#include "room.h" #undef EXTRA_RESET #define EXTRA_RESET extra_reset(); string chats; get_chats() { if (!chats) { chats = allocate(7); chats[0] = "Orc says: Kill him!\n"; chats[1] = "Orc says: Bloody humans!\n"; chats[2] = "Orc says: Stop him!\n"; chats[3] = "Orc says: Get him!\n"; chats[4] = "Orc says: Let's rip out his guts!\n"; chats[5] = "Orc says: Kill him before he runs away!\n"; chats[6] = "Orc says: What is that human doing here!\n"; } return chats; } extra_reset() { object orc, weapon; int n,i,class,value,weight; string w_name,alt_name; i = 0; if (!present("orc")) { while(i<2) { i += 1; orc = clone_object("obj/monster"); call_other(orc, "set_name", "orc"); call_other(orc, "set_alias", "dirty crap"); call_other(orc, "set_race", "orc"); call_other(orc, "set_level", random(2) + 1); call_other(orc, "set_hp", 30); call_other(orc, "set_ep", 1014); call_other(orc, "set_al", -60); call_other(orc, "set_short", "An orc"); call_other(orc, "set_ac", 0); call_other(orc, "set_aggressive", 1); call_other(orc, "load_a_chat", 50, get_chats()); n = random(3); weapon = clone_object("obj/weapon"); if (n == 0) { w_name = "knife"; class = 5; value = 8; weight = 1; } if (n == 1) { w_name = "curved knife"; class = 7; value = 15; weight = 1; alt_name = "knife"; } if (n == 2) { w_name = "hand axe"; class = 9; value = 25; weight = 2; alt_name = "axe"; } call_other(weapon, "set_name", w_name); call_other(weapon, "set_class", class); call_other(weapon, "set_value", value); call_other(weapon, "set_weight", weight); call_other(weapon, "set_alt_name", alt_name); transfer(weapon, orc); command("wield " + w_name, orc); move_object(orc, this_object()); } } } TWO_EXIT("room/slope", "east", "room/fortress", "north", "The orc valley", "You are in the orc valley. This place is inhabited by orcs.\n" + "There is a fortress to the north, with lot of signs of orcs.\n", 1)