freebsd-skq/games/battlestar/com3.c
1999-11-30 03:50:02 +00:00

317 lines
8.9 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
#if 0
static char sccsid[] = "@(#)com3.c 8.1 (Berkeley) 5/31/93";
#endif
static const char rcsid[] =
"$FreeBSD$";
#endif /* not lint */
#include "externs.h"
dig()
{
if (testbit(inven,SHOVEL)){
puts("OK");
gtime++;
switch(position){
case 144: /* copse near beach */
if (!notes[DUG]){
setbit(location[position].objects,DEADWOOD);
setbit(location[position].objects,COMPASS);
setbit(location[position].objects,KNIFE);
setbit(location[position].objects,MACE);
notes[DUG] = 1;
}
break;
default:
puts("Nothing happens.");
}
}
else
puts("You don't have a shovel.");
}
jump()
{
int n;
switch(position){
default:
puts("Nothing happens.");
return(-1);
case 242:
position = 133;
break;
case 214:
case 215:
case 162:
case 159:
position = 145;
break;
case 232:
position = 275;
break;
case 3:
position = 1;
break;
case 172:
position = 201;
}
puts("Ahhhhhhh...");
injuries[12] = injuries[8] = injuries[7] = injuries[6] = 1;
for (n=0; n < NUMOFOBJECTS; n++)
if (testbit(inven,n)){
clearbit(inven,n);
setbit(location[position].objects,n);
}
carrying = 0;
encumber = 0;
return(0);
}
bury()
{
int value;
if (testbit(inven,SHOVEL)){
while(wordtype[++wordnumber] != OBJECT && wordtype[wordnumber] != NOUNS && wordnumber < wordcount);
value = wordvalue[wordnumber];
if (wordtype[wordnumber] == NOUNS && (testbit(location[position].objects,value) || value == BODY))
switch(value){
case BODY:
wordtype[wordnumber] = OBJECT;
if (testbit(inven,MAID) || testbit(location[position].objects,MAID))
value = MAID;
if (testbit(inven,DEADWOOD) || testbit(location[position].objects,DEADWOOD))
value = DEADWOOD;
if (testbit(inven,DEADGOD) || testbit(location[position].objects,DEADGOD))
value = DEADGOD;
if (testbit(inven,DEADTIME) || testbit(location[position].objects,DEADTIME))
value = DEADTIME;
if (testbit(inven,DEADNATIVE) || testbit(location[position].objects,DEADNATIVE))
value = DEADNATIVE;
break;
case NATIVE:
case NORMGOD:
puts("She screams as you wrestle her into the hole.");
case TIMER:
power += 7;
ego -= 10;
case AMULET:
case MEDALION:
case TALISMAN:
wordtype[wordnumber] = OBJECT;
break;
default:
puts("Wha..?");
}
if (wordtype[wordnumber] == OBJECT && position > 88 && (testbit(inven,value) || testbit(location[position].objects,value))){
puts("Buried.");
if (testbit(inven,value)){
clearbit(inven,value);
carrying -= objwt[value];
encumber -= objcumber[value];
}
clearbit(location[position].objects,value);
switch(value){
case MAID:
case DEADWOOD:
case DEADNATIVE:
case DEADTIME:
case DEADGOD:
ego += 2;
printf("The %s should rest easier now.\n",objsht[value]);
}
}
else
puts("It doesn't seem to work.");
}
else
puts("You aren't holding a shovel.");
}
drink()
{
int n;
if (testbit(inven,POTION)){
puts("The cool liquid runs down your throat but turns to fire and you choke.");
puts("The heat reaches your limbs and tingles your spirit. You feel like falling");
puts("asleep.");
clearbit(inven, POTION);
WEIGHT = MAXWEIGHT;
CUMBER = MAXCUMBER;
for (n=0; n < NUMOFINJURIES; n++)
injuries[n] = 0;
gtime++;
zzz();
}
else
puts("I'm not thirsty.");
}
shoot()
{
int firstnumber, value;
int n;
firstnumber = wordnumber;
if (!testbit(inven,LASER))
puts("You aren't holding a blaster.");
else {
while(wordtype[++wordnumber] == ADJS);
while(wordnumber<=wordcount && wordtype[wordnumber] == OBJECT){
value = wordvalue[wordnumber];
printf("%s:\n", objsht[value]);
for (n=0; objsht[value][n]; n++);
if (testbit(location[position].objects,value)){
clearbit(location[position].objects,value);
gtime++;
printf("The %s explode%s\n",objsht[value],(objsht[value][n-1]=='s' ? (objsht[value][n-2]=='s' ? "s." : ".") : "s."));
if (value == BOMB)
die();
}
else
printf("I dont see any %s around here.\n", objsht[value]);
if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
wordnumber++;
else
return(firstnumber);
}
/* special cases with their own return()'s */
if (wordnumber <= wordcount && wordtype[wordnumber] == NOUNS){
gtime++;
switch(wordvalue[wordnumber]){
case DOOR:
switch(position){
case 189:
case 231:
puts("The door is unhinged.");
location[189].north = 231;
location[231].south = 189;
whichway(location[position]);
break;
case 30:
puts("The wooden door splinters.");
location[30].west = 25;
whichway(location[position]);
break;
case 31:
puts("The laser blast has no effect on the door.");
break;
case 20:
puts("The blast hits the door and it explodes into flame. The magnesium burns");
puts("so rapidly that we have no chance to escape.");
die();
default:
puts("Nothing happens.");
}
break;
case NORMGOD:
if (testbit(location[position].objects,BATHGOD)){
puts("The goddess is hit in the chest and splashes back against the rocks.");
puts("Dark blood oozes from the charred blast hole. Her naked body floats in the");
puts("pools and then off downstream.");
clearbit(location[position].objects,BATHGOD);
setbit(location[180].objects,DEADGOD);
power += 5;
ego -= 10;
notes[JINXED]++;
} else if (testbit(location[position].objects,NORMGOD)){
puts("The blast catches the goddess in the stomach, knocking her to the ground.");
puts("She writhes in the dirt as the agony of death taunts her.");
puts("She has stopped moving.");
clearbit(location[position].objects,NORMGOD);
setbit(location[position].objects,DEADGOD);
power += 5;
ego -= 10;
notes[JINXED]++;
if (wintime)
live();
break;
} else
puts("I don't see any goddess around here.");
break;
case TIMER:
if (testbit(location[position].objects,TIMER)){
puts("The old man slumps over the bar.");
power++;
ego -= 2;
notes[JINXED]++;
clearbit(location[position].objects,TIMER);
setbit(location[position].objects,DEADTIME);
}
else puts("What old timer?");
break;
case MAN:
if (testbit(location[position].objects,MAN)){
puts("The man falls to the ground with blood pouring all over his white suit.");
puts("Your fantasy is over.");
die();
}
else puts("What man?");
break;
case NATIVE:
if (testbit(location[position].objects,NATIVE)){
puts("The girl is blown backwards several feet and lies in a pool of blood.");
clearbit(location[position].objects,NATIVE);
setbit(location[position].objects,DEADNATIVE);
power += 5;
ego -= 2;
notes[JINXED]++;
} else puts("There is no girl here.");
break;
case -1:
puts("Shoot what?");
break;
default:
printf("You can't shoot the %s.\n",objsht[wordvalue[wordnumber]]);
}
}
else puts("You must be a looney.");
}
return(firstnumber);
}