dsIIr4/bin/
dsIIr4/extra/creremote/
dsIIr4/extra/wolfpaw/
dsIIr4/lib/cmds/admins/
dsIIr4/lib/cmds/common/
dsIIr4/lib/cmds/creators/include/
dsIIr4/lib/cmds/creators/include/SCCS/
dsIIr4/lib/daemon/services/
dsIIr4/lib/doc/
dsIIr4/lib/domains/Ylsrim/
dsIIr4/lib/domains/Ylsrim/adm/
dsIIr4/lib/domains/Ylsrim/armor/
dsIIr4/lib/domains/Ylsrim/broken/
dsIIr4/lib/domains/Ylsrim/fish/
dsIIr4/lib/domains/Ylsrim/meal/
dsIIr4/lib/domains/Ylsrim/npc/
dsIIr4/lib/domains/Ylsrim/virtual/
dsIIr4/lib/domains/Ylsrim/weapon/
dsIIr4/lib/domains/campus/adm/
dsIIr4/lib/domains/campus/etc/
dsIIr4/lib/domains/campus/meals/
dsIIr4/lib/domains/campus/npc/
dsIIr4/lib/domains/campus/save/
dsIIr4/lib/domains/campus/txt/
dsIIr4/lib/domains/campus/txt/ai/charles/
dsIIr4/lib/domains/campus/txt/ai/charles/bak2/
dsIIr4/lib/domains/campus/txt/ai/charles/bak2/bak1/
dsIIr4/lib/domains/campus/txt/ai/charly/
dsIIr4/lib/domains/campus/txt/ai/charly/bak/
dsIIr4/lib/domains/campus/txt/jenny/
dsIIr4/lib/domains/default/creator/
dsIIr4/lib/domains/default/doors/
dsIIr4/lib/domains/default/etc/
dsIIr4/lib/domains/default/virtual/
dsIIr4/lib/domains/default/weap/
dsIIr4/lib/domains/town/virtual/
dsIIr4/lib/lib/comp/
dsIIr4/lib/lib/lvs/
dsIIr4/lib/lib/user/
dsIIr4/lib/lib/virtual/
dsIIr4/lib/log/
dsIIr4/lib/obj/book_source/
dsIIr4/lib/obj/include/
dsIIr4/lib/realms/template/
dsIIr4/lib/realms/template/adm/
dsIIr4/lib/realms/template/area/armor/
dsIIr4/lib/realms/template/area/npc/
dsIIr4/lib/realms/template/area/obj/
dsIIr4/lib/realms/template/area/room/
dsIIr4/lib/realms/template/area/weap/
dsIIr4/lib/realms/template/bak/
dsIIr4/lib/realms/template/cmds/
dsIIr4/lib/save/
dsIIr4/lib/save/kills/o/
dsIIr4/lib/secure/cfg/classes/
dsIIr4/lib/secure/cmds/creators/include/
dsIIr4/lib/secure/cmds/players/
dsIIr4/lib/secure/cmds/players/include/
dsIIr4/lib/secure/daemon/include/
dsIIr4/lib/secure/lib/
dsIIr4/lib/secure/lib/include/
dsIIr4/lib/secure/lib/net/include/
dsIIr4/lib/secure/lib/std/
dsIIr4/lib/secure/modules/
dsIIr4/lib/secure/npc/
dsIIr4/lib/secure/obj/include/
dsIIr4/lib/secure/room/
dsIIr4/lib/secure/save/
dsIIr4/lib/secure/save/boards/
dsIIr4/lib/secure/save/players/g/
dsIIr4/lib/secure/tmp/
dsIIr4/lib/secure/verbs/creators/
dsIIr4/lib/shadows/
dsIIr4/lib/spells/
dsIIr4/lib/std/board/
dsIIr4/lib/std/lib/
dsIIr4/lib/tmp/
dsIIr4/lib/verbs/admins/include/
dsIIr4/lib/verbs/common/
dsIIr4/lib/verbs/common/include/
dsIIr4/lib/verbs/creators/include/
dsIIr4/lib/verbs/players/include/SCCS/
dsIIr4/lib/verbs/rooms/
dsIIr4/lib/verbs/rooms/include/
dsIIr4/lib/www/
dsIIr4/v22.2b14-dsouls2/
dsIIr4/v22.2b14-dsouls2/ChangeLog.old/
dsIIr4/v22.2b14-dsouls2/Win32/
dsIIr4/v22.2b14-dsouls2/compat/
dsIIr4/v22.2b14-dsouls2/compat/simuls/
dsIIr4/v22.2b14-dsouls2/include/
dsIIr4/v22.2b14-dsouls2/mudlib/
dsIIr4/v22.2b14-dsouls2/testsuite/
dsIIr4/v22.2b14-dsouls2/testsuite/clone/
dsIIr4/v22.2b14-dsouls2/testsuite/command/
dsIIr4/v22.2b14-dsouls2/testsuite/data/
dsIIr4/v22.2b14-dsouls2/testsuite/etc/
dsIIr4/v22.2b14-dsouls2/testsuite/include/
dsIIr4/v22.2b14-dsouls2/testsuite/inherit/
dsIIr4/v22.2b14-dsouls2/testsuite/inherit/master/
dsIIr4/v22.2b14-dsouls2/testsuite/log/
dsIIr4/v22.2b14-dsouls2/testsuite/single/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/compiler/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/efuns/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/operators/
dsIIr4/v22.2b14-dsouls2/testsuite/u/
dsIIr4/v22.2b14-dsouls2/tmp/
dsIIr4/win32/
/*    /lib/combat.c
 *    from the Dead Souls LPC Library
 *    combat events and data
 *    created by Descartes of Borg 950124
 *    Version: @(#) combat.c 1.40@(#)
 *    Last modified: 96/11/17
 */

