/* -*- LPC -*- */ /* * $Locker: $ * $Id: garlic_breath.c,v 1.1 1998/01/06 04:14:00 ceres Exp $ * $Log: garlic_breath.c,v $ * Revision 1.1 1998/01/06 04:14:00 ceres * Initial revision * */ /** * This is the effect skelton docs. This effect * has a classification of "mouth.smell.garlic". * <p> * Describe the arguments in here. * @classification mouth.smell.garlic * @see help::effects */ #include <effect.h> /** @ignore yes */ void beginning( object player, int time ) { player->submit_ee( "make_smell", ({ 20, 20 }), EE_CONTINUOUS ); player->submit_ee( 0, time, EE_REMOVE ); } /* beginning() */ /** @ignore yes */ int merge_effect( object player, int time1, int time2 ) { player->submit_ee( 0, time1 + time2 - (int)player->expected_tt(), EE_REMOVE ); return time1 + time2; } /* merge_effect() */ /** @ignore yes */ void end( object player, int time ) { tell_object( player, "Your breath seems fresher.\n" ); } /* end() */ void make_smell( object player ) { tell_object( player, "A garlicky smell wafts out as you exhale.\n" ); tell_room( environment( player ), "The strong smell of garlic reaches "+ "you as "+ (string)player->short() +" exhales.\n", player ); } /* make_smell() */ /** @ignore yes */ string query_classification() { return "mouth.smell.garlic"; }