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/
/*************************************************************************
 * TownHall Zone
 * A small zone which can expand when needed. Upstairs is the newbie area
 * which must be locked for players higher than level 10
 *
 * Exits can be added 
 *      - east in the entrance/waiting hall.
 *      - behinde the book case in the mayor's office
 *      - behind the info desk.
 * Marty - Eradicated Worls Copyright and stuff 1996
 *
 ************************************************************************/
#include "undef.h"
#include "exits.h"

Zone		= townhall
Author		= "Marty"
EndZone		= townhall


Mobile        = goldfish
MFlags		= NoTalk
Location	= uwater1@townhall
Aggression  = 0
Strength    = 30
Speed       = 1
Damage      = 1
Desc	 = "A goldfish is swimming around you."
EndMobile         = goldfish

Mobile        = guppy
MFlags		= NoTalk
Location	= uwater1@townhall
Strength    = 20
Speed       = 0
Damage      = 1
Desc	 = "A guppy is swimming around you."
EndMobile         = guppy

Mobile        = shark
Location	= uwater1@townhall
Strength    = 60
Speed       = 0
Damage      = 3
Desc	 = "A vicious looking shark is watching you."
EndMobile         = shark

Mobile        = Bird
Name	= "robin"
Location	= bgarden@townhall
Strength    = 20
Damage      = 1
Armor       = 0
Speed       = 0
Desc	 = "A robin is twiddling his song from a tree."
Examine     = "
What a nice little bird,....... what a sound!
TWWEEEEEP TWWEEEEEP TWEEEEEEP TWEEEEEP TWEEEEEEP"
EndMobile         = bird

Mobile        = policeman
Location	= Entrance@townhall
Strength    = 200
Damage      = 10
Armor       = 8
Aggression  = 0
Speed       = 0
PFlags		= NoSummon, NoZap, NoHassle, NoExor, NoSummon
MFlags		= NegMissile
Desc	 = "A policeman with a chest like a refrigerator is standing near the stairs."
EndMobile         = policeman

Mobile        = servant
Name	= "civil servant"
Location	= room1@townhall
Strength    = 40
Aggression  = 0
Damage      = 8
Armor       = 0
Speed       = 0
Desc	 = "A civil servant is standing here."
EndMobile         = servant

Mobile        = clerk
Name	= "civil clerk"
Location	= room1@townhall
Strength    = 35
Damage      = 8
Armor       = 0
Speed       = 0
Desc	 = "A civil clerk is standing here"
EndMobile         = clerk

Mobile        = Gardener
Location	= Garden@townhall
Strength    = 40
Armor       = 0
Speed       = 2
Desc	 = "A gardener is busy working on his plants."
EndMobile         = gardener

Mobile        = Secretary
Location	= MayorOff@townhall
Strength    = 60
Damage      = 8
Armor       = 0
Speed       = 0
Desc	 = "The Mayor's secretary is working like hell."
SFlags		= Female
EndMobile         = Secretary

Mobile        = Mayor
Location	= MayorOff@townhall
Strength    = 80
Damage      = 8
Armor       = 0
Speed       = 0
Desc	 = "The Mayor is here."
EndMobile         = Mayor



Object        = GoldPen
Name	= "pen"
Location	= WIELDED_BY:Mayor@townhall
OFlags		= Weapon
Damage      = 2
Size        = 4
Weight      = 4
Examine     = "
A very rare golden pen. It has been engraved:
 &+YTo Mayor Bruckenhousen - The best Mayor of the year 1995 &*"
EndObject         = GoldPen

Object        = notebook
Name	= "notebook"
Location	= WIELDED_BY:clerk@townhall
OFlags		= Weapon
Damage      = 3
Size        = 10
Weight      = 3
BaseValue      = 20
Desc0     = "A hefty looking notebook is lying on the ground."
Examine     = "
The book is filled with important looking notes. But more interesting is the
hard cover which makes it pretty useful in fight."
EndObject         = notebook

