/***************************************************************************
* 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. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
int dambonus args((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int stance));
int find_dam(CHAR_DATA * ch, CHAR_DATA * victim, int dam, bool foot)
{
OBJ_DATA *boots;
int stance;
dam += char_damroll(ch);
if (dam == 0)
dam = 1;
if (IS_AFFECTED(victim, AFF_SANCTUARY))
dam = dam / 2;
if (!IS_AWAKE(victim))
dam *= 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->power[DISC_VAMP_POTE] > 0)
dam *= (ch->power[DISC_VAMP_POTE] * .4);
else if (ch->power[DISC_DAEM_ATTA] > 0)
dam *= ch->power[DISC_DAEM_ATTA] * .5;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK))
{
if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3)
dam *= 1.2;
if (ch->chi[CURRENT] > 2)
dam *= (ch->chi[CURRENT] / 2);
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF))
{
if (IS_SET(victim->special, SPC_WOLFMAN))
dam *= 0.3;
if (victim->power[DISC_WERE_BOAR] > 2)
dam *= 0.3;
if (foot == TRUE)
{
if ((boots = get_eq_char(ch, WEAR_FEET)) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER))
dam *= 2;
}
if (foot == FALSE)
{
if ((boots = get_eq_char(ch, WEAR_HANDS)) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER))
dam *= 2;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_LUNA] > 6)
{
if (weather_info.sunlight == SUN_DARK)
dam *= 1.6;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
{
if (weather_info.sunlight == SUN_LIGHT && dam > 1)
dam /= 1.5;
else if (weather_info.sunlight == SUN_DARK)
dam *= 1.5;
}
if (!IS_NPC(ch))
dam = dam + (dam * ((ch->wpn[0] + 1) / 100));
if (!IS_NPC(ch))
{
stance = ch->stance[0];
if (IS_STANCE(ch, STANCE_NORMAL))
dam *= 1.25;
else
dam = dambonus(ch, victim, dam, stance);
}
if (!IS_NPC(victim) && dam > 1000)
dam = number_range(940, 1020);
if (dam <= 0)
dam = 2;
return dam;
}
void do_shinkick(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = TRUE;
int dam;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
WAIT_STATE(ch, 12);
dam = number_range(1, 6);
dam = find_dam(ch, victim, dam, foot);
if (ch->monkcrap == 0)
{
stc("Your aura glows light blue for a moment.\n\r", ch);
act("$n's aura glows a light blue for a moment.", ch, NULL,
victim, TO_VICT);
SET_BIT(ch->monkcrap, COMB_SHIN);
}
else if (ch->monkcrap > 0)
{
stc("Your aura fades away.\n\r", ch);
act("$n's aura fades away.", ch, NULL, victim, TO_VICT);
ch->monkcrap = 0;
}
act("You deliver a powerful blow to $N's shin.", ch, NULL, victim,
TO_CHAR);
act("$n delivers a powerful blow to your shin.", ch, NULL, victim,
TO_VICT);
act("$n delivers a powerful blow to $N's shin.", ch, NULL, victim,
TO_NOTVICT);
damage(ch, victim, dam, gsn_shinkick);
return;
}
void do_palmstrike(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
bool foot = FALSE;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if (ch == victim)
{
send_to_char("You cannot palm strike yourself!\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if (victim->position < POS_FIGHTING)
{
send_to_char
("You can only palm strike someone who is standing.\n\r",
ch);
return;
}
act("You slam your palm into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n slams $s palm into your chest.", ch, NULL, victim, TO_VICT);
act("$n slams $s palm into $N's chest.", ch, NULL, victim,
TO_NOTVICT);
WAIT_STATE(ch, 11);
dam = number_range(1, 4);
find_dam(ch, victim, dam, foot);
dam /= 2;
damage(ch, victim, dam, gsn_palmstrike);
if (victim == NULL || victim->position == POS_DEAD || dam < 1)
return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("You fall to the ground stunned!", victim, NULL, NULL, TO_CHAR);
