/* Added by Galvin 95-05-06 */ #include "path.h" inherit ROOM+"baseroom"; void setup() { set_short("Realm of the Lizard: Musty Swamp"); set_light(60); set_long("\nRealm of the Lizard: Musty Swamp\n\n" " Here the faint path turns slightly, allowing you to safely cross a" " treacherous quicksand area. A few gnarled trees can be seen as " "looming shadows in the dense mist. The soggy ground is covered with" " weeds, roots and shrubs, which probably only exist to hinder your " "passage. Eerie sounds echo in the distance and the smell of " "stagnant swampwater comes from the east, where you notice a big " "pond through the mist. The pond isn't reachable from this location " "but you're not sure if you would like to come near that murky water" " anyway. \n\n"); add_property("no_undead",1); add_item("trees", "The trees are clad in swampmoss and twisted vines. The " "branches look like they try to reach out for you and you can't help" " but take an involuntary step backwards. \n\n"); add_item("vines", "Twisted vines hang from the trees in great numbers. \n\n"); add_item("shrubs", "These shrubs are covered with nasty thorns and seem to " "grow everywhere. You notice an opening behind the shrubs.\n\n"); add_item("opening","You can't see much about this opening, maybe " "if you moved the shrubs you could tell more.\n\n"); add_item(({"pond", "water",}), "There's a huge amount of murky water in these" " parts and the smell could kill unprepared adventurers. All the " "water seem to originate from the pond to the east. \n\n"); add_item("weed", "The weed seem to grow everywhere and on everything. \n\n"); add_item("roots", "Long gnarled roots that entangle your feet whenever they " "get the chance. \n\n"); add_item("mist", "The mist continues to plague your sight and hearing. It " "doesn't look like it's going to clear up. \n\n"); add_item("ground", "It's an unfriendly place to stand and walk on. \n\n"); add_item("path", "The path turns slightly to pass a quicksand. It can still " "be followed in the dark. \n\n"); add_item("quicksand", "The quicksand covers a small area here, waiting for " "careless creatures to take an eternal bath. \n\n"); add_clone("/d/newbie/lizard/npcs/bog_beast.c",1); add_exit("northeast",SWAMP +"lizard05","room"); add_exit("south",SWAMP +"lizard11","room"); } void init() { add_action("do_move","move"); ::init(); } int do_move(string str) { if (!str) { write("\nThere are numerous things to move here.\n"); return 1; } else { if(str == "shrubs" || str == "shrub") { write("\nYou move the shrubs and stumble into a cave of somesort.\n\n"); say(this_player()->query_cap_name()+" moves some shrubs and dissappears. " "\n\n"); this_player()->move(ROOM+ "cave.c"); write("You enter a cave.\n"); say(this_player()->query_cap_name()+" stumbles in from outside. " "\n\n"); this_player()->look_me(); } else write("Try as you might you just can't seem to move that.\n"); return 1; } }