Object        = EDoor1
Name	= "door"
OFlags		= Openable, NoGet
Location	= IN_ROOM:smallhall2@townhall
Linked      = Edoor2
State       = 1
Maxstate    = 1
Desc0     = "The emergency door is opened."
Desc1     = "The emergency door is closed."
Examine     = "
A metal door which is meant to keep the flames inside."
EndObject         = Edoor1

Object        = Edoor2
Name	= "door"
OFlags		= Openable, NoGet
Linked      = Edoor1
Location	= IN_ROOM:firestairs@townhall
State       = 1
Maxstate    = 1
Desc0     = "The emergency door is opened."
Desc1     = "The emergency door is closed."
Examine     = "
A metal door which is meant to keep the flames inside."
EndObject         = Edoor2

Object        = MDoor1
Name	= "door"
Location	= IN_ROOM:smallhall@townhall
OFlags		= Openable, NoGet
Linked      = Mdoor2
State       = 1
Maxstate    = 1
Desc0     = "The door to the Mayor's office is open."
Desc1     = "The north door is closed."
Examine     = "
The sign on the door says: DO NOT DISTURB."
EndObject         = Mdoor1

Object        = Mdoor2
Name	= "door"
Location	= IN_ROOM:MayorOff@townhall
OFlags		= Openable, NoGet
Linked      = mdoor1
State       = 1
Maxstate    = 1
Desc0     = "The door leading out of this room is open."
Desc1     = "The door to the south is closed."
Examine     = "
A door is a door is a door."
EndObject         = Mdoor2

Object        = gdoor1
Name	= "door"
Location	= IN_ROOM:storageroom@townhall
OFlags		= Openable, Lockable, NoGet
Linked      = gdoor2
State       = 2
Maxstate    = 2
Desc0     = "The door that leads to the yard is opened."
Desc1     = "The door to the north is closed."
Desc2     = "The door to the north is locked."
Examine     = "
A door that leads outside."
EndObject         = gdoor1

Object        = gdoor2
Name	= "door"
Location	= IN_ROOM:Garden@townhall
OFlags		= Openable, Lockable, NoGet
Linked      = gdoor1
State       = 2
Maxstate    = 2
Desc0     = "The door leading inside is open."
Desc1     = "The door leading inside is closed."
Desc2     = "The door leading inside is locked."
Examine     = "
A door that leads back into the townhall."
EndObject         = gdoor2

Object        = Window
Name	= "window"
Location	= IN_ROOM:infodesk@townhall
Linked      = window2
OFlags		= Openable, NoGet
State       = 1
Maxstate    = 1
Desc0     = "The window has been broken open."
Desc1     = "The window is closed.. as usual."
Examine     = "
Hmm.. strange the window is not locked."
EndObject         = Window

Object        = Window2
Name	= "window"
Location	= IN_ROOM:behinddesk@townhall
Linked      = Window
OFlags		= Openable, NoGet
State       = 1
Maxstate    = 1
Desc0     = "The window has been broken open."
Desc1     = "The window is closed."
Examine     = "
This window is made by some kind of transparent material. You believe it is
called glass."
EndObject         = Window2


Object        = register
Location	= IN_ROOM:behinddesk@townhall
OFlags		= GetFlips, Container
BaseValue      = 10
Size        = 20
Weight      = 10
State       = 1
Maxstate    = 0
Desc0     = "A cash register stands here."
Examine     = "
The cash register has no lock."
EndObject         = register

Object        = coins
Name	= "coins"
Altname	= "money"

Location	= IN_CONTAINER:register@townhall
BaseValue      = 10
Size        = 20
Weight      = 10
Examine     = "
Just a few coins, nothing to get excited about."
Desc0     = "Some coins lie here."
EndObject         = coins

