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. All advertising materials mentioning features or use of this software
14 * must display the following acknowledgement:
15 * This product includes software developed by the University of
16 * California, Berkeley and its contributors.
17 * 4. Neither the name of the University nor the names of its contributors
18 * may be used to endorse or promote products derived from this software
19 * without specific prior written permission.
21 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
22 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
24 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
27 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
28 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
29 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
30 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33 * @(#)com2.c 8.1 (Berkeley) 5/31/93
34 * $FreeBSD: src/games/battlestar/com2.c,v 1.8.2.2 2002/05/01 09:17:16 roam Exp $
35 * $DragonFly: src/games/battlestar/com2.c,v 1.3 2006/08/08 16:47:20 pavalos Exp $
41 wearit(void) /* synonyms = {sheathe, sheath} */
44 int firstnumber
, value
;
46 firstnumber
= wordnumber
;
47 while(wordtype
[++wordnumber
] == ADJS
);
48 while(wordnumber
<= wordcount
){
49 value
= wordvalue
[wordnumber
];
54 for (n
=0; objsht
[value
][n
]; n
++);
57 printf("You can't wear%s%s!\n",(objsht
[value
][n
-1] == 's' ? " " : " a "),objsht
[value
]);
63 case LEVIS
: /* wearable things */
79 if (testbit(inven
,value
)){
80 clearbit(inven
,value
);
82 carrying
-= objwt
[value
];
83 encumber
-= objcumber
[value
];
85 printf("You are now wearing %s %s.\n",(objsht
[value
][n
-1] == 's' ? "the" : "a"), objsht
[value
]);
87 else if (testbit(wear
,value
))
88 printf("You are already wearing the %s.\n", objsht
[value
]);
90 printf("You aren't holding the %s.\n", objsht
[value
]);
91 if (wordnumber
< wordcount
- 1 && wordvalue
[++wordnumber
] == AND
)
97 puts("Don't be ridiculous.");
102 put(void) /* synonyms = {buckle, strap, tie} */
104 if (wordvalue
[wordnumber
+ 1] == ON
){
105 wordvalue
[++wordnumber
] = PUTON
;
108 if (wordvalue
[wordnumber
+ 1] == DOWN
){
109 wordvalue
[++wordnumber
] = DROP
;
112 puts("I don't understand what you want to put.");
118 draw(void) /* synonyms = {pull, carry} */
126 while (wordtype
[++wordnumber
] == ADJS
&& wordnumber
< wordcount
);
127 if (wordvalue
[wordnumber
] == AMULET
&& testbit(inven
,AMULET
) && position
!= FINAL
){
128 puts("The amulet begins to glow.");
129 if (testbit(inven
,MEDALION
)){
130 puts("The medallion comes to life too.");
131 if (position
== 114){
132 location
[position
].down
= 160;
133 whichway(location
[position
]);
134 puts("The waves subside and it is possible to descend to the sea cave now.");
139 puts("A light mist falls over your eyes and the sound of purling water trickles in");
140 puts("your ears. When the mist lifts you are standing beside a cool stream.");
149 else if (position
== FINAL
)
150 puts("The amulet won't work in here.");
151 else if (wordvalue
[wordnumber
] == COMPASS
&& testbit(inven
,COMPASS
))
152 printf("Your compass points %s.\n",truedirec(NORTH
,'-'));
153 else if (wordvalue
[wordnumber
] == COMPASS
)
154 puts("You aren't holding the compass.");
155 else if (wordvalue
[wordnumber
] == AMULET
)
156 puts("You aren't holding the amulet.");
158 puts("There is no apparent use.");
167 for (n
=0; !((n
== SWORD
|| n
== KNIFE
|| n
== TWO_HANDED
|| n
== MACE
|| n
== CLEAVER
|| n
== BROAD
|| n
== CHAIN
|| n
== SHOVEL
|| n
== HALBERD
) && testbit(inven
,n
)) && n
< NUMOFOBJECTS
; n
++);
168 if (n
== NUMOFOBJECTS
)
169 puts("You don't have suitable weapons to kill.");
171 printf("Your %s should do the trick.\n",objsht
[n
]);
172 while (wordtype
[++wordnumber
] == ADJS
);
173 switch(wordvalue
[wordnumber
]){
176 if (testbit(location
[position
].objects
,BATHGOD
)){
177 puts("The goddess's head slices off. Her corpse floats in the water.");
178 clearbit(location
[position
].objects
,BATHGOD
);
179 setbit(location
[position
].objects
,DEADGOD
);
182 } else if (testbit(location
[position
].objects
,NORMGOD
)){
183 puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
184 clearbit(location
[position
].objects
,NORMGOD
);
185 setbit(location
[position
].objects
,DEADGOD
);
190 } else puts("I dont see her anywhere.");
193 if (testbit(location
[position
].objects
,TIMER
)){
194 puts("The old man offers no resistance.");
195 clearbit(location
[position
].objects
,TIMER
);
196 setbit(location
[position
].objects
,DEADTIME
);
202 if (testbit(location
[position
].objects
,NATIVE
)){
203 puts("The girl screams as you cut her body to shreds. She is dead.");
204 clearbit(location
[position
].objects
,NATIVE
);
205 setbit(location
[position
].objects
,DEADNATIVE
);
208 } else puts("What girl?");
211 if (testbit(location
[position
].objects
,MAN
)){
212 puts("You strike him to the ground, and he coughs up blood.");
213 puts("Your fantasy is over.");
221 if (wordtype
[wordnumber
] != NOUNS
)
224 printf("You can't kill the %s!\n",objsht
[wordvalue
[wordnumber
]]);
232 while (wordtype
[++wordnumber
] != NOUNS
&& wordnumber
<= wordcount
);
233 if (wordtype
[wordnumber
] == NOUNS
&& testbit(location
[position
].objects
,wordvalue
[wordnumber
])){
235 switch(wordvalue
[wordnumber
]){
237 puts("You attack the goddess, and she screams as you beat her. She falls down");
238 puts("crying and tries to hold her torn and bloodied dress around her.");
248 puts("The girl tries to run, but you catch her and throw her down. Her face is");
249 puts("bleeding, and she screams as you tear off her clothes.");
256 puts("Her screams have attracted attention. I think we are surrounded.");
257 setbit(location
[ahead
].objects
,WOODSMAN
);
258 setbit(location
[ahead
].objects
,DEADWOOD
);
259 setbit(location
[ahead
].objects
,MALLET
);
260 setbit(location
[back
].objects
,WOODSMAN
);
261 setbit(location
[back
].objects
,DEADWOOD
);
262 setbit(location
[back
].objects
,MALLET
);
263 setbit(location
[left
].objects
,WOODSMAN
);
264 setbit(location
[left
].objects
,DEADWOOD
);
265 setbit(location
[left
].objects
,MALLET
);
266 setbit(location
[right
].objects
,WOODSMAN
);
267 setbit(location
[right
].objects
,DEADWOOD
);
268 setbit(location
[right
].objects
,MALLET
);
272 puts("You are perverted.");
282 if (followfight
== gtime
){
283 puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
284 puts("You chase him through the darkness and splash in pools of water.");
285 puts("You have cornered him. His laser sword extends as he steps forward.");
288 setbit(location
[position
].objects
,TALISMAN
);
289 setbit(location
[position
].objects
,AMULET
);
292 else if (followgod
== gtime
){
293 puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
294 puts("She sits down on a throne.");
296 setbit(location
[position
].objects
,NORMGOD
);
301 puts("There is no one to follow.");