/* this is the most simple room imaginable -- bil */ /* >> paths << * Always use a path.h file when making a group of rooms. The idea is * that the path.h file contains various definitions of paths. eg * the path.h refered to here contains: #define ROOM "/obj/examples/" * this is considered further in exits - below. */ #include "path.h" /* >> inheriting the basic room << * For rooms inside inherit "/std/room", for those outside inherit * "/std/outside" - this choice simply controls whether the room gets * weather messages, and whether its light (see below) is affected by the * time of day. */ inherit "/std/room"; /* >> setup << * The setup function is called when a room is created. It should * contain all things to initialise the room. */ void setup() { /* >> Short description << * The first thing to set is the short description for the room. * this is seen when a player is in brief mode, types 'glance' or when * you take things from the room. * As with all shorts it should be in lower case, except where proper names * are involved, and there shouldn't be a '.' or '\n' in it. It should * really only be a few words but should be vaguely descriptive. */ set_short("first simple room"); /* >> Long description << * Next thing is the long, which is seen when moving in verbose mode, or * with the 'look' command. This should be from 2 lines long and should * describe the location. It shouldn't be more than half a page (12 lines) * long except in exceptional circumstances. Here we must use all the * punctuation we want. Also, unlike old lpmud rooms there should only be * one newline ("\n") and that at the end. The game auto-magically wraps * text for you! */ set_long("This is a simple room, have fun with it. To read the code " + "simply type 'more here'. For help with more, type 'h' in it.\n"); /* >> Light level << * All rooms have to be lit. To see what values are reasonable for this * look at the help on 'light' - use this function even if you wish the * location to be pitch darkness (ie set_light(0)) so it is obvious * you have set it dark, rather than just forgotten to set it. */ set_light(90); /* brightly lit room */ /* >> Exits << * Exits are important if you want to be able to move about! * ROOM (see #include above) refers to a directory. The reason we * use this definition is so we can build rooms in our /w/<myname> * directories, before attaching them to the game (in your domain). * eg. path.h was first: #define ROOM "/w/bil/examples/" * when i was writing this in my own directory, the rooms all being held * in /w/bil/examples directory. Then when i moved them here I simply * changed the path.h file that was with them to: #define ROOM "/obj/examples/" * You should use a similar method for coding/testing in /w/fish/forest * before putting it into /d/sur/forest (for example *8-)* ) * the first argument is the direction the exit leads, the second the * filename of the room you should arrive in if you leave that way and the * third the type of exit, here "door" means doorway, not an actual moveable * door. This will be discussed further later on. */ add_exit("east", ROOM + "exa2", "door"); /* >> Zone << * All locations are considered to be in a zone, this is used to control * the movement of wandering monsters (this will be considered again later) */ set_zone("examples"); }