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wump.c revision 1.1
      1 /*
      2  * Copyright (c) 1989 The Regents of the University of California.
      3  * Copyright (c) 1989 Dave Taylor, Intuitive Systems.
      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 
     38 #ifndef lint
     39 char copyright[] =
     40 "@(#) Copyright (c) 1989 The Regents of the University of California.\n\
     41  All rights reserved.\n";
     42 #endif /* not lint */
     43 
     44 #ifndef lint
     45 static char sccsid[] = "@(#)wump.c	4.3 (Berkeley) 6/1/90";
     46 #endif /* not lint */
     47 
     48 /*
     49  * A very new version of the age old favorite Hunt-The-Wumpus game that has
     50  * been a part of the BSD distribution of Unix for longer than us old folk
     51  * would care to remember.
     52  */
     53 
     54 #include <sys/types.h>
     55 #include <sys/file.h>
     56 #include <stdio.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 main(argc, argv)
    108 	int argc;
    109 	char **argv;
    110 {
    111 	extern char *optarg;
    112 	int c;
    113 
    114 #ifdef DEBUG
    115 	while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != EOF)
    116 #else
    117 	while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != EOF)
    118 #endif
    119 		switch (c) {
    120 		case 'a':
    121 			arrow_num = atoi(optarg);
    122 			break;
    123 		case 'b':
    124 			bat_num = atoi(optarg);
    125 			break;
    126 #ifdef DEBUG
    127 		case 'd':
    128 			debug = 1;
    129 			break;
    130 #endif
    131 		case 'h':
    132 			level = HARD;
    133 			break;
    134 		case 'p':
    135 			pit_num = atoi(optarg);
    136 			break;
    137 		case 'r':
    138 			room_num = atoi(optarg);
    139 			if (room_num < MIN_ROOMS_IN_CAVE) {
    140 				(void)fprintf(stderr,
    141 	"No self-respecting wumpus would live in such a small cave!\n");
    142 				exit(1);
    143 			}
    144 			if (room_num > MAX_ROOMS_IN_CAVE) {
    145 				(void)fprintf(stderr,
    146 	"Even wumpii can't furnish caves that large!\n");
    147 				exit(1);
    148 			}
    149 			break;
    150 		case 't':
    151 			link_num = atoi(optarg);
    152 			if (link_num < 2) {
    153 				(void)fprintf(stderr,
    154 	"Wumpii like extra doors in their caves!\n");
    155 				exit(1);
    156 			}
    157 			break;
    158 		case '?':
    159 		default:
    160 			usage();
    161 	}
    162 
    163 	if (link_num > MAX_LINKS_IN_ROOM ||
    164 	    link_num > room_num - (room_num / 4)) {
    165 		(void)fprintf(stderr,
    166 "Too many tunnels!  The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
    167 		exit(1);
    168 	}
    169 
    170 	if (level == HARD) {
    171 		bat_num += ((random() % (room_num / 2)) + 1);
    172 		pit_num += ((random() % (room_num / 2)) + 1);
    173 	}
    174 
    175 	if (bat_num > room_num / 2) {
    176 		(void)fprintf(stderr,
    177 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
    178 		exit(1);
    179 	}
    180 
    181 	if (pit_num > room_num / 2) {
    182 		(void)fprintf(stderr,
    183 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
    184 		exit(1);
    185 	}
    186 
    187 	instructions();
    188 	cave_init();
    189 
    190 	/* and we're OFF!  da dum, da dum, da dum, da dum... */
    191 	(void)printf(
    192 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
    193 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
    194 quiver holds %d custom super anti-evil Wumpus arrows.  Good luck.\n",
    195 	    room_num, link_num, bat_num, plural(bat_num), pit_num,
    196 	    plural(pit_num), arrow_num);
    197 
    198 	for (;;) {
    199 		initialize_things_in_cave();
    200 		arrows_left = arrow_num;
    201 		do {
    202 			display_room_stats();
    203 			(void)printf("Move or shoot? (m-s) ");
    204 			(void)fflush(stdout);
    205 			if (!fgets(answer, sizeof(answer), stdin))
    206 				break;
    207 		} while (!take_action());
    208 
    209 		if (!getans("\nCare to play another game? (y-n) "))
    210 			exit(0);
    211 		if (getans("In the same cave? (y-n) "))
    212 			clear_things_in_cave();
    213 		else
    214 			cave_init();
    215 	}
    216 	/* NOTREACHED */
    217 }
    218 
    219 display_room_stats()
    220 {
    221 	register int i;
    222 
    223 	/*
    224 	 * Routine will explain what's going on with the current room, as well
    225 	 * as describe whether there are pits, bats, & wumpii nearby.  It's
    226 	 * all pretty mindless, really.
