Fix some more the the typos.
[dragonfly.git] / games / wump / wump.c
CommitLineData
6693db17 1/*-
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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.
6693db17 17 * 3. Neither the name of the University nor the names of its contributors
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18 * may be used to endorse or promote products derived from this software
19 * without specific prior written permission.
20 *
21 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
22 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
24 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
27 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
28 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
29 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
30 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
31 * SUCH DAMAGE.
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32 *
33 * @(#) Copyright (c) 1989, 1993 The Regents of the University of California. All rights reserved.
34 * @(#)wump.c 8.1 (Berkeley) 5/31/93
35 * $FreeBSD: src/games/wump/wump.c,v 1.13.2.1 2000/08/17 06:24:54 jhb Exp $
c11b8fa9 36 * $DragonFly: src/games/wump/wump.c,v 1.6 2007/04/18 18:32:12 swildner Exp $
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37 */
38
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39/*
40 * A very new version of the age old favorite Hunt-The-Wumpus game that has
41 * been a part of the BSD distribution of Unix for longer than us old folk
42 * would care to remember.
43 */
44
45#include <err.h>
46#include <sys/types.h>
47#include <sys/file.h>
48#include <sys/wait.h>
49#include <stdio.h>
50#include <stdlib.h>
51#include <string.h>
52#include <unistd.h>
53#include "pathnames.h"
54
55/* some defines to spec out what our wumpus cave should look like */
56
57#define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
58#define MAX_LINKS_IN_ROOM 25 /* a complex cave */
59
60#define MAX_ROOMS_IN_CAVE 250
61#define ROOMS_IN_CAVE 20
62#define MIN_ROOMS_IN_CAVE 10
63
64#define LINKS_IN_ROOM 3
65#define NUMBER_OF_ARROWS 5
66#define PIT_COUNT 3
67#define BAT_COUNT 3
68
69#define EASY 1 /* levels of play */
70#define HARD 2
71
72/* some macro definitions for cleaner output */
73
74#define plural(n) (n == 1 ? "" : "s")
75
76/* simple cave data structure; +1 so we can index from '1' not '0' */
77struct room_record {
78 int tunnel[MAX_LINKS_IN_ROOM];
79 int has_a_pit, has_a_bat;
80} cave[MAX_ROOMS_IN_CAVE+1];
81
82/*
83 * global variables so we can keep track of where the player is, how
84 * many arrows they still have, where el wumpo is, and so on...
85 */
86int player_loc = -1; /* player location */
87int wumpus_loc = -1; /* The Bad Guy location */
88int level = EASY; /* level of play */
89int arrows_left; /* arrows unshot */
90
91#ifdef DEBUG
92int debug = 0;
93#endif
94
95int pit_num = PIT_COUNT; /* # pits in cave */
96int bat_num = BAT_COUNT; /* # bats */
97int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
98int link_num = LINKS_IN_ROOM; /* links per room */
99int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
100
101char answer[20]; /* user input */
102
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103int bats_nearby(void);
104void cave_init(void);
105void clear_things_in_cave(void);
106void display_room_stats(void);
107int getans(const char *);
108void initialize_things_in_cave(void);
109void instructions(void);
110int int_compare(const void *, const void *);
111void jump(int);
112void kill_wump(void);
113int move_to(char *);
114void move_wump(void);
115void no_arrows(void);
116void pit_kill(void);
117int pit_nearby(void);
118void pit_survive(void);
119int shoot(char *);
120void shoot_self(void);
121int take_action(void);
122void usage(void);
123void wump_kill(void);
124int wump_nearby(void);
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125
126int
6693db17 127main(int argc, char **argv)
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128{
129 int c;
130
