wump.c revision 1.14 1 1.14 jsm /* $NetBSD: wump.c,v 1.14 2001/08/31 07:16:22 jsm 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 1.14 jsm __RCSID("$NetBSD: wump.c,v 1.14 2001/08/31 07:16:22 jsm 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 1.14 jsm int gcd __P((int, int));
124 1.5 lukem int getans __P((const char *));
125 1.5 lukem void initialize_things_in_cave __P((void));
126 1.5 lukem void instructions __P((void));
127 1.5 lukem int int_compare __P((const void *, const void *));
128 1.5 lukem void jump __P((int));
129 1.5 lukem void kill_wump __P((void));
130 1.5 lukem int main __P((int, char **));
131 1.5 lukem int move_to __P((const char *));
132 1.5 lukem void move_wump __P((void));
133 1.5 lukem void no_arrows __P((void));
134 1.5 lukem void pit_kill __P((void));
135 1.5 lukem int pit_nearby __P((void));
136 1.5 lukem void pit_survive __P((void));
137 1.5 lukem int shoot __P((char *));
138 1.5 lukem void shoot_self __P((void));
139 1.5 lukem int take_action __P((void));
140 1.7 hubertf void usage __P((void)) __attribute__((__noreturn__));
141 1.5 lukem void wump_kill __P((void));
142 1.5 lukem int wump_nearby __P((void));
143 1.5 lukem
144 1.5 lukem int
145 1.1 cgd main(argc, argv)
146 1.1 cgd int argc;
147 1.1 cgd char **argv;
148 1.1 cgd {
149 1.1 cgd int c;
150 1.12 jsm
151 1.12 jsm /* Revoke setgid privileges */
152 1.13 mycroft setgid(getgid());
153 1.1 cgd
154 1.1 cgd #ifdef DEBUG
155 1.5 lukem while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
156 1.1 cgd #else
157 1.5 lukem while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
158 1.1 cgd #endif
159 1.1 cgd switch (c) {
160 1.1 cgd case 'a':
161 1.1 cgd arrow_num = atoi(optarg);
162 1.1 cgd break;
163 1.1 cgd case 'b':
164 1.1 cgd bat_num = atoi(optarg);
165 1.1 cgd break;
166 1.1 cgd #ifdef DEBUG
167 1.1 cgd case 'd':
168 1.1 cgd debug = 1;
169 1.1 cgd break;
170 1.1 cgd #endif
171 1.1 cgd case 'h':
172 1.1 cgd level = HARD;
173 1.1 cgd break;
174 1.1 cgd case 'p':
175 1.1 cgd pit_num = atoi(optarg);
176 1.1 cgd break;
177 1.1 cgd case 'r':
178 1.1 cgd room_num = atoi(optarg);
179 1.1 cgd if (room_num < MIN_ROOMS_IN_CAVE) {
180 1.1 cgd (void)fprintf(stderr,
181 1.1 cgd "No self-respecting wumpus would live in such a small cave!\n");
182 1.1 cgd exit(1);
183 1.1 cgd }
184 1.1 cgd if (room_num > MAX_ROOMS_IN_CAVE) {
185 1.1 cgd (void)fprintf(stderr,
186 1.1 cgd "Even wumpii can't furnish caves that large!\n");
187 1.1 cgd exit(1);
188 1.1 cgd }
189 1.1 cgd break;
190 1.1 cgd case 't':
191 1.1 cgd link_num = atoi(optarg);
192 1.1 cgd if (link_num < 2) {
193 1.1 cgd (void)fprintf(stderr,
194 1.1 cgd "Wumpii like extra doors in their caves!\n");
195 1.1 cgd exit(1);
196 1.1 cgd }
197 1.1 cgd break;
198 1.1 cgd case '?':
199 1.1 cgd default:
200 1.1 cgd usage();
201 1.1 cgd }
202 1.1 cgd
203 1.1 cgd if (link_num > MAX_LINKS_IN_ROOM ||
204 1.1 cgd link_num > room_num - (room_num / 4)) {
205 1.1 cgd (void)fprintf(stderr,
206 1.1 cgd "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
207 1.1 cgd exit(1);
208 1.1 cgd }
209 1.1 cgd
210 1.1 cgd if (level == HARD) {
211 1.1 cgd bat_num += ((random() % (room_num / 2)) + 1);