Object        = Calendar
OFlags		= NoGet
Location	= IN_ROOM:toilet@townhall
Examine     = "
            &+BB&+Gi&+Cr&+Yt&+Wh&+Yd&+Ma&+Ry&+rs&*:
&+g=&+G======================================&+g=
&+W28 october: &+GMarty
&+r=&+R======================================&+r=
If you want your birthday added please 
mail &+WMarty&*"
EndObject         = Calendar

Object        = ToiletPaper
Name	= "Paper"
OFlags		= GetFlips
Location	= IN_ROOM:Toilet@townhall
State       = 1
Maxstate    = 0
BaseValue      = 100
Size        = 30
Weight      = 10
Desc0     = "Someone has dropped a roll of toilet paper here."
Desc1     = "A loose roll of toilet paper stands on top of the pile." 
Examine     = "
You test the softness and strength of the toilet paper and can only draw
one conclusion: it is Top Quality!!"
EndObject         = ToiletPaper

Object        = Gate
OFlags		= NoGet
Location	= IN_ROOM:bpath1@townhall
Desc0     = "The gate in the fence is closed shut."
Examine     = "
It is closed by a HUGE lock."
EndObject         = Gate

Object        = Lock
OFlags		= NoGet
Location	= IN_ROOM:bpath1@townhall
Examine     = "
The lock is rusted, there's no key that would fit anymore."
EndObject         = Lock

Object        = Key
Name	= "key"
OFlags		= key
Location	= IN_CONTAINER:cabinet@townhall
BaseValue      = 100
Size        = 10
Weight      = 8
State       = 1
Maxstate    = 0
Desc0     = "A key has been left here."
Desc1     = "In the corner of the cabinet you can see a key."
Examine     = "
It's an old key, which probably hasn't been used very often."
EndObject         = Key

Object        = AntiRust
Name	= "bottle"
Location	= IN_CONTAINER:cabinet@townhall
BaseValue      = 10
Size        = 15
Desc0     = "You can see a bottle of antirust."
Examine     = "
Anti Rust solution:

Just sprinkle some of this on a rusted object to make it shine again."
EndObject         = AntiRust

Object        = cabinet
Name	= "cabinet"
Altname	= "door"
Location	= IN_ROOM:storageroom@townhall
OFlags		= Container, Openable, NoGet
State       = 1
Maxstate    = 1
Desc0     = "The cabinet is opened."
Desc1     = "The cabinet is closed."
Examine     = "
Your standard storage cabinet."
EndObject         = cabinet

Object        = sign
Location	= IN_ROOM:bgarden@townhall
OFlags		= NoGet
Desc0     = "A big &+WIMPORTANT&* sign stands here."
Examine     = "
The sign says:

This area is under development, and this part isnt quite finished yet. Sorry
for that ;-)"
EndObject         = sign

Object        = glittering
Name	= "diamond"
Altname	= "glittering"

Location	= IN_ROOM:uwater1@townhall
OFlags		= GetFlips
BaseValue      = 50
Size        = 10
Weight      = 10
State       = 1
Maxstate    = 0
Desc0     = "A small diamond has been dropped here."
Desc1     = "You can see a faint glittering on the ground."
Examine     = "
Wow, nice diamond!"
EndObject         = glittering

