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

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

#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    dam_message_new 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 ) );
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 ( 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;
}

/* 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;

    /* 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 );

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

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

    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 );
        check_improve(ch,gsn_second_attack,TRUE,5);
        if ( ch->fighting != victim )
            return;
    }

    chance = get_skill(ch,gsn_third_attack)/4;

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

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

    return;
}

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

    one_hit(ch,victim,dt);

    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);
        }
    }

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

    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);
        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);
        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 )
{
    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;

    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.
     */
    wield = get_eq_char( ch, WEAR_WIELD );

    if ( dt == TYPE_UNDEFINED )
    {
        dt = TYPE_HIT;
        if ( wield != NULL && wield->item_type == ITEM_WEAPON )
            dt += wield->value[3];
        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 ( !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);
            }
        }
        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 ( !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))
            {
                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_STR;
                af.modifier  = -1;
                af.bitvector = AFF_POISON;
                affect_join( victim, &af );
            }

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

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


        if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
        {
            dam = number_range(1, wield->level / 5 + 1);
            act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
            act("You feel $p drawing your life away.",
                victim,wield,NULL,TO_CHAR);
            damage_old(ch,victim,dam,0,DAM_NEGATIVE,FALSE);
            ch->alignment = UMAX(-1000,ch->alignment - 1);
            ch->hit += dam/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)
{

    OBJ_DATA *corpse;
    bool immune;
    char cdbuf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;

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

    /*
     * 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);
        }

    }


    /* damage reduction */
    if ( dam > 35)
        dam = (dam - 35)/2 + 35;
    if ( dam > 80)
        dam = (dam - 80)/2 + 80;




    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/3;
            break;
        case(IS_VULNERABLE):
            dam += dam/2;
            break;
    }

    if (show)
        dam_message_new( 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 );
        send_to_char( "You have been KILLED!!\n\r\n\r", 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),
                ch->in_room->vnum );
            log_string( log_buf );

            /*
             * Dying penalty:
             * 2/3 way back to previous level.
             */
            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 );
        }

        /* tell clan members other clan members died -Rusty */
        if(is_clan(ch) && is_clan(victim))
        {
          sprintf( cdbuf, "%s got toasted by %s\n\r",victim->name,ch->name);

      for ( d = descriptor_list; d != NULL; d = d->next )
      {
        CHAR_DATA *victm;

        victm = d->original ? d->original : d->character;

        if ( d->connected == CON_PLAYING &&
             d->character != ch &&
             is_clan(victm) )
        {
        send_to_char(cdbuf, victm);
        }
      }
     }

        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 */
/*
 * PK and PT adjustments done by Teslan
 *
 *       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, "" );

    tail_chain( );
    return TRUE;
}


void dam_message_new( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool
immune ) {
    char buf1[256], buf2[256], buf3[256];
    const char *vp1;
    const char *vp2;
    const char *vp3;
    const char *attack;


