xref: /openbsd/games/wump/wump.c (revision 9ea8ec70)
1 /*	$OpenBSD: wump.c,v 1.29 2016/01/03 14:38:17 mestre Exp $	*/
2 
3 /*
4  * Copyright (c) 1989, 1993
5  *	The Regents of the University of California.  All rights reserved.
6  * All rights reserved.
7  *
8  * This code is derived from software contributed to Berkeley by
9  * Dave Taylor, of Intuitive Systems.
10  *
11  * Redistribution and use in source and binary forms, with or without
12  * modification, are permitted provided that the following conditions
13  * are met:
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.
22  *
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
33  * SUCH DAMAGE.
34  */
35 
36 /*
37  * A no longer new version of the age-old favorite Hunt-The-Wumpus game that
38  * has been a part of the BSD distribution for longer than us old folk
39  * would care to remember.
40  */
41 
42 #include <sys/types.h>
43 #include <sys/wait.h>
44 
45 #include <err.h>
46 #include <fcntl.h>
47 #include <paths.h>
48 #include <stdio.h>
49 #include <stdlib.h>
50 #include <string.h>
51 #include <unistd.h>
52 
53 #include "pathnames.h"
54 
55 /* some defines to spec out what our wumpus cave should look like */
56 
57 /* #define	MAX_ARROW_SHOT_DISTANCE	6	*/	/* +1 for '0' stopper */
58 #define	MAX_LINKS_IN_ROOM	25		/* a complex cave */
59 
60 #define	MAX_ROOMS_IN_CAVE	250
61 #define	ROOMS_IN_CAVE		20
62 #define	MIN_ROOMS_IN_CAVE	10
63 
64 #define	LINKS_IN_ROOM		3
65 #define	NUMBER_OF_ARROWS	5
66 #define	PIT_COUNT		3
67 #define	BAT_COUNT		3
68 
69 #define	EASY			1		/* levels of play */
70 #define	HARD			2
71 
72 /* some macro definitions for cleaner output */
73 
74 #define	plural(n)	(n == 1 ? "" : "s")
75 
76 /* simple cave data structure; +1 so we can index from '1' not '0' */
77 struct room_record {
78 	int tunnel[MAX_LINKS_IN_ROOM];
79 	int has_a_pit, has_a_bat;
80 } cave[MAX_ROOMS_IN_CAVE+1];
81 
82 /*
83  * global variables so we can keep track of where the player is, how
84  * many arrows they still have, where el wumpo is, and so on...
85  */
86 int player_loc = -1;			/* player location */
87 int wumpus_loc = -1;			/* The Bad Guy location */
88 int level = EASY;			/* level of play */
89 int arrows_left;			/* arrows unshot */
90 int oldstyle = 0;			/* dodecahedral cave? */
91 
92 #ifdef DEBUG
93 int debug = 0;
94 #endif
95 
96 int pit_num = -1;		/* # pits in cave */
97 int bat_num = -1;		/* # bats */
98 int room_num = ROOMS_IN_CAVE;		/* # rooms in cave */
99 int link_num = LINKS_IN_ROOM;		/* links per room  */
100 int arrow_num = NUMBER_OF_ARROWS;	/* arrow inventory */
101 
102 char answer[20];			/* user input */
103 
104 int	bats_nearby(void);
105 void	cave_init(void);
106 void	clear_things_in_cave(void);
107 void	display_room_stats(void);
108 void	dodecahedral_cave_init(void);
109 int	gcd(int, int);
110 int	getans(const char *);
111 void	initialize_things_in_cave(void);
112 void	instructions(void);
113 int	int_compare(const void *, const void *);
114 /* void	jump(int); */
115 void	kill_wump(void);
116 int	main(int, char **);
117 int	move_to(const char *);
118 void	move_wump(void);
119 void	no_arrows(void);
120 void	pit_kill(void);
121 void	pit_kill_bat(void);
122 int	pit_nearby(void);
123 void	pit_survive(void);
124 int	shoot(char *);
125 void	shoot_self(void);
126 int	take_action(void);
127 __dead void	usage(void);
128 void	wump_kill(void);
129 void	wump_bat_kill(void);
130 void	wump_walk_kill(void);
131 int	wump_nearby(void);
132 
133 
134 int
135 main(int argc, char *argv[])
136 {
137 	int c;
138 
139 	if (pledge("stdio rpath proc exec", NULL) == -1)
140 		err(1, "pledge");
141 
142 #ifdef DEBUG