 
Location	= "Entrance"
South		= yard@village
Up		= smallhall@townhall
West		= infodesk@townhall
North		= toilet@townhall
Trap		= all
@
   switch(event) {
   case E_ONMOVE:
     if (plev(param_s.plx) > 8 && plev(param_s.plx) < LVL_APPREN && 
         ploc(param_s.plx) == LOC_TOWNHALL_ENTRANCE && 
         param_s.misc == LOC_TOWNHALL_SMALLHALL)
     {  bprintf("The policeman shouts: &+C'Hey you there! You are under arrest!\nYou just tried to pass a"
                " no advanced players line. For that you go to jail!'\n");
        send_msg(ploc(param_s.plx), MODE_COLOR, pvis(param_s.plx), LVL_MAX, param_s.plx, NOBODY,
                "The policeman picks %s up and throws %s in jail for trespassing.\n",
                 pname(param_s.plx), him_or_her(param_s.plx));
        setploc(param_s.plx, LOC_TOWNHALL_PRISON);
        lookin(ploc(param_s.plx),0);
        param_s.ret = 0;
     } 
     break;
  default: break;
  }
@
EndTrap
LFlags		= Outdoors, NoMobiles
Title		= "&+WThe entrance of the Town hall&*"
Desc		= ^
   You are standing in the entrance room of the town hall. This room is used
as a waiting room for everyone who wants information or identification 
papers. To the west is the public service and information desk. A stairway 
guarded by a huge policeman leads up to the conference rooms and private 
rooms of higher placed civil servants. To the north an exit leads into a 
toilet room.
^
EndLocation	= "Entrance"


Location	= "smallhall"
Down		= Entrance@townhall
East		= room1@townhall
North		= ^mdoor1@townhall
West		= smallhall2@townhall
Title		= "&+WSecond floor hall&*"
Desc		= ^
   You are on the second floor of the town hall. Here is the real important 
descisions about local affairs are made. To the east the you can see the main
conference hall. A stairway leads down into the waiting room.
^
EndLocation	= "smallhall"


Location	= "room1"
West		= smallhall@townhall
Title		= "&+WThe Conference room&*"
Desc		= ^
   You are standing in the great conference hall of this town. Most of the 
space in this room is taken up by a large round table. It looks like there
had been a meeting not long ago. The table is still filled with useless 
papers and empty coffee cups.
^
EndLocation	= "room1"


Location	= "infodesk"
East		= Entrance@townhall
West		= ^window@townhall
Title		= "&+WBefore the information desk&*"
Desc		= ^
   You make your way towards the information desk only to be confronted with a
window without a clerk on the other side. You can't help but wonder and ask 
yourself if this desk ever opens. Ah whats the use, when it is open the clerk
probably can't help you anyways.
^
EndLocation	= "infodesk"


Location	= "behinddesk"
East		= ^window2@townhall
North		= storageroom@townhall
Title		= "&+WBehind the info desk&*"
Desc		= ^
   You make your way through the window and enter the domain of the civil
servants. All you can see is a lot of desks and a lot of paperwork. In the
top right corner you can see a small cash register and some kind of machine.
^
EndLocation	= "behinddesk"


Location	= "storageroom"
South		= behinddesk@townhall
North		= ^gdoor1@townhall
Title		= "&+WThe storage room&*"
Desc		= ^
   This is the archive and storage room of the town hall. All record of all
people are stored here in big file cabinets which take up more than half of
the room. A big cabinet covers most of the west wall. A pile of old boxes 
are stacked in a corner. The labels says: "Deceased persons".
^
EndLocation	= "storageroom"


Location	= "garden"
North		= bgarden@townhall
West		= gyard@townhall
South		= ^gdoor2@townhall
LFlags		= Outdoors
Title		= "&+WGarden&*"
Desc		= ^
  You are in the front part of the garden. Most of this part is covered by
a great green lawn. Here and there are small ponds which break the lawn side
and give it a japanese garden look. The lawn is surrounded by lushes flower
beds. A smal path marked with lava rock lead to the back part of the garden. 
^
EndLocation	= "garden"


Location	= "bgarden"
South		= garden@townhall
West		= ongrass@townhall
LFlags		= Outdoors
Title		= "&+WGarden&*"
Desc		= ^
   The back garden is filled with old trees. The ground under the trees is
mostly covered by a thick green moss layer. You can see some deers and other
small animals further down into the forest. It is impossible for you to 
penetrate the forest any further though.
^
EndLocation	= "bgarden"


