/*************************************************************************** * 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. * * * * 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. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "player.h" void do_principles( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA)) { send_to_char("Huh?\n\r",ch); return; } if (arg1[0] == '\0' && arg2[0] == '\0') { sprintf(buf,"Principles: Sora (%d), Chikyu (%d), Ningenno (%d).\n\r", ch->pcdata->powers[NPOWER_SORA], ch->pcdata->powers[NPOWER_CHIKYU], ch->pcdata->powers[NPOWER_NINGENNO]); send_to_char(buf,ch); return; } if (arg2[0] == '\0') { if (!str_cmp(arg1,"sora")) { send_to_char("Sora - The finding, observing, and locating principle.\n\r\n\r",ch); if (ch->pcdata->powers[NPOWER_SORA] < 1) send_to_char("You have none of the Sora principles.\n\r",ch); if (ch->pcdata->powers[NPOWER_SORA] > 0) send_to_char("Mitsukeru -Locate- The scrying power to find enemies.\n\r",ch); if (ch->pcdata->powers[NPOWER_SORA] > 1) send_to_char("Koryou -Consider- The read aura power, learn about your enemies.\n\r",ch); if (ch->pcdata->powers[NPOWER_SORA] > 2) send_to_char("Kakusu -Hidden- Enhanced Hide. Only other ninjas can see you.\n\r",ch); if (ch->pcdata->powers[NPOWER_SORA] > 3) send_to_char("Uro-Uro -Silent Walk- You leave no footprints behind.\n\r",ch); if (ch->pcdata->powers[NPOWER_SORA] > 4) send_to_char("Kanzuite -Aware- The truesight power.\n\r", ch); if (ch->pcdata->powers[NPOWER_SORA] > 5) send_to_char("Bomuzite -Sleep Gas- By mixing an potion, you can put everyone in a room to sleep.\n\r", ch); return; } else if (!str_cmp(arg1,"chikyu")) { send_to_char("Chikyu - Preperation for battle.\n\r\n\r",ch); if (ch->pcdata->powers[NPOWER_CHIKYU] < 1) send_to_char("You have none of the Chikyu principles.\n\r",ch); if (ch->pcdata->powers[NPOWER_CHIKYU] > 0) send_to_char("Tsuyoku -Strength- Toughness.\n\r",ch); if (ch->pcdata->powers[NPOWER_CHIKYU] > 1) send_to_char("Songai -Damage- Enhanced damage.\n\r",ch); if (ch->pcdata->powers[NPOWER_CHIKYU] > 2) send_to_char("Isogu -Haste- Adds two extra attacks.\n\r",ch); if (ch->pcdata->powers[NPOWER_CHIKYU] > 3) send_to_char("Tsuiseki -Hunt- Fast hunting.\n\r",ch); if (ch->pcdata->powers[NPOWER_CHIKYU] > 4) send_to_char("Sakeru -Sonic Speed- Dodge more attacks.\n\r", ch); if (ch->pcdata->powers[NPOWER_CHIKYU] > 5) send_to_char("HaraKiri -Blood Power- Hurt yourself to gain power.\n\r", ch ); return; } else if (!str_cmp(arg1,"ningenno")) { send_to_char("Ningenno - The battle, attacking and getting away.\n\r\n\r",ch); if (ch->pcdata->powers[NPOWER_NINGENNO] < 1) send_to_char("You have none of the Ningenno principles.\n\r",ch); if (ch->pcdata->powers[NPOWER_NINGENNO] > 0) send_to_char("Tsume -Claw- IronClaw always worn on wrist to aid in hand-to-hand.\n\r",ch); if (ch->pcdata->powers[NPOWER_NINGENNO] > 1) send_to_char("Hakunetsu -First Strike- You get super backstabs.\n\r",ch); if (ch->pcdata->powers[NPOWER_NINGENNO] > 2) send_to_char("Mienaku -Vanish- Never fail flee.\n\r",ch); if (ch->pcdata->powers[NPOWER_NINGENNO] > 3) send_to_char("Shiroken -Throwing Star- Added attack per round, like headbutt for demons.\n\r",ch); if (ch->pcdata->powers[NPOWER_NINGENNO] > 4) send_to_char("Dokuyaku -Poison- Adds poisons to the Shiroken\n\r", ch); if (ch->pcdata->powers[NPOWER_NINGENNO] > 5) send_to_char("Circle - circle behind your opponent and hit him during battle\n\r", ch ); return; } sprintf(buf,"Principles: Sora (%d), Chikyu (%d), Ningenno (%d).\n\r", ch->pcdata->powers[NPOWER_SORA], ch->pcdata->powers[NPOWER_CHIKYU], ch->pcdata->powers[NPOWER_NINGENNO]); send_to_char(buf,ch); return; } if (!str_cmp(arg2,"improve")) { int improve; int cost; int max; if (!str_cmp(arg1,"sora" )) {improve = NPOWER_SORA; max=6;} else if (!str_cmp(arg1,"chikyu" )) {improve = NPOWER_CHIKYU; max=6;} else if (!str_cmp(arg1,"ningenno" )) {improve = NPOWER_NINGENNO; max=6;} else { send_to_char("Principles: Sora, Chikyu, Ningenno.