/***************************************************************************
* 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"
#include "interp.h"
/* local functions */
void drop_bloodrage args (( CHAR_DATA *ch ));
void do_moonstrike(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int i;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_MOONSTRIKE))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_moonstrike, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SOULREAPER_1))
{
act("You summon a #7**#0shadow#7**#n storm to shred the life from $N.", ch, NULL, victim, TO_CHAR);
act("$n conjures forth a #7**#0shadow#7**#n vortex, and you are caught in it's shredding embrace.", ch, NULL, victim, TO_VICT);
act("$n conjueres forth a #7**#0shadow#7**#n storm to shred $N.", ch, NULL, victim, TO_NOTVICT);
for (i = 0; i < MAX_WEAR; i++)
{
if ((obj = get_eq_char(victim, i)) != NULL)
{
if (number_range(1, 7) == 2) take_item(victim, obj);
}
}
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 24);
return;
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_MOONSTRIKE_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_shadowthrust(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_SHADOWTHRUST))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_shadowthrust, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1))
{
if (!IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
{
act("You become one with the shadows, transforming your body into shadow matter.", ch, NULL, NULL, TO_CHAR);
act("$n becomes one with the shadows, transforming $s body into shadow matter.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM);
}
else
{
act("You reform your body, and leave the shadow existance.", ch, NULL, NULL, TO_CHAR);
act("$n reforms $s body, returning from the shadows.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM);
}
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_2))
{
do_say(ch, "By the power of the shadows, you must die!");
one_hit(ch, victim, gsn_shadowthrust, 1);
one_hit(ch, victim, gsn_shadowthrust, 1);
one_hit(ch, victim, gsn_shadowthrust, 1);
one_hit(ch, victim, gsn_shadowthrust, 1);
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SHADOWTHRUST_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_dirtthrow(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_DIRTTHROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_dirtthrow, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1))
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1);
send_to_char("The shadows flicker.\n\r", ch);
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_gutcutter(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_GUTCUTTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_gutcutter, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SHADOWTHRUST_1))
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_GUTCUTTER_1);
send_to_char("The shadows form closer around you.\n\r", ch);
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_soulreaper(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_SOULREAPER))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_soulreaper, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SHADOWTHRUST_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_GUTCUTTER_1))
{
if (!IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
{
act("You shroud yourself in a blanket of shadows.", ch, NULL, NULL, TO_CHAR);
act("$n shrouds $mself in a blanket of shadows.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR);
}
else
send_to_char("You are already blurred in shadows.\n\r", ch);
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1))
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SOULREAPER_1);
send_to_char("The shadows form around you, ready to strike.\n\r", ch);
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_SOULREAPER_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_knifespin(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_KNIFESPIN))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_knifespin, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1))
{
if (!IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD))
{
act("You throw the knife into the air and a barrier of knifes form around you.", ch, NULL, NULL, TO_CHAR);
