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af71cfbb87
PR: 8083 Submitted by: Stephen J. Roznowski <sjr@home.net> Obtained from: a whole slew of NetBSD PRs
802 lines
21 KiB
C
802 lines
21 KiB
C
/*
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* Copyright (c) 1989, 1993
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* The Regents of the University of California. All rights reserved.
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* All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Dave Taylor, of Intuitive Systems.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char copyright[] =
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"@(#) Copyright (c) 1989, 1993\n\
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The Regents of the University of California. All rights reserved.\n";
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#endif /* not lint */
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#ifndef lint
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static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* A very new version of the age old favorite Hunt-The-Wumpus game that has
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* been a part of the BSD distribution of Unix for longer than us old folk
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* would care to remember.
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*/
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#include <err.h>
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#include <sys/types.h>
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#include <sys/file.h>
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#include <sys/wait.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "pathnames.h"
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/* some defines to spec out what our wumpus cave should look like */
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#define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
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#define MAX_LINKS_IN_ROOM 25 /* a complex cave */
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#define MAX_ROOMS_IN_CAVE 250
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#define ROOMS_IN_CAVE 20
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#define MIN_ROOMS_IN_CAVE 10
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#define LINKS_IN_ROOM 3
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#define NUMBER_OF_ARROWS 5
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#define PIT_COUNT 3
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#define BAT_COUNT 3
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#define EASY 1 /* levels of play */
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#define HARD 2
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/* some macro definitions for cleaner output */
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#define plural(n) (n == 1 ? "" : "s")
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/* simple cave data structure; +1 so we can index from '1' not '0' */
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struct room_record {
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int tunnel[MAX_LINKS_IN_ROOM];
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int has_a_pit, has_a_bat;
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} cave[MAX_ROOMS_IN_CAVE+1];
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/*
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* global variables so we can keep track of where the player is, how
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* many arrows they still have, where el wumpo is, and so on...
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*/
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int player_loc = -1; /* player location */
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int wumpus_loc = -1; /* The Bad Guy location */
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int level = EASY; /* level of play */
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int arrows_left; /* arrows unshot */
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#ifdef DEBUG
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int debug = 0;
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#endif
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int pit_num = PIT_COUNT; /* # pits in cave */
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int bat_num = BAT_COUNT; /* # bats */
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int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
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int link_num = LINKS_IN_ROOM; /* links per room */
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int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
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char answer[20]; /* user input */
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main(argc, argv)
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int argc;
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char **argv;
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{
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extern char *optarg;
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int c;
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/* revoke */
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setgid(getgid());
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#ifdef DEBUG
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while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
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#else
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while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
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#endif
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switch (c) {
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case 'a':
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arrow_num = atoi(optarg);
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break;
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case 'b':
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bat_num = atoi(optarg);
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break;
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#ifdef DEBUG
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case 'd':
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debug = 1;
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break;
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#endif
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case 'h':
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level = HARD;
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break;
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case 'p':
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pit_num = atoi(optarg);
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break;
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case 'r':
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room_num = atoi(optarg);
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if (room_num < MIN_ROOMS_IN_CAVE) {
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(void)fprintf(stderr,
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"No self-respecting wumpus would live in such a small cave!\n");
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exit(1);
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}
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if (room_num > MAX_ROOMS_IN_CAVE) {
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(void)fprintf(stderr,
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"Even wumpii can't furnish caves that large!\n");
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exit(1);
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}
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break;
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case 't':
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link_num = atoi(optarg);
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if (link_num < 2) {
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(void)fprintf(stderr,
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"Wumpii like extra doors in their caves!\n");
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exit(1);
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}
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break;
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case '?':
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default:
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usage();
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}
