File : wumpus.bush



#!/usr/local/bin/bush
--
-- *** HUNT THE WUMPUS ***
--
-- Originally for the PDP-8.
-- The Timeless cave-crawling classing based on GW-BASIC source
-- www.ifarchive.org.  Modified for BUSH by Ken O. Burtch.
--

pragma ada_95;                       -- strict programming practices
pragma restriction( no_external_commands ); -- O/S independent

procedure wumpus is

LOGNAME : string := "<undefined>";
pragma unchecked_import( shell, LOGNAME );

type player_status is ( alive, won, lost );
status : player_status := alive;     -- playing, winner, loser (was "f")

type tunnel_list is array(1..20) of string;
t_delim : constant character := ",";
tunnels : array(1..20) of string;    -- adjacent room list

arrows : integer;                    -- number of arrows (was "a")
i : string;                          -- user input
player_room : positive;              -- player room (was "l")
k : natural;
arrow_path : array(1..5) of positive; -- list of rooms for arrow (was "p")

type room_contents is ( player, wumpus, pit1, pit2, bats1, bats2 );
type room_list is array( player..bats2 ) of positive;
room : room_list;                    -- room contents (was "l()")
original_room : room_list;          -- initial contents (was "m()")

good : boolean;                      -- for searches
soundfx : boolean := false;

begin

put_line( "HUNT THE WUMPUS" );

if LOGNAME = "root" then
   put( "SOUND EFFECTS (Y-N)? " );
   i := get_line;
   if i = "Y" or i = "y" then
      soundfx := true;
   end if;
else
   put_line( "For sound effects, run as the superuser" );
end if;

put( "INSTRUCTIONS (Y-N)? " );
i := get_line;
if i = "Y" or i = "y" then
   put_line( "WELCOME TO 'HUNT THE WUMPUS'" );
   put_line( "  THE WUMPUS LIVES IN A CAVE OF 20 ROOMS. EACH ROOM" );
   put_line( "HAS 3 TUNNELS LEADING TO OTHER ROOMS. (LOOK AT A" );
   put_line( "DODECAHEDRON TO SEE HOW THIS WORKS-IF YOU DON'T KNOW" );
   put_line( "WHAT A DODECAHEDRON IS, ASK SOMEONE)" );
   new_line;
   put_line( "     HAZARDS:" );
   put_line( " BOTTOMLESS PITS - TWO ROOMS HAVE BOTTOMLESS PITS IN THEM" );
   put_line( "     IF YOU GO THERE, YOU FALL INTO THE PIT (& LOSE!)" );
   put_line( " SUPER BATS - TWO OTHER ROOMS HAVE SUPER BATS. IF YOU" );
   put_line( "     GO THERE, A BAT GRABS YOU AND TAKES YOU TO SOME OTHER" );
   put_line( "     ROOM AT RANDOM. (WHICH MAY BE TROUBLESOME)" );
   new_line;
   put_line( "     WUMPUS:" );
   put_line( " THE WUMPUS IS NOT BOTHERED BY HAZARDS (HE HAS SUCKER" );
   put_line( " FEET AND IS TOO BIG FOR A BAT TO LIFT).  USUALLY" );
   put_line( " HE IS ASLEEP.  TWO THINGS WAKE HIM UP: YOU SHOOTING AN" );
   put_line( " ARROW OR YOU ENTERING HIS ROOM." );
   put_line( "     IF THE WUMPUS WAKES HE MOVES (P=.75) ONE ROOM" );
   put_line( " OR STAYS STILL (P=.25).  AFTER THAT, IF HE IS WHERE YOU" );
   put_line( " ARE, HE EATS YOU UP AND YOU LOSE!" );
   new_line;
   put_line( "HIT RETURN TO CONTINUE" );
   i := get_line;
   put_line( "     YOU:" );
   put_line( "   EACH TURN YOU MAY MOVE OR SHOOT A CROOKED ARROW" );
   put_line( "   MOVING:  YOU CAN MOVE ONE ROOM (THRU ONE TUNNEL)" );
   put_line( "   ARROWS:  YOU HAVE 5 ARROWS.  YOU LOSE WHEN YOU RUN OUT" );
   put_line( "   EACH ARROW CAN GO FROM 1 TO 5 ROOMS. YOU AIM BY TELLING" );
   put_line( "   THE COMPUTER THE ROOM#S YOU WANT THE ARROW TO GO TO." );
   put_line( "   IF THE ARROW CAN'T GO THAT WAY (IF NO TUNNEL) IT MOVES" );
   put_line( "   AT RANDOM TO THE NEXT ROOM." );
   put_line( "     IF THE ARROW HITS THE WUMPUS, YOU WIN." );
   put_line( "     IF THE ARROW HITS YOU, YOU LOSE." );
   put_line( "HIT RETURN TO CONTINUE" );
   i := get_line;
   put_line( "    WARNINGS:" );
   put_line( "     WHEN YOU ARE ONE ROOM AWAY FROM A WUMPUS OR HAZARD," );
   put_line( "     THE COMPUTER SAYS:" );
   put_line( " WUMPUS:  'I SMELL A WUMPUS'" );
   put_line( " BAT   :  'BATS NEARBY'" );
   put_line( " PIT   :  'I FEEL A DRAFT'" );
end if;

