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WUMPUS.PAS
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Pascal/Delphi Source File
|
1985-01-20
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8KB
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390 lines
program wumpus;
const
maxrooms = 20;
maxbats = 2;
maxpits = 2;
numberofarrows = 7;
prompt = '> ';
tunnelsperroom = 2;
move = 'M';
quit = 'Q';
shoot = 'S';
help = '?';
type
room = 1..maxrooms;
rooms = set of room;
var
cave : array[room] of rooms;
player : room;
wumpus : room;
arrowsleft : integer;
quitting : boolean;
killed : boolean;
wumpuskilled : boolean;
bats : rooms;
pits : rooms;
commandset : set of char;
(*
* rand
* returns a random number between low and high
*)
function rand(low, high : integer) : integer;
begin
rand := low + random(high-low+1);
end;
procedure doinstr;
begin
writeln;
writeln('Your mission, should you desire to accept it, is it hunt for the');
writeln('Wumpus in his cave. To succeed, you must shoot it with one of your');
writeln(numberofarrows:1,' arrows. If you shoot into a room which is not directly connected to');
writeln('yours, the arrow will bounce to one of the rooms that does connect.');
writeln('The bats in the cave may pick you up and place you in a different');
writeln('room. If you enter a room which has a pit, you will fall into it.');
writeln('If the wumpus finds you or you run out of arrows, you lose.');
writeln;
end;
procedure askinstruct;
var
answer : char;
begin
write('Do you want instructions? ');
readln(answer);
while (answer <> 'y') and (answer <> 'Y') and (answer <> 'n') and (answer <> 'N') do
begin
writeln('Please answer yes or no');
write('Would you like instructions? ');
readln(answer);
end;
if (answer = 'y') or (answer = 'Y') then
doinstr;
end;
(*
* addtunnel
* make a tunnel connection between two rooms
*)
procedure addtunnel(from, dest : room);
begin
cave[from] := cave[from] + [dest];
cave[dest] := cave[dest] + [from];
end;
(*
* makemaze
* makes a reasonably random maze. for each room tries to make 3 new tunnels.
* if a tunnel already exists in that direction, another digging that way is
* not made.
*)
procedure makemaze;
var
currentroom, tunnelto, newtunnel : room;
begin
for currentroom := 2 to maxrooms do
addtunnel(currentroom, currentroom-1);
for currentroom := 3 to maxrooms do
begin
newtunnel := rand(1, currentroom-1);
if not newtunnel in cave[currentroom] then
addtunnel(currentroom, newtunnel);
end;
end;
(*
* skipblanks
* skips spaces, tabs until eoln
*)
procedure skipblanks;
begin
end;
(*
* describe
* give a description of the current room ( player ). tell player if the
* wumpus is nearby.
*)
procedure describe;
var
i : room;
begin
writeln('You are in room ',player:1);
write('There are tunnels leading to rooms');
for i := 1 to maxrooms do
if i in cave[player] then
write(' ',i:1);
writeln;
if (player in cave[wumpus]) or ((cave[player] * cave[wumpus]) <> []) then
writeln('I smell a Wumpus.');
if cave[player] * bats <> [] then
writeln('I hear bats.');
if cave[player] * pits <> [] then
writeln('I feel a draft.');
end;
(*
* command
* returns the single character that signifies what is to be done
*)
function command : char;
var
ch : char;
begin
describe;
repeat
write(prompt);
readln(ch);
if not (ch in commandset) then
begin
writeln(' Type ? for instructions.');
end;
until ch in commandset;
command := ch;
end;
(*
* checkwump
* move the wumpus and see if it went to the same room as the player,
* if so he's dead.
*)
procedure checkwump;
var
newwumproom : room;
begin
newwumproom := rand(1, maxrooms);
if (newwumproom in cave[wumpus]) then
wumpus := newwumproom;
if (wumpus = player) then
begin
writeln('Look Out!! The Wumpus got you.');
writeln('Better luck next time.');
killed := true;
end;
end;
(*
* checkbats
* if the player is in a room with bats they will pick him up and move him to
* another room (which will not have bats in it).
*)
procedure checkbats;
var
flewto : room;
begin
if player in bats then
begin
repeat
flewto := rand(1,maxrooms)
until (not (flewto in (bats + pits))) and (flewto <> wumpus);
writeln('A superbat picked you up and carried you off.');
player := flewto;
end;
end;
(*
* checkpits
* determines if the player fell into a pit.
*)
procedure checkpits;
begin
if not killed and (player in pits) then
begin
writeln('Don''t do that!! Too late, you fell into a pit.');
writeln('You should be more careful.');
killed := true;
end;
end;
(*
* randroom
* returns a random room number in the range limited by the set argument.
*)
function randroom ( limitedto : rooms) : integer;
var
apossibility : room;
begin
repeat
apossibility := rand(1, maxrooms);
until apossibility in limitedto;
randroom := apossibility;
end;
(*
* doshoot
* player tries to shoot the wumpus by listing the rooms that he wants to
* shoot through. if the rooms do not match the list, the arrow bounces
* randomly to a connecting tunnel.
*)
procedure doshoot;
var
nextroom, lastroom : room;
begin
lastroom := player;
while not eoln do
begin
write('where ');
readln(nextroom);
if wumpus = nextroom then
wumpuskilled := true
else if player = nextroom then
killed := true;
if not (nextroom in cave[lastroom]) then
nextroom := randroom(cave[lastroom]);
lastroom := nextroom;
skipblanks;
end;
arrowsleft := arrowsleft - 1;
if killed then
writeln('You klutz! You just shot yourself.')
else if wumpuskilled then
writeln('Congratulations! You slew the fearsome Wumpus.')
else if arrowsleft = 0 then
writeln('You ran out of arrows.')
end;
(*
* domove
* player's move, must be to an adjacent room
*)
procedure domove;
var
dest : room;
begin
write('To ');
readln(dest);
if not (dest in [1..maxrooms]) then
writeln('There is no room # ', dest)
else if not (dest in cave[player]) then
writeln('I see no tunnel to room # ',dest)
else
player := dest;
checkbats;
checkwump;
checkpits;
end;
(*
* doquit
* asks if the player really wants to quit
*)
procedure doquit;
var
answer : char;
begin
writeln;
write('Do you really want to quit now? ');
readln(answer);
quitting := answer in ['y','Y'];
end;
procedure doaturn(action : char);
begin
case action of
move : domove;
shoot : doshoot;
quit : doquit;
help : doinstr;
end;
end;
(*
* gameover
* returns true if the game is over
*)
function gameover : boolean;
begin
gameover := quitting or killed or wumpuskilled or (arrowsleft = 0);
end;
(*
* initialize
* generates a random maze and the positions of the player, wumpus,and bats.
* make sure that the player doesn't start with the wumpus.
*)
procedure initialize;
var
i : room;
begin
randomize;
for i := 1 to maxrooms do
cave[i] := [];
bats := [];
pits := [];
makemaze;
wumpus := rand(1, maxrooms);
for i := 1 to maxbats do
bats := bats + [rand(1, maxrooms)];
for i := 1 to maxpits do
pits := pits + [rand(1, maxrooms)];
repeat
player := rand(1, maxrooms);
until (player <> wumpus) and not (player in pits) and not (player in bats);
quitting := false;
killed := false;
wumpuskilled := false;
arrowsleft := numberofarrows;
commandset := [move, shoot, quit, help];
end;
begin
writeln('Welcome to Wumpus!!');
askinstruct;
initialize;
repeat
doaturn(command);
until gameover;
end.