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

         if ( dam ==   0 ) { vp1 = "clumsy";    vp2 = "misses";
                             vp3 = " harmlessly."                       ;}
    else if ( dam <=   4 ) { vp1 = "clumsy";    vp2 = "gives";
                             vp3 = " a bruise."                         ;}
    else if ( dam <=   8 ) { vp1 = "wobbly";    vp2 = "hits";
                             vp3 = " causing scrapes."     ;}
    else if ( dam <=  12 ) { vp1 = "lucky";    vp2 = "hits";
                             vp3 = " making scratches."                 ;}
    else if ( dam <=   16 ) { vp1 = "amateur";  vp2 = "hits";
                             vp3 = " causing light wounds."             ;}
    else if ( dam <=   20 ) { vp1 = "amateur";    vp2 = "strikes";
                             vp3 = ", the wound bleeds."      ;}
    else if ( dam <=   26 ) { vp1 = "competent";    vp2 = "strikes";
                             vp3 = ", hitting an organ."        ;}
    else if ( dam <=  32 ) { vp1 = "competent";    vp2 = "causes";
                             vp3 = " to gasp in pain."                  ;}
    else if ( dam <=  38 ) { vp1 = "skillful";    vp2 = "causes";
                             vp3 = " harm!"                             ;}
    else if ( dam <=  44 ) { vp1 = "skillful";
                  vp2 = "has a devastating effect on"; vp3 = "."        ;}
    else if (dam <=   50 ) { vp1 = "cunning";   vp2 = "tears into";
                             vp3 = ", shredding flesh."           ;}
    else if ( dam <=  60 ) { vp1 = "strong";    vp2 = "causes";
                             vp3 = " to spurt blood!"                   ;}
    else if ( dam <=  70 ) { vp1 = "calculated";
                vp2 = "leaves large gashes on"; vp3 = "!"            ;}
    else if ( dam <=  80 ) { vp1 = "calculated";        vp2 = "tears";
                             vp3 = " leaving a GAPING hole!"            ;}
    else if ( dam <=  90 ) { vp1 = "well aimed";    vp2 = "DISEMBOWELS";
                             vp3 = ". Guts spill out!!"                 ;}
    else if ( dam <= 100 ) { vp1 = "calm";    vp2 = "DISMEMBERS";
                             vp3 = "! Blood splatters!" ;}
    else if ( dam <= 115 ) { vp1 = "wicked";    vp2 = "ANNIHILATES";
                             vp3 = "!!"                         ;}
    else if ( dam <= 130 ) { vp1 = "wicked";    vp2 = "OBLITERATES";
                             vp3 = " completely!! "     ;}
    else if ( dam <= 145 ) { vp1 = "barbaric";    vp2 = "MASSACRES";
                             vp3 = ". Blood flies!"             ;}
    else if ( dam <= 160 ) { vp1 = "controlled";    vp2 = "ERADICATES";
                             vp3 = " to bits!!"                 ;}
    else                   { vp1 = "masterful";
                vp2 = "does UNSPEAKABLE things to"; vp3 = "!"         ;}


    if ( dt == TYPE_HIT )
    {
        if (ch  == victim)
        {
            sprintf( buf1, "$n fumbles and hits $melf!");
            sprintf( buf2, "You fumble and hit yourself!");
        }
        else
        {
             sprintf( buf1, "$n's %s strike %s $N%s",vp1,vp2,vp3);
             sprintf( buf2, "Your %s strike %s $N%s",vp1,vp2,vp3);
             sprintf( buf3, "$n's %s strike %s you%s",vp1,vp2,vp3);

        }
    }
    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 %s $m%s", vp1, attack, vp2, vp3 );
                sprintf( buf2, "Your %s %s %s you%s", vp1, attack, vp2, vp3 );

            }
            else
            {
                sprintf( buf1, "$n's %s %s %s $N%s", vp1, attack, vp2, vp3 );
                sprintf( buf2, "Your %s %s %s $N%s", vp1, attack, vp2, vp3 );
                sprintf( buf3, "$n's %s %s %s you%s",vp1, attack, vp2, vp3 );

            }
        }
    }

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

    return;
}




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

    OBJ_DATA *corpse;
    bool immune;

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

    /*
     * 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);
        }

    }


    /* damage reduction */
    if ( dam > 35)
        dam = (dam - 35)/2 + 35;
    if ( dam > 80)
        dam = (dam - 80)/2 + 80;




    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 );
        send_to_char( "You have been KILLED!!\n\r\n\r", 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 );

            /*
             * Dying penalty:
             * 2/3 way back to previous level.
             */
            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 );
        }

        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 */
/*
 * PT and PK adjustments done by Teslan
 *
 *      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;

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

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

        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 Mojo 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 (IS_SET(victim->act,PLR_DWEEB))
                return FALSE;

            if (!is_clan(ch))
            {
                send_to_char("Join a clan if you want to kill players.\n\r",ch);
                return TRUE;
            }
/*
 *          if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF))
 *              return FALSE;
 */

            if (!is_clan(victim))
            {
                send_to_char("They aren't in a clan, leave them alone.\n\r",ch);
                return TRUE;
            }

            if (ch->level > victim->level + 8)
            {
                send_to_char("Pick on someone your own size.\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;

