/
LIB3/
LIB3/D/ADMIN/
LIB3/D/ADMIN/OBJ/
LIB3/D/ADMIN/ROOM/W/
LIB3/D/HOME/
LIB3/D/HOME/CITY/ARENA/
LIB3/D/HOME/CITY/ITEMS/
LIB3/D/HOME/CITY/POSTOFFI/
LIB3/DOC/
LIB3/GLOBAL/SPECIAL/
LIB3/GLOBAL/VIRTUAL/
LIB3/NET/
LIB3/NET/CONFIG/
LIB3/NET/DAEMON/CHARS/
LIB3/NET/GOPHER/
LIB3/NET/INHERIT/
LIB3/NET/OBJ/
LIB3/NET/SAVE/
LIB3/NET/VIRTUAL/
LIB3/OBJ/B_DAY/
LIB3/OBJ/HANDLERS/TERM_TYP/
LIB3/PLAYERS/B/
LIB3/PLAYERS/N/
LIB3/ROOM/
LIB3/SAVE/
LIB3/SAVE/BOARDS/
LIB3/SAVE/ENVIRON/
LIB3/SAVE/POST/
LIB3/STD/COMMANDS/SHADOWS/
LIB3/STD/CREATOR/
LIB3/STD/DOM/
LIB3/STD/EFFECTS/
LIB3/STD/EFFECTS/HEALING/
LIB3/STD/EFFECTS/OTHER/
LIB3/STD/EFFECTS/POISONS/
LIB3/STD/ENVIRON/
LIB3/STD/GUILDS/
LIB3/STD/LIQUIDS/
LIB3/STD/ROOM/
LIB3/STD/TRIGGER/SHADOW/
LIB3/W/
LIB3/W/BANNOR/
LIB3/W/NEWSTYLE/
inherit "/std/room";

object button, board;


void setup()
{
   set_short( "The Common Room of New Moon" );
   set_light( 100 );
   set_long(
      "Creators come here to chat, and to check the Creator's board.  "+
      "The thick, red carpeting and the cherry furniture add to the "+
      "luxuriousness of the room.  "+
      "In the center of the room is a large, circular table."
   );
   add_item( "wall",
      "The walls are fairly uninteresting, covered with off-white "+
      "wallpaper." );
   add_item( ({ "carpet", "carpeting", "red carpet", "red carpeting" }),
      "The carpet feels soft underfoot." );
   add_item( "furniture",
      "You see nothing special about the various bits of furniture." );
   add_item( "table",
      "The table is the centerpoint of the room; many meetings are "+
      "held around it." );
   add_exit("homedom", "/d/home/common", "door");
   add_exit("jobs", "/d/admin/jobs", "corridor");
   add_exit("post", "/d/home/city/postoffice/post", "corridor");
   add_exit("lords", "/d/admin/lords", "door");
   add_exit("underdark", "/d/underdark/common", "door");
   add_exit("learning", "/d/learning/common", "door");
   add_exit("flaz", "/d/flaz/common", "door");
   add_exit("quests", "/d/admin/room/quest_room", "door");
   add_exit("ideas", "/d/admin/ideas", "corridor");
   add_exit("mudlib", "/d/admin/mudlib", "corridor");
   add_exit( "guilds", "/d/guilds/common", "door" );
} /* setup() */


void reset()
{
   if(!board)
      {
      board = clone_object( "/obj/misc/board" );
      board->move( this_object() );
      board->set_datafile( "creator" );
   }
} /* reset() */


void dest_me()
{
   
   /*  The dest_me function is called when an object is destructed.  We trap
   *  this so that when the room is updated you dont end up with lots of
   *  buttons, which does look pretty silly.
   */
   if (button)
      button->dest_me();
   
   if(board) board->dest_me();
   /*  For a description of what the :: does go and shoot someone.
   *  I don't think I can es than ten pages, and you
   *  not understand it anyway.
   */
   ::dest_me();
   
} /* dest_me() */

void init()
{
   ::init();
   if(this_player()->query_app_creator() ||
         this_player()->query_creator() ||
      (string)this_player()->query_name() == "armageddon" )
   return;
   this_player()->move((string)this_player()->query_start_pos());
}