/* $OpenBSD: com7.c,v 1.7 1999/09/25 20:30:45 pjanzen Exp $ */ /* $NetBSD: com7.c,v 1.3 1995/03/21 15:07:12 cgd Exp $ */ /* * Copyright (c) 1983, 1993 * The Regents of the University of California. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. All advertising materials mentioning features or use of this software * must display the following acknowledgement: * This product includes software developed by the University of * California, Berkeley and its contributors. * 4. Neither the name of the University nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #ifndef lint #if 0 static char sccsid[] = "@(#)com7.c 8.2 (Berkeley) 4/28/95"; #else static char rcsid[] = "$OpenBSD: com7.c,v 1.7 1999/09/25 20:30:45 pjanzen Exp $"; #endif #endif /* not lint */ #include "extern.h" int fight(enemy, strength) int enemy, strength; { int lifeline = 0; int hurt; char auxbuf[LINELENGTH]; char *next; int i; int exhaustion; fighton: ourtime++; snooze -= 5; if (snooze > ourtime) exhaustion = CYCLE / (snooze - ourtime); else { puts("You collapse exhausted, and he pulverizes your skull."); die(0); } if (snooze - ourtime < 20) puts("You look tired! I hope you're able to fight."); next = getcom(auxbuf, LINELENGTH, "-: ", 0); for (i = 0; next && i < 10; i++) next = getword(next, words[i], -1); parse(); switch (wordvalue[wordnumber]) { case KILL: case SMITE: if (TestBit(inven, TWO_HANDED)) hurt = rnd(70) - 2 * card(injuries, NUMOFINJURIES) - ucard(wear) - exhaustion; else if (TestBit(inven, SWORD) || TestBit(inven, BROAD)) hurt = rnd(50) % (WEIGHT - carrying) - card(injuries, NUMOFINJURIES) - encumber - exhaustion; else if (TestBit(inven, KNIFE) || TestBit(inven, MALLET) || TestBit(inven, CHAIN) || TestBit(inven, MACE) || TestBit(inven, HALBERD)) hurt = rnd(15) - card(injuries, NUMOFINJURIES) - exhaustion; else hurt = rnd(7) - encumber; if (hurt < 5) switch (rnd(3)) { case 0: puts("You swung wide and missed."); break; case 1: puts("He checked your blow. CLASH! CLANG!"); break; case 2: puts("His filthy tunic hangs by one less thread."); break; } else if (hurt < 10) { switch (rnd(3)) { case 0: puts("He's bleeding."); break; case 1: puts("A trickle of blood runs down his face."); break; case 2: puts("A huge purple bruise is forming on the side of his face."); break; } lifeline++; } else if (hurt < 20) { switch (rnd(3)) { case 0: puts("He staggers back quavering."); break; case 1: puts("He jumps back with his hand over the wound."); break; case 2: puts("His shirt falls open with a swath across the chest."); break; } lifeline += 5; } else if (hurt < 30) { switch (rnd(3)) { case 0: printf("A bloody gash opens up on his %s side.\n",(rnd(2) ? "left" : "right")); break; case 1: puts("The steel bites home and scrapes along his ribs."); break; case 2: puts("You pierce him, and his breath hisses through clenched teeth."); break; } lifeline += 10; } else if (hurt < 40) { switch (rnd(3)) { case 0: puts("You smite him to the ground."); if (strength - lifeline > 20) puts("But in a flurry of steel he regains his feet!"); break; case 1: puts("The force of your blow sends him to his knees."); puts("His arm swings lifeless at his side."); break; case 2: puts("Clutching his blood drenched shirt, he collapses stunned."); break; } lifeline += 20; } else { switch (rnd(3)) { case 0: puts("His ribs crack under your powerful swing, flooding his lungs with blood."); break; case 1: puts("You shatter his upheld arm in a spray of blood. The blade continues deep"); puts("into his back, severing the spinal cord."); lifeline += 25; break; case 2: puts("With a mighty lunge the steel slides in, and gasping, he falls to the ground."); lifeline += 25; break; } lifeline += 30; } break; case BACK: if (enemy == DARK && lifeline > strength * 0.33) { puts("He throws you back against the rock and pummels your face."); if (TestBit(inven, AMULET) || TestBit(wear, AMULET)) { printf("Lifting the amulet from you, "); if (TestBit(inven, MEDALION) || TestBit(wear, MEDALION)) { puts("his power grows and the walls of\nthe earth tremble."); puts("When he touches the medallion, your chest explodes and the foundations of the\nearth collapse."); puts("The planet is consumed by darkness."); die(0); } if (TestBit(inven, AMULET)) { ClearBit(inven, AMULET); carrying -= objwt[AMULET]; encumber -= objcumber[AMULET]; } else ClearBit(wear, AMULET); puts("he flees down the dark caverns."); ClearBit(location[position].objects, DARK); injuries[SKULL] = 1; followfight = ourtime; return (0); } else { puts("I'm afraid you have been killed."); die(0); } } else { puts("You escape stunned and disoriented from the fight."); puts("A victorious bellow echoes from the battlescene."); if (back && position != back) move(back, BACK); else if (ahead &&position != ahead) move(ahead, AHEAD); else if (left && position != left) move(left, LEFT); else if (right && position != right) move(right, RIGHT); else move(location[position].down, AHEAD); return (0); } case SHOOT: if (TestBit(inven, LASER)) { if (strength - lifeline <= 50) { printf("The %s took a direct hit!\n", objsht[enemy]); lifeline += 50; } else { puts("With his bare hand he deflects the laser blast and whips the pistol from you!"); ClearBit(inven, LASER); SetBit(location[position].objects, LASER); carrying -= objwt[LASER]; encumber -= objcumber[LASER]; } } else puts("Unfortunately, you don't have a blaster handy."); break; case DROP: case DRAW: cypher(); ourtime--; break; default: puts("You don't have a chance; he is too quick."); break; } if (lifeline >= strength) { printf("You have killed the %s.\n", objsht[enemy]); if (enemy == ELF || enemy == DARK) puts("A watery black smoke consumes his body and then vanishes with a peal of thunder!"); ClearBit(location[position].objects, enemy); power += 2; notes[JINXED]++; return (0); } puts("He attacks..."); /* some embellishments */ hurt = rnd(NUMOFINJURIES) - (TestBit(inven, SHIELD) != 0) - (TestBit(wear, MAIL) != 0) - (TestBit(wear, HELM) != 0); hurt += (TestBit(wear, AMULET) != 0) + (TestBit(wear, MEDALION) != 0) + (TestBit(wear, TALISMAN) != 0); hurt = hurt < 0 ? 0 : hurt; hurt = hurt >= NUMOFINJURIES ? NUMOFINJURIES - 1 : hurt; if (!injuries[hurt]) { injuries[hurt] = 1; printf("I'm afraid you have suffered %s.\n", ouch[hurt]); } else puts("You emerge unscathed."); if (injuries[SKULL] && injuries[INCISE] && injuries[NECK]) { puts("I'm afraid you have suffered fatal injuries."); die(0); } goto fighton; }