\n\r",ch); return; } cost = (ch->pcdata->powers[improve]+1) * 10; arg1[0] = UPPER(arg1[0]); if ( ch->pcdata->powers[improve] >= max ) { sprintf(buf,"You have already gained all the powers of the %s principle.\n\r", arg1); send_to_char(buf,ch); return; } if ( cost > ch->practice ) { sprintf(buf,"It costs you %d primal to improve your %s principle.\n\r", cost, arg1); send_to_char(buf,ch); return; } ch->pcdata->powers[improve] += 1; ch->practice -= cost; sprintf(buf,"You improve your ability in the %s principle.\n\r", arg1); send_to_char(buf,ch); } else send_to_char("To improve a principle, type: Principle <principle type> improve.\n\r",ch); return; } void do_michi( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_CLASS(ch, CLASS_NINJA) ) { if ( ch->rage >= 50 ) { send_to_char("But you are already in the state of Michi.\n\r",ch); return; } if ( ch->move < 1000 ) { send_to_char("But you don't have enough move to perform the michi.\n\r", ch); return; } send_to_char("You are gifted positive energy while performing the michi.\n\r",ch); act("$n is gifted positives energy while performing the michi.",ch,NULL,NULL,TO_ROOM); ch->rage += 200; ch->move -= 1000; WAIT_STATE(ch,12); return; } else send_to_char("But you are already in the state of Michi.\n\r",ch); return; } void do_discipline( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) ) { send_to_char("Huh?\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Discipline whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( IS_IMMORTAL(victim) ) { send_to_char( "Not on Immortals's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot discipline yourself.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_NINJA)) { send_to_char( "They are already disciplined.\n\r", ch ); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only teach avatars.\n\r", ch ); return; } if (victim->class != 0) { send_to_char("They already have a profession.\n\r", ch ); return;} if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot discipline an unwilling person.\n\r", ch ); return; } if (ch->exp < 100000) { send_to_char("You cannot afford the 100000 exp required to discipline them.\n\r",ch); return; } if (victim->exp < 100000) { send_to_char("They cannot afford the 100000 exp required to be disciplined from you.\n\r",ch); return; } ch->exp -= 100000; victim->exp -= 100000; act("You teach $N the ways of the ninja.", ch, NULL, victim, TO_CHAR); act("$n teaches $N the ways of the ninja.", ch, NULL, victim, TO_NOTVICT); act("$n teaches you the way of the ninja.", ch, NULL, victim, TO_VICT); victim->class = CLASS_NINJA; send_to_char( "You are now a ninja.\n\r", victim ); free_string(victim->lord); victim->lord = str_dup(ch->name); victim->generation = ch->generation + 1; save_char_obj(ch); save_char_obj(victim); return; } void do_kakusu( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) ) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 3 ) { send_to_char("You have not learned the Sora principle to 3.\n\r", ch); return; } if (ch->move < 500) { send_to_char("You don't have 500 move to activate your power.\n\r", ch); return; } if ( IS_AFFECTED(ch, AFF_HIDE) ) { REMOVE_BIT(ch->affected_by, AFF_HIDE); act( "$n appears from the shadows.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You appear from the shadows.\n\r", ch ); } else { act( "$n disappears into the shadows.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the shadows.\n\r", ch ); SET_BIT(ch->affected_by, AFF_HIDE); ch->move -= 500; } return; } void do_kanzuite( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) ) { send_to_char("Huh?