Esempio n. 1
0
void create_object(void)
{
    set_short("A could dungeon room");
    set_long("A cold dungeon room with rough, black stone walls. The room " +
             "is lit by a flickering torch. There is a wooden table here, " +
             "with a few mugs on it. A few stools are placed round the " +
             "table, and a wooden barrel stands in one of the corners. " +
             "Water is seeping through the walls, gathering in small " +
             "puddles on the floor. Stairs go down from here, and there " +
             "is a doorway in the north wall.\n");
    set_new_light(5);
    add_property("indoors");

    add_item("room","A cold dungeon guardroom");
    add_item("wall|walls","Rough, black stone");
    add_item("torch","A single torch, struggling to stay lit in the cold, " +
             "damp air");
    add_item("table","A wooden table with some mugs on it");
    add_item("mug|mugs","There are a few empty mugs on the table");
    add_item("stool|stools","There are a few wooden stools round the table");
    add_item("barrel","A wooden barrel containing drinking water");
    add_item("water","Water is seeping through the walls, gathering in " +
             "small puddles as it trickles to the floor");
    add_item("floor","An uneven stone floor");
    add_item("puddle|puddles","Small puddles of dirty water");

    add_exit(ROOM + "dung_corridor5","north");
    add_exit(ROOM + "dung_guardroom3","down");

    reset(0);
}
void setup() {
//  string *doms, com;
//  int i;
  
  set_light(100);
  set_short("domain-control room");
  add_property("determinate", "the ");
  set_long("You float in nothingness, before a vast turtle, its shell pocked "
    "by asteroid craters. In all directions stars twinkle in the black " 
    "curtain of space.\n" 
"Available commands:\n"
"  list                         : list all domains.\n"
"  list <domain>                : list members of a domain.\n"
"  create <domain>              : create a domain (you are lord).\n"
"  create <domain> <lord>       : create a domain for someone else.\n" 
"  add <creator> <domain>       : add a creator to a domain you own.\n" 
"  delete <creator> <domain>    : remove a creator from a domain you own.\n" 
"  project <cre> <dom> <proj>   : Set the creators project.\n"
"  deputy <cre> <dom>           : Appoint creator as a deputy.\n"
"  undeputy <cre> <dom>         : Remove creator as a deputy.\n"
);

  add_item("turtle", "On its back you can see four elephants, and they bear " +
    "the weight of the disc upon their wide backs.\n");
  add_item("elephants", "The four great elephants labour endlessly in the " +
    "task of turning the disc upon their backs.\n");
  add_item("disc", "The whole discworld, from hub to rim, rides upon the " +
    "elephant's backs.\n");
  add_alias("elephant", "elephants");
  add_exit("north", ROOM+"development", "corridor");
  add_exit("south", ROOM+"site_control", "corridor");
  add_exit("west", ROOM+"access_control", "corridor");
  seteuid("Admin");
} /* setup() */
Esempio n. 3
0
void create_object(void)
{
    set_short("An intersection in the village");
    set_long("An intersection in the village. Roads lead north, south " +
             "and west. To the east is a house. To the west there seems " +
             "to be some sort of yard, and you can hear people talking " +
             "from that direction. Some distance to the south there " +
             "appears to be a church. You can see the bell tower above the " +
             "rooftops of the nearby houses. The castle looms over the "+
             "village, more to your northeast now.\n");
    set_new_light(5);

    add_item("house","An older house that does not seem to be in very " +
             "good condition");
    add_item("yard","It looks like a larger open area in the midst of a " +
             "group of houses");
    add_item("church|tower","The bell tower of the church can be seen over " +
             "the roofs of the houses. A bird is circling the tower");
    add_item("bird","It appears to be a swallow. You assume it has it's " +
             "nest in the tower");
    add_item("castle","It looks eerie");

    add_exit(ROOM + "road14","north");
    add_exit(ROOM + "road16","south");
    add_exit(ROOM + "road18","west");

    reset(0);
}
Esempio n. 4
0
void set_floor(int x) {
   destination = x;

   write("The elevator starts moving.\n");

   switch (location) {
      case 0:
         open = "closed";
         remove_exit("east");
         break;
      case 1:
         open = "open";
         remove_exit("east");
         add_exit("east", DIR + "/rooms/wiz_hall.c");
         break;
      case 2:
         open = "open";
         remove_exit("east");
         add_exit("east", DIR + "/rooms/church.c");
         break;
      case 3:
         remove_exit("east");
         add_exit("east", DIR + "/rooms/attic.c");
         open = "open";
         break;
   }
}
Esempio n. 5
0
void create_object(void)
{
    ::create_object();
    set_short("Stairs (u/s)");
    set_long("A narrow stairwell with some stairs going up. The air is damp " +
             "and you hear the sound of water from the west, where it looks " +
             "like there is a huge cave. There is an opening in the south " +
             "wall leading into a hall of some sort. The stairwell is lit " +
             "by a small shining stone in a niche in the wall.\n");

