/*

filename    ratswarf
password    release
changedby   Darg
EmailAdd    Mark Pringle darg@valhalla.com
request     compile
version     12
END HEADER*/

#include

#define M_RAT2_GIANT(GENDER) \
  race RACE_RAT \
  level 5 \
  sex GENDER \
  height 125 \
  weight 330 \
  NATURAL_DEF(WPN_BITE, ARM_HLEATHER) \
  alignment -750 /* Neutral evil */ \
  MSET_ABILITY(20,25,15,20,10,10,0,0) \
  MSET_WEAPON(10,10,10,10,20,5)      \
  MSET_SPELL(5,0,0,0,0,5,5,5,5,5,5) /* Perhaps add a BITE_DISEASE */


%zone ratswarf
title "Ratswarf"
lifespan 20
reset RESET_ANYHOW

creators {"mercutio","telegrim"}

notes "This is an evil town, and dungeon which is actually a petrified dragon
for levels 4 to about 7."


%rooms

/*player home*/
la_room1
title "The Cottage"
descr
"The inside of the cottage is cheery and warmly lit by a small hearth.
There is the pungent aroma of different incense all through the room.
There is a small oak table with three chair around it and a small bed
with big fluffy pillows and an equally fluffy comforter. There is a
small cabinet against the south wall. The floor is of polished oak
and has a large black bear fur covring most of it.
You see a small table that would be just right to put somthing on.
A very comfortable looking bed predominates the south west corner.
A cabinet with a little door that looks as if it yearns to hold somthing rests
against the south wall."
south to kingroad3 open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
key monkey_key keyword {"door"} descr
"There is a locked door in this direction.&n";
end


/*----------------------------------RATSWARF-------------------------*/


        kingroad1

names {"kings road"}
title "Kings Road"
descr
" Here begins the Road commissioned by King Welmar.  It runs east,
straight as an arrow.  To the west is the turning point near Midgaard."
west to turning_point;
east to kingroad2;
end

                             out_egate

names {"outside", "east gate"}
title "Outside the East Gate of Midgaard"
descr
"   You are by a high city wall.  To your west, two small towers have been
built into the wall and connected with a footbridge across a heavy wooden
gate."
movement SECT_CITY
east to turning_point;
west to rn_013@midgaard;
extra {"bridge","footbridge"}
"It is too high up to reach but it looks as if one easily could walk across it
from one tower to the other."
extra {"gate"}
"It is a set of very big double doors made from hard wood, that has been
reinforced with large iron bands to make it even more sturdy.  One of the
doors is equipped with a very big lock."
extra {"tower","towers"}
"Both of the towers are built from large grey rocks that have been fastened to
each other with some kind of mortar, just like the city wall."
extra {"wall"}
"It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb."
ALWAYS_LIGHT
end

   turning_point

names {"crossroads"}
title "The Cross Road"
descr
"   All roads lead to Midgaard, they say, well, until the Great Dragon
toasted it.  Now, most roads lead to Midgaard II and a few of them are here,
leading in all directions. The city is to the west."
movement SECT_HILLS
west to out_egate;
east to kingroad1;
end




        kingroad2

names {"kings road"}
title "Kings Road"
descr
" You continue along Kings Road, realizing this highway is a military
tool, just as much as a sword or stroomtrooper.  By connecting his provices
with this fine road, the King insures his armies can reach and squash and
insurrection that arises."
west to kingroad1;
east to kingroad3;
end


        kingroad3

names {"kings road"}
title "Kings Road"
descr
" This well-made road of packed earth continues east and west for
miles on end, a symbol of King Welmar's rule. A small comfortable
cottage with a straw roof is just north of here."
west to kingroad2;
east to kingroad4;
north to la_room1 open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
key monkey_key@houses keyword{"door"} descr "There is a door here.&n";
dilbegin no_magic();
code
{
 :start:
 wait(SFB_CMD, ((command("cast")) and ("door" in argument)));
 act("You are not allowed to cast magic on the door.", A_ALWAYS, activator,
   null, null, TO_CHAR);
 block;
 goto start;
}
dilend

end


        kingroad4

names {"kings road"}
title "Kings Road"
descr
" The road leads to a small town by a river to the east. Rocky hills
boarder the road to the north and south.  Atop the hills, figures watch you."
movement SECT_CITY
north to elf_camp;
west to kingroad3;
east to kingstreet1;
south to hob_camp;
end



   elf_camp

names {"elf camp"}
title "Elf Camp atop a Hill"
descr
" You climb to the highest hill and find tents and equipment set up in
an orderily fashion.  A small campfire burns in the center, ringed by stones."
movement SECT_HILLS
north to darkwood;
south to kingroad4;
end


        darkwood

names {"darkwood"}
title "Darkwood"
descr
" You are in a dark and foreboding forest.  The trees seem to reach out
to scratch your face.  The terrain turns to rocky hills to the south."
movement SECT_FOREST
/* Elfhill is gone, Papi: north to enter@elfhill; */
south to elf_camp;
end


        hob_camp

names {"hobgoblin camp"}
title "Hobgoblin Encampment on a Hilltop"
descr
" After a strenuous hike you arrive to a messy emcampment.  Equipment and
bedrolls are strewn about and a large bonfire burns foul foodstuffs in the
center.  To the north you can oversee Kings Road.  To the south a narrow
pass extends through snow capped mountains."
movement SECT_HILLS
north to kingroad4;
south to mnt_pass;
end


        mnt_pass

names {"mountain pass"}
title "Mountain Pass"
descr
" Movement is slow through this trecherous path between the mountains.
High above, small feaures line the mountain walls in what might be caves.  You
notice an almost hidden passage up towards the caves.  To the north the land
becomes hilly, while to the east it softens. "
movement SECT_MOUNTAIN
north to hob_camp;
east to valley_enter;
up to trail@hobgob descr
"You see a grassy passage up.";
end


        kingstreet1

names {"kings street"}
title "Kings Street"
descr
" Welcome to Ratswharf, a rough port town that grew around where the
Kings Road touches the river.  A collection of hovels stand before you,
scattered in a pattern as lawless as its inhabitants. "
movement SECT_CITY
north to shack1;
west to kingroad4;
east to kingstreet2;
south to grime_bar;
end


        shack1

names {"a decrepit shack"}
title "An Old Shack"
descr
" You are in an old decrepit shack.  Bits of the sky show through the
roof and ratholes abound elsewhere.  A ragged curtain covers the doorway
south to Kings Street."
flags {UNIT_FL_INDOORS}
movement SECT_INSIDE
south to kingstreet1;
end


        grime_bar

names {"low dive"}
title "The Brazen Strumpet"
descr
" You are in a rowdy bar.  Roaches and ruffians ignore your entrance
alike. A worn barcounter lies behind splintered stools and tables."
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER}
movement SECT_INSIDE
north to kingstreet1;
end


        kingstreet2

names {"kings street"}
title "Kings Street"
descr
" You are on Ratswharf's main street and although traffic continues east
and west to Kings Road, to the south can be seen a bustle of activity: the
Slave Market.  A small shrine ardorned with a skull is to the north."
movement SECT_CITY
north to evil_shrine;
west to kingstreet1;
east to kingstreet3;
south to slave_market;
end


        evil_shrine

names {"a shrine"}
title "Evil Shrine"
descr
" Icons of foul deeds and wanton vices adorn the walls.  Malice eminates
from a blood stained altar set against the north wall."
extra {"altar"}
"Sacrificial daggers and dark red bowls lie atop this marble slab."
movement SECT_INSIDE
down to snake_pit open {EX_OPEN_CLOSE,EX_CLOSED} keyword {"altar","slab"};
south to kingstreet2;
end


