/******************************************************************************
 Copyright 2000-2001 Richard Woolcock.  All rights reserved.  This software may
 only be used, copied, modified, distributed or sub-licensed under the terms of
 the Glad license, which must always be included with any distributions of this
 software.  This copyright notice must remain unmodified at the top of any file
 containing any of the code found within this file.
 ******************************************************************************/

/******************************************************************************
 File Name        : combat_eyes.c
 ******************************************************************************
 Description      : The "eyes" combat table and associated commands.
 ******************************************************************************
 Revision History :

 Date/Author : DD-MMM-YYYY   <author's name>
 Description : <description of change>

 Date/Author : 15-Jan-2001   Richard Woolcock (aka KaVir).
 Description : Initial version for Glad 2.0a.
 ******************************************************************************/

/******************************************************************************
 Required library files.
 ******************************************************************************/

#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <unistd.h>
#include <ctype.h>
#include <netinet/in.h>
#include <sys/time.h>
#include <sys/types.h>
#include <sys/socket.h>
#include "sockets.h"
#include "combat.h"
#include "combat_eyes.h"
#include "glad.h"

/******************************************************************************
 Required local variables.
 ******************************************************************************/

/* Create the combat table */
const cmbt_table_t kstCmbtTableEyes[] =
{ /* Requirements Function        AP   ATT  DEF  DAM  Block message */
   { " ",         CmbtNull,       1,   +0,  +0,  +0,  "misses" },
   { "aaaaa",     CmbtAim,        5,   +25, +0,  +0,  "misses" },
   { "aaaa",      CmbtAim,        4,   +20, +0,  +0,  "misses" },
   { "aaa",       CmbtAim,        3,   +15, +0,  +0,  "misses" },
   { "aa",        CmbtAim,        2,   +10, +0,  +0,  "misses" },
   { "a",         CmbtAim,        1,   +5,  +0,  +0,  "misses" },
   { "ddddd",     CmbtDefend,     5,   +0,  +25, +0,  "misses" },
   { "dddd",      CmbtDefend,     4,   +0,  +20, +0,  "misses" },
   { "ddd",       CmbtDefend,     3,   +0,  +15, +0,  "misses" },
   { "dd",        CmbtDefend,     2,   +0,  +10, +0,  "misses" },
   { "d",         CmbtDefend,     1,   +0,  +5,  +0,  "misses" },
   { "fffff",     CmbtFocus,      5,   +10, +10, +5,  "misses" },
   { "ffff",      CmbtFocus,      4,   +8,  +8,  +4,  "misses" },
   { "fff",       CmbtFocus,      3,   +6,  +6,  +3,  "misses" },
   { "ff",        CmbtFocus,      2,   +4,  +4,  +2,  "misses" },
   { "f",         CmbtFocus,      1,   +2,  +2,  +1,  "misses" },
   { "mmmmm",     CmbtMeditate,   5,   +0,  +0,  +0,  "misses" },
   { "mmmm",      CmbtMeditate,   4,   +0,  +0,  +0,  "misses" },
   { "mmm",       CmbtMeditate,   3,   +0,  +0,  +0,  "misses" },
   { "mm",        CmbtMeditate,   2,   +0,  +0,  +0,  "misses" },
   { "m",         CmbtMeditate,   1,   +0,  +0,  +0,  "misses" },
   { "ppppp",     CmbtPower,      5,   +0,  +0,  +15, "misses" },
   { "pppp",      CmbtPower,      4,   +0,  +0,  +12, "misses" },
   { "ppp",       CmbtPower,      3,   +0,  +0,  +9,  "misses" },
   { "pp",        CmbtPower,      2,   +0,  +0,  +6,  "misses" },
   { "p",         CmbtPower,      1,   +0,  +0,  +3,  "misses" },
   { "sssss",     CmbtSpeed,      5,   +0,  +0,  +0,  "misses" },
   { "ssss",      CmbtSpeed,      4,   +0,  +0,  +0,  "misses" },
   { "sss",       CmbtSpeed,      3,   +0,  +0,  +0,  "misses" },
   { "ss",        CmbtSpeed,      2,   +0,  +0,  +0,  "misses" },
   { "s",         CmbtSpeed,      1,   +0,  +0,  +0,  "misses" },

