wump.c revision 1.10 1 /* $NetBSD: wump.c,v 1.10 1999/09/09 17:30:20 jsm 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. All advertising materials mentioning features or use of this software
20 * must display the following acknowledgement:
21 * This product includes software developed by the University of
22 * California, Berkeley and its contributors.
23 * 4. Neither the name of the University nor the names of its contributors
24 * may be used to endorse or promote products derived from this software
25 * without specific prior written permission.
26 *
27 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
28 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
29 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
30 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
31 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
32 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
33 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
34 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
35 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
36 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
37 * SUCH DAMAGE.
38 */
39
40 #include <sys/cdefs.h>
41 #ifndef lint
42 __COPYRIGHT("@(#) Copyright (c) 1989, 1993\n\
43 The Regents of the University of California. All rights reserved.\n");
44 #endif /* not lint */
45
46 #ifndef lint
47 #if 0
48 static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
49 #else
50 __RCSID("$NetBSD: wump.c,v 1.10 1999/09/09 17:30:20 jsm Exp $");
51 #endif
52 #endif /* not lint */
53
54 /*
55 * A very new version of the age old favorite Hunt-The-Wumpus game that has
56 * been a part of the BSD distribution of Unix for longer than us old folk
57 * would care to remember.
58 */
59
60 #include <err.h>
61 #include <sys/types.h>
62 #include <sys/file.h>
63 #include <sys/wait.h>
64 #include <stdio.h>
65 #include <stdlib.h>
66 #include <string.h>
67 #include <time.h>
68 #include <unistd.h>
69 #include "pathnames.h"
70
71 /* some defines to spec out what our wumpus cave should look like */
72
73 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
74 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
75
76 #define MAX_ROOMS_IN_CAVE 250
77 #define ROOMS_IN_CAVE 20
78 #define MIN_ROOMS_IN_CAVE 10
79
80 #define LINKS_IN_ROOM 3
81 #define NUMBER_OF_ARROWS 5
82 #define PIT_COUNT 3
83 #define BAT_COUNT 3
84
85 #define EASY 1 /* levels of play */
86 #define HARD 2
87
88 /* some macro definitions for cleaner output */
89
90 #define plural(n) (n == 1 ? "" : "s")
91
92 /* simple cave data structure; +1 so we can index from '1' not '0' */
93 struct room_record {
94 int tunnel[MAX_LINKS_IN_ROOM];
95 int has_a_pit, has_a_bat;
96 } cave[MAX_ROOMS_IN_CAVE+1];
97
98 /*
99 * global variables so we can keep track of where the player is, how
100 * many arrows they still have, where el wumpo is, and so on...
101 */
102 int player_loc = -1; /* player location */
103 int wumpus_loc = -1; /* The Bad Guy location */
104 int level = EASY; /* level of play */
105 int arrows_left; /* arrows unshot */
106
107 #ifdef DEBUG
108 int debug = 0;
109 #endif
110
111 int pit_num = PIT_COUNT; /* # pits in cave */
112 int bat_num = BAT_COUNT; /* # bats */
113 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
114 int link_num = LINKS_IN_ROOM; /* links per room */
115 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
116
117 char answer[20]; /* user input */
118
119 int bats_nearby __P((void));
120 void cave_init __P((void));
121 void clear_things_in_cave __P((void));
122 void display_room_stats __P((void));
123 int getans __P((const char *));
124 void initialize_things_in_cave __P((void));
125 void instructions __P((void));
126 int int_compare __P((const void *, const void *));
127 void jump __P((int));
128 void kill_wump __P((void));
129 int main __P((int, char **));
130 int move_to __P((const char *));
131 void move_wump __P((void));
132 void no_arrows __P((void));
133 void pit_kill __P((void));
134 int pit_nearby __P((void));
