/* -*- LPC -*- */
/*
* $Locker: $
* $Id: bad_aftershave.c,v 1.3 2000/06/08 21:34:13 drakkos Exp $
* $Log: bad_aftershave.c,v $
* Revision 1.3 2000/06/08 21:34:13 drakkos
* Made 'goat' into an array so it didn't choke when the results match_objects_for_existence() were assigned.
*
* Revision 1.2 2000/06/08 03:13:45 pinkfish
* Remove references to find_match.
*
* Revision 1.1 1998/01/06 04:20:30 ceres
* Initial revision
*
*/
/**
* This is the effect skelton docs. This effect
* has a classification of "mind.avoidance".
* <p>
* Describe the arguments in here.
* @classification mind.avoidance
* @see help::effects
*/
/* Bad Aftershave *
* Mariana *
* Gototh *
* 09/11/97 */
#include <effect.h>
/**
* @ignore yes
*/
/** @ignore yes */
void beginning(object player, int time, int) {
tell_object(player, "You are surrounded by a distinct "
"odour of goat!\n");
player->submit_ee("make_stink", ({ 20, 20 }), EE_CONTINUOUS);
player->submit_ee(0, time, EE_REMOVE );
} /* beginning() */
/**
* @ignore yes
*/
/** @ignore yes */
int merge_effect(object player, int time1, int time2, int id) {
player->submit_ee(0, time1 + time2 - player->expected_tt(), EE_REMOVE);
return time1 + time2;
} /* merge_effect() */
/**
* @ignore yes
*/
/** @ignore yes */
void end(object player, mixed *args, int id) {
tell_object(player, "The distinct odour of goat fades away.\n");
} /* end() */
void make_stink(object player, int, int) {
object *goat;
tell_object(player,
"The distinct odour of goat wafts around you.\n");
player->remove_hide_invis("hiding");
tell_room(environment(player),
"The distinct odour of goat wafts from "
+player->the_short()+".\n", player);
goat = match_objects_for_existence("goat", ({ environment(player) }));
if(sizeof(goat)) {
goat->fall_in_love(player);
}
} /* emit_scent() */
/**
* @ignore yes
*/
/** @ignore yes */
string query_classification() {
return "body.smell.badaftershave";
} /* query_classification() */
string smell_string(object player, mixed *args) {
return "the distinct odour of goat";
} /* smell_string() */