/* this is the second template room, introducing 'items'-- bil */ /* I will not discuss what has already been discussed...revise the older * rooms if you have problems. */ #include "path.h" inherit "/std/room"; void setup() { set_short("second simple room"); set_long("This is the second example room. It introduces items, and " + "aliasing - again use 'more here' to look at it. Over by the " + "north wall you can see a table.\n"); set_light(90); /* another brightly lit room */ /* >> Items << * Items grew out of people moaning that they could see a 'table' in the * long description, yet 'examine table' declared there was no such thing! * So now they can. The first argument refers to the thing the player * must examine to see the second argument printed out. * eg you can 'examine table' to see "The table is...etc" * In general follow the guidelines for set_long(), except an item * should be much shorter, 1/2 to 2 lines...remember these are minor * things and we only have finite memory resourses. */ add_item("table", "The table is one step away from being firewood. Upon it rests " + "a blotter.\n"); /* if you want more than one way to examine an item, use an array of * strings in the first argument - see 'help array' if this confuses you. * eg. 'examine north wall' and 'examine wall' both tell the player * "It is very...etc" */ add_item( ({ "north wall", "wall" }), "It is very flat and is holding up rather a ricketty table.\n"); /* you can add items to things referenced in other items...clever huh! * but don't go mad - don't add a blots item unless they are *important* * otherwise it will get silly. */ add_item("blotter", "It is covered in random ink blots.\n"); /* >> Exits << * Nothing new here - back to the first example and onwards... */ add_exit("west", ROOM + "exa1", "door"); add_exit("east", ROOM + "exa3", "door"); set_zone("examples"); }