1 /* $NetBSD: wump.c,v 1.24 2009/08/12 09:00:10 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 1.24 2009/08/12 09:00:10 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);
147 /* Revoke setgid privileges */
151 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:d")) != -1)
153 while ((c
= getopt(argc
, argv
, "a:b:hp:r:t:")) != -1)
157 arrow_num
= atoi(optarg
);
160 bat_num
= atoi(optarg
);
171 pit_num
= atoi(optarg
);
174 room_num
= atoi(optarg
);
175 if (room_num
< MIN_ROOMS_IN_CAVE
) {
176 (void)fprintf(stderr
,
177 "No self-respecting wumpus would live in such a small cave!\n");
180 if (room_num
> MAX_ROOMS_IN_CAVE
) {
181 (void)fprintf(stderr
,
182 "Even wumpii can't furnish caves that large!\n");
187 link_num
= atoi(optarg
);
189 (void)fprintf(stderr
,
190 "Wumpii like extra doors in their caves!\n");
199 if (link_num
> MAX_LINKS_IN_ROOM
||
200 link_num
> room_num
- (room_num
/ 4)) {
201 (void)fprintf(stderr
,
202 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
207 bat_num
+= ((random() % (room_num
/ 2)) + 1);
208 pit_num
+= ((random() % (room_num
/ 2)) + 1);
211 if (bat_num
> room_num
/ 2) {
212 (void)fprintf(stderr
,
213 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
217 if (pit_num
> room_num
/ 2) {
218 (void)fprintf(stderr
,
219 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
226 /* and we're OFF! da dum, da dum, da dum, da dum... */
228 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
229 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
230 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
231 room_num
, link_num
, bat_num
, plural(bat_num
), pit_num
,
232 plural(pit_num
), arrow_num
);
235 clear_things_in_cave();
236 initialize_things_in_cave();
237 arrows_left
= arrow_num
;
239 display_room_stats();
240 (void)printf("Move or shoot? (m-s) ");
241 (void)fflush(stdout
);
242 if (!fgets(answer
, sizeof(answer
), stdin
)) {
246 } while (!(e
= take_action()));
248 if (e
== 2 || !getans("\nCare to play another game? (y-n) "))
250 if (getans("In the same cave? (y-n) ") == 0)
263 * Routine will explain what's going on with the current room, as well
264 * as describe whether there are pits, bats, & wumpii nearby. It's
265 * all pretty mindless, really.
268 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
269 player_loc
, arrows_left
, plural(arrows_left
));
272 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
274 (void)printf("*whoosh* (I feel a draft from some pits).\n");
276 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
278 (void)printf("There are tunnels to rooms %d, ",
279 cave
[player_loc
].tunnel
[0]);
281 for (i
= 1; i
< link_num
- 1; i
++)
282 if (cave
[player_loc
].tunnel
[i
] <= room_num
)
283 (void)printf("%d, ", cave
[player_loc
].tunnel
[i
]);
284 (void)printf("and %d.\n", cave
[player_loc
].tunnel
[link_num
- 1]);
291 * Do the action specified by the player, either 'm'ove, 's'hoot
292 * or something exceptionally bizarre and strange! Returns 1
293 * iff the player died during this turn, otherwise returns 0.
298 return(move_to(answer
+ 1));
300 case 's': /* shoot */
301 return(shoot(answer
+ 1));
309 if (random() % 15 == 1)
310 (void)printf("Que pasa?\n");
312 (void)printf("I don't understand!\n");
318 const char *room_number
;
320 int i
, just_moved_by_bats
, next_room
, tunnel_available
;
323 * This is responsible for moving the player into another room in the
324 * cave as per their directions. If room_number is a null string,
325 * then we'll prompt the user for the next room to go into. Once
326 * we've moved into the room, we'll check for things like bats, pits,
327 * and so on. This routine returns 1 if something occurs that kills
328 * the player and 0 otherwise...
