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1 /* $NetBSD: wump.c,v 1.4 1995/04/24 12:26:22 cgd 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
41 static char copyright
[] =
42 "@(#) 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 static char rcsid
[] = "$NetBSD: wump.c,v 1.4 1995/04/24 12:26:22 cgd 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.
60 #include <sys/types.h>
64 #include "pathnames.h"
66 /* some defines to spec out what our wumpus cave should look like */
68 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
69 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
71 #define MAX_ROOMS_IN_CAVE 250
72 #define ROOMS_IN_CAVE 20
73 #define MIN_ROOMS_IN_CAVE 10
75 #define LINKS_IN_ROOM 3
76 #define NUMBER_OF_ARROWS 5
80 #define EASY 1 /* levels of play */
83 /* some macro definitions for cleaner output */
85 #define plural(n) (n == 1 ? "" : "s")
87 /* simple cave data structure; +1 so we can index from '1' not '0' */
89 int tunnel
[MAX_LINKS_IN_ROOM
];
90 int has_a_pit
, has_a_bat
;
91 } cave
[MAX_ROOMS_IN_CAVE
+1];
94 * global variables so we can keep track of where the player is, how
95 * many arrows they still have, where el wumpo is, and so on...
97 int player_loc
= -1; /* player location */
98 int wumpus_loc
= -1; /* The Bad Guy location */
99 int level
= EASY
; /* level of play */
100 int arrows_left
; /* arrows unshot */
106 int pit_num
= PIT_COUNT
; /* # pits in cave */
107 int bat_num
= BAT_COUNT
; /* # bats */
108 int room_num
= ROOMS_IN_CAVE
; /* # rooms in cave */
109 int link_num
= LINKS_IN_ROOM
; /* links per room */
110 int arrow_num
= NUMBER_OF_ARROWS
; /* arrow inventory */
112 char answer
[20]; /* user input */
122 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:d")) != EOF
)
124 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:")) != EOF
)
128 arrow_num
= atoi(optarg
);
131 bat_num
= atoi(optarg
);
142 pit_num
= atoi(optarg
);
145 room_num
= atoi(optarg
);
146 if (room_num
< MIN_ROOMS_IN_CAVE
) {
147 (void)fprintf(stderr
,
148 "No self-respecting wumpus would live in such a small cave!\n");
151 if (room_num
> MAX_ROOMS_IN_CAVE
) {
152 (void)fprintf(stderr
,
153 "Even wumpii can't furnish caves that large!\n");
158 link_num
= atoi(optarg
);
160 (void)fprintf(stderr
,
161 "Wumpii like extra doors in their caves!\n");
170 if (link_num
> MAX_LINKS_IN_ROOM
||
171 link_num
> room_num
- (room_num
/ 4)) {
172 (void)fprintf(stderr
,
173 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
178 bat_num
+= ((random() % (room_num
/ 2)) + 1);
179 pit_num
+= ((random() % (room_num
/ 2)) + 1);
182 if (bat_num
> room_num
/ 2) {
183 (void)fprintf(stderr
,
184 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
188 if (pit_num
> room_num
/ 2) {
189 (void)fprintf(stderr
,
190 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
197 /* and we're OFF! da dum, da dum, da dum, da dum... */
199 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
200 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
201 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
202 room_num
, link_num
, bat_num
, plural(bat_num
), pit_num
,
203 plural(pit_num
), arrow_num
);
206 initialize_things_in_cave();
207 arrows_left
= arrow_num
;
209 display_room_stats();
210 (void)printf("Move or shoot? (m-s) ");
211 (void)fflush(stdout
);
212 if (!fgets(answer
, sizeof(answer
), stdin
))
214 } while (!take_action());
216 if (!getans("\nCare to play another game? (y-n) "))
218 if (getans("In the same cave? (y-n) "))
219 clear_things_in_cave();
231 * Routine will explain what's going on with the current room, as well
232 * as describe whether there are pits, bats, & wumpii nearby. It's
233 * all pretty mindless, really.
