#include "path.h" inherit CASTLE+"baseroom.c"; object *npc; void setup() { my_setup(); set_short("Realm of the Orc: Dungeon Cell"); set_light(40); set_long("\n Realm of the Orc: Dungeon Cell.\n\n" " Compared to the rest of the cells, this one is " "appears to be in a decent condition to live in. Along " "the northern wall the is a small cot. There is a small " "door to the south which makes the exit to the passage. " "Like the rest of the cells, it has a dirt floor, and " "stone walls\n\n"); add_property("no_undead",1); add_item(("cot"),"\nThis is an uncomfortable cot that the " "used to sleep on. Through the many years of not using " "it, dust has collected and cobwebs have formed.\n"); add_item(("door"),"\nThe door is a solid oak board. Through the " "many years of ageing, the wood is rotting and the " "hinges are beginning to rust.\n"); add_item(("floor"),"\nThe flooor here is tightly packed dirt. " "In many locations, you see pile of small stones " "stacked\n"); add_item(({"wall","walls"}),"\nThese walls are constructed of " "large boulders. With the sizes of the stones, you " "cannot understand how any race of people could " "ever build this structure.\n"); add_exit("south",DUNGEON +"dungeon06","door"); npc= allocate(1); } void reset() { int i; for(i = 0; i < sizeof(npc); i++) { if(!npc[i]) { npc[i]=clone_object("/d/newbie/orc/monsters/goul.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(); }