HardenedBSD/games/battlestar/com7.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

269 lines
8.1 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
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;
}