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

        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 (IS_SET(victim->act,PLR_DWEEB))
                return FALSE;

            if (!is_clan(ch))
                return TRUE;
/*
 *          if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF))
 *              return FALSE;
 */

            if (!is_clan(victim))
                return TRUE;

            if (ch->level > victim->level + 8)
                return TRUE;
        }

    }
    return FALSE;
}
/*
 * See if an attack justifies a KILLER flag.
 * commented out by Teslan
 */

/*
 * void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
 * {
 *   char buf[MAX_STRING_LENGTH];
 */
    /*
     * 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)
 *   ||   IS_SET(victim->act, PLR_DWEEB) )
 *      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) )
 *      return;
 *
 *   send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
 *   SET_BIT(ch->act, PLR_KILLER);
 *   sprintf(buf,"$N is attempting to murder %s",victim->name);
 *   wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
 *   save_char_obj( ch );
 *   return;
 * }
 */

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

    if ( !IS_AWAKE(victim) )
        return FALSE;

    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;

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

    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;

    act( "You block $n's attack with your shield.",  ch, NULL, victim,
TO_VICT    );
    act( "$N blocks your attack with a shield.", ch, NULL, victim,
TO_CHAR    );
    check_improve(victim,gsn_shield_block,TRUE,6);
    return TRUE;
}


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

    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;

    act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT    );
    act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR    );
    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) ? ch->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 );

    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 ); */
    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 ) )
        {
            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;

/*      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 )
{
    int xp,base_exp;
    int align,level_range;
    int change;
    int time_per_level;

    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 =   9;         break;
        case -5 :       base_exp =  11;         break;
        case -4 :       base_exp =  22;         break;
        case -3 :       base_exp =  33;         break;
        case -2 :       base_exp =  50;         break;
        case -1 :       base_exp =  66;         break;
        case  0 :       base_exp =  83;         break;
        case  1 :       base_exp =  99;         break;
        case  2 :       base_exp = 121;         break;
        case  3 :       base_exp = 143;         break;
        case  4 :       base_exp = 165;         break;
    }

    if (level_range > 4)
        base_exp = 160 + 20 * (level_range - 4);

    if (!IS_NPC(victim) && IS_SET(victim->act,PLR_DWEEB))
        base_exp = 0;

    /* do alignment computations */

    align = victim->alignment - gch->alignment;

    if (IS_SET(victim->act,ACT_NOALIGN))
    {
        /* no change */
    }

    else if (align > 500) /* monster is more good than slayer */
    {
        change = (align - 500) * base_exp / 500 * gch->level/total_levels;
        change = UMAX(1,change);
        gch->alignment = UMAX(-1000,gch->alignment - change);
    }

    else if (align < -500) /* monster is more evil than slayer */
    {
        change =  ( -1 * align - 500) * base_exp/500 * gch->level/total_levels;
        change = UMAX(1,change);
        gch->alignment = UMIN(1000,gch->alignment + change);
    }

    else /* improve this someday */
    {
        change =  gch->alignment * base_exp/500 * gch->level/total_levels;
        gch->alignment -= change;
    }

    /* calculate exp multiplier */
    if (IS_SET(victim->act,ACT_NOALIGN))
        xp = base_exp;

    else if (gch->alignment > 500)  /* for goodie two shoes */
    {
        if (victim->alignment < -750)
            xp = (base_exp *4)/3;

        else if (victim->alignment < -500)
            xp = (base_exp * 5)/4;

        else if (victim->alignment > 250)
            xp = (base_exp * 3)/4;

        else if (victim->alignment > 750)
            xp = base_exp / 4;

        else if (victim->alignment > 500)
            xp = base_exp / 2;

        else
            xp = base_exp;
    }

    else if (gch->alignment < -500) /* for baddies */
    {
        if (victim->alignment > 750)
            xp = (base_exp * 5)/4;

        else if (victim->alignment > 500)
            xp = (base_exp * 11)/10;

        else if (victim->alignment < -750)
            xp = base_exp/2;

        else if (victim->alignment < -500)
            xp = (base_exp * 3)/4;

        else if (victim->alignment < -250)
            xp = (base_exp * 9)/10;

        else
            xp = base_exp;
    }

    else if (gch->alignment > 200)  /* a little good */
    {

        if (victim->alignment < -500)
            xp = (base_exp * 6)/5;

