wump.c revision 1.5 1 /* $NetBSD: wump.c,v 1.5 1997/10/12 03:36:42 lukem 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 #include <sys/cdefs.h>
41 #ifndef lint
42 __COPYRIGHT("@(#) 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 __RCSID("$NetBSD: wump.c,v 1.5 1997/10/12 03:36:42 lukem 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 <stdlib.h>
64 #include <string.h>
65 #include <unistd.h>
66 #include "pathnames.h"
67
68 /* some defines to spec out what our wumpus cave should look like */
69
70 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
71 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
72
73 #define MAX_ROOMS_IN_CAVE 250
74 #define ROOMS_IN_CAVE 20
75 #define MIN_ROOMS_IN_CAVE 10
76
77 #define LINKS_IN_ROOM 3
78 #define NUMBER_OF_ARROWS 5
79 #define PIT_COUNT 3
80 #define BAT_COUNT 3
81
82 #define EASY 1 /* levels of play */
83 #define HARD 2
84
85 /* some macro definitions for cleaner output */
86
87 #define plural(n) (n == 1 ? "" : "s")
88
89 /* simple cave data structure; +1 so we can index from '1' not '0' */
90 struct room_record {
91 int tunnel[MAX_LINKS_IN_ROOM];
92 int has_a_pit, has_a_bat;
93 } cave[MAX_ROOMS_IN_CAVE+1];
94
95 /*
96 * global variables so we can keep track of where the player is, how
97 * many arrows they still have, where el wumpo is, and so on...
98 */
99 int player_loc = -1; /* player location */
100 int wumpus_loc = -1; /* The Bad Guy location */
101 int level = EASY; /* level of play */
102 int arrows_left; /* arrows unshot */
103
104 #ifdef DEBUG
105 int debug = 0;
106 #endif
107
108 int pit_num = PIT_COUNT; /* # pits in cave */
109 int bat_num = BAT_COUNT; /* # bats */
110 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
111 int link_num = LINKS_IN_ROOM; /* links per room */
112 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
113
114 char answer[20]; /* user input */
115
116 int bats_nearby __P((void));
117 void cave_init __P((void));
118 void clear_things_in_cave __P((void));
119 void display_room_stats __P((void));
120 int getans __P((const char *));
121 void initialize_things_in_cave __P((void));
122 void instructions __P((void));
123 int int_compare __P((const void *, const void *));
124 void jump __P((int));
125 void kill_wump __P((void));
126 int main __P((int, char **));
127 int move_to __P((const char *));
128 void move_wump __P((void));
129 void no_arrows __P((void));
130 void pit_kill __P((void));
131 int pit_nearby __P((void));
132 void pit_survive __P((void));
133 int shoot __P((char *));
134 void shoot_self __P((void));
135 int take_action __P((void));
136 void usage __P((void));
137 void wump_kill __P((void));
138 int wump_nearby __P((void));
139
140 int
141 main(argc, argv)
142 int argc;
143 char **argv;
144 {
145 int c;
146
147 #ifdef DEBUG
148 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
149 #else
150 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
151 #endif
152 switch (c) {
153 case 'a':
154 arrow_num = atoi(optarg);
155 break;
156 case 'b':
157 bat_num = atoi(optarg);
158 break;
159 #ifdef DEBUG
160 case 'd':
161 debug = 1;
162 break;
163 #endif
164 case 'h':
165 level = HARD;
166 break;
167 case 'p':
168 pit_num = atoi(optarg);
169 break;
170 case 'r':
171 room_num = atoi(optarg);
172 if (room_num < MIN_ROOMS_IN_CAVE) {
173 (void)fprintf(stderr,
174 "No self-respecting wumpus would live in such a small cave!\n");
175 exit(1);
176 }
177 if (room_num > MAX_ROOMS_IN_CAVE) {
178 (void)fprintf(stderr,
179 "Even wumpii can't furnish caves that large!\n");
180 exit(1);
181 }
182 break;
183 case 't':
184 link_num = atoi(optarg);
185 if (link_num < 2) {
186 (void)fprintf(stderr,
187 "Wumpii like extra doors in their caves!\n");