236 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
237 player_loc
, arrows_left
, plural(arrows_left
));
240 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
242 (void)printf("*whoosh* (I feel a draft from some pits).\n");
244 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
246 (void)printf("There are tunnels to rooms %d, ",
247 cave
[player_loc
].tunnel
[0]);
249 for (i
= 1; i
< link_num
- 1; i
++)
250 if (cave
[player_loc
].tunnel
[i
] <= room_num
)
251 (void)printf("%d, ", cave
[player_loc
].tunnel
[i
]);
252 (void)printf("and %d.\n", cave
[player_loc
].tunnel
[link_num
- 1]);
258 * Do the action specified by the player, either 'm'ove, 's'hoot
259 * or something exceptionally bizarre and strange! Returns 1
260 * iff the player died during this turn, otherwise returns 0.
265 return(move_to(answer
+ 1));
267 case 's': /* shoot */
268 return(shoot(answer
+ 1));
276 if (random() % 15 == 1)
277 (void)printf("Que pasa?\n");
279 (void)printf("I don't understand!\n");
286 int i
, just_moved_by_bats
, next_room
, tunnel_available
;
289 * This is responsible for moving the player into another room in the
290 * cave as per their directions. If room_number is a null string,
291 * then we'll prompt the user for the next room to go into. Once
292 * we've moved into the room, we'll check for things like bats, pits,
293 * and so on. This routine returns 1 if something occurs that kills
294 * the player and 0 otherwise...
296 tunnel_available
= just_moved_by_bats
= 0;
297 next_room
= atoi(room_number
);
299 /* crap for magic tunnels */
300 if (next_room
== room_num
+ 1 &&
301 cave
[player_loc
].tunnel
[link_num
-1] != next_room
)
304 while (next_room
< 1 || next_room
> room_num
+ 1) {
305 if (next_room
< 0 && next_room
!= -1)
306 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
307 if (next_room
> room_num
+ 1)
308 (void)printf("What? The cave surely isn't quite that big!\n");
309 if (next_room
== room_num
+ 1 &&
310 cave
[player_loc
].tunnel
[link_num
-1] != next_room
) {
311 (void)printf("What? The cave isn't that big!\n");
314 (void)printf("To which room do you wish to move? ");
315 (void)fflush(stdout
);
316 if (!fgets(answer
, sizeof(answer
), stdin
))
318 next_room
= atoi(answer
);
321 /* now let's see if we can move to that room or not */
322 tunnel_available
= 0;
323 for (i
= 0; i
< link_num
; i
++)
324 if (cave
[player_loc
].tunnel
[i
] == next_room
)
325 tunnel_available
= 1;
327 if (!tunnel_available
) {
328 (void)printf("*Oof!* (You hit the wall)\n");
329 if (random() % 6 == 1) {
330 (void)printf("Your colorful comments awaken the wumpus!\n");
332 if (wumpus_loc
== player_loc
) {
340 /* now let's move into that room and check it out for dangers */
341 if (next_room
== room_num
+ 1)
342 jump(next_room
= (random() % room_num
) + 1);
344 player_loc
= next_room
;
346 if (next_room
== wumpus_loc
) { /* uh oh... */
350 if (cave
[next_room
].has_a_pit
)
351 if (random() % 12 < 2) {
359 if (cave
[next_room
].has_a_bat
) {
361 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
362 just_moved_by_bats
? " again": "");
363 next_room
= player_loc
= (random() % room_num
) + 1;
364 just_moved_by_bats
= 1;
376 int chance
, next
, roomcnt
;
377 int j
, arrow_location
, link
, ok
;
381 * Implement shooting arrows. Arrows are shot by the player indicating
382 * a space-separated list of rooms that the arrow should pass through;
383 * if any of the rooms they specify are not accessible via tunnel from
384 * the room the arrow is in, it will instead fly randomly into another
385 * room. If the player hits the wumpus, this routine will indicate
386 * such. If it misses, this routine will *move* the wumpus one room.
387 * If it's the last arrow, the player then dies... Returns 1 if the
388 * player has won or died, 0 if nothing has happened.
