wump.c revision 1.6 1 /* $NetBSD: wump.c,v 1.6 1998/08/30 09:19:41 veego 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 1.6 1998/08/30 09:19:41 veego 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
390 if (cave[next_room].has_a_bat) {
391 (void)printf(
392 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
393 just_moved_by_bats ? " again": "");
394 next_room = player_loc = (random() % room_num) + 1;
395 just_moved_by_bats = 1;
396 }
397
398 else
399 break;
400 }
401 return(0);
402 }
403
404 int
405 shoot(room_list)
406 char *room_list;
407 {
408 int chance, next, roomcnt;
409 int j, arrow_location, link, 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 link = (random() % link_num);
451 if (link == player_loc)
452 (void)printf(
453 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
454 your room!\n",
455 arrow_location, next);
456 else if (cave[arrow_location].tunnel[link] > room_num)
457 (void)printf(
458 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
459 room %d!\n",
460 cave[arrow_location].tunnel[link]);
461 else
462 (void)printf(
463 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
464 into room %d!\n",
465 arrow_location, next,
466 cave[arrow_location].tunnel[link]);
467 arrow_location = cave[arrow_location].tunnel[link];
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 void
518 cave_init()
519 {
520 int i, j, k, link;
521 int delta;
522
523 /*
524 * This does most of the interesting work in this program actually!
525 * In this routine we'll initialize the Wumpus cave to have all rooms
526 * linking to all others by stepping through our data structure once,
527 * recording all forward links and backwards links too. The parallel
528 * "linkcount" data structure ensures that no room ends up with more
529 * than three links, regardless of the quality of the random number
530 * generator that we're using.
531 */
532 srandom((int)time((time_t *)0));
533
534 /* initialize the cave first off. */
535 for (i = 1; i <= room_num; ++i)
536 for (j = 0; j < link_num ; ++j)
537 cave[i].tunnel[j] = -1;
538
539 /* choose a random 'hop' delta for our guaranteed link */
540 while (!(delta = random() % room_num));
541
542 for (i = 1; i <= room_num; ++i) {
543 link = ((i + delta) % room_num) + 1; /* connection */
544 cave[i].tunnel[0] = link; /* forw link */
545 cave[link].tunnel[1] = i; /* back link */
546 }
547 /* now fill in the rest of the cave with random connections */
548 for (i = 1; i <= room_num; i++)
549 for (j = 2; j < link_num ; j++) {
550 if (cave[i].tunnel[j] != -1)
551 continue;
552 try_again: link = (random() % room_num) + 1;
553 /* skip duplicates */
554 for (k = 0; k < j; k++)
555 if (cave[i].tunnel[k] == link)
556 goto try_again;
557 cave[i].tunnel[j] = link;
558 if (random() % 2 == 1)
559 continue;
560 for (k = 0; k < link_num; ++k) {
561 /* if duplicate, skip it */
562 if (cave[link].tunnel[k] == i)
563 k = link_num;
564
565 /* if open link, use it, force exit */
566 if (cave[link].tunnel[k] == -1) {
567 cave[link].tunnel[k] = i;
568 k = link_num;
569 }
570 }
571 }
572 /*
573 * now that we're done, sort the tunnels in each of the rooms to
574 * make it easier on the intrepid adventurer.
575 */
576 for (i = 1; i <= room_num; ++i)
577 qsort(cave[i].tunnel, (u_int)link_num,
578 sizeof(cave[i].tunnel[0]), int_compare);
579
580 #ifdef DEBUG
581 if (debug)
582 for (i = 1; i <= room_num; ++i) {
583 (void)printf("<room %d has tunnels to ", i);
584 for (j = 0; j < link_num; ++j)
585 (void)printf("%d ", cave[i].tunnel[j]);
586 (void)printf(">\n");
587 }
588 #endif
589 }
590
591 void
592 clear_things_in_cave()
593 {
594 int i;
595
596 /*
597 * remove bats and pits from the current cave in preparation for us
598 * adding new ones via the initialize_things_in_cave() routines.
599 */
600 for (i = 1; i <= room_num; ++i)
601 cave[i].has_a_bat = cave[i].has_a_pit = 0;
602 }
603
604 void
605 initialize_things_in_cave()
606 {
607 int i, loc;
608
609 /* place some bats, pits, the wumpus, and the player. */
610 for (i = 0; i < bat_num; ++i) {
611 do {
612 loc = (random() % room_num) + 1;
613 } while (cave[loc].has_a_bat);
614 cave[loc].has_a_bat = 1;
615 #ifdef DEBUG
616 if (debug)
617 (void)printf("<bat in room %d>\n", loc);
618 #endif
619 }
620
621 for (i = 0; i < pit_num; ++i) {
622 do {
623 loc = (random() % room_num) + 1;
624 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
625 cave[loc].has_a_pit = 1;
626 #ifdef DEBUG
627 if (debug)
628 (void)printf("<pit in room %d>\n", loc);
629 #endif
630 }
631
632 wumpus_loc = (random() % room_num) + 1;
633 #ifdef DEBUG
634 if (debug)
635 (void)printf("<wumpus in room %d>\n", loc);
636 #endif
637
638 do {
639 player_loc = (random() % room_num) + 1;
640 } while (player_loc == wumpus_loc || (level == HARD ?
