freebsd-skq/games/battlestar/com2.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

297 lines
9.1 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[] = "@(#)com2.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
#include "externs.h"
wearit() /* synonyms = {sheathe, sheath} */
{
register int n;
int firstnumber, value;
firstnumber = wordnumber;
while(wordtype[++wordnumber] == ADJS);
while(wordnumber <= wordcount){
value = wordvalue[wordnumber];
for (n=0; objsht[value][n]; n++);
switch(value){
case -1:
puts("Wear what?");
return(firstnumber);
default:
printf("You can't wear%s%s!\n",(objsht[value][n-1] == 's' ? " " : " a "),objsht[value]);
return(firstnumber);
case KNIFE:
/* case SHIRT: */
case ROBE:
case LEVIS: /* wearable things */
case SWORD:
case MAIL:
case HELM:
case SHOES:
case PAJAMAS:
case COMPASS:
case LASER:
case AMULET:
case TALISMAN:
case MEDALION:
case ROPE:
case RING:
case BRACELET:
case GRENADE:
if (testbit(inven,value)){
clearbit(inven,value);
setbit(wear,value);
carrying -= objwt[value];
encumber -= objcumber[value];
time++;
printf("You are now wearing %s %s.\n",(objsht[value][n-1] == 's' ? "the" : "a"), objsht[value]);
}
else if (testbit(wear,value))
printf("You are already wearing the %s.\n", objsht[value]);
else
printf("You aren't holding the %s.\n", objsht[value]);
if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
wordnumber++;
else
return(firstnumber);
} /* end switch */
} /* end while */
puts("Don't be ridiculous.");
return(firstnumber);
}
put() /* synonyms = {buckle, strap, tie} */
{
if (wordvalue[wordnumber + 1] == ON){
wordvalue[++wordnumber] = PUTON;
return(cypher());
}
if (wordvalue[wordnumber + 1] == DOWN){
wordvalue[++wordnumber] = DROP;
return(cypher());
}
puts("I don't understand what you want to put.");
return(-1);
}
draw() /* synonyms = {pull, carry} */
{
return(take(wear));
}
use()
{
while (wordtype[++wordnumber] == ADJS && wordnumber < wordcount);
if (wordvalue[wordnumber] == AMULET && testbit(inven,AMULET) && position != FINAL){
puts("The amulet begins to glow.");
if (testbit(inven,MEDALION)){
puts("The medallion comes to life too.");
if (position == 114){
location[position].down = 160;
whichway(location[position]);
puts("The waves subside and it is possible to descend to the sea cave now.");
time++;
return(-1);
}
}
puts("A light mist falls over your eyes and the sound of purling water trickles in");
puts("your ears. When the mist lifts you are standing beside a cool stream.");
if (position == 229)
position = 224;
else
position = 229;
time++;
return(0);
}
else if (position == FINAL)
puts("The amulet won't work in here.");
else if (wordvalue[wordnumber] == COMPASS && testbit(inven,COMPASS))
printf("Your compass points %s.\n",truedirec(NORTH,'-'));
else if (wordvalue[wordnumber] == COMPASS)
puts("You aren't holding the compass.");
else if (wordvalue[wordnumber] == AMULET)
puts("You aren't holding the amulet.");
else
puts("There is no apparent use.");
return(-1);
}
murder()
{
register int n;
for (n=0; !((n == SWORD || n == KNIFE || n == TWO_HANDED || n == MACE || n == CLEAVER || n == BROAD || n == CHAIN || n == SHOVEL || n == HALBERD) && testbit(inven,n)) && n < NUMOFOBJECTS; n++);
if (n == NUMOFOBJECTS)
puts("You don't have suitable weapons to kill.");
else {
printf("Your %s should do the trick.\n",objsht[n]);
while (wordtype[++wordnumber] == ADJS);
switch(wordvalue[wordnumber]){
case NORMGOD:
if (testbit(location[position].objects,BATHGOD)){
puts("The goddess's head slices off. Her corpse floats in the water.");
clearbit(location[position].objects,BATHGOD);
setbit(location[position].objects,DEADGOD);
power += 5;
notes[JINXED]++;
} else if (testbit(location[position].objects,NORMGOD)){
puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
clearbit(location[position].objects,NORMGOD);
setbit(location[position].objects,DEADGOD);
power += 5;
notes[JINXED]++;
if (wintime)
live();
} else puts("I dont see her anywhere.");
break;
case TIMER:
if (testbit(location[position].objects,TIMER)){
puts("The old man offers no resistance.");
clearbit(location[position].objects,TIMER);
setbit(location[position].objects,DEADTIME);
power++;
notes[JINXED]++;
} else puts("Who?");
break;
case NATIVE:
if (testbit(location[position].objects,NATIVE)){
puts("The girl screams as you cut her body to shreds. She is dead.");
clearbit(location[position].objects,NATIVE);
setbit(location[position].objects,DEADNATIVE);
power += 5;
notes[JINXED]++;
} else puts("What girl?");
break;
case MAN:
if (testbit(location[position].objects,MAN)){
puts("You strike him to the ground, and he coughs up blood.");
puts("Your fantasy is over.");
die();
}
case -1:
puts("Kill what?");
break;
default:
if (wordtype[wordnumber] != NOUNS)
puts("Kill what?");
else
printf("You can't kill the %s!\n",objsht[wordvalue[wordnumber]]);
}
}
}
ravage()
{
while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount);
if (wordtype[wordnumber] == NOUNS && testbit(location[position].objects,wordvalue[wordnumber])){
time++;
switch(wordvalue[wordnumber]){
case NORMGOD:
puts("You attack the goddess, and she screams as you beat her. She falls down");
puts("crying and tries to hold her torn and bloodied dress around her.");
power += 5;
pleasure += 8;
ego -= 10;
wordnumber--;
godready = -30000;
murder();
win = -30000;
break;
case NATIVE:
puts("The girl tries to run, but you catch her and throw her down. Her face is");
puts("bleeding, and she screams as you tear off her clothes.");
power += 3;
pleasure += 5;
ego -= 10;
wordnumber--;
murder();
if (rnd(100) < 50){
puts("Her screams have attracted attention. I think we are surrounded.");
setbit(location[ahead].objects,WOODSMAN);
setbit(location[ahead].objects,DEADWOOD);
setbit(location[ahead].objects,MALLET);
setbit(location[back].objects,WOODSMAN);
setbit(location[back].objects,DEADWOOD);
setbit(location[back].objects,MALLET);
setbit(location[left].objects,WOODSMAN);
setbit(location[left].objects,DEADWOOD);
setbit(location[left].objects,MALLET);
setbit(location[right].objects,WOODSMAN);
setbit(location[right].objects,DEADWOOD);
setbit(location[right].objects,MALLET);
}
break;
default:
puts("You are perverted.");
}
}
else
puts("Who?");
}
follow()
{
if (followfight == time){
puts("The Dark Lord leaps away and runs down secret tunnels and corridoors.");
puts("You chase him through the darkness and splash in pools of water.");
puts("You have cornered him. His laser sword extends as he steps forward.");
position = FINAL;
fight(DARK,75);
setbit(location[position].objects,TALISMAN);
setbit(location[position].objects,AMULET);
return(0);
}
else if (followgod == time){
puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
puts("She sits down on a throne.");
position = 268;
setbit(location[position].objects,NORMGOD);
notes[CANTSEE] = 1;
return(0);
}
else
puts("There is no one to follow.");
return(-1);
}