143 	while ((c = getopt(argc, argv, "a:b:hop:r:t:d")) != -1)
144 #else
145 	while ((c = getopt(argc, argv, "a:b:hop:r:t:")) != -1)
146 #endif
147 		switch (c) {
148 		case 'a':
149 			arrow_num = atoi(optarg);
150 			break;
151 		case 'b':
152 			bat_num = atoi(optarg);
153 			break;
154 #ifdef DEBUG
155 		case 'd':
156 			debug = 1;
157 			break;
158 #endif
159 		case 'h':
160 			level = HARD;
161 			break;
162 		case 'o':
163 			oldstyle = 1;
164 			break;
165 		case 'p':
166 			pit_num = atoi(optarg);
167 			break;
168 		case 'r':
169 			room_num = atoi(optarg);
170 			if (room_num < MIN_ROOMS_IN_CAVE)
171 				errx(1,
172 	"no self-respecting wumpus would live in such a small cave!");
173 			if (room_num > MAX_ROOMS_IN_CAVE)
174 				errx(1,
175 	"even wumpii can't furnish caves that large!");
176 			break;
177 		case 't':
178 			link_num = atoi(optarg);
179 			if (link_num < 2)
180 				errx(1,
181 	"wumpii like extra doors in their caves!");
182 			break;
183 		case '?':
184 		default:
185 			usage();
186 	}
187 
188 	if (oldstyle) {
189 		room_num = 20;
190 		link_num = 3;
191 		/* Original game had exactly 2 bats and 2 pits */
192 		if (bat_num < 0)
193 			bat_num = 2;
194 		if (pit_num < 0)
195 			pit_num = 2;
196 	} else {
197 		if (bat_num < 0)
198 			bat_num = BAT_COUNT;
199 		if (pit_num < 0)
200 			pit_num = PIT_COUNT;
201 	}
202 
203 	if (link_num > MAX_LINKS_IN_ROOM ||
204 	    link_num > room_num - (room_num / 4))
205 		errx(1,
206 "too many tunnels!  The cave collapsed!\n(Fortunately, the wumpus escaped!)");
207 
208 	if (level == HARD) {
209 		if (room_num / 2 - bat_num)
210 			bat_num += arc4random_uniform(room_num / 2 - bat_num);
211 		if (room_num / 2 - pit_num)
212 			pit_num += arc4random_uniform(room_num / 2 - pit_num);
213 	}
214 
215 	/* Leave at least two rooms free--one for the player to start in, and
216 	 * potentially one for the wumpus.
217 	 */
218 	if (bat_num > room_num / 2 - 1)
219 		errx(1,
220 "the wumpus refused to enter the cave, claiming it was too crowded!");
221 
222 	if (pit_num > room_num / 2 - 1)
223 		errx(1,
224 "the wumpus refused to enter the cave, claiming it was too dangerous!");
225 
226 	instructions();
227 
228 	if (pledge("stdio", NULL) == -1)
229 		err(1, "pledge");
230 
231 	if (oldstyle)
232 		dodecahedral_cave_init();
233 	else
234 		cave_init();
235 
236 	/* and we're OFF!  da dum, da dum, da dum, da dum... */
237 	(void)printf(
238 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
239 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
240 quiver holds %d custom super anti-evil Wumpus arrows.  Good luck.\n",
241 	    room_num, link_num, bat_num, plural(bat_num), pit_num,
242 	    plural(pit_num), arrow_num);
243 
244 	for (;;) {
245 		initialize_things_in_cave();
246 		arrows_left = arrow_num;
247 		do {
248 			display_room_stats();
249 			(void)printf("Move or shoot? (m-s) ");
250 			(void)fflush(stdout);
251 			(void)fpurge(stdin);
252 			if (!fgets(answer, sizeof(answer), stdin))
253 				break;
254 		} while (!take_action());
255 		(void)fpurge(stdin);
256 
257 		if (!getans("\nCare to play another game? (y-n) ")) {
258 			(void)printf("\n");
259 			exit(0);
260 		}
261 		clear_things_in_cave();
262 		if (!getans("In the same cave? (y-n) ")) {
263 			if (oldstyle)
264 				dodecahedral_cave_init();
265 			else
266 				cave_init();
267 		}
268 	}
269 	/* NOTREACHED */
270 }
271 
272 void
273 display_room_stats(void)
274 {
275 	int i;
276 
277 	/*
278 	 * Routine will explain what's going on with the current room, as well
279 	 * as describe whether there are pits, bats, & wumpii nearby.  It's
280 	 * all pretty mindless, really.
