/** * This handles the standard messages for attacks. I cannot be bothered * rewriting the docs for this. * This handles the standard messages for the given damage types: * blunt, sharp, pierce, fire. * * There are also subtypes: * blunt - hands, feet, tail, hoof, wrestle, pommel, pound. * sharp - claws, chew, slice, chop. * pierce - bite, beak, stab, horns, tusks. * @author pinkfish * @changed Changed to use the new format. * - Sandoz, 04th August 2001. */ #define __MESSAGE_DATA_CLASS__ #include <combat.h> mapping weapon_mess; /** @ignore yes */ mapping query_weapon_mess() { return copy(weapon_mess); } /** @ignore */ void create() { weapon_mess = ([ "blunt" : ({ 20, "$N tap$s $I with $D.\n", 60, "$N hit$s $I with $D.\n", 100, "$N bruise$s $I with $D.\n", 140, "$N hit$s $I hard with $D.\n", 180, "$N smash$s $D into $I.\n", 220, "$N crush$s $I with $D.\n", 0, "$N mash$s $I with $D.\n", }), "blunt-pound" : ({ 20, "$N tap$s $I with $D.\n", 60, "$N hit$s $I with $D.\n", 100, "$N crunch$s $I with $D.\n", 140, "$N fracture$s $I with $D.\n", 180, "$N mangle$s $I with $D.\n", 220, "$N shatter$s $I with $D.\n", 0, "$N obliterate$s $I with $D.\n", }), "blunt-tail" : ({ 20, "$N tap$s $I with $p tail.\n", 60, "$N slap$s $I with $p tail.\n", 100, "$N bruise$s $I with $p tail.\n", 140, "$N hit$s $I hard with $p tail.\n", 180, "$N bash$s $I with $p tail.\n", 220, "$N smash$s $p tail into $I.\n", 0, "$N send$s $I reeling with a powerful blow to the $P from $p tail.\n", }), "blunt-hoof" : ({ 20, "$N tap$s $I with $p hoof.\n", 60, "$N kick$s $I with $p hoof.\n", 100, "$N bruise$s $I with $p hoof.\n", 140, "$N hit$s $I hard with $p hoof.\n", 180, "$N smash$s $I with $p hoof.\n", 220, "$N crush$s $I with $p hoof.\n", 0, "$N mash$s $I with $p hoof.\n", }), "blunt-wrestle" : ({ // These ones are broken. 25, "$N grapple$s with $I.\n", 50, "$N catch$s $I in an arm lock.\n", 75, "$N grab$s $I around the neck.\n", 100, "$N poke$s $I in the face.\n", 125, "$N throw$s $I to the ground.\n", 150, "$N fling$s $I over $p shoulder.\n", 175, "$N punch$s $I in the stomach.\n", 200, "$N twist$s $I's arm painfully.\n", 225, "$N thump$s $I's head hard.\n", 250, "$N kick$s $I in the back.\n", 275, "$N jump$s up and down on $I.\n", 0, "$N slam$s $I's head against the ground.\n", }), "blunt-hands" : ({ 20, "$N poke$s $I.\n", 60, "$N tickle$s $I.\n", 100, "$N punch$s $I.\n", 140, "$N elbow$s $I.\n", 180, "$N jab$s $I.\n", 220, "$N viciously hook$s $I.\n", 0, "$N beat$s $I to a pulp.\n", }), "blunt-feet" : ({ 20, "$N poke$s $I with $p toes.\n", 60, "$N tickle$s $I with $p toes.\n", 100, "$N kick$s $I lightly.\n", 140, "$N kick$s $I in the $P.\n", 180, "$N boot$s $I viciously.\n", 220, "$N viciously kick$s $I.\n", 0, "$N kick$s $I into a bloody mess.\n", }), "blunt-pommel": ({ 20, "$N tap$s $I with the pommel of $D.\n", 60, "$N knock$s $I with the hilt of $D.\n", 100, "$N bruise$s $I with the pommel of $D.\n", 140, "$N bash$s $I with the hilt of $D.\n", 180, "$N beat$s $I with the pommel of $D.\n", 220, "$N smash$s the hilt of $D into $I.