xref: /netbsd-src/games/battlestar/command2.c (revision eb7c1594f145c931049e1fd9eb056a5987e87e59)
1 /*	$NetBSD: command2.c,v 1.2 2003/08/07 09:37:00 agc Exp $	*/
2 
3 /*
4  * Copyright (c) 1983, 1993
5  *	The Regents of the University of California.  All rights reserved.
6  *
7  * Redistribution and use in source and binary forms, with or without
8  * modification, are permitted provided that the following conditions
9  * are met:
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. Neither the name of the University nor the names of its contributors
16  *    may be used to endorse or promote products derived from this software
17  *    without specific prior written permission.
18  *
19  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
20  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
23  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
24  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
25  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
26  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
27  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
28  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
29  * SUCH DAMAGE.
30  */
31 
32 #include <sys/cdefs.h>
33 #ifndef lint
34 #if 0
35 static char sccsid[] = "@(#)com2.c	8.2 (Berkeley) 4/28/95";
36 #else
37 __RCSID("$NetBSD: command2.c,v 1.2 2003/08/07 09:37:00 agc Exp $");
38 #endif
39 #endif				/* not lint */
40 
41 #include "extern.h"
42 
43 int
44 wearit()
45 {				/* synonyms = {sheathe, sheath} */
46 	int     firstnumber, value;
47 
48 	firstnumber = wordnumber;
49 	wordnumber++;
50 	while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
51 	    wordtype[wordnumber] == NOUNS) && wordvalue[wordnumber] != DOOR) {
52 		value = wordvalue[wordnumber];
53 		if (value >= 0 && objsht[value] == NULL)
54 			break;
55 		switch (value) {
56 
57 		case -1:
58 			puts("Wear what?");
59 			return (firstnumber);
60 
61 		default:
62 			printf("You can't wear %s%s!\n",
63 			    A_OR_AN_OR_BLANK(value), objsht[value]);
64 			return (firstnumber);
65 
66 		case KNIFE:
67 			/* case SHIRT:	 */
68 		case ROBE:
69 		case LEVIS:	/* wearable things */
70 		case SWORD:
71 		case MAIL:
72 		case HELM:
73 		case SHOES:
74 		case PAJAMAS:
75 		case COMPASS:
76 		case LASER:
77 		case AMULET:
78 		case TALISMAN:
79 		case MEDALION:
80 		case ROPE:
81 		case RING:
82 		case BRACELET:
83 		case GRENADE:
84 
85 			if (testbit(inven, value)) {
86 				clearbit(inven, value);
87 				setbit(wear, value);
88 				carrying -= objwt[value];
89 				encumber -= objcumber[value];
90 				ourtime++;
91 				printf("You are now wearing %s%s.\n",
92 				    A_OR_AN_OR_THE(value), objsht[value]);
93 			} else
94 				if (testbit(wear, value))
95 					printf("You are already wearing the %s.\n",
96 					    objsht[value]);
97 				else
98 					printf("You aren't holding the %s.\n",
99 					    objsht[value]);
100 			if (wordnumber < wordcount - 1 &&
101 			    wordvalue[++wordnumber] == AND)
102 				wordnumber++;
103 			else
104 				return (firstnumber);
105 		}		/* end switch */
106 	}			/* end while */
107 	puts("Don't be ridiculous.");
108 	return (firstnumber);
109 }
110 
111 int
112 put()
113 {				/* synonyms = {buckle, strap, tie} */
114 	if (wordvalue[wordnumber + 1] == ON) {
115 		wordvalue[++wordnumber] = PUTON;
116 		wordtype[wordnumber] = VERB;
117 		return (cypher());
118 	}
119 	if (wordvalue[wordnumber + 1] == DOWN) {
120 		wordvalue[++wordnumber] = DROP;
121 		wordtype[wordnumber] = VERB;
122 		return (cypher());
123 	}
124 	puts("I don't understand what you want to put.");
125 	return (-1);
126 
127 }
