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

inherit NPC_OBJ;

int turn_chance;
object my_owner;
object my_enemy;
string leave_msg;
string enter_msg;   
int summoned;

int set_enemy( object enemy );

object query_owner() { return my_owner; }
object query_enemy() { return my_enemy; }
int query_turn_chance() { return turn_chance; }
void set_leave_msg( string mess ) { leave_msg = mess; }
void set_enter_msg( string mess ) { enter_msg = mess; }
void set_summoned( int summ ) { summoned = summ; }
int query_summoned() { return summoned; }

void init() {
   ::init();
   this_player()->add_command( "help", this_object(), "<direct:living:here>" );
   this_player()->add_command( "order", this_object(), 
                              "<direct:living:here> [to] {kill|attack} <indirect:living:here>" );
   this_player()->add_command( "order", this_object(), 
                              "<direct:living:here> [to] protect <indirect:living:here>" );
   this_player()->add_command( "order", this_object(), 
                              "<direct:living:here> [to] leave" );
} /* init() */

int do_order( object *indir, string indir_match, string dir_match, 
             mixed *args, string pattern ) {
   
   if ( this_player() != my_owner )
     return 0;
   
   if ( pattern == "<direct:living:here> [to] leave" ) {
      my_owner->add_succeeded_mess( this_object(), 
                                   "$D smiles happily.\n", ({ }) );
      tell_object( my_owner,
                  (string)the_short() +" tells you: Thank you.\n");
      my_owner = 0;
      if ( summoned ) {
         call_out( "go_away", 1 );
      } else {
         call_out( "run_away", 1 );
      }
   } else if ( pattern == "<direct:living:here> [to] protect <indirect:living:here>" ) {
      if ( !indir ) {
         my_owner->add_failed_mess( this_object(), 
               "$D asks you: Who do you want me to protect?\n", ({ }) );
         return 0;
      }
      if ( pk_check( my_owner, indir[ 0 ] ) &&
            ( my_owner != indir[ 0 ] ) ) {
         if ( turn_chance ) {
            call_out( "set_enemy", 1, my_owner );
         } else { 
            call_out( "go_away", 1);
         }
         return 0;
      }
      tell_object( indir[ 0 ], (string)this_object()->the_short() +" tells you:  "+ 
                  (string)my_owner->the_short() 
                  +" has asked me to protect you.\n" );
      tell_object( my_owner, (string)this_object()->the_short() 
                  +" tells you: Fine.\n" );
      my_owner->add_succeeded_mess( this_object(), 
                  "$N $V $D to protect $I.\n ", ({ indir[ 0 ] }) );
      do_command( "protect "+ (string)indir[ 0 ]->query_name() );
   } else {
      if ( !indir ) {
         my_owner->add_failed_mess( this_object(), 
                                   "$D asks you: Who do you want me to kill?\n", ({ }) );
         return 0;
      }
      if ( !set_enemy( indir[ 0 ] ) ) {
         return 0;
      }
      if( my_owner ) {
         tell_object( my_enemy, (string)the_short() +" tells you:  "+ 
                     (string)my_owner->the_short() 
                     +" has asked me to kill you.\nPrepare to die!\n" );
         tell_object( my_owner, the_short() +" tells you: Fine.\n" );
      }
      this_player()->add_succeeded_mess( this_object(), 
                      "$N $V $D to attack $I.\n ", ({ indir[ 0 ] }) );
   }
   return 1;
} /* do_order() */

int do_help( object *indir, string indir_match, string dir_match, 
            mixed *args, string pattern ) {
   if ( this_player() != my_owner )
     return 0;
   this_player()->add_succeeded_mess( this_object(), 
                                     "You can \"order\" "+ the_short() 
                                     +" to kill someone or to leave.\n ", ({ }) );
   return 1;
} /* do_help() */

int set_enemy( object enemy ) {
   object *list;
   int i;
   
   my_enemy = enemy;
   if( my_enemy == my_owner ) {
      my_owner = this_object();
      list = query_attacker_list();
      for( i = 0; i < sizeof(list); i++ ) {
         this_object()->stop_fight( list[i] );
         list[ i ]->stop_fight( this_object() );
         if ( !pk_check( list[ i ], my_enemy ) ) {
            list[ i ]->attack_ob( my_enemy );
            my_enemy->attack_ob( list[ i ] );
            tell_object( list[ i ], (string)the_short()
                        +" tells you: I will help you fight "+
                        (string)my_enemy->the_short() +".\n");
         }
      }
   } else {
      if ( pk_check( my_owner, my_enemy ) ) {
         if ( turn_chance )
           call_out( "set_enemy", 1, my_owner );
         else {
            my_owner->add_failed_mess( this_object(), 
                   "You hear a fading voice tell you: "
                   "Up yours stupid, I'm outahere before the sky splits...\n", 
                   ({ }));
            call_out( "go_away", 0);
         }
         return 0;
      }
   }   
   attack_ob( my_enemy );
   call_out( "move_me", 1 );
   return 1;
}  /* set_enemy() */

