dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* DOOM.ZONE                                              *
* Written By: Slayer                                     *
* Code By: Rex                                           *
* Notes:     Distribute with full DYRT distribution only *
* Edited by Rex on 29 September 1996                     *
*********************************************************/

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

%zone:doom

%mobiles

Name            = doomguard
PName           = "The Guard"
Location        = 1
Strength        = 100
Damage          = 10
Armor           = 2
Speed           = 0 
MFlags            { BarNorth }
Description     = "There is a guard standing here looking down on you."
End             = doomguard

Name            = oldman
PName           = "The Man"
Location        = 3
Strength        = 100
Damage          = 10
Aggression      = 70
Speed           = 0
Description     = "A smelly old man is standing in front of you."
End             = oldman

Name            = jeffery
PName           = "Jeffery"
Location        = 6
Damage          = 90
Armor           = 15
Speed           = 0
Description     = "Jeffery the gardener is here."
End             = jeffery

Name            = rudy
PName           = "Rudy"
Location        = 7
Strength        = 120
Damage          = 20
Speed           = 2
SFlags            { Female }
Description     = "Rudy the Cook is here brandishing her knives at you." 
End             = rudy

Name            = drunk
PName           = "The Drunk"
Location        = 8
Strength        = 50
Damage          = 10
Speed           = 0
Description     = "There is a drunk here."
End             = drunk

Name            = skeleton
PName           = "The Skeleton"
Location        = 11
Strength        = 150
Damage          = 10
Speed           = 0
Description     = "There is a Skeleton warrior here."
End             = skeleton

Name            = nathan
PName           = "Nathan"
Location        = 12
Strength        = 150
Damage          = 12
Aggression      = 60
Speed           = 0
Description     = "Nathan the angry ogre is here."
End             = nathan

Name            = huge
PName           = "Huge"
Location        = 14
Strength        = 200
Damage          = 10
Aggression      = 60
Speed           = 0
Description     = "There is a huge guard standing here."
End             = huge
			      
Name            = doom
PName           = "Doom"
Location        = 15
Strength        = 300 
Damage          = 30
Speed           = 0
PFlags            { NoSummon }
Description     = "Doom, the town Lord is standing here laughing at you."
End             = doom

%objects

Name            = gate1
PName           = gate
Location        = IN_ROOM:1
State           = 2
MaxState        = 2
Linked          = gate2
OFlags            { NoGet Openable Lockable }
Desc[0]         = "The gate is open."
Desc[1]         = "The gate is closed."
Desc[2]         = "The gate is locked."
Examine         = "The gate is made of hefty materials and looks old and rusty."
End             = gate1

Name            = gate2
PName           = gate
Location        = IN_ROOM:2
State           = 2
MaxState        = 2
Linked          = gate1
OFlags            { NoGet Openable Lockable }
Desc[0]         = "The gate is open."
Desc[1]         = "The gate is closed."
Desc[2]         = "The gate is locked."
Examine         = "The gate is made of hefty materials and looks old and rusty."
End             = gate2

Name            = pie
AltName         = food
Location        = IN_ROOM:5
State           = 1
MaxState        = 1
BValue          = 5
Size            = 2
Weight          = 5
OFlags            { Food GetFlips }
Desc[0]         = "An apple pie has been left here."
Desc[1]         = "There is an apple pie resting beside the window."
Examine         = "It is freshly baked and looks delicious."
End             = pie

Name            = gatekey
PName           = key
Location        = WORN_BY:doomguard
BValue          = 100
Size            = 1
Weight          = 1
OFlags            { Key WearOnNeck }
Desc[0]         = "A huge iron key is lying here."
Examine         = "
It looks as though it were meant for opening drawbridges or very large gates."
End             = gatekey

Name            = knife
Location        = WIELDED_BY:rudy
BValue          = 100
Size            = 5
Weight          = 3
Damage          = 10
OFlags            { Weapon PitReset }
Desc[0]         = "A sharp butcher's knife is lying here."
Examine         = "The blade is long, thick and sharp; a nasty weapon."
End             = knife

Name            = door1
PName           = door
Location        = IN_ROOM:13
State           = 2
MaxState        = 2
Linked          = door2
OFlags            { Openable Lockable NoGet }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
Desc[2]         = "The door is locked."
End             = door1

Name            = door2
PName           = door
Location        = IN_ROOM:14
State           = 2
MaxState        = 2
Linked          = door1
OFlags            { NoGet Lockable Openable }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
Desc[2]         = "The door is locked."
End             = door2