Location	= "ongrass"
East		= bgarden@townhall
South		= gyard@townhall
North		= water@townhall
LFlags		= Outdoors
Title		= "&+WOn the lawn&*"
Desc		= ^
   You walk across the lawn and stop at a large pond in the northwest corner
of the garden. You look in the water and see some fishes and your own 
reflection. Boy, its time you took a bath. To the east you can enter the back
part of the garden. To the south you can see a small yard.
^
EndLocation	= "ongrass"


Location	= "gyard"
East		= garden@townhall
North		= ongrass@townhall
Title		= "&+WThe garden yard&*"
Desc		= ^
   You are on the garden yard. To the south a large iron fence seperates the
garden from a small yard on the side of the town hall. You can see a fire
escape that leads from the building to the yard. The gate is locked and rusted
shut. No way someone will get that one open.
^
EndLocation	= "gyard"


Location	= "Toilet"
South		= Entrance@townhall
Title		= "&+WThe toilet&*"
Desc		= ^
   Wow! Now this is a bathroom! It is spacey and has a great window with a
few over the great forest that lies to the north of the town. Off course 
there is a calendar on the wall and an enourmous amount of silky soft toilet
paper. The door is decorated with a painting of a climbing plant, which 
continues on the ceiling. The lamp is decorated in such a way that it looks
like a sun that shines through the leaves of the climbing plant.
^
EndLocation	= "Toilet"


Location	= "MayorOff"
South		= ^Mdoor2@townhall
Title		= "&+WThe Mayor's office&*"
Desc		= ^
   This is the mayor office. It's quite spacey and there is a small
corner reserved for the secretary. The western wall is covered with an
impressive looking bookcase filled with books. The Mayor's desk is situated
on the east side of the room near a big window. There is a pile of papers on
the left side of the desk. There is only one exit which leads back to the
hall.
^
EndLocation	= "MayorOff"


Location	= "Smallhall2"
East		= smallhall@townhall
West		= ^edoor1@townhall
Title		= "&+WThe second floor hall&*"
Desc		= ^
   You enter a side passage of the main hall. The walls are covered with
paintings of old mayors and heros. Some of them are so old that they start
to fade and lose color. To the east an exit leads back to the main hall. A
emergency door to the west leads to the back yard of the townhall.
^
EndLocation	= "Smallhall2"


Location	= "Firestairs"
East		= ^edoor2@townhall
Down		= bpath1@townhall
LFlags		= OutDoors
Title		= "&+WThe fire stairs&*"
Desc		= ^
   You are standing on top of the fire stairs. A metal door to the east
allows you to enter the the second floor of the Town Hall.
^
EndLocation	= "Firestairs"


Location	= "bpath1"
Up		= Firestairs@townhall
West		= bpath2@townhall
South		= yard@village
LFlags		= Outdoors
Title		= "&+WA small yard&*"
Desc		= ^
   You are standing on a small yard that is situated between the town hall 
and a small cottage. There is only one path which leads to the west into the
forest behind the Town Hall. A gate seperates this yard from the Town hall
backyard.
^
EndLocation	= "bpath1"


Location	= "bpath2"
East		= bpath1@townhall
North		= bpath3@townhall
LFlags		= Outdoors
Title		= "&+WSmall path&*"
Desc		= ^
   You are walking on a small path that leads into the forest to the north 
and to a yard to the west. The path clearly isn't used very often. Some
trees and plants have overgrown parts of the path. The path seems to be
following a high fence.
^
EndLocation	= "bpath2"


Location	= "Bpath3"
South		= bpath2@townhall
North		= bpath4@townhall
LFlags		= Outdoors
Title		= "&+WIn the forest&*"
Desc		= ^
   You're in a beautiful forest that surrounds you completely. The birds 
twitter like crazy. On the right hand side a fence dissapears into the 
forest.
^
EndLocation	= "Bpath3"


