/* Additional workroom for newbie Builders. This one is basically the
* the same as workroom.c but has stripped out descriptions but added
in add_action()'s so you can "move desk" or whatever in your
* workrooms.
* Radix : September 27, 1995
*/
inherit "/std/room.c";
// inherit the file "/std/outside.c" if you want clouds and such.
void setup()
{
set_short(CREATOR+"'s workroom");
set_long("\nWorkroom of "+CREATOR+".\n\n"
" The workroom you find yourself standing in has a new layer "
"of paint. A normal assortment of dusty furniture is "
"arranged around the room. The most important being the "
"large desk and old chair against the far wall facing you. "
"Hanging from the ceiling, a small lamp gives ample light for "
"the room. With some consideration, you decide the room "
"is in need of cleaning. "
"\n\n");
set_light(80);
add_clone("/obj/misc/button.c",1);
add_exit("common","/w/common","door");
add_exit("entryroom","/room/entryroom.c","door");
"/w/common.c"->add_exit( CREATOR,"/w/"+CREATOR+"/workroom","door");
}
// Here we put add_action()'s that call whatever funtion you want.
void init()
{
::init();
add_action("clean_desk","clean");
add_action("move_desk","move");
}
int clean_desk(string str)
{
if(str == "desk")
{
write("You begin to clean the desk and find a newspaper.\n");
say(this_player()->query_cap_name()+" cleans the desk and finds "
"a newspaper.\n");
clone_object("/obj/misc/newcreator_paper.c")->move(this_object());
return(1);
}
notify_fail("Everything in the room seems clean except the desk.\n");
return(0);
}
int move_desk(string str)
{
if(str == "desk")
{
write("You forcefully move the desk and discover a trap door!\n");
say(this_player()->query_cap_name()+" moves the desk around.\n");
add_exit("trap door","/room/void.c","door");
renew_exits();
return(1);
}
notify_fail("Move what?\n");
return(0);
}