wump.c revision 1.18 1 /* $NetBSD: wump.c,v 1.18 2005/03/21 18:45:18 jwise Exp $ */
2
3 /*
4 * Copyright (c) 1989, 1993
5 * The Regents of the University of California. All rights reserved.
6 * All rights reserved.
7 *
8 * This code is derived from software contributed to Berkeley by
9 * Dave Taylor, of Intuitive Systems.
10 *
11 * Redistribution and use in source and binary forms, with or without
12 * modification, are permitted provided that the following conditions
13 * are met:
14 * 1. Redistributions of source code must retain the above copyright
15 * notice, this list of conditions and the following disclaimer.
16 * 2. Redistributions in binary form must reproduce the above copyright
17 * notice, this list of conditions and the following disclaimer in the
18 * documentation and/or other materials provided with the distribution.
19 * 3. Neither the name of the University nor the names of its contributors
20 * may be used to endorse or promote products derived from this software
21 * without specific prior written permission.
22 *
23 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33 * SUCH DAMAGE.
34 */
35
36 #include <sys/cdefs.h>
37 #ifndef lint
38 __COPYRIGHT("@(#) Copyright (c) 1989, 1993\n\
39 The Regents of the University of California. All rights reserved.\n");
40 #endif /* not lint */
41
42 #ifndef lint
43 #if 0
44 static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
45 #else
46 __RCSID("$NetBSD: wump.c,v 1.18 2005/03/21 18:45:18 jwise Exp $");
47 #endif
48 #endif /* not lint */
49
50 /*
51 * A very new version of the age old favorite Hunt-The-Wumpus game that has
52 * been a part of the BSD distribution of Unix for longer than us old folk
53 * would care to remember.
54 */
55
56 #include <err.h>
57 #include <sys/types.h>
58 #include <sys/file.h>
59 #include <sys/wait.h>
60 #include <stdio.h>
61 #include <stdlib.h>
62 #include <string.h>
63 #include <time.h>
64 #include <unistd.h>
65 #include "pathnames.h"
66
67 /* some defines to spec out what our wumpus cave should look like */
68
69 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
70 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
71
72 #define MAX_ROOMS_IN_CAVE 250
73 #define ROOMS_IN_CAVE 20
74 #define MIN_ROOMS_IN_CAVE 10
75
76 #define LINKS_IN_ROOM 3
77 #define NUMBER_OF_ARROWS 5
78 #define PIT_COUNT 3
79 #define BAT_COUNT 3
80
81 #define EASY 1 /* levels of play */
82 #define HARD 2
83
84 /* some macro definitions for cleaner output */
85
86 #define plural(n) (n == 1 ? "" : "s")
87
88 /* simple cave data structure; +1 so we can index from '1' not '0' */
89 struct room_record {
90 int tunnel[MAX_LINKS_IN_ROOM];
91 int has_a_pit, has_a_bat;
92 } cave[MAX_ROOMS_IN_CAVE+1];
93
94 /*
95 * global variables so we can keep track of where the player is, how
96 * many arrows they still have, where el wumpo is, and so on...
97 */
98 int player_loc = -1; /* player location */
99 int wumpus_loc = -1; /* The Bad Guy location */
100 int level = EASY; /* level of play */
101 int arrows_left; /* arrows unshot */
102
103 #ifdef DEBUG
104 int debug = 0;
105 #endif
106
107 int pit_num = PIT_COUNT; /* # pits in cave */
108 int bat_num = BAT_COUNT; /* # bats */
109 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
110 int link_num = LINKS_IN_ROOM; /* links per room */
111 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
112
113 char answer[20]; /* user input */
114
115 int bats_nearby(void);
116 void cave_init(void);
117 void clear_things_in_cave(void);
118 void display_room_stats(void);
119 int gcd(int, int);
120 int getans(const char *);
121 void initialize_things_in_cave(void);
122 void instructions(void);
123 int int_compare(const void *, const void *);
124 void jump(int);
125 void kill_wump(void);
126 int main(int, char **);
127 int move_to(const char *);
128 void move_wump(void);
129 void no_arrows(void);
130 void pit_kill(void);
131 int pit_nearby(void);
132 void pit_survive(void);
133 int shoot(char *);
134 void shoot_self(void);
135 int take_action(void);
136 void usage(void) __attribute__((__noreturn__));
137 void wump_kill(void);
138 int wump_nearby(void);
139
140 int
141 main(argc, argv)
142 int argc;
143 char **argv;
144 {
145 int c, e=0;
146
147 /* Revoke setgid privileges */
148 setgid(getgid());
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 e=1;
243 break;
244 }
245 } while (!(e = take_action()));
246
247 if (e || !getans("\nCare to play another game? (y-n) "))
248 exit(0);
249 if (getans("In the same cave? (y-n) "))
250 clear_things_in_cave();
251 else
252 cave_init();
253 }
254 /* NOTREACHED */
255 return (0);
256 }
257
258 void
259 display_room_stats()
260 {
261 int i;
262
263 /*
264 * Routine will explain what's going on with the current room, as well
265 * as describe whether there are pits, bats, & wumpii nearby. It's
266 * all pretty mindless, really.
