/* $OpenBSD: com2.c,v 1.8 2000/07/03 05:23:44 pjanzen Exp $ */ /* $NetBSD: com2.c,v 1.3 1995/03/21 15:06:55 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. All advertising materials mentioning features or use of this software * must display the following acknowledgement: * This product includes software developed by the University of * California, Berkeley and its contributors. * 4. 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. */ #ifndef lint #if 0 static char sccsid[] = "@(#)com2.c 8.2 (Berkeley) 4/28/95"; #else static char rcsid[] = "$OpenBSD: com2.c,v 1.8 2000/07/03 05:23:44 pjanzen Exp $"; #endif #endif /* not lint */ #include "extern.h" int wearit() { /* synonyms = {sheathe, sheath} */ int n; int firstnumber, value; firstnumber = wordnumber; while (wordtype[++wordnumber] == ADJS); while (wordnumber <= wordcount) { value = wordvalue[wordnumber]; for (n = 0; objsht[value][n]; n++); switch (value) { case -1: puts("Wear what?"); return (firstnumber); default: printf("You can't wear%s%s!\n", (objsht[value][n - 1] == 's' ? " " : " a "), objsht[value]); return (firstnumber); case KNIFE: /* case SHIRT: */ case ROBE: case LEVIS: /* wearable things */ case SWORD: case MAIL: case HELM: case SHOES: case PAJAMAS: case COMPASS: case LASER: case AMULET: case TALISMAN: case MEDALION: case ROPE: case RING: case BRACELET: case GRENADE: if (TestBit(inven, value)) { ClearBit(inven, value); SetBit(wear, value); carrying -= objwt[value]; encumber -= objcumber[value]; ourtime++; printf("You are now wearing %s %s.\n", (objsht[value][n - 1] == 's' ? "the" : "a"), objsht[value]); } else if (TestBit(wear, value)) printf("You are already wearing the %s.\n", objsht[value]); else printf("You aren't holding the %s.\n", objsht[value]); if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND) wordnumber++; else return (firstnumber); } /* end switch */ } /* end while */ puts("Don't be ridiculous."); return (firstnumber); } int put() { /* synonyms = {buckle, strap, tie} */ if (wordvalue[wordnumber + 1] == ON) { wordvalue[++wordnumber] = PUTON; return (cypher()); } if (wordvalue[wordnumber + 1] == DOWN) { wordvalue[++wordnumber] = DROP; return (cypher()); } puts("I don't understand what you want to put."); return (-1); } int draw() { /* synonyms = {pull, carry} */ return (take(wear)); } int use() { while (wordtype[++wordnumber] == ADJS && wordnumber < wordcount); if (wordvalue[wordnumber] == AMULET && TestBit(inven, AMULET) && position != FINAL) { puts("The amulet begins to glow."); if (TestBit(inven, MEDALION)) { puts("The medallion comes to life too."); if (position == 114) { location[position].down = 160; whichway(location[position]); puts("The waves subside and it is possible to descend to the sea cave now."); ourtime++; return (-1); } } puts("A light mist falls over your eyes and the sound of purling water trickles in"); puts("your ears. When the mist lifts you are standing beside a cool stream."); if (position == 229) position = 224; else position = 229; ourtime++; notes[CANTSEE] = 0; return (0); } else if (position == FINAL) puts("The amulet won't work in here."); else if (wordvalue[wordnumber] == COMPASS && TestBit(inven, COMPASS)) printf("Your compass points %s.\n", truedirec(NORTH,'-')); else if (wordvalue[wordnumber] == COMPASS) puts("You aren't holding the compass."); else if (wordvalue[wordnumber] == AMULET) puts("You aren't holding the amulet."); else puts("There is no apparent use."); return (-1); } void murder() { int n; 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++) ; if (n == NUMOFOBJECTS) { if (TestBit(inven, LASER)) { printf("Your laser should do the trick.\n"); n = wordnumber; while (wordtype[++n] == ADJS) ; switch(wordvalue[n]) { case NORMGOD: case TIMER: case NATIVE: case MAN: wordvalue[wordnumber] = SHOOT; cypher(); break; case -1: puts("Kill what?"); break; default: if (wordtype[n] != OBJECT) puts("You can't kill that!"); else printf("You can't kill the %s!