wump.c revision 1.31 1 1.31 rillig /* $NetBSD: wump.c,v 1.31 2021/05/02 12:50:47 rillig 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 1.15 agc * 3. Neither the name of the University nor the names of its contributors
20 1.1 cgd * may be used to endorse or promote products derived from this software
21 1.1 cgd * without specific prior written permission.
22 1.1 cgd *
23 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33 1.1 cgd * SUCH DAMAGE.
34 1.1 cgd */
35 1.1 cgd
36 1.5 lukem #include <sys/cdefs.h>
37 1.1 cgd #ifndef lint
38 1.23 lukem __COPYRIGHT("@(#) Copyright (c) 1989, 1993\
39 1.23 lukem The Regents of the University of California. All rights reserved.");
40 1.1 cgd #endif /* not lint */
41 1.1 cgd
42 1.1 cgd #ifndef lint
43 1.3 cgd #if 0
44 1.3 cgd static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
45 1.3 cgd #else
46 1.31 rillig __RCSID("$NetBSD: wump.c,v 1.31 2021/05/02 12:50:47 rillig Exp $");
47 1.3 cgd #endif
48 1.1 cgd #endif /* not lint */
49 1.1 cgd
50 1.1 cgd /*
51 1.1 cgd * A very new version of the age old favorite Hunt-The-Wumpus game that has
52 1.1 cgd * been a part of the BSD distribution of Unix for longer than us old folk
53 1.1 cgd * would care to remember.
54 1.1 cgd */
55 1.1 cgd
56 1.8 hubertf #include <err.h>
57 1.1 cgd #include <sys/types.h>
58 1.1 cgd #include <sys/file.h>
59 1.8 hubertf #include <sys/wait.h>
60 1.1 cgd #include <stdio.h>
61 1.5 lukem #include <stdlib.h>
62 1.4 cgd #include <string.h>
63 1.10 jsm #include <time.h>
64 1.5 lukem #include <unistd.h>
65 1.1 cgd #include "pathnames.h"
66 1.1 cgd
67 1.1 cgd /* some defines to spec out what our wumpus cave should look like */
68 1.1 cgd
69 1.1 cgd #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
70 1.1 cgd #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
71 1.1 cgd
72 1.1 cgd #define MAX_ROOMS_IN_CAVE 250
73 1.1 cgd #define ROOMS_IN_CAVE 20
74 1.1 cgd #define MIN_ROOMS_IN_CAVE 10
75 1.1 cgd
76 1.1 cgd #define LINKS_IN_ROOM 3
77 1.1 cgd #define NUMBER_OF_ARROWS 5
78 1.1 cgd #define PIT_COUNT 3
79 1.1 cgd #define BAT_COUNT 3
80 1.1 cgd
81 1.1 cgd #define EASY 1 /* levels of play */
82 1.1 cgd #define HARD 2
83 1.1 cgd
84 1.1 cgd /* some macro definitions for cleaner output */
85 1.1 cgd
86 1.1 cgd #define plural(n) (n == 1 ? "" : "s")
87 1.1 cgd
88 1.1 cgd /* simple cave data structure; +1 so we can index from '1' not '0' */
89 1.24 dholland static struct room_record {
90 1.1 cgd int tunnel[MAX_LINKS_IN_ROOM];
91 1.1 cgd int has_a_pit, has_a_bat;
92 1.1 cgd } cave[MAX_ROOMS_IN_CAVE+1];
93 1.1 cgd
94 1.1 cgd /*
95 1.1 cgd * global variables so we can keep track of where the player is, how
96 1.1 cgd * many arrows they still have, where el wumpo is, and so on...
