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

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



/*
 * Local functions.
 */
bool	check_dodge	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	check_killer	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_parry	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	dam_message	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
                         int dt ) );
void	death_cry	args( ( CHAR_DATA *ch ) );
void	group_gain	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int	xp_compute	args( ( CHAR_DATA *gch, CHAR_DATA *victim ) );
bool	is_safe		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	make_corpse	args( ( CHAR_DATA *ch ) );
void	one_hit		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void	raw_kill	args( ( CHAR_DATA *victim ) );
void	set_fighting	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	disarm		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	trip		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );



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

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

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

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

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

        /*
         * Fun for the whole family!
         */
        for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) {
            rch_next = rch->next_in_room;

            if ( IS_AWAKE(rch) && rch->fighting == NULL ) {
                /*
                 * PC's auto-assist others in their group.
                 */
                if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) ) {
                    if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) )
                            &&   is_same_group(ch, rch) )
                        multi_hit( rch, victim, TYPE_UNDEFINED );
                    continue;
                }

                /*
                 * NPC's assist NPC's of same type or 12.5% chance regardless.
                 */
                if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) ) {
                    if ( rch->pIndexData == ch->pIndexData
                            ||   number_bits( 3 ) == 0 ) {
                        CHAR_DATA *vch;
                        CHAR_DATA *target;
                        int number;

                        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 )
                            multi_hit( rch, target, TYPE_UNDEFINED );
                    }
                }
            }
        }
    }

    return;
}



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

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

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

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

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

    return;
}



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

    /*
     * Can't beat a dead char!
     * Guard against weird room-leavings.
     */
    if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
        return;

    /*
     * Figure out the type of damage message.
     */
    wield = get_eq_char( ch, WEAR_WIELD );
    if ( dt == TYPE_UNDEFINED ) {
        dt = TYPE_HIT;
        if ( wield != NULL && wield->item_type == ITEM_WEAPON )
            dt += wield->value[3];
    }

    /*
     * Calculate to-hit-armor-class-0 versus armor.
     */
    if ( IS_NPC(ch) ) {
        thac0_00 = 20;
        thac0_32 =  0;
    } 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 ) - GET_HITROLL(ch);
    victim_ac = UMAX( -15, GET_AC(victim) / 10 );
    if ( !can_see( ch, victim ) )
        victim_ac -= 4;

    /*
     * The moment of excitement!
     */
    while ( ( diceroll = number_bits( 5 ) ) >= 20 )
        ;

    if ( diceroll == 0
            || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) {
        /* Miss. */
        damage( ch, victim, 0, dt );
        tail_chain( );
        return;
    }

    /*
     * Hit.
     * Calc damage.
     */
    if ( IS_NPC(ch) ) {
        dam = number_range( ch->level / 2, ch->level * 3 / 2 );
        if ( wield != NULL )
            dam += dam / 2;
    } else {
        if ( wield != NULL )
            dam = number_range( wield->value[1], wield->value[2] );
        else
            dam = number_range( 1, 4 );
    }

    /*
     * Bonuses.
     */
    dam += GET_DAMROLL(ch);
    if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0 )
        dam += dam * ch->pcdata->learned[gsn_enhanced_damage] / 100;
    if ( !IS_AWAKE(victim) )
        dam *= 2;
    if ( dt == gsn_backstab )
        dam *= 2 + ch->level / 8;

    if ( dam <= 0 )
        dam = 1;

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



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

    /*
     * Stop up any residual loopholes.
     */
    if ( dam > 1000 ) {
        bug( "Damage: %d: more than 1000 points!", dam );
        dam = 1000;
    }

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

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

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

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

        /*
         * More charm stuff.
         */
        if ( victim->master == ch )
            stop_follower( victim );

        /*
         * Inviso attacks ... not.
         */
        if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) {
            affect_strip( ch, gsn_invis );
            affect_strip( ch, gsn_mass_invis );
            REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
            act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
        }

        /*
         * Damage modifiers.
         */
        if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
            dam /= 2;

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

        if ( dam < 0 )
            dam = 0;

