Annotation of 43BSDReno/games/wump/wump.c, revision 1.1

1.1     ! root        1: /*
        !             2:  * Copyright (c) 1989 The Regents of the University of California.
        !             3:  * Copyright (c) 1989 Dave Taylor, Intuitive Systems.
        !             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 are permitted provided
        !            10:  * that: (1) source distributions retain this entire copyright notice and
        !            11:  * comment, and (2) distributions including binaries display the following
        !            12:  * acknowledgement:  ``This product includes software developed by the
        !            13:  * University of California, Berkeley and its contributors'' in the
        !            14:  * documentation or other materials provided with the distribution and in
        !            15:  * all advertising materials mentioning features or use of this software.
        !            16:  * Neither the name of the University nor the names of its contributors may
        !            17:  * be used to endorse or promote products derived from this software without
        !            18:  * specific prior written permission.
        !            19:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
        !            20:  * WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
        !            21:  * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
        !            22: LAR PURPOSE.
        !            23:  */
        !            24: 
        !            25: #ifndef lint
        !            26: char copyright[] =
        !            27: "@(#) Copyright (c) 1989 The Regents of the University of California.\n\
        !            28:  All rights reserved.\n";
        !            29: #endif /* not lint */
        !            30: 
        !            31: #ifndef lint
        !            32: static char sccsid[] = "@(#)wump.c     4.3 (Berkeley) 6/1/90";
        !            33: #endif /* not lint */
        !            34: 
        !            35: /*
        !            36:  * A very new version of the age old favorite Hunt-The-Wumpus game that has
        !            37:  * been a part of the BSD distribution of Unix for longer than us old folk
        !            38:  * would care to remember.
        !            39:  */
        !            40: 
        !            41: #include <sys/types.h>
        !            42: #include <sys/file.h>
        !            43: #include <stdio.h>
        !            44: #include "pathnames.h"
        !            45: 
        !            46: /* some defines to spec out what our wumpus cave should look like */
        !            47: 
        !            48: #define        MAX_ARROW_SHOT_DISTANCE 6               /* +1 for '0' stopper */
        !            49: #define        MAX_LINKS_IN_ROOM       25              /* a complex cave */
        !            50: 
        !            51: #define        MAX_ROOMS_IN_CAVE       250
        !            52: #define        ROOMS_IN_CAVE           20
        !            53: #define        MIN_ROOMS_IN_CAVE       10
        !            54: 
        !            55: #define        LINKS_IN_ROOM           3
        !            56: #define        NUMBER_OF_ARROWS        5
        !            57: #define        PIT_COUNT               3
        !            58: #define        BAT_COUNT               3
        !            59: 
        !            60: #define        EASY                    1               /* levels of play */
        !            61: #define        HARD                    2
        !            62: 
        !            63: /* some macro definitions for cleaner output */
        !            64: 
        !            65: #define        plural(n)       (n == 1 ? "" : "s")
        !            66: 
        !            67: /* simple cave data structure; +1 so we can index from '1' not '0' */
        !            68: struct room_record {
        !            69:        int tunnel[MAX_LINKS_IN_ROOM];
        !            70:        int has_a_pit, has_a_bat;
        !            71: } cave[MAX_ROOMS_IN_CAVE+1];
        !            72: 
        !            73: /*
        !            74:  * global variables so we can keep track of where the player is, how
        !            75:  * many arrows they still have, where el wumpo is, and so on...
