#include <lib.h> #include <council.h> #include <daemons.h> #include <rooms.h> inherit LIB_ROOM; string get_new_title(object tp); string get_male(int lev); string get_female(int lev); string previous_title(object tp); int get_cost(string which, int lev); int CanReceive(object ob) { if(!(int)VOTING_D->is_time_to_vote()) return ::CanReceive(ob); if((int)VOTING_D->query_voted((string)this_player()->query_name(),this_player()->query_class())) return ::CanReceive(ob); if(creatorp(this_player()) || (int)this_player()->query_level() < 2) return ::CanReceive(ob); else { message("my_action", "You have not yet voted for you class leader. Please do so now.", this_player()); call_out("move_me", 5, this_player()); } return ::CanReceive(ob); } void move_me(object who) { who->eventMoveLiving("/domains/Praxis/"+who->query_class()+"_vote"); return; } void create() { object ob; ::create(); SetProperties( (["no attack": 1, "no castle":1,"light":2,"indoors":1]) ); SetShort( "the inner sanctum of the fighters"); SetLong( "Welcome to the inner sanctum of the Hall of Fighters!\n" "Fighters come here to learn about the art of combat. " "You are in what appears to be a large training hall. Large mats are " "on the floor and weapons hang on the walls, in various shapes and forms. " "In this mighty hall, a fighter may <advance>, <cost>, " "<list (number)>, <improve stat>, <train skill amount>, and <roll stats>. " "Down through a stairway guarded by a shimmering %^BLUE%^blue%^RESET%^ " "light is the entrance to the hall."); SetExits( ([ "council" : "/domains/Praxis/council_hall", "east" : "/domains/Praxis/fighter_vote", "down" : "/domains/Praxis/fighter_join", ]) ); ob = new("/lib/bboard"); ob->SetKeyName("board"); ob->SetId( ({ "board", "bulletin board", "glory board" }) ); ob->set_board_id("fighter_board"); ob->set_edit_ok(FIGHTER_COUNCIL); ob->set_max_posts(50); ob->move("/domains/Praxis/fighter_hall"); ob->SetShort( "Glory Board of Fighters"); ob->SetLong( "The Fighters of our reality post tales of their glorious " "adventures here, as well as info on the dangers out there.\n"); //new("/realms/grumpy/fighter/obj/box.c")->move(this_object()); } void init() { ::init(); add_action("cost","cost"); add_action("roll","roll"); add_action("train", "train"); add_action("improve", "improve"); add_action("advance","advance"); add_action("list","list"); } int roll(string str) { if(str != "stats") return 0; //ROOM_SETTER->do_rolls(); return 1; } string get_new_title(object tp) { int lev; string gen, title; lev = (int)this_player()->query_level(); gen = (string)this_player()->query_gender(); if(this_player()->query_guild()) { if(present((string)tp->query_guild()+"_ob", tp)) { if(lev > 19) title = "High mortal"; else title = (string)present((string)tp->query_guild()+"_ob", tp)->query_title(tp); title += " $N"; } else { if(lev > 19) title = "High mortal $N"; else title = "$N"; } } else { if(lev > 20) title = "High mortal $N"; else title = "$N"; } if(lev > 20) title += previous_title(tp); else if(gen == "male") title += " "+get_male(lev); else title += " "+get_female(lev); return title; } string get_male(int lev) { string *male_title_str; if(!male_title_str) male_title_str = allocate(20); male_title_str[19] ="the legend"; male_title_str[18] ="the wise old master of combat"; male_title_str[17] ="the old veteran"; male_title_str[16] ="the battle hardened veteran"; male_title_str[15] ="is death incarnate"; male_title_str[14] ="the war-monger"; male_title_str[13] = "the great gladiator"; male_title_str[12] ="the experienced gladiator"; male_title_str[11] ="the gladiator"; male_title_str[10] ="the great champion"; male_title_str[9] ="the champion"; male_title_str[8] ="the experienced fighter"; male_title_str[7] ="the