   /* Commands (an '@' followed by one letter) */
   { "@a",        CmbtCmdAim,     0,   +0,  +0,  +0,  "misses" },
   { "@d",        CmbtCmdDefend,  0,   +0,  +0,  +0,  "misses" },
   { "@f",        CmbtCmdFocus,   0,   +0,  +0,  +0,  "misses" },
   { "@m",        CmbtCmdMeditate,0,   +0,  +0,  +0,  "misses" },
   { "@p",        CmbtCmdPower,   0,   +0,  +0,  +0,  "misses" },
   { "@s",        CmbtCmdSpeed,   0,   +0,  +0,  +0,  "misses" },

   { NULL }
};

/******************************************************************************
 Commands specific to this table.
 ******************************************************************************/

CMBT(CmdAim)
{
   const int kiCost = 100; /* The cost of this particular fighting move */

   if ( pstBody->bBusy[AP_EYES] )
   {
      SendToBody( pstBody, TO_USER, "You're already concentrating on something else!\n\r" );
   }
   else if ( pstBody->iActions[AP_EYES] < kiCost )
   {
      /* Inform the player that they don't have enough action points */
      SendToBody( pstBody, TO_USER, "You need %d action points to improve your aim, you have %d.\n\r", 
         kiCost, pstBody->iActions[AP_EYES] );
   }
   else /* The character is able to make the attack */
   {
      /* Inform the user that the move is taking place */
      SendToBody( pstBody, TO_USER, "Ok.\n\r" );

      pstBody->iActions[AP_EYES] -= kiCost;        /* Subtract the action points */
      pstBody->bBusy[AP_EYES] = TRUE;              /* Set legs to "busy"         */
      Combat( pstBody, AP_EYES, 'a', TABLE_EYES ); /* Call the combat function   */
   }
}

CMBT(CmdDefend)
{
   const int kiCost = 100; /* The cost of this particular fighting move */

   if ( pstBody->bBusy[AP_EYES] )
   {
      SendToBody( pstBody, TO_USER, "You're already concentrating on something else!\n\r" );
   }
   else if ( pstBody->iActions[AP_EYES] < kiCost )
   {
      /* Inform the player that they don't have enough action points */
      SendToBody( pstBody, TO_USER, "You need %d action points to defend, you have %d.\n\r", 
         kiCost, pstBody->iActions[AP_EYES] );
   }
   else /* The character is able to make the attack */
   {
      /* Inform the user that the move is taking place */
      SendToBody( pstBody, TO_USER, "Ok.\n\r" );

      pstBody->iActions[AP_EYES] -= kiCost;        /* Subtract the action points */
      pstBody->bBusy[AP_EYES] = TRUE;              /* Set legs to "busy"         */
      Combat( pstBody, AP_EYES, 'd', TABLE_EYES ); /* Call the combat function   */
   }
}

CMBT(CmdFocus)
{
   const int kiCost = 100; /* The cost of this particular fighting move */

   if ( pstBody->bBusy[AP_EYES] )
   {
      SendToBody( pstBody, TO_USER, "You're already concentrating on something else!\n\r" );
   }
   else if ( pstBody->iActions[AP_EYES] < kiCost )
   {
      /* Inform the player that they don't have enough action points */
      SendToBody( pstBody, TO_USER, "You need %d action points to focus your fighting techniques, you have %d.\n\r", 
         kiCost, pstBody->iActions[AP_EYES] );
   }
   else /* The character is able to make the attack */
   {
      /* Inform the user that the move is taking place */
      SendToBody( pstBody, TO_USER, "Ok.\n\r" );

      pstBody->iActions[AP_EYES] -= kiCost;        /* Subtract the action points */
      pstBody->bBusy[AP_EYES] = TRUE;              /* Set legs to "busy"         */
      Combat( pstBody, AP_EYES, 'f', TABLE_EYES ); /* Call the combat function   */
   }
}

CMBT(CmdMeditate)
{
   const int kiCost = 100; /* The cost of this particular fighting move */

   if ( pstBody->bBusy[AP_EYES] )
   {
      SendToBody( pstBody, TO_USER, "You're already concentrating on something else!\n\r" );
   }
   else if ( pstBody->iActions[AP_EYES] < kiCost )
   {
      /* Inform the player that they don't have enough action points */
      SendToBody( pstBody, TO_USER, "You need %d action points to meditate, you have %d.\n\r", 
         kiCost, pstBody->iActions[AP_EYES] );
   }
   else /* The character is able to make the attack */
   {
      /* Inform the user that the move is taking place */
      SendToBody( pstBody, TO_USER, "Ok.\n\r" );

      pstBody->iActions[AP_EYES] -= kiCost;        /* Subtract the action points */
      pstBody->bBusy[AP_EYES] = TRUE;              /* Set legs to "busy"         */
      Combat( pstBody, AP_EYES, 'm', TABLE_EYES ); /* Call the combat function   */
   }
}

