Exemplo n.º 1
0
void setup(void) {
   add_area(AREA);
   add_area(FAIRYLAND_AREA);

   set_short("A tunnel in the mountain");
   set_long("You are in a tunnel deep in the mountain. You can see a red glow far away.");

   add_exit("north", FAIRYLAND_ROOMS + "/dragonroom.c");
   add_exit("south", FAIRYLAND_ROOMS + "/mountain.c");

   add_item("glow", "The glow lies to the north, and pulsates rhythmically.");

   set_objects(DIR + "/obj/doors/tunnel.c");
}
Exemplo n.º 2
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "GelmirRoad" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Gelmir Road" );
   set_long( "This section of Gelmir Road is dominated by a bunch of formidable-looking individuals wearing armor and carrying weapons.  Most of them seem to be coming and going from the Fighter's Guild to the north, whose large tiled dome towers over the surrounding buildings.  The entrance is large and ornate, and wide enough for several people to come and go at once.  Gelmir Road heads west from here towards the town square, and in the other direction towards the eastern gate of the town." );
   
   set_exits( ([ 
		  "east" : "/domains/gurba/rooms/gelmir4",
		  "west" : "/domains/gurba/rooms/gelmir2",
                  "north" : "/domains/gurba/guilds/fighter/rooms/entrance",
		  ]) );
   
}
Exemplo n.º 3
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkNorth" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - North" );
   set_long( "You are on the Border Walk, the long and narrow street which surrounds the town of Gurba in a large rectangle. It runs along the inside edge of the stone town wall, which at the moment lies to your north. To the west there seems to be a turn in the road, and the walk continues to the east." );
   
   set_exits( ([ 
		  "west" : "/domains/gurba/rooms/border_north1",
		  "east" : "/domains/gurba/rooms/border_north3",
		  ]) );
   
}
Exemplo n.º 4
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void setup(void) {
   add_area(AREA);
   add_area(CASTLE_AREA);
   set_short("Top of stairs");
   set_long("You are at the top of a long staircase going down into the lower "
        + "regions of the castle. You peer into the darkness below, but "
        + "can see nothing.");
   
   add_exit("down", CASTLE_ROOMS + "/midstairs.c");
   add_exit("north", CASTLE_ROOMS + "/inside.c");

   add_item("stairs", "They look slippery, but it should be relatively safe climbing down.");
   add_item("staircase", "The staircase winds its way into the nether regions of the castle.");
   add_item("castle", "The castle seems eerie as it envelopes you in its dark folds.");
}
Exemplo n.º 5
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkEast" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - East" );
   set_long( "You are on the Border Walk, the long and narrow street which surrounds the town of Gurba in a large rectangle. It runs along the inside edge of the stone town wall, which at the moment lies to your east. Immediately to the south the road reaches a corner. To the north the walk heads toward the eastern town gate." );
   
   set_exits( ([ 
		  "south" : "/domains/gurba/rooms/border_southeast",
		  "north" : "/domains/gurba/rooms/border_east2",
		  ]) );
   
}
Exemplo n.º 6
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void rtems_cache_coherent_add_area(
  void *area_begin,
  uintptr_t area_size
)
{
  if ( _System_state_Is_up( _System_state_Get()) ) {
    _RTEMS_Lock_allocator();

    add_area( area_begin, area_size );

    _RTEMS_Unlock_allocator();
  } else {
    add_area( area_begin, area_size );
  }
}
Exemplo n.º 7
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "GurbaSquare" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Gurba Town Square - Northwest" );
   set_long( "The northwestern corner of the town square is a busy place, though not quite as busy as the surrounding areas.  You can hear quite a commotion to the east, and the enthusiastic cries of produce salesmen to the south.  There seems to be a steady stream of people coming in and out of the pub to the north." );
   
   set_exits( ([ 
		  "east" : "/domains/gurba/rooms/square_north", 
		  "south" : "/domains/gurba/rooms/square_west",
		  "southeast" : "/domains/gurba/rooms/square_center",
		  ]) );
   
