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File: [local] / src / games / battlestar / command1.c (download)

Revision 1.1, Tue Dec 15 00:38:18 2020 UTC (3 years, 5 months ago) by daniel
Branch: MAIN
CVS Tags: OPENBSD_7_5_BASE, OPENBSD_7_5, OPENBSD_7_4_BASE, OPENBSD_7_4, OPENBSD_7_3_BASE, OPENBSD_7_3, OPENBSD_7_2_BASE, OPENBSD_7_2, OPENBSD_7_1_BASE, OPENBSD_7_1, OPENBSD_7_0_BASE, OPENBSD_7_0, OPENBSD_6_9_BASE, OPENBSD_6_9, HEAD

the names com1 to com9 are reserved filenames on windows

Rename these files in the same way as NetBSD did in 2001. Requested by
John Carmack so OpenBSD source code can be checked out on Windows.

ok deraadt@, sthen@, "go ahead" jsg@

/*	$OpenBSD: command1.c,v 1.1 2020/12/15 00:38:18 daniel Exp $	*/
/*	$NetBSD: com1.c,v 1.3 1995/03/21 15:06:51 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. 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 <stdio.h>
#include <stdlib.h>
#include <unistd.h>

#include "extern.h"

int
moveplayer(int thataway, int token)
{
	wordnumber++;
	if ((!notes[CANTMOVE] && !notes[LAUNCHED]) ||
	    TestBit(location[position].objects, LAND) ||
	    (fuel > 0 && notes[LAUNCHED])) {
		if (thataway) {
			position = thataway;
			newway(token);
			ourtime++;
		} else {
			puts("You can't go this way.");
			newway(token);
			whichway(location[position]);
			return (0);
		}
	} else
		if (notes[CANTMOVE] && !notes[LAUNCHED])
			puts("You aren't able to move; you better drop something.");
		else
			puts("You are out of fuel; now you will rot in space forever!");
	return (1);
}

/*
 * Converts day to night and vice versa.
 * Day objects are permanent.  Night objects
 * are added at dusk, and subtracted at dawn.
 */
void
convert(int tothis)			
{				
	const struct objs *p;
	unsigned int i, j;

	if (tothis == TONIGHT) {
		for (i = 1; i <= NUMOFROOMS; i++)
			for (j = 0; j < NUMOFWORDS; j++)
				nightfile[i].objects[j] = dayfile[i].objects[j];
		for (p = nightobjs; p->room != 0; p++)
			SetBit(nightfile[p->room].objects, p->obj);
		location = nightfile;
	} else {
		for (i = 1; i <= NUMOFROOMS; i++)
			for (j = 0; j < NUMOFWORDS; j++)
				dayfile[i].objects[j] = nightfile[i].objects[j];
		for (p = nightobjs; p->room != 0; p++)
			ClearBit(dayfile[p->room].objects, p->obj);
		location = dayfile;
	}
}

void
news(void)
{
	int     n;
	int     hurt;

	if (ourtime > 30 && position < 32) {
		puts("An explosion of shuddering magnitude splinters bulkheads and");
		puts("ruptures the battlestar's hull.  You are sucked out into the");
		puts("frozen void of space and killed.");
		die(0);
	}
	if (ourtime > 20 && position < 32)
		puts("Explosions rock the battlestar.");
	if (ourtime > snooze) {
		puts("You drop from exhaustion...");
		zzz();
	}
	if (ourtime > snooze - 5)
		puts("You're getting tired.");
	if (ourtime > (rythmn + CYCLE)) {
		if (location == nightfile) {
			convert(TODAY);
			if (OUTSIDE && ourtime - rythmn - CYCLE < 10) {
				puts("Dew lit sunbeams stretch out from a watery sunrise and herald the dawn.");
				puts("You awake from a misty dream-world into stark reality.");
				puts("It is day.");
			}
		} else {
			convert(TONIGHT);
			ClearBit(location[POOLS].objects, BATHGOD);
			if (OUTSIDE && ourtime - rythmn - CYCLE < 10) {
				puts("The dying sun sinks into the ocean, leaving a blood-stained sunset.");
				puts("The sky slowly fades from orange to violet to black.  A few stars");
				puts("flicker on, and it is night.");
				puts("The world seems completely different at night.");
			}
		}
		rythmn = ourtime - ourtime % CYCLE;
	}
	if (!tempwiz)
		if ((TestBit(inven, TALISMAN) || TestBit(wear, TALISMAN)) && (TestBit(inven, MEDALION) || TestBit(wear, MEDALION)) && (TestBit(inven, AMULET) || TestBit(wear, AMULET))) {
			tempwiz = 1;
			puts("The three amulets glow and reenforce each other in power.\nYou are now a wizard.");
		}
	if (TestBit(location[position].objects, ELF)) {
		printf("%s\n", objdes[ELF]);
		fight(ELF, rnd(30));
	}
	if (TestBit(location[position].objects, DARK)) {
		printf("%s\n", objdes[DARK]);
		fight(DARK, 100);
	}
	if (TestBit(location[position].objects, WOODSMAN)) {
		printf("%s\n", objdes[WOODSMAN]);
		fight(WOODSMAN, 50);
	}
	switch (position) {

