LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
inherit "inherit/drink";


#include <spell.h>


void dispel_magic() {
  tell_object(environment(),"The Water vanishes!\n");
  destruct(this_object());
}

status cast_spell(object caster,object target,object prev,int level) {
  mixed *loaded_spell;
  string c_name;

  /* the spell MUST have a component for the spell */

  loaded_spell = (mixed *)caster->query_loaded_spell();
  c_name = (string)COMPONENT[0]->query_empty_container();
  if(!c_name) c_name = "bottle";

  if(level > 40) level = 40;  /* healing strength */
  set_name("water");
  set_alias(c_name);
  set_alt_name("spell");
  set_soft_drink(1);
  set_short("A "+ c_name +" of water");
  set_weight(1);
  set_long("The water inside is fresh and cool.\n");
  set_empty_container(c_name);
  set_strength(level);
  set_consumer_msg("The cool water refreshes your partched throat.\n");
  set_room_msg("@@query_name:$this_player()$@@ drinks some fresh water.\n");

  tell_object(target, "Some water fills the "+ c_name +".\n");
  if(!target->add_weight(1)) move_object(this_object(), environment(target));
  target->recalc_carry();
  return 1;
}

status drop(status quit) {
  if(quit) dispel_magic();
  return 0;
}

/* Native Mode Move */

#include <move.h>