#include <std.h>
inherit ROOM;
void create() {
::create();
set_smell("default", "You nearly pass out from the stench of the place.");
set_smell("piles", "They smell of rotten elf food.");
set_smell("food", (: this_object(), "smell_food" :));
set_property("light", 3);
set_short( "Praxis dump");
set_long(
"The waste of an entire town accumulates here at the Praxis dump. "
"All around you are mounds upon mounds of trash and other stinking "
"unidentifiable things. A small alley leads east.");
set_items(
(["mounds" : "Who knows what might be in amoung that crap?",
"dump" : "The people of Praxis bring their junk here.",
"trash" : "Anything and everything.",
"alley" : "It leads back to Centre Path."]) );
set_exits(
(["east" : "/domains/Praxis/alley2"]) );
}
void reset() {
::reset();
set_search("mound", (: this_object(), "mound_searching" :));
set_search("mounds", (: this_object(), "mound_searching" :));
}
void mound_searching() {
message("my_action", "You found a dagger in one of the mounds of trash!",
this_player());
message("other_action", (string)this_player()->query_cap_name()+
" found a dagger in one of the mounds of trash.", this_object(),
({ this_player() }));
new("/domains/Praxis/obj/weapon/dagger")->move(this_object());
remove_search("mounds");
remove_search("mound");
}
void smell_food(string str) {
message("my_action", "You pass out from the stench of rotten elf food.",
this_player());
message("other_action", (string)this_player()->query_cap_name()+
" passes out from the stench of rotten elf food.", this_object(),
({ this_player() }));
this_player()->add_sp(-3);
this_player()->add_hp(-3);
this_player()->set_paralyzed(10, "You are too nauseated to move!");
}