}
Exemplo n.º 8
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkWest" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - West" );
   set_long( "You are on the Border Walk, the long and narrow street which surrounds the town of Gurba in a large rectangle. It runs along the inside edge of the stone town wall, which at the moment lies to your west. The walk runs to the north from here. Immediately to the south you can see the impressive stone archway of the western city gate." );
   
   set_exits( ([ 
		  "south" : "/domains/gurba/rooms/gate_west",
		  "north" : "/domains/gurba/rooms/border_west6",
		  ]) );
   
}
Exemplo n.º 9
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkSouth" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - South" );
   set_long( "You are on the Border Walk, the long and narrow street which surrounds the town of Gurba in a large rectangle. It runs along the inside edge of the stone town wall, which at the moment lies to your south. To your east an intersection can be seen." );
   
   set_exits( ([ 
		  "east" : "/domains/gurba/rooms/border_weller",
		  "west" : "/domains/gurba/rooms/border_south4",
		  ]) );
   
}
Exemplo n.º 10
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkSouth" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - South" );
   set_long( "You are on the Border Walk, the long and narrow street which surrounds the town of Gurba in a large rectangle. It runs along the inside edge of the stone town wall, which at the moment lies to your south. The walk continues from here to the east and west. On the north side of the road seems to be a small restaurant of some kind, with the occasional group of people coming or going." );
   
   set_exits( ([ 
		  "west" : "/domains/gurba/rooms/border_south2",
		  "east" : "/domains/gurba/rooms/border_south4",
		  "north" : "/domains/gurba/rooms/restaurant",
		  ]) );
   
}
Exemplo n.º 11
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void setup(void) {
   add_area("2.4.5");

   set_short("Room of quests");
   set_long("This was the room of quests.\n" +
      "It has been replaced by or own quest system.\n" +
      "What follows are old outdated instructions.  For current info talk to " +
      "an admin and look at the help for the following commands:\n" +
      "\tquests, questadm, check\n" +
      "Begin old instructions:  Every wizard can make at most " +
      "one quest.  When he has made a quest, he should have it approved " +
      "by an arch wizard.  When it is approved, put a permanent object " +
      "in this room, which has as short description the name of the " +
      "wizard.  All objects in this room will be checked when a player " +
      "wants to become a wizard. The player must have solved ALL quests.  " +
      "To mark that a quest is solved, call 'set_quest(\"name\")' "+
      "in the player object. The objects must all accept the id 'quest' " +
      "and the name of the wizard. The objects must also define a " +
      "function hint(), that should return a message giving a hint of " +
      "where to start the quest. Note that players never can come here.  " +
      "set_quest(str) will return 1 if this is the first time it was " +
      "solved by this player, otherwise 0.");

   add_exit("south", DIR + "/rooms/wiz_hall.c");
}
Exemplo n.º 12
0
static status_t
grow_heap(uint32 bytes)
{
	// align the area size to an 32768 bytes boundary
	bytes = (bytes + 32767) & ~32767;
	return add_area(bytes);
}
Exemplo n.º 13
0
void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkNorth" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Intersection of Border Walk/Borland Avenue" );
   set_long( "Here, the long rectangular Border Walk crosses the end of Borland Avenue, a small but well-maintained residental district of the town, which leads to the south from here. The sounds of children playing can be heard. The Border Walk continues to the east and west." );
   
   set_exits( ([ 
		  "east" : "/domains/gurba/rooms/border_north6",
		  "west" : "/domains/gurba/rooms/border_north5",
		  "south" : "/domains/gurba/rooms/borland3",
		  ]) );
   
