コード例 #1
0
void create() {
 ::create();
    set_short("East Dovin Road.");
    set_long(
      "Dovin Road is lightly traveled.  Houses line the road to the north. "
      "Built against the city wall, these houses are not much more than shacks.  "
      "The ancient stones underfoot running north and south make the road easy "
      "to follow. "
);
    set_night_long(
      "Running east and west through the northeast section of Tirun, "
      "Dovin Road is peaceful at night.  Shadows to the north show themselves "
      "to be buildings built against the city wall.  The stones underfoot are "
      "hard to make out in the darkness. "
);
    set_exits( 
              (["east" : ROOMS"edovin3",
                "west" : ROOMS"edovin1",
]) );
    set_property("light", 3);
    set_property("night light", 1);
    set_items(
        (["road" : "Ancient stones pave the ground.",
          "stones" : "Rocks carved into squares and layed to make a road.",
          "wall" : "A fortified wall that protects the city."
         ]) );
}
コード例 #2
0
void create() {
    set_server("/wizards/whit/rooms/tunserver");
    ::create();
    set_property("indoors", 1);
    set_property("tunnels", 1);
    set_property("no teleport", 1);
}
コード例 #3
0
ファイル: systemd.c プロジェクト: avagin/libct
int systemd_start_unit(struct container *ct, int pid)
{
	static const char *mode = "fail";
	char *slice = "system.slice";
	char unit_name[PATH_MAX], *name = unit_name;
	char desc[1024], *pdesc = desc;
	dbus_bool_t yes = true;

	DBusConnection *conn;
	DBusMessage *msg, *reply;
	DBusMessageIter args, props, aux;

	if (ct->slice)
		slice = ct->slice;
	snprintf(unit_name, sizeof(unit_name), "%s-%s.scope", slice, ct->name);
	snprintf(desc, sizeof(desc), "docker container %s", ct->name);

	msg = dbus_message_new_method_call("org.freedesktop.systemd1",
					   "/org/freedesktop/systemd1",
					   "org.freedesktop.systemd1.Manager",
					   "StartTransientUnit");
	if (!msg) {
		pr_err("can't allocate new method call");
		return -1;
	}

	dbus_message_append_args(msg, 's', &name, 's', &mode, 0);

	dbus_message_iter_init_append(msg, &args);

	dbus_message_iter_open_container(&args, 'a', "(sv)", &props);
	set_property(&props, "Description", 's', &pdesc);
	set_property(&props, "Slice", 's', &slice);

	set_property(&props, "MemoryAccounting", 'b', &yes);
	set_property(&props, "CPUAccounting", 'b', &yes);
	set_property(&props, "BlockIOAccounting", 'b', &yes);

	set_pid(&props, pid);
	dbus_message_iter_close_container(&args, &props);

	dbus_message_iter_open_container(&args, 'a', "(sa(sv))", &aux);
	dbus_message_iter_close_container(&args, &aux);

	conn = get_connection(DBUS_BUS_SYSTEM);
	if (conn == NULL)
		return -1;

	reply = dbus_send_message(conn, msg);
	dbus_message_unref(msg);
	if (reply == NULL)
		return -1;

	dbus_message_unref(reply);

	return 0;
}
コード例 #4
0
void create() {
  ::create();
  set_property("indoors",0);
  set_property("light",1);
  set("short","Palace");
  set("long","The main hallway of the palace continues east "
    "and west.  Streamers line the walls, hung over large tapestries "
    "and pictures.  The ceiling is a magestic arch, beautifully painted "
    "with scenes of Tenebrae's history.");
  set_smell("default","The smell of a great feast wafts towards you.");
  set_listen("default","The sound of people talking and making merry can be heard to the east.");
  set_items(([({"streamer","streamers"}):"The streamers hang from the chandeleir in beautiful %^BOLD%^%^RED%^sw%^BLUE%^ir%^GREEN%^ls%^RESET%^.",
コード例 #5
0
void PannerEditor::set_properties(Property *p_pos,Property *p_depth) {
	
	pos=p_pos;
	depth=p_depth;
	
	set_property(PROP_PAN,p_pos);
	set_property(PROP_DEPTH,p_depth);
	
	update();
	
