| File: | src/games/wump/wump.c |
| Warning: | line 341, column 2 Value stored to 'tunnel_available' is never read |
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| 1 | /* $OpenBSD: wump.c,v 1.34 2018/12/20 09:55:44 schwarze Exp $ */ |
| 2 | |
| 3 | /* |
| 4 | * Copyright (c) 1989, 1993 |
| 5 | * The Regents of the University of California. All rights reserved. |
| 6 | * All rights reserved. |
| 7 | * |
| 8 | * This code is derived from software contributed to Berkeley by |
| 9 | * Dave Taylor, of Intuitive Systems. |
| 10 | * |
| 11 | * Redistribution and use in source and binary forms, with or without |
| 12 | * modification, are permitted provided that the following conditions |
| 13 | * are met: |
| 14 | * 1. Redistributions of source code must retain the above copyright |
| 15 | * notice, this list of conditions and the following disclaimer. |
| 16 | * 2. Redistributions in binary form must reproduce the above copyright |
| 17 | * notice, this list of conditions and the following disclaimer in the |
| 18 | * documentation and/or other materials provided with the distribution. |
| 19 | * 3. Neither the name of the University nor the names of its contributors |
| 20 | * may be used to endorse or promote products derived from this software |
| 21 | * without specific prior written permission. |
| 22 | * |
| 23 | * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND |
| 24 | * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 25 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| 26 | * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE |
| 27 | * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| 28 | * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS |
| 29 | * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
| 30 | * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
| 31 | * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY |
| 32 | * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
| 33 | * SUCH DAMAGE. |
| 34 | */ |
| 35 | |
| 36 | /* |
| 37 | * A no longer new version of the age-old favorite Hunt-The-Wumpus game that |
| 38 | * has been a part of the BSD distribution for longer than us old folk |
| 39 | * would care to remember. |
| 40 | */ |
| 41 | |
| 42 | #include <sys/wait.h> |
| 43 | |
| 44 | #include <err.h> |
| 45 | #include <fcntl.h> |
| 46 | #include <paths.h> |
| 47 | #include <stdio.h> |
| 48 | #include <stdlib.h> |
| 49 | #include <string.h> |
| 50 | #include <unistd.h> |
| 51 | |
| 52 | #include "pathnames.h" |
| 53 | |
| 54 | /* some defines to spec out what our wumpus cave should look like */ |
| 55 | |
| 56 | /* #define MAX_ARROW_SHOT_DISTANCE 6 */ /* +1 for '0' stopper */ |
| 57 | #define MAX_LINKS_IN_ROOM25 25 /* a complex cave */ |
| 58 | |
| 59 | #define MAX_ROOMS_IN_CAVE250 250 |
| 60 | #define ROOMS_IN_CAVE20 20 |
| 61 | #define MIN_ROOMS_IN_CAVE10 10 |
| 62 | |
| 63 | #define LINKS_IN_ROOM3 3 |
| 64 | #define NUMBER_OF_ARROWS5 5 |
| 65 | #define PIT_COUNT3 3 |
| 66 | #define BAT_COUNT3 3 |
| 67 | |
| 68 | #define EASY1 1 /* levels of play */ |
| 69 | #define HARD2 2 |
| 70 | |
| 71 | /* some macro definitions for cleaner output */ |
| 72 | |
| 73 | #define plural(n)(n == 1 ? "" : "s") (n == 1 ? "" : "s") |
| 74 | |
| 75 | /* simple cave data structure; +1 so we can index from '1' not '0' */ |
| 76 | struct room_record { |
| 77 | int tunnel[MAX_LINKS_IN_ROOM25]; |
| 78 | int has_a_pit, has_a_bat; |
| 79 | } cave[MAX_ROOMS_IN_CAVE250+1]; |
| 80 | |
| 81 | /* |
| 82 | * global variables so we can keep track of where the player is, how |
| 83 | * many arrows they still have, where el wumpo is, and so on... |
| 84 | */ |
| 85 | int player_loc = -1; /* player location */ |
| 86 | int wumpus_loc = -1; /* The Bad Guy location */ |
| 87 | int level = EASY1; /* level of play */ |
| 88 | int arrows_left; /* arrows unshot */ |
| 89 | int oldstyle = 0; /* dodecahedral cave? */ |
| 90 | |
| 91 | #ifdef DEBUG |
| 92 | int debug = 0; |
| 93 | #endif |
| 94 | |
| 95 | int pit_num = -1; /* # pits in cave */ |
| 96 | int bat_num = -1; /* # bats */ |
| 97 | int room_num = ROOMS_IN_CAVE20; /* # rooms in cave */ |
| 98 | int link_num = LINKS_IN_ROOM3; /* links per room */ |
| 99 | int arrow_num = NUMBER_OF_ARROWS5; /* 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 | void dodecahedral_cave_init(void); |
| 108 | int gcd(int, int); |
| 109 | int getans(const char *); |
| 110 | void initialize_things_in_cave(void); |