        snake_pit

names {"too dark to tell"}
title "Snake Pit"
descr
" You are in a poorly lit aclove beneath the alter.  Darkness and
something else slither out to meet you."
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER}
light -1
movement SECT_INSIDE
up to evil_shrine open {EX_OPEN_CLOSE,EX_CLOSED} keyword {"altar", "slab"};
end


        kingstreet3

names {"kings street"}
title "Kings Street"
descr
" You are on the wide road in this city of averice.  A sign to the north
reads 'General Store'.  To the south is a hovel."
movement SECT_CITY
north to gen_store;
west to kingstreet2;
east to kingroad5;
south to shack2;
end


        gen_store

names {"general store"}
title "Ratswharf General Store"
descr
" This rude estabilishment sells all manner of food and equipment. Rats
and roaches hide beneath sacks of floor, while rusty weapons and armors
sit in open barrels.  To the south can be heard the busy Kings Street."
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER}
movement SECT_INSIDE
south to kingstreet3;
end


        shack2

names {"a weatherbeaten shack"}
title "Weatherbeaten Shack"
descr
" The huge rent in the south south wall affords the occupants a rather
nice view of a swift river and a small pier.  It also brings a chill
draft."
flags {UNIT_FL_INDOORS}
movement SECT_INSIDE
north to kingstreet3;
end


        kingroad5

names {"kings road"}
title "Kings Road"
descr
"  To the west it the road passes through the small town of Ratswharf."
movement SECT_CITY
west to kingstreet3;
end


        slave_market

names {"slave market"}
title "Slave Market"
descr
" You enter a bustling square amid the ramshackle houses of Ratswharf.
A raised platform is in the center where chained slaves are sold to the
highest bidder.  To the west is a small tower of stone.  To the north is
Kings Street and the south leads to an old port."
movement SECT_CITY
north to kingstreet2;
west to slaver_tower;
south to port;
end


        slaver_tower

names {"slavers tower"}
title "Ground Floor of the Slavers Tower"
descr
" You are in the ground floor of a mean and dirty tower.  This appears to
be the nexus of the slave trade in Ratswharf, for cries from poor souls come
from beneath an iron grate in the floor.  A wooden ladder also leads up."
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER}
movement SECT_INSIDE
up to apartment;
east to slave_market;
down to slave_pen open {EX_OPEN_CLOSE,EX_CLOSED,EX_LOCKED}
key skull_key keyword {"iron grate","grate"};
end


        slave_pen

names {"slave pen"}
title "Slave Pen"
descr
" Straw is scattered about the hard stone floors of this chamber.  The
sense of filth is compounded by the smell of urine.  The only light is that
which trickles from above."
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER}
light -1
movement SECT_INSIDE
up to slaver_tower open {EX_OPEN_CLOSE,EX_CLOSED,EX_LOCKED}
key skull_key keyword {"iron grate","grate"};
end


        apartment

names {"apartment"}
title "Luxurious Apartment"
descr
" Fine furniture surrounds a large bed in a manner not typical in
Ratswharf.  From the window, of glass no less, can be seen the Slave Market.
There is a funny looking fixture on the ceiling."
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER}
movement SECT_INSIDE
down to slaver_tower;
end


        port

names {"old port"}
title "Ratswharf Port"
descr
" Sacks of rotting leather and pilaged crates line this rickety pier.
Old ropes and lie on weather beaten planks here.  A breeze comes from the
river to the south, to the north is the busy Slave Market."
movement SECT_CITY
north to slave_market;
south to stream3;
end

  stream1
title "On a Wide Stream"
descr
"   You are floating on a wide stream that flows to the west through
the countryside. The water is quite wide and deep here, as if having
emerged from an underground source."
west to stream2;
movement SECT_WATER_SAIL
end


  stream2

title "On a Widening Stream"
descr
"   You are floating on a stream flowing slowly to the west through
the peaceful countryside. To the north and south, large, well-tilled
fields stretch out, indicating a prospering country cultured by hard-
working farmers. Further to the east, the country rises to form a
mountain range. The stream seems to be growing wider and seems quite deep and
cold, as if having emerged from a deep underground source somewhere upstream
to the east."
east to stream1;
west to stream3;

movement SECT_WATER_SAIL
end


        stream3

names {"stream"}
title "The Deep Stream"
descr
" You are on a calm stream.  To the north, a muddy bank gives way to the
rotting planks of a dock on a small port. The water flows from the east to
the west."
movement SECT_WATER_SAIL
north to port;
east to stream2;
west to stream4;
end

   stream4
names {"stream"}
title "The Deep Stream"
descr
"     You are floating on a deep but calm stream, flowing from the west past
the small port town of Ratswarf. The water flows around a large old tree as
it turns into the dark woods."
movement SECT_WATER_SAIL
east to stream3;
end



/*---------------------------------ANCALADOR---------------------------*/

        valley_enter

names {"valley entrance"}
title "Valley Entrance"
descr
" A verdant valley streches before you to the east.  To the west, a
narrow pass winds through snow capped mountains."
movement SECT_MOUNTAIN
west to mnt_pass;
east to valley;
end


        valley


names {"wild valley"}
title "Wild Valley"
descr
" You move slowly through the green vines and thick undergrowth that
cover the valley floor.  It would appear not many have come here in ages.
To the east, the land rises to leave the valley.  To the west the vegitation
clears to give way to a strange uprising of stone."
movement SECT_MOUNTAIN
west to valley_enter;
east to before_dragon;
end


        before_dragon

names {"before dragon"}
title "Before the Dragon"
descr
" You stand before the Dragon Ancalador.  You can still make out its
petrified form despite the earth that has filled in the cervices between its
limbs and the huge oaks, dwarfed by the dragon itself, which have grown
therein.  A vague evil eminates from the stone that once terrorized nations.
The oak trees seem to be watching you."
extra {"dragon"}
"You peer down the stone dragons's mouth, frozen in snarl, and see only
darkness."
movement SECT_MOUNTAIN
/* must 'enter dragon' to goto dragon_mouth */
west to valley;
end


        dragon_mouth

names {"dragon mouth","dragon","the dragon","ancalagor"}
title "In the Dragon's Mouth"
descr
" Rows of stone teeth as large as a troll line the walls here.  A tongue
of pitted stone leads east, behind a stone molars as large as an iron shields."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
in before_dragon    /* you must 'enter dragon' from before_dragon to enter */
east to stone_tonsil;
end

   stone_tonsil

names {"stone tonsils"}
title "By Stone Tonsils"
descr
" You are in the back of the dragon's mouth.  The throat continues down
and something oozes from petrified sinouses above."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to dragon_mouth;
down to throat1;
end

   throat1

names {"stone throat"}
title "Throat of Stone"
descr
" The floor is uneven, with the middle of the passage of lower than the
sides, which rise up to meet the walls.  The whole passage is slightly graded,
moving east and downward."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
up to stone_tonsil;
down to throat2;
end

   throat2

names {"dragon's throat"}
title "Further Down the Dragon's Throat"
descr
" The tunnel begins to lose its steepness and mearly runs eastward now.
The shapes of what might be petrified muscles line the walls."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
up to throat1;
east to junct;
end

   junct

names {"junction"}
title "Junction"
descr
" You are in a four way junction.  The dragon's throat continues east and
west, but by squeezing under stone flaps you can make out tunnels leading north
and south."
bright -1


flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to throat2;
north to tunnel1;
south to tunnel2;
east to tunnel3;
end

   tunnel1

names {"stone tunnel"}
title "Stone Tunnel"
descr
" This circular passage of stone gradually curves up to a place of great
light and heat."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
up to right_lung;
south to junct;
end

   right_lung

names {"dragon lung"}
title "Dragon Lung"
descr
" Ancient fires burns here, awaiting the rebirth of their master."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
down to tunnel1;
end



