#include <mudlib.h>
inherit ROOM;
status enter(string str);
void reset(status arg) {
int i;
object obj;
if(!present("knife")) {
move_object(clone_object("room/city/obj/knife"),this_object());
}
if(!present("lizard")) {
for(i=0; i<4; i++) {
obj = clone_object(MONSTER);
obj -> set_name("lizard");
obj -> set_short("A frilled neck lizard");
obj -> set_long(
"It is a small, but long lizard with a frill of skin \n"+
"around its neck. When it gets excited, or tries to \n"+
"fend off preditors, its frill makes it look much larger.\n");
obj -> set_level(1);
obj -> set_hp(40 + random(10));
obj -> set_gender(1);
obj -> set_race("reptile");
obj -> set_wc(5);
obj -> set_ac(3);
obj -> load_chat(5,({ "Lizard hisses at you.\n",
"Lizard flares up its frills.\n",
"Lizard scurries around the bank of the billabong.\n",
"Lizard sniffs at you.\n",
"Lizard scurries around the campfire.\n",
}));
obj -> load_a_chat(5,({ "Lizard growls at you.\n",
"Lizard hisses meanicingly at you.\n",
"Lizard flares up its frills.\n",
}));
obj -> set_attack_msg(({
"scrapes", "lightly with his claws",
"scrapes", "with his claws",
"gnaws", "with his teeth",
"strikes", "with his tail",
"lashes", "with his claws",
"bashes", "hard with its tail",
"scrapes", "hard with its claws",
}));
move_object(obj, this_object());
}
}
if(arg) return;
set_short("the city garden");
set_long(
"A coolibah tree stands tall, guarding the gentle waters of a \n"+
"of a billabong in the centre of this clearing. The cobblestone \n"+
"path winds around its edges, spreading in all directions. The \n"+
"bank of the billabong bears many tracks. There is also the sign\n"+
"of a fresh campfire. Perhaps someone has been here before you?\n");
set_day_desc(
"The sunlight beams down on you from on high, peeking through the \n"+
"white fluffy clouds.\n");
set_night_desc(
"The moon stares down at you as dark sinister clouds pass by.\n");
set_listen("You think you hear someone singing...\n");
set_smell("The air is full of eucalyptus\n");
set_items(({
"campfire#fire",
"Someone has been boiling some billy tea here and there \n"+
"is a sign of a scuffle here; horses and a few soldiers",
"coolibah tree#tree",
"The bark is redish in colour, while underneath, as some of the \n"+
"bark peals off, the wood is a grey white, similar to the ghost \n"+
"gum near the garden gates. Its wide spreading arms are perfect \n"+
"for shade",
"billabong#water",
"The billabong is a small natural lake. Perhaps you could go \n"+
"for a quick swim in its quiet waters",
"bank",
"The bank bears some tracks",
"tracks",
"They seem to be of a large creature, possisbly a reptile. You \n"+
"also notice the traks of several soldiers boots and horses",
}));
set_day_items(({
"sunlight#sun#light",
"Do you want to go blind?",
"cloud#clouds",
"They are white and fluffy. One reminds you of a big kangaroo",
}));
set_night_items(({
"moon",
"A white barron moon",
"cloud#clouds",
"They look dark and sinister...and very spooky",
}));
set_exits(({
"room/city/garden/garden8", "north",
"room/city/garden/garden2", "south",
"room/city/garden/garden6", "east",
"room/city/garden/garden4", "west",
}));
set_weather(1,4,0);
}
void init() {
::init();
add_action("enter", "enter");
add_action("enter", "swim");
}
status enter(string str) {
write("\nYou'll never catch me alive said he...\n\n");
/* some words to watzing matilda where he jumps into the
* billabong a lesson in australian culture
*/
this_player()->move_player("for a swim in the billabong"+
"#room/city/garden/bbong");
return 1;
}