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Hunt the Red Wumpus
Red [
Title: "Hunt the Wumpus"
;Date: 25-Jun-2016
Author: "Gregg Irwin"
Version: 1.0.2
Comment: {
2001 Notes:
I found an old version, in C (by Eric Raymond), which was adapted from
an even older version, in BASIC (by Magnus Olsson), that had been found
in a SIMTEL archive. It's got lineage.
As of 22-Oct-2001, it appears to work, though I haven't traced the
arrow path'ing logic yet nor made it smart. Arrows can go pretty much
anywhere you tell them and, yes, you can shoot yourself as in the
original.
I tweaked a few strings, but the instructions are almost unscathed.
Ahhh, it takes me back to my Dad's HP85 with the built-in 5 inch
monochrome screen, tape drive, and thermal printer...
2016 Notes: This was one of the very first programs I wrote in REBOL.
I could update it, but we all have to start somewhere, and I think
it has a certain charm. It is neither concise, nor idiomatic Redbol
(a portmanteau of Red and Rebol), but making it so will be a good
exercise for the reader, if they so choose. And if they don't, that's
fine too, because you can write your Red code however you want.
And for the kids out there, my Dad's HP85 was a beast. He paid a LOT
of money to get the extra 16K RAM module. 32K RAM total. Believe it.
Only 36 years ago.
}
history: {
1.0.0 22-Mar-2001 {Initial Release}
1.0.1 11-Apr-2002 {Fixed bug where the Wumpus might eat you after you shot him.}
1.0.2 25-Jun-2016 {Ported to Red 0.6.1}
}
]
; Setup
; initialize arrow count
; randomly place bats, pits, wumpus, and player
; make a working copy of the starting locations.
; Check-for-hazards
; Each Turn
; ask player to move or shoot
; if shoot
; check for hit on self and wumpus
; move wumpus
; if move
; check-for-hazards
; until player dead, wumpus dead, or out of arrows
arrow-count: 0
; indexes into location block
player: 1
wumpus: 2
pit-1: 3
pit-2: 4
bats-1: 5
bats-2: 6
start-loc: []
loc: []
winner: none
finished: false
; The cave is a dodecahedron. Each block is a room containing the
; number for the rooms it is connected to.
cave: [
[2 5 8] [1 3 10] [2 4 12] [3 5 14] [1 4 6]
[5 7 15] [6 8 17] [1 7 9] [8 10 18] [2 9 11]
[10 12 19] [3 11 13] [12 14 20] [4 13 15] [6 14 16]
[15 17 20] [7 16 18] [9 17 19] [11 18 20] [13 16 19]
]
random-room: does [random 20]
random-direction: does [random 3]
get-num: func [prompt][
if error? try [return to integer! ask prompt] [
return 0
]
]
print-instructions: does [
print {
WELCOME TO 'HUNT THE WUMPUS' (love that all caps retro look)
THE WUMPUS LIVES IN A CAVE OF 20 ROOMS. EACH ROOM HAS 3 TUNNELS LEADING TO
OTHER ROOMS.
HAZARDS:
BOTTOMLESS PITS - TWO ROOMS HAVE BOTTOMLESS PITS IN THEM. IF YOU GO THERE,
YOU FALL INTO THE PIT (YOU LOSE!)
SUPER BATS - TWO OTHER ROOMS HAVE SUPER BATS. IF YOU GO THERE, A BAT GRABS
YOU AND TAKES YOU TO SOME OTHER ROOM AT RANDOM. (WHICH MAY BE TROUBLESOME)
WUMPUS: THE WUMPUS IS NOT BOTHERED BY HAZARDS (HE HAS SUCKER FEET AND IS TOO
BIG FOR A BAT TO LIFT). USUALLY HE IS ASLEEP. TWO THINGS WAKE HIM UP: YOU
SHOOTING AN ARROW OR YOU ENTERING HIS ROOM. IF THE WUMPUS WAKES HE MOVES
ONE ROOM (75% chance) OR STAYS STILL (25% chance). AFTER THAT, IF HE IS
WHERE YOU ARE, HE EATS YOU UP AND YOU LOSE!
YOU: EACH TURN YOU MAY MOVE OR SHOOT A CROOKED ARROW.
MOVING: YOU CAN MOVE ONE ROOM (THROUGH ONE TUNNEL).
ARROWS: YOU HAVE 5 ARROWS. YOU LOSE WHEN YOU RUN OUT.
EACH ARROW CAN GO FROM 1 TO 5 ROOMS. YOU AIM BY TELLING THE COMPUTER
THE ROOMS YOU WANT THE ARROW TO GO TO. IF THE ARROW CAN'T GO THAT WAY
(I.E. NO TUNNEL) IT MOVES AT RANDOM TO THE NEXT ROOM.
* IF THE ARROW HITS THE WUMPUS, YOU WIN.
* IF THE ARROW HITS YOU, YOU LOSE.
WARNINGS: WHEN YOU ARE ONE ROOM AWAY FROM A WUMPUS OR HAZARD, THE COMPUTER SAYS:
WUMPUS: 'YOU SMELL A WUMPUS'
BAT : 'YOU HEAR BATS'
PIT : 'YOU FEEL A DRAFT'
}
ask "Press <Enter> when you're ready to start the game"
]
check-for-hazards: func [/local i][
print ""
print ["You are in room " loc/:player]
print ["Tunnels lead to " pick cave loc/:player]
; Look at each of the 3 rooms around the player to see if the contain
; the wumpus, a pit, or bats.
repeat i 3 [
room: pick pick cave loc/:player i
if (room = loc/:wumpus) [print " You smell a wumpus!"]
if any [(room = loc/:pit-1) (room = loc/:pit-2)] [
print " You feel a draft!"