#include <lib.h>
#include <rounds.h>
#include <config.h>
#include <daemons.h>
#include <position.h>
#include <damage_types.h>
#include <function.h>

inherit LIB_RACE;
inherit LIB_CLASSES;
inherit LIB_COMBATMSG;

private int Wimpy, Dead;
private string WimpyCommand;
private static int cParalyzed, tNextRound;
private static string TargetLimb, Party;
private static object CurrentEnemy;
private static function fParalyzed, fNextRound;
private static object *Hostiles, *Enemies, *SpecialTargets, *NonTargets;
private static object *PriorEnemies;

string GetName();
mixed GetProperty(string key);
string array AddChannel(mixed val);
string array RemoveChannel(mixed val);
int eventForce(mixed args);
int eventExecuteAttack(mixed target);
int eventWeaponRound(mixed target, mixed val);
void eventWeaponAttack(object target, object weapon, int num);
int eventMeleeRound(mixed target, function f);
void eventMeleeAttack(object target, string limb);
int eventMagicRound(mixed target, function f);
int eventWimpy(int i);

static void create() {
    race::create();
    classes::create();
    Hostiles = ({});
    Enemies = ({});
    NonTargets = ({});
    CurrentEnemy = SpecialTargets = 0;
    Party = 0;
    fParalyzed = 0;
    fNextRound = 0;
    cParalyzed = 0;
    tNextRound = ROUND_UNDEFINED;
    Wimpy = 0.20;
    WimpyCommand = "go out";
}

/*  *****************  /lib/combat.c data functions  *****************  */
varargs int GetMaxHealthPoints(string limb){
    return race::GetMaxHealthPoints(limb);
}

int GetDead(){
    return Dead;
}

int SetDead(int i){
    if(!i) Dead = 0;
    else Dead = 1;
    return Dead;
}

object array GetEnemies() {
    return Enemies;
}

int AddEnemy(object ob) {
    if( !ob || (member_array(ob, Enemies) != -1) ) {
	return 0;
    }
    if( !living(ob) ) {
	return 0;
    }
    Enemies += ({ ob });
    return 1;
}

int RemoveEnemy(object ob) {
    if( !ob || (member_array(ob, Enemies) == -1) ) {
	return 0;
    }
    Enemies -= ({ ob });
    return 1;
}

object SetCurrentEnemy(object ob) {
    if( !ob ) {
	return (CurrentEnemy = 0);
    }
    if( !living(ob) ) {
	return CurrentEnemy;
    }
    if( member_array(ob, Enemies) == -1 ) {
	AddEnemy(ob);
    }
    return (CurrentEnemy = ob);
}

static object ResetCurrentEnemy() {
    object array obs;

    obs = filter(GetEnemies(), (: $1 && environment() == environment($1) :));
    if( !sizeof(obs) ) {
	return 0;
    }
    return SetCurrentEnemy(obs[random(sizeof(obs))]);
}

object GetCurrentEnemy() {
    return CurrentEnemy;
}

private static void SortEnemies() {
    if( !sizeof(Enemies = filter(Enemies, (: ($1 && living($1)) :))) ) {
	Hostiles = ({});
	CurrentEnemy = 0;
	return;
    }
    Hostiles = (Hostiles & Enemies);
}

mixed *AddNonTargets(mixed val){
    if(!arrayp(val)) val = ({ val });
    foreach(object member in val){
	if(member_array(member,NonTargets) == -1){
	    if(base_name(this_object()) != base_name(member)) NonTargets += ({ member });
	}
    }
    return NonTargets;
}

