mud/lib/domains/Praxis/cleric_hall.c
2020-09-06 05:43:07 -07:00

261 lines
9.0 KiB
C

#include <lib.h>
#include ROOMS_H
#include <council.h>
#include <daemons.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(!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 <cost>, <advance>, <list (number)>, <improve stat>, "
"<train skill amount>, and <roll stats>. 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: <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 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;
}