97 1.1 cgd */
98 1.24 dholland static int player_loc = -1; /* player location */
99 1.24 dholland static int wumpus_loc = -1; /* The Bad Guy location */
100 1.24 dholland static int level = EASY; /* level of play */
101 1.24 dholland static int arrows_left; /* arrows unshot */
102 1.1 cgd
103 1.1 cgd #ifdef DEBUG
104 1.24 dholland static int debug = 0;
105 1.1 cgd #endif
106 1.1 cgd
107 1.24 dholland static int pit_num = PIT_COUNT; /* # pits in cave */
108 1.24 dholland static int bat_num = BAT_COUNT; /* # bats */
109 1.24 dholland static int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
110 1.24 dholland static int link_num = LINKS_IN_ROOM; /* links per room */
111 1.24 dholland static int arrow_num = NUMBER_OF_ARROWS;/* arrow inventory */
112 1.24 dholland
113 1.24 dholland static char answer[20]; /* user input */
114 1.24 dholland
115 1.16 jsm int main(int, char **);
116 1.24 dholland static int bats_nearby(void);
117 1.24 dholland static void cave_init(void);
118 1.24 dholland static void clear_things_in_cave(void);
119 1.24 dholland static void display_room_stats(void);
120 1.24 dholland static int gcd(int, int);
121 1.24 dholland static int getans(const char *);
122 1.24 dholland static void initialize_things_in_cave(void);
123 1.24 dholland static void instructions(void);
124 1.24 dholland static int int_compare(const void *, const void *);
125 1.24 dholland static void jump(int);
126 1.24 dholland static void kill_wump(void);
127 1.24 dholland static int move_to(const char *);
128 1.24 dholland static void move_wump(void);
129 1.24 dholland static void no_arrows(void);
130 1.24 dholland static void pit_kill(void);
131 1.24 dholland static int pit_nearby(void);
132 1.24 dholland static void pit_survive(void);
133 1.24 dholland static int shoot(char *);
134 1.24 dholland static void shoot_self(void);
135 1.24 dholland static int take_action(void);
136 1.24 dholland static void usage(void) __dead;
137 1.24 dholland static void wump_kill(void);
138 1.24 dholland static int wump_nearby(void);
139 1.5 lukem
140 1.5 lukem int
141 1.30 dholland main(int argc, char **argv)
142 1.1 cgd {
143 1.18 jwise int c, e=0;
144 1.12 jsm
145 1.12 jsm /* Revoke setgid privileges */
146 1.13 mycroft setgid(getgid());
147 1.1 cgd
148 1.1 cgd #ifdef DEBUG
149 1.5 lukem while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
150 1.1 cgd #else
151 1.5 lukem while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
152 1.1 cgd #endif
153 1.1 cgd switch (c) {
154 1.1 cgd case 'a':
155 1.1 cgd arrow_num = atoi(optarg);
156 1.1 cgd break;
157 1.1 cgd case 'b':
158 1.1 cgd bat_num = atoi(optarg);
159 1.1 cgd break;
160 1.1 cgd #ifdef DEBUG
161 1.1 cgd case 'd':
162 1.1 cgd debug = 1;
163 1.1 cgd break;
164 1.1 cgd #endif
165 1.1 cgd case 'h':
166 1.1 cgd level = HARD;
167 1.1 cgd break;
168 1.1 cgd case 'p':
169 1.1 cgd pit_num = atoi(optarg);
170 1.1 cgd break;
171 1.1 cgd case 'r':
172 1.1 cgd room_num = atoi(optarg);
173 1.1 cgd if (room_num < MIN_ROOMS_IN_CAVE) {
174 1.1 cgd (void)fprintf(stderr,
175 1.1 cgd "No self-respecting wumpus would live in such a small cave!\n");
176 1.1 cgd exit(1);
177 1.1 cgd }
178 1.1 cgd if (room_num > MAX_ROOMS_IN_CAVE) {
179 1.1 cgd (void)fprintf(stderr,
180 1.26 dholland "Even wumpi can't furnish caves that large!\n");
181 1.1 cgd exit(1);
182 1.1 cgd }
183 1.1 cgd break;
184 1.1 cgd case 't':
185 1.1 cgd link_num = atoi(optarg);
186 1.1 cgd if (link_num < 2) {
187 1.1 cgd (void)fprintf(stderr,
188 1.26 dholland "Wumpi like extra doors in their caves!\n");
189 1.1 cgd exit(1);
190 1.1 cgd }
191 1.1 cgd break;
192 1.1 cgd case '?':
193 1.1 cgd default:
194 1.1 cgd usage();
195 1.1 cgd }
196 1.1 cgd
197 1.1 cgd if (link_num > MAX_LINKS_IN_ROOM ||
198 1.1 cgd link_num > room_num - (room_num / 4)) {
199 1.1 cgd (void)fprintf(stderr,
200 1.1 cgd "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
201 1.1 cgd exit(1);
202 1.1 cgd }
203 1.1 cgd
204 1.1 cgd if (level == HARD) {
205 1.1 cgd bat_num += ((random() % (room_num / 2)) + 1);
206 1.1 cgd pit_num += ((random() % (room_num / 2)) + 1);
207 1.1 cgd }
208 1.1 cgd
209 1.1 cgd if (bat_num > room_num / 2) {
210 1.1 cgd (void)fprintf(stderr,
211 1.1 cgd "The wumpus refused to enter the cave, claiming it was too crowded!\n");
212 1.1 cgd exit(1);
213 1.1 cgd }
214 1.1 cgd
215 1.1 cgd if (pit_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 dangerous!\n");
218 1.1 cgd exit(1);
219 1.1 cgd }
220 1.1 cgd
221 1.1 cgd instructions();
222 1.1 cgd cave_init();
223 1.1 cgd
224 1.1 cgd /* and we're OFF! da dum, da dum, da dum, da dum... */
225 1.1 cgd (void)printf(
226 1.1 cgd "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
227 1.1 cgd There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
228 1.1 cgd quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
229 1.1 cgd room_num, link_num, bat_num, plural(bat_num), pit_num,
230 1.1 cgd plural(pit_num), arrow_num);
231 1.1 cgd
232 1.1 cgd for (;;) {
233 1.19 garbled clear_things_in_cave();
234 1.1 cgd initialize_things_in_cave();
235 1.1 cgd arrows_left = arrow_num;
236 1.1 cgd do {
237 1.1 cgd display_room_stats();
238 1.1 cgd (void)printf("Move or shoot? (m-s) ");
239 1.1 cgd (void)fflush(stdout);
240 1.18 jwise if (!fgets(answer, sizeof(answer), stdin)) {
241 1.19 garbled e=2;
242 1.1 cgd break;
243 1.18 jwise }
244 1.18 jwise } while (!(e = take_action()));
245 1.1 cgd
246 1.19 garbled if (e == 2 || !getans("\nCare to play another game? (y-n) "))
247 1.1 cgd exit(0);
248 1.19 garbled if (getans("In the same cave? (y-n) ") == 0)
249 1.1 cgd cave_init();
250 1.1 cgd }
251 1.1 cgd /* NOTREACHED */
252 1.5 lukem return (0);
253 1.1 cgd }
254 1.1 cgd
255 1.24 dholland static void
256 1.30 dholland display_room_stats(void)
257 1.1 cgd {
258 1.5 lukem int i;
259 1.1 cgd
260 1.1 cgd /*
261 1.1 cgd * Routine will explain what's going on with the current room, as well
262 1.26 dholland * as describe whether there are pits, bats, & wumpi nearby. It's
263 1.1 cgd * all pretty mindless, really.
