mud/lib/verbs/common/body.c
2020-09-06 05:43:07 -07:00

134 lines
3.9 KiB
C

/* /cmds/player/body.c
* from the Dead Souls LPC Library
* gives player a report based on limb damage
* created by Blitz@Dead Souls
*/
#include <lib.h>
#include <rounds.h>
inherit LIB_VERB;
varargs void eventCheckBody(object ob, object receiver);
static void create() {
verb::create();
SetVerb("body");
SetRules("", "LIV");
}
static string *DamageDegree = ({
"is in critical condition!",
"is battered beyond recognition.",
"is severely wounded",
"is terribly damaged.",
"is in bad shape.",
"is hurting.",
"has a few bruises.",
"is in decent shape.",
"is in very good shape.",
"is in excellent shape.",
});
int livings_are_remote() { return 1; }
mixed can_body() {
return 1;
}
mixed can_body_liv() {
if( !creatorp(this_player()) )
return "Try: help body";
return 1;
}
mixed do_body() {
message("other_action", this_player()->GetName()+" checks "+
reflexive(this_player())+" for injuries.",
environment(this_player()), this_player() );
eventCheckBody(this_player());
return 1;
}
mixed do_body_liv(object ob) {
eventCheckBody(ob, this_player());
return 1;
}
varargs void eventCheckBody(object ob, object receiver) {
string ret, name;
string *limbs;
mapping mp;
int i, damage;
int *key;
mp = ([ ]);
if( !ob ) return;
if( !receiver ) receiver = ob;
i = sizeof(limbs = ob->GetLimbs());
while(i--) {
damage = to_int( percent( ob->GetHealthPoints(limbs[i]),
ob->GetMaxHealthPoints(limbs[i]) ));
if( !mp[damage] ) mp[damage] = ({ limbs[i] });
else mp[damage] += ({ limbs[i] });
}
i = sizeof(key = sort_array(keys(mp), 1));
name = (ob == receiver ? "Your" : capitalize(possessive(ob)));
ret = possessive_noun(ob->GetCapName()) + " bodily damage "
"report:\n\n";
foreach(damage in key) {
string str;
string color;
int x;
i = sizeof(limbs = mp[damage]);
while(i--) {
switch(damage) {
case 0..3: color = "%^BOLD%^%^RED%^"; break;
case 4..10: color = "%^RED%^"; break;
case 11..20: color = "%^YELLOW%^"; break;
default: color = "";
}
if( damage > 97 )
str = name +" "+ limbs[i] + " is in perfect condition.";
else if( damage < 4 )
str = name+" "+ limbs[i] +" is about to fall off!";
else {
x = damage / 10;
if(x>9) x = 9;
str = name +" "+ limbs[i] +" "+ DamageDegree[x];
}
if( creatorp(receiver) )
ret += sprintf("%s%-45s %s(%d / 100%%)%s\n", color, str,
"", damage,"%^RESET%^");
else ret += (color + str + "%^RESET%^\n");
}
}
if( i = sizeof(limbs = ob->GetMissingLimbs()) ) {
ret += "\n"+(ob == receiver ?
"You are missing " : ob->GetName()+" is missing ");
switch(i) {
case 0: break;
case 1: ret += "a "+limbs[0]+"."; break;
case 2: ret += "a "+limbs[0]+" and a "+limbs[1]+"."; break;
default: ret += "a "+implode(limbs[0..(i-2)], ", ")+" and "
"a "+limbs[i-1]+".";
}
}
receiver->eventPage(explode(ret, "\n"), "info");
return;
}
string GetHelp(string str) {
if( creatorp(this_player()) )
return "Syntax: body [LIVING]\n\n"
"This command will display the current limb damage "
"statistics of the living object named.";
else
return "Syntax: body\n\n"
"This command will display your current limb damage "
"statistics. The limbs will be displayed in order "
"of the most damaged to the least.";
}