        dragon_heart

names {"dragon heart"}
title "Heart of the Dragon"
descr
" Runes which glow with a blue light are carved into the stone walls of
Ancalagor's heart chamber.  Their magical purity counters his evil and makes
for a holy balance that is Neutrality.  It seems some music lover has set up
residence here, judging by all the instruments and sheet music floating here."
flags {UNIT_FL_SACRED}
flags {UNIT_FL_INDOORS,UNIT_FL_NO_WEATHER,UNIT_FL_PRIVATE}
movement SECT_INSIDE
north to tunnel3;
down to cth_sanctum@midgaard;
end


   tunnel2

names {"stone tunnel"}
title "Stone Tunnel"
descr
" This stone passage is lit by a great light and friece heat from its far
end, which lies above."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
up to left_lung;
north to junct;
end


   left_lung

names {"dragon lung"}
title "Dragon Lung"
descr
" The nuclear fires that empower a dragon with its frightful breath are
here, though since they have been smouldering for so long, they mearly scorch
you and make you rue the choice wearing of metal armor."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
down to tunnel2;
end

   tunnel3

names {"stone tunnel"}
title "Stone Tunnel"
descr
" The dragon's throat continues east and west on a path which neither rises nor falls.  On the south wall, to the dragon's left, a warmth can be felt, followed by a feeling of pure evil."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to junct;
east to stomache;
end


   stomache

names {"dragon stomache"}
title "Ancalagor's Stomache"
descr
" The dragon's throat ends to reveal a huge cavern lit from below by
erie and diffuse lights of yellow and green.  Even more amazingly, a wooden
bridge spans the the stalagtite-roofed cavern!  A steep grade leads down to the
cavern floor safely enough and the bridge leads east."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_MOB}
movement SECT_INSIDE
east to bridge1;
down to acid_forest4;
west to tunnel3;
end

   bridge1

names {"wooden bridge"}
title "Wooden Bridge"
descr
" You cannot imagine who would want to build a bridge in this fantasitic
cavern.  Large stalamites sit and rise up while the erie lights seem to move
in the mists below.  The bridge continues to the east. You could of course
try to go down onto the stalagmites, but that would probably be pure suicide!"
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to stomache;
east to bridge2;
down to impale;
end


   bridge2

names {"wooden bridge"}
title "Wooden Bridge"
descr
" You are in the middle of this wooden bridge. Large stalamites arise
all around you and the erie lights continue to dance in the mists below.
The bridge continues to the east.  You could of course
try to go down onto the stalagmites, but that would probably be pure suicide!"
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to bridge1;
east to bridge3;
down to impale;
end


   bridge3

names {"wooden bridge"}
title "Wooden Bridge"
descr
" The wood here, as in the rest of the bridge is old and acid eaten.
The deadly stalamites jut up from below and more of the green and yellow light
can be seen to move in the mists below.  The bridge ends at a small plateau to
the east. You could of course try to go down onto the stalagmites, but that
would probably be pure suicide!"
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to bridge2;
east to stomache_end;
down to impale;
end

   impale

names {"sharp stalagmite"}
title "Stalagmite"
descr
"   You take the plunge and find yourself impaled upon a rainbow hued
stalagmite.  THAT REALLY HURT.  Your lifeblood seeps from you as you thrash
your limbs ineffectually to pry your self off.  Things become dark..."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_MOB}
movement SECT_INSIDE
special SFUN_DEATH_ROOM time WAIT_SEC*20 "50"
end

   acid_forest1

names {"acid forest"}
title "Acid Forest"
descr
" Sharp stalamites reach up wards, created by the mineral ichors
dripping off stalagtites far above.  Pools of acid fill every crevice on the
craggy cavern floor.  The cavern continues to the south and east."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to acid_forest4;
east to acid_forest2;
end


   acid_forest2

names {"acid forest"}
title "Acid Forest"
descr
" The stalagmites here are large and rainbow-hued, like giants jester's
garb.  Puddles of weak stomache acid abound.  The cavern stretches in all
directions but north."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to acid_forest1;
east to acid_forest3;
south to acid_forest5;
end


   acid_forest3

names {"acid forest"}
title "Acid Forest"
descr
" Sharp stalamites reach up wards, created by the mineral ichors
dripping off stalagtites far above.  Pools of acid fill every crevice on the
craggy cavern floor."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to acid_forest2;
south to acid_forest6;
end


   acid_forest4

names {"acid forest"}
title "Acid Forest"
descr
" You stand before an amazing sight.  Wrapped within the mists here on the
cavern floor is a forest of oddly shaped stalamites surrounded everywhere by
puddles of what must be the reminants of the dragons stomache acid."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to acid_forest1;
south to acid_forest7;
east to acid_forest5;
up to stomache;
end


   acid_forest5

names {"acid forest"}
title "Acid Forest"
descr
" You are in the center of the dragons stomache cavern.  A wooden bridge
passes far overhead.  Sharp stalamites poise here to meet those who would drop
from it."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to acid_forest4;
east to acid_forest6;
north to acid_forest2;
south to acid_forest8;
end


   acid_forest6

names {"acid forest"}
title "Acid Forest"
descr
" The stalagmites here are large and rainbow-hued, like giants jester's
garb.  Puddles of weak stomache acid abound.  A steep climb up leads to a
large plateau at the end of the cavern."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_MOB}
movement SECT_INSIDE
west to acid_forest5;
north to acid_forest3;
south to acid_forest9;
up to stomache_end;
end


   acid_forest7

names {"acid forest"}
title "Acid Forest"
descr
" Mists swirl about here, around strange crystal egg shells.  The cavern
continues to the north and to the south."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to acid_forest4;
east to acid_forest8;
end


   acid_forest8

names {"acid forest"}
title "Acid Forest"
descr
" Sharp stalamites reach upwards, created by the mineral ichors
dripping off stalagtites far above.  Pools of acid fill every crevice on the
craggy cavern floor."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to acid_forest7;
east to acid_forest9;
north to acid_forest5;
end


   acid_forest9

names {"acid forest"}
title "Acid Forest"
descr
" The stalagmites here are large and rainbow-hued, like giants jester's
garb.  Puddles of weak stomache acid abound.  The cavern streches to the north
and east. "
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to acid_forest8;
north to acid_forest6;
end

   stomache_end

names {"stomaches end"}
title "End of the Stomache"
descr
" The wooden bridge ends here, onto a large plateau above the cavern
floor. The plateau overlooks the entire forest of acid and stone below. A
small, steep, path leads to it and a tunnel leading east is set in the cavern
wall."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to bridge3;
east to stone_cor;
down to acid_forest6;
end

   stone_cor

names {"stone corridor"}
title "Stone Corridor"
descr
" You are in a circular tunnel of stone.  The walls are irregular and
pocked-marked.  The tunnel contines east and west."
extra {"walls"}
"A small fissure appears to be set in the south wall."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS,UNIT_FL_NO_MOB}
movement SECT_INSIDE
west to stomache_end;
east to sm_int1;
south to pancreas open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"fissure"};
end


   pancreas

names {"pancreas"}
title "The Dragons Pancreas"
descr
" You are in an oddly shaped chamber, what might have been some foul
organ of Ancalagor.  A yellowish light fills the room from nowhere, as if only
by the dragon's will alone.  The feeling of malignant evil is great here."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to stone_cor open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"fissure"};
end

   sm_int1

names {"small intestine"}
title "Small Intestine"
descr
" You enter a featureless tunnel of what must be the beginning of the
dragon's small intestine.  Small piles of human bones and armor bits have been
left here.  The tunnel continues west and to the north a rougher tunnel can be
seen."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to stone_cor;
north to sm_int2;
end


   sm_int2

names {"small intestine"}
title "Small Intestine"
descr
" The tunnel twists to the south and to the east."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to sm_int1;
east to sm_int3;
end