| 111 | void instructions(void); |
| 112 | int int_compare(const void *, const void *); |
| 113 | /* void jump(int); */ |
| 114 | void kill_wump(void); |
| 115 | int main(int, char **); |
| 116 | int move_to(const char *); |
| 117 | void move_wump(void); |
| 118 | void no_arrows(void); |
| 119 | void pit_kill(void); |
| 120 | void pit_kill_bat(void); |
| 121 | int pit_nearby(void); |
| 122 | void pit_survive(void); |
| 123 | int shoot(char *); |
| 124 | void shoot_self(void); |
| 125 | int take_action(void); |
| 126 | __dead__attribute__((__noreturn__)) void usage(void); |
| 127 | void wump_kill(void); |
| 128 | void wump_bat_kill(void); |
| 129 | void wump_walk_kill(void); |
| 130 | int wump_nearby(void); |
| 131 | |
| 132 | |
| 133 | int |
| 134 | main(int argc, char *argv[]) |
| 135 | { |
| 136 | int c; |
| 137 | |
| 138 | if (pledge("stdio rpath proc exec", NULL((void *)0)) == -1) |
| 139 | err(1, "pledge"); |
| 140 | |
| 141 | #ifdef DEBUG |
| 142 | while ((c = getopt(argc, argv, "a:b:hop:r:t:d")) != -1) |
| 143 | #else |
| 144 | while ((c = getopt(argc, argv, "a:b:hop:r:t:")) != -1) |
| 145 | #endif |
| 146 | switch (c) { |
| 147 | case 'a': |
| 148 | arrow_num = atoi(optarg); |
| 149 | break; |
| 150 | case 'b': |
| 151 | bat_num = atoi(optarg); |
| 152 | break; |
| 153 | #ifdef DEBUG |
| 154 | case 'd': |
| 155 | debug = 1; |
| 156 | break; |
| 157 | #endif |
| 158 | case 'h': |
| 159 | level = HARD2; |
| 160 | break; |
| 161 | case 'o': |
| 162 | oldstyle = 1; |
| 163 | break; |
| 164 | case 'p': |
| 165 | pit_num = atoi(optarg); |
| 166 | break; |
| 167 | case 'r': |
| 168 | room_num = atoi(optarg); |
| 169 | if (room_num < MIN_ROOMS_IN_CAVE10) |
| 170 | errx(1, |
| 171 | "no self-respecting wumpus would live in such a small cave!"); |
| 172 | if (room_num > MAX_ROOMS_IN_CAVE250) |
| 173 | errx(1, |
| 174 | "even wumpii can't furnish caves that large!"); |
| 175 | break; |
| 176 | case 't': |
| 177 | link_num = atoi(optarg); |
| 178 | if (link_num < 2) |
| 179 | errx(1, |
| 180 | "wumpii like extra doors in their caves!"); |
| 181 | break; |
| 182 | default: |
| 183 | usage(); |
| 184 | } |
| 185 | |
| 186 | if (oldstyle) { |
| 187 | room_num = 20; |
| 188 | link_num = 3; |
| 189 | /* Original game had exactly 2 bats and 2 pits */ |
| 190 | if (bat_num < 0) |
| 191 | bat_num = 2; |
| 192 | if (pit_num < 0) |
| 193 | pit_num = 2; |
| 194 | } else { |
| 195 | if (bat_num < 0) |
| 196 | bat_num = BAT_COUNT3; |
| 197 | if (pit_num < 0) |
| 198 | pit_num = PIT_COUNT3; |
| 199 | } |
| 200 | |
| 201 | if (link_num > MAX_LINKS_IN_ROOM25 || |
| 202 | link_num > room_num - (room_num / 4)) |
| 203 | errx(1, |
| 204 | "too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)"); |
| 205 | |
| 206 | if (level == HARD2) { |
| 207 | if (room_num / 2 - bat_num) |
| 208 | bat_num += arc4random_uniform(room_num / 2 - bat_num); |
| 209 | if (room_num / 2 - pit_num) |
| 210 | pit_num += arc4random_uniform(room_num / 2 - pit_num); |
| 211 | } |
| 212 | |
| 213 | /* Leave at least two rooms free--one for the player to start in, and |
| 214 | * potentially one for the wumpus. |
| 215 | */ |
| 216 | if (bat_num > room_num / 2 - 1) |
| 217 | errx(1, |
| 218 | "the wumpus refused to enter the cave, claiming it was too crowded!"); |
| 219 | |
| 220 | if (pit_num > room_num / 2 - 1) |
| 221 | errx(1, |
| 222 | "the wumpus refused to enter the cave, claiming it was too dangerous!"); |
| 223 | |
| 224 | instructions(); |
| 225 | |
| 226 | if (pledge("stdio", NULL((void *)0)) == -1) |
| 227 | err(1, "pledge"); |
| 228 | |
| 229 | if (oldstyle) |
| 230 | dodecahedral_cave_init(); |
| 231 | else |
| 232 | cave_init(); |
| 233 | |
| 234 | /* and we're OFF! da dum, da dum, da dum, da dum... */ |
| 235 | (void)printf( |
| 236 | "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\ |
| 237 | There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\ |
| 238 | quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n", |
| 239 | room_num, link_num, bat_num, plural(bat_num)(bat_num == 1 ? "" : "s"), pit_num, |
| 240 | plural(pit_num)(pit_num == 1 ? "" : "s"), arrow_num); |
| 241 | |
| 242 | for (;;) { |
| 243 | initialize_things_in_cave(); |
| 244 | arrows_left = arrow_num; |
| 245 | do { |
| 246 | display_room_stats(); |
| 247 | (void)printf("Move or shoot? (m-s) "); |
| 248 | (void)fflush(stdout(&__sF[1])); |
| 249 | (void)fpurge(stdin(&__sF[0])); |
