/* 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",
}));
}