xref: /netbsd/games/wump/wump.c (revision 6550d01e)
1 /*	$NetBSD: wump.c,v 1.27 2010/05/29 22:56:01 dholland Exp $	*/
2 
3 /*
4  * Copyright (c) 1989, 1993
5  *	The Regents of the University of California.  All rights reserved.
6  * All rights reserved.
7  *
8  * This code is derived from software contributed to Berkeley by
9  * Dave Taylor, of Intuitive Systems.
10  *
11  * Redistribution and use in source and binary forms, with or without
12  * modification, are permitted provided that the following conditions
13  * are met:
14  * 1. Redistributions of source code must retain the above copyright
15  *    notice, this list of conditions and the following disclaimer.
16  * 2. Redistributions in binary form must reproduce the above copyright
17  *    notice, this list of conditions and the following disclaimer in the
18  *    documentation and/or other materials provided with the distribution.
19  * 3. Neither the name of the University nor the names of its contributors
20  *    may be used to endorse or promote products derived from this software
21  *    without specific prior written permission.
22  *
23  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33  * SUCH DAMAGE.
34  */
35 
36 #include <sys/cdefs.h>
37 #ifndef lint
38 __COPYRIGHT("@(#) Copyright (c) 1989, 1993\
39  The Regents of the University of California.  All rights reserved.");
40 #endif /* not lint */
41 
42 #ifndef lint
43 #if 0
44 static char sccsid[] = "@(#)wump.c	8.1 (Berkeley) 5/31/93";
45 #else
46 __RCSID("$NetBSD: wump.c,v 1.27 2010/05/29 22:56:01 dholland Exp $");
47 #endif
48 #endif /* not lint */
49 
50 /*
51  * A very new version of the age old favorite Hunt-The-Wumpus game that has
52  * been a part of the BSD distribution of Unix for longer than us old folk
53  * would care to remember.
54  */
55 
56 #include <err.h>
57 #include <sys/types.h>
58 #include <sys/file.h>
59 #include <sys/wait.h>
60 #include <stdio.h>
61 #include <stdlib.h>
62 #include <string.h>
63 #include <time.h>
64 #include <unistd.h>
65 #include "pathnames.h"
66 
67 /* some defines to spec out what our wumpus cave should look like */
68 
69 #define	MAX_ARROW_SHOT_DISTANCE	6		/* +1 for '0' stopper */
70 #define	MAX_LINKS_IN_ROOM	25		/* a complex cave */
71 
72 #define	MAX_ROOMS_IN_CAVE	250
73 #define	ROOMS_IN_CAVE		20
74 #define	MIN_ROOMS_IN_CAVE	10
75 
76 #define	LINKS_IN_ROOM		3
77 #define	NUMBER_OF_ARROWS	5
78 #define	PIT_COUNT		3
79 #define	BAT_COUNT		3
80 
81 #define	EASY			1		/* levels of play */
82 #define	HARD			2
83 
84 /* some macro definitions for cleaner output */
85 
86 #define	plural(n)	(n == 1 ? "" : "s")
87 
88 /* simple cave data structure; +1 so we can index from '1' not '0' */
89 static struct room_record {
90 	int tunnel[MAX_LINKS_IN_ROOM];
91 	int has_a_pit, has_a_bat;
92 } cave[MAX_ROOMS_IN_CAVE+1];
93 
94 /*
95  * global variables so we can keep track of where the player is, how
96  * many arrows they still have, where el wumpo is, and so on...
