skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
/**
 * This is the combat handler.
 * Rewritten from the old combat effect/shadow.
 * @author Sandoz, 2003.
 */

#define __MESSAGE_DATA_CLASS__
#define __SPECIAL_ATTACK_DATA_CLASS__
#include <combat.h>
#include <player.h>
#include <tasks.h>

#define INFORM        1
// #define DODGE_INFORM  1
// #define PARRY_INFORM  1
// #define AC_INFORM     1
// #define DAMAGE_INFORM 1

/**
 * This defines the percentual bonus to dodging that being
 * unburdened gives you.
 */
#define DODGE_WEIGHT             60

/**
 * This defines the crossover weight for weapons being dodged.
 * Weapons lighter than this are harder to dodge, heavier than this easier.
 */
#define DODGE_WEAPON_WEIGHT      30

/**
 * This defines the crossover weight for weapons being parried.
 * Weapons heavier than this are harder to parry, lighter than this easier.
 */
#define PARRY_WEAPON_WEIGHT      30

/**
 * This defines the percentual bonus blocking with a shield should give.
 * Twice this bonus is given when the shield is covering the area that
 * is being attacked.
 */
#define SHIELD_BLOCK_BONUS       15

/**
 * This defines the percentual bonus to defending against a special attack.
 */
#define SPECIAL_DEFENSE_BONUS    15

/**
 * This defines the percentual bonus to defending against an attack
 * aimed at a specific bodypart.
 */
#define FOCUS_DEFENSE_BONUS      5

/**
 * This defines the percentual bonus a level of attitude gives to one's
 * attack/defence.
 */
#define MANOEUVRE_ATTITUDE_BONUS 10

/**
 * This defines the time taken to perform an action eg. attack, parry or dodge.
 */
#define ACTION_TIME  ( ( ROUND_TIME * COMBAT_SPEED ) / 6 )

/** @ignore yes */
#define PARRY_SKILL              "fighting.combat.parry.melee"
/** @ignore yes */
#define DODGING_SKILL            "fighting.combat.dodging.melee"
/** @ignore yes */
#define UNARMED_SKILL            "fighting.combat.special.unarmed"

private void stop_hunting();

protected void create() {
    call_out( (: stop_hunting :), 120 );
} /* create() */

/** @ignore yes */
private void stop_hunting() {
    call_out( (: stop_hunting :), 120 );

    foreach( object ob in named_livings() )
        catch( ob->stop_hunting() );

} /* stop_hunting() */

/**
 * This method returns a nice description of the creature's attack.
 * @param attacker the creature attacking
 * @param target the creature being attacker
 * @param weapon the weapon used
 * @param skill the melee skill used
 * @param type the type of the attack
 * @param name the name of the attack used
 * @param the body area being attacked
 */
class message_data query_attack_desc( object attacker, object target,
                                      mixed weapon, string skill, string type,
                                      string name, string area ) {
    class message_data ret;

    ret = new( class message_data );

    ret->attacker = "You";
    ret->others = attacker->one_short();

    // Assume it is an unarmed attack.
    if( weapon == attacker )
        skill = type;

    switch( skill ) {
      case "blunt" :
        switch( name ) {
          case "hoof" :
            ret->attacker += " kick at ";
            ret->others += " kicks at ";
          break;
          case "hands" :
            ret->attacker += " punch at ";
            ret->others += " punches at ";
          break;
          case "feet" :
            ret->attacker += " kick at ";
            ret->others += " kicks at ";
          break;
          default :
            ret->attacker += " swing at ";
            ret->others += " swings at ";
        }
      break;
      case "pierce" :
        switch( name ) {
          case "bite" :
            ret->attacker += " attempt to bite ";
            ret->others += " attempts to bite ";
          break;
          default :
            ret->attacker += " thrust at ";
            ret->others += " thrusts at ";
        }
      break;
      case "sharp" :
        switch( name ) {
          case "slash" :
            ret->attacker += " slash at ";
            ret->others += " slashes at ";
          break;
          case "slice" :
            ret->attacker += " slice at ";
            ret->others += " slices at ";
          break;
          case "chop" :
            ret->attacker += " chop at ";
            ret->others += " chops at ";
          break;
          case "claws" :
            ret->attacker += " attempt to scratch ";
            ret->others += " attempts to scratch ";
          break;
          case "chew" :
            ret->attacker += " attempt to bite ";
            ret->others += " attempts to bite ";
          break;
          default :
            ret->attacker += " hack at ";
            ret->others += " hacks at ";
        }
      break;
      case "unarmed" :
        switch( name ) {
          case "hands" :
            ret->attacker += " punch at ";
            ret->others += " punches at ";
          break;
          case "feet" :
            ret->attacker += " kick at ";
            ret->others += " kicks at ";
          break;
          default :
            ret->attacker += " swing at ";
            ret->others += " swings at ";
        }
      break;
      default :
        ret->attacker += " BROKEN MESSAGE ";
        ret->others += " BROKEN MESSAGE ";
    }

    ret->attacker += target->poss_short()+" "+area;
    ret->others += target->poss_short()+" "+area;

    if( stringp(weapon) ) {
        ret->attacker += " with your "+weapon;
        ret->others += " with "+attacker->HIS+" "+weapon;
    } else if( weapon != attacker ) {
        ret->attacker += " with "+weapon->poss_short();
        ret->others += " with "+weapon->poss_short();
    }

    ret->defender = ret->others;

    return ret;