mixed *RemoveNonTargets(mixed val){
    if(!val) val = ({});
    if(!arrayp(val)) val = ({ val });
    if(!sizeof(val)){
	NonTargets = ({});
	return NonTargets;
    }
    foreach(object member in val){
	if(member_array(member,NonTargets) != -1){
	    NonTargets -= ({ member });
	}
    }
    return NonTargets;
}

object *GetNonTargets(){
    return NonTargets;
}


int AddHostile(object ob) {
    if( !ob || (member_array(ob, Hostiles) != -1) ) {
	return 0;
    }
    if( !living(ob) ) {
	return 0;
    }
    Hostiles += ({ ob });
    return 1;
}

int RemoveHostile(object ob) {
    if( !ob || (member_array(ob, Hostiles) == -1) ) {
	return 0;
    }
    Hostiles -= ({ ob });
    return 1;
}

object array GetHostiles() {
    return Hostiles;
}

object array GetSpecialTarget() {
    return SpecialTargets;
}

object array SetSpecialTarget(object *cibles) {
    if(cibles) SpecialTargets = cibles;
    return SpecialTargets;
}

varargs int SetParalyzed(int count, function f) {
    if(count < 1) {
	count = cParalyzed = 0;
	fParalyzed = 0;
    }
    else {
	fParalyzed = f;
	cParalyzed = count;
    }
    return count;
}

int GetParalyzed() { return cParalyzed; }

int eventQuell(){
    object *truced;
    truced = get_livings(environment(this_object()));
    if(sizeof(Enemies)) PriorEnemies = Enemies;
    Enemies = ({});
    AddNonTargets(truced);
    return 1;
}

int eventUnQuell(){
    object *truced;
    truced = GetNonTargets();
    if(sizeof(PriorEnemies)) Enemies += PriorEnemies;
    if(sizeof(truced)) RemoveNonTargets(truced);
    return 1;
}

string SetParty(string str) {
    if( file_name(previous_object()) != PARTY_D ) return Party;
    if( str ) AddChannel(str);
    else RemoveChannel(Party);
    return (Party = str);
}

string GetParty() {
    return Party;
}

varargs int SetAttack(mixed target, function callback, int type) {
    int i;
    string *voibs = ({ "kill", "target", "smite", "waste", "hit", "attack" });

    if( objectp(target) ) target = ({ target });
    if( target ) {
	if( member_array(this_object(), target) != -1 ) return 0;
	if(sizeof(NonTargets) && member_array(query_verb(),voibs) != -1){
	    foreach(object individual in target){
		if(member_array(individual,NonTargets) != -1){
		    NonTargets -= ({ individual });
		}
	    }
	}
	else if(sizeof(NonTargets)){
	    foreach(object individual in target){
		if(member_array(individual,NonTargets) != -1) target -= ({ individual });
	    }
	    if(!sizeof(target)) return 0;
	}

	if( !GetCurrentEnemy() ) call_out((: eventExecuteAttack :), 0, target);
	i = sizeof(target);
	while(i--) if( AddEnemy(target[i]) ) AddHostile(target[i]);
	if(!sizeof(SpecialTargets) ) SpecialTargets = target;
	else {
	    int spec_targ_here;
	    foreach(object t in SpecialTargets){
		if(t && present(t->GetKeyName(),environment(this_player()))) spec_targ_here = 1;
	    }
	    if(!spec_targ_here) SpecialTargets = target;
	}
    }
    fNextRound = callback;
    tNextRound = (type || ROUND_UNDEFINED);
    return 1;
}

int GetLevel() {
    return classes::GetLevel();
}

int GetInCombat() {
    return sizeof(filter(GetEnemies(),
	(: $1 && (environment($1) == environment()) :)));
}

int GetBaseStatLevel(string stat) {
    return race::GetBaseStatLevel(stat);
}

float SetWimpy(float wimpy) {
    return (Wimpy = wimpy);
}

float GetWimpy() {
    return Wimpy;
}

string SetWimpyCommand(string cmd) {
    return (WimpyCommand = cmd);
}

string GetWimpyCommand() {
    return WimpyCommand;
}

int GetMaxCarry() {
    return race::GetMaxCarry();
}

int GetMagicChance(int val) {
    val = GetStatLevel("intelligence")/2 + (3*val)/2;
    return val + GetLuck();
}

int GetMagicResistance() {
    int val = GetStatLevel("wisdom")/2 + (3*GetSkillLevel("magic defense"))/2;

    return val + GetLuck();
}

int GetCombatChance(int val) {
    val = val + random((val * GetMobility())/50);
    val = (val/(3- visibility()) + GetLuck());
    if( GetBlind() ) {
	return val/10;
    }
    else {
	return val;
    }
}

