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 reset(status arg) {
  object obj, pollen;
  int y;
  load_door(({
    "long",
      "A grand old iron lattice gate that leads out of the city gardens.\n",
    "file", "room/city/garden/e_gate",
    "direction", "east gate",
    "key id", "city key",
  }));
  reset_doors(arg);


  if(!present("bee")) {
    for(y=0; y < (4 + random(4)); y++) {
      obj = clone_object(MONSTER);
      obj -> set_name("bee");
      obj -> set_race("insect");
      obj -> set_short("A busy bee");
      obj -> set_long(
               "A little yellow and black striped bee. As it is a native \n"+
               "Australian bee, it does not have a sting. Even so, it can\n"+
               "still cause a nuisance.\n");
      obj -> set_level(1);
      obj -> set_ac(3);
      obj -> set_wc(5);
      obj -> load_chat(5, ({ "Bee buzzes merrily.\n",
               "Bee buzzes happily.\n",
               "Bee buzzes noisily.\n",
               "Bee buzzes hurridly.\n",
               "Bee buzzes around.\n",
               "Bee collects pollen from the wattle.\n",
               "Bee buzzes around you head.\n",
             }));
      obj -> load_a_chat(5, ({ "Bee buzzes angrily.\n",
               "Bee buzzes around your head.\n",
               "Bee buzzes noisily.\n",
               "Bee buzzes ferociously.\n",
               "Bee buzzes menacingly.\n",
             }));
      obj -> set_attack_msg(({
               "bumps into",  "softly",
               "bumps into",  "lightly",
               "bumps into",  "with some force",
               "grazes", "",
               "bumps into",  "with a great deal of force",
               "bumps into",  "with a stunning blow!",
               "bumps into",  "with a bone crunching sound!",
             }));
      move_object(obj, this_object());
      pollen = clone_object(TREASURE);
      pollen -> set_name("pollen");
      pollen -> set_short("Some pollen");
      pollen -> set_long(
                    "This is some pollen from a yellow wattle bush.\n");
      pollen -> set_weight(1);
      pollen -> set_value(20 + random(50));  /* something to give out */
      move_object(pollen, obj);
    }
  }

  if(arg) return;

  set_short("the city garden");
  set_long(
     "A beautiful flowering wattle bush stands beside the cobblestone \n"+
     "pathway which winds toward the tall iron east gate. The sounds  \n"+
     "of bees fills the air as they busily collect pollen from the    \n"+
     "wattle 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 clouds\npass by.\n");

  set_listen("The air is full of busy bees buzzing...\n");
  set_smell("The air is full of the sweet smell of wattle.\n");

  set_items(({
     "wattle#bush",
          "A fine yellow wattle bush. The spiky wattle has sharp spines \n"+
          "at the end of its leaflike stalks. The leaves of most wattles\n"+
          "are minute, appearing to be almost like flattened stalks",
     "path#cobblestone path#cobblestones#cobblestone",
          "A well travelled cobblestone path",
     "tree#gum tree#ghost-gum#gum",
          "This tree's trunk is a light grey, almost white colour. Atop \n"+
          "the tree is some movement amid the leaves",
     "orchid#spider orchid",
          "A long black-orange flower sways in the breeze that blows \n"+
          "through the leaves of the trees. The orchid seems to be   \n"+
          "growing on the trees themselves",
  }));
  set_day_items(({
     "sunlight#sun#light",
          "Do you want to go blind?",
     "cloud#clouds",
          "They are white and fluffy. One reminds you of an echidna",
  }));

  set_night_items(({
     "moon",
          "You can see the man in the moon. He \n"+
          "appears to be grinning an evil grin at you",
     "cloud#clouds",
          "They look dark and sinister...and very spooky",
  }));
  set_exits(({
     "room/city/garden/garden9", "north",
     "room/city/garden/garden3", "south",
     "room/city/garden/e_gate",  "east",
     "room/city/garden/garden5", "west",
  }));
  set_weather(1,4,0);
}