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
36 static char sccsid[] = "@(#)com2.c 8.1 (Berkeley) 5/31/93";
38 static const char rcsid[] =
39 "$FreeBSD: src/games/battlestar/com2.c,v 1.8.2.2 2002/05/01 09:17:16 roam Exp $";
45 wearit() /* synonyms = {sheathe, sheath} */
48 int firstnumber, value;
50 firstnumber = wordnumber;
51 while(wordtype[++wordnumber] == ADJS);
52 while(wordnumber <= wordcount){
53 value = wordvalue[wordnumber];
58 for (n=0; objsht[value][n]; n++);
61 printf("You can't wear%s%s!\n",(objsht[value][n-1] == 's' ? " " : " a "),objsht[value]);
67 case LEVIS: /* wearable things */
83 if (testbit(inven,value)){
84 clearbit(inven,value);
86 carrying -= objwt[value];
87 encumber -= objcumber[value];
89 printf("You are now wearing %s %s.\n",(objsht[value][n-1] == 's' ? "the" : "a"), objsht[value]);
91 else if (testbit(wear,value))
92 printf("You are already wearing the %s.\n", objsht[value]);
94 printf("You aren't holding the %s.\n", objsht[value]);
95 if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
101 puts("Don't be ridiculous.");
106 put() /* synonyms = {buckle, strap, tie} */
108 if (wordvalue[wordnumber + 1] == ON){
109 wordvalue[++wordnumber] = PUTON;
112 if (wordvalue[wordnumber + 1] == DOWN){
113 wordvalue[++wordnumber] = DROP;
116 puts("I don't understand what you want to put.");
122 draw() /* synonyms = {pull, carry} */
130 while (wordtype[++wordnumber] == ADJS && wordnumber < wordcount);
131 if (wordvalue[wordnumber] == AMULET && testbit(inven,AMULET) && position != FINAL){
132 puts("The amulet begins to glow.");
133 if (testbit(inven,MEDALION)){
134 puts("The medallion comes to life too.");
135 if (position == 114){
136 location[position].down = 160;
137 whichway(location[position]);
138 puts("The waves subside and it is possible to descend to the sea cave now.");
143 puts("A light mist falls over your eyes and the sound of purling water trickles in");
144 puts("your ears. When the mist lifts you are standing beside a cool stream.");
153 else if (position == FINAL)
154 puts("The amulet won't work in here.");
155 else if (wordvalue[wordnumber] == COMPASS && testbit(inven,COMPASS))
156 printf("Your compass points %s.\n",truedirec(NORTH,'-'));
157 else if (wordvalue[wordnumber] == COMPASS)
158 puts("You aren't holding the compass.");
159 else if (wordvalue[wordnumber] == AMULET)
160 puts("You aren't holding the amulet.");
162 puts("There is no apparent use.");
171 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++);
172 if (n == NUMOFOBJECTS)
173 puts("You don't have suitable weapons to kill.");
175 printf("Your %s should do the trick.\n",objsht[n]);
176 while (wordtype[++wordnumber] == ADJS);
177 switch(wordvalue[wordnumber]){
180 if (testbit(location[position].objects,BATHGOD)){
181 puts("The goddess's head slices off. Her corpse floats in the water.");
182 clearbit(location[position].objects,BATHGOD);
183 setbit(location[position].objects,DEADGOD);
186 } else if (testbit(location[position].objects,NORMGOD)){
187 puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
188 clearbit(location[position].objects,NORMGOD);
189 setbit(location[position].objects,DEADGOD);
194 } else puts("I dont see her anywhere.");
197 if (testbit(location[position].objects,TIMER)){
198 puts("The old man offers no resistance.");
199 clearbit(location[position].objects,TIMER);
200 setbit(location[position].objects,DEADTIME);
206 if (testbit(location[position].objects,NATIVE)){
207 puts("The girl screams as you cut her body to shreds. She is dead.");
208 clearbit(location[position].objects,NATIVE);
209 setbit(location[position].objects,DEADNATIVE);
212 } else puts("What girl?");
215 if (testbit(location[position].objects,MAN)){
216 puts("You strike him to the ground, and he coughs up blood.");
217 puts("Your fantasy is over.");
225 if (wordtype[wordnumber] != NOUNS)
228 printf("You can't kill the %s!\n",objsht[wordvalue[wordnumber]]);
236 while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount);
237 if (wordtype[wordnumber] == NOUNS && testbit(location[position].objects,wordvalue[wordnumber])){
239 switch(wordvalue[wordnumber]){
241 puts("You attack the goddess, and she screams as you beat her. She falls down");
242 puts("crying and tries to hold her torn and bloodied dress around her.");
252 puts("The girl tries to run, but you catch her and throw her down. Her face is");
253 puts("bleeding, and she screams as you tear off her clothes.");
260 puts("Her screams have attracted attention. I think we are surrounded.");
261 setbit(location[ahead].objects,WOODSMAN);
262 setbit(location[ahead].objects,DEADWOOD);
263 setbit(location[ahead].objects,MALLET);
264 setbit(location[back].objects,WOODSMAN);
265 setbit(location[back].objects,DEADWOOD);
266 setbit(location[back].objects,MALLET);
267 setbit(location[left].objects,WOODSMAN);
268 setbit(location[left].objects,DEADWOOD);
269 setbit(location[left].objects,MALLET);
270 setbit(location[right].objects,WOODSMAN);
271 setbit(location[right].objects,DEADWOOD);
272 setbit(location[right].objects,MALLET);
276 puts("You are perverted.");
286 if (followfight == gtime){
287 puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
288 puts("You chase him through the darkness and splash in pools of water.");
289 puts("You have cornered him. His laser sword extends as he steps forward.");
292 setbit(location[position].objects,TALISMAN);
293 setbit(location[position].objects,AMULET);
296 else if (followgod == gtime){
297 puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
298 puts("She sits down on a throne.");
300 setbit(location[position].objects,NORMGOD);
305 puts("There is no one to follow.");