#include <std.h>
inherit ROOM;
void create() {
::create();
set_property("light", 1);
set_property("indoors", 1);
set_smell_string("default", "The building smells stale and decaying.");
set_listen_string("default", "The boards which make up "
"the floor are creaking under your weight.");
set_short( "a broken down building");
set("long",
"Broken boards and rotting thatch have left this place very "
"dangerous for walking. The squeaks of diseased rodents "
"tell you that this place is no longer run by humanoids, but "
"bits of evidence here and there suggest recent humanoid passage. "
"The alley lies north of here.");
set_items(
(["board" : "It is rotting from exposure to the weather.",
"boards" : "You do not want to rely on them for support.",
"thatch" : "It once formed the roof of the building, but no more.",
"roof" : "A patchwork of rotting thatch.",
"evidence" : "Dust left unsettled.",
"dust" : "It looks like it has not been very long settled in places.",
"foo" : "What do you mean by foo?"]) );
set_exits(
(["north" : "/d/Praxis/alley2"]) );
}
void reset() {
object rat;
::reset();
if(!present("rat")) {
rat = new("std/monster");
rat->set_name("rat");
rat->set_id( ({ "rat", "filthy rat", "a filthy rat" }) );
rat->set_level(1);
rat->set("short", "A filthy rat");
rat->set("long", "A disgusting little rodent.");
rat->set("race", "rodent");
rat->set_body_type("quadruped");
rat->set_money("silver", random(10));
rat->set_hp(60+random(10));
rat->set_alignment(-1);
rat->move(this_object());
}
if(!present("torch"))
new("std/obj/torch")->move(this_object());
}