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1 /* $NetBSD: wump.c,v 1.19 2006/01/19 20:15:31 garbled 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 1.19 2006/01/19 20:15:31 garbled 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 clear_things_in_cave();
236 initialize_things_in_cave();
237 arrows_left = arrow_num;
238 do {
239 display_room_stats();
240 (void)printf("Move or shoot? (m-s) ");
241 (void)fflush(stdout);
242 if (!fgets(answer, sizeof(answer), stdin)) {
243 e=2;
244 break;
245 }
246 } while (!(e = take_action()));
247
248 if (e == 2 || !getans("\nCare to play another game? (y-n) "))
249 exit(0);
250 if (getans("In the same cave? (y-n) ") == 0)
251 cave_init();
252 }
253 /* NOTREACHED */
254 return (0);
255 }
256
257 void
258 display_room_stats()
259 {
260 int i;
261
262 /*
263 * Routine will explain what's going on with the current room, as well
264 * as describe whether there are pits, bats, & wumpii nearby. It's
265 * all pretty mindless, really.
266 */
267 (void)printf(
268 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
269 player_loc, arrows_left, plural(arrows_left));
270
271 if (bats_nearby())
272 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
273 if (pit_nearby())
274 (void)printf("*whoosh* (I feel a draft from some pits).\n");
275 if (wump_nearby())
276 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
277
278 (void)printf("There are tunnels to rooms %d, ",
279 cave[player_loc].tunnel[0]);
280
281 for (i = 1; i < link_num - 1; i++)
282 if (cave[player_loc].tunnel[i] <= room_num)
283 (void)printf("%d, ", cave[player_loc].tunnel[i]);
284 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
285 }
286
287 int
288 take_action()
289 {
290 /*
291 * Do the action specified by the player, either 'm'ove, 's'hoot
292 * or something exceptionally bizarre and strange! Returns 1
293 * iff the player died during this turn, otherwise returns 0.
294 */
295 switch (*answer) {
296 case 'M':
297 case 'm': /* move */
298 return(move_to(answer + 1));
299 case 'S':
300 case 's': /* shoot */
301 return(shoot(answer + 1));
302 case 'Q':
303 case 'q':
304 case 'x':
305 exit(0);
306 case '\n':
307 return(0);
308 }
309 if (random() % 15 == 1)
310 (void)printf("Que pasa?\n");
311 else
312 (void)printf("I don't understand!\n");
313 return(0);
314 }
315
316 int
317 move_to(room_number)
318 const char *room_number;
319 {
320 int i, just_moved_by_bats, next_room, tunnel_available;
321
322 /*
323 * This is responsible for moving the player into another room in the
324 * cave as per their directions. If room_number is a null string,
325 * then we'll prompt the user for the next room to go into. Once
326 * we've moved into the room, we'll check for things like bats, pits,
327 * and so on. This routine returns 1 if something occurs that kills
328 * the player and 0 otherwise...
329 */
330 tunnel_available = just_moved_by_bats = 0;
331 next_room = atoi(room_number);
332
333 /* crap for magic tunnels */
334 if (next_room == room_num + 1 &&
335 cave[player_loc].tunnel[link_num-1] != next_room)
336 ++next_room;
337
338 while (next_room < 1 || next_room > room_num + 1) {
339 if (next_room < 0 && next_room != -1)
340 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
341 if (next_room > room_num + 1)
342 (void)printf("What? The cave surely isn't quite that big!\n");
343 if (next_room == room_num + 1 &&
344 cave[player_loc].tunnel[link_num-1] != next_room) {
345 (void)printf("What? The cave isn't that big!\n");
346 ++next_room;
347 }
348 (void)printf("To which room do you wish to move? ");
349 (void)fflush(stdout);
350 if (!fgets(answer, sizeof(answer), stdin))
351 return(1);
352 next_room = atoi(answer);
353 }
354
355 /* now let's see if we can move to that room or not */
356 tunnel_available = 0;
357 for (i = 0; i < link_num; i++)
358 if (cave[player_loc].tunnel[i] == next_room)
359 tunnel_available = 1;
360
361 if (!tunnel_available) {
362 (void)printf("*Oof!* (You hit the wall)\n");
363 if (random() % 6 == 1) {
364 (void)printf("Your colorful comments awaken the wumpus!\n");
365 move_wump();
366 if (wumpus_loc == player_loc) {
367 wump_kill();
368 return(1);
369 }
370 }
371 return(0);
372 }
373
374 /* now let's move into that room and check it out for dangers */
375 if (next_room == room_num + 1)
376 jump(next_room = (random() % room_num) + 1);
377
378 player_loc = next_room;
379 for (;;) {
380 if (next_room == wumpus_loc) { /* uh oh... */
381 wump_kill();
382 return(1);
383 }
384 if (cave[next_room].has_a_pit) {
385 if (random() % 12 < 2) {
386 pit_survive();
387 return(0);
388 } else {
389 pit_kill();
390 return(1);
391 }
392 }
393
394 if (cave[next_room].has_a_bat) {
395 (void)printf(
396 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
397 just_moved_by_bats ? " again": "");
398 next_room = player_loc = (random() % room_num) + 1;
399 just_moved_by_bats = 1;
400 }
401
402 else
403 break;
404 }
405 return(0);
406 }
407
408 int
409 shoot(room_list)
410 char *room_list;
411 {
412 int chance, next, roomcnt;
413 int j, arrow_location, link, ok;
414 char *p;
415
416 /*
417 * Implement shooting arrows. Arrows are shot by the player indicating
418 * a space-separated list of rooms that the arrow should pass through;
419 * if any of the rooms they specify are not accessible via tunnel from
420 * the room the arrow is in, it will instead fly randomly into another
421 * room. If the player hits the wumpus, this routine will indicate
422 * such. If it misses, this routine will *move* the wumpus one room.