264 1.1 cgd */
265 1.1 cgd (void)printf(
266 1.1 cgd "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
267 1.1 cgd player_loc, arrows_left, plural(arrows_left));
268 1.1 cgd
269 1.1 cgd if (bats_nearby())
270 1.1 cgd (void)printf("*rustle* *rustle* (must be bats nearby)\n");
271 1.1 cgd if (pit_nearby())
272 1.1 cgd (void)printf("*whoosh* (I feel a draft from some pits).\n");
273 1.1 cgd if (wump_nearby())
274 1.1 cgd (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
275 1.1 cgd
276 1.1 cgd (void)printf("There are tunnels to rooms %d, ",
277 1.1 cgd cave[player_loc].tunnel[0]);
278 1.1 cgd
279 1.1 cgd for (i = 1; i < link_num - 1; i++)
280 1.1 cgd if (cave[player_loc].tunnel[i] <= room_num)
281 1.1 cgd (void)printf("%d, ", cave[player_loc].tunnel[i]);
282 1.1 cgd (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
283 1.1 cgd }
284 1.1 cgd
285 1.24 dholland static int
286 1.30 dholland take_action(void)
287 1.1 cgd {
288 1.1 cgd /*
289 1.1 cgd * Do the action specified by the player, either 'm'ove, 's'hoot
290 1.1 cgd * or something exceptionally bizarre and strange! Returns 1
291 1.1 cgd * iff the player died during this turn, otherwise returns 0.
292 1.1 cgd */
293 1.1 cgd switch (*answer) {
294 1.1 cgd case 'M':
295 1.1 cgd case 'm': /* move */
296 1.1 cgd return(move_to(answer + 1));
297 1.1 cgd case 'S':
298 1.1 cgd case 's': /* shoot */
299 1.1 cgd return(shoot(answer + 1));
300 1.1 cgd case 'Q':
301 1.1 cgd case 'q':
302 1.1 cgd case 'x':
303 1.1 cgd exit(0);
304 1.1 cgd case '\n':
305 1.1 cgd return(0);
306 1.1 cgd }
307 1.1 cgd if (random() % 15 == 1)
308 1.1 cgd (void)printf("Que pasa?\n");
309 1.1 cgd else
310 1.1 cgd (void)printf("I don't understand!\n");
311 1.1 cgd return(0);
312 1.1 cgd }
313 1.1 cgd
314 1.24 dholland static int
315 1.30 dholland move_to(const char *room_number)
316 1.1 cgd {
317 1.1 cgd int i, just_moved_by_bats, next_room, tunnel_available;
318 1.1 cgd
319 1.1 cgd /*
320 1.1 cgd * This is responsible for moving the player into another room in the
321 1.1 cgd * cave as per their directions. If room_number is a null string,
322 1.1 cgd * then we'll prompt the user for the next room to go into. Once
323 1.1 cgd * we've moved into the room, we'll check for things like bats, pits,
324 1.1 cgd * and so on. This routine returns 1 if something occurs that kills
325 1.1 cgd * the player and 0 otherwise...
