LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
#include <mudlib.h>
inherit ROOM;

void reset(status arg) {
  object obj;
  if(!present("guard")) {
    obj = clone_object("room/city/monst/guard2");
    move_object(obj,this_object());
  }
  load_door(({
    "file", "room/city/garden/garden6", 
    "direction", "west gate",
    "key id",    "city key",
    "long",
       "A grand old iron lattice gate that leads into the city gardens.\n",
  }));
  reset_doors(arg);

  if(arg) return;
  set_short("the city gardens");
  set_long(
    "The east wall of the city gardens opens here at the grand old gates.\n"+
    "Ornate gargoyles stare down at you; ever watching stone guardians of \n"+
    "this peaceful and tranquil place. ");
  set_day_desc(
     "The sun shines down here, bathing \n"+
     "everything here in a golden light.\n");
  set_night_desc(
     "The moon light from the dark night sky makes the gargoyles seem     \n"+
     "almost alive.\n");
  set_weather(1,4,0);
  set_items(({
    "wall#north wall#garden#gardens",
      "The city gardens lie through the gate, to the south",
    "gargoyles",
      "Ornate stone gargoyles, perched atop the garden gates",
  }));
  set_day_items(({
    "sun", "Do you want to go blind?",
  }));
  set_night_items(({
    "moon", "The moon looks dark and scary at this time of night",
  }));
  set_exits(({
    "room/city/market4", "east",
    "room/city/market3", "northeast",
  }));
}