6693db17 131 /* Revoke setgid privileges */
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132 setgid(getgid());
133
134#ifdef DEBUG
135 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
136#else
137 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
138#endif
139 switch (c) {
140 case 'a':
141 arrow_num = atoi(optarg);
142 break;
143 case 'b':
144 bat_num = atoi(optarg);
145 break;
146#ifdef DEBUG
147 case 'd':
148 debug = 1;
149 break;
150#endif
151 case 'h':
152 level = HARD;
153 break;
154 case 'p':
155 pit_num = atoi(optarg);
156 break;
157 case 'r':
158 room_num = atoi(optarg);
159 if (room_num < MIN_ROOMS_IN_CAVE) {
160 (void)fprintf(stderr,
161 "No self-respecting wumpus would live in such a small cave!\n");
162 exit(1);
163 }
164 if (room_num > MAX_ROOMS_IN_CAVE) {
165 (void)fprintf(stderr,
166 "Even wumpii can't furnish caves that large!\n");
167 exit(1);
168 }
169 break;
170 case 't':
171 link_num = atoi(optarg);
172 if (link_num < 2) {
173 (void)fprintf(stderr,
174 "Wumpii like extra doors in their caves!\n");
175 exit(1);
176 }
177 break;
178 case '?':
179 default:
180 usage();
181 }
182
183 if (link_num > MAX_LINKS_IN_ROOM ||
184 link_num > room_num - (room_num / 4)) {
185 (void)fprintf(stderr,
186"Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
187 exit(1);
188 }
189
190 if (level == HARD) {
191 bat_num += ((random() % (room_num / 2)) + 1);
192 pit_num += ((random() % (room_num / 2)) + 1);
193 }
194
195 if (bat_num > room_num / 2) {
196 (void)fprintf(stderr,
197"The wumpus refused to enter the cave, claiming it was too crowded!\n");
198 exit(1);
199 }
200
201 if (pit_num > room_num / 2) {
202 (void)fprintf(stderr,
203"The wumpus refused to enter the cave, claiming it was too dangerous!\n");
204 exit(1);
205 }
206
207 instructions();
208 cave_init();
209
210 /* and we're OFF! da dum, da dum, da dum, da dum... */
211 (void)printf(
212"\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
213There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
214quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
215 room_num, link_num, bat_num, plural(bat_num), pit_num,
216 plural(pit_num), arrow_num);
217
218 for (;;) {
219 initialize_things_in_cave();
220 arrows_left = arrow_num;
221 do {
222 display_room_stats();
223 (void)printf("Move or shoot? (m-s) ");
224 (void)fflush(stdout);
225 if (!fgets(answer, sizeof(answer), stdin))
226 break;
227 } while (!take_action());
228
229 if (!getans("\nCare to play another game? (y-n) "))
230 exit(0);
231 if (getans("In the same cave? (y-n) "))
232 clear_things_in_cave();
233 else
234 cave_init();
235 }
236 /* NOTREACHED */
6693db17 237 return (0);
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238}
239
240void
c11b8fa9 241display_room_stats(void)
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242{
243 int i;
244
245 /*
246 * Routine will explain what's going on with the current room, as well
247 * as describe whether there are pits, bats, & wumpii nearby. It's
248 * all pretty mindless, really.
249 */
250 (void)printf(
251"\nYou are in room %d of the cave, and have %d arrow%s left.\n",
252 player_loc, arrows_left, plural(arrows_left));
253
254 if (bats_nearby())
255 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
256 if (pit_nearby())
257 (void)printf("*whoosh* (I feel a draft from some pits).\n");
258 if (wump_nearby())
259 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
260
261 (void)printf("There are tunnels to rooms %d, ",
262 cave[player_loc].tunnel[0]);
263
264 for (i = 1; i < link_num - 1; i++)
265 if (cave[player_loc].tunnel[i] <= room_num)
266 (void)printf("%d, ", cave[player_loc].tunnel[i]);
267 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
268}
269
270int
c11b8fa9 271take_action(void)
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272{
273 /*
274 * Do the action specified by the player, either 'm'ove, 's'hoot
275 * or something exceptionally bizarre and strange! Returns 1
276 * iff the player died during this turn, otherwise returns 0.
