/*************************************************************************** * 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. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * In order to use any part of this Envy Diku Msud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * 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. * ***************************************************************************/ /*$Id: cls_thf.c,v 1.5 2005/03/15 04:22:58 tyrion Exp $*/ #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <time.h> #include "merc.h" char* target_name; extern void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int spell_thieves_cant( int sn, int level, CHAR_DATA *ch, void *vo ) { AFFECT_DATA af; if ( IS_AFFECTED2( ch, AFF_SHADOW_PLANE )) { send_to_char(AT_WHITE, "You must leave the shadow realm.\n\r", ch); return SKPELL_MISSED; } af.duration = ch->level/4; af.level = ch->level; af.location = APPLY_DEX; af.modifier = ch->level/25; af.bitvector = AFF_THIEVESCANT; affect_to_char4(ch , &af); send_to_char(AT_ORANGE, "The knowledge of the thieves flows through you!\n\r", ch); return SKPELL_NO_DAMAGE; } int skill_double_backstab( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; one_argument( target_name, arg ); if ( arg[0] == '\0' ) { send_to_char(C_DEFAULT, "Double Backstab whom?\n\r", ch ); return SKPELL_MISSED; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char(C_DEFAULT, "They aren't here.\n\r", ch ); return SKPELL_MISSED; } if ( victim == ch ) { send_to_char(C_DEFAULT, "How can you sneak up on yourself?\n\r", ch ); return SKPELL_MISSED; } if ( !( obj = get_eq_char( ch, WEAR_WIELD ) ) || obj->value[3] != 11 ) { send_to_char(C_DEFAULT, "You need to wield a piercing weapon.\n\r", ch ); return SKPELL_MISSED; } if ( victim->fighting ) { send_to_char(C_DEFAULT, "You can't double backstab a fighting person.\n\r", ch ); return SKPELL_MISSED; } if ( victim->hit < (victim->max_hit - 200) ) { act(C_DEFAULT, "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return SKPELL_MISSED; } if ( !is_pkillable( ch, victim ) ) { return SKPELL_MISSED; } if ( IS_AFFECTED2( ch, AFF_SHADOW_PLANE )) { send_to_char(AT_WHITE, "You must leave the shadow realm.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED4( ch, AFF_BURROW )) { send_to_char(AT_WHITE, "You must wait until the earth heals you.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED2( victim, AFF_SHADOW_PLANE )) { send_to_char(AT_WHITE, "You can not attack someone who is in the shadow plane.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED4( victim, AFF_BURROW )) { send_to_char(AT_WHITE, "You can not attack someone who is burrowed.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED( victim, AFF_PEACE ) ) { send_to_char(AT_WHITE, "A wave of peace overcomes you.\n\r", ch); return SKPELL_MISSED; } if (!IS_NPC(victim)) ch->pkill_timer = 0; check_killer( ch, victim ); WAIT_STATE( ch, skill_table[sn].beats ); if ( !IS_AWAKE( victim ) || IS_NPC( ch ) || number_percent( ) < ( ch->pcdata->learned[sn] / 10 ) ) { multi_hit( ch, victim, sn ); multi_hit( ch, victim, sn ); } else { return SKPELL_ZERO_DAMAGE; } return SKPELL_NO_DAMAGE; } int skill_triple_backstab( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; one_argument( target_name, arg ); if ( arg[0] == '\0' ) { send_to_char(C_DEFAULT, "Triple Backstab whom?\n\r", ch ); return SKPELL_MISSED; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char(C_DEFAULT, "They aren't here.\n\r", ch ); return SKPELL_MISSED; } if ( victim == ch ) { send_to_char(C_DEFAULT, "How can you sneak up on yourself?\n\r", ch ); return SKPELL_MISSED; } if ( !( obj = get_eq_char( ch, WEAR_WIELD ) ) || obj->value[3] != 11 ) { send_to_char(C_DEFAULT, "You need to wield a piercing weapon.\n\r", ch ); return SKPELL_MISSED; } if ( victim->fighting ) { send_to_char(C_DEFAULT, "You can't triple backstab a fighting person.\n\r", ch ); return SKPELL_MISSED; } if ( victim->hit < (victim->max_hit - 200) ) { act(C_DEFAULT, "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return SKPELL_MISSED; } if ( !is_pkillable( ch, victim ) ) { return SKPELL_MISSED; } if ( IS_AFFECTED2( ch, AFF_SHADOW_PLANE )) { send_to_char(AT_WHITE, "You must leave the shadow realm.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED4( ch, AFF_BURROW )) { send_to_char(AT_WHITE, "You must wait until the earth heals you.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED2( victim, AFF_SHADOW_PLANE )) { send_to_char(AT_WHITE, "You can not attack someone who is in the shadow plane.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED4( victim, AFF_BURROW )) { send_to_char(AT_WHITE, "You can not attack someone who is burrowed.\n\r", ch); return SKPELL_MISSED; } if ( IS_AFFECTED( victim, AFF_PEACE ) ) { send_to_char(AT_WHITE, "A wave of peace overcomes you.\n\r", ch); return SKPELL_MISSED; } if (!IS_NPC(victim)) ch->pkill_timer = 0; check_killer( ch, victim ); WAIT_STATE( ch, skill_table[sn].beats ); if ( !IS_AWAKE( victim ) || IS_NPC( ch ) || number_percent( ) < ( ch->pcdata->learned[sn] / 10 ) ) { multi_hit( ch, victim, sn ); multi_hit( ch, victim, sn ); multi_hit( ch, victim, sn ); } else { return SKPELL_ZERO_DAMAGE; } return SKPELL_NO_DAMAGE; } int skill_unwavering_reflexes( int sn, int level, CHAR_DATA *ch, void *vo ) { // dodge web/solidify/paralyze return SKPELL_NO_DAMAGE; }