text: //cave14.c - Used as inherit for others
  #include <std.h>
  #include "echoes.h"
  inherit CROOM;
  
  void pick_critters();
  
  void create(){
      pick_critters();
      set_repop(35);
      ::create();
      set_indoors(1);
      set_terrain(NAT_CAVE);
      set_travel(RUTTED_TRACK);
      set_property("light",1);
      set_name("Inside Echoes Mountains");
      set_short("Inside Echoes Mountains");
      set_long(
         "%^YELLOW%^Inside Echoes Mountains%^RESET%^\n"+
         "The smooth, %^BOLD%^%^BLACK%^dark gray walls %^RESET%^of "+
         "this tunnel through Echoes Mountains seem partially "+
         "naturally carved.  Some signs of fantastic workmanship "+
         "suggest that the dwarves who make their home here have "+
         "expanded and improved upon nature's beauty.  The %^BOLD%^"+
         "%^BLUE%^vaulted ceilings %^RESET%^are supported and "+
         "decorated by %^YELLOW%^archways %^RESET%^carved of stone "+
         "and placed every fifteen feet without variance.  %^BOLD%^"+
         "%^BLUE%^Columns %^RESET%^carved in relief march along the "+
         "walls between the arches, creating a sense of being in the "+
         "open air despite the drab walls of the tunnels.\n"
      );
  
      set_items(([
        (({"wall","walls","gray walls","stone walls"})) : "The dark gray stone walls "+
           "are perfectly smooth except for the carved columns and archways.  Aging "+
           "spots and darker gray stone in places suggest that these tunnels have "+
           "stood for some time and that they were probably initially naturally "+
           "carved.",
        (({"ceiling","ceilings","vaulted ceilings"})) : "The ceiling of the tunnel "+
           "rises high overhead, making the caverns seem open rather than stuffy.  "+
           "From what you can see, they seem to be hewn smooth between the archways.",
        (({"archway","archways"})) : "The tall archways are set into the walls and "+
           "curve as they near the ceiling, being lost in the shadows above.  They "+
           "have the simple, elegant lines characteristic of dwarven stonework.",
        (({"column","columns"})) : "The rounded columns protruding from the walls "+
           "of the tunnel are fluted but otherwise very simple.  They are well-made "+
           "and show very few signs of wear, indicating that they are maintained.",
        (({"floor","ground"})) : "The stone floor of the tunnels is strewn with a "+
           "light covering of dust and occasional small rocks.  For the most part, "+
           "it is quite clean and smooth, but rises and falls, making travel a "+
           "little difficult." 
  	]));
     set_smell("default","You smell the slightly stale air of the tunnels.");
     set_listen("default","You hear the reverberance of echoes throughout the caves.");
   
      set_exits(([
          "north" : ROOMS"cave15",
        "west" : ROOMS"cave42",
          "south" : ROOMS"cave13"
     	]));
  }
  
  void reset(){
  /*
     int active;
     active = has_mobs();  
     if(!active) { 
        if(mons)  mons = ([]);  
        pick_critters();
     }
  */
     ::reset();
     switch(random(5)){
        case 0:  tell_room(TO,"%^BOLD%^You hear the metallic clink of "+
                    "pick against rock somewhere deeper in the cavern.");
                 break;
        case 1:  tell_room(TO,"%^BOLD%^%^BLACK%^Several moths suddenly "+
                    "flitter out of a crack in the wall.");
                 break;
        case 2:  tell_room(TO,"%^BOLD%^%^BLUE%^You think you see something "+
                    "dart down a passageway just ahead, sticking to the "+
                    "shadows.");
                 break;
        case 3:  tell_room(TO,"%^YELLOW%^You catch the glitter of gold "+
                    "within one of the walls and can't help but wonder "+
                    "how much you could make mining here.");
                 break;
        case 4:  tell_room(TO,"%^BOLD%^%^BLUE%^A young dwarven child "+
                    "brushes past, running off down the passageway.");
                 break;
     }
  }
  
  void pick_critters(){
        switch(random(6)) {     
          case 0..2:  break;
          case 3:  set_monsters( ({MOBS"dwarf"}),({random(2)+1}));
                   break;
          case 4:  set_monsters( ({MOBS"dwarf", MOBS"worker"}),({1, 1}));
                   break;
          case 5:  set_monsters( ({MOBS"worker"}),({1}));
                   break;
        }
  }