326 1.1 cgd */
327 1.1 cgd tunnel_available = just_moved_by_bats = 0;
328 1.1 cgd next_room = atoi(room_number);
329 1.1 cgd
330 1.1 cgd /* crap for magic tunnels */
331 1.1 cgd if (next_room == room_num + 1 &&
332 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room)
333 1.1 cgd ++next_room;
334 1.1 cgd
335 1.1 cgd while (next_room < 1 || next_room > room_num + 1) {
336 1.1 cgd if (next_room < 0 && next_room != -1)
337 1.1 cgd (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
338 1.1 cgd if (next_room > room_num + 1)
339 1.1 cgd (void)printf("What? The cave surely isn't quite that big!\n");
340 1.1 cgd if (next_room == room_num + 1 &&
341 1.1 cgd cave[player_loc].tunnel[link_num-1] != next_room) {
342 1.1 cgd (void)printf("What? The cave isn't that big!\n");
343 1.1 cgd ++next_room;
344 1.1 cgd }
345 1.1 cgd (void)printf("To which room do you wish to move? ");
346 1.1 cgd (void)fflush(stdout);
347 1.1 cgd if (!fgets(answer, sizeof(answer), stdin))
348 1.1 cgd return(1);
349 1.1 cgd next_room = atoi(answer);
350 1.1 cgd }
351 1.1 cgd
352 1.1 cgd /* now let's see if we can move to that room or not */
353 1.1 cgd tunnel_available = 0;
354 1.1 cgd for (i = 0; i < link_num; i++)
355 1.1 cgd if (cave[player_loc].tunnel[i] == next_room)
356 1.1 cgd tunnel_available = 1;
357 1.1 cgd
358 1.1 cgd if (!tunnel_available) {
359 1.1 cgd (void)printf("*Oof!* (You hit the wall)\n");
360 1.1 cgd if (random() % 6 == 1) {
361 1.1 cgd (void)printf("Your colorful comments awaken the wumpus!\n");
362 1.1 cgd move_wump();
363 1.1 cgd if (wumpus_loc == player_loc) {
364 1.1 cgd wump_kill();
365 1.1 cgd return(1);
366 1.1 cgd }
367 1.1 cgd }
368 1.1 cgd return(0);
369 1.1 cgd }
370 1.1 cgd
371 1.1 cgd /* now let's move into that room and check it out for dangers */
372 1.1 cgd if (next_room == room_num + 1)
373 1.1 cgd jump(next_room = (random() % room_num) + 1);
374 1.1 cgd
375 1.1 cgd player_loc = next_room;
376 1.1 cgd for (;;) {
377 1.1 cgd if (next_room == wumpus_loc) { /* uh oh... */
378 1.1 cgd wump_kill();
379 1.1 cgd return(1);
380 1.1 cgd }
381 1.6 veego if (cave[next_room].has_a_pit) {
382 1.1 cgd if (random() % 12 < 2) {
383 1.1 cgd pit_survive();
384 1.1 cgd return(0);
385 1.1 cgd } else {
386 1.1 cgd pit_kill();
387 1.1 cgd return(1);
388 1.1 cgd }
389 1.6 veego }
390 1.1 cgd
391 1.1 cgd if (cave[next_room].has_a_bat) {
392 1.1 cgd (void)printf(
393 1.1 cgd "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
394 1.1 cgd just_moved_by_bats ? " again": "");
395 1.1 cgd next_room = player_loc = (random() % room_num) + 1;
396 1.1 cgd just_moved_by_bats = 1;
397 1.1 cgd }
398 1.1 cgd
399 1.1 cgd else
400 1.1 cgd break;
401 1.1 cgd }
402 1.1 cgd return(0);
403 1.1 cgd }
404 1.1 cgd
405 1.24 dholland static int
406 1.30 dholland shoot(char *room_list)
407 1.1 cgd {
408 1.1 cgd int chance, next, roomcnt;
409 1.22 dholland int j, arrow_location, lnk, ok;
410 1.5 lukem char *p;
411 1.1 cgd
412 1.1 cgd /*
413 1.1 cgd * Implement shooting arrows. Arrows are shot by the player indicating
414 1.1 cgd * a space-separated list of rooms that the arrow should pass through;
415 1.1 cgd * if any of the rooms they specify are not accessible via tunnel from
416 1.1 cgd * the room the arrow is in, it will instead fly randomly into another
417 1.1 cgd * room. If the player hits the wumpus, this routine will indicate
418 1.1 cgd * such. If it misses, this routine will *move* the wumpus one room.
419 1.1 cgd * If it's the last arrow, the player then dies... Returns 1 if the
420 1.1 cgd * player has won or died, 0 if nothing has happened.
