diff options
Diffstat (limited to 'battlestar/com7.c')
-rw-r--r-- | battlestar/com7.c | 351 |
1 files changed, 175 insertions, 176 deletions
diff --git a/battlestar/com7.c b/battlestar/com7.c index 8507a6ae..bc0ab4db 100644 --- a/battlestar/com7.c +++ b/battlestar/com7.c @@ -1,4 +1,4 @@ -/* $NetBSD: com7.c,v 1.5 1997/10/10 11:39:35 lukem Exp $ */ +/* $NetBSD: com7.c,v 1.6 1997/10/11 02:07:10 lukem Exp $ */ /* * Copyright (c) 1983, 1993 @@ -38,29 +38,29 @@ #if 0 static char sccsid[] = "@(#)com7.c 8.2 (Berkeley) 4/28/95"; #else -__RCSID("$NetBSD: com7.c,v 1.5 1997/10/10 11:39:35 lukem Exp $"); +__RCSID("$NetBSD: com7.c,v 1.6 1997/10/11 02:07:10 lukem Exp $"); #endif -#endif /* not lint */ +#endif /* not lint */ #include "extern.h" int fight(enemy, strength) - int enemy,strength; + int enemy, strength; { - int lifeline = 0; - int hurt; - char auxbuf[LINELENGTH]; - char *next; - int i; - int exhaustion; + int lifeline = 0; + int hurt; + char auxbuf[LINELENGTH]; + char *next; + int i; + int exhaustion; exhaustion = 0; fighton: ourtime++; snooze -= 5; if (snooze > ourtime) - exhaustion = CYCLE/(snooze - ourtime); + exhaustion = CYCLE / (snooze - ourtime); else { puts("You collapse exhausted, and he pulverizes your skull."); die(); @@ -68,50 +68,53 @@ fighton: if (snooze - ourtime < 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++) + for (i = 0; next && i < 10; i++) next = getword(next, words[i], -1); parse(); - switch(wordvalue[wordnumber]){ + 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 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; + 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)){ + } else + if (hurt < 20) { + switch (rnd(3)) { case 0: puts("He staggers back quavering."); break; @@ -121,155 +124,151 @@ fighton: 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 = ourtime; - return (0); - } - else{ - puts("I'm afraid you have been killed."); + 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 = ourtime; + 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 { + 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 - move(location[position].down,AHEAD); - return(0); - } + 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]; - } + 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; + } else + puts("Unfortunately, you don't have a blaster handy."); + break; + + case DROP: + case DRAW: + cypher(); + ourtime--; + break; - case DROP: - case DRAW: - cypher(); - ourtime--; - break; - - default: - puts("You don't have a chance, he is too quick."); - break; + default: + puts("You don't have a chance, he is too quick."); + break; } - if (lifeline >= strength){ + 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); + clearbit(location[position].objects, enemy); power += 2; notes[JINXED]++; - return(0); + 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 = 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]){ + hurt = hurt >= NUMOFINJURIES ? NUMOFINJURIES - 1 : hurt; + if (!injuries[hurt]) { injuries[hurt] = 1; printf("I'm afraid you have suffered %s.\n", ouch[hurt]); - } - else + } else puts("You emerge unscathed."); - if (injuries[SKULL] && injuries[INCISE] && injuries[NECK]){ + if (injuries[SKULL] && injuries[INCISE] && injuries[NECK]) { puts("I'm afraid you have suffered fatal injuries."); die(); } |