/
lib/banish/
lib/d/coronos/
lib/d/coronos/w/alena/
lib/d/coronos/w/angel/
lib/d/coronos/w/angel/caves/
lib/d/coronos/w/angel/caves/monst/
lib/d/coronos/w/angel/city/chambers/
lib/d/coronos/w/angel/city/monst/
lib/d/coronos/w/angel/city/obj/
lib/d/coronos/w/angel/city/streets/
lib/d/coronos/w/angel/farms/plains/
lib/d/coronos/w/angel/monst/
lib/d/tempus/
lib/d/tempus/w/angel/
lib/d/tempus/w/kingbill/
lib/d/tempus/w/mirak/
lib/d/tempus/w/mirak/monst/
lib/d/tempus/w/mirak/obj/
lib/d/tempus/w/relgar/planes/baat/
lib/d/tempus/w/sarak/
lib/d/tempus/w/serepion/mon/
lib/d/tempus/w/valrejn/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/include/fn_specs/
lib/info/
lib/inherit/base/
lib/log/
lib/log/mailbox/
lib/log/main/
lib/news/
lib/obj/party/
lib/objects/componen/
lib/open/
lib/open/party/
lib/open/paste/
lib/open/spells/
lib/open/valrejn/
lib/players/
lib/players/alena/
lib/players/alena/obj/
lib/players/alena/open/
lib/players/alena/private/
lib/players/angel/
lib/players/angel/obj/
lib/players/ash/
lib/players/biggs/
lib/players/biggs/food/
lib/players/biggs/gobkeep/
lib/players/biggs/mnstr/
lib/players/biggs/town/caves/
lib/players/biggs/town/tower/
lib/players/biggs/wpns/
lib/players/calris/
lib/players/deathurg/
lib/players/deathurg/open/
lib/players/deathurg/private/thief/
lib/players/dogberry/
lib/players/dogberry/library/
lib/players/dogberry/open/
lib/players/epsilon/
lib/players/epsilon/private/
lib/players/farewell/
lib/players/hippo/
lib/players/hippo/open/
lib/players/hippo/tools/
lib/players/jimpa/
lib/players/josh/
lib/players/josh/room/
lib/players/josh/room/mage/dungeon/
lib/players/josh/room/mage/dungeon/obj/
lib/players/josh/wep/
lib/players/kingbill/
lib/players/metatron/
lib/players/miette/
lib/players/mirak/
lib/players/mirak/open/
lib/players/parsilan/
lib/players/relgar/
lib/players/relgar/private/
lib/players/sarak/
lib/players/sarak/bugs/
lib/players/sarak/feelings/
lib/players/sarak/magical/
lib/players/sarak/minotaur/island/
lib/players/sarak/open/
lib/players/sarak/private/
lib/players/serepion/
lib/players/serepion/open/
lib/players/serepion/private/
lib/players/spike/
lib/players/spike/open/
lib/players/spike/private/
lib/players/spike/seaworld/
lib/players/valrejn/
lib/players/valrejn/open/
lib/players/valrejn/private/
lib/players/virus/
lib/players/wrath/
lib/players/wrath/arm/
lib/players/wrath/mon/
lib/players/wrath/room/
lib/players/wrath/room/entry/
lib/players/wrath/room/zolgath/
lib/players/wrath/weap/
lib/players/zil/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/library/
lib/room/city/library/open/books/
lib/room/city/shop/
lib/room/death/
lib/room/death/open/
lib/room/island/
lib/room/keeps/
lib/room/registry/
lib/room/ships/crew/
lib/room/ships/open/
lib/room/ships/open/types/bounty/
lib/room/ships/open/types/nebula/
lib/room/ships/open/types/phoenix/
lib/secure/udp_cmd_/
lib/skills/
lib/skills/fighter/
lib/skills/psionici/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/no_banis/
lib/usr/players/
/*   Repair Armour, Angel October 1993 
 *   Require a forge to do this ! 
 */

#define NAME        (string)this_player()->query_name()
#define DEFAULT     15
#define REPAIR_MOD  350

repair(string str) {
  object arm;
  int chance;
  string tmp1, tmp2;
  int chance1, chance2;
  
/***** temp removed till forge room put in ***
  if(!present("forge", environment(this_player()))) {
    write("You can only repair armour in the presence of a forge.\n");
    return 1;
  }
********/

  if(!str) {
    write("Repair what?\n");
    return 1;
  }
  arm = present(lower_case(str), this_player());

  if(!arm) {
    write("You don't have that!\n");
    return 1;
  }

  if(arm -> query_repair() >= 3) {
    write("There is nothing you can do for "+ arm->short() +".\n"+
    "It already looks too patched and won't survive another repair.\n");
    return 1;
  }
  if(arm -> query_worn() || arm -> query_wielded()) {
    write("You cannot repair your "+str+" while you are ");
    if(arm->query_ac())
      write("wearing");
    else
      write("wielding");
    write(" it!\n");
    return 1;
  }

  if(arm -> query_ac())
    chance1 = this_player()->query_armouring();
    if(sscanf(this_player()->query_race(), "%sdwarf", tmp1))
      chance += 4;
    if(this_player()->query_race() == "gnome")
      chance += 2;
  else
    chance1 = this_player()->query_weapon_smith();
    chance2 = DEFAULT;

  write("You begin to repair "+ arm -> short() +"\n");
  say(NAME +" begins to repair "+ arm -> short() +"\n");

  chance1 = random(chance1);
  chance2 = random(chance2);
  if(chance1 > chance2) {
    if(arm->query_ac()) {
      arm->repair_armour(chance1 * REPAIR_MOD);
    }
    else {
      arm->repair_weapon(chance1 * REPAIR_MOD);
    }
  }
  else {
    arm -> set_current_strength(-(random(chance1) * REPAIR_MOD));
    if(this_player()->query_intelligence() > chance1) {
      write("You think you have done a lowsy job on the "+
      arm->short()+"\n");
    }

  }

  if(arm -> query_current_strength() <= 0) {
    arm -> drop(1);
    write(arm -> short() +" falls to pieces!\n");
    say(NAME +"'s "+ arm -> short() +" falls to pieces!\n");
    destruct(arm);
    return 1;
  }
  write("You finish your repairs on "+ arm -> short() +"\n");
  say(NAME +" finishes "+ this_player()->query_possessive() +" repair of "+
      arm -> short() +"\n");
  return 1;
}


/* Native Mode Move */

#include <move.h>