277 */
278 switch (*answer) {
279 case 'M':
280 case 'm': /* move */
281 return(move_to(answer + 1));
282 case 'S':
283 case 's': /* shoot */
284 return(shoot(answer + 1));
285 case 'Q':
286 case 'q':
287 case 'x':
288 exit(0);
289 case '\n':
290 return(0);
291 }
292 if (random() % 15 == 1)
293 (void)printf("Que pasa?\n");
294 else
295 (void)printf("I don't understand!\n");
296 return(0);
297}
298
299int
c11b8fa9 300move_to(char *room_number)
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301{
302 int i, just_moved_by_bats, next_room, tunnel_available;
303
304 /*
305 * This is responsible for moving the player into another room in the
306 * cave as per their directions. If room_number is a null string,
307 * then we'll prompt the user for the next room to go into. Once
308 * we've moved into the room, we'll check for things like bats, pits,
309 * and so on. This routine returns 1 if something occurs that kills
310 * the player and 0 otherwise...
311 */
312 tunnel_available = just_moved_by_bats = 0;
313 next_room = atoi(room_number);
314
315 /* crap for magic tunnels */
316 if (next_room == room_num + 1 &&
317 cave[player_loc].tunnel[link_num-1] != next_room)
318 ++next_room;
319
320 while (next_room < 1 || next_room > room_num + 1) {
321 if (next_room < 0 && next_room != -1)
322(void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
323 if (next_room > room_num + 1)
324(void)printf("What? The cave surely isn't quite that big!\n");
325 if (next_room == room_num + 1 &&
326 cave[player_loc].tunnel[link_num-1] != next_room) {
327 (void)printf("What? The cave isn't that big!\n");
328 ++next_room;
329 }
330 (void)printf("To which room do you wish to move? ");
331 (void)fflush(stdout);
332 if (!fgets(answer, sizeof(answer), stdin))
333 return(1);
334 next_room = atoi(answer);
335 }
336
337 /* now let's see if we can move to that room or not */
338 tunnel_available = 0;
339 for (i = 0; i < link_num; i++)
340 if (cave[player_loc].tunnel[i] == next_room)
341 tunnel_available = 1;
342
343 if (!tunnel_available) {
344 (void)printf("*Oof!* (You hit the wall)\n");
345 if (random() % 6 == 1) {
346(void)printf("Your colorful comments awaken the wumpus!\n");
347 move_wump();
348 if (wumpus_loc == player_loc) {
349 wump_kill();
350 return(1);
351 }
352 }
353 return(0);
354 }
355
356 /* now let's move into that room and check it out for dangers */
357 if (next_room == room_num + 1)
358 jump(next_room = (random() % room_num) + 1);
359
360 player_loc = next_room;
361 for (;;) {
362 if (next_room == wumpus_loc) { /* uh oh... */
363 wump_kill();
364 return(1);
365 }
366 if (cave[next_room].has_a_pit) {
367 if (random() % 12 < 2) {
368 pit_survive();
369 return(0);
370 } else {
371 pit_kill();
372 return(1);
373 }
374 }
375
376 if (cave[next_room].has_a_bat) {
377 (void)printf(
378"*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
379 just_moved_by_bats ? " again": "");
380 next_room = player_loc = (random() % room_num) + 1;
381 just_moved_by_bats = 1;
382 }
383
384 else
385 break;
386 }
387 return(0);
388}
389
390int
c11b8fa9 391shoot(char *room_list)
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392{
393 int chance, next, roomcnt;
394 int j, arrow_location, wumplink, ok;
395 char *p;
396
397 /*
398 * Implement shooting arrows. Arrows are shot by the player indicating
399 * a space-separated list of rooms that the arrow should pass through;
400 * if any of the rooms they specify are not accessible via tunnel from
401 * the room the arrow is in, it will instead fly randomly into another
402 * room. If the player hits the wumpus, this routine will indicate
403 * such. If it misses, this routine will *move* the wumpus one room.
404 * If it's the last arrow, the player then dies... Returns 1 if the
405 * player has won or died, 0 if nothing has happened.