212 1.1 cgd pit_num += ((random() % (room_num / 2)) + 1);
213 1.1 cgd }
214 1.1 cgd
215 1.1 cgd if (bat_num > room_num / 2) {
216 1.1 cgd (void)fprintf(stderr,
217 1.1 cgd "The wumpus refused to enter the cave, claiming it was too crowded!\n");
218 1.1 cgd exit(1);
219 1.1 cgd }
220 1.1 cgd
221 1.1 cgd if (pit_num > room_num / 2) {
222 1.1 cgd (void)fprintf(stderr,
223 1.1 cgd "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
224 1.1 cgd exit(1);
225 1.1 cgd }
226 1.1 cgd
227 1.1 cgd instructions();
228 1.1 cgd cave_init();
229 1.1 cgd
230 1.1 cgd /* and we're OFF! da dum, da dum, da dum, da dum... */
231 1.1 cgd (void)printf(
232 1.1 cgd "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
233 1.1 cgd There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
234 1.1 cgd quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
235 1.1 cgd room_num, link_num, bat_num, plural(bat_num), pit_num,
236 1.1 cgd plural(pit_num), arrow_num);
237 1.1 cgd
238 1.1 cgd for (;;) {
239 1.1 cgd initialize_things_in_cave();
240 1.1 cgd arrows_left = arrow_num;
241 1.1 cgd do {
242 1.1 cgd display_room_stats();
243 1.1 cgd (void)printf("Move or shoot? (m-s) ");
244 1.1 cgd (void)fflush(stdout);
245 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
246 1.1 cgd break;
247 1.1 cgd } while (!take_action());
248 1.1 cgd
249 1.1 cgd if (!getans("\nCare to play another game? (y-n) "))
250 1.1 cgd exit(0);
251 1.1 cgd if (getans("In the same cave? (y-n) "))
252 1.1 cgd clear_things_in_cave();
253 1.1 cgd else
254 1.1 cgd cave_init();
255 1.1 cgd }
256 1.1 cgd /* NOTREACHED */
257 1.5 lukem return (0);
258 1.1 cgd }
259 1.1 cgd
260 1.5 lukem void
261 1.1 cgd display_room_stats()
262 1.1 cgd {
263 1.5 lukem int i;
264 1.1 cgd
265 1.1 cgd /*
266 1.1 cgd * Routine will explain what's going on with the current room, as well
267 1.1 cgd * as describe whether there are pits, bats, & wumpii nearby. It's
268 1.1 cgd * all pretty mindless, really.
269 1.1 cgd */
270 1.1 cgd (void)printf(
271 1.1 cgd "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
272 1.1 cgd player_loc, arrows_left, plural(arrows_left));
273 1.1 cgd
274 1.1 cgd if (bats_nearby())
275 1.1 cgd (void)printf("*rustle* *rustle* (must be bats nearby)\n");
276 1.1 cgd if (pit_nearby())
277 1.1 cgd (void)printf("*whoosh* (I feel a draft from some pits).\n");
278 1.1 cgd if (wump_nearby())
279 1.1 cgd (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
280 1.1 cgd
281 1.1 cgd (void)printf("There are tunnels to rooms %d, ",
282 1.1 cgd cave[player_loc].tunnel[0]);
283 1.1 cgd
284 1.1 cgd for (i = 1; i < link_num - 1; i++)
285 1.1 cgd if (cave[player_loc].tunnel[i] <= room_num)
286 1.1 cgd (void)printf("%d, ", cave[player_loc].tunnel[i]);
287 1.1 cgd (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
288 1.1 cgd }
289 1.1 cgd
290 1.5 lukem int
291 1.1 cgd take_action()
292 1.1 cgd {
293 1.1 cgd /*
294 1.1 cgd * Do the action specified by the player, either 'm'ove, 's'hoot
295 1.1 cgd * or something exceptionally bizarre and strange! Returns 1
296 1.1 cgd * iff the player died during this turn, otherwise returns 0.
