void check_assist args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_dodge args ((CHAR_DATA * ch, CHAR_DATA * victim));
void check_killer args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_parry args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_shield_block args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_phase     args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
// void dam_message args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam,
//                        int dt, bool immune));
void death_cry args ((CHAR_DATA * ch));
void group_gain args ((CHAR_DATA * ch, CHAR_DATA * victim));
int xp_compute args ((CHAR_DATA * gch, CHAR_DATA * victim, int total_levels));
bool is_safe args ((CHAR_DATA * ch, CHAR_DATA * victim));
void make_corpse args ((CHAR_DATA * ch));
void one_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary));
void mob_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt));
// void mob_hit args ((CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary));
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));

/* Xrakisis */
void bite args ((CHAR_DATA *ch, CHAR_DATA *victim));
void claws args ((CHAR_DATA *ch, CHAR_DATA *victim));
bool check_critical args ((CHAR_DATA *ch, CHAR_DATA *victim));
bool check_counter args ((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt));
int  critical_strike args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
bool check_force_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_static_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_flame_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void update_casting args((CHAR_DATA *ch ));
bool can_counter     args( ( CHAR_DATA *ch, bool forreal) );
bool pole_special	(CHAR_DATA * ch, CHAR_DATA * victim);
int	 axe_special	(CHAR_DATA * ch, CHAR_DATA * victim, int dam);

/* Stance stuff - Rhaelar */
bool	stance_checked = FALSE;
const	char*	stance_name []  =
{
	"None", "Viper", "Crane", "Crab", "Mongoose", "Bull",
	"Mantis", "Dragon", "Tiger", "Monkey", "Swallow"
};

void skillstance( CHAR_DATA *ch, CHAR_DATA *victim )
{
    char buf        [MIL];
    char bufskill   [25];
    int stance;

    stance = victim->stance[0];
    
    if (stance < 1 || stance > 10)
    {
	send_to_char("You aren't in a stance!\n\r",ch);
	return;
    }

         if (victim->stance[stance] <= 0  ) sprintf(bufskill,"completely unskilled in");
    else if (victim->stance[stance] <= 12 ) sprintf(bufskill,"an apprentice of");
    else if (victim->stance[stance] <= 26 ) sprintf(bufskill,"a trainee of");
    else if (victim->stance[stance] <= 39 ) sprintf(bufskill,"a student of");
    else if (victim->stance[stance] <= 51 ) sprintf(bufskill,"fairly experienced in");
    else if (victim->stance[stance] <= 64 ) sprintf(bufskill,"well trained in");
    else if (victim->stance[stance] <= 76 ) sprintf(bufskill,"highly skilled in");
    else if (victim->stance[stance] <= 85 ) sprintf(bufskill,"an expert of");
    else if (victim->stance[stance] <= 99 ) sprintf(bufskill,"a master of");
    else if (victim->stance[stance] >= 100) sprintf(bufskill,"a grand master of");
    else
    {

        send_to_char("You aren't in a stance!\n\r",ch);

        return;

    }

    if (ch == victim)
    	sprintf(buf,"You are %s the %s stance [%d%%].",bufskill,

						stance_name[stance],victim->stance[stance]);
    else
    	sprintf(buf,"$N is %s the %s stance [%d%%].",bufskill,

						stance_name[stance] ,victim->stance[stance]);
    act( buf,ch,NULL,victim,TO_CHAR);

    return;

}

int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool realdam)
{
    if (dam < 1) return 0;
    if (ch->stance[0] < 1) return dam;

	if ( IS_STANCE(ch, STANCE_BULL) || IS_STANCE(ch, STANCE_DRAGON)
					|| IS_STANCE(ch, STANCE_TIGER) )

