int zzz() { int oldtime; register int n; oldtime = Time; if ((snooze - Time) < (0.75 * CYCLE)) { Time += 0.75 * CYCLE - (snooze - Time); printf("<zzz>"); for (n = 0; n < Time - oldtime; n++) printf("."); printf("\n"); snooze += 3 * (Time - oldtime); if (notes[LAUNCHED]) { fuel -= (Time - oldtime); if (location[position].down) { position = location[position].down; crash(); } else notes[LAUNCHED] = 0; } if (OUTSIDE && rnd(100) < 50) { puts("You are awakened abruptly by the sound of someone nearby."); switch(rnd(4)) { case 0: if (ucard(inven)) { n = rnd(NUMOFOBJECTS); while(!testbit(inven,n)) n = rnd(NUMOFOBJECTS); clearbit(inven,n); if (n != AMULET && n != MEDALION && n != TALISMAN) setbit(location[position].objects,n); carrying -= objwt[n]; encumber -= objcumber[n]; } puts("A fiendish little Elf is stealing your treasures!"); fight(ELF,10); break; case 1: setbit(location[position].objects,DEADWOOD); break; case 2: setbit(location[position].objects,HALBERD); break; default: break; } } } else return(0); return(1); }
int cypher(void) { int n; int junk; int lflag; char buffer[10]; lflag = -1; while (wordtype[wordnumber] == ADJS) wordnumber++; while (wordnumber <= wordcount) { switch (wordvalue[wordnumber]) { case UP: if (location[position].access || wiz || tempwiz) { if (!location[position].access) puts("Zap! A gust of wind lifts you up."); if (!battlestar_move(location[position].up, AHEAD)) return (-1); } else { puts("There is no way up"); return (-1); } lflag = 0; break; case DOWN: if (!battlestar_move(location[position].down, AHEAD)) return (-1); lflag = 0; break; case LEFT: if (!battlestar_move(left, LEFT)) return (-1); lflag = 0; break; case RIGHT: if (!battlestar_move(right, RIGHT)) return (-1); lflag = 0; break; case AHEAD: if (!battlestar_move(ahead, AHEAD)) return (-1); lflag = 0; break; case BACK: if (!battlestar_move(back, BACK)) return (-1); lflag = 0; break; case SHOOT: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(location[position].objects, n) && objsht[n]) { wordvalue[wordnumber + 1] = n; wordnumber = shoot(); } wordnumber++; wordnumber++; } else shoot(); break; case TAKE: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(location[position].objects, n) && objsht[n]) { wordvalue[wordnumber + 1] = n; wordnumber = take(location[position].objects); } wordnumber++; wordnumber++; } else take(location[position].objects); break; case DROP: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(inven, n)) { wordvalue[wordnumber + 1] = n; wordnumber = drop("Dropped"); } wordnumber++; wordnumber++; } else drop("Dropped"); break; case KICK: case THROW: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) { if ((testbit(inven, n) || testbit(location[position].objects, n)) && objsht[n]) { wordvalue[wordnumber + 1] = n; wordnumber = throw(wordvalue[wordnumber] == KICK ? "Kicked" : "Thrown"); } } wordnumber += 2; } else throw(wordvalue[wordnumber] == KICK ? "Kicked" : "Thrown"); break; case TAKEOFF: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(wear, n)) { wordvalue[wordnumber + 1] = n; wordnumber = takeoff(); } wordnumber += 2; } else takeoff(); break; case DRAW: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(wear, n)) { wordvalue[wordnumber + 1] = n; wordnumber = draw(); } wordnumber += 2; } else draw(); break; case PUTON: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(location[position].objects, n) && objsht[n]) { wordvalue[wordnumber + 1] = n; wordnumber = puton(); } wordnumber += 2; } else puton(); break; case WEARIT: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(inven, n)) { wordvalue[wordnumber + 1] = n; wordnumber = wearit(); } wordnumber += 2; } else wearit(); break; case EAT: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(inven, n)) { wordvalue[wordnumber + 1] = n; wordnumber = eat(); } wordnumber += 2; } else eat(); break; case PUT: put(); break; case INVEN: if (ucard(inven)) { puts("You are holding:\n"); for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(inven, n)) printf("\t%s\n", objsht[n]); printf("\n= %d kilogram%s (%d%%)\n", carrying, (carrying == 1 ? "." : "s."), (WEIGHT ? carrying * 100 / WEIGHT : -1)); printf("Your arms are %d%% full.