wump.c revision 1.3 1 /* $NetBSD: wump.c,v 1.3 1995/04/22 08:19:51 cgd Exp $ */
2
3 /*
4 * Copyright (c) 1989, 1993
5 * The Regents of the University of California. All rights reserved.
6 * All rights reserved.
7 *
8 * This code is derived from software contributed to Berkeley by
9 * Dave Taylor, of Intuitive Systems.
10 *
11 * Redistribution and use in source and binary forms, with or without
12 * modification, are permitted provided that the following conditions
13 * are met:
14 * 1. Redistributions of source code must retain the above copyright
15 * notice, this list of conditions and the following disclaimer.
16 * 2. Redistributions in binary form must reproduce the above copyright
17 * notice, this list of conditions and the following disclaimer in the
18 * documentation and/or other materials provided with the distribution.
19 * 3. All advertising materials mentioning features or use of this software
20 * must display the following acknowledgement:
21 * This product includes software developed by the University of
22 * California, Berkeley and its contributors.
23 * 4. Neither the name of the University nor the names of its contributors
24 * may be used to endorse or promote products derived from this software
25 * without specific prior written permission.
26 *
27 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
28 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
29 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
30 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
31 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
32 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
33 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
34 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
35 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
36 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
37 * SUCH DAMAGE.
38 */
39
40 #ifndef lint
41 static char copyright[] =
42 "@(#) Copyright (c) 1989, 1993\n\
43 The Regents of the University of California. All rights reserved.\n";
44 #endif /* not lint */
45
46 #ifndef lint
47 #if 0
48 static char sccsid[] = "@(#)wump.c 8.1 (Berkeley) 5/31/93";
49 #else
50 static char rcsid[] = "$NetBSD: wump.c,v 1.3 1995/04/22 08:19:51 cgd Exp $";
51 #endif
52 #endif /* not lint */
53
54 /*
55 * A very new version of the age old favorite Hunt-The-Wumpus game that has
56 * been a part of the BSD distribution of Unix for longer than us old folk
57 * would care to remember.
58 */
59
60 #include <sys/types.h>
61 #include <sys/file.h>
62 #include <stdio.h>
63 #include "pathnames.h"
64
65 /* some defines to spec out what our wumpus cave should look like */
66
67 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
68 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
69
70 #define MAX_ROOMS_IN_CAVE 250
71 #define ROOMS_IN_CAVE 20
72 #define MIN_ROOMS_IN_CAVE 10
73
74 #define LINKS_IN_ROOM 3
75 #define NUMBER_OF_ARROWS 5
76 #define PIT_COUNT 3
77 #define BAT_COUNT 3
78
79 #define EASY 1 /* levels of play */
80 #define HARD 2
81
82 /* some macro definitions for cleaner output */
83
84 #define plural(n) (n == 1 ? "" : "s")
85
86 /* simple cave data structure; +1 so we can index from '1' not '0' */
87 struct room_record {
88 int tunnel[MAX_LINKS_IN_ROOM];
89 int has_a_pit, has_a_bat;
90 } cave[MAX_ROOMS_IN_CAVE+1];
91
92 /*
93 * global variables so we can keep track of where the player is, how
94 * many arrows they still have, where el wumpo is, and so on...
95 */
96 int player_loc = -1; /* player location */
97 int wumpus_loc = -1; /* The Bad Guy location */
98 int level = EASY; /* level of play */
99 int arrows_left; /* arrows unshot */
100
101 #ifdef DEBUG
102 int debug = 0;
103 #endif
104
105 int pit_num = PIT_COUNT; /* # pits in cave */
106 int bat_num = BAT_COUNT; /* # bats */
107 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
108 int link_num = LINKS_IN_ROOM; /* links per room */
109 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
110
111 char answer[20]; /* user input */
112
113 main(argc, argv)
114 int argc;
115 char **argv;
116 {
117 extern char *optarg;
118 int c;
119
120 #ifdef DEBUG
121 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != EOF)
122 #else
123 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != EOF)
124 #endif
125 switch (c) {
126 case 'a':
127 arrow_num = atoi(optarg);
