2 * Copyright (c) 1989, 1993
3 * The Regents of the University of California. All rights reserved.
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
37 * @(#) Copyright (c) 1989, 1993 The Regents of the University of California. All rights reserved.
38 * @(#)wump.c 8.1 (Berkeley) 5/31/93
39 * $FreeBSD: src/games/wump/wump.c,v 1.13.2.1 2000/08/17 06:24:54 jhb Exp $
40 * $DragonFly: src/games/wump/wump.c,v 1.3 2003/11/12 14:53:54 eirikn Exp $
44 * A very new version of the age old favorite Hunt-The-Wumpus game that has
45 * been a part of the BSD distribution of Unix for longer than us old folk
46 * would care to remember.
50 #include <sys/types.h>
57 #include "pathnames.h"
59 /* some defines to spec out what our wumpus cave should look like */
61 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
62 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
64 #define MAX_ROOMS_IN_CAVE 250
65 #define ROOMS_IN_CAVE 20
66 #define MIN_ROOMS_IN_CAVE 10
68 #define LINKS_IN_ROOM 3
69 #define NUMBER_OF_ARROWS 5
73 #define EASY 1 /* levels of play */
76 /* some macro definitions for cleaner output */
78 #define plural(n) (n == 1 ? "" : "s")
80 /* simple cave data structure; +1 so we can index from '1' not '0' */
82 int tunnel[MAX_LINKS_IN_ROOM];
83 int has_a_pit, has_a_bat;
84 } cave[MAX_ROOMS_IN_CAVE+1];
87 * global variables so we can keep track of where the player is, how
88 * many arrows they still have, where el wumpo is, and so on...
90 int player_loc = -1; /* player location */
91 int wumpus_loc = -1; /* The Bad Guy location */
92 int level = EASY; /* level of play */
93 int arrows_left; /* arrows unshot */
99 int pit_num = PIT_COUNT; /* # pits in cave */
100 int bat_num = BAT_COUNT; /* # bats */
101 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
102 int link_num = LINKS_IN_ROOM; /* links per room */
103 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
105 char answer[20]; /* user input */
107 int bats_nearby(void);
108 void cave_init(void);
109 void clear_things_in_cave(void);
110 void display_room_stats (void);
111 int getans (const char *prompt);
112 void initialize_things_in_cave(void);
113 void instructions(void);
114 int int_compare (const void *va, const void *vb);
115 void jump(int where);
116 void kill_wump(void);
117 int move_to (char *room_number);
118 void move_wump(void);
119 void no_arrows(void);
121 int pit_nearby(void);
122 void pit_survive(void);
123 int shoot (char *room_list);
124 void shoot_self(void);
125 int take_action(void);
127 void wump_kill(void);
128 int wump_nearby(void);
141 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
143 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
147 arrow_num = atoi(optarg);
150 bat_num = atoi(optarg);
161 pit_num = atoi(optarg);
164 room_num = atoi(optarg);
165 if (room_num < MIN_ROOMS_IN_CAVE) {
166 (void)fprintf(stderr,
167 "No self-respecting wumpus would live in such a small cave!\n");
170 if (room_num > MAX_ROOMS_IN_CAVE) {
171 (void)fprintf(stderr,
172 "Even wumpii can't furnish caves that large!\n");
177 link_num = atoi(optarg);
179 (void)fprintf(stderr,
180 "Wumpii like extra doors in their caves!\n");
189 if (link_num > MAX_LINKS_IN_ROOM ||
190 link_num > room_num - (room_num / 4)) {
191 (void)fprintf(stderr,
192 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
197 bat_num += ((random() % (room_num / 2)) + 1);
198 pit_num += ((random() % (room_num / 2)) + 1);
201 if (bat_num > room_num / 2) {
202 (void)fprintf(stderr,
203 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
207 if (pit_num > room_num / 2) {
208 (void)fprintf(stderr,
209 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
216 /* and we're OFF! da dum, da dum, da dum, da dum... */
218 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
219 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
220 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
221 room_num, link_num, bat_num, plural(bat_num), pit_num,
222 plural(pit_num), arrow_num);
225 initialize_things_in_cave();
226 arrows_left = arrow_num;
228 display_room_stats();
229 (void)printf("Move or shoot? (m-s) ");
230 (void)fflush(stdout);
231 if (!fgets(answer, sizeof(answer), stdin))
233 } while (!take_action());
235 if (!getans("\nCare to play another game? (y-n) "))
237 if (getans("In the same cave? (y-n) "))
238 clear_things_in_cave();
252 * Routine will explain what's going on with the current room, as well
253 * as describe whether there are pits, bats, & wumpii nearby. It's
254 * all pretty mindless, really.
