/
area/city/
area/crypts/
area/guilds/
area/psuedowild/
area/religion/
data/documents/MPDocs/
data/html/
data/mobprogs/
data/quest/
data/world/
data/world/_utilities/
data/world/images/
design/html/
notes/
player/
/*
 * skull.c
 *
 * Handles the skull code.
 * When a mobile or player dies, there is a chance
 * that the killer may recive their skull. A skull
 * is a trophy of sorts, usable in a varity of ways.
 */
#include <sys/types.h>
#include <stdio.h>
#include <time.h>
#include "merc.h"
#include "tables.h"

OBJ_DATA * create_skull(char * name)
{
    OBJ_DATA * obj;
    char buf[MSL];
    
    obj = create_object (get_obj_index (70), 0);
    
    sprintf (buf, obj->short_descr, name);
    free_string (obj->short_descr);
    obj->short_descr = str_dup (buf);

    sprintf (buf, obj->description, name);
    free_string (obj->description);
    obj->description = str_dup (buf);
    
    obj->item_type = ITEM_SKULL;
    
    return obj;
}

void skull_heal(CHAR_DATA * ch, CHAR_DATA * mob)
{
    OBJ_DATA * obj;
    char buf[MSL];
    
    if ((obj = get_obj_carry (ch, "skull bleached", ch)) == NULL)
    {
        act ("$n tells you 'You do not have a skull!'.", mob, NULL, ch, TO_VICT);
        ch->reply = mob;
        return;
    }
    
    extract_obj(obj);
    
    sprintf(buf, "\n%s takes %s and performs a sacrifice...\n\n",
        mob->short_descr,
        obj->short_descr);
    stc(buf, ch);
    
    stc("\n\n{RYou feel fully refreshed!{x\n\n", ch);
    ch->hit     = ch->max_hit;
    ch->mana    = ch->max_mana;
    ch->move    = ch->max_move;
    return;
}