dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* RHOME.ZONE                                             *
* Written By: Rex                                        *
* Code By: Rex                                           *
* Notes:     Distribute with full DYRT distribution only *
* Edited by Rex on 30 September 1996                     *
*********************************************************/

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

%zone:rhome

%mobiles

Name            = fritz
PName           = "Fritz"
Location        = living
Strength        = 200
Damage          = 10
Speed           = 0
PFlags            { NoHassle }
Description     = "Fritz is curled up here on the back of the couch."
Examine         = "
Fritz is Rex and Kender's cat.  He's about 4 months old, and when he's awake,
he's a holy terror.  He's rather cute while he's asleep, though."
End             = fritz

Name            = sam
PName           = "Sam"
Location        = living
Strength        = 200
Damage          = 10
Speed           = 0
PFlags            { NoHassle }
Description     = "Sam has curled herself around Fritz."
Examine         = "
Sam is Rex and Kender's cat.  She's about 4 months old, and when she's awake,
she's a holy terror.  She's rather cute while she's asleep, though."
End             = sam

%objects

Name            = invring
Location        = IN_ROOM:15
Visibility      = 90000
Desc[0]         = "There is a glowing ring on an eerie pedestal here."
End             = invring

Name            = papers
Location        = IN_ROOM:den
OFlags            { NoGet }
Examine         = "You feel badly for going through Rex's papers..."
End             = papers

Name            = fridge
Location        = IN_ROOM:bar
State           = 1
MaxState        = 1
OFlags            { Openable NoGet Container }
Desc[0]         = "The fridge is open."
Desc[1]         = "The fridge is closed."
End             = fridge

Name            = cabinet
Location        = IN_ROOM:bar
State           = 1
MaxState        = 1
OFlags            { NoGet Container Openable }
Desc[0]         = "The cabinet is open."
Desc[1]         = "The cabinet is closed."
End             = cabinet

Name            = doritos 
AltName         = food
Location        = IN_CONTAINER:cabinet
OFlags            { Food }
Desc[0]         = "There is a bag of Doritos lying here."
Examine         = "The bag is a full one of Nacho Cheese flavor!"
End             = doritos

Name            = backpack
AltName         = pack
Location        = IN_ROOM:lab
BValue          = 200
Size            = 20
Weight          = 5
OFlags            { Container WearOnBack }
Desc[0]         = "There is an old leather backpack lying here."
Examine         = "
The backpack is made of old leather and it is dusty.  It is apparently the bag
that Rex uses on digs."
End             = backpack

Name            = porchdoor
PName           = door
Location        = IN_ROOM:den
State           = 1
MaxState        = 1
Linked          = dendoor
OFlags            { NoGet Openable }
Desc[0]         = "The porch door is open."
Desc[1]         = "The porch door is closed."
End             = porchdoor

Name            = dendoor
PName           = door
Location        = IN_ROOM:porch
State           = 1
MaxState        = 1
Linked          = porchdoor
OFlags            { NoGet Openable }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
End             = dendoor

Name            = bathdoor
PName           = door
Location        = IN_ROOM:upper
State           = 0
MaxState        = 2
Linked          = halldoor
OFlags            { NoGet Openable Lockable }
Desc[0]         = "The bathroom door is open."
Desc[1]         = "The bathroom door is closed."
Desc[2]         = "The bathroom door is locked."
End             = bathdoor

Name            = halldoor
PName           = door
Location        = IN_ROOM:bath
State           = 0
MaxState        = 2
Linked          = bathdoor 
OFlags            { NoGet Openable Lockable }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
Desc[2]         = "The door is locked."
End             = halldoor

Name            = beddoor
PName           = door
Location        = IN_ROOM:upper
State           = 0
MaxState        = 2
Linked          = hall2door
OFlags            { NoGet Openable Lockable }
Desc[0]         = "The bedroom door is open."
Desc[1]         = "The bedroom door is closed."
Desc[2]         = "The bedroom door is locked."
End             = beddoor

