1 /* $NetBSD: wump.c,v 1.14 2001/08/31 07:16:22 jsm Exp $ */ 2 3 /* 4 * Copyright (c) 1989, 1993 5 * The Regents of the University of California. All rights reserved. 6 * All rights reserved. 7 * 8 * This code is derived from software contributed to Berkeley by 9 * Dave Taylor, of Intuitive Systems. 10 * 11 * Redistribution and use in source and binary forms, with or without 12 * modification, are permitted provided that the following conditions 13 * are met: 14 * 1. Redistributions of source code must retain the above copyright 15 * notice, this list of conditions and the following disclaimer. 16 * 2. Redistributions in binary form must reproduce the above copyright 17 * notice, this list of conditions and the following disclaimer in the 18 * documentation and/or other materials provided with the distribution. 19 * 3. All advertising materials mentioning features or use of this software 20 * must display the following acknowledgement: 21 * This product includes software developed by the University of 22 * California, Berkeley and its contributors. 23 * 4. Neither the name of the University nor the names of its contributors 24 * may be used to endorse or promote products derived from this software 25 * without specific prior written permission. 26 * 27 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 28 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 29 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 30 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 31 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 32 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 33 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 34 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 35 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 36 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 37 * SUCH DAMAGE. 38 */ 39 40 #include <sys/cdefs.h> 41 #ifndef lint 42 __COPYRIGHT("@(#) Copyright (c) 1989, 1993\n\ 43 The Regents of the University of California. All rights reserved.\n"); 44 #endif /* not lint */ 45 46 #ifndef lint 47 #if 0 48 static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93"; 49 #else 50 __RCSID("$NetBSD: wump.c,v 1.14 2001/08/31 07:16:22 jsm Exp $"); 51 #endif 52 #endif /* not lint */ 53 54 /* 55 * A very new version of the age old favorite Hunt-The-Wumpus game that has 56 * been a part of the BSD distribution of Unix for longer than us old folk 57 * would care to remember. 58 */ 59 60 #include <err.h> 61 #include <sys/types.h> 62 #include <sys/file.h> 63 #include <sys/wait.h> 64 #include <stdio.h> 65 #include <stdlib.h> 66 #include <string.h> 67 #include <time.h> 68 #include <unistd.h> 69 #include "pathnames.h" 70 71 /* some defines to spec out what our wumpus cave should look like */ 72 73 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */ 74 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */ 75 76 #define MAX_ROOMS_IN_CAVE 250 77 #define ROOMS_IN_CAVE 20 78 #define MIN_ROOMS_IN_CAVE 10 79 80 #define LINKS_IN_ROOM 3 81 #define NUMBER_OF_ARROWS 5 82 #define PIT_COUNT 3 83 #define BAT_COUNT 3 84 85 #define EASY 1 /* levels of play */ 86 #define HARD 2 87 88 /* some macro definitions for cleaner output */ 89 90 #define plural(n) (n == 1 ? "" : "s") 91 92 /* simple cave data structure; +1 so we can index from '1' not '0' */ 93 struct room_record { 94 int tunnel[MAX_LINKS_IN_ROOM]; 95 int has_a_pit, has_a_bat; 96 } cave[MAX_ROOMS_IN_CAVE+1]; 97 98 /* 99 * global variables so we can keep track of where the player is, how 100 * many arrows they still have, where el wumpo is, and so on... 101 */ 102 int player_loc = -1; /* player location */ 103 int wumpus_loc = -1; /* The Bad Guy location */ 104 int level = EASY; /* level of play */ 105 int arrows_left; /* arrows unshot */ 106 107 #ifdef DEBUG 108 int debug = 0; 109 #endif 110 111 int pit_num = PIT_COUNT; /* # pits in cave */ 112 int bat_num = BAT_COUNT; /* # bats */ 113 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */ 114 int link_num = LINKS_IN_ROOM; /* links per room */ 