idirt-1.82d/
idirt-1.82d/bin/
idirt-1.82d/data/LOGS/
idirt-1.82d/data/POLICY/
idirt-1.82d/data/WIZ_ZONES/
idirt-1.82d/doc/
idirt-1.82d/doc/info/
idirt-1.82d/doc/manual/
idirt-1.82d/src/Ident/
idirt-1.82d/src/utils/
idirt-1.82d/utils/
#include "undef.h"
#include "cflags.h"

%mobiles

Name        = beavis
Pname       = "Beavis"
Location    = Green
Pflags      { NoZap NoPunt NoSteal NoExorcise NoAlias }
Strength    = 100
Damage      = 8
Armor       = 0
Aggression  = 0
Speed       = 0
Description = "Beavis is standing here with a grin on his face."
Examine     = "
You are looking at the almighty Beavis. He is wearing his favorite (and only)
shirt, a Metallica t-shirt. Then he starts to laugh as you turn away."
End         = beavis

Name        = butthead
Pname       = "Butthead"
Location    = Green
Pflags      { NoZap NoPunt NoSteal NoExorcise NoAlias }
Strength    = 100
Damage      = 8
Armor       = 0
Aggression  = 0
Speed       = 5
Description = "Butthead is here looking very lost."
Examine     = "
Butthead looks to you and says, 'What are you looking at bunghole?!?'"
End         = butthead

%objects

Name      = sack
Location  = IN_ROOM:alley
Oflags    {Container Openable}
BValue    = 30
Size      = 50
Weight    = 2
MaxState  = 1
Desc[0]   = "A very large sack has been left here."
Desc[1]   = "A very large sack has been left here. The sack is closed."
End       = sack

Name      = fire
AltName   = flames
Location  = IN_ROOM:seadog
Oflags    {Extinguish Lit NoGet}
Desc[0]   = "A huge fire burns in the center of the room."
End       = fire

Name      = poker
Location  = IN_ROOM:seadog
Oflags    {Weapon}
Damage    = 5
BValue    = 10
Size      = 5
Weight    = 2
Desc[0]   = "A heavy iron poker has been left here."
Examine   = "
This poker looks a bit more dangerous than a card game, and it appears to be
slightly bent from meeting various adventurers' heads with force!"
End       = poker

Name      = knife
Location  = IN_ROOM:yard
Oflags    {Weapon}
Damage    = 4
BValue    = 10
Size      = 2
Weight    = 2
Desc[0]   = "A small filleting knife has been left here carelessly."
End       = knife

Name      = jug
Location  = IN_ROOM:barman
BValue    = 40
Size      = 4
Weight    = 2
Desc[0]   = "A large toby jug has been left here, its face a hideous grin."
Examine   = "
This jug is shaped somewhat like a stout man with a cocked hat for the brim."
End       = jug

Name      = raft
Location  = IN_ROOM:cove
BValue    = 20
Size      = 100
Weight    = 100
Desc[0]   = "A small wooden raft has been dumped here."
End       = raft

Name      = boat
Location  = IN_ROOM:jetty
BValue    = 20
Size      = 100
Weight    = 100
Desc[0]   = "A small rowing boat has been left here."
End       = boat

Name      = bed
Location  = IN_ROOM:barman
Oflags    {NoGet}
Size      = 100
Weight    = 200
Desc[0]   = "
The barman's bed lies here, it doesn't appear to have been slept in."
End       = bed

Name      = sheets
Location  = IN_ROOM:barman
BValue    = 10
Size      = 20
Weight    = 30
Desc[0]   = "Some sheets lie strewn on the floor."
End       = sheets

Name      = map
Location  = IN_ROOM:slanted
BValue    = 100
Size      = 1
Weight    = 1
Desc[0]   = "
A worn and battered old treasure map lies torn and tattered before you."
Examine   = "Nothing doing here... yet..."
End       = map

Name      = pebble
AltName   = stone
Location  = IN_ROOM:cove
Size      = 1
Weight    = 1
Desc[0]   = "A bored pebble sits at your feet, philosophising."
End       = pebble

Name      = rat
Location  = IN_CONTAINER:barrel
BValue    = 1
Size      = 1
Weight    = 1
Desc[0]   = "A dead rat lies rotting on the floor before you."
End       = rat

