Initial revision

git-svn-id: file:///srv/svn/joey/bsdgames-trunk@5086 a4a2c43b-8ac3-0310-8836-e0e880c912e2
This commit is contained in:
joey
1999-09-08 23:56:51 +00:00
commit 03272d67da
623 changed files with 243457 additions and 0 deletions

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wump/Makefile.bsd Normal file
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# $NetBSD: Makefile,v 1.6 1997/03/24 22:15:51 christos Exp $
# @(#)Makefile 8.1 (Berkeley) 5/31/93
PROG= wump
MAN= wump.6
HIDEGAME=hidegame
FILES=wump.info
FILESDIR=/usr/share/games
.include <bsd.prog.mk>

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# Makefrag - makefile fragment for wump
wump_DIRS := $(GAMESDIR) $(MAN6DIR) $(shell dirname $(WUMP_INFOFILE))
wump_all: wump/wump wump/wump.6 wump/wump.info
wump_install: wump_all
$(INSTALL_BINARY) wump/wump $(INSTALL_PREFIX)$(GAMESDIR)/wump
$(HIDE_GAME) wump
$(INSTALL_DATA) wump/wump.info $(INSTALL_PREFIX)$(WUMP_INFOFILE)
$(INSTALL_MANUAL) wump/wump.6

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wump/pathnames.h.in Normal file
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/* $NetBSD: pathnames.h,v 1.3 1995/04/22 08:19:48 cgd Exp $ */
/*-
* Copyright (c) 1989, 1993
* The Regents of the University of California. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*
* @(#)pathnames.h 8.1 (Berkeley) 5/31/93
*/
#define _PATH_PAGER "@pager@"
#define _PATH_WUMPINFO "@wump_infofile@"

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.\" $NetBSD: wump.6,v 1.5 1997/10/12 03:36:41 lukem Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
.\"
.\" This code is derived from software contributed to Berkeley by
.\" Dave Taylor, of Intuitive Systems.
.\"
.\" Redistribution and use in source and binary forms, with or without
.\" modification, are permitted provided that the following conditions
.\" are met:
.\" 1. Redistributions of source code must retain the above copyright
.\" notice, this list of conditions and the following disclaimer.
.\" 2. Redistributions in binary form must reproduce the above copyright
.\" notice, this list of conditions and the following disclaimer in the
.\" documentation and/or other materials provided with the distribution.
.\" 3. All advertising materials mentioning features or use of this software
.\" must display the following acknowledgement:
.\" This product includes software developed by the University of
.\" California, Berkeley and its contributors.
.\" 4. Neither the name of the University nor the names of its contributors
.\" may be used to endorse or promote products derived from this software
.\" without specific prior written permission.
.\"
.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
.\" SUCH DAMAGE.
.\"
.\" @(#)wump.6 8.1 (Berkeley) 5/31/93
.\"
.Dd May 31, 1993
.Dt WUMP 6
.Os
.Sh NAME
.Nm wump
.Nd hunt the wumpus in an underground cave
.Sh SYNOPSIS
.Nm
.Op Fl h
.Op Fl a Ar arrows
.Op Fl b Ar bats
.Op Fl p Ar pits
.Op Fl r Ar rooms
.Op Fl t Ar tunnels
.Sh DESCRIPTION
The game
.Nm
is based on a fantasy game first presented in the pages of
.Em People's Computer Company
in 1973.
In Hunt the Wumpus you are placed in a cave built of many different rooms,
all interconnected by tunnels.
Your quest is to find and shoot the evil Wumpus that resides elsewhere in
the cave without running into any pits or using up your limited supply of
arrows.
.Pp
The options are as follows:
.Bl -tag -width indent
.It Fl a
Specifies the number of magic arrows the adventurer gets.
The default is five.
.It Fl b
Specifies the number of rooms in the cave which contain bats.
The default is three.
.It Fl h
Play the hard version -- more pits, more bats, and a generally more
dangerous cave.
