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/
#include "undef.h"
#include "exits.h"
#include "special.h"




Zone		= icecave
Author		= "Iceman"
Quest		= Unicorn

EndZone		= icecave

Mobile		= unicorn
Name	= "The Unicorn"
Location	= pool@icecave
Strength	= 2000
Damage		= 10
Aggression      = 0
Armor		= 0
Speed           = 0
PFlags		= NoSummon
Desc		= "
A unicorn is standing here, gazing quietly at its reflection."
Trap		= all
@
   if (event == E_ONKILLED)
      set_quest(Q_UNICORN,param_s.plx);
@
EndTrap
EndMobile             = unicorn

Mobile		= gambler
Name	= "The Gambler"
Location	= gambling@icecave
Strength	= 75
Damage		= 10
Aggression      = 0
Armor		= 0
Speed           = 0
Desc		= "
A gambler dressed in rags and tatters is standing here."
EndMobile             = gambler

Mobile		= guardian
Name	= "The Guardian"
Location	= store@icecave
Strength	= 50
Damage		= 10
Aggression      = 30
Armor		= 0
Speed           = 0
MFlags		= NegFrost
Desc		= "
A guardian of pure ice stands, silent and still, observing you."
EndMobile             = guardian



Object      = pendant
Location	= IN_ROOM:magician@icecave
OFlags		= WearOnNeck, WearBlMagic
BaseValue    = 50
Size      = 1
Weight    = 1
Desc0   = "A crystal pendant has been dropped here."
EndObject       = pendant

Object      = fountain
Location	= IN_ROOM:palace@icecave
OFlags		= NoGet
Desc0   = "A small icy fountain burbles gently in the centre of the room."
Trap		= all
@
catch_drink
{  if (plev(THIS_PLAYER) >= LVL_ONE && plev(THIS_PLAYER) < LVL_FOUR) 
   {
      setpscore(THIS_PLAYER, pscore(THIS_PLAYER) + 60);
      calib_player(THIS_PLAYER);
      bprintf("&+cYou feel a wave of energy sweeping through you.&*\n");
   } 
   else 
   {
      bprintf("Faintly magical by the taste.\n");

      if (plev(THIS_PLAYER) >= LVL_FOUR && pstr(THIS_PLAYER) < 10)
        setpstr(THIS_PLAYER, pstr(THIS_PLAYER) + 4);
      calib_player(THIS_PLAYER);
   }
   fail(-1);
}
@
EndTrap
EndObject       = fountain

Object      = Hole_G_Hall
Name	= "hole"
Location	= IN_ROOM:G_hall@icecave
OFlags		= NoGet
Linked    = Hole_Snow_Cave
State     = 1
MaxState  = 1
Desc0   = "A hole has been dug north through the snow."
EndObject       = Hole_G_Hall

Object      = Hole_Snow_Cave
Name	= "hole"
Location	= IN_ROOM:S_Cave@icecave
State     = 1
Maxstate  = 1
OFlags		= NoGet
Linked    = Hole_G_Hall
Desc0   = "A hole has been dug south through the snow."
EndObject       = Hole_Snow_Cave

Object      = Cupboard_Bedroom
Name	= "cupboard"
Altname	= "door"
Location	= IN_ROOM:bedroom@icecave
OFlags		= Openable, Lockable, NoGet
Linked    = Cupboard_Store
State     = 2
MaxState  = 2
Desc0   = "The cupboard is open."
Desc1   = "The cupboard is closed."
Desc2   = "The cupboard is locked."
EndObject       = Cupboard_Bedroom

Object      = Cupboard_Store
Name	= "cupboard"
Altname	= "door"
Location	= IN_ROOM:store@icecave
OFlags		= Openable, Lockable, NoGet
Linked    = cupboard_bedroom
State     = 2
MaxState  = 2
Desc0   = "The cupboard is open."
Desc1   = "The cupboard is closed."
Desc2   = "The cupboard is locked."
EndObject       = Cupboard_Store

