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.");