257 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
258 player_loc, arrows_left, plural(arrows_left));
261 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
263 (void)printf("*whoosh* (I feel a draft from some pits).\n");
265 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
267 (void)printf("There are tunnels to rooms %d, ",
268 cave[player_loc].tunnel[0]);
270 for (i = 1; i < link_num - 1; i++)
271 if (cave[player_loc].tunnel[i] <= room_num)
272 (void)printf("%d, ", cave[player_loc].tunnel[i]);
273 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
280 * Do the action specified by the player, either 'm'ove, 's'hoot
281 * or something exceptionally bizarre and strange! Returns 1
282 * iff the player died during this turn, otherwise returns 0.
287 return(move_to(answer + 1));
289 case 's': /* shoot */
290 return(shoot(answer + 1));
298 if (random() % 15 == 1)
299 (void)printf("Que pasa?\n");
301 (void)printf("I don't understand!\n");
309 int i, just_moved_by_bats, next_room, tunnel_available;
312 * This is responsible for moving the player into another room in the
313 * cave as per their directions. If room_number is a null string,
314 * then we'll prompt the user for the next room to go into. Once
315 * we've moved into the room, we'll check for things like bats, pits,
316 * and so on. This routine returns 1 if something occurs that kills
317 * the player and 0 otherwise...
319 tunnel_available = just_moved_by_bats = 0;
320 next_room = atoi(room_number);
322 /* crap for magic tunnels */
323 if (next_room == room_num + 1 &&
324 cave[player_loc].tunnel[link_num-1] != next_room)
327 while (next_room < 1 || next_room > room_num + 1) {
328 if (next_room < 0 && next_room != -1)
329 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
330 if (next_room > room_num + 1)
331 (void)printf("What? The cave surely isn't quite that big!\n");
332 if (next_room == room_num + 1 &&
333 cave[player_loc].tunnel[link_num-1] != next_room) {
334 (void)printf("What? The cave isn't that big!\n");
337 (void)printf("To which room do you wish to move? ");
338 (void)fflush(stdout);
339 if (!fgets(answer, sizeof(answer), stdin))
341 next_room = atoi(answer);
344 /* now let's see if we can move to that room or not */
345 tunnel_available = 0;
346 for (i = 0; i < link_num; i++)
347 if (cave[player_loc].tunnel[i] == next_room)
348 tunnel_available = 1;
350 if (!tunnel_available) {
351 (void)printf("*Oof!* (You hit the wall)\n");
352 if (random() % 6 == 1) {
353 (void)printf("Your colorful comments awaken the wumpus!\n");
355 if (wumpus_loc == player_loc) {
363 /* now let's move into that room and check it out for dangers */
364 if (next_room == room_num + 1)
365 jump(next_room = (random() % room_num) + 1);
367 player_loc = next_room;
369 if (next_room == wumpus_loc) { /* uh oh... */
373 if (cave[next_room].has_a_pit) {
374 if (random() % 12 < 2) {
383 if (cave[next_room].has_a_bat) {
385 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
386 just_moved_by_bats ? " again": "");
387 next_room = player_loc = (random() % room_num) + 1;
388 just_moved_by_bats = 1;
401 int chance, next, roomcnt;
402 int j, arrow_location, wumplink, ok;
406 * Implement shooting arrows. Arrows are shot by the player indicating
407 * a space-separated list of rooms that the arrow should pass through;
408 * if any of the rooms they specify are not accessible via tunnel from
409 * the room the arrow is in, it will instead fly randomly into another
410 * room. If the player hits the wumpus, this routine will indicate
411 * such. If it misses, this routine will *move* the wumpus one room.
