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/
/****************************************************************************
 ** Party hack and slash zone
 ** To be distributed with the party grouping code, made by Marty
 ** This is a zone to encourage players to use the grouping system I developed
 ** The zone is free for every one who uses the party object code.
 ** For MUD's who want to use this zone without the party code please mail
 ** the author (thats me) for permission
 **     copyright (1996) Marty   : email (4921749@hsu1.fnt.hvu.nl)
 **
 ** The orientation of the zone is southwards, so connect it somewhere south
 ** of a road. You probably want to change the grassfield description as it 
 ** probably won't be the view you have.
 ****************************************************************************/
#include "undef.h"
#include "exits.h"

Zone		= party
Author		= "Marty"
EndZone		= party


Mobile       = nGuard
Name	= "Guard"
Location	= entrance@party
Speed      = 0
Strength   = 200
Damage     = 10
Armor      = 1
Wimpy	   = 20
Desc	= "A novice guard stands here guardian the entrance to the house."
Examine    = "
A fairly well build guard."
EndMobile        = nguard

Mobile       = Captain
Name	= "captain"
Location	= party2@party
Speed      = 3
Strength   = 400
Damage     = 9
Armor      = 0
Desc	= "The captain of the guard is standing here."
Examine    = "
Yep he's the captain alright.. he starting to get a beerbelly."
EndMobile        = captain

Mobile       = Guard2
Name	= "guard"
Location	= party4@party
Aggression = 20
Strength   = 420
Damage     = 12
Armor      = 0
Speed      = 0
Desc	= "A guard is standing in the corner."
EndMobile        = guard2

Mobile       = Guard3
Name	= "guard"
Location	= party4@party
Aggression = 10
Strength   = 570
Damage     = 10
Armor      = 0
Speed      = 0
Wimpy      = 25
Desc	= "A guard is standing here."
EndMobile        = guard3

Mobile       = Guard4
Name	= "guard"
Location	= party4@party
Aggression = 30
Strength   = 590
Damage     = 10
Armor      = 0
Speed      = 0
Wimpy      = 10
Desc	= "A large guard is standing here."
EndMobile        = guard4

Mobile       = Guard5
Name	= "guard"
Location	= party5@party
MFlags		= BarWest, BarSouth, BarEast
Aggression = 10
Strength   = 400
Damage     = 10
Armor      = 2
Speed      = 0
Desc	= "A guard is standing here."
EndMobile        = guard5

Mobile       = Guard6
Name	= "guard"
Location	= party5@party
MFlags		= BarWest, BarSouth, BarEast
Aggression = 10
Strength   = 500
Damage     = 10
Armor      = 2
Speed      = 0
Desc	= "A guard is standing here."
EndMobile        = guard6

Mobile       = Cook
Name	= "cook"
Location	= party6@party
Damage     = 8
Armor      = 0
Strength   = 700
Speed      = 0
Desc	= "The chef cook is standing between his pots and pans"
EndMobile        = cook  

Mobile       = Guard7
Name	= "guard"
Location	= party7@party
Aggression = 30
Strength   = 300
Damage     = 15
Armor      = 0
Speed      = 0
Desc	= "A large guard is standing here."
EndMobile        = guard7

Mobile       = Guard8
Name	= "guard"
Location	= Party8@party
Aggression = 40
Damage     = 10
Strength   = 400
Armor      = 0
Speed      = 0
Desc	= "A guard is standing here, making sure no one messes with the boss."
EndMobile        = guard8
 
Mobile       = Dog
Location	= grassfield@party
Aggression = 90
Strength   = 200
Damage     = 15
Armor      = 1
Speed      = 0
Desc	= "A security dog is standing here."
EndMobile        = dog

Mobile       = Saltimbanco
Location	= party8@party
Speed      = 0
Aggression = 3
Strength   = 1150
Damage     = 10
Armor      = 0
Desc	= "Saltimbanco, the owner of the bungalow, is standing here."
EndMobile        = Saltimbanco



Object       = Candle
Location	= CARRIED_BY:Saltimbanco@party
OFlags		= Lightable
BaseValue     = 5
Desc0    = "A small candle has been left here."
EndObject        = Candle

Object       = Joy
Location	= BOTH_BY:Saltimbanco@party
OFlags		= Weapon, Armor, Wearable, WearOnBody
Armor      = 20
Damage     = 20
BaseValue     = 400
Desc0    = "Someone left their joy behind."
Examine    = "
This must be a joyish occasion. Only the sight of this much joy makes you
extremely lucky, guess what it can do for you when you carry it."
EndObject        = Joy

Object       = SpareJoy
Name	= "joy"
Location	= IN_ROOM:party9@party
OFlags		= Weapon, Armor, Wearable, WearOnBody, Destroyed
Armor      = 20
Damage     = 20
BaseValue     = 400
Desc0    = "Someone left their joy behind."
Examine    = "
This must be a joyish occasion. Only the sight of this much joy makes you
extremely lucky, guess what it can do for you when you carry it."
EndObject        = SpareJoy