        !            76:  */
        !            77: int player_loc = -1;                   /* player location */
        !            78: int wumpus_loc = -1;                   /* The Bad Guy location */
        !            79: int level = EASY;                      /* level of play */
        !            80: int arrows_left;                       /* arrows unshot */
        !            81: 
        !            82: #ifdef DEBUG
        !            83: int debug = 0;
        !            84: #endif
        !            85: 
        !            86: int pit_num = PIT_COUNT;               /* # pits in cave */
        !            87: int bat_num = BAT_COUNT;               /* # bats */
        !            88: int room_num = ROOMS_IN_CAVE;          /* # rooms in cave */
        !            89: int link_num = LINKS_IN_ROOM;          /* links per room  */
        !            90: int arrow_num = NUMBER_OF_ARROWS;      /* arrow inventory */
        !            91: 
        !            92: char answer[20];                       /* user input */
        !            93: 
        !            94: main(argc, argv)
        !            95:        int argc;
        !            96:        char **argv;
        !            97: {
        !            98:        extern char *optarg;
        !            99:        int c;
        !           100: 
        !           101: #ifdef DEBUG
        !           102:        while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != EOF)
        !           103: #else
        !           104:        while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != EOF)
        !           105: #endif
        !           106:                switch (c) {
        !           107:                case 'a':
        !           108:                        arrow_num = atoi(optarg);
        !           109:                        break;
        !           110:                case 'b':
        !           111:                        bat_num = atoi(optarg);
        !           112:                        break;
        !           113: #ifdef DEBUG
        !           114:                case 'd':
        !           115:                        debug = 1;
        !           116:                        break;
        !           117: #endif
        !           118:                case 'h':
        !           119:                        level = HARD;
        !           120:                        break;
        !           121:                case 'p':
        !           122:                        pit_num = atoi(optarg);
        !           123:                        break;
        !           124:                case 'r':
        !           125:                        room_num = atoi(optarg);
        !           126:                        if (room_num < MIN_ROOMS_IN_CAVE) {
        !           127:                                (void)fprintf(stderr,
        !           128:        "No self-respecting wumpus would live in such a small cave!\n");
        !           129:                                exit(1);
        !           130:                        }
        !           131:                        if (room_num > MAX_ROOMS_IN_CAVE) {
        !           132:                                (void)fprintf(stderr,
        !           133:        "Even wumpii can't furnish caves that large!\n");
        !           134:                                exit(1);
        !           135:                        }
        !           136:                        break;
        !           137:                case 't':
        !           138:                        link_num = atoi(optarg);
        !           139:                        if (link_num < 2) {
        !           140:                                (void)fprintf(stderr,
        !           141:        "Wumpii like extra doors in their caves!\n");
        !           142:                                exit(1);
        !           143:                        }
        !           144:                        break;
        !           145:                case '?':
        !           146:                default:
        !           147:                        usage();
        !           148:        }
        !           149: 
        !           150:        if (link_num > MAX_LINKS_IN_ROOM ||
        !           151:            link_num > room_num - (room_num / 4)) {
        !           152:                (void)fprintf(stderr,
        !           153: "Too many tunnels!  The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
        !           154:                exit(1);
        !           155:        }
        !           156: 
        !           157:        if (level == HARD) {
        !           158:                bat_num += ((random() % (room_num / 2)) + 1);
        !           159:                pit_num += ((random() % (room_num / 2)) + 1);
        !           160:        }
        !           161: 
        !           162:        if (bat_num > room_num / 2) {
        !           163:                (void)fprintf(stderr,
        !           164: "The wumpus refused to enter the cave, claiming it was too crowded!\n");
        !           165:                exit(1);
        !           166:        }
        !           167: 
        !           168:        if (pit_num > room_num / 2) {
        !           169:                (void)fprintf(stderr,
        !           170: "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
        !           171:                exit(1);
        !           172:        }
        !           173: 
        !           174:        instructions();
        !           175:        cave_init();
        !           176: 
        !           177:        /* and we're OFF!  da dum, da dum, da dum, da dum... */
        !           178:        (void)printf(
        !           179: "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
        !           180: There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
        !           181: quiver holds %d custom super anti-evil Wumpus arrows.  Good luck.\n",
        !           182:            room_num, link_num, bat_num, plural(bat_num), pit_num,
        !           183:            plural(pit_num), arrow_num);
        !           184: 
        !           185:        for (;;) {
        !           186:                initialize_things_in_cave();
        !           187:                arrows_left = arrow_num;
        !           188:                do {
        !           189:                        display_room_stats();
        !           190:                        (void)printf("Move or shoot? (m-s) ");
        !           191:                        (void)fflush(stdout);
        !           192:                        if (!fgets(answer, sizeof(answer), stdin))
        !           193:                                break;
        !           194:                } while (!take_action());
        !           195: 
        !           196:                if (!getans("\nCare to play another game? (y-n) "))
        !           197:                        exit(0);
        !           198:                if (getans("In the same cave? (y-n) "))
        !           199:                        clear_things_in_cave();
        !           200:                else
        !           201:                        cave_init();
        !           202:        }
        !           203:        /* NOTREACHED */
        !           204: }
        !           205: 
        !           206: display_room_stats()
        !           207: {
        !           208:        register int i;
        !           209: 
        !           210:        /*
        !           211:         * Routine will explain what's going on with the current room, as well
        !           212:         * as describe whether there are pits, bats, & wumpii nearby.  It's
        !           213:         * all pretty mindless, really.
