games: Remove (void) casts.
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1 /*-
2 * Copyright (c) 1989, 1993
3 * The Regents of the University of California. All rights reserved.
4 * All rights reserved.
6 * This code is derived from software contributed to Berkeley by
7 * Dave Taylor, of Intuitive Systems.
9 * Redistribution and use in source and binary forms, with or without
10 * modification, are permitted provided that the following conditions
11 * are met:
12 * 1. Redistributions of source code must retain the above copyright
13 * notice, this list of conditions and the following disclaimer.
14 * 2. Redistributions in binary form must reproduce the above copyright
15 * notice, this list of conditions and the following disclaimer in the
16 * documentation and/or other materials provided with the distribution.
17 * 3. Neither the name of the University nor the names of its contributors
18 * may be used to endorse or promote products derived from this software
19 * without specific prior written permission.
21 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
22 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
24 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
27 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
28 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
29 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
30 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
31 * SUCH DAMAGE.
33 * @(#) Copyright (c) 1989, 1993 The Regents of the University of California. All rights reserved.
34 * @(#)wump.c 8.1 (Berkeley) 5/31/93
35 * $FreeBSD: src/games/wump/wump.c,v 1.13.2.1 2000/08/17 06:24:54 jhb Exp $
39 * A very new version of the age old favorite Hunt-The-Wumpus game that has
40 * been a part of the BSD distribution of Unix for longer than us old folk
41 * would care to remember.
44 #include <err.h>
45 #include <sys/types.h>
46 #include <sys/file.h>
47 #include <sys/wait.h>
48 #include <stdio.h>
49 #include <stdlib.h>
50 #include <string.h>
51 #include <unistd.h>
52 #include "pathnames.h"
54 /* some defines to spec out what our wumpus cave should look like */
56 #define MAX_ARROW_SHOT_DISTANCE 6 /* +1 for '0' stopper */
57 #define MAX_LINKS_IN_ROOM 25 /* a complex cave */
59 #define MAX_ROOMS_IN_CAVE 250
60 #define ROOMS_IN_CAVE 20
61 #define MIN_ROOMS_IN_CAVE 10
63 #define LINKS_IN_ROOM 3
64 #define NUMBER_OF_ARROWS 5
65 #define PIT_COUNT 3
66 #define BAT_COUNT 3
68 #define EASY 1 /* levels of play */
69 #define HARD 2
71 /* some macro definitions for cleaner output */
73 #define plural(n) (n == 1 ? "" : "s")
75 /* simple cave data structure; +1 so we can index from '1' not '0' */
76 struct room_record {
77 int tunnel[MAX_LINKS_IN_ROOM];
78 int has_a_pit, has_a_bat;
79 } cave[MAX_ROOMS_IN_CAVE+1];
82 * global variables so we can keep track of where the player is, how
83 * many arrows they still have, where el wumpo is, and so on...
85 int player_loc = -1; /* player location */
86 int wumpus_loc = -1; /* The Bad Guy location */
87 int level = EASY; /* level of play */
88 int arrows_left; /* arrows unshot */
90 #ifdef DEBUG
91 int debug = 0;
92 #endif
94 int pit_num = PIT_COUNT; /* # pits in cave */
95 int bat_num = BAT_COUNT; /* # bats */
96 int room_num = ROOMS_IN_CAVE; /* # rooms in cave */
97 int link_num = LINKS_IN_ROOM; /* links per room */
98 int arrow_num = NUMBER_OF_ARROWS; /* arrow inventory */
100 char answer[20]; /* user input */
102 int bats_nearby(void);
103 void cave_init(void);
104 void clear_things_in_cave(void);
105 void display_room_stats(void);
106 int getans(const char *);
107 void initialize_things_in_cave(void);
108 void instructions(void);
109 int int_compare(const void *, const void *);
110 void jump(int);
111 void kill_wump(void);
112 int move_to(char *);
113 void move_wump(void);
114 void no_arrows(void);
115 void pit_kill(void);
