wump.c revision 1.13 1 1.13 mycroft /* $NetBSD: wump.c,v 1.13 2000/05/08 07:56:06 mycroft Exp $ */
2 1.3 cgd
3 1.1 cgd /*
4 1.3 cgd * Copyright (c) 1989, 1993
5 1.3 cgd * The Regents of the University of California. All rights reserved.
6 1.1 cgd * All rights reserved.
7 1.1 cgd *
8 1.1 cgd * This code is derived from software contributed to Berkeley by
9 1.1 cgd * Dave Taylor, of Intuitive Systems.
10 1.1 cgd *
11 1.1 cgd * Redistribution and use in source and binary forms, with or without
12 1.1 cgd * modification, are permitted provided that the following conditions
13 1.1 cgd * are met:
14 1.1 cgd * 1. Redistributions of source code must retain the above copyright
15 1.1 cgd * notice, this list of conditions and the following disclaimer.
16 1.1 cgd * 2. Redistributions in binary form must reproduce the above copyright
17 1.1 cgd * notice, this list of conditions and the following disclaimer in the
18 1.1 cgd * documentation and/or other materials provided with the distribution.
19 1.1 cgd * 3. All advertising materials mentioning features or use of this software
20 1.1 cgd * must display the following acknowledgement:
21 1.1 cgd * This product includes software developed by the University of
22 1.1 cgd * California, Berkeley and its contributors.
23 1.1 cgd * 4. Neither the name of the University nor the names of its contributors
24 1.1 cgd * may be used to endorse or promote products derived from this software
25 1.1 cgd * without specific prior written permission.
26 1.1 cgd *
27 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
28 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
29 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
30 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
31 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
32 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
33 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
34 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
35 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
36 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
37 1.1 cgd * SUCH DAMAGE.
38 1.1 cgd */
39 1.1 cgd
40 1.5 lukem #include <sys/cdefs.h>
41 1.1 cgd #ifndef lint
42 1.5 lukem __COPYRIGHT("@(#) Copyright (c) 1989, 1993\n\
43 1.5 lukem The Regents of the University of California. All rights reserved.\n");
44 1.1 cgd #endif /* not lint */
45 1.1 cgd
46 1.1 cgd #ifndef lint
47 1.3 cgd #if 0
48 1.3 cgd static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
49 1.3 cgd #else
50 1.13 mycroft __RCSID("$NetBSD: wump.c,v 1.13 2000/05/08 07:56:06 mycroft Exp $");
51 1.3 cgd #endif
52 1.1 cgd #endif /* not lint */
53 1.1 cgd
54 1.1 cgd /*
55 1.1 cgd * A very new version of the age old favorite Hunt-The-Wumpus game that has
56 1.1 cgd * been a part of the BSD distribution of Unix for longer than us old folk
57 1.1 cgd * would care to remember.
58 1.1 cgd */
59 1.1 cgd
60 1.8 hubertf #include <err.h>
61 1.1 cgd #include <sys/types.h>
62 1.1 cgd #include <sys/file.h>
63 1.8 hubertf #include <sys/wait.h>
64 1.1 cgd #include <stdio.h>
65 1.5 lukem #include <stdlib.h>
66 1.4 cgd #include <string.h>
67 1.10 jsm #include <time.h>
68 1.5 lukem #include <unistd.h>
69 1.1 cgd #include "pathnames.h"
70 1.1 cgd
71 1.1 cgd /* some defines to spec out what our wumpus cave should look like */
72 1.1 cgd
73 1.1 cgd #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
74 1.1 cgd #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
75 1.1 cgd
76 1.1 cgd #define MAX_ROOMS_IN_CAVE 250
77 1.1 cgd #define ROOMS_IN_CAVE 20
78 1.1 cgd #define MIN_ROOMS_IN_CAVE 10
79 1.1 cgd
80 1.1 cgd #define LINKS_IN_ROOM 3
81 1.1 cgd #define NUMBER_OF_ARROWS 5
82 1.1 cgd #define PIT_COUNT 3
83 1.1 cgd #define BAT_COUNT 3
84 1.1 cgd
85 1.1 cgd #define EASY 1 /* levels of play */
86 1.1 cgd #define HARD 2
87 1.1 cgd
88 1.1 cgd /* some macro definitions for cleaner output */
89 1.1 cgd
90 1.1 cgd #define plural(n) (n == 1 ? "" : "s")
91 1.1 cgd
92 1.1 cgd /* simple cave data structure; +1 so we can index from '1' not '0' */
93 1.1 cgd struct room_record {
94 1.1 cgd int tunnel[MAX_LINKS_IN_ROOM];
95 1.1 cgd int has_a_pit, has_a_bat;
96 1.1 cgd } cave[MAX_ROOMS_IN_CAVE+1];
97 1.1 cgd
98 1.1 cgd /*
99 1.1 cgd * global variables so we can keep track of where the player is, how
100 1.1 cgd * many arrows they still have, where el wumpo is, and so on...