188 exit(1);
189 }
190 break;
191 case '?':
192 default:
193 usage();
194 }
195
196 if (link_num > MAX_LINKS_IN_ROOM ||
197 link_num > room_num - (room_num / 4)) {
198 (void)fprintf(stderr,
199 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
200 exit(1);
201 }
202
203 if (level == HARD) {
204 bat_num += ((random() % (room_num / 2)) + 1);
205 pit_num += ((random() % (room_num / 2)) + 1);
206 }
207
208 if (bat_num > room_num / 2) {
209 (void)fprintf(stderr,
210 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
211 exit(1);
212 }
213
214 if (pit_num > room_num / 2) {
215 (void)fprintf(stderr,
216 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
217 exit(1);
218 }
219
220 instructions();
221 cave_init();
222
223 /* and we're OFF! da dum, da dum, da dum, da dum... */
224 (void)printf(
225 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
226 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
227 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
228 room_num, link_num, bat_num, plural(bat_num), pit_num,
229 plural(pit_num), arrow_num);
230
231 for (;;) {
232 initialize_things_in_cave();
233 arrows_left = arrow_num;
234 do {
235 display_room_stats();
236 (void)printf("Move or shoot? (m-s) ");
237 (void)fflush(stdout);
238 if (!fgets(answer, sizeof(answer), stdin))
239 break;
240 } while (!take_action());
241
242 if (!getans("\nCare to play another game? (y-n) "))
243 exit(0);
244 if (getans("In the same cave? (y-n) "))
245 clear_things_in_cave();
246 else
247 cave_init();
248 }
249 /* NOTREACHED */
250 return (0);
251 }
252
253 void
254 display_room_stats()
255 {
256 int i;
257
258 /*
259 * Routine will explain what's going on with the current room, as well
260 * as describe whether there are pits, bats, & wumpii nearby. It's
261 * all pretty mindless, really.
262 */
263 (void)printf(
264 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
265 player_loc, arrows_left, plural(arrows_left));
266
267 if (bats_nearby())
268 (void)printf("*rustle* *rustle* (must be bats nearby)\n");
269 if (pit_nearby())
270 (void)printf("*whoosh* (I feel a draft from some pits).\n");
271 if (wump_nearby())
272 (void)printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
273
274 (void)printf("There are tunnels to rooms %d, ",
275 cave[player_loc].tunnel[0]);
276
277 for (i = 1; i < link_num - 1; i++)
278 if (cave[player_loc].tunnel[i] <= room_num)
279 (void)printf("%d, ", cave[player_loc].tunnel[i]);
280 (void)printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
281 }
282
283 int
284 take_action()
285 {
286 /*
287 * Do the action specified by the player, either 'm'ove, 's'hoot
288 * or something exceptionally bizarre and strange! Returns 1
289 * iff the player died during this turn, otherwise returns 0.
290 */
291 switch (*answer) {
292 case 'M':
293 case 'm': /* move */
294 return(move_to(answer + 1));
295 case 'S':
296 case 's': /* shoot */
297 return(shoot(answer + 1));
298 case 'Q':
299 case 'q':
300 case 'x':
301 exit(0);
302 case '\n':
303 return(0);
304 }
305 if (random() % 15 == 1)
306 (void)printf("Que pasa?\n");
307 else
308 (void)printf("I don't understand!\n");
309 return(0);
310 }
311
312 int
313 move_to(room_number)
314 const char *room_number;
315 {
316 int i, just_moved_by_bats, next_room, tunnel_available;
317
318 /*
319 * This is responsible for moving the player into another room in the
320 * cave as per their directions. If room_number is a null string,
321 * then we'll prompt the user for the next room to go into. Once
322 * we've moved into the room, we'll check for things like bats, pits,
323 * and so on. This routine returns 1 if something occurs that kills
324 * the player and 0 otherwise...
