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. 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 $ 40 * $DragonFly: src/games/wump/wump.c,v 1.6 2007/04/18 18:32:12 swildner Exp $ 41 */ 42 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' */ 81 struct 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 */ 90 int player_loc = -1; /* player location */ 91 int wumpus_loc = -1; /* The Bad Guy location */ 92 int level = EASY; /* level of play */ 93 int arrows_left; /* arrows unshot */ 94 95 #ifdef DEBUG 96 int debug = 0; 97 #endif 98 99 int pit_num = PIT_COUNT; /* # pits in cave */ 100 int bat_num = BAT_COUNT; /* # bats */ 101 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */ 102 int link_num = LINKS_IN_ROOM; /* links per room */ 103 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */ 104 105 char answer[20]; /* user input */ 106 107 int bats_nearby(void); 108 void cave_init(void); 109 void clear_things_in_cave(void); 110 void display_room_stats (void); 111 int getans (const char *prompt); 112 void initialize_things_in_cave(void); 113 void instructions(void); 114 int int_compare (const void *va, const void *vb); 115 void jump(int where); 116 void kill_wump(void); 117 int move_to (char *room_number); 118 void move_wump(void); 119 void no_arrows(void); 120 void pit_kill(void); 121 int pit_nearby(void); 122 void pit_survive(void); 123 int shoot (char *room_list); 124 void shoot_self(void); 125 int take_action(void); 126 void usage(void); 127 void wump_kill(void); 128 int wump_nearby(void); 129 130 int 131 main(int argc, char **argv) 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\ 217 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\ 218 quiver 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 } 243 244 void 245 display_room_stats(void) 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 } 273 274 int 275 take_action(void) 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 } 302 303 int 304 move_to(char *room_number) 305 { 306 int i, just_moved_by_bats, next_room, tunnel_available; 307 308 /* 309 * This is responsible for moving the player into another room in the 310 * cave as per their directions. If room_number is a null string, 311 * then we'll prompt the user for the next room to go into. Once 312 * we've moved into the room, we'll check for things like bats, pits, 313 * and so on. This routine returns 1 if something occurs that kills 314 * the player and 0 otherwise... 315 */ 316 tunnel_available = just_moved_by_bats = 0; 317 next_room = atoi(room_number); 318 319 /* crap for magic tunnels */ 320 if (next_room == room_num + 1 && 321 cave[player_loc].tunnel[link_num-1] != next_room) 322 ++next_room; 323 324 while (next_room < 1 || next_room > room_num + 1) { 325 if (next_room < 0 && next_room != -1) 326 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n"); 327 if (next_room > room_num + 1) 328 (void)printf("What? The cave surely isn't quite that big!\n"); 329 if (next_room == room_num + 1 && 330 cave[player_loc].tunnel[link_num-1] != next_room) { 331 (void)printf("What? The cave isn't that big!\n"); 332 ++next_room; 333 } 334 (void)printf("To which room do you wish to move? "); 335 (void)fflush(stdout); 336 if (!fgets(answer, sizeof(answer), stdin)) 337 return(1); 338 next_room = atoi(answer); 339 } 340 341 /* now let's see if we can move to that room or not */ 342 tunnel_available = 0; 343 for (i = 0; i < link_num; i++) 344 if (cave[player_loc].tunnel[i] == next_room) 345 tunnel_available = 1; 346 347 if (!tunnel_available) { 348 (void)printf("*Oof!* (You hit the wall)\n"); 349 if (random() % 6 == 1) { 350 (void)printf("Your colorful comments awaken the wumpus!