} /* query_attack_desc() */

/** @ignore yes */
void write_messages( int damage, int blocked, mixed stopped_by,
                     object thing, object attacker, string skill,
                     string type, string name, object weapon, string area,
                     class message_data start, int special ) {
    int pverbose, tverbose;
    string mess;

    pverbose = interactive(attacker) && attacker->query_verbose("combat");
    tverbose = interactive(thing) && thing->query_verbose("combat");

    // These are the messages for missing.
    if( !damage && !blocked && thing->query_visible(attacker) ) {
        if( !start )
            start = query_attack_desc( attacker, thing, weapon, skill, type,
                                       name, area );

        if( pverbose )
            tell_object( attacker, start->attacker+", but miss "+
                thing->HIM+" completely.\n");
        if( tverbose )
            tell_object( thing, start->defender+", but $V$0=misses,miss$V$ "
                "you completely.\n");

        thing->event_missed_me(attacker);

        event( ENV(thing), "see", start->others+", but misses "+
            thing->HIM+" completely.\n", attacker, ({ thing, attacker }) );

        return;
    }

    // These are the messages for armour absorbing 1/3 or more of the blow.
    if( blocked && ( blocked > damage / 3 ) ) {
        if( !start )
            start = query_attack_desc( attacker, thing, weapon, skill, type,
                                       name, area );

        mess = ( ( objectp(stopped_by) && query_group( stopped_by ) ) ||
            stopped_by == "scales" ? " absorb " : " absorbs " );

        if( !damage || blocked == damage )
            mess += "all";
        else
            mess += ( blocked > damage * 2 / 3 ? "most" : "some");

        mess += " of ";

        if( thing->query_visible(attacker) )
            if( pverbose || ( blocked < damage * 2 / 3 ) )
                tell_object( attacker, start->attacker+", but "+
                    ( objectp(stopped_by) ? stopped_by->poss_short() :
                    thing->HIS+" "+stopped_by )+mess+"your blow.\n");
        else
            tell_object( attacker, start->defender+".\n");

        if( tverbose || ( blocked < damage * 2 / 3 ) )
            tell_object( thing, start->defender+", but "+
                ( objectp(stopped_by) ? stopped_by->poss_short() :
                "your "+stopped_by )+mess+"the blow.\n");

        event( ENV(thing), "see", start->others+", but "+
            ( objectp(stopped_by) ? stopped_by->poss_short() :
            thing->HIS+" "+stopped_by )+mess+"the blow.\n",
            attacker, ({ thing, attacker }) );

        return;
    }

    if( special ) {
        tell_object( attacker, start->attacker+".\n");
        tell_object( thing, start->defender+".\n");
        event( ENV(thing), "see", start->others+".\n", attacker,
            ({ thing, attacker }) );
    }

    // These are the messages for damage being done.
    start = ATTACK_MESS_H->query_message( damage, type, thing, attacker,
                                          name, weapon, area );

    tell_object( attacker, start->attacker );
    tell_object( thing, start->defender );
    event( ENV(thing), "see", start->others, attacker,
        ({ thing, attacker }) );

} /* write_messages() */

/**
 * @ignore yes
 * Whether someone gets to parry or dodge is dependant on the value of
 * special manoevure. This function determines whether to reset that value
 * ie. prevent them parrying/dodging again this round.
 * We return a percentual value here.
 * The more defensive our attitude is, the more negative the return value.
 * @param thing the creature to reset the manoeuvre for
 * @param skill the defensive skill used
 */
int do_reset_manoeuvre( object thing, string skill ) {
    int repeat_chance, bonus, i;

    // Chance is 0-600 dependant on skill.
    repeat_chance = thing->query_skill_bonus(skill);
    i = thing->query_raw_combat_attitude();

    // Now modify that based on what their attitude is.
    // A 10% bonus/penalty per attitude level.
    bonus = i * MANOEUVRE_ATTITUDE_BONUS;
    repeat_chance -= i * 200;

    // Make sure they always have a chance of running out.
    if( repeat_chance > 550 )
        repeat_chance = 550;

    // See if they'll get to defend again.
    if( repeat_chance < random(600) )
        thing->reset_special_manoeuvre();

    return bonus;

} /* do_reset_manoeuvre() */

/** @ignore yes */
private void melee_tm( object attacker, object weapon ) {
    tell_object( attacker, "%^YELLOW%^"+ replace( ({
        "You feel that your skill with $weapon$ has increased.",
        "You feel more able to use $weapon$.",
        "You seem to be a step closer to mastering $weapon$.",
        })[ random( 3 ) ], "$weapon$", ( weapon == attacker ?
        "unarmed combat" : weapon->the_short() ) )+"%^RESET%^\n");
} /* melee_tm() */