		{
		if (!can_counter(victim, realdam))
			{
 			if (realdam && !(stance_checked)) improve_stance(ch);
			dam += (dam * ch->stance[ch->stance[0]]) / 100;
			}
		}

	else if ( IS_STANCE(ch, STANCE_MONKEY) )
	{
	    int mindam = (int) (dam * 0.25);
	    dam *= (ch->stance[STANCE_MONKEY]+1) / 100;
	    if (dam < mindam) dam = mindam;
	}

	else if (ch->stance[ch->stance[0]] < 100)  dam = (int) (dam * 0.5);
    
    return dam;
}



int damreduce( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool realdam)
{

	if ( IS_STANCE(victim, STANCE_CRAB) || IS_STANCE(victim, STANCE_DRAGON)
				|| IS_STANCE(victim, STANCE_SWALLOW) )
    {
    	if (!can_counter(ch, realdam))
		{
			if (realdam && !(stance_checked)) improve_stance(victim);
			dam  = dam * 100 / (100 + victim->stance[victim->stance[0]]);
		}
    }
	return dam;
	}

bool can_counter( CHAR_DATA *ch, bool forreal )
{
    if (
				IS_STANCE(ch, STANCE_MONKEY))
		{
 		if (forreal && !(stance_checked)) improve_stance(ch);
		if (number_percent() < ch->stance[ STANCE_MONKEY ])
		return TRUE;
		}
    return FALSE;

}

bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
	if (IS_STANCE(ch, STANCE_VIPER) ||
		IS_STANCE(ch, STANCE_MANTIS) ||
		IS_STANCE(ch, STANCE_TIGER))
			if (!can_counter(victim, TRUE))
			{
 				if (!(stance_checked))	improve_stance(ch);
				if (number_percent() < ch->stance[ch->stance[0]])
					return TRUE;
			}
    return FALSE;
}

void improve_stance( CHAR_DATA *ch )
{
//    OBJ_DATA *weapon;
    char buf        [MIL];
    char bufskill   [35];
    int dice1;
    int dice2;
    int dice3;
    int stance;
//	bool immune = FALSE;
//	int dam_type;
    dice1 = number_percent();
    dice2 = number_percent();
    dice3 = number_percent();

    stance = ch->stance[0];

    if (stance < 1 || stance > 10) return;

    if (ch->stance[stance] >= 100)
      {
        ch->stance[stance] = 100;
        return;
      }

	if (ch->fighting == NULL ||
		(IS_NPC(ch->fighting) && ch->fighting->pIndexData == NULL ))
		return;


   if ( !double_stance )
   {
    if ( dice3 > 2) return;
    if ( dice1 < 24 ) return;
    if ( dice2 < 24 ) return;
   }
   else
   {
    if ( dice3 > 4) return;
    if ( dice1 < 12 ) return;
    if ( dice2 < 12 ) return;
   }   
    if ( (dice1 > ch->stance[stance] && dice2 > ch->stance[stance] ) ||

	 ( dice1 == 100 || dice2 == 100 ) )
		ch->stance[stance] += 1;
    else
      return;

    send_to_char("{CYour skill at this fighting stance has improved.{0\n\r",ch);

	stance_checked = TRUE;

         if (ch->stance[stance] == 1  ) sprintf(bufskill,"an apprentice of");
    else if (ch->stance[stance] == 13 ) sprintf(bufskill,"a trainee of");
    else if (ch->stance[stance] == 25 ) sprintf(bufskill,"a student of");
    else if (ch->stance[stance] == 38 ) sprintf(bufskill,"fairly experienced in");
    else if (ch->stance[stance] == 50 ) sprintf(bufskill,"well trained in");
    else if (ch->stance[stance] == 63 ) sprintf(bufskill,"highly skilled in");
    else if (ch->stance[stance] == 75 ) sprintf(bufskill,"an expert of");
    else if (ch->stance[stance] == 84 ) sprintf(bufskill,"a master of");
    else if (ch->stance[stance] == 100) sprintf(bufskill,"a grand master of");
    else return;

    sprintf(buf,"{cYou are now {C%s {cthe {R%s {cstance{x.\n\r",bufskill,
					stance_name[stance]);
    send_to_char(buf,ch);
    return;
}


void do_stance( CHAR_DATA *ch, char *argument )
{
    char            arg      [MIL];
    int             selection;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	if (ch->stance[0] == -1)
	{
	    ch->stance[0] = -1;
	    send_to_char("You are not currently in a stance. For a list, type 'sstat'.\n\r",ch);
	}
	else
	{
	    ch->stance[0] = -1;
	    send_to_char("You relax from your fighting stance.\n\r",ch);
	    act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
	}

	return;

