1 /*        $NetBSD: wump.c,v 1.31 2021/05/02 12:50:47 rillig 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 1.31 2021/05/02 12:50:47 rillig 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
main(int argc,char ** argv)141 main(int argc, char **argv)
142 {
143           int c, e=0;
144 
145           /* Revoke setgid privileges */
146           setgid(getgid());
147 
148 #ifdef DEBUG
149           while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
150 #else
151           while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
152 #endif
153                     switch (c) {
154                     case 'a':
155                               arrow_num = atoi(optarg);
156                               break;
157                     case 'b':
158                               bat_num = atoi(optarg);
159                               break;
160 #ifdef DEBUG
161                     case 'd':
162                               debug = 1;
163                               break;
164 #endif
165                     case 'h':
166                               level = HARD;
167                               break;
168                     case 'p':
169                               pit_num = atoi(optarg);
170                               break;
171                     case 'r':
172                               room_num = atoi(optarg);
173                               if (room_num < MIN_ROOMS_IN_CAVE) {
174                                         (void)fprintf(stderr,
175           "No self-respecting wumpus would live in such a small cave!\n");
176                                         exit(1);
177                               }
178                               if (room_num > MAX_ROOMS_IN_CAVE) {
179                                         (void)fprintf(stderr,
180           "Even wumpi can't furnish caves that large!\n");
181                                         exit(1);
182                               }
183                               break;
184                     case 't':
185                               link_num = atoi(optarg);
186                               if (link_num < 2) {
187                                         (void)fprintf(stderr,
188           "Wumpi like extra doors in their caves!\n");
189                                         exit(1);
190                               }
191                               break;
192                     case '?':
193                     default:
194                               usage();
195           }
196 
197           if (link_num > MAX_LINKS_IN_ROOM ||
198               link_num > room_num - (room_num / 4)) {
199                     (void)fprintf(stderr,
200 "Too many tunnels!  The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
201                     exit(1);
202           }
203 
204           if (level == HARD) {
205                     bat_num += ((random() % (room_num / 2)) + 1);
206                     pit_num += ((random() % (room_num / 2)) + 1);
207           }
208 
209           if (bat_num > room_num / 2) {
210                     (void)fprintf(stderr,
211 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
212                     exit(1);
213           }
214 
215           if (pit_num > room_num / 2) {
216                     (void)fprintf(stderr,
217 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
218                     exit(1);
219           }
220 
221           instructions();
222           cave_init();
223 
224           /* and we're OFF!  da dum, da dum, da dum, da dum... */
225           (void)printf(
226 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
227 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
228 quiver holds %d custom super anti-evil Wumpus arrows.  Good luck.\n",
229               room_num, link_num, bat_num, plural(bat_num), pit_num,
230               plural(pit_num), arrow_num);
231 
232           for (;;) {
233                     clear_things_in_cave();
234                     initialize_things_in_cave();
235                     arrows_left = arrow_num;
236                     do {
237                               display_room_stats();
238                               (void)printf("Move or shoot? (m-s) ");
239                               (void)fflush(stdout);
240                               if (!fgets(answer, sizeof(answer), stdin)) {
241                                         e=2;
242                                         break;
243                               }
244                     } while (!(e = take_action()));
245 
246                     if (e == 2 || !getans("\nCare to play another game? (y-n) "))
247                               exit(0);
248                     if (getans("In the same cave? (y-n) ") == 0)
249                               cave_init();
250           }
251           /* NOTREACHED */
252           return (0);
253 }
254 
255 static void
display_room_stats(void)256 display_room_stats(void)
257 {
258           int i;
259 
260           /*
261            * Routine will explain what's going on with the current room, as well
262            * as describe whether there are pits, bats, & wumpi nearby.  It's
263            * all pretty mindless, really.
264            */
265           (void)printf(
266 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
267               player_loc, arrows_left, plural(arrows_left));
268 
269           if (bats_nearby())
270                     (void)printf("*rustle* *rustle* (must be bats nearby)\n");
271           if (pit_nearby())
272                     (void)printf("*whoosh* (I feel a draft from some pits).\n");
273           if (wump_nearby())
274                     (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
275 
276           (void)printf("There are tunnels to rooms %d, ",
277              cave[player_loc].tunnel[0]);
278 
279           for (i = 1; i < link_num - 1; i++)
280                     if (cave[player_loc].tunnel[i] <= room_num)
281                               (void)printf("%d, ", cave[player_loc].tunnel[i]);
282           (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
283 }
284 
285 static int
take_action(void)286 take_action(void)
287 {
288           /*
289            * Do the action specified by the player, either 'm'ove, 's'hoot
290            * or something exceptionally bizarre and strange!  Returns 1
291            * iff the player died during this turn, otherwise returns 0.
292            */
293           switch (*answer) {
294                     case 'M':
295                     case 'm':                     /* move */
296                               return(move_to(answer + 1));
297                     case 'S':
298                     case 's':                     /* shoot */
299                               return(shoot(answer + 1));
300                     case 'Q':
301                     case 'q':
302                     case 'x':
303                               exit(0);
304                     case '\n':
305                               return(0);
306                     }
307           if (random() % 15 == 1)
308                     (void)printf("Que pasa?\n");
309           else
310                     (void)printf("I don't understand!\n");
311           return(0);
312 }
313 
314 static int
move_to(const char * room_number)315 move_to(const char *room_number)
316 {
317           int i, just_moved_by_bats, next_room, tunnel_available;
318 
319           /*
320            * This is responsible for moving the player into another room in the
321            * cave as per their directions.  If room_number is a null string,
322            * then we'll prompt the user for the next room to go into.   Once
323            * we've moved into the room, we'll check for things like bats, pits,
324            * and so on.  This routine returns 1 if something occurs that kills
325            * the player and 0 otherwise...
326            */
327           tunnel_available = just_moved_by_bats = 0;
328           next_room = atoi(room_number);
329 
330           /* crap for magic tunnels */
331           if (next_room == room_num + 1 &&
332               cave[player_loc].tunnel[link_num-1] != next_room)
333                     ++next_room;
334 
335           while (next_room < 1 || next_room > room_num + 1) {
336                     if (next_room < 0 && next_room != -1)
337 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
338                     if (next_room > room_num + 1)
339 (void)printf("What?  The cave surely isn't quite that big!\n");
340                     if (next_room == room_num + 1 &&
341                         cave[player_loc].tunnel[link_num-1] != next_room) {
342                               (void)printf("What?  The cave isn't that big!\n");
343                               ++next_room;
344                     }
345                     (void)printf("To which room do you wish to move? ");
346                     (void)fflush(stdout);
347                     if (!fgets(answer, sizeof(answer), stdin))
348                               return(1);
349                     next_room = atoi(answer);
350           }
351 
352           /* now let's see if we can move to that room or not */
353           tunnel_available = 0;
354           for (i = 0; i < link_num; i++)
355                     if (cave[player_loc].tunnel[i] == next_room)
356                               tunnel_available = 1;
357 
358           if (!tunnel_available) {
359                     (void)printf("*Oof!*  (You hit the wall)\n");
360                     if (random() % 6 == 1) {
361 (void)printf("Your colorful comments awaken the wumpus!\n");
362                               move_wump();
363                               if (wumpus_loc == player_loc) {
364                                         wump_kill();
365                                         return(1);
366                               }
367                     }
368                     return(0);
369           }
370 
371           /* now let's move into that room and check it out for dangers */
372           if (next_room == room_num + 1)
373                     jump(next_room = (random() % room_num) + 1);
374 
375           player_loc = next_room;
376           for (;;) {
377                     if (next_room == wumpus_loc) {                    /* uh oh... */
378                               wump_kill();
379                               return(1);
380                     }
381                     if (cave[next_room].has_a_pit) {
382                               if (random() % 12 < 2) {
383                                         pit_survive();
384                                         return(0);
385                               } else {
386                                         pit_kill();
387                                         return(1);
388                               }
389                     }
390 
391                     if (cave[next_room].has_a_bat) {
392                               (void)printf(
393 "*flap*  *flap*  *flap*  (humongous bats pick you up and move you%s!)\n",
394                                   just_moved_by_bats ? " again": "");
395                               next_room = player_loc = (random() % room_num) + 1;
396                               just_moved_by_bats = 1;
397                     }
398 
399                     else
400                               break;
401           }
402           return(0);
403 }
404 
405 static int
shoot(char * room_list)406 shoot(char *room_list)
407 {
408           int chance, next, roomcnt;
409           int j, arrow_location, lnk, ok;
410           char *p;
411 
412           /*
413            * Implement shooting arrows.  Arrows are shot by the player indicating
414            * a space-separated list of rooms that the arrow should pass through;
415            * if any of the rooms they specify are not accessible via tunnel from
416            * the room the arrow is in, it will instead fly randomly into another
417            * room.  If the player hits the wumpus, this routine will indicate
418            * such.  If it misses, this routine will *move* the wumpus one room.