/**
 * This method checks to see if we dodge an attack.
 * @param attacker the attacker
 * @param victim the victim
 * @param wep being attacked with
 * @param name the name of the attack used
 * @param skill the weapon skill used
 * @param damage the amount of damage they take
 * @param type the type of damage
 * @param area the body area attacked
 * @param area_name the name of the body area attacked
 * @param mod the percentual modifier for defending against the attack
 * @param mess the attack message associated with the attack
 * @return 1 upon success, 0 upon failure
 */
int dodge_attack( object attacker, object victim, object wep, string name,
                  string skill, int damage, string type, string area,
                  string area_name, int mod, class message_data mess ) {
    int pverbose, tverbose, i;

#ifdef TIMING
    if( !victim->check_time_left( 0 ) || !attacker->query_visible(victim) ) {
#else
    if( !victim->query_special_manoeuvre() || victim->queue_commands() ||
        !attacker->query_visible(victim) ) {
#endif

#ifdef DODGE_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", victim->query_name()+" not dodging this attack, "
            "Special: "+!victim->query_special_manoeuvre()+" Time left: "+
            victim->query_time_left()+" Queue: "+
            victim->queue_commands()+" Visible: "+
            !attacker->query_visible(victim), "combat");
#endif
        return 0;
    }

    pverbose = interactive(attacker) && attacker->query_verbose("combat");
    tverbose = interactive(victim) && victim->query_verbose("combat");

    mod += do_reset_manoeuvre( victim, DODGING_SKILL);
    mod += attacker->query_raw_combat_attitude() * MANOEUVRE_ATTITUDE_BONUS;

    // A possible bonus ranging from -DODGE_WEIGHT/2 to DODGE_WEIGHT/2
    mod += DODGE_WEIGHT / 2;
    mod -= DODGE_WEIGHT - ( DODGE_WEIGHT * victim->query_loc_weight() ) /
           ( victim->query_max_weight() + 1 );

    i = wep->query_weight();

    // Unarmed.
    if( wep == attacker )
        i /= 40;

    // A bonus to dodging large weapons, and penalty for lighter ones.
    mod += ( DODGE_WEAPON_WEIGHT - i ) / 4;

    if( !victim->query_visible(attacker) )
        mod += 50;

#ifdef DODGE_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", victim->query_name()+" (attitude: "+
            victim->query_combat_attitude()+", bonus: "+
            victim->query_skill_bonus(DODGING_SKILL)+") attempting to dodge "+
            attacker->query_name()+" (attitude: "+
            attacker->query_combat_attitude()+", bonus: "+
            attacker->query_skill_bonus(MELEE+skill)+"), modifier: "+
            mod+", special: "+special, "combat");
#endif

    mod = TASKER->compare_skills( attacker, MELEE+skill, victim,
                                  DODGING_SKILL, mod, TM_FREE, TM_FREE );
    switch( mod ) {
      case OFFAWARD :
        melee_tm( attacker, wep );
      case OFFWIN :
        // If you fail your dodge you have a 66% chance of not being able
        // to dodge again this round.
        if( random( 3 ) )
            victim->reset_special_manoeuvre();
        return 0;
      case DEFAWARD :
        tell_object( victim, "%^YELLOW%^"+ replace( ({"You move more "
            "nimbly than you thought you could in dodging $attacker$",
            "You managed to predict $attacker$'s attack, letting you "
            "dodge it more easily", "You feel better at dodging as you "
            "avoid $attacker$'s attack" })[ random( 3 ) ], "$attacker$",
            attacker->the_short() ) +".%^RESET%^\n" );
      case DEFWIN :
        if( !mess )
            mess = query_attack_desc( attacker, victim, wep, skill, type,
                                      name, area_name );

        if( pverbose )
            tell_object( attacker, mess->attacker+", but "+
                victim->HE+" dodges out of the way.\n");

        if( tverbose )
            tell_object( victim, mess->defender+", but you dodge out of "
                "the way.\n");

        event( ENV(victim), "see", mess->others+", but "+victim->HE+" dodges "
            "out of the way.\n", victim, ({ attacker, victim }) );

        return 1;
    }

} /* dodge_attack() */

/**
 * This method checks to see if they can parry with their bare hands.
 * @param attacker the attacker
 * @param victim the victim
 * @param wep being attacked with
 * @param name the name of the attack used
 * @param skill the weapon skill used
 * @param damage the amount of damage they take
 * @param type the type of damage
 * @param area the body area attacked
 * @param area_name the name of the body area attacked
 * @param mod the percentual modifier for defending against the attack
 * @param mess the attack message associated with the attack
 * @return always return 1
 */
protected int unarmed_parry( object attacker, object victim, object wep,
                             string name, string skill, int damage,
                             string type, string area, string area_name,
                             int mod, class message_data mess ) {
    int i, ac, pverbose, tverbose;
    string part, verb, what;

    pverbose = interactive(attacker) && attacker->query_verbose("combat");
    tverbose = interactive(victim) && victim->query_verbose("combat");

    mod += do_reset_manoeuvre( victim, UNARMED_SKILL );
    mod += attacker->query_raw_combat_attitude() * MANOEUVRE_ATTITUDE_BONUS;

    i = wep->query_weight();

    // Unarmed.
    if( wep == attacker )
        i /= 40;

