/** This effect has a classification of "coffee.nose". It was written by Gin for Starbanks. */ #include <effect.h> /** @ignore yes */ void beginning( object player, int time ) { if (time > 1800) time = 1800; tell_object( player, "\n" ); tell_room( environment( player ), (string)player->the_short() + " drinks some of his coffee and ends up with a small amount of froth on "+player->query_possessive()+" nose.\n", player); player->submit_ee( 0, time, EE_REMOVE ); player->add_extra_look( this_object() ); } /* beginning() */ /** @ignore yes */ int merge_effect( object player, int time1, int time2 ) { int newtime; newtime = (time1 > time2 ) ? time1 : time2; newtime = ( newtime > 1800 ) ? 1800 : newtime; player->submit_ee( 0, newtime, EE_REMOVE ); return newtime; } /* merge_effect() */ /** @ignore yes */ void end( object player, int time ) { if ( !player->query_property( "dead" ) ) tell_object( player, "A small amount of frothy Coffee drops onto the floor.\n" ); player->remove_extra_look( this_object() ); } /* end() */ /** @ignore yes */ string query_classification() { return "coffee.nose"; } /** @ignore yes */ string extra_look( object player ) { return capitalize( player->query_pronoun()+" looks " "like "+player->query_pronoun()+" has a small amount of creamy, frothy coffee on "+player->query_possessive()+" nose.\n" ); }/* end query_extra_look() */