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 obj1, obj2;
void reset(status arg) {

  if(!find_living("cinthia")) {
    obj1 = clone_object(MONSTER);
    obj1 -> set_name("cinthia");
    obj1 -> set_alias("girl");
    obj1 -> set_alt_name("peasant");
    obj1 -> set_level(4);
    obj1 -> set_short("Cinthia the peasant girl");
    obj1 -> set_long(
          "Cinthia is a kindly, young peasant girl who sweeps the \n"+
          "pathways of market street. She has honey-golden hair   \n"+
          "and the prettiest of smiles.\n");
    obj1 -> set_hp(80);
    obj1 -> add_class("cleric");
    obj1 -> load_spells(20,({ "cure light wounds", }));
    obj1 -> set_wc(8);
    obj1 -> set_ac(4);
    obj1 -> set_race("human");
    obj1 -> set_gender(2);
    obj1 -> set_al(1000);
    obj1 -> load_chat(15,({ "Cinthia sweeps the street.\n",
          "Cinthia smiles sweetly.\n",
          "Cinthia says: Hullo stranger.\n",
          "Cinthia smiles happily.\n",
          "Cinthia smiles cutely.\n",
          "Cinthia cleans the street.\n",
          "Cinthia smiles at you.\n",
    }));
    obj1 -> load_a_chat(15,({ "Cinthia cries.\n",
          "Cinthia bursts out into tears.\n",
          "Cinthia screams.\n",
          "Cinthia exclaims: Leave me alone!\n",
          "Cinthia shouts: Help guards!\n",
          "Cinthia shouts: Help! Earothas, help me!\n",
    }));
    obj1 -> set_heart_ob(this_object());
    obj1 -> set_wander(50,900);
    obj1 -> add_money(20);
    move_object(obj1, this_object());
  }
  if(!present("broom", find_living("cinthia"))) {
    obj2 = clone_object(TREASURE);
    obj2 -> set_name("broom");
    obj2 -> set_short("A wooden broom");
    obj2 -> set_long(
          "A wooden broom with a straw bottom. It looks well used.\n");
    obj2 -> set_value(10);
    obj2 -> set_sell_destruct(1);
    move_object(obj2, find_living("cinthia"));
  }
    
  if(arg) return;

  set_short("Market Street");
  set_long(
     "\tMarket Street\n"+
     "The street here is a mess with the last nights drinkers, spoiling \n"+
     "and staining the fine workmanship of the cobblestones. There is   \n"+
     "even beer on the walls of the city gardens to the southwest.\n");
  set_items(({
     "beer#vomit#mess",
          "A mess of vomit and beer",
     "cobblestones",
          "The fine cobblestones of dwarvish design are a mess with \n"+
          "a night of revalry of the local inhabitants of Tempus city",
     "walls#wall",
          "The walls of the city gardens",
  }));
  set_weather(1,1,0);
  set_exits(({
     "room/city/market2",   "north",
     "room/city/market4",   "south",
    "room/city/garden/e_gate", "southwest",
  }));
}


void monster_heart_beat() {
  object mon;

  if(find_living("cinthia")->query_attack()) {
    mon = clone_object("room/city/monst/guard1");
    move_object(mon, environment(find_living("cinthia")));
    mon -> add_secondary_attacker(find_living("cinthia")->query_attack());

    tell_room(environment(find_living("cinthia")),
     "A guard comes to Cinthia's aid!\n");
  }
}