325 */
326 tunnel_available = just_moved_by_bats = 0;
327 next_room = atoi(room_number);
328
329 /* crap for magic tunnels */
330 if (next_room == room_num + 1 &&
331 cave[player_loc].tunnel[link_num-1] != next_room)
332 ++next_room;
333
334 while (next_room < 1 || next_room > room_num + 1) {
335 if (next_room < 0 && next_room != -1)
336 (void)printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
337 if (next_room > room_num + 1)
338 (void)printf("What? The cave surely isn't quite that big!\n");
339 if (next_room == room_num + 1 &&
340 cave[player_loc].tunnel[link_num-1] != next_room) {
341 (void)printf("What? The cave isn't that big!\n");
342 ++next_room;
343 }
344 (void)printf("To which room do you wish to move? ");
345 (void)fflush(stdout);
346 if (!fgets(answer, sizeof(answer), stdin))
347 return(1);
348 next_room = atoi(answer);
349 }
350
351 /* now let's see if we can move to that room or not */
352 tunnel_available = 0;
353 for (i = 0; i < link_num; i++)
354 if (cave[player_loc].tunnel[i] == next_room)
355 tunnel_available = 1;
356
357 if (!tunnel_available) {
358 (void)printf("*Oof!* (You hit the wall)\n");
359 if (random() % 6 == 1) {
360 (void)printf("Your colorful comments awaken the wumpus!\n");
361 move_wump();
362 if (wumpus_loc == player_loc) {
363 wump_kill();
364 return(1);
365 }
366 }
367 return(0);
368 }
369
370 /* now let's move into that room and check it out for dangers */
371 if (next_room == room_num + 1)
372 jump(next_room = (random() % room_num) + 1);
373
374 player_loc = next_room;
375 for (;;) {
376 if (next_room == wumpus_loc) { /* uh oh... */
377 wump_kill();
378 return(1);
379 }
380 if (cave[next_room].has_a_pit)
381 if (random() % 12 < 2) {
382 pit_survive();
383 return(0);
384 } else {
385 pit_kill();
386 return(1);
387 }
388
389 if (cave[next_room].has_a_bat) {
390 (void)printf(
391 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
392 just_moved_by_bats ? " again": "");
393 next_room = player_loc = (random() % room_num) + 1;
394 just_moved_by_bats = 1;
395 }
396
397 else
398 break;
399 }
400 return(0);
401 }
402
403 int
404 shoot(room_list)
405 char *room_list;
406 {
407 int chance, next, roomcnt;
408 int j, arrow_location, link, ok;
409 char *p;
410
411 /*
412 * Implement shooting arrows. Arrows are shot by the player indicating
413 * a space-separated list of rooms that the arrow should pass through;
414 * if any of the rooms they specify are not accessible via tunnel from
415 * the room the arrow is in, it will instead fly randomly into another
416 * room. If the player hits the wumpus, this routine will indicate
417 * such. If it misses, this routine will *move* the wumpus one room.
418 * If it's the last arrow, the player then dies... Returns 1 if the
419 * player has won or died, 0 if nothing has happened.
420 */
421 arrow_location = player_loc;
422 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
423 if (!(p = strtok(room_list, " \t\n")))
424 if (roomcnt == 1) {
425 (void)printf(
426 "The arrow falls to the ground at your feet!\n");
427 return(0);
428 } else
429 break;
430 if (roomcnt > 5) {
431 (void)printf(
432 "The arrow wavers in its flight and and can go no further!\n");
433 break;
434 }
435 next = atoi(p);
436 for (j = 0, ok = 0; j < link_num; j++)
437 if (cave[arrow_location].tunnel[j] == next)
438 ok = 1;
439
440 if (ok) {
441 if (next > room_num) {
442 (void)printf(
443 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
444 arrow_location = (random() % room_num) + 1;
445 } else
446 arrow_location = next;
447 } else {
448 link = (random() % link_num);
449 if (link == player_loc)
450 (void)printf(
451 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
452 your room!\n",
453 arrow_location, next);
454 else if (cave[arrow_location].tunnel[link] > room_num)
455 (void)printf(
456 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
457 room %d!\n",
458 cave[arrow_location].tunnel[link]);
459 else
460 (void)printf(
461 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
462 into room %d!\n",
463 arrow_location, next,
464 cave[arrow_location].tunnel[link]);
465 arrow_location = cave[arrow_location].tunnel[link];
466 break;
467 }
468 chance = random() % 10;
469 if (roomcnt == 3 && chance < 2) {
470 (void)printf(
471 "Your bowstring breaks! *twaaaaaang*\n\
472 The arrow is weakly shot and can go no further!\n");
473 break;
474 } else if (roomcnt == 4 && chance < 6) {
475 (void)printf(
476 "The arrow wavers in its flight and and can go no further!\n");
477 break;
478 }
479 }
480
481 /*
482 * now we've gotten into the new room let us see if El Wumpo is
483 * in the same room ... if so we've a HIT and the player WON!
484 */
485 if (arrow_location == wumpus_loc) {
486 kill_wump();
487 return(1);
488 }
489
490 if (arrow_location == player_loc) {
491 shoot_self();
492 return(1);
493 }
494
495 if (!--arrows_left) {
496 no_arrows();
497 return(1);
498 }
499
500 {
501 /* each time you shoot, it's more likely the wumpus moves */
502 static int lastchance = 2;
503
504 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
505 move_wump();
506 if (wumpus_loc == player_loc)
507 wump_kill();
508 lastchance = random() % 3;
509
510 }
511 }
512 return(0);
513 }
514
515 void
516 cave_init()
517 {
518 int i, j, k, link;
519 int delta;
520
521 /*
522 * This does most of the interesting work in this program actually!
