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authorjkh <jkh@FreeBSD.org>1994-09-04 04:03:31 +0000
committerjkh <jkh@FreeBSD.org>1994-09-04 04:03:31 +0000
commit057afceb86e030ad65b0130436860d9a18066186 (patch)
treea0ced9c9b9278eb776d89cd2565c27ddcf020b51 /games/battlestar/com4.c
parenteedec95276cdb8aef98e92c5371000f10b8d6ba7 (diff)
downloadFreeBSD-src-057afceb86e030ad65b0130436860d9a18066186.zip
FreeBSD-src-057afceb86e030ad65b0130436860d9a18066186.tar.gz
Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
Diffstat (limited to 'games/battlestar/com4.c')
-rw-r--r--games/battlestar/com4.c379
1 files changed, 379 insertions, 0 deletions
diff --git a/games/battlestar/com4.c b/games/battlestar/com4.c
new file mode 100644
index 0000000..016b648
--- /dev/null
+++ b/games/battlestar/com4.c
@@ -0,0 +1,379 @@
+/*
+ * 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
+static char sccsid[] = "@(#)com4.c 8.1 (Berkeley) 5/31/93";
+#endif /* not lint */
+
+#include "externs.h"
+
+take(from)
+unsigned int from[];
+{
+ int firstnumber, heavy, bulky, value;
+ register int n;
+
+ firstnumber = wordnumber;
+ if (wordnumber < wordcount && wordvalue[wordnumber+1] == OFF){
+ wordnumber++;
+ wordvalue[wordnumber] = TAKEOFF;
+ return(cypher());
+ }
+ else {
+ while(wordtype[++wordnumber] == ADJS);
+ while(wordnumber<=wordcount && wordtype[wordnumber] == OBJECT){
+ value = wordvalue[wordnumber];
+ printf("%s:\n", objsht[value]);
+ for (n=0; objsht[value][n]; n++);
+ 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];
+ time++;
+ 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", (objsht[value][n-1] == 's' ? " " : " a "),objsht[value]);
+ else if (!heavy)
+ printf("The %s %s too heavy.\n", objsht[value],(objsht[value][n-1] == 's' ? "are" : "is"));
+ else if (!bulky)
+ printf("The %s %s too cumbersome to hold.\n", objsht[value],(objsht[value][n-1] == 's' ? "are" : "is"));
+ else
+ printf("I dont see any %s around here.\n", objsht[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 reaches");
+ puts("you from afar. The mist falls again, and your heart leaps in horror. The gold");
+ puts("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.");
+ pleasure++;
+ followgod = time;
+ 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);
+}
+
+throw(name)
+ char *name;
+{
+ 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;
+ while (wordtype[++wordnumber] == ADJS);
+ 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();
+ }
+ if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
+ wordnumber++;
+ else
+ return(first);
+ }
+ return(first);
+ }
+ return(first);
+}
+
+drop(name)
+char *name;
+{
+
+ int firstnumber, value;
+
+ firstnumber = wordnumber;
+ while (wordtype[++wordnumber] == ADJS)
+ ;
+ while (wordnumber<=wordcount && (wordtype[wordnumber] == OBJECT || wordtype[wordnumber] == NOUNS)) {
+ value = wordvalue[wordnumber];
+ 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();
+ }
+ if (value != AMULET && value != MEDALION && value != TALISMAN)
+ setbit(location[position].objects,value);
+ else
+ tempwiz = 0;
+ time++;
+ 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
+ puts("Kicked.");
+ }
+ if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
+ wordnumber++;
+ else
+ return(firstnumber);
+ }
+ puts("Do what?");
+ return(-1);
+}
+
+takeoff()
+{
+ wordnumber = take(wear);
+ return(drop("Dropped"));
+}
+
+puton()
+{
+ wordnumber = take(location[position].objects);
+ return(wearit());
+}
+
+eat()
+{
+ int firstnumber, value;
+
+ firstnumber = wordnumber;
+ while(wordtype[++wordnumber] == ADJS);
+ while(wordnumber <= wordcount){
+ value = wordvalue[wordnumber];
+ switch(value){
+
+ case -1:
+ puts("Eat what?");
+ return(firstnumber);
+
+ default:
+ printf("You can't eat%s%s!\n",
+ wordtype[wordnumber] == OBJECT &&
+ objsht[value]
+ [strlen(objsht[value]) - 1] == 's' ?
+ " " : " a ",
+ words[wordnumber]);
+ return(firstnumber);
+
+ case PAPAYAS:
+ case PINEAPPLE:
+ case KIWI:
+ case COCONUTS: /* eatable things */
+ case MANGO:
+
+ printf("%s:\n",objsht[value]);
+ if (testbit(inven,value) && time > ate - CYCLE && testbit(inven,KNIFE)){
+ clearbit(inven,value);
+ carrying -= objwt[value];
+ encumber -= objcumber[value];
+ ate = max(time,ate) + CYCLE/3;
+ snooze += CYCLE/10;
+ time++;
+ puts("Eaten. You can explore a little longer now.");
+ }
+ else if (time < ate - CYCLE)
+ puts("You're stuffed.");
+ else if (!testbit(inven,KNIFE))
+ puts("You need a knife.");
+ 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 */
+ return(firstnumber);
+}
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