/**
This effect has a classification
of "coffee.nose".
It was written by Gin for Starbanks.
*/
#include <effect.h>
/** @ignore yes */
void beginning( object player, int time ) {
if (time > 1800)
time = 1800;
tell_object( player, "\n" );
tell_room( environment( player ), (string)player->the_short() + " drinks some of his coffee and ends up with a small amount of froth on "+player->query_possessive()+" nose.\n", player);
player->submit_ee( 0, time, EE_REMOVE );
player->add_extra_look( this_object() );
} /* beginning() */
/** @ignore yes */
int merge_effect( object player, int time1, int time2 ) {
int newtime;
newtime = (time1 > time2 ) ? time1 : time2;
newtime = ( newtime > 1800 ) ? 1800 : newtime;
player->submit_ee( 0, newtime, EE_REMOVE );
return newtime;
} /* merge_effect() */
/** @ignore yes */
void end( object player, int time ) {
if ( !player->query_property( "dead" ) )
tell_object( player, "A small amount of frothy Coffee drops onto the floor.\n" );
player->remove_extra_look( this_object() );
} /* end() */
/** @ignore yes */
string query_classification() { return "coffee.nose"; }
/** @ignore yes */
string extra_look( object player ) {
return capitalize( player->query_pronoun()+" looks "
"like "+player->query_pronoun()+" has a small amount of creamy, frothy coffee on "+player->query_possessive()+" nose.\n" );
}/* end query_extra_look() */