128 
129 int
130 draw()
131 {				/* synonyms = {pull, carry} */
132 	return (take(wear));
133 }
134 
135 int
136 use()
137 {
138 	wordnumber++;
139 	if (wordvalue[wordnumber] == AMULET && testbit(inven, AMULET) &&
140 	    position != FINAL) {
141 		puts("The amulet begins to glow.");
142 		if (testbit(inven, MEDALION)) {
143 			puts("The medallion comes to life too.");
144 			if (position == 114) {
145 				location[position].down = 160;
146 				whichway(location[position]);
147 				puts("The waves subside and it is possible to descend to the sea cave now.");
148 				ourtime++;
149 				return (-1);
150 			}
151 		}
152 		puts("A light mist falls over your eyes and the sound of purling water trickles in");
153 		puts("your ears.   When the mist lifts you are standing beside a cool stream.");
154 		if (position == 229)
155 			position = 224;
156 		else
157 			position = 229;
158 		ourtime++;
159 		notes[CANTSEE] = 0;
160 		return (0);
161 	} else if (position == FINAL)
162 		puts("The amulet won't work in here.");
163 	else if (wordvalue[wordnumber] == COMPASS && testbit(inven, COMPASS))
164 		printf("Your compass points %s.\n", truedirec(NORTH, '-'));
165 	else if (wordvalue[wordnumber] == COMPASS)
166 		puts("You aren't holding the compass.");
167 	else if (wordvalue[wordnumber] == AMULET)
168 		puts("You aren't holding the amulet.");
169 	else
170 		puts("There is no apparent use.");
171 	return (-1);
172 }
173 
174 void
175 murder()
176 {
177 	int     n;
178 
179 	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++);
180 	if (n == NUMOFOBJECTS) {
181 		if (testbit(inven, LASER)) {
182 			printf("Your laser should do the trick.\n");
183 			wordnumber++;
184 			switch(wordvalue[wordnumber]) {
185 			case NORMGOD:
186 			case TIMER:
187 			case NATIVE:
188 			case MAN:
189 				wordvalue[--wordnumber] = SHOOT;
190 				cypher();
191 				break;
192 			case -1:
193 				puts("Kill what?");
194 				break;
195 			default:
196 				if (wordtype[wordnumber] != OBJECT ||
197 				    wordvalue[wordnumber] == EVERYTHING)
198 					puts("You can't kill that!");
199 				else
200 					printf("You can't kill %s%s!\n",
201 					    A_OR_AN_OR_BLANK(wordvalue[wordnumber]),
202 					    objsht[wordvalue[wordnumber]]);
203 				break;
204 			}
205 		} else
206 			puts("You don't have suitable weapons to kill.");
207 	} else {
208 		printf("Your %s should do the trick.\n", objsht[n]);
209 		wordnumber++;
210 		switch (wordvalue[wordnumber]) {
211 
212 		case NORMGOD:
213 			if (testbit(location[position].objects, BATHGOD)) {
214 				puts("The goddess's head slices off.  Her corpse floats in the water.");
215 				clearbit(location[position].objects, BATHGOD);
216 				setbit(location[position].objects, DEADGOD);
217 				power += 5;
218 				notes[JINXED]++;
219 			} else
220 				if (testbit(location[position].objects, NORMGOD)) {
221 					puts("The goddess pleads but you strike her mercilessly.  Her broken body lies in a\npool of blood.");
222 					clearbit(location[position].objects, NORMGOD);
223 					setbit(location[position].objects, DEADGOD);
224 					power += 5;
225 					notes[JINXED]++;
226 					if (wintime)
227 						live();
228 				} else
229 					puts("I don't see her anywhere.");
230 			break;
231 		case TIMER:
232 			if (testbit(location[position].objects, TIMER)) {
233 				puts("The old man offers no resistance.");
234 				clearbit(location[position].objects, TIMER);
235 				setbit(location[position].objects, DEADTIME);
236 				power++;
237 				notes[JINXED]++;
238 			} else
239 				puts("Who?");
240 			break;
241 		case NATIVE:
242 			if (testbit(location[position].objects, NATIVE)) {
