#include <terrain_map.h>
inherit TERRAIN_MAP_HANDLER_BASE;
// For the purposes of this example, the map is called 'field.map',
// and is located in the same directory as this file.
string query_map_file() { return __DIR__ + "field"; }
void setup_handler()
{
// Setup our 'obstacle'. We put in the description to be seen in
// adjacent locations, and an add_item to make it consistent.
add_obstacle_type("*", "A tall fence blocks your way to the $D.",
"fence", "A tall, unclimable wooden fence.");
// Setup the standard field room - simply maps the '.' characters
// onto the filename.
add_room_type(".", __DIR__ + "field");
// Setup the standard field road - maps the ',' characters
// onto the filename. We also need the description to be seen in
// adjacent locations, and details for an add_item entry in
// said adjacent locations.
add_road_type(",", __DIR__ + "path",
"The path meanders $D.",
"A small path meanders its way across the field to the $D.",
"path",
"The path has been trampled down by the hooves of time.");
// To make this a little more interesting, let's add a feature.
add_feature("bigtree", 4, 1, 1, 1, 4,
({ "A giant tree towers over you to the $D.",
"A little way to the $D, you can see a huge tree.",
"You can just make out a large tree, a way off in an "
"$Derly direction." }),
"tree", "A fairly large, and quite beautiful tree." );
// And to make it even more interesting, let's give the tree some chats.
set_feature_chats("bigtree",
({ "The branches on the tree to the $D "
"sway slightly in the breeze." }) );
// Finally, we add our exit from the terrain map
add_exit_at(2, 0, "south", __DIR__ + "entrance", "road");
}