128 break;
129 case 'b':
130 bat_num = atoi(optarg);
131 break;
132 #ifdef DEBUG
133 case 'd':
134 debug = 1;
135 break;
136 #endif
137 case 'h':
138 level = HARD;
139 break;
140 case 'p':
141 pit_num = atoi(optarg);
142 break;
143 case 'r':
144 room_num = atoi(optarg);
145 if (room_num < MIN_ROOMS_IN_CAVE) {
146 (void)fprintf(stderr,
147 "No self-respecting wumpus would live in such a small cave!\n");
148 exit(1);
149 }
150 if (room_num > MAX_ROOMS_IN_CAVE) {
151 (void)fprintf(stderr,
152 "Even wumpii can't furnish caves that large!\n");
153 exit(1);
154 }
155 break;
156 case 't':
157 link_num = atoi(optarg);
158 if (link_num < 2) {
159 (void)fprintf(stderr,
160 "Wumpii like extra doors in their caves!\n");
161 exit(1);
162 }
163 break;
164 case '?':
165 default:
166 usage();
167 }
168
169 if (link_num > MAX_LINKS_IN_ROOM ||
170 link_num > room_num - (room_num / 4)) {
171 (void)fprintf(stderr,
172 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
173 exit(1);
174 }
175
176 if (level == HARD) {
177 bat_num += ((random() % (room_num / 2)) + 1);
178 pit_num += ((random() % (room_num / 2)) + 1);
179 }
180
181 if (bat_num > room_num / 2) {
182 (void)fprintf(stderr,
183 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
184 exit(1);
185 }
186
187 if (pit_num > room_num / 2) {
188 (void)fprintf(stderr,
189 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
190 exit(1);
191 }
192
193 instructions();
194 cave_init();
195
196 /* and we're OFF! da dum, da dum, da dum, da dum... */
197 (void)printf(
198 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
199 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
200 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
201 room_num, link_num, bat_num, plural(bat_num), pit_num,
202 plural(pit_num), arrow_num);
203
204 for (;;) {
205 initialize_things_in_cave();
206 arrows_left = arrow_num;
207 do {
208 display_room_stats();
209 (void)printf("Move or shoot? (m-s) ");
210 (void)fflush(stdout);
211 if (!fgets(answer, sizeof(answer), stdin))
212 break;
213 } while (!take_action());
214
215 if (!getans("\nCare to play another game? (y-n) "))
216 exit(0);
217 if (getans("In the same cave? (y-n) "))
218 clear_things_in_cave();
219 else
220 cave_init();
221 }
222 /* NOTREACHED */
223 }
224
225 display_room_stats()
226 {
227 register int i;
228
229 /*
230 * Routine will explain what's going on with the current room, as well
231 * as describe whether there are pits, bats, & wumpii nearby. It's
232 * all pretty mindless, really.
233 */
234 (void)printf(
235 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
236 player_loc, arrows_left, plural(arrows_left));
237
238 if (bats_nearby())
239 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
240 if (pit_nearby())
241 (void)printf("*whoosh* (I feel a draft from some pits).\n");
242 if (wump_nearby())
243 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
244
245 (void)printf("There are tunnels to rooms %d, ",
246 cave[player_loc].tunnel[0]);
247
248 for (i = 1; i < link_num - 1; i++)
249 if (cave[player_loc].tunnel[i] <= room_num)
250 (void)printf("%d, ", cave[player_loc].tunnel[i]);
251 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
252 }
253
254 take_action()
255 {
256 /*
257 * Do the action specified by the player, either 'm'ove, 's'hoot
258 * or something exceptionally bizarre and strange! Returns 1
259 * iff the player died during this turn, otherwise returns 0.
260 */
261 switch (*answer) {
262 case 'M':
263 case 'm': /* move */
264 return(move_to(answer + 1));
265 case 'S':
266 case 's': /* shoot */
267 return(shoot(answer + 1));
268 case 'Q':
269 case 'q':
270 case 'x':
271 exit(0);
272 case '\n':
273 return(0);
274 }
275 if (random() % 15 == 1)
276 (void)printf("Que pasa?\n");
277 else
278 (void)printf("I don't understand!\n");
279 return(0);
280 }
281
282 move_to(room_number)
283 char *room_number;
284 {
285 int i, just_moved_by_bats, next_room, tunnel_available;
286
287 /*
288 * This is responsible for moving the player into another room in the
289 * cave as per their directions. If room_number is a null string,
290 * then we'll prompt the user for the next room to go into. Once
291 * we've moved into the room, we'll check for things like bats, pits,
292 * and so on. This routine returns 1 if something occurs that kills
293 * the player and 0 otherwise...