406 */
407 arrow_location = player_loc;
408 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
409 if (!(p = strtok(room_list, " \t\n"))) {
410 if (roomcnt == 1) {
411 (void)printf(
412 "The arrow falls to the ground at your feet!\n");
413 return(0);
414 } else
415 break;
416 }
6693db17 417 if (roomcnt > 5) {
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418 (void)printf(
419"The arrow wavers in its flight and and can go no further!\n");
420 break;
421 }
422 next = atoi(p);
423 for (j = 0, ok = 0; j < link_num; j++)
424 if (cave[arrow_location].tunnel[j] == next)
425 ok = 1;
426
427 if (ok) {
428 if (next > room_num) {
429 (void)printf(
430"A faint gleam tells you the arrow has gone through a magic tunnel!\n");
431 arrow_location = (random() % room_num) + 1;
432 } else
433 arrow_location = next;
434 } else {
435 wumplink = (random() % link_num);
436 if (wumplink == player_loc)
437 (void)printf(
438"*thunk* The arrow can't find a way from %d to %d and flys back into\n\
439your room!\n",
440 arrow_location, next);
441 else if (cave[arrow_location].tunnel[wumplink] > room_num)
442 (void)printf(
443"*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
444room %d!\n",
445 cave[arrow_location].tunnel[wumplink]);
446 else
447 (void)printf(
448"*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
449into room %d!\n",
450 arrow_location, next,
451 cave[arrow_location].tunnel[wumplink]);
452 arrow_location = cave[arrow_location].tunnel[wumplink];
453 break;
454 }
455 chance = random() % 10;
456 if (roomcnt == 3 && chance < 2) {
457 (void)printf(
458"Your bowstring breaks! *twaaaaaang*\n\
459The arrow is weakly shot and can go no further!\n");
460 break;
461 } else if (roomcnt == 4 && chance < 6) {
462 (void)printf(
463"The arrow wavers in its flight and and can go no further!\n");
464 break;
465 }
466 }
467
468 /*
469 * now we've gotten into the new room let us see if El Wumpo is
470 * in the same room ... if so we've a HIT and the player WON!
471 */
472 if (arrow_location == wumpus_loc) {
473 kill_wump();
474 return(1);
475 }
476
477 if (arrow_location == player_loc) {
478 shoot_self();
479 return(1);
480 }
481
482 if (!--arrows_left) {
483 no_arrows();
484 return(1);
485 }
486
487 {
488 /* each time you shoot, it's more likely the wumpus moves */
489 static int lastchance = 2;
490
491 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
492 move_wump();
493 if (wumpus_loc == player_loc)
494 wump_kill();
495 lastchance = random() % 3;
496
497 }
498 }
499 return(0);
500}
501
502void
c11b8fa9 503cave_init(void)
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504{
505 int i, j, k, wumplink;
506 int delta;
507
508 /*
509 * This does most of the interesting work in this program actually!
510 * In this routine we'll initialize the Wumpus cave to have all rooms
511 * linking to all others by stepping through our data structure once,
512 * recording all forward links and backwards links too. The parallel
513 * "linkcount" data structure ensures that no room ends up with more
514 * than three links, regardless of the quality of the random number
515 * generator that we're using.
516 */
517 srandomdev();
518
519 /* initialize the cave first off. */
520 for (i = 1; i <= room_num; ++i)
521 for (j = 0; j < link_num ; ++j)
522 cave[i].tunnel[j] = -1;
523
524 /* choose a random 'hop' delta for our guaranteed link */
525 while (!(delta = random() % room_num));
526
527 for (i = 1; i <= room_num; ++i) {
528 wumplink = ((i + delta) % room_num) + 1; /* connection */
529 cave[i].tunnel[0] = wumplink; /* forw link */
530 cave[wumplink].tunnel[1] = i; /* back link */
531 }
532 /* now fill in the rest of the cave with random connections */
533 for (i = 1; i <= room_num; i++)
534 for (j = 2; j < link_num ; j++) {
535 if (cave[i].tunnel[j] != -1)
536 continue;
537try_again: wumplink = (random() % room_num) + 1;
538 /* skip duplicates */
539 for (k = 0; k < j; k++)
540 if (cave[i].tunnel[k] == wumplink)
541 goto try_again;
542 cave[i].tunnel[j] = wumplink;
543 if (random() % 2 == 1)
544 continue;
545 for (k = 0; k < link_num; ++k) {
546 /* if duplicate, skip it */
547 if (cave[wumplink].tunnel[k] == i)
548 k = link_num;
549
550 /* if open link, use it, force exit */
551 if (cave[wumplink].tunnel[k] == -1) {
552 cave[wumplink].tunnel[k] = i;
553 k = link_num;
554 }
555 }
556 }
557 /*
558 * now that we're done, sort the tunnels in each of the rooms to
559 * make it easier on the intrepid adventurer.