	
}
コード例 #6
0
void create() {
  ::create();
  set_property("indoors",0);
  set_property("light",1);
  set("short","North Tower");
  set("long","This is the groom's dressing room.  Prince Nichusar is preparing "
    "for the wedding while chatting with his servants and close friends.  The room "
    "is simply adorned with a mirror and some sofas and a table where some of the "
    "guests are seated.  Everyone seems to be having a good time.");
  set_smell("default","The smell of men's cologne is prevelant here.");
  set_listen("default","The men joke and enjoy the occasion.");
  set_items(([({"streamer","streamers"}):"The streamers hang from the walls in beautiful %^BOLD%^%^RED%^sw%^BLUE%^ir%^GREEN%^ls%^RESET%^.",
コード例 #7
0
void create() {
  ::create();
  set_property("indoors",0);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the south tower of the palace.  An excited buzz"
    "fills the air.  Someone involved with the wedding must be preparing "
    "near here.  The decorations here are quite well done, and have definately "
    "had a woman's touch.  The rest of the palace is to the west.");
  set_smell("default","The smell of a great feast wafts towards you.");
  set_listen("default","The giggling of women and gossiping can be heard upstairs.");
  set_items(([({"streamer","streamers"}):"The streamers hang from the walls in beautiful %^BOLD%^%^RED%^sw%^BLUE%^ir%^GREEN%^ls%^RESET%^.",
コード例 #8
0
void create() {
    ::create();
    set_property("indoors",0);
    set_property("light",1);
    set("short","Palace");
    set("long","This is the north wing of the palace.  To the south is the "
        "main hall.  Servants bustle back and forth, fetching things for various "
        "nobility.  Streamers line the wall along with other wedding decorations.  "
        "There is a feeling of celebration in the air.");
    set_smell("default","The smell of a great feast wafts towards you.");
    set_listen("default","The sound of people talking and making merry can be heard to the south.");
    set_items(([({"streamer","streamers"}):"The streamers hang from the walls in beautiful %^BOLD%^%^RED%^sw%^BLUE%^ir%^GREEN%^ls%^RESET%^.",
コード例 #9
0
void create() {
    ::create();
    set_short("Realm of the Red Dragon");
    set_properties( (["light" : 2, "night light" : 2]) );
    set_property("indoors", 1);
    set_property("no gate", 1);
    set_listen("default", "Fire can be heard crackling all around.");
    set_long("%^RESET%^%^RED%^The realm of the red dragon is one of combat and of honor.  %^RED%^They are the ones who hold true only to themselves, keeping %^RED%^themselves as the highest of fighters.  You have been deemed %^RED%^worthy to join the ranks of the red dragon.  Proceed, child.");
    set_exits( (["enter" : "/d/tirun/dragon_hall"]) );
    add_pre_exit_function("enter", "create_dragon");
    set_items( ([ "entrance" : "The entrance is a swirling vortex."]) );
}
コード例 #10
0
void create() {
   ansid = find_object(ANSI_D);
   if (!ansid) {
      ansid = compile_object(ANSI_D);
   }

