#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);
}