    }
    if ( ch->stance[0] > 0)
    {
    	if ( !IS_NPC ( ch ) )
	do_stance ( ch, "" );
	else return;
    }

    if (!str_cmp(arg,"none")    ) {selection = -1;
	send_to_char("You drop into a default fighting stance.\n\r",ch);
	act("$n drops into a default fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"viper")   ) {selection = STANCE_VIPER;
	send_to_char("You arch your body into the viper fighting stance.\n\r",ch);
	act("$n arches $s body into the viper fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"crane")   ) {selection = STANCE_CRANE;
	send_to_char("You swing your body into the crane fighting stance.\n\r",ch);
	act("$n swings $s body into the crane fighting stance.",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"crab")    ) {selection = STANCE_CRAB;
	send_to_char("You squat down into the crab fighting stance.\n\r",ch);
	act("$n squats down into the crab fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"mongoose")) {selection = STANCE_MONGOOSE;
	send_to_char("You twist into the mongoose fighting stance.\n\r",ch);
	act("$n twists into the mongoose fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else if (!str_cmp(arg,"bull")    ) {selection = STANCE_BULL;
	send_to_char("You hunch down into the bull fighting stance.\n\r",ch);
	act("$n hunches down into the bull fighting stance. ",ch,NULL,NULL,TO_ROOM);}
    else
    {
	if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 100 &&
	    ch->stance[STANCE_VIPER] >= 100)
	{
	    selection = STANCE_MANTIS;
	    send_to_char("You spin your body into the mantis fighting stance.\n\r",ch);
	    act("$n spins $s body into the mantis fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 100 &&
	    ch->stance[STANCE_CRAB] >= 100)
	{
	    selection = STANCE_DRAGON;
	    send_to_char("You coil your body into the dragon fighting stance.\n\r",ch);
	    act("$n coils $s body into the dragon fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 100 &&
	    ch->stance[STANCE_VIPER] >= 100)
	{
	    selection = STANCE_TIGER;
	    send_to_char("You lunge into the tiger fighting stance.\n\r",ch);
	    act("$n lunges into the tiger fighting stance.",ch,NULL,NULL,TO_ROOM);
	}	
	else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 100 &&
	    ch->stance[STANCE_MONGOOSE] >= 100)
	{
	    selection = STANCE_MONKEY;
	    send_to_char("You rotate your body into the monkey fighting stance.\n\r",ch);
	    act("$n rotates $s body into the monkey fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 100 &&
	    ch->stance[STANCE_MONGOOSE] >= 100)
	{
	    selection = STANCE_SWALLOW;
	    send_to_char("You slide into the swallow fighting stance.\n\r",ch);
	    act("$n slides into the swallow fighting stance.",ch,NULL,NULL,TO_ROOM);
	}
	else
	{
	    send_to_char("Syntax is: stance <style>.\n\r",ch);
	    send_to_char("Stance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch);
	    return;
	}
    }
    ch->stance[0] = selection;
    WAIT_STATE(ch,16);
    return;
}



bool check_stance ( CHAR_DATA *ch  )
{
if (ch->stance[0] < 1 || ch->stance[0] > 10)
	return FALSE;

	if ( ch->stance[0] == 9 ) 						
		if ((ch->fighting->stance[0] <= 0) || (ch->fighting->stance[0] == 9))
			return FALSE;
	return TRUE;
} 



/* Stance stuff done - Rhaelar */


/*
 * 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 ( ch->action[0] == ACTION_CASTING )
          update_casting(ch);

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

//        if (IS_AWAKE (ch) && ch->in_room == victim->in_room)
//	{
	if (--ch->init <= 0)
	{
            multi_hit (ch, victim, TYPE_UNDEFINED);
	    ch->init = get_speed(ch);
	}
	else continue;
//	}

        if (IS_AWAKE (ch) && ch->in_room == victim->in_room)
		{
			//Using 'Psyche Up'...
			if (ch->tension > 0)
			{
				AFFECT_DATA * af;

				//Tweak these to your liking.
				sh_int tension_data[5][3] =
				{
					{100,  0,  0},
					{100,  5,  0},
					{ 90, 10,  5},
					{ 80, 15, 10},
					{ 40, 20, 15},
				};

				//Super High Tension has lower chance in even battles.
				sh_int chance;
				chance = tension_data[ch->tension][0];
//				chance = ch->tension;
				if (ch->tension == 4 && ch->fighting->level - ch->level < 5)
					chance -= 10;

