| 1 | /*- |
| 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. |
| 17 | * 3. Neither the name of the University nor the names of its contributors |
| 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. |
| 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 $ |
| 36 | * $DragonFly: src/games/wump/wump.c,v 1.6 2007/04/18 18:32:12 swildner Exp $ |
| 37 | */ |
| 38 | |
| 39 | /* |
| 40 | * A very new version of the age old favorite Hunt-The-Wumpus game that has |
| 41 | * been a part of the BSD distribution of Unix for longer than us old folk |
| 42 | * would care to remember. |
| 43 | */ |
| 44 | |
| 45 | #include <err.h> |
| 46 | #include <sys/types.h> |
| 47 | #include <sys/file.h> |
| 48 | #include <sys/wait.h> |
| 49 | #include <stdio.h> |
| 50 | #include <stdlib.h> |
| 51 | #include <string.h> |
| 52 | #include <unistd.h> |
| 53 | #include "pathnames.h" |
| 54 | |
| 55 | /* some defines to spec out what our wumpus cave should look like */ |
| 56 | |
| 57 | #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */ |
| 58 | #define MAX_LINKS_IN_ROOM 25 /* a complex cave */ |
| 59 | |
| 60 | #define MAX_ROOMS_IN_CAVE 250 |
| 61 | #define ROOMS_IN_CAVE 20 |
| 62 | #define MIN_ROOMS_IN_CAVE 10 |
| 63 | |
| 64 | #define LINKS_IN_ROOM 3 |
| 65 | #define NUMBER_OF_ARROWS 5 |
| 66 | #define PIT_COUNT 3 |
| 67 | #define BAT_COUNT 3 |
| 68 | |
| 69 | #define EASY 1 /* levels of play */ |
| 70 | #define HARD 2 |
| 71 | |
| 72 | /* some macro definitions for cleaner output */ |
| 73 | |
| 74 | #define plural(n) (n == 1 ? "" : "s") |
| 75 | |
| 76 | /* simple cave data structure; +1 so we can index from '1' not '0' */ |
| 77 | struct room_record { |
| 78 | int tunnel[MAX_LINKS_IN_ROOM]; |
| 79 | int has_a_pit, has_a_bat; |
| 80 | } cave[MAX_ROOMS_IN_CAVE+1]; |
| 81 | |
| 82 | /* |
| 83 | * global variables so we can keep track of where the player is, how |
| 84 | * many arrows they still have, where el wumpo is, and so on... |
| 85 | */ |
| 86 | int player_loc = -1; /* player location */ |
| 87 | int wumpus_loc = -1; /* The Bad Guy location */ |
| 88 | int level = EASY; /* level of play */ |
| 89 | int arrows_left; /* arrows unshot */ |
| 90 | |
| 91 | #ifdef DEBUG |
| 92 | int debug = 0; |
| 93 | #endif |
| 94 | |
| 95 | int pit_num = PIT_COUNT; /* # pits in cave */ |
| 96 | int bat_num = BAT_COUNT; /* # bats */ |
| 97 | int room_num = ROOMS_IN_CAVE; /* # rooms in cave */ |
| 98 | int link_num = LINKS_IN_ROOM; /* links per room */ |
| 99 | int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */ |
| 100 | |
| 101 | char answer[20]; /* user input */ |
| 102 | |
| 103 | int bats_nearby(void); |
| 104 | void cave_init(void); |
| 105 | void clear_things_in_cave(void); |
| 106 | void display_room_stats(void); |
| 107 | int getans(const char *); |
| 108 | void initialize_things_in_cave(void); |
| 109 | void instructions(void); |
| 110 | int int_compare(const void *, const void *); |
| 111 | void jump(int); |
| 112 | void kill_wump(void); |
| 113 | int move_to(char *); |
| 114 | void move_wump(void); |
| 115 | void no_arrows(void); |
| 116 | void pit_kill(void); |
| 117 | int pit_nearby(void); |
| 118 | void pit_survive(void); |
| 119 | int shoot(char *); |
| 120 | void shoot_self(void); |
| 121 | int take_action(void); |
| 122 | void usage(void); |
| 123 | void wump_kill(void); |
