/* 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");
}