/***************************************************************************
* 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 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* 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 *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.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("{wlight: cure light wounds{y 10 gold{x\n\r",ch);
send_to_char("{wserious: cure serious {y 15 gold{x\n\r",ch);
send_to_char("{wcritic: cure crit wounds{y 25 gold{x\n\r",ch);
send_to_char("{wheal: healing spell {y 50 gold{x\n\r",ch);
send_to_char("{wblind: cure blindness {y 20 gold{x\n\r",ch);
send_to_char("{wdisease: cure disease {y 15 gold{x\n\r",ch);
send_to_char("{wpoison: cure poison {y 25 gold{x\n\r",ch);
send_to_char("{wuncurse: remove curse {y 50 gold{x\n\r",ch);
send_to_char("{wrefresh: restore movement{y 5 gold{x\n\r",ch);
send_to_char("{wmana: restore mana {y 10 gold{x\n\r",ch);
send_to_char(" Type heal <{wtype{x> to be healed.\n\r",ch);
return;
}
if (!str_prefix(arg,"light"))
{
spell = spell_cure_light;
sn = skill_lookup("cure light");
words = "{gjudicandus dies{x";
cost = 1000;
}
else if (!str_prefix(arg,"serious"))
{
spell = spell_cure_serious;
sn = skill_lookup("cure serious");
words = "{gjudicandus gzfuajg{x";
cost = 1600;
}
else if (!str_prefix(arg,"critical"))
{
spell = spell_cure_critical;
sn = skill_lookup("cure critical");
words = "{gjudicandus qfuhuqar{x";
cost = 2500;
}
else if (!str_prefix(arg,"heal"))
{
spell = spell_heal;
sn = skill_lookup("heal");
words = "{gpzar{x";
cost = 5000;
}
else if (!str_prefix(arg,"blindness"))
{
spell = spell_cure_blindness;
sn = skill_lookup("cure blindness");
words = "{gjudicandus noselacri{x";
cost = 2000;
}
else if (!str_prefix(arg,"disease"))
{
spell = spell_cure_disease;
sn = skill_lookup("cure disease");
words = "{gjudicandus eugzagz{x";
cost = 1500;
}
else if (!str_prefix(arg,"poison"))
{
spell = spell_cure_poison;
sn = skill_lookup("cure poison");
words = "{gjudicandus sausabru{x";
cost = 2500;
}
else if (!str_prefix(arg,"uncurse") || !str_prefix(arg,"curse"))
{
spell = spell_remove_curse;
sn = skill_lookup("remove curse");
words = "{gcandussido judifgz{x";
cost = 5000;
}
else if (!str_prefix(arg,"mana") || !str_prefix(arg,"energize"))
{
spell = NULL;
sn = -1;
words = "{genergizer{x";
cost = 1000;
}
else if (!str_prefix(arg,"refresh") || !str_prefix(arg,"moves"))
{
spell = spell_refresh;
sn = skill_lookup("refresh");
words = "{gcandusima{x";
cost = 500;
}
else
{
act("$N says 'Type '{wheal{x' for a list of spells.'",
ch,NULL,mob,TO_CHAR);
return;
}
if (cost > (ch->gold * 100 + ch->silver))
{
act("$N says 'You do not have enough gold for my services.'",
ch,NULL,mob,TO_CHAR);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE);
deduct_cost(ch,cost);
mob->gold += cost;
act("{w$n{x 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);
}