/***************************************************************************
 *  OBLIVION 1.2 is copyright by Wes Wagner August, 1996                   *
 *  by using this code you have agreed to the terms of the Oblivion License*
 **************************************************************************/
 
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

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

#define MAX_DAMAGE_MESSAGE 39

/* command procedures needed */
DECLARE_DO_FUN(do_backstab	);
DECLARE_DO_FUN(do_emote		);
DECLARE_DO_FUN(do_berserk	);
DECLARE_DO_FUN(do_bash		);
DECLARE_DO_FUN(do_trip		);
DECLARE_DO_FUN(do_dirt		);
DECLARE_DO_FUN(do_flee		);
DECLARE_DO_FUN(do_kick		);
DECLARE_DO_FUN(do_disarm	);
DECLARE_DO_FUN(do_get		);
DECLARE_DO_FUN(do_recall	);
DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_sacrifice	);


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



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

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

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

	if(ch->bleeding)
	{
		damage( ch, ch, ch->bleeding, TYPE_UNDEFINED, DAM_NONE,FALSE);
		act("$n's deteriorating condition is very apparent.",
		ch,NULL,NULL,TO_ROOM);
		 send_to_char("You lose even more blood.\n\r",ch);
	}

	if(ch->is_stunned)
	{
		ch->is_stunned-=1;
		if(ch->is_stunned<=0)
		{
			ch->position=POS_RESTING;
			ch->is_stunned=0;
			send_to_char("You are no longer stunned.\n\r",ch);
		}
	}

	if(ch->will_die)
	{
		ch->will_die-=20;
		if(ch->will_die<=0)
		{
			ch->will_die=0;
			kill_char(ch, victim);
		}
	}


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

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

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

	 return;
}

void kill_char(CHAR_DATA *victim, CHAR_DATA *ch)
{

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),
		ch->in_room->vnum );
		 log_string( log_buf );
		 if(victim->level<11)
			 ch->pkool=4000;
		 if(!IS_NPC(ch)&& !IS_NPC(victim)&& ch!=victim)
		 {
			ch->pkkills+=1;
			victim->pkdefeats+=1;
		 }

		 /*
		  * Dying penalty:
		  * 2/3 way back to previous level.
		  */
		 if(victim->level<21)
		 {
		 if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
					 * victim->level )
		 gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points)
						* victim->level - victim->exp)/3) + 50 );
		 }
		 else
		 {
		 gain_exp( victim, -500);
		 if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level )
			drop_level(victim);
		 check_perm_damage(victim);
		 }
	}

		  sprintf( log_buf, "%s got toasted by %s at %s [room %d]",
				(IS_NPC(victim) ? victim->short_descr : victim->name),
				(IS_NPC(ch) ? ch->short_descr : ch->name),
				ch->in_room->name, ch->in_room->vnum);

		  if (IS_NPC(victim))
				wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0);
		  else
				wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);

	raw_kill( victim );
}
}

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

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

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

		 /* quick check for ASSIST_PLAYER */
		 if (!IS_NPC(ch) && IS_NPC(rch)
		 && IS_SET(rch->off_flags,ASSIST_PLAYERS)
		 &&  rch->level + 6 > victim->level)
		 {
		do_emote(rch,"screams and attacks!");
		multi_hit(rch,victim,TYPE_UNDEFINED);
		continue;
		 }

		 /* PCs next */
		 if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM))
		 {
		if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST))
		||     IS_AFFECTED(rch,AFF_CHARM))
		&&   is_same_group(ch,rch)
		&&   !is_safe(rch, victim))
			 multi_hit (rch,victim,TYPE_UNDEFINED);

		continue;
		 }

		 /* now check the NPC cases */

		 if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM))

		 {
		if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL))

		||   (IS_NPC(rch) && rch->group && rch->group == ch->group)

		||   (IS_NPC(rch) && rch->race == ch->race
			&& IS_SET(rch->off_flags,ASSIST_RACE))

		||   (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN)
			&&   ((IS_GOOD(rch)    && IS_GOOD(ch))
			  ||  (IS_EVIL(rch)    && IS_EVIL(ch))
		     ||  (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) 

		||   (rch->pIndexData == ch->pIndexData
		   && IS_SET(rch->off_flags,ASSIST_VNUM)))

	   	{
		    CHAR_DATA *vch;
			 CHAR_DATA *target;
		    int number;

		    if (number_bits(1) == 0)
			continue;
		
		    target = NULL;
		    number = 0;
			 for (vch = ch->in_room->people; vch; vch = vch->next)
			 {
			if (can_see(rch,vch)
			&&  is_same_group(vch,victim)
			&&  number_range(0,number) == 0)
			{
			    target = vch;
			    number++;
			}
		    }

		    if (target != NULL)
		    {
			do_emote(rch,"screams and attacks!");
			multi_hit(rch,target,TYPE_UNDEFINED);
		    }
		}	
	 }
	}
 }
}


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

	 if(!IS_NPC(ch) && !IS_NPC(victim) && ch!=victim)
	 {
	 ch->pknorecall=20;
	 victim->pknorecall=20;   /*placed here for conveniance */
	 }

	 /* decrement the wait */
	 if (ch->desc == NULL)
	ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE);

	 if (ch->desc == NULL)
	ch->daze = UMAX(0,ch->daze - PULSE_VIOLENCE);


	 /* no attacks for stunnies -- just a check */
	 if (ch->position < POS_RESTING)
	return;

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

	 one_hit( ch, victim, dt, FALSE );

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

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

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

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

    chance = get_skill(ch,gsn_second_attack)/2;

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

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

	 chance = get_skill(ch,gsn_third_attack)/3;

	 if (IS_AFFECTED(ch,AFF_SLOW))
	chance = 0;

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

	 chance = get_skill(ch,gsn_quad_attack)/2;

			if (IS_AFFECTED(ch,AFF_SLOW))
		  chance = 0;

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



	 return;
}

/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt)
{
    int chance,number;
    CHAR_DATA *vch, *vch_next;

	 one_hit(ch,victim,dt,FALSE);

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

	 /* Area attack -- BALLS nasty! */
 
    if (IS_SET(ch->off_flags,OFF_AREA_ATTACK))
    {
	for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
	{
	    vch_next = vch->next;
		 if ((vch != victim && vch->fighting == ch))
		one_hit(ch,vch,dt,FALSE);
	}
	 }

	 if (IS_AFFECTED(ch,AFF_HASTE)
	 ||  (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW)))
	one_hit(ch,victim,dt,FALSE);

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

	 chance = get_skill(ch,gsn_second_attack)/2;

    if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
	chance /= 2;

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

	 chance = get_skill(ch,gsn_third_attack)/4;

    if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
	chance = 0;

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

	 /* oh boy!  Fun stuff! */

    if (ch->wait > 0)
	return;

    number = number_range(0,2);

    if (number == 1 && IS_SET(ch->act,ACT_MAGE))
    {
	/*  { mob_cast_mage(ch,victim); return; } */ ;
    }

    if (number == 2 && IS_SET(ch->act,ACT_CLERIC))
    {	
	/* { mob_cast_cleric(ch,victim); return; } */ ;
    }

    /* now for the skills */

	 number = number_range(0,8);

    switch(number) 
    {
    case (0) :
	if (IS_SET(ch->off_flags,OFF_BASH))
	    do_bash(ch,"");
	break;

	 case (1) :
	if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK))
	    do_berserk(ch,"");
	break;


    case (2) :
	if (IS_SET(ch->off_flags,OFF_DISARM) 
	|| (get_weapon_sn(ch) != gsn_hand_to_hand
	&& (IS_SET(ch->act,ACT_WARRIOR)
   	||  IS_SET(ch->act,ACT_THIEF))))
		 do_disarm(ch,"");
	break;

	 case (3) :
	if (IS_SET(ch->off_flags,OFF_KICK))
	    do_kick(ch,"");
	break;

    case (4) :
	if (IS_SET(ch->off_flags,OFF_KICK_DIRT))
	    do_dirt(ch,"");
	break;

	 case (5) :
	if (IS_SET(ch->off_flags,OFF_TAIL))
	{
	    /* do_tail(ch,"") */ ;
	}
	break; 

    case (6) :
	if (IS_SET(ch->off_flags,OFF_TRIP))
		 do_trip(ch,"");
	break;

    case (7) :
	if (IS_SET(ch->off_flags,OFF_CRUSH))
	{
	    /* do_crush(ch,"") */ ;
	}
	break;
    case (8) :
	if (IS_SET(ch->off_flags,OFF_BACKSTAB))
	{
	    do_backstab(ch,"");
	}
    }
}
	