act("$n falls to the ground stunned!", victim, NULL, NULL, TO_ROOM);
victim->position = POS_STUNNED;
return;
}
void do_knee(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = TRUE;
int dam;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_KNEE))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 11);
dam = number_range(1, 6);
dam = find_dam(ch, victim, dam, foot);
if (IS_SET(ch->monkcrap, COMB_SHIN)
&& !IS_SET(ch->monkcrap, COMB_KNEE))
{
stc("Your aura glows dark blue.\n\r", ch);
act("$n's aura glows dark blue.", ch, NULL, victim, TO_VICT);
SET_BIT(ch->monkcrap, COMB_KNEE);
}
else if (IS_SET(ch->monkcrap, COMB_REV1))
{
stc("Your aura glows a dark green for a moment.\n\r", ch);
SET_BIT(ch->monkcrap, COMB_KNEE);
}
else if (ch->monkcrap > 0)
{
stc("Your aura slowly fades away.\n\r", ch);
act("$n's aura slowly fades away.\n\r", ch, NULL, victim,
TO_VICT);
ch->monkcrap = 0;
}
act("You leap up and slam your knee into $N's chin.", ch, NULL,
victim, TO_CHAR);
act("$n leaps up and slams $s knee into your chin.", ch, NULL, victim,
TO_VICT);
act("$n leaps up and slams $s knee into $N's chin.", ch, NULL, victim,
TO_NOTVICT);
damage(ch, victim, dam, gsn_knee);
return;
}
void do_reverse(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = TRUE;
int dam;
int move = 0;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_SWEEP))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 14);
if (ch->monkcrap == 0)
{
stc("Your aura glows a light blue for a moment.\n\r", ch);
SET_BIT(ch->monkcrap, COMB_REV1);
}
else if (IS_SET(ch->monkcrap, COMB_REV1)
&& IS_SET(ch->monkcrap, COMB_SWEEP))
{
act("You spin around and kick $N viciously in the head.", ch,
NULL, victim, TO_CHAR);
act("You place your hands on $N's head.", ch, NULL, victim,
TO_CHAR);
act("You feel revitalized.", ch, NULL, victim, TO_CHAR);
act("$n's choyoken **- PULVERISES -** you!", ch, NULL, victim,
TO_VICT);
act("$n's choyoken **- PULVERISES -** $N!", ch, NULL, victim,
TO_NOTVICT);
move = (victim->move / 2);
victim->move -= move;
ch->move += UMIN(7500, move);
ch->hit += UMIN(7500, move);
ch->mana += UMIN(7500, move);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
ch->monkcrap = 0;
return;
}
dam = number_range(1, 4);
dam = find_dam(ch, victim, dam, foot);
act("You crouch down and sweep $N's legs out from under $M.", ch,
NULL, victim, TO_CHAR);
act("$n crouches down and sweeps your legs out from under you", ch,
NULL, victim, TO_VICT);
act("$n crouches down and sweeps $N's legs out from under $M", ch,
NULL, victim, TO_NOTVICT);
damage(ch, victim, dam, gsn_monksweep);
return;
}
void do_sweep(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = TRUE;
int dam, mana;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_SWEEP))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 11);
dam = number_range(1, 4);
dam = find_dam(ch, victim, dam, foot);
if (IS_SET(ch->monkcrap, COMB_REV1))
{
stc("Your aura glows a light blue for a moment.\n\r", ch);
SET_BIT(ch->monkcrap, COMB_SWEEP);
}
if (IS_COMB(ch, COMB_THRUST1) && IS_COMB(ch, COMB_THRUST2))
{
act("You sweep around and kick $N viciously in the stomach.",
ch, NULL, victim, TO_CHAR);
act("You place your hands on $N's head.", ch, NULL, victim,
TO_CHAR);
act("You feel revitalized.", ch, NULL, victim, TO_CHAR);
act("$n's raptor strike #R**- SIPHONS -**#n you!", ch, NULL,
victim, TO_VICT);
act("$n's raptor strike #R**- SIPHONS -**#n $N!", ch, NULL,
victim, TO_NOTVICT);
mana = (victim->mana / 2);
victim->mana -= mana;
ch->move += UMIN(7500, mana);
ch->hit += UMIN(7500, mana);
ch->mana += UMIN(7500, mana);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
ch->monkcrap = 0;
return;
}
if (IS_COMB(ch, COMB_REV1) && IS_COMB(ch, COMB_KNEE))