Name      = bell
Location  = IN_ROOM:barman
BValue    = 120
Size      = 30
Weight    = 40
Desc[0]   = "
A huge brass ships bell has been placed here, its gleaming surface evidently
well polished."
End       = bell

Name      = barrel
AltName   = cask
Location  = IN_ROOM:cellar
Oflags    {Openable Container NoGet}
State     = 1
MaxState  = 1
Size      = 100
Weight    = 100
Desc[0]   = "An open wooden barrel stands before you."
Desc[1]   = "A large wooden barrel squats in a corner."
End       = barrel

Name      = Top_Boards
Pname     = floorboards
AltName   = floorboard
Location  = IN_ROOM:cellar
Oflags    {NoGet}
Linked    = Bot_Boards
State     = 1
MaxState  = 1
Size      = 50
Weight    = 50
Desc[0]   = "
One of the floorboards has been lifted, allowing access down under the cellar,
to some kind of passage."
End       = Top_Boards

Name      = Bot_Boards
Pname     = floorboards
AltName   = floorboard
Location  = IN_ROOM:passage
Oflags    {NoGet}
Linked    = Top_Boards
State     = 1
MaxState  = 1
Size      = 50
Weight    = 50
Desc[0]   = "
The floorboards above you have been lifted, to allow access to some kind of
room above."
End       = Bot_Boards

Name      = flag
AltName   = jolly
Location  = IN_ROOM:chamber
BValue    = 50
Size      = 10
Weight    = 5
Desc[0]   = "An old Jolly Roger flag has been left here, carefully folded."
End       = flag

Name      = silk
AltName   = bale
Location  = IN_ROOM:chamber
BValue    = 150
Size      = 40
Weight    = 40
Desc[0]   = "A bale of valuable silk has been dropped here."
End       = silk

