/* * Copyright (c) 1983 Regents of the University of California, * All rights reserved. Redistribution permitted subject to * the terms of the Berkeley Software License Agreement. */ #if !defined(lint) && !defined(pdp11) static char sccsid[] = "@(#)com7.c 1.3.1 1996/10/26"; #endif #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, "-: ", 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; }