101 1.1 cgd */
102 1.1 cgd int player_loc = -1; /* player location */
103 1.1 cgd int wumpus_loc = -1; /* The Bad Guy location */
104 1.1 cgd int level = EASY; /* level of play */
105 1.1 cgd int arrows_left; /* arrows unshot */
106 1.1 cgd
107 1.1 cgd #ifdef DEBUG
108 1.1 cgd int debug = 0;
109 1.1 cgd #endif
110 1.1 cgd
111 1.1 cgd int pit_num = PIT_COUNT; /* # pits in cave */
112 1.1 cgd int bat_num = BAT_COUNT; /* # bats */
113 1.1 cgd int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
114 1.1 cgd int link_num = LINKS_IN_ROOM; /* links per room */
115 1.1 cgd int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
116 1.1 cgd
117 1.1 cgd char answer[20]; /* user input */
118 1.1 cgd
119 1.5 lukem int bats_nearby __P((void));
120 1.5 lukem void cave_init __P((void));
121 1.5 lukem void clear_things_in_cave __P((void));
122 1.5 lukem void display_room_stats __P((void));
123 1.5 lukem int getans __P((const char *));
124 1.5 lukem void initialize_things_in_cave __P((void));
125 1.5 lukem void instructions __P((void));
126 1.5 lukem int int_compare __P((const void *, const void *));
127 1.5 lukem void jump __P((int));
128 1.5 lukem void kill_wump __P((void));
129 1.5 lukem int main __P((int, char **));
130 1.5 lukem int move_to __P((const char *));
131 1.5 lukem void move_wump __P((void));
132 1.5 lukem void no_arrows __P((void));
133 1.5 lukem void pit_kill __P((void));
134 1.5 lukem int pit_nearby __P((void));
135 1.5 lukem void pit_survive __P((void));
136 1.5 lukem int shoot __P((char *));
137 1.5 lukem void shoot_self __P((void));
138 1.5 lukem int take_action __P((void));
139 1.7 hubertf void usage __P((void)) __attribute__((__noreturn__));
140 1.5 lukem void wump_kill __P((void));
141 1.5 lukem int wump_nearby __P((void));
142 1.5 lukem
143 1.5 lukem int
144 1.1 cgd main(argc, argv)
145 1.1 cgd int argc;
146 1.1 cgd char **argv;
147 1.1 cgd {
148 1.1 cgd int c;
149 1.12 jsm
150 1.12 jsm /* Revoke setgid privileges */
151 1.13 mycroft setgid(getgid());
152 1.1 cgd
153 1.1 cgd #ifdef DEBUG
154 1.5 lukem while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
155 1.1 cgd #else
156 1.5 lukem while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
157 1.1 cgd #endif
158 1.1 cgd switch (c) {
159 1.1 cgd case 'a':
160 1.1 cgd arrow_num = atoi(optarg);
161 1.1 cgd break;
162 1.1 cgd case 'b':
163 1.1 cgd bat_num = atoi(optarg);
164 1.1 cgd break;
165 1.1 cgd #ifdef DEBUG
166 1.1 cgd case 'd':
167 1.1 cgd debug = 1;
168 1.1 cgd break;
169 1.1 cgd #endif
170 1.1 cgd case 'h':
171 1.1 cgd level = HARD;
172 1.1 cgd break;
173 1.1 cgd case 'p':
174 1.1 cgd pit_num = atoi(optarg);
175 1.1 cgd break;
176 1.1 cgd case 'r':
177 1.1 cgd room_num = atoi(optarg);
178 1.1 cgd if (room_num < MIN_ROOMS_IN_CAVE) {
179 1.1 cgd (void)fprintf(stderr,
180 1.1 cgd "No self-respecting wumpus would live in such a small cave!\n");
181 1.1 cgd exit(1);
182 1.1 cgd }
183 1.1 cgd if (room_num > MAX_ROOMS_IN_CAVE) {
184 1.1 cgd (void)fprintf(stderr,
185 1.1 cgd "Even wumpii can't furnish caves that large!\n");
186 1.1 cgd exit(1);
187 1.1 cgd }
188 1.1 cgd break;
189 1.1 cgd case 't':
190 1.1 cgd link_num = atoi(optarg);
191 1.1 cgd if (link_num < 2) {
192 1.1 cgd (void)fprintf(stderr,
193 1.1 cgd "Wumpii like extra doors in their caves!\n");
194 1.1 cgd exit(1);
195 1.1 cgd }
196 1.1 cgd break;
197 1.1 cgd case '?':
198 1.1 cgd default:
199 1.1 cgd usage();
200 1.1 cgd }
201 1.1 cgd
202 1.1 cgd if (link_num > MAX_LINKS_IN_ROOM ||
203 1.1 cgd link_num > room_num - (room_num / 4)) {
204 1.1 cgd (void)fprintf(stderr,
205 1.1 cgd "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
206 1.1 cgd exit(1);
207 1.1 cgd }
208 1.1 cgd
209 1.1 cgd if (level == HARD) {
210 1.1 cgd bat_num += ((random() % (room_num / 2)) + 1);
211 1.1 cgd pit_num += ((random() % (room_num / 2)) + 1);
212 1.1 cgd }
213 1.1 cgd
214 1.1 cgd if (bat_num > room_num / 2) {
215 1.1 cgd (void)fprintf(stderr,
216 1.1 cgd "The wumpus refused to enter the cave, claiming it was too crowded!\n");
217 1.1 cgd exit(1);
218 1.1 cgd }