/*
 * Hit one guy once.
 */
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool second )
{
    OBJ_DATA *wield;
    int victim_ac;
    int thac0;
    int thac0_00;
    int thac0_32;
    int dam;
	 int diceroll;
    int sn,skill;
    int dam_type;
    bool result;
    int temp_hps;

    sn = -1;


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

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

	 /*
	  * Figure out the type of damage message.
	  */
    if (!second)
		  wield = get_eq_char( ch, WEAR_WIELD );
	 else
		  wield = get_eq_char( ch, WEAR_SECONDARY );

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

	 if (dt < TYPE_HIT)
		if (wield != NULL)
    	    dam_type = attack_table[wield->value[3]].damage;
    	else
    	    dam_type = attack_table[ch->dam_type].damage;
    else
		dam_type = attack_table[dt - TYPE_HIT].damage;

    if (dam_type == -1)
	dam_type = DAM_BASH;

    /* get the weapon skill */
    sn = get_weapon_sn(ch);
    skill = 20 + get_weapon_skill(ch,sn);

    /*
     * Calculate to-hit-armor-class-0 versus armor.
     */
	 if ( IS_NPC(ch) )
	 {
	thac0_00 = 20;
	thac0_32 = -4;   /* as good as a thief */
	if (IS_SET(ch->act,ACT_WARRIOR))
	    thac0_32 = -10;
	else if (IS_SET(ch->act,ACT_THIEF))
		 thac0_32 = -4;
	else if (IS_SET(ch->act,ACT_CLERIC))
		 thac0_32 = 2;
	else if (IS_SET(ch->act,ACT_MAGE))
	    thac0_32 = 6;
	 }
    else
    {
	thac0_00 = class_table[ch->class].thac0_00;
	thac0_32 = class_table[ch->class].thac0_32;
    }
	 thac0  = interpolate( ch->level, thac0_00, thac0_32 );

    if (thac0 < 0)
        thac0 = thac0/2;

    if (thac0 < -5)
		  thac0 = -5 + (thac0 + 5) / 2;

    thac0 -= GET_HITROLL(ch) * skill/100;
	 thac0 += 5 * (100 - skill) / 100;

    if (dt == gsn_backstab)
	thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));

    switch(dam_type)
	 {
	case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10;	break;
	case(DAM_BASH):	 victim_ac = GET_AC(victim,AC_BASH)/10;		break;
	case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10;	break;
	default:	 victim_ac = GET_AC(victim,AC_EXOTIC)/10;	break;
    }; 
	
    if (victim_ac < -15)
	victim_ac = (victim_ac + 15) / 5 - 15;

    if(victim->position==POS_FIGHTING)
    victim_ac -= victim->modifiers[STAT_QU]/5;

	 if ( !can_see( ch, victim ) )
	victim_ac -= 4;

    if ( victim->position < POS_FIGHTING)
	victim_ac += 4;

	 if (victim->position < POS_RESTING)
	victim_ac += 6;

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

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

    /*
     * Hit.
	  * Calc damage.
	  */
    if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL))
	if (!ch->pIndexData->new_format)
	{
	    dam = number_range( ch->level / 2, ch->level * 3 / 2 );
		 if ( wield != NULL )
	    	dam += dam / 2;
	}
	else
		 dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
	
    else
    {
	if (sn != -1)
	    check_improve(ch,sn,TRUE,5);
	if ( wield != NULL )
	{
		 if (wield->pIndexData->new_format)
		dam = dice(wield->value[1],wield->value[2]) * skill/100;
	    else
			dam = number_range( wield->value[1] * skill/100,
				wield->value[2] * skill/100);

		 if (get_eq_char(ch,WEAR_SHIELD) == NULL)  /* no shield = more */
		dam = dam * 11/10;

		 /* sharpness! */
	    if (IS_WEAPON_STAT(wield,WEAPON_SHARP))
		 {
		int percent;

		if ((percent = number_percent()) <= (skill / 8))
			 dam = 2 * dam + (dam * 2 * percent / 100);
		 }

		 if (IS_WEAPON_STAT(wield,WEAPON_VORPAL))
		 {
		  int percent;
		  if((percent=number_percent()) <=(skill/33))
			  dam = 6 * dam + (dam*4*percent/100);
		 }

	 if ( IS_GOOD(victim) && IS_WEAPON_STAT(wield,WEAPON_HOLY)
	 && IS_OBJ_STAT(wield,ITEM_ANTI_GOOD) && ch->class==5)
		  dam = dam + (victim->alliance/3)*(dam*1.25);

	 if ( IS_EVIL(victim) && IS_WEAPON_STAT(wield,WEAPON_HOLY)
	 && IS_OBJ_STAT(wield,ITEM_ANTI_EVIL) && ch->class==5)
		dam = dam + (abs(victim->alliance)/3)*(dam*1.25);

	}
	else
		 dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100);
	 }

	 /*
	  * Bonuses.
	  */
	 if ( get_skill(ch,gsn_enhanced_damage) > 0 )
	 {
        diceroll = number_percent();
        if (diceroll <= get_skill(ch,gsn_enhanced_damage))
        {
            check_improve(ch,gsn_enhanced_damage,TRUE,6);
            dam += 2 * ( dam * diceroll/300);
        }
	 }

    if ( get_skill(ch,gsn_ultra_damage) > 0 )
    {
        diceroll = number_percent();
		  if (diceroll <= get_skill(ch,gsn_ultra_damage))
		  {
            check_improve(ch,gsn_ultra_damage,TRUE,7);
				dam += 1.5 * ( dam * diceroll/300);
        }
    }

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

	 if ( dt == gsn_backstab && wield != NULL)
    	if ( wield->value[0] != 2 )
		 dam *= 2 + (ch->level / 10);
	else 
		 dam *= 2 + (ch->level / 8);

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

    if ( dam <= 0 )
	dam = 1;

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

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

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

	    if ((poison = affect_find(wield->affected,gsn_poison)) == NULL)
		level = wield->level;
		 else
		level = poison->level;
	
	    if (!saves_spell(level / 2,victim,DAM_POISON) && victim->class!=5) 
	    {
		send_to_char("You feel poison coursing through your veins.",
			 victim);
		act("$n is poisoned by the venom on $p.",
			 victim,wield,NULL,TO_ROOM);

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

	    /* weaken the poison if it's temporary */
		 if (poison != NULL)
	    {
			poison->level = UMAX(0,poison->level - 2);
	    	poison->duration = UMAX(0,poison->duration - 1);
	
			if (poison->level == 0 || poison->duration == 0)
			 act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR);
	    }
	}


		if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
	{
		 dam = number_range(1, wield->level / 10 + 1);
		 act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
		 act("You feel $p drawing your life away.",
		victim,wield,NULL,TO_CHAR);
		 temp_hps=victim->hit;
		 damage_old(ch,victim,dam,0,DAM_NEGATIVE,FALSE);
		if(victim->hit<-10) victim->hit=-10;
		 ch->hit += (temp_hps-victim->hit)/2;
	}

	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING))
	{
	    dam = number_range(1,wield->level / 4 + 1);
	    act("$n is burned by $p.",victim,wield,NULL,TO_ROOM);
		 act("$p sears your flesh.",victim,wield,NULL,TO_CHAR);
		 fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR);
		 damage(ch,victim,dam,0,DAM_FIRE,FALSE);
	}

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

	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING))
	{
	    dam = number_range(1,wield->level/5 + 2);
	    act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM);
	    act("You are shocked by $p.",victim,wield,NULL,TO_CHAR);
		 shock_effect(victim,wield->level/2,dam,TARGET_CHAR);
		 damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE);
	}
    }
	 tail_chain( );
	 return;
}


/*
 * Inflict damage from a hit.
 */
bool damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type,
	    bool show) 
{
    char buf[MAX_STRING_LENGTH];	
    OBJ_DATA *corpse;
	 bool immune;

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

    if(number_percent()<(dam*50)/victim->max_hit+ch->hitroll-20)
         {
      /*  perform_critical(ch, victim, dam*100/victim->max_hit, dam_type);*/
         }


	 /*
	  * Stop up any residual loopholes.
     */
    if ( dam > 1200 && dt >= TYPE_HIT)
    {
	bug( "Damage: %d: more than 1200 points!", dam );
	dam = 1200;
	if (!IS_IMMORTAL(ch))
	{
		 OBJ_DATA *obj;
		 obj = get_eq_char( ch, WEAR_WIELD );
		 send_to_char("You really shouldn't cheat.\n\r",ch);
		 if (obj != NULL)
			extract_obj(obj);
	}