        !           214:         */
        !           215:        (void)printf(
        !           216: "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
        !           217:            player_loc, arrows_left, plural(arrows_left));
        !           218: 
        !           219:        if (bats_nearby())
        !           220:                (void)printf("*rustle* *rustle* (must be bats nearby)\n");
        !           221:        if (pit_nearby())
        !           222:                (void)printf("*whoosh* (I feel a draft from some pits).\n");
        !           223:        if (wump_nearby())
        !           224:                (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
        !           225: 
        !           226:        (void)printf("There are tunnels to rooms %d, ",
        !           227:           cave[player_loc].tunnel[0]);
        !           228: 
        !           229:        for (i = 1; i < link_num - 1; i++)
        !           230:                if (cave[player_loc].tunnel[i] <= room_num)
        !           231:                        (void)printf("%d, ", cave[player_loc].tunnel[i]);
        !           232:        (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
        !           233: }
        !           234: 
        !           235: take_action()
        !           236: {
        !           237:        /*
        !           238:         * Do the action specified by the player, either 'm'ove, 's'hoot
        !           239:         * or something exceptionally bizarre and strange!  Returns 1
        !           240:         * iff the player died during this turn, otherwise returns 0.
        !           241:         */
        !           242:        switch (*answer) {
        !           243:                case 'M':
        !           244:                case 'm':                       /* move */
        !           245:                        return(move_to(answer + 1));
        !           246:                case 'S':
        !           247:                case 's':                       /* shoot */
        !           248:                        return(shoot(answer + 1));
        !           249:                case 'Q':
        !           250:                case 'q':
        !           251:                case 'x':
        !           252:                        exit(0);
        !           253:                case '\n':
        !           254:                        return(0);
        !           255:                }
        !           256:        if (random() % 15 == 1)
        !           257:                (void)printf("Que pasa?\n");
        !           258:        else
        !           259:                (void)printf("I don't understand!\n");
        !           260:        return(0);
        !           261: }
        !           262: 
        !           263: move_to(room_number)
        !           264:        char *room_number;
        !           265: {
        !           266:        int i, just_moved_by_bats, next_room, tunnel_available;
        !           267: 
        !           268:        /*
        !           269:         * This is responsible for moving the player into another room in the
        !           270:         * cave as per their directions.  If room_number is a null string,
        !           271:         * then we'll prompt the user for the next room to go into.   Once
        !           272:         * we've moved into the room, we'll check for things like bats, pits,
        !           273:         * and so on.  This routine returns 1 if something occurs that kills
        !           274:         * the player and 0 otherwise...
