inherit "/std/room"; #include "path.h" void setup () { set_short("Macedonia: Town Hall"); set_light(40); set_long("Macedonia: Town Hall\n\n" " This is a fairly well decorated room. Hanging on " "the northern wall, there is a large map of the realms. " "On the east wall there hangs a beautifully painted " "portrait of Aldinanachru, one of the most heroic citizens " "in the entire history of Macedonia. In the direct " "center of the room, there is a large oak table " "surrounded by a dozen chairs. Above this table, there " "is a large chandelier that is used for the special " "gatherings of all the citizens. But for normal " "discussions, the torches on each wall provide ample " "lighting. The strangest structure about this town hall " "is the set of stairs leading to a second story of " "this building." "\n\n"); //added by Christian oct 28// add_item("stairs","These stairs lead up, to the second story.\n"); add_exit("southwest",VALLEY +"gnome14","path"); add_exit("up","/d/newbie/gnome/rooms/enter.c","door"); } void init() { ::init(); add_action("unlock_me","unlock"); add_action("go_up","up"); } int unlock_me(string str) { object *stuff; int d; int c; if(str == "door with key") { stuff = all_inventory(this_player()); for(c=0; c < sizeof(stuff);c++) { if((string)stuff[c]->query_name() == "key") { ++d; write("You unlock the door at the top of the stairs.\n"); this_player()->add_property("GNOME_UNLOCK",1); return 1; } } } else { return 0; } } int go_up() { if(this_player()->query_property("GNOME_UNLOCK")) { write("You climb the stairs and open the door to see...\n\n"); this_player()->move(VALLEY+"enter.c"); this_player()->look_me(); return 1; } else { write("You cannot seem to budge this tightly locked door.\n"); return 1; } }