#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"