1/* $NetBSD: wump.c,v 1.31 2021/05/02 12:50:47 rillig 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\ 39 The Regents of the University of California. All rights reserved."); 40#endif /* not lint */ 41 42#ifndef lint 43#if 0 44static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93"; 45#else 46__RCSID("$NetBSD: wump.c,v 1.31 2021/05/02 12:50:47 rillig 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' */ 89static 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 */ 98static int player_loc = -1; /* player location */ 99static int wumpus_loc = -1; /* The Bad Guy location */ 100static int level = EASY; /* level of play */ 101static int arrows_left; /* arrows unshot */ 102 103#ifdef DEBUG 104static int debug = 0; 105#endif 106 107static int pit_num = PIT_COUNT; /* # pits in cave */ 108static int bat_num = BAT_COUNT; /* # bats */ 109static int room_num = ROOMS_IN_CAVE; /* # rooms in cave */ 110static int link_num = LINKS_IN_ROOM; /* links per room */ 111static int arrow_num = NUMBER_OF_ARROWS;/* arrow inventory */ 112 113static char answer[20]; /* user input */ 114 115int main(int, char **); 116static int bats_nearby(void); 117static void cave_init(void); 118static void clear_things_in_cave(void); 119static void display_room_stats(void); 120static int gcd(int, int); 121static int getans(const char *); 122static void initialize_things_in_cave(void); 123static void instructions(void); 124static int int_compare(const void *, const void *); 125static void jump(int); 126static void kill_wump(void); 127static int move_to(const char *); 128static void move_wump(void); 129static void no_arrows(void); 130static void pit_kill(void); 131static int pit_nearby(void); 132static void pit_survive(void); 133static int shoot(char *); 134static void shoot_self(void); 135static int take_action(void); 136static void usage(void) __dead; 137static void wump_kill(void); 138static int wump_nearby(void); 139 140int 141main(int argc, char **argv) 142{ 143 int c, e=0; 144 145 /* Revoke setgid privileges */ 146 setgid(getgid()); 147 148#ifdef DEBUG 149 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1) 150#else 151 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1) 152#endif 153 switch (c) { 154 case 'a': 155 arrow_num = atoi(optarg); 156 break; 157 case 'b': 158 bat_num = atoi(optarg); 159 break; 160#ifdef DEBUG 161 case 'd': 162 debug = 1; 163 break; 164#endif 165 case 'h': 166 level = HARD; 167 break; 168 case 'p': 169 pit_num = atoi(optarg); 170 break; 171 case 'r': 172 room_num = atoi(optarg); 173 if (room_num < MIN_ROOMS_IN_CAVE) { 174 (void)fprintf(stderr, 175 "No self-respecting wumpus would live in such a small cave!\n"); 176 exit(1); 177 } 178 if (room_num > MAX_ROOMS_IN_CAVE) { 179 (void)fprintf(stderr, 180 "Even wumpi can't furnish caves that large!\n"); 181 exit(1); 182 } 183 break; 184 case 't': 185 link_num = atoi(optarg); 186 if (link_num < 2) { 187 (void)fprintf(stderr, 188 "Wumpi like extra doors in their caves!\n"); 189 exit(1); 190 } 191 break; 192 case '?': 193 default: 194 usage(); 195 } 196 197 if (link_num > MAX_LINKS_IN_ROOM || 198 link_num > room_num - (room_num / 4)) { 199 (void)fprintf(stderr, 200"Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n"); 201 exit(1); 202 } 203 204 if (level == HARD) { 205 bat_num += ((random() % (room_num / 2)) + 1); 206 pit_num += ((random() % (room_num / 2)) + 1); 207 } 208 209 if (bat_num > room_num / 2) { 210 (void)fprintf(stderr, 211"The wumpus refused to enter the cave, claiming it was too crowded!\n"); 212 exit(1); 213 } 214 215 if (pit_num > room_num / 2) { 216 (void)fprintf(stderr, 217"The wumpus refused to enter the cave, claiming it was too dangerous!\n"); 218 exit(1); 219 } 220 221 instructions(); 222 cave_init(); 223 224 /* and we're OFF! da dum, da dum, da dum, da dum... */ 225 (void)printf( 226"\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\ 227There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\ 228quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n", 229 room_num, link_num, bat_num, plural(bat_num), pit_num, 230 plural(pit_num), arrow_num); 231 232 for (;;) { 233 clear_things_in_cave(); 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 e=2; 242 break; 243 } 244 } while (!