219 1.1 cgd
220 1.1 cgd if (pit_num > room_num / 2) {
221 1.1 cgd (void)fprintf(stderr,
222 1.1 cgd "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
223 1.1 cgd exit(1);
224 1.1 cgd }
225 1.1 cgd
226 1.1 cgd instructions();
227 1.1 cgd cave_init();
228 1.1 cgd
229 1.1 cgd /* and we're OFF! da dum, da dum, da dum, da dum... */
230 1.1 cgd (void)printf(
231 1.1 cgd "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
232 1.1 cgd There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
233 1.1 cgd quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
234 1.1 cgd room_num, link_num, bat_num, plural(bat_num), pit_num,
235 1.1 cgd plural(pit_num), arrow_num);
236 1.1 cgd
237 1.1 cgd for (;;) {
238 1.1 cgd initialize_things_in_cave();
239 1.1 cgd arrows_left = arrow_num;
240 1.1 cgd do {
241 1.1 cgd display_room_stats();
242 1.1 cgd (void)printf("Move or shoot? (m-s) ");
243 1.1 cgd (void)fflush(stdout);
244 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
245 1.1 cgd break;
246 1.1 cgd } while (!take_action());
247 1.1 cgd
248 1.1 cgd if (!getans("\nCare to play another game? (y-n) "))
249 1.1 cgd exit(0);
250 1.1 cgd if (getans("In the same cave? (y-n) "))
251 1.1 cgd clear_things_in_cave();
252 1.1 cgd else
253 1.1 cgd cave_init();
254 1.1 cgd }
255 1.1 cgd /* NOTREACHED */
256 1.5 lukem return (0);
257 1.1 cgd }
258 1.1 cgd
259 1.5 lukem void
260 1.1 cgd display_room_stats()
261 1.1 cgd {
262 1.5 lukem int i;
263 1.1 cgd
264 1.1 cgd /*
265 1.1 cgd * Routine will explain what's going on with the current room, as well
266 1.1 cgd * as describe whether there are pits, bats, & wumpii nearby. It's
267 1.1 cgd * all pretty mindless, really.
268 1.1 cgd */
269 1.1 cgd (void)printf(
270 1.1 cgd "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
271 1.1 cgd player_loc, arrows_left, plural(arrows_left));
272 1.1 cgd
273 1.1 cgd if (bats_nearby())
274 1.1 cgd (void)printf("*rustle* *rustle* (must be bats nearby)\n");
275 1.1 cgd if (pit_nearby())
276 1.1 cgd (void)printf("*whoosh* (I feel a draft from some pits).\n");
277 1.1 cgd if (wump_nearby())
278 1.1 cgd (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
279 1.1 cgd
280 1.1 cgd (void)printf("There are tunnels to rooms %d, ",
281 1.1 cgd cave[player_loc].tunnel[0]);
282 1.1 cgd
283 1.1 cgd for (i = 1; i < link_num - 1; i++)
284 1.1 cgd if (cave[player_loc].tunnel[i] <= room_num)
285 1.1 cgd (void)printf("%d, ", cave[player_loc].tunnel[i]);
286 1.1 cgd (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
287 1.1 cgd }
288 1.1 cgd
289 1.5 lukem int
290 1.1 cgd take_action()
291 1.1 cgd {
292 1.1 cgd /*
293 1.1 cgd * Do the action specified by the player, either 'm'ove, 's'hoot
294 1.1 cgd * or something exceptionally bizarre and strange! Returns 1
295 1.1 cgd * iff the player died during this turn, otherwise returns 0.
296 1.1 cgd */
297 1.1 cgd switch (*answer) {
298 1.1 cgd case 'M':
299 1.1 cgd case 'm': /* move */
300 1.1 cgd return(move_to(answer + 1));
301 1.1 cgd case 'S':
302 1.1 cgd case 's': /* shoot */
303 1.1 cgd return(shoot(answer + 1));
304 1.1 cgd case 'Q':
305 1.1 cgd case 'q':
306 1.1 cgd case 'x':
307 1.1 cgd exit(0);
308 1.1 cgd case '\n':
309 1.1 cgd return(0);
310 1.1 cgd }
311 1.1 cgd if (random() % 15 == 1)
312 1.1 cgd (void)printf("Que pasa?\n");
313 1.1 cgd else
314 1.1 cgd (void)printf("I don't understand!\n");
315 1.1 cgd return(0);
316 1.1 cgd }
317 1.1 cgd
318 1.5 lukem int
319 1.1 cgd move_to(room_number)
320 1.5 lukem const char *room_number;
321 1.1 cgd {
322 1.1 cgd int i, just_moved_by_bats, next_room, tunnel_available;
323 1.1 cgd
324 1.1 cgd /*
325 1.1 cgd * This is responsible for moving the player into another room in the
326 1.1 cgd * cave as per their directions. If room_number is a null string,
327 1.1 cgd * then we'll prompt the user for the next room to go into. Once
328 1.1 cgd * we've moved into the room, we'll check for things like bats, pits,
329 1.1 cgd * and so on. This routine returns 1 if something occurs that kills
330 1.1 cgd * the player and 0 otherwise...