{
act("You crouch down and sweep $N's legs out from under $M.",
ch, NULL, victim, TO_CHAR);
act("$n crouches down and sweeps your legs out from under you", ch, NULL, victim, TO_VICT);
act("$n crouches down and sweeps $N's legs out from under $M",
ch, NULL, victim, TO_NOTVICT);
act("You place strike $N on the neck with two fingers #G**PARALYSING**#n $M.", ch, NULL, victim, TO_CHAR);
act("$n's neck pinch #G**- PARALYSES -**#n you!", ch, NULL,
victim, TO_VICT);
act("$n's neck pinch #G**- PARALYSES -**#n $N!", ch, NULL,
victim, TO_NOTVICT);
if (IS_CLASS(victim, CLASS_FAE))
{
send_to_char("You shrug of the attack.\n\r", victim);
send_to_char("They don't seem that affected.\n\r",
ch);
}
else
WAIT_STATE(victim, 24);
ch->monkcrap = 0;
return;
}
act("You crouch down and sweep $N's legs out from under $M.", ch,
NULL, victim, TO_CHAR);
act("$n crouches down and sweeps your legs out from under you", ch,
NULL, victim, TO_VICT);
act("$n crouches down and sweeps $N's legs out from under $M", ch,
NULL, victim, TO_NOTVICT);
damage(ch, victim, dam, gsn_monksweep);
return;
}
void do_elbow(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = FALSE;
int dam;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_ELBOW))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 11);
dam = number_range(1, 6);
dam = find_dam(ch, victim, dam, foot);
act("You ram your elbow into $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rams $s elbow into your face.", ch, NULL, victim, TO_VICT);
act("$n rams $s elbow into $N's face.", ch, NULL, victim, TO_NOTVICT);
damage(ch, victim, dam, gsn_elbow);
return;
}
void do_thrustkick(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = TRUE;
int dam;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_THRUST))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 11);
dam = number_range(1, 5);
dam = find_dam(ch, victim, dam, foot);
if (ch->monkcrap == 0 && !IS_SET(ch->monkcrap, COMB_THRUST1))
{
stc("Your aura glows dark blue for a moment.\n\r", ch);
act("$n's aura glows dark blue for a moment.", ch, NULL,
victim, TO_VICT);
act("$n's aura glows dark blue for a moment.", ch, NULL,
victim, TO_NOTVICT);
SET_BIT(ch->monkcrap, COMB_THRUST1);
}
else if (IS_SET(ch->monkcrap, COMB_THRUST1)
&& !IS_SET(ch->monkcrap, COMB_THRUST2))
{
stc("Your aura flashes bright blue.\n\r", ch);
act("$n's aura flashes bright blue.", ch, NULL, victim,
TO_VICT);
act("$n's aura flashes bright blue.", ch, NULL, victim,
TO_NOTVICT);
SET_BIT(ch->monkcrap, COMB_THRUST2);
}
else if (ch->monkcrap != 0)
{
stc("Your aura fades.\n\r", ch);
act("$n's aura fades.", ch, NULL, victim, TO_VICT);
act("$n's aura fades.", ch, NULL, victim, TO_NOTVICT);
ch->monkcrap = 0;
}
act("You deliver a thrust kick to $N's chest.", ch, NULL, victim,
TO_CHAR);
act("$n delivers a powerful thrust kick to your chest.", ch, NULL,
victim, TO_VICT);
act("$n delivers a powerful thrust kick to $N's chest.", ch, NULL,
victim, TO_NOTVICT);
damage(ch, victim, dam, gsn_thrustkick);
return;
}
void do_spinkick(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = TRUE;
int dam;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_SPIN))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 11);
dam = number_range(1, 4);
dam = find_dam(ch, victim, dam, foot);
if (IS_COMB(ch, COMB_THRUST1) && IS_COMB(ch, COMB_THRUST2))
{
act("Your aura pulsates and channels energy into your attack.", ch, NULL, NULL, TO_CHAR);
act("$n's aura pulsates and channels energy into $s attack.",
ch, NULL, victim, TO_VICT);
act("$n's aura pulsates and channels energy into $s attack.",
ch, NULL, victim, TO_NOTVICT);
ch->monkcrap = 0;
dam /= 1.2;
damage(ch, victim, dam, gsn_lightningkick);