Object      = chest
Location	= IN_ROOM:store@icecave
OFlags		= Openable, Container, Lockable, NoGet
State     = 1
MaxState  = 2
Desc0   = "A huge iron bound chest lies open before you."
Desc1   = "A huge iron bound chest lies before you."
Desc2   = "A huge iron bound chest lies before you. The chest is locked."
EndObject       = chest

Object      = coronet
Location	= IN_CONTAINER:chest@icecave
OFlags		= WearOnHead, ExcludeWear
BaseValue    = 300
Size      = 3
Weight    = 3
Desc0   = "A jewelled coronet glitters before you."
EndObject       = coronet

Object      = key
Location	= IN_CONTAINER:pillowcase@icecave
OFlags		= Key
Size      = 1
Weight    = 1
Desc0   = "An old rusty iron key lies here."
EndObject       = key

Object      = pillowcase
Altname	= "case"
Location	= IN_ROOM:bedroom@icecave
OFlags		= Container, Openable
BaseValue    = 10
Size      = 50
MaxState  = 1
State     = 0
Weight    = 1
Desc0   = "A soggy pillowcase has been dumped here."
Desc1   = "A soggy pillowcase has been dumped here.  It is closed."
EndObject       = pillowcase

Object      = dagger
Altname	= "icy"
Location	= IN_ROOM:palace@icecave
OFlags		= Weapon
Damage    = 18
BaseValue    = 100
Size      = 2
Weight    = 2
Desc0   = "A strange, thin icy dagger lies at your feet."
EndObject       = dagger

Object      = WestIceThrone
Name	= "throne"
Location	= IN_ROOM:throne@icecave
OFlags		= NoGet
Linked    = EastIceThrone
State     = 1
MaxState  = 1
Desc0   = "
Icy shards lie scattered here, around an opening leading eastwards."
Desc1   = "A huge crystal throne of pure ice dominates the east wall."
Examine   = "
This throne is fit for a king, but it looks very inviting to a weary traveler
such as yourself."
EndObject       = WestIceThrone

Object      = EastIceThrone
Name	= "throne"
Location	= IN_ROOM:cave@icecave
OFlags		= NoGet
Linked    = WestIceThrone
State     = 1
MaxState  = 1
Desc0   = "Slivers of ice twinkle in the light from the western exit."
Desc1   = "
The western exit is blocked by what appears to be the back of a throne."
EndObject       = EastIceThrone

Object      = Door1StChamber
Name	= "door"
Location	= IN_ROOM:hall@icecave
OFlags		= Openable, Lockable, NoGet
Linked    = Door2StChamber
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door1StChamber

Object      = Door2StChamber
Name	= "door"
Location	= IN_ROOM:storage@icecave
Linked    = Door1StChamber
OFlags		= Openable, Lockable, NoGet
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door2StChamber


Location	= "S_Cave"
East		= pass2@blizzard
South		= ^hole_snow_cave@icecave
Trap		= all
@
    switch(event) {
    case E_ONDIG:
      if (state (OBJ_ICECAVE_HOLE_G_HALL) == 1)
      {
	  if (iscarrby (param_s.ob, param_s.plx) && otstbit (param_s.ob, OFL_WEAPON))
          {
	      bprintf ("You rapidly dig through to another passage.\n");
	      setobjstate (OBJ_ICECAVE_HOLE_G_HALL, 0);
	      param_s.ret = -1;
          }
          else
          {
	      bprintf ("The ice and snow are thick, you'll need something "
		       "to hack through it with.\n");
	      param_s.ret = -1;
          }
      }
      else
      {
	  bprintf ("You widen the hole but with little effect.");
	  param_s.ret = -1;
      }
      break;
   default: break;      
   }
@
EndTrap
Title		= "&+WSnow Cave&*"
Desc		= ^
   You are in a glittering ice cave, its floor and walls covered with loose,
deep snow.  The cavemouth is east.
^
EndLocation	= "S_Cave"

