/* -*- 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"; }