294 */
295 tunnel_available = just_moved_by_bats = 0;
296 next_room = atoi(room_number);
297
298 /* crap for magic tunnels */
299 if (next_room == room_num + 1 &&
300 cave[player_loc].tunnel[link_num-1] != next_room)
301 ++next_room;
302
303 while (next_room < 1 || next_room > room_num + 1) {
304 if (next_room < 0 && next_room != -1)
305 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
306 if (next_room > room_num + 1)
307 (void)printf("What? The cave surely isn't quite that big!\n");
308 if (next_room == room_num + 1 &&
309 cave[player_loc].tunnel[link_num-1] != next_room) {
310 (void)printf("What? The cave isn't that big!\n");
311 ++next_room;
312 }
313 (void)printf("To which room do you wish to move? ");
314 (void)fflush(stdout);
315 if (!fgets(answer, sizeof(answer), stdin))
316 return(1);
317 next_room = atoi(answer);
318 }
319
320 /* now let's see if we can move to that room or not */
321 tunnel_available = 0;
322 for (i = 0; i < link_num; i++)
323 if (cave[player_loc].tunnel[i] == next_room)
324 tunnel_available = 1;
325
326 if (!tunnel_available) {
327 (void)printf("*Oof!* (You hit the wall)\n");
328 if (random() % 6 == 1) {
329 (void)printf("Your colorful comments awaken the wumpus!\n");
330 move_wump();
331 if (wumpus_loc == player_loc) {
332 wump_kill();
333 return(1);
334 }
335 }
336 return(0);
337 }
338
339 /* now let's move into that room and check it out for dangers */
340 if (next_room == room_num + 1)
341 jump(next_room = (random() % room_num) + 1);
342
343 player_loc = next_room;
344 for (;;) {
345 if (next_room == wumpus_loc) { /* uh oh... */
346 wump_kill();
347 return(1);
348 }
349 if (cave[next_room].has_a_pit)
350 if (random() % 12 < 2) {
351 pit_survive();
352 return(0);
353 } else {
354 pit_kill();
355 return(1);
356 }
357
358 if (cave[next_room].has_a_bat) {
359 (void)printf(
360 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
361 just_moved_by_bats ? " again": "");
362 next_room = player_loc = (random() % room_num) + 1;
363 just_moved_by_bats = 1;
364 }
365
366 else
367 break;
368 }
369 return(0);
370 }
371
372 shoot(room_list)
373 char *room_list;
374 {
375 int chance, next, roomcnt;
376 int j, arrow_location, link, ok;
377 char *p, *strtok();
378
379 /*
380 * Implement shooting arrows. Arrows are shot by the player indicating
381 * a space-separated list of rooms that the arrow should pass through;
382 * if any of the rooms they specify are not accessible via tunnel from
383 * the room the arrow is in, it will instead fly randomly into another
384 * room. If the player hits the wumpus, this routine will indicate
385 * such. If it misses, this routine will *move* the wumpus one room.
386 * If it's the last arrow, the player then dies... Returns 1 if the
387 * player has won or died, 0 if nothing has happened.
388 */
389 arrow_location = player_loc;
390 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
391 if (!(p = strtok(room_list, " \t\n")))
392 if (roomcnt == 1) {
393 (void)printf(
394 "The arrow falls to the ground at your feet!\n");
395 return(0);
396 } else
397 break;
398 if (roomcnt > 5) {
399 (void)printf(
400 "The arrow wavers in its flight and and can go no further!\n");
401 break;
402 }
403 next = atoi(p);
404 for (j = 0, ok = 0; j < link_num; j++)
405 if (cave[arrow_location].tunnel[j] == next)
406 ok = 1;
407
408 if (ok) {
409 if (next > room_num) {
410 (void)printf(
411 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
412 arrow_location = (random() % room_num) + 1;
413 } else
414 arrow_location = next;
415 } else {
416 link = (random() % link_num);
417 if (link == player_loc)
418 (void)printf(
419 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
420 your room!\n",
421 arrow_location, next);
422 else if (cave[arrow_location].tunnel[link] > room_num)
423 (void)printf(
424 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
425 room %d!\n",
426 cave[arrow_location].tunnel[link]);
427 else
428 (void)printf(
429 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
430 into room %d!\n",
431 arrow_location, next,
432 cave[arrow_location].tunnel[link]);
433 arrow_location = cave[arrow_location].tunnel[link];
434 break;
435 }
436 chance = random() % 10;
437 if (roomcnt == 3 && chance < 2) {
438 (void)printf(
439 "Your bowstring breaks! *twaaaaaang*\n\
440 The arrow is weakly shot and can go no further!\n");
441 break;
442 } else if (roomcnt == 4 && chance < 6) {
443 (void)printf(
444 "The arrow wavers in its flight and and can go no further!\n");
445 break;
446 }
447 }
448
449 /*
450 * now we've gotten into the new room let us see if El Wumpo is
451 * in the same room ... if so we've a HIT and the player WON!
