dsIIr4/bin/
dsIIr4/extra/creremote/
dsIIr4/extra/wolfpaw/
dsIIr4/lib/cmds/admins/
dsIIr4/lib/cmds/common/
dsIIr4/lib/cmds/creators/include/
dsIIr4/lib/cmds/creators/include/SCCS/
dsIIr4/lib/daemon/services/
dsIIr4/lib/doc/
dsIIr4/lib/domains/Ylsrim/
dsIIr4/lib/domains/Ylsrim/adm/
dsIIr4/lib/domains/Ylsrim/armor/
dsIIr4/lib/domains/Ylsrim/broken/
dsIIr4/lib/domains/Ylsrim/fish/
dsIIr4/lib/domains/Ylsrim/meal/
dsIIr4/lib/domains/Ylsrim/npc/
dsIIr4/lib/domains/Ylsrim/virtual/
dsIIr4/lib/domains/Ylsrim/weapon/
dsIIr4/lib/domains/campus/adm/
dsIIr4/lib/domains/campus/etc/
dsIIr4/lib/domains/campus/meals/
dsIIr4/lib/domains/campus/npc/
dsIIr4/lib/domains/campus/save/
dsIIr4/lib/domains/campus/txt/
dsIIr4/lib/domains/campus/txt/ai/charles/
dsIIr4/lib/domains/campus/txt/ai/charles/bak2/
dsIIr4/lib/domains/campus/txt/ai/charles/bak2/bak1/
dsIIr4/lib/domains/campus/txt/ai/charly/
dsIIr4/lib/domains/campus/txt/ai/charly/bak/
dsIIr4/lib/domains/campus/txt/jenny/
dsIIr4/lib/domains/default/creator/
dsIIr4/lib/domains/default/doors/
dsIIr4/lib/domains/default/etc/
dsIIr4/lib/domains/default/virtual/
dsIIr4/lib/domains/default/weap/
dsIIr4/lib/domains/town/virtual/
dsIIr4/lib/lib/comp/
dsIIr4/lib/lib/lvs/
dsIIr4/lib/lib/user/
dsIIr4/lib/lib/virtual/
dsIIr4/lib/log/
dsIIr4/lib/obj/book_source/
dsIIr4/lib/obj/include/
dsIIr4/lib/realms/template/
dsIIr4/lib/realms/template/adm/
dsIIr4/lib/realms/template/area/armor/
dsIIr4/lib/realms/template/area/npc/
dsIIr4/lib/realms/template/area/obj/
dsIIr4/lib/realms/template/area/room/
dsIIr4/lib/realms/template/area/weap/
dsIIr4/lib/realms/template/bak/
dsIIr4/lib/realms/template/cmds/
dsIIr4/lib/save/
dsIIr4/lib/save/kills/o/
dsIIr4/lib/secure/cfg/classes/
dsIIr4/lib/secure/cmds/creators/include/
dsIIr4/lib/secure/cmds/players/
dsIIr4/lib/secure/cmds/players/include/
dsIIr4/lib/secure/daemon/include/
dsIIr4/lib/secure/lib/
dsIIr4/lib/secure/lib/include/
dsIIr4/lib/secure/lib/net/include/
dsIIr4/lib/secure/lib/std/
dsIIr4/lib/secure/modules/
dsIIr4/lib/secure/npc/
dsIIr4/lib/secure/obj/include/
dsIIr4/lib/secure/room/
dsIIr4/lib/secure/save/
dsIIr4/lib/secure/save/boards/
dsIIr4/lib/secure/save/players/g/
dsIIr4/lib/secure/tmp/
dsIIr4/lib/secure/verbs/creators/
dsIIr4/lib/shadows/
dsIIr4/lib/spells/
dsIIr4/lib/std/board/
dsIIr4/lib/std/lib/
dsIIr4/lib/tmp/
dsIIr4/lib/verbs/admins/include/
dsIIr4/lib/verbs/common/
dsIIr4/lib/verbs/common/include/
dsIIr4/lib/verbs/creators/include/
dsIIr4/lib/verbs/players/include/SCCS/
dsIIr4/lib/verbs/rooms/
dsIIr4/lib/verbs/rooms/include/
dsIIr4/lib/www/
dsIIr4/v22.2b14-dsouls2/
dsIIr4/v22.2b14-dsouls2/ChangeLog.old/
dsIIr4/v22.2b14-dsouls2/Win32/
dsIIr4/v22.2b14-dsouls2/compat/
dsIIr4/v22.2b14-dsouls2/compat/simuls/
dsIIr4/v22.2b14-dsouls2/include/
dsIIr4/v22.2b14-dsouls2/mudlib/
dsIIr4/v22.2b14-dsouls2/testsuite/
dsIIr4/v22.2b14-dsouls2/testsuite/clone/
dsIIr4/v22.2b14-dsouls2/testsuite/command/
dsIIr4/v22.2b14-dsouls2/testsuite/data/
dsIIr4/v22.2b14-dsouls2/testsuite/etc/
dsIIr4/v22.2b14-dsouls2/testsuite/include/
dsIIr4/v22.2b14-dsouls2/testsuite/inherit/
dsIIr4/v22.2b14-dsouls2/testsuite/inherit/master/
dsIIr4/v22.2b14-dsouls2/testsuite/log/
dsIIr4/v22.2b14-dsouls2/testsuite/single/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/compiler/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/efuns/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/operators/
dsIIr4/v22.2b14-dsouls2/testsuite/u/
dsIIr4/v22.2b14-dsouls2/tmp/
dsIIr4/win32/
/*  Allows players to possibly backstab a targets
 *  created by Rush@Dead Souls
 *  Version: @(#) backstab.c 1.3@(#)
 *  Last Modified: 96/12/21
 */