-- *** SET UP CAVE (DODECAHEDRAL NODE LIST) ***
-- dim tunnels(20,3) but BUSH has no true 2-d arrays.  So we'll fake-it using
-- 1-D arrays and text fields

tunnels(1) := "2,5,8";
tunnels(2) := "1,3,10";
tunnels(3) := "2,4,12";
tunnels(4) := "3,5,14";
tunnels(5) := "1,4,6";
tunnels(6) := "5,7,15";
tunnels(7) := "6,8,17";
tunnels(8) := "1,7,9";
tunnels(9) := "8,10,18";
tunnels(10) := "2,9,11";
tunnels(11) := "10,12,19";
tunnels(12) := "3,11,13";
tunnels(13) := "12,14,20";
tunnels(14) := "4,13,15";
tunnels(15) := "6,14,16";
tunnels(16) := "15,17,20";
tunnels(17) := "7,16,18";
tunnels(18) := "9,17,19";
tunnels(19) := "11,18,20";
tunnels(20) := "13,16,19";

-- *** LOCATE L ARRAY ITEMS ***
-- *** 1-YOU, 2-WUMPUS, 3&4-PITS, 5&6-BATS ***

loop
   good := true;
   for j in player..bats2 loop
       room(j) := numerics.rnd(20);
       original_room(j) := room(j);
   end loop;

   -- *** CHECK FOR CROSSOVERS (IE la(1)=la(2), ETC) ***

   for j in player..bats2 loop
       for k in player..bats2 loop
           if j /= k then
              if room(j) = room(k) then
                 good := false;
              end if;
           end if;
       end loop;
   end loop;
   exit when good;
end loop;

-- *** SET NO. OF ARROWS ***

arrows := 5;
player_room := room(player);

-- *** RUN THE GAME ***

-- *** PRINT LOCATION & HAZARD WARNINGS ***

loop

  new_line;
  put_line( "YOU ARE IN ROOM " & strings.image( room(player) ) );
  good := false; -- don't play bats twice
  for j in wumpus..bats2 loop
      for k in 1..3 loop
          if numerics.value( strings.field( tunnels(room(player)), k, t_delim ) ) = room(j) then
             case j is
             when wumpus => put_line( "I SMELL A WUMPUS!" );
             when pit1 => put_line( "I FEEL A DRAFT" );
             when pit2 => put_line( "I FEEL A DRAFT" );
             when bats1 => put_line( "BATS NEARBY!" );
                  if not good and soundfx then
                     sound.play( "./bats.wav" );
                     good := true;
                  end if;
             when bats2 => put_line( "BATS NEARBY!" );
                  if not good and soundfx then
                     sound.play( "./bats.wav" );
                     good := true;
                  end if;
             when others => put_line( "<<unexpected case j value>>" );
             end case;
          end if;
      end loop;
  end loop;

  put_line( "TUNNELS LEAD TO " &
     strings.field( tunnels(player_room), 1, t_delim) & " " &
     strings.field( tunnels(player_room), 2, t_delim) & " " &
     strings.field( tunnels(player_room), 3, t_delim) );
  new_line;

-- Main Loop
--  *** MOVE OR SHOOT ***

   loop
      put( "SHOOT OR MOVE (S-M)" );
      i := get_line;
      if i = "S" or i = "s" then
         i := "1";
         exit;
      elsif i = "M" or i = "m" then
         i := "2";
         exit;
      end if;
   end loop;

   if i = "1" then

      -- *** ARROW ROUTINE ***

      declare
         arrow_path_length : integer; -- was "j9"
      begin
         -- *** PATH OF ARROW ***
         status := alive;
         loop
            put( "NO. OF ROOMS (1-5)" );
            arrow_path_length := numerics.value( get_line );
            exit when arrow_path_length >= 1 and arrow_path_length <= 5;
         end loop;

         for k in 1..arrow_path_length loop
             loop
                put( "ROOM #" );
                arrow_path(k) := numerics.value( get_line );
                exit when k <= 2;
                exit when arrow_path(k) /= arrow_path(k-2);
                put_line( "ARROWS AREN'T THAT CROOKED - TRY ANOTHER ROOM" );
             end loop;
         end loop;

