#include <mudlib.h>
inherit ROOM;
int nothing;
void reset(status arg) {
object mite;
int i;
nothing = 0;
if(!arg) {
set_short("a tree");
set_long(
"You are in the attic of the tree. There is lots of old junk in this\n"+
"place. You almost choke from the dust in the room. It doesn't appear\n"+
"that anyone has been up here for years. There's no telling what lives\n"+
"up here in this dusty old place, so watch your back.\n");
set_exits(({
"room/newbie/tree3", "down",
}));
set_items(({
"junk", "a pile of junk, a search my find something useful",
}));
set_weather(2,4,3);
}
if(!present("mite")) {
for(i = 0; i< 3; i++) {
mite = clone_object(MONSTER);
mite->set_name("mite");
mite->set_short("a dust mite");
mite->set_long(
"A small little 6 legged bug, with small antennii.\n");
mite->set_level(1);
mite->set_ac(3);
mite->set_wc(5);
mite->add_money(10);
mite->set_race("insect");
mite->set_al(10);
move_object(mite, this_object());
}
}
}
void init() {
::init();
add_action("search", "search");
}
status search(string arg) {
int chance;
object bts;
string tmp1, tmp2;
chance = random(20);
if(sscanf((string)this_player()->query_race(), "%self%s",tmp1,tmp2))
chance -= 3;
if(arg != "junk") {
notify_fail("Search what??\n");
return 0;
}
if(chance > random((int)this_player()->query_intelligence())) {
notify_fail("You find nothing of interest.\n");
return 0;
}
if(nothing == 1) {
write("You search though the junk, and find nothing.\n");
say(this_player()->query_name()+" searches through the junk.\n");
return 1;
}
if(arg == "junk" && nothing == 0) {
nothing = 1;
write("You search though the junk and find an old pair of boots.\n");
say(this_player()->query_name()+" searches through the junk.\n");
bts = clone_object(ARMOUR);
bts -> set_type("boots");
bts -> set_weight(5);
bts -> set_ac(1);
bts -> set_value(60);
bts -> set_name("boots");
bts -> set_short("An old pair of boots");
bts -> set_long("They look like they have not been worn for \n"+
"a very long time, possibly decades. They have\n"+
"a small green leaf motive on the sides.\n");
move_object(bts,this_object());
return 1;
}
}