#define INCUBATE_TIME 200
void init_curse(object target)
{
target->add_timed_property("COLD_CURSE_INCUBATE",1,INCUBATE_TIME);
}
void curse_end(object target)
{
tell_object(target,"Ah much better. Your nose clears up, "
"the headache disappears and "
"you feel much better!\n");
tell_room(environment(target),target->query_cap_name()+" looks a bit healthier.\n",
({target}));
}
void player_start(object target)
{
// Nope, nothing happens here. Shadows would get setup here though.
}
void player_quit(object target)
{
// Nope, nothing happening here either. Desting of shadows would go here though.
}
void curse_heart_beat(object target)
{
if((target->query_time_remaining("COLD_CURSE_INCUBATE") < 40) &&
(target->query_property("COLD_CURSE_INCUBATE")))
{
tell_object(target,"\nAll of a sudden you feel dizzy, your nose itch "
"and your head starts aching.\n");
tell_room(environment(target),target->query_cap_name()+" suddenly doesn't look "
"too well.\n",({target}));
}
tell_object(target,"You sneeze violently.\n");
tell_object(environment(target),target->query_cap_name()+
" sneezes violently.\n",({target}));
}
int prevent_remove(object target, object remover)
{
object *stuff;
int i;
stuff = all_inventory(remover);
for(i=0;i<sizeof(stuff);i++)
{
if(stuff[i]->query_property("cold_remedy"))
return 0;
}
return 1;
}