/* * 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. * * @(#)com3.c 8.1 (Berkeley) 5/31/93 * $FreeBSD: src/games/battlestar/com3.c,v 1.8.2.1 2001/03/05 11:45:35 kris Exp $ * $DragonFly: src/games/battlestar/com3.c,v 1.2 2003/06/17 04:25:22 dillon Exp $ */ #include "externs.h" void dig() { if (testbit(inven,SHOVEL)){ puts("OK"); gtime++; switch(position){ case 144: /* copse near beach */ if (!notes[DUG]){ setbit(location[position].objects,DEADWOOD); setbit(location[position].objects,COMPASS); setbit(location[position].objects,KNIFE); setbit(location[position].objects,MACE); notes[DUG] = 1; } break; default: puts("Nothing happens."); } } else puts("You don't have a shovel."); } int jump() { int n; switch(position){ default: puts("Nothing happens."); return(-1); case 242: position = 133; break; case 214: case 215: case 162: case 159: position = 145; break; case 232: position = 275; break; case 3: position = 1; break; case 172: position = 201; } puts("Ahhhhhhh..."); injuries[12] = injuries[8] = injuries[7] = injuries[6] = 1; for (n=0; n < NUMOFOBJECTS; n++) if (testbit(inven,n)){ clearbit(inven,n); setbit(location[position].objects,n); } carrying = 0; encumber = 0; return(0); } void bury() { int value; if (testbit(inven,SHOVEL)){ while(wordtype[++wordnumber] != OBJECT && wordtype[wordnumber] != NOUNS && wordnumber < wordcount); value = wordvalue[wordnumber]; if (wordtype[wordnumber] == NOUNS && (testbit(location[position].objects,value) || value == BODY)) switch(value){ case BODY: 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; break; case NATIVE: case NORMGOD: puts("She screams as you wrestle her into the hole."); case TIMER: power += 7; ego -= 10; case AMULET: case MEDALION: case TALISMAN: wordtype[wordnumber] = OBJECT; break; default: puts("Wha..?"); } if (wordtype[wordnumber] == OBJECT && position > 88 && (testbit(inven,value) || testbit(location[position].objects,value))){ puts("Buried."); if (testbit(inven,value)){ clearbit(inven,value); carrying -= objwt[value]; encumber -= objcumber[value]; } clearbit(location[position].objects,value); switch(value){ case MAID: case DEADWOOD: case DEADNATIVE: case DEADTIME: case DEADGOD: ego += 2; printf("The %s should rest easier now.\n",objsht[value]); } } else puts("It doesn't seem to work."); } else puts("You aren't holding a shovel."); } void drink() { int n; if (testbit(inven,POTION)){ puts("The cool liquid runs down your throat but turns to fire and you choke."); puts("The heat reaches your limbs and tingles your spirit. You feel like falling"); puts("asleep."); clearbit(inven, POTION); WEIGHT = MAXWEIGHT; CUMBER = MAXCUMBER; for (n=0; n < NUMOFINJURIES; n++) injuries[n] = 0; gtime++; zzz(); } else puts("I'm not thirsty."); } int shoot() { int firstnumber, value; int n; firstnumber = wordnumber; if (!testbit(inven,LASER)) puts("You aren't holding a blaster."); 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++); if (testbit(location[position].objects,value)){ clearbit(location[position].objects,value); gtime++; printf("The %s explode%s\n",objsht[value],(objsht[value][n-1]=='s' ? (objsht[value][n-2]=='s' ? "s." : ".") : "s.")); if (value == BOMB) die(0); } 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){ gtime++; switch(wordvalue[wordnumber]){ case DOOR: switch(position){ case 189: case 231: puts("The door is unhinged."); location[189].north = 231; location[231].south = 189; whichway(location[position]); break; case 30: puts("The wooden door splinters."); location[30].west = 25; whichway(location[position]); break; case 31: puts("The laser blast has no effect on the door."); break; case 20: puts("The blast hits the door and it explodes into flame. The magnesium burns"); puts("so rapidly that we have no chance to escape."); die(0); default: puts("Nothing happens."); } break; case NORMGOD: if (testbit(location[position].objects,BATHGOD)){ puts("The goddess is hit in the chest and splashes back against the rocks."); puts("Dark blood oozes from the charred blast hole. Her naked body floats in the"); puts("pools and then off downstream."); clearbit(location[position].objects,BATHGOD); setbit(location[180].objects,DEADGOD); power += 5; ego -= 10; notes[JINXED]++; } else if (testbit(location[position].objects,NORMGOD)){ puts("The blast catches the goddess in the stomach, knocking her to the ground."); puts("She writhes in the dirt as the agony of death taunts her."); puts("She has stopped moving."); clearbit(location[position].objects,NORMGOD); setbit(location[position].objects,DEADGOD); power += 5; ego -= 10; notes[JINXED]++; if (wintime) live(); break; } else puts("I don't see any goddess around here."); break; case TIMER: if (testbit(location[position].objects,TIMER)){ puts("The old man slumps over the bar."); power++; ego -= 2; notes[JINXED]++; clearbit(location[position].objects,TIMER); setbit(location[position].objects,DEADTIME); } else puts("What old timer?"); break; case MAN: if (testbit(location[position].objects,MAN)){ puts("The man falls to the ground with blood pouring all over his white suit."); puts("Your fantasy is over."); die(0); } else puts("What man?"); break; case NATIVE: if (testbit(location[position].objects,NATIVE)){ puts("The girl is blown backwards several feet and lies in a pool of blood."); clearbit(location[position].objects,NATIVE); setbit(location[position].objects,DEADNATIVE); power += 5; ego -= 2; notes[JINXED]++; } else puts("There is no girl here."); break; case -1: puts("Shoot what?"); break; default: printf("You can't shoot the %s.\n",objsht[wordvalue[wordnumber]]); } } else puts("You must be a looney."); } return(firstnumber); }