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[dragonfly.git] / games / battlestar / command2.c
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1 /*-
2 * Copyright (c) 1983, 1993
3 * The Regents of the University of California. All rights reserved.
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions
7 * are met:
8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright
11 * notice, this list of conditions and the following disclaimer in the
12 * documentation and/or other materials provided with the distribution.
13 * 3. Neither the name of the University nor the names of its contributors
14 * may be used to endorse or promote products derived from this software
15 * without specific prior written permission.
17 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
18 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
19 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
20 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
21 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
22 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
23 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
24 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
25 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
26 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
27 * SUCH DAMAGE.
29 * @(#)com2.c 8.1 (Berkeley) 5/31/93
30 * $FreeBSD: src/games/battlestar/com2.c,v 1.8.2.2 2002/05/01 09:17:16 roam Exp $
33 #include "externs.h"
35 int
36 wearit(void) /* synonyms = {sheathe, sheath} */
38 int n;
39 int firstnumber, value;
41 firstnumber = wordnumber;
42 while(wordtype[++wordnumber] == ADJS)
43 ; /* nothing */
44 while(wordnumber <= wordcount) {
45 value = wordvalue[wordnumber];
46 if (value == -1) {
47 puts("Wear what?");
48 return (firstnumber);
50 for (n = 0; objsht[value][n]; n++);
51 switch (value) {
52 default:
53 printf("You can't wear%s%s!\n",
54 (objsht[value][n-1] == 's' ? " " : " a "), objsht[value]);
55 return(firstnumber);
57 case KNIFE:
58 /* case SHIRT: */
59 case ROBE:
60 case LEVIS: /* wearable things */
61 case SWORD:
62 case MAIL:
63 case HELM:
64 case SHOES:
65 case PAJAMAS:
66 case COMPASS:
67 case LASER:
68 case AMULET:
69 case TALISMAN:
70 case MEDALION:
71 case ROPE:
72 case RING:
73 case BRACELET:
74 case GRENADE:
76 if (testbit(inven, value)) {
77 clearbit(inven, value);
78 setbit(wear, value);
79 carrying -= objwt[value];
80 encumber -= objcumber[value];
81 gtime++;
82 printf("You are now wearing %s %s.\n",
83 (objsht[value][n-1] == 's' ? "the" : "a"), objsht[value]);
84 } else {
85 if (testbit(wear, value))
86 printf("You are already wearing the %s.\n", objsht[value]);
87 else
88 printf("You aren't holding the %s.\n", objsht[value]);
90 if (wordnumber < wordcount - 1 &&
91 wordvalue[++wordnumber] == AND)
92 wordnumber++;
93 else
94 return (firstnumber);
95 } /* end switch */
96 } /* end while */
97 puts("Don't be ridiculous.");
98 return (firstnumber);
102 put(void) /* synonyms = {buckle, strap, tie} */
104 if (wordvalue[wordnumber + 1] == ON) {
105 wordvalue[++wordnumber] = PUTON;
106 return (cypher());
108 if (wordvalue[wordnumber + 1] == DOWN) {
109 wordvalue[++wordnumber] = DROP;
110 return (cypher());
112 puts("I don't understand what you want to put.");
113 return(-1);
118 draw(void) /* synonyms = {pull, carry} */
120 return (take(wear));
124 use(void)
126 while (wordtype[++wordnumber] == ADJS && wordnumber < wordcount)
127 ; /* nothing */
128 if (wordvalue[wordnumber] == AMULET && testbit(inven, AMULET) &&
129 position != FINAL) {
130 puts("The amulet begins to glow.");
131 if (testbit(inven, MEDALION)) {
132 puts("The medallion comes to life too.");
133 if (position == 114) {
134 location[position].down = 160;
135 whichway(location[position]);
136 puts("The waves subside and it is possible to descend to the sea cave now.");
137 gtime++;
138 return (-1);
141 puts("A light mist falls over your eyes and the sound of purling water trickles in");
142 puts("your ears. When the mist lifts you are standing beside a cool stream.");
143 if (position == 229)
144 position = 224;
145 else
146 position = 229;
147 gtime++;
148 notes[CANTSEE] = 0;
149 return(0);
150 } else if (position == FINAL)
151 puts("The amulet won't work in here.");
152 else if (wordvalue[wordnumber] == COMPASS && testbit(inven, COMPASS))
153 printf("Your compass points %s.\n", truedirec(NORTH, '-'));
154 else if (wordvalue[wordnumber] == COMPASS)
155 puts("You aren't holding the compass.");
156 else if (wordvalue[wordnumber] == AMULET)
157 puts("You aren't holding the amulet.");