135 void pit_survive __P((void));
136 int shoot __P((char *));
137 void shoot_self __P((void));
138 int take_action __P((void));
139 void usage __P((void)) __attribute__((__noreturn__));
140 void wump_kill __P((void));
141 int wump_nearby __P((void));
142
143 int
144 main(argc, argv)
145 int argc;
146 char **argv;
147 {
148 int c;
149
150 #ifdef DEBUG
151 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
152 #else
153 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
154 #endif
155 switch (c) {
156 case 'a':
157 arrow_num = atoi(optarg);
158 break;
159 case 'b':
160 bat_num = atoi(optarg);
161 break;
162 #ifdef DEBUG
163 case 'd':
164 debug = 1;
165 break;
166 #endif
167 case 'h':
168 level = HARD;
169 break;
170 case 'p':
171 pit_num = atoi(optarg);
172 break;
173 case 'r':
174 room_num = atoi(optarg);
175 if (room_num < MIN_ROOMS_IN_CAVE) {
176 (void)fprintf(stderr,
177 "No self-respecting wumpus would live in such a small cave!\n");
178 exit(1);
179 }
180 if (room_num > MAX_ROOMS_IN_CAVE) {
181 (void)fprintf(stderr,
182 "Even wumpii can't furnish caves that large!\n");
183 exit(1);
184 }
185 break;
186 case 't':
187 link_num = atoi(optarg);
188 if (link_num < 2) {
189 (void)fprintf(stderr,
190 "Wumpii like extra doors in their caves!\n");
191 exit(1);
192 }
193 break;
194 case '?':
195 default:
196 usage();
197 }
198
199 if (link_num > MAX_LINKS_IN_ROOM ||
200 link_num > room_num - (room_num / 4)) {
201 (void)fprintf(stderr,
202 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
203 exit(1);
204 }
205
206 if (level == HARD) {
207 bat_num += ((random() % (room_num / 2)) + 1);
208 pit_num += ((random() % (room_num / 2)) + 1);
209 }
210
211 if (bat_num > room_num / 2) {
212 (void)fprintf(stderr,
213 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
214 exit(1);
215 }
216
217 if (pit_num > room_num / 2) {
218 (void)fprintf(stderr,
219 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
220 exit(1);
221 }
222
223 instructions();
224 cave_init();
225
226 /* and we're OFF! da dum, da dum, da dum, da dum... */
227 (void)printf(
228 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
229 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
230 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
231 room_num, link_num, bat_num, plural(bat_num), pit_num,
232 plural(pit_num), arrow_num);
233
234 for (;;) {
235 initialize_things_in_cave();
236 arrows_left = arrow_num;
237 do {
238 display_room_stats();
239 (void)printf("Move or shoot? (m-s) ");
240 (void)fflush(stdout);
241 if (!fgets(answer, sizeof(answer), stdin))
242 break;
243 } while (!take_action());
244
245 if (!getans("\nCare to play another game? (y-n) "))
246 exit(0);
247 if (getans("In the same cave? (y-n) "))
248 clear_things_in_cave();
249 else
250 cave_init();
251 }
252 /* NOTREACHED */
253 return (0);
254 }
255
256 void
257 display_room_stats()
258 {
259 int i;
260
261 /*
262 * Routine will explain what's going on with the current room, as well
263 * as describe whether there are pits, bats, & wumpii nearby. It's
264 * all pretty mindless, really.
265 */
266 (void)printf(
267 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
268 player_loc, arrows_left, plural(arrows_left));
269
270 if (bats_nearby())
271 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
272 if (pit_nearby())
273 (void)printf("*whoosh* (I feel a draft from some pits).\n");
274 if (wump_nearby())
275 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
276
277 (void)printf("There are tunnels to rooms %d, ",
278 cave[player_loc].tunnel[0]);
279
280 for (i = 1; i < link_num - 1; i++)
281 if (cave[player_loc].tunnel[i] <= room_num)
282 (void)printf("%d, ", cave[player_loc].tunnel[i]);
283 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
284 }
285
286 int
287 take_action()
288 {
289 /*
290 * Do the action specified by the player, either 'm'ove, 's'hoot
291 * or something exceptionally bizarre and strange! Returns 1
292 * iff the player died during this turn, otherwise returns 0.