| 250 | if (!fgets(answer, sizeof(answer), stdin(&__sF[0]))) |
| 251 | break; |
| 252 | } while (!take_action()); |
| 253 | (void)fpurge(stdin(&__sF[0])); |
| 254 | |
| 255 | if (!getans("\nCare to play another game? (y-n) ")) { |
| 256 | (void)printf("\n"); |
| 257 | return 0; |
| 258 | } |
| 259 | clear_things_in_cave(); |
| 260 | if (!getans("In the same cave? (y-n) ")) { |
| 261 | if (oldstyle) |
| 262 | dodecahedral_cave_init(); |
| 263 | else |
| 264 | cave_init(); |
| 265 | } |
| 266 | } |
| 267 | } |
| 268 | |
| 269 | void |
| 270 | display_room_stats(void) |
| 271 | { |
| 272 | int i; |
| 273 | |
| 274 | /* |
| 275 | * Routine will explain what's going on with the current room, as well |
| 276 | * as describe whether there are pits, bats, & wumpii nearby. It's |
| 277 | * all pretty mindless, really. |
| 278 | */ |
| 279 | (void)printf( |
| 280 | "\nYou are in room %d of the cave, and have %d arrow%s left.\n", |
| 281 | player_loc, arrows_left, plural(arrows_left)(arrows_left == 1 ? "" : "s")); |
| 282 | |
| 283 | if (bats_nearby()) |
| 284 | (void)printf("*rustle* *rustle* (must be bats nearby)\n"); |
| 285 | if (pit_nearby()) |
| 286 | (void)printf("*whoosh* (I feel a draft from some pits).\n"); |
| 287 | if (wump_nearby()) |
| 288 | (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n"); |
| 289 | |
| 290 | (void)printf("There are tunnels to rooms %d, ", |
| 291 | cave[player_loc].tunnel[0]); |
| 292 | |
| 293 | for (i = 1; i < link_num - 1; i++) |
| 294 | /* if (cave[player_loc].tunnel[i] <= room_num) */ |
| 295 | (void)printf("%d, ", cave[player_loc].tunnel[i]); |
| 296 | (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]); |
| 297 | } |
| 298 | |
| 299 | int |
| 300 | take_action(void) |
| 301 | { |
| 302 | /* |
| 303 | * Do the action specified by the player, either 'm'ove, 's'hoot |
| 304 | * or something exceptionally bizarre and strange! Returns 1 |
| 305 | * iff the player died during this turn, otherwise returns 0. |
| 306 | */ |
| 307 | switch (*answer) { |
| 308 | case 'M': |
| 309 | case 'm': /* move */ |
| 310 | return(move_to(answer + 1)); |
| 311 | case 'S': |
| 312 | case 's': /* shoot */ |
| 313 | return(shoot(answer + 1)); |
| 314 | case 'Q': |
| 315 | case 'q': |
| 316 | case 'x': |
| 317 | exit(0); |
| 318 | case '\n': |
| 319 | return(0); |
| 320 | } |
| 321 | if (arc4random_uniform(15) == 1) |
| 322 | (void)printf("Que pasa?\n"); |
| 323 | else |
| 324 | (void)printf("I don't understand!\n"); |
| 325 | return(0); |
| 326 | } |
| 327 | |
| 328 | int |
| 329 | move_to(const char *room_number) |
| 330 | { |
| 331 | int i, just_moved_by_bats, next_room, tunnel_available; |
| 332 | |
| 333 | /* |
| 334 | * This is responsible for moving the player into another room in the |
| 335 | * cave as per their directions. If room_number is a null string, |
| 336 | * then we'll prompt the user for the next room to go into. Once |
| 337 | * we've moved into the room, we'll check for things like bats, pits, |
| 338 | * and so on. This routine returns 1 if something occurs that kills |
| 339 | * the player and 0 otherwise... |
| 340 | */ |
| 341 | tunnel_available = just_moved_by_bats = 0; |
Value stored to 'tunnel_available' is never read | |
| 342 | next_room = atoi(room_number); |
| 343 | |
| 344 | /* crap for magic tunnels */ |
| 345 | /* if (next_room == room_num + 1 && |
| 346 | * cave[player_loc].tunnel[link_num-1] != next_room) |
| 347 | * ++next_room; |
| 348 | */ |
| 349 | while (next_room < 1 || next_room > room_num /* + 1 */) { |
| 350 | if (next_room < 0 && next_room != -1) |
| 351 | (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n"); |
| 352 | if (next_room > room_num /* + 1 */) |
| 353 | (void)printf("What? The cave surely isn't quite that big!\n"); |
| 354 | /* if (next_room == room_num + 1 && |
| 355 | * cave[player_loc].tunnel[link_num-1] != next_room) { |
| 356 | * (void)printf("What? The cave isn't that big!\n"); |
| 357 | * ++next_room; |
| 358 | * } |
| 359 | */ (void)printf("To which room do you wish to move? "); |
| 360 | (void)fflush(stdout(&__sF[1])); |
| 361 | if (!fgets(answer, sizeof(answer), stdin(&__sF[0]))) |
| 362 | return(1); |
| 363 | next_room = atoi(answer); |
| 364 | } |
| 365 | |
| 366 | /* now let's see if we can move to that room or not */ |
| 367 | tunnel_available = 0; |
| 368 | for (i = 0; i < link_num; i++) |
| 369 | if (cave[player_loc].tunnel[i] == next_room) |