        else if (victim->alignment > 750)
            xp = base_exp/2;

        else if (victim->alignment > 0)
            xp = (base_exp * 3)/4;

        else
            xp = base_exp;
    }

    else if (gch->alignment < -200) /* a little bad */
    {
        if (victim->alignment > 500)
            xp = (base_exp * 6)/5;

        else if (victim->alignment < -750)
            xp = base_exp/2;

        else if (victim->alignment < 0)
            xp = (base_exp * 3)/4;

        else
            xp = base_exp;
    }

    else /* neutral */
    {

        if (victim->alignment > 500 || victim->alignment < -500)
            xp = (base_exp * 4)/3;

        else if (victim->alignment < 200 && victim->alignment > -200)
            xp = base_exp/2;

        else
            xp = base_exp;
    }

    /* more exp at the low levels */
    if (gch->level < 6)
        xp = 10 * xp / (gch->level + 4);

    /* less at high */
/*
    if (gch->level > 35 )
        xp =  15 * xp / (gch->level - 25 );
*/

    /* reduce for playing time */

    {
        /* compute quarter-hours per level */
        time_per_level = 4 *
                         (gch->played + (int) (current_time - gch->logon))/3600
                         / gch->level;

        if (gch->race == race_lookup("dragon"))
                time_per_level /= 3;

        time_per_level = URANGE(2,time_per_level,12);
        if (gch->level < 15)  /* make it a curve */
            time_per_level = UMAX(time_per_level,(15 - gch->level));
        xp = xp * time_per_level / 12;
    }

    /* randomize the rewards */
    xp = number_range (xp * 3/4, xp * 5/4);

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

    return xp;
}


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

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

         if ( dam ==   0 ) { vs = "miss";       vp = "misses";          }
    else if ( dam <=   4 ) { vs = "scratch";    vp = "scratches";       }
    else if ( dam <=   8 ) { vs = "graze";      vp = "grazes";          }
    else if ( dam <=  12 ) { vs = "hit";        vp = "hits";            }
    else if ( dam <=  16 ) { vs = "injure";     vp = "injures";         }
    else if ( dam <=  20 ) { vs = "wound";      vp = "wounds";          }
    else if ( dam <=  24 ) { vs = "maul";       vp = "mauls";           }
    else if ( dam <=  28 ) { vs = "decimate";   vp = "decimates";       }
    else if ( dam <=  32 ) { vs = "devastate";  vp = "devastates";      }
    else if ( dam <=  36 ) { vs = "maim";       vp = "maims";           }
    else if ( dam <=  40 ) { vs = "MUTILATE";   vp = "MUTILATES";       }
    else if ( dam <=  44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS";     }
    else if ( dam <=  48 ) { vs = "DISMEMBER";  vp = "DISMEMBERS";      }
    else if ( dam <=  52 ) { vs = "MASSACRE";   vp = "MASSACRES";       }
    else if ( dam <=  56 ) { vs = "MANGLE";     vp = "MANGLES";         }
    else if ( dam <=  60 ) { vs = "*** DEMOLISH ***";
                             vp = "*** DEMOLISHES ***";                 }
    else if ( dam <=  75 ) { 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].name;
        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 );
        act( buf2, ch, NULL, victim, TO_CHAR );
        act( buf3, ch, NULL, victim, TO_VICT );
    }

    return;
}



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

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

    if ( 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 += get_curr_stat(ch,STAT_STR);
    chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3;
    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 += get_curr_stat(ch,STAT_DEX);
    chance -= 2 * get_curr_stat(victim,STAT_DEX);

    /* 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 kickes dirt in your eyes!",ch,victim,NULL,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 += get_curr_stat(ch,STAT_DEX);
    chance -= get_curr_stat(victim,STAT_DEX) * 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;
    }
    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_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')
    {
        victim = ch->fighting;
        if (victim == NULL)
        {
            send_to_char("Backstab whom?\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->fighting != NULL && victim->hit < victim->max_hit / 2)
    {
        send_to_char( "You can't hack a bigger hole into them.\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;
    }

    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 += get_curr_stat(ch,STAT_DEX);
    chance -= 2 * get_curr_stat(victim,STAT_STR);

    /* 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;
}