/* *$Id$ */ /* Remains of a dead golem */ #include <armoury.h> inherit "/obj/container"; void make_fragments(); void setup() { set_name( "rubble" ); set_short( "heap of clay rubble" ); add_alias( ({"heap", "clay"}) ); add_adjective( ({"heap of", "clay"}) ); set_main_plural( "heaps of clay rubble" ); add_plural( "heaps" ); set_weight( 40000 ); set_max_weight( 50000 ); set_value( 0 ); set_stuck( 1 ); make_fragments(); add_property( "no recycling", 1 ); } /* void setup() */ void make_fragments() { int amount = random( 8 ); int i; for( i = 1; i <= amount; i++ ) switch( random( 11 ) ) { case 0..5: ARMOURY->request_item( "golem shard", 100 )-> move( this_object() ); break; case 6..7: ARMOURY->request_item( "golem finger", 100 )-> move( this_object() ); break; case 8..9: ARMOURY->request_item( "golem toe", 100 )-> move( this_object() ); break; case 10: ARMOURY->request_item( "golem eye", 100 )-> move( this_object() ); break; } } /* void make_fragments() */ string long( string word, int dark ) { string inv = query_multiple_short( all_inventory( this_object() ) ); string tmp = ""; switch( sizeof( all_inventory( this_object() ) ) ) { case 0: break; case 1: tmp = "Something that looks like " + inv + " protrudes from it. "; break; default: tmp = "It looks like " + inv + " are buried in it. "; } return "This is a large heap of shattered clay. " + tmp + "Whatever this " "was before, it is destroyed thouroughly and beyond any means of " "repair.\n"; } /* string long() */