mud/lib/domains/town/npc/dirk.c
2020-09-06 05:43:07 -07:00

215 lines
7.5 KiB
C

#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(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;
}