#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();
}