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
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
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 $
31 * $DragonFly: src/games/battlestar/com2.c,v 1.3 2006/08/08 16:47:20 pavalos Exp $
37 wearit(void) /* synonyms = {sheathe, sheath} */
40 int firstnumber
, value
;
42 firstnumber
= wordnumber
;
43 while(wordtype
[++wordnumber
] == ADJS
)
45 while(wordnumber
<= wordcount
) {
46 value
= wordvalue
[wordnumber
];
51 for (n
= 0; objsht
[value
][n
]; n
++);
54 printf("You can't wear%s%s!\n",
55 (objsht
[value
][n
-1] == 's' ? " " : " a "), objsht
[value
]);
61 case LEVIS
: /* wearable things */
77 if (testbit(inven
, value
)) {
78 clearbit(inven
, value
);
80 carrying
-= objwt
[value
];
81 encumber
-= objcumber
[value
];
83 printf("You are now wearing %s %s.\n",
84 (objsht
[value
][n
-1] == 's' ? "the" : "a"), objsht
[value
]);
86 if (testbit(wear
, value
))
87 printf("You are already wearing the %s.\n", objsht
[value
]);
89 printf("You aren't holding the %s.\n", objsht
[value
]);
91 if (wordnumber
< wordcount
- 1 &&
92 wordvalue
[++wordnumber
] == AND
)
98 puts("Don't be ridiculous.");
103 put(void) /* synonyms = {buckle, strap, tie} */
105 if (wordvalue
[wordnumber
+ 1] == ON
) {
106 wordvalue
[++wordnumber
] = PUTON
;
109 if (wordvalue
[wordnumber
+ 1] == DOWN
) {
110 wordvalue
[++wordnumber
] = DROP
;
113 puts("I don't understand what you want to put.");
119 draw(void) /* synonyms = {pull, carry} */
127 while (wordtype
[++wordnumber
] == ADJS
&& wordnumber
< wordcount
)
129 if (wordvalue
[wordnumber
] == AMULET
&& testbit(inven
, AMULET
) &&
131 puts("The amulet begins to glow.");
132 if (testbit(inven
, MEDALION
)) {
133 puts("The medallion comes to life too.");
134 if (position
== 114) {
135 location
[position
].down
= 160;
136 whichway(location
[position
]);
137 puts("The waves subside and it is possible to descend to the sea cave now.");
142 puts("A light mist falls over your eyes and the sound of purling water trickles in");
143 puts("your ears. When the mist lifts you are standing beside a cool stream.");
151 } else if (position
== FINAL
)
152 puts("The amulet won't work in here.");
153 else if (wordvalue
[wordnumber
] == COMPASS
&& testbit(inven
, COMPASS
))
154 printf("Your compass points %s.\n", truedirec(NORTH
, '-'));
155 else if (wordvalue
[wordnumber
] == COMPASS
)
156 puts("You aren't holding the compass.");
157 else if (wordvalue
[wordnumber
] == AMULET
)
158 puts("You aren't holding the amulet.");
160 puts("There is no apparent use.");
170 !((n
== SWORD
|| n
== KNIFE
|| n
== TWO_HANDED
|| n
== MACE
||
171 n
== CLEAVER
|| n
== BROAD
|| n
== CHAIN
|| n
== SHOVEL
||
172 n
== HALBERD
) && testbit(inven
, n
)) && n
< NUMOFOBJECTS
;
174 if (n
== NUMOFOBJECTS
) {
175 puts("You don't have suitable weapons to kill.");
177 printf("Your %s should do the trick.\n", objsht
[n
]);
178 while (wordtype
[++wordnumber
] == ADJS
)
180 switch (wordvalue
[wordnumber
]) {
182 if (testbit(location
[position
].objects
, BATHGOD
)) {
183 puts("The goddess's head slices off. Her corpse floats in the water.");
184 clearbit(location
[position
].objects
, BATHGOD
);
185 setbit(location
[position
].objects
, DEADGOD
);
188 } else if (testbit(location
[position
].objects
, NORMGOD
)) {
189 puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
190 clearbit(location
[position
].objects
, NORMGOD
);
191 setbit(location
[position
].objects
, DEADGOD
);
197 puts("I dont see her anywhere.");
200 if (testbit(location
[position
].objects
, TIMER
)) {
201 puts("The old man offers no resistance.");
202 clearbit(location
[position
].objects
, TIMER
);
203 setbit(location
[position
].objects
, DEADTIME
);
210 if (testbit(location
[position
].objects
, NATIVE
)) {
211 puts("The girl screams as you cut her body to shreds. She is dead.");
212 clearbit(location
[position
].objects
, NATIVE
);
213 setbit(location
[position
].objects
, DEADNATIVE
);
220 if (testbit(location
[position
].objects
, MAN
)) {
221 puts("You strike him to the ground, and he coughs up blood.");
222 puts("Your fantasy is over.");
230 if (wordtype
[wordnumber
] != NOUNS
)
233 printf("You can't kill the %s!\n",
234 objsht
[wordvalue
[wordnumber
]]);
242 while (wordtype
[++wordnumber
] != NOUNS
&& wordnumber
<= wordcount
)
244 if (wordtype
[wordnumber
] == NOUNS
&&
245 testbit(location
[position
].objects
, wordvalue
[wordnumber
])) {
247 switch (wordvalue
[wordnumber
]) {
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.");
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.");
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
);
284 puts("You are perverted.");
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.");
299 setbit(location
[position
].objects
, TALISMAN
);
300 setbit(location
[position
].objects
, AMULET
);
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.");
307 setbit(location
[position
].objects
, NORMGOD
);
311 puts("There is no one to follow.");