]>
git.cameronkatri.com Git - bsdgames-darwin.git/blob - wump/wump.c
1 /* $NetBSD: wump.c,v 1.30 2012/06/19 05:46:09 dholland 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. Neither the name of the University nor the names of its contributors
20 * may be used to endorse or promote products derived from this software
21 * without specific prior written permission.
23 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 #include <sys/cdefs.h>
38 __COPYRIGHT("@(#) Copyright (c) 1989, 1993\
39 The Regents of the University of California. All rights reserved.");
44 static char sccsid
[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
46 __RCSID("$NetBSD: wump.c,v 1.30 2012/06/19 05:46:09 dholland Exp $");
51 * A very new version of the age old favorite Hunt-The-Wumpus game that has
52 * been a part of the BSD distribution of Unix for longer than us old folk
53 * would care to remember.
57 #include <sys/types.h>
65 #include "pathnames.h"
67 /* some defines to spec out what our wumpus cave should look like */
69 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
70 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
72 #define MAX_ROOMS_IN_CAVE 250
73 #define ROOMS_IN_CAVE 20
74 #define MIN_ROOMS_IN_CAVE 10
76 #define LINKS_IN_ROOM 3
77 #define NUMBER_OF_ARROWS 5
81 #define EASY 1 /* levels of play */
84 /* some macro definitions for cleaner output */
86 #define plural(n) (n == 1 ? "" : "s")
88 /* simple cave data structure; +1 so we can index from '1' not '0' */
89 static struct room_record
{
90 int tunnel
[MAX_LINKS_IN_ROOM
];
91 int has_a_pit
, has_a_bat
;
92 } cave
[MAX_ROOMS_IN_CAVE
+1];
95 * global variables so we can keep track of where the player is, how
96 * many arrows they still have, where el wumpo is, and so on...
98 static int player_loc
= -1; /* player location */
99 static int wumpus_loc
= -1; /* The Bad Guy location */
100 static int level
= EASY
; /* level of play */
101 static int arrows_left
; /* arrows unshot */
104 static int debug
= 0;
107 static int pit_num
= PIT_COUNT
; /* # pits in cave */
108 static int bat_num
= BAT_COUNT
; /* # bats */
109 static int room_num
= ROOMS_IN_CAVE
; /* # rooms in cave */
110 static int link_num
= LINKS_IN_ROOM
; /* links per room */
111 static int arrow_num
= NUMBER_OF_ARROWS
;/* arrow inventory */
113 static char answer
[20]; /* user input */
115 int main(int, char **);
116 static int bats_nearby(void);
117 static void cave_init(void);
118 static void clear_things_in_cave(void);
119 static void display_room_stats(void);
120 static int gcd(int, int);
121 static int getans(const char *);
122 static void initialize_things_in_cave(void);
123 static void instructions(void);
124 static int int_compare(const void *, const void *);
125 static void jump(int);
126 static void kill_wump(void);
127 static int move_to(const char *);
128 static void move_wump(void);
129 static void no_arrows(void);
130 static void pit_kill(void);
131 static int pit_nearby(void);
132 static void pit_survive(void);
133 static int shoot(char *);
134 static void shoot_self(void);
135 static int take_action(void);
136 static void usage(void) __dead
;
137 static void wump_kill(void);
138 static int wump_nearby(void);
141 main(int argc
, char **argv
)
145 /* Revoke setgid privileges */
149 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:d")) != -1)
151 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:")) != -1)
155 arrow_num
= atoi(optarg
);
158 bat_num
= atoi(optarg
);
169 pit_num
= atoi(optarg
);
172 room_num
= atoi(optarg
);
173 if (room_num
< MIN_ROOMS_IN_CAVE
) {
174 (void)fprintf(stderr
,
175 "No self-respecting wumpus would live in such a small cave!\n");
178 if (room_num
> MAX_ROOMS_IN_CAVE
) {
179 (void)fprintf(stderr
,
180 "Even wumpi can't furnish caves that large!\n");
185 link_num
= atoi(optarg
);
187 (void)fprintf(stderr
,
188 "Wumpi like extra doors in their caves!\n");
197 if (link_num
> MAX_LINKS_IN_ROOM
||
198 link_num
> room_num
- (room_num
/ 4)) {
199 (void)fprintf(stderr
,
200 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
205 bat_num
+= ((random() % (room_num
/ 2)) + 1);
206 pit_num
+= ((random() % (room_num
/ 2)) + 1);
209 if (bat_num
> room_num
/ 2) {
210 (void)fprintf(stderr
,
211 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
215 if (pit_num
> room_num
/ 2) {
216 (void)fprintf(stderr
,
217 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
224 /* and we're OFF! da dum, da dum, da dum, da dum... */
226 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
227 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
228 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
229 room_num
, link_num
, bat_num
, plural(bat_num
), pit_num
,
230 plural(pit_num
), arrow_num
);
233 clear_things_in_cave();
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
)) {
244 } while (!(e
= take_action()));
246 if (e
== 2 || !getans("\nCare to play another game? (y-n) "))
248 if (getans("In the same cave? (y-n) ") == 0)
256 display_room_stats(void)
261 * Routine will explain what's going on with the current room, as well
262 * as describe whether there are pits, bats, & wumpi 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");
315 move_to(const char *room_number
)
317 int i
, just_moved_by_bats
, next_room
, tunnel_available
;
320 * This is responsible for moving the player into another room in the
321 * cave as per their directions. If room_number is a null string,
322 * then we'll prompt the user for the next room to go into. Once
323 * we've moved into the room, we'll check for things like bats, pits,
324 * and so on. This routine returns 1 if something occurs that kills
325 * the player and 0 otherwise...