Object       = collar
Location	= WORN_BY:dog@party
OFlags		= Wearable, Armor, WearOnNeck
Armor      = 3
BaseValue     = 70
Desc0    = "A nicely decorared dogcollar is lying here."
EndObject        = collar

Object       = Fryingpan
Name	= "fryingpan"
Altname	= "pan"
Location	= WIELDED_BY:cook@party
OFlags		= Weapon
Damage     = 13
Size       = 4
Weight     = 6
Desc0    = "A large fryingpan has been dropped here."
Examine    = "
An strong iron frying pan, you'd better not get hit with it."
EndObject        = fryingpan

Object       = Guardsword
Name	= "sword"
Location	= WIELDED_BY:captain@party
OFlags		= Weapon
Damage     = 5
Size       = 4
Weight     = 5
BaseValue     = 200
Desc0    = "A guard sword has been left here."
EndObject        = Guardsword

Object       = shield1
Name	= "shield"
Location	= WORN_BY:guard6@party
OFlags		= Armor, Wearable, WearOnArms
Armor      = 9
Size       = 3
Weight     = 3
BaseValue     = 250
Desc0    = "A small round shield has been left here."
EndObject        = shield1

Object       = shield2
Name	= "shield"
Location	= WORN_BY:guard5@party
OFlags		= Armor, Wearable, WearOnArms
Armor      = 9
Size       = 3
Weight     = 3
BaseValue     = 250
Desc0    = "A small round shield has been left here."
EndObject        = shield2

Object       = garmor1
Name	= "armor"
Altname	= "bodyarmor"
Location	= WORN_BY:guard5@party
OFlags		= Wearable, Armor, WearOnBody
Armor      = 10
Size       = 5
Weight     = 5
BaseValue     = 300
Desc0    = "A bodyarmor has been left here"
Examine    = "
A strong and sturdy armor with the royal guard's emblem on it"
EndObject        = garmor1

Object       = garmor2
Name	= "armor"
Altname	= "bodyarmor"
Location	= WORN_BY:guard6@party
OFlags		= Wearable, Armor, WearOnBody
Armor      = 10
Size       = 5
Weight     = 5
BaseValue     = 300
Desc0    = "A bodyarmor has been left here"
Examine    = "
A strong and sturdy armor with the royal guard's emblem on it"
EndObject        = garmor2

Object       = sword1
Name	= "sword"
Location	= WIELDED_BY:guard6@party
OFlags		= Weapon
Damage     = 5
Size       = 3
Weight     = 3
BaseValue     = 200
Desc0    = "A guard sword has been left here."
EndObject        = sword1

Object       = sword2
Name	= "sword"
Location	= WIELDED_BY:guard5@party
OFlags		= Weapon
Damage     = 5
Size       = 3
Weight     = 3
BaseValue     = 200
Desc0    = "A guard sword has been left here."
EndObject        = sword2

Object       = painting1
Name	= "painting"
Location	= IN_ROOM:party5@party
OFlags		= NoGet
Examine    = "
You don't dare to take a closer look, it's to ugly."
EndObject        = painting1

Object       = fireplace
Name	= "grate"
Altname	= "fire"
Location	= IN_ROOM:party8@party
Linked     = ashcontainer
OFlags		= NoGet
State      = 3
Maxstate   = 3
Desc0    = "The grate has been moved allowing you to go down."
Desc1    = "The remains of an extinquished fire lie on a grate."
Desc2    = "A burning fire, warms the whole room to a nice temperature."
Examine    = "
You discover that below the fireplace is a secret entrance." 
UseTrap		= all:ashcontainer
EndObject        = fireplace

Object       = Ashcontainer
Name	= "grate"
Location	= IN_ROOM:party9@party
Linked     = fireplace
OFlags		= NoGet
state      = 3
Maxstate   = 3
Desc0    = "A grate has been moved allowing you to go up."
Desc1    = "A closed grate blocks your way up."
Desc2    = "A red-hot grate blocks your way up."
Trap		= all
@
   switch (event) {
   case E_ONOPEN:
         if (state(OBJ_PARTY_ASHCONTAINER) == 3)
         {  bprintf("You burn your hands on the red hot grate.\n");
            setpstr(mynum,pstr(mynum) - 7);
            param_s.ret = -1;
            break;
         }
         else if (state(OBJ_PARTY_ASHCONTAINER) == 2)
         {  bprintf("You lift the grate and create an exit down.\n");
            send_msg(ploc(param_s.plx),0,LVL_MIN,LVL_MAX,param_s.plx,NOBODY,
                     "\001p%s\003 lifts up the grate.\n",pname(param_s.plx));
            param_s.ret = -1;
            break;
         }
         else
         {  bprintf("The grate is already open.\n");
            param_s.ret = -1;
         }
         break;
    default: break;
    }
@
EndTrap
EndObject        = Ashcontainer

