LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
inherit "inherit/treasure";

void reset(status arg) {
  set_name("stethoscope");
  set_short("Stethoscope");
  set_long("The stethoscope has two tubes that plug into your ears.\n"+
           "Maybe you can apply it to something.\n");
  set_weight(1);
  set_value(15);
}
  

object listen_ob, player_ob;

void init() {
  add_action("apply", "apply");
  add_action("apply", "use");
}


status apply(string str) {
  string what;
  object ob;

  if(environment() != this_player()) {
    notify_fail("You have to get it first!\n");
    return 0;
  }
  if(!str) { 
    notify_fail("apply stethoscope to <item>\n");
    return 0;
  }
  if(sscanf(str, "stethoscope to %s", what) != 1) {
    notify_fail("apply stethoscope to what?\n");
    return 0;
  }
  if(!(ob = present(what, this_player()))) {
    if(!(ob = present(what, environment(this_player())))) {
      write("There is no "+ what +" here.\n");
      return 1;
    }
  }
  if(living(ob) || call_other(ob, "use_stethoscope", this_object())) {
    write("You listen to the " + what + ".\n");
    listen_ob = ob;
    player_ob = this_player();
    set_heart_beat(1);
    return 1;
  }
  notify_fail("You can't do that!\n");
  return 0;
}

/*
 * Detect if the player leaves the object.
 */

void heart_beat() {
  if(!(player_ob || listen_ob)) {
    set_heart_beat(0);
    return;
  }
  if(!present(listen_ob,environment(player_ob)) || environment() != player_ob) {
    listen_ob = 0;
    return;
  }
  if(living(listen_ob))  tell_object(player_ob, "Dunk dunk\n");
}

object query_listening() {
    return listen_ob;
}