327 tunnel_available
= just_moved_by_bats
= 0;
328 next_room
= atoi(room_number
);
330 /* crap for magic tunnels */
331 if (next_room
== room_num
+ 1 &&
332 cave
[player_loc
].tunnel
[link_num
-1] != next_room
)
335 while (next_room
< 1 || next_room
> room_num
+ 1) {
336 if (next_room
< 0 && next_room
!= -1)
337 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
338 if (next_room
> room_num
+ 1)
339 (void)printf("What? The cave surely isn't quite that big!\n");
340 if (next_room
== room_num
+ 1 &&
341 cave
[player_loc
].tunnel
[link_num
-1] != next_room
) {
342 (void)printf("What? The cave isn't that big!\n");
345 (void)printf("To which room do you wish to move? ");
346 (void)fflush(stdout
);
347 if (!fgets(answer
, sizeof(answer
), stdin
))
349 next_room
= atoi(answer
);
352 /* now let's see if we can move to that room or not */
353 tunnel_available
= 0;
354 for (i
= 0; i
< link_num
; i
++)
355 if (cave
[player_loc
].tunnel
[i
] == next_room
)
356 tunnel_available
= 1;
358 if (!tunnel_available
) {
359 (void)printf("*Oof!* (You hit the wall)\n");
360 if (random() % 6 == 1) {
361 (void)printf("Your colorful comments awaken the wumpus!\n");
363 if (wumpus_loc
== player_loc
) {
371 /* now let's move into that room and check it out for dangers */
372 if (next_room
== room_num
+ 1)
373 jump(next_room
= (random() % room_num
) + 1);
375 player_loc
= next_room
;
377 if (next_room
== wumpus_loc
) { /* uh oh... */
381 if (cave
[next_room
].has_a_pit
) {
382 if (random() % 12 < 2) {
391 if (cave
[next_room
].has_a_bat
) {
393 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
394 just_moved_by_bats
? " again": "");
395 next_room
= player_loc
= (random() % room_num
) + 1;
396 just_moved_by_bats
= 1;
406 shoot(char *room_list
)
408 int chance
, next
, roomcnt
;
409 int j
, arrow_location
, lnk
, ok
;
413 * Implement shooting arrows. Arrows are shot by the player indicating
414 * a space-separated list of rooms that the arrow should pass through;
415 * if any of the rooms they specify are not accessible via tunnel from
416 * the room the arrow is in, it will instead fly randomly into another
417 * room. If the player hits the wumpus, this routine will indicate
418 * such. If it misses, this routine will *move* the wumpus one room.
419 * If it's the last arrow, the player then dies... Returns 1 if the
420 * player has won or died, 0 if nothing has happened.
422 arrow_location
= player_loc
;
423 for (roomcnt
= 1;; ++roomcnt
, room_list
= NULL
) {
424 if (!(p
= strtok(room_list
, " \t\n"))) {
427 "The arrow falls to the ground at your feet!\n");
434 "The arrow wavers in its flight and and can go no further!\n");
438 for (j
= 0, ok
= 0; j
< link_num
; j
++)
439 if (cave
[arrow_location
].tunnel
[j
] == next
)
443 if (next
> room_num
) {
445 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
446 arrow_location
= (random() % room_num
) + 1;
448 arrow_location
= next
;
450 lnk
= (random() % link_num
);
451 if (lnk
== player_loc
)
453 "*thunk* The arrow can't find a way from %d to %d and flies back into\n\
455 arrow_location
, next
);
456 else if (cave
[arrow_location
].tunnel
[lnk
] > room_num
)
458 "*thunk* The arrow flies randomly into a magic tunnel, thence into\n\
460 cave
[arrow_location
].tunnel
[lnk
]);
463 "*thunk* The arrow can't find a way from %d to %d and flies randomly\n\
465 arrow_location
, next
,
466 cave
[arrow_location
].tunnel
[lnk
]);
467 arrow_location
= cave
[arrow_location
].tunnel
[lnk
];
470 chance
= random() % 10;
471 if (roomcnt
== 3 && chance
< 2) {
473 "Your bowstring breaks! *twaaaaaang*\n\
474 The arrow is weakly shot and can go no further!\n");
476 } else if (roomcnt
== 4 && chance
< 6) {
478 "The arrow wavers in its flight and and can go no further!\n");
484 * now we've gotten into the new room let us see if El Wumpo is
485 * in the same room ... if so we've a HIT and the player WON!
