// The goblin Newbie Area // Made by Tek and Allonon May 1995 #include "path.h"; inherit "/std/room"; object *npc; void setup() { // Descriptions... set_short("Realm of the Goblin: Gloomy Tunnels"); set_light(20); set_zone("newbie_tunnels"); set_long("\nRealm of the Goblins: Gloomy Tunnels\n\n" " The tunnel here is partially caved in and you are forced " "to crawl along the top of the rubble. You knees are being cut up " "really badly on the sharp stones. You see something sticking " "out of the rubble but you can't be sure what it is. " "To the north you see a wide cavern but it is to misty to " "tell much about it.\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 rubble, with " "some really sharp stones in it.\n"); add_item("dust","This dust has been here awhile.\n"); add_item("rubble","This rubble has fallen from the roof of this " "tunnel. You are sure glad you were not here when it collapsed. " "You see a arm sticking out.\n"); add_item("arm","This arm seems to be connected to a goblin. The arm " "appears to have been chewed on, probably by cave rats. Guess this " "fellow just couldn't run fast enough.\n"); add_item("goblin","He's dead, quite dead.\n"); add_item(({"north","cavern"}),"You can't see much through all the " "mist.\n"); add_item("mist","It kinda looks like fog but but it is not. Must be " "a near some water of some kind.\n"); // Items.... add_exit("north", ROOM"ngob22.c","path"); add_exit("south", ROOM "ngob20.c","path"); // Exits.... npc= allocate(3); } /*setup() */ void init() { add_action("listen_water","listen"); ::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; } } void reset() { int i; for(i = 0; i < sizeof(npc); i++) { if(!npc[i]) { npc[i]=clone_object("/d/newbie/goblin/npcs/cave_rat.c"); npc[i]->move(this_object()); } } } void dest_me() { int i; for(i = 0; i < sizeof(npc); i++) { if( npc[i] ) npc[i]->dest_me(); } ::dest_me(); }