#include "path.h" inherit "/std/outside"; object *monsters; string *monlist = ({"cat","mongrel","rat"}); string mon; create() { ::create(); add_property("no_undead",1); set_light(LIGHT); set_short("Isle of Havmand: Track."); set_night_long("\nIsle of Havmand : Track\n\n" " The tall dark wall of the castle looms above you on one side and " "tall dark trees loom above you on the other. It is impossible to " "see anything very clearly. " "\n\n"); add_item(({"wall","castle","castle wall"}),"A huge castle wall looms to " "the west completely dominating the little village nestled against it. " "It is made of dark grey stone and towers almost to the sky." "\n"); add_item(({"shack","hovel"}),"Grotty little buildings where the local " "peasantry live. They are nestled against the castle wall for protection " "and are generally in need of repair.\n"); add_item(({"dirt","dust"}),"Brown, gritty dirt and dust gets scuffed up " "from the track and works its way into your clothing. It is very itchy.\n"); add_item("ruts","Carts and wagons have been pulled along this road in the " "past, leaving deep ruts in the ground. There is no sign of them now, " "however.\n"); add_feel("grit","Small coarse bits of dirt that get into your clothes " "making you itch and long for a hot bath somewhere.\n"); add_item("jungle","A tangle of trees looming above you. Most of it seems " "so overgrown and impenetrable that it would be almost impossible to " "make any sort of path through it.\n"); add_property("no_undead",1); monsters = allocate(random(TRACK_ANIMAL_MAX)); mon = CHARS+monlist[random(sizeof(monlist))]; } void reset() { int i; for(i = 0; i < sizeof(monsters); i++) { if(!monsters[i]) { monsters[i] = new(mon); monsters[i]->move(this_object()); } } } void dest_me() { int i; for(i = 0; i < sizeof(monsters); i++) { if(monsters[i]) monsters[i]->dest_me(); } monsters = 0; ::dest_me(); }