/* -*- 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"; }