     }

     dam=dam*3/2;

     switch(UMIN(number_range(1,20),number_range(1,20)))
     {
       default : 
       case 1:
       case 2:
       case 3:
       case 4:
       case 5:
       case 6:
       case 7:  dam = dam / (victim->level*2/5+1) ;  break ;
       case 8:
       case 9:
       case 10:
       case 11:
       case 12:  
       case 13: dam = dam / (victim->level*2/5+1);
                if(ch->level>victim->level)
                  dam=dam * (ch->level-victim->level+4)/4; break;
       case 14:
       case 15: 
       case 16:
       case 17: dam = dam / (victim->level*2/5+1);
                if(ch->level*11/10>victim->level)
                  dam=dam * (ch->level*11/10-victim->level+4)/4; break;
       case 18:
       case 19: dam = dam / (victim->level*2/5+1);
                if(ch->level*12/10>victim->level)
                  dam=dam * (ch->level*12/10-victim->level+4)/4; break;
       case 20: dam = dam / (victim->level*2/5+1);
                if(ch->level*15/10>victim->level)
                  dam=dam * (ch->level*15/10-victim->level+4)/4; break;

     }     

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

	if ( victim->position > POS_STUNNED )
	{
	    if ( victim->fighting == NULL )
		set_fighting( victim, ch );
		 if (victim->timer <= 4)
			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.
	     taken out by Russ! */
/*
		 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 FALSE;
	    }
*/
	}

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

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

	 /*
	  * Damage modifiers.
	  */

	 if ( dam > 1 && !IS_NPC(victim)
	 &&   victim->pcdata->condition[COND_DRUNK]  > 10 )
	dam = 9 * dam / 10;

	 if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) )
	dam /= 2;

	 if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) )
    ||		     (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )))
	dam -= dam / 4;

	 immune = FALSE;


	 /*
	  * Check for parry, and dodge.
     */
    if ( dt >= TYPE_HIT && ch != victim)
    {
        if ( check_parry( ch, victim ) )
		 return FALSE;
	if ( check_dodge( ch, victim ) )
	    return FALSE;
	if ( check_shield_block(ch,victim))
		 return FALSE;

	 }

	 switch(check_immune(victim,dam_type))
	 {
	case(IS_IMMUNE):
		 immune = TRUE;
		 dam = 0;
		 break;
	case(IS_RESISTANT):
		 dam -= dam/2;
		 break;
	case(IS_VULNERABLE):
		 dam += dam;
		 break;
	 }

    if (show)
		dam_message( ch, victim, dam, dt, immune );

    if (dam == 0)
	return FALSE;

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

	 if(dam>1)
	 {
		if(is_affected(victim,skill_lookup("fire shield")))
			damage_old(victim,ch,dam/2,gsn_fire_shield,DAM_FIRE,TRUE);
		if(is_affected(victim,skill_lookup("chill shield")))
			damage_old(victim,ch,dam/2,gsn_chill_shield,DAM_COLD,TRUE);
	 }
	 update_pos(ch);

	 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.\n\r",
		 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.\n\r",
		 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.\n\r",
		 victim );
	break;

	 case POS_DEAD:
	act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
	if(IS_SET(victim->act, PLR_COLOR))
		sprintf(buf, "You have been %sKILLED!!%s\n\r\n\r", FG_RED, FG_LT_GRAY);
	else
		strcpy(buf, "You have been KILLED!!\n\r\n\r");
	send_to_char( buf, victim );
	break;

	 default:
	if ( dam > victim->max_hit / 4 )
	{
		if(IS_SET(victim->act, PLR_COLOR))
			sprintf(buf, "%sThat really did %sHURT!%s\n\r", FG_YELLOW, FG_RED,
						FG_LT_GRAY);
		else
			strcpy(buf, "That really did HURT!");
		send_to_char( buf, victim );
	}
	if ( victim->hit < victim->max_hit / 4 )
	{
		if(IS_SET(victim->act, PLR_COLOR))
			sprintf(buf, "%sYou sure are %sBLEEDING!%s\n\r", FG_YELLOW, FG_RED,
						FG_LT_GRAY);
		else
			strcpy(buf, "You sure are BLEEDING!!!");
		send_to_char( buf, 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),
		ch->in_room->vnum );
		 log_string( log_buf );
		 if(victim->level<11)
			 ch->pkool=4000;
		 if(!IS_NPC(ch)&& !IS_NPC(victim) && ch!=victim)
		 {
			ch->pkkills+=1;
			victim->pkdefeats+=1;
		 }

		 /*
		  * Dying penalty:
		  * 2/3 way back to previous level.
		  */
		 if(victim->level<21)
		 {
		 if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
					 * victim->level )
		 gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points)
						* victim->level - victim->exp)/3) + 50 );
		 }
		 else
		 {
		 gain_exp( victim, -500);
		 if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level )
			drop_level(victim);
		 check_perm_damage(victim);
		 }
	}

		  sprintf( log_buf, "%s got toasted by %s at %s [room %d]",
				(IS_NPC(victim) ? victim->short_descr : victim->name),
				(IS_NPC(ch) ? ch->short_descr : ch->name),
				ch->in_room->name, ch->in_room->vnum);

		  if (IS_NPC(victim))
				wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0);
		  else
				wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);

	raw_kill( victim );
		  /* dump the flags */
		  if (ch != victim && !IS_NPC(ch) && !is_same_clan(ch,victim))
		  {
				if (IS_SET(victim->act,PLR_KILLER))
					 REMOVE_BIT(victim->act,PLR_KILLER);
				else
					 REMOVE_BIT(victim->act,PLR_THIEF);
		  }

		  /* RT new auto commands */

	if ( !IS_NPC(ch) && IS_NPC(victim) )
	{
		 OBJ_DATA *coins;

		 corpse = get_obj_list( ch, "corpse", ch->in_room->contents );

		 if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		 corpse && corpse->contains) /* exists and not empty */
		do_get( ch, "all corpse" );

		 if (IS_SET(ch->act,PLR_AUTOGOLD) &&
			  corpse && corpse->contains  && /* exists and not empty */
		!IS_SET(ch->act,PLR_AUTOLOOT))
		if ((coins = get_obj_list(ch,"gcash",corpse->contains))
			  != NULL)
					 do_get(ch, "all.gcash corpse");

		 if ( IS_SET(ch->act, PLR_AUTOSAC) )
					if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
		return TRUE;  /* leave if corpse has treasure */
			else
		do_sacrifice( ch, "corpse" );
	}

	return TRUE;
    }

	 if ( victim == ch )
	return TRUE;

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

	 /*
	  * Wimp out?
     */
    if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
    {
	if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0
	&&   victim->hit < victim->max_hit / 5)
	||   ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
	&&     victim->master->in_room != victim->in_room ) )
		 do_flee( victim, "" );
    }

    if ( !IS_NPC(victim)
    &&   victim->hit > 0
    &&   victim->hit <= victim->wimpy
    &&   victim->wait < PULSE_VIOLENCE / 2 )
	do_flee( victim, "" );

    if ( !IS_NPC(victim)
    &&   victim->hit > 0
    &&   victim->hit <= victim->pcdata->panic
    &&   victim->wait < PULSE_VIOLENCE / 2 )
	{
        send_to_char( "P A N I C ! ! !\n\r", victim );
        do_recall( victim, "" );
	}


	 tail_chain( );
    return TRUE;
}






/*
 * Inflict damage from a hit.
 */
bool damage_old( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int 
dam_type, bool show ) {

    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *corpse;
    bool immune;

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


	 if(number_percent()<(dam*50)/victim->max_hit+ch->hitroll-20)
	 {
	 /*	perform_critical(ch, victim, dam*100/victim->max_hit, dam_type);*/
	 }
	 /*
     * Stop up any residual loopholes.
     */

    if ( dam > 1200 && dt >= TYPE_HIT)
	 {
        bug( "Damage: %d: more than 1200 points!", dam );
        dam = 1200;
		  if (!IS_IMMORTAL(ch))
		  {
            OBJ_DATA *obj;
            obj = get_eq_char( ch, WEAR_WIELD );
            send_to_char("You really shouldn't cheat.\n\r",ch);
				if (obj != NULL)
					 extract_obj(obj);
        }
 