#include <lib.h>
#include <position.h>
#include "damage_types.h"
#include "include/backstab.h"

inherit LIB_VERB;

static void create() {
    verb::create();
    SetVerb("backstab");
    SetRules("LIV");
    SetErrorMessage("Who do you want to backstab?");
    SetHelp("Syntax: backstab LIVING\n\n"
      "This sneaky attack allows more devious players to "
      "backstab a specified target.");
}

mixed can_backstab_liv() {
    if( !environment(this_player()) ) return 0;
    if( this_player()->GetInCombat() )
	return "You are too busy with combat!";
    else return this_player()->CanManipulate();
}

mixed do_backstab_liv(object ob) {
    object env;

    if(!(env = environment(this_player()))) return 0;
    if( (int)this_player()->GetPosition() != POSITION_STANDING )
	this_player()->eventStand();   
    if(!ob || !present(ob, env)) {
	this_player()->eventPrint("Your hapless victim is no longer present.");
	return 1;
    }
    this_player()->eventPrint("%^RED%^You sneak up behind " + ob->GetName() + "...%^RESET%^");
    this_player()->SetAttack(ob, (:eventBackstab, this_player(), ob:));
    return 1;
}

int eventBackstab(object backstabber, object target) {
    object env;
    float tmp;
    int suprise;
    object *weapons;
    int numberOfWeapons;
    int numberOfStabs;
    int i;

    if(!backstabber || !(env = environment(backstabber))) return 0;
    if(!target || !present(target, env)) {
	backstabber->eventPrint("Your hapless victim is no longer present.");
	return 1;
    }

    tmp = backstabber->GetSkillLevel("stealth")*1.5;
    tmp += backstabber->GetStatLevel("charisma")/2.0;
    tmp += backstabber->GetStatLevel("luck")/3.0;
    tmp += backstabber->GetMobility()/3.0;
    tmp -= target->GetStatLevel("luck")/3.0;
    tmp -= target->GetStatLevel("wisdom")/3.0;
    tmp -= target->GetMobility()/5.0;
    tmp *= 1.0;
    if(tmp < 1.0) tmp = 1.0;
    suprise = to_int(tmp);

    backstabber->AddSkillPoints("stealth", to_int(suprise * 3.0));
    backstabber->AddStaminaPoints(-(5 + random(5)));
    moral_act(backstabber, target, -30);

    if(suprise < random(100) || !present(target, environment(backstabber))) {
	backstabber->eventPrint("%^RED%^" + target->GetName()
	  + " evades your poorly executed backstab.%^RESET%^");
	target->eventPrint("%^RED%^You easily dodge " + possessive_noun(backstabber)
	  + " attempted backstab.%^RESET%^");
	environment(backstabber)->eventPrint("%^RED%^" + target->GetName()
	  + " dodges " + possessive_noun(backstabber) + " attempted backstab.%^RESET%^",
	  ({backstabber, target}));
	return 1;
    }  

    weapons = backstabber->GetWielded();
    numberOfWeapons = sizeof(weapons);