        /*
         * Check for disarm, trip, parry, and dodge.
         */
        if ( dt >= TYPE_HIT ) {
            if ( IS_NPC(ch) && number_percent( ) < ch->level / 2 )
                disarm( ch, victim );
            if ( IS_NPC(ch) && number_percent( ) < ch->level / 2 )
                trip( ch, victim );
            if ( check_parry( ch, victim ) )
                return;
            if ( check_dodge( ch, victim ) )
                return;
        }

        dam_message( ch, victim, dam, dt );
    }

    /*
     * Hurt the victim.
     * Inform the victim of his new state.
     */
    victim->hit -= dam;
    if ( !IS_NPC(victim)
            &&   victim->level >= LEVEL_IMMORTAL
            &&   victim->hit < 1 )
        victim->hit = 1;
    update_pos( victim );

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

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

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

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

    default:
        if ( dam > victim->max_hit / 4 )
            send_to_char( "That really did HURT!\r\n", victim );
        if ( victim->hit < victim->max_hit / 4 )
            send_to_char( "You sure are BLEEDING!\r\n", victim );
        break;
    }

    /*
     * Sleep spells and extremely wounded folks.
     */
    if ( !IS_AWAKE(victim) )
        stop_fighting( victim, FALSE );

    /*
     * Payoff for killing things.
     */
    if ( victim->position == POS_DEAD ) {
        group_gain( ch, victim );

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

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

        raw_kill( victim );

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

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

        return;
    }

    if ( victim == ch )
        return;

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

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

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

    tail_chain( );
    return;
}



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

    /* Thx Josh! */
    if ( victim->fighting == ch )
        return FALSE;

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

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

    return FALSE;
}



/*
 * See if an attack justifies a KILLER flag.
 */
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
    /*
     * Follow charm thread to responsible character.
     * Attacking someone's charmed char is hostile!
     */
    while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
        victim = victim->master;

    /*
     * NPC's are fair game.
     * So are killers and thieves.
     */
    if ( IS_NPC(victim)
            ||   IS_SET(victim->act, PLR_KILLER)
            ||   IS_SET(victim->act, PLR_THIEF) )
        return;

    /*
     * Charm-o-rama.
     */
    if ( IS_SET(ch->affected_by, AFF_CHARM) ) {
        if ( ch->master == NULL ) {
            char buf[MAX_STRING_LENGTH];

            sprintf( buf, "Check_killer: %s bad AFF_CHARM",
                     IS_NPC(ch) ? ch->short_descr : ch->name );
            bug( buf, 0 );
            affect_strip( ch, gsn_charm_person );
            REMOVE_BIT( ch->affected_by, AFF_CHARM );
            return;
        }

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

    /*
     * NPC's are cool of course (as long as not charmed).
     * Hitting yourself is cool too (bleeding).
     * So is being immortal (Alander's idea).
     * And current killers stay as they are.
     */
    if ( IS_NPC(ch)
            ||   ch == victim
            ||   ch->level >= LEVEL_IMMORTAL
            ||   IS_SET(ch->act, PLR_KILLER) )
        return;

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



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

    if ( !IS_AWAKE(victim) )
        return FALSE;

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

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

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



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

    if ( !IS_AWAKE(victim) )
        return FALSE;

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

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

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



/*
 * Set position of a victim.
 */
void update_pos( CHAR_DATA *victim )
{
    if ( victim->hit > 0 ) {
        if ( victim->position <= POS_STUNNED )
            victim->position = POS_STANDING;
        return;
    }

    if ( IS_NPC(victim) || victim->hit <= -11 ) {
        victim->position = POS_DEAD;
        return;
    }

    if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
    else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
    else                          victim->position = POS_STUNNED;

    return;
}



/*
 * Start fights.
 */
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch->fighting != NULL ) {
        bug( "Set_fighting: already fighting", 0 );
        return;
    }

    if ( IS_AFFECTED(ch, AFF_SLEEP) )
        affect_strip( ch, gsn_sleep );

    ch->fighting = victim;
    ch->position = POS_FIGHTING;

    return;
}



/*
 * Stop fights.
 */
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
    CHAR_DATA *fch;

    for ( fch = char_list; fch != NULL; fch = fch->next ) {
        if ( fch == ch || ( fBoth && fch->fighting == ch ) ) {
            fch->fighting	= NULL;
            fch->position	= POS_STANDING;
            update_pos( fch );
        }
    }

    return;
}



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

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

    sprintf( buf, corpse->short_descr, name );
    free_string( corpse->short_descr );
    corpse->short_descr = str_dup( buf );

    sprintf( buf, corpse->description, name );
    free_string( corpse->description );
    corpse->description = str_dup( buf );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next ) {
        obj_next = obj->next_content;
        obj_from_char( obj );
        if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
            extract_obj( obj );
        else
            obj_to_obj( obj, corpse );
    }

