/*************************************************************************** * 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); }