wump.c revision 1.1 1 1.1 cgd /*
2 1.1 cgd * Copyright (c) 1989 The Regents of the University of California.
3 1.1 cgd * Copyright (c) 1989 Dave Taylor, Intuitive Systems.
4 1.1 cgd * All rights reserved.
5 1.1 cgd *
6 1.1 cgd * This code is derived from software contributed to Berkeley by
7 1.1 cgd * Dave Taylor, of Intuitive Systems.
8 1.1 cgd *
9 1.1 cgd * Redistribution and use in source and binary forms, with or without
10 1.1 cgd * modification, are permitted provided that the following conditions
11 1.1 cgd * are met:
12 1.1 cgd * 1. Redistributions of source code must retain the above copyright
13 1.1 cgd * notice, this list of conditions and the following disclaimer.
14 1.1 cgd * 2. Redistributions in binary form must reproduce the above copyright
15 1.1 cgd * notice, this list of conditions and the following disclaimer in the
16 1.1 cgd * documentation and/or other materials provided with the distribution.
17 1.1 cgd * 3. All advertising materials mentioning features or use of this software
18 1.1 cgd * must display the following acknowledgement:
19 1.1 cgd * This product includes software developed by the University of
20 1.1 cgd * California, Berkeley and its contributors.
21 1.1 cgd * 4. Neither the name of the University nor the names of its contributors
22 1.1 cgd * may be used to endorse or promote products derived from this software
23 1.1 cgd * without specific prior written permission.
24 1.1 cgd *
25 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
26 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
27 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
28 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
29 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
30 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
31 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
32 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
33 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
34 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
35 1.1 cgd * SUCH DAMAGE.
36 1.1 cgd */
37 1.1 cgd
38 1.1 cgd #ifndef lint
39 1.1 cgd char copyright[] =
40 1.1 cgd "@(#) Copyright (c) 1989 The Regents of the University of California.\n\
41 1.1 cgd All rights reserved.\n";
42 1.1 cgd #endif /* not lint */
43 1.1 cgd
44 1.1 cgd #ifndef lint
45 1.1 cgd static char sccsid[] = "@(#)wump.c 4.3 (Berkeley) 6/1/90";
46 1.1 cgd #endif /* not lint */
47 1.1 cgd
48 1.1 cgd /*
49 1.1 cgd * A very new version of the age old favorite Hunt-The-Wumpus game that has
50 1.1 cgd * been a part of the BSD distribution of Unix for longer than us old folk
51 1.1 cgd * would care to remember.
52 1.1 cgd */
53 1.1 cgd
54 1.1 cgd #include <sys/types.h>
55 1.1 cgd #include <sys/file.h>
56 1.1 cgd #include <stdio.h>
57 1.1 cgd #include "pathnames.h"
58 1.1 cgd
59 1.1 cgd /* some defines to spec out what our wumpus cave should look like */
60 1.1 cgd
61 1.1 cgd #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
62 1.1 cgd #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
63 1.1 cgd
64 1.1 cgd #define MAX_ROOMS_IN_CAVE 250
65 1.1 cgd #define ROOMS_IN_CAVE 20
66 1.1 cgd #define MIN_ROOMS_IN_CAVE 10
67 1.1 cgd
68 1.1 cgd #define LINKS_IN_ROOM 3
69 1.1 cgd #define NUMBER_OF_ARROWS 5
70 1.1 cgd #define PIT_COUNT 3
71 1.1 cgd #define BAT_COUNT 3
72 1.1 cgd
73 1.1 cgd #define EASY 1 /* levels of play */
74 1.1 cgd #define HARD 2
75 1.1 cgd
76 1.1 cgd /* some macro definitions for cleaner output */
77 1.1 cgd
78 1.1 cgd #define plural(n) (n == 1 ? "" : "s")
79 1.1 cgd
80 1.1 cgd /* simple cave data structure; +1 so we can index from '1' not '0' */
81 1.1 cgd struct room_record {
82 1.1 cgd int tunnel[MAX_LINKS_IN_ROOM];
83 1.1 cgd int has_a_pit, has_a_bat;
84 1.1 cgd } cave[MAX_ROOMS_IN_CAVE+1];
85 1.1 cgd
86 1.1 cgd /*
87 1.1 cgd * global variables so we can keep track of where the player is, how
88 1.1 cgd * many arrows they still have, where el wumpo is, and so on...
