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.                                                    *
 ***************************************************************************/

/*
 * Shadow header file.
 */

/*
 * ch->pcdata->powers[x]
 */
#define SHADOW_COMBO               1    // What combos have been used ?
#define SHADOW_POWERS              2    // Skills in shadows
#define SHADOW_MARTIAL             3    // Skills in martial arts
#define SHADOW_ATTACK              4    // Learned attack types
#define SHADOW_BITS                5    // Active shadow powers
#define SHADOW_COMBATTICK          6    // Makes sure combat powers fades
#define SHADOW_SOULAMMO            7    // How many charges left on the soulseekers ?
#define SHADOW_POWER               8    // Yes they use class points

/*
 * Combo counter bits
 */
#define NCOMBO_MOONSTRIKE_1         1
#define NCOMBO_MOONSTRIKE_2         2
#define NCOMBO_SHADOWTHRUST_1       4
#define NCOMBO_SHADOWTHRUST_2       8
#define NCOMBO_DIRTTHROW_1         16
#define NCOMBO_DIRTTHROW_2         32
#define NCOMBO_GUTCUTTER_1         64
#define NCOMBO_GUTCUTTER_2        128
#define NCOMBO_SOULREAPER_1       256
#define NCOMBO_SOULREAPER_2       512
#define NCOMBO_KNIFESPIN_1       1024
#define NCOMBO_KNIFESPIN_2       2048
#define NCOMBO_WAKASASHISLICE_1  4096
#define NCOMBO_WAKASASHISLICE_2  8192
#define NCOMBO_CALTROPS_1       16384
#define NCOMBO_CALTROPS_2       32768

/*
 * Skills in shadows (costs class points to buy)
 */
#define NSHADOWS_SILENTWALK        1    // supersneak (auto)
#define NSHADOWS_HIDE              2    // invis power (vanish)
#define NSHADOWS_SHADOWWALK        4    // shadowwalk power

#define NSHADOWS_SIGHT            16    // truesight
#define NSHADOWS_TPACT            32    // pact for toughness
#define NSHADOWS_DPACT            64    // pact for damage modifier
#define NSHADOWS_SCRY            128    // scrying power
#define NSHADOWS_SHIELD          256    // shadow shield
#define NSHADOWS_SOULSEEKERS     512    // long range attack (tracks down a target)
#define NSHADOWS_ASSASSINATE    1024    // assassinating power

/*
 * Learned Attack Types
 */
#define NATTACK_MOONSTRIKE        1 // must be night
#define NATTACK_SHADOWTHRUST      2
#define NATTACK_DIRTTHROW         4
#define NATTACK_GUTCUTTER         8
#define NATTACK_SOULREAPER       16
#define NATTACK_KNIFESPIN        32 // must be wearing pierce
#define NATTACK_WAKASASHISLICE   64 // must be wearing slice
#define NATTACK_CALTROPS        128

/*
 * Ninja powers (each power costs class points to maintain)
 */
#define NPOWER_KNIFESHIELD        1 // free attacks
#define NPOWER_BLUR               2 // blurring effect, negates attacks
#define NPOWER_BLOODRAGE          4 // more attacks/damage, negates at next combo command
#define NPOWER_SHADOWFORM         8 // high toughness (% change of great modifier), low damage (poor modifier)

// shadowform and bloodrage not possibly together....