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git.cameronkatri.com Git - bsdgames-darwin.git/blob - battlestar/com2.c
1 /* $NetBSD: com2.c,v 1.19 2000/09/25 00:28:54 jsm Exp $ */
4 * Copyright (c) 1983, 1993
5 * The Regents of the University of California. All rights reserved.
7 * Redistribution and use in source and binary forms, with or without
8 * modification, are permitted provided that the following conditions
10 * 1. Redistributions of source code must retain the above copyright
11 * notice, this list of conditions and the following disclaimer.
12 * 2. Redistributions in binary form must reproduce the above copyright
13 * notice, this list of conditions and the following disclaimer in the
14 * documentation and/or other materials provided with the distribution.
15 * 3. All advertising materials mentioning features or use of this software
16 * must display the following acknowledgement:
17 * This product includes software developed by the University of
18 * California, Berkeley and its contributors.
19 * 4. Neither the name of the University nor the names of its contributors
20 * may be used to endorse or promote products derived from this software
21 * without specific prior written permission.
23 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 #include <sys/cdefs.h>
39 static char sccsid
[] = "@(#)com2.c 8.2 (Berkeley) 4/28/95" ;
41 __RCSID ( "$NetBSD: com2.c,v 1.19 2000/09/25 00:28:54 jsm Exp $" );
49 { /* synonyms = {sheathe, sheath} */
50 int firstnumber
, value
;
52 firstnumber
= wordnumber
;
54 while ( wordnumber
<= wordcount
&& ( wordtype
[ wordnumber
] == OBJECT
||
55 wordtype
[ wordnumber
] == NOUNS
) && wordvalue
[ wordnumber
] != DOOR
) {
56 value
= wordvalue
[ wordnumber
];
57 if ( objsht
[ value
] == NULL
)
66 printf ( "You can't wear %s%s ! \n " , ( is_plural_object ( value
) ? " " : " a " ), objsht
[ value
]);
72 case LEVIS
: /* wearable things */
88 if ( testbit ( inven
, value
)) {
89 clearbit ( inven
, value
);
91 carrying
-= objwt
[ value
];
92 encumber
-= objcumber
[ value
];
94 printf ( "You are now wearing %s %s . \n " ,
95 ( is_plural_object ( value
) ? "the"
96 : "a" ), objsht
[ value
]);
98 if ( testbit ( wear
, value
))
99 printf ( "You are already wearing the %s . \n " ,
102 printf ( "You aren't holding the %s . \n " ,
104 if ( wordnumber
< wordcount
- 1 &&
105 wordvalue
[++ wordnumber
] == AND
)
108 return ( firstnumber
);
111 puts ( "Don't be ridiculous." );
112 return ( firstnumber
);
117 { /* synonyms = {buckle, strap, tie} */
118 if ( wordvalue
[ wordnumber
+ 1 ] == ON
) {
119 wordvalue
[++ wordnumber
] = PUTON
;
122 if ( wordvalue
[ wordnumber
+ 1 ] == DOWN
) {
123 wordvalue
[++ wordnumber
] = DROP
;
126 puts ( "I don't understand what you want to put." );
133 { /* synonyms = {pull, carry} */
141 if ( wordvalue
[ wordnumber
] == AMULET
&& testbit ( inven
, AMULET
) &&
143 puts ( "The amulet begins to glow." );
144 if ( testbit ( inven
, MEDALION
)) {
145 puts ( "The medallion comes to life too." );
146 if ( position
== 114 ) {
147 location
[ position
]. down
= 160 ;
148 whichway ( location
[ position
]);
149 puts ( "The waves subside and it is possible to descend to the sea cave now." );
154 puts ( "A light mist falls over your eyes and the sound of purling water trickles in" );
155 puts ( "your ears. When the mist lifts you are standing beside a cool stream." );
163 } else if ( position
== FINAL
)
164 puts ( "The amulet won't work in here." );
165 else if ( wordvalue
[ wordnumber
] == COMPASS
&& testbit ( inven
, COMPASS
))
166 printf ( "Your compass points %s . \n " , truedirec ( NORTH
, '-' ));
167 else if ( wordvalue
[ wordnumber
] == COMPASS
)
168 puts ( "You aren't holding the compass." );
169 else if ( wordvalue
[ wordnumber
] == AMULET
)
170 puts ( "You aren't holding the amulet." );
172 puts ( "There is no apparent use." );
181 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
++);
182 if ( n
== NUMOFOBJECTS
) {
183 if ( testbit ( inven
, LASER
)) {
184 printf ( "Your laser should do the trick. \n " );
186 switch ( wordvalue
[ wordnumber
]) {
191 wordvalue
