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Remove unnecessary casts, and add necessary ones for printf arguments.
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1 /* $NetBSD: wump.c,v 1.12 1999/09/12 09:02:24 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 1.12 1999/09/12 09:02:24 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 /* Revoke setgid privileges */
151 setregid(getgid(), getgid());
152
153 #ifdef DEBUG
154 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
155 #else
156 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
157 #endif
158 switch (c) {
159 case 'a':
160 arrow_num = atoi(optarg);
161 break;
162 case 'b':
163 bat_num = atoi(optarg);
164 break;
165 #ifdef DEBUG
166 case 'd':
167 debug = 1;
168 break;
169 #endif
170 case 'h':
171 level = HARD;
172 break;
173 case 'p':
174 pit_num = atoi(optarg);
175 break;
176 case 'r':
177 room_num = atoi(optarg);
178 if (room_num < MIN_ROOMS_IN_CAVE) {
179 (void)fprintf(stderr,
180 "No self-respecting wumpus would live in such a small cave!\n");
181 exit(1);
182 }
183 if (room_num > MAX_ROOMS_IN_CAVE) {
184 (void)fprintf(stderr,
185 "Even wumpii can't furnish caves that large!\n");
186 exit(1);
187 }
188 break;
189 case 't':
190 link_num = atoi(optarg);
191 if (link_num < 2) {
192 (void)fprintf(stderr,
193 "Wumpii like extra doors in their caves!\n");
194 exit(1);
195 }
196 break;
197 case '?':
198 default:
199 usage();
200 }
201
202 if (link_num > MAX_LINKS_IN_ROOM ||
203 link_num > room_num - (room_num / 4)) {
204 (void)fprintf(stderr,
205 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
206 exit(1);
207 }
208
209 if (level == HARD) {
210 bat_num += ((random() % (room_num / 2)) + 1);
211 pit_num += ((random() % (room_num / 2)) + 1);
212 }
213
214 if (bat_num > room_num / 2) {
215 (void)fprintf(stderr,
216 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
217 exit(1);
218 }
219
220 if (pit_num > room_num / 2) {
221 (void)fprintf(stderr,
222 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
223 exit(1);
224 }
225
226 instructions();
227 cave_init();
228
229 /* and we're OFF! da dum, da dum, da dum, da dum... */
230 (void)printf(
231 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
232 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
233 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
234 room_num, link_num, bat_num, plural(bat_num), pit_num,
235 plural(pit_num), arrow_num);
236
237 for (;;) {
238 initialize_things_in_cave();
239 arrows_left = arrow_num;
240 do {
241 display_room_stats();
242 (void)printf("Move or shoot? (m-s) ");
243 (void)fflush(stdout);
244 if (!fgets(answer, sizeof(answer), stdin))
245 break;
246 } while (!take_action());
247
248 if (!getans("\nCare to play another game? (y-n) "))
249 exit(0);
250 if (getans("In the same cave? (y-n) "))
251 clear_things_in_cave();
252 else
253 cave_init();
254 }
255 /* NOTREACHED */
256 return (0);
257 }
258
259 void
260 display_room_stats()
261 {
262 int i;
263
264 /*
265 * Routine will explain what's going on with the current room, as well
266 * as describe whether there are pits, bats, & wumpii nearby. It's
267 * all pretty mindless, really.
268 */
269 (void)printf(
270 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
271 player_loc, arrows_left, plural(arrows_left));
272
273 if (bats_nearby())
274 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
275 if (pit_nearby())
276 (void)printf("*whoosh* (I feel a draft from some pits).\n");
277 if (wump_nearby())
278 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
279
280 (void)printf("There are tunnels to rooms %d, ",
281 cave[player_loc].tunnel[0]);
282
283 for (i = 1; i < link_num - 1; i++)
284 if (cave[player_loc].tunnel[i] <= room_num)
285 (void)printf("%d, ", cave[player_loc].tunnel[i]);
286 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
287 }
288
289 int
290 take_action()
291 {
292 /*
293 * Do the action specified by the player, either 'm'ove, 's'hoot
294 * or something exceptionally bizarre and strange! Returns 1
295 * iff the player died during this turn, otherwise returns 0.
