/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/function/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
inherit "inherit/room2";
#include <door.h>

reset(arg) {
  object obj;
  int i;
  if(!present("door"))  {
    make_doors("room/city/pub/inn4", "west",
	"room/city/pub/inn8", "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/inn8", "west",
	"room/city/pub/inn5", "north",
	"room/city/pub/inn3", "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);
}