File: [local] / src / games / battlestar / Attic / com2.c (download)
Revision 1.12, Tue Sep 26 04:42:55 2000 UTC (23 years, 8 months ago) by pjanzen
Branch: MAIN
CVS Tags: OPENBSD_3_3_BASE, OPENBSD_3_3, OPENBSD_3_2_BASE, OPENBSD_3_2, OPENBSD_3_1_BASE, OPENBSD_3_1, OPENBSD_3_0_BASE, OPENBSD_3_0, OPENBSD_2_9_BASE, OPENBSD_2_9, OPENBSD_2_8_BASE, OPENBSD_2_8 Changes since 1.11: +45 -22 lines
Improve handling of multiple commands on one line. Tidy fight parser.
Handle "all" in one place (almost). Add AUXVERB category and OBJ_PERSON/
OBJ_NONOBJ flags. Most was discussed with jsm@netbsd.org, and some is from
him.
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/* $OpenBSD: com2.c,v 1.12 2000/09/26 04:42:55 pjanzen Exp $ */
/* $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 8.2 (Berkeley) 4/28/95";
#else
static char rcsid[] = "$OpenBSD: com2.c,v 1.12 2000/09/26 04:42:55 pjanzen Exp $";
#endif
#endif /* not lint */
#include "extern.h"
int
wearit()
{ /* synonyms = {sheathe, sheath} */
int firstnumber, value;
firstnumber = wordnumber;
wordnumber++;
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
(wordtype[wordnumber] == NOUNS && wordvalue[wordnumber] != DOOR))) {
value = wordvalue[wordnumber];
if (objsht[value] == NULL)
break;
switch (value) {
case -1:
puts("Wear what?");
return (firstnumber);
default:
printf("You can't wear %s%s!\n",
A_OR_AN_OR_BLANK(value), 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",
A_OR_AN_OR_THE(value), 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 (inc_wordnumber(words[wordnumber], "what"))
return(-1);
if (wordvalue[wordnumber] == ON) {
wordvalue[wordnumber] = PUTON;
wordtype[wordnumber] = VERB;
return (cypher() - 1);
}
if (wordvalue[wordnumber] == DOWN) {
wordvalue[wordnumber] = DROP;
wordtype[wordnumber] = VERB;
return (cypher() - 1);
}
puts("I don't understand what you want to put.");
return (-1);
}
int
draw()
{ /* synonyms = {pull, carry} */
return (take(wear));
}
int
use()
{
if (inc_wordnumber(words[wordnumber], "what"))
return(-1);
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++;
wordnumber++;
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;
wordnumber++;
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.");
wordnumber++;
return (-1);
}
void
murder()
{
int n;
if (inc_wordnumber(words[wordnumber], "whom"))
return;
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");
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 {
printf("Your %s should do the trick.\n", objsht[n]);
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 don't 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(0);
}
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 the %s!\n",
objsht[wordvalue[wordnumber]]);
}
}
wordnumber++;
}
void
ravage()
{
if (inc_wordnumber(words[wordnumber], "whom"))
return;
if (wordtype[wordnumber] == NOUNS && (TestBit(location[position].objects, wordvalue[wordnumber])
|| (wordvalue[wordnumber] == NORMGOD && TestBit(location[position].objects, BATHGOD)))) {
ourtime++;
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.");
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.");
wordnumber++;
}
} else {
printf("%s: Who?\n", words[wordnumber]);
wordnumber++;
}
}
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);
}
void
undress()
{
if (inc_wordnumber(words[wordnumber], "whom"))
return;
if (wordvalue[wordnumber] == NORMGOD &&
(TestBit(location[position].objects, NORMGOD)) && godready >= 2) {
wordnumber--;
love();
} else {
wordnumber--;
ravage();
}
}