// The goblin Newbie Area // Made by Tek and Allonon May 1995 #include "path.h"; inherit "/std/room"; void setup() { // Descriptions... set_short("Realm of the Goblin: gloomy Tunnels"); set_light(20); set_zone("newbie_tunnels"); set_long("\nRealm of the Goblin: Gloomy Tunnels\n\n" " You are in a tunnel that comes off from the river. To the " "south you see an underground river. You can here the crashing of " "water from both the north and south. To the north you see a pile " "of rubble, it may be a cave in.\n\n"); add_property("no_undead",1); add_item(({"wall", "rock"}), "The walls here are dark and damp. They are covered " "with moss and fungus. Some places there are " "bodily wastes smeared up on the walls. The " "sight of it is disgusting.\n"); add_item(({"moss", "fungus"}), "The moss and fungus probably grow here " "because the walls are so damp and wet.\n"); add_item(({"ground","floor"}),"The ground is covered in dust, with " "some foot prints occasionally being seen.\n"); add_item("dust","This dust has been here awhile.\n"); add_item(({"foot prints","prints"}),"You see some foot prints but " "they have been smeared in too much to tell where they go.\n"); add_item("rubble","It looks like a small cave in. You hope you " "can get across it.\n"); // Items.... add_exit("north", ROOM"ngob21.c","path"); // Exits.... add_clone(CHAR+"drole.c",2); } /*setup() */ void init() { add_action("listen_water","listen"); add_action("wade_south","wade"); ::init(); } int listen_water(string str) { if(str=="water") { write("You hear the sound of water running, it " "sounds quite relaxing.\n"); tell_room(ENV(TP),CNAME + " seems to relax listening to the sounds " "of the water.\n", (TP)); return 1; } } int wade_south(string str) { if(str == "south" || str =="s" || "river") { write("You wade into the river.\n"); say(this_player()->query_cap_name()+" wades south into the river.\n"); this_player()->move(ROOM+"ngob17.c"); say(this_player()->query_cap_name()+" wades into the river from the north.\n"); this_player()->look_me(); return 1; } }