\n", encumber * 100 / CUMBER); } else puts("You aren't carrying anything."); if (ucard(wear)) { puts("\nYou are wearing:\n"); for (n = 0; n < NUMOFOBJECTS; n++) if (testbit(wear, n)) printf("\t%s\n", objsht[n]); } else puts("\nYou are stark naked."); if (card(injuries, NUMOFINJURIES)) { puts("\nYou have suffered:\n"); for (n = 0; n < NUMOFINJURIES; n++) if (injuries[n]) printf("\t%s\n", ouch[n]); printf("\nYou can still carry up to %d kilogram%s\n", WEIGHT, (WEIGHT == 1 ? "." : "s.")); } else puts("\nYou are in perfect health."); break; case USE: lflag = use(); break; case LOOK: if (!notes[CANTSEE] || testbit(inven, LAMPON) || testbit(location[position].objects, LAMPON) || matchlight) { beenthere[position] = 2; writedes(); printobjs(); if (matchlight) { puts("\nYour match splutters out."); matchlight = 0; } } else puts("I can't see anything."); return (-1); break; case SU: if (wiz || tempwiz) { printf("\nRoom (was %d) = ", position); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", &position); printf("Time (was %d) = ", gtime); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", >ime); printf("Fuel (was %d) = ", fuel); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", &fuel); printf("Torps (was %d) = ", torps); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", &torps); printf("CUMBER (was %d) = ", CUMBER); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", &CUMBER); printf("WEIGHT (was %d) = ", WEIGHT); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", &WEIGHT); printf("Clock (was %d) = ", gclock); fgets(buffer, 10, stdin); if (*buffer != '\n') sscanf(buffer, "%d", &gclock); printf("Wizard (was %d, %d) = ", wiz, tempwiz); fgets(buffer, 10, stdin); if (*buffer != '\n') { sscanf(buffer, "%d", &junk); if (!junk) tempwiz = wiz = 0; } printf("\nDONE.\n"); return (0); } else puts("You aren't a wizard."); break; case SCORE: printf("\tPLEASURE\tPOWER\t\tEGO\n"); printf("\t%3d\t\t%3d\t\t%3d\n\n", pleasure, power, ego); printf("This gives you the rating of %s in %d turns.\n", rate(), gtime); printf("You have visited %d out of %d rooms this run (%d%%).\n", card(beenthere, NUMOFROOMS), NUMOFROOMS, card(beenthere, NUMOFROOMS) * 100 / NUMOFROOMS); break; case KNIFE: case KILL: murder(); break; case UNDRESS: case RAVAGE: ravage(); break; case SAVE: save(); break; case FOLLOW: lflag = follow(); break; case GIVE: give(); break; case KISS: kiss(); break; case LOVE: love(); break; case RIDE: lflag = ride(); break; case DRIVE: lflag = drive(); break; case LIGHT: light(); break; case LAUNCH: if (!launch()) return (-1); else lflag = 0; break; case LANDIT: if (!land()) return (-1); else lflag = 0; break; case TIME: chime(); break; case SLEEP: zzz(); break; case DIG: dig(); break; case JUMP: lflag = jump(); break; case BURY: bury(); break; case SWIM: puts("Surf's up!"); break; case DRINK: drink(); break; case QUIT: die(0); default: puts("How's that?"); return (-1); break; } if (wordnumber < wordcount && *words[wordnumber++] == ',') continue; else return (lflag); } return (lflag); }
int fight(int enemy, int strength) { int lifeline; int hurt; char auxbuf[LINELENGTH]; char *next; int i; int exhaustion; exhaustion = lifeline = 0; fighton: gtime++; snooze -= 5; if (snooze > gtime) exhaustion = CYCLE / (snooze - gtime); else { puts("You collapse exhausted, and he pulverizes your skull."); die(0); } if (snooze - gtime < 20) puts("You look tired! I hope you're able to fight."); next = getcom(auxbuf, LINELENGTH, "<fight!