    // A small bonus to parrying small weapons, and penalty for heavier ones.
    mod -= ( PARRY_WEAPON_WEIGHT - i ) / 2;

    if( !victim->query_visible(attacker) )
        mod += 50;

    // Take into account the relative weights of the weapon being attacked
    // with, and us - the parrier.
    if( wep->query_weapon() == 1 )
        mod += ( wep->query_weight() - ( victim->query_weight() / 20 ) ) / 4;

#ifdef PARRY_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", victim->query_name()+" (attitude: "+
            victim->query_combat_attitude()+", bonus: "+
            victim->query_skill_bonus(UNARMED_SKILL)+") attempting "
            "to parry unarmed "+attacker->query_name()+" (attitude: "+
            attacker->query_combat_attitude()+", bonus: "+
            attacker->query_skill_bonus(MELEE+skill)+", weapon: "+
            wep->a_short()+", weight: "+wep->query_weight()+"), modifier: "+
            mod+", special: "+special, "combat");
#endif

    if( !mess )
        mess = query_attack_desc( attacker, victim, wep, skill, type, name,
                                  area_name );

    mod = TASKER->compare_skills( attacker, MELEE+skill, victim,
                                  UNARMED_SKILL, mod, TM_FREE, TM_FREE );
    switch( mod ) {
      case OFFAWARD :
        melee_tm( attacker, wep );
      case OFFWIN :
        // If you fail your parry you have a 66% chance of not being able
        // to defend again this round.
        if( random( 3 ) )
            victim->reset_special_manoeuvre();

        part = random( 4 ) ? "arm" : "hand";

        switch( type ) {
          case "blunt" :
            verb = "smashes";
          break;
          case "pierce" :
            verb = "spears";
          break;
          case "sharp" :
            verb = "slashes";
          break;
          default :
            verb = "blasts";
        }

        if( wep == attacker )
            what = attacker->poss_short()+" attack";
        else
            what = wep->poss_short();

        tell_object( attacker, mess->attacker+", but "+
            victim->the_short()+" moves "+victim->HIS+" "+part+" in "
            "anticipation and "+what+" "+verb+" it.\n");
        tell_object( victim, mess->defender+", but you move your "+part+" in "
            "anticipation and "+what+" "+verb+" it.\n");
        event( ENV(victim), "see", mess->others+", but "+
            victim->the_short()+" moves "+victim->HIS+" "+part+" in "
            "anticipation and "+what+" "+verb+" it.\n",
            victim, ({ attacker, victim }) );

        ac = victim->query_ac( type, damage, part+"s");
        wep->hit_weapon( ac, type );
        damage -= ac;

        if( damage > 0 ) {
            victim->adjust_hp( -damage, attacker );
            if( victim->query_monitor() )
                HEALTH_H->register_monitor( victim, 0 );
        }

        return 1;
      case DEFAWARD :
        tell_object( victim, "%^YELLOW%^"+ replace( ({"You move more "
            "accurately than you thought you could in deflecting "
            "$attacker$'s attack", "You just manage to deflect "
            "$attacker$'s attack, but you'll know better next time",
            "You feel better at parrying unarmed as you deflect "
            "$attacker$'s attack"})[random( 3 )], "$attacker$",
            attacker->the_short() ) +".%^RESET%^\n");
      case DEFWIN :
        part = ( area == "hands" ? "" : " with one hand");

        if( pverbose )
            tell_object( attacker, mess->attacker+", but "+
                victim->HE+" deflects the attack"+part+".\n");

        if( tverbose )
            tell_object( victim, mess->defender+", but you deflect "+
                "the attack"+part+".\n");

        event( ENV(victim), "see", mess->others+", but "+
            victim->HE+" deflects the attack"+part+".\n",
            victim, ({ attacker, victim }) );

        return 1;
    }

} /* unarmed_parry() */

/**
 * This method checks to see if they can parry with their weapon.
 * @param attacker the attacker
 * @param victim the victim
 * @param wep being attacked with
 * @param name the name of the attack used
 * @param skill the weapon skill used
 * @param damage the amount of damage they take
 * @param type the type of damage
 * @param area the body area attacked
 * @param area_name the name of the body area attacked
 * @param mod the percentual modifier for defending against the attack
 * @param mess the attack message associated with the attack
 * @return 1 upon success, 0 upon failure
 */
int parry_attack( object attacker, object victim, object wep, string name,
                  string skill, int damage, string type, string area,
                  string area_name, int mod, class message_data mess ) {
    int i, pverbose, tverbose;
    string hand, parrying, *hands, *verb;
    object *things, with;