\n", objsht[wordvalue[n]]); break; } } else puts("You don't have suitable weapons to kill."); } else { printf("Your %s should do the trick.\n", objsht[n]); while (wordtype[++wordnumber] == ADJS) ; switch (wordvalue[wordnumber]) { case NORMGOD: if (TestBit(location[position].objects, BATHGOD)) { puts("The goddess's head slices off. Her corpse floats in the water."); ClearBit(location[position].objects, BATHGOD); SetBit(location[position].objects, DEADGOD); power += 5; notes[JINXED]++; } else if (TestBit(location[position].objects, NORMGOD)) { puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood."); ClearBit(location[position].objects, NORMGOD); SetBit(location[position].objects, DEADGOD); power += 5; notes[JINXED]++; if (wintime) live(); } else puts("I dont see her anywhere."); break; case TIMER: if (TestBit(location[position].objects, TIMER)) { puts("The old man offers no resistance."); ClearBit(location[position].objects, TIMER); SetBit(location[position].objects, DEADTIME); power++; notes[JINXED]++; } else puts("Who?"); break; case NATIVE: if (TestBit(location[position].objects, NATIVE)) { puts("The girl screams as you cut her body to shreds. She is dead."); ClearBit(location[position].objects, NATIVE); SetBit(location[position].objects, DEADNATIVE); power += 5; notes[JINXED]++; } else puts("What girl?"); break; case MAN: if (TestBit(location[position].objects, MAN)) { puts("You strike him to the ground, and he coughs up blood."); puts("Your fantasy is over."); die(0); } case -1: puts("Kill what?"); break; default: if (wordtype[wordnumber] != OBJECT) puts("You can't kill that!"); else printf("You can't kill the %s!\n", objsht[wordvalue[wordnumber]]); } } } void ravage() { while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount); if (wordtype[wordnumber] == NOUNS && (TestBit(location[position].objects, wordvalue[wordnumber]) || (wordvalue[wordnumber] == NORMGOD && TestBit(location[position].objects, BATHGOD)))) { ourtime++; switch (wordvalue[wordnumber]) { case NORMGOD: puts("You attack the goddess, and she screams as you beat her. She falls down"); if (TestBit(location[position].objects, BATHGOD)) puts("crying and tries to cover her nakedness."); else puts("crying and tries to hold her torn and bloodied dress around her."); power += 5; pleasure += 8; ego -= 10; wordnumber--; godready = -30000; murder(); win = -30000; break; case NATIVE: puts("The girl tries to run, but you catch her and throw her down. Her face is"); puts("bleeding, and she screams as you tear off her clothes."); power += 3; pleasure += 5; ego -= 10; wordnumber--; murder(); if (rnd(100) < 50) { puts("Her screams have attracted attention. I think we are surrounded."); SetBit(location[ahead].objects, WOODSMAN); SetBit(location[ahead].objects, DEADWOOD); SetBit(location[ahead].objects, MALLET); SetBit(location[back].objects, WOODSMAN); SetBit(location[back].objects, DEADWOOD); SetBit(location[back].objects, MALLET); SetBit(location[left].objects, WOODSMAN); SetBit(location[left].objects, DEADWOOD); SetBit(location[left].objects, MALLET); SetBit(location[right].objects, WOODSMAN); SetBit(location[right].objects, DEADWOOD); SetBit(location[right].objects, MALLET); } break; default: puts("You are perverted."); } } else puts("Who?"); } int follow() { if (followfight == ourtime) { puts("The Dark Lord leaps away and runs down secret tunnels and corridors."); puts("You chase him through the darkness and splash in pools of water."); puts("You have cornered him. His laser sword extends as he steps forward."); position = FINAL; fight(DARK, 75); SetBit(location[position].objects, TALISMAN); SetBit(location[position].objects, AMULET); return (0); } else if (followgod == ourtime) { puts("The goddess leads you down a steamy tunnel and into a high, wide chamber."); puts("She sits down on a throne."); position = 268; SetBit(location[position].objects, NORMGOD); notes[CANTSEE] = 1; return (0); } else puts("There is no one to follow."); return (-1); }