116 int pit_nearby(void);
117 void pit_survive(void);
118 int shoot(char *);
119 void shoot_self(void);
120 int take_action(void);
121 void usage(void);
122 void wump_kill(void);
123 int wump_nearby(void);
126 main(int argc, char **argv)
128 int c;
130 /* Revoke setgid privileges */
131 setgid(getgid());
133 #ifdef DEBUG
134 while ((c = getopt(argc, argv, "a:b:hp:r:t:d")) != -1)
135 #else
136 while ((c = getopt(argc, argv, "a:b:hp:r:t:")) != -1)
137 #endif
138 switch (c) {
139 case 'a':
140 arrow_num = atoi(optarg);
141 break;
142 case 'b':
143 bat_num = atoi(optarg);
144 break;
145 #ifdef DEBUG
146 case 'd':
147 debug = 1;
148 break;
149 #endif
150 case 'h':
151 level = HARD;
152 break;
153 case 'p':
154 pit_num = atoi(optarg);
155 break;
156 case 'r':
157 room_num = atoi(optarg);
158 if (room_num < MIN_ROOMS_IN_CAVE) {
159 fprintf(stderr,
160 "No self-respecting wumpus would live in such a small cave!\n");
161 exit(1);
163 if (room_num > MAX_ROOMS_IN_CAVE) {
164 fprintf(stderr,
165 "Even wumpii can't furnish caves that large!\n");
166 exit(1);
168 break;
169 case 't':
170 link_num = atoi(optarg);
171 if (link_num < 2) {
172 fprintf(stderr,
173 "Wumpii like extra doors in their caves!\n");
174 exit(1);
176 break;
177 case '?':
178 default:
179 usage();
182 if (link_num > MAX_LINKS_IN_ROOM ||
183 link_num > room_num - (room_num / 4)) {
184 fprintf(stderr,
185 "Too many tunnels! The cave collapsed!\n(Fortunately, the wumpus escaped!)\n");
186 exit(1);
189 if (level == HARD) {
190 bat_num += ((random() % (room_num / 2)) + 1);
191 pit_num += ((random() % (room_num / 2)) + 1);
194 if (bat_num > room_num / 2) {
195 fprintf(stderr,
196 "The wumpus refused to enter the cave, claiming it was too crowded!\n");
197 exit(1);
200 if (pit_num > room_num / 2) {
201 fprintf(stderr,
202 "The wumpus refused to enter the cave, claiming it was too dangerous!\n");
203 exit(1);
206 instructions();
207 cave_init();
209 /* and we're OFF! da dum, da dum, da dum, da dum... */
210 printf(
211 "\nYou're in a cave with %d rooms and %d tunnels leading from each room.\n\
212 There are %d bat%s and %d pit%s scattered throughout the cave, and your\n\
213 quiver holds %d custom super anti-evil Wumpus arrows. Good luck.\n",
214 room_num, link_num, bat_num, plural(bat_num), pit_num,
215 plural(pit_num), arrow_num);
217 for (;;) {
218 initialize_things_in_cave();
219 arrows_left = arrow_num;
220 do {
221 display_room_stats();
222 printf("Move or shoot? (m-s) ");
223 fflush(stdout);
224 if (!fgets(answer, sizeof(answer), stdin))
225 break;
226 } while (!take_action());
228 if (!getans("\nCare to play another game? (y-n) "))
229 exit(0);
230 if (getans("In the same cave? (y-n) "))
231 clear_things_in_cave();
232 else
233 cave_init();
235 /* NOTREACHED */
236 return (0);
239 void
240 display_room_stats(void)
242 int i;
245 * Routine will explain what's going on with the current room, as well
246 * as describe whether there are pits, bats, & wumpii nearby. It's
247 * all pretty mindless, really.
249 printf(
250 "\nYou are in room %d of the cave, and have %d arrow%s left.\n",
251 player_loc, arrows_left, plural(arrows_left));
253 if (bats_nearby())
254 printf("*rustle* *rustle* (must be bats nearby)\n");
255 if (pit_nearby())
256 printf("*whoosh* (I feel a draft from some pits).\n");
257 if (wump_nearby())
258 printf("*sniff* (I can smell the evil Wumpus nearby!)\n");
260 printf("There are tunnels to rooms %d, ",
261 cave[player_loc].tunnel[0]);
263 for (i = 1; i < link_num - 1; i++)
264 if (cave[player_loc].tunnel[i] <= room_num)
265 printf("%d, ", cave[player_loc].tunnel[i]);
266 printf("and %d.\n", cave[player_loc].tunnel[link_num - 1]);
270 take_action(void)
273 * Do the action specified by the player, either 'm'ove, 's'hoot
274 * or something exceptionally bizarre and strange! Returns 1
275 * iff the player died during this turn, otherwise returns 0.
