Commit | Line | Data |
---|---|---|
6693db17 | 1 | /*- |
984263bc MD |
2 | * Copyright (c) 1989, 1993 |
3 | * The Regents of the University of California. All rights reserved. | |
4 | * All rights reserved. | |
5 | * | |
6 | * This code is derived from software contributed to Berkeley by | |
7 | * Dave Taylor, of Intuitive Systems. | |
8 | * | |
9 | * Redistribution and use in source and binary forms, with or without | |
10 | * modification, are permitted provided that the following conditions | |
11 | * are met: | |
12 | * 1. Redistributions of source code must retain the above copyright | |
13 | * notice, this list of conditions and the following disclaimer. | |
14 | * 2. Redistributions in binary form must reproduce the above copyright | |
15 | * notice, this list of conditions and the following disclaimer in the | |
16 | * documentation and/or other materials provided with the distribution. | |
6693db17 | 17 | * 3. Neither the name of the University nor the names of its contributors |
984263bc MD |
18 | * may be used to endorse or promote products derived from this software |
19 | * without specific prior written permission. | |
20 | * | |
21 | * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND | |
22 | * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
23 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
24 | * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE | |
25 | * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
26 | * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS | |
27 | * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) | |
28 | * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT | |
29 | * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY | |
30 | * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF | |
31 | * SUCH DAMAGE. | |
1de703da MD |
32 | * |
33 | * @(#) Copyright (c) 1989, 1993 The Regents of the University of California. All rights reserved. | |
34 | * @(#)wump.c 8.1 (Berkeley) 5/31/93 | |
35 | * $FreeBSD: src/games/wump/wump.c,v 1.13.2.1 2000/08/17 06:24:54 jhb Exp $ | |
984263bc MD |
36 | */ |
37 | ||
984263bc MD |
38 | /* |
39 | * A very new version of the age old favorite Hunt-The-Wumpus game that has | |
40 | * been a part of the BSD distribution of Unix for longer than us old folk | |
41 | * would care to remember. | |
42 | */ | |
43 | ||
44 | #include <err.h> | |
45 | #include <sys/types.h> | |
984263bc | 46 | #include <sys/wait.h> |
2c3b1d1b | 47 | #include <fcntl.h> |
984263bc MD |
48 | #include <stdio.h> |
49 | #include <stdlib.h> | |
50 | #include <string.h> | |
51 | #include <unistd.h> | |
52 | #include "pathnames.h" | |
53 | ||
54 | /* some defines to spec out what our wumpus cave should look like */ | |
55 | ||
56 | #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */ | |
57 | #define MAX_LINKS_IN_ROOM 25 /* a complex cave */ | |
58 | ||
59 | #define MAX_ROOMS_IN_CAVE 250 | |
60 | #define ROOMS_IN_CAVE 20 | |
61 | #define MIN_ROOMS_IN_CAVE 10 | |
62 | ||
63 | #define LINKS_IN_ROOM 3 | |
64 | #define NUMBER_OF_ARROWS 5 | |
65 | #define PIT_COUNT 3 | |
66 | #define BAT_COUNT 3 | |
67 | ||
68 | #define EASY 1 /* levels of play */ | |
69 | #define HARD 2 | |
70 | ||
71 | /* some macro definitions for cleaner output */ | |
72 | ||
73 | #define plural(n) (n == 1 ? "" : "s") | |
74 | ||
75 | /* simple cave data structure; +1 so we can index from '1' not '0' */ | |
c90980ca | 76 | static struct room_record { |
984263bc MD |
77 | int tunnel[MAX_LINKS_IN_ROOM]; |
78 | int has_a_pit, has_a_bat; | |
79 | } cave[MAX_ROOMS_IN_CAVE+1]; | |
80 | ||
81 | /* | |
82 | * global variables so we can keep track of where the player is, how | |
83 | * many arrows they still have, where el wumpo is, and so on... | |
84 | */ | |
c90980ca SW |
85 | static int player_loc = -1; /* player location */ |
