cotn/notes/
cotn/src/
/***************************************************************************
 *  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      sexp = 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;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "vanish"))
        {
                power = NSHADOWS_HIDE;
                cost = 25000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "shadowwalk"))
        {
                power = NSHADOWS_SHADOWWALK;
                cost = 25000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "truesight"))
        {
                power = NSHADOWS_SIGHT;
                cost = 10000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "demonic"))
        {
                power = NSHADOWS_TPACT;
                cost = 50000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "night"))
        {
                power = NSHADOWS_DPACT;
                cost = 50000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "scry"))
        {
                power = NSHADOWS_SCRY;
                cost = 25000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "shield"))
        {
                power = NSHADOWS_SHIELD;
                cost = 10000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "soulseeker"))
        {
                power = NSHADOWS_SOULSEEKERS;
                cost = 25000;
                sexp = FALSE;
        }
        else if (!str_cmp(arg, "assassinate"))
        {
                power = NSHADOWS_ASSASSINATE;
                cost = 25000;
                sexp = 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 (!sexp)
        {
                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;
}
*/