419            * If it's the last arrow, the player then dies...  Returns 1 if the
420            * player has won or died, 0 if nothing has happened.
421            */
422           arrow_location = player_loc;
423           for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
424                     if (!(p = strtok(room_list, " \t\n"))) {
425                               if (roomcnt == 1) {
426                                         (void)printf(
427                               "The arrow falls to the ground at your feet!\n");
428                                         return(0);
429                               } else
430                                         break;
431                     }
432                     if (roomcnt > 5) {
433                               (void)printf(
434 "The arrow wavers in its flight and and can go no further!\n");
435                               break;
436                     }
437                     next = atoi(p);
438                     for (j = 0, ok = 0; j < link_num; j++)
439                               if (cave[arrow_location].tunnel[j] == next)
440                                         ok = 1;
441 
442                     if (ok) {
443                               if (next > room_num) {
444                                         (void)printf(
445 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
446                                         arrow_location = (random() % room_num) + 1;
447                               } else
448                                         arrow_location = next;
449                     } else {
450                               lnk = (random() % link_num);
451                               if (lnk == player_loc)
452                                         (void)printf(
453 "*thunk*  The arrow can't find a way from %d to %d and flies back into\n\
454 your room!\n",
455                                             arrow_location, next);
456                               else if (cave[arrow_location].tunnel[lnk] > room_num)
457                                         (void)printf(
458 "*thunk*  The arrow flies randomly into a magic tunnel, thence into\n\
459 room %d!\n",
460                                             cave[arrow_location].tunnel[lnk]);
461                               else
462                                         (void)printf(
463 "*thunk*  The arrow can't find a way from %d to %d and flies randomly\n\
464 into room %d!\n",
465                                             arrow_location, next,
466                                             cave[arrow_location].tunnel[lnk]);
467                               arrow_location = cave[arrow_location].tunnel[lnk];
468                               break;
469                     }
470                     chance = random() % 10;
471                     if (roomcnt == 3 && chance < 2) {
472                               (void)printf(
473 "Your bowstring breaks!  *twaaaaaang*\n\
474 The arrow is weakly shot and can go no further!\n");
475                               break;
476                     } else if (roomcnt == 4 && chance < 6) {
477                               (void)printf(
478 "The arrow wavers in its flight and and can go no further!\n");
479                               break;
480                     }
481           }
482 
483           /*
484            * now we've gotten into the new room let us see if El Wumpo is
485            * in the same room ... if so we've a HIT and the player WON!