86 | static int wumpus_loc = -1; /* The Bad Guy location */ | |
87 | static int level = EASY; /* level of play */ | |
88 | static int arrows_left; /* arrows unshot */ | |
984263bc MD |
89 | |
90 | #ifdef DEBUG | |
c90980ca | 91 | static int debug = 0; |
984263bc MD |
92 | #endif |
93 | ||
c90980ca SW |
94 | static int pit_num = PIT_COUNT; /* # pits in cave */ |
95 | static int bat_num = BAT_COUNT; /* # bats */ | |
96 | static int room_num = ROOMS_IN_CAVE; /* # rooms in cave */ | |
97 | static int link_num = LINKS_IN_ROOM; /* links per room */ | |
98 | static int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */ | |
99 | ||
100 | static char answer[20]; /* user input */ | |
101 | ||
102 | static int bats_nearby(void); | |
103 | static void cave_init(void); | |
104 | static void clear_things_in_cave(void); | |
105 | static void display_room_stats(void); | |
106 | static int getans(const char *); | |
107 | static void initialize_things_in_cave(void); | |
108 | static void instructions(void); | |
109 | static int int_compare(const void *, const void *); | |
110 | static void jump(int); | |
111 | static void kill_wump(void); | |
112 | static int move_to(char *); | |
113 | static void move_wump(void); | |
114 | static void no_arrows(void); | |
115 | static void pit_kill(void); | |
116 | static int pit_nearby(void); | |
117 | static void pit_survive(void); | |
118 | static int shoot(char *); | |
119 | static void shoot_self(void); | |
120 | static int take_action(void); | |
09ac707a | 121 | static void usage(void) __dead2; |
c90980ca SW |
122 | static void wump_kill(void); |
123 | static int wump_nearby(void); | |
984263bc MD |
124 | |
125 | int | |
6693db17 | 126 | main(int argc, char **argv) |
984263bc MD |
127 | { |
128 | int c; | |
129 | ||
6693db17 | 130 | /* Revoke setgid privileges */ |
984263bc MD |
131 | setgid(getgid()); |
132 | ||
133 | #ifdef DEBUG | |
134 | while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1) | |
135 | #else | |
136 | while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1) | |
137 | #endif | |
138 | switch (c) { | |
139 | case 'a': | |
140 | arrow_num = atoi(optarg); | |
141 | break; | |
142 | case 'b': | |
143 | bat_num = atoi(optarg); | |
144 | break; | |
145 | #ifdef DEBUG | |
146 | case 'd': | |
147 | debug = 1; | |
148 | break; | |
149 | #endif | |
150 | case 'h': | |
151 | level = HARD; | |
152 | break; | |
153 | case 'p': | |
154 | pit_num = atoi(optarg); | |
155 | break; | |
156 | case 'r': | |
157 | room_num = atoi(optarg); | |
158 | if (room_num < MIN_ROOMS_IN_CAVE) { | |
d9f85b33 | 159 | fprintf(stderr, |
984263bc MD |
160 | "No self-respecting wumpus would live in such a small cave!\n"); |
161 | exit(1); | |
162 | } | |
163 | if (room_num > MAX_ROOMS_IN_CAVE) { | |
d9f85b33 | 164 | fprintf(stderr, |
984263bc MD |
165 | "Even wumpii can't furnish caves that large!\n"); |
166 | exit(1); | |
167 | } | |
168 | break; | |
169 | case 't': | |
170 | link_num = atoi(optarg); | |
171 | if (link_num < 2) { | |
d9f85b33 | 172 | fprintf(stderr, |
984263bc MD |
173 | "Wumpii like extra doors in their caves!\n"); |
174 | exit(1); | |
175 | } | |
176 | break; | |
177 | case '?': | |
178 | default: | |
179 | usage(); | |
180 | } | |
181 | ||
182 | if (link_num > MAX_LINKS_IN_ROOM || | |
183 | link_num > room_num - (room_num / 4)) { | |
d9f85b33 | 184 | fprintf(stderr, |
984263bc MD |
185 | "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n"); |
186 | exit(1); | |
187 | } | |
188 | ||
189 | if (level == HARD) { | |
190 | bat_num += ((random() % (room_num / 2)) + 1); | |
191 | pit_num += ((random() % (room_num / 2)) + 1); | |
192 | } | |
193 | ||
194 | if (bat_num > room_num / 2) { | |
d9f85b33 | 195 | fprintf(stderr, |
984263bc MD |
196 | "The wumpus refused to enter the cave, claiming it was too crowded!\n"); |