523 * In this routine we'll initialize the Wumpus cave to have all rooms
524 * linking to all others by stepping through our data structure once,
525 * recording all forward links and backwards links too. The parallel
526 * "linkcount" data structure ensures that no room ends up with more
527 * than three links, regardless of the quality of the random number
528 * generator that we're using.
529 */
530 srandom((int)time((time_t *)0));
531
532 /* initialize the cave first off. */
533 for (i = 1; i <= room_num; ++i)
534 for (j = 0; j < link_num ; ++j)
535 cave[i].tunnel[j] = -1;
536
537 /* choose a random 'hop' delta for our guaranteed link */
538 while (!(delta = random() % room_num));
539
540 for (i = 1; i <= room_num; ++i) {
541 link = ((i + delta) % room_num) + 1; /* connection */
542 cave[i].tunnel[0] = link; /* forw link */
543 cave[link].tunnel[1] = i; /* back link */
544 }
545 /* now fill in the rest of the cave with random connections */
546 for (i = 1; i <= room_num; i++)
547 for (j = 2; j < link_num ; j++) {
548 if (cave[i].tunnel[j] != -1)
549 continue;
550 try_again: link = (random() % room_num) + 1;
551 /* skip duplicates */
552 for (k = 0; k < j; k++)
553 if (cave[i].tunnel[k] == link)
554 goto try_again;
555 cave[i].tunnel[j] = link;
556 if (random() % 2 == 1)
557 continue;
558 for (k = 0; k < link_num; ++k) {
559 /* if duplicate, skip it */
560 if (cave[link].tunnel[k] == i)
561 k = link_num;
562
563 /* if open link, use it, force exit */
564 if (cave[link].tunnel[k] == -1) {
565 cave[link].tunnel[k] = i;
566 k = link_num;
567 }
568 }
569 }
570 /*
571 * now that we're done, sort the tunnels in each of the rooms to
572 * make it easier on the intrepid adventurer.
573 */
574 for (i = 1; i <= room_num; ++i)
575 qsort(cave[i].tunnel, (u_int)link_num,
576 sizeof(cave[i].tunnel[0]), int_compare);
577
578 #ifdef DEBUG
579 if (debug)
580 for (i = 1; i <= room_num; ++i) {
581 (void)printf("<room %d has tunnels to ", i);
582 for (j = 0; j < link_num; ++j)
583 (void)printf("%d ", cave[i].tunnel[j]);
584 (void)printf(">\n");
585 }
586 #endif
587 }
588
589 void
590 clear_things_in_cave()
591 {
592 int i;
593
594 /*
595 * remove bats and pits from the current cave in preparation for us
596 * adding new ones via the initialize_things_in_cave() routines.
597 */
598 for (i = 1; i <= room_num; ++i)
599 cave[i].has_a_bat = cave[i].has_a_pit = 0;
600 }
601
602 void
603 initialize_things_in_cave()
604 {
605 int i, loc;
606
607 /* place some bats, pits, the wumpus, and the player. */
608 for (i = 0; i < bat_num; ++i) {
609 do {
610 loc = (random() % room_num) + 1;
611 } while (cave[loc].has_a_bat);
612 cave[loc].has_a_bat = 1;
613 #ifdef DEBUG
614 if (debug)
615 (void)printf("<bat in room %d>\n", loc);
616 #endif
617 }
618
619 for (i = 0; i < pit_num; ++i) {
620 do {
621 loc = (random() % room_num) + 1;
622 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
623 cave[loc].has_a_pit = 1;
624 #ifdef DEBUG
625 if (debug)
626 (void)printf("<pit in room %d>\n", loc);
627 #endif
628 }
629
630 wumpus_loc = (random() % room_num) + 1;
631 #ifdef DEBUG
632 if (debug)
633 (void)printf("<wumpus in room %d>\n", loc);
634 #endif
635
636 do {
637 player_loc = (random() % room_num) + 1;
638 } while (player_loc == wumpus_loc || (level == HARD ?
639 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
640 }
641
642 int
643 getans(prompt)
644 const char *prompt;
645 {
646 char buf[20];
647
648 /*
649 * simple routine to ask the yes/no question specified until the user
650 * answers yes or no, then return 1 if they said 'yes' and 0 if they
651 * answered 'no'.