97  */
98 static int player_loc = -1;		/* player location */
99 static int wumpus_loc = -1;		/* The Bad Guy location */
100 static int level = EASY;		/* level of play */
101 static int arrows_left;			/* arrows unshot */
102 
103 #ifdef DEBUG
104 static int debug = 0;
105 #endif
106 
107 static int pit_num = PIT_COUNT;		/* # pits in cave */
108 static int bat_num = BAT_COUNT;		/* # bats */
109 static int room_num = ROOMS_IN_CAVE;	/* # rooms in cave */
110 static int link_num = LINKS_IN_ROOM;	/* links per room  */
111 static int arrow_num = NUMBER_OF_ARROWS;/* arrow inventory */
112 
113 static char answer[20];			/* user input */
114 
115 int	main(int, char **);
116 static int bats_nearby(void);
117 static void cave_init(void);
118 static void clear_things_in_cave(void);
119 static void display_room_stats(void);
120 static int gcd(int, int);
121 static int getans(const char *);
122 static void initialize_things_in_cave(void);
123 static void instructions(void);
124 static int int_compare(const void *, const void *);
125 static void jump(int);
126 static void kill_wump(void);
127 static int move_to(const char *);
128 static void move_wump(void);
129 static void no_arrows(void);
130 static void pit_kill(void);
131 static int pit_nearby(void);
132 static void pit_survive(void);
133 static int shoot(char *);
134 static void shoot_self(void);
135 static int take_action(void);
136 static void usage(void) __dead;
137 static void wump_kill(void);
138 static int wump_nearby(void);
139 
140 int
141 main(argc, argv)
142 	int argc;
143 	char **argv;
144 {
145 	int c, e=0;
146 
147 	/* Revoke setgid privileges */
148 	setgid(getgid());
149 
150 #ifdef DEBUG
151 	while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
152 #else
153 	while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
154 #endif
155 		switch (c) {
156 		case 'a':
157 			arrow_num = atoi(optarg);
158 			break;
159 		case 'b':
160 			bat_num = atoi(optarg);
161 			break;
162 #ifdef DEBUG
163 		case 'd':
164 			debug = 1;
165 			break;
166 #endif
167 		case 'h':
168 			level = HARD;
169 			break;
170 		case 'p':
171 			pit_num = atoi(optarg);
172 			break;
173 		case 'r':
174 			room_num = atoi(optarg);
175 			if (room_num < MIN_ROOMS_IN_CAVE) {
176 				(void)fprintf(stderr,
177 	"No self-respecting wumpus would live in such a small cave!\n");
178 				exit(1);
179 			}
180 			if (room_num > MAX_ROOMS_IN_CAVE) {
181 				(void)fprintf(stderr,
182 	"Even wumpi can't furnish caves that large!\n");
183 				exit(1);
184 			}
185 			break;
186 		case 't':
187 			link_num = atoi(optarg);
188 			if (link_num < 2) {
189 				(void)fprintf(stderr,
190 	"Wumpi like extra doors in their caves!\n");
191 				exit(1);
192 			}
193 			break;
194 		case '?':
195 		default:
196 			usage();
197 	}
198 
199 	if (link_num > MAX_LINKS_IN_ROOM ||
200 	    link_num > room_num - (room_num / 4)) {
201 		(void)fprintf(stderr,
202 "Too many tunnels!  The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
203 		exit(1);
204 	}
205 
206 	if (level == HARD) {
207 		bat_num += ((random() % (room_num / 2)) + 1);
208 		pit_num += ((random() % (room_num / 2)) + 1);
209 	}
210 
211 	if (bat_num > room_num / 2) {
212 		(void)fprintf(stderr,
213 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
214 		exit(1);
215 	}
216 
217 	if (pit_num > room_num / 2) {
218 		(void)fprintf(stderr,
219 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
220 		exit(1);
221 	}
222 
223 	instructions();
224 	cave_init();
225 
226 	/* and we're OFF!  da dum, da dum, da dum, da dum... */
227 	(void)printf(
228 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
229 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
230 quiver holds %d custom super anti-evil Wumpus arrows.  Good luck.\n",
231 	    room_num, link_num, bat_num, plural(bat_num), pit_num,
232 	    plural(pit_num), arrow_num);
233 
234 	for (;;) {
235 		clear_things_in_cave();
236 		initialize_things_in_cave();
237 		arrows_left = arrow_num;
238 		do {
239 			display_room_stats();
240 			(void)printf("Move or shoot? (m-s) ");
241 			(void)fflush(stdout);
242 			if (!fgets(answer, sizeof(answer), stdin)) {
243 				e=2;
244 				break;
245 			}
246 		} while (!(e = take_action()));
247 
248 		if (e == 2 || !getans("\nCare to play another game? (y-n) "))
249 			exit(0);
250 		if (getans("In the same cave? (y-n) ") == 0)
251 			cave_init();
252 	}
253 	/* NOTREACHED */
254 	return (0);
255 }
256 
257 static void
258 display_room_stats()
259 {
260 	int i;
261 
262 	/*
263 	 * Routine will explain what's going on with the current room, as well
264 	 * as describe whether there are pits, bats, & wumpi nearby.  It's
265 	 * all pretty mindless, really.
