#include <stdio.h>
#include <stdlib.h>
#include "extern.h"
int
fight(int enemy, int strength)
{
int lifeline = 0;
int hurt;
char auxbuf[LINELENGTH];
char *next;
int i;
int exhaustion;
stop_cypher = 1;
fighton:
ourtime++;
snooze -= 5;
if (snooze > ourtime)
exhaustion = CYCLE / (snooze - ourtime);
else {
puts("You collapse exhausted and he pulverizes your skull.");
die(0);
}
if (snooze - ourtime < 20)
puts("You look tired! I hope you're able to fight.");
next = getcom(auxbuf, LINELENGTH, "<fight!>-: ", NULL);
for (i = 0; next && i < NWORD - 1; 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(0);
}
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(0);
}
} 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);
else
moveplayer(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();
ourtime--;
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...");
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(0);
}
goto fighton;
}