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if (link_num > MAX_LINKS_IN_ROOM ||
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link_num > room_num - (room_num / 4)) {
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(void)fprintf(stderr,
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"Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
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exit(1);
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}
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if (level == HARD) {
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bat_num += ((random() % (room_num / 2)) + 1);
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pit_num += ((random() % (room_num / 2)) + 1);
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}
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if (bat_num > room_num / 2) {
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(void)fprintf(stderr,
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"The wumpus refused to enter the cave, claiming it was too crowded!\n");
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exit(1);
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}
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if (pit_num > room_num / 2) {
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(void)fprintf(stderr,
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"The wumpus refused to enter the cave, claiming it was too dangerous!\n");
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exit(1);
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}
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instructions();
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cave_init();
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/* and we're OFF! da dum, da dum, da dum, da dum... */
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(void)printf(
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"\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
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There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
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quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
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room_num, link_num, bat_num, plural(bat_num), pit_num,
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plural(pit_num), arrow_num);
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for (;;) {
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initialize_things_in_cave();
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arrows_left = arrow_num;
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do {
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display_room_stats();
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(void)printf("Move or shoot? (m-s) ");
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(void)fflush(stdout);
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if (!fgets(answer, sizeof(answer), stdin))
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break;
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} while (!take_action());
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if (!getans("\nCare to play another game? (y-n) "))
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exit(0);
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if (getans("In the same cave? (y-n) "))
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clear_things_in_cave();
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else
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cave_init();
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}
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/* NOTREACHED */
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}
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display_room_stats()
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{
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register int i;
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/*
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* Routine will explain what's going on with the current room, as well
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* as describe whether there are pits, bats, & wumpii nearby. It's
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* all pretty mindless, really.
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*/
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(void)printf(
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"\nYou are in room %d of the cave, and have %d arrow%s left.\n",
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player_loc, arrows_left, plural(arrows_left));
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if (bats_nearby())
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(void)printf("*rustle* *rustle* (must be bats nearby)\n");
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if (pit_nearby())
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(void)printf("*whoosh* (I feel a draft from some pits).\n");
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if (wump_nearby())
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(void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
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(void)printf("There are tunnels to rooms %d, ",
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cave[player_loc].tunnel[0]);
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for (i = 1; i < link_num - 1; i++)
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if (cave[player_loc].tunnel[i] <= room_num)
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(void)printf("%d, ", cave[player_loc].tunnel[i]);
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(void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
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}
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take_action()
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{
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/*
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* Do the action specified by the player, either 'm'ove, 's'hoot
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* or something exceptionally bizarre and strange! Returns 1
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* iff the player died during this turn, otherwise returns 0.
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*/
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switch (*answer) {
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case 'M':
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case 'm': /* move */
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return(move_to(answer + 1));
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case 'S':
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case 's': /* shoot */
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return(shoot(answer + 1));
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case 'Q':
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case 'q':
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case 'x':
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exit(0);
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case '\n':
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return(0);
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}
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if (random() % 15 == 1)
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(void)printf("Que pasa?\n");
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else
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(void)printf("I don't understand!\n");
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return(0);
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}
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move_to(room_number)
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char *room_number;
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{
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int i, just_moved_by_bats, next_room, tunnel_available;
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/*
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* This is responsible for moving the player into another room in the
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* cave as per their directions. If room_number is a null string,
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* then we'll prompt the user for the next room to go into. Once
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* we've moved into the room, we'll check for things like bats, pits,
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* and so on. This routine returns 1 if something occurs that kills
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* the player and 0 otherwise...
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*/
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tunnel_available = just_moved_by_bats = 0;
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next_room = atoi(room_number);
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/* crap for magic tunnels */
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if (next_room == room_num + 1 &&
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cave[player_loc].tunnel[link_num-1] != next_room)
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++next_room;
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while (next_room < 1 || next_room > room_num + 1) {
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if (next_room < 0 && next_room != -1)
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(void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
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if (next_room > room_num + 1)
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(void)printf("What? The cave surely isn't quite that big!\n");
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if (next_room == room_num + 1 &&
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cave[player_loc].tunnel[link_num-1] != next_room) {
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(void)printf("What? The cave isn't that big!\n");
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++next_room;
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}
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(void)printf("To which room do you wish to move? ");
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(void)fflush(stdout);
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if (!fgets(answer, sizeof(answer), stdin))
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return(1);
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next_room = atoi(answer);
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}
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/* now let's see if we can move to that room or not */
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tunnel_available = 0;
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for (i = 0; i < link_num; i++)
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if (cave[player_loc].tunnel[i] == next_room)
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tunnel_available = 1;
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if (!tunnel_available) {
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(void)printf("*Oof!* (You hit the wall)\n");
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if (random() % 6 == 1) {
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(void)printf("Your colorful comments awaken the wumpus!\n");
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move_wump();
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if (wumpus_loc == player_loc) {
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wump_kill();
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return(1);
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}
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}
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return(0);
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}
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/* now let's move into that room and check it out for dangers */
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if (next_room == room_num + 1)
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jump(next_room = (random() % room_num) + 1);
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player_loc = next_room;
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for (;;) {
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if (next_room == wumpus_loc) { /* uh oh... */
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wump_kill();
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return(1);
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}
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if (cave[next_room].has_a_pit)
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if (random() % 12 < 2) {
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pit_survive();
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return(0);
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} else {
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pit_kill();
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return(1);
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}
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if (cave[next_room].has_a_bat) {
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(void)printf(
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"*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
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just_moved_by_bats ? " again": "");
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next_room = player_loc = (random() % room_num) + 1;
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just_moved_by_bats = 1;
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}
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else
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break;
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}
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return(0);
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}
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shoot(room_list)
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char *room_list;
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{
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int chance, next, roomcnt;
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int j, arrow_location, link, ok;
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char *p, *strtok();
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/*
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* Implement shooting arrows. Arrows are shot by the player indicating
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* a space-separated list of rooms that the arrow should pass through;
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* if any of the rooms they specify are not accessible via tunnel from
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* the room the arrow is in, it will instead fly randomly into another
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* room. If the player hits the wumpus, this routine will indicate
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* such. If it misses, this routine will *move* the wumpus one room.
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* If it's the last arrow, the player then dies... Returns 1 if the
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* player has won or died, 0 if nothing has happened.
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*/
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arrow_location = player_loc;
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for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
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if (!(p = strtok(room_list, " \t\n")))
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if (roomcnt == 1) {
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(void)printf(
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"The arrow falls to the ground at your feet!\n");
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return(0);
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} else
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break;
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if (roomcnt > 5) {
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(void)printf(
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"The arrow wavers in its flight and and can go no further!\n");
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break;
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}
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next = atoi(p);
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for (j = 0, ok = 0; j < link_num; j++)
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if (cave[arrow_location].tunnel[j] == next)
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ok = 1;
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if (ok) {
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if (next > room_num) {
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(void)printf(
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"A faint gleam tells you the arrow has gone through a magic tunnel!\n");
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arrow_location = (random() % room_num) + 1;
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} else
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arrow_location = next;
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} else {
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link = (random() % link_num);
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if (link == player_loc)
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(void)printf(
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"*thunk* The arrow can't find a way from %d to %d and flys back into\n\
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your room!\n",
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arrow_location, next);
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else if (cave[arrow_location].tunnel[link] > room_num)
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(void)printf(
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"*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
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room %d!\n",
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cave[arrow_location].tunnel[link]);
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else
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(void)printf(
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"*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
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into room %d!\n",
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arrow_location, next,
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cave[arrow_location].tunnel[link]);
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arrow_location = cave[arrow_location].tunnel[link];
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break;
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}
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chance = random() % 10;
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if (roomcnt == 3 && chance < 2) {
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(void)printf(
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"Your bowstring breaks! *twaaaaaang*\n\
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The arrow is weakly shot and can go no further!\n");
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break;
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} else if (roomcnt == 4 && chance < 6) {
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(void)printf(
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"The arrow wavers in its flight and and can go no further!\n");
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break;
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}
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}
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/*
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* now we've gotten into the new room let us see if El Wumpo is
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* in the same room ... if so we've a HIT and the player WON!