Location	= "Bpath4"
South		= bpath3@townhall
North		= bpath5@townhall
LFlags		= Outdoors
Title		= "&+WIn the forest&*"
Desc		= ^
   You're in a beautiful forest that surrounds you completely. To the north 
the path leads up a small hill.
^
EndLocation	= "Bpath4"


Location	= "Bpath5"
South		= bpath4@townhall
North		= bpath6@townhall
West		= deer1@townhall
LFlags		= Outdoors
Title		= "&+WIn the forest&*"
Desc		= ^
   You're in a beautiful forest that surrounds you completely. A small deer
trail leads further into the forest.
^
EndLocation	= "Bpath5"


Location	= "bpath6"
South		= bpath5@townhall
LFlags		= Outdoors
Title		= "&+WOn top of the hill&*"
Desc		= ^
   You are on top of the hill and you can see the forest clearing further to
the north. There seems to be some kind of lake there.
^
EndLocation	= "bpath6"


Location	= "deer1"
West		= deer2@townhall
East		= bpath5@townhall
LFlags		= Outdoors
Title		= "&+WFollowing the deer trail&*"
Desc		= ^
   You try and follow the deer trail but you soon find that you are getting
lost in the dense forest. Going any further would mean a sure death.
^
EndLocation	= "deer1"


Location	= "deer2"
West		= deer1@townhall
East		= deer3@townhall
North		= rock@townhall
LFlags		= Outdoors
Title		= "&+WLost in the forest&*"
Desc		= ^
   You follow the path further into the forest. All this work to get past the
thick bushes and plants makes you a bit dizzy and you feel a bit disoreintated.
It feels like west is east, this must be a first timer for you. You make your
way further into the forest in th hope you can find something of use. After a
little while you can see a rock surface to the north.
^
EndLocation	= "deer2"


Location	= "rock"
South		= deer2@townhall
Title		= "&+WNear the rock&*"
Desc		= ^
   You make your way towards the cave to find a big cave entrance to the north.
The trees almost block all the sunlight making it impossible to see how late it
is. You can see some small faded drawings on the side of the cave. This must be
the archeological find of the year!
^
EndLocation	= "rock"




Location	= "deer3"
East		= deer2@townhall
LFlags		= Death
Title		= "&+WLost in the forest&*"
Desc		= ^
   You had to try it didnt you? Well now you've done it: you are completely
lost....
You start to get hungry, so you eat some berries. Unfortunatly they are 
poisiness and soon after you ate them you die... Better luck next time
^
EndLocation	= "deer3"


Location	= "Prison"
Up		= Entrance@townhall
LFlags		= SoundProof, NoSummon, NoQuit
Title		= "&+WPrison&*"
Desc		= ^
   The state prison, max security block. Try to get your way out of this one!
The only way to get out of this one is not being found guilty by the gods of
this mud, so just sit back and await your sentence.
^
EndLocation	= "Prison"


Location	= "Prison2"
Up		= entrance@townhall
Title		= "&+WThe prison&*"
Desc		= ^
   You are in the low security block of the prison. there is only one exit,
up towards the waiting hall.
^
EndLocation	= "Prison2"


Location	= "water"
South		= ongrass@townhall
LFlags		= Outdoors, NoMobiles
Title		= "&+WIn the pond&*"
Desc		= ^
   You take a dive and enter the water. Gosh it feels good to swim in this 
water. Also your clothes will get washed again which didnt happen in a long
time. You take your time to relax and just have a good time with water untill
your eye catches a glittering in the water. You examine it closer and find 
that there is some kind of object in the water.
^
EndLocation	= "water"


Location	= "uwater1"
Up		= water@townhall
LFlags		= Underwater
Title		= "&+WUnderwater&*"
Desc		= ^
   You hold your breath and take a dive underwater. It is extremely clear here
and the sun helps you orientate underwater. You can see a glittering on the
bottom of the lake.
^
EndLocation	= "uwater1"