freebsd-src/games/battlestar/com3.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

313 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
static char sccsid[] = "@(#)com3.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
#include "externs.h"
dig()
{
if (testbit(inven,SHOVEL)){
puts("OK");
time++;
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()
{
register 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()
{
register 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;
time++;
zzz();
}
else
puts("I'm not thirsty.");
}
shoot()
{
int firstnumber, value;
register int n;
if (!testbit(inven,LASER))
puts("You aren't holding a blaster.");
else {
firstnumber = wordnumber;
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);
time++;
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){
time++;
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);
}