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1 /* $NetBSD: wump.c,v 1.8 1999/02/10 01:44:34 hubertf 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 1.8 1999/02/10 01:44:34 hubertf 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 <unistd.h>
68 #include "pathnames.h"
69
70 /* some defines to spec out what our wumpus cave should look like */
71
72 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
73 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
74
75 #define MAX_ROOMS_IN_CAVE 250
76 #define ROOMS_IN_CAVE 20
77 #define MIN_ROOMS_IN_CAVE 10
78
79 #define LINKS_IN_ROOM 3
80 #define NUMBER_OF_ARROWS 5
81 #define PIT_COUNT 3
82 #define BAT_COUNT 3
83
84 #define EASY 1 /* levels of play */
85 #define HARD 2
86
87 /* some macro definitions for cleaner output */
88
89 #define plural(n) (n == 1 ? "" : "s")
90
91 /* simple cave data structure; +1 so we can index from '1' not '0' */
92 struct room_record {
93 int tunnel[MAX_LINKS_IN_ROOM];
94 int has_a_pit, has_a_bat;
95 } cave[MAX_ROOMS_IN_CAVE+1];
96
97 /*
98 * global variables so we can keep track of where the player is, how
99 * many arrows they still have, where el wumpo is, and so on...
100 */
101 int player_loc = -1; /* player location */
102 int wumpus_loc = -1; /* The Bad Guy location */
103 int level = EASY; /* level of play */
104 int arrows_left; /* arrows unshot */
105
106 #ifdef DEBUG
107 int debug = 0;
108 #endif
109
110 int pit_num = PIT_COUNT; /* # pits in cave */
111 int bat_num = BAT_COUNT; /* # bats */
112 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
113 int link_num = LINKS_IN_ROOM; /* links per room */
114 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
115
116 char answer[20]; /* user input */
117
118 int bats_nearby __P((void));
119 void cave_init __P((void));
120 void clear_things_in_cave __P((void));
121 void display_room_stats __P((void));
122 int getans __P((const char *));
123 void initialize_things_in_cave __P((void));
124 void instructions __P((void));
125 int int_compare __P((const void *, const void *));
126 void jump __P((int));
127 void kill_wump __P((void));
128 int main __P((int, char **));
129 int move_to __P((const char *));
130 void move_wump __P((void));
131 void no_arrows __P((void));
132 void pit_kill __P((void));
133 int pit_nearby __P((void));
134 void pit_survive __P((void));
135 int shoot __P((char *));
136 void shoot_self __P((void));
137 int take_action __P((void));
138 void usage __P((void)) __attribute__((__noreturn__));
139 void wump_kill __P((void));
140 int wump_nearby __P((void));
141
142 int
143 main(argc, argv)
144 int argc;
145 char **argv;
146 {
147 int c;
148
149 #ifdef DEBUG
150 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
151 #else
152 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
153 #endif
154 switch (c) {
155 case 'a':
156 arrow_num = atoi(optarg);
157 break;
158 case 'b':
159 bat_num = atoi(optarg);
160 break;
161 #ifdef DEBUG
162 case 'd':
163 debug = 1;
164 break;
165 #endif
166 case 'h':
167 level = HARD;
168 break;
169 case 'p':
170 pit_num = atoi(optarg);
171 break;
172 case 'r':
173 room_num = atoi(optarg);
174 if (room_num < MIN_ROOMS_IN_CAVE) {
175 (void)fprintf(stderr,
176 "No self-respecting wumpus would live in such a small cave!\n");
177 exit(1);
178 }
179 if (room_num > MAX_ROOMS_IN_CAVE) {
180 (void)fprintf(stderr,
181 "Even wumpii can't furnish caves that large!\n");
182 exit(1);
183 }
184 break;
185 case 't':
186 link_num = atoi(optarg);
187 if (link_num < 2) {
188 (void)fprintf(stderr,
189 "Wumpii like extra doors in their caves!\n");
190 exit(1);
191 }
192 break;
193 case '?':
194 default:
195 usage();
196 }
197
198 if (link_num > MAX_LINKS_IN_ROOM ||
199 link_num > room_num - (room_num / 4)) {
200 (void)fprintf(stderr,
201 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
202 exit(1);
203 }
204
205 if (level == HARD) {
206 bat_num += ((random() % (room_num / 2)) + 1);
207 pit_num += ((random() % (room_num / 2)) + 1);
208 }
209
210 if (bat_num > room_num / 2) {
211 (void)fprintf(stderr,
212 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
213 exit(1);
214 }
215
216 if (pit_num > room_num / 2) {
217 (void)fprintf(stderr,
218 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
219 exit(1);
220 }
221
222 instructions();
223 cave_init();
224
225 /* and we're OFF! da dum, da dum, da dum, da dum... */
226 (void)printf(
227 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
228 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
229 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
230 room_num, link_num, bat_num, plural(bat_num), pit_num,
231 plural(pit_num), arrow_num);
232
233 for (;;) {
234 initialize_things_in_cave();
235 arrows_left = arrow_num;
236 do {
237 display_room_stats();
238 (void)printf("Move or shoot? (m-s) ");
239 (void)fflush(stdout);
240 if (!fgets(answer, sizeof(answer), stdin))
241 break;
242 } while (!take_action());
243
244 if (!getans("\nCare to play another game? (y-n) "))
245 exit(0);
246 if (getans("In the same cave? (y-n) "))
247 clear_things_in_cave();
248 else
249 cave_init();
250 }
251 /* NOTREACHED */
252 return (0);
253 }
254
255 void
256 display_room_stats()
257 {
258 int i;
259
260 /*
261 * Routine will explain what's going on with the current room, as well
262 * as describe whether there are pits, bats, & wumpii nearby. It's
263 * all pretty mindless, really.
