text: #include <std.h>
  #include "/d/deku/inherits/graveyard.h"
  inherit GRAVEYARD2;
  
  void create() {
    ::create();
      set_long(TO->query_long() + "%^BOLD%^%^WHITE%^  A massive ancient %^RESET%^chapel%^BOLD%^ "+
      "%^WHITE%^rests here among the ruins of the statues and headstones.  A dilapidated wooden "+
      "door futilely attempts to block the entrance.%^RESET%^");
  
      add_item("chapel","%^BOLD%^%^WHITE%^This massive chapel is made from a once black stone "+
      "that has faded over the course of time.  There are several windows on each of its four "+
      "walls, most of them are broken and have been patched with old boards from the inside.  "+
      "The two windows on the front of the building, on either side of the door have not been "+
      "broken, you think that they may offer a glimpse of what is within the chapel, if one "+
      "wanted to peer in them.%^RESET%^");
  	
      set_exits(([
      "south" : GY_ROOMS +"grave1-3",
      "north" : GY_ROOMS + "grave3-3",
      "chapel" : GY_ROOMS +"chapel1",
      "west":GY_ROOMS +"grave2-4",
      "east" : GY_ROOMS +"grave2-2"
      ] ));
   
      set_door("wooden door",GY_ROOMS +"chapel1","chapel");
  	
      set_string("wooden door", "open", "%^RED%^The wooden door swings open silently.%^RESET%^");
      set_door_description("wooden door","%^MAGENTA%^This dilapidated wooden door stands barely "+
      "in place, futilely attempting to block access to the ancient chapel.  It has no obvious "+
      "lock and opens by means of a makeshift handle on the left side of it.%^RESET%^");		
  }
  
  void init() {
      ::init();
      add_action("peer_action","peer");
  }
  
  int peer_action(string str) {
      int i;
      object *objects_in_room;
      if(!str) {
          return 0;
      }
      if(str == "through windows" || str == "windows" || str == "window" || 
          str == "through window" || str == "in windows" || str == "in window") {
          if(!objectp(TP)) return 1;
          if(!TP->query_invis()) { 
              tell_room(TO,TPQCN+"%^MAGENTA%^ walks up to one of the windows on the front of the chapel "+
              "and seems to peer through it.%^RESET%^",TP);
          }
          tell_object(TP,"%^MAGENTA%^You walk up to one of the windows on the front of the chapel "+
          "and peer through it.%^RESET%^");
          tell_object(TP,"%^BOLD%^%^WHITE%^Foyer of An Ancient Chapel%^RESET%^");
          objects_in_room = all_inventory(find_object_or_load(GY_ROOMS+"chapel1"));
          for(i = 0;i < sizeof(objects_in_room);i++) {
              if(!objects_in_room[i]->query_invis()) {
                  if(!objectp(TP)) return 1;
                      tell_object(TP,objects_in_room[i]->query_short());
  		    }
  		}
  		return 1;
      }
      return 0;
  }
  