| 370 | tunnel_available = 1; |
| 371 | |
| 372 | if (!tunnel_available) { |
| 373 | (void)printf("*Oof!* (You hit the wall)\n"); |
| 374 | if (arc4random_uniform(6) == 1) { |
| 375 | (void)printf("Your colorful comments awaken the wumpus!\n"); |
| 376 | move_wump(); |
| 377 | if (wumpus_loc == player_loc) { |
| 378 | wump_walk_kill(); |
| 379 | return(1); |
| 380 | } |
| 381 | } |
| 382 | return(0); |
| 383 | } |
| 384 | |
| 385 | /* now let's move into that room and check it out for dangers */ |
| 386 | /* if (next_room == room_num + 1) |
| 387 | * jump(next_room = arc4random_uniform(room_num) + 1); |
| 388 | */ |
| 389 | player_loc = next_room; |
| 390 | for (;;) { |
| 391 | if (next_room == wumpus_loc) { /* uh oh... */ |
| 392 | if (just_moved_by_bats) |
| 393 | wump_bat_kill(); |
| 394 | else |
| 395 | wump_kill(); |
| 396 | return(1); |
| 397 | } |
| 398 | if (cave[next_room].has_a_pit) { |
| 399 | if (arc4random_uniform(12) < 2) { |
| 400 | pit_survive(); |
| 401 | return(0); |
| 402 | } else { |
| 403 | if (just_moved_by_bats) |
| 404 | pit_kill_bat(); |
| 405 | else |
| 406 | pit_kill(); |
| 407 | return(1); |
| 408 | } |
| 409 | } |
| 410 | |
| 411 | if (cave[next_room].has_a_bat) { |
| 412 | (void)printf( |
| 413 | "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n", |
| 414 | just_moved_by_bats ? " again": ""); |
| 415 | next_room = player_loc = |
| 416 | arc4random_uniform(room_num) + 1; |
| 417 | just_moved_by_bats = 1; |
| 418 | } |
| 419 | |
| 420 | else |
| 421 | break; |
| 422 | } |
| 423 | return(0); |
| 424 | } |
| 425 | |
| 426 | int |
| 427 | shoot(char *room_list) |
| 428 | { |
| 429 | int chance, next, roomcnt; |
| 430 | int j, arrow_location, link, ok; |
| 431 | char *p; |
| 432 | |
| 433 | /* |
| 434 | * Implement shooting arrows. Arrows are shot by the player indicating |
| 435 | * a space-separated list of rooms that the arrow should pass through; |
| 436 | * if any of the rooms they specify are not accessible via tunnel from |
| 437 | * the room the arrow is in, it will instead fly randomly into another |
| 438 | * room. If the player hits the wumpus, this routine will indicate |
| 439 | * such. If it misses, this routine may *move* the wumpus one room. |
| 440 | * If it's the last arrow, then the player dies... Returns 1 if the |
| 441 | * player has won or died, 0 if nothing has happened. |
| 442 | */ |
| 443 | arrow_location = player_loc; |
| 444 | for (roomcnt = 1;; ++roomcnt, room_list = NULL((void *)0)) { |
| 445 | if (!(p = strtok(room_list, " \t\n"))) { |
| 446 | if (roomcnt == 1) { |
| 447 | (void)printf("Enter a list of rooms to shoot into:\n"); |
| 448 | (void)fflush(stdout(&__sF[1])); |
| 449 | if (!(p = strtok(fgets(answer, sizeof(answer), stdin(&__sF[0])), |
| 450 | " \t\n"))) { |
| 451 | (void)printf( |
| 452 | "The arrow falls to the ground at your feet.\n"); |
| 453 | return(0); |
| 454 | } |
| 455 | } else |
| 456 | break; |
| 457 | } |
| 458 | if (roomcnt > 5) { |
| 459 | (void)printf( |
| 460 | "The arrow wavers in its flight and can go no further than room %d!\n", |
| 461 | arrow_location); |
| 462 | break; |
| 463 | } |
| 464 | |
| 465 | next = atoi(p); |
| 466 | if (next == 0) |
| 467 | break; /* Old wumpus used room 0 as the terminator */ |
| 468 | |
| 469 | chance = arc4random_uniform(10); |
| 470 | if (roomcnt == 4 && chance < 2) { |
| 471 | (void)printf( |
| 472 | "Your finger slips on the bowstring! *twaaaaaang*\n\ |
| 473 | The arrow is weakly shot and can go no further than room %d!\n",arrow_location); |
| 474 | break; |
| 475 | } else if (roomcnt == 5 && chance < 6) { |
| 476 | (void)printf( |
| 477 | "The arrow wavers in its flight and can go no further than room %d!\n", |
| 478 | arrow_location); |
| 479 | break; |
| 480 | } |
| 481 | |
| 482 | for (j = 0, ok = 0; j < link_num; j++) |
| 483 | if (cave[arrow_location].tunnel[j] == next) |
| 484 | ok = 1; |
| 485 | |
| 486 | if (ok) { |
| 487 | /* if (next > room_num) { |
| 488 | * (void)printf( |
| 489 | * "A faint gleam tells you the arrow has gone through a magic tunnel!\n"); |
| 490 | * arrow_location = |
| 491 | * arc4random_uniform(room_num) + 1; |
| 492 | * } else |
| 493 | */ arrow_location = next; |
| 494 | } else { |
| 495 | link = (arc4random_uniform(link_num)); |
| 496 | if (cave[arrow_location].tunnel[link] == player_loc) |
| 497 | (void)printf( |
| 498 | "*thunk* The arrow can't find a way from %d to %d and flies back into\n\ |