197 | exit(1); | |
198 | } | |
199 | ||
200 | if (pit_num > room_num / 2) { | |
d9f85b33 | 201 | fprintf(stderr, |
984263bc MD |
202 | "The wumpus refused to enter the cave, claiming it was too dangerous!\n"); |
203 | exit(1); | |
204 | } | |
205 | ||
206 | instructions(); | |
207 | cave_init(); | |
208 | ||
209 | /* and we're OFF! da dum, da dum, da dum, da dum... */ | |
d9f85b33 | 210 | printf( |
984263bc MD |
211 | "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\ |
212 | There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\ | |
213 | quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n", | |
214 | room_num, link_num, bat_num, plural(bat_num), pit_num, | |
215 | plural(pit_num), arrow_num); | |
216 | ||
217 | for (;;) { | |
218 | initialize_things_in_cave(); | |
219 | arrows_left = arrow_num; | |
220 | do { | |
221 | display_room_stats(); | |
d9f85b33 | 222 | printf("Move or shoot? (m-s) "); |
223 | fflush(stdout); | |
984263bc MD |
224 | if (!fgets(answer, sizeof(answer), stdin)) |
225 | break; | |
226 | } while (!take_action()); | |
227 | ||
228 | if (!getans("\nCare to play another game? (y-n) ")) | |
229 | exit(0); | |
230 | if (getans("In the same cave? (y-n) ")) | |
231 | clear_things_in_cave(); | |
232 | else | |
233 | cave_init(); | |
234 | } | |
235 | /* NOTREACHED */ | |
6693db17 | 236 | return (0); |
984263bc MD |
237 | } |
238 | ||
c90980ca | 239 | static void |
c11b8fa9 | 240 | display_room_stats(void) |
984263bc MD |
241 | { |
242 | int i; | |
243 | ||
244 | /* | |
245 | * Routine will explain what's going on with the current room, as well | |
246 | * as describe whether there are pits, bats, & wumpii nearby. It's | |
247 | * all pretty mindless, really. | |
248 | */ | |
d9f85b33 | 249 | printf( |
984263bc MD |
250 | "\nYou are in room %d of the cave, and have %d arrow%s left.\n", |
251 | player_loc, arrows_left, plural(arrows_left)); | |
252 | ||
253 | if (bats_nearby()) | |
d9f85b33 | 254 | printf("*rustle* *rustle* (must be bats nearby)\n"); |
984263bc | 255 | if (pit_nearby()) |
d9f85b33 | 256 | printf("*whoosh* (I feel a draft from some pits).\n"); |
984263bc | 257 | if (wump_nearby()) |
d9f85b33 | 258 | printf("*sniff* (I can smell the evil Wumpus nearby!)\n"); |
984263bc | 259 | |
d9f85b33 | 260 | printf("There are tunnels to rooms %d, ", |
984263bc MD |
261 | cave[player_loc].tunnel[0]); |
262 | ||
263 | for (i = 1; i < link_num - 1; i++) | |
264 | if (cave[player_loc].tunnel[i] <= room_num) | |
d9f85b33 | 265 | printf("%d, ", cave[player_loc].tunnel[i]); |
266 | printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]); | |
984263bc MD |
267 | } |
268 | ||
c90980ca | 269 | static int |
c11b8fa9 | 270 | take_action(void) |
984263bc MD |
271 | { |
272 | /* | |
273 | * Do the action specified by the player, either 'm'ove, 's'hoot | |
274 | * or something exceptionally bizarre and strange! Returns 1 | |
275 | * iff the player died during this turn, otherwise returns 0. | |
276 | */ | |
277 | switch (*answer) { | |
278 | case 'M': | |
279 | case 'm': /* move */ | |
280 | return(move_to(answer + 1)); | |
281 | case 'S': | |
282 | case 's': /* shoot */ | |
283 | return(shoot(answer + 1)); | |
284 | case 'Q': | |
285 | case 'q': | |
286 | case 'x': | |
287 | exit(0); | |
288 | case '\n': | |
289 | return(0); | |
290 | } | |
291 | if (random() % 15 == 1) | |
d9f85b33 | 292 | printf("Que pasa?\n"); |
984263bc | 293 | else |
d9f85b33 | 294 | printf("I don't understand!\n"); |
984263bc MD |
295 | return(0); |
296 | } | |
297 | ||
c90980ca | 298 | static int |
c11b8fa9 | 299 | move_to(char *room_number) |
984263bc MD |
300 | { |
301 | int i, just_moved_by_bats, next_room, tunnel_available; | |
302 | ||
303 | /* | |
304 | * This is responsible for moving the player into another room in the | |
