wump.c revision 1.14 1 /* $NetBSD: wump.c,v 1.14 2001/08/31 07:16:22 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 1.14 2001/08/31 07:16:22 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 gcd __P((int, int));
124 int getans __P((const char *));
125 void initialize_things_in_cave __P((void));
126 void instructions __P((void));
127 int int_compare __P((const void *, const void *));
128 void jump __P((int));
129 void kill_wump __P((void));
130 int main __P((int, char **));
131 int move_to __P((const char *));
132 void move_wump __P((void));
133 void no_arrows __P((void));
134 void pit_kill __P((void));
135 int pit_nearby __P((void));
136 void pit_survive __P((void));
137 int shoot __P((char *));
138 void shoot_self __P((void));
139 int take_action __P((void));
140 void usage __P((void)) __attribute__((__noreturn__));
141 void wump_kill __P((void));
142 int wump_nearby __P((void));
143
144 int
145 main(argc, argv)
146 int argc;
147 char **argv;
148 {
149 int c;
150
151 /* Revoke setgid privileges */
152 setgid(getgid());
153
154 #ifdef DEBUG
155 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
156 #else
157 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
158 #endif
159 switch (c) {
160 case 'a':
161 arrow_num = atoi(optarg);
162 break;
163 case 'b':
164 bat_num = atoi(optarg);
165 break;
166 #ifdef DEBUG
167 case 'd':
168 debug = 1;
169 break;
170 #endif
171 case 'h':
172 level = HARD;
173 break;
174 case 'p':
175 pit_num = atoi(optarg);
176 break;
177 case 'r':
178 room_num = atoi(optarg);
179 if (room_num < MIN_ROOMS_IN_CAVE) {
180 (void)fprintf(stderr,
181 "No self-respecting wumpus would live in such a small cave!\n");
182 exit(1);
183 }
184 if (room_num > MAX_ROOMS_IN_CAVE) {
185 (void)fprintf(stderr,
186 "Even wumpii can't furnish caves that large!\n");
187 exit(1);
188 }
189 break;
190 case 't':
191 link_num = atoi(optarg);
192 if (link_num < 2) {
193 (void)fprintf(stderr,
194 "Wumpii like extra doors in their caves!\n");
195 exit(1);
196 }
197 break;
198 case '?':
199 default:
200 usage();
201 }
202
203 if (link_num > MAX_LINKS_IN_ROOM ||
204 link_num > room_num - (room_num / 4)) {
205 (void)fprintf(stderr,
206 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
207 exit(1);
208 }
209
210 if (level == HARD) {
211 bat_num += ((random() % (room_num / 2)) + 1);
212 pit_num += ((random() % (room_num / 2)) + 1);
213 }
214
215 if (bat_num > room_num / 2) {
216 (void)fprintf(stderr,
217 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
218 exit(1);
219 }
220
221 if (pit_num > room_num / 2) {
222 (void)fprintf(stderr,
223 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
224 exit(1);
225 }
226
227 instructions();
228 cave_init();
229
230 /* and we're OFF! da dum, da dum, da dum, da dum... */
231 (void)printf(
232 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
233 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
234 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
235 room_num, link_num, bat_num, plural(bat_num), pit_num,
236 plural(pit_num), arrow_num);
237
238 for (;;) {
239 initialize_things_in_cave();
240 arrows_left = arrow_num;
241 do {
242 display_room_stats();
243 (void)printf("Move or shoot? (m-s) ");
244 (void)fflush(stdout);
245 if (!fgets(answer, sizeof(answer), stdin))
246 break;
247 } while (!take_action());
248
249 if (!getans("\nCare to play another game? (y-n) "))
250 exit(0);
251 if (getans("In the same cave? (y-n) "))
252 clear_things_in_cave();
253 else
254 cave_init();
255 }
256 /* NOTREACHED */
257 return (0);
258 }
259
260 void
261 display_room_stats()
262 {
263 int i;
264
265 /*
266 * Routine will explain what's going on with the current room, as well
267 * as describe whether there are pits, bats, & wumpii nearby. It's
268 * all pretty mindless, really.