264 */
265 (void)printf(
266 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
267 player_loc, arrows_left, plural(arrows_left));
268
269 if (bats_nearby())
270 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
271 if (pit_nearby())
272 (void)printf("*whoosh* (I feel a draft from some pits).\n");
273 if (wump_nearby())
274 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
275
276 (void)printf("There are tunnels to rooms %d, ",
277 cave[player_loc].tunnel[0]);
278
279 for (i = 1; i < link_num - 1; i++)
280 if (cave[player_loc].tunnel[i] <= room_num)
281 (void)printf("%d, ", cave[player_loc].tunnel[i]);
282 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
283 }
284
285 int
286 take_action()
287 {
288 /*
289 * Do the action specified by the player, either 'm'ove, 's'hoot
290 * or something exceptionally bizarre and strange! Returns 1
291 * iff the player died during this turn, otherwise returns 0.
292 */
293 switch (*answer) {
294 case 'M':
295 case 'm': /* move */
296 return(move_to(answer + 1));
297 case 'S':
298 case 's': /* shoot */
299 return(shoot(answer + 1));
300 case 'Q':
301 case 'q':
302 case 'x':
303 exit(0);
304 case '\n':
305 return(0);
306 }
307 if (random() % 15 == 1)
308 (void)printf("Que pasa?\n");
309 else
310 (void)printf("I don't understand!\n");
311 return(0);
312 }
313
314 int
315 move_to(room_number)
316 const char *room_number;
317 {
318 int i, just_moved_by_bats, next_room, tunnel_available;
319
320 /*
321 * This is responsible for moving the player into another room in the
322 * cave as per their directions. If room_number is a null string,
323 * then we'll prompt the user for the next room to go into. Once
324 * we've moved into the room, we'll check for things like bats, pits,
325 * and so on. This routine returns 1 if something occurs that kills
326 * the player and 0 otherwise...
327 */
328 tunnel_available = just_moved_by_bats = 0;
329 next_room = atoi(room_number);
330
331 /* crap for magic tunnels */
332 if (next_room == room_num + 1 &&
333 cave[player_loc].tunnel[link_num-1] != next_room)
334 ++next_room;
335
336 while (next_room < 1 || next_room > room_num + 1) {
337 if (next_room < 0 && next_room != -1)
338 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
339 if (next_room > room_num + 1)
340 (void)printf("What? The cave surely isn't quite that big!\n");
341 if (next_room == room_num + 1 &&
342 cave[player_loc].tunnel[link_num-1] != next_room) {
343 (void)printf("What? The cave isn't that big!\n");
344 ++next_room;
345 }
346 (void)printf("To which room do you wish to move? ");
347 (void)fflush(stdout);
348 if (!fgets(answer, sizeof(answer), stdin))
349 return(1);
350 next_room = atoi(answer);
351 }
352
353 /* now let's see if we can move to that room or not */
354 tunnel_available = 0;
355 for (i = 0; i < link_num; i++)
356 if (cave[player_loc].tunnel[i] == next_room)
357 tunnel_available = 1;
358
359 if (!tunnel_available) {
360 (void)printf("*Oof!* (You hit the wall)\n");
361 if (random() % 6 == 1) {
362 (void)printf("Your colorful comments awaken the wumpus!\n");
363 move_wump();
364 if (wumpus_loc == player_loc) {
365 wump_kill();
366 return(1);
367 }
368 }
369 return(0);
370 }
371
372 /* now let's move into that room and check it out for dangers */
373 if (next_room == room_num + 1)
374 jump(next_room = (random() % room_num) + 1);
375
376 player_loc = next_room;
377 for (;;) {
378 if (next_room == wumpus_loc) { /* uh oh... */
379 wump_kill();
380 return(1);
381 }
382 if (cave[next_room].has_a_pit) {
383 if (random() % 12 < 2) {
384 pit_survive();
385 return(0);
386 } else {
387 pit_kill();
388 return(1);
389 }
390 }
391
392 if (cave[next_room].has_a_bat) {
393 (void)printf(
394 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
395 just_moved_by_bats ? " again": "");