296 */
297 switch (*answer) {
298 case 'M':
299 case 'm': /* move */
300 return(move_to(answer + 1));
301 case 'S':
302 case 's': /* shoot */
303 return(shoot(answer + 1));
304 case 'Q':
305 case 'q':
306 case 'x':
307 exit(0);
308 case '\n':
309 return(0);
310 }
311 if (random() % 15 == 1)
312 (void)printf("Que pasa?\n");
313 else
314 (void)printf("I don't understand!\n");
315 return(0);
316 }
317
318 int
319 move_to(room_number)
320 const char *room_number;
321 {
322 int i, just_moved_by_bats, next_room, tunnel_available;
323
324 /*
325 * This is responsible for moving the player into another room in the
326 * cave as per their directions. If room_number is a null string,
327 * then we'll prompt the user for the next room to go into. Once
328 * we've moved into the room, we'll check for things like bats, pits,
329 * and so on. This routine returns 1 if something occurs that kills
330 * the player and 0 otherwise...
331 */
332 tunnel_available = just_moved_by_bats = 0;
333 next_room = atoi(room_number);
334
335 /* crap for magic tunnels */
336 if (next_room == room_num + 1 &&
337 cave[player_loc].tunnel[link_num-1] != next_room)
338 ++next_room;
339
340 while (next_room < 1 || next_room > room_num + 1) {
341 if (next_room < 0 && next_room != -1)
342 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
343 if (next_room > room_num + 1)
344 (void)printf("What? The cave surely isn't quite that big!\n");
345 if (next_room == room_num + 1 &&
346 cave[player_loc].tunnel[link_num-1] != next_room) {
347 (void)printf("What? The cave isn't that big!\n");
348 ++next_room;
349 }
350 (void)printf("To which room do you wish to move? ");
351 (void)fflush(stdout);
352 if (!fgets(answer, sizeof(answer), stdin))
353 return(1);
354 next_room = atoi(answer);
355 }
356
357 /* now let's see if we can move to that room or not */
358 tunnel_available = 0;
359 for (i = 0; i < link_num; i++)
360 if (cave[player_loc].tunnel[i] == next_room)
361 tunnel_available = 1;
362
363 if (!tunnel_available) {
364 (void)printf("*Oof!* (You hit the wall)\n");
365 if (random() % 6 == 1) {
366 (void)printf("Your colorful comments awaken the wumpus!\n");
367 move_wump();
368 if (wumpus_loc == player_loc) {
369 wump_kill();
370 return(1);
371 }
372 }
373 return(0);
374 }
375
376 /* now let's move into that room and check it out for dangers */
377 if (next_room == room_num + 1)
378 jump(next_room = (random() % room_num) + 1);
379
380 player_loc = next_room;
381 for (;;) {
382 if (next_room == wumpus_loc) { /* uh oh... */
383 wump_kill();
384 return(1);
385 }
386 if (cave[next_room].has_a_pit) {
387 if (random() % 12 < 2) {
388 pit_survive();
389 return(0);
390 } else {
391 pit_kill();
392 return(1);
393 }
394 }
395
396 if (cave[next_room].has_a_bat) {
397 (void)printf(
398 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
399 just_moved_by_bats ? " again": "");
400 next_room = player_loc = (random() % room_num) + 1;
401 just_moved_by_bats = 1;
402 }
403
404 else
405 break;
406 }
407 return(0);
408 }
409
410 int
411 shoot(room_list)
412 char *room_list;
413 {
414 int chance, next, roomcnt;
415 int j, arrow_location, link, ok;
416 char *p;
417
418 /*
419 * Implement shooting arrows. Arrows are shot by the player indicating
420 * a space-separated list of rooms that the arrow should pass through;
421 * if any of the rooms they specify are not accessible via tunnel from
422 * the room the arrow is in, it will instead fly randomly into another
423 * room. If the player hits the wumpus, this routine will indicate
424 * such. If it misses, this routine will *move* the wumpus one room.
