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/
inherit "inherit/room2";
#include <door.h>

reset(arg) {
  object obj;
  int i;
  if(!present("door"))  {
    make_doors("room/city/pub/inn5", "west",
	"room/city/pub/inn7", "east",
	"A strong iron lock",
	"skandles downfall",
	"A solid wooden door bearing the number 1 in bronze in the middle",
	1, 1, 1);
  }

  obj = all_inventory(this_object());
  for(i=0; i<sizeof(obj); i++) {
    if(obj[i] -> id("door")) {
      obj[i] -> set_can_lock(1);
      obj[i] -> set_closed(1);
      obj[i] -> set_locked(1);
      obj[i] -> set_both_status();
    }
  }

  if(arg) return;

  set_short("the inn above skandles downfall");
  set_day_desc(
	"A dusty corridor lit by the window at the end of the hallway \n"+
	"leads to the north. At intervals a few doors line the west wall.\n");
  set_night_desc(
	"A dusty corridor lit by a few small lamps leads to the north.\n"+
	"At intervals a few doors line the west wall.\n");
	
  set_exits(({
	"room/city/pub/inn7", "west",
	"room/city/pub/inn4", "south"
  }));
  set_day_items(({
	"window", "A small window with a white frame. The paint is slowly \n"+
	"flaking from exposure to the sun. From the window you can see the \n"+
	"whole city of Tempus below"
  }));
  set_night_items(({
	"lamp",
	"A few small lamps attached to the walls, light the corridor as \n"+
	"night has fallen, and the window at the end of the corridor is "+
	"quite shut",

	"window",
	"A small white window. It is locked closed"
  }));
  set_weather(1, 1, 0);
}