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;

void make_encounter();
void reset(status arg) {

  make_encounter();
  if(arg) return;

  set_short("Main Street");
  set_long(
     "\tMain Street\n"+
     "You stand on Main Street which runs west from the town square.\n");  
  set_night_desc(
     "Tall golden sconces stand ablaze, lighting your way through Tempus.\n");

  set_day_desc(
     "The tall sconces stand empty, awaiting night fall when they   \n"+
     "will be lit for passers by.\n");

  set_night_items(({
     "sconces",            "Golden sconces bearing torches",
     "fire#torch#torches", "They appear well lit"
  }));

  set_day_items(({
     "sconces",       "They bear doused torches",
     "torch#torches", "They are not lit, awaiting night fall"
  }));

  set_weather(1, 1, 0);
  set_exits(({
     "room/city/square",   "west",
     "room/city/main_st2", "east"
  }));
}

make_encounter() {
  object monst;
  if(!this_object()->query_day()) { 
    if(!present("bandit"))
      monst = clone_object("room/city/monst/bandit");
  }
  else { 
    if(!present("orc"))
      monst = clone_object("room/city/monst/merchant");
  }
  if(monst)
    move_object(monst, this_object());
}