423 * If it's the last arrow, the player then dies... Returns 1 if the
424 * player has won or died, 0 if nothing has happened.
425 */
426 arrow_location = player_loc;
427 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
428 if (!(p = strtok(room_list, " \t\n"))) {
429 if (roomcnt == 1) {
430 (void)printf(
431 "The arrow falls to the ground at your feet!\n");
432 return(0);
433 } else
434 break;
435 }
436 if (roomcnt > 5) {
437 (void)printf(
438 "The arrow wavers in its flight and and can go no further!\n");
439 break;
440 }
441 next = atoi(p);
442 for (j = 0, ok = 0; j < link_num; j++)
443 if (cave[arrow_location].tunnel[j] == next)
444 ok = 1;
445
446 if (ok) {
447 if (next > room_num) {
448 (void)printf(
449 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
450 arrow_location = (random() % room_num) + 1;
451 } else
452 arrow_location = next;
453 } else {
454 link = (random() % link_num);
455 if (link == player_loc)
456 (void)printf(
457 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
458 your room!\n",
459 arrow_location, next);
460 else if (cave[arrow_location].tunnel[link] > room_num)
461 (void)printf(
462 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
463 room %d!\n",
464 cave[arrow_location].tunnel[link]);
465 else
466 (void)printf(
467 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
468 into room %d!\n",
469 arrow_location, next,
470 cave[arrow_location].tunnel[link]);
471 arrow_location = cave[arrow_location].tunnel[link];
472 break;
473 }
474 chance = random() % 10;
475 if (roomcnt == 3 && chance < 2) {
476 (void)printf(
477 "Your bowstring breaks! *twaaaaaang*\n\
478 The arrow is weakly shot and can go no further!\n");
479 break;
480 } else if (roomcnt == 4 && chance < 6) {
481 (void)printf(
482 "The arrow wavers in its flight and and can go no further!\n");
483 break;
484 }
485 }
486
487 /*
488 * now we've gotten into the new room let us see if El Wumpo is
489 * in the same room ... if so we've a HIT and the player WON!
490 */
491 if (arrow_location == wumpus_loc) {
492 kill_wump();
493 return(1);
494 }
495
496 if (arrow_location == player_loc) {
497 shoot_self();
498 return(1);
499 }
500
501 if (!--arrows_left) {
502 no_arrows();
503 return(1);
504 }
505
506 {
507 /* each time you shoot, it's more likely the wumpus moves */
508 static int lastchance = 2;
509
510 if (random() % (level == EASY ? 12 : 9) < (lastchance += 2)) {
511 move_wump();
512 if (wumpus_loc == player_loc)
513 wump_kill();
514 lastchance = random() % 3;
515
516 }
517 }
518 return(0);
519 }
520
521 int
522 gcd(a, b)
523 int a, b;
524 {
525 int r;
526
527 r = a % b;
528 if (r == 0)
529 return (b);
530 return (gcd(b, r));
531 }
532
533 void
534 cave_init()
535 {
536 int i, j, k, link;
537 int delta;
538
539 /*
540 * This does most of the interesting work in this program actually!
541 * In this routine we'll initialize the Wumpus cave to have all rooms
542 * linking to all others by stepping through our data structure once,
543 * recording all forward links and backwards links too. The parallel
544 * "linkcount" data structure ensures that no room ends up with more
545 * than three links, regardless of the quality of the random number
546 * generator that we're using.