\n"); 351 move_wump(); 352 if (wumpus_loc == player_loc) { 353 wump_kill(); 354 return(1); 355 } 356 } 357 return(0); 358 } 359 360 /* now let's move into that room and check it out for dangers */ 361 if (next_room == room_num + 1) 362 jump(next_room = (random() % room_num) + 1); 363 364 player_loc = next_room; 365 for (;;) { 366 if (next_room == wumpus_loc) { /* uh oh... */ 367 wump_kill(); 368 return(1); 369 } 370 if (cave[next_room].has_a_pit) { 371 if (random() % 12 < 2) { 372 pit_survive(); 373 return(0); 374 } else { 375 pit_kill(); 376 return(1); 377 } 378 } 379 380 if (cave[next_room].has_a_bat) { 381 (void)printf( 382 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n", 383 just_moved_by_bats ? " again": ""); 384 next_room = player_loc = (random() % room_num) + 1; 385 just_moved_by_bats = 1; 386 } 387 388 else 389 break; 390 } 391 return(0); 392 } 393 394 int 395 shoot(char *room_list) 396 { 397 int chance, next, roomcnt; 398 int j, arrow_location, wumplink, ok; 399 char *p; 400 401 /* 402 * Implement shooting arrows. Arrows are shot by the player indicating 403 * a space-separated list of rooms that the arrow should pass through; 404 * if any of the rooms they specify are not accessible via tunnel from 405 * the room the arrow is in, it will instead fly randomly into another 406 * room. If the player hits the wumpus, this routine will indicate 407 * such. If it misses, this routine will *move* the wumpus one room. 408 * If it's the last arrow, the player then dies... Returns 1 if the 409 * player has won or died, 0 if nothing has happened. 410 */ 411 arrow_location = player_loc; 412 for (roomcnt = 1;; ++roomcnt, room_list = NULL) { 413 if (!(p = strtok(room_list, " \t\n"))) { 414 if (roomcnt == 1) { 415 (void)printf( 416 "The arrow falls to the ground at your feet!\n"); 417 return(0); 418 } else 419 break; 420 } 421 if (roomcnt > 5) { 422 (void)printf( 423 "The arrow wavers in its flight and and can go no further!\n"); 424 break; 425 } 426 next = atoi(p); 427 for (j = 0, ok = 0; j < link_num; j++) 428 if (cave[arrow_location].tunnel[j] == next) 429 ok = 1; 430 431 if (ok) { 432 if (next > room_num) { 433 (void)printf( 434 "A faint gleam tells you the arrow has gone through a magic tunnel!\n"); 435 arrow_location = (random() % room_num) + 1; 436 } else 437 arrow_location = next; 438 } else { 439 wumplink = (random() % link_num); 440 if (wumplink == player_loc) 441 (void)printf( 442 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\ 443 your room!\n", 444 arrow_location, next); 445 else if (cave[arrow_location].tunnel[wumplink] > room_num) 446 (void)printf( 447 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\ 448 room %d!\n", 449 cave[arrow_location].tunnel[wumplink]); 450 else 451 (void)printf( 452 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\ 453 into room %d!\n", 454 arrow_location, next, 455 cave[arrow_location].tunnel[wumplink]); 456 arrow_location = cave[arrow_location].tunnel[wumplink]; 457 break; 458 } 459 chance = random() % 10; 460 if (roomcnt == 3 && chance < 2) { 461 (void)printf( 462 "Your bowstring breaks! *twaaaaaang*\n\ 463 The arrow is weakly shot and can go no further!\n"); 464 break; 465 } else if (roomcnt == 4 && chance < 6) { 466 (void)printf( 467 "The arrow wavers in its flight and and can go no further!\n"); 468 break; 469 } 470 } 471 472 /* 473 * now we've gotten into the new room let us see if El Wumpo is 474 * in the same room ... if so we've a HIT and the player WON! 475 */ 476 if (arrow_location == wumpus_loc) { 477 kill_wump(); 478 return(1); 479 } 480 481 if (arrow_location == player_loc) { 482 shoot_self(); 483 return(1); 484 } 485 486 if (!--arrows_left) { 487 no_arrows(); 488 return(1); 489 } 490 491 { 492 /* each time you shoot, it's more likely the wumpus moves */ 493 static int lastchance = 2; 494 495 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) { 496 move_wump(); 497 if (wumpus_loc == player_loc) 498 wump_kill(); 499 lastchance = random() % 3; 500 501 } 502 } 503 return(0); 504 } 505 506 void 507 cave_init(void) 508 { 509 int i, j, k, wumplink; 510 int delta; 511 512 /* 513 * This does most of the interesting work in this program actually! 514 * In this routine we'll initialize the Wumpus cave to have all rooms 515 * linking to all others by stepping through our data structure once, 516 * recording all forward links and backwards links too. The parallel 517 * "linkcount" data structure ensures that no room ends up with more 518 * than three links, regardless of the quality of the random number 519 * generator that we're using. 