dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* BLIZZARD.ZONE                                          *
* Core Zone: Author Unknown                              *
* Notes:     Distribute with full DYRT distribution only *
* Edited by Rex on 29 September 1996                     *
*********************************************************/

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

%zone:blizzard

%mobiles

Name            = seamas
Location        = stream
Strength        = 70
Damage          = 10
Speed           = 2
Description     = "
Seamas the Leprechaun eyes you cautiously, an evil grin upon his face."
End             = seamas

Name            = yeti
PName           = "The Yeti"
Location        = pass2
Strength        = 80
Damage          = 10
Aggression      = 30
Speed		= 0
MFlags            { NegFrost NoHeat }
Description     = "A huge, furry yeti rears up threateningly in front of you!"
End             = yeti

%objects

Name            = snow_ice
PName           = snow
Location        = IN_ROOM:snow_temple
State           = 1
MaxState        = 1
Linked          = SNOW_ICE@KASTLE
OFlags            { NoGet }
Desc[0]         = "
A hole has been chipped through the ice that covered a stairway leading down."
Desc[1]         = "Ice-encrusted snow is piled up against one ruined wall."
End             = snow_ice

Name            = garland
Location        = IN_ROOM:shady
BValue          = 100
Size            = 6
Weight          = 1
OFlags            { WearOnNeck }
Desc[0]         = "
A beautiful garland of flowers sends a sweet smell wafting around you."
Examine         = "
You see written on it, in small flowing letters, the word...
                       'Judy'"
End             = garland

Name            = talisman
Location        = IN_ROOM:elemental
BValue          = 100
Size            = 2
Weight          = 2
OFlags            { WearOnNeck }
Desc[0]         = "A battered silver talisman has been dumped here."
End             = talisman

Name            = branch_village
PName           = branch
AltName         = stick
Location        = IN_ROOM:r_land
State           = 1
MaxState        = 1
Size            = 2
Weight          = 2
Damage          = 2
OFlags            { PitReset Lightable Extinguish Weapon }
Desc[0]         = "A burning branch has been left here."
Desc[1]         = "An old branch has been dropped here."
End             = branch_village

Name            = pick
Location        = IN_ROOM:snow_temple
BValue          = 20
Size            = 5
Weight          = 2
Damage          = 11
OFlags            { Weapon PitReset }
Desc[0]         = "A small but well-made ice pick has been dropped here."
End             = pick

Name            = stick
AltName         = branch
Location        = IN_ROOM:valley
State           = 1
MaxState        = 1
BValue          = 10
Size            = 1
Weight          = 1
Damage          = 2
OFlags            { Lightable Extinguish Weapon PitReset }
Desc[0]         = "A burning stick lies on the ground."
Desc[1]         = "An old stick lies on the ground."
End             = stick

Name            = reset_stone
PName           = stone
Location        = IN_ROOM:shady
OFlags            { NoGet }
Desc[0]         = "
A huge stone stands in the center of the clearing, its sides strangely marked
and scored."
Examine         = "
The ancient runes, battered as they are, indicate that the stone can be struck
to reset the game."
End             = reset_stone

Name            = scimitar
AltName         = sword
Location        = IN_ROOM:shady
BValue          = 30
Size            = 12
Weight          = 10
Damage          = 7
OFlags            { Weapon PitReset }
Desc[0]         = "A long, curved scimitar has been placed here."
Examine         = "
This is a hefty and gruesome weapon, much favoured by orcs, who often use them
for cutting cakes, trimming toe nails, and ripping out the insides of hobbits!"
End             = scimitar

Name            = wintergreen
Location        = IN_ROOM:ravine
State           = 1
MaxState        = 1
BValue          = 30
Size            = 1
Weight          = 2
OFlags            { Food GetFlips }
Desc[0]         = "A sprig of wintergreen has been left here."
Desc[1]         = "Peeking out of the snow you spy some wintergreen."
Examine         = "
As you examine the sprig of wintergreen, you break a leaf, releasing the
delicious aroma of fresh mint."
End             = wintergreen

