#include <mudlib.h>
inherit ROOM;
void reset(status arg) {
if(!present("board")) {
object board;
board = clone_object(BULLETIN_BOARD);
board -> set_save_file("ob_saves/square_board");
board -> set_long(
"This board is used to post notices on general mud happenings.\n");
move_object(board, this_object());
}
if(arg) return;
set_no_fight(1);
set_short("The city square of Tempus");
set_long(
"A small garden of flowers surrounds a small clearing that marks \n"+
"the city square of the city Tempus. The town hall stands in all\n"+
"its majesty to the north, across a small wooden bridge. In the \n"+
"center of the clearing here is a tall bell tower. To the south \n"+
"are the city gardens. ");
set_night_desc(
"Tall bronzed torch stands shed light \ninto the square. ");
/* note that the bulletin board makes a new line */
set_night_items(({
"torch#stands#torch stands",
"Flaming torches shed light into the square",
"flame#fire#flames", "It looks like the torch is on fire"
}));
set_items(({
"town hall#hall", "The great town hall of Tempus city",
"bridge", "A solid wooden bridge that spans a small lake",
"lake", "It is too far away to see from here",
"tower#bell#bell tower",
"Atop the bell tower is a large brass bell. Although it \n"+
"looks quite old, it appears to still be well used",
"gardens", "The beautiful city gardens of Tempus City",
"garden", "A garden of beautiful flowers",
"flower#flowers",
"There are roses here in full bloom",
"rose#roses", "They are the most beautiful you have ever seen"
}));
set_smell("All about you smell beautiful roses\n");
set_weather(2, 4, 0);
set_exits(({
"room/city/bridge", "north",
"room/city/garden/n_gate", "south",
"room/city/main_st1", "east",
"room/city/dark_rd1", "west",
}));
}
void init() {
::init();
add_action("ring1", "ring");
}
status ring1(string str) {
if(str == "bell") {
if(!query_day()) {
write("You don't want to wake all the citizens do you?\n");
return 1;
}
write("You ring the bell.\n");
say(this_player()->query_name()+" rings the square bell.\n",
this_player());
call_out("ring2", 1);
return 1;
}
}
void ring2() {
this_player()->check_shout("The city bell rings clearly throughout "+
"the realms...\n");
return;
}
int query_prop(string str) {
if(str == "Nulmagic") return 1;
return 0;
}
int query_property(string str) {
return query_prop(str);
}