/* /lib/combatmsg.c
* from the Dead Souls LPC Library
* combat message handling
* created by Blitz@Dead Souls
*/
#include <combat_messages.h>
#include "include/combatmsg.h"
static mixed GetMissData(object targ, int type, string limb){
string targ_name = (string)targ->GetName();
if(targ->GetDead() || this_object()->GetDead()) return 0;
if( type == -2 ) switch( random(7) ){
case 0:
return ({ "%s completely %s %s.",
({ "You", "miss", targ_name }),
({ GetName(), "misses", "you" }),
({ GetName(), "misses", targ_name }) });
case 1:
return ({ "%s %s at %s and %s with thin air.",
({ "You", "swing", targ_name, "connect" }),
({ GetName(), "swings", "you", "connects" }),
({ GetName(), "swings", targ_name, "connects" }) });
case 2:
return ({ "%s %s a stunning blow but %s %s by a mile!",
({ "You", "deliver", "miss", targ_name }),
({ GetName(), "delivers", "misses", "you" }),
({ GetName(), "delivers", "misses", targ_name }), });
case 3:
return ({ "After a flurry of attacks, %s %s absolutely nothing.",
({ "you", "hit" }),
({ GetName(), "hits" }),
({ GetName(), "hits" }), });
case 4:
return ({ "%s %s out at %s %s, but %s it completely.",
({ "You", "lash", possessive_noun(targ), limb, "miss" }),
({ GetName(), "lashes", "your", limb, "misses" }),
({ GetName(), "lashes", possessive_noun(targ), limb, "misses" }) });
case 5:
return ({ "%s %s silly as %s %s in the wrong direction.",
({ "You", "look", "you", "swing" }),
({ GetName(), "looks", nominative(this_object()), "swings" }),
({ GetName(), "looks", nominative(this_object()), "swings" }) });
default:
return ({ "%s totally %s %s.",
({ "You", "miss", targ_name }),
({ GetName(), "misses", "you" }),
({ GetName(), "misses", targ_name }) });
}
else {
string pos = possessive_noun(this_object());
switch( random(7) ){
case 0:
return ({ "%s quickly %s out of %s way.",
({ targ_name, "jumps", "your" }),
({ "You", "jump", pos }),
({ targ_name, "jumps", pos }) });
case 1:
return ({ "%s deftly %s %s pathetic attack.",
({ targ_name, "blocks", "your" }),
({ "You", "block", pos }),
({ targ_name, "blocks", pos }) });
case 2:
return ({ "%s easily %s %s inept attack.",
({ targ_name, "dodges", "your" }),
({ "You", "dodge", pos }),
({ targ_name, "dodges", pos }) });
case 3:
return ({ "%s narrowly %s %s quick swing.",
({ targ_name, "avoids", "your" }),
({ "You", "avoid", pos }),
({ targ_name, "avoids", pos }) });
case 4:
return ({ "%s attack is thwarted by %s quick defenses.",
({ "Your", possessive_noun(targ_name) }),
({ pos, "your" }),
({ pos, possessive_noun(targ_name) }) });
case 5:
return ({ "%s %s beneath %s attack.",
({ targ_name, "ducks", "your" }),
({ "You", "duck", pos }),
({ targ_name, "ducks", pos }) });
default:
return ({ "%s %s %s lame attack.",
({ targ_name, "dodges", "your" }),
({ "You", "dodge", pos }),
({ targ_name, "dodges", pos }) });
}
}
return 0;
}
static void eventSendMissMessages(object target, int x, string limb){
mixed data;
if(target->GetDead() || this_object()->GetDead()) return;
if( !limb ) limb = "body";
data = GetMissData(target, x, limb);
if( sizeof(data) != 4 ) return;
this_object()->eventPrint(sprintf(data[0], data[1]...));
target->eventPrint(sprintf(data[0], data[2]...));