int GetDefenseChance(int val) {
    val = (val * GetMobility())/50;
    val = (val/(3- visibility()) + (GetLuck()/2));
    if( GetBlind() ) {
	return val/10;
    }
    else {
	return val;
    }
}

int GetCombatBonus(int level) {
    int diff = level - GetLevel();

    if( diff >= 6 && diff < 16 ) {
	return 4;
    }
    else if( diff >= 1 && diff < 6 ) {
	return 3;
    }
    else if( diff >= -9 && diff < 1 ) {
	return 2;
    }
    else if( diff >= -20 && diff < -9 ) {
	return 1;
    }
    else {
	return 0;
    }
}

static int GetDamage(int power, string skill) {
    int x = GetSkillLevel(skill);

    if( power < 1 ) {
	return 0;
    }
    else if( power > 100 ) {
	power = 100;
    }
    if( x < 1 ) {
	x = 1;
    }
    else if( x > 100 ) {
	x = 100;
    }
    x = (x * (power/2 + random(power/2))/10);
    x += (GetLuck()/2) + GetStatLevel("strength")/8;
    if( x < 1 ) { // negative luck or cursed strength
	return 1;
    }
    return x;
}

int CanWeapon(object target, string type, int hands, int num) {
    string limb = target->GetRandomLimb(TargetLimb);
    int chance = (7*GetSkillLevel(type+" attack") + 
      3*GetStatLevel("coordination"))/10;
    int div = 2;
    int x, y;

    if(hands > 1) {  
	if(GetSkillLevel("multi-hand")) {
	    chance = (chance/2) + 
	    (GetSkillLevel("multi-hand")/75)*(chance/2);
	}
	else { /* If you are really strong you can use multihand a bit */
	    chance *= GetStatLevel("strength")/300;
	    div += (hands-1);
	}
    }
    if(num > 1) {
	if(GetSkillLevel("multi-weapon")) {
	    chance = (chance/2) + 
	    (GetSkillLevel("multi-weapon")/75)*(chance/2);
	}    
	else { /* If you are really coordinated you can use multiweap a bit */
	    chance *= GetStatLevel("coordination")/300;
	    div += (num-1);
	}
    }
    chance = GetCombatChance(chance/div);
    x = random(chance);
    y = random(10);
    if( x <= y ) {
	if( x > y/2 ) { 
	    TargetLimb = target->GetRandomLimb(0);
	}
	else { 
	    TargetLimb = 0;
	}
    }
    else {
	TargetLimb = limb;
    }
    return chance;
}


int CanMelee(object target) {
    if(!this_object()->GetMelee()){

	string limb = target->GetRandomLimb(TargetLimb);
	int chance = ( 6*GetSkillLevel("melee attack") +
	  2*GetStatLevel("coordination") )/20;
	int y = random(10);
	int x;

	chance = GetCombatChance(chance/3);
	x = random(chance);
	if( x <= y ) {
	    if( x > y/2 ) {
		TargetLimb = target->GetRandomLimb(0);
	    }
	    else {
		TargetLimb = 0;
	    }
	}
	else {
	    TargetLimb = limb;
	}
	return chance;
    }
    else {
	string limb = target->GetRandomLimb(TargetLimb);
	int chance = ( 7*GetSkillLevel("melee attack") +
	  3*GetStatLevel("coordination") )/10;
	int y = random(10);
	int x;

	chance = GetCombatChance(chance/2);
	x = random(chance);
	if( x <= y ) {
	    if( x > y/2 ) {
		TargetLimb = target->GetRandomLimb(0);
	    }
	    else {
		TargetLimb = 0;
	    }
	}
	else {
	    TargetLimb = limb;
	}
	return chance;
    }
}

static int Destruct() {
    if( GetParty() ) PARTY_D->eventLeaveParty(this_object());
    return 1;
}

/*  *****************   /lib/combat.c events  ***************** */

varargs int eventDie(mixed agent) {
    object ob;
    int x;

    if(Dead) return 1;
    Dead = 1;

    x = race::eventDie(agent);
    if( x != 1 ) {
	return x;
    }
    foreach(ob in GetEnemies()) {
	if( ob ) {
	    ob->eventEnemyDied(this_object());
	}
    }
    environment()->eventLivingDied(this_object(), agent);
    Enemies = ({});
    flush_messages();
    return 1;
}

int eventExecuteAttack(mixed target) {
    object array weapons;
    function f = fNextRound;
    int type = tNextRound;
    int position = GetPosition();

    if(Dead) return 1;
    if(target->GetDead()) return 1;