         -- *** SHOOT ARROW ***

         good := false;
         player_room := room(player);
         for k in 1..arrow_path_length loop
             for k1 in 1..3 loop
                 if numerics.value( strings.field( tunnels(player_room), k1, t_delim)) = arrow_path(k) then
                    good := true;
                    player_room := arrow_path(k);
                    if soundfx then
                       sound.play( "./arrow.wav" );
                    end if;
                    if player_room = room(wumpus) then
                       put_line( "AHA! YOU GOT THE WUMPUS!" );
                       status := won;
                    elsif player_room = room(player) then
                       put_line( "OUCH! ARROW GOT YOU!" );
                       if soundfx then
                          sound.play( "./scream.wav" );
                       end if;
                       status := lost;
                    end if;
                 end if;
             end loop; -- k1

             -- *** NO TUNNEL FOR ARROW ***
             -- pick random direction

             if not good then
                player_room := numerics.value( strings.field( tunnels(player_room), numerics.rnd(3), t_delim ) );

                if player_room = room(wumpus) then
                    put_line( "AHA! YOU GOT THE WUMPUS!" );
                    status := won;
                 elsif player_room = room(player) then
                    put_line( "OUCH! ARROW GOT YOU!" );
                    if soundfx then
                       sound.play( "./scream.wav" );
                    end if;
                    status := lost;
                 end if;
             end if;
        end loop; -- k
     end; -- shoot declarations

     player_room := room(player);   -- player_room now player again
     if status = alive then
        put_line( "MISSED" );

        -- MOVE THE WUMPUS

        k := natural( numerics.rnd(4) );
        if k /= 4 then
           room(wumpus) := numerics.value( strings.field( tunnels(room(wumpus)), k, t_delim) );
           if player_room = room(wumpus) then
              put_line( "TSK TSK TSK - WUMPUS GOT YOU!" );
              if soundfx then
                 sound.play( "./scream.wav" );
              end if;
              status := lost;
           end if;
        end if;

        arrows := arrows-1;
        if arrows < 1 then
           put_line( "THE HUNT IS OVER.  THAT WAS YOUR LAST ARROW" );
           status := lost;
        end if;
     end if;

   elsif i = "2" then -- move player

     --  *** MOVE ROUTINE ***
     status := alive;
     loop
       loop
         put( "WHERE TO?" );
         player_room := numerics.value( get_line );
         exit when player_room >= 1 and player_room <= 20;
       end loop;
     
       -- *** CHECK IF LEGAL MOVE ***

       if player_room = room(player) then
          good := true;
       else
          good := false;
          for k in 1..3 loop
            if numerics.value( strings.field( tunnels(room(player)), k, t_delim) ) = player_room then
               good := true;
            end if;
          end loop;
       end if;
       if good then
         if soundfx then
            sound.play( "./run.wav" );
         end if;
         loop
           room(player) := player_room;
           if player_room = room(wumpus) then
              put_line( "... OOPS! BUMPED A WUMPUS!" );
              k := natural( numerics.rnd(4) );
              if k /= 4 then
                 room(wumpus) := numerics.value( strings.field( tunnels(room(wumpus)), k, t_delim) );
                 if player_room = room(wumpus) then
                    put_line( "TSK TSK TSK - WUMPUS GOT YOU!" );
                    if soundfx then
                       sound.play( "./run.wav" );
                    end if;
                    status := lost;
                 end if;
              end if;
              exit;
           elsif player_room = room(pit1) or player_room = room(pit2) then
              put_line( "YYYYIIIIEEEE . . . FELL IN PIT" );
              if soundfx then
                 sound.play( "./pit.wav" );
              end if;
              status := lost;
              exit;
           elsif player_room = room(bats1) or player_room = room(bats2) then
              put_line( "ZAP--SUPER BAT SNATCH! ELSEWHEREVILLE FOR YOU!" );
              if soundfx then
                 sound.play( "./bats.wav" );
              end if;
              player_room := numerics.rnd(20);
           else
              exit;
           end if;
         end loop; -- bat loop
         exit;
       else
         put( "NOT POSSIBLE -" );
       end if;
     end loop; -- good move loop

   end if; -- if move or shoot

   if status /= alive then
      if status = lost then
         -- *** LOSE ***
         put_line( "HA HA HA - YOU LOSE!" );
      else
         -- *** WIN ***
         put_line( "HEE HEE HEE - THE WUMPUS'LL GET YOU NEXT TIME!!" );
         if soundfx then
            sound.play( "./clap.wav" );
         end if;
      end if;
      for j in player..bats2 loop
          room(j) := original_room(j);
      end loop;
      return; -- restart not done
      -- restart not done
      --put( "SAME SETUP (Y-N)" );
      --i := get_line;
      --365 if (i$ <> "Y") and (i$ <> "y") then 170
   end if;
end loop; -- main loop

end wumpus;