158 else
159 puts("There is no apparent use.");
160 return (-1);
163 void
164 murder(void)
166 int n;
168 for (n = 0;
169 !((n == SWORD || n == KNIFE || n == TWO_HANDED || n == MACE ||
170 n == CLEAVER || n == BROAD || n == CHAIN || n == SHOVEL ||
171 n == HALBERD) && testbit(inven, n)) && n < NUMOFOBJECTS;
172 n++);
173 if (n == NUMOFOBJECTS) {
174 puts("You don't have suitable weapons to kill.");
175 } else {
176 printf("Your %s should do the trick.\n", objsht[n]);
177 while (wordtype[++wordnumber] == ADJS)
178 ; /* nothing */
179 switch (wordvalue[wordnumber]) {
180 case NORMGOD:
181 if (testbit(location[position].objects, BATHGOD)) {
182 puts("The goddess's head slices off. Her corpse floats in the water.");
183 clearbit(location[position].objects, BATHGOD);
184 setbit(location[position].objects, DEADGOD);
185 power += 5;
186 notes[JINXED]++;
187 } else if (testbit(location[position].objects, NORMGOD)) {
188 puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
189 clearbit(location[position].objects, NORMGOD);
190 setbit(location[position].objects, DEADGOD);
191 power += 5;
192 notes[JINXED]++;
193 if (wintime)
194 live();
195 } else
196 puts("I dont see her anywhere.");
197 break;
198 case TIMER:
199 if (testbit(location[position].objects, TIMER)) {
200 puts("The old man offers no resistance.");
201 clearbit(location[position].objects, TIMER);
202 setbit(location[position].objects, DEADTIME);
203 power++;
204 notes[JINXED]++;
205 } else
206 puts("Who?");
207 break;
208 case NATIVE:
209 if (testbit(location[position].objects, NATIVE)) {
210 puts("The girl screams as you cut her body to shreds. She is dead.");
211 clearbit(location[position].objects, NATIVE);
212 setbit(location[position].objects, DEADNATIVE);
213 power += 5;
214 notes[JINXED]++;
215 } else
216 puts("What girl?");
217 break;
218 case MAN:
219 if (testbit(location[position].objects, MAN)) {
220 puts("You strike him to the ground, and he coughs up blood.");
221 puts("Your fantasy is over.");
222 die(0);
224 /* FALLTHROUGH */
225 case -1:
226 puts("Kill what?");
227 break;
229 default:
230 if (wordtype[wordnumber] != NOUNS)
231 puts("Kill what?");
232 else
233 printf("You can't kill the %s!\n",
234 objsht[wordvalue[wordnumber]]);
239 void
240 ravage(void)
242 while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount)
243 ; /* nothing */
244 if (wordtype[wordnumber] == NOUNS &&
245 testbit(location[position].objects, wordvalue[wordnumber])) {
246 gtime++;
247 switch (wordvalue[wordnumber]) {
248 case NORMGOD:
249 puts("You attack the goddess, and she screams as you beat her. She falls down");
250 puts("crying and tries to hold her torn and bloodied dress around her.");
251 power += 5;
252 pleasure += 8;
253 ego -= 10;
254 wordnumber--;
255 godready = -30000;
256 murder();
257 bs_win = -30000;
258 break;
259 case NATIVE:
260 puts("The girl tries to run, but you catch her and throw her down. Her face is");
261 puts("bleeding, and she screams as you tear off her clothes.");
262 power += 3;
263 pleasure += 5;
264 ego -= 10;
265 wordnumber--;
266 murder();
267 if (rnd(100) < 50) {
268 puts("Her screams have attracted attention. I think we are surrounded.");
269 setbit(location[ahead].objects, WOODSMAN);
270 setbit(location[ahead].objects, DEADWOOD);
271 setbit(location[ahead].objects, MALLET);
272 setbit(location[back].objects, WOODSMAN);
273 setbit(location[back].objects, DEADWOOD);
274 setbit(location[back].objects, MALLET);
275 setbit(location[left].objects, WOODSMAN);
276 setbit(location[left].objects, DEADWOOD);
277 setbit(location[left].objects, MALLET);
278 setbit(location[right].objects, WOODSMAN);
279 setbit(location[right].objects, DEADWOOD);
280 setbit(location[right].objects, MALLET);
282 break;
283 default:
284 puts("You are perverted.");
286 } else
287 puts("Who?");
291 follow(void)
293 if (followfight == gtime) {
294 puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
295 puts("You chase him through the darkness and splash in pools of water.");
296 puts("You have cornered him. His laser sword extends as he steps forward.");
297 position = FINAL;
298 fight(DARK, 75);
299 setbit(location[position].objects, TALISMAN);
300 setbit(location[position].objects, AMULET);
301 return (0);
302 } else
303 if (followgod == gtime) {
304 puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
305 puts("She sits down on a throne.");
306 position = 268;
307 setbit(location[position].objects, NORMGOD);
308 notes[CANTSEE] = 1;
309 return (0);
310 } else
311 puts("There is no one to follow.");
312 return (-1);