#include "std.h" #undef EXTRA_INIT #define EXTRA_INIT\ add_action("sell", "sell");\ add_action("value", "value");\ add_action("buy", "buy");\ add_action("north", "north");\ add_action("list", "list"); TWO_EXIT("room/vill_road2", "south", "room/storage", "west", "The shop", "You are in a shop. You can buy or sell things here.\n" + "Commands are: 'buy item', 'sell item', 'sell all', 'list', 'list weapons'\n"+ "'list armours' and 'value item'.\n" + "There is an opening to the north, and some shimmering\n" + "blue light in the doorway.\nTo the west you see a small room.\n", 1) sell(item) { object ob; if (!item) return 0; if (item == "all") { object next; ob = first_inventory(this_player()); while(ob) { next = next_inventory(ob); if (!ob->drop() && ob->query_value()) { write(ob->short() + ":\t"); do_sell(ob); } ob = next; } write("Ok.\n"); return 1; } ob = present(item, this_player()); if (!ob) ob = present(item, this_object()); if (!ob) { write("No such item ("); write(item); write(") here.\n"); return 1; } do_sell(ob); return 1; } do_sell(ob) { int value, do_destroy; value = ob->query_value(); if (!value) { write(ob->short() + " has no value.\n"); return 1; } if (environment(ob) == this_player()) { int weight; if (call_other(ob, "drop", 0)) { write("I can't take it from you!\n"); return 1; } weight = call_other(ob, "query_weight", 0); call_other(this_player(), "add_weight", - weight); } if (value > 2000) do_destroy = 1; if (value > 1000) { write("The shop is low on money...\n"); value = 1000; } write("You get "); write(value); write(" gold coins.\n"); say(call_other(this_player(), "query_name", 0) + " sells " + call_other(ob, "short", 0) + ".\n"); call_other(this_player(), "add_money", value); add_worth(value, ob); if (do_destroy) { write("The valuable item is hidden away.\n"); destruct(ob); return 1; } call_other("room/store", "store", ob); return 1; } value(item) { int value; string name_of_item; if (!item) return 0; name_of_item = present(item); if (!name_of_item) name_of_item = find_item_in_player(item); if (!name_of_item) { if (call_other("room/store", "value", item)) return 1; write("No such item ("); write(item); write(") here\n"); write("or in the store.\n"); return 1; } value = call_other(name_of_item, "query_value", 0); if (!value) { write(item); write(" has no value.\n"); return 1; } write("You would get "); write(value); write(" gold coins.\n"); return 1; } buy(item) { if (!item) return 0; call_other("room/store", "buy", item); return 1; } north() { if (call_other(this_player(), "query_level", 0) < 20) { write("A strong magic force stops you.\n"); say(call_other(this_player(), "query_name", 0) + " tries to go through the field, but fails.\n"); return 1; } write("You wriggle through the force field...\n"); call_other(this_player(), "move_player", "north#room/store"); return 1; } list(obj) { call_other("room/store", "inventory", obj); return 1; } find_item_in_player(i) { object ob; ob = first_inventory(this_player()); while(ob) { if (call_other(ob, "id", i)) return ob; ob = next_inventory(ob); } return 0; } query_drop_castle() { return 1; }