421 1.1 cgd */
422 1.1 cgd arrow_location = player_loc;
423 1.1 cgd for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
424 1.6 veego if (!(p = strtok(room_list, " \t\n"))) {
425 1.1 cgd if (roomcnt == 1) {
426 1.1 cgd (void)printf(
427 1.1 cgd "The arrow falls to the ground at your feet!\n");
428 1.1 cgd return(0);
429 1.1 cgd } else
430 1.1 cgd break;
431 1.6 veego }
432 1.1 cgd if (roomcnt > 5) {
433 1.1 cgd (void)printf(
434 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
435 1.1 cgd break;
436 1.1 cgd }
437 1.1 cgd next = atoi(p);
438 1.1 cgd for (j = 0, ok = 0; j < link_num; j++)
439 1.1 cgd if (cave[arrow_location].tunnel[j] == next)
440 1.1 cgd ok = 1;
441 1.1 cgd
442 1.1 cgd if (ok) {
443 1.1 cgd if (next > room_num) {
444 1.1 cgd (void)printf(
445 1.1 cgd "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
446 1.1 cgd arrow_location = (random() % room_num) + 1;
447 1.1 cgd } else
448 1.1 cgd arrow_location = next;
449 1.1 cgd } else {
450 1.22 dholland lnk = (random() % link_num);
451 1.22 dholland if (lnk == player_loc)
452 1.1 cgd (void)printf(
453 1.27 dholland "*thunk* The arrow can't find a way from %d to %d and flies back into\n\
454 1.1 cgd your room!\n",
455 1.1 cgd arrow_location, next);
456 1.22 dholland else if (cave[arrow_location].tunnel[lnk] > room_num)
457 1.1 cgd (void)printf(
458 1.27 dholland "*thunk* The arrow flies randomly into a magic tunnel, thence into\n\
459 1.1 cgd room %d!\n",
460 1.22 dholland cave[arrow_location].tunnel[lnk]);
461 1.1 cgd else
462 1.1 cgd (void)printf(
463 1.27 dholland "*thunk* The arrow can't find a way from %d to %d and flies randomly\n\
464 1.1 cgd into room %d!\n",
465 1.1 cgd arrow_location, next,
466 1.22 dholland cave[arrow_location].tunnel[lnk]);
467 1.22 dholland arrow_location = cave[arrow_location].tunnel[lnk];
468 1.1 cgd break;
469 1.1 cgd }
470 1.1 cgd chance = random() % 10;
471 1.1 cgd if (roomcnt == 3 && chance < 2) {
472 1.1 cgd (void)printf(
473 1.1 cgd "Your bowstring breaks! *twaaaaaang*\n\
474 1.1 cgd The arrow is weakly shot and can go no further!\n");
475 1.1 cgd break;
476 1.1 cgd } else if (roomcnt == 4 && chance < 6) {
477 1.1 cgd (void)printf(
478 1.1 cgd "The arrow wavers in its flight and and can go no further!\n");
479 1.1 cgd break;
480 1.1 cgd }
481 1.1 cgd }
482 1.1 cgd
483 1.1 cgd /*
484 1.1 cgd * now we've gotten into the new room let us see if El Wumpo is
485 1.1 cgd * in the same room ... if so we've a HIT and the player WON!
486 1.1 cgd */
487 1.1 cgd if (arrow_location == wumpus_loc) {
488 1.1 cgd kill_wump();
489 1.1 cgd return(1);
490 1.1 cgd }
491 1.1 cgd
492 1.1 cgd if (arrow_location == player_loc) {
493 1.1 cgd shoot_self();
494 1.1 cgd return(1);
495 1.1 cgd }
496 1.1 cgd
497 1.1 cgd if (!--arrows_left) {
498 1.1 cgd no_arrows();
499 1.1 cgd return(1);
500 1.1 cgd }
501 1.1 cgd
502 1.1 cgd {
503 1.1 cgd /* each time you shoot, it's more likely the wumpus moves */
504 1.1 cgd static int lastchance = 2;
505 1.1 cgd
506 1.19 garbled if (random() % (level == EASY ? 12 : 9) < (lastchance += 2)) {
507 1.1 cgd move_wump();
508 1.1 cgd if (wumpus_loc == player_loc)
509 1.1 cgd wump_kill();
510 1.1 cgd lastchance = random() % 3;
511 1.1 cgd
512 1.1 cgd }
513 1.1 cgd }
514 1.1 cgd return(0);
515 1.1 cgd }
516 1.1 cgd
517 1.24 dholland static int
518 1.30 dholland gcd(int a, int b)
519 1.14 jsm {
520 1.14 jsm int r;
521 1.14 jsm
522 1.14 jsm r = a % b;
523 1.14 jsm if (r == 0)
524 1.14 jsm return (b);
525 1.14 jsm return (gcd(b, r));
526 1.14 jsm }
527 1.14 jsm
528 1.24 dholland static void
529 1.30 dholland cave_init(void)
530 1.1 cgd {
531 1.22 dholland int i, j, k, lnk;
532 1.5 lukem int delta;
533 1.1 cgd
534 1.1 cgd /*
535 1.1 cgd * This does most of the interesting work in this program actually!
536 1.1 cgd * In this routine we'll initialize the Wumpus cave to have all rooms
537 1.1 cgd * linking to all others by stepping through our data structure once,
538 1.1 cgd * recording all forward links and backwards links too. The parallel
539 1.1 cgd * "linkcount" data structure ensures that no room ends up with more
540 1.1 cgd * than three links, regardless of the quality of the random number
541 1.1 cgd * generator that we're using.
542 1.1 cgd */
543 1.1 cgd srandom((int)time((time_t *)0));
544 1.1 cgd
545 1.1 cgd /* initialize the cave first off. */
546 1.1 cgd for (i = 1; i <= room_num; ++i)
547 1.1 cgd for (j = 0; j < link_num ; ++j)
548 1.1 cgd cave[i].tunnel[j] = -1;
549 1.1 cgd
550 1.14 jsm /*
551 1.14 jsm * Choose a random 'hop' delta for our guaranteed link.