267 */
268 (void)printf(
269 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
270 player_loc, arrows_left, plural(arrows_left));
271
272 if (bats_nearby())
273 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
274 if (pit_nearby())
275 (void)printf("*whoosh* (I feel a draft from some pits).\n");
276 if (wump_nearby())
277 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
278
279 (void)printf("There are tunnels to rooms %d, ",
280 cave[player_loc].tunnel[0]);
281
282 for (i = 1; i < link_num - 1; i++)
283 if (cave[player_loc].tunnel[i] <= room_num)
284 (void)printf("%d, ", cave[player_loc].tunnel[i]);
285 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
286 }
287
288 int
289 take_action()
290 {
291 /*
292 * Do the action specified by the player, either 'm'ove, 's'hoot
293 * or something exceptionally bizarre and strange! Returns 1
294 * iff the player died during this turn, otherwise returns 0.
295 */
296 switch (*answer) {
297 case 'M':
298 case 'm': /* move */
299 return(move_to(answer + 1));
300 case 'S':
301 case 's': /* shoot */
302 return(shoot(answer + 1));
303 case 'Q':
304 case 'q':
305 case 'x':
306 exit(0);
307 case '\n':
308 return(0);
309 }
310 if (random() % 15 == 1)
311 (void)printf("Que pasa?\n");
312 else
313 (void)printf("I don't understand!\n");
314 return(0);
315 }
316
317 int
318 move_to(room_number)
319 const char *room_number;
320 {
321 int i, just_moved_by_bats, next_room, tunnel_available;
322
323 /*
324 * This is responsible for moving the player into another room in the
325 * cave as per their directions. If room_number is a null string,
326 * then we'll prompt the user for the next room to go into. Once
327 * we've moved into the room, we'll check for things like bats, pits,
328 * and so on. This routine returns 1 if something occurs that kills
329 * the player and 0 otherwise...
330 */
331 tunnel_available = just_moved_by_bats = 0;
332 next_room = atoi(room_number);
333
334 /* crap for magic tunnels */
335 if (next_room == room_num + 1 &&
336 cave[player_loc].tunnel[link_num-1] != next_room)
337 ++next_room;
338
339 while (next_room < 1 || next_room > room_num + 1) {
340 if (next_room < 0 && next_room != -1)
341 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
342 if (next_room > room_num + 1)
343 (void)printf("What? The cave surely isn't quite that big!\n");
344 if (next_room == room_num + 1 &&
345 cave[player_loc].tunnel[link_num-1] != next_room) {
346 (void)printf("What? The cave isn't that big!\n");
347 ++next_room;
348 }
349 (void)printf("To which room do you wish to move? ");
350 (void)fflush(stdout);
351 if (!fgets(answer, sizeof(answer), stdin))
352 return(1);
353 next_room = atoi(answer);
354 }
355
356 /* now let's see if we can move to that room or not */
357 tunnel_available = 0;
358 for (i = 0; i < link_num; i++)
359 if (cave[player_loc].tunnel[i] == next_room)
360 tunnel_available = 1;
361
362 if (!tunnel_available) {
363 (void)printf("*Oof!* (You hit the wall)\n");
364 if (random() % 6 == 1) {
365 (void)printf("Your colorful comments awaken the wumpus!\n");
366 move_wump();
367 if (wumpus_loc == player_loc) {
368 wump_kill();
369 return(1);
370 }
371 }
372 return(0);
373 }
374
375 /* now let's move into that room and check it out for dangers */
376 if (next_room == room_num + 1)
377 jump(next_room = (random() % room_num) + 1);
378
379 player_loc = next_room;
380 for (;;) {
381 if (next_room == wumpus_loc) { /* uh oh... */
382 wump_kill();
383 return(1);
384 }
385 if (cave[next_room].has_a_pit) {
386 if (random() % 12 < 2) {
387 pit_survive();
388 return(0);
389 } else {
390 pit_kill();
391 return(1);
392 }
393 }
394
395 if (cave[next_room].has_a_bat) {
396 (void)printf(
397 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
398 just_moved_by_bats ? " again": "");
399 next_room = player_loc = (random() % room_num) + 1;
400 just_moved_by_bats = 1;
401 }
402
403 else
404 break;
405 }
406 return(0);
407 }
408
409 int
410 shoot(room_list)
411 char *room_list;
412 {
413 int chance, next, roomcnt;
414 int j, arrow_location, link, ok;
415 char *p;
416
417 /*
418 * Implement shooting arrows. Arrows are shot by the player indicating
419 * a space-separated list of rooms that the arrow should pass through;
420 * if any of the rooms they specify are not accessible via tunnel from
421 * the room the arrow is in, it will instead fly randomly into another
422 * room. If the player hits the wumpus, this routine will indicate
423 * such. If it misses, this routine will *move* the wumpus one room.
