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freebsd/games/battlestar/com4.c
2000-10-08 03:24:30 +00:00

391 lines
11 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[] = "@(#)com4.c 8.1 (Berkeley) 5/31/93";
#endif
static const char rcsid[] =
"$FreeBSD$";
#endif /* not lint */
#include <string.h>
#include "externs.h"
int
take(from)
unsigned int from[];
{
int firstnumber, heavy, bulky, value;
int n;
firstnumber = wordnumber;
if (wordnumber < wordcount && wordvalue[wordnumber+1] == OFF){
wordnumber++;
wordvalue[wordnumber] = TAKEOFF;
return(cypher());
}
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++);
heavy = (carrying + objwt[value]) <= WEIGHT;
bulky = (encumber + objcumber[value]) <= CUMBER;
if ((testbit(from,value) || wiz || tempwiz) && heavy && bulky && !testbit(inven,value)){
setbit(inven,value);
carrying += objwt[value];
encumber += objcumber[value];
gtime++;
if (testbit(from,value))
printf("Taken.\n");
else
printf("Zap! Taken from thin air.\n");
clearbit(from,value);
if (value == MEDALION)
bs_win--;
}
else if (testbit(inven,value))
printf("You're already holding%s%s.\n", (objsht[value][n-1] == 's' ? " " : " a "),objsht[value]);
else if (!heavy)
printf("The %s %s too heavy.\n", objsht[value],(objsht[value][n-1] == 's' ? "are" : "is"));
else if (!bulky)
printf("The %s %s too cumbersome to hold.\n", objsht[value],(objsht[value][n-1] == 's' ? "are" : "is"));
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)
switch(wordvalue[wordnumber]){
case SWORD:
if (testbit(from, SWORD)){
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
if (testbit(from, TWO_HANDED)){
wordvalue[wordnumber] = TWO_HANDED;
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
wordvalue[wordnumber] = BROAD;
wordtype[wordnumber--] = OBJECT;
return(take(from));
case BODY:
if (testbit(from,MAID)){
wordvalue[wordnumber] = MAID;
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
else if (testbit(from,DEADWOOD)){
wordvalue[wordnumber] = DEADWOOD;
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
else if (testbit(from,DEADNATIVE)){
wordvalue[wordnumber] = DEADNATIVE;
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
else if (testbit(from,DEADGOD)){
wordvalue[wordnumber] = DEADGOD;
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
else {
wordvalue[wordnumber] = DEADTIME;
wordtype[wordnumber--] = OBJECT;
return(take(from));
}
break;
case AMULET:
if (testbit(location[position].objects,AMULET)){
puts("The amulet is warm to the touch, and its beauty catches your breath.");
puts("A mist falls over your eyes, but then it is gone. Sounds seem clearer");
puts("and sharper but far away as if in a dream. The sound of purling water reaches");
puts("you from afar. The mist falls again, and your heart leaps in horror. The gold");
puts("freezes your hands and fathomless darkness engulfs your soul.");
}
wordtype[wordnumber--] = OBJECT;
return(take(from));
case MEDALION:
if (testbit(location[position].objects, MEDALION)){
puts("The medallion is warm, and it rekindles your spirit with the warmth of life.");
puts("Your amulet begins to glow as the medallion is brought near to it, and together\nthey radiate.");
}
wordtype[wordnumber--] = OBJECT;
return(take(from));
case TALISMAN:
if (testbit(location[position].objects,TALISMAN)){
puts("The talisman is cold to the touch, and it sends a chill down your spine.");
}
wordtype[wordnumber--] = OBJECT;
return(take(from));
case NORMGOD:
if (testbit(location[position].objects,BATHGOD) && (testbit(wear,AMULET) || testbit(inven,AMULET))){
puts("She offers a delicate hand, and you help her out of the sparkling springs.");
puts("Water droplets like liquid silver bedew her golden skin, but when they part");
puts("from her, they fall as teardrops. She wraps a single cloth around her and");
puts("ties it at the waist. Around her neck hangs a golden amulet.");
puts("She bids you to follow her.");
pleasure++;
followgod = gtime;
clearbit(location[position].objects,BATHGOD);
} else if (!testbit(location[position].objects,BATHGOD))
