1 /*
2 * Copyright (c) 1989, 1993
3 * The Regents of the University of California. All rights reserved.
4 * All rights reserved.
5 *
6 * This code is derived from software contributed to Berkeley by
7 * Dave Taylor, of Intuitive Systems.
8 *
9 * %sccs.include.redist.c%
10 */
11
12 #ifndef lint
13 static char copyright[] =
14 "@(#) Copyright (c) 1989, 1993\n\
15 The Regents of the University of California. All rights reserved.\n";
16 #endif /* not lint */
17
18 #ifndef lint
19 static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 05/31/93";
20 #endif /* not lint */
21
22 /*
23 * A very new version of the age old favorite Hunt-The-Wumpus game that has
24 * been a part of the BSD distribution of Unix for longer than us old folk
25 * would care to remember.
26 */
27
28 #include <sys/types.h>
29 #include <sys/file.h>
30 #include <stdio.h>
31 #include "pathnames.h"
32
33 /* some defines to spec out what our wumpus cave should look like */
34
35 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
36 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
37
38 #define MAX_ROOMS_IN_CAVE 250
39 #define ROOMS_IN_CAVE 20
40 #define MIN_ROOMS_IN_CAVE 10
41
42 #define LINKS_IN_ROOM 3
43 #define NUMBER_OF_ARROWS 5
44 #define PIT_COUNT 3
45 #define BAT_COUNT 3
46
47 #define EASY 1 /* levels of play */
48 #define HARD 2
49
50 /* some macro definitions for cleaner output */
51
52 #define plural(n) (n == 1 ? "" : "s")
53
54 /* simple cave data structure; +1 so we can index from '1' not '0' */
55 struct room_record {
56 int tunnel[MAX_LINKS_IN_ROOM];
57 int has_a_pit, has_a_bat;
58 } cave[MAX_ROOMS_IN_CAVE+1];
59
60 /*
61 * global variables so we can keep track of where the player is, how
62 * many arrows they still have, where el wumpo is, and so on...
63 */
64 int player_loc = -1; /* player location */
65 int wumpus_loc = -1; /* The Bad Guy location */
66 int level = EASY; /* level of play */
67 int arrows_left; /* arrows unshot */
68
69 #ifdef DEBUG
70 int debug = 0;
71 #endif
72
73 int pit_num = PIT_COUNT; /* # pits in cave */
74 int bat_num = BAT_COUNT; /* # bats */
75 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
76 int link_num = LINKS_IN_ROOM; /* links per room */
77 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
78
79 char answer[20]; /* user input */
80
main(argc,argv)81 main(argc, argv)
82 int argc;
83 char **argv;
84 {
85 extern char *optarg;
86 int c;
87
88 #ifdef DEBUG
89 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != EOF)
90 #else
91 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != EOF)
92 #endif
93 switch (c) {
94 case 'a':
95 arrow_num = atoi(optarg);
96 break;
97 case 'b':
98 bat_num = atoi(optarg);
99 break;
100 #ifdef DEBUG
101 case 'd':
102 debug = 1;
103 break;
104 #endif
105 case 'h':
106 level = HARD;
107 break;
108 case 'p':
109 pit_num = atoi(optarg);
110 break;
111 case 'r':
112 room_num = atoi(optarg);
113 if (room_num < MIN_ROOMS_IN_CAVE) {
114 (void)fprintf(stderr,
115 "No self-respecting wumpus would live in such a small cave!\n");
116 exit(1);
117 }
118 if (room_num > MAX_ROOMS_IN_CAVE) {
119 (void)fprintf(stderr,
120 "Even wumpii can't furnish caves that large!\n");
121 exit(1);
122 }
123 break;
124 case 't':
125 link_num = atoi(optarg);
126 if (link_num < 2) {
127 (void)fprintf(stderr,
128 "Wumpii like extra doors in their caves!\n");
129 exit(1);
130 }
131 break;
132 case '?':
133 default:
134 usage();
135 }
136
137 if (link_num > MAX_LINKS_IN_ROOM ||
138 link_num > room_num - (room_num / 4)) {
139 (void)fprintf(stderr,
140 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
141 exit(1);
142 }
143
144 if (level == HARD) {
145 bat_num += ((random() % (room_num / 2)) + 1);
146 pit_num += ((random() % (room_num / 2)) + 1);
147 }
148
149 if (bat_num > room_num / 2) {
150 (void)fprintf(stderr,
151 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
152 exit(1);
153 }
154
155 if (pit_num > room_num / 2) {
156 (void)fprintf(stderr,
157 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
158 exit(1);
159 }
160
161 instructions();
162 cave_init();
163
164 /* and we're OFF! da dum, da dum, da dum, da dum... */
165 (void)printf(
166 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
167 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
168 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
169 room_num, link_num, bat_num, plural(bat_num), pit_num,
170 plural(pit_num), arrow_num);
171
172 for (;;) {
173 initialize_things_in_cave();
174 arrows_left = arrow_num;
175 do {
176 display_room_stats();
177 (void)printf("Move or shoot? (m-s) ");
178 (void)fflush(stdout);
179 if (!fgets(answer, sizeof(answer), stdin))
180 break;
181 } while (!take_action());
182
183 if (!getans("\nCare to play another game? (y-n) "))
184 exit(0);
185 if (getans("In the same cave? (y-n) "))
186 clear_things_in_cave();
187 else
188 cave_init();
189 }
190 /* NOTREACHED */
191 }
192
display_room_stats()193 display_room_stats()
194 {
195 register int i;
196
197 /*
198 * Routine will explain what's going on with the current room, as well
199 * as describe whether there are pits, bats, & wumpii nearby. It's
200 * all pretty mindless, really.