293 */
294 switch (*answer) {
295 case 'M':
296 case 'm': /* move */
297 return(move_to(answer + 1));
298 case 'S':
299 case 's': /* shoot */
300 return(shoot(answer + 1));
301 case 'Q':
302 case 'q':
303 case 'x':
304 exit(0);
305 case '\n':
306 return(0);
307 }
308 if (random() % 15 == 1)
309 (void)printf("Que pasa?\n");
310 else
311 (void)printf("I don't understand!\n");
312 return(0);
313 }
314
315 int
316 move_to(room_number)
317 const char *room_number;
318 {
319 int i, just_moved_by_bats, next_room, tunnel_available;
320
321 /*
322 * This is responsible for moving the player into another room in the
323 * cave as per their directions. If room_number is a null string,
324 * then we'll prompt the user for the next room to go into. Once
325 * we've moved into the room, we'll check for things like bats, pits,
326 * and so on. This routine returns 1 if something occurs that kills
327 * the player and 0 otherwise...
328 */
329 tunnel_available = just_moved_by_bats = 0;
330 next_room = atoi(room_number);
331
332 /* crap for magic tunnels */
333 if (next_room == room_num + 1 &&
334 cave[player_loc].tunnel[link_num-1] != next_room)
335 ++next_room;
336
337 while (next_room < 1 || next_room > room_num + 1) {
338 if (next_room < 0 && next_room != -1)
339 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
340 if (next_room > room_num + 1)
341 (void)printf("What? The cave surely isn't quite that big!\n");
342 if (next_room == room_num + 1 &&
343 cave[player_loc].tunnel[link_num-1] != next_room) {
344 (void)printf("What? The cave isn't that big!\n");
345 ++next_room;
346 }
347 (void)printf("To which room do you wish to move? ");
348 (void)fflush(stdout);
349 if (!fgets(answer, sizeof(answer), stdin))
350 return(1);
351 next_room = atoi(answer);
352 }
353
354 /* now let's see if we can move to that room or not */
355 tunnel_available = 0;
356 for (i = 0; i < link_num; i++)
357 if (cave[player_loc].tunnel[i] == next_room)
358 tunnel_available = 1;
359
360 if (!tunnel_available) {
361 (void)printf("*Oof!* (You hit the wall)\n");
362 if (random() % 6 == 1) {
363 (void)printf("Your colorful comments awaken the wumpus!\n");
364 move_wump();
365 if (wumpus_loc == player_loc) {
366 wump_kill();
367 return(1);
368 }
369 }
370 return(0);
371 }
372
373 /* now let's move into that room and check it out for dangers */
374 if (next_room == room_num + 1)
375 jump(next_room = (random() % room_num) + 1);
376
377 player_loc = next_room;
378 for (;;) {
379 if (next_room == wumpus_loc) { /* uh oh... */
380 wump_kill();
381 return(1);
382 }
383 if (cave[next_room].has_a_pit) {
384 if (random() % 12 < 2) {
385 pit_survive();
386 return(0);
387 } else {
388 pit_kill();
389 return(1);
390 }
391 }
392
393 if (cave[next_room].has_a_bat) {
394 (void)printf(
395 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
396 just_moved_by_bats ? " again": "");
397 next_room = player_loc = (random() % room_num) + 1;
398 just_moved_by_bats = 1;
399 }
400
401 else
402 break;
403 }
404 return(0);
405 }
406
407 int
408 shoot(room_list)
409 char *room_list;
410 {
411 int chance, next, roomcnt;
412 int j, arrow_location, link, ok;
413 char *p;
414
415 /*
416 * Implement shooting arrows. Arrows are shot by the player indicating
417 * a space-separated list of rooms that the arrow should pass through;
418 * if any of the rooms they specify are not accessible via tunnel from
419 * the room the arrow is in, it will instead fly randomly into another
420 * room. If the player hits the wumpus, this routine will indicate
421 * such. If it misses, this routine will *move* the wumpus one room.