}
Exemplo n.º 14
0
void setup(void) {
   add_area("2.4.5");

   set_short("Village church");
   set_long("You are in the local village church.  There is a huge " +
      "pit in the center, and a door in the west wall.  " +
      "There is a button beside the door.  This church has the service " +
      "of reviving ghosts.  Dead people come to the church and pray.  " +
      "there is a clock on the wall.  There is an exit to the south.");

   add_exit("south", DIR + "/rooms/vill_green.c");

   add_item("clock","The clock appears to be broken, it is stuck at: 1:26");
   add_item("pit","In the middle of the church is a deep pit.  IT was used " +
      "for sacrifice in the old times, but nowadays it is only " +
      "left for tourists to look at.");

   el = get_el();
   if (el) {
      if (el->query_location() == 3) {
         el_arrives();
      } else {
         el_leaves();
      }
   }
}
Exemplo n.º 15
0
void setup(void) {
   add_area("Gurba");
   add_area("GelmirRoad");
   add_area("GurbaOutdoor");

   set_short("Gelmir Road");
   set_long("Gelmir Road widens here as it approaches the town square " +
      "to the west.  A constant stream of people are coming and going " +
      "from the square, and a loud commotion can be heard.  Further to " +
      "the east sits the entrance to a large and ornate building.");

   set_exits(([
      "east" : DIR + "/rooms/gelmir2",
      "west" : DIR + "/rooms/square_east",
   ]));
}
Exemplo n.º 16
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void setup(void) {
    add_area("2.4.5");

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

    add_exit("east", DIR + "/rooms/mine/tunnel21.c");
}
Exemplo n.º 17
0
void setup(void) {
   add_area("2.4.5");

   set_short("Shaft");
   set_long("In a shaft going straight down.");

   add_action("do_climb", "climb");
}
Exemplo n.º 18
0
void setup( void ) {
   add_area( "Gurba" );
   add_area( "GurbaOutdoor" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkEast" );
   
   set_brief( "Eastern Gate of Gurba Town" );
   set_long( "You are at the eastern entrance to the town of Gurba. The gate itself is a large, ancient arch of stone, connected on either side to the tall, worn stone wall that marks the perimeter of the town. The neat brick paving of the streets transitions to a dirt road as it leads through the gate into the lands beyond. To the west Gelmir Road leads toward the town square, while to the north and south Border Walk runs parallel to the wall." );
   
   set_exits( ([ 
		  "west" : "/domains/gurba/rooms/gelmir4",
		  "north" : "/domains/gurba/rooms/border_east5",
		  "south" : "/domains/gurba/rooms/border_east4",
		  ]) );
   add_item("gate", "The ancient stonework of the gate is etched with the inscription 'Scientia et Pertinacia.'  Beyond it the dirt road leads toward what looks like a forest.");
   
}
Exemplo n.º 19
0
void setup(void) {
   add_area("2.4.5");

   set_short("Store room for the shop");
   set_long("All things from the shop are stored here. Or they use to " +
      "be at any rate.  It looks like this room hasn't been touched in ages.");
   add_exit("south", DIR + "/rooms/shop.c");
}
Exemplo n.º 20
0
void setup(void) {
   add_area("2.4.5");

   set_short("Room 2");
   set_long("This is room 2.  There is an exit to the west.");

   add_exit("west", DIR + "/rooms/test.c");
}
Exemplo n.º 21
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void setup(void) {
   add_area("2.4.5");

   set_short("Deep forest");
   set_long("In the deep forest.  The wood lights up to the east.");

   add_exit("east", DIR + "/rooms/plain12.c");
}
Exemplo n.º 22
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void setup(void) {
   add_area("Gurba");
   add_area("BorderWalk");
   add_area("BorderWalkSouth");
   add_area("GurbaOutdoor");

   set_short("Border Walk - South");
   set_long("You are on the Border Walk, the long and narrow street " +
      "which surrounds the town of Gurba in a large rectangle. It runs " +
      "along the inside edge of the stone town wall, which at the moment " +
      "lies to your south.");

   set_exits(([
      "west" : DIR + "/rooms/border_south6",
      "east" : DIR + "/rooms/border_south8",
   ]));
}
Exemplo n.º 23
0
void setup(void) {
   add_area("2.4.5");

   set_short("The local prison");
   set_long("You are in the local prison.  There are no exits.");

   add_action("do_quit","quit");
}
Exemplo n.º 24
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void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkWest" );
   add_area( "BorderWalkNorth" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - Northwest" );
   set_long( "You are at the northwest corner of the town of Gurba, where the western and southern sections of the Border Walk meet. It is really quiet and peaceful here. A few benches have been scattered around a large, old-looking tree that is planted at the very corner of the wall. Border Walk continues south and east here toward other parts of the town." );
   
   add_item("tree", "This ancient oak tree is far taller than the wall.  Its gnarled branches offer a shady place to relax.");
   
   set_exits( ([ 
		  "south" : "/domains/gurba/rooms/border_west8",
		  "east" : "/domains/gurba/rooms/border_north1",
		  ]) );
   