   sm_int3

names {"small intestine"}
title "Small Intestine"
descr
" The smooth tunnel curves to the west and to the south."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to sm_int2;
south to sm_int4;
end


   sm_int4

names {"small intestine"}
title "Small Intestine"
descr
" The blank walls of the tunnel run north and south."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to sm_int3;
south to sm_int5;
end


   sm_int5

names {"small intestine"}
title "Small Intestine"
descr
" The tunnel comes from the north and dips sharply downward here."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to sm_int4;
down to sm_int6;
end


   sm_int6

names {"small intestine"}
title "Small Intestine"
descr
" The featureless tunnel leads up and north."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
up to sm_int5;
north to sm_int7;
end


   sm_int7

names {"small intestine"}
title "Small Intestine"
descr
" Bits of broken equipment from long dead adventurers have been collected
here.  The tunnel runs north and south."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to sm_int6;
north to sm_int8;
end


   sm_int8

names {"small intestine"}
title "Small Intestine"
descr
" The tunnel bends from the south to the east."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to sm_int7;
east to sm_int9;
end


   sm_int9

names {"small intestine"}
title "Small Intestine"
descr
" The blank walls of the tunnel lead west and south."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to sm_int8;
south to sm_int10;
end


   sm_int10

names {"small intestine"}
title "Small Intestine"
descr
" The smooth tunnel contricts to the south of here into a new tunnel."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to lg_int1;
north to sm_int9;
end

   lg_int1

names {"large intestine"}
title "Large Intestine"
descr
" Unlike the the small intestine, the walls here have a nook and cranny
quality about them.  They are quite rough and dust fills many of the spaces."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to sm_int10;
east to lg_int2;
end


   lg_int2

names {"large intestine"}
title "Large Intestine"
descr
" The smell of dust is thick in this section of the tunnel that runs to
the west and to the north."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to lg_int1;
north to lg_int3;
end


   lg_int3

names {"large intestine"}
title "Large Intestine"
descr
" The rough walls of the tunnel scrape your armor and cuts your exposed
skin as you travel north or south."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to lg_int4;
south to lg_int2;
end


   lg_int4

names {"large intestine"}
title "Large Intestine"
descr
" The tunnel drops to the south but you find many handholds among the
nooks and crannies."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
south to lg_int3;
east to lg_int5;
end


   lg_int5

names {"large intestine"}
title "Large Intestine"
descr
" The roughly hewn tunnel constricts to the south."
bright -1
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
west to lg_int4;
south to sphinct;
end


   sphinct

names {"stoney sphincter"}
title "Stoney Sphincter"
descr
" You are in a narrow tunnel, barely able to walk upright without
knocking your head.  A breeze from the south swirls the dust here and you
begin to believe that safety is not far off."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_INSIDE
north to lg_int5;
south to tail;
end

   tail

names {"dragons tail"}
title "Dragon's Tail"
descr
" You have never been so happy to see the light of day!  You are by the
dragon's stone tail, which is covered with green, growing vines and small,
violet flowers.  The birds sing and you can make out a faint path to the west,
leading back around the dragon-hill."
flags {UNIT_FL_NO_MOB}
movement SECT_FOREST
west to before_dragon;
end

%mobiles
/*player mobs*/

                la_mob1
names {"zombie butler"}
title "a Zombie Butler"
descr "A Zombie Butler stands here waiting for his next order."
M_ZOMBIE_AVG
level 4
end


/* ------------------RATSWARF MOBS--------------------------------*/

   bs_necro

names {"necromancer"}
title "the Necromancer"
descr
"A Necromancer of the Bloodstone, creating zombies, is here."
extra {}
"Evil reeks from his dark robes.  His hands are adorned with the long, wicked
nails which are stained with the ichor of embalmers and malignant salves."
M_HUMAN_CLERIC_CLUB(7,SEX_MALE,"cast cause serious wounds","")
alignment -1000
flags {UNIT_FL_NO_TELEPORT}
money 35 IRON_PIECE
end

   pu_zombie

names {"putrid zombie","zombie"}
title "the putrid zombie"
descr
"A putrid zombie is here."
extra {}
"It is a prime example of the undead:  sickly green skin, sunken eyes with a
yellowish tinge, and sharp dirt-encrusted claws."
M_ZOMBIE_AVG
level 5
alignment -800
special SFUN_TEAMWORK "necromancer"
end

   asp

names {"asp","snake"}
title "the deadly Asp"
descr "A poisonous asp slithers here."
M_SNAKE_ASP
level 4
end

   ps_merchant

names {"passing merchant","merchant"}
title "the merchant"
descr
"A passing merchant is here."
extra {}
"This plump old fellow is resting here before he sets of again on his travels."
M_HUMAN_WARRIOR_SWORD (6,SEX_MALE)
alignment -200
money 30 IRON_PIECE
end

   ruffian

names {"ruffian"}
title "the ruffian"
descr
"A rowdy looking ruffian is here."
extra {}
"The roughneck is eyeing you and your possessions."
M_HUMAN_WARRIOR_CLUB (5,SEX_MALE)
alignment -500
money 25 IRON_PIECE
end

   pauper

names {"pauper"}
title "the dirty pauper"
descr
"A tired and dirty pauper is here."
extra {}
"You would look as discontent if this were your lot in life, too."
romflags {CHAR_WIMPY}
M_HUMAN_WARRIOR_NATURAL(5,SEX_MALE)
alignment -100
end

   rabid_rat

names {"rabid rat","rat"}
title "the rabid rat"
descr
"A filthy, rabid rat is thrashing here."
extra {}
"This rather large beast has made its presence known for so long, the town came
to be known by it.  It is foaming at the mouth and coming for you."
M_RAT2_GIANT (SEX_MALE)
level 4
alignment -300
dilcopy aggressive@function(0, -1, 0, 0, 3, 30, 0, "ANY",
                           {"$1n attacks!", ""});
end

   grimey

names {"grimey","cousin"}
title "Grimey"
descr
"Filthy's cousin, Grimey, is here behind the counter."
extra {}
"He is wiping the dirty bar counter with an even filthier rag.  The many years
of living in this tough town have hardened him up, something his cousin in
Midgaard should do."
M_HUMAN_WARRIOR_SWORD(6,SEX_MALE)
alignment -700
money 30 IRON_PIECE
/* he COULD be made into a merchant.... */
end

   slaver

names {"slaver"}
title "the evil Slaver"
descr
"The evil Slaver stands here, striking a swashbuckler's pose."
extra {}
"This breaded pirate-turned-businessman fancies himself a romantic hero of days
of old, when men were men, and the bounty was better.  He tips his feathered
cap at you and sneers."
flags {UNIT_FL_NO_TELEPORT}
M_HUMAN_WARRIOR_SWORD (10,SEX_MALE)
alignment -1000
money 50 IRON_PIECE
dilbegin slaverprg();
var
 num : integer;
code
{
 heartbeat:=PULSE_SEC*20;
 :start:
 exec("wake", self);
 pause;
 exec("emte rubs his bloodshot eyes.", self);
 pause;
 walkto(findroom("slave_market@ratswarf"));
 :market:
 pause;
 num:=rnd(1,100);
 if(num<=30)
   goto bar;
 num:=rnd(1,10);
 if(num<=8)
   goto auct;
 exec("say Move your lazy carcass to where the customers can see you!", self);
 pause;
 exec("slap slave", self);
 pause;
 num:=rnd(1,10);
 if(num<=8)
   goto market;
 else
   goto auct;

