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"




Zone		= orchold
Author		= "Rassilon & Daz"

EndZone		= orchold


Mobile		= watchman
Name	= "The Watchman"
Location	= observation@orchold
Strength	= 100
Damage		= 13
Aggression      = 97
Speed           = 0
Armor		= 0
Desc		= "The Watchman Orc growls at you."
EndMobile             = watchman

Mobile		= andy
Name	= "Andy"
Location	= otrap@orchold
Strength	= 42
Damage		= 10
Aggression      = 97
Speed           = 0
Armor		= 0
Desc		= "Andy looks at you viciously."
EndMobile             = andy

Mobile		= mandy
Name	= "Mandy"
Location	= otrap@orchold
Strength	= 42
Damage		= 10
Aggression      = 97
Speed           = 0
Armor		= 0
Desc		= "Mandy looks at you viciously."
EndMobile             = mandy

Mobile		= randy
Name	= "Randy"
Location	= otrap@orchold
Strength	= 42
Damage		= 10
Aggression      = 97
Speed           = 0
Armor		= 4
Desc		= "Randy looks at you viciously."
EndMobile             = randy

Mobile		= Sandy
Name	= "Sandy"
Location	= otrap@orchold
Strength	= 42
Damage		= 10
Aggression      = 97
Speed           = 0
Armor		= 0
SFlags		= Female
Desc		= "Sandy looks at you viciously."
EndMobile             = Sandy

Mobile		= brandy
Name	= "brandy"
Location	= otrap@orchold
Strength	= 42
Damage		= 10
Aggression      = 97
Speed           = 0
Armor		= 0
SFlags		= Female
Desc		= "Brandy looks at you viciously."
EndMobile             = brandy

Mobile		= maggot
Name	= "The Maggot"
Location	= limbo@limbo
PFlags		= NoSummon
Speed           = 0
Strength	= 135
Damage		= 10
Aggression      = 98
Armor		 = 0
Desc		= "
A giant maggot slithers around, leaving a slimy trail behind him."
EndMobile             = maggot

Mobile		= usher
Name	= "The Usher"
Location	= audience@orchold
Strength	= 150
Damage		= 13
Aggression      = 97
Speed           = 0
Armor		= 0
Desc		= "
The Usher Orc, dressed in black livery, sneers down his nose at you."
EndMobile             = usher

Mobile		= king
Name	= "The King"
Location	= throne@orchold
Strength	= 225
Damage		= 20
Aggression      = 97
Speed           = 0
Armor		= 0
Desc		= "
The King Orc glares at you with a look of royal intolerance."
EndMobile             = king


Object      = stalactite
Location	= IN_ROOM:damp@orchold
OFlags		= PushToggle, NoGet
Linked    = StoneDoor
State     = 1
MaxState  = 1
Desc0   = "A portion of the east wall is swung back, making a doorway."
Examine   = "It clings to the ceiling, unlike a stalagmite."
EndObject       = stalactite

Object      = StoneDoor
Name	= "door"
Location	= IN_ROOM:observation@orchold
OFlags		= NoGet
Linked    = stalactite
State     = 1
MaxState  = 1
Desc0   = "A portion of the west wall is swung back, making a doorway."
EndObject       = StoneDoor

Object      = TopCover
Name	= "cover"
Location	= IN_ROOM:observation@orchold
OFlags		= PushToggle, NoGet
Linked    = BotCover
State     = 1
MaxState  = 1
Desc0   = "A metal cover lies alongside a passage leading down."
Desc1   = "A large metal plate lies on the floor."
Examine   = "It's about one meter in diameter, and appears very heavy."
Trap		= all
@
   switch(event) {
   case E_ONPUSH:
      if (ptothlp (param_s.plx) == -1)
	{
	  bprintf ("You try to shift it, but it's too heavy.\n");
	  break;
	}
      sillytp (ptothlp (mynum), "pushes the cover aside with your help.");
      setobjstate (param_s.ob, 1 - state (param_s.ob));
      oplong (param_s.ob);
      param_s.ret = -1;
      break;
   default: break;
   }
@
EndTrap
EndObject       = TopCover

