ldmud-3.4.1/doc/
ldmud-3.4.1/doc/efun.de/
ldmud-3.4.1/doc/efun/
ldmud-3.4.1/doc/man/
ldmud-3.4.1/doc/other/
ldmud-3.4.1/mud/
ldmud-3.4.1/mud/heaven7/
ldmud-3.4.1/mud/lp-245/
ldmud-3.4.1/mud/lp-245/banish/
ldmud-3.4.1/mud/lp-245/doc/
ldmud-3.4.1/mud/lp-245/doc/examples/
ldmud-3.4.1/mud/lp-245/doc/sefun/
ldmud-3.4.1/mud/lp-245/log/
ldmud-3.4.1/mud/lp-245/obj/Go/
ldmud-3.4.1/mud/lp-245/players/lars/
ldmud-3.4.1/mud/lp-245/room/death/
ldmud-3.4.1/mud/lp-245/room/maze1/
ldmud-3.4.1/mud/lp-245/room/sub/
ldmud-3.4.1/mud/lp-245/secure/
ldmud-3.4.1/mud/morgengrauen/
ldmud-3.4.1/mud/morgengrauen/lib/
ldmud-3.4.1/mud/sticklib/
ldmud-3.4.1/mud/sticklib/src/
ldmud-3.4.1/mudlib/uni-crasher/
ldmud-3.4.1/pkg/
ldmud-3.4.1/pkg/debugger/
ldmud-3.4.1/pkg/diff/
ldmud-3.4.1/pkg/misc/
ldmud-3.4.1/src/autoconf/
ldmud-3.4.1/src/hosts/
ldmud-3.4.1/src/hosts/GnuWin32/
ldmud-3.4.1/src/hosts/amiga/
ldmud-3.4.1/src/hosts/win32/
ldmud-3.4.1/src/ptmalloc/
ldmud-3.4.1/src/util/
ldmud-3.4.1/src/util/erq/
ldmud-3.4.1/src/util/indent/hosts/next/
ldmud-3.4.1/src/util/xerq/
ldmud-3.4.1/src/util/xerq/lpc/
ldmud-3.4.1/src/util/xerq/lpc/www/
ldmud-3.4.1/test/t-030925/
ldmud-3.4.1/test/t-040413/
ldmud-3.4.1/test/t-041124/
#include "std.h"
/*
 * This is an elevator.
 * floor 2: church
 */

#define STILL	0
#define DOWN	1
#define UP	2

int level;
int door_is_open;
int time_to_close_door;
int dest;		/* Where we are going. */
int moving_time;	/* How long we are going to move. */
int delay_to_reset;	/* Move back to origin automatically after a delay. */

void init() {
    add_action("press", "press");
    add_action("press", "push");
    add_action("open_door", "open");
    add_action("close_door", "close");
    add_action("go_east", "east");
}

string short() {
    return "elevator";
}

void reset(int arg) {
    door_is_open = 0;
    if (arg)
	return;
    set_light(1);
    level = 2;
    dest = 2;
    moving_time = 0;
}

/*
 * Return true if closed door.
 */

int query_door() { return !door_is_open; }

void long() {
    write("You are in the elevator. On the wall are three buttons,\n");
    write("numbered 1 to 3.\n");
    if (door_is_open)
	write("There is an open door to the east.\n");
    if (!door_is_open)
	write("There is a closed door to the east.\n");
}

int press(string button) {
    string b;
    if (!button)
	return 0;
    if (door_is_open) {
	write("Nothing happens.\n");
	return 1;
    }
    if (sscanf(button, "button %s", b) != 1)
	b = button;
    if (moving_time > 0) {
	write("The elevator is still moving.\n");
	return 1;
    }
    if (b == "1" || b == "one")
	dest = 1;
    if (b == "2" || b == "two")
	dest = 2;
    if (b == "3" || b == "three")
	dest = 3;
    if (dest == level) {
	write("You are alread at level " + dest + ".\n");
	return 1;
    }
    if (dest > level) {
	moving_time = dest - level;
	write("The elevator jerks upward.\n");
	say("The elevator jerks upward.\n");
    }
    if (level > dest) {
	moving_time = level - dest;
	write("The elevator starts moving downward.\n");
	say("The elevator starts moving downward.\n");
    }
    if (dest == 1 || level == 1)
	moving_time += 10;
    moving_time += 1;
    set_heart_beat(1);
    return 1;
}

void heart_beat() {
    if (time_to_close_door > 0) {
	time_to_close_door -= 1;
	if (time_to_close_door == 0) {
	    say("The door swings shut.\n");
	    door_is_open = 0;
	}
    }
    if (moving_time <= 0)
	return;
    moving_time -= 1;
    if (moving_time > 0) {
	say("The elevator continues...\n");
	return;
    }
    say("The elevator slows down and stops\n");
    set_heart_beat(0);
    level = dest;
    if (level == 2)
	"room/church"->elevator_arrives();
    if (level == 1)
	"room/wiz_hall"->elevator_arrives();
}

int open_door(string str)
{
    if (str != "door")
	return 0;
    if (door_is_open) {
	write("It is already open!\n");
	return 1;
    }
    if (moving_time > 0) {
	write("The door is stuck.\n");
	return 1;
    }
    door_is_open = 1;
    time_to_close_door = 3;
    write("Ok.\n");
    say(this_player()->query_name() + " opened the door.\n");
    return 1;
}

int close_door(string str)
{
    if (str != "door")
	return 0;
    if (!door_is_open) {
	write("It is closed!\n");
	return 1;
    }
    door_is_open = 0;
    time_to_close_door = 0;
    write("Ok.\n");
    say(this_player()->query_name() + " closed the door.\n");
    return 1;
}

int go_east() {
    if (moving_time > 0) {
	write("You can't go anywhere when the elevator is moving.\n");
	return 1;
    }
    if (!door_is_open) {
	write("The door is closed.\n");
	return 1;
    }
    if (level == 2)
	this_player()->move_player("east#room/church");
    if (level == 1)
	this_player()->move_player("east#room/wiz_hall");
    if (level == 3)
	this_player()->move_player("east#room/attic");
    return 1;
}

int query_level() { return level; }

/*
 * This routine is called from various rooms that the elevator connects to.
 */
int call_elevator(int button) {
    if (door_is_open)
	return 0;
    if (moving_time > 0)
	return 0;
    dest = button;
    if (dest == level)
	return 0;
    write("A little white lamp beside the button lights up.\n");
    say("A little white lamp beside the button lights up.\n");
    if (dest > level)
	moving_time = dest - level;
    if (level > dest)
	moving_time = level - dest;
    if (dest == 1 || level == 1)
	moving_time += 10;
    moving_time += 1;
    set_heart_beat(1);
    return 1;
}

int id(string str) {
    return str == "door" || str == "button" || str == "buttons";
}

/*
 * Only list inventory if not looking at anything special.
 */
int can_put_and_get()
{
    return 0;
}
/*
 * Called by others to see if the elevator is moving
 */
int is_moving() {
    if (level == dest )
	/* Still */
	return 0;
    if(level > dest)
	/* down */
	return 1;
    /* up */
    return 2;
}

int query_drop_castle() {
    return 1;
}