/*
*$Id$
*/
/* Remains of a dead golem */
#include <armoury.h>
inherit "/obj/container";
void make_fragments();
void setup() {
set_name( "rubble" );
set_short( "heap of clay rubble" );
add_alias( ({"heap", "clay"}) );
add_adjective( ({"heap of", "clay"}) );
set_main_plural( "heaps of clay rubble" );
add_plural( "heaps" );
set_weight( 40000 );
set_max_weight( 50000 );
set_value( 0 );
set_stuck( 1 );
make_fragments();
add_property( "no recycling", 1 );
} /* void setup() */
void make_fragments() {
int amount = random( 8 );
int i;
for( i = 1; i <= amount; i++ )
switch( random( 11 ) ) {
case 0..5:
ARMOURY->request_item( "golem shard", 100 )->
move( this_object() );
break;
case 6..7:
ARMOURY->request_item( "golem finger", 100 )->
move( this_object() );
break;
case 8..9:
ARMOURY->request_item( "golem toe", 100 )->
move( this_object() );
break;
case 10:
ARMOURY->request_item( "golem eye", 100 )->
move( this_object() );
break;
}
} /* void make_fragments() */
string long( string word, int dark ) {
string inv = query_multiple_short( all_inventory( this_object() ) );
string tmp = "";
switch( sizeof( all_inventory( this_object() ) ) ) {
case 0:
break;
case 1:
tmp = "Something that looks like " + inv + " protrudes from it. ";
break;
default:
tmp = "It looks like " + inv + " are buried in it. ";
}
return "This is a large heap of shattered clay. " + tmp + "Whatever this "
"was before, it is destroyed thouroughly and beyond any means of "
"repair.\n";
} /* string long() */