Hovel (#423)

(an instance of generic room made by baglady)

     Right away you notice the clutter. Objects of all size, shape, and purpose litter the floor and walls in various states of disrepair. You notice TVs stacked up to make walls, telephones shoved in niches, baskets scattered about, lamps laying on the floor, cans of food, some open, scattered about and actually arranged in curiously neat piles. There is some kind of makeshift bed here, consisting of many floral coverings and even draperies.

You see baglady here.

EXITS:
      There is an opening in the debris and clutter to the north. You can see an apartment lobby beyond it. [ north ] Lobby of Labry Apartments. You leave the debris behind.



VERB SOURCE CODE:

clean:
"Usage: clean  at ";
"";
"Asks the baglady to move  to  whenever it isn't there and hasn't 
been used in a while.";
target = player:my_match_object(dobjstr);
if (!$command_utils:object_match_failed(target, dobjstr))
    place = player:my_match_object(iobjstr);
    if (!$command_utils:object_match_failed(place, iobjstr))
        player:tell(this.owner:add_cleanup(target, player, place));
    endif
endif
.



remove:
"Usage: remove ";
"";
"If the object is in the baglady's list of objects to move around, then this will 
remove it.";
if (!dobjstr)
    player:tell("Remove what?");
    return;
endif
target = player:my_match_object(dobjstr);
if (!$command_utils:object_match_failed(target, dobjstr))
    player:tell(this.owner:remove_cleanup(target, player));
endif
.



list:
"Usage: list [player]";
"";
"If given, lists objects cleaned up for [player]. Otherwise, lists all objects being 
cleaned up by the baglady.";
if (dobjstr)
    who = $string_utils:match_player(dobjstr);
    if (!$command_utils:player_match_failed(who, dobjstr))
        this.owner:cleanup_list(who);
    endif
else
    this.owner:cleanup_list();
endif
.


status:
"Usage: status";
"";
"Tells you the current status of the baglady's cleanup activities.";
this.owner:clean_status();
.



PROPERTY DATA: