#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "emlen.h"
// some damage code from other codebase
char vs[STD_LENGTH]; /* You hit ... */
char vp[STD_LENGTH]; /* ... hit ... */
char vy[STD_LENGTH]; /* ... hit YOU. */
bool nocolor;
int rnd;
void
mob_undef (int dam, CHAR_DATA * ch, CHAR_DATA * victim)
{
int i;
int option;
if (dam == 0)
{
nocolor = TRUE;
rnd = dice (1, 4);
switch (rnd)
{
case 1:
case 4:
default:
{
if (RIDING (ch) == NULL)
{
strcpy (vs, "You circle around $N, but you find no opening.");
strcpy (vp, "$n circles $N, looking for an opening.");
strcpy (vy, "$n can't find an opening in your defenses.");
}
else
{
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
}
}
break;
case 2:
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
break;
case 3:
strcpy (vs, "You attack $N, but miss your target.");
strcpy (vp, "$n attacks $N, but misses the target.");
strcpy (vy, "$n attacks and misses.");
break;
}
return;
}
if (dam <= 1)
{
nocolor = TRUE;
if (IS_PLAYER (victim))
{
strcpy (vs, "Your %s is absorbed completely by $N's armor.");
strcpy (vp, "$n's %s is completely absorbed by $N's armor.");
strcpy (vy, "Your armor protects you from $n's %s.");
}
else
{
strcpy (vs, "$N is hardly even bruised by your puny attack!");
strcpy (vp, "$N is lightly bruised by $n's puny attack.");
strcpy (vy, "You hardly notice $n's puny %s.");
}
return;
}
for (i = 0; i < 20; i++)
{
if (dam >= dmsg.generic_range[i][0] && dam <= dmsg.generic_range[i][1])
{
if (dmsg.gen_m[i][1] != NULL)
option = number_range (1, 2);
else
option = 1;
strcpy (vs, dmsg.gen_m[i][option - 1]);
strcpy (vp, dmsg.gen_m1[i][option - 1]);
strcpy (vy, dmsg.gen_m2[i][option - 1]);
return;
}
}
return;
}
void
strike_body (int dam, CHAR_DATA * ch, CHAR_DATA * victim)
{
int i;
int option;
if (dam == 0)
{
nocolor = TRUE;
rnd = dice (1, 4);
switch (rnd)
{
case 1:
case 4:
default:
{
if (RIDING (ch) == NULL)
{
strcpy (vs, "You circle around $N, but you find no opening.");
strcpy (vp, "$n circles $N, looking for an opening.");
strcpy (vy, "$n can't find an opening in your defenses.");
}
else
{
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
}
}
break;
case 2:
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
break;
case 3:
strcpy (vs, "You attack $N, but miss your target.");
strcpy (vp, "$n attacks $N, but misses the target.");
strcpy (vy, "$n attacks and misses.");
break;
}
return;
}
else if (dam <= 1)
{
nocolor = TRUE;
if (IS_PLAYER (victim))
{
strcpy (vs, "Your %s is absorbed completely by $N's body armor.");
strcpy (vp, "$n's %s is completely absorbed by $N's body armor.");
strcpy (vy, "Your body armor protects you from $n's %s.");
}
else
{
strcpy (vs, "$N is hardly even bruised by your puny attack!");
strcpy (vp, "$N is lightly bruised by $n's puny attack.");
strcpy (vy, "You hardly notice $n's puny %s.");
}
return;
}
for (i = 0; i < 20; i++)
{
if (dam >= dmsg.body_range[i][0] && dam <= dmsg.body_range[i][1])
{
if (dmsg.body_m[i][1] != NULL)
option = number_range (1, 2);
else
option = 1;
strcpy (vs, dmsg.body_m[i][option - 1]);
strcpy (vp, dmsg.body_m1[i][option - 1]);
strcpy (vy, dmsg.body_m2[i][option - 1]);
return;
}
}
return;
}
void
strike_legs (int dam, CHAR_DATA * ch, CHAR_DATA * victim)
{
int i;
int option;
if (dam == 0)
{
nocolor = TRUE;
rnd = dice (1, 4);
switch (rnd)
{
case 1:
case 4:
default:
{
if (RIDING (ch) == NULL)
{
strcpy (vs, "You circle around $N, but you find no opening.");
strcpy (vp, "$n circles $N, looking for an opening.");
strcpy (vy, "$n can't find an opening in your defenses.");
}
else
{
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
}
}
break;
case 2:
strcpy (vs, "You swing low at $N's legs, but miss wide.");
strcpy (vp, "$n swings low at $N's legs, but misses wide.");
strcpy (vy, "$n tries to attack your legs, but misses.");
break;
case 3:
strcpy (vs, "You attack $N, but miss your target.");
strcpy (vp, "$n attacks $N, but misses the target.");
strcpy (vy, "$n attacks and misses.");
break;
}
return;
}
else if (dam <= 1)
{
nocolor = TRUE;
if (IS_PLAYER (victim))
{
strcpy (vs, "Your %s is absorbed completely by $N's armor.");
strcpy (vp, "$n's %s is completely absorbed by $N's armor.");
strcpy (vy, "Your armor protects you from $n's %s.");
}
else
{
strcpy (vs, "$N is hardly even bruised by your puny attack!");
strcpy (vp, "$N is lightly bruised by $n's puny attack.");
strcpy (vy, "You hardly notice $n's puny %s.");
}
return;
}
for (i = 0; i < 20; i++)
{
if (dam >= dmsg.leg_range[i][0] && dam <= dmsg.leg_range[i][1])
{
if (dmsg.leg_m[i][1] != NULL)
option = number_range (1, 2);
else
option = 1;
strcpy (vs, dmsg.leg_m[i][option - 1]);
strcpy (vp, dmsg.leg_m1[i][option - 1]);
strcpy (vy, dmsg.leg_m2[i][option - 1]);
return;
}
}
return;
}
void
strike_arms (int dam, CHAR_DATA * ch, CHAR_DATA * victim)
{
int i;
int option;
if (dam == 0)
{
nocolor = TRUE;
rnd = dice (1, 4);
switch (rnd)
{
case 1:
case 4:
default:
{
if (RIDING (ch) == NULL)
{
strcpy (vs, "You circle around $N, but you find no opening.");
strcpy (vp, "$n circles $N, looking for an opening.");
strcpy (vy, "$n can't find an opening in your defenses.");
}
else
{
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
}
}
break;
case 2:
strcpy (vs, "You swing at $N, but miss wide.");
strcpy (vp, "$n swings at $N, but misses wide.");
strcpy (vy, "$n tries to attack your arm, but misses.");
break;
case 3:
strcpy (vs, "You attack $N, but miss your target.");
strcpy (vp, "$n attacks $N, but misses the target.");
strcpy (vy, "$n attacks and misses.");
break;
}
return;
}
else if (dam <= 1)
{
nocolor = TRUE;
if (IS_PLAYER (victim))
{
strcpy (vs, "Your %s is absorbed completely by $N's armor.");
strcpy (vp, "$n's %s is completely absorbed by $N's armor.");
strcpy (vy, "Your armor protects you from $n's %s.");
}
else
{
strcpy (vs, "$N is hardly even bruised by your puny attack!");
strcpy (vp, "$N is lightly bruised by $n's puny attack.");
strcpy (vy, "You hardly notice $n's puny %s.");
}
return;
}
for (i = 0; i < 20; i++)
{
if (dam >= dmsg.arm_range[i][0] && dam <= dmsg.arm_range[i][1])
{
if (dmsg.arm_m[i][1] != NULL)
option = number_range (1, 2);
else
option = 1;
strcpy (vs, dmsg.arm_m[i][option - 1]);
strcpy (vp, dmsg.arm_m1[i][option - 1]);
strcpy (vy, dmsg.arm_m2[i][option - 1]);
return;
}
}
return;
}
void
strike_head (int dam, CHAR_DATA * ch, CHAR_DATA * victim)
{
int i;
int option;
if (dam == 0)
{
nocolor = TRUE;
rnd = dice (1, 4);
switch (rnd)
{
case 1:
case 4:
default:
{
if (RIDING (ch) == NULL)
{
strcpy (vs, "You circle around $N, but you find no opening.");
strcpy (vp, "$n circles $N, looking for an opening.");
strcpy (vy, "$n can't find an opening in your defenses.");
}
else
{
strcpy (vs, "You swing at $N, and miss wide.");
strcpy (vp, "$n swings at $N, and misses wide.");
strcpy (vy, "$n attacks you, but misses wide.");
}
}
break;
case 2:
strcpy (vs, "You swings at $N's head, but miss wide.");
strcpy (vp, "$n swings at $N's head, but misses wide.");
strcpy (vy, "$n tries to attack your head, but misses.");
break;
case 3:
strcpy (vs, "You attack $N, but miss your target.");
strcpy (vp, "$n attacks $N, but misses the target.");
strcpy (vy, "$n attacks and misses.");
break;
}
return;
}
else if (dam <= 1)
{
nocolor = TRUE;
if (IS_PLAYER (victim))
{
strcpy (vs, "Your %s is absorbed completely by $N's armor.");
strcpy (vp, "$n's %s is completely absorbed by $N's armor.");
strcpy (vy, "Your armor protects you from $n's %s.");
}
else
{
strcpy (vs, "$N is hardly even bruised by your puny attack!");
strcpy (vp, "$N is lightly bruised by $n's puny attack.");
strcpy (vy, "You hardly notice $n's puny %s.");
}
return;
}
for (i = 0; i < 20; i++)
{
if (dam >= dmsg.head_range[i][0] && dam <= dmsg.head_range[i][1])
{
if (dmsg.head_m[i][1] != NULL)
option = number_range (1, 2);
else
option = 1;
strcpy (vs, dmsg.head_m[i][option - 1]);
strcpy (vp, dmsg.head_m1[i][option - 1]);
strcpy (vy, dmsg.head_m2[i][option - 1]);
return;
}
}
return;
}
void
dam_message (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int p)
{
char buf[256], buf1[256], buf2[256], buf3[256];
char rvp[2000];
char rvs[2000];
char *tt;
int ty;
char rvy[2000];
char subbuf[256], *bufptr;
char attack[256];
char bare[256];
char punct;
SINGLE_OBJECT *obj = NULL;
vs[0] = '\0';
bare[0] = '\0';
attack[0] = '\0';
vp[0] = '\0';
vy[0] = '\0';
nocolor = FALSE;
if (FIGHTING (ch) != NULL && FIGHTING (ch)->position == POSITION_GROUNDFIGHTING && dam < 3)
dam += 3;
if (IS_MOB (victim) || p < 1 || p > 4)
{
mob_undef (dam, ch, victim);
}
else if (p == STRIKE_BODY)
{
strike_body (dam, ch, victim);
}
else if (p == STRIKE_LEGS)
{
strike_legs (dam, ch, victim);
}
else if (p == STRIKE_ARMS)
{
strike_arms (dam, ch, victim);
}
else if (p == STRIKE_HEAD)
{
strike_head (dam, ch, victim);
}
ty = 0;
for (tt = vs; *tt != '\0'; tt++)
{
if (*tt == '*')
{
tt++;
if (*tt == 'a')
{
strcat (rvs, (star_a (dam, victim->max_hit)));
ty = strlen (rvs);
}
if (*tt == 'b')
{
strcat (rvs, (star_b (dam, victim->max_hit)));
ty = strlen (rvs);
}
}
else
{
rvs[ty] = *tt;
rvs[ty + 1] = '\0';
ty++;
}
}
ty = 0;
for (tt = vy; *tt != '\0'; tt++)
{
if (*tt == '*')
{
tt++;
if (*tt == 'a')
{
strcat (rvy, (star_a (dam, victim->max_hit)));
