inherit "/d/Imperium/std/room.c";
#include <macros.h>
#include <stdproperties.h>
#include "../podziemia.h"
#include "opisy.h"

string
dodaj_mieszczan()
{
int rand = random(120);

    if ( rand < 20 )
	{
        return "/d/Imperium/Nuln/npc/stormvrm.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/mszczur.c";
	}
    if ( rand < 40 )
	{
        return "/d/Imperium/Nuln/npc/storm.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/mszczur.c";
        return "/d/Imperium/Nuln/npc/skaven.c";
	}
    if ( rand < 60 )
	{
        return "/d/Imperium/Nuln/npc/storm.c";
        return "/d/Imperium/Nuln/npc/skaven.c";
        return "/d/Imperium/Nuln/npc/skavenr.c";
        return "/d/Imperium/Nuln/npc/mszczur.c";
        return "/d/Imperium/Nuln/npc/mszczur.c";
        return "/d/Imperium/Nuln/npc/mszczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
	}
    if ( rand < 80 )
	{
        return "/d/Imperium/Nuln/npc/storm.c";
        return "/d/Imperium/Nuln/npc/skaven.c";
        return "/d/Imperium/Nuln/npc/skavenr.c";
        return "/d/Imperium/Nuln/npc/skav.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
	}
    if ( rand < 100 )
	{
        return "/d/Imperium/Nuln/npc/stormvrm.c";
        return "/d/Imperium/Nuln/npc/stormvrm.c";
        return "/d/Imperium/Nuln/npc/stormvrm.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
        return "/d/Imperium/Nuln/npc/szczur.c";
	}
}

string
random_long()
{
int rand;
string *op = ({A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13,
	       A14,A15});

   rand=random(sizeof(op));

return op[rand];
}

public void
create_podziemia()
{
}

public nomask void
create_imperium_room()
{
set_short("Wewnetrz podziemnego imperium skavenow");
set_long(random_long());
dodaj_mieszczan();
set_event_time(70.0,70.0);
add_event("Slyszysz z oddali piski.\n",0);
add_event("Cos blysnelo w ciemnosciach.\n",0);
add_event("Slyszysz jakis syk z oddali.\n",0);
add_event("Dobiega Cie odglos stali uderzajacej o stal.\n",0);
add_event("Smrod staje sie nie do wytrzymania\n",0);
set_events_on(1);


add_prop(ROOM_I_INSIDE, 1);
add_prop(ROOM_I_LIGHT, 0);    

create_podziemia();
}


public void
reset_podziemia()
{
}

public nomask void
reset_imperium_room()
{
reset_podziemia();
}