281 	 */
282 	(void)printf(
283 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
284 	    player_loc, arrows_left, plural(arrows_left));
285 
286 	if (bats_nearby())
287 		(void)printf("*rustle* *rustle* (must be bats nearby)\n");
288 	if (pit_nearby())
289 		(void)printf("*whoosh* (I feel a draft from some pits).\n");
290 	if (wump_nearby())
291 		(void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
292 
293 	(void)printf("There are tunnels to rooms %d, ",
294 	   cave[player_loc].tunnel[0]);
295 
296 	for (i = 1; i < link_num - 1; i++)
297 /*		if (cave[player_loc].tunnel[i] <= room_num) */
298 			(void)printf("%d, ", cave[player_loc].tunnel[i]);
299 	(void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
300 }
301 
302 int
303 take_action(void)
304 {
305 	/*
306 	 * Do the action specified by the player, either 'm'ove, 's'hoot
307 	 * or something exceptionally bizarre and strange!  Returns 1
308 	 * iff the player died during this turn, otherwise returns 0.
309 	 */
310 	switch (*answer) {
311 		case 'M':
312 		case 'm':			/* move */
313 			return(move_to(answer + 1));
314 		case 'S':
315 		case 's':			/* shoot */
316 			return(shoot(answer + 1));
317 		case 'Q':
318 		case 'q':
319 		case 'x':
320 			exit(0);
321 		case '\n':
322 			return(0);
323 		}
324 	if (arc4random_uniform(15) == 1)
325 		(void)printf("Que pasa?\n");
326 	else
327 		(void)printf("I don't understand!\n");
328 	return(0);
329 }
330 
331 int
332 move_to(const char *room_number)
333 {
334 	int i, just_moved_by_bats, next_room, tunnel_available;
335 
336 	/*
337 	 * This is responsible for moving the player into another room in the
338 	 * cave as per their directions.  If room_number is a null string,
339 	 * then we'll prompt the user for the next room to go into.   Once
340 	 * we've moved into the room, we'll check for things like bats, pits,
341 	 * and so on.  This routine returns 1 if something occurs that kills
342 	 * the player and 0 otherwise...
343 	 */
344 	tunnel_available = just_moved_by_bats = 0;
345 	next_room = atoi(room_number);
346 
347 	/* crap for magic tunnels */
348 /*	if (next_room == room_num + 1 &&
349  *	    cave[player_loc].tunnel[link_num-1] != next_room)
350  *		++next_room;
351  */
352 	while (next_room < 1 || next_room > room_num /* + 1 */) {
353 		if (next_room < 0 && next_room != -1)
354 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
355 		if (next_room > room_num /* + 1 */)
356 (void)printf("What?  The cave surely isn't quite that big!\n");
357 /*		if (next_room == room_num + 1 &&
358  *		    cave[player_loc].tunnel[link_num-1] != next_room) {
359  *			(void)printf("What?  The cave isn't that big!\n");
360  *			++next_room;
361  *		}
362  */		(void)printf("To which room do you wish to move? ");
363 		(void)fflush(stdout);
364 		if (!fgets(answer, sizeof(answer), stdin))
365 			return(1);
366 		next_room = atoi(answer);
367 	}
368 
369 	/* now let's see if we can move to that room or not */
370 	tunnel_available = 0;
371 	for (i = 0; i < link_num; i++)
372 		if (cave[player_loc].tunnel[i] == next_room)
373 			tunnel_available = 1;
374 
375 	if (!tunnel_available) {
376 		(void)printf("*Oof!*  (You hit the wall)\n");
377 		if (arc4random_uniform(6) == 1) {
378 (void)printf("Your colorful comments awaken the wumpus!\n");
379 			move_wump();
380 			if (wumpus_loc == player_loc) {
381 				wump_walk_kill();
382 				return(1);
383 			}
384 		}
385 		return(0);
386 	}
387 
388 	/* now let's move into that room and check it out for dangers */
389 /*	if (next_room == room_num + 1)
390  *		jump(next_room = arc4random_uniform(room_num) + 1);
391  */
392 	player_loc = next_room;
393 	for (;;) {
394 		if (next_room == wumpus_loc) {		/* uh oh... */
395 			if (just_moved_by_bats)
396 				wump_bat_kill();
397 			else
398 				wump_kill();
399 			return(1);
400 		}
401 		if (cave[next_room].has_a_pit) {