				//Tension increased.
				if (number_percent () < chance)
				{
					//Boost hitroll and damroll the easy way.
					af = new_affect ();
					af->where = TO_AFFECTS;
					af->type = gsn_tension;
					af->duration = -1;
					af->bitvector = 0;
					af->level = 0;

					af->location = APPLY_DAMROLL;
					af->modifier = tension_data[ch->tension][1];
				//	af->modifier = ch->tension;
					affect_to_char (ch, af);

					af->location = APPLY_HITROLL;
					af->modifier = tension_data[ch->tension][2];
				//	af->modifier = ch->tension;
					affect_to_char (ch, af);

					++ch->tension;

					//Send the proper message.
					if (ch->tension == 4)
					{
						act ("You reach a state of high tension!",
								ch, NULL, NULL, TO_CHAR);
						act ("$n reaches a state of high tension!",
								ch, NULL, NULL, TO_ROOM);
					}
					else if (ch->tension == 5)
					{
						act ("You reach a state of super high tension!",
								ch, NULL, NULL, TO_CHAR);
						act ("$n reaches a state of super high tension!",
								ch, NULL, NULL, TO_ROOM);
					}
					else
					{
						act ("Your tension increases!", ch, NULL, NULL, TO_CHAR);
						act ("$n's tension increases!", ch, NULL, NULL, TO_ROOM);
					}

					//Automatically blow it at Super High.
					if (ch->tension > 4)
						do_tension (ch, "");
				}
				else
				{
					//Failed Super High in an even match, use it up.
					if (ch->tension == 4 && ch->fighting->level - ch->level < 5)
						do_tension (ch, "");
					//Otherwise, let them keep trying.
					else
					{
						act ("You try to psyche yourself up, but nothing happens.",
								ch, NULL, NULL, TO_CHAR);
						act ("$n tries to increase $s tension, but nothing happens.",
								ch, NULL, NULL, TO_ROOM);
					}
				}
			}
			//Not using 'Psyche Up', act normally.
			else
	            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_emote(rch, "screams and attacks!");
		multi_hit(rch, victim, TYPE_UNDEFINED);
		continue;
	    }
	    /* PCs next */
	    if (!IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM)) {
		if (((!IS_NPC(rch) && IS_SET(rch->act, PLR_AUTOASSIST))
		     || IS_AFFECTED(rch, AFF_CHARM))
		    && is_same_group(ch, rch) && !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_emote(rch, "screams and attacks!");
			multi_hit(rch, target, TYPE_UNDEFINED);
		    }
		}
	    }
	}
    }
}


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

    stance_checked = FALSE; /* ensure stance can improve only once per round */

    /* 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 (ch->casting_spell)
	return;

        if (IS_AWAKE (ch) && ch->in_room == victim->in_room)
		{
//            multi_hit (ch, vch, TYPE_UNDEFINED);

			/*
			 * Swords will very rarely get in an extra round.
			 */
			if (get_weapon_sn (ch) == gsn_sword
				&& ch->wait <= 0)
			{
				int chance;
				CHAR_DATA * was_fighting;
				CHAR_DATA * vch;

				chance = get_skill (ch, gsn_sword) / 15;

				/*
				 * Penalty if the opponent can see.
				 */
				if (can_see (victim, ch))
					chance = chance * 3 / 5;

				for (vch = ch->in_room->people; vch != NULL;
						vch = vch->next_in_room)
				{
					if (vch->fighting == ch
						|| is_same_group (vch->fighting, ch))
					{
						if (number_percent () < chance)
						{
							was_fighting = ch->fighting;
							ch->fighting = vch;

							multi_hit (ch, vch, TYPE_UNDEFINED);
							check_improve (ch, gsn_sword, TRUE, 2);

							ch->fighting = was_fighting;
							WAIT_STATE (ch, PULSE_VIOLENCE);
							break;
						}
					}
				}
			}
		}


    if (IS_AFFECTED2(ch,AFF_WEAK_STUN) )
        {
 act("$CYou are too stunned to respond $N's attack.$c",
                ch,NULL,victim,TO_CHAR);
 act("$C$n is too stunned to respond your attack.$c",
                ch,NULL,victim,TO_VICT);
 act("$C$n seems to be stunned.$c",
                ch,NULL,victim,TO_NOTVICT );
         REMOVE_BIT(ch->affected_by,AFF_WEAK_STUN);
         return;
        }


    if (IS_AFFECTED2(ch,AFF_STUN) )
        {
 act("$CYou are too stunned to respond $N's attack.$c",
                ch,NULL,victim,TO_CHAR);
 act("$C$n is too stunned to respond your attack.$c",
                ch,NULL,victim,TO_VICT);
 act("$C$n seems to be stunned.$c",
                ch,NULL,victim,TO_NOTVICT);
         affect_strip(ch,gsn_power_stun);
         SET_BIT(ch->affected_by,AFF_WEAK_STUN);
         return;
        }


