/* -*- LPC -*- */
#include "defs.h"
inherit ROOM_OBJ;
object teacher;
object sign;
void setup() {
set_short( "foyer of the terrain school" );
add_property( "determinate", "the " );
set_long( "This is the foyer to the terrain teacher's school. "
"The walls here are hung with beautiful landscapes of complex tracts "
"of land, and beneath each landscape is a map of some kind. "
"An intricate chandelier hangs from the ceiling, casting an even "
"glow on all the landscapes. "
"Comfortable benches line the walls here, with small tables "
"between them. "
"The floor is covered with a plush green carpet, which would be nice "
"if not for the heavy mud stains across it.\n" );
add_item( "landscape",
"The landscapes show mountains, jungles, forests, "
"oceans, rivers... all sorts of different terrains, including a "
"city and a village." );
add_item( "map",
"Beneath each landscape hangs a single topographical "
"map which appears to be a detailed representation of the landscape "
"above it." );
add_item( "chandelier",
"Crystal teardrops scatter the light of a dozen "
"candles around the room, casting an easy, comfortable light by which "
"you can see.", 1 );
add_item( "crystal teardrop",
"The candlelight makes it too hard to see "
"the crystals clearly." );
add_item( "candle",
"Nestled into the midst of the chandelier, the twelve "
"candles provide all the light in this room.");
add_item( "bench",
({ "long", "These wooden benches have comfortable leather cushions "
"firmly attached.",
"position", "a wooden bench",
}) );
add_item( "table",
({ "long", "These tables are covered with magazines talking "
"about far away places and exotic architecture.",
"position", "a table",
}) );
add_item( "plush green carpet",
"This deep pile carpet was once a rich evergreen colour, but "
"years of muddy footprints have stained much of it a deep, "
"ugly brown." );
add_item( "mud stains",
"Someone has b een walking on this formerly beautiful carpet with "
"muddy boots." );
add_item( "cushions",
"Thick leather cushions, stuffed with something very soft, and "
"affixed quite securely to the benches." );
add_item( "magazines",
({ "long", "Architectural and travel magazines sit on the "
"various tables around the room.",
"read", "\"The Church of Calarien\", "
"\"Beautiful marketsquare at Calarien!\", \"Design of the mystical labyrinth.\", "
"and \"Scenic tours across Calarien!\" are just the most visible "
"of the titles that scream up at you. Hopefully the "
"magazines are kept just for their pictures, which seem far "
"more interesting than their text.",
}) );
set_light( 60 );
add_exit( "grassyfield", TERRAINTUTOR "grassystep", "hidden" );
add_exit( "desert", TERRAINTUTOR "sandtent", "hidden" );
add_exit( "mountaintop", TERRAINTUTOR "mountaincabin", "hidden" );
add_exit("back",ROOMSCH "start", "path");
/* The "commented functions" and "keywords" properties are specific for
* rooms in the learning domain and is used to make it possible to search
* for subjects.
* See /d/learning/handlers/search.c for the way this is done.
*/
add_property( "commented functions",
({ }) );
add_property( "keywords",
({ "terrain" }) );
sign = add_sign(
"A cardboard sign, with text scrawled messily across the front.\n",
"Awye FRoM TH OFFICe",
"cardboard sign",
"sign",
"common" );
if (sign) sign->set_get();
} /* setup() */
void init() {
if ( !this_player() )
return;
if ( !interactive( this_player() ) )
return;
if (!teacher) {
teacher = load_object( CHARS "terrain_teacher" );
} /* setup() */ if ( teacher ) {
teacher->pupil_arrived( this_object() );
}
} /* init() */