305 | * cave as per their directions. If room_number is a null string, | |
306 | * then we'll prompt the user for the next room to go into. Once | |
307 | * we've moved into the room, we'll check for things like bats, pits, | |
308 | * and so on. This routine returns 1 if something occurs that kills | |
309 | * the player and 0 otherwise... | |
310 | */ | |
311 | tunnel_available = just_moved_by_bats = 0; | |
312 | next_room = atoi(room_number); | |
313 | ||
314 | /* crap for magic tunnels */ | |
315 | if (next_room == room_num + 1 && | |
316 | cave[player_loc].tunnel[link_num-1] != next_room) | |
317 | ++next_room; | |
318 | ||
319 | while (next_room < 1 || next_room > room_num + 1) { | |
320 | if (next_room < 0 && next_room != -1) | |
d9f85b33 | 321 | printf("Sorry, but we're constrained to a semi-Euclidean cave!\n"); |
984263bc | 322 | if (next_room > room_num + 1) |
d9f85b33 | 323 | printf("What? The cave surely isn't quite that big!\n"); |
984263bc MD |
324 | if (next_room == room_num + 1 && |
325 | cave[player_loc].tunnel[link_num-1] != next_room) { | |
d9f85b33 | 326 | printf("What? The cave isn't that big!\n"); |
984263bc MD |
327 | ++next_room; |
328 | } | |
d9f85b33 | 329 | printf("To which room do you wish to move? "); |
330 | fflush(stdout); | |
984263bc MD |
331 | if (!fgets(answer, sizeof(answer), stdin)) |
332 | return(1); | |
333 | next_room = atoi(answer); | |
334 | } | |
335 | ||
336 | /* now let's see if we can move to that room or not */ | |
337 | tunnel_available = 0; | |
338 | for (i = 0; i < link_num; i++) | |
339 | if (cave[player_loc].tunnel[i] == next_room) | |
340 | tunnel_available = 1; | |
341 | ||
342 | if (!tunnel_available) { | |
d9f85b33 | 343 | printf("*Oof!* (You hit the wall)\n"); |
984263bc | 344 | if (random() % 6 == 1) { |
d9f85b33 | 345 | printf("Your colorful comments awaken the wumpus!\n"); |
984263bc MD |
346 | move_wump(); |
347 | if (wumpus_loc == player_loc) { | |
348 | wump_kill(); | |
349 | return(1); | |
350 | } | |
351 | } | |
352 | return(0); | |
353 | } | |
354 | ||
355 | /* now let's move into that room and check it out for dangers */ | |
356 | if (next_room == room_num + 1) | |
357 | jump(next_room = (random() % room_num) + 1); | |
358 | ||
359 | player_loc = next_room; | |
360 | for (;;) { | |
361 | if (next_room == wumpus_loc) { /* uh oh... */ | |
362 | wump_kill(); | |
363 | return(1); | |
364 | } | |
365 | if (cave[next_room].has_a_pit) { | |
366 | if (random() % 12 < 2) { | |
367 | pit_survive(); | |
368 | return(0); | |
369 | } else { | |
370 | pit_kill(); | |
371 | return(1); | |
372 | } | |
373 | } | |
374 | ||
375 | if (cave[next_room].has_a_bat) { | |
d9f85b33 | 376 | printf( |
984263bc MD |
377 | "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n", |
378 | just_moved_by_bats ? " again": ""); | |
379 | next_room = player_loc = (random() % room_num) + 1; | |
380 | just_moved_by_bats = 1; | |
381 | } | |
382 | ||
383 | else | |
384 | break; | |
385 | } | |
386 | return(0); | |
387 | } | |
388 | ||
c90980ca | 389 | static int |
c11b8fa9 | 390 | shoot(char *room_list) |
984263bc MD |
391 | { |
392 | int chance, next, roomcnt; | |
393 | int j, arrow_location, wumplink, ok; | |
394 | char *p; | |
395 | ||
396 | /* | |
397 | * Implement shooting arrows. Arrows are shot by the player indicating | |
398 | * a space-separated list of rooms that the arrow should pass through; | |
399 | * if any of the rooms they specify are not accessible via tunnel from | |
400 | * the room the arrow is in, it will instead fly randomly into another | |
401 | * room. If the player hits the wumpus, this routine will indicate | |
402 | * such. If it misses, this routine will *move* the wumpus one room. | |
403 | * If it's the last arrow, the player then dies... Returns 1 if the | |
