/*
* The unique portions SunderMUD 1 code as well as the integration efforts
* for code from other sources is based on the efforts of:
*
* Lotherius (elfren@aros.net)
*
* This code can only be used under the terms of the DikuMud, Merc,
* and ROM licenses. The same requirements apply to the changes that
* have been made.
*
* All other copyrights remain in place and in force.
*/
/* Healer code written for Merc 2.0 muds by Alander
direct questions or comments to rtaylor@cie-2.uoregon.edu
any use of this code must include this header */
#include "everything.h"
#include "magic.h"
void do_heal(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *mob;
char arg[MAX_INPUT_LENGTH];
int cost,sn;
SPELL_FUN *spell;
char *words;
/* check for healer */
for ( mob = ch->in_room->people; mob; mob = mob->next_in_room )
{
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_IS_HEALER) )
break;
}
if ( mob == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
one_argument(argument,arg);
if (arg[0] == '\0')
{
/* display price list */
act("$N says 'I offer the following spells:'",ch,NULL,mob,TO_CHAR);
send_to_char(" light: cure light wounds 30 gold\n\r",ch);
send_to_char(" serious: cure serious wounds 50 gold\n\r",ch);
send_to_char(" critic: cure critical wounds 100 gold\n\r",ch);
send_to_char(" heal: healing spell 1000 gold\n\r",ch);
send_to_char(" blind: cure blindness 300 gold\n\r",ch);
send_to_char(" disease: cure disease 1000 gold\n\r",ch);
send_to_char(" poison: cure poison 300 gold\n\r",ch);
send_to_char(" uncurse: remove curse 2000 gold\n\r",ch);
send_to_char(" refresh: restore movement 500 gold\n\r",ch);
send_to_char(" mana: restore mana 1000 gold\n\r",ch);
send_to_char(" {gfull{x: all mana, hp, movement 50000 gold\n\r",ch);
send_to_char(" Type heal <type> to be healed.\n\r",ch);
return;
}
switch (arg[0])
{
case 'l' :
spell = spell_cure_light;
sn = skill_lookup("cure light");
words = "judicandus dies";
cost = 30;
break;
case 's' :
spell = spell_cure_serious;
sn = skill_lookup("cure serious");
words = "judicandus gzfuajg";
cost = 50;
break;
case 'c' :
spell = spell_cure_critical;
sn = skill_lookup("cure critical");
words = "judicandus qfuhuqar";
cost = 100;
break;
case 'h' :
spell = spell_heal;
sn = skill_lookup("heal");
words = "pzar";
cost = 1000;
break;
case 'b' :
spell = spell_cure_blindness;
sn = skill_lookup("cure blindness");
words = "judicandus noselacri";
cost = 300;
break;
case 'd' :
spell = spell_cure_disease;
sn = skill_lookup("cure disease");
words = "judicandus eugzagz";
cost = 1000;
break;
case 'p' :
spell = spell_cure_poison;
sn = skill_lookup("cure poison");
words = "judicandus sausabru";
cost = 300;
break;
case 'u' :
spell = spell_remove_curse;
sn = skill_lookup("remove curse");
words = "candussido judifgz";
cost = 2000;
break;
case 'r' :
spell = spell_refresh;
sn = skill_lookup("refresh");
words = "candusima";
cost = 500;
break;
case 'm' :
spell = NULL;
sn = -1;
words = "energizer";
cost = 1000;
break;
case 'f' :
spell = NULL;
sn = -1;
words = "{rSim{gsal{ybim{wbam{cba {bsal{ga{ydu {Gsal{Ya{Rdim{m!{x";
cost = 50000;
break;
default :
act("$N says 'Type 'heal' for a list of spells.'",
ch,NULL,mob,TO_CHAR);
return;
}
if (cost > ch->gold)
{
act("$N says 'You do not have enough gold for my services.'",
ch,NULL,mob,TO_CHAR);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->gold -= cost;
mob->gold += cost;
act("$n utters the words '$T'.",mob,NULL,words,TO_ROOM);
if ((spell == NULL)&&(arg[0]=='m')) /* restore mana trap...kinda hackish */
{
ch->mana += dice(100,2) + mob->level / 4;
ch->mana = UMIN(ch->mana,ch->max_mana);
send_to_char("A warm glow passes through you.\n\r",ch);
return;
}
else if ((spell == NULL)&&(arg[0]=='f'))
{
ch->mana = ch->max_mana;
ch->hit = ch->max_hit;
ch->move = ch->max_move;
send_to_char("The {gpower{x of the {rg{go{yd{cs{x flows into you!\n\r",ch);
return;
}
if (sn == -1)
return;
spell(sn,mob->level,mob,ch);
}