266 	 */
267 	(void)printf(
268 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
269 	    player_loc, arrows_left, plural(arrows_left));
270 
271 	if (bats_nearby())
272 		(void)printf("*rustle* *rustle* (must be bats nearby)\n");
273 	if (pit_nearby())
274 		(void)printf("*whoosh* (I feel a draft from some pits).\n");
275 	if (wump_nearby())
276 		(void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
277 
278 	(void)printf("There are tunnels to rooms %d, ",
279 	   cave[player_loc].tunnel[0]);
280 
281 	for (i = 1; i < link_num - 1; i++)
282 		if (cave[player_loc].tunnel[i] <= room_num)
283 			(void)printf("%d, ", cave[player_loc].tunnel[i]);
284 	(void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
285 }
286 
287 static int
288 take_action()
289 {
290 	/*
291 	 * Do the action specified by the player, either 'm'ove, 's'hoot
292 	 * or something exceptionally bizarre and strange!  Returns 1
293 	 * iff the player died during this turn, otherwise returns 0.
294 	 */
295 	switch (*answer) {
296 		case 'M':
297 		case 'm':			/* move */
298 			return(move_to(answer + 1));
299 		case 'S':
300 		case 's':			/* shoot */
301 			return(shoot(answer + 1));
302 		case 'Q':
303 		case 'q':
304 		case 'x':
305 			exit(0);
306 		case '\n':
307 			return(0);
308 		}
309 	if (random() % 15 == 1)
310 		(void)printf("Que pasa?\n");
311 	else
312 		(void)printf("I don't understand!\n");
313 	return(0);
314 }
315 
316 static int
317 move_to(room_number)
318 	const char *room_number;
319 {
320 	int i, just_moved_by_bats, next_room, tunnel_available;
321 
322 	/*
323 	 * This is responsible for moving the player into another room in the
324 	 * cave as per their directions.  If room_number is a null string,
325 	 * then we'll prompt the user for the next room to go into.   Once
326 	 * we've moved into the room, we'll check for things like bats, pits,
327 	 * and so on.  This routine returns 1 if something occurs that kills
328 	 * the player and 0 otherwise...
329 	 */
330 	tunnel_available = just_moved_by_bats = 0;
331 	next_room = atoi(room_number);
332 
333 	/* crap for magic tunnels */
334 	if (next_room == room_num + 1 &&
335 	    cave[player_loc].tunnel[link_num-1] != next_room)
336 		++next_room;
337 
338 	while (next_room < 1 || next_room > room_num + 1) {
339 		if (next_room < 0 && next_room != -1)
340 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
341 		if (next_room > room_num + 1)
342 (void)printf("What?  The cave surely isn't quite that big!\n");
343 		if (next_room == room_num + 1 &&
344 		    cave[player_loc].tunnel[link_num-1] != next_room) {
345 			(void)printf("What?  The cave isn't that big!\n");
346 			++next_room;
347 		}
348 		(void)printf("To which room do you wish to move? ");
349 		(void)fflush(stdout);
350 		if (!fgets(answer, sizeof(answer), stdin))
351 			return(1);
352 		next_room = atoi(answer);
353 	}
354 
355 	/* now let's see if we can move to that room or not */
356 	tunnel_available = 0;
357 	for (i = 0; i < link_num; i++)
358 		if (cave[player_loc].tunnel[i] == next_room)
359 			tunnel_available = 1;
360 
361 	if (!tunnel_available) {
362 		(void)printf("*Oof!*  (You hit the wall)\n");
363 		if (random() % 6 == 1) {
364 (void)printf("Your colorful comments awaken the wumpus!\n");
365 			move_wump();
366 			if (wumpus_loc == player_loc) {
367 				wump_kill();
368 				return(1);
369 			}
370 		}
371 		return(0);
372 	}
373 
374 	/* now let's move into that room and check it out for dangers */
375 	if (next_room == room_num + 1)