if (ch->chi[CURRENT] > 1)
{
dam /= 1.2;
damage(ch, victim, dam, gsn_lightningkick);
}
if (ch->chi[CURRENT] > 2)
{
dam /= 1.2;
damage(ch, victim, dam, gsn_lightningkick);
}
if (ch->chi[CURRENT] > 3)
{
dam /= 1.2;
damage(ch, victim, dam, gsn_lightningkick);
}
if (ch->chi[CURRENT] > 4)
{
dam /= 1.2;
damage(ch, victim, dam, gsn_lightningkick);
}
if (ch->chi[CURRENT] > 5)
{
dam /= 1.2;
damage(ch, victim, dam, gsn_lightningkick);
}
return;
}
else if (IS_SET(ch->monkcrap, COMB_SHIN)
&& IS_SET(ch->monkcrap, COMB_KNEE))
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
ch->monkcrap = 0;
stc("You spin around and around, going berserk.\n\r", ch);
act("$n body speeds up, and $e spins around rapidly.", ch,
NULL, victim, TO_ROOM);
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (number_hit > (ch->chi[CURRENT] + 1))
continue;
if (vch->in_room == NULL)
continue;
if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
continue;
if (ch == vch)
continue;
if (vch->in_room == ch->in_room)
{
if ((mount = ch->mount) != NULL)
{
if (mount == vch)
continue;
}
if (can_see(ch, vch))
{
one_hit(ch, vch, gsn_tornadokick, 0);
one_hit(ch, vch, gsn_tornadokick, 0);
number_hit++;
}
}
}
return;
}
act("You spin around and deliver a blow to $N's head.", ch, NULL,
victim, TO_CHAR);
act("$n spins around and delivers a blow to your head.", ch, NULL,
victim, TO_VICT);
act("$n spins around and delivers a devastating blow to $N's head.",
ch, NULL, victim, TO_NOTVICT);
damage(ch, victim, dam, gsn_spinkick);
return;
}
void do_backfist(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
bool foot = FALSE;
int dam;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_FS(ch, TECH_BACK))
{
stc("You haven't learned that technique.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) || get_eq_char(ch, WEAR_HOLD))
{
send_to_char
("You cannot use combos with something in your hands.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 11);
dam = number_range(1, 5);
dam = find_dam(ch, victim, dam, foot);
act("You spin around and slam $N's jaw with your fist.", ch, NULL,
victim, TO_CHAR);
act("$n spins around and slams you in the jaw with $s fist.", ch,
NULL, victim, TO_VICT);
act("$n spins around and slams $N in the jaw with $s fist.", ch, NULL,
victim, TO_NOTVICT);
damage(ch, victim, dam, gsn_backfist);
return;
}
void do_learn(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char lin[MAX_STRING_LENGTH];
int inpart = 0;
int cost = 50000;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
xprintf(lin,
"===========================================================================\n\r");
if (arg[0] == '\0')
{
stc(" Syntax: Learn <fight|techniques|abilities|chi> <power|chi>\n\r", ch);
stc("=============================|Fight Styles|==============================\n\r", ch);
xprintf(buf,
" Trip [%s] Kick [%s] Bash [%s] Elbow [%s] Knee [%s] \n\r",
IS_FS(ch, FS_TRIP) ? "*" : " ", IS_FS(ch,
FS_KICK) ? "*" :
" ", IS_FS(ch, FS_BASH) ? "*" : " ", IS_FS(ch,
FS_ELBOW) ?
"*" : " ", IS_FS(ch, FS_KNEE) ? "*" : " ");
stc(buf, ch);
xprintf(buf,
" Disarm [%s] Bite [%s] Dirt [%s] Grapple [%s] Punch [%s] \n\r",
IS_FS(ch, FS_DISARM) ? "*" : " ", IS_FS(ch,
FS_BITE) ? "*"
: " ", IS_FS(ch, FS_DIRT) ? "*" : " ", IS_FS(ch,
FS_GRAPPLE)
? "*" : " ", IS_FS(ch, FS_PUNCH) ? "*" : " ");
stc(buf, ch);
xprintf(buf,
" Rip [%s] Stamp [%s] Backfist [%s] Jumpkick [%s] Spinkick [%s] \n\r",
IS_FS(ch, FS_RIP) ? "*" : " ", IS_FS(ch,
FS_STAMP) ? "*" :
" ", IS_FS(ch, FS_BACKFIST) ? "*" : " ", IS_FS(ch,
FS_JUMPKICK)
? "*" : " ", IS_FS(ch, FS_SPINKICK) ? "*" : " ");
stc(buf, ch);
xprintf(buf,
" Sweep [%s] Charge [%s] Hurl [%s] Gouge [%s] Headbutt [%s] \n\r",
IS_FS(ch, FS_SWEEP) ? "*" : " ", IS_FS(ch,
FS_CHARGE) ?