Name            = hall2door
PName           = door
Location        = IN_ROOM:bed
State           = 0
MaxState        = 2
Linked          = beddoor
OFlags            { NoGet Openable Lockable }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed." 
Desc[2]         = "The door is locked."
End             = hall2door

Name            = balconydoor
PName           = door
Location        = IN_ROOM:bed
State           = 0
MaxState        = 1
Linked          = bedroomdoor
OFlags            { NoGet Openable }
Desc[0]         = "The glass balcony door is open."
Desc[1]         = "The glass balcony door is closed."
End             = balconydoor

Name            = bedroomdoor
PName           = door
Location        = IN_ROOM:balcony
State           = 0
MaxState        = 1
Linked          = balconydoor
OFlags            { NoGet Openable }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
End             = bedroomdoor

%locations

/* 1 */
entry n:stairs w:living e:dining s:ROAD3E@NEWVILLAGE;
lflags { Party NoMobiles }
Chez Rex^
   You have stepped into a smallish house.  It seems new, but it could never be
classified as 'modern.'  You can still smell the carpet, which is a warm,
toasty brown.  The house is generally tidy, but you feel that, given Rex's
nature, there are probably a few rooms and secluded places here that must be
very messy.  The apartment is very comfortable and you grin evilly and 
consider taking a self-guided tour.
^
/* 2 */
living e:entry n:den;
lflags { Party Private }
The Living Room^
   In the west wall there is a huge stone fireplace, in front of which is a very
thick carpet that looks exceedingly comfortable to relax on.  There are two 
windows in the wall but the view both in and out is blocked by trees.  There
is a sense of total privacy here, which Rex must have seen as an important
feature.
^
/* 3 */
dining w:entry n:kitchen;
lflags { Party }
In the Dining Room^
   The walls here are white and the same carpet comes in from the entry.  In
the center of the room is a heavy oak table with four chairs around it.  The
chairs are very elaborate in their design.  On the table is a white table
cloth and a pair of tall red candles in crystal candlesticks, and a crystal
vase holding six red roses, some greens, and a few sprigs of baby's breath.
^
/* 4 */
kitchen s:dining;
lflags { Party }
Rex's Kitchen^
   This room frightens you...  It looks like some of the world's worst culinary
errors occurred in this very room.  You decide to leave quickly before
something jumps out of the fridge and wraps itself around your ankle.
^
/* 5 */
den s:living n:^porchdoor;
lflags { Party }
Rex's Den^
   This is a small, quiet room with a huge, heavy oak desk and a plush desk
chair in one corner of the room.  In another corner is a stereo and built into
the walls are wooden bookcases that stand about waist high.  From that level on
up, the walls are stucco and there is an oak border at the ceiling and oak beams
that criss-cross the ceiling.  Papers are grouped into piles on the desk,
in an attempt to make it look tidy.  On the desk sits a very sophisticated
looking pentium.  There are two filing cabinets in here, but you are afraid 
to look in them.
^
/* 6 */
porch s:^dendoor;
lflags { Party }
The Back Porch^
   You are on a screened-in porch at the back of the house.  There is a full
roof, which may indicate a balcony above.  As you look toward the north, there
is a large back yard, and beyond that, a huge green valley.
^
/* 7 */
stairs s:entry u:upper;
lflags { Party }
On the Stairs^
   The stairs go up half way and then turn the other way and finish their
climb.  The carpeting is new and soft under your feet as you run up and down.
^
/* 8 */
upper d:stairs e:^bathdoor w:^beddoor s:rec;
lflags { Party }
The Upper Hall^
   Here in the upper hall, the same brown carpeting is soft beneath your feet.
To the west is the main bedroom, and to the east is a large bathroom.
^
/* 9 */
rec n:upper w:lab e:bar;
lflags { Party }
The Rec Room^
   You have stepped into a huge room with fluffy carpeting and lots of light.
In one corner is a ping pong table, while in the opposite corner is a pool
