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