Merge from vendor branch LIBARCHIVE:
[dragonfly.git] / games / wump / wump.c
CommitLineData
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1/*
2 * Copyright (c) 1989, 1993
3 * The Regents of the University of California. All rights reserved.
4 * All rights reserved.
5 *
6 * This code is derived from software contributed to Berkeley by
7 * Dave Taylor, of Intuitive Systems.
8 *
9 * Redistribution and use in source and binary forms, with or without
10 * modification, are permitted provided that the following conditions
11 * are met:
12 * 1. Redistributions of source code must retain the above copyright
13 * notice, this list of conditions and the following disclaimer.
14 * 2. Redistributions in binary form must reproduce the above copyright
15 * notice, this list of conditions and the following disclaimer in the
16 * documentation and/or other materials provided with the distribution.
17 * 3. All advertising materials mentioning features or use of this software
18 * must display the following acknowledgement:
19 * This product includes software developed by the University of
20 * California, Berkeley and its contributors.
21 * 4. Neither the name of the University nor the names of its contributors
22 * may be used to endorse or promote products derived from this software
23 * without specific prior written permission.
24 *
25 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
26 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
27 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
28 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
29 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
30 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
31 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
32 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
33 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
34 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
35 * SUCH DAMAGE.
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36 *
37 * @(#) Copyright (c) 1989, 1993 The Regents of the University of California. All rights reserved.
38 * @(#)wump.c 8.1 (Berkeley) 5/31/93
39 * $FreeBSD: src/games/wump/wump.c,v 1.13.2.1 2000/08/17 06:24:54 jhb Exp $
9a139b26 40 * $DragonFly: src/games/wump/wump.c,v 1.5 2006/09/09 02:21:49 pavalos Exp $
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41 */
42
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43/*
44 * A very new version of the age old favorite Hunt-The-Wumpus game that has
45 * been a part of the BSD distribution of Unix for longer than us old folk
46 * would care to remember.
47 */
48
49#include <err.h>
50#include <sys/types.h>
51#include <sys/file.h>
52#include <sys/wait.h>
53#include <stdio.h>
54#include <stdlib.h>
55#include <string.h>
56#include <unistd.h>
57#include "pathnames.h"
58
59/* some defines to spec out what our wumpus cave should look like */
60
61#define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
62#define MAX_LINKS_IN_ROOM 25 /* a complex cave */
63
64#define MAX_ROOMS_IN_CAVE 250
65#define ROOMS_IN_CAVE 20
66#define MIN_ROOMS_IN_CAVE 10
67
68#define LINKS_IN_ROOM 3
69#define NUMBER_OF_ARROWS 5
70#define PIT_COUNT 3
71#define BAT_COUNT 3
72
73#define EASY 1 /* levels of play */
74#define HARD 2
75
76/* some macro definitions for cleaner output */
77
78#define plural(n) (n == 1 ? "" : "s")
79
80/* simple cave data structure; +1 so we can index from '1' not '0' */
81struct room_record {
82 int tunnel[MAX_LINKS_IN_ROOM];
83 int has_a_pit, has_a_bat;
84} cave[MAX_ROOMS_IN_CAVE+1];
85
86/*
87 * global variables so we can keep track of where the player is, how
88 * many arrows they still have, where el wumpo is, and so on...