table.  There is a big-screen TV against one wall with an endless collection of
video tapes.  Most of the newest releases are already here.  Near the TV
is an elaborate stereo system.  Many CD's are in messy piles around it, most of
them not even in the right cases.  Two huge windows in the south wall let in 
plenty of sunlight and fresh air.
^
/* 10 */
lab e:rec;
lflags { Party Dark } 
The Darkroom^
   The room you are in is painted black.  There are a few tables around for
work spaces, but other than that there is very little that resembles
furniture in here.  The more furniture one has in a darkroom, the better
the chances of falling over something.  There are three trays of liquid
on one of the counters.  One of them is emitting a quasi-nasty smell.
Hanging on a line on one side of the room are several rolls of black
and white film.  On shelves all around the room are lots of bottles of
different chemicals.  They all look a little scary to you.  Against one
wall is a large sink.  Behind the sink on pegboard there are several pairs
of forceps, a thermometer, a rubber tube, a squeegie, and a few other
photography tools.
^
/* 11 */
bar w:rec;
lflags { Party }
The Bar^
   There is a solid oak bar here with lots of shelves, cabinets, and a
refrigerator built into the back.  There are many old bottles used as
decoration here.  Just about every drink imaginable is available here.
^
/* 12 */
bath w:^halldoor;
lflags { Party Private }
The Bath^
   The bathroom is decorated in a very soft blue.  There are many huge white
towels folded on the shelves here, as well as two drying on racks.  The shower
is very powerful with a large tub for soaking in.  The newness makes the tile, 
porcelain, counter tops and floors gleam.
^
/* 13 */
bed e:^hall2door n:^balconydoor;
lflags { Party Private }
The Bedroom^
   This bedroom is very simply decorated.   It has a plush white carpet and
white walls.  Against the west wall is a king-sized bed.  On either side of the
bed are two night stands.  There are a few tasteful pictures on the walls. 
You also notice that there seems to be a few pieces of masculine clothing here.
^
/* 14 */
balcony s:^bedroomdoor d:15;
lflags { Party }
The Balcony^
   You have stepped out of Rex's room onto a large balcony.  There is an
over hang built onto it to keep you dry in the rain, but it only covers half of
the balcony, so that you can also watch the stars on clear nights.  There is an
intricate railing that will block you from falling.  As you look beyond the
railing you look into a deep valley that is perfectly green.  The land looks
like a meadow.  Way beyond that valley are tall, majestic mountains.  The whole
view gives you a feeling of complete and utter calm.  The breeze you feel is
surprisingly warm.  The balcony is perfect for spending time with someone you
love, or simply curling up with a book or watching the stars at night.
^
/* 15 */
15 u: balcony e:16;
lflags { Party Peaceful Private }
Rex's Secret Garden^
   This is the place where only Rex's friends are invited to.  Hidden in a
group of old beech trees, a small grassy clearing opens up before you filled
with sun and warmth.  Some fruit trees shade the garden from above, inviting
you to lie down under them and listen to the soft whispering of the breeze
through their branches.  There are some tiny mystical creatures called
wuselchen wuseling busily around in the grass, just out of your reach.
   To the east is a crystal clear pool, sparkling in the sunlight.  One edge is
covered with beautiful water lilies, while the trunk of a birch reaches far 
over the water, allowing you to rest comfortably on it.
^
/* 16 */
16 w:15 n:POOL@VALLEY s:POOL@ICECAVE;
lflags { Party Peaceful Private }
In the Pool^
   You dive into the pool and the cool waters surround you.  The sun overhead
heats the water and makes the temperature very pleasant on this hot day.  The
water is so crystal clear that you could probably drink it if you wanted to. 
The tree overhead and the surrounding groves provide for complete privacy here.
With a little bit of effort, you can dive through an underground waterway to
reach other pools to the north and south.
^