Object       = Ash
Location	= IN_ROOM:party9@party
OFlags		= NoGet
State      = 0
Maxstate   = 0
Trap		= all
@
   if (event == E_ONDIG)
   {   if (state(OBJ_PARTY_ASH) == 0)
       {   bprintf("You discover a spare joy.\n");
           oclrbit(OBJ_PARTY_SPAREJOY,OFL_DESTROYED);
           send_msg(ploc(param_s.plx),0,LVL_MIN,LVL_MAX,param_s.plx,NOBODY,
                  "\001p%s\003 discovers a spare joy in the ash.\n",
                  pname(param_s.plx));
           setobjstate(OBJ_PARTY_ASH,1);
           param_s.ret = -1;
       }
   }
@
EndTrap
EndObject        = Ash


Location	= "entrance"
South		= party2@party
East		= grassfield@party
North		= pl6@plain
LFlags		= Outdoors, NoMobiles
Title		= "&+WThe entrance of the bungalow&*"
Desc		= ^
   You are standing in the entrance of a great bungalow. To the south a door
leads further into the bungalow. The entrance to the bungalow is quite dark
and moist. To the west you can see a small doghouse in the grass.
^
EndLocation	= "entrance"


Location	= "grassfield"
West		= entrance@party
Title		= "&+WOn the lawn&*"
Desc		= ^
   You are standing in the middle of a small lawn in front of the bungalow.
A small dog house stands here. To the north you can see the large plain with 
high grass. It sure is a beautiful sight.
^
EndLocation	= "grassfield"


Location	= "party2"
North		= entrance@party
East		= party3@party
West		= party4@party
South		= party5@party
Title		= "&+WThe reception hall&*"
Desc		= ^
   You stroll into the main reception hall. It is quite large if you think
about it. Several door lead east and west into different rooms. The door to
the right leads into the guard room. To the east a door leads into the
toilet. A strong smell comes from the east, making you feel a bit sick.
^
EndLocation	= "party2"


Location	= "party3"
West		= party2@party
LFlags		= Death
Title		= "&+WThe toilet&*"
Desc		= ^
   You bravely step into the toilet, but the smell is to bad... Some guard
must be really sick because the smell makes you dizzy.... 

You faint and hit your head against a sharp edge... Ooops
^
EndLocation	= "party3"


Location	= "party4"
East		= party2@party
Title		= "&+WThe guard room&*"
Desc		= ^
   This is the place where the guards go when they are off duty. The room is
decorated by various pictures of girls and weapons. A small window lets a
bit of fresh air and some sunlight in. A large table stands in the middle of
the room.
^
EndLocation	= "party4"


Location	= "party5"
North		= party2@party
West		= party6@party
East		= party7@party
South		= party8@party
Title		= "&+WThe reception hall&*"
Desc		= ^
   You walk further into the reception hall. A smell of freshly made food is
coming from the western door. A large red carpet with various blood stains
is lying in the middle of the hall. The walls are decorated with some nice
paintings of ugly people.
^
EndLocation	= "party5"


Location	= "party6"
East		= party5@party
Title		= "&+WThe kitchen&*"
Desc		= ^
   This is the kitchen of the bungalow. All around you you can see pots and
pans in great fires. The smell of various types of food rise to your nose
making you a bit hungry. On a table you can see some dishes, all nicely
decorated and layed out. Large stoves take in most of the northern wall.
^
EndLocation	= "party6"


Location	= "party7"
West		= party5@party
LFlags		= Dark
Title		= "&+WA Dark room&*"
Desc		= ^
   This is a small storage room. The planks are all filled with cleaning
substances, brooms and buckets. Its not very large when you come to think of
it.
^
EndLocation	= "party7"


Location	= "Party8"
North		= party5@party
Down		= ^fireplace@party
Title		= "&+WThe Living room&*"
Desc		= ^
   You walk into the living room of the bungalow. A large window gives you
a clear view of the mountains that lie further to the south. The window gives
a lot of light, giving the room a nice color. Some furniture has been placed
in a circlulair form around a small fireplace in the middle of the room.
^
EndLocation	= "Party8"


Location	= "Party9"
Up		= ^ashcontainer@party
LFlags		= Dark
Title		= "&+WIn an ashcontainer&*"
Desc		= ^
   You are in quite a large ashcontainer. The owner of the bungalow must have
been quite lazy, or perhaps he just hated to clear out the old ashes..
You cannot see very much here. The floor is covered in a thick layer of ash and
half burned wood.
^
EndLocation	= "Party9"