\n\r", ch); return; } if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 5 ) { send_to_char("You have not learned the Sora principle to 5.\n\r", ch); return; } else if (ch->move < 500) { send_to_char("You don't have 500 move to increase your awareness.\n\r", ch); return; } if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "You're senses return to normal.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "You're senses increase into incredible proportions.\n\r", ch ); ch->move -= 500; } return; } void do_mienaku( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] < 3 ) { send_to_char("You have not learned the Ningenno principle to 3.\n\r", ch); return; } else if (!IS_CLASS(ch, CLASS_NINJA) ) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC(ch) ) return; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (ch->move < 200) { send_to_char("You don't have enough movement points to flee.\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch); return; } was_in = ch->in_room; { EXIT_DATA *pexit; int door; send_to_char("You move to vanish from combat!\n\r", ch ); for ( attempt = 0; attempt < 6; attempt++ ) { door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch) && IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door ); if ( ( now_in = ch->in_room ) == was_in ) continue; /* Use escape instead of flee so people know it's the ninja power */ ch->in_room = was_in; act( "$n has escaped!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) send_to_char( "You escape from combat!\n\r", ch ); /* if (victim->in_room == ch->in_room) { SET_BIT(victim->extra,BLINDFOLDED); act("You start to move at super speeds and blind $N.",ch,NULL,victim,TO_CHAR); act("$n starts to move at super speeds and blinds $N.",ch,NULL,victim,TO_ROOM); act("$n starts to move at super speeds and blinds you.",ch,NULL,victim,TO_VICT); return; } */ ch->move -= 200; stop_fighting( ch, TRUE ); return; } } return; } void do_bomuzite( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA)) { send_to_char("Huh?\n\r", ch); return; } else if ( ch->pcdata->powers[NPOWER_SORA] < 6 ) { send_to_char("You have not learned the Sora principle to 6.\n\r", ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Bomb who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Not on yourself!\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Not while fighting!\n\r", ch ); return; } if (ch->move < 500) { send_to_char("You don't have enough movement points.\n\r", ch); return; } if ( victim->in_room == ch->in_room ) { act("You toss your bomb onto the floor and put $N to sleep.",ch,NULL,victim,TO_CHAR); act("$n tosses a bomb onto the floor. You feel sleepy.",ch,NULL,victim,TO_VICT); victim->position = POS_SLEEPING; ch->move -= 500; WAIT_STATE(ch, 24); return; } return; } void do_tsume(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_NINGENNO] < 1) { send_to_char("Huh?\n\r", ch ); return;} if (IS_VAMPAFF(ch, VAM_CLAWS)) { send_to_char("You remove the IronClaws from your wrists.\n\r", ch ); REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); return;} send_to_char("You attach IronClaws to your wrists.\n\r", ch ); SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); return; } void do_hara_kiri(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_CHIKYU] < 6) { send_to_char("Huh?\n\r", ch ); return;} if (ch->pcdata->powers[HARA_KIRI] > 0) { send_to_char("You are already experiencing the power of HaraKiri.\n\r", ch ); return;} if (ch->hit < ch->max_hit/10) { send_to_char("You are hurt too badly already.\n\r", ch ); return;} ch->pcdata->powers[HARA_KIRI] = ch->hit/500; if (ch->pcdata->powers[HARA_KIRI] < 5) ch->pcdata->powers[HARA_KIRI] = 5; ch->hit = 1; ch->mana = 1; ch->move = 1; send_to_char("You cut your finger and bleed profusely.\n\r", ch ); act("$n cuts his finger and obtains the power of HaraKiri",ch,NULL,NULL,TO_ROOM); return; }