mud/lib/domains/Praxis/supply.c
2020-09-06 05:43:07 -07:00

58 lines
2.1 KiB
C

#include <lib.h>
inherit LIB_ROOM;
void init() {
::init();
add_action("go_north", "go");
}
void create() {
::create();
SetProperties( ([ "light" : 2, "indoors" : 1, "no castle" : 1 ]) );
SetShort("Horace's general supply shop");
SetLong(
"Welcome to Horace's General Supply Shop!\n"
"Horace's supply shop is the largest business running in Praxis "
"to date. It was established long ago, and has earned itself "
"a very high reputation over the years. A long counter stands "
"at the back of the store, where you can often see Horace himself "
"standing, bargaining with customers. Two windows frame the front "
"wall of the store, and a cheery red door exits you back out to "
"the main street. Horace buys and sells goods created for and found "
"by adventurer's when he is in. The pasasge north is guarded "
"by a magic field.");
SetItems(
(["shop" : "You can buy and sell things here.",
"passage" : "Horace keeps the things he has for sale back there.",
"road" : "Boc La Road."]) );
SetInventory(([
"/domains/Praxis/obj/mon/horace" : 1,
]));
SetExits(
(["south" : "/domains/Praxis/e_boc_la2"]) );
SetProperty("no castle", 1);
}
void reset() {
::reset();
if(!present("horace"))
new("/domains/Praxis/obj/mon/horace")->move(this_object());
}
int go_north(string str) {
if(str !="north") return notify_fail("What?\n");
if(!creatorp(this_player())) {
message("my_action", "The magic of Horace stops you.", this_player());
message("other_action", this_player()->query_cap_name()+
" is stopped by the magic of Horace.", this_object(),
({ this_player() }));
return 1;
}
message("other_action", this_player()->query_cap_name()+
" cannot be stopped by Horace's magic.", this_object(),
({ this_player() }));
this_player()->eventMoveLiving("/domains/Praxis/storage", "north");
return 1;
}