277 switch (*answer) {
278 case 'M':
279 case 'm': /* move */
280 return(move_to(answer + 1));
281 case 'S':
282 case 's': /* shoot */
283 return(shoot(answer + 1));
284 case 'Q':
285 case 'q':
286 case 'x':
287 exit(0);
288 case '\n':
289 return(0);
291 if (random() % 15 == 1)
292 printf("Que pasa?\n");
293 else
294 printf("I don't understand!\n");
295 return(0);
299 move_to(char *room_number)
301 int i, just_moved_by_bats, next_room, tunnel_available;
304 * This is responsible for moving the player into another room in the
305 * cave as per their directions. If room_number is a null string,
306 * then we'll prompt the user for the next room to go into. Once
307 * we've moved into the room, we'll check for things like bats, pits,
308 * and so on. This routine returns 1 if something occurs that kills
309 * the player and 0 otherwise...
311 tunnel_available = just_moved_by_bats = 0;
312 next_room = atoi(room_number);
314 /* crap for magic tunnels */
315 if (next_room == room_num + 1 &&
316 cave[player_loc].tunnel[link_num-1] != next_room)
317 ++next_room;
319 while (next_room < 1 || next_room > room_num + 1) {
320 if (next_room < 0 && next_room != -1)
321 printf("Sorry, but we're constrained to a semi-Euclidean cave!\n");
322 if (next_room > room_num + 1)
323 printf("What? The cave surely isn't quite that big!\n");
324 if (next_room == room_num + 1 &&
325 cave[player_loc].tunnel[link_num-1] != next_room) {
326 printf("What? The cave isn't that big!\n");
327 ++next_room;
329 printf("To which room do you wish to move? ");
330 fflush(stdout);
331 if (!fgets(answer, sizeof(answer), stdin))
332 return(1);
333 next_room = atoi(answer);
336 /* now let's see if we can move to that room or not */
337 tunnel_available = 0;
338 for (i = 0; i < link_num; i++)
339 if (cave[player_loc].tunnel[i] == next_room)
340 tunnel_available = 1;
342 if (!tunnel_available) {
343 printf("*Oof!* (You hit the wall)\n");
344 if (random() % 6 == 1) {
345 printf("Your colorful comments awaken the wumpus!\n");
346 move_wump();
347 if (wumpus_loc == player_loc) {
348 wump_kill();
349 return(1);
352 return(0);
355 /* now let's move into that room and check it out for dangers */
356 if (next_room == room_num + 1)
357 jump(next_room = (random() % room_num) + 1);
359 player_loc = next_room;
360 for (;;) {
361 if (next_room == wumpus_loc) { /* uh oh... */
362 wump_kill();
363 return(1);
365 if (cave[next_room].has_a_pit) {
366 if (random() % 12 < 2) {
367 pit_survive();
368 return(0);
369 } else {
370 pit_kill();
371 return(1);
375 if (cave[next_room].has_a_bat) {
376 printf(
377 "*flap* *flap* *flap* (humongous bats pick you up and move you%s!)\n",
378 just_moved_by_bats ? " again": "");
379 next_room = player_loc = (random() % room_num) + 1;
380 just_moved_by_bats = 1;
383 else
384 break;
386 return(0);
390 shoot(char *room_list)
392 int chance, next, roomcnt;
393 int j, arrow_location, wumplink, ok;
394 char *p;
397 * Implement shooting arrows. Arrows are shot by the player indicating
398 * a space-separated list of rooms that the arrow should pass through;
399 * if any of the rooms they specify are not accessible via tunnel from
400 * the room the arrow is in, it will instead fly randomly into another
401 * room. If the player hits the wumpus, this routine will indicate
402 * such. If it misses, this routine will *move* the wumpus one room.
403 * If it's the last arrow, the player then dies... Returns 1 if the
404 * player has won or died, 0 if nothing has happened.
