/**
* Effect to hold you in thrall while death is delivering his
* speech.
* This effect has the classification "mudlib.death.message".
* This effect has a shadow associated with it.
* Shiannar, 02/10/01.
*/
#include "path.h"
#include <effect.h>
void setup_death_shadow(object);
/** @ignore yes */
string query_classification() { return "mudlib.death.message"; }
/** @ignore yes */
string query_shadow_ob() { return SHADOWS "death_message"; }
/** @ignore yes */
void beginning(object player, object death) {
if(!death) { //What the?
player->release_from_death_effect();
return;
}
tell_object(player, death->short()+"'s steely gaze catches your eyes, "
"and holds you in thrall.\n");
call_out((:setup_death_shadow:), 0, player);
} /* beginning() */
/** @ignore yes */
void end(object player, object death) {
player->remove_property("death_rolling");
if(!death) {
return;
}
tell_object(player, death->short()+"'s eyes lose their lustre, "
"and you find yourself free to move once more.\n");
} /* end() */
/** @ignore yes */
void restart(object player, object death) {
if(!death) {
return;
}
call_out((:setup_death_shadow:), 0, player);
tell_object(player, death->short()+" glares sharply at you, "
"ensuring your attention.\n");
} /* restart() */
/**
* Ensures that player input is caught by the shadow.
*/
void setup_death_shadow(object player) {
player->setup_death_shadow();
} /* setup_death_shadow() */