452 */
453 if (arrow_location == wumpus_loc) {
454 kill_wump();
455 return(1);
456 }
457
458 if (arrow_location == player_loc) {
459 shoot_self();
460 return(1);
461 }
462
463 if (!--arrows_left) {
464 no_arrows();
465 return(1);
466 }
467
468 {
469 /* each time you shoot, it's more likely the wumpus moves */
470 static int lastchance = 2;
471
472 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
473 move_wump();
474 if (wumpus_loc == player_loc)
475 wump_kill();
476 lastchance = random() % 3;
477
478 }
479 }
480 return(0);
481 }
482
483 cave_init()
484 {
485 register int i, j, k, link;
486 int delta, int_compare();
487 time_t time();
488
489 /*
490 * This does most of the interesting work in this program actually!
491 * In this routine we'll initialize the Wumpus cave to have all rooms
492 * linking to all others by stepping through our data structure once,
493 * recording all forward links and backwards links too. The parallel
494 * "linkcount" data structure ensures that no room ends up with more
495 * than three links, regardless of the quality of the random number
496 * generator that we're using.
497 */
498 srandom((int)time((time_t *)0));
499
500 /* initialize the cave first off. */
501 for (i = 1; i <= room_num; ++i)
502 for (j = 0; j < link_num ; ++j)
503 cave[i].tunnel[j] = -1;
504
505 /* choose a random 'hop' delta for our guaranteed link */
506 while (!(delta = random() % room_num));
507
508 for (i = 1; i <= room_num; ++i) {
509 link = ((i + delta) % room_num) + 1; /* connection */
510 cave[i].tunnel[0] = link; /* forw link */
511 cave[link].tunnel[1] = i; /* back link */
512 }
513 /* now fill in the rest of the cave with random connections */
514 for (i = 1; i <= room_num; i++)
515 for (j = 2; j < link_num ; j++) {
516 if (cave[i].tunnel[j] != -1)
517 continue;
518 try_again: link = (random() % room_num) + 1;
519 /* skip duplicates */
520 for (k = 0; k < j; k++)
521 if (cave[i].tunnel[k] == link)
522 goto try_again;
523 cave[i].tunnel[j] = link;
524 if (random() % 2 == 1)
525 continue;
526 for (k = 0; k < link_num; ++k) {
527 /* if duplicate, skip it */
528 if (cave[link].tunnel[k] == i)
529 k = link_num;
530
531 /* if open link, use it, force exit */
532 if (cave[link].tunnel[k] == -1) {
533 cave[link].tunnel[k] = i;
534 k = link_num;
535 }
536 }
537 }
538 /*
539 * now that we're done, sort the tunnels in each of the rooms to
540 * make it easier on the intrepid adventurer.
541 */
542 for (i = 1; i <= room_num; ++i)
543 qsort(cave[i].tunnel, (u_int)link_num,
544 sizeof(cave[i].tunnel[0]), int_compare);
545
546 #ifdef DEBUG
547 if (debug)
548 for (i = 1; i <= room_num; ++i) {
549 (void)printf("<room %d has tunnels to ", i);
550 for (j = 0; j < link_num; ++j)
551 (void)printf("%d ", cave[i].tunnel[j]);
552 (void)printf(">\n");
553 }
554 #endif
555 }
556
557 clear_things_in_cave()
558 {
559 register int i;
560
561 /*
562 * remove bats and pits from the current cave in preparation for us
563 * adding new ones via the initialize_things_in_cave() routines.
564 */
565 for (i = 1; i <= room_num; ++i)
566 cave[i].has_a_bat = cave[i].has_a_pit = 0;
567 }
568
569 initialize_things_in_cave()
570 {
571 register int i, loc;
572
573 /* place some bats, pits, the wumpus, and the player. */
574 for (i = 0; i < bat_num; ++i) {
575 do {
576 loc = (random() % room_num) + 1;
577 } while (cave[loc].has_a_bat);
578 cave[loc].has_a_bat = 1;
579 #ifdef DEBUG
580 if (debug)
581 (void)printf("<bat in room %d>\n", loc);
582 #endif
583 }
584
585 for (i = 0; i < pit_num; ++i) {
586 do {
587 loc = (random() % room_num) + 1;
588 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
589 cave[loc].has_a_pit = 1;
590 #ifdef DEBUG
591 if (debug)
592 (void)printf("<pit in room %d>\n", loc);
593 #endif
594 }
595
596 wumpus_loc = (random() % room_num) + 1;
597 #ifdef DEBUG
598 if (debug)
599 (void)printf("<wumpus in room %d>\n", loc);
600 #endif
601
602 do {
603 player_loc = (random() % room_num) + 1;
604 } while (player_loc == wumpus_loc || (level == HARD ?