425 * If it's the last arrow, the player then dies... Returns 1 if the
426 * player has won or died, 0 if nothing has happened.
427 */
428 arrow_location = player_loc;
429 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
430 if (!(p = strtok(room_list, " \t\n"))) {
431 if (roomcnt == 1) {
432 (void)printf(
433 "The arrow falls to the ground at your feet!\n");
434 return(0);
435 } else
436 break;
437 }
438 if (roomcnt > 5) {
439 (void)printf(
440 "The arrow wavers in its flight and and can go no further!\n");
441 break;
442 }
443 next = atoi(p);
444 for (j = 0, ok = 0; j < link_num; j++)
445 if (cave[arrow_location].tunnel[j] == next)
446 ok = 1;
447
448 if (ok) {
449 if (next > room_num) {
450 (void)printf(
451 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
452 arrow_location = (random() % room_num) + 1;
453 } else
454 arrow_location = next;
455 } else {
456 link = (random() % link_num);
457 if (link == player_loc)
458 (void)printf(
459 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
460 your room!\n",
461 arrow_location, next);
462 else if (cave[arrow_location].tunnel[link] > room_num)
463 (void)printf(
464 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
465 room %d!\n",
466 cave[arrow_location].tunnel[link]);
467 else
468 (void)printf(
469 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
470 into room %d!\n",
471 arrow_location, next,
472 cave[arrow_location].tunnel[link]);
473 arrow_location = cave[arrow_location].tunnel[link];
474 break;
475 }
476 chance = random() % 10;
477 if (roomcnt == 3 && chance < 2) {
478 (void)printf(
479 "Your bowstring breaks! *twaaaaaang*\n\
480 The arrow is weakly shot and can go no further!\n");
481 break;
482 } else if (roomcnt == 4 && chance < 6) {
483 (void)printf(
484 "The arrow wavers in its flight and and can go no further!\n");
485 break;
486 }
487 }
488
489 /*
490 * now we've gotten into the new room let us see if El Wumpo is
491 * in the same room ... if so we've a HIT and the player WON!
492 */
493 if (arrow_location == wumpus_loc) {
494 kill_wump();
495 return(1);
496 }
497
498 if (arrow_location == player_loc) {
499 shoot_self();
500 return(1);
501 }
502
503 if (!--arrows_left) {
504 no_arrows();
505 return(1);
506 }
507
508 {
509 /* each time you shoot, it's more likely the wumpus moves */
510 static int lastchance = 2;
511
512 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
513 move_wump();
514 if (wumpus_loc == player_loc)
515 wump_kill();
516 lastchance = random() % 3;
517
518 }
519 }
520 return(0);
521 }
522
523 void
524 cave_init()
525 {
526 int i, j, k, link;
527 int delta;
528
529 /*
530 * This does most of the interesting work in this program actually!
531 * In this routine we'll initialize the Wumpus cave to have all rooms
532 * linking to all others by stepping through our data structure once,
533 * recording all forward links and backwards links too. The parallel
534 * "linkcount" data structure ensures that no room ends up with more
535 * than three links, regardless of the quality of the random number
536 * generator that we're using.
537 */
538 srandom((int)time((time_t *)0));
539
540 /* initialize the cave first off. */
541 for (i = 1; i <= room_num; ++i)
542 for (j = 0; j < link_num ; ++j)
543 cave[i].tunnel[j] = -1;
544
545 /* choose a random 'hop' delta for our guaranteed link */
546 while (!(delta = random() % room_num));
547
548 for (i = 1; i <= room_num; ++i) {
549 link = ((i + delta) % room_num) + 1; /* connection */
550 cave[i].tunnel[0] = link; /* forw link */
551 cave[link].tunnel[1] = i; /* back link */
552 }
553 /* now fill in the rest of the cave with random connections */
554 for (i = 1; i <= room_num; i++)
555 for (j = 2; j < link_num ; j++) {
556 if (cave[i].tunnel[j] != -1)
557 continue;
558 try_again: link = (random() % room_num) + 1;
559 /* skip duplicates */
560 for (k = 0; k < j; k++)
561 if (cave[i].tunnel[k] == link)
562 goto try_again;
563 cave[i].tunnel[j] = link;
564 if (random() % 2 == 1)
565 continue;
566 for (k = 0; k < link_num; ++k) {
567 /* if duplicate, skip it */
568 if (cave[link].tunnel[k] == i)
569 k = link_num;
570
571 /* if open link, use it, force exit */
572 if (cave[link].tunnel[k] == -1) {
573 cave[link].tunnel[k] = i;
574 k = link_num;
575 }
576 }
577 }
578 /*
579 * now that we're done, sort the tunnels in each of the rooms to
580 * make it easier on the intrepid adventurer.
