# ROOMDOOR

INCREATE:
create_door("east",
  ([
  D_DEST : PATH + "room/sample",
  D_ALIAS : ({
  "green door", "door", "face", "smiley face"}),
  D_LONG : 
    "The green door has a smiley face on it.",
  D_NAME : 
    "green door",
  D_STATE : LOCKED  ]) );

SINCREATE:
create_door("west",
  ([
  D_DEST : PATH + "room/sample",
  D_ALIAS : ({
  "green door", "door", "face", "smiley face"}),
  D_LONG : 
    "The green door has a smiley face on it.",
  D_NAME : 
    "green door",
  D_STATE : LOCKED  ]) );


# ROOMDOORATTR

ARGUMENT:
"green door", "door", "face", "smiley face"


# ROOMEXIT

INCREATE:
add_exit((string) PATH + "room/sample", "south");

AFTERCREATE:
if(dir=="south"){
    /* Return 0 to allow, Return 1 to disallow */
    return 0;
    }


# ROOMITEM

DESCRIPTION:
It is still a sample room as you study it closer.

TOUCH:
You touch the sample room and discover it feels sharp!

INCREATE:
add_item(({"room", "sample room"}),
    "It is still a sample room as you study it closer.");
  add_noget(({"room", "sample room"}),
    "You are inside the sample room.");
  add_touch(({"room", "sample room"}),
    "You touch the sample room and discover it feels "
    "sharp!");


# ROOMMAIN

SET_LONG:
This is a sample room.  You think you can bonk it.

BEFORECREATE:
#pragma strict_types
inherit "room/room";


#define PATH "/w/jerusulum/"

INCREATE:
set_short("a sample room");
  set_long("This is a sample room.  "
    "You think you can bonk it.");
  set_sound("It sounds like a sample room.");
  set_smell("It smells like a sample room.");

  /* Outdoors, under cover. */
  set_outdoors(3);
  set_light(1);


# ROOMMES

INCREATE:
add_message("bonk",
    ({"room", "sample room"}),
    ({"##bonk_room", "You bonk the room."}),
    "bonks the room.\n" );


# ROOMOBJ

INCREATE:
add_object((string) PATH + "obj/unfile", 2);