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*/
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if (arrow_location == wumpus_loc) {
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kill_wump();
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return(1);
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}
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if (arrow_location == player_loc) {
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shoot_self();
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return(1);
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}
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if (!--arrows_left) {
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no_arrows();
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return(1);
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}
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{
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/* each time you shoot, it's more likely the wumpus moves */
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static int lastchance = 2;
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if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
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move_wump();
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if (wumpus_loc == player_loc)
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wump_kill();
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lastchance = random() % 3;
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}
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}
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return(0);
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}
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cave_init()
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{
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register int i, j, k, link;
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int delta, int_compare();
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/*
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* This does most of the interesting work in this program actually!
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* In this routine we'll initialize the Wumpus cave to have all rooms
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* linking to all others by stepping through our data structure once,
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* recording all forward links and backwards links too. The parallel
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* "linkcount" data structure ensures that no room ends up with more
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* than three links, regardless of the quality of the random number
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* generator that we're using.
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*/
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srandomdev();
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/* initialize the cave first off. */
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for (i = 1; i <= room_num; ++i)
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for (j = 0; j < link_num ; ++j)
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cave[i].tunnel[j] = -1;
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/* choose a random 'hop' delta for our guaranteed link */
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while (!(delta = random() % room_num));
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for (i = 1; i <= room_num; ++i) {
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link = ((i + delta) % room_num) + 1; /* connection */
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|
cave[i].tunnel[0] = link; /* forw link */
|
|
cave[link].tunnel[1] = i; /* back link */
|
|
}
|
|
/* now fill in the rest of the cave with random connections */
|
|
for (i = 1; i <= room_num; i++)
|
|
for (j = 2; j < link_num ; j++) {
|
|
if (cave[i].tunnel[j] != -1)
|
|
continue;
|
|
try_again: link = (random() % room_num) + 1;
|
|
/* skip duplicates */
|
|
for (k = 0; k < j; k++)
|
|
if (cave[i].tunnel[k] == link)
|
|
goto try_again;
|
|
cave[i].tunnel[j] = link;
|
|
if (random() % 2 == 1)
|
|
continue;
|
|
for (k = 0; k < link_num; ++k) {
|
|
/* if duplicate, skip it */
|
|
if (cave[link].tunnel[k] == i)
|
|
k = link_num;
|
|
|
|
/* if open link, use it, force exit */
|
|
if (cave[link].tunnel[k] == -1) {
|
|
cave[link].tunnel[k] = i;
|
|
k = link_num;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
* now that we're done, sort the tunnels in each of the rooms to
|
|
* make it easier on the intrepid adventurer.
|
|
*/
|
|
for (i = 1; i <= room_num; ++i)
|
|
qsort(cave[i].tunnel, (u_int)link_num,
|
|
sizeof(cave[i].tunnel[0]), int_compare);
|
|
|
|
#ifdef DEBUG
|
|
if (debug)
|
|
for (i = 1; i <= room_num; ++i) {
|
|
(void)printf("<room %d has tunnels to ", i);
|
|
for (j = 0; j < link_num; ++j)
|
|
(void)printf("%d ", cave[i].tunnel[j]);
|
|
(void)printf(">\n");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
clear_things_in_cave()
|
|
{
|
|
register int i;
|
|
|
|
/*
|
|
* remove bats and pits from the current cave in preparation for us
|
|
* adding new ones via the initialize_things_in_cave() routines.
