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-rw-r--r--battlestar/com7.c351
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();
}