605 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
606 }
607
608 getans(prompt)
609 char *prompt;
610 {
611 char buf[20];
612
613 /*
614 * simple routine to ask the yes/no question specified until the user
615 * answers yes or no, then return 1 if they said 'yes' and 0 if they
616 * answered 'no'.
617 */
618 for (;;) {
619 (void)printf("%s", prompt);
620 (void)fflush(stdout);
621 if (!fgets(buf, sizeof(buf), stdin))
622 return(0);
623 if (*buf == 'N' || *buf == 'n')
624 return(0);
625 if (*buf == 'Y' || *buf == 'y')
626 return(1);
627 (void)printf(
628 "I don't understand your answer; please enter 'y' or 'n'!\n");
629 }
630 /* NOTREACHED */
631 }
632
633 bats_nearby()
634 {
635 register int i;
636
637 /* check for bats in the immediate vicinity */
638 for (i = 0; i < link_num; ++i)
639 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
640 return(1);
641 return(0);
642 }
643
644 pit_nearby()
645 {
646 register int i;
647
648 /* check for pits in the immediate vicinity */
649 for (i = 0; i < link_num; ++i)
650 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
651 return(1);
652 return(0);
653 }
654
655 wump_nearby()
656 {
657 register int i, j;
658
659 /* check for a wumpus within TWO caves of where we are */
660 for (i = 0; i < link_num; ++i) {
661 if (cave[player_loc].tunnel[i] == wumpus_loc)
662 return(1);
663 for (j = 0; j < link_num; ++j)
664 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
665 wumpus_loc)
666 return(1);
667 }
668 return(0);
669 }
670
671 move_wump()
672 {
673 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
674 }
675
676 int_compare(a, b)
677 int *a, *b;
678 {
679 return(*a < *b ? -1 : 1);
680 }
681
682 instructions()
683 {
684 char buf[120], *p, *getenv();
685
686 /*
687 * read the instructions file, if needed, and show the user how to
688 * play this game!
689 */
690 if (!getans("Instructions? (y-n) "))
691 return;
692
693 if (access(_PATH_WUMPINFO, R_OK)) {
694 (void)printf(
695 "Sorry, but the instruction file seems to have disappeared in a\n\
696 puff of greasy black smoke! (poof)\n");
697 return;
698 }
699
700 if (!(p = getenv("PAGER")) ||
701 strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
702 p = _PATH_PAGER;
703
704 (void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
705 (void)system(buf);
706 }
707
708 usage()
709 {
710 (void)fprintf(stderr,
711 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
712 exit(1);
713 }
714
715 /* messages */
716
717 wump_kill()
718 {
719 (void)printf(
720 "*ROAR* *chomp* *snurfle* *chomp*!\n\
721 Much to the delight of the Wumpus, you walked right into his mouth,\n\
722 making you one of the easiest dinners he's ever had! For you, however,\n\
723 it's a rather unpleasant death. The only good thing is that it's been\n\
724 so long since the evil Wumpus cleaned his teeth that you immediately\n\
725 passed out from the stench!\n");
726 }
727
728 kill_wump()
729 {
730 (void)printf(
731 "*thwock!* *groan* *crash*\n\n\
732 A horrible roar fills the cave, and you realize, with a smile, that you\n\
733 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
734 long, however, because not only is the Wumpus famous, but the stench of\n\
735 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
736 mightiest adventurer at a single whiff!!\n");
737 }
738
739 no_arrows()
740 {
741 (void)printf(
742 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
743 that you've just shot your last arrow (figuratively, too). Sensing this\n\
744 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
745 you, and with a mighty *ROAR* eats you alive!\n");
746 }
747
748 shoot_self()
749 {
750 (void)printf(
751 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
752 of your wild arrow has resulted in it wedging in your side, causing\n\
753 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
754 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
755 (*CHOMP*)\n");
756 }
757
758 jump(where)
759 int where;
760 {
761 (void)printf(
762 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
763 notice that the walls are shimmering and glowing. Suddenly you feel\n\
764 a very curious, warm sensation and find yourself in room %d!!\n", where);
765 }
766
767 pit_kill()
768 {
769 (void)printf(
770 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
771 The whistling sound and updraft as you walked into this room of the\n\
772 cave apparently wasn't enough to clue you in to the presence of the\n\
773 bottomless pit. You have a lot of time to reflect on this error as\n\
774 you fall many miles to the core of the earth. Look on the bright side;\n\
775 you can at least find out if Jules Verne was right...\n");
776 }
777
778 pit_survive()
779 {
780 (void)printf(
781 "Without conscious thought you grab for the side of the cave and manage\n\
782 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
783 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
784 }
785