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



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

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

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

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

        name		= IS_NPC(ch) ? ch->short_descr : ch->name;
        obj		= create_object( get_obj_index( vnum ), 0 );
        obj->timer	= number_range( 4, 7 );

        sprintf( buf, obj->short_descr, name );
        free_string( obj->short_descr );
        obj->short_descr = str_dup( buf );

        sprintf( buf, obj->description, name );
        free_string( obj->description );
        obj->description = str_dup( buf );

        obj_to_room( obj, ch->in_room );
    }

    if ( IS_NPC(ch) )
        msg = "You hear something's death cry.";
    else
        msg = "You hear someone's death cry.";

    was_in_room = ch->in_room;
    for ( door = 0; door <= 5; door++ ) {
        EXIT_DATA *pexit;

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

    return;
}



void raw_kill( CHAR_DATA *victim )
{
    stop_fighting( victim, TRUE );
    death_cry( victim );
    make_corpse( victim );

    if ( IS_NPC(victim) ) {
        victim->pIndexData->killed++;
        kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
        extract_char( victim, TRUE );
        return;
    }

    extract_char( victim, FALSE );
    while ( victim->affected )
        affect_remove( victim, victim->affected );
    victim->affected_by	= 0;
    victim->armor	= 100;
    victim->position	= POS_RESTING;
    victim->hit		= UMAX( 1, victim->hit  );
    victim->mana	= UMAX( 1, victim->mana );
    victim->move	= UMAX( 1, victim->move );
    save_char_obj( victim );
    return;
}



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

    /*
     * Monsters don't get kill xp's or alignment changes.
     * P-killing doesn't help either.
     * Dying of mortal wounds or poison doesn't give xp to anyone!
     */
    if ( IS_NPC(ch) || !IS_NPC(victim) || victim == ch )
        return;

    members = 0;
    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) {
        if ( is_same_group( gch, ch ) )
            members++;
    }

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

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

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

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

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

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

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

        for ( obj = ch->carrying; obj != NULL; obj = obj_next ) {
            obj_next = obj->next_content;
            if ( obj->wear_loc == WEAR_NONE )
                continue;

            if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL)    && IS_EVIL(ch)    )
                    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)    && IS_GOOD(ch)    )
                    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) {
                act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
                act( "$n is zapped by $p.",   ch, obj, NULL, TO_ROOM );
                obj_from_char( obj );
                obj_to_room( obj, ch->in_room );
            }
        }
    }

    return;
}



/*
 * Compute xp for a kill.
 * Also adjust alignment of killer.
 * Edit this function to change xp computations.
 */
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
    int align;
    int xp;
    int extra;
    int level;
    int number;

    xp    = 300 - URANGE( -3, gch->level - victim->level, 6 ) * 50;
    align = gch->alignment - victim->alignment;

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

    /*
     * Adjust for popularity of target:
     *   -1/8 for each target over  'par' (down to -100%)
     *   +1/8 for each target under 'par' (  up to + 25%)
     */
    level  = URANGE( 0, victim->level, MAX_LEVEL - 1 );
    number = UMAX( 1, kill_table[level].number );
    extra  = victim->pIndexData->killed - kill_table[level].killed / number;
    xp    -= xp * URANGE( -2, extra, 8 ) / 8;