| 124 | int wump_nearby(void); |
| 125 | |
| 126 | int |
| 127 | main(int argc, char **argv) |
| 128 | { |
| 129 | int c; |
| 130 | |
| 131 | /* Revoke setgid privileges */ |
| 132 | setgid(getgid()); |
| 133 | |
| 134 | #ifdef DEBUG |
| 135 | while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1) |
| 136 | #else |
| 137 | while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1) |
| 138 | #endif |
| 139 | switch (c) { |
| 140 | case 'a': |
| 141 | arrow_num = atoi(optarg); |
| 142 | break; |
| 143 | case 'b': |
| 144 | bat_num = atoi(optarg); |
| 145 | break; |
| 146 | #ifdef DEBUG |
| 147 | case 'd': |
| 148 | debug = 1; |
| 149 | break; |
| 150 | #endif |
| 151 | case 'h': |
| 152 | level = HARD; |
| 153 | break; |
| 154 | case 'p': |
| 155 | pit_num = atoi(optarg); |
| 156 | break; |
| 157 | case 'r': |
| 158 | room_num = atoi(optarg); |
| 159 | if (room_num < MIN_ROOMS_IN_CAVE) { |
| 160 | (void)fprintf(stderr, |
| 161 | "No self-respecting wumpus would live in such a small cave!\n"); |
| 162 | exit(1); |
| 163 | } |
| 164 | if (room_num > MAX_ROOMS_IN_CAVE) { |
| 165 | (void)fprintf(stderr, |
| 166 | "Even wumpii can't furnish caves that large!\n"); |
| 167 | exit(1); |
| 168 | } |
| 169 | break; |
| 170 | case 't': |
| 171 | link_num = atoi(optarg); |
| 172 | if (link_num < 2) { |
| 173 | (void)fprintf(stderr, |
| 174 | "Wumpii like extra doors in their caves!\n"); |
| 175 | exit(1); |
| 176 | } |
| 177 | break; |
| 178 | case '?': |
| 179 | default: |
| 180 | usage(); |
| 181 | } |
| 182 | |
| 183 | if (link_num > MAX_LINKS_IN_ROOM || |
| 184 | link_num > room_num - (room_num / 4)) { |
| 185 | (void)fprintf(stderr, |
| 186 | "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n"); |
| 187 | exit(1); |
| 188 | } |
| 189 | |
| 190 | if (level == HARD) { |
| 191 | bat_num += ((random() % (room_num / 2)) + 1); |
| 192 | pit_num += ((random() % (room_num / 2)) + 1); |
| 193 | } |
| 194 | |
| 195 | if (bat_num > room_num / 2) { |
| 196 | (void)fprintf(stderr, |
| 197 | "The wumpus refused to enter the cave, claiming it was too crowded!\n"); |
| 198 | exit(1); |
| 199 | } |
| 200 | |
| 201 | if (pit_num > room_num / 2) { |
| 202 | (void)fprintf(stderr, |
| 203 | "The wumpus refused to enter the cave, claiming it was too dangerous!\n"); |
| 204 | exit(1); |
| 205 | } |
| 206 | |
| 207 | instructions(); |
| 208 | cave_init(); |
| 209 | |
| 210 | /* and we're OFF! da dum, da dum, da dum, da dum... */ |
| 211 | (void)printf( |
| 212 | "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\ |
| 213 | There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\ |
| 214 | quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n", |
| 215 | room_num, link_num, bat_num, plural(bat_num), pit_num, |
| 216 | plural(pit_num), arrow_num); |
| 217 | |
| 218 | for (;;) { |
| 219 | initialize_things_in_cave(); |
| 220 | arrows_left = arrow_num; |
| 221 | do { |
| 222 | display_room_stats(); |
| 223 | (void)printf("Move or shoot? (m-s) "); |
| 224 | (void)fflush(stdout); |
| 225 | if (!fgets(answer, sizeof(answer), stdin)) |
| 226 | break; |
| 227 | } while (!take_action()); |
| 228 | |
| 229 | if (!getans("\nCare to play another game? (y-n) ")) |
| 230 | exit(0); |
| 231 | if (getans("In the same cave? (y-n) ")) |
| 232 | clear_things_in_cave(); |
| 233 | else |
| 234 | cave_init(); |
| 235 | } |
| 236 | /* NOTREACHED */ |