   set_property("auto_admin",0,"*","system");
   set_property("auto_wiz",0,"*","system");
   user_name = "Guest";
   data_version = 1;
   run_as("nobody");
}
コード例 #11
0
void create() {
  ::create();
  set_property("indoors",1);
  set_property("light",1);
  set("short","Palace");
  set("long","This hallway is quite plain and has mortar falling out of the "
    "cracks of the large blocks that form the walls.  There's a few weapons on "
    "racks that are against the wall.   The hall appears to have been used a lot"
    " in the past, but is currently in disuse.");
  set_smell("default","There is a fresh breeze in this part of the palace.");
  set_listen("default","It is fairly quiet here.");
  set_items(([({"rack","weapons"}):"The weapons are all old and rusty.  None are useful.",
    "wall":"The wall is quite plain here on the second floor."]));
コード例 #12
0
void create() {
    ::create();
    set_short("Stone Temple");
    set_properties( (["light" : 2, "night light" : 2]) );
    set_property("indoors", 1);
    set_property("no gate", 1);
    set_listen("default", "The crackling of the fire fills the room.");
    set_long("This small room contains nothing except for a large statue of a dragon and a brazier.  It's mouth is open and it's hands are back, as if it were pushing away from the wall.  The statue seems angry.  The floor here is uneven and some of the water from the well fills the depressions.  There is a large brazier in the center of the room, lighting it fully.");
    set_exits( (["west" : "/d/tirun/monastery"]) );
    add_pre_exit_function("west", "go_east");
    set_items( ([ ({"statue","dragon"}) : "The dragon stares forward menacingly.  It's a bit of a scary sight at first, but thankfully it's just a stone statue.  It's mouth is wide open."
                 ,"brazier" : "%^ORANGE%^The flame is so bright you cannot see what fuels it."
                 ,({"water","depressions"}) : "The water pools on the floor here, as if someone carried it in from the well."
コード例 #13
0
void create() {
  ::create();
  set_property("indoors",0);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the northern wing of the castle.  The walls here are "
    "cold, undecorated stone.  The fancy candles that adorned previous rooms "
    "have been replaced by crude torches.  The floor seems to slope downward "
    "to the north.  A cheery glow emanates from the west.");
  set_smell("default","A slight odor seems to seep in from the north.");
  set_listen("default","The sound of people talking is muffled.");
  set_items(([({"decorations","wedding decorations"}):"The decorations here are completely gone.",
    "wall":"The exposed stone is bare and cold."]));
コード例 #14
0
void create() {
  ::create();
  set_property("indoors",1);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the northern wing of the castle.  The wedding "
    "decorations line the wall, but abruptly end to the west.  "
    "The west hall is dark and unfriendly, while east and south are well "
    "decorated and friendly.  The main hall is to the south.");
  set_smell("default","The smell of a great feast wafts towards you.");
  set_listen("default","The sound of people talking and making merry can be heard.");
  set_items(([({"decorations","wedding decorations"}):"Flowers and fine silk decorations line the walls.",
    "wall":"The wall is lined with various pictures of royalty and armour displays."]));
コード例 #15
0
void create() {
  ::create();
  set_property("indoors",1);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the southern wing of the castle.  The wedding "
    "decorations are a bit more sparse here, but it is still well kept.  "
    "The main hall can be seen to the north, while the wing bends eastward.  "
    "This hallway seems fairly unused, with the exception of the single guard.");
  set_smell("default","The smell of a great feast wafts towards you.");
  set_listen("default","The sound of people talking and making merry can be heard.");
  set_items(([({"decorations","wedding decorations"}):"Flowers and fine silk decorations line the walls.",
    "wall":"The wall is lined with various pictures and armour displays."]));
コード例 #16
0
ファイル: cuda.c プロジェクト: AhmadQasim/GPU-Virtualization
static void
powermgt_init(char *path)
{
	phandle_t ph;
	char buf[64];

        snprintf(buf, sizeof(buf), "%s/power-mgt", path);
	REGISTER_NAMED_NODE(rtc, buf);

