inherit "inherit/monster";
#define NAME (string)this_player()->query_name()
#define MY_STAT 17
#define YOUR_STAT (int)this_player()->query_charisma()
#define ROOM_MOD 200
static int counter, i;
reset(arg) {
::reset(arg);
"/room/city/pub/inn2" -> reset();
"/room/city/pub/inn3" -> reset();
"/room/city/pub/inn4" -> reset();
"/room/city/pub/inn5" -> reset();
if(arg) return;
counter = 0;
set_name("samantha");
set_short("Samantha, the Grandmaster Thief");
set_long(
"Her short brown hair and dark seductive eyes and smile makes \n"+
"her renowned across the city as a man killer. No one can resist \n"+
"this woman, no one dares to. No living man has ever known to \n"+
"say no to her.\n");
set_level(19);
set_gender(2);
set_race("human");
set_chance(50);
set_spell_dam(50 + random(100));
set_spell_mess1("Samantha kicks you in the head!");
set_spell_mess2("Samantha kicks 0 in the head!");
set_hp(2100);
set_wc(30);
set_ac(15);
load_spells(10, ({ "miss", "acd", "lb", "fb", "fs", "bbb" }));
load_chat(7, ({ "Samantha asks: Would you like to spend the night here?\n",
"Samantha looks you up and down with careful eyes.\n",
"Samantha smiles at you seductively\n",
"Samantha says: The rooms are up stairs, and are quite cheap.\n"
}));
load_a_chat(5, ({ "Samantha says: You shouldn't tangle with me.\n",
"Samantha says: I wouldn't do that if I were you.\n",
"Samantha asks: Feel like a bit of sport, hmm..?\n",
"Samantha says: I'm stronger than you think.\n",
"Samantha tumbles away from your blow.\n",
"Samantha kicks you hard.\n",
"Samantha punches you in the face.\n"
}));
move_object(clone_object("room/city/pub/key"),this_object());
move_object(clone_object("room/city/pub/key"),this_object());
move_object(clone_object("room/city/pub/key"),this_object());
move_object(clone_object("room/city/pub/key"),this_object());
}
catch_tell(string str) {
string tmp1, tmp2;
if(sscanf(str, "%s says: rent %s", tmp1, tmp2) ||
sscanf(str, "%s says: room %s", tmp1, tmp2))
rent_room();
}
rent_room() {
object key, door;
int cost;
if(!present("key", this_object())) {
tell_room(environment(), "Samantha says: Sorry "+ NAME +", but I don't "+
"have any rooms left to rent.\n");
return 1;
}
if(present("key", this_player())) {
key = present("key", this_player());
if(!counter) {
if(key -> id(NAME)) {
tell_room(environment(), "Samantha says: You've stolen one of "+
"my keys!\n"+
"Samantha snatches the key away!\n");
destruct(key);
return 1;
}
}
if(environment() -> query_players(NAME)) {
tell_room(environment(), "Samantha says: But "+NAME+", you already "+
"have rented a room.\n");
return 1;
}
}
tell_object(this_player(), "Samantha haggles with you over the price of "+
"a room.\n");
cost = room_cost();
if(random(MY_STAT) > random(YOUR_STAT))
cost += random(cost) /4;
else
cost -= random(cost) /3;
if(this_player()->query_money() < cost) {
tell_room(environment(), "Samantha says: But you don't have "+
cost +" copper coins for the room!\n");
return 1;
}
tell_object(this_player(), "Samantha takes "+ cost +" copper coins for "+
"the room.\n");
this_player()->add_money(-cost);
key = present("key", this_object());
if(!this_player()->add_weight(1)) {
tell_room(environment(), "Samantha says: You cannot carry this key, "+
NAME +", so I will just leave it here.\nSamantha drops a key.\n");
move_object(key, environment(this_object()));
}
else {
tell_object(this_player(), "Samantha gives you a key.\n");
say("Samantha gives "+NAME+" a key.\n",this_player());
move_object(key, this_player());
}
tell_object(this_player(), "You write your name in the inn's register.\n");
say(NAME +" writes "+this_player()->query_possessive() +" name "+
"in the inn's register.\n",this_player());
key -> set_key_id(NAME);
key -> set_number(counter + 1);
make_doors(NAME, this_player());
environment()->add_players(NAME);
return 1;
}
room_cost() {
return ROOM_MOD * (int)this_player()->query_level();
}
make_doors(string str, object obj) {
object obj_1, obj_2;
string tmp1, tmp2;
string loc_1, loc_2;
object obj1, obj2;
if(!str) return;
loc_1 = "/room/city/pub/inn"+ (counter+2);
loc_2 = "/room/city/pub/inn"+ (10 - counter);
if(sscanf(loc_1, "%s0%s", tmp1, tmp2))
loc_1 = tmp1 + tmp2;
obj1 = find_object(loc_1);
obj2 = find_object(loc_2);
obj1 -> reset();
obj2 -> reset();
obj1 -> set_door_attribute("west door", "key id", str);
obj1 -> set_door_attribute("west door", "lock difficulty",
(int)this_player()->query_level());
obj2 -> set_door_attribute("east door", "key id", str);
counter ++;
}
init() {
::init();
check();
}
check() {
object obj;
if(!counter) {
if(present("key", this_player())) {
obj = all_inventory(this_player());
for(i=0; i<sizeof(obj); i++) {
if(obj[i] -> id("skandles downfall")) {
tell_room(environment(), "Samantha says: Hey "+ NAME +", "+
"how did you get that!\n");
say("Samantha snatches the key away from "+NAME+".\n",this_player());
tell_object(this_player(), "Samantha snatches the key away "+
"from you!\n");
destruct(obj[i]);
}
}
}
}
}