// 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"
" You are wading in a shallow river, it is so cold that "
"you think your poor feet are about to freeze solid. "
"The river is not very wide and it is only about 2 feet deep. "
"The river makes a turn to the northeast here, but it still seems "
"like it goes on for quite aways.\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.");
// Items....
add_exit("west", ROOM+"ngob16.c","path");
add_exit("northeast", ROOM+"ngob48.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(CHAR+"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;
}
}