406 arrow_location = player_loc;
407 for (roomcnt = 1;; ++roomcnt, room_list = NULL) {
408 if (!(p = strtok(room_list, " \t\n"))) {
409 if (roomcnt == 1) {
410 printf(
411 "The arrow falls to the ground at your feet!\n");
412 return(0);
413 } else
414 break;
416 if (roomcnt > 5) {
417 printf(
418 "The arrow wavers in its flight and can go no further!\n");
419 break;
421 next = atoi(p);
422 for (j = 0, ok = 0; j < link_num; j++)
423 if (cave[arrow_location].tunnel[j] == next)
424 ok = 1;
426 if (ok) {
427 if (next > room_num) {
428 printf(
429 "A faint gleam tells you the arrow has gone through a magic tunnel!\n");
430 arrow_location = (random() % room_num) + 1;
431 } else
432 arrow_location = next;
433 } else {
434 wumplink = (random() % link_num);
435 if (wumplink == player_loc)
436 printf(
437 "*thunk* The arrow can't find a way from %d to %d and flys back into\n\
438 your room!\n",
439 arrow_location, next);
440 else if (cave[arrow_location].tunnel[wumplink] > room_num)
441 printf(
442 "*thunk* The arrow flys randomly into a magic tunnel, thence into\n\
443 room %d!\n",
444 cave[arrow_location].tunnel[wumplink]);
445 else
446 printf(
447 "*thunk* The arrow can't find a way from %d to %d and flys randomly\n\
448 into room %d!\n",
449 arrow_location, next,
450 cave[arrow_location].tunnel[wumplink]);
451 arrow_location = cave[arrow_location].tunnel[wumplink];
452 break;
454 chance = random() % 10;
455 if (roomcnt == 3 && chance < 2) {
456 printf(
457 "Your bowstring breaks! *twaaaaaang*\n\
458 The arrow is weakly shot and can go no further!\n");
459 break;
460 } else if (roomcnt == 4 && chance < 6) {
461 printf(
462 "The arrow wavers in its flight and can go no further!\n");
463 break;
468 * now we've gotten into the new room let us see if El Wumpo is
469 * in the same room ... if so we've a HIT and the player WON!
471 if (arrow_location == wumpus_loc) {
472 kill_wump();
473 return(1);
476 if (arrow_location == player_loc) {
477 shoot_self();
478 return(1);
481 if (!--arrows_left) {
482 no_arrows();
483 return(1);
487 /* each time you shoot, it's more likely the wumpus moves */
488 static int lastchance = 2;
490 if (random() % level == EASY ? 12 : 9 < (lastchance += 2)) {
491 move_wump();
492 if (wumpus_loc == player_loc)
493 wump_kill();
494 lastchance = random() % 3;
498 return(0);
501 void
502 cave_init(void)
504 int i, j, k, wumplink;
505 int delta;
508 * This does most of the interesting work in this program actually!
509 * In this routine we'll initialize the Wumpus cave to have all rooms
510 * linking to all others by stepping through our data structure once,
511 * recording all forward links and backwards links too. The parallel
512 * "linkcount" data structure ensures that no room ends up with more
513 * than three links, regardless of the quality of the random number
514 * generator that we're using.
516 srandomdev();
518 /* initialize the cave first off. */
519 for (i = 1; i <= room_num; ++i)
520 for (j = 0; j < link_num ; ++j)
521 cave[i].tunnel[j] = -1;
523 /* choose a random 'hop' delta for our guaranteed link */
524 while (!(delta = random() % room_num));
526 for (i = 1; i <= room_num; ++i) {
527 wumplink = ((i + delta) % room_num) + 1; /* connection */
528 cave[i].tunnel[0] = wumplink; /* forw link */
529 cave[wumplink].tunnel[1] = i; /* back link */
531 /* now fill in the rest of the cave with random connections */
532 for (i = 1; i <= room_num; i++)
533 for (j = 2; j < link_num ; j++) {
534 if (cave[i].tunnel[j] != -1)
535 continue;
536 try_again: wumplink = (random() % room_num) + 1;
537 /* skip duplicates */
538 for (k = 0; k < j; k++)
539 if (cave[i].tunnel[k] == wumplink)
540 goto try_again;
541 cave[i].tunnel[j] = wumplink;
542 if (random() % 2 == 1)
543 continue;
544 for (k = 0; k < link_num; ++k) {
545 /* if duplicate, skip it */
546 if (cave[wumplink].tunnel[k] == i)
547 k = link_num;
549 /* if open link, use it, force exit */
550 if (cave[wumplink].tunnel[k] == -1) {
551 cave[wumplink].tunnel[k] = i;
552 k = link_num;
557 * now that we're done, sort the tunnels in each of the rooms to
558 * make it easier on the intrepid adventurer.
