// 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 ; }