|
|
*/
|
|
for (i = 1; i <= room_num; ++i)
|
|
cave[i].has_a_bat = cave[i].has_a_pit = 0;
|
|
}
|
|
|
|
initialize_things_in_cave()
|
|
{
|
|
register int i, loc;
|
|
|
|
/* place some bats, pits, the wumpus, and the player. */
|
|
for (i = 0; i < bat_num; ++i) {
|
|
do {
|
|
loc = (random() % room_num) + 1;
|
|
} while (cave[loc].has_a_bat);
|
|
cave[loc].has_a_bat = 1;
|
|
#ifdef DEBUG
|
|
if (debug)
|
|
(void)printf("<bat in room %d>\n", loc);
|
|
#endif
|
|
}
|
|
|
|
for (i = 0; i < pit_num; ++i) {
|
|
do {
|
|
loc = (random() % room_num) + 1;
|
|
} while (cave[loc].has_a_pit && cave[loc].has_a_bat);
|
|
cave[loc].has_a_pit = 1;
|
|
#ifdef DEBUG
|
|
if (debug)
|
|
(void)printf("<pit in room %d>\n", loc);
|
|
#endif
|
|
}
|
|
|
|
wumpus_loc = (random() % room_num) + 1;
|
|
#ifdef DEBUG
|
|
if (debug)
|
|
(void)printf("<wumpus in room %d>\n", loc);
|
|
#endif
|
|
|
|
do {
|
|
player_loc = (random() % room_num) + 1;
|
|
} while (player_loc == wumpus_loc || (level == HARD ?
|
|
(link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
|
|
}
|
|
|
|
getans(prompt)
|
|
char *prompt;
|
|
{
|
|
char buf[20];
|
|
|
|
/*
|
|
* simple routine to ask the yes/no question specified until the user
|
|
* answers yes or no, then return 1 if they said 'yes' and 0 if they
|
|
* answered 'no'.
|
|
*/
|
|
for (;;) {
|
|
(void)printf("%s", prompt);
|
|
(void)fflush(stdout);
|
|
if (!fgets(buf, sizeof(buf), stdin))
|
|
return(0);
|
|
if (*buf == 'N' || *buf == 'n')
|
|
return(0);
|
|
if (*buf == 'Y' || *buf == 'y')
|
|
return(1);
|
|
(void)printf(
|
|
"I don't understand your answer; please enter 'y' or 'n'!\n");
|
|
}
|
|
/* NOTREACHED */
|
|
}
|
|
|
|
bats_nearby()
|
|
{
|
|
register int i;
|
|
|
|
/* check for bats in the immediate vicinity */
|
|
for (i = 0; i < link_num; ++i)
|
|
if (cave[cave[player_loc].tunnel[i]].has_a_bat)
|
|
return(1);
|
|
return(0);
|
|
}
|
|
|
|
pit_nearby()
|
|
{
|
|
register int i;
|
|
|
|
/* check for pits in the immediate vicinity */
|
|
for (i = 0; i < link_num; ++i)
|
|
if (cave[cave[player_loc].tunnel[i]].has_a_pit)
|
|
return(1);
|
|
return(0);
|
|
}
|
|
|
|
wump_nearby()
|
|
{
|
|
register int i, j;
|
|
|
|
/* check for a wumpus within TWO caves of where we are */
|
|
for (i = 0; i < link_num; ++i) {
|
|
if (cave[player_loc].tunnel[i] == wumpus_loc)
|
|
return(1);
|
|
for (j = 0; j < link_num; ++j)
|
|
if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
|
|
wumpus_loc)
|
|
return(1);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
move_wump()
|
|
{
|
|
wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
|
|
}
|
|
|
|
int_compare(a, b)
|
|
int *a, *b;
|
|
{
|
|
return(*a < *b ? -1 : 1);
|
|
}
|
|
|
|
instructions()
|
|
{
|
|
const char *pager;
|
|
pid_t pid;
|
|
int status;
|
|
int fd;
|
|
|
|
/*
|
|
* read the instructions file, if needed, and show the user how to
|
|
* play this game!