404 | * player has won or died, 0 if nothing has happened. | |
405 | */ | |
406 | arrow_location = player_loc; | |
407 | for (roomcnt = 1;; ++roomcnt, room_list = NULL) { | |
408 | if (!(p = strtok(room_list, " \t\n"))) { | |
409 | if (roomcnt == 1) { | |
d9f85b33 | 410 | printf( |
984263bc MD |
411 | "The arrow falls to the ground at your feet!\n"); |
412 | return(0); | |
413 | } else | |
414 | break; | |
415 | } | |
6693db17 | 416 | if (roomcnt > 5) { |
d9f85b33 | 417 | printf( |
e6821077 | 418 | "The arrow wavers in its flight and can go no further!\n"); |
984263bc MD |
419 | break; |
420 | } | |
421 | next = atoi(p); | |
422 | for (j = 0, ok = 0; j < link_num; j++) | |
423 | if (cave[arrow_location].tunnel[j] == next) | |
424 | ok = 1; | |
425 | ||
426 | if (ok) { | |
427 | if (next > room_num) { | |
d9f85b33 | 428 | printf( |
984263bc MD |
429 | "A faint gleam tells you the arrow has gone through a magic tunnel!\n"); |
430 | arrow_location = (random() % room_num) + 1; | |
431 | } else | |
432 | arrow_location = next; | |
433 | } else { | |
434 | wumplink = (random() % link_num); | |
435 | if (wumplink == player_loc) | |
d9f85b33 | 436 | printf( |
984263bc MD |
437 | "*thunk* The arrow can't find a way from %d to %d and flys back into\n\ |
438 | your room!\n", | |
439 | arrow_location, next); | |
440 | else if (cave[arrow_location].tunnel[wumplink] > room_num) | |
d9f85b33 | 441 | printf( |
984263bc MD |
442 | "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\ |
443 | room %d!\n", | |
444 | cave[arrow_location].tunnel[wumplink]); | |
445 | else | |
d9f85b33 | 446 | printf( |
984263bc MD |
447 | "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\ |
448 | into room %d!\n", | |
449 | arrow_location, next, | |
450 | cave[arrow_location].tunnel[wumplink]); | |
451 | arrow_location = cave[arrow_location].tunnel[wumplink]; | |
452 | break; | |
453 | } | |
454 | chance = random() % 10; | |
455 | if (roomcnt == 3 && chance < 2) { | |
d9f85b33 | 456 | printf( |
984263bc MD |
457 | "Your bowstring breaks! *twaaaaaang*\n\ |
458 | The arrow is weakly shot and can go no further!\n"); | |
459 | break; | |
460 | } else if (roomcnt == 4 && chance < 6) { | |
d9f85b33 | 461 | printf( |
e6821077 | 462 | "The arrow wavers in its flight and can go no further!\n"); |
984263bc MD |
463 | break; |
464 | } | |
465 | } | |
466 | ||
467 | /* | |
468 | * now we've gotten into the new room let us see if El Wumpo is | |
469 | * in the same room ... if so we've a HIT and the player WON! | |
470 | */ | |
471 | if (arrow_location == wumpus_loc) { | |
472 | kill_wump(); | |
473 | return(1); | |
474 | } | |
475 | ||
476 | if (arrow_location == player_loc) { | |
477 | shoot_self(); | |
478 | return(1); | |
479 | } | |
480 | ||
481 | if (!--arrows_left) { | |
482 | no_arrows(); | |
483 | return(1); | |
484 | } | |
485 | ||
486 | { | |
487 | /* each time you shoot, it's more likely the wumpus moves */ | |
488 | static int lastchance = 2; | |
489 | ||
5c4f6439 | 490 | if (random() % (level == EASY ? 12 : 9) < (lastchance += 2)) { |
984263bc MD |
491 | move_wump(); |
492 | if (wumpus_loc == player_loc) | |
493 | wump_kill(); | |
494 | lastchance = random() % 3; | |
495 | ||
496 | } | |
497 | } | |
498 | return(0); | |
499 | } | |
500 | ||
c90980ca | 501 | static void |
c11b8fa9 | 502 | cave_init(void) |
984263bc MD |
503 | { |
504 | int i, j, k, wumplink; | |
505 | int delta; | |
506 | ||
507 | /* | |
508 | * This does most of the interesting work in this program actually! | |
509 | * In this routine we'll initialize the Wumpus cave to have all rooms | |
510 | * linking to all others by stepping through our data structure once, | |
511 | * recording all forward links and backwards links too. The parallel | |
512 | * "linkcount" data structure ensures that no room ends up with more | |