330 tunnel_available
= just_moved_by_bats
= 0;
331 next_room
= atoi(room_number
);
333 /* crap for magic tunnels */
334 if (next_room
== room_num
+ 1 &&
335 cave
[player_loc
].tunnel
[link_num
-1] != next_room
)
338 while (next_room
< 1 || next_room
> room_num
+ 1) {
339 if (next_room
< 0 && next_room
!= -1)
340 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
341 if (next_room
> room_num
+ 1)
342 (void)printf("What? The cave surely isn't quite that big!\n");
343 if (next_room
== room_num
+ 1 &&
344 cave
[player_loc
].tunnel
[link_num
-1] != next_room
) {
345 (void)printf("What? The cave isn't that big!\n");
348 (void)printf("To which room do you wish to move? ");
349 (void)fflush(stdout
);
350 if (!fgets(answer
, sizeof(answer
), stdin
))
352 next_room
= atoi(answer
);
355 /* now let's see if we can move to that room or not */
356 tunnel_available
= 0;
357 for (i
= 0; i
< link_num
; i
++)
358 if (cave
[player_loc
].tunnel
[i
] == next_room
)
359 tunnel_available
= 1;
361 if (!tunnel_available
) {
362 (void)printf("*Oof!* (You hit the wall)\n");
363 if (random() % 6 == 1) {
364 (void)printf("Your colorful comments awaken the wumpus!\n");
366 if (wumpus_loc
== player_loc
) {
374 /* now let's move into that room and check it out for dangers */
375 if (next_room
== room_num
+ 1)
376 jump(next_room
= (random() % room_num
) + 1);
378 player_loc
= next_room
;
380 if (next_room
== wumpus_loc
) { /* uh oh... */
384 if (cave
[next_room
].has_a_pit
) {
385 if (random() % 12 < 2) {
394 if (cave
[next_room
].has_a_bat
) {
396 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
397 just_moved_by_bats
? " again": "");
398 next_room
= player_loc
= (random() % room_num
) + 1;
399 just_moved_by_bats
= 1;
412 int chance
, next
, roomcnt
;
413 int j
, arrow_location
, lnk
, ok
;
417 * Implement shooting arrows. Arrows are shot by the player indicating
418 * a space-separated list of rooms that the arrow should pass through;
419 * if any of the rooms they specify are not accessible via tunnel from
420 * the room the arrow is in, it will instead fly randomly into another
421 * room. If the player hits the wumpus, this routine will indicate
422 * such. If it misses, this routine will *move* the wumpus one room.
423 * If it's the last arrow, the player then dies... Returns 1 if the
424 * player has won or died, 0 if nothing has happened.
426 arrow_location
= player_loc
;
427 for (roomcnt
= 1;; ++roomcnt
, room_list
= NULL
) {
428 if (!(p
= strtok(room_list
, " \t\n"))) {
431 "The arrow falls to the ground at your feet!\n");
438 "The arrow wavers in its flight and and can go no further!\n");
442 for (j
= 0, ok
= 0; j
< link_num
; j
++)
443 if (cave
[arrow_location
].tunnel
[j
] == next
)
447 if (next
> room_num
) {
449 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
450 arrow_location
= (random() % room_num
) + 1;
452 arrow_location
= next
;
454 lnk
= (random() % link_num
);
455 if (lnk
== player_loc
)
457 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
459 arrow_location
, next
);
460 else if (cave
[arrow_location
].tunnel
[lnk
] > room_num
)
462 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
464 cave
[arrow_location
].tunnel
[lnk
]);
467 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
469 arrow_location
, next
,
470 cave
[arrow_location
].tunnel
[lnk
]);
471 arrow_location
= cave
[arrow_location
].tunnel
[lnk
];
474 chance
= random() % 10;
475 if (roomcnt
== 3 && chance
< 2) {
477 "Your bowstring breaks! *twaaaaaang*\n\
478 The arrow is weakly shot and can go no further!\n");
480 } else if (roomcnt
== 4 && chance
< 6) {
482 "The arrow wavers in its flight and and can go no further!\n");
488 * now we've gotten into the new room let us see if El Wumpo is
489 * in the same room ... if so we've a HIT and the player WON!
491 if (arrow_location
== wumpus_loc
) {
496 if (arrow_location
== player_loc
) {
501 if (!--arrows_left
) {
507 /* each time you shoot, it's more likely the wumpus moves */
508 static int lastchance
= 2;
510 if (random() % (level
== EASY
? 12 : 9) < (lastchance
+= 2)) {
512 if (wumpus_loc
== player_loc
)
514 lastchance
= random() % 3;
540 * This does most of the interesting work in this program actually!
