#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;
}