#include <mudlib.h>
#define NAME (string)this_player()->query_name()
inherit ROOM;
void reset(status arg) {
  if(!present("worm")) {
    move_object(clone_object("room/city/garden/monst/worm"),this_object());
  }
  if(arg) return;
  set_short("the city garden");
  set_long(
     "A group of bottle trees stand in the corner of the Tempus city \n"+
     "gardens, against the walls that protect the flaura and fauna.  \n"+
     "The cobblestone pathway winds close to them, then to the north \n"+
     "and east, along the sides of the garden walls.\n");
  set_day_desc(
     "The sunlight beams down on you from on high, peeking through the \n"+
     "white fluffy clouds.\n");
  set_night_desc(
     "The moon stares down at you as dark sinister clouds pass by.\n");
  set_listen("The air is silent; the sound of peace.\n");
  set_items(({
     "wall#walls",
          "Tall walls surround the gardens, protecting the flaura and "+
          "fauna inside",
     "bottle tree#bottle trees#tree#trees",
          "So named after its strange shape, the trunk of bottle trees \n"+
          "are almost seven feet in diameter. Their spread of leaves   \n"+
          "make this place ideal for picnics, and for resting in peace",
     "path#cobblestone path#cobblestones#cobblestone",
          "A well travelled cobblestone path",
  }));
  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/garden4", "north",
     "room/city/garden/garden2", "east",
  }));
  set_weather(1,4,0);
}