89 1.1 cgd */
90 1.1 cgd int player_loc = -1; /* player location */
91 1.1 cgd int wumpus_loc = -1; /* The Bad Guy location */
92 1.1 cgd int level = EASY; /* level of play */
93 1.1 cgd int arrows_left; /* arrows unshot */
94 1.1 cgd
95 1.1 cgd #ifdef DEBUG
96 1.1 cgd int debug = 0;
97 1.1 cgd #endif
98 1.1 cgd
99 1.1 cgd int pit_num = PIT_COUNT; /* # pits in cave */
100 1.1 cgd int bat_num = BAT_COUNT; /* # bats */
101 1.1 cgd int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
102 1.1 cgd int link_num = LINKS_IN_ROOM; /* links per room */
103 1.1 cgd int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
104 1.1 cgd
105 1.1 cgd char answer[20]; /* user input */
106 1.1 cgd
107 1.1 cgd main(argc, argv)
108 1.1 cgd int argc;
109 1.1 cgd char **argv;
110 1.1 cgd {
111 1.1 cgd extern char *optarg;
112 1.1 cgd int c;
113 1.1 cgd
114 1.1 cgd #ifdef DEBUG
115 1.1 cgd while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != EOF)
116 1.1 cgd #else
117 1.1 cgd while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != EOF)
118 1.1 cgd #endif
119 1.1 cgd switch (c) {
120 1.1 cgd case 'a':
121 1.1 cgd arrow_num = atoi(optarg);
122 1.1 cgd break;
123 1.1 cgd case 'b':
124 1.1 cgd bat_num = atoi(optarg);
125 1.1 cgd break;
126 1.1 cgd #ifdef DEBUG
127 1.1 cgd case 'd':
128 1.1 cgd debug = 1;
129 1.1 cgd break;
130 1.1 cgd #endif
131 1.1 cgd case 'h':
132 1.1 cgd level = HARD;
133 1.1 cgd break;
134 1.1 cgd case 'p':
135 1.1 cgd pit_num = atoi(optarg);
136 1.1 cgd break;
137 1.1 cgd case 'r':
138 1.1 cgd room_num = atoi(optarg);
139 1.1 cgd if (room_num < MIN_ROOMS_IN_CAVE) {
140 1.1 cgd (void)fprintf(stderr,
141 1.1 cgd "No self-respecting wumpus would live in such a small cave!\n");
142 1.1 cgd exit(1);
143 1.1 cgd }
144 1.1 cgd if (room_num > MAX_ROOMS_IN_CAVE) {
145 1.1 cgd (void)fprintf(stderr,
146 1.1 cgd "Even wumpii can't furnish caves that large!\n");
147 1.1 cgd exit(1);
148 1.1 cgd }
149 1.1 cgd break;
150 1.1 cgd case 't':
151 1.1 cgd link_num = atoi(optarg);
152 1.1 cgd if (link_num < 2) {
153 1.1 cgd (void)fprintf(stderr,
154 1.1 cgd "Wumpii like extra doors in their caves!\n");
155 1.1 cgd exit(1);
156 1.1 cgd }
157 1.1 cgd break;
158 1.1 cgd case '?':
159 1.1 cgd default:
160 1.1 cgd usage();
161 1.1 cgd }
162 1.1 cgd
163 1.1 cgd if (link_num > MAX_LINKS_IN_ROOM ||
164 1.1 cgd link_num > room_num - (room_num / 4)) {
165 1.1 cgd (void)fprintf(stderr,
166 1.1 cgd "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
167 1.1 cgd exit(1);
168 1.1 cgd }
169 1.1 cgd
170 1.1 cgd if (level == HARD) {
171 1.1 cgd bat_num += ((random() % (room_num / 2)) + 1);
172 1.1 cgd pit_num += ((random() % (room_num / 2)) + 1);
173 1.1 cgd }
174 1.1 cgd
175 1.1 cgd if (bat_num > room_num / 2) {
176 1.1 cgd (void)fprintf(stderr,
177 1.1 cgd "The wumpus refused to enter the cave, claiming it was too crowded!\n");
178 1.1 cgd exit(1);
179 1.1 cgd }
180 1.1 cgd
181 1.1 cgd if (pit_num > room_num / 2) {
182 1.1 cgd (void)fprintf(stderr,
183 1.1 cgd "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
184 1.1 cgd exit(1);
185 1.1 cgd }
186 1.1 cgd
187 1.1 cgd instructions();
188 1.1 cgd cave_init();
189 1.1 cgd
190 1.1 cgd /* and we're OFF! da dum, da dum, da dum, da dum... */
191 1.1 cgd (void)printf(
192 1.1 cgd "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
193 1.1 cgd There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
194 1.1 cgd quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
