/* -*- LPC -*- */
/*
* $Locker: $
* $Id: newbie_junk.c,v 1.18 2003/07/25 05:51:49 pinkfish Exp $
*/
/**
* Handles the new player stuff and the login gifts.
*
* @see /global/player
* @author Pinkfish
*/
#include <armoury.h>
#include <config.h>
#ifndef __DISTRIBUTION_LIB__
#include <priest.h>
#endif
#define CABBAGE "/obj/monster/cabbage"
#define LEMON "/obj/monster/muffled_lemon"
#define STICK "/obj/misc/boring_stick"
#define CAT "/obj/monster/present_cat"
#define BUG "/obj/misc/bug"
#define BINKY_PATH "/obj/misc/binky/"
#define BINKY_TOY (BINKY_PATH "my_binky")
#define BINKY_BRUSH (BINKY_PATH "binky_brush")
#define BINKY_COMB (BINKY_PATH "binky_comb")
#define BINKY_KEY (BINKY_PATH "binky_key")
/**
* This method is called when a player first starts on the mud. It gives
* out all of the newbiew equipment and stuff.
*/
void start_player(object pl) {
object ob, bucket, bottle, drink, label;
seteuid(getuid());
bucket = ARMOURY->request_item( "bucket small", 100 );
bucket->set_short( "champagne bucket" );
bucket->set_long( "This metal bucket was designed for a purpose, "
"and looks like it would fit a champagne bottle perfectly.\n" );
bucket->add_adjective( "champagne", "wine" );
bucket->add_alias( "cooler" );
bucket->add_read_mess( this_player()->query_cap_name(),
"etched characters", "general" );
bucket->move(this_player());
bottle = clone_object( "/obj/bottle" );
bottle->set_max_volume( 750 );
bottle->set_name( "bottle" );
bottle->set_short( "champagne bottle" );
bottle->set_main_plural( "champagne bottles" );
bottle->add_adjective( "champagne" );
bottle->add_alias( "champagne" );
bottle->set_long( "An expensive-looking bottle of champagne, just right "
"to celebrate being on " + mud_name() + ".\n" );
bottle->set_weight( 5 );
bottle->set_max_weight( 20 );
bottle->set_full_weight( 25 );
bottle->set_volume( 750 );
bottle->set_value( 400 );
bottle->set_leak_rate( 0 );
drink = clone_object("/obj/reagents/generic_liquid.ob");
drink->set_name("champagne");
drink->set_short("fine champagne");
drink->set_long("This is a fine champagne, $amount_size$.\n");
drink->set_medium_alias("Champagne");
drink->add_eat_effect("/std/effects/ingested/drunk", 500);
drink->set_amount(750);
drink->move(bottle);
label = clone_object("/obj/misc/label");
label->add_read_mess( "\n _________________ \n"
" | | \n"
" | | \n"
" | Vintage Century | \n"
" | of the | \n"
" | Fruit Bat, | \n"
" | Year of the | \n"
" | Midnight Frog | \n"
" | | \n"
" |_________________| \n",
"cursive lettering on the bottle's label", "general" );
bottle->add_effect("/std/effects/object/label", label);
bottle->move( bucket );
ob = clone_object("/obj/armour");
ob->set_name("sash");
ob->set_long("A large colourful sash.\n");
ob->add_read_mess( "Welcome to " + mud_name() + ", "+
capitalize( (string)(pl->query_name()) ) +".", 0,
"general");
ob->set_type( "sash" );
ob->set_weight(3);
ob->set_adjective(({ "large", "colourful" }));
ob->setup_armour(1000);
ob->set_damage_chance(10);
if (ob->move(pl)) {
if (ob->move(environment(pl)))
ob->dest_me();
}
pl->wear_armour( ob );
ob = ARMOURY->request_item( "torch" );
ob->add_read_mess( "\n" + mud_name() + " MUD, it brightens up your night! "
"More torches can be purchased from the general stores "
"found across the Disc!", "to the wood",
"general" );
ob->move( pl );
ob = clone_object( "/d/liaison/NEWBIE/newbie_book" );
ob->move( pl );
pl->adjust_money( 8, "Pumpkin dollar" );
pl->adjust_money( 100, "Pumpkin pence" );
} /* start_player() */
void give_junk(object pl) {
call_out("start_player", 2, pl);
}
/**
* Gives out the login gifts and anything else that should be done on
* a certain login number.