environment()->eventPrint(sprintf(data[0], data[3]...),
({ this_object(), target }) );
}
mixed GetCombatVerbs(string type, int damage){
mixed ptr;
switch(type){
case "knife": case "blade":
ptr = BLADE_DEGREES;
break;
case "projectile":
ptr = PROJECTILE_DEGREES;
break;
default:
ptr = BLUNT_DEGREES;
break;
}
if( !sizeof(ptr) || !arrayp(ptr))
return ({ ({ "hit", "hits" }), ({ "solidly" }) });
damage /= 5;
if( damage > (sizeof(ptr) - 1) ) damage = (sizeof(ptr) - 1);
if( sizeof(ptr) == 1 ) return ({ ptr[damage], ({ "solidly" }) });
else return ptr[damage];
}
mixed GetCombatMove(string type, int skill){
int i;
mixed foo;
if( skill < random(100) ) return 0;
if( !i = sizeof(MOVE_TYPES) ) return 0;
foo = MOVE_TYPES[ random(i) ];
if( sizeof(foo) < 2 ) return 0;
else return foo;
}
varargs void SendMeleeMessages(object target, int x, string targlimb, string limb){
int i;
string adverb;
mixed verb, ptr, moves;
//if(target->GetDead() || this_object()->GetDead()) return;
if( x < 0 ){
eventSendMissMessages(target, x, limb);
return;
}
ptr = GetCombatVerbs("melee", x);
verb = ptr[0];
if( sizeof(ptr) > 1 && i = sizeof(ptr[1]) )
adverb = (ptr[1][ random(i) ] + " in");
else adverb = "in";
if( moves = GetCombatMove("melee",
(int)this_object()->GetSkillLevel("melee attack")) ){
verb[0] = moves[0] + " and " + verb[0];
verb[1] = moves[1] + " and " + verb[1];
}
if( !limb ) limb = "attack";
if( !targlimb ) targlimb = "body";
this_object()->eventPrint(sprintf("You %s %s %s the %s with your %s.",
verb[0], (string)target->GetName(), adverb, targlimb, limb) );
target->eventPrint(sprintf("%s %s you %s your %s with %s %s.",
GetName(), verb[1], adverb, targlimb, possessive(this_object()), limb));
environment()->eventPrint(sprintf("%s %s %s %s the %s with %s %s.",
GetName(), verb[1], (string)target->GetName(), adverb, targlimb,
possessive(this_object()), limb), ({ target, this_object() }) );
flush_messages();
}
varargs void SendWeaponMessages(object target, int x, object weapon, string limb){
int i;
string adverb, type, weap;
mixed verb, ptr, moves;
//if(target->GetDead() || this_object()->GetDead()) return;
if( x < 0 ){
eventSendMissMessages(target, x, limb);
return;
}
if( weapon ){
type = (string)weapon->GetWeaponType();
weap = (string)weapon->GetKeyName();
}
else {
type = "blunt";
weap = "weapon";
}
ptr = GetCombatVerbs(type, x);
verb = ptr[0];
if( sizeof(ptr) > 1 && i = sizeof(ptr[1]) )
adverb = (ptr[1][ random(i) ] + " in");
else adverb = "in";
if( moves = GetCombatMove(type,
(int)this_object()->GetSkillLevel(type + " attack")) ){
verb[0] = moves[0] + " and " + verb[0];
verb[1] = moves[1] + " and " + verb[1];
}
if( !limb ) limb = "body";
this_object()->eventPrint(sprintf("You %s %s %s the %s with your %s.",
verb[0], (string)target->GetName(), adverb, limb, weap) );
target->eventPrint(sprintf("%s %s you %s your %s with %s %s.",
GetName(), verb[1], adverb, limb, possessive(this_object()), weap) );
environment()->eventPrint(sprintf("%s %s %s %s the %s with %s %s.",
GetName(), verb[1], (string)target->GetName(), adverb, limb,
possessive(this_object()), weap), ({ target, this_object() }) );
flush_messages();
}