#include "room.h" object beggar; #undef EXTRA_RESET #define EXTRA_RESET extra_reset(); /* * Make these arrays global, so they only have to be initialized once. */ string chat_str, a_chat_str, function, type, match; extra_reset() { no_castle_flag = 1; if (!present("knife")) { string weapon; weapon = clone_object("obj/weapon"); call_other(weapon, "set_name", "knife"); call_other(weapon, "set_class", 5); call_other(weapon, "set_value", 8); call_other(weapon, "set_weight", 2); move_object(weapon, this_object()); } if (!beggar) { beggar = clone_object("obj/monster"); call_other(beggar, "set_name", "beggar"); call_other(beggar, "set_level", 3); call_other(beggar, "set_al", 200); call_other(beggar, "set_race", "human"); call_other(beggar, "set_long", "A really filthy looking poor beggar.\n"); call_other(beggar, "set_hp", 30); move_object(beggar, this_object()); if (!function) { function = allocate(1); type = allocate(1); match = allocate(1); function[0] = "give_beggar"; type[0] = "gives"; } call_other(beggar, "set_match", this_object(), function, type, match); if (!chat_str) { chat_str = allocate(3); chat_str[0] = "Beggar says: Please, give money to a poor beggar!\n"; chat_str[1] = "Beggar says: Why can't I find any money ?\n"; chat_str[2] = "Beggar says: two coins please !\n"; } if (!a_chat_str) { a_chat_str = allocate(1); a_chat_str[0] = "Beggar says: Why do you do this to me ?\n"; } call_other(beggar, "load_chat", 1, chat_str); call_other(beggar, "load_a_chat", 20, a_chat_str); } } TWO_EXIT("room/vill_road1", "south", "room/pub2", "east", "Small yard", "A small yard surrounded by houses.\n", 1) give_beggar(str) { int money; string who; say("Beggar says: Thank you.\n"); if (sscanf(str, "%s gives you %d gold coins.", who, money) != 2) return; if (call_other(beggar, "query_money") >= 12 && environment(beggar) == this_object()) { call_other(beggar, "init_command", "east"); call_other(beggar, "init_command", "buy beer"); call_other(beggar, "init_command", "drink beer"); call_other(beggar, "init_command", "west"); } }