// The cemetery, where ghosts come to be returned to life.
// Due to TMI's strict non-sectarian policy (and, probably, the fact that
// so many of the coders are from California) revival takes place in the
// cemetary rather than in a church or what-have-you. You can change it if
// you feel you must...
// Mobydick@TMI-2, 9-3-92
#include <mudlib.h>
inherit ROOM ;
inherit DOORS ;
void create () {
object obj ;
::create();
set_outside("Fooland") ;
set("light",1);
set ("short", "A small cemetery in Footown") ;
set ("long",
"You are in a quiet cemetery. A statue of a long-dead adventurer is\n"+
"standing here. It is said that if ghosts came to the statue and\n"+
"prayed, they might be brought back to life.\n"+
"A dark building stands to the south.\n") ;
set ("exits", ([
"west" : "/d/Fooland/square",
"south" : "/d/Fooland/thief_guild"
]) ) ;
set ("item_desc", ([ "statue" :
"It is a statue of Brutal, a level 19 adventurer who was killed by\n"+
"an orc when he was 50 points away from making wizard. He prayed\n"+
"and prayed, but he never made wizard.\n"
]) ) ;
create_door ("south", "north", "An iron door with a narrow slit", "locked", "silver_key") ;
seteuid(getuid()) ;
obj = clone_object("/obj/magic_scroll") ;
obj->set_spell("heal") ;
obj->move(this_object()) ;
}
void init() {
add_action("revive_player","pray") ;
}
int revive_player() {
int i ;
mapping skills ;
string *names ;
if (!this_player()->query("ghost")) {
notify_fail ("You don't appear to need that.\n") ;
return 0 ;
}
this_player()->revive() ;
return 1; }