.It Fl p
Specifies the number of rooms in the cave which contain bottomless pits.
The default is three.
.It Fl r
Specifies the number of rooms in the cave.
The default cave size is twenty-five rooms.
.It Fl t
Specifies the number of tunnels connecting each room in the cave to
another room.
Beware, too many tunnels in a small cave can easily cause it to collapse!
The default cave room has three tunnels to other rooms.
.El
.Pp
While wandering through the cave you'll notice that, while there are tunnels
everywhere, there are some mysterious quirks to the cave topology, including
some tunnels that go from one room to another, but not necessarily back!
Also, most pesky of all are the rooms that are home to large numbers of bats,
which, upon being disturbed, will en masse grab you and move you to another
portion of the cave (including those housing bottomless pits, sure
death for unwary explorers).
.Pp
Fortunately, you're not going into the cave without any weapons or tools,
and in fact your biggest aids are your senses; you can often smell the
rather odiferous Wumpus up to
.Em two
rooms away, and you can always feel the drafts created by the occasional
bottomless pit and hear the rustle of the bats in caves they might be
sleeping within.
.Pp
To kill the wumpus, you'll need to shoot it with one of your magic arrows.
Fortunately, you don't have to be in the same room as the creature, and can
instead shoot the arrow from as far as three or four rooms away!
.Pp
When you shoot an arrow, you do so by typing in a list of rooms that you'd
like it to travel to.
If at any point in its travels it cannot find a tunnel to the room you
specify from the room it's in, it will instead randomly fly down one of the
tunnels, possibly, if you're real unlucky, even flying back into the room
you're in and hitting you!

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/* $NetBSD: wump.c,v 1.7 1998/09/13 15:27:31 hubertf Exp $ */
/*
* Copyright (c) 1989, 1993
* The Regents of the University of California. All rights reserved.
* All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Dave Taylor, of Intuitive Systems.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#include <sys/cdefs.h>
#ifndef lint
__COPYRIGHT("@(#) Copyright (c) 1989, 1993\n\
The Regents of the University of California. All rights reserved.\n");
#endif /* not lint */
#ifndef lint
#if 0
static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: wump.c,v 1.7 1998/09/13 15:27:31 hubertf Exp $");
#endif
#endif /* not lint */
/*
* A very new version of the age old favorite Hunt-The-Wumpus game that has
* been a part of the BSD distribution of Unix for longer than us old folk
* would care to remember.
*/
#include <err.h>
#include <sys/types.h>
#include <sys/file.h>
#include <sys/wait.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#include "pathnames.h"
/* some defines to spec out what our wumpus cave should look like */
#define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
#define MAX_LINKS_IN_ROOM 25 /* a complex cave */
#define MAX_ROOMS_IN_CAVE 250
#define ROOMS_IN_CAVE 20
#define MIN_ROOMS_IN_CAVE 10
#define LINKS_IN_ROOM 3
#define NUMBER_OF_ARROWS 5
#define PIT_COUNT 3
#define BAT_COUNT 3
#define EASY 1 /* levels of play */
#define HARD 2
/* some macro definitions for cleaner output */
#define plural(n) (n == 1 ? "" : "s")
/* simple cave data structure; +1 so we can index from '1' not '0' */
struct room_record {
int tunnel[MAX_LINKS_IN_ROOM];
int has_a_pit, has_a_bat;
} cave[MAX_ROOMS_IN_CAVE+1];
/*
* global variables so we can keep track of where the player is, how
* many arrows they still have, where el wumpo is, and so on...