541 * In this routine we'll initialize the Wumpus cave to have all rooms
542 * linking to all others by stepping through our data structure once,
543 * recording all forward links and backwards links too. The parallel
544 * "linkcount" data structure ensures that no room ends up with more
545 * than three links, regardless of the quality of the random number
546 * generator that we're using.
548 srandom((int)time((time_t *)0));
550 /* initialize the cave first off. */
551 for (i
= 1; i
<= room_num
; ++i
)
552 for (j
= 0; j
< link_num
; ++j
)
553 cave
[i
].tunnel
[j
] = -1;
556 * Choose a random 'hop' delta for our guaranteed link.
557 * To keep the cave connected, we need the greatest common divisor
558 * of (delta + 1) and room_num to be 1.
561 delta
= (random() % (room_num
- 1)) + 1;
562 } while (gcd(room_num
, delta
+ 1) != 1);
564 for (i
= 1; i
<= room_num
; ++i
) {
565 lnk
= ((i
+ delta
) % room_num
) + 1; /* connection */
566 cave
[i
].tunnel
[0] = lnk
; /* forw link */
567 cave
[lnk
].tunnel
[1] = i
; /* back link */
569 /* now fill in the rest of the cave with random connections */
570 for (i
= 1; i
<= room_num
; i
++)
571 for (j
= 2; j
< link_num
; j
++) {
572 if (cave
[i
].tunnel
[j
] != -1)
574 try_again
: lnk
= (random() % room_num
) + 1;
575 /* skip duplicates */
576 for (k
= 0; k
< j
; k
++)
577 if (cave
[i
].tunnel
[k
] == lnk
)
579 cave
[i
].tunnel
[j
] = lnk
;
580 if (random() % 2 == 1)
582 for (k
= 0; k
< link_num
; ++k
) {
583 /* if duplicate, skip it */
584 if (cave
[lnk
].tunnel
[k
] == i
)
587 /* if open link, use it, force exit */
588 if (cave
[lnk
].tunnel
[k
] == -1) {
589 cave
[lnk
].tunnel
[k
] = i
;
595 * now that we're done, sort the tunnels in each of the rooms to
596 * make it easier on the intrepid adventurer.
598 for (i
= 1; i
<= room_num
; ++i
)
599 qsort(cave
[i
].tunnel
, link_num
,
600 sizeof(cave
[i
].tunnel
[0]), int_compare
);
604 for (i
= 1; i
<= room_num
; ++i
) {
605 (void)printf("<room %d has tunnels to ", i
);
606 for (j
= 0; j
< link_num
; ++j
)
607 (void)printf("%d ", cave
[i
].tunnel
[j
]);
614 clear_things_in_cave()
619 * remove bats and pits from the current cave in preparation for us
620 * adding new ones via the initialize_things_in_cave() routines.
622 for (i
= 1; i
<= room_num
; ++i
)
623 cave
[i
].has_a_bat
= cave
[i
].has_a_pit
= 0;
627 initialize_things_in_cave()
631 /* place some bats, pits, the wumpus, and the player. */
632 for (i
= 0; i
< bat_num
; ++i
) {
634 loc
= (random() % room_num
) + 1;
635 } while (cave
[loc
].has_a_bat
);
636 cave
[loc
].has_a_bat
= 1;
639 (void)printf("<bat in room %d>\n", loc
);
643 for (i
= 0; i
< pit_num
; ++i
) {
645 loc
= (random() % room_num
) + 1;
646 } while (cave
[loc
].has_a_pit
|| cave
[loc
].has_a_bat
);
647 cave
[loc
].has_a_pit
= 1;
650 (void)printf("<pit in room %d>\n", loc
);
654 wumpus_loc
= (random() % room_num
) + 1;
657 (void)printf("<wumpus in room %d>\n", loc
);
662 player_loc
= (random() % room_num
) + 1;
664 } while (player_loc
== wumpus_loc
|| cave
[player_loc
].has_a_pit
||
665 cave
[player_loc
].has_a_bat
|| (level
== HARD
?