195 1.1 cgd room_num, link_num, bat_num, plural(bat_num), pit_num,
196 1.1 cgd plural(pit_num), arrow_num);
197 1.1 cgd
198 1.1 cgd for (;;) {
199 1.1 cgd initialize_things_in_cave();
200 1.1 cgd arrows_left = arrow_num;
201 1.1 cgd do {
202 1.1 cgd display_room_stats();
203 1.1 cgd (void)printf("Move or shoot? (m-s) ");
204 1.1 cgd (void)fflush(stdout);
205 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
206 1.1 cgd break;
207 1.1 cgd } while (!take_action());
208 1.1 cgd
209 1.1 cgd if (!getans("\nCare to play another game? (y-n) "))
210 1.1 cgd exit(0);
211 1.1 cgd if (getans("In the same cave? (y-n) "))
212 1.1 cgd clear_things_in_cave();
213 1.1 cgd else
214 1.1 cgd cave_init();
215 1.1 cgd }
216 1.1 cgd /* NOTREACHED */
217 1.1 cgd }
218 1.1 cgd
219 1.1 cgd display_room_stats()
220 1.1 cgd {
221 1.1 cgd register int i;
222 1.1 cgd
223 1.1 cgd /*
224 1.1 cgd * Routine will explain what's going on with the current room, as well
225 1.1 cgd * as describe whether there are pits, bats, & wumpii nearby. It's
226 1.1 cgd * all pretty mindless, really.
227 1.1 cgd */
228 1.1 cgd (void)printf(
229 1.1 cgd "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
230 1.1 cgd player_loc, arrows_left, plural(arrows_left));
231 1.1 cgd
232 1.1 cgd if (bats_nearby())
233 1.1 cgd (void)printf("*rustle* *rustle* (must be bats nearby)\n");
234 1.1 cgd if (pit_nearby())
235 1.1 cgd (void)printf("*whoosh* (I feel a draft from some pits).\n");
236 1.1 cgd if (wump_nearby())
237 1.1 cgd (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
238 1.1 cgd
239 1.1 cgd (void)printf("There are tunnels to rooms %d, ",
240 1.1 cgd cave[player_loc].tunnel[0]);
241 1.1 cgd
242 1.1 cgd for (i = 1; i < link_num - 1; i++)
243 1.1 cgd if (cave[player_loc].tunnel[i] <= room_num)
244 1.1 cgd (void)printf("%d, ", cave[player_loc].tunnel[i]);
245 1.1 cgd (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
246 1.1 cgd }
247 1.1 cgd
248 1.1 cgd take_action()
249 1.1 cgd {
250 1.1 cgd /*
251 1.1 cgd * Do the action specified by the player, either 'm'ove, 's'hoot
252 1.1 cgd * or something exceptionally bizarre and strange! Returns 1
253 1.1 cgd * iff the player died during this turn, otherwise returns 0.
254 1.1 cgd */
255 1.1 cgd switch (*answer) {
256 1.1 cgd case 'M':
257 1.1 cgd case 'm': /* move */
258 1.1 cgd return(move_to(answer + 1));
259 1.1 cgd case 'S':
260 1.1 cgd case 's': /* shoot */
261 1.1 cgd return(shoot(answer + 1));
262 1.1 cgd case 'Q':
263 1.1 cgd case 'q':
264 1.1 cgd case 'x':
265 1.1 cgd exit(0);
266 1.1 cgd case '\n':
267 1.1 cgd return(0);
268 1.1 cgd }
269 1.1 cgd if (random() % 15 == 1)
270 1.1 cgd (void)printf("Que pasa?\n");
271 1.1 cgd else
272 1.1 cgd (void)printf("I don't understand!\n");
273 1.1 cgd return(0);
274 1.1 cgd }
275 1.1 cgd
276 1.1 cgd move_to(room_number)
277 1.1 cgd char *room_number;
278 1.1 cgd {
279 1.1 cgd int i, just_moved_by_bats, next_room, tunnel_available;
280 1.1 cgd
281 1.1 cgd /*
282 1.1 cgd * This is responsible for moving the player into another room in the
283 1.1 cgd * cave as per their directions. If room_number is a null string,
284 1.1 cgd * then we'll prompt the user for the next room to go into. Once
285 1.1 cgd * we've moved into the room, we'll check for things like bats, pits,
286 1.1 cgd * and so on. This routine returns 1 if something occurs that kills
287 1.1 cgd * the player and 0 otherwise...
