/* 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 follow the path into a dark part of the swamp. A couple of " "twisted trees flank the path on the east side " "and a repulsive quicksand blocks all movement to the west. A thick " "mist engulfs the path to the south while you can discern some kind " "of clearing to the north. Foul vapours rising from the quicksand " "make you want to leave this place as soon as possible. \n\n"); add_property("no_undead",1); add_item(({"vine","vines",}), "These vines are small and harmless. \n\n"); add_item("mist", "The dense mist seems eager to engulf you. \n\n"); add_item("path", "The path seems to disappear in the mist but it's hard to " "tell for sure. \n\n"); add_item("quicksand", "The quicksand is disgusting and seems to hunger for " "careless adventurers. Foul vapours rise from it, making the air " "hard to breathe. \n\n"); add_item(({"tree","trees",}), "These gnarled trees are covered with the " "usual swampmoss that seems to grow everywhere and on everything. " "A few vines hang from the trees. \n\n"); add_exit("north",SWAMP +"lizard21","room"); add_exit("northwest",SWAMP +"lizard20","room"); npc=allocate(1); } void reset() { int i; for(i = 0; i < sizeof(npc); i++) { if(!npc[i]) { npc[i]=clone_object("/d/newbie/lizard/npcs/gnoll.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(); }