(e = take_action())); 245 246 if (e == 2 || !getans("\nCare to play another game? (y-n) ")) 247 exit(0); 248 if (getans("In the same cave? (y-n) ") == 0) 249 cave_init(); 250 } 251 /* NOTREACHED */ 252 return (0); 253} 254 255static void 256display_room_stats(void) 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, & wumpi 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 285static int 286take_action(void) 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 314static int 315move_to(const char *room_number) 316{ 317 int i, just_moved_by_bats, next_room, tunnel_available; 318 319 /* 320 * This is responsible for moving the player into another room in the 321 * cave as per their directions. If room_number is a null string, 322 * then we'll prompt the user for the next room to go into. Once 323 * we've moved into the room, we'll check for things like bats, pits, 324 * and so on. This routine returns 1 if something occurs that kills 325 * the player and 0 otherwise... 326 */ 327 tunnel_available = just_moved_by_bats = 0; 328 next_room = atoi(room_number); 329 330 /* crap for magic tunnels */ 331 if (next_room == room_num + 1 && 332 cave[player_loc].tunnel[link_num-1] != next_room) 333 ++next_room; 334 335 while (next_room < 1 || next_room > room_num + 1) { 336 if (next_room < 0 && next_room != -1) 337(void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n"); 338 if (next_room > room_num + 1) 339(void)printf("What? The cave surely isn't quite that big!\n"); 340 if (next_room == room_num + 1 && 341 cave[player_loc].tunnel[link_num-1] != next_room) { 342 (void)printf("What? The cave isn't that big!\n"); 343 ++next_room; 344 } 345 (void)printf("To which room do you wish to move? "); 346 (void)fflush(stdout); 347 if (!fgets(answer, sizeof(answer), stdin)) 348 return(1); 349 next_room = atoi(answer); 350 } 351 352 /* now let's see if we can move to that room or not */ 353 tunnel_available = 0; 354 for (i = 0; i < link_num; i++) 355 if (cave[player_loc].tunnel[i] == next_room) 356 tunnel_available = 1; 357 358 if (!tunnel_available) { 359 (void)printf("*Oof!* (You hit the wall)\n"); 360 if (random() % 6 == 1) { 361(void)printf("Your colorful comments awaken the wumpus!\n"); 362 move_wump(); 363 if (wumpus_loc == player_loc) { 364 wump_kill(); 365 return(1); 366 } 367 } 368 return(0); 369 } 370 371 /* now let's move into that room and check it out for dangers */ 372 if (next_room == room_num + 1) 373 jump(next_room = (random() % room_num) + 1); 374 375 player_loc = next_room; 376 for (;;) { 377 if (next_room == wumpus_loc) { /* uh oh... */ 378 wump_kill(); 379 return(1); 380 } 381 if (cave[next_room].has_a_pit) { 382 if (random() % 12 < 2) { 383 pit_survive(); 384 return(0); 385 } else { 386 pit_kill(); 387 return(1); 388 } 389 } 390 391 if (cave[next_room].has_a_bat) { 392 (void)printf( 393"*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n", 394 just_moved_by_bats ? " again": ""); 395 next_room = player_loc = (random() % room_num) + 1; 396 just_moved_by_bats = 1; 397 } 398 399 else 400 break; 401 } 402 return(0); 403} 404 405static int 406shoot(char *room_list) 407{ 408 int chance, next, roomcnt; 409 int j, arrow_location, lnk, ok; 410 char *p; 411 412 /* 413 * Implement shooting arrows. Arrows are shot by the player indicating 414 * a space-separated list of rooms that the arrow should pass through; 415 * if any of the rooms they specify are not accessible via tunnel from 416 * the room the arrow is in, it will instead fly randomly into another 417 * room. If the player hits the wumpus, this routine will indicate 418 * such. If it misses, this routine will *move* the wumpus one room. 419 * If it's the last arrow, the player then dies... Returns 1 if the 420 * player has won or died, 0 if nothing has happened. 