402 			if (arc4random_uniform(12) < 2) {
403 				pit_survive();
404 				return(0);
405 			} else {
406 				if (just_moved_by_bats)
407 					pit_kill_bat();
408 				else
409 					pit_kill();
410 				return(1);
411 			}
412 		}
413 
414 		if (cave[next_room].has_a_bat) {
415 			(void)printf(
416 "*flap*  *flap*  *flap*  (humongous bats pick you up and move you%s!)\n",
417 			    just_moved_by_bats ? " again": "");
418 			next_room = player_loc =
419 			    arc4random_uniform(room_num) + 1;
420 			just_moved_by_bats = 1;
421 		}
422 
423 		else
424 			break;
425 	}
426 	return(0);
427 }
428 
429 int
430 shoot(char *room_list)
431 {
432 	int chance, next, roomcnt;
433 	int j, arrow_location, link, ok;
434 	char *p;
435 
436 	/*
437 	 * Implement shooting arrows.  Arrows are shot by the player indicating
438 	 * a space-separated list of rooms that the arrow should pass through;
439 	 * if any of the rooms they specify are not accessible via tunnel from
440 	 * the room the arrow is in, it will instead fly randomly into another
441 	 * room.  If the player hits the wumpus, this routine will indicate
442 	 * such.  If it misses, this routine may *move* the wumpus one room.
443 	 * If it's the last arrow, then the player dies...  Returns 1 if the
444 	 * player has won or died, 0 if nothing has happened.
445 	 */
446 	arrow_location = player_loc;
447 	for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
448 		if (!(p = strtok(room_list, " \t\n"))) {
449 			if (roomcnt == 1) {
450 				(void)printf("Enter a list of rooms to shoot into:\n");
451 				(void)fflush(stdout);
452 				if (!(p = strtok(fgets(answer, sizeof(answer), stdin),
453 							" \t\n"))) {
454 					(void)printf(
455 				"The arrow falls to the ground at your feet.\n");
456 					return(0);
457 					}
458 			} else
459 				break;
460 		}
461 		if (roomcnt > 5) {
462 			(void)printf(
463 "The arrow wavers in its flight and can go no further than room %d!\n",
464 					arrow_location);
465 			break;
466 		}
467 
468 		next = atoi(p);
469 		if (next == 0)
470 			break;	/* Old wumpus used room 0 as the terminator */
471 
472 		chance = arc4random_uniform(10);
473 		if (roomcnt == 4 && chance < 2) {
474 			(void)printf(
475 "Your finger slips on the bowstring!  *twaaaaaang*\n\
476 The arrow is weakly shot and can go no further than room %d!\n",arrow_location);
477 			break;
478 		} else if (roomcnt == 5 && chance < 6) {
479 			(void)printf(
480 "The arrow wavers in its flight and can go no further than room %d!\n",
481 					arrow_location);
482 			break;
483 		}
484 
485 		for (j = 0, ok = 0; j < link_num; j++)
486 			if (cave[arrow_location].tunnel[j] == next)
487 				ok = 1;
488 
489 		if (ok) {
490 /*			if (next > room_num) {
491  *				(void)printf(
492  * "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
493  *				arrow_location =
494  *				    arc4random_uniform(room_num) + 1;
495  *			} else
496  */				arrow_location = next;
497 		} else {
498 			link = (arc4random_uniform(link_num));
499 			if (cave[arrow_location].tunnel[link] == player_loc)
500 				(void)printf(
501 "*thunk*  The arrow can't find a way from %d to %d and flies back into\n\
502 your room!\n",
503 				    arrow_location, next);
504 /*			else if (cave[arrow_location].tunnel[link] > room_num)
505  *				(void)printf(
506  *"*thunk*  The arrow flies randomly into a magic tunnel, thence into\n\
507  *room %d!\n",
508  *				    cave[arrow_location].tunnel[link]);
509  */			else
510 				(void)printf(
511 "*thunk*  The arrow can't find a way from %d to %d and flies randomly\n\
512 into room %d!\n", arrow_location, next, cave[arrow_location].tunnel[link]);
513 
514 			arrow_location = cave[arrow_location].tunnel[link];
515 		}
516 
517 		/*
518 		 * now we've gotten into the new room let us see if El Wumpo is
519 		 * in the same room ... if so we've a HIT and the player WON!