396 next_room = player_loc = (random() % room_num) + 1;
397 just_moved_by_bats = 1;
398 }
399
400 else
401 break;
402 }
403 return(0);
404 }
405
406 int
407 shoot(room_list)
408 char *room_list;
409 {
410 int chance, next, roomcnt;
411 int j, arrow_location, link, ok;
412 char *p;
413
414 /*
415 * Implement shooting arrows. Arrows are shot by the player indicating
416 * a space-separated list of rooms that the arrow should pass through;
417 * if any of the rooms they specify are not accessible via tunnel from
418 * the room the arrow is in, it will instead fly randomly into another
419 * room. If the player hits the wumpus, this routine will indicate
420 * such. If it misses, this routine will *move* the wumpus one room.
421 * If it's the last arrow, the player then dies... Returns 1 if the
422 * player has won or died, 0 if nothing has happened.
423 */
424 arrow_location = player_loc;
425 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
426 if (!(p = strtok(room_list, " \t\n"))) {
427 if (roomcnt == 1) {
428 (void)printf(
429 "The arrow falls to the ground at your feet!\n");
430 return(0);
431 } else
432 break;
433 }
434 if (roomcnt > 5) {
435 (void)printf(
436 "The arrow wavers in its flight and and can go no further!\n");
437 break;
438 }
439 next = atoi(p);
440 for (j = 0, ok = 0; j < link_num; j++)
441 if (cave[arrow_location].tunnel[j] == next)
442 ok = 1;
443
444 if (ok) {
445 if (next > room_num) {
446 (void)printf(
447 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
448 arrow_location = (random() % room_num) + 1;
449 } else
450 arrow_location = next;
451 } else {
452 link = (random() % link_num);
453 if (link == player_loc)
454 (void)printf(
455 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
456 your room!\n",
457 arrow_location, next);
458 else if (cave[arrow_location].tunnel[link] > room_num)
459 (void)printf(
460 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
461 room %d!\n",
462 cave[arrow_location].tunnel[link]);
463 else
464 (void)printf(
465 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
466 into room %d!\n",
467 arrow_location, next,
468 cave[arrow_location].tunnel[link]);
469 arrow_location = cave[arrow_location].tunnel[link];
470 break;
471 }
472 chance = random() % 10;
473 if (roomcnt == 3 && chance < 2) {
474 (void)printf(
475 "Your bowstring breaks! *twaaaaaang*\n\
476 The arrow is weakly shot and can go no further!\n");
477 break;
478 } else if (roomcnt == 4 && chance < 6) {
479 (void)printf(
480 "The arrow wavers in its flight and and can go no further!\n");
481 break;
482 }
483 }
484
485 /*
486 * now we've gotten into the new room let us see if El Wumpo is
487 * in the same room ... if so we've a HIT and the player WON!
488 */
489 if (arrow_location == wumpus_loc) {
490 kill_wump();
491 return(1);
492 }
493
494 if (arrow_location == player_loc) {
495 shoot_self();
496 return(1);
497 }
498
499 if (!--arrows_left) {
500 no_arrows();
501 return(1);
502 }
503
504 {
505 /* each time you shoot, it's more likely the wumpus moves */
506 static int lastchance = 2;
507
508 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
509 move_wump();
510 if (wumpus_loc == player_loc)
511 wump_kill();
512 lastchance = random() % 3;
513
514 }
515 }
516 return(0);
517 }
518
519 void
520 cave_init()
521 {
522 int i, j, k, link;
523 int delta;
524
525 /*
526 * This does most of the interesting work in this program actually!
527 * In this routine we'll initialize the Wumpus cave to have all rooms
528 * linking to all others by stepping through our data structure once,
529 * recording all forward links and backwards links too. The parallel
530 * "linkcount" data structure ensures that no room ends up with more
531 * than three links, regardless of the quality of the random number
532 * generator that we're using.