| 499 | your room!\n", |
| 500 | arrow_location, next); |
| 501 | /* else if (cave[arrow_location].tunnel[link] > room_num) |
| 502 | * (void)printf( |
| 503 | *"*thunk* The arrow flies randomly into a magic tunnel, thence into\n\ |
| 504 | *room %d!\n", |
| 505 | * cave[arrow_location].tunnel[link]); |
| 506 | */ else |
| 507 | (void)printf( |
| 508 | "*thunk* The arrow can't find a way from %d to %d and flies randomly\n\ |
| 509 | into room %d!\n", arrow_location, next, cave[arrow_location].tunnel[link]); |
| 510 | |
| 511 | arrow_location = cave[arrow_location].tunnel[link]; |
| 512 | } |
| 513 | |
| 514 | /* |
| 515 | * now we've gotten into the new room let us see if El Wumpo is |
| 516 | * in the same room ... if so we've a HIT and the player WON! |
| 517 | */ |
| 518 | if (arrow_location == wumpus_loc) { |
| 519 | kill_wump(); |
| 520 | return(1); |
| 521 | } |
| 522 | |
| 523 | if (arrow_location == player_loc) { |
| 524 | shoot_self(); |
| 525 | return(1); |
| 526 | } |
| 527 | } |
| 528 | |
| 529 | if (!--arrows_left) { |
| 530 | no_arrows(); |
| 531 | return(1); |
| 532 | } |
| 533 | |
| 534 | { |
| 535 | /* each time you shoot, it's more likely the wumpus moves */ |
| 536 | static int lastchance = 2; |
| 537 | |
| 538 | lastchance += 2; |
| 539 | if (arc4random_uniform(level == EASY1 ? 12 : 9) < lastchance) { |
| 540 | move_wump(); |
| 541 | if (wumpus_loc == player_loc) { |
| 542 | wump_walk_kill(); |
| 543 | /* Reset for next game */ |
| 544 | lastchance = arc4random_uniform(3); |
| 545 | return(1); |
| 546 | } |
| 547 | |
| 548 | } |
| 549 | } |
| 550 | (void)printf("The arrow hit nothing.\n"); |
| 551 | return(0); |
| 552 | } |
| 553 | |
| 554 | int |
| 555 | gcd(int a, int b) |
| 556 | { |
| 557 | int r; |
| 558 | |
| 559 | if (!(r = (a % b))) |
| 560 | return(b); |
| 561 | return(gcd(b, r)); |
| 562 | } |
| 563 | |
| 564 | void |
| 565 | cave_init(void) |
| 566 | { |
| 567 | int i, j, k, link; |
| 568 | int delta; |
| 569 | |
| 570 | /* |
| 571 | * This does most of the interesting work in this program actually! |
| 572 | * In this routine we'll initialize the Wumpus cave to have all rooms |
| 573 | * linking to all others by stepping through our data structure once, |
| 574 | * recording all forward links and backwards links too. The parallel |
| 575 | * "linkcount" data structure ensures that no room ends up with more |
| 576 | * than three links, regardless of the quality of the random number |
| 577 | * generator that we're using. |
| 578 | */ |
| 579 | |
| 580 | /* Note that throughout the source there are commented-out vestigial |
| 581 | * remains of the 'magic tunnel', which was a tunnel to room |
| 582 | * room_num +1. It was necessary if all paths were two-way and |
| 583 | * there was an odd number of rooms, each with an odd number of |
| 584 | * exits. It's being kept in case cave_init ever gets reworked into |
| 585 | * something more traditional. |
| 586 | */ |
| 587 | |
| 588 | /* initialize the cave first off. */ |
| 589 | for (i = 1; i <= room_num; ++i) |
| 590 | for (j = 0; j < link_num ; ++j) |
| 591 | cave[i].tunnel[j] = -1; |
| 592 | |
| 593 | /* choose a random 'hop' delta for our guaranteed link. |
| 594 | * To keep the cave connected, require greatest common |
| 595 | * divisor of (delta + 1) and room_num to be 1 |
| 596 | */ |
| 597 | do { |
| 598 | delta = arc4random_uniform(room_num - 1) + 1; |
| 599 | } while (gcd(room_num, delta + 1) != 1); |
| 600 | |
| 601 | for (i = 1; i <= room_num; ++i) { |
| 602 | link = ((i + delta) % room_num) + 1; /* connection */ |
| 603 | cave[i].tunnel[0] = link; /* forw link */ |
| 604 | cave[link].tunnel[1] = i; /* back link */ |
| 605 | } |
| 606 | /* now fill in the rest of the cave with random connections. |
| 607 | * This is a departure from historical versions of wumpus. |
| 608 | */ |
| 609 | for (i = 1; i <= room_num; i++) |
| 610 | for (j = 2; j < link_num ; j++) { |
| 611 | if (cave[i].tunnel[j] != -1) |
| 612 | continue; |
| 613 | try_again: link = arc4random_uniform(room_num) + 1; |
| 614 | /* skip duplicates */ |
| 615 | for (k = 0; k < j; k++) |
| 616 | if (cave[i].tunnel[k] == link) |
| 617 | goto try_again; |
| 618 | /* don't let a room connect to itself */ |
| 619 | if (link == i) |
| 620 | goto try_again; |
| 621 | cave[i].tunnel[j] = link; |
| 622 | if (arc4random() % 2 == 1) |
| 623 | continue; |
| 624 | for (k = 0; k < link_num; ++k) { |
| 625 | /* if duplicate, skip it */ |