390 arrow_location
= player_loc
;
391 for (roomcnt
= 1;; ++roomcnt
, room_list
= NULL
) {
392 if (!(p
= strtok(room_list
, " \t\n")))
395 "The arrow falls to the ground at your feet!\n");
401 "The arrow wavers in its flight and and can go no further!\n");
405 for (j
= 0, ok
= 0; j
< link_num
; j
++)
406 if (cave
[arrow_location
].tunnel
[j
] == next
)
410 if (next
> room_num
) {
412 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
413 arrow_location
= (random() % room_num
) + 1;
415 arrow_location
= next
;
417 link
= (random() % link_num
);
418 if (link
== player_loc
)
420 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
422 arrow_location
, next
);
423 else if (cave
[arrow_location
].tunnel
[link
] > room_num
)
425 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
427 cave
[arrow_location
].tunnel
[link
]);
430 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
432 arrow_location
, next
,
433 cave
[arrow_location
].tunnel
[link
]);
434 arrow_location
= cave
[arrow_location
].tunnel
[link
];
437 chance
= random() % 10;
438 if (roomcnt
== 3 && chance
< 2) {
440 "Your bowstring breaks! *twaaaaaang*\n\
441 The arrow is weakly shot and can go no further!\n");
443 } else if (roomcnt
== 4 && chance
< 6) {
445 "The arrow wavers in its flight and and can go no further!\n");
451 * now we've gotten into the new room let us see if El Wumpo is
452 * in the same room ... if so we've a HIT and the player WON!
454 if (arrow_location
== wumpus_loc
) {
459 if (arrow_location
== player_loc
) {
464 if (!--arrows_left
) {
470 /* each time you shoot, it's more likely the wumpus moves */
471 static int lastchance
= 2;
473 if (random() % level
== EASY
? 12 : 9 < (lastchance
+= 2)) {
475 if (wumpus_loc
== player_loc
)
477 lastchance
= random() % 3;
486 register int i
, j
, k
, link
;
487 int delta
, int_compare();
491 * This does most of the interesting work in this program actually!
492 * In this routine we'll initialize the Wumpus cave to have all rooms
493 * linking to all others by stepping through our data structure once,
494 * recording all forward links and backwards links too. The parallel
495 * "linkcount" data structure ensures that no room ends up with more
496 * than three links, regardless of the quality of the random number
497 * generator that we're using.
499 srandom((int)time((time_t *)0));
501 /* initialize the cave first off. */
502 for (i
= 1; i
<= room_num
; ++i
)
503 for (j
= 0; j
< link_num
; ++j
)
504 cave
[i
].tunnel
[j
] = -1;
506 /* choose a random 'hop' delta for our guaranteed link */
507 while (!(delta
= random() % room_num
));
509 for (i
= 1; i
<= room_num
; ++i
) {
510 link
= ((i
+ delta
) % room_num
) + 1; /* connection */
511 cave
[i
].tunnel
[0] = link
; /* forw link */
512 cave
[link
].tunnel
[1] = i
; /* back link */
514 /* now fill in the rest of the cave with random connections */
515 for (i
= 1; i
<= room_num
; i
++)
516 for (j
= 2; j
< link_num
; j
++) {
517 if (cave
[i
].tunnel
[j
] != -1)
519 try_again
: link
= (random() % room_num
) + 1;
520 /* skip duplicates */
521 for (k
= 0; k
< j
; k
++)
522 if (cave
[i
].tunnel
[k
] == link
)
524 cave
[i
].tunnel
[j
] = link
;
525 if (random() % 2 == 1)
527 for (k
= 0; k
< link_num
; ++k
) {
528 /* if duplicate, skip it */
529 if (cave
[link
].tunnel
[k
] == i
)
532 /* if open link, use it, force exit */
533 if (cave
[link
].tunnel
[k
] == -1) {
534 cave
[link
].tunnel
[k
] = i
;
540 * now that we're done, sort the tunnels in each of the rooms to
541 * make it easier on the intrepid adventurer.
543 for (i
= 1; i
<= room_num
; ++i
)
544 qsort(cave
[i
].tunnel
, (u_int
)link_num
,
545 sizeof(cave
[i
].tunnel
[0]), int_compare
);
549 for (i
= 1; i
<= room_num
; ++i
) {
550 (void)printf("<room %d has tunnels to ", i
);
551 for (j
= 0; j
< link_num
; ++j
)
552 (void)printf("%d ", cave
[i
].tunnel
[j
]);
558 clear_things_in_cave()
563 * remove bats and pits from the current cave in preparation for us
564 * adding new ones via the initialize_things_in_cave() routines.