 :bar:
 exec("say Not a bad days work.", self);
 pause;
 walkto(findroom("grime_bar@ratswarf"));
 pause;
 exec("grin grimey", self);
 pause;
 exec("say Next round's on me!", self);
 pause;
 walkto(findroom("port@ratswarf"));
 pause;
 :check:
 num:=rnd(1,100);
 if(num<=24)
 {
   exec("say Thems wore the days -hic-.", self);
   pause;
   exec("sigh", self);
   pause;
   walkto(findroom("apartment@ratswarf"));
   pause;
   exec("grin slave", self);
   pause;
   exec("say How about a little kiss, sweetness?", self);
   pause;
   exec("slap slave", self);
   pause;
   exec("say Ungrateful Wench!", self);
   pause;
   exec("sleep", self);
   pause;
   pause;
   goto start;
 }
 num:=rnd(1,10);
 if(num<=8)
 {
   exec("drink barrel", self);
   goto check;
 }
 goto start;

 :auct:
 exec("say I got them selling by the shipload, thanks to you, mate.", self);
 pause;
 exec("grin auctioneer", self);
 pause;
 goto market;
}
dilend
end

   ogre_guard

names {"ogre","market guard"}
title "the slave market guard"
descr
"The slave market guard, a large ogre, is here."
extra {}
"Cruelty is just about the only thing that can penitrate this brute's thick
skull, in fact, he takes joy in it.  He likes to whip the slaves regularly,
just in case they did anything."
M_ORC_WARRIOR_SPECIAL(9,SEX_MALE)
race RACE_OGRE
alignment -1000
money 45 IRON_PIECE
special SFUN_RESCUE "auctioneer/slaver"
special SFUN_TEAMWORK "auctioneer/slaver"
end

   auctioneer

names {"auctioneer"}
title "the slave Auctioneer"
descr
"The slave auctioneer is here."
extra {}
"Though he appears to be a lowlife rogue, his booming voice sometimes betrays
a trace of the learned.  You wonder what drove him to work for the likes of the
Slaver."
M_HUMAN_MAGE_FIRE (8,SEX_MALE,"cast burn")
alignment -750
money 40 IRON_PIECE
special SFUN_COMBAT_MAGIC "cast burn"
dilbegin auctioneerprg();
var
 num   : integer;
code
{
 heartbeat:=PULSE_SEC*60;
 :start:
 exec("say You Sir, tired of lugging that heavy armor by yourself? Buy a slave!", self);
 pause;
 exec("say Who will give me two score gold for this healthy slave?", self);
 pause;
 exec("say Two goblins for the price of one! Hurry, today only!", self);
 pause;
 exec("say Come on, come all, to the lands best Slave Emporium!", self);
 pause;
 goto start;
}
dilend
end


   elf_slave

names {"elven slave","slave"}
title "the beautiful elven slave"
descr
"A beautiful elven slave is here, softly weeping."
extra {}
"Her striking blue eyes are rimmed slightly with red, from all her sorrows."
romflags {CHAR_WIMPY}
M_AVG_ELF(7,SEX_FEMALE)
alignment 200
end

   goblin_slave

names {"goblin slave","slave"}
title "the goblin slave"
descr
"A lowly goblin slave is huddled here."
extra {}
"A victim of raids along the goblin's costal caves, no doubt."
M_AVG_GOBLIN(7,SEX_MALE)
alignment 300
end

   human_slave

names {"human slave","slave"}
title "the human slave"
descr
"A pathetic human slave is here."
extra {}
"This poor soul must have been dragged out of bed, a story often repeated in
these parts."
M_AVG_HUMAN(7,SEX_MALE,RACE_HUMAN)
level 4
alignment 400
end

   one_eye

names {"one-eye","store keeper"}
title "old One-Eye"
descr
"One-Eye, the general store keeper is minding the shop here."
extra {}
"Though he lost one eye in a scrape many years back, no one has bothered him
since--you should see the other guy."
M_HUMAN_WARRIOR_SWORD (10,SEX_MALE)
alignment -500
money 50 IRON_PIECE /*  this could also be a merchant */
end

   elf_commander

names {"elven commander","commander","elf"}
title "the Elven Commander"
descr
"An Elven Commander is arguing here."
extra {}
"He wears the crest of Elf Hill on his armor."
M_ELF_WARRIOR_SWORD (10,SEX_MALE)
alignment -500
money 50 IRON_PIECE
special SFUN_TEAMWORK "captain"
dilbegin commanderprg();
var
 buddy  : unitptr;
code
{
 heartbeat:=PULSE_SEC*60;
 :start:
 pause;
 buddy:=findunit(self, "captain", FIND_UNIT_SURRO, null);
 if(buddy==null)
   goto start;
 secure(buddy, nobuddy);
 exec("say You insolent cretin!", self);
 sendto("cretin", buddy);
 pause;
 exec("slap captain", self);
 sendto("slap", buddy);
 pause;
 exec("say My troops are more than willing to crush pathetic goblinkin.", self);
 sendto("goblin", buddy);
 pause;
 exec("strut", self);
 sendto("strut", buddy);
 pause;
 exec("growl captain", self);
 sendto("growl", buddy);
 pause;
 exec("say Just what are you insinuating?", self);
 sendto("insinuating", buddy);
 pause;
 exec("say Ratswarf will know law under the Elf Lord's rule!", self);
 sendto("rule", buddy);
 pause;
 exec("glare captain", self);
 sendto("glare", buddy);
 pause;
 goto start;

 :nobuddy:
 unsecure(buddy);
 pause;
 goto start;
}
dilend
end



   hob_captain

names {"hobgoblin captain","hobgoblin","captain"}
title "the Hobgoblin Captain"
descr
"A Hobgoblin Captain is arguing here."
extra {}
"The head of the Ancient Dragon is painted on his armor."
M_HOBGOBLIN_WARRIOR_POLE (10,SEX_MALE)
alignment -500
money 50 IRON_PIECE
special SFUN_TEAMWORK "commander"
dilbegin captainprg();
var
 buddy   : unitptr;
code
{
 heartbeat:=PULSE_SEC*30;
 :init:
 buddy:=findunit(self, "commander", FIND_UNIT_SURRO, null);
 if(buddy==null)
   goto start;
 secure(buddy, nobuddy);
 :start:
 wait(SFB_MSG, activator==buddy);
 if(argument=="cretin")
 {
   pause;
   exec("emote rolls up his sleeves.", self);
   goto start;
 }
 else if(argument=="slap")
 {
   pause;
   exec("glare commander", self);
   goto start;
 }
 else if(argument=="goblin")
 {
   pause;
   exec("say My lieges armies will route you faries off da edge of da earth.", self);
   goto start;
 }
 else if(argument=="strut")
 {
   pause;
   exec("point commander", self);
   goto start;
 }
 else if(argument=="growl")
 {
   pause;
   exec("growl commander", self);
   goto start;
 }
 else if(argument=="insinuating")
 {
   pause;
   exec("say In da name of da Dragon Ancalador, I hereby claim Rastwarf!", self);
   goto start;
 }
 else if(argument=="rule")
 {
   pause;
   exec("say Dems fighting words, back in da caves I come from.", self);
   goto start;
 }
 else if(argument=="glare")
 {
   pause;
   exec("cackle", self);
   goto start;
 }
 else
   goto start;

 goto start;

