LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
#include <mudlib.h>
inherit ROOM;

void reset(status arg) {
  reset_doors(arg);
  load_door(({
     "file", "room/city/mage/guild", 
     "direction", "west door",
     "long",
          "A dark door bearing spidery runes on a golden plaque:\n"+
          "\tThe Apprentice's Study.\n",
     "key id", "city key",
  }));

  if(arg) return;
  set_short("the tower of high magic");
  set_long(
     "A long spiral staircase of black iron extends downward  \n"+
     "into the darkness below. A pair of torches burn brightly\n"+
     "either side of the west door, sending shadows dancing   \n"+
     "over the walls in a ghostly display of macarbe theatrics.\n");
  set_items(({
     "stairs#staircase",
          "A stairwell of cold black iron, descending downward",
     "torch#torches",
          "A pair of torches burning brightly",
     "shadow#shadows",
          "The seem to have a life of their own...",
     "walls#wall",
          "The walls are of a cold grey stone, possibly made by magical means",
     "stone",
          "No dwarf chiselled this stone",
  }));
  set_listen("You can hear the torch flames flutter.\n");
  set_smell("You can smell the burning of pitch on the torches.\n");
  set_exits(({
     "room/city/mage/tower2", "down",
  }));
  set_weather(2,1,0);    
  enable_commands();
}

void heart_beat() {
  string *messages;
  messages = ({
     "The torches flicker\n",
     "The torches splutter.\n",
     "The torches cast dancing shadows across the walls.\n",
     "The torches flutter.\n",
     "The torch light dances around the room.\n",
  });
  if(!random(10))
    tell_room(this_object(), messages[random(sizeof(messages))]);
}