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Initial revision
git-svn-id: file:///srv/svn/joey/bsdgames-trunk@5086 a4a2c43b-8ac3-0310-8836-e0e880c912e2
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276
battlestar/com7.c
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276
battlestar/com7.c
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/* $NetBSD: com7.c,v 1.6 1997/10/11 02:07:10 lukem Exp $ */
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/*
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* Copyright (c) 1983, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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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
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__RCSID("$NetBSD: com7.c,v 1.6 1997/10/11 02:07:10 lukem 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
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fight(enemy, strength)
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int enemy, strength;
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{
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int lifeline = 0;
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int hurt;
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char auxbuf[LINELENGTH];
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char *next;
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int i;
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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 {
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puts("You collapse exhausted, and he pulverizes your skull.");
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die();
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}
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if (snooze - ourtime < 20)
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puts("You look tired! I hope you're able to fight.");
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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);
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parse();
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switch (wordvalue[wordnumber]) {
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case KILL:
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case SMITE:
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if (testbit(inven, TWO_HANDED))
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hurt = rnd(70) - 2 * card(injuries, NUMOFINJURIES) - ucard(wear) - exhaustion;
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else
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if (testbit(inven, SWORD) || testbit(inven, BROAD))
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hurt = rnd(50) % (WEIGHT - carrying) - card(injuries, NUMOFINJURIES) - encumber - exhaustion;
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else
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if (testbit(inven, KNIFE) || testbit(inven, MALLET) || testbit(inven, CHAIN) || testbit(inven, MACE) || testbit(inven, HALBERD))
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hurt = rnd(15) - card(injuries, NUMOFINJURIES) - exhaustion;
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else
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hurt = rnd(7) - encumber;
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if (hurt < 5)
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switch (rnd(3)) {
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case 0:
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puts("You swung wide and missed.");
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break;
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case 1:
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puts("He checked your blow. CLASH! CLANG!");
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break;
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case 2:
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puts("His filthy tunic hangs by one less thread.");
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break;
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}
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else
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if (hurt < 10) {
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switch (rnd(3)) {
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case 0:
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puts("He's bleeding.");
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break;
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case 1:
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puts("A trickle of blood runs down his face.");
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break;
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case 2:
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puts("A huge purple bruise is forming on the side of his face.");
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break;
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}
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lifeline++;
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} else
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if (hurt < 20) {
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switch (rnd(3)) {
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case 0:
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puts("He staggers back quavering.");
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break;
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case 1:
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puts("He jumps back with his hand over the wound.");
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break;
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case 2:
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puts("His shirt falls open with a swath across the chest.");
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break;
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}
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lifeline += 5;
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} else
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if (hurt < 30) {
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switch (rnd(3)) {
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case 0:
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printf("A bloody gash opens up on his %s side.\n", (rnd(2) ? "left" : "right"));
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break;
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case 1:
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puts("The steel bites home and scrapes along his ribs.");
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break;
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case 2:
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puts("You pierce him, and his breath hisses through clenched teeth.");
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break;
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}
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lifeline += 10;
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} else
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if (hurt < 40) {
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switch (rnd(3)) {
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case 0:
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puts("You smite him to the ground.");
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if (strength - lifeline > 20)
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puts("But in a flurry of steel he regains his feet!");
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break;
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case 1:
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puts("The force of your blow sends him to his knees.");
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puts("His arm swings lifeless at his side.");
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break;
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case 2:
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puts("Clutching his blood drenched shirt, he collapses stunned.");
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break;
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}
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lifeline += 20;
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} else {
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switch (rnd(3)) {
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case 0:
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puts("His ribs crack under your powerful swing, flooding his lungs with blood.");
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break;
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case 1:
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puts("You shatter his upheld arm in a spray of blood. The blade continues deep");
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puts("into his back, severing the spinal cord.");
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lifeline += 25;
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break;
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case 2:
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puts("With a mighty lunge the steel slides in, and gasping, he falls to the ground.");
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lifeline += 25;
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break;
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}
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lifeline += 30;
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}
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break;
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case BACK:
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if (enemy == DARK && lifeline > strength * 0.33) {
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puts("He throws you back against the rock and pummels your face.");
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if (testbit(inven, AMULET) || testbit(wear, AMULET)) {
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printf("Lifting the amulet from you, ");
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if (testbit(inven, MEDALION) || testbit(wear, MEDALION)) {
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puts("his power grows and the walls of\nthe earth tremble.");
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puts("When he touches the medallion, your chest explodes and the foundations of the\nearth collapse.");
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puts("The planet is consumed by darkness.");
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die();
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}
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if (testbit(inven, AMULET)) {
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clearbit(inven, AMULET);
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carrying -= objwt[AMULET];
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encumber -= objcumber[AMULET];
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} else
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clearbit(wear, AMULET);
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puts("he flees down the dark caverns.");
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clearbit(location[position].objects, DARK);
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injuries[SKULL] = 1;
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followfight = ourtime;
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return (0);
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} else {
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puts("I'm afraid you have been killed.");
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die();
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}
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} else {
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puts("You escape stunned and disoriented from the fight.");
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puts("A victorious bellow echoes from the battlescene.");
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if (back && position != back)
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move(back, BACK);
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else
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if (ahead && position != ahead)
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move(ahead, AHEAD);
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else
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if (left && position != left)
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move(left, LEFT);
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else
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if (right && position != right)
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move(right, RIGHT);
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else
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move(location[position].down, AHEAD);
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return (0);
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}
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case SHOOT:
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if (testbit(inven, LASER)) {
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if (strength - lifeline <= 50) {
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printf("The %s took a direct hit!\n", objsht[enemy]);
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lifeline += 50;
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} else {
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puts("With his bare hand he deflects the laser blast and whips the pistol from you!");
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clearbit(inven, LASER);
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setbit(location[position].objects, LASER);
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carrying -= objwt[LASER];
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encumber -= objcumber[LASER];
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}
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} else
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puts("Unfortunately, you don't have a blaster handy.");
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break;
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case DROP:
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case DRAW:
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cypher();
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ourtime--;
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break;
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default:
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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]);
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if (enemy == ELF || enemy == DARK)
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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;
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notes[JINXED]++;
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return (0);
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}
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puts("He attacks...");
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/* some embellisments */
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hurt = rnd(NUMOFINJURIES) - (testbit(inven, SHIELD) != 0) - (testbit(wear, MAIL) != 0) - (testbit(wear, HELM) != 0);
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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;
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if (!injuries[hurt]) {
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injuries[hurt] = 1;
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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.");
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die();
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}
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goto fighton;
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}
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