421 */ 422 arrow_location = player_loc; 423 for (roomcnt = 1;; ++roomcnt, room_list = NULL) { 424 if (!(p = strtok(room_list, " \t\n"))) { 425 if (roomcnt == 1) { 426 (void)printf( 427 "The arrow falls to the ground at your feet!\n"); 428 return(0); 429 } else 430 break; 431 } 432 if (roomcnt > 5) { 433 (void)printf( 434"The arrow wavers in its flight and and can go no further!\n"); 435 break; 436 } 437 next = atoi(p); 438 for (j = 0, ok = 0; j < link_num; j++) 439 if (cave[arrow_location].tunnel[j] == next) 440 ok = 1; 441 442 if (ok) { 443 if (next > room_num) { 444 (void)printf( 445"A faint gleam tells you the arrow has gone through a magic tunnel!\n"); 446 arrow_location = (random() % room_num) + 1; 447 } else 448 arrow_location = next; 449 } else { 450 lnk = (random() % link_num); 451 if (lnk == player_loc) 452 (void)printf( 453"*thunk* The arrow can't find a way from %d to %d and flies back into\n\ 454your room!\n", 455 arrow_location, next); 456 else if (cave[arrow_location].tunnel[lnk] > room_num) 457 (void)printf( 458"*thunk* The arrow flies randomly into a magic tunnel, thence into\n\ 459room %d!\n", 460 cave[arrow_location].tunnel[lnk]); 461 else 462 (void)printf( 463"*thunk* The arrow can't find a way from %d to %d and flies randomly\n\ 464into room %d!\n", 465 arrow_location, next, 466 cave[arrow_location].tunnel[lnk]); 467 arrow_location = cave[arrow_location].tunnel[lnk]; 468 break; 469 } 470 chance = random() % 10; 471 if (roomcnt == 3 && chance < 2) { 472 (void)printf( 473"Your bowstring breaks! *twaaaaaang*\n\ 474The arrow is weakly shot and can go no further!\n"); 475 break; 476 } else if (roomcnt == 4 && chance < 6) { 477 (void)printf( 478"The arrow wavers in its flight and and can go no further!\n"); 479 break; 480 } 481 } 482 483 /* 484 * now we've gotten into the new room let us see if El Wumpo is 485 * in the same room ... if so we've a HIT and the player WON! 486 */ 487 if (arrow_location == wumpus_loc) { 488 kill_wump(); 489 return(1); 490 } 491 492 if (arrow_location == player_loc) { 493 shoot_self(); 494 return(1); 495 } 496 497 if (!--arrows_left) { 498 no_arrows(); 499 return(1); 500 } 501 502 { 503 /* each time you shoot, it's more likely the wumpus moves */ 504 static int lastchance = 2; 505 506 if (random() % (level == EASY ? 12 : 9) < (lastchance += 2)) { 507 move_wump(); 508 if (wumpus_loc == player_loc) 509 wump_kill(); 510 lastchance = random() % 3; 511 512 } 513 } 514 return(0); 515} 516 517static int 518gcd(int a, int b) 519{ 520 int r; 521 522 r = a % b; 523 if (r == 0) 524 return (b); 525 return (gcd(b, r)); 526} 527 528static void 529cave_init(void) 530{ 531 int i, j, k, lnk; 532 int delta; 533 534 /* 535 * This does most of the interesting work in this program actually! 536 * In this routine we'll initialize the Wumpus cave to have all rooms 537 * linking to all others by stepping through our data structure once, 538 * recording all forward links and backwards links too. The parallel 539 * "linkcount" data structure ensures that no room ends up with more 540 * than three links, regardless of the quality of the random number 541 * generator that we're using. 542 */ 543 srandom((int)time((time_t *)0)); 544 545 /* initialize the cave first off. */ 546 for (i = 1; i <= room_num; ++i) 547 for (j = 0; j < link_num ; ++j) 548 cave[i].tunnel[j] = -1; 549 550 /* 551 * Choose a random 'hop' delta for our guaranteed link. 552 * To keep the cave connected, we need the greatest common divisor 553 * of (delta + 1) and room_num to be 1. 