89 */
90int player_loc = -1; /* player location */
91int wumpus_loc = -1; /* The Bad Guy location */
92int level = EASY; /* level of play */
93int arrows_left; /* arrows unshot */
94
95#ifdef DEBUG
96int debug = 0;
97#endif
98
99int pit_num = PIT_COUNT; /* # pits in cave */
100int bat_num = BAT_COUNT; /* # bats */
101int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
102int link_num = LINKS_IN_ROOM; /* links per room */
103int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
104
105char answer[20]; /* user input */
106
107int bats_nearby(void);
108void cave_init(void);
109void clear_things_in_cave(void);
851dc90d
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110void display_room_stats (void);
111int getans (const char *prompt);
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112void initialize_things_in_cave(void);
113void instructions(void);
851dc90d 114int int_compare (const void *va, const void *vb);
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115void jump(int where);
116void kill_wump(void);
851dc90d 117int move_to (char *room_number);
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118void move_wump(void);
119void no_arrows(void);
120void pit_kill(void);
121int pit_nearby(void);
122void pit_survive(void);
851dc90d 123int shoot (char *room_list);
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124void shoot_self(void);
125int take_action(void);
126void usage(void);
127void wump_kill(void);
128int wump_nearby(void);
129
130int
91a92993 131main(int argc, char **argv)
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132{
133 int c;
134
135 /* revoke */
136 setgid(getgid());
137
138#ifdef DEBUG
139 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
140#else
141 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
142#endif
143 switch (c) {
144 case 'a':
145 arrow_num = atoi(optarg);
146 break;
147 case 'b':
148 bat_num = atoi(optarg);
149 break;
150#ifdef DEBUG
151 case 'd':
152 debug = 1;
153 break;
154#endif
155 case 'h':
156 level = HARD;
157 break;
158 case 'p':
159 pit_num = atoi(optarg);
160 break;
161 case 'r':
162 room_num = atoi(optarg);
163 if (room_num < MIN_ROOMS_IN_CAVE) {
164 (void)fprintf(stderr,
165 "No self-respecting wumpus would live in such a small cave!\n");
166 exit(1);
167 }
168 if (room_num > MAX_ROOMS_IN_CAVE) {
169 (void)fprintf(stderr,
170 "Even wumpii can't furnish caves that large!\n");
171 exit(1);
172 }
173 break;
174 case 't':
175 link_num = atoi(optarg);
176 if (link_num < 2) {
177 (void)fprintf(stderr,
178 "Wumpii like extra doors in their caves!\n");
179 exit(1);
180 }
181 break;
182 case '?':
183 default:
184 usage();
185 }
186
187 if (link_num > MAX_LINKS_IN_ROOM ||
188 link_num > room_num - (room_num / 4)) {
189 (void)fprintf(stderr,
190"Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
191 exit(1);
192 }
193
194 if (level == HARD) {
195 bat_num += ((random() % (room_num / 2)) + 1);
196 pit_num += ((random() % (room_num / 2)) + 1);
197 }
198
199 if (bat_num > room_num / 2) {
200 (void)fprintf(stderr,
201"The wumpus refused to enter the cave, claiming it was too crowded!\n");
202 exit(1);
203 }
204
205 if (pit_num > room_num / 2) {
206 (void)fprintf(stderr,
207"The wumpus refused to enter the cave, claiming it was too dangerous!\n");
208 exit(1);
209 }
210
211 instructions();
212 cave_init();
213
214 /* and we're OFF! da dum, da dum, da dum, da dum... */
215 (void)printf(
216"\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
217There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
218quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
219 room_num, link_num, bat_num, plural(bat_num), pit_num,
220 plural(pit_num), arrow_num);
221
222 for (;;) {
223 initialize_things_in_cave();
224 arrows_left = arrow_num;
225 do {
226 display_room_stats();
227 (void)printf("Move or shoot? (m-s) ");
228 (void)fflush(stdout);
229 if (!fgets(answer, sizeof(answer), stdin))
230 break;
231 } while (!take_action());
232
233 if (!getans("\nCare to play another game? (y-n) "))
234 exit(0);
235 if (getans("In the same cave? (y-n) "))
236 clear_things_in_cave();
237 else
238 cave_init();
239 }
240 /* NOTREACHED */
241 exit(EXIT_SUCCESS);
242}
243
244void
245display_room_stats()
246{
247 int i;
248
249 /*
250 * Routine will explain what's going on with the current room, as well
251 * as describe whether there are pits, bats, & wumpii nearby. It's
252 * all pretty mindless, really.
253 */
254 (void)printf(
255"\nYou are in room %d of the cave, and have %d arrow%s left.\n",
256 player_loc, arrows_left, plural(arrows_left));
257
258 if (bats_nearby())
259 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
260 if (pit_nearby())
261 (void)printf("*whoosh* (I feel a draft from some pits).\n");
262 if (wump_nearby())
263 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
264
265 (void)printf("There are tunnels to rooms %d, ",
266 cave[player_loc].tunnel[0]);
267
268 for (i = 1; i < link_num - 1; i++)
269 if (cave[player_loc].tunnel[i] <= room_num)
270 (void)printf("%d, ", cave[player_loc].tunnel[i]);
271 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
272}
273
274int
275take_action()
276{
277 /*
278 * Do the action specified by the player, either 'm'ove, 's'hoot
279 * or something exceptionally bizarre and strange! Returns 1
280 * iff the player died during this turn, otherwise returns 0.