 :nobuddy:
 unsecure(buddy);
 pause;
 goto init;
}
dilend
end


   elf_lieut

names {"elven lieutenant","lieutenant"}
title "the Elven Lieutenant"
descr
"An Elven Lieutenant stands here."
M_ELF_WARRIOR_AXE(8, SEX_MALE)
money 40 IRON_PIECE
alignment -400
end

   elf_grunt

names {"elven footman","elf"}
title "an Elven Footman"
descr
"An Elven Footman is camped here."
extra {}
"Weary of long days and nights this elf yearns for the campaign to end and the
homecoming that follows."
M_ELF_WARRIOR_SWORD(7,SEX_MALE)
alignment -300
money 35 IRON_PIECE
special SFUN_TEAMWORK "lieutenant"
end

   hob_serg

names {"hobgoblin sergeant","sergeant"}
title "the Hobgoblin Sergeant"
descr
"The Hobgoblin Sergeant is here, prodding his men."
extra {}
"He looks like a mean bastard."
M_HOBGOBLIN_WARRIOR_SWORD(8,SEX_MALE)
alignment -400
money 40 IRON_PIECE
end

   hob_grunt

names {"hobgoblin spearman","hobgoblin"}
title "the Hobgoblin Spearman"
descr
"A Hobgoblin Spearman is busy doing nothing here."
extra {}
"He awaits to return to his cave, which doesn't seem that small anymore, and to
his mate, who doesn't seem that ugly anymore."
M_HOBGOBLIN_WARRIOR_POLE(7,SEX_MALE)
alignment -300
money 35 IRON_PIECE
special SFUN_TEAMWORK "sergeant"
end

/*-----------------------------ANCALAGOR MOBS-------------------------------*/

   drag_hermit

names {"hermit"}
title "the Hermit"
descr
"A Hermit, starved for company, is here."
extra {}
"Although raving mad, the hermit has come out of his isolation since he has
not spoken with anyone for ages.  The shaggy hermit draws you over and tells
you a tale:
Some 800 years ago, when I was but a lad, a great dragon
ruled the land.  His name was Ancalador.  Many heros came
to do battle with him, but all failed and died, horribly,
I imagine.  But one wizard challanged the Drake to a magic
duel.  He too died, like the others, but with his last
breath, the wizard turned the mighty Ancalador to stone!
Many believed the dragon's evil reign ended, but after the
dancing and drinking were over, and life returned to its
quiet pace, the people began to notice that the Dragon's
presence could still be felt.  Ancalador did, in fact,
continue to rule from his petrified prison through the
manipulation of the minds of men.  Indeed, he has done so
to this day.  Many believe he is plotting the day he can
return in the flesh, so to speak...
With that the Hermit begins to cackle madly, tears running down his leathery
face.  You can get no more out of him."
M_HUMAN_WARRIOR_NATURAL(11,SEX_MALE)
alignment 500
money 55 IRON_PIECE
end

   green_slime

names {"green slime","slime"}
title "the Green Slime"
descr
"A blob of Green Slime drops upon you!"
extra {}
"It looks like animated mucous, disolving and eating all it touches."
M_CLEAN_SPIDER(15, SEX_NEUTRAL)
alignment 0
race RACE_OTHER_CREATURE
end

   flame_dweller

names {"flame dweller","dweller"}
title "the Flame Dweller"
descr
"A Flame Dweller, basking in fire, is here."
extra {}
"It's shape changes like the flame it lives in.  One moment it may resemble a
serpent, the next, a man.  It seems to be throughly enjoying itself."
M_HUMAN_MAGE_FIRE (19,SEX_MALE,"cast fireball")
alignment -50
race RACE_OTHER_HUMANOID
money 25 IRON_PIECE
end

   gr_spider

names {"green crystal spider","spider"}
title "the Green Crystal Spider"
descr
"A Green Crytal Spider is roaming here."
extra {}
"The fantastic beast seems to be made of a crystaline substance which is
giving off a green light.  It clicks it's crystal mandibles in irritation with
you."
flags {UNIT_FL_NO_TELEPORT}
M_CLEAN_SPIDER(16, SEX_MALE)
alignment -400

special SFUN_SCAVENGER time 60 bits SFB_RANTIME
special SFUN_RANDOM_ZONE_MOVE time 60 bits SFB_RANTIME
end

   yl_spider

names {"yellow crystal spider","spider"}
title "the Yellow Crystal Spider"
descr
"A Yellow Crystal Spider is here"
extra {}
"Slighly smaller than it's green cousin, this creature also appears to be made
of living crystaline substance which glows yellow."
M_CLEAN_SPIDER(16, SEX_NEUTRAL)
alignment -400
money  35 IRON_PIECE
special SFUN_TEAMWORK "green crystal spider"
special SFUN_RANDOM_ZONE_MOVE time 60 bits SFB_RANTIME
end

   stone_warden

names {"petrified warden","warden"}
title "the Petrified Warden"
descr
"A Petrified Warden guards the way."
extra {} "He wears the snear of cold command upon his stoney visage."
flags {UNIT_FL_NO_TELEPORT}
romflags {CHAR_DETECT_INVISIBLE}
M_HUMAN_WARRIOR_CLUB(13,SEX_MALE)
alignment -1000
race RACE_WARDEN
money 45 IRON_PIECE
special SFUN_GUARD_WAY "1@@$1n bars your way with a huge fist.@$1n prevents $3n from going beyond."
end

   unseen_guard

names {"unseen guardian","guardian"}
title "the Unseen Guardian"
descr
"The air stirs as something approaches."
flags {UNIT_FL_NO_TELEPORT}

level 14
alignment -1000
race RACE_WARDEN
MSET_ABILITY(20,35,5,15,1,7,1,16)  /* 70% physical, 30% mental */
MSET_WEAPON(2,5,2,5,55,1)            /* 70% weapon, 30% spell */
MSET_SPELL(20,1,1,1,1,1,1,1,1,1,1)
money 40 IRON_PIECE
special SFUN_COMBAT_MAGIC "cast blind"end

   umber_hulk

names {"umber hulk","hulk"}
title "an Umber Hulk"
descr
"A lumbering Umber Hulk is here."
extra {}
"This great beast has huge manibles and a mammals mouth, angry animal eyes set
between unreadable insect multieyes.  The effect is confusing."
M_HUMAN_WARRIOR_NATURAL (18,SEX_MALE)
alignment -750
money 35 IRON_PIECE
end

   ochre_jelly

names {"ochre jelly","jelly"}
title "an Ochre Jelly"
descr
"A hideous Ochre Jelly approches."
extra {}
"As it oozes slowly at you, you can make out items undigested within it.  From
past unfortunates, you presume."
flags {UNIT_FL_NO_TELEPORT}
M_CLEAN_SPIDER(16, SEX_NEUTRAL)
alignment -700
race RACE_OTHER_CREATURE
special SFUN_RANDOM_ZONE_MOVE time 60 bits SFB_RANTIME
money 30 IRON_PIECE
end


%objects

/*player objects*/
/*landolin's key*/
              monkey_key
names{"Monkey Key", "key"}
title "a small key"
descr "A small key shaped like a monkey is lying here."
extra {}
"The key looks like a small monkey with its crimped tail being the actual
key."
type ITEM_KEY
manipulate{MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
end


/*------------------------------RATSWARF OBJECTS-------------------------*/


         grave_beater

names {"grave beater","flail"}
title "the Grave Beater"
descr "A rusty grave beater flail has been dropped here."
extra {}
"This flail seems only to have been used to keep the dead in their place."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
/* Pure Iron + Craftmanship */
WEAPON_DEF(WPN_FLAIL, 0, 0)
weight 6
rent 4 IRON_PIECE
cost 8 COPPER_PIECE
end

       rapier_sword

names {"rapier","sword"}
title "a thin rapier"
descr "A thin rapier lies here."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
/* Not pure Iron + Craftman ship = (90% + -5%) */
WEAPON_DEF(WPN_RAPIER, -2, -1)
weight 7
cost 7 IRON_PIECE
end

        whip_20

names {"leather whip","whip"}
title "a leather whip"
descr "A cruel leather whip is here."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_WHIP, 0,0)
weight 10
cost 4 COPPER_PIECE
end
        axe1_30

names {"double headed axe","axe"}
title "a double headed axe"
descr "A double headed axe is here."
extra {}
"This appears to be a well crafted battleaxe."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_HAND_AXE,-2,0)
weight 17
cost 4 COPPER_PIECE
end