Name            = heavy
PName           = shield
Location        = WORN_BY:huge
BValue          = 100
Size            = 7
Weight          = 5
Armor           = 10
OFlags            { WearOnArms Armor PitReset }
Desc[0]         = "There is a heavy shield lying here."
End             = heavy

Name            = carvings
Location        = IN_ROOM:13
OFlags            { NoGet }
Desc[0]         = "There are some strange carvings in the ground here."
Examine         = "
Looking at the carvings closely, you make out the word REDRUM."
End             = carvings

Name            = shelf
Location        = IN_ROOM:14
OFlags            { NoGet Container }
Examine         = "There seem to be a few interesting books here."
End             = shelf

Name            = book
Location        = IN_CONTAINER:shelf
BValue          = 100
Size            = 3
Weight          = 5
Desc[0]         = "There is a massive book lying here."
Examine         = "
The cover is dusty.  Wiping it off you can barely make out the word 'Death'."
End             = book

Name            = lairkey
PName           = key
Location        = WORN_BY:doom
BValue          = 100
Size            = 1
Weight          = 1
OFlags            { Key WearOnNeck }
Desc[0]         = "There is a large key on the ground before you."
Examine         = "
The key looks like it belongs to a chest, but it is a skeleton key and can 
probably open most anything."
End             = lairkey

Name            = chest
Location        = IN_ROOM:15
State           = 2
MaxState        = 2
OFlags            { Openable Lockable NoGet Container }
Desc[0]         = "There is an open chest here."
Desc[1]         = "The chest is closed."
Desc[2]         = "The chest is locked."
Examine         = "
The chest is very old and falling apart.  It has an almost evil feel to it."
End             = chest

Name            = doomblade
AltName         = sword
Location        = IN_CONTAINER:chest
BValue          = 200
Size            = 8
Weight          = 10
Damage          = 20
OFlags            { Weapon PitReset }
Desc[0]         = "The Doomblade lies before your feet."
Examine         = "The blade is very sharp, and not to be toyed with."
End             = doomblade

