File: [local] / src / games / battlestar / Attic / com4.c (download)
Revision 1.11, 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 1.10: +13 -11 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: com4.c,v 1.11 2000/09/26 04:42:55 pjanzen Exp $ */
/* $NetBSD: com4.c,v 1.3 1995/03/21 15:07:04 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[] = "@(#)com4.c 8.2 (Berkeley) 4/28/95";
#else
static char rcsid[] = "$OpenBSD: com4.c,v 1.11 2000/09/26 04:42:55 pjanzen Exp $";
#endif
#endif /* not lint */
#include "extern.h"
int
take(from)
unsigned int from[];
{
int firstnumber, heavy, bulky, value;
firstnumber = wordnumber;
if (wordnumber < wordcount && wordvalue[wordnumber + 1] == OFF) {
wordnumber++;
wordvalue[wordnumber] = TAKEOFF;
wordtype[wordnumber] = VERB;
cypher();
return (wordnumber);
} else {
wordnumber++;
while (wordnumber <= wordcount && wordtype[wordnumber] == OBJECT) {
value = wordvalue[wordnumber];
printf("%s:\n", objsht[value]);
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];
ourtime++;
if (TestBit(from, value))
printf("Taken.\n");
else
printf("Zap! Taken from thin air.\n");
ClearBit(from, value);
if (value == MEDALION)
win--;
} else if (TestBit(inven, value))
printf("You're already holding %s%s.\n",
A_OR_AN_OR_BLANK(value), objsht[value]);
else if (!TestBit(from, value))
printf("I don't see any %s around here.\n", objsht[value]);
else if (!heavy)
printf("The %s %s too heavy.\n", objsht[value],
IS_OR_ARE(value));
else
printf("The %s %s too cumbersome to hold.\n", objsht[value],
IS_OR_ARE(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");
puts("reaches you from afar. The mist falls again, and your heart leaps in horror.");
puts("The gold 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, and walks away.");
pleasure++;
followgod = ourtime;
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;
{
unsigned 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 + 1;
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;
wordnumber++;
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT || wordtype[wordnumber] == NOUNS)) {
value = wordvalue[wordnumber];
if (value == BODY) { /* special case */
wordtype[wordnumber] = OBJECT;
if (TestBit(inven, MAID) || TestBit(location[position].objects, MAID))
value = MAID;
if (TestBit(inven, DEADWOOD) || TestBit(location[position].objects, DEADWOOD))
value = DEADWOOD;
if (TestBit(inven, DEADGOD) || TestBit(location[position].objects, DEADGOD))
value = DEADGOD;
if (TestBit(inven, DEADTIME) || TestBit(location[position].objects, DEADTIME))
value = DEADTIME;
if (TestBit(inven, DEADNATIVE) || TestBit(location[position].objects, DEADNATIVE))
value = DEADNATIVE;
}
if (wordtype[wordnumber] == NOUNS && value == DOOR) {
if (*name == 'K')
puts("You hurt your foot.");
else
puts("You're not holding a door.");
} else if (objsht[value] == NULL) {
if (*name == 'K')
puts("That's not for kicking!");
else
puts("You don't have that.");
} else {
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;
ourtime++;
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 if (TestBit(location[position].objects, value))
puts("Kicked.");
else if (TestBit(wear, value))
puts("Not while it's being worn.");
else
puts("Not found.");
}
}
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;
wordnumber++;
while (wordnumber <= wordcount) {
value = wordvalue[wordnumber];
if (wordtype[wordnumber] != OBJECT || objsht[value] == NULL)
value = -2;
switch (value) {
case -2:
puts("You can't eat that!");
wordnumber++;
return (firstnumber);
case -1:
puts("Eat what?");
wordnumber++;
return (firstnumber);
default:
printf("You can't eat %s%s!\n",
A_OR_AN_OR_BLANK(value), objsht[value]);
wordnumber++;
return (firstnumber);
case PAPAYAS:
case PINEAPPLE:
case KIWI:
case COCONUTS: /* eatable things */
case MANGO:
printf("%s:\n", objsht[value]);
if (TestBit(inven, value) && ourtime > ate - CYCLE &&
TestBit(inven, KNIFE)) {
ClearBit(inven, value);
carrying -= objwt[value];
encumber -= objcumber[value];
ate = max(ourtime, ate) + CYCLE / 3;
snooze += CYCLE / 10;
ourtime++;
puts("Eaten. You can explore a little longer now.");
} else if (!TestBit(inven, value))
printf("You aren't holding the %s.\n", objsht[value]);
else if (!TestBit(inven, KNIFE))
puts("You need a knife.");
else
puts("You're stuffed.");
if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
wordnumber++;
else
return (firstnumber);
} /* end switch */
} /* end while */
return (firstnumber);
}