|
|
*/
|
|
if (!getans("Instructions? (y-n) "))
|
|
return;
|
|
|
|
if (access(_PATH_WUMPINFO, R_OK)) {
|
|
(void)printf(
|
|
"Sorry, but the instruction file seems to have disappeared in a\n\
|
|
puff of greasy black smoke! (poof)\n");
|
|
return;
|
|
}
|
|
|
|
if (!isatty(1))
|
|
pager = "cat";
|
|
else {
|
|
if (!(pager = getenv("PAGER")) || (*pager == 0))
|
|
pager = _PATH_PAGER;
|
|
}
|
|
switch (pid = fork()) {
|
|
case 0: /* child */
|
|
if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
|
|
err(1, "open %s", _PATH_WUMPINFO);
|
|
if (dup2(fd, 0) == -1)
|
|
err(1, "dup2");
|
|
(void)execl("/bin/sh", "sh", "-c", pager, NULL);
|
|
err(1, "exec sh -c %s", pager);
|
|
case -1:
|
|
err(1, "fork");
|
|
default:
|
|
(void)waitpid(pid, &status, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
usage()
|
|
{
|
|
(void)fprintf(stderr,
|
|
"usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
|
|
exit(1);
|
|
}
|
|
|
|
/* messages */
|
|
|
|
wump_kill()
|
|
{
|
|
(void)printf(
|
|
"*ROAR* *chomp* *snurfle* *chomp*!\n\
|
|
Much to the delight of the Wumpus, you walked right into his mouth,\n\
|
|
making you one of the easiest dinners he's ever had! For you, however,\n\
|
|
it's a rather unpleasant death. The only good thing is that it's been\n\
|
|
so long since the evil Wumpus cleaned his teeth that you immediately\n\
|
|
passed out from the stench!\n");
|
|
}
|
|
|
|
kill_wump()
|
|
{
|
|
(void)printf(
|
|
"*thwock!* *groan* *crash*\n\n\
|
|
A horrible roar fills the cave, and you realize, with a smile, that you\n\
|
|
have slain the evil Wumpus and won the game! You don't want to tarry for\n\
|
|
long, however, because not only is the Wumpus famous, but the stench of\n\
|
|
dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
|
|
mightiest adventurer at a single whiff!!\n");
|
|
}
|
|
|
|
no_arrows()
|
|
{
|
|
(void)printf(
|
|
"\nYou turn and look at your quiver, and realize with a sinking feeling\n\
|
|
that you've just shot your last arrow (figuratively, too). Sensing this\n\
|
|
with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
|
|
you, and with a mighty *ROAR* eats you alive!\n");
|
|
}
|
|
|
|
shoot_self()
|
|
{
|
|
(void)printf(
|
|
"\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
|
|
of your wild arrow has resulted in it wedging in your side, causing\n\
|
|
extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
|
|
and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
|
|
(*CHOMP*)\n");
|
|
}
|
|
|
|
jump(where)
|
|
int where;
|
|
{
|
|
(void)printf(
|
|
"\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
|
|
notice that the walls are shimmering and glowing. Suddenly you feel\n\
|
|
a very curious, warm sensation and find yourself in room %d!!\n", where);
|
|
}
|
|
|
|
pit_kill()
|
|
{
|
|
(void)printf(
|
|
"*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
|
|
The whistling sound and updraft as you walked into this room of the\n\
|
|
cave apparently wasn't enough to clue you in to the presence of the\n\
|
|
bottomless pit. You have a lot of time to reflect on this error as\n\
|
|
you fall many miles to the core of the earth. Look on the bright side;\n\
|
|
you can at least find out if Jules Verne was right...\n");
|
|
}
|
|
|
|
pit_survive()
|
|
{
|
|
(void)printf(
|
|
"Without conscious thought you grab for the side of the cave and manage\n\
|
|
to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
|
|
depths of a bottomless pit! Rock crumbles beneath your feet!\n");
|
|
}
|