| 626 | if (cave[link].tunnel[k] == i) |
| 627 | k = link_num; |
| 628 | else { |
| 629 | /* if open link, use it, force exit */ |
| 630 | if (cave[link].tunnel[k] == -1) { |
| 631 | cave[link].tunnel[k] = i; |
| 632 | k = link_num; |
| 633 | } |
| 634 | } |
| 635 | } |
| 636 | } |
| 637 | /* |
| 638 | * now that we're done, sort the tunnels in each of the rooms to |
| 639 | * make it easier on the intrepid adventurer. |
| 640 | */ |
| 641 | for (i = 1; i <= room_num; ++i) |
| 642 | qsort(cave[i].tunnel, (u_int)link_num, |
| 643 | sizeof(cave[i].tunnel[0]), int_compare); |
| 644 | |
| 645 | #ifdef DEBUG |
| 646 | if (debug) |
| 647 | for (i = 1; i <= room_num; ++i) { |
| 648 | (void)printf("<room %d has tunnels to ", i); |
| 649 | for (j = 0; j < link_num; ++j) |
| 650 | (void)printf("%d ", cave[i].tunnel[j]); |
| 651 | (void)printf(">\n"); |
| 652 | } |
| 653 | #endif |
| 654 | } |
| 655 | |
| 656 | void |
| 657 | dodecahedral_cave_init(void) |
| 658 | { |
| 659 | int vert[20][3] = { |
| 660 | {1, 4, 7}, |
| 661 | {0, 2, 9}, |
| 662 | {1, 3, 11}, |
| 663 | {2, 4, 13}, |
| 664 | {0, 3, 5}, |
| 665 | {4, 6, 14}, |
| 666 | {5, 7, 16}, |
| 667 | {0, 6, 8}, |
| 668 | {7, 9, 17}, |
| 669 | {1, 8, 10}, |
| 670 | {9, 11, 18}, |
| 671 | {2, 10, 12}, |
| 672 | {11, 13, 19}, |
| 673 | {3, 12, 14}, |
| 674 | {5, 13, 15}, |
| 675 | {14, 16, 19}, |
| 676 | {6, 15, 17}, |
| 677 | {8, 16, 18}, |
| 678 | {10, 17, 19}, |
| 679 | {12, 15, 18}, |
| 680 | }; |
| 681 | int loc[20]; |
| 682 | int i, j, temp; |
| 683 | |
| 684 | if (room_num != 20 || link_num != 3) |
| 685 | errx(1, "wrong parameters for dodecahedron"); |
| 686 | for (i = 0; i < 20; i++) |
| 687 | loc[i] = i; |
| 688 | for (i = 0; i < 20; i++) { |
| 689 | j = arc4random_uniform(20 - i); |
| 690 | if (j) { |
| 691 | temp = loc[i]; |
| 692 | loc[i] = loc[i + j]; |
| 693 | loc[i + j] = temp; |
| 694 | } |
| 695 | } |
| 696 | /* cave is offset by 1 */ |
| 697 | for (i = 0; i < 20; i++) { |
| 698 | for (j = 0; j < 3; j++) |
| 699 | cave[loc[i] + 1].tunnel[j] = loc[vert[i][j]] + 1; |
| 700 | } |
| 701 | |
| 702 | /* |
| 703 | * now that we're done, sort the tunnels in each of the rooms to |
| 704 | * make it easier on the intrepid adventurer. |
| 705 | */ |
| 706 | for (i = 1; i <= room_num; ++i) |
| 707 | qsort(cave[i].tunnel, (u_int)link_num, |
| 708 | sizeof(cave[i].tunnel[0]), int_compare); |
| 709 | |
| 710 | #ifdef DEBUG |
| 711 | if (debug) |
| 712 | for (i = 1; i <= room_num; ++i) { |
| 713 | (void)printf("<room %d has tunnels to ", i); |
| 714 | for (j = 0; j < link_num; ++j) |
| 715 | (void)printf("%d ", cave[i].tunnel[j]); |
| 716 | (void)printf(">\n"); |
| 717 | } |
| 718 | #endif |
| 719 | } |
| 720 | |
| 721 | void |
| 722 | clear_things_in_cave(void) |
| 723 | { |
| 724 | int i; |
| 725 | |
| 726 | /* |
| 727 | * remove bats and pits from the current cave in preparation for us |
| 728 | * adding new ones via the initialize_things_in_cave() routines. |
| 729 | */ |
| 730 | for (i = 1; i <= room_num; ++i) |
| 731 | cave[i].has_a_bat = cave[i].has_a_pit = 0; |
| 732 | } |
| 733 | |
| 734 | void |
| 735 | initialize_things_in_cave(void) |
| 736 | { |
| 737 | int i, loc; |
| 738 | |
| 739 | /* place some bats, pits, the wumpus, and the player. */ |
| 740 | for (i = 0; i < bat_num; ++i) { |
| 741 | do { |
| 742 | loc = arc4random_uniform(room_num) + 1; |
| 743 | } while (cave[loc].has_a_bat); |
| 744 | cave[loc].has_a_bat = 1; |
| 745 | #ifdef DEBUG |
| 746 | if (debug) |
| 747 | (void)printf("<bat in room %d>\n", loc); |
| 748 | #endif |
| 749 | } |
| 750 | |
| 751 | for (i = 0; i < pit_num; ++i) { |
| 752 | do { |
| 753 | loc = arc4random_uniform(room_num) + 1; |
| 754 | } while (cave[loc].has_a_pit || cave[loc].has_a_bat); |
| 755 | /* Above used to be &&; || makes sense but so does just |
| 756 | * checking cave[loc].has_a_pit */ |
| 757 | cave[loc].has_a_pit = 1; |
| 758 | #ifdef DEBUG |
| 759 | if (debug) |
| 760 | (void)printf("<pit in room %d>\n", loc); |
| 761 | #endif |
| 762 | } |
| 763 | |
| 764 | wumpus_loc = arc4random_uniform(room_num) + 1; |
| 765 | #ifdef DEBUG |
| 766 | if (debug) |
| 767 | (void)printf("<wumpus in room %d>\n", wumpus_loc); |
| 768 | #endif |
| 769 | |
| 770 | do { |
| 771 | player_loc = arc4random_uniform(room_num) + 1; |
| 772 | } while (player_loc == wumpus_loc || cave[player_loc].has_a_pit || |
| 773 | cave[player_loc].has_a_bat); |
