1 /* $NetBSD: wump.c,v 1.8 1999/02/10 01:44:34 hubertf Exp $ */
4 * Copyright (c) 1989, 1993
5 * The Regents of the University of California. All rights reserved.
8 * This code is derived from software contributed to Berkeley by
9 * Dave Taylor, of Intuitive Systems.
11 * Redistribution and use in source and binary forms, with or without
12 * modification, are permitted provided that the following conditions
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. All advertising materials mentioning features or use of this software
20 * must display the following acknowledgement:
21 * This product includes software developed by the University of
22 * California, Berkeley and its contributors.
23 * 4. Neither the name of the University nor the names of its contributors
24 * may be used to endorse or promote products derived from this software
25 * without specific prior written permission.
27 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
28 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
29 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
30 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
31 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
32 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
33 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
34 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
35 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
36 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
40 #include <sys/cdefs.h>
42 __COPYRIGHT("@(#) Copyright (c) 1989, 1993\n\
43 The Regents of the University of California. All rights reserved.\n");
48 static char sccsid
[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
50 __RCSID("$NetBSD: wump.c,v 1.8 1999/02/10 01:44:34 hubertf Exp $");
55 * A very new version of the age old favorite Hunt-The-Wumpus game that has
56 * been a part of the BSD distribution of Unix for longer than us old folk
57 * would care to remember.
61 #include <sys/types.h>
68 #include "pathnames.h"
70 /* some defines to spec out what our wumpus cave should look like */
72 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
73 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
75 #define MAX_ROOMS_IN_CAVE 250
76 #define ROOMS_IN_CAVE 20
77 #define MIN_ROOMS_IN_CAVE 10
79 #define LINKS_IN_ROOM 3
80 #define NUMBER_OF_ARROWS 5
84 #define EASY 1 /* levels of play */
87 /* some macro definitions for cleaner output */
89 #define plural(n) (n == 1 ? "" : "s")
91 /* simple cave data structure; +1 so we can index from '1' not '0' */
93 int tunnel
[MAX_LINKS_IN_ROOM
];
94 int has_a_pit
, has_a_bat
;
95 } cave
[MAX_ROOMS_IN_CAVE
+1];
98 * global variables so we can keep track of where the player is, how
99 * many arrows they still have, where el wumpo is, and so on...
101 int player_loc
= -1; /* player location */
102 int wumpus_loc
= -1; /* The Bad Guy location */
103 int level
= EASY
; /* level of play */
104 int arrows_left
; /* arrows unshot */
110 int pit_num
= PIT_COUNT
; /* # pits in cave */
111 int bat_num
= BAT_COUNT
; /* # bats */
112 int room_num
= ROOMS_IN_CAVE
; /* # rooms in cave */
113 int link_num
= LINKS_IN_ROOM
; /* links per room */
114 int arrow_num
= NUMBER_OF_ARROWS
; /* arrow inventory */
116 char answer
[20]; /* user input */
118 int bats_nearby
__P((void));
119 void cave_init
__P((void));
120 void clear_things_in_cave
__P((void));
121 void display_room_stats
__P((void));
122 int getans
__P((const char *));
123 void initialize_things_in_cave
__P((void));
124 void instructions
__P((void));
125 int int_compare
__P((const void *, const void *));
126 void jump
__P((int));
127 void kill_wump
__P((void));
128 int main
__P((int, char **));
129 int move_to
__P((const char *));
130 void move_wump
__P((void));
131 void no_arrows
__P((void));
132 void pit_kill
