NetBSD/games/battlestar/command2.c

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/* $NetBSD: command2.c,v 1.1 2001/10/19 03:06:11 tv Exp $ */
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/*
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* Copyright (c) 1983, 1993
* The Regents of the University of California. All rights reserved.
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*
* 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.
*/
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#include <sys/cdefs.h>
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#ifndef lint
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#if 0
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static char sccsid[] = "@(#)com2.c 8.2 (Berkeley) 4/28/95";
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#else
__RCSID("$NetBSD: command2.c,v 1.1 2001/10/19 03:06:11 tv Exp $");
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#endif
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#endif /* not lint */
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#include "extern.h"
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int
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wearit()
{ /* synonyms = {sheathe, sheath} */
int firstnumber, value;
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firstnumber = wordnumber;
wordnumber++;
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
wordtype[wordnumber] == NOUNS) && wordvalue[wordnumber] != DOOR) {
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value = wordvalue[wordnumber];
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if (value >= 0 && objsht[value] == NULL)
break;
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switch (value) {
case -1:
puts("Wear what?");
return (firstnumber);
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default:
printf("You can't wear %s%s!\n",
A_OR_AN_OR_BLANK(value), objsht[value]);
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return (firstnumber);
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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:
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if (testbit(inven, value)) {
clearbit(inven, value);
setbit(wear, value);
carrying -= objwt[value];
encumber -= objcumber[value];
ourtime++;
printf("You are now wearing %s%s.\n",
A_OR_AN_OR_THE(value), objsht[value]);
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} else
if (testbit(wear, value))
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printf("You are already wearing the %s.\n",
objsht[value]);
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else
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printf("You aren't holding the %s.\n",
objsht[value]);
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if (wordnumber < wordcount - 1 &&
wordvalue[++wordnumber] == AND)
wordnumber++;
else
return (firstnumber);
} /* end switch */
} /* end while */
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puts("Don't be ridiculous.");
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return (firstnumber);
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}
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int
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put()
{ /* synonyms = {buckle, strap, tie} */
if (wordvalue[wordnumber + 1] == ON) {
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wordvalue[++wordnumber] = PUTON;
wordtype[wordnumber] = VERB;
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return (cypher());
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}
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if (wordvalue[wordnumber + 1] == DOWN) {
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wordvalue[++wordnumber] = DROP;
wordtype[wordnumber] = VERB;
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return (cypher());
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}
puts("I don't understand what you want to put.");
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return (-1);
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}
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int
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draw()
{ /* synonyms = {pull, carry} */
return (take(wear));
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}
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int
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use()
{
wordnumber++;
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if (wordvalue[wordnumber] == AMULET && testbit(inven, AMULET) &&
position != FINAL) {
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puts("The amulet begins to glow.");
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if (testbit(inven, MEDALION)) {
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puts("The medallion comes to life too.");
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if (position == 114) {
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location[position].down = 160;
whichway(location[position]);
puts("The waves subside and it is possible to descend to the sea cave now.");
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ourtime++;
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return (-1);
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}
}
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;
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ourtime++;
notes[CANTSEE] = 0;
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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.");
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return (-1);
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}
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void
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murder()
{
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int n;
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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) {
if (testbit(inven, LASER)) {
printf("Your laser should do the trick.\n");
wordnumber++;
switch(wordvalue[wordnumber]) {
case NORMGOD:
case TIMER:
case NATIVE:
case MAN:
wordvalue[--wordnumber] = SHOOT;
cypher();
break;
case -1:
puts("Kill what?");
break;
default:
if (wordtype[wordnumber] != OBJECT ||
wordvalue[wordnumber] == EVERYTHING)
puts("You can't kill that!");
else
printf("You can't kill %s%s!\n",
A_OR_AN_OR_BLANK(wordvalue[wordnumber]),
objsht[wordvalue[wordnumber]]);
break;
}
} else
puts("You don't have suitable weapons to kill.");
} else {
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printf("Your %s should do the trick.\n", objsht[n]);
wordnumber++;
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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)) {
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puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
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clearbit(location[position].objects, NORMGOD);
setbit(location[position].objects, DEADGOD);
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power += 5;
notes[JINXED]++;
if (wintime)
live();
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} else
puts("I don't see her anywhere.");
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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;
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default:
if (wordtype[wordnumber] != OBJECT ||
wordvalue[wordnumber] == EVERYTHING)
puts("You can't kill that!");
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else
printf("You can't kill the %s!\n",
objsht[wordvalue[wordnumber]]);
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}
}
}
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void
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ravage()
{
while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount)
continue;
if (wordtype[wordnumber] == NOUNS && (testbit(location[position].objects, wordvalue[wordnumber])
|| (wordvalue[wordnumber] == NORMGOD && testbit(location[position].objects, BATHGOD)))) {
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ourtime++;
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switch (wordvalue[wordnumber]) {
case NORMGOD:
puts("You attack the goddess, and she screams as you beat her. She falls down");
if (testbit(location[position].objects, BATHGOD))
puts("crying and tries to cover her nakedness.");
else
puts("crying and tries to hold her torn and bloodied dress around her.");
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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.");
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}
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} else
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puts("Who?");
}
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int
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follow()
{
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if (followfight == ourtime) {
puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
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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;
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fight(DARK, 75);
setbit(location[position].objects, TALISMAN);
setbit(location[position].objects, AMULET);
return (0);
} else
if (followgod == ourtime) {
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);
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}