281 */
282 switch (*answer) {
283 case 'M':
284 case 'm': /* move */
285 return(move_to(answer + 1));
286 case 'S':
287 case 's': /* shoot */
288 return(shoot(answer + 1));
289 case 'Q':
290 case 'q':
291 case 'x':
292 exit(0);
293 case '\n':
294 return(0);
295 }
296 if (random() % 15 == 1)
297 (void)printf("Que pasa?\n");
298 else
299 (void)printf("I don't understand!\n");
300 return(0);
301}
302
303int
304move_to(room_number)
305 char *room_number;
306{
307 int i, just_moved_by_bats, next_room, tunnel_available;
308
309 /*
310 * This is responsible for moving the player into another room in the
311 * cave as per their directions. If room_number is a null string,
312 * then we'll prompt the user for the next room to go into. Once
313 * we've moved into the room, we'll check for things like bats, pits,
314 * and so on. This routine returns 1 if something occurs that kills
315 * the player and 0 otherwise...
316 */
317 tunnel_available = just_moved_by_bats = 0;
318 next_room = atoi(room_number);
319
320 /* crap for magic tunnels */
321 if (next_room == room_num + 1 &&
322 cave[player_loc].tunnel[link_num-1] != next_room)
323 ++next_room;
324
325 while (next_room < 1 || next_room > room_num + 1) {
326 if (next_room < 0 && next_room != -1)
327(void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
328 if (next_room > room_num + 1)
329(void)printf("What? The cave surely isn't quite that big!\n");
330 if (next_room == room_num + 1 &&
331 cave[player_loc].tunnel[link_num-1] != next_room) {
332 (void)printf("What? The cave isn't that big!\n");
333 ++next_room;
334 }
335 (void)printf("To which room do you wish to move? ");
336 (void)fflush(stdout);
337 if (!fgets(answer, sizeof(answer), stdin))
338 return(1);
339 next_room = atoi(answer);
340 }
341
342 /* now let's see if we can move to that room or not */
343 tunnel_available = 0;
344 for (i = 0; i < link_num; i++)
345 if (cave[player_loc].tunnel[i] == next_room)
346 tunnel_available = 1;
347
348 if (!tunnel_available) {
349 (void)printf("*Oof!* (You hit the wall)\n");
350 if (random() % 6 == 1) {
351(void)printf("Your colorful comments awaken the wumpus!\n");
352 move_wump();
353 if (wumpus_loc == player_loc) {
354 wump_kill();
355 return(1);
356 }
357 }
358 return(0);
359 }
360
361 /* now let's move into that room and check it out for dangers */
362 if (next_room == room_num + 1)
363 jump(next_room = (random() % room_num) + 1);
364
365 player_loc = next_room;
366 for (;;) {
367 if (next_room == wumpus_loc) { /* uh oh... */
368 wump_kill();
369 return(1);
370 }
371 if (cave[next_room].has_a_pit) {
372 if (random() % 12 < 2) {
373 pit_survive();
374 return(0);
375 } else {
376 pit_kill();
377 return(1);
378 }
379 }
380
381 if (cave[next_room].has_a_bat) {
382 (void)printf(
383"*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
384 just_moved_by_bats ? " again": "");
385 next_room = player_loc = (random() % room_num) + 1;
386 just_moved_by_bats = 1;
387 }
388
389 else
390 break;
391 }
392 return(0);
393}
394
395int
396shoot(room_list)
397 char *room_list;
398{
399 int chance, next, roomcnt;
400 int j, arrow_location, wumplink, ok;
401 char *p;
402
403 /*
404 * Implement shooting arrows. Arrows are shot by the player indicating
405 * a space-separated list of rooms that the arrow should pass through;
406 * if any of the rooms they specify are not accessible via tunnel from
407 * the room the arrow is in, it will instead fly randomly into another
408 * room. If the player hits the wumpus, this routine will indicate
409 * such. If it misses, this routine will *move* the wumpus one room.