    }

	dam=dam*3/2;

     switch (UMIN(number_range(1,20),number_range(1,20)))
     {
       default :   
       case 1:
       case 2:
       case 3:
       case 4:
       case 5:
       case 6:
       case 7:  dam = dam / (victim->level*2/5+1) ;  break ;
       case 8:
       case 9:
       case 10:
       case 11:
       case 12:
       case 13: dam = dam / (victim->level*2/5+1);
                if(ch->level>victim->level)
                  dam=dam * (ch->level-victim->level+4)/4; break;
       case 14:
       case 15:
       case 16:
       case 17: dam = dam / (victim->level*2/5+1);
                if(ch->level*11/10>victim->level)
                  dam=dam * (ch->level*11/10-victim->level+4)/4; break;
       case 18:
       case 19: dam = dam / (victim->level*2/5+1);
                if(ch->level*12/10>victim->level)
                  dam=dam * (ch->level*12/10-victim->level+4)/4; break;
       case 20: dam = dam / (victim->level*2/5+1);
                if(ch->level*15/10>victim->level)
                  dam=dam * (ch->level*15/10-victim->level+4)/4; break;
     }


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

	if ( victim->position > POS_STUNNED )
	{
	    if ( victim->fighting == NULL )
		set_fighting( victim, ch );
		 if (victim->timer <= 4)
	    	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 FALSE;
	    }
	}

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

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

	 /*
	  * Damage modifiers.
     */

    if ( dam > 1 && !IS_NPC(victim)
    &&   victim->pcdata->condition[COND_DRUNK]  > 10 )
		  dam = 9 * dam / 10;
 
    if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) )
        dam /= 2;

    if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) )
    ||               (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )))
        dam -= dam / 4;

    immune = FALSE;


	 /*
	  * Check for parry, and dodge.
     */
    if ( dt >= TYPE_HIT && ch != victim)
	 {
		  if ( check_parry( ch, victim ) )
	    return FALSE;
	if ( check_dodge( ch, victim ) )
	    return FALSE;
	if ( check_shield_block(ch,victim))
	    return FALSE;

    }

    switch(check_immune(victim,dam_type))
    {
	case(IS_IMMUNE):
	    immune = TRUE;
		 dam = 0;
	    break;
	case(IS_RESISTANT):	
	    dam -= dam/3;
	    break;
	case(IS_VULNERABLE):
		 dam += dam/2;
		 break;
    }

    if (show)
		dam_message( ch, victim, dam, dt, immune );

    if (dam == 0)
	return FALSE;

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

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

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

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

    case POS_DEAD:
	act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
	if(IS_SET(victim->act, PLR_COLOR))
		sprintf(buf, "You have been %sKILLED!!%s\n\r\n\r", FG_RED, FG_LT_GRAY);
	else
		strcpy(buf, "You have been KILLED!!\n\r\n\r");
	send_to_char( buf, victim );
	break;

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

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

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

	if ( !IS_NPC(victim) )
	{
		 sprintf( log_buf, "%s killed by %s at %d",
		victim->name,
		(IS_NPC(ch) ? ch->short_descr : ch->name),
		victim->in_room->vnum );
		 log_string( log_buf );
				 if(victim->level<11)
			 ch->pkool=4000;
		 if(!IS_NPC(ch)&& !IS_NPC(victim) && ch!=victim)
		 {
			ch->pkkills+=1;
			victim->pkdefeats+=1;
		 }

		 /*
		  * Dying penalty:
		  * 2/3 way back to previous level.
		  */
		 if(victim->level<21)
		 {
		 if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
					 * victim->level )
		gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points)
						* victim->level - victim->exp)/3) + 50 );
		 }
		 else
		 {
		 gain_exp( victim, -500);
		 if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level )
			drop_level(victim);
		 check_perm_damage(victim);
		 }
	}

		  sprintf( log_buf, "%s got toasted by %s at %s [room %d]",
            (IS_NPC(victim) ? victim->short_descr : victim->name),
            (IS_NPC(ch) ? ch->short_descr : ch->name),
            ch->in_room->name, ch->in_room->vnum);

        if (IS_NPC(victim))
            wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0);
		  else
            wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);

	raw_kill( victim );
	/* dump the flags */
	if (ch != victim && !IS_NPC(ch) && !is_same_clan(ch,victim))
	{
	    if (IS_SET(victim->act,PLR_KILLER))
			REMOVE_BIT(victim->act,PLR_KILLER);
	    else
		REMOVE_BIT(victim->act,PLR_THIEF);
	}
		  /* RT new auto commands */

	if ( !IS_NPC(ch) && IS_NPC(victim) )
	{
	    corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 

	    if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		 corpse && corpse->contains) /* exists and not empty */
		do_get( ch, "all corpse" );

 	    if (IS_SET(ch->act,PLR_AUTOGOLD) &&
	        corpse && corpse->contains  && /* exists and not empty */
		!IS_SET(ch->act,PLR_AUTOLOOT))
	      do_get(ch, "gold corpse");
            
	    if ( IS_SET(ch->act, PLR_AUTOSAC) )
       	      if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
		return TRUE;  /* leave if corpse has treasure */
	      else
		do_sacrifice( ch, "corpse" );
	}

	return TRUE;
    }

    if ( victim == ch )
	return TRUE;

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

	 /*
     * Wimp out?
     */
    if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
    {
	if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0
	&&   victim->hit < victim->max_hit / 5) 
	||   ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
	&&     victim->master->in_room != victim->in_room ) )
	    do_flee( victim, "" );
	 }

    if ( !IS_NPC(victim)
    &&   victim->hit > 0
    &&   victim->hit <= victim->wimpy
    &&   victim->wait < PULSE_VIOLENCE / 2 )
	do_flee( victim, "" );

	 tail_chain( );
    return TRUE;
}

bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim)
{
	 if (victim->in_room == NULL || ch->in_room == NULL)
	return TRUE;

	 if (victim->fighting == ch || victim == ch)
	return FALSE;

	 if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL)
	return FALSE;


	/* safe room? */
	if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
	{
		 send_to_char("Not in this room.\n\r",ch);
		 return TRUE;
	}

    /* killing mobiles */
	 if (IS_NPC(victim))
	 {


	if (victim->pIndexData->pShop != NULL)
	{
		 send_to_char("The shopkeeper wouldn't like that.\n\r",ch);
		 return TRUE;
	}

	/* no killing healers, trainers, etc */
	if (IS_SET(victim->act,ACT_TRAIN)
	||  IS_SET(victim->act,ACT_PRACTICE)
	||  IS_SET(victim->act,ACT_IS_HEALER)
	||  IS_SET(victim->act,ACT_IS_CHANGER))
	{
		 send_to_char("I don't think Airius would approve.\n\r",ch);
		 return TRUE;
	}

	if (!IS_NPC(ch))
	{
		 /* no pets */
		 if (IS_SET(victim->act,ACT_PET))
		 {
		act("But $N looks so cute and cuddly...",
			 ch,NULL,victim,TO_CHAR);
		return TRUE;
		 }

	    /* no charmed creatures unless owner */
	    if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
	    {
		send_to_char("You don't own that monster.\n\r",ch);
		return TRUE;
	    }
	}
    }
    /* killing players */
    else
	 {
	/* NPC doing the killing */
	if (IS_NPC(ch))
	{
		 /* safe room check */
	    if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
	    {
		send_to_char("Not in this room.\n\r",ch);
		return TRUE;
		 }

		 /* charmed mobs and pets cannot attack players while owned */
		 if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL
		 &&  ch->master->fighting != victim)
		 {
		send_to_char("Players are your friends!\n\r",ch);
		return TRUE;
		 }
	}
	/* player doing the killing */
	else
	{
		if(ch->level<11)
		{
			send_to_char("You can not player kill till level 11.\n\r", ch);
			return TRUE;
		}
		if(((victim->level<11))&&(ch->pkool>0))
		{
			send_to_char("You cannot kill the weak so soon after doing so.\n\r" , ch);
			return TRUE;
		}
		if(victim->pksafe>0)
		{
			send_to_char("He has died too recently, leave him alone.\n\r", ch);
			return TRUE;
		}

	}
	 }
	 return FALSE;
}

bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
	 if (victim->in_room == NULL || ch->in_room == NULL)
		  return TRUE;

	 if (victim == ch && area)
	return TRUE;

	 if (victim->fighting == ch || victim == ch)
	return FALSE;

    if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL && !area)
	return FALSE;

   
	/* safe room? */
	if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
		 return TRUE;

	 /* killing mobiles */
	 if (IS_NPC(victim))
	 {
	if (victim->pIndexData->pShop != NULL)
		 return TRUE;