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


    one_hit (ch, victim, dt, FALSE);

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

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


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

    if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle
	|| dt == gsn_dual_backstab || dt == gsn_assassinate
	|| dt == gsn_precisionstrike || dt == gsn_dual_circle)
        return;

    chance = get_skill (ch, gsn_second_attack) / 2;

    if (IS_AFFECTED (ch, AFF_SLOW))
        chance /= 2;

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

    chance = get_skill(ch,gsn_third_attack)/3;
    if ( number_percent( ) < chance )
    {
        one_hit( ch, victim, dt, FALSE);
        check_improve(ch,gsn_third_attack,TRUE,6);
        if ( ch->fighting != victim )
            return;
    }


    chance = get_skill(ch,gsn_fourth_attack)/6;
    if ( number_percent( ) < chance )
    {
        one_hit( ch, victim, dt, FALSE);
        check_improve(ch,gsn_fourth_attack,TRUE,7);
        if ( ch->fighting != victim )
            return;
    }

    chance = get_skill(ch,gsn_fifth_attack)/8;
    if ( number_percent( ) < chance )
    {
        one_hit( ch, victim, dt, FALSE);
        check_improve(ch,gsn_fifth_attack,TRUE,8);
        if ( ch->fighting != victim )
            return;
    }

    chance = get_skill(ch,gsn_sixth_attack)/8;
    if ( number_percent( ) < chance )
    {
        one_hit( ch, victim, dt, FALSE);
        check_improve(ch,gsn_sixth_attack,TRUE,8);
        if ( ch->fighting != victim )
            return;
    }

    chance = get_skill(ch,gsn_seventh_attack)/8;
    if ( number_percent( ) < chance )
    {
        one_hit( ch, victim, dt, FALSE);
        check_improve(ch,gsn_seventh_attack,TRUE,8);
        if ( ch->fighting != victim )
            return;
    }

    chance = get_skill(ch,gsn_secondary_attack) / 8;
    if ( number_percent( ) < chance )
    {
     if (get_eq_char(ch , WEAR_SECONDARY))
        {
         one_hit(ch , victim , dt, FALSE );
         check_improve(ch, gsn_secondary_attack,TRUE,2);
         if (ch->fighting != victim )
                return;
        }
    }

	/*
	 * Extra hit for daggers.
	 */
	if (get_weapon_sn (ch) == gsn_dagger)
	{
		chance = get_skill (ch, gsn_dagger) / 2;

		if (IS_AFFECTED (ch, AFF_SLOW))
			chance /= 1.5;

		if (IS_AFFECTED (ch, AFF_HASTE))
			chance *= 2;

		if (number_percent () < chance)
		{
			one_hit (ch, victim, dt, TRUE);
			check_improve (ch, gsn_dagger, TRUE, 4);

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

    if (!IS_NPC(ch) && ch->disease != -1) bite(ch,victim);
    if (!IS_NPC(ch) && ch->disease == 1)claws(ch,victim);



    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)
// void mob_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary)
{
    int chance, number;
    CHAR_DATA *vch, *vch_next;

    one_hit (ch, victim, dt, FALSE);

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

    if (ch->casting_spell)
	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 || dt == gsn_dual_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;
    OBJ_DATA *wield2;
    int victim_ac;
    int thac0;
    int thac0_00;
    int thac0_32;
    int dam;
    int diceroll;
    int sn, skill;
    int dam_type;
    bool result;
    bool counter;
    OBJ_DATA *corpse;

    sn = -1;
    counter = FALSE;



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

    if(ch->casting_spell)
    	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));

    if (dt == gsn_dual_backstab)
        thac0 -= 10 * (100 - get_skill(ch,gsn_dual_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;
    }

    if (!is_safe(ch,victim))
    {
      improve_stance(ch);
    }

    /*
     * 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);
        }
    }

  	dam = axe_special (ch, victim, dam);