"*" : " ", IS_FS(ch, FS_HURL) ? "*" : " ", IS_FS(ch,
FS_GOUGE)
? "*" : " ", IS_FS(ch, FS_HEADBUTT) ? "*" : " ");
stc(buf, ch);
stc("===========================================================================\n\r", ch);
stc(" Techniques \n\r", ch);
stc(lin, ch);
xprintf(buf,
" Thrust Kick [%s] Spin Kick [%s] Backfist [%s] Palm Strike [%s] \n\r",
IS_FS(ch, TECH_THRUST) ? "*" : " ", IS_FS(ch,
TECH_SPIN) ?
"*" : " ", IS_FS(ch, TECH_BACK) ? "*" : " ", IS_FS(ch,
TECH_PALM)
? "*" : " ");
stc(buf, ch);
xprintf(buf,
" Elbow [%s] Sweep [%s] Shin Kick [%s] Knee [%s] \n\r",
IS_FS(ch, TECH_ELBOW) ? "*" : " ", IS_FS(ch,
TECH_SWEEP) ?
"*" : " ", IS_FS(ch, TECH_SHIN) ? "*" : " ", IS_FS(ch,
TECH_KNEE)
? "*" : " ");
stc(buf, ch);
stc(lin, ch);
stc(" Abilities \n\r", ch);
stc(lin, ch);
xprintf(buf,
" Awareness [%s%s%s%s] Body [%s%s%s%s]\n\r",
ch->monkab[AWARE] > 0 ? "*" : " ",
ch->monkab[AWARE] > 1 ? "*" : " ",
ch->monkab[AWARE] > 2 ? "*" : " ",
ch->monkab[AWARE] > 3 ? "*" : " ",
ch->monkab[BODY] > 0 ? "*" : " ",
ch->monkab[BODY] > 1 ? "*" : " ",
ch->monkab[BODY] > 2 ? "*" : " ",
ch->monkab[BODY] > 3 ? "*" : " ");
stc(buf, ch);
xprintf(buf,
" Combat [%s%s%s%s] Spirit [%s%s%s%s]\n\r",
ch->monkab[COMBAT] > 0 ? "*" : " ",
ch->monkab[COMBAT] > 1 ? "*" : " ",
ch->monkab[COMBAT] > 2 ? "*" : " ",
ch->monkab[COMBAT] > 3 ? "*" : " ",
ch->monkab[SPIRIT] > 0 ? "*" : " ",
ch->monkab[SPIRIT] > 1 ? "*" : " ",
ch->monkab[SPIRIT] > 2 ? "*" : " ",
ch->monkab[SPIRIT] > 3 ? "*" : " ");
stc(buf, ch);
stc(lin, ch);
stc(" Chi\n\r", ch);
stc(lin, ch);
xprintf(buf,
" You have attained a level %d mastery of your Ch'i.\n\r",
ch->chi[MAXIMUM]);
stc(buf, ch);
if (ch->chi[CURRENT] > 0)
{
xprintf(buf,
" Your ch'i is currently active at level %d\n\r",
ch->chi[CURRENT]);
stc(buf, ch);
}
else
stc(" You are currently not focusing your ch'i\n\r", ch);
stc(lin, ch);
return;
}
if (!str_cmp(arg1, "fight"))
{
if (!str_cmp(arg, "trip"))
inpart = FS_TRIP;
else if (!str_cmp(arg, "kick"))
inpart = FS_KICK;
else if (!str_cmp(arg, "bash"))
inpart = FS_BASH;
else if (!str_cmp(arg, "elbow"))
inpart = FS_ELBOW;
else if (!str_cmp(arg, "knee"))
inpart = FS_KNEE;
else if (!str_cmp(arg, "headbutt"))
inpart = FS_HEADBUTT;
else if (!str_cmp(arg, "disarm"))
inpart = FS_DISARM;
else if (!str_cmp(arg, "bite"))
inpart = FS_BITE;
else if (!str_cmp(arg, "dirt"))
inpart = FS_DIRT;
else if (!str_cmp(arg, "grapple"))
inpart = FS_GRAPPLE;
else if (!str_cmp(arg, "punch"))
inpart = FS_PUNCH;
else if (!str_cmp(arg, "gouge"))
inpart = FS_GOUGE;
else if (!str_cmp(arg, "rip"))
inpart = FS_RIP;
else if (!str_cmp(arg, "stamp"))
inpart = FS_STAMP;
else if (!str_cmp(arg, "backfist"))
inpart = FS_BACKFIST;