552 1.14 jsm * To keep the cave connected, we need the greatest common divisor
553 1.14 jsm * of (delta + 1) and room_num to be 1.
554 1.14 jsm */
555 1.14 jsm do {
556 1.14 jsm delta = (random() % (room_num - 1)) + 1;
557 1.14 jsm } while (gcd(room_num, delta + 1) != 1);
558 1.1 cgd
559 1.1 cgd for (i = 1; i <= room_num; ++i) {
560 1.22 dholland lnk = ((i + delta) % room_num) + 1; /* connection */
561 1.22 dholland cave[i].tunnel[0] = lnk; /* forw link */
562 1.22 dholland cave[lnk].tunnel[1] = i; /* back link */
563 1.1 cgd }
564 1.1 cgd /* now fill in the rest of the cave with random connections */
565 1.1 cgd for (i = 1; i <= room_num; i++)
566 1.1 cgd for (j = 2; j < link_num ; j++) {
567 1.1 cgd if (cave[i].tunnel[j] != -1)
568 1.1 cgd continue;
569 1.22 dholland try_again: lnk = (random() % room_num) + 1;
570 1.1 cgd /* skip duplicates */
571 1.1 cgd for (k = 0; k < j; k++)
572 1.22 dholland if (cave[i].tunnel[k] == lnk)
573 1.1 cgd goto try_again;
574 1.22 dholland cave[i].tunnel[j] = lnk;
575 1.1 cgd if (random() % 2 == 1)
576 1.1 cgd continue;
577 1.1 cgd for (k = 0; k < link_num; ++k) {
578 1.1 cgd /* if duplicate, skip it */
579 1.22 dholland if (cave[lnk].tunnel[k] == i)
580 1.1 cgd k = link_num;
581 1.1 cgd
582 1.1 cgd /* if open link, use it, force exit */
583 1.22 dholland if (cave[lnk].tunnel[k] == -1) {
584 1.22 dholland cave[lnk].tunnel[k] = i;
585 1.1 cgd k = link_num;
586 1.1 cgd }
587 1.1 cgd }
588 1.1 cgd }
589 1.1 cgd /*
590 1.1 cgd * now that we're done, sort the tunnels in each of the rooms to
591 1.1 cgd * make it easier on the intrepid adventurer.
592 1.1 cgd */
593 1.1 cgd for (i = 1; i <= room_num; ++i)
594 1.25 dholland qsort(cave[i].tunnel, link_num,
595 1.1 cgd sizeof(cave[i].tunnel[0]), int_compare);
596 1.1 cgd
597 1.1 cgd #ifdef DEBUG
598 1.1 cgd if (debug)
599 1.1 cgd for (i = 1; i <= room_num; ++i) {
600 1.1 cgd (void)printf("<room %d has tunnels to ", i);
601 1.1 cgd for (j = 0; j < link_num; ++j)
602 1.1 cgd (void)printf("%d ", cave[i].tunnel[j]);
603 1.1 cgd (void)printf(">\n");
604 1.1 cgd }
605 1.1 cgd #endif
606 1.1 cgd }
607 1.1 cgd
608 1.24 dholland static void
609 1.30 dholland clear_things_in_cave(void)
610 1.1 cgd {
611 1.5 lukem int i;
612 1.1 cgd
613 1.1 cgd /*
614 1.1 cgd * remove bats and pits from the current cave in preparation for us
615 1.1 cgd * adding new ones via the initialize_things_in_cave() routines.
616 1.1 cgd */
617 1.1 cgd for (i = 1; i <= room_num; ++i)
618 1.1 cgd cave[i].has_a_bat = cave[i].has_a_pit = 0;
619 1.1 cgd }
620 1.1 cgd
621 1.24 dholland static void
622 1.30 dholland initialize_things_in_cave(void)
623 1.1 cgd {
624 1.5 lukem int i, loc;
625 1.1 cgd
626 1.1 cgd /* place some bats, pits, the wumpus, and the player. */
627 1.1 cgd for (i = 0; i < bat_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_bat);
631 1.1 cgd cave[loc].has_a_bat = 1;
632 1.1 cgd #ifdef DEBUG
633 1.1 cgd if (debug)
634 1.1 cgd (void)printf("<bat in room %d>\n", loc);
635 1.1 cgd #endif
636 1.1 cgd }
637 1.1 cgd
638 1.1 cgd for (i = 0; i < pit_num; ++i) {
639 1.1 cgd do {
640 1.1 cgd loc = (random() % room_num) + 1;
641 1.20 garbled } while (cave[loc].has_a_pit || cave[loc].has_a_bat);
642 1.1 cgd cave[loc].has_a_pit = 1;
643 1.1 cgd #ifdef DEBUG
644 1.1 cgd if (debug)
645 1.1 cgd (void)printf("<pit in room %d>\n", loc);
646 1.1 cgd #endif
647 1.1 cgd }
648 1.1 cgd
649 1.1 cgd wumpus_loc = (random() % room_num) + 1;
650 1.1 cgd #ifdef DEBUG
651 1.1 cgd if (debug)
652 1.1 cgd (void)printf("<wumpus in room %d>\n", loc);
653 1.1 cgd #endif
654 1.1 cgd
655 1.20 garbled i = 0;
656 1.1 cgd do {
657 1.1 cgd player_loc = (random() % room_num) + 1;
658 1.20 garbled i++;
659 1.20 garbled } while (player_loc == wumpus_loc || cave[player_loc].has_a_pit ||
660 1.20 garbled cave[player_loc].has_a_bat || (level == HARD ?
