/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#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 "interp.h"
void do_stalk( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if ( IS_NPC(ch) )
return;
argument = one_argument (argument, arg);
if (!IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Stalk whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "You cannot find them.\n\r", ch );
return;
}
if( ch->move < 500)
{
stc( "You don't have enough movement points to stalk them.\n\r",ch);
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your body can't go there.\n\r",ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r",ch);
return;
}
if ( room_is_private(victim->in_room ) )
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
send_to_char( "They are hiding from you.\n\r", ch );
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("But you're already there!\n\r",ch);
return;
}
act("You pick up the trail of $N, and quickly find them.", ch, NULL, victim, TO_CHAR);
act("$n slides into the shadows, stalking someone.", ch, NULL, victim, TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
ch->move -= 500;
act("$n walks out of nowhere behind $N.", ch, NULL, victim, TO_NOTVICT);
act("$n walks out of nowhere from behind.", ch, NULL, victim, TO_VICT);
do_look(ch,"scry");
return;
}
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')
{
xprintf(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;
}
xprintf(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 )
{
xprintf(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 )
{
xprintf(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;
xprintf(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 >= 100 )
{
send_to_char("But you are already in the state of Michi.\n\r",ch);
return;
}
if ( ch->move < 500 )
{
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("$n is gifted positives energies while performing the michi.",ch,NULL,NULL,TO_ROOM);
ch->rage += 100;
ch->move -= 500;
WAIT_STATE(ch,12);
return;
}
else
send_to_char("But you are already in the state of Michi.\n\r",ch);
return;
}
void do_kakusu( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 3 )
{
send_to_char("You have not learned the Sora principle to 3.\n\r", ch);
return;
}
if (ch->move < 500)
{
send_to_char("You don't have 500 move to activate your power.\n\r", ch);
return;
}
if (ch->fight_timer >0) {
send_to_char("Not until your fight timer expires.\n\r", ch );
return;
}
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
REMOVE_BIT(ch->affected_by, AFF_HIDE);
act( "$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 );
ch->move -= 500;
SET_BIT(ch->affected_by, AFF_HIDE);
}
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 (ch->in_room != NULL)
{
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "You cannot use this power in a safe room.\n\r", ch );
return;
}
}
if ( arg1[0] == '\0' )
{
send_to_char( "Bomb who?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, 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, 1);
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;
}
void do_ninjaarmor( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if(!IS_IMMORTAL(ch))
{
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("What?\n\r",ch);
return;
}
}
if (arg[0] == '\0')
{
send_to_char("Please specify which piece of ninja eq you wish to make: Ring Collar Robe Cap "
"Leggings Boots Gloves Sleeves Cloak Belt Bracer Mask Sword Dagger.\n\r",ch);
return;
}
if ( ch->practice < 100 )
{
send_to_char("You don't have the 100 primal needed.\n\r",ch);
return;
}
if (!str_cmp(arg,"mask" )) vnum = 33093;
else if (!str_cmp(arg,"dagger" )) vnum = 33080;
else if (!str_cmp(arg,"sword" )) vnum = 33081;
else if (!str_cmp(arg,"ring" )) vnum = 33082;
else if (!str_cmp(arg,"collar" )) vnum = 33083;
else if (!str_cmp(arg,"robe" )) vnum = 33085;
else if (!str_cmp(arg,"cap" )) vnum = 33086;
else if (!str_cmp(arg,"leggings" )) vnum = 33087;
else if (!str_cmp(arg,"boots" )) vnum = 33088;
else if (!str_cmp(arg,"gloves" )) vnum = 33091;
else if (!str_cmp(arg,"sleeves" )) vnum = 33089;
else if (!str_cmp(arg,"cloak" )) vnum = 33090;
else if (!str_cmp(arg,"belt" )) vnum = 33092;
else if (!str_cmp(arg,"bracer" )) vnum = 33084;
else
{
do_ninjaarmor(ch,"");
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform a God .\n\r",ch);
return;
}
if( !IS_IMMORTAL(ch) )
{
ch->practice -= 100;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("You make $p from the shadows.",ch,obj,NULL,TO_CHAR);
act("$n forms $p from the shadows.",ch,obj,NULL,TO_ROOM);
return;
}
void do_strangle(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument, arg);
chance = number_percent();
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[NPOWER_NINGENNO] < 2)
{
send_to_char("You do not have that power yet.\n\r",ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("Assassinate whom?\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char("That would be a bad idea.\n\r", ch );
return;
}
if (victim->hit < victim->max_hit)
{
send_to_char("They are to hurt, you cannot get near enough.\n\r",ch);
return;
}
if (is_safe(ch, victim)) return;
act("$n stabs $N in the back, causing great damage.",ch,NULL,victim,TO_NOTVICT);
act("You backstab $N.",ch,NULL,victim,TO_CHAR);
act("You suddenly feel a great pain and notice $n pulling out a dagger from your back.",ch,NULL,victim,TO_VICT);
if (chance > 15)
{
one_hit(ch, victim, gsn_backstab,1);
one_hit(ch, victim, gsn_backstab,1);
one_hit(ch, victim, gsn_backstab,1);
one_hit(ch, victim, gsn_backstab,1);
WAIT_STATE(ch, 12);
}
else
{
send_to_char("You failed your attempt.\n\r",ch);
one_hit(ch, victim, gsn_backstab,1);
WAIT_STATE(ch, 24);
}
return;
}