| 237 | return (0); |
| 238 | } |
| 239 | |
| 240 | void |
| 241 | display_room_stats(void) |
| 242 | { |
| 243 | int i; |
| 244 | |
| 245 | /* |
| 246 | * Routine will explain what's going on with the current room, as well |
| 247 | * as describe whether there are pits, bats, & wumpii nearby. It's |
| 248 | * all pretty mindless, really. |
| 249 | */ |
| 250 | (void)printf( |
| 251 | "\nYou are in room %d of the cave, and have %d arrow%s left.\n", |
| 252 | player_loc, arrows_left, plural(arrows_left)); |
| 253 | |
| 254 | if (bats_nearby()) |
| 255 | (void)printf("*rustle* *rustle* (must be bats nearby)\n"); |
| 256 | if (pit_nearby()) |
| 257 | (void)printf("*whoosh* (I feel a draft from some pits).\n"); |
| 258 | if (wump_nearby()) |
| 259 | (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n"); |
| 260 | |
| 261 | (void)printf("There are tunnels to rooms %d, ", |
| 262 | cave[player_loc].tunnel[0]); |
| 263 | |
| 264 | for (i = 1; i < link_num - 1; i++) |
| 265 | if (cave[player_loc].tunnel[i] <= room_num) |
| 266 | (void)printf("%d, ", cave[player_loc].tunnel[i]); |
| 267 | (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]); |
| 268 | } |
| 269 | |
| 270 | int |
| 271 | take_action(void) |
| 272 | { |
| 273 | /* |
| 274 | * Do the action specified by the player, either 'm'ove, 's'hoot |
| 275 | * or something exceptionally bizarre and strange! Returns 1 |
| 276 | * iff the player died during this turn, otherwise returns 0. |
| 277 | */ |
| 278 | switch (*answer) { |
| 279 | case 'M': |
| 280 | case 'm': /* move */ |
| 281 | return(move_to(answer + 1)); |
| 282 | case 'S': |
| 283 | case 's': /* shoot */ |
| 284 | return(shoot(answer + 1)); |
| 285 | case 'Q': |
| 286 | case 'q': |
| 287 | case 'x': |
| 288 | exit(0); |
| 289 | case '\n': |
| 290 | return(0); |
| 291 | } |
| 292 | if (random() % 15 == 1) |
| 293 | (void)printf("Que pasa?\n"); |
| 294 | else |
| 295 | (void)printf("I don't understand!\n"); |
| 296 | return(0); |
| 297 | } |
| 298 | |
| 299 | int |
| 300 | move_to(char *room_number) |
| 301 | { |
| 302 | int i, just_moved_by_bats, next_room, tunnel_available; |
| 303 | |
| 304 | /* |
| 305 | * This is responsible for moving the player into another room in the |
| 306 | * cave as per their directions. If room_number is a null string, |
| 307 | * then we'll prompt the user for the next room to go into. Once |
| 308 | * we've moved into the room, we'll check for things like bats, pits, |
| 309 | * and so on. This routine returns 1 if something occurs that kills |
| 310 | * the player and 0 otherwise... |
| 311 | */ |
| 312 | tunnel_available = just_moved_by_bats = 0; |
| 313 | next_room = atoi(room_number); |
| 314 | |
| 315 | /* crap for magic tunnels */ |
| 316 | if (next_room == room_num + 1 && |
| 317 | cave[player_loc].tunnel[link_num-1] != next_room) |
| 318 | ++next_room; |
| 319 | |
| 320 | while (next_room < 1 || next_room > room_num + 1) { |
| 321 | if (next_room < 0 && next_room != -1) |
| 322 | (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n"); |
| 323 | if (next_room > room_num + 1) |
| 324 | (void)printf("What? The cave surely isn't quite that big!\n"); |
| 325 | if (next_room == room_num + 1 && |
| 326 | cave[player_loc].tunnel[link_num-1] != next_room) { |
| 327 | (void)printf("What? The cave isn't that big!\n"); |
| 328 | ++next_room; |
