// warehouse.c // This is the central shop storeroom. All shops have access to the contents // of this room unless it that access is removed. // Keep this room stocked with mundane general stuff like torches and basic // swords and armor. Most general purpose shops will want to keep access to // it, while specialty shops will want to get rid of it. // Created by Mobydick@TMI-2, 8-25-92 #define NUM_OBJ 6 #define OBJ_LIST ({ "/obj/torch", \ "/obj/torch", \ "/obj/axe", \ "/obj/dagger", \ "/obj/dagger", \ "/obj/sword", \ }) #include <mudlib.h> inherit ROOM ; object *ob ; void reset() ; void create() { ::create() ; ob = allocate(NUM_OBJ) ; seteuid(getuid()) ; set ("short", "Central shop storeroom") ; set ("long", "This is the room where objects that are available for sale at all general\n" + "purpose stores are kept. No Players!\n") ; set ("light", 1) ; reset() ; } void reset() { int i ; if (!ob) return; for (i=0;i<NUM_OBJ;i++) { if (!ob[i] || environment(ob[i])!=this_object()) { ob[i] = clone_object(OBJ_LIST[i]) ; ob[i]->move(this_object()) ; } } } // We don't want this to clean up or an error will occur if the shop tries // to refer to it. int clean_up() { return 0; }