NetBSD/games/battlestar/com7.c

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/* $NetBSD: com7.c,v 1.9 2000/09/17 23:04:17 jsm Exp $ */
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/*
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* Copyright (c) 1983, 1993
* The Regents of the University of California. All rights reserved.
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*
* 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.
*/
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#include <sys/cdefs.h>
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#ifndef lint
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#if 0
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static char sccsid[] = "@(#)com7.c 8.2 (Berkeley) 4/28/95";
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#else
__RCSID("$NetBSD: com7.c,v 1.9 2000/09/17 23:04:17 jsm Exp $");
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#endif
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#endif /* not lint */
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#include "extern.h"
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int
fight(enemy, strength)
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int enemy, strength;
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{
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int lifeline = 0;
int hurt;
char auxbuf[LINELENGTH];
char *next;
int i;
int exhaustion;
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exhaustion = 0;
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fighton:
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ourtime++;
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snooze -= 5;
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if (snooze > ourtime)
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exhaustion = CYCLE / (snooze - ourtime);
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else {
puts("You collapse exhausted, and he pulverizes your skull.");
die();
}
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if (snooze - ourtime < 20)
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puts("You look tired! I hope you're able to fight.");
next = getcom(auxbuf, LINELENGTH, "<fight!>-: ", 0);
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for (i = 0; next && i < 10; i++)
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next = getword(next, words[i], -1);
parse();
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switch (wordvalue[wordnumber]) {
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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;
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else
hurt = rnd(7) - encumber;
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if (hurt < 5)
switch (rnd(3)) {
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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;
}
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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.");
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die();
}
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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();
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}
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} else {
puts("You escape stunned and disoriented from the fight.");
puts("A victorious bellow echoes from the battlescene.");
if (back && position != back)
moveplayer(back, BACK);
else if (ahead && position != ahead)
moveplayer(ahead, AHEAD);
else if (left && position != left)
moveplayer(left, LEFT);
else if (right && position != right)
moveplayer(right, RIGHT);
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else
moveplayer(location[position].down, AHEAD);
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return (0);
}
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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];
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}
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} else
puts("Unfortunately, you don't have a blaster handy.");
break;
case DROP:
case DRAW:
cypher();
ourtime--;
break;
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default:
puts("You don't have a chance; he is too quick.");
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break;
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}
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if (lifeline >= strength) {
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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!");
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clearbit(location[position].objects, enemy);
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power += 2;
notes[JINXED]++;
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return (0);
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}
puts("He attacks...");
/* Some embellishments. */
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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);
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hurt = hurt < 0 ? 0 : hurt;
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hurt = hurt >= NUMOFINJURIES ? NUMOFINJURIES - 1 : hurt;
if (!injuries[hurt]) {
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injuries[hurt] = 1;
printf("I'm afraid you have suffered %s.\n", ouch[hurt]);
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} else
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puts("You emerge unscathed.");
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if (injuries[SKULL] && injuries[INCISE] && injuries[NECK]) {
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puts("I'm afraid you have suffered fatal injuries.");
die();
}
goto fighton;
}