pdirt/data/
pdirt/data/HELP/
pdirt/data/HELP/0/
pdirt/data/HELP/F/
pdirt/data/HELP/G/
pdirt/data/HELP/H/
pdirt/data/HELP/J/
pdirt/data/HELP/K/
pdirt/data/HELP/O/
pdirt/data/HELP/Q/
pdirt/data/HELP/R/
pdirt/data/HELP/U/
pdirt/data/HELP/V/
pdirt/data/HELP/Y/
pdirt/data/HELP/Z/
pdirt/data/MESSAGES/
pdirt/data/POWERINFO/
pdirt/data/WIZ_ZONES/
pdirt/drv/
pdirt/drv/bin/
pdirt/drv/compiler/converter/
pdirt/drv/compiler/libs/
pdirt/drv/compiler/scripts/
pdirt/drv/include/AberChat/
pdirt/drv/include/InterMud/
pdirt/drv/include/machine/
pdirt/drv/src/InterMud/
pdirt/drv/src/Players/
pdirt/drv/utils/UAFPort/
pdirt/drv/utils/dnsresolv/
pdirt/drv/utils/gdbm/
#include "undef.h"
#include "exits.h"
#include "special.h"

Zone		= church
Author		= "Unknown"

EndZone		= church


Mobile 		= zombie
Name	= "The Zombie"
Location	= church2@church
MFlags		= Cross
Strength 	= 20
Damage   	= 10
Speed           = 1
Aggression      = 2
Armor	        = 0
Desc		= "A rotting zombie stomps past."
EndMobile             = zombie



Object      = cross
Location	= IN_ROOM:behind@church
BaseValue    = 200
Size      = 10
Weight    = 40
Desc0   = "A hefty gold cross lies sparkling before you!"
Examine   = "
This cross would look just right on the wall of St. Patt, but seems out of
place here."
EndObject       = cross

Object      = lead
Location	= IN_ROOM:tower@church
BaseValue    = 100
Size      = 15
Weight    = 50
Desc0   = "A neat pile of roofing lead has been left stacked in a corner."
Examine   = "
The roofing is very heavy, being made out of lead.  Do you know any roofs that
need mending?"
EndObject       = lead

Object      = weathercock
Location	= IN_ROOM:bells@church
BaseValue    = 50
Size      = 15
Weight    = 20
Desc0   = "A golden weathercock has been left here, somewhat out of order."
EndObject       = weathercock

Object      = rope
Location	= IN_ROOM:bell@church
OFlags		= NoGet
Damage	  = 12
Trap		= all
@
   switch(event) {
   case E_ONPUSH:
      if (oarmor (OBJ_CHURCH_ROPE) >= 12)
	bprintf ("\001dChurch bells ring out around you.\n\003");
      else
	{
	  if (++oarmor (OBJ_CHURCH_ROPE) == 12)
	    {
	      bprintf ("A strange ghostly guitarist shimmers briefly before you.\n");
	      setpscore (mynum, pscore (mynum) + 300);
	      broad ("\001dA faint ghostly guitar solo "
		     "floats through the air.\n\003");
	    }
	}
      param_s.ret = -1;
      break;
   default: break;
   }
@
EndTrap
EndObject       = rope

Object      = stick
Altname	= "branch"
Location	= IN_ROOM:decaying@church
OFlags		= Lightable, Extinguish, Weapon
State     = 1
MaxState  = 1
Damage    = 3
Size      = 3
Weight    = 1
Desc0   = "A burning stick has been left here."
Desc1   = "An old stick lies here."
Examine   = '
Stamped onto its surface is:
        "ACME Dog Bait"'
EndObject       = stick

Object      = key
Location	= IN_ROOM:pulpit@church
OFlags		= Key
BaseValue    = 10
Size      = 1
Weight    = 1
Desc0   = "A long key lies here."
Examine   = "
The key is long, complicated and slightly tapered.  It looks like it would be
suitable for opening a safe."
EndObject       = key

Object      = Slab_Top
Name	= "slab"
Location	= IN_ROOM:t_barrow@church
OFlags		= Destroyed, Openable, NoGet
Linked    = Slab_Bot
State     = 1
MaxState  = 1
Desc0   = "
A heavy stone slab has been shifted to one side, allowing access down."
Desc1    = "A heavy stone slab appears to bar an exit downwards."
Trap		= all
@
catch_dig
{
  if (otstbit (OBJ_CHURCH_SLAB_TOP, OFL_DESTROYED))
  {
      bprintf ("You uncover a stone slab!\n");
      oclrbit (OBJ_CHURCH_SLAB_TOP, OFL_DESTROYED);
      fail(-1);
  }
}
@
EndTrap
EndObject       = Slab_Top

