/* -*- LPC -*- */ /* * $Locker: $ * $Id: covert.c,v 1.1 1998/01/06 04:20:30 ceres Exp $ * $Log: covert.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 "covert.sneaking". * <p> * Describe the arguments in here. * <p> * This effect has a shadow associated with it. * @classification covert.sneaking * @see help::effects */ #include "path.h" #include <effect.h> #define COST_PER_ROUND 5 int level; /** @ignore yes */ string query_classification() { return "covert.sneaking"; } /** @ignore yes */ void beginning( object player, int level ) { tell_object( player, "Your will now attempt to move stealthily.\n" ); player->start_sneaking(level); player->submit_ee( "decrease_points", ({ 10, 10 }), EE_CONTINUOUS ); } /* beginning() */ void restart( object player ) { player->submit_ee( 0, 0, EE_REMOVE ); } /* restart() */ /** @ignore yes */ void merge_effect( object player ) { return; } /** @ignore yes */ void end( object player ) { player->remove_hide_invis("sneaking"); player->remove_hide_invis("hiding"); tell_object( player, "You stop sneaking.\n" ); } /* end() */ void decrease_points( object player ) { if ( player->query_auto_loading() ) return; if ( (int)player->query_specific_gp() <= (COST_PER_ROUND * level) ) { player->submit_ee( 0, 0, EE_REMOVE ); return; } player->adjust_gp( -(COST_PER_ROUND * level) ); } /** @ignore yes */ string query_shadow_ob() { return SHADOWS +"covert"; }