__P((void));
133 int pit_nearby
__P((void));
134 void pit_survive
__P((void));
135 int shoot
__P((char *));
136 void shoot_self
__P((void));
137 int take_action
__P((void));
138 void usage
__P((void)) __attribute__((__noreturn__
));
139 void wump_kill
__P((void));
140 int wump_nearby
__P((void));
150 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:d")) != -1)
152 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:")) != -1)
156 arrow_num
= atoi(optarg
);
159 bat_num
= atoi(optarg
);
170 pit_num
= atoi(optarg
);
173 room_num
= atoi(optarg
);
174 if (room_num
< MIN_ROOMS_IN_CAVE
) {
175 (void)fprintf(stderr
,
176 "No self-respecting wumpus would live in such a small cave!\n");
179 if (room_num
> MAX_ROOMS_IN_CAVE
) {
180 (void)fprintf(stderr
,
181 "Even wumpii can't furnish caves that large!\n");
186 link_num
= atoi(optarg
);
188 (void)fprintf(stderr
,
189 "Wumpii like extra doors in their caves!\n");
198 if (link_num
> MAX_LINKS_IN_ROOM
||
199 link_num
> room_num
- (room_num
/ 4)) {
200 (void)fprintf(stderr
,
201 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
206 bat_num
+= ((random() % (room_num
/ 2)) + 1);
207 pit_num
+= ((random() % (room_num
/ 2)) + 1);
210 if (bat_num
> room_num
/ 2) {
211 (void)fprintf(stderr
,
212 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
216 if (pit_num
> room_num
/ 2) {
217 (void)fprintf(stderr
,
218 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
225 /* and we're OFF! da dum, da dum, da dum, da dum... */
227 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
228 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
229 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
230 room_num
, link_num
, bat_num
, plural(bat_num
), pit_num
,
231 plural(pit_num
), arrow_num
);
234 initialize_things_in_cave();
235 arrows_left
= arrow_num
;
237 display_room_stats();
238 (void)printf("Move or shoot? (m-s) ");
239 (void)fflush(stdout
);
240 if (!fgets(answer
, sizeof(answer
), stdin
))
242 } while (!take_action());
244 if (!getans("\nCare to play another game? (y-n) "))
246 if (getans("In the same cave? (y-n) "))
247 clear_things_in_cave();
261 * Routine will explain what's going on with the current room, as well
262 * as describe whether there are pits, bats, & wumpii nearby. It's
263 * all pretty mindless, really.
266 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
267 player_loc
, arrows_left
, plural(arrows_left
));
270 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
272 (void)printf("*whoosh* (I feel a draft from some pits).\n");
274 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
276 (void)printf("There are tunnels to rooms %d, ",
277 cave
[player_loc
].tunnel
[0]);
279 for (i
= 1; i
< link_num
- 1; i
++)
280 if (cave
[player_loc
].tunnel
[i
] <= room_num
)
281 (void)printf("%d, ", cave
[player_loc
].tunnel
[i
]);
282 (void)printf("and %d.\n", cave
[player_loc
].tunnel
[link_num
- 1]);
289 * Do the action specified by the player, either 'm'ove, 's'hoot
290 * or something exceptionally bizarre and strange! Returns 1
291 * iff the player died during this turn, otherwise returns 0.
296 return(move_to(answer
+ 1));
298 case 's': /* shoot */
299 return(shoot(answer
+ 1));
307 if (random() % 15 == 1)
308 (void)printf("Que pasa?\n");
310 (void)printf("I don't understand!\n");
316 const char *room_number
;
318 int i
, just_moved_by_bats
, next_room
, tunnel_available
;
321 * This is responsible for moving the player into another room in the
322 * cave as per their directions. If room_number is a null string,
323 * then we'll prompt the user for the next room to go into. Once
324 * we've moved into the room, we'll check for things like bats, pits,
325 * and so on. This routine returns 1 if something occurs that kills
326 * the player and 0 otherwise...