Object      = Slab_Bot
Name	= "slab"
Location	= IN_ROOM:silent@church
OFlags		= NoGet
Linked    = Slab_Top
State     = 1
MaxState  = 1
Desc0   = "
A heavy stone slab has been shifted to one side, allowing access upwards."
Desc1   = "A heavy stone slab seals the barrow from above."
EndObject       = Slab_Bot

Object      = wreath
Location	= IN_ROOM:silent@church
OFlags		= WearOnNeck
BaseValue    = 50
Size      = 2
Weight    = 1
Desc0   = "An old wreath lies here."
EndObject       = wreath

Object      = shroud
Location	= IN_ROOM:silent@church
OFlags		= WearOnNeck
BaseValue    = 50
Size      = 2
Weight    = 1
Desc0   = "A silk shroud has been placed here."
EndObject       = shroud


Location	= "C_Yard"
North		= G_Yard@church
East		= Entry@church
South		= Path@valley
Title		= "&+WChurchyard&*"
Desc		= ^
   You stand in what is apparently an old and disused churchyard.  Weeds and
moss cover the crumbling gravestones and paths.  To the east is a huge ancient
church, now decaying and surrounded by bits of fallen stonework.  To the north
the graveyard continues.
^
EndLocation	= "C_Yard"

Location	= "Entry"
East		= Church2@church
West		= C_Yard@church
Title		= "&+WArched Entry&*"
Desc		= ^
   You stand in what must have once been a magnificent arched entrance, with
huge oak doors, and a carved doorway fit for a palace.  Now however the doors
lie in rotting pieces on the floor, and rain drips down the moss covered
stonework.
^
EndLocation	= "Entry"

Location	= "Church1"
East		= Decaying@church
South		= Church2@church
Title		= "&+WNorth End Of Church&*"
Desc		= ^
   You stand at the north end of the church, looking south down between the
silent rows of rotting pews.  Another doorway leads east into a small room.
^
EndLocation	= "Church1"

Location	= "Decaying"
West		= Church1@church
Title		= "&+WA Decaying Room&*"
Desc		= ^
   You stand in a decaying room, the stone walls and floor are soaked with damp
and whatever used to be stored in here has long since rotted away.  The timbers
of the roof above you now sag dangerously and the whole room smells of rot.  A
single doorway leads west.
^
EndLocation	= "Decaying"

Location	= "Church2"
North		= Church1@church
South		= Altar@church
West		= Entry@church
Title		= "&+WThe Church&*"
Desc		= ^
   You stand in the center of the now battered and dilapidated church.  Water
runs down the walls, dripping in pools onto the rotting remains of the pews.
The church extends northwards, and southward towards the altar.  To the west is
the exit.
^
EndLocation	= "Church2"

Location	= "Altar"
North		= Church2@church
East		= Stairs1@church
South		= Behind@church
Title		= "&+WBy The Altar&*"
Desc		= ^
   You are standing beside the altar, now barely recognizable, a smashed and
aged pile of rotten wood and fabrics, hiding mossy stonework beneath.  A set of
steps lead up to the east, probably to the church tower.  The main church hall
is north, and to the south you can go behind the altar.
^
EndLocation	= "Altar"

Location	= "Stairs1"
South		= Bell@church
West		= Altar@church
Up		= Stairs2@church
Down		= Crypt@Catacomb
Title		= "&+WStairs&*"
Desc		= ^
   You stand on a set of slippery stone steps which lead both downwards and
upwards from here.  Doorways lead south into a small room and west into the
main church hall.
^
EndLocation	= "Stairs1"

Location	= "Bell"
North		= Stairs1@church
Up		= Bells@church
Title		= "&+WThe Bell Room&*"
Desc		= ^
   You are standing in a small stone room, which is both wet and cold.  The
wooden roof above you has holes in it through which ropes hang, presumably for
the church bells.  A single doorway leads north.
^
EndLocation	= "Bell"

Location	= "Stairs2"
West		= Pulpit@church
Up		= GiveWay@church
Down		= Stairs1@church
Title		= "&+WThe Stairs&*"
Desc		= ^
   You are climbing a set of steep, slippery stairs that lead up into the
church tower.  Water runs down the steps, collecting in mossy pools, where the
cracks and dips in the stonework allow it.  The steps turn from stone to wood
up above, and look very rickety.
   To the west a doorway leads out into the pulpit.
^
EndLocation	= "Stairs2"

Location	= "Pulpit"
East		= Stairs2@church
Title		= "&+WThe Pulpit&*"
Desc		= ^
   You stand in the rotting remains of what was the pulpit, looking north along
the length of the church hall, a sorry sight indeed, and also gazing up through
the holes in the roof, skyward.
   A doorway leads east onto some stairs.
^
EndLocation	= "Pulpit"