520 		 */
521 		if (arrow_location == wumpus_loc) {
522 			kill_wump();
523 			return(1);
524 		}
525 
526 		if (arrow_location == player_loc) {
527 			shoot_self();
528 			return(1);
529 		}
530 	}
531 
532 	if (!--arrows_left) {
533 		no_arrows();
534 		return(1);
535 	}
536 
537 	{
538 		/* each time you shoot, it's more likely the wumpus moves */
539 		static int lastchance = 2;
540 
541 		if (arc4random_uniform(level) == EASY ?
542 		    12 : 9 < (lastchance += 2)) {
543 			move_wump();
544 			if (wumpus_loc == player_loc) {
545 				wump_walk_kill();
546 				/* Reset for next game */
547 				lastchance = arc4random_uniform(3);
548 				return(1);
549 			}
550 
551 		}
552 	}
553 	(void)printf("The arrow hit nothing.\n");
554 	return(0);
555 }
556 
557 int
558 gcd(int a, int b)
559 {
560 	int r;
561 
562 	if (!(r = (a % b)))
563 		return(b);
564 	return(gcd(b, r));
565 }
566 
567 void
568 cave_init(void)
569 {
570 	int i, j, k, link;
571 	int delta;
572 
573 	/*
574 	 * This does most of the interesting work in this program actually!
575 	 * In this routine we'll initialize the Wumpus cave to have all rooms
576 	 * linking to all others by stepping through our data structure once,
577 	 * recording all forward links and backwards links too.  The parallel
578 	 * "linkcount" data structure ensures that no room ends up with more
579 	 * than three links, regardless of the quality of the random number
580 	 * generator that we're using.
581 	 */
582 
583 	/* Note that throughout the source there are commented-out vestigial
584 	 * remains of the 'magic tunnel', which was a tunnel to room
585 	 * room_num +1.  It was necessary if all paths were two-way and
586 	 * there was an odd number of rooms, each with an odd number of
587 	 * exits.  It's being kept in case cave_init ever gets reworked into
588 	 * something more traditional.
589 	 */
590 
591 	/* initialize the cave first off. */
592 	for (i = 1; i <= room_num; ++i)
593 		for (j = 0; j < link_num ; ++j)
594 			cave[i].tunnel[j] = -1;
595 
596 	/* choose a random 'hop' delta for our guaranteed link.
597 	 * To keep the cave connected, require greatest common
598 	 * divisor of (delta + 1) and room_num to be 1
599 	 */
600 	do {
601 		delta = arc4random_uniform(room_num - 1) + 1;
602 	} while (gcd(room_num, delta + 1) != 1);
603 
604 	for (i = 1; i <= room_num; ++i) {
605 		link = ((i + delta) % room_num) + 1;	/* connection */
606 		cave[i].tunnel[0] = link;		/* forw link */
607 		cave[link].tunnel[1] = i;		/* back link */
608 	}
609 	/* now fill in the rest of the cave with random connections.
610 	 * This is a departure from historical versions of wumpus.
611 	 */
612 	for (i = 1; i <= room_num; i++)
613 		for (j = 2; j < link_num ; j++) {
614 			if (cave[i].tunnel[j] != -1)
615 				continue;
616 try_again:		link = arc4random_uniform(room_num) + 1;
617 			/* skip duplicates */
618 			for (k = 0; k < j; k++)
619 				if (cave[i].tunnel[k] == link)
620 					goto try_again;
621 			/* don't let a room connect to itself */
622 			if (link == i)
623 				goto try_again;
624 			cave[i].tunnel[j] = link;
625 			if (arc4random() % 2 == 1)
626 				continue;
627 			for (k = 0; k < link_num; ++k) {
628 				/* if duplicate, skip it */
629 				if (cave[link].tunnel[k] == i)
630 					k = link_num;
631 				else {
632 					/* if open link, use it, force exit */
633 					if (cave[link].tunnel[k] == -1) {
634 						cave[link].tunnel[k] = i;
635 						k = link_num;
636 					}
637 				}
638 			}
639 		}
640 	/*
641 	 * now that we're done, sort the tunnels in each of the rooms to
642 	 * make it easier on the intrepid adventurer.
