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/
/****************************************************************************
*                                MOOR.ZONE                                  *
*                        Core Zone:  Author Unknown                         *
*               Distribute with full Dyrt distribution only                 *
*                     Edited by Rex on 21 December 1995                     *
****************************************************************************/

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

Zone		= moor
Author		= "Unknown"

EndZone		= moor


Object		= RopeTopPit
Name	= "rope"
Altname	= "ladder"
Location	= IN_ROOM:pit@moor
OFlags		= NoGet, Destroyed
Linked		= RopeBotPit@ledge
Desc0		= "A rope ladder leads down into the pit."
UseTrap		= all:ropebotpit@ledge
EndObject		= RopeTopPit

Object		= heather
Location	= IN_ROOM:rocky@moor
OFlags		= GetFlips
State		= 1
MaxState	= 1
BaseValue		= 30
Size		= 1
Weight		= 1
Desc0		= "Some rare &+Wwhite&* heather has been left here."
Desc1		= "Some &+Wwhite&* heather is growing here."
Examine		= "The heather is very &+Wwhite&* and very pretty."
EndObject		= heather

Object		= chalice
Location	= IN_ROOM:circle@moor
BaseValue		= 40
Size		= 10
Weight		= 5
State		= 0
MAxState	= 1
Desc0		= "A bloodstained chalice lies before you."
Examine		= "
The chalice is old and bloodstained.  You feel sure that it once played
an important role in many religious sacrifices."
Trap		= all
@
catch_eat
{  bprintf("However much &+rblood&* you drink from the chalice it "
            "stays just as stained!\n");
   fail(-1);
}
catch_get
{
  if (param_s.ob == OBJ_MOOR_CHALICE && state(OBJ_MOOR_CHALICE) > 0)
  {   setobjstate(OBJ_MOOR_ALTAR, 0);
      create(OBJ_MOOR_CHALICE);
      bprintf("You remove the chalice from the altar.\n");
      setobjstate(THIS_OBJECT,0);
  }
}
@
EndTrap
EndObject		= chalice

Object		= altar
Location	= IN_ROOM:circle@moor
OFlags		= NoGet
State		= 0
MaxState	= 1
Desc1		= "A chalice rests upon the altar."
Examine		= "
The altar is blackened and pitted from the fires and blood of many
sacrifices.  The center of the altar simply bears the words: 'Acsthad
Of the Fiery Planes.'"	
Trap		= all
@
    switch (event) {
    case E_ONTIMER:
    case E_ONENTRY:
        if (plev(param_s.plx) < LVL_APPREN)
        {   if (oloc(OBJ_CHURCH_CROSS) == param_s.plx)
            {  sendf(param_s.plx,"The altar and cross suddenly start sparking and flashing, as if in come kind\n"
                       "of conflict. With a massive bang, the altar crasks.\n");
               destroy(OBJ_MOOR_ALTAR);
            }
        }
        break;
    case E_ONPUT:
      if (param_s.misc == OBJ_MOOR_CHALICE)
      {
         setobjstate(OBJ_MOOR_ALTAR, 1);
         setobjstate(OBJ_MOOR_CHALICE,1);
         setoloc(OBJ_MOOR_CHALICE,ploc(mynum),IN_ROOM);
         /*destroy(OBJ_MOOR_CHALICE);*/
         bprintf("Ok.\n");
         param_s.ret = -1;
      }
      break;
    default:
        break;
    }
@
EndTrap
EndObject		= altar


/*moor1*/
Location	= "misty1"
North		= edge@moor
East		= misty2@moor
South		= moorpath@valley
LFlags		= Outdoors, RealTime
Title		= "Misty Moorlands"
Desc		= ^
   You are standing on the south-eastern edge of a vast tract of misty, 
tangled moorland.  Thick gorse and bracken make travel almost impossible
save for narrow, animal-worn tracks to the north and east.
^
EndLocation	= "misty1"

/*moor2*/
Location	= "misty2"
North		= circle@moor
West		= misty1@moor
LFlags		= Outdoors, RealTime
Title		= "Misty Moorland"
Desc		= ^
   You are wandering amidst the thickets and stones far out upon the moor.
Grey and barren, they extend all around you.  Thick gorse and bushes prevent
even the most determined adventurer from doing anything but following the 
paths to the north and west.
^
EndLocation	= "misty2"

/*moor3*/
Location	= "pit"
North		= lost1@moor
Trap		= all
@
   if (event == E_ONTIE)
   { setobjstate(OBJ_MOOR_ROPETOPPIT, 0);
     oclrbit(OBJ_MOOR_ROPETOPPIT, OFL_DESTROYED);
     oclrbit(OBJ_LEDGE_ROPEBOTPIT, OFL_DESTROYED);
     setexit(LOC_MOOR_PIT, 5, LOC_LEDGE_PIT);
     setexit(LOC_LEDGE_PIT, 4, LOC_MOOR_PIT);
     bprintf("You tie the rope to the pit.\n");
     destroy(param_s.misc);
     send_msg(param_s.loc, MODE_NSFLAG|MS(SFL_BLIND), LVL_MIN, LVL_MAX,
	     param_s.plx, NOBODY, "\001p%s\003 ties the rope over the gap.\n",
	     pname(param_s.plx));
     param_s.ret = -1;
   }
@
EndTrap
LFlags		= Outdoors, RealTime
Title		= "By the Pit"
Desc		= ^
   You are standing on the rim of a huge open pit looking down some twenty
feet to the floor below.  The walls of the pit are too sheer to climb down,
which is unfortunate, as there seem to be caves leading off from it.  A
path winds its dusty way north out onto the moor.
^
EndLocation	= "pit"