act("$n throws a knife into the air, and a barrier of knifes surround $m.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD);
}
else
send_to_char("You already have a set of flying knifes around you.\n\r", ch);
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 6);
return;
}
else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_2))
{
act("You throw back your head and howl in glee as you enter the bloodrage.", ch, NULL, NULL, TO_CHAR);
act("$n throws back $s head and howl in glee as $e enters a bloodrage.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE);
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
{
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM);
send_to_char("You return from the shadows.\n\r", ch);
}
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1) &&
IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1))
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_2);
send_to_char("The shadows grow more substantial.\n\r", ch);
}
else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_DIRTTHROW_1))
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1);
send_to_char("The shadows grow more substantial.\n\r", ch);
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_wakasashislice(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_WAKASASHISLICE))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_wakasashislice, 1);
if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_KNIFESPIN_1))
{
do_say(ch, "Wakasashi!!");
one_hit(ch, victim, gsn_wakasashislice, 1);
ch->pcdata->powers[SHADOW_COMBO] = 0;
WAIT_STATE(ch, 6);
return;
}
else if (IS_SET(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_1))
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_2);
send_to_char("The shadows form around you, ready to strike.\n\r", ch);
}
else if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_WAKASASHISLICE_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_caltrops(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_ATTACK], NATTACK_CALTROPS))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("But you are not fighting anyone.\n\r", ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (is_safe(ch, victim)) return;
drop_bloodrage(ch);
one_hit(ch, victim, gsn_caltrops, 1);
if (ch->pcdata->powers[SHADOW_COMBO] > 0)
{
ch->pcdata->powers[SHADOW_COMBO] = 0;
send_to_char("You feel the shadows subside.\n\r", ch);
}
else
{
SET_BIT(ch->pcdata->powers[SHADOW_COMBO], NCOMBO_CALTROPS_1);
send_to_char("The shadows form around you.\n\r", ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_shadowlearn(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int i, cost, power;
bool exp = TRUE;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char(" #R{}#y***#R{} #0Shadow Powers #R{}#y***#R{}#n\n\r\n\r", ch);
xprintf(buf, " #yMartial Skill #0[#R");
for (i = 0; i < 25; i++)
{
if (ch->pcdata->powers[SHADOW_MARTIAL] > i) strcat(buf, "*");
else strcat(buf, " ");
}
strcat(buf, "#0]#n\n\r\n\r");
send_to_char(buf, ch);
send_to_char(" #RSilentwalk #0[#y10000#0] #RVanish #0[#y25000#0] #RShadowwalk #0[#y25000#0]#n\n\r", ch);
send_to_char(" #RTruesight #0[#y10000#0] #RDemonic Pact #0[#y50000#0]#n\n\r", ch);
send_to_char(" #RNight Pact #0[#y50000#0] #RScry #0[#y25000#0] #RShield #0[#y10000#0]#n\n\r", ch);
send_to_char(" #RSoulseeker #0[#y25000#0] #RAssassinate #0[#y25000#0]#n\n\r\n\r", ch);
send_to_char(" #0Ninja Attacks (5 mill exp to learn)#n\n\r\n\r", ch);
send_to_char(" #RMoonstrike Shadowthrust Dirtthrow Gutcutter#n\n\r", ch);
send_to_char(" #RSoulreaper Knifespin Wakasashislice Caltrops#n\n\r", ch);
return;
}
if (!str_cmp(arg, "martial"))
{
if (ch->pcdata->powers[SHADOW_MARTIAL] >= 25)
{
send_to_char("You are already a master of martial combat.\n\r", ch);
return;
}
if (ch->practice < (ch->pcdata->powers[SHADOW_MARTIAL] + 1) * 10)
{
send_to_char("You need 10 primal for each level.\n\r", ch);
return;
}
ch->pcdata->powers[SHADOW_MARTIAL]++;
ch->practice -= ch->pcdata->powers[SHADOW_MARTIAL] * 10;
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg, "silentwalk"))
{
power = NSHADOWS_SILENTWALK;
cost = 10000;
exp = FALSE;
}
else if (!str_cmp(arg, "vanish"))
{
power = NSHADOWS_HIDE;
cost = 25000;
exp = FALSE;
}
else if (!str_cmp(arg, "shadowwalk"))
{
power = NSHADOWS_SHADOWWALK;
cost = 25000;
exp = FALSE;
}
else if (!str_cmp(arg, "truesight"))
{
power = NSHADOWS_SIGHT;