643 	 */
644 	for (i = 1; i <= room_num; ++i)
645 		qsort(cave[i].tunnel, (u_int)link_num,
646 		    sizeof(cave[i].tunnel[0]), int_compare);
647 
648 #ifdef DEBUG
649 	if (debug)
650 		for (i = 1; i <= room_num; ++i) {
651 			(void)printf("<room %d  has tunnels to ", i);
652 			for (j = 0; j < link_num; ++j)
653 				(void)printf("%d ", cave[i].tunnel[j]);
654 			(void)printf(">\n");
655 		}
656 #endif
657 }
658 
659 void
660 dodecahedral_cave_init(void)
661 {
662 	int vert[20][3] = {
663 		{1, 4, 7},
664 		{0, 2, 9},
665 		{1, 3, 11},
666 		{2, 4, 13},
667 		{0, 3, 5},
668 		{4, 6, 14},
669 		{5, 7, 16},
670 		{0, 6, 8},
671 		{7, 9, 17},
672 		{1, 8, 10},
673 		{9, 11, 18},
674 		{2, 10, 12},
675 		{11, 13, 19},
676 		{3, 12, 14},
677 		{5, 13, 15},
678 		{14, 16, 19},
679 		{6, 15, 17},
680 		{8, 16, 18},
681 		{10, 17, 19},
682 		{12, 15, 18},
683 	};
684 	int loc[20];
685 	int i, j, temp;
686 
687 	if (room_num != 20 || link_num != 3)
688 		errx(1, "wrong parameters for dodecahedron");
689 	for (i = 0; i < 20; i++)
690 		loc[i] = i;
691 	for (i = 0; i < 20; i++) {
692 		j = arc4random_uniform(20 - i);
693 		if (j) {
694 			temp = loc[i];
695 			loc[i] = loc[i + j];
696 			loc[i + j] = temp;
697 		}
698 	}
699 	/* cave is offset by 1 */
700 	for (i = 0; i < 20; i++) {
701 		for (j = 0; j < 3; j++)
702 			cave[loc[i] + 1].tunnel[j] = loc[vert[i][j]] + 1;
703 	}
704 
705 	/*
706 	 * now that we're done, sort the tunnels in each of the rooms to
707 	 * make it easier on the intrepid adventurer.
708 	 */
709 	for (i = 1; i <= room_num; ++i)
710 		qsort(cave[i].tunnel, (u_int)link_num,
711 		    sizeof(cave[i].tunnel[0]), int_compare);
712 
713 #ifdef DEBUG
714 	if (debug)
715 		for (i = 1; i <= room_num; ++i) {
716 			(void)printf("<room %d  has tunnels to ", i);
717 			for (j = 0; j < link_num; ++j)
718 				(void)printf("%d ", cave[i].tunnel[j]);
719 			(void)printf(">\n");
720 		}
721 #endif
722 }
723 
724 void
725 clear_things_in_cave(void)
726 {
727 	int i;
728 
729 	/*
730 	 * remove bats and pits from the current cave in preparation for us
731 	 * adding new ones via the initialize_things_in_cave() routines.
732 	 */
733 	for (i = 1; i <= room_num; ++i)
734 		cave[i].has_a_bat = cave[i].has_a_pit = 0;
735 }
736 
737 void
738 initialize_things_in_cave(void)
739 {
740 	int i, loc;
741 
742 	/* place some bats, pits, the wumpus, and the player. */
743 	for (i = 0; i < bat_num; ++i) {
744 		do {
745 			loc = arc4random_uniform(room_num) + 1;
746 		} while (cave[loc].has_a_bat);
747 		cave[loc].has_a_bat = 1;
748 #ifdef DEBUG
749 		if (debug)
750 			(void)printf("<bat in room %d>\n", loc);
751 #endif
752 	}
753 
754 	for (i = 0; i < pit_num; ++i) {
755 		do {
756 			loc = arc4random_uniform(room_num) + 1;
757 		} while (cave[loc].has_a_pit || cave[loc].has_a_bat);
758 		/* Above used to be &&;  || makes sense but so does just
759 		 * checking cave[loc].has_a_pit  */
760 		cave[loc].has_a_pit = 1;
761 #ifdef DEBUG
762 		if (debug)
763 			(void)printf("<pit in room %d>\n", loc);
764 #endif
765 	}
766 
767 	wumpus_loc = arc4random_uniform(room_num) + 1;
768 #ifdef DEBUG
769 	if (debug)
770 		(void)printf("<wumpus in room %d>\n", wumpus_loc);
771 #endif
772 
773 	do {
774 		player_loc = arc4random_uniform(room_num) + 1;
775 	} while (player_loc == wumpus_loc || cave[player_loc].has_a_pit ||
776 			cave[player_loc].has_a_bat);
777 	/* Replaced (level == HARD ?