        !           275:         */
        !           276:        tunnel_available = just_moved_by_bats = 0;
        !           277:        next_room = atoi(room_number);
        !           278: 
        !           279:        /* crap for magic tunnels */
        !           280:        if (next_room == room_num + 1 &&
        !           281:            cave[player_loc].tunnel[link_num-1] != next_room)
        !           282:                ++next_room;
        !           283: 
        !           284:        while (next_room < 1 || next_room > room_num + 1) {
        !           285:                if (next_room < 0 && next_room != -1)
        !           286: (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
        !           287:                if (next_room > room_num + 1)
        !           288: (void)printf("What?  The cave surely isn't quite that big!\n");
        !           289:                if (next_room == room_num + 1 &&
        !           290:                    cave[player_loc].tunnel[link_num-1] != next_room) {
        !           291:                        (void)printf("What?  The cave isn't that big!\n");
        !           292:                        ++next_room;
        !           293:                }
        !           294:                (void)printf("To which room do you wish to move? ");
        !           295:                (void)fflush(stdout);
        !           296:                if (!fgets(answer, sizeof(answer), stdin))
        !           297:                        return(1);
        !           298:                next_room = atoi(answer);
        !           299:        }
        !           300: 
        !           301:        /* now let's see if we can move to that room or not */
        !           302:        tunnel_available = 0;
        !           303:        for (i = 0; i < link_num; i++)
        !           304:                if (cave[player_loc].tunnel[i] == next_room)
        !           305:                        tunnel_available = 1;
        !           306: 
        !           307:        if (!tunnel_available) {
        !           308:                (void)printf("*Oof!*  (You hit the wall)\n");
        !           309:                if (random() % 6 == 1) {
        !           310: (void)printf("Your colorful comments awaken the wumpus!\n");
        !           311:                        move_wump();
        !           312:                        if (wumpus_loc == player_loc) {
        !           313:                                wump_kill();
        !           314:                                return(1);
        !           315:                        }
        !           316:                }
        !           317:                return(0);
        !           318:        }
        !           319: 
        !           320:        /* now let's move into that room and check it out for dangers */
        !           321:        if (next_room == room_num + 1)
        !           322:                jump(next_room = (random() % room_num) + 1);
        !           323: 
        !           324:        player_loc = next_room;
        !           325:        for (;;) {
        !           326:                if (next_room == wumpus_loc) {          /* uh oh... */
        !           327:                        wump_kill();
        !           328:                        return(1);
        !           329:                }
        !           330:                if (cave[next_room].has_a_pit)
        !           331:                        if (random() % 12 < 2) {
        !           332:                                pit_survive();
        !           333:                                return(0);
        !           334:                        } else {
        !           335:                                pit_kill();
        !           336:                                return(1);
        !           337:                        }
        !           338: 
        !           339:                if (cave[next_room].has_a_bat) {
        !           340:                        (void)printf(
        !           341: "*flap*  *flap*  *flap*  (humongous bats pick you up and move you%s!)\n",
        !           342:                            just_moved_by_bats ? " again": "");
        !           343:                        next_room = player_loc = (random() % room_num) + 1;
        !           344:                        just_moved_by_bats = 1;
        !           345:                }
        !           346: 
        !           347:                else
        !           348:                        break;
        !           349:        }
        !           350:        return(0);
        !           351: }
        !           352: 
        !           353: shoot(room_list)
        !           354:        char *room_list;
        !           355: {
        !           356:        int chance, next, roomcnt;
        !           357:        int j, arrow_location, link, ok;
        !           358:        char *p, *strtok();
        !           359: 
        !           360:        /*
        !           361:         * Implement shooting arrows.  Arrows are shot by the player indicating
        !           362:         * a space-separated list of rooms that the arrow should pass through;
        !           363:         * if any of the rooms they specify are not accessible via tunnel from
        !           364:         * the room the arrow is in, it will instead fly randomly into another
        !           365:         * room.  If the player hits the wumpus, this routine will indicate
        !           366:         * such.  If it misses, this routine will *move* the wumpus one room.
        !           367:         * If it's the last arrow, the player then dies...  Returns 1 if the
        !           368:         * player has won or died, 0 if nothing has happened.