554 */ 555 do { 556 delta = (random() % (room_num - 1)) + 1; 557 } while (gcd(room_num, delta + 1) != 1); 558 559 for (i = 1; i <= room_num; ++i) { 560 lnk = ((i + delta) % room_num) + 1; /* connection */ 561 cave[i].tunnel[0] = lnk; /* forw link */ 562 cave[lnk].tunnel[1] = i; /* back link */ 563 } 564 /* now fill in the rest of the cave with random connections */ 565 for (i = 1; i <= room_num; i++) 566 for (j = 2; j < link_num ; j++) { 567 if (cave[i].tunnel[j] != -1) 568 continue; 569try_again: lnk = (random() % room_num) + 1; 570 /* skip duplicates */ 571 for (k = 0; k < j; k++) 572 if (cave[i].tunnel[k] == lnk) 573 goto try_again; 574 cave[i].tunnel[j] = lnk; 575 if (random() % 2 == 1) 576 continue; 577 for (k = 0; k < link_num; ++k) { 578 /* if duplicate, skip it */ 579 if (cave[lnk].tunnel[k] == i) 580 k = link_num; 581 582 /* if open link, use it, force exit */ 583 if (cave[lnk].tunnel[k] == -1) { 584 cave[lnk].tunnel[k] = i; 585 k = link_num; 586 } 587 } 588 } 589 /* 590 * now that we're done, sort the tunnels in each of the rooms to 591 * make it easier on the intrepid adventurer. 592 */ 593 for (i = 1; i <= room_num; ++i) 594 qsort(cave[i].tunnel, link_num, 595 sizeof(cave[i].tunnel[0]), int_compare); 596 597#ifdef DEBUG 598 if (debug) 599 for (i = 1; i <= room_num; ++i) { 600 (void)printf("<room %d has tunnels to ", i); 601 for (j = 0; j < link_num; ++j) 602 (void)printf("%d ", cave[i].tunnel[j]); 603 (void)printf(">\n"); 604 } 605#endif 606} 607 608static void 609clear_things_in_cave(void) 610{ 611 int i; 612 613 /* 614 * remove bats and pits from the current cave in preparation for us 615 * adding new ones via the initialize_things_in_cave() routines. 616 */ 617 for (i = 1; i <= room_num; ++i) 618 cave[i].has_a_bat = cave[i].has_a_pit = 0; 619} 620 621static void 622initialize_things_in_cave(void) 623{ 624 int i, loc; 625 626 /* place some bats, pits, the wumpus, and the player. */ 627 for (i = 0; i < bat_num; ++i) { 628 do { 629 loc = (random() % room_num) + 1; 630 } while (cave[loc].has_a_bat); 631 cave[loc].has_a_bat = 1; 632#ifdef DEBUG 633 if (debug) 634 (void)printf("<bat in room %d>\n", loc); 635#endif 636 } 637 638 for (i = 0; i < pit_num; ++i) { 639 do { 640 loc = (random() % room_num) + 1; 641 } while (cave[loc].has_a_pit || cave[loc].has_a_bat); 642 cave[loc].has_a_pit = 1; 643#ifdef DEBUG 644 if (debug) 645 (void)printf("<pit in room %d>\n", loc); 646#endif 647 } 648 649 wumpus_loc = (random() % room_num) + 1; 650#ifdef DEBUG 651 if (debug) 652 (void)printf("<wumpus in room %d>\n", loc); 653#endif 654 655 i = 0; 656 do { 657 player_loc = (random() % room_num) + 1; 658 i++; 659 } while (player_loc == wumpus_loc || cave[player_loc].has_a_pit || 660 cave[player_loc].has_a_bat || (level == HARD ? 661 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0) || 662 (i > 100 && player_loc != wumpus_loc)); 663} 664 665static int 666getans(const char *prompt) 667{ 668 char buf[20]; 669 670 /* 671 * simple routine to ask the yes/no question specified until the user 672 * answers yes or no, then return 1 if they said 'yes' and 0 if they 673 * answered 'no'. 674 */ 675 for (;;) { 676 (void)printf("%s", prompt); 677 (void)fflush(stdout); 678 if (!fgets(buf, sizeof(buf), stdin)) 679 return(0); 680 if (*buf == 'N' || *buf == 'n') 681 return(0); 682 if (*buf == 'Y' || *buf == 'y') 683 return(1); 684 (void)printf( 685"I don't understand your answer; please enter 'y' or 'n'!\n"); 686 } 687 /* NOTREACHED */ 688} 689 690static int 691bats_nearby(void) 692{ 693 int i; 694 695 /* check for bats in the immediate vicinity */ 696 for (i = 0; i < link_num; ++i) 697 if (cave[cave[player_loc].tunnel[i]].has_a_bat) 698 return(1); 699 return(0); 700} 701 702static int 703pit_nearby(void) 704{ 705 int i; 706 707 /* check for pits in the immediate vicinity */ 708 for (i = 0; i < link_num; ++i) 709 if (cave[cave[player_loc].tunnel[i]].has_a_pit) 710 return(1); 711 return(0); 712} 713 714static int 715wump_nearby(void) 716{ 717 int i, j; 718 719 /* check for a wumpus within TWO caves of where we are */ 720 for (i = 0; i < link_num; ++i) { 721 if (cave[player_loc].tunnel[i] == wumpus_loc) 722 return(1); 723 for (j = 0; j < link_num; ++j) 724 if (cave[cave[player_loc].tunnel[i]].tunnel[j] == 725 wumpus_loc) 726 return(1); 727 } 728 return(0); 729} 730 731static void 732move_wump(void) 733{ 734 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num]; 