376 		jump(next_room = (random() % room_num) + 1);
377 
378 	player_loc = next_room;
379 	for (;;) {
380 		if (next_room == wumpus_loc) {		/* uh oh... */
381 			wump_kill();
382 			return(1);
383 		}
384 		if (cave[next_room].has_a_pit) {
385 			if (random() % 12 < 2) {
386 				pit_survive();
387 				return(0);
388 			} else {
389 				pit_kill();
390 				return(1);
391 			}
392 		}
393 
394 		if (cave[next_room].has_a_bat) {
395 			(void)printf(
396 "*flap*  *flap*  *flap*  (humongous bats pick you up and move you%s!)\n",
397 			    just_moved_by_bats ? " again": "");
398 			next_room = player_loc = (random() % room_num) + 1;
399 			just_moved_by_bats = 1;
400 		}
401 
402 		else
403 			break;
404 	}
405 	return(0);
406 }
407 
408 static int
409 shoot(room_list)
410 	char *room_list;
411 {
412 	int chance, next, roomcnt;
413 	int j, arrow_location, lnk, ok;
414 	char *p;
415 
416 	/*
417 	 * Implement shooting arrows.  Arrows are shot by the player indicating
418 	 * a space-separated list of rooms that the arrow should pass through;
419 	 * if any of the rooms they specify are not accessible via tunnel from
420 	 * the room the arrow is in, it will instead fly randomly into another
421 	 * room.  If the player hits the wumpus, this routine will indicate
422 	 * such.  If it misses, this routine will *move* the wumpus one room.
423 	 * If it's the last arrow, the player then dies...  Returns 1 if the
424 	 * player has won or died, 0 if nothing has happened.
425 	 */
426 	arrow_location = player_loc;
427 	for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
428 		if (!(p = strtok(room_list, " \t\n"))) {
429 			if (roomcnt == 1) {
430 				(void)printf(
431 			"The arrow falls to the ground at your feet!\n");
432 				return(0);
433 			} else
434 				break;
435 		}
436 		if (roomcnt > 5) {
437 			(void)printf(
438 "The arrow wavers in its flight and and can go no further!\n");
439 			break;
440 		}
441 		next = atoi(p);
442 		for (j = 0, ok = 0; j < link_num; j++)
443 			if (cave[arrow_location].tunnel[j] == next)
444 				ok = 1;
445 
446 		if (ok) {
447 			if (next > room_num) {
448 				(void)printf(
449 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
450 				arrow_location = (random() % room_num) + 1;
451 			} else
452 				arrow_location = next;
453 		} else {
454 			lnk = (random() % link_num);
455 			if (lnk == player_loc)
456 				(void)printf(
457 "*thunk*  The arrow can't find a way from %d to %d and flies back into\n\
458 your room!\n",
459 				    arrow_location, next);
460 			else if (cave[arrow_location].tunnel[lnk] > room_num)
461 				(void)printf(
462 "*thunk*  The arrow flies randomly into a magic tunnel, thence into\n\
463 room %d!\n",
464 				    cave[arrow_location].tunnel[lnk]);
465 			else
466 				(void)printf(
467 "*thunk*  The arrow can't find a way from %d to %d and flies randomly\n\
468 into room %d!\n",
469 				    arrow_location, next,
470 				    cave[arrow_location].tunnel[lnk]);
471 			arrow_location = cave[arrow_location].tunnel[lnk];
472 			break;
473 		}
474 		chance = random() % 10;
475 		if (roomcnt == 3 && chance < 2) {
476 			(void)printf(
477 "Your bowstring breaks!  *twaaaaaang*\n\
478 The arrow is weakly shot and can go no further!\n");
479 			break;
480 		} else if (roomcnt == 4 && chance < 6) {
481 			(void)printf(
482 "The arrow wavers in its flight and and can go no further!\n");
483 			break;
484 		}
485 	}
486 
487 	/*
488 	 * now we've gotten into the new room let us see if El Wumpo is
489 	 * in the same room ... if so we've a HIT and the player WON!