        !           369:         */
        !           370:        arrow_location = player_loc;
        !           371:        for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
        !           372:                if (!(p = strtok(room_list, " \t\n")))
        !           373:                        if (roomcnt == 1) {
        !           374:                                (void)printf(
        !           375:                        "The arrow falls to the ground at your feet!\n");
        !           376:                                return(0);
        !           377:                        } else
        !           378:                                break;
        !           379:                if (roomcnt > 5) {
        !           380:                        (void)printf(
        !           381: "The arrow wavers in its flight and and can go no further!\n");
        !           382:                        break;
        !           383:                }
        !           384:                next = atoi(p);
        !           385:                for (j = 0, ok = 0; j < link_num; j++)
        !           386:                        if (cave[arrow_location].tunnel[j] == next)
        !           387:                                ok = 1;
        !           388: 
        !           389:                if (ok) {
        !           390:                        if (next > room_num) {
        !           391:                                (void)printf(
        !           392: "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
        !           393:                                arrow_location = (random() % room_num) + 1;
        !           394:                        } else
        !           395:                                arrow_location = next;
        !           396:                } else {
        !           397:                        link = (random() % link_num);
        !           398:                        if (link == player_loc)
        !           399:                                (void)printf(
        !           400: "*thunk*  The arrow can't find a way from %d to %d and flys back into\n\
        !           401: your room!\n",
        !           402:                                    arrow_location, next);
        !           403:                        else if (cave[arrow_location].tunnel[link] > room_num)
        !           404:                                (void)printf(
        !           405: "*thunk*  The arrow flys randomly into a magic tunnel, thence into\n\
        !           406: room %d!\n",
        !           407:                                    cave[arrow_location].tunnel[link]);
        !           408:                        else
        !           409:                                (void)printf(
        !           410: "*thunk*  The arrow can't find a way from %d to %d and flys randomly\n\
        !           411: into room %d!\n",
        !           412:                                    arrow_location, next,
        !           413:                                    cave[arrow_location].tunnel[link]);
        !           414:                        arrow_location = cave[arrow_location].tunnel[link];
        !           415:                        break;
        !           416:                }
        !           417:                chance = random() % 10;
        !           418:                if (roomcnt == 3 && chance < 2) {
        !           419:                        (void)printf(
        !           420: "Your bowstring breaks!  *twaaaaaang*\n\
        !           421: The arrow is weakly shot and can go no further!\n");
        !           422:                        break;
        !           423:                } else if (roomcnt == 4 && chance < 6) {
        !           424:                        (void)printf(
        !           425: "The arrow wavers in its flight and and can go no further!\n");
        !           426:                        break;
        !           427:                }
        !           428:        }
        !           429: 
        !           430:        /*
        !           431:         * now we've gotten into the new room let us see if El Wumpo is
        !           432:         * in the same room ... if so we've a HIT and the player WON!
        !           433:         */
        !           434:        if (arrow_location == wumpus_loc) {
        !           435:                kill_wump();
        !           436:                return(1);
        !           437:        }
        !           438: 
        !           439:        if (arrow_location == player_loc) {
        !           440:                shoot_self();
        !           441:                return(1);
        !           442:        }
        !           443: 
        !           444:        if (!--arrows_left) {
        !           445:                no_arrows();
        !           446:                return(1);
        !           447:        }
        !           448: 
        !           449:        {
        !           450:                /* each time you shoot, it's more likely the wumpus moves */
        !           451:                static int lastchance = 2;
        !           452: 
        !           453:                if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
        !           454:                        move_wump();
        !           455:                        if (wumpus_loc == player_loc)
        !           456:                                wump_kill();
        !           457:                        lastchance = random() % 3;
        !           458: 
        !           459:                }
        !           460:        }
        !           461:        return(0);
        !           462: }
        !           463: 
        !           464: cave_init()
        !           465: {
        !           466:        register int i, j, k, link;
        !           467:        int delta, int_compare();
        !           468:        time_t time();
        !           469: 
        !           470:        /*
        !           471:         * This does most of the interesting work in this program actually!
        !           472:         * In this routine we'll initialize the Wumpus cave to have all rooms
        !           473:         * linking to all others by stepping through our data structure once,
        !           474:         * recording all forward links and backwards links too.  The parallel
        !           475:         * "linkcount" data structure ensures that no room ends up with more
        !           476:         * than three links, regardless of the quality of the random number
        !           477:         * generator that we're using.