int set_owner( object owner, int time, int turn) {
   if( !owner ) {
      if( my_owner && summoned )
         call_out( "do_leave", 1 ) ;
      my_owner = 0;
      add_property( "player", 0 );
      return 0;
   }
   my_owner = owner;
   add_property( "player", userp( owner ) );

   turn_chance = sizeof( filter_array( children( base_name(this_object())), 
			       (: (object)$1->query_owner() == $(owner) :) ) );
   turn_chance *= turn;

   if(random(100) < turn_chance)
     call_out("get_uppity", 2+random(10), owner);
   
   if ( summoned )
      call_out( "do_leave", time ) ;
   call_out( "move_me", 1 );
   return 1;
} /* set_owner() */

void get_uppity(object owner) {
  object *elementals;

  if(!owner)
    return;
  
  elementals = filter_array( children(base_name(this_object())),
			     (: (object)$1->query_owner() == $(owner) :) );
  elementals -= ({ this_object() });
  if(sizeof(elementals) <= 1)
    return;

  tell_room(environment(owner), query_multiple_short(elementals) +
	      " start bickering and fighting with each other.\n" );
  elementals->set_owner( 0 ); 
}

void event_dest_me( object ob ) {
   if ( ob == my_owner ) 
     call_out( "go_away", 0 );
   if ( ob == my_enemy ) {
      if ( !my_owner ) 
        call_out( "go_away", 0 );
      if ( my_enemy )
        tell_object( my_owner, (string)my_enemy->the_short() +" has left DiscWorld\n" );
      my_enemy = 0;
      call_out( "move_me",0);
   }
} /* event_dest_me() */
 
void event_death( object ob ) {
   if ( ob == my_enemy ) {
      if ( !my_owner ) call_out( "go_away", 0 );
      /* call_out to prevent the monster from bragging 
       * before the death message */
      call_out( "do_tell", 0, my_owner, query_short() +" tells you: "+
               my_enemy->the_short() +" has been killed!\n");
      my_enemy = 0;
      call_out( "move_me", 0 );
   }
} /* event_death() */

void do_tell( object ob, string str ) {
   tell_object( ob, str );
} /* do_tell() */

void move_me() {
   if ( my_enemy ) {
      if ( environment() == environment( my_enemy ) )
         return;
      move( environment( my_enemy ), enter_msg, leave_msg );      
      tell_object( my_enemy, the_short() +" says: You cannot escape me!\n" ); 
      return;
   }
   if ( my_owner ) {
      if ( environment() == environment( my_owner ) )
         return;
      move( environment( my_owner ), enter_msg, leave_msg );     
      do_command( "protect "+ (string)my_owner->query_name() );
      do_command( "follow "+ (string)my_owner->query_name() );      
      return;
   }
   if ( summoned ) 
     call_out( "go_away", 0 );
   else
     call_out( "run_away", 1 );
} /* move_me() */

int do_leave() {
   if ( my_owner ) {
      tell_object( my_owner, the_short()
                  +" tells you:  It is time for me to leave.\n" );
      say( the_short() +" smiles happily.\n" );
   }
   call_out( "go_away", 2 );
   return 1;
} /* do_leave() */

/**************************** ATTACK / COMBAT ***************/
void attack_wildly() {
   object *others, here;
   string me;
   int i;
   
   here = environment();
   if ( !here )
      return;
   me = explode( file_name( this_object() ), "#" )[ 0 ];
   others = all_inventory( here );
   i = sizeof( others );
   while ( i-- ) {
      if ( !living( others[ i ] ) ||
          explode( file_name( others[ i ] ), "#" )[ 0 ] != me )
         others -= ({ others[ i ] }); 
   }
   if ( !sizeof( others ) )
      call_out( "go_away", 1 );
   set_enemy( others[ random( sizeof( others ) ) ] );
} /* attack_wildly() */

int attack_by( object ob ) {
   if ( summoned && !my_owner ) {
      say( the_short() +" says: I will not fight without an owner!\n");
      call_out( "go_away", 1 );
      return 1; 
   }
   if ( interactive( my_owner ) ) {
      if ( ob == my_owner ) {
         tell_object( my_owner, the_short() +" tells you: "
                     "I do not wish to kill you.\n" );
         call_out( "go_away", 0 );
         return 1;
      }
      if ( ( my_owner != ob ) && pk_check( my_owner, ob ) ) {
         tell_object( my_owner, the_short() +" tells you: "
                     "This is too confusing.\n");
         if ( random( 100 ) < ( turn_chance / 5 ) ) {
            attack_wildly();
            return 1;
         }
         if ( summoned ) {
            call_out( "go_away", 1 );
            return 1;
         }
      }
      if ( random( 100 ) < ( turn_chance / 5 ) ) {
         attack_wildly();
         return 1;
      }
   }
   return ::attack_by( ob );
} /* attack_by() */

void event_exit( object ob, string s, object from ) {
   if( ob != my_owner && ob != my_enemy ) return;
   call_out( "move_me", 1 );
}

void go_away() {
   move( "/room/rubbish", "", leave_msg );
} /* dest_me() */

int second_life() {
   my_enemy = 0;
   my_owner = 0;
   go_away();
   return 1;
}

int query_death_xp() {
   return 0;
} /* query_death_xp() */