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2 * Copyright (c) 1989 The Regents of the University of California.
3 * Copyright (c) 1989 Dave Taylor, Intuitive Systems.
6 * This code is derived from software contributed to Berkeley by
7 * Dave Taylor, of Intuitive Systems.
9 * Redistribution and use in source and binary forms, with or without
10 * modification, are permitted provided that the following conditions
12 * 1. Redistributions of source code must retain the above copyright
13 * notice, this list of conditions and the following disclaimer.
14 * 2. Redistributions in binary form must reproduce the above copyright
15 * notice, this list of conditions and the following disclaimer in the
16 * documentation and/or other materials provided with the distribution.
17 * 3. All advertising materials mentioning features or use of this software
18 * must display the following acknowledgement:
19 * This product includes software developed by the University of
20 * California, Berkeley and its contributors.
21 * 4. Neither the name of the University nor the names of its contributors
22 * may be used to endorse or promote products derived from this software
23 * without specific prior written permission.
25 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
26 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
27 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
28 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
29 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
30 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
31 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
32 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
33 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
34 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
40 "@(#) Copyright (c) 1989 The Regents of the University of California.\n\
41 All rights reserved.\n";
45 /*static char sccsid[] = "from: @(#)wump.c 4.3 (Berkeley) 6/1/90";*/
46 static char rcsid
[] = "$Id: wump.c,v 1.2 1993/08/01 18:49:20 mycroft Exp $";
50 * A very new version of the age old favorite Hunt-The-Wumpus game that has
51 * been a part of the BSD distribution of Unix for longer than us old folk
52 * would care to remember.
55 #include <sys/types.h>
58 #include "pathnames.h"
60 /* some defines to spec out what our wumpus cave should look like */
62 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
63 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
65 #define MAX_ROOMS_IN_CAVE 250
66 #define ROOMS_IN_CAVE 20
67 #define MIN_ROOMS_IN_CAVE 10
69 #define LINKS_IN_ROOM 3
70 #define NUMBER_OF_ARROWS 5
74 #define EASY 1 /* levels of play */
77 /* some macro definitions for cleaner output */
79 #define plural(n) (n == 1 ? "" : "s")
81 /* simple cave data structure; +1 so we can index from '1' not '0' */
83 int tunnel
[MAX_LINKS_IN_ROOM
];
84 int has_a_pit
, has_a_bat
;
85 } cave
[MAX_ROOMS_IN_CAVE
+1];
88 * global variables so we can keep track of where the player is, how
89 * many arrows they still have, where el wumpo is, and so on...
91 int player_loc
= -1; /* player location */
92 int wumpus_loc
= -1; /* The Bad Guy location */
93 int level
= EASY
; /* level of play */
94 int arrows_left
; /* arrows unshot */
100 int pit_num
= PIT_COUNT
; /* # pits in cave */
101 int bat_num
= BAT_COUNT
; /* # bats */
102 int room_num
= ROOMS_IN_CAVE
; /* # rooms in cave */
103 int link_num
= LINKS_IN_ROOM
; /* links per room */
104 int arrow_num
= NUMBER_OF_ARROWS
; /* arrow inventory */
106 char answer
[20]; /* user input */
116 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:d")) != EOF
)
118 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:")) != EOF
)
122 arrow_num
= atoi(optarg
);
125 bat_num
= atoi(optarg
);
136 pit_num
= atoi(optarg
);
139 room_num
= atoi(optarg
);
140 if (room_num
< MIN_ROOMS_IN_CAVE
) {
141 (void)fprintf(stderr
,
142 "No self-respecting wumpus would live in such a small cave!\n");
145 if (room_num
> MAX_ROOMS_IN_CAVE
) {
146 (void)fprintf(stderr
,
147 "Even wumpii can't furnish caves that large!\n");
152 link_num
= atoi(optarg
);
154 (void)fprintf(stderr
,
155 "Wumpii like extra doors in their caves!\n");
164 if (link_num
> MAX_LINKS_IN_ROOM
||
165 link_num
> room_num
- (room_num
/ 4)) {
166 (void)fprintf(stderr
,
167 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
172 bat_num
+= ((random() % (room_num
/ 2)) + 1);
173 pit_num
+= ((random() % (room_num
/ 2)) + 1);
176 if (bat_num
> room_num
/ 2) {
177 (void)fprintf(stderr
,
178 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
182 if (pit_num
> room_num
/ 2) {
183 (void)fprintf(stderr
,
184 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
191 /* and we're OFF! da dum, da dum, da dum, da dum... */
193 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
194 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
195 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
196 room_num
, link_num
, bat_num
, plural(bat_num
), pit_num
,
197 plural(pit_num
), arrow_num
);
200 initialize_things_in_cave();
201 arrows_left
= arrow_num
;
203 display_room_stats();
204 (void)printf("Move or shoot? (m-s) ");
205 (void)fflush(stdout
);
206 if (!fgets(answer
, sizeof(answer
), stdin
))
208 } while (!take_action());
210 if (!getans("\nCare to play another game? (y-n) "))
212 if (getans("In the same cave? (y-n) "))
213 clear_things_in_cave();
225 * Routine will explain what's going on with the current room, as well
226 * as describe whether there are pits, bats, & wumpii nearby. It's
227 * all pretty mindless, really.
