dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* 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.
^