513 | * than three links, regardless of the quality of the random number | |
514 | * generator that we're using. | |
515 | */ | |
516 | srandomdev(); | |
517 | ||
518 | /* initialize the cave first off. */ | |
519 | for (i = 1; i <= room_num; ++i) | |
520 | for (j = 0; j < link_num ; ++j) | |
521 | cave[i].tunnel[j] = -1; | |
522 | ||
523 | /* choose a random 'hop' delta for our guaranteed link */ | |
524 | while (!(delta = random() % room_num)); | |
525 | ||
526 | for (i = 1; i <= room_num; ++i) { | |
527 | wumplink = ((i + delta) % room_num) + 1; /* connection */ | |
528 | cave[i].tunnel[0] = wumplink; /* forw link */ | |
529 | cave[wumplink].tunnel[1] = i; /* back link */ | |
530 | } | |
531 | /* now fill in the rest of the cave with random connections */ | |
532 | for (i = 1; i <= room_num; i++) | |
533 | for (j = 2; j < link_num ; j++) { | |
534 | if (cave[i].tunnel[j] != -1) | |
535 | continue; | |
536 | try_again: wumplink = (random() % room_num) + 1; | |
537 | /* skip duplicates */ | |
538 | for (k = 0; k < j; k++) | |
539 | if (cave[i].tunnel[k] == wumplink) | |
540 | goto try_again; | |
541 | cave[i].tunnel[j] = wumplink; | |
542 | if (random() % 2 == 1) | |
543 | continue; | |
544 | for (k = 0; k < link_num; ++k) { | |
545 | /* if duplicate, skip it */ | |
546 | if (cave[wumplink].tunnel[k] == i) | |
547 | k = link_num; | |
548 | ||
549 | /* if open link, use it, force exit */ | |
550 | if (cave[wumplink].tunnel[k] == -1) { | |
551 | cave[wumplink].tunnel[k] = i; | |
552 | k = link_num; | |
553 | } | |
554 | } | |
555 | } | |
556 | /* | |
557 | * now that we're done, sort the tunnels in each of the rooms to | |
558 | * make it easier on the intrepid adventurer. | |
559 | */ | |
560 | for (i = 1; i <= room_num; ++i) | |
561 | qsort(cave[i].tunnel, (u_int)link_num, | |
562 | sizeof(cave[i].tunnel[0]), int_compare); | |
563 | ||
564 | #ifdef DEBUG | |
565 | if (debug) | |
566 | for (i = 1; i <= room_num; ++i) { | |
d9f85b33 | 567 | printf("<room %d has tunnels to ", i); |
984263bc | 568 | for (j = 0; j < link_num; ++j) |
d9f85b33 | 569 | printf("%d ", cave[i].tunnel[j]); |
570 | printf(">\n"); | |
984263bc MD |
571 | } |
572 | #endif | |
573 | } | |
574 | ||
c90980ca | 575 | static void |
c11b8fa9 | 576 | clear_things_in_cave(void) |
984263bc MD |
577 | { |
578 | int i; | |
579 | ||
580 | /* | |
581 | * remove bats and pits from the current cave in preparation for us | |
582 | * adding new ones via the initialize_things_in_cave() routines. | |
583 | */ | |
584 | for (i = 1; i <= room_num; ++i) | |
585 | cave[i].has_a_bat = cave[i].has_a_pit = 0; | |
586 | } | |
587 | ||
c90980ca | 588 | static void |
c11b8fa9 | 589 | initialize_things_in_cave(void) |
984263bc MD |
590 | { |
591 | int i, loc; | |
592 | ||
593 | /* place some bats, pits, the wumpus, and the player. */ | |
594 | for (i = 0; i < bat_num; ++i) { | |
595 | do { | |
596 | loc = (random() % room_num) + 1; | |
597 | } while (cave[loc].has_a_bat); | |
598 | cave[loc].has_a_bat = 1; | |
599 | #ifdef DEBUG | |
600 | if (debug) | |
d9f85b33 | 601 | printf("<bat in room %d>\n", loc); |
984263bc MD |
602 | #endif |
603 | } | |
604 | ||
605 | for (i = 0; i < pit_num; ++i) { | |
606 | do { | |
607 | loc = (random() % room_num) + 1; | |
608 | } while (cave[loc].has_a_pit && cave[loc].has_a_bat); | |
609 | cave[loc].has_a_pit = 1; | |
610 | #ifdef DEBUG | |
611 | if (debug) | |
d9f85b33 | 612 | printf("<pit in room %d>\n", loc); |
984263bc MD |
613 | #endif |
614 | } | |
615 | ||
616 | wumpus_loc = (random() % room_num) + 1; | |
617 | #ifdef DEBUG | |
618 | if (debug) | |
d9f85b33 | 619 | printf("<wumpus in room %d>\n", loc); |
984263bc MD |
620 | #endif |
621 | ||
622 | do { | |
623 | player_loc = (random() % room_num) + 1; | |
624 | } while (player_loc == wumpus_loc || (level == HARD ? | |
