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
39 static const char copyright[] =
40 "@(#) Copyright (c) 1989, 1993\n\
41 The Regents of the University of California. All rights reserved.\n";
46 static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
48 static const char rcsid[] =
53 * A very new version of the age old favorite Hunt-The-Wumpus game that has
54 * been a part of the BSD distribution of Unix for longer than us old folk
55 * would care to remember.
59 #include <sys/types.h>
66 #include "pathnames.h"
68 /* some defines to spec out what our wumpus cave should look like */
70 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
71 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
73 #define MAX_ROOMS_IN_CAVE 250
74 #define ROOMS_IN_CAVE 20
75 #define MIN_ROOMS_IN_CAVE 10
77 #define LINKS_IN_ROOM 3
78 #define NUMBER_OF_ARROWS 5
82 #define EASY 1 /* levels of play */
85 /* some macro definitions for cleaner output */
87 #define plural(n) (n == 1 ? "" : "s")
89 /* simple cave data structure; +1 so we can index from '1' not '0' */
91 int tunnel[MAX_LINKS_IN_ROOM];
92 int has_a_pit, has_a_bat;
93 } cave[MAX_ROOMS_IN_CAVE+1];
96 * global variables so we can keep track of where the player is, how
97 * many arrows they still have, where el wumpo is, and so on...
99 int player_loc = -1; /* player location */
100 int wumpus_loc = -1; /* The Bad Guy location */
101 int level = EASY; /* level of play */
102 int arrows_left; /* arrows unshot */
108 int pit_num = PIT_COUNT; /* # pits in cave */
109 int bat_num = BAT_COUNT; /* # bats */
110 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
111 int link_num = LINKS_IN_ROOM; /* links per room */
112 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
114 char answer[20]; /* user input */
116 int bats_nearby(void);
117 void cave_init(void);
118 void clear_things_in_cave(void);
119 void display_room_stats __P((void));
120 int getans __P((const char *prompt));
121 void initialize_things_in_cave(void);
122 void instructions(void);
123 int int_compare __P((const void *va, const void *vb));
124 void jump(int where);
125 void kill_wump(void);
126 int move_to __P((char *room_number));
127 void move_wump(void);
128 void no_arrows(void);
130 int pit_nearby(void);
131 void pit_survive(void);
132 int shoot __P((char *room_list));
133 void shoot_self(void);
134 int take_action(void);
136 void wump_kill(void);
137 int wump_nearby(void);
150 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
152 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
156 arrow_num = atoi(optarg);
159 bat_num = atoi(optarg);
170 pit_num = atoi(optarg);
173 room_num = atoi(optarg);
174 if (room_num < MIN_ROOMS_IN_CAVE) {
175 (void)fprintf(stderr,
176 "No self-respecting wumpus would live in such a small cave!\n");
179 if (room_num > MAX_ROOMS_IN_CAVE) {
180 (void)fprintf(stderr,
181 "Even wumpii can't furnish caves that large!\n");
186 link_num = atoi(optarg);
188 (void)fprintf(stderr,
189 "Wumpii like extra doors in their caves!\n");
198 if (link_num > MAX_LINKS_IN_ROOM ||
199 link_num > room_num - (room_num / 4)) {
200 (void)fprintf(stderr,
201 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
206 bat_num += ((random() % (room_num / 2)) + 1);
207 pit_num += ((random() % (room_num / 2)) + 1);
210 if (bat_num > room_num / 2) {
211 (void)fprintf(stderr,
212 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
216 if (pit_num > room_num / 2) {
217 (void)fprintf(stderr,
218 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
225 /* and we're OFF! da dum, da dum, da dum, da dum... */
227 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
228 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
229 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
230 room_num, link_num, bat_num, plural(bat_num), pit_num,
231 plural(pit_num), arrow_num);
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))
242 } while (!take_action());
244 if (!getans("\nCare to play another game? (y-n) "))
246 if (getans("In the same cave? (y-n) "))
247 clear_things_in_cave();
261 * Routine will explain what's going on with the current room, as well
262 * as describe whether there are pits, bats, & wumpii 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");
318 int i, just_moved_by_bats, next_room, tunnel_available;
321 * This is responsible for moving the player into another room in the
322 * cave as per their directions. If room_number is a null string,
323 * then we'll prompt the user for the next room to go into. Once
324 * we've moved into the room, we'll check for things like bats, pits,
325 * and so on. This routine returns 1 if something occurs that kills
326 * the player and 0 otherwise...