>-: ", 0); for (i = 0; next && i < 10; i++) next = getword(next, words[i], -1); parse(); switch (wordvalue[wordnumber]) { case KILL: case SMITE: if (testbit(inven, TWO_HANDED)) hurt = rnd(70) - 2 * card(injuries, NUMOFINJURIES) - ucard(wear) - exhaustion; else if (testbit(inven, SWORD) || testbit(inven, BROAD)) hurt = rnd(50) % (WEIGHT - carrying) - card(injuries, NUMOFINJURIES) - encumber - exhaustion; else if (testbit(inven, KNIFE) || testbit(inven, MALLET) || testbit(inven, CHAIN) || testbit(inven, MACE) || testbit(inven, HALBERD)) hurt = rnd(15) - card(injuries, NUMOFINJURIES) - exhaustion; else hurt = rnd(7) - encumber; if (hurt < 5) switch (rnd(3)) { case 0: puts("You swung wide and missed."); break; case 1: puts("He checked your blow. CLASH! CLANG!"); break; case 2: puts("His filthy tunic hangs by one less thread."); break; } else if (hurt < 10) { switch (rnd(3)) { case 0: puts("He's bleeding."); break; case 1: puts("A trickle of blood runs down his face."); break; case 2: puts("A huge purple bruise is forming on the side of his face."); break; } lifeline++; } else if (hurt < 20) { switch (rnd(3)) { case 0: puts("He staggers back quavering."); break; case 1: puts("He jumps back with his hand over the wound."); break; case 2: puts("His shirt falls open with a swath across the chest."); break; } lifeline += 5; } else if (hurt < 30) { switch (rnd(3)) { case 0: printf("A bloody gash opens up on his %s side.\n", (rnd(2) ? "left" : "right")); break; case 1: puts("The steel bites home and scrapes along his ribs."); break; case 2: puts("You pierce him, and his breath hisses through clenched teeth."); break; } lifeline += 10; } else if (hurt < 40) { switch (rnd(3)) { case 0: puts("You smite him to the ground."); if (strength - lifeline > 20) puts("But in a flurry of steel he regains his feet!"); break; case 1: puts("The force of your blow sends him to his knees."); puts("His arm swings lifeless at his side."); break; case 2: puts("Clutching his blood drenched shirt, he collapses stunned."); break; } lifeline += 20; } else { switch (rnd(3)) { case 0: puts("His ribs crack under your powerful swing, flooding his lungs with blood."); break; case 1: puts("You shatter his upheld arm in a spray of blood. The blade continues deep"); puts("into his back, severing the spinal cord."); lifeline += 25; break; case 2: puts("With a mighty lunge the steel slides in, and gasping, he falls to the ground."); lifeline += 25; break; } lifeline += 30; } break; case BACK: if (enemy == DARK && lifeline > strength * 0.33) { puts("He throws you back against the rock and pummels your face."); if (testbit(inven, AMULET) || testbit(wear, AMULET)) { printf("Lifting the amulet from you, "); if (testbit(inven, MEDALION) || testbit(wear, MEDALION)) { puts("his power grows and the walls of\nthe earth tremble."); puts("When he touches the medallion, your chest explodes and the foundations of the\nearth collapse."); puts("The planet is consumed by darkness."); die(0); } if (testbit(inven, AMULET)) { clearbit(inven, AMULET); carrying -= objwt[AMULET]; encumber -= objcumber[AMULET]; } else clearbit(wear, AMULET); puts("he flees down the dark caverns."); clearbit(location[position].objects, DARK); injuries[SKULL] = 1; followfight = gtime; return (0); } else { puts("I'm afraid you have been killed."); die(0); } } else { puts("You escape stunned and disoriented from the fight."); puts("A victorious bellow echoes from the battlescene."); if (back && position != back) battlestar_move(back, BACK); else if (ahead && position != ahead) battlestar_move(ahead, AHEAD); else if (left && position != left) battlestar_move(left, LEFT); else if (right && position != right) battlestar_move(right, RIGHT); else battlestar_move(location[position].down, AHEAD); return (0); } case SHOOT: if (testbit(inven, LASER)) { if (strength - lifeline <= 50) { printf("The %s took a direct hit!\n", objsht[enemy]); lifeline += 50; } else { puts("With his bare hand he deflects the laser blast and whips the pistol from you!"); clearbit(inven, LASER); setbit(location[position].objects, LASER); carrying -= objwt[LASER]; encumber -= objcumber[LASER]; } } else puts("Unfortunately, you don't have a blaster handy."); break; case DROP: case DRAW: cypher(); gtime--; break; default: puts("You don't have a chance, he is too quick."); break; } if (lifeline >= strength) { printf("You have killed the %s.