#ifdef TIMING
    if( !victim->check_time_left( 0 ) || !attacker->query_visible(victim) ) {
#else
    if( !victim->query_special_manoeuvre() || victim->queue_commands() ||
        !attacker->query_visible(victim) ) {
#endif
#ifdef PARRY_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", victim->query_name()+" not parrying this attack, "
            "Special: "+!victim->query_special_manoeuvre()+" Time left: "+
            victim->query_time_left()+" Queue: "+
            victim->queue_commands()+" Visible: "+
            !attacker->query_visible(victim), "combat");
#endif
        return 0;
    }

    things = victim->query_holding();

    switch( hand = victim->query_combat_parry() ) {
      case "all" :
      case "both" :
      break;
      default :
        i = sizeof( hands = victim->query_limbs() );
        while( i-- ) {
            if( hands[ i ] != hand+" hand") {
                hands = delete( hands, i, 1 );
                things = delete( things, i, 1 );
            }
        }
    }

    if( !sizeof( things -= ({ 0 }) ) ) {
        if( victim->query_unarmed_parry() )
            return unarmed_parry( attacker, victim, wep, name, skill,
                                  damage, type, area, area_name, mod, mess );
        else
            return 0;
    }

    pverbose = interactive(attacker) && attacker->query_verbose("combat");
    tverbose = interactive(victim) && victim->query_verbose("combat");

    mod += do_reset_manoeuvre( victim, PARRY_SKILL );
    mod += attacker->query_raw_combat_attitude() * MANOEUVRE_ATTITUDE_BONUS;

    i = wep->query_weight();

    // Unarmed.
    if( wep == attacker )
        i /= 40;

    // A bonus to parrying small weapons, and penalty for heavier ones.
    mod -= ( PARRY_WEAPON_WEIGHT - i ) / 4;

    if( !victim->query_visible(attacker) )
        mod += 50;

    with = choice( things );

    // Let us check for a shield.
    if( with->query_shield() ) {
        mod += with->query_weight() / ( victim->query_str() + 1 );

        // A bonus for blocking with a shield.
        mod -= SHIELD_BLOCK_BONUS;

        // If the shield is covering the area being attacked,
        // it should be very easy to block.
        if( area && member_array( area, CLOTHING_H->query_zone_names(
            with->query_type() ) ) != -1 ) {
            mod -= SHIELD_BLOCK_BONUS;
            // This signifies that we let the shield absorb the blow,
            // instead of us moving the shield to block.
            i = 1;
        }
    } else {
        mod += 2 * with->query_weight() / ( victim->query_str() + 1 );
    }

    // Take into account the relative weights of the two weapons.
    if( wep->query_weapon() == 1 )
        mod += ( wep->query_weight() - with->query_weight() ) / 4;

#ifdef PARRY_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", victim->query_name()+" (attitude: "+
            victim->query_combat_attitude()+", bonus: "+
            victim->query_skill_bonus(PARRY_SKILL)+", using: "+
            with->a_short()+", weight: "+with->query_weight()+") attempting "
            "to parry "+attacker->query_name()+" (attitude: "+
            attacker->query_combat_attitude()+", bonus: "+
            attacker->query_skill_bonus(MELEE+skill)+", weapon: "+
            wep->a_short()+", weight: "+wep->query_weight()+"), modifier: "+
            mod+", special: "+special, "combat");
#endif

    verb = ( with->query_weapon() ?
           ({"parry", "parries", "parrying"}) :
           ({"block", "blocks", "blocking"}) );

    mod = TASKER->compare_skills( attacker, MELEE+skill, victim,
                                  PARRY_SKILL, mod, TM_FREE, TM_FREE );
    switch( mod ) {
      case OFFAWARD :
        melee_tm( attacker, wep );
      case OFFWIN :
        // If you fail your parry you have a 66% chance of not being able
        // to defend again this round.
        if( random( 3 ) )
            victim->reset_special_manoeuvre();
        return 0;
      case DEFAWARD :
        tell_object( victim, "%^YELLOW%^"+ replace( ({"You move more "
            "surely than you thought you could in $verbing$ $attacker$'s "
            "attack", "You just manage to $verb$ $attacker$'s attack, "
            "but you'll know better next time", "You feel better at "
            "$verbing$ as you deflect $attacker$'s attack"})[random( 3 )],
            ({"$verb$", verb[ 0 ], "$verbing$", verb[ 2 ], "$attacker$",
            attacker->the_short() }) )+".%^RESET%^\n");
      case DEFWIN :
        if( !mess )
            mess = query_attack_desc( attacker, victim, wep, skill, type,
                                      name, area_name );

        parrying = with->poss_short();

        if( pverbose )
            tell_object( attacker, mess->attacker+", but "+victim->HE+
                ( i == 1 ? " effortlessly " : " ")+verb[ 1 ]+" the "
                "attack with "+parrying+".\n");

        if( tverbose )
            tell_object( victim, mess->defender+", but you "+( i == 1 ?
                "effortlessly " : "")+verb[ 0 ]+" the attack with "+
                parrying+".\n");

        event( ENV(victim), "see", mess->others+", but "+victim->HE+
            ( i == 1 ? " effortlessly " : " ")+verb[ 1 ]+" the attack "
            "with "+parrying+".\n", victim, ({ attacker, victim }) );

        if( with->query_weapon() )
            with->hit_weapon( damage, type );
        else
            with->do_damage( type, damage );

        wep->hit_weapon( damage, type );
        victim->successful_parry( attacker, with, damage );

        return 1;
    }

} /* parry_attack() */

/** @ignore yes */
void clear_protection( object attacker, object victim ) {
    if( member_array( victim, attacker->query_protectors() ) != -1 ) {
        tell_object( victim, "You stop protecting "+
            attacker->the_short()+" as "+attacker->HE+" moves to "
            "attack you!\n");
        tell_object( attacker, "You move to attack "+
            victim->the_short()+", forfeiting "+victim->HIS+" protection.\n");
        tell_room( ENV(attacker), "In return for being attacked, "+
            victim->the_short()+" stops protecting "+
            attacker->the_short()+".\n", ({ attacker, victim }) );
        attacker->remove_protector( victim );
    }
} /* clear_protection() */