666 (link_num
/ room_num
< 0.4 ? wump_nearby() : 0) : 0) ||
667 (i
> 100 && player_loc
!= wumpus_loc
));
677 * simple routine to ask the yes/no question specified until the user
678 * answers yes or no, then return 1 if they said 'yes' and 0 if they
682 (void)printf("%s", prompt
);
683 (void)fflush(stdout
);
684 if (!fgets(buf
, sizeof(buf
), stdin
))
686 if (*buf
== 'N' || *buf
== 'n')
688 if (*buf
== 'Y' || *buf
== 'y')
691 "I don't understand your answer; please enter 'y' or 'n'!\n");
701 /* check for bats in the immediate vicinity */
702 for (i
= 0; i
< link_num
; ++i
)
703 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_bat
)
713 /* check for pits in the immediate vicinity */
714 for (i
= 0; i
< link_num
; ++i
)
715 if (cave
[cave
[player_loc
].tunnel
[i
]].has_a_pit
)
725 /* check for a wumpus within TWO caves of where we are */
726 for (i
= 0; i
< link_num
; ++i
) {
727 if (cave
[player_loc
].tunnel
[i
] == wumpus_loc
)
729 for (j
= 0; j
< link_num
; ++j
)
730 if (cave
[cave
[player_loc
].tunnel
[i
]].tunnel
[j
] ==
740 wumpus_loc
= cave
[wumpus_loc
].tunnel
[random() % link_num
];
747 return(*(const int *)a
< *(const int *)b
? -1 : 1);
759 * read the instructions file, if needed, and show the user how to
762 if (!getans("Instructions? (y-n) "))
765 if (access(_PATH_WUMPINFO
, R_OK
)) {
767 "Sorry, but the instruction file seems to have disappeared in a\n\
768 puff of greasy black smoke! (poof)\n");
772 if (!isatty(STDOUT_FILENO
))
775 if (!(pager
= getenv("PAGER")) || (*pager
== 0))
778 switch (pid
= fork()) {
780 if ((fd
= open(_PATH_WUMPINFO
, O_RDONLY
)) == -1)
781 err(1, "open %s", _PATH_WUMPINFO
);
782 if (dup2(fd
, STDIN_FILENO
) == -1)
784 (void)execl("/bin/sh", "sh", "-c", pager
, (char *) NULL
);
785 err(1, "exec sh -c %s", pager
);
789 (void)waitpid(pid
, &status
, 0);
797 (void)fprintf(stderr
,
798 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
808 "*ROAR* *chomp* *snurfle* *chomp*!\n\
809 Much to the delight of the Wumpus, you walked right into his mouth,\n\
810 making you one of the easiest dinners he's ever had! For you, however,\n\
811 it's a rather unpleasant death. The only good thing is that it's been\n\
812 so long since the evil Wumpus cleaned his teeth that you immediately\n\
813 passed out from the stench!\n");
820 "*thwock!* *groan* *crash*\n\n\
821 A horrible roar fills the cave, and you realize, with a smile, that you\n\
822 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
823 long, however, because not only is the Wumpus famous, but the stench of\n\
824 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
825 mightiest adventurer at a single whiff!!\n");
832 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
833 that you've just shot your last arrow (figuratively, too). Sensing this\n\
834 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
835 you, and with a mighty *ROAR* eats you alive!\n");
842 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
843 of your wild arrow has resulted in it wedging in your side, causing\n\
844 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
845 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
854 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
855 notice that the walls are shimmering and glowing. Suddenly you feel\n\
856 a very curious, warm sensation and find yourself in room %d!!\n", where
);
863 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
864 The whistling sound and updraft as you walked into this room of the\n\
865 cave apparently wasn't enough to clue you in to the presence of the\n\
866 bottomless pit. You have a lot of time to reflect on this error as\n\
867 you fall many miles to the core of the earth. Look on the bright side;\n\
868 you can at least find out if Jules Verne was right...\n");
875 "Without conscious thought you grab for the side of the cave and manage\n\
876 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
877 depths of a bottomless pit! Rock crumbles beneath your feet!\n");