/********************************************************* * ICECAVE.ZONE * * Core Zone: Author Unknown * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 30 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:icecave %mobiles Name = unicorn PName = "The Unicorn" Location = pool Strength = 2000 Damage = 10 Speed = 0 PFlags { NoSummon } Description = "A unicorn stands here, gazing quietly at its reflection." Examine = " The Unicorn is indeed a beautiful creature. Are you sure you want to kill it?" End = unicorn Name = gambler PName = "The Gambler" Location = gambling Strength = 75 Damage = 10 Speed = 0 Description = "A gambler dressed in rags and tatters is here." Examine = "The poor soul asks you for a loan." End = gambler Name = guardian PName = "The Guardian" Location = store Strength = 50 Damage = 10 Speed = 0 MFlags { NegFrost } Description = " A guardian of pure ice stands, silent and still, observing you." Examine = "Only his eyes follow your movement around the room." End = guardian %objects Name = pendant Location = IN_ROOM:magician BValue = 50 Size = 1 Weight = 1 OFlags { WearOnNeck PitReset } Desc[0] = "A crystal pendant has been dropped here." End = pendant Name = fountain Location = IN_ROOM:palace OFlags { NoGet } Desc[0] = " A small icy fountain burbles gently in the centre of the room." End = fountain Name = hole_g_hall PName = hole Location = IN_ROOM:g_hall State = 1 MaxState = 1 Linked = hole_snow_cave OFlags { NoGet } Desc[0] = "A hole has been dug through the snow." End = hole_g_hall Name = hole_snow_cave PName = hole Location = IN_ROOM:s_cave State = 1 MaxState = 1 Linked = hole_g_hall OFlags { NoGet } Desc[0] = "A hole has been dug through the snow." End = hole_snow_cave Name = cupboard_bedroom PName = cupboard AltName = door Location = IN_ROOM:bedroom State = 2 MaxState = 2 Linked = cupboard_store OFlags { Openable Lockable NoGet } Desc[0] = "The cupboard is open." Desc[1] = "The cupboard is closed." Desc[2] = "The cupboard is locked." End = cupboard_bedroom Name = cupboard_store PName = cupboard AltName = door Location = IN_ROOM:store State = 2 MaxState = 2 Linked = cupboard_bedroom OFlags { Openable Lockable NoGet } Desc[0] = "The cupboard is open." Desc[1] = "The cupboard is closed." Desc[2] = "The cupboard is locked." End = cupboard_store Name = chest Location = IN_ROOM:store State = 1 MaxState = 2 OFlags { Openable Container Lockable NoGet } Desc[0] = "A huge iron bound chest lies open before you." Desc[1] = "A huge iron bound chest lies before you." Desc[2] = " A huge iron bound chest lies before you. The chest is locked." End = chest Name = coronet Location = IN_CONTAINER:chest BValue = 300 Size = 3 Weight = 3 OFlags { WearOnHead ExcludeWear } Desc[0] = "A jeweled coronet glitters before you." End = coronet Name = key Location = IN_CONTAINER:pillowcase BValue = 10 Size = 1 Weight = 1 OFlags { Key PitReset } Desc[0] = "An old rusty iron key lies here." End = key Name = pillowcase AltName = case Location = IN_ROOM:bedroom BValue = 10 Size = 50 Weight = 1 OFlags { Container PitReset } Desc[0] = "A soggy pillowcase has been dumped here." Examine = " It must be a king-sized pillowcase, because it looks roomy from the inside." End = pillowcase Name = dagger AltName = icy Location = IN_ROOM:palace BValue = 100 Size = 2 Weight = 2 Damage = 18 OFlags { Weapon PitReset } Desc[0] = "A strange, thin icy dagger lies at your feet." End = dagger Name = westicethrone PName = throne Location = IN_ROOM:throne State = 1 MaxState = 1 Linked = easticethrone OFlags { NoGet } Desc[0] = " Icy shards lie scattered here, around an opening leading eastwards." Desc[1] = "A huge crystal throne of pure ice dominates the east wall." Examine = " The throne is fit for a king, but it looks very inviting to a weary traveler." End = westicethrone Name = easticethrone PName = throne Location = IN_ROOM:cave State = 1 MaxState = 1 Linked = westicethrone OFlags { NoGet } Desc[0] = "Slivers of ice twinkle in the light from the western exit." Desc[1] = " The western exit is blocked by what appears to be the back of a throne." End = easticethrone Name = door1stchamber PName = door Location = IN_ROOM:hall State = 2 MaxState = 2 Linked = door2ndchamber OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door1stchamber Name = door2ndchamber PName = door Location = IN_ROOM:storage State = 2 MaxState = 2 Linked = door1stchamber OFlags { Openable Lockable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door2ndchamber %locations /* 1 */ S_Cave e:PASS2@BLIZZARD s:^hole_snow_cave; lflags { RealTime } Snow Cave^ You are in a glittering ice cave, its floor and walls covered with loose, deep snow. The cavemouth is east. ^ /* 2 */ G_Hall n:^hole_g_hall s:Palace; lflags { RealTime } Glittering Hall^ 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. ^ /* 3 */ Magician e:Palace; lflags { RealTime } Magician's Research Room^ 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. ^ /* 4 */ Palace n:G_Hall e:Throne s:Bedroom w:Magician ; lflags { RealTime } Ice Palace^ 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. ^ /* 5 */ Throne e:^WestIceThrone w:Palace ; lflags { RealTime } The Ice Throne^ 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. ^ /* 6 */ Bedroom n:Palace s:^cupboard_bedroom; lflags { RealTime } Royal Bedroom^ 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. ^ /* 7 */ Store n:^cupboard_store; lflags { RealTime } The Secret Store Room^ 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. ^ /* 8 */ Cave n:Home e:Icy_Passage s:Tunnel w:^EastIceThrone; lflags { RealTime } The Cave of the Ice People^ 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." ^ /* 9 */ Home s:Cave; lflags { Private Party RealTime } Home of the Iceman^ 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. ^ /* 10 */ Tunnel n:Cave s:N_Tunnel; lflags { RealTime } Ice Tunnel^ 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. ^ /* 11 */ N_Tunnel n:Tunnel s:Pool; lflags { RealTime } Narrow Ice Tunnel^ 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. ^ /* 12 */ Pool n:N_Tunnel e:Hall; lflags { RealTime } Crystal Pool^ 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. ^ /* 13 */ Gambling e:Pool; lflags { RealTime } Gambling Hall^ 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. ^ /* 14 */ Hall n:^Door1StChamber w:Pool ; lflags { RealTime } Hall Of The Ice People^ 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. ^ /* 15 */ Storage s:^Door2ndChamber; lflags { RealTime } Storage Chamber^ 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. ^ /* 16 */ Icy_Passage w:Cave e:Shrine; lflags { RealTime } Icy Passage^ 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. ^ /* 17 */ Shrine w:Icy_Passage; lflags { RealTime } The Lost Shrine of the Ice People^ 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. ^