410 * If it's the last arrow, the player then dies... Returns 1 if the
411 * player has won or died, 0 if nothing has happened.
412 */
413 arrow_location = player_loc;
414 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
415 if (!(p = strtok(room_list, " \t\n"))) {
416 if (roomcnt == 1) {
417 (void)printf(
418 "The arrow falls to the ground at your feet!\n");
419 return(0);
420 } else
421 break;
422 }
423 if (roomcnt > 5) {
424 (void)printf(
425"The arrow wavers in its flight and and can go no further!\n");
426 break;
427 }
428 next = atoi(p);
429 for (j = 0, ok = 0; j < link_num; j++)
430 if (cave[arrow_location].tunnel[j] == next)
431 ok = 1;
432
433 if (ok) {
434 if (next > room_num) {
435 (void)printf(
436"A faint gleam tells you the arrow has gone through a magic tunnel!\n");
437 arrow_location = (random() % room_num) + 1;
438 } else
439 arrow_location = next;
440 } else {
441 wumplink = (random() % link_num);
442 if (wumplink == player_loc)
443 (void)printf(
444"*thunk* The arrow can't find a way from %d to %d and flys back into\n\
445your room!\n",
446 arrow_location, next);
447 else if (cave[arrow_location].tunnel[wumplink] > room_num)
448 (void)printf(
449"*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
450room %d!\n",
451 cave[arrow_location].tunnel[wumplink]);
452 else
453 (void)printf(
454"*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
455into room %d!\n",
456 arrow_location, next,
457 cave[arrow_location].tunnel[wumplink]);
458 arrow_location = cave[arrow_location].tunnel[wumplink];
459 break;
460 }
461 chance = random() % 10;
462 if (roomcnt == 3 && chance < 2) {
463 (void)printf(
464"Your bowstring breaks! *twaaaaaang*\n\
465The arrow is weakly shot and can go no further!\n");
466 break;
467 } else if (roomcnt == 4 && chance < 6) {
468 (void)printf(
469"The arrow wavers in its flight and and can go no further!\n");
470 break;
471 }
472 }
473
474 /*
475 * now we've gotten into the new room let us see if El Wumpo is
476 * in the same room ... if so we've a HIT and the player WON!
477 */
478 if (arrow_location == wumpus_loc) {
479 kill_wump();
480 return(1);
481 }
482
483 if (arrow_location == player_loc) {
484 shoot_self();
485 return(1);
486 }
487
488 if (!--arrows_left) {
489 no_arrows();
490 return(1);
491 }
492
493 {
494 /* each time you shoot, it's more likely the wumpus moves */
495 static int lastchance = 2;
496
497 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
498 move_wump();
499 if (wumpus_loc == player_loc)
500 wump_kill();
501 lastchance = random() % 3;
502
503 }
504 }
505 return(0);
506}
507
508void
509cave_init()
510{
511 int i, j, k, wumplink;
512 int delta;
513
514 /*
515 * This does most of the interesting work in this program actually!
516 * In this routine we'll initialize the Wumpus cave to have all rooms
517 * linking to all others by stepping through our data structure once,
518 * recording all forward links and backwards links too. The parallel
519 * "linkcount" data structure ensures that no room ends up with more
520 * than three links, regardless of the quality of the random number
521 * generator that we're using.