%locations

/* 1 */
f1 e:f2 d:f2 w:SNOW_TEMPLE@BLIZZARD u:SNOW_TEMPLE@BLIZZARD;
lflags { Cold Outdoors RealTime }
Path Down The Mountain^
   You are on a steep path that leads up and down the mountain, with snow
lashing you from all sides. Above you you can make out some sort of stone
structure, while below you see the beginnings of a large forest. To the
northeast you see what may be smoke rising above the trees.
^
/* 2 */
f2 w:f1 u:f1 n:f3;
lflags { Cold Outdoors RealTime }
The Silent Forest^
   The trees around you are silent and lifeless. The only thing you hear is
the sound of snowflakes falling to the ground. To your west is a path 
leading up a snowy mountain, and to the north the forest continues.
^
/* 3 */
f3 s:f2 n:1;
lflags { Outdoors RealTime }
The Silent Forest^
   This forest definitely needs some life. The trees on either side of the
path block passage to the east and west, and to the south the forest path 
continues. To the north you see a small clearing.
^
/* 4 */
1 n:^gate1 s:f3;
lflags { Outdoors RealTime }
The Gates to Doom^
   You are in a small clearing. To your south is a path through the forest
surrounded by trees. To the north of you is a giant iron gate, and on each 
side of the gate is a wall stretching out for miles.  Looking through the gate 
you can kind of make out a small town.  The gates look very large and heavy.
^
/* 5 */
2 n:4 s:^gate2 e:3;
lflags { NoMobiles Outdoors RealTime }
Road to Town^
   You are on a road that leads to the north and south through a lifeless
forest. You notice the flowers on the side of the road are dead and seem to 
have been trampled on. To the north you can see a town and notice that there 
are no houses, but little huts instead.  You can see that a lot of the huts 
have been burned down or are damaged as if there had been a fire here.  The 
road leads north to the town, or south to a large and heavy set of gates that 
lead through a long wall. To the east you see a small wooden shack through 
the trees.
^
/* 6 */
3 w:2;
lflags { RealTime }
A Wooden Shack^
   This shack appears to have not been used in a long time. You notice that 
it is very messy and has a strong musty smell to it. There is a table in the 
middle of the room that has scraps of old cut up fish on it. On the east 
wall is an old rocking chair, the chair looks unused and has collected a lot 
of dust. There are a lot of cracks in the ceiling and walls, letting dim,
diffuse light into the room.
^
/* 7 */
4 w:5 n:7 s:2;
lflags { Outdoors RealTime }
Town Road^
   You are standing at the entrance to a small town.  There are a lot of old 
shacks around you, although many of them are not standing anymore.  You 
notice a pleasant-looking shack to the west; is doesn't look as dirty as the
rest of the shacks that are still standing.  To the north you see that the
forest closes back in on the town, while to the south you can see a gate in
the distance.
^
/* 8 */
5 e:4 w:6;
lflags { RealTime }
Shack^
   You are in a large, tidy, and nice-smelling one room shack. There is a 
nice sized dinner table in the middle of the room with a white cloth over 
the it.  An old iron stove sits against the north wall.  The shack is nicely 
decorated with paintings hanging from walls and resting on shelves around the 
room. There is a door to the east that leads out to the town road, and to the 
west a door goes out to a large yard.
^
/* 9 */
6 e:5;
lflags { Outdoors RealTime }
The Backyard^
   You are in a large and nicely maintained yard which appears to be the
nicest place in town that you have seen. There is a small pond set in the 
middle of the yard, with arranged groupings of flowers and bushes that 
surround giant trees. You hear the sounds of birds and other animals here
that you have noticed to be absent elsewhere in the forest. This is the only 
nice place in town that you have seen so far. To the east you can enter the
shack.
^
/* 10 */
7 s:4 e:8 n:9;
lflags { Outdoors RealTime }
Town Road^
   The forest to the north looks very thick and dark.  The road you are 
standing on is narrower here than to the south, and it gets even narrower to
the north. The dirt here looks like ashes, and there is a smell in the air
of rotting flesh. There is a large shack to the east or you can go north 
or south on the town road.
^
/* 11 */
8 w:7;
lflags { RealTime }
The Bar^
   You walk into a large bar. This seems to be where most of the people are,
for the bar is very crowded. There are people sitting at tables having 
drinks, talking, and people dancing on the dance floor. There are a bunch of 
drunks on the stage trying to dance, but they are stumbling and laughing too 
hard to do so. You notice one guy sitting at the bar by himself with a 
strange look on his face, maybe you should talk to him.
^
/* 12 */
9 s:7 e:10;
lflags { Outdoors RealTime }
Forest Path^
   You enter a path in the woods. It is dark and very creepy. You can barely 
see the path, only enough to know where to put your feet. You feel like 
you're being watched and looking around you realize the trees have horrible 
faces carved on them.  The path leads to the east where there is a little 
more light, and to the south where it passes a large shack.
^
/* 13 */
10 n:11 w:9;
lflags { Outdoors RealTime }
Forest Path^
   You are deep in the forest.  You notice a house to the north of you which
appears to be the source of light for this area. You can hear something 
echoing in the background.  It sounds almost like the screams of children in 
pain.
^
/* 14 */
11 w:13 n:12 s:10;
lflags { Outdoors RealTime }
Path^
   You are standing on a path in front of a large shack to your north. There 
are very loud screams coming from the west. The path here is well lit due to
the light that is spilling out through the open doorway of the shack. The 
path also continues to the west and south.
^
/* 15 */
12 s:11 d:16;
lflags { RealTime }
House^
   You walk into the shack and notice that it is quite large.  There isn't 
much in here though.  A large dinner table sits in the middle of the room 
with broken plates and scraps of food on it.  Whoever was eating here was a 
slob.  There is a stairwell leading down a flight of VERY old looking stairs.
^
/* 16 */
13 e:11 w:^door1;
lflags { Outdoors RealTime }
Path^
   You are at the end of a long road standing before a large brick house.  
You notice a strange light and can hear the death cries from children and 
adults coming from inside this place. You can go east back down the road, 
or to your west is a door leading into the house. There are carvings on the 
ground in front of you.
^
/* 17 */
14 e:^door2;
lflags { RealTime }
Brick House^
   You are in a large brick house. The main feature of this room is book-
shelves; a lot of shelves and a lot of books. You can hear death cries much
more loudly here coming from beneath you. Through an opening you can see
stairs that lead down into darkness. 
^
/* 18 */
15;
lflags { Dark }
Lair of DOOM^
   You are in the cold damp basement of the house.  There are corpses 
littering the floor and the smell down here is horrible.  You would not want 
to stay down here for too long. You notice there are bats roosting in the 
rafters above you. A set of heavy stone stairs lead up to the main floor.
^
/* 19 */
16;
lflags { Death }
The Old Stairs^
   You make it about half way down the stairs, when suddenly a step breaks from 
under you.  The rotted foundation of the shack breaks and splinters under 
your weight, impaling you through the abdomen.  

   Suddenly you don't feel very well...
^