/** @ignore yes */
void combat_actions( object player, object target ) {
    int i, chance;
    object thing, *things;
    mixed actions;

    if( !player || !target )
        return;

    thing = ENV(player);

    if( thing != ENV( target ) )
        return;

    things = filter( INV(thing), (: living($1) == !userp($1) :) );

    foreach( thing in things ) {
        actions = thing->query_combat_actions();
        if( sizeof( actions ) < 2 )
            continue;

        chance = random( actions[ 0 ] );
        i = 1;

        while( chance > -1 ) {
            if( chance < actions[ i ] )
                call_out("combat_action", 1, player, target, thing,
                    actions[ i + 2 ] );
            chance -= actions[ i ];
            i += 3;
        }
    }

} /* combat_actions() */

/** @ignore yes */
void combat_action( object player, object target, object thing, mixed action ) {
    object place;

    if( !target || !thing )
        return;

    if( !place = ENV(player) )
        return;

    if( place != ENV(target) || place != ENV(thing) )
        return;

    if( stringp(action) ) {
        thing->do_command( action );
        return;
    }

    if( functionp(action) )
        evaluate( action, player, target );

    if( pointerp(action) && sizeof(action) == 1 && stringp( action[ 0 ] ) ) {
        call_other( thing, action[ 0 ], player, target );
        return;
    }

    if( pointerp(action) && sizeof(action) == 2 )
        call_other( action[ 0 ], action[ 1 ], thing, player, target );

} /* combat_action() */

/** @ignore yes */
int level_out( int number ) {
   int i, levelled;

   while( number && i++ < 10 ) {
      if( number < 100 ) {
          levelled += ( number * ( 11 - i ) ) / 10;
          number = 0;
      } else {
          levelled += 10 * ( 11 - i );
          number -= 100;
      }
   }

   return levelled;

} /* level_out() */

/**
 * @ignore yes
 * Flag means to ignore attitude and darkness etc.
 */
int calc_attack_percentage( object attacker, object *weapons,
                            object *holding, int flag ) {
    int perc, weight, dex, str;

    if( !ENV(attacker) )
        return 0;

    dex = attacker->query_dex();
    str = attacker->query_str();

    perc = 100;

    // Start out at 70-130, depending on your attitude.
    if( !flag )
        perc += attacker->query_raw_combat_attitude() * 15;

    // The fatter you are, the less you attack.
    // This should be a penalty of about 25-40.
    perc -= attacker->query_weight() / 2 / ( str + dex );

    // Unarmed percentage.
    if( !sizeof(weapons) ) {
        // A bonus of about 20-40.
        perc += ( str + dex ) * ( 1 + attacker->query_free_limbs() ) / 2;
    } else {
        // Calculate the total weight of weapons.
        foreach( object thing in weapons )
            weight += thing->query_weight();

        // A penalty or bonus based on the weight of weapons used
        // and our strength.
        perc += str - ( weight * 5 ) / str;

        if( !flag ) {
            // Extra bonus based on strength for two-handed weapons.
            if( sizeof(weapons) == 1 && weapons[0]->query_no_limbs() > 1 )
                perc += str / 2;

            // A penalty based on dexterity for using multiple weapons.
            // A penalty of 40 with 3 dex, 11 with 21 dex, etc.
            if( sizeof(weapons) > 1 )
                perc -= 40 - ( dex * dex ) / 15;

            // A little bonus for fighting with one one-handed weapon only.
            if( sizeof(weapons) == 1 && sizeof(holding) == 1 &&
                attacker->query_free_limbs() )
                perc += ( str + dex ) / 4;
        }
    }

    // A bonus of up to +/- 10 for being unburdened.
    perc -= 10 - ( 20 * attacker->query_loc_weight() ) /
                 ( attacker->query_max_weight() + 1 );

    if( perc < 1 )
        return 0;

    if( flag )
        return perc;

    switch( attacker->check_dark( ENV(attacker)->query_light() ) ) {
      case -2 :
      case 2 :
        return perc / 4;
      case -1 :
      case 1 :
        return perc / 2;
      default :
        return perc;
    }

} /* calc_attack_percentage() */

/**
 * This method figures out all the attacks by looking at the weapon and
 * basic attacks on the npc/player.
 * @param attacker the attacker
 * @param target who we are attacking
 * @return ([ weapon : attacks ])
 */
private mapping calc_attacks( object attacker, object target ) {
    int perc;
    object *holding, *weapons, ob;
    mapping attacks;

#ifdef INFORM
    int limbs = attacker->query_free_limbs();
#endif

    holding = attacker->query_holding() - ({ 0 });
    weapons = attacker->query_weapons();