547 */
548 srandom((int)time((time_t *)0));
549
550 /* initialize the cave first off. */
551 for (i = 1; i <= room_num; ++i)
552 for (j = 0; j < link_num ; ++j)
553 cave[i].tunnel[j] = -1;
554
555 /*
556 * Choose a random 'hop' delta for our guaranteed link.
557 * To keep the cave connected, we need the greatest common divisor
558 * of (delta + 1) and room_num to be 1.
559 */
560 do {
561 delta = (random() % (room_num - 1)) + 1;
562 } while (gcd(room_num, delta + 1) != 1);
563
564 for (i = 1; i <= room_num; ++i) {
565 link = ((i + delta) % room_num) + 1; /* connection */
566 cave[i].tunnel[0] = link; /* forw link */
567 cave[link].tunnel[1] = i; /* back link */
568 }
569 /* now fill in the rest of the cave with random connections */
570 for (i = 1; i <= room_num; i++)
571 for (j = 2; j < link_num ; j++) {
572 if (cave[i].tunnel[j] != -1)
573 continue;
574 try_again: link = (random() % room_num) + 1;
575 /* skip duplicates */
576 for (k = 0; k < j; k++)
577 if (cave[i].tunnel[k] == link)
578 goto try_again;
579 cave[i].tunnel[j] = link;
580 if (random() % 2 == 1)
581 continue;
582 for (k = 0; k < link_num; ++k) {
583 /* if duplicate, skip it */
584 if (cave[link].tunnel[k] == i)
585 k = link_num;
586
587 /* if open link, use it, force exit */
588 if (cave[link].tunnel[k] == -1) {
589 cave[link].tunnel[k] = i;
590 k = link_num;
591 }
592 }
593 }
594 /*
595 * now that we're done, sort the tunnels in each of the rooms to
596 * make it easier on the intrepid adventurer.
597 */
598 for (i = 1; i <= room_num; ++i)
599 qsort(cave[i].tunnel, (u_int)link_num,
600 sizeof(cave[i].tunnel[0]), int_compare);
601
602 #ifdef DEBUG
603 if (debug)
604 for (i = 1; i <= room_num; ++i) {
605 (void)printf("<room %d has tunnels to ", i);
606 for (j = 0; j < link_num; ++j)
607 (void)printf("%d ", cave[i].tunnel[j]);
608 (void)printf(">\n");
609 }
610 #endif
611 }
612
613 void
614 clear_things_in_cave()
615 {
616 int i;
617
618 /*
619 * remove bats and pits from the current cave in preparation for us
620 * adding new ones via the initialize_things_in_cave() routines.
621 */
622 for (i = 1; i <= room_num; ++i)
623 cave[i].has_a_bat = cave[i].has_a_pit = 0;
624 }
625
626 void
627 initialize_things_in_cave()
628 {
629 int i, loc;
630
631 /* place some bats, pits, the wumpus, and the player. */
632 for (i = 0; i < bat_num; ++i) {
633 do {
634 loc = (random() % room_num) + 1;
635 } while (cave[loc].has_a_bat);
636 cave[loc].has_a_bat = 1;
637 #ifdef DEBUG
638 if (debug)
639 (void)printf("<bat in room %d>\n", loc);
640 #endif
641 }
642
643 for (i = 0; i < pit_num; ++i) {
644 do {
645 loc = (random() % room_num) + 1;
646 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
647 cave[loc].has_a_pit = 1;
648 #ifdef DEBUG
649 if (debug)
650 (void)printf("<pit in room %d>\n", loc);
651 #endif
652 }
653
654 wumpus_loc = (random() % room_num) + 1;
655 #ifdef DEBUG
656 if (debug)
657 (void)printf("<wumpus in room %d>\n", loc);
658 #endif
659
660 do {
661 player_loc = (random() % room_num) + 1;
662 } while (player_loc == wumpus_loc || (level == HARD ?
663 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
664 }
665
666 int
667 getans(prompt)
668 const char *prompt;
669 {
670 char buf[20];
671
672 /*
673 * simple routine to ask the yes/no question specified until the user
674 * answers yes or no, then return 1 if they said 'yes' and 0 if they
675 * answered 'no'.
