/
LIB3/
LIB3/D/ADMIN/
LIB3/D/ADMIN/OBJ/
LIB3/D/ADMIN/ROOM/W/
LIB3/D/HOME/
LIB3/D/HOME/CITY/ARENA/
LIB3/D/HOME/CITY/ITEMS/
LIB3/D/HOME/CITY/POSTOFFI/
LIB3/DOC/
LIB3/GLOBAL/SPECIAL/
LIB3/GLOBAL/VIRTUAL/
LIB3/NET/
LIB3/NET/CONFIG/
LIB3/NET/DAEMON/CHARS/
LIB3/NET/GOPHER/
LIB3/NET/INHERIT/
LIB3/NET/OBJ/
LIB3/NET/SAVE/
LIB3/NET/VIRTUAL/
LIB3/OBJ/B_DAY/
LIB3/OBJ/HANDLERS/TERM_TYP/
LIB3/PLAYERS/B/
LIB3/PLAYERS/N/
LIB3/ROOM/
LIB3/SAVE/
LIB3/SAVE/BOARDS/
LIB3/SAVE/ENVIRON/
LIB3/SAVE/POST/
LIB3/STD/COMMANDS/SHADOWS/
LIB3/STD/CREATOR/
LIB3/STD/DOM/
LIB3/STD/EFFECTS/
LIB3/STD/EFFECTS/HEALING/
LIB3/STD/EFFECTS/OTHER/
LIB3/STD/EFFECTS/POISONS/
LIB3/STD/ENVIRON/
LIB3/STD/GUILDS/
LIB3/STD/LIQUIDS/
LIB3/STD/ROOM/
LIB3/STD/TRIGGER/SHADOW/
LIB3/W/
LIB3/W/BANNOR/
LIB3/W/NEWSTYLE/
#include "path.h"
inherit "/std/room.c";

setup()
{
   set_short("Down a well");
   set_long("You are at the bottom of a well, standing in a few inches "
      +"of cool water. An iron ladder leads back up out of the "
      +"well. There is a shimmering circle on the southern side of "
      +"the well. \n");
   add_item( ({"well", "wall"}),
      "The well is not very deep, about 15 meters, and rather "
      +"narrow. From the water markings on the walls, you would "
      +"guess that this was once at least half full of water. \n");
   add_item( ({"ladder", "up"}),
      "The old iron ladder is badly rusted, but seems to be safe "
      +"enough. It leads back up to the surface from here. \n");
   add_item( ({"circle", "hole", "shimmering circle", "door", "portal"}),
      "The circle shimmers and glows slightly. Occasionaly it "
      +"flickers, revealing a dark pathway. \n");
   add_exit("up", "pebblestone5", "corridor");
   add_exit("south", "/d/underdark/main/rooms/fields/field42.c", "portal");
   add_alias("circle", "south");
   add_alias("portal", "south");
   modify_exit("south", ({ "obvious", 0 }) );
   modify_exit( "south", ({ "message", ({
                  "$N steps into the shimmering circle, and vanishes.\n" }) }) );
   modify_exit( "south", ({ "enter", ({
                  1, "$N appears through the shimmering portal.\n",
                  "$N appears through the shimmering portal.\n" }) }) );
   modify_exit( "south", ({ "function", "check_transfer" }) );
   set_light(20);
}

int check_transfer()
{
   if (this_player()->query_level() < 7 )
      {
      notify_fail("You don't have the courage to step into the portal yet.\n");
      return 0;
   }
   return 1;
}