522 */
523 srandomdev();
524
525 /* initialize the cave first off. */
526 for (i = 1; i <= room_num; ++i)
527 for (j = 0; j < link_num ; ++j)
528 cave[i].tunnel[j] = -1;
529
530 /* choose a random 'hop' delta for our guaranteed link */
531 while (!(delta = random() % room_num));
532
533 for (i = 1; i <= room_num; ++i) {
534 wumplink = ((i + delta) % room_num) + 1; /* connection */
535 cave[i].tunnel[0] = wumplink; /* forw link */
536 cave[wumplink].tunnel[1] = i; /* back link */
537 }
538 /* now fill in the rest of the cave with random connections */
539 for (i = 1; i <= room_num; i++)
540 for (j = 2; j < link_num ; j++) {
541 if (cave[i].tunnel[j] != -1)
542 continue;
543try_again: wumplink = (random() % room_num) + 1;
544 /* skip duplicates */
545 for (k = 0; k < j; k++)
546 if (cave[i].tunnel[k] == wumplink)
547 goto try_again;
548 cave[i].tunnel[j] = wumplink;
549 if (random() % 2 == 1)
550 continue;
551 for (k = 0; k < link_num; ++k) {
552 /* if duplicate, skip it */
553 if (cave[wumplink].tunnel[k] == i)
554 k = link_num;
555
556 /* if open link, use it, force exit */
557 if (cave[wumplink].tunnel[k] == -1) {
558 cave[wumplink].tunnel[k] = i;
559 k = link_num;
560 }
561 }
562 }
563 /*
564 * now that we're done, sort the tunnels in each of the rooms to
565 * make it easier on the intrepid adventurer.
566 */
567 for (i = 1; i <= room_num; ++i)
568 qsort(cave[i].tunnel, (u_int)link_num,
569 sizeof(cave[i].tunnel[0]), int_compare);
570
571#ifdef DEBUG
572 if (debug)
573 for (i = 1; i <= room_num; ++i) {
574 (void)printf("<room %d has tunnels to ", i);
575 for (j = 0; j < link_num; ++j)
576 (void)printf("%d ", cave[i].tunnel[j]);
577 (void)printf(">\n");
578 }
579#endif
580}
581
582void
583clear_things_in_cave()
584{
585 int i;
586
587 /*
588 * remove bats and pits from the current cave in preparation for us
589 * adding new ones via the initialize_things_in_cave() routines.
590 */
591 for (i = 1; i <= room_num; ++i)
592 cave[i].has_a_bat = cave[i].has_a_pit = 0;
593}
594
595void
596initialize_things_in_cave()
597{
598 int i, loc;
599
600 /* place some bats, pits, the wumpus, and the player. */
601 for (i = 0; i < bat_num; ++i) {
602 do {
603 loc = (random() % room_num) + 1;
604 } while (cave[loc].has_a_bat);
605 cave[loc].has_a_bat = 1;
606#ifdef DEBUG
607 if (debug)
608 (void)printf("<bat in room %d>\n", loc);
609#endif
610 }
611
612 for (i = 0; i < pit_num; ++i) {
613 do {
614 loc = (random() % room_num) + 1;
615 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
616 cave[loc].has_a_pit = 1;
617#ifdef DEBUG
618 if (debug)
619 (void)printf("<pit in room %d>\n", loc);
620#endif
621 }
622
623 wumpus_loc = (random() % room_num) + 1;
624#ifdef DEBUG
625 if (debug)
626 (void)printf("<wumpus in room %d>\n", loc);
627#endif
628
629 do {
630 player_loc = (random() % room_num) + 1;
631 } while (player_loc == wumpus_loc || (level == HARD ?
632 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
633}
634
635int
636getans(prompt)
637 const char *prompt;
638{
639 char buf[20];
640
641 /*
642 * simple routine to ask the yes/no question specified until the user
643 * answers yes or no, then return 1 if they said 'yes' and 0 if they
644 * answered 'no'.
645 */
646 for (;;) {
647 (void)printf("%s", prompt);
648 (void)fflush(stdout);
649 if (!fgets(buf, sizeof(buf), stdin))
650 return(0);
651 if (*buf == 'N' || *buf == 'n')
652 return(0);
653 if (*buf == 'Y' || *buf == 'y')
654 return(1);
655 (void)printf(
656"I don't understand your answer; please enter 'y' or 'n'!\n");
657 }
658 /* NOTREACHED */
659}
660
661int
662bats_nearby()
663{
664 int i;
665
666 /* check for bats in the immediate vicinity */
667 for (i = 0; i < link_num; ++i)
668 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
669 return(1);
670 return(0);
671}
672
673int
674pit_nearby()
675{
676 int i;
677
678 /* check for pits in the immediate vicinity */
679 for (i = 0; i < link_num; ++i)
680 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
681 return(1);
682 return(0);
683}
684
685int
686wump_nearby()
687{
688 int i, j;
689
690 /* check for a wumpus within TWO caves of where we are */
691 for (i = 0; i < link_num; ++i) {
692 if (cave[player_loc].tunnel[i] == wumpus_loc)
693 return(1);
694 for (j = 0; j < link_num; ++j)
695 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
696 wumpus_loc)
697 return(1);
698 }
699 return(0);
700}
701
702void
703move_wump()
704{
705 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
706}
707
708int
709int_compare(va, vb)
710 const void *va, *vb;
711{
712 const int *a, *b;
713
714 a = (const int *)va;
715 b = (const int *)vb;
716
717 return(a < b ? -1 : 1);
718}
719
720void
721instructions()
722{
723 const char *pager;
724 pid_t pid;
725 int status;
726 int fd;
727
728 /*
729 * read the instructions file, if needed, and show the user how to
730 * play this game!
