/* -*- LPC -*- */ /* * $Locker: $ * $Id: basic_charging.c,v 1.1 1998/01/06 04:14:00 ceres Exp $ * $Log: basic_charging.c,v $ * Revision 1.1 1998/01/06 04:14:00 ceres * Initial revision * */ /** * This is the effect skelton docs. This effect * has a classification of "charging.basic". * <p> * Describe the arguments in here. * @classification charging.basic * @see help::effects */ #include <effect.h> /** @ignore yes */ void beginning( object player, int amount ) { player->submit_ee( 0, 1, EE_REMOVE ); } /* beginning() */ /** @ignore yes */ int merge_effect( object player, int amount1, int amount2 ) { return amount1 + amount2; } /* merge_effect() */ /** @ignore yes */ void end( object player, int amount ) { int charge, old_gp; string desc; charge = amount + random( amount ); if ( charge > 132 ) charge = 132; old_gp = (int)player->query_gp(); charge = (int)player->adjust_gp( charge ) - old_gp; if ( charge < 1 ) return; switch ( charge ) { case 1 .. 2 : desc = "a touch more able"; break; case 3 .. 6 : desc = "very slightly less tired"; break; case 7 .. 12 : desc = "slightly less tired"; break; case 13 .. 20 : desc = "ever so slightly more energetic"; break; case 21 .. 30 : desc = "slightly more energetic"; break; case 31 .. 42 : desc = "a bit more energetic"; break; case 43 .. 56 : desc = "quite a bit more energetic"; break; case 57 .. 72 : desc = "a lot more energetic"; break; case 73 .. 90 : desc = "a whole lot more energetic"; break; case 91 .. 110 : desc = "much more energetic"; break; default : desc = "very much more energetic"; } tell_object( player, "You feel "+ desc +".\n" ); } /* end() */ /** @ignore yes */ string query_classification() { return "charging.basic"; } string query_apothecarial_effect() { return "will remove fatigue"; } /* query_apothecarial_effect() */