661 1.20 garbled (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0) ||
662 1.20 garbled (i > 100 && player_loc != wumpus_loc));
663 1.1 cgd }
664 1.1 cgd
665 1.24 dholland static int
666 1.30 dholland getans(const char *prompt)
667 1.1 cgd {
668 1.1 cgd char buf[20];
669 1.1 cgd
670 1.1 cgd /*
671 1.1 cgd * simple routine to ask the yes/no question specified until the user
672 1.1 cgd * answers yes or no, then return 1 if they said 'yes' and 0 if they
673 1.1 cgd * answered 'no'.
674 1.1 cgd */
675 1.1 cgd for (;;) {
676 1.1 cgd (void)printf("%s", prompt);
677 1.1 cgd (void)fflush(stdout);
678 1.1 cgd if (!fgets(buf, sizeof(buf), stdin))
679 1.1 cgd return(0);
680 1.1 cgd if (*buf == 'N' || *buf == 'n')
681 1.1 cgd return(0);
682 1.1 cgd if (*buf == 'Y' || *buf == 'y')
683 1.1 cgd return(1);
684 1.1 cgd (void)printf(
685 1.1 cgd "I don't understand your answer; please enter 'y' or 'n'!\n");
686 1.1 cgd }
687 1.1 cgd /* NOTREACHED */
688 1.1 cgd }
689 1.1 cgd
690 1.24 dholland static int
691 1.30 dholland bats_nearby(void)
692 1.31 rillig {
693 1.5 lukem int i;
694 1.1 cgd
695 1.1 cgd /* check for bats in the immediate vicinity */
696 1.1 cgd for (i = 0; i < link_num; ++i)
697 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_bat)
698 1.1 cgd return(1);
699 1.1 cgd return(0);
700 1.1 cgd }
701 1.1 cgd
702 1.24 dholland static int
703 1.30 dholland pit_nearby(void)
704 1.31 rillig {
705 1.5 lukem int i;
706 1.1 cgd
707 1.1 cgd /* check for pits in the immediate vicinity */
708 1.1 cgd for (i = 0; i < link_num; ++i)
709 1.1 cgd if (cave[cave[player_loc].tunnel[i]].has_a_pit)
710 1.1 cgd return(1);
711 1.1 cgd return(0);
712 1.1 cgd }
713 1.1 cgd
714 1.24 dholland static int
715 1.30 dholland wump_nearby(void)
716 1.1 cgd {
717 1.5 lukem int i, j;
718 1.1 cgd
719 1.1 cgd /* check for a wumpus within TWO caves of where we are */
720 1.1 cgd for (i = 0; i < link_num; ++i) {
721 1.1 cgd if (cave[player_loc].tunnel[i] == wumpus_loc)
722 1.1 cgd return(1);
723 1.1 cgd for (j = 0; j < link_num; ++j)
724 1.1 cgd if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
725 1.1 cgd wumpus_loc)
726 1.1 cgd return(1);
727 1.1 cgd }
728 1.1 cgd return(0);
729 1.1 cgd }
730 1.1 cgd
731 1.24 dholland static void
732 1.30 dholland move_wump(void)
733 1.1 cgd {
734 1.1 cgd wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
735 1.1 cgd }
736 1.1 cgd
737 1.24 dholland static int
738 1.30 dholland int_compare(const void *a, const void *b)
739 1.1 cgd {
740 1.9 hubertf return(*(const int *)a < *(const int *)b ? -1 : 1);
741 1.1 cgd }
742 1.1 cgd
743 1.24 dholland static void
744 1.30 dholland instructions(void)
745 1.1 cgd {
746 1.8 hubertf const char *pager;
747 1.8 hubertf pid_t pid;
748 1.8 hubertf int status;
749 1.8 hubertf int fd;
750 1.1 cgd
751 1.1 cgd /*
752 1.1 cgd * read the instructions file, if needed, and show the user how to
753 1.1 cgd * play this game!
