/* Do not remove the headers from this file! see /USAGE for more info. */
inherit INDOOR_ROOM;
void setup()
{
set_area("wiz_area");
set_brief("Grand Hall");
set_long("The Grand Hall, the meeting place for Lima Wizards, is a large "
"room with polished wooden floorboards, and rough hewn beams "
"overhead. A narrow flight of stairs lead upwards, their top "
"splashed by flickering blue light, while an equally narrow "
"flight leads downwards into the gloom. Two rocky passages leave "
"the room. The northwest one is warm and sulfurous, while the "
"air wafting from the south passage smells as though something "
"had recently died there. For some bizarre reason, there is an "
"elevator door off to the west.\n\n"
"A low doorway in the east wall allows access to the example "
"room, a glowing portal in the north wall leads to the mortal "
"start area, and to the northeast is the quiet room, the door of "
"which is currently $oak_door. $lamp");
set_state_description( "oak_door_off", "closed");
set_state_description( "oak_door_on", "open");
set_state_description( "lamp_on", "The lamp beside the elevator is lit.");
set_exits( ([
"east" : "Example_Room1",
"south" : "Monster_Room",
"northwest" : "Lava_Room",
]) );
set_objects( ([
STAIRS : ({ "Attic", "Shop" }),
"large_oak_door" : ({ "northeast", "Quiet_Room" }),
"portal" : ({ "/domains/std/rooms/beach/Sandy_Beach" }),
"2.4.5/obj/elevator_door" : ({ "west", "/domains/std/2.4.5/elevator" }),
"2.4.5/obj/elevator_call_button.scr" : ({ "lima" }),
"greeter" : 1,
"map" : 1,
]) );
set_default_error("Walking through walls is painful. Try a more pleasant "
"direction.\n");
set_exit_msg( "east", ({ "$N $vwomble east.", "$N $vfritter away." }));
set_enter_msg( "east", ({ "$N $venter from the zoo.", "$N $vdecide to pop in for a visit." }) );
}
void do_listen()
{
write ("This is an example sound. Only you are getting this msg, so "
"I guess you're hearing voices.\n");
}
void arrived() {
if (query_state("lamp"))
tell_from_inside(this_object(), "The lamp on the button beside the elevator goes out.\n");
clear_room_state("lamp");
}