dsIIr4/bin/
dsIIr4/extra/creremote/
dsIIr4/extra/wolfpaw/
dsIIr4/lib/cmds/admins/
dsIIr4/lib/cmds/common/
dsIIr4/lib/cmds/creators/include/
dsIIr4/lib/cmds/creators/include/SCCS/
dsIIr4/lib/daemon/services/
dsIIr4/lib/doc/
dsIIr4/lib/domains/Ylsrim/
dsIIr4/lib/domains/Ylsrim/adm/
dsIIr4/lib/domains/Ylsrim/armor/
dsIIr4/lib/domains/Ylsrim/broken/
dsIIr4/lib/domains/Ylsrim/fish/
dsIIr4/lib/domains/Ylsrim/meal/
dsIIr4/lib/domains/Ylsrim/npc/
dsIIr4/lib/domains/Ylsrim/virtual/
dsIIr4/lib/domains/Ylsrim/weapon/
dsIIr4/lib/domains/campus/adm/
dsIIr4/lib/domains/campus/etc/
dsIIr4/lib/domains/campus/meals/
dsIIr4/lib/domains/campus/npc/
dsIIr4/lib/domains/campus/save/
dsIIr4/lib/domains/campus/txt/
dsIIr4/lib/domains/campus/txt/ai/charles/
dsIIr4/lib/domains/campus/txt/ai/charles/bak2/
dsIIr4/lib/domains/campus/txt/ai/charles/bak2/bak1/
dsIIr4/lib/domains/campus/txt/ai/charly/
dsIIr4/lib/domains/campus/txt/ai/charly/bak/
dsIIr4/lib/domains/campus/txt/jenny/
dsIIr4/lib/domains/default/creator/
dsIIr4/lib/domains/default/doors/
dsIIr4/lib/domains/default/etc/
dsIIr4/lib/domains/default/virtual/
dsIIr4/lib/domains/default/weap/
dsIIr4/lib/domains/town/virtual/
dsIIr4/lib/lib/comp/
dsIIr4/lib/lib/lvs/
dsIIr4/lib/lib/user/
dsIIr4/lib/lib/virtual/
dsIIr4/lib/log/
dsIIr4/lib/obj/book_source/
dsIIr4/lib/obj/include/
dsIIr4/lib/realms/template/
dsIIr4/lib/realms/template/adm/
dsIIr4/lib/realms/template/area/armor/
dsIIr4/lib/realms/template/area/npc/
dsIIr4/lib/realms/template/area/obj/
dsIIr4/lib/realms/template/area/room/
dsIIr4/lib/realms/template/area/weap/
dsIIr4/lib/realms/template/bak/
dsIIr4/lib/realms/template/cmds/
dsIIr4/lib/save/
dsIIr4/lib/save/kills/o/
dsIIr4/lib/secure/cfg/classes/
dsIIr4/lib/secure/cmds/creators/include/
dsIIr4/lib/secure/cmds/players/
dsIIr4/lib/secure/cmds/players/include/
dsIIr4/lib/secure/daemon/include/
dsIIr4/lib/secure/lib/
dsIIr4/lib/secure/lib/include/
dsIIr4/lib/secure/lib/net/include/
dsIIr4/lib/secure/lib/std/
dsIIr4/lib/secure/modules/
dsIIr4/lib/secure/npc/
dsIIr4/lib/secure/obj/include/
dsIIr4/lib/secure/room/
dsIIr4/lib/secure/save/
dsIIr4/lib/secure/save/boards/
dsIIr4/lib/secure/save/players/g/
dsIIr4/lib/secure/tmp/
dsIIr4/lib/secure/verbs/creators/
dsIIr4/lib/shadows/
dsIIr4/lib/spells/
dsIIr4/lib/std/board/
dsIIr4/lib/std/lib/
dsIIr4/lib/tmp/
dsIIr4/lib/verbs/admins/include/
dsIIr4/lib/verbs/common/
dsIIr4/lib/verbs/common/include/
dsIIr4/lib/verbs/creators/include/
dsIIr4/lib/verbs/players/include/SCCS/
dsIIr4/lib/verbs/rooms/
dsIIr4/lib/verbs/rooms/include/
dsIIr4/lib/www/
dsIIr4/v22.2b14-dsouls2/
dsIIr4/v22.2b14-dsouls2/ChangeLog.old/
dsIIr4/v22.2b14-dsouls2/Win32/
dsIIr4/v22.2b14-dsouls2/compat/
dsIIr4/v22.2b14-dsouls2/compat/simuls/
dsIIr4/v22.2b14-dsouls2/include/
dsIIr4/v22.2b14-dsouls2/mudlib/
dsIIr4/v22.2b14-dsouls2/testsuite/
dsIIr4/v22.2b14-dsouls2/testsuite/clone/
dsIIr4/v22.2b14-dsouls2/testsuite/command/
dsIIr4/v22.2b14-dsouls2/testsuite/data/
dsIIr4/v22.2b14-dsouls2/testsuite/etc/
dsIIr4/v22.2b14-dsouls2/testsuite/include/
dsIIr4/v22.2b14-dsouls2/testsuite/inherit/
dsIIr4/v22.2b14-dsouls2/testsuite/inherit/master/
dsIIr4/v22.2b14-dsouls2/testsuite/log/
dsIIr4/v22.2b14-dsouls2/testsuite/single/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/compiler/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/efuns/
dsIIr4/v22.2b14-dsouls2/testsuite/single/tests/operators/
dsIIr4/v22.2b14-dsouls2/testsuite/u/
dsIIr4/v22.2b14-dsouls2/tmp/
dsIIr4/win32/
#include <lib.h>
inherit LIB_ROOM;
inherit "/lib/props/ambiance";

