skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
/**
 * Score Command for Role-Players
 * @author Terano
 *
 */

#include <config.h>
#include <library.h>
#include <quest_handler.h>
#include <top_ten_tables.h>
#include <tune.h>
#include <skills.h>

inherit COMMAND_BASE;

string find_hp_string( int current, int max );
string find_gp_string( int current, int max );
string find_xp_string( int current );
string find_wimpy_string( int wimpy );
string find_surrender_string( int surr );
string find_align_string( object tp );
string find_death_string( int remaining );
int calc_percent( float x, float y );
int calc_xp_cost( string skill );

int cmd() {
   object me;

   me = this_player();

   if ( !"/handlers/playtesters"->query_playtester( me->query_name() ) &&
        !creatorp(me) ) {
      return 1;
   }

   if (this_player()->query_property("dead")) {
      write( "You are just a disembodied spirit.  What use does a wispy thing "
             "like you have for a collection of meaningless numbers?\n" );
      return 1;
   }

   switch( me->query_verbose( "score" ) ) {
   case 1:
#ifdef SURRENDER_ON
      printf( "%s.\n%s and %s.\n%s.\n%s.\n%s and %s.\n%s.\n%s.\n", 
              "You are "+ me->query_cap_name() +" "+me->query_gtitle(),
              capitalize( find_hp_string( me->query_hp(), me->query_max_hp() ) ),
              find_gp_string( me->query_gp(), me->query_max_gp() ),
              capitalize( find_xp_string( me->query_xp() ) ),
              capitalize( find_align_string( me ) ), 
              capitalize( find_wimpy_string( me->query_wimpy() ) ),
              find_surrender_string( me->query_surrender() ),
              "You are "+ me->burden_string(),
              find_death_string( me->query_max_deaths() - me->query_deaths() ) );
#else
      printf( "%s.\n%s and %s.\n%s.\n%s.\n%s.\n%s.\n%s.\n", 
              "You are "+ me->query_cap_name() +" "+me->query_gtitle(),
              capitalize( find_hp_string( me->query_hp(), me->query_max_hp() ) ),
              find_gp_string( me->query_gp(), me->query_max_gp() ),
              capitalize( find_xp_string( me->query_xp() ) ),
              capitalize( find_align_string( me ) ), 
              capitalize( find_wimpy_string( me->query_wimpy() ) ),
              "You are "+ me->burden_string(),
              find_death_string( me->query_max_deaths() - me->query_deaths() ) );
      return 1;
#endif
   default: 
      printf( "%s and %s.\n%s.\n", 
              capitalize( find_hp_string( me->query_hp(), me->query_max_hp() ) ),
              find_gp_string( me->query_gp(), me->query_max_gp() ),
              capitalize( find_xp_string( me->query_xp() ) ) );
      return 1;
   }
} /* cmd() */

int cmd_stats() {
   object me;
   int stat;
   string ret;

   me = this_player();
   ret = "";

   if ( !"/handlers/playtesters"->query_playtester( me->query_name() ) &&
        !creatorp(me) ) {
      return 1;
   }

   if ( stat = ( me->query_tmp_str() + me->query_bonus_str() ) ) {
      if ( stat > 0 ) {
         ret += "You feel stronger then usual.\n";
      } else {
         ret += "You feel weaker then usual.\n";
      }
   } 
   if ( stat = ( me->query_tmp_int() + me->query_bonus_int() ) ) {
      if ( stat > 0 ) {
         ret += "You feel smarter then normal.\n";
      } else {
         ret += "You feel less smart then normal.\n";
      }
   }
   if ( stat = ( me->query_tmp_con() + me->query_bonus_con() ) ) {
      if ( stat > 0 ) {
         ret += "You feel more healthy then usual.\n";
      } else {
         ret += "You feel a bit sickly.\n";
      }
   }
   if ( stat = ( me->query_tmp_dex() + me->query_bonus_dex() ) ) {
      if ( stat > 0 ) {
         ret += "You feel more nimble then usual.\n";
      } else {
         ret += "You feel more clumsy than you normally do.\n";
      }
   }
   if ( stat = ( me->query_tmp_wis() + me->query_bonus_wis() ) ) {
      if ( stat > 0 ) {
         ret += "You feel mentally attuned.\n";
      } else {
         ret += "You feel a bit vague.\n";
      }
   }
   if ( !strlen( ret ) ) {
      ret += "You feel fine.\n";
   }
   printf( "%s", ret );
   return 1;
} /* cmd_stats() */

string find_hp_string( int current, int max ) {
   if ( this_player()->query_property( "dead" ) ) {
      return "you are dead\n";
   }

   switch( calc_percent( current, max ) ) {
   case 90..100: 
      return "you are in perfect health";
   case 70..89: 
      return "you are slightly wounded";
   case 50..69: 
      return "you are moderately wounded";
   case 30..49: 
      return "you are seriously wounded";
   case 15..29: 
      return "you are critically wounded";
   case 6..14: 
      return "you are fatally wounded";
   case 0..5: 
      return "you are near death";
   default: 
      return "you are broken";
   }
} /* find_hp_string() */

