// 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 Goblin: Gloomy Tunnels\n\n" " This tunnel leads to the west and northeast. " "The floor is covered in dust. " "You seem to smell stale ale or beer to the northeast. " "There are foot prints all over the place here on the floor, " "seems to have been alot of traffic here in the " "last few weeks.\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","footprints","prints"}),"You see some foot prints but " "they have been smeared in too much to tell where they go.\n"); // Items.... add_exit("northeast", ROOM"ngob47.c","path"); add_exit("west", ROOM "ngob25.c","path"); // Exits.... npc = allocate(2); } /*setup() */ void reset() { int i; for(i = 0; i < sizeof(npc); i++) { if(!npc[i]) { npc[i]=clone_object("/d/newbie/goblin/npcs/centi.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(); } void init() { add_action("smell_ale","smell"); ::init(); } int smell_ale(string str) { if(str=="ale") { write("You smell old ale from the northeast.\n"); return 1; } }