230 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
231 player_loc
, arrows_left
, plural(arrows_left
));
234 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
236 (void)printf("*whoosh* (I feel a draft from some pits).\n");
238 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
240 (void)printf("There are tunnels to rooms %d, ",
241 cave
[player_loc
].tunnel
[0]);
243 for (i
= 1; i
< link_num
- 1; i
++)
244 if (cave
[player_loc
].tunnel
[i
] <= room_num
)
245 (void)printf("%d, ", cave
[player_loc
].tunnel
[i
]);
246 (void)printf("and %d.\n", cave
[player_loc
].tunnel
[link_num
- 1]);
252 * Do the action specified by the player, either 'm'ove, 's'hoot
253 * or something exceptionally bizarre and strange! Returns 1
254 * iff the player died during this turn, otherwise returns 0.
259 return(move_to(answer
+ 1));
261 case 's': /* shoot */
262 return(shoot(answer
+ 1));
270 if (random() % 15 == 1)
271 (void)printf("Que pasa?\n");
273 (void)printf("I don't understand!\n");
280 int i
, just_moved_by_bats
, next_room
, tunnel_available
;
283 * This is responsible for moving the player into another room in the
284 * cave as per their directions. If room_number is a null string,
285 * then we'll prompt the user for the next room to go into. Once
286 * we've moved into the room, we'll check for things like bats, pits,
287 * and so on. This routine returns 1 if something occurs that kills
288 * the player and 0 otherwise...
290 tunnel_available
= just_moved_by_bats
= 0;
291 next_room
= atoi(room_number
);
293 /* crap for magic tunnels */
294 if (next_room
== room_num
+ 1 &&
295 cave
[player_loc
].tunnel
[link_num
-1] != next_room
)
298 while (next_room
< 1 || next_room
> room_num
+ 1) {
299 if (next_room
< 0 && next_room
!= -1)
300 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
301 if (next_room
> room_num
+ 1)
302 (void)printf("What? The cave surely isn't quite that big!\n");
303 if (next_room
== room_num
+ 1 &&
304 cave
[player_loc
].tunnel
[link_num
-1] != next_room
) {
305 (void)printf("What? The cave isn't that big!\n");
308 (void)printf("To which room do you wish to move? ");
309 (void)fflush(stdout
);
310 if (!fgets(answer
, sizeof(answer
), stdin
))
312 next_room
= atoi(answer
);
315 /* now let's see if we can move to that room or not */
316 tunnel_available
= 0;
317 for (i
= 0; i
< link_num
; i
++)
318 if (cave
[player_loc
].tunnel
[i
] == next_room
)
319 tunnel_available
= 1;
321 if (!tunnel_available
) {
322 (void)printf("*Oof!* (You hit the wall)\n");
323 if (random() % 6 == 1) {
324 (void)printf("Your colorful comments awaken the wumpus!\n");
326 if (wumpus_loc
== player_loc
) {
334 /* now let's move into that room and check it out for dangers */
335 if (next_room
== room_num
+ 1)
336 jump(next_room
= (random() % room_num
) + 1);
338 player_loc
= next_room
;
340 if (next_room
== wumpus_loc
) { /* uh oh... */
344 if (cave
[next_room
].has_a_pit
)
345 if (random() % 12 < 2) {
353 if (cave
[next_room
].has_a_bat
) {
355 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
356 just_moved_by_bats
? " again": "");
357 next_room
= player_loc
= (random() % room_num
) + 1;
358 just_moved_by_bats
= 1;
370 int chance
, next
, roomcnt
;
371 int j
, arrow_location
, link
, ok
;
375 * Implement shooting arrows. Arrows are shot by the player indicating
376 * a space-separated list of rooms that the arrow should pass through;
377 * if any of the rooms they specify are not accessible via tunnel from
378 * the room the arrow is in, it will instead fly randomly into another
379 * room. If the player hits the wumpus, this routine will indicate
380 * such. If it misses, this routine will *move* the wumpus one room.
381 * If it's the last arrow, the player then dies... Returns 1 if the
382 * player has won or died, 0 if nothing has happened.
