/* Text upgrade and rewrite by Grimbrand 2-1-96 */
#include "path.h"
inherit "/std/underground";
object *npcs;
/*
void reset() {
int i;
for(i=0;i<sizeof(npcs);i++) {
if(!npcs[i]) {
npcs[i]=clone_object(DNPC+"dmaster01");
npcs[i]->move(this_object());
}
}
}
*/
void setup() {
add_property("no_undead",1); set_light(10);
npcs = allocate(1);
set_short("Realm of the Duergar: Mine Masters Office");
set_long("\n Realm of the Duergar: Mine Masters Office.\n\n"
" You have entered the Mine Masters Office. All around the "
"room you can see the various types of mining equipment and "
"ore typical to what can be found in the mines of Dendall. "
"Behind the Masters desk a large assortment of picks, hammers, "
"and spikes can be seen neatly laid out for display. Along "
"the other three walls, nicely arranged, lie the different "
"yet typical ore commonplace in Dendall. Among them, some "
"of the most beautiful crystalline formations you have ever "
"seen catch your eye. The Mine Master sits down behind his "
"desk and eyes you over as you drool over his prize collection. "
"It would be a good idea to \"listen\" to him and what he "
"has to say.\n"
"\n");
add_item("picks"," You look at the various sizes of picks on the wall "
"behind the Masters desk, and wonder why there are so many. "
"There are even some that you are not sure you could "
"lift. One detail that does leave a good impression upon "
"your mind is the excellent condition they appear to be "
"in.\n");
add_item("hammers", " The hammers on the wall behind the desk have "
"been arranged according to size. The variety of hammer "
"types are so varied and strange you question whether or "
"not some of them are even hammers. They are all in "
"excellent shape.\n");
add_item("spikes", " On the wall next to the hammers are these "
"spikes. Without these simple pieces of metal the hammers "
"are rendered almost useless for mining purposes. For the "
"most part all of the spikes are standardized in shape and "
"vary only in size.\n");
add_item(({"ore", "ores", "rock", "rocks"}),
" The various ore types have been sorted and placed along "
"the walls of the room. Each wall has been dedicated to a "
"specific theme, one wall is metal types, another is crystal "
"formations, and the last is precious natural treasures.\n");
add_item("gems", " You see a wide variety of all the known gems in "
"the realms. Handsomely displayed in a sturdy metal case "
"with thick glass, it is obvious they represent great "
"wealth and mining expertise.\n\n"
"Helden eyes you closely, hefting a wicked looking pick.\n");
add_exit("up",NEWBIE+"main03","door");
add_exit("west",NEWBIE+"dlev1_01","door");
modify_exit("west",({"function","bouncer"}));
add_clone(DNPC+"dmaster01",1);
}
/*
void dest_me() {
int i;
for(i=0;i<sizeof(npcs);i++)
if(npcs[i]) npcs[i]->dest_me();
::dest_me();
}
*/
int bouncer() {
int lv,xp;
object me = this_player();
lv = (int)me->query_level();
xp = (int)me->query_xp();
if(lv == 1 && xp <4000) {
write(" The door opens easily when you push it, allowing you to "
"enter the area beyond.\n\n");
tell_room(environment(me), me->query_cap_name()+" steps towards the "
"door and it opens quietly, allowing "+me->query_cap_name()+
" to enter.\n",({this_player()}));
return 1;
}
notify_fail(" You walk into the door attempting to push it open.\n\n");
tell_room(environment(me), me->query_cap_name()+" walks into the west "
"door and rebounds with a hurt and surprised look upon "
+me->query_possessive()+" face.\n\n", ({ this_player() }));
return 0;
}