328 tunnel_available
= just_moved_by_bats
= 0;
329 next_room
= atoi(room_number
);
331 /* crap for magic tunnels */
332 if (next_room
== room_num
+ 1 &&
333 cave
[player_loc
].tunnel
[link_num
-1] != next_room
)
336 while (next_room
< 1 || next_room
> room_num
+ 1) {
337 if (next_room
< 0 && next_room
!= -1)
338 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
339 if (next_room
> room_num
+ 1)
340 (void)printf("What? The cave surely isn't quite that big!\n");
341 if (next_room
== room_num
+ 1 &&
342 cave
[player_loc
].tunnel
[link_num
-1] != next_room
) {
343 (void)printf("What? The cave isn't that big!\n");
346 (void)printf("To which room do you wish to move? ");
347 (void)fflush(stdout
);
348 if (!fgets(answer
, sizeof(answer
), stdin
))
350 next_room
= atoi(answer
);
353 /* now let's see if we can move to that room or not */
354 tunnel_available
= 0;
355 for (i
= 0; i
< link_num
; i
++)
356 if (cave
[player_loc
].tunnel
[i
] == next_room
)
357 tunnel_available
= 1;
359 if (!tunnel_available
) {
360 (void)printf("*Oof!* (You hit the wall)\n");
361 if (random() % 6 == 1) {
362 (void)printf("Your colorful comments awaken the wumpus!\n");
364 if (wumpus_loc
== player_loc
) {
372 /* now let's move into that room and check it out for dangers */
373 if (next_room
== room_num
+ 1)
374 jump(next_room
= (random() % room_num
) + 1);
376 player_loc
= next_room
;
378 if (next_room
== wumpus_loc
) { /* uh oh... */
382 if (cave
[next_room
].has_a_pit
) {
383 if (random() % 12 < 2) {
392 if (cave
[next_room
].has_a_bat
) {
394 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
395 just_moved_by_bats
? " again": "");
396 next_room
= player_loc
= (random() % room_num
) + 1;
397 just_moved_by_bats
= 1;
410 int chance
, next
, roomcnt
;
411 int j
, arrow_location
, link
, ok
;
415 * Implement shooting arrows. Arrows are shot by the player indicating
416 * a space-separated list of rooms that the arrow should pass through;
417 * if any of the rooms they specify are not accessible via tunnel from
418 * the room the arrow is in, it will instead fly randomly into another
419 * room. If the player hits the wumpus, this routine will indicate
420 * such. If it misses, this routine will *move* the wumpus one room.
421 * If it's the last arrow, the player then dies... Returns 1 if the
422 * player has won or died, 0 if nothing has happened.
424 arrow_location
= player_loc
;
425 for (roomcnt
= 1;; ++roomcnt
, room_list
= NULL
) {
426 if (!(p
= strtok(room_list
, " \t\n"))) {
429 "The arrow falls to the ground at your feet!\n");
436 "The arrow wavers in its flight and and can go no further!\n");
440 for (j
= 0, ok
= 0; j
< link_num
; j
++)
441 if (cave
[arrow_location
].tunnel
[j
] == next
)
445 if (next
> room_num
) {
447 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
448 arrow_location
= (random() % room_num
) + 1;
450 arrow_location
= next
;
452 link
= (random() % link_num
);
453 if (link
== player_loc
)
455 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
457 arrow_location
, next
);
458 else if (cave
[arrow_location
].tunnel
[link
] > room_num
)
460 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
462 cave
[arrow_location
].tunnel
[link
]);
465 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
467 arrow_location
, next
,
468 cave
[arrow_location
].tunnel
[link
]);
469 arrow_location
= cave
[arrow_location
].tunnel
[link
];
472 chance
= random() % 10;
473 if (roomcnt
== 3 && chance
< 2) {
475 "Your bowstring breaks! *twaaaaaang*\n\
476 The arrow is weakly shot and can go no further!\n");
478 } else if (roomcnt
== 4 && chance
< 6) {
480 "The arrow wavers in its flight and and can go no further!\n");
486 * now we've gotten into the new room let us see if El Wumpo is
487 * in the same room ... if so we've a HIT and the player WON!
