void setup() {
  set_short( "bedroom" );
  set_long( "This is a small bedroom above the shop.  There is a window "
            "in the north wall.\n");
  
  set_light( 60 );

  // This is usually calculated for you and only needed if you want the room
  // to be bigger than normal.
  set_room_size( 10 ); 

  // set the movement zone.
  set_zone( "Tiny Town");

  /*
   * lots of add_items are needed here to describe all the things in the
   * room.
   */


  add_exit("window", PATH+"shop-ledge", "window");
  add_exit("down", PATH +"item-shop", "stair" );

  // make them move downwards 9feet when they go down the stairs
  modify_exit("down", ({ "downgrade", 9 }));
Beispiel #2
0
void setup() {
  set_light(100);
  set_short("Small Gods Street outside Temple");
  set_long(
"You are on Small Gods Street outside the Temple of Small Gods.  "+
"A large gateway to the west leads into the Temple.  The "+
"street continues north and south.\n");
 
  add_exit("north", ROOM+"smallgod1", "road");
  add_exit("south", ROOM+"smallgod3", "road");
  add_exit("west", TEMPLE, "gate");
 
  add_item("temple",
"It is the Temple of Small Gods.  It is covered in small statues.\n");
  add_alias("temple of small gods", "temple");
  add_item("gateway",
"This is a large wrought-iron set of gates which have been open for so many years "+
"that they appear to have rusted permanently open.  Various and sundry "+
"religious symbols are situated over the top of the gateway.\n");
  add_alias("gate", "gateway");
  add_alias("gates", "gateway");
  add_item("symbols", "From the look of it the many different symbols are all "+
"collected from the myriad of small obscure gods that are worshipped "+
"in Ankh-Morpork.\n");
  add_alias("symbol", "symbols");
 
  set_zone("ankh morpork");
 
  set_monster(NUM, "city");
}
void setup() {
  // make sure that the short says "A simple item shop" rather than "The ..."
  add_property( "determinate", "A " );
  
  set_short( "simple item shop" );
  set_long( "This is a nice looking shop.  Obviously your shop would have "
            "a much more interesting description.\n");
  
  set_light( 60 );

  // This is usually calculated for you and only needed if you want the room
  // to be bigger than normal.
  set_room_size( 10 ); 

  // set the movement zone.
  set_zone( "Tiny Town");

  add_exit( "north", TTOWNROADS +"womble01", "door" );
  modify_exit( "nouth", ({
    "exit mess", "Chimes start playing as $N "
      "leave$s through the north door.",
      "enter mess", ({ 
        1,
          "$N enters from the south.",
          "$N enter from the south." }),
      "move mess", "Chimes start playing as you leave the shop.\n"
      }));
Beispiel #4
0
    void init_header(Class* cls, gc_zone loc, object_type type) {
      header.all_flags = 0;
      flags().obj_type = type;
      set_zone(loc);

      klass_ = cls;
      ivars_ = Qnil;
    }
Beispiel #5
0
	static void
setup() {
	/* check and set zone operations */
	if (input.hp && output.hp)
		emess(1,"both input and output cannot be high precision");
	set_zone(1, &input);
	set_zone(0, &output);
	if (input.cnv && !output.cnv)
		output.ll = 1;
	if (output.cnv && !input.cnv)
		input.ll = 1;
	if (!input.cnv && !output.cnv)
		output.ll = input.ll = 1;
	if (czone) {
		if (!input.hp && !output.hp && input.t83 == output.t83)
			emess(1,"identical datums");
		if (!(ctab = nad_init(czone)))
			emess(1,"datum file: %s, failed: %s", czone, pj_strerrno(pj_errno));
	} else if (input.t83 != output.t83)
		emess(1,"conversion region (-r) not specified");
}
void setup() {
  add_property( "determinate", "the " );
  set_short( "northwestern corner of Womble square" );
  set_long("This is the western edge of Tiny Town, a small "
           "town built as an example for new creators who might want to see "
           "how to make rooms, npc's and such without the complexity of "
           "the \"real\" domains.\n");
   
  set_zone( "Tiny Town");

  // This links the other square rooms to this one so people can see
  // movement across the square.
  set_linker(({ PATH +"womble01", PATH +"womble03", PATH +"womble04", }),
             "into", "", "Womble Square" );
Beispiel #7
0
void setup() {
  set_light(100);
  set_short("Bare room");
  set_long(
"A bare empty room with a chair standing in the middle of the room.  "+
"The rest of the room is unfurnished.  The walls are white washed and "+
"there is not even any boring wallpaper.\n");
  set_zone("patricians office");

  add_exit("south", ROOM+"patrician3", "door");

  add_item("chair",
           "A small light brown chair made of pine wood.  It looks "+
           "well used.\n");
  add_item(({ "wallpaper", "wall paper" }),
           "There is no wall paper don't you listen?\n");
Beispiel #8
0
setup() {
  set_light(60);
  set_short("Stables");
  set_long(
"You are in the stables.  There are some horses here.\n");
 
  add_exit("east", ROOM+"filgree1", "gate");
 
  add_item("horse",
"There are many fine steeds here.  Sadly, they are very hard to find "+
"what with all the rabble.\n");
  add_item("rabble",
           "Lots of this all over the place.  You are not sure what rabble "+
           "is but there sure is a lot of it here.\n");
 
  set_zone("ankh morpork stables");
}
Beispiel #9
0
void setup() {
  set_short("The Mended Drum");
  set_long(
"The room is covered in dirt soot and other less definable substances on the "+
"walls and anything else that looks good.  The floor itself is covered in "+
"rotting garbage of various kinds.  It is habited by the usual bunch of "+
"heroes, cut-throats, mercenaries, desperados and villains, and only "+
"microscopic analysis can tell them apart.  "+
"The streets of Ankh-Morpork are to the south.   Just to the north you can "+
"see the bar.\n");

  add_exit("south", ROOM+"outsidedrum", "door");
  add_exit("north", ROOM+"mendeddrum", "door");

  set_light(60);
  set_zone("pub");
  set_co_ord( ({ 0, 0, 0 }) );
Beispiel #10
0
void setup() {
  set_light(100);
  set_short("Corner of Filgree and Mulligan");
  set_long(
"You are at the eastern end of Filgree Street.  You can see the "+
"Unseen University entrance to the south.  Filgree Street "+
"leads west from here, and a guard post can be seen to the east.\n");
 
  add_exit("south", ROOM+"outsideuu", "road");
  add_exit("west", ROOM+"filgree11", "road");
  add_exit("east", ROOM+"filgree13", "road");
 
  add_item("university",
"You can't see very well from here.  You could see "+
"better if you went further south.\n");
  add_alias("uni", "university");
 
  set_zone("ankh morpork");
 
  set_monster(NUM, "city");
}
Beispiel #11
0
 /* Initialize the objects data with the most basic info. This is done
  * right after an object is created. */
 void init_header(gc_zone loc, object_type type) {
   header.all_flags = 0;
   flags().obj_type = type;
   set_zone(loc);
 }