115 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */ 116 117 char answer[20]; /* user input */ 118 119 int bats_nearby __P((void)); 120 void cave_init __P((void)); 121 void clear_things_in_cave __P((void)); 122 void display_room_stats __P((void)); 123 int gcd __P((int, int)); 124 int getans __P((const char *)); 125 void initialize_things_in_cave __P((void)); 126 void instructions __P((void)); 127 int int_compare __P((const void *, const void *)); 128 void jump __P((int)); 129 void kill_wump __P((void)); 130 int main __P((int, char **)); 131 int move_to __P((const char *)); 132 void move_wump __P((void)); 133 void no_arrows __P((void)); 134 void pit_kill __P((void)); 135 int pit_nearby __P((void)); 136 void pit_survive __P((void)); 137 int shoot __P((char *)); 138 void shoot_self __P((void)); 139 int take_action __P((void)); 140 void usage __P((void)) __attribute__((__noreturn__)); 141 void wump_kill __P((void)); 142 int wump_nearby __P((void)); 143 144 int 145 main(argc, argv) 146 int argc; 147 char **argv; 148 { 149 int c; 150 151 /* Revoke setgid privileges */ 152 setgid(getgid()); 153 154 #ifdef DEBUG 155 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1) 156 #else 157 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1) 158 #endif 159 switch (c) { 160 case 'a': 161 arrow_num = atoi(optarg); 162 break; 163 case 'b': 164 bat_num = atoi(optarg); 165 break; 166 #ifdef DEBUG 167 case 'd': 168 debug = 1; 169 break; 170 #endif 171 case 'h': 172 level = HARD; 173 break; 174 case 'p': 175 pit_num = atoi(optarg); 176 break; 177 case 'r': 178 room_num = atoi(optarg); 179 if (room_num < MIN_ROOMS_IN_CAVE) { 180 (void)fprintf(stderr, 181 "No self-respecting wumpus would live in such a small cave!\n"); 182 exit(1); 183 } 184 if (room_num > MAX_ROOMS_IN_CAVE) { 185 (void)fprintf(stderr, 186 "Even wumpii can't furnish caves that large!\n"); 187 exit(1); 188 } 189 break; 190 case 't': 191 link_num = atoi(optarg); 192 if (link_num < 2) { 193 (void)fprintf(stderr, 194 "Wumpii like extra doors in their caves!\n"); 195 exit(1); 196 } 197 break; 198 case '?': 199 default: 200 usage(); 201 } 202 203 if (link_num > MAX_LINKS_IN_ROOM || 204 link_num > room_num - (room_num / 4)) { 205 (void)fprintf(stderr, 206 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n"); 207 exit(1); 208 } 209 210 if (level == HARD) { 211 bat_num += ((random() % (room_num / 2)) + 1); 212 pit_num += ((random() % (room_num / 2)) + 1); 213 } 214 215 if (bat_num > room_num / 2) { 216 (void)fprintf(stderr, 217 "The wumpus refused to enter the cave, claiming it was too crowded!\n"); 218 exit(1); 219 } 220 221 if (pit_num > room_num / 2) { 222 (void)fprintf(stderr, 223 "The wumpus refused to enter the cave, claiming it was too dangerous!\n"); 224 exit(1); 225 } 226 227 instructions(); 228 cave_init(); 229 230 /* and we're OFF! da dum, da dum, da dum, da dum... */ 231 (void)printf( 232 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\ 233 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\ 234 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n", 235 room_num, link_num, bat_num, plural(bat_num), pit_num, 236 plural(pit_num), arrow_num); 237 238 for (;;) { 239 initialize_things_in_cave(); 240 arrows_left = arrow_num; 241 do { 242 display_room_stats(); 243 (void)printf("Move or shoot? (m-s) "); 244 (void)fflush(stdout); 245 if (!fgets(answer, sizeof(answer), stdin)) 246 break; 247 } while (!take_action()); 248 249 if (!getans("\nCare to play another game? (y-n) ")) 250 exit(0); 251 if (getans("In the same cave? (y-n) ")) 252 clear_things_in_cave(); 253 else 254 cave_init(); 255 } 256 /* NOTREACHED */ 257 return (0); 258 } 259 260 void 261 display_room_stats() 262 { 263 int i; 264 265 /* 266 * Routine will explain what's going on with the current room, as well 267 * as describe whether there are pits, bats, & wumpii nearby. It's 268 * all pretty mindless, really. 269 */ 270 (void)printf( 271 "\nYou are in room %d of the cave, and have %d arrow%s left.