486            */
487           if (arrow_location == wumpus_loc) {
488                     kill_wump();
489                     return(1);
490           }
491 
492           if (arrow_location == player_loc) {
493                     shoot_self();
494                     return(1);
495           }
496 
497           if (!--arrows_left) {
498                     no_arrows();
499                     return(1);
500           }
501 
502           {
503                     /* each time you shoot, it's more likely the wumpus moves */
504                     static int lastchance = 2;
505 
506                     if (random() % (level == EASY ? 12 : 9) < (lastchance += 2)) {
507                               move_wump();
508                               if (wumpus_loc == player_loc)
509                                         wump_kill();
510                               lastchance = random() % 3;
511 
512                     }
513           }
514           return(0);
515 }
516 
517 static int
gcd(int a,int b)518 gcd(int a, int b)
519 {
520           int r;
521 
522           r = a % b;
523           if (r == 0)
524                     return (b);
525           return (gcd(b, r));
526 }
527 
528 static void
cave_init(void)529 cave_init(void)
530 {
531           int i, j, k, lnk;
532           int delta;
533 
534           /*
535            * This does most of the interesting work in this program actually!
536            * In this routine we'll initialize the Wumpus cave to have all rooms
537            * linking to all others by stepping through our data structure once,
538            * recording all forward links and backwards links too.  The parallel
539            * "linkcount" data structure ensures that no room ends up with more
540            * than three links, regardless of the quality of the random number
541            * generator that we're using.
542            */
543           srandom((int)time((time_t *)0));
544 
545           /* initialize the cave first off. */
546           for (i = 1; i <= room_num; ++i)
547                     for (j = 0; j < link_num ; ++j)
548                               cave[i].tunnel[j] = -1;
549 
550           /*
551            * Choose a random 'hop' delta for our guaranteed link.
552            * To keep the cave connected, we need the greatest common divisor
553            * of (delta + 1) and room_num to be 1.
554            */
555           do {
556                     delta = (random() % (room_num - 1)) + 1;
557           } while (gcd(room_num, delta + 1) != 1);
558 
559           for (i = 1; i <= room_num; ++i) {
560                     lnk = ((i + delta) % room_num) + 1;     /* connection */
561                     cave[i].tunnel[0] = lnk;                /* forw link */
562                     cave[lnk].tunnel[1] = i;                /* back link */
563           }
564           /* now fill in the rest of the cave with random connections */
565           for (i = 1; i <= room_num; i++)
566                     for (j = 2; j < link_num ; j++) {
567                               if (cave[i].tunnel[j] != -1)
568                                         continue;
569 try_again:                    lnk = (random() % room_num) + 1;
570                               /* skip duplicates */
571                               for (k = 0; k < j; k++)
572                                         if (cave[i].tunnel[k] == lnk)
573                                                   goto try_again;
574                               cave[i].tunnel[j] = lnk;
575                               if (random() % 2 == 1)
576                                         continue;
577                               for (k = 0; k < link_num; ++k) {
578                                         /* if duplicate, skip it */
579                                         if (cave[lnk].tunnel[k] == i)
580                                                   k = link_num;
581 
582                                         /* if open link, use it, force exit */
583                                         if (cave[lnk].tunnel[k] == -1) {
584                                                   cave[lnk].tunnel[k] = i;
585                                                   k = link_num;
586                                         }
587                               }
588                     }
589           /*
590            * now that we're done, sort the tunnels in each of the rooms to
591            * make it easier on the intrepid adventurer.
592            */
593           for (i = 1; i <= room_num; ++i)
594                     qsort(cave[i].tunnel, link_num,
595                         sizeof(cave[i].tunnel[0]), int_compare);
596 
597 #ifdef DEBUG
598           if (debug)
599                     for (i = 1; i <= room_num; ++i) {
600                               (void)printf("<room %d  has tunnels to ", i);
601                               for (j = 0; j < link_num; ++j)
602                                         (void)printf("%d ", cave[i].tunnel[j]);
603                               (void)printf(">\n");
604                     }
605 #endif
606 }
607 
608 static void
clear_things_in_cave(void)609 clear_things_in_cave(void)
610 {
611           int i;
612 
613           /*
614            * remove bats and pits from the current cave in preparation for us
615            * adding new ones via the initialize_things_in_cave() routines.