| 774 | /* Replaced (level == HARD ? |
| 775 | * (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0) |
| 776 | * with bat/pit checks in initial room. If this is kept there is |
| 777 | * a slight chance that no room satisfies all four conditions. |
| 778 | */ |
| 779 | } |
| 780 | |
| 781 | int |
| 782 | getans(const char *prompt) |
| 783 | { |
| 784 | char buf[20]; |
| 785 | |
| 786 | /* |
| 787 | * simple routine to ask the yes/no question specified until the user |
| 788 | * answers yes or no, then return 1 if they said 'yes' and 0 if they |
| 789 | * answered 'no'. |
| 790 | */ |
| 791 | for (;;) { |
| 792 | (void)printf("%s", prompt); |
| 793 | (void)fflush(stdout(&__sF[1])); |
| 794 | if (!fgets(buf, sizeof(buf), stdin(&__sF[0]))) |
| 795 | return(0); |
| 796 | if (*buf == 'N' || *buf == 'n') |
| 797 | return(0); |
| 798 | if (*buf == 'Y' || *buf == 'y') |
| 799 | return(1); |
| 800 | (void)printf( |
| 801 | "I don't understand your answer; please enter 'y' or 'n'!\n"); |
| 802 | } |
| 803 | } |
| 804 | |
| 805 | int |
| 806 | bats_nearby(void) |
| 807 | { |
| 808 | int i; |
| 809 | |
| 810 | /* check for bats in the immediate vicinity */ |
| 811 | for (i = 0; i < link_num; ++i) |
| 812 | if (cave[cave[player_loc].tunnel[i]].has_a_bat) |
| 813 | return(1); |
| 814 | return(0); |
| 815 | } |
| 816 | |
| 817 | int |
| 818 | pit_nearby(void) |
| 819 | { |
| 820 | int i; |
| 821 | |
| 822 | /* check for pits in the immediate vicinity */ |
| 823 | for (i = 0; i < link_num; ++i) |
| 824 | if (cave[cave[player_loc].tunnel[i]].has_a_pit) |
| 825 | return(1); |
| 826 | return(0); |
| 827 | } |
| 828 | |
| 829 | int |
| 830 | wump_nearby(void) |
| 831 | { |
| 832 | int i, j; |
| 833 | |
| 834 | /* check for a wumpus within TWO caves of where we are */ |
| 835 | for (i = 0; i < link_num; ++i) { |
| 836 | if (cave[player_loc].tunnel[i] == wumpus_loc) |
| 837 | return(1); |
| 838 | for (j = 0; j < link_num; ++j) |
| 839 | if (cave[cave[player_loc].tunnel[i]].tunnel[j] == |
| 840 | wumpus_loc) |
| 841 | return(1); |
| 842 | } |
| 843 | return(0); |
| 844 | } |
| 845 | |
| 846 | void |
| 847 | move_wump(void) |
| 848 | { |
| 849 | wumpus_loc = cave[wumpus_loc].tunnel[arc4random_uniform(link_num)]; |
| 850 | #ifdef DEBUG |
| 851 | if (debug) |
| 852 | (void)printf("Wumpus moved to room %d\n",wumpus_loc); |
| 853 | #endif |
| 854 | } |
| 855 | |
| 856 | int |
| 857 | int_compare(const void *a, const void *b) |
| 858 | { |
| 859 | return(*(const int *)a < *(const int *)b ? -1 : 1); |
| 860 | } |
| 861 | |
| 862 | void |
| 863 | instructions(void) |
| 864 | { |
| 865 | const char *pager; |
| 866 | pid_t pid; |
| 867 | int status; |
| 868 | int fd; |
| 869 | |
| 870 | /* |
| 871 | * read the instructions file, if needed, and show the user how to |
| 872 | * play this game! |
| 873 | */ |
| 874 | if (!getans("Instructions? (y-n) ")) |
| 875 | return; |
| 876 | |
| 877 | if ((fd = open(_PATH_WUMPINFO"/usr/share/games/wump.info", O_RDONLY0x0000)) == -1) { |
| 878 | (void)printf( |
| 879 | "Sorry, but the instruction file seems to have disappeared in a\n\ |
| 880 | puff of greasy black smoke! (poof)\n"); |
| 881 | return; |
| 882 | } |
| 883 | |
| 884 | if (!isatty(1)) |
| 885 | pager = "/bin/cat"; |
| 886 | else { |
| 887 | if (!(pager = getenv("PAGER")) || (*pager == 0)) |
| 888 | pager = _PATH_PAGER"/usr/bin/more"; |
| 889 | } |
| 890 | switch (pid = fork()) { |
| 891 | case 0: /* child */ |
| 892 | if (dup2(fd, 0) == -1) |
| 893 | err(1, "dup2"); |
| 894 | (void)execl(_PATH_BSHELL"/bin/sh", "sh", "-c", pager, (char *)NULL((void *)0)); |
| 895 | err(1, "exec sh -c %s", pager); |
| 896 | /* NOT REACHED */ |
| 897 | case -1: |
| 898 | err(1, "fork"); |
| 899 | /* NOT REACHED */ |
| 900 | default: |
| 901 | (void)waitpid(pid, &status, 0); |
| 902 | close(fd); |
| 903 | break; |
| 904 | } |
| 905 | } |
| 906 | |
| 907 | void |
| 908 | usage(void) |
| 909 | { |
| 910 | (void)fprintf(stderr(&__sF[2]), |
| 911 | "usage: %s [-ho] [-a arrows] [-b bats] [-p pits] " |
| 912 | "[-r rooms] [-t tunnels]\n", getprogname()); |
| 913 | exit(1); |
| 914 | } |
| 915 | |
| 916 | /* messages */ |
| 917 | void |
| 918 | wump_kill(void) |
| 919 | { |
| 920 | (void)printf( |
| 921 | "*ROAR* *chomp* *snurfle* *chomp*!\n\ |
| 922 | Much to the delight of the Wumpus, you walk right into his mouth,\n\ |
| 923 | making you one of the easiest dinners he's ever had! For you, however,\n\ |
