#include <effect.h> /** @ignore yes */ void beginning( object player, int time, int id ) { /* Commenting out these first messages because they appear almost before ** the player has eaten the cabbage. ** tell_object( player, "A foul smell wafts from your nether regions.\n" ); ** tell_room( environment( player ), "A loud trumpet" ** " comes from "+ (string)player->one_short() + ** "'s backside. The accompanying smell is quite pungent.\n", player ); */ 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 ); return time1 + time2; } /* merge_effect() */ /** @ignore yes */ void end( object player, int time, int id ) { tell_object( player, "Your stomach calms down at last.\n" ); } /* end() */ void make_stink( object player, int time, int id ) { tell_object( player, "A huge trumpeting noise comes from your " "rear, closely followed by a stench of boiled cabbage.\n" ); tell_room( environment( player ), "The smell of sprouts and cabbages from " + (string)player->one_short() + " wafts over you and you find yourself thinking of school dinners." "\n", player ); } /* make_stink() */ /** @ignore yes */ string query_classification() { return "body.smell.scent"; } string smell_string( object player, int time ) { return "the delicious doughnutty smell"; } /* smell_string() */