/************************************************************************* * 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"