| 924 | it's a rather unpleasant death. The only good thing is that it's been\n\ |
| 925 | so long since the evil Wumpus cleaned his teeth that you immediately\n\ |
| 926 | pass out from the stench!\n"); |
| 927 | } |
| 928 | |
| 929 | void |
| 930 | wump_walk_kill(void) |
| 931 | { |
| 932 | (void)printf( |
| 933 | "Oh dear. All the commotion has managed to awaken the evil Wumpus, who\n\ |
| 934 | has chosen to walk into this very room! Your eyes open wide as they behold\n\ |
| 935 | the great sucker-footed bulk that is the Wumpus; the mouth of the Wumpus\n\ |
| 936 | also opens wide as the evil beast beholds dinner.\n\ |
| 937 | *ROAR* *chomp* *snurfle* *chomp*!\n"); |
| 938 | } |
| 939 | |
| 940 | void |
| 941 | wump_bat_kill(void) |
| 942 | { |
| 943 | (void)printf( |
| 944 | "Flap, flap. The bats fly you right into the room with the evil Wumpus!\n\ |
| 945 | The Wumpus, seeing a fine dinner flying overhead, takes a swipe at you,\n\ |
| 946 | and the bats, not wanting to serve as hors d'oeuvres, drop their\n\ |
| 947 | soon-to-be-dead weight and take off in the way that only bats flying out\n\ |
| 948 | of a very bad place can. As you fall towards the large, sharp, and very\n\ |
| 949 | foul-smelling teeth of the Wumpus, you think, \"Man, this is going to hurt.\"\n\ |
| 950 | It does.\n"); |
| 951 | } |
| 952 | |
| 953 | void |
| 954 | kill_wump(void) |
| 955 | { |
| 956 | (void)printf( |
| 957 | "*thwock!* *groan* *crash*\n\n\ |
| 958 | A horrible roar fills the cave, and you realize, with a smile, that you\n\ |
| 959 | have slain the evil Wumpus and won the game! You don't want to tarry for\n\ |
| 960 | long, however, because not only is the Wumpus famous, but the stench of\n\ |
| 961 | dead Wumpus is also quite well known--a stench powerful enough to slay the\n\ |
| 962 | mightiest adventurer at a single whiff!!\n"); |
| 963 | } |
| 964 | |
| 965 | void |
| 966 | no_arrows(void) |
| 967 | { |
| 968 | (void)printf( |
| 969 | "\nYou turn and look at your quiver, and realize with a sinking feeling\n\ |
| 970 | that you've just shot your last arrow (figuratively, too). Sensing this\n\ |
| 971 | with its psychic powers, the evil Wumpus rampages through the cave, finds\n\ |
| 972 | you, and with a mighty *ROAR* eats you alive!\n"); |
| 973 | } |
| 974 | |
| 975 | void |
| 976 | shoot_self(void) |
| 977 | { |
| 978 | (void)printf( |
| 979 | "\n*Thwack!* A sudden piercing feeling informs you that your wild arrow\n\ |
| 980 | has ricocheted back and wedged in your side, causing extreme agony. The\n\ |
| 981 | evil Wumpus, with its psychic powers, realizes this and immediately rushes\n\ |
| 982 | to your side, not to help, alas, but to EAT YOU!\n\ |
| 983 | (*CHOMP*)\n"); |
| 984 | } |
| 985 | |
| 986 | /* |
| 987 | * void |
| 988 | * jump(int where) |
| 989 | * { |
| 990 | * (void)printf( |
| 991 | * "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\ |
| 992 | * notice that the walls are shimmering and glowing. Suddenly you feel\n\ |
| 993 | * a very curious, warm sensation and find yourself in room %d!!\n", where); |
| 994 | * } |
| 995 | */ |
| 996 | |
| 997 | void |
| 998 | pit_kill(void) |
| 999 | { |
| 1000 | (void)printf( |
| 1001 | "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ |
| 1002 | The whistling sound and updraft as you walked into this room of the\n\ |
| 1003 | cave apparently weren't enough to clue you in to the presence of the\n\ |
| 1004 | bottomless pit. You have a lot of time to reflect on this error as\n\ |
| 1005 | you fall many miles to the core of the earth. Look on the bright side;\n\ |
| 1006 | you can at least find out if Jules Verne was right...\n"); |
| 1007 | } |
| 1008 | |
| 1009 | void |
| 1010 | pit_kill_bat(void) |
| 1011 | { |
| 1012 | (void)printf( |
| 1013 | "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ |
| 1014 | It appears the bats have decided to drop you into a bottomless pit. At\n\ |
| 1015 | least, that's what the whistling sound and updraft would suggest. Look on\n\ |
| 1016 | the bright side; you can at least find out if Jules Verne was right...\n"); |
| 1017 | } |
| 1018 | |
| 1019 | void |
| 1020 | pit_survive(void) |
| 1021 | { |
| 1022 | (void)printf( |
| 1023 | "Without conscious thought you grab for the side of the cave and manage\n\ |
| 1024 | to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\ |
| 1025 | depths of a bottomless pit! Rock crumbles beneath your feet!\n"); |
| 1026 | } |