/* * The unique portions SunderMUD 1 code as well as the integration efforts * for code from other sources is based on the efforts of: * * Lotherius (elfren@aros.net) * * This code can only be used under the terms of the DikuMud, Merc, * and ROM licenses. The same requirements apply to the changes that * have been made. * * All other copyrights remain in place and in force. */ /* Healer code written for Merc 2.0 muds by Alander direct questions or comments to rtaylor@cie-2.uoregon.edu any use of this code must include this header */ #include "everything.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(" light: cure light wounds 30 gold\n\r",ch); send_to_char(" serious: cure serious wounds 50 gold\n\r",ch); send_to_char(" critic: cure critical wounds 100 gold\n\r",ch); send_to_char(" heal: healing spell 1000 gold\n\r",ch); send_to_char(" blind: cure blindness 300 gold\n\r",ch); send_to_char(" disease: cure disease 1000 gold\n\r",ch); send_to_char(" poison: cure poison 300 gold\n\r",ch); send_to_char(" uncurse: remove curse 2000 gold\n\r",ch); send_to_char(" refresh: restore movement 500 gold\n\r",ch); send_to_char(" mana: restore mana 1000 gold\n\r",ch); send_to_char(" {gfull{x: all mana, hp, movement 50000 gold\n\r",ch); send_to_char(" Type heal <type> to be healed.\n\r",ch); return; } switch (arg[0]) { case 'l' : spell = spell_cure_light; sn = skill_lookup("cure light"); words = "judicandus dies"; cost = 30; break; case 's' : spell = spell_cure_serious; sn = skill_lookup("cure serious"); words = "judicandus gzfuajg"; cost = 50; break; case 'c' : spell = spell_cure_critical; sn = skill_lookup("cure critical"); words = "judicandus qfuhuqar"; cost = 100; break; case 'h' : spell = spell_heal; sn = skill_lookup("heal"); words = "pzar"; cost = 1000; break; case 'b' : spell = spell_cure_blindness; sn = skill_lookup("cure blindness"); words = "judicandus noselacri"; cost = 300; break; case 'd' : spell = spell_cure_disease; sn = skill_lookup("cure disease"); words = "judicandus eugzagz"; cost = 1000; break; case 'p' : spell = spell_cure_poison; sn = skill_lookup("cure poison"); words = "judicandus sausabru"; cost = 300; break; case 'u' : spell = spell_remove_curse; sn = skill_lookup("remove curse"); words = "candussido judifgz"; cost = 2000; break; case 'r' : spell = spell_refresh; sn = skill_lookup("refresh"); words = "candusima"; cost = 500; break; case 'm' : spell = NULL; sn = -1; words = "energizer"; cost = 1000; break; case 'f' : spell = NULL; sn = -1; words = "{rSim{gsal{ybim{wbam{cba {bsal{ga{ydu {Gsal{Ya{Rdim{m!{x"; cost = 50000; break; default : act("$N says 'Type 'heal' for a list of spells.'", ch,NULL,mob,TO_CHAR); return; } if (cost > ch->gold) { act("$N says 'You do not have enough gold for my services.'", ch,NULL,mob,TO_CHAR); return; } WAIT_STATE(ch,PULSE_VIOLENCE); ch->gold -= cost; mob->gold += cost; act("$n utters the words '$T'.",mob,NULL,words,TO_ROOM); if ((spell == NULL)&&(arg[0]=='m')) /* restore mana trap...kinda hackish */ { ch->mana += dice(100,2) + mob->level / 4; ch->mana = UMIN(ch->mana,ch->max_mana); send_to_char("A warm glow passes through you.\n\r",ch); return; } else if ((spell == NULL)&&(arg[0]=='f')) { ch->mana = ch->max_mana; ch->hit = ch->max_hit; ch->move = ch->max_move; send_to_char("The {gpower{x of the {rg{go{yd{cs{x flows into you!\n\r",ch); return; } if (sn == -1) return; spell(sn,mob->level,mob,ch); }