dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* CASTLE.ZONE                                            *
* Core Zone: Author Unknown                              *
* Notes:     Distribute with full DYRT distribution only *
* Edited by Rex on 29 September 1996                     *
*********************************************************/

#include "undef.h"
#include "cflags.h"
#include "exits.h"

%zone:castle

%mobiles

Name            = golem
PName           = "The Golem"
Location        = s_hall
Strength        = 90
Damage          = 10
Aggression      = 30
Speed		= 0
MFlags            { BarSouth }
Description     = "A huge stone golem stands watchfully on guard."
End             = golem

Name            = mouse
PName           = "The Mouse"
Location        = store
Strength        = 20
Damage          = 6
Aggression      = 5
Speed           = 2
Description     = "A giant black mouse runs around on the floor."
End             = mouse

%objects

Name            = wall_stone
PName           = wall
Location        = IN_ROOM:torture
State           = 1
MaxState        = 1
Linked          = BAR_STONE@KASTLE
OFlags            { NoGet }
Desc[0]         = "There is a stairway leading down here."
Desc[1]         = "A stairway leading down here ends in a stone wall."
End             = wall_stone

Name            = rock_wall
PName           = wall
Location        = IN_ROOM:escape
State           = 1
MaxState        = 1
Linked          = ROCK_WALL@KASTLE
OFlags            { PushToggle NoGet }
Desc[0]         = "
A panel has been opened in the rock wall allowing passage south."
Desc[1]         = "The passage seems to end in a brick wall to the south."
End             = rock_wall

Name            = torch
Location        = IN_ROOM:s_hall
State           = 0
MaxState        = 1
OFlags            { NoGet }
Desc[0]         = "A battered torch hangs on the south wall."
Examine         = "It seems unusual, perhaps it has some hidden purpose?"
End             = torch

Name            = key
Location        = IN_ROOM:guard
BValue          = 5
Size            = 1
Weight          = 1
OFlags            { Key PitReset }
Desc[0]         = "A small brass key has been left here."
End             = key

Name            = door_golem
PName           = door
Location        = IN_ROOM:s_hall
State           = 1
MaxState        = 1
Linked          = DOOR_TOWER@TOWER
OFlags            { NoGet PushToggle }
Desc[0]         = "There is a small door open in the south wall."
Examine         = "
The door is perfectly smooth and rounded to fit against the wall perfectly.
There appear to be no markings on it, save a single, large blue eye, which
appears to follow you around the chamber.  There is no lock that you can see to
operate the door, at least by mortal means."
End             = door_golem

Name            = port_inside
PName           = portcullis
Location        = IN_ROOM:port
State           = 0
MaxState        = 1
Linked          = port_outside
OFlags            { NoGet }
Desc[0]         = "The portcullis is raised."
Desc[1]         = "The heavy iron portcullis bars the way north."
Examine         = "
You find yourself examining a hard iron portcullis, which you have absolutely
no chance of lifting or breaking through."
End             = port_inside

Name            = port_outside
PName           = portcullis
Location        = IN_ROOM:walls
State           = 0
MaxState        = 1
Linked          = port_inside
OFlags            { NoGet }
Desc[0]         = "A raised portcullis allows access south."
Desc[1]         = "A heavy iron portcullis bars the way south."
Examine         = "
You find yourself examining a hard iron portcullis, which you have no chance in
Hell of lifting or breaking through."
End             = port_outside

Name            = lever
Location        = IN_ROOM:port
OFlags            { NoGet }
Desc[0]         = "There is a large iron lever on the east wall."
Examine         = "
This is a very solid-looking lever, jutting out from the wall, which could seem
to work the portcullis system, but you never know until you try!"
End             = lever

Name            = horseshoe
Location        = IN_ROOM:stables
BValue          = 10
Size            = 3
Weight          = 5
Armor           = 3
Desc[0]         = "An old horseshoe lies nearby."
Examine         = "
This looks really lucky, though not for the horse whose lower leg is still
attached to it!"
End             = horseshoe

Name            = runesword
AltName         = sword
Location        = IN_ROOM:s_hall
State           = 1
MaxState        = 1
BValue          = 500
Size            = 20
Weight          = 30
Damage          = 25
OFlags            { GetFlips Weapon Lit }
Desc[0]         = "
A huge sword has been left here, its black blade strangely pulsing with light."
Desc[1]         = "
A huge sword stands upright before you, embedded in the solid stone floor."
Examine         = "
The sword is covered with runes which form a curse.  The black, faintly glowing
blade also seems to hum quietly."
End             = runesword

Name            = shortsword
AltName         = sword
Location        = IN_ROOM:guard
BValue          = 50
Size            = 15
Weight          = 10
Damage          = 10
OFlags            { Weapon PitReset }
Desc[0]         = "A sharp shortsword has been dropped here."
Examine         = "
The sword, though not up to dwarven standards, still seems pretty sharp."
End             = shortsword

