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;

status enter(string str);
void reset(status arg) {
  if(arg) return;

  set_short("the city garden");
  set_long(
     "A tall white rotunda stands amid a blossoming bushes of waratah, \n"+
     "its new white paint contrasting the brilliant reds of the native \n"+
     "australian flowers. ");

  set_day_desc(
     "The sunlight beams down on you from on high,\npeeking through the "+
     "white fluffy clouds.\n");
  set_night_desc(
     "The moon stares down at you as dark sinister \nclouds pass by.\n");

  set_listen("You think you hear the chattering of possums.\n");
  set_smell("The fragrance of the waratah is beautiful.\n");

  set_items(({
     "rotunda", 
          "A tall white wooden building, mainly used for resting, \n"+
          "or for Sunday picnics. It is a quiet place to sit.     \n"+
          "Perhaps you care to enter the rotunda and rest for a while",
     "waratah#flower#flowers",
          "The brilliant red waratah is in full bloom here, its large \n"+
          "flowers several inches in diameter. it is certainly beautiful",
  }));
  set_day_items(({
     "sunlight#sun#light",
          "Do you want to go blind?",
     "cloud#clouds",
          "They are white and fluffy. One reminds you of a big kangaroo",
  }));
  set_night_items(({
     "moon",
          "A white barron moon",
     "cloud#clouds",
          "They look dark and sinister...and very spooky",
  }));
  set_exits(({
     "room/city/garden/garden6", "south",
     "room/city/garden/garden8", "west",
  }));
  set_weather(1,4,0);
}

void init() {
  ::init();
  add_action("enter", "enter");
}

status enter(string str) {
  if(str == "rotunda") {
    write("You enter the rotunda.\n\n");
    this_player()->move_player("into the rotunda#room/city/garden/rotunda");
    return 1;
  }
  else {
    notify_fail("Enter what?\n");
    return 0;
  }
}