	case 267:
	case 257:		/* entering a cave */
	case 274:
	case 246:
		notes[CANTSEE] = 1;
		break;
	case 160:
	case 216:		/* leaving a cave */
	case 230:
	case 231:
	case 232:
		notes[CANTSEE] = 0;
		break;
	}
	if (TestBit(location[position].objects, GIRL))
		meetgirl = 1;
	if (meetgirl && CYCLE * 1.5 - ourtime < 10) {
		SetBit(location[GARDEN].objects, GIRLTALK);
		SetBit(location[GARDEN].objects, LAMPON);
		SetBit(location[GARDEN].objects, ROPE);
	}
	if (position == DOCK && (beenthere[position] || ourtime > CYCLE)) {
		ClearBit(location[DOCK].objects, GIRL);
		ClearBit(location[DOCK].objects, MAN);
	}
	if (meetgirl && ourtime - CYCLE * 1.5 > 10) {
		ClearBit(location[GARDEN].objects, GIRLTALK);
		ClearBit(location[GARDEN].objects, LAMPON);
		ClearBit(location[GARDEN].objects, ROPE);
		meetgirl = 0;
	}
	if (TestBit(location[position].objects, CYLON)) {
		puts("Oh my God, you're being shot at by an alien spacecraft!");
		printf("The targeting computer says we have %d seconds to attack!\n",
		    ourclock);
		fflush(stdout);
		sleep(1);
		if (!visual()) {
			hurt = rnd(NUMOFINJURIES);
			injuries[hurt] = 1;
			puts("Laser blasts sear the cockpit, and the alien veers off in a victory roll.");
			puts("The viper shudders under a terrible explosion.");
			printf("I'm afraid you have suffered %s.\n", ouch[hurt]);
		} else
			ClearBit(location[position].objects, CYLON);
	}
	if (injuries[SKULL] && injuries[INCISE] && injuries[NECK]) {
		puts("I'm afraid you have suffered fatal injuries.");
		die(0);
	}
	for (n = 0; n < NUMOFINJURIES; n++)
		if (injuries[n] == 1) {
			injuries[n] = 2;
			if (WEIGHT > 5)
				WEIGHT -= 5;
			else
				WEIGHT = 0;
		}
	if (injuries[ARM] == 2) {
		if (CUMBER > 5)
			CUMBER -= 5;
		else
			CUMBER = 0;
		injuries[ARM]++;
	}
	if (injuries[RIBS] == 2) {
		if (CUMBER > 2)
			CUMBER -= 2;
		else
			CUMBER = 0;
		injuries[RIBS]++;
	}
	if (injuries[SPINE] == 2) {
		WEIGHT = 0;
		injuries[SPINE]++;
	}
	if (carrying > WEIGHT || encumber > CUMBER)
		notes[CANTMOVE] = 1;
	else
		notes[CANTMOVE] = 0;
}

void
crash(void)
{
	int     hurt1, hurt2;

	fuel--;
	if (!location[position].flyhere ||
	    (TestBit(location[position].objects, LAND) && fuel <= 0)) {
		if (!location[position].flyhere)
			puts("You're flying too low.  We're going to crash!");
		else {
			puts("You're out of fuel.  We'll have to crash land!");
			if (!location[position].down) {
				puts("Your viper strikes the ground and explodes into fiery fragments.");
				puts("Thick black smoke billows up from the wreckage.");
				die(0);
			}
			position = location[position].down;
		}
		notes[LAUNCHED] = 0;
		SetBit(location[position].objects, CRASH);
		ourtime += rnd(CYCLE / 4);
		puts("The viper explodes into the ground and you lose consciousness...");
		zzz();
		hurt1 = rnd(NUMOFINJURIES - 2) + 2;
		hurt2 = rnd(NUMOFINJURIES - 2) + 2;
		injuries[hurt1] = 1;
		injuries[hurt2] = 1;
		injuries[0] = 1;	/* abrasions */
		injuries[1] = 1;	/* lacerations */
		printf("I'm afraid you have suffered %s and %s.\n",
		    ouch[hurt1], ouch[hurt2]);
	}
}

void
newlocation(void)
{
	news();
	if (beenthere[position] <= ROOMDESC)
	     beenthere[position]++;
	if (notes[LAUNCHED])
		crash();	/* decrements fuel & crash */
	if (matchlight) {
		puts("Your match splutters out.");
		matchlight = 0;
	}
	if (!notes[CANTSEE] || TestBit(inven, LAMPON) ||
	    TestBit(location[position].objects, LAMPON)) {
		writedes();
		printobjs();
	} else
		puts("It's too dark to see anything in here!");
	whichway(location[position]);
}