489 if (arrow_location
== wumpus_loc
) {
494 if (arrow_location
== player_loc
) {
499 if (!--arrows_left
) {
505 /* each time you shoot, it's more likely the wumpus moves */
506 static int lastchance
= 2;
508 if (random() % level
== EASY
? 12 : 9 < (lastchance
+= 2)) {
510 if (wumpus_loc
== player_loc
)
512 lastchance
= random() % 3;
526 * This does most of the interesting work in this program actually!
527 * In this routine we'll initialize the Wumpus cave to have all rooms
528 * linking to all others by stepping through our data structure once,
529 * recording all forward links and backwards links too. The parallel
530 * "linkcount" data structure ensures that no room ends up with more
531 * than three links, regardless of the quality of the random number
532 * generator that we're using.
534 srandom((int)time((time_t *)0));
536 /* initialize the cave first off. */
537 for (i
= 1; i
<= room_num
; ++i
)
538 for (j
= 0; j
< link_num
; ++j
)
539 cave
[i
].tunnel
[j
] = -1;
541 /* choose a random 'hop' delta for our guaranteed link */
542 while (!(delta
= random() % room_num
));
544 for (i
= 1; i
<= room_num
; ++i
) {
545 link
= ((i
+ delta
) % room_num
) + 1; /* connection */
546 cave
[i
].tunnel
[0] = link
; /* forw link */
547 cave
[link
].tunnel
[1] = i
; /* back link */
549 /* now fill in the rest of the cave with random connections */
550 for (i
= 1; i
<= room_num
; i
++)
551 for (j
= 2; j
< link_num
; j
++) {
552 if (cave
[i
].tunnel
[j
] != -1)
554 try_again
: link
= (random() % room_num
) + 1;
555 /* skip duplicates */
556 for (k
= 0; k
< j
; k
++)
557 if (cave
[i
].tunnel
[k
] == link
)
559 cave
[i
].tunnel
[j
] = link
;
560 if (random() % 2 == 1)
562 for (k
= 0; k
< link_num
; ++k
) {
563 /* if duplicate, skip it */
564 if (cave
[link
].tunnel
[k
] == i
)
567 /* if open link, use it, force exit */
568 if (cave
[link
].tunnel
[k
] == -1) {
569 cave
[link
].tunnel
[k
] = i
;
575 * now that we're done, sort the tunnels in each of the rooms to
576 * make it easier on the intrepid adventurer.
578 for (i
= 1; i
<= room_num
; ++i
)
579 qsort(cave
[i
].tunnel
, (u_int
)link_num
,
580 sizeof(cave
[i
].tunnel
[0]), int_compare
);
584 for (i
= 1; i
<= room_num
; ++i
) {
585 (void)printf("<room %d has tunnels to ", i
);
586 for (j
= 0; j
< link_num
; ++j
)
587 (void)printf("%d ", cave
[i
].tunnel
[j
]);
594 clear_things_in_cave()
599 * remove bats and pits from the current cave in preparation for us
600 * adding new ones via the initialize_things_in_cave() routines.
602 for (i
= 1; i
<= room_num
; ++i
)
603 cave
[i
].has_a_bat
= cave
[i
].has_a_pit
= 0;
607 initialize_things_in_cave()
611 /* place some bats, pits, the wumpus, and the player. */
612 for (i
= 0; i
< bat_num
; ++i
) {
614 loc
= (random() % room_num
) + 1;
615 } while (cave
[loc
].has_a_bat
);
616 cave
[loc
].has_a_bat
= 1;
619 (void)printf("<bat in room %d>\n", loc
);
623 for (i
= 0; i
< pit_num
; ++i
) {
625 loc
= (random() % room_num
) + 1;
626 } while (cave
[loc
].has_a_pit
&& cave
[loc
].has_a_bat
);
627 cave
[loc
].has_a_pit
= 1;
630 (void)printf("<pit in room %d>\n", loc
);
634 wumpus_loc
= (random() % room_num
) + 1;
637 (void)printf("<wumpus in room %d>\n", loc
);
641 player_loc
= (random() % room_num
) + 1;
642 } while (player_loc
== wumpus_loc
|| (level
== HARD
?
