#include <mudlib.h>
#define MAX_GUARD 5
inherit ROOM;
object obj1, obj2;
int i; /* counter for guards attacking */
void reset(status arg) {
if(!find_living("cinthia")) {
obj1 = clone_object(MONSTER);
obj1 -> set_name("cinthia");
obj1 -> set_alias("girl");
obj1 -> set_alt_name("peasant");
obj1 -> set_level(4);
obj1 -> set_short("Cinthia the peasant girl");
obj1 -> set_long(
"Cinthia is a kindly, young peasant girl who sweeps the \n"+
"pathways of market street. She has honey-golden hair \n"+
"and the prettiest of smiles. She is the favourite citizen\n"+
"of Earothas and the city guard. No one would dare beat \n"+
"her up or attack her!\n");
obj1 -> set_hp(80);
obj1 -> add_class("cleric");
obj1 -> load_spells(20,({ "cure light wounds", }));
obj1 -> set_wc(8);
obj1 -> set_ac(4);
obj1 -> set_race("human");
obj1 -> set_gender(2);
obj1 -> set_al(1000);
obj1 -> load_chat(15,({ "Cinthia sweeps the street.\n",
"Cinthia smiles sweetly.\n",
"Cinthia says: Hullo stranger.\n",
"Cinthia smiles happily.\n",
"Cinthia smiles cutely.\n",
"Cinthia cleans the street.\n",
"Cinthia smiles at you.\n",
}));
obj1 -> load_a_chat(15,({ "Cinthia cries.\n",
"Cinthia bursts out into tears.\n",
"Cinthia screams.\n",
"Cinthia exclaims: Leave me alone!\n",
"Cinthia shouts: Help guards!\n",
"Cinthia shouts: Help! Earothas, help me!\n",
}));
obj1 -> set_heart_ob(this_object());
obj1 -> set_wander(50,900);
obj1 -> add_money(20);
move_object(obj1, this_object());
}
if(!present("broom", find_living("cinthia"))) {
obj2 = clone_object(TREASURE);
obj2 -> set_name("broom");
obj2 -> set_short("A wooden broom");
obj2 -> set_long(
"A wooden broom with a straw bottom. It looks well used.\n");
obj2 -> set_value(10);
obj2 -> set_sell_destruct(1);
move_object(obj2, find_living("cinthia"));
}
if(arg) return;
set_short("Market Street");
set_long(
"\tMarket Street\n"+
"The street here is a mess with the last night's drinkers, spoiling\n"+
"and staining the fine workmanship of the cobblestones. There is \n"+
"even beer on the walls of the city gardens to the southwest.\n");
set_items(({
"beer#vomit#mess",
"A mess of vomit and beer",
"cobblestones",
"The fine cobblestones of dwarvish design are a mess with \n"+
"a night of revalry of the local inhabitants of Tempus city",
"walls#wall",
"The walls of the city gardens",
}));
set_weather(1,1,0);
set_exits(({
"room/city/market2", "north",
"room/city/market4", "south",
}));
}
void monster_heart_beat() {
object mon;
if(find_living("cinthia")->query_attack() && !present("guard")) {
if(i > MAX_GUARD) return;
mon = clone_object("room/city/monst/guard1");
move_object(mon, environment(find_living("cinthia")));
mon -> add_secondary_attacker(find_living("cinthia")->query_attack());
tell_room(environment(find_living("cinthia")),
"\n\nCinthia shouts: Guards! Guards! Guards!\n"+
"Guard arrives.\n"+
"Guard exclaims: Unhand her, you bandit! I'll report you to Earothas!\n\n");
i++;
}
}