    if(!numberOfWeapons) {
	backstabber->eventPrint("%^RED%^You beat your fists ineffectively on "
	  + possessive_noun(target) + " back.%^RESET%^");
	target->eventPrint("%^RED%^Somebody beats ineffectively upon your back.%^RESET%^");
	environment(backstabber)->eventPrint("%^RED%^" + backstabber->GetName()
	  + " backstabs " + target->GetName() + " expertly... unfortunately "
	  + nominative(backstabber) + " forgot " + possessive(backstabber) + " knives.%^RESET%^",
	  ({backstabber, target}));
	return 1;
    }

    numberOfStabs = 0;
    for(i = 0; i < numberOfWeapons && target; i++)
	numberOfStabs += eventStab(backstabber, target, weapons[i]);
    if(!numberOfStabs) {
	target->eventPrint("%^RED%^You dodge " + possessive_noun(backstabber)
	  + " attempted backstab.%^RESET%^");
	return 1;
    }

    backstabber->eventExecuteAttack(target);
    return 1;
}

int eventStab(object backstabber, object target, object weapon) {
    string weaponType;
    int damage;
    float x;
    int percentDamage;
    float adjustment;
    int numberWielded;

    if(!(weaponType = (string)weapon->GetWeaponType())) return 0;
    numberWielded = sizeof(backstabber->GetWielded());

    x = weapon->GetClass() * 5.0;
    x += backstabber->GetSkillLevel(weaponType + " attack")/1.0;
    x += backstabber->GetStatLevel("strength")/2.0;
    x += backstabber->GetStatLevel("luck")/3.0;
    x += backstabber->GetMobility()/3.0;
    if(numberWielded > 1) {
	adjustment = backstabber->GetSkillLevel("multi-weapon") / (numberWielded / 2.0);
	x *= adjustment/100.0;
    }
    x -= target->GetStatLevel("luck")/3.0;
    x *= 0.5;
    x = (x + random(x)) / 2.0;
    if(weaponType != "knife") x = (x - 50.0) / 4.0;
    if(x < 1.0) x = 0.0;

    damage = (int)target->eventReceiveDamage(backstabber,
      weapon->GetDamageType(), to_int(x), 0, target->GetTorso());
    if(damage > 0) {
	weapon->eventReceiveDamage(BLUNT, damage, 0, target->GetTorso());
	percentDamage = damage * 100 / target->GetMaxHealthPoints();
	if(percentDamage < 1) percentDamage = 0;
    }
    else percentDamage = 0;
    eventPrintDamage(backstabber, target, weapon, percentDamage);
    backstabber->AddSkillPoints(weaponType + " attack", 7 + damage/10);
    return 1;
}

int eventPrintDamage(object backstabber, object target, object weapon, int percentDamage) {
    string adverb;
    string myVerb;
    string verb;

    if(!percentDamage) {
	backstabber->eventPrint("%^RED%^You fumble awkwardly with your "
	  + strip_article(weapon->GetShort()) + ".%^RESET%^");
	environment(backstabber)->eventPrint("%^RED%^" + backstabber->GetName()
	  + " fumbles awkwardly with " + possessive(backstabber) + " "
	  + strip_article(weapon->GetShort()) + ".%^RESET%^",
	  ({backstabber, target}));
	return 1;
    }

    if(percentDamage < 15) {
	myVerb = "jab ";
	verb = "jabs ";
	adverb = "sharply ";
    }
    else if(percentDamage < 30) {
	myVerb = "stab ";
	verb = "stabs ";
	adverb = "painfully ";
    }
    else {
	myVerb = "slam ";
	verb = "slams ";
	adverb = "deep ";
    }

    backstabber->eventPrint("%^RED%^You " + myVerb + "your "
      + strip_article(weapon->GetShort()) + " " + adverb + "into "
      + possessive_noun(target) + " back.%^RESET%^");
    target->eventPrint("%^RED%^Your back sears with pain as a " + weapon->GetWeaponType()
      + " " + verb + adverb + "into you.%^RESET%^");
    environment(backstabber)->eventPrint("%^RED%^" + backstabber->GetName() + " "
      + verb + possessive(backstabber) + " " + strip_article(weapon->GetShort())
      + " " + adverb + "into " + possessive_noun(target) + " back.%^RESET%^",
      ({backstabber, target}));

    return 1;
}