243 				puts("The girl screams as you cut her body to shreds.  She is dead.");
244 				clearbit(location[position].objects, NATIVE);
245 				setbit(location[position].objects, DEADNATIVE);
246 				power += 5;
247 				notes[JINXED]++;
248 			} else
249 				puts("What girl?");
250 			break;
251 		case MAN:
252 			if (testbit(location[position].objects, MAN)) {
253 				puts("You strike him to the ground, and he coughs up blood.");
254 				puts("Your fantasy is over.");
255 				die();
256 			}
257 		case -1:
258 			puts("Kill what?");
259 			break;
260 
261 		default:
262 			if (wordtype[wordnumber] != OBJECT ||
263 			    wordvalue[wordnumber] == EVERYTHING)
264 				puts("You can't kill that!");
265 			else
266 				printf("You can't kill the %s!\n",
267 				    objsht[wordvalue[wordnumber]]);
268 		}
269 	}
270 }
271 
272 void
273 ravage()
274 {
275 	while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount)
276 		continue;
277 	if (wordtype[wordnumber] == NOUNS && (testbit(location[position].objects, wordvalue[wordnumber])
278 	    || (wordvalue[wordnumber] == NORMGOD && testbit(location[position].objects, BATHGOD)))) {
279 		ourtime++;
280 		switch (wordvalue[wordnumber]) {
281 		case NORMGOD:
282 			puts("You attack the goddess, and she screams as you beat her.  She falls down");
283 			if (testbit(location[position].objects, BATHGOD))
284 				puts("crying and tries to cover her nakedness.");
285 			else
286 				puts("crying and tries to hold her torn and bloodied dress around her.");
287 			power += 5;
288 			pleasure += 8;
289 			ego -= 10;
290 			wordnumber--;
291 			godready = -30000;
292 			murder();
293 			win = -30000;
294 			break;
295 		case NATIVE:
296 			puts("The girl tries to run, but you catch her and throw her down.  Her face is");
297 			puts("bleeding, and she screams as you tear off her clothes.");
298 			power += 3;
299 			pleasure += 5;
300 			ego -= 10;
301 			wordnumber--;
302 			murder();
303 			if (rnd(100) < 50) {
304 				puts("Her screams have attracted attention.  I think we are surrounded.");
305 				setbit(location[ahead].objects, WOODSMAN);
306 				setbit(location[ahead].objects, DEADWOOD);
307 				setbit(location[ahead].objects, MALLET);
308 				setbit(location[back].objects, WOODSMAN);
309 				setbit(location[back].objects, DEADWOOD);
310 				setbit(location[back].objects, MALLET);
311 				setbit(location[left].objects, WOODSMAN);
312 				setbit(location[left].objects, DEADWOOD);
313 				setbit(location[left].objects, MALLET);
314 				setbit(location[right].objects, WOODSMAN);
315 				setbit(location[right].objects, DEADWOOD);
316 				setbit(location[right].objects, MALLET);
317 			}
318 			break;
319 		default:
320 			puts("You are perverted.");
321 		}
322 	} else
323 		puts("Who?");
324 }
325 
326 int
327 follow()
328 {
329 	if (followfight == ourtime) {
330 		puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
331 		puts("You chase him through the darkness and splash in pools of water.");
332 		puts("You have cornered him.  His laser sword extends as he steps forward.");
333 		position = FINAL;
334 		fight(DARK, 75);
335 		setbit(location[position].objects, TALISMAN);
336 		setbit(location[position].objects, AMULET);
337 		return (0);
338 	} else
339 		if (followgod == ourtime) {
340 			puts("The goddess leads you down a steamy tunnel and into a high, wide chamber.");
341 			puts("She sits down on a throne.");
342 			position = 268;
343 			setbit(location[position].objects, NORMGOD);
344 			notes[CANTSEE] = 1;
345 			return (0);
346 		} else
347 			puts("There is no one to follow.");
348 	return (-1);
349 }
350