Name            = dagger
AltName         = sword
Location        = IN_ROOM:guard
BValue          = 20
Size            = 10
Weight          = 10
Damage          = 5
OFlags            { Weapon PitReset }
Desc[0]         = "A small dagger has been dropped here."
Examine         = "
This is no fake stage knife... as the blade is fixed quite firmly.  It would
certainly hurt anyone who was silly enough to get in the way of it, and it 
would be advisable to stop playing with it before you cut yourself."
End             = dagger

Name            = maiden
Location        = IN_ROOM:torture
State           = 0
MaxState        = 1
Linked          = in_maiden
OFlags            { NoGet Openable }
Desc[0]         = "The iron maiden is open."
Desc[1]         = "The iron maiden is closed."
Examine         = "
It has some names written on it...
     Bruce, Steve, Nicko, Dave, Adrian
          and underneath...
          '12 Wasted Years, So Run To The Hills!'."
End             = maiden

Name            = in_maiden
PName           = door
AltName         = maiden
Location        = IN_ROOM:maiden
State           = 0
MaxState        = 1
Linked          = maiden
OFlags            { NoGet Openable }
Desc[0]         = "The iron maiden's door is open."
Desc[1]         = "The iron maiden's door is closed."
Examine         = "
The door has several sharp spikes on it, designed to penetrate certain delicate
parts of anyone inside the maiden when the door is closed."
End             = in_maiden

Name            = castle_throne
PName           = throne
AltName         = tunnel
Location        = IN_ROOM:chamber
State           = 1
MaxState        = 1
Linked          = escape_throne
OFlags            { NoGet PushToggle }
Desc[0]         = "
A huge gleaming throne is set against the south wall, beside a narrow tunnel."
Desc[1]         = "A huge gleaming throne is set against the south wall."
Examine         = "
As you gaze at the throne, you think how great it would look behind a nice seven
piece Sonor Performer drum kit, but unfortunately it's stuck in this dismal
castle."
End             = castle_throne

Name            = escape_throne
PName           = throne
AltName         = tunnel
Location        = IN_ROOM:escape
State           = 1
MaxState        = 1
Linked          = castle_throne
OFlags            { PushToggle NoGet }
Desc[0]         = "A small hole leads north into the wall."
Desc[1]         = "The exit north is blocked by the back of a throne."
Examine         = "
The back of the throne is no less impressive than the front, though its wooden
surface is now covered with rough graffiti reading:
                'Argh!  Who closed the bloody throne?!?'."
End             = escape_throne

Name            = peppers
AltName         = food
Location        = IN_ROOM:store
BValue          = 30
Size            = 2
Weight          = 2
OFlags            { Food }
Desc[0]         = "Some peppers have been left here."
Examine         = "
The peppers are about an inch long, red, and wicked looking.  They might give you
heartburn if you ate them.  Or, remember what happened in 'Alien'?"
End             = peppers

Name            = plank
Location        = IN_ROOM:watch
State           = 1
MaxState        = 1
Size            = 20
Weight          = 12
Damage          = 6
OFlags            { Lightable Extinguish Weapon PitReset }
Desc[0]         = "A burning plank has been left here."
Desc[1]         = "An old plank lies here."
Examine         = "
It has the word VERYODD, and a picture of a sherman tank on it."
End             = plank

