#include #include ROOMS_H #include #include 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(!VOTING_D->is_time_to_vote()) return ::CanReceive(ob); if(creatorp(this_player()) || this_player()->query_level() < 2) return ::CanReceive(ob); if(VOTING_D->query_voted(this_player()->query_name(), this_player()->query_class())) 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, "light" : 2, "indoors" : 1]) ); SetShort( "the inner sanctum of the clerics"); SetLong( "Welcome to the inner sanctum of the clerics!\n" "Clerics come to this room to contemplate their deities. " "The room is very sparse. The floor is made from oak, and chairs are set " "up all around. Very simple, and unpretensious. A large breeze fills " "the room, making it very light and airy. The available options for " "a cleric are , , , , " ", and . Through the passage guarded " "by a shimmering %^BLUE%^blue%^RESET%^ light is the church."); SetExits( (["south" : "/domains/Praxis/cleric_join", "down" : "/domains/Praxis/crypt.c", "council" : "/domains/Praxis/council_hall", "east" : "/domains/Praxis/cleric_vote"]) ); ob = new(LIB_BOARD); ob->SetKeyName("board"); ob->SetId( ({ "board", "reality board" }) ); ob->set_board_id("cleric_board"); ob->set_max_posts(25); ob->set_edit_ok(CLERIC_COUNCIL); ob->move("/domains/Praxis/cleric_hall"); ob->SetShort( "the Cleric's Board of Healing"); ob->SetLong( "Clerics post tales of their experiences of " "this reality here.\n"); } 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 = this_player()->query_level(); gen = this_player()->query_gender(); if(this_player()->query_guild()) { if(present(tp->query_guild()+"_ob", tp)) { if(lev > 19) title = "High mortal"; else title = present(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) { switch(lev) { case 1: return "the novice cleric"; break; case 2: return "the new student of nature"; break; case 3: return "the student of nature"; break; case 4: return "the advanced student of nature"; break; case 5: return "the minor believer in natural unity"; break; case 6: return "the believer in natural unity"; break; case 7: return "the unity of nature"; break; case 8: return "the minor low priest"; break; case 9: return "the minor priest"; break; case 10: return "the high minor priest"; break; case 11: return "the low cleric"; break; case 12: return "the junior cleric"; break; case 13: return "the cleric"; break; case 14: return "the cleric"; break; case 15: return "the high cleric"; break; case 16: return "the low master priest"; break; case 17: return "the master priest"; break; case 18: return "the high master priest"; break; case 19: return "the grand high priest"; break; case 20: return "the new high mortal cleric"; break; default: return ""; break; } } string get_female(int lev) { switch(lev) { case 8: return "the minor low priestess"; break; case 9: return "the minor priestess"; break; case 10: return "the high minor priestess"; break; case 16: return "the low master priestess"; break; case 17: return "the master priestess"; break; case 18: return "the high master priestess"; break; case 19: return "the grand high priestess"; break; default: return get_male(lev); break; } } int advance() { return ADVANCE_D->advance(); } int train(string str) { string which, which_tmp; int amount; if(!str) { notify_fail("Train what?\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: \n"); return 0; } which = lower_case(which); if(!this_player()->skill_exists(which)) { notify_fail("No such skill.\n"); return 0; } return ADVANCE_D->train_player(this_player(), which, amount); } int improve(string str) { string *stats; 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, this_player()->query_base_stats(str)); if( this_player()->query_exp()-stat_cost < ADVANCE_D->get_exp( this_player()->query_level() ) ) { notify_fail("You are not experienced enough to improve yourself in that way.\n"); return 0; } this_player()->SetStat(str, this_player()->query_base_stats(str) + 1); this_player()->add_exp(-stat_cost); message("Nmy_action", "You feel much ", this_player()); message("Nother_action", this_player()->query_cap_name()+ " looks much ", this_object(), ({ this_player() }) ); if(str == "strength") tell_room(this_object(), "stronger."); else if(str == "intelligence") tell_room(this_object(), "more intelligent."); else if(str == "wisdom") tell_room(this_object(), "wiser."); else if(str == "dexterity") tell_room(this_object(), "more nimble."); else if(str == "constitution") tell_room(this_object(), "sturdier."); else tell_room(this_object(), "more attractive."); return 1; } int get_cost(string stat, int lev) { switch(stat) { case "intelligence": return ADVANCE_D->get_stat_cost(1, lev); break; case "wisdom": return ADVANCE_D->get_stat_cost(1, lev); break; case "strength": return ADVANCE_D->get_stat_cost(1, lev); break; default: return ADVANCE_D->get_stat_cost(2, lev); break; } } int cost(string str) { int bing; write("Costs for advancement, training, and improvement:\n"); bing = ADVANCE_D->get_exp( 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", this_player()->query_base_stats("strength")) + "\t\tconstitution:\t\t" + get_cost("constitution", this_player()->query_base_stats("constitution")) ); write("intelligence:\t\t" + get_cost("intelligence", this_player()->query_base_stats("intelligence")) + "\t\tdexterity:\t\t" + get_cost("dexterity", this_player()->query_base_stats("dexterity")) ); write("wisdom:\t\t" + get_cost("wisdom", this_player()->query_base_stats("wisdom")) + "\t\tcharisma:\t\t" + get_cost("charisma", this_player()->query_base_stats("charisma")) ); return 1; } string previous_title(object tp) { string pre, post, str; str = tp->getenv("TITLE"); sscanf(str, "%s $N %s", pre, post); return post; } 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; }