    add_item("stairwell","It's narrow");
    add_item("stair|stairs","They go up");
    add_item("air","It is damp and your hair clings to your face");
    add_item("huge cave|cave","It looks huge, but you will have to go " +
             "there to get a better look");
    add_item("opening","It leads south into a hall of some kind");
    add_item("south wall","There is an opening in it");
    add_item("hall","You will have to go south to get a better look");
    add_item("stone|small stone|shining stone|small shining stone","A " +
             "small, shining stone set in a niche in the wall");
    add_item("niche","A niche in the wall with a small, shining stone");

    add_exit(PCROOM + "lev2_stairs","up");
    add_exit(PCROOM + "lev3_bowling_hall","south");
    add_exit(PCROOM + "lev3_harbour","west");
}
void setup() {
  set_short("Desert");
  set_long("This is the end of Desert\n");
  set_light( 80 );
  add_exit("east", DESERT + "desert4", "road");
  add_exit("west", DESERT + "desert2", "road");
}
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 }));
Esempio n. 8
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() {
  set_short("Plains");
  set_long("This is the end of Plains\n");
  set_light( 80 );
  add_exit("east", PLAIN + "plain5", "road");
  add_exit("west", PLAIN + "plain3", "road");
}
Esempio n. 10
0
void create_object(void)
{
    ::create_object();
    set_short("An underground corridor (e/w/s)");
    set_long("An underground corridor going east and west. South of here " +
             "is an opening that leads into a storage room and to the east " +
             "are some stairs going up. West of here is an opening that " +
             "seems to lead outside into the fresh air. Gusts of wind from " +
             "that direction blow into the corridor, making the air in here " +
             "quite fresh. The corridor is lit by a stone in the wall, " +
             "shining with a soft, yellow light.\n");

    add_item("corridor|underground corridor","An underground corridor with " +
             "stone walls, floor and ceiling");
    add_item("opening","It looks as if it leads into a storage room south " +
             "of here");
    add_item("room|storage room|storage room south of here","You'll have " +
             "to go south to get a closer look");
    add_item("stair|stairs","It looks as if the stairs go up but you'll " +
             "have to go east to get a better look");
    add_item("air|fresh air","You can't really get a good look at the air");
    add_item("wind|gusts|gust|gusts of wind|gust of wind","You can't " +
             "get a good look at the wind");
    add_item("stone","It sits in a niche in the wall, providing the " +
             "corridor with light");
    add_item("niche","There is a stone in it, shining with a soft, yellow " +
             "light");
    add_item("light","A soft, yellow light coming from a stone in a niche " +
             "in a wall");

    add_exit(PCROOM + "lev1_se_corridor","west");
    add_exit(PCROOM + "lev1_storeroom","south");
    add_exit(PCROOM + "lev1_east_stairs","east");
}
Esempio n. 11
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void create_object(void)
{
    set_short("A road throught the forest north of the village");
    set_long("The road through the forest turns north here. The forest " +
             "around you is as dense as ever, and darkness prevails in " +
             "there. The road too is left in shadow as the branches of " +
             "the old oak trees reach out over it. Nothing moving can be " +
             "seen in the forest, and the only thing you hear is the " +
             "wind, slowly shaking the leaves and branches of the trees.\n");
    set_new_light(3);
        
    add_item("leaf|leaves","Big green oak leafs, moving slowly in the " +
             "soft wind");
    add_item("forest","The forest is dense, dark and silent around you. " +
             "The trees form an arch over the road, leaving it in shadow");
    add_item("shadow","The trees are overshadowing the road");
    add_item("arch","The branches of the trees reach out over the road, " +
             "forming an arch over it");
    add_item("darkness","The forest around you is dark and uninviting");
    add_item("tree|trees|oak|oaks","Strong oak trees");
    add_item("road","It continues into the forest");
    add_item("$|$sound|$soft sound|$wind","The only thing you hear is " +
             "the soft sound of the wind in the trees");
    
    add_exit(ROOM + "north_road3","southeast");
    add_exit(ROOM + "north_road5","north");    
}
void setup() {
  set_short("Plains");
  set_long("This is Plains at the junction with Rabbit Lane.
\n");
  set_light( 80 );
  add_exit("east", PLAIN + "plain2", "road");
  add_exit("west", RABBIT + "rabbit4", "road");
}
Esempio n. 13
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void create_object(void)
{
    ::create_object();
    set_long("The corridor goes north and east.\n");
    
    add_exit(ROOM + "tunnel6","north");
    add_exit(ROOM + "tunnel8","east");
}
Esempio n. 14
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void configure() {
	Map_Base::configure();
	set_short("a weapon cache");
	set_exit_flags(Direction_Southeast, Exit_Flag_Inobvious | Exit_Flag_Requires_Intangibility);
	set_exit_flags(Direction_Southwest, Exit_Flag_Inobvious | Exit_Flag_Requires_Intangibility);
	add_exit(Direction_South);
	add_exit(Direction_East);
}
Esempio n. 15
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void create_object(void)
{
    ::create_object();
    set_long("The corridor goes west and southeast.\n");
    
    add_exit(ROOM + "tunnel_cave_end","west");
    add_exit(ROOM + "tunnel2","southeast");
}
Esempio n. 16
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void create_object(void)
{
    ::create_object();
    set_long("The corridor goes west and down to the east.\n");