    fNextRound = 0;
    tNextRound = ROUND_UNDEFINED;
    if( position == POSITION_LYING || position == POSITION_SITTING &&
      RACES_D->GetLimblessCombatRace(this_object()->GetRace()) != 1) {
	if(this_object()->CanFly()) {
	    this_object()->eventFly();
	}
	else if(RACES_D->GetLimblessCombatRace(GetRace()) != 1){
	    eventPrint("You can't fight unless you are up!");
	    return 0;
	}
    }
    if(this_object()->GetPacifist()) {
	tell_object(this_object(),"As a pacifist, you choose not to fight.");
	return 0;
    }
    if( arrayp(target) ) {
	if( !f || (functionp(f) & FP_OWNER_DESTED) ) {
	    return 0; /* built in only handles 1 targ */
	}
	target = filter(target, function(object ob) {
	      if( !ob ) {
		  return 0;
	      }
	      if( !ob->eventPreAttack(this_object()) ) {
		  return 0;
	      }
	      return 1;
	    });
	  if( !sizeof(target) ) {
	      return 0;
	  }
      }
	else if( !target->eventPreAttack(this_object()) ) {
	    return 0;
	}
	this_object()->AddStaminaPoints(-1);
	switch(type) {
	case ROUND_UNDEFINED:
	    if( functionp(f) && !(functionp(f) & FP_OWNER_DESTED) ) {
		return evaluate(f, target);
	    }
	    if( sizeof(weapons = GetWielded()) ) {
		return eventWeaponRound(target, weapons);
	    }
	    else {
		return eventMeleeRound(target, 0);
	    }

	case ROUND_MAGIC:
	    return eventMagicRound(target, f);

	case ROUND_MELEE:
	    return eventMeleeRound(target, functionp(f) ? f : 0);

	case ROUND_WEAPON:
	    return eventWeaponRound(target, functionp(f) ? f : GetWielded());

	case ROUND_OTHER:
	    if( functionp(f) && !(functionp(f) & FP_OWNER_DESTED) ) {
		return evaluate(f);
	    }
	    else {
		return 0;
	    }

	default: return 0;
	}
	return 0;
    }

    int eventWeaponRound(mixed target, mixed val) {
	object array weapons = 0;
	function f = 0;

	if(Dead) return 1;
	if(target->GetDead()) return 1;

	if( arrayp(val) ) {
	    weapons = val;
	}
	else if( functionp(val) && !(functionp(val) & FP_OWNER_DESTED) ) {
	    f = val;
	}
	else {
	    return 0;
	}
	if( f ) {
	    evaluate(f, target);
	}
	else {
	    int count = sizeof(weapons);

	    foreach(object weapon in weapons) {
		if( !target ) {
		    break;
		}
		eventWeaponAttack(target, weapon, count);
	    }
	}
	return target->GetDying();
    }

    void eventWeaponAttack(object target, object weapon, int num){
	string weapon_type = weapon->GetWeaponType();
	int hands = weapon->GetHands();
	int level = target->GetLevel();
	int bonus = GetCombatBonus(level);
	int power, pro, con;

	if(Dead) return;
	if(target->GetDead()) return;

	if( target->GetDying() ) {
	    return;
	}
	pro = CanWeapon(target, weapon_type, hands, num);
	power = random(pro);
	con = target->GetDefenseChance(target->GetSkillLevel(weapon_type +
	    " defense"));
	if( !TargetLimb ) { // If the thing stood still, I still missed
	    eventTrainSkill(weapon_type + " attack", pro, 0, 0, bonus);
	    if( hands > 1 ) {
		eventTrainSkill("multi-hand", pro, 0, 0, bonus);
	    }
	    if( num > 1 ) {
		eventTrainSkill("multi-weapon", pro, 0, 0, bonus);
	    }
	    SendWeaponMessages(target, -2, weapon, TargetLimb);
	}
	else if( !target->eventReceiveAttack(power, weapon_type, this_object()) ) {
	    // Target avoided the attack
	    eventTrainSkill(weapon_type + " attack", pro, con, 0, bonus);
	    if( hands > 1 ) {
		eventTrainSkill("multi-hand", pro, con, 0, bonus);
	    }
	    if( num > 1 ) {
		eventTrainSkill("multi-weapon", pro, con, 0, bonus);
	    }
	    SendWeaponMessages(target, -1, weapon, TargetLimb);
	}
	else { // I hit, but how hard did I hit?
	    int damage_type, damage, weapon_damage, actual_damage, encumbrance;
	    encumbrance = this_object()->GetEncumbrance();
	    if(encumbrance > 20){
		tell_object(this_object(),"You struggle to fight while carrying stuff.");
	    }
	    eventTrainSkill(weapon_type + " attack", pro*2, con, 1, bonus);
	    damage_type = weapon->GetDamageType();
	    damage = (weapon->eventStrike(target) * pro)/(GetLevel()*2);
	    damage = GetDamage(damage, weapon_type + " attack");
	    damage -= encumbrance;
	    if(damage < 0) damage = 0;
	    actual_damage = target->eventReceiveDamage(this_object(), damage_type,
	      damage, 0, TargetLimb);
	    if( actual_damage < 0 ) {
		actual_damage = 0;
	    }
	    weapon_damage = damage - actual_damage;
	    if( weapon_damage > 0 ) {
		weapon->eventReceiveDamage(this_object(), BLUNT, weapon_damage,
		  0, TargetLimb);
	    }
	    if( !target->GetDying() ) {
		SendWeaponMessages(target, actual_damage, weapon, TargetLimb);
	    }
	    else {
		eventPrint(possessive_noun(target) + " death is now on your "
		  "head.");
		target->eventPrint(GetName() + " is your murderer.");
		environment()->eventPrint(possessive_noun(target) +
		  " death is now on " +
		  possessive_noun(this_object())
		  + " head.", ({ this_object(), target }));
	    }
	}
    }

