freebsd-skq/games/battlestar/com7.c
2000-10-08 03:24:30 +00:00

275 lines
8.3 KiB
C

/*
* 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 8.1 (Berkeley) 5/31/93";
#endif
static const char rcsid[] =
"$FreeBSD$";
#endif /* not lint */
#include "externs.h"
int
fight(enemy,strength)
int enemy,strength;
{
int lifeline = 0;
int hurt;
char auxbuf[LINELENGTH];
char *next;
int i;
int exhaustion = 0;
fighton:
gtime++;
snooze -= 5;
if (snooze > gtime)
exhaustion = CYCLE/(snooze - gtime);
else {
puts("You collapse exhausted, and he pulverizes your skull.");
die(0);
}
if (snooze - gtime < 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(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 = gtime;
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)
battlestar_move(back,BACK);
else if (ahead &&position != ahead)
battlestar_move(ahead,AHEAD);
else if (left && position != left)
battlestar_move(left,LEFT);
else if (right && position != right)
battlestar_move(right,RIGHT);
else
battlestar_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();
gtime--;
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(0);
}
goto fighton;
}