778 	 *  (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0)
779 	 * with bat/pit checks in initial room.  If this is kept there is
780 	 * a slight chance that no room satisfies all four conditions.
781 	 */
782 }
783 
784 int
785 getans(const char *prompt)
786 {
787 	char buf[20];
788 
789 	/*
790 	 * simple routine to ask the yes/no question specified until the user
791 	 * answers yes or no, then return 1 if they said 'yes' and 0 if they
792 	 * answered 'no'.
793 	 */
794 	for (;;) {
795 		(void)printf("%s", prompt);
796 		(void)fflush(stdout);
797 		if (!fgets(buf, sizeof(buf), stdin))
798 			return(0);
799 		if (*buf == 'N' || *buf == 'n')
800 			return(0);
801 		if (*buf == 'Y' || *buf == 'y')
802 			return(1);
803 		(void)printf(
804 "I don't understand your answer; please enter 'y' or 'n'!\n");
805 	}
806 	/* NOTREACHED */
807 }
808 
809 int
810 bats_nearby(void)
811 {
812 	int i;
813 
814 	/* check for bats in the immediate vicinity */
815 	for (i = 0; i < link_num; ++i)
816 		if (cave[cave[player_loc].tunnel[i]].has_a_bat)
817 			return(1);
818 	return(0);
819 }
820 
821 int
822 pit_nearby(void)
823 {
824 	int i;
825 
826 	/* check for pits in the immediate vicinity */
827 	for (i = 0; i < link_num; ++i)
828 		if (cave[cave[player_loc].tunnel[i]].has_a_pit)
829 			return(1);
830 	return(0);
831 }
832 
833 int
834 wump_nearby(void)
835 {
836 	int i, j;
837 
838 	/* check for a wumpus within TWO caves of where we are */
839 	for (i = 0; i < link_num; ++i) {
840 		if (cave[player_loc].tunnel[i] == wumpus_loc)
841 			return(1);
842 		for (j = 0; j < link_num; ++j)
843 			if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
844 			    wumpus_loc)
845 				return(1);
846 	}
847 	return(0);
848 }
849 
850 void
851 move_wump(void)
852 {
853 	wumpus_loc = cave[wumpus_loc].tunnel[arc4random_uniform(link_num)];
854 #ifdef DEBUG
855 	if (debug)
856 		(void)printf("Wumpus moved to room %d\n",wumpus_loc);
857 #endif
858 }
859 
860 int
861 int_compare(const void *a, const void *b)
862 {
863 	return(*(const int *)a < *(const int *)b ? -1 : 1);
864 }
865 
866 void
867 instructions(void)
868 {
869 	const char *pager;
870 	pid_t pid;
871 	int status;
872 	int fd;
873 
874 	/*
875 	 * read the instructions file, if needed, and show the user how to
876 	 * play this game!
877 	 */
878 	if (!getans("Instructions? (y-n) "))
879 		return;
880 
881 	if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1) {
882 		(void)printf(
883 "Sorry, but the instruction file seems to have disappeared in a\n\
884 puff of greasy black smoke! (poof)\n");
885 		return;
886 	}
887 
888 	if (!isatty(1))
889 		pager = "/bin/cat";
890 	else {
891 		if (!(pager = getenv("PAGER")) || (*pager == 0))
892 			pager = _PATH_PAGER;
893 	}
894 	switch (pid = fork()) {
895 	case 0: /* child */
896 		if (dup2(fd, 0) == -1)
897 			err(1, "dup2");
898 		(void)execl(_PATH_BSHELL, "sh", "-c", pager, (char *)NULL);
899 		err(1, "exec sh -c %s", pager);
900 		/* NOT REACHED */
901 	case -1:
902 		err(1, "fork");
903 		/* NOT REACHED */
904 	default:
905 		(void)waitpid(pid, &status, 0);
906 		close(fd);
907 		break;
908 	}
909 }
910 
911 void
912 usage(void)
913 {
914 	(void)fprintf(stderr,
915 	    "usage: wump [-ho] [-a arrows] [-b bats] [-p pits] "
916 	    "[-r rooms] [-t tunnels]\n");
917 	exit(1);
918 }
919 
920 /* messages */
921 void
922 wump_kill(void)
923 {
924 	(void)printf(
925 "*ROAR* *chomp* *snurfle* *chomp*!\n\
926 Much to the delight of the Wumpus, you walk right into his mouth,\n\
927 making you one of the easiest dinners he's ever had!  For you, however,\n\
928 it's a rather unpleasant death.  The only good thing is that it's been\n\
929 so long since the evil Wumpus cleaned his teeth that you immediately\n\