Object      = BotCover
Name	= "cover"
Location	= IN_ROOM:guardroom@orchold
OFlags		= PushToggle, NoGet
Linked    = TopCover
State     = 1
MaxState  = 1
Desc1   = "A metal cover blocks the top of the ladder."
Examine   = "
It completely covers the hole in the ceiling, and appears very heavy."
Trap		= all
@
   switch(event) {
   case E_ONPUSH:
      bprintf ("You can't seem to get enough leverage to move it.\n");
      param_s.ret = -1;
      break;
   default: break;
   }
@
EndTrap
EndObject       = BotCover

Object      = chainmail
Location	= IN_ROOM:guardroom@orchold
OFlags		= WearOnBody, ExcludeWear, Armor
Armor     = 7
BaseValue    = 70
Size      = 5
Weight    = 20
Desc0   = "A black shirt of chainmail is spread on the floor."
Examine   = "
It appears well made.  The orcs must have have contracted someone else to
make it."
EndObject       = chainmail

Object      = garbage
Location	= IN_ROOM:central@orchold
OFlags		= NoGet
MaxState  = 1
Desc0   = "Piles of garbage lie in the middle of the room."
Desc1   = "Garbage has been strewn all about the room."
EndObject       = garbage

Object      = OrcGold
Name	= "plate"
Location	= IN_ROOM:central@orchold
OFlags		= Destroyed
BaseValue    = 600
Size      = 20
Weight    = 20
Desc0   = "A gold plate lies on the floor here."
Examine   = '
It has an inscription on it which says, "To Owin, with love."  Scratched over
those words is the scrawl, "Orks robb dwarvs! Ha!"'
EndObject       = OrcGold

Object      = throne
Location	= IN_ROOM:throne@orchold
OFlags		= NoGet
Desc0   = "The throne of the King Orc looms before you."
Examine   = "
It's quite an impressive affair: gold leaf, patterns in bas-relief, cushions
filled with down.  Upon close inspection you notice a switch hidden on the
Armor of the chair."
EndObject       = throne

Object      = switch
Location	= IN_ROOM:throne@orchold
OFlags		= Pushable, NoGet
Linked    = HoleOrcs
State     = 1
MaxState  = 1
Desc0   = "There is a hole in the north wall."
Examine   = "
It's a small, carefully concealed switch, more proof that the orcs had help
building this place."
Trap		= all
@
   switch(event) {
   case E_ONPUSH:
      if (state (param_s.ob))
	{
	  bprintf ("A hole slides open in the north wall!\n");
	  setobjstate (param_s.ob,0);
        }
      else
	bprintf ("You hear a little 'click' sound.\n");
      param_s.ret = -1;
      break;
   default: break;
   }
@
EndTrap
EndObject       = switch

Object      = HoleOrcs
Name	= "hole"
Location	= IN_ROOM:tunnel@orchold
OFlags		= NoGet
Linked    = switch
State     = 1
MaxState  = 1
Desc0   = "There is a hole in the south wall leading to another room."
EndObject       = HoleOrcs

Object      = block
Location	= IN_ROOM:treasury@orchold
BaseValue    = 700
Size      = 50
Weight    = 50
Desc0   = "A huge block of gold has been left lying here."
Examine   = "It's a hefty chunk of what appears to be solid gold."
EndObject       = block


Location	= "Path1"
East		= E_Pass@Blizzard
Up		= Path2@orchold
Down		= E_Pass@Blizzard
LFlags		= Outdoors, Realtime
Title		= "&+WTrampled Path&*"
Desc		= ^
   You stand on a steep upwards path.  The path has obviously been made by the
trampling of many feet rather than by any plan.  Below you lies the end of the
mountain pass.
^
EndLocation	= "Path1"

Location	= "Path2"
Up		= Entryway@orchold
Down		= Path1@orchold
LFlags		= Outdoors, Realtime
Title		= "&+WTrampled Path&*"
Desc		= ^
   A large opening in the mountainside lies above you.  The path continues
below you.
^
EndLocation	= "Path2"

Location	= "Entryway"
Up		= nibelung1@nibelung
North		= Damp@orchold
Down		= Path2@orchold
LFlags		= Outdoors, Realtime
Title		= "&+WRough-hewn Entryway&*"
Desc		= ^
   You stand at the entrance to a lair apparently carved out of the side of
the mountain.  The work on the rock is very poorly done, and blackness beyond
feels oppressive.  A path winds steeply downwards beneath you and the opening
leads to the north.
^
EndLocation	= "Entryway"