581 */
582 for (i = 1; i <= room_num; ++i)
583 qsort(cave[i].tunnel, (u_int)link_num,
584 sizeof(cave[i].tunnel[0]), int_compare);
585
586 #ifdef DEBUG
587 if (debug)
588 for (i = 1; i <= room_num; ++i) {
589 (void)printf("<room %d has tunnels to ", i);
590 for (j = 0; j < link_num; ++j)
591 (void)printf("%d ", cave[i].tunnel[j]);
592 (void)printf(">\n");
593 }
594 #endif
595 }
596
597 void
598 clear_things_in_cave()
599 {
600 int i;
601
602 /*
603 * remove bats and pits from the current cave in preparation for us
604 * adding new ones via the initialize_things_in_cave() routines.
605 */
606 for (i = 1; i <= room_num; ++i)
607 cave[i].has_a_bat = cave[i].has_a_pit = 0;
608 }
609
610 void
611 initialize_things_in_cave()
612 {
613 int i, loc;
614
615 /* place some bats, pits, the wumpus, and the player. */
616 for (i = 0; i < bat_num; ++i) {
617 do {
618 loc = (random() % room_num) + 1;
619 } while (cave[loc].has_a_bat);
620 cave[loc].has_a_bat = 1;
621 #ifdef DEBUG
622 if (debug)
623 (void)printf("<bat in room %d>\n", loc);
624 #endif
625 }
626
627 for (i = 0; i < pit_num; ++i) {
628 do {
629 loc = (random() % room_num) + 1;
630 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
631 cave[loc].has_a_pit = 1;
632 #ifdef DEBUG
633 if (debug)
634 (void)printf("<pit in room %d>\n", loc);
635 #endif
636 }
637
638 wumpus_loc = (random() % room_num) + 1;
639 #ifdef DEBUG
640 if (debug)
641 (void)printf("<wumpus in room %d>\n", loc);
642 #endif
643
644 do {
645 player_loc = (random() % room_num) + 1;
646 } while (player_loc == wumpus_loc || (level == HARD ?
647 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
648 }
649
650 int
651 getans(prompt)
652 const char *prompt;
653 {
654 char buf[20];
655
656 /*
657 * simple routine to ask the yes/no question specified until the user
658 * answers yes or no, then return 1 if they said 'yes' and 0 if they
659 * answered 'no'.
660 */
661 for (;;) {
662 (void)printf("%s", prompt);
663 (void)fflush(stdout);
664 if (!fgets(buf, sizeof(buf), stdin))
665 return(0);
666 if (*buf == 'N' || *buf == 'n')
667 return(0);
668 if (*buf == 'Y' || *buf == 'y')
669 return(1);
670 (void)printf(
671 "I don't understand your answer; please enter 'y' or 'n'!\n");
672 }
673 /* NOTREACHED */
674 }
675
676 int
677 bats_nearby()
678 {
679 int i;
680
681 /* check for bats in the immediate vicinity */
682 for (i = 0; i < link_num; ++i)
683 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
684 return(1);
685 return(0);
686 }
687
688 int
689 pit_nearby()
690 {
691 int i;
692
693 /* check for pits in the immediate vicinity */
694 for (i = 0; i < link_num; ++i)
695 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
696 return(1);
697 return(0);
698 }
699
700 int
701 wump_nearby()
702 {
703 int i, j;
704
705 /* check for a wumpus within TWO caves of where we are */
706 for (i = 0; i < link_num; ++i) {
707 if (cave[player_loc].tunnel[i] == wumpus_loc)
708 return(1);
709 for (j = 0; j < link_num; ++j)
710 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
711 wumpus_loc)
712 return(1);
713 }
714 return(0);
715 }
716
717 void
718 move_wump()
719 {
720 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
721 }
722
723 int
724 int_compare(a, b)
725 const void *a, *b;
726 {
727 return(*(const int *)a < *(const int *)b ? -1 : 1);
728 }
729
730 void
731 instructions()
732 {
733 const char *pager;
734 pid_t pid;
735 int status;
736 int fd;
737
738 /*
739 * read the instructions file, if needed, and show the user how to
740 * play this game!