string find_gp_string( int current, int max ) {
   if ( this_player()->query_property( "dead" ) ) {
      return "you are dead\n";
   }
   
   switch( calc_percent( current, max ) ) {
   case 90..100: 
      return "you are full of energy";
   case 70..89: 
      return "you are enthusiastic";
   case 50..69: 
      return "you are not quite so full of beans";
   case 30..49: 
      return "you are weary";
   case 15..29: 
      return "you are tired";
   case 6..14: 
      return "you are exhausted";
   case 0..5: 
      return "you are nearly unconscious";
   default: 
      return "you are broken";
   }
} /* find_gp_string() */

string find_xp_string( int current ) {
   string *skills = ({ "magic", "faith", "fighting", "covert", "crafts" });
   int xptotal;
   
   foreach( string skill in skills ) {
      xptotal += calc_xp_cost( skill );
   }
   
   xptotal /= sizeof( skills );
   
   tell_creator( find_player( "terano" ), "%s: Current XP is: %d, Avg XP is %d, Ratio is: %d.\n", 
                 this_player()->query_name(), current, xptotal, calc_percent( current, xptotal ) );  
   
   switch( calc_percent( current, xptotal ) ) {
      //Less then average
   case 0..20: 
      return "you don't think you can learn much at the moment";
   case 21..59: 
      return "by the luck of a coin, you might be able to learn something new";
   case 60..100: 
      return "if you squeezed it, you could gain some insight";
      
      //1 level
   case 101..300: 
      return "you might be able to learn something new, if you found the right teacher";
      
      //3 levels of average
   case 301..400: 
      return "a small amount could be learned with training";
   case 401..800: 
      return "a bit of training might be in order";
   case 801..1200: 
      return "you could very well learn something new from training";
   case 1201..1500: 
      return "you could benefit from training";
   case 1501..2000: 
      return "you feel like training might help";
   case 2001..2500: 
      return "you should consider training your skills";
      
      //25 levels of average
   case 2501..4000: 
      return "your skills could be greatly improved with training";
   default: 
      return "certainly a hearty training session is in order!";
   }
}
 
string find_wimpy_string( int wimpy ) {
   if ( wimpy ) {
      return "you will flee when "+ find_hp_string( wimpy, 100 );
   }
   return "you will not flee";
} /* find_wimpy_string() */

#ifdef SURRENDER_ON
string find_surrender_string( int surr ) {
   if ( surr ) {
      return "you will surrender when "+ find_hp_string( surr, 100 );
   }
   return "you will not surrender";
} /* find_surrender_string() */
#endif

string find_align_string( object tp ) {
   string ret = "";
   string word = tp->query_deity();
   
   ret = "";
   word = tp->query_deity();
   if ( !tp ) {
      return "";
   }
   ret += "you are ";
   ret += tp->align_string();
   if ( stringp( word ) ) {
      ret += " and in the service of ";
      ret += capitalize( word );
      ret += ", ";
   }
   return ret;
} /* find_align_string() */

string find_death_string( int remaining ) {
   if ( !this_player()->query_deaths() ) {
      return "Death has never visited you in a professional capacity";
   }

   switch ( remaining ) {
   case 0..0: 
      return "Death has a special interest in your next appointment";
   case 1..3: 
      return "Death is starting to lose patience with you";
   case 4..7: 
      return "You and Death are on good terms";
   default: 
      return "You have an \"arrangement\" with Death";
   }
} /* find_death_string() */

int calc_xp_cost( string skill ) {
   int lvl;
   int my_lvl;
   int cost;
   int j;
   int total;
   int total2;
   int num = 1;

   my_lvl = this_player()->query_skill_bonus( skill, 1 );
   lvl = this_player()->query_skill(skill);
   
   cost = DEFAULT_COST;
   if( SKILL_OB->query_skill_cost(skill) > 0 ) {
      cost *= SKILL_OB->query_skill_cost(skill);
   }
   cost *= STD_COST/5;
   total2 = 0;
   total = 0;
 
   if ( !my_lvl ) {
      my_lvl = 1;
   }
   for ( j = 0; j < num; j++) {
      int k;
      
      k = 2 * this_player()->calc_bonus( lvl + j, skill, 1 ) / my_lvl + 1;
      total2 += cost * ( ( lvl + j ) / LEVEL_DIV + 1 ) * k * k / 2;
      /* This stops people taking advantage of two's complement. */
      if ( total > total2 ) {
         num = j;
         break;
      } else {
         total = total2;
      }
   }
   
   if (!total) {
      total = cost;
   }
   
   return total;  
} /* calc_xp_cost() */

int calc_percent( float x, float y ) {
   return to_int( ( to_float( x ) / to_float( y ) ) * 100 );
} /* calc_percent() */

mixed *query_patterns() { 
   return ({ "", (: cmd() :), "stats", (: cmd_stats() :) }); 
} /* query_patterns() */