676 */
677 for (;;) {
678 (void)printf("%s", prompt);
679 (void)fflush(stdout);
680 if (!fgets(buf, sizeof(buf), stdin))
681 return(0);
682 if (*buf == 'N' || *buf == 'n')
683 return(0);
684 if (*buf == 'Y' || *buf == 'y')
685 return(1);
686 (void)printf(
687 "I don't understand your answer; please enter 'y' or 'n'!\n");
688 }
689 /* NOTREACHED */
690 }
691
692 int
693 bats_nearby()
694 {
695 int i;
696
697 /* check for bats in the immediate vicinity */
698 for (i = 0; i < link_num; ++i)
699 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
700 return(1);
701 return(0);
702 }
703
704 int
705 pit_nearby()
706 {
707 int i;
708
709 /* check for pits in the immediate vicinity */
710 for (i = 0; i < link_num; ++i)
711 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
712 return(1);
713 return(0);
714 }
715
716 int
717 wump_nearby()
718 {
719 int i, j;
720
721 /* check for a wumpus within TWO caves of where we are */
722 for (i = 0; i < link_num; ++i) {
723 if (cave[player_loc].tunnel[i] == wumpus_loc)
724 return(1);
725 for (j = 0; j < link_num; ++j)
726 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
727 wumpus_loc)
728 return(1);
729 }
730 return(0);
731 }
732
733 void
734 move_wump()
735 {
736 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
737 }
738
739 int
740 int_compare(a, b)
741 const void *a, *b;
742 {
743 return(*(const int *)a < *(const int *)b ? -1 : 1);
744 }
745
746 void
747 instructions()
748 {
749 const char *pager;
750 pid_t pid;
751 int status;
752 int fd;
753
754 /*
755 * read the instructions file, if needed, and show the user how to
756 * play this game!
757 */
758 if (!getans("Instructions? (y-n) "))
759 return;
760
761 if (access(_PATH_WUMPINFO, R_OK)) {
762 (void)printf(
763 "Sorry, but the instruction file seems to have disappeared in a\n\
764 puff of greasy black smoke! (poof)\n");
765 return;
766 }
767
768 if (!isatty(STDOUT_FILENO))
769 pager = "cat";
770 else {
771 if (!(pager = getenv("PAGER")) || (*pager == 0))
772 pager = _PATH_PAGER;
773 }
774 switch (pid = fork()) {
775 case 0: /* child */
776 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
777 err(1, "open %s", _PATH_WUMPINFO);
778 if (dup2(fd, STDIN_FILENO) == -1)
779 err(1, "dup2");
780 (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL);
781 err(1, "exec sh -c %s", pager);
782 case -1:
783 err(1, "fork");
784 default:
785 (void)waitpid(pid, &status, 0);
786 break;
787 }
788 }
789
790 void
791 usage()
792 {
793 (void)fprintf(stderr,
794 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
795 exit(1);
796 }
797
798 /* messages */
799
800 void
801 wump_kill()
802 {
803 (void)printf(
804 "*ROAR* *chomp* *snurfle* *chomp*!\n\
805 Much to the delight of the Wumpus, you walked right into his mouth,\n\
806 making you one of the easiest dinners he's ever had! For you, however,\n\
807 it's a rather unpleasant death. The only good thing is that it's been\n\
808 so long since the evil Wumpus cleaned his teeth that you immediately\n\
809 passed out from the stench!\n");
810 }
811
812 void
813 kill_wump()
814 {
815 (void)printf(
816 "*thwock!* *groan* *crash*\n\n\
817 A horrible roar fills the cave, and you realize, with a smile, that you\n\
818 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
819 long, however, because not only is the Wumpus famous, but the stench of\n\
820 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
821 mightiest adventurer at a single whiff!!\n");
822 }
823
824 void
825 no_arrows()
826 {
827 (void)printf(
828 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
829 that you've just shot your last arrow (figuratively, too). Sensing this\n\
830 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
831 you, and with a mighty *ROAR* eats you alive!\n");
832 }
833
834 void
835 shoot_self()
836 {
837 (void)printf(
838 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
839 of your wild arrow has resulted in it wedging in your side, causing\n\
840 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
841 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
842 (*CHOMP*)\n");
843 }
844
845 void
846 jump(where)
847 int where;
848 {
849 (void)printf(
850 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
851 notice that the walls are shimmering and glowing. Suddenly you feel\n\
852 a very curious, warm sensation and find yourself in room %d!!\n", where);
853 }
854
855 void
856 pit_kill()
857 {
858 (void)printf(
859 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
860 The whistling sound and updraft as you walked into this room of the\n\
861 cave apparently wasn't enough to clue you in to the presence of the\n\
862 bottomless pit. You have a lot of time to reflect on this error as\n\
863 you fall many miles to the core of the earth. Look on the bright side;\n\
864 you can at least find out if Jules Verne was right...\n");
865 }
866
867 void
868 pit_survive()
869 {
870 (void)printf(
871 "Without conscious thought you grab for the side of the cave and manage\n\
872 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
873 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
874 }