// 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();
}