From d6583bb2a13f329cf0332ef2570eb8bb8fc0e39c Mon Sep 17 00:00:00 2001 From: Theo de Raadt Date: Wed, 18 Oct 1995 08:53:40 +0000 Subject: initial import of NetBSD tree --- games/battlestar/com2.c | 302 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 302 insertions(+) create mode 100644 games/battlestar/com2.c (limited to 'games/battlestar/com2.c') diff --git a/games/battlestar/com2.c b/games/battlestar/com2.c new file mode 100644 index 00000000000..69a4ca14cd8 --- /dev/null +++ b/games/battlestar/com2.c @@ -0,0 +1,302 @@ +/* $NetBSD: com2.c,v 1.3 1995/03/21 15:06:55 cgd Exp $ */ + +/* + * 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[] = "@(#)com2.c 8.1 (Berkeley) 5/31/93"; +#else +static char rcsid[] = "$NetBSD: com2.c,v 1.3 1995/03/21 15:06:55 cgd Exp $"; +#endif +#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); +} -- cgit v1.2.3