ty = strlen (rvy);
}
if (*tt == 'b')
{
strcat (rvy, (star_b (dam, victim->max_hit)));
ty = strlen (rvy);
}
}
else
{
rvy[ty] = *tt;
rvy[ty + 1] = '\0';
ty++;
}
}
ty = 0;
for (tt = vp; *tt != '\0'; tt++)
{
if (*tt == '*')
{
tt++;
if (*tt == 'a')
{
strcat (rvp, (star_a (dam, victim->max_hit)));
ty = strlen (rvp);
}
if (*tt == 'b')
{
strcat (rvp, (star_b (dam, victim->max_hit)));
ty = strlen (rvp);
}
}
else
{
rvp[ty] = *tt;
rvp[ty + 1] = '\0';
ty++;
}
}
punct = (dam <= 20) ? '.' : '!';
if (IS_MOB (ch))
{
if (!ch->pIndexData->attackname || !str_cmp ("(null)", ch->pIndexData->attackname) || !str_cmp ("N/A", ch->pIndexData->attackname) || ch->pIndexData->attackname == NULL || ch->pIndexData->attackname[0] == ' ')
{
if (!str_cmp (mob_type_attack (ch->pIndexData->mobtype), "punch") && FIGHTING (ch) != NULL &&
FIGHTING (ch)->position == POSITION_GROUNDFIGHTING)
strcpy (bare, "stomp");
else
strcpy (bare, mob_type_attack (ch->pIndexData->mobtype));
}
else
{
if (!str_cmp (ch->pIndexData->attackname, "punch") && FIGHTING (ch) != NULL && FIGHTING (ch)->position == POSITION_GROUNDFIGHTING)
strcpy (bare, "stomp");
else
strcpy (bare, ch->pIndexData->attackname);
}
}
else
{
if (FIGHTING (ch) != NULL && FIGHTING (ch)->position == POSITION_GROUNDFIGHTING)
strcpy (bare, "stomp");
else
strcpy (bare, "punch");
}
if (dt == gsn_circle)
{
if ((obj = get_item_held (ch, ITEM_WEAPON)) == NULL)
return;
if (dam > 0)
{
sprintf (buf1, "\x1B[1m$n\x1B[0m sneaks up on $N... $n thrusts $p\x1B[0m into $S back!");
if (dam < 20)
sprintf (buf2, "You circle and thrust $p\x1B[0m into \x1B[1m$N\x1B[0m's back.");
if ((dam > 19) && (dam < 50))
sprintf (buf2, "You circle and thrust $p\x1B[0m into \x1B[1m$N\x1B[0m's back, causing cries of agony and pain.");
if ((dam > 49) && (dam < 99))
sprintf (buf2, "You circle your opponent.... $p\x1B[0m finds its mark in \x1B[1m$N\x1B[0m's back, causing $S body to spasm in pain.");
if ((dam > 98) && (dam < 190))
sprintf (buf2, "You circle your opponent.... $p\x1B[0m sinks deeply into \x1B[1m$N\x1B[0m's back, and blood runs over your hands.");
if ((dam > 189) && (dam < 420))
sprintf (buf2, "You circle your opponent.... $p\x1B[0m has struck a pressure point in \x1B[1m$N\x1B[0m's back!\n\rThat's gotta hurt!");
if (dam > 319)
sprintf (buf2, "You circle around and twist $p\x1B[0m around several times in \x1B[1m$N\x1B[0m's back! That's gotta hurt!");
sprintf (buf3, "\x1B[1m$n\x1B[0m is behind you before you know it, and slips $p\x1B[0m into your back.\n\r");
}
}
else if (dt == gsn_backstab)
{
if ((obj = get_item_held (ch, ITEM_WEAPON)) == NULL)
return;
if (dam > 2)
{
sprintf (buf1, "\x1B[1m$n\x1B[0m thrusts $p\x1B[0m into \x1B[1m$N\x1B[0m's back.\n\r");
if (dam < 20)
sprintf (buf2, "You thrust $p\x1B[0m into \x1B[1m$N\x1B[0m's back.");
if ((dam > 19) && (dam < 50))
sprintf (buf2, "You thrust $p\x1B[0m into \x1B[1m$N\x1B[0m's back, causing cries of agony and pain.");
if ((dam > 49) && (dam < 99))
sprintf (buf2, "$p\x1B[0m finds its mark in \x1B[1m$N\x1B[0m's back, causing $s body to spasm.");