560 for (i = 1; i <= room_num; ++i)
561 qsort(cave[i].tunnel, (u_int)link_num,
562 sizeof(cave[i].tunnel[0]), int_compare);
564 #ifdef DEBUG
565 if (debug)
566 for (i = 1; i <= room_num; ++i) {
567 printf("<room %d has tunnels to ", i);
568 for (j = 0; j < link_num; ++j)
569 printf("%d ", cave[i].tunnel[j]);
570 printf(">\n");
572 #endif
575 void
576 clear_things_in_cave(void)
578 int i;
581 * remove bats and pits from the current cave in preparation for us
582 * adding new ones via the initialize_things_in_cave() routines.
584 for (i = 1; i <= room_num; ++i)
585 cave[i].has_a_bat = cave[i].has_a_pit = 0;
588 void
589 initialize_things_in_cave(void)
591 int i, loc;
593 /* place some bats, pits, the wumpus, and the player. */
594 for (i = 0; i < bat_num; ++i) {
595 do {
596 loc = (random() % room_num) + 1;
597 } while (cave[loc].has_a_bat);
598 cave[loc].has_a_bat = 1;
599 #ifdef DEBUG
600 if (debug)
601 printf("<bat in room %d>\n", loc);
602 #endif
605 for (i = 0; i < pit_num; ++i) {
606 do {
607 loc = (random() % room_num) + 1;
608 } while (cave[loc].has_a_pit && cave[loc].has_a_bat);
609 cave[loc].has_a_pit = 1;
610 #ifdef DEBUG
611 if (debug)
612 printf("<pit in room %d>\n", loc);
613 #endif
616 wumpus_loc = (random() % room_num) + 1;
617 #ifdef DEBUG
618 if (debug)
619 printf("<wumpus in room %d>\n", loc);
620 #endif
622 do {
623 player_loc = (random() % room_num) + 1;
624 } while (player_loc == wumpus_loc || (level == HARD ?
625 (link_num / room_num < 0.4 ? wump_nearby() : 0) : 0));
629 getans(const char *prompt)
631 char buf[20];
634 * simple routine to ask the yes/no question specified until the user
635 * answers yes or no, then return 1 if they said 'yes' and 0 if they
636 * answered 'no'.
638 for (;;) {
639 printf("%s", prompt);
640 fflush(stdout);
641 if (!fgets(buf, sizeof(buf), stdin))
642 return(0);
643 if (*buf == 'N' || *buf == 'n')
644 return(0);
645 if (*buf == 'Y' || *buf == 'y')
646 return(1);
647 printf(
648 "I don't understand your answer; please enter 'y' or 'n'!\n");
650 /* NOTREACHED */
654 bats_nearby(void)
656 int i;
658 /* check for bats in the immediate vicinity */
659 for (i = 0; i < link_num; ++i)
660 if (cave[cave[player_loc].tunnel[i]].has_a_bat)
661 return(1);
662 return(0);
666 pit_nearby(void)
668 int i;
670 /* check for pits in the immediate vicinity */
671 for (i = 0; i < link_num; ++i)
672 if (cave[cave[player_loc].tunnel[i]].has_a_pit)
673 return(1);
674 return(0);
678 wump_nearby(void)
680 int i, j;
682 /* check for a wumpus within TWO caves of where we are */
683 for (i = 0; i < link_num; ++i) {
684 if (cave[player_loc].tunnel[i] == wumpus_loc)
685 return(1);
686 for (j = 0; j < link_num; ++j)
687 if (cave[cave[player_loc].tunnel[i]].tunnel[j] ==
688 wumpus_loc)
689 return(1);
691 return(0);
694 void
695 move_wump(void)
697 wumpus_loc = cave[wumpus_loc].tunnel[random() % link_num];
701 int_compare(const void *va, const void *vb)
703 const int *a, *b;
705 a = (const int *)va;
706 b = (const int *)vb;
708 return(a < b ? -1 : 1);
711 void
712 instructions(void)
714 const char *pager;
715 pid_t pid;
716 int status;
717 int fd;
720 * read the instructions file, if needed, and show the user how to
721 * play this game!
