/***************************************************************************
* 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 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/***************************************************************************
* ROT 1.4 is copyright 1996-1997 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file doc/rot.license *
***************************************************************************/
/**************************************************************************
* Mindor 1.0 is copyright 2002-2004 by Shaun Mcbride *
* Portions of the code were inspired by other works *
* found around the internet. *
* *
* Please follow all previous copyrights and licenses. *
**************************************************************************/
/* Modified version of the healer code to produce a mob that spells people up */
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#if defined(WIN32)
#include <sys/timeb.h>
#else
#include <sys/time.h>
#endif
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "magic.h"
void do_spellup(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_SPELLUP) )
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("$N says '{aI offer the following spells:{x'",ch,NULL,mob,TO_CHAR);
send_to_char(" Fly 10 gold\n\r",ch);
send_to_char(" Iceshield 15 gold\n\r",ch);
send_to_char(" Fireshield 25 gold\n\r",ch);
send_to_char(" Shockshield 50 gold\n\r",ch);
send_to_char(" Giant Strength 20 gold\n\r",ch);
send_to_char(" Frenzy 15 gold\n\r",ch);
send_to_char(" Haste 25 gold\n\r",ch);
send_to_char(" Invis 50 gold\n\r",ch);
send_to_char(" Sanc 5 gold\n\r",ch);
send_to_char(" Type spellup <type> to get spells cast.\n\r",ch);
return;
}
if (!str_prefix(arg,"fly"))
{
spell = spell_fly;
sn = skill_lookup("fly");
words = "Iasfd";
cost = 1000;
}
else if (!str_prefix(arg,"iceshield"))
{
spell = spell_iceshield;
sn = skill_lookup("iceshield");
words = "judicandus gzfuajg";
cost = 1600;
}
else if (!str_prefix(arg,"fireshield"))
{
spell = spell_fireshield;
sn = skill_lookup("fireshield");
words = "judicandus qfuhuqar";
cost = 2500;
}
else if (!str_prefix(arg,"shockshield"))
{
spell = spell_shockshield;
sn = skill_lookup("shockshield");
words = "pzar";
cost = 5000;
}
else if (!str_prefix(arg,"giant strength"))
{
spell = spell_giant_strength;
sn = skill_lookup("giant strength");
words = "judicandus noselacri";
cost = 2000;
}
else if (!str_prefix(arg,"frenzy"))
{
spell = spell_frenzy;
sn = skill_lookup("frenzy");
words = "judicandus eugzagz";
cost = 1500;
}
else if (!str_prefix(arg,"haste"))
{
spell = spell_haste;
sn = skill_lookup("haste");
words = "judicandus sausabru";
cost = 2500;
}
else if (!str_prefix(arg,"invis"))
{
spell = spell_invis;
sn = skill_lookup("invis");
words = "candussido judifgz";
cost = 5000;
}
else if (!str_prefix(arg,"sanc"))
{
spell = spell_sanctuary;
sn = skill_lookup("sanctuary");
words = "feois wefjoi";
cost = 1000;
}
else if (!str_prefix(arg,"refresh") || !str_prefix(arg,"moves"))
{
spell = spell_refresh;
sn = skill_lookup("refresh");
words = "candusima";
cost = 500;
}
else
{
act("$N says '{aType 'spellup' for a list of spells.{x'",
ch,NULL,mob,TO_CHAR);
return;
}
if (cost > ((ch->platinum * 10000) + (ch->gold * 100) + ch->silver))
{
act("$N says '{aYou do not have enough gold for my services.{x'",
ch,NULL,mob,TO_CHAR);
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE);
deduct_cost(ch,cost,VALUE_SILVER);
act("$n utters the words '{a$T{x'.",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 {Yglow{x passes through you.\n\r",ch);
return;
}
if (sn == -1)
return;
spell(sn,mob->level,mob,ch,TARGET_CHAR);
}