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;

string panel_look();
int dial;
string tele_where;
static void create() {
    room::create();
    dial=0;
    tele_where="a dark, metal corridor";
    SetClimate("indoors");
    SetAmbientLight(40);
    SetShort("Underground Lab");
    SetLong("You are in a messy, wildly disorganized underground "+
      "laboratory. There are notes strewn everywhere, and a large chalkboard "+
      "is covered with bizarre schematics and formulae. On the east wall is "+
      "some mysterious, glowing portal, about the size of a door. Next to the "+
      "portal is a control panel, and a crudely drawn sign. There is a door on "+
      "the west wall.");
    SetItems(([
	({"lab","room","laboratory"}) : "This appears to be some sort of "+
	"secret physics lab.",
	"mess" : "It's definitely messy in here.",
	({"note","notes"}) : "These are notes covered in highly technical "+
	"equations and drawings.",
	({"board","chalkboard"}) : "It is filled with lots of jargon and symbols you "+
	"don't recognize.",
	({"schematics","formulae"}) : "Complicated stuff, it looks like.",
	({"schematic","formula"}) : "Complicated stuff, it looks like.",
	"east wall" : "Other than the mysterious glowing portal and the "+
	"control panel, the east wall seems pretty ordinary.",
	"west wall" : "The west wall has a door leading west.",
	"wall" : "It's a wall.",
	({"portal","glowing portal","mysterious glowing portal"}) : "This is just "+
	"what you'd expect a dimensional portal to look like, if you knew what "+
	"it was. It pulsates with some weird energy, and you feel mildly "+
	"nauseous looking into it. You feel strangely compelled to enter it.",
	({"panel","control panel"}) : (: panel_look :),
	"sign" : "A crude, hand-drawn sign in red ink next to the portal." ]));
    SetInventory(([
      ]));
    SetRead("sign","The sign reads: Enter at your own risk! This portal leads to some "+
      "places of questionable safety and unstable reality...you are warned!");

    AddRead( ({"schematics","formulae"}), ({"You don't understand them." }) );
    AddRead( ({"notes"}) , ({"They are incomprehensible to you."}) );
    AddRead( ({"board","chalkboard"}) , ({"It is full of cryptic equations. Buried in the middle of one "+
	"is 'Step 3: a miracle happens'."}) );
    SetExits((["west":"/domains/campus/room/tunnel3"]));
    SetEnters((["portal":"/domains/campus/room/access1"]));
    SetDoor("west","/domains/campus/doors/u_door");
    SetObviousExits("w");
    new("/domains/campus/npc/seth")->eventMove(this_object());
}
void init(){
    ::init();
    add_action("set_dial","turn");
    add_action("set_dial","set");
}
string panel_look(){
    return "The control panel contains a single dial and a tiny screen. "+
    "The dial is set to: "+dial+" and the screen reads: "+tele_where+".";
}
int set_dial(string str){
    int i;
    object ob;
    ob=present("seth",this_object());
    if(str=="dial"){
	write("You spin the dial.\n");
	say(this_player()->GetName()+" fiddles with the control panel.\n");
	if(ob){
	    ob->eventForce("look at "+lower_case(this_player()->GetName()));
	}
	return 1;
    }
    if(sscanf(str,"dial to %d",i) > 0){
	if(i > 10) i=0;
	write("You set the dial to "+i+".\n");
	say(this_player()->GetName()+" turns the control panel dial.\n");
	if(ob){
	    ob->eventForce("say I hope you know what you're doing");
	}
	dial=i;
	this_object()->set_portal(dial);
	return 1;
    }
    else return 0;
}
int set_portal(int i){
    if(i==0) { SetEnters((["portal":"/domains/campus/room/access1"]));
	tele_where="a dark, metal corridor";
	return 1;
    }
    if(i==1) { SetEnters((["portal":"/realms/boy/area/room3"]));
	tele_where="village gates";
	return 1;
    }
    if(i==2) { SetEnters((["portal":"/realms/dana/room/sc/marsh"]));
	tele_where="a marsh";
	return 1;
    }
    if(i==3) { SetEnters((["portal":"/realms/ember/swamp/swamp1"]));
	tele_where="a swamp";
	return 1;
    }
    if(i==4) { SetEnters((["portal":"/realms/haderach/land/cities/hartland/rooms/townsq"]));
	tele_where="a town square";
	return 1;
    }
    if(i==5) { SetEnters((["portal":"/realms/kyranna/law/maindesk"]));
	tele_where="a police department";
	return 1;
    }
    if(i==6) { SetEnters((["portal":"/realms/temujin/village/room/green"]));
	tele_where="a ruined village";
	return 1;
    }
    if(i==7) { SetEnters((["portal":"/realms/war/arena/3b1"]));
	tele_where="an arena";
	return 1;
    }
    if(i==8) { SetEnters((["portal":"/realms/zackron/metro/train/platfmn"]));
	tele_where="a train station";
	return 1;
    }
    if(i==9) { SetEnters((["portal":"/realms/hiccups/rooms/fen1"]));
	tele_where="entrance gates";
	return 1;
    }
    if(i==10) { SetEnters((["portal":"/domains/Midian/room/kaliid3"]));
	tele_where="road by a church";
	return 1;
    }
}