    // Whip through everything being held that is not a weapon and do
    // a little damage to them.  Non-weapon things should have fairly
    // low conditions.
    foreach( ob in holding ) {
        if( !ob->query_weapon() ) {
            ob->do_damage("crush", 10 + random(50) );
            holding -= ({ ob });
        }
    }

    perc = calc_attack_percentage( attacker, weapons, holding, 0 );
    attacks = ([ ]);

    if( !sizeof(weapons) )
        attacks[attacker] = attacker->weapon_attacks( perc, target )[0..3];
    else
        foreach( ob in weapons )
            attacks[ob] = ob->weapon_attacks( perc, target )[0..3];

#ifdef INFORM
    event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ), "inform",
        attacker->query_name()+" attacking with "+( sizeof(weapons) ?
        query_multiple_short(weapons) : query_num( limbs )+" free limb"+
        ( limbs != 1 ? "s" : "") )+", perc "+perc, "combat");
#endif

    return attacks;

} /* calc_attacks() */

/** @ignore yes */
void attack_round( object attacker ) {
    int back, bonus, damage, weapon_damage, riding, parry;
    object weapon, thing, *things;
    mapping attacks, areas;
    mixed special, tmp;

    // Player cannot fight while passed out,
    // queuing commands, without environment or net-dead.
    if( attacker->query_property( PASSED_OUT ) || attacker->dont_attack_me() ||
        !attacker->check_time_left( 1 ) || !ENV(attacker) ||
        ( userp(attacker) && !interactive(attacker) ) ) {
#ifdef INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", attacker->query_name()+" not attacking this round.",
            "combat");
#endif
        return;
    }

    attacker->set_special_manoeuvre();

    // Choose a target to attack for this round.
    if( sizeof( things = attacker->query_attackables() ) ) {
        if( !( thing = attacker->query_concentrating() ) ||
            member_array( thing, things ) == -1 )
            thing = choice( things );
    } else {
        // Maybe the last attacker is here, but invisible.
        if( !thing = attacker->query_attacker() )
            return;

        attacker->set_attacker( 0 );

        if( thing->query_visible( attacker ) )
            return;

        if( random(100) < attacker->query_wimpy() ) {
            attacker->run_away();
            return;
        }

        tell_object( attacker, "You swing wildly, attempting to hit your "+
            "invisible opponent.\n" );
        event( ENV(attacker), "see", attacker->one_short()+" $V$0=swings,"
            "swing$V$ wildly.\n", attacker, attacker );
        return;
    }

    attacker->remove_hide_invis("hiding");

    if( thing->query_visible(attacker) )
        thing->remove_hide_invis("hiding");

    // Cancel protection if the player attacks a protector.
    clear_protection( attacker, thing );

    // If attack fails, assume a message is given already.
    if( !thing->attack_by( attacker ) )
        return;

    // Pass out the relevant information about the attack.
    attacker->fight_in_progress( thing );
    attacker->set_target( thing );

    // Check for tactical specials first.
    if( functionp( special = attacker->special_attack( thing, 0 ) ) ) {
        // Assume that the arguments are already set by the
        // special attack itself.
        // Only return if the special returns 1, otherwise continue,
        // as we may have had bad arguments, and the special failed.
        if( evaluate( special ) )
            return;
    }

    attacks = calc_attacks( attacker, thing );

    // Check out what bodyparts they have.
    areas = thing->query_attackable_areas();

    // Figure out any +s/-s from them being mounted.
    if( ENV(attacker)->query_transport() && ENV(thing)->query_transport() ) {
        // Both riding, no penalties.
    } else if( ENV(thing)->query_transport() ) {
        // They are riding...  So we get some penalties.
        riding = -1;
    } else if( ENV(attacker)->query_transport() ) {
        riding = 1;
    }

    // Make one attack at a time on the target.
    foreach( weapon, tmp in attacks ) {
        string area, response;
        int success, mod;
        mixed focus;

        if( !weapon || !sizeof(tmp) )
            continue;

        attacker->set_weapon( weapon );

        if( !thing || ENV(thing) != ENV(attacker) )
            break;

        area = 0;

        damage = tmp[ 0 ];
        bonus = attacker->query_skill_bonus( MELEE+tmp[ 1 ] );
        bonus += 40 * attacker->query_raw_combat_attitude();

        // Give people some +ve and -ve changes due to being on a horse.
        if( riding )
            bonus += riding * ( riding < 0 ? 100 : 50 );

        if( bonus > 0 ) {
            back = ACTION_TIME - ( bonus / 50 );
            if( back > 0 )
                attacker->adjust_time_left( - back );
        } else {
            attacker->adjust_time_left( -ACTION_TIME );
        }

        weapon_damage = damage;

        // Make the actual damage a weighted average of their skill &
        // the weapon damage. Cap it at Nx the weapon damage so
        // you don't get Cohen killing someone with a toothpick.
        if( bonus < 1 )
            bonus = 1;

        if( weapon != attacker )
            damage = to_int( sqrt( to_float( damage * bonus ) ) );

        if( damage > 3 * weapon_damage )
            damage = 3 * weapon_damage;

        back = damage;

        if( weapon != attacker )
            back += weapon->query_weight();

        if( ( back = level_out( back ) ) < 0 )
            back = 0;