424 * If it's the last arrow, the player then dies... Returns 1 if the
425 * player has won or died, 0 if nothing has happened.
426 */
427 arrow_location = player_loc;
428 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
429 if (!(p = strtok(room_list, " \t\n"))) {
430 if (roomcnt == 1) {
431 (void)printf(
432 "The arrow falls to the ground at your feet!\n");
433 return(0);
434 } else
435 break;
436 }
437 if (roomcnt > 5) {
438 (void)printf(
439 "The arrow wavers in its flight and and can go no further!\n");
440 break;
441 }
442 next = atoi(p);
443 for (j = 0, ok = 0; j < link_num; j++)
444 if (cave[arrow_location].tunnel[j] == next)
445 ok = 1;
446
447 if (ok) {
448 if (next > room_num) {
449 (void)printf(
450 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
451 arrow_location = (random() % room_num) + 1;
452 } else
453 arrow_location = next;
454 } else {
455 link = (random() % link_num);
456 if (link == player_loc)
457 (void)printf(
458 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
459 your room!\n",
460 arrow_location, next);
461 else if (cave[arrow_location].tunnel[link] > room_num)
462 (void)printf(
463 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
464 room %d!\n",
465 cave[arrow_location].tunnel[link]);
466 else
467 (void)printf(
468 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
469 into room %d!\n",
470 arrow_location, next,
471 cave[arrow_location].tunnel[link]);
472 arrow_location = cave[arrow_location].tunnel[link];
473 break;
474 }
475 chance = random() % 10;
476 if (roomcnt == 3 && chance < 2) {
477 (void)printf(
478 "Your bowstring breaks! *twaaaaaang*\n\
479 The arrow is weakly shot and can go no further!\n");
480 break;
481 } else if (roomcnt == 4 && chance < 6) {
482 (void)printf(
483 "The arrow wavers in its flight and and can go no further!\n");
484 break;
485 }
486 }
487
488 /*
489 * now we've gotten into the new room let us see if El Wumpo is
490 * in the same room ... if so we've a HIT and the player WON!
491 */
492 if (arrow_location == wumpus_loc) {
493 kill_wump();
494 return(1);
495 }
496
497 if (arrow_location == player_loc) {
498 shoot_self();
499 return(1);
500 }
501
502 if (!--arrows_left) {
503 no_arrows();
504 return(1);
505 }
506
507 {
508 /* each time you shoot, it's more likely the wumpus moves */
509 static int lastchance = 2;
510
511 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
512 move_wump();
513 if (wumpus_loc == player_loc)
514 wump_kill();
515 lastchance = random() % 3;
516
517 }
518 }
519 return(0);
520 }
521
522 int
523 gcd(a, b)
524 int a, b;
525 {
526 int r;
527
528 r = a % b;
529 if (r == 0)
530 return (b);
531 return (gcd(b, r));
532 }
533
534 void
535 cave_init()
536 {
537 int i, j, k, link;
538 int delta;
539
540 /*
541 * This does most of the interesting work in this program actually!
542 * In this routine we'll initialize the Wumpus cave to have all rooms
543 * linking to all others by stepping through our data structure once,
544 * recording all forward links and backwards links too. The parallel
545 * "linkcount" data structure ensures that no room ends up with more
546 * than three links, regardless of the quality of the random number
547 * generator that we're using.
548 */
549 srandom((int)time((time_t *)0));
550
551 /* initialize the cave first off. */
552 for (i = 1; i <= room_num; ++i)
553 for (j = 0; j < link_num ; ++j)
554 cave[i].tunnel[j] = -1;
555
556 /*
557 * Choose a random 'hop' delta for our guaranteed link.