735} 736 737static int 738int_compare(const void *a, const void *b) 739{ 740 return(*(const int *)a < *(const int *)b ? -1 : 1); 741} 742 743static void 744instructions(void) 745{ 746 const char *pager; 747 pid_t pid; 748 int status; 749 int fd; 750 751 /* 752 * read the instructions file, if needed, and show the user how to 753 * play this game! 754 */ 755 if (!getans("Instructions? (y-n) ")) 756 return; 757 758 if (access(_PATH_WUMPINFO, R_OK)) { 759 (void)printf( 760"Sorry, but the instruction file seems to have disappeared in a\n\ 761puff of greasy black smoke! (poof)\n"); 762 return; 763 } 764 765 if (!isatty(STDOUT_FILENO)) 766 pager = "cat"; 767 else { 768 if (!(pager = getenv("PAGER")) || (*pager == 0)) 769 pager = _PATH_PAGER; 770 } 771 switch (pid = fork()) { 772 case 0: /* child */ 773 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1) 774 err(1, "open %s", _PATH_WUMPINFO); 775 if (dup2(fd, STDIN_FILENO) == -1) 776 err(1, "dup2"); 777 (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL); 778 err(1, "exec sh -c %s", pager); 779 case -1: 780 err(1, "fork"); 781 default: 782 (void)waitpid(pid, &status, 0); 783 break; 784 } 785} 786 787static void 788usage(void) 789{ 790 (void)fprintf(stderr, 791"usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n"); 792 exit(1); 793} 794 795/* messages */ 796 797static void 798wump_kill(void) 799{ 800 (void)printf( 801"*ROAR* *chomp* *snurfle* *chomp*!\n\ 802Much to the delight of the Wumpus, you walked right into his mouth,\n\ 803making you one of the easiest dinners he's ever had! For you, however,\n\ 804it's a rather unpleasant death. The only good thing is that it's been\n\ 805so long since the evil Wumpus cleaned his teeth that you immediately\n\ 806passed out from the stench!\n"); 807} 808 809static void 810kill_wump(void) 811{ 812 (void)printf( 813"*thwock!* *groan* *crash*\n\n\ 814A horrible roar fills the cave, and you realize, with a smile, that you\n\ 815have slain the evil Wumpus and won the game! You don't want to tarry for\n\ 816long, however, because not only is the Wumpus famous, but the stench of\n\ 817dead Wumpus is also quite well known, a stench plenty enough to slay the\n\ 818mightiest adventurer at a single whiff!!\n"); 819} 820 821static void 822no_arrows(void) 823{ 824 (void)printf( 825"\nYou turn and look at your quiver, and realize with a sinking feeling\n\ 826that you've just shot your last arrow (figuratively, too). Sensing this\n\ 827with its psychic powers, the evil Wumpus rampages through the cave, finds\n\ 828you, and with a mighty *ROAR* eats you alive!\n"); 829} 830 831static void 832shoot_self(void) 833{ 834 (void)printf( 835"\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\ 836of your wild arrow has resulted in it wedging in your side, causing\n\ 837extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\ 838and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\ 839(*CHOMP*)\n"); 840} 841 842static void 843jump(int where) 844{ 845 (void)printf( 846"\nWith a jaunty step you enter the magic tunnel. As you do, you\n\ 847notice that the walls are shimmering and glowing. Suddenly you feel\n\ 848a very curious, warm sensation and find yourself in room %d!!\n", where); 849} 850 851static void 852pit_kill(void) 853{ 854 (void)printf( 855"*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ 856The whistling sound and updraft as you walked into this room of the\n\ 857cave apparently wasn't enough to clue you in to the presence of the\n\ 858bottomless pit. You have a lot of time to reflect on this error as\n\ 859you fall many miles to the core of the earth. Look on the bright side;\n\ 860you can at least find out if Jules Verne was right...\n"); 861} 862 863static void 864pit_survive(void) 865{ 866 (void)printf( 867"Without conscious thought you grab for the side of the cave and manage\n\ 868to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\ 869depths of a bottomless pit! Rock crumbles beneath your feet!\n"); 870} 871