625 | (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0)); | |
626 | } | |
627 | ||
c90980ca | 628 | static int |
c11b8fa9 | 629 | getans(const char *prompt) |
984263bc MD |
630 | { |
631 | char buf[20]; | |
632 | ||
633 | /* | |
634 | * simple routine to ask the yes/no question specified until the user | |
635 | * answers yes or no, then return 1 if they said 'yes' and 0 if they | |
636 | * answered 'no'. | |
637 | */ | |
638 | for (;;) { | |
d9f85b33 | 639 | printf("%s", prompt); |
640 | fflush(stdout); | |
984263bc MD |
641 | if (!fgets(buf, sizeof(buf), stdin)) |
642 | return(0); | |
643 | if (*buf == 'N' || *buf == 'n') | |
644 | return(0); | |
645 | if (*buf == 'Y' || *buf == 'y') | |
646 | return(1); | |
d9f85b33 | 647 | printf( |
984263bc MD |
648 | "I don't understand your answer; please enter 'y' or 'n'!\n"); |
649 | } | |
650 | /* NOTREACHED */ | |
651 | } | |
652 | ||
c90980ca | 653 | static int |
c11b8fa9 | 654 | bats_nearby(void) |
984263bc MD |
655 | { |
656 | int i; | |
657 | ||
658 | /* check for bats in the immediate vicinity */ | |
659 | for (i = 0; i < link_num; ++i) | |
660 | if (cave[cave[player_loc].tunnel[i]].has_a_bat) | |
661 | return(1); | |
662 | return(0); | |
663 | } | |
664 | ||
c90980ca | 665 | static int |
c11b8fa9 | 666 | pit_nearby(void) |
984263bc MD |
667 | { |
668 | int i; | |
669 | ||
670 | /* check for pits in the immediate vicinity */ | |
671 | for (i = 0; i < link_num; ++i) | |
672 | if (cave[cave[player_loc].tunnel[i]].has_a_pit) | |
673 | return(1); | |
674 | return(0); | |
675 | } | |
676 | ||
c90980ca | 677 | static int |
c11b8fa9 | 678 | wump_nearby(void) |
984263bc MD |
679 | { |
680 | int i, j; | |
681 | ||
682 | /* check for a wumpus within TWO caves of where we are */ | |
683 | for (i = 0; i < link_num; ++i) { | |
684 | if (cave[player_loc].tunnel[i] == wumpus_loc) | |
685 | return(1); | |
686 | for (j = 0; j < link_num; ++j) | |
687 | if (cave[cave[player_loc].tunnel[i]].tunnel[j] == | |
688 | wumpus_loc) | |
689 | return(1); | |
690 | } | |
691 | return(0); | |
692 | } | |
693 | ||
c90980ca | 694 | static void |
c11b8fa9 | 695 | move_wump(void) |
984263bc MD |
696 | { |
697 | wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num]; | |
698 | } | |
699 | ||
c90980ca | 700 | static int |
c11b8fa9 | 701 | int_compare(const void *va, const void *vb) |
984263bc MD |
702 | { |
703 | const int *a, *b; | |
704 | ||
705 | a = (const int *)va; | |
706 | b = (const int *)vb; | |
707 | ||
708 | return(a < b ? -1 : 1); | |
709 | } | |
710 | ||
c90980ca | 711 | static void |
c11b8fa9 | 712 | instructions(void) |
984263bc MD |
713 | { |
714 | const char *pager; | |
715 | pid_t pid; | |
716 | int status; | |
717 | int fd; | |
718 | ||
719 | /* | |
720 | * read the instructions file, if needed, and show the user how to | |
721 | * play this game! | |
722 | */ | |
723 | if (!getans("Instructions? (y-n) ")) | |
724 | return; | |
725 | ||
726 | if (access(_PATH_WUMPINFO, R_OK)) { | |
d9f85b33 | 727 | printf( |
984263bc MD |
728 | "Sorry, but the instruction file seems to have disappeared in a\n\ |
729 | puff of greasy black smoke! (poof)\n"); | |
730 | return; | |
731 | } | |
732 | ||
6693db17 | 733 | if (!isatty(STDOUT_FILENO)) |
984263bc MD |
734 | pager = "cat"; |
735 | else { | |
736 | if (!(pager = getenv("PAGER")) || (*pager == 0)) | |
737 | pager = _PATH_PAGER; | |
738 | } | |
739 | switch (pid = fork()) { | |
740 | case 0: /* child */ | |
741 | if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1) | |
742 | err(1, "open %s", _PATH_WUMPINFO); | |
6693db17 | 743 | if (dup2(fd, STDIN_FILENO) == -1) |
984263bc | 744 | err(1, "dup2"); |
d9f85b33 | 745 | execl("/bin/sh", "sh", "-c", pager, NULL); |
984263bc MD |
746 | err(1, "exec sh -c %s", pager); |
747 | case -1: | |
748 | err(1, "fork"); | |