201 */
202 (void)printf(
203 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
204 player_loc, arrows_left, plural(arrows_left));
205
206 if (bats_nearby())
207 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
208 if (pit_nearby())
209 (void)printf("*whoosh* (I feel a draft from some pits).\n");
210 if (wump_nearby())
211 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
212
213 (void)printf("There are tunnels to rooms %d, ",
214 cave[player_loc].tunnel[0]);
215
216 for (i = 1; i < link_num - 1; i++)
217 if (cave[player_loc].tunnel[i] <= room_num)
218 (void)printf("%d, ", cave[player_loc].tunnel[i]);
219 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
220 }
221
take_action()222 take_action()
223 {
224 /*
225 * Do the action specified by the player, either 'm'ove, 's'hoot
226 * or something exceptionally bizarre and strange! Returns 1
227 * iff the player died during this turn, otherwise returns 0.
228 */
229 switch (*answer) {
230 case 'M':
231 case 'm': /* move */
232 return(move_to(answer + 1));
233 case 'S':
234 case 's': /* shoot */
235 return(shoot(answer + 1));
236 case 'Q':
237 case 'q':
238 case 'x':
239 exit(0);
240 case '\n':
241 return(0);
242 }
243 if (random() % 15 == 1)
244 (void)printf("Que pasa?\n");
245 else
246 (void)printf("I don't understand!\n");
247 return(0);
248 }
249
move_to(room_number)250 move_to(room_number)
251 char *room_number;
252 {
253 int i, just_moved_by_bats, next_room, tunnel_available;
254
255 /*
256 * This is responsible for moving the player into another room in the
257 * cave as per their directions. If room_number is a null string,
258 * then we'll prompt the user for the next room to go into. Once
259 * we've moved into the room, we'll check for things like bats, pits,
260 * and so on. This routine returns 1 if something occurs that kills
261 * the player and 0 otherwise...
