#include <stdio.h>
#include <stdlib.h>
#include "extern.h"
int
wearit(void)
{
int firstnumber, value;
firstnumber = wordnumber;
wordnumber++;
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
(wordtype[wordnumber] == NOUNS && wordvalue[wordnumber] != DOOR))) {
value = wordvalue[wordnumber];
if (value >= 0 && objsht[value] == NULL)
break;
switch (value) {
case -1:
puts("Wear what?");
return (firstnumber);
default:
printf("You can't wear %s%s!\n",
A_OR_AN_OR_BLANK(value), objsht[value]);
return (firstnumber);
case KNIFE:
case ROBE:
case LEVIS:
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];
ourtime++;
printf("You are now wearing %s%s.\n",
A_OR_AN_OR_THE(value), 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);
}
}
puts("Don't be ridiculous.");
return (firstnumber);
}
int
put(void)
{
if (inc_wordnumber(words[wordnumber], "what"))
return(-1);
if (wordvalue[wordnumber] == ON) {
wordvalue[wordnumber] = PUTON;
wordtype[wordnumber] = VERB;
return (cypher() - 1);
}
if (wordvalue[wordnumber] == DOWN) {
wordvalue[wordnumber] = DROP;
wordtype[wordnumber] = VERB;
return (cypher() - 1);
}
puts("I don't understand what you want to put.");
return (-1);
}
int
draw(void)
{
return (take(wear));
}
int
use(void)
{
if (inc_wordnumber(words[wordnumber], "what"))
return(-1);
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.");
ourtime++;
wordnumber++;
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;
ourtime++;
notes[CANTSEE] = 0;
wordnumber++;
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.");
wordnumber++;
return (-1);
}
void
murder(void)
{
int n;
if (inc_wordnumber(words[wordnumber], "whom"))
return;
for (n = 0; n < NUMOFOBJECTS &&
!((n == SWORD || n == KNIFE || n == TWO_HANDED || n == MACE ||
n == CLEAVER || n == BROAD || n == CHAIN || n == SHOVEL ||
n == HALBERD) && TestBit(inven, n)); n++)
continue;
if (n == NUMOFOBJECTS) {
if (TestBit(inven, LASER)) {
printf("Your laser should do the trick.\n");
switch(wordvalue[wordnumber]) {
case NORMGOD:
case TIMER:
case NATIVE:
case MAN:
wordvalue[--wordnumber] = SHOOT;
cypher();
break;
case -1:
puts("Kill what?");
break;
default:
if (wordtype[wordnumber] != OBJECT ||
wordvalue[wordnumber] == EVERYTHING)
puts("You can't kill that!");
else
printf("You can't kill %s%s!\n",
A_OR_AN_OR_BLANK(wordvalue[wordnumber]),
objsht[wordvalue[wordnumber]]);
break;
}
} else
puts("You don't have suitable weapons to kill.");
} else {
printf("Your %s should do the trick.\n", objsht[n]);
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 don't 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(0);
}
case -1:
puts("Kill what?");
break;
default:
if (wordtype[wordnumber] != OBJECT ||
wordvalue[wordnumber] == EVERYTHING)
puts("You can't kill that!");
else
printf("You can't kill the %s!\n",
objsht[wordvalue[wordnumber]]);
}
}
wordnumber++;
}
void
ravage(void)
{
if (inc_wordnumber(words[wordnumber], "whom"))
return;
if (wordtype[wordnumber] == NOUNS && (TestBit(location[position].objects, wordvalue[wordnumber])
|| (wordvalue[wordnumber] == NORMGOD && TestBit(location[position].objects, BATHGOD)))) {
ourtime++;
switch (wordvalue[wordnumber]) {
case NORMGOD:
puts("You attack the goddess, and she screams as you beat her. She falls down");
if (TestBit(location[position].objects, BATHGOD))
puts("crying and tries to cover her nakedness.");
else
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.");
wordnumber++;
}
} else {
printf("%s: Who?\n", words[wordnumber]);
wordnumber++;
}
}
int
follow(void)
{
if (followfight == ourtime) {
puts("The Dark Lord leaps away and runs down secret tunnels and corridors.");
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 == ourtime) {
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);
}
void
undress(void)
{
if (inc_wordnumber(words[wordnumber], "whom"))
return;
if (wordvalue[wordnumber] == NORMGOD &&
(TestBit(location[position].objects, NORMGOD)) && godready >= 2) {
wordnumber--;
love();
} else {
wordnumber--;
ravage();
}
}