558 * To keep the cave connected, we need the greatest common divisor
559 * of (delta + 1) and room_num to be 1.
560 */
561 do {
562 delta = (random() % (room_num - 1)) + 1;
563 } while (gcd(room_num, delta + 1) != 1);
564
565 for (i = 1; i <= room_num; ++i) {
566 link = ((i + delta) % room_num) + 1; /* connection */
567 cave[i].tunnel[0] = link; /* forw link */
568 cave[link].tunnel[1] = i; /* back link */
569 }
570 /* now fill in the rest of the cave with random connections */
571 for (i = 1; i <= room_num; i++)
572 for (j = 2; j < link_num ; j++) {
573 if (cave[i].tunnel[j] != -1)
574 continue;
575 try_again: link = (random() % room_num) + 1;
576 /* skip duplicates */
577 for (k = 0; k < j; k++)
578 if (cave[i].tunnel[k] == link)
579 goto try_again;
580 cave[i].tunnel[j] = link;
581 if (random() % 2 == 1)
582 continue;
583 for (k = 0; k < link_num; ++k) {
584 /* if duplicate, skip it */
585 if (cave[link].tunnel[k] == i)
586 k = link_num;
587
588 /* if open link, use it, force exit */
589 if (cave[link].tunnel[k] == -1) {
590 cave[link].tunnel[k] = i;
591 k = link_num;
592 }
593 }
594 }
595 /*
596 * now that we're done, sort the tunnels in each of the rooms to
597 * make it easier on the intrepid adventurer.
598 */
599 for (i = 1; i <= room_num; ++i)
600 qsort(cave[i].tunnel, (u_int)link_num,
601 sizeof(cave[i].tunnel[0]), int_compare);
602
603 #ifdef DEBUG
604 if (debug)
605 for (i = 1; i <= room_num; ++i) {
606 (void)printf("<room %d has tunnels to ", i);
607 for (j = 0; j < link_num; ++j)
608 (void)printf("%d ", cave[i].tunnel[j]);
609 (void)printf(">\n");
610 }
611 #endif
612 }
613
614 void
615 clear_things_in_cave()
616 {
617 int i;
618
619 /*
620 * remove bats and pits from the current cave in preparation for us
621 * adding new ones via the initialize_things_in_cave() routines.
622 */
623 for (i = 1; i <= room_num; ++i)
624 cave[i].has_a_bat = cave[i].has_a_pit = 0;
625 }
626
627 void
628 initialize_things_in_cave()
629 {
630 int i, loc;
631
632 /* place some bats, pits, the wumpus, and the player. */
633 for (i = 0; i < bat_num; ++i) {
634 do {
635 loc = (random() % room_num) + 1;
636 } while (cave[loc].has_a_bat);
637 cave[loc].has_a_bat = 1;
638 #ifdef DEBUG
639 if (debug)
640 (void)printf("<bat in room %d>\n", loc);
641 #endif
642 }
643
644 for (i = 0; i < pit_num; ++i) {
645 do {
646 loc = (random() % room_num) + 1;
647 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
648 cave[loc].has_a_pit = 1;
649 #ifdef DEBUG
650 if (debug)
651 (void)printf("<pit in room %d>\n", loc);
652 #endif
653 }
654
655 wumpus_loc = (random() % room_num) + 1;
656 #ifdef DEBUG
657 if (debug)
658 (void)printf("<wumpus in room %d>\n", loc);
659 #endif
660
661 do {
662 player_loc = (random() % room_num) + 1;
663 } while (player_loc == wumpus_loc || (level == HARD ?
664 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
665 }
666
667 int
668 getans(prompt)
669 const char *prompt;
670 {
671 char buf[20];
672
673 /*
674 * simple routine to ask the yes/no question specified until the user
675 * answers yes or no, then return 1 if they said 'yes' and 0 if they
676 * answered 'no'.