520 */ 521 srandomdev(); 522 523 /* initialize the cave first off. */ 524 for (i = 1; i <= room_num; ++i) 525 for (j = 0; j < link_num ; ++j) 526 cave[i].tunnel[j] = -1; 527 528 /* choose a random 'hop' delta for our guaranteed link */ 529 while (!(delta = random() % room_num)); 530 531 for (i = 1; i <= room_num; ++i) { 532 wumplink = ((i + delta) % room_num) + 1; /* connection */ 533 cave[i].tunnel[0] = wumplink; /* forw link */ 534 cave[wumplink].tunnel[1] = i; /* back link */ 535 } 536 /* now fill in the rest of the cave with random connections */ 537 for (i = 1; i <= room_num; i++) 538 for (j = 2; j < link_num ; j++) { 539 if (cave[i].tunnel[j] != -1) 540 continue; 541 try_again: wumplink = (random() % room_num) + 1; 542 /* skip duplicates */ 543 for (k = 0; k < j; k++) 544 if (cave[i].tunnel[k] == wumplink) 545 goto try_again; 546 cave[i].tunnel[j] = wumplink; 547 if (random() % 2 == 1) 548 continue; 549 for (k = 0; k < link_num; ++k) { 550 /* if duplicate, skip it */ 551 if (cave[wumplink].tunnel[k] == i) 552 k = link_num; 553 554 /* if open link, use it, force exit */ 555 if (cave[wumplink].tunnel[k] == -1) { 556 cave[wumplink].tunnel[k] = i; 557 k = link_num; 558 } 559 } 560 } 561 /* 562 * now that we're done, sort the tunnels in each of the rooms to 563 * make it easier on the intrepid adventurer. 564 */ 565 for (i = 1; i <= room_num; ++i) 566 qsort(cave[i].tunnel, (u_int)link_num, 567 sizeof(cave[i].tunnel[0]), int_compare); 568 569 #ifdef DEBUG 570 if (debug) 571 for (i = 1; i <= room_num; ++i) { 572 (void)printf("<room %d has tunnels to ", i); 573 for (j = 0; j < link_num; ++j) 574 (void)printf("%d ", cave[i].tunnel[j]); 575 (void)printf(">\n"); 576 } 577 #endif 578 } 579 580 void 581 clear_things_in_cave(void) 582 { 583 int i; 584 585 /* 586 * remove bats and pits from the current cave in preparation for us 587 * adding new ones via the initialize_things_in_cave() routines. 588 */ 589 for (i = 1; i <= room_num; ++i) 590 cave[i].has_a_bat = cave[i].has_a_pit = 0; 591 } 592 593 void 594 initialize_things_in_cave(void) 595 { 596 int i, loc; 597 598 /* place some bats, pits, the wumpus, and the player. */ 599 for (i = 0; i < bat_num; ++i) { 600 do { 601 loc = (random() % room_num) + 1; 602 } while (cave[loc].has_a_bat); 603 cave[loc].has_a_bat = 1; 604 #ifdef DEBUG 605 if (debug) 606 (void)printf("<bat in room %d>\n", loc); 607 #endif 608 } 609 610 for (i = 0; i < pit_num; ++i) { 611 do { 612 loc = (random() % room_num) + 1; 613 } while (cave[loc].has_a_pit && cave[loc].has_a_bat); 614 cave[loc].has_a_pit = 1; 615 #ifdef DEBUG 616 if (debug) 617 (void)printf("<pit in room %d>\n", loc); 618 #endif 619 } 620 621 wumpus_loc = (random() % room_num) + 1; 622 #ifdef DEBUG 623 if (debug) 624 (void)printf("<wumpus in room %d>\n", loc); 625 #endif 626 627 do { 628 player_loc = (random() % room_num) + 1; 629 } while (player_loc == wumpus_loc || (level == HARD ? 630 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0)); 631 } 632 633 int 634 getans(const char *prompt) 635 { 636 char buf[20]; 637 638 /* 639 * simple routine to ask the yes/no question specified until the user 640 * answers yes or no, then return 1 if they said 'yes' and 0 if they 641 * answered 'no'. 642 */ 643 for (;;) { 644 (void)printf("%s", prompt); 645 (void)fflush(stdout); 646 if (!fgets(buf, sizeof(buf), stdin)) 647 return(0); 648 if (*buf == 'N' || *buf == 'n') 649 return(0); 650 if (*buf == 'Y' || *buf == 'y') 651 return(1); 652 (void)printf( 653 "I don't understand your answer; please enter 'y' or 'n'!\n"); 654 } 655 /* NOTREACHED */ 656 } 657 658 int 659 bats_nearby(void) 660 { 661 int i; 662 663 /* check for bats in the immediate vicinity */ 664 for (i = 0; i < link_num; ++i) 665 if (cave[cave[player_loc].tunnel[i]].has_a_bat) 666 return(1); 667 return(0); 668 } 669 670 int 671 pit_nearby(void) 672 { 673 int i; 674 675 /* check for pits in the immediate vicinity */ 676 for (i = 0; i < link_num; ++i) 677 if (cave[cave[player_loc].tunnel[i]].has_a_pit) 678 return(1); 679 return(0); 680 } 681 682 int 683 wump_nearby(void) 684 { 685 int i, j; 686 687 /* check for a wumpus within TWO caves of where we are */ 688 for (i = 0; i < link_num; ++i) { 689 if (cave[player_loc].tunnel[i] == wumpus_loc) 690 return(1); 691 for (j = 0; j < link_num; ++j) 692 if (cave[cave[player_loc].tunnel[i]].tunnel[j] == 693 wumpus_loc) 694 return(1); 695 } 696 return(0); 697 } 698 699 void 700 move_wump(void) 701 { 702 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num]; 703 } 704 705 int 706 int_compare(const void *va, const void *vb) 707 { 708 const int *a, *b; 709 710 a = (const int *)va; 711 b = (const int *)vb; 712 713 return(a < b ? -1 : 1); 714 } 715 716 void 717 instructions(void) 718 { 719 const char *pager; 720 pid_t pid; 721 int status; 722 int fd; 723 724 /* 725 * read the instructions file, if needed, and show the user how to 726 * play this game! 727 */ 728 if (!getans("Instructions? (y-n) ")) 729 return; 730 731 if (access(_PATH_WUMPINFO, R_OK)) { 732 (void)printf( 733 "Sorry, but the instruction file seems to have disappeared in a\n\ 734 puff of greasy black smoke! (poof)\n"); 735 return; 736 } 737 738 if (!isatty(1)) 739 pager = "cat"; 740 else { 741 if (!(pager = getenv("PAGER")) || (*pager == 0)) 742 pager = _PATH_PAGER; 743 } 744 switch (pid = fork()) { 745 case 0: /* child */ 746 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1) 747 err(1, "open %s", _PATH_WUMPINFO); 748 if (dup2(fd, 0) == -1) 749 err(1, "dup2"); 750 (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL); 751 err(1, "exec sh -c %s", pager); 752 case -1: 753 err(1, "fork"); 754 default: 755 (void)waitpid(pid, &status, 0); 756 break; 757 } 758 } 759 760 void 761 usage(void) 762 { 763 (void)fprintf(stderr, 764 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n"); 765 exit(1); 766 } 767 768 /* messages */ 769 770 void 771 wump_kill(void) 772 { 773 (void)printf( 774 "*ROAR* *chomp* *snurfle* *chomp*!\n\ 775 Much to the delight of the Wumpus, you walked right into his mouth,\n\ 776 making you one of the easiest dinners he's ever had! For you, however,\n\ 777 it's a rather unpleasant death. The only good thing is that it's been\n\ 778 so long since the evil Wumpus cleaned his teeth that you immediately\n\ 779 passed out from the stench!\n"); 780 } 781 782 void 783 kill_wump(void) 784 { 785 (void)printf( 786 "*thwock!* *groan* *crash*\n\n\ 787 A horrible roar fills the cave, and you realize, with a smile, that you\n\ 788 have slain the evil Wumpus and won the game! You don't want to tarry for\n\ 789 long, however, because not only is the Wumpus famous, but the stench of\n\ 790 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\ 791 mightiest adventurer at a single whiff!!\n"); 792 } 793 794 void 795 no_arrows(void) 796 { 797 (void)printf( 798 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\ 799 that you've just shot your last arrow (figuratively, too). Sensing this\n\ 800 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\ 801 you, and with a mighty *ROAR* eats you alive!\n"); 802 } 803 804 void 805 shoot_self(void) 806 { 807 (void)printf( 808 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\ 809 of your wild arrow has resulted in it wedging in your side, causing\n\ 810 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\ 811 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\ 812 (*CHOMP*)\n"); 813 } 814 815 void 816 jump(int where) 817 { 818 (void)printf( 819 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\ 820 notice that the walls are shimmering and glowing. Suddenly you feel\n\ 821 a very curious, warm sensation and find yourself in room %d!!\n", where); 822 } 823 824 void 825 pit_kill(void) 826 { 827 (void)printf( 828 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\ 829 The whistling sound and updraft as you walked into this room of the\n\ 830 cave apparently wasn't enough to clue you in to the presence of the\n\ 831 bottomless pit. You have a lot of time to reflect on this error as\n\ 832 you fall many miles to the core of the earth. Look on the bright side;\n\ 833 you can at least find out if Jules Verne was right...\n"); 834 } 835 836 void 837 pit_survive(void) 838 { 839 (void)printf( 840 "Without conscious thought you grab for the side of the cave and manage\n\ 841 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\ 842 depths of a bottomless pit! Rock crumbles beneath your feet!\n"); 843 } 844