533 */
534 srandom((int)time((time_t *)0));
535
536 /* initialize the cave first off. */
537 for (i = 1; i <= room_num; ++i)
538 for (j = 0; j < link_num ; ++j)
539 cave[i].tunnel[j] = -1;
540
541 /* choose a random 'hop' delta for our guaranteed link */
542 while (!(delta = random() % room_num));
543
544 for (i = 1; i <= room_num; ++i) {
545 link = ((i + delta) % room_num) + 1; /* connection */
546 cave[i].tunnel[0] = link; /* forw link */
547 cave[link].tunnel[1] = i; /* back link */
548 }
549 /* now fill in the rest of the cave with random connections */
550 for (i = 1; i <= room_num; i++)
551 for (j = 2; j < link_num ; j++) {
552 if (cave[i].tunnel[j] != -1)
553 continue;
554 try_again: link = (random() % room_num) + 1;
555 /* skip duplicates */
556 for (k = 0; k < j; k++)
557 if (cave[i].tunnel[k] == link)
558 goto try_again;
559 cave[i].tunnel[j] = link;
560 if (random() % 2 == 1)
561 continue;
562 for (k = 0; k < link_num; ++k) {
563 /* if duplicate, skip it */
564 if (cave[link].tunnel[k] == i)
565 k = link_num;
566
567 /* if open link, use it, force exit */
568 if (cave[link].tunnel[k] == -1) {
569 cave[link].tunnel[k] = i;
570 k = link_num;
571 }
572 }
573 }
574 /*
575 * now that we're done, sort the tunnels in each of the rooms to
576 * make it easier on the intrepid adventurer.
577 */
578 for (i = 1; i <= room_num; ++i)
579 qsort(cave[i].tunnel, (u_int)link_num,
580 sizeof(cave[i].tunnel[0]), int_compare);
581
582 #ifdef DEBUG
583 if (debug)
584 for (i = 1; i <= room_num; ++i) {
585 (void)printf("<room %d has tunnels to ", i);
586 for (j = 0; j < link_num; ++j)
587 (void)printf("%d ", cave[i].tunnel[j]);
588 (void)printf(">\n");
589 }
590 #endif
591 }
592
593 void
594 clear_things_in_cave()
595 {
596 int i;
597
598 /*
599 * remove bats and pits from the current cave in preparation for us
600 * adding new ones via the initialize_things_in_cave() routines.
601 */
602 for (i = 1; i <= room_num; ++i)
603 cave[i].has_a_bat = cave[i].has_a_pit = 0;
604 }
605
606 void
607 initialize_things_in_cave()
608 {
609 int i, loc;
610
611 /* place some bats, pits, the wumpus, and the player. */
612 for (i = 0; i < bat_num; ++i) {
613 do {
614 loc = (random() % room_num) + 1;
615 } while (cave[loc].has_a_bat);
616 cave[loc].has_a_bat = 1;
617 #ifdef DEBUG
618 if (debug)
619 (void)printf("<bat in room %d>\n", loc);
620 #endif
621 }
622
623 for (i = 0; i < pit_num; ++i) {
624 do {
625 loc = (random() % room_num) + 1;
626 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
627 cave[loc].has_a_pit = 1;
628 #ifdef DEBUG
629 if (debug)
630 (void)printf("<pit in room %d>\n", loc);
631 #endif
632 }
633
634 wumpus_loc = (random() % room_num) + 1;
635 #ifdef DEBUG
636 if (debug)
637 (void)printf("<wumpus in room %d>\n", loc);
638 #endif
639
640 do {
641 player_loc = (random() % room_num) + 1;
642 } while (player_loc == wumpus_loc || (level == HARD ?
643 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
644 }
645
646 int
647 getans(prompt)
648 const char *prompt;
649 {
650 char buf[20];
651
652 /*
653 * simple routine to ask the yes/no question specified until the user
654 * answers yes or no, then return 1 if they said 'yes' and 0 if they
655 * answered 'no'.