297 1.1 cgd */
298 1.1 cgd switch (*answer) {
299 1.1 cgd case 'M':
300 1.1 cgd case 'm': /* move */
301 1.1 cgd return(move_to(answer + 1));
302 1.1 cgd case 'S':
303 1.1 cgd case 's': /* shoot */
304 1.1 cgd return(shoot(answer + 1));
305 1.1 cgd case 'Q':
306 1.1 cgd case 'q':
307 1.1 cgd case 'x':
308 1.1 cgd exit(0);
309 1.1 cgd case '\n':
310 1.1 cgd return(0);
311 1.1 cgd }
312 1.1 cgd if (random() % 15 == 1)
313 1.1 cgd (void)printf("Que pasa?\n");
314 1.1 cgd else
315 1.1 cgd (void)printf("I don't understand!\n");
316 1.1 cgd return(0);
317 1.1 cgd }
318 1.1 cgd
319 1.5 lukem int
320 1.1 cgd move_to(room_number)
321 1.5 lukem const char *room_number;
322 1.1 cgd {
323 1.1 cgd int i, just_moved_by_bats, next_room, tunnel_available;
324 1.1 cgd
325 1.1 cgd /*
326 1.1 cgd * This is responsible for moving the player into another room in the
327 1.1 cgd * cave as per their directions. If room_number is a null string,
328 1.1 cgd * then we'll prompt the user for the next room to go into. Once
329 1.1 cgd * we've moved into the room, we'll check for things like bats, pits,
330 1.1 cgd * and so on. This routine returns 1 if something occurs that kills
331 1.1 cgd * the player and 0 otherwise...
332 1.1 cgd */
333 1.1 cgd tunnel_available = just_moved_by_bats = 0;
334 1.1 cgd next_room = atoi(room_number);
335 1.1 cgd
336 1.1 cgd /* crap for magic tunnels */
337 1.1 cgd if (next_room == room_num + 1 &&
338 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room)
339 1.1 cgd ++next_room;
340 1.1 cgd
341 1.1 cgd while (next_room < 1 || next_room > room_num + 1) {
342 1.1 cgd if (next_room < 0 && next_room != -1)
343 1.1 cgd (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
344 1.1 cgd if (next_room > room_num + 1)
345 1.1 cgd (void)printf("What? The cave surely isn't quite that big!\n");
346 1.1 cgd if (next_room == room_num + 1 &&
347 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room) {
348 1.1 cgd (void)printf("What? The cave isn't that big!\n");
349 1.1 cgd ++next_room;
350 1.1 cgd }
351 1.1 cgd (void)printf("To which room do you wish to move? ");
352 1.1 cgd (void)fflush(stdout);
353 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
354 1.1 cgd return(1);
355 1.1 cgd next_room = atoi(answer);
356 1.1 cgd }
357 1.1 cgd
358 1.1 cgd /* now let's see if we can move to that room or not */
359 1.1 cgd tunnel_available = 0;
360 1.1 cgd for (i = 0; i < link_num; i++)
361 1.1 cgd if (cave[player_loc].tunnel[i] == next_room)
362 1.1 cgd tunnel_available = 1;
363 1.1 cgd
364 1.1 cgd if (!tunnel_available) {
365 1.1 cgd (void)printf("*Oof!* (You hit the wall)\n");
366 1.1 cgd if (random() % 6 == 1) {
367 1.1 cgd (void)printf("Your colorful comments awaken the wumpus!\n");
368 1.1 cgd move_wump();
369 1.1 cgd if (wumpus_loc == player_loc) {
370 1.1 cgd wump_kill();
371 1.1 cgd return(1);
372 1.1 cgd }
373 1.1 cgd }
374 1.1 cgd return(0);
375 1.1 cgd }
376 1.1 cgd
377 1.1 cgd /* now let's move into that room and check it out for dangers */
378 1.1 cgd if (next_room == room_num + 1)
379 1.1 cgd jump(next_room = (random() % room_num) + 1);
380 1.1 cgd
381 1.1 cgd player_loc = next_room;
382 1.1 cgd for (;;) {
383 1.1 cgd if (next_room == wumpus_loc) { /* uh oh... */
384 1.1 cgd wump_kill();
385 1.1 cgd return(1);
386 1.1 cgd }
387 1.6 veego if (cave[next_room].has_a_pit) {
388 1.1 cgd if (random() % 12 < 2) {
389 1.1 cgd pit_survive();
390 1.1 cgd return(0);
391 1.1 cgd } else {
392 1.1 cgd pit_kill();
393 1.1 cgd return(1);
394 1.1 cgd }
395 1.6 veego }
396 1.1 cgd
397 1.1 cgd if (cave[next_room].has_a_bat) {
398 1.1 cgd (void)printf(
399 1.1 cgd "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
400 1.1 cgd just_moved_by_bats ? " again": "");
401 1.1 cgd next_room = player_loc = (random() % room_num) + 1;
402 1.1 cgd just_moved_by_bats = 1;
403 1.1 cgd }
404 1.1 cgd
405 1.1 cgd else
406 1.1 cgd break;
407 1.1 cgd }
408 1.1 cgd return(0);
409 1.1 cgd }
410 1.1 cgd
411 1.5 lukem int
412 1.1 cgd shoot(room_list)
413 1.1 cgd char *room_list;
414 1.1 cgd {
415 1.1 cgd int chance, next, roomcnt;
416 1.1 cgd int j, arrow_location, link, ok;
417 1.5 lukem char *p;
418 1.1 cgd
419 1.1 cgd /*
420 1.1 cgd * Implement shooting arrows. Arrows are shot by the player indicating
421 1.1 cgd * a space-separated list of rooms that the arrow should pass through;
422 1.1 cgd * if any of the rooms they specify are not accessible via tunnel from
423 1.1 cgd * the room the arrow is in, it will instead fly randomly into another
424 1.1 cgd * room. If the player hits the wumpus, this routine will indicate
425 1.1 cgd * such. If it misses, this routine will *move* the wumpus one room.