	/* no killing healers, trainers, etc */
	if (IS_SET(victim->act,ACT_TRAIN)
	||  IS_SET(victim->act,ACT_PRACTICE)
	||  IS_SET(victim->act,ACT_IS_HEALER)
	||  IS_SET(victim->act,ACT_IS_CHANGER))
		 return TRUE;

	if (!IS_NPC(ch))
	{
		 /* no pets */
		 if (IS_SET(victim->act,ACT_PET))
			return TRUE;

	    /* no charmed creatures unless owner */
	    if (IS_AFFECTED(victim,AFF_CHARM) && (area || ch != victim->master))
		return TRUE;

		 /* legal kill? -- cannot hit mob fighting non-group member */
		 if (victim->fighting != NULL && !is_same_group(ch,victim->fighting))
		return TRUE;
	}
	else
	{
		 /* area effect spells do not hit other mobs */
		 if (area && !is_same_group(victim,ch->fighting))
		return TRUE;
	}
	 }
	 /* killing players */
	 else
	 {
	if (area && IS_IMMORTAL(victim) && victim->level > LEVEL_IMMORTAL)
		 return TRUE;

	/* NPC doing the killing */
	if (IS_NPC(ch))
	{
		 /* charmed mobs and pets cannot attack players while owned */
		 if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL
		 &&  ch->master->fighting != victim)
		return TRUE;

		 /* safe room? */
		 if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
		return TRUE;

		 /* legal kill? -- mobs only hit players grouped with opponent*/
		 if (ch->fighting != NULL && !is_same_group(ch->fighting,victim))
		return TRUE;
	}

	/* player doing the killing */
	else
	{
		if(ch->level<11)
			return TRUE;

		 if(victim->pksafe>0)
		return TRUE;

		 if ((victim->level<11)&&(ch->pkool>0))
		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!! ***\n\r", ch->master );
	SET_BIT(ch->master->act, PLR_KILLER);
*/

	stop_follower( ch );
	return;
	 }

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

	 save_char_obj( ch );
	 return;
}



/*
 * Check for parry.
 */
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
	char buf[MAX_STRING_LENGTH];
	 int chance;

	 if ( !IS_AWAKE(victim) )
	return FALSE;

	 chance = get_skill(victim,gsn_parry) / 2;

	 if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
	 {
	if (IS_NPC(victim))
		 chance /= 2;
	else
		 return FALSE;
	 }

	 if (!can_see(ch,victim))
	chance /= 2;

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

	 if(IS_SET(victim->act, PLR_COLOR))
		sprintf(buf, "%sYou parry $n's attack.%s", FG_BLUE, FG_LT_GRAY);
	 else
		strcpy(buf, "You parry $n's attack.");
	 act( buf, ch, NULL, victim, TO_VICT    );
	 if(IS_SET(ch->act, PLR_COLOR))
		sprintf(buf, "%s$n parries your attack.%s", FG_BLUE, FG_LT_GRAY);
	 else
		strcpy(buf, "$n parries your attack.");
	 act( buf, victim, NULL, ch, TO_VICT );
	 check_improve(victim,gsn_parry,TRUE,6);
	 return TRUE;
}

/*
 * Check for shield block.
 */
bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim )
{
	 int chance;
	 char buf[MAX_STRING_LENGTH];
	 if ( !IS_AWAKE(victim) )
		  return FALSE;


	 chance = get_skill(victim,gsn_shield_block) / 5 + 3;


	 if ( get_eq_char( victim, WEAR_SHIELD ) == NULL )
		  return FALSE;

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

	 if(IS_SET(victim->act, PLR_COLOR))
		sprintf(buf, "%sYou block $n's attack with your shield.%s", FG_BLUE, FG_LT_GRAY);
	 else
		strcpy(buf, "You block $n's attack with your shield.");
	 act( buf, ch, NULL, victim, TO_VICT    );
	 if(IS_SET(ch->act, PLR_COLOR))
		sprintf(buf, "%s$n blocks your attack with a shield.%s", FG_BLUE, FG_LT_GRAY);
	 else
		strcpy(buf, "$n blocks your attack with a shield.");
	 act( buf, victim, NULL, ch, TO_VICT    );

	 check_improve(victim,gsn_shield_block,TRUE,6);
	 return TRUE;
}


/*
 * Check for dodge.
 */
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
	 int chance;
	 char buf[MAX_STRING_LENGTH];
	 if ( !IS_AWAKE(victim) )
	return FALSE;

	 chance = get_skill(victim,gsn_dodge) / 2;

	 if (!can_see(victim,ch))
	chance /= 2;

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

    
	 if(IS_SET(victim->act, PLR_COLOR))
		sprintf(buf, "%sYou dodge $n's attack.%s", FG_BLUE, FG_LT_GRAY);
	 else
		strcpy(buf, "You dodge $n's attack.");
	 act( buf, ch, NULL, victim, TO_VICT    );
	 if(IS_SET(ch->act, PLR_COLOR))
		sprintf(buf, "%s$n dodges your attack.%s", FG_BLUE, FG_LT_GRAY);
	 else
		strcpy(buf, "$n dodges your attack.");
	 act( buf, victim, NULL, ch, TO_VICT    );

	 check_improve(victim,gsn_dodge,TRUE,6);
	 return TRUE;
}



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

	 if ( IS_NPC(victim) && victim->hit < 1 )
	 {
	victim->position = POS_DEAD;
	return;
    }

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

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

    return;
}



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

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

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

	 return;
}



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

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

    return;
}



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

    if ( IS_NPC(ch) )
	 {
	name		= ch->short_descr;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
	corpse->timer	= number_range( 3, 6 );
	if ( ch->gold > 0 )
	{
	    obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
		 ch->gold = 0;
	    ch->silver = 0;
	}
	corpse->cost = 0;
    }
    else
    {
	name		= ch->name;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
	corpse->timer	= number_range( 25, 40 );
	REMOVE_BIT(ch->act,PLR_CANLOOT);
	if (!is_clan(ch))
	    corpse->owner = str_dup(ch->name);
	else
	{
	    corpse->owner = NULL;
	    if (ch->gold > 1 || ch->silver > 1)
		 {
		obj_to_obj(create_money(ch->gold / 2, ch->silver/2), corpse);
		ch->gold -= ch->gold/2;
		ch->silver -= ch->silver/2;
		 }
	}
		
	corpse->cost = 0;
    }

    corpse->level = ch->level;

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

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

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	bool floating = FALSE;

	obj_next = obj->next_content;
	if (obj->wear_loc == WEAR_FLOAT)
		 floating = TRUE;
	obj_from_char( obj );
	if (obj->item_type == ITEM_POTION)
		 obj->timer = number_range(500,1000);
	if (obj->item_type == ITEM_SCROLL)
		 obj->timer = number_range(1000,2500);
	if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH) && !floating)
	{
	    obj->timer = number_range(5,10);
	    REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
	}
	REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);

	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
		 extract_obj( obj );
	else if (floating)
	{
	    if (IS_OBJ_STAT(obj,ITEM_ROT_DEATH)) /* get rid of it! */
	    { 
		if (obj->contains != NULL)
		{
		    OBJ_DATA *in, *in_next;

		    act("$p evaporates,scattering its contents.",
			ch,obj,NULL,TO_ROOM);
		    for (in = obj->contains; in != NULL; in = in_next)
		    {
			in_next = in->next_content;
			obj_from_obj(in);
			obj_to_room(in,ch->in_room);
		    }
		 }
		 else
		    act("$p evaporates.",
			ch,obj,NULL,TO_ROOM);
		 extract_obj(obj);
	    }
	    else
		 {
		act("$p falls to the floor.",ch,obj,NULL,TO_ROOM);
		obj_to_room(obj,ch->in_room);
		 }
	}
	else
	    obj_to_obj( obj, corpse );
    }