490 	 */
491 	if (arrow_location == wumpus_loc) {
492 		kill_wump();
493 		return(1);
494 	}
495 
496 	if (arrow_location == player_loc) {
497 		shoot_self();
498 		return(1);
499 	}
500 
501 	if (!--arrows_left) {
502 		no_arrows();
503 		return(1);
504 	}
505 
506 	{
507 		/* each time you shoot, it's more likely the wumpus moves */
508 		static int lastchance = 2;
509 
510 		if (random() % (level == EASY ? 12 : 9) < (lastchance += 2)) {
511 			move_wump();
512 			if (wumpus_loc == player_loc)
513 				wump_kill();
514 			lastchance = random() % 3;
515 
516 		}
517 	}
518 	return(0);
519 }
520 
521 static int
522 gcd(a, b)
523 	int a, b;
524 {
525 	int r;
526 
527 	r = a % b;
528 	if (r == 0)
529 		return (b);
530 	return (gcd(b, r));
531 }
532 
533 static void
534 cave_init()
535 {
536 	int i, j, k, lnk;
537 	int delta;
538 
539 	/*
540 	 * This does most of the interesting work in this program actually!
541 	 * In this routine we'll initialize the Wumpus cave to have all rooms
542 	 * linking to all others by stepping through our data structure once,
543 	 * recording all forward links and backwards links too.  The parallel
544 	 * "linkcount" data structure ensures that no room ends up with more
545 	 * than three links, regardless of the quality of the random number
546 	 * generator that we're using.
547 	 */
548 	srandom((int)time((time_t *)0));
549 
550 	/* initialize the cave first off. */
551 	for (i = 1; i <= room_num; ++i)
552 		for (j = 0; j < link_num ; ++j)
553 			cave[i].tunnel[j] = -1;
554 
555 	/*
556 	 * Choose a random 'hop' delta for our guaranteed link.
557 	 * To keep the cave connected, we need the greatest common divisor
558 	 * of (delta + 1) and room_num to be 1.
559 	 */
560 	do {
561 		delta = (random() % (room_num - 1)) + 1;
562 	} while (gcd(room_num, delta + 1) != 1);
563 
564 	for (i = 1; i <= room_num; ++i) {
565 		lnk = ((i + delta) % room_num) + 1;	/* connection */
566 		cave[i].tunnel[0] = lnk;		/* forw link */
567 		cave[lnk].tunnel[1] = i;		/* back link */
568 	}
569 	/* now fill in the rest of the cave with random connections */
570 	for (i = 1; i <= room_num; i++)
571 		for (j = 2; j < link_num ; j++) {
572 			if (cave[i].tunnel[j] != -1)
573 				continue;
574 try_again:		lnk = (random() % room_num) + 1;
575 			/* skip duplicates */
576 			for (k = 0; k < j; k++)
577 				if (cave[i].tunnel[k] == lnk)
578 					goto try_again;
579 			cave[i].tunnel[j] = lnk;
580 			if (random() % 2 == 1)
581 				continue;
582 			for (k = 0; k < link_num; ++k) {
583 				/* if duplicate, skip it */
584 				if (cave[lnk].tunnel[k] == i)
585 					k = link_num;
586 
587 				/* if open link, use it, force exit */
588 				if (cave[lnk].tunnel[k] == -1) {
589 					cave[lnk].tunnel[k] = i;
590 					k = link_num;
591 				}
592 			}
593 		}
594 	/*
595 	 * now that we're done, sort the tunnels in each of the rooms to
596 	 * make it easier on the intrepid adventurer.
597 	 */
598 	for (i = 1; i <= room_num; ++i)
599 		qsort(cave[i].tunnel, link_num,
600 		    sizeof(cave[i].tunnel[0]), int_compare);
601 
602 #ifdef DEBUG
603 	if (debug)
604 		for (i = 1; i <= room_num; ++i) {
605 			(void)printf("<room %d  has tunnels to ", i);
606 			for (j = 0; j < link_num; ++j)
607 				(void)printf("%d ", cave[i].tunnel[j]);
608 			(void)printf(">\n");
609 		}
610 #endif
611 }
612 
613 static void
614 clear_things_in_cave()
615 {
616 	int i;
617 
618 	/*
619 	 * remove bats and pits from the current cave in preparation for us
620 	 * adding new ones via the initialize_things_in_cave() routines.