422 * If it's the last arrow, the player then dies... Returns 1 if the
423 * player has won or died, 0 if nothing has happened.
424 */
425 arrow_location = player_loc;
426 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
427 if (!(p = strtok(room_list, " \t\n"))) {
428 if (roomcnt == 1) {
429 (void)printf(
430 "The arrow falls to the ground at your feet!\n");
431 return(0);
432 } else
433 break;
434 }
435 if (roomcnt > 5) {
436 (void)printf(
437 "The arrow wavers in its flight and and can go no further!\n");
438 break;
439 }
440 next = atoi(p);
441 for (j = 0, ok = 0; j < link_num; j++)
442 if (cave[arrow_location].tunnel[j] == next)
443 ok = 1;
444
445 if (ok) {
446 if (next > room_num) {
447 (void)printf(
448 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
449 arrow_location = (random() % room_num) + 1;
450 } else
451 arrow_location = next;
452 } else {
453 link = (random() % link_num);
454 if (link == player_loc)
455 (void)printf(
456 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
457 your room!\n",
458 arrow_location, next);
459 else if (cave[arrow_location].tunnel[link] > room_num)
460 (void)printf(
461 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
462 room %d!\n",
463 cave[arrow_location].tunnel[link]);
464 else
465 (void)printf(
466 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
467 into room %d!\n",
468 arrow_location, next,
469 cave[arrow_location].tunnel[link]);
470 arrow_location = cave[arrow_location].tunnel[link];
471 break;
472 }
473 chance = random() % 10;
474 if (roomcnt == 3 && chance < 2) {
475 (void)printf(
476 "Your bowstring breaks! *twaaaaaang*\n\
477 The arrow is weakly shot and can go no further!\n");
478 break;
479 } else if (roomcnt == 4 && chance < 6) {
480 (void)printf(
481 "The arrow wavers in its flight and and can go no further!\n");
482 break;
483 }
484 }
485
486 /*
487 * now we've gotten into the new room let us see if El Wumpo is
488 * in the same room ... if so we've a HIT and the player WON!
489 */
490 if (arrow_location == wumpus_loc) {
491 kill_wump();
492 return(1);
493 }
494
495 if (arrow_location == player_loc) {
496 shoot_self();
497 return(1);
498 }
499
500 if (!--arrows_left) {
501 no_arrows();
502 return(1);
503 }
504
505 {
506 /* each time you shoot, it's more likely the wumpus moves */
507 static int lastchance = 2;
508
509 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
510 move_wump();
511 if (wumpus_loc == player_loc)
512 wump_kill();
513 lastchance = random() % 3;
514
515 }
516 }
517 return(0);
518 }
519
520 void
521 cave_init()
522 {
523 int i, j, k, link;
524 int delta;
525
526 /*
527 * This does most of the interesting work in this program actually!
528 * In this routine we'll initialize the Wumpus cave to have all rooms
529 * linking to all others by stepping through our data structure once,
530 * recording all forward links and backwards links too. The parallel
531 * "linkcount" data structure ensures that no room ends up with more
532 * than three links, regardless of the quality of the random number
533 * generator that we're using.
534 */
535 srandom((int)time((time_t *)0));
536
537 /* initialize the cave first off. */
538 for (i = 1; i <= room_num; ++i)
539 for (j = 0; j < link_num ; ++j)
540 cave[i].tunnel[j] = -1;
541
542 /* choose a random 'hop' delta for our guaranteed link */
543 while (!(delta = random() % room_num));
544
545 for (i = 1; i <= room_num; ++i) {
546 link = ((i + delta) % room_num) + 1; /* connection */
547 cave[i].tunnel[0] = link; /* forw link */
548 cave[link].tunnel[1] = i; /* back link */
549 }
550 /* now fill in the rest of the cave with random connections */
551 for (i = 1; i <= room_num; i++)
552 for (j = 2; j < link_num ; j++) {
553 if (cave[i].tunnel[j] != -1)
554 continue;
555 try_again: link = (random() % room_num) + 1;
556 /* skip duplicates */
557 for (k = 0; k < j; k++)
558 if (cave[i].tunnel[k] == link)
559 goto try_again;
560 cave[i].tunnel[j] = link;
561 if (random() % 2 == 1)
562 continue;
563 for (k = 0; k < link_num; ++k) {
564 /* if duplicate, skip it */
565 if (cave[link].tunnel[k] == i)
566 k = link_num;
567
568 /* if open link, use it, force exit */
569 if (cave[link].tunnel[k] == -1) {
570 cave[link].tunnel[k] = i;
571 k = link_num;
572 }
573 }
574 }
575 /*
576 * now that we're done, sort the tunnels in each of the rooms to
577 * make it easier on the intrepid adventurer.
