/*
 * 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.
 *
 * @(#)com2.c	8.1 (Berkeley) 5/31/93
 * $FreeBSD: src/games/battlestar/com2.c,v 1.8.2.2 2002/05/01 09:17:16 roam Exp $
 * $DragonFly: src/games/battlestar/com2.c,v 1.3 2006/08/08 16:47:20 pavalos Exp $
 */

#include "externs.h"

int
wearit(void)		/* synonyms = {sheathe, sheath} */
{
	int n;
	int firstnumber, value;

	firstnumber = wordnumber;
	while(wordtype[++wordnumber] == ADJS);
	while(wordnumber <= wordcount){
		value = wordvalue[wordnumber];
		if (value == -1) {
			puts("Wear what?");
			return (firstnumber);
		}
		for (n=0; objsht[value][n]; n++);
		switch(value){
			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];
					gtime++;
					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);
}

int
put(void)	/* 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);

}

int
draw(void)		/* synonyms = {pull, carry} */
{
	return(take(wear));
}

int
use(void)
{
	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.");
				gtime++;
				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;
		gtime++;
		notes[CANTSEE] = 0;
		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);
}

void
murder(void)
{
	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(0);
				}
			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]]);
		}
	}
}

void
ravage(void)
{
	while (wordtype[++wordnumber] != NOUNS && wordnumber <= wordcount);
	if (wordtype[wordnumber] == NOUNS && testbit(location[position].objects,wordvalue[wordnumber])){
		gtime++;
		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();
				bs_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?");
}

int
follow(void)
{
	if (followfight == gtime){
		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 == gtime){
		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);
}