%locations

/* 1 */
Leap n:NPATH@VALLEY s:Path w:Watch ;
lflags { RealTime }
Bugiit's Leap^
   You stand at the top of a tall cliff looking north, down into a deep valley.
Huge rocks at the bottom offer the delights of total oblivion, to become just
another smashed wreck at its base.  If you are in no hurry, a narrow cliff 
path also leads down to the north descending down a fissure in the cliff 
itself.  To the south a path runs towards a large castle with a threatening 
black tower, while to the west is an old watchtower.
^
/* 2 */
Watch e:Leap d:Leap ;
lflags { RealTime }
The Ruined Watchtower^
   You stand in the burnt out ruins of an old stone watchtower.  Soot and moss
cover the blackened crumbling stones.  A single narrow set of steps wind down
and east back to the path.
^
/* 3 */
Path n:Leap d:10@EASTCOAST s:Walls ;
lflags { Outdoors Realtime NoMobiles }
Long and Winding Path^
   You are following a north-south path, which links the cliff edge with a
large stone castle, out of which rises a black tower which glitters with the
light, and from stored magical energy, some of which illuminates the very top
of the tower with a bright, golden light.
^
/* 4 */
Walls n:Path s:^Port_Outside;
lflags { Outdoors Realtime }
Castle Walls^
   You stand at the walls of a large castle, out of which looms up a large
tower, crackling with magical energy.  From here the castle looks deserted,
but you can't be sure.
   The path leads back north, and the main archway into the castle is south.
^
/* 5 */
Court n:Port e:Stables s:O_Hall w:Guard;
lflags { RealTime }
The Central Courtyard^
   You stand in the central courtyard of a huge and ancient castle.  Flickering
torches, set high around the walls, illuminate even the darkest corners with a
reddish flickering glow.  A huge archway leads north, its sides carved with
fantastic images of dragons and fables.  Arched entryways lead south, east and
west.
^
/* 6 */
O_Hall n:Court e:S_Hall s:Sanctum w:Tax;
lflags { RealTime }
The Outer Hall^
   You stand in the shadowy outer hall, lit only by flaming torches high out of
reach on the walls.  The dim flickering light illuminates the many doorways
which lead north, south, east and west.
   A cold draught blows through the hall, from the grand, heavily carved
archway, which looks out northwards across the courtyard, its high thick walls
silhouetted in the torch light.
^
/* 7 */
S_Hall s:^Door_Golem w:O_Hall;
lflags { RealTime }
Side Hall^
   You stand in a small gloomy hall, just east of the outer hall.  All around
you the walls seem to glow with magical power.  You sense that maybe all is not
as meets the eye.
   A single exit leads back west.
^
/* 8 */
Sanctum n:O_Hall s:Chamber;
lflags { RealTime }
Inner Sanctum^
   This is the stately room where the Lords and Ladies of court would wait to
be entertained by the King of the Castle, although now the tapestries hang in
shreds on the walls and all the treasures that once stood on pedestals have
been smashed or stolen... it would appear that the castle has been raided and
the King overthrown.
   Archways lead north and south.
^
/* 9 */
Tax e:O_Hall;
lflags { RealTime }
Tax Room^
   This would appear to be the room where the taxes for the surrounding area
were collected and counted, although not stored here, as you yourself found it
so easy to get in.
^
/* 10 */
Chamber n:Sanctum e:Torture s:^Castle_Throne w:Kitchens;
lflags { RealTime }
King's Chamber^
   You find yourself in a large chamber used for the King and his court to be
entertained in all day and feast in at night, although it looks like the last
feast had a main course with more bite than usual!  Splendid archways lead
north, east and west.
^
/* 11 */
Port n:^Port_Inside s:Court;
lflags { RealTime }
Portcullis^
   You stand in a large archway which leads out onto a path to the north, and
south back into the courtyard of the castle.  Above you lies the complicated
pulley system used to operate the portcullis.
^
/* 12 */
Stables w:Court;
lflags { RealTime }
Stables^
   You are standing in the stables for the castle, and from the floor you can
tell that they have been in use recently.
   A strong wind gusts through the open doorway to the west.
^
/* 13 */
Escape n:^Escape_Throne s:^rock_wall;
lflags { RealTime }
Escape Passage^
   This is a passageway which would be used by the King and his court if the
castle defense was ever penetrated, to escape from the attackers, and looking
at the lack of dust and cobwebs it would seem to have been used recently.  The
passage is small and dark, but probably more inviting than the wrong end of a
sword.
^
/* 14 */
Kitchens e:Chamber d:Store ;
lflags { RealTime }
Kitchens^
   You are standing in the large kitchens for the castle where the daily feasts
were prepared for court.  The place is now in disarray, with tables and cooking
utensils scattered all over the floor.  Exits lead east, or down some stairs
into the cellar.
^
/* 15 */
Store u:Kitchens;
lflags { RealTime }
Kitchens' Store Room^
   You are in a large and dry store room for the food and drink needed to keep
the King happy.  It seems to have escaped the attention of the attackers, as
the stores are intact, but out of reach.   A set of narrow steps lead up.
^
/* 16 */
Torture e:^Maiden w:Chamber;
lflags { RealTime }
Torture Chamber^
   You are standing in a pleasant torture chamber which would appear to have
been in regular use as not a single implement lies rusted.  Many implements of
torture lie about the room with various pieces of anatomy still attached to
some of them.
   A single doorway leads west.
^
/* 17 */
Guard e:Court ;
lflags { RealTime }
Guard Room^
   You find yourself in the guard room for the castle.  Bunks line the walls,
and weapon racks stand in the center of the room, though they are all empty
now.  Judging by the upturned tables and chairs and the dried blood on the
floor you think that the guards may not have left on a Sunday afternoon stroll.
   A single narrow doorway leads east.
^
/* 18 */
Maiden  w:^In_Maiden;
lflags { NoSummon OnePerson }
Inside the Iron Maiden^
   You appear to be inside the Iron Maiden, an ancient form of torture, and you
notice how good the fit is...
^