331 1.1 cgd */
332 1.1 cgd tunnel_available = just_moved_by_bats = 0;
333 1.1 cgd next_room = atoi(room_number);
334 1.1 cgd
335 1.1 cgd /* crap for magic tunnels */
336 1.1 cgd if (next_room == room_num + 1 &&
337 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room)
338 1.1 cgd ++next_room;
339 1.1 cgd
340 1.1 cgd while (next_room < 1 || next_room > room_num + 1) {
341 1.1 cgd if (next_room < 0 && next_room != -1)
342 1.1 cgd (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
343 1.1 cgd if (next_room > room_num + 1)
344 1.1 cgd (void)printf("What? The cave surely isn't quite that big!\n");
345 1.1 cgd if (next_room == room_num + 1 &&
346 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room) {
347 1.1 cgd (void)printf("What? The cave isn't that big!\n");
348 1.1 cgd ++next_room;
349 1.1 cgd }
350 1.1 cgd (void)printf("To which room do you wish to move? ");
351 1.1 cgd (void)fflush(stdout);
352 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
353 1.1 cgd return(1);
354 1.1 cgd next_room = atoi(answer);
355 1.1 cgd }
356 1.1 cgd
357 1.1 cgd /* now let's see if we can move to that room or not */
358 1.1 cgd tunnel_available = 0;
359 1.1 cgd for (i = 0; i < link_num; i++)
360 1.1 cgd if (cave[player_loc].tunnel[i] == next_room)
361 1.1 cgd tunnel_available = 1;
362 1.1 cgd
363 1.1 cgd if (!tunnel_available) {
364 1.1 cgd (void)printf("*Oof!* (You hit the wall)\n");
365 1.1 cgd if (random() % 6 == 1) {
366 1.1 cgd (void)printf("Your colorful comments awaken the wumpus!\n");
367 1.1 cgd move_wump();
368 1.1 cgd if (wumpus_loc == player_loc) {
369 1.1 cgd wump_kill();
370 1.1 cgd return(1);
371 1.1 cgd }
372 1.1 cgd }
373 1.1 cgd return(0);
374 1.1 cgd }
375 1.1 cgd
376 1.1 cgd /* now let's move into that room and check it out for dangers */
377 1.1 cgd if (next_room == room_num + 1)
378 1.1 cgd jump(next_room = (random() % room_num) + 1);
379 1.1 cgd
380 1.1 cgd player_loc = next_room;
381 1.1 cgd for (;;) {
382 1.1 cgd if (next_room == wumpus_loc) { /* uh oh... */
383 1.1 cgd wump_kill();
384 1.1 cgd return(1);
385 1.1 cgd }
386 1.6 veego if (cave[next_room].has_a_pit) {
387 1.1 cgd if (random() % 12 < 2) {
388 1.1 cgd pit_survive();
389 1.1 cgd return(0);
390 1.1 cgd } else {
391 1.1 cgd pit_kill();
392 1.1 cgd return(1);
393 1.1 cgd }
394 1.6 veego }
395 1.1 cgd
396 1.1 cgd if (cave[next_room].has_a_bat) {
397 1.1 cgd (void)printf(
398 1.1 cgd "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
399 1.1 cgd just_moved_by_bats ? " again": "");
400 1.1 cgd next_room = player_loc = (random() % room_num) + 1;
401 1.1 cgd just_moved_by_bats = 1;
402 1.1 cgd }
403 1.1 cgd
404 1.1 cgd else
405 1.1 cgd break;
406 1.1 cgd }
407 1.1 cgd return(0);
408 1.1 cgd }
409 1.1 cgd
410 1.5 lukem int
411 1.1 cgd shoot(room_list)
412 1.1 cgd char *room_list;
413 1.1 cgd {
414 1.1 cgd int chance, next, roomcnt;
415 1.1 cgd int j, arrow_location, link, ok;
416 1.5 lukem char *p;
417 1.1 cgd
418 1.1 cgd /*
419 1.1 cgd * Implement shooting arrows. Arrows are shot by the player indicating
420 1.1 cgd * a space-separated list of rooms that the arrow should pass through;
421 1.1 cgd * if any of the rooms they specify are not accessible via tunnel from
422 1.1 cgd * the room the arrow is in, it will instead fly randomly into another
423 1.1 cgd * room. If the player hits the wumpus, this routine will indicate
424 1.1 cgd * such. If it misses, this routine will *move* the wumpus one room.