\n", 0, "$N mash$s $I with the pommel of $D.\n", }), "sharp" : ({ 20, "$N snick$s $I with $D.\n", 60, "$N scratch$s $I with $D.\n", 100, "$N nick$s $I with $D.\n", 140, "$N cut$s $I with $D.\n", 180, "$N slice$s $I with $D.\n", 220, "$N hack$s $I with $D.\n", 0, "$N cut$s $I into small pieces with $D.\n", }), "sharp-slash" : ({ 20, "$N snick$s $I with $D.\n", 60, "$N scratch$s $I with $D.\n", 100, "$N nick$s $I with $D.\n", 140, "$N cut$s $I with $D.\n", 180, "$N slash$s $I with $D.\n", 220, "$N slash$s a long wound into $I with $D.\n", 0, "$N decimate$s $I with a mighty slash from $D.\n", }), "sharp-slice": ({ 20, "$N just manage$s to slice $I with $D.\n", 60, "$N slice$s $D across $I.\n", 100, "$N shred$s $I with $D.\n", 140, "$N slice$s $D into $I.\n", 180, "$N take$s a sliver off $I with $D.\n", 220, "$N slice$s $D deeply into $I.\n", 0, "$N neatly fillet$s $I with $D.\n", }), "sharp-chop": ({ 20, "$N lightly hack$s into $I with $D.\n", 60, "$N chop$s $D lightly into $I.\n", 100, "$N hack$s into $I with $D.\n", 140, "$N chop$s $D into $I.\n", 180, "$N hack$s deeply into $I with $D.\n", 220, "$N chop$s $D deeply into $I.\n", 0, "$N chop$s $I into pieces with $D.\n", }), "sharp-claws" : ({ 10, "$N snick$s $I with $p claws.\n", 40, "$N scratch$s $I with $p claws.\n", 70, "$N nick$s $I with $p claws.\n", 100, "$N claw$s $I.\n", 130, "$N slice$s $I up with $p claws.\n", 160, "$N hack$s $I up with $p claws.\n", 0, "$N cut$s $I into small pieces with $p claws.\n", }), "sharp-chew" : ({ 10, "$N nip$s $I lightly.\n", 40, "$N bite$s $I.\n", 70, "$N gash$s $I with $p teeth.\n", 100, "$N rip$s flesh off of $I.\n", 130, "$N tear$s deep into $I with $p teeth.\n", 160, "$N rip$s $I to pieces with $p teeth.\n", 0, "$N crunch$s $I with $p teeth, splattering blood everywhere.\n", }), "pierce": ({ 20, "$N barely hit$s $I with $D.\n", 60, "$N jab$s $D into $I.\n", 100, "$N pierce$s $I with $D.\n", 140, "$N impale$s $I on $D.\n", 180, "$N skewer$s $I with $D.\n", 220, "$N run$s $I through with $D.\n", 0, "$N make$s a kebab of $I with $D.\n", }), "pierce-beak" : ({ 10, "$N snick$s $I.\n", 40, "$N scratch$s $I with $p beak.\n", 70, "$N peck$s $I.\n", 100, "$N viciously peck$s $I.\n", 130, "$N gouge$s a hole in $I with $p beak.\n", 160, "$N slice$s $I up with $p beak.\n", 0, "$N slice$s $I up into small bits with $p beak.\n", }), "pierce-stab": ({ 20, "$N barely stab$s $I with $D.\n", 60, "$N stab$s $I with $D.\n", 100, "$N messily stab$s $I with $D.\n", 140, "$N stab$s $I deeply with $D.\n", 180, "$N perforate$s $I with $D.\n", 220, "$N stab$s $I again and again with $D.\n", 0, "$N stab$s $D right through $I.\n", }), "pierce-horns": ({ 20, "$N prod$s $I with $p horns.\n", 60, "$N poke$s $I with $p horns.\n", 100, "$N butt$s $I with $p horns.\n", 140, "$N pierce$s $I deeply with $p horns.\n", 180, "$N ram$s $I with $p horns.\n", 220, "$N gore$s $I with $p horns.\n", 0, "$N impale$s $I on $p horns.\n", }), "pierce-tusks": ({ 20, "$N prod$s $I with $p tusks.