*/
int player_loc = -1; /* player location */
int wumpus_loc = -1; /* The Bad Guy location */
int level = EASY; /* level of play */
int arrows_left; /* arrows unshot */
#ifdef DEBUG
int debug = 0;
#endif
int pit_num = PIT_COUNT; /* # pits in cave */
int bat_num = BAT_COUNT; /* # bats */
int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
int link_num = LINKS_IN_ROOM; /* links per room */
int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
char answer[20]; /* user input */
int bats_nearby __P((void));
void cave_init __P((void));
void clear_things_in_cave __P((void));
void display_room_stats __P((void));
int getans __P((const char *));
void initialize_things_in_cave __P((void));
void instructions __P((void));
int int_compare __P((const void *, const void *));
void jump __P((int));
void kill_wump __P((void));
int main __P((int, char **));
int move_to __P((const char *));
void move_wump __P((void));
void no_arrows __P((void));
void pit_kill __P((void));
int pit_nearby __P((void));
void pit_survive __P((void));
int shoot __P((char *));
void shoot_self __P((void));
int take_action __P((void));
void usage __P((void)) __attribute__((__noreturn__));
void wump_kill __P((void));
int wump_nearby __P((void));
int
main(argc, argv)
int argc;
char **argv;
{
int c;
/* Revoke setgid privileges */
setregid(getgid(), getgid());
#ifdef DEBUG
while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
#else
while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
#endif
switch (c) {
case 'a':
arrow_num = atoi(optarg);
break;
case 'b':
bat_num = atoi(optarg);
break;
#ifdef DEBUG
case 'd':
debug = 1;
break;
#endif
case 'h':
level = HARD;
break;
case 'p':
pit_num = atoi(optarg);
break;
case 'r':
room_num = atoi(optarg);
if (room_num < MIN_ROOMS_IN_CAVE) {
(void)fprintf(stderr,
"No self-respecting wumpus would live in such a small cave!\n");
exit(1);
}
if (room_num > MAX_ROOMS_IN_CAVE) {
(void)fprintf(stderr,
"Even wumpii can't furnish caves that large!\n");
exit(1);
}
break;
case 't':
link_num = atoi(optarg);
if (link_num < 2) {
(void)fprintf(stderr,
"Wumpii like extra doors in their caves!\n");
exit(1);
}
break;
case '?':
default:
usage();
}
if (link_num > MAX_LINKS_IN_ROOM ||
link_num > room_num - (room_num / 4)) {
(void)fprintf(stderr,
"Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
exit(1);
}
if (level == HARD) {
bat_num += ((random() % (room_num / 2)) + 1);
pit_num += ((random() % (room_num / 2)) + 1);
}
if (bat_num > room_num / 2) {
(void)fprintf(stderr,
"The wumpus refused to enter the cave, claiming it was too crowded!\n");
exit(1);
}
if (pit_num > room_num / 2) {
(void)fprintf(stderr,
"The wumpus refused to enter the cave, claiming it was too dangerous!\n");
exit(1);
}
instructions();
cave_init();
/* and we're OFF! da dum, da dum, da dum, da dum... */
(void)printf(
"\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
room_num, link_num, bat_num, plural(bat_num), pit_num,
plural(pit_num), arrow_num);
for (;;) {
initialize_things_in_cave();
arrows_left = arrow_num;
do {
display_room_stats();
(void)printf("Move or shoot? (m-s) ");
(void)fflush(stdout);
if (!fgets(answer, sizeof(answer), stdin))
break;
} while (!take_action());
if (!getans("\nCare to play another game? (y-n) "))
exit(0);
if (getans("In the same cave? (y-n) "))
clear_things_in_cave();
else
cave_init();
}
/* NOTREACHED */
return (0);
}
void
display_room_stats()
{
int i;
/*
* Routine will explain what's going on with the current room, as well
* as describe whether there are pits, bats, & wumpii nearby. It's
* all pretty mindless, really.
*/
(void)printf(
"\nYou are in room %d of the cave, and have %d arrow%s left.\n",
player_loc, arrows_left, plural(arrows_left));
if (bats_nearby())
(void)printf("*rustle* *rustle* (must be bats nearby)\n");
if (pit_nearby())
(void)printf("*whoosh* (I feel a draft from some pits).\n");
if (wump_nearby())
(void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
(void)printf("There are tunnels to rooms %d, ",
cave[player_loc].tunnel[0]);
for (i = 1; i < link_num - 1; i++)
if (cave[player_loc].tunnel[i] <= room_num)
(void)printf("%d, ", cave[player_loc].tunnel[i]);
(void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
}
int
take_action()
{
/*
* Do the action specified by the player, either 'm'ove, 's'hoot
* or something exceptionally bizarre and strange! Returns 1
* iff the player died during this turn, otherwise returns 0.