	ph = find_dev(buf);
	set_property(ph, "device_type", "power-mgt", 10);
	set_property(ph, "mgt-kind", "min-consumption-pwm-led", strlen("min-consumption-pwm-led") + 1);
	set_property(ph, "compatible", "cuda", strlen("cuda") + 1);
}
コード例 #17
0
void create() {
  ::create();
  set_property("indoors",0);
  set_property("light",1);
  set("short","Palace");
  set("long","Not until you enter this room does the immense "
    "size of the palace sink in.  There are two hallways that part "
    "north and south, while the main chamber continues to the east.  "
    "A large chandeleir is here with many streamers hanging from it.  "
    "The walls are adorned with many intricately carved figures around"
    " the edges.");
  set_smell("default","The smell of a great feast wafts towards you.");
  set_listen("default","The sound of people talking and making merry can be heard.");
  set_items(([({"streamer","streamers"}):"The streamers hang from the chandeleir in beautiful %^BOLD%^%^RED%^sw%^BLUE%^ir%^GREEN%^ls%^RESET%^.",
コード例 #18
0
void create() {
  ::create();
  set_property("outdoors",1);
  set_property("light",0);
  set("short","Main Street");
  set("long","This is Main Street which runs east and west past a variety of houses.  "
    "They line the north and south sides of this street as it approaches the palace.  "
    "The Square is to the west, and the Palace looms ahead to the east.");
  set_smell("default","The smell of baked goods wafts in from the west.");
  set_listen("default","The din of merchants hawking their wares can be heard to the west.");
  set_items((["sky":"The sky is dark as ever.","road":"The cobblestone road heads east, and south.",
    ({"house","houses"}):"The house is old and run down.  You try the door, but it is locked.",
    "stone":"The cobblestones are black and grey.  Like the sky.",
    "palace":"The palace looms ahead, a black shillouette against a dark sky."]));
コード例 #19
0
void create() {
  ::create();
  set_property("indoors",0);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the southern wing of the castle.  The wedding "
    "decorations are a bit more sparse here, but it is still well kept.  "
    "The hall heads west and south.  This hall is adorned with pictures of royalty.  "
    "This hallway seems fairly unused, with the exception of the single guard.");
  set_smell("default","The smell of a great feast wafts towards you.");
  set_listen("default","The sound of people talking and making merry can be heard.");
  set_items(([({"decorations","wedding decorations"}):"Flowers and fine silk decorations line the walls.",
    "wall":"The wall is lined with various pictures and armour displays.",
    "pictures":"The pictures are all grand, and likely bigger than life."]));
コード例 #20
0
void create() {
  ::create();
  set_property("indoors",1);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the southern wing of the castle.  The wedding "
    "decorations are a bit more sparse here, but it is still well kept.  "
    "The hall heads west and south.  This hall is adorned with pictures of royalty.  "
    "There are some even finer decorations to the south.");
  set_smell("default","The air has an antique odor about it.");
  set_listen("default","It is fairly quiet here.");
  set_items(([({"decorations","wedding decorations"}):"Flowers and fine silk decorations line the walls.",
    "wall":"The wall is lined with various pictures and armour displays.",
    "pictures":"The pictures are all grand, and likely bigger than life."]));
コード例 #21
0
ファイル: gcity19.c プロジェクト: ehershey/pd
void create() {
    set_property("light", 2);
    set_property("indoors", 1);
    set_property("no castle", 1);
set("short", "%^YELLOW%^Entry to the Hall of Monks");
set_long("%^YELLOW%^The Quixxiol monastery is a place where monks gather and initiate new believers.  A passage to the east if filled with a shimmering light. <preview> will tell you about becoming a monk.");
    set_items(
	(["candles" : "They are all over the monastery.",
	  "candle" : "It burns brightly and helps light the room.",
	  "passage" : "You sense that only monks may pass that way."]) );
    set_exits( 
(["west" : GCITY "gcity10.c",
"southeast" : "(: southeast :)"]) );
}
コード例 #22
0
void create() {
    ::create();
    set_property("light", 2);
    set_property("indoors", 1);
    set_short("Morvudd's Closet");
    set_night_long("It is night outside.\nMorvudd codes here, shoo!\n");
    set_day_long("It is day outside.\nMorvudd codes here, shoo!\n");
    set_exits( ([
	"square" : SQUARE_LOC,
	"hall" : "/d/standard/adv_main",
      ]) );
    set_smell("default", "It smells like stale buttcrack and cornchips in here.");
    set_listen("default", "All around you, you hear the sound of souls being oppressed.");
}
コード例 #23
0
void create() {
  ::create();
  set_property("indoors",1);
  set_property("light",1);
  set("short","Palace");
  set("long","This is the northern wing of the castle.  The walls here are "
    "cold, undecorated stone.  The fancy candles that adorned previous rooms "
    "have been replaced by crude torches.  The floor seems to slope downward "
    "to the north.  There seems to be some bustling about to the east, while the "
    "north is dark and ominous.");
  set_smell("default","The smell of something rotting seeps in from the north.");
  set_listen("default","The sound of servants running about echos in from the east.");
  set_items(([({"decorations","wedding decorations"}):"The decorations here are completely gone.",
    "wall":"The exposed stone is bare and cold.",
    "torches":"The torch flickers against the wall."]));
コード例 #24
0
void create() {
    ::create();
    set_short("Stone Cave");
    set_properties( (["light" : 2, "night light" : 2]) );
    set_property("indoors", 1);