Location	= "G_Hall"
North		= ^hole_g_hall@icecave
South		= Palace@icecave
UseTrap	= all:S_Cave
Title		= "&+WGlittering Hall&*"
Desc		= ^
   You are in a glittering hall made entirely of ice.  Multi-hued icicles hang
from the ceiling and the hall seems to be gradually melting!  A slippery path
leads south.
^
EndLocation	= "G_Hall"

Location	= "Magician"
East		= Palace@icecave
Title		= "&+WMagician's Research Room&*"
Desc		= ^
   You are in a magician's research room, surrounded by a clutter of useless
equipment. This room is also entirely ice, and to judge from the damp equipment
the roof has melted quite considerably.
   There is a doorway to the east.
^
EndLocation	= "Magician"

Location	= "Palace"
North		= G_Hall@icecave
East		= Throne@icecave
South		= Bedroom@icecave
West		= Magician@icecave
Title		= "&+WIce Palace&*"
Desc		= ^
   You are in a huge ice hall forming the center of the ice palace.  Huge
pillars hold up the roof, although small amounts of water now trickle down
them.  Archways lead in all directions.
^
EndLocation	= "Palace"

Location	= "Throne"
East		= ^WestIceThrone@icecave
West		= Palace@icecave
Trap		= all
@
   switch(event) {
   case E_ONMISC:
     if (param_s.misc == VERB_SIT)
     {  if (oloc(OBJ_ICECAVE_WESTICETHRONE) == ploc(THIS_PLAYER))
        {
	    bprintf("The throne collapses under your weight, revealing a passage east.\n");
	    setobjstate(OBJ_ICECAVE_WESTICETHRONE, 0);
	    param_s.ret = -1;
         }
     }
     break;
   default: break;
   }
@
EndTrap
Title		= "&+WThe Ice Throne&*"
Desc		= ^
   You are in an icy throne hall covered with many ornate carvings of icy
wastes.  The hall is deserted, and it appears whoever is king of this icy
domain is absent.  To the west is the main hall.
^
EndLocation	= "Throne"

Location	= "Bedroom"
North		= Palace@icecave
South		= ^cupboard_bedroom@icecave
Title		= "&+WRoyal Bedroom&*"
Desc		= ^
   You are in the royal bedroom.  The bed appears to have melted.  There is a
large cupboard on the south wall and a doorway to the north.
^
EndLocation	= "Bedroom"

Location	= "Store"
North		= ^cupboard_store@icecave
Title		= "&+WThe Secret Store Room&*"
Desc		= ^
   You are in a secret room.  The thick stone walls are damp and the room
smells musty and unpleasant.  There is a cupboard on the north wall.
^
EndLocation	= "Store"

Location	= "Cave"
North		= Home@icecave
East		= Icy_Passage@icecave
South		= Tunnel@icecave
West		= ^EastIceThrone@icecave
Title		= "&+WThe Cave of the Ice People&*"
Desc		= ^
   You are standing in a vast icy cave.  Ice covers the floor, making your
balance precarious at best.  Judging from the footprints, however, it seems
others have been here before you and safely traversed this slippery surface.
A message carved into one wall reads "We Always Bit Chips."
^
EndLocation	= "Cave"


Location	= "Home"
South		= Cave@icecave
LFlags		= Private, Party
Title		= "&+WHome of the Iceman&*"
Desc		= ^
   Welcome to Iceman's private cubicle.  Despite the icy surroundings, you feel
warm and safe here.  Some of the Iceman's robes are hanging in a closet, along
with some impressive weapons you dare not touch.  On his desk you see some
scrolls covered with Nordic runes, and an unfinished supper, indicating the
Iceman has only stepped out for a moment.  You notice several copies of "Teach
Yourself Swedish" in the bookcase, but one seems to be missing.  A portrait of
his beautiful wife, Lady Galadriel, adorns the otherwise bare walls.
   A single exit leads south.
^
EndLocation	= "Home"