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

    if ( dt == gsn_backstab && wield != NULL)
      dam = (ch->level < 50) ? (ch->level/10 + 1) * dam + ch->level
                             : (ch->level/10) * dam + ch->level;


    else if ( dt == gsn_dual_backstab && wield != NULL)
      dam = (ch->level < 56) ? (ch->level/14 + 1) * dam + ch->level
                             : (ch->level/14) * dam + ch->level;
    

    else if (dt == gsn_circle)
      dam = (ch->level/40 + 1) * dam + ch->level;

    else if (dt == gsn_dual_circle)
      dam = (ch->level/40 + 1) * dam + ch->level;


    else if (dt == gsn_precisionstrike)
      dam = (ch->level/40 + 1) * dam + ch->level;

    else if ( dt == gsn_cleave && wield != NULL)
      {
	if (number_percent() < URANGE(4, 5+(ch->level-victim->level),10))
	  {
	    act("Your cleave chops $N $CIN HALF!$c",
		      ch,NULL,victim,TO_CHAR);
	    act("$n's cleave chops you $CIN HALF!$c",
		      ch,NULL,victim,TO_VICT);
	    act("$n's cleave chops $N $CIN HALF!$c",
		      ch,NULL,victim,TO_NOTVICT);
	    send_to_char("You have been KILLED!\n\r",victim);
	    act("$n is DEAD!",victim,NULL,NULL,TO_ROOM);
	    WAIT_STATE( ch, 2 );
	    raw_kill(victim);
	    if ( !IS_NPC(ch) && IS_NPC(victim) )
	      {
		corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 
		
		if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		    corpse && corpse->contains) /* exists and not empty */
		  do_get( ch, "all corpse" );
		
		if (IS_SET(ch->act,PLR_AUTOGOLD) &&
		    corpse && corpse->contains  && /* exists and not empty */
		    !IS_SET(ch->act,PLR_AUTOLOOT))  {
		  do_get(ch, "gold corpse");
		  do_get(ch, "silver corpse");
		}

		if ( IS_SET(ch->act, PLR_AUTOSAC) )
		{ if (IS_SET(ch->act,PLR_AUTOLOOT) && corpse
		      && corpse->contains)
		    return;  /* leave if corpse has treasure */
		  else
		    do_sacrifice( ch, "corpse" );
		}
	      }
	    return;
	  }
	else dam = (dam * 2 + ch->level);
      }
if (dt == gsn_assassinate)
      {
	if (number_percent() <= URANGE(10, 20+(ch->level-victim->level)*2, 50) && !counter)
	  {
	    act("You $C+++ASSASSINATE+++$c $N!",ch,NULL,victim,TO_CHAR);
	    act("$N is DEAD!",ch,NULL,victim,TO_CHAR);
	    act("$n $C+++ASSASSINATES+++$c $N!",ch,NULL,victim,
		      TO_NOTVICT);
	    act("$N is DEAD!",ch,NULL,victim,TO_NOTVICT);
	    act("$n $C+++ASSASSINATES+++$c you!",ch,NULL,victim,
		      TO_VICT);
	    send_to_char("You have been KILLED!\n\r",victim);
	    check_improve(ch,gsn_assassinate,TRUE,1);
	    raw_kill(victim);
	    if ( !IS_NPC(ch) && IS_NPC(victim) )
	      {
		corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 
		
		if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		    corpse && corpse->contains) /* exists and not empty */
		  do_get( ch, "all corpse" );
		
		if (IS_SET(ch->act,PLR_AUTOGOLD) &&
		    corpse && corpse->contains  && /* exists and not empty */
		    !IS_SET(ch->act,PLR_AUTOLOOT))
		  do_get(ch, "gold corpse");
		
		if ( IS_SET(ch->act, PLR_AUTOSAC) )
		{  if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse
		      && corpse->contains)
		    return;  /* leave if corpse has treasure */
		  else
		    do_sacrifice( ch, "corpse" );
		}
	      }
	    return;

	  }
	else 
	  {
	    check_improve(ch,gsn_assassinate,FALSE,1);
	    dam *= 2;
	  }
      }




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

	/*
	 * Boosted damage for spears, based on dexterity.
	 */
	if (get_weapon_sn (ch) == gsn_spear
		&& number_percent () < get_skill (ch, gsn_spear))
	{
		dam += get_curr_stat (ch, STAT_DEX)
					* get_skill (ch, gsn_spear) / 100;
		check_improve (ch, gsn_spear, TRUE, 6);
	}

    if (dam <= 0)
        dam = 1;