        axe1_15

names {"hatchet","axe"}
title "an ugly hatchet"
descr "An ugly hatchet is here."
extra {}
"This appears to be shoddy battleaxe."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
/* Not pure Iron + Craftman ship = (90% - 10%) */
WEAPON_DEF(WPN_HAND_AXE,-4,0)
weight 7
rent 4 IRON_PIECE
cost 8 COPPER_PIECE
end

   hlth_belt

names {"black leather belt","belt"}
title "a black leather belt"
descr "A black leather belt is lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_WAIST}
type ITEM_WORN
weight 3
cost 1 COPPER_PIECE
DEX_TRANSFER(+1)
rent 25 IRON_PIECE
end


         topaz

names {"topaz","gem"}
title "a topaz"
descr "A rather large beautifully polished topaz has been left here."
type ITEM_TREASURE
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 2 SILVER_PIECE
end

    wallsafe

names {"wallsafe", "safe"}
title "the wallsafe"
descr "A seascape painting is placed in a corner of the room."
extra {"painting"}
"Upon closer inspection the painting is hinged to the wall.  It swings to
reveal a wallsafe set in plaster against the wall."
manipulate {MANIPULATE_ENTER}
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
key skull_key
CONTAINER_DEF(100)
end

      skull_key

names {"skull key","key"}
title "a skull key"
descr "A skull headed key has been left here."
type ITEM_KEY
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
weight 1
cost 1 IRON_PIECE
extra {}
"The brass key is small and has a small skull as its handle."
end


    necro_coffer

names {"heavy iron coffer","coffer"}
title "the heavy iron coffer"
descr "A heavy iron coffer ."
extra {} "It looks very heavy."
weight 100
open {EX_OPEN_CLOSE, EX_CLOSED}
CONTAINER_DEF(400)
end


   potion_cure2

names {"comfrey root tonic", "comfrey", "potion"}
title "a comfrey root tonic"
descr "A comfrey root tonic has been left here."
extra {} "It is swirling in a small clay jar and doesnt smell very good."
manipulate {MANIPULATE_TAKE}
POTION_DEF(40, SPL_CURE_WOUNDS_1, SPL_NONE, SPL_NONE)
weight 2
cost 2 COPPER_PIECE
end


       potion_rem_psn

names {"white essense", "horehound","potion","essense"}
title "the essense of white horehound"
descr "An brew of white horehound essence has been left here."
extra {} "The potion swishes in a small vial."
manipulate {MANIPULATE_TAKE}
POTION_DEF(45, SPL_REMOVE_POISON, SPL_NONE, SPL_NONE)
/*   affect:  remove poison spell */
weight 2
cost 2 COPPER_PIECE
end


       potion_det_inv

names {"foxglove", "potion"}
title "an elixir with pinch of foxglove"
descr "An elixir with a pinch of foxglove has been left here."
manipulate {MANIPULATE_TAKE}
POTION_DEF(25, SPL_DET_INVISIBLE, SPL_NONE, SPL_NONE)
/* affect:  detect invis. */
weight 2
cost 2 COPPER_PIECE
end


       scroll_cause2
names {"greasy scroll", "scroll"}
title "a greasy scroll"
descr "A  greasy scroll has been left here."
manipulate {MANIPULATE_TAKE}
SCROLL_DEF(25, SPL_BLIND, SPL_NONE, SPL_NONE)
/* affect: cause serious wounds, PAPI: Cause wounds is a HAND attack
  and can't be placed on scrolls. */
weight 1
cost 3 COPPER_PIECE
end

/*-----------------------------ANCALAGOR OBJECTS----------------------*/


         spider_slippers

names {"spider slippers","slippers"}
title "a pair of spider of slippers"
descr "A pair of spider slippers are lying on the ground."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_FEET}
ARMOUR_HRD_LEATHER(0, 0)
SKILL_TRANSFER(SKI_CLIMB, +1)
rent 122 IRON_PIECE
weight 5
cost 2 COPPER_PIECE
extra {}
"The slippers are made of a stange soft and sticky substance, however they
look quite comfortable. You notice that the slippers are not sticky at all
on the inside."

extra {"$identify"}
"These slippers offer protection as good hard leather and give the wearer
a bonus on climbing maneuvers."

extra {"$improved identify"}
"These slippers give +1 to climbing maneuvers."

end


       wand_light
names {"lightwand", "wand"}
title "a lightwand"
descr "A lightwand has been left here."
manipulate {MANIPULATE_TAKE}
WAND_DEF(50, 30, SPL_LIGHT_1, SPL_NONE)
/* affect: cast light spell (else item itself is bright) */
weight 2
cost 2 SILVER_PIECE
rent 50 IRON_PIECE
end

         mace2_35

names {"granite mace","mace"}
title "a granite mace"
descr "A large, heavy granite mace is here."
extra {} "This huge puppy appears to be of the Great Mace variety."
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_MACE,-4,0)
weight 25


rent 80 IRON_PIECE
cost 160 COPPER_PIECE
end

        scroll_icestorm

names {"icestorm scroll","scroll"}
title "a scroll"
descr "A scroll has been left here."
manipulate {MANIPULATE_TAKE}
SCROLL_DEF(45, SPL_FROSTBALL_3, SPL_NONE, SPL_NONE)
/* affect: cast icestorm spell */
weight 2
cost 2 COPPER_PIECE
end

   potion_strpsn

names {"tea of alfalfa", "alfalfa","potion"}
title "the tea of alfalfa"
descr "A tea of alfalfa has been left here."
extra {}
"Its a milky white solution that billows and churns."
manipulate {MANIPULATE_TAKE}
POTION_DEF(100, SPL_RAISE_DEX, SPL_NONE, SPL_NONE)
/*  affect: raise dex*/
weight 2
cost 2 SILVER_PIECE
end


         shabby_armor

names {"shabby armor", "armor"}
title "some shabby armor"
descr "Some shabby armor is lying on the ground."
extra {} "It appears to be in bad condition, but it is curiously light."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_HRD_LEATHER(0, 0)
weight 25
cost 2 SILVER_PIECE
end

         dragon_egg

names {"dragon egg","egg"}
title "a huge diamond egg"
descr "A huge diamond dragon egg has been left here."
extra {}
"From deep within this stone, you barely make out vaguely malignant shapes."
type ITEM_TREASURE
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD}
CURSED_OBJECT
CHA_TRANSFER(-5)
rent 25 IRON_PIECE
weight 20
cost 1 GOLD_PIECE
end


/*---------------------------------ZONE RESET------------------------*/

%reset

/*player resets*/
load la_mob1 into la_room1 max 1


/*-----------------------------RATSWARF RESET---------------*/

load necro_coffer into snake_pit max 1
{
load potion_cure2
load scroll_cause2
load topaz
}

load wallsafe into apartment max 1
{
load potion_rem_psn
load midgaard/silver_dag
}

load midgaard/beer_barrel into grime_bar local 2

load midgaard/beer_barrel into grime_bar local 2

load bs_necro into evil_shrine max 1
{
equip grave_beater position WEAR_WIELD max 1
equip midgaard/scale_sleeves position WEAR_ARMS
equip midgaard/scale_jerkin position WEAR_BODY
equip midgaard/scale_skirt position WEAR_LEGS
equip midgaard/scale_boots position WEAR_FEET
equip midgaard/scale_gloves position WEAR_HANDS
equip midgaard/scale_coif position WEAR_HEAD
}

load pu_zombie into evil_shrine local 2

load asp into snake_pit local 3

load ps_merchant into kingstreet1 local 1
{
equip midgaard/sword0 position WEAR_WIELD
}

load  ps_merchant into slave_market local 2
{
equip midgaard/sword0 position WEAR_WIELD
}

load ps_merchant into kingstreet3 local 1
{
equip midgaard/sword0 position WEAR_WIELD
}