Location	= "Tunnel"
North		= Cave@icecave
South		= N_Tunnel@icecave
Title		= "&+WIce Tunnel&*"
Desc		= ^
   You find yourself walking in a well lit tunnel with ice covered walls,
ceiling, and floor.  In addition to the frozen footprints of the Ice People you
also make out some hoofprints.  The tunnel continues to the south.  An exit to
the north leads to the relative safety of a great hall.
^
EndLocation	= "Tunnel"

Location	= "N_Tunnel"
North		= Tunnel@icecave
South		= Pool@icecave
Title		= "&+WNarrow Ice Tunnel&*"
Desc		= ^
   The tunnel tapers down considerably here, and you must crawl on all fours
to squeeze by.  To the north the tunnel widens out.  You can hear the faint
chirping and buzzing of magical critters emanating from a small hole to the
south.
^
EndLocation	= "N_Tunnel"

Location	= "Pool"
North		= N_Tunnel@icecave
East		= Hall@icecave
Title		= "&+WCrystal Pool&*"
Desc		= ^
   You stand in awe in a vast cave dominated by a crystal pool.  The surface of
the water is a perfect mirror, casting silvery reflections on the walls.  Magic
fills the air, and in the water there are manatees and manatoos.  Dewdrops
glisten on the rocks and edelweiss grow in the most unlikely places, among
stones and unfinished ice sculptures.
^
EndLocation	= "Pool"

Location	= "Gambling"
East		= Pool@icecave
Title		= "&+WGambling Hall&*"
Desc		= ^
   This room is all but magical and wondrous: Cheap decor covers the grimy
walls, smoke fills the air, and the smell isn't exactly winter fresh.  Broken
glass is scattered on the floor, along with some playing cards and dice.  If
your mother knew you were here, she'd be shocked.
^
EndLocation	= "Gambling"

Location	= "Hall"
North		= ^Door1StChamber@icecave
West		= Pool@icecave
Title		= "&+WHall Of The Ice People&*"
Desc		= ^
   This is the great Hall Of The Ice People.  This is where they come to eat,
to drink, and to be merry.  Carvings on the walls tell fascinating sagas of the
giant Thrym and Mjolnir, of the ship Skidbladnir and Ragnarok, and of the One
Tree, Yggdrasil.  The hall is deserted now, and you wonder where everyone is
hiding.  There is some sort of door in the northern wall.
^
EndLocation	= "Hall"

Location	= "Storage"
South		= ^Door2StChamber@icecave
Title		= "&+WStorage Chamber&*"
Desc		= ^
   This is just a small store room, filled with empty crates and boxes, some
marked 'Fragile' and others 'Feel Free to Shake and Break'.  There is a single
doorway in the south wall.
^
EndLocation	= "Storage"

Location	= "Icy_Passage"
West		= Cave@icecave
East		= Shrine@icecave
Title		= "&+WIcy Passage&*"
Desc		= ^
   The ice on the walls is clear enough for you to see the stone beneath it.
The floor is a sheet of smooth ice, so you find it easier to move by sliding
your feet than by actually lifting each foot up.
^
EndLocation	= "Icy_Passage"

Location	= "Shrine"
West		= Icy_Passage@icecave
Title		= "&+WThe Lost Shrine of the Ice People&*"
Desc		= ^
   A cobweb brushes across your face.  From the abundance of them here, it
would seem that this room does not see much use.  Though the dimness of the
light does not allow you to be sure, the groaning of the ceiling causes
you to move quietly, as you would rather not have the tons of mountain
above you fall in.
   Closer examination of the walls reveals ancient, intricate images of huge
glaciers and a figure you can only guess to be the god of the Ice People,
who they venerate here.
^
EndLocation	= "Shrine"