/********************************************************* * CAVE.ZONE * * Core Zone: Author Unknown * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 27 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:cave %mobiles Name = bomber PName = "Bomber" Location = guardroom Strength = 50 Damage = 8 Aggression = 10 Speed = 3 Description = "Bomber the Heavy-Fan Dwarf glares evilly at you." End = bomber Name = owin Location = store2 Strength = 50 Damage = 8 Aggression = 11 Speed = 3 Description = "Owin the Broke Dwarf watches you suspiciously." End = owin Name = glowin Location = great Strength = 50 Damage = 8 Aggression = 12 Speed = 3 Description = "Glowin the Radioactive Dwarf looks menacingly at you." End = glowin Name = smythe Location = smithy Strength = 50 Damage = 8 Aggression = 13 Speed = 3 Description = " Smythe the Upper Class Dwarven Smith stands here, worn by years at the forge." End = smythe Name = dio Location = gatehall Strength = 50 Damage = 8 Aggression = 14 Speed = 3 Description = "Dio the Singing Dwarf wanders around, singing arias." End = dio Name = dragon PName = "The Dragon" Location = treasury Strength = 500 Damage = 32 Armor = 5 Aggression = 1 Speed = 0 PFlags { NoSummon } MFlags { NegFireball NoGrab } Description = " A huge fire-breathing dragon stares menacingly in your direction." End = dragon Name = haggis PName = "The Haggis" Location = haggis Strength = 50 Damage = 10 Aggression = 30 Speed = 0 Description = "A large, vicious-looking haggis runs around squeaking." End = haggis %objects Name = bagpipes Location = IN_ROOM:piper BValue = 50 Size = 15 Weight = 10 Desc[0] = "A set of bagpipes lies here, waiting to be played." Examine = "It looks like a dead animal, and sounds even worse." End = bagpipes Name = sporran Location = IN_ROOM:piper BValue = 20 Size = 10 Weight = 10 OFlags { WearOnBody Container PitReset } Desc[0] = "A Scottish sporran has been dumped here." Desc[1] = "Although empty, this purse should come in handy." End = sporran Name = claymore AltName = sword Location = IN_ROOM:claymore BValue = 300 Size = 40 Weight = 32 Damage = 13 OFlags { Weapon PitReset } Desc[0] = " A wicked-looking claymore, decorated with silver wire, lies at your feet." Examine = " This claymore seems very well-crafted. Its balance is excellent, and its leather hilt soft and comfortable. An inscription reads 'William Wallace'." End = claymore Name = bat Location = IN_ROOM:long BValue = 10 Size = 2 Weight = 2 Desc[0] = "A dead bat decays slowly in a corner." Examine = " This bat is dead, deceased, it has gone away, it is no longer a bat, it has flown away to the great perch in the sky. Leave the poor thing alone..." End = bat Name = door_dw_st_room PName = door Location = IN_ROOM:store2 State = 2 MaxState = 2 Linked = door_dw_store OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_dw_st_room Name = door_dw_store PName = door Location = IN_ROOM:store State = 2 MaxState = 2 Linked = door_dw_st_room OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_dw_store Name = door_armory PName = door Location = IN_ROOM:armory State = 2 MaxState = 2 Linked = door_hall OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." Examine = "It's an armored door. What else do you expect in an armory?" End = door_armory Name = door_hall PName = door Location = IN_ROOM:hall State = 2 MaxState = 2 Linked = door_armory OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." Examine = "It's an armored door." End = door_hall Name = door_guard PName = door Location = IN_ROOM:guardroom State = 2 MaxState = 2 Linked = door_wide OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_guard Name = door_wide PName = door Location = IN_ROOM:wide State = 2 MaxState = 2 Linked = door_guard OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_wide Name = door_n_stairs PName = door Location = IN_ROOM:n_stairs2 State = 2 MaxState = 2 Linked = door_long OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_n_stairs Name = door_long PName = door Location = IN_ROOM:long State = 2 MaxState = 2 Linked = door_n_stairs OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_long Name = warhammer PName = hammer Location = IN_ROOM:armory BValue = 50 Size = 25 Weight = 20 Damage = 11 OFlags { Weapon PitReset } Desc[0] = "A large, heavy-looking warhammer has been left here." Examine = "It seems a bit big for just banging in nails, I must say!" End = warhammer Name = dwarfcoin PName = coin Location = IN_ROOM:store BValue = 20 Size = 1 Weight = 1 Desc[0] = "A silver coin has been dropped here." Examine = " The coin bears a profile view of Jim Morrison on one side. On the other side is engraved a fiery ring with people walking through it." End = dwarfcoin Name = dwarfale PName = ale Location = IN_ROOM:side BValue = 40 Size = 10 Weight = 10 OFlags { Drink } Desc[0] = "A large bottle of strong ale has been left here." Examine = " This fine ale is one of the better spirits associated with the Moog, who has been known to indulge in vast quantities of the drink." End = dwarfale Name = biscuit AltName = food Location = IN_ROOM:cellars BValue = 20 Size = 1 Weight = 1 OFlags { Food } Desc[0] = "A hard biscuit has been dropped here." Examine = " The biscuit is truly very hard. It was perhaps made out of dried sawdust." End = biscuit Name = gates Location = IN_ROOM:gatehall State = 0 MaxState = 1 Linked = GATES@VALLEY OFlags { Openable NoGet } Desc[0] = "The dwarven gates are open." Desc[1] = "The dwarven gates are closed." Examine = ^A sign on the gate reads "Pete's Pearly Hire Co."^ End = gates Name = cutlery Location = IN_ROOM:dining BValue = 75 Size = 2 Weight = 2 Desc[0] = "Some gold cutlery has been left here." Examine = " You see a fork, a small fruit knife, and two medium spoons, all gold." End = cutlery Name = platesilver PName = plate Location = IN_ROOM:pantry BValue = 75 Size = 6 Weight = 10 Desc[0] = "A silver plate has been left here." Examine = " This plate was made to commemorate the exploits of one Cannonfod The Killer. The Phantom" End = platesilver Name = dwarfcrystal PName = crystal Location = IN_ROOM:side_hall BValue = 100 Size = 12 Weight = 2 Desc[0] = "A beautiful, well-cut crystal glints in front of you." Examine = " You peer into the crystal... You see an image of a panther about to strike! Curiously, the panther is pink." End = dwarfcrystal Name = axe Location = IN_ROOM:smithy BValue = 50 Size = 10 Weight = 10 Damage = 10 OFlags { Weapon PitReset } Desc[0] = "A small axe lies before you." Examine = " The words 'If found, please return to thrower' are written on the handle. This, taken with the fact that the axe is the dwarves' favorite weapon, would indicate something of its origins." End = axe Name = door_dw_top_east PName = door Location = IN_ROOM:top_east State = 2 MaxState = 2 Linked = door_treasury OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_dw_top_east Name = door_treasury PName = door Location = IN_ROOM:treasury State = 2 MaxState = 2 Linked = door_dw_top_east OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_treasury Name = ruby AltName = gem Location = IN_ROOM:treasury BValue = 250 Size = 2 Weight = 2 Desc[0] = "A huge ruby sparkles at your feet." Examine = " The ruby glows with a pleasant red light. It looks quite valuable." End = ruby Name = sapphire AltName = gem Location = IN_ROOM:treasury BValue = 250 Size = 2 Weight = 2 Desc[0] = "A massive sapphire glitters stunningly before you." Examine = " The sapphire is about the size of a plover's egg, and is almost clear when you look into it." End = sapphire Name = diamond AltName = gem Location = IN_ROOM:treasury BValue = 500 Size = 4 Weight = 2 Desc[0] = "There is a huge diamond on the floor in front of you." Examine = " This diamond is really huge, almost the size of your fist. It has a faint blue tint, making it even more valuable." End = diamond Name = armor AltName = armour Location = IN_ROOM:small BValue = 80 Size = 30 Weight = 15 Armor = 15 OFlags { Armor WearOnBody ExcludeWear PitReset } Desc[0] = "A tarnished suit of armor has been left here." End = armor %locations /* 1 */ small d:n_stairs; lflags { Dark } The Small Room^ You are in a small room at the top of a narrow flight of stairs. The room looks bare and empty and is one of those rooms which have no real reason to exist apart from linking two other rooms together. ^ /* 2 */ n_stairs u:small d:n_stairs2; lflags { Dark } Narrow Stairs^ You are descending