288 1.1 cgd */
289 1.1 cgd tunnel_available = just_moved_by_bats = 0;
290 1.1 cgd next_room = atoi(room_number);
291 1.1 cgd
292 1.1 cgd /* crap for magic tunnels */
293 1.1 cgd if (next_room == room_num + 1 &&
294 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room)
295 1.1 cgd ++next_room;
296 1.1 cgd
297 1.1 cgd while (next_room < 1 || next_room > room_num + 1) {
298 1.1 cgd if (next_room < 0 && next_room != -1)
299 1.1 cgd (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
300 1.1 cgd if (next_room > room_num + 1)
301 1.1 cgd (void)printf("What? The cave surely isn't quite that big!\n");
302 1.1 cgd if (next_room == room_num + 1 &&
303 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room) {
304 1.1 cgd (void)printf("What? The cave isn't that big!\n");
305 1.1 cgd ++next_room;
306 1.1 cgd }
307 1.1 cgd (void)printf("To which room do you wish to move? ");
308 1.1 cgd (void)fflush(stdout);
309 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
310 1.1 cgd return(1);
311 1.1 cgd next_room = atoi(answer);
312 1.1 cgd }
313 1.1 cgd
314 1.1 cgd /* now let's see if we can move to that room or not */
315 1.1 cgd tunnel_available = 0;
316 1.1 cgd for (i = 0; i < link_num; i++)
317 1.1 cgd if (cave[player_loc].tunnel[i] == next_room)
318 1.1 cgd tunnel_available = 1;
319 1.1 cgd
320 1.1 cgd if (!tunnel_available) {
321 1.1 cgd (void)printf("*Oof!* (You hit the wall)\n");
322 1.1 cgd if (random() % 6 == 1) {
323 1.1 cgd (void)printf("Your colorful comments awaken the wumpus!\n");
324 1.1 cgd move_wump();
325 1.1 cgd if (wumpus_loc == player_loc) {
326 1.1 cgd wump_kill();
327 1.1 cgd return(1);
328 1.1 cgd }
329 1.1 cgd }
330 1.1 cgd return(0);
331 1.1 cgd }
332 1.1 cgd
333 1.1 cgd /* now let's move into that room and check it out for dangers */
334 1.1 cgd if (next_room == room_num + 1)
335 1.1 cgd jump(next_room = (random() % room_num) + 1);
336 1.1 cgd
337 1.1 cgd player_loc = next_room;
338 1.1 cgd for (;;) {
339 1.1 cgd if (next_room == wumpus_loc) { /* uh oh... */
340 1.1 cgd wump_kill();
341 1.1 cgd return(1);
342 1.1 cgd }
343 1.1 cgd if (cave[next_room].has_a_pit)
344 1.1 cgd if (random() % 12 < 2) {
345 1.1 cgd pit_survive();
346 1.1 cgd return(0);
347 1.1 cgd } else {
348 1.1 cgd pit_kill();
349 1.1 cgd return(1);
350 1.1 cgd }
351 1.1 cgd
352 1.1 cgd if (cave[next_room].has_a_bat) {
353 1.1 cgd (void)printf(
354 1.1 cgd "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
355 1.1 cgd just_moved_by_bats ? " again": "");
356 1.1 cgd next_room = player_loc = (random() % room_num) + 1;
357 1.1 cgd just_moved_by_bats = 1;
358 1.1 cgd }
359 1.1 cgd
360 1.1 cgd else
361 1.1 cgd break;
362 1.1 cgd }
363 1.1 cgd return(0);
364 1.1 cgd }
365 1.1 cgd
366 1.1 cgd shoot(room_list)
367 1.1 cgd char *room_list;
368 1.1 cgd {
369 1.1 cgd int chance, next, roomcnt;
370 1.1 cgd int j, arrow_location, link, ok;
371 1.1 cgd char *p, *strtok();
372 1.1 cgd
373 1.1 cgd /*
374 1.1 cgd * Implement shooting arrows. Arrows are shot by the player indicating
375 1.1 cgd * a space-separated list of rooms that the arrow should pass through;
376 1.1 cgd * if any of the rooms they specify are not accessible via tunnel from
377 1.1 cgd * the room the arrow is in, it will instead fly randomly into another
378 1.1 cgd * room. If the player hits the wumpus, this routine will indicate
379 1.1 cgd * such. If it misses, this routine will *move* the wumpus one room.
380 1.1 cgd * If it's the last arrow, the player then dies... Returns 1 if the
381 1.1 cgd * player has won or died, 0 if nothing has happened.