    int eventMeleeRound(mixed target, function f) {
	string array limbs = GetLimbs() - ({ GetTorso() });
	int count = sizeof(limbs);
	int attacks;

	if(Dead) return 1;
	if(target->GetDead()) return 1;

	if( count < 2 ) {
	    if(RACES_D->GetLimblessCombatRace(this_object()->GetRace())){
		limbs = GetLimbs();
		count = sizeof(limbs);
	    }
	    else return 0;
	}
	if( !f || (functionp(f) & FP_OWNER_DESTED) ) {
	    attacks = 1 + random(GetSkillLevel("melee attack"))/30;
	    while( attacks-- ) {
		if( target->GetDying() ) {
		    break;
		}
		eventMeleeAttack(target, limbs[random(count)]);
	    }
	}
	else {
	    evaluate(f, target, limbs[random(count)]);
	}
	return target->GetDying();
    }

    void eventMeleeAttack(object target, string limb) {
	int pro, con;
	int chance;

	if( target->GetDead() || Dead || target->GetDying() ) {
	    return;
	}

	if(limb == "head" && this_object()->GetCanBite()) {
	    eventBite(target);
	    return;
	}

	pro = CanMelee(target);
	con = target->GetDefenseChance(target->GetSkillLevel("melee defense"));
	chance = random(pro);
	if( !TargetLimb ) { // I *really* missed
	    SendMeleeMessages(target, -2);
	    eventTrainSkill("melee attack", pro, 0, 0,
	      GetCombatBonus(target->GetLevel()));
	}
	else if( !target->eventReceiveAttack(chance, "melee", this_object()) ) {
	    // Enemy dodged my attack
	    SendMeleeMessages(target, -1);
	    eventTrainSkill("melee attack", pro, con, 0,
	      GetCombatBonus(target->GetLevel()));
	}
	else {
	    int x, encumbrance;
	    encumbrance = this_object()->GetEncumbrance();
	    if(encumbrance > 20){
		tell_object(this_object(),"You struggle to fight while carrying stuff.");
	    }
	    // I hit, how hard?
	    eventTrainSkill("melee attack", pro, con, 1,
	      GetCombatBonus(target->GetLevel()));
	    if(this_object()->GetMelee()) x = GetDamage(3*chance/4, "melee attack");
	    else x = GetDamage(3*chance/20, "melee attack");
	    x -= encumbrance;
	    if(x < 0) x = 0;
	    x = target->eventReceiveDamage(this_object(), BLUNT, x, 0,
	      TargetLimb);
	    if( !target->GetDying() ) {
		SendMeleeMessages(target, (x > 0) ? x : 0, TargetLimb);
	    }
	    else {
		eventPrint(possessive_noun(target) + " death is now "
		  "on your head.");
		target->eventPrint(GetName() + " is your murderer.");
		environment()->eventPrint(possessive_noun(target) +
		  " death is now on " +
		  possessive_noun(this_object()) +
		  " head.", ({ this_object(), target }));
	    }
	}
    }

    int eventMagicRound(mixed target, function f) {
	if(target->GetDead()) return 1;
	evaluate(f, target);
	return target->GetDying();
    }

    mixed eventBite(object target) {
	int pro = CanMelee(target);
	int con = target->GetDefenseChance(target->GetSkillLevel("melee defense"));
	int x = random(pro);

	if(target->GetDead()) return 1;