#ifdef INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", attacker->query_name()+" attacking with "+
            weapon->query_short()+" - base damage "+weapon_damage+" with "
            "bonus "+bonus+" for a total of "+damage+" damage", "combat");
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", attacker->query_name()+" using "+
            weapon->short()+" at "+back +" difficulty and "+bonus+" bonus",
            "combat");
#endif

        // Test to see if the player can use this attack.
        switch( TASKER->attempt_task( back, 25 + bonus, 50 ) ) {
          case AWARD :
          case SUCCEED :
            success = 1;
          break;
          default :
            success = 0;
        }

        special = attacker->special_attack( thing, weapon );
        if( functionp( special ) )
            special = evaluate( special, attacker, thing, weapon );

        if( classp( special ) ) {
            // Make specials slightly easier to defend against.
            mod = special->hit_bonus - SPECIAL_DEFENSE_BONUS;
            parry = !special->undefendable;
            tmp = special->attacks;
            damage = tmp[0];
            focus = special->focus || attacker->query_combat_focus();
        } else {
            mod = 0;
            parry = 1;
            focus = attacker->query_combat_focus();
        }

        if( !success ) {
            back += to_int( 3 * sqrt( to_float( back ) ) ) - bonus;

            if( back > 0 )
                damage -= 2 * back;
            else
                damage = 0;

            if( damage < 1 )
                damage = 0;
        }

        if( pointerp( focus ) ) {
            if( sizeof( focus &= keys(areas) ) )
                area = choice( focus );
        } else if( stringp( focus ) && !undefinedp( areas[focus] ) ) {
            area = focus;
        }

        if( !area ) {
            area = choice( keys(areas) );
        } else {
            // Make focused attacks slightly easier to defend against.
            mod -= FOCUS_DEFENSE_BONUS;
        }

        if( !damage ) {
            // We missed, print the relevant messages.
            write_messages( damage, 0, 0, thing, attacker, tmp[1], tmp[2],
                tmp[3], weapon, choice( areas[area] ),
                classp(special) ? special->messages : 0, classp(special) );
            if( thing->query_visible(attacker) )
                continue;
            else
                break;
        }

        // Test to see if the target has magical protection.
        if( thing->block_attack( attacker, weapon, MELEE+tmp[1],
            damage, mod ) ) {
            if( thing->query_visible(attacker) )
                continue;
            else
                break;
        } else if( parry ) {
            if( ( response = thing->query_combat_response() ) == "neutral")
                response = random( 2 ) ? "dodge" : "parry";

            if( !sizeof( thing->query_holding() - ({ 0 }) ) &&
                !thing->query_unarmed_parry() )
                response = "dodge";

            switch( response ) {
              case "dodge" :
                // Test to see if the target dodges.
                parry = dodge_attack( attacker, thing, weapon, tmp[3], tmp[1],
                        damage, tmp[2], area, choice( areas[area] ), mod,
                        classp(special) ? special->messages : 0 );
              break;
              case "parry" :
                // Test to see if the target parries.
                parry = parry_attack( attacker, thing, weapon, tmp[3], tmp[1],
                        damage, tmp[2], area, choice( areas[area] ), mod,
                        classp(special) ? special->messages : 0 );
              break;
              default :
                error( sprintf("%O using an invalid response %O.\n",
                    thing, response ) );
            }

            // We were dodged or parried.
            if( parry ) {
                if( thing->query_visible(attacker) )
                    continue;
                else
                    break;
            }
        }

        // See if a protector moves to accept the blow for the target.
        thing = thing->check_protection(attacker);

        // Subtract the target's armour class from the damage.
        back = thing->query_ac( tmp[2], damage, area );

#ifdef AC_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", thing->query_name()+" has AC of "+back+" on "+
            area+" for "+tmp[2], "combat");
#endif

#ifdef DAMAGE_INFORM
        event( filter( INV(ENV(attacker)), (: $1->query_creator() :) ),
            "inform", attacker->query_name()+"'s damage: "+
            damage+", AC: "+back+" ("+area+"), hitting "+
            thing->query_name()+" for: "+( damage - back ), "combat");
#endif

        weapon->hit_weapon( back, tmp[2] );

        // Do the damage, if there is any, and print relevant messages.
        write_messages( damage, back, thing->query_stopped(), thing,
            attacker, tmp[1], tmp[2], tmp[3], weapon, choice( areas[area] ),
            classp(special) ? special->messages : 0, classp(special) );

        // Do the damage, if any got past through our armour.
        if( damage > back ) {
            damage -= back;
            thing->adjust_hp( -damage, attacker, weapon, tmp[3] );
            if( thing->query_monitor() )
                HEALTH_H->register_monitor( thing, 0 );
        }

        if( weapon )
            weapon->attack_function( tmp[3], damage, thing, attacker );

        if( !thing->query_visible(attacker) )
            break;
    }

    // Check for point monitoring.
    if( attacker->query_monitor() )
        HEALTH_H->register_monitor( attacker, 1 );

    if( !userp( attacker ) )
        combat_actions( attacker, thing );

} /* attack_round() */