#include <mudlib.h>
#define MONST "d/coronos/w/angel/city/monst/"
#define NAME (string)this_player()->query_name()
inherit ROOM;
void reset(status arg) {
if(!present("worm")) {
move_object(clone_object(MONST+"worm"),this_object());
}
if(arg) return;
set_short("the city garden");
set_long(
"A group of bottle trees stand in the corner of Ille Coronos\n"+
"gardens, against the walls that protect the flaura and fauna. \n"+
"The cobblestone pathway winds close to them, southward, \n"+
"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(({
"d/coronos/w/angel/city/streets/gate1", "north",
"d/coronos/w/angel/city/gardens/garden2", "southwest",
"d/coronos/w/angel/city/gardens/garden4", "southeast",
"d/coronos/w/angel/city/gardens/garden3", "south",
}));
set_weather(1,4,0);
}