426 1.1 cgd * If it's the last arrow, the player then dies... Returns 1 if the
427 1.1 cgd * player has won or died, 0 if nothing has happened.
428 1.1 cgd */
429 1.1 cgd arrow_location = player_loc;
430 1.1 cgd for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
431 1.6 veego if (!(p = strtok(room_list, " \t\n"))) {
432 1.1 cgd if (roomcnt == 1) {
433 1.1 cgd (void)printf(
434 1.1 cgd "The arrow falls to the ground at your feet!\n");
435 1.1 cgd return(0);
436 1.1 cgd } else
437 1.1 cgd break;
438 1.6 veego }
439 1.1 cgd if (roomcnt > 5) {
440 1.1 cgd (void)printf(
441 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
442 1.1 cgd break;
443 1.1 cgd }
444 1.1 cgd next = atoi(p);
445 1.1 cgd for (j = 0, ok = 0; j < link_num; j++)
446 1.1 cgd if (cave[arrow_location].tunnel[j] == next)
447 1.1 cgd ok = 1;
448 1.1 cgd
449 1.1 cgd if (ok) {
450 1.1 cgd if (next > room_num) {
451 1.1 cgd (void)printf(
452 1.1 cgd "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
453 1.1 cgd arrow_location = (random() % room_num) + 1;
454 1.1 cgd } else
455 1.1 cgd arrow_location = next;
456 1.1 cgd } else {
457 1.1 cgd link = (random() % link_num);
458 1.1 cgd if (link == player_loc)
459 1.1 cgd (void)printf(
460 1.1 cgd "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
461 1.1 cgd your room!\n",
462 1.1 cgd arrow_location, next);
463 1.1 cgd else if (cave[arrow_location].tunnel[link] > room_num)
464 1.1 cgd (void)printf(
465 1.1 cgd "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
466 1.1 cgd room %d!\n",
467 1.1 cgd cave[arrow_location].tunnel[link]);
468 1.1 cgd else
469 1.1 cgd (void)printf(
470 1.1 cgd "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
471 1.1 cgd into room %d!\n",
472 1.1 cgd arrow_location, next,
473 1.1 cgd cave[arrow_location].tunnel[link]);
474 1.1 cgd arrow_location = cave[arrow_location].tunnel[link];
475 1.1 cgd break;
476 1.1 cgd }
477 1.1 cgd chance = random() % 10;
478 1.1 cgd if (roomcnt == 3 && chance < 2) {
479 1.1 cgd (void)printf(
480 1.1 cgd "Your bowstring breaks! *twaaaaaang*\n\
481 1.1 cgd The arrow is weakly shot and can go no further!\n");
482 1.1 cgd break;
483 1.1 cgd } else if (roomcnt == 4 && chance < 6) {
484 1.1 cgd (void)printf(
485 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
486 1.1 cgd break;
487 1.1 cgd }
488 1.1 cgd }
489 1.1 cgd
490 1.1 cgd /*
491 1.1 cgd * now we've gotten into the new room let us see if El Wumpo is
492 1.1 cgd * in the same room ... if so we've a HIT and the player WON!
