4.4BSD/usr/src/games/battlestar/com7.c

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/*
 * 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
static char sccsid[] = "@(#)com7.c	8.1 (Berkeley) 5/31/93";
#endif /* not lint */

#include "externs.h"

fight(enemy,strength)
int enemy,strength;
{
	int lifeline = 0;
	int hurt;
	char auxbuf[LINELENGTH];
	char *next;
	int i;
	int exhaustion;

fighton:
	time++;
	snooze -= 5;
	if (snooze > time)
		exhaustion = CYCLE/(snooze - time);
	else {
		puts("You collapse exhausted, and he pulverizes your skull.");
		die();
	}
	if (snooze - time < 20)
		puts("You look tired! I hope you're able to fight.");
	next = getcom(auxbuf, LINELENGTH, "<fight!>-: ", 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();
					}
					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 = time;
					return (0);
				}
				else{
					puts("I'm afraid you have been killed.");
					die();
				}
			}
			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();
			time--;
			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 embellisments */
	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();
	}
	goto fighton;
}