386BSD 0.1 development
[unix-history] / usr / othersrc / games / battlestar / com2.c
CommitLineData
2a1cfdf5
WJ
1/*
2 * Copyright (c) 1983 Regents of the University of California.
3 * All rights reserved.
4 *
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. 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.
20 *
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
31 * SUCH DAMAGE.
32 */
33
34#ifndef lint
35static char sccsid[] = "@(#)com2.c 5.3 (Berkeley) 6/1/90";
36#endif /* not lint */
37
38#include "externs.h"
39
40wearit() /* synonyms = {sheathe, sheath} */
41{
42 register int n;
43 int firstnumber, value;
44
45 firstnumber = wordnumber;
46 while(wordtype[++wordnumber] == ADJS);
47 while(wordnumber <= wordcount){
48 value = wordvalue[wordnumber];
49 for (n=0; objsht[value][n]; n++);
50 switch(value){
51
52 case -1:
53 puts("Wear what?");
54 return(firstnumber);
55
56 default:
57 printf("You can't wear%s%s!\n",(objsht[value][n-1] == 's' ? " " : " a "),objsht[value]);
58 return(firstnumber);
59
60 case KNIFE:
61 /* case SHIRT: */
62 case ROBE:
63 case LEVIS: /* wearable things */
64 case SWORD:
65 case MAIL:
66 case HELM:
67 case SHOES:
68 case PAJAMAS:
69 case COMPASS:
70 case LASER:
71 case AMULET:
72 case TALISMAN:
73 case MEDALION:
74 case ROPE:
75 case RING:
76 case BRACELET:
77 case GRENADE:
78
79 if (testbit(inven,value)){
80 clearbit(inven,value);
81 setbit(wear,value);
82 carrying -= objwt[value];
83 encumber -= objcumber[value];
84 time++;
85 printf("You are now wearing %s %s.\n",(objsht[value][n-1] == 's' ? "the" : "a"), objsht[value]);
86 }
87 else if (testbit(wear,value))
88 printf("You are already wearing the %s.\n", objsht[value]);
89 else
90 printf("You aren't holding the %s.\n", objsht[value]);
91 if (wordnumber < wordcount - 1 && 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);
99}
100
101put() /* synonyms = {buckle, strap, tie} */
102{
103 if (wordvalue[wordnumber + 1] == ON){
104 wordvalue[++wordnumber] = PUTON;
105 return(cypher());
106 }
107 if (wordvalue[wordnumber + 1] == DOWN){
108 wordvalue[++wordnumber] = DROP;
109 return(cypher());
110 }
111 puts("I don't understand what you want to put.");
112 return(-1);
113
114}
115
116draw() /* synonyms = {pull, carry} */
117{
118 return(take(wear));
119}
120
121use()
122{
123 while (wordtype[++wordnumber] == ADJS && wordnumber < wordcount);
124 if (wordvalue[wordnumber] == AMULET && testbit(inven,AMULET) && position != FINAL){
125 puts("The amulet begins to glow.");
126 if (testbit(inven,MEDALION)){
127 puts("The medallion comes to life too.");
128 if (position == 114){
129 location[position].down = 160;
130 whichway(location[position]);
131 puts("The waves subside and it is possible to descend to the sea cave now.");
132 time++;
133 return(-1);
134 }
135 }
136 puts("A light mist falls over your eyes and the sound of purling water trickles in");
137 puts("your ears. When the mist lifts you are standing beside a cool stream.");
138 if (position == 229)
139 position = 224;
140 else
141 position = 229;
142 time++;
143 return(0);
144 }
145 else if (position == FINAL)
146 puts("The amulet won't work in here.");
147 else if (wordvalue[wordnumber] == COMPASS && testbit(inven,COMPASS))
148 printf("Your compass points %s.\n",truedirec(NORTH,'-'));
149 else if (wordvalue[wordnumber] == COMPASS)
150 puts("You aren't holding the compass.");
151 else if (wordvalue[wordnumber] == AMULET)
152 puts("You aren't holding the amulet.");
153 else
154 puts("There is no apparent use.");
155 return(-1);
156}
157
158murder()
159{
160 register int n;
161
162 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++);
163 if (n == NUMOFOBJECTS)
164 puts("You don't have suitable weapons to kill.");
165 else {
166 printf("Your %s should do the trick.\n",objsht[n]);
167 while (wordtype[++wordnumber] == ADJS);
168 switch(wordvalue[wordnumber]){
169
170 case NORMGOD:
171 if (testbit(location[position].objects,BATHGOD)){
172 puts("The goddess's head slices off. Her corpse floats in the water.");
173 clearbit(location[position].objects,BATHGOD);
174 setbit(location[position].objects,DEADGOD);
175 power += 5;
176 notes[JINXED]++;
177 } else if (testbit(location[position].objects,NORMGOD)){
178 puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
179 clearbit(location[position].objects,NORMGOD);
180 setbit(location[position].objects,DEADGOD);
181 power += 5;
182 notes[JINXED]++;
183 if (wintime)
184 live();
185 } else puts("I dont see her anywhere.");
186 break;
187 case TIMER:
188 if (testbit(location[position].objects,TIMER)){
189 puts("The old man offers no resistance.");
190 clearbit(location[position].objects,TIMER);
191 setbit(location[position].objects,DEADTIME);
192 power++;
193 notes[JINXED]++;
194 } else puts("Who?");
195 break;
196 case NATIVE:
197 if (testbit(location[position].objects,NATIVE)){
198 puts("The girl screams as you cut her body to shreds. She is dead.");
199 clearbit(location[position].objects,NATIVE);
200 setbit(location[position].objects,DEADNATIVE);
201 power += 5;
202 notes[JINXED]++;
203 } else puts("What girl?");
204 break;
205 case MAN:
206 if (testbit(location[position].objects,MAN)){
207 puts("You strike him to the ground, and he coughs up blood.");
208 puts("Your fantasy is over.");
209 die();
210 }
211 case -1:
212 puts("Kill what?");
213 break;
214
215 default:
216 if (wordtype[wordnumber] != NOUNS)
217 puts("Kill what?");
218 else
219 printf("You can't kill the %s!\n",objsht[wordvalue[wordnumber]]);
220 }
221 }
222}
223
224ravage()
225{
226 while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount);
227 if (wordtype[wordnumber] == NOUNS && testbit(location[position].objects,wordvalue[wordnumber])){
228 time++;
229 switch(wordvalue[wordnumber]){
230 case NORMGOD:
231 puts("You attack the goddess, and she screams as you beat her. She falls down");
232 puts("crying and tries to hold her torn and bloodied dress around her.");
233 power += 5;
234 pleasure += 8;
235 ego -= 10;
236 wordnumber--;
237 godready = -30000;
238 murder();
239 win = -30000;
240 break;
241 case NATIVE:
242 puts("The girl tries to run, but you catch her and throw her down. Her face is");
243 puts("bleeding, and she screams as you tear off her clothes.");
244 power += 3;
245 pleasure += 5;
246 ego -= 10;
247 wordnumber--;
248 murder();
249 if (rnd(100) < 50){
250 puts("Her screams have attracted attention. I think we are surrounded.");
251 setbit(location[ahead].objects,WOODSMAN);
252 setbit(location[ahead].objects,DEADWOOD);
253 setbit(location[ahead].objects,MALLET);
254 setbit(location[back].objects,WOODSMAN);
255 setbit(location[back].objects,DEADWOOD);
256 setbit(location[back].objects,MALLET);
257 setbit(location[left].objects,WOODSMAN);
258 setbit(location[left].objects,DEADWOOD);
259 setbit(location[left].objects,MALLET);
260 setbit(location[right].objects,WOODSMAN);
261 setbit(location[right].objects,DEADWOOD);
262 setbit(location[right].objects,MALLET);
263 }
264 break;
265 default:
266 puts("You are perverted.");
267 }
268 }
269 else
270 puts("Who?");
271}
272
273follow()
274{
275 if (followfight == time){
276 puts("The Dark Lord leaps away and runs down secret tunnels and corridoors.");
277 puts("You chase him through the darkness and splash in pools of water.");
278 puts("You have cornered him. His laser sword extends as he steps forward.");
279 position = FINAL;
280 fight(DARK,75);
281 setbit(location[position].objects,TALISMAN);
282 setbit(location[position].objects,AMULET);
283 return(0);
284 }
285 else if (followgod == time){
286 puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
287 puts("She sits down on a throne.");
288 position = 268;
289 setbit(location[position].objects,NORMGOD);
290 notes[CANTSEE] = 1;
291 return(0);
292 }
293 else
294 puts("There is no one to follow.");
295 return(-1);
296}