    add_exit(ROOM + "tunnel7","west");
    add_exit(ROOM + "tunnel_castle_end","eastdown");
}
Esempio n. 17
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void configure() {
	Map_Base::configure();
	set_short("an empty home");
	set_exit_flags(Direction_Northwest, Exit_Flag_Inobvious | Exit_Flag_Requires_Intangibility);
	set_exit_flags(Direction_Southwest, Exit_Flag_Inobvious | Exit_Flag_Requires_Intangibility);
	add_exit(Direction_West);
	add_exit(Direction_South);
}
Esempio n. 18
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void setup(void) {
   add_area("2.4.5");

   set_short("Deep forest");
   set_long("You are in the deep forest.");

   add_exit("north", DIR + "/rooms/slope.c");
   add_exit("south", DIR + "/rooms/forest4.c");
}
Esempio n. 19
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void setup(void) {
   add_area("2.4.5");

   set_short("A large open plain");
   set_long("A large open plain.");

   add_exit("north", DIR + "/rooms/ruin.c");
   add_exit("west", DIR + "/rooms/plain2.c");
}
Esempio n. 20
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void setup(void) {
   add_area("2.4.5");

   set_short("Tunnel");
   set_long("The tunnel slopes steeply down a hole here.");

   add_exit("west", DIR + "/rooms/mine/tunnel23.c");
   add_exit("down", DIR + "/rooms/mine/tunnel25.c");
}
void setup() {
  set_short("Fruitbat Avenue");
  set_long("This is Fruitbat Avenue at the junction with Crumpet Circle.\n");
  set_light( 80 );
  add_exit("east", FRUITBAT + "fruitbat2", "road");
  add_exit("north", CRUMPT + "crumpt8", "road");

  set_monster(1, "city");
}
Esempio n. 22
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void setup(void) {
   add_area("2.4.5");

   set_short("Tunnel");
   set_long("In the tunnel into the mines.");

   add_exit("east", DIR + "/rooms/mine/tunnel15.c");
   add_exit("west", DIR + "/rooms/mine/tunnel9.c");
}
Esempio n. 23
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void setup(void) {
   add_area("2.4.5");

   set_short("Ravine");
   set_long("You are in a ravine between mountains.  It seems to be " +
      "possible to go up from here.");

   add_exit("up", DIR + "/rooms/mount_top.c");
   add_exit("down", DIR + "/rooms/mount_pass.c");
}
Esempio n. 24
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void configure() {
    Map_Base::configure();
    set_short("the east elbow of Sinbyen's Jailhouse");
    add_exit(Direction_North);
    add_exit(Direction_West);
    add_description(([
        Description_Type                                : Description_Type_Simple,
        Description_Content                             : ({
            "this is a corridor in the Sinbyen jail house",
        }),
Esempio n. 25
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void setup(void) {
   add_area("2.4.5");

   set_short("Village track");
   set_long("A track going into the village.  The track opens up to a road " +
      "to the east and ends with a green lawn to the west.");

   add_exit("east", DIR + "/rooms/vill_road1.c");
   add_exit("west", DIR + "/rooms/vill_green.c");
}
Esempio n. 26
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void setup(void) {
   add_area("2.4.5");

   set_short("Tunnel");
   set_long("The tunnel into the mines.");

   add_exit("north", DIR + "/rooms/mine/tunnel19.c");
   add_exit("south", DIR + "/rooms/mine/tunnel16.c");
   add_exit("west", DIR + "/rooms/mine/tunnel18.c");
}
Esempio n. 27
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create() {
   set_short("Lower Gargoyle Entrance");

   set_long(
"This is a dark, vile-smelling passage that slopes down to the north and\n"+
"back up to the south.  A flickering light from the north casts dancing\n"+
"shadows on the cavern walls.\n");
   add_exit(ROOMS+"garg011", "north");
   add_exit(ROOMS+"garg009", "up");
   set_light(1);
}
Esempio n. 28
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void setup(void) {
   add_area("2.4.5");

   set_short("In a maze");
   set_long("There are four obvious exits: north, south, east, west");
   add_exit("north", "#do_movementn");
   add_exit("south", "#do_movements");
   add_exit("east", "#do_movemente");
   add_exit("west", "#do_movementw");

}
Esempio n. 29
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void setup(void) {
   add_area("2.4.5");

   set_short("A dimly lit forest");
   set_long("You are in part of a dimly lit forest.  " +
      "Trails lead south, east and west.");

   add_exit("south",DIR + "/rooms/south/sforst26.c");
   add_exit("east", DIR + "/rooms/south/sforst22.c");
   add_exit("west", DIR + "/rooms/south/sforst24.c");
}
Esempio n. 30
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void setup(void) {
   add_area("2.4.5");

   set_short("A large open plain");
   set_long("A large open plain, extending to the north and south.");

   add_exit("north", DIR + "/rooms/plain2.c");
   add_exit("south", DIR + "/rooms/clearing.c");

   set_objects (DIR + "/monsters/wolf.c");
}