493 1.1 cgd */
494 1.1 cgd if (arrow_location == wumpus_loc) {
495 1.1 cgd kill_wump();
496 1.1 cgd return(1);
497 1.1 cgd }
498 1.1 cgd
499 1.1 cgd if (arrow_location == player_loc) {
500 1.1 cgd shoot_self();
501 1.1 cgd return(1);
502 1.1 cgd }
503 1.1 cgd
504 1.1 cgd if (!--arrows_left) {
505 1.1 cgd no_arrows();
506 1.1 cgd return(1);
507 1.1 cgd }
508 1.1 cgd
509 1.1 cgd {
510 1.1 cgd /* each time you shoot, it's more likely the wumpus moves */
511 1.1 cgd static int lastchance = 2;
512 1.1 cgd
513 1.1 cgd if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
514 1.1 cgd move_wump();
515 1.1 cgd if (wumpus_loc == player_loc)
516 1.1 cgd wump_kill();
517 1.1 cgd lastchance = random() % 3;
518 1.1 cgd
519 1.1 cgd }
520 1.1 cgd }
521 1.1 cgd return(0);
522 1.1 cgd }
523 1.1 cgd
524 1.14 jsm int
525 1.14 jsm gcd(a, b)
526 1.14 jsm int a, b;
527 1.14 jsm {
528 1.14 jsm int r;
529 1.14 jsm
530 1.14 jsm r = a % b;
531 1.14 jsm if (r == 0)
532 1.14 jsm return (b);
533 1.14 jsm return (gcd(b, r));
534 1.14 jsm }
535 1.14 jsm
536 1.5 lukem void
537 1.1 cgd cave_init()
538 1.1 cgd {
539 1.5 lukem int i, j, k, link;
540 1.5 lukem int delta;
541 1.1 cgd
542 1.1 cgd /*
543 1.1 cgd * This does most of the interesting work in this program actually!
544 1.1 cgd * In this routine we'll initialize the Wumpus cave to have all rooms
545 1.1 cgd * linking to all others by stepping through our data structure once,
546 1.1 cgd * recording all forward links and backwards links too. The parallel
547 1.1 cgd * "linkcount" data structure ensures that no room ends up with more
548 1.1 cgd * than three links, regardless of the quality of the random number
549 1.1 cgd * generator that we're using.
550 1.1 cgd */
551 1.1 cgd srandom((int)time((time_t *)0));
552 1.1 cgd
553 1.1 cgd /* initialize the cave first off. */
554 1.1 cgd for (i = 1; i <= room_num; ++i)
555 1.1 cgd for (j = 0; j < link_num ; ++j)
556 1.1 cgd cave[i].tunnel[j] = -1;
557 1.1 cgd
558 1.14 jsm /*
559 1.14 jsm * Choose a random 'hop' delta for our guaranteed link.
560 1.14 jsm * To keep the cave connected, we need the greatest common divisor
561 1.14 jsm * of (delta + 1) and room_num to be 1.
562 1.14 jsm */
563 1.14 jsm do {
564 1.14 jsm delta = (random() % (room_num - 1)) + 1;
565 1.14 jsm } while (gcd(room_num, delta + 1) != 1);
566 1.1 cgd
567 1.1 cgd for (i = 1; i <= room_num; ++i) {
568 1.1 cgd link = ((i + delta) % room_num) + 1; /* connection */
569 1.1 cgd cave[i].tunnel[0] = link; /* forw link */
570 1.1 cgd cave[link].tunnel[1] = i; /* back link */
571 1.1 cgd }
572 1.1 cgd /* now fill in the rest of the cave with random connections */
573 1.1 cgd for (i = 1; i <= room_num; i++)
574 1.1 cgd for (j = 2; j < link_num ; j++) {
575 1.1 cgd if (cave[i].tunnel[j] != -1)
576 1.1 cgd continue;
577 1.1 cgd try_again: link = (random() % room_num) + 1;
578 1.1 cgd /* skip duplicates */
579 1.1 cgd for (k = 0; k < j; k++)
580 1.1 cgd if (cave[i].tunnel[k] == link)
581 1.1 cgd goto try_again;
582 1.1 cgd cave[i].tunnel[j] = link;
583 1.1 cgd if (random() % 2 == 1)
584 1.1 cgd continue;
585 1.1 cgd for (k = 0; k < link_num; ++k) {
586 1.1 cgd /* if duplicate, skip it */
587 1.1 cgd if (cave[link].tunnel[k] == i)
588 1.1 cgd k = link_num;
589 1.1 cgd
590 1.1 cgd /* if open link, use it, force exit */
591 1.1 cgd if (cave[link].tunnel[k] == -1) {
592 1.1 cgd cave[link].tunnel[k] = i;
593 1.1 cgd k = link_num;
594 1.1 cgd }
595 1.1 cgd }
596 1.1 cgd }
597 1.1 cgd /*
598 1.1 cgd * now that we're done, sort the tunnels in each of the rooms to
599 1.1 cgd * make it easier on the intrepid adventurer.