CMBT(CmdPower)
{
   const int kiCost = 100; /* The cost of this particular fighting move */

   if ( pstBody->bBusy[AP_EYES] )
   {
      SendToBody( pstBody, TO_USER, "You're already concentrating on something else!\n\r" );
   }
   else if ( pstBody->iActions[AP_EYES] < kiCost )
   {
      /* Inform the player that they don't have enough action points */
      SendToBody( pstBody, TO_USER, "You need %d action points to power up your attacks, you have %d.\n\r", 
         kiCost, pstBody->iActions[AP_EYES] );
   }
   else /* The character is able to make the attack */
   {
      /* Inform the user that the move is taking place */
      SendToBody( pstBody, TO_USER, "Ok.\n\r" );

      pstBody->iActions[AP_EYES] -= kiCost;        /* Subtract the action points */
      pstBody->bBusy[AP_EYES] = TRUE;              /* Set legs to "busy"         */
      Combat( pstBody, AP_EYES, 'p', TABLE_EYES ); /* Call the combat function   */
   }
}

CMBT(CmdSpeed)
{
   const int kiCost = 100; /* The cost of this particular fighting move */

   if ( pstBody->bBusy[AP_EYES] )
   {
      SendToBody( pstBody, TO_USER, "You're already concentrating on something else!\n\r" );
   }
   else if ( pstBody->iActions[AP_EYES] < kiCost )
   {
      /* Inform the player that they don't have enough action points */
      SendToBody( pstBody, TO_USER, "You need %d action points to accelerate your attacks, you have %d.\n\r", 
         kiCost, pstBody->iActions[AP_EYES] );
   }
   else /* The character is able to make the attack */
   {
      /* Inform the user that the move is taking place */
      SendToBody( pstBody, TO_USER, "Ok.\n\r" );

      pstBody->iActions[AP_EYES] -= kiCost;        /* Subtract the action points */
      pstBody->bBusy[AP_EYES] = TRUE;              /* Set legs to "busy"         */
      Combat( pstBody, AP_EYES, 's', TABLE_EYES ); /* Call the combat function   */
   }
}

/******************************************************************************
 Combat techniques.
 ******************************************************************************/

CMBT(Aim)
{
   SendToBody( pstBody, TO_USER, "You concentrate on aiming your attacks.\n\r" );
   SendToBody( pstBody, TO_ROOM, "{name} concentrates on aiming {his/her} attacks.\n\r" );
}

CMBT(Defend)
{
   SendToBody( pstBody, TO_USER, "You concentrate on your defence.\n\r" );
   SendToBody( pstBody, TO_ROOM, "{name} concentrates on {his/her} defence.\n\r" );
}

CMBT(Focus)
{
   SendToBody( pstBody, TO_USER, "You concentrate on your overall fighting technique.\n\r" );
   SendToBody( pstBody, TO_ROOM, "{name} concentrates on {his/her} overall fighting technique.\n\r" );
}

CMBT(Meditate)
{
   SendToBody( pstBody, TO_USER, "You meditate.\n\r" );
   SendToBody( pstBody, TO_ROOM, "{name} meditates.\n\r" );

   /* Number of HEALTH healed equals the speed of the movement */
   pstBody->iDam -= kstCmbtTable[pstBody->eTable[AP_EYES]][pstBody->iCmbtIndex[AP_EYES]].iSpeed;

   /* Make sure they don't heal themselves beyond full health! */
   if ( pstBody->iDam < 0 )
   {
      pstBody->iDam = 0;
   }
}

CMBT(Power)
{
   SendToBody( pstBody, TO_USER, "You concentrate on improving the power of your attacks.\n\r" );
   SendToBody( pstBody, TO_ROOM, "{name} concentrates on improving the power of {his/her} attacks.\n\r" );
}

CMBT(Speed)
{
   int iSpeed = kstCmbtTable[pstBody->eTable[AP_EYES]][pstBody->iCmbtIndex[AP_EYES]].iSpeed;

   SendToBody( pstBody, TO_USER, "You concentrate on improving the speed of your attacks.\n\r" );
   SendToBody( pstBody, TO_ROOM, "{name} concentrates on improving the speed of {his/her} attacks.\n\r" );

   /* You get 1x, 2x, 3x, 4x then 5x normal action points to each hand */
   pstBody->iActions[AP_LEFT_HAND] += (iSpeed*GetSpeed(pstBody));
   pstBody->iActions[AP_RIGHT_HAND] += (iSpeed*GetSpeed(pstBody));
}