/* -*- LPC -*- */ #include "path.h" inherit "/std/room"; object teacher; object sign; void setup() { set_short( "foyer of the terrain school" ); add_property( "determinate", "the " ); set_long( "This is the foyer to the terrain teacher's school. " "The walls here are hung with beautiful landscapes of complex tracts " "of land, and beneath each landscape is a map of some kind. " "An intricate chandelier hangs from the ceiling, casting an even " "glow on all the landscapes. " "Comfortable benches line the walls here, with small tables " "between them. " "The floor is covered with a plush green carpet, which would be nice " "if not for the heavy mud stains across it.\n" ); add_item( "landscape", "The landscapes show mountains, jungles, forests, " "oceans, rivers... all sorts of different terrains, including a " "city and a village." ); add_item( "map", "Beneath each landscape hangs a single topographical " "map which appears to be a detailed representation of the landscape " "above it." ); add_item( "chandelier", "Crystal teardrops scatter the light of a dozen " "candles around the room, casting an easy, comfortable light by which " "you can see.", 1 ); add_item( "crystal teardrop", "The candlelight makes it too hard to see " "the crystals clearly." ); add_item( "candle", "Nestled into the midst of the chandelier, the twelve " "candles provide all the light in this room."); add_item( "bench", ({ "long", "These wooden benches have comfortable leather cushions " "firmly attached.", "position", "a wooden bench", }) ); add_item( "table", ({ "long", "These tables are covered with magazines talking " "about far away places and exotic architecture.", "position", "a table", }) ); add_item( "plush green carpet", "This deep pile carpet was once a rich evergreen colour, but " "years of muddy footprints have stained much of it a deep, " "ugly brown." ); add_item( "mud stains", "Someone has b een walking on this formerly beautiful carpet with " "muddy boots." ); add_item( "cushions", "Thick leather cushions, stuffed with something very soft, and " "affixed quite securely to the benches." ); add_item( "magazines", ({ "long", "Architectural and travel magazines sit on the " "various tables around the room.", "read", "\"Ruins of The Temple of Offler!\", " "\"Beautiful Ankh-Morpork!\", \"Design of the Tower of Art\", " "and \"Scenic Ramtops Vacations!\" are just the most visible " "of the titles that scream up at you. Hopefully the " "magazines are kept just for their pictures, which seem far " "more interesting than their text.", }) ); set_light( 60 ); add_exit( "grassyfield", PATH "grassystep", "hidden" ); add_exit( "desert", PATH "sandtent", "hidden" ); add_exit( "mountaintop", PATH "mountaincabin", "hidden" ); add_exit( "back", LEARNING +"search", "path" ); add_exit( "exit", ENTRANCE, "path" ); /* The "commented functions" and "keywords" properties are specific for * rooms in the learning domain and is used to make it possible to search * for subjects. * See /d/learning/handlers/search.c for the way this is done. */ add_property( "commented functions", ({ }) ); add_property( "keywords", ({ "terrain" }) ); sign = add_sign( "A cardboard sign, with text scrawled messily across the front.\n", "Awye FRoM TH OFFICe", "cardboard sign", "sign", "common" ); if (sign) sign->set_get(); } /* setup() */ void init() { if ( !this_player() ) return; if ( !interactive( this_player() ) ) return; if (!teacher) { teacher = load_object( CHARS "terrain_teacher" ); } /* setup() */ if ( teacher ) { teacher->pupil_arrived( this_object() ); } } /* init() */