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;

object chest;
object money;
reset(arg) {
  if(!present("chest")) {
    chest = clone_object(CONTAINER);
    chest -> set_name("chest");
    chest -> set_closed(1);
    chest -> set_can_lock(1);
    chest -> set_locked(1);
    chest -> set_short("A huge chest");
    chest -> set_long("A huge chest with iron bands about its middle\n");
    chest -> set_lock_desc("A big rusty iron lock");
    chest -> set_key_id("skeleton key");
    chest -> set_weight(1000000000);   /* big hey! */
    chest -> set_trapped(1);
    chest -> set_trap_msg("A poison dart comes flying out at you!");
    chest -> set_trap_dam(20 + random(30));
    chest -> set_trap_complexity(17);
    move_object(chest, this_object());
  }
  if(!present("money", chest)) {
    money = clone_object(MONEY);
    money -> set_money(1000 + random(1000));
    move_object(money, chest);
  }

  if(arg) return;

  set_short("the inn at skandles downfall");
  set_long(
	"Cobwebs and dust hang from the corners of this old room.\n"+
	"It looks like no one has been here for many years. There\n"+
	"is a hole in the wall large enough to crawl through.\n");
  set_weather(0, 1, 0);
  set_items(({
    "hole#wall", "There is a hole in the wall big enough to crawl through"
  }));
}

init() {
  ::init();
  add_action("enter", "crawl");
  add_action("enter", "squeeze");
  add_action("enter", "enter");
}

enter(string str) {
  if(str == "hole" || str == "through hole" ||
     str == "wall" || str == "through wall") {
    write("You crawl through the hole in the wall.\n");
    if(!this_player()->query_stealth_on())
      say(this_player()->query_name() +" crawls through a hole in the "+
          "wall.\n");
      move_object(this_player(), "room/city/pub/inn1");
      command("look", this_player());
      return 1;
  }
}