#include <mudlib.h> inherit ROOM; int z; void reset(status arg) { int i, j; z = 0; if (!present("servant")) { i = random(100); if (i < 50) { j = 1; i = random(3) + 1; while (j <= i) { move_object(clone_object("/players/sarak/minotaur/servant"), this_object()); j++; } } } if(!arg) { set_short("Eastern Corridor"); set_long( "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"+ "The eastern corridor is extremely bright. There are the usual portraits,\n"+ "gold chandeliers and opaline tiles. There are sometimes servants standing\n"+ "in the corridor chatting on their breaks. There is something slightly\n"+ "different about this room but can't quite work it out...\n"+ "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"); set_exits(({ "/players/sarak/minotaur/out10", "north", "/players/sarak/minotaur/out12", "south", })); set_weather(2,2,0); set_items(({ "portraits#portrait#picture#pictures", "The pictures are of various members of minotaur castle\n"+ "One of the frames has broken and a piece of it is just\n"+ "hanging there. It could easily be snapped off.", "floor#tiles", "The tiles on the floor have been made from rich white opals", "light#chandeliers#chandelier", "The chandeliers provide light for the room", })); } } void init() { ::init(); add_action("snap", "snap"); } status snap(string frame){ if (z >= 1) { write ("It is gone!!\n"); return 1; } if (frame == "frame") { write ("You snap off the frame and take it with you.\n"); say(this_player()->query_name()+" snaps something off a portrait and slips it into "+ this_player()->query_possessive()+" pocket.\n"); move_object(clone_object("players/sarak/minotaur/frame"), this_player()); z++; return 1; } return 0; }