// hall.c
// The basic start room. Players begin here, and this is where they can find
// out what quests they haven't yet done. Also, people will probably get
// into the habit of hanging out here. Lord knows all the TMI wizards do.
// Created by Mobydick, September 1992.
#include <mudlib.h>
inherit ROOM ;
inherit DOORS ;
void create() {
::create();
seteuid(getuid()) ;
set ("short", "Adventurer's Hall") ;
set ("long",
"You are in the adventurer's hall in Footown. This is where you\n"+
"come to find out which quests you have not solved, and it's also\n"+
"a good place to hang out and meet people. There is an uncommonly\n"+
"well-done painting hanging on the wall, and a large book titled\n"+
"\"Quests\" lies on a large table here.\n\n"+
"East will take you out onto the streets of Footown. To the west\n"+
"is a strange-looking door which you could walk through. A spiral\n"+
"staircase leads up to the second floor.\n"+
"There is a sign on the wall; you feel strangely compelled to look\n"+
"at it.\n") ;
set("item_desc", ([
"sign" :
"Footown is the basic town here. There is a shop, a bank, a money\n"+
"exchange, and a pub here, plus this hall and some local scenery.\n"+
"On the north road outside town, there's a hill, and from the top\n"+
"of the hill you can get a pretty good look at the countryside.\n",
"table" :
"It is a large, round, oak table. Many generations of adventurers\n"+
"have pored over it as they tried to figure out the solutions to\n"+
"their quests.\n",
"book" :
"This is the Great Book of Quests. You can \"read\" it.\n"
]) ) ;
set("item_func", ([ "painting" : "eyes" ]) );
set("light", 1);
reset();
set ("exits", ([
"east" : "/d/Fooland/smain",
"up" : "/d/Fooland/hall2",
"west" : "/d/TMI/tower1"
]) ) ;
create_door ("west", "east", "A sturdy oak door, scratched on this side", "closed") ;
set ("objects", ([
"orc" : "/obj/orc",
"axe" : "/obj/axe"
]) ) ;
reset() ;
}
string eyes() {
write ("It's a painting of the TMI-2 development tower.\n") ;
write ("Suddenly you are sucked into the painting! You feel\n"+
"faint and when you recover you are elsewhere...\n\n") ;
say (this_player()->query("cap_name")+" is suddenly sucked into the painting and is gone!\n") ;
this_player()->move_player("/d/TMI/tower1") ;
return "Change this to something more meaningful.\n" ;
}
void init() {
add_action ("read_book", "read") ;
}
int read_book (string str) {
if (str!="book" && str!="quests" && str!="book of quests") {
notify_fail ("What do you want to read?\n") ;
return 0 ;
}
write ("You open the Book of Quests and read:\n"+
" First Quest. The janitor of the Footown bank desperately wants a nice\n"+
"shrubbery for his bank. Go out into the mountain valley, where shrubs can\n"+
"be found, and bring one back for him.\n"+
"<apologies to Monty Python>\n") ;
say (this_player()->query("cap_name")+" reads the Book of Quests.\n") ;
return 1 ;
}