/* -*- LPC -*- */ /* * $Locker: pinkfish $ * $Id: bob.c,v 1.1 2000/05/10 07:55:11 pinkfish Exp pinkfish $ * $Log: bob.c,v $ * Revision 1.1 2000/05/10 07:55:11 pinkfish * Initial revision * * Revision 1.1 1998/01/06 04:11:58 ceres * Initial revision * */ /* * $Locker: pinkfish $ * $Id: bob.c,v 1.1 2000/05/10 07:55:11 pinkfish Exp pinkfish $ * $Log: bob.c,v $ * Revision 1.1 2000/05/10 07:55:11 pinkfish * Initial revision * * Revision 1.1 1998/01/06 04:11:58 ceres * Initial revision * */ /** * This is the effect skelton docs. This effect * has a classification of "fighting.combat.special.punch". * <p> * Describe the arguments in here. * <p> * This effect has a shadow associated with it. * @classification fighting.combat.special.punch * @see help::effects */ #include "path.h" #include <effect.h> #include <player.h> /** @ignore yes */ void beginning( object player, object *things, int id ) { tell_object( player, "You prepare to bob "+ (string)things[ 0 ]->the_short() +".\n" ); player->set_data( ({ "unarmed", "blunt", "hands" }) ); player->submit_ee( 0, 10 * COMBAT_SPEED, EE_REMOVE ); } /* beginning() */ /** @ignore yes */ void end( object player, object *things, int id ) { if ( sizeof( things ) ) tell_object( player, "You missed your opportunity!\n" ); } /* end() */ void restart( object player, object *things, int id ) { player->submit_ee( 0, 0, EE_REMOVE ); } /* restart() */ /** @ignore yes */ string query_classification() { return "fighting.combat.special.punch"; } /** @ignore yes */ string query_shadow_ob() { return SHADOWS +"bob"; }