382 1.1 cgd */
383 1.1 cgd arrow_location = player_loc;
384 1.1 cgd for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
385 1.1 cgd if (!(p = strtok(room_list, " \t\n")))
386 1.1 cgd if (roomcnt == 1) {
387 1.1 cgd (void)printf(
388 1.1 cgd "The arrow falls to the ground at your feet!\n");
389 1.1 cgd return(0);
390 1.1 cgd } else
391 1.1 cgd break;
392 1.1 cgd if (roomcnt > 5) {
393 1.1 cgd (void)printf(
394 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
395 1.1 cgd break;
396 1.1 cgd }
397 1.1 cgd next = atoi(p);
398 1.1 cgd for (j = 0, ok = 0; j < link_num; j++)
399 1.1 cgd if (cave[arrow_location].tunnel[j] == next)
400 1.1 cgd ok = 1;
401 1.1 cgd
402 1.1 cgd if (ok) {
403 1.1 cgd if (next > room_num) {
404 1.1 cgd (void)printf(
405 1.1 cgd "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
406 1.1 cgd arrow_location = (random() % room_num) + 1;
407 1.1 cgd } else
408 1.1 cgd arrow_location = next;
409 1.1 cgd } else {
410 1.1 cgd link = (random() % link_num);
411 1.1 cgd if (link == player_loc)
412 1.1 cgd (void)printf(
413 1.1 cgd "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
414 1.1 cgd your room!\n",
415 1.1 cgd arrow_location, next);
416 1.1 cgd else if (cave[arrow_location].tunnel[link] > room_num)
417 1.1 cgd (void)printf(
418 1.1 cgd "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
419 1.1 cgd room %d!\n",
420 1.1 cgd cave[arrow_location].tunnel[link]);
421 1.1 cgd else
422 1.1 cgd (void)printf(
423 1.1 cgd "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
424 1.1 cgd into room %d!\n",
425 1.1 cgd arrow_location, next,
426 1.1 cgd cave[arrow_location].tunnel[link]);
427 1.1 cgd arrow_location = cave[arrow_location].tunnel[link];
428 1.1 cgd break;
429 1.1 cgd }
430 1.1 cgd chance = random() % 10;
431 1.1 cgd if (roomcnt == 3 && chance < 2) {
432 1.1 cgd (void)printf(
433 1.1 cgd "Your bowstring breaks! *twaaaaaang*\n\
434 1.1 cgd The arrow is weakly shot and can go no further!\n");
435 1.1 cgd break;
436 1.1 cgd } else if (roomcnt == 4 && chance < 6) {
437 1.1 cgd (void)printf(
438 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
439 1.1 cgd break;
440 1.1 cgd }
441 1.1 cgd }
442 1.1 cgd
443 1.1 cgd /*
444 1.1 cgd * now we've gotten into the new room let us see if El Wumpo is
445 1.1 cgd * in the same room ... if so we've a HIT and the player WON!
446 1.1 cgd */
447 1.1 cgd if (arrow_location == wumpus_loc) {
448 1.1 cgd kill_wump();
449 1.1 cgd return(1);
450 1.1 cgd }
451 1.1 cgd
452 1.1 cgd if (arrow_location == player_loc) {
453 1.1 cgd shoot_self();
454 1.1 cgd return(1);
455 1.1 cgd }
456 1.1 cgd
457 1.1 cgd if (!--arrows_left) {
458 1.1 cgd no_arrows();
459 1.1 cgd return(1);
460 1.1 cgd }
461 1.1 cgd
462 1.1 cgd {
463 1.1 cgd /* each time you shoot, it's more likely the wumpus moves */
464 1.1 cgd static int lastchance = 2;
465 1.1 cgd
466 1.1 cgd if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
467 1.1 cgd move_wump();
468 1.1 cgd if (wumpus_loc == player_loc)
469 1.1 cgd wump_kill();
470 1.1 cgd lastchance = random() % 3;
471 1.1 cgd
472 1.1 cgd }
473 1.1 cgd }
474 1.1 cgd return(0);
475 1.1 cgd }
476 1.1 cgd
477 1.1 cgd cave_init()
478 1.1 cgd {
479 1.1 cgd register int i, j, k, link;
480 1.1 cgd int delta, int_compare();
481 1.1 cgd time_t time();
482 1.1 cgd
483 1.1 cgd /*
484 1.1 cgd * This does most of the interesting work in this program actually!
485 1.1 cgd * In this routine we'll initialize the Wumpus cave to have all rooms
486 1.1 cgd * linking to all others by stepping through our data structure once,
487 1.1 cgd * recording all forward links and backwards links too. The parallel
488 1.1 cgd * "linkcount" data structure ensures that no room ends up with more
489 1.1 cgd * than three links, regardless of the quality of the random number
490 1.1 cgd * generator that we're using.
