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