/*
This is a basic room!
Written by Drakkos.
29/09/2000
*/
#include "path.h"
inherit "/std/room";
void setup() {
set_short("blobby lair");
set_long("This is where the grey blob lives. All around lie "
"frogs, and wombles, and strange oozy things. It's a "
"very nice lair, as lairs go.\n");
add_property("determinate", "a ");
set_light(50);
add_item(({"frog", "pinkfish", "toad"}),({"long", "The frogs are very "
"nice. Very froggy.", "position", "one of the poor leetle "
"frogs."}));
add_item(({"womble", "uncle bulgaria"}),({"long", "It's Uncle "
"Bulgaria!", "pet", "You pet Uncle Bulgaria. He growls and "
"chews the nails off your hand.\n", "snuggle", "Uncle Bulgaria gnaws "
"on your teeth.\n"}));
add_item("strange oozy things", "Ewww!");
add_zone("my rooms");
add_sign("This is a nice sign.\n", "Do Notte Feed Thee Blob!",
"nice sign", "sign", "common");
room_chat(({120,240,({
"A thick blob of goo oozes over one of the frogs.",
"The womble bings quietly.",
"The frogs ribbit in abstract contemplation.",
})}));
add_exit("east", PATH + "advanced_room_1", "road");
}
void reset() {
call_out("after_reset", 3);
}
void after_reset() {
object ob = find_object
(PATH + "simple_npc");
// if(!ob) will return true if ob is 0... in other words, it
// didn't find an object with find_object().
if(!ob) {
// There's no object with that filename loaded, so we load it
// and then move it into this_object()... which in the case of
// this example, is the room we just coded.
ob=load_object(PATH + "simple_npc");
// For information on how the move() function works, you
// can check out 'help move'. But briefly, the first argument
// is where the object is to be moved to... the second is the
// message that objects in the destination get when the object
// enters. $N will be replaced with the short of the object.
// 'appear$s' is a pluralisation code... it will change to
// 'appear' when more than one object enters at the same time,
// and 'appears' when only one enters.
ob->move(this_object(), "$N appear$s with a wet squelch.\n");
}
// if(!environment(ob)) will return true if ob returns 0 for
// environment... in other words, it's loaded, but located in
// null-space.
else if(!environment(ob)) {
ob->move(this_object(), "$N appear$s with a wet squelch.\n");
}
}