741 */
742 if (!getans("Instructions? (y-n) "))
743 return;
744
745 if (access(_PATH_WUMPINFO, R_OK)) {
746 (void)printf(
747 "Sorry, but the instruction file seems to have disappeared in a\n\
748 puff of greasy black smoke! (poof)\n");
749 return;
750 }
751
752 if (!isatty(STDOUT_FILENO))
753 pager = "cat";
754 else {
755 if (!(pager = getenv("PAGER")) || (*pager == 0))
756 pager = _PATH_PAGER;
757 }
758 switch (pid = fork()) {
759 case 0: /* child */
760 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
761 err(1, "open %s", _PATH_WUMPINFO);
762 if (dup2(fd, STDIN_FILENO) == -1)
763 err(1, "dup2");
764 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
765 err(1, "exec sh -c %s", pager);
766 case -1:
767 err(1, "fork");
768 default:
769 (void)waitpid(pid, &status, 0);
770 break;
771 }
772 }
773
774 void
775 usage()
776 {
777 (void)fprintf(stderr,
778 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
779 exit(1);
780 }
781
782 /* messages */
783
784 void
785 wump_kill()
786 {
787 (void)printf(
788 "*ROAR* *chomp* *snurfle* *chomp*!\n\
789 Much to the delight of the Wumpus, you walked right into his mouth,\n\
790 making you one of the easiest dinners he's ever had! For you, however,\n\
791 it's a rather unpleasant death. The only good thing is that it's been\n\
792 so long since the evil Wumpus cleaned his teeth that you immediately\n\
793 passed out from the stench!\n");
794 }
795
796 void
797 kill_wump()
798 {
799 (void)printf(
800 "*thwock!* *groan* *crash*\n\n\
801 A horrible roar fills the cave, and you realize, with a smile, that you\n\
802 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
803 long, however, because not only is the Wumpus famous, but the stench of\n\
804 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
805 mightiest adventurer at a single whiff!!\n");
806 }
807
808 void
809 no_arrows()
810 {
811 (void)printf(
812 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
813 that you've just shot your last arrow (figuratively, too). Sensing this\n\
814 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
815 you, and with a mighty *ROAR* eats you alive!\n");
816 }
817
818 void
819 shoot_self()
820 {
821 (void)printf(
822 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
823 of your wild arrow has resulted in it wedging in your side, causing\n\
824 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
825 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
826 (*CHOMP*)\n");
827 }
828
829 void
830 jump(where)
831 int where;
832 {
833 (void)printf(
834 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
835 notice that the walls are shimmering and glowing. Suddenly you feel\n\
836 a very curious, warm sensation and find yourself in room %d!!\n", where);
837 }
838
839 void
840 pit_kill()
841 {
842 (void)printf(
843 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
844 The whistling sound and updraft as you walked into this room of the\n\
845 cave apparently wasn't enough to clue you in to the presence of the\n\
846 bottomless pit. You have a lot of time to reflect on this error as\n\
847 you fall many miles to the core of the earth. Look on the bright side;\n\
848 you can at least find out if Jules Verne was right...\n");
849 }
850
851 void
852 pit_survive()
853 {
854 (void)printf(
855 "Without conscious thought you grab for the side of the cave and manage\n\
856 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
857 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
858 }