| 329 | } |
| 330 | (void)printf("To which room do you wish to move? "); |
| 331 | (void)fflush(stdout); |
| 332 | if (!fgets(answer, sizeof(answer), stdin)) |
| 333 | return(1); |
| 334 | next_room = atoi(answer); |
| 335 | } |
| 336 | |
| 337 | /* now let's see if we can move to that room or not */ |
| 338 | tunnel_available = 0; |
| 339 | for (i = 0; i < link_num; i++) |
| 340 | if (cave[player_loc].tunnel[i] == next_room) |
| 341 | tunnel_available = 1; |
| 342 | |
| 343 | if (!tunnel_available) { |
| 344 | (void)printf("*Oof!* (You hit the wall)\n"); |
| 345 | if (random() % 6 == 1) { |
| 346 | (void)printf("Your colorful comments awaken the wumpus!\n"); |
| 347 | move_wump(); |
| 348 | if (wumpus_loc == player_loc) { |
| 349 | wump_kill(); |
| 350 | return(1); |
| 351 | } |
| 352 | } |
| 353 | return(0); |
| 354 | } |
| 355 | |
| 356 | /* now let's move into that room and check it out for dangers */ |
| 357 | if (next_room == room_num + 1) |
| 358 | jump(next_room = (random() % room_num) + 1); |
| 359 | |
| 360 | player_loc = next_room; |
| 361 | for (;;) { |
| 362 | if (next_room == wumpus_loc) { /* uh oh... */ |
| 363 | wump_kill(); |
| 364 | return(1); |
| 365 | } |
| 366 | if (cave[next_room].has_a_pit) { |
| 367 | if (random() % 12 < 2) { |
| 368 | pit_survive(); |
| 369 | return(0); |
| 370 | } else { |
| 371 | pit_kill(); |
| 372 | return(1); |
| 373 | } |
| 374 | } |
| 375 | |
| 376 | if (cave[next_room].has_a_bat) { |
| 377 | (void)printf( |
| 378 | "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n", |
| 379 | just_moved_by_bats ? " again": ""); |
| 380 | next_room = player_loc = (random() % room_num) + 1; |
| 381 | just_moved_by_bats = 1; |
| 382 | } |
| 383 | |
| 384 | else |
| 385 | break; |
| 386 | } |
| 387 | return(0); |
| 388 | } |
| 389 | |
| 390 | int |
| 391 | shoot(char *room_list) |
| 392 | { |
| 393 | int chance, next, roomcnt; |
| 394 | int j, arrow_location, wumplink, ok; |
| 395 | char *p; |
| 396 | |
| 397 | /* |
| 398 | * Implement shooting arrows. Arrows are shot by the player indicating |
| 399 | * a space-separated list of rooms that the arrow should pass through; |
| 400 | * if any of the rooms they specify are not accessible via tunnel from |
| 401 | * the room the arrow is in, it will instead fly randomly into another |
| 402 | * room. If the player hits the wumpus, this routine will indicate |
| 403 | * such. If it misses, this routine will *move* the wumpus one room. |
| 404 | * If it's the last arrow, the player then dies... Returns 1 if the |
| 405 | * player has won or died, 0 if nothing has happened. |
| 406 | */ |
| 407 | arrow_location = player_loc; |
| 408 | for (roomcnt = 1;; ++roomcnt, room_list = NULL) { |
| 409 | if (!(p = strtok(room_list, " \t\n"))) { |
| 410 | if (roomcnt == 1) { |
| 411 | (void)printf( |
| 412 | "The arrow falls to the ground at your feet!\n"); |
| 413 | return(0); |
| 414 | } else |
| 415 | break; |
| 416 | } |
| 417 | if (roomcnt > 5) { |
| 418 | (void)printf( |
| 419 | "The arrow wavers in its flight and and can go no further!\n"); |
| 420 | break; |
| 421 | } |
| 422 | next = atoi(p); |
| 423 | for (j = 0, ok = 0; j < link_num; j++) |
| 424 | if (cave[arrow_location].tunnel[j] == next) |
| 425 | ok = 1; |
| 426 | |
| 427 | if (ok) { |
| 428 | if (next > room_num) { |
| 429 | (void)printf( |