%locations

/* 1 */
pass n:blizzard s:pass2 u:WINDOW@WINDOW e:1@MITHDAN;
lflags { Outdoors Realtime Cold }
Blizzard Pass^
   You are trudging through deep snow as you follow a narrow track that winds
down a long pass leading ever southward, its end is hidden by the flurries of
snow that are still falling.  On either side of you the mountains tower high
above the pass, their peaks veiled in clouds.  At one point, however, the cliff
is nowhere near as steep and a fair way up a single window has been cut,
looking out across the snows. To the east a snowy path leads among the trees.
^
/* 2 */
blizzard n:HAVEN@HAVEN e:crevasse s:pass w:gate;
lflags { Outdoors Realtime Cold }
Blizzard^
   You are lost in a blizzard, almost blinded by the driving snows. The howling
icy wind sends huge clouds of snow whistling across the plain totally obscuring
your view.
   The snows extend in all directions save north, where a lighted inn offers
warmth, food, and shelter from the elements.
^
/* 3 */
gate w:ENTRY@NEWBIE n:DARK@VALLEY e:HAVEN@HAVEN s:blizzard;
lflags { Cold Outdoors Realtime }
Gate of Sorcerers^
   You are outside The Gate of Sorcerers.  Its mighty pillars tower up around
you, shielding you from the worst of the snow that is falling and from some of
the icy winds.  The ancient arched gateway between the pillars leads north into
a wide magically lit passage which disappears into the roots of the earth.
   You may enter the gate to the north, a lighted inn to the east, or trudge
south into the snows.
^
/* 4 */
crevasse n:blizzard s:blizzard w:blizzard d:bottom;
lflags { RealTime }
Crevasse^
   You are standing on the edge of a deep crevasse looking down into darkness.
Heavy snow is falling all around you partially hiding the distant mountains in
clouds of whiteness.
   The snows extend in all direction save east, where the crevasse bars the
route.  You could clamber down into the crevasse but would have great problems
in getting back out of it.
^
/* 5 */
bottom e:elemental;
lflags { RealTime }
Crevasse Bottom^
   You are at the bottom of the crevasse.  Daylight, and a great deal of snow,
comes through the top of the crevasse.  A single man-made passage leads east
into a strange temple.
^
/* 6 */
elemental w:bottom;
lflags { RealTime }
Elemental Temple^
   You are in the Temple Of The Elements, surrounded by decorations depicting
Earth, Air, Fire and Water.  This strange icy place gives off a feeling of
unbalance and growing evil.
There is a blinking construction sign here.
^
/* 7 */
pass2 n:pass s:n_pass w:S_CAVE@ICECAVE;
lflags { Cold Outdoors Realtime }
The Pass^
   You are following the pass as it runs north-south through the mountains.
There is a small cave mouth to the west.
^
/* 8 */
n_pass n:pass2 s:pass3;
lflags { Cold Outdoors Realtime }
Narrow Pass^
   You are trudging along a gloomy narrow pass pelted with snow while the icy
wind feels like daggers stabbing into your unprotected flesh.  The pass
continues north and south.
^
/* 9 */
pass3 n:n_pass e:ravine s:s_pass;
lflags { Cold Outdoors Realtime }
The Pass^
   You are trudging along the pass.  The wind here whips around in a circular
pattern, almost veiling a narrow ravine leading eastwards.  The pass continues
north and south.
^
/* 10 */
ravine e:snow_temple w:pass3;
lflags { Cold Outdoors Realtime }
Ravine^
   You are on a path climbing up a narrow ravine towards the crumbling remains
of a snow shrouded temple.
^
/* 11 */
snow_temple w:ravine;
lflags { Cold Outdoors Realtime }
Snow Temple^
   You are in the snowy ruins of an ancient temple.  The view from here is
stunning and very picturesque but the lashing snow and icy wind are enough to
dissuade you from sightseeing.
^
/* 12 */
s_pass n:pass3 s:e_pass;
lflags { Cold Outdoors Realtime }
Southern Pass^