600 1.1 cgd */
601 1.1 cgd for (i = 1; i <= room_num; ++i)
602 1.1 cgd qsort(cave[i].tunnel, (u_int)link_num,
603 1.1 cgd sizeof(cave[i].tunnel[0]), int_compare);
604 1.1 cgd
605 1.1 cgd #ifdef DEBUG
606 1.1 cgd if (debug)
607 1.1 cgd for (i = 1; i <= room_num; ++i) {
608 1.1 cgd (void)printf("<room %d has tunnels to ", i);
609 1.1 cgd for (j = 0; j < link_num; ++j)
610 1.1 cgd (void)printf("%d ", cave[i].tunnel[j]);
611 1.1 cgd (void)printf(">\n");
612 1.1 cgd }
613 1.1 cgd #endif
614 1.1 cgd }
615 1.1 cgd
616 1.5 lukem void
617 1.1 cgd clear_things_in_cave()
618 1.1 cgd {
619 1.5 lukem int i;
620 1.1 cgd
621 1.1 cgd /*
622 1.1 cgd * remove bats and pits from the current cave in preparation for us
623 1.1 cgd * adding new ones via the initialize_things_in_cave() routines.
624 1.1 cgd */
625 1.1 cgd for (i = 1; i <= room_num; ++i)
626 1.1 cgd cave[i].has_a_bat = cave[i].has_a_pit = 0;
627 1.1 cgd }
628 1.1 cgd
629 1.5 lukem void
630 1.1 cgd initialize_things_in_cave()
631 1.1 cgd {
632 1.5 lukem int i, loc;
633 1.1 cgd
634 1.1 cgd /* place some bats, pits, the wumpus, and the player. */
635 1.1 cgd for (i = 0; i < bat_num; ++i) {
636 1.1 cgd do {
637 1.1 cgd loc = (random() % room_num) + 1;
638 1.1 cgd } while (cave[loc].has_a_bat);
639 1.1 cgd cave[loc].has_a_bat = 1;
640 1.1 cgd #ifdef DEBUG
641 1.1 cgd if (debug)
642 1.1 cgd (void)printf("<bat in room %d>\n", loc);
643 1.1 cgd #endif
644 1.1 cgd }
645 1.1 cgd
646 1.1 cgd for (i = 0; i < pit_num; ++i) {
647 1.1 cgd do {
648 1.1 cgd loc = (random() % room_num) + 1;
649 1.1 cgd } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
650 1.1 cgd cave[loc].has_a_pit = 1;
651 1.1 cgd #ifdef DEBUG
652 1.1 cgd if (debug)
653 1.1 cgd (void)printf("<pit in room %d>\n", loc);
654 1.1 cgd #endif
655 1.1 cgd }
656 1.1 cgd
657 1.1 cgd wumpus_loc = (random() % room_num) + 1;
658 1.1 cgd #ifdef DEBUG
659 1.1 cgd if (debug)
660 1.1 cgd (void)printf("<wumpus in room %d>\n", loc);
661 1.1 cgd #endif
662 1.1 cgd
663 1.1 cgd do {
664 1.1 cgd player_loc = (random() % room_num) + 1;
665 1.1 cgd } while (player_loc == wumpus_loc || (level == HARD ?
666 1.1 cgd (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
667 1.1 cgd }
668 1.1 cgd
669 1.5 lukem int
670 1.1 cgd getans(prompt)
671 1.5 lukem const char *prompt;
672 1.1 cgd {
673 1.1 cgd char buf[20];
674 1.1 cgd
675 1.1 cgd /*
676 1.1 cgd * simple routine to ask the yes/no question specified until the user
677 1.1 cgd * answers yes or no, then return 1 if they said 'yes' and 0 if they
678 1.1 cgd * answered 'no'.