| 430 | "A faint gleam tells you the arrow has gone through a magic tunnel!\n"); |
| 431 | arrow_location = (random() % room_num) + 1; |
| 432 | } else |
| 433 | arrow_location = next; |
| 434 | } else { |
| 435 | wumplink = (random() % link_num); |
| 436 | if (wumplink == player_loc) |
| 437 | (void)printf( |
| 438 | "*thunk* The arrow can't find a way from %d to %d and flys back into\n\ |
| 439 | your room!\n", |
| 440 | arrow_location, next); |
| 441 | else if (cave[arrow_location].tunnel[wumplink] > room_num) |
| 442 | (void)printf( |
| 443 | "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\ |
| 444 | room %d!\n", |
| 445 | cave[arrow_location].tunnel[wumplink]); |
| 446 | else |
| 447 | (void)printf( |
| 448 | "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\ |
| 449 | into room %d!\n", |
| 450 | arrow_location, next, |
| 451 | cave[arrow_location].tunnel[wumplink]); |
| 452 | arrow_location = cave[arrow_location].tunnel[wumplink]; |
| 453 | break; |
| 454 | } |
| 455 | chance = random() % 10; |
| 456 | if (roomcnt == 3 && chance < 2) { |
| 457 | (void)printf( |
| 458 | "Your bowstring breaks! *twaaaaaang*\n\ |
| 459 | The arrow is weakly shot and can go no further!\n"); |
| 460 | break; |
| 461 | } else if (roomcnt == 4 && chance < 6) { |
| 462 | (void)printf( |
| 463 | "The arrow wavers in its flight and and can go no further!\n"); |
| 464 | break; |
| 465 | } |
| 466 | } |
| 467 | |
| 468 | /* |
| 469 | * now we've gotten into the new room let us see if El Wumpo is |
| 470 | * in the same room ... if so we've a HIT and the player WON! |
| 471 | */ |
| 472 | if (arrow_location == wumpus_loc) { |
| 473 | kill_wump(); |
| 474 | return(1); |
| 475 | } |
| 476 | |
| 477 | if (arrow_location == player_loc) { |
| 478 | shoot_self(); |
| 479 | return(1); |
| 480 | } |
| 481 | |
| 482 | if (!--arrows_left) { |
| 483 | no_arrows(); |
| 484 | return(1); |
| 485 | } |
| 486 | |
| 487 | { |
| 488 | /* each time you shoot, it's more likely the wumpus moves */ |
| 489 | static int lastchance = 2; |
| 490 | |
| 491 | if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) { |
| 492 | move_wump(); |
| 493 | if (wumpus_loc == player_loc) |
| 494 | wump_kill(); |
| 495 | lastchance = random() % 3; |
| 496 | |
| 497 | } |
| 498 | } |
| 499 | return(0); |
| 500 | } |
| 501 | |
| 502 | void |
| 503 | cave_init(void) |
| 504 | { |
| 505 | int i, j, k, wumplink; |
| 506 | int delta; |
| 507 | |
| 508 | /* |
| 509 | * This does most of the interesting work in this program actually! |
| 510 | * In this routine we'll initialize the Wumpus cave to have all rooms |
| 511 | * linking to all others by stepping through our data structure once, |
| 512 | * recording all forward links and backwards links too. The parallel |
| 513 | * "linkcount" data structure ensures that no room ends up with more |
| 514 | * than three links, regardless of the quality of the random number |
| 515 | * generator that we're using. |
| 516 | */ |
| 517 | srandomdev(); |
| 518 | |
| 519 | /* initialize the cave first off. */ |
| 520 | for (i = 1; i <= room_num; ++i) |
| 521 | for (j = 0; j < link_num ; ++j) |
| 522 | cave[i].tunnel[j] = -1; |
| 523 | |
| 524 | /* choose a random 'hop' delta for our guaranteed link */ |
| 525 | while (!(delta = random() % room_num)); |
| 526 | |
| 527 | for (i = 1; i <= room_num; ++i) { |