491 1.1 cgd */
492 1.1 cgd srandom((int)time((time_t *)0));
493 1.1 cgd
494 1.1 cgd /* initialize the cave first off. */
495 1.1 cgd for (i = 1; i <= room_num; ++i)
496 1.1 cgd for (j = 0; j < link_num ; ++j)
497 1.1 cgd cave[i].tunnel[j] = -1;
498 1.1 cgd
499 1.1 cgd /* choose a random 'hop' delta for our guaranteed link */
500 1.1 cgd while (!(delta = random() % room_num));
501 1.1 cgd
502 1.1 cgd for (i = 1; i <= room_num; ++i) {
503 1.1 cgd link = ((i + delta) % room_num) + 1; /* connection */
504 1.1 cgd cave[i].tunnel[0] = link; /* forw link */
505 1.1 cgd cave[link].tunnel[1] = i; /* back link */
506 1.1 cgd }
507 1.1 cgd /* now fill in the rest of the cave with random connections */
508 1.1 cgd for (i = 1; i <= room_num; i++)
509 1.1 cgd for (j = 2; j < link_num ; j++) {
510 1.1 cgd if (cave[i].tunnel[j] != -1)
511 1.1 cgd continue;
512 1.1 cgd try_again: link = (random() % room_num) + 1;
513 1.1 cgd /* skip duplicates */
514 1.1 cgd for (k = 0; k < j; k++)
515 1.1 cgd if (cave[i].tunnel[k] == link)
516 1.1 cgd goto try_again;
517 1.1 cgd cave[i].tunnel[j] = link;
518 1.1 cgd if (random() % 2 == 1)
519 1.1 cgd continue;
520 1.1 cgd for (k = 0; k < link_num; ++k) {
521 1.1 cgd /* if duplicate, skip it */
522 1.1 cgd if (cave[link].tunnel[k] == i)
523 1.1 cgd k = link_num;
524 1.1 cgd
525 1.1 cgd /* if open link, use it, force exit */
526 1.1 cgd if (cave[link].tunnel[k] == -1) {
527 1.1 cgd cave[link].tunnel[k] = i;
528 1.1 cgd k = link_num;
529 1.1 cgd }
530 1.1 cgd }
531 1.1 cgd }
532 1.1 cgd /*
533 1.1 cgd * now that we're done, sort the tunnels in each of the rooms to
534 1.1 cgd * make it easier on the intrepid adventurer.
535 1.1 cgd */
536 1.1 cgd for (i = 1; i <= room_num; ++i)
537 1.1 cgd qsort(cave[i].tunnel, (u_int)link_num,
538 1.1 cgd sizeof(cave[i].tunnel[0]), int_compare);
539 1.1 cgd
540 1.1 cgd #ifdef DEBUG
541 1.1 cgd if (debug)
542 1.1 cgd for (i = 1; i <= room_num; ++i) {
543 1.1 cgd (void)printf("<room %d has tunnels to ", i);
544 1.1 cgd for (j = 0; j < link_num; ++j)
545 1.1 cgd (void)printf("%d ", cave[i].tunnel[j]);
546 1.1 cgd (void)printf(">\n");
547 1.1 cgd }
548 1.1 cgd #endif
549 1.1 cgd }
550 1.1 cgd
551 1.1 cgd clear_things_in_cave()
552 1.1 cgd {
553 1.1 cgd register int i;
554 1.1 cgd
555 1.1 cgd /*
556 1.1 cgd * remove bats and pits from the current cave in preparation for us
557 1.1 cgd * adding new ones via the initialize_things_in_cave() routines.