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



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

	 vnum = 0;
	 msg = "You hear $n's death cry.";

    switch ( number_bits(4))
    {
    case  0: msg  = "$n hits the ground ... DEAD.";			break;
    case  1: 
	if (ch->material == 0)
	{
	    msg  = "$n splatters blood on your armor.";		
	    break;
	}
    case  2: 							
	if (IS_SET(ch->parts,PART_GUTS))
	{
	    msg = "$n spills $s guts all over the floor.";
		 vnum = OBJ_VNUM_GUTS;
	}
	break;
    case  3: 
	if (IS_SET(ch->parts,PART_HEAD))
	{
		 msg  = "$n's severed head plops on the ground.";
		 vnum = OBJ_VNUM_SEVERED_HEAD;
	}
	break;
    case  4: 
	if (IS_SET(ch->parts,PART_HEART))
	{
	    msg  = "$n's heart is torn from $s chest.";
	    vnum = OBJ_VNUM_TORN_HEART;				
	}
	break;
    case  5: 
	if (IS_SET(ch->parts,PART_ARMS))
	{
	    msg  = "$n's arm is sliced from $s dead body.";
	    vnum = OBJ_VNUM_SLICED_ARM;				
	}
	break;
	 case  6:
	if (IS_SET(ch->parts,PART_LEGS))
	{
		 msg  = "$n's leg is sliced from $s dead body.";
	    vnum = OBJ_VNUM_SLICED_LEG;				
	}
	break;
	 case 7:
	if (IS_SET(ch->parts,PART_BRAINS))
	{
	    msg = "$n's head is shattered, and $s brains splash all over you.";
	    vnum = OBJ_VNUM_BRAINS;
	}
    }

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

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

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

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

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

	if (obj->item_type == ITEM_FOOD)
	{
	    if (IS_SET(ch->form,FORM_POISON))
		obj->value[3] = 1;
	    else if (!IS_SET(ch->form,FORM_EDIBLE))
		obj->item_type = ITEM_TRASH;
	}

	obj_to_room( obj, ch->in_room );
    }

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

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

	if ( ( pexit = was_in_room->exit[door] ) != NULL
	&&   pexit->u1.to_room != NULL
	&&   pexit->u1.to_room != was_in_room )
	{
	    ch->in_room = pexit->u1.to_room;
	    act( msg, ch, NULL, NULL, TO_ROOM );
	}
	 }
    ch->in_room = was_in_room;

	 return;
}



void raw_kill( CHAR_DATA *victim )
{
	 int i;

	 stop_fighting( victim, TRUE );
	 death_cry( victim );
	 make_corpse( victim );
	 victim->pksafe=30;
	 victim->pknorecall=0;

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

	 extract_char( victim, FALSE );
    while ( victim->affected )
	affect_remove( victim, victim->affected );
    victim->affected_by	= race_table[victim->race].aff;
    for (i = 0; i < 4; i++)
    	victim->armor[i]= 100;
    victim->position	= POS_RESTING;
    victim->hit		= UMAX( 1, victim->hit  );
    victim->mana	= UMAX( 1, victim->mana );
	 victim->move	= UMAX( 1, victim->move );
/*  save_char_obj( victim ); we're stable enough to not need this :) */
    return;
}



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

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

	 members = 0;
	 group_levels = 0;
	 for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
	 {
	if ( is_same_group( gch, ch ) )
		  {
		 if((victim->level<11)&& !IS_NPC(ch) && !IS_NPC(victim))
			gch->pkool+=4000;
		 members++;
		 group_levels += IS_NPC(gch) ? gch->level / 2 : gch->level;
	}
	 }

	 if ( members == 0 )
	 {
	bug( "Group_gain: members.", members );
	members = 1;
	group_levels = ch->level ;
	 }

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

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

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

/*	Taken out, add it back if you want it
	if ( gch->level - lch->level >= 5 )
	{
		 send_to_char( "You are too high for this group.\n\r", gch );
		 continue;
	}

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

	xp = xp_compute( gch, victim, group_levels );
	sprintf( buf, "You receive %d experience points.\n\r", xp );
	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 total_levels )
{
    char buf[MAX_STRING_LENGTH];
    int xp,base_exp;
    int level_range;
    int diff;

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

    /* compute the base exp */
    switch (level_range)
    {
	default : 	base_exp =   0;		break;
	case -9 :	base_exp =   1;		break;
	case -8 :	base_exp =   2;		break;
	case -7 :	base_exp =   5;		break;
	case -6 : 	base_exp =  10;		break;
	case -5 :	base_exp =  12;		break;
	case -4 :	base_exp =  13;		break;
	case -3 :	base_exp =  15;		break;
	case -2 :	base_exp =  17;		break;
	case -1 :	base_exp =  19;		break;
	case  0 :	base_exp =  20;		break;
	case  1 :	base_exp =  25;		break;
	case  2 :	base_exp = 55;		break;
	case  3 :	base_exp = 75;		break;
	case  4 :	base_exp = 80;		break;
	 }

	 if (level_range > 4)
	base_exp = 80 + 8 * (level_range - 4);

	 /* do alignment computations */

	 /* calculate exp multiplier */
	xp = base_exp;
 
        if(IS_NPC(victim))
        {
          xp = xp * victim->pIndexData->xp_mod / 100;
        }

	xp = xp * (2 + abs(gch->alliance-victim->alliance) +
                   abs(gch->tendency-victim->tendency)) / 9;

	 /* more exp at the low levels */
	 if (gch->level < 6)
		xp = 10 * xp / (gch->level + 2);

	 /* less at high */
	 if (gch->level > 55 )
	xp =  15 * xp / (gch->level - 25 );

/* WWW, makes xp based on hours since level, unnaffect newbies */
	diff=(int) ((gch->played + current_time - gch->logon) / 3600)-
			gch->pcdata->last_level;
	if(gch->level>15)
	{
	if(diff<1)
		xp=xp/3;
	else
	if(diff<2)
		xp=xp/2;
	else
	if(diff<4)
		xp=xp*2/3;
	else xp=xp;
	}

	 /* randomize the rewards */
	 xp = number_range (xp * 3/4, xp);

	 /* adjust for grouping */
	 xp = ( 6 * xp * gch->level/( UMAX(1,total_levels -1) ) ) / 5;

	 if(gch->level<5)
		xp=xp*2.75;
	 else if(gch->level<10)
		xp=xp*2;
	 else if(gch->level<15)
		xp=xp*1.4;
	 else if(gch->level<20)
		xp=xp*1.2;

	 if(!IS_NPC(gch))
		if(gch->pcdata->xp_penalty>0)
			xp=0;

	if((xp>150-gch->level) && (gch->level>10) && (victim->level>12))
	{
	sprintf(buf, "BIG EXP: %s gained %d xp by killing %s [vnum: %d]",
		gch->name,
		xp,
		victim->short_descr,
		(victim->pIndexData) ? victim->pIndexData->vnum : 0);
	log_string(buf);
	if((victim->pIndexData != NULL) && (victim->pIndexData->level>9) )
	victim->pIndexData->level-=2;
	}

	 return xp;
}


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

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

	 if ( dam > victim->max_hit ) { vs = "SLAY"; vp = "SLAYS"; }
    else if ( dam ==   0 ) { vs = "miss";	vp = "misses";		}
    else if ( dam <=   2 ) { vs = "scratch";	vp = "scratches";	}
    else if ( dam <=   4 ) { vs = "graze";	vp = "grazes";		}
    else if ( dam <=  6 ) { vs = "hit";	vp = "hits";		}
    else if ( dam <=  8 ) { vs = "injure";	vp = "injures";		}
    else if ( dam <=  10 ) { vs = "wound";	vp = "wounds";		}
    else if ( dam <=  12 ) { vs = "maul";       vp = "mauls";		}
    else if ( dam <=  14 ) { vs = "decimate";	vp = "decimates";	}
	 else if ( dam <=  16 ) { vs = "devastate";	vp = "devastates";	}
	 else if ( dam <=  20 ) { vs = "maim";	vp = "maims";		}
	 else if ( dam <=  25 ) { vs = "MUTILATE";	vp = "MUTILATES";	}
	 else if ( dam <=  30 ) { vs = "DISEMBOWEL";	vp = "DISEMBOWELS";	}
	 else if ( dam <=  40 ) { vs = "DISMEMBER";	vp = "DISMEMBERS";	}
    else if ( dam <=  50 ) { vs = "MASSACRE";	vp = "MASSACRES";	}
    else if ( dam <=  60 ) { vs = "MANGLE";	vp = "MANGLES";		}
    else if ( dam <=  70 ) { vs = "*** DEMOLISH ***";
				  vp = "*** DEMOLISHES ***";			}
    else if ( dam <=  80 ) { vs = "*** DEVASTATE ***";
			     vp = "*** DEVASTATES ***";			}
    else if ( dam <= 100)  { vs = "=== OBLITERATE ===";
			     vp = "=== OBLITERATES ===";		}
	 else if ( dam <= 125)  { vs = ">>> ANNIHILATE <<<";
			     vp = ">>> ANNIHILATES <<<";		}
    else if ( dam <= 150)  { vs = "<<< ERADICATE >>>";
			     vp = "<<< ERADICATES >>>";			}
    else                   { vs = "do UNSPEAKABLE things to";
			     vp = "does UNSPEAKABLE things to";		}

