/
lib/banish/
lib/d/coronos/
lib/d/coronos/w/alena/
lib/d/coronos/w/angel/
lib/d/coronos/w/angel/caves/
lib/d/coronos/w/angel/caves/monst/
lib/d/coronos/w/angel/city/chambers/
lib/d/coronos/w/angel/city/monst/
lib/d/coronos/w/angel/city/obj/
lib/d/coronos/w/angel/city/streets/
lib/d/coronos/w/angel/farms/plains/
lib/d/coronos/w/angel/monst/
lib/d/tempus/
lib/d/tempus/w/angel/
lib/d/tempus/w/kingbill/
lib/d/tempus/w/mirak/
lib/d/tempus/w/mirak/monst/
lib/d/tempus/w/mirak/obj/
lib/d/tempus/w/relgar/planes/baat/
lib/d/tempus/w/sarak/
lib/d/tempus/w/serepion/mon/
lib/d/tempus/w/valrejn/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/include/fn_specs/
lib/info/
lib/inherit/base/
lib/log/
lib/log/mailbox/
lib/log/main/
lib/news/
lib/obj/party/
lib/objects/componen/
lib/open/
lib/open/party/
lib/open/paste/
lib/open/spells/
lib/open/valrejn/
lib/players/
lib/players/alena/
lib/players/alena/obj/
lib/players/alena/open/
lib/players/alena/private/
lib/players/angel/
lib/players/angel/obj/
lib/players/ash/
lib/players/biggs/
lib/players/biggs/food/
lib/players/biggs/gobkeep/
lib/players/biggs/mnstr/
lib/players/biggs/town/caves/
lib/players/biggs/town/tower/
lib/players/biggs/wpns/
lib/players/calris/
lib/players/deathurg/
lib/players/deathurg/open/
lib/players/deathurg/private/thief/
lib/players/dogberry/
lib/players/dogberry/library/
lib/players/dogberry/open/
lib/players/epsilon/
lib/players/epsilon/private/
lib/players/farewell/
lib/players/hippo/
lib/players/hippo/open/
lib/players/hippo/tools/
lib/players/jimpa/
lib/players/josh/
lib/players/josh/room/
lib/players/josh/room/mage/dungeon/
lib/players/josh/room/mage/dungeon/obj/
lib/players/josh/wep/
lib/players/kingbill/
lib/players/metatron/
lib/players/miette/
lib/players/mirak/
lib/players/mirak/open/
lib/players/parsilan/
lib/players/relgar/
lib/players/relgar/private/
lib/players/sarak/
lib/players/sarak/bugs/
lib/players/sarak/feelings/
lib/players/sarak/magical/
lib/players/sarak/minotaur/island/
lib/players/sarak/open/
lib/players/sarak/private/
lib/players/serepion/
lib/players/serepion/open/
lib/players/serepion/private/
lib/players/spike/
lib/players/spike/open/
lib/players/spike/private/
lib/players/spike/seaworld/
lib/players/valrejn/
lib/players/valrejn/open/
lib/players/valrejn/private/
lib/players/virus/
lib/players/wrath/
lib/players/wrath/arm/
lib/players/wrath/mon/
lib/players/wrath/room/
lib/players/wrath/room/entry/
lib/players/wrath/room/zolgath/
lib/players/wrath/weap/
lib/players/zil/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/library/
lib/room/city/library/open/books/
lib/room/city/shop/
lib/room/death/
lib/room/death/open/
lib/room/island/
lib/room/keeps/
lib/room/registry/
lib/room/ships/crew/
lib/room/ships/open/
lib/room/ships/open/types/bounty/
lib/room/ships/open/types/nebula/
lib/room/ships/open/types/phoenix/
lib/secure/udp_cmd_/
lib/skills/
lib/skills/fighter/
lib/skills/psionici/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/no_banis/
lib/usr/players/
/* back stab */
/* for some strange reason, players can bypass the heart beat of setting
 * their attackers, and hence get multiple backstabs IF they use DO
 * commands and other MACROs supplied by clients. The following use of
 * a flag and a call_out is NOT recommended as a permanent solution,
 * but rather a temporary one.
 * - Angel, Aug '96.
 */

static status done_backstab;

#define <mudlib.h>
#define NAME      (string)this_player()->query_name()

status backstab(string str) {
  object obj, primary, weapon;
  string type;
  int your_dex;
  int dam;
  int my_backstab;

  
  if(!str) {
    notify_fail("backstab who?\n");
    return 0;
  }

  obj = present(lower_case(str), environment(this_player()));
  if(!obj) {
    notify_fail(capitalize(str)+" isn't here to backstab!\n");
    return 0;
  }
  if(!living(obj)) {
    write("Well, it doesn't move. It hardly knows you are here.\n");
    return 1;
  }
  if(done_backstab) {
    write("Not so fast, "+this_player()->query_name()+"!\n");
    return 1;
  }
  if((primary = (object)this_player()->query_primary_attack())) {
    write("attacking check\n");
    if(present(primary, environment(this_player()))) {
      write("You can't backstab someone while fighting!\n");
      return 1;
    }
  }
  if(!this_player()->query_stealth_on()) {
    write("You must sneak up on your victim before you can backstab them!\n");
    return 1;
  }
  your_dex = (int)obj->query_intelligence();
  /* for surprising them...must beat their intelligence */
  my_backstab = (int)this_player()->query_backstab();
  if(random(your_dex) <= random(my_backstab)){
    write("You sneak up on "+ obj->short() +"...\n");
    write("You surprise "+ obj->short() +"!!\n");
    say(NAME +" sneaks up on "+ obj->short() +"...\n");
    say(NAME +" surprises "+ obj->short() +"!!\n");
    dam = random(my_backstab) + (int)this_player()->query_wc();
    dam = dam * ((int)this_player()->query_backstab()/5 + 1);
    weapon = (object)this_player()->query_right_weapon();
    if(weapon) type = (string)weapon->query_type();
      if(random(100) <= 1){
       write("You PLUNGE your weapon into "+ obj->short() +"'s back!\n");
       write("Your weapon RIPS through "+ obj->short() +"'s VITAL organs!\n");
    say("You see "+ NAME + "'s weapon protrude " + obj->short() +"'s CHEST!\n");
    say(NAME +" KILLED "+ obj->short() +" with a sneak attack!!\n");
       obj->death();
       }
}
  else {
    write("You sneak up on "+ obj -> short() +"...\n");
    write(obj->short() +" sees you coming, and dodges the attack!\n");
    tell_object(obj,"You see "+ this_player()->query_name() 
                    +" sneaking up on you.\n");
    say("You see "+ this_player()->query_name()
        +" sneaking up on "+ obj->query_name() +".\n", obj);
    this_player()->add_secondary_attacker(obj); /* get ready to attack */
    done_backstab = 1;
    (int)obj->hit_player();
    call_out("remove_flag", 1);
    this_player()->set_primary_attack(obj);     /* make sure focus of attack */
    this_player()->attack();                    /* attack */
  }
  return 1;
}

remove_flag() { done_backstab = 0; }
/* Native Mode Move */

#include <move.h>