677 */
678 for (;;) {
679 (void)printf("%s", prompt);
680 (void)fflush(stdout);
681 if (!fgets(buf, sizeof(buf), stdin))
682 return(0);
683 if (*buf == 'N' || *buf == 'n')
684 return(0);
685 if (*buf == 'Y' || *buf == 'y')
686 return(1);
687 (void)printf(
688 "I don't understand your answer; please enter 'y' or 'n'!\n");
689 }
690 /* NOTREACHED */
691 }
692
693 int
694 bats_nearby()
695 {
696 int i;
697
698 /* check for bats in the immediate vicinity */
699 for (i = 0; i < link_num; ++i)
700 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
701 return(1);
702 return(0);
703 }
704
705 int
706 pit_nearby()
707 {
708 int i;
709
710 /* check for pits in the immediate vicinity */
711 for (i = 0; i < link_num; ++i)
712 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
713 return(1);
714 return(0);
715 }
716
717 int
718 wump_nearby()
719 {
720 int i, j;
721
722 /* check for a wumpus within TWO caves of where we are */
723 for (i = 0; i < link_num; ++i) {
724 if (cave[player_loc].tunnel[i] == wumpus_loc)
725 return(1);
726 for (j = 0; j < link_num; ++j)
727 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
728 wumpus_loc)
729 return(1);
730 }
731 return(0);
732 }
733
734 void
735 move_wump()
736 {
737 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
738 }
739
740 int
741 int_compare(a, b)
742 const void *a, *b;
743 {
744 return(*(const int *)a < *(const int *)b ? -1 : 1);
745 }
746
747 void
748 instructions()
749 {
750 const char *pager;
751 pid_t pid;
752 int status;
753 int fd;
754
755 /*
756 * read the instructions file, if needed, and show the user how to
757 * play this game!
758 */
759 if (!getans("Instructions? (y-n) "))
760 return;
761
762 if (access(_PATH_WUMPINFO, R_OK)) {
763 (void)printf(
764 "Sorry, but the instruction file seems to have disappeared in a\n\
765 puff of greasy black smoke! (poof)\n");
766 return;
767 }
768
769 if (!isatty(STDOUT_FILENO))
770 pager = "cat";
771 else {
772 if (!(pager = getenv("PAGER")) || (*pager == 0))
773 pager = _PATH_PAGER;
774 }
775 switch (pid = fork()) {
776 case 0: /* child */
777 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
778 err(1, "open %s", _PATH_WUMPINFO);
779 if (dup2(fd, STDIN_FILENO) == -1)
780 err(1, "dup2");
781 (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL);
782 err(1, "exec sh -c %s", pager);
783 case -1:
784 err(1, "fork");
785 default:
786 (void)waitpid(pid, &status, 0);
787 break;
788 }
789 }
790
791 void
792 usage()
793 {
794 (void)fprintf(stderr,
795 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
796 exit(1);
797 }
798
799 /* messages */
800
801 void
802 wump_kill()
803 {
804 (void)printf(
805 "*ROAR* *chomp* *snurfle* *chomp*!\n\
806 Much to the delight of the Wumpus, you walked right into his mouth,\n\
807 making you one of the easiest dinners he's ever had! For you, however,\n\
808 it's a rather unpleasant death. The only good thing is that it's been\n\
809 so long since the evil Wumpus cleaned his teeth that you immediately\n\
810 passed out from the stench!\n");
811 }
812
813 void
814 kill_wump()
815 {
816 (void)printf(
817 "*thwock!* *groan* *crash*\n\n\
818 A horrible roar fills the cave, and you realize, with a smile, that you\n\
819 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
820 long, however, because not only is the Wumpus famous, but the stench of\n\
821 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
822 mightiest adventurer at a single whiff!!\n");
823 }
824
825 void
826 no_arrows()
827 {
828 (void)printf(
829 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
830 that you've just shot your last arrow (figuratively, too). Sensing this\n\
831 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
832 you, and with a mighty *ROAR* eats you alive!\n");
833 }
834
835 void
836 shoot_self()
837 {
838 (void)printf(
839 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
840 of your wild arrow has resulted in it wedging in your side, causing\n\
841 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
842 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
843 (*CHOMP*)\n");
844 }
845
846 void
847 jump(where)
848 int where;
849 {
850 (void)printf(
851 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
852 notice that the walls are shimmering and glowing. Suddenly you feel\n\
853 a very curious, warm sensation and find yourself in room %d!!\n", where);
854 }
855
856 void
857 pit_kill()
858 {
859 (void)printf(
860 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
861 The whistling sound and updraft as you walked into this room of the\n\
862 cave apparently wasn't enough to clue you in to the presence of the\n\
863 bottomless pit. You have a lot of time to reflect on this error as\n\
864 you fall many miles to the core of the earth. Look on the bright side;\n\
865 you can at least find out if Jules Verne was right...\n");
866 }
867
868 void
869 pit_survive()
870 {
871 (void)printf(
872 "Without conscious thought you grab for the side of the cave and manage\n\
873 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
874 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
875 }
876