425 1.1 cgd * If it's the last arrow, the player then dies... Returns 1 if the
426 1.1 cgd * player has won or died, 0 if nothing has happened.
427 1.1 cgd */
428 1.1 cgd arrow_location = player_loc;
429 1.1 cgd for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
430 1.6 veego if (!(p = strtok(room_list, " \t\n"))) {
431 1.1 cgd if (roomcnt == 1) {
432 1.1 cgd (void)printf(
433 1.1 cgd "The arrow falls to the ground at your feet!\n");
434 1.1 cgd return(0);
435 1.1 cgd } else
436 1.1 cgd break;
437 1.6 veego }
438 1.1 cgd if (roomcnt > 5) {
439 1.1 cgd (void)printf(
440 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
441 1.1 cgd break;
442 1.1 cgd }
443 1.1 cgd next = atoi(p);
444 1.1 cgd for (j = 0, ok = 0; j < link_num; j++)
445 1.1 cgd if (cave[arrow_location].tunnel[j] == next)
446 1.1 cgd ok = 1;
447 1.1 cgd
448 1.1 cgd if (ok) {
449 1.1 cgd if (next > room_num) {
450 1.1 cgd (void)printf(
451 1.1 cgd "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
452 1.1 cgd arrow_location = (random() % room_num) + 1;
453 1.1 cgd } else
454 1.1 cgd arrow_location = next;
455 1.1 cgd } else {
456 1.1 cgd link = (random() % link_num);
457 1.1 cgd if (link == player_loc)
458 1.1 cgd (void)printf(
459 1.1 cgd "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
460 1.1 cgd your room!\n",
461 1.1 cgd arrow_location, next);
462 1.1 cgd else if (cave[arrow_location].tunnel[link] > room_num)
463 1.1 cgd (void)printf(
464 1.1 cgd "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
465 1.1 cgd room %d!\n",
466 1.1 cgd cave[arrow_location].tunnel[link]);
467 1.1 cgd else
468 1.1 cgd (void)printf(
469 1.1 cgd "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
470 1.1 cgd into room %d!\n",
471 1.1 cgd arrow_location, next,
472 1.1 cgd cave[arrow_location].tunnel[link]);
473 1.1 cgd arrow_location = cave[arrow_location].tunnel[link];
474 1.1 cgd break;
475 1.1 cgd }
476 1.1 cgd chance = random() % 10;
477 1.1 cgd if (roomcnt == 3 && chance < 2) {
478 1.1 cgd (void)printf(
479 1.1 cgd "Your bowstring breaks! *twaaaaaang*\n\
480 1.1 cgd The arrow is weakly shot and can go no further!\n");
481 1.1 cgd break;
482 1.1 cgd } else if (roomcnt == 4 && chance < 6) {
483 1.1 cgd (void)printf(
484 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
485 1.1 cgd break;
486 1.1 cgd }
487 1.1 cgd }
488 1.1 cgd
489 1.1 cgd /*
490 1.1 cgd * now we've gotten into the new room let us see if El Wumpo is
491 1.1 cgd * in the same room ... if so we've a HIT and the player WON!
492 1.1 cgd */
493 1.1 cgd if (arrow_location == wumpus_loc) {
494 1.1 cgd kill_wump();
495 1.1 cgd return(1);
496 1.1 cgd }
497 1.1 cgd
498 1.1 cgd if (arrow_location == player_loc) {
499 1.1 cgd shoot_self();
500 1.1 cgd return(1);
501 1.1 cgd }
502 1.1 cgd
503 1.1 cgd if (!--arrows_left) {
504 1.1 cgd no_arrows();
505 1.1 cgd return(1);
506 1.1 cgd }
507 1.1 cgd
508 1.1 cgd {
509 1.1 cgd /* each time you shoot, it's more likely the wumpus moves */
510 1.1 cgd static int lastchance = 2;
511 1.1 cgd
512 1.1 cgd if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
513 1.1 cgd move_wump();
514 1.1 cgd if (wumpus_loc == player_loc)
515 1.1 cgd wump_kill();
516 1.1 cgd lastchance = random() % 3;
517 1.1 cgd
518 1.1 cgd }
519 1.1 cgd }
520 1.1 cgd return(0);
521 1.1 cgd }
522 1.1 cgd
523 1.5 lukem void
524 1.1 cgd cave_init()
525 1.1 cgd {
526 1.5 lukem int i, j, k, link;
527 1.5 lukem int delta;
528 1.1 cgd
529 1.1 cgd /*
530 1.1 cgd * This does most of the interesting work in this program actually!
531 1.1 cgd * In this routine we'll initialize the Wumpus cave to have all rooms
532 1.1 cgd * linking to all others by stepping through our data structure once,
533 1.1 cgd * recording all forward links and backwards links too. The parallel
534 1.1 cgd * "linkcount" data structure ensures that no room ends up with more
535 1.1 cgd * than three links, regardless of the quality of the random number
536 1.1 cgd * generator that we're using.