558 1.1 cgd */
559 1.1 cgd for (i = 1; i <= room_num; ++i)
560 1.1 cgd cave[i].has_a_bat = cave[i].has_a_pit = 0;
561 1.1 cgd }
562 1.1 cgd
563 1.1 cgd initialize_things_in_cave()
564 1.1 cgd {
565 1.1 cgd register int i, loc;
566 1.1 cgd
567 1.1 cgd /* place some bats, pits, the wumpus, and the player. */
568 1.1 cgd for (i = 0; i < bat_num; ++i) {
569 1.1 cgd do {
570 1.1 cgd loc = (random() % room_num) + 1;
571 1.1 cgd } while (cave[loc].has_a_bat);
572 1.1 cgd cave[loc].has_a_bat = 1;
573 1.1 cgd #ifdef DEBUG
574 1.1 cgd if (debug)
575 1.1 cgd (void)printf("<bat in room %d>\n", loc);
576 1.1 cgd #endif
577 1.1 cgd }
578 1.1 cgd
579 1.1 cgd for (i = 0; i < pit_num; ++i) {
580 1.1 cgd do {
581 1.1 cgd loc = (random() % room_num) + 1;
582 1.1 cgd } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
583 1.1 cgd cave[loc].has_a_pit = 1;
584 1.1 cgd #ifdef DEBUG
585 1.1 cgd if (debug)
586 1.1 cgd (void)printf("<pit in room %d>\n", loc);
587 1.1 cgd #endif
588 1.1 cgd }
589 1.1 cgd
590 1.1 cgd wumpus_loc = (random() % room_num) + 1;
591 1.1 cgd #ifdef DEBUG
592 1.1 cgd if (debug)
593 1.1 cgd (void)printf("<wumpus in room %d>\n", loc);
594 1.1 cgd #endif
595 1.1 cgd
596 1.1 cgd do {
597 1.1 cgd player_loc = (random() % room_num) + 1;
598 1.1 cgd } while (player_loc == wumpus_loc || (level == HARD ?
599 1.1 cgd (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
600 1.1 cgd }
601 1.1 cgd
602 1.1 cgd getans(prompt)
603 1.1 cgd char *prompt;
604 1.1 cgd {
605 1.1 cgd char buf[20];
606 1.1 cgd
607 1.1 cgd /*
608 1.1 cgd * simple routine to ask the yes/no question specified until the user
609 1.1 cgd * answers yes or no, then return 1 if they said 'yes' and 0 if they
610 1.1 cgd * answered 'no'.
611 1.1 cgd */
612 1.1 cgd for (;;) {
613 1.1 cgd (void)printf("%s", prompt);
614 1.1 cgd (void)fflush(stdout);
615 1.1 cgd if (!fgets(buf, sizeof(buf), stdin))
616 1.1 cgd return(0);
617 1.1 cgd if (*buf == 'N' || *buf == 'n')
618 1.1 cgd return(0);
619 1.1 cgd if (*buf == 'Y' || *buf == 'y')
620 1.1 cgd return(1);
621 1.1 cgd (void)printf(
622 1.1 cgd "I don't understand your answer; please enter 'y' or 'n'!\n");
623 1.1 cgd }
624 1.1 cgd /* NOTREACHED */
625 1.1 cgd }
626 1.1 cgd
627 1.1 cgd bats_nearby()
628 1.1 cgd {
629 1.1 cgd register int i;
630 1.1 cgd
631 1.1 cgd /* check for bats in the immediate vicinity */
632 1.1 cgd for (i = 0; i < link_num; ++i)
633 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_bat)
634 1.1 cgd return(1);
635 1.1 cgd return(0);
636 1.1 cgd }
637 1.1 cgd
638 1.1 cgd pit_nearby()
639 1.1 cgd {
640 1.1 cgd register int i;
641 1.1 cgd
642 1.1 cgd /* check for pits in the immediate vicinity */
643 1.1 cgd for (i = 0; i < link_num; ++i)
644 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_pit)
645 1.1 cgd return(1);
646 1.1 cgd return(0);
647 1.1 cgd }
648 1.1 cgd
649 1.1 cgd wump_nearby()
650 1.1 cgd {
651 1.1 cgd register int i, j;
652 1.1 cgd
653 1.1 cgd /* check for a wumpus within TWO caves of where we are */
654 1.1 cgd for (i = 0; i < link_num; ++i) {
655 1.1 cgd if (cave[player_loc].tunnel[i] == wumpus_loc)
656 1.1 cgd return(1);
657 1.1 cgd for (j = 0; j < link_num; ++j)
658 1.1 cgd if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
659 1.1 cgd wumpus_loc)
660 1.1 cgd return(1);
661 1.1 cgd }
662 1.1 cgd return(0);
663 1.1 cgd }
664 1.1 cgd
665 1.1 cgd move_wump()
666 1.1 cgd {
667 1.1 cgd wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
668 1.1 cgd }
669 1.1 cgd
670 1.1 cgd int_compare(a, b)
671 1.1 cgd int *a, *b;
672 1.1 cgd {
673 1.1 cgd return(*a < *b ? -1 : 1);
674 1.1 cgd }
675 1.1 cgd
676 1.1 cgd instructions()
677 1.1 cgd {
678 1.1 cgd char buf[120], *p, *getenv();
679 1.1 cgd
680 1.1 cgd /*
681 1.1 cgd * read the instructions file, if needed, and show the user how to
682 1.1 cgd * play this game!
