/
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/
/* The Void.
 * This room must not inherit any file, as it is the default room if anything
 * happens to the mudlib. Atleast this way, players won't screw up the mud
 * by logging into room code that is bugged.
 * Hence, there will always be one default room we can go to
 */

#include <player.cfg>

#ifdef NATIVE_MODE

void create() {
  set_light(5);
}

#else

void reset(status arg) {
  if(arg) return;
  set_light(5);
}

#endif /* NATIVE_MODE */


string short(status wiz) {
  return "The Void";
}

void long(status wiz) {
  write(
	"You are in a dark and endless void, spiraling downward \n"+
	"in a cascade of energy toward a familiar place below...\n"+
	"Obvious exits: square.\n");
}

void init() {
  add_action("square", "square");
}

status square() {
  if(catch(call_other(DEFAULT_ENTER, "????"))) {
    write("There is an error with the room file code.\n"+
	"Please find a creator to fix it!\n");
    return 1;
  }
  write("You fall endlessly down toward Tempus...\n\n");
  this_player()->move_player("X#"+ DEFAULT_ENTER);
  return 1;
}