*
* @param num the number of logins
*/
void logged_on_times(int num) {
object ob;
int bing;
this_player()->remove_property("binky level");
switch (num) {
case 3 :
/* Third time, give them a free cabbage */
ob = clone_object(CABBAGE);
if(!environment(this_player()))
return;
ob->move(environment(this_player()));
ob->set_owner(this_player());
ob->init_command("follow "+this_player()->query_name());
tell_object(this_player(),
"%^YELLOW%^Congratulations on logging onto " + mud_name() + " for the "
"third time. Please accept this cabbage as a token of our "
"appreciation.%^RESET%^\n");
break;
case 10 :
/* Tenth time. Give them a badge... */
ob = clone_object("/obj/clothing");
ob->set_name("badge");
ob->set_type("badge");
ob->set_short("fruitbat flavoured badge");
ob->add_adjective(({ "fruitbat", "flavoured" }));
ob->set_weight(1);
ob->set_damage_chance(5);
ob->setup_clothing(10000);
ob->set_long("The badge is brightly fruitbat flavoured with a bit of "
"banana around the edges. You are very proud to own it.\n");
ob->add_read_mess("Congratulations on being a 10 time loginer to "
"" + mud_name() + " MUD!\n", 0,
this_player()->query_default_language());
if (ob->move(this_player()))
ob->move(environment(this_player()));
tell_object(this_player(),
"%^CYAN%^A little fruitbat flies down out of a small "
"non-existent black hole and gives you a badge. The "
"fruitbat chirps excitedly at you in fruitbat and then "
"leaps into your badge.%^RESET%^\n");
break;
case 42 :
ob = clone_object("/obj/misc/paper");
ob->add_read_mess("What do you get when you multiply 6 by nine.", 0,
this_player()->query_default_language());
if (ob->move(this_player()))
ob->move(environment(this_player()));
tell_object(this_player(),
"%^YELLOW%^This is your 42nd login. You suddenly discover "
"a piece of paper in your hand, something froths up in your "
"mind and you just have to write it on the paper.\nAfterwards "
"you stare blankly down at the paper not remembering what "
"you just wrote.%^RESET%^\n");
break;
case 100 :
/* 100th time... A singing lemon, up to a point. */
ob = clone_object(LEMON);
ob->set_owner(this_player());
tell_object(this_player(),
"%^YELLOW%^Congratulations! You have now logged onto "
"" + mud_name() + " 100 times. You are now officially addicted. "
"This lemon will help you on your travels.%^RESET%^\n");
break;
case 150 :
/* 150th time. */
ob = clone_object(STICK);
if (ob->move(this_player()))
ob->move(environment(this_player()));
tell_object(this_player(),
"%^YELLOW%^This is your 150th login! Everybody here "
"wishes you a good time, to help you in designs we have "
"provided this stick for you.%^RESET%^\n");
break;
case 200 :
ob = clone_object(CAT);
ob->set_owner(this_player());
tell_object(this_player(),
"A cat slinks in from somewhere and rubs itself up "
"against your leg.\n");
ob->move(environment(this_player()));
break;
case 512 :
ob = clone_object(BUG);
tell_object(this_player(),
"A strange black noise starts to slowly grow louder and "
"louder. Suddenly in a bunch of silvery wiggling a black "
"bug crawls into your inventory.\n");
ob->move(this_player());
break;
case 990 :
ob = clone_object(BINKY_KEY);
ob->move(this_player());
tell_object(this_player(),
"You hear a tinkling noise in the distance which slowly "
"grows closer. Something sparkly and shiny drops out of "
"the sky into your hands. It appears to be some sort of "
"key.\n");
break;
case 1000 :
ob = clone_object(BINKY_TOY);
ob->move(environment(this_player()));
tell_object(this_player(),
"You feel a chill in your bones and turn around to see "
"a large imposing figure wearing a black coat. He smiles "
"down at you in a way that makes your hair stand on end "
"and places a small horse on the ground in front of "
"you.\nDeath says: TREAT HIM WELL AND COMB HIM OFTEN.\n");
break;
case 1010 :
ob = clone_object(BINKY_COMB);
ob->move(this_player());
tell_object(this_player(),
"Something black and unseen taps you on the shoulder.\n"
"Death says: I FORGOT THIS.\n"
"Death gives you a small ivory comb.\n");
break;
case 1020 :
ob = clone_object(BINKY_BRUSH);
ob->move(this_player());
tell_object(this_player(),
"You feel a brush in your hands, you wonder where this "
"came from?\n");
break;
}
// See how long the player has been on.
bing = -this_player()->query_time_on();
if (bing / (24 * 60 * 60) > 100) {
this_player()->add_player_title("old man");
this_player()->add_player_title("old woman");
}
} /* no_login_times() */