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);
}