| 528 | wumplink = ((i + delta) % room_num) + 1; /* connection */ |
| 529 | cave[i].tunnel[0] = wumplink; /* forw link */ |
| 530 | cave[wumplink].tunnel[1] = i; /* back link */ |
| 531 | } |
| 532 | /* now fill in the rest of the cave with random connections */ |
| 533 | for (i = 1; i <= room_num; i++) |
| 534 | for (j = 2; j < link_num ; j++) { |
| 535 | if (cave[i].tunnel[j] != -1) |
| 536 | continue; |
| 537 | try_again: wumplink = (random() % room_num) + 1; |
| 538 | /* skip duplicates */ |
| 539 | for (k = 0; k < j; k++) |
| 540 | if (cave[i].tunnel[k] == wumplink) |
| 541 | goto try_again; |
| 542 | cave[i].tunnel[j] = wumplink; |
| 543 | if (random() % 2 == 1) |
| 544 | continue; |
| 545 | for (k = 0; k < link_num; ++k) { |
| 546 | /* if duplicate, skip it */ |
| 547 | if (cave[wumplink].tunnel[k] == i) |
| 548 | k = link_num; |
| 549 | |
| 550 | /* if open link, use it, force exit */ |
| 551 | if (cave[wumplink].tunnel[k] == -1) { |
| 552 | cave[wumplink].tunnel[k] = i; |
| 553 | k = link_num; |
| 554 | } |
| 555 | } |
| 556 | } |
| 557 | /* |
| 558 | * now that we're done, sort the tunnels in each of the rooms to |
| 559 | * make it easier on the intrepid adventurer. |
| 560 | */ |
| 561 | for (i = 1; i <= room_num; ++i) |
| 562 | qsort(cave[i].tunnel, (u_int)link_num, |
| 563 | sizeof(cave[i].tunnel[0]), int_compare); |
| 564 | |
| 565 | #ifdef DEBUG |
| 566 | if (debug) |
| 567 | for (i = 1; i <= room_num; ++i) { |
| 568 | (void)printf("<room %d has tunnels to ", i); |
| 569 | for (j = 0; j < link_num; ++j) |
| 570 | (void)printf("%d ", cave[i].tunnel[j]); |
| 571 | (void)printf(">\n"); |
| 572 | } |
| 573 | #endif |
| 574 | } |
| 575 | |
| 576 | void |
| 577 | clear_things_in_cave(void) |
| 578 | { |
| 579 | int i; |
| 580 | |
| 581 | /* |
| 582 | * remove bats and pits from the current cave in preparation for us |
| 583 | * adding new ones via the initialize_things_in_cave() routines. |
| 584 | */ |
| 585 | for (i = 1; i <= room_num; ++i) |
| 586 | cave[i].has_a_bat = cave[i].has_a_pit = 0; |
| 587 | } |
| 588 | |
| 589 | void |
| 590 | initialize_things_in_cave(void) |
| 591 | { |
| 592 | int i, loc; |
| 593 | |
| 594 | /* place some bats, pits, the wumpus, and the player. */ |
| 595 | for (i = 0; i < bat_num; ++i) { |
| 596 | do { |
| 597 | loc = (random() % room_num) + 1; |
| 598 | } while (cave[loc].has_a_bat); |
| 599 | cave[loc].has_a_bat = 1; |
| 600 | #ifdef DEBUG |
| 601 | if (debug) |
| 602 | (void)printf("<bat in room %d>\n", loc); |
| 603 | #endif |
| 604 | } |
| 605 | |
| 606 | for (i = 0; i < pit_num; ++i) { |
| 607 | do { |
| 608 | loc = (random() % room_num) + 1; |
| 609 | } while (cave[loc].has_a_pit && cave[loc].has_a_bat); |
| 610 | cave[loc].has_a_pit = 1; |
| 611 | #ifdef DEBUG |
| 612 | if (debug) |
| 613 | (void)printf("<pit in room %d>\n", loc); |
| 614 | #endif |
| 615 | } |
| 616 | |
| 617 | wumpus_loc = (random() % room_num) + 1; |
| 618 | #ifdef DEBUG |
| 619 | if (debug) |
| 620 | (void)printf("<wumpus in room %d>\n", loc); |
| 621 | #endif |
| 622 | |
| 623 | do { |
| 624 | player_loc = (random() % room_num) + 1; |
| 625 | } while (player_loc == wumpus_loc || (level == HARD ? |
| 626 | (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0)); |
| 627 | } |
| 628 | |
| 629 | int |
| 630 | getans(const char *prompt) |
| 631 | { |
| 632 | char buf[20]; |
| 633 | |