*/
switch (*answer) {
case 'M':
case 'm': /* move */
return(move_to(answer + 1));
case 'S':
case 's': /* shoot */
return(shoot(answer + 1));
case 'Q':
case 'q':
case 'x':
exit(0);
case '\n':
return(0);
}
if (random() % 15 == 1)
(void)printf("Que pasa?\n");
else
(void)printf("I don't understand!\n");
return(0);
}
int
move_to(room_number)
const char *room_number;
{
int i, just_moved_by_bats, next_room, tunnel_available;
/*
* This is responsible for moving the player into another room in the
* cave as per their directions. If room_number is a null string,
* then we'll prompt the user for the next room to go into. Once
* we've moved into the room, we'll check for things like bats, pits,
* and so on. This routine returns 1 if something occurs that kills
* the player and 0 otherwise...
*/
tunnel_available = just_moved_by_bats = 0;
next_room = atoi(room_number);
/* crap for magic tunnels */
if (next_room == room_num + 1 &&
cave[player_loc].tunnel[link_num-1] != next_room)
++next_room;
while (next_room < 1 || next_room > room_num + 1) {
if (next_room < 0 && next_room != -1)
(void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
if (next_room > room_num + 1)
(void)printf("What? The cave surely isn't quite that big!\n");
if (next_room == room_num + 1 &&
cave[player_loc].tunnel[link_num-1] != next_room) {
(void)printf("What? The cave isn't that big!\n");
++next_room;
}
(void)printf("To which room do you wish to move? ");
(void)fflush(stdout);
if (!fgets(answer, sizeof(answer), stdin))
return(1);
next_room = atoi(answer);
}
/* now let's see if we can move to that room or not */
tunnel_available = 0;
for (i = 0; i < link_num; i++)
if (cave[player_loc].tunnel[i] == next_room)
tunnel_available = 1;
if (!tunnel_available) {
(void)printf("*Oof!* (You hit the wall)\n");
if (random() % 6 == 1) {
(void)printf("Your colorful comments awaken the wumpus!\n");
move_wump();
if (wumpus_loc == player_loc) {
wump_kill();
return(1);
}
}
return(0);
}
/* now let's move into that room and check it out for dangers */
if (next_room == room_num + 1)
jump(next_room = (random() % room_num) + 1);
player_loc = next_room;
for (;;) {
if (next_room == wumpus_loc) { /* uh oh... */
wump_kill();
return(1);
}
if (cave[next_room].has_a_pit) {
if (random() % 12 < 2) {
pit_survive();
return(0);
} else {
pit_kill();
return(1);
}
}
if (cave[next_room].has_a_bat) {
(void)printf(
"*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
just_moved_by_bats ? " again": "");
next_room = player_loc = (random() % room_num) + 1;
just_moved_by_bats = 1;
}
else
break;
}
return(0);
}
int
shoot(room_list)
char *room_list;
{
int chance, next, roomcnt;
int j, arrow_location, link, ok;
char *p;
/*
* Implement shooting arrows. Arrows are shot by the player indicating
* a space-separated list of rooms that the arrow should pass through;
* if any of the rooms they specify are not accessible via tunnel from
* the room the arrow is in, it will instead fly randomly into another
* room. If the player hits the wumpus, this routine will indicate
* such. If it misses, this routine will *move* the wumpus one room.
* If it's the last arrow, the player then dies... Returns 1 if the
* player has won or died, 0 if nothing has happened.
