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/
/* The castle south of village green */
#include "exits.h"
#include "undef.h"
#include "special.h"

Zone		= mcastle
Author		= "Unknown"

EndZone		= mcastle


Object = sign
OFlags		= NoGet
Location	= IN_ROOM:entry@mcastle
State   = 0
Maxstate= 0
Desc0 = "A large sign stands on the right side of the door"
Examine = "
                         CASTLE OF POWERS!
                            Date 1202

                          Opening Hours:
                          Mon 9:00-17:00
                          Tue 8:00-19:00
                          Wed -Closed
                          Thu 9:00-17:00
                          Fri 9:00-17:00
                          Sat -Closed
                          Sun -Closed

"
EndObject     = sign

Object    = Neg_Weapon
Name	= "sword"
OFlags		= Weapon
Damage  = 5
BaseValue  = -100
Size    = 10
Desc0 = "A nice weapon has been dropped here."
Location	= IN_ROOM:Limbo@limbo
Trap		= all
@
if (event == E_ONDROP)
{   bprintf("The weapon dissolves into thin air.\n");
    destroy(THIS_OBJECT);
    setoloc(THIS_OBJECT,LOC_DEAD_DESTROYED,IN_ROOM);
    fail(-1);
}
@
EndTrap
EndObject     = Neg_Weapon

Object    = Statue_Fuzzy
Name	= "Fuzzy"
Altname	= "statue"
Location	= IN_ROOM:Hall@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of Fuzzy, the retired Archwizard is standing here."
Trap		= all
@
int statues[] = {
  OBJ_MCASTLE_STATUE_FUZZY,	OBJ_MCASTLE_STATUE_UNKNOWN2, 
  OBJ_MCASTLE_STATUE_DELPHINA,	OBJ_MCASTLE_STATUE_EMILY,
  OBJ_MCASTLE_STATUE_ULTIMA,	OBJ_MCASTLE_STATUE_AMORPHIS,
  OBJ_MCASTLE_STATUE_MARTY,	OBJ_MCASTLE_STATUE_SPLENDOR
};
int ob = THIS_OBJECT;
int r;
int cob;

catch_pray
{   if (THIS_OBJECT == -1)
       return;

    return;

    r = randperc() % sizeof(statues);

    if (statues[r] == ob)
    {  r = randperc() % 4;

       switch(r) {
       case 0: if (plev(THIS_PLAYER) < LVL_SIX)
               {   bprintf("The God's have decided to give you 10.000 Points\n");
                   setpscore(THIS_PLAYER, pscore(THIS_PLAYER) + 10000);
                   sillycom("\001s%s\002%s is given 10.000 points by the gods.\n");
                   calib_player(THIS_PLAYER);
               }
               else
               {   bprintf("A bit greedy aren't we?\n");
                   setpscore(THIS_PLAYER,10);
                   sillycom("\001s%s\002%s is punished for his greedyness.\n");
                   calib_player(THIS_PLAYER);
               }
               break;
       case 1: r = randperc() % LAST_QUEST;
               bprintf("You are granted the %s quest.\n",Quests[r]);
               qpoints(THIS_PLAYER) += QuestPoints[r];
               sillycom("\001s%s\002%s is granted a quest.\n");
               break;
       default: bprintf("Nothing happens.\n");
       }
    }
    else
    {  r = randperc() % 4;
       switch(r) {
       case 0: bprintf("The Powers hear you alright. In fact they are bored with people like\n"
                       "yourself, always begging for more!\n");
               p_crapup(THIS_PLAYER,"\t\tYou died.. Tee Hee",CRAP_SAVE);
               break;
       case 1: bprintf("Just for this once they decide to give you something... A Fresh Start!\n");
               setpscore(THIS_PLAYER, pscore(THIS_PLAYER) /2);
               calib_player(THIS_PLAYER);
               break;
       case 2: bprintf("The Powers decide to remove all your quests.\n");
               qflags(THIS_PLAYER).l = 0;
               qpoints(THIS_PLAYER) = 0;
               break;
       case 3: cob = clone_object(OBJ_MCASTLE_NEG_WEAPON, -1 ,NULL);
               if (cob > 0)
               {  bprintf("The Powers decide to give you a weapon, that will serve you well in battle.\n");
                  setoloc(cob,THIS_PLAYER,CARRIED_BY);
                  sillycom("\001s%s\002%s is given a mighty weapon!\n\003");
               }
               else
                  bprintf("Nothing happens.\n");
               break;
       default: bprintf("The Powers are ignoring you.\n");
                break;
       }
    }
    fail(-1);
}
@
EndTrap
EndObject     = Statue_Fuzzy

