/
lib/banish/
lib/d/coronos/
lib/d/coronos/w/alena/
lib/d/coronos/w/angel/
lib/d/coronos/w/angel/caves/
lib/d/coronos/w/angel/caves/monst/
lib/d/coronos/w/angel/city/chambers/
lib/d/coronos/w/angel/city/monst/
lib/d/coronos/w/angel/city/obj/
lib/d/coronos/w/angel/city/streets/
lib/d/coronos/w/angel/farms/plains/
lib/d/coronos/w/angel/monst/
lib/d/tempus/
lib/d/tempus/w/angel/
lib/d/tempus/w/kingbill/
lib/d/tempus/w/mirak/
lib/d/tempus/w/mirak/monst/
lib/d/tempus/w/mirak/obj/
lib/d/tempus/w/relgar/planes/baat/
lib/d/tempus/w/sarak/
lib/d/tempus/w/serepion/mon/
lib/d/tempus/w/valrejn/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/include/fn_specs/
lib/info/
lib/inherit/base/
lib/log/
lib/log/mailbox/
lib/log/main/
lib/news/
lib/obj/party/
lib/objects/componen/
lib/open/
lib/open/party/
lib/open/paste/
lib/open/spells/
lib/open/valrejn/
lib/players/
lib/players/alena/
lib/players/alena/obj/
lib/players/alena/open/
lib/players/alena/private/
lib/players/angel/
lib/players/angel/obj/
lib/players/ash/
lib/players/biggs/
lib/players/biggs/food/
lib/players/biggs/gobkeep/
lib/players/biggs/mnstr/
lib/players/biggs/town/caves/
lib/players/biggs/town/tower/
lib/players/biggs/wpns/
lib/players/calris/
lib/players/deathurg/
lib/players/deathurg/open/
lib/players/deathurg/private/thief/
lib/players/dogberry/
lib/players/dogberry/library/
lib/players/dogberry/open/
lib/players/epsilon/
lib/players/epsilon/private/
lib/players/farewell/
lib/players/hippo/
lib/players/hippo/open/
lib/players/hippo/tools/
lib/players/jimpa/
lib/players/josh/
lib/players/josh/room/
lib/players/josh/room/mage/dungeon/
lib/players/josh/room/mage/dungeon/obj/
lib/players/josh/wep/
lib/players/kingbill/
lib/players/metatron/
lib/players/miette/
lib/players/mirak/
lib/players/mirak/open/
lib/players/parsilan/
lib/players/relgar/
lib/players/relgar/private/
lib/players/sarak/
lib/players/sarak/bugs/
lib/players/sarak/feelings/
lib/players/sarak/magical/
lib/players/sarak/minotaur/island/
lib/players/sarak/open/
lib/players/sarak/private/
lib/players/serepion/
lib/players/serepion/open/
lib/players/serepion/private/
lib/players/spike/
lib/players/spike/open/
lib/players/spike/private/
lib/players/spike/seaworld/
lib/players/valrejn/
lib/players/valrejn/open/
lib/players/valrejn/private/
lib/players/virus/
lib/players/wrath/
lib/players/wrath/arm/
lib/players/wrath/mon/
lib/players/wrath/room/
lib/players/wrath/room/entry/
lib/players/wrath/room/zolgath/
lib/players/wrath/weap/
lib/players/zil/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/library/
lib/room/city/library/open/books/
lib/room/city/shop/
lib/room/death/
lib/room/death/open/
lib/room/island/
lib/room/keeps/
lib/room/registry/
lib/room/ships/crew/
lib/room/ships/open/
lib/room/ships/open/types/bounty/
lib/room/ships/open/types/nebula/
lib/room/ships/open/types/phoenix/
lib/secure/udp_cmd_/
lib/skills/
lib/skills/fighter/
lib/skills/psionici/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/no_banis/
lib/usr/players/
#include <mudlib.h>
int money;

#ifdef NATIVE_MODE

varargs void move(mixed dest) {
  if(!dest) dest = previous_object();
  move_object(this_object(), dest);
}


void create() {
#else
reset(arg) {
    if (arg) return;
#endif /* native */
    money = 1;
}

query_weight() { return 0; }

short() {
    if (money == 0)
	return 0;
    return convert(money) +" coins";
}

/*
 * If we are picked up by a player, then move the money to his "purse",
 * and destruct this object.

 901128: Changed by JnA to not destruct object until surely picked by the
 player, i.e. object moved to the players inventory with move_object()
*/
init()
{
  if (environment(this_object())==this_player()) {
    call_other(this_player(), "add_money", money);
    money = 0;
    set_heart_beat(1);
  }
}

get()
{
  return money>0;
}

set_money(m) {
    money = m;
}

id(str) {
    if (str == "coins")
	return 1;
    if (str == "money")
	return 1;
}

heart_beat() {
    if (money == 0)
	destruct(this_object());
}

/* Add money added by Kingbilly, to allow for incremental */
/* change of amounts */

add_money(m)
{
money += m;
}

/* Money Converter.
   This wil convert all players copper coins to give a message of a
   how many platinum, gold, silver and copper coins they have.
   When a player receives money, it will automatically renew all
   coins into lowest denominator amounts; first platinum, then
   gold, silver and finnaly copper.
 */




string convert(int i) {
  string tmp;

  tmp = "";
  if(i >= PLATINUM) tmp += (i/PLATINUM +" platinum ");
  while(i >= PLATINUM)
    i -= PLATINUM;
  if(i >= GOLD) tmp += (i/GOLD + " gold ");
  while(i >= GOLD) 
    i -= GOLD;
  if(i >= SILVER) tmp += (i/SILVER +" silver  ");
  while(i >= SILVER) 
    i -= SILVER;
  if(i) tmp += (i +" copper ");
  return tmp;
}