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 }));
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" }));
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; }
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" );
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");
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"); }
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 }) );
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"); }
/* 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); }