    227 	 */
    228 	(void)printf(
    229 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
    230 	    player_loc, arrows_left, plural(arrows_left));
    231 
    232 	if (bats_nearby())
    233 		(void)printf("*rustle* *rustle* (must be bats nearby)\n");
    234 	if (pit_nearby())
    235 		(void)printf("*whoosh* (I feel a draft from some pits).\n");
    236 	if (wump_nearby())
    237 		(void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
    238 
    239 	(void)printf("There are tunnels to rooms %d, ",
    240 	   cave[player_loc].tunnel[0]);
    241 
    242 	for (i = 1; i < link_num - 1; i++)
    243 		if (cave[player_loc].tunnel[i] <= room_num)
    244 			(void)printf("%d, ", cave[player_loc].tunnel[i]);
    245 	(void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
    246 }
    247 
    248 take_action()
    249 {
    250 	/*
    251 	 * Do the action specified by the player, either 'm'ove, 's'hoot
    252 	 * or something exceptionally bizarre and strange!  Returns 1
    253 	 * iff the player died during this turn, otherwise returns 0.
    254 	 */
    255 	switch (*answer) {
    256 		case 'M':
    257 		case 'm':			/* move */
    258 			return(move_to(answer + 1));
    259 		case 'S':
    260 		case 's':			/* shoot */
    261 			return(shoot(answer + 1));
    262 		case 'Q':
    263 		case 'q':
    264 		case 'x':
    265 			exit(0);
    266 		case '\n':
    267 			return(0);
    268 		}
    269 	if (random() % 15 == 1)
    270 		(void)printf("Que pasa?\n");
    271 	else
    272 		(void)printf("I don't understand!\n");
    273 	return(0);
    274 }
    275 
    276 move_to(room_number)
    277 	char *room_number;
    278 {
    279 	int i, just_moved_by_bats, next_room, tunnel_available;
    280 
    281 	/*
    282 	 * This is responsible for moving the player into another room in the
    283 	 * cave as per their directions.  If room_number is a null string,
    284 	 * then we'll prompt the user for the next room to go into.   Once
    285 	 * we've moved into the room, we'll check for things like bats, pits,
    286 	 * and so on.  This routine returns 1 if something occurs that kills
    287 	 * the player and 0 otherwise...