*/
arrow_location = player_loc;
for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
if (!(p = strtok(room_list, " \t\n"))) {
if (roomcnt == 1) {
(void)printf(
"The arrow falls to the ground at your feet!\n");
return(0);
} else
break;
}
if (roomcnt > 5) {
(void)printf(
"The arrow wavers in its flight and and can go no further!\n");
break;
}
next = atoi(p);
for (j = 0, ok = 0; j < link_num; j++)
if (cave[arrow_location].tunnel[j] == next)
ok = 1;
if (ok) {
if (next > room_num) {
(void)printf(
"A faint gleam tells you the arrow has gone through a magic tunnel!\n");
arrow_location = (random() % room_num) + 1;
} else
arrow_location = next;
} else {
link = (random() % link_num);
if (link == player_loc)
(void)printf(
"*thunk* The arrow can't find a way from %d to %d and flys back into\n\
your room!\n",
arrow_location, next);
else if (cave[arrow_location].tunnel[link] > room_num)
(void)printf(
"*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
room %d!\n",
cave[arrow_location].tunnel[link]);
else
(void)printf(
"*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
into room %d!\n",
arrow_location, next,
cave[arrow_location].tunnel[link]);
arrow_location = cave[arrow_location].tunnel[link];
break;
}
chance = random() % 10;
if (roomcnt == 3 && chance < 2) {
(void)printf(
"Your bowstring breaks! *twaaaaaang*\n\
The arrow is weakly shot and can go no further!\n");
break;
} else if (roomcnt == 4 && chance < 6) {
(void)printf(
"The arrow wavers in its flight and and can go no further!\n");
break;
}
}
/*
* now we've gotten into the new room let us see if El Wumpo is
* in the same room ... if so we've a HIT and the player WON!
*/
if (arrow_location == wumpus_loc) {
kill_wump();
return(1);
}
if (arrow_location == player_loc) {
shoot_self();
return(1);
}
if (!--arrows_left) {
no_arrows();
return(1);
}
{
/* each time you shoot, it's more likely the wumpus moves */
static int lastchance = 2;
if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
move_wump();
if (wumpus_loc == player_loc)
wump_kill();
lastchance = random() % 3;
}
}
return(0);
}
void
cave_init()
{
int i, j, k, link;
int delta;
/*
* This does most of the interesting work in this program actually!
* In this routine we'll initialize the Wumpus cave to have all rooms
* linking to all others by stepping through our data structure once,
* recording all forward links and backwards links too. The parallel
* "linkcount" data structure ensures that no room ends up with more
* than three links, regardless of the quality of the random number
* generator that we're using.
*/
srandom((int)time((time_t *)0));
/* initialize the cave first off. */
for (i = 1; i <= room_num; ++i)
for (j = 0; j < link_num ; ++j)
cave[i].tunnel[j] = -1;
/* choose a random 'hop' delta for our guaranteed link */
while (!(delta = random() % room_num));
for (i = 1; i <= room_num; ++i) {
link = ((i + delta) % room_num) + 1; /* connection */
cave[i].tunnel[0] = link; /* forw link */
cave[link].tunnel[1] = i; /* back link */
}
/* now fill in the rest of the cave with random connections */
for (i = 1; i <= room_num; i++)
for (j = 2; j < link_num ; j++) {
if (cave[i].tunnel[j] != -1)
continue;
try_again: link = (random() % room_num) + 1;
/* skip duplicates */
for (k = 0; k < j; k++)
if (cave[i].tunnel[k] == link)
goto try_again;
cave[i].tunnel[j] = link;
if (random() % 2 == 1)
continue;
for (k = 0; k < link_num; ++k) {
/* if duplicate, skip it */
if (cave[link].tunnel[k] == i)
k = link_num;
/* if open link, use it, force exit */
if (cave[link].tunnel[k] == -1) {
cave[link].tunnel[k] = i;
k = link_num;
}
}
}
/*
* now that we're done, sort the tunnels in each of the rooms to
* make it easier on the intrepid adventurer.