puts("You're in no position to take her.");
else
puts("She moves away from you.");
break;
default:
puts("It doesn't seem to work.");
}
else
puts("You've got to be kidding.");
return(firstnumber);
}
int
throw(name)
const char *name;
{
int n;
int deposit = 0;
int first, value;
first = wordnumber;
if (drop(name) != -1){
switch(wordvalue[wordnumber]){
case AHEAD:
deposit = ahead;
break;
case BACK:
deposit = back;
break;
case LEFT:
deposit = left;
break;
case RIGHT:
deposit = right;
break;
case UP:
deposit = location[position].up * (location[position].access || position == FINAL);
break;
case DOWN:
deposit = location[position].down;
break;
}
wordnumber = first;
while (wordtype[++wordnumber] == ADJS);
while (wordnumber <= wordcount){
value = wordvalue[wordnumber];
if (deposit && testbit(location[position].objects,value)){
clearbit(location[position].objects,value);
if (value != GRENADE)
setbit(location[deposit].objects,value);
else{
puts("A thundering explosion nearby sends up a cloud of smoke and shrapnel.");
for (n = 0; n < NUMOFWORDS; n ++)
location[deposit].objects[n] = 0;
setbit(location[deposit].objects,CHAR);
}
if (value == ROPE && position == FINAL)
location[position].access = 1;
switch(deposit){
case 189:
case 231:
puts("The stone door is unhinged.");
location[189].north = 231;
location[231].south = 189;
break;
case 30:
puts("The wooden door is blown open.");
location[30].west = 25;
break;
case 31:
puts("The door is not damaged.");
}
}
else if (value == GRENADE && testbit(location[position].objects,value)){
puts("You are blown into shreds when your grenade explodes.");
die(0);
}
if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
wordnumber++;
else
return(first);
}
return(first);
}
return(first);
}
int
drop(name)
const char *name;
{
int firstnumber, value;
firstnumber = wordnumber;
while (wordtype[++wordnumber] == ADJS)
;
while (wordnumber<=wordcount && (wordtype[wordnumber] == OBJECT || wordtype[wordnumber] == NOUNS)) {
value = wordvalue[wordnumber];
printf("%s:\n", objsht[value]);
if (testbit(inven,value)){
clearbit(inven,value);
carrying -= objwt[value];
encumber -= objcumber[value];
if (value == BOMB){
puts("The bomb explodes. A blinding white light and immense concussion obliterate us.");
die(0);
}
if (value != AMULET && value != MEDALION && value != TALISMAN)
setbit(location[position].objects,value);
else
tempwiz = 0;
gtime++;
if (*name == 'K')
puts("Drop kicked.");
else
printf("%s.\n", name);
}
else {
if (*name != 'K') {
printf("You aren't holding the %s.\n", objsht[value]);
if (testbit(location[position].objects,value)) {
if (*name == 'T')
puts("Kicked instead.");
else if (*name == 'G')
puts("Given anyway.");
}
} else
puts("Kicked.");
}
if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
wordnumber++;
else
return(firstnumber);
}
puts("Do what?");
return(-1);
}
int
takeoff()
{
wordnumber = take(wear);
return(drop("Dropped"));
}
int
puton()
{
wordnumber = take(location[position].objects);
return(wearit());
}
int
eat()
{
int firstnumber, value;
firstnumber = wordnumber;
while(wordtype[++wordnumber] == ADJS);
while(wordnumber <= wordcount){
value = wordvalue[wordnumber];
switch(value){
case -1:
puts("Eat what?");
return(firstnumber);
default:
printf("You can't eat%s%s!\n",
wordtype[wordnumber] == OBJECT &&
objsht[value]
[strlen(objsht[value]) - 1] == 's' ?
" " : " a ",
words[wordnumber]);
return(firstnumber);
case PAPAYAS:
case PINEAPPLE:
case KIWI:
case COCONUTS: /* eatable things */
case MANGO:
printf("%s:\n",objsht[value]);
if (testbit(inven,value) && gtime > ate - CYCLE && testbit(inven,KNIFE)){
clearbit(inven,value);
carrying -= objwt[value];
encumber -= objcumber[value];
ate = max(gtime,ate) + CYCLE/3;
snooze += CYCLE/10;
gtime++;
puts("Eaten. You can explore a little longer now.");
}
else if (gtime < ate - CYCLE)
puts("You're stuffed.");
else if (!testbit(inven,KNIFE))
puts("You need a knife.");
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 */
return(firstnumber);
}