    288 	 */
    289 	tunnel_available = just_moved_by_bats = 0;
    290 	next_room = atoi(room_number);
    291 
    292 	/* crap for magic tunnels */
    293 	if (next_room == room_num + 1 &&
    294 	    cave[player_loc].tunnel[link_num-1] != next_room)
    295 		++next_room;
    296 
    297 	while (next_room < 1 || next_room > room_num + 1) {
    298 		if (next_room < 0 && next_room != -1)
    299 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
    300 		if (next_room > room_num + 1)
    301 (void)printf("What?  The cave surely isn't quite that big!\n");
    302 		if (next_room == room_num + 1 &&
    303 		    cave[player_loc].tunnel[link_num-1] != next_room) {
    304 			(void)printf("What?  The cave isn't that big!\n");
    305 			++next_room;
    306 		}
    307 		(void)printf("To which room do you wish to move? ");
    308 		(void)fflush(stdout);
    309 		if (!fgets(answer, sizeof(answer), stdin))
    310 			return(1);
    311 		next_room = atoi(answer);
    312 	}
    313 
    314 	/* now let's see if we can move to that room or not */
    315 	tunnel_available = 0;
    316 	for (i = 0; i < link_num; i++)
    317 		if (cave[player_loc].tunnel[i] == next_room)
    318 			tunnel_available = 1;
    319 
    320 	if (!tunnel_available) {
    321 		(void)printf("*Oof!*  (You hit the wall)\n");
    322 		if (random() % 6 == 1) {
    323 (void)printf("Your colorful comments awaken the wumpus!\n");
    324 			move_wump();
    325 			if (wumpus_loc == player_loc) {
    326 				wump_kill();
    327 				return(1);
    328 			}
    329 		}
    330 		return(0);
    331 	}
    332 
    333 	/* now let's move into that room and check it out for dangers */
    334 	if (next_room == room_num + 1)
    335 		jump(next_room = (random() % room_num) + 1);
    336 
    337 	player_loc = next_room;
    338 	for (;;) {
    339 		if (next_room == wumpus_loc) {		/* uh oh... */
    340 			wump_kill();
    341 			return(1);
    342 		}
    343 		if (cave[next_room].has_a_pit)
    344 			if (random() % 12 < 2) {
    345 				pit_survive();
    346 				return(0);
    347 			} else {
    348 				pit_kill();
    349 				return(1);
    350 			}
    351 
    352 		if (cave[next_room].has_a_bat) {
    353 			(void)printf(
    354 "*flap*  *flap*  *flap*  (humongous bats pick you up and move you%s!)\n",
    355 			    just_moved_by_bats ? " again": "");
    356 			next_room = player_loc = (random() % room_num) + 1;
    357 			just_moved_by_bats = 1;
    358 		}
    359 
    360 		else
    361 			break;
    362 	}
    363 	return(0);
    364 }
    365 
    366 shoot(room_list)
    367 	char *room_list;
    368 {
    369 	int chance, next, roomcnt;
    370 	int j, arrow_location, link, ok;
    371 	char *p, *strtok();
    372 
    373 	/*
    374 	 * Implement shooting arrows.  Arrows are shot by the player indicating
    375 	 * a space-separated list of rooms that the arrow should pass through;
    376 	 * if any of the rooms they specify are not accessible via tunnel from
    377 	 * the room the arrow is in, it will instead fly randomly into another
    378 	 * room.  If the player hits the wumpus, this routine will indicate
    379 	 * such.  If it misses, this routine will *move* the wumpus one room.
    380 	 * If it's the last arrow, the player then dies...  Returns 1 if the
    381 	 * player has won or died, 0 if nothing has happened.
    382 	 */
    383 	arrow_location = player_loc;
    384 	for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
    385 		if (!(p = strtok(room_list, " \t\n")))
    386 			if (roomcnt == 1) {
    387 				(void)printf(
    388 			"The arrow falls to the ground at your feet!\n");
    389 				return(0);
    390 			} else
    391 				break;
    392 		if (roomcnt > 5) {
    393 			(void)printf(
    394 "The arrow wavers in its flight and and can go no further!\n");
    395 			break;
    396 		}
    397 		next = atoi(p);
    398 		for (j = 0, ok = 0; j < link_num; j++)
    399 			if (cave[arrow_location].tunnel[j] == next)
    400 				ok = 1;
    401 
    402 		if (ok) {
    403 			if (next > room_num) {
    404 				(void)printf(
    405 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
    406 				arrow_location = (random() % room_num) + 1;
    407 			} else
    408 				arrow_location = next;
    409 		} else {
    410 			link = (random() % link_num);
    411 			if (link == player_loc)
    412 				(void)printf(
    413 "*thunk*  The arrow can't find a way from %d to %d and flys back into\n\
    414 your room!\n",
    415 				    arrow_location, next);
    416 			else if (cave[arrow_location].tunnel[link] > room_num)
    417 				(void)printf(
    418 "*thunk*  The arrow flys randomly into a magic tunnel, thence into\n\
    419 room %d!\n",
    420 				    cave[arrow_location].tunnel[link]);
    421 			else
    422 				(void)printf(
    423 "*thunk*  The arrow can't find a way from %d to %d and flys randomly\n\
    424 into room %d!\n",
    425 				    arrow_location, next,
    426 				    cave[arrow_location].tunnel[link]);
    427 			arrow_location = cave[arrow_location].tunnel[link];
    428 			break;
    429 		}
    430 		chance = random() % 10;
    431 		if (roomcnt == 3 && chance < 2) {
    432 			(void)printf(
    433 "Your bowstring breaks!  *twaaaaaang*\n\
    434 The arrow is weakly shot and can go no further!\n");
    435 			break;
    436 		} else if (roomcnt == 4 && chance < 6) {
    437 			(void)printf(
    438 "The arrow wavers in its flight and and can go no further!\n");
    439 			break;
    440 		}
    441 	}
    442 
    443 	/*
    444 	 * now we've gotten into the new room let us see if El Wumpo is
    445 	 * in the same room ... if so we've a HIT and the player WON!