487 if (arrow_location
== wumpus_loc
) {
492 if (arrow_location
== player_loc
) {
497 if (!--arrows_left
) {
503 /* each time you shoot, it's more likely the wumpus moves */
504 static int lastchance
= 2;
506 if (random() % (level
== EASY
? 12 : 9) < (lastchance
+= 2)) {
508 if (wumpus_loc
== player_loc
)
510 lastchance
= random() % 3;
535 * This does most of the interesting work in this program actually!
536 * In this routine we'll initialize the Wumpus cave to have all rooms
537 * linking to all others by stepping through our data structure once,
538 * recording all forward links and backwards links too. The parallel
539 * "linkcount" data structure ensures that no room ends up with more
540 * than three links, regardless of the quality of the random number
541 * generator that we're using.
543 srandom((int)time((time_t *)0));
545 /* initialize the cave first off. */
546 for (i
= 1; i
<= room_num
; ++i
)
547 for (j
= 0; j
< link_num
; ++j
)
548 cave
[i
].tunnel
[j
] = -1;
551 * Choose a random 'hop' delta for our guaranteed link.
552 * To keep the cave connected, we need the greatest common divisor
553 * of (delta + 1) and room_num to be 1.
556 delta
= (random() % (room_num
- 1)) + 1;
557 } while (gcd(room_num
, delta
+ 1) != 1);
559 for (i
= 1; i
<= room_num
; ++i
) {
560 lnk
= ((i
+ delta
) % room_num
) + 1; /* connection */
561 cave
[i
].tunnel
[0] = lnk
; /* forw link */
562 cave
[lnk
].tunnel
[1] = i
; /* back link */
564 /* now fill in the rest of the cave with random connections */
565 for (i
= 1; i
<= room_num
; i
++)
566 for (j
= 2; j
< link_num
; j
++) {
567 if (cave
[i
].tunnel
[j
] != -1)
569 try_again
: lnk
= (random() % room_num
) + 1;
570 /* skip duplicates */
571 for (k
= 0; k
< j
; k
++)
572 if (cave
[i
].tunnel
[k
] == lnk
)
574 cave
[i
].tunnel
[j
] = lnk
;
575 if (random() % 2 == 1)
577 for (k
= 0; k
< link_num
; ++k
) {
578 /* if duplicate, skip it */
579 if (cave
[lnk
].tunnel
[k
] == i
)
582 /* if open link, use it, force exit */
583 if (cave
[lnk
].tunnel
[k
] == -1) {
584 cave
[lnk
].tunnel
[k
] = i
;
590 * now that we're done, sort the tunnels in each of the rooms to
591 * make it easier on the intrepid adventurer.
593 for (i
= 1; i
<= room_num
; ++i
)
594 qsort(cave
[i
].tunnel
, link_num
,
595 sizeof(cave
[i
].tunnel
[0]), int_compare
);
599 for (i
= 1; i
<= room_num
; ++i
) {
600 (void)printf("<room %d has tunnels to ", i
);
601 for (j
= 0; j
< link_num
; ++j
)
602 (void)printf("%d ", cave
[i
].tunnel
[j
]);
609 clear_things_in_cave(void)
614 * remove bats and pits from the current cave in preparation for us
615 * adding new ones via the initialize_things_in_cave() routines.
617 for (i
= 1; i
<= room_num
; ++i
)
618 cave
[i
].has_a_bat
= cave
[i
].has_a_pit
= 0;
622 initialize_things_in_cave(void)
626 /* place some bats, pits, the wumpus, and the player. */
627 for (i
= 0; i
< bat_num
; ++i
) {
629 loc
= (random() % room_num
) + 1;
630 } while (cave
[loc
].has_a_bat
);
631 cave
[loc
].has_a_bat
= 1;
634 (void)printf("<bat in room %d>\n", loc
);
638 for (i
= 0; i
< pit_num
; ++i
) {
640 loc
= (random() % room_num
) + 1;
641 } while (cave
[loc
].has_a_pit
|| cave
[loc
].has_a_bat
);
642 cave
[loc
].has_a_pit
= 1;
645 (void)printf("<pit in room %d>\n", loc
);
649 wumpus_loc
= (random() % room_num
) + 1;
652 (void)printf("<wumpus in room %d>\n", loc
);
657 player_loc
= (random() % room_num
) + 1;
659 } while (player_loc
== wumpus_loc
|| cave
[player_loc
].has_a_pit
||
660 cave
[player_loc
].has_a_bat
|| (level
== HARD
?