	if( environment() != environment(target) ) {
	    eventPrint(target->GetName() + " has gone away.");
	    return 1;
	}
	if( TargetLimb ) {
	    if( target->eventReceiveAttack(x, "melee", this_object()) ) { 
		x = GetDamage(pro*2, "melee attack");
		x = target->eventReceiveDamage(this_object(), BITE, x, 0,
		  TargetLimb);
		if( x < 1 ) {
		    target->eventPrint(possessive_noun(this_object()) + " bite "
		      "is nothing more than a pinch.");
		    eventPrint("Your bite is nothing more than a pinch.");
		    environment()->eventPrint(possessive_noun(this_object()) +
		      " bite is nothing more than a "
		      "pinch.",
		      ({ target, this_object() }));
		}
		else {
		    target->eventPrint(GetName() + " bites you in the " +
		      TargetLimb + "!");
		    eventPrint("You bite " + target->GetName() + " in the " +
		      TargetLimb + "!");
		    environment()->eventPrint(GetName() + " bites " +
		      target->GetName() + " in the " +
		      TargetLimb + "!",
		      ({ target, this_object() }));
		}
		eventTrainSkill("melee attack", pro, con, 1,
		  GetCombatBonus(target->GetLevel()));
	    }
	    else {
		target->eventPrint("You avoid " + possessive_noun(this_object()) +
		  " bite.");
		eventPrint(target->GetName() + " avoids your bite.");
		environment()->eventPrint(target->GetName() + " avoids " +
		  possessive_noun(this_object()) +
		  " bite.",
		  ({ this_object(), target }));
		eventTrainSkill("melee attack", pro, con, 0,
		  GetCombatBonus(target->GetLevel()));
	    }
	}
	else {
	    eventPrint("You flounder about like a buffoon.");
	    environment()->eventPrint(GetName() + " flounders about like a "
	      "buffoon.", this_object());
	}
	return 1;
    }

    int eventPreAttack(object agent) {
	if( agent == this_object() ) {
	    return 0;
	}
	if( environment()->GetProperty("no attack") ) {
	    return 0;
	}
	if( GetDying() ) {
	    return 0;
	}
	if( playerp(this_object()) && playerp(agent) && !PLAYER_KILL) { 
	    if( !environment()->CanAttack( agent, this_object() ) ) {
		return 0;
	    }
	}
	if( AddEnemy(agent) ) {
	    AddHostile(agent);
	}
	return 1;
    }

    varargs int eventReceiveAttack(int speed, string def, object agent) {
	int x, pro, level, bonus;

	if(Dead) return 0;

	if( !agent ) {
	    agent = previous_object();
	}
	if( !living(agent) ) {
	    level = 1;
	    bonus = 1;
	}
	else {
	    level = agent->GetLevel();
	    bonus = GetCombatBonus(level);
	}
	if( AddEnemy(agent) ) {
	    AddHostile(agent);
	}
	if( def == "magic" ) {
	    pro = GetMagicResistance();
	    if( (x = random(pro)) > speed ) {
		eventTrainSkill("magic defense", pro, speed, 1, bonus);
		return 0;
	    }
	    else {
		eventTrainSkill("magic defense", pro, speed, 0, bonus);
		return 1;
	    }
	}
	else {
	    pro = GetDefenseChance(GetSkillLevel(def + " defense"));
	    x = random(pro = pro/2);
	    if( x > speed ) {
		eventTrainSkill(def + " defense", pro, speed, 1, bonus);
		return 0;
	    }
	    else {
		eventTrainSkill(def + " defense", pro, speed, 0, bonus);
		return 1;
	    }
	}
    }

    void eventKillEnemy(object ob) {
	int level;

	if( !ob ) return;
	level = ob->GetLevel();
	if(ob->GetCustomXP()) this_object()->AddExperiencePoints(ob->GetCustomXP());
	else this_object()->AddExperiencePoints(level * 80);
	if( member_array(ob, GetHostiles()) == -1 ) {
	    int x;

	    eventTrainSkill("murder", GetLevel(), level, 1,GetCombatBonus(level)); 
	    x = (int)ob->GetMorality();
	    if( x > 0 ) x = -x;
	    else if( GetMorality() > 200 ) x = 100;
	    else x = 0;
	    eventMoralAct(x);
	}
    }

    void eventDestroyEnemy(object ob) {
	int level;

	if( !ob ) return;
	level = ob->GetLevel();
	if(ob->GetCustomXP()) this_object()->AddExperiencePoints(ob->GetCustomXP());
	else this_object()->AddExperiencePoints(level * 80);
	eventTrainSkill("faith", GetLevel(), level, 1, GetCombatBonus(level));
    }

    void eventEnemyDied(object ob) {
	if( !ob ) return;
	Enemies -= ({ ob });
	Hostiles -= ({ ob });
	if(!sizeof(SpecialTargets) || (!sizeof(Enemies) || !sizeof(Hostiles))) 
	    NonTargets = ({});
    }

    varargs int eventReceiveDamage(mixed agent, int type, int x, int internal,
      mixed limbs) {
	int hp,encumbrance;