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

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

	if (immune)
	{
		 if (ch == victim)
		 {
		sprintf(buf1,"$n is unaffected by $s own %s.",attack);
		sprintf(buf2,"Luckily, you are immune to that.");
	    } 
	    else
	    {
	    	sprintf(buf1,"$N is unaffected by $n's %s!",attack);
	    	sprintf(buf2,"$N is unaffected by your %s!",attack);
	    	sprintf(buf3,"$n's %s is powerless against you.",attack);
	    }
	}
	else
	{
	    if (ch == victim)
	    {
		sprintf( buf1, "$n's %s %s $m%c",attack,vp,punct);
		sprintf( buf2, "Your %s %s you%c",attack,vp,punct);
	    }
		 else
	    {
	    	sprintf( buf1, "$n's %s %s $N%c",  attack, vp, punct );
			sprintf( buf2, "Your %s %s $N%c",  attack, vp, punct );
			sprintf( buf3, "$n's %s %s you%c", attack, vp, punct );
		 }
	}
	 }

	 if (ch == victim)
	 {
	act(buf1,ch,NULL,NULL,TO_ROOM);
	act(buf2,ch,NULL,NULL,TO_CHAR);
	 }
	 else
	 {
		act( buf1, ch, NULL, victim, TO_NOTVICT );
		if(IS_SET(ch->act, PLR_COLOR))
			sprintf(bf,"%s%s%s", FG_GREEN, buf2, FG_LT_GRAY);
		else
			strcpy(bf, buf2);
		act( bf, ch, NULL, victim, TO_CHAR );
		if(IS_SET(victim->act, PLR_COLOR))
			sprintf(bf,"%s%s%s", FG_LT_RED, buf3, FG_LT_GRAY);
		else
			strcpy(bf, buf3);
		act( bf, ch, NULL, victim, TO_VICT );
	 }

	 return;
}



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

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

	 if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE))
	 {
	act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR);
	act("$n tries to disarm you, but your weapon won't budge!",
		 ch,NULL,victim,TO_VICT);
	act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
	return;
	 }

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

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

	 return;
}

void do_berserk( CHAR_DATA *ch, char *argument)
{
	 int chance, hp_percent;

	 if ((chance = get_skill(ch,gsn_berserk)) == 0
	 ||  (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK))
	 ||  (!IS_NPC(ch)
	 &&   ch->level < skill_table[gsn_berserk].skill_level[ch->class]))
	 {
	send_to_char("You turn red in the face, but nothing happens.\n\r",ch);
	return;
	 }

	 if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk)
	 ||  is_affected(ch,skill_lookup("frenzy")))
	 {
	send_to_char("You get a little madder.\n\r",ch);
	return;
	 }

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

    if (ch->mana < 50)
    {
	send_to_char("You can't get up enough energy.\n\r",ch);
	return;
    }

    /* modifiers */

    /* fighting */
    if (ch->position == POS_FIGHTING)
	chance += 10;

    /* damage -- below 50% of hp helps, above hurts */
    hp_percent = 100 * ch->hit/ch->max_hit;
    chance += 25 - hp_percent/2;

    if (number_percent() < chance)
    {
	AFFECT_DATA af;

	WAIT_STATE(ch,PULSE_VIOLENCE);
	ch->mana -= 50;
	ch->move /= 2;

	/* heal a little damage */
	ch->hit += ch->level * 2;
	ch->hit = UMIN(ch->hit,ch->max_hit);

	send_to_char("Your pulse races as you are consumed by rage!\n\r",ch);
	act("$n gets a wild look in $s eyes.",ch,NULL,NULL,TO_ROOM);
	check_improve(ch,gsn_berserk,TRUE,2);

	af.where	= TO_AFFECTS;
	af.type		= gsn_berserk;
	af.level	= ch->level;
	af.duration	= number_fuzzy(ch->level / 8);
	af.modifier	= UMAX(1,ch->level/5);
	af.bitvector 	= AFF_BERSERK;

	af.location	= APPLY_HITROLL;
	affect_to_char(ch,&af);

	af.location	= APPLY_DAMROLL;
	affect_to_char(ch,&af);

	af.modifier	= UMAX(10,10 * (ch->level/5));
	af.location	= APPLY_AC;
	affect_to_char(ch,&af);
    }

    else
    {
	WAIT_STATE(ch,3 * PULSE_VIOLENCE);
	ch->mana -= 25;
	ch->move /= 2;

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

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

	 one_argument(argument,arg);

	 if ( (chance = get_skill(ch,gsn_bash)) == 0
	 ||	 (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH))
	 ||	 (!IS_NPC(ch)
	 &&	  ch->level < skill_table[gsn_bash].skill_level[ch->class]))
	 {
	send_to_char("Bashing? What's that?\n\r",ch);
	return;
	 }

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

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

	 if (victim->position < POS_FIGHTING)
	 {
	act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR);
	return;
	 }

	 if (victim == ch)
	 {
	send_to_char("You try to bash your brains out, but fail.\n\r",ch);
	return;
	 }

	 if (is_safe(ch,victim))
	return;

	 if ( IS_NPC(victim) &&
	victim->fighting != NULL &&
	!is_same_group(ch,victim->fighting))
	 {
		  send_to_char("Kill stealing is not permitted.\n\r",ch);
		  return;
	 }

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

    /* modifiers */

    /* size  and weight */
    chance += ch->carry_weight / 250;
    chance -= victim->carry_weight / 200;

    if (ch->size < victim->size)
	chance += (ch->size - victim->size) * 15;
    else
	chance += (ch->size - victim->size) * 10; 


    /* stats */
    chance += ch->modifiers[STAT_ST];
    chance -= victim->modifiers[STAT_QU];
    chance -= GET_AC(victim,AC_BASH) /25;
    /* speed */
    if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
        chance += 10;
    if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
        chance -= 30;

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

    if (!IS_NPC(victim) 
	&& chance < get_skill(victim,gsn_dodge) )
    {	/*
        act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT);
        act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR);
        WAIT_STATE(ch,skill_table[gsn_bash].beats);
        return;*/
	chance -= 3 * (get_skill(victim,gsn_dodge) - chance);
    }

    /* now the attack */
    if (number_percent() < chance )
    {
    
	act("$n sends you sprawling with a powerful bash!",
		ch,NULL,victim,TO_VICT);
	act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR);
	act("$n sends $N sprawling with a powerful bash.",
		ch,NULL,victim,TO_NOTVICT);
	check_improve(ch,gsn_bash,TRUE,1);

	DAZE_STATE(victim, 3 * PULSE_VIOLENCE);
	WAIT_STATE(ch,skill_table[gsn_bash].beats);
	victim->position = POS_RESTING;
	damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
	    DAM_BASH,FALSE);
	
    }
    else
    {
	damage(ch,victim,0,gsn_bash,DAM_BASH,FALSE);
	act("You fall flat on your face!",
	    ch,NULL,victim,TO_CHAR);
	act("$n falls flat on $s face.",
	    ch,NULL,victim,TO_NOTVICT);
	act("You evade $n's bash, causing $m to fall flat on $s face.",
	    ch,NULL,victim,TO_VICT);
	check_improve(ch,gsn_bash,FALSE,1);
	ch->position = POS_RESTING;
	WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); 
    }
	check_killer(ch,victim);
}

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

    one_argument(argument,arg);

    if ( (chance = get_skill(ch,gsn_dirt)) == 0
    ||   (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
    ||   (!IS_NPC(ch)
    &&    ch->level < skill_table[gsn_dirt].skill_level[ch->class]))
    {
	send_to_char("You get your feet dirty.\n\r",ch);
	return;
    }

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

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

    if (IS_AFFECTED(victim,AFF_BLIND))
    {
	act("$E's already been blinded.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (victim == ch)
    {
	send_to_char("Very funny.\n\r",ch);
	return;
    }

    if (is_safe(ch,victim))
	return;

    if (IS_NPC(victim) &&
	 victim->fighting != NULL && 
	!is_same_group(ch,victim->fighting))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR);
	return;
    }

    /* modifiers */

    /* dexterity */
    chance += ch->modifiers[STAT_QU];
    chance -= 2 * victim->modifiers[STAT_QU];

    /* speed  */
    if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
	chance += 10;
    if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
	chance -= 25;

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

    /* sloppy hack to prevent false zeroes */
    if (chance % 5 == 0)
	chance += 1;