}
Exemplo n.º 25
0
void setup( void ) {
   add_area( "Gurba" );
   add_area( "BorderWalk" );
   add_area( "BorderWalkEast" );
   add_area( "BorderWalkSouth" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Border Walk - Southeast" );
   set_long( "You are at the southeast corner of the town of Gurba, where the eastern and southern sections of the Border Walk meet. At this corner there seems to be an entrance to a small watch tower used by the town guards to keep an eye out for undesirables, but the entrance is locked. The sounds of the town echo a bit here in this semi-enclosed space. Border Walk continues north and west here toward other parts of the city." );
   
   add_item("tower", "The stone tower is built into the wall and is accessible via an internal staircase, it seems. Openings at the top allow town guards to see any unwanted visitors approaching the eastern gate before they arrive.");
   
   set_exits( ([ 
		  "north" : "/domains/gurba/rooms/border_east1",
		  "west" : "/domains/gurba/rooms/border_south10",
		  ]) );
   
}
Exemplo n.º 26
0
void setup(void) {
   add_area("2.4.5");

   set_short("Elevator");

   location = 1;
   set_floor(1);
   add_exit("north", DIR + "/rooms/vill_shore.c");
}
Exemplo n.º 27
0
void setup( void ) {
   add_area( "Gurba" );
   add_area( "GurbaSquare" );
   add_area( "GurbaOutdoor" );
   
   set_brief( "Gurba Town Square - East" );
   set_long( "Here on the eastern side of the town square, a large crowd of merchants are trying to convince people to buy their wares. The resulting bedlam is fantastically loud and utterly disorganized. The bricks here are well-worn from the constant traffic. Gelmir Road leads off towards the east from here." );
   
   set_exits( ([ 
		  "north" : "/domains/gurba/rooms/square_northeast", 
		  "south" : "/domains/gurba/rooms/square_southeast",
		  "west" : "/domains/gurba/rooms/square_center",
		  "east" : "/domains/gurba/rooms/gelmir1",
		  ]) );
   
   add_item( "merchants", "These fine gentlemen and ladies work tirelessly to promote the sales of their respective goods." );
   
}
Exemplo n.º 28
0
void setup(void) {
   add_area("Gurba");
   add_area("BorderWalk");
   add_area("BorderWalkSouth");
   add_area("GurbaOutdoor");

   set_short("Border Walk - South");
   set_long("You are on the Border Walk, the long and narrow street " +
      "which surrounds the town of Gurba in a large rectangle. It runs " +
      "along the inside edge of the stone town wall, which at the moment " +
      "lies to your south. Immediately to the west the road reaches a " +
      "corner, and it continues to the east towards other parts of the town.");

   set_exits(([
      "west" : DIR + "/rooms/border_southwest",
      "east" : DIR + "/rooms/border_south2",
   ]));
}
Exemplo n.º 29
0
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");
}
Exemplo n.º 30
0
void setup(void) {
   add_area("Gurba");
   add_area("BorderWalk");
   add_area("BorderWalkWest");
   add_area("GurbaOutdoor");

   set_short("Border Walk - West");
   set_long("You are on the Border Walk, the long and narrow street " +
      "which surrounds the town of Gurba in a large rectangle. It runs " +
      "along the inside edge of the stone town wall, which at the moment " +
      "lies to your west. Immediately to the south the road reaches a " +
      "corner. To the north the walk heads toward the western town gate.");

   set_exits(([
      "south" : DIR + "/rooms/border_southwest",
      "north" : DIR + "/rooms/border_west2",
   ]));
}