578 */
579 for (i = 1; i <= room_num; ++i)
580 qsort(cave[i].tunnel, (u_int)link_num,
581 sizeof(cave[i].tunnel[0]), int_compare);
582
583 #ifdef DEBUG
584 if (debug)
585 for (i = 1; i <= room_num; ++i) {
586 (void)printf("<room %d has tunnels to ", i);
587 for (j = 0; j < link_num; ++j)
588 (void)printf("%d ", cave[i].tunnel[j]);
589 (void)printf(">\n");
590 }
591 #endif
592 }
593
594 void
595 clear_things_in_cave()
596 {
597 int i;
598
599 /*
600 * remove bats and pits from the current cave in preparation for us
601 * adding new ones via the initialize_things_in_cave() routines.
602 */
603 for (i = 1; i <= room_num; ++i)
604 cave[i].has_a_bat = cave[i].has_a_pit = 0;
605 }
606
607 void
608 initialize_things_in_cave()
609 {
610 int i, loc;
611
612 /* place some bats, pits, the wumpus, and the player. */
613 for (i = 0; i < bat_num; ++i) {
614 do {
615 loc = (random() % room_num) + 1;
616 } while (cave[loc].has_a_bat);
617 cave[loc].has_a_bat = 1;
618 #ifdef DEBUG
619 if (debug)
620 (void)printf("<bat in room %d>\n", loc);
621 #endif
622 }
623
624 for (i = 0; i < pit_num; ++i) {
625 do {
626 loc = (random() % room_num) + 1;
627 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
628 cave[loc].has_a_pit = 1;
629 #ifdef DEBUG
630 if (debug)
631 (void)printf("<pit in room %d>\n", loc);
632 #endif
633 }
634
635 wumpus_loc = (random() % room_num) + 1;
636 #ifdef DEBUG
637 if (debug)
638 (void)printf("<wumpus in room %d>\n", loc);
639 #endif
640
641 do {
642 player_loc = (random() % room_num) + 1;
643 } while (player_loc == wumpus_loc || (level == HARD ?
644 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
645 }
646
647 int
648 getans(prompt)
649 const char *prompt;
650 {
651 char buf[20];
652
653 /*
654 * simple routine to ask the yes/no question specified until the user
655 * answers yes or no, then return 1 if they said 'yes' and 0 if they
656 * answered 'no'.
657 */
658 for (;;) {
659 (void)printf("%s", prompt);
660 (void)fflush(stdout);
661 if (!fgets(buf, sizeof(buf), stdin))
662 return(0);
663 if (*buf == 'N' || *buf == 'n')
664 return(0);
665 if (*buf == 'Y' || *buf == 'y')
666 return(1);
667 (void)printf(
668 "I don't understand your answer; please enter 'y' or 'n'!\n");
669 }
670 /* NOTREACHED */
671 }
672
673 int
674 bats_nearby()
675 {
676 int i;
677
678 /* check for bats in the immediate vicinity */
679 for (i = 0; i < link_num; ++i)
680 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
681 return(1);
682 return(0);
683 }
684
685 int
686 pit_nearby()
687 {
688 int i;
689
690 /* check for pits in the immediate vicinity */
691 for (i = 0; i < link_num; ++i)
692 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
693 return(1);
694 return(0);
695 }
696
697 int
698 wump_nearby()
699 {
700 int i, j;
701
702 /* check for a wumpus within TWO caves of where we are */
703 for (i = 0; i < link_num; ++i) {
704 if (cave[player_loc].tunnel[i] == wumpus_loc)
705 return(1);
706 for (j = 0; j < link_num; ++j)
707 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
708 wumpus_loc)
709 return(1);
710 }
711 return(0);
712 }
713
714 void
715 move_wump()
716 {
717 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
718 }
719
720 int
721 int_compare(a, b)
722 const void *a, *b;
723 {
724 return(*(const int *)a < *(const int *)b ? -1 : 1);
725 }
726
727 void
728 instructions()
729 {
730 const char *pager;
731 pid_t pid;
732 int status;
733 int fd;
734
735 /*
736 * read the instructions file, if needed, and show the user how to
737 * play this game!