| 634 | /* |
| 635 | * simple routine to ask the yes/no question specified until the user |
| 636 | * answers yes or no, then return 1 if they said 'yes' and 0 if they |
| 637 | * answered 'no'. |
| 638 | */ |
| 639 | for (;;) { |
| 640 | (void)printf("%s", prompt); |
| 641 | (void)fflush(stdout); |
| 642 | if (!fgets(buf, sizeof(buf), stdin)) |
| 643 | return(0); |
| 644 | if (*buf == 'N' || *buf == 'n') |
| 645 | return(0); |
| 646 | if (*buf == 'Y' || *buf == 'y') |
| 647 | return(1); |
| 648 | (void)printf( |
| 649 | "I don't understand your answer; please enter 'y' or 'n'!\n"); |
| 650 | } |
| 651 | /* NOTREACHED */ |
| 652 | } |
| 653 | |
| 654 | int |
| 655 | bats_nearby(void) |
| 656 | { |
| 657 | int i; |
| 658 | |
| 659 | /* check for bats in the immediate vicinity */ |
| 660 | for (i = 0; i < link_num; ++i) |
| 661 | if (cave[cave[player_loc].tunnel[i]].has_a_bat) |
| 662 | return(1); |
| 663 | return(0); |
| 664 | } |
| 665 | |
| 666 | int |
| 667 | pit_nearby(void) |
| 668 | { |
| 669 | int i; |
| 670 | |
| 671 | /* check for pits in the immediate vicinity */ |
| 672 | for (i = 0; i < link_num; ++i) |
| 673 | if (cave[cave[player_loc].tunnel[i]].has_a_pit) |
| 674 | return(1); |
| 675 | return(0); |
| 676 | } |
| 677 | |
| 678 | int |
| 679 | wump_nearby(void) |
| 680 | { |
| 681 | int i, j; |
| 682 | |
| 683 | /* check for a wumpus within TWO caves of where we are */ |
| 684 | for (i = 0; i < link_num; ++i) { |
| 685 | if (cave[player_loc].tunnel[i] == wumpus_loc) |
| 686 | return(1); |
| 687 | for (j = 0; j < link_num; ++j) |
| 688 | if (cave[cave[player_loc].tunnel[i]].tunnel[j] == |
| 689 | wumpus_loc) |
| 690 | return(1); |
| 691 | } |
| 692 | return(0); |
| 693 | } |
| 694 | |
| 695 | void |
| 696 | move_wump(void) |
| 697 | { |
| 698 | wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num]; |
| 699 | } |
| 700 | |
| 701 | int |
| 702 | int_compare(const void *va, const void *vb) |
| 703 | { |
| 704 | const int *a, *b; |
| 705 | |
| 706 | a = (const int *)va; |
| 707 | b = (const int *)vb; |
| 708 | |
| 709 | return(a < b ? -1 : 1); |
| 710 | } |
| 711 | |
| 712 | void |
| 713 | instructions(void) |
| 714 | { |
| 715 | const char *pager; |
| 716 | pid_t pid; |
| 717 | int status; |
| 718 | int fd; |
| 719 | |
| 720 | /* |
| 721 | * read the instructions file, if needed, and show the user how to |
| 722 | * play this game! |
| 723 | */ |
| 724 | if (!getans("Instructions? (y-n) ")) |
| 725 | return; |
| 726 | |
| 727 | if (access(_PATH_WUMPINFO, R_OK)) { |
| 728 | (void)printf( |
| 729 | "Sorry, but the instruction file seems to have disappeared in a\n\ |
| 730 | puff of greasy black smoke! (poof)\n"); |
| 731 | return; |
| 732 | } |
| 733 | |
| 734 | if (!isatty(STDOUT_FILENO)) |
| 735 | pager = "cat"; |
| 736 | else { |
| 737 | if (!(pager = getenv("PAGER")) || (*pager == 0)) |
| 738 | pager = _PATH_PAGER; |
| 739 | } |
| 740 | switch (pid = fork()) { |
| 741 | case 0: /* child */ |
| 742 | if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1) |
| 743 | err(1, "open %s", _PATH_WUMPINFO); |
| 744 | if (dup2(fd, STDIN_FILENO) == -1) |
| 745 | err(1, "dup2"); |
| 746 | (void)execl("/bin/sh", "sh", "-c", pager, NULL); |
| 747 | err(1, "exec sh -c %s", pager); |
| 748 | case -1: |
| 749 | err(1, "fork"); |
| 750 | default: |
| 751 | (void)waitpid(pid, &status, 0); |