262 */
263 tunnel_available = just_moved_by_bats = 0;
264 next_room = atoi(room_number);
265
266 /* crap for magic tunnels */
267 if (next_room == room_num + 1 &&
268 cave[player_loc].tunnel[link_num-1] != next_room)
269 ++next_room;
270
271 while (next_room < 1 || next_room > room_num + 1) {
272 if (next_room < 0 && next_room != -1)
273 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
274 if (next_room > room_num + 1)
275 (void)printf("What? The cave surely isn't quite that big!\n");
276 if (next_room == room_num + 1 &&
277 cave[player_loc].tunnel[link_num-1] != next_room) {
278 (void)printf("What? The cave isn't that big!\n");
279 ++next_room;
280 }
281 (void)printf("To which room do you wish to move? ");
282 (void)fflush(stdout);
283 if (!fgets(answer, sizeof(answer), stdin))
284 return(1);
285 next_room = atoi(answer);
286 }
287
288 /* now let's see if we can move to that room or not */
289 tunnel_available = 0;
290 for (i = 0; i < link_num; i++)
291 if (cave[player_loc].tunnel[i] == next_room)
292 tunnel_available = 1;
293
294 if (!tunnel_available) {
295 (void)printf("*Oof!* (You hit the wall)\n");
296 if (random() % 6 == 1) {
297 (void)printf("Your colorful comments awaken the wumpus!\n");
298 move_wump();
299 if (wumpus_loc == player_loc) {
300 wump_kill();
301 return(1);
302 }
303 }
304 return(0);
305 }
306
307 /* now let's move into that room and check it out for dangers */
308 if (next_room == room_num + 1)
309 jump(next_room = (random() % room_num) + 1);
310
311 player_loc = next_room;
312 for (;;) {
313 if (next_room == wumpus_loc) { /* uh oh... */
314 wump_kill();
315 return(1);
316 }
317 if (cave[next_room].has_a_pit)
318 if (random() % 12 < 2) {
319 pit_survive();
320 return(0);
321 } else {
322 pit_kill();
323 return(1);
324 }
325
326 if (cave[next_room].has_a_bat) {
327 (void)printf(
328 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
329 just_moved_by_bats ? " again": "");
330 next_room = player_loc = (random() % room_num) + 1;
331 just_moved_by_bats = 1;
332 }
333
334 else
335 break;
336 }
337 return(0);
338 }
339
shoot(room_list)340 shoot(room_list)
341 char *room_list;
342 {
343 int chance, next, roomcnt;
344 int j, arrow_location, link, ok;
345 char *p, *strtok();
346
347 /*
348 * Implement shooting arrows. Arrows are shot by the player indicating
349 * a space-separated list of rooms that the arrow should pass through;
350 * if any of the rooms they specify are not accessible via tunnel from
351 * the room the arrow is in, it will instead fly randomly into another
352 * room. If the player hits the wumpus, this routine will indicate
353 * such. If it misses, this routine will *move* the wumpus one room.
354 * If it's the last arrow, the player then dies... Returns 1 if the
355 * player has won or died, 0 if nothing has happened.
356 */
357 arrow_location = player_loc;
358 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
359 if (!(p = strtok(room_list, " \t\n")))
360 if (roomcnt == 1) {
361 (void)printf(
362 "The arrow falls to the ground at your feet!\n");
363 return(0);
364 } else
365 break;
366 if (roomcnt > 5) {
367 (void)printf(
368 "The arrow wavers in its flight and and can go no further!\n");
369 break;
370 }
371 next = atoi(p);
372 for (j = 0, ok = 0; j < link_num; j++)
373 if (cave[arrow_location].tunnel[j] == next)
374 ok = 1;
375
376 if (ok) {
377 if (next > room_num) {
378 (void)printf(
379 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
380 arrow_location = (random() % room_num) + 1;
381 } else
382 arrow_location = next;
383 } else {
384 link = (random() % link_num);
385 if (link == player_loc)
386 (void)printf(
387 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
388 your room!\n",
389 arrow_location, next);
390 else if (cave[arrow_location].tunnel[link] > room_num)
391 (void)printf(
392 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
393 room %d!\n",
394 cave[arrow_location].tunnel[link]);
395 else
396 (void)printf(
397 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
398 into room %d!\n",
399 arrow_location, next,
400 cave[arrow_location].tunnel[link]);
401 arrow_location = cave[arrow_location].tunnel[link];
402 break;
403 }
404 chance = random() % 10;
405 if (roomcnt == 3 && chance < 2) {
406 (void)printf(
407 "Your bowstring breaks! *twaaaaaang*\n\
408 The arrow is weakly shot and can go no further!\n");
409 break;
410 } else if (roomcnt == 4 && chance < 6) {
411 (void)printf(
412 "The arrow wavers in its flight and and can go no further!\n");
413 break;
414 }
415 }
416
417 /*
418 * now we've gotten into the new room let us see if El Wumpo is
419 * in the same room ... if so we've a HIT and the player WON!
420 */
421 if (arrow_location == wumpus_loc) {
422 kill_wump();
423 return(1);
424 }
425
426 if (arrow_location == player_loc) {
427 shoot_self();
428 return(1);
429 }
430
431 if (!--arrows_left) {
432 no_arrows();
433 return(1);
434 }
435
436 {
437 /* each time you shoot, it's more likely the wumpus moves */
438 static int lastchance = 2;
439
440 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
441 move_wump();
442 if (wumpus_loc == player_loc)
443 wump_kill();
444 lastchance = random() % 3;
445
446 }
447 }
448 return(0);
449 }
450
cave_init()451 cave_init()
452 {
453 register int i, j, k, link;
454 int delta, int_compare();
455 time_t time();
456
457 /*
458 * This does most of the interesting work in this program actually!