\n", objsht[enemy]); if (enemy == ELF || enemy == DARK) puts("A watery black smoke consumes his body and then vanishes with a peal of thunder!"); clearbit(location[position].objects, enemy); power += 2; notes[JINXED]++; return (0); } puts("He attacks..."); /* Some embellishments. */ hurt = rnd(NUMOFINJURIES) - (testbit(inven, SHIELD) != 0) - (testbit(wear, MAIL) != 0) - (testbit(wear, HELM) != 0); hurt += (testbit(wear, AMULET) != 0) + (testbit(wear, MEDALION) != 0) + (testbit(wear, TALISMAN) != 0); hurt = hurt < 0 ? 0 : hurt; hurt = hurt >= NUMOFINJURIES ? NUMOFINJURIES - 1 : hurt; if (!injuries[hurt]) { injuries[hurt] = 1; printf("I'm afraid you have suffered %s.\n", ouch[hurt]); } else puts("You emerge unscathed."); if (injuries[SKULL] && injuries[INCISE] && injuries[NECK]) { puts("I'm afraid you have suffered fatal injuries."); die(0); } goto fighton; }
/* returns 0 if error or no more commands to do, * 1 if there are more commands remaining on the current input line */ int cypher(void) { int n; int junk; int lflag = -1; char *filename, *rfilename; size_t filename_len; while (wordnumber <= wordcount) { if (wordtype[wordnumber] != VERB && !(wordtype[wordnumber] == OBJECT && wordvalue[wordnumber] == KNIFE)) { printf("%s: How's that?\n", (wordnumber == wordcount) ? words[wordnumber - 1] : words[wordnumber]); return (0); } switch (wordvalue[wordnumber]) { case AUXVERB: /* Take the following word as the verb */ wordnumber++; return(cypher()); break; case UP: if (location[position].access || wiz || tempwiz) { if (!location[position].access) puts("Zap! A gust of wind lifts you up."); if (!moveplayer(location[position].up, AHEAD)) return (0); } else { puts("There is no way up."); return (0); } lflag = 0; break; case DOWN: if (!moveplayer(location[position].down, AHEAD)) return (0); lflag = 0; break; case LEFT: if (!moveplayer(left, LEFT)) return (0); lflag = 0; break; case RIGHT: if (!moveplayer(right, RIGHT)) return (0); lflag = 0; break; case AHEAD: if (!moveplayer(ahead, AHEAD)) return (0); lflag = 0; break; case BACK: if (!moveplayer(back, BACK)) return (0); lflag = 0; break; case SHOOT: verb_with_all(location[position].objects, OBJ_PERSON, shoot, "shoot at"); break; case TAKE: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { int things; things = 0; for (n = 0; n < NUMOFOBJECTS; n++) if (TestBit(location[position].objects, n) && objsht[n]) { things++; wordvalue[wordnumber + 1] = n; /* Some objects (type NOUNS) have special treatment in take(). For these * we must set the type to NOUNS. However for SWORD and BODY all it does * is find which of many objects is meant, so we need do nothing here. * BATHGOD must become NORMGOD as well. NOUNS with no special case must be * included here to get the right error. DOOR cannot occur as an object so * need not be included. */ switch (n) { case BATHGOD: wordvalue[wordnumber + 1] = NORMGOD; /* FALLTHROUGH */ case NORMGOD: case AMULET: case MEDALION: case TALISMAN: case MAN: case TIMER: case NATIVE: wordtype[wordnumber + 1] = NOUNS; break; default: wordtype[wordnumber + 1] = OBJECT; } wordnumber = take(location[position].objects); wordnumber += 2; } if (!things) puts("Nothing to take!"); } else take(location[position].objects); break; case DROP: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { int things; things = 0; for (n = 0; n < NUMOFOBJECTS; n++) if (TestBit(inven, n)) { things++; wordvalue[wordnumber + 1] = n; wordnumber = drop("Dropped"); } wordnumber++; wordnumber++; if (!things) puts("Nothing to drop!"); } else drop("Dropped"); break; case KICK: case THROW: if (wordnumber < wordcount && wordvalue[wordnumber + 1] == EVERYTHING) { int things, wv; things = 0; wv = wordvalue[wordnumber]; for (n = 0; n < NUMOFOBJECTS; n++) if (TestBit(inven, n) || (TestBit(location[position].objects, n) && objsht[n])) { things++; wordvalue[wordnumber + 1] = n; wordnumber = throw(wordvalue[wordnumber] == KICK ? "Kicked" : "Thrown"); } wordnumber += 2; if (!things) printf("Nothing to %s!