        !           478:         */
        !           479:        srandom((int)time((time_t *)0));
        !           480: 
        !           481:        /* initialize the cave first off. */
        !           482:        for (i = 1; i <= room_num; ++i)
        !           483:                for (j = 0; j < link_num ; ++j)
        !           484:                        cave[i].tunnel[j] = -1;
        !           485: 
        !           486:        /* choose a random 'hop' delta for our guaranteed link */
        !           487:        while (!(delta = random() % room_num));
        !           488: 
        !           489:        for (i = 1; i <= room_num; ++i) {
        !           490:                link = ((i + delta) % room_num) + 1;    /* connection */
        !           491:                cave[i].tunnel[0] = link;               /* forw link */
        !           492:                cave[link].tunnel[1] = i;               /* back link */
        !           493:        }
        !           494:        /* now fill in the rest of the cave with random connections */
        !           495:        for (i = 1; i <= room_num; i++)
        !           496:                for (j = 2; j < link_num ; j++) {
        !           497:                        if (cave[i].tunnel[j] != -1)
        !           498:                                continue;
        !           499: try_again:             link = (random() % room_num) + 1;
        !           500:                        /* skip duplicates */
        !           501:                        for (k = 0; k < j; k++)
        !           502:                                if (cave[i].tunnel[k] == link)
        !           503:                                        goto try_again;
        !           504:                        cave[i].tunnel[j] = link;
        !           505:                        if (random() % 2 == 1)
        !           506:                                continue;
        !           507:                        for (k = 0; k < link_num; ++k) {
        !           508:                                /* if duplicate, skip it */
        !           509:                                if (cave[link].tunnel[k] == i)
        !           510:                                        k = link_num;
        !           511: 
        !           512:                                /* if open link, use it, force exit */
        !           513:                                if (cave[link].tunnel[k] == -1) {
        !           514:                                        cave[link].tunnel[k] = i;
        !           515:                                        k = link_num;
        !           516:                                }
        !           517:                        }
        !           518:                }
        !           519:        /*
        !           520:         * now that we're done, sort the tunnels in each of the rooms to
        !           521:         * make it easier on the intrepid adventurer.
        !           522:         */
        !           523:        for (i = 1; i <= room_num; ++i)
        !           524:                qsort(cave[i].tunnel, (u_int)link_num,
        !           525:                    sizeof(cave[i].tunnel[0]), int_compare);
        !           526: 
        !           527: #ifdef DEBUG
        !           528:        if (debug)
        !           529:                for (i = 1; i <= room_num; ++i) {
        !           530:                        (void)printf("<room %d  has tunnels to ", i);
        !           531:                        for (j = 0; j < link_num; ++j)
        !           532:                                (void)printf("%d ", cave[i].tunnel[j]);
        !           533:                        (void)printf(">\n");
        !           534:                }
        !           535: #endif
        !           536: }
        !           537: 
        !           538: clear_things_in_cave()
        !           539: {
        !           540:        register int i;
        !           541: 
        !           542:        /*
        !           543:         * remove bats and pits from the current cave in preparation for us
        !           544:         * adding new ones via the initialize_things_in_cave() routines.