    set_property("no gate", 1);
    set_listen("default", "Dripping water echos off the walls.");
    set_long("This cavernous room towers to the point where the ceiling cannot be seen.  Stalagmites seem to have sprouted up all over the floor here.  A small stream is trickles through the middle of the cavern.  There is a huge hole in the floor here.  There seems to be no way out but the hole.");
    set_exits( (["hole" : "/d/tirun/monastery"]) );
    set_items( ([ "ceiling" : "The ceiling disappears into darkness.  The occasional stalagtite can be seen poking through the darkness."
                  ,"stalagmites" : "The stalagmites dot the floor, some raising far above your head."
                  ,"hole" : "The hole leads into an unknown darkness."
                  ,"stream" : "The stream shimmers and flows towards a wall.  Curiously, you cannot tell where the water goes."
                ]) );
}
コード例 #25
0
void create() {
    ::create();
    set_short("Stone Path");
    set_properties( (["light" : 2, "night light" : 2]) );
    set_property("indoors", 1);
    set_property("no teleport", 1);
    set_listen("default", "Silence is overwhelming here.");
    set_long("The path here splits into three different hallways.  There is the head of a dragon above each one, each a different color.  Nothing can be seen down any path except complete darkness.");
    set_exits( (["northwest" : "/d/quests/dragon/white", "north" : "/d/quests/dragon/red", "northeast" : "/d/quests/dragon/black", "up" : "/d/quests/dragon/blue"]) );
    add_invis_exit("up");
    add_pre_exit_function("northwest", "go_northwest");
    add_pre_exit_function("north", "go_north");
    add_pre_exit_function("northeast", "go_northeast");
    add_pre_exit_function("up", "go_up");
    set_items( ([ ({"dragon","head","heads"}) : "%^RESET%^%^BOLD%^The dragon head above the northwest path appears to be smiling.\n%^RESET%^%^RED%^The dragon head above the north path looks down objectively.\n%^BOLD%^%^BLACK%^The dragon head above the northeast path is snarling."]) );
コード例 #26
0
void create() {
    ::create();
    set("short", "Primal Darkness referendum room");
    set_property("light", 2);
    set_property("indoors", 1);
    set("long",
      "This is the referendum room of Primal Darkness.  Players come here to vote "
      "on issues that the wizards desire input on.  The current voting "
      "question is posted on the wall <read question> will display it."); 
    set_exits( (["down" : "/d/nopk/tirun/pubstart"]) );
    vote=([]);
    seteuid(UID_VOTESAVE);
    restore_object(DIR_VOTES+"/question");
    seteuid(getuid());
}
コード例 #27
0
void create() {
  ::create();
    set_property("forest", 1);
    set_property("light", 2);
    set("short", "A fork in the road");
    set("long",
        "Several paths diverge here through the jungle area "
        "known infamously as the Outlands.  Your life is in danger "
        "here as no form of law exists.  The path back to civilization "
        "is the one to the northwest.  To the north is a large thicket of bushes.");
    set_items(
        (["path" : "There are three of them here.",
	  "bushes" : "There is a large thicket of bushes.  It is doubtful you could pass through them.",
	  "paths" : "The northwest one leads towards civilization."])  );
    set_invis_exits(({"north"}));
コード例 #28
0
void create() {
    ::create();
    set_short("Bragi's room.");
    set_long("%^MAGENTA%^A faint sound of %^BOLD%^m%^YELLOW%^u%^RED%^s%^BLUE%^i%^MAGENTA%^c%^RESET%^MAGENTA%^ enters your ears as you walk into the room. It's difficult to tell where it's coming from, as there are many instruments laying around the room. Most of them custom made, and never before seen. Across from the instruments, an impressive array of %^RESET%^b%^BOLD%^l%^RESET%^a%^BOLD%^d%^RESET%^e%^BOLD%^s%^RESET%^MAGENTA%^ are displayed, all looking whimsical, while at the same time %^RED%^d%^BOLD%^e%^BLACK%^a%^RESET%^d%^%^RED%^l%^BOLD%^y%^RESET%^MAGENTA%^. The "
    "music gets louder the further into the room you go, until it seems to take over your body, strengthening you. The %^WHITE%^a%^YELLOW%^m%^ORANGE%^b%^CYAN%^i%^BOLD%^a%^RESET%^n%^WHITE%^ce%^MAGENTA%^ of the music is only disrupted slightly by the crackle of %^RED%^f%^ORANGE%^i%^YELLOW%^r%^RESET%^RED%^e%^MAGENTA%^ in the furthest corner, where a fireplace houses a %^CYAN%^BOLD%^b%^WHITE%^l%^YELLOW%^i%^CYAN%^n%^WHITE%^d%^CYAN%^i%^YELLOW%^n%^CYAN%^g %^WHITE%^white %^RESET%^MAGENTA%^fire.");
    set_exits( 
      (["out" : ROOMS + "phouses/kilir/2.c",
      ]) );
    set_property("light", 3);
    set_property("night light", 3);
    set_property("indoors", 1);
    set_property("house", 1);
    set_listen("default", "Powerful music fills your ears.");
    set_smell("default", "The smell of wood polish emenates from all the instruments.");
}
コード例 #29
0
void create() {
  ::create();
  set_property("outdoors",0);
  set_property("light",0);
  set("short","Rooftop");
  set("long","Welcome to the rooftops of Tenebrae.  The whole "
    "city can be seen from this height.  To the east is the palace,"
    " and the countryside can be seen everywhere else.");
  set_smell("default","The air here is clear and refreshing.");
  set_listen("default","The soft sound of people talking can be heard below.");
  set_items((["sky":"The sky is dark as ever.",
    "house":"You're standing on it.  Hope the roof doesn't give in.",
    "rooftop":"The rooftop is made of %^BLACK%^dark shingles%^RESET%^, which blend in with the ground."]));
  set_exits((["northeast":ROOMS "roof03.c","southeast":ROOMS "roof01.c"]));
}
コード例 #30
0
ファイル: lock.c プロジェクト: FredrIQ/fiqhack
static void
chest_shatter_msg(struct obj *otmp)
{
    const char *disposition;
    const char *thing;
    long save_Blinded;