738 */
739 if (!getans("Instructions? (y-n) "))
740 return;
741
742 if (access(_PATH_WUMPINFO, R_OK)) {
743 (void)printf(
744 "Sorry, but the instruction file seems to have disappeared in a\n\
745 puff of greasy black smoke! (poof)\n");
746 return;
747 }
748
749 if (!isatty(1))
750 pager = "cat";
751 else {
752 if (!(pager = getenv("PAGER")) || (*pager == 0))
753 pager = _PATH_PAGER;
754 }
755 switch (pid = fork()) {
756 case 0: /* child */
757 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
758 err(1, "open %s", _PATH_WUMPINFO);
759 if (dup2(fd, 0) == -1)
760 err(1, "dup2");
761 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
762 err(1, "exec sh -c %s", pager);
763 case -1:
764 err(1, "fork");
765 default:
766 (void)waitpid(pid, &status, 0);
767 break;
768 }
769 }
770
771 void
772 usage()
773 {
774 (void)fprintf(stderr,
775 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
776 exit(1);
777 }
778
779 /* messages */
780
781 void
782 wump_kill()
783 {
784 (void)printf(
785 "*ROAR* *chomp* *snurfle* *chomp*!\n\
786 Much to the delight of the Wumpus, you walked right into his mouth,\n\
787 making you one of the easiest dinners he's ever had! For you, however,\n\
788 it's a rather unpleasant death. The only good thing is that it's been\n\
789 so long since the evil Wumpus cleaned his teeth that you immediately\n\
790 passed out from the stench!\n");
791 }
792
793 void
794 kill_wump()
795 {
796 (void)printf(
797 "*thwock!* *groan* *crash*\n\n\
798 A horrible roar fills the cave, and you realize, with a smile, that you\n\
799 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
800 long, however, because not only is the Wumpus famous, but the stench of\n\
801 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
802 mightiest adventurer at a single whiff!!\n");
803 }
804
805 void
806 no_arrows()
807 {
808 (void)printf(
809 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
810 that you've just shot your last arrow (figuratively, too). Sensing this\n\
811 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
812 you, and with a mighty *ROAR* eats you alive!\n");
813 }
814
815 void
816 shoot_self()
817 {
818 (void)printf(
819 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
820 of your wild arrow has resulted in it wedging in your side, causing\n\
821 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
822 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
823 (*CHOMP*)\n");
824 }
825
826 void
827 jump(where)
828 int where;
829 {
830 (void)printf(
831 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
832 notice that the walls are shimmering and glowing. Suddenly you feel\n\
833 a very curious, warm sensation and find yourself in room %d!!\n", where);
834 }
835
836 void
837 pit_kill()
838 {
839 (void)printf(
840 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
841 The whistling sound and updraft as you walked into this room of the\n\
842 cave apparently wasn't enough to clue you in to the presence of the\n\
843 bottomless pit. You have a lot of time to reflect on this error as\n\
844 you fall many miles to the core of the earth. Look on the bright side;\n\
845 you can at least find out if Jules Verne was right...\n");
846 }
847
848 void
849 pit_survive()
850 {
851 (void)printf(
852 "Without conscious thought you grab for the side of the cave and manage\n\
853 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
854 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
855 }
856