im pretty sure i didnt make any changes that would affect the message structure
MAX_MESSAGES is set at 90 which is plenty for it now, and the file is in the
write place and is readable
from fight.c
void load_messages(void)
{
FILE *fl;
int i, type;
struct message_type *messages;
char chk[128];
if (!(fl = fopen(MESS_FILE, "r"))) {
sprintf(buf2, "SYSERR: Error reading combat message file %s",
MESS_FILE);
perror(buf2);
exit(1);
}
for (i = 0; i < MAX_MESSAGES; i++) {
fight_messages[i].a_type = 0;
fight_messages[i].number_of_attacks = 0;
fight_messages[i].msg = 0;
}
fgets(chk, 128, fl);
while (!feof(fl) && (*chk == '\n' || *chk == '*'))
fgets(chk, 128, fl);
while (*chk == 'M') {
fgets(chk, 128, fl);
sscanf(chk, " %d\n", &type);
for (i = 0; (i < MAX_MESSAGES) && (fight_messages[i].a_type != type) &&
(fight_messages[i].a_type); i++);
if (i >= MAX_MESSAGES) {
log("SYSERR: Too many combat messages. Increase MAX_MESSAGES and
recompile.");
exit(1);
}
CREATE(messages, struct message_type, 1);
fight_messages[i].number_of_attacks++;
fight_messages[i].a_type = type;
messages->next = fight_messages[i].msg;
fight_messages[i].msg = messages;
messages->die_msg.attacker_msg = fread_action(fl, i);
messages->die_msg.victim_msg = fread_action(fl, i);
messages->die_msg.room_msg = fread_action(fl, i);
messages->miss_msg.attacker_msg = fread_action(fl, i);
messages->miss_msg.victim_msg = fread_action(fl, i);
messages->miss_msg.room_msg = fread_action(fl, i);
messages->hit_msg.attacker_msg = fread_action(fl, i);
messages->hit_msg.victim_msg = fread_action(fl, i);
messages->hit_msg.room_msg = fread_action(fl, i);
messages->god_msg.attacker_msg = fread_action(fl, i);
messages->god_msg.victim_msg = fread_action(fl, i);
messages->god_msg.room_msg = fread_action(fl, i);
fgets(chk, 128, fl);
while (!feof(fl) && (*chk == '\n' || *chk == '*'))
fgets(chk, 128, fl);
}
fclose(fl);
}
/*
* message for doing damage with a spell or skill
* C3.0: Also used for weapon damage on miss and death blows
*/
int skill_message(int dam, struct char_data * ch, struct char_data * vict,
int attacktype)
{
int i, j, nr;
struct message_type *msg;
struct obj_data *weap = GET_EQ(ch, WEAR_WIELD);
for (i = 0; i < MAX_MESSAGES; i++) {
if (fight_messages[i].a_type == attacktype) {
nr = dice(1, fight_messages[i].number_of_attacks);
for (j = 1, msg = fight_messages[i].msg; (j < nr) && msg; j++)
msg = msg->next;
if (!IS_NPC(vict) && (GET_LEVEL(vict) >= LVL_IMMORT)) {
act(msg->god_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
act(msg->god_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT);
act(msg->god_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
} else if (dam != 0) {
if (GET_POS(vict) == POS_DEAD) {
send_to_char(CCYEL(ch, C_CMP), ch);
sprintf(buf2, "&y(&Y%-3d&y) ", dam);
send_to_char(buf2,ch);
act(msg->die_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
sprintf(buf2, "&r(&R%-3d&r) ", dam);
send_to_char(buf2,vict);
act(msg->die_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act(msg->die_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
} else {
send_to_char(CCYEL(ch, C_CMP), ch);
sprintf(buf2, "&y(&Y%-3d&y) ", dam);
send_to_char(buf2,ch);
act(msg->hit_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
sprintf(buf2, "&r(&R%-3d&r) ", dam);
send_to_char(buf2,vict);
act(msg->hit_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act(msg->hit_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
}
} else if (ch != vict) { /* Dam == 0 */
if (ch->in_room != vict->in_room) return 0;
send_to_char(CCYEL(ch, C_CMP), ch);
sprintf(buf2, "&y(&Y%-3d&y) ", dam);
send_to_char(buf2,ch);
act(msg->miss_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
sprintf(buf2, "&r(&R%-3d&r) ", dam);
send_to_char(buf2,vict);
act(msg->miss_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act(msg->miss_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
}
return 1;
}
}
return 0;
}
and from structs.h
struct msg_type {
char *attacker_msg; /* message to attacker */
char *victim_msg; /* message to victim */
char *room_msg; /* message to room */
};
struct message_type {
struct msg_type die_msg; /* messages when death */
struct msg_type miss_msg; /* messages when miss */
struct msg_type hit_msg; /* messages when hit */
struct msg_type god_msg; /* messages when hit on god */
struct message_type *next; /* to next messages of this kind. */
};
struct message_list {
int a_type; /* Attack type */
int number_of_attacks; /* How many attack messages to chose from. */
struct message_type *msg; /* List of messages. */
};
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