412 * If it's the last arrow, the player then dies... Returns 1 if the
413 * player has won or died, 0 if nothing has happened.
415 arrow_location = player_loc;
416 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
417 if (!(p = strtok(room_list, " \t\n"))) {
420 "The arrow falls to the ground at your feet!\n");
427 "The arrow wavers in its flight and and can go no further!\n");
431 for (j = 0, ok = 0; j < link_num; j++)
432 if (cave[arrow_location].tunnel[j] == next)
436 if (next > room_num) {
438 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
439 arrow_location = (random() % room_num) + 1;
441 arrow_location = next;
443 wumplink = (random() % link_num);
444 if (wumplink == player_loc)
446 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
448 arrow_location, next);
449 else if (cave[arrow_location].tunnel[wumplink] > room_num)
451 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
453 cave[arrow_location].tunnel[wumplink]);
456 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
458 arrow_location, next,
459 cave[arrow_location].tunnel[wumplink]);
460 arrow_location = cave[arrow_location].tunnel[wumplink];
463 chance = random() % 10;
464 if (roomcnt == 3 && chance < 2) {
466 "Your bowstring breaks! *twaaaaaang*\n\
467 The arrow is weakly shot and can go no further!\n");
469 } else if (roomcnt == 4 && chance < 6) {
471 "The arrow wavers in its flight and and can go no further!\n");
477 * now we've gotten into the new room let us see if El Wumpo is
478 * in the same room ... if so we've a HIT and the player WON!
480 if (arrow_location == wumpus_loc) {
485 if (arrow_location == player_loc) {
490 if (!--arrows_left) {
496 /* each time you shoot, it's more likely the wumpus moves */
497 static int lastchance = 2;
499 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
501 if (wumpus_loc == player_loc)
503 lastchance = random() % 3;
513 int i, j, k, wumplink;
517 * This does most of the interesting work in this program actually!
518 * In this routine we'll initialize the Wumpus cave to have all rooms
519 * linking to all others by stepping through our data structure once,
520 * recording all forward links and backwards links too. The parallel
521 * "linkcount" data structure ensures that no room ends up with more
522 * than three links, regardless of the quality of the random number
523 * generator that we're using.
527 /* initialize the cave first off. */
528 for (i = 1; i <= room_num; ++i)
529 for (j = 0; j < link_num ; ++j)
530 cave[i].tunnel[j] = -1;
532 /* choose a random 'hop' delta for our guaranteed link */
533 while (!(delta = random() % room_num));
535 for (i = 1; i <= room_num; ++i) {
536 wumplink = ((i + delta) % room_num) + 1; /* connection */
537 cave[i].tunnel[0] = wumplink; /* forw link */
538 cave[wumplink].tunnel[1] = i; /* back link */
540 /* now fill in the rest of the cave with random connections */
541 for (i = 1; i <= room_num; i++)
542 for (j = 2; j < link_num ; j++) {
543 if (cave[i].tunnel[j] != -1)
545 try_again: wumplink = (random() % room_num) + 1;
546 /* skip duplicates */
547 for (k = 0; k < j; k++)
548 if (cave[i].tunnel[k] == wumplink)
550 cave[i].tunnel[j] = wumplink;
551 if (random() % 2 == 1)
553 for (k = 0; k < link_num; ++k) {
554 /* if duplicate, skip it */
555 if (cave[wumplink].tunnel[k] == i)
558 /* if open link, use it, force exit */
559 if (cave[wumplink].tunnel[k] == -1) {
560 cave[wumplink].tunnel[k] = i;
566 * now that we're done, sort the tunnels in each of the rooms to
567 * make it easier on the intrepid adventurer.
569 for (i = 1; i <= room_num; ++i)
570 qsort(cave[i].tunnel, (u_int)link_num,
571 sizeof(cave[i].tunnel[0]), int_compare);
575 for (i = 1; i <= room_num; ++i) {
576 (void)printf("<room %d has tunnels to ", i);
577 for (j = 0; j < link_num; ++j)
578 (void)printf("%d ", cave[i].tunnel[j]);
585 clear_things_in_cave()
590 * remove bats and pits from the current cave in preparation for us
591 * adding new ones via the initialize_things_in_cave() routines.