537 1.1 cgd */
538 1.1 cgd srandom((int)time((time_t *)0));
539 1.1 cgd
540 1.1 cgd /* initialize the cave first off. */
541 1.1 cgd for (i = 1; i <= room_num; ++i)
542 1.1 cgd for (j = 0; j < link_num ; ++j)
543 1.1 cgd cave[i].tunnel[j] = -1;
544 1.1 cgd
545 1.1 cgd /* choose a random 'hop' delta for our guaranteed link */
546 1.1 cgd while (!(delta = random() % room_num));
547 1.1 cgd
548 1.1 cgd for (i = 1; i <= room_num; ++i) {
549 1.1 cgd link = ((i + delta) % room_num) + 1; /* connection */
550 1.1 cgd cave[i].tunnel[0] = link; /* forw link */
551 1.1 cgd cave[link].tunnel[1] = i; /* back link */
552 1.1 cgd }
553 1.1 cgd /* now fill in the rest of the cave with random connections */
554 1.1 cgd for (i = 1; i <= room_num; i++)
555 1.1 cgd for (j = 2; j < link_num ; j++) {
556 1.1 cgd if (cave[i].tunnel[j] != -1)
557 1.1 cgd continue;
558 1.1 cgd try_again: link = (random() % room_num) + 1;
559 1.1 cgd /* skip duplicates */
560 1.1 cgd for (k = 0; k < j; k++)
561 1.1 cgd if (cave[i].tunnel[k] == link)
562 1.1 cgd goto try_again;
563 1.1 cgd cave[i].tunnel[j] = link;
564 1.1 cgd if (random() % 2 == 1)
565 1.1 cgd continue;
566 1.1 cgd for (k = 0; k < link_num; ++k) {
567 1.1 cgd /* if duplicate, skip it */
568 1.1 cgd if (cave[link].tunnel[k] == i)
569 1.1 cgd k = link_num;
570 1.1 cgd
571 1.1 cgd /* if open link, use it, force exit */
572 1.1 cgd if (cave[link].tunnel[k] == -1) {
573 1.1 cgd cave[link].tunnel[k] = i;
574 1.1 cgd k = link_num;
575 1.1 cgd }
576 1.1 cgd }
577 1.1 cgd }
578 1.1 cgd /*
579 1.1 cgd * now that we're done, sort the tunnels in each of the rooms to
580 1.1 cgd * make it easier on the intrepid adventurer.
581 1.1 cgd */
582 1.1 cgd for (i = 1; i <= room_num; ++i)
583 1.1 cgd qsort(cave[i].tunnel, (u_int)link_num,
584 1.1 cgd sizeof(cave[i].tunnel[0]), int_compare);
585 1.1 cgd
586 1.1 cgd #ifdef DEBUG
587 1.1 cgd if (debug)
588 1.1 cgd for (i = 1; i <= room_num; ++i) {
589 1.1 cgd (void)printf("<room %d has tunnels to ", i);
590 1.1 cgd for (j = 0; j < link_num; ++j)
591 1.1 cgd (void)printf("%d ", cave[i].tunnel[j]);
592 1.1 cgd (void)printf(">\n");
593 1.1 cgd }
594 1.1 cgd #endif
595 1.1 cgd }
596 1.1 cgd
597 1.5 lukem void
598 1.1 cgd clear_things_in_cave()
599 1.1 cgd {
600 1.5 lukem int i;
601 1.1 cgd
602 1.1 cgd /*
603 1.1 cgd * remove bats and pits from the current cave in preparation for us
604 1.1 cgd * adding new ones via the initialize_things_in_cave() routines.
605 1.1 cgd */
606 1.1 cgd for (i = 1; i <= room_num; ++i)
607 1.1 cgd cave[i].has_a_bat = cave[i].has_a_pit = 0;
608 1.1 cgd }
609 1.1 cgd
610 1.5 lukem void
611 1.1 cgd initialize_things_in_cave()
612 1.1 cgd {
613 1.5 lukem int i, loc;
614 1.1 cgd
615 1.1 cgd /* place some bats, pits, the wumpus, and the player. */
616 1.1 cgd for (i = 0; i < bat_num; ++i) {
617 1.1 cgd do {
618 1.1 cgd loc = (random() % room_num) + 1;
619 1.1 cgd } while (cave[loc].has_a_bat);
620 1.1 cgd cave[loc].has_a_bat = 1;
621 1.1 cgd #ifdef DEBUG
622 1.1 cgd if (debug)
623 1.1 cgd (void)printf("<bat in room %d>\n", loc);
624 1.1 cgd #endif
625 1.1 cgd }
626 1.1 cgd
627 1.1 cgd for (i = 0; i < pit_num; ++i) {
628 1.1 cgd do {
629 1.1 cgd loc = (random() % room_num) + 1;
630 1.1 cgd } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
631 1.1 cgd cave[loc].has_a_pit = 1;
632 1.1 cgd #ifdef DEBUG
633 1.1 cgd if (debug)
634 1.1 cgd (void)printf("<pit in room %d>\n", loc);
635 1.1 cgd #endif
636 1.1 cgd }
637 1.1 cgd
638 1.1 cgd wumpus_loc = (random() % room_num) + 1;
639 1.1 cgd #ifdef DEBUG
640 1.1 cgd if (debug)
641 1.1 cgd (void)printf("<wumpus in room %d>\n", loc);
642 1.1 cgd #endif
643 1.1 cgd
644 1.1 cgd do {
645 1.1 cgd player_loc = (random() % room_num) + 1;
646 1.1 cgd } while (player_loc == wumpus_loc || (level == HARD ?
