/* Added by Galvin 95-05-02 */ #include "path.h" inherit ROOM+"baseroom"; object *npc; void setup() { my_setup(); set_short("Realm of the Lizard: Musty Swamp"); set_light(60); set_long("\nRealm of the Lizard: Musty Swamp\n\n" " You have come to a small three-way crossing. Everything is dark " "and damp. Tiny insects are swarming everywhere and especially " "around you. A single tree grows here together with a couple of " "shrubs and a lot of weeds. Small pools of water make the ground a " "bit unstable and muddy. To the east a mist expands as far as you " "can see. High-pitched screams can be heard in the distance and you " "have second thoughts about venturing farther into the swamp. \n\n"); add_property("no_undead",1); add_item("tree", "The tree is covered with swampmoss and a few vines seem " "to thrive here. \n\n"); add_item("vines", "Quite normal vines that seem happy with their existance. " "\n\n"); add_item("insects", "Annoying blood-sucking insects. You try to whisk them " "away but to no avail. \n\n"); add_item("shrubs", "They're just that kind of shrubs you could expect in a " "place like this. Ugly and covered with thorns. \n\n"); add_item(({"pools","water",}), "There's a huge amount of water in these " "parts, much of it probably coming from a pond nearby. \n\n"); add_item("weed", "These weeds seem to grow everywhere. \n\n"); add_item("mist", "It seems to cover a rather big part of the swamp. You " "could easily get lost if you stray from the path. \n\n"); add_item("crossing", "The paths leave northwest, east and southwest. The one " "to the southwest leads to your homevillage. \n\n"); add_item("ground", "It's soggy and you sink ankledeep in some places. \n\n"); add_exit("northwest",SWAMP +"lizard16","room"); add_exit("east",SWAMP +"lizard20","room"); add_exit("southwest",SWAMP +"lizard22","room"); npc= allocate(2); } void reset() { int i; for(i = 0; i < sizeof(npc); i++) { if(!npc[i]) { npc[i]=clone_object("/d/newbie/lizard/npcs/lizardmn.c"); npc[i]->move(this_object()); } } } void dest_me() { int i; for(i = 0; i < sizeof(npc); i++) { if( npc[i] ) npc[i]->dest_me(); } ::dest_me(); }