057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
297 lines
9.1 KiB
C
297 lines
9.1 KiB
C
/*
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* Copyright (c) 1983, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)com2.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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#include "externs.h"
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wearit() /* synonyms = {sheathe, sheath} */
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{
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register int n;
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int firstnumber, value;
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firstnumber = wordnumber;
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while(wordtype[++wordnumber] == ADJS);
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while(wordnumber <= wordcount){
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value = wordvalue[wordnumber];
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for (n=0; objsht[value][n]; n++);
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switch(value){
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case -1:
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puts("Wear what?");
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return(firstnumber);
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default:
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printf("You can't wear%s%s!\n",(objsht[value][n-1] == 's' ? " " : " a "),objsht[value]);
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return(firstnumber);
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case KNIFE:
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/* case SHIRT: */
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case ROBE:
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case LEVIS: /* wearable things */
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case SWORD:
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case MAIL:
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case HELM:
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case SHOES:
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case PAJAMAS:
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case COMPASS:
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case LASER:
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case AMULET:
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case TALISMAN:
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case MEDALION:
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case ROPE:
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case RING:
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case BRACELET:
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case GRENADE:
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if (testbit(inven,value)){
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clearbit(inven,value);
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setbit(wear,value);
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carrying -= objwt[value];
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encumber -= objcumber[value];
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time++;
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printf("You are now wearing %s %s.\n",(objsht[value][n-1] == 's' ? "the" : "a"), objsht[value]);
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}
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else if (testbit(wear,value))
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printf("You are already wearing the %s.\n", objsht[value]);
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else
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printf("You aren't holding the %s.\n", objsht[value]);
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if (wordnumber < wordcount - 1 && wordvalue[++wordnumber] == AND)
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wordnumber++;
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else
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return(firstnumber);
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} /* end switch */
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} /* end while */
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puts("Don't be ridiculous.");
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return(firstnumber);
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}
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put() /* synonyms = {buckle, strap, tie} */
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{
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if (wordvalue[wordnumber + 1] == ON){
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wordvalue[++wordnumber] = PUTON;
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return(cypher());
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}
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if (wordvalue[wordnumber + 1] == DOWN){
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wordvalue[++wordnumber] = DROP;
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return(cypher());
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}
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puts("I don't understand what you want to put.");
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return(-1);
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}
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draw() /* synonyms = {pull, carry} */
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{
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return(take(wear));
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}
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use()
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{
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while (wordtype[++wordnumber] == ADJS && wordnumber < wordcount);
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if (wordvalue[wordnumber] == AMULET && testbit(inven,AMULET) && position != FINAL){
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puts("The amulet begins to glow.");
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if (testbit(inven,MEDALION)){
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puts("The medallion comes to life too.");
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if (position == 114){
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location[position].down = 160;
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whichway(location[position]);
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puts("The waves subside and it is possible to descend to the sea cave now.");
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time++;
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return(-1);
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}
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}
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puts("A light mist falls over your eyes and the sound of purling water trickles in");
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puts("your ears. When the mist lifts you are standing beside a cool stream.");
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if (position == 229)
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position = 224;
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else
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position = 229;
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time++;
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return(0);
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}
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else if (position == FINAL)
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puts("The amulet won't work in here.");
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else if (wordvalue[wordnumber] == COMPASS && testbit(inven,COMPASS))
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printf("Your compass points %s.\n",truedirec(NORTH,'-'));
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else if (wordvalue[wordnumber] == COMPASS)
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puts("You aren't holding the compass.");
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else if (wordvalue[wordnumber] == AMULET)
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puts("You aren't holding the amulet.");
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else
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puts("There is no apparent use.");
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return(-1);
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}
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murder()
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{
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register int n;
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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++);
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if (n == NUMOFOBJECTS)
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puts("You don't have suitable weapons to kill.");
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else {
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printf("Your %s should do the trick.\n",objsht[n]);
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while (wordtype[++wordnumber] == ADJS);
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switch(wordvalue[wordnumber]){
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case NORMGOD:
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if (testbit(location[position].objects,BATHGOD)){
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puts("The goddess's head slices off. Her corpse floats in the water.");