    /* terrain */

    switch(ch->in_room->sector_type)
    {
	case(SECT_INSIDE):		chance -= 20;	break;
	case(SECT_CITY):		chance -= 10;	break;
	case(SECT_FIELD):		chance +=  5;	break;
	case(SECT_FOREST):				break;
	case(SECT_HILLS):				break;
	case(SECT_MOUNTAIN):		chance -= 10;	break;
	case(SECT_WATER_SWIM):		chance  =  0;	break;
	case(SECT_WATER_NOSWIM):	chance  =  0;	break;
	case(SECT_AIR):			chance  =  0;  	break;
	case(SECT_DESERT):		chance += 10;   break;
    }

    if (chance == 0)
    {
	send_to_char("There isn't any dirt to kick.\n\r",ch);
	return;
    }

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

	af.where	= TO_AFFECTS;
	af.type 	= gsn_dirt;
	af.level 	= ch->level;
	af.duration	= 0;
	af.location	= APPLY_HITROLL;
	af.modifier	= -4;
	af.bitvector 	= AFF_BLIND;

	affect_to_char(victim,&af);
    }
    else
    {
	damage(ch,victim,0,gsn_dirt,DAM_NONE,TRUE);
	check_improve(ch,gsn_dirt,FALSE,2);
	WAIT_STATE(ch,skill_table[gsn_dirt].beats);
    }
	check_killer(ch,victim);
}

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

    one_argument(argument,arg);

    if ( (chance = get_skill(ch,gsn_trip)) == 0
    ||   (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
    ||   (!IS_NPC(ch) 
	  && ch->level < skill_table[gsn_trip].skill_level[ch->class]))
    {
	send_to_char("Tripping?  What's that?\n\r",ch);
	return;
    }


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

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

    if (is_safe(ch,victim))
	return;

    if (IS_NPC(victim) &&
	 victim->fighting != NULL && 
	!is_same_group(ch,victim->fighting))
    {
	send_to_char("Kill stealing is not permitted.\n\r",ch);
	return;
    }
    
    if (IS_AFFECTED(victim,AFF_FLYING))
    {
	act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (victim->position < POS_FIGHTING)
    {
	act("$N is already down.",ch,NULL,victim,TO_CHAR);
	return;
    }

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

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

    /* modifiers */

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

    /* dex */
    chance += ch->modifiers[STAT_QU];
    chance -= victim->modifiers[STAT_QU] * 3 / 2;

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

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


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

	DAZE_STATE(victim,2 * PULSE_VIOLENCE);
        WAIT_STATE(ch,skill_table[gsn_trip].beats);
	victim->position = POS_RESTING;
	damage(ch,victim,number_range(2, 2 +  2 * victim->size),gsn_trip,
	    DAM_BASH,TRUE);
    }
    else
    {
	damage(ch,victim,0,gsn_trip,DAM_BASH,TRUE);
	WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3);
	check_improve(ch,gsn_trip,FALSE,1);
    } 
	check_killer(ch,victim);
}



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?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }
/*  Allow player killing
    if ( !IS_NPC(victim) )
    {
        if ( !IS_SET(victim->act, PLR_KILLER)
        &&   !IS_SET(victim->act, PLR_THIEF) )
        {
            send_to_char( "You must MURDER a player.\n\r", ch );
            return;
        }
    }
*/
    if ( victim == ch )
    {
	send_to_char( "You hit yourself.  Ouch!\n\r", ch );
	multi_hit( ch, ch, TYPE_UNDEFINED );
	return;
    }

    if ( is_safe( ch, victim ) )
	return;

    if ( victim->fighting != NULL && 
	!is_same_group(ch,victim->fighting))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

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

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

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



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

    if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET)))
	return;

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

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

    if ( is_safe( ch, victim ) )
	return;

    if (IS_NPC(victim) &&
	 victim->fighting != NULL && 
	!is_same_group(ch,victim->fighting))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

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

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

    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
    if (IS_NPC(ch))
	sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr);
    else
    	sprintf( buf, "Help!  I am being attacked by %s!", ch->name );
    do_yell( 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?\n\r",ch);
        return;
    }

    if (ch->fighting != NULL)
    {
	send_to_char("You're facing the wrong end.\n\r",ch);
	return;
    }
 
    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
        send_to_char("They aren't here.\n\r",ch);
        return;
    }

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

    if ( is_safe( ch, victim ) )
      return;

    if (IS_NPC(victim) &&
	 victim->fighting != NULL && 
	!is_same_group(ch,victim->fighting))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

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

    if ( victim->hit < victim->max_hit / 3)
    {
	act( "$N is hurt and suspicious ... you can't sneak up.",
	    ch, NULL, victim, TO_CHAR );
	return;
    }

    check_killer( ch, victim );
    WAIT_STATE( ch, skill_table[gsn_backstab].beats );
    if ( number_percent( ) < get_skill(ch,gsn_backstab)
    || ( get_skill(ch,gsn_backstab) >= 2 && !IS_AWAKE(victim) ) )
    {
	check_improve(ch,gsn_backstab,TRUE,1);
	multi_hit( ch, victim, gsn_backstab );
    }
    else
    {
	check_improve(ch,gsn_backstab,FALSE,1);
	damage( ch, victim, 0, gsn_backstab,DAM_NONE,TRUE);
    }

    return;
}



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.\n\r", ch );
	return;
    }

	 if( IS_AFFECTED(ch,AFF_SLOW) && number_range(1,4) < 4)
	 {
		send_to_char("You feel to lethargic to run./n/r",ch);
		return ;
	 }

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

	door = number_door( );
	if ( ( pexit = was_in->exit[door] ) == 0
	||   pexit->u1.to_room == NULL
	||   IS_SET(pexit->exit_info, EX_CLOSED)
	||   number_range(0,ch->daze) != 0
	|| ( IS_NPC(ch)
	&&   IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
	    continue;

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

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

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

	stop_fighting( ch, TRUE );
	return;
    }

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

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

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

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

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

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

    if ( IS_NPC(fch) && !is_same_group(ch,victim))
    {
        send_to_char("Kill stealing is not permitted.\n\r",ch);
        return;
    }

    WAIT_STATE( ch, skill_table[gsn_rescue].beats );
    if ( number_percent( ) > get_skill(ch,gsn_rescue))
    {
	send_to_char( "You fail the rescue.\n\r", ch );
	check_improve(ch,gsn_rescue,FALSE,1);
	return;
    }

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

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

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



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.\n\r", ch );
	return;
    }

    if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK))
	return;

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

    WAIT_STATE( ch, skill_table[gsn_kick].beats );
    if ( get_skill(ch,gsn_kick) > number_percent())
    {
	damage(ch,victim,number_range( 1, ch->level ), gsn_kick,DAM_BASH,TRUE);
	check_improve(ch,gsn_kick,TRUE,1);
    }
    else
    {
	damage( ch, victim, 0, gsn_kick,DAM_BASH,TRUE);
	check_improve(ch,gsn_kick,FALSE,1);
    }
	check_killer(ch,victim);
    return;
}




void do_disarm( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon;

    hth = 0;

    if ((chance = get_skill(ch,gsn_disarm)) == 0)
    {
	send_to_char( "You don't know how to disarm opponents.\n\r", ch );
	return;
    }

    if ( get_eq_char( ch, WEAR_WIELD ) == NULL 
    &&   ((hth = get_skill(ch,gsn_hand_to_hand)) == 0
    ||    (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM))))
    {
	send_to_char( "You must wield a weapon to disarm.\n\r", ch );
	return;
    }

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

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

    /* find weapon skills */
    ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch));
    vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim));
    ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim));

    /* modifiers */

    /* skill */
    if ( get_eq_char(ch,WEAR_WIELD) == NULL)
	chance = chance * hth/150;
    else
	chance = chance * ch_weapon/100;

    chance += (ch_vict_weapon/2 - vict_weapon) / 2; 

    /* dex vs. strength */
    chance += ch->modifiers[STAT_QU];
    chance -= 2 * victim->modifiers[STAT_ST];

    /* level */
    chance += (ch->level - victim->level) * 2;
 
    /* and now the attack */
    if (number_percent() < chance)
    {
    	WAIT_STATE( ch, skill_table[gsn_disarm].beats );
	disarm( ch, victim );
	check_improve(ch,gsn_disarm,TRUE,1);
    }
    else
    {
	WAIT_STATE(ch,skill_table[gsn_disarm].beats);
	act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR);
	act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT);
	act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
	check_improve(ch,gsn_disarm,FALSE,1);
    }
    check_killer(ch,victim);
    return;
}



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

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

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

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

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