641 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
642 }
643
644 int
645 getans(prompt)
646 const char *prompt;
647 {
648 char buf[20];
649
650 /*
651 * simple routine to ask the yes/no question specified until the user
652 * answers yes or no, then return 1 if they said 'yes' and 0 if they
653 * answered 'no'.
654 */
655 for (;;) {
656 (void)printf("%s", prompt);
657 (void)fflush(stdout);
658 if (!fgets(buf, sizeof(buf), stdin))
659 return(0);
660 if (*buf == 'N' || *buf == 'n')
661 return(0);
662 if (*buf == 'Y' || *buf == 'y')
663 return(1);
664 (void)printf(
665 "I don't understand your answer; please enter 'y' or 'n'!\n");
666 }
667 /* NOTREACHED */
668 }
669
670 int
671 bats_nearby()
672 {
673 int i;
674
675 /* check for bats in the immediate vicinity */
676 for (i = 0; i < link_num; ++i)
677 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
678 return(1);
679 return(0);
680 }
681
682 int
683 pit_nearby()
684 {
685 int i;
686
687 /* check for pits in the immediate vicinity */
688 for (i = 0; i < link_num; ++i)
689 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
690 return(1);
691 return(0);
692 }
693
694 int
695 wump_nearby()
696 {
697 int i, j;
698
699 /* check for a wumpus within TWO caves of where we are */
700 for (i = 0; i < link_num; ++i) {
701 if (cave[player_loc].tunnel[i] == wumpus_loc)
702 return(1);
703 for (j = 0; j < link_num; ++j)
704 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
705 wumpus_loc)
706 return(1);
707 }
708 return(0);
709 }
710
711 void
712 move_wump()
713 {
714 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
715 }
716
717 int
718 int_compare(a, b)
719 const void *a, *b;
720 {
721 return(*(int *)a < *(int *)b ? -1 : 1);
722 }
723
724 void
725 instructions()
726 {
727 char buf[120], *p;
728
729 /*
730 * read the instructions file, if needed, and show the user how to
731 * play this game!
732 */
733 if (!getans("Instructions? (y-n) "))
734 return;
735
736 if (access(_PATH_WUMPINFO, R_OK)) {
737 (void)printf(
738 "Sorry, but the instruction file seems to have disappeared in a\n\
739 puff of greasy black smoke! (poof)\n");
740 return;
741 }
742
743 if (!(p = getenv("PAGER")) ||
744 strlen(p) > sizeof(buf) + strlen(_PATH_WUMPINFO) + 5)
745 p = _PATH_PAGER;
746
747 (void)sprintf(buf, "%s %s", p, _PATH_WUMPINFO);
748 (void)system(buf);
749 }
750
751 void
752 usage()
753 {
754 (void)fprintf(stderr,
755 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
756 exit(1);
757 }
758
759 /* messages */
760
761 void
762 wump_kill()
763 {
764 (void)printf(
765 "*ROAR* *chomp* *snurfle* *chomp*!\n\
766 Much to the delight of the Wumpus, you walked right into his mouth,\n\
767 making you one of the easiest dinners he's ever had! For you, however,\n\
768 it's a rather unpleasant death. The only good thing is that it's been\n\
769 so long since the evil Wumpus cleaned his teeth that you immediately\n\
770 passed out from the stench!\n");
771 }
772
773 void
774 kill_wump()
775 {
776 (void)printf(
777 "*thwock!* *groan* *crash*\n\n\
778 A horrible roar fills the cave, and you realize, with a smile, that you\n\
779 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
780 long, however, because not only is the Wumpus famous, but the stench of\n\
781 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
782 mightiest adventurer at a single whiff!!\n");
783 }
784
785 void
786 no_arrows()
787 {
788 (void)printf(
789 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
790 that you've just shot your last arrow (figuratively, too). Sensing this\n\
791 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
792 you, and with a mighty *ROAR* eats you alive!\n");
793 }
794
795 void
796 shoot_self()
797 {
798 (void)printf(
799 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
800 of your wild arrow has resulted in it wedging in your side, causing\n\
801 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
802 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
803 (*CHOMP*)\n");
804 }
805
806 void
807 jump(where)
808 int where;
809 {
810 (void)printf(
811 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
812 notice that the walls are shimmering and glowing. Suddenly you feel\n\
813 a very curious, warm sensation and find yourself in room %d!!\n", where);
814 }
815
816 void
817 pit_kill()
818 {
819 (void)printf(
820 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
821 The whistling sound and updraft as you walked into this room of the\n\
822 cave apparently wasn't enough to clue you in to the presence of the\n\
823 bottomless pit. You have a lot of time to reflect on this error as\n\
824 you fall many miles to the core of the earth. Look on the bright side;\n\
825 you can at least find out if Jules Verne was right...\n");
826 }
827
828 void
829 pit_survive()
830 {
831 (void)printf(
832 "Without conscious thought you grab for the side of the cave and manage\n\
833 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
834 depths of a bottomless pit! Rock crumbles beneath your feet!\n");
835 }
836