    446 	 */
    447 	if (arrow_location == wumpus_loc) {
    448 		kill_wump();
    449 		return(1);
    450 	}
    451 
    452 	if (arrow_location == player_loc) {
    453 		shoot_self();
    454 		return(1);
    455 	}
    456 
    457 	if (!--arrows_left) {
    458 		no_arrows();
    459 		return(1);
    460 	}
    461 
    462 	{
    463 		/* each time you shoot, it's more likely the wumpus moves */
    464 		static int lastchance = 2;
    465 
    466 		if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
    467 			move_wump();
    468 			if (wumpus_loc == player_loc)
    469 				wump_kill();
    470 			lastchance = random() % 3;
    471 
    472 		}
    473 	}
    474 	return(0);
    475 }
    476 
    477 cave_init()
    478 {
    479 	register int i, j, k, link;
    480 	int delta, int_compare();
    481 	time_t time();
    482 
    483 	/*
    484 	 * This does most of the interesting work in this program actually!
    485 	 * In this routine we'll initialize the Wumpus cave to have all rooms
    486 	 * linking to all others by stepping through our data structure once,
    487 	 * recording all forward links and backwards links too.  The parallel
    488 	 * "linkcount" data structure ensures that no room ends up with more
    489 	 * than three links, regardless of the quality of the random number
    490 	 * generator that we're using.
    491 	 */
    492 	srandom((int)time((time_t *)0));
    493 
    494 	/* initialize the cave first off. */
    495 	for (i = 1; i <= room_num; ++i)
    496 		for (j = 0; j < link_num ; ++j)
    497 			cave[i].tunnel[j] = -1;
    498 
    499 	/* choose a random 'hop' delta for our guaranteed link */
    500 	while (!(delta = random() % room_num));
    501 
    502 	for (i = 1; i <= room_num; ++i) {
    503 		link = ((i + delta) % room_num) + 1;	/* connection */
    504 		cave[i].tunnel[0] = link;		/* forw link */
    505 		cave[link].tunnel[1] = i;		/* back link */
    506 	}
    507 	/* now fill in the rest of the cave with random connections */
    508 	for (i = 1; i <= room_num; i++)
    509 		for (j = 2; j < link_num ; j++) {
    510 			if (cave[i].tunnel[j] != -1)
    511 				continue;
    512 try_again:		link = (random() % room_num) + 1;
    513 			/* skip duplicates */
    514 			for (k = 0; k < j; k++)
    515 				if (cave[i].tunnel[k] == link)
    516 					goto try_again;
    517 			cave[i].tunnel[j] = link;
    518 			if (random() % 2 == 1)
    519 				continue;
    520 			for (k = 0; k < link_num; ++k) {
    521 				/* if duplicate, skip it */
    522 				if (cave[link].tunnel[k] == i)
    523 					k = link_num;
    524 
    525 				/* if open link, use it, force exit */
    526 				if (cave[link].tunnel[k] == -1) {
    527 					cave[link].tunnel[k] = i;
    528 					k = link_num;
    529 				}
    530 			}
    531 		}
    532 	/*
    533 	 * now that we're done, sort the tunnels in each of the rooms to
    534 	 * make it easier on the intrepid adventurer.