*/
for (i = 1; i <= room_num; ++i)
qsort(cave[i].tunnel, (u_int)link_num,
sizeof(cave[i].tunnel[0]), int_compare);
#ifdef DEBUG
if (debug)
for (i = 1; i <= room_num; ++i) {
(void)printf("<room %d has tunnels to ", i);
for (j = 0; j < link_num; ++j)
(void)printf("%d ", cave[i].tunnel[j]);
(void)printf(">\n");
}
#endif
}
void
clear_things_in_cave()
{
int i;
/*
* remove bats and pits from the current cave in preparation for us
* adding new ones via the initialize_things_in_cave() routines.
*/
for (i = 1; i <= room_num; ++i)
cave[i].has_a_bat = cave[i].has_a_pit = 0;
}
void
initialize_things_in_cave()
{
int i, loc;
/* place some bats, pits, the wumpus, and the player. */
for (i = 0; i < bat_num; ++i) {
do {
loc = (random() % room_num) + 1;
} while (cave[loc].has_a_bat);
cave[loc].has_a_bat = 1;
#ifdef DEBUG
if (debug)
(void)printf("<bat in room %d>\n", loc);
#endif
}
for (i = 0; i < pit_num; ++i) {
do {
loc = (random() % room_num) + 1;
} while (cave[loc].has_a_pit && cave[loc].has_a_bat);
cave[loc].has_a_pit = 1;
#ifdef DEBUG
if (debug)
(void)printf("<pit in room %d>\n", loc);
#endif
}
wumpus_loc = (random() % room_num) + 1;
#ifdef DEBUG
if (debug)
(void)printf("<wumpus in room %d>\n", loc);
#endif
do {
player_loc = (random() % room_num) + 1;
} while (player_loc == wumpus_loc || (level == HARD ?
(link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
}
int
getans(prompt)
const char *prompt;
{
char buf[20];
/*
* simple routine to ask the yes/no question specified until the user
* answers yes or no, then return 1 if they said 'yes' and 0 if they
* answered 'no'.
*/
for (;;) {
(void)printf("%s", prompt);
(void)fflush(stdout);
if (!fgets(buf, sizeof(buf), stdin))
return(0);
if (*buf == 'N' || *buf == 'n')
return(0);
if (*buf == 'Y' || *buf == 'y')
return(1);
(void)printf(
"I don't understand your answer; please enter 'y' or 'n'!\n");
}
/* NOTREACHED */
}
int
bats_nearby()
{
int i;
/* check for bats in the immediate vicinity */
for (i = 0; i < link_num; ++i)
if (cave[cave[player_loc].tunnel[i]].has_a_bat)
return(1);
return(0);
}
int
pit_nearby()
{
int i;
/* check for pits in the immediate vicinity */
for (i = 0; i < link_num; ++i)
if (cave[cave[player_loc].tunnel[i]].has_a_pit)
return(1);
return(0);
}
int
wump_nearby()
{
int i, j;
/* check for a wumpus within TWO caves of where we are */
for (i = 0; i < link_num; ++i) {
if (cave[player_loc].tunnel[i] == wumpus_loc)
return(1);
for (j = 0; j < link_num; ++j)
if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
wumpus_loc)
return(1);
}
return(0);
}
void
move_wump()
{
wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
}
int
int_compare(a, b)
const void *a, *b;
{
return(*(const int *)a < *(const int *)b ? -1 : 1);
}
void
instructions()
{
char *pager;
pid_t pid;
int status;
int fd;
/*
* read the instructions file, if needed, and show the user how to
* play this game!