a set of narrow stairs which twist and turn sharply as they plunge steeply down into darkness. Above you the stairs flatten out into a small room. ^ /* 3 */ n_stairs2 e:^door_n_stairs u:n_stairs d:n_stairs3; lflags { Dark } Narrow Stairs^ You are on a small landing on the narrow staircase. The roof here is a mere four feet high so you are forced to stoop. There is a low door in the east wall. The stairs continue up and down from here. ^ /* 4 */ n_stairs3 u:n_stairs2; lflags { Dark } Narrow Stairs^ The stairs end abruptly in a small room hewn from the living rock. The walls are rough, giving this room that "about to be worked on" feel. At the moment, however, your only exit is back up the stairs. ^ /* 5 */ armory s:^door_armory; lflags { Dark } Armoury^ You are in a small dwarven armoury. The only exit is a door to the south. ^ /* 6 */ hall n:^door_hall e:wide s:long; lflags { Dark } Dwarven Hall^ You are in a pillared dwarven hall, with a high arched roof. The carefully sculpted ceiling bears a picture of Snow White at work, rest and play. The last is by far the most interesting... Passages lead east and south, and a door lies north. ^ /* 7 */ wide n:^door_wide s:tunnel w:hall; lflags { Dark } Wide Passage^ You are standing in a wide but low dwarven passage way which leads south and west. There is a door to the north. ^ /* 8 */ guardroom s:^door_guard; lflags { Dark } Dwarven Guardroom^ You are in what appears to be a dwarven guardroom. The roof is low and you have to crouch down inside it. A door leads south. ^ /* 9 */ long n:hall w:^door_long; lflags { Dark } Long Passage^ You are following a long narrow passage which runs west to a door, and turns north into a hall. ^ /* 10 */ tunnel n:wide e:store2 s:stairs; lflags { Dark } Dwarven Tunnel^ You are standing at a junction between passages. A passage leads north and south, while another branches off to the east. ^ /* 11 */ store2 s:^door_dw_st_room w:tunnel; lflags { Dark } Dwarven Store Room^ You are in a small dwarven store room. To the south is another door, and a passage leads west. ^ /* 12 */ stairs n:tunnel u:cellars; lflags { Dark } Stairs^ You are standing at the bottom of some dwarven stairs that lead north along a passage, and up into what appears to be the cellars of a huge dwarven fortress. ^ /* 13 */ store n:^door_dw_store; lflags { Dark } Dwarven Store^ You are in a dark shadowy store room. A single door leads north. There is a small chute, too steep and slippery to climb, in the south wall. Its purpose is a complete mystery. ^ /* 14 */ cellars e:side u:great d:stairs; lflags { Dark } Dwarven Cellars^ You are in the huge cellar of the dwarven fortress. Massive stone pillars and arches bear the weight of the mighty stoneworks above. A narrow staircase winds down into darkness and up into the main castle hall. ^ /* 15 */ side w:cellars; lflags { Dark } Side Cellar^ You are standing in a small damp side cellar. The cellar is cold and musty and probably also serves as the dwarven cold store. ^ /* 16 */ pantry s:kitchen; lflags { Dark } Pantry^ You are in the dwarves' pantry. The only exit is south into the kitchens. ^ /* 17 */ kitchen n:pantry e:dining; lflags { Dark } Dwarven Kitchen^ You are in a sooty, low roofed kitchen. An exit leads north into a small pantry, and another leads east into a large hall. ^ /* 18 */ great n:gatehall e:smithy s:dining u:landing d:cellars; lflags { Dark } Great Hall^ You stand in the dwarven Great Hall, a huge carved room of spectacular design, with a massive fan-vaulted ceiling. The spectacular arches and pillars are all decorated with dwarvish battle scenes and, high up, dwarven momentos of great age are hung, golden banners, shining axes, helms, and many other items of war and craft. High arched exits lead north, east and south, a set of narrow stairs leads down into the cellars, and a wide sweeping staircase leads up to a high balcony overlooking the hall. ^ /* 19 */ dining n:great e:side_hall w:kitchen; lflags { Dark } The Dwarven Dining Hall^ This huge hall is another tribute to the skilled stonework of the dwarves, a circular hall with a spectacular painted domed roof that seems lost in the shadows high above you. From the walls, spectacularly