Location	= "Damp"
North		= oTrap@orchold
East		= ^stalactite@orchold
South		= Entryway@orchold
Trap		= all
@
   switch (event) {
   case E_ONMOVE:
     if (param_s.ob == 0)
     {  bprintf("You fall through a trap door, plummeting to the ground below!\n");
        bprintf("Dazed, you pick yourself up from the floor to find yourself...\n");
        setploc(param_s.plx, LOC_ORCHOLD_OTRAP);
        lookin(ploc(param_s.plx), 0);
        param_s.ret = 0;
     }
     break;
   default: break;
   }
@
EndTrap
LFlags		= Dark
Title		= "&+WDamp Hallway&*"
Desc		= ^
   This hallway shows the same poor craftsmanship as the rest of the compound.
Water drips from a large stalactite near the eastern wall, making the whole
room damp and uncomfortable.  The hallway continues north and south.
^
EndLocation	= "Damp"

Location	= "Observation"
West		= ^StoneDoor@orchold
Down		= ^TopCover@orchold
LFlags		= Dark
Title		= "&+WObservation Room&*"
Desc		= ^
   This room was obviously designed for spying on people entering the hallway.
You notice a hole in the western wall through which the hallway can be seen.
^
EndLocation	= "Observation"

Location	= "oTrap"
East		= Guardroom@orchold
LFlags		= Dark
Title		= "&+WTrap Room&*"
Desc		= ^
   This is the room where people foolish enough to fall through the trap door
above wind up.  Another room lies to the east.
^
EndLocation	= "oTrap"

Location	= "Guardroom"
North		= Hallway1@orchold
West		= oTrap@orchold
Up		= ^BotCover@orchold
LFlags		= Dark
Title		= "&+WOrc Guardroom&*"
Desc		= ^
   This is apparently where the guards go to change when they go on or off
duty.  The smell in the room is almost intolerable.  A ladder leads up to the
ceiling, and passages lead west and north.
^
EndLocation	= "Guardroom"

Location	= "Hallway1"
North		= Hallway2@orchold
South		= Guardroom@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads north and south.
^
EndLocation	= "Hallway1"

Location	= "Hallway2"
East		= Hallway11@orchold
South		= Hallway1@orchold
West		= Hallway3@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway branches east, west, and south.
^
EndLocation	= "Hallway2"

Location	= "Hallway3"
North		= Hallway4@orchold
East		= Hallway2@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads north and east.
^
EndLocation	= "Hallway3"

Location	= "Hallway4"
North		= Hallway6@orchold
South		= Hallway3@orchold
West		= Hallway5@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway branches north, south, and west.
^
EndLocation	= "Hallway4"

Location	= "Hallway5"
East		= Hallway4@orchold
South		= Hallway7@orchold
West		= Hallway8@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway branches east, west, and south.
^
EndLocation	= "Hallway5"

Location	= "Hallway6"
East		= central@orchold
South		= Hallway4@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads south and opens into a large chamber to the east.
^
EndLocation	= "Hallway6"

Location	= "Hallway7"
North		= Hallway5@orchold
West		= Hallway9@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads north and west.
^
EndLocation	= "Hallway7"

Location	= "Hallway8"
East		= Hallway5@orchold
South		= Hallway9@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads east and south.
^
EndLocation	= "Hallway8"

Location	= "Hallway9"
North		= Hallway8@orchold
East		= Hallway7@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads north and east.
^
EndLocation	= "Hallway9"

Location	= "central"
North		= Hallway17@orchold
East		= Hallway16@orchold
West		= Hallway6@orchold
LFlags		= Dark, Maze
Title		= "&+WCentral Chamber&*"
Desc		= ^
   This is apparently the main place for the orcs to congregate.  The room
reeks of filth and decay.  Hallways lead north, east, and west.
^
EndLocation	= "central"

Location	= "Hallway11"
North		= Hallway12@orchold
East		= Hallway13@orchold
West		= Hallway2@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway branches east, west, and north.
^
EndLocation	= "Hallway11"

