#include <lib.h>
#include <daemons.h>
#ifndef REQUIRE_QUESTING
#define REQUIRE_QUESTING 1
#endif
inherit LIB_SENTIENT;
int hint;
int AdvanceDude(mixed arg);
mapping advancement, Levels;
int TalkFunc(){
    string thing1, thing2, thing3, thing4, thing5;
    thing1 = "There's no shame in being wimpy. Live to fight another day. Death takes away valuable xp.";
    thing2 = "I wish I could see Princess Daphne again.";
    thing3 = "Don't fight drunk.";
    thing4 = "Learning spells from Herkimer is a good idea.";
    thing5 = "Food, drink, and caffeine help restore health and strength.";
    switch(hint){
        case 0 : eventForce("say "+thing1);break;
        case 1 : eventForce("say "+thing2);break;
        case 2 : eventForce("say "+thing3);break;
        case 3 : eventForce("say "+thing4);break;
        case 4 : eventForce("say "+thing5);break;
        default :  eventForce("smile");
    }
    if(hint == 4) hint = 0;
    else hint++;
    return 1;
}
static void create() {
    int i;
    sentient::create();
    Levels = PLAYERS_D->GetLevelList();
    advancement = ([]);
    SetKeyName("dirk");
    SetId(({"dirk"}));
    SetShort("Dirk the Tired");
    SetLong("For 20 years, Dirk the Daring has been trying "
            "to defeat the vile dragon Singe, with almost no respite. "
            "Today he just wants to rest and relax, and has accepted "
            "the position of the town's Adventurers' Guild master. "
            "If you feel you deserve it, \"ask dirk to advance\".");
    SetPolyglot(1);
    SetLanguage("common", 100);
    SetDefaultLanguage("common");
    SetInventory(([
                "/domains/town/armor/collar" : "wear collar",
                ]));
    SetLevel(15);
    SetRace("human");
    SetGender("male");
    //SetAction(5, (: TalkFunc :));
    AddTalkResponse("hello", "hi! Ask me for a tip!");
    AddTalkResponse("hi", "hi! Ask me for a tip!");
    SetCommandResponses( ([ 
                "advance": (: AdvanceDude :) 
                ]) );
    SetRequestResponses( ([
                ({ "a hint", "hints", "a clue", "clues", "a tip", "tips" }) : 
                (: TalkFunc :),
                ]) );
    SetConsultResponses( ([
                ({ "level", "levels", "leveling", "advancement", "advancing" }) :
                "To level, get some experience out there and then come back "+
                "and ask me to advance. For some levels you may need "+
                "some quest points to advance, not just experience.",
                ({ "xp", "XP", "experience" }) : "You can score experience "+
                "points by killing monsters or completing some quests. "+
                "Sometimes you'll get xp for completing some task you didn't "+
                "even know would give you points. Generally though, it's combat "+
                "that results in XP rewards, if you win.",
                ({ "points" }) : "It's how to keep track of your progress. The "+
                "kinds of points I care about are experience points and "+
                "quest points.",
                ({ "quests", "quest", "quest points" }) : "Quests are missions "+
                "you can try to complete that will usually reward you with "+
                "quest points if you solve them. "+
                "You'll need quest points to advance past a "+
                "certain level.",
                ]) );
    for(i=0;i<21;i++){
        advancement[i] = Levels[i];
    }
}
void init(){
    ::init();
}
int AdvanceDude(mixed arg){
    int level,xp,qp;
    int desired_level,required_xp,required_qp;
    mixed *statlist;
    mapping this_stat;
    int statclass, statlevel, i;
    statlist = this_player()->GetStats();
    if(this_player()->GetKeyName() == "guest"){
        this_object()->eventForce("say I don't promote temporary players.");
        return 1;
    }
    if(!level = this_player()->GetLevel()){
        this_object()->eventForce("say You are confusing me.");
        return 1;
    }
    if(level > 19){
        this_object()->eventForce("say Whoa there, big "
                "stuff. Advancement past level 20 is the "
                "purview of the Trans-Human Elder Guild. "
                "I'm sorry but I can't help you.");
        return 1;
    }
    xp = this_player()->GetExperiencePoints();
    if(!qp = this_player()->GetQuestPoints()) qp = 0;
    desired_level = level+1;
    required_xp = advancement[desired_level]["xp"];
    if(!required_qp = advancement[desired_level]["qp"]) required_qp = 0;
    if(!REQUIRE_QUESTING) required_qp = 0;
    this_object()->eventForce("say Level "+desired_level+" "
            "with the title of \""+advancement[desired_level]["title"]+"\" "
            "requires "+required_xp+" experience points and "+
            required_qp+" quest points.");
    if( xp > required_xp-1 && qp > required_qp-1){
        this_object()->eventForce("say Congratulations! "
                "You are promoted to level "+desired_level+" and "
                "have earned the name "+this_player()->GetName()+" "
                +advancement[desired_level]["title"]+".");
        this_player()->ChangeLevel(desired_level);
        this_player()->AddTrainingPoints(desired_level);
        this_player()->AddTitle(advancement[desired_level]["title"]);
        this_player()->RemoveTitle(advancement[desired_level-1]["title"]);
        this_player()->save_player((string)this_player()->GetKeyName());
        if(level == MAX_NEWBIE_LEVEL){
            write("\nDirk raises his hand and sternly points to you.\n");
            say("\nDirk raises his hand and sternly points to "+
                    this_player()->GetName()+".\n");
            this_object()->eventForce("say "+this_player()->GetName()+","+
                    " you are no longer a newbie. From now on, you will need"+
                    " a light source to see in the dark. From now on, you will"+
                    " not understand languages you haven't learned. You have"+
                    " earned this promotion, and now face the future as a"+
                    " real adventurer.");
        }
        return 1;
    }
    else this_object()->eventForce("say I'm sorry, "+
            this_player()->GetName()+", but you have not "
            "fulfilled all the requirements of level "+
            desired_level+". Please come back and try "
            "again once you have fulfilled them.");
    return 0;
}
string GetLevelTitle(int level){
    if(!level) level = 1;
    return advancement[level]["title"];
}
int DiamondReaction(){
    eventForce("say The Princess Daphne diamond! Good heavens!");
    eventForce("say May I please have it?");
    return 1;
}
varargs int eventPrint(string msg, mixed arg2, mixed arg3){
    if(grepp(msg,"fabled Princess Daphne diamond")){
        call_out( (: DiamondReaction :), 0 );
    }
    return ::eventPrint(msg, arg2, arg3);
}
int CompleteQuest(object ob){
    string *quests;
    object gem = present("diamond", this_object());
    quests = ob->GetQuests();
    if(!ob->GetQuest("Princess Diamond Quest")){
        ob->AddQuest("the Gemfinder","Princess Diamond Quest");
        eventForce("say You have solved the Princess Diamond Quest. "
                "Congratulations!");
        eventForce("say I hereby award you 10 quest points!");
        ob->AddQuestPoints(10);
        if(gem) gem->eventMove("/domains/campus/room/bookstore2");
    }
    return 1;
}
int eventReceiveObject() {
    object ob, player;
    ob = previous_object();
    player = this_player();
    if( !ob || !::eventReceiveObject() ) return 0;
    if(base_name(ob) == "/domains/campus/obj/diamond"){
        call_out("CompleteQuest", 0, player);
    }
    return 1;
}