/* This is a cleverer room Written by Drakkos. 15/10/2000 */ #include "path.h" inherit "/std/outside"; void setup() { set_short("market square"); set_day_long("This is a lovely market square, where people mill about " "doing the kind of things you would expect people to do in a lovely " "market square. Brightly coloured stalls stand in the corners of " "the market. They seem to do good business judging by the steady " "stream of consumers ducking under the flaps.\n"); set_night_long("The darkness settles on this market square like a thick " "black blanket. The stalls, undoubtedly merry and brightly coloured " "during the day, lie dormant and unusued. The silence is " "deafening.\n"); add_property("climate",({20, 20, 10})); set_light(80); add_zone("my rooms"); set_linker(({PATH + "advanced_room_2", PATH + "advanced_room_3"}), "onto", "on", "the newbie creator marketplace"); add_day_item(({"people", "consumers"}), "The people mill around happily, " "browsing the goods and talking with the stallowners."); add_night_item(({"people", "consumers"}), "They're all tucked up in " "bed. Only crazed retrobrates like you are awake at this time of " "night."); add_day_item("stall", "The stalls are brightly coloured and really " "quite merry."); add_night_item("stall", "The stalls lie dormant in the night. Creepy!"); room_day_chat(({120,240,({ "People mill around happily.", "The brightly coloured stalls attract the eye.", })})); room_night_chat(({120,240,({ "The only sound is the chirping of the crickets.", "The stalls loom ominously in the darkness.", })})); add_exit("north", PATH + "advanced_room_3", "road"); add_exit("south", PATH + "advanced_room_2", "road"); add_exit("east", "/w/drakkos/workroom", "road"); add_exit("west", PATH + "simple_room", "road"); modify_exit("east",({"look", "You get the feeling that peeking into a " "creator's workroom is very rude!", "function", "test_creator"})); } int do_search(string str) { // If there is no sizeof the variable str, then it means they're not // searching anything in particular, if(!sizeof(str)) { return -1; } // If str is equal to "shards", they're searching the right thing. There // are better and more flexible ways to check if the player is searching // the right thing, but this is sufficient for the example. if(str == "shards") { tell_object(this_player(), "You search through the shards, but " "succeed only in cutting your hand slightly. Ouch!\n"); this_player()->adjust_hp(-100); if(this_player()->query_hp() < 0) { this_player()->attack_by(this_object()); } return 1; } else { notify_fail("Try searching something else, perhaps?\n"); return 0; } } string query_death_reason() { return "a nasty cut in the newbie creator tutorial room"; } int test_creator(string str, object ob, string special_mess) { if(!ob->query_creator()) { notify_fail (""); tell_object (ob, "You are not a creator! You may not pass!\n"); return 0; } else { tell_object(ob, "You feel a tingle down your spine as you take the " "exit.\n"); return 1; } }