// 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: River"); set_light(20); set_zone("newbie_river"); set_long("\nRealm of the Goblin: River\n\n" " The river you are wading in leads to a large cavern " "to the east. You notice that the entire cavern to the east is " "a very large lake. The river continues to the northwest or " "you can enter the lake to the east.\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.\n"); add_item(({"moss", "fungus"}), "The moss and fungus probably grow here " "because the walls are so damp and wet.\n"); add_item("river","This river doesn't look to deep as far as you " "can tell, maybe about two feet deep. You see some blind fish swimming " "in it occassionally.\n"); add_item(({"fish","blind fish"}),"These are your ordinary cave fish, " "they look quite tasty.\n"); add_item(({"feet","foot"}),"Your feet are starting to turn purple."); add_item(({"lake","cavern"}), "The lake to the north is quite large " "and univiting. You hope its not to dangerous.\n"); // Items.... add_exit("northwest", ROOM+"ngob28.c","path"); add_exit("east", ROOM+"ngob30.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/quipper.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("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; } }