Location	= "Tower"
South		= Bells@church
Down		= GiveWay@church
Title		= "&+WThe Tower&*"
Desc		= ^
   You stand in the room at the top of the tower.  A set of dangerous looking
steps lead down to the main part of the church.  To the south the room opens up
into a large chamber full of bells.
^
EndLocation	= "Tower"

Location	= "Bells"
North		= Tower@church
Down		= Bell@church
Title		= "&+WThe Bells, The Bells!!!!&*"
Desc		= ^
   You stand in a large chamber packed with bells.  There is a doorway to the
north, or you could shin down a bell rope.
^
EndLocation	= "Bells"

Location	= "G_Yard"
North		= G_Yard2@church
South		= C_Yard@church
West		= Gloop@church
LFlags		= Outdoors, Realtime
Title		= "&+WGraveyard&*"
Desc		= ^
   You are standing at the southern end of the graveyard, following a path
which leads north, beside a stone wall.  To the south is the churchyard, and
the old church itself.  To the west a worn rut in the grass leads out across
some marshy ground, past a sign which reads "Danger Marshland".
   A small grave bears the inscription "Orcus: He wasn't nice and paid the
price."
^
EndLocation	= "G_Yard"

Location	= "G_Yard2"
North		= Barrow@church
South		= G_Yard@church
LFlags		= Outdoors, Realtime
Title		= "&+WGraveyard&*"
Desc		= ^
   You are standing at the southern end of the graveyard.  To the south a path
leads out of the graveyard down towards the church.  To the north are several
barrows.
   A large gravestone bearing the words "The tomb of the unknown coder" catches
your eye.
^
EndLocation	= "G_Yard2"

Location	= "Barrow"
North		= N_Barrow@church
East		= T_Barrow@church
South		= G_Yard2@church
LFlags		= Outdoors, Realtime
Title		= "&+WThe Barrow&*"
Desc		= ^
   You stand near the top of a large mound. A path leads south back into the
main part of the graveyard, north to another mound and east towards a pillar
set on the top of the mound.
   A small grave bears the words "Anarchy The Wizard (Out for lunch)"
A plaque on the grave reads 'Anarchy The Wizard - slain by the Aberystwyth
rules --- "If you can't pass your physics you can't have your degree.
	   How can you have your degree if you can't pass your physics..."
^
EndLocation	= "Barrow"

Location	= "N_Barrow"
South		= Barrow@church
LFlags		= Outdoors, Realtime
Title		= "&+WThe North Barrow&*"
Desc		= ^
   You stand on the top of a large mound at the north end of the graveyard.
A path leads back southward.
   On a small gravestone is written "Beware of the Moog".
^
EndLocation	= "N_Barrow"

Location	= "Silent"
Up		= ^slab_bot@church
East		= Bones@abyss
Title		= "&+WSilent Room&*"
Desc		= ^
   You are standing in a small dark room, beneath the northern barrow.  All
around you lie the relics of an ancient time, crumbling slowly into dust.
Everything is dark and creepy, and the sense of malice and foreboding makes you
jump at the slightest movement in the shadows.  The center of the room is a
tall gravestone bearing the words:
   "White The Wizard - A man pledged never to make his own coffee."
^
EndLocation	= "Silent"

Location	= "T_Barrow"
West		= Barrow@church
Down		= ^slab_top@church
LFlags		= Outdoors, Realtime
Title		= "&+WTop Of Barrow&*"
Desc		= ^
   You stand on the top of a huge barrow. A single path leads back to the west.
A huge stone pillar stands on the center of the barrow marked with the words:
		Born To Live
		Bound To Die
		Born To Love
		Bound To Cry
		Born To Win
		Bound To Lose
		Peace At Last
		Death Not Gloom
^
EndLocation	= "T_Barrow"

Location	= "Gloop"
LFlags		= Death
Title		= "&+WGloop&*"
Desc		= ^
   You sink into the treacherous marsh with a gloop!
^
EndLocation	= "Gloop"

Location	= "GiveWay"
LFlags		= Death
Title		= "&+WThe stairs give way and...&*"
Desc		= ^
   ...you fall to your death (what else did you expect to happen?)
^
EndLocation	= "GiveWay"

Location	= "Behind"
North		= Altar@church
Title		= "&+WBehind The Altar&*"
Desc		= ^
   You stand behind the altar looking northwards along the length of the church
which is a very sorry sight indeed, everything wooden is rotting, the stonework
is moss covered, and gaping holes in the roof allow you to look skyward.
^
EndLocation	= "Behind"