\n", 272 player_loc, arrows_left, plural(arrows_left)); 273 274 if (bats_nearby()) 275 (void)printf("*rustle* *rustle* (must be bats nearby)\n"); 276 if (pit_nearby()) 277 (void)printf("*whoosh* (I feel a draft from some pits).\n"); 278 if (wump_nearby()) 279 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n"); 280 281 (void)printf("There are tunnels to rooms %d, ", 282 cave[player_loc].tunnel[0]); 283 284 for (i = 1; i < link_num - 1; i++) 285 if (cave[player_loc].tunnel[i] <= room_num) 286 (void)printf("%d, ", cave[player_loc].tunnel[i]); 287 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]); 288 } 289 290 int 291 take_action() 292 { 293 /* 294 * Do the action specified by the player, either 'm'ove, 's'hoot 295 * or something exceptionally bizarre and strange! Returns 1 296 * iff the player died during this turn, otherwise returns 0. 297 */ 298 switch (*answer) { 299 case 'M': 300 case 'm': /* move */ 301 return(move_to(answer + 1)); 302 case 'S': 303 case 's': /* shoot */ 304 return(shoot(answer + 1)); 305 case 'Q': 306 case 'q': 307 case 'x': 308 exit(0); 309 case '\n': 310 return(0); 311 } 312 if (random() % 15 == 1) 313 (void)printf("Que pasa?\n"); 314 else 315 (void)printf("I don't understand!\n"); 316 return(0); 317 } 318 319 int 320 move_to(room_number) 321 const char *room_number; 322 { 323 int i, just_moved_by_bats, next_room, tunnel_available; 324 325 /* 326 * This is responsible for moving the player into another room in the 327 * cave as per their directions. If room_number is a null string, 328 * then we'll prompt the user for the next room to go into. Once 329 * we've moved into the room, we'll check for things like bats, pits, 330 * and so on. This routine returns 1 if something occurs that kills 331 * the player and 0 otherwise... 332 */ 333 tunnel_available = just_moved_by_bats = 0; 334 next_room = atoi(room_number); 335 336 /* crap for magic tunnels */ 337 if (next_room == room_num + 1 && 338 cave[player_loc].tunnel[link_num-1] != next_room) 339 ++next_room; 340 341 while (next_room < 1 || next_room > room_num + 1) { 342 if (next_room < 0 && next_room != -1) 343 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n"); 344 if (next_room > room_num + 1) 345 (void)printf("What? The cave surely isn't quite that big!\n"); 346 if (next_room == room_num + 1 && 347 cave[player_loc].tunnel[link_num-1] != next_room) { 348 (void)printf("What? The cave isn't that big!\n"); 349 ++next_room; 350 } 351 (void)printf("To which room do you wish to move? "); 352 (void)fflush(stdout); 353 if (!fgets(answer, sizeof(answer), stdin)) 354 return(1); 355 next_room = atoi(answer); 356 } 357 358 /* now let's see if we can move to that room or not */ 359 tunnel_available = 0; 360 for (i = 0; i < link_num; i++) 361 if (cave[player_loc].tunnel[i] == next_room) 362 tunnel_available = 1; 363 364 if (!tunnel_available) { 365 (void)printf("*Oof!* (You hit the wall)\n"); 366 if (random() % 6 == 1) { 367 (void)printf("Your colorful comments awaken the wumpus!\n"); 368 move_wump(); 369 if (wumpus_loc == player_loc) { 370 wump_kill(); 371 return(1); 372 } 373 } 374 return(0); 375 } 376 377 /* now let's move into that room and check it out for dangers */ 378 if (next_room == room_num + 1) 379 jump(next_room = (random() % room_num) + 1); 380 381 player_loc = next_room; 382 for (;;) { 383 if (next_room == wumpus_loc) { /* uh oh... */ 384 wump_kill(); 385 return(1); 386 } 387 if (cave[next_room].has_a_pit) { 388 if (random() % 12 < 2) { 389 pit_survive(); 390 return(0); 391 } else { 392 pit_kill(); 393 return(1); 394 } 395 } 396 397 if (cave[next_room].has_a_bat) { 398 (void)printf( 399 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n", 400 just_moved_by_bats ? " again": ""); 401 next_room = player_loc = (random() % room_num) + 1; 402 just_moved_by_bats = 1; 403 } 404 405 else 406 break; 407 } 408 return(0); 409 } 410 411 int 412 shoot(room_list) 413 char *room_list; 414 { 415 int chance, next, roomcnt; 416 int j, arrow_location, link, ok; 417 char *p; 418 419 /* 420 * Implement shooting arrows. Arrows are shot by the player indicating 421 * a space-separated list of rooms that the arrow should pass through; 422 * if any of the rooms they specify are not accessible via tunnel from 423 * the room the arrow is in, it will instead fly randomly into another 424 * room. If the player hits the wumpus, this routine will indicate 425 * such. If it misses, this routine will *move* the wumpus one room. 426 * If it's the last arrow, the player then dies... Returns 1 if the 427 * player has won or died, 0 if nothing has happened. 