328 tunnel_available = just_moved_by_bats = 0;
329 next_room = atoi(room_number);
331 /* crap for magic tunnels */
332 if (next_room == room_num + 1 &&
333 cave[player_loc].tunnel[link_num-1] != next_room)
336 while (next_room < 1 || next_room > room_num + 1) {
337 if (next_room < 0 && next_room != -1)
338 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
339 if (next_room > room_num + 1)
340 (void)printf("What? The cave surely isn't quite that big!\n");
341 if (next_room == room_num + 1 &&
342 cave[player_loc].tunnel[link_num-1] != next_room) {
343 (void)printf("What? The cave isn't that big!\n");
346 (void)printf("To which room do you wish to move? ");
347 (void)fflush(stdout);
348 if (!fgets(answer, sizeof(answer), stdin))
350 next_room = atoi(answer);
353 /* now let's see if we can move to that room or not */
354 tunnel_available = 0;
355 for (i = 0; i < link_num; i++)
356 if (cave[player_loc].tunnel[i] == next_room)
357 tunnel_available = 1;
359 if (!tunnel_available) {
360 (void)printf("*Oof!* (You hit the wall)\n");
361 if (random() % 6 == 1) {
362 (void)printf("Your colorful comments awaken the wumpus!\n");
364 if (wumpus_loc == player_loc) {
372 /* now let's move into that room and check it out for dangers */
373 if (next_room == room_num + 1)
374 jump(next_room = (random() % room_num) + 1);
376 player_loc = next_room;
378 if (next_room == wumpus_loc) { /* uh oh... */
382 if (cave[next_room].has_a_pit) {
383 if (random() % 12 < 2) {
392 if (cave[next_room].has_a_bat) {
394 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
395 just_moved_by_bats ? " again": "");
396 next_room = player_loc = (random() % room_num) + 1;
397 just_moved_by_bats = 1;
410 int chance, next, roomcnt;
411 int j, arrow_location, wumplink, ok;
415 * Implement shooting arrows. Arrows are shot by the player indicating
416 * a space-separated list of rooms that the arrow should pass through;
417 * if any of the rooms they specify are not accessible via tunnel from
418 * the room the arrow is in, it will instead fly randomly into another
419 * room. If the player hits the wumpus, this routine will indicate
420 * such. If it misses, this routine will *move* the wumpus one room.
421 * If it's the last arrow, the player then dies... Returns 1 if the
422 * player has won or died, 0 if nothing has happened.
424 arrow_location = player_loc;
425 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
426 if (!(p = strtok(room_list, " \t\n"))) {
429 "The arrow falls to the ground at your feet!\n");
436 "The arrow wavers in its flight and and can go no further!\n");
440 for (j = 0, ok = 0; j < link_num; j++)
441 if (cave[arrow_location].tunnel[j] == next)
445 if (next > room_num) {
447 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
448 arrow_location = (random() % room_num) + 1;
450 arrow_location = next;
452 wumplink = (random() % link_num);
453 if (wumplink == player_loc)
455 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
457 arrow_location, next);
458 else if (cave[arrow_location].tunnel[wumplink] > room_num)
460 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
462 cave[arrow_location].tunnel[wumplink]);
465 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
467 arrow_location, next,
468 cave[arrow_location].tunnel[wumplink]);
469 arrow_location = cave[arrow_location].tunnel[wumplink];
472 chance = random() % 10;
473 if (roomcnt == 3 && chance < 2) {
475 "Your bowstring breaks! *twaaaaaang*\n\
476 The arrow is weakly shot and can go no further!\n");
478 } else if (roomcnt == 4 && chance < 6) {
480 "The arrow wavers in its flight and and can go no further!\n");
486 * now we've gotten into the new room let us see if El Wumpo is
487 * in the same room ... if so we've a HIT and the player WON!
489 if (arrow_location == wumpus_loc) {
494 if (arrow_location == player_loc) {
499 if (!--arrows_left) {
505 /* each time you shoot, it's more likely the wumpus moves */
506 static int lastchance = 2;
508 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
510 if (wumpus_loc == player_loc)
512 lastchance = random() % 3;
522 int i, j, k, wumplink;
526 * This does most of the interesting work in this program actually!
527 * In this routine we'll initialize the Wumpus cave to have all rooms
528 * linking to all others by stepping through our data structure once,
529 * recording all forward links and backwards links too. The parallel
530 * "linkcount" data structure ensures that no room ends up with more
531 * than three links, regardless of the quality of the random number
532 * generator that we're using.
536 /* initialize the cave first off. */
537 for (i = 1; i <= room_num; ++i)
538 for (j = 0; j < link_num ; ++j)
539 cave[i].tunnel[j] = -1;
541 /* choose a random 'hop' delta for our guaranteed link */
542 while (!(delta = random() % room_num));
544 for (i = 1; i <= room_num; ++i) {
545 wumplink = ((i + delta) % room_num) + 1; /* connection */
546 cave[i].tunnel[0] = wumplink; /* forw link */
547 cave[wumplink].tunnel[1] = i; /* back link */
549 /* now fill in the rest of the cave with random connections */
550 for (i = 1; i <= room_num; i++)
551 for (j = 2; j < link_num ; j++) {
552 if (cave[i].tunnel[j] != -1)
554 try_again: wumplink = (random() % room_num) + 1;
555 /* skip duplicates */
556 for (k = 0; k < j; k++)
557 if (cave[i].tunnel[k] == wumplink)
559 cave[i].tunnel[j] = wumplink;
560 if (random() % 2 == 1)
562 for (k = 0; k < link_num; ++k) {
563 /* if duplicate, skip it */
564 if (cave[wumplink].tunnel[k] == i)
567 /* if open link, use it, force exit */
568 if (cave[wumplink].tunnel[k] == -1) {
569 cave[wumplink].tunnel[k] = i;
575 * now that we're done, sort the tunnels in each of the rooms to
576 * make it easier on the intrepid adventurer.
