#include "path.h" inherit CASTLE+"baseroom.c"; void setup() { ::my_setup(); set_short("Realm of the Orc: Bedroom"); set_light(40); set_long("\n Realm of the Orc: Bedroom.\n\n" " The bedroom is a mess, the tattered remains of a four poster bed stand " "against the far wall. " "The drapes around the bed are still there, which seems puzzling considering " "the level of destruction elsewhere. A trail in the dust on the floor " "leads from the door to the bed, where there stands a small chest." "\n"); add_item(({"bed","drapes"}),"The drapes are somewhat tattier close up than they appeared " "to be from a distance, thats probably due to the chainmail lining the inside. " "The mattress of the bed has been cut to pieces, and any blankets are missing. " "Looks like someone was looking for loot fairly intensively. " "A glitter from the wall end of the bed may be something that was overlooked " "though.\n"); add_item(({"trail","dust"})," The trail leads from the doorway " "to the bed.\n"); add_item("chest","This small chest sits at the foot of the bed and " "appears to be unlocked.\n"); add_item("wall"," The wall here is cleaner than the walls in the " "rest of the castle. It would seem that the battle never got " "this far.\n"); add_item(({"glitter"}),"The glittering item appears to be a gem, recessed into " "the wall somewhat. The only reason you can see it now is that some of the " "dried blood seems to have flaked off the wall. " "\n"); add_item("gem","If you had a dagger you could probably pry this out.\n"); add_item(({"armour","weapons"}),"The armour still has an occupant, " "he's rather dead, and dried blood still trails down the wall by the head " "of the bed. It looks like some incredible force has driven him partway " "into the wall."); add_item(({"door","around"}),"Your first impressions seem to have been mistaken , " "it's just that there are few obvious signs of battle in this room. " "everything has a thin film of dust and soot, apart from a bloody area " "near the bed, and a clear track leading to the door. " "\n"); add_item(({"gem"}),"The gem looks as though it'll take some effort to get out. "); add_item("ceiling", "\n" " Hmmm, it appears that the ceiling does some 'moving around'.\n"); new("/baseobs/weapons/dagger")->move(this_object()); //add_exit("south",CASTLE +"orc14","door"); add_exit("west",CASTLE +"orc07","door"); } void init() { ::init(); add_action("do_pry","pry"); add_action("open_chest","open"); } int open_chest(string str) { if(str != "chest") { return(0); } else { write("You strugle to open the chest...\n" "You finally open the chest and are pleasantly surprised to " "find some Orc Wafers. You hurriedly scarf them down " "and feel a little healthier.\n"); this_player()->adjust_hp(random(3)+1); return(1); } } int do_pry(string str) { object * olist; int i; if(str != "gem") { return 0; } else { olist = this_player()->query_weapons_wielded(); for(i = 0; i < sizeof(olist); i++) { if((string)olist[i]->query_name() == "dagger") { tell_object(this_player(),"The wall spins and tosses you headfirst into another room.!"); tell_room(this_object(),"\n" " You feel a sudden gust of air and turn only to find dust descending from the ceiling.\n"); this_player()->move(CASTLE+"orc14"); this_player()->look_me(); return 1; } } } return 0; }