load ruffian into grime_bar local 2
{
equip midgaard/wdclb0 position WEAR_WIELD
equip midgaard/lth_sleeves position WEAR_ARMS
equip midgaard/lth_jerkin position WEAR_BODY
equip midgaard/lth_pants position WEAR_LEGS
}

load ruffian into kingstreet3 local 1
{
equip midgaard/wdclb0 position WEAR_WIELD
equip midgaard/lth_sleeves position WEAR_ARMS
equip midgaard/lth_jerkin position WEAR_BODY
equip midgaard/lth_pants position WEAR_LEGS
}

load ruffian into port local 1
{
equip midgaard/wdclb0 position WEAR_WIELD
equip midgaard/lth_sleeves position WEAR_ARMS
equip midgaard/lth_jerkin position WEAR_BODY
equip midgaard/lth_pants position WEAR_LEGS
}

load pauper into shack1 local 1

load pauper into kingstreet2 local 1

load pauper into gen_store local 1

load rabid_rat into shack2 local 1

load rabid_rat into shack1 local 1

load rabid_rat into port local 1

load grimey into grime_bar max 1
{
   load midgaard/firebreather
   load midgaard/speciality
   equip midgaard/lsword0 position WEAR_WIELD
}

load slaver into apartment max 1
{
equip rapier_sword position WEAR_WIELD
equip midgaard/cloak1 position WEAR_ABOUT
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/hlth_boots position WEAR_FEET
equip midgaard/hlth_gloves position WEAR_HANDS
load midgaard/beer_barrel
load skull_key
       equip  hlth_belt position WEAR_WAIST
}

load elf_slave into apartment max 1

load human_slave into slave_pen local 1

load goblin_slave into slave_pen local 2

load goblin_slave into slave_pen local 2

load ogre_guard into slave_market max 1
{
equip whip_20 position WEAR_WIELD
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/hlth_boots position WEAR_FEET
}

load auctioneer into slave_market max 1
{
equip midgaard/dag0 position WEAR_WIELD
}

load human_slave into slave_market local 2

load human_slave into slave_market local 2

load goblin_slave into slave_market local 1

load one_eye into gen_store max 1
{
equip midgaard/lsword0 position WEAR_WIELD
load midgaard/lantern
load midgaard/bag
load midgaard/turkey_dstick
load midgaard/beer_bottle
load midgaard/raft
load midgaard/water_cup
load midgaard/turkey_dstick
}

load elf_commander into kingroad4 max 1
{
equip midgaard/lsword0 position WEAR_WIELD
equip midgaard/chain_sleeves position WEAR_ARMS
equip midgaard/chain_jerkin position WEAR_BODY
equip midgaard/chain_skirt position WEAR_LEGS
equip midgaard/hlth_boots position WEAR_FEET
equip midgaard/hlth_gloves position WEAR_HANDS
equip midgaard/chain_coif position WEAR_HEAD
}

load hob_captain into kingroad4 max 1
{
equip midgaard/spear0 position WEAR_WIELD
equip midgaard/scale_sleeves position WEAR_ARMS
equip midgaard/scale_jerkin position WEAR_BODY
equip midgaard/scale_skirt position WEAR_LEGS
equip midgaard/scale_boots position WEAR_FEET
equip midgaard/scale_gloves position WEAR_HANDS
equip midgaard/scale_coif position WEAR_HEAD
}

load elf_lieut into elf_camp max 1
{
equip axe1_15 position WEAR_WIELD
equip midgaard/chain_sleeves position WEAR_ARMS
equip midgaard/chain_jerkin position WEAR_BODY
equip midgaard/chain_skirt position WEAR_LEGS
equip midgaard/hlth_boots position WEAR_FEET
equip midgaard/hlth_gloves position WEAR_HANDS
equip midgaard/chain_coif position WEAR_HEAD
}

load hob_serg into hob_camp max 1
{
equip midgaard/sword0 position WEAR_WIELD
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/hlth_boots position WEAR_FEET
equip midgaard/hlth_gloves position WEAR_HANDS
equip midgaard/lth_cap position WEAR_HEAD
load potion_det_inv
}

load elf_grunt into elf_camp local 3
{
equip midgaard/sword0 position WEAR_WIELD
equip midgaard/chain_sleeves position WEAR_ARMS
equip midgaard/chain_jerkin position WEAR_BODY
equip midgaard/chain_skirt position WEAR_LEGS
equip midgaard/chain_coif position WEAR_HEAD
}

load elf_grunt into elf_camp local 3
{
equip midgaard/sword0 position WEAR_WIELD
equip midgaard/chain_sleeves position WEAR_ARMS
equip midgaard/chain_jerkin position WEAR_BODY
equip midgaard/chain_skirt position WEAR_LEGS
equip midgaard/chain_coif position WEAR_HEAD
}

load elf_grunt into elf_camp local 3
{
equip axe1_30 position WEAR_WIELD
equip midgaard/chain_sleeves position WEAR_ARMS
equip midgaard/chain_jerkin position WEAR_BODY
equip midgaard/chain_skirt position WEAR_LEGS
equip midgaard/chain_coif position WEAR_HEAD
}

load hob_grunt into hob_camp local 4
{
equip midgaard/spear0 position WEAR_WIELD
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/lth_cap position WEAR_HEAD
}

load hob_grunt into hob_camp local 4
{
equip midgaard/spear0 position WEAR_WIELD
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/lth_cap position WEAR_HEAD
}

load hob_grunt into hob_camp local 4
{
equip midgaard/spear0 position WEAR_WIELD
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/lth_cap position WEAR_HEAD
       equip hlth_belt position WEAR_WAIST
}

load hob_grunt into hob_camp local 4
{
equip midgaard/spear0 position WEAR_WIELD
equip midgaard/slth_sleeves position WEAR_ARMS
equip midgaard/slth_jerkin position WEAR_BODY
equip midgaard/slth_pants position WEAR_LEGS
equip midgaard/lth_cap position WEAR_HEAD
}

/*-----------------Ancalagor reset---------------*/

load drag_hermit into valley_enter max 1

load green_slime into stone_tonsil local 2

load flame_dweller into right_lung local 1

load flame_dweller into left_lung local 1

load gr_spider into acid_forest2 local 1 max 5

load gr_spider into acid_forest4 local 1 max 5

load gr_spider into acid_forest5 local 1 max 5
{
equip spider_slippers position WEAR_FEET max 1
}

load gr_spider into acid_forest8 local 1 max 5

load yl_spider into acid_forest1 local 1 max 5

load yl_spider into acid_forest3 local 1 max 5

load yl_spider into acid_forest7 local 1 max 5

load yl_spider into acid_forest9 local 1 max 5
{
load wand_light
}

load stone_warden into stomache_end max 1
{
equip mace2_35 position WEAR_WIELD
}

load unseen_guard into pancreas max 1
{
load dragon_egg max 1
       
}

load umber_hulk into sm_int2 local 1 max 8

load umber_hulk into sm_int4 local 1 max 8

load umber_hulk into sm_int7 local 1 max 8

load umber_hulk into sm_int10 local 1 max 8

load umber_hulk into lg_int3 local 1 max 8

load umber_hulk into sphinct local 1 max 8

load ochre_jelly into sm_int3 local 1 max 8
{
load midgaard/dag0
}

load ochre_jelly into sm_int5 local 1 max 8
{
load midgaard/lmetal_shiel
}

load ochre_jelly into lg_int5 local 1 max 8
{
load shabby_armor max 1
}

load ochre_jelly into sm_int9 local 1 max 8
{
load scroll_icestorm
}

load ochre_jelly into sm_int4 local 1 max 8
{
load potion_strpsn
}

load ochre_jelly into sm_int2 local 1 max 8
{
load midgaard/pointy_hat
}


%end