593 for (i = 1; i <= room_num; ++i)
594 cave[i].has_a_bat = cave[i].has_a_pit = 0;
598 initialize_things_in_cave()
602 /* place some bats, pits, the wumpus, and the player. */
603 for (i = 0; i < bat_num; ++i) {
605 loc = (random() % room_num) + 1;
606 } while (cave[loc].has_a_bat);
607 cave[loc].has_a_bat = 1;
610 (void)printf("<bat in room %d>\n", loc);
614 for (i = 0; i < pit_num; ++i) {
616 loc = (random() % room_num) + 1;
617 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
618 cave[loc].has_a_pit = 1;
621 (void)printf("<pit in room %d>\n", loc);
625 wumpus_loc = (random() % room_num) + 1;
628 (void)printf("<wumpus in room %d>\n", loc);
632 player_loc = (random() % room_num) + 1;
633 } while (player_loc == wumpus_loc || (level == HARD ?
634 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
644 * simple routine to ask the yes/no question specified until the user
645 * answers yes or no, then return 1 if they said 'yes' and 0 if they
649 (void)printf("%s", prompt);
650 (void)fflush(stdout);
651 if (!fgets(buf, sizeof(buf), stdin))
653 if (*buf == 'N' || *buf == 'n')
655 if (*buf == 'Y' || *buf == 'y')
658 "I don't understand your answer; please enter 'y' or 'n'!\n");
668 /* check for bats in the immediate vicinity */
669 for (i = 0; i < link_num; ++i)
670 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
680 /* check for pits in the immediate vicinity */
681 for (i = 0; i < link_num; ++i)
682 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
692 /* check for a wumpus within TWO caves of where we are */
693 for (i = 0; i < link_num; ++i) {
694 if (cave[player_loc].tunnel[i] == wumpus_loc)
696 for (j = 0; j < link_num; ++j)
697 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
707 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
719 return(a < b ? -1 : 1);
731 * read the instructions file, if needed, and show the user how to
734 if (!getans("Instructions? (y-n) "))
737 if (access(_PATH_WUMPINFO, R_OK)) {
739 "Sorry, but the instruction file seems to have disappeared in a\n\
740 puff of greasy black smoke! (poof)\n");
747 if (!(pager = getenv("PAGER")) || (*pager == 0))
750 switch (pid = fork()) {
752 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
753 err(1, "open %s", _PATH_WUMPINFO);
754 if (dup2(fd, 0) == -1)
756 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
757 err(1, "exec sh -c %s", pager);
761 (void)waitpid(pid, &status, 0);
769 (void)fprintf(stderr,
770 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
780 "*ROAR* *chomp* *snurfle* *chomp*!\n\
781 Much to the delight of the Wumpus, you walked right into his mouth,\n\
782 making you one of the easiest dinners he's ever had! For you, however,\n\
783 it's a rather unpleasant death. The only good thing is that it's been\n\
784 so long since the evil Wumpus cleaned his teeth that you immediately\n\
785 passed out from the stench!\n");
792 "*thwock!* *groan* *crash*\n\n\
793 A horrible roar fills the cave, and you realize, with a smile, that you\n\
794 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
795 long, however, because not only is the Wumpus famous, but the stench of\n\
796 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
797 mightiest adventurer at a single whiff!!\n");
804 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
805 that you've just shot your last arrow (figuratively, too). Sensing this\n\
806 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
807 you, and with a mighty *ROAR* eats you alive!\n");
814 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
815 of your wild arrow has resulted in it wedging in your side, causing\n\
816 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
817 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
826 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
827 notice that the walls are shimmering and glowing. Suddenly you feel\n\
828 a very curious, warm sensation and find yourself in room %d!!\n", where);
835 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
836 The whistling sound and updraft as you walked into this room of the\n\
837 cave apparently wasn't enough to clue you in to the presence of the\n\
838 bottomless pit. You have a lot of time to reflect on this error as\n\
839 you fall many miles to the core of the earth. Look on the bright side;\n\
840 you can at least find out if Jules Verne was right...\n");
847 "Without conscious thought you grab for the side of the cave and manage\n\
848 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
849 depths of a bottomless pit! Rock crumbles beneath your feet!\n");