578 for (i = 1; i <= room_num; ++i)
579 qsort(cave[i].tunnel, (u_int)link_num,
580 sizeof(cave[i].tunnel[0]), int_compare);
584 for (i = 1; i <= room_num; ++i) {
585 (void)printf("<room %d has tunnels to ", i);
586 for (j = 0; j < link_num; ++j)
587 (void)printf("%d ", cave[i].tunnel[j]);
594 clear_things_in_cave()
599 * remove bats and pits from the current cave in preparation for us
600 * adding new ones via the initialize_things_in_cave() routines.
602 for (i = 1; i <= room_num; ++i)
603 cave[i].has_a_bat = cave[i].has_a_pit = 0;
607 initialize_things_in_cave()
611 /* place some bats, pits, the wumpus, and the player. */
612 for (i = 0; i < bat_num; ++i) {
614 loc = (random() % room_num) + 1;
615 } while (cave[loc].has_a_bat);
616 cave[loc].has_a_bat = 1;
619 (void)printf("<bat in room %d>\n", loc);
623 for (i = 0; i < pit_num; ++i) {
625 loc = (random() % room_num) + 1;
626 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
627 cave[loc].has_a_pit = 1;
630 (void)printf("<pit in room %d>\n", loc);
634 wumpus_loc = (random() % room_num) + 1;
637 (void)printf("<wumpus in room %d>\n", loc);
641 player_loc = (random() % room_num) + 1;
642 } while (player_loc == wumpus_loc || (level == HARD ?
643 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
653 * simple routine to ask the yes/no question specified until the user
654 * answers yes or no, then return 1 if they said 'yes' and 0 if they
658 (void)printf("%s", prompt);
659 (void)fflush(stdout);
660 if (!fgets(buf, sizeof(buf), stdin))
662 if (*buf == 'N' || *buf == 'n')
664 if (*buf == 'Y' || *buf == 'y')
667 "I don't understand your answer; please enter 'y' or 'n'!\n");
677 /* check for bats in the immediate vicinity */
678 for (i = 0; i < link_num; ++i)
679 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
689 /* check for pits in the immediate vicinity */
690 for (i = 0; i < link_num; ++i)
691 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
701 /* check for a wumpus within TWO caves of where we are */
702 for (i = 0; i < link_num; ++i) {
703 if (cave[player_loc].tunnel[i] == wumpus_loc)
705 for (j = 0; j < link_num; ++j)
706 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
716 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
728 return(a < b ? -1 : 1);
740 * read the instructions file, if needed, and show the user how to
743 if (!getans("Instructions? (y-n) "))
746 if (access(_PATH_WUMPINFO, R_OK)) {
748 "Sorry, but the instruction file seems to have disappeared in a\n\
749 puff of greasy black smoke! (poof)\n");
756 if (!(pager = getenv("PAGER")) || (*pager == 0))
759 switch (pid = fork()) {
761 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
762 err(1, "open %s", _PATH_WUMPINFO);
763 if (dup2(fd, 0) == -1)
765 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
766 err(1, "exec sh -c %s", pager);
770 (void)waitpid(pid, &status, 0);
778 (void)fprintf(stderr,
779 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
789 "*ROAR* *chomp* *snurfle* *chomp*!\n\
790 Much to the delight of the Wumpus, you walked right into his mouth,\n\
791 making you one of the easiest dinners he's ever had! For you, however,\n\
792 it's a rather unpleasant death. The only good thing is that it's been\n\
793 so long since the evil Wumpus cleaned his teeth that you immediately\n\
794 passed out from the stench!\n");
801 "*thwock!* *groan* *crash*\n\n\
802 A horrible roar fills the cave, and you realize, with a smile, that you\n\
803 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
804 long, however, because not only is the Wumpus famous, but the stench of\n\
805 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
806 mightiest adventurer at a single whiff!!\n");
813 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
814 that you've just shot your last arrow (figuratively, too). Sensing this\n\
815 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
816 you, and with a mighty *ROAR* eats you alive!\n");
823 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
824 of your wild arrow has resulted in it wedging in your side, causing\n\
825 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
826 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
835 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
836 notice that the walls are shimmering and glowing. Suddenly you feel\n\
837 a very curious, warm sensation and find yourself in room %d!!\n", where);
844 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
845 The whistling sound and updraft as you walked into this room of the\n\
846 cave apparently wasn't enough to clue you in to the presence of the\n\
847 bottomless pit. You have a lot of time to reflect on this error as\n\
848 you fall many miles to the core of the earth. Look on the bright side;\n\
849 you can at least find out if Jules Verne was right...\n");
856 "Without conscious thought you grab for the side of the cave and manage\n\
857 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
858 depths of a bottomless pit! Rock crumbles beneath your feet!\n");