// 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;
}
}