else if (!str_cmp(arg, "jumpkick"))
inpart = FS_JUMPKICK;
else if (!str_cmp(arg, "spinkick"))
inpart = FS_SPINKICK;
else if (!str_cmp(arg, "hurl"))
inpart = FS_HURL;
else if (!str_cmp(arg, "sweep"))
inpart = FS_SWEEP;
else if (!str_cmp(arg, "charge"))
inpart = FS_CHARGE;
else
{
do_learn(ch, "");
return;
}
}
else if (!strcmp(arg1, "techniques"))
{
if (!str_cmp(arg, "knee"))
{
inpart = TECH_KNEE;
cost = 200000;
}
else if (!str_cmp(arg, "spin"))
{
inpart = TECH_SPIN;
cost = 200000;
}
else if (!str_cmp(arg, "backfist"))
{
inpart = TECH_BACK;
cost = 200000;
}
else if (!str_cmp(arg, "elbow"))
{
inpart = TECH_ELBOW;
cost = 200000;
}
else if (!str_cmp(arg, "palm"))
{
inpart = TECH_PALM;
cost = 200000;
}
else if (!str_cmp(arg, "shin"))
{
inpart = TECH_SHIN;
cost = 200000;
}
else if (!str_cmp(arg, "sweep"))
{
inpart = TECH_SWEEP;
cost = 200000;
}
else if (!str_cmp(arg, "thrust"))
{
inpart = TECH_THRUST;
cost = 200000;
}
else
{
do_learn(ch, "");
return;
}
}
else if (!str_cmp(arg1, "abilities"))
{
if (!str_cmp(arg, "body"))
{
inpart = BODY;
cost = 500000;
}
else if (!str_cmp(arg, "combat"))
{
inpart = COMBAT;
cost = 500000;
}
else if (!str_cmp(arg, "spirit"))
{
inpart = SPIRIT;
cost = 500000;
}
else if (!str_cmp(arg, "awareness"))
{
inpart = AWARE;
cost = 500000;
}
else
{
do_learn(ch, "");
return;
}
}
else if (!str_cmp(arg1, "chi"))
{
inpart = MAXIMUM;
cost = (ch->chi[inpart] + 1) * 1000000;
}
else
{
do_learn(ch, "");
return;
}
if (!str_cmp(arg1, "abilities"))
{
if (ch->monkab[inpart] >= 4)
{
stc("You have already learned all you can in this ability.\n\r", ch);
return;
}
if (ch->exp < cost)
{
send_to_char
("You do not have enough experience to learn that power.\n\r",
ch);
return;
}
ch->monkab[inpart]++;
ch->exp -= cost;
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "chi"))
{
if (ch->chi[MAXIMUM] >= 6)
{
stc("You have already mastered your ch'i.\n\r", ch);
return;
}
if (ch->exp < cost)
{
xprintf(buf,
"You need %d experience to gain the next level of mastery of your ch'i.\n\r",
cost);
stc(buf, ch);
return;
}
ch->exp -= cost;
ch->chi[MAXIMUM]++;
stc("You gain more control over your ch'i.\n\r", ch);
return;
}
else
{
if (IS_FS(ch, inpart))
{
send_to_char("You have already got that power.\n\r",
ch);
return;
}
if (ch->exp < cost)
{
send_to_char
("You do not have enough experience to learn that power.\n\r",
ch);
return;
}
SET_BIT(ch->monkstuff, inpart);
ch->exp -= cost;
send_to_char("Ok.\n\r", ch);
return;
}
}
const struct flag_type monk_combos[] = {
{"none", 0, TRUE},
{"thrust", 1, TRUE},
{"thrust", 2, TRUE},
{"shinkick", 4, TRUE},
{"knee", 8, TRUE},
{"reverse", 16, TRUE},
{"sweep", 32, TRUE},
{"", 0, 0}
};