/**
* This is the effect skelton docs. This effect
* has a classification of "shades.sight".
* <p>
* Describe the arguments in here.
* <p>
* This effect has a shadow associated with it.
* @classification shades.sight
* @see help::effects
*/
#include "path.h"
#include <effect.h>
/** @ignore yes */
string query_classification() { return "shades.sight"; }
/** @ignore yes */
string query_shadow_ob() { return SHADOWS +"shades_sight"; }
/** @ignore yes */
void beginning( object player ) {
tell_object( player, "Your eyes tingle momentarily.\n" );
} /* beginning() */
/** @ignore yes */
void merge_effect( object player ) { return; }
/** @ignore yes */
void end( object player ) {
tell_object( player, "Everything goes dark, as if you'd blinked, but "+
"then returns to normal.\n" );
} /* end() */
int test_for_effect( object thing ) {
if ( !thing )
return 0;
return member_array( file_name( this_object() ),
(string *)thing->query_wear_effects() ) != -1;
} /* test_for_effect() */
void person_removing_item(object item, object player) {
int* ids;
if (!player) {
return ;
}
ids = player->effects_matching(query_classification());
if (sizeof(ids)) {
player->delete_effect(ids[0]);
}
} /* person_removing_item() */