// 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;
}
}