        !           545:         */
        !           546:        for (i = 1; i <= room_num; ++i)
        !           547:                cave[i].has_a_bat = cave[i].has_a_pit = 0;
        !           548: }
        !           549: 
        !           550: initialize_things_in_cave()
        !           551: {
        !           552:        register int i, loc;
        !           553: 
        !           554:        /* place some bats, pits, the wumpus, and the player. */
        !           555:        for (i = 0; i < bat_num; ++i) {
        !           556:                do {
        !           557:                        loc = (random() % room_num) + 1;
        !           558:                } while (cave[loc].has_a_bat);
        !           559:                cave[loc].has_a_bat = 1;
        !           560: #ifdef DEBUG
        !           561:                if (debug)
        !           562:                        (void)printf("<bat in room %d>\n", loc);
        !           563: #endif
        !           564:        }
        !           565: 
        !           566:        for (i = 0; i < pit_num; ++i) {
        !           567:                do {
        !           568:                        loc = (random() % room_num) + 1;
        !           569:                } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
        !           570:                cave[loc].has_a_pit = 1;
        !           571: #ifdef DEBUG
        !           572:                if (debug)
        !           573:                        (void)printf("<pit in room %d>\n", loc);
        !           574: #endif
        !           575:        }
        !           576: 
        !           577:        wumpus_loc = (random() % room_num) + 1;
        !           578: #ifdef DEBUG
        !           579:        if (debug)
        !           580:                (void)printf("<wumpus in room %d>\n", loc);
        !           581: #endif
        !           582: 
        !           583:        do {
        !           584:                player_loc = (random() % room_num) + 1;
        !           585:        } while (player_loc == wumpus_loc || (level == HARD ?
        !           586:            (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
        !           587: }
        !           588: 
        !           589: getans(prompt)
        !           590:        char *prompt;
        !           591: {
        !           592:        char buf[20];
        !           593: 
        !           594:        /*
        !           595:         * simple routine to ask the yes/no question specified until the user
        !           596:         * answers yes or no, then return 1 if they said 'yes' and 0 if they
        !           597:         * answered 'no'.
        !           598:         */
        !           599:        for (;;) {
        !           600:                (void)printf("%s", prompt);
        !           601:                (void)fflush(stdout);
        !           602:                if (!fgets(buf, sizeof(buf), stdin))
        !           603:                        return(0);
        !           604:                if (*buf == 'N' || *buf == 'n')
        !           605:                        return(0);
        !           606:                if (*buf == 'Y' || *buf == 'y')
        !           607:                        return(1);
        !           608:                (void)printf(
        !           609: "I don't understand your answer; please enter 'y' or 'n'!\n");
        !           610:        }
        !           611:        /* NOTREACHED */
        !           612: }
        !           613: 
        !           614: bats_nearby()
        !           615: { 
        !           616:        register int i;
        !           617: 
        !           618:        /* check for bats in the immediate vicinity */
        !           619:        for (i = 0; i < link_num; ++i)
        !           620:                if (cave[cave[player_loc].tunnel[i]].has_a_bat)
        !           621:                        return(1);
        !           622:        return(0);
        !           623: }
        !           624: 
        !           625: pit_nearby()
        !           626: { 
        !           627:        register int i;
        !           628: 
        !           629:        /* check for pits in the immediate vicinity */
        !           630:        for (i = 0; i < link_num; ++i)
        !           631:                if (cave[cave[player_loc].tunnel[i]].has_a_pit)
        !           632:                        return(1);
        !           633:        return(0);
        !           634: }
        !           635: 
        !           636: wump_nearby()
        !           637: {
        !           638:        register int i, j;
        !           639: 
        !           640:        /* check for a wumpus within TWO caves of where we are */
        !           641:        for (i = 0; i < link_num; ++i) {
        !           642:                if (cave[player_loc].tunnel[i] == wumpus_loc)
        !           643:                        return(1);
        !           644:                for (j = 0; j < link_num; ++j)
        !           645:                        if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
        !           646:                            wumpus_loc)
        !           647:                                return(1);
        !           648:        }
        !           649:        return(0);
        !           650: }
        !           651: 
        !           652: move_wump()
        !           653: {
        !           654:        wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
        !           655: }
        !           656: 
        !           657: int_compare(a, b)
        !           658:        int *a, *b;
        !           659: {
        !           660:        return(*a < *b ? -1 : 1);
        !           661: }
        !           662: 
        !           663: instructions()
        !           664: {
        !           665:        char buf[120], *p, *getenv();
        !           666: 
        !           667:        /*
        !           668:         * read the instructions file, if needed, and show the user how to
        !           669:         * play this game!
