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.");