566 for (i
= 1; i
<= room_num
; ++i
)
567 cave
[i
].has_a_bat
= cave
[i
].has_a_pit
= 0;
570 initialize_things_in_cave()
574 /* place some bats, pits, the wumpus, and the player. */
575 for (i
= 0; i
< bat_num
; ++i
) {
577 loc
= (random() % room_num
) + 1;
578 } while (cave
[loc
].has_a_bat
);
579 cave
[loc
].has_a_bat
= 1;
582 (void)printf("<bat in room %d>\n", loc
);
586 for (i
= 0; i
< pit_num
; ++i
) {
588 loc
= (random() % room_num
) + 1;
589 } while (cave
[loc
].has_a_pit
&& cave
[loc
].has_a_bat
);
590 cave
[loc
].has_a_pit
= 1;
593 (void)printf("<pit in room %d>\n", loc
);
597 wumpus_loc
= (random() % room_num
) + 1;
600 (void)printf("<wumpus in room %d>\n", loc
);
604 player_loc
= (random() % room_num
) + 1;
605 } while (player_loc
== wumpus_loc
|| (level
== HARD
?
606 (link_num
/ room_num
< 0.4 ? wump_nearby() : 0) : 0));
615 * simple routine to ask the yes/no question specified until the user
616 * answers yes or no, then return 1 if they said 'yes' and 0 if they
620 (void)printf("%s", prompt
);
621 (void)fflush(stdout
);
622 if (!fgets(buf
, sizeof(buf
), stdin
))
624 if (*buf
== 'N' || *buf
== 'n')
626 if (*buf
== 'Y' || *buf
== 'y')
629 "I don't understand your answer; please enter 'y' or 'n'!\n");
638 /* check for bats in the immediate vicinity */
639 for (i
= 0; i
< link_num
; ++i
)
640 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_bat
)
649 /* check for pits in the immediate vicinity */
650 for (i
= 0; i
< link_num
; ++i
)
651 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_pit
)
660 /* check for a wumpus within TWO caves of where we are */
661 for (i
= 0; i
< link_num
; ++i
) {
662 if (cave
[player_loc
].tunnel
[i
] == wumpus_loc
)
664 for (j
= 0; j
< link_num
; ++j
)
665 if (cave
[cave
[player_loc
].tunnel
[i
]].tunnel
[j
] ==
674 wumpus_loc
= cave
[wumpus_loc
].tunnel
[random() % link_num
];
680 return(*a
< *b
? -1 : 1);
685 char buf
[120], *p
, *getenv();
688 * read the instructions file, if needed, and show the user how to
691 if (!getans("Instructions? (y-n) "))
694 if (access(_PATH_WUMPINFO
, R_OK
)) {
696 "Sorry, but the instruction file seems to have disappeared in a\n\
697 puff of greasy black smoke! (poof)\n");
701 if (!(p
= getenv("PAGER")) ||
702 strlen(p
) > sizeof(buf
) + strlen(_PATH_WUMPINFO
) + 5)
705 (void)sprintf(buf
, "%s %s", p
, _PATH_WUMPINFO
);
711 (void)fprintf(stderr
,
712 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
721 "*ROAR* *chomp* *snurfle* *chomp*!\n\
722 Much to the delight of the Wumpus, you walked right into his mouth,\n\
723 making you one of the easiest dinners he's ever had! For you, however,\n\
724 it's a rather unpleasant death. The only good thing is that it's been\n\
725 so long since the evil Wumpus cleaned his teeth that you immediately\n\
726 passed out from the stench!\n");
732 "*thwock!* *groan* *crash*\n\n\
733 A horrible roar fills the cave, and you realize, with a smile, that you\n\
734 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
735 long, however, because not only is the Wumpus famous, but the stench of\n\
736 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
737 mightiest adventurer at a single whiff!!\n");
743 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
744 that you've just shot your last arrow (figuratively, too). Sensing this\n\
745 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
746 you, and with a mighty *ROAR* eats you alive!\n");
752 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
753 of your wild arrow has resulted in it wedging in your side, causing\n\
754 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
755 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
763 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
764 notice that the walls are shimmering and glowing. Suddenly you feel\n\
765 a very curious, warm sensation and find yourself in room %d!!\n", where
);
771 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
772 The whistling sound and updraft as you walked into this room of the\n\
773 cave apparently wasn't enough to clue you in to the presence of the\n\
774 bottomless pit. You have a lot of time to reflect on this error as\n\
775 you fall many miles to the core of the earth. Look on the bright side;\n\
776 you can at least find out if Jules Verne was right...\n");
782 "Without conscious thought you grab for the side of the cave and manage\n\
783 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
784 depths of a bottomless pit! Rock crumbles beneath your feet!\n");