LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
int money;

#ifdef NATIVE_MODE

varargs void move(mixed dest) {
  if(!dest) dest = previous_object();
  move_object(this_object(), dest);
}


void create() {
#else
reset(arg) {
    if (arg) return;
#endif /* native */
    money = 1;
}

query_weight() { return 0; }

short() {
    if (money == 0)
	return 0;
    return convert(money) +" coins";
}

/*
 * If we are picked up by a player, then move the money to his "purse",
 * and destruct this object.

 901128: Changed by JnA to not destruct object until surely picked by the
 player, i.e. object moved to the players inventory with move_object()
*/
init()
{
  if (environment(this_object())==this_player()) {
    call_other(this_player(), "add_money", money);
    money = 0;
    set_heart_beat(1);
  }
}

get()
{
  return money>0;
}

set_money(m) {
    money = m;
}

id(str) {
    if (str == "coins")
	return 1;
    if (str == "money")
	return 1;
}

heart_beat() {
    if (money == 0)
	destruct(this_object());
}

/* Add money added by Kingbilly, to allow for incremental */
/* change of amounts */

add_money(m)
{
money += m;
}

/* Money Converter.
   This wil convert all players copper coins to give a message of a
   how many platinum, gold, silver and copper coins they have.
   When a player receives money, it will automatically renew all
   coins into lowest denominator amounts; first platinum, then
   gold, silver and finnaly copper.
 */

#define GOLD    1000
#define SILVER  100
#define COPPER  1



string convert(int i) {
  string tmp;

  tmp = "";
  if(i >= GOLD) tmp += (i/GOLD + " gold ");
  while(i >= GOLD) 
    i -= GOLD;
  if(i >= SILVER) tmp += (i/SILVER +" silver  ");
  while(i >= SILVER) 
    i -= SILVER;
  if(i) tmp += (i +" copper ");
  return tmp;
}