#include <mudlib.h> #define NAME (string)this_player()->query_name() inherit ROOM; void reset(status arg) { object obj; if(!present("tree")) { obj = clone_object("skills/obj/tree"); move_object(obj, this_object()); obj -> grow(); } if(arg) return; set_short("the city garden"); set_long( "The path winds through the city gardens close to a large banksier. \n"+ "This tall bush bears prickly red bottle-brush shaped blooms of great\n"+ "beauty. "); set_day_desc( "The sunlight beams down on you from on high, peeking through the \n"+ "white fluffy clouds.\n"); set_night_desc( "The moon stares down at you as dark sinister clouds pass by.\n"); set_listen("The air is silent; the sound of peace.\n"); set_smell("The air is full of the sweet honey smell of the banksier.\n"); set_items(({ "bottle-brush#bush#brush#bottle#banksier", "The big banksier bush bears simple flowers similar to bottle "+ "brushes,\nthat taste similar to honey", "path#cobblestone path#cobblestones#cobblestone", "A well travelled cobblestone path", "tree#gum tree#ghost-gum#gum", "This tree's trunk is a light grey, almost white colour. Atop \n"+ "the tree is some movement amid the leaves", })); set_day_items(({ "sunlight#sun#light", "Do you want to go blind?", "cloud#clouds", "They are white and fluffy. One reminds you of an echidna", })); set_night_items(({ "moon", "You can see the man in the moon. He \n"+ "appears to be grinning an evil grin at you", "cloud#clouds", "They look dark and sinister...and very spooky", })); set_exits(({ "room/city/garden/garden6", "north", "room/city/garden/garden2", "west", })); set_weather(1,4,0); } void init() { ::init(); add_action("eat", "eat"); add_action("eat", "taste"); } status eat(string str) { string tmp1, tmp2; if(!sscanf(str, "%sbanksier%", tmp1, tmp2)) { notify_fail("Eat what? The banksier?\n"); return 0; } if(this_player()->eat_food(1)) { tell_object(this_player(), "The banksier bush tastes like honey.\n"); say(NAME+" tastes the banksier bush flowers.\n",this_player()); return 1; } return 0; }