459 * In this routine we'll initialize the Wumpus cave to have all rooms
460 * linking to all others by stepping through our data structure once,
461 * recording all forward links and backwards links too. The parallel
462 * "linkcount" data structure ensures that no room ends up with more
463 * than three links, regardless of the quality of the random number
464 * generator that we're using.
465 */
466 srandom((int)time((time_t *)0));
467
468 /* initialize the cave first off. */
469 for (i = 1; i <= room_num; ++i)
470 for (j = 0; j < link_num ; ++j)
471 cave[i].tunnel[j] = -1;
472
473 /* choose a random 'hop' delta for our guaranteed link */
474 while (!(delta = random() % room_num));
475
476 for (i = 1; i <= room_num; ++i) {
477 link = ((i + delta) % room_num) + 1; /* connection */
478 cave[i].tunnel[0] = link; /* forw link */
479 cave[link].tunnel[1] = i; /* back link */
480 }
481 /* now fill in the rest of the cave with random connections */
482 for (i = 1; i <= room_num; i++)
483 for (j = 2; j < link_num ; j++) {
484 if (cave[i].tunnel[j] != -1)
485 continue;
486 try_again: link = (random() % room_num) + 1;
487 /* skip duplicates */
488 for (k = 0; k < j; k++)
489 if (cave[i].tunnel[k] == link)
490 goto try_again;
491 cave[i].tunnel[j] = link;
492 if (random() % 2 == 1)
493 continue;
494 for (k = 0; k < link_num; ++k) {
495 /* if duplicate, skip it */
496 if (cave[link].tunnel[k] == i)
497 k = link_num;
498
499 /* if open link, use it, force exit */
500 if (cave[link].tunnel[k] == -1) {
501 cave[link].tunnel[k] = i;
502 k = link_num;
503 }
504 }
505 }
506 /*
507 * now that we're done, sort the tunnels in each of the rooms to
508 * make it easier on the intrepid adventurer.
509 */
510 for (i = 1; i <= room_num; ++i)
511 qsort(cave[i].tunnel, (u_int)link_num,
512 sizeof(cave[i].tunnel[0]), int_compare);
513
514 #ifdef DEBUG
515 if (debug)
516 for (i = 1; i <= room_num; ++i) {
517 (void)printf("<room %d has tunnels to ", i);
518 for (j = 0; j < link_num; ++j)
519 (void)printf("%d ", cave[i].tunnel[j]);
520 (void)printf(">\n");
521 }
522 #endif
523 }
524
clear_things_in_cave()525 clear_things_in_cave()
526 {
527 register int i;
528
529 /*
530 * remove bats and pits from the current cave in preparation for us
531 * adding new ones via the initialize_things_in_cave() routines.
532 */
533 for (i = 1; i <= room_num; ++i)
534 cave[i].has_a_bat = cave[i].has_a_pit = 0;
535 }
536
initialize_things_in_cave()537 initialize_things_in_cave()
538 {
539 register int i, loc;
540
541 /* place some bats, pits, the wumpus, and the player. */
542 for (i = 0; i < bat_num; ++i) {
543 do {
544 loc = (random() % room_num) + 1;
545 } while (cave[loc].has_a_bat);
546 cave[loc].has_a_bat = 1;
547 #ifdef DEBUG
548 if (debug)
549 (void)printf("<bat in room %d>\n", loc);
550 #endif
551 }
552
553 for (i = 0; i < pit_num; ++i) {
554 do {
555 loc = (random() % room_num) + 1;
556 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
557 cave[loc].has_a_pit = 1;
558 #ifdef DEBUG
559 if (debug)
560 (void)printf("<pit in room %d>\n", loc);
561 #endif
562 }
563
564 wumpus_loc = (random() % room_num) + 1;
565 #ifdef DEBUG
566 if (debug)
567 (void)printf("<wumpus in room %d>\n", loc);
568 #endif
569
570 do {
571 player_loc = (random() % room_num) + 1;
572 } while (player_loc == wumpus_loc || (level == HARD ?
573 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
574 }
575
getans(prompt)576 getans(prompt)
577 char *prompt;
578 {
579 char buf[20];
580
581 /*
582 * simple routine to ask the yes/no question specified until the user
583 * answers yes or no, then return 1 if they said 'yes' and 0 if they
584 * answered 'no'.