| 752 | break; |
| 753 | } |
| 754 | } |
| 755 | |
| 756 | void |
| 757 | usage(void) |
| 758 | { |
| 759 | (void)fprintf(stderr, |
| 760 | "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n"); |
| 761 | exit(1); |
| 762 | } |
| 763 | |
| 764 | /* messages */ |
| 765 | |
| 766 | void |
| 767 | wump_kill(void) |
| 768 | { |
| 769 | (void)printf( |
| 770 | "*ROAR* *chomp* *snurfle* *chomp*!\n\ |
| 771 | Much to the delight of the Wumpus, you walked right into his mouth,\n\ |
| 772 | making you one of the easiest dinners he's ever had! For you, however,\n\ |
| 773 | it's a rather unpleasant death. The only good thing is that it's been\n\ |
| 774 | so long since the evil Wumpus cleaned his teeth that you immediately\n\ |
| 775 | passed out from the stench!\n"); |
| 776 | } |
| 777 | |
| 778 | void |
| 779 | kill_wump(void) |
| 780 | { |
| 781 | (void)printf( |
| 782 | "*thwock!* *groan* *crash*\n\n\ |
| 783 | A horrible roar fills the cave, and you realize, with a smile, that you\n\ |
| 784 | have slain the evil Wumpus and won the game! You don't want to tarry for\n\ |
| 785 | long, however, because not only is the Wumpus famous, but the stench of\n\ |
| 786 | dead Wumpus is also quite well known, a stench plenty enough to slay the\n\ |
| 787 | mightiest adventurer at a single whiff!!\n"); |
| 788 | } |
| 789 | |
| 790 | void |
| 791 | no_arrows(void) |
| 792 | { |
| 793 | (void)printf( |
| 794 | "\nYou turn and look at your quiver, and realize with a sinking feeling\n\ |
| 795 | that you've just shot your last arrow (figuratively, too). Sensing this\n\ |
| 796 | with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\ |
| 797 | you, and with a mighty *ROAR* eats you alive!\n"); |
| 798 | } |
| 799 | |
| 800 | void |
| 801 | shoot_self(void) |
| 802 | { |
| 803 | (void)printf( |
| 804 | "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\ |
| 805 | of your wild arrow has resulted in it wedging in your side, causing\n\ |
| 806 | extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\ |
| 807 | and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\ |
| 808 | (*CHOMP*)\n"); |
| 809 | } |
| 810 | |
| 811 | void |
| 812 | jump(int where) |
| 813 | { |
| 814 | (void)printf( |
| 815 | "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\ |
| 816 | notice that the walls are shimmering and glowing. Suddenly you feel\n\ |
| 817 | a very curious, warm sensation and find yourself in room %d!!\n", where); |
| 818 | } |
| 819 | |
| 820 | void |
| 821 | pit_kill(void) |
| 822 | { |
| 823 | (void)printf( |
| 824 | "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ |
| 825 | The whistling sound and updraft as you walked into this room of the\n\ |
| 826 | cave apparently wasn't enough to clue you in to the presence of the\n\ |
| 827 | bottomless pit. You have a lot of time to reflect on this error as\n\ |
| 828 | you fall many miles to the core of the earth. Look on the bright side;\n\ |
| 829 | you can at least find out if Jules Verne was right...\n"); |
| 830 | } |
| 831 | |
| 832 | void |
| 833 | pit_survive(void) |
| 834 | { |
| 835 | (void)printf( |
| 836 | "Without conscious thought you grab for the side of the cave and manage\n\ |
| 837 | to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\ |
| 838 | depths of a bottomless pit! Rock crumbles beneath your feet!\n"); |
| 839 | } |