   You are trudging down the pass.  The towering mountains, their heads cloaked
in snow, seem to leer down at you as your feet crunch into the fresh, deep and
rather cold snow.  The pass continues north and south.
^
/* 13 */
e_pass n:s_pass e:valley w:PATH1@ORCHOLD u:PATH1@ORCHOLD;
lflags { Outdoors Realtime }
The End Of The Pass^
   You are at the southern end of the pass.  The snow gives way rapidly to a
pleasant autumn sun, its gentle beams filling the whole vista with a shimmering
beautiful golden hue.  Tracks lead North, and East.
^
/* 14 */
valley n:GROVE@OAKTREE e:bridge s:woods w:e_pass;
lflags { Outdoors Realtime }
The Valley^
   You are in a green and fair valley amidst the gently murmuring oaks.  The
sun shines gently through the trees sending dancing, golden beams rippling
across the shadowy grass while midges dance between the branches.  One
particularly large oak tree rises up to the north.
^
/* 15 */
bridge e:GREEN@VILLAGE s:stream w:valley;
lflags { Outdoors Realtime }
The Humpbacked Bridge^
   You are standing on a crumbling humpbacked bridge looking over the side down
onto a wide but shallow stream.  The sun sparkles gently off the ripples as the
stream passes across pebbles and rocks and the fish swim between them. You hear
the faint roar of a waterfall somewhere downstream.
   You can go east or west across the bridge or follow the stream southwards.
^
/* 16 */
woods n:valley e:waterfall s:shady w:MPATH@VALLEY;
lflags { Outdoors Realtime }
In The Woods^
   You are in the woods. The great trees cast green shadows across the flowers
and undergrowth as they sway peacefully in the wind.  You can walk in any
direction.
^
/* 17 */
waterfall e:r_land n:PATH@FEMNAZ s:grassy w:woods;
lflags { Outdoors Realtime }
The Waterfall^
   You are in a secluded clearing beside a waterfall which sprays cool water
gently over you.  Several paths diverge here, leading south, east and west.
^
/* 18 */
r_land n:GREEN@VILLAGE e:1@QUARRY w:waterfall;
lflags { Outdoors Realtime }
Rough Land^
   You are on a patch of rough land to the south of the village.  To the east
is an old, seemingly deserted quarry.  Other paths lead north and west.
^
/* 19 */
woods2 n:woods3 e:woods3 s:woods3;
lflags { Outdoors Realtime }
The Woods^
   You are in the woods listening to the trees as they rustle in the wind.
There are no visible tracks here, but you could travel through the woods in any
direction, save to the west where thick holly bushes block the route.
^
/* 20 */
woods3 n:GREEN@VILLAGE e:woods3 s:woods3 w:woods2;
lflags { Outdoors Realtime }
The Woods^
   You are in the woods, walking amongst the huge trunks watching the birds as
they flit from branch to branch, filling the air with their lively chirping
calls.
^
/* 21 */
shady n:woods s:1@MOUNTAIN;
lflags { Outdoors Realtime }
Shady Clearing^
   You are in a shady clearing surrounded by proud and mighty oaks.  The oaks
are surrounded by hollies and thick bushes, while creepers and weeds girdle
their ancient trunks.  The only route from the clearing is a single path
winding north, worn into a deep rut by the passing of endless footsteps.
^
/* 22 */
grassy n:waterfall;
lflags { Outdoors Realtime }
Grassy Clearing^
   You are in a grassy clearing beside a crystal clear, spring-fed pool that
reflects the swaying trees above.  A sandy path leads north alongside the
burbling stream.
^
/* 23 */
stream n:bridge w:F6@FOREST;
lflags { Outdoors Realtime }
Stream Bank^
   You stand on a quiet grassy stream bank.  The water burbles gently past you,
shaded by the thick trees and bushes which grow along the bank.  Towering oaks
cast dark shimmering shadows across the almost mirror-like rippling water which
flickers in the light.  The undergrowth blocks any way southwards along the
stream, but thins out to the north and west where paths lead off.
^