#include <mudlib.h> inherit ROOM; int i; void reset(status arg) { i = 0; if(!arg) { set_short("The Outer Hall of the Castle"); set_long( "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"+ "You are walking along the hall which surrounds the castle. The whole room\n"+ "is glittering with gold. The chandeliers hanging from the ceiling provide\n"+ "the room with a gold glow. The tiles on the floor reflect the light from\n"+ "the chandeliers to highlight the portraits hanging from the wall.\n"+ "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"); set_exits(({ "/players/sarak/minotaur/out12", "east", "/players/sarak/minotaur/castle1", "west", })); set_weather(2,2,0); set_items (({ "light#chandeliers#chandelier", "The chandeliers provide light for the room", "portraits#portrait#pictures#picture", "The pictures are of various members of minotaur\n"+ "castle. They have all been framed in gold", "tiles#floor", "The tiles on the floor have been made from rich white\n"+ "opals. One of them looks loose. Perhaps you can pry it out!", })); } } void init() { ::init(); add_action("pry", "pry"); } status pry(string gem) { if ((gem == "opal") || (gem == "tile")) { if (i > 0) { write("Someone has already taken that!\n"); return 1; } if (!present("knife", this_player()) && !present("dagger", this_player())){ write ("You try to pry the opal tile from it's position but it is still\n"+ "connected to the floor. Perhaps if you had a knife, it would be easier.\n"); say (this_player()->query_name()+" attempts to take a tile from the ground.\n"); return 1; } else { if (present("knife", this_player())) write ("Using your knife, "); else write ("Using your dagger, "); write ("you cut away at the opal tile on the floor. After\n"+ "a few minutes it finally comes loose. You take the tile with you.\n"); say (this_player()->query_name()+" cuts one of the tiles from the ground.\n"); move_object(clone_object("players/sarak/minotaur/tile"), this_player()); i++; return 1; } } return 0; }