683 1.1 cgd */
684 1.1 cgd if (!getans("Instructions? (y-n) "))
685 1.1 cgd return;
686 1.1 cgd
687 1.1 cgd if (access(_PATH_WUMPINFO, R_OK)) {
688 1.1 cgd (void)printf(
689 1.1 cgd "Sorry, but the instruction file seems to have disappeared in a\n\
690 1.1 cgd puff of greasy black smoke! (poof)\n");
691 1.1 cgd return;
692 1.1 cgd }
693 1.1 cgd
694 1.1 cgd if (!(p = getenv("PAGER")) ||
695 1.1 cgd strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
696 1.1 cgd p = _PATH_PAGER;
697 1.1 cgd
698 1.1 cgd (void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
699 1.1 cgd (void)system(buf);
700 1.1 cgd }
701 1.1 cgd
702 1.1 cgd usage()
703 1.1 cgd {
704 1.1 cgd (void)fprintf(stderr,
705 1.1 cgd "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
706 1.1 cgd exit(1);
707 1.1 cgd }
708 1.1 cgd
709 1.1 cgd /* messages */
710 1.1 cgd
711 1.1 cgd wump_kill()
712 1.1 cgd {
713 1.1 cgd (void)printf(
714 1.1 cgd "*ROAR* *chomp* *snurfle* *chomp*!\n\
715 1.1 cgd Much to the delight of the Wumpus, you walked right into his mouth,\n\
716 1.1 cgd making you one of the easiest dinners he's ever had! For you, however,\n\
717 1.1 cgd it's a rather unpleasant death. The only good thing is that it's been\n\
718 1.1 cgd so long since the evil Wumpus cleaned his teeth that you immediately\n\
719 1.1 cgd passed out from the stench!\n");
720 1.1 cgd }
721 1.1 cgd
722 1.1 cgd kill_wump()
723 1.1 cgd {
724 1.1 cgd (void)printf(
725 1.1 cgd "*thwock!* *groan* *crash*\n\n\
726 1.1 cgd A horrible roar fills the cave, and you realize, with a smile, that you\n\
727 1.1 cgd have slain the evil Wumpus and won the game! You don't want to tarry for\n\
728 1.1 cgd long, however, because not only is the Wumpus famous, but the stench of\n\
729 1.1 cgd dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
730 1.1 cgd mightiest adventurer at a single whiff!!\n");
731 1.1 cgd }
732 1.1 cgd
733 1.1 cgd no_arrows()
734 1.1 cgd {
735 1.1 cgd (void)printf(
736 1.1 cgd "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
737 1.1 cgd that you've just shot your last arrow (figuratively, too). Sensing this\n\
738 1.1 cgd with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
739 1.1 cgd you, and with a mighty *ROAR* eats you alive!\n");
740 1.1 cgd }
741 1.1 cgd
742 1.1 cgd shoot_self()
743 1.1 cgd {
744 1.1 cgd (void)printf(
745 1.1 cgd "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
746 1.1 cgd of your wild arrow has resulted in it wedging in your side, causing\n\
747 1.1 cgd extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
748 1.1 cgd and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
749 1.1 cgd (*CHOMP*)\n");
750 1.1 cgd }
751 1.1 cgd
752 1.1 cgd jump(where)
753 1.1 cgd int where;
754 1.1 cgd {
755 1.1 cgd (void)printf(
756 1.1 cgd "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
757 1.1 cgd notice that the walls are shimmering and glowing. Suddenly you feel\n\
758 1.1 cgd a very curious, warm sensation and find yourself in room %d!!\n", where);
759 1.1 cgd }
760 1.1 cgd
761 1.1 cgd pit_kill()
762 1.1 cgd {
763 1.1 cgd (void)printf(
764 1.1 cgd "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
765 1.1 cgd The whistling sound and updraft as you walked into this room of the\n\
766 1.1 cgd cave apparently wasn't enough to clue you in to the presence of the\n\
767 1.1 cgd bottomless pit. You have a lot of time to reflect on this error as\n\
768 1.1 cgd you fall many miles to the core of the earth. Look on the bright side;\n\
769 1.1 cgd you can at least find out if Jules Verne was right...\n");
770 1.1 cgd }
771 1.1 cgd
772 1.1 cgd pit_survive()
773 1.1 cgd {
774 1.1 cgd (void)printf(
775 1.1 cgd "Without conscious thought you grab for the side of the cave and manage\n\
776 1.1 cgd to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
777 1.1 cgd depths of a bottomless pit! Rock crumbles beneath your feet!\n");
778 1.1 cgd }
779