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() */
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); }
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; } }
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 }));
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"); }
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"); }
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"); }
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"); }
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); }
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"); }
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"); }
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); }
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"); }
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"); }
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"); }
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"); }
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"); }
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", }),
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"); }
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"); }
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); }
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"); }
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"); }
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"); }