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

258 lines
8.7 KiB
C

#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 your 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();
SetProperty("no attack",1);
SetProperty("light", 1);
SetProperty("indoors", 1);
SetShort( "The heart of the rogue hideout");
SetLong(
"Welcome into the rogue hideout!\n"+
"Rogues come here to sharpen their fiendish skills.\n"+
"The available commands are <cost>, <advance>, <list (number)>, "
"<train skill amount>, <improve stat> and <roll stats>. Up "
"through a stairway guarded by a shimmering %^BLUE%^blue%^RESET%^ "
"light is the entrance to the fortress. <help skills> will list "
"all of the full names of skills.");
SetExits(
(["up" : "/domains/Praxis/rogue_join",
"council" : "/domains/Praxis/council_hall",
"east" : "/domains/Praxis/rogue_vote"]) );
ob = new("/lib/bboard");
ob->SetKeyName("board");
ob->SetId( ({ "board", "rogue board" }) );
ob->set_board_id("rogue_board");
ob->set_max_posts(25);
ob->set_edit_ok(ROGUE_COUNCIL);
ob->move("/domains/Praxis/rogue_hall");
ob->SetShort( "Rogue's Board of Fiendish Plots");
ob->SetLong( "On this rotting wood board, rogues come to post "
"of bounties dastardly deeds, and other fiendish foils "
"for other rogues to see.\n");
// new("/realms/grumpy/rogue/obj/box.c")->move(this_object());
}
void init() {
::init();
add_action("cost","cost");
add_action("murder", "murder");
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;
call_other("/domains/Praxis/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 rascal"; break;
case 2: return "the little thug"; break;
case 3: return "the petty thief"; break;
case 4: return "the lurking swindler"; break;
case 5: return "the minor rogue"; break;
case 6: return "the creeping cutpurse"; break;
case 7: return "the nasty thug"; break;
case 8: return "the lurking criminal"; break;
case 9: return "the devious bandit"; break;
case 10: return "the fearsome rogue"; break;
case 11: return "the deceiving fiend"; break;
case 12: return "the rich swindler"; break;
case 13: return "the accomplished rogue"; break;
case 14: return "the corrupt pick-pocket"; break;
case 15: return "the cunning thief"; break;
case 16: return "the spiteful con-artist"; break;
case 17: return "the deceitful backstabber"; break;
case 18: return "the perpetual thief"; break;
case 19: return "the grand master rogue"; break;
case 20: return "the high mortal rogue"; break;
default: return ""; break;
}
}
string get_female(int lev) {
switch(lev) {
case 8: return "the lesser murderess"; break;
default: return get_male(lev); break;
}
}
int advance() { return ADVANCE_D->advance(); }
int train(string str) {
string which, which_tmp;
int amount;
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);
write("You feel much ");
say(this_player()->query_cap_name()+" looks much ");
if(str == "strength") tell_room(this_object(), "stronger.\n");
else if(str == "intelligence") tell_room(this_object(), "more intelligent.\n");
else if(str == "wisdom") tell_room(this_object(), "wiser.\n");
else if(str == "dexterity") tell_room(this_object(), "more nimble.\n");
else if(str == "constitution") tell_room(this_object(), "sturdier.\n");
else tell_room(this_object(), "more attractive.\n");
return 1;
}
int get_cost(string stat, int lev) {
switch(stat) {
case "intelligence": return ADVANCE_D->get_stat_cost(1, lev); break;
case "dexterity": return ADVANCE_D->get_stat_cost(1, lev); break;
case "charisma": 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.\n");
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;
}
int murder() {
if(this_player()->query_skill("murder")) return 0;
this_player()->add_skill("murder", 3, 100);
write("Done.\n");
return 1;
}