661 (link_num
/ room_num
< 0.4 ? wump_nearby() : 0) : 0) ||
662 (i
> 100 && player_loc
!= wumpus_loc
));
666 getans(const char *prompt
)
671 * simple routine to ask the yes/no question specified until the user
672 * answers yes or no, then return 1 if they said 'yes' and 0 if they
676 (void)printf("%s", prompt
);
677 (void)fflush(stdout
);
678 if (!fgets(buf
, sizeof(buf
), stdin
))
680 if (*buf
== 'N' || *buf
== 'n')
682 if (*buf
== 'Y' || *buf
== 'y')
685 "I don't understand your answer; please enter 'y' or 'n'!\n");
695 /* check for bats in the immediate vicinity */
696 for (i
= 0; i
< link_num
; ++i
)
697 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_bat
)
707 /* check for pits in the immediate vicinity */
708 for (i
= 0; i
< link_num
; ++i
)
709 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_pit
)
719 /* check for a wumpus within TWO caves of where we are */
720 for (i
= 0; i
< link_num
; ++i
) {
721 if (cave
[player_loc
].tunnel
[i
] == wumpus_loc
)
723 for (j
= 0; j
< link_num
; ++j
)
724 if (cave
[cave
[player_loc
].tunnel
[i
]].tunnel
[j
] ==
734 wumpus_loc
= cave
[wumpus_loc
].tunnel
[random() % link_num
];
738 int_compare(const void *a
, const void *b
)
740 return(*(const int *)a
< *(const int *)b
? -1 : 1);
752 * read the instructions file, if needed, and show the user how to
755 if (!getans("Instructions? (y-n) "))
758 if (access(_PATH_WUMPINFO
, R_OK
)) {
760 "Sorry, but the instruction file seems to have disappeared in a\n\
761 puff of greasy black smoke! (poof)\n");
765 if (!isatty(STDOUT_FILENO
))
768 if (!(pager
= getenv("PAGER")) || (*pager
== 0))
771 switch (pid
= fork()) {
773 if ((fd
= open(_PATH_WUMPINFO
, O_RDONLY
)) == -1)
774 err(1, "open %s", _PATH_WUMPINFO
);
775 if (dup2(fd
, STDIN_FILENO
) == -1)
777 (void)execl("/bin/sh", "sh", "-c", pager
, (char *) NULL
);
778 err(1, "exec sh -c %s", pager
);
782 (void)waitpid(pid
, &status
, 0);
790 (void)fprintf(stderr
,
791 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
801 "*ROAR* *chomp* *snurfle* *chomp*!\n\
802 Much to the delight of the Wumpus, you walked right into his mouth,\n\
803 making you one of the easiest dinners he's ever had! For you, however,\n\
804 it's a rather unpleasant death. The only good thing is that it's been\n\
805 so long since the evil Wumpus cleaned his teeth that you immediately\n\
806 passed out from the stench!\n");
813 "*thwock!* *groan* *crash*\n\n\
814 A horrible roar fills the cave, and you realize, with a smile, that you\n\
815 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
816 long, however, because not only is the Wumpus famous, but the stench of\n\
817 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
818 mightiest adventurer at a single whiff!!\n");
825 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
826 that you've just shot your last arrow (figuratively, too). Sensing this\n\
827 with its psychic powers, the evil Wumpus rampages through the cave, finds\n\
828 you, and with a mighty *ROAR* eats you alive!\n");
835 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
836 of your wild arrow has resulted in it wedging in your side, causing\n\
837 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
838 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
846 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
847 notice that the walls are shimmering and glowing. Suddenly you feel\n\
848 a very curious, warm sensation and find yourself in room %d!!\n", where
);
855 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
856 The whistling sound and updraft as you walked into this room of the\n\
857 cave apparently wasn't enough to clue you in to the presence of the\n\
858 bottomless pit. You have a lot of time to reflect on this error as\n\
859 you fall many miles to the core of the earth. Look on the bright side;\n\
860 you can at least find out if Jules Verne was right...\n");
867 "Without conscious thought you grab for the side of the cave and manage\n\
868 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
869 depths of a bottomless pit! Rock crumbles beneath your feet!\n");