384 arrow_location
= player_loc
;
385 for (roomcnt
= 1;; ++roomcnt
, room_list
= NULL
) {
386 if (!(p
= strtok(room_list
, " \t\n")))
389 "The arrow falls to the ground at your feet!\n");
395 "The arrow wavers in its flight and and can go no further!\n");
399 for (j
= 0, ok
= 0; j
< link_num
; j
++)
400 if (cave
[arrow_location
].tunnel
[j
] == next
)
404 if (next
> room_num
) {
406 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
407 arrow_location
= (random() % room_num
) + 1;
409 arrow_location
= next
;
411 link
= (random() % link_num
);
412 if (link
== player_loc
)
414 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
416 arrow_location
, next
);
417 else if (cave
[arrow_location
].tunnel
[link
] > room_num
)
419 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
421 cave
[arrow_location
].tunnel
[link
]);
424 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
426 arrow_location
, next
,
427 cave
[arrow_location
].tunnel
[link
]);
428 arrow_location
= cave
[arrow_location
].tunnel
[link
];
431 chance
= random() % 10;
432 if (roomcnt
== 3 && chance
< 2) {
434 "Your bowstring breaks! *twaaaaaang*\n\
435 The arrow is weakly shot and can go no further!\n");
437 } else if (roomcnt
== 4 && chance
< 6) {
439 "The arrow wavers in its flight and and can go no further!\n");
445 * now we've gotten into the new room let us see if El Wumpo is
446 * in the same room ... if so we've a HIT and the player WON!
448 if (arrow_location
== wumpus_loc
) {
453 if (arrow_location
== player_loc
) {
458 if (!--arrows_left
) {
464 /* each time you shoot, it's more likely the wumpus moves */
465 static int lastchance
= 2;
467 if (random() % level
== EASY
? 12 : 9 < (lastchance
+= 2)) {
469 if (wumpus_loc
== player_loc
)
471 lastchance
= random() % 3;
480 register int i
, j
, k
, link
;
481 int delta
, int_compare();
485 * This does most of the interesting work in this program actually!
486 * In this routine we'll initialize the Wumpus cave to have all rooms
487 * linking to all others by stepping through our data structure once,
488 * recording all forward links and backwards links too. The parallel
489 * "linkcount" data structure ensures that no room ends up with more
490 * than three links, regardless of the quality of the random number
491 * generator that we're using.
493 srandom((int)time((time_t *)0));
495 /* initialize the cave first off. */
496 for (i
= 1; i
<= room_num
; ++i
)
497 for (j
= 0; j
< link_num
; ++j
)
498 cave
[i
].tunnel
[j
] = -1;
500 /* choose a random 'hop' delta for our guaranteed link */
501 while (!(delta
= random() % room_num
));
503 for (i
= 1; i
<= room_num
; ++i
) {
504 link
= ((i
+ delta
) % room_num
) + 1; /* connection */
505 cave
[i
].tunnel
[0] = link
; /* forw link */
506 cave
[link
].tunnel
[1] = i
; /* back link */
508 /* now fill in the rest of the cave with random connections */
509 for (i
= 1; i
<= room_num
; i
++)
510 for (j
= 2; j
< link_num
; j
++) {
511 if (cave
[i
].tunnel
[j
] != -1)
513 try_again
: link
= (random() % room_num
) + 1;
514 /* skip duplicates */
515 for (k
= 0; k
< j
; k
++)
516 if (cave
[i
].tunnel
[k
] == link
)
518 cave
[i
].tunnel
[j
] = link
;
519 if (random() % 2 == 1)
521 for (k
= 0; k
< link_num
; ++k
) {
522 /* if duplicate, skip it */
523 if (cave
[link
].tunnel
[k
] == i
)
526 /* if open link, use it, force exit */
527 if (cave
[link
].tunnel
[k
] == -1) {
528 cave
[link
].tunnel
[k
] = i
;
534 * now that we're done, sort the tunnels in each of the rooms to
535 * make it easier on the intrepid adventurer.
537 for (i
= 1; i
<= room_num
; ++i
)
538 qsort(cave
[i
].tunnel
, (u_int
)link_num
,
539 sizeof(cave
[i
].tunnel
[0]), int_compare
);
543 for (i
= 1; i
<= room_num
; ++i
) {
544 (void)printf("<room %d has tunnels to ", i
);
545 for (j
= 0; j
< link_num
; ++j
)
546 (void)printf("%d ", cave
[i
].tunnel
[j
]);
552 clear_things_in_cave()
557 * remove bats and pits from the current cave in preparation for us
558 * adding new ones via the initialize_things_in_cave() routines.