616            */
617           for (i = 1; i <= room_num; ++i)
618                     cave[i].has_a_bat = cave[i].has_a_pit = 0;
619 }
620 
621 static void
initialize_things_in_cave(void)622 initialize_things_in_cave(void)
623 {
624           int i, loc;
625 
626           /* place some bats, pits, the wumpus, and the player. */
627           for (i = 0; i < bat_num; ++i) {
628                     do {
629                               loc = (random() % room_num) + 1;
630                     } while (cave[loc].has_a_bat);
631                     cave[loc].has_a_bat = 1;
632 #ifdef DEBUG
633                     if (debug)
634                               (void)printf("<bat in room %d>\n", loc);
635 #endif
636           }
637 
638           for (i = 0; i < pit_num; ++i) {
639                     do {
640                               loc = (random() % room_num) + 1;
641                     } while (cave[loc].has_a_pit || cave[loc].has_a_bat);
642                     cave[loc].has_a_pit = 1;
643 #ifdef DEBUG
644                     if (debug)
645                               (void)printf("<pit in room %d>\n", loc);
646 #endif
647           }
648 
649           wumpus_loc = (random() % room_num) + 1;
650 #ifdef DEBUG
651           if (debug)
652                     (void)printf("<wumpus in room %d>\n", loc);
653 #endif
654 
655           i = 0;
656           do {
657                     player_loc = (random() % room_num) + 1;
658                     i++;
659           } while (player_loc == wumpus_loc || cave[player_loc].has_a_pit ||
660               cave[player_loc].has_a_bat || (level == HARD ?
661                   (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0) ||
662               (i > 100 && player_loc != wumpus_loc));
663 }
664 
665 static int
getans(const char * prompt)666 getans(const char *prompt)
667 {
668           char buf[20];
669 
670           /*
671            * simple routine to ask the yes/no question specified until the user
672            * answers yes or no, then return 1 if they said 'yes' and 0 if they
673            * answered 'no'.
674            */
675           for (;;) {
676                     (void)printf("%s", prompt);
677                     (void)fflush(stdout);
678                     if (!fgets(buf, sizeof(buf), stdin))
679                               return(0);
680                     if (*buf == 'N' || *buf == 'n')
681                               return(0);
682                     if (*buf == 'Y' || *buf == 'y')
683                               return(1);
684                     (void)printf(
685 "I don't understand your answer; please enter 'y' or 'n'!\n");
686           }
687           /* NOTREACHED */
688 }
689 
690 static int
bats_nearby(void)691 bats_nearby(void)
692 {
693           int i;
694 
695           /* check for bats in the immediate vicinity */
696           for (i = 0; i < link_num; ++i)
697                     if (cave[cave[player_loc].tunnel[i]].has_a_bat)
698                               return(1);
699           return(0);
700 }
701 
702 static int
pit_nearby(void)703 pit_nearby(void)
704 {
705           int i;
706 
707           /* check for pits in the immediate vicinity */
708           for (i = 0; i < link_num; ++i)
709                     if (cave[cave[player_loc].tunnel[i]].has_a_pit)
710                               return(1);
711           return(0);
712 }
713 
714 static int
wump_nearby(void)715 wump_nearby(void)
716 {
717           int i, j;
718 
719           /* check for a wumpus within TWO caves of where we are */
720           for (i = 0; i < link_num; ++i) {
721                     if (cave[player_loc].tunnel[i] == wumpus_loc)
722                               return(1);
723                     for (j = 0; j < link_num; ++j)
724                               if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
725                                   wumpus_loc)
726                                         return(1);
727           }
728           return(0);
729 }
730 
731 static void
move_wump(void)732 move_wump(void)
733 {
734           wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
735 }
736 
737 static int
int_compare(const void * a,const void * b)738 int_compare(const void *a, const void *b)
739 {
740           return(*(const int *)a < *(const int *)b ? -1 : 1);
741 }
742 
743 static void
instructions(void)744 instructions(void)
745 {
746           const char *pager;
747           pid_t pid;
748           int status;
749           int fd;
750 
751           /*
752            * read the instructions file, if needed, and show the user how to
753            * play this game!