cost = 10000;
exp = FALSE;
}
else if (!str_cmp(arg, "demonic"))
{
power = NSHADOWS_TPACT;
cost = 50000;
exp = FALSE;
}
else if (!str_cmp(arg, "night"))
{
power = NSHADOWS_DPACT;
cost = 50000;
exp = FALSE;
}
else if (!str_cmp(arg, "scry"))
{
power = NSHADOWS_SCRY;
cost = 25000;
exp = FALSE;
}
else if (!str_cmp(arg, "shield"))
{
power = NSHADOWS_SHIELD;
cost = 10000;
exp = FALSE;
}
else if (!str_cmp(arg, "soulseeker"))
{
power = NSHADOWS_SOULSEEKERS;
cost = 25000;
exp = FALSE;
}
else if (!str_cmp(arg, "assassinate"))
{
power = NSHADOWS_ASSASSINATE;
cost = 25000;
exp = FALSE;
}
else if (!str_cmp(arg, "moonstrike"))
{
power = NATTACK_MOONSTRIKE;
cost = 5000000;
}
else if (!str_cmp(arg, "shadowthrust"))
{
power = NATTACK_SHADOWTHRUST;
cost = 5000000;
}
else if (!str_cmp(arg, "dirtthrow"))
{
power = NATTACK_DIRTTHROW;
cost = 5000000;
}
else if (!str_cmp(arg, "gutcutter"))
{
power = NATTACK_GUTCUTTER;
cost = 5000000;
}
else if (!str_cmp(arg, "soulreaper"))
{
power = NATTACK_SOULREAPER;
cost = 5000000;
}
else if (!str_cmp(arg, "knifespin"))
{
power = NATTACK_KNIFESPIN;
cost = 5000000;
}
else if (!str_cmp(arg, "wakasashislice"))
{
power = NATTACK_WAKASASHISLICE;
cost = 5000000;
}
else if (!str_cmp(arg, "caltrops"))
{
power = NATTACK_CALTROPS;
cost = 5000000;
}
else
{
do_shadowlearn(ch, "");
return;
}
/* take the cost and give the skill */
if (!exp)
{
if (IS_SET(ch->pcdata->powers[SHADOW_POWERS], power))
{
send_to_char("You already have that power.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHADOW_POWER] < cost)
{
send_to_char("You don't have enough shadow points to buy this power.\n\r", ch);
return;
}
ch->pcdata->powers[SHADOW_POWER] -= cost;
SET_BIT(ch->pcdata->powers[SHADOW_POWERS], power);
}
else
{
if (IS_SET(ch->pcdata->powers[SHADOW_ATTACK], power))
{
send_to_char("You already know that attack style.\n\r", ch);
return;
}
if (ch->exp < cost)
{
xprintf(buf, "You don't have the %d exp.\n\r", cost);
send_to_char(buf, ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->pcdata->powers[SHADOW_ATTACK], power);
}
send_to_char("Ok.\n\r", ch);
}
void do_soulseek(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SOULSEEKERS))
{
send_to_char("You don't have the soulseeker power yet.\n\r", ch);
return;
}
if (strlen(ch->pcdata->soultarget) < 3)
{
send_to_char("But your not targetting anyone.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHADOW_SOULAMMO] < 1)
{
send_to_char("You have lost your lock on their soul.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHADOW_POWER] < 500)
{
send_to_char("You don't have enough class points.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, ch->pcdata->soultarget)) == NULL)
{
send_to_char("You cannot find them.\n\r", ch);
return;
}
if ((victimroom = victim->in_room) == NULL)
{
send_to_char("They are hiding from you.\n\r", ch);
return;
}
chroom = ch->in_room;
char_from_room(ch);
char_to_room(ch, victimroom);
one_hit(ch, victim, gsn_soulseeker, 1);
one_hit(ch, victim, gsn_soulseeker, 1);
one_hit(ch, victim, gsn_soulseeker, 1);
char_from_room(ch);
char_to_room(ch, chroom);
ch->pcdata->powers[SHADOW_POWER] -= 500;
WAIT_STATE(ch, 12);
}
void do_soultarget(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SOULSEEKERS))
{
send_to_char("You don't have the soulseeker power yet.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You are not fighting anyone.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("NPC's have no soul to target.\n\r", ch);
return;
}
free_string(ch->pcdata->soultarget);
ch->pcdata->soultarget = str_dup(victim->pcdata->switchname);
ch->pcdata->powers[SHADOW_SOULAMMO] = 5;
send_to_char("You get a lock on their soul, they cannot escape your wrath now.\n\r", ch);
send_to_char("You feel a dark presence in the very core of your being.\n\r", victim);
WAIT_STATE(ch, 12);
}
void drop_bloodrage(CHAR_DATA *ch)
{
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE))
{
send_to_char("Your bloodrage subsides.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE);
}
}
/*
void do_shadowtalk(CHAR_DATA *ch, char *argument)
{
int class = ch->class;
if (IS_NPC(ch) || (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_SHADOW)))
{
send_to_char("Huh?\n\r", ch);
return;
}
ch->class = CLASS_SHADOW;
talk_channel(ch, argument, CHANNEL_CLASS, CC_SHADOW, "shadow sign");
ch->class = class;
return;
}
*/