NetBSD/games/battlestar/com2.c
hubertf 12a0758a42 From PR 7987 by Joseph Myers <jsm28@cam.ac.uk>:
More battlestar(6) spelling and punctuation fixes for battlestar(6).
These ones come from OpenBSD.
1999-07-14 17:42:13 +00:00

324 lines
9.5 KiB
C

/* $NetBSD: com2.c,v 1.8 1999/07/14 17:42:13 hubertf 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.
*/
#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)com2.c 8.2 (Berkeley) 4/28/95";
#else
__RCSID("$NetBSD: com2.c,v 1.8 1999/07/14 17:42:13 hubertf Exp $");
#endif
#endif /* not lint */
#include "extern.h"
int
wearit()
{ /* synonyms = {sheathe, sheath} */
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];
ourtime++;
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);
}
int
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);
}
int
draw()
{ /* synonyms = {pull, carry} */
return (take(wear));
}
int
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.");
ourtime++;
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;
ourtime++;
notes[CANTSEE] = 0;
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);
}
void
murder()
{
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]]);
}
}
}
void
ravage()
{
while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount);
if (wordtype[wordnumber] == NOUNS && testbit(location[position].objects, wordvalue[wordnumber])) {
ourtime++;
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?");
}
int
follow()
{
if (followfight == ourtime) {
puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
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 == 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);
}