643 (link_num
/ room_num
< 0.4 ? wump_nearby() : 0) : 0));
653 * simple routine to ask the yes/no question specified until the user
654 * answers yes or no, then return 1 if they said 'yes' and 0 if they
658 (void)printf("%s", prompt
);
659 (void)fflush(stdout
);
660 if (!fgets(buf
, sizeof(buf
), stdin
))
662 if (*buf
== 'N' || *buf
== 'n')
664 if (*buf
== 'Y' || *buf
== 'y')
667 "I don't understand your answer; please enter 'y' or 'n'!\n");
677 /* check for bats in the immediate vicinity */
678 for (i
= 0; i
< link_num
; ++i
)
679 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_bat
)
689 /* check for pits in the immediate vicinity */
690 for (i
= 0; i
< link_num
; ++i
)
691 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_pit
)
701 /* check for a wumpus within TWO caves of where we are */
702 for (i
= 0; i
< link_num
; ++i
) {
703 if (cave
[player_loc
].tunnel
[i
] == wumpus_loc
)
705 for (j
= 0; j
< link_num
; ++j
)
706 if (cave
[cave
[player_loc
].tunnel
[i
]].tunnel
[j
] ==
716 wumpus_loc
= cave
[wumpus_loc
].tunnel
[random() % link_num
];
723 return(*(int *)a
< *(int *)b
? -1 : 1);
735 * read the instructions file, if needed, and show the user how to
738 if (!getans("Instructions? (y-n) "))
741 if (access(_PATH_WUMPINFO
, R_OK
)) {
743 "Sorry, but the instruction file seems to have disappeared in a\n\
744 puff of greasy black smoke! (poof)\n");
751 if (!(pager
= getenv("PAGER")) || (*pager
== 0))
754 switch (pid
= fork()) {
756 if ((fd
= open(_PATH_WUMPINFO
, O_RDONLY
)) == -1)
757 err(1, "open %s", _PATH_WUMPINFO
);
758 if (dup2(fd
, 0) == -1)
760 (void)execl("/bin/sh", "sh", "-c", pager
, NULL
);
761 err(1, "exec sh -c %s", pager
);
765 (void)waitpid(pid
, &status
, 0);
773 (void)fprintf(stderr
,
774 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
784 "*ROAR* *chomp* *snurfle* *chomp*!\n\
785 Much to the delight of the Wumpus, you walked right into his mouth,\n\
786 making you one of the easiest dinners he's ever had! For you, however,\n\
787 it's a rather unpleasant death. The only good thing is that it's been\n\
788 so long since the evil Wumpus cleaned his teeth that you immediately\n\
789 passed out from the stench!\n");
796 "*thwock!* *groan* *crash*\n\n\
797 A horrible roar fills the cave, and you realize, with a smile, that you\n\
798 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
799 long, however, because not only is the Wumpus famous, but the stench of\n\
800 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
801 mightiest adventurer at a single whiff!!\n");
808 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
809 that you've just shot your last arrow (figuratively, too). Sensing this\n\
810 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
811 you, and with a mighty *ROAR* eats you alive!\n");
818 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
819 of your wild arrow has resulted in it wedging in your side, causing\n\
820 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
821 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
830 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
831 notice that the walls are shimmering and glowing. Suddenly you feel\n\
832 a very curious, warm sensation and find yourself in room %d!!\n", where
);
839 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
840 The whistling sound and updraft as you walked into this room of the\n\
841 cave apparently wasn't enough to clue you in to the presence of the\n\
842 bottomless pit. You have a lot of time to reflect on this error as\n\
843 you fall many miles to the core of the earth. Look on the bright side;\n\
844 you can at least find out if Jules Verne was right...\n");
851 "Without conscious thought you grab for the side of the cave and manage\n\
852 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
853 depths of a bottomless pit! Rock crumbles beneath your feet!\n");