if ((dam > 98) && (dam < 190))
sprintf (buf2, "$p\x1B[0m sinks deeply into \x1B[1m$N\x1B[0m's back, and blood runs over your hands.");
if ((dam > 189) && (dam < 420))
sprintf (buf2, "$p\x1B[0m has struck a pressure point in \x1B[1m$N\x1B[0m's back! That's gotta hurt!");
if (dam > 419)
sprintf (buf2, "You twist $p\x1B[0m around several times in \x1B[1m$N\x1B[0m's back!\n\rThat's gotta hurt!");
sprintf (buf3, "Before you know what's going on, \x1B[1m$n\x1B[0m\n\ris behind you, and you suddenly feel $p\x1B[0m\n\rbeing thrust into your back.\n\r");
}
else
{
sprintf (buf1, "\x1B[1m$n\x1B[0m fails to lunge $p\x1B[0m in \x1B[1m$N\x1B[0m's back.");
sprintf (buf2, "You fail to place $p\x1B[0m into \x1B[1m$N\x1B[0m's back.");
sprintf (buf3, "\x1B[1m$n\x1B[0m's \x1B[1;30mbackstab\x1B[0m just barely misses you.");
}
}
else if (dt == TYPE_HIT || dt < 0)
{
if (nocolor)
{
sprintf (buf, "%s", rvp);
sprintf (buf1, buf, bare);
sprintf (buf, "%s", rvs);
sprintf (buf2, buf, bare);
sprintf (buf, "%s", rvy);
sprintf (buf3, buf, bare);
if (RIDING (ch) != NULL)
{
send_to_char ("ACK! You are having problems punching while riding!\n\r", ch);
}
}
else
{
sprintf (buf, "\x1B[1;37m%s\x1B[0m", rvp);
sprintf (buf1, buf, bare);
sprintf (buf, "\x1B[1;35m%s\x1B[0m", rvs);
sprintf (buf2, buf, bare);
sprintf (buf, "\x1B[1;36m%s\x1B[0m", rvy);
sprintf (buf3, buf, bare);
}
}
else
{
if (dt >= 0 && dt < SKILL_COUNT)
{
SPELL_DATA *spell;
if ((spell = skill_lookup (NULL, dt)) == NULL)
return;
strcpy (attack, spell->noun_damage);
}
else if ((dt - TYPE_HIT) < MAX_ATTACK)
{
strcpy (attack, attack_table[dt - TYPE_HIT].name);
}
else
{
bug ("Dam_message: bad dt %d.", dt);
dt = TYPE_HIT;
strcpy (attack, attack_table[0].name);
}
if (nocolor)
{
sprintf (buf, "%s", rvp);
sprintf (buf1, buf, attack);
sprintf (buf, "%s", rvs);
sprintf (buf2, buf, attack);
sprintf (buf, "%s", rvy);
sprintf (buf3, buf, attack);
}
else
{
sprintf (buf, "\x1B[1;37m%s\x1B[0m", rvp);
sprintf (buf1, buf, attack);
sprintf (buf, "\x1B[1;35m%s\x1B[0m", rvs);
sprintf (buf2, buf, attack);
sprintf (buf, "\x1B[1;36m%s\x1B[0m", rvy);
sprintf (buf3, buf, attack);
}
}
if ((bufptr = strstr (buf1, "hs ")))
{
sprintf (subbuf, bufptr + 2);
*(bufptr + 1) = 'e';
*(bufptr + 2) = 's';
*(bufptr + 3) = '\0';
strcat (buf1, subbuf);
}
if ((bufptr = strstr (buf2, "hs ")))
{
sprintf (subbuf, bufptr + 2);
*(bufptr + 1) = 'e';
*(bufptr + 2) = 's';
*(bufptr + 3) = '\0';
strcat (buf2, subbuf);
}
if ((bufptr = strstr (buf3, "hs ")))
{
sprintf (subbuf, bufptr + 2);
*(bufptr + 1) = 'e';
*(bufptr + 2) = 's';
*(bufptr + 3) = '\0';
strcat (buf3, subbuf);
}
if (dam <= 1)
{
act (buf1, ch, obj, victim, TO_NOTVICT_SPAM + 1000);
act (buf2, ch, obj, victim, TO_CHAR_SPAM + 1000);
act (buf3, ch, obj, victim, TO_VICT_SPAM + 1000);
}
else
{
java_cc(ch,(char) 2);
java_cc(victim,(char) 4);
act (buf1, ch, obj, victim, TO_NOTVICT + 1000);
act (buf2, ch, obj, victim, TO_CHAR + 1000);
act (buf3, ch, obj, victim, TO_VICT + 1000);
}
if (dt == gsn_backstab && dam > 0)
check_social (victim, "wince", "");
return;
}