/* -*- LPC -*- */
/*
* $Locker: $
* $Id: dog_urinate.c,v 1.1 1998/01/06 04:20:30 ceres Exp $
* $Log: dog_urinate.c,v $
* Revision 1.1 1998/01/06 04:20:30 ceres
* Initial revision
*
*/
/**
* This is the effect skelton docs. This effect
* has a classification of "body.smell.urinate".
* <p>
* Describe the arguments in here.
* @classification body.smell.urinate
* @see help::effects
*/
#include <effect.h>
/** @ignore yes */
void beginning( object player, int time, int id ) {
player->submit_ee( "make_stink", ({ 20, 20 }), EE_CONTINUOUS );
player->submit_ee( 0, time, EE_REMOVE );
} /* beginning() */
/** @ignore yes */
int merge_effect( object player, int time1, int time2, int id ) {
player->submit_ee( 0, time1 + time2 - (int)player->expected_tt(),
EE_REMOVE );
} /* merge_effect() */
/** @ignore yes */
void end( object player, int time, int id ) {
tell_object( player, "The noxious cloud surrounding you disappears.\n" );
} /* end() */
void make_stink( object player, int time, int id ) {
tell_object( player, "A disgusting smell wafts up from your leg.\n");
player->remove_hide_invis( "hiding" );
tell_room( environment( player ), "A foul odour emanates from "+
(string)player->the_short() +"'s leg, like a dog has urinated on "+
(string)player->query_objective() +".\n", ({ player }) );
} /* make_stink() */
/** @ignore yes */
string query_classification() { return "body.smell.urinate"; }
string smell_string( object player, int time ) {
return "the stench of canine urine";
} /* smell_string() */