    if (otmp->oclass == POTION_CLASS) {
        pline(msgc_itemloss, "You %s %s shatter!", Blind ? "hear" : "see",
              an(bottlename()));
        if (!breathless(youmonst.data) || haseyes(youmonst.data))
            potionbreathe(&youmonst, otmp);
        return;
    }
    /* We have functions for distant and singular names, but not one
       which does _both_...
       TODO: fix this blindness kludge (it doesn't even work -- see eoto) */
    save_Blinded = property_timeout(&youmonst, BLINDED);
    set_property(&youmonst, BLINDED, 1, TRUE);
    thing = singular(otmp, xname);
    if (save_Blinded)
        set_property(&youmonst, BLINDED, save_Blinded, TRUE);

    switch (objects[otmp->otyp].oc_material) {
    case PAPER:
        disposition = "is torn to shreds";
        break;
    case WAX:
        disposition = "is crushed";
        break;
    case VEGGY:
        disposition = "is pulped";
        break;
    case FLESH:
        disposition = "is mashed";
        break;
    case GLASS:
        disposition = "shatters";
        break;
    case WOOD:
        disposition = "splinters to fragments";
        break;
    default:
        disposition = "is destroyed";
        break;
    }
    pline(msgc_itemloss, "%s %s!", An(thing), disposition);
}