    535 	 */
    536 	for (i = 1; i <= room_num; ++i)
    537 		qsort(cave[i].tunnel, (u_int)link_num,
    538 		    sizeof(cave[i].tunnel[0]), int_compare);
    539 
    540 #ifdef DEBUG
    541 	if (debug)
    542 		for (i = 1; i <= room_num; ++i) {
    543 			(void)printf("<room %d  has tunnels to ", i);
    544 			for (j = 0; j < link_num; ++j)
    545 				(void)printf("%d ", cave[i].tunnel[j]);
    546 			(void)printf(">\n");
    547 		}
    548 #endif
    549 }
    550 
    551 clear_things_in_cave()
    552 {
    553 	register int i;
    554 
    555 	/*
    556 	 * remove bats and pits from the current cave in preparation for us
    557 	 * adding new ones via the initialize_things_in_cave() routines.
    558 	 */
    559 	for (i = 1; i <= room_num; ++i)
    560 		cave[i].has_a_bat = cave[i].has_a_pit = 0;
    561 }
    562 
    563 initialize_things_in_cave()
    564 {
    565 	register int i, loc;
    566 
    567 	/* place some bats, pits, the wumpus, and the player. */
    568 	for (i = 0; i < bat_num; ++i) {
    569 		do {
    570 			loc = (random() % room_num) + 1;
    571 		} while (cave[loc].has_a_bat);
    572 		cave[loc].has_a_bat = 1;
    573 #ifdef DEBUG
    574 		if (debug)
    575 			(void)printf("<bat in room %d>\n", loc);
    576 #endif
    577 	}
    578 
    579 	for (i = 0; i < pit_num; ++i) {
    580 		do {
    581 			loc = (random() % room_num) + 1;
    582 		} while (cave[loc].has_a_pit && cave[loc].has_a_bat);
    583 		cave[loc].has_a_pit = 1;
    584 #ifdef DEBUG
    585 		if (debug)
    586 			(void)printf("<pit in room %d>\n", loc);
    587 #endif
    588 	}
    589 
    590 	wumpus_loc = (random() % room_num) + 1;
    591 #ifdef DEBUG
    592 	if (debug)
    593 		(void)printf("<wumpus in room %d>\n", loc);
    594 #endif
    595 
    596 	do {
    597 		player_loc = (random() % room_num) + 1;
    598 	} while (player_loc == wumpus_loc || (level == HARD ?
    599 	    (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
    600 }
    601 
    602 getans(prompt)
    603 	char *prompt;
    604 {
    605 	char buf[20];
    606 
    607 	/*
    608 	 * simple routine to ask the yes/no question specified until the user
    609 	 * answers yes or no, then return 1 if they said 'yes' and 0 if they
    610 	 * answered 'no'.
    611 	 */
    612 	for (;;) {
    613 		(void)printf("%s", prompt);
    614 		(void)fflush(stdout);
    615 		if (!fgets(buf, sizeof(buf), stdin))
    616 			return(0);
    617 		if (*buf == 'N' || *buf == 'n')
    618 			return(0);
    619 		if (*buf == 'Y' || *buf == 'y')
    620 			return(1);
    621 		(void)printf(
    622 "I don't understand your answer; please enter 'y' or 'n'!\n");
    623 	}
    624 	/* NOTREACHED */
    625 }
    626 
    627 bats_nearby()
    628 {
    629 	register int i;
    630 
    631 	/* check for bats in the immediate vicinity */
    632 	for (i = 0; i < link_num; ++i)
    633 		if (cave[cave[player_loc].tunnel[i]].has_a_bat)
    634 			return(1);
    635 	return(0);
    636 }
    637 
    638 pit_nearby()
    639 {
    640 	register int i;
    641 
    642 	/* check for pits in the immediate vicinity */
    643 	for (i = 0; i < link_num; ++i)
    644 		if (cave[cave[player_loc].tunnel[i]].has_a_pit)
    645 			return(1);
    646 	return(0);
    647 }
    648 
    649 wump_nearby()
    650 {
    651 	register int i, j;
    652 
    653 	/* check for a wumpus within TWO caves of where we are */
    654 	for (i = 0; i < link_num; ++i) {
    655 		if (cave[player_loc].tunnel[i] == wumpus_loc)
    656 			return(1);
    657 		for (j = 0; j < link_num; ++j)
    658 			if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
    659 			    wumpus_loc)
    660 				return(1);
    661 	}
    662 	return(0);
    663 }
    664 
    665 move_wump()
    666 {
    667 	wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
    668 }
    669 
    670 int_compare(a, b)
    671 	int *a, *b;
    672 {
    673 	return(*a < *b ? -1 : 1);
    674 }
    675 
    676 instructions()
    677 {
    678 	char buf[120], *p, *getenv();
    679 
    680 	/*
    681 	 * read the instructions file, if needed, and show the user how to
    682 	 * play this game!
