/*   /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;
    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";
    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() }) );
}

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";
    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() }) );
}

