/* Code for western exit added by Grimbrand 10-9-94
*/
#include "path.h"
inherit "/std/room";
void setup() {
object board;
set_light(100);
set_short("Market Street");
set_zone("town");
add_property("no_undead",1);
set_long(
"You are on a wide street in the small coastal town of Belgar's "
"Haven. The street is paved with dirt, and you can tell that it is "
"well worn, for there are deep ruts where the wheels of wagons pass "
"through here. However, there don't seem to be any wagons now. The "
"town is a quiet place now. There is none of the bustling about that "
"you would expect in a town, even one this small. You don't even see "
"many people here...it seems like the town of Belgar's Haven is on "
"its last legs, and dying. "
"You can see that this part of the street leads West to the town docks, "
"and East to the Intersection. There is a shop of some sort to the "
"South, with a large board across its frontage, "
"and a large complex to the North. It appears "
"to be a large shipyard, once full of bustle, but now eerily silent.\n");
add_item(({"parchment","note","paper"}),
" The note fades in parts, but seems to read: "
"in harbour. We hope to reopen upon the god's pleasure.\n");
add_exit("east", HERE+"intersection", "path");
add_exit("west", HERE+"dock02.c", "path");
add_item("street",
"The street is dirt-paved and worn, although most of the tracks are "
"old. It doesn't see much use anymore.\n");
add_item("people",
"You can't see any people on the road here right now.\n");
add_item("shop",
"The store you see to the South is a ramshackle collection of just "
"about everything you can think of. The etuff is haphazardly piled "
"outside, and you can only guess as to what it looks like inside.\n");
add_item(({"training hall", "hall", "guild", "barracks"}),
"This large building looks to be a training hall and barracks. On the "
"outside wall is painted, 'The Swords of Justice'. \n");
board = clone_object("/obj/misc/board");
board->move(this_object());
board->set_datafile("playerinfo");
}