754 1.1 cgd */
755 1.1 cgd if (!getans("Instructions? (y-n) "))
756 1.1 cgd return;
757 1.1 cgd
758 1.1 cgd if (access(_PATH_WUMPINFO, R_OK)) {
759 1.1 cgd (void)printf(
760 1.1 cgd "Sorry, but the instruction file seems to have disappeared in a\n\
761 1.1 cgd puff of greasy black smoke! (poof)\n");
762 1.1 cgd return;
763 1.1 cgd }
764 1.1 cgd
765 1.11 kleink if (!isatty(STDOUT_FILENO))
766 1.8 hubertf pager = "cat";
767 1.8 hubertf else {
768 1.8 hubertf if (!(pager = getenv("PAGER")) || (*pager == 0))
769 1.8 hubertf pager = _PATH_PAGER;
770 1.8 hubertf }
771 1.8 hubertf switch (pid = fork()) {
772 1.8 hubertf case 0: /* child */
773 1.8 hubertf if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
774 1.8 hubertf err(1, "open %s", _PATH_WUMPINFO);
775 1.11 kleink if (dup2(fd, STDIN_FILENO) == -1)
776 1.8 hubertf err(1, "dup2");
777 1.29 plunky (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL);
778 1.8 hubertf err(1, "exec sh -c %s", pager);
779 1.8 hubertf case -1:
780 1.8 hubertf err(1, "fork");
781 1.8 hubertf default:
782 1.8 hubertf (void)waitpid(pid, &status, 0);
783 1.8 hubertf break;
784 1.8 hubertf }
785 1.1 cgd }
786 1.1 cgd
787 1.24 dholland static void
788 1.30 dholland usage(void)
789 1.1 cgd {
790 1.1 cgd (void)fprintf(stderr,
791 1.1 cgd "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
792 1.1 cgd exit(1);
793 1.1 cgd }
794 1.1 cgd
795 1.1 cgd /* messages */
796 1.1 cgd
797 1.24 dholland static void
798 1.30 dholland wump_kill(void)
799 1.1 cgd {
800 1.1 cgd (void)printf(
801 1.1 cgd "*ROAR* *chomp* *snurfle* *chomp*!\n\
802 1.1 cgd Much to the delight of the Wumpus, you walked right into his mouth,\n\
803 1.1 cgd making you one of the easiest dinners he's ever had! For you, however,\n\
804 1.1 cgd it's a rather unpleasant death. The only good thing is that it's been\n\
805 1.1 cgd so long since the evil Wumpus cleaned his teeth that you immediately\n\
806 1.1 cgd passed out from the stench!\n");
807 1.1 cgd }
808 1.1 cgd
809 1.24 dholland static void
810 1.30 dholland kill_wump(void)
811 1.1 cgd {
812 1.1 cgd (void)printf(
813 1.1 cgd "*thwock!* *groan* *crash*\n\n\
814 1.1 cgd A horrible roar fills the cave, and you realize, with a smile, that you\n\
815 1.1 cgd have slain the evil Wumpus and won the game! You don't want to tarry for\n\
816 1.1 cgd long, however, because not only is the Wumpus famous, but the stench of\n\
817 1.1 cgd dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
818 1.1 cgd mightiest adventurer at a single whiff!!\n");
819 1.1 cgd }
820 1.1 cgd
821 1.24 dholland static void
822 1.30 dholland no_arrows(void)
823 1.1 cgd {
824 1.1 cgd (void)printf(
825 1.1 cgd "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
826 1.1 cgd that you've just shot your last arrow (figuratively, too). Sensing this\n\
827 1.27 dholland with its psychic powers, the evil Wumpus rampages through the cave, finds\n\
828 1.1 cgd you, and with a mighty *ROAR* eats you alive!\n");
829 1.1 cgd }
830 1.1 cgd
831 1.24 dholland static void
832 1.30 dholland shoot_self(void)
833 1.1 cgd {
834 1.1 cgd (void)printf(
835 1.1 cgd "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
836 1.1 cgd of your wild arrow has resulted in it wedging in your side, causing\n\
837 1.1 cgd extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
838 1.1 cgd and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
839 1.1 cgd (*CHOMP*)\n");
840 1.1 cgd }
841 1.1 cgd
842 1.24 dholland static void
843 1.30 dholland jump(int where)
844 1.1 cgd {
845 1.1 cgd (void)printf(
846 1.1 cgd "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
847 1.1 cgd notice that the walls are shimmering and glowing. Suddenly you feel\n\
848 1.1 cgd a very curious, warm sensation and find yourself in room %d!!\n", where);
849 1.1 cgd }
850 1.1 cgd
851 1.24 dholland static void
852 1.30 dholland pit_kill(void)
853 1.1 cgd {
854 1.1 cgd (void)printf(
855 1.1 cgd "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
856 1.1 cgd The whistling sound and updraft as you walked into this room of the\n\
857 1.1 cgd cave apparently wasn't enough to clue you in to the presence of the\n\
858 1.1 cgd bottomless pit. You have a lot of time to reflect on this error as\n\
859 1.1 cgd you fall many miles to the core of the earth. Look on the bright side;\n\
860 1.1 cgd you can at least find out if Jules Verne was right...\n");
861 1.1 cgd }
862 1.1 cgd
863 1.24 dholland static void
864 1.30 dholland pit_survive(void)
865 1.1 cgd {
866 1.1 cgd (void)printf(
867 1.1 cgd "Without conscious thought you grab for the side of the cave and manage\n\
868 1.1 cgd to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
869 1.1 cgd depths of a bottomless pit! Rock crumbles beneath your feet!\n");
870 1.1 cgd }
871