/***************************************************************************
* 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;
}