621 	 */
622 	for (i = 1; i <= room_num; ++i)
623 		cave[i].has_a_bat = cave[i].has_a_pit = 0;
624 }
625 
626 static void
627 initialize_things_in_cave()
628 {
629 	int i, loc;
630 
631 	/* place some bats, pits, the wumpus, and the player. */
632 	for (i = 0; i < bat_num; ++i) {
633 		do {
634 			loc = (random() % room_num) + 1;
635 		} while (cave[loc].has_a_bat);
636 		cave[loc].has_a_bat = 1;
637 #ifdef DEBUG
638 		if (debug)
639 			(void)printf("<bat in room %d>\n", loc);
640 #endif
641 	}
642 
643 	for (i = 0; i < pit_num; ++i) {
644 		do {
645 			loc = (random() % room_num) + 1;
646 		} while (cave[loc].has_a_pit || cave[loc].has_a_bat);
647 		cave[loc].has_a_pit = 1;
648 #ifdef DEBUG
649 		if (debug)
650 			(void)printf("<pit in room %d>\n", loc);
651 #endif
652 	}
653 
654 	wumpus_loc = (random() % room_num) + 1;
655 #ifdef DEBUG
656 	if (debug)
657 		(void)printf("<wumpus in room %d>\n", loc);
658 #endif
659 
660 	i = 0;
661 	do {
662 		player_loc = (random() % room_num) + 1;
663 		i++;
664 	} while (player_loc == wumpus_loc || cave[player_loc].has_a_pit ||
665 	    cave[player_loc].has_a_bat || (level == HARD ?
666 	        (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0) ||
667 	    (i > 100 && player_loc != wumpus_loc));
668 }
669 
670 static int
671 getans(prompt)
672 	const char *prompt;
673 {
674 	char buf[20];
675 
676 	/*
677 	 * simple routine to ask the yes/no question specified until the user
678 	 * answers yes or no, then return 1 if they said 'yes' and 0 if they
679 	 * answered 'no'.
680 	 */
681 	for (;;) {
682 		(void)printf("%s", prompt);
683 		(void)fflush(stdout);
684 		if (!fgets(buf, sizeof(buf), stdin))
685 			return(0);
686 		if (*buf == 'N' || *buf == 'n')
687 			return(0);
688 		if (*buf == 'Y' || *buf == 'y')
689 			return(1);
690 		(void)printf(
691 "I don't understand your answer; please enter 'y' or 'n'!\n");
692 	}
693 	/* NOTREACHED */
694 }
695 
696 static int
697 bats_nearby()
698 {
699 	int i;
700 
701 	/* check for bats in the immediate vicinity */
702 	for (i = 0; i < link_num; ++i)
703 		if (cave[cave[player_loc].tunnel[i]].has_a_bat)
704 			return(1);
705 	return(0);
706 }
707 
708 static int
709 pit_nearby()
710 {
711 	int i;
712 
713 	/* check for pits in the immediate vicinity */
714 	for (i = 0; i < link_num; ++i)
715 		if (cave[cave[player_loc].tunnel[i]].has_a_pit)
716 			return(1);
717 	return(0);
718 }
719 
720 static int
721 wump_nearby()
722 {
723 	int i, j;
724 
725 	/* check for a wumpus within TWO caves of where we are */
726 	for (i = 0; i < link_num; ++i) {
727 		if (cave[player_loc].tunnel[i] == wumpus_loc)
728 			return(1);
729 		for (j = 0; j < link_num; ++j)
730 			if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
731 			    wumpus_loc)
732 				return(1);
733 	}
734 	return(0);
735 }
736 
737 static void
738 move_wump()
739 {
740 	wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
741 }
742 
743 static int
744 int_compare(a, b)
745 	const void *a, *b;
746 {
747 	return(*(const int *)a < *(const int *)b ? -1 : 1);
748 }
749 
750 static void
751 instructions()
752 {
753 	const char *pager;
754 	pid_t pid;
755 	int status;
756 	int fd;
757 
758 	/*
759 	 * read the instructions file, if needed, and show the user how to
760 	 * play this game!