585 */
586 for (;;) {
587 (void)printf("%s", prompt);
588 (void)fflush(stdout);
589 if (!fgets(buf, sizeof(buf), stdin))
590 return(0);
591 if (*buf == 'N' || *buf == 'n')
592 return(0);
593 if (*buf == 'Y' || *buf == 'y')
594 return(1);
595 (void)printf(
596 "I don't understand your answer; please enter 'y' or 'n'!\n");
597 }
598 /* NOTREACHED */
599 }
600
bats_nearby()601 bats_nearby()
602 {
603 register int i;
604
605 /* check for bats in the immediate vicinity */
606 for (i = 0; i < link_num; ++i)
607 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
608 return(1);
609 return(0);
610 }
611
pit_nearby()612 pit_nearby()
613 {
614 register int i;
615
616 /* check for pits in the immediate vicinity */
617 for (i = 0; i < link_num; ++i)
618 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
619 return(1);
620 return(0);
621 }
622
wump_nearby()623 wump_nearby()
624 {
625 register int i, j;
626
627 /* check for a wumpus within TWO caves of where we are */
628 for (i = 0; i < link_num; ++i) {
629 if (cave[player_loc].tunnel[i] == wumpus_loc)
630 return(1);
631 for (j = 0; j < link_num; ++j)
632 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
633 wumpus_loc)
634 return(1);
635 }
636 return(0);
637 }
638
move_wump()639 move_wump()
640 {
641 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
642 }
643
int_compare(a,b)644 int_compare(a, b)
645 int *a, *b;
646 {
647 return(*a < *b ? -1 : 1);
648 }
649
instructions()650 instructions()
651 {
652 char buf[120], *p, *getenv();
653
654 /*
655 * read the instructions file, if needed, and show the user how to
656 * play this game!
657 */
658 if (!getans("Instructions? (y-n) "))
659 return;
660
661 if (access(_PATH_WUMPINFO, R_OK)) {
662 (void)printf(
663 "Sorry, but the instruction file seems to have disappeared in a\n\
664 puff of greasy black smoke! (poof)\n");
665 return;
666 }
667
668 if (!(p = getenv("PAGER")) ||
669 strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
670 p = _PATH_PAGER;
671
672 (void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
673 (void)system(buf);
674 }
675
usage()676 usage()
677 {
678 (void)fprintf(stderr,
679 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
680 exit(1);
681 }
682
683 /* messages */
684
wump_kill()685 wump_kill()
686 {
687 (void)printf(
688 "*ROAR* *chomp* *snurfle* *chomp*!\n\
689 Much to the delight of the Wumpus, you walked right into his mouth,\n\
690 making you one of the easiest dinners he's ever had! For you, however,\n\
691 it's a rather unpleasant death. The only good thing is that it's been\n\
692 so long since the evil Wumpus cleaned his teeth that you immediately\n\
693 passed out from the stench!\n");
694 }
695
kill_wump()696 kill_wump()
697 {
698 (void)printf(
699 "*thwock!* *groan* *crash*\n\n\
700 A horrible roar fills the cave, and you realize, with a smile, that you\n\
701 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
702 long, however, because not only is the Wumpus famous, but the stench of\n\
703 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
704 mightiest adventurer at a single whiff!!\n");
705 }
706
no_arrows()707 no_arrows()
708 {
709 (void)printf(
710 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
711 that you've just shot your last arrow (figuratively, too). Sensing this\n\
712 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
713 you, and with a mighty *ROAR* eats you alive!\n");
714 }
715
shoot_self()716 shoot_self()
717 {
718 (void)printf(
719 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
720 of your wild arrow has resulted in it wedging in your side, causing\n\
721 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
722 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
723 (*CHOMP*)\n");
724 }
725
jump(where)726 jump(where)
727 int where;
728 {
729 (void)printf(
730 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
731 notice that the walls are shimmering and glowing. Suddenly you feel\n\
732 a very curious, warm sensation and find yourself in room %d!!\n", where);
733 }
734
pit_kill()735 pit_kill()
736 {
737 (void)printf(
738 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
739 The whistling sound and updraft as you walked into this room of the\n\
740 cave apparently wasn't enough to clue you in to the presence of the\n\
741 bottomless pit. You have a lot of time to reflect on this error as\n\
742 you fall many miles to the core of the earth. Look on the bright side;\n\
743 you can at least find out if Jules Verne was right...\n");
744 }
745
pit_survive()746 pit_survive()
747 {
748 (void)printf(
749 "Without conscious thought you grab for the side of the cave and manage\n\
750 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
751 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
752 }
753