647 1.1 cgd (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
648 1.1 cgd }
649 1.1 cgd
650 1.5 lukem int
651 1.1 cgd getans(prompt)
652 1.5 lukem const char *prompt;
653 1.1 cgd {
654 1.1 cgd char buf[20];
655 1.1 cgd
656 1.1 cgd /*
657 1.1 cgd * simple routine to ask the yes/no question specified until the user
658 1.1 cgd * answers yes or no, then return 1 if they said 'yes' and 0 if they
659 1.1 cgd * answered 'no'.
660 1.1 cgd */
661 1.1 cgd for (;;) {
662 1.1 cgd (void)printf("%s", prompt);
663 1.1 cgd (void)fflush(stdout);
664 1.1 cgd if (!fgets(buf, sizeof(buf), stdin))
665 1.1 cgd return(0);
666 1.1 cgd if (*buf == 'N' || *buf == 'n')
667 1.1 cgd return(0);
668 1.1 cgd if (*buf == 'Y' || *buf == 'y')
669 1.1 cgd return(1);
670 1.1 cgd (void)printf(
671 1.1 cgd "I don't understand your answer; please enter 'y' or 'n'!\n");
672 1.1 cgd }
673 1.1 cgd /* NOTREACHED */
674 1.1 cgd }
675 1.1 cgd
676 1.5 lukem int
677 1.1 cgd bats_nearby()
678 1.1 cgd {
679 1.5 lukem int i;
680 1.1 cgd
681 1.1 cgd /* check for bats in the immediate vicinity */
682 1.1 cgd for (i = 0; i < link_num; ++i)
683 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_bat)
684 1.1 cgd return(1);
685 1.1 cgd return(0);
686 1.1 cgd }
687 1.1 cgd
688 1.5 lukem int
689 1.1 cgd pit_nearby()
690 1.1 cgd {
691 1.5 lukem int i;
692 1.1 cgd
693 1.1 cgd /* check for pits in the immediate vicinity */
694 1.1 cgd for (i = 0; i < link_num; ++i)
695 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_pit)
696 1.1 cgd return(1);
697 1.1 cgd return(0);
698 1.1 cgd }
699 1.1 cgd
700 1.5 lukem int
701 1.1 cgd wump_nearby()
702 1.1 cgd {
703 1.5 lukem int i, j;
704 1.1 cgd
705 1.1 cgd /* check for a wumpus within TWO caves of where we are */
706 1.1 cgd for (i = 0; i < link_num; ++i) {
707 1.1 cgd if (cave[player_loc].tunnel[i] == wumpus_loc)
708 1.1 cgd return(1);
709 1.1 cgd for (j = 0; j < link_num; ++j)
710 1.1 cgd if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
711 1.1 cgd wumpus_loc)
712 1.1 cgd return(1);
713 1.1 cgd }
714 1.1 cgd return(0);
715 1.1 cgd }
716 1.1 cgd
717 1.5 lukem void
718 1.1 cgd move_wump()
719 1.1 cgd {
720 1.1 cgd wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
721 1.1 cgd }
722 1.1 cgd
723 1.5 lukem int
724 1.1 cgd int_compare(a, b)
725 1.5 lukem const void *a, *b;
726 1.1 cgd {
727 1.9 hubertf return(*(const int *)a < *(const int *)b ? -1 : 1);
728 1.1 cgd }
729 1.1 cgd
730 1.5 lukem void
731 1.1 cgd instructions()
732 1.1 cgd {
733 1.8 hubertf const char *pager;
734 1.8 hubertf pid_t pid;
735 1.8 hubertf int status;
736 1.8 hubertf int fd;
737 1.1 cgd
738 1.1 cgd /*
739 1.1 cgd * read the instructions file, if needed, and show the user how to
740 1.1 cgd * play this game!