761 	 */
762 	if (!getans("Instructions? (y-n) "))
763 		return;
764 
765 	if (access(_PATH_WUMPINFO, R_OK)) {
766 		(void)printf(
767 "Sorry, but the instruction file seems to have disappeared in a\n\
768 puff of greasy black smoke! (poof)\n");
769 		return;
770 	}
771 
772 	if (!isatty(STDOUT_FILENO))
773 		pager = "cat";
774 	else {
775 		if (!(pager = getenv("PAGER")) || (*pager == 0))
776 			pager = _PATH_PAGER;
777 	}
778 	switch (pid = fork()) {
779 	case 0: /* child */
780 		if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
781 			err(1, "open %s", _PATH_WUMPINFO);
782 		if (dup2(fd, STDIN_FILENO) == -1)
783 			err(1, "dup2");
784 		(void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL);
785 		err(1, "exec sh -c %s", pager);
786 	case -1:
787 		err(1, "fork");
788 	default:
789 		(void)waitpid(pid, &status, 0);
790 		break;
791 	}
792 }
793 
794 static void
795 usage()
796 {
797 	(void)fprintf(stderr,
798 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
799 	exit(1);
800 }
801 
802 /* messages */
803 
804 static void
805 wump_kill()
806 {
807 	(void)printf(
808 "*ROAR* *chomp* *snurfle* *chomp*!\n\
809 Much to the delight of the Wumpus, you walked right into his mouth,\n\
810 making you one of the easiest dinners he's ever had!  For you, however,\n\
811 it's a rather unpleasant death.  The only good thing is that it's been\n\
812 so long since the evil Wumpus cleaned his teeth that you immediately\n\
813 passed out from the stench!\n");
814 }
815 
816 static void
817 kill_wump()
818 {
819 	(void)printf(
820 "*thwock!* *groan* *crash*\n\n\
821 A horrible roar fills the cave, and you realize, with a smile, that you\n\
822 have slain the evil Wumpus and won the game!  You don't want to tarry for\n\
823 long, however, because not only is the Wumpus famous, but the stench of\n\
824 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
825 mightiest adventurer at a single whiff!!\n");
826 }
827 
828 static void
829 no_arrows()
830 {
831 	(void)printf(
832 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
833 that you've just shot your last arrow (figuratively, too).  Sensing this\n\
834 with its psychic powers, the evil Wumpus rampages through the cave, finds\n\
835 you, and with a mighty *ROAR* eats you alive!\n");
836 }
837 
838 static void
839 shoot_self()
840 {
841 	(void)printf(
842 "\n*Thwack!*  A sudden piercing feeling informs you that the ricochet\n\
843 of your wild arrow has resulted in it wedging in your side, causing\n\
844 extreme agony.  The evil Wumpus, with its psychic powers, realizes this\n\
845 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
846 (*CHOMP*)\n");
847 }
848 
849 static void
850 jump(where)
851 	int where;
852 {
853 	(void)printf(
854 "\nWith a jaunty step you enter the magic tunnel.  As you do, you\n\
855 notice that the walls are shimmering and glowing.  Suddenly you feel\n\
856 a very curious, warm sensation and find yourself in room %d!!\n", where);
857 }
858 
859 static void
860 pit_kill()
861 {
862 	(void)printf(
863 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
864 The whistling sound and updraft as you walked into this room of the\n\
865 cave apparently wasn't enough to clue you in to the presence of the\n\
866 bottomless pit.  You have a lot of time to reflect on this error as\n\
867 you fall many miles to the core of the earth.  Look on the bright side;\n\
868 you can at least find out if Jules Verne was right...\n");
869 }
870 
871 static void
872 pit_survive()
873 {
874 	(void)printf(
875 "Without conscious thought you grab for the side of the cave and manage\n\
876 to grasp onto a rocky outcrop.  Beneath your feet stretches the limitless\n\
877 depths of a bottomless pit!  Rock crumbles beneath your feet!\n");
878 }
879