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

    else return;


	/*
	 * Knockdown and daze effects for mace and flail.
	 */
	if (result && ch->fighting == victim)
	{
		/*
		 * Maces knock the opponent down and lag them for a moment.
		 */
		if (get_weapon_sn (ch) == gsn_mace
			&& number_percent () < get_skill (ch, gsn_mace) / 10)
		{
			WAIT_STATE (victim, PULSE_VIOLENCE*1);
			victim->position = POS_RESTING;

			act ("Your blow knocks $N to the ground.",
					ch, NULL, victim, TO_CHAR);
			act ("$n knocks you to the ground.",
					ch, NULL, victim, TO_VICT);

  		check_improve (ch, gsn_mace, TRUE, 4);
		}

		/*
		 * Flails daze the opponent and screw up their casting.
		 */
		if (get_weapon_sn (ch) == gsn_flail
			&& number_percent () < get_skill (ch, gsn_flail) / 5)
		{
			DAZE_STATE (victim, PULSE_VIOLENCE*4);
			check_improve (ch, gsn_flail, TRUE, 4);
		}
	}


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

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

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

            if (!saves_spell (level / 2, victim, DAM_POISON))
            {
                send_to_char ("You feel poison coursing through your veins.",
                              victim);
            if (!IS_SET(ch->comm, COMM_BRIEF2))
            {
                act ("$n is poisoned by the venom on $p.",
                     victim, wield, NULL, TO_ROOM);
	    }

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

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

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


        if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC))
        {
            dam = number_range (1, wield->level / 5 + 1);
            if (!IS_SET(ch->comm, COMM_BRIEF2))
            {
            act ("$p draws {Gl{gi{Gf{ge{x from $n.", victim, wield, NULL, TO_ROOM);
            act ("You feel $p drawing your {Gl{gi{Gf{ge{x away.",
                 victim, wield, NULL, TO_CHAR);
	    }
            damage (ch, victim, dam, 0, DAM_NEGATIVE, FALSE);
            ch->alignment = UMAX (-1000, ch->alignment - 1);
            ch->hit += dam;
        }

        if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING))
        {
            dam = number_range (1, wield->level / 4 + 1);
            if (!IS_SET(ch->comm, COMM_BRIEF2))
            {
            act ("$n is {Yb{yu{rr{Rn{Ye{Rd{x by $p.", victim, wield, NULL, TO_ROOM);
            act ("$p sears your flesh.", victim, wield, NULL, TO_CHAR);
	    }
            fire_effect ((void *) victim, wield->level / 2, dam, TARGET_CHAR);
            damage (ch, victim, dam, 0, DAM_FIRE, FALSE);
        }

        if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FROST))
        {
            dam = number_range (1, wield->level / 6 + 2);
            if (!IS_SET(ch->comm, COMM_BRIEF2))
            {
            act ("$p {Cf{cr{We{ce{Cz{We{Cs{x $n.", victim, wield, NULL, TO_ROOM);
            act ("The cold touch of $p surrounds you with ice.",
                 victim, wield, NULL, TO_CHAR);
	    }
            cold_effect (victim, wield->level / 2, dam, TARGET_CHAR);
            damage (ch, victim, dam, 0, DAM_COLD, FALSE);
        }

        if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING))
        {
            dam = number_range (1, wield->level / 5 + 2);
            if (!IS_SET(ch->comm, COMM_BRIEF2))
            {
            act ("$n is struck by {cl{Wi{cg{Wh{ct{Wn{ci{Wn{cg{x from $p.", victim, wield, NULL,                 TO_ROOM);
            act ("You are {cs{Wh{co{Wc{ck{We{cd{x by $p.", victim, wield, NULL, TO_CHAR);
	    }
            shock_effect (victim, wield->level / 2, dam, TARGET_CHAR);
            damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE);
        }
    }




    /*
     * Figure out the type of damage message.
     */
    wield2 = get_eq_char (ch, WEAR_SECONDARY);

    if (dt == TYPE_UNDEFINED)
    {
        dt = TYPE_HIT;
        if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
            dt += wield2->value[3];
        else
            dt += ch->dam_type;
    }

    if (dt < TYPE_HIT)
        if (wield2 != NULL)
            dam_type = attack_table[wield2->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