Location	= "Hallway12"
East		= Hallway14@orchold
South		= Hallway11@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads east and south.
^
EndLocation	= "Hallway12"

Location	= "Hallway13"
North		= Hallway14@orchold
West		= Hallway11@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads west and north.
^
EndLocation	= "Hallway13"

Location	= "Hallway14"
North		= Hallway15@orchold
South		= Hallway13@orchold
West		= Hallway12@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway branches north, west, and south.
^
EndLocation	= "Hallway14"

Location	= "Hallway15"
South		= Hallway14@orchold
West		= Hallway16@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads west and south.
^
EndLocation	= "Hallway15"

Location	= "Hallway16"
East		= Hallway15@orchold
West		= central@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads east, and to the west enters a large chamber.
^
EndLocation	= "Hallway16"

Location	= "Hallway17"
North		= Hallway18@orchold
South		= central@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads north, and to the south enters a large chamber.
^
EndLocation	= "Hallway17"

Location	= "Hallway18"
East		= Smooth@orchold
South		= Hallway17@orchold
LFlags		= Dark, Maze
Title		= "&+WRough-hewn Hallway&*"
Desc		= ^
   Like most orc-built hallways, this one is crooked, rough, and damp.
The hallway leads east and south.
^
EndLocation	= "Hallway18"

Location	= "Smooth"
North		= Audience@orchold
West		= Hallway18@orchold
LFlags		= Dark
Title		= "&+WSmooth Hallway&*"
Desc		= ^
   This hallway shows definite signs of outside contracting.  It is smooth
and well worked.  Unfortunately, it's still damp and filthy and smells like
garbage.  The hallway continues north, and becomes rough again to the west.
^
EndLocation	= "Smooth"

Location	= "Audience"
North		= Throne@orchold
South		= Smooth@orchold
LFlags		= Dark
Title		= "&+WAudience Waiting Room&*"
Desc		= ^
   This appears to be where people wait to see the Orc King.  Benches line
the walls for subjects to sit on.  A set of curtains cover an opening in the
north wall, and would be quite impressive were it not for the mold growing on
them.  A hallway leads south.
^
EndLocation	= "Audience"

Location	= "Throne"
North		= ^switch@orchold
South		= Audience@orchold
LFlags		= Dark
Title		= "&+WOrc Throne Room&*"
Desc		= ^
   In stark contrast to the rest of the orcs' lair, this room is grandeur and
tack epitomized.  The walls are paved in gold, and at the north end of the
room sits an incredibly ornate throne.  Heavy curtains cover an opening to
the south.
^
EndLocation	= "Throne"

Location	= "Tunnel"
North		= Mountainside@orchold
South		= ^HoleOrcs@orchold
West		= Treasury@orchold
LFlags		= Dark
Title		= "&+WSecret Tunnel&*"
Desc		= ^
   This appears to be an escape route for the king in times of trouble.
A passage leads west, and you can see light to the north.
^
EndLocation	= "Tunnel"

Location	= "Mountainside"
South		= Tunnel@orchold
Down		= Overgrown@orchold
LFlags		= Outdoors, Realtime
Title		= "&+WSteep Mountainside&*"
Desc		= ^
   You are outside on the mountain.  A hole in the side of the mountain lies to
the south, barely distinguishable from the plants covering it.  The grade is
extremely steep, but it looks like you can skitter your way down.
^
EndLocation	= "Mountainside"

Location	= "Overgrown"
Down		= WEdge@Valley
LFlags		= Outdoors, Realtime
Title		= "&+WOvergrown Path&*"
Desc		= ^
   You are on what could almost be called a path, treading your way through
vines, rocks, and the like.  The path becomes clearer and flatter farther
down.  It is far too steep to go up the mountainside.
^
EndLocation	= "Overgrown"

Location	= "Treasury"
East		= Tunnel@orchold
LFlags		= Dark
Title		= "&+WKing Orc's Treasury&*"
Desc		= ^
   This is apparently where the King Orc likes to store his valuables.  The
room itself is quite plain, and the layer of dust over everything indicates
that the king probably hasn't had very many additions to his collection
recently.
^
EndLocation	= "Treasury"