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#include <world_api.h>
const char *sword_desc(struct object_t *obj, user_t *user)
{
return "It is very shiny.";
}
static void portal_init(room_id id)
{
debugf("portal room init.\n");
struct object_t *new = obj_new("weapon");
new->name = "sword";
new->list = true;
new->userdata = malloc(sizeof(double));
double p = 3.14159265358979323846L;
memcpy(new->userdata, &p, sizeof(p));
room_obj_add(id, new);
}
const struct roomdata_t netcosm_world[] = {
{
"portal_room",
"Portal Room",
"You stand in the middle of a stone room. In to the east lies a portal to the world. Above it, there is a sign that reads `Alacron, 238 A.B.A.`.",
{ NONE_N, NONE_NE, "world_start", NONE_SE, NONE_S, NONE_SW, NONE_W, NONE_NW, NONE_UP, NONE_DN, "world_start", NONE_OT },
portal_init,
NULL,
NULL,
},
{
"world_start",
"Beride Town Square",
"You are in the Beride town square. All around you there are people hurrying to get along. To the north stands a statue of the late King Ajax IV. There are exits in all four directions.",
{ "beride_square_n_statue", NONE_NE, "beride_square_e", NONE_SE, "beride_square_s", NONE_SW, "beride_square_w", NONE_NW, NONE_UP, NONE_DN, NONE_IN, NONE_OT },
NULL,
NULL,
NULL,
},
{
"beride_square_n_statue",
"King Ajax IV Statue",
"Your path is blocked by an enormous bronze statue. A plaque on the pedestal reads,\n\nKing Ajax IV\n\n182 - 238 A.B.A.\n\nTo the south is the Beride Town Square.",
{ NONE_N, NONE_NE, NONE_E, NONE_SE, "world_start", NONE_SW, NONE_W, NONE_NW, NONE_UP, NONE_DN, NONE_IN, NONE_OT },
NULL,
NULL,
NULL,
},
{
"beride_square_e",
"Bottomless Pit",
"You take a step onto what seems to be solid rock, but your foot unexplicably slips through it, leading you to lose your balance and slip into the bottomless abyss...",
{ NONE_N, NONE_NE, NONE_E, NONE_SE, NONE_S, NONE_SW, NONE_W, NONE_NW, NONE_UP, NONE_DN, NONE_IN, NONE_OT },
NULL,
NULL,
NULL,
},
{
"beride_square_w",
"Bottomless Pit",
"You take a step onto what seems to be solid rock, but your foot unexplicably slips through it, leading you to lose your balance and slip into the bottomless abyss...",
{ NONE_N, NONE_NE, NONE_E, NONE_SE, NONE_S, NONE_SW, NONE_W, NONE_NW, NONE_UP, NONE_DN, NONE_IN, NONE_OT },
NULL,
NULL,
NULL,
},
{
"beride_square_s",
"Bottomless Pit",
"You take a step onto what seems to be solid rock, but your foot unexplicably slips through it, leading you to lose your balance and slip into the bottomless abyss...",
{ NONE_N, NONE_NE, NONE_E, NONE_SE, NONE_S, NONE_SW, NONE_W, NONE_NW, NONE_UP, NONE_DN, NONE_IN, NONE_OT },
NULL,
NULL,
NULL,
},
};
const size_t netcosm_world_sz = ARRAYLEN(netcosm_world);
const char *netcosm_world_name = "Alacron 0.1";
/************ OBJECT DEFINITIONS ************/
const char *shiny(struct object_t *obj, user_t *user)
{
if(user->state == STATE_ADMIN)
{
static char buf[128];
double *d = obj->userdata;
snprintf(buf, sizeof(buf), "It has %f written on it.", *d);
return buf;
}
else
return "It's kinda shiny.";
}
void weap_serialize(int fd, struct object_t *obj)
{
write(fd, obj->userdata, sizeof(double));
}
void weap_deserialize(int fd, struct object_t *obj)
{
obj->userdata = malloc(sizeof(double));
read(fd, obj->userdata, sizeof(double));
}
const struct obj_class_t netcosm_obj_classes[] = {
{ "weapon",
weap_serialize,
weap_deserialize,
NULL,
NULL,
NULL,
NULL,
shiny },
};
const size_t netcosm_obj_classes_sz = ARRAYLEN(netcosm_obj_classes);
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