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

    return xp;
}



void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
    static char * const attack_table[] = {
        "hit",
        "slice",  "stab",  "slash", "whip", "claw",
        "blast",  "pound", "crush", "grep", "bite",
        "pierce", "suction"
    };

    char buf1[256], buf2[256], buf3[256];
    const char *vs;
    const char *vp;
    const char *attack;
    char punct;

    if ( dam ==   0 ) {
        vs = "miss";
        vp = "misses";
    } else if ( dam <=   4 ) {
        vs = "scratch";
        vp = "scratches";
    } else if ( dam <=   8 ) {
        vs = "graze";
        vp = "grazes";
    } else if ( dam <=  12 ) {
        vs = "hit";
        vp = "hits";
    } else if ( dam <=  16 ) {
        vs = "injure";
        vp = "injures";
    } else if ( dam <=  20 ) {
        vs = "wound";
        vp = "wounds";
    } else if ( dam <=  24 ) {
        vs = "maul";
        vp = "mauls";
    } else if ( dam <=  24 ) {
        vs = "decimate";
        vp = "decimates";
    } else if ( dam <=  28 ) {
        vs = "devastate";
        vp = "devastates";
    } else if ( dam <=  32 ) {
        vs = "maim";
        vp = "maims";
    } else if ( dam <=  36 ) {
        vs = "MUTILATE";
        vp = "MUTILATES";
    } else if ( dam <=  40 ) {
        vs = "DISEMBOWEL";
        vp = "DISEMBOWELS";
    } else if ( dam <=  44 ) {
        vs = "EVISCERATE";
        vp = "EVISCERATES";
    } else if ( dam <=  48 ) {
        vs = "MASSACRE";
        vp = "MASSACRES";
    } else if ( dam <= 100 ) {
        vs = "*** DEMOLISH ***";
        vp = "*** DEMOLISHES ***";
    } else                   {
        vs = "*** ANNIHILATE ***";
        vp = "*** ANNIHILATES ***";
    }

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

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

        sprintf( buf1, "$n's %s %s $N%c",  attack, vp, punct );
        sprintf( buf2, "Your %s %s $N%c",  attack, vp, punct );
        sprintf( buf3, "$n's %s %s you%c", attack, vp, punct );
    }

    act( buf1, ch, NULL, victim, TO_NOTVICT );
    act( buf2, ch, NULL, victim, TO_CHAR );
    act( buf3, ch, NULL, victim, TO_VICT );

    return;
}



/*
 * Disarm a creature.
 * Caller must check for successful attack.
 */
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
    OBJ_DATA *obj;

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

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

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

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

    return;
}



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

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

    return;
}



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

    one_argument( argument, arg );

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

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

    if ( !IS_NPC(victim) ) {
        if ( !IS_SET(victim->act, PLR_KILLER)
                &&   !IS_SET(victim->act, PLR_THIEF) ) {
            send_to_char( "You must MURDER a player.\r\n", ch );
            return;
        }
    } else {
        if ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) {
            send_to_char( "You must MURDER a charmed creature.\r\n", ch );
            return;
        }
    }

    if ( victim == ch ) {
        send_to_char( "You hit yourself.  Ouch!\r\n", ch );
        multi_hit( ch, ch, TYPE_UNDEFINED );
        return;
    }

    if ( is_safe( ch, victim ) )
        return;

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

    if ( ch->position == POS_FIGHTING ) {
        send_to_char( "You do the best you can!\r\n", ch );
        return;
    }

    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
    check_killer( ch, victim );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}



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



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

    one_argument( argument, arg );

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

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

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

    if ( is_safe( ch, victim ) )
        return;

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

    if ( ch->position == POS_FIGHTING ) {
        send_to_char( "You do the best you can!\r\n", ch );
        return;
    }

    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
    sprintf( buf, "Help!  I am being attacked by %s!", ch->name );
    do_shout( victim, buf );
    check_killer( ch, victim );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}



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

    one_argument( argument, arg );

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

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

    if ( victim == ch ) {
        send_to_char( "How can you sneak up on yourself?\r\n", ch );
        return;
    }

    if ( is_safe( ch, victim ) )
        return;

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

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

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

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

    return;
}



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

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

    was_in = ch->in_room;
    for ( attempt = 0; attempt < 6; attempt++ ) {
        EXIT_DATA *pexit;
        int door;

        door = number_door( );
        if ( ( pexit = was_in->exit[door] ) == 0
                ||   pexit->to_room == NULL
                ||   IS_SET(pexit->exit_info, EX_CLOSED)
                || ( IS_NPC(ch)
                     &&   IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) )
            continue;

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

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

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

        stop_fighting( ch, TRUE );
        return;
    }

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



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

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

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

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

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

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

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

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

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

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

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



void do_kick( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

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

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

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

    return;
}




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

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

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

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

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

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



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



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

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

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

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

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

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