269 */
270 (void)printf(
271 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
272 player_loc, arrows_left, plural(arrows_left));
273
274 if (bats_nearby())
275 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
276 if (pit_nearby())
277 (void)printf("*whoosh* (I feel a draft from some pits).\n");
278 if (wump_nearby())
279 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
280
281 (void)printf("There are tunnels to rooms %d, ",
282 cave[player_loc].tunnel[0]);
283
284 for (i = 1; i < link_num - 1; i++)
285 if (cave[player_loc].tunnel[i] <= room_num)
286 (void)printf("%d, ", cave[player_loc].tunnel[i]);
287 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
288 }
289
290 int
291 take_action()
292 {
293 /*
294 * Do the action specified by the player, either 'm'ove, 's'hoot
295 * or something exceptionally bizarre and strange! Returns 1
296 * iff the player died during this turn, otherwise returns 0.
297 */
298 switch (*answer) {
299 case 'M':
300 case 'm': /* move */
301 return(move_to(answer + 1));
302 case 'S':
303 case 's': /* shoot */
304 return(shoot(answer + 1));
305 case 'Q':
306 case 'q':
307 case 'x':
308 exit(0);
309 case '\n':
310 return(0);
311 }
312 if (random() % 15 == 1)
313 (void)printf("Que pasa?\n");
314 else
315 (void)printf("I don't understand!\n");
316 return(0);
317 }
318
319 int
320 move_to(room_number)
321 const char *room_number;
322 {
323 int i, just_moved_by_bats, next_room, tunnel_available;
324
325 /*
326 * This is responsible for moving the player into another room in the
327 * cave as per their directions. If room_number is a null string,
328 * then we'll prompt the user for the next room to go into. Once
329 * we've moved into the room, we'll check for things like bats, pits,
330 * and so on. This routine returns 1 if something occurs that kills
331 * the player and 0 otherwise...
332 */
333 tunnel_available = just_moved_by_bats = 0;
334 next_room = atoi(room_number);
335
336 /* crap for magic tunnels */
337 if (next_room == room_num + 1 &&
338 cave[player_loc].tunnel[link_num-1] != next_room)
339 ++next_room;
340
341 while (next_room < 1 || next_room > room_num + 1) {
342 if (next_room < 0 && next_room != -1)
343 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
344 if (next_room > room_num + 1)
345 (void)printf("What? The cave surely isn't quite that big!\n");
346 if (next_room == room_num + 1 &&
347 cave[player_loc].tunnel[link_num-1] != next_room) {
348 (void)printf("What? The cave isn't that big!\n");
349 ++next_room;
350 }
351 (void)printf("To which room do you wish to move? ");
352 (void)fflush(stdout);
353 if (!fgets(answer, sizeof(answer), stdin))
354 return(1);
355 next_room = atoi(answer);
356 }
357
358 /* now let's see if we can move to that room or not */
359 tunnel_available = 0;
360 for (i = 0; i < link_num; i++)
361 if (cave[player_loc].tunnel[i] == next_room)
362 tunnel_available = 1;
363
364 if (!tunnel_available) {
365 (void)printf("*Oof!* (You hit the wall)\n");
366 if (random() % 6 == 1) {
367 (void)printf("Your colorful comments awaken the wumpus!\n");
368 move_wump();
369 if (wumpus_loc == player_loc) {
370 wump_kill();
371 return(1);
372 }
373 }
374 return(0);
375 }
376
377 /* now let's move into that room and check it out for dangers */
378 if (next_room == room_num + 1)
379 jump(next_room = (random() % room_num) + 1);
380
381 player_loc = next_room;
382 for (;;) {
383 if (next_room == wumpus_loc) { /* uh oh... */
384 wump_kill();
385 return(1);
386 }
387 if (cave[next_room].has_a_pit) {
388 if (random() % 12 < 2) {
389 pit_survive();
390 return(0);
391 } else {
392 pit_kill();
393 return(1);
394 }
395 }
396
397 if (cave[next_room].has_a_bat) {
398 (void)printf(
399 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
400 just_moved_by_bats ? " again": "");
401 next_room = player_loc = (random() % room_num) + 1;
402 just_moved_by_bats = 1;
403 }
404
405 else
406 break;
407 }
408 return(0);
409 }
410
411 int
412 shoot(room_list)
413 char *room_list;
414 {
415 int chance, next, roomcnt;
416 int j, arrow_location, link, ok;
417 char *p;
418
419 /*
420 * Implement shooting arrows. Arrows are shot by the player indicating
421 * a space-separated list of rooms that the arrow should pass through;
422 * if any of the rooms they specify are not accessible via tunnel from
423 * the room the arrow is in, it will instead fly randomly into another
424 * room. If the player hits the wumpus, this routine will indicate
425 * such. If it misses, this routine will *move* the wumpus one room.