741 1.1 cgd */
742 1.1 cgd if (!getans("Instructions? (y-n) "))
743 1.1 cgd return;
744 1.1 cgd
745 1.1 cgd if (access(_PATH_WUMPINFO, R_OK)) {
746 1.1 cgd (void)printf(
747 1.1 cgd "Sorry, but the instruction file seems to have disappeared in a\n\
748 1.1 cgd puff of greasy black smoke! (poof)\n");
749 1.1 cgd return;
750 1.1 cgd }
751 1.1 cgd
752 1.11 kleink if (!isatty(STDOUT_FILENO))
753 1.8 hubertf pager = "cat";
754 1.8 hubertf else {
755 1.8 hubertf if (!(pager = getenv("PAGER")) || (*pager == 0))
756 1.8 hubertf pager = _PATH_PAGER;
757 1.8 hubertf }
758 1.8 hubertf switch (pid = fork()) {
759 1.8 hubertf case 0: /* child */
760 1.8 hubertf if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
761 1.8 hubertf err(1, "open %s", _PATH_WUMPINFO);
762 1.11 kleink if (dup2(fd, STDIN_FILENO) == -1)
763 1.8 hubertf err(1, "dup2");
764 1.8 hubertf (void)execl("/bin/sh", "sh", "-c", pager, NULL);
765 1.8 hubertf err(1, "exec sh -c %s", pager);
766 1.8 hubertf case -1:
767 1.8 hubertf err(1, "fork");
768 1.8 hubertf default:
769 1.8 hubertf (void)waitpid(pid, &status, 0);
770 1.8 hubertf break;
771 1.8 hubertf }
772 1.1 cgd }
773 1.1 cgd
774 1.5 lukem void
775 1.1 cgd usage()
776 1.1 cgd {
777 1.1 cgd (void)fprintf(stderr,
778 1.1 cgd "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
779 1.1 cgd exit(1);
780 1.1 cgd }
781 1.1 cgd
782 1.1 cgd /* messages */
783 1.1 cgd
784 1.5 lukem void
785 1.1 cgd wump_kill()
786 1.1 cgd {
787 1.1 cgd (void)printf(
788 1.1 cgd "*ROAR* *chomp* *snurfle* *chomp*!\n\
789 1.1 cgd Much to the delight of the Wumpus, you walked right into his mouth,\n\
790 1.1 cgd making you one of the easiest dinners he's ever had! For you, however,\n\
791 1.1 cgd it's a rather unpleasant death. The only good thing is that it's been\n\
792 1.1 cgd so long since the evil Wumpus cleaned his teeth that you immediately\n\
793 1.1 cgd passed out from the stench!\n");
794 1.1 cgd }
795 1.1 cgd
796 1.5 lukem void
797 1.1 cgd kill_wump()
798 1.1 cgd {
799 1.1 cgd (void)printf(
800 1.1 cgd "*thwock!* *groan* *crash*\n\n\
801 1.1 cgd A horrible roar fills the cave, and you realize, with a smile, that you\n\
802 1.1 cgd have slain the evil Wumpus and won the game! You don't want to tarry for\n\
803 1.1 cgd long, however, because not only is the Wumpus famous, but the stench of\n\
804 1.1 cgd dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
805 1.1 cgd mightiest adventurer at a single whiff!!\n");
806 1.1 cgd }
807 1.1 cgd
808 1.5 lukem void
809 1.1 cgd no_arrows()
810 1.1 cgd {
811 1.1 cgd (void)printf(
812 1.1 cgd "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
813 1.1 cgd that you've just shot your last arrow (figuratively, too). Sensing this\n\
814 1.1 cgd with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
815 1.1 cgd you, and with a mighty *ROAR* eats you alive!\n");
816 1.1 cgd }
817 1.1 cgd
818 1.5 lukem void
819 1.1 cgd shoot_self()
820 1.1 cgd {
821 1.1 cgd (void)printf(
822 1.1 cgd "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
823 1.1 cgd of your wild arrow has resulted in it wedging in your side, causing\n\
824 1.1 cgd extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
825 1.1 cgd and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
826 1.1 cgd (*CHOMP*)\n");
827 1.1 cgd }
828 1.1 cgd
829 1.5 lukem void
830 1.1 cgd jump(where)
831 1.1 cgd int where;
832 1.1 cgd {
833 1.1 cgd (void)printf(
834 1.1 cgd "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
835 1.1 cgd notice that the walls are shimmering and glowing. Suddenly you feel\n\
836 1.1 cgd a very curious, warm sensation and find yourself in room %d!!\n", where);
837 1.1 cgd }
838 1.1 cgd
839 1.5 lukem void
840 1.1 cgd pit_kill()
841 1.1 cgd {
842 1.1 cgd (void)printf(
843 1.1 cgd "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
844 1.1 cgd The whistling sound and updraft as you walked into this room of the\n\
845 1.1 cgd cave apparently wasn't enough to clue you in to the presence of the\n\
846 1.1 cgd bottomless pit. You have a lot of time to reflect on this error as\n\
847 1.1 cgd you fall many miles to the core of the earth. Look on the bright side;\n\
848 1.1 cgd you can at least find out if Jules Verne was right...\n");
849 1.1 cgd }
850 1.1 cgd
851 1.5 lukem void
852 1.1 cgd pit_survive()
853 1.1 cgd {
854 1.1 cgd (void)printf(
855 1.1 cgd "Without conscious thought you grab for the side of the cave and manage\n\
856 1.1 cgd to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
857 1.1 cgd depths of a bottomless pit! Rock crumbles beneath your feet!\n");
858 1.1 cgd }
859