/* wall street #5 */ #include <mudlib.h> #define PATH "d/coronos/w/angel/city/streets/" #define MONST "d/coronos/w/angel/city/monst/" inherit ROOM; void reset(status arg) { object ob; int ii; if(!random(4) && !present("guard")) { for(ii=0; ii<3; ii++) { ob = clone_object(MONST+"guard1"); move_object(ob, this_object()); } } if(arg) return; set_short("wall street"); set_long( "\tWall Street\n"+ "The outer wall stands strong to the north of this long grey stone \n"+ "street. Along the south side are small residential buildings, some \n"+ "several stories high, but most of simple design, reflecting the \n"+ "family nature of this part of Ille Coronos. The majority of people \n"+ "who live here are obviously simple citizens. "); set_items(({ "street", "You stand on Wall Street.\n", "stone#stones", "The stones are large slabs of grey rock, hand carved by "+ "dwarven stonemasons.\n", "buildings", "This is the residential part of Ille Coronos, where the \n"+ "families of the guard, merchants, and other people live \n"+ "under the lawful reign of The Circle.\n", })); set_day_desc("The sun shines on\nyou as you walk along here.\n"); set_day_items(({ "sun#sun shine", "Do you want to go blind?!\n", })); set_night_desc( "There are tall bronze\n"+ "torch sconces which cast light into the street, keeping it safe. \n"+ "Lights from the houses shine through their small windows.\n"); set_night_items(({ "torch#torches", "The light flickers, casting dancing shadows onto the road.\n", "windows", "The windows in the houses have their curtains drawn, making\n"+ "it impossible to see inside.\n", "light", "The light from the windows looks inviting.\n", })); set_weather(2, 4, 0); set_exits(({ PATH+"gate1", "east", PATH+"wall4", "west", })); }