        !           670:         */
        !           671:        if (!getans("Instructions? (y-n) "))
        !           672:                return;
        !           673: 
        !           674:        if (access(_PATH_WUMPINFO, R_OK)) {
        !           675:                (void)printf(
        !           676: "Sorry, but the instruction file seems to have disappeared in a\n\
        !           677: puff of greasy black smoke! (poof)\n");
        !           678:                return;
        !           679:        }
        !           680: 
        !           681:        if (!(p = getenv("PAGER")) ||
        !           682:            strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
        !           683:                p = _PATH_PAGER;
        !           684: 
        !           685:        (void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
        !           686:        (void)system(buf);
        !           687: }
        !           688: 
        !           689: usage()
        !           690: {
        !           691:        (void)fprintf(stderr,
        !           692: "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
        !           693:        exit(1);
        !           694: }
        !           695: 
        !           696: /* messages */
        !           697: 
        !           698: wump_kill()
        !           699: {
        !           700:        (void)printf(
        !           701: "*ROAR* *chomp* *snurfle* *chomp*!\n\
        !           702: Much to the delight of the Wumpus, you walked right into his mouth,\n\
        !           703: making you one of the easiest dinners he's ever had!  For you, however,\n\
        !           704: it's a rather unpleasant death.  The only good thing is that it's been\n\
        !           705: so long since the evil Wumpus cleaned his teeth that you immediately\n\
        !           706: passed out from the stench!\n");
        !           707: }
        !           708: 
        !           709: kill_wump()
        !           710: {
        !           711:        (void)printf(
        !           712: "*thwock!* *groan* *crash*\n\n\
        !           713: A horrible roar fills the cave, and you realize, with a smile, that you\n\
        !           714: have slain the evil Wumpus and won the game!  You don't want to tarry for\n\
        !           715: long, however, because not only is the Wumpus famous, but the stench of\n\
        !           716: dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
        !           717: mightiest adventurer at a single whiff!!\n");
        !           718: }
        !           719: 
        !           720: no_arrows()
        !           721: {
        !           722:        (void)printf(
        !           723: "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
        !           724: that you've just shot your last arrow (figuratively, too).  Sensing this\n\
        !           725: with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
        !           726: you, and with a mighty *ROAR* eats you alive!\n");
        !           727: }
        !           728: 
        !           729: shoot_self()
        !           730: {
        !           731:        (void)printf(
        !           732: "\n*Thwack!*  A sudden piercing feeling informs you that the ricochet\n\
        !           733: of your wild arrow has resulted in it wedging in your side, causing\n\
        !           734: extreme agony.  The evil Wumpus, with its psychic powers, realizes this\n\
        !           735: and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
        !           736: (*CHOMP*)\n");
        !           737: }
        !           738: 
        !           739: jump(where)
        !           740:        int where;
        !           741: {
        !           742:        (void)printf(
        !           743: "\nWith a jaunty step you enter the magic tunnel.  As you do, you\n\
        !           744: notice that the walls are shimmering and glowing.  Suddenly you feel\n\
        !           745: a very curious, warm sensation and find yourself in room %d!!\n", where);
        !           746: }
        !           747: 
        !           748: pit_kill()
        !           749: {
        !           750:        (void)printf(
        !           751: "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
        !           752: The whistling sound and updraft as you walked into this room of the\n\
        !           753: cave apparently wasn't enough to clue you in to the presence of the\n\
        !           754: bottomless pit.  You have a lot of time to reflect on this error as\n\
        !           755: you fall many miles to the core of the earth.  Look on the bright side;\n\
        !           756: you can at least find out if Jules Verne was right...\n");
        !           757: }
        !           758: 
        !           759: pit_survive()
        !           760: {
        !           761:        (void)printf(
        !           762: "Without conscious thought you grab for the side of the cave and manage\n\
        !           763: to grasp onto a rocky outcrop.  Beneath your feet stretches the limitless\n\
        !           764: depths of a bottomless pit!  Rock crumbles beneath your feet!\n");
        !           765: }

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