679 1.1 cgd */
680 1.1 cgd for (;;) {
681 1.1 cgd (void)printf("%s", prompt);
682 1.1 cgd (void)fflush(stdout);
683 1.1 cgd if (!fgets(buf, sizeof(buf), stdin))
684 1.1 cgd return(0);
685 1.1 cgd if (*buf == 'N' || *buf == 'n')
686 1.1 cgd return(0);
687 1.1 cgd if (*buf == 'Y' || *buf == 'y')
688 1.1 cgd return(1);
689 1.1 cgd (void)printf(
690 1.1 cgd "I don't understand your answer; please enter 'y' or 'n'!\n");
691 1.1 cgd }
692 1.1 cgd /* NOTREACHED */
693 1.1 cgd }
694 1.1 cgd
695 1.5 lukem int
696 1.1 cgd bats_nearby()
697 1.1 cgd {
698 1.5 lukem int i;
699 1.1 cgd
700 1.1 cgd /* check for bats in the immediate vicinity */
701 1.1 cgd for (i = 0; i < link_num; ++i)
702 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_bat)
703 1.1 cgd return(1);
704 1.1 cgd return(0);
705 1.1 cgd }
706 1.1 cgd
707 1.5 lukem int
708 1.1 cgd pit_nearby()
709 1.1 cgd {
710 1.5 lukem int i;
711 1.1 cgd
712 1.1 cgd /* check for pits in the immediate vicinity */
713 1.1 cgd for (i = 0; i < link_num; ++i)
714 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_pit)
715 1.1 cgd return(1);
716 1.1 cgd return(0);
717 1.1 cgd }
718 1.1 cgd
719 1.5 lukem int
720 1.1 cgd wump_nearby()
721 1.1 cgd {
722 1.5 lukem int i, j;
723 1.1 cgd
724 1.1 cgd /* check for a wumpus within TWO caves of where we are */
725 1.1 cgd for (i = 0; i < link_num; ++i) {
726 1.1 cgd if (cave[player_loc].tunnel[i] == wumpus_loc)
727 1.1 cgd return(1);
728 1.1 cgd for (j = 0; j < link_num; ++j)
729 1.1 cgd if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
730 1.1 cgd wumpus_loc)
731 1.1 cgd return(1);
732 1.1 cgd }
733 1.1 cgd return(0);
734 1.1 cgd }
735 1.1 cgd
736 1.5 lukem void
737 1.1 cgd move_wump()
738 1.1 cgd {
739 1.1 cgd wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
740 1.1 cgd }
741 1.1 cgd
742 1.5 lukem int
743 1.1 cgd int_compare(a, b)
744 1.5 lukem const void *a, *b;
745 1.1 cgd {
746 1.9 hubertf return(*(const int *)a < *(const int *)b ? -1 : 1);
747 1.1 cgd }
748 1.1 cgd
749 1.5 lukem void
750 1.1 cgd instructions()
751 1.1 cgd {
752 1.8 hubertf const char *pager;
753 1.8 hubertf pid_t pid;
754 1.8 hubertf int status;
755 1.8 hubertf int fd;
756 1.1 cgd
757 1.1 cgd /*
758 1.1 cgd * read the instructions file, if needed, and show the user how to
759 1.1 cgd * play this game!