560 for (i
= 1; i
<= room_num
; ++i
)
561 cave
[i
].has_a_bat
= cave
[i
].has_a_pit
= 0;
564 initialize_things_in_cave()
568 /* place some bats, pits, the wumpus, and the player. */
569 for (i
= 0; i
< bat_num
; ++i
) {
571 loc
= (random() % room_num
) + 1;
572 } while (cave
[loc
].has_a_bat
);
573 cave
[loc
].has_a_bat
= 1;
576 (void)printf("<bat in room %d>\n", loc
);
580 for (i
= 0; i
< pit_num
; ++i
) {
582 loc
= (random() % room_num
) + 1;
583 } while (cave
[loc
].has_a_pit
&& cave
[loc
].has_a_bat
);
584 cave
[loc
].has_a_pit
= 1;
587 (void)printf("<pit in room %d>\n", loc
);
591 wumpus_loc
= (random() % room_num
) + 1;
594 (void)printf("<wumpus in room %d>\n", loc
);
598 player_loc
= (random() % room_num
) + 1;
599 } while (player_loc
== wumpus_loc
|| (level
== HARD
?
600 (link_num
/ room_num
< 0.4 ? wump_nearby() : 0) : 0));
609 * simple routine to ask the yes/no question specified until the user
610 * answers yes or no, then return 1 if they said 'yes' and 0 if they
614 (void)printf("%s", prompt
);
615 (void)fflush(stdout
);
616 if (!fgets(buf
, sizeof(buf
), stdin
))
618 if (*buf
== 'N' || *buf
== 'n')
620 if (*buf
== 'Y' || *buf
== 'y')
623 "I don't understand your answer; please enter 'y' or 'n'!\n");
632 /* check for bats in the immediate vicinity */
633 for (i
= 0; i
< link_num
; ++i
)
634 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_bat
)
643 /* check for pits in the immediate vicinity */
644 for (i
= 0; i
< link_num
; ++i
)
645 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_pit
)
654 /* check for a wumpus within TWO caves of where we are */
655 for (i
= 0; i
< link_num
; ++i
) {
656 if (cave
[player_loc
].tunnel
[i
] == wumpus_loc
)
658 for (j
= 0; j
< link_num
; ++j
)
659 if (cave
[cave
[player_loc
].tunnel
[i
]].tunnel
[j
] ==
668 wumpus_loc
= cave
[wumpus_loc
].tunnel
[random() % link_num
];
674 return(*a
< *b
? -1 : 1);
679 char buf
[120], *p
, *getenv();
682 * read the instructions file, if needed, and show the user how to
685 if (!getans("Instructions? (y-n) "))
688 if (access(_PATH_WUMPINFO
, R_OK
)) {
690 "Sorry, but the instruction file seems to have disappeared in a\n\
691 puff of greasy black smoke! (poof)\n");
695 if (!(p
= getenv("PAGER")) ||
696 strlen(p
) > sizeof(buf
) + strlen(_PATH_WUMPINFO
) + 5)
699 (void)sprintf(buf
, "%s %s", p
, _PATH_WUMPINFO
);
705 (void)fprintf(stderr
,
706 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
715 "*ROAR* *chomp* *snurfle* *chomp*!\n\
716 Much to the delight of the Wumpus, you walked right into his mouth,\n\
717 making you one of the easiest dinners he's ever had! For you, however,\n\
718 it's a rather unpleasant death. The only good thing is that it's been\n\
719 so long since the evil Wumpus cleaned his teeth that you immediately\n\
720 passed out from the stench!\n");
726 "*thwock!* *groan* *crash*\n\n\
727 A horrible roar fills the cave, and you realize, with a smile, that you\n\
728 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
729 long, however, because not only is the Wumpus famous, but the stench of\n\
730 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
731 mightiest adventurer at a single whiff!!\n");
737 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
738 that you've just shot your last arrow (figuratively, too). Sensing this\n\
739 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
740 you, and with a mighty *ROAR* eats you alive!\n");
746 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
747 of your wild arrow has resulted in it wedging in your side, causing\n\
748 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
749 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
757 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
758 notice that the walls are shimmering and glowing. Suddenly you feel\n\
759 a very curious, warm sensation and find yourself in room %d!!\n", where
);
765 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
766 The whistling sound and updraft as you walked into this room of the\n\
767 cave apparently wasn't enough to clue you in to the presence of the\n\
768 bottomless pit. You have a lot of time to reflect on this error as\n\
769 you fall many miles to the core of the earth. Look on the bright side;\n\
770 you can at least find out if Jules Verne was right...\n");
776 "Without conscious thought you grab for the side of the cave and manage\n\
777 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
778 depths of a bottomless pit! Rock crumbles beneath your feet!\n");