428 */ 429 arrow_location = player_loc; 430 for (roomcnt = 1;; ++roomcnt, room_list = NULL) { 431 if (!(p = strtok(room_list, " \t\n"))) { 432 if (roomcnt == 1) { 433 (void)printf( 434 "The arrow falls to the ground at your feet!\n"); 435 return(0); 436 } else 437 break; 438 } 439 if (roomcnt > 5) { 440 (void)printf( 441 "The arrow wavers in its flight and and can go no further!\n"); 442 break; 443 } 444 next = atoi(p); 445 for (j = 0, ok = 0; j < link_num; j++) 446 if (cave[arrow_location].tunnel[j] == next) 447 ok = 1; 448 449 if (ok) { 450 if (next > room_num) { 451 (void)printf( 452 "A faint gleam tells you the arrow has gone through a magic tunnel!\n"); 453 arrow_location = (random() % room_num) + 1; 454 } else 455 arrow_location = next; 456 } else { 457 link = (random() % link_num); 458 if (link == player_loc) 459 (void)printf( 460 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\ 461 your room!\n", 462 arrow_location, next); 463 else if (cave[arrow_location].tunnel[link] > room_num) 464 (void)printf( 465 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\ 466 room %d!\n", 467 cave[arrow_location].tunnel[link]); 468 else 469 (void)printf( 470 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\ 471 into room %d!\n", 472 arrow_location, next, 473 cave[arrow_location].tunnel[link]); 474 arrow_location = cave[arrow_location].tunnel[link]; 475 break; 476 } 477 chance = random() % 10; 478 if (roomcnt == 3 && chance < 2) { 479 (void)printf( 480 "Your bowstring breaks! *twaaaaaang*\n\ 481 The arrow is weakly shot and can go no further!\n"); 482 break; 483 } else if (roomcnt == 4 && chance < 6) { 484 (void)printf( 485 "The arrow wavers in its flight and and can go no further!\n"); 486 break; 487 } 488 } 489 490 /* 491 * now we've gotten into the new room let us see if El Wumpo is 492 * in the same room ... if so we've a HIT and the player WON! 493 */ 494 if (arrow_location == wumpus_loc) { 495 kill_wump(); 496 return(1); 497 } 498 499 if (arrow_location == player_loc) { 500 shoot_self(); 501 return(1); 502 } 503 504 if (!--arrows_left) { 505 no_arrows(); 506 return(1); 507 } 508 509 { 510 /* each time you shoot, it's more likely the wumpus moves */ 511 static int lastchance = 2; 512 513 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) { 514 move_wump(); 515 if (wumpus_loc == player_loc) 516 wump_kill(); 517 lastchance = random() % 3; 518 519 } 520 } 521 return(0); 522 } 523 524 int 525 gcd(a, b) 526 int a, b; 527 { 528 int r; 529 530 r = a % b; 531 if (r == 0) 532 return (b); 533 return (gcd(b, r)); 534 } 535 536 void 537 cave_init() 538 { 539 int i, j, k, link; 540 int delta; 541 542 /* 543 * This does most of the interesting work in this program actually! 544 * In this routine we'll initialize the Wumpus cave to have all rooms 545 * linking to all others by stepping through our data structure once, 546 * recording all forward links and backwards links too. The parallel 547 * "linkcount" data structure ensures that no room ends up with more 548 * than three links, regardless of the quality of the random number 549 * generator that we're using. 550 */ 551 srandom((int)time((time_t *)0)); 552 553 /* initialize the cave first off. */ 554 for (i = 1; i <= room_num; ++i) 555 for (j = 0; j < link_num ; ++j) 556 cave[i].tunnel[j] = -1; 557 558 /* 559 * Choose a random 'hop' delta for our guaranteed link. 560 * To keep the cave connected, we need the greatest common divisor 561 * of (delta + 1) and room_num to be 1. 