#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"