%locations
Green n:Church@start e:Track s:r_land@blizzard w:bridge@blizzard;
lflags {Outdoors}
The Village Green^
   You are standing on a square of grass in the center of the village.  A road
leads east into the rest of the village.
   To the north is a small church, and a path leads west into the trees.
^
Track e:Road1 w:Green n:hick1@hick;
lflags {Outdoors}
Village Track^
   You are following a path which leads east through the village towards the
sea.  To the west a few buildings are clustered around the village green, while
to the east the village becomes a collection of small houses and narrow
streets.  A small path leads to the north.
^
Road1 n:Yard e:Road2 s:Alley w:Track;
lflags {Outdoors}
Village Road^
   You are following a narrow dirt road which leads east into the village.  To
the north a track leads into a small yard of some sort, to the south it leads
down a narrow walled alley to the village well.
^
Yard s:Road1;
lflags {Outdoors}
Yard^
   You are in a small walled dirt yard in the village.  Various large pieces of
rotten fishing netting lie all around you, and the yard stinks with the smell
of rotting fish, a scent which seems to draw thousands of sea birds flapping
around you.
^
Alley n:Road1 d:Well2 ;
lflags {Outdoors}
Narrow Alley^
   You are standing in a narrow alleyway which deadends to the south.  The
alley is dark and dismal and is simply a walled passage down to a small well
which appears to serve the village itself.
^
Road2 e:Shore s:Inn_Yard w:Road1 n:Road3;
lflags {Outdoors}
Village Road^
   You are following the narrow main street of the village which leads east
and west and branches off to the north.  To the south, the worn sign of 
the Old Seadog Inn flaps quietly in the wind.
^
Inn_Yard n:Road2 e:Seadog ;
lflags {Outdoors}
Inn Yard^
   You are standing in the yard of the Old Seadog Inn.  The inn itself stands
to the east, a battered structure half timbered and sagging, with that pleasant
atmosphere of ages.  To the north a narrow gateway leads back onto the road.
^
Seadog e:Behind w:Inn_Yard;
lflags {}
The Old Seadog^
   You are standing in the 'Old Seadog' inn.  The inn radiates age and charm,
with its oak beam roof, and many seafaring momentos secured firmly around the
walls.  Even the bar is a single thick oak slab, worn and chipped with years of
service to rowdy sailors.
   The door out is west.
^
Behind e:Barman w:Seadog d:Steps ;
lflags {}
Behind The Bar^
   You are standing behind the bar of the 'Old Seadog'.  The bar surface is
worn and pitted from years and years of heavy use.  Names are carved into its
surface, 'Black Sea Pete', 'Grey Hook', 'Moog The Kipper', no doubt some of the
pirates who long ago made this their haunt.
   A narrow stairway leads down, and a small room can be seen through a low
doorway to the east.
^
Barman w:Behind;
lflags {}
Barman's Room^
   You are crouched in the barman's small, and very personalized room.  The
walls have a large collection of battered naval memorabilia fastened securely
to them.  Indeed, even the lone window is a porthole, giving the room that
distinctive sea-cabin look.  A single low doorway leads west into the inn
proper.
^
Steps u:Behind d:Cellar ;
lflags {}
Cellar Steps^
   You are standing on the narrow, precarious steps which lead down into the
cellars of the inn.  A pale shaft of light shines down from the top of the
steps, revealing the cellars below.
^
Shore e:Jetty w:Road2 ;
lflags {Outdoors}
Village Shore^
   You stand on the sea shore, to the east of the village. A narrow jetty leads
east out into the waves.  The road also leads westwards back into the center of
the village.
^
Jetty e:2@sea w:Shore ;
lflags {Outdoors}
The Jetty^
   You stand on the jetty, looking east across the waves.  A path leads west
along the jetty back to the village.
^
Well1 ;
lflags {Death}
Down The Well^
   You slip and lose your grip, then plunge helplessly into the waters below...
^
Well2 e:Tunnel u:Alley d:Well1;
lflags {}
Down The Well^
   You are hanging part of the way down the village well, looking upwards
towards the light above.  The well descends further but it gets very slippery.
A narrow passage leads east into absolute darkness.
^
Tunnel e:Dirt w:Well2 ;
lflags {Dark}
Narrow Tunnel^
   You are squeezing down a narrow dirt tunnel, quite crudely dug, and
supported with old ships timbers.  The tunnel leads westwards towards a faint
light, or descends steeply to the east.
^
Dirt n:Slanted e:Chamber w:Tunnel;
lflags {Dark}
Dirt Tunnel^
   You are clambering along a low dirt tunnel which leads east and west.
A wider tunnel joins from the north.
^
Chamber s:Passage w:Dirt;
lflags {Dark}
Dim Chamber^
   You are standing in a dim, and secret chamber deep underground.  Narrow
rough passages lead west and south.
^
Passage n:Chamber u:^bot_boards;
lflags {Dark}
Passage End^
   The passage here ends with a blank stone wall, possibly foundations to a
building.  Above you is a set of floorboards.
^
Cellar u:Steps d:^top_boards;
lflags {Dark}
Cellars^
   You are stooped down low, in the cellars of the 'Old Seadog'.  The room is
dark and shadowy lit only by a pale light from high above at the top of the
steps.  The room stinks of cheap ale and rotting wood.
^
Slanted n:Narrow s:Dirt;
lflags {Dark}
Slanted Tunnel^
   You are clambering down a fairly wide earthen passage which descends from a
junction of passages towards a turning of some sort.  The dirt floor is hard,
as if heavy objects have passed this way many times.
^
Narrow e:Cave s:Slanted;
lflags {Dark}
Narrow Tunnel^
   You are clambering down a narrow tunnel which slopes downwards and east
turning from the south.  From the east you can smell the sea and hear the sound
of waves against the shore...
^
Cave e:Cove w:Narrow;
lflags {}
Sea Cave^
   You are standing in a low, reasonably dry sea cave.  The cave echoes the
gentle pounding of the waves on the sandy beach to the east.  A single narrow
passage leads west into darkness.
^
Cove e:7@sea  w:Cave ;
lflags {}
Secret Cove^
   You are standing in a secret cove surrounded by high black crags.  A narrow
cavemouth leads west into darkness. The rocks and pounding surf along the shore
here makes launching boats well nigh impossible.
^
Road3 s:Road2 e:house1@playhouse;
lflags { }
Village Road^
   You are following a narrow dirt road which leads south. To the east it 
leads into a house that looks like a day care center.
^