562 */ 563 do { 564 delta = (random() % (room_num - 1)) + 1; 565 } while (gcd(room_num, delta + 1) != 1); 566 567 for (i = 1; i <= room_num; ++i) { 568 link = ((i + delta) % room_num) + 1; /* connection */ 569 cave[i].tunnel[0] = link; /* forw link */ 570 cave[link].tunnel[1] = i; /* back link */ 571 } 572 /* now fill in the rest of the cave with random connections */ 573 for (i = 1; i <= room_num; i++) 574 for (j = 2; j < link_num ; j++) { 575 if (cave[i].tunnel[j] != -1) 576 continue; 577 try_again: link = (random() % room_num) + 1; 578 /* skip duplicates */ 579 for (k = 0; k < j; k++) 580 if (cave[i].tunnel[k] == link) 581 goto try_again; 582 cave[i].tunnel[j] = link; 583 if (random() % 2 == 1) 584 continue; 585 for (k = 0; k < link_num; ++k) { 586 /* if duplicate, skip it */ 587 if (cave[link].tunnel[k] == i) 588 k = link_num; 589 590 /* if open link, use it, force exit */ 591 if (cave[link].tunnel[k] == -1) { 592 cave[link].tunnel[k] = i; 593 k = link_num; 594 } 595 } 596 } 597 /* 598 * now that we're done, sort the tunnels in each of the rooms to 599 * make it easier on the intrepid adventurer. 600 */ 601 for (i = 1; i <= room_num; ++i) 602 qsort(cave[i].tunnel, (u_int)link_num, 603 sizeof(cave[i].tunnel[0]), int_compare); 604 605 #ifdef DEBUG 606 if (debug) 607 for (i = 1; i <= room_num; ++i) { 608 (void)printf("<room %d has tunnels to ", i); 609 for (j = 0; j < link_num; ++j) 610 (void)printf("%d ", cave[i].tunnel[j]); 611 (void)printf(">\n"); 612 } 613 #endif 614 } 615 616 void 617 clear_things_in_cave() 618 { 619 int i; 620 621 /* 622 * remove bats and pits from the current cave in preparation for us 623 * adding new ones via the initialize_things_in_cave() routines. 624 */ 625 for (i = 1; i <= room_num; ++i) 626 cave[i].has_a_bat = cave[i].has_a_pit = 0; 627 } 628 629 void 630 initialize_things_in_cave() 631 { 632 int i, loc; 633 634 /* place some bats, pits, the wumpus, and the player. */ 635 for (i = 0; i < bat_num; ++i) { 636 do { 637 loc = (random() % room_num) + 1; 638 } while (cave[loc].has_a_bat); 639 cave[loc].has_a_bat = 1; 640 #ifdef DEBUG 641 if (debug) 642 (void)printf("<bat in room %d>\n", loc); 643 #endif 644 } 645 646 for (i = 0; i < pit_num; ++i) { 647 do { 648 loc = (random() % room_num) + 1; 649 } while (cave[loc].has_a_pit && cave[loc].has_a_bat); 650 cave[loc].has_a_pit = 1; 651 #ifdef DEBUG 652 if (debug) 653 (void)printf("<pit in room %d>\n", loc); 654 #endif 655 } 656 657 wumpus_loc = (random() % room_num) + 1; 658 #ifdef DEBUG 659 if (debug) 660 (void)printf("<wumpus in room %d>\n", loc); 661 #endif 662 663 do { 664 player_loc = (random() % room_num) + 1; 665 } while (player_loc == wumpus_loc || (level == HARD ? 666 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0)); 667 } 668 669 int 670 getans(prompt) 671 const char *prompt; 672 { 673 char buf[20]; 674 675 /* 676 * simple routine to ask the yes/no question specified until the user 677 * answers yes or no, then return 1 if they said 'yes' and 0 if they 678 * answered 'no'. 679 */ 680 for (;;) { 681 (void)printf("%s", prompt); 682 (void)fflush(stdout); 683 if (!fgets(buf, sizeof(buf), stdin)) 684 return(0); 685 if (*buf == 'N' || *buf == 'n') 686 return(0); 687 if (*buf == 'Y' || *buf == 'y') 688 return(1); 689 (void)printf( 690 "I don't understand your answer; please enter 'y' or 'n'!\n"); 691 } 692 /* NOTREACHED */ 693 } 694 695 int 696 bats_nearby() 697 { 698 int i; 699 700 /* check for bats in the immediate vicinity */ 701 for (i = 0; i < link_num; ++i) 702 if (cave[cave[player_loc].tunnel[i]].has_a_bat) 703 return(1); 704 return(0); 705 } 706 707 int 708 pit_nearby() 709 { 710 int i; 711 712 /* check for pits in the immediate vicinity */ 713 for (i = 0; i < link_num; ++i) 714 if (cave[cave[player_loc].tunnel[i]].has_a_pit) 715 return(1); 716 return(0); 717 } 718 719 int 720 wump_nearby() 721 { 722 int i, j; 723 724 /* check for a wumpus within TWO caves of where we are */ 725 for (i = 0; i < link_num; ++i) { 726 if (cave[player_loc].tunnel[i] == wumpus_loc) 727 return(1); 728 for (j = 0; j < link_num; ++j) 729 if (cave[cave[player_loc].tunnel[i]].tunnel[j] == 