\n", 60, "$N poke$s $I with $p tusks.\n", 100, "$N jab$s $p tusks into $I.\n", 140, "$N pierce$s $I with $p tusks.\n", 180, "$N stab$s $p tusks deeply into $I.\n", 220, "$N gore$s $I with $p tusks.\n", 0, "$N impale$s $I on $p tusks.\n", }), "pierce-bite" : ({ 10, "$N nip$s $I.\n", 40, "$N nibble$s at $I.\n", 70, "$N bite$s $I.\n", 100, "$N sink$s $p teeth into $I.\n", 130, "$N bite$s through $I.\n", 160, "$N sink$s $p teeth deep into $I.\n", 0, "$N bite$s deep into $I, splintering the bones.\n", }), "fire" : ({ 20, "$N smoke$s $I.\n", 60, "$N toast$s $I.\n", 100, "$N scorch$s $I.\n", 140, "$N crisp$s $I.\n", 180, "$N singe$s $I.\n", 220, "$N fry$s $I.\n", 260, "$N roast$s $I.\n", 300, "$N melt$s $I.\n", 340, "$N char$s $I.\n", 380, "$N burn$s $I.\n", 420, "$N incinerate$s $I.\n", 460, "$N cremate$s $I.\n", 0, "$N vapourise$s $I.\n", }) ]); } /* create() */ /** @ignore yes */ string parse_verb( string message, int me ) { string stuff, part1, verb, part2; stuff = ""; while( sscanf( message, "%s %s$s%s", part1, verb, part2 ) == 3 ) { stuff += part1+" "+( me ? verb : pluralize( verb ) ); message = part2; } return stuff + message; } /* parse_verb() */ /** * This method gets the attack messages for the weapon attacks. * If an attack with the specified name doesn't exist in the * weapon, it will look for the message in the handler. * @param dam the damage of the attack * @param type the attack type ( either sharp, pierce or blunt ) * @param him the target of the attack * @param me the attacker * @param name the attack name * @param wep the weapon attacked with * @return a class of three elements - attacker, defender and others */ class message_data query_message( int dam, string type, object him, object me, string name, object wep, string area ) { int i, sz; mixed ind; class message_data ret; if( !( ind = wep->query_attack_message( name, type ) ) && !( ind = weapon_mess[type+"-"+name] ) && !( ind = weapon_mess[type] ) ) return 0; sz = sizeof(ind); // Find the correct message. while( i < sz && dam > ind[i] ) i += 2; if( i >= sz ) i = sz - 2; ind = ind[i+1]; ret = new( class message_data ); if( stringp(ind) ) { string pre, post; int flag; // Right, if $P is used, then use just one/the_short() for $I, if not, // then $I will be poss_short()+" "+area. // Have to use sscanf here, methinks. // Assume there is only one $P. // - Sandoz. if( sscanf( ind, "%s$P%s", pre, post ) == 2 ) { ind = pre + area + post; flag = 1; } else { area = him->poss_short()+" "+area; } ind = replace( ind, ({ "$N", me->one_short(), "$D", wep->poss_short(), }) ); ret->attacker = replace( parse_verb( ind, 1 ), ({ "$p ", "your ", "$r", "you", "$o ", "your ", "$I", flag ? him->the_short() : area, }) ); ret->defender = ret->others = replace( parse_verb( ind, 0 ), ({ "$p ", me->HIS+" ", "$r", me->HE, "$o ", me->HIM+" ", "$I", flag ? him->one_short() : area, }) ); return ret; } ret->attacker = ret->defender = ret->others = wep->poss_short()+" seems " "to have bad attack messages, please report it.\n"; return ret; } /* query_message() */