656 */
657 for (;;) {
658 (void)printf("%s", prompt);
659 (void)fflush(stdout);
660 if (!fgets(buf, sizeof(buf), stdin))
661 return(0);
662 if (*buf == 'N' || *buf == 'n')
663 return(0);
664 if (*buf == 'Y' || *buf == 'y')
665 return(1);
666 (void)printf(
667 "I don't understand your answer; please enter 'y' or 'n'!\n");
668 }
669 /* NOTREACHED */
670 }
671
672 int
673 bats_nearby()
674 {
675 int i;
676
677 /* check for bats in the immediate vicinity */
678 for (i = 0; i < link_num; ++i)
679 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
680 return(1);
681 return(0);
682 }
683
684 int
685 pit_nearby()
686 {
687 int i;
688
689 /* check for pits in the immediate vicinity */
690 for (i = 0; i < link_num; ++i)
691 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
692 return(1);
693 return(0);
694 }
695
696 int
697 wump_nearby()
698 {
699 int i, j;
700
701 /* check for a wumpus within TWO caves of where we are */
702 for (i = 0; i < link_num; ++i) {
703 if (cave[player_loc].tunnel[i] == wumpus_loc)
704 return(1);
705 for (j = 0; j < link_num; ++j)
706 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
707 wumpus_loc)
708 return(1);
709 }
710 return(0);
711 }
712
713 void
714 move_wump()
715 {
716 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
717 }
718
719 int
720 int_compare(a, b)
721 const void *a, *b;
722 {
723 return(*(int *)a < *(int *)b ? -1 : 1);
724 }
725
726 void
727 instructions()
728 {
729 const char *pager;
730 pid_t pid;
731 int status;
732 int fd;
733
734 /*
735 * read the instructions file, if needed, and show the user how to
736 * play this game!
737 */
738 if (!getans("Instructions? (y-n) "))
739 return;
740
741 if (access(_PATH_WUMPINFO, R_OK)) {
742 (void)printf(
743 "Sorry, but the instruction file seems to have disappeared in a\n\
744 puff of greasy black smoke! (poof)\n");
745 return;
746 }
747
748 if (!isatty(1))
749 pager = "cat";
750 else {
751 if (!(pager = getenv("PAGER")) || (*pager == 0))
752 pager = _PATH_PAGER;
753 }
754 switch (pid = fork()) {
755 case 0: /* child */
756 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
757 err(1, "open %s", _PATH_WUMPINFO);
758 if (dup2(fd, 0) == -1)
759 err(1, "dup2");
760 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
761 err(1, "exec sh -c %s", pager);
762 case -1:
763 err(1, "fork");
764 default:
765 (void)waitpid(pid, &status, 0);
766 break;
767 }
768 }
769
770 void
771 usage()
772 {
773 (void)fprintf(stderr,
774 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
775 exit(1);
776 }
777
778 /* messages */
779
780 void
781 wump_kill()
782 {
783 (void)printf(
784 "*ROAR* *chomp* *snurfle* *chomp*!\n\
785 Much to the delight of the Wumpus, you walked right into his mouth,\n\
786 making you one of the easiest dinners he's ever had! For you, however,\n\
787 it's a rather unpleasant death. The only good thing is that it's been\n\
788 so long since the evil Wumpus cleaned his teeth that you immediately\n\
789 passed out from the stench!\n");
790 }
791
792 void
793 kill_wump()
794 {
795 (void)printf(
796 "*thwock!* *groan* *crash*\n\n\
797 A horrible roar fills the cave, and you realize, with a smile, that you\n\
798 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
799 long, however, because not only is the Wumpus famous, but the stench of\n\
800 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
801 mightiest adventurer at a single whiff!!\n");
802 }
803
804 void
805 no_arrows()
806 {
807 (void)printf(
808 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
809 that you've just shot your last arrow (figuratively, too). Sensing this\n\
810 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
811 you, and with a mighty *ROAR* eats you alive!\n");
812 }
813
814 void
815 shoot_self()
816 {
817 (void)printf(
818 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
819 of your wild arrow has resulted in it wedging in your side, causing\n\
820 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
821 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
822 (*CHOMP*)\n");
823 }
824
825 void
826 jump(where)
827 int where;
828 {
829 (void)printf(
830 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
831 notice that the walls are shimmering and glowing. Suddenly you feel\n\
832 a very curious, warm sensation and find yourself in room %d!!\n", where);
833 }
834
835 void
836 pit_kill()
837 {
838 (void)printf(
839 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
840 The whistling sound and updraft as you walked into this room of the\n\
841 cave apparently wasn't enough to clue you in to the presence of the\n\
842 bottomless pit. You have a lot of time to reflect on this error as\n\
843 you fall many miles to the core of the earth. Look on the bright side;\n\
844 you can at least find out if Jules Verne was right...\n");
845 }
846
847 void
848 pit_survive()
849 {
850 (void)printf(
851 "Without conscious thought you grab for the side of the cave and manage\n\
852 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
853 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
854 }