730 wumpus_loc) 731 return(1); 732 } 733 return(0); 734 } 735 736 void 737 move_wump() 738 { 739 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num]; 740 } 741 742 int 743 int_compare(a, b) 744 const void *a, *b; 745 { 746 return(*(const int *)a < *(const int *)b ? -1 : 1); 747 } 748 749 void 750 instructions() 751 { 752 const char *pager; 753 pid_t pid; 754 int status; 755 int fd; 756 757 /* 758 * read the instructions file, if needed, and show the user how to 759 * play this game! 760 */ 761 if (!getans("Instructions? (y-n) ")) 762 return; 763 764 if (access(_PATH_WUMPINFO, R_OK)) { 765 (void)printf( 766 "Sorry, but the instruction file seems to have disappeared in a\n\ 767 puff of greasy black smoke! (poof)\n"); 768 return; 769 } 770 771 if (!isatty(STDOUT_FILENO)) 772 pager = "cat"; 773 else { 774 if (!(pager = getenv("PAGER")) || (*pager == 0)) 775 pager = _PATH_PAGER; 776 } 777 switch (pid = fork()) { 778 case 0: /* child */ 779 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1) 780 err(1, "open %s", _PATH_WUMPINFO); 781 if (dup2(fd, STDIN_FILENO) == -1) 782 err(1, "dup2"); 783 (void)execl("/bin/sh", "sh", "-c", pager, NULL); 784 err(1, "exec sh -c %s", pager); 785 case -1: 786 err(1, "fork"); 787 default: 788 (void)waitpid(pid, &status, 0); 789 break; 790 } 791 } 792 793 void 794 usage() 795 { 796 (void)fprintf(stderr, 797 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n"); 798 exit(1); 799 } 800 801 /* messages */ 802 803 void 804 wump_kill() 805 { 806 (void)printf( 807 "*ROAR* *chomp* *snurfle* *chomp*!\n\ 808 Much to the delight of the Wumpus, you walked right into his mouth,\n\ 809 making you one of the easiest dinners he's ever had! For you, however,\n\ 810 it's a rather unpleasant death. The only good thing is that it's been\n\ 811 so long since the evil Wumpus cleaned his teeth that you immediately\n\ 812 passed out from the stench!\n"); 813 } 814 815 void 816 kill_wump() 817 { 818 (void)printf( 819 "*thwock!* *groan* *crash*\n\n\ 820 A horrible roar fills the cave, and you realize, with a smile, that you\n\ 821 have slain the evil Wumpus and won the game! You don't want to tarry for\n\ 822 long, however, because not only is the Wumpus famous, but the stench of\n\ 823 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\ 824 mightiest adventurer at a single whiff!!\n"); 825 } 826 827 void 828 no_arrows() 829 { 830 (void)printf( 831 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\ 832 that you've just shot your last arrow (figuratively, too). Sensing this\n\ 833 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\ 834 you, and with a mighty *ROAR* eats you alive!\n"); 835 } 836 837 void 838 shoot_self() 839 { 840 (void)printf( 841 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\ 842 of your wild arrow has resulted in it wedging in your side, causing\n\ 843 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\ 844 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\ 845 (*CHOMP*)\n"); 846 } 847 848 void 849 jump(where) 850 int where; 851 { 852 (void)printf( 853 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\ 854 notice that the walls are shimmering and glowing. Suddenly you feel\n\ 855 a very curious, warm sensation and find yourself in room %d!!\n", where); 856 } 857 858 void 859 pit_kill() 860 { 861 (void)printf( 862 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ 863 The whistling sound and updraft as you walked into this room of the\n\ 864 cave apparently wasn't enough to clue you in to the presence of the\n\ 865 bottomless pit. You have a lot of time to reflect on this error as\n\ 866 you fall many miles to the core of the earth. Look on the bright side;\n\ 867 you can at least find out if Jules Verne was right...\n"); 868 } 869 870 void 871 pit_survive() 872 { 873 (void)printf( 874 "Without conscious thought you grab for the side of the cave and manage\n\ 875 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\ 876 depths of a bottomless pit! Rock crumbles beneath your feet!\n"); 877 } 878