749 | default: | |
d9f85b33 | 750 | waitpid(pid, &status, 0); |
984263bc MD |
751 | break; |
752 | } | |
753 | } | |
754 | ||
c90980ca | 755 | static void |
c11b8fa9 | 756 | usage(void) |
984263bc | 757 | { |
d9f85b33 | 758 | fprintf(stderr, |
984263bc MD |
759 | "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n"); |
760 | exit(1); | |
761 | } | |
762 | ||
763 | /* messages */ | |
764 | ||
c90980ca | 765 | static void |
c11b8fa9 | 766 | wump_kill(void) |
984263bc | 767 | { |
d9f85b33 | 768 | printf( |
984263bc MD |
769 | "*ROAR* *chomp* *snurfle* *chomp*!\n\ |
770 | Much to the delight of the Wumpus, you walked right into his mouth,\n\ | |
771 | making you one of the easiest dinners he's ever had! For you, however,\n\ | |
772 | it's a rather unpleasant death. The only good thing is that it's been\n\ | |
773 | so long since the evil Wumpus cleaned his teeth that you immediately\n\ | |
774 | passed out from the stench!\n"); | |
775 | } | |
776 | ||
c90980ca | 777 | static void |
c11b8fa9 | 778 | kill_wump(void) |
984263bc | 779 | { |
d9f85b33 | 780 | printf( |
984263bc MD |
781 | "*thwock!* *groan* *crash*\n\n\ |
782 | A horrible roar fills the cave, and you realize, with a smile, that you\n\ | |
783 | have slain the evil Wumpus and won the game! You don't want to tarry for\n\ | |
784 | long, however, because not only is the Wumpus famous, but the stench of\n\ | |
785 | dead Wumpus is also quite well known, a stench plenty enough to slay the\n\ | |
786 | mightiest adventurer at a single whiff!!\n"); | |
787 | } | |
788 | ||
c90980ca | 789 | static void |
c11b8fa9 | 790 | no_arrows(void) |
984263bc | 791 | { |
d9f85b33 | 792 | printf( |
984263bc MD |
793 | "\nYou turn and look at your quiver, and realize with a sinking feeling\n\ |
794 | that you've just shot your last arrow (figuratively, too). Sensing this\n\ | |
795 | with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\ | |
796 | you, and with a mighty *ROAR* eats you alive!\n"); | |
797 | } | |
798 | ||
c90980ca | 799 | static void |
c11b8fa9 | 800 | shoot_self(void) |
984263bc | 801 | { |
d9f85b33 | 802 | printf( |
984263bc MD |
803 | "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\ |
804 | of your wild arrow has resulted in it wedging in your side, causing\n\ | |
805 | extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\ | |
806 | and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\ | |
807 | (*CHOMP*)\n"); | |
808 | } | |
809 | ||
c90980ca | 810 | static void |
c11b8fa9 | 811 | jump(int where) |
984263bc | 812 | { |
d9f85b33 | 813 | printf( |
984263bc MD |
814 | "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\ |
815 | notice that the walls are shimmering and glowing. Suddenly you feel\n\ | |
816 | a very curious, warm sensation and find yourself in room %d!!\n", where); | |
817 | } | |
818 | ||
c90980ca | 819 | static void |
c11b8fa9 | 820 | pit_kill(void) |
984263bc | 821 | { |
d9f85b33 | 822 | printf( |
984263bc MD |
823 | "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ |
824 | The whistling sound and updraft as you walked into this room of the\n\ | |
825 | cave apparently wasn't enough to clue you in to the presence of the\n\ | |
826 | bottomless pit. You have a lot of time to reflect on this error as\n\ | |
827 | you fall many miles to the core of the earth. Look on the bright side;\n\ | |
828 | you can at least find out if Jules Verne was right...\n"); | |
829 | } | |
830 | ||
c90980ca | 831 | static void |
c11b8fa9 | 832 | pit_survive(void) |
984263bc | 833 | { |
d9f85b33 | 834 | printf( |
984263bc MD |
835 | "Without conscious thought you grab for the side of the cave and manage\n\ |
836 | to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\ | |
837 | depths of a bottomless pit! Rock crumbles beneath your feet!\n"); | |
838 | } |