/* Additional workroom for newbie Builders. This one is basically the * the same as workroom.c but has stripped out descriptions but added in add_action()'s so you can "move desk" or whatever in your * workrooms. * Radix : September 27, 1995 */ inherit "/std/room.c"; // inherit the file "/std/outside.c" if you want clouds and such. void setup() { set_short(CREATOR+"'s workroom"); set_long("\nWorkroom of "+CREATOR+".\n\n" " The workroom you find yourself standing in has a new layer " "of paint. A normal assortment of dusty furniture is " "arranged around the room. The most important being the " "large desk and old chair against the far wall facing you. " "Hanging from the ceiling, a small lamp gives ample light for " "the room. With some consideration, you decide the room " "is in need of cleaning. " "\n\n"); set_light(80); add_clone("/obj/misc/button.c",1); add_exit("common","/w/common","door"); add_exit("entryroom","/room/entryroom.c","door"); "/w/common.c"->add_exit( CREATOR,"/w/"+CREATOR+"/workroom","door"); } // Here we put add_action()'s that call whatever funtion you want. void init() { ::init(); add_action("clean_desk","clean"); add_action("move_desk","move"); } int clean_desk(string str) { if(str == "desk") { write("You begin to clean the desk and find a newspaper.\n"); say(this_player()->query_cap_name()+" cleans the desk and finds " "a newspaper.\n"); clone_object("/obj/misc/newcreator_paper.c")->move(this_object()); return(1); } notify_fail("Everything in the room seems clean except the desk.\n"); return(0); } int move_desk(string str) { if(str == "desk") { write("You forcefully move the desk and discover a trap door!\n"); say(this_player()->query_cap_name()+" moves the desk around.\n"); add_exit("trap door","/room/void.c","door"); renew_exits(); return(1); } notify_fail("Move what?\n"); return(0); }