	//tc("ok.","green");

	encumbrance = this_object()->GetEncumbrance();

	if(Dead) return 0;
	if(encumbrance > 200){
	    if(GetInCombat()) tell_object(this_object(),"You try to dodge while weighed down.");
	}
	x = race::eventReceiveDamage(agent, type, x, internal, limbs);
	if( !Wimpy ) return x;
	if( (hp = GetHealthPoints()) < 1 ) return x;
	if( Wimpy < percent(hp, GetMaxHealthPoints()) )
	    return x;
	call_out((: eventWimpy :), 0);
	return x;
    }

    mixed eventTurn(object who) {
	int defense;

	if( !GetUndead() ) {
	    return 0;
	}
	if( GetProperty("no turn") ) {
	    if( !who ) {
		return 0;
	    }
	    else {
		int x = GetProperty("no turn");

		environment(who)->eventPrint("The power of the undead "
		  "turns on " + who->GetName() +
		  ".", who);
		who->eventPrint("The power of the undead turns on you.");
		if( x > random(100) + 1 ) {
		    who->eventDie(this_object());
		}
		else {
		    who->eventReceiveDamage(this_object(), MAGIC, random(50), 1);
		}
		return 0;
	    }
	}
	if( !who ) {
	    race::eventTurn(who);
	    return 1;
	}
	defense = GetMagicResistance();
	if( who->GetSkillLevel("faith") < defense ) {
	    who->eventPrint("You writhe in pain.");
	    environment(who)->eventPrint(who->GetName() + " writhes in pain.",
	      who);
	    who->eventReceiveDamage(this_object(), MAGIC, random(defense), 1);
	    eventTrainSkill("magic defense", defense, who->GetSkillLevel("faith"),
	      1, GetCombatBonus(who->GetLevel()));
	    return 0;
	}
	race::eventTurn(who);
	return 1;
    }

    int eventWimpy(int i) {
	object env = environment();
	string dir, cmd;

	if( !env || !GetInCombat() ) {
	    if(!i) return 0;
	}
	cmd = WimpyCommand || "go out";
	if( (sscanf(cmd, "go %s", dir) && !((string)env->GetExit(dir))) ||
	  (sscanf(cmd, "enter %s", dir) && !((string)env->GetEnter(dir))) ) {
	    string *tmp;

	    tmp = filter((string *)environment()->GetExits(),
	      (: !((string)environment()->GetDoor($1)) :));
	    if( !sizeof(tmp) ) {
		tmp = filter((string *)environment()->GetEnters(),
		  (: !((string)environment()->GetDoor($1)) :));
		if( !sizeof(tmp) ) {
		    eventPrint("You need to escape, but you have nowhere to go!");
		    return 0;
		}
		cmd = "enter " + tmp[random(sizeof(tmp))];
	    }
	    else cmd = "go " + tmp[random(sizeof(tmp))];
	}
	return eventForce(cmd);
    }

    static void heart_beat() {
	race::heart_beat();
	if( GetSleeping() || GetDying() ) {
	    return;
	}
	if( cParalyzed > 0 ) {
	    cParalyzed--;
	    if( cParalyzed < 1 ) {
		function f;

		f = fParalyzed;
		fParalyzed = 0;
		if( functionp(f) && !(functionp(f) & FP_OWNER_DESTED) ) {
		    evaluate(f);
		}
		else {
		    eventPrint("You can move again.");
		}
	    }
	    return;
	}
	if( sizeof(Enemies) ) {
	    SortEnemies();
	    foreach(object dude in Enemies){
		if(member_array(dude,NonTargets) != -1){
		    RemoveEnemy(dude);
		    RemoveHostile(dude);
		}
	    }
	}
	if( sizeof(Enemies) ) {
	    object ob;

	    SortEnemies();

	    if( SpecialTargets ) {
		foreach(object target in SpecialTargets) {

		    if( objectp(SetCurrentEnemy(target)) ) {
			break;
		    }
		}
		eventExecuteAttack(SpecialTargets);
		SpecialTargets = 0;
	    }
	    else if( ob = ResetCurrentEnemy() ) {
		eventExecuteAttack(ob);
	    }
	}
	else if( tNextRound != ROUND_UNDEFINED && functionp(fNextRound) ) {
	    function f;

	    f = fNextRound;
	    tNextRound = ROUND_UNDEFINED;
	    evaluate(f);
	}
    }