carved gargoyles leer down, attempting to put you off your food. Passages lead north, east and west. ^ /* 20 */ smithy w:great; lflags { Dark } Dwarven Smithy^ You are standing in the smithy, a large room given over to one of the dwarves great skills. A narrow doorway leads west. ^ /* 21 */ side_hall w:dining; lflags { Dark } Side Hall^ You are standing in a small pillared side hall. Less splendid than the other halls, the room seems more sober and thoughtful. A doorway leads west. ^ /* 22 */ landing n:throne e:n_passage s:bedroom w:passage d:great; lflags { Dark } Upper Landing^ You are standing on the upper landing looking over the lower levels of the great hall. A set of stairs lead down into the hall itself, while at various points around the landing doorways lead off. ^ /* 23 */ n_passage e:e_tower w:landing; lflags { Dark } Narrow Passage^ You are standing in a narrow east west passage that links the east tower with the Great Hall. ^ /* 24 */ e_tower w:n_passage u:top_east; lflags { Dark } East Tower^ You are standing in the lower room of the east tower. The room is bare and the thick stone walls seem to hem you in. A narrow staircase winds up to the top of the tower, and a passage leads west. ^ /* 25 */ top_east w:^door_dw_top_east d:e_tower; lflags { Dark } Top Of East Tower^ You are standing at the top of the east tower. A narrow staircase winds down, and to the west is a door. ^ /* 26 */ treasury e:^door_treasury; lflags { Dark } The Treasury^ You are standing in the dwarven treasury. A large and very well protected room that few are privileged to see. A single door leads east. There is a charred shape on the wall, somewhat resembling an ex neccy Moog and scratched on the wall you see the words "Die Frog...the ex knight to be!". A second notice reads "Who's he?" and another asks "What's a Moog?" ^ /* 27 */ bedroom n:landing; lflags { Dark } Dwarven Bedroom^ You are in a dwarven bedroom. A single doorway leads north. ^ /* 28 */ passage e:landing w:w_tower; lflags { Dark } Passage^ You are following a narrow passage that leads east-west, linking the west tower and the Great Hall. ^ /* 29 */ w_tower e:passage u:top_west; lflags { Dark } West Tower^ You are in a small room at the base of the west tower. A narrow passage leads east, and a set of spiral stairs climb up towards the top of the tower. ^ /* 30 */ top_west d:w_tower; lflags { Dark } Top Of West Tower^ You are in a small room at the top of the west tower. It looks out across a vast expanse of land. As your eyes wander across the skyline you can pick out the Desert of Fools, the valley and the black tower far in the distance. Clearly this is the dwarven watch post in times of war. Stone stairs lead down. ^ /* 31 */ throne s:landing; lflags { Dark } The Throne Room^ You stand in the center of the Dwarven Throne room, a vast arched hall whose ceiling appears to be a huge picture of a dwarf's head made purely from rare and precious metals. A single door leads south. ^ /* 32 */ gatehall n:^gates s:great; lflags { Dark } Dwarven Gatehall^ You are standing in the dwarven gatehall. A wide passage leads south into the great hall. To the north the huge dwarven gates stand solid, their massive iron bulk ready to bar all entry in the event of a war. ^ /* 33 */ piper n:NPATH@VALLEY s:haggis; lflags { Dark } The Piper's Lair^ You are standing in a small dry cave, with a low roof some six feet high. The cavemouth is to the north but is twisted enough that you cannot see out, and it also provides good shelter against the wind. To the south a narrow and low arched opening leads into another cave. The cave is clean and evidently well used by its occupant although who he is, its hard to tell. ^ /* 34 */ haggis n:piper s:claymore; lflags { Dark } The Lair Of The Haggis^ This small cave smells of the distinctive odour of haggis, its narrow entrance, and tiny size ensures that two people could not easily enter at the same time. To the south another small entrance leads into a larger cave. ^ /* 35 */ claymore n:haggis; lflags { Dark } The Piper's Storeroom^ You are in a small clean cave, which appears to serve as a storeroom for the owner of the cave. A single narrow exit leads north. ^