754            */
755           if (!getans("Instructions? (y-n) "))
756                     return;
757 
758           if (access(_PATH_WUMPINFO, R_OK)) {
759                     (void)printf(
760 "Sorry, but the instruction file seems to have disappeared in a\n\
761 puff of greasy black smoke! (poof)\n");
762                     return;
763           }
764 
765           if (!isatty(STDOUT_FILENO))
766                     pager = "cat";
767           else {
768                     if (!(pager = getenv("PAGER")) || (*pager == 0))
769                               pager = _PATH_PAGER;
770           }
771           switch (pid = fork()) {
772           case 0: /* child */
773                     if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
774                               err(1, "open %s", _PATH_WUMPINFO);
775                     if (dup2(fd, STDIN_FILENO) == -1)
776                               err(1, "dup2");
777                     (void)execl("/bin/sh", "sh", "-c", pager, (char *) NULL);
778                     err(1, "exec sh -c %s", pager);
779           case -1:
780                     err(1, "fork");
781           default:
782                     (void)waitpid(pid, &status, 0);
783                     break;
784           }
785 }
786 
787 static void
usage(void)788 usage(void)
789 {
790           (void)fprintf(stderr,
791 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
792           exit(1);
793 }
794 
795 /* messages */
796 
797 static void
wump_kill(void)798 wump_kill(void)
799 {
800           (void)printf(
801 "*ROAR* *chomp* *snurfle* *chomp*!\n\
802 Much to the delight of the Wumpus, you walked right into his mouth,\n\
803 making you one of the easiest dinners he's ever had!  For you, however,\n\
804 it's a rather unpleasant death.  The only good thing is that it's been\n\
805 so long since the evil Wumpus cleaned his teeth that you immediately\n\
806 passed out from the stench!\n");
807 }
808 
809 static void
kill_wump(void)810 kill_wump(void)
811 {
812           (void)printf(
813 "*thwock!* *groan* *crash*\n\n\
814 A horrible roar fills the cave, and you realize, with a smile, that you\n\
815 have slain the evil Wumpus and won the game!  You don't want to tarry for\n\
816 long, however, because not only is the Wumpus famous, but the stench of\n\
817 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
818 mightiest adventurer at a single whiff!!\n");
819 }
820 
821 static void
no_arrows(void)822 no_arrows(void)
823 {
824           (void)printf(
825 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
826 that you've just shot your last arrow (figuratively, too).  Sensing this\n\
827 with its psychic powers, the evil Wumpus rampages through the cave, finds\n\
828 you, and with a mighty *ROAR* eats you alive!\n");
829 }
830 
831 static void
shoot_self(void)832 shoot_self(void)
833 {
834           (void)printf(
835 "\n*Thwack!*  A sudden piercing feeling informs you that the ricochet\n\
836 of your wild arrow has resulted in it wedging in your side, causing\n\
837 extreme agony.  The evil Wumpus, with its psychic powers, realizes this\n\
838 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
839 (*CHOMP*)\n");
840 }
841 
842 static void
jump(int where)843 jump(int where)
844 {
845           (void)printf(
846 "\nWith a jaunty step you enter the magic tunnel.  As you do, you\n\
847 notice that the walls are shimmering and glowing.  Suddenly you feel\n\
848 a very curious, warm sensation and find yourself in room %d!!\n", where);
849 }
850 
851 static void
pit_kill(void)852 pit_kill(void)
853 {
854           (void)printf(
855 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
856 The whistling sound and updraft as you walked into this room of the\n\
857 cave apparently wasn't enough to clue you in to the presence of the\n\
858 bottomless pit.  You have a lot of time to reflect on this error as\n\
859 you fall many miles to the core of the earth.  Look on the bright side;\n\
860 you can at least find out if Jules Verne was right...\n");
861 }
862 
863 static void
pit_survive(void)864 pit_survive(void)
865 {
866           (void)printf(
867 "Without conscious thought you grab for the side of the cave and manage\n\
868 to grasp onto a rocky outcrop.  Beneath your feet stretches the limitless\n\
869 depths of a bottomless pit!  Rock crumbles beneath your feet!\n");
870 }
871