#include <mudlib.h> inherit ROOM; void reset(status arg) { if(!present("board")) { object board; board = clone_object(BULLETIN_BOARD); board -> set_save_file("ob_saves/square_board"); board -> set_long( "This board is used to post notices on general mud happenings.\n"); move_object(board, this_object()); } if(arg) return; set_no_fight(1); set_short("The city square of Tempus"); set_long( "A small garden of flowers surrounds a small clearing that marks \n"+ "the city square of the city Tempus. The town hall stands in all\n"+ "its majesty to the north, across a small wooden bridge. In the \n"+ "center of the clearing here is a tall bell tower. To the south \n"+ "are the city gardens. "); set_night_desc( "Tall bronzed torch stands shed light \ninto the square. "); /* note that the bulletin board makes a new line */ set_night_items(({ "torch#stands#torch stands", "Flaming torches shed light into the square", "flame#fire#flames", "It looks like the torch is on fire" })); set_items(({ "town hall#hall", "The great town hall of Tempus city", "bridge", "A solid wooden bridge that spans a small lake", "lake", "It is too far away to see from here", "tower#bell#bell tower", "Atop the bell tower is a large brass bell. Although it \n"+ "looks quite old, it appears to still be well used", "gardens", "The beautiful city gardens of Tempus City", "garden", "A garden of beautiful flowers", "flower#flowers", "There are roses here in full bloom", "rose#roses", "They are the most beautiful you have ever seen" })); set_smell("All about you smell beautiful roses\n"); set_weather(2, 4, 0); set_exits(({ "room/city/bridge", "north", "room/city/garden/n_gate", "south", "room/city/main_st1", "east", "room/city/dark_rd1", "west", })); } void init() { ::init(); add_action("ring1", "ring"); } status ring1(string str) { if(str == "bell") { if(!query_day()) { write("You don't want to wake all the citizens do you?\n"); return 1; } write("You ring the bell.\n"); say(this_player()->query_name()+" rings the square bell.\n", this_player()); call_out("ring2", 1); return 1; } } void ring2() { this_player()->check_shout("The city bell rings clearly throughout "+ "the realms...\n"); return; } int query_prop(string str) { if(str == "Nulmagic") return 1; return 0; } int query_property(string str) { return query_prop(str); }