string east_door_open;
string amiga_present;
string amiga_power;
string name;
int a;
reset(arg) {
if (arg)
return;
set_light(1);
east_door_open = 0;
amiga_present = 0;
amiga_power = 0;
name = 0;
a = 0;
}
init() {
add_action("open_door", "open");
add_action("go_east", "east");
add_action("sesam", "sesam");
add_action("hit", "hit");
write("You are in the computer room.\n");
}
long() {
if (east_door_open)
write("An empty room with an open door to the east.\n");
if (!east_door_open)
write("An empty room with a closed door to the east.\n");
if (amiga_present) {
if (!amiga_power)
write("There is an amiga here.\n");
if (amiga_power)
write("There is a powered on amiga here.\n");
}
}
open_door() {
east_door_open = 1;
write("Ok.\n");
}
close_door() {
east_door_open = 0;
write("Ok.\n");
}
go_east() {
if (!east_door_open)
write("The door is closed\n");
if (east_door_open)
move_object(this_player(), "room/rum2");
}
sesam() {
write("An amiga materialises!\n");
amiga_present = 1;
add_action("power", "power");
}
power() {
amiga_power = 1;
write("The screen lights up.\n");
}
door_open() {
return east_door_open;
}
summon() {
name = clone_object("obj/player");
write("Summoning a player...\n");
write(name);
write(", His hp is ");
write(name->condition());
write("\n");
}
apa() {
bepa(1);
}
hit() {
if (!name) {
write("Hit what ?\n");
return;
}
name->hit_player(3);
}
fac(n) {
if (n <= 0)
return 1;
return n * fac(n-1);
}
test() {
a = a + 1;
write("Fac "); write(a); write(" is "); write(fac(a)); write("\n");
}
short() {
write("Computer room\n");
if (amiga_present) {
if (amiga_power)
write("A powered amiga.\n");
if (!amiga_power)
write("An amiga.\n");
}
return 0;
}