760 1.1 cgd */
761 1.1 cgd if (!getans("Instructions? (y-n) "))
762 1.1 cgd return;
763 1.1 cgd
764 1.1 cgd if (access(_PATH_WUMPINFO, R_OK)) {
765 1.1 cgd (void)printf(
766 1.1 cgd "Sorry, but the instruction file seems to have disappeared in a\n\
767 1.1 cgd puff of greasy black smoke! (poof)\n");
768 1.1 cgd return;
769 1.1 cgd }
770 1.1 cgd
771 1.11 kleink if (!isatty(STDOUT_FILENO))
772 1.8 hubertf pager = "cat";
773 1.8 hubertf else {
774 1.8 hubertf if (!(pager = getenv("PAGER")) || (*pager == 0))
775 1.8 hubertf pager = _PATH_PAGER;
776 1.8 hubertf }
777 1.8 hubertf switch (pid = fork()) {
778 1.8 hubertf case 0: /* child */
779 1.8 hubertf if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
780 1.8 hubertf err(1, "open %s", _PATH_WUMPINFO);
781 1.11 kleink if (dup2(fd, STDIN_FILENO) == -1)
782 1.8 hubertf err(1, "dup2");
783 1.8 hubertf (void)execl("/bin/sh", "sh", "-c", pager, NULL);
784 1.8 hubertf err(1, "exec sh -c %s", pager);
785 1.8 hubertf case -1:
786 1.8 hubertf err(1, "fork");
787 1.8 hubertf default:
788 1.8 hubertf (void)waitpid(pid, &status, 0);
789 1.8 hubertf break;
790 1.8 hubertf }
791 1.1 cgd }
792 1.1 cgd
793 1.5 lukem void
794 1.1 cgd usage()
795 1.1 cgd {
796 1.1 cgd (void)fprintf(stderr,
797 1.1 cgd "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
798 1.1 cgd exit(1);
799 1.1 cgd }
800 1.1 cgd
801 1.1 cgd /* messages */
802 1.1 cgd
803 1.5 lukem void
804 1.1 cgd wump_kill()
805 1.1 cgd {
806 1.1 cgd (void)printf(
807 1.1 cgd "*ROAR* *chomp* *snurfle* *chomp*!\n\
808 1.1 cgd Much to the delight of the Wumpus, you walked right into his mouth,\n\
809 1.1 cgd making you one of the easiest dinners he's ever had! For you, however,\n\
810 1.1 cgd it's a rather unpleasant death. The only good thing is that it's been\n\
811 1.1 cgd so long since the evil Wumpus cleaned his teeth that you immediately\n\
812 1.1 cgd passed out from the stench!\n");
813 1.1 cgd }
814 1.1 cgd
815 1.5 lukem void
816 1.1 cgd kill_wump()
817 1.1 cgd {
818 1.1 cgd (void)printf(
819 1.1 cgd "*thwock!* *groan* *crash*\n\n\
820 1.1 cgd A horrible roar fills the cave, and you realize, with a smile, that you\n\
821 1.1 cgd have slain the evil Wumpus and won the game! You don't want to tarry for\n\
822 1.1 cgd long, however, because not only is the Wumpus famous, but the stench of\n\
823 1.1 cgd dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
824 1.1 cgd mightiest adventurer at a single whiff!!\n");
825 1.1 cgd }
826 1.1 cgd
827 1.5 lukem void
828 1.1 cgd no_arrows()
829 1.1 cgd {
830 1.1 cgd (void)printf(
831 1.1 cgd "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
832 1.1 cgd that you've just shot your last arrow (figuratively, too). Sensing this\n\
833 1.1 cgd with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
834 1.1 cgd you, and with a mighty *ROAR* eats you alive!\n");
835 1.1 cgd }
836 1.1 cgd
837 1.5 lukem void
838 1.1 cgd shoot_self()
839 1.1 cgd {
840 1.1 cgd (void)printf(
841 1.1 cgd "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
842 1.1 cgd of your wild arrow has resulted in it wedging in your side, causing\n\
843 1.1 cgd extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
844 1.1 cgd and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
845 1.1 cgd (*CHOMP*)\n");
846 1.1 cgd }
847 1.1 cgd
848 1.5 lukem void
849 1.1 cgd jump(where)
850 1.1 cgd int where;
851 1.1 cgd {
852 1.1 cgd (void)printf(
853 1.1 cgd "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
854 1.1 cgd notice that the walls are shimmering and glowing. Suddenly you feel\n\
855 1.1 cgd a very curious, warm sensation and find yourself in room %d!!\n", where);
856 1.1 cgd }
857 1.1 cgd
858 1.5 lukem void
859 1.1 cgd pit_kill()
860 1.1 cgd {
861 1.1 cgd (void)printf(
862 1.1 cgd "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
863 1.1 cgd The whistling sound and updraft as you walked into this room of the\n\
864 1.1 cgd cave apparently wasn't enough to clue you in to the presence of the\n\
865 1.1 cgd bottomless pit. You have a lot of time to reflect on this error as\n\
866 1.1 cgd you fall many miles to the core of the earth. Look on the bright side;\n\
867 1.1 cgd you can at least find out if Jules Verne was right...\n");
868 1.1 cgd }
869 1.1 cgd
870 1.5 lukem void
871 1.1 cgd pit_survive()
872 1.1 cgd {
873 1.1 cgd (void)printf(
874 1.1 cgd "Without conscious thought you grab for the side of the cave and manage\n\
875 1.1 cgd to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
876 1.1 cgd depths of a bottomless pit! Rock crumbles beneath your feet!\n");
877 1.1 cgd }
878