static void create() {
    room::create();
    SetClimate("indoors");
    SetAmbientLight(20);
    SetShort("sewer");
    SetLong("You are in the stinking underground tunnels of "+
      "a sewer system. The air here is quite foul, "+
      "and periodic blasts of steam from wall-mounted vents make it "+
      "very hot and very humid. There is a foot-high stream of dark liquid "+
      "covering the bottom of this tunnel, running west to east along "+
      "the tunnel's length. Light streams in from a drainage grate above.");
    SetItems( ([ ({"tunnel","tunnels"}) : "You are in a sewer tunnel."+
	"It's foul, dark, and hot.",
	({"sewer","sewer system"}) : "Though evidently in good repair "+
	"and of modern construction, this is still a sewer tunnel, "+
	"and it's hostile to human comfort.",
	({"steam","vent","vents","wall-mounted vents"}): "Apparently "+
	"there is industrial machinery nearby that exhausts hot steam "+
	"through vents in the walls.",
	"air" : "It is rank with the reek of decomposing waste.",
	({"wall","walls"}) : "The walls of the sewer tunnel are made "+
	"of concrete and appear well-built and sturdy.", 
	({"stream","liquid","stream of liquid","dark liquid"}) : "Whatever "+
	"this stuff is, water is not its main component. It's some kind "+
	"of foul-smelling liquid waste, flowing along the bottom "+
	"of the tunnel.",
	"light" : "There isn't much of it, and you can't tell if it's " +
	"sunshine or lamplight, but it lets you see a bit better.",
	({"sewage","waste","garbage"}) : "It appears that the fluid on the "+
	"bottom of this tunnel is the result of garbage and waste "+
	"processing. In liquid form, this garbage flows "+
	"east from here.",
      ]) );
    SetSmell( ([ "default" : "The stench of sewage and waste hangs here."]) );
    SetListen("default","You hear faint echoes of dripping water.");
    SetExits( ([
	"east" : "/domains/campus/room/sewer1",
	"up" : "/domains/town/room/vill_road1"
      ]) );

    SetDoor("up","/domains/campus/doors/grate");
    set_heart_beat(10);
}
int SteamBlast(){
    object *temparr,*stuff,*lstuff;
    int i;
    stuff=all_inventory();
    lstuff = ({});
    for(i=0;i<sizeof(stuff);i++){
	temparr= ({ stuff[i] });
	if(living(stuff[i]) && !sizeof(lstuff)) lstuff = ({stuff[i]});
	if(living(stuff[i]) && sizeof(lstuff) > 0 && member_array(stuff[i],lstuff) == -1) lstuff += ({stuff[i]});
    }
    for(i=0;i<sizeof(lstuff);i++){
	if(sizeof(lstuff) > 0 && !creatorp(lstuff[i]) ) lstuff[i]->eventReceiveDamage(0, 7,random(30)+10, "torso");

    }
    tell_room(this_object(), "You are hit by a blast of scalding-hot steam!");
    return 1;
}
void heart_beat(){
    if(random(10) == 1) SteamBlast();
    return;
}
void init(){
    ::init();
}