731 */
732 if (!getans("Instructions? (y-n) "))
733 return;
734
735 if (access(_PATH_WUMPINFO, R_OK)) {
736 (void)printf(
737"Sorry, but the instruction file seems to have disappeared in a\n\
738puff of greasy black smoke! (poof)\n");
739 return;
740 }
741
742 if (!isatty(1))
743 pager = "cat";
744 else {
745 if (!(pager = getenv("PAGER")) || (*pager == 0))
746 pager = _PATH_PAGER;
747 }
748 switch (pid = fork()) {
749 case 0: /* child */
750 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
751 err(1, "open %s", _PATH_WUMPINFO);
752 if (dup2(fd, 0) == -1)
753 err(1, "dup2");
9a139b26 754 (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL);
984263bc
MD
755 err(1, "exec sh -c %s", pager);
756 case -1:
757 err(1, "fork");
758 default:
759 (void)waitpid(pid, &status, 0);
760 break;
761 }
762}
763
764void
765usage()
766{
767 (void)fprintf(stderr,
768"usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
769 exit(1);
770}
771
772/* messages */
773
774void
775wump_kill()
776{
777 (void)printf(
778"*ROAR* *chomp* *snurfle* *chomp*!\n\
779Much to the delight of the Wumpus, you walked right into his mouth,\n\
780making you one of the easiest dinners he's ever had! For you, however,\n\
781it's a rather unpleasant death. The only good thing is that it's been\n\
782so long since the evil Wumpus cleaned his teeth that you immediately\n\
783passed out from the stench!\n");
784}
785
786void
787kill_wump()
788{
789 (void)printf(
790"*thwock!* *groan* *crash*\n\n\
791A horrible roar fills the cave, and you realize, with a smile, that you\n\
792have slain the evil Wumpus and won the game! You don't want to tarry for\n\
793long, however, because not only is the Wumpus famous, but the stench of\n\
794dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
795mightiest adventurer at a single whiff!!\n");
796}
797
798void
799no_arrows()
800{
801 (void)printf(
802"\nYou turn and look at your quiver, and realize with a sinking feeling\n\
803that you've just shot your last arrow (figuratively, too). Sensing this\n\
804with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
805you, and with a mighty *ROAR* eats you alive!\n");
806}
807
808void
809shoot_self()
810{
811 (void)printf(
812"\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
813of your wild arrow has resulted in it wedging in your side, causing\n\
814extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
815and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
816(*CHOMP*)\n");
817}
818
819void
820jump(where)
821 int where;
822{
823 (void)printf(
824"\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
825notice that the walls are shimmering and glowing. Suddenly you feel\n\
826a very curious, warm sensation and find yourself in room %d!!\n", where);
827}
828
829void
830pit_kill()
831{
832 (void)printf(
833"*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
834The whistling sound and updraft as you walked into this room of the\n\
835cave apparently wasn't enough to clue you in to the presence of the\n\
836bottomless pit. You have a lot of time to reflect on this error as\n\
837you fall many miles to the core of the earth. Look on the bright side;\n\
838you can at least find out if Jules Verne was right...\n");
839}
840
841void
842pit_survive()
843{
844 (void)printf(
845"Without conscious thought you grab for the side of the cave and manage\n\
846to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
847depths of a bottomless pit! Rock crumbles beneath your feet!\n");
848}