426 * If it's the last arrow, the player then dies... Returns 1 if the
427 * player has won or died, 0 if nothing has happened.
428 */
429 arrow_location = player_loc;
430 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
431 if (!(p = strtok(room_list, " \t\n"))) {
432 if (roomcnt == 1) {
433 (void)printf(
434 "The arrow falls to the ground at your feet!\n");
435 return(0);
436 } else
437 break;
438 }
439 if (roomcnt > 5) {
440 (void)printf(
441 "The arrow wavers in its flight and and can go no further!\n");
442 break;
443 }
444 next = atoi(p);
445 for (j = 0, ok = 0; j < link_num; j++)
446 if (cave[arrow_location].tunnel[j] == next)
447 ok = 1;
448
449 if (ok) {
450 if (next > room_num) {
451 (void)printf(
452 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
453 arrow_location = (random() % room_num) + 1;
454 } else
455 arrow_location = next;
456 } else {
457 link = (random() % link_num);
458 if (link == player_loc)
459 (void)printf(
460 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
461 your room!\n",
462 arrow_location, next);
463 else if (cave[arrow_location].tunnel[link] > room_num)
464 (void)printf(
465 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
466 room %d!\n",
467 cave[arrow_location].tunnel[link]);
468 else
469 (void)printf(
470 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
471 into room %d!\n",
472 arrow_location, next,
473 cave[arrow_location].tunnel[link]);
474 arrow_location = cave[arrow_location].tunnel[link];
475 break;
476 }
477 chance = random() % 10;
478 if (roomcnt == 3 && chance < 2) {
479 (void)printf(
480 "Your bowstring breaks! *twaaaaaang*\n\
481 The arrow is weakly shot and can go no further!\n");
482 break;
483 } else if (roomcnt == 4 && chance < 6) {
484 (void)printf(
485 "The arrow wavers in its flight and and can go no further!\n");
486 break;
487 }
488 }
489
490 /*
491 * now we've gotten into the new room let us see if El Wumpo is
492 * in the same room ... if so we've a HIT and the player WON!
493 */
494 if (arrow_location == wumpus_loc) {
495 kill_wump();
496 return(1);
497 }
498
499 if (arrow_location == player_loc) {
500 shoot_self();
501 return(1);
502 }
503
504 if (!--arrows_left) {
505 no_arrows();
506 return(1);
507 }
508
509 {
510 /* each time you shoot, it's more likely the wumpus moves */
511 static int lastchance = 2;
512
513 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
514 move_wump();
515 if (wumpus_loc == player_loc)
516 wump_kill();
517 lastchance = random() % 3;
518
519 }
520 }
521 return(0);
522 }
523
524 int
525 gcd(a, b)
526 int a, b;
527 {
528 int r;
529
530 r = a % b;
531 if (r == 0)
532 return (b);
533 return (gcd(b, r));
534 }
535
536 void
537 cave_init()
538 {
539 int i, j, k, link;
540 int delta;
541
542 /*
543 * This does most of the interesting work in this program actually!
544 * In this routine we'll initialize the Wumpus cave to have all rooms
545 * linking to all others by stepping through our data structure once,
546 * recording all forward links and backwards links too. The parallel
547 * "linkcount" data structure ensures that no room ends up with more
548 * than three links, regardless of the quality of the random number
549 * generator that we're using.
550 */
551 srandom((int)time((time_t *)0));
552
553 /* initialize the cave first off. */
554 for (i = 1; i <= room_num; ++i)
555 for (j = 0; j < link_num ; ++j)
556 cave[i].tunnel[j] = -1;
557
558 /*
559 * Choose a random 'hop' delta for our guaranteed link.
560 * To keep the cave connected, we need the greatest common divisor
561 * of (delta + 1) and room_num to be 1.