652 */
653 for (;;) {
654 (void)printf("%s", prompt);
655 (void)fflush(stdout);
656 if (!fgets(buf, sizeof(buf), stdin))
657 return(0);
658 if (*buf == 'N' || *buf == 'n')
659 return(0);
660 if (*buf == 'Y' || *buf == 'y')
661 return(1);
662 (void)printf(
663 "I don't understand your answer; please enter 'y' or 'n'!\n");
664 }
665 /* NOTREACHED */
666 }
667
668 int
669 bats_nearby()
670 {
671 int i;
672
673 /* check for bats in the immediate vicinity */
674 for (i = 0; i < link_num; ++i)
675 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
676 return(1);
677 return(0);
678 }
679
680 int
681 pit_nearby()
682 {
683 int i;
684
685 /* check for pits in the immediate vicinity */
686 for (i = 0; i < link_num; ++i)
687 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
688 return(1);
689 return(0);
690 }
691
692 int
693 wump_nearby()
694 {
695 int i, j;
696
697 /* check for a wumpus within TWO caves of where we are */
698 for (i = 0; i < link_num; ++i) {
699 if (cave[player_loc].tunnel[i] == wumpus_loc)
700 return(1);
701 for (j = 0; j < link_num; ++j)
702 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
703 wumpus_loc)
704 return(1);
705 }
706 return(0);
707 }
708
709 void
710 move_wump()
711 {
712 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
713 }
714
715 int
716 int_compare(a, b)
717 const void *a, *b;
718 {
719 return(*(int *)a < *(int *)b ? -1 : 1);
720 }
721
722 void
723 instructions()
724 {
725 char buf[120], *p;
726
727 /*
728 * read the instructions file, if needed, and show the user how to
729 * play this game!
730 */
731 if (!getans("Instructions? (y-n) "))
732 return;
733
734 if (access(_PATH_WUMPINFO, R_OK)) {
735 (void)printf(
736 "Sorry, but the instruction file seems to have disappeared in a\n\
737 puff of greasy black smoke! (poof)\n");
738 return;
739 }
740
741 if (!(p = getenv("PAGER")) ||
742 strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
743 p = _PATH_PAGER;
744
745 (void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
746 (void)system(buf);
747 }
748
749 void
750 usage()
751 {
752 (void)fprintf(stderr,
753 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
754 exit(1);
755 }
756
757 /* messages */
758
759 void
760 wump_kill()
761 {
762 (void)printf(
763 "*ROAR* *chomp* *snurfle* *chomp*!\n\
764 Much to the delight of the Wumpus, you walked right into his mouth,\n\
765 making you one of the easiest dinners he's ever had! For you, however,\n\
766 it's a rather unpleasant death. The only good thing is that it's been\n\
767 so long since the evil Wumpus cleaned his teeth that you immediately\n\
768 passed out from the stench!\n");
769 }
770
771 void
772 kill_wump()
773 {
774 (void)printf(
775 "*thwock!* *groan* *crash*\n\n\
776 A horrible roar fills the cave, and you realize, with a smile, that you\n\
777 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
778 long, however, because not only is the Wumpus famous, but the stench of\n\
779 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
780 mightiest adventurer at a single whiff!!\n");
781 }
782
783 void
784 no_arrows()
785 {
786 (void)printf(
787 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
788 that you've just shot your last arrow (figuratively, too). Sensing this\n\
789 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
790 you, and with a mighty *ROAR* eats you alive!\n");
791 }
792
793 void
794 shoot_self()
795 {
796 (void)printf(
797 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
798 of your wild arrow has resulted in it wedging in your side, causing\n\
799 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
800 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
801 (*CHOMP*)\n");
802 }
803
804 void
805 jump(where)
806 int where;
807 {
808 (void)printf(
809 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
810 notice that the walls are shimmering and glowing. Suddenly you feel\n\
811 a very curious, warm sensation and find yourself in room %d!!\n", where);
812 }
813
814 void
815 pit_kill()
816 {
817 (void)printf(
818 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
819 The whistling sound and updraft as you walked into this room of the\n\
820 cave apparently wasn't enough to clue you in to the presence of the\n\
821 bottomless pit. You have a lot of time to reflect on this error as\n\
822 you fall many miles to the core of the earth. Look on the bright side;\n\
823 you can at least find out if Jules Verne was right...\n");
824 }
825
826 void
827 pit_survive()
828 {
829 (void)printf(
830 "Without conscious thought you grab for the side of the cave and manage\n\
831 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
832 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
833 }
834