723 if (!getans("Instructions? (y-n) "))
724 return;
726 if (access(_PATH_WUMPINFO, R_OK)) {
727 printf(
728 "Sorry, but the instruction file seems to have disappeared in a\n\
729 puff of greasy black smoke! (poof)\n");
730 return;
733 if (!isatty(STDOUT_FILENO))
734 pager = "cat";
735 else {
736 if (!(pager = getenv("PAGER")) || (*pager == 0))
737 pager = _PATH_PAGER;
739 switch (pid = fork()) {
740 case 0: /* child */
741 if ((fd = open(_PATH_WUMPINFO, O_RDONLY)) == -1)
742 err(1, "open %s", _PATH_WUMPINFO);
743 if (dup2(fd, STDIN_FILENO) == -1)
744 err(1, "dup2");
745 execl("/bin/sh", "sh", "-c", pager, NULL);
746 err(1, "exec sh -c %s", pager);
747 case -1:
748 err(1, "fork");
749 default:
750 waitpid(pid, &status, 0);
751 break;
755 void
756 usage(void)
758 fprintf(stderr,
759 "usage: wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]\n");
760 exit(1);
763 /* messages */
765 void
766 wump_kill(void)
768 printf(
769 "*ROAR* *chomp* *snurfle* *chomp*!\n\
770 Much to the delight of the Wumpus, you walked right into his mouth,\n\
771 making you one of the easiest dinners he's ever had! For you, however,\n\
772 it's a rather unpleasant death. The only good thing is that it's been\n\
773 so long since the evil Wumpus cleaned his teeth that you immediately\n\
774 passed out from the stench!\n");
777 void
778 kill_wump(void)
780 printf(
781 "*thwock!* *groan* *crash*\n\n\
782 A horrible roar fills the cave, and you realize, with a smile, that you\n\
783 have slain the evil Wumpus and won the game! You don't want to tarry for\n\
784 long, however, because not only is the Wumpus famous, but the stench of\n\
785 dead Wumpus is also quite well known, a stench plenty enough to slay the\n\
786 mightiest adventurer at a single whiff!!\n");
789 void
790 no_arrows(void)
792 printf(
793 "\nYou turn and look at your quiver, and realize with a sinking feeling\n\
794 that you've just shot your last arrow (figuratively, too). Sensing this\n\
795 with its psychic powers, the evil Wumpus rampagees through the cave, finds\n\
796 you, and with a mighty *ROAR* eats you alive!\n");
799 void
800 shoot_self(void)
802 printf(
803 "\n*Thwack!* A sudden piercing feeling informs you that the ricochet\n\
804 of your wild arrow has resulted in it wedging in your side, causing\n\
805 extreme agony. The evil Wumpus, with its psychic powers, realizes this\n\
806 and immediately rushes to your side, not to help, alas, but to EAT YOU!\n\
807 (*CHOMP*)\n");
810 void
811 jump(int where)
813 printf(
814 "\nWith a jaunty step you enter the magic tunnel. As you do, you\n\
815 notice that the walls are shimmering and glowing. Suddenly you feel\n\
816 a very curious, warm sensation and find yourself in room %d!!\n", where);
819 void
820 pit_kill(void)
822 printf(
823 "*AAAUUUUGGGGGHHHHHhhhhhhhhhh...*\n\
824 The whistling sound and updraft as you walked into this room of the\n\
825 cave apparently wasn't enough to clue you in to the presence of the\n\
826 bottomless pit. You have a lot of time to reflect on this error as\n\
827 you fall many miles to the core of the earth. Look on the bright side;\n\
828 you can at least find out if Jules Verne was right...\n");
831 void
832 pit_survive(void)
834 printf(
835 "Without conscious thought you grab for the side of the cave and manage\n\
836 to grasp onto a rocky outcrop. Beneath your feet stretches the limitless\n\
837 depths of a bottomless pit! Rock crumbles beneath your feet!\n");