text: #include "forest.h"
  
  inherit "/d/shadow/room/forest/road1";
  
  void create(){
      ::create();
     set_terrain(LIGHT_FOREST);
     set_travel(DIRT_ROAD);
      set_property("light" , 2);
      set_property("indoors" , 0);
      set_short("%^RESET%^%^GREEN%^On the Quiet %^BOLD%^%^GREEN%^Fo%^RESET%^%^GREEN%^r%^GREEN%^e%^BOLD%^%^GREEN%^s%^RESET%^%^GREEN%^t %^ORANGE%^R%^BOLD%^%^ORANGE%^o%^ORANGE%^a%^ORANGE%^d%^RESET%^");
      set_items(([
  	"road":"This dirt road cuts through a quiet forest.",
  	"forest":"This is an aptly named road through a quiet forest. You hear only the occasional bird song."
        ]));
  
      set_exits(([
     "west" : "/d/shadow/room/forest/road32",
     "east" : FORESTDIR+"road30"
         ]));
      set_smell("default","%^CYAN%^The fresh scent of the forest surrounds you.%^WHITE%^");
      set_listen("default","%^ORANGE%^You can hear birds singing.%^RESET%^");
      set_listen("birds","They seem to sing songs of love - or murder - depending on your mood.");
    
  
      if(base_name(TO) == "/d/shadow/room/forest/road31")
      {
          if(!present("shopkeeper"))  new("/d/token_hunt/low_vendor")->move(TO);
          if(!present("dino"))        new("/d/token_hunt/low_dino")->move(TO);
          if(!present("wagon"))       new("/d/token_hunt/wagon")->move(TO);
      }
  }
  
  void reset()
  {
      ::reset();
  
      if(base_name(TO) == "/d/shadow/room/forest/road31")
      {
          if(!present("shopkeeper"))  new("/d/token_hunt/low_vendor")->move(TO);
          if(!present("dino"))        new("/d/token_hunt/low_dino")->move(TO);
          if(!present("wagon"))       new("/d/token_hunt/wagon")->move(TO);
      }
  }
  