560 */
561 for (i = 1; i <= room_num; ++i)
562 qsort(cave[i].tunnel, (u_int)link_num,
563 sizeof(cave[i].tunnel[0]), int_compare);
564
565#ifdef DEBUG
566 if (debug)
567 for (i = 1; i <= room_num; ++i) {
568 (void)printf("<room %d has tunnels to ", i);
569 for (j = 0; j < link_num; ++j)
570 (void)printf("%d ", cave[i].tunnel[j]);
571 (void)printf(">\n");
572 }
573#endif
574}
575
576void
c11b8fa9 577clear_things_in_cave(void)
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578{
579 int i;
580
581 /*
582 * remove bats and pits from the current cave in preparation for us
583 * adding new ones via the initialize_things_in_cave() routines.
584 */
585 for (i = 1; i <= room_num; ++i)
586 cave[i].has_a_bat = cave[i].has_a_pit = 0;
587}
588
589void
c11b8fa9 590initialize_things_in_cave(void)
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591{
592 int i, loc;
593
594 /* place some bats, pits, the wumpus, and the player. */
595 for (i = 0; i < bat_num; ++i) {
596 do {
597 loc = (random() % room_num) + 1;
598 } while (cave[loc].has_a_bat);
599 cave[loc].has_a_bat = 1;
600#ifdef DEBUG
601 if (debug)
602 (void)printf("<bat in room %d>\n", loc);
603#endif
604 }
605
606 for (i = 0; i < pit_num; ++i) {
607 do {
608 loc = (random() % room_num) + 1;
609 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
610 cave[loc].has_a_pit = 1;
611#ifdef DEBUG
612 if (debug)
613 (void)printf("<pit in room %d>\n", loc);
614#endif
615 }
616
617 wumpus_loc = (random() % room_num) + 1;
618#ifdef DEBUG
619 if (debug)
620 (void)printf("<wumpus in room %d>\n", loc);
621#endif
622
623 do {
624 player_loc = (random() % room_num) + 1;
625 } while (player_loc == wumpus_loc || (level == HARD ?
626 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
627}
628
629int
c11b8fa9 630getans(const char *prompt)
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631{
632 char buf[20];
633
634 /*
635 * simple routine to ask the yes/no question specified until the user
636 * answers yes or no, then return 1 if they said 'yes' and 0 if they
637 * answered 'no'.
638 */
639 for (;;) {
640 (void)printf("%s", prompt);
641 (void)fflush(stdout);
642 if (!fgets(buf, sizeof(buf), stdin))
643 return(0);
644 if (*buf == 'N' || *buf == 'n')
645 return(0);
646 if (*buf == 'Y' || *buf == 'y')
647 return(1);
648 (void)printf(
649"I don't understand your answer; please enter 'y' or 'n'!\n");
650 }
651 /* NOTREACHED */
652}
653
654int
c11b8fa9 655bats_nearby(void)
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656{
657 int i;
658
659 /* check for bats in the immediate vicinity */
660 for (i = 0; i < link_num; ++i)
661 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
662 return(1);
663 return(0);
664}
665
666int
c11b8fa9 667pit_nearby(void)
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668{
669 int i;
670
671 /* check for pits in the immediate vicinity */
672 for (i = 0; i < link_num; ++i)
673 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
674 return(1);
675 return(0);
676}
677
678int
c11b8fa9 679wump_nearby(void)
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680{
681 int i, j;
682
683 /* check for a wumpus within TWO caves of where we are */
684 for (i = 0; i < link_num; ++i) {
685 if (cave[player_loc].tunnel[i] == wumpus_loc)
686 return(1);
687 for (j = 0; j < link_num; ++j)
688 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
689 wumpus_loc)
690 return(1);
691 }
692 return(0);
693}
694
695void
c11b8fa9 696move_wump(void)
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697{
698 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
699}
700
701int
c11b8fa9 702int_compare(const void *va, const void *vb)
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703{
704 const int *a, *b;
705
706 a = (const int *)va;
707 b = (const int *)vb;
708
709 return(a < b ? -1 : 1);
710}
711
712void
c11b8fa9 713instructions(void)
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714{
715 const char *pager;
716 pid_t pid;
717 int status;
718 int fd;
719
720 /*
721 * read the instructions file, if needed, and show the user how to
722 * play this game!