930 pass out from the stench!\n");
931 }
932 
933 void
934 wump_walk_kill(void)
935 {
936 	(void)printf(
937 "Oh dear.  All the commotion has managed to awaken the evil Wumpus, who\n\
938 has chosen to walk into this very room!  Your eyes open wide as they behold\n\
939 the great sucker-footed bulk that is the Wumpus; the mouth of the Wumpus\n\
940 also opens wide as the evil beast beholds dinner.\n\
941 *ROAR* *chomp* *snurfle* *chomp*!\n");
942 }
943 
944 void
945 wump_bat_kill(void)
946 {
947 	(void)printf(
948 "Flap, flap.  The bats fly you right into the room with the evil Wumpus!\n\
949 The Wumpus, seeing a fine dinner flying overhead, takes a swipe at you,\n\
950 and the bats, not wanting to serve as hors d'oeuvres, drop their\n\
951 soon-to-be-dead weight and take off in the way that only bats flying out\n\
952 of a very bad place can.  As you fall towards the large, sharp, and very\n\
953 foul-smelling teeth of the Wumpus, you think, \"Man, this is going to hurt.\"\n\
954 It does.\n");
955 }
956 
957 void
958 kill_wump(void)
959 {
960 	(void)printf(
961 "*thwock!* *groan* *crash*\n\n\
962 A horrible roar fills the cave, and you realize, with a smile, that you\n\
963 have slain the evil Wumpus and won the game!  You don't want to tarry for\n\
964 long, however, because not only is the Wumpus famous, but the stench of\n\
965 dead Wumpus is also quite well known--a stench powerful enough to slay the\n\
966 mightiest adventurer at a single whiff!!\n");
967 }
968 
969 void
970 no_arrows(void)
971 {
972 	(void)printf(
973 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
974 that you've just shot your last arrow (figuratively, too).  Sensing this\n\
975 with its psychic powers, the evil Wumpus rampages through the cave, finds\n\
976 you, and with a mighty *ROAR* eats you alive!\n");
977 }
978 
979 void
980 shoot_self(void)
981 {
982 	(void)printf(
983 "\n*Thwack!*  A sudden piercing feeling informs you that your wild arrow\n\
984 has ricocheted back and wedged in your side, causing extreme agony.  The\n\
985 evil Wumpus, with its psychic powers, realizes this and immediately rushes\n\
986 to your side, not to help, alas, but to EAT YOU!\n\
987 (*CHOMP*)\n");
988 }
989 
990 /*
991  * void
992  * jump(int where)
993  * {
994  * 	(void)printf(
995  * "\nWith a jaunty step you enter the magic tunnel.  As you do, you\n\
996  * notice that the walls are shimmering and glowing.  Suddenly you feel\n\
997  * a very curious, warm sensation and find yourself in room %d!!\n", where);
998  * }
999  */
1000 
1001 void
1002 pit_kill(void)
1003 {
1004 	(void)printf(
1005 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
1006 The whistling sound and updraft as you walked into this room of the\n\
1007 cave apparently weren't enough to clue you in to the presence of the\n\
1008 bottomless pit.  You have a lot of time to reflect on this error as\n\
1009 you fall many miles to the core of the earth.  Look on the bright side;\n\
1010 you can at least find out if Jules Verne was right...\n");
1011 }
1012 
1013 void
1014 pit_kill_bat(void)
1015 {
1016 	(void)printf(
1017 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
1018 It appears the bats have decided to drop you into a bottomless pit.  At\n\
1019 least, that's what the whistling sound and updraft would suggest.  Look on\n\
1020 the bright side; you can at least find out if Jules Verne was right...\n");
1021 }
1022 
1023 void
1024 pit_survive(void)
1025 {
1026 	(void)printf(
1027 "Without conscious thought you grab for the side of the cave and manage\n\
1028 to grasp onto a rocky outcrop.  Beneath your feet stretches the limitless\n\
1029 depths of a bottomless pit!  Rock crumbles beneath your feet!\n");
1030 }
1031