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clearbit(location[position].objects,BATHGOD);
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setbit(location[position].objects,DEADGOD);
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power += 5;
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notes[JINXED]++;
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} else if (testbit(location[position].objects,NORMGOD)){
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puts("The goddess pleads but you strike her mercilessly. Her broken body lies in a\npool of blood.");
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clearbit(location[position].objects,NORMGOD);
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setbit(location[position].objects,DEADGOD);
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power += 5;
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notes[JINXED]++;
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if (wintime)
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live();
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} else puts("I dont see her anywhere.");
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break;
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case TIMER:
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if (testbit(location[position].objects,TIMER)){
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puts("The old man offers no resistance.");
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clearbit(location[position].objects,TIMER);
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setbit(location[position].objects,DEADTIME);
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power++;
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notes[JINXED]++;
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} else puts("Who?");
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break;
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case NATIVE:
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if (testbit(location[position].objects,NATIVE)){
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puts("The girl screams as you cut her body to shreds. She is dead.");
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clearbit(location[position].objects,NATIVE);
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setbit(location[position].objects,DEADNATIVE);
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power += 5;
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notes[JINXED]++;
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} else puts("What girl?");
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break;
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case MAN:
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if (testbit(location[position].objects,MAN)){
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puts("You strike him to the ground, and he coughs up blood.");
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puts("Your fantasy is over.");
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die();
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}
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case -1:
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puts("Kill what?");
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break;
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default:
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if (wordtype[wordnumber] != NOUNS)
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puts("Kill what?");
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else
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printf("You can't kill the %s!\n",objsht[wordvalue[wordnumber]]);
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}
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}
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}
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ravage()
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{
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while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount);
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if (wordtype[wordnumber] == NOUNS && testbit(location[position].objects,wordvalue[wordnumber])){
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time++;
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switch(wordvalue[wordnumber]){
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case NORMGOD:
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puts("You attack the goddess, and she screams as you beat her. She falls down");
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puts("crying and tries to hold her torn and bloodied dress around her.");
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power += 5;
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pleasure += 8;
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ego -= 10;
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wordnumber--;
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godready = -30000;
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murder();
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win = -30000;
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break;
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case NATIVE:
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puts("The girl tries to run, but you catch her and throw her down. Her face is");
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puts("bleeding, and she screams as you tear off her clothes.");
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power += 3;
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pleasure += 5;
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ego -= 10;
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wordnumber--;
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murder();
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if (rnd(100) < 50){
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puts("Her screams have attracted attention. I think we are surrounded.");
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setbit(location[ahead].objects,WOODSMAN);
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setbit(location[ahead].objects,DEADWOOD);
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setbit(location[ahead].objects,MALLET);
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setbit(location[back].objects,WOODSMAN);
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setbit(location[back].objects,DEADWOOD);
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setbit(location[back].objects,MALLET);
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setbit(location[left].objects,WOODSMAN);
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setbit(location[left].objects,DEADWOOD);
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setbit(location[left].objects,MALLET);
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setbit(location[right].objects,WOODSMAN);
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setbit(location[right].objects,DEADWOOD);
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setbit(location[right].objects,MALLET);
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}
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break;
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default:
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puts("You are perverted.");
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}
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}
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else
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puts("Who?");
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}
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follow()
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{
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if (followfight == time){
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puts("The Dark Lord leaps away and runs down secret tunnels and corridoors.");
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puts("You chase him through the darkness and splash in pools of water.");
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puts("You have cornered him. His laser sword extends as he steps forward.");
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position = FINAL;
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fight(DARK,75);
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setbit(location[position].objects,TALISMAN);
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setbit(location[position].objects,AMULET);
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return(0);
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}
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else if (followgod == time){
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puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
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puts("She sits down on a throne.");
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position = 268;
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setbit(location[position].objects,NORMGOD);
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notes[CANTSEE] = 1;
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return(0);
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}
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else
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puts("There is no one to follow.");
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return(-1);
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}
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