]
if any [(room = loc/:bats-1) (room = loc/:bats-2)] [
print " You hear bats!"
]
]
print ""
]
move-or-shoot?: func [/local cmd][
cmd: ask "Shoot or move (S/M)? "
; The default case handles bad inputs and prompts the user again.
switch/default cmd [
"S" ['shoot]
"M" ['move]
][move-or-shoot?]
]
move-arrow: func [room path /local i rnd-rm][
;print reduce ["move arrow" room tab path] ; FOR DEBUG USE
if not tail? path [
; If they gave us a bogus target room, pick a random one.
either find cave/:room first path [
; Next room in path is valid
check-for-arrow-hit first path
if finished [exit]
; Recursive call
move-arrow first path next path
][
; Pick a random direction
i: random-direction
check-for-arrow-hit rnd-rm: cave/:room/:i
if finished [exit]
; Recursive call
move-arrow rnd-rm next path
]
]
]
shoot: func [/local path][
path: load ask "Enter 1 to 5 room numbers for the arrow's path: "
path: compose [(path)] ; ensure it's a block, in case they entered only 1 number
move-arrow loc/:player path
if not finished [
print "Your arrow missed"
move-wumpus
]
; See if the Wumpus moved onto the player
if finished [exit]
arrow-count: arrow-count - 1
if (arrow-count <= 0) [
print reduce [newline "You ran out of arrows..."]
winner: 'wumpus
finished: true
exit
]
check-for-hazards
]
check-for-arrow-hit: func [room][
if (room = loc/:wumpus) [
print reduce [newline "You got the Wumpus!"]
winner: 'player
finished: true
exit
]
if (room = loc/:player) [
print reduce [newline "You shot yourself!"]
winner: 'arrow
finished: true
exit
]
]
; 75% chance that it will move
wumpus-moves?: does [either (random 4) < 4 [true][false]]
move-wumpus: does [
if wumpus-moves? [loc/2: pick (pick cave loc/:wumpus) random-direction]
if (loc/:wumpus = loc/:player) [
winner: 'wumpus
finished: true
]
]
move-player: func [/bat-move new-loc /local new-player-loc][
either bat-move [
loc/1: new-loc
][
new-player-loc: get-num "To which room? "
; Call recursively, then bail, if bad input
if any [(new-player-loc < 1) (new-player-loc > 20)] [
move-player
exit
]
; Call recursively, then bail, if illegal move
if not find pick cave loc/:player new-player-loc [
print "You can't move there, unless you plan to dig a new tunnel."
move-player
exit
]
; It was a legal move, so update the player's location.
change at loc player new-player-loc
]
if (loc/:player = loc/:wumpus) [
print "Yikes! You bumped the Wumpus!"
move-wumpus
; See if the Wumpus moved onto the player
if finished [exit]
]
if any [(loc/:player = loc/:pit-1) (loc/:player = loc/:pit-2) ] [
print reduce [newline "Aaiiiiieeeee....(you fell in a pit)"]
winner: 'pit
finished: true
exit
]
if any [(loc/:player = loc/:bats-1) (loc/:player = loc/:bats-2) ] [
print "ZAP! Super-Bat snatch! Elsewhereville for you!"
move-player/bat-move random-room
exit
]
check-for-hazards
]
; This is ugly, but it works for now and avoids setup collisions.
; Don't really need items for this, but I'd like to improve it and then I might.
init-locations: func [/local items avail-rooms result offset][
random/seed now/time/precise
items: [player wumpus pit-1 pit-2 bats-1 bats-2]
avail-rooms: copy [1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20]
result: make block! length? items
repeat i length? items [
; Too dense for one line?
;append result pick avail-rooms offset: random length? avail-rooms
offset: random/secure length? avail-rooms
append result pick avail-rooms offset
remove at avail-rooms offset
]
return result
]
setup: func [/same-as-last][
; Initialize arrow count.
arrow-count: 5
; If we haven't setup before, or they want the same setup,
; there's no need to initialize.
if any [(not same-as-last) (start-loc = none)] [
; Randomly place bats, pits, wumpus, and player
start-loc: init-locations
]
; Make a working copy of the starting locations.
loc: copy start-loc
]
do-game: func [/same-as-last][
either same-as-last [
setup/same-as-last
][
setup
]
check-for-hazards
while [not finished][
either move-or-shoot? = 'shoot [shoot][move-player]
]
print switch winner [
wumpus ["<SNARF> The Wumpus got you!!!"]
player ["<BLARP> The Wumpus will get you next time!"]
pit ["<SPLAT> Better luck next time"]
arrow ["<GLURG> You really should be more careful"]
]
print ""
]
start: does [
if (ask "Would you like instructions (Y/N)? ") = "Y" [
print-instructions
]
play: "Y"
same-setup: "N"
while [play = "Y"][
either same-setup = "N" [
do-game
][
do-game/same-as-last
]
play: ask "Play again (Y/N)? "
if play = "Y" [
winner: none
finished: false
same-setup: ask "Same setup (Y/N)? "
]
]
halt
]
start
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