*/
if (!getans("Instructions? (y-n) "))
return;
if (access(_PATH_WUMPINFO, R_OK)) {
(void)printf(
"Sorry, but the instruction file seems to have disappeared in a\n\
puff of greasy black smoke! (poof)\n");
return;
}
if (!isatty(1))
pager = "cat";
else {
if (!(pager = getenv("PAGER")) || (*pager == 0))
pager = _PATH_PAGER;
}
switch (pid = fork()) {
case 0: /* child */
if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
err(1, "open %s", _PATH_WUMPINFO);
if (dup2(fd, 0) == -1)
err(1, "dup2");
(void)execl("/bin/sh", "sh", "-c", pager, NULL);
err(1, "exec sh -c %s", pager);
case -1:
err(1, "fork");
default:
(void)waitpid(pid, &status, 0);
break;
}
}
void
usage()
{
(void)fprintf(stderr,
"usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
exit(1);
}
/* messages */
void
wump_kill()
{
(void)printf(
"*ROAR* *chomp* *snurfle* *chomp*!\n\
Much to the delight of the Wumpus, you walked right into his mouth,\n\
making you one of the easiest dinners he's ever had! For you, however,\n\
it's a rather unpleasant death. The only good thing is that it's been\n\
so long since the evil Wumpus cleaned his teeth that you immediately\n\
passed out from the stench!\n");
}
void
kill_wump()
{
(void)printf(
"*thwock!* *groan* *crash*\n\n\
A horrible roar fills the cave, and you realize, with a smile, that you\n\
have slain the evil Wumpus and won the game! You don't want to tarry for\n\
long, however, because not only is the Wumpus famous, but the stench of\n\
dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
mightiest adventurer at a single whiff!!\n");
}
void
no_arrows()
{
(void)printf(
"\nYou turn and look at your quiver, and realize with a sinking feeling\n\
that you've just shot your last arrow (figuratively, too). Sensing this\n\
with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
you, and with a mighty *ROAR* eats you alive!\n");
}
void
shoot_self()
{
(void)printf(
"\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
of your wild arrow has resulted in it wedging in your side, causing\n\
extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
(*CHOMP*)\n");
}
void
jump(where)
int where;
{
(void)printf(
"\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
notice that the walls are shimmering and glowing. Suddenly you feel\n\
a very curious, warm sensation and find yourself in room %d!!\n", where);
}
void
pit_kill()
{
(void)printf(
"*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
The whistling sound and updraft as you walked into this room of the\n\
cave apparently wasn't enough to clue you in to the presence of the\n\
bottomless pit. You have a lot of time to reflect on this error as\n\
you fall many miles to the core of the earth. Look on the bright side;\n\
you can at least find out if Jules Verne was right...\n");
}
void
pit_survive()
{
(void)printf(
"Without conscious thought you grab for the side of the cave and manage\n\
to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
depths of a bottomless pit! Rock crumbles beneath your feet!\n");
}

41
wump/wump.info Normal file
View File

@@ -0,0 +1,41 @@
Welcome to the game of Hunt the Wumpus.
The Wumpus typically lives in a cave of twenty rooms, with each room having
three tunnels connecting it to other rooms in the cavern. Caves may vary,
however, depending on options specified when starting the game.
The game has the following hazards for intrepid adventurers to wind their
way through:
Pits -- If you fall into one of the bottomless pits, you find yourself
slung back out on the far side of the Earth and in very poor
shape to continue your quest since you're dead.
Bats -- As with any other cave, the Wumpus cave has bats in residence.
These are a bit more potent, however, and if you stumble into
one of their rooms they will rush up and carry you elsewhere in
the cave.
Wumpus -- If you happen to walk into the room the Wumpus is in you'll find
that he has quite an appetite for young adventurous humans! Not
recommended.
The Wumpus, by the way, is not bothered by the hazards since he has sucker
feet and is too big for a bat to lift. If you try to shoot him and miss,
there's also a chance that he'll up and move himself into another cave,
though by nature the Wumpus is a sedentary creature.
Each turn you may either move or shoot a crooked arrow. Moving is done
simply by specifying "m" for move and the number of the room that you'd
like to move down a tunnel towards. Shooting is done similarly; indicate
that you'd like to shoot one of your magic arrows with an "s" for shoot,
then list a set of connected room numbers through which the deadly shaft
should fly!
If your path for the arrow is incorrect, however, it will flail about in
the room it can't understand and randomly pick a tunnel to continue
through. You might just end up shooting yourself in the foot if you're
not careful! On the other hand, if you shoot the Wumpus you've WON!
Good luck.