Object    = Statue_Unknown2
Name	= "Omni"
Altname	= "Statue"
Location	= IN_ROOM:Hall@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of an unknown power is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Unknown2

Object    = Statue_Delphina
Name	= "Delphina"
Altname	= "statue"
Location	= IN_ROOM:Hall2@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of the Masteress Delphina is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Delphina

Object    = Statue_Emily
Name	= "Emily"
Altname	= "statue"
Location	= IN_ROOM:Hall2@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of Emily is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Emily

Object    = Statue_Ultima
Name	= "Ultima"
Altname	= "statue"
Location	= IN_ROOM:Hall3@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of the God Ultima is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Ultima

Object    = Statue_Amorphis
Name	= "Amorphis"
Altname	= "statue"
Location	= IN_ROOM:Hall3@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of an the God Amorphis is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Amorphis

Object    = Statue_Marty
Name	= "Marty"
Altname	= "statue"
Location	= IN_ROOM:Hall4@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of the Visioner Marty is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Marty

Object    = Statue_Splendor
Name	= "Splendor"
Altname	= "statue"
Location	= IN_ROOM:Hall4@mcastle
OFlags		= NoGet, Unlocateable
Desc0 = "A statue of Splendor is standing here."
UseTrap		= all:Statue_Fuzzy
EndObject     = Statue_Splendor



Location	= "entry"
North		= green@village
South		= hall@mcastle
LFlags		= OutDoors
Title		= "&+WEntrance to the Castle&*"
Desc		= ^
   You are standing in front of a large royal castle. The Royal flag is
hanging from the highest tower. It is one of the remains of the imperial
times. Nowadays it is used for special occasions, like weddings, counsil
meetings and the likes. 
   You can go north back to the village green.
^
EndLocation	= "entry"


Location	= "hall"
North		= entry@mcastle
South		= hall2@mcastle
Title		= "&+WHall of Fame&*"
Desc		= ^
   You are walking in a great hall full of statues. Every great leader of
this land has a statue here. A smooth red carpet lies on the floor, making 
you feel ashamed to walk here with your dirty boots.
^
EndLocation	= "hall"


Location	= "hall2"
North		= hall@mcastle
South		= hall3@mcastle
LFlags		= Private
Title		= "&+WHall of Fame&*"
Desc		= ^
   You are walking in a great hall full of statues. Every great leader of
this land has a statue here. A smooth red carpet lies on the floor, making 
you feel ashamed to walk here with your dirty boots.
^
EndLocation	= "hall2"


Location	= "hall3"
North		= hall2@mcastle
South		= hall4@mcastle
LFlags		= Private
Title		= "&+WHall of Fame&*"
Desc		= ^
   You are walking in a great hall full of statues. Every great leader of
this land has a statue here. A smooth red carpet lies on the floor, making 
you feel ashamed to walk here with your dirty boots.
^
EndLocation	= "hall3"


Location	= "hall4"
North		= hall2@mcastle
LFlags		= Private
Title		= "&+WHall of Fame&*"
Desc		= ^
   You are walking in a great hall full of statues. Every great leader of
this land has a statue here. A smooth red carpet lies on the floor, making 
you feel ashamed to walk here with your dirty boots.
^
EndLocation	= "hall4"