723 */
724 if (!getans("Instructions? (y-n) "))
725 return;
726
727 if (access(_PATH_WUMPINFO, R_OK)) {
728 (void)printf(
729"Sorry, but the instruction file seems to have disappeared in a\n\
730puff of greasy black smoke! (poof)\n");
731 return;
732 }
733
6693db17 734 if (!isatty(STDOUT_FILENO))
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735 pager = "cat";
736 else {
737 if (!(pager = getenv("PAGER")) || (*pager == 0))
738 pager = _PATH_PAGER;
739 }
740 switch (pid = fork()) {
741 case 0: /* child */
742 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
743 err(1, "open %s", _PATH_WUMPINFO);
6693db17 744 if (dup2(fd, STDIN_FILENO) == -1)
984263bc 745 err(1, "dup2");
2038fb68 746 (void)execl("/bin/sh", "sh", "-c", pager, NULL);
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747 err(1, "exec sh -c %s", pager);
748 case -1:
749 err(1, "fork");
750 default:
751 (void)waitpid(pid, &status, 0);
752 break;
753 }
754}
755
756void
c11b8fa9 757usage(void)
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758{
759 (void)fprintf(stderr,
760"usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
761 exit(1);
762}
763
764/* messages */
765
766void
c11b8fa9 767wump_kill(void)
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768{
769 (void)printf(
770"*ROAR* *chomp* *snurfle* *chomp*!\n\
771Much to the delight of the Wumpus, you walked right into his mouth,\n\
772making you one of the easiest dinners he's ever had! For you, however,\n\
773it's a rather unpleasant death. The only good thing is that it's been\n\
774so long since the evil Wumpus cleaned his teeth that you immediately\n\
775passed out from the stench!\n");
776}
777
778void
c11b8fa9 779kill_wump(void)
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780{
781 (void)printf(
782"*thwock!* *groan* *crash*\n\n\
783A horrible roar fills the cave, and you realize, with a smile, that you\n\
784have slain the evil Wumpus and won the game! You don't want to tarry for\n\
785long, however, because not only is the Wumpus famous, but the stench of\n\
786dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
787mightiest adventurer at a single whiff!!\n");
788}
789
790void
c11b8fa9 791no_arrows(void)
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792{
793 (void)printf(
794"\nYou turn and look at your quiver, and realize with a sinking feeling\n\
795that you've just shot your last arrow (figuratively, too). Sensing this\n\
796with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
797you, and with a mighty *ROAR* eats you alive!\n");
798}
799
800void
c11b8fa9 801shoot_self(void)
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802{
803 (void)printf(
804"\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
805of your wild arrow has resulted in it wedging in your side, causing\n\
806extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
807and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
808(*CHOMP*)\n");
809}
810
811void
c11b8fa9 812jump(int where)
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813{
814 (void)printf(
815"\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
816notice that the walls are shimmering and glowing. Suddenly you feel\n\
817a very curious, warm sensation and find yourself in room %d!!\n", where);
818}
819
820void
c11b8fa9 821pit_kill(void)
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822{
823 (void)printf(
824"*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
825The whistling sound and updraft as you walked into this room of the\n\
826cave apparently wasn't enough to clue you in to the presence of the\n\
827bottomless pit. You have a lot of time to reflect on this error as\n\
828you fall many miles to the core of the earth. Look on the bright side;\n\
829you can at least find out if Jules Verne was right...\n");
830}
831
832void
c11b8fa9 833pit_survive(void)
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834{
835 (void)printf(
836"Without conscious thought you grab for the side of the cave and manage\n\
837to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
838depths of a bottomless pit! Rock crumbles beneath your feet!\n");
839}