    683 	 */
    684 	if (!getans("Instructions? (y-n) "))
    685 		return;
    686 
    687 	if (access(_PATH_WUMPINFO, R_OK)) {
    688 		(void)printf(
    689 "Sorry, but the instruction file seems to have disappeared in a\n\
    690 puff of greasy black smoke! (poof)\n");
    691 		return;
    692 	}
    693 
    694 	if (!(p = getenv("PAGER")) ||
    695 	    strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
    696 		p = _PATH_PAGER;
    697 
    698 	(void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
    699 	(void)system(buf);
    700 }
    701 
    702 usage()
    703 {
    704 	(void)fprintf(stderr,
    705 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
    706 	exit(1);
    707 }
    708 
    709 /* messages */
    710 
    711 wump_kill()
    712 {
    713 	(void)printf(
    714 "*ROAR* *chomp* *snurfle* *chomp*!\n\
    715 Much to the delight of the Wumpus, you walked right into his mouth,\n\
    716 making you one of the easiest dinners he's ever had!  For you, however,\n\
    717 it's a rather unpleasant death.  The only good thing is that it's been\n\
    718 so long since the evil Wumpus cleaned his teeth that you immediately\n\
    719 passed out from the stench!\n");
    720 }
    721 
    722 kill_wump()
    723 {
    724 	(void)printf(
    725 "*thwock!* *groan* *crash*\n\n\
    726 A horrible roar fills the cave, and you realize, with a smile, that you\n\
    727 have slain the evil Wumpus and won the game!  You don't want to tarry for\n\
    728 long, however, because not only is the Wumpus famous, but the stench of\n\
    729 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
    730 mightiest adventurer at a single whiff!!\n");
    731 }
    732 
    733 no_arrows()
    734 {
    735 	(void)printf(
    736 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
    737 that you've just shot your last arrow (figuratively, too).  Sensing this\n\
    738 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
    739 you, and with a mighty *ROAR* eats you alive!\n");
    740 }
    741 
    742 shoot_self()
    743 {
    744 	(void)printf(
    745 "\n*Thwack!*  A sudden piercing feeling informs you that the ricochet\n\
    746 of your wild arrow has resulted in it wedging in your side, causing\n\
    747 extreme agony.  The evil Wumpus, with its psychic powers, realizes this\n\
    748 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
    749 (*CHOMP*)\n");
    750 }
    751 
    752 jump(where)
    753 	int where;
    754 {
    755 	(void)printf(
    756 "\nWith a jaunty step you enter the magic tunnel.  As you do, you\n\
    757 notice that the walls are shimmering and glowing.  Suddenly you feel\n\
    758 a very curious, warm sensation and find yourself in room %d!!\n", where);
    759 }
    760 
    761 pit_kill()
    762 {
    763 	(void)printf(
    764 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
    765 The whistling sound and updraft as you walked into this room of the\n\
    766 cave apparently wasn't enough to clue you in to the presence of the\n\
    767 bottomless pit.  You have a lot of time to reflect on this error as\n\
    768 you fall many miles to the core of the earth.  Look on the bright side;\n\
    769 you can at least find out if Jules Verne was right...\n");
    770 }
    771 
    772 pit_survive()
    773 {
    774 	(void)printf(
    775 "Without conscious thought you grab for the side of the cave and manage\n\
    776 to grasp onto a rocky outcrop.  Beneath your feet stretches the limitless\n\
    777 depths of a bottomless pit!  Rock crumbles beneath your feet!\n");
    778 }
    779