/*moor4*/
Location	= "edge"
North		= rocky@moor
East		= circle@moor
South		= misty1@moor
LFlags		= Outdoors, RealTime
Title		= "Western Edge of Moor"
Desc		= ^
   You are standing somewhere near the western edge of the moors.  Narrow,
gorse-walled paths wind their narrow ways north, east, and south from here.
^
EndLocation	= "edge"

/*moor5*/
Location	= "circle"
North		= lost2@moor
East		= lost1@moor
South		= misty2@moor
West		= edge@moor
Trap		= all
@
   switch (event) {
   case E_ONMISC:
      if (param_s.misc == VERB_PRAY)
      {  if (state(OBJ_MOOR_ALTAR))
         {
	    bprintf("Some mighty force hurls you across the universe.\n"
		"The stars seem to spin and whirl around you, whipping into a fiery storm of\n"
		"multihued flaming light, spinning, twisting, half blinding you in its wild\n"
		"crazy flickerings.\n"
		"Suddenly, everything seems to jolt back to a kind of almost sanity.\n");
	    trapch(LOC_WASTE_BEFORE);
	    if (iscarrby(OBJ_ICECAVE_DAGGER, param_s.plx))
	    {
	        bprintf("The icy dagger melts under the extreme heat.\n");
	        destroy(OBJ_ICECAVE_DAGGER);
	    }
	    setobjstate(OBJ_MOOR_ALTAR, 0);
	    param_s.ret = -1;
         } 
      }
      break;
   default:
      break;
   }
@
EndTrap
LFlags		= Outdoors, RealTime
Title		= "The Stone Circle on the Moor"
Desc		= ^
   You are standing in the center of an ancient circle of jagged stones
hidden in a deep bowl in the center of the moors.  Narrow, scarcely-used
tracks wind up from the deathly quiet bowl.  In the center of the circle is
a black gloomy altar to some ancient god.
^
EndLocation	= "circle"

/*moor6*/
Location	= "lost1"
North		= lost2@moor
East		= pit@moor
South		= misty2@moor
West		= edge@moor
LFlags		= Outdoors, RealTime
Title		= "Lost on the Moor"
Desc		= ^
   You are lost on the moor.  Thick gorse and tangled bushes prevent you
from seeing far in any direction.  A multitude of little twisted paths
wind in all directions from here.
^
EndLocation	= "lost1"

/*moor7*/
Location	= "cottage"
North		= waste@moor
East		= inside@moor
West		= lost1@moor
LFlags		= Outdoors, RealTime
Title		= "By the Ruined Cottage"
Desc		= ^
   You are standing somewhere on the eastern side of the moor.  A narrow,
worn path leads east between two crumbling dry-stone walls towards the
remains of an old cottage.
^
EndLocation	= "cottage"

/*moor8*/
Location	= "inside"
West		= cottage@moor
LFlags		= Outdoors, RealTime
Title		= "Inside the Ruined Cottage"
Desc		= ^
   You are standing in the sad, desolate ruins of an old farmhouse.  The
roof has long since caved in, leaving a crumbling shell to gradually fall.
A single doorway leads west back outside onto the moor.
^
EndLocation	= "inside"

/*moor9*/
Location	= "waste"
South		= cottage@moor
East		= eastcoast40@eastcoast
West		= lost2@moor
LFlags		= Outdoors, RealTime
Title		= "Rocky Waste"
Desc		= ^
   You are standing on the northeastern corner of the moor, looking out
across a mass of jumbled rock.  Paths lead south and west across the moor,
while the rock steepens into precipitous cliffs to the east and north,
preventing further travel.
^
EndLocation	= "waste"

/*moor10*/
Location	= "lost2"
East		= waste@moor
South		= lost1@moor
West		= rocky@moor
LFlags		= Outdoors, RealTime
Title		= "Lost on the Moor"
Desc		= ^
   You are lost somewhere on a vast expanse of ancient moorland.  Thick 
bushes and tangled piles of gorse and rock prevent you from seeing far
in any direction.  Narrow paths wind east, west, and south across the moor.
^
EndLocation	= "lost2"

/*moor11*/
Location	= "rocky"
South		= edge@moor
West		= road7e@newvillage
North		= camelot@camelot
LFlags		= Outdoors, RealTime
Title		= "Rocky End"
Desc		= ^
   The path you are following across the moor ends here in a narrow
rocky hollow.  You can follow the path back toward the South, or follow
a path to the west or north. You can't see far because of the thick gorse and
rock, but you believe you can make out some smoke in the distance to the
west.  Perhaps what you see are signs of civilization.
^
EndLocation	= "rocky"