562 */
563 do {
564 delta = (random() % (room_num - 1)) + 1;
565 } while (gcd(room_num, delta + 1) != 1);
566
567 for (i = 1; i <= room_num; ++i) {
568 link = ((i + delta) % room_num) + 1; /* connection */
569 cave[i].tunnel[0] = link; /* forw link */
570 cave[link].tunnel[1] = i; /* back link */
571 }
572 /* now fill in the rest of the cave with random connections */
573 for (i = 1; i <= room_num; i++)
574 for (j = 2; j < link_num ; j++) {
575 if (cave[i].tunnel[j] != -1)
576 continue;
577 try_again: link = (random() % room_num) + 1;
578 /* skip duplicates */
579 for (k = 0; k < j; k++)
580 if (cave[i].tunnel[k] == link)
581 goto try_again;
582 cave[i].tunnel[j] = link;
583 if (random() % 2 == 1)
584 continue;
585 for (k = 0; k < link_num; ++k) {
586 /* if duplicate, skip it */
587 if (cave[link].tunnel[k] == i)
588 k = link_num;
589
590 /* if open link, use it, force exit */
591 if (cave[link].tunnel[k] == -1) {
592 cave[link].tunnel[k] = i;
593 k = link_num;
594 }
595 }
596 }
597 /*
598 * now that we're done, sort the tunnels in each of the rooms to
599 * make it easier on the intrepid adventurer.
600 */
601 for (i = 1; i <= room_num; ++i)
602 qsort(cave[i].tunnel, (u_int)link_num,
603 sizeof(cave[i].tunnel[0]), int_compare);
604
605 #ifdef DEBUG
606 if (debug)
607 for (i = 1; i <= room_num; ++i) {
608 (void)printf("<room %d has tunnels to ", i);
609 for (j = 0; j < link_num; ++j)
610 (void)printf("%d ", cave[i].tunnel[j]);
611 (void)printf(">\n");
612 }
613 #endif
614 }
615
616 void
617 clear_things_in_cave()
618 {
619 int i;
620
621 /*
622 * remove bats and pits from the current cave in preparation for us
623 * adding new ones via the initialize_things_in_cave() routines.
624 */
625 for (i = 1; i <= room_num; ++i)
626 cave[i].has_a_bat = cave[i].has_a_pit = 0;
627 }
628
629 void
630 initialize_things_in_cave()
631 {
632 int i, loc;
633
634 /* place some bats, pits, the wumpus, and the player. */
635 for (i = 0; i < bat_num; ++i) {
636 do {
637 loc = (random() % room_num) + 1;
638 } while (cave[loc].has_a_bat);
639 cave[loc].has_a_bat = 1;
640 #ifdef DEBUG
641 if (debug)
642 (void)printf("<bat in room %d>\n", loc);
643 #endif
644 }
645
646 for (i = 0; i < pit_num; ++i) {
647 do {
648 loc = (random() % room_num) + 1;
649 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
650 cave[loc].has_a_pit = 1;
651 #ifdef DEBUG
652 if (debug)
653 (void)printf("<pit in room %d>\n", loc);
654 #endif
655 }
656
657 wumpus_loc = (random() % room_num) + 1;
658 #ifdef DEBUG
659 if (debug)
660 (void)printf("<wumpus in room %d>\n", loc);
661 #endif
662
663 do {
664 player_loc = (random() % room_num) + 1;
665 } while (player_loc == wumpus_loc || (level == HARD ?
666 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
667 }
668
669 int
670 getans(prompt)
671 const char *prompt;
672 {
673 char buf[20];
674
675 /*
676 * simple routine to ask the yes/no question specified until the user
677 * answers yes or no, then return 1 if they said 'yes' and 0 if they
678 * answered 'no'.