[-- wordnumber
] = SHOOT
;
198 if ( wordtype
[ wordnumber
] != OBJECT
||
199 wordvalue
[ wordnumber
] == EVERYTHING
)
200 puts ( "You can't kill that!" );
202 printf ( "You can't kill the %s ! \n " ,
203 objsht
[ wordvalue
[ wordnumber
]]);
207 puts ( "You don't have suitable weapons to kill." );
209 printf ( "Your %s should do the trick. \n " , objsht
[ n
]);
211 switch ( wordvalue
[ wordnumber
]) {
214 if ( testbit ( location
[ position
]. objects
, BATHGOD
)) {
215 puts ( "The goddess's head slices off. Her corpse floats in the water." );
216 clearbit ( location
[ position
]. objects
, BATHGOD
);
217 setbit ( location
[ position
]. objects
, DEADGOD
);
221 if ( testbit ( location
[ position
]. objects
, NORMGOD
)) {
222 puts ( "The goddess pleads but you strike her mercilessly. Her broken body lies in a \n pool of blood." );
223 clearbit ( location
[ position
]. objects
, NORMGOD
);
224 setbit ( location
[ position
]. objects
, DEADGOD
);
230 puts ( "I don't see her anywhere." );
233 if ( testbit ( location
[ position
]. objects
, TIMER
)) {
234 puts ( "The old man offers no resistance." );
235 clearbit ( location
[ position
]. objects
, TIMER
);
236 setbit ( location
[ position
]. objects
, DEADTIME
);
243 if ( testbit ( location
[ position
]. objects
, NATIVE
)) {
244 puts ( "The girl screams as you cut her body to shreds. She is dead." );
245 clearbit ( location
[ position
]. objects
, NATIVE
);
246 setbit ( location
[ position
]. objects
, DEADNATIVE
);
253 if ( testbit ( location
[ position
]. objects
, MAN
)) {
254 puts ( "You strike him to the ground, and he coughs up blood." );
255 puts ( "Your fantasy is over." );
263 if ( wordtype
[ wordnumber
] != OBJECT
||
264 wordvalue
[ wordnumber
] == EVERYTHING
)
265 puts ( "You can't kill that!" );
267 printf ( "You can't kill the %s ! \n " ,
268 objsht
[ wordvalue
[ wordnumber
]]);
276 while ( wordtype
[++ wordnumber
] != NOUNS
&& wordnumber
<= wordcount
)
278 if ( wordtype
[ wordnumber
] == NOUNS
&& ( testbit ( location
[ position
]. objects
, wordvalue
[ wordnumber
])
279 || ( wordvalue
[ wordnumber
] == NORMGOD
&& testbit ( location
[ position
]. objects
, BATHGOD
)))) {
281 switch ( wordvalue
[ wordnumber
]) {
283 puts ( "You attack the goddess, and she screams as you beat her. She falls down" );
284 if ( testbit ( location
[ position
]. objects
, BATHGOD
))
285 puts ( "crying and tries to cover her nakedness." );
287 puts ( "crying and tries to hold her torn and bloodied dress around her." );
297 puts ( "The girl tries to run, but you catch her and throw her down. Her face is" );
298 puts ( "bleeding, and she screams as you tear off her clothes." );
305 puts ( "Her screams have attracted attention. I think we are surrounded." );
306 setbit ( location
[ ahead
]. objects
, WOODSMAN
);
307 setbit ( location
[ ahead
]. objects
, DEADWOOD
);
308 setbit ( location
[ ahead
]. objects
, MALLET
);
309 setbit ( location
[ back
]. objects
, WOODSMAN
);
310 setbit ( location
[ back
]. objects
, DEADWOOD
);
311 setbit ( location
[ back
]. objects
, MALLET
);
312 setbit ( location
[ left
]. objects
, WOODSMAN
);
313 setbit ( location
[ left
]. objects
, DEADWOOD
);
314 setbit ( location
[ left
]. objects
, MALLET
);
315 setbit ( location
[ right
]. objects
, WOODSMAN
);
316 setbit ( location
[ right
]. objects
, DEADWOOD
);
317 setbit ( location
[ right
]. objects
, MALLET
);
321 puts ( "You are perverted." );
330 if ( followfight
== ourtime
) {
331 puts ( "The Dark Lord leaps away and runs down secret tunnels and corridors." );
332 puts ( "You chase him through the darkness and splash in pools of water." );
333 puts ( "You have cornered him. His laser sword extends as he steps forward." );
336 setbit ( location
[ position
]. objects
, TALISMAN
);
337 setbit ( location
[ position
]. objects
, AMULET
);
340 if ( followgod
== ourtime
) {
341 puts ( "The goddess leads you down a steamy tunnel and into a high, wide chamber." );
342 puts ( "She sits down on a throne." );
344 setbit ( location
[ position
]. objects
, NORMGOD
);
348 puts ( "There is no one to follow." );