\n", wv == KICK ? "kick" : "throw"); } else throw(wordvalue[wordnumber] == KICK ? "Kicked" : "Thrown"); break; case TAKEOFF: verb_with_all(wear, 0, takeoff, "take off"); break; case DRAW: verb_with_all(wear, 0, draw, "draw"); break; case PUTON: verb_with_all(location[position].objects, 0, puton, "put on"); break; case WEARIT: verb_with_all(inven, 0, wearit, "wear"); break; case EAT: verb_with_all(inven, 0, eat, "eat"); break; case PUT: put(); break; case INVEN: if (ucard(inven)) { puts("You are holding:\n"); for (n = 0; n < NUMOFOBJECTS; n++) if (TestBit(inven, n)) printf("\t%s\n", objsht[n]); printf("\n= %d kilogram%s ", carrying, (carrying == 1 ? "." : "s.")); if (WEIGHT) printf("(%d%%)\n", carrying * 100 / WEIGHT); else printf("(can't lift any weight%s)\n", (carrying ? " or move with what you have" : "")); if (CUMBER) printf("Your arms are %d%% full.\n", encumber * 100 / CUMBER); else printf("You can't pick anything up.\n"); } else puts("You aren't carrying anything."); if (ucard(wear)) { puts("\nYou are wearing:\n"); for (n = 0; n < NUMOFOBJECTS; n++) if (TestBit(wear, n)) printf("\t%s\n", objsht[n]); } else puts("\nYou are stark naked."); if (card(injuries, NUMOFINJURIES)) { puts("\nYou have suffered:\n"); for (n = 0; n < NUMOFINJURIES; n++) if (injuries[n]) printf("\t%s\n", ouch[n]); printf("\nYou can still carry up to %d kilogram%s\n", WEIGHT, (WEIGHT == 1 ? "." : "s.")); } else puts("\nYou are in perfect health."); break; case USE: lflag = use(); break; case OPEN: dooropen(); break; case LOOK: if (!notes[CANTSEE] || TestBit(inven, LAMPON) || TestBit(location[position].objects, LAMPON) || matchlight) { beenthere[position] = 2; writedes(); printobjs(); if (matchlight) { puts("\nYour match splutters out."); matchlight = 0; } } else puts("I can't see anything."); return (0); /* No commands after a look */ break; case SU: if (wiz || tempwiz) { getnum(&position, "\nRoom (was %d) = ", position); getnum(&ourtime, "Time (was %d) = ", ourtime); getnum(&fuel, "Fuel (was %d) = ", fuel); getnum(&torps, "Torps (was %d) = ", torps); getnum(&CUMBER, "CUMBER (was %d) = ", CUMBER); getnum(&WEIGHT, "WEIGHT (was %d) = ", WEIGHT); getnum(&ourclock, "Clock (was %d) = ", ourclock); if (getnum(&junk, "Wizard (was %d, %d) = ", wiz, tempwiz) != -1 && !junk) tempwiz = wiz = 0; printf("\nDONE.\n"); return (0); /* No commands after a SU */ } else puts("You aren't a wizard."); break; case SCORE: printf("\tPLEASURE\tPOWER\t\tEGO\n"); printf("\t%3d\t\t%3d\t\t%3d\n\n", pleasure, power, ego); printf("This gives you the rating of %s in %d turns.\n", rate(), ourtime); printf("You have visited %d out of %d rooms this run (%d%%).\n", card(beenthere, NUMOFROOMS), NUMOFROOMS, card(beenthere, NUMOFROOMS) * 100 / NUMOFROOMS); break; /* case KNIFE: */ case KILL: murder(); break; case UNDRESS: undress(); break; case RAVAGE: ravage(); break; case SAVE: printf("\nSave file name (default %s): ", DEFAULT_SAVE_FILE); filename = fgetln(stdin, &filename_len); if (filename_len == 0 || (filename_len == 1 && filename[0] == '\n')) rfilename = save_file_name(DEFAULT_SAVE_FILE, strlen(DEFAULT_SAVE_FILE)); else { if (filename[filename_len - 1] == '\n') filename_len--; rfilename = save_file_name(filename, filename_len); } save(rfilename); free(rfilename); break; case VERBOSE: verbose = 1; printf("[Maximum verbosity]\n"); break; case BRIEF: verbose = 0; printf("[Standard verbosity]\n"); break; case FOLLOW: lflag = follow(); break; case GIVE: give(); break; case KISS: kiss(); break; case LOVE: love(); break; case RIDE: lflag = ride(); break; case DRIVE: lflag = drive(); break; case LIGHT: light(); break; case LAUNCH: if (!launch()) return (0); else lflag = 0; break; case LANDIT: if (!land()) return (0); else lflag = 0; break; case TIME: chime(); break; case SLEEP: zzz(); break; case DIG: dig(); break; case JUMP: lflag = jump(); break; case BURY: bury(); break; case SWIM: puts("Surf's up!"); break; case DRINK: drink(); break; case QUIT: die(0); default: puts("How's that?"); return (0); break; } if (!lflag) newlocation(); if (wordnumber < wordcount && !stop_cypher && (*words[wordnumber] == ',' || *words[wordnumber] == '.')) { wordnumber++; return (1); } else return (0); } return (0); }