employed fighter"; male_title_str[6] ="the fighter for hire"; male_title_str[5] ="the rookie fighter"; male_title_str[4] ="the amateur fighter"; male_title_str[3] ="the experienced squire"; male_title_str[2] ="the gung-ho squire"; male_title_str[1] ="the timid squire"; male_title_str[0] ="the page"; return male_title_str[lev-1]; } string get_female(int lev) { return get_male(lev); } int advance() { return (int)ADVANCE_D->advance(); } int train(string str) { string which, which_tmp; int amount; if(!str) { notify_fail("Correct syntax: <train skill amount>\n"); return 0; } if(sscanf(str, "%s %s %d", which, which_tmp, amount) == 3) which = which+ " "+ which_tmp; else if(sscanf(str, "%s %d", which, amount) !=2) { notify_fail("Correct syntax: <train skill amount>\n"); return 0; } which = lower_case(which); if(!this_player()->skill_exists(which)) { notify_fail("No such skill.\n"); return 0; } return (int)ADVANCE_D->train_player(this_player(), which, amount); } int improve(string str) { string *stats; string adj; int stat_cost; stats = ({ "strength", "intelligence", "wisdom", "dexterity", "constitution", "charisma" }); str = lower_case(str); if(member_array(str, stats) == -1) { notify_fail("You have no such stat.\n"); return 0; } stat_cost = get_cost(str, (int)this_player()->query_base_stats(str)); if( (int)this_player()->query_exp()-stat_cost < (int)ADVANCE_D->get_exp( (int)this_player()->query_level() ) ) { notify_fail("You are not experienced enough to improve yourself in that way.\n"); return 0; } this_player()->SetStat(str, (int)this_player()->query_base_stats(str) + 1); this_player()->add_exp(-stat_cost); adj = (str == "strength" ? "stronger" : (str == "intelligence" ? "more intelligent" : (str == "wisdom" ? "wiser" : (str == "dexterity" ? "more nimble" : (str == "constitution" ? "sturdier" : "more attractive"))))); message("my_action", sprintf("You look %s.", adj), this_player()); message("other_action", sprintf("%s looks much %s", (string)this_player()->query_cap_name(), adj), environment(this_player()), ({ this_player() })); return 1; } int get_cost(string stat, int lev) { switch(stat) { case "strength": return (int)ADVANCE_D->get_stat_cost(1, lev); break; case "constitution": return (int)ADVANCE_D->get_stat_cost(1, lev); break; case "dexterity": return (int)ADVANCE_D->get_stat_cost(1, lev); break; default: return (int)ADVANCE_D->get_stat_cost(2, lev); break; } } int cost(string str) { int bing; write("Costs for advancement, training, and improvement:\n"); bing = (int)ADVANCE_D->get_exp( (int)this_player()->query_level() + 1 ); if(bing < 1) write("level:\t\tIt will cost you nothing to advance."); else write("level:\t\t"+bing+"\n"); write("skills: You train by spending the amount of experience you desire."); write("strength:\t\t" + get_cost("strength", (int)this_player()->query_base_stats("strength")) + "\t\tconstitution:\t\t" + get_cost("constitution", (int)this_player()->query_base_stats("constitution")) ); write("intelligence:\t\t" + get_cost("intelligence", (int)this_player()->query_base_stats("intelligence")) + "\t\tdexterity:\t\t" + get_cost("dexterity", (int)this_player()->query_base_stats("dexterity")) ); write("wisdom:\t\t" + get_cost("wisdom", (int)this_player()->query_base_stats("wisdom")) + "\t\tcharisma:\t\t" + get_cost("charisma", (int)this_player()->query_base_stats("charisma")) ); return 1; } int list(string str) { int x; if(!str) "/domains/Praxis/quest_room"->list_quests(this_player(), 0); else { if(sscanf(str, "%d", x) != 1) { notify_fail("You must give the number of the quest you want listed.\n"); return 0; } if(x<1) { notify_fail("No such quest.\n"); return 0; } "/domains/Praxis/quest_room"->list_quests(this_player(), x); } return 1; }