// warehouse.c
// This is the central shop storeroom. All shops have access to the contents
// of this room unless it that access is removed.
// Keep this room stocked with mundane general stuff like torches and basic
// swords and armor. Most general purpose shops will want to keep access to
// it, while specialty shops will want to get rid of it.
// Created by Mobydick@TMI-2, 8-25-92
#define NUM_OBJ 6
#define OBJ_LIST ({ "/obj/torch", \
"/obj/torch", \
"/obj/axe", \
"/obj/dagger", \
"/obj/dagger", \
"/obj/sword", \
})
#include <mudlib.h>
inherit ROOM ;
object *ob ;
void reset() ;
void create() {
::create() ;
ob = allocate(NUM_OBJ) ;
seteuid(getuid()) ;
set ("short", "Central shop storeroom") ;
set ("long", "This is the room where objects that are available for sale at all general\n" +
"purpose stores are kept. No Players!\n") ;
set ("light", 1) ;
reset() ;
}
void reset() {
int i ;
if (!ob)
return;
for (i=0;i<NUM_OBJ;i++) {
if (!ob[i] || environment(ob[i])!=this_object()) {
ob[i] = clone_object(OBJ_LIST[i]) ;
ob[i]->move(this_object()) ;
}
}
}
// We don't want this to clean up or an error will occur if the shop tries
// to refer to it.
int clean_up() { return 0; }