679 */
680 for (;;) {
681 (void)printf("%s", prompt);
682 (void)fflush(stdout);
683 if (!fgets(buf, sizeof(buf), stdin))
684 return(0);
685 if (*buf == 'N' || *buf == 'n')
686 return(0);
687 if (*buf == 'Y' || *buf == 'y')
688 return(1);
689 (void)printf(
690 "I don't understand your answer; please enter 'y' or 'n'!\n");
691 }
692 /* NOTREACHED */
693 }
694
695 int
696 bats_nearby()
697 {
698 int i;
699
700 /* check for bats in the immediate vicinity */
701 for (i = 0; i < link_num; ++i)
702 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
703 return(1);
704 return(0);
705 }
706
707 int
708 pit_nearby()
709 {
710 int i;
711
712 /* check for pits in the immediate vicinity */
713 for (i = 0; i < link_num; ++i)
714 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
715 return(1);
716 return(0);
717 }
718
719 int
720 wump_nearby()
721 {
722 int i, j;
723
724 /* check for a wumpus within TWO caves of where we are */
725 for (i = 0; i < link_num; ++i) {
726 if (cave[player_loc].tunnel[i] == wumpus_loc)
727 return(1);
728 for (j = 0; j < link_num; ++j)
729 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
730 wumpus_loc)
731 return(1);
732 }
733 return(0);
734 }
735
736 void
737 move_wump()
738 {
739 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
740 }
741
742 int
743 int_compare(a, b)
744 const void *a, *b;
745 {
746 return(*(const int *)a < *(const int *)b ? -1 : 1);
747 }
748
749 void
750 instructions()
751 {
752 const char *pager;
753 pid_t pid;
754 int status;
755 int fd;
756
757 /*
758 * read the instructions file, if needed, and show the user how to
759 * play this game!
760 */
761 if (!getans("Instructions? (y-n) "))
762 return;
763
764 if (access(_PATH_WUMPINFO, R_OK)) {
765 (void)printf(
766 "Sorry, but the instruction file seems to have disappeared in a\n\
767 puff of greasy black smoke! (poof)\n");
768 return;
769 }
770
771 if (!isatty(STDOUT_FILENO))
772 pager = "cat";
773 else {
774 if (!(pager = getenv("PAGER")) || (*pager == 0))
775 pager = _PATH_PAGER;
776 }
777 switch (pid = fork()) {
778 case 0: /* child */
779 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
780 err(1, "open %s", _PATH_WUMPINFO);
781 if (dup2(fd, STDIN_FILENO) == -1)
782 err(1, "dup2");
783 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
784 err(1, "exec sh -c %s", pager);
785 case -1:
786 err(1, "fork");
787 default:
788 (void)waitpid(pid, &status, 0);
789 break;
790 }
791 }
792
793 void
794 usage()
795 {
796 (void)fprintf(stderr,
797 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
798 exit(1);
799 }
800
801 /* messages */
802
803 void
804 wump_kill()
805 {
806 (void)printf(
807 "*ROAR* *chomp* *snurfle* *chomp*!\n\
808 Much to the delight of the Wumpus, you walked right into his mouth,\n\
809 making you one of the easiest dinners he's ever had! For you, however,\n\
810 it's a rather unpleasant death. The only good thing is that it's been\n\
811 so long since the evil Wumpus cleaned his teeth that you immediately\n\
812 passed out from the stench!\n");
813 }
814
815 void
816 kill_wump()
817 {
818 (void)printf(
819 "*thwock!* *groan* *crash*\n\n\
820 A horrible roar fills the cave, and you realize, with a smile, that you\n\
821 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
822 long, however, because not only is the Wumpus famous, but the stench of\n\
823 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
824 mightiest adventurer at a single whiff!!\n");
825 }
826
827 void
828 no_arrows()
829 {
830 (void)printf(
831 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
832 that you've just shot your last arrow (figuratively, too). Sensing this\n\
833 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
834 you, and with a mighty *ROAR* eats you alive!\n");
835 }
836
837 void
838 shoot_self()
839 {
840 (void)printf(
841 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
842 of your wild arrow has resulted in it wedging in your side, causing\n\
843 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
844 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
845 (*CHOMP*)\n");
846 }
847
848 void
849 jump(where)
850 int where;
851 {
852 (void)printf(
853 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
854 notice that the walls are shimmering and glowing. Suddenly you feel\n\
855 a very curious, warm sensation and find yourself in room %d!!\n", where);
856 }
857
858 void
859 pit_kill()
860 {
861 (void)printf(
862 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
863 The whistling sound and updraft as you walked into this room of the\n\
864 cave apparently wasn't enough to clue you in to the presence of the\n\
865 bottomless pit. You have a lot of time to reflect on this error as\n\
866 you fall many miles to the core of the earth. Look on the bright side;\n\
867 you can at least find out if Jules Verne was right...\n");
868 }
869
870 void
871 pit_survive()
872 {
873 (void)printf(
874 "Without conscious thought you grab for the side of the cave and manage\n\
875 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
876 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
877 }
878