/*
 * RAM $Id: healer.c 16 2008-10-22 04:42:21Z ram $
 */

/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*       ROM 2.4 is copyright 1993-1998 Russ Taylor                         *
*       ROM has been brought to you by the ROM consortium                  *
*           Russ Taylor (rtaylor@hypercube.org)                            *
*           Gabrielle Taylor (gtaylor@hypercube.org)                       *
*           Brian Moore (zump@rom.org)                                     *
*       By using this code, you have agreed to follow the terms of the     *
*       ROM license, in the file Rom24/doc/rom.license                     *
***************************************************************************/

#include <sys/types.h>
#include <sys/time.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>

#include "merc.h"
#include "db.h"
#include "interp.h"
#include "magic.h"

void do_heal( CHAR_DATA *ch, const char *argument )
{
    CHAR_DATA              *mob;
    char                    arg[MAX_INPUT_LENGTH];
    int                     cost,
                            sn;
    SPELL_FUN              *spell;
    const 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      10 gold\n\r", ch );
        send_to_char( "  serious: cure serious wounds  15 gold\n\r", ch );
        send_to_char( "  critic: cure critical wounds  25 gold\n\r", ch );
        send_to_char( "  heal: healing spell           50 gold\n\r", ch );
        send_to_char( "  blind: cure blindness         20 gold\n\r", ch );
        send_to_char( "  disease: cure disease         15 gold\n\r", ch );
        send_to_char( "  poison:  cure poison          25 gold\n\r", ch );
        send_to_char( "  uncurse: remove curse         50 gold\n\r", ch );
        send_to_char( "  refresh: restore movement      5 gold\n\r", ch );
        send_to_char( "  mana:  restore mana           10 gold\n\r", ch );
        send_to_char( " Type heal <type> to be healed.\n\r", ch );
        return;
    }

    if ( !str_prefix( arg, "light" ) )
    {
        spell = spell_cure_light;
        sn = skill_lookup( "cure light" );
        words = "judicandus dies";
        cost = 1000;
    }

    else if ( !str_prefix( arg, "serious" ) )
    {
        spell = spell_cure_serious;
        sn = skill_lookup( "cure serious" );
        words = "judicandus gzfuajg";
        cost = 1600;
    }

    else if ( !str_prefix( arg, "critical" ) )
    {
        spell = spell_cure_critical;
        sn = skill_lookup( "cure critical" );
        words = "judicandus qfuhuqar";
        cost = 2500;
    }

    else if ( !str_prefix( arg, "heal" ) )
    {
        spell = spell_heal;
        sn = skill_lookup( "heal" );
        words = "pzar";
        cost = 5000;
    }

    else if ( !str_prefix( arg, "blindness" ) )
    {
        spell = spell_cure_blindness;
        sn = skill_lookup( "cure blindness" );
        words = "judicandus noselacri";
        cost = 2000;
    }

    else if ( !str_prefix( arg, "disease" ) )
    {
        spell = spell_cure_disease;
        sn = skill_lookup( "cure disease" );
        words = "judicandus eugzagz";
        cost = 1500;
    }

    else if ( !str_prefix( arg, "poison" ) )
    {
        spell = spell_cure_poison;
        sn = skill_lookup( "cure poison" );
        words = "judicandus sausabru";
        cost = 2500;
    }

    else if ( !str_prefix( arg, "uncurse" ) || !str_prefix( arg, "curse" ) )
    {
        spell = spell_remove_curse;
        sn = skill_lookup( "remove curse" );
        words = "candussido judifgz";
        cost = 5000;
    }

    else if ( !str_prefix( arg, "mana" ) || !str_prefix( arg, "energize" ) )
    {
        spell = NULL;
        sn = -1;
        words = "energizer";
        cost = 1000;
    }

    else if ( !str_prefix( arg, "refresh" ) || !str_prefix( arg, "moves" ) )
    {
        spell = spell_refresh;
        sn = skill_lookup( "refresh" );
        words = "candusima";
        cost = 500;
    }

    else
    {
        act( "$N says 'Type 'heal' for a list of spells.'", ch, NULL, mob, TO_CHAR );
        return;
    }

    if ( cost > ( ch->gold * 100 + ch->silver ) )
    {
        act( "$N says 'You do not have enough gold for my services.'",
             ch, NULL, mob, TO_CHAR );
        return;
    }

    WAIT_STATE( ch, PULSE_VIOLENCE );

    deduct_cost( ch, cost );
    mob->gold += cost / 100;
    mob->silver += cost % 100;
    act( "$n utters the words '$T'.", mob, NULL, words, TO_ROOM );

    if ( spell == NULL )                               /* restore mana trap...kinda
                                                        * hackish */
    {
        ch->mana += dice( 2, 8 ) + mob->level / 3;
        ch->mana = UMIN( ch->mana, ch->max_mana );
        send_to_char( "A warm glow passes through you.\n\r", ch );
        return;
    }

    if ( sn == -1 )
        return;

    spell( sn, mob->level, mob, ch, TARGET_CHAR );
}