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authordaniel <daniel@openbsd.org>2020-12-15 00:38:18 +0000
committerdaniel <daniel@openbsd.org>2020-12-15 00:38:18 +0000
commit166ddc28d18279061e951cf0cefe4c17071993ee (patch)
tree2a93550fc6da819257a177e9076e12941e2e79b6 /games/battlestar/command4.c
parentswitch over ncurses to --enable-const (diff)
downloadwireguard-openbsd-166ddc28d18279061e951cf0cefe4c17071993ee.tar.xz
wireguard-openbsd-166ddc28d18279061e951cf0cefe4c17071993ee.zip
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@
Diffstat (limited to 'games/battlestar/command4.c')
-rw-r--r--games/battlestar/command4.c411
1 files changed, 411 insertions, 0 deletions
diff --git a/games/battlestar/command4.c b/games/battlestar/command4.c
new file mode 100644
index 00000000000..67348ae6e65
--- /dev/null
+++ b/games/battlestar/command4.c
@@ -0,0 +1,411 @@
+/* $OpenBSD: command4.c,v 1.1 2020/12/15 00:38:18 daniel 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. 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 "extern.h"
+
+int
+take(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) || 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(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(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(void)
+{
+ wordnumber = take(wear);
+ return (drop("Dropped"));
+}
+
+int
+puton(void)
+{
+ wordnumber = take(location[position].objects);
+ return (wearit());
+}
+
+int
+eat(void)
+{
+ 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);
+}